Welcome
Hello players, this is God speaking. This book exists not only for the players, but also for your dumb DM, because he has a hard time keeping his ideas behind his giant forehead. I noticed that a lot of the D&D guide books have prefaces, so here I am conforming. I want to use mine to thank and warn you.
First of all, thanks for reading this and thanks for playing D&D with me. I underestimated the amount of work it takes to make a full world setting. All of that work would be pointless if I didn’t have players to explore and test the world, so thank you for doing that. Also, thanks for all of your ideas and inspiration, I use you more than you might realize.
Second, I want to explain something that you probably already know, which is that this world is always changing. It’s hard to write and plan everything that a world would entail before it actually comes up in game, so know that lots of content is to come, a lot is unfinished, and I could always use your ideas to fill in the gaps.
Love you nerds,
Kylord
Chapter 1: An Introduction to Calordia
Welcome to Calordia
It is the 209th year of the New Zenith era. An era that began with the reconstruction and distribution of the powerful magical focus, the Caster’s Crystal.
Calordia is an ever-changing high fantasy setting that welcomes innovation, exploration, and other -ations. Certain sections of the world contain abundant wealth and are in a sort of magical renaissance. Other areas are much less advanced and these disparities are noticed by none more than the less fortunate. Thanks to the technological advancements brought on by the Caster’s Crystal fragments, more of the world is connected than ever before. However, there remains much to discover of the planet and many advancements to be made.
Nations of Calordia
Lylaea & Nynaea
The Lylaean (Lie-Lay-Yuh) and Nynaean (Nye-Nay-Yuh) empires are considered sister nations, bound by a peace treaty. However, the two lands are fiercely competitive and locked in an everlasting cold war. Both nations hold vast wealth and large capital cities with nearly equal-sized Caster’s Crystal fragments.
An inherent nationalism is common from members of either empire, and both tend to believe that they have the more powerful army, crystal, culture, etc. Both nations wish to control more territory and employ subtle political strategies to do so. Both have large, powerful, highly funded armies.
The land that separates these nations is a magical woods enclosed by mountain ranges. This land does not officially belong to either nation, yet both have their sights set. The woods within are said to contain a World Tree.
Sanderon
Sanderon is a federation of scattered city-states. Much of it's harsh, cold landscape remains unexplored, particularly the northern mountain ranges. Sanderon has a history connected with giants, and some are believed to still live in the North Mountains and beyond. Among the common races, Goliaths may also be found in Sanderon’s establishments.
Mijuya
Mijuya is a highland populated with monasteries and city-states. Mijuyan people are very disciplined and reserved, placing great importance on restraint. Mijuya finds sparse travelers coming to its lands in search of guidance or inspiration. The coveted Crystal Monastery is an exclusive temple that lies at the end of a treacherous journey, though many who have become listless seek solace within its walls and secret teachings.
Xordun
Isolated from the rest of the land by a menacing mountain range with a highly active volcano, Xordun is an atypical society. There is no formal ruling government, but a collection of self-governing towns and bases. Combat is honorable here, and though most would consider Xordunian practice to be brutish, there is no frivolity in their warfare.
Many of what the civilized world deem “monster races'' can be found in Xordun or its surrounding mountains. The vast plains of Xordun are mostly undisturbed by the rest of the world, but there may be a wealth of resources yet untouched.
Agnar
Agnar is among the most populated of deserts, thanks in part to Nynaean influence. Many adventurers of old have had bountiful quests in Agnar wrought with treasure and excitement. Now, Agnar is well-connected to most other civilized nations. While the capital city has become a tourist hub, and its dock towns are busy with commerce, the edges of Agnar are still great locations for thrill-seeking adventurers.
North & South Jae Ona
Great Jae Ona was once a joint country of great renown and influence, until the middle land became unstable. Once Valdonis was declared its own territory, Jae Ona was split into two: North and South.
North Jae Ona has since taken after the precedent set by the Lylaean and Nynaean empires, wishing to become a powerful and vast empire. North Jae Ona has an extremely powerful military and is focused much more on physical ability than magical prowess. In part, this is because the larger Caster’s Crystal fragments are located in the south.
South Jae Ona is much more magically inclined. It houses some of the most prestigious wizarding schools and bardic colleges in its cities. Packed with a wealth of history and knowledge, South Jae Ona is one of the world’s leaders in magical discovery.
Valdonis
Valdonis is the ash-covered, volcanic land that divides North and South Jae Ona. Some legends explain the corruption of the land to be the effect of a powerful curse. There is no common agreement on what entity placed the curse, or even why, but all know that Valdonis is an area to be avoided at all cost. Most who enter do not return.
D’Schir
D’Schir is a hub for seafaring voyagers and permanent residents alike. There is no federal influence and each of its ports and cities are ruled independently. This apparent anarchy makes it a hotspot for pirates, bandits, and other societal outcasts. In general though, if you ask any D’Schiran, they are well adapted to this lifestyle and wouldn’t want it any other way.
Brylewood
Brylewood is a fantasy haven filled with whimsy. With the enchanted forests that run throughout, to the rolling hills and the bright green plains, Brylewood feels just out of a storybook. This is where one would find the anthropomorphic races of Calordia. Creatures like Tabaxi, Tortles, Firbolgs, and more are natural to Brylewood. These creatures tend to stay in Brylewood’s territory, however, so much of the world is still in disbelief at their existence. Though much of the civilized world has its sights set on excavation, there are many natural protectors that ensure the sanctity of the land.
The Frizier
The Frizier is a tundra with mountainous regions throughout. A vast, icy landscape. Many who roam this land are accustomed to its climate. There are few city-states or other establishments. Large portions of The Frizier remain relatively unexplored and could hold treasures untold. Though the dangers of the elements and what may lurk within are enough to dissuade most travelers.
The Feywild
Named such after the parallel plane of existence, The Feywild is a mystical forest that once housed the almighty World Tree. Since the relocation of the tree, the forest has remained magical and has become home to many who wish to preserve its essence. Uninhabited by large populations, The Feywild remains a natural location for magical beings and happenings. Similar in spirit to Brylewood, though perhaps a bit more imposing. It is rumored that perhaps this is the real Feywild, or that the forest acts as some sort of entrance to the plane. The Feywild’s mystery intrigues many, but frightens most.
Bax Terra
In the age of New Zenith, Bax Terra has become a world leader in magical innovation. With the ever-growing icy kingdom of Winterglade in the north, to the bustling cities of New Fellsburough and Azzlerun, Bax Terra is a widely populated land. However, the swamps in the east and the mountains in the west are sparsely inhabited and hold whispers of undead, giants, and other hidden dangers.
Whilgam
Whilgam has earned a reputation of peace after a long fraught history. The cities and towns of Whilgam were once subject to the invasion of the Dead Kingdom, becoming battlegrounds for the Elven War, and roaming bandit gangs just to name a few. Now, Whilgam’s people are mostly conflict averse and it holds a notoriety for being a place to retire from the world’s chaos. Though there may still be adventure awaiting in Whilgam for those who know where to look.
Phoenexia
In the Zenith age, Phoenexia was called “The Dead Kingdom.” Only in the New Zenith, when the Caster’s Crystal was reformed and the Elven Insurgence was thwarted, did this land become a place worthy of settling. Even to this day, it is home to some of society’s unfavorable, but the nation strives to become integrated in the new world and detach itself from its troubled past.
Cahare
The nation of Cahare once held itself to be the most powerful in the world, especially during the Zenith age. Now, in New Zenith, there is a sense of being left behind as the world prospers. Though not as fiscally dominant, there is much in Cahare to be envied. Elite bardic colleges and wizarding schools, the powerful Dwarven Kingdom of Ull’Voll, and a rich history make Cahare a capable world player. Though, perhaps Caharian leaders are not as influential as they would prefer to be.
Zir
Zir’s nickname “The Land of Dragons'' is well-founded. In the past, the mountains and deserts of Zir were the home to thousands of mighty Dragons. Now, it is the secluded nation of Dragonborn who deal scarcely with the rest of the world. The people of Zir constructed barriers to shield their desert from the rest of the mainland. The Eastern Desert is still considered to be Zirian territory, but is home to a much more incorporated population of people.
The Medlands
The Medlands are a tribalist group of islands that is mostly overlooked by the rest of the world. There is much adventure to be had on any of the 7 strange islands, but few visitors are granted the opportunity. Locals to the Medlands understand the nuances of island rivalries and the tribal tournaments. The Medlands are subject to many legends of ghosts, hauntings, and other mythos. Few may know the truth behind these tales.
The Expanse
The Expanse is a mostly uninhabited, unexplored land of tundra and glacier. There are unique creatures that may roam the land or surrounding waters, but most warm-blooded creatures never have the opportunity to investigate. Perhaps exploration to The Expanse is in the near future, led by magical and technological innovation.
Calendar and Time
The Calordian calendar year consists of 496 days split up into 8 months. The months alternate between 114 days long and 10 days long. Each of the 114-day months represents a full season in Calordia, with the 10-day months acting as the transition period (essentially a 10-day margin of error). The first calendar was constructed by the Zirian Dragonborn, and shared with the world by the Caharian people. It has withstood the test of time.
The Calordian week is eight days long, with each weekday named after one of the eight Zodiac constellations. The constellations are: The Monkey, The Toucan, The Wildebeest, The Tortoise, The Fox, The Snake (also called The Viper), The Swan, and The Bear. Subsequently the days of the week are: Mondey, Tousdey, Wildesdey, Tortsdey, Foxdey, Serpendey, Swandey, and Bearday.
| Month | Days | Season |
|---|---|---|
| Vortima | 114 | Spring |
| Vor-Su | 10 | Spring -> Summer |
| Sutima | 114 | Summer |
| Su-Haus | 10 | Summer -> Autumn |
| Haustima | 114 | Autumn |
| Haus-Vet | 10 | Autumn -> Winter |
| Veturma | 114 | Winter |
| Vet-Vor | 10 | Winter -> Spring |
Holidays
Naturally, the various nations of Calordia have many different holidays that they celebrate, however there are a few similarities among the seasons. Most nations have some sort of festival in the Summer in which games, music, and good food is shared. Additionally, Winter holidays are very common, often involving a celebration of life and religion.
One particular event that is known around the world is the night of the double full moon. This is a rare occurrence, sometimes less than once a year, where more civilized cities celebrate with scary stories and festivities. However, there are some locations around the world that believe this to be a cursed night, giving power to creatures that roam the night. The night of the Dual Moon is something to be feared.
Moons and Cosmos
Calordia is the second planet in a system far from a red giant star. The sun in the sky of Calordia gives off a warm red-orange glow, far too bright to look at directly.
Calordia has two moons, each named something different depending on the culture. Most commonly, they are named after the Father and Mother Gods of the Caelish Order. The “Green Moon” is the Mother, named Moyir in the preceding example, and has a revolution time of approximately 365 days. Moyir has a slight greenish cloud that swirls above its white surface and is about 1.5 times larger than its partner. It is named after the All-Mother and keeper of the Earth. Since it has a longer revolution time, it is mythologized that Moyir is watching over her creation. The “Red Moon,” or Fayor, is a smaller moon with a reddish-pink hue. Moyir has a revolution time of 42 Calordian days. It is named after the Caelish All-Father.
The Constellations
Calordia has a multitude of constellations, the most established being the 8 zodiacs. The Monkey, The Toucan, The Wildebeest, The Tortoise, The Fox, The Viper, The Swan, and The Bear. The zodiac signs are as follows according to birth dates:
| Zodiac | Dates |
|---|---|
| The Monkey | The 4th of Su-Haus -> The 55th of Haustima |
| The Toucan | The 56th of Haustima -> The 3rd of Haus-Vet |
| The Wildebeest | The 4th of Haus-Vet -> The 55th of Veturma |
| The Tortoise | The 56th of Veturma -> The 3rd of Vet-Vor |
| The Fox | The 4th of Vet-Vor -> The 55th of Vortima |
| The Viper | The 56th of Vortima -> The 3rd of Vor-Su |
| The Swan | The 4th of Vor-Su -> The 55th of Sutima |
| The Bear | The 56th of Sutima -> The 3rd of Su-Haus |
Calordian Life
People
The world of Calordia is home to many of the same races and creatures as discussed in the many tomes of Wizards of the Coast. However, the origin and culture of the playable races may differ from those discussed in the Player’s Handbook and beyond. Do your best not to make any assumptions, ask your DM, he’s really cooperative and attractive.
