Pity Amongst Flames: A Players Companion to Katarran.

by FerrariOfAntioch

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Pity Amongst Flames


















































Writing and Design: Ferrari Luca

Additional Content: Heavyarms, Giffygliph, Sandy Peterson, Ghostfire Gaming, Outlandish Adventure Productions, Benjamin Huffman

Additional Contributors:

BluewolfDEZ#4056

Development:

Editing:

Proofreading:

BluewolfDEZ#4056

Introduction

A World wreathed by War.

Katarran is a land of magic and terror, of rising nations and crumbling empires. Humans have dominated the continent for centuries, but since the death of the gods every form of power is tenuous. From the ancient Falterran Empire to the bustling ports of Merbot, the ambitious and the desperate vie for control. From the frigid Yuvalis expanse to the sweltering Starless Archipelago, societies mobilize to combat invading armies and mystical forces that threaten civilization itself.

A Homebrew D&D Setting

Katarran is a new homebrew D&D setting created by Luca Ferrari (Better known as Ferrari Of Antioch online) as the setting. The world of Katarran as a whole is more than what is presented here, in this book are just the three continents of Primus, Akshasa and Yuvalis. This area, colloquially referred to as "World's Edge" is the most populous part of the world of Katarran, teeming with men, monsters, cultures and horrors. It is shrouded in mist, as some embrace the darkness around them, and others try and break through it all thanks to force of will.

This book is for D&D players that will embark on the journey through the lands of World's Edge. It contains an amount of information that would hardly be covered in an entire campaign, however it can give ideas, and further push the players in a certain direction involving their characters, their decisions, and so on.

This book also contains new options for players, entirely homebrewed that will help you fit into this strange new land you now call home. An entirely new class, subclasses and races that all present their own lore.

CHAPTER 1

Campaigns in World's Edge

Nations of World's Edge


Two men stand at world's edge. The air around them stings with the freshly disgusting smell of gore. They look to, then past eachother. The lands each is trying to protect. In their eyes, bittersweet admiration. They gather the tags of their companions, and walk back to their crumbling homes. The bodies left to be consumed by the thing we call Piety.

The Falterran Empire

Falterra

One of the two men walks to a shattered city. Droves of men and women bang at the gates, and guards look, confused. Exhaustion hangs in the air. A sharp eye glimmers as it delivers judgement upon those who it deems fit.

The Falterran Kingdom is a struggling, old nation. Born in the shadow of the distant Dragon King and his communion with The Flames of Man and the Seeker's, it has existed for over a 1000 years. Yet only recently have those years become a grueling mess.

Large, decadent cities, tight systems of administration and seclusive, yet powerful organizations govern this land.

The Nation is struggling with a gigantic horde of immigration, along with the threat of war and countless factions vying for political power.

The Communard of the Everflame

The Everflame

The other man walks to a small village, where many gather around a table. They ask him why he dared to come back. A flame is held up high, as many dance around a pyre. In a burning red city, fiery speeches are given, as men of power walk amongst peasants.

The Communard of the Everflame is a new nation of idealists and demagogues. Where one becomes many, and individualism is seen as a concept to be estranged.

Born after the discovery and subsequent constrast created by artifact called The Everflame, it is a collection of self-governing bodies that twist and turn around the Ideal of The Everflame itself to create a functioning, and radically devoted nation.

At the threat of collapse, if just enough right buttons are pushed, but with a burning spirit, this nation, supplied by other factions of interest, is quickly expanding more and more, proselytizing their ideas by either force, or conviction.

The Republic of Merbot

The Republic

The weapons of the fallen men are quickly snatched up by a young boy. He travels to a pristine port city to pay off his debts. He is beaten for his tardiness by an unassuming merchant. It will not be allowed to happen again.

The Republic of Merbot is a shining example of a newly formed nation. Incredibly rich, steadily expanding without the usage of violence, and the most tolerating of all.

But not all is good. Cutthroat merchants kill, shroud, and put on fake smiles in order to outweigh their competitors. Yet some would say life is even good, if you know and abide by the many unwritten rules of this country.

Born in the wake of the War of the Everflame, it has gotten incredibly richer thanks to profiteering from the war itself.

The Etenian League

The League

One of the bodies on the battlefield bares an unusual visage. A giant lion-like being lays in a pool of blood. Vengeance will be done in his name.

This union of warlike populations has taken a vow to honour their greatest leader and uniter.

Born after the glorious and bloodless of the Redeemer King, the warlike and aggresive races of Yuvalis have banded together in hopes of a greater future with the new systems and technologies brought by their now deceased King.

Still, they have not lost their sights on what they know best. Expanding and fighting further into the lands of Goblinkind and the unexplored islands of the Far North, they have been growing steadily.

However, the newly joined Drow are sparking racial tensions amidst the league, and the Redeemer is sorely missed. Who knows how much longer this League will last without it's driving force.

The Warhost

The Warhosts

One of the men standing around the pyre is called for war. It is not against a human enemy, but something much worse. Over the horizon, hundreds, no, thousands of green spots steadily march under the beat of the drum

The Warhost is the congregation of all Goblinkind under one banner.

After the collapse of the slave pens of Eten in the freezing and distant north, the Goblinoids have gathered under the lead of a mysterious Hobgoblin warmaster which has carved and conquered many lands up north.

Brutal, and now surprisingly cunning thanks to their new leadership, they have taken axe and bow in a pledge to conquer many lands.

Recently landed on Primus, in Everflame controlled territory, they have slowly begun to carve out the new nation in an image of their own.

The Frontier

The Frontier

A past comrade of the Falterran man recieves a letter. He dons his full body protection against the heat and checks his six-gun. He has been sent here with a very specific mission in mind. In the heat of high noon, he rides to fight a battle between freedom fighters and oppressors

The Frontier is not a Nation per se, but a collection of places scattered throughout Akshasia (The Desert of Akshasa) and it's nearby territories.

Considered to be an entirely inconceivable venture, many governments of World's Edge have tried and failed to conquer parts of the Frontier.

Small, littered tribes who practice many different customs litter this land, and while their differences may be large, their affinity for technology is not.

The Religion commonly practiced in the Frontier, the worship of Urdu, values itself on the cult to progress and technological advancement. Many, using this religion, have tried to unite the Urdu worshipping tribes, but have failed due to many factors.

One of them is the mortal enemy of the Frontier, the Yuan-Ti. From deeper in mainland Akshasa, a glimmering empire of the sands threatens to conquer this free territory with overwhelming military presence

But The Frontier has been known to house those who no longer wish to be oppressed: outlaws, seditious elements, and as such, many, not even of the Urdu tribes oppose themselves to this strange and inhuman oppression

More civilized ventures have been tried here, small villages set up by rich merchants, and even a decently big city, but only time can tell if they too will be swept away by the sands.

Vampyrnorden and Vampyrsuden

The Vampyrs

A thing sweeps the battlefield. It picks up two corpses and brings them back to his master. A dark ritual, the soul awakens once again. A powerful creature licks it's own lips in delight.

The strange, misty lands of the Vampire Lords are a timeless scourge upon human lands.

Born long ago, due to the disowning and subsequent war between Goethi and his father, the Dragon King, they have split up as Noctis and Laviz, both wishing to emulate the absolute power their father had over Western Primus, have been engaged in a century, if not millennia long war.

During this time, they have partly terrorised the nearby Falterran lands in order to seek for new undead servants

Men and women are still employed, whether through force or actual employment, to the Vampire Nobles of this land, some even say Laviz of Vampyrsuden has struck up a deal with Falterran officials...

The Pietous Congregation

Miracle's Children

A thing, undescribable and horrific slithers through the battlefield as it consumes the ones who have fallen. Many more follow in their wake. They always do.

The world-ending communion oft the forces of Piety has not, and will not stop until the world itself is conquered.

Born after The Ultima, that changed the world in its entirety, the Pietous congregation is a collection of Demons, Aberrations, and other Monstrosities that have been created, or have fallen under the guise of The First Miracle.

They advance, already having destroyed the Kingdom of Xang'en to the west, and now they set their eyes on World's Edge.

Only being stopped by the Jabal Alealam, the greatest mountain range on World's Edge, they plant havoc across nations by sending their spies and agents throughout them.

Who knows when they will march over the mountains, and strike across the world.

Calendar and Time

Keeping track of time using the Katarranian calendar can make the game world seem more realistic. It can also allow to align game sessions with important in-game dates, such as holidays. A monster attack on a rural village is a horrible and thrilling event, but the stakes are much higher if that monster attacks on the day of the Harvest's Close festival, causing previously joyful commoners to grab their children and flee to safety.

The Katarranian calendar year is divided into 280 days, grouped into seven-day weeks over the course of ten months. This calendar was created after the emerging of The First Miracle, and the subsequent shift in seasons.

The names of the seven days of the week are Morteg, Esteg, Whesteg, Uthteg, Fruhteg, Yunteg, and Fah'steg. Each day is 24 hours long

Katarranian Calendar

Month Days Holidays
Jenur 28 Dawnrise (1st); Freezermer (22nd)
Fehne 28 Birth of the New (7th)
Marizen 28 The Conquering (20th)
Aletril 28 Harvest's Rise (11th); Evergreen's Folly (28th)
Meygh 28 Opening of Fey (25th)
Jen 28 Artisan's Faire (15th); Slayer's Oaths (20th)
Jurni 28 Highsummer (15th); Dragontaal (14th)
Aghes 28 Harvest's Close (3rd)
Sarneh 28 Eyeshade (10th)
Diezner 28 Embertide (5th); Night of Silence (13th)

Seasons

World's Edge contains a collection of different types of Continents—and each of the regions experiences the passing of the seasons differently.

Most of Primus suffers from dismal, rainy springs and bitter winters. The northern Frontier is heated, but still pertains a level of natural wildlife, with roiling plains and many hills. Yuvalis and Eastern Primus is always blanketed by snow, but temperatures drop to deadly lows in the winter, then let up for a rainy, relatively mild summer. Finally, The Frontier is an infinite expanse of the Sands, where days are long and hot enough to kill men, and nights are freezing.








Holiday

The different nations of World's Edge celebrate different holidays, though some of the gods' holy days are consistent across the land. Notably, most nations have banned the worship of certain gods within their borders, and thus only celebrate the holidays of legal gods. These holy days are listed in chapter 1 of this book, along with the gods they celebrate.

Holidays unrelated to the gods celebrated across the continent in some form include:

  • Dawnrise - The First day of the Calendar. Often celebrated with faires that show off new inventions.

  • Freezermer - The annual recurring of the blessing of the Spirit of Ice. The coldest day of the year, often spent amongst family and friends.

  • Harvest's Rise - The First day of the new cycle of agriculture, this holiday is of deep celebration and prayer

  • Highsummer - The annual recurring of the blessing of The Spirit of Fire. The hottest day of the year, often spent outside as a form of celebration to the Spirit.

  • Harvest's Close - The day where the agricultural cycle ends, is typically celebrated with feasting in rural regions and with carnivals in the cities.

  • Night of Silence - Annual reminder of The Ultima. Often spent in reverence and silence, it is considered dangerous to do so little as shout, since Piety's forces are directly linked to human emotion, particularly on this day.

  • Embertide - A day where Ash naturally falls from the sky, the essence of the now dead, previous Gods. Usually a day of veneration to one's own faith

Two Suns of Katarran

Katarran has two known suns that orbit the planet. Sol, the larger but farther of the two suns, is the herald of the day and shines a brightly and glistening when visible in the sky. Sol is considered to be intrinsically tied to Selûne the Original God of the Moon and Sun to provide warmth to all who need it after Chauntea, the Goddess of Bounty pleaded for it's creation as a source of warmth. Nihil, the second sun of Exandria, is much smaller but much closer. With a slower rotation around the world and seeming permanently eclipsed, Nihil is a permanent reminder of the past. Created as the ultimate Scar of "The Ultima", Nihil is said to emit an eery, droning sound when looked at during the night.

Daily Life in Katarran

Certain aspects of daily life in Katarran remain the same across nearly all cultures. Any character native to Katarran would be familiar with their nation's currency, languages, and relationship to technology.

Currency

The nations of Katarran all mint their own coins, and though some slight regional differences exist between currencies, all regions readily accept gold, silver, and copper coins. Spending money of Everflame mint in the Vampyrlands might turn heads, but a gold coin is still a gold coin.

Platinum and electrum coins are rarely minted by modern nations, but enough of both of these currencies survived The Ultima that both are considered valid tender across the land.

All the typical languages found in the Player's Handbook and the Monster Manual are fair game in Katarran.

Languages

This setting has three languages unique to the human cultures of Katarran: Urdu, Reichzunge and Xeng'enian. A human character can learn one of these languages instead of a skill or tool proficiency granted by their background, class, or variant racial traits. Each of these languages is described below:

  • Urdu: The native language of the Urdu Worshipping tribes of the frontier. Many different variations of this language exists, but characters who know this tongue can manuever around all of them without much trouble

  • Reichzunge: The highborn and scholar's tongue of Falterra and the Vampyrlands. Any character who knows this tongue may be able to read things such as orthodox religious texts, complicated and ancient scholastic tomes, etc. The Communard is actively on a mission to rid of this dead and useless language.

  • Xeng'enian: The tongue of the people of Xeng'en, the empire recently destroyed by the Pietous Horde.

Technology

The level of technology in Katarran is typically more advanced than the technologies found in the Player's Handbook. Thanks to the tribes of The Frontier, cannons, mobile war engines, and even things such as rudimentary flying machines have been recently created.

Black powder weapons are highly priced, and are rarely available to the general public. However, militarily they are rather widely spread, in particular the Heavy Ordinance of Falterra is renowned for it's effectiveness in breaking enemy morale.

History of Katarran


The continents of World's Edge has undergone many ages of discovery, conflict, and renewal. These bygone eras are more than ancient history. Whether the people of World's Edge know it or not, the struggles they face in their daily lives were set in motion by the turbulent events of past ages. This section explores this history and the major figures whose actions shaped the physical and cultural landscape of World's Edge.

The Myth of Katarran

Life ever seeks to understand its inception. Every civilization has its own interpretation of where its story began. Even within the world of Katarran, different cultures have creation myths that eventually converge with recorded history, but there is no universally accepted story. Even so, the ancient city of Mahdiurnens on the distant continent of Landzfall is largely considered to be the oldest surviving city, having endured a terrible war that wiped out most of civilization nearly a thousand years ago. Mahdiurnens houses the earliest known temples to the Gods.

However, ignorance is plenty in the Post-Ultima world, because Ignorance is safety and bliss. Not many, if no-one at all, knows of the Myth of the Immaculacy, and as such, it shall remain a secret.

The Age of Gargantuans

After the Divine Hands birthed the world, and for many eons controlled its shape, the earliest recorded figures of history are that of the Giants.

The Jotunbrud, forming under Annam the All-Father were a deeply intelligent set of creatures, born differently based on the element that they were imbued with at birth. Their strict hierarchical society made for the first true inhabitants of the world to be able to build immense structures and myriads of markers throughout the known world.

Times shifted, and a new threat would come to their complete hegemony. Dragons. Originally a relatively quiet and selfish race, preoccupying themselves with gathering of singular hordes and often even infighting amongst eachother, the Draconic race would do little more than prey on the Giant's cattle or servants for food.

However, something must have changed. A war brewed, a war that would forever change the fate of the World. Perhaps, one of the Draconic Gods had sought to gather up faithful servants and finally take what is theirs, or even, Annam, his fiery yet wise personality, foresaw terrible things at the prolongued existance of Dragons.

This war had a decisive ending, the Giants would never be seen again walking the realms of Katarran, other than a few sparce survivors and their offspring.

Dragonkind, however, selfish in nature and naturally confrontative, given the split between chromatic and metallic dragons and their paternal Gods, would fall into war, after having gained their maximum power.





































Humanity in the Age of Gargantuans

Humanoids in this era were often servants to either Giants or Dragons in some form or another, but one thing was certain, Elves, Dwarves and finally Humans walked the lands in this bygone time.

Elves, after an exodus out of the Feywild in search for something new to entartain themselves, found Katarran, and in a hopeless and arrogant attempt at subdueing the Giants, many of them remained stuck in the Material Plane.

Dwarves, unfortunate enough to be inhabiting the mountains, Giant's natural terrain, were amongst the first races to be enslaved. However some, instead of keeping their chins up high and serving their new masters humbly would dig deeper into the Dark. This is where Duregar originated, considered traitors for not having stuck through with their brothers in a time of desperate need.

Humans, however, were the most angry at their enslavement. Few in number, but undefeatable in will, they would prove a large thorn in the side of both Gargantuans.









































The Conception of the Arcane

Magic has always existed in the world of Katarran, or atleast there is no reason to say it hasn't. How it was bestowed unto the races we know today however, is different.

The Elves, coming from the Feywild, the natural well of Magic, would naturally transport it to Katarran through their sorcerers and wizards in their effort to take over the world.

The Dwarves, bestowed onto them the Marks of their predecessors, combining them with the Runes of the Giants would make Rjunkaaft, the magic of the runes, to be naturally embeded into objects.

Humans, however, recieved few gifts in their constant struggle. However some, the ones who believed in higher powers and their guidance, would be looked upon by the Gods with interest. They were blessed with Divine Magics.

But it would not take long for the three to intertwine and exchange ideals, for as different as they may be, they were all serving, unwillingly under the same lords.

The Court of the Dragon King

And those same Humans talked about before would finally endeavour to rise up against their oppressors.

The Founder of the Kingdom of Falterra, and liberator of the people's of World's Edge specifically, the Dragon King would set a match for the history to come.

A scholar with the innate power of harnessing the Dreygunhar, a force that allowed him to forcefully take over Dragons, he would cut out a place in the world for mankind.

In his efforts, he would gather many supporters, joining many races, even the diametrically opposed Elves and Dwarves, but many other too, such as the Goliath, the Halfling, the Gnomes, etc.

After successfully taking over a horde of 20 Dragons, some of them even without having to use Dreygunhar, he would carve out the Mythic Kingdom of Falterra with his own two hands.

Of course, he could not do it entirely alone, even as immaculate as he was. Two advisors would forever mark the history of mankind.

Ironside, his most trusted general, was a dwarven sailor with extremely keen leadership abilities, he would be the one to lead the armies of the Wyvern and Dragon mounted Knights called The Flames of Man.

The Sorceress of Rebirth was a gifted elven woman in terms of both her charm and intelligence, she would come to bend what was seemingly possible of simplistic races such as humanoids: the inklings of immortality through magic, created after maddening study after maddening study, and the conception of Vampirism.

In the sorceress's name, the greatest order of scholars of magic in the entire world were founded: The Death Seekers.

The Curse of Vampirism

Vampirism, previously mentioned as a creation of The Sorceress, was not an intentional process. In their hopes to mantain relevance, and lead their people into the great and unknown future, the King and his two Advisors would put themselves under the duress of experimental arcane treatment for a disease known as Death.

And, strangely, it seemingly decided to work. They would all live far longer than expected, and none of them would see a recorded death. But one thing was for certain, it would all come at a price.

Son of The Sorceress and The King was The Vampire, his name, Goethi. A travesty brought unto the world, a monster born under the care of the most two brilliant minds humankind has ever generated.

Goethi would be kept a closely guarded secret for most of his early life. Landed, and kept in a closely guarded castle in the county of Vampyren, he was shut off from society, and unable to be seen from anyone other than a selected few.

Anger, jealousy, and most importantly, hunger would all overcome the young boy in due time. After the strange and unexplained disappearance of Dragon King, Goethi would set his plan in motion.

Revealing his true nature, he would make armies of the undead and terrorize the lands around him, in an effort to make his presence known, and most importantly feared.

In her efforts to repel her son, the Sorceress would disappear, and, according to some, die by her son's hand in the brutal combat because of her hesitation.

The World without a King

Humanoidkind would find themsleves without two of the greatest leaders they had ever seen.

Naturally, turmoil, combined with the proclaiming of Goethi's unnatural birth and properties because of these two people's willful ignorance regarding experimental immortality would lead to a difference of opinions.

The People of Yuvalis would naturally part with the Dragon King, admiring his strenght in combat and leadership, but rejecting the very human emotions and impulses that brought to his downfall.

The People of Falterra would forever see their patron saint be struck down into nothingness, and would continue to revere him as a martyr, and as the beginner of civilization.

The People of the Frontier had very little connection to this distant lord that did not seem to respect the ideals of Urdu, and as such maintained their level of indifference towards the rest of the world.

In this time, the population of the Drow would also split from their elven brothers, retiring to the far nothern lands of Yuvalis.

The Ultima and the First Miracle

In the light of trouble, impending war, and confusion, the First Miracle came.

The Miracle, also known as the Sorrowful Miracle or the Grievous Miracle, is a mysterious, supernatural entity or event that manifested in the lands of Katarran after the disappearance of the Dragon King.

Some say it was a direct cause for the universal imbalance his immortality technique brought, and some say it was something simply destined to happen.

The Miracle is described as having a will of its own beyond mortal comprehension, manifesting in bizarre and often cruel ways upon mortals in the shape of blessings and curses alike. The monstrous and inhuman beings found throughout Katarran are presumed to have been born of the Miracle, created from humans who were punished by its power.

And so, The Miracle would begin to grow, amassing power in a sweeping surge, devastating all it came across, including many of the Dragons that still lived outside the borders of the Kingdom of Falterra.

Until one day, it could grow no longer. When the miracle reached it's peak form in the Material Planes, it would spread to the Domains of the Gods.

An unseen enemy cannot be struck down by things such as Lightning. And the Hordes that the Miracle brought forward could match continent's worth of armies.

The Gods would fall, one by one, with only few survivors. Their ashes scattered across the lands every year.

And when the final move, complete entropy was in sight, the Miracle took form, a gigantic black blotch of a figure, reaching up for the sky. But the Miracle would do little except be sucked into its own form, and give birth to Nihil. This event would become known as "The Ultima"

Katarran after the Ultima

In the wake of the vast destruction of the Katarran and the destruction of the pantheon, the survivors began to emerge from the ash and shadows to reclaim and rebuild it. Across the continents, many took the pieces of their cultures and sought a place to forge a new age. This tome focuses on the rebirth of the deeply scarred land now known as World's Edge, the site of the most terrible conflicts of The Ultima, where the echoes of those deadly battles linger to this day.

In the Wake of the Gods

After The Ultima, the lands of World's Edge lay battered, beaten and broken. The few countries that remained solidified what they could, and constantly fought against Piety. The masterless creations of the Miracle ruled their own territories, ever expanding.

