Altaenia Campaign Setting

by TimelordMatt

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Writing and Design: Matthew Conner

Additional Content:

Additional Contributors:

Jasmine Gero, Nicholas Hefner, Caius Ruscella, Austin Johnston, MoistMatey#6384, dougiecec#8256, BaconMcNippleTit#1979, cjack#3917, rat#9083, Edanvangraff#9145, (Bon)#8970, Freyr#7329, Furankogēmā#7401, Karasu#5711, Rancerle#7019, Senkiel#0898

Development:

Editing:

Proofreading:

Art Direction & Graphic Design:

Cover Art:

Cartography: Matthew Conner

Publisher:

Special Thanks:

Mackenzie Wren, Gloria Law, Akiko Neufer, Paul Weaver, Curtis Morgan

Extra special thanks to those who stuck with this project throughout its development; we appreciate you all!

Introduction

In the ancient days of mid-2017, a group of friends sat down to participate in a game of political intrigue, godly horrors, and devastating repercussions with each decision made. That group was comprised of nine players and one Dungeon Master, and the game barely lasted three months, if that. It's a wonder anyone even wanted to continue playing Dungeons & Dragons after that experience. And not only did mostly everyone keep playing, but they created whole new games within the same world that the old campaign was set in. Not in the Forgotten Realms, not in Eberron, but in a wholly unique world to them and their table: Adowei.

A large world of intrigue, adventure, and power that they have every opportunity to explore how they see fit! Whether there be a desire to change the world, a hunger for power, or a need to help others in need, Adowei offers an opportunity for all beings who live in these lands.

Growing up, Dungeons & Dragons was one of my favorite games in high school and still is to this day. A storytelling game set in a world of swords and sorcery? What teenager wouldn't be intrigued by the idea? But it's also so much more than that! D&D is driven by imagination. It’s about picturing the towering castle beneath the stormy night sky and imagining how a fantasy adventurer might react to the challenges that scene presents. And that, above all else, was probably what attracted me to Dungeons & Dragons.

The only problem for me was the lore of the Forgotten Realms or Eberron. Not because it was boring to me, far from it actually, but because I didn't have time to read it all. Not in the detail I would have liked anyway. So I did what any other sane person would do, clearly: I began to create my own world. A world that I could make or break however I wanted. A world to bring to life for myself and my players. It was almost liberating in a sense.

The Premise of Adowei

When I started to create Adowei, I often thought back to my first games of Dungeons & Dragons. My favorite campaign I played in was run by my friend's dad, who had us working on trying to bring peace to the land from two warring states or factions. The details were a bit hazy, but that wasn't the point. The point was that, in D&D, one could do whatever they wanted (withing reason). I wanted to create something like that for my world. If something doesn't exist yet, someone could study it and find a way to introduce it to the new world. Adowei never stagnates, and is always growing.

I also wanted a heavy emphasis on having the people within the world actually matter. Whether it be in one of my stories or in any of the campaigns I run, I wanted there to be a reason to do something. Not just stopping one bad guy, but maybe even going on a great quest to rule the world, save it, or even destroy it. As a writer and the creator of this world, it would be quite heartbreaking to watch my world crumble to dust before me. But at the same time, rewarding. Because my characters, my players, caused that change. And who knows? Maybe something will come after destruction. But, please, don't kill my baby.

The Tone of Adowei

Adowei is sort of a mixed bag when it comes to tones and themes since it can hold so many. If I had to choose a few, however, it would most certainly be medieval fantasy crossed with a bit of dark adventure and a sprinkle of steampunk and/or sci-fi. This is what I have used to create most of the story elements in my campaigns, and have even taken some story beats from other stories as inspiration: including Assassin's Creed, the Witcher, Star Wars, Lord of the Rings, and so much more!

The world of Adowei is built upon the great wars of even greater civilizations, the powerful and dangerous magic that warped the land, and the heroes that saved the world from a cycle of darkness. However, the world is painted in shades of gray. So few things are light and dark in this world, and it will be up to those who reside in this land to come to their own conclusions about something. But never forget the ancient secrets and powers that dwell beneath the surface, waiting to be uncovered and unleashed into the world.

    Magic is found in every corner of Adowei, even where one might not expect it. The mana of every living being constantly flows and influences one's life; sometimes in unexpected ways. And magic can come in various different forms, not just in the shape of a fireball. Magical crops, arcane runes, powerful marks etched into one's body, these are all ways a being can harness their mana and use it to their advantage.

The adventures and choices the heroes of this world explore are perhaps the greatest things about Adowei, and possibly the most dangerous. Whether one might settle down and build a settlement for others or delve into the ancient ruins under the earth, one can do almost anything here. Not only that, but the lines between hero and villain are... blurry at best. Play in shades of gray, or just the traditional light or dark if you'd prefer.

All of this and much more are things to keep in mind when you adventure around Adowei, as these were the core thoughts and ideas when creating this world. Of course, like everything in D&D, these are guidelines. As the Dungeon Master, feel free to explore or ignore these as you wish!

The World


The fantasy world of Adowei is a place of magic, swords, war, innovation, monsters, and so much more. Men and women can make their dreams reality here, creating towering flying machines, or large iron ships to sail safely on the open seas. Those who have mastered the arcane arts as well are able to do just as amazing things: creating powerful weapons of technological and magical marvel to brand the world with, or creating floating cities to live in. advances and conveniences made in the world of Adowei augment the trappings of a traditional medieval setting, and hopefully add a bit more variety to your games.

Keep in mind that most of what is talked about in this book is placed after the start of the Great War. Of course, it is still possible to run a campaign where the Great War hasn't begun yet, but keep in mind that some events may not have taken place yet depending on where you set it. Also, keep in mind that there are several other continents in the world of Adowei as well that can be explored. Perhaps in future installments... Regardless, we hope you enjoy your time in Altaenia, and we hope you look forward to exploring all of Adowei in the future!

PART 1

Campaigns in Adowei

The History of Adowei


There are few things as important in Adowei as history! Whether it be to the creation of the world, to the signing of the Golden Clause, to even the Great War, history is what any good civilization is built on. It is what allows us to learn and develop; to keep us from making the same mistakes as those before us.

Even if the history of Adowei is not always the cleanest, and even though some events do end up repeating one another, none can deny the sheer density of it all. It's because of everything here that Adowei has formed into the world it is now, and it will continue to form with the help of the scholars and writers who are able to document (and theorize) such events.

Just for reference, we'll be using BH and AH to mark the timeline of events here. BH means Barint, which are events that occur before the Great War started. AH, however, means Ahtho, which are events that occur after the Great War starts.

100,000 bh

Juexzozt, the All-Father, and Kixtos, the Forgotten One were created. The two spent years wandering the empty void, unsure of their purpose in an empty world. Without anything in the darkness, the two eventually decided to fill it with their own images, though both of them have a different idea of what would be best...

90,000 bh

10,000 years later, Kixtos decides to leave Juexzotz on his own. He wanders the cosmos alone, doing nothing but that: wandering. Many say that Kixtos still wanders to this day, and that this is the reason why he has been named "the Forgotten One."

Juexzotz, on the other hand, decides to try and stay busy by creating the material plane. Not only that, but he also spends thousands of years creating the New Deities.

Juexzotz would work to create other deities to help him on his journey of creating a paradise of a world for the mortal races that would eventually come. First, Juexzotz created Ehtos, the chaotic neutral God of Fire, to give the mortal race that would soon inhabit the world fire. He would also give the mortal races their passions and created volcanic and fiery places in the world, and is said to be responsible for most wildfires and the development of fire as a source of power. Following him was Neulla, the chaotic good Goddess of Water. She gave further life to the world by adding water. She created the flowing rivers, the raging waterfalls; everywhere you see with water, Nuella is probably responsible for it. She also helped to develop farming amongst the mortal species.

Soon after came Ownir, the chaotic good God of Air, who created the howling winds and gusts of air, as well as the oxygen that the mortals breathe. It is mostly because of Ownir that mortal life can sustain themselves in the world of Adowei. Finally, Ytix, the lawful good Goddess of the Earth, and with her, wildlife and minerals soon came to the world. She developed domesticable animals for the mortals to survive off of, as well as—along with Neulla—developed farming for them as well. Eventually, however, some of her creations would become corrupt.

Orius, the neutral God of Magic, created everything related to magic. He spent eons developing spells, magic items, and creating areas of Adowei strong with magical prowess. He also taught his fellow deities to use his creations to further enhance their abilities. However, he kept the strongest spells for himself and his favored angels and followers, eventually.

The formation of the material plane was underway, and rather than leaving the sky open to the void, Juexzotz created two deities of night and day, creating the twin Gods of Night and Day, Ivemis and Yaris along with the cycle of day and night. Eventually, Ivemis would create the concept of dark magic as well, and Orius would develop more holy magic, and the two would form a rivalry that would last eons, eventually creating two more deities from the chaos of the conflict...

80,000 bh

With the formation of the material plane, the deities began to fill it with life. The first race of beings to ever inhabit Adowei: the Zenit. As such, two new deities were created in order to give life to such creatures, but also ensure that their lives were not to last forever. Guhena, the lawful good Goddess of Life created the Zenit, and eventually the other races of Adowei as well. Little did she know that her first creation would ultimately betray her and her siblings. After her, Sidros, the lawful evil God of Death emerged, ready to claim the lives of the Zenit when their time came. He leads the dead through to their place in the afterlife and claims their souls to be sealed there.

73,000 bh

The Zenit were an ambitious race that took the tools and world the deities gave them and began to revolt. When the deities created humans, elves, and dwarves to live alongside them, all the Zenit did was take to enslaving them: forcing them to mine for Ytix's resources, build powerful devices, and serve their wishes. The deities were initially skeptical of their nature, but did nothing to prevent such things from happening. However, when they began to make powerful relics of divine power, they knew that they had created a failing race; one that could eventually overthrow them if given enough power.

However, indecision spread amongst the deities on this, which spawned Fevher, the lawful neutrak God of Judgment. With his power and wisdom, Fevher gazed upon the Zenit and walked amongst them, validating the deities' fears about the Zenit, which would lead to the war that they would have to fight against their own creations.

The Unholy Uprising was the war the gods and the zenit took part in for control of the world of Adowei. The deities created their angels to fight their wars with the zenit, and rarely actually fought in battles themselves. Eventually though, after years of war, the gods had enough of the war...

72,500 bh

In order to cleanse the world of the disaster that was the Zenit, Vizzotz, the lawful evil God of Plague was created. He brought a devastating plague and natural disasters with the help of Ytix: Pthisis. This eventually resulted in the extinction of the Zenit, weakening to the point where the angels easily swept through the lands and destroyed the zenit, though Guhena tried to plea to save her children. However, his plague grew too strong, and threatened to spread to the other creations without Guhena's life-giving powers.

70,000 bh

Even though the deities were wary of the zenit and their advanced technology, they also somewhat admired it, and understood the importance of such power. As such, Juexzotz crafted Ahius, the neutral God of the Craft. He created many things for the gods of Adowei: the godly items given to each deity and the Overseers are the more known creations, but he also gives the mortals the knowledge and ability to create things themselves.

65,000 bh

Soon after, the rivalry between Ivemis and Yaris were boiling over, but tipped over once Ivemis created a dark ritual to elongate the night. What would become known as the Twilight Conflict, the two would use their angels and mortal followers to war against one another in a hope to either enact the ritual to let the night last longer or destroy it to ensure that no being can use it ever again. It was a short string of battles, and a winner was never determined, as it was interrupted by the creation of two new deities, introducing similar elements to the world, though strongly separated from their "parents".

Bethys, the lawful good Goddess of Light was created alongside Jenos, the chaotic evil God of Darkness. As a result, the gods of night and day resolved their issues. However, their children would later carry out their work. Jenos created the monsters that inhabit the night while Bethys created the paladins to fight against them, among other things for the both of them.

64,000 bh

With the help of the gods, the mortals were given the chance to live for themselves. It was during this time when Adowei was most peaceful. Without the Zenit enslaving the other races or the Gods directly meddling in the affairs of the mortals, they were left alone in a time of peace. Perhaps this was the most peaceful the world had ever been. Unfortunately, peace never lasts in Adowei.

60,000 bh

Soon after peace had been achieved, Jenos had reemerged from hiding, creating monsters and beasts to destroy the mortal races against the wishes of the Gods. This sparks the Thousand Year Darkness, which put the mortal races of Adowei against the monsters created by Jenos in a bloody conflict that seemed would never end. As the war went on, a number of mortals were able to ascend to godhood, creating gods in their own rights.

Madther, a great human warrior, was one tale that was never forgotten. He single-handedly led charges against scourges of beasts and seemed almost unstoppable. Many assume he had divine assistance, and that is perhaps why, upon his death, he ascended to the Heavens to be formed into the chaotic neutral God of Warriors.

Suris, a human woman, however, took advantage of the chaos that distracted the Gods and stole a magical harp from them. While initially frustrated and angry with the mortal woman, they were also impressed beyond all belief, many say. To think that a mortal could steal anything from the Gods. They allowed her to keep the harp in exchange for her services as the chaotic neutral Goddess of Thieves. Perhaps they were also trying to make up for their mistakes with the Zenit as well?

Annja was a woman who was able to find love during the Thousand Year Darkness, with one of the monstrous races no less. She worked with him to fight for a potential peace, but their lives would be cut off the the cynical nature of the mortal beings. A riot broke out to destroy the creature and Annja, sending Annja to the halls of Elysium rather than Aether, giving her the opportunity to become the chaotic neutral Goddess of Love, letting her story inspire others to accept love of all kinds. However, she would never be reunited with her love, his soul cast into the darkness of the Abyss.

40,000 bh

Vizzotz releases another plague onto the world in order to ensure that the mortals know that the Gods are in charge of this world. Many died in this plague, but one death held a significant impact on the world of man: The death of Badum's wife. Badum was an Elf who worked happily on a farm with his wife. After her death, however, he became enraged. Broiled with anger, he cursed the Gods that killed his beloved and swore vengeance upon them.

He became the personification of vengeance and began to kill and slaughter any who dared to cross his path. Whoever dared to interrupt his quest for vengeance would be destroyed. Upon reaching Elysium, he was made an offer that no mortal could ever refuse. If he would pacify his bloodlust, he would be named the chaotic neutral God of Vengeance and would be allowed to be with his wife forevermore. He accepted, of course, but many suggest that he still plots the destruction of Vizzotz to this day.

After the tragedy of the war, the first faction to defend Adowei from this form of darkness was founded on the basis of the defense of others and the world: Hollowfel. Now an ancient memory, they were a very inclusive and powerful power in the world, yet never used it for themselves, and even hid themselves away to the point of irrelevance in later years. But always they have watched, and always will they be there to defend Adowei from the dark evils that lurk out of sight and out of mind by the other powers.

30,000 bh

As the mortals lived in peace, the gods would soon have their own problems to solve. Millenia after his departure, Kixtos returned to Elysium and revealed his own children: a group of eldritch abominations known as the Elder Wickeds. Kixtos and his brother, Juexzotz, would engage in a conflict that would last eons for their children to fight against one another. Kixtos created six children against Juexzotz's eighteen. Kaovha the Giant, who walked through the planes of the gods and demolished everything in sight; Inombra the Creator, who made powerful devices and spells that nearly erased the deities,; Xaagged the Conqueror, who fought armies at a time to slaughter his foes; Aiugithren the Terror, who slipped into the minds of thousands, forcing many to end their own existences to escape his torture; Trogd'xe the Manipulator, who took the form of angels and gods alike to sew chaos amongst their armies; and Shuthri the Seeker, whose unpredictable nature caused the death of thousands on both sides, but whose powers rivaled that of even the gods.

After eons of death and chaos in the realm of the gods, they created the Vaults of the Wicked in the depths of the Abyss, locking away the Elder Wickeds for all of time, sealed by the holy items of each of the deities, save for Juexzotz and Kixtos, who are still locked in an endless battle to this day...

27,800 bh

It didn't take long for the mortals of Altaenia to fully discover and explore their home continent. They had come across many new creatures, races, settomgs, the list goes on and on! But what they didn't expect was for there to be whole new worlds just waiting across the sea to be explored by these pioneers.

25,000 bh

It didn't take long to colonize the continent of Altaenia, and it took an even shorter amount of time for another war to occur. In a bid for pieces of land and a feeling of superiority, the mortal races began to war against each other! Well, the ones that had been discovered up to this point: Humans, Elves, Dwarves, Orcs, and Goblins. This war also brought about the distinctions between Monstrous and Human races, with Humans, Elves, and Dwarves being labeled as "Human," and the Orcs and Goblins being "Monstrous." The distinction between the two is not always clear, however.

These classifications would later lead to years of warfare, racism, fear, and even destruction of different cultures and homes. Whether this was done on purpose or if it was an unfortunate byproduct of such classifications, the years of blood caused by it are undeniable.

24,800 bh

One hundred years after the First War, where the Human races were victorious, the Golden Clause was written into the body of laws that would later be further developed into a global scale. The clause stated that Monstrous races may reside within the human cities under the promise that no conflict would arise. This upset many of the Human races, however, but it was seen as necessary in the hopes that they could all come together and work as one some day in the future.

20,000 bh

With the development of ships, the mortal races decided it would be a good idea to find more ideal lands, especially since Altaenia was getting a bit crowded, most likely. They sailed for months on end until they discovered Dastrath; another continent of Adowei. Although slightly smaller than Altaenia, it seemed as though Dastrath was more rich with resources that would lead to more advanced warfare. It didn't take long until the whole continent was explored and colonized; almost 700 years. However, as we now know, there seem to be more hidden mysteries lurking in the land.

15,500 bh

Starting in around 15,000 BH, it didn't take too long after the discovery of such a place as Dastrath for pirating to be a "fun" common practice amongst degenerates. Many speculate and say that these first pirates were the inspiration, or perhaps even the founders, of the Tirmor Alliance. However, that would make them the first known power group in Adowei's recorded history, but these are just rumors with little evidence to support such claims.

Many pirates made use of Lacharia and Briece as singular island countries, and made use of their ships to attempt to create artificial lands to little avail for the most part. Humans made up most of the pirate population, but Halflings quickly took to the activity, as did many monstrous races across the world itself.

Come 10,700 BH, gunpowder was introduced; found in Dastrath, of all places. This brought a whole new kind of warfare: One on the sea rather than land. Pirates attempted to rule the seas with an iron fist, but the common folk were quick to retaliate against such a cruel regime. They refused to be pushed around by common criminals, and were quick to amass their own fleets to combat the scourge of crime.

Thankfully, they managed to rout the pirates away from the mainlands, and were able to travel with the occasional danger of pirates. However, rumors have it that these pirates found the Tirmor Isles in their rout, and eventually founded the Tirmor Alliance: A faction of pirates who seek only the freedom to do as they please.

10,700 bh

Gunpowder has been a staple in Dastrath for almost as long as the continent has been around. Extraction of this material became a priority early on in their development, and it soon became a main export of theirs. They were the first to create guns and cannons, and were the first to hold a large, functional army as a result. As such, many viewed Dastrath as a land of warriors and soldiers, though they later abandoned this view thousands of years later.

The main source of military might for the land came from Hadroque, a land of military oligarchs who valued the power of their military above all else. They had a long history of breeding great warriors, and were often the first to join a battle should one arrive nearby. Of course, they also found other uses for gunpowder aside from guns and cannons. They also developed many explosives that are used in warfare. As such, residents of Hadroque are often regarded as a "warrior species."

10,500 bh

Hadroque was led by a single man originally; a human male named Rorgon. He ran the country of Hadroque with an iron fist, and insisted that their army was not only the strongest in the world, but the only thing that could rule over, not just Dastrath, but the world itself. While this did not initially start a war, Rorgon's warmongering ways ate away at peace very quickly; too quickly for anything to heal.

Rorgon's corruption spread through all of Hadroque within a matter of years, and he had almost been successful in corrupting the entirety of Dastrath, had it not been for Herren, a male elf who actively opposed Rorgon's ways of war and violence. Unfortunately, the elf was too late to save Hadroque.

Herren saw the war as an inevitability, and sought to raise an army strong enough to counter Rorgon and his advanced war machines. Thankfully, he had the advantage of numbers, and thought he was ready for anything in the coming war. However, he also prepared a failsafe: The Ironfall. This was a weapon found in an ancient Zenit ruin in Dastrath that was rumored to be able to destroy entire pieces of land. Thankfully, the weapon was never used, and it has been lost and forgotten.

Rorgon, on the other hand, was planning the war ever since he had met Herren. He raised whole armies; developed civilizations around the concept, and designed weapons and tools that brought them much success in the war. Before the war, many feared Rorgon and his ideals. During the war, however, many cowered in fear at the sight of it.

The Iron War was a grueling twenty years of brutality and inhumanity. Colloquially, it was called "The Horrid War" by those who followed Herren, or "The Glorious Stand" by the followers of Rorgon, and most in Hadroque. The war spanned from Hadroque's seas to the mountains in Frasia, and the chaos and mistrust of the war spread all the way to other lands overseas as well; paranoid of its repercussions, and with no means of long-range communication at the time, there was no way to warn one another of an incoming attack. Unfortunately for Herren, Rorgon had been cunning in his ways of training. He taught soldiers to infiltrate and strike from the shadows, allowing him to conquer entire areas with little to no resistance for a time.

Rorgon was smarter than Herren had given him credit for, and as a result, many cities fell under his control within the first few months. Herren was forced to adapt to these changes, and had to make use of more strategic, and often cruel, movements. He utilized gunpowder in a more destructive manner, and developed the first grenades; a primitive and dangerous design, but effective at killing scores of foes, even if the first few attempts were more friendly fire than anything.

Rorgon grew arrogant after his many wins, and thought nothing of Herren and his forces. This was his first mistake, and allowed his forces to grow arrogant as well. Herren noticed this and acted on this newly found weakness. Herren set traps in small villages for Rorgon's men, who were unlikely to resist such easy prey. Magical seals placed everywhere after the village was evacuated allowed for wanton destruction with Rorgon's men as the only casualties. However, in the cases where Rorgon's men were not defeated immediately by such tactics, clean-up squads were put together. These allowed entire armies to be destroyed, much to Rorgon's surprise.

Five years passed, and the war truly began in earnest during this time. Rorgon began to see Herren and his forces as worthy foes, worthy of the death his soldiers would bring. Herren, on the other hand, finally grasped the true concept of war, and began to utilize more smart and tactical strategies in order to defeat the powerful armies under Rorgon's command. For much of the war, Herren stayed on the defensive; allowing Rorgon's forces to attack them, and retaliate with more soldiers. This strategy failed for the first two years, but eventually picked up with the arrival of a certain hero.

A hero, whose name was lost to time, assisted Herren's forces in many battles, and won many of them single-handedly. Perhaps he was sent by the Gods. Perhaps he was an old war veteran. Whatever the case, he breathed new life into the Iron War; this time on Herren's side.

For the next ten years, cities were swung back and forth on who controlled them. For a time, however, Herren was winning this war. His strategies were paying off, and he felt like he could finally go on the offensive. Although this didn't happen until the final year of the war, Herren was making preparations for such an event. The end of the war was in sight for both parties. However, Rorgon had a trick up his sleeve that he had yet to use.

Rorgon had developed a way to make powerful soldiers: Ones that could feel neither pain nor disobedience. They were called Shriekers by Herren's forces, and they devastated entire populations. They were originally normal people, but twisted by arcane and powerful armor. This armor dug deep into their skin, making it unable to be removed. It covered their faces, chests, legs, and hands; with sharp blades at the end of the hands. They were fast and deadly, making them perfect forces to claw into enemy trenches before sending the entire army to clean house.

The Shriekers were a problem for three years until the unnamed hero dispatched most of them, and sacrificed himself to not only defeat the rest, but destroy any research and people who could make more of them. The Shriekers were no longer tearing through Herren's forces, but now he had lost his most valuable asset. Fortunately, the war was finally nearing its end.