Currency
A majority of the civilized world runs on the gold system, meaning copper, silver, and gold. The various nations and cities will mint their coins accordingly, which can (on occasion) cause some trouble. There are a few areas of the world that may have differing types of currency, but it is rare for any to refuse gold. Bartering is common among the “less-developed” countries.
Platinum is a rarity but may be accepted in more established cities. A handful of cities around the world may deal exclusively in electrum, whereas others may not accept electrum at all.
Religion
Religion is a tempestuous subject in Calordia, as there are many feuding ideologies and histories. This topic is discussed more thoroughly in the next chapter. The numerous cultures often have created their own Pantheon(s) and worship practices. Currently, the Caelish Order is the most wide-spread and was derived from the Elven culture of old. Other popular pantheons include the Draconic Pantheon, the Originators, the Demonished Gods, the Agrestal Spirits, and more.
Even as the world becomes more connected through technological and magical advancements, things from a religious viewpoint seem to grow only more divisive.
Technology and Magic
With the new capabilities granted to the world by the fragments of the Caster’s Crystal, magical discovery and technological achievement are booming. As the years pass, more teleportation circles are constructed in populated areas, airships and sea ships have become more advanced, weaponry and automation have reached new peaks. In the most populated nations and cities, this modernization is ever-present. However, for those areas not equipped with a crystal fragment, they may be unaware that this technology even exists.
Chapter 2: A History of Calordia
The Creation of the World
Reflective of the diverse world of Calordia, there are many theories about the origins of life and the land itself. The following sections regard the most popular of these legends and refuse to endorse or renounce any of the inherent beliefs. It is important to keep in mind, however, the low likelihood that any one theory is entirely accurate. It is more probable that the reality of Calordia’s origins may be a combination of these myths of creation.
The Founding
Possibly the most subscribed to ideology by population is the theory of The Founding. It is believed that before the Divinity Era, the world existed simply as potential. Calordia had not come into existence as land or life until the Gods, who existed in their own realm (exactly which Gods these were changes based on the preferred pantheon of the supporter), adopted this plane as their jurisdiction. They decided to craft Calordia as they see fit, dividing domains between them as appropriate. They existed this way for centuries, crafting the land and its natural law before gradually introducing life to the world.
The Gods each introduced their own creatures to fill the corners of this new world. As they became more adept in their creation, they resolved to create sentient, developing life. Most interpretations of The Founding state that the first three of these mortal races were Elves, Humans, and Dwarves. Among these three, new races developed. The offspring of Humans and Dwarves eventually evolved to become more than half of each race, but their own race called Halflings. Halflings and Elves created Gnomes, and so on.
In this era, called The Divinity, the Gods remained on Earth with mortalkind, helping to establish their dominance and find habitable territories. Many ancient structures, now beaten and weathered from time and elements, are believed to have been built equally by mortal and God hands. However, over time, the Gods began to have internal disagreements. These disputes about domain ownership, conflicting practices, procuring followers, and more would sometimes end in violence between Gods. This violence destroyed land and structure and frightened mortalkind. Eventually, the wiser of the Gods realized that their influence had already peaked, and was now beginning to harm the world they created. It was time for the Gods to return to their realm.
Unfortunately, the damage had been done. With tension high and no Gods to guide them, the mortal races of Calordia began to turn on each other. War, greed, spite, and many other evils found their way into the hearts of mortalkind. It is from here that the Era moved into Nightfall.
The Draconic Genesis
This theory is held most commonly by those with some form of Draconic ancestry such as Dragonborn or Lizardfolk, however many other races around the world find the belief compelling. It is believed that the Draconic Pantheon (made up of Dragons, not a race of Gods) is responsible for shaping the land of Calordia and giving life to its inhabitants.
In some versions of this theory, Calordia or the entire material plane exists on the back of a colossal Dragon (most commonly, the shell of a dragon turtle). The first children of this Almighty Dragon make up the original Draconic Pantheon. With the combined infinite power of their breath, they shaped the land, oceans, atmosphere, and life of Calordia. First they populated the world with countless many more Dragons. Some of which spread themselves underground, to other planes of existence, to beyond Calordia’s atmosphere, but many remained to craft the world. The first of mortalkind became the race of Dragonborn, which eventually gave way to Humans, Elves, Dwarves, Gnomes, Halflings, and so on.
In this realm of Dragons, they were worshipped and revered as the powerful race that they were. The Dragons helped teach mortalkind how to wield magic and granted its use to some in order to help them progress the realm. However, as time passed, some mortals believed that they could hunt the dragons like other beasts, and decided to enact violence against their creators. In violent collaborations, the mortals of Calordia decided to attack weaker Dragons, hoping to grow more powerful as a result. Eventually, huge wars were waged against Dragons and even Dragonborn, until eventually Dragons were forced into exile, away from the world they created. Many became vengeful and hunted mortals, but many still loved their creations and fled to places unknown in order to oversee their progress.
It is for these reasons that Dragons are believed by some to be extinct, and Dragonborn live in exile from many other mortal races. A long history of violence and betrayal has culminated in this considerable division.
The Planar Convergence
Those who hold this to be the single truth of creation often consider themselves among the most pragmatic of thinkers. The existence of the Planes of Existence is rarely contested, though they are just as rarely visited. The Planes of Existence move and dwell in a dimension unperceivable by mortal minds, but may be visited with the help of powerful arcane forces.
Before there was the material plane, there existed a plane of Chaos. Within this chaos existed what we now consider the many planes of existence, all churning within the same space. At some fateful point, the churning became so volatile that it could not continue to exist in its current state. The outer reaches of the Chaos plane collided with the inner and, as the theory states, it converged into impossible density before fantastically exploding to create reality as it is known. Resulting from this explosion of creation, the Planes of Existence were formed and separated, settling slowly into their current formation.
The plane within which Calordia and its universe exists is the Material Plane. Adjacent planes are theorized to be the Feywild and Shadowfell, both resembling the material plane in their vast amount of land and life, but differing greatly in the forms they take. Beyond this exists the Elemental Planes, then Elemental Chaos, then the many Upper and Lower Planes, and beyond that are the Outer Planes. Very few of these theorized planes have been unequivocally proven by mortal life through exploration or otherwise, but there exists nearly endless potential among the life of Calordia. Brave adventurers may find themselves on a multi-planar quest with the right circumstances.
The Eras of History
As estimated by scholars, Calordia may be over a billion years old. Recorded history did not begin until the Dawn Era, so the happenings of Nightfall and Divinity are subject to much speculation and legend. The histories of Calordia, much like the histories of any world, are often incomplete, biased, and fluid. Local histories may expand upon or contradict things mentioned in this section. They may also introduce events not at all covered by this section.
Divinity
Divinity is the name for the era immediately following the creation of Calordia. It is called Divinity based on the theory of The Founding, which believes that the Gods remained on the land for many thousands of years. In the Draconic Genesis theory, this is when Dragons reigned supreme and continued to help the first life to progress their discoveries. Whatever one believes, this is the era of the first mortal races becoming established in Calordia.
This Era is often looked at with fondness for being a time free from struggle. When the first civilizations formed, they brought with them conflict and disaster. The world was revealed to be a dangerous place after all.
Nightfall
Nightfall is the name for the era of hardship in Calordia. Written history has still yet to be incorporated, but there are many legends from this time. Formidable creatures roamed the lands and destroyed communities. It took the concentrated effort of many powerful mages and warriors to attempt to defeat, control, or banish these monsters, many of which may still remain today. Devastating battles were fought, wiping out settlements around the globe by those who were more advanced and seeking power. It was during this time that the true face of mortalkind was shown and the evils of society won over.
In this time, very few communities prevailed, and it is likely that none were free from guilt. The threats of the natural world compounded with the immoral conquests of mortals made the world a violent, cruel place. It took nearly 200,000 years for civilizations to settle again and monstrous hazards to be quelled. The results of this era became the roots of the many current societies and races of Calordia.
Dawn
The Dawn Era brought with it many successes and long-awaited progress. Early along in this 250,000 year era, recorded history begins. It is within this time that the countries of Calordia are fully established and alliances are formed among the people. For the most part, the three main continents of Calordia kept to themselves, each believing that their borders were the limits of the world.
During a majority of the Dawn era, societal power was at a massive imbalance. Imbalance remains true to this day, however it differs from that of the Dawn era. In this time, Elves were the dominating race of mortals along the land. A huge contributor to this domination was their prolonged lifespan in comparison to that of other races. It is during this era that the original Caster’s Crystal was formed in Nynaea. This crystal was created by four powerful Elven mages, each of a different of the four magical connections (Mortal, Divine, Nature, and Wild).
Eventually, the Elves saw fit to subdivide their own race. This subdivision eventually caused tension to rise among the race which intensified into the first massive recorded war: the Elven War.
In the Elven War, High Elves conspired to stay in power and worked with the various subraces of Elves to ostracize the Dark Elves as much as they could. Eventually, the Drow were overpowered and most of them were sent to live in The Dead Kingdom (now known as Phoenexia).
In the aftermath of the Elven War, the alternative mortal races found the Elves to be overextended. Led by the Dwarves and Humans, the world’s largest and longest war began: The Great War.
The Great War marks the end of the Dawn Era, as it is responsible for propelling society into new heights, but is rarely acknowledged for the devastation it brought. Mortal races all along the world spent years developing new weaponry, tactics, and battle magic to combat Elves in power. Eventually, Elves were overthrown and lost many of their countries, cities, and towns to new rulers or governments. The Elves (mostly) destroyed their own Caster’s Crystal so as to not allow it to be used by others. Some Elven societies remained, but were still banned from alliances and trade, so many fell behind. In this time of new leadership, the Zenith Era arose.
Zenith
Zenith is the resulting era from The Great War. Though the discoveries that are emblematic of Zenith were motivated into creation by war and violence, many of them were implemented into daily life around the world. This technological and arcanic advancement brought the world into what was believed to be its peak, hence the name, “Zenith.”
It is far from true, however, that conflict had vanished from the world. Daring adventurers still battled the monstrous threats of the land. Border disputes and power grabs perpetuated bloodshed. There was still much to improve. This era’s transition is marked by the Elven Insurrection, an event spawning from The Dead Kingdom that threatened the Northeastern continent.
The High Elves (and other subraces) had decided to attempt to reclaim the power they once held. Many powerful Elves assembled in The Dead Kingdom and colluded with the multi-planar monsters called Slaads to sow turmoil in the neighboring countries. Their goal was to resurrect the original 4 Elven mages that created the Caster’s Crystal to construct a new one and use its power to overtake the land they believed they were owed.
It is the accomplishment of a group of adventurers known as The Greater Guard that prevented the Elven Insurrection from being successful. Though their exact deeds are now the subject of mythos and debate, they were able to eliminate the Slaadi from Calordia and prevent the Elves from taking over by force. As a final feat, the adventurers pooled their power together to craft a new Caster’s Crystal, which they purposely divided into many fragments. These fragments were distributed carefully to the most populated areas of the world in an effort to equitably share the power source. This act of allocation is what ushered in the current era of Calordia, the “New Zenith.”
New Zenith
The New Zenith Era is currently only 209 years old, but is a mammoth of development. In these 209 years, magic and technology have propelled to new heights previously thought impossible. Electricity is beginning to be harnessed in tandem with enchantments, creating marvelous inventions. Plumbing systems, automatic weaponry, flying vehicles, powerful machinery, even magical androids of sorts are advancements that certain areas of the world have seen.