As the dust settled, surviving mortals grasped at what they could from their bygone lives and hid away in fear of what would come next. Those of faith dealt with their sense of failure and abandonment, while enlightened scribes mourned the loss of their research and the great magical secrets that had enabled the previous age to rise to such prominence.

Others picked up what they could from the ruins and chose to start anew, hoping that their descendants would learn from their mistakes. Over those early centuries, the scattered survivors fought back the terrors that stalked the abandoned lands of World's Edge, continuing to endure and build new societies, civilizations that eventually reclaim World's Edge and bring the world to this modern age.

Primus, The Falterran Empire and The Everflame

The Lands of Primus, being the most central, were not the ones that suffered the most during the Ultima, but that did not exactly leave them in a pleasurable position given their already present instability.

Legacy of Iron

Ironside, having lived through the entirety of The Ultima, would be the last to stand in order to defend the legacy of his old friend, the Dragon King.

He would consolidate power absolutely, installing himself as Iron Fisted King. All traces of Piety must be wiped out if the country wants to survive. And no doubt, this merciless and ruthless uprooting of freedom put many innocents to the torch, but no doubt saved many others.

His warband, the Flames Of Man, however, were always extremely independent warriors, often gathered in the Frontier and the Tribes of Urdu, some in Yuvalis, they would disdain this controlling nature that their leader displayed.

Flaming Sword Kensis Magellian would officially renounce Ironside's right to leadership in the Flames of Man, and the warrior band would become free agents, for a time.

The Vampire War

The Miracle, in his wake, had promised many unthinkable power. Goethi, Vampire Lord, was one of such men. However, as with anything relating to the Forces of Piety, there would be a price.

Goethi lost his mind, and eventually was torn to pieces by a lowly dwarven soldier named Clangeddin, after his hundred day trek through the undead lands of Vampyr.

This left a power vacuum in the Vampyrlands, where the two Counts, brothers, Laviz and Noctis would fight for hundreds of years over ownership of their father's lands.

The War of the Everflame

The Everflame was an artifact, belonging to the Flames of Man. It was the symbol of Selune, that would be ignited as long as she watches over Sol and Luna. With the Empire adopting a strict, and unbending pantheon and hierarchical system, the Flames of Man grew even more frustrated with the lack of Equality in Falterra.

They would move to Eastern Primus, a land of cold peaks and secluded communities to start the beginnings of their own nation. But it would not be a nation of kings and servants, but one of simply men.

Equality in all aspects of life, no matter how severe, were the basic ideals of their mission. Along with that, an unrelenting dedication to being a servant of not any man, but simply of the Everflame as an ideal, would blossom into a growing series of different, yet mostly alike communities.

The Communard of the Everflame would be formed. And eventually, declare war on Falterra. This raging war, recent in memory, and ending in a victory for the Everflame, as they have been allowed to continue existing, marks an important event for the history of Primus.

This war would generate, through the incessant use of Arcana Ultima, the rift that now separates Primus in two. The two continents connected by destroyed strips of land, covered in ash.

Akshasa, Xeng'en and The Frontier

The continent of Akshasa has suffered much more from The Ultima given its position. However it's typically steadfast and decisive people have made what they can with the hand they were given.

Xeng'en

Xeng'en, completely destroyed by the Incursion of Piety, has seen many survivors track their way across the World's Edge Mountains in order to see to a better future. Many of them have not made it, but thanks to the help of Elder Wu Hupei, and his order of The Threefold Iridescent Spears, an elite of warrior monks, have been able to safely transport many survivors.

They are looked down upon by some who welcome them, as some of them very clearly present the marks of Piety, deformed, or scarred forever. Some are driven out, some transform into wretched beings after being allowed in, and some try and make their own future, without relying on others.

The Frontier

The Frontier has been largely unchanged. The hardy people of the Urdu tribes have maintained their technological superiority and have used it to repel the forces of Piety with great effect. In the more civilized northern frontier, lawlessness and bounty hunting work has become even more affirmed, a perfect staging ground for any adventurer.

However, some efforts have been made to centralise the tribes. The city of Uruhalda has just recently been proclaimed the official religious site of Urdu, and many tribes go to join the city.

Still, that is only a small number of the many tribes of The Frontier.

Yuvalis, The City-States and Goblinkind

The continent of Yuvalis barely saw The Ultima In war, almost as to spite them, The Miracle would give them an enemy they simply could not fight against, a massive tsunami would submerge their lands.

The City-States

The Warlike City-states of Yuvalis were thrown into complete disarray by The Ultima, only feeding into the hatred they possessed for eachother. Bloodied combat would be seen here, race versus race, and sword versus sword.

Stability would come in the wake of another great pioneer and visionary. King Eten Irazak better yet known as The Redeemer King, a Goliath, first took control of Goliathkind after being exiled from his people because of unknown crimes. Steadily he would have begun to create new systems of governance, and enlightened his people with new technological advances from overseas. And then, after advancing his people, Eten expanded.

For the first time in the biting North, a truce that was more than just temporary was offered. Eten convinced the people of the north to band together, against hostility, in the name of expansion, and conquering.

And so, as First King of The Etenian Leagues, he would, controversially release the Slave Pens of Yuvalis, which held many-a-races, including many of Goblinkind.

Recently, tensions have once again risen. With the death of The Redeemer King and the shaky race relations, especially worsened by the uncooperative Drow race are bringing into question if the League will last at all.

The Warhost

Goblinkind, before The Ultima and for some time later, would simply be a separated force, acting in small groups as hunter gatherers in the north.

However, with their contact against the City-States of Yuvalis they would find their true calling: Conquest.

After the Redeemer King's so generous action of releasing most of them, they would band together under the banner of the Warhost, and terrorise the lands of both Primus and Yuvalis. The Starless Islands The great archipelago, only expanded by the Everflame War has suffered little in the wake of The Miracle. As such, new interests have been taken to these rich islands, abandoned by their original governments because of their own struggles.

A New Player

Originally just a small trading company from the deep South, even below the Frontier visited Falterra, in a state of stagnation, and offered a simple deal.

Land for resources. But not just the simplistic kind of resources that any nation could get, Arcane Artifacts, Heavy Ordinance, and much, much more.

Soon enough the Starless Archipelago would come to belong to the now Republic of Merbot, who has done nothing but grow in the time since The Ultima

Even more recently, it is said they have discovered something incredible, a mine to a city, Giant in conception.

The Republic of Merbot has persisted through cut-throat mercantilism and shady deals, and is only looking to grow.

Katarran after the Ultima


With the death of the Gods many things have changed. However, the Divine is still very much there, be it covered in ash and soot. Dieties live, and some new Dieties are born out of necessity. Even lesser entities try and vye their way to higher levels by making pact with Mortals, and some achieve Godhood through the Power of channeled Belief.

Old Idols

Gods that have persisted throughout the Ultima, bringing a small sense of hope towards those who still believe in them

Name Province Alignment Domain Symbol
Amaunator Sunlight, Harvest, Justice LN Life, Light, Nature Golden Sun
Asmodeus God of the Nine Hells LE Order, Trickery Ammunition Three inverted triangles arranged in a long triangle
Bahamut The Platinum Dragon Honour, Justice LG Life, Order, War Silver dragon's head in profile
Corellon Larethian Art, Beauty, Elves CG Arcana, Life, Light, War Quarter moon or starburst
Cyric, God of Lies Betrayers, Lawlessness CE Trickery White jawless skull on black or purple sunburst
Deneir, God of Writing Knowledge, Reverance of the Past, Arcana Basica N Arcana, Knowledge Lit candle above an open eye
Gond, God of Craft Craft, Creation N Forge, Knowledge Toothed cog with four spokes
Lolth Deceit, Spiders CE Trickery, War Spiders
Selûne, The Moonmaiden Moonlight, Sunlight CG Knowledge, Life, Light, Twilight Pair of eyes surrounded by seven stars
The Raven Queen, Matron of Death Death, Fate LN Death, Grave Humanoid mask framed in black feathers
Tiamat, The Scaled Tyrant Dragon God of Evil LE Order, Trickery, War Taloned dragon claw
Urdu, The All Machine Technology, Progress, Craft LN Forge, Knowledge A man holding two orbs, one light and one dark

The Immortalised

New beings that have ascended through Godhood (or are suspected to have done so) because of the shared power of belief that has been put on them

Name Province Alignment Domain Symbol
Clangeddin Silverbeard Warriors LG War Crossed silver battleaxes
Ironside, King of Steel Lawfulness, Inquisitiveness LN Order A flaming fist
Ilmater, God of Endurance Self-Sacrifice, Martyrdom LG Life, Twilight Hands bound at the wrist with red cord
Kord, The Storm Lord Battle,Competition, Storms CN Tempest, War Four bolts of lightning radiating from the center of a shield
Mask, God of Thieves Con-Artists, Cheaters CN Trickery Black mask
The Conqueror An Aspect of the Dragon King LG Order, War, Knowledge A haloed spear
The Redeemer Progress, Unification NG Knowledge, Order A rune-enscribed eye
The Vampyr Vampires, Undeath LE Death, Arcana Bloodied Teeth
Waukeen, Goddess of Trade Merchants, Riches N Knowledge, Trickery Upright coin with Waukeen's profile facing left
Xerxes the Evergreen Self-Sacrifice, Protection, Time NG Twilight, Life, Nature Vines growing on rock

Lesser Idols

After the banishment of the pantheon in The Ultima, the mortal realm was left to its own devices. Beyond the trickle of divine assistance allowed by the Old Idols, mortal creatures are now the keepers of the future of Katarran. This vacuum of influence has given rise to a number of powerful entities who may not rival the gods in their abilities or influence, but now unchallenged, can amass a modest following of their own.

Name Province Alignment Domain Symbol
Desireum Desire, Primal Urges CE War, Tempest Two Horns, one pointing up and one down
Elshileya The Last Fey God CG Life, Nature Pointed fey ears
Kieratosis The Great Old One CN Arcana, Knowledge Three eyes surrounded by teeth
The 4 Spirits The 4 Primal Spirits of Nature N Tempest, Twilight, Life, Nature 4 differently colored wisps of flame
The Ash Collector Collector of the Ashes of the Gods NE Trickery An urn with it's top removed
The Everflame Equality, Determination NG Peace, Life A burning torch
The Miracle The Ultimate Source of Destruction CE Domain Unknown Symbols vary
Yahar'Umnistaal The Leviathan Lord NE Knowledge, Tempest A great tentacle

Deities of Katarran

You might recognise some names here. Some of the popular Gods of Faerun also rule over Katarran, unless otherwise stated, they behave and act the same, their deeds, however, may differ. Here is a list of new Dieties, and old Dieties that might differ.

Asmodeus

Asmodeus still rules over the Nine Hells, however his influence is greatly diminished due to the Overturning of the Demons to The Miracle, and he now sits sealed in his plane. Devils now make many more deals with men, however, due to their natural position on the backfoot, these deals are often plain, simple and non-problematic. Devils who still try and con those they bond with are naturally decreasing the influence of devils as a whole.

Corellon

Corellon, the father of Elvenkind also has a diminished presence. He is stuck beyond the Everportals in the Feywild, leading the Courts of the Fey as their ruler.

Deneir

After the death of his master Oghma, Deneir was made to carry out his legacy.

Lolth

Lolth, and by extension some of the lesser Drow Gods have gained much power in the confusion of The Ultima, the Drow people, safe from most harm, were able to carry out a great deal in their God's name.



Selune

Selune is the most powerful and widely believed God to still be alive, and some even believe that her, accompanied by the undying Raven Queen were the ones to stop the Miracle before it was too late.

Clangeddin Silverbeard

Clangeddin has ascended into immortality, a simple dwarven hammer-wielder in life, through his hundred day trek deep into the lands of Vampires, even before The Ultima, he would ascend after beating The Vampire's head in with his hammer alone.

Ilmater

Ilmater was a simple pure-hearted man, during the tjme of The Ultima. As the Miracle spread it's blessings, he would purposefully draw them, keeping them away from others. Having accrued horrific modifications, his smile would never fade, until eventually, he would ascend.

New Deities of Katarran

Ironside, The King of Iron

Alignment: Lawful Neutral

Category: Immortalised

Domains: Order

Province: Lawfulness, Inquisitiveness

Symbol: A Flaming Fist with an Eye etched into it

Where those who want to find the truth, and in it, the Law, they must look no further than The King Of Iron. All watching and All seeing he is the Patron God of the Forset.

Having ascended into Godhood after a battle which seemingly killed the man out of sheer exhaustion, the holiday of Eyeshade is dedicated to him.

Kord, The Storm Lord

Alignment: Chaotic Neutral

Category: Immortalised

Domains: Tempest, War

Province: Battle, competition, storms

Symbol: Four bolts of lightning radiating from the center of a shield

Where thunder booms and conflict rises, prayers to the Storm Lord are shouted into the maelstrom. Reveling in all tests of strength, Kord blesses those who prove themselves on the battlefield. Worshiped by athletes and warriors all across Katarran, he exalts those whose force of spirit and desire for victory call his attention. He brings tumultuous storms over land and sea, and those who wish for clearer skies offer their praises and prayers to appease him.

He was the first Commander of The Redeemer King, having outlived him, he ascended after a battle of catastrophic proportions against the Warhost.

The holiday of Slayer's Oaths is dedicated to him.

The Conqueror

Alignment: Lawful Good

Category: Immortalised

Domains: Order, War, Knowledge

Province: Aspect of the Dragon King

Symbol: A Haloed Spear

In the wake of those who seek a righteous path, who forgets not old, but merely wishes to conquer what is new, The Conqueror stands in their wake. Blessing men of ambition, great politicians and those who find a path they are wholly dedicated to, he is worshipped by those who wish to perform impossible tasks.

An aspect of the Dragon King, perhaps a part of him having come back after his disappearance, his holiday is The Conquering.

The Redeemer

Alignment: Lawful Good

Category: Immortalised

Domains: Knowledge, Order, Peace

Province: Progress, Unification

Symbol: A Rune-enscribed Eye

Where those who seek the light of Progress, and Unification amongst a divided people, they ask for help of the Redeemer. Blessing those who wish to bring Peace, and progress in the life of others wanting nothing in return, he brings stillness of mind and supernatural intelligence to those who venerate him

King Eten Irazak, made God after his natural death.

The Vampyr

Alignment: Lawful Evil

Category: Immortalised

Domains: Death, Arcana

Province: Vampires, Undeath

Symbol: A Bloodied set of Teeth

To those who wish to peel back the veil of mortality, and achieve a personal strenght in spite of those who try and oppress them, there is someone who will lend them aid. Necromancers, experts of Arcana Basica and overachievers are all scions of The Vampire Lord. Not to mention, of course, the many Vampires left behind in his wake.

Goethi ascended after his fight with Clangeddin.

Xerxes The Evergreen

Alignment: Neutral Good

Category: Immortalised

Domain: Twilight, Life, Nature

Province: Self-Sacrifice, Protection, Time

Symbol: Vines growing on Rock

Some men have simplistic goals. To protect those they love, and live a simple life. They often pray to the Stone Giant and his never ending protection. Blessing harvests, and symbol of the slow healing process that is time, his body sits in the city of Xersia.

A mage, hellbent on protecting others during The Ultima, he would spend days, still, in preparation to cast spells and deter other spells launched by The Miracle. However the Miracle had imbued him with a disease that would prevent him from moving, and slowly turn him to stone. But Xerxes did not stop until he was fully turned to stone, and by then, The Ultima was over.

Desireum

Alignment: Chaotic Evil

Category: Lesser Idol

Domains: War, Tempest

Province: Desire, Primal Urges

Symbol: Two Horns, One pointing Up and One Down

Desire is an inherent part of any creature. Instinct is a simple mechanism to follow up on Desire and Need. Needs and Wants might as well be the same thing for the worshippers of Desireum, the Seekers of eternal pleasure under their own means.

Desireum is a Demon, who has made his way forward from the Abyss.

Elshileya

Alignment: Chaotic Good

Category: Lesser Idol

Domains: Life, Nature

Province: The Last Fey

Symbol: Pointed Fey Ears

The Fey has not been completely cut off from The Material Plane. Some of them, sent as envoys by Corellon, they have begun to link to humanoid kind in order for them to work together to open up the Everportals.

Elshileya is the most powerful Fey still in The Material Plane, and in the Holiday of the Opening of The Fey, where a random Everportal opens up once again, she Is believed to move back and forward to report to Corellon.

Kieratosis

Alignment: Chaotic Neutral

Category: Lesser Idols

Domains: Knowledge, Tempest

Province: The Great Old One Symbol: Three mismatched eyes surrounded by teeth

A being that slipped from the Far Realm into Katarran during The Ultima, Kieratosis is one of the oldest creatures in the world. A single creature of many minds, Kieratosis reveled in chaos. When Chaos was divided into four planes, Kieratosis retreated underground, their minds unraveling as they entered a nightmarish slumber.

The creation of the Sun woke Kieratosis a long time after. Though their minds were scattered, each desired the return of chaos to unite themselves. So Kieratosis sent thoughts to the surface, offering magic to those who could create chaos in the land above, so that they might one day regain their full power. Kieratosis tells their followers that chaos brings clarity and destruction begets rebirth.

The 4 Spirits

Alignment: True Neutral

Category: Lesser Idol

Domain: Tempest, Twilight, Life, Nature

Province: The 4 Primal Spirits of Nature

Symbol: 4 differently colored wisps of flame.

Recently discovered, however theorised for long, the 4 Spirits of nature, Ice, Fire, Wind and Stone, these 4 Spirits are the unbending and uncaring tide of nature.

They encompass nature as a constant cycle of death and rebirth.

The Ash Collector

Alignment: Neutral Evil

Category: Lesser Idol

Domain: Trickery

Province: Collector of the Ashes of the Gods

Symbol: An urn with it's top removed.

A thing, a creature, humanoid in shape once inhabited the Celestial Plane of the Gods. Whether he was some prisoner brought to the Plane or a Celestial himself is unknown.

But when the Gods died, he was free to do as he pleased. And so he gathered the ash of the Gods, said to have mystical properties in order to gain more power.

His goal is simply to become something more. Through the absorption of the Gods, perhaps, he may be able to become something akin to the Miracle. He has blessed those who are equally as hungry as him with the Ashes of the Gods, so that they may find more of it, as it is a highly addicting substance

The Everflame

Alignment: Neutral Good

Category: Lesser Idol

Domain: Freedom, Peace

Province: Equality, Determination

Symbol: A Burning Torch

The Everflame is a relic, said to have been imbued with the burning breath of Selune.

Imbued with energy, and with the power to "set people free" upon gazing on it, many Flames of Man have seen the Everflame. 10000 lifetimes worth of wisdom are said to be contained within the shimmering embers of the flame, and it is still burning to this day.

Those who bare witness to the flame experience absolute focus for the rest of their life. They are sharper, quicker, and care more for others.

To some less religious folk, the connection the Everflame has with Selune is irrelevant, and worship it directly.

The Miracle

Alignment: Chaotic Evil

Category: Lesser Idol

Domain: Unknown

Province: Ultimate destruction

Symbols: Many

What is The Miracle? Nobody knows, it is a formless, and seemingly immortal force that releases itself by twisting human form. The Miracle could be inside the man at the corner of the tavern. It could be floating around you as you read this Text. I could be The Miracle writing this epic, twisting it to my own will.

Urdu

Alignment: Lawful Neutral

Category: Old Idol

Domain: Forge, Knowledge

Province: Technology, Progress, Craft

Symbol: a man holding two orbs, one light and one dark

Urdu is what was, what is, and what will always be. Living in a plane of his own creation, with his personal army of Clockwork construction, Urdu blesses those who herald change and progress, in order to progressively grow closer to an ultimate state of calculated perfection, a Rebis, a creation that is everything and nothing at the same time.

Mostly worshipped by the Urdu tribes, hence their name, he is an entity that is not so much something one prays to, but something that you must answer to, and venerate with your own craft.

Yahar'Umnistaal

Alignment: Neutral Evil

Category: Lesser Idols

Domains: Knowledge, Tempest

Province: The Leviathan Lord

Symbol: A Great Tentacle

Yahar'Umnistaal was created by a distant God of Creation and terrorised the seas of Katarran until the Ultima left the leviathan without master or purpose. The surviving indigenous people of the Starless Archipelago, the Neeb-ie, took Yahar'Umnistaal as their guide and god to rule the waters and bring them prosperity. The leviathan elevated the Neeb-ie to conquer the southern coasts of the continent until the jealous will of The unnamed Creator reached beyond the Celestial Plane and discovered the insolence of his creation, commanding his followers to seal away Yahar'Umnistaal in the bedrock beneath the Ocean.

Yahar'Umnistaal now reaches out to the dreams of nautical wanderers and shipwrecked sailors, lending his power to those who wish to rule the sea as he once did, beckoning them to free him from his suboceanic prison with promises of arcane gifts.

The name of this Creator God, and who they might be is still a complete mystery.

CHAPTER 2

Factions and Societies

Katarran after the Ultima

From the ashes of a land devastated by the Ultima grew the civilizations of a new age. The survivors claimed land across the continent, forged alliances, and made enemies as they fought for power and influence. World's Edge is shaped by the ideals and interests of its factions, from powerful governments to covert societies. This war-torn continent is a fertile landscape for adventurers on a quest for greatness.

The Ardenians

Ardenian Society. The Ardenians are the people inhabiting the Karazak Mountain on Eastern Primus. This lone peak was once a great fortress of an unknown people, assumed to be dwarves given the location. These people are perhaps those most completely immune to the spirit of the Miracle and its powers. They are survivalists, and nothing more. Craft is something used to get something, like an object. Desire does not exist, and neither does individual want. Pleasure is a concept that is unknown to them.

Straying from the Path. Many Ardenians do not choose this path, nor do they want to choose any other path, because they simply do not know other ways. Given their large population, they must get by in ways other than agriculture.

Ardenian Fighters. The way of the Sword is this people's preferred method. Constantly employed by those with the right coin, they will accept any job. Clad in clean full plate armor, all wearing helmets, they are a marching line of practiced perfection. An enemy cannot decieve you if you do not listen, neither can he beat you if you do not hesitate. There must be more to these strange peoples, but not much is known outside of their own community, commonly referred to as "The City."

Goals

The Ardenians have always had simplistic goals, and thee main one has always been to survive.

Ardenians do not remember, or care for the fact that their way of thinking would make them impervious soldiers to the Miracle, no matter how much convincing from other world powers

Relationships

It's rare that Ardenians become friends with others, as within itself, the concept of friendship is strange to them.

