

Credits
Originator: Matthew Conner
Lead Writer:
Writer:
Developers:
Managing Editor:
Editors:
Art Director:
Graphic Designer:
Cover Illustrator:
Interior Illustrators (in order of appearance):
Cartographer: Matthew Conner

Playtest Coordinator: Matthew Conner
Adowei Studio Team: Nicholas Hefner, Caius Ruscella, Jasmine Gero.
Special Thanks: Myssid#6718, Desert Fox CXVII#0817, Lexiichuu#6895, and Selnus#2965.
Thank you to the many players and Dungeon Masters who helped to create this world and get it to where it is today; we couldn't have gotten this far without you!
ON THE COVER
Depicted on the cover is the beautiful Foremother's Forest, deeply captivating in the enchanting sunlight as wildlife of all kinds begins to grow.
Disclaimer: The setting and all people within are fictional. Any relation or similarities between characters or events to persons living or dead are purely coincidental.

Table of Contents

Prologue
Introduction
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!
The Characters
Above all else though, as with any tabletop game, the players and their characters are the most important thing to any story you run in Adowei. Perhaps even more so in this world. Writing stories in this world, there should be a more personal element to your players and the important NPCs in your story, something to hook your audience with and to drag them along for the brutal ride as you snap their necks in two. Whether you're telling your story on a scale of a small village or an entire continent, the people who facilitate the world are going to be the things that drive the narrative in almost every aspect.
Perhaps not every NPC should be fleshed out to the same degree as a player character, but to say that no NPC needs to be fleshed out is a horrible mindset. More often than not, NPCs are very important because they supply additional details, explanations, or actions to help advance the narrative.


PART 1
Campaigns in Altaenia
The History of Altaenia
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.
Birth of the Gods
Around 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...
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...
The Unholy Uprising
Sometime afterwards, 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.
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 dwarfs 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...
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.
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.
The Twilight Conflict
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.
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.
The Thousand Year Darkness
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.
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.
Terminus
As the mortals lived in peace, the gods would soon have their own problems to solve. Millenia after his departure, sometime around 30,000 BH, 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.
Kaovah the Giant used his indestructible body and towering height to split the continent of Altaenia into three lands, and stomped through the civilizations that stood in his way. However, due to the combined efforts of Ahius, Ehtos, and Yaris, the giant was fell, and sealed away within one of the Elder Vaults: the Vault of the Giant.
Inombra the Creator was a master with the arcane and eldritch powers, and even utilized technology in a similar way to the zenit. She created spells, machines, plagues, and more so that she could not only exterminate the gods, but all life on the world. But, thanks to Badum, Orius, and Guhena working to stop her, Inombra was sealed in the Vault of the Creator deep within the Abyss.
Xaagged the Conqueror was a powerful warrior that killed scores of men on his way to Elysium, and many angels as well. He had even raised an army of lesser eldritch beings to fight. Eventually, Madther, Neulla, and Vizzotz had to band together to defeat him, as he had almost crossed the threshold to Elysium. Ever since, the Vault of the Conqueror has been filled with Xaagged and his warriors.
Aiugithren the Terror sowed fear and despair among the mortal races, torturing and killing them in order to empower himself. This could not continue, so Sidros, Bethys, and Jenos put their rivalries and hatred for one another aside to best this creature of terror, locking him away in the Vault of Terror.
Trogd'xe the Manipulator used his skills to misdirect not only the mortal armies, but the forces of the divine. He turned brother against brother, family against family, and nearly turned the gods against one another. However, Ownir, Ivemis, and Suris tore through his web of lies and managed to best the creature. Now housed within the Vault of the Manipulator, his lies can do no more harm.

Shuthri the Seeker was a creature of unpredictability. But this turned out to be one of her greatest strengths; with no being alive able to truly understand her, thus not being able to fight against her. But not all creatures were lost by her unpredictable nature, as Fevher, Ytix, and Annja managed to finally lock her away in the Vault of the Seeker, where she would no longer be able to escape from.
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...
Altaenia After Terminus
After the destruction of the world that was Terminus, and the Elder Wickeds were sent to be locked away deep within the Abyss, the gods retreated to Elysium, letting the mortal races attempt to survive on their own now. Across the continents, men and women build and rebuild cities and lost ties, reconnecting with one another. But more so than anywhere else, Altaenia seemed to be the center of the world's cultures and its development. Most of the history of this world is buried under the dirt and stone of Altaenia, only to be discovered by the bravest scholars, heroes, and adventurers that the world has to offer.
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 dwarfs, 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 dwarfs 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 dwarfs 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. But even so, the beings of man would prepare themselves, creating the Brightforge Empire.
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 and Brightforge Empires
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 Altaenia 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 Guhena 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, Sidros, 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 dwarfs. Bold and hardy, dwarfs are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarfs 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.
dwarfs 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 dwarfs, 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: dwarfs 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 dwarfs 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: dwarfs 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, dwarfs were also one of the founding races.
Subrace: Two main subraces of dwarfs populate the worlds of Altaenia: hill dwarfs and mountain dwarfs. Choose one of these subraces.
Hill dwarfs
Hill dwarfs 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 dwarfs
Mountain dwarfs 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 dwarfs 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 dwarfs 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 dwarfs, 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 dwarfs 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 on 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 dwarfs 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.
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.

Feldawn Empire
The Feldawn Empire has been around since the monstrous races of Adowei had been pushed to the edges of Altaenia, and is similar to Hollowfel in the sense that they have both been forgotten yet still remain to carry out their deeds in secret. However, in contrast to Hollowfel, the Feldawn Empire simply wishes to eradicate or enslave every non-monstrous races in Adowei as revenge for the torment they’ve endured over the years. However, not every monstrous race agrees with them.
King Seifer Gnash is a powerful darkling male that has spent years learning the Dark Arts from such guilds and cults as the "Court of the Forgotten One," "The Platinum Wrath," and more. With his new magic, he took the throne by force and established his own reign, and created a new Dark Age for Zoudrurg, where military might and power was the supreme overlord of an inhabitant's life. The darklings as a whole rose to power, alongside the orcs for their monstrous might, the zern for their scientific genius, and the brain eaters for their superior magical prowess.
Ruled by a monarch, the government would seem to be run as a monarchic system. However, the leader is not determined through birthright, but through strength; either physical or magical, the ruler is decided through a rite of combat known as the "Bloodening." The Feldawn Empire follows their own pantheon of gods in addition to Kixtos and his Elder Wickeds. Known in the world as "the Dark Gods," many fear their powers and teachings, and are outlawed in even the most devout regions of the Sunvale Regime.
The army is comprised mostly of brutish orcs and powerful brain eaters, along with powerful monsters that they use to wreak havoc on their enemies. But more than that, they have the corruption of the Void, which they spread through the use of their Dark Arts and special weapons and equipment. Nobody knows how the Void is powered, if it is powered at all, but many know that allowing the Void to corrupt you is sure to be an instant defeat, both physically and mentally.
Goals
The Feldawn Empire desires to conquer the world of Adowei for themselves. Being locked inside of Zoudrurg for centuries, they want to expand their darkness to the rest of the world and conquer Adowei through bloody and militaristic means. Whether through the might of their Orc armies, the stealthy nature of their Goblin assassins, or the powerful magic of their Darklings, the Feldawn Empire is ready to shed as much blood as it takes to rule the world.
conquered territories, which makes the land inhabitable to those who are not familiar with the harsh conditions of Zoudrurg. They want to spread this darkness across the world as they continue to conquer the world, killing every living thing along the way. Their motivations for doing so simply seem to be expansion, but the ritual seems somewhat strange in such a case.
Relationships
Citizens of the Feldawn Empire are either pressed into service through the ritual that keeps them from the corruption, or subjugated by the dark armies, or they are in an open rebellion that is easily squashed. Not to mention their aggressor traits make them an enemy of every nation, but they manage to avoid direct attacks because of the Void that plagues their land. But that does not mean that they do not make occasional invasions to further corrupt the lands and destroy anything in their path.
Important Figures
As a militaristic and corrupt nation, the more important figures of the Feldawn Empire are either sitting on a throne, fighting in the war, or scheming to see themselves elevated to a higher power.
King Seifer Gnash
Neutral evil, darkling male
Cunning, cruel, and power-hungry, the king of the Feldawn Empire, Seifer Gnash, sometimes referred to as "the Dark Lord", is a being of darkness and power, learning from the darkest minds and ancient texts to become the king. He is ruthless and cold toward others, even his own children, and he is sure to let everyone know of his power, and the foolishness of even attempting to dethrone him. Still, other darklings and brain eaters have all tried their hand at defeating the king, all ending in their demise, and each one fueling his power even more. Now, with the Great War thrust upon the world, he seeks to take advantage of the chaos to fulfill the destiny "the Dark One" has given him.
The Dark Gods
| Deity | Alignment | Province | Warlock Patron | Suggested Domain |
|---|---|---|---|---|
| Athar | NE | Power, ambition, pride | Great Old One, Hexblade | Tyranny, Corruption |
| Xigara | CE | Magic, lust, pleasure | Archfey, Raven Queen | Lust, Arcana |
| Qutris | LE | Wrath, strength, blood | Hexblade, Fiend | War, Protection |
| Khudum | CE | Fear, corruption, darkness | Kraken, Undying | Dark, Corruption |
Borzan the Merciless, Overlord of the Orc Armies
Chaotic evil, marauder orc male
In battle, Borzan is known for his savagery, brutality, and lack of relent or remorse to his opponents. Indeed, Borzan was ruthless in battle and highly skilled, able to kill an armed man in seconds flat with just his bare hands, or so many claim. He quickly rose to the top of the orc armies with this skill, ending up as the king's right-hand man and leader of the armies of orcs he has at his disposal. He fights with vigor and passion, and dislikes taking prisoners, save for the men who could work and the women who could please him.
Kravun, Chief Scientist of the Void
Lawful evil, zern male
Externally, Kravun appears to be an extremely harmless, polite and serene old man - he behaves calmly and patiently around everyone he meets, even if they do not have a good impression of him. He is also extremely secretive, not revealing any of his experiments' results to anybody except for the king himself. However, his ruthless and "unethical" methods of experimentation make any who descend down to his lair tremble with fear, and eventually exclaim in pain and agony. He is a great scientist, and he is rumored to have studied and practiced the Dark Arts to make his experiments more potent.
Prince Gelien Gnash
Lawful evil, darkling male
Gelien is a calculating, shrewd, patient and ruthless young man. He was also a fierce frontline warrior that led armies of orcs against enemies, all to earn his father's approval. However, Seifer never took an interest in him, which led to a resentment for his father. Now, as he grows stronger, all he can imagine is himself on the throne of the Feldawn Empire, standing over his father's corpse.
Prince Halan Gnash
Chaotic neutral, darkling male
Of the two princes, Halan was more forgiving and less ruthless than his brother. He cared not for the opinion of his father, but only wanted to keep the family of siblings together for as long as he could. Like his brother, however, he also became skilled with a weapon, but even more so with the arcane ways. As the older brother, he has the true right to rule when his father dies, but he does not seem interested in such a task.
Princess Haridel Gnash
Chaotic evil, darkling female
The princess of the Feldawn Empire is not skilled with a sword like her brothers, but she has an extreme aptitude in the dark arts. Many even believe that she is stronger than her father, which he took notice of. Unlike all of his other children, Seifer became fascinated with his daughter, and even trained her in some ways, which made her brothers quite jealous. She is a ruthless, sadistic, and powerful young woman that is trained by the Dark Lord himself.
Rankings of the Orc Armies
The orc army is ruled as a sort of hierarchy, with every member of the army ultimately compliant to the words of the king, regardless of what it may be. Whenever an orc accomplishes a great feat, or kills an orc of a higher rank than them, then they are promoted, as commanded by the Overlord.
Overlord. The ultimate leader of the orcs, whoever holds this title commands every orc in the Feldawn Empire. Only one can hold this title.
Warchief. These orcs have strength second only to the Overlord himself, and often commands the loyalty of the captains under his command. Only five orcs can hold this title at a time.
Captain. These orcs represent the lowest tier of the hierarchy, only above a normal grunt or soldier. They have proven their strength and thirst for war, and so are much more powerful than the average orc.
Soldier. The most common rank of orcs, goblins, or other races, soldiers typically are the followers that a Captain & Warchief have with them when they appear, and can even serve as bodyguards for them.

Hollowfel
The Hollowfel are a group of beings from across Adowei who seek to make the world a better place. They are rumored to be the strongest warriors in the realm and have even earned the hatred of many factions over the course of their life. However, as of now, they seem to have vanished from the history books. Little to nothing is known of them, or even their existence. They somehow still operate under a guise and strike from the shadows to try to help the people from another invisible foe: the Feldawn Empire.
The kingdom of Hollowfel is run by a council of wise men and women, seasoned adventurers that have taken all the world has to offer. They rarely do field work anymore because of their old age, but they are still among the strongest members of Hollowfel. Still, they choose to instead reside in the Hollowfel Castle in Zloudale, teaching new members of all ages and races. They preach that all creatures are equal in their society, and never refuse any type of creature that wishes to join them, provided they can pass the Hollowfication.
Hollowfel has no official army, only made up of heroes and adventurers, with many calling them the "Guild of Heroes." Still, many would say that one adventurer is worth more than a single army, though whether that is true is dependent on the skill of the adventurer. Still, no hero that leaves Hollowfel does so with the same level of skill as many would, growing stronger each day they serve the council.
After the tragedy of the oldest wars, 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.
Goals
Hollowfel aspires for the establishment of global prosperity and harmony, the genesis of what essentially amounts to a utopia. They all share a sincere desire to resolve the chaos that plagues humanity. They scorn the notion that a short-cut to universal peace, especially in the form of global enslavement or elitist control, could be a suitable solution to society's ills. Instead, they argue that humanity must be permitted to undergo the slow and arduous journey of developing tolerance for their myriad differences.
Though Hollowfel's philosophy begins with a purely empirical assessment of life that seemingly verges on nihilism, their order is profoundly idealistic, with a deep sentiment for the principles of social justice, humanitarianism, egalitarianism, and liberty. They justify perspectivism with the view that it is logical and realistic, but it is further reinforced ethically by their ardent belief in the "sanctity of life" and each individual's humanity.
Relationships
Many of the citizens that live under Hollowfel's banner do so without their knowledge. As a more secret society, only those most trusted by the Hollowfel Council know of the truth behind the leadership of the city. Still, they treat those who live in their homes well, acting as peace keepers and heroes that help those in need.
Only one other kingdom knows the existence of Hollowfel persists to this day: the Feldawn Empire. The two have been sworn enemies for generations, ever since they had thwarted the Feldawn Empire's attempts to conquer the world thousands of years ago. Now, however, with the secret order weakened, it seems the Feldawn Empire are readying themselves for another invasion while Hollowfel is at its weakest.
Important Figures
Every adventurer that lies within the walls of Hollowfel are important in their own right, but the Hollowfel Council holds the oldest, wisest, and most powerful adventurers that are sat on the five chairs in the castle.
Tiberius Farbough, Grandmaster of Hollowfel
Neutral good, human male
Nobody could match Tiberius' devotion to Hollowfel, and none could match his skill. At least when he was younger. In his young, he was a playful, charming, affable young man. In later years, however, he would become wiser than many, even among those who sit on the Hollowfel Council. He was an adept teacher who taught many who graced his presence, and would never let a moment of training go to waste as long as he was the one teaching them. Many claim that he is the embodiment of the teachings and goals of Hollowfel, though Tiberius is humble enough not to brag and refutes any attempts at praise for him.

Mentor Morsk
Chaotic neutral, gnoll female
Morsk appears to be responsible and extremely powerful for her young age. Despite her high ranking position within the kingdom, she was friendly towards the pupils left in her care. Among other members of the Guild of Heroes, she is known to be cunning, shrewd, and calculating, able to formulate an efficient plan in a brief period of time and apply it with efficiency.
Mentor Zokom
Lawful good, dryad male
Zokom has a strong moral compass, even compared to many members of the Hollowfel Council, acting as a sort of guide for the morals of the kingdom. However, he is prone to acting impulsively, which has led to unfavorable outcomes more times than not. As such, he's resolved himself to stay within the boundaries of the Hollowfel castle, serving as a councilor so that he may guide others where he once failed.
Mentor Panolya
Neutral, wood elf female
Having grown up close to nature, Panolya was a stoic individual, keeping a calm demeanor at most times and rarely speaking much. Because of her figurative roots to nature, Panolya also held a deep respect for nature, teaching recruits to never let a kill be wasted. However, she is also seen to be cunning and ruthless against those who would attack Hollowfel or the beauty of nature. Many even seem to believe that she is a dryad in disguise, but Zokom actively denies this rumor amongst his recruits.
Mentor Khenim
Chaotic good, red dragonborn male
Khenim appeared to be a patient, pensive, and respectful man. He did not hesitate to intervene between arguing allies or even warring nations. His character was mostly peaceful and calm, but he would not hesitate to forego friendship for the sake of fulfilling his duty to the Brotherhood. Khenim was not a man for small talk, being far more serious and driven than even some on the Hollowfel Council.
Hollowfication
Joining Hollowfel is more than just being able to swing a blade; one must learn to swing it wisely, or even to not swing it at all. Hollowfel prides itself as keepers of peace and freedom, and require that all who join its ranks partake in the Hollowfication Trials, which are divided into several tests.
Trial of Skill tests the initiate's abilities with a weapon and magical abilities to determing their competence.
Trial of Courage establishes the skill and fortitude of an initiate facing danger and/or overwhelming odds.
Trial of Spirit tests the ability of an initiate to conquer or suppress inner battles without damage to one's self.
Trial of the Flesh is used to measure an initiate's capacity for pain.
Trial of Insight reveals an initiate's ability to distinguish truth from lie, reality from illusion, and perhaps more through deceptive challenges.
Guilds
Rather than a powerful army standing tall and strong behind great leaders, guilds have a trade they offer to the common people, nobles, even entire kingdoms can seek their trade. Whether it be mercenaries, visions of the future, or a powerful spy network, those who pay a good price will often win great rewards. Guilds are a prime example of smaller operations becoming sometimes even more powerful than some of the greatest empires in history.
Assassin's Guild
"All creatures die, one way or another." This is the common phrase amongst the Assassin's Guild that highlights their skill set: death. To them, they don't care whether you're of a certain faction, religion, or even race. All they care about is if the coin they're being paid with is good. If it is, more likely than not, you'll find yourself with a dagger stuck in your throat the morning after, if you were their target. If not, there will be no convincing these ruthless killers to kill for you. Cheating them, even once, is unforgivable in their eyes; and earning the wrath of powerful killers is sure to see in your own demise.
Joining the Guild
The Assassin's Guild takes interest in beings at a young age, particularly those who have already taken a life, but are known to recruit at later ages as well. First, they'll test their ability to take a life, giving them a target of little importance that they have to kill. Should they succeed, they will be brought into their base of operation, wherever that section might stand in Adowei, and taught to kill again.
Being Part of the Assassin's Guild
Those who work in the Assassin's Guild are expected to take whatever quest comes to them, within reason. Obviously, an initiate likely won't be able to assassinate the Brightforge King, but a master assassin might. At least 30% of any earnings from a contract should be donated to the guild, and killing another member of the guild without permission is punishable by death. Refusal to pay will ensure that you won't work with the guild again.
Benefits
A character who joins the Assassin's Guild gains the following benefits:
Proficiencies
You gain proficiency in the Stealth and Sleight of Hand skills. If you're already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill.
Dagger of the Night King
Every member of the Assassin's Guild is defined by the unique dagger they carry with them: a curved blade with veins of poison along its blade that can be refilled by twisting the bottom of the hilt off. It has the same properties as a normal dagger, but it also has a unique ability that can be upgraded by the grand master assassin once they have climbed the ranks.
Initiate - Poisoned
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an Attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become Poisoned for 1 minute. The Dagger can't be used this way again until the next dawn.
Assassin - Residue
Instead of losing the poison after it hits a creature, the poison instead lasts for 1 minute or until the weapon hits an attack three times. In addition, you gain a +1 bonus to Attack and Damage Rolls made with this Magic Weapon.
Master Assassin - Shadow Blade
You have advantage on all Sleight of Hand checks made to conceal this weapon. In addition, whenever a target creature within 5 feet of you dies from poison damage from this weapon, you can move up to half of your movement speed toward another enemy creature. This movement does not provoke attacks of opportunity.
Ranks
The Assassin's Guild, like many others, judge their members by rank, which is determined by how successful and loyal they are to the guild.
To rank from initiate to assassin, you must complete three contracts and donate at least 200 gp.
To rank from assassin to master assassin, you must complete ten contracts and donate at least 1,000 gp.
To rank from master assassin to shadow, you must complete twenty-five contracts and donate at least 5,000 gp.

Initiate
The most inexperienced killers fall into this category, and they're the more likely ones to take the lowest jobs, at least until they can prove themselves. Members of the guild usually pay these men and women no interest, but they know that they will either succeed, flee, or die.
Assassin
These members have some of the most experience with daggers, poisons, and all sorts of ways to kill. While not the strongest, they take on plenty of harsh tasks for the guild's coffers. They usually get some of the more mid-tier to high-tier jobs, but are still no match for their masters.
Master Assassin
Those who have taken many lives know the dangers and rewards of being a master assassin. More often than not, master assassins get their pick of the jobs, and only have to donate 20% of their earnings, though many choose to donate much more. Their knowledge on all things killing is second only to the grand master and his shadows.
Shadow
Much more than just killers, shadows are trained assassins and spies, able to blend in anywhere. Many call them "faceless" for this ability, and everyone in the guild, and even many outside of it, know that once a shadow has his eyes on a prey, they're as good as dead.
In addition, the grand master grants a shadow's dagger or armor with special powers. Work with your DM to determine the nature of this upgrade.
The Requiem
Based in the city of Plustok in Theysis, the Requiem is buried underground in one of the abandoned buildings, with only members of the guild given access and the ability to find the hidden entrance. Complete with bunks, mess halls, armories, alchemist stations, the Requiem has everything an assassin might need for their tasks.
Any contracts made for the Assassin's Guild eventually wind up in the hands of an assassin, one way or another, but very rarely are they ever directly delivered to their doorstep.
The Grand Master
Only one being in the Assassin's Guild can hold the title of "Grand Master," a title that comes with the most dangerous and lucrative jobs in Adowei. They are rarely out on the field, however, and mostly works to ensure that the rules are being followed and that the other assassins don't get any funny ideas.