The Caster’s Crystal fragments are being utilized by the areas of the world with the largest populations. Unfortunately, this has concentrated magical power in these areas and seems to be limiting it in other parts of the world. As a result, those without access to a Caster’s Crystal get left behind in societal advancement. Many of these less fortunate cities are considered to be far behind in the measure of progress.
Over the past 8 years or so, natural disasters have become more frequent and more destructive in various areas of the world. Conveniently, many of the communities with crystal fragments have either avoided these force majeures or been able to quickly restore any damage they may have caused. Little research has gone into these increasingly numerous calamities, but there may be more to it than coincidence.
The Histories of the Nations
Nynaea
Nynaea has had a long history of national competitiveness, causing continual conflict for the people within. In the history of The Founding theory, it is speculated that either Nynaea or Lylaea is the land on which the Gods first roamed. The exact area for the creation of the mortal races is a topic of historic debate, but naturally, Nynaean people often believe their own land to be the source. This has caused religious tension between the two primarily Caelish-following nations.
Regardless of the potential beginnings of Nynaean land, it is true that, during the Dawn Era, this was the land most inhabited by Elvenkind. Long before the subdivision of the Elven race, the people of Nynaea built settlements, towns, cities, and kingdoms all across its vast and bountiful terrain. Nynaea (and Lylaea, as well) is named in the Elven language, roughly meaning “Land of Life” in reference to the generous streams, the fertile soil, and the overall biodiversity of the land.
Much of the Dawn Era was rife with conquest as the people of Nynaea raced to take more territory for their nation. Nynaea once expanded much further North and South past its present-day borders before Sanderon, Mijuya, or Agnar had become their own nations. For a long time, these areas were under the jurisdiction of the Nynaean Empire, ruled by a council of Ten Emperors who often disagreed with each other. Mijuya was formed by one of these Emperors in the late Dawn era and another left after the Great War to found Agnar. It is from this precedent that the current makeup of the Nynaean government derides. Eight Councilors rule over the Nynaean “Empire” and dictate the laws and actions of the lands and their armies. Each of the settlements within Nynaea, such the modern and ever-proud Olympian Islands, have their own regional governments that defer to the decisions of the Nynaean Council (also known as the Nynaean Eight).
In the build up to the Elven War, tensions rose higher between Nynaea and Lylaea over their borders. Both nations strove for control of the land between the mountains. This rise in tension sparked rumors of war across the continent, enhancing military efforts in Nynaea. Eventually, from the Perciphian Academy (a mage college and military academy located on the island in the center of the country), came the four Elven mages who would create the original Caster’s Crystal by combining the four magical connections. These four were Verathil of Divine Magic, Kaea of Wild, Faelar of Nature, and Aiwin of Mortal. Coincidentally, during this time, tensions among Elvenkind were boiling over all around Calordia, resulting not only in a war on Nynaean borders, but an all-out global war among the elves. Once the Elven War had concluded, neither Nynaea or Lylaea had come any closer to claiming control over the ever-elusive land between.
Though the Eastern continent was the primary stage for the Great War, it is true that Nynaean land was subject to many of its battles. It is during this time that Agnar (and specifically what is now Gran Luxos) was used as a military prison and battleground for Nynaean warfare, as they did not regard the desert landscape with careful fondness. During the Great War, Nynaean was a huge resource for Elvenkind, continuing its long practice of military development to supply Elves all over the world with new weaponry, spells, and tools. Eventually however, the Great War was concluded and the elves had lost. In Nynaea, the Caster’s Crystal was destroyed, and Elvenkind was demoralized and scattered across the globe. Nynaea is still home to some of the largest populations of elves in the world, but its civilizations are now much more diverse. One persistence in Nynaean culture, however, is the nationalism and military complex, which follows the country into the Zenith Era and beyond.
In the Zenith Era, Nynaea was slow to recover from the Great War. Many domestic conflicts were taking place as the change in population and in leadership was difficult to reconcile for many of its inhabitants. However, near the end of the Zenith era, the civil unrest began to quell and Nynaea resumed its trajectory of being a world leader. Upon the New Zenith and the recreation and fragmentation of the Caster’s Crystal, the Nynaean Council advocated strategically to gain many pieces of this energy source. By overstating the Nynaean misfortune of the Zenith era, the Greater Guard saw it fit to distribute generous amounts to Nynaea, thereby propelling the nation to a new height in the global hierarchy.
Notable Locations in Nynaea
- The Olympian Islands:
Olympus Proper (R.I.P.), Idaros, Empeus, Ambikon, Alaxis
- The Shadowed Marshlands
Gibbery
- The Hills of Erendium
The town of Erendium
- The Southern Mountains
Shroudrock
- The Northern Mountains
Kegharia
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The Border Mountains
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The Perciphian Academy
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The Plains
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The Steppe
Chapter 3: The Gods
The Caelish Order
The Gods of the Caelish Order are most commonly worshipped by those of Elven descent, or in areas that were colonized or once ruled by Elves. These are the most commonly worshipped Gods by population in Calordia. Followers of this pantheon usually subscribe to The Founding creation theory. Some of the largest nations (namely Nynaea and Lylaea) have adopted the Caelish Order as the national pantheon. In some cases, the Caelish Order may be the only recognized and accepted pantheon for a city or establishment.
The Caelish Order is organized as a traditional Elven family, and are often depicted in classic art as High Elves. However, in recent generations, this image is waning and new interpretations are surfacing of how the Gods may look. Regardless, the family tree organization has held steady through the test of time, even with all of its complications. Among these 10 primary gods, there exist many lesser deities that are part of Caelish lineage.
| Deity | Alignment | Suggested Domain |
|---|---|---|
| Fayor | CG | Life |
| Moyir | CN | Nature, Tempest |
| Krono | LN | Arcana, Order, Twilight |
| Torvir | CG | Forge, War |
| Saecra | N | Nature, Twilight |
| Tiatren | LE | Death, Grave, War |
| Luxis | CE | Grave, Trickery, Twilight |
| Tyr | LG | Order, Peace |
| Baldur | NG | Knowledge, Light |
| Mimir | NG | Arcana, Knowledge, Peace |
Fayor: The All-Father, God of Mortals
In Caelish mythology, the All-Father Fayor was the one who brought life into existence. With the help of his wife, Moyir, Calordia was created and populated with the primary Gods. The first mortal was created by Fayor and was an Elvish person named Caelan. Fayor guided Caelan to create the first people and settlements of Calordia. It is this guidance that established Fayor’s role as the God of Mortals. It is said that he watches over the lives of every being in Calordia, and that those who worship him may lead blessed lives without much strife.
Fayor is one of the most renown Gods in the entire world of Calordia, even with those who do not follow the Caelish Order. Those who hold themselves to be devout followers of Fayor often act as agents of his will, protecting all mortal life who need it.
Moyir: The All-Mother, Keeper of the World
Whereas Fayor deals more with the “intelligent” life in Calordia, Moyir watches carefully over the land and nature of the world. According to Caelish legend, Moyir created the world from the power of her womb, with no help from Fayor. For many reasons, Moyir is said to have a stronger bond to the world than to her godly children or even to her husband. Though some Caelish followers believe this to be a negative trait of hers, others see her devotion to the land as worthy and beautiful.
Those who worship Moyir pay careful attention to the land, and are often among the company of rangers or druids. Moyir, the Green Moon, keeps a watchful eye over the world and grants her followers protection and peace of mind on the nights when she is full.
Krono: The Grandfather, God of Time
Krono is the father of Fayor, but does not have dominion over the pantheon, despite his eldership. In fact, Krono does not wish to rule over Gods or mortals, for he is busy monitoring the flow of time. For mortals, time flows in a linear fashion, but Krono is responsible for overseeing all of time in every dimension.
Followers of Krono focus on vast concepts such as the multiverse and the variable passage of time in other planes. Many of his worshippers tend to be scholars, mages, philosophers, and the like.
Torvir: The Hero, God of Battle
Torvir is the first son of Fayor. Torvir is a mighty warrior that uses his endless armory of weapons and cunning mind to protect the Gods from any threat the planes may pose to them. Many consider Torvir to be the Strength of the Gods, and the reason for their perpetual power and dominion over mortals. Torvir is said to watch over and decide the victors of skirmishes and wars. He is the picturesque hero for many, and is a very common symbol in areas with Caelish influence.
Worshippers of Torvir are often warriors. The confidence that Torvir’s blessing may bestor a soldier is enough to drive them into battle. It is not easy to make a devout follower of Torvir back down from a threat or retreat from a fight. Bravery is an essential virtue held by Torvir’s devotees.
Saecra: The Huntress, Goddess of the Wild
Saecra is the second born of Fayor and Moyir and their first daughter. Saecra shares the sentiments of her mother for the natural world, but has a special focus on the wildlife of Calordia. Saecra understands and forgives the needs of mortals, especially the need to hunt. Saecra herself is a fantastic huntress, the best to exist. She is said to hunt dangerous creatures in the Feywild where she resides.
Followers of Saecra often tend to be very pragmatic, nature-oriented folk. These are the types of people that provide for themselves and often for others who depend on them. The strength and guidance of Saecra is enough to ease their worries in the wild and focus on collecting the best harvest.
Tiatren: The Mistress, Goddess of Death
Tiatren was once the mistress of Fayor and through this infidelity they had a child together. When Moyir found out, she demanded that Tiatren be forced to rule over the afterlife and that domain would become her prison. Tiatren is bitter at Moyir for this punishment (while Fayor bears no consequences) and furious at Fayor for the abandonment of their son Luxis. It is this anger that fuels her retaliations toward the primary Gods of the Caelish Pantheon.
Followers of Tiatren are varied and not always easy to pick out of a crowd. They are people who have often been scorned themselves in some way and perhaps relate with the injustice of Tiatren’s fate. They worship her resilience and wish to service her by admonishing the Gods in some way. In extreme cases, Tiatren followers may even wish to send to her domain the mortals who worship the other Gods.
Luxis: The Bastard Son, God of Trickery and Suffering
Luxis is the son of Tiatren and Fayor, though Fayor refuses to claim him. His mother is also trapped in the realm of the dead, so Luxis is often depicted as a lonely man looking for trouble. In fact, Luxis revels in deceiving others, or even causing physical suffering. He views mortal pain as a close encounter with his mother’s domain.
Followers of Luxis are those who enjoy chaos, trickery, and play. Luxis, though sadistic, is a role model for anarchy and attracts those who wish to be unbound by society’s rules. It is common to find followers of Luxis among criminals or underground networks of sorts.
Tyr: The God of Justice
Tyr is the brother of Fayor, and as the God of justice, has been said to disapprove of some of the actions that Fayor may take. It is said that Tyr believes that Fayor does not do enough to protect the mortals that he has dominion over. The world remains a harsh and cruel place with imbalances ever-present. Tyr’s power is in righting injustices, but he still relinquishes some power to his brother. Tyr will often act without the approval of Fayor, but only in rare cases.
Tyr’s followers are typically made up of the under class who have been scorned by the elite of their society. Oftentimes the injustice of being discriminated against is enough to make a Tyr worshiper out of someone. Tyr’s followers may also be well-off people who still fight for those without power, such as lawyers, guards, etc.
Baldur: The Martyr, God of Light
Baldur is the brother of Torvir but was often overlooked by their father Fayor. Instead of growing bitter, Baldur wished to become just as worthy as Torvir in his own right. Baldur took over the domain of light, providing sight to those in darkness and information to those unaware. However, Baldur wanted to be a powerful warrior as well. Baldur knew of a plan from Luxis and Tiatren to overthrow and destroy Fayor and Moyir, so Baldur set out to stop them. However, instead of informing Torvir, who may have had the strength to stop them, Baldur wished to prove himself by taking on the threat alone. In this assault, Luxis wound up killing Baldur, who managed to last out long enough for Torvir to find them and fend them off. It is for this reason that Baldur is considered to be the Martyr God.