Herren put together a strike force of twenty people to secretly invade Rorgon's castle and bring him down. Rorgon had expected this, and they were met with heavy resistance. Fortunately, nothing the force could not handle. They reached Rorgon and challenged him to a duel, which he accepted. He had killed twelve of the initial strike force before succumbing to the blade of Herren himself. He rode back home, holding Rorgon's head high for all to see; marking the end of the war.

    The final battle in the Iron War was perhaps the bloodiest. No soldier would relent from Rorgon's last armies, and Herren's forces could not accept defeat. The battle lasted for two weeks, with almost 12,000 soldiers on both sides dead, and almost twice as much injured. In the end, the battle ended with Herren's forces winning the Iron War itself. However, the remnants of Rorgon's men were not dead and buried yet.

During a ceremonious occasion that would crown Herren a hero and the leader of his own city, he was assassinated by an Elf who held Rorgon's same beliefs. The Elf was captured that night and executed the following morning. The day after, the citizens all over Dastrath mourned the death of Herren, and he went down in history as a hero who fought against oppression and tyranny. Few in Dastrath don't know his name.

10,450 bh

Several years after Rorgon was vanquished, pirates saw an opportunity: A weakened land that was ripe for the taking. So they invaded Dastrath once again, taking advantage of a weaker military force to raid towns and villages, plunder temples, and many more dastardly deeds. Thankfully, the military was still quick to act, and managed to match the forces of the pirates. Many call this event a war itself, though mostly for how long battles waged.

For five years, pirates took to the land rather than the sea, and the results were devastating for many. Many pirates see this as a golden age for their time, while others think it as just a prelude. Eventually, the military drove them back to the seas, but was unable to completely defeat them from there. As such, the fleet of ships retreated once again with the loot they had gained from this "five year flood." They were richer than ever before, and more bloodthirsty as well.

The people of Dastrath were filled with fear after the war and the Five Year Flood. The land entered a state of chaos which it had never seen before. Riots in the streets, violent protests, and so much more. This was perhaps Dastrath's darkest time. However, none gave up. The Praetors of each city gathered in their respective countries to elect an Exarch for each continent, which would form the Council of Dastrath.

Ten people in total would be named Exarch every ten years, and they would gather in an agreed meeting place every three years to discuss the state of Dastrath. They would solve problems, raise morale, and bring hope to any who thought it was lost. Dastrath finally rose past the dark histories, and was brought into a new age. Thankfully, the same practice was brought to each other continent as well, and would eventually evolve as well to involve the entire world.

10,300 bh

Many years went by after the formation of the Council of Dastrath before the land was interrupted once again by an unholy force of demons and spirits. They brought a curse over the lands that would bring such monsters to the real world; endangering not just Dastrath, but the world itself. While not a long event, it devastated Dastrath nonetheless, and almost wreaked havoc on its nearby continents.

The effects were not instant, nor were they completely noticeable. Demons did not manifest as many thought they would. Rather, it would be through possession and promises to the weak-willed. Many monsters filled Dastrath for a long time; monsters many thoughts were unkillable for many days. Fortunately, a group of adventurers managed to bring a semblance of peace to the realm by destroying the monsters.

This was not the end, however, as there was still the matter of the curse. Many mages and psykers alike knew not what to do with it, as its origins were largely unknown, as well as its effects. At the time, there was no way to destroy or break the curse. However, it could be contained. Contained into a small city where those who entered would almost never return. A city that transformed men and women into savage monsters willing to do anything to "win."

10,150 bh

The Brightforge Empire, the first and longest standing empire in the history of Adowei, was founded and began their campaign for uncontested domination. Unfortunately, their uncontested reign would't last forever. Some years later, several dissenters would arise to attempt to overthrow this vast power, which seemed to spread like parasites.

10,000 bh

The War of the Beasts began with a near obliteration of many cities, towns, and villages in Altaenia; which shook the world of Adowei to its core. The Feldawn Empire, a resurgent force of monstrous beings hell bent on conquering the known world, sent a clear message to the world that they were coming to destroy and conquer everything in sight.

It was a long 100 years, but the Brightforge Empire eventually triumphed, sending the forces of the Feldawn Empire to Zoudrurg, where they hoped they would wither away and die in peace. But little did anyone know, they were simply consolidating their power for another war.

9,300 bh

The continent of Vlodux was soon discovered after the exploration of Dastrath and Altaenia, and settlement soon began. Strangely enough to some, it was smaller than both continents, rather than them being of relative equal size, leading to a quick exploration of the entire landscape. As like anywhere else, this place is not untouched by some great mystery, and its catacombs are littered with the prizes of history for those with nothing to lose.

8,700 bh

Another resurgence of the Feldawn Empire begins to wage war once again; seemingly strengthened by their isolation, they bring in hordes of their dark forces to overwhelm the Brightforge Empire and conquer the world. For a time, the forces of Feldawn were pushing back and conquering many parts of Adowei. Unfortunately for them, their invasion was stopped by the first dragon knights; powerful soldiers who could tame and ride dragons; charging them into battle to wreak havoc on the battlefield. Due to these powerful beasts, the Feldawn Empire was pushed back once again; leaving once again to the corrupted lands of Zoudrurg.

8,000 bh

Eipish was discovered here as a means of escaping the next resurgence of the Feldawn Empire. It was one of the smallest continents, though it does have a strong place in Adowei. Whether it be the guilds founded here or the natural resources found on this continent, Eipish is still a highly-populated continent.

Beside it were a series of islands that a group of pirates would colonize as their "perfect paradise." These pirates would eventually be known as the Tirmor Alliance, a faction of pirates with a singular goal of profit and plunder. They fly under a black flag and hold allegiance to none other than themselves.

7,800 bh

The discovery of Naedeth was a familiar yet still satisfying discovery that brought about further development for Adowei and its people. Its size makes it a great spot to colonize and fill more people into the world of Adowei. Many simply associate Naedeth with its reputation as a continent of mystery, however, as much of what one can find on this land, by all means, should not be there.

7,380 bh

After further discovery and exploration into Naedeth, several Elves had managed to find several ancient artifacts, dating ever before the discovery of Naedeth, that were directly related to Elven history. This led those same Elves to believe that they were the true race of Adowei; the one and only race worthy of the approval of the Gods. They later converged to form the Eternal Confederacy; a faction of mostly elves that seemed to have a focus on proving their ancient ancestry as well as solidifying that the Elves were the only true race worth anything.

This is what ultimately prompted the Eternal Crusades; an attempt by the Eternal Confederacy to take lands that were "rightfully theirs," and destroy any dissenters of the Confederacy. The Brightforge Empire quickly quashed this uprising and pacified the Elves. However, the stubborn, timely race would not give up so easily, of course.

6,500 (Age of Warfare)

This was when the bloody wars of history and the battles of old were truly realized. Further development and use of resources, not to mention Adowei completely surveyed, led to the creation of new weapons and more reasons to use them against one another. Whether it be the "perfection" of the guns, the sharpenning of swords, or even the creation of whole new siege weapons, war truly began here. However, this era didn't only affect the tools used in warfare, or did it only lead to violence.

Several cultures, factions, and guilds were created, revised, and some say perfected during this time. The Caben and the Darkling are two very notorious examples of this, as they are probably the most "experienced" with combat, and the Caben even treat it as an honorific tradition; as do several other races. Whatever the case, these times either lifted races out of the monstrous status or solidified their placement in it.

Several factions used this new age to their advantage as well, most notably the Dragonic Empire. These new tools of warfare bred more chances to rival the great powers of the world, and better opportunities to hold them. This was the golden age of warfare, after all. New weapons means new reasons to use them.

6,400 bh

Perhaps the largest war ever waged up to this point, and it even beats many other wars in that regard; only being outclassed by the Great War (1 AH). The Eternal Confederacy, the Brightforge Empire, and the Feldawn Empire vie for control of the lands and make great use of the new technology to accomplish this goal. The Brightforge Empire, of course, came out on top, but only by a slight margin; the new beasts of the Feldawn and the graceful weapons of the Confederacy nearly had them beaten.

6,000 bh

Perhaps the biggest development of war and cultural advancement, a sect of the mortal races had finally learned to breed and tame the dragons of Adowei. This sect would later form into the Dragonic Empire; the only faction that could actually tame, ride, and use dragons for warfare. This was the first faction to defeat the Brightforge Empire during the War of the Dragons.

This was one of the shortest wars in history. The Dragonic Empire sent their knights on top of dragons to decimate the Brightforge Empire and test their might. The dragons laid waste to anything and everything in their path, and struck such a blow to the Brightforge Empire that many assumed that the dragons would soon rule the world again. Alas, this was not to be.

5,820 bh

For the first time in the history of Adowei, Hollowfel finally involved themselves in a war. When the Feldawn Empire took advantage of the Brightforge Empire's weakness, Hollowfel stepped forward to drive the dark forces back into their home. While it was a costly war on both sides, Hollowfel eventually won the war, resulting in the Feldawn Empire keeping to their own territory for the next few thousand years (until the Great War erupts). However, this also had the Hollowfel move into obscurity until then as well, even to the point where they were considered myth and legend.

5,650 bh

A brief reprieve of peace is just what Adowei needed at this point. The constant warfare had left the economy of many factions in ruin, save for the Dragonic Empire, who had seemingly left the scene for the time being. Instead of fighting, the factions spent the next 300 years (give or take) allowing themselves to recover from all of the bloodshed and economic downfall.

5,270 bh

After the long period of peace, it didn't take long for the mortal races to be at one another's throats yet again. However, they mostly took a more subtle approach to defying one another. Bandit assaults that had been hired by other factions to raid towns and cities were common practice, though many factions didn't have much of a problem with sending assassins; even if they were to be found out. Ultimately, this age was one of subtlety and intrigue; and was responsible for the downfall of many civilizations.

5,020 bh

The Dragonic Empire was challenged once again by the Brightforge Empire, this time over land and other citizens more than anything else. After being defeated by the Dragonic Empire several hundred years before, the Brightforge were desperate for a victory. So desperate that they resorted to dirty tactics during the war, and creation of several magical abominations. While they were no match for the dragons initially, it didn't take too long for them to tire and the Dragonic Empire was forced to surreder. While it was mostly a battle of attrition, the Brightforge Empire was reseated as the main power of Adowei.

4,790 bh (Age of Magic)

Mana has begun to be used as a tool by many of the creatures of Adowei, creating an age of magic, and bringing on the near destruction of the mortal races. Nobody is entirely sure if this was because of the actions of a faction, a single man, or if it was simply a matter of environmental evolution, but it didn't entirely matter in the long run. What was important is that the creatures of the world were now armed with the power of the mages and the ability to control it, although to a limited extent.

4,600 bh

The creatures of Adowei began to march on cities and towns with the full intent on devouring everyone and everything in sight. Armed with magic, they were able to surpass the defenses of many small towns and villages, but were ultimately pushed back by a group of mages seeking to defend the land. They later went on to form the Mage's Association, and would later form a way to control the use of magic, which would be called the "Magi Code."

4,050 bh

The first mage to break the Magi Code was a high elf male named Lupetor. The Mage's Association brought him before the high council for trial, to which he pleaded guilty and explained that magic is not something to be regulated, but something to be explored and understood. His punishment was banishment from the Mage's Association, and he was known as the first Psyker; a mage who broke the Magi Code and was forced into an exile.

3,580 bh

Since the actions of Lupetor, many mages across the world began to break the Magi Code and became Psykers. This would eventually lead to the first Psyker Invasion. The Mage's Association against the Psyker Association. However, this would not simply be one battle, or even one war. It would be a war that would last forever. This first war was deemed the "Divergent War," named after the Psykers who broke from the Mage's Association nearly 500 years ago.

2,890 bh

A new cult emerged in Adowei bringing with them the type of magic that mages have banned for mages across the world. The Cult of Lupetor took what they thought Lupetor defied the Mage's Association for—the freedom of magic—and transformed it into a dark force for evil. They took his philosophy and used it to create spells of dark intent and evil forces. The most vile spells were created by this cult, but they weren't ever completely destroyed; though they were publically defeated almost 1,000 years after their formation.

2,764 bh

A new mage was born this day, one that would later be carved into the history books as the most powerful and renowned mage in the entirety of Adowei. Zathas was a human male who had a fascination with all different kinds of magic, though specifically enchantment spells. However, he was considered a master of everything; an unkillable mage that would pave the way in the world of magic, and change it forever.

After learning and developing under the alignment of the Mage's Association, Zathas became fascinated with the darker arts. He took interest in the Psykers, and the Cult of Lupetor in particular. As a result, however, he was deemed a Psyker himself, and the Mage's Association attempted many assassination attempts on his life to ensure Zathas would not bring destruction to the world.

He learned from all kinds of teachers: Mages, Psykers, even magical creatures that many consider to be non-sentient. As a result, he developed spells and rituals that no other mage could replicate and even constructed structures that were magically attuned. He also specialized in the creation of magic items as well, strangely enough.

Eventually, Zathas delved deeper into the darkest arts of magic that existed, and developed the most horrid ritual known to man—a ritual to cheat death using death—the state of lichdom. Zathas became the first lich, and ruled over the magical world of Adowei for many centuries until another ritual—aptly named the Zathas Vortex—caused Zathas to be sealed away for millenia; unable to interact with the outside world in any way.

And thus, Adowei was freed from Zathas yet again. However, every one thousand years, the Zathas Vortex reappears again; promising any who can survive its violent winds of magic near infinite power. The major powers of the world war over this power everytime is comes up, yet nobody has been able to unlock its secrets. Perhaps it is simply Zathas looking to take down as many people down with him as he can.

2,000 bh

The first War of Zathas was waged here after the Brightforge Empire sent ships to attempt to sail into the storm; each one dying a horrible death. The Eternal Confederacy and Feldawn Empire also failed in this endeavor, and not even the Dragonic Empire could fly their dragons into the storm. A single year of war, but it was the bloodiest war in the history of Adowei.

1,870 bh (Age of Conquest)

After rebuilding after the first War of Zathas, the factions of Adowei began the task of growing their empires. Whether it was physically expanding their borders or simply gaining new friends and allies, the empires focused on themselves. While there were some open conflicts during this time, there was no full war. Each faction had their own means of expansion during this time as well. This would be called the Great Expansion.

Both the Brightforge Empire and the Eternal Confederacy sought to expand their territories. Because of this, these two factions were often the ones that fought the most. This would also be the cause of the next war to break out in the world, though it wouldn't be for another hundred years.

The Tirmor Alliance simply acted as many pirates would; plunder and pillage. They didn't care about land, only coin. They attacked fleets that passed them by and villages that they passed. It was during this time that the Tirmor Alliance was solidified as an evil faction by mostly every other faction as well.

The Dragonic Empire did nothing, and simply consolidated the strength they already had: Their dragons. They bred more dragons and focused more on controlling them and outfitting them with more armor and weapons. This led to their focus on military and isolationism for many years to come.

The Feldawn Empire slowly worked to corrupt the lands they were in; seeking to destroy any signs of life they didn't control. Forces from both the Brightforge Empire and the Eternal Confederacy were often sent to delay them. However, the mages played a larger role, attempting to slow the corruption that the empire brought upon the world.

1,720 bh

Another war between the Brightforge Empire and the Eternal Confederacy broke out once again; this time over the territory of the two factions. Although many scholars argue it was because of the varying status of different races between the two factions, it is widely accepted that land was the main reason for the conflict. This conflict was one of the more tame ones, but it had a long-lasting effect on both factions. Essentially, they agreed to a pact that stated that, as long as their interests don't conflict with theirs, there will be no conflict of any kind against the two factions. However, this opened many avenues of possibilities for the Eternal Confederacy, as they would use this pact to attempt to manipulate the Brightforge Empire many times over the course of history.

1,450 bh

The Growing Darkness. One of the worst events in recent history, but also one of the more simple ones as well. During the Great Expansion, the Feldawn Empire sought to corrupt the lands around Zoudrurg, and they managed to infect parts of the country next to it, as well as in areas overseas as well; albeit to a much smaller extent.

Both the Brightforge Empire and the Eternal Confederacy recognized the threat they posed to the world and were quick to act. They fought for every inch of territory back, and eventually pushed back the Feldawn Empire once again. Unfortunately, the land they had corrupted would remain that way until one strong enough in the divine arts would come to the lands and restore its beauty.

1,280 bh

By this time, there were very few areas not claimed by one of the many factions of the world. As a result, the factions would once again turn their attention to one another. Fortunately, no wars would break out for another three hundred or so years. Unfortunately, however, that war would be the second bloodiest war waged to date.

Until then, the factions gathered in one place to discuss the future of Adowei. Later, this would become the Grand Council of Adowei. They argued for many hours, yet each of them left unsatisfied; readying themselves for the coming war.

1,000 bh

The second Zathas War erupted in Adowei one thousand years after the events of the first one. This is when scientists began to believe the Zathas Vortex appeared every one thousand years, though this would later prove to be false. This time, the factions were smarter and decided to investigate the vortex with the help of their mages rather than simply ramming ships into the vortex and hoped it accomplished something; all the while still battling each other for supremacy.

Eventually, near the end of the war, it was discovered that the Zathas Vortex would only be "unlocked" if certain criteria were met. First and foremost, all six Zathas Relics must be gathered into one place. Secondly, a powerful mage must perform a special ritual with these relics as a catalyst. Ultimately, by the time this information was uncovered, the vortex has already dissipated, and the war ended once again.

987 bh

After the events of the second Zathas War, the leaders of each faction gathered once again into a special meeting place; undisclosed to the public. The most pressing issue was this Zathas Vortex, but they also began discussing other matters relating to the world as a result of these meetings. Eventually, by the end of it, they formed the Grand Council of Adowei; a council that would meet once every year to discuss the more pressing issues of Adowei and its inhabitants. Naturally, this didn't sit well with some factions, and the Feldawn Empire was removed from the council entirely.

830 bh

A new cult emerged from the fires of the Zathas Wars, yet only at this time did they reveal themselves. The Followers of Zathas was a group of individuals—although very small—claimed to speak for Zathas himself. Some of them even claimed to be him. Many assume that they know the location of the Zathas Relics, but they are so small in number and so secretive that none have been caught or revealed to the public. Similar to Hollowfel, we only have rumors of their existence.

753 bh

Rumors began to circulate about a being so divine and so powerful that they would rival even Zathas at his prime. A being chosen by the Gods to bring holy wisdom to us and save us from world-ending danger. This being was called The Aetherborn. The first Aetherborn was a young human male named Kadrim. The books tell tales of his ability to heal almost any form of damage, protect against most types of danager, and bring peace to the world; albeit temporarily.

After a long journey set in front of Kadrim, seemingly by the Gods, Kadrim was finally able to secure a place in the Grand Council and convince the factions of the world to agree to peace. Unfortunately, the Feldawn Empire didn't approve of this, and set their goal to destroy the peace. In order to do so, the Feldawn Empire planned an assassination attempt against the Aetherborn, and eventually killed him by sending five assassins all together to lure and kill him. The other factions got wind of this, mourned the death of the Aetherborn, but eventually launched another war against the Feldawn Empire.

The Feldawn Empire was attacked by the Brightforge Empire and the Dragonic Empire. However, it wasn't a war where each faction tried to destroy each other; but it was one where two factions tried to destroy one: The Feldawn Empire fighting both the Brightforge Empire and the Dragonic Empire. Of course, the Feldawn Empire lost very quickly in what would be called the Aether War, and they joined the Hollowfel in the ranks of myth and legend, as many feared the corruption of Zoudrurg.

670 bh

A monument to the first Aetherborn, Kadrim, was constructed in the halls of the Grand Council; representing the peace they should all strive for. It wasn't just a reminder to the leaders of each faction; but also to the people of the world. Kadrim's one goal for Adowei was always peace, and he was always there to assist others when he sought this goal. As a result, the Grand Council decided it would be appropriate to work toward the same goal and construct a statue to the Aetherborn as a reminder.

533 bh

A radical group that went unfound, though many presume the Feldawn Empire, plotted the destruction of the Grand Council. They waited until the leaders of each faction gathered in the halls of the Grand Council and set off an explosion that did much more than simply killed the leaders of each faction. It also opened a rift to the Abyss.

This rift allowed demons and devils to enter the world of Adowei; wreaking havoc on the world. This started the War of the Abyss, where each faction decided to reunite and work together to defeat this otherworldly threat. However, it was also at this time that the next Aetherborn was found: A female elf named Sylvaris.

After 3 years, Sylvaris was able to seal the rift and bring about another age of peace to the world. Unfortunately, to do this, she had to sacrifice her own life to ensure that the rift never opened again. She died as another reminder of why the Grand Council exists, and they immediately began rebuilding the halls of the Grand Council. They also begin construction of the Hall of the Aetherborn; where statues of each Aetherborn, and every Aetherborn that will come after, is constructed within its halls and set as a reminder to others.

469 bh

The War of the Elves was pretty much exactly what you'd think it would be: A war where elves fought each other. Specifically, however, high elves versus dark elves (or drows). The Eternal Confederacy consisted of mostly high elves, and the drows in the faction began to feel a bit cheated. They felt less important than their noble counterparts. Thus, this was mostly an internal war within the Eternal Confederacy.

This was a quick one, as there were far more high elves than dark elves. However, as a result of the war, most of the dark elves left for Zoudrurg and were never seen again. As a result, drows were considered monstrous races by many of the mortal races in the world of Adowei.

342 bh

The Brightforge Empire and the Eternal Confederacy had always been big users of slave labor to construct buildings, farm food, and more. The Tirmor Alliance saw this and began to garner a hatred for the two factions, and declared a continuous war against them. They started a major slave revolution called the Slave Struggles. The Tirmor Alliance spent the war using stealth tactics to free and support slaves all across Adowei. This was another reason why the Tirmor Alliance had so many people.

However, there was one pirate in particular that was made both famous and infamous during this time: Nil Sokun, a human male that freed more slaves than any other pirate in history. In fact, his whole crew was made up of slaves of varying races, genders, etc. Whenever he freed slaves, he always offered them a choice: "Join me or don't." He wouldn't press freed slaves into his service; he would give them a choice. More often than not, this would be the slave's first choice as a free person. He was infamous among pirates for various reasons, but the biggest one was his powerful crew and riches beyond compare.

289 bh

The Scourge of Beasts brought ruin, plague, and destruction to the world of man. Vampire, lycanthropes, and many more beasts invaded the lands of the mortal races and began to kill indiscriminately as they spread through the world. The world filled even more with the invisible rots and the beings that brought upon the Scourge to the city of Petol; where civilians with weak wills awaken at night to become beasts themselves. However, this was partly also due to the experimentations of Prexius; a mage who was obsessed with creating the perfect warriors. This was one of the reasons his many servants were Zern.

128 bh

The human races of the world, particularly humans, began to fear the monstrous races extensively. As such, they formed an inquisition to hunt down and kill any monstrous races that may be a threat to civilization. This group was called the Beast Inquisition; implying many monstrous races were nothing more than animals to be snuffed out and destroyed for the betterment of the human races.

Of course, many rebelled against this idea; including many human races. As such, the Beast Inquisition only lasted for three years before they were forced to disband. However, there may be those who secretly still hold the ideals of the Beast Inquisition, and still seek the destruction of the monstrous races of Adowei.

47 bh

Strange phenomena have been appearing across Adowei: Anti-gravity zones, scourges of beasts, and magical areas have started appearing and wreaking havoc on the world; destroying villages and towns alike. Nobody knows what caused these to occur, and nobody knows quite how to solve it. Many see it as a sign that something is coming, however, but the Mage's Associations thinks this is another Psyker's work.

Indeed, it is. A female elf named Helerie has learned of the strongholds Zathas held while he was alive and investigated. What she found was power unlike any she had seen before. The ability to laugh at gravity, to freeze time, to control monsters. However, she became power-hungry, and crowned herself as the Empress of Zathas' Will. Naturally, the Cult of Zathas also worshipped her power, and began to see her as the second coming of Zathas himself.