The closest ally they have had since the Everflame War has been the Communard itself, which has provided the Ardenians with plenty of work, especially against Goblinoids

Communard of the Everflame

The Communard. The Communard of the Everflame is now the main force in Eastern Primus, new, and developed through newly acquired interests of foreign powers. Rule in the Communard is kept through its people's self regulation in according to their radical dedication of the countries ideals. This utter dedication, at times turning to public upheaval, is what has kept this strange mess of a system in place.

The Savjer. The Savjer, an assembly of intellectuals, common men, and military men is constantly evolving with new interpretations of their own ideals and how to deliver them to the public. The Savjer entrusts local authorities to behave under the Everflame, and swiftly punish them, at times letting the subjects of these authorities do said punishing themselves.

The Sarjev is typically a one minded party, or at least, they typically come to one minded decisions after extensive discussion.

The Flames of Man. The Flames of Man, the original founders of this nation have recently devolved from being just an elite of military goons. Many of them, after laying their eyes on the Everflame, have become scholar militants, in their struggle to maintain relevancy however, strictness, and a "dictatorship", or at least a more organized form of government of the people must be momentarily maintained in order to keep things afloat.

Society in the Communard. Society within the Communard values equality amongst all others ideals. Social classes do not exists, and any person who is considered "Superior" does not receive special treatment, they merely do it out of volition.

Cities and Communities. Cities and communities are typically left to their own devices, many of them adapting different systems which, so long as they meet the standards set by the Sarjev, work based on their needs and wants.

The Military. The Communard's military force currently stands at 65,000 Brothers of the Flame (Typically Militia Forces), 5,000 Flames of Man and 3,000 Ardenians. Most of the military force of the Communard is stationed across the trenches of the Warhost, but some are still posted in the rift of Primus, at the gates of the Falterran Empire.

Religion. Religion is keenly observed and stigmatized against, unless it involves some very specific Gods or ideals. There are many crimes relating to Religious worship, the biggest being that public religious worship is completely disallowed, and as such everything must be done within assigned buildings and temples

The Religions allowed are: Amaunator, Corellon, Illmater, Selune, Elshileya, Urdu and the 4 Spirit.

Goals

The main goal of the Everflame is stability, as their system, fragile as it is, but ultimately glued together by the will of the people to follow this new ideal, is potentially possible.

Obviously, The Warhost's attack on the eastern front is the first thing to really manage.

Relationships

The Etenian League. The Etenian League sees the Communard in a skeptical light, their systems simply make no sense, however their warriors and their dedication to their progressive cause is something to strive towards. The people of Everflame see the Etenians in neutral light.

The Falterran Empire. The people of the Everflame have a fiery anger towards those who are willing to stand for oppression, and as such, have many problems with Falterran institutions and subjects.

The Merbotian Republic. Their relationship with the Merbotian Republic is prolific, the Merbotians have a particular interest in this country's success, funding them, even at a loss, at times, in order to ensure that this newly blossoming nation has everything tended for, and has numerous accruing debts.

The Urdu Tribes. The people of the Everflame respect the Urdu tribes, seeing their also focused dedication and commitment to equality through craft. However, business has been difficult, seeing Falterra's overall more prolific contacts with the Tribes.

The Death Seekers

History. Naturally following in the wake of the Sorceress, the Death Seekers were formed countless ages ago. In the search for new and daring technologies, in the light of their daring Matron, the Death Seekers have made themselves known, and rightfully feared. Slowly developing in the organisation that they are now, the Death Seekers have been passing down information on Arcana Basica and, more recently, have become the main wielders of Arcana Ultima.

Training and Combat. The only real way to become an established Wizard is to join this organisation, but given that most members are recruited at an early age, mostly orphans and other young persons who seem to express magical capabilities, joining them at a later date is hardly ever possible. They walk the battlefields with scrolls, warding amulets singed into their skin and stuck onto their clothed and deathly stares commanding fear. From birth, many of them are trained to become more than human, or less, according to some. Emotion is ripped at the seams and apathy is instilled, one focus only, progress in the name of Rebirth. Their marks are recognisable, a typically shaved head and a burnt tattoo across their left arm.

Organisations. They are divided into 13 "Notches", each handling a different school or specialisation of magic. Here is a list, with their school and given name ranked in order of importance.

Their current leader is Master Retineum Leeman Dedran, a decently young and springy 32 year old Strategician, unlike many of his comrades, he is much more sympathetic and more respected amongst the general populace.

Magical School Name
Evocation Hellhounds
Bladesinging Feywhisps
Onomancy Ultimators
War Strategicians
Conjuration Apparators
Illusion Shrouded
Divination Farseers
Transmutation Shifters
Enchantment Masked
Scribes Deneir's servants
Graviturgy Physnegators
Chronurgy Heralds of Change
Necromancy The Thirteenth

Goals

Being a secretive organisation as it is, the goals of the Death Seekers are often up to the Thirteen Preceptors that lead each of the Notches, one of them appointed every 5 years as "Master Retineum".

While many of them are seen as emotionless, they have progressive views in their political mind's eye, believing that wider and further reaching education might bring to the discovery of how to permanently use Arcana Ultima without any of the risks associated. They use their influence, in particular their military sway in order to gain majority amongst the three factions of the Crown.

Aside from political matters, the Seekers are focused on locating and excavating powerful relics and magic lost to the Ultima. Its members believe that their original Matron was the apex of human capability. Thus, all salvaged texts and artifacts of power from that era are to be recovered at all costs.

Relationships

The Death Seekers barely meddle with outside politics, and as such, have very little interest or sway in them.

The Kingdom of Falterra Within the Kingdom of Falterra, members of the Seekers are seen as cold, heartless, and at times even destructive forces to stay away from. It's not uncommon for them to be called witches by hushed voices when they walk through a village.

The Forset. This extends also to the naturally paranoid members of the Forset. Due to their naturally conflicting views on Arcana Ultima, and magic in general, they often clash, but often also have to work together.

The Etenian League

The Etenians The Etenian League is a collection of hardy people, virtually unstoppable in military might. This is limited by the League being a collection of separate City-States who mostly operate on their own terms. Populated by many races, it is certantly a diverse, yet functional systemms

The City-States Each City-State operates on it's own, all electing a master or differently named leader, based on each of the Cities systems. They are all gathered up in the Grand Jury, where one King/Leaguemaster is elected, and watches over the relations within the states.

The Leaguemaster Leaguemaster Teramis Tuhur is a Leonin which has seen much in his days. Teramis is a man not trying to shape himself like his predecessors, but searching for his own path. Leading the races into reluctant, but functional cross-race work, he has tried to somewhat forcefully create an air of peaceful coexistence of the prejudiced and proud races amongst eachother.

Teramis has been a leader from the front for a long time. He does not shy away from conflict when it is needed.

Societies of the League Society within the various City-States varies greatly, from the reserved and self-controlling Aaracockra to the athletic and cheeky Goliaths. The City States count over 30 in number, the biggest being Zaksitte, the Goliath City-State, Mount Avia, the Aaracockra City-State, Loedenfields, the Centaur City-State, and Roaderim, the Leonin City-State.

Military The League's military force currently stands at around 74,000 Soldiers across all City-States. Most are set upon the forces of Goblinkind, but many have endeavoured to be explorer's to the Far North of Yuvalis, teeming with monsters and abominations of the Miracle, and the periless seas of unexplored Islands in the Trackless Archipelago.

Religion Religion is something seen as natural and personal, unless very obviously worshipping the Miracle, there are no law instated against Religion.

Goals

The Etenian League is in search for new races to assimilate into their empire, and for enemies to crush.

Thanks to the many expeditions made by the soldiers of the League, they have expanded much, and only plan to continue.

However, with the assimilation of the Drow being of particular difficulty and some race relations slowly becoming more and more tense, the League is also looking for direct stability.

Relationships

The Etenian League sees much of the world with a welcoming, yet skeptical light.

Falterra: They consider Falterra a historical ally, but do not have any treaties signed with them at the moment,

The Communard: They also consider the Communard a collection of intelligent men and warriors with much potential.

The Republic: If there is one "enemy" of the League, it's the Merbotian Republic, which, to most populations of the League, are cons, cowards and overall of very little use, if not for second-hand trading of goods from distant lands nobody knows nothing about.

The Falterran Empire

The Falterran Empire has reigned over Western Primus for countless generations. Imperial rule is maintained through its powerful military, its policy of religious restriction, it's strict hierarchical focus, it's fantastically maintained records and burocratic processes, and the support of the secretive Forset and Death Seekers. These organisations, ultimately well known, and most importantly well feared, have been arbitrators of yes, The Emperor's Law, but also their own.

Falterran Politics

The King and the Family. King Conrad Kins is now two months past his seventieth birthday, and his iron will has not wavered with age. A tall, powerful man, King Conrad rewards loyalty and swiftly punishes insolence and failure. However, some said he has grown soft during these years. The constant political battle between the Forset (Leader of which is rumoured to be his illegitimate daughter), the Death Seekers, and the King's Court has made the old man tired of inciting terror within his subjects. The Kins family has recently joined the political landscape, but in this time, they have brought strength to the Kingdom, along with reasonable taxation, growing less and less reasonable the closer one is to Meistr, the capital of Falterra, and an active policy of constant infrastructural expansion, the Kins have secured their place in the future.

Eras of Control. The control of Falterran high society is constantly switching between three factions, The Forset, The Death Seekers and The King's Court (Two of which will be expanded later in this faction). This thousand plus year old balancing act typically determines the direction the country is going into for that period. Forset-dominated eras are marked by careful, but systematic technological progression, and pragmatist views, often caring little for preestablished values and not unwilling to readily stab those who they have used in the back. Death Seeker-dominated eras are those of arcane expansion, where many expeditions are made to recover Artifacts, and campaigns, desensitizing the populace against the Miracle and Arcana Ultima are actively encouraged. Periods dominated by the King's Court (like the one we are currently in) vary greatly based on the whims of the King and the surrounding nobles.

Falterran Society

Social Mobility. Falterran society has a rigid system, in which denizens who have highborn connections are considered elite members of society. Many Falterran ladies and lords came from a bloodlines ages old, some stemming from The Dragon King's time. However, social stagnation is not complete and absolute, there's a couple of ways one might be able to rise the ranks. One is mercantile work, which in the dog-eat-dog markets surrounding Merbot can only be done by those most shrewd. Obviously, being recruited into the Forset and the Death Seekers is another way, but that is hardly a choice you actively make. The last, and most commonly chosen, is climbing the military ranks of the Falterran armed forces. Many have tried this last path, and failed, but many more have succeeded.

Cities and Townships. Most cities and townships throughout the empire are ruled by a local government under the leadership of a Meister, usually a native baron appointed by the Crown or the Forset. Reporting directly to the king's council, the meisters are given absolute control over local government, appointing and maintaining responsibility for the heads of the city guard (watchmaster), the regional military (warmaster), local commerce (coinmaster), infrastructure (pithmaster), religious practices (idolmaster), and the courts of law (lawmaster). Twice a year, tithe collectors (nicknamed "Roosters") visit each imperial city to inspect households for records and proof of income, collecting a percentage of their earnings in coin as determined by the tithe collector

Military. The empire's military force currently stands at around 40,200 Reichimperialer soldiers across all regiments, and 6,000 Kraalguard across all cities. Large numbers of the Reichimperialer forces are deployed along the border of the Communard at the onset of the current war, and others along Vampyr territory and the World's Edge Mountains

Religion. Religion is widespread, and given the many Immortalised originating of Falterra, it is within the ruling class' interest to keep the mythos of those heroes of the nation alive. That being said, the Forset has seen precedents of how religion, if kept unchecked may provide problems, in particular, a risk of feeding and worshipped The Miracle without knowing. All temples must be government approved, and pay a tithe to the crown. Keeping private shrines or worshiping outside official temples is punishable by fines or imprisonment. The deities that are approved by the empire are Amaunator, Bahamut, Corellon, Deneir, Gond, Selune, The Raven Queen, Clangeddin, Illmater, Ironside, Kord, The Conqueror, The Reedemer, Wakeen, Xerxes, Elshileya, Urdu and the 4 Spirits

Goals

The crown has been on a continuous slide into irrelevance since the Ultima. However, with new technologies, and new discoveries in Arcana Ultima it seems as if the decaying empire is slowly standing back on its own two feet.

An immediate goal is the disbanding and dissolution of the Communard of the Everflame, which has been theorised a thousand times by many spymasters, but has never quite succeeded yet.

Relationships

The Empire of Flaterra is owed much in the way of ancestry and history.

The Etenian League. The Etenian League has taken a neutral, but sympathetic side to the old kingdom during the War of the Everflame, but given their already present internal struggle, they have not helped actively.

The Communard of the Everflame. The people of Falterra and those who have turned to the Everflame have trouble staying connected. Some lowborn, who care not for world politics cannot see the people they had been living with for so long as enemies, however, thanks to the ideals of equality amongst men being spread in the Communard, many have turned devoted to this idea and see the Feudal World as insulting.

The Most Serene Public of Merbot. The Falterrans have had contact with the Merbotian family, the main profiteers of the Everflame war, and have had to trade with them, reluctantly.

The Urdu Tribes. Many of the tribes of Urdu however have good relationship with Falterra, in exchange for their technological know-how, they are given aid, material and help with the encroaching hordes of Xeng'en immigrants.

Relationships

The Empire of Flaterra is owed much in the way of ancestry and history.

The Etenian League. The Etenian League has taken a neutral, but sympathetic side to the old kingdom during the War of the Everflame, but given their already present internal struggle, they have not helped actively.

The Communard of the Everflame. The people of Falterra and those who have turned to the Everflame have trouble staying connected. Some lowborn, who care not for world politics cannot see the people they had been living with for so long as enemies, however, thanks to the ideals of equality amongst men being spread in the Communard, many have turned devoted to this idea and see the Feudal World as insulting.

The Most Serene Public of Merbot. The Falterrans have had contact with the Merbotian family, the main profiteers of the Everflame war, and have had to trade with them, reluctantly.

The Urdu Tribes. Many of the tribes of Urdu however have good relationship with Falterra, in exchange for their technological know-how, they are given aid, material and help with the encroaching hordes of Xeng'en immigrants.

The Forset

Rethoric. Where those who wish to truly find the Truth, nightmares lay ahead. Formed after The Ultima on Ironside's orders, they have become an all watching eye over Falterra... And sometimes other territories.

Organisation and Training. This shady organisation is formed of intelligent, and inquisitive people of all backgrounds. Little does it matter of their age, their origin or other details, their recruitment is aimed towards only one goal, the Exorcising of the evils of the Miracle. Often chosen by other members, becoming a Forset Initiative (Or Seer) is often a thing one may not refuse. It is not only considered one of the highest honours amongst common men, but also an incredible climb within social ranks They are trained to have a supernatural understanding of reality, seeing beyond, and at the root of reality itself. They are also trained in the usage of high value technologies, some even dabbling in the Arcane or Divine.

Typical Look. Typically wearing silver masks and piercing gazes, you will know when you see one. Or you might not, as espionage is a often used tool by this organisation.

Leaders. The Conclave of Truth is the assembly of expert Forset members, or Real-Observers, that establishes the main guidelines and enemies of the organisation, led by a Master of Truths. The current Master of Truths is one Maria Yvresse, a puritan woman of ideals shaped from stone.

Goals

The goal of the Forset is simple, the Truth and the Absolute Truth, to shield humanity from the non-sensicle horrors of the Miracle

The Forset vary greatly amongst their ranks, as they mostly seek out jobs, and at times, sustenance for their own selves. Answering only to their superiors, and once reaching the rank of Real-Observer, to the King himself, they are free to do much of what they deem fit.

They also typically have judicial immunity and superiority to many, including some members of the military. Pragmatic at their core, they are shrewd, at times ruthless, and at others exaggerated with their dealings, they are feared just as much as they are respected.

Relationships

Foreign Countries. The Forset are often involved in geopolitics, whether that be under the awareness of other countries or not, varies on the mission assigned. Still it is not unusual to find disguised members of the Forset whenever and wherever one might go.

Falterra. Within the Kingdom of Falterra, many think that the Forset are the only organisation with a spine worth anything, as they delve where others might not. Naturally, fear and intimidation is a natural part of their world, their imperiousness only preceding them.

The Mandate of Xeng'en

The Mandate. The Mandate of Xeng'en was a great nation west of the World's Edge Mountains. After its falling to the Pietous Congregation, Elder Wu Hupei and his personal elite of the Threefold Iridescent Spears have taken much effort to secure their people over the periless trek over the mountains.

Ethics. Focused on respect, respect between master and servant, and balance within all aspects of life, the people of Xeng'en possess an undeniably strong focus.The people of Xeng'en have however split into many different groups hosted across many different lands, but it is obvious that many of them wish to join back with their people at some point or another.

Military. There are 2,600 Threefold Iridescent Spears, that have pledged themselves temporarily to many different peoples as payment for hosting their own.

Religion. The people of Xeng'en are strictly lacking in religious worship, believing in ideals within themselves much more than the arbitrators of those ideals, especially after the Ultima showed how brittle these immortal beings seem to be.

Goals

The goals of these shattered people is something simple, survival.

Wu Hupei, however, is moving to reunite the people on a graciously offered island, which is being arranged for by the Merbotian Republic.

Relationships.

International Relationships. Many of the people of Xeng'en are regarded with cautious eye by the people of Word's Edge. Some of them clearly have the mark of the Miracle set upon them, and as such many of those are estranged in some manner.

Merbot. The Merbotians have taken a particular interest in sheltering the people of Xeng'en, even housing Wu Hupei himself.

The Merbotian Republic

The Republic. The Merbotian Republic (Or Respublic Serenissima) is an newly formed institution supported by far-removed foreign powers. Rule in the Republic is kept simple, and surface level, money and influence is power. Law is relative, and maintained through the many unspoken rules and contracts one makes when entering these circles.

Leadership. Doge Porrim Ieracles is an interesting character. This shrewd halfling plays a daily game of intricate manuevering every day with his many moving pieces, and seems to be all the happier doing it. Seeing it as an intellectual challenge this peculiar man has been nothing short of a patron of many circles, whether they be of the arts, political, or of other faucets of society.

High Society. The control of Merbot's highest echelons of society is actually rather closely guarded. Those who wish to achieve a truly high and safe position have to be "vetted", or at least, have to meet certain prerequisites. The mobile strati of society are the middle and lower parts of mercantile trade, where one must use his intelligence to gain higher and higher positions. Of course, the most highest standing members typically have ties to this unknown off-continent country/company.

Cities and Townships. Most cities and ports are run by a local Marchese, abiding to the laws of the Republic at Large and answering to the Concio, a council of elected members.

Politics. Suffrage is inherently tied to one's revenue, votes varying in power based on certain wage-bands.

Military. Merbot often employs military forces for coin, having particular luck with some of the peoples of Yuvalis who have not adhered to the Etenian League. Their force stands at 13,000 Mercenaries and around 4,000 Pavesani, city-protection force that the Merbotian trading company brought from their continent of origin.

Religion. Religion can be freely practiced, so long as it does not bring direct harm to those around a worshipper.

Goals

The Merbotian Republic's Goals have already been met, establish itself in the area of World's Edge. Now it's only goal is to keep expanding, and to make more and more allies.

Relationships

The Republic has kept at least relationships with most groups.

The Communard. They obviously have funded the Communard, and have kept close ties with the country, hypocritically supporting a group that is the direct opposite of their own systems.

Falterra. Falterra has requested many wondrous weapons from Merbot, and they have delivered, for a price.

The Etenian League. The relationship they have with the Etenian League is kept cordial, as making enemies of the biggest traders of the continent is nothing short of self-destructive.

Urdu. However, for as many times as they have tried, the tribes of Urdu fundamentally reject their offers. Diametrically opposed in thought, the Urdu tribes have even resorted to violence in order to kick out double-faced traders.

Xeng'en. It is worth noting however that they have offered many of the people of Xeng'en a place to live in the Starless Archipelago.

The Satrapy of the Golden Serpent

The Satrapy. This foreign invading nation has only recently made its way into World's Edge.

Rulers. The Satrapic rule is maintained by a distant overlord, in true Yuan-Ti fashion, based on strong military power and influence. It's hierarchy, based on one's own shape, the closest one resembles an actual snakelike being, the higher one's rank is.The ruler of this expedition is one Sachchee Shakti, a Yuan-Ti Abomination of considerable wit, and incredible strenght.

Military. The expedition's force is supposedly numbering in the 20,000s of various Yuan-Ti castes.

Goals

Little is known of this nation, over than it wants to expand its already (supposedly) massive rule over the sands of the Frontier.

The Tribes of Urdu

The Tribesmen: The People of the Southern Frontier are a sparse, yet incredibly resourceful population. According to the myriads of different cultural customs, they have mostly kept apart from eachother, however, recently, efforts are being made to finally build something more.

The Tribes often structure themselves in loose hierarchy based in accrued knowledge and age.

**Urhara:**The City of Urhara is the biggest of the cities, housing a collection of tribes, that, given the material brought by the Falterran Empire, manifest their worship to Urdu through their craft.

The current leader of Urhara is Master Artificer Jabalpur Akshani, an extremely old, bit incredibly practiced creator, who, for not entirely known reason, has decided to unite some of the Tribes in order to form a closer connection to Urdu, together.

Ethics: Focused on self-sufficiency, utilitarianism and inherent progression, these people may often come off as rude, or uncouth, but they simply do not consider social standards as something useful to the expansion of the craft.

Military: In total, there are suspected to be about 30,000 capable fighting forces in the Frontier tribes, however, in the City of Urhara, there is a registered force of 10,000 Battle-Creators, who are a decentralised fighting force.

Goals

The Tribes have always had one simple purpose, to serve their God with their craft.

Obviously Artificer Jabalpur has a more complicated goal in mind, using the things afforded to them by foreign powers to build something truly magnificent.

Relationships

Every nation has kept close with atleast some of the Tribes in the Frontier, as they provide an undeniable edge in the ever expanding and progressing world.

Falterra: In particular, the city of Urhar is funded mostly by the Falterran Empire.

The Vampyrs

Society: The Vampire Lords have kept much to themselves, but their success throughout the ages has been undeniable.

The Vampyrlands present a hierarchical society of bloodlines originating from the days of Goethi himself. Servants are usually human slaves or, in some cases, volounteers.

The two nations of Vampirekin vary greatly in their approaches

The Moonbranded: Vampyrnorden, of Count Laviz, is a dreary and bleak land where moonlight glistens and fog covers the sun. The servants of Laviz are slaves taken from the surrounding Falterran settlements, or from wherever Infiltrated vampires can get their hands on.