Followers of Baldur are often peaceful in nature and understand the significance of sacrifice. These are often medics, healers, carers, and the like. Baldur is a worthy symbol of bravery to those who follow him, as his sacrifice helped preserve the lives of the other Gods, and likely preserved all of Calordia.
Mimir: The Advisor, God of Wisdom
Mimir is a cousin to Fayor and the advisor to Torvir the Hero. Mimir is said to have an endless mind, full of the world’s knowledge and wisdom. It is with this wisdom that Mimir attempts to guide Torvir towards greatness, and succeeds when Torvir is receptive. Many threats have been made to Mimir by Luxis who wishes to have his vast consciousness, but so far none have been successful. However, in these many attempts on Mimir’s mind, Luxis did succeed in permanently blinding the God. Now, even though Mimir may not see, he knows much. The phrase “seeing is not knowing,” which has come to represent faithfulness, originated from the legends of Mimir.
Mimir’s followers are studious folk, often those who seek knowledge beyond their standard prestige. These people may be advisors, professors, students, mages, inventors, or many more. The legends of Mimir inspire anyone who may wish to win battles with information rather than brute force.
Draconic Pantheon
The Draconic Pantheon is mostly followed by Dragonborn or adjacent races and communities. For example, most Lizardfolk and Kobolds subscribe to Draconic ideologies. Appropriately, those who follow the Draconic Pantheon likely believe in the Draconic Genesis creation myth. Since the Elves have more power by population, the Draconic Pantheon can often be viewed as evil by those who follow the Caelish Order, however that is not always the case.
It is nearly undisputed that Dragons did, in fact, roam Calordia at one time, though they are largely believed to be extinct now. Many of the followers of the Draconic Pantheon believe that Dragons remain in the world and that they are the descendants of the Gods. Among the Draconic Gods named in this pantheon, there are many others that are worshipped for more specialized reasons, such as farming, wealth, etc. The Draconic Pantheon, like many pantheons, is extremely expansive.
| Deity | Alignment | Suggested Domain |
|---|---|---|
| Chukwa | N | Life, Nature, Twilight |
| Bahamut | LG | Life, War |
| Tiamat | LE | Death, War |
| Xoris | LN | Order, Peace |
| Xiaosong | CE | War, Twilight |
| Byakko | CN | Life, Nature |
Chukwa: The Cosmic Dragon Turtle
Chukwa is the planet-sized dragon turtle that is said to hold the world (or once held the world, depending on who you ask). Chukwa birthed the first Dragons, the firstborns being Tiamat and Bahamut. Chukwa’s children ruled over Calordia and guided the first mortals, until trouble brewed. Unphased by the strife of Calordia, Chukwa continued their journey through the cosmos, focused more on staying safe and alive than on the mortals on their back.
Worshippers of Chukwa tend to be peaceful and pragmatic folk. Chukwa is the holder of the world and the origin of life, so it is common for followers to devote themselves to protecting life or nature in Chukwa’s honor. However, there are some sects of Draconic belief that do not fully acknowledge Chukwa’s role or existence in Draconic legend.
Bahamut: King of Dragons
Bahamut is the twin brother to Tiamat and the figurehead of metallic dragons. Bahamut was on the frontlines of battle when the mortals of Calordia turned against the dragons, but it is said that he was overpowered by Tiamat herself. Bahamut and the other metallic dragons were among the first to fully disappear. Even those who believe dragons to still roam Calordia do not believe that metallic dragons remain. Bahamut is considered the “good” to Tiamat’s “evil” in the common practices of the Draconic religion.
Followers of Bahamut are often either commonfolk or public defenders in some regard. Bahamut represents the main code of ethics followed by most Dragonborn: Protect those in need of protection, while also protecting oneself. Bahamut’s power remains in his followers and his general renown.
Tiamat: Queen of Dragons
Tiamat is the twin sister of Bahamut and the figurehead of chromatic dragons. Unlike her brother, Tiamat is said to have five heads, each of a different color. The first chromatic dragons followed her every whim. When Tiamat caught wind that the mortals of Calordia were killing off Dragons, she sought this opportunity to usurp Bahamut, who had always seemingly ruled above her. She protected herself by allying with the mortals, and drove Bahamut and the metallic dragons into extinction. However, her plan was not guaranteed and the mortals eventually turned onto her and the chromatic dragons as well. It is believed that Tiamat may still reside somewhere in Calordia, or in a neighboring plane.
Followers of Tiamat tend to be of extreme faith. They believe that the world requires radical change to either bring back the power of dragons or to avenge their extinction. Though, this is not always the case. Some followers of Tiamat respect her for her power and cunning and worship her in times of hardship in order to persevere against grave odds.
Xoris: The Infinite
Xoris is a silver dragon that monitors the flow of time. In fact, in some iterations of the legend, Xoris is time itself. The most notable thing about Xoris’s appearance is that her body is infinitely long, flowing endlessly through time. The symbol of the ouroboros was derived from the legends of Xoris. She did not involve herself with the violence on Calordia and it is disputed whether she is able to leave her dimension or not. It is believed by some that shooting stars are Xoris’s scales flying through space.
Devout followers of Xoris are often very curious individuals. There is much to be learned about the planes, dimensions, and time itself, and these are the people who seek that discovery. Among their ranks are scholars, teachers, and philosophers.
Xiaosong: Son of Dragons
Xiaosong was the first mortal born from Dragons in Calordia. He is still of dragonkind but was the first of the ancient dragons with the ability to change his shape into that of a humanoid. This gift was then passed down through some branches of draconic lineage. When the mortals turned on the Dragons, Xiaosong led devastating charges against the mortals. For this reason, Xiaosong is seen as a master of war.
Xiaosong’s worship is common in most draconic cultures, but specifically in regard to combat and war. Xiaosong is a model for generals to follow for bravery and strategy. The tales of his power continue to inspire many warriors across the world.
Byakko: The White Tiger, King of Beasts
Byakko is seen as the dragon of the natural world. It is proclaimed that Byakko is the source for most, if not all, animal life (beasts, not humanoids) in Calordia. Byakko is unique from other dragons in that he resembles a tremendous white tiger in his depictions. Like Xiaosong, Byakko has the ability to shapeshift, so it is theorized that Byakko came after the birth of Xiaosong. Byakko’s transformations, however, do not make him look human, elvish, or other mortal races. Instead, Byakko transforms into the bestial forms of his creation.
Followers of Byakko are commonly of druidic nature. In fact, Byakko is largely believed to be the first druid of Calordia, even by those who do not follow the Draconic Pantheon. Byakko’s influence is subtly powerful across the naturally-inclined creatures of Calordia.
The Originators
The Originators and the Demonished Gods are joint pantheons, though worshippers of one will tell you that the other is evil. This religion follows The Founding theory of creation, but offers a different, more representative cast of Gods than the Caelish order. The Gods of this pantheon take the appearance of the races of mortals that came after them. Usually, members of these races will pray to their accompanying God, but there are many exceptions to this.
The story of the Originators is that there were several Gods that worked together to shape Calordia and prepare it for mortal life. Slowly, they all began introducing life into the world until the mortal races came to be. Eventually, however, some of the Gods who wished for more power turned on their brethren and became violent. There were destructive, deadly battles across the lands of Calordia. Some mortals joined sides, some Gods sought to keep mortals out of it, but regardless, the world felt the consequences. Eventually, two sides were explicitly formed. The Originators ascended to a plane “above” Calordia to keep out of the way of the mortals. The Demonished Gods were not welcomed to this plane, so they left to a plane “below” Calordia (some believe they were forced there).
Worshippers of The Originators often despise the Demonished Gods for their evil tactics and betraying ways. The Gods tend to stay out of the business of mortals, but some mortals claim they can communicate with The Originators and must do so in order to resist the tempting calls of The Demonished.
| Deity | Alignment | Suggested Domain |
|---|---|---|
| Moradin | CG | Forge, Knowledge, War |
| Grumbar | NG | Knowledge, Light, Nature |
| Selune | LG | Light, Peace, Twilight |
| Malar | CN | Nature |
| Marrel | LG | Arcana, Knowledge, Order |
Moradin: God of Dwarves
Moradin was known as an astonishingly talented blacksmith, arguably as good, if not more skilled than Ishantu. Moradin was of Dwarvish nature, stout and strong with long wild hair on his head and face. Moradin’s pride is in the race of Dwarves and the potential they hold. He notoriously interacted directly with mortalkind far more than his peers. Moradin is said to have led charges of conquest, governed towns, and spoken directly to church leaders about appropriate forms of worship. He wanted only the best for the Dwarves, which was why the disappearance of the Gods is said to have impacted Dwarves the most as a group.
Most, if not all Dwarves acknowledge Moradin in some way. Often, Dwarvish communities will worship Moradin exclusively, omitting the other Originators and speaking very little of the Demonished Gods. Dwarves find inspiration and power from the brave tales of Moradin’s existence and use his example to further their communities and individual lives.
Grumbar: King of Giants, God of Land
Grumbar was the first, and likely largest Giant to have ever existed in Calordian legend. He towered over the world, overseeing every bit of land and the creatures on it. For this reason, Grumbar was known as the God of Land, for there was no corner of Calordia that went without his watchful eye. Being of his massive size, Grumbar often dealt little with the squabbling of mortals, unless it was significant enough to disturb large amounts of land. Instead, Grumbar sent swathes of Giants wherever in the world required attention. When Grumbar disappeared, many of these Giants took to the hills and mountainous regions of the world in order to keep a watchful eye over the land. Though this intention and giant population has since waned over generations, there are rumored to still be towering creatures that observe the far reaches of Calordia.
Followers of Grumbar tend to have some Giant’s blood in them, whether distant or recent. Goliaths are known to be loyal to the God. Additionally, those who are protective over the natural world or those who enjoy observing all that Calordia offers are inclined to worship Grumbar.
Selune: Goddess of the Moon, Mother of Elves
Selune was the original Elven being and from her the powerful race of Elves were spawned. With her divine beauty and immense power, Selune became a figurehead for Elven culture and many worshipped her, even while she remained on the material plane. Selune involved herself scarcely with the dealings of mortals, but was always known as a tranquil and sympathetic God. She blessed those who needed it most, healed others who were in great pain, and brought protection to those who fought for good causes. When she left this world, it is rumored that Selune became the red moon (commonly called Fayor after the Caelish God).
Worshippers of Selune can often be of Elvish origin (or Gnomish), but the legends of Selune are somewhat contentious with the Caelish Order. It is common for some to blend the two religions, adding Selune to the Caelish pantheon in a sense, but it is also common for her followers to view Selune as the single true deity. It is a tricky subject but Selune’s blessings and lessons attract many followers around the world, Elvish or otherwise, who wish to spread peace, good will, and healing across the land.
Malar: God of the Hunt, God of Beasts
Malar’s position in the Originators rather than the Demonished Gods can be a slight point of contention, as Malar is sometimes said to be the savage king of beasts, and other times the honorable God of the Hunt. Malar takes the shape of a Firbolg man with long ears, furry body, and sharp teeth, but when irked can be depicted as a beastial man with a long tail, fangs, and claws. Many believe Malar to be the first shapeshifter, as well as the original Firbolg and the father of the beastial races. Malar not only tamed the wild animals of Calordia, but was a master of the hunt and knew when it was necessary and fair for a life to be taken.
Malar has many followers around Calordia, many of them being rangers, Firbolgs, and other such natural folk. Malar’s visage makes him seem fit for the Agrestral Spirits Pantheon as well, and he is sometimes worshipped alongside those deities.
Marrel: Queen of Humanity, Goddess of Truth
Marrel was the first of the Humans, alongside her brother Sargonnas. The tragedy of this siblingship was when the tensions arose amongst the Gods, Sargonnas betrayed Marrel and attempted to overthrow her position as the presiding ruler of Humans. Marrel was the idol for integrity and many Humans followed her example of how to be a moral and capable mortal. However, her brother also had his own following and taught that power and cunning can be more advantageous than sympathy and cooperation. Marrel is still seen by many as a beacon of truth and goodness, while Sargonnas is the antithesis of Marrel’s virtues.