8 bh

Emperor Tardig Zyrgos was seen as a strong ruler; meticulous and wise. Adowei entered an age of prosperity under his rule, and few could withstand the might of the powerful empire. One day, however, for seemingly no definable reason, the emperor forbade the worship of any deity, and bore a great hatred toward magic. He began to declare laws sentencing any priest or magic-caster to death, growing unrest in Adowei, and within the empire’s own ranks.

1 ah

Certain members of the Brightforge Empire, members of the Brightforge Council and several high-ranking officials, began to resent Tardig for what he was doing, and threatened to secede from the empire should it continue. Finally, in 1 Ahtho, many of the Brightforge Empire left their ranks and formed their own faction: The Sunvale Regime. They swore to bring an end to the tyrannical rule of the current emperor and reinstate peace in the world. However, both factions entered a stalemate in war infamously named the Great War; and it didn't take long for every faction in the world to join the war as well, for one reason or another. This made the Great War the single longest and bloodiest war in the entire history of Adowei.

23 ah

The items of the Gods fell to the mortal plane; leaving them to b found by almost anyone. These items were those that represented each God, and each one held a great and terrible power within them. Many mortals simply go insane by touching one; others lose their sense of self and become what the item wants them to become. However, there was one God who walked among the human world and tried to collect each item: Kixtos, the Forgotten One.

Thankfully, his plot was foiled by a group of advnturers who managed to defeat Kixtos, drive him back into his isolation, and return the Godly Items to their rightful owners. However, Kixtos still watched as his war—the Great War—grew in size, and waited for the time of destruction to come.

61 ah

Come 61 Ahtho, Tardig Zyrgos died in his sleep of old age, leaving his son Stram Zyrgos to continue his work. Rumors circulated that Stram wanted to end this war and return to the old ways of the Brightforge Empire. He worked tirelessly for 5 years to end this war and was nearing a peace agreement to be held at the summit in Petol. However, before the meeting started, barbarians laid siege to the city and managed to kill the emperor; ruining any chance of a peace agreement between the two factions.

Stram’s son, Morgon Zyrgos, now leads the Brightforge Empire at the age of nine with the help of his advisors. He rules with an iron fist despite his age and is determined to keep his grandfather’s dreams alive. When the Sunvale attempted to recreate the late Stram’s work by reaching a peace agreement, Zyrgos had the diplomats and what leaders attended assassinated, which further incited violence in the world. Many more begin to disagree with the Brightforge and have allied themselves with the Sunvale, creating a somewhat even playing field in this war.

66 ah

The third Zathas War erupts in the world in the middle of the Great War; bringing more bloodshed and death to the world than would normally happen because of the Zathas Vortex. This caught many factions off guard, but none of them were willing to totally abandon the war to gain the power of the Zathas Vortex. However, this doesn't mean that they weren't searching for the Zathas Relics and seeking the power of the Zathas Vortex. However, with two wars raging on top of each other, body counts and spilled blood grew to astronomical numbers. Perhaps Zathas was waiting for this moment for some strange reason...

The History of Altaenia

Following the founding and colonization of Altaenia, many took to making it their home, and took to development in its own way. Whether that be the classifications of the various races or the founding of the Scholars of the Vale, Altaenia alone is rich with its own history and lore. From here on, Altaenia will be the focus of the remainder of the histories. To begin, we must first look at what happened after Altaenia was colonized.

The First War

In the year of 25,000 BH, the colonization of Altaenia led to the first violent conflict between the races of Human, Elf, Dwarf, Orc, and Goblin. This war would be fought for land and an overall sense of superiority over the others. Many believe that the Elves incited the conflict, feeling beholden to the land more than the shorter-lived races that surrounded them. Others believe that the Orcs' senseless desire for conflict drove the other four races into the conflict. Regardless of who it was, this war would later pave the roads for several others of its kind.

The war began simply, with only a few minor skirmishes between the warring races. Every race would fight for themselves in the first two years of the war, save for the Goblins, who sought an alliance with the Orcs. This alliance proved to give the two races the upper hand, and the Orcs were almost guaranteed to win this conflict due to their brute force and the small and nimble nature of the Goblins.

The Humans were the first to notice this, and understood the severity of the situation they were in. They called on a meeting of the Elves and the Dwarves, hoping to come to an agreement on how the land would be split if they joined their forces against the Orcs. It took two nights before an agreement was made, but soon, the Humans, Elves, and Dwarves would be ready to join forces against the Orcs and the Goblins.

The First War lasted another four years afterwards, ending with the surrender of the Goblins, and then the surrender of the Orcs. It was decided on that day that the Orcs and Goblins would be given their own land to reside in, away from the three human races, and they would be given the term "monstrous." Having little choice, the Orcs and Goblins agreed to this, and were sent to what would later be known as Zoudrurg, their new home. Meanwhile, the Humans, Elves, and Dwarves began to flourish on their new lands, free of war. They did still harbor some animosity between them, but they were in agreement not to enter into another war with one another.

Rediscovering Magic

Ever since the extinction of the Zenit, the races of the world only had a vague idea of their own magical prowess, and some felt it more than others. By around 23,000 BH, magic almost seemed like a fantasy for most people, until one woman reintroduced the arcane ways to the world: Elena Webb. She had felt the mana pool up inside of her over the course of years, and had learned what it was after years of study into the old ways of the Zenit. It was magic. She had gathered her neighbors near her home to display this power that she had rediscovered, showcasing balls of fire, illusions that overlap with reality, and so much more. The crowd had dismissed her as a witch at first, but they were offered to be taught the same tools.

The men and women that Elena Webb taught knew nothing of magic before she had introduced them to it. Nevertheless, they were eventually able to perform the same feats that Elena had accomplished. Unbeknownst to her, Elena would be the woman to inspire the Mages' Association into formation, and would also serve as a saint to the Spellweaver, Orius. What she accomplished was the reintroduction of magic into the mortal coil.

Many were reluctant to receive such teachings at first, but it would be the magic Elena introduced that would bring about rapid and dynamic change into the world, unlike anything anyone had seen before. But magic also brought about some of the world's most creative minds. Many new spells would be created day after day as a result of these creative minds applying their thoughts to magic, and these would eventually become some of the most powerful forms of magic imaginable.

Formation of the Feldawn Empire

By 10,500 BH, the monstrous races in Zoudrurg were becoming restless and jealous. Having grown from more than just Orc and Goblin, races like the Brain Eaters, Gnolls, and—most importantly—the Darklings have also joined their ranks over thousands of years. They were outcasted for their years of wrongdoings in the eyes of the human races, and were sent to Zoudrurg for the safety of mankind. However, they would never be content enough to anguish in that dark and corrupted land forever. They would soon seek a way of breaking through. And finally, with the brilliant mind of King Saersesh, the leader of the Darklings, and of Zoudrurg, they would have their way.

Rhagi Saersesh knew his subjects well; their strengths, weaknesses, and uses had served him well in his short rule. Soon, they would serve him even better. He first approached the Orcs, as their strong arms and thick skin would prove more than useful in attacking the human races. They were skeptical of the Darklings, of course, but Saersesh was convincing. He simply needed to appeal to the base desires of the Orcs, and they were putty in his hands. The Brain Eaters would prove more difficult. They were a proud race who had almost conquered the known world, after all. However, their desire for knowledge would be their undoing. He promised the Brain Eaters the libraries of the cities they fell, and the smartest slaves would be given to them as gifts. With such generosity, how could they not refuse?

The Goblins and Gnolls required no persuasion, other than the promise of revenge. Easily satisfied with the word of their king, the two joined his army. Over the course of many years, Rhagi Saersesh had enlisted the powers of every race in Zoudrurg. His empire was complete, and he was ready to set them forth against the humans. Finally, in 10,000 BH, the War of the Beasts had begun. They would launch attack after attack, failure after failure, until they eventually became nothing but a myth by 753 BH.

Lingering Demons

After the War of the Abyss in 533 BH, some demons were able to slip through the cracks and remain in the material plane with the mortals they had been bringing terror to. Whether this was on purpose or an accident is not known, but scholars suggest that the demons were supposed to return to their world before the rifts were sealed. Of course, this isn't what happened.

Now, Demons walk the earth, but they tend to keep themselves in a humanoid form, very similar to angels. They are very often mistrusted, and are often seen as the worst beings to ever exist. It is because of this that many have decided it would be for the betterment of all to kill any demon on-sight. However, not all demons live like this. Some who come to the mortal plane do so with an intention to live honest lives, or a life of an adventurer. Other demons who have made deals do so with dastardly intentions, with the soul focus on furthering the agenda of their evil entity.

To this day, debates rage on about whether demons should deserve to exist on the same plane as the human races at all, or whether they should all be exterminated. However, Sylvaris suggested that there may be a way to co-exist with some demons before she died, and many cling to that as their argument for trying to exist with these demons. However, this still doesn't sit right for some, and some even have the gall to take things into their own hands on the matter.

The First Zenit Ruins

Thousands of years ago, the Zenit ruled over this world as gods. They created grand technological wonders that still seem to be years ahead of what any scientist can create. Every theory about the Zenit is crazier than the last as well. Unfortunately, nobody knows how to recreate what they once had. It seemed to be that they had left no trace of their existence, and no way for the people of Adowei to create what they once had. However, deep in the mountains, one brave explorer managed to find an ancient ruin dedicated to the Zenit.

It was a small temple, but one filled with history and lore... if anybody could decode it. It seemed that the Zenit talked and wrote in their own language, making it nearly impossible for anyone without their heritage to decode what these temples read. Regardless, it still held secrets to be explored. However, upon trying to explore, the scientists were set upon by golems of sorts. A security system of sorts, keeping out unwanted visitors, and barring anyone but the strongest warriors from entering. To this day, these tombs lay untouched by man, and will continue to stay as such until someone strong enough to defeat these sentries can do so without destroying thousands of years worth of history.

Running an Altaenia Campaign

How you run a campaign set in this large, open world is completely up to you and your personal style and interests. There is so much more to this world, but do not feel trapped by it. Dungeons & Dragons is a game about creativity, after all! You shouldn't feel limited by what's in front of you. You should feel inspired to create! Put your own spin on things and let your creativity run wild! Like with anything in Dungeons & Dragons, consider everything presented here as guidelines rather than rules. Just so long as you use those guidelines to create something new! Something you!

All-Powerful Gods

Several deities exist within the realm of Adowei, and all of them are just as powerful as the last. Each one is different in its domains and powers, and each one interacts with the world differently. Some may make deals with unknowing adventurers for great powers, while others may grants small amounts of such power to those that worship them. However, they all exist within their own realm of Elysium, and all of them are powerful in their own rights.

However, several cults and churches seek to bring their deities, or at least their will, into the mortal plane, and are willing to do this by any means necessary. Others seek to unravel the secrets of what made them Gods, either hoping to understand and learn, or take and become a God themselves. What would happen if a mortal were to become a deity of Adowei? Would some great disaster befall the world? Or would they be treated like the other mortals who were made into deities?

Unsettling Politics

With several guilds and factions populating the world of Adowei, it's no surprise that the world is so steeped in politics and power houses. These are not the only ones who engage in such things, however. Noble houses and crime syndicates also play a role in the politics of the world, and often make large decisions in settlements they're stationed in. The Council of Altaenia would enact the will of the people and protect them from the dangers of the world, but more selfish politicians may seek to claim a spot on the top of the food chain. The Council of Adowei itself is the biggest body of government the world has seen, yet there are those who would seek to tear it down and replace it with their own government, ruling through their own means as well.

While fantasy politics aren’t every gamer’s cup of tea, the ever changing political climate of Adowei should be able to bring across and accomplish several things. Players looking for fantasy intrigue can meddle in the internal politics of cities and such. Such things can happen on a small or large scale, which should be dictated by the Dungeon Master. However, if there's one thing that is certain, it's that the politics of Dastrath, and all of Adowei itself, should provide some interesting things for your players.

A War-Torn Land

War is a common theme in Altaenia; in the entirety of Adowei itself. This doesn't mean your game has to be run during a time of war, and it doesn't mean that it should. Like with any adventure, feel free to play with the timeline as you see fit. Would your game take place during the formation of the Council of Altaenia; helping choose the Exarchs who would stay on the council? Or could it be during the time of the Cursed Lands, where your players seek to survive in the city? Whatever you decide, it doesn't make it any less interesting! When using war as a theme, however, don't be afraid to touch on some other aspects of it.

Don't forget that Altaenia is littered with secrets and ruins that have yet to be explored! What could they hold? Ancient Zenit technology? Magic items? An obscene amount of gold? Whatever the case, make it interesting and fun for your players to explore such a place. Don't restrict them too much on where they can and cannot travel to, and make sure that everyone is having fun at the table as you throw that giant construct their way so that they can reach the magic item that it holds in its chest.

Innovations & Development

Firearms and similar technology has been around for quite some time: almost since the founding of Dastrath. Clockwork devices are present as well, making a fairly high-fantasy and Renaissance-tech-based world. But is it possible to run a campaign in Adowei without such technology, or with technology more advanced? Yes! Of course! As stated before, you do what you will with your version of Adowei! Add assault rifles if you think they'll be interesting. Submarines? Why not!? Some of these modern marvels will no doubt help the people of the world—but others, in the wrong hands, are sure to cause the deaths of thousands.

What if a player wants to introduce new technology and innovations to the world? If it makes sense, let them! I didn't always allow firearms in Adowei until one of my players brought up the idea for it. If you find something interesting, experiment with it. Build on it, and introduce it to the world in an organic way: One that doesn't make it seem like the technological curve just skyrocketed, but one that gives it a gradual increase. And, of course, feel free to play with the lore as you see fit as well.

The Panthon of Adowei


In the mythology and history of Adowei, we are introduced to the Gods: Beings created before the material plane of the world had even formed. While many refuse to walk amongst the mortals, others see it as a potential to accomplish their goals. Those that don't walk in the mortal plane reside within the Heavens, but can also move through the other planes in order to do their jobs. Some even do it for fun.

The information here is made to establish relationships between the Gods, mortals, and the cosmology they live in. While some are more present than others, every God of the world is important in their own way. Each one has their own myths, domains, doctrines, and more! The world of Adowei seems reliant on the Gods, despite their lack of presence in the material world.

These provided gods and titles are recommended as the existing pantheon, but they are only a recommendation. You are welcome to tailor, alter, and completely change the gods in your Dastrath campaign to fit your needs. The domains provided are those likely chosen by clerics and followers of that deity, but these are not your only options, and many other domains can be attributed to your preferred patron. Discuss with your GM how best to dress your domain choice to fit within the philosophies and commandments of your patron, and ask their approval.

The Original Deities

In the main pantheon spread across Adowei, there are twenty deities that are worshiped across the world to varying degrees. These are the gods the Deitish Temple and Sunvale Regime preaches for, and the ones that are most likely to be found when exploring the lands of Adowei.

Juexzotz, the All-Father

Also known as "the Source," Juexzotz is the father of the main pantheon of gods, and is the epitome of balance between order and chaos in the world of Adowei. He is the one who gave life to the universe, alongside his children, and opens new realms for his children and creations alike. There are many official churches of Juexzotz, but few worshipers, though he is known to have the most general appeal out of all his children. True worshipers of Juexzotz offer many things as tribute of worship. Some offer small things, such as carved statues, while others may offer their blood, or even their lives, though only the most faithful are noted for performing any sort of offering.

Juexzotz resides in Elysium for the most part, but he also has a tendency to travel between the pillars of order and chaos, keeping an even balance between the two.

Depiction. Juexzotz is often portrayed as a middle-aged man with shoulder-length black hair, as well as a beard that reached down to his chest. His skin is fair and has few wrinkles on his face. His eyes have two colors; his left eye being a golden hue, and his right eye being pitch black. Many think that the colors shift and merge with the others to depict the state of balance Adowei is in at the time.

Holy Day. Followers of Juexzotz have very few days specific to him, though some do make a celebratory festival in his honor once a month. The time is sporadic, but it tend to fall somewhere around the first day of Misaían. It's a holiday with age-old roots, but today it is mostly associated with spirituality, fireworks, and watching a natural phenomena, the Hebbek Star.

Commandments of Juexzotz

• Practice discipline. Without self-control, you are merely a servant of chaos.
• Hone your mind, body, and spirit into a perfect shape.
• Practice balance. Above all else, balance is what keeps the world turning.

Kixtos, the Forgotten One

Kixtos is the god of nothing in the Adowei pantheon. As far as many books will tell, Kixtos holds domain over nothing but the empty voids of the universe, and some theorize he controls planes such as the Abyss. However, whatever his domain may be, nobody seems to know his goals. Perhaps he wants to bring ruin to the world? Or does he just want to have some fun toying with mortals? Nobody knows, which is why many fear him. Those who do follow Kixtos as a true devout servant, however, are perhaps the most dangerous people in the world. More often than not, they hold no compassion for the world, and work to actively undermine it. To destroy it. Kixtos is rumored to reside within the Abyss, deep below the thick layers of the Void.

Depiction. Kixtos is portrayed as a fairly young man with red and messy hair with no sense of rhyme or reason. He has fair skin and a scar over his left eye and across his nose. Both of his eyes are a pitch black, like the voids of the universe, and he seems to bring about an aura that steals the light from around him. His clothing varies often, but he is often seen in a variety of clothing, bringing to light his "flexible" personality and willingness to accept and bring forth change.

Holy Day. Since there are no dedicated churches to Kixtos, and since worship of him is usually done in secret, there are no official holy days for Kixtos.

Commandments of Kixtos

• Thwart those that worship the deities of Adowei.
• Spread chaos and despair. Make your victim agonize, or worse, make them enjoy it.
• Never be boring. The most insulting thing to the Forgotten One is to bore him.

The Main Pantheon
Deity Alignment Province Suggested Domain Common Symbol
Juexzotz N Order, Chaos, and Balance Order, Chaos Two blue and two purple arrows converging on a yellow symbol
Kixtos CE Chaos and the Void Madness, Corruption, Chaos A jagged symbol surrounded by Void corruption
Neulla CG The Water and Storms Nature, Life Two aquatic rings interconnected
Ytix LG Nature and the Earth Nature, Order The Charch tree stand bright and beautiful
Ehtos CN Fire and Power Light, War Streams of fire within a fiery inferno
Ownir CG The Wind and Freedom Tempest, Protection A symbol of the wind in the bright sky
Orius N Magic, Knowledge, and Wisdom Arcana, Knowledge An arcane tome flipping through its pages in the light of the mana
Ivemis N The Night and Secrecy Dark, Knowledge A bright moon in the beauty of the night
Yaris NG The Day and Openness Light, Protection A golden sun radiating through the clouds
Guhena LG Healing, Peace, and Mercy Life, Protection A bright orb of healing and peace
Sidros LE Death, Undeath, and the Afterlife Death, Grave The symbol of the skull surrounded by darkness
Fevher LN Judgment and Justice Judgment, Order A golden scale weighing a blue diamond and a red flame
Vizzotz LE Plague, Destruction, and Natural Disaster Death, Plague Shadows and a distortion surrounding a purple jagged and curved symbol
Ahius N The Forge and Crafting Forge Two hammers and a wrench tied together on a gear by a screw
Jenos CE Darkness and Ruin Dark, Tyranny A bleeding red spider holding a blazing symbol
Bethys LG Light and Creation Light, Life A bright white crystal illuminating the darkness
Madther CN Warriors and War War, Tyranny Two swords sheathed behind a winged shield
Annja CN Love and Lust Life, Lust Orange and purple streaks of energy forming themselves into a heart
Suris CN Thieves and Trickery Trickery A black spider covering itself over a settlement
Badum NE Vengeance and Conquest Judgment, Grave A fanged skull with a red streak across its eye

Neulla, the Reflective Sea

Neulla believes travel across the sea is not only necessary for exploration, but necessary for humanity to continue to evolve as it has. While dangerous, her domain of the sea is rich with wonders for those with the stomach to find them. However, she is also a firm believer of the ideal that one should never receive anything without due effort being put into it. As such, she can sometimes be seen as one of the more unforgiving deities, but this is rarely the case. Neulla is often worshiped by sailors, and often in tavern cheers by sailors who have conquered her storms.

Depiction. Neulla appears as a young woman with short blue hair, seemingly made of the ocean itself, and little to no armor; her body simply covered by the water around her. Her skin holds no blemishes, wounds, or anything of the sort, and she is almost never without any water near her. She views it as essential to all life, and would never appear without this divine, liquid salvation she holds control over. Even her domain in Elysium is full of almost nothing but holy springs and pure water.

Holy Day. Neulla has a number of holidays dedicated to her domain among cultures, mostly involving the tide or the irrigation of crops. However, she does have a holiday associated with her: the Festival of the Reflective Sea. Mostly done in coastal towns or cities, they hold a festival to give thanks to Neulla's bounty of the sea, which involves fishing, games, and drinking, though it is only celebrated for three days.

Commandments of Neulla

• Respect the sea. Whether it be the fish, the storms, or the monsters that lurk underneath it.
• Trust your instincts. Don't let your thoughts plague you into apathy.
• Never refuse aid to those who deserve to be helped.

Ytix, the Foremother

Ytix seeks the greatest good for the greatest number of her children through an ordered and structured society. Venerable Ytix always teaches: "You never cast your seeds to the wind and hope that they grow. You must plan, and plan well." Her worshipers are almost always druids, or otherwise live within forests and natural places. Ytix can either reside in Elysium, the pillar of earth, or even the Mortal Plane on rare occurrences.

Depiction. Most depictions of Ytix generally portray her as an elderly woman with the skin of bark. Her hair is grey, bordering on silver, and in her face lies thousands of wrinkles like the furrows of the earth and the farm. She is generally also seen as being one with the Charch tree, only her face being visible outside the holy tree, to remain forever in contact with the world she loves so much. Her eyes are a bright blue and shine with the magical hue of the natural world.

Holy Day. There are three main holy days of the Church of Ytix: The Fertility Festival, the Sowing of Seeds, and the Harvest Festival. Depending on the church and its locale, each holy day or period takes on more or less significance. For example, the Sowing of Seeds and the Harvest Festival are very important to farmers, while the Fertility Festival might have a greater significance in cities.

Commandments of Ytix

• Cherish, protect, and respect nature in all forms.
• Share food with others if you have it to spare.
• Destroy undead and any creatures not of this earth.

Ehtos, the Ashen Prince

Ehtos promotes the idea of power in its absolute. He proclaims power as the most important force in the world, rather than good or evil, and observe fire as the natural symbol of power. His goal is to promote the importance of power and the strength that comes from his flames. The followers of Ehtos believe that power and might brings true authority with it. They seek to spread this message to others and bring out the true potential of all living creatures. Those that worship Ehtos do so by a rite of burning called "Branding." Those that are truly devoted to him, mostly priests, brand themselves by burning half of their face with the holy symbol of Ehtos.

Depiction. Ehtos appears a strong, muscular man of intermediate age with short red, almost flaming hair and donning crimson red armor with orange outlines, as well as a red pauldron cape with his symbol on it. Strangely enough, his portrayal rarely includes any scars, but this could be related to his "Eternal Flame," which supposedly heals his wounds when he stands within it.

Holy Day. Ehtos' holy day is called Arvendon, and is celebrated on the last day of Gerilnisi. It involves a series of competitions to promote strength and power in any aspect possible.

Commandments of Ehtos

• Always seek power. The only thing creatures respect in this world is power.
• Destroy those who would seek to destroy your society and home, or destroy theirs in turn.
• Never allow peace to weaken you. Always keep training.

Ownir, the Windwalker

Ownir thinks that mortals are deserving of freedom, even more deserving than the Gods that created them. This makes him a favored deity among slaves and more beings with a desire for any type of "freedom." He seeks to allow people, no matter who they may be, to live their lives how they choose to do so; without influence, and without inhibition. However, this also makes him a dangerous deity in the eyes of his brothers and sisters, and—despite his ideals and beliefs—he holds very little mortal followers. Ownir can either be found in the pillar of wind or even the Mortal Plane when helping others.