The Colorbranded: Vampyrsuden however is a land of extravagant taste. Count Nactis, given his attitude, has welcomed many humans who have managed to cross the Corpse Lands in the promise of eventual immortality under Vampirism.

The Undead Forces: The forces of Undead of the Vampires is unknown in number, but most are used in the endless conflict that sparks between the two Vampirelands themselves.

Goals

It's obvious that these Vampires wish to spread their kin far and wide to bring about a new ruling class of the world.

However, Count Nactis' attitude in particular is often whimsical and sudden, to the point that he seems interested in opening up to the greater world, as a regular nation.

Relationships

Vampyrnorden does not wish for diplomacy, however Vampyrsuden has made a couple of deals relating to their neighbours.

Uneasy deals they may be, the power of the Vampires is undeniable, and often well kept as a last resort, rather than an enemy.

The Warhost

Origins: The continent's largest horde took shape about fifty ago, when the slaves of the pens of the Yuvalis City-States banded together. This tightknit group of clever Goblinoids soon began to centralize their power, employing shows of strength and offering membership to their organization as an alternative to elimination.

The Horde grew with alarming speed, infiltrating the underbelly of every major camp.

Society: The Warhost now operates across the northern lands of Yuvalis as a loose network of tribes who run their own local sects. Those who fail to prove their worth receive quiet threats of enslavement or assassination—and the Horde always makes good on its threats.

Training: Members of the Warhost are dedicated to Vengeance against those who have discriminated against them for long. Trained in respective arts of war based on their different races, and their classes also adhering to the races, they are a deadly and organized force.

Military: The Warhosts military force is presumed to be at 100,000 capable warriors. Their forces are spread against the Etenian League and the Communard.

Goals

The Warhost has the goal of hegemony at it's core, their love of Combat, in particular in honour of their now dead God Gruumsch, and against the previous slavers of Eten has given them a clear path.

Some have tried diplomacy, but the mysterious forces at the top of the chain have always refused

Relationships

The Warhost has not had many allies since it's inception, only the Duregar of the Underdark have taken to aiding them, since they also see themselves as oppressed by the Etenian League

CHAPTER 3

CULTURES OF WORLD'S EDGE

Locations of World's Edge

Along the western shores, turbulent ocean currents batter trade ships as they ride the winds toward port cities that shine like diamonds on the verdant coastline. Monstrous behemoths plod across the cracked and blighted barrens of the eastern and northern valley. The desolate northern tundra is a lawless wilderness where power-hungry scavengers hunt for ancient artifacts buried beneath the ice. World's Edge is a vast and varied landscape brimming with possibilities for any adventure.

This chapter presents the various areas of World's Edge, broken into nine major regions: The Starless Archipelago; Western Primus and Eastern Primus, which together form Primus; Juturstaal and The Great Northern Plane, which shape what is known as Yuvalis; and lastly The Lawless Lands and The Machine Desert, which comprise The Frontier. Each section describes the region's important locations.

The Starless Archipelago

Occupying the west and center of the Phoenixian Ocean, the Starless Archipelago is the most varied region of World's Edge. Anywhere from lush tropical islands nearing the south, rocky seaside cliffs and beaches, to temperate and secure locations as the islands near Primus, to even Islands with snapping and bone-chilling cold up in the north and bustling trade routes that traverse the perilous seas.

The Region is ruled by the Most Serene Republic of Merbot, a nation birthed out of one of the biggest, and successful financial moves of the continent's history. This land is known far and wide as a place for lively trade, vibrant art, performance, and excellent food—as well as the indulgence of vice, piracy, and illicit business.

Almost all islands have some form of trading port, however many have been relegated as privately owned lands of influencial politicians, or even vacation spots for those who can afford them.

The major cities that comprise the Starless Archipelago are Waukeen's Wake, Germinal and Paradise City. As any adventurer will attest, all this danger guarantees that travel along the Archipelago is an anxious, thrilling, and profitable experience—if you know where to look.

Bara-Bara

Population: 4,5056 (Mostly Tabaxi)

Government: The settlement is run by portmaster Shadow-over-moon and his personal Feline Guard. Minor power struggles occur with local business leaders.

Commerce: Many supplies are available, in particular, the islanders have a particular interest with anything that is exotic to them: mostly being items from far up north.

Organisations: Aside from scattered shrines, no full temples exist in Bara-Bara. The Trade Guild of The Swiftest has its central headquarters here.

Defence: Beyond the Feline Guard, there is a small volunteer militia of fishers and ex-military locals.

Bara-Bara is a coastal settlement occupying one of the lush islands of the Merbotian Republic south of Primus. Its bustling docks that are filled with foreign ships coming and going at a moment's notice. It is the first major entry port for the Republic coming from south; most trade ships and shipping vessels check in at Bara-Bara to resupply and submit to official inspection before entering any of the coastal ports. However, since Shadow-over-moon seems to lack the interest to become an actual marquis, keeping things de-facto, probably due to some restrictions being put in place when someone covers such a title, it is not technically a self-governing city.

The constantly shifting clientele, who often arrive after many weeks at sea, leads to fruitful and rowdy nights in Bara-Bara's crowded taverns and many entertainment sites.


Germinal

Population: 18,400

Government: The settlement is run by Officer Gradgrind and a plethora of Pavesani.

Commerce: This city exports in bulk, and is not often visited by those seeking luxury, but by those who wish to make big deals with the Republic at the root.

Organisations: The main temple in this city is dedicated to Gond. There are no trade guilds here.

Defence: The Pavesani and some local guard protect this city.

Germinal is a large island that has been completely refurbished, just north of the split of Primus. From coast to coast, it is a wonderous demonstration of an era-to-come, it's wildlife has been eradicated in place for perfected and productive industry-work manufacturing and refining plants. A city truly unique in the entirety of World's Edge, it is large and filled with a buzzing hive of workers. Officer Gradgrind looks over the settlement in an interest to deliver their products to the deadlines they put in place. This is where most of Merbot's high-quantity product is exported from.

There are not many things to see, if one was not interested in the ever growing progress of technology, however entertainment, although scarce, for the locals is still in place.

Paradise City

Population: 3,578 (With a seasonal influx of many more)

Government: The settlement is lead by the Merbotian Family itself, in particular one Scion sent to World's Edge, Miya Merbot.

Commerce: Everything can be bought here, at highly marked-up prices. It is a place of excess.

Organisations: There are "temples" dedicated to Corellon and Waukeen here. There are no real trade guilds, unless one were to count the Merbot Family as one.

Defence: An Elite Guard of Pavesani are trained to be unseen but highly effective, they protect this city.

Paradise City, just north of the coasts of Falterra is the city most well known for its complete and utter luxury afforded to those who can stay here. Most cannot afford to stay here for long, so it is a premiere stop for any who wishes to take some time off from the stresses of life. It's markets are filled with the most wondrous findings of the most distant lands, and it's taverns, brothels, and theatres only display the best of the best. There are no interruptions to this luxury, and many places have been left overgrown in an effort to make the city look as impressive as possible.

Neeb-Lah

Population: 2,360 (Mostly Triton)

Government: The settlement is lead by Elder Master Nubita and the Council of the Neeb-ie.

Commerce: The Triton have a particular craft, the ability to gather the most pristine acquatic materials and transform them into new items, that is their main form of trade.

Organisations: With the sealing of Yahar'Umnistaal, the Neeb-ie have found themselves Godless. They are forbidden to worship him in accord with this distant entity that sent the order to banish him in the first place.

Defence: Most Neeb-ie have been trained in the basics of spearhunting, and the location of this island keeps the population protected.

Neeb-lah lays north of the Starless Archipelago, often visited by the peor of Yuvalis. Most of Neeb-lah is below ground, essentially causing the humanoid populations of the settlement to create stilt-houses in order to house themselves, while using the above ground parts of the settlements for a port and trading hub. Merbot has been of a particular help to the Neeb-ie, funding many of the Triton with specialist tools in the exchange of some luxury material. The Triton, stoic and focused, have found a particular kinship with the populations of the Etenian League, which have been trying to incorporate them for a while.

Due to settlement life being mostly below ground, unless one manages to receive the blessing of a Triton Spellcaster, it is hard to visit anything more than the port.

Sinless

Population: Unknown (Estimate of about 1000)

Government: The settlement is spearheaded by the King of the Maw Barbanera and his Toothy Grins

Defence: The host of Toothy Grin pirates control the seas around this island.

The volcanic rock that forms the jagged cliffs of Darktow Isle, where Sinless is located is wildly varied in height and shape, creating the impression of a massive, toothy maw. The Dragshallow Reefs that surround Darktow Isle have claimed many ships over the years. Their wrecked skeletons have been dragged atop the rocks as an additional barrier to intruders and as a warning to trespassers. After a rebellion of navymen of Falterra, in the wake of the Everflame war, the Toothy Grin, a Pirate Crew lead by Laughing King/King of the Maw Barbanera has caused no shortage of trouble for local traders, however, due to the location being so fortified, and rumors of Barbanera having made a deal with a sea-creature in order to protect Darktow Island, none have dared to come and attack him yet.

Waukeen's Wake

Population: 50,5600 (Varied Mix of races)

Government: The Settlement is run by Marquis Louis Vertàn.

Commerce: This city is the main hub for trade in the entirety of World's Edge. It houses many markets for many different products.

Organisations: There are many scattered temples, the main one belonging to Waukeen.

Defence: The local guard militia, along with a regiment of Pavesani protects this city.

The jewel of the Starless Archipelago, spanning over 6 islands connected together by different sets of bridges, the original Merbotian colony, and the official capital of free trade, Waukeen's Wake is a bustling city filled with music, color, and commerce. The massive port hosts ships from all around the world, creating a mishmash of cultures and trades that mingle to form the society of Waukeen's Wake. Trade routes splinter from all other sides of the city to ensure rapid transport of goods to destinations throughout World's Edge and beyond.

The city's architecture is varied and inconsistent; the inner wards display their own historical roots or lavish opulence, while the outer wards attempt to combat the slum-like atmosphere with cheap, colorful banners and street buskers. The city has a roiling underbelly of crime, murder, and corruption that many say is regrettable but necessary for the city to function.

Western Primus

Along the frost-dappled peaks of the western mountains, the heart of the Falterran Empire is formed by a sprawl of dirt-packed roads, dense forests, and austere townships that fight back the dangerous creatures of the wilderness.

Divided from the Vamyrlands by the mountains of the Einander Ridge, this region is known for its gray skies, fits of cold rain, and occasional snowfall, keeping the feet of the denizens muddy and their crops healthy.

The World's Edge Mountains shield the people from the threats that loom beyond the boundaries of the king's rule, with the Reichimperialer to the west holding firm against the deadly Pietous Hordes.

Home to the mighty imperial capital of Kraal, these fields are the seat of power and commerce for the empire. Diplomats often find themselves traveling to and from Western Primus, while traders and merchants from around the world traverse the long roads in hopes of making their fortunes in the capital city.

Even so, the growing ferocity from beasts and creatures that share this region mingle with the whispers of a recovering criminal element and the escalating tensions with the Communard to create a perpetual air of tension and anxiety.

The main cities of Western Primus are Arcanus, Fort Mars, Kraal and Xersia.

Arcanus

Population: 11,430

Government: The Settlement is lead by Master Retineum Leeman Dedran, and the 12 ither Preceptors of the Death Seekers

Commerce: The city's main export is wizards and arcane artifacts, and magical items

Organisations: The main temples here are dedicate to Deneir and The Conqueror. The Death Seekers have their main seat here.

Defence: The high amount of arcane forces in this city make it an inexpungeable city

A marvel of the Arcane, a city, literally, half-suspended in the sky, it's tall spires an unforgettable setpiece. Nearing the Einander Ridge and it's mountains in the west of Falterra, thus making it not easily accessible to those travelling the country. The city is marked by incredible arcane contraption devices, teleportation circles, and floating carriages.

Anyone that wishes to acquire knowledge, power, or anything more related to the Arcane visits this city.

Forbidden City Aeri Is the floating part of the city, divided in 13 rings, based on the different schools of magic.

Even though many say the Eerie presence of the Miracle hangs in this place, it is a city of progress, where many live in decency, helped unconditionally by the Wizards, who, at a first sight, might appear high and mighty.

It is however known for being incredibly clean, of both unrest and crime, and actually clean in the streets, to an obsessive manner.

Colourfeld

Population: Unknown (Estimate ~5,000 living people)

Government: The Settlement is governed by Count Laviz and his council of The Three Heads, three popular vampire lords that cycle out every 5 years.

Organisations: The Laviz Vampires worship the immortalised Goethi and have a particular admiration towards another Immortalised, Mask, and Kieratosis, which, some suspect Laviz made a personal deal with.

Defence: This city has the might of the Vampire Nobles protecting it, along with some of the mercenary groups which have been bought by Laviz

The city of the Colorbranded, the bombastic and joyous brand of Vampires, who find entertainment in gore, challenge, and reckless abandon, this is a strange city for many reasons. Located in the heart of Vampyrsuden it is a city sometimes visited by reckless merchants, who wish to acquire great deals and interesting partners, or criminals on the run. It is recognised by its many banners and differently colored buildings, along with the constant presence of music, exhibitions, blood and liveliness.

A surprising amount of humans call this place home, anywhere from skilled mercenaries, wizened and young necromancers, all thanks to the openness of the city, if one successfully makes it through the more dreary Deadlands stalked by undead.

It has it's own functioning port, manned by crews of sentient bones and bodies.

Gloomfeld

Population: Unknown

Government: The city is governed by Moon Count Nactis.

The city of the Moonbranded, the powerful and shadowy Vampires, who work as an army for the unmatched power of their lord, Nactis. This city and the surrounding area is marked by the Moonbrand, a powerful magic set in place by Nactis himself which shrouds the area in near permanent moonlight. Located near the Einander Mountains in Vampyrnorden, it is a city barely anyone knows anything about, despite many scouts having tried their hand at getting a further look into this city of dark spires and even darker masters.

Humans, typically gathered after an undead raid in the surrounding areas, are instantly turned into mindless, undead thralls to do their masters bidding.

Fort Mars

Population: 20,300

Government: The city is governed by Feldmareschall Grodek Trakl, with part of it relagated under the command of Master of Truths Maria Yvresse and the Forset.

Commerce: This city's main export is weaponry, and capable fighting men, along with the many metals found across the Words Edge Mountains

Organisations: This city presents the main hold of the Forset, the part of the city colloquially known as Watcher's Perch. This city presents temples to many Gods and Immortalised that watch over soldiers, the main temple being that of Ironside the Immortalised.

Defence: This city is surrounded by the mighty Walls of Iron, a (supposedly) impenetrable curtain over the World's Edge Mountains, already difficult to cross in in of themselves. This is also where the Reichimperialer soldiers operate out of, centrally, making this a highly defended city.

The biggest fort of Falterra, eventually turned into a massive city. Sitting on the World's Edge Mountains to the West, this is the first line of defence against the Congregation, and previously, the powerful Empires of the open fields West.

This city, formed as war veterans were given progressively increasing amounts of lands around the Mountains, eventually kept growing into what it is today.

Everything in this city means war, combat and exhibition of one's power. It is even said that culture in Fort Mars is so different than other city-cultures that many that move here struggle to keep up. Swarming with reserves, and men and women who are capable of holding the sword alike, it is a never-stopping system of highly disciplined cogs. This city is also home to Watcher's Perch, the highest fortified position in the city, symbolically and literally watching over the rest of the Empire. Although seldom in this location, this is also where, supposedly, Maria Yvresse resides. However, this place, as many might know, is little more than an official hold for the sake of it being an official hold. The Forset, decentralised as it is, has little to do in the highly disciplined culture of Fort Mars.

Kraal

Population: 120,450

Government: The city is watched over by King Conrad Kins himself and administrated by Hellian Kins.

Commerce: This city's exports are many: vegetables, grains, and refined goods are some of the major ones. In particular, however, is one prized possession: a metal dug up from under Lake Vestige, Kraalgeld, which never rusts, and is extremely durable.

Organisations: This city presents many temples of all God's worshipped within the Empire, along with seats from many Imperial organisations. The Grand Archivium also finds its place here, meticulously recording every bit of Imperial information available.

Defence: This city presents over 5 thousand stationed Reichimperialer and Kraalsguard combined, and many veterans. Along with its gigantic walls, it is a mighty fortress and city.

The capital of the Empire, and mightiest city if World's Edge, this spectacle of human construction has found its stability after many ages of being torn asunder by different powers and factions.

House of the Grand Archivium, this city's every corner is meticulously watched over and recorded at every change.

The city grows in concentric circles, going from the richest spires of the centre to the immigrant slums, filled with Xeng'enian folk who have been given little in order to survive.

Located in the centre of the Empire, over Lake Vestige, it is a hub for anything Imperial, to be recorded, and exchanged.

Nobles vye and fight for control, and many are said to be corrupt, wishing to escape the ever unflinching eye of the Archivators, wishing to expose their every move.

This city most certainly has an underbelly of crime, death and disorder, however it is made sure to be kept as hidden, or as controlled as it can get.

Xersia

Population: 43,560

Government: This city is governed by High Confessor Maraille Hugo, and the Church of the Xerxes.

Commerce: This city does not have any specialization in trade, but many base goods make their way through here, such as grain, wood, and more.

Organisations: This city is the main stronghold of the Xersian Church, by far the biggest in Falterra in terms of followers and power. Related shrines to other nature Gods are also present here.

Defence: This city is said to be naturally watched over by the stone giant, however, it's defensive limits have yet to be tested.

A strange case, a city born from religion in a secular power structure, this is by far the largest seat of any one religion in World's Edge.

This city, born in the years following the Ultima, was originally a rather large problem for the Empire, built around the Hierarchy of the Church of Xerxes instead of it being government mandated. As it kept growing, the simple faith of Xerxes attracted many more men than the more esoteric faiths of the Empire. It came to a point where the Church of Xerxes had considerable sway and was ordered to be violently repressed. However, due to (admittedly good) military hesitation, the city would eventually be integrated into the Empire while still maintaining it's ecclesiastic system.

Most of the city is inhabited by land workers who have received housing from the Church of Xerxes itself, and live to cultivate the famously rich lands around the city.

Some parts of the city present a symbiotic relationship with nature, as many vines grow up walls, and trees make for homes for groups of so called "cleric-druids", with widely-ranging devotion to Xerxes himself. Of course, it is also a site of pilgrimage for many wishing to visit the centrepiece of the town itself, the Stone Colossus that is Xerxes himself.

Many find this austere place disturbing in some manner of another. Criminals loathe the ever-watching gaze of Xerxes, and less religiously-inclined folk find the complete devotion of the simple folk here to border on fanaticism, be it as harmless as the fanaticism of those worshipping such a peaceful god.

Eastern Primus

In the chilling plains of the east, a powerful flame blows, through a system of disconnected, yet wholly devoted villages and townships, in sprawling tundras and dying trees.

Divided from Western Primus by the area better known as Spell-Valley, a broken set of lands destroyed by the intense usage of Arcana Ultima during the Everflame War, and beset to the far East by the Warhost's scourge, it is a battered yet unrelenting continent.

The region is known for cold summers, and deathly winters. The Karazak Mountain, a lone, but utterly massive peak, covering the ground of entire ranges, stands tall over Lake Shurima, and at its foot is the seat of the Ardenian people.

Home of the Everflame Communard, many aspiring to advance in a more unorthodox way in society find their way here, and, even merchants, reviled by the Common Man, do still find means to live in these lands.

The city of Keritus finds itself as the major settlement of this regione.

The Main cities of Eastern Primus are The City, Keritus and the Hold of Golden Teeth

Hold of Golden Teeth

Population: 14,345

Government: This hold is governed Runeking Urmen Goldtooth

Commerce: This locations main export is Rjunskraaft and precious materials such as Gold or Silver

Organisations: This hold is the historic site of the Rjunguild and of the dwarves of Primus.

Defence: This cities hold is comprised of about two thousand combat capable dwarven warriors who all live within the city.

The place of birth of Rjunskraaft and if tradition is to be believed, the body of Annam the All-Father, Father of all Giants, the Karazak Mountain is a singular place within World's Edge.

Within it, many populations have a home. Most of them are minor, like small populations of Aarakocra or Goliaths, but It is safe to say that the biggest is the Hold, home of the Goldtooth King and his subjects.

Previously the biggest Dwarven Hold on the entire continent, the dwarves have split for the first time ever since the betrayal of the Duregar, long, long time ago. The dwarves of Goldtooth hold, unlike their name may suggest, fully support the Everflame rebellion, as they merely take pride within toil as a race, not as Individuals, unlike the dwarves of the west.

The Hold is a mighty and old construction, hailing from the old dwarven traditions synthesised with the new outlook of the Communard.

King Goldtooth himself is a singular character, known to be kind and understanding, which are attributes not commonly used for dwarves.

Keritus

Population: 63,400

Government: The city is governed by the Sarjev and the People.

Commerce: The city's main export is labour and prime materials, along with agricultural products.

Organisations: This city houses the Everflame itself and the Palace of the Sarjev, along with the barracks of the Flames of Man.

Defence: This city hosts most of the Flames of Man and many Brothers of the Flame to protect it.

The birthing place of the Flame that has forever changed the landscape of thought within Word's Edge is a rapidly expanding and gigantic city of stone and steel.

The city presents itself in a circular manner, and has no physical walls to speak of. Instead, a magical barrier, of unknown origin, shifts as the city expands, providing for excellent protection.

The Flame of the Everflame itself is guarded, and not seen by all, however it is projected onto the city in the long dark months of Eastern Primus, in order to provide light and hope to Keritus.

The Sarjev council works in this city, and when they gather, people flock to the streets to listen and give their own input.

It is safe to say though that a State such as that may not survive with its own resources. As such, some merchants, shunned, but still well treated economically, make an absurd amount of money by investing in the rapidly evolving economics of Keritus.

Many Xeng'enian immigrants have been welcomed here, and treated fairly. It is, after some centres in Merbot, the biggest gathering place of the Xeng'en.

Crime is eradicated, as the Everflame, but more it's devoted citizens, make no show to hide their cruelty against those who do not follow their ideals in a conflicting manner.

The Wyvernfields are just north of the city, holding the main fort of the Flames of Man, the highly capable and experienced force of Wyvern Riders, which, while few in number, are most probably the deadliest fighting force in World's Edge.

Strassa

Population: 9,759

Government: The city is governed by the Special Sarjev of Strassa

Commerce: The main exports are art pieces, glass goods and golems

Organisations: The city holds temples to many Gods of Nature.