Marrel tends to be a household name in much of Calordia, especially in largely human areas. Many orders of knights, clerics, paladins, and the like view Marrel as a protector and an idol for whom to fight for.
Demonished Gods
The Demonished Gods were once part of The Originators during Calorida’s inception, though when The Originators ascended to the Astral Plane, the Demonished Gods were banished to the lower planes. Many who choose to worship the Demonished Gods argue that these deities stand for the qualities that exist in every mortal that is impossible to ignore. Those who worship the Originators are hypocrites who wish to take the moral high ground with no regard for the real world. Often these are more pessimistically inclined folks and like any religion can tend to attract radical, sometimes violent adherents.
When the Demonished Gods turned against the Originators, it was something that many saw in the works for a long while. Since the beginning of the world, the 5 Originators that remain saw the Demonished Gods as their lessers, often as primitive or insufficient as rulers. These tensions festered and eventually culminated in an uprising led by Sargonnas and a small army of mortals. The Demonished Gods were successful in driving away the Originators, though eventually the Originators and some mortals drove them away from Calordia as well. Now, neither pantheon has much direct interaction with the people of Calordia, but the Demonished Gods still influence mortals indirectly within their ability.
| Deity | Alignment | Suggested Domain |
|---|---|---|
| Sargonnas | CE | Death, Grave, Trickery |
| Raiden | LE | War |
| Ishantu | NE | Forge, Knowledge |
| Yalu-Sen | CN | Nature, Twilight |
| Netaris | CE | Arcana, Tempest |
Sargonnas: Ruler of Hell, God of Sin
Sargonnas is the brother of Marrel and, like her, takes on a Human appearance. However, Sargonnas is depicted more accurately like a Tiefling in most art, with a spiked tail, curved horns on his head, and often dark red skin and eyes made of flame. He has long struck fear in the hearts of many, and is often used as a symbol to scare people into leading a good life, or else face his wrath. However, Sargonnas represents mortal sin, something that is seen by many as inescapable. Many also believe that the Astral plane is inaccessible to mortals, and that all must go to Hell, where Sargonnas rules. It is for these reasons and more that Sargonnas has a large following in Calordia.
The followers of Sargonnas are known to sometimes be extremists, but can also be made up of average, upstanding citizens. These are people who are often very individualistic, sometimes hedonists, sometimes sadists. Sargonnas’s large following results in a somewhat unpredictable group of followers.
Raiden: First from Dragons, God of Might
In the Draconic Pantheon, the first mortal born from Dragons is believed to be Xiaosong. Raiden does not entirely invalidate this belief, but offers a different lens from which to view it. Raiden is the first known figure in Calordian mythos to be depicted as a typical Dragonborn, bipedal with scales and humanoid features. In contrast, Xiaosong is known to be Elven or Human in appearance when not in Dragon form. Raiden was one of the most physically powerful of the Originators and Demonished Gods. When the sides were being split, Sargonnas won Raiden over by treating him as an equal, not as a lesser or someone to be feared or shunned. Raiden used his sway with the Dragons of Calordia to aid Sargonnas in the battle against the Originators.
Raiden’s followers are made up of those who value might and prowess in battle. Raiden’s strength is said to be lent to those who worship him and prove themselves worthy of the blessing. Scores of Dragonborn have been known to pledge themselves to Raiden, not only for the blessings of strength, but for the hope that they will be widely recognized as worthy contenders for the lands of Calordia.
Ishantu: The Orcish, God of the Forge
Ishantu is the sworn rival of Moradin, God of Dwarves. Both are known as phenomenal blacksmiths, but Ishantu has the entire craft under his domain as the result of a smithing battle between the Gods. Though some refute the validity of the legend of the competition, Ishantu remains the God of the Forge. It is said that during this competition, Ishantu crafted 10 arrows. Ishantu’s arrows are able to immediately vanquish any foe that they strike, dissolving the arrow with them. Ishantu’s arrows are told in legends, but it is unknown if they truly existed or if they may still remain today.
Followers of Ishantu may be warriors, craftsmen, or other working class mortals. It is Ishantu’s resilience against the ever-popular Moradin that inspires many people, Orcs especially, to persevere in society. Those with Orcish blood in them often see Ishantu not as an evil deity, but as a role model who has been slandered by the Dwarvish God. Orcs and Dwarves of faith tend to have contentious views of each other.
Yalu-Sen: God of Monsters
The depictions of Yalu-Sen are vastly disparate, but all share the commonality of depicting her as some sort of monstrous creature. One of the most common depictions of Yalu-Sen is for her to have serpentine features, similar to a Yuan-Ti. Yalu-Sen is known for creating the monsters of Calordia and spreading them to the far reaches of the world and even inhabiting the many planes of the multiverse. Yalu-Sen was an integral participant in the battle against the Originators and her monsters made the Demonished Gods a near unstoppable threat. Yalu-Sen creates and controls these monsters at her whim, and is known for being rather unpredictable.
Those who worship Yalu-Sen tend to be among the more chaotic individuals of Calordia. These can be people who enjoy battling or taming monsters, sometimes these even are monsters themselves. Yalu-Sen’s influence is subtle but powerful throughout the land.
Netaris: Goddess of the Deep
Netaris is one of the most reticent of the Demonished Gods, but her power is anything but modest. Netaris controls the ocean, specifically the depths of the sea that are yet unknown and unexplored by mortals. She is said to be the only God that remains in Calordia, residing at the bottom of the ocean and observing the dealings of mortals. She is known as the mother of Tritons and all other sea creatures and is often depicted as a mermaid-like figure with dark blue hair. Some legends say that Selune was jealous of Netaris’s power and banished her to the depth of the oceans while Selune continued to manage the tides, but others say that Selune has no power over the ocean if Netaris does not wish her to.
Followers of Netaris tend to be those in coastal areas or even those from the oceans themselves (being that sailors, pirates, or actual sea creatures like Tritons). Anyone with an affinity for the waters and a strong curiosity may be found amongst the ranks of Netaris’s believers.
The Agrestral Spirits
The Agrestral Spirits are those that are said to be one with the natural world. Most who worship these deities tend to adopt them along with the other Pantheons, but it is not uncommon for some to worship the Agrestral Spirits exclusively. These are the Gods that govern the natural forces of Calordia and its multiverse. The Agrestral Spirits legends deal little with the conflicts of the other pantheons. Instead, the Agrestral Spirits have always been very reserved in their contact with the mortals of Calordia. Only those who are seen as pure and worthy are able to interact, even indirectly, with the Agrestral Spirits.
Followers of the Agrestral Spirits often adhere to the creation belief of The Founding, but it varies depending on the regional beliefs of the individual. Among the followers of these Gods are the mortals that are most in tune with the natural world. Oftentimes, if a person draws their magic from nature, they are likely to worship, or at least acknowledge the Agrestral spirits. Those who use divine magic from these deities are also very aware of the natural world and do a lot to pay the land the respect these Gods would wish for it.
| Deity | Alignment | Suggested Domain |
|---|---|---|
| Silvanus | NG | Life, Nature, Order |
| Wukong | CN | Nature, Trickery, War |
| Soomad the Charged | N | Knowledge, Nature, Tempest |
| Feyre | N | Arcana, Nature, |
| Alezian | NG | Peace, Twilight |
Silvanus: God of the Wild
Silavanus is the most renown and widely worshipped of the Agrestral Spirits and his domain is far-reaching. Silvanus is known by many names across the lands, but Silvanus seems to be the common denominator. The tales of Silvanus tell of a tall ethereal man with skin like tree bark and antlers protruding from his head. Though these images can tend to vary, it is known that Silvanus represents the wild lands that he presides over. Silvanus, like the other Agrestral Spirits, deals rarely with mortals, but instead focuses on maintaining a balance between the forces of nature. Examples being growth and decay, water and drought, fire and ice, etc.
Those who worship Silvanus do not necessarily do so to earn his favor. Rather, they often believe in maintaining a balance and the sanctity of the natural world. Individuals who worship Silvanus can be viewed as chaotic or uncultured, though instead it is usually a more raw way of viewing the world, free from societal boundaries.
Wukong: The Monkey King
Sun Wukong is the most likely of the Agrestral Spirits to have existed alongside mortals in Calordia. He is depicted as an Apeling that is said to have protected the world from dangers and evils. Wukong began his life as a lowly creature of the world, but triumphed against his presumed limits and became a mighty warrior. Wukong’s dealings with the natural world and cleansing of its evils won him the respect of the other Agrestral Spirits, thus inducting him into the pantheon.
Wukong’s ascendancy inspires many around the world, especially those who may be born outside of Calordia’s more populated empires. He is a beacon of hope to those who wish to succeed or make great change even from a disadvantaged life position. Additionally, Wukong’s ability in battle has earned him the worship or following of many mortal warriors, namely that of monastic orders.
Soomad the Charged: God of Storms
Soomad the Charged is depicted as a being of pure energy, most commonly an elemental of electricity. The tales of Soomad are used often to explain natural disasters, powerful storms, and even mild weather events. Soomad’s legends have grown to include all weather in his domain. Soomad is often seen as a frightening figure among the Agrestral Spirits and those of more superstitious nature will forever avoid speaking ill of The Charged One.
Those who worship Soomad often tend to be people who are in need of cooperative weather. Soomad will receive intermittent prayers when events are upcoming and there is a certain type of weather to be desired. Farmers are often known to pray and perform rituals for Soomad to bless them with fertile conditions. Additionally, those who wish to better understand the erratic nature of storms tend to study Soomad’s legends, and pray to his visage.
Feyre: The Faerie God
Feyre is the God that controls the link between the Material Plane and the Feywild. Some legends say that the Feywild and the Material Plane were indistinguishable for a long while, until mortals began to disrupt the natural world. Beasts and plant life were purged from some lands, communities were built where magical forests should prosper, and other such obscenities were the catalyst for dividing the two planes. Feyre controls the bridge between these two planes, and most agree that she has not seen fit to open the passage from the Material to the Feywild for many centuries. Feyre is depicted in most art as an ethereally beautiful half-elvish half-human woman with curly orange hair and clothing made from leaves and vines.
Those who worship Feyre usually have a connection with or curiosity towards the Feywild and Fey creatures in general. These tend to be magical folk, but can also range to the more mystically-minded of commoners. Many scholars have studied the planes, but the subject finds little hard evidence of the existence of a bridge to the Feywild plane. Though many expect that if there is one, it is to be found in the forests of the same name here in Calordia.
Alezian: Goddess of Dreams
It is believed that all sentient creatures have dreams, and Alezian is the goddess that monitors this dream state. Some believe that the mind is transported to another realm or possibly a nearby plane when one is dreaming, and this plane is Alezian’s domain. She oversees the wishes, fears, and subconscious thoughts of all creatures who visit her realm.
Alezian's worshippers are most commonly those who simply wish to have good dreams while sleeping. However, her more devout adherents believe that by worshipping Alezian, they may be able to control themselves in this realm of dreams. They may be able to learn something, almost divinatory, through their visions while sleeping. These are people who believe strongly in the power of dreams and imagination and do not take Alezian’s power lightly.
Indie Gods & Lesser Deities
The following pantheon is full of disconnected deities that some people choose to worship in addition to one of the above pantheons, or as exclusive idols as their religion. There are many of these individual or “Indie” Gods in the world of Calordia, but the following are some of the most common or notable.
| Deity | Alignment | Suggested Domain |
|---|---|---|
| God of Creation & God of Destruction | N | Death, Life, Order, Trickery, Peace, War |
| Aithras the Empyrean | N | Arcana, Knowledge, Life, Order |
God of Creation & God of Destruction
These two Gods are often pitted against each other in their worship, but on occasion may be depicted as two Gods of the same nature. The premise behind this legend is that one of these Gods creates while the other destroys. Those who see this as an opposing dichotomy often see one or the other as the “evil” one. Those who worship the God of Creation tend to view creation as a positive act, whereas destruction is something that may undo progress, upturn communities, or even end lives. However, some believe that the God of Destruction is the true good in that destruction can be merciful. For instance, the destruction of a disease, the destruction of ignorance, even as broadly as the destruction of evil versus the creation of evil.