Arlo Townsend
Neutral evil, human male
Having to grow up in the middle of a war would be tough on any child, especially so in a place like Ethis, where war, corruption, and the scourge of beasts were strongest. Having to fend for himself, Arlo eventually learned how to hunt, scavenge, and kill. However, after one of his kills, he claimed to have seen a vision from "the Night King," one of the celestial servants of both Sidros and Suris, at least according to Arlo. It was then that Arlo discovered the Assassin's Guild and, after years of servitude, eventually climbed to become Grand Master of the Assassin's Guild, which also served as a way to pay tribute to the Night King.
Banking Clan
The Banking Clan is arguably the most powerful financial institution in the known world of Adowei, with clients from all over the world, from peasants and kings alike. Everyone knows that "the Banking Clan always gets its due," and none dare to oppose them for fear of being without their funding, or worse, that they start funding their enemies in this time of war and strife. All factions, even the mightiest kingdoms, are somewhat at the mercy of the Banking Clan of Exhosa.
Joining the Guild
Joining the Banking Clan is no small feat, and requires quite a number of things. Firstly, a donation of 10,000 gp. will put you on the map, but a minimum of 1,000 gp. is required. Afterwards, after putting in an application and the vetting process is complete, you will be called into an interview with a representative. Assuming that goes well, you might get lucky and find yourself working behind a desk the next year.
Being Part of the Banking Clan
"The Banking Clan always gets its due." This is the heart of the Banking Clan's philosophy; that they will fund whoever asks of it, but they will always get that money back, one way or another. As part of the Banking Clan, you must uphold this to the best of your ability; giving loans to those trustworthy, getting money back from those who borrow it, and other such duties that will occupy your time and usefulness. At least, if you want to keep your job there, you will.

Benefits
A character who joins the Banking Clan gains the following benefits:
Proficiencies
You gain proficiency in the Persuasion and Insight skills. If you're already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill.
Iron Loans
While the Banking Clan does not offer magic items, they do offer their members a sort of reduced interests on their loans depending on how high-ranking they are within the guild, and how loyal they are.
Recruits - Copper Loans
The Banking Clan allows you to take loans up to 50,000 gp, but with a 20% monthly interest that must be paid back within a year.
Assistant Manager - Silver Loans
The Banking Clan allows you to take loans up to 100,000 gp, but with a 15% monthly interest that must be paid back within a year.
Manager - Gold Loans
The Banking Clan allows you to take loans up to 500,000 gp, but with a 10% monthly interest that must be paid back within a year.
Ranks
The Banking Clan promotes their workers depending on how well they can earn their guild money, and how well they can keep to their philosophy of always getting their money back.
To rank from recruit to assistant manager, you have to earn the Banking Clan 25,000 gp.
To rank from assistant manager to manager, you have to earn the Banking Clan 50,000 gp.
To rank from manager to president, you have to earn the Banking Clan 100,000 gp.
Recruits
While essential, these workers are the most common type of worker in the Banking Clan and can relate to many jobs: tellers, sorters, enforcers, and more.
Assistant Manager
Standing just above them, the assistant manager is still expected to take part in all of the above tasks, but also in charge of making sure that those under them follow the rules and punishing those that don't.
Manager
The managers of the Banking Clan is responsible for planning, directing and overseeing the operations and fiscal health of a business unit, division, department, or an operating unit within the guild, and is generally responsible for overseeing and leading the work of a group of people.
President
Overseeing budgets, staff, and executives and evaluating the success of the company. Meeting with board members and other executives to assess the direction of the company, develop short and long-term goals, plans, and strategies, and ensure the company's compliance with the stated mission. Presidents are able to keep groups of divisions together when the CEO is otherwise preoccupied.
The Golden Castle
While not a literal castle, this large, almost cathedral-like building houses the vaults of gold that the Banking Clan has acquired over the years, as well as many services for those seeking anything from loans to business partners.
Seemingly everyone in Adowei knows about the Golden Castle of the Banking Clan, which is located in the center of Exhosa. They openly advertise their business for all, and warn about debt that they might incur, warning them that they will get their money back in any ways they must.
Banking Clan's CEO
The CEO runs every branch of the Banking Clan in the known world, and is perhaps the richest man in all of Adowei, with more money than most kingdom coffers. In some ways, this makes him the most powerful man in the world. CEOs are chosen by the current CEO for training, almost like an heir for a meritocracy, spending years teaching their replacement everything they'd need to know.
Anci Billowcase
Chaotic neutral, rock gnome male
Anci is a rational man, more interested in numbers than in words, reasoning that the former are less likely to deceive than the latter. He takes an interest in coin because he believes this deep-seeded idea that gold is how the world is run, and how it will be run for years to come. Armies and magic are powerful, but gold can buy you both, after all. While polite to any potential customers, failure to pay him and his bank back will earn you an enemy at the highest seat of power in the Banking Clan.
Fighters Guild
The Fighters Guild is a group of warriors, mercenaries, and even heroes to some extent. The Fighters Guild will accept almost any contract. Contracts pertaining to the killing of infestations of rats, eliminating troublesome bandits, delivering packages, and escorting high-ranking nobles are all suitable jobs for a member of the Fighters Guild. All potential warriors and mercenaries are welcome, from all walks of life. So long as you have the drive to learn and fight, you have a place in the Fighters Guild.
Joining the Guild
Joining the guild is probably the most simple task one could do for any of the guilds in Adowei. All one has to do is travel to their closest Fighters Guild base, or their main base in Faroni, take an entrance exam that tests physical power and endurance, and you become an apprentice in the guild.
Being Part of the Fighters Guild
Anyone interested in combat that is focused on either an honest living or exciting combat can join the guild. Like with any other guild, there are rules to be followed, and the Fighters Guild has its own code of honor. For one, members of this guild are part of a family. Killing a member of the family is unforgivable, and will often get you immediately expelled from the guild. Beyond that, however, members of the guild tend to play in more gray areas of morality.
Benefits
A character who joins the Fighters Guild gains the following benefits:
Proficiencies
You gain proficiency in the Intimidation skill. If you're already proficient in that skill, your proficiency bonus is doubled for any check you make with that skill. You also gain proficiency in either martial weapons or one armor type you are not already proficient in, but not going more than a rank higher than what you are proficient in (for example, you cannot become proficient in medium armor if you are not proficient in light armor).
Blade of the Pit
The Fighters Guild sports a great fighting pit that is known around the world, and members of the guild are given a special weapon that shows that they are a member of the Fighters Guild. It can be any type of weapon you desire, so long as you are proficient in that weapon, and has the same properties as the chosen weapons.
In addition, it also has a unique ability that can be upgraded by the master as they progress through the ranks of the Fighters Guild.
Apprentice - Enhanced Blade
You have a +1 bonus to attack and damage rolls made with this weapon.
Journeyman - Overpower
If the d20 roll for an attack made with this weapon is a 19 or 20, you can force a creature that suffers damage from this weapon to make a DC 14 Strength saving throw, in addition to any damage caused. On a failed save, it is knocked prone.
Guardian - Amplify
You have a +2 bonus to attack and damage rolls made with this weapon. In addition, you gain +1 to an ability score of your choice, to a maximum of 20.
Ranks
Ranks in the guild are mostly determined by how many contracts a member of this guild completes, and how well they prove themselves in their fighting pits.
To rank up from apprentice to journeyman, you must complete five contracts and win three fights in the pit.
To rank up from journeyman to guardian, you must complete ten contracts and win five fights in the pit.
To rank up from guardian to champion, you must complete fifteen contracts and win eight fights in the pit.
Apprentice
This being the easiest rank to get, perhaps even in the entire world, nobody takes an apprentice too seriously in the guild, but they are still respected to a degree as a member of the family. They are given the equipment they need and access to contracts, but little access to anything outside the country.
Journeyman
An experienced mercenary, a journeyman is able to travel across the continent in order to complete whatever task they are assigned. These command a moderate price and make up the bulk of the Fighters Guild family.
Guardian
These men and women command some of the highest prices, and are often employed by noblemen and even high-ranking officials in large kingdoms. Their prices are among the biggest, however, but their skills are comparable to low-class adventurers.
Champion
Masters of the fighting pit, slayer of beasts, defender of man, champions are the strongest members of the Fighters Guild, with many even comparing them to adventurers.
In addition to getting their pick of the contracts, their Blade of the Pit is upgraded further. Work with your DM to determine the nature of this upgrade.
Basilisk Garrison
Built overtop an underground garrison, the Basilisk Garrison serves as the headquarters of the Fighters Guild as a tavern, serving as a front for their other activities. This building has mess halls, bunks, smithies, tinkerers, and many more tools that any warrior may use, so long as they're part of the family.
Many who aren't aware of the Fighters Guild might assume that their base is simply a tavern that hosts special guests, but there are few who don't know the truth about this building. People with a contract are allowed to nail their offer to the bounty board, but aren't allowed to stay for a drink.

The Master
The guild master is rumored to be the strongest man in the world of Adowei: a being so powerful that not even an adventurer could best him. There was no task he could not do, and always put his family first before anything else.
Ozgof, the Unkillable
Chaotic neutral, marauder orc male
Ozgof takes great pride in his physical strength, and notes that he enjoys the feeling of cutting through his enemies with his mighty blade. He prefers to resolve problems through bludgeoning and leave the thinking to others if possible. He does understand there are limits to such behavior, however, and tries to lead his people with some form of wisdom to him as well. He wants to better them so that they will work to help the world of Adowei, rather than leaving them to brawl and drink all day long.
Golden Dust
One of the few factions in all of Adowei that have any idea on the creation of magic items. While many mages are able to form their own items with their mana, Golden Dust has found some way to produce magic items not only at a higher quality, but also in a way that they seemingly don't have to sacrifice any of their mana. Their secrets are closely guarded, not even known to some of the highest levels of the beings that make up the guild's rank.
Joining the Guild
Golden Dust is very selective on who joins their guild, and often require a donation of a magic item of their own creation. Once it has been approved, then they will generally start as a standard recruit, training to create weaker magic items, which get stronger the higher they climb in the ranks of Golden Dust.
Being Part of Golden Dust
Members of Golden Dust are required to be silent about the secrets of their trade. If their secrets got out, it could prove dangerous to their safety and livelihood. In extreme cases, the leader of Golden Dust might warrant the use of a Ribbon, a magic item that prevents their users from speaking about a certain topic; in this case, the secret of how they make such powerful magic items.
Benefits
A character who joins Golden Dust gains the following benefits:
Proficiencies
You gain proficiency in the Arcana skill. If you're already proficient in that skill, your proficiency bonus is doubled for any check you make with that skill. You also gain proficiency in one artisan tool of your choice, which links to a particular type of magic item, as described in chapter three of this book.
Crafting Magic Items
You learn to create stronger magic items than many mages, even those that would rival the most ancient of creations, and constantly develop that skill as you climb the ranks of Golden Dust. You can craft magic items of a certain rarity depending on your rank in the guild.
Neophyte - Rare Items
Apprentice - Very Rare Items
Adept - Legendary Items
Ranks
Members of Golden Dust are ranked by their ability to create magic items, and the quality in which they are created. However, ranks are only meant to showcase the level of items they can create, and hold little to no bearing on authority within the guild.
To rank from neophyte to apprentice, you must create five flawless rare magic items.
To rank from apprentice to adept, you must create three flawless very rare magic items.
To rank from adept to enchanter, you must create one flawless legendary magic item.
Ranks have little bearing on authority, but those who become enchanters of the Golden Dust guild are privy to learn the secrets of the guild and how they are able to create such high-level magic items, whereas before, supervisors would vaguely guide such a process.
The Beacon
It should come as no surprise that such powerful craftsmen hold their stronghold in Xeokhore, the city of artisans, and charge high prices for their goods. Not even customers are allowed within this building, however, which seems to work more like a sweat shop than anything, and have to make requests through mail.
The Magister
The Magister is a wise being of supreme knowledge and power, and even rumored to be able to craft artifacts of ultimate power, though it has never been confirmed. He guards the tightest secrets one can imagine, and allows nobody the insight into the guild that would jeopardize them.

Minas Logeas
Chaotic neutral, human male
While Minas is a cautious and stingy person, he will always try to plan ahead and control details beforehand in order to avoid any haphazard actions that can endanger Golden Dust. Being the collector and hoarder that he is, he spends most of his funds and time amassing a formidable amount of items regardless of its actual value or his ability to use them. However, he seems to have a particular taste in jewelry, which he covers his bodies with in the forms of rings, amulets, and more.
Mages' Association
The Mages' Association is an international, self-preservative, and self-defense organization formed by practitioners of spellcasting for the purpose of controlling and developing magecraft. It has many strongholds and academies under it, but it also has several rules that all mages must abide by, or they will be marked as "Psykers," and barred from the Mages' Association in all ways possible. The first rule, of course, is preventing the use of Dark Magic, or magic of evil nature or origin.
Joining the Guild
Only those with some affinity for magic, or who have developed such skills are allowed to become full members of the guild and progress through its ranks. Those without such skill, however, might be allowed to visit their buildings with the approval of the Archmage and of higher-ranked mages within the guild, such as an oracle. Those who attempt to join must pass a basic affinity test to ensure that they can cast magic, with those who fail being sent away.
Being Part of the Mages' Association
Whether you are a part of the guild or not, the Mages' Association expects all mages to follow their rules or face excommunication from them. Certain forms of magic are highly illegal, and all forms of it should either be destroyed or locked in one of the Black Vaults that the guild has.
Benefits
A character who joins the Mages' Association gains the following benefits:
Proficiencies
You gain proficiency in the Arcana skill. If you're already proficient in that skill, your proficiency bonus is doubled for any check you make with that skill. You also gain one cantrip of your choice from the Wizard's spell list, and you can choose which ability score will be your spellcasting modifier for that cantrip, from Intelligence, Wisdom, or Charisma.
Special Classes
Being a member of the Mages' Association, you have access to some of the greatest teachers in the land. Instead of offering a concrete ability or magic item whenever you achieve a new rank, work with your DM to determine the nature of any upgrades you might receive.
Ranks
Ranks showcase the ability of one's spellcasting, letting everyone know within the guild who is strongest. However, it also serves as a way of giving defined leadership in the base that the guild had to militarize.
To rank from apprentice to disciple, you must be able to cast third-level spells or higher.
To rank from disciple to adept, you must be able to cast fifth-level spells or higher.
To rank from adept to oracle, you must be able to cast seventh-level spells or higher.
Arcanus Athenaeum
A magic academy where students can learn and practice the arcane arts in all of its many forms. The exception of course being Dark Magic. The academy is a haven for the Mages' Association to perform their experiments and enforce their laws.
It also acts as a library filled with books that are, for the most part, related to the arcane arts. It has several shelves related to the many forms of magic, and many private rooms for more group-related activities, or for more secluded scholars. Several tables are set up as well for open study. However, the owner has set up a large vault at the end of the building, which is where he presumably keeps the more dark knowledges.
Archmage
The archmage is perhaps one of the only people alive that are able to cast the legendary ninth-level spells. For this reason, many speculate that he was an adventurer before taking the mantle, and that he is the only being alive with the knowledge and wisdom to guide the use of magic to not only a more safe era, but one of great unity.
Tyndall "Rustheart" Klolle
Lawful neutral, human male
A kind man at heart, Tyndall, who calls himself "Rustheart" because of an event in his life he will not discuss, is the Archmage of Adowei, and is often either overseeing the Mages' Association at the Arcanus Athenaeum, or traveling the world in search of potential mages, dark secrets, and people to help. But still, he doesn't let anything come in the way of protecting the Mages' Association, and claims that he is even willing to sacrifice his own life in order to protect it.

Murmurs
The walls listen and the birds sing when in the presence of those of the Murmurs guild. Many think of the Murmurs as just spies, but their abilities and knowledge span far greater than any spy network in the known world. Even if an event were to occur on the other side of the world, it is likely that the Murmurs will hear about it the day of. With fingers, eyes, and ears everywhere, there is nowhere to hide from the perceptive ears of the walls, the sharp tongue of the raven, and the glaring eyes of the stars.
Joining the Guild
The Murmurs almost never recruit new members, but they are instead born into their order. However, those that do wish to join them are trained to relinquish their former identities and become "no one," which allows them to become entirely different people so that their eyes and ears may be open to all possibilities.
Being Part of the Murmurs
Always speak in whisper, never talk openly. These are just a few of the tenets of those that serve the Murmurs. As stated before, those that are spies for the Murmurs become "no one," just another face they take up so that they can learn all there is to know for the "greater good." Many assume that the Murmurs serve a master, and many speculate that the master in question is the Aetherborn, but nobody knows for sure, and only the richest of men can pay for their secrets.
Benefits
A character who joins the Murmurs gains the following benefits:
Proficiencies
You gain proficiency in the Perception and Deception skills. If you're already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill.
Message in Whispers
The Murmurs pride themselves on their information network, and they have learned a variety of skills that allow them to take on such a task, and learn more as the progress through the ranks of the guild.
Faceless - Faceless
You receive a magic item in the form of a face mask of sorts that is put on like a cloth. While wearing this mask, your face looks like that of a different being of the same race. You have advantage on all Deception checks made to act like you are a different person, so long as you do not act as if you are a well-known person (DM's discretion).
Whisperer - Letter in Flames
You are given a special ink pen that never runs out of ink and always writes in an arcane ink. If you write a letter using it, address it to a member of the Murmurs (usually the Many), and cast it into a fire, the letter will burn to cinder and materialize whole again on the person you addressed it to.
No One - Bodyless
In addition to your mask, you are given a skin suit that you can wear under your armor. While wearing this suit, your body can change to that of a different gender or race, and can even change the height and weight of your character. All creatures have disadvantage on checks made to discover that you are not who you say you are.
Ranks
There are no ranks among the murmurs. There are only those who serve the Many and the Many itself. However, for the sake of benefits, ranks are listed under the Message in Whispers section of this page. But instead of needing to complete certain tasks to rank up, the Many himself will decide such a thing.
The Shroud
The Shroud is ever moving, unknowable in its location except by the Many and those he trusts. Rumors say that there is a door that leads to the Shroud, but it is always moving around the world of Adowei, and cannot be found by mortal eyes.
The Many
The Many is an enigmatic being of unknown origins, only every hearing the whispers of his faceless men and women, who send him letters in flames, always aware of the world around him. He is the all-knowing being of Adowei, and many have attempted to find him to recruit his powers. All have failed. Nobody knows the identity of the Many, and nobody ever shall.