Depiction. Ownir is portrayed as a young man -- perhaps in his teens -- with long brown hair; a plain dark green jumper, accompanied by a lighter, long-sleeved shade of green shirt; and a large burn scar on the left side of his face. He keeps himself in simple attire as not to alarm those who believe he seeks to free the mortal beings for his own benefit. However, the scar also serves a permanent reminder to him that he is not the only deity among Elysium.

Holy Day. Ownir's followers celebrate the Festival of the Free on the the twenty-fifth of Aralchi, and is dedicated to celebrating the freedom of man with feasts, sports, and music.

Commandments of Ownir

• Free slaves, and free the minds of those who lost theirs.
• Never force your ideals onto anyone. It would only be a true victory if you could convince them.
• Never show subservience to those who do not deserve it.

Orius, the Spell Weaver

Orius holds fast to the idea that magic is not inherently good or evil, and that its "alignment" is classified by who wields its power. He doesn't deny practice of the dark arts, and he actively encourages mages around the world to create something new. To innovate the world of the arcane through their own genius and ambition. This has led to the development of much of the modern day's most powerful magic. However, Orius seeks to bring his knowledge to the mortals of the world. To enlighten them and bring them the knowledge and power that Orius has honed over the eons in order to test them.

Depiction. Orius appears as charismatic young man who dons light, unarmored purple robes. He is also clad in several golden jewelry and runes across his robes that are said to control the magic in the world. His white raven is also generally rested upon his shoulder, and he often holds a wooden self-carved staff with a blue crystal wrapped within the staff at the top.

Holy Day. Orius' holy day is the Fest of Magic. It is often celebrated on the thirtieth of Télion, and celebrates the beauty of magic, conducting rituals, and learning.

Commandments of Orius

• Create and inspire in all that you do. You should be the one guiding others.
• Follow the callings of lost magic, forgotten sites, and ancient temples, and leave no trace of it behind.
• Let nobody tell you how to use your magic, and never condemn others' use of magic.

Ivemis, the Nightmother

Ivemis loves the beauty of the night. She believes it to be the most peaceful time of any day. Her brother Yaris, however, disagreed and saw the time of darkness as an effective time-waster. As a type of revenge, she created the dark magic of the world, and became a Goddess who saw great amounts of worship from psykers. However, she warns her followers of such magic but does not prevent the use of it, likely due to regret for creating such things.

She often finds herself in Elysium with the other gods, and she is often worshiped by more responsible users of dark magic.

Depiction. Ivemis is a woman clad in an ink-black and elegant dress with long black hair. Her skin is pale white, but dons red lips and holds blue eyes. However, she is also noted to have appeared as a large spider in many tales, yet doesn't quite prefer this form. Many tales hold her beauty in high regard when under the light of a full moon.

Holy Day. Ivemis' followers celebrate the Midwinter Night, celebrated at midnight on the tenth of Kórasma, and focusing on beauty, life, and often ended with a masquerade ball of some sort.

Commandments of Ivemis

• Desire in moderation. Never indulge too heavily into something you enjoy.
• Do not restrict what you can do, and do not let others restrict you.
• Never share your secrets openly with anyone.

Yaris, the Sunsoul

Yaris sees the world, and the universe itself, as a place of radiant potential in most all things, save for one thing: the night. Yaris and his sister, Ivemis, had always disagreed about the night, and he always sought to undermine any authority she supposedly had. He's mostly seen as a fairly petty God as a result of this, and he does have a bit of a temper when someone points this out. However, he did truly care for the people of Adowei, and he showed no restraint in demonstrating such feelings.

He resides in Elysium, almost never leaving it for anything. Yaris is mostly praised by farmers, adventurers, and guards who dislike the creatures of the night.

Depiction. When portrayed, Yaris is a fairly young man clad in a white robe, a sort of himation, but with a symbol of the sun placed in the center of the cloak. He also wears a wreath of flames, which doesn't seem to burn his long, blonde hair. His skin is very tanned, and his yellow eyes resemble that of the sun itself. He also brandishes a golden staff that is said to be able to conjure the sun itself from the top of it.

Holy Day. The Feast of the New Sunrise is a day of drinking, singing, and sports; celebrated on the eighteenth of Misaían.

Commandments of Yaris

• Deny nobody of what you would allow others to do.
• Show compassion to those who helped you, and never abandon them.
• Stand as a paragon of honor and never use dark magic.

Guhena, the Lifebringer

From Guhena comes charitable instincts and acts of contrition, mercy, and redemption. She is the Lifebringer, and her name is usually invoked first when it has anything to do with mortal lives. Her domain is respected by most of the deities, but there are those who believe her to be useless in what she does. However, she never resorts to forcing such views unto any being, mortal or God. Rather, she seeks to teach and enlighten.

Depiction. Guhena is shown as a tall woman with long golden hair and olive skin. Coupled with her attire of flowing white robes, she shines as a Goddess should Their is often a silver circlet on her brow, with a single gem in its center. She has a motherly nobility in all representations, for she was the first ever to bear a life in her womb. She is usually shown with a warm smile, though sometimes she has the regal bearings of a queen. She nearly always bears a deep resemblance to Ytix, and seems to be a younger version of the Foremother.

Holy Day. Guhena's followes celebrate the Mother's Fest, relating to how they see her as a mother. Celebrated just before Guhena's Festival, it puts emphasis on family bonds, peaceful unions, and helping others.

Commandments of Guhena

• Protect allies. Those who treat you as a friend deserve to be treated as such as well.
• Provide aid to the sick and wounded, and never turn a blind eye to suffering.
• No being is beyond redemption. Always seek and allow redemption in yourself and others.

Sidros, the Eversoul

He understands the importance of death, and why not being should truly be allowed to live forever, save or the Gods themselves. As such, he'll often have his servants bring death to those who would break this code, but they would not always succeed. Sometimes, a subtle nudge of adventurers toward such a being will cause the problem to, eventually, sort itself out. Unlike most Gods, he doesn't hold any strong feelings toward the subject of the undead. To him, it's one less soul for him to deal with.

Sidros is always in the Land of the Dead, never leaving for anything, and Sidros is always called upon at funerals to guide them to Elysium or to protect them from the Abyss.

Depiction. Sidros is a man with very pale and smooth skin, and eyes as red as blood. Surprisingly enough, he keeps his body rather maintained, at least to the same degree as an average human's body. He dons pure black armor with parts of his pauldron and helmet glowing a bright red, seemingly by some form of energy. He also holds a scythe with a black handle—made up of sharp bones sticking out at key points, and a skull on each end—and two silver blades, a large one on the top, and a small one at the bottom; each one coated with a fiery red, almost molten, substance on the edges of each of the blades.

Holy Day. Sidros' holy day, celebrated on the thirteenth day of Nilchita, is called the Celebration of the End. Here, the dead are remembered and celebrated with stories, songs, and feasts.

Commandments of Sidros

• Never give up on life. There is no greater shame or act of selfishness than to end your own life.
• Once something is used up, dispose of it. Eradicate what is no longer useful to you.
• Never seek immortality. The worst insult to Sidros is to try and undermine his domain.

Fevher, the Divine Scale

Fevher is a god who only believes in the true, unbiased eyes of justice. Often, he watches the material plane with almost disgust as criminals go free and innocent men and women rot in a jail. As such, he is a deity that does whatever he can to assist with the mortals' justice system. If an innocent man is dueling to prove his innocence, it is likely that Fevher will bless him for the duel. All in an attempt to create a true justice system.

Fevher is always called upon within lawful areas of the world, especially the courts, and always resides within Elysium.

Depiction. Fevher is often described as a tall, fairly old man, though with few wrinkles invading his face. However, one notable feature is that many depictions of him also have his eyes either covered with a blindfold or his eyes removed entirely, but everything seems to show Fevher with his signature scales of justice.

Holy Day. Fevher's followers don't have a specific holy day for him.

Commandments of Fevher

• Bring law-breakers to justice, regardless of who they may be.
• Never engage in banditry or piracy, and return stolen items to their rightful owners; follow the rule of law.
• Never undermine a law-abiding court, as that would be like undermining Fevher himself.

Vizzotz, the Plaguebringer

Vizzotz is a god of plagues and destruction, but seems to take a sadistic joy in his job. He's responsible for disease, natural disasters, and more, though he does this when he feels the population is growing too big, which is often. Many of the gods dislike Vizzotz for this reason, but he pays little attention to them, and rarely cares what others think of him.

His followers are often doctors who study viruses and diseases, either in hopes to cure them or recreate them. He is also often called on to bring pestilence to warring nations and cities.

    Depiction. Vizzotz is depicted as an elderly male draped with a black fur cape, and his armor made of skeletal remains of his victims. He keeps his head bald, and his fingers like claws.

Holy Day. Vizzotz's followers celebrate the All Souls Festival, which is a day of drink and play to give thanks to those who manage to cure disease, or those who make medical breakthroughs. This is celebrated on the fourth of Anapafisi.

Commandments of Vizzotz

• Work to understand disease and plague, and never suppress what you know of it.
• Oppose those who seek to eradicate plague. Curing and eradication is not the same.
• Take every advantage in a fight, whatever that advantage may be.

Ahius, the Forgesoul

Ahius is the deity of the forge, and is responsible for many of the god's deitic items being created, as well as the powerful "Overseers of Adowei." He's responsible for delivering masterwork creations to the mortals, and seeks only to improve the craft of... well, any craft. Many pray for new innovation when working on a project, and Ahius is always hard-pressed to refuse. He cares little of the material plane, save for their crafters and innovators.

Depiction. Ahius is shown as a young man with a strongly built body, often slaving away over an anvil or forge of some kind, with short blond hair and furrowed brows.

Holy Day. The Heroes Festival is a common holy day of Ahius, where the smithies and other crafters who worship Ahius often create powerful tools for adventurers at a lower cost, followed by drinking and feasting in their honor.

Commandments of Ahius

• Respect the forge. Never intentionally create inferior works for any reason.
• Be honorable, forthright, and never try to lie or cheat somebody.
• Serve your people, and never show mercy to enemies of your people.

Jenos, the Dark Signer

Jenos, the brother to Bethys, and the god of darkness and ruin, is a powerful user of dark magic, and is sourced as the creator of the monstrous races. Jenos despises his sister, and works to destroy everything she builds, no matter the consequences. Jenos rarely associates with the other gods, opting to work as his own separate entity. He desires the throne of the gods, however, and uses his creatures to drain the deaths of mortals to empower himself to fight Juexzotz.

Many assume Jenos lives in the Abyss, and his followers mostly make up monstrous races, especially those within the Feldawn Empire.

Depiction. Jenos generally appears as a tall man with gray skin, devoid of life, and two sharp ram horns on his head, growing from his scalp alongside his dark hair. He generally only keeps his lower half clothed in dark robes, leaving his scars on his torso exposed.

Holy Day. Jenos' followers celebrate the Day of Shadows, which is mostly affiliated with sacrificing prisoners or those defeated in combat, held at religious strongholds on the twenty-ninth of Télion.

Commandments of Jenos

• Rule tyrannically and torture weaker beings to ensure you are in charge.
• Take every advantage in a fight, and never show mercy to your enemies.
• Never create permanent or long-lasting sources of light for any reason.

Bethys, the Lightchild

Bethys is the sister to Jenos, and the goddess of light and creation. Despite the monstrous races likely coming from her brother, Bethys preaches that they are no different from the human or natural races. The two were created after a long war between Ivemis and Yaris, which created both gods. While Jenos was created from the chaos and death of the war, Bethys was created from the hope and lives of the war. Now, she only seeks to bring all people together, regardless of their race.

Bethys is often said to be in Elysium, and is worshiped and called upon by those seeking to protect their homes from the dark forces or the corruption of the Void.

Depiction. Bethys can often be described as a young woman with tanned skin and long blonde hair, complimented by her bright robes, or armor in some cases, and letting her glowing white eyes radiate through the darkness.

Holy Day. At the Lantern Feast, many gather and give thanks to Bethys as they hang lanterns all throughout the town -- drinking and feasting as they do -- before sending the lanterns to illuminate the skies as well.

Commandments of Bethys

• Be peaceful. Never be the aggressor in a conflict, but be the defender instead.
• See the beauty in all things. Including in the monstrous races, so never engage in bigoted behavior.
• Lead by example. Show mercy, demonstrate peace, and never abandon another.

Madther, Minister of War

Madther is a powerful god of war, and leads the army of the gods in Elysium, ready to fight if the Elder Wickeds managed to free themselves. He's an honorable warrior, and actually despises any non-combat magic, leading to a tense relationship between him and Orius. He views the mortals' armies with a sort of humor, knowing that if he could train those soldiers, no man, or even god, could stand up to them. But he tends to stay out of mortal affairs, not truly caring for them.

Madther resides in Elysium, but makes occasional visits to the Mortal Plane and the Abyss to test himself. His worshipers are mostly mercenaries, barbarians, and other warrior types.

Depiction. Clad in a heavy red suit of armor, and donned with several weapons on his back, this muscular man rides into battle with short black hair and often several scars across his face; marks of his power and experience.

Holy Day. Warriors of Madther celebrate the Day of the Martyr. On this day, soldiers are given their time off to be merry in any ways they desire; a chance to live before falling in battle.

Commandments of Madther

• Attain victory in fair combat; never through underhanded tactics or indirect magic.
• Push your limits. No warrior should be satisfied with their skill level if there is another who can best them.
• Never show weakness. Wear armor in combat and carry a mighty weapon.

Annja, the Lovebringer

Annja is the goddess of love and lust, and generally cares little about the going-ons of the mortal plane in other ways. She is one of the few gods that actively roams the material plane, but she is often only motivated by hedonistic activities: parties, sex, and more. The other deities often see her as immature, and she has few aspirations for the mortals, save for to have fun with them as much as she can. She doesn't like how the other gods tend to ignore them, and often chooses to live among mortals rather than gods.

Surprisingly, Annja prefers to live amongst mortals in the Mortal Plane. Her worshipers often include couples, sex workers, and spectrums of beings in-between.

Depiction. Annja is often portrayed as a woman of unparalleled beauty, which can mean many things depending on the society viewing her. However, in human cases, this involves long hair and bright eyes, and of course the body worthy of a goddess.

Holy Day. The Celebration of Birth gives honor to life itself, but it also involves stories of love, lust, and everything in-between. This day is often celebrated once a month, and the day is sporadic, so only a church official or brothel owner might know specifics.

Commandments of Annja

• Pursue your personal freedom. Don't let anybody tie you to their personal ideals.
• Seek hedonistic thrills. Food, wine, sex, all of these are natural and necessary components of life. However, do not become too indulged in lust.
• Find true love, and never cheat on your chosen partner.

Suris, Stealer of the Harp

Suris is the goddess of thieves and trickery, and was a mortal before becoming a god. She managed to infiltrate Elysium to steal a harp from the gods. Afterwards, rather than scorn or kill her, the gods rewarded her trickery and stealth to make her a god. She has little plans for the mortals, not wanting to interfere much, but she does enjoy traveling to the material plane to prank them. She also serves as a sort of spy for the gods, keeping an eye on the mortals and the Elder Wickeds.

Suris tends to reside in the Mortal Plane for this reason, occasionally Elysium, and rarely the Abyss.

Depiction. Suris is a young elven woman of some kind with short brown hair and a freckled face. Including a short stature and light dark clothes, she seems fit to be a thief and prankster of sorts.

Holy Day. Suris' followers don't believe in dedicating a single day to her, but give thanks to her for stolen treasures or well-laid traps and pranks.

Commandments of Suris

• Accumulate personal wealth, but do not spend money frivolously.
• Keep your true identity secret, work from the shadows, and never allow your true identity to be connected to your dark dealings.
• Do not overindulge in physical pleasures, food, or drink.

Badum, the Stalker of Gods

After losing his family to Vizzotz's plagues, Badum trained himself in combat unlike any mortal before. Eventually, he sought out revenge against the god that killed his family, slaughtering angels, demons, and even a former god. After watching this go on for years, Juexzotz invited Badum to join them as a god himself, so long as he stopped his rampage. Badum accepted, but still holds a grudge with Juexzotz, and thwarts him as much as possible.

Badum chooses to remain in the Nexus to test himself, training himself for revenge. His worshipers are often collections of people who feel wronged by the gods.

    Depiction. Badum is often displayed as a muscular man with a bald head and a long red streak of paint across his eyes; a symbol of his blinding rage. He often carries many weapons and magic items with him as well in many depictions.

Holy Day. Badum's followers celebrate on the Day of the Plague. However, it is more like a mourning for those who were wronged by the gods, and often includes protests, solemn stories, and sometimes riots against official churches. Days are often sporadic, but they generally settle on the fifth of Gerilnisi.

Commandments of Badum

• Pursue revenge you feel is due, but never let yourself be blinded by it.
• Kill those in your way; even if they are gods themselves.
• Never let a slight go unpunished. An eye for an eye. Better yet, a leg for an eye.

The Elder Wickeds

As the mortals lived in peace, the gods would soon have their own problems to solve. Millenia after his departure, Kixtos returned to Elysium and revealed his own children: a group of eldritch abominations known as the Elder Wickeds. Kixtos and his brother, Juexzotz, would engage in a conflict that would last eons for their children to fight against one another. Kixtos created six children against Juexzotz's eighteen. Kaovha the Giant, who walked through the planes of the gods and demolished everything in sight; Inombra the Creator, who made powerful devices and spells that nearly erased the deities,; Xaagged the Conqueror, who fought armies at a time to slaughter his foes; Aiugithren the Terror, who slipped into the minds of thousands, forcing many to end their own existences to escape his torture; Trogd'xe the Manipulator, who took the form of angels and gods alike to sew chaos amongst their armies; and Shuthri the Seeker, whose unpredictable nature caused the death of thousands on both sides, but whose powers rivaled that of even the gods.

Kaovha the Giant

Kaovha is a powerful destroyer among the Elder Wickeds; rumored to be indestructible, massive in size, and powerful in strength. He is best known for the stories where he stomps through the realm of Elysium, wreaking destruction without being able to stop. His body is portrayed as indestructible, not able to be pierced even by most magic weapons. Being locked in the Vaults of the Wicked likely has little effect on him as well, as his body is made of machinery and metal, unable to rust or decay.

Depiction. Kaovha is often shown as a tall, imposing giant construct, standing taller than any building that mortals could hope to create. He often isn't portrayed with any weapons, but some choose to give him a club, sword, or built in cannons. More times than not, there are usually three towers on its back and shoulders.

Enemies. Kaovha was sealed away by Ahius, Ehtos, and Yaris, though many think he is incapable of hatred due to his nature as a construct. He also has no allies or enemies among his brothers, perhaps for the same reason: he cannot know love or hatred.

Commandments of Kaovha

• There is no emotion. There is only destruction and ruin.
• Relish the pain you suffer, and offer it to Kaovha.
• Revel in the destruction you cause, but not at the cost of yourself.

Inombra the Creator

Creator of spells and magic devices made to eradicate the gods of Adowei, Inombra is often viewed as the most powerful of the Elder Wickeds. Her power is written as a terrifying force that, if unleashed, could eradicate all life in a matter of months, perhaps even weeks. Not to mention the spells she has made... She is often portrayed as a leviathan-like creature with several tentacles to help in her spellcasting, or as a young woman with long dark hair and a powerful amulet around her neck.

Depiction. More often than not, Inombra is shown as a leviathan: a terror of the sea with powerful tentacles that she uses to cast her spells or build her devices. Alternatively, some draw her as a young, dark woman with long black hair, somewhat fair skin, and long claws replacing her fingernails.

Enemies. Badum, Orius, and Sidros sealed Inombra away in the Vault of the Wickeds, where she toils in agony, unable to create. She is also rivals with Trogd'xe, but enemies with none. However, she often allies herself with Xaagged.

Commandments of Inombra

• It is better to be loved than feared, but you may certainly try to be both.
• Creation is a natural part of life, and should never be restricted.
• Do not forgive nor forget an indignity to yourself. Let no affront go unpunished.

Xaagged the Conqueror

A warrior of unprecedented power, Xaagged the Conqueror was made to fight the armies of Elysium alone; forged to kill any who stood in his path. His power unrivaled by any but the gods who sealed him away, none could stand against this armored warrior, even if he stood alone on the battlefield. Even sealed in the Vaults of the Wicked, he makes time to practice and train, growing stronger with every century that passes, just for another chance to eradicate the deities who sealed him away, and serve his master Kixtos again.

Depiction. A dark suit of armor, scarred, but unpenetrated; an armory of weapons at his side; and a helmet with a gaze to make any mortal drop to their knees and quiver with fear. Nobody has seen Xaagged without his armor, and he works to ensure that none shall see him without this suit.

Enemies. Madther. Neulla. Vizzotz. The only three beings in the universe who could best him. The only reasons he was locked away. All he desires is their throats on the edge of his blade. He keeps no enemies among his brothers and sisters as well, but often allies with none.

Commandments of Xaagged

• Ruin. Conquer. Kill.
• The weak exist to be crushed by the strong. Be the strong.
• Disorder and rebellion are to be punished severely.












The Elder Wickeds
Deity Alignment Warlock Patron Suggested Domain
Kaovha the Giant N Undying, Lurker in the Deep Protection, Dark
Inombra the Creator LE Kraken, Raven Queen Life, Death
Xaagged the Conqueror LE Hexblade, Undying War, Tyranny
Aiugithren the Terror CE Great Old One, Undying Dark, Madness
Trogd'xe the Manipulator NE Archfey, Fiend Corruption, Tyranny
Shuthri the Seeker NE Great Old One, Seeker, Noble Genie Arcana, Knowledge

Aiugithren the Terror

Creatures who know the value of fear and terror often look to Aiugithren, the embodiment of terror, for guidance. To serve him is to welcome fear into your own body. To acknowledge that the only truth to the universe is madness and insanity. He himself never sullies his hands with trifling matters, but often looks to those he has already driven to insanity to bring his message to the mortals and, more importantly, the gods of the realm. As the embodiment of fear, he looks for his followers to embody such things as well.

Depiction. Aiugithren has no physical form, as he has no need of one. Many only see him as a floating eye while others see him as an abomination of unseen scope, one that mortals have no earthly chance of even gazing at without insanity taking hold.

Enemies. The only beings to resist his terror, and the ones who locked them away, will suffer the ultimate punishment when he is freed: Bethys, Guhena, and Jenos. He very much despises Kaovha for his inability to feel terror, but loves his brother Xaagged for his ability to spread terror.

Commandments of Aiugithren

• Fear is your ally. Inspire it within your enemies and yourself, but do not become paralyzed by it.
• Imprison those who cannot resist you, and drag all life into insanity.
• Ruin and raze the realms to prepare for the Wicked Release.

Trogd'xe the Manipulator

Truth is buried under layers of lies, only be to be seen by the one who will pull the strings of events to come. Trogd'xe preaches such things, and encourages lying, stealing, cheating, anything that will give his followers an edge in preparing for the Wicked Release. He himself also whispers a number of things into the ears of those with power; mostly political, but also to those who have strengths in other aspects of life. His tongue is silver, smells of honey, and tastes of poison. He never shows his hand to any who ask, and will likely only steer others in the direction his master requires.

Depiction. Trogd'xe is often seen as an abomination of veins and flesh, culminating into a being with two heads; a showcase of the face he wants those to see and the one he wants to keep hidden.

Enemies. Ownir, Ivemis, and Suris are responsible for the Manipulator to reside within the Vault of the Wicked that restricts him, but he has no problem detaching parts of his body to slither out and whisper into the ears of others.

Commandments of Trogd'xe

• Learn all you can, and keep hidden that which you know. Reveal what pieces you must, but never the whole.
• Express and cultivate the evil within yourself, and in doing so, recognize it in others to exploit them to your own benefit.
• Seed the ruin of all who worship other deities until only those who kneel before Kixtos remain.

Shuthri the Seeker

Shuthri is a being of curiosity, one which is not easily satisfied. However, she is also what many might consider a living embodiment of contradictions, as she often switches from one personality to another on the fly. Whether she'll send spies, and army, or just eradicate mortal men herself, many infer that not even she knows what she will do until she does it. This makes her especially dangerous, as nobody knows what she will do or when she'll do it.