Defence: This city hosts a volunteer militia of members of the Floatilla and golems.

Strassa was founded before the Everflame in the center of a bowl-like valley, surrounded by steep hills on all sides. It was intended to be a prison community, but the idea of filling the secluded city with criminals was unpopular among the nobility and aristocracy who thought the location was better suited as a retreat for the high-born.

Sometime between the centennial and bicentennial anniversary of its founding, the rain began. It did not take long for the residents to realize that the constant downpour was not going to abate. Many hypotheses were formed. A permanent portal to the elemental plane of water was one such hypothesis. Another was that the wrath of a storm god had been incurred. A third was that the rain was retribution for some unknown transgression, a curse laid on the city by a vengeful druid. None of these ideas have been confirmed - today the rain is still a mystery.

Some left in the early years, but many stayed, either to build the city up to keep from being totally submerged, or to try to drain the valley. All attempts to divert the water failed, and the lives of many workers were lost. Those who built up the city, however, transformed Strassa into a canal-city. The earliest remnants of the town formed the base of the new buildings and bridges.

After the torrential storms of the first few decades, the rainfall slowed considerably. The water level rises by about a foot per year. The people of Strassa still build higher and higher, leaving more and more abandoned shops, homes, bridges, and bodies beneath their feet.

A shanty town of the city's poorest residents came together, called the Flotilla. The use of paper is not recommended for anyone who needs to transport information outside of their homes. Couriers with glass plates run the streets and canals, each painted with special ink that can only be read when it is dry. Aesthetically, Strassa is dark and angular, with rain slicked walkways edging labyrinthine canals, and thick slabs of black granite lurching upward hundreds of feet into claustrophobic homes, shops, and tenements. The buildings themselves are the lids on countless stone sarcophagi entombed under the rising tide of unfeeling, unthinking, unstoppable water. Rumors of monsters swimming through the canals are popular tavern-fodder and are sometimes used to scare young children.

Temples to water and storm deities are spread throughout the city's districts, water cults occasionally crop up and are often responsible for brief but frequent kidnappings and murders. Shrines to other deities are often tended to by multi-denominational clergy and visiting proselytists.

Attempts by the Council of Ten to stock the canals with freshwater trout and salmon to build a new industry have all failed. The fish all disappear within a matter of weeks, but not due to over-fishing. The cause remains unknown.

Dive Week is an annual competition wherein competitors engage in different water sports for the entertainment of the city and for modest prizes. The week's activities include swimming, high diving (from buildings and bridges), aquatic wrestling, crew, sailing, octopus wrangling, river dolphin racing, and culminating in the shark hunt. The octopi and sharks are magically conjured so they may be easily dismissed to prevent serious injury to any competitor, but the river dolphins are usually owned by their breeders and jockeys. Dive Week draws visitors and athletes from hundreds of miles in all directions every year, and is a huge boon to the Strassan economy.

Lightning and thunder is rare in the city, despite its perpetual rain clouds. Attempting to magically manipulate the weather within Strassa is one sure-fire way to start a torrential storm, as though the clouds were retaliating for magical meddling. Weather-manipulation is therefore forbidden by law, and lightning magic is strongly discouraged.

The city guard maintains a collection of bathyspheres it uses as prison cells. They are sealed from the outside and and raised and lowered to and from the bottom of the city via (magically rust-proof) cable and a winch. Very few prisoners have escaped the bathyspheres, and none of them survived long enough to swim to freedom.

City Of Penance

Population: 5,640

Government: This settlement is lead by the Lady of Pain and the Order of the Penitent Shroud

Commerce: The main exports of this city are it's extremely devoted soldiers, and clergymen.

Organisations: The city holds the largest temple to Illmater and the seat of the Order of the Penitent Shroud

Defence: The Penitent make up this cities main defences

The Order of the Penitent Shroud is a curious one, having formed after the Ultima under the guise of Illmater himself (or so it is said).

According to their Interpretation and supposed vision, Illmater is not so much an everloving and forgiving God of rebirth, but much rather is a Prophet of the uncertain future, wishing for his followers to forever remain in penance so that when the end comes, they will all be spared from The Miracle. Many have considered this vision to almost be co-operative to the greatest enemy known to mankind, but many of the Order will say otherwise if asked, interpreting it as not them cooperating with the Miracle, but with Illmater.

The Lady of Pain, the Orders leader is an equally polarising figure. Noone, safe for a few high ranking Order members, have seen her face, let alone spoken to her. Her every word, however, is carried through script by her servants. It is said she is a powerful prophet who is able to see not only the words of the Gods, but also their true intentions.

Life in the City of Penance and life within the Order is marked by an incredible sense of devotion and willingness to forgive, if the appropriate penance is put in place. Flagellation, Self-crucifiction, Scarring, and burning of one's self are all commonplace here.

They have been curiously not opposed to the Everflame and their ideals, seeing as the Order values personal freedoms, that are allowed under the cost of self-sacrifice. The Soldiers and armed of the Order are said to be some of the most terrifying, even more than the Death Seekers, they are seemingly immune to harm, and regenerating, as they swing their great flanged morningstars across battlefields.

The City

Population: 12,540

Government: The City is run by Herself Merja.

Commerce: The main export of the city is mass produced weaponry and soldiers.

Defence: Almost all Ardenians are trained in the art of combat, and as such are the main form of defence. Along with the ancient constructions of the newly acquired dwarven fort of the Karazak Mountain, it is a difficult endeavour to defeat these people.

The City has always been the home of the Ardenians, and one can only speculate for how long one might've actually existed. But recently, what was once a city made out of wood and rough stone, has now begun to expand into the greatest hold of the old dwarves.

The Utilitarian notions of the Ardenians are what makes this place, special, yet the least special in the continent. Faces are hidden by masks so as to not arouse feeling or sensation. No thing such as alcohol exists. Every child is trained for combat by the age of 8 onwards, and the silence of this place is only broken by a hammer swinging to meet steel. To those who try and find anything other than a sturdy enough weapon and basic foods this place will not accommodate.

Herself, a title given to a leader (Himself if the leader is male) is simply the head of the original Scion of the Ardenian people, the only real recorded history of the populace is just that, heritage. Everything else is forgotten, why would someone need for it, anyhow?

Many Ardenians leave and return after having finished with mercenary work, but some, those who take witness to the greater world, of pleasure, temptation and whatever else lies beyond the stone walls of the Ardenians, they may be tempted to never come back.

Juturstaal

Occupying the northern part of World's Edge is a desert of ice and snow. This landscape of dense, desiccated forests, rolling mountains, and icy tundra is known as Juturstaal, the eastern part of the Yuvalis that encompasses this region as well as the Great Northern Plane. Occupied by the many wild people, who, under the leadership of the Redeemer King have found themselves united, emboldened and civilised. Tucked beyond the edge of the empire's reach, past the shadowed dangers of the dense, frozen foliage, lies the Drow citadel of Russ, which has become the home of many elves who survived the now ancient parting of the Elves and the Drow.

Loedenfields

Population: 16,400 (Mostly Centaur)

Government: The city is governed by Chief Explorator Iomen Seaventure

Commerce: The main export of this city is artifacts and exotic goods.

Organisations: The biggest explorer and adventurer group has their seat here, called the Millionsteps.

Defence: Most Centaurs are highly capable of defending themselves against the creatures of Juturstaal, there is however a garrison put in place, this garrison duty is used as punishment as it restricts movement.

The Centaur people are obsessed with travel, to an extent that is supernatural in nature. This shows in every aspect of their society. Any stationary job is considered hellish and almost all centaur have gone out and explored the wilderness before.

The city's architecture is wide and open, and always full of movement, even though the city is not necessarily too populated.

In their wholehearted dedication to their mother God, Selune, the Centaur have expressed their freedom through discovery, even building one of the most impressive naval fleets, with ships specifically tailored for Centaur build, and have scoured the ends of the earth in search for the new and the exciting.

Iomen, the leader of the Centaur, is a strange fellow, according to many, he is rather aggressive, compared to the regular easy-going Centaur, who is slowly building a crusade against the machine, that which ruins nature.

Mount Avia

Population: 7,560 (Mostly Aarakocra)

Government: Mount Avia is governed by Ahk Shadowing

Commerce: The city's main exports are wild game hides and meat, along with high quality wooden goods.

Defence: The natural height and defenses of Mount Avia and the resilience of the Aarakocra make for a good defense of the city.

The quiet and solitary Aarakocra have had to adapt to the shifting and dangerous world around them.

Sitting amongst one of the highest Mountains of Juturstaal is Mount Avia, a fortified and great nest of the Aarakocra people.

Usually this race would live in sparse communities, but with the destruction of The Miracle thrumming it's way from the Ultima desperate times have called for unity.

The Aarakocra have found a niche in their practice of the Shadow-Arts, making them invaluable spies for the Etenian League (even though the role of spy is frowned upon), and Ahk, leader and eldest of the Aarakocra is the prime example of this evolution. Hardy, old-fashioned yet endlessly flexible, he is a terrifyingly effective assassin and spy.

Roaderim

Population: 27,560 (Mostly Leonin)

Government: The City is the current capital of the League, under Teramis Tuhur.

Commerce: The main export of the city is Urukahara-Grade Equipment, Urukahara is a special type of magic, tied to the Leonin's long history of struggle with the Gods. As such, no other race is capable of recreating such enchantments.

Organisations: The holdings of the Masters of Breath, the main school of Urukahara magic is held in Roaderim.

Defence: Leonin, more than any other race within the League, are the most combat capable, making every single one of them, women and children included, capable warriors.

The history of the Leonin has been a troublesome one. Long ago, they were worshippers of the Gods of Infamy and Plague, making them the twisted and corrupt Scions of the forces of Entropy.

The mutations they had, the pox on their skin eventually turned into postules of blood, exploding and killing several of them. As it turns out, a deal had been struck between the Prince of all Devils, Asmodeus, and this God of Plague, that would involve a sacrifice of worshippers. However, spellcasters of true might were able to preserve their bodies after the betrayal, and use the Rotten Breath: Urukahara in order to extend their life in rebellion against the Gods. As such, they would come to live isolated, in small tribes trying to survive on their own, often mistaken for monsters due to their mutations.

But amidst the rise of the Redeemer King, when he swept over Juturstaal and united the Folk of the North, the Leonin would fight back in distress. But upon bearing witness to their skills, and the strange magic of Urukahara, King Irazak deemed it fit to let them join the League.

The Leonin, now, are often without significant mutation, other than the oldest of them, yet they maintain their solemn skepticism, and mistrust of the Gods. To be weak, is to be pray to those willing to exploit you: that, is the mark of Leonin, Strenght. Their Leader, Tuhur, is a man still bearing the visage of the old Leonin, mutated and empty, yet the mind of a new one. Skeptical, yet hopeful, he wishes to see his people not slog through the swamps of doubt, and advance to a higher state

Russ

Population: Suspected population of circa 64,500

Government: The Settlement is governed by Kiya Aethermire.

Commerce: The main export of this city is slaves and precious underdark materials.

Organisations: The Worshippers of Lolth have their main seat here.

Defence: The Settlement is naturally hard to attack, as only portions of it are not in the underdark.

The Drow have had a complex history. Ever since long ago they split with their elven brothers, due to their split worship of Corellon and Lolth, they have retreated to the Underdark and taken to the worship of the Spider Queen.

The matriarchal, enslaving society of the Drow has changed considerably since then, but the tenants still remain, power above all, and might of the Queen.

How did these people, so fundamentally different than the other members of the League come to join them? In truth, it was due to King Irazak himself, expressing his wish to being the Drow under the fold as a powerful ally. Many, however, suspect that Irazak, in his endless, yet still human wisdom, had made a deal with the Drow. A pragmatic one, in truth, that would result in peace and privileges with the Drow, so long as they received special accomodations.

And this shakey, unknown position of the Drow people has seen the tensions between the populations of the North worsen. Many have visited only the upper levels of Russ, pleasantly maintained for visitors, and some suspect that the deeper levels are where true horror transpires.

Kiya Aethermire is a venomous, charming and incredibly intelligent woman. Unlike her predecessors, she does not pride herself on pure might, as a matter of fact, she Is rather minute, yet she has survived countless scenarios due to her wit.

The Drow populace is a mystery, that many few prying eyes can peer behind.

Zaksitte

Population: 34,560

Government: The city is governed by Seventh son of Kord Jerevan.

Commerce: The main export of this city is the Knowledge of the Aphelion and Coldsteel.

Organisations: The Aphelion, the congregation of the greatest minds of the entire world of Katarran (or at least, the ones the League can get their hands on) is stationed here.

Defence: The advanced technology of Coldsteel defense and arcane, mixed with mechanical knowhow makes this city very hard to siege.

The home of the Goliath has gone through much to advance to what it is now. The place of birth of the Redeemer King, it has expanded to become the biggest city of the north.

But as the world shifts, the Goliaths do not transform into something new, they instead adapt. Maintaining their rituals, and their personality, while shifting to a completely advanced level of technology and civilisations.

Long have they come from barbarities, so long that the Aphelion, the greatest think-tank (perhaps only second to the Sarjev) of World's Edge finds its place here, and provide the League with innumerable successes.

The city is something to admire, unlike many cities of the Empire or Everflame it takes a far bulkier tone, the structures of coldmetal - a renown material of the Goliath people - occupy gigantic spaces and nestle themselves amongst Mountains.

The descendants of the Giants have not forgotten their old Gods, either, maintaining shrines in the hopeful resurrection of Annam, the All-Father.

The Great Northern Plane

The wind-swept, chilling planes of the north are not a forgiving place. Mastodontic predators and selfish creatures take heed in the evolutional arms race that only such a harsh climate can accomodate for. This is the home of goblinkind, and the staging grounds of an old world, long forgotten, and long untouched.

Ohk'Ena

Population: Suspected population of circa 345,000

Government: The Warhost's capital, it is lead by an unknown Goblinoid.

Defence: The settlement's gigantic population is the only real means of defence of the city.

The Warhost is the result of the freeing of the slaves of the Etenian League, and this settlement, which very few have been able to lay their eyes upon, is recorded to be gigantic, and vast in both brutality, and violent behaviour.

As they assemble for battle, the Warhost have their main port here, they have developed to become a raiding force to be frightened of.

Ruins of Illium

The Ruins of Ilium are a strange place. Long have the explorers under the Aphelion tried to reach this place and failed. An incomprehensible strata of constructions and omens left from someone, long ago, make this place an incredible spot for theory-crafting on the true origins of the world. So far, 875 levels have been theorized, however only 189 have so far been "explored" (most of them for a very, very short time). The creatures encountered here, and the artifacts dug out seem to make little sense, ever-shifting with an energy unlike any other.

The Lawless Lands

The Cenerian Planes, or the Lawless Lands, are a testament with how, in the wake of the Miracle, so many debts have been forgotten, and so many people have gone unaccounted. Criminals, cut-throats and thieves ran away here after the persecutions of Ironside, and their kin, living by the ways of their ancestors, have kept to living the fast life, in a fashion that very few times is successful, and often ruinous.

But many more regular folk call this place their home. Recognised by its swamps, gray forests and wide open plains.

Settlements are small, and often wreathed by conflict, with many criminals, vigilantes and the few who try and establish law under Imperial Belief.

Youngwater

Population: 3,450

Government: Youngwater is run by Lady Of The Waters Marie Cannen.

Commerce: The main export of youngwater is special medical salves and concoctions.

Organisations: The Druid Circle of the Waterfront is situated in Youngwater.

Defence: All druids of the Circle have the ability to transform into vicious beasts, making a frontal attack a troublesome affair.

Youngwater is home to the biggest known druid circle, the circle of the Waterfront.

This settlement, finding its place on the second biggest river of world's edge, the river Liya, was initially created after the persecutions and exhile of the druids by Ironside himself, who in his paranoid obsession, estranged any type of magic he deemed potentially dangerous.

The now expanded settlement is home to many families who all nurture their connection to the wild. It is overgrown with nature, and supposedly spanning a massive distance, even though the inhabited centre, that used for trade and communication with other settlements is rather small.

Marie Cannen, the Archdruid of the Waterfront is arguably one of the most capable magic Wielders of the west of World's Edge, and has recently been contacted by the Empire in order to solidify relations, as a way of bridging the harshness that has been presented previously. Few have met her, and few will, but her mystery shrouds her in an air of authority nonetheless.

Dushere

Population: 5,450

Government: The settlement is lead by Preceptor Pius.

Commerce: The main export of Dushere is wheat and other agricultural goods.

Organisations: The Godless Brethren have their seat here.

Defence: The members of the Brethren have built up gradual defenses, along with a hardened sense of sacrifice.

The history and premise of why this settlement exists is simple, to be a shelter to those who society has failed, and who feel left behind by all, Gods included.

This very new settlement, created by Preceptor Pius, is already picking up steam over its short 20 year lifespan, this is thanks to the work of the Godless Brethren, a group lead by Pius which promises brotherhood, and an escape to those who wish to reform under no supervision by mind-controlling agencies.

Pius is a stern man, who takes the Precepts of the Brethren very seriously. Infractions are soon met with exhile, but loyalty and change is rewarded.

The main work of the settlement is agricultural, where hardened criminals, languid widows and penitents of all kinds meet under the sun in a pact of honesty and collective.

The attraction this settlement has picked up however is not all positive, as, for as tough as the Brethren might be, they lack in serious equipment.

Bluthafen

Population: 6,760

Government: The settlement is unofficially governed by Richard Moss

Commerce: The main export of Bluthafen is narcotics and illegal substances.

Organisations: The Many Men, a massive criminal organisation has its strongold here.

Defence: The Many Men are brigands and bandits by profession, making them hardened against assault.

Unlike the reformed men of Dushere, the criminals of Bluthafen have not given up their ways. Many here, actually, have ascended to the ranks of their smaller organisations and been invited to the Many Men, a vicious and highly effective cadre of brigands.

Their families too live in this place, where violence is simply a way of life, and blood-sport the preferred form of entertainment. Some have considered it a self containing prison, but others are weary of the influence of this group.

Richard Moss, leader of the Many Men is a renown, sly and violent man. Known to often take manners into his own hands he has survived through thick and thin and has all the scars and experience to show for it.

Werekin's Lodge

Population: Unknown

Government: The Lodge is governed, or is suspected to be governed by a council of powerful werefolk.

Defence: No attempt has been made to attack the Lodge, but one can only suspect what might happen if someone might attempt to do so.

A phenomenon that could only appear in the Lawless Lands is the Lodge. A congregation of Werekin, of unknown origin and alignment that has slowly gathered over the years.

Shifters, werewolves and other such beings find their home in the Lodge, keeping away from mass societies who view them as monsters and take up arms to destroy them.

They have raided, at times, and made deals, at other times, but their general behaviour remains largely unknown, and many are weary to employ wards against these supernatural once-humans.

The Machine Desert

The endless roiling dunes of the desert of Akshasa have marked the greatest place for advancement in the known world. The presence of Urdu can be felt here, lingering in the dry air as millions of nomads create the most incredible things all in worship of the Great Architect. Ruins of old, creations of new, blend in to create a surreal place, that holds the future to humanity itself.

Permanent settlements are hard to find, and the elusive people of the tribes do not often welcome strangers.

Wahas Maris

Population: 1,560

Government: The moving settlement is lead by Elder Althar Arkawdim

Commerce: The main export of the settlement is technology, they specialise in transport.

Defence: The moving fortress of Wahas has been fitted with defense systems, and the greatest defense of all, movement.

Wahas Maris (Marching Beast in the Urdu Language) is a giant walking fortress, salvaged from an old wreck that the tribe of the Almu have salvaged. This behemoth, taking the shape of what appears to be a long limbed turtle, houses the settlement at the very top.

It is safe to say that the Almu are masters at developing technology regarding all manners of transportation, as they are the inventors of the first patent for flying vessels of small size.

The Almu however are most certainly not the most co-operative of the tribes, very few are allowed on Wahas, and the Almu conduct their deals almost entirely far away from the walker.

Tashkil

Population: Flux between a couple hundred to about 10,000

Government: The settlement is governed by Hadaad Adesan

Commerce: The main export of Tashkil is weapons.

Defence: The Forge is a (literal) powder keg of weapons and men trained to use them. Combine this with the skirmishing tactics of the Urdu, and the settlement becomes a problem to any attacker.

Tashkik (otherwise known as The Forge) is a shared place of worship between the tribes, and the place where most weapons of the Urdu tribes are produced.

It is the place, supposedly, where Urdu first reached out to his children and illuminated them with the gift of technology.

Tribes come and go from here, whenever they are in need of tools or assistance. It is in all forms a place of complete neutrality, and Hadaad, the current Forgemaster, is one of the many Forfemasters who have maintained this place one of the most mysterious yet intriguing of the Machine Desert.

It presents itself as a gigantic factory, with many moving and rearranging parts. The Forge is very often shown, or visited by outsiders.

Urhara

Population: 12,340

Government: The city is governed by Master Artificer Jabalpur Akshani

Commerce: The main export of Urhara is affordable technology.

Defence: The city, while only recently built, already possesses a plethora of defense mechanisms, Urdu made.

The new project of Master Akshani is the unification of the smallest of tribes into one powerful force.

This new enterprise, only having started within the last 10 years has ready encountered large success, as various foreigners invest in this idea, considering that the Urdu tribesmen are already hard enough to make deals with, having them gathered together under a more open-minded leader would surely make for massive profits on both ends.

As the city slowly expands into a true symbol of worship to Urdu, giant metal fabrications and fumes cover the sand-swept city.

It is said, however, that this city has bred something entirely unforseen of the Urdu tribes, criminality. Some suspect that this is merely a result of some Urdu Tribesmen to slowly becoming more "colonized" by their investors of mercantile persuasion.

Jabalpur is a controversial figure, as this project, according to some elders, goes against many of Urdu's fundamental laws.

CHAPTER 4

MODIFIED RULINGS

Revised Weapons and Armor

Weapon Tear

Everything decays, given enough time. it's hard to keep your gear in good shape out in the wilds—swords chip, staves break, and armor dents. Nothing stays in perfect condition forever—especially given the rigors of day-to-day adventuring. Keep a good whetstone in you pack and a sharp sword in your hand to survive the dangers ahead. This chapter introduces rules to help track wear and tear on your items with notches, how damage degrades your gear, and how to repair and temper your equipment to prevent future damage.

Items degrade with use, losing condition until they become useless. This is measured with notches—the more notches an item has, the more it has degraded. Items gain notches through damage, consequences, and critical failures, and must be repaired or otherwise restored using the correct skills, tools, and expertise to function properly again.