Scions
A guild from a secret society of men and women who claim they can see the future. The specifics of their abilities are not known, but many people pay plenty of money for the chance to learn more about the future. Strangely enough, this is because most Scion visions come true within a year at latest. This makes them a valuable resource in any war or conflict, but they are adamant about remaining neutral because of the values they hold so dear. Many believe that they make deals with the gods themselves to grant visions of the future, although they guard their secrets quite closely.
Joining the Guild
The Scions are a closed society, only allowing those with the same powers as them into their society of a guild. Nor do they hold auditions for such a privilege. If you have the ability to peer into the future, the Scions likely have already found you and invited you to join their order of mystics and seers.
Being Part of the Scions
Scions are notorious for being a secluded guild, only opening their doors to new members they have scouted or for customers, as rare as they are. Once a Scion enters their domain, it is likely they will be able to leave for any reason other than the word of the Three. For this reason, they practice detachment in most everything, especially in emotions and worldly possessions. The only thing a Scion should care about is the guild and what fate has to say. To make things simple, they have a few tenets for newcomers.
Choice is an illusion
Creatures often think of themselves as harbingers of their own lives; that the decisions they make have an impact on their lives. To the Scions, they see this as a laughable notion. Everything that happens, and everything that will happen, is predestined to them. Their visions are the only thing that gives any indication on what makes a difference, and preach that what they have seen is destined to come to be, and cannot be avoided.
Only Fate has any sway on you
Scions practice detachment in almost every aspect of life except for two: the guild itself and the visions they are granted. Friends, family, loved ones, all of these things must be cast aside for the sake of the guild and the visions it has. What's more, the visions should not be questioned, only interpreted so that it may better come to fruition without hesitation.
Benefits
A character who joins the Scions gain the following benefits.
Proficiencies
You gain proficiency in the History and Insight skills. If you're already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill.
Scion Mask
A cloth piece that has the symbol of the guild painted onto it that is wrapped around the wearer's eyes, blinding them and covering their eyes, symbolizing their reliance and reverence of fate and destiny. It allows those to see their visions more clearly, supposedly, while blocking out the material world from mystics and seers that are "easily distracted."
In addition, the blindfold is enchanted with magic, providing the user with various abilities based on their rank within the guild. As the user ranks up, the cloth is enchanted with the new ability and retains all previous abilities.
Recruit - First Visions
While wearing the mask, you gain blindsight up to 30 feet. In addition, after every short or long rest, you have a 20% chance to gain the effects of the Prophetic Dream cantrip.
Seer - Fate-Born
While wearing the mask, you gain blindsight up to an additional 30 feet (60 feet in total). In addition, whenever you see a vision come to fruition, you recover one spent spell slot up to fifth-level. In addition, after every short or long rest, you have a 35% chance to gain the effects of the Prophetic Dream cantrip.
Mystic - Choice is an illusion
While wearing the mask, you gain truesight up to 15 feet, In addition, whenever you see a vision come to fruition, you can recover one spent spell slot up to seventh-level, and you gain two luck points. In addition, after every short or long rest, you have a 50% chance to gain the effects of the Prophetic Dream cantrip.
Ranks
The Scions have a rank system to determine the more powerful visions and more devout followers of fate, and members can rank up after proving their devotion to fate and the Three.
To rank from Recruit to Seer, the member must see one of their own visions come true.
To recruit from Seer to Mystic, the member must see five of their own visions come true.
To recruit from Mystic to Prophet, the member must see ten of their own visions come true.
Recruit
The freshest members of the guild, they have yet to come into their own, and have yet to prove their abilities as a Scion. However, the Three still holds hope that they will have their first visions.
Seer
Seers are those who have had their first visions and seen them proven by fate, validated by the Three. They still have not truly embraced the powers of fate and destiny yet, but they are well on their way, considering many give up before getting to this stage.
Mystic
Mystics have fully embraced the powers and wisdom of fate, and have seen more than their fair share of futuristic visions. As such, these are the ones many come to in order to purchase their own visions, and Mystics are always happy to oblige in order to provide for the guild.
Prophet
Prophets are the most powerful Scions because of the frequency of their visions, and the validity of them. Prophets sit just below the Three in terms of rank, and often work with them in interpretations of large, seemingly world-changing visions granted by the fates.
In addition, the Three grant a Phrophet's mask with special powers seemingly unique to them, in addition to a 70% chance of gaining the effects of the Prophetic Dream cantrip. Work with your DM to determing the nature of this upgrade.
The Stronghold of Fate
Down in Sharion, an inconspicuous building hides in plain sight, which leads deep underground into the lair of the Scions. Complete with plenty of bunk rooms, mess halls, and more, it has just the bare minimum for the Scions to live in peace away from the world above them.
Only a select few know of the stronghold, and those people often tell others if they feel they need guidance from the fates, just as they did. As such, it seems that very few know of the Scions, but they still have a functioning customer base.
In addition, once every month, a Scion ventures around the city, offering readings and visions to those who pay, although these are not as strong as their visions, or reliable.
The Three
The Three are a group of three individuals that run the Scions as their leader. Normally, in any case. However, as of late, one man seems to be in control of the other two, or perhaps they simply wish for him to take charge.
Athris
Neutral, high elf male
An elven male, Athris is the true leader of the Scions. Many in the guild presume that a vision was granted that gave Athris this power. Those outside would say that it was a power struggle between the three, Whatever the case, Athris is a powerful Scion that leads the others as a herald of sorts. "You may close your ears to the whispers of fate, but they cannot be silenced."
Sovereign Knights
Knights and mages who swear allegiance to no flag, but fight much like an actual army. That is the Sovereign Knight. "Strength is Power" is a common slogan associated with them, as they have a strange way of recruiting people. They storm military fortresses and capture as many people as possible. Those who surrender are killed, and those who fight back and recruited to their ranks. All factions actively denounce them, but they don't seem to care about the war, only growing their army.
Joining the Guild
To join the Sovereign Knights, one must be present during one of their raids. However, rather than surrender when the area is taken, stand up and fight for yourself, threaten the Black Blade, show that you are stronger than your peers. Should you do that, the Black Blade might deem you worthy of joining their band of warriors.
Being Part of the Sovereign Knights
Those within the Sovereign Knights are warriors above all else. All disputes will be settled in combat, all decisions will be made from combat, there is no greater glory than combat and conquest for these men and women in black.
Benefits
A character who joins the Sovereign Knights gains the following benefits:
Proficiencies
You gain proficiency in the Intimidation and Athletic skills. If you're already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill.
Armor of the Black
Members of the Sovereign Knights wear a special armor that is colored black and purple, and often has a design that depicts something of a serpent on it. This piece of armor counts as the highest level of armor that you are proficient in, and has different Armor Classes depending on what level it is, as described below, and gains new abilities the further in the guild you climb.
| Armor | Armor Class (AC) |
|---|---|
| No Armor | 11 + Dexterity modifier |
| Light Armor | 13 + Dexterity modifier |
| Medium Armor | 15 + Dexterity modifier |
| Heavy Armor | 17 + Dexterity modifier |
Private - Adamantine
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
Sergeant - Specially Made
You have a +1 bonus to AC while wearing this armor. In addition, the armor coat has 3 charges. When you hit a creature with an attack and that creature doesn’t have all its hit points, you can expend 1 charge to deal an extra 1d10 necrotic damage to the target. The armor regains 1d3 expended charges daily at dawn.
Knight - The Black Hand
You have resistance to nonmagical damage while you wear this armor.
Ranks
The ranks of this guild are based on how much the Black Blade trusts their members, and often hands out ranks based on the skill and power of their warriors. While some members do have more authority over others, it is nothing that a sparring match or their superior couldn't handle.
To rank from private to sergeant, you must defeat a sergeant in a duel while witnessed by the Black Blade or the entire company.
To rank from sergeant to knight, you must defeat a knight in a duel while witnessed by the Black Blade or the entire company.
To rank from knight to general, you must defeat a general in a duel while witnessed by the Black Blade or the entire company.
Private
Regardless of what your rank was in your old army, you are at the very bottom. For now anyways. You are a foot soldier, cannon fodder, killer, and many things. A warrior is not one. Not yet, anyways.
Sergeant
You are showing your true colors as a warrior, but little more than that. You command a squad of privates, but you are far from a leader.
Knight
A warrior among sheep, the knight is one of the highest ranks one can attain within the Sovereign Knights. You lead scores of men, with several sergeants working under you, but you still have so much more potential.
General
One of the most trusted and powerful warriors in the group, you command an entire army beside the Black Blade, but do not presume to best them. Finally, though, you have come into your own; you are now a warrior of the black.
In addition, your Armor of the Black is upgraded further. Work with your DM to determine the nature of this upgrade.
The Black Blade
The undisputed warlord of the Sovereign Knights, the Black Blade is a being of unknown origin that seems to love war with a fiery passion, leading many to believe that they are a celestial servant of Madther. They admire the warriors and mages of all factions, but cites that they could be so much more. So, they have settled on trying to revitalize the conflict with greater war and death, ushering in the next Age of Warfare, viewing the groups that are willing to go to war as wolves who will fight for survival and the ones who favor peace are sheep waiting to be slaughtered.
Thieves' Guild
The Thieves Guild is an organization of professional thieves that provides mutual support for the illegal endeavors of its members and their clients. Based mainly in Sacaster, members of the Thieves Guild are renowned for causing trouble in the city and are held largely responsible for the corruption of the city's markets. Members of the guild specialize in stealing objects of varying value or loaning gold to potential entrepreneurs or to help someone pay off their debts, in hopes of a payback. Many in the world view them unfavorably, and for good reason. The guild has a strong hold in politics and law enforcement due to their ability to bribe, intimidate and extort the officials and guards of any hold by exploiting their greed or by threatening to reveal embarrassing and potentially damning secrets to the public.
Joining the Guild
Anyone can join the Thieves Guild, but only if a member of the guild can vouch for them. They usually do this after testing them to see how well they can steal without getting caught, but it depends on who is doing the recruiting. But more often than not, they will test the ability to steal above all else.
Being Part of the Thieves Guild
The only real stipulation about being in the Thieves Guild is that you cannot snitch. Betraying the Thieves Guild in any capacity is a horrible offense, and they will endeavor to make your life as difficult as possible for crossing them.
Benefits
A character who joins the Thieves Guild gains the following benefits:
Proficiencies
You gain proficiency in the Sleight of Hand skill. If you're already proficient in that skill, your proficiency bonus is doubled for any check you make with that skill. In addition, you also become fluent in Thieves' Cant.
Deft Hands
These pairs of gloves are imbued with the blessings of Suris, and work with a special power to help the Thieves Guild member consistently succeed on any task they might have. And, of course, it gets stronger the more you improve in the guild's hierarchy.
Initiate - Thievery
While wearing these gloves, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
Shadowhand - Evasion
These gloves have 3 Charges, and they regains 1d3 expended Charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your Reaction to expend 1 of its Charges to succeed on that saving throw instead.
Nightingale - Ethereal
Once per day, as an action, you can expend 1 of this item's Charges to turn yourself invisible for 1d4 minutes.
Ranks
There are no ranks in the Thieves Guild, only experience. However, for the sake of the Deft Hands benefit, ranks will be listed as such:
To rank from initiate to shadowhand, you must complete three Thieves Guild missions.
To rank from shadowhand to nightingale, you must complete seven Thieves Guild missions.
To rank from nightingale to silent one, you must complete fifteen Thieves Guild missions. Once you become a Silent One, work with your DM to determine the nature of your final upgrade.
Strangely enough, there seems to be no leadership role in the Thieves' Guild, as it is run more like a community of like-minded people rather than a group fighting for a cause.
The Moongazer
More like a den than anything else, it seems to be built underground in the sewers of Sacaster, but is notable in that the ceilings are painted with a large moon where the manhole cover would be. The den serves as living quarters and storage areas for stolen goods, and as an area to plot out the next big heist, whatever that may be.

PART 2
The Atlas
The Calendar and the Passage of Time
Most games tend to brush aside the element of a calendar and world-centric days. Many games that I've been in have simply used the calendar from our real world: Twelve months in a year, seven days in a week, 24 hours in a day, and so on. However, doesn't that seem a tad bit generic and boring for a fantasy world? Shouldn't there be an extra level of immersion in there for those that want it?
In Adowei, there are 266 days in a single year. This is because it only has nine months that fill its calendars, and the days for each month range anywhere from 27 to 32. However, there are still 7 days in a week, and days still last for only 24 hours. The months are outlined, along with the number of days and their holidays, below.
The days of the week no longer range from Sunday to Saturday as well. Instead, they are labeled as follows, and in the same format as a standard week: Untere (Sunday), Deurenix (Monday), Troxin (Tuesday), Quantere (Wednesday), Cinicix (Thursday), Hantaya (Friday), and Dolorin (Saturday).
Calendar of Adowei
| Month | Days | Holidays | Notes |
|---|---|---|---|
| Anapafisi | 29 | New Awakening (1st), The Fair of Comets (19th) | Winter Ends (28th), Spring Begins (29th) |
| Aralchi | 30 | Sword Dawn Day (2nd), Guild Admiration Day (15th) | — |
| Imiraln | 31 | Golden Day (13th), The Fast of Last Light (22nd) | — |
| Gerilnisi | 30 | Ring Day (7th), The Tournament of Madther (28th) | Spring Ends (27th), Summer Begins (28th) |
| Misaían | 28 | Supreme One’s Days (14th), Crown Day (25th) | — |
| Tarnatore | 30 | Harvest Fall (21st) | Summer Ends (12th), Fall Begins (13th) |
| Nilchita | 29 | The Celebration of Wisdom (2nd), The Praising of Virtue (27th) | — |
| Télion | 32 | The Festival of Swords (14th), Emperor's Feast (32nd) | Fall Ends (28th), Winter Begins (29th) |
| Kórasma | 27 | Guhena's Festival (15th), Ascension Day (27th) | — |
Holidays
Below are the holidays listed above and their significance. Keep in mind that these are not the only holidays or traditions present, but ones that are the most widely celebrated. Similarly, some holidays may only occur during Ahtho years, and may not even exist during the years of Barint.
Events in Adowei are unique to the city you're in. Many times, there is no set day that it is celebrated, but some do have strict dates that the cities and towns adhere to when preparing the events. But, as always, it depends on where in the world you are with your party.
There is nothing more sacred to many cultures than the traditions that their ancestors celebrated and keeping said traditions alive. While many may seem strange to outsiders, these ancient traditions are generally the backbone of many races and societies in the world of Adowei, and should be treated with the utmost respect, lest you suffer the wrath of those who celebrate such traditions.
For clarity, holidays will be marked with maroon, events will be marked in blue, and traditions will be marked in green. Also, there will be options for the dungeon master to grant benefits on such joyous days.
New Awakening
After the Gods of Altaenia finished creating the realm, they returned to a mortal form and decided to live amongst the people. Or so the rumors go… New Awakening happens at the beginning of each year to symbolize, as the name suggests, a new awakening of the world and one's self. Many see it as a new opportunity, and many others see it as a chance to better themselves and be the person they always wanted to be. Others, however, see the holiday as nothing but an excuse to get drunk and pretend they'll turn over a new leaf... starting next year, of course.
At your DM's discretion, you can use this holiday as a chance to gain proficiency in one new skill.
The Fair of Comets
About halfway into the month, comets usually soar through the night sky, and one often lands somewhere in each continent of Adowi, providing a special reward to those who find it. This can create a side quest so that your players can find the one comet that lands in the world and perhaps discover a new rare magic item or special one-use power that one or all of your players can use.
Sword Dawn Day
The mark of the start of the Great War. However, this holiday is only celebrated during the Ahtho years. It is on this day that one of two things can happen: Either all the soldiers will earn their day off, or the largest battle in the war will erupt in the world. However, if the Great War is already ended, then it is just a day to honor the soldiers that fought and appreciate the soldiers that fight today.
At your DM's discretion, they can increase one of your physical Ability Scores by 1 for either the day or permanently (DM's discretion).
Guild Admiration Day
The day where most of the guilds in the land gather together and work to discuss the current situations in Adowei and to find any ways to help resolve them. Some guilds are exempt from this meeting, however, and they are by no means a subsitute for the Councils in the world. Their prices can either go up or down because of it, however. It also becomes slightly cheaper to start your own guild as well.
Golden Day
The greatest period of happiness in Adowei, Golden Day is mostly associated with the creation of art, love and romance, hot beverages and fireworks. This holiday is a reminder to the enlightenment eras of the history of Adowei. Often the greatest minds and creative geniuses are gathered together on the same night, and often hold events to flaunt their genius and answer questions from their peers or some of the "lesser minds."
At your DM's discretion, they can increase one of your mental Ability Scores by 1 for either the day or permanently (DM's discretion).
The Fast of Last Light
At night time until midnight, the Fast of Last Light is celebrated with much gratification. It's a holiday with mystical roots, but this day is mostly associated with traditional clothing, humility, holiday-themed sports games, and love and romance. It is the to celebrate Besk and Faralei, a Lizardfolk man and Elf woman who bore a secret love for each other and were murdered at midnight after running away for six hours. It is a reminder that love can be found anywhere and that we cannot forbid the love of others simply because of their race.
Ring Day
The Ring of Altaenia is an ancient magic item, one that is rumored to be the strongest magical item in all of the continent. It is on this day that the ring is paraded around the continent and the priests of Orius offer the chance to wear the ring to all who dare. But be warned: If the ring sees you as unworthy, you will be killed. Few attempt the challenge anymore. Replace the blank space with the continent you currently reside in.
The Tournament of Madther
The largest tournament in all of the realm in honor of Madther. Only the most skilled warriors compete in front of the leaders of the leading factions, and the ruling heads of Madther’s church. The winner is bestowed one favor from the factions (within reason) in addition to money, magic items, and a symbol of their victory (a wreath or a crown). There are three different variations of the tournament: The Hard Hands, where all participants are stripped of their armor and weapons, and fight with their hands. The Tough Blades, where the participants follow the standard tournament rules, described below. And finally, the Soft Mage, where the normal rules apply, but the participants are allowed to cast spells during the match. Betting is allowed during this tournament, and encouraged.
There are six standard rules that most every tournament in the world of Adowei follows:
- No magic before, during, or after.
- Don't aim to kill, but death happens.
- The match is over when only one is left standing or three minutes pass.
- You leave the circle, you lose.
- No hidden weapons.
- Keep everything in the circle.
Supreme One's Day
A day of religion, everyone in Adowei takes a day to worship the Gods that helped shape their world and often have cosplay tournaments, where warriors and mages dress as their deity and fight in a tournament for that God’s honor. It's even rumored that the Gods themselves may even descend unto the world, granting miracles and boons to those in need, or grants their churches further insight; hindering other churches in the process, if it's in their nature.
At your DM's discretion, deities could respond to prayers much more easily, and their boons could be much more powerful.
Crown Day
A day in honor of the crowning of the emperor of the Brightforge Empire. Generally, a feast is held that honors the emperor and all he has accomplished in his time on the throne. Or, if it is the heir’s 16th birthday, the heir will be crowned as the future emperor for when his father dies. A perfect opportunity to speak with the emperor and the future heir most would say... at least for those who can afford the fee needed to attend.
Harvest Fall
The day of the harvest festival: A joyous time for farmers and merchants alike. Special food and items are usually sold today, and the food usually has twice the properties it normally would if bought on this day. It also becomes easier, most say, to grow food and hunt for materials.
At your DM's discretion, they can halve the time it takes to grow and harvest grown foods and plants, find and mine certain materials, and hunt and harvest creatures.
The Celebration of Wisdom
For this day, and this day only, every part of any library/place of learning is not considered off-limits. Those who were once banned are given a second chance, and those who used dark magic in the past could be brought back to the Mage's Association. However, a clerk can still choose books that people cannot read and private areas of a certain room off-limits in a library.
At your DM's discretion, you may increase either Intelligence or Wisdom by 1 for that day or permanently at your DM's discretion.
The Praising of Virtue
Another day where the Gods are worshipped. Many make pilgrimages on this day to prove their loyalty to their deity; seeking their favor or to have their wish granted. On this day, the Gods are also very merciful and generous, at least some are, granting a boost to religious boons as well, but only for those who can make the pilgrimage and survive.
At your DM's discretion, you can take advantage on three rolls for this day (must be decided before the roll is made).
The Festival of Swords
The few days in where the war is put on hold. Soldiers return home to their families and very few military tactics are planned. Mostly reconstructions that are put into action for a week. Guards are less lenient and soldiers are more prominent in cities, but less so in the world. This is only celebrated during Ahtho years, however. During this time, the DM is recommended to figure out which buildings are more easily accessible because of the temprorary week of peace.
Emperor's Feast
Once a year, the emperor holds a feast that any may attend (so long as you have the coin [~500 gp]). You’ll be treated to an all-you-can-eat feast and will even be able to speak with the emperor directly! Truly a night to attend if you can. Perhaps a chance to gain reputation with the Brightforge Empire and the emperor himself. However, the entire event is litered with elite guards and powerful beings.
Guhena's Festival
A celebration of life itself! All-you-can-eat feasts, fun sports and events, beautiful time-honored traditions, you can find anything in the celebration of the Goddess of life herself. Presents are handed down to loved ones, and more generous actions are taken by nobility; perhaps in an attempt to have people hate them less for this one night. It’s basically Christmas, if you're comparing it to our world.
At your DM's discretion, you may even get gifts from your loved ones or someone important to you from your past.
Ascension Day
The last day of the year, Ascension Day is when the Gods rested their heads and finished creating the world of Adowei. It's a time for acceptance, joy, and new beginnings for all who would participate. Mostly everything is closed on this day, so good luck finding a good store. Basically New Year’s Eve, if you're comparing it to our world. This is the last day of the year, and is generally celebrated by all, regardless of race, society, faction, and pretty much every other factor.