Depiction. When being drawn as an Elder Wicked, she is a tall creature with an elongated body to hold many appendages and many faces. When showcased as a living creature, however, she is a middle-aged woman with many features that can be changed. A snake-like tongue, reptilian eyes, or maybe she'd look just like another mortal being.

Enemies. On a good day, Fevher, Ytix, and Annja are simply names to this Elder Wicked. On any other day, however, they invoke rages in her that she spreads throughout the realm. If she could, in any case. Her allies and enemies are constantly in flux, at least with her siblings.

Commandments of Shuthri

• Strike quickly and without reason. Blind the target with their own confusion.
• Take what you covet. Those without the strength to defend their dominion are not worthy to have one.
• Misdirection, slander, and shadowed steps have more function than direct conflict.

Cultural Deities

Many cultures and races have their own deities that they choose to worship over the main pantheon or the Elder Wickeds, and each of them take on different faces depending on what sect worships them most. These are considered as lesser deities to those outside of the culture, or those who choose to worship other gods, but the ones who worship these deities see them as the true divine, unswayable by most.


Xaagged the Conqueror's armor

Cultural Deities
Deity Alignment Province Suggested Domain Culture(s)
Cavka NE Ambition and strength War, Ambition Caben
Dalemi Aelzibit LE Strength and unity Death, Unity Darkling
Rhola Guvrir NE Ambition and power Order, Ambition Darkling
Evum NG Rulers and guardians Protection, Tyranny Dragonborn
Frymarth CG Honor and war War, Knowledge Dragonborn
Noryli LG Meditation and order Order, Life Dragonborn
Rynirrat NG Healing Life, Arcana Dragonborn
Dorrom CN Fire and change Light, Forge Dragonborn
Koddrid LE Vengeance and fire Light, War Dragonborn
Dranuggs Firehost NG Mining and gemstones Nature, Order Dwarven
Tassu Warbreath CN Battle and warriors War, Protection Dwarven
Kimogg Cragrock LN Crafting Forge Dwarven
Ilhel LN High elves Light, Order Elven
Dene N Wood elves Nature, Life Elven
Threhorn NE Drow Dark, Death Elven
Zathrion LE Blood elves Blood, Death Elven
Liathari CG Ice elves Twilight, Unity Elven
Almen LG Sea elves Nature, Order Elven
Demack Sparkclick NG Illusions and traps Trickery, Dark Gnomish
Klulli Fuzzcog NG Nature and resources Nature, Light Gnomish
Sisku Luckneedle N Crafting Forge, Order Gnomish
Noslull Teenycount CE Evil, lust, and greed Blood, Death Gnomish
Fyld LE Trickery and thievery Dark, Trickery Goblin
Wraakt CE Death and conflict Blood, Death Goblin
Kriskigs CN Magic Arcana, Knowledge Goblin
Albath Ulbu CG Halfling lifestyle Any Halfling
Ghucis LE Wolfs Blood, War Kemonomimi
Stanhim LN Foxes Knowledge, Arcana Kemonomimi
Teabaiz N Horses Tempest, Strength Kemonomimi
Iggai CN Rabbits Nature, Life Kemonomimi
Dhidi CG Cats Trickery, Chaos Kemonomimi
Valzas Mebozath NG Valiance and defense Protection, War Merfolk
Orlyn Bolorsath LN Peace and love Life, Order Merfolk
Srek Deepspire CN Food and strength Life, Nature Mousefolk
Snitch Greatstalker CE War and prosperity War, Order Mousefolk
Xasqhuen Barbedsnout CG Productivity and unity Unity, Forge Mousefolk
Shatral Vein Marauder CE War and strength Strength, War Orc
Drabzak The Dark NE Blessings and promotions Blood, Grave Orc
Spiro Siskakos N Magic and enchantments Arcana, Forge Revonac
Maigaz NE Knowledge and enhancement Forge, Life, Knoweldge Zern

The Races of Adowei


Many creatures of various sizes, dispositions, and power find it suitable to call the world of Adowei their home. Whether it be through the brutish might of the Caben or the vast intelligence of the Brain Eaters, many beings are able to survive in such an environment because of the abilities they alone possess in this world. Their residence also depends on the environment and landscaping of the area around them. For instance, the Caben prefer cold and rough terrains, as opposed to the Zern, who prefer to keep themselves hidden underground in their own "laboratories." While Humans are the most widespread amongst these beings, many races have been able to leave their mark on the world; like when the Brain Eaters brought about an empire that nearly conquered the entire world.

Keep in mind that not every race is present in this book, as more will be added with future Adowei installments.

Caben

The Caben are a species of ape-like humanoids, larger and stronger than most humans, yet fairly unintelligent as well. Many hire caben as their bodyguards or soldiers for their armies, which makes sense given their violent reputations. Each Caben is part of a tribe; a group of Caben that live and work together almost like a family. A Caben could hold many wives or husbands, and tended to produce many offspring as a result. War was viewed as an essential and sacred practice, and the culture's large emphasis on honor was known to spur many acts of vengeance among the various tribes. However, when necessary, the tribes would put aside their differences and bond to fend off a common enemy. To be without a tribe is a Caben’s worst nightmare.

By Caben tradition, any who could defeat their leader via trial by combat earned the right to lead them. They viewed strength as the most important factor of life. If you had no strength, you didn’t deserve life. Many traditions of theirs involved combat in some way. The most notable of them was the “Game of Illen,” a death game with upwards of four players called “hunters.” The hunters attempt to find all four relics of the other hunters and kill the hunters. The last hunter standing wins!

Ability Score Increase. Your Strength and Constitution score increase by 2, and your Intelligence score decreases by 1.

Age. Caben reach maturity at the age of 10, and can live up to a little less than 100 years.

Alignment. Caben prefer to remain chaotic regardless of their alignment.

Size. A caben can stand anywhere from just over 6 feet to well over 7 feet. Your size is medium.

Speed. Your base walking speed is 30 feet. You also have a climb speed of 30 feet.

Fists. You are proficient with your unarmed strikes, which deal 1d4 bludgeoning damage on a hit.

Powerful Coat. You are resistant to Cold damage.

Darkvision. You can see in dim light within 30 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.

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

Caben Weapon Training. You have proficiency with the Greataxe, Greatsword, and Glaive.

Combat Tradition. Whenever you would roll initiative, you roll twice and take the better result.

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

Racial Ranking. 7 - Your warrior traditions and somewhat barbaric nature tends to scare people off.

Construct

Constructs are either animated objects or any type of artificially constructed creatures. Most constructs are non-intelligent automatons with neither a soul nor a purpose beyond service to their creator. However, it is possible for a construct to learn some form of sentience, more so able to replicate emotions and the like through calculation. These are considered "living constructs," and many seem afraid of such constructs. The thought of animated objects coming to life doesn't seem to sit well with many.

Ability Score Increase. Your Constitution score increases by 1.

Age. Constructs have no sign of maturity, nor can they die from old age.

Alignment. Many constructs bend their alignment to fit their master's. However, living constructs tend toward lawfulness and neutrality.

Size. Your size is Medium. Most constructs stand between 5 and 6 1/2 feet tall. Weight and build are affected by the subrace.

Speed. Your base walking speed is 30 feet.

Construct 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. Also, 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 benefits 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.

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

Integrated Protection
Mode Prerequisite Effect
Darkwood Core (unarmored) None 11 + your Dexterity modifier (add your proficiency bonus if proficient with light armor).
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 Dexterity (Stealth) checks.

Racial Ranking. 5 - Not alive, but not dead, most aren't sure what to make of you.

Subraces. As a construct, 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 most common of the construct subraces, but 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 prodifiency 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 constructs 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 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 base walking speed increases 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.)

Darkling

Ancient legends speak of a seelie creature who betrayed Adowei. His true name has been stricken from history, but the stories call him Mori Dhaeraow (“Dark Traitor” in common). The creatures bred from him would be called “darklings.” They are powerful, beautiful creatures that honor power above all else and will be willing to risk almost anything to achieve it. They have a strong feudal system where every darkling serves the king of the darklings, lest they suffer a terrible fate befitting their deed. Darklings tend to reside within the dark reaches of Zoudrurg, espcecially since it's always dark there. When not within their home country, they tend to make refuge in caves. Truly unfitting for such powerful creatures, but they must make do with what they have.

Darklings believe themselves to be the top of the food chain among all of the mortal races. They rule over the Feldawn Empire, they've conquered Zoudrurg for their own. To them, nobody can defeat them. To Darklings, art and anything beautiful, not unlike elves, often catches the eye of any Darkling. Some even spend their years collecting such items. However, they also have a tendency to collect powerful relics and tools. This is because of the Darkling obsession with power over others and the ability and desire to control everything. The ruling power of the Darkling people comes from those with the strongest power base, and from those who know how to control others. However, it is easier said than done, as almost every Darkling tends to have an obsession with controlling others. In a way of running for the right to rule, Darklings that run must engage in a sport of mutual destruction pitting power base against power base. Last one standing rules.

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

Age: Darkling reach adulthood at around 20 years and live up to three centuries.

Alignment: Most darklings tend to follow the path of neutral evil.

Size: Darklings stand between 4’5’’ and 6 feet tall, and average about 170 pounds. Your size is Medium.

Speed: Your base walking speed is 30 ft.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Superior Darkvision: Accustomed to life in the dark, you have superior vision in dark and dim conditions. You can see in dim light within 120 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.

    Darkling Movement: You have proficiency in the Stealth skill, and checks made with it when in total darkness are made with advantage.

Light 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 bright light.

Darkling Weapon Training: You are proficient with daggers, scimitars, shortswords, and rapiers.

Darkling Magic: You know the Prestidigitation cantrip. When you reach 3rd level, you can cast the Bane spell once; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the Darkness spell once; you must finish a long rest in order to cast the spell again using this trait. Wisdom is your spellcasting ability for these spells.

Death Flash: When you die, nonmagical light flashes out from you in a 10-foot radius as your body and possessions other than metal or magic objects burn to ash. Any creature in the area and able to see must succeed on a DC 12 Constitution saving throw or be blinded until the end of their next turn.

Fey Nature: Your creature type is both fey and humanoid.

Language: You can speak, read and write Common and Sylvan.

Racial Ranking: 8 - Darklings run the Feldawn Empire, and were among the first to break off from the rest of society.

Dragonborn

Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids. Some dragonborn are faithful servants to true dragons, others form the ranks of soldiers in great wars, and still others find themselves adrift, with no clear calling in life.

To any dragonborn, the clan is more important than life itself. Dragonborn owe their devotion and respect to their clan above all else, even the gods. Each dragonborn’s conduct reflects on the honor of his or her clan, and bringing dishonor to the clan can result in expulsion and exile. Each dragonborn knows his or her station and duties within the clan, and honor demands maintaining the bounds of that position.

A continual drive for self-improvement reflects the self-sufficiency of the race as a whole. Dragonborn value skill and excellence in all endeavors. They hate to fail, and they push themselves to extreme efforts before they give up on something. A dragonborn holds mastery of a particular skill as a lifetime goal. Members of other races who share the same commitment find it easy to earn the respect of a dragonborn.

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

Age. Young 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 (represented by Bahamut and Tiamat, respectively). Most dragonborn are good, but those who side with Tiamat can be terrible villains.

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.

Dragon Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.

Dragon Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Con. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
White Cold 15 ft. cone (Con. save)

Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the 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.

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

Racial Ranking. 7 - While many races see dragons as holy beings, many more see them as forces for destruction instead.

Dwarf

Kingdoms rich in ancient grandeur, halls carved into the tools of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs-these common threads unite all dwarves. Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.

    Dwarves are solid and enduring like the mountains they love, weathering the passage of centuries with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don't abandon those traditions lightly. Part of those traditions is devotion to the gods of the dwarves, who uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge.

Ability Score Increase: Your Constitution 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 ft. Your speed is not reduced by wearing heavy armor.

Language: You can speak, read, and write Common and Dwarvish.

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 tooIs, 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.

Racial Ranking: 2 - Along with elves and humans, dwarves were also one of the founding races.

Subrace: Two main subraces of dwarves populate the worlds of Altaenia: hill dwarves and mountain dwarves. Choose one of these subraces.

Hill Dwarves

Hill dwarves are the most hardy of the dwarven races, and the most likely type of dwarf one will find in the back of the tavern drinking themselves to death. They have keen senses, deep intuition, and remarkable resilience, which makes them valuable miners and soldiers, as well as strong drinkers.

Ability Score Increase: Your Wisdom score increases by 1

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

Mountain Dwarves

Mountain dwarves are the more sophisticated subspecies of dwarf. These are more the type you'll find in a shop or a blacksmith's forge. They are also strong and hardy, and accustomed to a difficult life in rugged terrain, which makes these dwarves more likely the ones seeking a thrilling adventure.

Ability Score Increase: Your Strength score increases by 2.

Dwarven Armor Training: You have proficiency with light and medium armor.

Elves

Elves are a species of unmatched grace and are rumored to have a natural affinity for magic. They tend to live in places of great beauty, and also tend to favor forests and other natural beauties. Elves lave nature and magic, art and artistry, music and poetry, and the good things of the world. With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races.

Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy. Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land.

Ability Score Increase: Your Dexterity 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 c1aims 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. The drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil 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 ft.

Language: You can speak, read, and write Common and Elvish.

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.

    Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Racial Ranking: 2 - Elves were one of the three founding races, alongside dwarves and humans.

Subrace: Ancient divides among the elves people resulted in two main subraces: high elves and wood elves.

High Elves

High elves have a innate pull to the arcane ways. They are often born with an excess source of mana, which they can draw from at a young age. This gives high elves a high opinion of themselves. These are the types of elves you're more likely to see in a large city.

Ability Score Increase: Your Intelligence score increases by 1

Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.

Cantrip: You know one Cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

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

Wood Elves

Wood elves are one with nature, and often work to protect its beauty. They have keen senses and intuition, and their fleet feet can carry them quickly and quietly through the dense forests in which they tend to reside.

Ability Score Increase: Your Wisdom 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 the 35 feet.

Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Sea Elves

Sea elves are a reclusive and deeply territorial people who have much in common with merfolk as they do with other elves. Most sea elves often help merfolk with helping others, and are fairly trusting.

Ability Score Increase. Your Constitution score increases by 1.

Sea Elf Training. You have proficiency with the spear, trident, light crossbow, and net.

Child of the Sea. You have a swimming speed of 30 feet, and you can breathe air and water.

Friend of the Sea. Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.

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

Ice Elves

Ice elves are nomadic groups of elves with skin as fair as the moon in the sky. They often only reside in the snowy regions, such as Frayh Ska, but occasionally venture outward to help their tribe.

Ability Score Increase. Your Dexterity score increases by 1.

Blessing of the Snow. You are immune to cold damage.

Ice Skating. While in snowy or icy terrain, your base walking speed increases by 10.

Drow

Drow are elves that have become reclusive; living in the underdark or in otherwise dark places. They are fairly reclusive, and can even be considered a cruel race by those who have no engaged with one.

Ability Score Increase. Your Charisma score increases by 1.

Drow Magic. You know the Dancing Lights cantrip. When you reach 3rd level, you can cast Faerie Fire once, and it recharges after a long rest. When you reach 5th level, you can cast Darkness once, and it recharges after a long rest. Charisma is your spellcasting ability for these spells.

Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.

Superior Darkvision. Your darkvision has a range of 120 feet, instead of 60.

Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.

Racial Ranking. 5 - You're still an elf, but prejudice and preconceived notions of drow make others somewhat wary.

Gnome

A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take de!ight in !ife, enjoying every moment of invention, exploration, investigation, creation, and play.

As far as gnomes are concerned, being a!ive is a wonderful thing, and they squeeze every ounce of enjoyment out of their three to tive centuries of !ife. Humans might wonder about getting bored over the course of such a long tife, and elves take plenty of time to savor the beauties of the world in their long years, but gnomes seem to worry that even with all that time, they can't get in enough of the things they want to do and see.

Ability Score Increase: Your Intelligence score increases by 2.

Age: Gnomes 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: Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than Vicious.

Size: Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.

Speed: Your base walking speed is 25 ft.

Language: You can speak, read, and write Common and Gnomish.

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.

Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma Saving Throws against magic.

Racial Ranking: 2 - Many rely on gnomes to create contraptions, so trust them greatly.

Subrace: Two subraces of gnomes are found among the world of Adowei: forest gnomes and rock gnomes. Choose one of these subraces.

Forest Gnomes

Forest gnomes are a rare sight, and many even believe that they are extinct. This is because they use their innate illusion abilities to hide themselves in the forests. However, when found, they tend to be kind and warm-hearted.

Ability Score Increase: Your Dexterity score increases by 1.

Natural Illusionist: You know the minor illusion cantrip. lntelligence is your spellcasting ability for it.

Speak with Small Beasts: Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts.

Rock Gnomes

Rock gnomes are inventive and creative geniuses. These gnomes can be found almost anywhere, and are often seen as the only type of gnome left in existence.

Ability Score Increase: Your Constitution score increases by 1.

Artificer's Lore: Whenever you make an Intelligence (History) check related to Magic Items, alchemical Objects, or technological devices, you can add twice your Proficiency Bonus, instead of any Proficiency Bonus you normally apply.

Tinkerer: You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to Construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:

Clockwork Toy: This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.

Fire Starter: The device produces a miniature flame, which you can use to light a Candle, torch, or campfire. Using the device requires your action.

Music Box: When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.

Goblin

Goblins occupy an uneasy place in a dangerous world, and they react by lashing out at any creatures they believe they can bully. Cunning in battle and cruel in victory, goblins are fawning and servile in defeat. Goblins primarily haunt the frontier lands where the military doesn't have a strong presence. Individually they are not very threatening and are considered the weakest of monsters. However, their numbers grow fairly quickly due to their ability to come into maturity at an accelerated rate, making them a rapidly increasing threat if not dealt with quickly.

Goblins are commonly found in caves and rely on attacking or stealing from settlements to sustain themselves. They have an excellent sense of smell, especially when it comes to prey. They can even smell metal, making them dangerous to anyone wearing metal armor. They also have excellent night vision; if they detect any light in their nest, they know there are intruders.

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

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

Alignment. Goblins are typically neutral evil, as they care only for their own needs. A few goblins might tend toward good or neutrality, but only rarely.

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

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

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

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

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

Racial Ranking. 7 - As Goblins make frequent raids and kidnappings, they are seen as a blight.

Half-Angel (Aasimar reskin)

Half-Angels bear within their souls the light of the heavens. They are descended from the union of humans and angels, a rare and often forbidden union. More often than not, the human parent of the half-angel will be instructed to care for it as the angel ascends back to their deity, and they are left to grow up in an unfamiliar world. While they have the same physical description as humans for the most part, they also have some of the traits that can display their special heritage, though many parents try to keep them a secret.

    Half-angel are rare in the extreme and there are no known communities where they gather in sufficient numbers to set up even the semblance of a society. Born to their human parents, they will adopt the society that surrounds them. Always adaptable, they are capable of quickly blending into different surroundings as long as those surroundings do not go against their core nature. It is not always obvious when one encounters an half-angel, as each carries a different but unique trait from its celestial parent. Shimmering eyes of gold or a slight radiance in the dark are typical of half-angel decent, yet there is no one defining trait that calls out to others that the offspring of a celestial being is in their presence.

Ability Score Increase: Your Charisma score increases by 2.

Age: Half-angels mature at the same rate as humans, but they can live up to 160 years.

Alignment: Imbued with celestial power, most half-angels are good. Outcast half-angels are most often neutral or even evil.

Size: Half-angels have the same range of height and weight as humans. Your size is Medium.

Speed: Your base walking speed is 30 ft.

Language: You can speak, read, and write Common and Celestial.

Darkvision: Blessed with a radiant soul, your vision can easily cut through darkness. 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.

Celestial Resistance: You have resistance to necrotic damage and radiant 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.

Light Bearer: You know the Light cantrip. Charisma is your spellcasting ability for it.

Racial Ranking: 2 - Not quite an angel, but many are willing to trust you.

Subrace: Half-angels are often divided into two subraces depending on their connection with their celestial parent: protector half-angel or scourge half-angel. Choose from one of these subraces.

Protector Half-Angel

Protector half-angels are charged and energised with the powers of good to safeguard the weaker races. They strike the evil and stand like a wall against the darkness. They have the best relationship with their celestial parents, and work to please them as best they can.

Ability Score Increase: Your Wisdom score increases by 1.

Radiant Soul: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.

Once you use this trait, you can't use it again until you finish a long rest.

Scourge Half-Angel

Scourge half-angel have one of the worst relationships with their celestial parents, and sometimes actively oppose them. Most of the time, this is because of how they abandoned them at such a young age, other times it is simply rebelling the deity they worship. Nevertheless, the celestials have almost turned their backs on this one.

Ability Score Increase: Your Constitution score increases by 1.

Radiant Consumption: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.

Once you use this trait, you can't use it again until you finish a long rest.

Half-Demon (Tiefling reskin)

Half-demons are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. half-demons have large horns that take any of a variety of shapes: some have curling horns like a ram, others have straight and tall horns like a gazelle’s, and some spiral upward like an antelopes’ horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors—black, red, white, silver, or gold—with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple.

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

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 ft.

Language: You can speak, read, and write Common and Infernal.

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.

Infernal Legacy: You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke 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. Charisma is your spellcasting ability for these spells.

Racial Ranking: 8 - Not quite a demon, but you are certainly unlikely to be trusted.

Half-Elves

Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.

Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans interact often, half-elves are sometimes numerous enough to form small communities of their own. They enjoy the company of other half-elves, the only people who truly understand what it is to live between these two worlds.

Ability Score Increase: Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.

Age: Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.

Alignment: Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable.

Size: Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

Speed: Your base walking speed is 30 ft.

Language: You can speak, read, and write Common, Elvish, and one extra language of your choice.

Darkvision: Thanks to your elf blood, 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.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Skill Versatility: You gain proficiency in two skills of your choice.

Racial Ranking: 3 - A mixture of elf and man, you aren't quite on their rank.

Half-Orcs

Whether united under the leadership of a mighty warlock or having fought to a standstill after years of conflict, orc and human tribes sometimes form alliances, joining forces into a larger horde to the terror of civilized lands nearby. When these alliances are sealed by marriages, half-orcs are born. Some half-orcs rise to become proud chiefs of orc tribes, their human blood giving them an edge over their full-blooded orc rivals. Some venture into the world to prove their worth among humans and other more civilized races. Many of these become adventurers, achieving greatness for their mighty deeds and notoriety for their barbaric customs and savage fury.

Orcs regard battle scars as tokens of pride and ornamental scars as things of beauty. Other scars, though, mark an orc or half-orc as a former slave or a disgraced exile. Any half-orc who has lived among or near orcs has scars, whether they are marks of humiliation or of pride, recounting their past exploits and injuries. Such a half-orc living among humans might display these scars proudly or hide them in shame.

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

Age: Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.

Alignment: Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil.

Size: Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.

Speed: Your base walking speed is 30 ft.

Language: You can speak, read, and write Common and Orc.

Darkvision: Thanks to your orc blood, 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.

Menacing: You gain proficiency in the Intimidation skill.

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

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

Racial Ranking: 6 - The child of an orc, you're likely to be ridiculed, but not as much.

Halflings

The comforts of home are the goals of most halflings’ lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along a dirt road or a raft floating downriver. Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory.

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: Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.

Size: Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.

Speed: Your base walking speed is 25 ft.

Language: You can speak, read, and write Common and Halfling.

Lucky: When you roll a 1 on the d20 for 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.

Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.

Racial Ranking: 2

Subrace: The two main kinds of halfling, lightfoot and stout, are more like closely related families than true subraces.

Lightfoot Halfling

Lightfoot halflings, while they can easily hide from notice, even using other people as cover, are much more open to other people, and try to get along well with other races, making them one of the most widespread races.

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.