Damaging Items

Any object that can suffer damage can become notched, reducing its functionality and quality—through scratches, chips, dents, and cracks. Objects generally fall into one of four categories: weapons, armor, magic foci, and miscellaneous items.

Armor

If you are critically hit by an attack, your armor gains a notch of damage. Each notch reduces your total AC by 1. Unarmored: If you're not wearing any armor and are critically hit by an attack, select a random item in your inventory—that item gains a new notch instead.

Weapons

Weapons—both melee and ranged—gain a notch when you critically fail an attack (or other relevant action) with them. Each weapon notch reduces by one step the damage die you roll with that weapon (to a minimum of 1).

Multiple Dice: Some weapons roll multiple die for their damage (greatswords, for example, rolling 2d6). In these cases, one notch reduces the size of the largest die by one size category (see Type B). Sustained Damage: A weapon's damage can't go below1, but it can still gain additional notches. These notches must be repaired with relevant tools (whetstones, smith's tools, etc) to restore the weapon's damage dice.

  • Type A: 1d12 → 1d10 → 1d8 → 1d6 → 1d4 → 1

  • Type B: 2d6 → 1d6 + 1d4 → 2d4 → 1d4 + 1 → 2 → 1

Magical Mishaps: If you roll a critical fail while spellcasting and are not holding a spellcasting focus at the time, the power strikes out and hits a random item in your inventory—that item gains a notch of damage.

Miscellanious Items

All other items gain a notch whenever appropriate—often when they take direct damage or are used in a failed skill check (such as rolling a natural 1 to disarm a trap with a set of thieves tools). Each notch reduces the item's efficacy by 1, adding a cumulative −1 penalty to any roll made using that item. Using a lockpick with one notch, for example, will apply a −1 penalty to your lockpicking attempts.

Shattered Gear

If your items suffer too much damage, they can break irreparably into useless scrap. Objects are grouped into three categories of toughness based on their overall construction: delicate, sturdy, and indestructible. Most objects are sturdy enough to withstand a fair amount of punishment (up to 10 notches), but delicate items can shatter after just two notches.

Fragility Description Maximum Notches
Delicate Thin glass, ceramics, complicated or tiny machinery 1
Sturdy Wood, metal, well-made goods 10
Indestructable Thick stone, strong metals 100

Repairing Items

Items can be repaired by an appropriate craftsman, costing 10% of the item price per notch. Depending on the item, this may require rare or expensive components. Characters can also perform basic repairs on their gear with relevant tools a whetstone to smooth out a notch, a sewing kit to patch up a robe, a hammer to tap out a dent, etc. To repair one notch, you must spend one hour using a set of tools and make an Intelligence (Tool) ability check. If you succeed, you repair one notch of damage. If you critically fail, however, you create a new notch.

Repair DC

The GM will decide the DC of your repair based on the relative ability of your tools and the overall state (or rarity) of your item: very easy (5), easy (10), medium (15), hard (20), very hard (25), or impossible (30).

Revised Armor and Weapons

An ordinary longsword, a gift from your father before entering into the King’s service. The bow you carried on your first hunt. The axe that dealt the killing blow to the fearsome bugbear Klarg. To anyone else, these items are unremarkable: they harbour no powerful magic, nor are they central to any great prophecy, or spoken of by storytellers in taverns and around campfires. However, to you, they hold a special significance, and are already part of your story—a story as yet untold.

The Basics

The process of upgrading a piece of equipment always has a number of basic requirements regardless of its type. The following general rules apply when upgrading equipment using this supplement:

• Upgrades take the form of tags. Tags add new properties to equipment. • Each tag is unique and can only be applied to a piece of equipment once.

• Upgrading a piece of equipment with a new tag can only be performed by a dedicated NPC craftsperson of the appropriate discipline in a workshop environment.

• Upgrading a piece of equipment with a new tag is a skilled endeavour, taking anywhere from an hour to more than a week depending on the task.

• On your adventures, you may come across equipment already possessing tags; either for sale, offered as rewards, or available through other means.

Armor Revisions

The following new types of armor have been added to the Revised Armor table:

  • Brigandine. Brigandine is a sturdy coat of layered linen or leather lined with small steel plates riveted to the fabric.

  • Cuirass. A type of armor formed of a single or multiple pieces of metal that cover the torso. A cuirass generally refers to both a chest plate and back piece together.

  • Gambeson. A gambeson is a padded defensive jacket, either worn separately or as an underlay for heavier types of armor. It can also double as a winter coat.

  • Hauberk. A hauberk is a shirt of mail that reaches at least to mid-thigh and includes sleeves.

  • Lamellar. This is a type of body armor made from small rectangular plates (scales or lamellae) of iron, leather, or bronze laced into horizontal rows.

Armor Properties

The "Properties" column in the Revised Armor table replaces the previous "Stealth" column, with the following definitions:

  • Disadvantage (Stealth). You have disadvantage on Dexterity (Stealth) checks while wearing this armor.

  • Special (Tower Shield). You can’t make opportunity attacks while holding this shield.

Armor Upgrades

There are a number of options available to a character to upgrade their armor, from high-cost armor proofing, to useful additions like insulation suitable for cold weather environments. A complete list of these options, as well as cost and any additional requirements, are shown in the Armor Upgrades table on the following page. In addition to the basic rules for upgrading, the following rules apply when upgrading a suit of armor or a shield with a new tag:

• Any prerequisite conditions must be satisfied to apply a new tag, as shown in the Armor Upgrades table.

• Typically, it takes an artisan a full day of work (minimum 8 hours) to upgrade a suit of armor or a shield with a new tag.

• Armor Proofing. The proofing process normally requires a full workweek (5 days) and can only be undertaken by a master artisan. Once added, armor proofing tags can’t be removed from a suit of armor.

Armor Proofing

The primary method of upgrading armor, proofing is the process of testing and improving a suit of armor’s ability to withstand blows of various types below a certain threshold, being certified as proof against swords, arrows, and warhammers. While all types of armor can be proofed against slashing damage, only medium and heavy armors can be proofed against piercing damage, and only heavy armor can be proofed against bludgeoning attacks.

Other Upgrades

In addition to proofing, various other upgrades are available to armors meeting the prerequisites for each, as shown in the Armor Upgrades table. Certain upgrades are incompatible, such as the breathable and insulated tags, while others have specific requirements (for example, the runic tag can only be applied by a runesmith.) Certain types of armor upgrade tags may be removable or temporary. For example, you may be able to remove the muffled tag by extracting the padding sewn into the joints. When in doubt, consult with your DM.

Revised Armor Table

Armor Cost Armor Class (AC) Strenght Weight Properties
Light Armor
Gambeson (leather) 15gp 11 + Dex modifier - 8lb.
Leather jerkin (Studded Leather) 45gp 12 + Dex modifier - 10lb.
Medium Armor
Mail shirt (chain shirt) 60gp 13 + Dex modifier (max 2) - 25lb.
Lamellar (scale mail) 150gp 14 + Dex modifier (max 2) - 20lb. Disadvantage (Stealth)
Hauberk (breastplate) 250gp 14 + Dex modifier (max 2) - 30lb.
Brigandine (half plate) 450gp 15 + Dex modifier (max 2) - 40lb. Disadvantage (Stealth)
Heavy Armor
Cuirass (chain mail) 90gp 16 16 STR 30lb. Disadvantage (Stealth)
Half plate† (splint) 450gp 17 17 STR 45lb. Disadvantage (Stealth)
Plate† 900gp 18 18 STR 60lb. Disadvantage (Stealth)
Shields
Buckler 10gp +1 - 3lb. -
Heather Shield 20gp +2 - 8lb. -
Tower Shield 75gp +3 15 STR 15lb. Special

Armor Upgrades

Tag Cost Prerequisite Properties
Armor proofing: 1st tier 500gp Light, medium, or heavy armor While wearing this armor, if you would take 6 or less nonmagical slashing damage before resistance is applied, you take none of that damage instead.
Armor proofing: 2nd tier 1000gp Medium or heavy armor with the 1st tier armor proofing tag While wearing this armor, if you would take 7 or less nonmagical slashing or piercing damage before resistance is applied, you take none of that damage instead.
Armor proofing: 3rd tier 1500gp Heavy armor with the 2nd tier armor proofing tag While wearing this armor, if you would take 8 or less nonmagical slashing, piercing, or bludgeoning damage before resistance is applied, you take none of that damage instead.
Breathable 100gp Light or medium armor. Incompatible with insulated tag. While wearing this armor, you have advantage on saving throws you make against exhaustion effects due to extreme heat, as described in chapter 5 of the Dungeon Master’s Guide.
Burnished 10gp Heavy armor This armor has been polished to a mirror finish. While wearing it, you may have advantage on Charisma-based skill checks when interacting with certain humanoids, as determined by the DM. This tag is automatically removed after 24 hours of wear or at the end of a combat.
Climbing Harness 100gp Light, medium, or heavy armor This armor has been modified with a climbing harness around the midriff, comprising leather straps and quickdraws. While wearing it, you make Strength (Athletics) checks to scale vertical surfaces with advantage when using a rope or similar aid.
Decorated 5gp Medium or heavy armor and shields This armor or shield is adorned with a holy symbol and can be used as a spellcasting focus for cleric and paladin spells
Insulated 100gp Incompatible with breathable tag This armor counts as cold weather gear in conditions of extreme cold, as described in chapter 5 of the Dungeon Master’s Guide.
Locking Joints 150gp Half plate or plate armor This armor is made with hinged joints that can be locked by a quick motion from the wearer. While wearing it, you make Strength (Athletics) checks to oppose attempts to shove you with advantage.
Muffled 50gp Brigandine armor This armor no longer confers disadvantage on Dexterity (Stealth) checks.
Quick-Release 200gp Light, medium, or heavy armor You can doff this armor as an action.

Armor Upgrades, Pt. 2

Tag Cost Prerequisite Properties
Reinforced 300gp Heavy armor This armor has been reinforced at the joints and other weak points. While wearing it, critical damage you take from nonmagical attacks is reduced by 3.
Runic 400gp Armor proofing tag (any tier) or a shield. Can only be applied by a runesmith. This armor or shield can be imbued with rune magic.
Spiked 250gp Medium or heavy armor This armor has been modified with spikes, barbs, or other similar feature, and deals 1d4 piercing damage to creatures attacking with unarmed strikes or natural weapons that aren’t magical

Advanced Weapons

Monsters and nightmarish creatures lurk throughout the dark world of Katarran. To combat them, civilization seeks any advantage it can find. From the mighty Inventions of the dwarves to the ingenious and mad creations of the gnomes, an array of advanced weapons have been devised. The Advanced Weapons table below details weapon characteristics, including their unique properties.

Advanced Weapon Training

Advanced weapons are difficult to master, and as a result require more specialised training than even martial weapons. Characters gain proficiency in Advanced Weapons when they reach 3rd level and have proficiency in all Martial Weapons. If a character gains proficiency in Martial Weapons at a later level, then they also gain proficiency in Advanced Weapons.

Advanced Weapon Properties

Armour Piercing When you roll to hit a creature with an Armour Piercing weapon or ammunition, if the target is wearing heavy armour or natural armour that exceeds 17, then you receive +2 on your attack roll to hit that target.

  • Brutal. Brutal weapons are designed to subject an adversary to the most harm. When you score a critical hit against a creature with a Brutal weapon, you can add an additional weapon damage die to the damage dealt.

  • Guard. Guard weapons are made to fight defensively, often designed with a long reach or flat surface for parrying. While wielding a Guard weapon, whenever a hostile creature moves within your reach, and you did not move on your last turn, you can use a reaction to make a weapon attack with a Guard weapon against that creature. If the attack hits, then it deals no damage, the creature immediately stops and its speed becomes 0 until the end of its turn.

  • Momentum. Momentum weapons are designed to deliver devastating attacks as part of a charge. When you hit a creature with a Momentum weapon, and you have moved 20 feet or more in a straight line this turn, you can upgrade the damage dice to the weapon’s momentum dice value.

  • Swift. Swift weapons are renowned for their utility in recovering from missed attacks. When you miss an attack with a Swift weapon, you gain advantage on the next attack roll you make with that weapon against the same target.

Advanced Weapons Table

Weapon Cost Damage Weight Properties
Cavalry Hammer 300gp 1d8 Bludgeoning 3lb. Versatile (1d10), Momentum (1d12) Armour Piercing
Sabre 100gp 1d8 Slashing 2lb. Swift, Finesse
Claymore 200gp 2d6 Slashing 7lb. Brutal, Heavy, Two Handed
Polearm 175gp 1d12 Piercing 12lb. Guard, Heavy, Reach, Two Handed

Weapon Upgrades

Upgading weapons follows a branching path system, with available options split into multiple tiers. At first, a weapon can only be upgraded with a limited selection of 1st tier tags depending on its type, each of which “unlocks” one or more options from the next tier. The following additional rules apply when upgrading a weapon with a new tag:

• All prerequisite conditions must be satisfied to apply a new tag, as shown in the Weapon Upgrades table.

• 2nd tier upgrades can only be applied by a trained craftsman, with 3rd tier upgrades requiring the skills of a master artisan.

• Typically, it takes an artisan a full day of work (minimum 8 hours) to upgrade a weapon with a new tag.

• Once added, a tag can’t be removed from a weapon.

Weapon Upgrade Cost Structure

Upgrading a weapon has a base cost associated with each tier, with subsequent upgrades of that tier costing twice the previous amount for that tier. For example, Erik decides to pay a visit to a local blacksmith in order to have a customized pommel attached to his dagger—adding the balanced tag—for the tier 1 base cost of 100 gp. Later, he returns to have the blade honed—adding the sharpened tag—this time costing 200 gp, with the next 1st tier upgrade costing 400 gp, and so on.

Upgrades are grouped by tier for the purposes of this cost scaling: continuing with the above example, if Erik then wishes to have the blade of his dagger partially serrated in order to improve its effectiveness when slicing and cutting—adding the saw-toothed tag—it would cost 1,000 gp (the 2nd tier base cost) provided that the dagger doesn’t already possess any other 2nd tier tags.

Weapon Upgrades

Tag Prerequisite Properties
1st Tier (base cost:100gp)
Balanced Any weapon You gain a +1 bonus to attack rolls made with this weapon.
Critical: Sharpened Melee weapons that deal piercing or slashing damage only Attacks with this weapon score a critical hit on a roll one lower than normal.
Critical: Sight Pin Bows and crossbows only Attacks with this weapon score a critical hit on a roll one lower than normal.
Critical: Spiked Melee weapons that deal bludgeoning damage only Attacks with this weapon score a critical hit on a roll one lower than normal.
Runic Can only be applied by a runesmith This weapon can be imbued with rune magic.
Silvered 10gp (Costs less than other upgrades) Any weapon Attacks with this weapon count as silvered for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
Wounding: Keen Melee weapons You gain a +1 bonus to damage rolls made with this weapon.
Wounding: Oiled String Bows and crossbows only You gain a +1 bonus to damage rolls made with this weapon.

Weapon Upgrades, Pt.2

Tag Prerequisite Properties
2nd Tier (base cost: 1,000gp)
Brutal Sharpened or spiked tag When you attack with this weapon and roll the maximum result for the weapon’s damage dice, you can roll those dice again and add the new roll to the damage of the attack. If you roll the maximum amount again, you can repeat this process until you don’t.
Enchanted Any 1st tier tag. Can only be applied by an arcane spellcaster. You gain a +1 bonus to spell attack rolls while using this weapon as a spellcasting focus.
Flanged Spiked tag Can only be applied to maces and mauls. When you hit a creature wearing medium or heavy armor with this weapon you sunder its armor, inflicting a noncumulative −1 penalty to its Armor Class until the armor is repaired.
Magical Silvered tag. Can only be applied by an arcane spellcaster. Attacks with this weapon count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage, and features such as the black pudding’s corrosive form.
Saw-toothed Sharpened tag. Can only be applied to daggers. Attacks with this weapon deal an extra 1d4 slashing damage. No effect against constructs or undead.
Superior Balanced, keen, or oiled string tag. Can only be applied to weapons with one damage die. The damage die of this weapon is increased by one size (for example, 1d6 becomes 1d8, and 1d10 becomes 1d12) to a maximum of 1d12.
3rd Tier (base cost: 10,000gp)
Arcane Enchanted tag. Can only be applied by an arcane spellcaster. You gain a +1 bonus to your spell save DC while using this weapon as a spellcasting focus.
Masterwork Brutal or superior tag You gain an additional +1 bonus to attack and damage rolls made with this weapon.

Firearms and Gunpowder Weaponry

The Firearms table shows the firearms commonly used on the frontier. Firearms count as martial weapons for the purpose of determining proficiency with them

Firearm Properties

Firearms have special properties related to their use, as shown in the Firearms table.

Ammunition. You can discharge a firearm only if appropriate ammunition has been loaded into the weapon. Each time you discharge a firearm, you expend one piece of ammunition. Firearm ammunition is destroyed on use.

Kick. This weapon can be used with one or two hands. You have disadvantage on ranged attack rolls when using it with one hand unless your Strength score is equal to or higher than the weapon’s kick score.

Reload. This weapon can be fired a number of times equal to its reload score before it must be reloaded before it can be fired again. Reloading takes a movement action (This uses all of your movement, but it effectively makes you stand still) or bonus action. You must have a free hand to reload a firearm

Scatter. Firearms with the scatter property have two types of damage scores, a regular damage score and a scatter damage score. When you hit a creature with a weapon with the scatter property, creatures within 5ft of it take an amount of damage equal to a roll on the scatter damage score, as if it had hit them. The original target does not take the scatter damage.

Scatter and Hurting yourself

In regards to the scatter rules, it is assumed that common sense be applied. If you shoot a person within 5ft. of you with a weapon with the scatter property, you deal no damage to yourself.

Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires.

The attack misses, and the weapon cannot be used again until you spend an action to try and repair it.

To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score).

If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm.

Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.

Accurate Whenever you have advantage on an attack roll while using this weapon you can reroll one of the dice once. (Only applies once per turn)

Firearm Ammunition

Ammunition used by firearms is presented here.

General Ammunition

Ammunition Type Weapon Cost Weight
Rounds (20) Pistols 4gp 2lb.
Rifle Rounds (20) Rifles 6gp 3lb.
Musketballs (20) Muskets 5gp 5lb.
Shotshells Shotguns/Blunderbusses 5gp 4lb.

Special Ammunition

Ammunition Type Weapon Cost
Heat Seekers (20) All firearms 100gp
Incendiary (20) All firearms 100gp
Silvered (20) All firearms 50gp
Illumination Bullet (10) All firearms 100gp
Explosive Bullet (5) All Firearms 350gp
Termite Bullet (5) All Firearms 500gp

Special Ammunition weighs as much as regular ammunition for your gun of choosing. Here are the special effects these bullets have:

Heat Seekers When you attack a creature that isn’t a construct or an undead using this ammunition, you gain a +1 bonus to the attack roll, and the target gains no benefit from cover for the attack

Incendiary Attacks using this ammunition that hit deal fire damage instead of the weapon’s normal damage type, cause the target to starts burning, taking 1d6 damage at the start of every turn, and emanating bright light in a 20 foot radius, and ignite flammable objects that aren’t being worn or carried. The Creature can put itself out either by passing a Wisdom Saving Throw (DC 12) and using its action or if an ally uses an action to

Silvered These bullets count as silvered for the purposes as overcoming resistances.

Illumination Bullet This magic bullet causes the target to glow like a torch for 10 rounds (1 minute).

If fired into the air, it slowly falls back down to the ground whilst emitting light like a torch. It descents at a rate of 60 ft. per turn, down from the firearm's maximum range, and stops glowing after 10 rounds (1 minute).

Explosive Bullet This magic bullet explodes in a great ball of fire on impact. Each creature in a 20-foot-radius sphere around the point where it strikes must make a DC 15 Dexterity save. Each affected creature takes 6d6 fire damage on a failed save, or half on a success. The fire spreads around corners and ignites flammable objects that aren't being worn or carried.

Once detonated, the bullet is destroyed.

Termite Bullet This bullet has incorporated arcane devices used for espionage. Whenever you shoot this bullet, it latches onto a surface, rather than attempting to break through it and you gain access to vision and hearing from the bullet's position.

Primitive Firearms

Name Cost Damage Weight Properties
Flintlock Pistol 55gp 1d6 piercing 4 lb. Ammunition (range 90/240), loading, light, misfire 3
Dragoon 70gp 1d8 Bludgeoning 4lb. Ammunition (range 10/30), loading, kick (10), scatter (1d4), Misfire 3
Pepperbox 100gp 1d8 Bludgeoning 4lb. Ammunition (range 40/120), light, Reload (4 shots), misfire 1
Musket 65gp 1d12 piercing 15lb. Ammunition (range 80/320), loading, two-handed, misfire 3
Arquebus 80gp 3d4 piercing 13lb. Ammunition (60/150), loading, two-handed, heavy, misfire 5
Blunderbuss 140gp 2d6+1d4 Piercing 15lb. Ammunition (range 20/30), kick (18), reload (1 shot), scatter (1d6), misfire 4
Wheelock Gun 180gp 1d10 piercing 5lb. Ammunition (range 50/160), accurate, loading, two-handed, misfire 3

Advanced Firearms

Name Cost Damage Weight Properties
Pistol, sidearm 135gp 1d6 piercing 3lb. Ammunition (range 40/120), light, reload (12 shots), misfire 1
Revolver 250gp 1d8 piercing 4 lb. Ammunition (range 60/180), light, Kick (12), reload (6 shots), misfire 1
Pistol, Heavy 325gp 1d10 piercing 5lb. Ammunition (range 80/200), kick (13), reload (6 shots), misfire 2, light
Sawn-off Shotgun 300gp 2d4 Piercing 4lb. Kick (11), reload (4 shots), scatter (1d6), misfire 1
Rifle, repeating 225gp 1d10 piercing 8lb. Ammunition (range 200/500), reload (10 shots), two-handed, misfire 1
Shotgun, repeating 370gp 2d6 piercing 10lb. Ammunition (range 20/30), reload (6 shots), two-handed, scatter (1d8), misfire 2
Precision Rifle 500gp 3d6 Piercing 20lb. Ammunition (range 300/800), two-handed, reload (1 shot), accurate, misfire 1

Explosives

Name Cost Damage Weight
Shou Rocket 150gp 3d6 fire 1 lb.
Grenade 70gp 3d6 fire 1lb.
Nitropowder, keg 250gp 7d6 fire 20lb.
Nitropowder, packet 5gp 1d6 fire 1/2lb.
Foeshredder 100gp 3d6 piercing 1lb.
Smokebomb 30gp 1lb.