The Lands of Altaenia
Altaenia is a large continent with twelve regions divided amongst itself: Eskary, Cleug Bruah, Frayh Ska, Nascait, Theysis, Paspos, Oshana, Ladrania, Iurfrad, Atrya, Bloycor, and Zoudrurg. Each section describes the region's important locations and plot hooks, including settlements, points of interest, and more!
Eskary
Eskary is one of the larger regions of Altaenia set at the southwest area of the main continent, mostly filled with plains, forests, and its fair share of mountainous terrain. This land is known for its history, art, trade, and the corruption it suffered---as well as the resources that one might find when colonizing or exploring the realm.
Accrington
Population: 5,104 (40% humans, 27% dwarfs, 16% elves,
18% other races)
Government: This large town is run by a former hero: a
female high elf named Matriel, who founded the town in
order to provide safe haven from the dangers of the night.
Defense: A local militia is trained by Matriel in order to
defend the town from danger.
Commerce: Basic supplies, inns, and taverns are the
easiest to find here, and they seem to be more focused
on agriculture, but with the ruler selling some magic items.
Organizations: A temple to Matriel stands tall in the center
of the town. Most of the organizations appear to be
farmers, miners, or guards.
Habitat: Hills.
Founded early on in the war, the large town of Accrington has not only become a safe haven for refugees, but also a stronghold for Hollowfel, unbeknownst to most. Matriel was a member of Hollowfel during her time as an adventurer, but eventually had to retire just six years after the war had started. Since then, she has been hard at work trying to build somewhere safe for men, women, and children alike. Trying to steer clear of the war, she only employs town guards and farmers, as well as any essential workers that are vital to the safety and happiness of those who live there.
Government
Matriel essentially runs the entirety of Accrington, but not without the help of two of her advisors, initiates from Hollowfel: a human male named Conni Foy and a human female named Valeska Lester, who somewhat act as retainers as well. Matriel personally oversees the needs of the town, and often works with everyone she has to in order to keep it running and safe.
Crime
Because most of the population in Accrington is war refugees, thieves and beggars tend to be a common problem in the town. And with the guards mostly comprised of refugees as well, they are generally more lenient against such inhabitants, but are constantly watching for dangerous people and those who wish to abuse the civilians.
Aroonshire
Population: 520 (79% Dragonborn, 15% Dwarf, 6% other
races)
Government: Vrakgar runs the small village of Aroonshire,
which was set up in the wake of the Brightforge takeover of
Vlodon.
Defense: Most of the dragonborn in the village serve as
guards, and the dwarfs engineer defensive structures.
Commerce: The strongest ales and powerful warriors can
be found here, but the village is reluctant of outsiders.
Organizations: Dwarven engineers and constructs, as well
as dragonborn warrior tribes appear to be the only types of
organized groups.
Habitat: Grassland.
Refugees from the takeover of Vlodon, the dragonborn vowed that they would take their sacred homes back from the outsiders who steal their precious metals. Teaming up with a group of nomadic dwarfs, the dragonborn have set up a small village just a few miles outside the city; far enough away that the Brightforge Empire cannot see them, but they can use their familiarities with the land to observe them.
Unlike the Brightforge Empire, the dragonborn have no need or desire for the metals in the Mount of the Dragon, but instead see it as a religious site that they must take back from the outsiders that invaded them. And for that purpose, they are more than willing to sell these metals to their dwarven allies for their assistance in liberating their homes.
Blane
Population: 18,820 (30% dwarfs, 28% humans, 20% elves,
12% gnomes, 10% other races)
Government: Phisis Addove, a female Elf, leads the city in
mostly all aspects but is obsessed with the excavation of
Zenit relics and ruins.
Defense: Being neutral in the war, the city must rely on
city guards and a wall to protect themselves.
Commerce: Most resources are available here, but the city
is reluctant on selling magic items, though more than
willing to buy Zenit artifacts.
Organizations: The Mages' Association and the Solsus
Academy have taken an interest in the city, as have various
mining and archaeologist guilds.
Habitat: Coast.
The people of Blane are quite an ambitious lot. Since Blane is in the center of Eskary, many assume it is the origin place of the Zenit. As a result, many have attempted to recreate the power of the Zenit, learning everything they can about the enigmatic race. However, the only clue they have is a magic item called the Eye of the Zenit held deep within the catacombs in a large temple.
Government
Phisis is a fairly young high elf female, at least comparably, and rules with the help of her council. Top amongst them is her father, Elan, but also has two more beside her: her bodyguard and retainer, a human male named Treves Snowdon; and an archaeologist that claims to be quite knowledgeable on the Zenit, a very old human male named Arber Nash.
However, Phisis has the finally call in most all things in Blane, and will often green light many operations to uncover Zenit ruins and artifacts. She also keeps the well-being of her citizens in mind as well, and will never knowingly put them in danger unless there is no choice. Thankfully though, Treves does a decent job leading the local militia, ensuring that they can rebel any monstrous invasion, and thankfully any military incursion.
Crime
Many people have become disillusioned with how Phisis runs the city, and have even taken to rebellion against her; trying to sabotage many excavation projects. Other than that, there are charlatans and thieves spread out, if rarely, amongst the city, leaving plenty for the local city guards to do in order to quell any sort of rebellion or crime.
The Eye of the Zenit
The Eye of the Zenit is said to be a giant, eye-like structure constructed by the Zenit in order to gaze into the future and control their own destiny. Phisis keeps the relic under lock and key, hidden deep within the basement of the city's theatre, concealed by a labyrinth built by the city's most gifted maze designers. Rumor has it that most go mad trying to gaze into the eye, only to be met with horrific visions.
Only Phisis and her council know the correct direction of how to get to the artifact, and they trust no person, certainly not outsiders, with such knowledge. However, at least according to their official word, nobody from that council has ever gazed into that orb, but many citizens have their doubts about that.
Braedon
Population: 329 (78% dragonborn, 20% human, 2% other
races)
Government: Sterling Padley is a noble in the Brightforge
Empire, who runs the village in its mining aspects.
Defense: With how small the village is, this settlement relies
on Vlodon's forces to defend them.
Commerce: Little to no resources are available in this village,
but there is a trading post and tavern, which is where most
shopping would be done.
Organizations: The Brightforge Empire has taken a strong
hand in ruling over the village, but there appears to be a
growing rebellion amongst the dragonborn.
Habitat: Mountain.
After conquering Vlodon and turning it into more of a mining settlement, some of the dragonborn were moved to a smaller makeshift village just outside of the city. It has the bare essentials to it: a farm and trading post, as well as a tavern, just so the Brightforge Empire did not have to bother with the logistics of feeding another village of conquered people, but would leave that task to traders who passed by.
Clona
Population: 20,022 (40% elf, 20% human, 15% dwarf, 10%
gnome, 15% other races)
Government: The ruler of this city is an elven male named
Cardis who actually appears to be somewhat sympathetic
to the Eternal Confederacy.
Defenses: Anything outside the wall is poorly defended, but
the artifacts and people inside the wall are protected by
guards and powerful mages.
Commerce: Unless they are offered historical artifacts or
one proves their worth, it is unlikely anyone will get inside
the city, but the outside does have some lesser stores,
taverns, and inns.
Organizations: The Defenders of History are the leading
protecting forces for the city, and it is rumored that the
Eternal Confederacy has some hand here as well.
Habitat: Grassland.
Clona is the city to the protectors of history. They live within the walls of Clona, while everyone else must reside outside the walls to ensure “public safety.” These protectors are often referred to as “mercenaries,” as they lack any formal training, and many assume they work simply for the monetary value of these historical artifacts. However, this couldn’t be further from the truth. While most may not actually have formal training, they all gather in Clona because of their love of history and their desire to protect it. Or so they say.
Government
Cardis rules the cities with his policing force, the Defenders of History, which also serve as, as their names might suggest, protectors of relics and artifacts in the city. Most people in power are high elves, including the Defenders of History, which gives many the impression that there is certain favoritism for the elegant race.
Crime
The inside of the wall is mostly crime-free, much to the thanks of the elven warriors of the Defenders of History. They are well-organized, highly-trained, and fiercely loyal in their cause, much more so than most city guards. As such, even if one were to commit a crime, bribing them would be near impossible with anything other than priceless historical relics.
Outside the walls, however, is another story entirely, as the Defenders of History only tend to patrol within the wall. Beggars and criminals are more common outside the walls, and the ones who rule over the city often do little to stop it, leading to a group of volunteers trying to keep crime down and trying to improve life for those outside the city.
The Vault
Clona has a special vault hidden deep within its main palace that houses countless priceless artifacts, and even a few powerful relics of the past. The Defenders of History guard these vaults above all else, and will not even let the Praetor in without special permission. This creates a strange sort of power tension as well between the main military and defensive force of the city and its leader. However, the Defenders have secretly built a vault beneath the first vault that houses an artifact far more powerful than any mortal should be allowed to wield: the Decimation Crown.
Doonatel
Population: 770 (20% humans, 20% elves, 15% dwarfs, 45%
other races)
Government: This small village is run by a human male
named Shen, who built the city on the outskirts away from
other people so that others may live in peace.
Defense: The village has little ways in defense, and little
coin to buy it.
Commerce: Doonatel offers little for outsiders other than a
hot meal and a bed for those willing to help them.
Organizations: No guilds or groups have set up in this
village.
Habitat: Coast.
Doonatel was built on the idea that the war is only a source of death and destruction; one that others should be free to flee from. Many of those who would be conscripted would flee to Doonatel, as it is so far out of the way of the war. Many refugees come here as well, but the small village can barely accommodate for many who come to them. Still, Shen is regarded as a man of great integrity and bountiful luck and resources, seemingly always able to provide for those who enter his village. Many suspect him of strange otherworldly dealings, but the village is more than willing to vouch for his honesty.
Dunwich
Population: 2,890 (30% wood elves, 20% humans, 18%
gnomes, 10% halflings, 10% half-elves, 12% other races)
Government: The town is led by a mysterious leader that
claims to speak for the Foremother's Forest. Only a select
few have ever seen the leader, and all of them are reluctant
to describe her.
Defense: The town uses town guards to protect them from
crime, but also use the forest as a natural defense from
attacks.
Commerce: Basic supplies are mostly available to others,
and taverns and inns are willing to support travelers,
especially those who worship Ytix.
Organizations: Shrines dedicated to Ytix have been set up
across the town for ease of worship.
Habitat: Forest.
Dunwich is a town built just within the Foremother's Forest, built atop and within the trees even, by devout followers of Ytix who believe this forest to be a holy site for them. They defend the forest with help from a nearby chapel of Ytix warriors from invaders with religious zealotry. Sometimes, they are even able to convince the natural races of that forest to assist in the defense of their home and the forest, and even live in harmony with them.
Government
None have been able to meet with the leader of Dunwich, and little is known of her except that she has been running the town since its founding. Many assume her to be one of the many wood elves that populate the city, or maybe even a half-elf, but only a select few have been able to meet with her, and none of them have been willing to snitch on the secret of her identity for one reason or another.
Crime
Crime is at an all-time low, even during these times of war, within the tree town. The town guards are effectively able to keep the peace, and the religious practice of Ytix helps to keep people in line, even if it is just a bit. Wood elves are among the most zealous and most well-behaved of the inhabitants, and even help the town guards that might need it, often working with them on catching the occasional criminal that might crop up.
Foremother's Forest
The Foremother's Forest is a large woodland forest that is seen as a holy site for many who worship Ytix, hence the name. Worshipers of Ytix will often make pilgrimages, and some even choose to stay; whether that be as a citizen of Dunwich or as a hermit living in the forest. However, this forest houses creatures of many kinds that are willing to defend the forest with zealous fury, including Dryads, Death Vines, and more.
Gormsey
Population: 4,741 (42% gnomes, 20% dwarfs, 17%
humans, 15% halflings, 6% other races)
Government: The town of Gormsey is ruled over by an adult
blue dragon that lives within the mountainside, but often
cares very little for the town itself.
Defense: Seeing no need for a guard station, the town has
opted to revere the dragon as a god in hopes that it will
defend them. And it does, most of the time, in exchange for
food and gold.
Commerce: The town is hesitant of travelers, especially
knights, but will often offer a bed and food to those who
pay their respects to Valmigos the Glass Maker.
Organizations: Many believe this town to be run by the
Dragonic Empire, but none are able to confirm this.
Otherwise, no other guild or faction has dared claim this
town of glass.
Habitats: Mountain.
Gormsey is often referred to as "the town of glass" because of the dragon's ability to turn others to glass, which the townspeople do not move once they are turned out of fear and respect. As such, many who walk into the city will see glass statues that look like people, and they will know that they stand in the presence of Valmigos the Glass Maker. This has even made it somewhat of a town for tourists who wish to see the strange statues, and knights who wish to slay the dragon. However, thanks in part to the town, this ancient dragon is left to rest in peace.
Government
While the city does have a general leader, a gnome male named Felkinunk Quirkhouse, the townspeople have chosen to accept the dragon as their ruler, regardless of its disposition toward them. Perhaps even more so, they see the dragon as a religious figure to be revered and feared, lest you join the glass statues in the mountain or on the path of the town. Felkinunk has no problem with the dragon as a religious figure, but he is somewhat jealous that his people have chosen to follow a glass-making dragon rather than him, perhaps understandably so.
Crime
With the dragon living in the mountain, crime is almost at zero, as many fear the wrath of the dragon. A common punishment for most crimes within this town is the trial by glass, where the criminal is presented to Valmigos the Glass Maker, who will judge you. Should the dragon judge you guilty, you will join his collection of glass. Should you be proven innocent however, which is very unlikely in most cases, you will be returned to your home as somewhat of a folk hero, regardless of the crime you may once have been accused of.
Grimsby
Population: 724 (30% kemonomimi, 22% human, 20% elves,
8% dwarfs, 20% other races.)
Government: A high elf male named Atmet runs the village,
and is often more kind than most other high elves that are
seen, even toward non-elves.
Defense: The village has a meek defense, only with volunteer
guards and a small fence around the village.
Commerce: The village is ready and able to use their inns to
house travelers, or even willing to let people stay for a
modest sum.
Organizations: To many's surprise, the Scholars of the Vale
have actually set up a small base in the village because of
the strange Starfall phenomenon, as have many other
guilds.
Habitat: Grassland.
Grimsby is best known for the Starfall phenomenon, where a strange magnetic pull causes shooting stars and other meteorites to be drawn to the surrounding field. Many factions will often race to whenever a new star crashes in order to harness its resources, though the occasional monster will crash as well, forcing kingdoms to send armies or guilds to send adventurers. Thanks to this, the village sees much business, and often capitalizes on this in order to curry favor with other guilds and kingdoms.
Hadleigh
Population: 690 (78% ravenfolk, 10% humans, 7% elves,
5% other races)
Government: Many believe that the wizard in the tower rules
the village, but few have heard from him in years, only ever
having his message carried by the ravenfolk from the
tower.
Defense: The ravenfolk are zealous defenders of the tower
and, to a lesser extent, the town.
Commerce: This village offers little to any travelers, unless
they wish to trade or work in the village.
Organizations: The Mages' Association has been
investigating this village, but the ravenfolk have often
proved themselves to be quite the nuisance in the tower's
investigation.
Habitat: Grassland.
The village is built around an old wizard tower that belonged to an unknown mage, who wanted to build a city of worshipers. The mage has since left or died, unknown to the populace, but his ravenfolk followers still serve his will. They’ve been there for generations, creating several family lineages within the giant tower. Many are curious as to who the mage was, but no one other than the ravenfolk know for sure, as they let nobody enter the tower, or let anyone leave it alive.
Kamamba Zaghouna
Population: 1,021 (22% revonac, 21% half-orcs, 20% dwarfs,
20% drow, 10% myconid, 7% other races)
Government: The city is run in part by the Elder of Aether
and Void in Stathmore, but is primarily run by a revonac
male named Antonis Manakis.
Defense: Living deep underground, the city has very little
emphasis on defense or offense.
Commerce: The city very rarely gets visitors, so can be very
happy to provide services at their inns and taverns
depending on their disposition.
Organizations: No guilds or factions dare attack or set up
a sphere of power in the underdark.
Habitat: Underdark.
Kamamba Zaghouna was originally a den of dragons before a brave knight cleared it of its gold and corpse. Afterwards, refugees fleeing from the Iron War came to this deserted mountain and decided to make it their home. They built defenses and buildings into the mountain, and made the city as one of free creativity, where anyone can make anything they desire, though with certain restrictions, of course. Now it almost serves as an escapist's dream world, free from the anxieties of the Great War that rages above them.