Stout Halfling

Stout halflings are descendent of dwarven blood since they are hardier than average and have some resistance to poison. These fit more into dwarven society than any other as well, but also can be found in some human colonies.

Ability Score Increase: Your Constitution score increases by 1.

Stout Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.

Humans

In the reckonings of Adowei, humans are amongst the oldest of the common races. Early to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the longer-lived races, and that's why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.

Humans are, quite possibly, the most widespread civilization in Adowei. The Elves and Dwarves may live much longer than the humans, but the humans make up for it with their limitless ambitions. Humans live fully in the present-making them well suited to the adventuring life-but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics. Humans can be found all over the world, no matter where one may find themselves. They tend to build grand cities to leave their marks on the worlds, and to live comfortable lives.

Ability Score Increase: Your ability scores each increase by 1.

Age: Humans reach adulthood in their late teens and live less than a century.

Alignment: Humans trend toward no particular alignment.

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 ft.

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

Racial Ranking: 2

Human, Variant

If you desire to play a human variant, make sure to get your DM's approval first!

Ability Score Increase: Two of your ability scores increase by 1.

Skills: You gain proficiency in one skill of your choice.

Feat: You gain one feat of your choice.

Kemonomimi

Kemonomimi fit in almost anywhere due to their striking similarities to humans so they are known for living in most places. Some of them prefer their more animalistic tendencies and live out in the wilds while others stick to the big cities. However due to their lack of structure and their cuteness causing others to look down on their race as a whole the Kemonomimi race has run into one big problem in their society as a whole: Slavery. Many Kemonomimi run the risk of being sold as slaves for various purposes due to their utility and cute appearance.

All subraces of Kemonomimi have vastly different views. Cats/Nekos tend to be lazy but are usually quick to get things done. Wolf/Okami are fierce fighters and hunters but tend to be a bit on the harsh side. Fox/Kitsune are smart and cunning while also being notorious flirts. Horses/Uma are the hardest workers you can find but tend to be pretty dim. Finally Rabbit/Usagi are happy and peppy but get scared easily. All races tend lean towards neutral alignments, though some are known to be chaotic and almost never lawful. The only thing that all Kemonomimi have in common is that they all value companionship and relationships over all. Despite this, many Kemonomimi can have trouble opening up to members of specific races in fear of being caught and sold as a slave.

Ability Score Increase. Your Charisma score increases by 1.

Age. Kemonomimi reach maturity at 10 and are known to live up to 100-130 years old.

Alignment. While the Kemonomimi don’t gravitate towards any alignment, in particular, most do lean towards good.

Size. Kemonomimi very rarely weigh more than 160 pounds(Unless they are a Horse) and stand anywhere from 4’5 to 5’10, your size is Medium.

Speed. Your base walking speed is 35 feet.

Animal Connection. You gain proficiency with Animal Handling.

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

Racial Ranking. 4 - They make good slaves, and many tend to accept them as at least part human.

Subraces. You must pick a subrace that refers to the type of animal that your character references: wolf, fox, horse, rabbit, or cat.

Wolf

Wolf kemonomimi are hunters, fighters, and fierce warriors, though their ability to engage with other creatures that are not of their tribe is limited. They tend to live in tribes on their own.

Ability Score Increase. Your Strength or Constituiton score increases by 2.

Tracking Sense. You gain advantage on Survival checks used to track others using smell.

Teeth and Claws. You have sharp teeth and claws natural weapons that each do 1d4 (Claws are Slashing Fangs are Piercing) damage.

Killing Intent. You gain proficiency in the Intimidation skill.

Carnivore. You can only eat meat. If you eat anything other than meat you get disadvantage on all Strength and Constitution checks and saves for 3 hours.

Thunderous Bark. You make an extremely loud bark attack against every unit within 30 ft of your location, each must make a Cha save(DC 8+Cha+Prof) they take 1d6 Thunder damage and become frightened on a failed save. You may use this ability once per short rest.

Ear Scratching. Whenever you are scratched or rubbed behind the ear you must make a con save (DC 8+target’s Dex modifier) or become incapacitated, you may remake the save every round (Or minute outside of battle). It feels better the longer it goes on.

Fox

Foxes are wise, cunning, and somewhat lustful, even in regards to creatures not of their race. These beings tend to live in cities, mostly found in taverns.

Ability Scoure Increae. Your Intelligence or Wisdom score increases by 2.

Charmer. You gain proficiency in the Persuasion and Deception skills.

Deceptive Liar. You gain advantage on Deception checks when lying about your true intentions.

Fox Trickery. You know the Minor Illusion cantrip. Once you reach level 3 you may cast Silent Image once per day as a second level spell. Once you reach 5th level you can also cast the Invisibility spell once per day.

Outfoxed. You have a disadvantage on Wisdom saves against everything except magic.

Fox Claws. You have sharp claws that deal 1d4 Slashing damage. You can use your Strength or Dexterity modifier for this attack.

Tail Stroke. Your fluffy tail is sensitive to touch so that whenever anyone begins to softly rub or touch your tail you must make a con save (DC 8+target’s Dex modifier) or become incapacitated. It feels better the longer it goes on.

Horse

Horses are strong workers, and often make some of the best slaves for physical labor. Otherwise, they tend to live in tribes.

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

Workhorse. You are so used to carrying objects you can carry double your carrying weight, you also have advantage on Constitution saves against exhaustion effects and can go without food for much longer.

Horse Durability. You gain proficiency in the Athletics skill.

Powerful Legs. You have a powerful kick that does 1d6 bludgeoning damage, the attack hits with so much force that it knocks targets back depending on their size (Medium or Small 10ft; Large 5ft; Bigger than large 0ft).

Herbivore. You can only eat plants, attempting to eat anything else will give you a disadvantage on all Strength and Constitution checks and saves for 3 hours.

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

Tense Muscles. Whenever someone would stroke or caress your muscles or do anything to relieve the stress in your muscles you must make a con save (DC 8+target’s Dexterity modifier) or become incapacitated. You may repeat the save every round or every minute if outside of battle.

Rabbit

Happy and outgoing, but they have a tendency to be scared quite easily. They make their homes by digging into the ground and forming small groves for themselves.

Ability Score Increase. Your Dexterity or Wisdom score increases by 2.

Prey Instincts. You have advantage on Perception checks made to detect murderous intent.

Natural Prey. You gain proficiency in the Stealth and Nature skills.

Cower in Hiding. You have advantage on Stealth checks when hiding from someone who is currently looking to kill you, and can take the Hide action as a bonus action instead.

Weak Frame. You have disadvantage on Athletics checks.

High Jump. Once per turn instead of moving normally you may jump up to twice your current movement speed vertically or horizontally. If you go horizontally it counts as a dash. This does not provoke attacks of opportunity.

Soft Ears. Your ears are extremely soft and sensitive to touch, whenever anyone softly grabs or strokes your ears you must make a con save (DC 8+target’s Dexterity modifier) or become incapacitated.

Cat

Cat kemonomimi are quick, agile, but also quite lazy. However, many do consider them to most appealing, so many fall into slavery as well.

Ability Score Increase. Your Dexterity or your Intelligence score increases by 2.

Darkvision. Your keen, catlike eyes allow you to see in dark and dim conditions up to 60ft.

Catlike Skills. You gain proficiency in Acrobatics and Perception skills.

Kitty Claws. You gain natural claw weapons that do 1d4 slashing damage. You can use your Strength or Dexterity modifiers for this attack.

Cat Naps. You have disadvantage against sleep-related saving throws.

Catlike Reflexes. You get advantage on Dexterity saves against traps.

Head Pats. When pat or rubbed on the head for an extended period of time you must make a con save (DC = 8+target’s Dexterity modifier) or become incapacitated, you may remake the con save every round(Or minute outside of battle), also the longer you are pet the better it feels.

Merfolk

Merfolk guard the ocean depths, building small settlements beside deep trenches and other dangers of the sea. They have existed for generations, but rarely have any come to the surface for any reason. Despite their off-putting manners, merfolk are benevolent creatures at heart, convinced that other civilized races deserve their protection. Their attitude might grate, but when pirate fleets prowl the waves or a kraken awakens from its slumber, they are among the first to take up arms to protect others. Given their isolation, most merfolk have never been to the surface world. They struggle with the idea that they can't easily move up and down out of water, and the changing of the seasons mystifies them.

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. As guardians of the darkest reaches of the sea, their culture pushes them toward order and benevolence.

Size: Tritons are slightly shorter than humans, averaging about 5 feet tall. Your size is Medium.

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

Language: You can speak, read, and write Common and Primordial.

Amphibious: You can breathe air and water.

Control Air and Water: A child of the sea, you can call on the magic of elemental 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.

Emissary of the Sea: Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.

Guardians of the Depths: Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.

Racial Ranking: 4 - These beings are known for helping others, though their ability to talk to monsters is a bit unnerving.

Mousefolk

Never to be looked down upon, the slight, unassuming mousefolk are kind hearted to a fault, and possess courage greater than most giants. Though the tiny, big-eared mousefolk are often overlooked by larger creatures, history is brimming with stories of gallant mouse-knights staring down dragons, crossing blades with warlords, and charging into grand battles. It happens that few histories are written about the valor of mousefolk – and many more should be – yet they make appearances in legend all the same, their bravery cementing their place in history. The mousefolk language, Rodentia, has no written form, thus mousefolk preserve their history in story and in song, passed from elders to children through the generations. Their oral tradition is rich, filled with stories of grand heroics, shrewd tricks, and swooning romance. Indeed, many mousefolk live to see themselves preserved in the legends of their people, their deeds remembered in a grand epic for the ages.

Ability Score Increase: Your Dexterity score increases by 2.

Age: Mousefolk mature in their teens and live around 80 years.

Alignment: Most mousefolk are neutral good. They tend to be kind-hearted and have deeply-rooted values.

Size: Mouselings stand around 3 feet tall, but appear slightly taller with their large ears, and normally weigh no more than 40 pounds. Ratlings, by contrast, stand almost 4 feet tall, but have much smaller ears. Your size is Small.

Speed: Your base walking speed is 25 ft.

Language: You can speak, read, and write Common. You can also speak Rodentia, a quiet and squeaky language that has no established written form.

Darkvision: Mousefolk have superior vision in dim light and darkness. You can see in dim light within 60 feet of you as if it was bright light, and darkness as if it was dim light. You can't discern color in darkness, only shades of gray.

Lightfooted: You have proficiency in the Stealth skill.

Squeeze: You suffer no penalty for squeezing into a space that is only large enough for a creature that is one size smaller than you.

Scurry: You can move through the space of any hostile creature as if it were difficult terrain.

Racial Ranking: 3 - Peaceful as you sometimes can be, you aren't one of the founding races, and the ratlings scare more than the mouselings.

Subrace: Mousefolk are commonly divided into two subraces: mouselings and ratlings.

Mouseling

Mouselings are smaller than their ratling cousins, but all the more daring. They sport a wide variety of coats, from grey to brown, to very rare whites, but all possess large ears and round, black eyes. Though these features often make them look adorable to big folk, most mouselings want nothing more than to be taken seriously. They fancy themselves knights, merchants, minstrels, explorers, and a wide variety of other occupations; mouselings rival even humans for ambition.

Ability Score Increase: Your Charisma score increases by 1.

Brave: You have advantage on saving throws you make against being frightened.

Nimble Escape: When a creature you can see makes an opportunity attack against you, you can use your reaction to impose disadvantage on the attack roll. You can't use this trait when wearing medium or heavy armor.

Ratling

Often, ratlings stand a full foot taller than their mousling relatives, with longer tails and more pointed ears. They are tougher, more resistant to poison, and far more stubborn than other mousefolk, but are unquestionably resourceful. When needed, a ratling can escape just about any enclosure that isn't constructed entirely from metal and stone, a fact which many jailers hold in contempt.

Ability Score Increase: Your Strength score increases by 1.

Gnaw: You can use your action to crew through and break a small nonmagical object that isn't being worn or carried, like a rope, a wooden rod or handle, or a length of fabric. If you chew on a wooden wall or floor for 1 minute, you can gnaw a hole large enough for a Tiny creature. You can't chew through materials that are harder than your teeth, like metal, stone, or crystals.

Rat Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.

Necrolyte

Not all undead that are revived become mindless servants to their necromancers. Those with a powerful soul can gain sentience over their undead body for a second chance at life. Other races usually don't notice the fact that young necrolytes are indeed a different race, but once a Necrolyte is first slain, their appearance becomes less convincing, as they continue to bear the wounds from the blow that killed them, which never fully heal. As a necrolyte ages and is slain again and again over the centuries, their appearance becomes less and less convincing, and they usually spend more time among their own kind or in service to more powerful undead. For this reason, many must wear a mask to avoid being attacked by the mortals.

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

Age. Necrolyte children age to adulthood twice as fast as humans, and they then appear to cease aging. They can survive indefinitely, but tend to become more decrepit as their bodies slowly decay over centuries. Few necrolytes are able to still function after four centuries.

Alignment. Due to their undead nature, necrolytes are generally of evil alignment.

Size. Most necrolytes have human ancestry, and share their general build. A few originate from smaller races. Your size is Medium or Small.

Speed. Your base walking speed is 25 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.

Undead Nature. You do not need to eat, sleep or breathe to survive, although you still require rest to stave off exhaustion. You advantage on saving throws against poison, and are resistant to poison damage. You have advantage on Wisdom (Insight) checks made against undead creatures.

Undead Fortitude. If you are reduced to 0 hit points, you return to your undead state in 5 rounds. When you do, you can elect to return with 1 hit point, or immediately heal for a number of hit dice up to your proficiency bonus. Once you use this trait, you can’t use it again until you finish a long rest.

Chilling Touch. You know the chill touch cantrip.

Hybrid Nature. Your creature type is undead in addition to humanoid. You can become the target of any ability, spell or effect that affects either of your creature types.

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

Racial Ranking. 8 - Undead have a tendency to frighten most races, even if they are sentient.

Orc

Orcs are a powerful race of warriors that, most commonly at least, make up the bulk of the armies of the Feldawn Empire, feared across the world for the strength and uncompromising rage. Motivated by their hatred of the civilized races of the world and their need to satisfy the demands of their warlord, the orcs know that if they fight well and bring glory to their tribe, their king will bring plenty of rewards.

Orcs are known for their bloodlust and brute strength, and their entire society is revolved around war and combat, with every Orc serving their Overlord, which serves the king of the Feldawn Empire. Whether they serve as warriors, archers, savages, defenders, or hunters during wartime, they also have jobs outside of wartime: executioners, slavers, beastmasters, and sawbones. More so, each Orc is born into a tribe, and some of the greatest warriors from that tribe emerge from the slave pins or from being an army grunt to becoming a captain, or even a warlord.

Ability Score Increase. Your Constitution score increases by 2.

Age. Orcs reach adulthood at age 12 and live up to 100 years.

Alignment. Orcs are usually evil raiders and warriors.

Size. 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.

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.

Racial Ranking. 8 - A warmongering species, orcs generally aren't welcome outside of Zoudrurg.

Subraces. Orcs can be from a multitude of tribes: dark, feral, machine, marauder, mystic, outlaw, terror, warmonger, or slaughter. Choose your subrace from these options.

Dark Tribe

Orcs from the Dark Tribe use stealth and subterfuge, a rare skillset among the Orcs, making this a very small tribe.

Ability Score Increase. Your Dexterity score increases by 1.

Dark Strike: On your turn, as a full-round action, you can target one creature within range of one of your weapons. That target must make a DC 13 Dexterity saving throw or take 3d8 damage, or half as much on a successful save.

Shifting Shadows: You can try to hide when you are lightly obscured from the creature from which you are hiding.

Feral Tribe

Those who fall under the Feral Tribe adorn their clothing and armor with fetishes and trophies from the beasts they've hunted or tamed.

Ability Score Increase. Your Wisdom score increases by 1.

Beast Tamer: You gain proficiency in the Animal Handling skill.

Feral Claws: On your turn, when you grapple an opponent, you can spend your bonus action and movement to pin them to the ground and slash at them with the claws on your gauntlets, dealing an addition 2d4 + your Strength modifier slashing damage. You regain use of this feature after a long rest.

Machine Tribe

Members of the Machine Tribe are at the forefront of industry, preferring to build up their technological might and forge the fires of war.

Ability Score Increase. Your Intelligence score increases by 1.

Forge Master: You gain proficiency in Artisan's Tools (smith's tools). Using those tools, you can spend 1 hour and half the price of a weapon or armor to craft that item.

Machine Hook: On your turn, as an action, you make make a ranged attack against a target within 30 feet of you. If the attack hits, you deal 1d4 piercing damage to the targeted opponent and moves them within 5 feet of you. You regain use of this feature after a long rest.

Marauder Tribe

Members of the Marauder Tribe prize themselves on adorning their bodies with the loot of conquest, using improved armor and weaponry looted from their victims, and their forts reflect their greed.

Ability Score Increase. Your Strength score increases by 1.

Ravagers. You gain proficiency in all martial weapons.

Hail of Blades. When you are using two one-handed melee weapons, whenever you would use your bonus action to attack with your offhand weapon, you can add half of your ability modifier to the damage roll (rounded down to a minimum of 0).

Mystic Tribe

Members of the Mystic Tribe are masters of the occult, and practice strange and mysterious rituals in the dark places of the world. Their dark designs invoke the unspeakable art of necromancy and undeath.

Ability Score Increase. Your Charisma score increases by 1.

Draining Aura. You know the Sapping Sting cantrip.

Mystic Blade. On your turn, as an action, you can teleport next to a target opponent you can see within 30 feet of you and make an attack with one weapon you have equipped with advantage. You regain use of this feature after a long rest.

Outlaw Tribe

The Outlaw tribe is home to the most rebellious members of the Orc population. They have a deep contempt of 'all those who would rule them, be they foreign invaders or lords of Adowei.

Ability Score Increase. One Ability Score of your choice increases by 1.

Rebellious. You have advantage on all saving throws made against being charmed.

Downing Throw. On your turn, as an action, you can throw a bolas at a nearby enemy within 30 feet of you. That target must make a DC 13 Dexterity saving throw or be knocked Prone.

Terror Tribe

Members of the Terror Tribe worship Seifer and his terrifying visage, and prefer the value of shock tactics and unflinching violence to make their foes cower in fear.

Ability Score Increase. Your Charisma score increases by 1.

Terrifying. You are proficient in the Intimidation skill. If you are already proficient in that skill, you instead gain Expertise in it.

Terror Chains. Your weapons are attached to a chain so that they can be thrown and retrieved with ease. On your turn, as a full-round action, you can target one creature within 30 feet of you. You can attack that target from your current distance for that turn by throwing your weapon at them, then pulling the chain to retrieve your weapon.

Warmonger Tribe

Members of the Warmonger Tribe are militant and fierce. They endlessly train for battle. They can be found practicing weapon drills throughout their fortresses. Warmonger warriors are fearsome, bold, disciplined, and value combat prowess above all else.

Ability Score Increase. Your Strength score increases by 1.

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.

Warmonger Clash. Whenever you roll an attack roll, you can choose to roll your attack roll with advantage. You can only use this ability once per long rest.

Slaughter Tribe

The Slaughter tribe are the most bloodthirsty of the orcs. Their bloodlust goes beyond any interest in war, conquest, or even torture. They are obsessed with viscera, with blood and guts, with the splatter of warm gore o​n their ecstatic faces.

Ability Score Increase. Your Wisdom score increases by 1.

Cannibalism. Whenever you reduce an opponent to 0 HP, you can spend a bonus action to consume them, regaining one hit die worth of HP.

Slaughter Cleavers. Whenever you roll a 1 on a damage roll, you can reroll that die and must take the new result. You regain use of this feature after a short or long rest.

Revonac

Revonacs are master craftspeople. Their skill and inventiveness are legendary, as is their bitter cynicism. They dislike dealing with imperfect things, especially people, and instead prefer to surround themselves with mechanical wonder and ingenuity. Fiercely individualistic, once a Revonac selects their tastes in artwork and craft, they condemn all others. Their creations are an expression of identity: most Revonacs think if their work is no good,then they’re no good.

They have vices and weaknesses, but never admit to them. Eventually they yearn for an escape from their routine: music, adventure and even love occasionally manage to get them out of their workshop. Despite their surly reputation, Revonacs are sought after engineers, inventors, and architects. Their inventions often end up dying with them, as few Revonacs write anything down that is not in a cipher anyone other than themselves can understand.

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

Age. Revonacs enter adulthood in their early twenties and live up to 130 years.

Alignment. Revonacs are contentious and tend toward chaotic behavior, but their understanding of how things work helps them get by in even the most lawful societies.

Size. Revonacs stand between four to five and a half feet tall and weigh between 85 to 150 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Welder's Eyes. You are proficient in the Perception skill, and have advantage on saving throws to avoid blindness, and when you would have disadvantage to see objects and creatures that are only lightly obscured by smoke or fog, you do not take disadvantage instead.

Favored Tools. You have proficiency with one type of artisan’s tools, and can double your proficiency bonus to checks made with it.

Operational Ingenuity. When you make an Intelligence (History) check related to magical, alchemical, or technological items, you may add your proficiency bonus twice if you are proficient in the skill.

Clever Magic. At 1st Level, you can cast the Identify spell once with this trait and regain the ability to do so when you finish a long rest.

Languages. You can speak, read, and write Common and a personal cipher that only you can read and write called “Revonac”.

Racial Ranking. 3 - Not a founding race, but one responsible for many innovations.

Zern

Zern are prolific experimenters in biological and psionic augmentations. Mostly on other species, as experimenting on Zern other than one’s self is considered taboo to the Zern. The Zern are feared across Altaenia, and known mostly by their nicknames: Collectors. Experimenters. Tormentors. So on and so forth.

Zern society is all about change. There is nothing they worship more than their own experiments, augmentations, and the changes they make to themselves and other races in the world. Their society holds no restrictions on what can be used or how it is used for their experiments, which provides many zern with a large expression of “creativity,” and they even encourage sharing what results are discovered with other zern.

However, they do have some rules that every zern anywhere must follow. The first and most important rule is that no zern can experiment on another zern other than themselves. It is seen as disrespectful and an affront to the very research and nature of the zern.

    Ability Score Increase. Your Intelligence score increases by 2, and you choose one ability score (other than Intelligence) to increase by 1.

Age. Zern mature at age 15, and rarely live past 60 on account of their self-experimentation.

Alignment. Most zern are neutral, not caring of the world outside of their labs. Many consider them to be evil, however, though some zern can be swayed to a good alignment.

Size. Most zern stand somewhere between just over 4 feet to just over 6 feet. 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, and can only see in black and white.

Research. Zern are known for their knowledge on the other races of Altaenia, which gained through countless hours of research. When you attempt to learn something about a race or creature, you can spend 1d6 minutes observing or reading about that creature/race. This takes double the time when in combat. Once you finish researching, you gain 1 research point for that race/creature. For example, if you researched a human, you gain 1 human research point. Research points can be spent on new augments, new knowledge of the beings, etc. Refer to the Research Point sidebar to see what you can do with them.

Augmentation. You start off with one augmentation implanted in you. This augment can only be removed by using your Augment trait on yourself, or another person removes it from you.

• Shield. You can choose one type of damage to be resistant to that isn’t bludgeoning, piercing, or slashing.

• Overkill. You can add 1d4 to your damage roll. You can only use this feature once, and cannot use it again until you finish a long or short rest.

• Alacrity. Research takes half the time it normally would, and you can double your proficiency bonus when researching.

Languages. You can speak, read, and write Common and two languages of your choice.

Racial Ranking. 9 - Most beings know of zern experimentation and have become wary of it, and them.

Corrupted Races

Many races are susceptible to the corruption of the Void, which can mostly be found around Zoudrurg or the Old Corruption in Eskary. For more information on Corruption, check the optional campaign rules in Chapter 3.

Ferocious Caben

These caben have fur that is almost pure black, and their eyes bead in the dark with a red tint. Their physical prowess is unchanged, but they're far more aggressive than a normal caben.

A ferocious caben uses the caben traits in the this book, with the following traits replacing the Ability Score Increase and Combat Tradition traits.