Shou Rocket

Explosive rockets used as portable (if somewhat inaccurate) siege or support weapons; Shou rockets are fired off of a reusable wooden sled (4 lbs, 5 sp) that aims the weapon. As an action, a character can light the rocket and aim it a point up to 60 feet away. The rocket flies towards the chosen point and each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage.

Grenade

A grenade is a ball-sized iron spheres packed with gunpowder and fitted with a slow-burning wick. As an action, a creature can light a grenade and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking 3d6 piercing damage on a failed save, or half as much damage on a successful one.

Nitroppowder

Smokepowder functions as Gunpowder does, as detailed on page 267 of the Dungeon Master's Guide, except as follows: Smokepowder is an Uncommon wondrous item, it explodes if set on fire, dropped, or otherwise handled roughly, it deals the listed damage in a 20-foot radius when it explodes, setting fire to an ounce of it causes a small explosion rather than a slow burn, and casting dispel magic on it renders it permanently inert.

Foeshredder

A foeshredder is a specialized grenade with an attached handle, allowing it to be thrown twice as far. A foeshredder functions identically to a grenade except that it can be thrown up to 120 feet away

Smokebomb

A smokebomb consists of a wooden tube filled with alchemical compounds and smokepowder. As an action, a creature can light a smokebomb and throw it at a point up to 60 feet away. One round after a smokebomb lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius

Rjunskraaft

Runestones are gemstones used as foci for the magic contained within the sigils engraved onto them by runesmiths. A prized export of dwarven society, they are sold to wealthy adventurers and mercenaries as a means of empowering their arms and armor.

In a world where magic items are increasingly rare, the dwarves work with typical industry to meet an ever-expanding demand.

Using Runestones

The following rules apply to the use of runestones:

• In order to use a runestone, it must first be affixed to a piece of equipment with the runic tag. Only equipment with the runic tag can channel the magical properties of runestones.

• A creature must be attuned to the item to gain the benefits of an affixed rune.

• A maximum of one runestone can be affixed to a piece of equipment at a time.

• A runestone can be removed from a piece of equipment, but it is destroyed in the process.

• For magical effects created by runestones, your spell attack modifier and spell save DC use the ability modifier of the weapon used for the attack.

Tool Proficiency

A runesmith uses a special set of tools in order to engrave gemstones with magical sigils. Runesmith’s Tools Proficiency with runesmith’s tools allows you to etch magical runes into precious stones, as well as identify aspects of their lore when encountered in the world. A set of runesmith’s tools costs 25 gp and weighs 5 lb.

  • Components. Runesmith’s tools include a hammer, a set of chisels and needle files, a fine-haired brush, a pouch of powdered mithral, and a special alchemical lacquer.

  • Arcana and History. Your expertise lends you additional insights about lore associated with runes and other sigils carved into stone or other surface.

  • Investigation. You can spot clues and make deductions that others might overlook when inspecting items or surfaces carved with runes and other sigils.

Runesmith's Tools Activity DC
Identify the properties of a runestone 15
Determine the creator of a runestone 20

Crafting Requirements

In order to engage in runesmithing a character must be proficient with and have access to a set of runesmith’s tools, with proficiency representing the base level of competency needed to wield the tools effectively. In addition to a set of runesmith’s tools, a gemstone is required onto which the runes are engraved to fashion a runestone. The minimum required quality of the gemstone (as denoted by its value) depends on the strength of the runestone being created (as denoted by its rarity), as shown in the Runesmithing table

Runestone Rarity Gemstone Value DC
Common At least 10gp 10
Uncommon At least 50gp 15
Rare At least 500gp 20
Very rare At least 1,000gp 25
Legendary At least 5,000gp 28

Crafting Process

Once all requirements are met, the process of creating a runestone is performed over a two hour period, which can be split into shorter sessions such as during a short rest. At the end of the period, make a craft check using your runesmith’s tools. When you make this check, you don’t benefit from any bonuses (such as Bardic Inspiration) except your own ability score and proficiency bonus, unless you benefitted from the bonus for the duration of the period.

Runesmith's Tools Modifier:

Your proficiency bonus + your Dexterity or Intelligence modifier (your choice)

On a success, the gemstone is engraved successfully and becomes a runestone, otherwise the gemstone is destroyed. The DC depends on the rarity of the runestone, as shown in the Runesmithing table.

Runestones A-Z

Weapons
Common
Mariner
Warrior
Uncommon
Bound Weapon
Cat
Chaos
Featherfoot
Nondetection
Serpent
Rare
Berserker
Chalice
Death
Hunt
Magebane
Soultrap
Superconductor
Very Rare
Blood Weapon
Dragonbane
Earthshaker
Giant Slayer
Wolfsbane
Legendary
Mime
Tempest
Armor
Common
Alchemist
Thief
Uncommon
Arrow-Catcher
Bound Armor
Daywalker
Elemental Shield
Featherfoot
Knock
Nondetection
Rare
Bastion
Chalice
Journey
Phoenix
Warmage
Very Rare
Displacement
Mark/Recall
Earthshaker
Overshield
Retribution
Legendary
Force of Will
Mime
Tempest

Runestone Descriptions

Runestones are presented in alphabetical order. A runestone’s item description gives its name, its rarity, the type of item that can receive it, and its magical properties.

Alchemist

Runestone, common

Item: A suit of armor

While you are wearing this armor, you regain 2 additional hit points when you drink a potion of healing.

Arrow-Catcher

Runestone, uncommon

Item: A shield

This runestone has three charges. While you are wielding this shield, when you or a friendly creature within 10 feet of you are the target of a ranged weapon attack you can expend a charge as a reaction to impose disadvantage on the attack. You must choose to do so before the roll. The runestone regains 1d3 charges daily at dawn.

Bastion

Runestone, rare

Item: A gauntleted suit of armor or a shield

While you are wearing (armor) or wielding (shield) this item, you can use a bonus action to press your fist to the ground and speak its command word, causing a 10-foot radius immobile dome of force to spring into existence around and above you that remains stationary and lasts for 1 minute. The dome automatically repels nonmagical ranged attacks attempting to pass through it, and the area inside the dome is considered difficult terrain for hostile creatures. Once used, this property can’t be used again until the following dawn.

Berserker

Runestone, rare

Item: A simple or martial weapon

When you hit a creature with this weapon, you can expend a number of Hit Dice up to half your character level (rounded down). For each Hit Die spent this way, roll the die and add it to the damage of the attack. You take an amount of damage equal to the damage dealt in this way, including any extra damage from a critical hit. This damage to you can’t be reduced or prevented in any way. Once used, this property can’t be used again until the following dawn.

Blood Weapon

Runestone, very rare

Item: A simple or martial melee weapon

When you score a critical hit with an attack using this weapon, you regain a number of hit points equal to the damage dealt to a maximum of the hit points lost by the target. No effect against constructs or undead.

Bound Armor

Runestone, uncommon

Item: A suit of armor

As a bonus action while you aren’t wearing armor, you can cause this armor to appear in a flash of light around you—instantly donning it. Also as a bonus action while you are wearing this armor, you can cause the armor to vanish entirely, instantly doffing it.

Bound Weapon

Runestone, uncommon

Item: A simple or martial weapon

As a bonus action, you can cause this weapon to disappear or appear instantly in a free hand.

Cat

Runestone, uncommon

Item: A simple or martial weapon

While wielding this weapon, as a bonus action you can activate this rune by speaking its command phrase. For 1 hour, you can see normally in darkness to a distance of 120 feet. Once used, this property can’t be used again until the following dawn.




Chalice

Runestone, rare

Item: Any armor or weapon

This runestone stores spells cast into it, holding them until the attuned wearer uses them. The rune can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the DM. Any creature can cast a spell of 1st through 5th level into the rune by touching the rune as the spell is cast. The spell has no effect, other than to be stored in the rune. If the rune can’t hold the spell, the spell is expended without effect. The level of the spell used to cast the spell determines how much space it uses. While you are wearing (armor) or wielding (shield) this item, you can cast any spell stored in the runestone. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the rune is no longer stored in it, freeing up space.

Chaos

Runestone, uncommon

Item: A simple or martial weapon

A popular project among apprentice artificers, this rune embodies the chaos of unbound magic. When you score a critical hit with an attack using this weapon, roll on the Wild Magic Surge table in the Player’s Handbook to create a magical effect. If the effect is a spell that requires concentration, it doesn’t require concentration in this case and lasts for its full duration.

Daywalker

Runestone, uncommon

Item: A suit of armor with a helmet or hood

While wearing this armor with the hood drawn, you are unaffected by the sunlight sensitivity trait if you have it.

Death

Runestone, rare

Item: A simple or martial weapon

Whenever you kill a Small or Medium humanoid with an attack using this weapon, it rises immediately as a zombie under your control with 1 hit point, as per the animate dead spell. The creature uses the zombie statistics. It remains animate for 1 minute, after which time it collapses and dies

Displacement

Runestone, very rare

Item: A suit of light or medium armor

When you take damage from a weapon attack, you can teleport 30 feet to an unoccupied space that you can see. Once you teleport in this way, you can’t do so again until the start of your next turn.

Dragonbane

Runestone, very rare

Item: A martial weapon

When you hit a dragon with this weapon, it takes an extra 2d6 damage of the weapon’s type and must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet until the end of its next turn. If the target is airborne, it descends at 60 feet per round until it reaches the ground or the effect ends. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.

Earthshaker

Runestone, very rare

Item: A simple or martial melee weapon with the heavy property

While you are wielding this weapon, you can use an action to strike a point on the ground within reach, creating a seismic disturbance as per the earthquake spell with a duration of 1 round. Once used, this property can’t be used again until the following dawn.

Elemental Shield

Runsestone, uncommon

Item: A suit of armor or a shield

When you first affix this rune to a suit of armor or a shield, choose one of the following damage types: acid, cold, fire, lightning, or thunder. While wearing (armor) or wielding (shield) this item, whenever you take damage of the chosen type you can use your reaction to reduce the damage by an amount equal to twice your character level + your Constitution modifier and suffer one level of exhaustion. You can change the chosen damage type over the course of a short or long rest by spending at least 30 minutes in contact with the runestone.

Featherfoot

Runestone, uncommon

Item: Any armor or weapon

While you are wearing (armor) or wielding (weapon or shield) this item, you have a standing jump distance equal to your current walking speed. Each foot you clear while jumping costs a foot of movement, and you can’t jump further than your remaining movement in a turn. Force of Will Runestone, legendary Item: A suit of armor While you are wearing this armor, you can’t be affected by enchantment magic unless you choose to be.

Giant Slayer

Runestone, very rare

Item: A martial weapon

When you hit a giant with this weapon, it takes an extra 2d6 damage of the weapon’s type and must succeed on a Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.

Hunt

Runestone, rare

Item: A simple or martial weapon with the ammunition property

While you are wielding this weapon, you can use an action on your turn to mark a creature you can see within 90 feet of you. For 1 hour, when you hit the marked creature with a ranged attack using this weapon you can use a bonus action to teleport to an unoccupied space within 30 feet of it that you can see. Once used, this property can’t be used again until the following dawn.

Journey

Runestone, rare

Item: A suit of armor

While you are wearing this armor, your speed increases by 10 feet. In addition, you can travel at a fast pace without suffering the normal penalty to passive Wisdom (Peception) checks, and your food and water requirements are halved.

Knock

Runestone, uncommon

Item: A gauntleted suit of armor

While you are wearing this armor, you can rap your fist on an object to cast the knock spell on it. Once used, this property can’t be used again until the following dawn.

Mariner

Runestone, common

Item: A simple or martial weapon

This weapon or ammunition fired with it magically repels water. Attack rolls you make using it aren’t made with disadvantage for being underwater.

Mark/ Recall

Runestone, very rare

Item: A suit of armor

While you are wearing this armor, you can use an action to magically mark a surface on which you are standing. While a location is marked in this way, you can spend 1 minute concentrating on it (as if concentrating on a spell). At the end of the period, you and up to five willing creatures within 5 feet of you teleport to the marked location, and the mark vanishes. Once you mark a location, you can’t do so again until the following dawn. If you mark another location while you already have a mark, the older mark vanishes.

Mime

Runestone, legendary

Item: Any armor or weapon

This runestone is able to mimic the properties of magic items. A creature can spend a short rest spent focusing on a magic item and this runestone. The magic item must be of the same type as the type of equipment to which this rune is affixed. Focus usually takes the form of quiet meditation or other appropriate activity. If the short rest is interrupted, the copying process fails. Otherwise, at the end of the short rest the runestone gains the properties of the magic item, excluding any fixed bonuses such as those to attack and damage rolls, spell save DC, and Armor Class. If a property has charges, it is copied with no remaining charges. Only the properties of one magic item can be copied at a time. The mimicking process overwrites any existing copied properties. The process automatically fails when attempting to mimic the properties of artifacts.

Overshield

Runestone, very rare

Item: A suit of heavy armor

While you are wearing this armor, you gain 8 temporary hit points at the start of each of your turns.

Phoenix

Runestone, rare

Item: A suit of armor

When you’re reduced to 0 hit points and start dying while wearing this armor, this rune immediately casts fireball centered on you. At the start of your next turn, instead of rolling a death saving throw, you regain 1d6 hit points. Once used, this property can’t be used again until the following dawn.

Retribution

Runestone, very rare

Item: A suit of armor or a shield

While you are wearing (armor) or wielding (shield) this item, whenever you take damage from a creature you have advantage on your next attack roll against creatures of that type before the end of your next turn.

Serpent

Runestone, uncommon

Item: A simple or martial weapon

When you hit a creature with this weapon, you can attempt to poison it. The target must succeed on a Constitution saving throw or become poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns. On a success, the effect ends. Once used, this property can’t be used again until the following dawn.

Soultrap

Runestone, rare

Item: A simple or martial weapon

When you kill a creature with a challenge rating equal to or higher than your level with this weapon, you regain one expended spell slot. This spell can’t be of a level higher than your proficiency bonus. Once used, this property can’t be used again until the following dawn.

Superconductor

Runestone, rare

Item: A simple or martial weapon

This runestone captures and stores magical potential for short-term use, and can hold a number of spell levels equal to the proficiency bonus of the creature attuned to it. When you are targeted by a spell while holding this weapon, the runestone gains a number of charges equal to the level of the spell, up to the maximum the runestone can hold. When you hit a creature with an attack using this weapon, you can expend any number of charges to deal an extra 1d6 force damage per charge expended. This item loses any accrued charges when you finish a short or long rest.



Tempest

Runestone, legendary

Item: A simple or martial weapon

Once on each of your turns, when you hit a creature with this weapon you can deal an extra 1d10 lightning damage. An arc of lightning then leaps from that target to as many as three additional creatures of your choice within 30 feet of it, which also take 1d10 lightning damage.

Thief

Runestone, common

Item: A suit of armor

A favorite of cutpurses and thieves. Once per day while wearing this armor you can reroll a failed Dexterity check. If you do so, you must use the new roll.

Volant

Runestone, legendary

Item: A suit of armor

While you are wearing this armor, you gain a flight (hover) speed equal to twice your walking speed.

Warmage

Runestone, rare

Item: A suit of armor or a shield

This runestone has three charges. While you are wearing (armor) or wielding (shield) this item and fail a concentration saving throw that you make to maintain concentration on a spell due to taking damage, you can expend a charge as a reaction to reroll the saving throw. If you do so, you must use the new roll. You can expend a spell slot of 1st level or higher to recover an expended charge.

Warrior

Runestone, common

Item: A simple or martial weapon

Popular among mercenaries and soldiers, this runestone ensures you keep your sword in your hand. While you are wielding this weapon, you can’t be disarmed of this weapon while you are conscious.

Wolfsbane

Runestone, very rare

Item: A simple or martial melee weapon

In darkness, the unsheathed blade or head of this weapon sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. In addition, when you hit a shapechanger with this weapon, it takes an extra 2d6 radiant damage and must succeed on a Constitution saving throw. On a failure, it immediately assumes its true form if it was shapechanged and it can’t shapechange until the end of its next turn.

Dread and Insanity

The potent dread and insanity described herein are reserved for truly dire and horrific circumstances. Exposure to the presence of an Elder Being, enduring the grueling mental assault of an eldritch magical attack, or observing a creature whose very presence can instill supernatural fear or unhinge the capacity for sane thought can wreak havoc on the most heroic of adventurers. Profoundly disturbing experiences—those that shake the foundations of the mind and spirit—are a part of a Wold's Edge campaign. The core of these rules are the concepts of dread and insanity. Dread can have minor effects, such as causing a character to become momentarily shaken, skittish, or distracted, but it can also have long-lasting or even deadly effects such as panic or heart attacks. Sufficient dread can cause a character to suffer insanity, which has more devastating effects in the long term.

Sanity Score and the Sanity Tracker

A character with a high Sanity is level-headed even in the face of insane circumstances, while a character with low Sanity is unsteady, breaking easily when confronted by eldritch horrors that are beyond normal reason.Your character starts with a Sanity Tracker, which goes from 0 to 150. To determine your characters starting Sanity Tracker, take 100 and either remove or add 10 times your Sanity modifier

As an Example, a character with 8 Sanity (-1 Mod) starts with 90 Maxmimum Sanity, meanwhile a character with 14 Sanity (+2 Mod) starts with 120.

Losing Sanity

Some special abilities, circumstances, and events can lead to you reducing your Sanity Tracker, which cannot be easily restored, especially if your character loses a lot of sanity in a short period of time.

Whenever a character loses 6 or more Sanity, they are automatically frightened by whatever caused them to lose the sanity. The duration of this frighten varies on the effect that caused it, and may only last a couple rounds or even after the source is well outside your line of sight

Insanity

Whenever a character loses 12 or more Sanity in a number of days equal to the Stat Modifier of your Sanity stat (Minimum of one), they risk going insane.

Insanity is a long-term condition that has specific effect on a character and their abilities. Insanity does not in and of itself cause or worsen dread. Rather, insanity function similar to a disease: it afflicts a character with a specific disadvantage that remains until the insanity is cured or the character recovers from it. Insanity is less common and immediate compared to dread, but it is potentially devastating over the long term. There are numerous forms of insanity detailed on the following pages. When a character gains an insanity, the GM makes an appropriate selection (or rolls one randomly) from the list. It’s possible to suffer from multiple forms of insanity.

Whenever a character reaches 0 on their Sanity Tracker, they go completely insane, and the Player in control must relinquish it to the DM

Insanity Strenght

All insanities have a save DC that represents its strength. This save DC is equal to the save DC of the source of the insanity. If the source doesn’t have a save DC, use DC 15 or whatever DC would be most appropriate if one were allowed, such as a save DC equal to 10 + half the source’s challenge rating for a creature or the save DC of a spell scroll of the same rarity for a magic item.

Multiple Insanities

Whenever a character gains a new form of insanity, the save DCs of any existing insanities each increase by 2. If the new insanity gained is one the victim is already suffering from, use the higher DC between the two + 5 instead of the character having two instances of the insanity.

Recovering From Insanity

Saving Throw: Once every 10 days, a character with an insanity can attempt a Sanity saving throw against the insanity’s DC. On a success, the insanity’s DC is reduced by 1d4; note that some forms of insanity have effects that trigger if the character fails this save. As long as the insanity has a DC of at least 1, the character continues to suffer the full effects of the insanity, although it becomes easier to resist its effects and recover as the DC goes down. Once the insanity reaches a DC of 0, the character is cured and that particular insanity no longer affects them.

Medicine: Insanity can be treated by ability checks using the Insight or Medicine skill. First, the insanity must be identified. A character can identify an insanity with a successful Wisdom (Insight or Medicine) check against the insanity’s save DC. Then, with 1 hour of effort per day for 10 days, the healer can treat the insanity with a Wisdom (Insight or Medicine) check against the same DC at the end of the week. If the check succeeds, the patient receives a +2 bonus on their saving throw to reduce the insanity’s save DC for that 10-day period.

Restoring Sanity and the Frigthened Condition

Restoring Sanity: Sanity also restores on its own, typically over time. You typically gain 3 Sanity for resting in a secure, and safe location for 2 or more days. Seeking Therapy or performing an act that would cause a great deal of happiness to your character may also restore sanity. Note, however, that there may be sources of dread that circumvent this rule and cannot be removed short of magical or some other heroic intervention, or they might be permanent.

Frightened and Dread: An effect that removes the frightened condition restores 3 Sanity unless it specifies otherwise, and other spells or effects that soothe emotions or reassure their beneficiaries might restore Sanity as well (at the GM’s discretion). Nonmagical effects that cause the frightened condition (such as a dragon’s Frightful Presence) don’t necessarily reduce your Sanity.

Dread Resistance: Under this rule, class features and traits that grant immunity to the frightened condition instead grant greater Sanity. Greater Sanity gives the creature advantage on saving throws against Sanity reducing effects.

Revised Rules

Injury and going down

When you fall to 0 hit points, you've taken significant damage and gain an open, lingering wound somewhere on your body. Roll on the Lingering Wounds table.

d10 Area
1 An arm
2 A leg
3 A hand
4 A foot
5 Your stomach
6 Your back
7 Your head
8 Your face
9 Your chest
10 Your buttocks

Treating a Wound

A wound hinders you while it's untreated, making your life difficult with exhaustion. You can spend one hour to treat a wound using first-aid knowledge and supplies—make an Intelligence (Medicine) or Wisdom (Medicine) check (DC 10) to patch up the wound. A treated wound remains on your character—though it no longer causes exhaustion. A wound will only heal properly during a long rest or with magical healing.

Healing from Wounds

Wounds heal naturally over time. At the end of a long rest, roll to see if your wounds have healed—make a Constitution (Medicine) check (DC 15) for each wound. Some downtime activities, such as resting, may allow you to roll the check with advantage.

Magical Healing

You may use magical effects to heal a wound. You do not gain any hit points from the magic in doing this, however— all of the spell's power is used on your wound.

Permanent Injury

The Human Body is bound to break at some point or another. Whenever a character recieves Their Con Mod Wounds in a 24 hour period to the same area, that area recieves some form of permanent damage.

Down but not Out

When you are downed, if you choose, you may choose make a DC 10 constitution saving throw to see if you can maintain consciousness. If you succeed, you will be able to speak falteringly and drag your prone body 5ft per turn but will otherwise count as incapacitated, note that doing so may incite nearby hostiles to finish you off. Once stabilized you are unconscious unless healed.