Lancaster
Population: 5,803 (37% dwarfs, 22% humans, 20% gnomes,
10% elves, 11% other races)
Government: The priests of the temple of Orius lead the
town in most aspects, but also has a rivalry with the temple
of Madther.
Defense: The priests of Orius keep a magical barrier around
the town, and the church of Madther constructs tall and
thick walls.
Commerce: The town keeps taverns and inns for travelers,
and keeps supplies for arcane spells and construction in
reserve, making them a key provider in some cases, at least
in Eskary.
Organizations: The churches of Orius and Madther have a
sort of rivalry with one another, and constantly fight each
other over control of the town.
Habitat: Grassland.
Lancaster was once the site of a brutal battle between the warlord Seren and the people of Lancaster. It was a mage that would eventually bring him down, leading to this sort of deification of mages within the town, especially back when Seren was first defeated. Now the church of Orius has kept relevance and power within the town, but the church of Madther has turned up as well, creating religious and political tension within.
Government
The priests of Madther preach that the town needs strength in these times of war, and the priests of Orius claim they need wisdom. Even the citizens are unsure of which way to sway, and the churches will often fight in the open streets for control. Both sides have even resorted to buying muscle and enforcers in order to spread their message.
Crime
Thanks to the religious conflict deep within the city, crime has risen quite high. Riots and lootings are fairly common, especially during battles in the street, with only the town guard able to keep these from happening. But not only that, but some of the churches organize these riots in order to weaken the other's hold and strengthen their own, with such activities being a constant back and forth between Orius' and Madther's churches.
Laughing Summit
The Laughing Summit is a group of mountains named after the jester god of the Void, Kixtos, and the paragon god of balance, Juexzotz, did battle atop its sharp peaks. The Elder of Aether and Void is rumored to live at the top of this summit, waiting for a being worthy of his power to bring balance to the world. However, only a select few have ever been able to climb its steep mountains, and many more die trying than they do succeed. As such, many choose to leave the Herald to his own devices, save for some who occasionally make the trek to bring him food and offerings for his wisdom and kindess.
Leeside
Population: 4,545 (50% humans, 30% kemonomimi, 20%
other races)
Government: After the unfortunate death of her father, Gina
Leighton leads as the head noblewoman of this agricultural
town.
Defense: The town is guarded by a wooden fence of a wall
and town guards, though with a focus on agriculture, it isn't
as strong as many other guards.
Commerce: Leeside is more than willing to hold adventurers
for meals and a nice bed, so long as they can pay with gold
or labor.
Organizations: Hollowfel allows Leeside to stand on its own,
only requesting food from it in dire times.
Habitat: Grassland.
Leeside is an agricultural town, fairly large, but nothing huge. It serves largely as a stopping point and rural community along the road to and from Zloudale, though it also serves as a major food supplier for Hollowfel. And while the town is walled, it is largely defenseless, or would be if not for their relationship with the kingdom of Hollowfel. However, because of Hollowfel's secret existence, the road to Leeside is frequented by bandits.
Government
Gina Leighton is inexperienced as a leader, and is only a leader in name, in truth. She will often ask Hollowfel for help in running her town, but thankfully, the city is mostly autonomous because of its simplicity. However, due to the growing bandit attacks, Gina often stays up late at night pondering her purpose and job as leader of the town of Leeside.
Crime
Inside the town, there is virtually zero crime, save for the occasional petty theft. Because of how closely-knit the community is in Leeside, it creates an almost familial bond with those who live within their walls. Outside the wall, however, bandits are somewhat common because of how defenseless the settlement is, and they will often come to raid their food stores, or set up a payment scheme to avoid bandit attacks.
Lost Retisence Library
The Lost Retisence Library is an ancient library that is only spoken of in rumors now. Legends say that the library sunk into the ground after an epic battle within its walls, and sending all of the knowledge that it held within to the underground. Thousands of years of knowledge lost in a series of battles. It was the largest and most significant libraries of the ancient world, built as a tall tower that housed tens of floors of knowledge and tools that none may access now.
Or so many thought. In recent history, the Scholars of the Vale discovered the library and set themselves up within, keeping its bountiful knowledge to themselves and their allies. This decision has become controversial in the world, and many are calling for them to open the doors of the library to the public, but to no avail.
Lunar Reliquary
Also known as the Black Vault, the Lunar Reliquary is a storehouse of powerful magical items and artifacts that have been locked away for one reason or another. Perhaps due to their power, or perhaps due to the personalities that created them. Regardless, Hollowfel ensures that any item of power that they deem as too dangerous ends up in here by any means necessary. Security is airtight, and the guards will often let nobody inside or allow any gear within to be requisitioned for any reason. This upsets most of the factions of Adowei as a whole, especially Golden Dust, though Hollowfel seems generally uncaring when it comes to such trivial matters.
Mount of the Dragon
These mountains surround a great volcano that was said to be a nesting spot for dragons according to the dragonborn of Vlodon. However, they are also rich in metals, specifically lead, gold, and iron. As such, the Brightforge Empire is quick to mine into it and take whatever resources it can. However, unbeknownst to them perhaps, a dragon sleeps deep within its dark caves, one that does not wish to be disturbed.
Old Corruption
The Old Corruption, as many might guess, is the oldest known Void corruption in the world, where Kixtos first touched down onto the world with his dark powers. Thankfully, after Terminus and the splitting of Altaenia, the corruption was only able to spread to Zoudrurg. However, many worry that the Old Corruption might begin to spread further, but Hollowfel seems to be doing everything they can in order to prevent such a disaster from occurring.
Petol
Population: 21,473 (40% humans, 20% elves, 20% dwarves,
10% halflings, 5% gnomes, 5% other races)
Government: Praetor Shih is the oldest of the Praetors,
at least in terms of common aging, as he is a human.
Defense: A tall, thick wall surrounds the city, and the guards
are fairly strict and powerful.
Commerce: Petol holds many shops of all kinds, but
specializes in metals they dig up in their pursuit of relics.
Organizations: The Scholars of the Vale keep an interesting
eye on this city for its curse, as does the Mage's
Association.
Habitat: Coastal.
Petol is one of the oldest cities in Eskary. People flock from all over Altaenia to view the wondrous historical sites and museums. Petol has probably seen more history than the rest of Altaenia, and it consists of the largest museum in all of Altaenia to show for it, among other things. Many historians, if they need to find anything about history, come here before any other region.
However, a dark secret runs deep in this city. The Curse of Prexius causes the citizens to go mad at night, causing unnecessary death and destruction for all. However, it only seems to affect those within the city's walls, not those outside, and the Scholars of the Vale and Mages' Association are working together to solve it.
Government
Praetor Shih is the oldest and wisest of the Praetors, and there is little he does not know when it comes to historical records. As such, he has earned a great reputation in Petol, enough so that many decide to follow him simply because he is so old and wise. However, supposedly, he is also a powerful mage who is the only reason Petol has not fallen into chaos yet.
Crime
Crime levels in Petol are somewhat moderate. Many think that the curse does enough damage already while others think the curse is an excuse to do whatever they wish. Thankfully, the guards are able to keep such individuals in check during the day, but at night, they leave such things up to the Keepers, who patrol the city at night and defend the city from itself.
The Curse of Prexius
The curse held within Prexius’s castle has been unleashed. Seemingly nothing happens in the day. But at night, the citizens are turned into mindless killers without remorse, killing those who are immune to the curse or at least resist its pull. And when the city awakens, those who were afflicted are unaware of their beast-like nature that lurks beneath them.
Even with such a terrible plague, those with a strong mind are able to resist, and become Keepers. Keepers wander the city, subduing the citizens who have succumbed to the plague and protecting the more important figures of the city. But by day, they are farmers, guards, miners, or anything else in-between.
Rotherham
Population: 5,824 (40% dwarfs, 37% gnomes, 20% humans,
3% other races)
Government: Rotherham is led by a council of dwarfs,
gnomes, and humans that work to create innovations in
technology, no matter the cost.
Defense: Since Rotherham is one of the most
technologically-advanced settlements, their town is
protected with walls, cannons, and even constructs.
Commerce: The town has more taverns than most, likely
from the dwarven side of the city, but it also makes quite
a lot of money from selling their creations.
Organizations: The Brightforge Empire has taken a keen
interest in Rotherham, but Hollowfel ensures that they can
work freely and safely.
Habitat: Mountain.
Dwarfs are known to have created thousands of mechanical apparatuses of varying complexity, and gnomes are best known in their creativity. Combining both into one town is a recipe for technological marvels. That was the inspiration for the creation Rotherham all those years ago, and that is what they continue to do today: build and create.
Even many of the world powers fear Rotherham's abilities, and believe them to be poised to growing their own empire as well. In truth though, the members of the council have no interest in conquering the world. Well, not all of them anyways. Instead, all they desire is to build whatever they wish.
Government
Three dwarves, three gnomes, and three humans all make up the council of Rotherham, which is in charge of leading the city and its creative minds. Every three members are paired together and work with one another on various things.
The three dwarves, known as the Techies, are responsible for transferring imagination into reality. The imagination and creativity, however, comes from the gnome group known as the Thinkers. Not only do they come up with some of the idea for the creations, but they also use their tinkering talents to tweak and perfect the designs. Finally, the humans work together to create the funds and resources for these designs known as the
Crime
All things considered, crime is somewhere from low to moderate in terms of both frequency and extremity. The most common crime, obviously, is theft, but in this settlement, the punishment can vary greatly depending on what someone steals. If they stole an apple, then likely only a small fine. However, stealing technological secrets is considered a capital offense, with some cases even calling for death.
Scrabster
Population: 751 (37% humans, 22% elves, 19% dwarves,
12% halflings, 5% gnomes, 5% other races)
Government: This small village is run by the Praetor of
Petol as well, though there is officially a noble in charge,
a human male named Langley Reeve, but he is mostly just
a stand in.
Defense: Scrabster is defended mostly by Petol's forces, and
only has a meek force of city guards for itself.
Commerce: Scrabster, while under the thumb of Petol, has
little to offer since they are only a small village, but will give
adventurers a place to stay if they desire.
Organizations: No organizations have set up in Scrabster.
Habitat: Coastal
Scrabster is a small village just outside of Petol that was set up to avoid the lingering Curse of Prexius that was plaguing the city. However, it also serves as a base for some members who are researching a way to break the curse. However, without access to Prexius' castle, it seems unlikely any progress might be made without some outside assistance.
Stathmore
Population: 1,281 (32% humans, 20% gnomes, 20%
halflings, 10% half-elves, 9% dwarfs, 3% elves, 6% other
races)
Government: Stathmore is led by a being known as the
Herald of Aether and Void, who is said to be older than
even the oldest of elves.
Defense: The Herald also serves as the defender of the
village, as does his acolytes.
Commerce: This village gladly offers a meal and bed for
most travelers, if not all, but offers little in terms of unique
shops.
Organizations: Hollowfel has made it somewhat of a ritual to
make pilgrimages to Stathmore to visit the Herald.
Habitat: Mountain
Stathmore is nothing more than a recluse village to most outsiders, but to those who know of the Herald of Aether and Void, the village has either become a religious site or a target to raid depending on who you are. Thankfully, Hollowfel offers ample protection to the village in order to protect the Herald, who has chosen to remain within Stathmore for reasons unknown, though many suspect it is because his house resides on the Laughing Summit.
The citizens of Stathmore are mostly all kind people, who have learned from the wisdom of the Herald to be kind to others, even outsiders. Strangely enough as well, they boast no town guards or village militia, relying on the Herald's acolytes and Hollowfel's heroes to protect them all from harm.
Swindmor
Population: 2,455 (67% halflings, 15% humans, 7% gnomes,
11% other races)
Government: Swindmor has no official leader, and instead
relies on morning meetings to get through the days.
Defenses: Most of the halflings choose not to fight, but the
humans make up most of the town guard.
Commerce: The town has plenty of stores available, and of
course and tavern and inn for adventurers and travelers.
Organizations: The Fighters Guild has moved some of its
people in to protect the town, for a modest sum of course.
Habitat: Hill.
Being surrounded by hills, the town's buildings and shops are mostly built into those hills to provide better coverage and less wasted resources. Overall, the town is also very closely tied to one another as well, even to the point where they work through problems together rather than having a local lord do it for them. This sort of individuality stands as a shining example that not all settlements need the feudal leadership of the other kingdoms, but their lack of proper guards and use of mercenaries leaves them quite exposed.
Vlodon
Population: 8,238 (72% dragonborn, 13% humans, 15%
other races)
Government: Since the Brightforge Empire took control, lord
Leandro Graham commands the settlement, but the
rightful leader is Chief Toqrin.
Defense: The Brightforge Empire has stationed a strong
army to protect the city, but more importantly, its
resources.
Commerce: Believe it or not, the city actually has very little
to offer most people, save for the blacksmith, tavern, and
inn, but they do sell dragon scales and hearts some places.
Organizations: The Brightforge Empire currently controls
this city, but the Dragonhearts still make pilgrimages to
this ancient city.
Habitat: Mountain.
Vlodon, the city of dragons! If there’s anything to know about the powerful beasts, you’ll learn it here, as the settlers have been guarding the Mount of the Dragon for centuries, perhaps even millennia. The people are quite proud of what they are, even if most of the world is not, and have no problems bringing others in to join their traditions within their glorious city.
However, when it was discovered that the mountain was rich in metals, the Brightforge Empire laid siege to the city, taking it for themselves, and setting the Dragonborn to work in the mines. While there is a growing rebellion, the Brightforge Empire has put a choke hold on the city until it gets what it wants.
Government
Originally, the city was run by Chief/Praetor Toqrin, who took great pride in his title as the only dragonborn Praetor. He was kind, considerate, and extremely passionate. People might often describe him as hot headed as well, but he was incredibly enthusiastic about protecting his home and the mountain in which it resided, and where most of their most ancient traditions were born.
However, when the Brightforge Empire took control, Toqrin was replaced by Leandro Graham, a malevolent man who only seems to care about the metal in the mountain. But not for the empire. He wants to extract the gold to keep for himself, not so much caring for the iron or lead within.
Crime
Since the takeover, riots are far more common within the city. No matter how many times the Brightforge Empire puts down a rebellion, another one seems to pop up from within the city. As such, the Brightforge seems to be attempting to sway Torqin, one of their prisoners, to their side so that he can continue to lead and control his people, but to no avail.
The Dragon's Custom
The dragonborn founded this city based on their ancestors that once brought the world to kneel, and they keep connected with those roots through their time-honored traditions. These customs are often set up into three separate trials: the breath of the dragons, the dragons' dance, and the dragons' pilgrimage. Each of these are overseen by the Praetor, but since the Brightforge takeover, it is now supervised by guards and lesser lords.
Xeokhore
Population: 24,329 (30% humans, 25% dwarfs, 15% half-
elves, 10% elves, 5% gnomes, 5% halflings, 10% other
races)
Government: Praetor Brannir is the ruler of the city, but he
is being controlled by a council of the city's best artisans.
Defense: The city has plenty of guards to protect them, as
well as mercenaries and a large and thick wall that even
most cannons may not penetrate in its first shot.
Commerce: Xeokhore offers a plethora of different shops
and wears; whether they be enchanters, blacksmiths,
alchemists, or anything in-between.
Organizations: Golden Dust has set up their main base
here, and many of the other guilds and kingdoms prefer to
get their wares here.
Habitat: Forest.
Xeokhore is one of the only cities in the entirety of Altaenia that focuses entirely on manufacturing, selling, and trading of various goods, services, and needs. Most of the citizens in Xeokhore can be classified under the “artisan” role. Whether it be blacksmiths, alchemists, or whatever, Xeokhore is the place to go for quality equipment.
The people of Xeokhore are generally very welcoming of travelers, but more so because of the potential coin in their pocket, but also for potential apprentices for certain businesses. And while many believe the Praetor runs the city, it is actually a kleptocracy of artisans who run the city in secret, whispering into the dwarf's ear about what to do, how to do it, and when.
Government
There are four main members of the kleptocratic council that secretly runs Xeokhore. The blacksmith Nask Dak is a half-orc male who makes some of the finest weapons in the realm. And to enchant those weapons is Nafine Balrora, a half-elf woman, who also helps the half-elf male jeweler Farakath Keyren. Finally, the human female alchemist, Isabelina Hordan. Each of these four work together with one another on one level or another, but it is clear that Nafine has more power in this particular arrangement.
Crime
Outsiders tend to cause problems, as do those who live inside, but to a lesser extent. However, the guards are there just to make sure such a thing never happens. At least, they should. However, guards are more corrupt and greedy within the city of Xeokhore, and can be easily bribed with coin or tradable goods.
City of Artisans
This city is known for their masterwork quality items, and especially for the Golden Dust's presence and ability to make magic items. Because of this, their prices go for a lot more than they would elsewhere, but the quality and guarantee is second to none. Mostly everything found in the city, at least one that has a full store, is reputable and honest in its work, but they will almost never haggle the price down, especially for someone they don't know.
Yivale
Population: 11,203 (various races)
Government: Praetor Osir is a man of unknown race, as he
is always seen wearing a mask outside his palace.
Defense: Yivale is mostly defended by clerics, but they do
have a somewhat weak guard station.
Commerce: This city is dedicated to the fallen, and has little
to offer other than a warm bed for travelers.
Organizations: Currently, no organizations have made their
claim here as of yet.
Habitat: Grassland.
Yivale: “the city of fallen heroes,” as many like to call it. Honorable warriors, powerful mages, and other significant fallen heroes and warriors are often buried here as a type of “final respect.” However, the city is known for its frequent undead attacks as well, and is mostly defended by clerics, as the guards are often untrained and drunk most of their shifts, likely due to the oppressive atmosphere.
Government
Yivale is run by a Praetor, like most cities, but this one, a male named Osir, is far more secretive than most others, as they always conceal themselves behind robes and masks. Still, few of the citizens of the city seem to care about his opaqueness, as they claim he has done a good job in keeping morale up and keeping the city afloat and stable amidst the ever-growing undead attacks that have plagued this graveyard of a city.
Crime
Many people who visit Yivale come for one of two purposes: to pay their respects to the dead that lay here, or to loot their dead corpses of any valuables. More than anything, grave robbing is one of the worst crimes one can partake in, and is heavily punished. The city has even recruited a group of clerics and paladins to guard over the graveyards; both from bandits and from the people that lay within these tombs.
Undead Attraction
For some unknown reason, the city has a strange tendency to attract the undead, or even force the dead buried here to rise from their graves every so often, though the latter is more rare than the former. Nobody is certain whether this is an effect that the dead buried here are having, or the works of an evil necromancer within the city. Mages from across the realm have tried to understand this attraction of the undead, but they either come up with nothing, or they are never seen from again.
Regardless, the Praetor Osir has been working tiredlessly for a solution to this problem, although one has yet to arrive. There are theories however that an ancient artifact somewhere outside the city might be able to put their dead to their final rest. A stone of sorts that was lost sometime before the Great War had begun. Without any clues as to where this artifact be, somebody must be brave enough to face the outside world, or the city must pay a hefty sum to the Golden Dust or Mages’ Association guilds, perhaps even to the Fighters Guild should both of those prove insufficient.
Yrada
Population: 19,238 (various races)
Government: Being a half-orc, Praetor Nobur has always
wanted to help both the human and monstrous races reach
a peaceful relationship.
Defense: The city has several guards stationed, but while
organized, tensions between the races leads to several
cases of increased crime, even among guards.
Commerce: This city has plenty of shops run by different
owners of various races and cultures, and are more than
willing to sell beds and foods to passerbys.
Organizations: The Church of All resides within Yrada as
well, most likely because of the various cultures stationed
here.
Habitat: Grassland.
Yrada is a city littered with culture. It is one of the few human cities that offer a large amount of different races, including monsterous races. Yrada is where culture is truly appreciated, as well as the history of almost every race in Altaenia. For this reason, the city might be considered controvertial, and many kingdoms even seek to bring the city down for this reason.
Government
Praetor Nobur is a half-orc male, a being that is mixed between a monstrous creature and a human one. However, he doesn't have much of the aggression as the orcs, nor does he have the ambition of the humans, at least in the regular sense. Instead, he is a kind and generous person who seeks to unite all races, ending the monstrous and human descriptors in Adowei once and for all.
Crime
Because the city has a huge diverse melting pot of races, it should come as little surprise that fights and riots are more common than usual. Whether they be caused by one side wanting control of the city, one side wanting to eradicate the other, or something else, the fights that take place in Yrada are dangerous to all of its inhabitants, monstrous or human. As such, guards patrol everywhere at all times in a desperate attempt at ending these crimes.
Melting Pot
Yrada is one of the most diverse cities in all of Adowei, and has people from all corners of the globe. From humans to orcs to elves to even mind flayers, many races live within this fairly large city. However, because of the tensions caused by this, most time is spent trying to stop riots or gang fights in the streets. However, the Praetor is still determined to celebrate and unite all cultures, no matter the cost. Even if it is just one city, he believes that it will be the spark to ignite universal change across the world of Adowei.
Zepool
Population: 10,711 (30% humans, 27% dwarfs, 16% half-
elves, 10% elves, 7% revonac, 7% half-orcs, 7% other races)
Government: Due to the dungeon located in the city, the
military has a stronger presence than the Praetor.
Defense: A large wall has been constructed around the
city, though it seems made to keep something in rather
than anything out.
Commerce: Few people decide to visit Zepool other than
adventurers, which are kindly offered beds and food for
any help they can give.
Organizations: The Order of the Doomed Blood can be
found here as one of the groups trying to clear the endless
dungeon.
Habitat: Mountains.
Zepool is a city built into a mountainside with a dungeon stationed within it. Despite the presence of said dungeon, the city is relatively safe, as the creatures from the dungeons tend to stay within its confines. Whether that’s due to the magical seal on its door, however, is up for debate.
Government
Due to the presence of the dungeon within the city, the Praetor has given control of the city to the military. Praetor Mursk is skeptical of the military's desire to actually solve the problem, but the city seems to be safer, or feels safer at least with trained guards roaming around. However, the faster the dungeon is confirmed to be clear, the sooner things can go back to normal. Until then, the military is patrolling, and is considered to be the highest authority in the city.
Crime
Crime is almost non-existent in this city, mostly because of the military patrolling through the city. What few crimes found there are quickly punished, either through forced labor in the mines, or fed to the beasts of the dungeon.
The Dungeon
Nobody is sure where it came from or how it got there, but after mining into the mountain, a dangerous dungeon was found. Monsters, treasure, who knows what might be lurking in the depths of this dark space? Thankfully, the entrance to the dungeon has a seal drawn by the Praetor, making it so that monsters cannot exit the dungeon, while brave soldiers and adventurers can still delve into its depths.
Zloudale
Population: 19,455 (various races)
Government: Unbeknownst to many, Hollowfel as a whole
runs this city, though their council is usually the one to
make the decisions.
Defense: This city is built with a large wall and defended by
adventurers of all kinds.
Commerce: Zloudale is filled with a variety of shops that is
open for anyone to shop in.
Organization: This is Hollowfel's capital, and has a powerful
presence here, if hidden from the general public.
Habitat: Coastal.
Zloudale, the secret home to the Hollowfel. Many assume that this large city is home to an order of monks, running and seeking shelter and peace from the war, and offering it to any who require their protection. However, few outside of the order know that Hollowfel even exists, and even fewer know that they reside in this city.
Government
The kingdom of Hollowfel is run by a council of wise men and women, seasoned adventurers that have taken all the world has to offer. They rarely do field work anymore because of their old age, but they are still among the strongest members of Hollowfel. Still, they choose to instead reside in the Hollowfel Castle in Zloudale, teaching new members of all ages and races. They preach that all creatures are equal in their society, and never refuse any type of creature that wishes to join them, provided they can pass the Hollowfication.
Crime
Hollowfel has no official army, only made up of heroes and adventurers, with many calling them the "Guild of Heroes." Still, many would say that one adventurer is worth more than a single army, though whether that is true is dependent on the skill of the adventurer. Still, no hero that leaves Hollowfel does so with the same level of skill as many would, growing stronger each day they serve the council. As such, many are either scared to commit crimes or are too beholden to do so.
Hollowfel Castle
The fortress of Zloudale was established by an adventurer whose name has been lost to history, but it has served as home for the hidden kingdom for thousands of years since then. In fact, many only believe that Hollowfel is extinct because Hollowfel Castle was sacked many years ago, and many thought that was the end of the adventuring guild. Now it serves as their true home, training grounds, and much more to those who join the guild or those born into it.