Ability Score Increase. Your Strength and Dexterity scores increase by 2 and your Wisdom score decreases by 1.

Berserker. On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

Void Dragonborn

Void dragonborn have pitch black skin and red eyes, and most have stronger claws and teeth as well. They're often made to help the industrialization of the Void with their powers while also serving as enforcers.

A void dragonborn uses the dragonborn traits in the Player’s Handbook, with the following traits replacing the Ability Score Increase and Damage Resistance traits.

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

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.

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

Phantom Dwarf

Phantom dwarves are pale and and let their eyes be corrupted to a bright orange or a dark red. More often than not, their hair might change to a darker or lighter shade as well.

This is a subrace for the dwarf race.

Ability Score Increase. Your Strength score increases by 1.

Superior Darkvision. You can see in dim light within 120 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.

Void Resistance. You have advantage on saving throws against illusions and against being charmed or paralyzed.

Void Magic. 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. When you reach 5th level, you can cast the Invisibility spell on yourself once with this trait. You don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.

Sunlight Sensitivity. You have disadvantage on Attack rolls and 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.

Blood Elf

Elves corrupted by the Void have deep red eyes and almost white skin, and tend to grow their fingernails to claw-like weapons.

This is a subrace for the elf race.

Ability Score Increase. Your Charisma or your Intelligence score increases by 1.

Necrotic Resistance. You have resistance to necrotic damage.

    Blood Magic. You know the chill touch cantrip. When you reach 7th level, you can cast the vampiric touch spell as a 3rd-level 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.

Shadow Gnome

Gnomes corrupted by the void become cunning and devious, plotting the death of any who defy the will of the Void, though more so acting as assassins or spies while living in the rocky terrain.

This is a subrace for the gnome race.

Ability Score Increase. Your Dexterity score increases by 1.

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

Stone Camouflage. You have advantage on Dexterity (Stealth) checks to hide in rocky terrain.

Corrupted Half-Elf

Corrupted half-elves become more devious and manipulative, reflected in their crimson eyes, pale skin, and jagged ears.

A corrupted half-elf uses the half-elf traits in the Player’s Handbook, with the following traits replacing the Ability Score Increase and Fey Ancestry traits.

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

Void Corruption. Once per long rest, you can target one enemy within 30 feet of you. That target must make a DC 13 Wisdom saving throw or take 3d6 necrotic damage, or half as much on a successful save.

Cryptic Halfling

Cryptic halflings are always whispering in the dark, twisting the truth and thrusting lies to prepare for the Wicked Release, or for the land to be corrupted in Void.

This is a subrace for the halfling race.

Ability Score Increase. Your Wisdom score increases by 2.

Adept Liar. You gain proficiency in the Deception skill.

Dark Human

Rarely do humans find themselves corrupted by the Void, but when they do, their skin turns pale and their eyes go red. Their ambition becomes one of darker intent, either ruling the world, finding immortality, or something else equally as devastating.

Similar to that of a variant human, you can choose to take these traits instead.

Ability Score Increase. Your Charisma score increases by 2.

Void Proficiency. You gain proficiency in the Intimidation skill.

Shadowed Mind. You cannot be magically tracked or have your thoughts read against your will. Additionally, you gain advantage on saving throws versus magical charm effects.

Ferocious Kemonomimi

Kemonomimi that are corrupted by the Void go berserk, and tend to attack any creatures that do not serve their master: the Void.

A ferocious kemonomimi uses the kemonomimi traits in this book, with the following traits replacing the Animal Connection trait.

Void Blast. You can learn the fire bolt cantrip. Except you can make the spell deal necrotic damage instead of fire.

Destroyer Merfolk

Not even the sea is safe from the Void when a Merfolk is Corrupted. Their skin turns black or red as their weapons are turned toward their brothers and sisters.

A destroyer merfolk uses the merfolk traits in this book, with the following traits replacing the Ability Score Increase and Emissary of the Sea traits.

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

Voidling Blade. At 3rd level, as a bonus action, you can weave together threads of the void to create a melee weapon of the solidified void in your hands. This void weapon lasts for 1 minute or until it leaves the casters hand. This weapon is longsword that deals necrotic damage instead of slashing damage. You regain use of this trait once you complete a short or long rest.

Voidfolk

Corrupted Mousefolk become like feral monsters that just wish to sink their teeth into anything, or anyone, they can get their hands on. Their teeth and claws are more pronounced as they wander as feral monsters.

This is a subrace for the Mousefolk race.

Ability Score Increase. Your Constitution score increases by 1.

Cannibalism. Whenever you reduce an opponent to 0 HP, you can spend a bonus action to consume them, regaining one hit die worth of HP.

Corrupted Revonac

The corrupted revonac's skin gets paler, but still a light shade of white, and they dedicate their abilities to crafting and slaving away for the Void, even creating some of the darkest items in the world.

A corrupted revonac uses the revonac traits in this book, with the following traits replacing the Ability Score Increase and Clever Magic traits.

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

Void Magic. You may cast the conjure animals spell, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell. The animals summoned have a dark twisted appearance and are black with void energy. Once you use this feat, you can't use it again until you finish a long rest.

The Factions of Altaenia


There are many dominant cultures in the world of Adowei, and many more smaller ones that comprise the different views and philosophies of the world. Whether they be sprawling kingdoms or a single building, every faction has their place in the world. The alliances and tensions that can rise between the following societies can guide your adventurers’ destiny across the spectrum of heroism and villainy.

Whether they be kingdom, guild, or cult of followers, these societies make up the cultural bulk of the world; bringing others into their fold, whether for their resources or out of the goodness of their hearts.

Kingdoms

There are seven main kingdoms that populate the world of Adowei, and each of them can be felt across the continent of Altaenia. There's the mighty Brightforge Empire, the split group of the Sunvale Regime, the mythical Dragonic Empire, the oppressive Eternal Confederacy, the free-sailing Tirmor Alliance, the dark and ruthless Feldawn Empire, and the mysterious and strange Hollowfel. This land is writhe with potential for adventurers and conquerors alike!

Brightforge Empire

The Brightforge Empire is the longest standing empire to date; standing strong for over ten thousand years. The emperor retains power through its grand military, its religious restriction, and the industrialization it is set up for. While some of their forces are set so that they might protect their citizens from the creatures outside the impenetrable walls of Zhosa, or other settlements, there are other forces meant to maintain a strict social order within their own territories.

By 40 AH, Emperor Tardig Zyrgos is the age of 54, getting fairly old, but his mind does not waver, even with age and a global war. He is a ruthless emperor that loves his people very much, who saw industrial might as the greatest good. Regarded as a military genius, he personally commanded his army in many battles during his time as Brightforge Emperor. His family rules as a autocratic absolute monarchy rule that collects taxes and ensures his print is left everywhere his military marches to, with its strength growing ever more present as one gets closer to the capital: Zhosa. Uprisings are surprisingly uncommon, as the dangers of the outside world is often enough to keep them in line. Rebels, however, often find themselves rotting in a dungeon or working as slaves for the benefit of the Brightforge Empire.

Brightforge society has a sort of caste system to it, with nobility sitting just under the emperor's council, and ordinary people and slaves sitting just below them. Many nobles are born into it, but those that serve the Brightforge Empire well can earn titles of nobility as well. Those that serve especially well may even find themselves on the emperor's council of five should one eventually die, a council of men and women who assist the emperor in running the empire. However, there are also religious figures that attempt to spread the idea that the emperor is the greatest holy power, even above any deity: the Fire Sages.

Most cities and townships are ruled by local leaders that have sworn fealty to the Brightforge Emperor, usually a native baron or military general appointed by the emperor himself, or by his council in rare cases. Reporting directly to the emperor or his council, the baron or general generally has a great deal of control over the land he rules over, but is often subject to the emperor's whim. Almost four times per year, tithe collectors visit the imperial cities to collect percentages of earnings, and to ensure that civilians are paying their taxes.

Soon after Tardig Zyrgos came to power, a vision began to haunt him, and warned him of a religious uprising against him. Once the uprising was snuffed out, the ruling classes viewed religion with mistrust, and even aggression, believing that faith inspires disloyalty or encourages uprisings, and is a threat to the right to rule that the emperor's family has. In addition to abolishing most religious forms, they also restrict worship to a single entity: the Brightforge Emperor. All temples are owned and run by the Fire Sages, which directly serve the emperor, and must be dedicated to worship of the emperor. Keeping private shrines or worshiping outside official temples is punishable by fines or imprisonment.

Goals

The empire uses the resources it has conquered, as well as its ingenuity to create powerful weapons of war that they use to keep control over their territories. They seek to eventually conquer the world, but is more so focused on gaining land with large amounts of metal ore or coal.

The religious restrictions that the empire enforces is getting harder to maintain as the war rages on, especially as long as the Sunvale Regime continues to fight. And with the intent to incarcerate or execute the heretics or those who use magic against the wishes of the emperor, it seems difficult to shake the discontent of the populace against these laws.

Fighting against the Sunvale Regime and their allies, the Brightforge Empire seeks to gain as many supporters as possible, or to otherwise create greater weapons so that they might be able to fight against the magical supremacy of their foes with industrial power.

Relationships

Though there are some exceptions, many civilians have become accustomed to the comfortable life within imperial walls. Fear of what lurks in the wild, as well as propaganda, generally outweighs the frustrations of having to pay taxes and restrict one's religious beliefs. However, dissidents are quite loud during this time of war, which only seems to irritate the emperor further.

Laws of the Brightforge Empire

As judged by the eyes of the emperor, appointed law makers, or another approved body, any criminals discovered and/or convicted of crimes within local halls of judgment throughout the empire are subject to punishments befitting the crime. All fines and punishments for crimes against nobles, soldiers, or ranking military officials are doubled. ll fines and punishments for crimes against imperial officials are tripled.

Theft. 5-10 days incarceration and/or a fine of twice the worth of the stolen goods.

Worship of non-imperial gods. 30 days incarceration and a 250 gp fine.

Trespassing. 12 days incarceration and/or a fine of 215 gp.

Failure to pay taxes. 5-30 days incarceration and a repossession of property equal to the amount owed.

Damage to private property. 5-15 days incarceration or a fine of twice the worth of the property destroyed.

Damage to imperial property. 15-60 days incarceration and a fine of twice the worth of the property destroyed.

Kidnapping. 60 days incarceration and/or a fine of 800 gp.

Assault with intent to injure. 30 days incarceration and/or a fine of 350 gp.

Assault with intent to kill. 250 days incarceration and/or a fine of 1,800 gp, or execution.

Murder. 8-15 years incarceration and/or a fine of 6,000 gp, or execution.

Treason. Execution.

    The Sunvale Regime and the Brightforge Empire are sworn enemies, as the Sunvale Regime was founded not only on the basis of religious freedom, but also on the basis of power through faith. As such, the two see one another not only as heretics, but as blights on the land that must be eradicated by any means necessary. While the Brightforge is more powerful in their industry, the Sunvale Regime has the advantage in all things magic, which can be quite worrying sometimes, though their army is usually inferior, with the exception of the Holy Knights.

The Dragonic Empire is more neutral in the war, at least against the Brightforge Empire, but the two have a tense relationship with one another. The empire respects the symbol of power that the dragons boast within their rival, but they also fear it heavily. As such, they tend to rush their industry in hopes of creating machines that can take down dragons.

The Brightforge Empire absolutely despises the Tirmor Alliance's pirates, and constantly works to exterminate the "vermin." Their iron ships, however, make it difficult to find a naval victory against them. However, the empire is also working to expand its naval power as well, though it is clear the Tirmor Alliance has the advantage in naval production and expansion.

The Eternal Confederacy is a close ally with the Brightforge Empire, though mostly for similar reasons: they want to destroy the Sunvale Regime, and they more agree with the imperialist nations of the Brightforge Empire. However, neither side trusts the others, as the Confederacy has made it clear they view non-elves as inferior. As such, a secret world of subterfuge is alive, well, and almost booming more due to the war.

Figures of Interest

A number of people go into maintaining order, power, and influence in this industrious nation; some seeking to expand their own power, others working to mend the damage done by the religious uprising.

Emperor Tardig Zyrgos

Lawful neutral, human male

Emperor Zyrgos was raised to believe that the Brightforge Empire was absolute, and that his family was the only true divinity in the world, though responsibility does weigh heavily on him from time to time. Because of this, he is often distrustful of outsiders, and will often incarcerate people for the slightest challenge to his imperial rule. He is a clever and powerful man, though can often get a bit paranoid. After the death of his wife, Searlait, almost ten years ago, his desire to end this conflict with a Brightforge victory has only been reaffirmed. However, Tardig Zyrgos does care deeply for his people, but civil unrest and an escalating war makes him more forceful in his demeanor. And with only one son, Stram Zyrgos, who has been unable or unwilling to produce an heir, he worries for the divine lineage, and seeks either immortality or a worthy bride for his son.

Prime Minster Nilson Goran

Lawful evil, human male

Nilson Goran was a childhood friend of Tardig Zyrgos, so when he rose to power, Goran did as well. Serving as the emperor's top advisor alongside his court mage. His disdain for religion goes far deeper than most, and will often execute religious figureheads he suspects of treason without due process. However, he also has a far more greedy side to him. He certainly enjoys fine meals, even at the expense of civilians, and will often have people killed for not giving him what he wants. Whether that be farmers not giving him the best cut of beef, men refusing to let him bed their wives, and other such despicable acts. It is suspected that Goran not only has a strong relationship with the Assassin's Guild, but that he has formed his own personal group of assassins.

Court Mage Borus Feran

Neutral, human male

A powerful mage born in Kholk, Borus Feran serves as one of the few high-ranking officials authorized by the emperor to conduct magic, much to Goran's dissatisfaction. Borus serves to help speed up the industrialization of the nation, and to offer advisement on arcane issues. However, he also has a deal where he can pursue his own arcane ambitions as well, so long as they do not endanger the empire, and that it will only be used to its benefit. Which, in the Brightforge Empire, is a pretty great deal.

Councilor Morryft Sean

Lawful neutral, human male

Influence and propaganda are two of the most important things to the success of a major world power, and few understand this concept better than Morryft Sean. He is generally held in charge of the influence of the Empire across the world. He makes sure all know the name of the Brightforge Empire and ensures that none plot against them. In addition, he is generally the one to spread propaganda to all corners of the world. He is extremely patriotic and wants to see the Brightforge Empire thrive.

Councilor Annene Julee

Chaotic neutral, elf female

Annene Julee is a female Elf that handles the diplomatic side of the Empire. She is who interacts with other factions and guilds inside and outside the Empire's borders. Of course, that isn't her only role. She also helps to coordinate the policing forces across the empire, though has very little sway in military matters, if any. However, she is still somewhat loyal to the empire, but secretly desires the throne for herself...

Councilor Churr Zavier

Neutral, human male

A somewhat strange addition to the council, Churr Zavier is a human male that used to oversee the religious elements of the Empire. However, he now works as a sort of police authority against mages and priests, although he himself cannot fight and uses magic instead. He is also the head of the Fire Sages, the head religious body of the empire. Whether he truly believes in it or not is another story.

Councilor Orkic Marakan

Lawful evil, half-orc male

Perhaps the most controversial addition to the emperor's council, Orkic Marakan is a Half-Orc male that oversees the military might of the Empire, as well as its applications. He knows every warship, every army, and every fortress that lays at the heart of the Brightforge Empire, and he is the only warrior among the council. He also has a title of Grand General, which is only given to four generals, himself included.

Councilor Zeah Daesys

Neutral good, revonac female

Zeah Daesys is perhaps one of the most important members of the emperor's council for her knowledge in technology and magic. She helps to create more powerful weapons and utilitarian constructions that will help the Empire in times of war and times of peace, if those are even possible to achieve in this day and age. Still, she dislikes building war machines, and wants to find an end to this war so that all members of the world might thrive.

Prince Stram Zyrgos

Neutral good, human male

Prince Stram Zyrgos is a fairly peaceful man who despises the war, and is heir to the throne of the Brightforge Empire. While he always sought the approval of others, the pressure to ascend to the throne once his father died, as well as to produce an heir with a woman he might not even love, it has been quite the strain on the young boy. What's more, he and his sister, Kasey, have entered a bitter rivalry with the disinterest in producing an heir, leaving him somewhat bitter and angry.

Princess Kasey Zyrgos

Lawful evil, human female

Kasey is the younger sister of Stram Zyrgos, and has begun in engaging in a rivalry for the throne of sorts. Since Stram cannot produce an heir, Kasey believes that it is her duty to produce one, and that she deserves to ascend to the throne instead of her brother. Tardig, of course, is skeptical, but Kasey has always been a master manipulator and expert duelist. One way or another, Kasey is determined to be the one to sit on that throne; by any means necessary.

Commander Hayden

Lawful evil, human male

Commander Hayden was a highly ambitious, power-hungry narcissist, noted for his arrogance and bad temper. While serving as a loyal member of the Brightforge Empire's army, even holding one of the highest military positions, his ultimate goal was to climb the ladder and earn the respect of the emperor, though he would never sacrifice a victory for such ambitions. Although repeatedly deceptive and cunning, Hayden was rather egotistical and selfish, bordering on narcissistic, implying a deep-seated self-worship, as all of his actions seemed to fulfill purposes of grandiosity or overwhelming display: his hate-driven, uncontrollable fighting style, his hatred toward traitors, and more.

Grand General Smythe

Lawful neutral, human male

Grand General Smythe leads his own army of highly-trained warriors called the Marauders. One of the Brightforge Empire's secret weapons, these warriors were trained to fight in almost all conditions, and were even taught a small amount of magic as well. However, nothing truly dangerous outside of the occasional fire spell. Smythe was an experienced and hard-bitten soldier of the Brightforge Empire, and often holds a grudge against those with a higher position than him, especially Commander Hayden and Grand General Orkic Marakan.

Grand General Adlam

Chaotic good, human male

Easygoing, open-minded, wise, comforting, generous, advising, kind, and humorous, Grand General Adlam is perhaps one of the kindest and most honorable soldiers in the Brightforge Empire. However, beneath his easygoing attitude lays a wise man experienced in the ways of the world, a seasoned and wily strategist, and an incredibly strong and powerful sword fighting master. He was initially charged with attacking the capital of the Sunvale Regime, Aegimore, but even he could not bring them down due to their magical prowess.

Grand General Whitley

Chaotic neutral, human female

Whitlety, a general in the Brightforge army, was the ruthless overseer of the factory built on the shores of the Xikgan river. An expert at martial combat and strategy, she was a cold woman who believed that military needs always outweighed those of civilians. He held great contempt for the civilians of Xikgan, and often ordered her soldiers to steal their food and medicine, referring to it as a "patriotic donation". The general took great pride in being part of the empire's war effort and hoped to serve on the front lines in the war against the Sunvale Regime.

Dragonic Empire

The Dragonic Empire rules over very little territory, more so looking to consolidate their power or live in solitude from the rest of the warring world. Perhaps both. However, what sets it apart from others is the factions of the world is that this is one of the only groups of people left alive that have passed on the secrets of breeding the dragons of old. Not the wise, intelligent creatures that are heralded in the myth, but the destructive forces that once ravaged the world of Adowei; now tamed mounts for the Dragon Knights.

Emperor Odrog claims to have been alive for centuries, though not quite as long as the Brightforge Empire has been around. He is always portrayed as a wise, benevolent being, with many civilians comparing him to the wise dragons that resided on the eastern borders before their extinction. He embraces the idea of isolating themselves from the world, not wanting the world to hunt their dragons, and not wanting their dragons to bring the world to heel again, as they did after the time of King Rorgon's rule in Dastrath. Many within the walls of the Dragonic Empire believe in their emperor, and their way of life, so uprisings are almost non-existent in their capital cities. However, due to the dangers of dragons, their colonies are almost always seeking a way out.

The Dragonic Empire is run by a monarch: the Dragonic Emperor, but there doesn't seem to be any other sight of a caste system than that. Citizens are citizens, soldiers are soldiers, and the emperor rules alone without a council. They allow colonies to continue worshiping their gods, but the main religion of the Dragonic Empire seems to be a pantheon of dragons, quite similar to the Dragonborn list of deities. There are Dragon Priests who rule over the religion, and they even seem to be a nobility of sorts with the amount of power they have in the Dragonic Empire.

    Soldiers and officials of the Dragonic Empire rarely leaves its capital because of their isolationist ideals, but they need resources as well. In particular: food. Their large farmlands allow for much, but with their dragons growing to adults, they will need more food. As such, they will often expand closely, attempting to take land so that they might make more farms, or even butcher animals to feed the dragons. As such, the Dragonic Empire is largely an agricultural kingdom compared to the religious kingdom of the Sunvale Regime and the industrious nature of the Brightforge Empire.

The Dragonic Empire takes their religion and deities from the Dragonborn people, seeing them as the physical embodiment of dragons. They do not force worship of any deities, however, and allows their people to worship the gods they chose, not the ones forced onto them. As a result, many do not see living in the Dragonic Empire as a horrible fate, save for the farmers and animal handlers that must supply most of their food to the empire.

Goals

The Dragonic Empire sees the dragons as the most supreme beings in the entirety of Adowei, and seeks to return them to their former glory. As such, the truly devout desire nothing more than to see the dragons ascend to the height of power, just as they did thousands of years ago. How do they seek such a strong ideal? Through isolationism, it seems. However, if they must fight, then it will be to protect their homes, and their enemies will burn under the flames of the dragons. Other than that, all they wish for is to live in peace.

Laws of the Dragonic Empire

Laws in the Dragonic Empire are loose, but this does not mean that they don't exist. They are not an anarchist nation, but rather one of isolation and peace. However, even if this is the case, many consider some punishments too harsh, but few speak up for fear of the dragons they keep at their sides.

Theft. 5-10 days incarceration and/or losing two fingers.

Trespassing. 15 days incarceration and/or losing a hand.

Failure to pay tribute. 2-50 days incarceration and loss of property

Damage to private property. To be settled by both parties.

Damage to national property. 15-60 days incarceration and loss of an arm.

Kidnapping. 100 days incarceration and/or a fine of 2,000 gp.

Assault with intent to injure. To be decided by the victim.

Assault with intent to kill. To be decided by the victim, as well as 2,000 gp to the nation.

Murder. To be decided by the victim's closest member of kin, as well as 5,000 gp to the nation.

Treason. Execution, or loss of both eyes and their tongue.

Relationships

The Dragonic Empire is neutral in this war, and often never gets involved unless their land is in danger. Few of the citizens even know that a war is being waged at the moment, and few would likely care behind their walls and dragons. However, because of those dragons, there are a frequent number of shortages, which force the empire to expand their territory out of necessity.

More than most, the Dragonic Empire has somewhat made a friend of the Sunvale Regime. Their religious ways and the way they seemingly do not mind their dragons makes them somewhat appealing to the empire of the scaled creatures. Still, they rarely help militarily, but are more than happy to trade in exchange for food and services.

The Brightforge Empire is one of the Dragonic Empire's true enemies, as they were the ones who started a tradition of dragon hunting. Even so, they do not seem to attack them, and only ever interact to do trade. They also seem to dislike the industrious ways of the Brightforge Empire, worrying that they might become even more dangerous to their dragons. As a result, relationships between these two factions are tense.

The Dragonic Empire cares not for the Eternal Confederacy or the Tirmor Alliance, and only see both as nuisances. However, they seem to share a disliking from the Dragonic Empire, as the elves openly proclaim that they are "the superior race," and the Tirmor Alliance has a tendency to raid cities and villages alike, forcing them on edge about both, but still neutral.

Figures of Interest

The empire of dragons has more than just its emperor to flaunt to the world, though maybe not as many individuals as other nations and kingdoms.

Emperor Odrog

Lawful neutral, human male

Emperor Odrog is an ancient being who is said to be the embodiment of the old dragons. However, what most don't know is that he is one of the old dragons who took a mortal form, and rules over the Dragonic Empire to repopulate the lands with dragons. He commands all the dragons within his empire, and controls one of the most dangerous artifacts in the known world: the Rainbow Amulet. Many within his realm describe him as benevolent and wise, even without knowing how old he truly is, and they trust their Dragonic Emperor with their lives.