These Gods represent intangible concepts, though some see the importance of their worship. Often these gods are worshipped exclusively by people who do not connect directly with any of the other organized pantheons. The legends of these gods have been told for many generations and their worship is practiced differently across the world. Those who see the dichotomies and need for balance in the world are likely to worship the Gods of Creation and Destruction.
Aithras the Empyrean
The legend of Aithras is that of the origin of the cosmos in which Calordia dwells. Aithras is believed by some to be a cosmically-sized sentient being that is made up of the universe of the Material Plane and possibly beyond. The galaxies are like their organs, the planets are their cells. Worship of Aithras is more of an attempt at understanding the truth of reality. Aithras is not believed to deal directly with mortals in the same way that we would not answer the prayers of a few blood cells in our body.
These followers are mainly scholars and philosophers who wish to comprehend our existence. Some believe that this comprehension can lead to great ability, as those who know the truth of reality may wield it to their benefit. This can also lead to dangerous territory of one's mind, such as existentialism or nihilistic thoughts. One must be careful if they are to believe that our only God is a cosmic being that cares nothing for us as individuals.
Chapter 4: Magic & The Gathering of The Planes
What is Magic?
Magic in Calordia is a subject that has long been under intense scrutiny. However, despite all of this study, the true nature of the force is still a matter of speculation. Powerful mages and arcanists have studied for centuries and the working theory is that somewhere beyond the accessibility of the mortal world there exists a plane of pure magical energy called “The Weave” which exists parallel to the Material Planes. When one wields magic, they are tapping into the energy from the Weave and using it in their own unique way. It is from this theory that some conservationists have drawn their beliefs that magic should be used sparingly, if at all, for fear of draining the Weave of its energy and leaving the Gods without the necessary amount of magic required to keep the world stable. This belief is also speculation, however, as there is no solid evidence to suggest that the Weave is limited, or even that it truly exists.
In order to more fully understand magic and how to use it, scholars decided to organize the types of magic in a few ways. Firstly, spells are organized by the various Schools of Magic. These schools are taught to mages in order to group spells into similar categories based on what the spell accomplishes. These schools of magic are: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation. This method of organization is more specialized and isn’t widely known to anyone who doesn’t study magic. The other way magic is organized is dependent on how one accesses the Weave when casting. Unlike the schools, these magical categories are more common knowledge. The four known types are: Nature, Mortal, Divine, and Wild.
Nature magic refers to the method of access through communing with the natural world. Druids are especially adept at this type of magic, as their unity with the land and life of our world helps them access the Weave through the world itself.
Mortal magic is the type of access that has been discovered by mortals experimenting with magic for centuries. Specific rituals and components as well as extensive knowledge are required to cast spells in this fashion, but the knowledge of what one is doing and why it works helps empower mages like Wizards to become such powerful magic wielders.
Divine magic is a form of access that is believed to come directly from a certain deity accessing the Weave on behalf of an entity and then passing it onward. For example, Clerics often pray to their specific God, and it is theorized that their God then uses their own connection to the Weave to provide the Cleric with the energy to cast spells.
Finally, Wild magic is an unpredictable form of access that comes innately from an individual or simply exists in a source for an undetermined reason. Those with Wild magic abilities are very rare in Calordia, and it is even rarer for one to be able to control it. Usually, Wild magic is a feared form of magic, due to its tendency to cause chaos.
The knowledge of how magic works, the Weave’s existence, how best to access it, and many more questions are still being pondered and advanced daily in Calordia. It may be true that new evidence could surface and change the understanding of magic’s origins permanently. For now, however, these are the most common theories of how magic functions in the multiverse.
Spells and Spellcraft
It is because of these working theories that the mages of the world have been able to advance the application of magic into the heights it has reached today. The concept has helped arcanists learn which techniques are best for accessing the Weave and how to narrow down the least dangerous and most efficient ways to use it. This is the process of spell creation. Thanks to many thousands of years of research, there are many tried and true spells that exist for mages to learn and utilize. However, there is still much opportunity for talented mages to craft their own ways of applying magic and create their own spells. Among the spells listed in the various WotC D&D supplements, the following spells are available in Calordia:
Additional Spells
Planar Study
In the current era of Calordia, the knowledge of the planes is being rebuilt from the recovered work of sages long past. In Cahare, during the Zenith Age, there existed a small yet bustling library which acted as a hub for extraplanar theorists to research and theory craft. As a result of the Elven Insurrection, however, this Lindsarian Library was demolished in battle by the Dead Kingdom and Caharian armies. Over time, it has become known that various texts have been recovered and restored, shedding light once again on this niche arcane discipline.
In scant colleges and mage circles around the world, planar study is making slow and disorganized leaps. While much of the world has accepted a limited understanding of, or more commonly an outright dismissal of the existence of planes outside of the Material, there still exist a select few who seek not only to discover and prove, but also to enable travel between the planes.
Though the scrutinizing study of the planes is extremely rare and largely renounced, there is an average understanding that other planes exist, but the resources of the era have not yet provided a way to access or ascertain these new worlds. On average, many people who grew up in religious communities believe in the Celestial (Upper) Planes and often also the Abyssal (Lower) Planes. Many who are prone to gazing upon the stars at night or past the clouds in the day come to varying understandings of the Astral Plane. Finally, perhaps the most colloquially known foreign plane to those in Calordia, is the Feywild. Many believe that the Feywild exists, at least in part, within the Material Plane of Calordia. This belief has prevailed so far as to have even earned a geological label for the Feywild on Calordia’s material map.
Despite the mystery surrounding the planes, the world is populated with hints of their prevalence. Scattered around the globe, magic items exist from eons past. Though seldom, recipes for spells or potions are still being taught and crafted. There are even a few abnormal mortal beings that roam the Calordia, themselves unsure of their true nature, that have some genetic origin outside of the Material Plane. These races such as Tieflings, Aasimar, or Genasi, as rare as they come, hint at a hidden truth about reality itself.
Chapter 5: Character Options
Races
The following are the available playable races for characters in Calordia:
Primary Population
- (Dragonborn)*
- Dwarf
- Elf
- Gnome
- Half-Elf
- Halfling
- Human
Monster Races
- Half-Orc
- Orc
- Goliath
- Bugbear
- Firbolg
- Goblin
- Hobgoblin
- Kobold
- Lizardfolk
- Yuan-Ti Pureblood
- Triton
Extra-Planar Beings
- Tiefling
- Genasi
- Aasimar
- Fairy
Animal Folk
- Aarakocra
- Kenku
- Tabaxi
- Tortle
- Simian
- Harengon
- Loxodon
- Dog Folk
- Bear Folk
Additional Classes
In addition to the classes in the PHB, the world of Calordia also welcomes additional classes such as:
- Artificer (Tasha's)
- Beastheart (MCDM)
Additional Subclasses
5e Firearm Handbook
A storm of steel and smoke fills the air as an armor plated beast emerges. Bullets deflect off its hide as it charges into the ranks. From the other side of the field, the sergeant emerges, commanding his men and directing their fire. As his soldiers coordinate to strike the beast all at once, a weak point is found, and a hail of bullets brings the creature to its end.
A woman sits at a bar, enjoying a cigar, when several shady men approach from behind. As they harass her, she gives them one last warning. Not taking no for the answer, each of the men begin to reach towards the pistols at their hips, but before they can unholster, she pulls out her firearm and quickly dispaches each of them, using only a single bullet for each. As she leaves, she ashes out her cigar on their remains.
Navigating through the jungle, a lone warrior spots a small camp of enemy soldiers, perhaps a platoon, camped in a clearing. He steps on a twig and a guard immediately looks towards his direction, beginning to approach the undergrowth to inspect. But before he spots the lone warrior, he sees the shine of a heavy machine gun barrel. But it's too late. With a bone chilling roar, the lone warrior holds down on the trigger as a stream of hot lead shreds through man after man. They return fire, swearing their bullets hit him. But the flow of steel never stops until there is but one man remaining.
Introduction
The 5e Firearm Handbook is a document meant to facilitate play in settings where firearms are more prevalent than the medieval and renaissance era ranged weaponry depicted in the Players Handbook. The document isn't just limited to small arms, however. Within contains rules for grenades, remote explosives, rocket propelled grenades, mounted machine guns, night vision scopes, and more. Additional content includes five example subclasses--sergeant fighter, sniper rogue, guerilla barbarian, wild card sorcerer, and gun-fu monk--intended for use with these rules. Feats and magic items have also been provided.
Careful attention has been made to make sure these options do not completely overshadow Players Handbook options. Fantasy fulfillment, fun, and game balance have taken precedent over realism in the design here. This is not meant to simulate the function of real life weapons, though certain real-life aspects (such as effective range and weight) have been taken into account.
Antiquated Weapons. In a world with firearms, bows and crossbows still serve some utility.
- Silent Quality. As an optional rule, bows, crossbows, darts, slings, and blowguns gain the silent quality. Whenever you attack with a weapon using the silent quality on your turn, your position is not revealed.
- Poisons. Bullets and explosives cannot be effectively laced with poisons. Bows, crossbows, darts, and blowguns still retain this ability.
Proficiency
Whenever using these rules, think about firearms role and presence in the world. Who would have access to such weaponry? How common are they?
Extremely Rare. In these settings, firearms are either secret or extremely rare technology. Very few if any firearms exist and if they do, their creation might involve forbidden or arcane knowledge. In these settings, no character gains proficiency in firearms. Weapons are so rare, any creature attempting to use one must make a DC 15 Intelligence check or fail to figure out how the weapon functions. At DMs discretion, the firearm might break or misfire. Once a creature understands how it works, they can spend downtime training with the weapon and gaining proficiency.
Common. In these settings, firearms are prevalent enough that most creatures have a basic understanding of how a firearm works. If a character is proficient in light crossbows, shortbows, or hand crossbows, they are also proficient in pistols, rifles, scatterguns, handguns, and revolvers. If a creature is proficient in longbows or heavy crossbows, they are proficient in all basic firearms and handguns, revolvers, marksman rifles, sniper rifles, and shotguns. A creature with proficiency in martial weapons is proficient in all firearms.