PART 3
Character Options
Player Class Options
Adowei is full of strange and powerful creatures that have the power to shape the world as they might desire it, should they apply themselves. Whether they use their powers for good, evil, personal gain, or anything else, the powers of an adventurer are often quite unique. This chapter contains new options for all new classes, subclasses for existing classes, new backgrounds, features, and all new mechanics and rules to help immerse yourselves in the world of Adowei.
The classes and other options presented here might be different than the original origins of other Dungeons & Dragons books, as everything found here is specific to the world of Adowei, but for Altaenia in particular in some cases. Keep in mind that the information found in this book takes precedence over any official book when running an Altaenia campaign.
Death Master
Eidolon
Jester
Barbarian
Path of the Viking
Bard
College of Gastronomy
Druid
Circle of the Abyss
Monk
Way of the Abyss
Paladin
Oath of Identity
Sorcerer
Lordly Soul
Wizard
School of Lords
Altaenia Backgrounds
While the Player's Handbook holds a myriad of various backgrounds, in addition to the ones added in other books, this section of the chapter will attempt to give access to more backgrounds that might add more liveliness or new plot elements to your campaign. This section presents five new backgrounds---the Cultist, the Exile, the Hunter, the Servant, and the Tribalist---as well as ideas on converting existing 5e backgrounds to better fit the world of Adowei.
Existing Backgrounds
The following backgrounds are from the Player's Handbook and have been edited so that they might better fit within the Altaenia setting, as well as within the whole of Adowei. The actual statistics and features of the background have not been changed, only the way in which they interact with the world, but they are by no means necessary in order to enjoy an Altaenia experience.
Acolyte
The acolytes in the Player's Handbook are described as junior members of a clergy, and that can still be an option for you if you decide you want to have your character be a part of that. However, here are a few other options.
Fire Sage
The Fire Sages are the leading religious figures of the Brightforge Empire, meant to serve the emperor above all else, and to spread the word of his divine grace while shunning the other gods. You also act as a form of religious police for the Brightforge Empire, ensuring that the citizens are only worshiping their emperor. Failure to do so will often result in that person's execution or enslavement.
Holy Squire
Instead of serving in a church, you find yourself serving as a squire to one of the Holy Knights of the Sunvale Regime. Or at least you used to. Whether you ran away, the Knight died, or something else, something has gone wrong that has sent you away from that Knight. You may worship whatever god you choose, but you still stand as a servant to the Sunvale Regime in many ways, though maybe not as much anymore.
Criminal
You do not have to be just some petty thief or murderer once you choose this background. It has so much potential already within it that, with your DM's approval, could bring about so many cool elements to your game. Below is one such option that could bring about new plot elements as well.
Faceless
Once upon a time, you were someone. Now, you are no one. You were, or are, a member of the Murmurs; a guild of spies that are seemingly able to be everywhere, but never within the sights of their enemies. They can change their faces, their bodies, and send messages to one another in an instant. Whether you are a member or were a hopeful, you keep your traditional whisper, but may have lost your gear from when you were a member.
New Backgrounds
There are five new backgrounds introduced in this section: the Cultist, the Exile, the Hunter, the Servant, and the Tribalist. All of these options add new depth of character to what one might have done with previous backgrounds, but now they are revised with a more personal element to help them blend with the world of Adowei for you to run or play with in an Altaenia campaign.
Cultist
You are part of a cult that follows an elder god, an ancient monstrosity or another such entity. You were either born into the cult's fold or joined later in life for one reason or another. For whatever reason, you've chosen to leave your former allies behind. Perhaps you can't stand what your "family" has done and what you've been made to do, and have decided to leave that life behind, or at least are trying to. On the other hand, perhaps you have set out on a private mission, received from the cult or directly from your god and you are willing to do everything in your power to finish it.
Choose an elder god from those that exists within the world, or create one for your cultist to follow. Work with your GM to fashion and detail the cult, its practices and members, and seek to incorporate it into the world in a natural and logical way.
Skill Proficiencies: Religion, then choose from Arcana,
Intimidation, or Deception.
Languages: Deep Speech.
Equipment: A set of traveler's clothes, your cult’s
identification mark, a marked dagger, and a pouch
containing 10 gp.
Feature: One of the Family
Thanks to your long affiliation with your cult, you can easily identify members of other cults that follow an esoteric entity like that of yours. This does not mean that you are held in high standing with such cults: the field of hidden worship is often a competitive one, and an adherent of one creed might stand in bloody opposition to a faithful of another. Nonetheless, you have insight into the nature of hidden religions and can usually recognize the basic features of any given cult.
Suggested Characteristics
Cultists are very much molded by the experiences they've faced within their own cult. Although many such cults are secretive and adherents don't speak publicly of their strange faith, cults tend to snake their way into all areas of a cultist's life. This influence, and the kind of personality it breeds, tends to linger long after a person has left the fold. Not all cultists are bad people, just as not all cults are inherently bad - but they do tend to be secretive, suspicious and even paranoid.
| d8 | Personality Trait |
|---|---|
| 1 | My past still haunts me in my dreams. I often wake up screaming or do not sleep at all. |
| 2 | I anger quickly and I am prone to violent tantrums when someone tries to control me or give me orders. |
| 3 | Being a pawn in someone else’s game left me with an inability to make choices of my own. I am indecisive. |
| 4 | I am having second thoughts about having left the cult. I am afraid I could easily return to my old ways given the right circumstances. |
| 5 | Boundaries were violated time and time again in the cult until I lost sense of which boundaries were appropriate. I often behave inappropriately or in a seemingly random manner. |
| 6 | Constant feelings of shame, helplessness and inferiority make me change my mood at a moment’s notice. I suffer from mood swings or sudden emotional breakdowns. |
| 7 | I feel immense guilt over my past actions and welcome suffering as my atonement. I have little or no regard for my personal health. |
| 8 | Every day I expect to get a knife in my gut and I see vengeful assassins in every shadow. I am paranoid or suspicious of others. |
| d6 | Ideal |
|---|---|
| 1 | Protective. Dark cults trifle with powers that are beyond their understanding or control. Those fools must be stopped. (Lawful) |
| 2 | Nihilist. What’s the point of anything? People are insignificant and their struggle is futile. (Neutral) |
| 3 | Repentant. I cannot possibly undo the wrongs I have done, but I can still try and atone. (Good) |
| 4 | Anarchist. Lives of men should not be ruled by anyone. No gods, no masters! (Chaotic) |
| 5 | Faithful. While our cause is righteous, the cult's leaders are corrupt: I seek to follow my god's plans. (Any) |
| 6 | Selfish. The world is doomed either way. Better make the most of it. (Evil) |
| d6 | Bond |
|---|---|
| 1 | When I left the cult, I took one of its relics with me. For some strange reason, I cannot part with it. |
| 2 | They were supposed to be sacrificed, but I helped them escape. Now I feel responsible for them. |
| 3 | It breaks my heart to know that my close friend, lover or family member is still a loyal follower of the cult. |
| 4 | The cult leader made me kill my old friend during the initiation. I have not forgotten that and I want revenge. |
| 5 | I cannot stand by and watch as more children and youths get turned into mindless fanatics or are exploited for someone else's personal gain. |
| 6 | No one must ever know about my involvement with the cult. |
| d6 | Flaw |
|---|---|
| 1 | Sometimes, I hear voices in my head that command me to do terrible things. And sometimes, I give in. |
| 2 | I trance out and lose touch with reality. I am sometimes delusional or experience delirious states. |
| 3 | I take great solace in flagellation. The road to salvation is through blood and self-inflicted pain. |
| 4 | Before I left, I was given a task by my cult's deity or leader that I am yet to fulfill. |
| 5 | While at the cult, they kept us on drugs. I am still heavily addicted and I will do anything to get a dose. |
| 6 | I dread the idea of killing another sentient creature. I have already spilled enough blood. |
Exile
You have been thrown out of your home and may never return. Where were you before you were exiled? What did you do to deserve the exile? Were you falsely accused and if so why? What are the conditions of your return if there are any? Are you over your exile, or are you still torn by it? Do you still have contacts with your old life, or have you been fully cut off? Do you carry something with you to remember and if so to remember what? Your home? Your crime? Revenge? These are all questions you must ask yourself as you leave your home and, perhaps, find your way back to it.
Skill Proficiencies: Survival, Perception
Tool Proficiencies: One type of Artisan's tools of your choice.
Languages: One of your choice.
Equipment: Travelers clothes, a winter blanket, a pouch
containing 5 gp, and a reminder of home (a drawing, a leaf,
a ring...).
Origin
You've had to have been exiled from somewhere. Consider what your home was like and what it meant to you. You may roll on the following table to find your home setting, or simply choose one that fits your character.
| d6 | Origin |
|---|---|
| 1 | Noble Family |
| 2 | Monastery |
| 3 | Nomadic Tribe |
| 4 | Small Town/City |
| 5 | Military Unit |
| 6 | A Guild |
Feature: Echoes of the Past
You may have been forced to leave your previous life, but it hasn't left you. You have knowledge about the ways people treat one another and therefore have been gifted with skills revolving around a quick-witted nature. Odds are you can talk someone into giving you a hot meal for the evening or perhaps even a warm bed.
Suggested Characteristics
Some exiles take time to adjust to their new life, others adapt fairly quickly and try to drown out their memories of home. Exiles may be slow to trust others, but they are eager to make allies. Some exiles seek only to return home no matter the cost. Are you one of them?
| d8 | Personality Trait |
|---|---|
| 1 | I talk to travelers frequently for any news about home. |
| 2 | I feel a need to prove myself to others so I won't be thrown out again. |
| 3 | I am full of stories from my old life, and am eager to share them. |
| 4 | I don't talk about my past, it's too painful for me. |
| 5 | I still follow the culture and practices of my old life. |
| 6 | I'd rather make friends than enemies. |
| 7 | I don't do relationships, they could fall apart at any time. |
| 8 | I blow up when someone badmouths my old home. |
| d6 | Ideal |
|---|---|
| 1 | Spite. Those fools will rue the day they threw me out. (Evil) |
| 2 | Customs. I had to be thrown out. There was no other choice. (Lawful) |
| 3 | Change. The rules I was exiled for were dated and wrong. I must change them. (Chaotic) |
| 4 | Belonging. I need to find myself a place to belong. (Neutral) |
| 5 | Destiny. I must make the best of my exile and use my abilities to help others. (Good) |
| 6 | Return. I will be back. (Any) |
| d6 | Bond |
|---|---|
| 1 | I will never forget my old home. |
| 2 | I still have a friend or two from my old life who I can still talk to. |
| 3 | I was falsely accused and exiled, I will not stand for injustice toward others. |
| 4 | When I was exiled, I was separated from the love of my life. I must reunite with them. |
| 5 | There were people who conspired my exile. I will get my revenge. |
| 6 | My friends are all I have now, I would gladly die for them instead of being alone again. |
| d6 | Flaw |
|---|---|
| 1 | I have learned of a dark secret from my old life, something with grave consequences if revealed. |
| 2 | I get flustered easily when I feel people are going to leave me. |
| 3 | I am often incredibly defensive, seeing accusations where none were made. |
| 4 | My desire to return home often blinds me from seeing the big picture. |
| 5 | I am always in a foul mood. |
| 6 | There are people from my old life who want me dead. |
Hunter
You are a hunter. Whether you hunt oddities, normal animals or even people, you have become adept at tracking, predicting, and killing your chosen prey. Are you a hunter for coin, or are you a protector of your home and family? Do you believe yourself a hero? A villain? What are you if not those things? Every job finished brought the clink of coin between your purse strings at the expense of another poor soul fated to endure consequences dire, and often foul. Do you feel bad for such things? Or only in particular interests?
Skill Proficiencies: Choose two from Nature, Stealth,
Intimidation, and Survival.
Tool Proficiencies: Choose from Herbalism Kit or
Poisoner's kit.
Languages: One of your choice.
Equipment: A set of traveler's clothes, a cloth sack, a trinket
from your best hunt, and a pouch containing 10 gp.
Feature: Trophy Taker
You know how to get the most out of your prey and know what parts you can sell for money and how to collect them (meat, pelts, antlers, heads, claws, teeth, venom, special components, and so on), as well as who would most interested in buying them, allowing you to sell them for a good bit of coin. You also know how to harvest and preserve any of these parts from a creatures corpse.
In addition, should you be hunting prey with intelligence, you know who would buy this creature at the best price and with the most interest.
Suggested Characteristics
Spending as much time as they do among traders and eclectics, along with the isolation and duration of their forays into the deeper, darker parts of the wilds, many hunters bear a skewed outlook on life that is as much akin to the traits of wild animals as it is to the single-minded drive of profiteers. At the same time, many are attracted to the job, blending that rare mix of muscle and shrewd intellect that form the best (and wealthiest) of their profession.
| d8 | Personality Trait |
|---|---|
| 1 | I tend to approach conversation with people I've just met as though it were an interrogation. |
| 2 | I project arrogance and conceit at times, especially after turning in a troublesome target. |
| 3 | I'll accept the help of others with a bounty, so long as they can prove their skill to me first. |
| 4 | It needn't be hunting down a mark - I'll chop firewood for an old woman if there's pay involved. |
| 5 | I'm not prone to idle chatter, and prefer keeping to myself unless the topic's business. |
| 6 | I've a great deal of practical experience from hunting bounties, and can relate to almost any situation. |
| 7 | I'm rather adept at games of skill like darts, or five-finger fillet. |
| 8 | I frequently move from town to town, eager to pursue new marks and seek new contacts. |
| d6 | Ideal |
|---|---|
| 1 | Pacifist. I dislike killing but will do it to survive. I will avoid killing unless it seems necessary. (Good) |
| 2 | Freedom. I enjoy the freedom and self-sufficiency of hunting. (Chaotic) |
| 3 | Power. I feel powerful every time I take a life. (Evil) |
| 4 | Apathy. I don't like or dislike killing, it's just something I do. (Neutral) |
| 5 | Exterminator. I get rid of pest and threats to society. (Lawful) |
| 6 | Ambitious. I wish to move on to bigger, more dangerous game. (Any) |
| d6 | Bond |
|---|---|
| 1 | Once a solider, my comrade's grave betrayal forced me from my home, and into this life. |
| 2 | Though my friends are few, I owe them my life many times over, and would happily die for them. |
| 3 | Horrendous tales and vile rumor destroyed my family's good name, and this path is the only recourse to find the truth. |
| 4 | The contract turned sour, and now I find myself yoked to dangerously twisted employers. |
| 5 | All my deeds would surely consign me to prison - only by servicing officials do I stay free. |
| 6 | Mindless thuggery stole the life of one I cherished, and the price they must pay is one I will collect. |
| d6 | Flaw |
|---|---|
| 1 | Sleep, when it comes, is no sleep at all. The time spent tracking marks has left me skittish and paranoid. |
| 2 | Not only am I good at what I do, but I love what I do - and I hate myself for it. |
| 3 | I refuse to believe anyone can be trusted, and will root through their life until I'm satisfied they can be. |
| 4 | At a younger age my actions earned me the brand of a criminal, those mistakes haunting me and my fellows even today. |
| 5 | It is only for my own selfish need to be the best at what I do that I abandon my team to bring the bounty in first. |
| 6 | Contract or not, I never bring murder bounties back alive. They showed no mercy, and so neither will I. |
Servant
You have lived much of your life in the service of a lord, noble, merchant, or someone else with much wealth or power. You fetched their coats, drove their chariots, pressed their clothes; and generally did what they asked you to do. Were you a highly respected butler? A simple scullery maid? Were you born into service, or did you join later? Were you close to your master or masters, or were they distant and cold? Did they treat you well, or beat you at the drop of a hat?
Skill Proficiencies: Choose two from Insight, Lore,
Performance, and Persuasion.
Tool Proficiencies: One of your choice.
Languages: One of your choice.
Equipment: A symbol representing your employer or master,
a set of artisan's tools (one of your choice), a set of common
clothes, and a belt pouch containing 5 gp.
Feature: Sordid Knowledge
You have or can gain compromising information about people of importance. You may be able to leverage this information in order to acquire lodging, information, or even money. You may also become a target for having this information. Your GM may rule that any particular individual is either above reproach or is too careful in covering their tracks to provide such leverage.
Suggested Characteristics
A servant, for better or worse, will have their personality affected by their years of servitude.
| d8 | Personality Trait |
|---|---|
| 1 | I am compulsively neat, and clean; I feel uncomfortable if my companions and I are ever dirty or unpresentable. |
| 2 | I am a bit of a snob, and look down on the common rabble. |
| 3 | I am extremely subservient; I rarely raise my voice or object. |
| 4 | I may be quite calm and polite around those of higher power than I; but I'm harsh towards all my underlings, flexing the little power I have. |
| 5 | I dote over my companions like a concerned mother bird, fixing their clothing and making sure they look nice. |
| 6 | I hated my time as a servant, and go out of my way to enjoy myself and let loose, rarely holding my tongue. |
| 7 | I rarely show any emotions, remaining calm and stoic even in the worst of situations. |
| 8 | I can-or think I can-diffuse the most tense and stressful of situations with the right word or phrase. |
| d6 | Ideal |
|---|---|
| 1 | Service. Your wish is my desire. (Lawful) |
| 2 | Helpful. I just enjoy making myself useful. (Light) |
| 3 | Free. Noone should be bound in servitude. (Chaotic) |
| 4 | Infiltrate. From the position of a servant, I can worm my way into places of power! (Dark) |
| 5 | Payment. I don't care what my masters do; as long as I get rewarded. (Neutral) |
| 6 | Live. I only wish to serve in peace. (Any) |
| d6 | Bond |
|---|---|
| 1 | I am still loyal to my old master. |
| 2 | The Lord I worked for is after my head, and will do anything to capture me. |
| 3 | My family still live as servants; I hope to earn a better life for them. |
| 4 | An older servant taught me the ropes and looked out for me; and I owe them a great debt. |
| 5 | I will exact revenge on the bastards who ruined (or ended) my Master's life. |
| 6 | I have plenty of friends in high places; and they've come in useful from time to time. |
| d6 | Flaw |
|---|---|
| 1 | I become incredibly nervous around people of power and importance. |
| 2 | Saying that I'm a little bossy is a bit of an understatement. |
| 3 | I can be a sycophant, constantly fawning and flattering others; which can come off as shallow. |
| 4 | I've lived a relatively pampered life; the world of commoners is dull and painful to me. |
| 5 | I never speak for myself, letting others walk all over me. |
| 6 | I often can seem stiff, old fashioned and generally a stick in the mud. |
Tribalist
You come from a primitive tribe that has had little interaction with 'modern' civilization. Nearly everything is new to you. Things that everyone else takes for granted are fascinating to you, at least at first. You ask dumb questions, though sometimes these questions are actually very smart because they ask about things that no one else questions. You generally do things the wrong way until someone shows you how to do them. However you are also attuned to things of nature that other people don't notice.
Skill Proficiencies: Survival, Nature.
Tool Proficiencies: Woodcarver’s tools.
Languages: One of your choice.
Equipment: A set of common clothes, Woodcarver’s tools,
a reminder of your tribe, and a belt pouch containing 5 gp.
Feature: Tension Sense
You are attuned to the sounds of the creatures in the natural environment around you. You can tell when there is a disaster afoot, the weather is changing, or something unnatural going on, because you can sense the tension in the environment around you. This may not work in places with large populations or places disconnected from nature.
Suggested Characteristics
Often considered rude and uncouth among civilized folk, tribalists have little respect or for the niceties of life in the cities, at least at first. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
| d8 | Personality Trait |
|---|---|
| 1 | I'm driven by a wanderlust that led me away from home. |
| 2 | I watch over my friends as if they were a litter of newborn pups. |
| 3 | I once ran twenty-five miles without stopping to warn my clan of an approaching horde. I'd do it again if I had to. |
| 4 | I have a lesson for every situation, drawn from observing nature. |
| 5 | I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear. |
| 6 | I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them. |
| 7 | I feel far more comfortable around animals than people. |
| 8 | I was, in fact, raised by wolves. |
| d6 | Ideal |
|---|---|
| 1 | Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic) |
| 2 | Greater Good. It is each person's responsibility to make the most happiness for the whole |
| 3 | Honor. If I dishonor myself, I dishonor my whole clan. (Lawful) |
| 4 | Might. The strongest are meant to rule. (Dark) |
| 5 | Nature. The natural world is more important than all the constructs of civilization. (Neutral) |
| 6 | Glory. I must earn glory in battle, for myself and my clan. (Any) |
| d6 | Bond |
|---|---|
| 1 | My family, clan, or tribe is the most important thing in my life, even when they are far from me. |
| 2 | An injury to the unspoiled wilderness of my home is an injury to me. |
| 3 | I will bring terrible wrath down on the Darkdoers who destroyed my homeland. |
| 4 | I am the last of my tribe, and it is up to me to ensure their names enter legend. |
| 5 | I suffer awful visions of a coming disaster and will do anything to prevent it. |
| 6 | It is my duty to provide children to sustain my tribe. |
| d6 | Flaw |
|---|---|
| 1 | I am too enamored of ale, wine, and other intoxicants. |
| 2 | There's no room for caution in a life lived to the fullest. |
| 3 | I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me. |
| 4 | I am slow to trust members of other species, tribes, and societies. |
| 5 | Violence is my answer to almost any challenge. |
| 6 | Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish. |
Optional Campaign Rules
The legendary tale of brave adventurers and witty stories of sellswords and evil liches are told in their own ways depending on the author and their readers. Whether they start from nothing and rise to the occasion or stand up in the face of true evil, the heroes of the author's story, the most important part of that story, is the lifeblood of that story. And to tell that story, certain rules are set up so that the story might be told cleanly and with a great element of fun. However, there are certain rules that not only make the Dungeon Master's and players' jobs easier, but that make the world run as they do.
World Rules
The rules depicted here are rules that are fundamental to how this world works. However, as with anything else, one can choose to omit these rules for the sake of having a good time or the sake of ease. Whatever the case, make sure that everybody at the table is set on these rules so that nobody holds any hard feelings about a rule change.
Alternate Detect Good and Evil
We all know the Detect Good and Evil spell, but it does not always seem like a spell that might useful in, say, a campaign without any sort of fiend or aberration threat. That does not say that it does not see use, but it could be a lot better, and it could be used to great effect in order to build or break relationships. So let's take it a bit more literally, but add a twist to it...
The Original Spell
Detect Evil and Good
1st-level divination
Casting Time: 1 action
Range: self
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Cleric, Paladin
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
The New Spell
Detect Evil and Good
1st-level divination
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Immediate
Classes: Cleric, Paladin
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.
In addition, you can target one creature within 30 feet of you and learn whether they are "good" or "evil" depending on your beliefs and personality (Work with your DM to come up with a good scale for this ability).
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Alternate Resurrection
Character death is meant to be a time of struggle and despair for all involved, but it can often be subverted. Once players reach a certain level, it becomes something more of a minor inconvenience than anything else, which completely robs the story of any danger, threat, or even emotion in a lot of scenes. If character death is something that you want to keep the gravity of, you can introduce this new rule.
A Price to Pay
Dying does something to the human soul, and it can be taxing on the psyche of those who have passed through the Land of the Dead or Aether, regardless. Every time you die, and every time you are revived, the gods keep something from that person that is returned to the land of the living.