The Dragon's Claw, Kah

Lawful neutral, gnoll male

The emperor's most powerful man, though he holds no real position in government. Those who have fought against him and lived describe him as a demon that breathes hellfire on the enemies of the Dragonic Empire. In reality, he is a distant creature that loves his nation, though only seems able to fight for it. However, he is passionate as well, and he has a short temper, which can often explode on and off the battlefield, much to the dismay of those who surround him.

The Dragon's Voice, Krisdi

Neutra good, high elf female

Krisdi is one of the few high elves within the Dragonic Empire capital, but she serves as the right hand to the emperor because of her strange abilities to have visions of the future. She's kind, intelligent, and seemingly wants to do what is best for the citizens of the empire. She uses her visions to steer Odrog in the direction of prosperity and peace. Most times, he listens; others, not so well.

Eternal Confederacy

The Eternal Confederacy has not been a kingdom that has stood for long, but it is a powerful force nonetheless. It was founded after several elven artifacts were discovered in undiscovered regions, which gave them the idea of a "natural right to rule." It seems to consist mostly of Elves, but many other species fill their ranks as well. Rather than being led by an Emperor or a King, instead they are led by the Eternal Authority; a King in all but name. However, the Eternal Authority itself doesn't hold as much control over each of its cities and mostly focuses on the bigger picture of this war.

Bizana is the young leader of the Eternal Confederacy, only 180 years old, or around 24 years old compared to human years. Supposedly, she is kind to the elves of her nation, but cruel and mistrustful toward other races that live in her borders. However, while they do have a ruler, she also has a small council that is used to advise her in all cases, which formed of four members, including the Justicar head, and in addition to an Authority's Hand. These people are often addicted to the idea of subjugating the other races of the world, and heightening the power of elves.

Overall, while the head of the government is run by a monarch, the small council is run by a meritocracy of intelligent and powerful men that the Eternal Authority herself has chosen to stand beside her. The government, being comprised entirely of elves, often speak in private on most things, only to be discussed in those meetings or announced in the royal court. The pantheon only seems to be made up of a single deity: Ilhel, the goddess of the high elf people. Many of the other types of elves do not align themselves with the Eternal Confederacy, so is mostly only made up of the high elves.

The army is made up of elves, like everything else, though the army is where many would see other types of elves than high elves, though not always. However, their military is often seen as one of the largest in Adowei, though more so because elves have longer lifespans, so can occupy military positions longer, and the government can conscript from a larger population because of their long lifespans. So more so than anything, the Eternal Confederacy is a militaristic nation made to conquer the world.

Goals

The Eternal Confederacy believes full heartedly that the Elven race is superior in every way to any other race in the world. Since they live the longest compared to all of the human races, they believe themselves to be the rightful rulers of the world. Not all Elves follow them, of course, but it seems unlikely that any Elf would complain if they were to accomplish their goals. Save for the Drow and Blood Elves, which they believe to be "unholy" Elves, and give the others a bad name.

Laws of the Eternal Confederacy

The Eternal Confederacy are harsh, but they tend to decrease the penalty for elves and harshen them for those that are not elves, or those that don't travel with elves.

Theft. 30 days incarceration and a fine of 200 gp.

Trespassing. 60 days incarceration and/or losing a hand.

Failure to pay taxes. 20-100 days incarceration and loss of all property

Anti-Elven sentiment. 10-30 years incarceration or execution.

Damage to private property. 10-30 days incarceration, a fine equal to the damage done payed to the victim, and a fine of 500 gp.

Damage to national property. 1-4 years incarceration and a 2,000 gp fine.

Kidnapping. 100-300 days incarceration and/or a fine of 1,000 gp.

Assault with intent to injure. 100 days incarceration and a fine of 500 gp to both the victim and the state.

Assault with intent to kill. 5 years incarceration and a fine of 5,000 gp to the state.

Murder. 10 years incarceration and seizing of all property.

Treason. Execution, or life in incarceration.

Relationships

Many elven civilians live like normal citizens, and most seem to support the Eternal Authority's bid for power, with a few exceptions of course. However, non-elven citizens are almost always either enslaved, degraded, or in open rebellion. However, with their superior military might, especially among the disarmed populace, they have little to no trouble stomping insurrections.

The Brightforge Empire and the Eternal Confederacy have a common enemy with one another: the Sunvale Regime and the gods they worship. Because of this, and the similarities between the two nations, the two global powers have become allies in the Great War against the Sunvale Regime. Of course, because the Eternal Confederacy still sees humans as lesser beings, they are still ultimately plotting the downfall of the Brightforge Empire as well.

They also view the Dragonic Empire with the same sort of disdain that they do the Sunvale Regime, believing that the dragons might make it appear that their claims of a superior elven race were illegitimate. As such, they constantly attack Dragonic Empire settlements, cutting supply and trying to starve the dragons. Of course, with dragons being the ultimate aerial force, and with the elven armies perhaps the most numerous, it seems impossible to tell who might defeat who in this war.

Figures of Interest

There are several men and women, mostly elves, that rule the Eternal Confederacy, or that at least hold positions of power high enough to make some change in their nation.

The Eternal Authority, Bizana

Lawful evil, high elf female

Bizana is a young girl leading the Eternal Confederacy, as she was next in line to rule after her father, Elras, was slain in battle. She follows her father's old ways religiously, believing that elves are the superior race in Adowei, and that all others must be brought to kneel. While she herself may not be powerful in way of the sword, she had honed her magical prowess greatly. In terms of leadership, however, she still shows some naivety when it comes to leading an empire. She's easily provoked, and will often lash out with her armies against any who insult her directly or insult the Eternal Confederacy. She also has a deep hatred of those who do not uplift elves, or who uplift other species than elves, and will often attack those that do so.

Head Justicar, Elaric

Lawful neutral, high elf male

Elaric is a powerful young man, both with a sword and with his strange magic to create binding cells, which he teaches to other Justicars, a powerful policing body and royal guard of the Eternal Confederacy. He is extremely patriotic, and follows the commands of the Eternal Authority without question, and will kill or detain hundreds in a single day if commanded to. His loyalty knows no bounds, and is even considered to be the next in line of succession should Bizana ever fall, but serves on the small council for when/if his time to rule comes.

Master of Ships, Firiel

Chaotic neutral, sea elf female

Firiel is charged with commanding the royal fleet and is a member of the small council in Grezora. Duties of the master of ships include arranging for the building and maintenance of warships, obtaining crews for the warships, and commanding naval operations. However, Firiel takes these duties lightly, as she much prefers being out on the sea herself, and does not enjoy her bureaucratic position. Still, she serves diligently, but will often sneak into the lakes and oceans to swim away from prying eyes.

Master of Coin, Feynrian

Neutral evil, high elf male

The master of coin is in charge of the royal treasury, advises the Eternal Authority on financial matters, and is responsible for raising money to meet the Crown's needs. Feynrian, however, also has no problem filling his own coffers with the Crown's funding projects, and will often skim a fair percentage off the top. Feynrian is sarcastic, with a black sense of humor, and a pragmatic, amoral philosophy for life. He takes delight in mocking others, and is willing to kill more-or-less anyone for the right price. However, he is not completely heartless, nor is he sadistic.

Grand Maester and Hand, Zathriel

Lawful evil, high elf male

Perhaps the oldest member on the small council, Zathriel serves as the grand maester for Bizana, and is often described as a learned man; wise in history, science, and medicine, and who also provides counsel. He also serves as Hand of the Eternal Authority, which is the closest advisor to the Eternal Authority, appointed and authorized to make decisions on behalf of the ruler's name. Zathriel is known for his stoic, tough as nails, pragmatic, cunning and calculating demeanor, but also his ruthless, cold, manipulative, power-hungry, and often unfettered attitude, even for his family.

Master of Whispers, the Mantis, Carras

Lawful neutral, wood elf female

Caras, or more popularly known as the Mantis, was the master of whispers in the small council of the Eternal Confederacy. He was a skilled manipulator and commanded a network of informants across, and is completely unpredictable, in no small part thanks to his stoic, calm and reserved demeanor and his ability to wade through one confrontation after another without losing his dignity, temper or advantage. And in spite of appearing subservient and passive, is an extremely intelligent man, a master of deception, manipulation and calculation.

Sunvale Regime

The Sunvale Regime is a sect of the Brightforge Empire that broke off after their ban on magic and religion. They are known for their leaders’ near-obsession with religion, especially regarding their “Arbiter,” so much so that the leading body, the Chantry, are filled with the most pious men regarding to one of the twenty main deities. Well, nineteen, as even the Sunvale Regime views Kixtos as a dangerous being, too evil to worship.

The governing, theocratic body and religious figureheads of the Sunvale Regime, the Chantry are the first nineteen men and women to stand against the Brightforge Empire. These people are the most powerful people in the Sunvale Regime and their words are hailed as divine law. They run as a democratic senate, but one member is seen as the “head” of the Chantry. Each member of the Chantry is overseen by their chosen deity and are even rumored to be able to call upon special spells as a result.

The government is run as a theocracy, and is made up of nineteen powerful beings, both in terms of their religious zealotry toward their deity and their powers with magic. Their nation worships the main twenty deities of Adowei, excluding Kixtos, but allow for religious freedom among their lands. As such, this gives many nations the impression that life in the Sunvale Regime is far more preferable. However, some settlements are so pious, especially in the capital of Aegimore, that daily worship is mandatory, and punishable with a fine.

The armies of the Sunvale Regime are mostly made up of mages, with the occasional footsoldier. This gives them a powerful advantage in the arcane and divine aspects of war, which few can compete with. Even the industrious Brightforge Empire has their problems combating magic without magic of their own, which they tend to view as unholy and evil. However, they also have a small sect of warriors called the Holy Knights, which are warriors blessed by the Chantry, the Arbiter, and the gods with divine weapons and strength.

Goals

The most common and public goal of the Sunvale Regime is to return the people’s right to religion. After Emperor Tardig Zyrgos had come into contact with one of the deities, he had banned both magic and religion in his Brightforge Empire unless they served devoutly. The Sunvale Regime split from the Brightforge as a result, and are now fighting in a war against them to bring religion back to all of Adowei

Similar to religion, the Brightforge Empire also banned the use of magic, one of the core expressions of the Gods many say. Being unable to practice such an act of faith is seen to the Sunvale as a horrible act of heresy against the Gods. They now fight against the Brightforge Empire to restore the citizens’ right to cast magic freely, yet responsibly. However, while the Brightforge may have casters, the Sunvale holds casters that are more powerful than many others.

The Arbiter is seen in the Sunvale Regime as the Gods’ chosen. They think that he will unlock his potential in this war against the Brightforge and ascend to Godhood after he defends their wills from the heretics. The Arbiter now fights on the frontlines of any battle that he can and rarely plays in the politics of the Chantry. However, with their Holy Knights, the Arbiter and the Sunvale continuously work toward their divine supporters.

Relationships

Overall, the citizens living within the Sunvale Regime's territory find life within their borders pleasant, and often pay tribute to the churches of the Chantry. However, those that were assimilated from the Brightforge territories often either find themselves free to practice their old religions again or revolting against such religious freedom depending on their patriotism for their emperor.

The Brightforge Empire and Sunvale Regime have been at war with one another for years, ever since the destruction of religion and its reformation to only worship the Brightforge Emperor. Given the two different forms of power they have, and since they are the two most prominent nations of power, many often wonder which will be the one to prevail: the magic and divine power of the Sunvale Regime, or the industrious and revolutionary Brightforge Empire.

Seeing their xenophobic ways, and their refusal to permit any other deities in their lands, the Sunvale Regime also fights against the Eternal Confederacy, which is also allied with the Brightforge Empire. Their overwhelming numbers are great, as is their mages, but the Sunvale Regime is often able to refine or their arcane ways to keep up with them.

Laws of the Sunvale Regime

Laws vary greatly in where you are within the Sunvale Regime, so the laws stated below are the laws founded by the Chantry for Aegimore.

Theft. A number of days incarceration equal to the gold amount of the stolen items.

Trespassing. 30 gp fine.

Failure to pay taxes. 10-45 days incarceration and 50 gp fine.

Ownership of another intelligent humanoid creature. 12-20 months incarceration and/or a fine of 1,800 gp.

Anti-religious sentiment. 1-5 years incarceration and/or 500 gp fine, and 1 year in the Holy Tower.

Damage to private property. 10-30 days incarceration, a fine equal to the damage done payed to the victim.

Damage to national property. 1 year incarceration and a 1,000 gp fine.

Kidnapping. 100-300 days incarceration and/or a fine of 1,000 gp.

Assault with intent to injure. 200 days incarceration and a fine of 500 gp to both the victim and the state.

Assault with intent to kill. 5 years incarceration and a fine of 2,000 gp to the state and 2,000 gp to the victim's family.

Murder. 10 years incarceration and seizing of all property.

Treason. Execution, or life in the Holy Tower.

Important Figures

The Chantry and Arbiter are the two forces that hold together the Sunvale Regime, and their Holy Knights are the warriors that continue to serve and protect the pious ways of the Sunvale Regime.

The Arbiter, Elrel Homu

Lawful good, human male

The Arbiter is a Human male who went by the name “Elrel Homu” when he was still mortal. However, when he felt the call of Juexzotz and the other main deities (excluding Kixtos) to become a God and defeat the heretics of the Brightforge Empire. He was only a simple child when the Chantry found him and trained him to be the Arbiter. The Arbiter has received training with both the blade and the highest forms of magic. One of his most powerful features is the ability to stop the aging process and seemingly commune with the Gods. To the world around him, he is a living God.

Juexzotz Cleric Chaera

Neutral, high elf female

Chaera Magfiel is a female Elf that serves the god of balance, Juexzotz, and acts as the “head” of the Chantry. She is probably the most level-headed person in the Chantry, but she may also be the most ambitious. She believes that Juexzotz speaks to her in dreams and has led her to many experiments. The most promising of these was the Holy Knights project, and she was also responsible for “finding” the Arbiter.

Neulla Cleric Dalgas Meverath

Chaotic good, merfolk male

Dalgas Meverath is a male Merman who serves Neulla, the goddess of water. He is a kind creature that often works with the other members to provide relief supplies to suffering settlements, as rarely as they allow it. He also serves as the commander for the Sunvale’s naval forces, even if they are somewhat miniscule.

Ytix Cleric Lindera

Lawful good, dryad male

Lindera is a Dryad, and the only “natural” race to grace the Chantry. He serves Ytix, goddess of the earth, unsurprisingly, and often leads soldiers to defend the forces of nature as best he can. He preaches that nature is something to be respected and, at times, feared, and often makes his army up of halflings, wood elves, and other natural races.

Ehtos Cleric Paroth Kinxel

Chaotic neutral, dragonborn male

Paroth Kinxel is a male Dragonborn who serves Ehtos, god of fire. Much like his patron, he is very hotheaded, but is also said to be the third best warrior in the Chantry. But battle is not where Paroth claims to shine, but in his expert battle tactics that has won and lost many battles for the Sunvale Regime over the many years he has been in the offices of the Chantry.

Ownir Cleric Kuriek

Chaotic good, aarakocra male

Kuriek is an aarakocra male that lives to serve Ownir, the free-spirited god of the wind. Much like his deity, he often flies to seek those suffering, whether in chains or otherwise, to free them, bringing them into the Sunvale Regime as free men and women.

Orius Cleric Ararora

Neutral, drow female

Ararora Zinzana is an elven female who has taken Orius, the god of the arcane, as her patron deity. She is wise beyond her years, and her connection to Orius allows her to enter the sun despite her being a Drow. At least according to her. She is often considerate of others, but keeps her distance from the other members of the Chantry. In terms of magical prowess, she may well be the strongest in the Chantry.

Ivemis Cleric Rila Zeftina

Neutral, halfling female

Rila Zeftina, a female halfling and serves the goddess of night, Ivemis. She is quite soft spoken and only speaks when spoken to, showcasing her shy nature, or perhaps her unwillingness to speak. She practices low-tier dark magic, and she is also the co-spymaster, alongside Mukio, and the two seem to get along fairly well on the job.

Yaris Cleric Arzin Nepos

Neutral good, halfling male

Arzin Nepos is a male halfling who honors Yaris, god of the day, as his deity. He never skips a day out in the sun and is always roaming around, perhaps the youngest and most energetic of the members of the Chantry. Because of this, he is often very late to Chantry meetings, which often leads to many scoldings that will go in one ear and out the other.

Guhena Cleric Brinora

Lawful good, mousefolk female

Brinora is a female agent with Guhena, goddess of life, as her patron deity. She became obsessed with finding a way to allow mortals to survive any disaster, and will often be in charge of medicinal and natural-disaster-resistance developments. She is kind and caring, much like her patron, but will often engage in strange rites to help progress her pyramids of development.

Sidros Cleric Kythor

Lawful evil, orc male

Kythor serves Sidros, the god of death, and he is the only monstrous race to ever serve in the Chantry. Being an Orc, he casted aside his title to preach the importance and power of his patron, and often acts as a reaper of souls of sorts, acting as warrior, assassin, and diplomat when he must for other nations. He is resourceful and zealous, but has a rare case of letting his pride show.

Fevher Cleric Daeren Erlamin

Neutral, high elf male

Daeren Erlamin serves the god of judgment, Fevher. Despite being an Elf, he seems to have little pride in such a heritage and seeks only that which his patron seeks: justice. He is in charge of the judicial system of the Sunvale Regime, and is often responsible for the laws upheld in the capital and the prisoners sent to the jails or the Holy Tower.

Vizzotz Cleric Adjasz

Lawful evil, revonac female

Adjasz is a female Revonac that specializes in poison. That being said, it surprises nobody that she serves the god of plague, Vizzotz. She is passionate about her work, and even more so in its applications; so much so that many have started to call her the "Sunvale's Black Witch."

Ahius Cleric Gin Serkusk

Neutral, mountain dwarf male

Gin Serkusk is a dwarven male that worships Ahius, the god of the forge and crafting, who makes many of the holy items that the Holy Knights utilize. He cares not for who wields his weapons, so long as they serve the Sunvale Regime. Otherwise, he is known for his rationalization and his physical strength, which he either uses to craft his items or defend others with them.

Jenos Cleric Viconia

Chaotic evil, blood elf female

Viconia is a blood elf that worships the god of darkness, Jenos, as her patron deity. Similar to her deity, she is ambitious and takes a liking to the monsters of Adowei, studying them in all aspects of their life. Her passion seems to be to tame them and use them against the enemies of the Sunvale Regime, no matter how dangerous or amoral the creature might be.

Bethys Cleric Ydimin

Lawful good, high elf

Ydimin is an elven male who worships the goddess of light, Bethys, and leads the Chantry in the fight against evil and darkness. Much like his patron, he enjoys saving innocents and destroying monsters, never leaving anyone behind in a battle, whether they fight for him or not. Still, even though the Sunvale fights with the Brightforge Empire, he has no problems with leaving survivors and letting prisoners go free.

Madther Cleric Rekinar

Chaotic neutral, half-orc male

Rekinar, the counterpart of Gin, is a powerful Half-Orc male who serves Madther, the god of warriors. As you’d expect, he is the one of the strongest warriors in the Chantry, even in the entirety Sunvale Regime. He and Gin are almost constantly sparring and training to improve themselves and their weapons.

Annja Cleric Maiko Gese

Chaotic neutral, fox kemonomimi female

Maiko Gese is a Kemonomimi of the fox variety devoutly serving the goddess of love, Annja. While she herself does not have anybody to love, she often oversees any weddings she can and will often go out on the streets to help young couples along their way. Even though she has nobody to love, that does not mean she does not try, nor does it mean that she doesn't try to help others find their true love.

Suris Cleric Mukio Kisa

Chaotic neutral, cat kemonomimi female

Mukio Kisa is a Kemonomimi female of the cat variety who worship the goddess of thieves, Suris. Despite her mostly skimpy attire, her devotion to her patron deity is unreal. Like a shadow in the night, she acts as the assassin and lead spy in the Sunvale Regime, working to further promote religious freedom across the world.

Badum Cleric Xyrrila Arlynn

Chaotic neutral, half-elf female

Xyrrila Arlynn, a female Half-Elf, serves the god of vengeance, Badum. Not for any personal reason, but to help aid those that do follow his path. She does not want any to fall into the blind path that Badum fell down, so advises those who come to her as to how they should pursue their justice, which she is more than happy to assist with.

Tirmor Alliance

The Tirmor Alliance, to sum them up, are pirates who created their own alliance to play by nobody else’s rules. They value freedom above all else, but also hold a sweet tooth for gold and treasure. In the beginning, the other factions merely disregarded these brigands. However, as of late, they have developed a naval armada that dwarfs the other factions, making them the rulers of the sea, and one of the most powerful kingdoms still alive in this day and age.

The Tirmor Alliance is not led by a single man. No kings, no gods, only the collective minds of like-minded individuals. It is made up of four of the most feared captains of the ocean: Johnny Stanley, Ami Swale, Kraga, and Ieg. These men and women have their own armada of ships that they use to pirate and plunder to their hearts content, as well as to defend their home of the Tirmor Isle. Overall, however, they seem to make decisions based on the greater good of their "community," which they choose to consider their faction as rather than a Kingdom or an Empire.

Their army is disorganized compared to the other kingdoms of Adowei, but their naval powers still make them a force to be reckoned with. Their infinite fleet of ships make them the undisputed rulers of the oceans, but their armies of pirates aren't disciplined enough to fully capitalize on their advantage.

Goals

The Tirmor Alliance sees freedom as a basic right for all creatures, regardless of their power, race, gender, or any other distinguishing features. To them, no man or woman has the right to enslave another, nor do they have the right to restrict what they can and cannot do in any way. They have few other goals than this one: the complete freedom of all creatures. Freedom to love, freedom to plunder, freedom to live their lives as they see fit.

Relationships

Every citizen of the Tirmor Alliance lives as a free man, free to live their lives as they see fit. They are free to pursue their passions, freedoms, and the rights they may have once been denied in their nation, whether it be because they were a slave or their nation's restrictions. As such, rebellions are few, but many civilians also choose to give back to the kingdom that freed them through service.

Almost every faction of Adowei has a deep hatred for the pirates, though it seems more rooted in their plundering nature than with anything else. The Tirmor Alliance does not discriminate who it steals from, and offers no apologies to those they steal from. However, many also seem to dislike the free nature of the pirates, seeing their lack of restrictions as dangerous and potentially deadly, especially with the power of their navy pointed toward the world.

Important Figures

The only important figures that one might find in the Tirmor Alliance are the Privateer Court members that run the government as a sort of mix between a republic and a satrapy.

Johnny Stanley

Chaotic neutral, human male

A captain of equally dubious morality and sobriety, a master of self-promotion and self-interest, Johnny was a legendary pirate that was rumored to have stolen from the Lunar Reliquary itself, and was known as a great trickster. Sailing a fine line between piratical genius and mercurial madness, Johnny had an enemy in every port.

Ami Swale

Chaotic good, human female

Ami Swale is a heroic outlaw that is best known for her Robin-Hood-like mentality of giving to the poor and stealing from the rich. She is a good and generous person at heart, and is beloved by the townspeople for her generosity, but hated by those she steals from, especially the Brightforge Empire.

Kraga

Lawful evil, orc male

One of the most famous and fearsome pirates in the Tirmor Isles, Kraga created a demonic persona of himself to make him to most feared creature on the open seas. He bolstered his formidable image by performing stunts such as drinking gunpowder with his alcohol and beating his crew bloody to prove their power.

Ieg

Neutral, doppelgänger male

Ieg was a former slave-turned-pirate, he was a stern and hardened individual. Ieg was more serious and less brash, acting as the voice of reason to the more ambitious pirates on the island. Nonetheless, he had a small sense of humor, and he is often remarked for his kindess and willingness to help and work with others, even those he disliked.