Basic Firearms
| Weapon | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Pistol | X gp | 2d6 piercing | 5 lbs | Ammunition (range 30/120), light, loading |
| Rifle | X gp | 2d10 piercing | 10 lbs | Ammunition (range 150/600), heavy, loading, two-handed |
| Scattergun | X gp | 3d4 piercing | 10 lbs | Ammunition (range 30/120), heavy, loading, scatter (3d6) |
Advanced Firearms
| Weapon | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Handgun | X gp | 2d4 piercing | 3 lbs | Ammunition (range 30/120), light, reload 12 |
| Revolver | X gp | 2d6 piercing | 5 lbs | Ammunition (range 40/160), light, reload 6 |
| Marksman Rifle | X gp | 2d8 piercing | 10 lbs | Ammunition (range 150/600), heavy, reload 10, two-handed |
| Sniper Rifle | X gp | 2d10 piercing | 15 lbs | Ammunition (range 500/2000), heavy, reload 5, two-handed |
| Shotgun | X gp | 4d4 piercing | 10 lbs | Ammunition (range 30/120), heavy, reload 5, scatter (4d6), two-handed |
| Double Barrel Shotgun | X gp | 4d4 piercing | 8 lbs | Ammunition (range 30/120), heavy, reload 2, scatter (4d6), two-handed, special |
| Machine Gun | X gp | 2d6 piercing | 8 lbs | Ammunition (range 100/400), heavy, reload 30, automatic 10, two-handed |
| SMG | XX gp | 2d4 piercing | 5 lbs | Ammunition (range 60/240), reload 30, automatic 15, two-handed |
| Heavy MG | X gp | 2d8 piercing | 20 lbs | Ammunition (range 150/600), heavy, reload 100, automatic 20, two-handed, special |
| Anti-Material Rifle | X gp | 4d6 piercing | 20 lbs | Ammunition (range 500/2000), heavy, reload 5, two-handed, special |
Other Weapons
| Weapon | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Gatling Gun | X gp | 2d12 piercing | 200 lbs | Ammunition(range 200/800),heavy, reload 1000, two-handed, automatic 100, special |
| Flame Thrower | X gp | 4d4 fire | 30 lbs | Heavy, two-handed, reload 30, automatic 10, special |
| Rocket Launcher | X gp | - | 20 lbs | Heavy, two-handed, reload 1, special |
| Frag Grenade | X gp | - | 1 lbs | Special |
| Flashbang | X gp | - | 1 lbs | Special |
| Smoke Grenade | X gp | - | 1 lbs | Special |
| Cryogenic Grenade | X gp | - | 1 lbs | Special |
| Remote Explosives | X gp | - | 2 lbs | Special |
| Grenade Launcher | X gp | - | 12 lbs | Special |
| Taser | X gp | - | 1 lbs | Special |
| Stasis Trap | X gp | - | 2 lbs | Special |
Variant Firearms. Some weapons are not fully represented by the weapons table. It's easy to adjust weapons on the table to better represent real life firearms. For example, a fully automatic shotgun might have the reload 15 quality and gain the automatic 5 quality. Keep in mind that any weapon that is stronger than what is represented on the table should be more expensive, harder to find, or given out as unique loot. In addition, if you make a two-handed weapon one-handed, you should significantly reduce its damage. A one-handed shotgun, for example, would deal 1d6 damage and have the scatter (1d10) quality.
Weapon Properties
To emulate the abilities of firearms, the following properties have been added.
Scatter
Whenever you hit with an attack against a creature within the first range increment of this weapon, you can roll the damage dice in the parenthesis instead of the normal damage dice.
Reload
This number indicates how many pieces of ammunition can be held in the weapon at a time. Whenever you expend all the ammunition loaded into the weapon, you must take an action to reload the weapon before making another attack. You don't have to reload the same amount of ammunition each time. For example, if your weapon has the reload 10 property and you expend all 10 pieces of ammunition, you can take an action to load only 5 pieces of ammunition. Likewise, you can reload before expending all of your ammunition.
Automatic
This weapon can fire in rapid bursts, unleashing a barrage of projectiles. Whenever you take the attack action, you can expend an amount of ammunition equal to the number indicated. If you do not have the ammunition loaded into the weapon the attack fails. Choose a 10-ft-square cube area within your weapons range. Each creature in that square must make a Dexterity saving throw, the DC of which is equal to 8 + your proficiency + your Dexterity modifier. A creature takes damage equal to your attacks normal damage on a failed save or no damage on a successful save. A creature has advantage on the saving throw if they're in the weapons second range increment, unless you have a feature which bypasses the penalty for attacking within the second range increment.
The damage for your automatic attack can increase. If you gain the Extra Attack feature (or the Thirsting Blade invocation), your automatic attacks damage increases by one weapon die. This also applies to the Fighters extra attacks that are granted at 11th level and 20th level.
If you gain a bonus to your attack rolls, such as from a magic weapon or from the Archery fighting style, you add that to your save DC. The exception is attack bonuses that require a dice roll, such as the bless spell or superiority dice.
Special Weapons
Weapons with special rules are described here.
Double Barrel Shotgun: Whenever you make an attack with this weapon, you can choose to fire both barrels instead of just one. You expend two pieces of ammunition and can roll the weapons damage dice one additional time and add it as bonus damage.
Heavy MG: This weapon comes with a tri-pod to help maintain accuracy and is difficult to handle when it's not mounted due to its weight and caliber. If your Strength score is 15 or lower and the weapon is not mounted, all attack rolls have disadvantage and creatures targeted by it's automatic attack have advantage on the saving throw.
Anti-Material Rifle: This weapon comes with a tri-pod to help maintain accuracy and is difficult to handle when it's not mounted due to its weight and caliber. If your Strength score is 15 or lower and the weapon is not mounted, your attack rolls with this weapon have disadvantage. In addition, the weapon deals double damage to objects and bypasses the damage resistances of constructs.
Gatling Gun: If your Strength score is below 20, this weapon must be mounted in order for it to be fired. When it is fired, it can only make automatic attacks. Each automatic attack uses 100 pieces of ammunition and covers a 15 ft cube.
Flame Thrower: This weapon spews forth flame. When it is fired, you can only make automatic attacks. Whenever you make an automatic attack, it instead targets creatures in a 20 ft cone.
Rocket Launcher: This weapon fires a single high-powered explosive projectile. If the rocket launcher is loaded, you can fire it as an action. Choose a point that you can see within 300 ft. Each creature in a 15 ft. radius sphere must make a DC 15 Dexterity saving throw or take 8d4 thunder damage and 8d4 piercing or half as much on a success.
Remote Explosives. As an action, you can set this explosive at a point within reach. You can set it on ceilings and walls and it will cling to the surface. Whenever you set it, you can choose automatic, manual, or timed. On automatic, the explosive goes off whenever a creature other than you walks within 5 feet of it or ends their turn there. On manual, you can use an action to activate it with the provided switch so long as you are within 500 feet. On timed, you set a specific time for the explosive to go off. A DC 10 Perception check spots the bomb. If the bomb is on automatic and the creature is aware of the bomb, it can make a DC 15 Acrobatics check to avoid setting it off. It takes a DC 15 Thieves' Tools check to disarm the bomb harmlessly. On a failed check, the bomb goes off.
Whenever the bomb goes off, each creature in a 10 foot radius of the bomb must a DC 15 Dexterity saving throw, taking 8d4 thunder and 8d4 piercing damage on a failed save or half as much on a success.
Stasis Trap. As an action, you can set this trap at a point within reach. You can set it on ceilings and walls and it will cling to the surface. Whenever you set it, you can choose automatic, manual, or timed. On automatic, the trap goes off whenever a creature other than you walks within 5 feet of it or ends their turn there. On manual, you can use an action to activate it with the provided switch so long as you are within 500 feet. On timed, you set a specific time for the trap to go off. A DC 10 Perception check spots the trap. If the trap is on automatic and the creature is aware of the bomb, it can make a DC 15 Acrobatics check to avoid setting it off. It takes a DC 15 Thieves' Tools check to disarm the bomb harmlessly. On a failed check, the bomb goes off.
Whenever the trap goes off, each creature in a 10 foot radius of the bomb must a DC 15 Constitution saving throw. On a failed save, a creature is stunned for 1 minute. On a success, a creature suffers no ill effect. A creature can repeat its saving throw at the end of each of its turns after, ending the effect on a success.
Frag Grenade: As an action, you can pull the pin and throw the grenade. Choose a point within 60 ft. that you can throw the grenade. Each creature in a 5 ft radius sphere originating from that point must make a DC 15 Dexterity saving throw or take 4d4 thunder damage and 4d4 piercing, or half as much on a success.
Flashbang: As an action, you can pull the pin and throw the grenade. Choose a point within 60 ft. that you can throw the grenade. Each creature in a 10 ft radius of that point must make a DC 15 Constituion saving throw. On a failed save, the creature is blinded and deafened until the end of its next turn. On a successful save, the creature suffers no ill effect.
Smoke Grenade As an action, you can pull the pin and throw the grenade. A 10-ft-square cube within 60 ft of you is filled with thick smoke, causing creatures and objects inside it to be heavily obscured. The smoke spreads around corners. The smoke lasts for 1 minute or until a wind of moderate or heavy speed(at least 10 miles per hour) disperses it.
Cryogenic Grenade. As an action, you can throw this grenade. A 10-ft-square radius within 60 ft explodes in frost. Each creature in the radius must make a DC 15 Dexterity saving throw or take 2d6 cold damage and have their speed reduced by half until the end of your next turn. On a successful save, a creature takes half damage and isn't slowed.
Grenade Launcher. You can use a grenade launcher to fire any type of standard grenade. When you do so, the range increases to 120 ft.
Taser. You can use a taser to try and disable a creature. As an action, make an attack against a creature within 15 feet. On a hit, a creature takes 1d4 lightning damage and must make a a DC 15 Constitution saving throw. A creature has advantage on this saving throw if they're wearing armor or thick clothing. On a failed save, a creature falls prone and is stunned for 1 minute. A creature can repeat its saving throw at the end of each of its turns after, ending the effect on a success. Undead and constructs are immune to this effect.
Silver Bullets
Because of how much easier it is to make silver bullets compared to making silvered arrows and bolts, it only costs 50 gp to silver 10 pieces of firearm ammunition.
Silvered Explosives
Special made silver dust grenades and RPGs quadruple in price. Creatures who are vulnerable to silver have their resistance to non-magical and non-silvered weapons removed for 1 minute when they take any of the damage from a silvered explosive.
Firearm Ammunition
| Item | Cost | Weight |
|---|---|---|
| Musket Ball (15) | 5 sp | 1 lbs |
| Pistol Round (20) | 1 gp | 1/4 lbs |
| Shotgun Shell (12) | 1 gp | 1 lbs |
| Rifle Round (20) | 1 gp | 1 lbs |
| Sniper Round (10) | 5 gp | 1 lbs |
| Rocket Propelled Grenade | 15 gp | 2 lbs |
| Flamethrower Fuel (30) | 10 gp | 5 lbs |
Firearms Equipment
| Item | Cost | Weight |
|---|---|---|
| Powder Horn | 2gp | 1lbs |
| Weapon Repair Kit | 4 gp | 4 lbs |
| Tri-pod | 5 gp | 1 lbs |
| Scope | 5 sp | 1/4 lbs |
| Magazine | 1 sp | 1/4 lbs |
| Magazine Pouch | 5 sp | 1/4 lbs |
| Night Vision Scope | 100 gp | 1 lbs |
| Mounted Flashlight | 10 gp | 1 lbs |
| Silencer | 20 gp | 1 lbs |
Powder Horn: This holds up to one pound worth of gunpowder for loading flintlock firearms.
Weapon Repair Kit: Comes with all the standard equipment needed for cleaning, maintaining, and repairing modern firearms, including a rag, gun oil, and an assortment of minor replacement parts. Gives advantage on checks made to maintain or repair weapons.
Tri-pod: Allows the user to balance their weapon. It takes an action to mount or dismount a tri-pod. When mounted, a creature using the firearm cannot move ignores the disadvantage granted by attacking a target within the weapons second range increment.
Scope: Various scopes and sights allow for improved short and/or long range firing.
Magazine: Most modern firearms are magazine fed, the magazine being responsible for holding the ammunition. At DMs discretion, increased magazine sizes for weapons may be purchased.
Magazine Pouch: Magazine pouches allow for several magazines to be held ready for reload at a moments notice. Can hold up to 5 magazines.
Night Vision Scope: An advanced type of scope that allows the user to see in the dark. You do not suffer disadvantage on attacks roll for attacking into darkness.
Mounted Flashlight: A mounted flashlight that sheds bright light in a 60 ft cone and dim light for another 60 ft.
Silencer: A silencer can be equipped onto certain weapons to prevent the chance of the firearm from being heard. Attacking while using a silencer does not immediately reveal your position to creatures further than 100 ft away from you if you attacked while hidden.
Feats
Gunslinger
You're quick on the draw and deadly accurate with a handgun. You gain the following benefits:
- You can reload a pistol or revolver as a bonus action instead of an action.
- Being within 5 feet of a hostile creature no longer imposes disadvantage on your ranged attack rolls.
- Whenever you use the attack action and attack with a one-handed weapon, you can use a bonus action to attack with a one-handed firearm you are holding.