When a character is brought back to life using magic, that character must make a Wisdom saving throw with a DC equal to 20 - the level of the magic used to return the character to life. A failure on this check inflicts a long-term madness effect (see DMG, p, 260), except that its duration is measured in days rather than hours. A lesser restoration or remove curse will alleviate the madness itself, though it returns any time that character drops to 0 hit points or awakens from sleep, until its full duration has expired.
Corrupted
Many places in Adowei hold a deep evil within them: Places or artifacts that corrupt the very nature of a person should they spend too much time around them. Such places can slowly infect and twist the physical and mental forms of even the most guarded or most holy creatures. When sleep comes to those that stay, it's this state of vulnerability that allows such evil to creep its way in. This influencial mechanic is heavily inspired by Critical Role's Corruption Rules, and borrows heavily from it.
Corruption Rules
If a player completes a long or short rest near a source of corruption, or should they linger around it too long (DM's discretion), then they must roll a Wisdom saving throw (DCs outlined below). On a failure, the character suffers 1 point of Corruption. When a new tier of Corruption is achieved (Mild to Moderate, Moderate to Severe), roll a d8 on the Corruption Effects Table below to determine the effect of the character's corruption. Corruption effects are cumulative with previous effects as higher tiers are achieved. Effects fade when enough Corruption Points have been cured to lower the tier of Corruption.
If a character reaches 12 or more Corruption Points, the DM decides whether or not the character dies instantly or goes insane and becomes an NPC under their control. A character with 12 or more Corruption Points cannot be brought back to life or restored to player control until they are brought below 12 Corruption Points.
Corruption can be cured naturally by resting away from any source of corruption at a rate of 1 Corruption Point for each day of rest. Otherwise, a Lesser Restoration spell can cure 1 Corruption Point, and a Greater Restoration spell can cure 1d6 Corruption Points.
Corruption Tiers Table
| Save DC: | No Corruption (0) | Mild Corruption (1-2) | Moderate Corruption (3-8) | Severe Corruption (9-11) | Dead/Insane (12+) |
|---|---|---|---|---|---|
| Within 5 miles | 10 | 12 | 14 | 18 | - |
| Within 1 mile | 12 | 14 | 18 | 22 | - |
| Within 500 feet | 14 | 18 | 22 | 25 | - |
Coruption Effects Table
| d8 | Mild Corruption | Moderate Corruption | Severe Corruption |
|---|---|---|---|
| 1 | Hallucinations | Seeping Sores | Warped Spine |
| 2 | Hoarder | Moral Decay | Murderous |
| 3 | Compulsive | Distracted | Withered Flesh |
| 4 | Cough | Jittery | Paranoid |
| 5 | Trusting | Rotten Joints | Mark of the Cursed |
| 6 | Reckless | Body Parasites | Broken Will |
| 7 | Scent of Today | Chronic Fatigue | Eyes of Shadow |
| 8 | Mildly Phobic | Moderately Phobic | Severely Phobic |
Corruption Effects
Many of the following corruption effects carry some form of mechanical detriment, but the real fun is being aware and weaving them into narrative and roleplaying scenarios. Consider how some of these effects might alter a social encounter, or adjust the character's reaction to a particular event. Don't be afraid to remind a player of their corruption should a moment arise where they may have an opportunity to incorporate it.
Body Parasites: Parasitic worms infest and writhe throughout your innards. Any Hit Points regained through spending Hit Die are halved.
Broken Mind: Your willpower has crumbled, leaving your mind vulnerable. You have disadvantage on Wisdom ability checks and Wisdom saving throws.
Chronic Fatigue: Your body has difficulty with continuous physical activity. If you do not take a short or long rest directly after a combat that lasted for longer than one minute, you suffer 1 point of exhaustion.
Compulsive: You being to exhibit a mild, compulsive ritual of the DM's choice. This can manifest as categorizing collected loot, or needing to thoroughly clean yourself after every challenge, for example. You take 1.5 times as long to complete a short rest.
Cough: You develop and uncontrollable cough that creeps up every now and then. You have disadvantage on Dexterity (Stealth) checks.
Distracted: Your mind has grown scattered and easily clouded. You have disadvantage on Intelligence checks.
Eyes of Shadow: Your eyes grow jet black and empty, your pupils becoming small glowing dots of orange flames. You gain Darkvision for 60 feet, but also gain Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or the thing you are trying to perceive is in direct sunlight.
Jittery: You become far too easy to spook or startle. You have disadvantage on Initiative rolls.
Hallucinations: Strange visions and sourceless whispers occasionally tug at your perception. You have disadvantage on Wisdom (Perception) check.
Hoarder: You are compelled to collect anything and everything of mild value you can. Simple trinkets stumbled upon must be gathered and carried at any cost.
Mark of the Cursed: A black curse on your very soul resists divine energies. Any Hit Points you would regain via spells are halved.
Mildly Phobic: You acquire a mild fear of a certain creature type of the DM's choice. During the first round of combat with a creature of the chosen type, you are frightened.
Moderately Phobic: You acquire a moderate fear of a certain creature type of the DM's choice. When you enter combat with a creature of the chosen type, you must make a Wisdom saving throw (DC is 10 + total Corruption Points). On a failure, you are frightened of them for 1 minute.
Moral Decay: Your disposition towards the world around you has shifted toward the darkness that twists within you. Your alignment shifts once laterally or towards evil. Good can shift to Neutral, Neutral can shift to Evil, Lawful can shift to Chaotic, and Chaotic can shift to Lawful. This shift is the DM's choice, and should be relayed to the player in secret.
Murderous: You suffer irrestitable murderous urges at the sight of the helpless. If any creature you can see is incapacitated (friend or foe), you must spend your turn moving directly toward that creature and attacking it, if possible.
Paranoid: You can no longer trust even your closest allies. You no longer count as a "friendly" creature to anyone, nor does anyone count as a "friendly " creature to you, in regards to abilities or spells. The only creature your beneficial spells and abilities can affect is yourself.
Reckless: You've become impulsive in the face of dangerous situations. The first attack made against you in any combat encounter has advantage on the attack roll.
Rotten Joints: Your joints begin to suffer from internal decay and degeneration. You have disadvantage on Dexterity ability score.
Scent of Death: Your body has begun to emit a terrible stench of rotten flesh. You have disadvantage on Charisma (Persuasion) checks.
Seeping Sores: Painful sores cover your body, making it difficult to exhibit all of your strength. You have disadvantage on Strength ability checks.
Severely Phobic: You acquire a severe fear of a certain creature type of the DM's choice. When you enter combat with a creature of the chosen type, you become frightened of that creature and must make a Wisdom saving throw (DC is 10 + total Corruption Points). On a failure, you are stunned. You can repeat this saving throw at the end of your turn.
Trusting: You become to eager to accept others at face value. You have disadvantage on Wisdom (Insight) checks.
Warped Spine: Your spine has become twisted and hunched. You have disadvantage on Dexterity ability checks and Dexterity saving throws.
Withered Flesh: Your flesh has pulled tight against your skeleton, making your visage terrifying to most. You have disadvatage on Charisma ability checks and Charisma saving throws.
Destiny
Destiny plays a large role for many heroes, at least that is what many great authors write about. The Aetherborn is destined to save the world, the Forgotten One is destined to spread his corruption to all corners of the globe, and so many more. The rules presented below are optional. A DM may decide to use Destiny Points or not; however, the decision to use them should be made before the campaign gets underway, so that each player can decide whether or not to embrace a destiny for their character from the outset. Please take note that this is a variant rule from Star Wars 5e.
Choosing a Destiny
Players don’t need to choose destinies for their heroes at the start of the campaign - or ever for that matter. Not every hero has a destiny that must be fulfilled before the end of the campaign, and even players who want their characters to have destinies need to give their characters - and the campaign - a chance to develop first. It may take several adventures before players understand where the campaign is going and what goals their heroes are likely to pursue.
Choosing a destiny can be handled in one of two ways: either the player can select an appropriate destiny for their hero (based on what’s happening in the campaign), or the DM can select a secret destiny for the hero. If the player chooses a destiny for their character, the DM should challenge the player to fulfil their destiny by presenting conflicting situations where the smartest and most beneficial decision might force the character to choose between doing what is best for their fellow heroes and taking steps towards their destiny. If the DM secretly chooses the hero’s destiny, they must present challenges that let the character move closer to achieving their destiny, imparting benefits when the character is moving in the right direction and imposing penalties when the character does something that takes them far from the destined path. The DM-selected “secret destiny” forces the player to take their character through a period of self-discovery, as they learn which action leads them closer to - or farther from - their destiny.
A character with a destiny gains short-term benefits whenever they make significant progress towards fulfilling it, while a character who pursues goals that move them further away from their destiny suffers short-term negative effects. Conversely, a character without a destiny has nothing to gain and nothing to lose. A character may even fulfill one destiny and take on another.
The DM and players should work together to determine a destiny’s impact on a campaign. One or more destinies might form the driving force for an entire campaign, or the central focus of a short series of adventures. In one of these cases, the DM should present the characters with choices that regularly affect their destinies, giving them many opportunities to gain destiny bonuses and penalties. Destiny-based campaigns shuold culminate in a final adventure that allows characters to ultimately resolve their destinies, for better or for worse.
Destiny Points
Destiny Points are a resource that a player can use to help fulfil whatever destiny has been set before their character. You either have a Destiny Point or you don’t - you can’t stockpile multiple Destiny Points for later use.
Destiny Bonus
When a character accomplishes a goal or performs a task that clearly moves them closer to fulfilling their destiny (DM’s determination), they gain a Destiny Point.
Destiny Penalty
When a character does something that clearly moves them away from their destiny (DM’s determination), they lose their Destiny Point if they currently have one. If not, the DM gains one Destiny Point to be used against them.
If the character makes steps towards their destiny once more, this DM Destiny Point should first be discarded instead of awarding the player with one.
Final Destiny
When the moment or encounter of a character’s final destiny is upon them (DM’s determination) their Destiny Point is not expended upon use and may be used repeatedly.
Destiny Fulfilled
When a character fulfils their destiny, they gain permanent benefits. Sometimes fulfilling a destiny has other effects as well.
Spending Destiny Points
Spending a Destiny Point does not take an action and grants one of the following benefits:
- Gain advantage on an attack roll, saving throw, or ability check.
- Impose disadvantage on an enemy attack roll, saving throw, or ability check (even once the attack is resolved).
- Act out of turn (thus changing your position in the intiative order).
- Take damage that would otherwise harm another character within your reach.
- Immediately gain 2 of a consumable class resource (rages, ki points, sorcery points, and spell slots up to level 3. Work with your DM if you are using a homebrew class)
House Rules
House rules can be a way to add value to a game, and fix rules that have previously been broken or have never seen much use in a game. Here are the house rules that I follow when I run games, and I encourage you to give these a try at your next session!
Bonus Action Consumables
Most consumables require an action to use, which makes sense when applying them to others. However, a common adjustment in 5e is to allow administering such consumables to yourself as a bonus action, instead. This only applies to consumables that confer a positive benefit.
Compound Advantage
Typically, multiple instances of advantage or disadvantage don’t stack; you either have it or you don’t, and if you have both, you essentially have neither. This variant rule is designed to allow sources of advantage and disadvantage to stack, to a maximum of three times.
When you have two sources of advantage, you instead have superadvantage, which allows you to roll two additional d20s when you make your ability check, attack roll, or saving throw, and take the highest of the three dice. If you have three sources of advantage, however, you instead have hyperadvantage, which allows you to roll three additionals d20s and take the highest of the four. Consequently, if you have two sources of disadvantage, you instead have superdisadvantage, and if you have three sources of disadvantage, you have hyperdisadvantage, rolling three and four d20s, respectively, and taking the lowest.
Additionally, advantage and disadvantage no longer completely cancel each other out. Instead, if you have two sources of advantage and one source of disadvantage, you instead have one source of advantage. For instance, if you are hidden from a creature, and an ally within 5 feet of it takes the Help action, you would have two sources of advantage superadvantage when you make your attack roll. If the creature is heavily obscured from you, however, you would have disadvantage on the attack roll, shifting you from superadvantage to advantage.
Each source of advantage or disadvantage must be unique. For instance, if you are hidden from a creature, and an ally within 5 feet of it takes the Help action, you would have two sources of advantage superadvantage when you make your attack roll. If another ally also takes the Help action, however, you still only have two unique sources of advantage, thus granting only superadvantage.
Crueler Criticals
Normally, when you score a critical hit, you roll the damage dice twice and add your modifier once. For instance, if you are wielding a weapon that deals 1d8 kinetic damage and is governed by Strength, on a critical hit you deal 2d8 + your Strength modifier kinetic damage. Sometimes, poor rolls lead to you doing less damage on a critical hit than a normal hit. For instance, you might roll two 1’s on your 2d8, which with your +3 Strength modifier is only 5 damage. This feels lackluster.
With this rule, instead of rolling the damage dice twice, you instead maximize the damage once and then roll the second die. So, using the above example, instead of rolling 2d8 and adding your Strength modifier, you instead roll 1d8, add 8 for the maximum die roll, and then add your Strength modifier. This will make critical hits feel more impactful.
Luck Points > Inspiration
Instead of granting a player inspiration for good roleplaying, give the player a number of Luck Points instead. You earn Luck Points for the same things you would earn Inspiration for. Whenever you would gain Luck Points, roll a d6 to determine how many you receive with no limit.
Luck Points can be used to increase or decrease your d20 rolls on a 1:1 basis. For example, if you roll a 4, you can spend five Luck Points to make it a 9. Increasing a roll to 20 does not make it a critical success, and decreasing a roll to 1 does not make it a critical failure.
Luck Points can also be used to increase or decrease somebody else's d20 rolls, including the Dungeon Master's, on a 2:1 basis. For example, if the Dungeon Master rolls a 4 and you spend eight Luck Points, that makes the roll either an 8 or a 0. Increasing a roll to 20 does not make it a critical success, and decreasing a roll to 1 does not make it a critical failure.
Speeding Up Combat
There's nothing worse than combat encounters that take entire game sessions nobody enjoys those, after all. So, here's some ways that you can speed up combat at your table.
For starters, in-between combat rounds, allow players 1 minute to discuss tactics. After that 1 minute, however, the players are not allowed to discuss tactics any further, as that would defeat the purpose of this rules.
Next, we want to make sure that the player does not spend ten minutes deciding on what move they want to make. This problem is especially apparent with spellcasters. When it’s the player’s turn, they have 10-15 seconds to declare their action, or they simply Dodge for their turn.
Secret Death Saves
There's nothing worse than having your immersion broken by seeing the results of a dice and just not worrying the whole encounter. So, why not up the stakes a bit? When a player needs to roll a Death Saving Throw, the Dungeon Master rolls this instead. When they do, they are not allowed to tell players the results. This creates a sense of urgency among the players to help their fallen comrade!
Random Encounters
When playing in my games, I want my players to be involved, and I want them to feel like they play a role in this world. So, why not let them lend a hand when determining random encounters. Random encounters are determined by a d12, and can happen at any point. Whenever the player rolls a d12, the Dungeon Master should roll one as well. When the Dungeon Master and a player rolls the same number, a random encounter occurs! But when should a player roll a d12?
During a short rest, have 1 player roll a d12. During a long rest, have 2 players roll a d12. For each hour of travel, have a player roll a d12. If they are moving at a fast pace, have two players roll a d12 for each hour of travel.
Settling Rule Discussions
Let's be honest, not everybody knows every rule of the game, and mistakes can happen, especially on the Dungeon Master's part. Sometimes they'll get a rule wrong, and that's okay! It's part of being human! But what should they do if they get a rule wrong and it causes a heated discussion at the table?
First, discuss with the players about the rule. See what they think about it, how they think it works. If the group as a whole comes to a decision, then the Dungeon Master knows how to run that rule now for their players. But what should they do if they can't come to a consensus. Then the DM and one player who voices an objection, only one, both roll a d20. The one who rolls the highest decides how that rule works for the session.
After the session, set some time aside to do some research on how that particular rule actually works. At the next session, talk with your players about how that particular rule will be run from here on out, or even discuss it before the next session!
Exceptional Success
Any noncritical Attack Roll that beats AC by 10 or any Skill Roll that beats DC by 10 is considered Exceptional Success.
If your Attack is an Exceptional Success, you may reroll one weapon die before calculating the damage. You must use the new value even if it is lower.
If your Skill check is an Exceptional Success and is part of a task that involves another Skill check by the same or another character, that Skill check is rolled with advantage.
Skill Retries
When another player attempts a Skill check roll to gain new information (Perception, History, Arcana, etc.) from the DM and fails, you may attempt the same check only if you have a higher Skill modifier than theirs or if something happens that would warrant another attempt.
Ingenious Proficiency
Unless you are a spellcaster, Intelligence can be one of the least useful scores in Dungeons and Dragons 5th Edition. To remedy that, your cunning mind unlocks the potential to learn more skills and knowledge than others.
When creating a character, you gain a number of points equal to your Intelligence modifier (minimum of 0). Subtract 2 if your class is capable of casting spells based on your Intelligence. These points can be spent on the table below.
Proficiency Costs
| Benefit | Cost |
|---|---|
| Class or Background Skill proficiency | 2 |
| Double proficiency for a Skill you are proficient in | 3 |
| Language proficiency | 1 |
| Tool proficiency | 1 |
| Double proficiency for a Tool you are proficient with | 2 |
| Single Weapon proficiency | 1 |
| Right to choose Intelligence caster (sub)class later | 2 |
When you permanently increase your Intelligence modifier, you may spend additional points as normal. Proficiencies learned by spending points cannot be lost once gained.
Personality Profile
A Personality Profile is a tool for players who are uncertain about what action their character should take. Whenever you aren't sure how your character would act or react, you can decide with a die roll plus a modifier based on your character's personality traits.
You do not have to follow the result of a personality check if you don't like it. The DM may suggest a Personality check, but can't make you roll or abide to the result.
Creating a Personality Profile
To fully sketch your character's personality, you may assign an advantage or disadvantage to any trait. You may assign double advantage or double disadvantage when certain traits are incredibly strong or devastatingly weak. As characters develop with time, you can change your profile at any point.
Personality Check
When you want to check a certain personality trait, make an Intelligence, Wisdom or Charisma check using the advantage or disadvantage (normal or double) assigned to the chosen trait. Then compare with DC in the Difficulty table.
-
Intelligence. Making a calm decision based on clearly understanding how your personality affects you and others, and whether the outcome benefits you.
-
Wisdom. Resisting giving in to your emotions and personal urges, or making a choice between options while clouded by emotion, conflict, beliefs, or delusions.
-
Charisma. Expressing your personality and emotions in a way that satisfies your urges, or affects others in a profoundly dramatic way.
| Difficulty | DC |
|---|---|
| Simple emotions. Easy to resist urges. Obvious decisions with few risks involved. | 10 |
| Strong emotions. Powerful urges. Challenging decisions with significant consequences. | 15 |
| Overwhelming emotions. All-consuming urges. Very difficult decisions with significant consequences for many, clouded by beliefs or delusions. | 20+ |
Personality Traits
| Personality | Description |
|---|---|
| Bravery | How well you handle fear and danger |
| Reasoning | Your ability to think your actions through and acknowledge bad ideas |
| Discipline | Your ability to commit to a routine, code, or rule despite adversity |
| Stoicism | Your ability to keep your emotions and pain to yourself |
| Stability | How emotionally volatile you are |
| Optimism | Your tendency to keep a positive attitude |
| Risk-taking | How willing you are to take risks |
| Social Bravery | Your resistance to social anxiety |
| Introspection | How well you can reevaluate your behavior and grow as a person |
| Open-mindedness | Your ability to accept when you are wrong and change your mind |
| Social Awareness | How aware you are of social norms |
| Self-control | Your ability to resist temptation |
| Patience | How well you can handle boredom |
| Eloquence | Staying calm and logical during emotionally charged conversations and debates |
| Anger Management | Your ability to resist resorting to violence when you're angry |
| Grieving | How affected you are when reminded of a loss |
| Desire | How easily you are distracted by or infatuated with attractive people |
| Trauma | How much a disturbing moment will traumatize you |
| Mental Health | The state of your mental health at the moment |
| Trust | How willing you are to trust people |
| Confidence | Your overall belief in yourself |
| Narcissism | Your self-obsession above all others |
| Machiavellianism | Your desire to manipulate others |
| Psychopathy | Your lack of empathy and sympathy |
Recommended Homebrew Rules
In this section, we outline various rules and supplements that we tend to use in our homebrew campaign. However, we did not make most these mechanics, and these are available right now on the DMs Guild, and we highly recommend that you support these creators in any way you can!
Bounty & Reputation
To make the world more immersive, we made a simple reputation system that will allow others to know the kind of impact their characters are making in the world and provide consequences for such actions.
Link: https://drive.google.com/file/d/1kByGvJY8NYPEZOPR3veV7uJ3tab1FDWH/view?usp=sharing
Home and Hearth
Lydia Van Hoy, Sadie Lowry, Ciarra Parry, and Kayla Bayens have made a remarkable system for running a more sit-down style game with romance, housing, and so much more! Certainly one of my favorite game mechanics that I have ever played with in any of my Dungeons & Dragons campaigns.
Better Equipment
This is perhaps my favorite rule, as it adds so much more to normal equipment, and even adds a few new options. I highly recommend it if you are getting bored of the same old weapons and armor, and need new properties or weaponry to spice things up! Wraith Wright Productions have created an excellent source for such people to enjoy playing as their favorite fighters again!
Crafting
Personally, I love making characters that can craft their own armor and weapons! I just feel like crafting should be tied better to adventuring and feel more personal, which is why I love this ruleset, but I am certain there are better ones out there!
Link: https://drive.google.com/file/d/1Ggk8DmFvuUMromUTkdaYQcY5DtUr0DXI/view?usp=sharing
Drugs and Alcohol
Getting a bit dark here, but some characters turn to drugs and alcohol to cope with their past, or even their present. Here's a good list of such items and rules on how to handle their use, created by the brilliant mind of Kian S. Bergstrom.
Link: https://www.dmsguild.com/product/264247/Fear-and-Loathing-in-Faerun?term=fear+and+loathing
Alchemy
Another personal favorite of mine, alchemy is great for those who want to create potions but aren't as powerful as the actual Alchemist class. Jan Kolmas, Andrew Crouch have created a great rules set for creating such potions and adding such mechanics to your game.
Link: https://www.dmsguild.com/product/233331/Kaziqueks-Guide-to-Alchemy?term=alchemy
Kingdom Building
My all-time favorite mechanic from this list: making your own settlement. Eventually, players can build their own settlements with the money they buy, and could even raise their own kingdoms! Adam Hancock, I personally thank you for creating such an amazing book and giving me so much fun while using it! Of course, it did need some work for me to fully use it in my world.