Heavy Gunner
You're at home behind the hot barrel of a machine gun and gain the following benefits:
- Whenever a creature succeeds their saving throw against your Automatic Attacks, they take half damage instead of no damage.
- The Strength requirement to use the Heavy MG and Gatling Gun unmounted is reduced to 13 and 18 respectively.
Soldier
Having trained with firearms, you gain the following benefits:
- You gain proficiency in three firearms of your choice.
- You can reload any firearm that lacks the special quality as a bonus action instead of an action.
- Whenever you miss a ranged attack, you can roll 1d10 and add it as a bonus to your attack roll. If the attack would then hit, then you add that same bonus to the damage roll. You regain use of this feature after a short or long rest.
Guerilla Warfare
Mastering the art of ambush, know how to take advantage of your enemies in a firefight. You gain the following benefits:
- You gain proficiency in Stealth if you don't already have it. If you are already proficient you instead gain expertise.
- Whenever you make an Automatic Attack out of hiding, enemies have disadvantage on the saving throw.
- Whenever you reduce a creature to 0 hit points on your turn, you can immediately use your bonus action to attempt to hide before the end of your turn.
Demolitions Expert
You gain a mastery of all things explosive. You gain the following benefits:
- Whenever you roll damage for a grenade, remote explosive, rocket launcher, or other similar explosives, you can choose to reroll the damage but you must take the second result.
- You can add your proficiency to any check made to disarm explosives and you do so with advantage.
- Whenever you make a Dexterity saving throw to avoid the damage of a grenade, remote explosive, or rocket launcher, you can use your reaction to drop prone, giving yourself advantage on the save.
Class Options
Fighter
Sergeant
A good soldier is hard to find. A good leader is even harder. The Sergeant takes his group of soldiers and makens them better than they could be on their own.
Bonus Proficiency
Beginning at 3rd level, you gain proficiency in all firearms if you're not already proficient.
Focus Fire
Starting at 3rd level, you're adept at directing your allies toward a target. As a bonus action, you can designate a creature or object within 60 ft as the target of Focus Fire. Each friendly creature within 30 ft of you who can hear you and see that target gets to roll a 1d4 and add it as a bonus to their first attack and damage roll against that target until the start of your next turn. You can use this feature 3 times. You regain all uses at the end of long rest.
Commanding March
Beginning at 7th level, you're adept at pushing your soldiers to their limits. When traveling by land, you and up to six creatures of your choice have advantage on Constitution saving throws made to avoid levels of exhaustion gained from a forced march.
Improved Focus Fire
Beginning at 10th level, the die for your Focus Fire increases to a d6. In addition, your allies don't have to be able to see the target in order the gain the bonus.
Battle Stamina
Beginning at 15th level, whenever you use your Second Wind feature, you can choose up to 6 creatures within 30 ft of you. Those creature regain the same amount of hit points as you do.
War Master
Beginning at 18th level, the die for your Focus Fire increases again to 1d8.
In addition, whenever an ally within 30 ft of you fails a saving throw, you can use your reaction and a use of your Indominable feature in order to allow that ally to reroll that save.
Rogue
Sniper
Using distance to their advantage, the Sniper prefers to take their targets out silently and from far away, using precision aim.
Bonus Proficiencies
You gain proficiency in two of the following weapons of your choice: heavy crossbows, rifles, sniper rifles, marksman rifles, or anti-material rifles.
Snipe
Beginning at 3rd level, you're adept at attacking from a range. Attacking within the second range increment of your weapon no longer gives you disadvantage on attack rolls. In addition, whenever you hit a creature with an attack and the target is in the second range increment of your weapon, the attack is a sneak attack so long as you do not have disadvantage.
Keen Eye and Mind
Beginning at 9th level, you have a sharp eye for detail. You can add your Intelligence modifier to Perception checks and your Wisdom modifier to Investigation checks.
Headshot
Beginning at 17th level, whenever you score a critical hit with a ranged weapon and the attack is a sneak attack, you can maximize your sneak attacks damage dice.
Barbarian
Path of the Guerilla
Masters at the art of ambush and relentless warfare, Guerilla Barbarians are at home with their fingers holding down the trigger and a gun right at their hip.
Bonus Proficiencies
You gain proficiency in all firearms.
Guerilla Warfare
Beginning at 3rd level, you can add your Rage damage bonus to the damage dealt by ranged weapon attacks and Automatic Attacks. In addition, you can use your Reckless Attack class feature to impose disadvantage on saving throws against Automatic Attacks you make this turn.
Secret Raids
Beginning at 6th level, you gain proficiency in Stealth if you don't already have it. In addition, if you activate your rage on your first turn of combat, your speed increases by 15 ft until the end of your turn.
Just Another Target
Beginning at 10th level, targets who fail their saving throw against your automatic attack has disadvantage on attack rolls against targets other than you.
Confirmed Kills
Beginning at 14th level, whenever a creature fails a saving throw against your automatic attack, you can use your reaction to make a single ranged attack against that target.
Sorcerer
Wild Card
The Wild Card is a sorcerer who can channel their magical energies into the firearms they wield, able to manipulate the trajectory of their bullets through sheer magic power alone.
Bonus Proficiencies
Beginning at 1st level, you gain proficiency in pistols, handguns, and revolvers. You can use a firearm you're proficient in as an arcane focus.
Wild Shot
Beginning at 1st level , you can infuse your shots with arcane energies. As an action, you can expend a spell slot and make a ranged weapon attack with a weapon you are holding against a creature within range. You gain a bonus to attack and damage rolls against that target, starting at 1d4 for a 1st level spell slot and increasing by 1d4 for each slot level above that, to a maximum of 5d4. The bonus damage is force.
Curved Bullet
At 6th level, your attacks with firearms curve to attack your enemies in midair. Attacks you make with firearms you're proficient in ignore half and three-quarters cover. You can also spend 1 sorcery point to attack a creature behind full cover if you know where they are at. Your attack need not follow a straight line and it can curve around objects and walls, but there must be a path between you and your target.
Blast-Back
At 14th level, whenever you use your Wild Shot feature, you can teleport up to 15 ft to a space you can see.
Two-For-One
At 18th level, whenever you use your Wild Shot feature and hit a creature with it, you can choose a different creature within 30 ft of the one you hit. You can make another attack against that creature and use your Wild Card feature again, expending another spell slot. Once you use this feature, you can't use it again until you finish a short or long rest.
Monk
Way of Gun-fu
Way of the Gun-fu monks are those who have adapted or abandoned their traditions in order to learn how to operate firearms, using their training and martial focus to channel their ki into their weapons. Many use a mix of martial arts and gunplay to defeat their opponents.
Path of Gun-fu
Beginning at 3rd level, you learn the ways of Gun-fu. You gain the following benefits:
Gun-fu. You gain proficiency in all firearms that lack the heavy and special qualities. These weapons are considered monk weapons for you.
Close-Quarters Shooter. Being within 5-feet of an enemy no longer imposes disadvantage on ranged attacks with your monk weapons. In addition, if you hit a creature with an unarmed attack, your next attack with a firearm against that creature has advantage.
Rapid-Shot. Immediately after you take the attack action, you can spend 1 ki point as a bonus action to make an attack with a firearm you are holding.
One With the Gun
At 6th level, you extend your ki into the firearms you wield. You gain the following benefits.
Ki-Infused Gun. Your attacks with firearms are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks.
Flanking Shot. You can spend 1 ki point to ignore the 3/4th and half-cover on ranged attack until the end of your turn.
Improved Rapid Shot.
At 11th level, whenever you use your Rapid-Shot feature, you can spend 2 ki points to instead make two attacks with a firearm you are holding and proficient in.
Flurry of Shots
At 17th level, as an action, you can target each creature you can see within your weapons first range increment. Spend a number of ki points equal to the number of creatures you target, up to a maximum of 10. You can make a single ranged weapon attack with a firearm you are holding against each target.
Warlock Invocations
Improved Pact Weapon
Whenever you gain the improved pact weapon invocation, you can choose any firearm to be a weapon you can summon as your pact weapon.
Magic Items
Laser Firearm
Generic Variant, Very Rare
This weapon fires specialized laser cartridges instead of traditional projectile weaponry. Ammunition costs twice as much as normal for this weapon but it deals radiant damage instead of the damage normal for this weapon.
Plasma Firearm
Generic Variant, Common
This weapon fires specialized plasma cartridges instead of traditional projectile weaponry. Ammunition costs twice as much as normal for this weapon but it deals fire damage instead of the damage normal for this weapon.
Cryogenic Firearm
Generic Variant, Uncommon
This weapon fires specialized cryogenic cartridges instead of traditional projectile weaponry. Ammunition costs twice as much as normal for this weapon but it deals cold damage instead of the damage normal for this weapon.
Radioactive Firearm
Generic Variant, Rare
This weapon fires specialized radioactive cartridges instead of traditional projectile weaponry. Ammunition costs twice as much as normal for this weapon but it deals necrotic damage instead of the damage normal for this weapon.
Endless Magazine
Wonderous Item, Rare
This magazine magically adapts to fit into any firearm. As long as one piece of the correct ammunition is provided for the weapon this magazine is loaded in, the magazine magically provides an unlimited supply of non-magical ammunition. The weapon loses the reload property while the magazine is in it. This item has no effect on weapons with the loading property.
Heaven's Penned Letter
Ammunition, Very Rare
This enchanted bullet is engraved with the name of a specific person, designed to bring death to them. Whenever the bullet is created, a specific character is chosen. When fired at the target, the attack roll has advantage and bypasses any and all resistances or immunity to the damage dealt by the attack. On a hit, the target must make a DC 20 Charisma saving throw or take 20d10 additional force damage or half as much on a success as the bullet pierces through the targets soul.
The bullet has no effect if a persons nickname or alias is engraved on it. It also does not work on the undead or constructs. If the name of the bullet does not match the person shot, the projectile passes harmlessly through the target.
Texas Thunder
Shotgun, Very Rare
You have a +2 bonus to attack and damage rolls with this weapon
If this weapon is loaded, as an action you can expend a piece of ammunition unleash a powerful thunderous wave out of the weapons barrel. Each creature in a 60 ft cone must make a DC 16 Strength saving throw. On a failed save, a creature takes 6d6 thunder damage and is knocked back 10 feet and lands prone if it's large or smaller. On a successful save, a creature takes half damage and isn't knocked back. In addition, creatures within 15 feet of you have disadvantage on the saving throw and take 10 additional thunder damage and are deafened on a failed saving throw. You regain use of this feature if you spend at least 30 minutes maintaining the weapon.
Lightningbolt
Sniper Rifle, Very Rare, Attunement
You have a +2 bonus to attack and damage rolls with this weapon.
While attuned, your land speed increases by 10 feet.
If this weapon is loaded, as an action you can expend a piece of ammunition to fire a ricocheting shot charged with electrical energy. Make a ranged weapon attack against a creature or object within range. If that attack hits, you can repeat the same attack against another creature or object within 30 ft of the initial target. You can repeat this additional attack until either you miss or the total number of creatures attacked reaches 5. A creature cannot be targeted by a ricochet attack more than once. Each creature you hit takes the weapons normal damage plus 2d6 additional lightning damage. If you strike an object before ricocheting towards a creature, you gain advantage on the attack roll. You regain use of this feature if you spend at least 30 minutes maintaining the weapon.
Shifting Serpent
Revolver, Very Rare, Attunement
You have a +1 bonus to attack and damage rolls with this weapon.
As an action, you can fan the hammer and unleash all rounds left in this weapon. You can make one attack with this weapon for each bullet left in the cylinder, but all attacks after the first have disadvantage. You regain use of this ability at the next dawn.
While attuned, this weapon allows it's user to move and dodge with each attack. This weapon has 6 charges. Whenever you make an attack with this weapon, you can expend a charge (no action required) and immediately move 10 feet without provoking opportunity attacks. You regain a charge whenever you score a critical hit with this weapon, make a killing blow with this weapon, or use it's first ability and fan the hammer. You regain all expended charges at dawn.