Lingering Injuries
For more realistic campaigns, I like to use this so that a player can't just shrug off a cannon ball. Even though it is free, I highly recommend you support Sean Palmer's work here!
Link: https://www.dmsguild.com/product/221737/Lingering-Injuries?term=lingering+injuries
Special Materials
This helps to add an element of personality to the weapons and armor that a character can make, creating more personal items for the heroes to use on their journey. Bryan Holmes does an excellent job balancing and creating these items.
Link: https://www.dmsguild.com/product/233984/Materials-of-the-Realms?term=materials
Heroic Chronicle
The heroic chronicle is a system that allows players and Dungeon Masters to work together to build a compelling character story. It even allows characters to gain additional proficiencies, magic items, spells, or feats before the campaign begins. This section assumes that the player is starting from scratch—without having chosen a race, class, or background for their character. The events that occur as a result of these random rolls inform what kind of character the player has. A player who already has a character concept in mind can choose options from the tables instead of rolling randomly, ignoring anything that doesn’t fit their character concept. If you’re a player using these tables, don’t be surprised if creating a backstory inspires you to change some aspect of your character concept. Let this tool inspire your imagination rather than limit it.
The “Backstory” section of the chronicle roots a character’s history in the land of Altaenia by helping the player determine the character’s nation, home settlement, and relationships with family members, allies, and rivals. It helps establish major events that happened to the character before the campaign began. Options for determining a character’s favorite food and mysterious secrets can help further define a character’s relationship to their homeland and the other party members.
The “Prophecy” section of the chronicle sets out three aspirations or goals that the player has for their character. Prophecy goals can help players and DMs create engaging stories that make the game more interesting. Each time a goal is met, it takes on a prophetic tone as a character achieves something they were driven or destined to do. Completing a prophecy goal grants the character a mechanical benefit as a reward.
Backstory
A character’s story begins with determining the region where they were born, the job they had before becoming an adventurer, their social status, the settlement where they grew up, and their family relationships. As this backstory develops, the character will gain allies and rivals, as well as learn some of the fateful moments that set them on the path of adventure.
Homeland
The continent of Altaenia is divided into twelve countries: Eskary, Cleug Bruah, Frayh Ska, Nascait, Theysis, Paspos, Oshana, Ladrania, Iurfrad, Atrya, Bloycor, and Zoudrurg, all of which are described in chapter 2. However, for those playing a race that is not of a racial ranking of 6 or greater, it is recommended that you ignore rolls that relate to Zoudrurg.
To determine your homeland, roll 1d100 on the Homelands table below. You may decide your character was born in one region but grew up in another. In that case, roll twice to determine the land of your birth and the land you were ultimately raised in.
Homelands
| d100 | Country (Kingdom) |
|---|---|
| 01-09 | Eskary (Hollowfel) |
| 10-18 | Frayh Ska (Sunvale Regime) |
| 19-27 | Cleug Bruah (Brightforge Empire) |
| 28-36 | Nascait (Eternal Confederacy or Dragonic Empire) |
| 37-45 | Theysis (Sunvale Regime or Eternal Confederacy) |
| 46-54 | Paspos (Brightforge Empire or Eternal Confederacy) |
| 55-63 | Oshana (Sunvale Regime or Brightforge Empire) |
| 64-72 | Iufrad (Sunvale Regime) |
| 73-81 | Ladrania (Sunvale Regime) |
| 82-90 | Bloycor (Tirmor Alliance or Eternal Confederacy) |
| 91-95 | Atrya (Tirmor Alliance or Dragonic Empire) |
| 96-100 | Zoudrurg (Feldawn Empire) |
Background
Your background gives you more than just gold, items, and proficiencies. It also solidifies your place in the world—and confers you a level of social status based on your profession. You can roll on the Backgrounds table below to randomly determine a background, or you can choose one that suits the character you have in mind. This table includes backgrounds from the Player’s Handbook (PH) as well as new backgrounds from this book (ACS).
Background
| d20 | Background | Reference |
|---|---|---|
| 1 | Acolyte | PHB |
| 2 | Charlatan | PHB |
| 3 | Criminal | PHB |
| 4 | Cultist | ACS |
| 5 | Entertainer | PHB |
| 6 | Exile | ACS |
| 7 | Folk Hero | PHB |
| 8 | Guild Artisan | PHB |
| 9 | Hermit | PHB |
| 10 | Hunter | ACS |
| 11 | Outlander | PHB |
| 12 | Noble | PHB |
| 13 | Sage | PHB |
| 14 | Sailor | PHB |
| 15 | Servant | ACS |
| 16 | Soldier | PHB |
| 17 | Tribalist | ACS |
| 18 | Urchin | PHB |
| 19-20 | Roll again | PHB/ACS |
Home Settlement
Once you’ve determined your nation and considered your social status within that realm, roll on the appropriate table in this section to determine which settlement you grew up in. If your character is a traveler—a child of soldiers, a nomad, a traveling performer, and so forth—you can roll for up to three settlements that you’ve visited often and have some connections in.
The settlements of each realm are described in chapter 2 of this book. You can select a settlement from your homeland or roll on your homeland’s table to randomly determine your home settlement.
If your home settlement doesn’t make sense for your social status, you can either roll for a different settlement or think about ways to make a contradiction work for your backstory. For example, if you have the Noble background but rolled a village as a home settlement, perhaps you were raised there to protect you from your family’s enemies.
Eskary Settlements
| d23 | Settlement Name | Type |
|---|---|---|
| 1 | Accrington | Town |
| 2 | Aroonshire | Village |
| 3 | Blane | City |
| 4 | Braedon | Village |
| 5 | Clona | City |
| 6 | Doonatel | Town |
| 7 | Dunwich | Town |
| 8 | Gormsey | Town |
| 9 | Grimsby | Village |
| 10 | Hadleigh | Village |
| 11 | Lacaster | Town |
| 12 | Leeside | Town |
| 13 | Petol | City |
| 14 | Rotherham | Town |
| 15 | Scrabster | Village |
| 16 | Stathmore | Village |
| 17 | Swindmor | Town |
| 18 | Vlodon | City |
| 19 | Xeokhore | City |
| 20 | Yivale | City |
| 21 | Yrada | City |
| 22 | Zepool | City |
| 23 | Zloudale | City |
Cleug Bruah Settlements
| d31 | Settlement Name | Type |
|---|---|---|
| 1 | Badacanta | Town |
| 2 | Balême | Village |
| 3 | Beles | City |
| 4 | Biridge | City |
| 5 | Bormart | Village |
| 6 | Callac | Town |
| 7 | Carcamont | Town |
| 8 | Caveil | Village |
| 9 | Chalo | City |
| 10 | Draçon | Town |
| 11 | Draguission | Town |
| 12 | Galille | Town |
| 13 | Gollac | Town |
| 14 | Kasol | City |
| 15 | Lobert | City |
| 16 | Logrogona | Town |
| 17 | Lunca | Village |
| 18 | Málargos | Village |
| 19 | Marillon | Town |
| 20 | Martignan | Village |
| 21 | Naco | City |
| 22 | Nizhine | City |
| 23 | Orirorna | Village |
| 24 | Ploodon | City |
| 25 | Roaciennes | Town |
| 26 | Sanca | Town |
| 27 | Torremora | Village |
| 28 | Yord | City |
| 29 | Zhosa | City |
| 30 | Zriandale | City |
| 31 | Zrouver | City |
Frayh Ska Settlements
| d27 | Settlement Name | Type |
|---|---|---|
| 1 | Airedale | Town |
| 2 | Aqromery | City |
| 3 | Astrakane | Village |
| 4 | Berkton | Village |
| 5 | Chepsto | Village |
| 6 | Chronio | City |
| 7 | Clarcton | Town |
| 8 | Coniston | Town |
| 9 | Eldham | Village |
| 10 | Franfoss | Town |
| 11 | Gamsoi Heia | Underdark |
| 12 | Goldenlead | Town |
| 13 | Harnsey | Village |
| 14 | Krego | City |
| 15 | Landow | Village |
| 16 | Magota Atair | Underdark |
| 17 | Northon | Town |
| 18 | Orkney | Town |
| 19 | Penrith | Town |
| 20 | Phalona | City |
| 21 | Phrotrens | City |
| 22 | Sroplita | City |
| 23 | Stawford | Town |
| 24 | Vlodore | City |
| 25 | Wruazeles | City |
| 26 | Xido | City |
| 27 | Zrence | City |
Nascait Settlements
| d21 | Settlement Name | Type |
|---|---|---|
| 1 | Afana | Town |
| 2 | Aribas | Town |
| 3 | Ascai | Village |
| 4 | Benhe | Town |
| 5 | Chanbu | City |
| 6 | Depisiris | Village |
| 7 | Exhaville | City |
| 8 | Faroni | City |
| 9 | Geteigh | City |
| 10 | Hebmamu | Village |
| 11 | Jerusn | Town |
| 12 | Menpe | Town |
| 13 | Onsi | Village |
| 14 | Sanoun | Village |
| 15 | Strence | City |
| 16 | Tiiyah | Village |
| 17 | Toeffast | City |
| 18 | Tovevir | Village |
| 19 | Vlarc | City |
| 20 | Yhanbu | City |
| 21 | Yhutin | City |
Theysis Settlements
| d18 | Settlement Name | Type |
|---|---|---|
| 1 | Breyze | Village |
| 2 | Clowell | Town |
| 3 | Ethis | Village |
| 4 | Gihi | Town |
| 5 | Huricus | Town |
| 6 | Imperbel | Town |
| 7 | Isadale | City |
| 8 | Malo | City |
| 9 | Nuawram | City |
| 10 | Ormeth | Village |
| 11 | Plustok | City |
| 12 | Qroton | City |
| 13 | Sleuver | City |
| 14 | Tropos | Village |
| 15 | Voxis | Village |
| 16 | Xyhold | Town |
| 17 | Yhuton | City |
| 18 | Yleles | City |
Paspos Settlements
| d20 | Settlement Name | Type |
|---|---|---|
| 1 | Aermagh | Town |
| 2 | Bellenau | Village |
| 3 | Bredon | Village |
| 4 | Caelkirk | Town |
| 5 | Dreska | City |
| 6 | Erith | Town |
| 7 | Eshaipver | City |
| 8 | Hyth | Town |
| 9 | Ile Uzueka | Underdark |
| 10 | Moling | City |
| 11 | Naporia | Town |
| 12 | Noasas | City |
| 13 | Ocille | City |
| 14 | Onryx | Town |
| 15 | Sacaster | City |
| 16 | Sharton | Village |
| 17 | Ubifport | City |
| 18 | Venzor | Town |
| 19 | Vlaavroni | City |
| 20 | Xynnar | Town |
Oshana Settlements
| d19 | Settlement Name | Type |
|---|---|---|
| 1 | Anymthys | Town |
| 2 | Badena | City |
| 3 | Clode | Town |
| 4 | Clymethus | Town |
| 5 | Desso | Village |
| 6 | Duzlark | City |
| 7 | Exhosa | City |
| 8 | Flatrun | Village |
| 9 | Freglose | City |
| 10 | Glario | City |
| 11 | Herubis | Village |
| 12 | Misstar | Town |
| 13 | Mulus | Town |
| 14 | Sharsubu | Town |
| 15 | Takhe | Village |
| 16 | Wudving | City |
| 17 | Xikgan | City |
| 18 | Ylhrius | Town |
| 19 | Zrilnard | City |
Ladrania Settlements
| d18 | Settlement Name | Type |
|---|---|---|
| 1 | Acomb | Town |
| 2 | Ashhkadia | Town |
| 3 | Donehan | Town |
| 4 | Edruhrith | City |
| 5 | Genmaar | Village |
| 6 | Hiadfast | City |
| 7 | Ilora | City |
| 8 | Kholk | City |
| 9 | Kirslicco | City |
| 10 | Liveil | Village |
| 11 | Magemire | Village |
| 12 | Mence | City |
| 13 | Mythsanoris | Town |
| 14 | Pagoend | City |
| 15 | Rioncia | Village |
| 16 | Willowdale | Town |
| 17 | Zascay | Village |
| 18 | Zraka | City |
Iufrad Settlements
| d16 | Settlement Name | Type |
|---|---|---|
| 1 | Aegimore | City |
| 2 | Ardglass | Town |
| 3 | Arowade | City |
| 4 | Aysgarth | Village |
| 5 | Cila | City |
| 6 | Fleoprough | City |
| 7 | Galssop | Town |
| 8 | Grenora | Village |
| 9 | Hirane | Village |
| 10 | Lerwick | Village |
| 11 | Ovuon | City |
| 12 | Polperro | Town |
| 13 | Satbury | Town |
| 14 | Sharion | City |
| 15 | Sloadard | City |
| 16 | Slodon | City |
Atrya Settlements
| d19 | Settlement Name | Type |
|---|---|---|
| 1 | Antibagne | Town |
| 2 | Antoris | Village |
| 3 | Bormont | Village |
| 4 | Clergues | Town |
| 5 | Colris | Town |
| 6 | Corse Hassan | Underdark |
| 7 | Fegovia | Village |
| 8 | Gonnet | Town |
| 9 | Klesea | City |
| 10 | Kroinfast | City |
| 11 | Nuaxmont | City |
| 12 | Osruipgan | City |
| 13 | Parbella | Town |
| 14 | Pheibille | City |
| 15 | Raelerón | Town |
| 16 | Streogita | City |
| 17 | Touralt | Village |
| 18 | Zarín | Village |
| 19 | Zlison | City |
Bloycor Settlements
| d17 | Settlement Name | Type |
|---|---|---|
| 1 | Auricourt | Town |
| 2 | Choseau | Town |
| 3 | Coursir | Village |
| 4 | Eidroitham | City |
| 5 | Fayfel | Village |
| 6 | Fraupus | City |
| 7 | Grezora | City |
| 8 | Iaqohpus | City |
| 9 | Kioqila | City |
| 10 | Orbonne | Town |
| 11 | Oteodiff | City |
| 12 | Ovierín | Village |
| 13 | Périmans | Town |
| 14 | Sarrac | Village |
| 15 | Tarrava | Village |
| 16 | Tuxron | City |
| 17 | Xueddiff | City |
Zoudrurg Settlements
| d17 | Settlement Name | Type |
|---|---|---|
| 1 | Charburgh | Town |
| 2 | Decithorn | Village |
| 3 | Diahelm | Village |
| 4 | Dolis | City |
| 5 | Fesburn | Village |
| 6 | Ghostbury | Town |
| 7 | Glumford | Town |
| 8 | Graygate | Village |
| 9 | Illthorn | Town |
| 10 | Keifeim | City |
| 11 | Loria | City |
| 12 | Maliton | Town |
| 13 | Qruflego | City |
| 14 | Qurudon | City |
| 15 | Slock | City |
| 16 | Ukeley | City |
| 17 | Vileton | Town |
| 18 | Zrodon | City |
Race
You can determine your character’s race by consulting the section for your home settlement in chapter 2. Each settlement’s description includes a percentile breakdown of its racial demographics. You can roll a d100 to determine your character’s race, or simply choose whichever race you wish to play. If your roll indicates “other races,” you can choose any race that isn’t already represented in the settlement’s demographics.
Family
The size of your home settlement plays a part in the size of your family. Villages in Altaenia are predominantly rural, and families need children to tend their farms and perform household duties. By contrast, land and commodities are expensive in the cities, making it difficult for many people to afford a large family.
Families with at least three children often encourage one child, typically the eldest, to continue the family trade. The other children are encouraged to travel so as to learn a new trade, become a scholar, become apprenticed to a master guild artisan, or similar activities.
Roll twice on the appropriate Family Size table—once to determine how many living parents you have, and once to determine your living siblings. The state of your family might change over the course of your backstory, just as it might change over the course of the campaign.
Family Size (Village)
| d100 | Number of Parents | Number of Siblings |
|---|---|---|
| 01-10 | 3 or more | 2d4+2 |
| 11-50 | 2 | 2d4 |
| 51-89 | 1 | 1d4 |
| 90-100 | 0 | 0 |
Family Size (Town)
| d100 | Number of Parents | Number of Siblings |
|---|---|---|
| 01-10 | 3 or more | 2d4+2 |
| 11-70 | 2 | 2d4 |
| 71-85 | 1 | 1d4 |
| 86-100 | 0 | 0 |
Family Size (City)
| d100 | Number of Parents | Number of Siblings |
|---|---|---|
| 01-05 | 3 or more | 2d4+2 |
| 06-60 | 2 | 2d4 |
| 61-80 | 1 | 1d4 |
| 81-100 | 0 | 0 |
Parents. You might have been blessed with two loving parents, or you might have helped your single parent take care of the rest of your family. You might have been raised by three or more parents, whether because those parents engage in a polyamorous relationship, one or both parents had multiple spouses, or you were raised communally. Or you might have no parents, whether you were orphaned early in life or have outlived the parents you did have.
Siblings. Your siblings can include your parents’ other children, half-siblings from your parents’ other marriages or affairs, cousins who are as close as siblings, or beloved friends who became siblings by bond rather than by blood.
Family Member Traits
Once you’ve determined the size of your family, choose the gender and age of each family member.
Powerful Family Relationships
Even before your adventuring career began, you had allies who supported you and rivals who sought to thwart your success. In some cases, your allies might be so devoted that they are indispensable companions, while your rivals are hateful enough to make them nothing short of mortal enemies.
Your first allies and rivals are your family. Sometimes your family members are your closest friends. Sometimes you hate their guts. Roll a d3. This is the number of powerful relationships you have within your family.
Roll once on the Family Relationships table for each powerful relationship you have within your family, to determine the setup of your friendship or rivalry.
Family Relationships
| d100 | Relationship |
|---|---|
| 01-10 | You thought you killed this family member, whether by accident or otherwise. You never expected to see them again—but now they’re out for your blood. You gain one rival. |
| 11-20 | You insulted this family member so gravely that they left your life forever. If they ever return, it will be to settle the score. You gain one rival. |
| 21-30 | You have always been better than this family member at a particular activity. They grew jealous and abandoned you, so that they could return and best you one day. You gain one rival. |
| 31-40 | You uncovered a secret about this family member, whether a tiny embarrassment or a life-changing scandal. They now seek to unveil your darkest secret. You gain one rival. |
| 41-50 | You and this family member have a friendly rivalry, and are constantly trying to best each other in an activity, craft, or other pursuit. You visit occasionally to test each other’s skills. You gain one rival. |
| 51-60 | This family member owes you a debt, and they don’t like it. They’ll help you out when you need it, but only to clear the slate. You gain one ally. |
| 61-70 | This family member loves you, but you were never that close. They’ll do anything to help you—as long as they won’t be at risk of injury or death. You gain one ally. |
| 71-80 | This family member caused you to have a horrible accident when you were a child. They still feel incredible guilt, which they would do anything to assuage. You gain one ally. |
| 81-90 | This family member left long ago for reasons you don’t understand or won’t talk about. Before they left, they promised you that they would return in your hour of greatest need. You gain one ally. |
| 91-100 | This family member has always loved you with all their heart, and would do anything for you. You gain one ally. |
Acquired Allies and Rivals
If you gained allies or rivals based on your background and your homeland, this section allows you to establish your relationship with those allies and rivals, as well as the broad strokes of their identities. Start by rolling once on the Ally Relationships or Rival Relationships table for each of those allies and rivals. Alternatively, you and your DM can work together to create ally or rival relationships that enhance your character’s story.
When you’ve determined the relationships between you and your acquired allies and rivals, roll for each one on the Ally and Rival Identities table to determine their game statistics.
If you roll a particularly powerful ally or rival on this table, their involvement in your life causes a fateful moment to occur in your backstory, as determined in the next section.
Ally Relationships
| d100 | Relationship |
|---|---|
| 01-10 | This ally is a loyal pet. Rather than rolling on the Ally and Rival Identities table, choose one beast of CR 1/8 or lower as your pet. |
| 11-20 | This person once lost a bet to you and is still trying to scrounge up the cash to pay you back. They’ve decided you’d both be better off if they put you in their debt instead. |
| 21-30 | This person was once a beggar to whom you gave a large sum of money. They have transformed their life thanks to you, and now want to repay your generosity. |
| 31-40 | You were this person’s favorite drinking buddy, and their home is always open to you and your friends. |
| 41-50 | This person was once your mentor, but you left before you could complete your training. You are welcome to return and finish what you started, but only when you are ready. |
| 51-60 | You bonded with this person over a traumatic event such as a battle or an armed robbery. If you ever tell them that you are in danger, they will try to aid you. |
| 61-70 | You and this person share a terrible secret, and you have sworn to never reveal it to anyone. They will help you keep this secret if it is ever in danger of being revealed. |
| 71-80 | This person fell in love with you. If you reciprocated, they always stand at your side. If you didn’t, they took it well, and still consider you their closest friend. |
| 81-90 | You and this person were affected by powerful magic, and now you both share a telepathic connection that functions while you are within 1 mile of each other. |
| 91-100 | This person owes you their life. Even if they can’t follow you everywhere you go, they will do anything they can to protect you. |
Rival Relationships
| d100 | Relationship |
|---|---|
| 01-10 | This person believes that you murdered their sibling. Regardless of your guilt or innocence, they are out for your blood. |
| 11-20 | You bested this person in combat, but they believe you cheated to defeat them. They long to prove that they are the superior warrior. |
| 21-30 | You broke a promise to this person, and it caused them to suffer greatly. Now they conspire to make someone else break a valuable promise to you. |
| 31-40 | You once loved this person, but broke their heart. They are now obsessed with making you feel the same pain they felt. |
| 41-50 | This person was ordered to arrest you, and doggedly hunts you wherever you go. |
| 51-60 | This person thinks that you were replaced by a doppelganger or possessed by a spirit or monster. They are now trying to defeat you, so as to find or free the original you. |
| 61-70 | You fled from your home under mysterious circumstances. This person is obsessed with finding out the truth of what caused you to leave. |
| 71-80 | You and this person tried to harness power beyond your control, and it left them disfigured and in constant pain. Having since mastered the power that nearly destroyed them, they now seek to turn it upon you. |
| 81-90 | You helped this person out once when they were down on their luck, and now they go to you whenever they need help. |
| 91-100 | This person wants to be your friend, but their help has always made your life harder. |
Secret Identities. Some of these allies and rivals might keep their true identity secret from your character. The DM can decide to make one or more of the rolls on the Ally and Rival Identities table to keep the secret intact. Stat blocks appear in appendix B of the Monster Manual.
Ally and Rival Identities
| d100 | Stat Block |
|---|---|
| 01-05 | Commoner |
| 06-10 | Acolyte |
| 11-15 | Bandit |
| 16-20 | Bandit Captain |
| 21-25 | Berserker |
| 26-30 | Cultist |
| 31-35 | Cult Fanatic; gain one fateful moment |
| 36-40 | Druid |
| 41-45 | Gladiator; gain one fateful moment |
| 46-50 | Guard |
| 51-55 | Knight |
| 56-60 | Priest |
| 61-65 | Scout |
| 66-70 | Spy |
| 71-75 | Tribal Warrior |
| 76-80 | Veteran |
| 81-84 | Mage; gain one fateful moment |
| 85-88 | Noble; gain one fateful moment |
| 89-94 | Assassin; gain one fateful moment |
| 95-96 | Good or neutral werebear or weretiger (DM’s choice); gain one fateful moment |
| 97-98 | Evil wereboar, wererat, or werewolf (DM’s choice); gain one fateful moment |
| 99 | Archmage; gain one fateful moment |
| 100 | Adult gold dragon or adult red dragon (DM’s choice); gain one fateful moment |
Fateful Moments
No one decides to go adventuring without a reason. Some might set out from home in the name of vengeance, seeking retribution for themselves or their kin. Some might be looking for wealth or glory. Others might seek only a change from their dreary lives, never realizing that they’ll soon be caught up in events beyond their understanding along the open road.
Fateful moments are the turning points in your character’s life. The weight of these joyous or destructive occasions provided some of the talents, skills, and equipment you bring into your life as an adventurer. Roll once on the Fateful Moments table for each such moment you accrued in the previous section, courtesy of the allies and rivals that are part of your backstory.
If a fateful moment grants you a proficiency that you already had, choose any proficiency of the same type (armor, skill, language, tool, or weapon). If a fateful moment doesn’t make sense for your character (for example, if your siblings perished but you don’t have any siblings), roll a new event or work with your DM to change up the details. It is recommended that you forego rolling for fateful moments entirely, instead working with your DM to create moments specifically attuned to your character’s story.
Mysterious Secrets
You saw something you weren’t supposed to. A note came into your possession by mysterious means. A childhood friend spoke to you of a cryptic message. Whatever its source, a secret has haunted you your entire life. What is it? You can roll on the Mysterious Secrets table or work with your DM to create a secret.
Prophecies
A prophecy influences your character’s future.
Write down three aspirations or goals you have for your character, and which you want to achieve over the course of the campaign. A prophecy goal should have two parts. First is the goal that your character wants to attain. Second is a sense of what complication might ensue once the goal is met—for good or for ill.
One of your prophecy goals should be an immediate goal, one should be long term, and one should be a goal that concludes your character arc at the end of the campaign. You don’t have to decide on all three goals at the start. You can choose your immediate goal now and think about the other two while you get a feel for the tone of the campaign.
These prophecy goals can help your character stay motivated, but they’ll also help your Dungeon Master create interesting stories that relate directly to your character. Your three prophecy goals can help the DM shape the campaign by determining what challenges or rewards to put in your character’s way. (If you rolled for a mysterious secret in the last section, that secret is a great thing to link to a goal.) Alternatively, you and your DM can work together to create goals that help link your character goals to an existing story the DM wants to tell.
Each time you complete a prophecy goal, your character gains a mechanical benefit as a reward.
Examples. I will save my village from the gnoll tribe that has raided us for the past year. Their defeat will inspire me to perform even greater feats of heroism.
For the Dungeon Master
If you’re the Dungeon Master for your group, think about how long you want your campaign to run. Each of the players will have three goals set down for their character, each of which needs to be achieved by the end of the campaign. If you take the number of game sessions you anticipate your campaign lasting and divide it by the number of prophecy goals laid down by all your players, you’ll have the average number of sessions it should take for one player to complete one goal.
If the characters are completing their goals too quickly, remember that it’s more interesting for the players if events that are important to them happen more frequently than if they have to slog through a story that has nothing to do with them. Use your best judgment and find the pacing that works for you.
Prophecy Rewards
Each time a character completes one of their three prophecy goals, they gain a reward of the DM’s determination. Any of the following rewards are suitable for completing a goal, or the DM might decide on unique rewards of the same general level:
- For the next 1d10 days, the character gains inspiration whenever they finish a long rest.
- For the next 1d10 days, the character has advantage on saving throws to avoid being frightened.
- For the next 1d4 days, the character’s weapon attacks deal an extra 1d6 damage of the weapon’s type.