Conditons

Extra Conditions for Monsters and Players

Bleeding

Bleeding creatures cannot regain hit points from spells or abilities. A bleeding creature can only regain hit points by consuming hit dice or completing a long rest.

Bloodied

Whenever you have lost half your hit points, you become bloodied, If you are bloodied, it's a little harder to recover your stamina. While bloodied, you must use a bandage or other first-aid material in order to spend any hit dice and recover hit points when resting. Make sure to keep an eye on your medical supplies. (No checks required)

Mortal

Whenever you are at 10 Hit Points or under, you are Mortal. Some enemies may take advantage of your weakened state.

Dazed

If you are concentrating on a spell and fail to concentrate, you become dazed. While dazed, you cannot concentrate on spells until the end of your next turn.

Dangerous Magic

Sometimes, the flow of magic turns against you. It's hard to shape, it's too chaotic, it's too powerful—whatever the reason, some magic energy lashes out during your spellcasting attempt and causes you some harm. This is called burnout and it can happen to any caster, whether arcane or divine. Magic is dangerous work, and the slightest distraction can be catastrophic.

Triggering Burnout

If you are a spellcaster, take a d12—this is your Burnout die. Whenever you attempt to cast a levelled magic spell, roll the Burnout die. On a 1 or 2, the power is overwhelming and you trigger a burnout event—two things happen to you: Your burnout die starts as a d12, but each time you suffer burnout the die becomes one size smaller. As your die shrinks it becomes increasingly more likely that you will trigger further burnout in future—so be careful with your die.

Burnout Die: 1d12->1d10->1d8->1d6->1d4

Concequences

If your spell is 1st-level or higher, roll a d100 and check the Burnout Consequences table to see what effect your burnout has. Consequences become increasingly more severe the higher your spell level, so beware.

d100 Consequence
01-05 Drained Lose (spell level) hit dice.
06-15 Reduced Lose (spell level / 2) hit dice.
16-40 Shocked Lose (spell level x 4) hit points.
41-88 Hurt Lose (spell level x 2) hit points.
89-90 Blackout You have disadvantage when casting spells for (spell level) rounds.
90-95 Gifted Regain this spell slot.
96 Renewed Regain (spell level) hit dice.
97 Healed Gain (spell level x 4) hit points.
98 Protected Gain (spell level x 4) temporary hit points.
99 Energized You have advantage when casting spells for (spell level) rounds.
100 Restored Reset the burnout die to d12.

Recovering from Burnout

Once a burnout die shrinks, it remains that size until you take a recovery action. There are two primary means of recovering from burnout:

  • Spend a hit die: You can spend a hit die during a short or long rest to grow your burnout die by one step.

  • Get a good sleep: If you get a good night's sleep, with proper amenities, your burnout die grows by one step.

Safe Magic

Not all magical abilities put your body at harm's risk. Some forms of magic are innate, controlled, or otherwise rendered harmless—these safe magics don't require a burnout roll when used:

  • Cantrips: Base level spells are easy to harness and make use of, no matter the situation

  • Class Features: Effects gained through class features— such as Channel Divinity or Lay on Hands (This obviously excludes the Spellcasting and Pact Magic Features).

  • Limited Magics: Effects gained through Feats

  • Racial Features: Spells gained through a racial ability— such as the tiefling's Infernal Legacy. Magic Items: Magic items—such as wands and weapons —channel their own arcane energies.

  • Rituals: A ritual safely controls the flow of magical energy with complicated sigils and glyphs.

Combat Changes

Improved Critical Hits

Critical hits are improved from the standard doubling your damage dice

Critical hits deal the maximum of the first hit die, and on top of that, one must roll an additional damage die For an example, a longsword dealing 1d8 damage would simply roll 2d8 as per crit rules. With this rule, it would deal 8+1d8 damage instead, of course, including modifiers.

Note that this only applies to the first die, so an attack dealing 2d6 damage would equate to 6+3d6+Modifiers

Flanking

Being on exact opposite sides of a large or smaller creature imparts a +2 bonus melee attacks on said creature.

Improved Two Weapon Fighting:

Change the wording to:

When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can make an additional attack against the same target with a second light melee weapon that you’re holding in the other hand. You can make this additional ‘offhand’ attack a maximum of once per Attack action (no matter how many attacks you have). Alternatively, you may use a bonus action to attack a different target using your second light melee weapon. In all cases, you don’t add your ability modifier to the damage of this additional attack, unless that modifier is negative.

Potions

A character may drink a potion as a bonus action OR an action. If the potion they are drinking has a die associated to it (Example, a Potion of Healing's 2d4+2 healing) they may automatically gain the maximum amount for that potion.

Shove

Shove is now a bonus action

Long Duration Spells

Most spells that last 1hr, 8hrs or some even 10 mins now last until you long rest. (I have to write a list)

Group Initiative

Characters that share an initiative now can go at the same time for greater co ordination.

Blade Ward, Resistance, True Strike...

Some cantrips provide only a minor benefit for one turn, until you take your turn again. These have been extended to last for 2 full turns. They effectively dissipate 2 turns after you use them.

Survivalism Changes

Long Rest Variant

Characters don't regain hit points at the end of a long rest, and regain only half of their hit die. Instead, a character can spend Hit Dice to heal at the end of a long rest, just as with a short rest. Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest. When you finish a long rest during which you slept in medium or heavy armor, you regain only one quarter of your spent Hit Dice (minimum of one die). If you have any levels of exhaustion, the rest doesn't reduce your exhaustion level. A long rest is never mandatory, but going without sleep does have its consequences. If you want to account for the effects of sleep deprivation on characters and creatures, use these rules. Whenever you end a 24-hour period without finishing a long rest, you must succeed on a DC 10 Constitution saving throw or suffer one level of exhaustion. It becomes harder to fight off exhaustion if you stay awake for multiple days. After the first 24 hours, the DC increases by 5 for each consecutive 24-hour period without a long rest. The DC resets to 10 when you finish a long rest.

Variant Encumberance

The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table in chapter 5, "Equipment." If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your speed drops by 10 feet. If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution

Darkvision

True darkvision is a rare ability, found only in those who live in the darkest places of the world. To make darkness more significant in your game, apply these changes. If you have the Darkvision racial character trait, replace it with the Low-light Vision trait. If you have the Superior Darkvision racial trait instead, replace it with Darkvision.

Low Light Vision

For 30 ft around you, you can see in dim light as if it were bright light. You can't see in darkness.

Darkvision

For 45ft around you, you can see in dim light as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey. Beyond 45ft, you can't see in darkness.

(Note, the only exception to this are Kobolds, who keep both Darkvision, now of 45ft and Sunlight Sensitivity, while not necessarily having Superior Darkvision).

Short Rest Restrictions

Characters are restricted to 2 short rests before taking a long rest

Long Rest Supplies

Long rests now require camp supplies. These are not tracked by food like in the game, but with supplies

A character needs 20 supplies to long rest fully, track supplies for your party by multiplying this number

20 supplies weigh 5 kg, and always cost 10gp.

A character that only has 10 supplies can long rest while recovering a quarter of their hit die, and half their spell slots

A character with no supplies cannot long rest.

Thieves Tools

Thieves Tools are now consumed on use. They cost 25gp and weigh 2kg each.

New Character Creation Options

The sprawling lands and endless challenges of Katarran forge heroes and villains of many different stripes. The myriad dangers of this wild continent constantly encroach upon innocents in need of protection, even as the legends and the magic of the past challenge those brave enough to reshape the world—for good or ill. The material in this chapter offers a number of new options for player characters to define who they are and what they wish to become.

The character options in this book are useful for players , allowing adventurers and NPCs to take starring and supporting roles in the campaign. In this chapter, you'll find stories and statistics that tie the races of the Player's Handbook and the broader world of D&D to the lands of World's Edge, as well as new subclasses, new backgrounds, and new classes to make your cursed soul truly your own.

Races of Katarrran:

The nations of World's Edge are populated by people of many different races. All the races present in the Player's Handbook, as well as many of the other races of the D&D game, have a home in World's Edge. However, some of those races have cultures that differ from those of their kin elsewhere in the multiverse. This chapter provides cultural information about the common races of World's Edge, plus several subraces not found in the Player's Handbook.

In addition to the races of the Player's Handbook, World's Edge is home to many other races, including the following:

  • Any race from Mordenkainen Presents: Monsters of the Multiverse (With the exception of Gith and Fairies. In addition, Kobolds keep their old stat block)
Mordenkainen and Stat Allocation

While all races within Mordenkainen Presents: Monsters of the Multiverse can allocate their stats to whichever attribute they want, in the World of Katarran, they maintain their original racial attribute increases, as per their original printings.

  • Custom Lineages and Customizable Origins from Tasha's Cauldron of Everything

  • Dragonborn Variants from Fizban's Treasury of Dragons

  • Any race from the Sword Coast's Adventurers Guide.

  • Leonin from Mythic Odysseys of Theros

  • Tiefling subraces from Mordenkainen's Tome of Foes

  • Warforged from Eberron: Rising from the Last War

Additional Classes:

Here are some extra options in terms of classes. In this dreary world, some men have decided to forge an unusual path. These classes and their relevant rules will be provided to you by your GM.

The Gunslinger

Beyond the edge of civilization, where the law struggles to gain purchase and dangers lurk around every corner, the unknown calls to the desperate exile and the fortune seeker alike. Gunslingers are not artificers, inventors, tinkerers, or engineers—they are pragmatists who use the best tools available to them.

The Pugilist

Wherever they come from, pugilists live a rough andtumble life that leaves them full of determination andreckless, either from overconfidence or desperation. Ina fight they can channel this strength of character to digdeep and fight off foes with greater strength of numbers,arms, or armor than anyone else would think possible. (Minus the Arena Royale Subclass, as that is disallowed)

The Accursed

The vast majority of people who receive a permanent curse consign themselves to their fate, either finding a way to live with their curse’s adverse effects or giving themselves fully to the curse’s compulsions. An accursed dedicates their time and willpower to finding a way to make the magic of their curse work for them, though each in their own way.

Additional Subclasses:

The Way of the Eight Limbs Monk

The vast majority of people who receive a permanent curse consign themselves to their fate, either finding a way to live with their curse’s adverse effects or giving themselves fully to the curse’s compulsions. An accursed dedicates their time and willpower to finding a way to make the magic of their curse work for them, though each in their own way.

Wizard School of Onomancy

The Universe has a language of its own. It is older than any entity, any God, or any form of creation. Everything in existence, living or otherwise, has a Truename: an esoteric connection that links it to Creation. Onomancy wizards, as they delve into the research of ancient utterages, experiment what influence they can have using Truespeech and Truenames to their will.

Path of Chance Warlock (Pact Boon of the Deck also available as additional option.)

Almost every culture in history has believed in the existence of some supernatural force that could influence random events. Whether they represent this as a god, trickster spirit, or innate property of each individual, there has always been a sense of something out there influencing our fates. Sometimes, a gambler with an exceptionally powerful will might come into direct contact with this force, and surrender their soul in exchange for a lifetime of impossibly good luck.

College of the Apocalypse Bard

These bards, bestowed with the ability to glimpse into the future are certain of the approach of the End Times, oftentimes because they are the ones facilitating it, and more rarely, because they are trying to prevent it. One thing is certain, if you hear their prophetic chants, prepare for the worst, for it is coming.

Pact of the Blight Warlock

The Blight While we might be convinced that the world is sick, we have misunderstood what exactly the sickness is. The entity known as The Blight often seen by the humanoids who encounter presence as the hand of destruction, is far from that No, this time that they call a disease is but the she, for, of nature fighting back The Blight has been seen by the world as the antidote to the plague that is humanity. In the Blight, eyes we are the cancer at the awe of the world. And it will stop at nothing to cleanse the world of our influence. Everything we are will he destroyed, everything we've built - torn down, everything we've taken - returned.

Vampiric Bloodline Sorcerer

You were bitten by vampires, which reign supreme under the veil of twilight. Yet, you didn't become a thrall, perhaps by sheer force of will, or by some cruel plan from your « benefactor », instead you gained wicked vampiric powers.

Vampiric Knight Fighter

As the product of failed conversion to vampirism, these fighters reprensent one of the worst threats that a vampire can face. Using their own powers against them, these living beings lay waste to the monsters, with their swift movements, resistance to mind control and unrelenting strikes. They bring back the fear of the night into the hearts of vampires.

Path of the Twilight Vanguard Barbarian

These warriors are blessed by the twilight, they have full control over lights and shadows and use these powers to control the flow of battle, separating their foes, and protecting their friends.

Extra Feats

Runesmithing Adept

You have excelled in your study of runesmithing and are regarded as a prodigy by your peers, gaining the following benefits:

• Increase your Dexterity or Intelligence score by 1, to a maximum of 20.

• Your proficiency bonus is doubled for any ability check you make with runesmith’s tools.

• Over the course of a short rest, you can attempt to remove a runestone affixed to a piece of equipment without destroying it. At the end of the short rest, make a check with your runesmith’s tools, where the DC is equal to the DC to create the runestone. On a success, the runestone is recovered.

Blood Hound

Prerequisite: Wisdom 13 or higher

Your keen senses are heightened beyond that of most people. Whether these senses were heightened through training, through the loss of other senses, or they simply matured as you did, you gain the following benefits:

• While conscious, whenever a creature that is small or larger moves, within 10 feet of you, you immediately become aware of its presence.

• Your attack rolls do not have disadvantage against invisible creatures that you are aware of.

• You have advantage on Wisdom (perception) and Wisdom (survival) checks that rely on sound or smell.

Iron Gut

Prerequisite: Constitution 13 or higher

You eat like a giant and drink like a fish. Years of punishing your stomach and liver have led to a powerful fortitude. You gain the following benefits:

• You have advantage on Saving Throws against being poisoned.

• Upon completing a long rest, you regain 1 additional spent Hit Dice.

• As an action, you can spend Hit Dice to heal yourself, as if you have taken a short rest. You can use this ability a number of times equal to your Constitution modifier (minimum of 1) per long rest.

Nimble Physique

Prerequisite: Dexterity 13 or higher

You are small and thin for your race. You have a mysterious and consistent ability to avoid danger. This feat grants the following benefits:

• As long as you are not wearing armor, you may take the dodge action as a bonus action. You can use this feature a number of times equal to your Dexterity modifier (minimum of once) per long rest.

• You can fit and squeeze through spaces as though you were one size smaller than you are.

• Moving through spaces occupied by allies does not impose movement penalties.

Thrown Weapon Master

You excel at thrown weapons and gain the following benefits:

• When you take the attack action to throw a weapon with the Thrown property, you may immediately use a bonus action to make two more attacks with a Thrown weapon. These must also be thrown attacks. You may use this ability a number of times equal to your dexterity or strength modifier per short rest.

• If you throw a weapon as part of an attack, you may immediately draw another onehanded weapon as part of that attack.

Witch Hunter

You have honed and perfected your skills fighting against spellcasters. You gain the following benefits:

• Whenever a hostile creature targets you with a spell, make a Wisdom saving throw against the spellcaster’s spell save DC. On a success, the creature must choose a new target or lose the spell. This does not protect you from area effects, such as the explosion of a fireball.

• Whenever you hit a spellcaster with a melee attack, the target’s speed is reduced by 10 feet until the beginning of your next turn.

• You have advantage on saving throws against being cursed.

Bully

Prerequisite: Proficiency with at least one firearm

You are adept at using firearms in close quarters, gaining the following benefits:

  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.

  • Once per turn, when you hit a creature within 10 feet of you with a ranged attack using a firearm, you can force the target to make a Strength saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). On a failed save, you push the target 5 feet away from you and knock it prone

Marksman

Prerequisite: Proficiency with at least one firearm

You are an expert at hitting your mark with ranged weapons, gaining the following benefits:

  • Being prone doesn’t impose disadvantage on your ranged weapon attacks.

  • Attacking a prone target doesn’t impose disadvantage on your ranged weapon attack rolls if the target is within your weapon’s normal range.

  • If you haven’t moved since the start of your turn, you can use a bonus action to steady your aim. Until the end of your next turn, you have advantage on the next ranged weapon attack roll you make. This effect ends early if you move or take damage

Extra Artificer Infusions

Enchanced Runic Defense

Prerequisite: Proficiency with runesmith’s tools Item: A suit of armor or a shield with the runic tag

The maximum number of runestones that can be affixed to this suit of armor or shield is increased by 1. If this infusion ends, a number of affixed runestones exceeding one are immediately destroyed (your choice).

Enhanced Runic Weapon

Prerequisite: Proficiency with runesmith’s tools Item: A simple or martial weapon with the runic tag

The maximum number of runestones that can be affixed to this weapon is increased by 1. If this infusion ends, a number of affixed runestones exceeding one are immediately destroyed (your choice).

Extra Warlock Invocations

Aspect of the Major Arcana

Prerequisite: Pact of the Cards feature

When you finish a long rest, you may draw a card from your Deck of Fate to determine what aspect of cosmic arcana guides you in the near future. Until the next time you finish a long rest you gain the benefit of an invocation of your choice, whose prerequisites you meet.

Cutting Cards

Prerequisite: Pact of the Cards Feature When you cast Eldritch Blast, you may use a reaction to add extra damage onto your eldritch blasts. Draw a card, ignoring all figures, add the number drawn onto the damage of the Eldritch Blast. You may use this Feature a number of times equal to your Charisma Modifier

Cards of Omen

Prerequisite: 5th level, Pact of the Cards feature

You can cast Augury at will, ignoring the material components of the spell as long as you have your Deck of Fate.

Arcane Reading

Prerequisite: 10th level, Pact of the Cards feature

You can cast Legend Lore once using a Warlock spell slot, ignoring the material components of the spell as long as you have your Deck of Fate. You can’t do so again until you finish a Long Rest.

Character Creation Rules and Changes

Character Creation

Here are some of the rules relevant to character creation in a campaign set in World's Edge.

Class Feature Variants

All Class Feature Variants from Tasha's Cauldron of Everything are allowed.

Insanity Statistic

A new statistic is introduced, to go with the pre-existing 6. It is Sanity, already added to your sheets. This is tied to a Sanity Tracker, which goes from 0 to 150. To determine your characters starting Sanity Tracker, take 100 and either remove or add 10 times your Sanity modifier

As an Example, a character with 8 Sanity (-1 Mod) starts with 90 Maxmimum Sanity, meanwhile a character with 14 Sanity (+2 Mod) starts with 120.

Ability Scores

Characters have access to a 30 Point Stat-Buy, keeping account for the Sanity Stat, or if preferred, characters may use Standard Array with an extra 11 for sanity.

Starting Equipment

You may select either starting equipment or starting gold. You may select from the player's handbook adventuring gear, weapons, and armor to determine what you can buy and the costs.

Feats

You recieve a Feat at level 1.

Sanity Saving Throw Proficiency

You can trade a saving throw proficiency of your choice for proficiency in Sanity Saving Throws.

Class Changes

Ranger

Players may pick from either the Unearthed Arcana, or PHB Ranger.

Warlock/Sorcerer Spells Known

Warlocks do not count their subclass given spells as spells known, and previous Sorcerer subclasses recieve a list similar to the ones in the Clockwork Soul subclass (Ask your GM).

Hexblade Warlock and Pact of the Blade

A part of the level 1 Feature for Hexblade Warlocks, "Hex Warrior" is removed from the Hexblade subclass and is instead applied to the Pact of the Blade Pact Boon. Note that this means that Hexblade warlocks still gain proficiency with medium armor, shields, and martial weapons at level 1, just not the effects listed below.

Hex Warrior

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type."

Thief Rogue

Thief Rogues now gain 2 Bonus Actions whenever they pick the subclass at level 3.

Martials Unleashed

Masters of War

The Martial Caster divide is one that is fundementally inbuilt into the D&D 5th Edition system. It is my hope however, that with the new weapon, armour and spellcasting changes as well as the minor changes I am going to be introducing in this section, that the divide is somewhat closed.

Martials Unleashed provides more flexibility in and out of combat for Martial Classes, adding an array of out of combat abilities, as well as some minor additions to in combat proficiencies for Martial Classes, especially at lower levels, to allow more dynamic gameplay than simply "I hit him with my sword" for 5 levels.

Fighter

All Fighters now gain Battle Superiority dice based on their level, these work exactly the same as the Battlemaster's Superiority Die and function the same, being recovered on a short rest, so long and so forth.

You gain 1 Superiority Die every 2 levels.

You pick 2 Manuevers from the Battlemaster Subclass at level 1, and pick another one at level 5, level 10, and level 12.

You have 1 Superiority die at level 1

You have 2 at level 3

You have 3 at level 5 ....

Every Fighter however starts with 1 of these two Manuevers, in addition to the two you already pick at level 1

Commanding Presence. When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.

Tactical Assessment. When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.

Arcane Archer

Not only can an arcane Archer make use of the various different arrows in the game, but they may also spend their downtime crafting different arrows, including the ones they would normally get from their subclass, and use them WITHOUT expending the limited uses they normally have. These cost quite a bit and require some time to craft.

Battle Master

Battle Master, in addition to the additional superiority die, gain a new feature when the subclass is picked at level 3

Sensational Guile

At 3rd level, you expand your knowledge on the world with significance. Afterall, how can you be capable of greatness, without learning what greatness is made out of. As a bonus action, you may use one of your Superiority die once per long rest to gain proficiency in any skill, until your next long rest.

Cavalier

Cavalier, in addition to the additional superiority die, gain a new feature when the subclass is picked at level 3

Bastion of the People

At 3rd level, you become a shining beacon for those you choose to represent, whether they be the common folk, or the nobility you serve or are a part of. You gain advantage to all charisma checks while speaking to a chosen group, which you choose when picking the subclass. The Choices are Commoners, Nobility, Criminals or Merchants and Artisans (Merchants and Artisans are ONE group)

Echo Knight

Echo Knight's Echo Avatar feature is unlocked at level 3 instead of at level 7. At level 7, they gain a new feature:

Only one of Two

At 7th level, your echo and you have learned to fully shift into the world, allowing for illusion and trickery. A number of times equal to your CON mod per long rest, you can cast, from your echo's location, the following spells: Minor Illusion, Magic Mouth, Silent Image

Eldritch Knight

Instead of having to pick spells and replace them by levelling, Eldritch Knight can now prepare all spells from the wizard spell list, and can switch them out at any moment for others.

However, these spells must be from either:

The Abjuration School

The Evocation School

And 1 School of Choice, which you pick when you pick the subclass

Psi Warrior

The Psi Warrior gets a new Psi Power they can access at level 3:

Mind Trick

The Psi Warrior may cast any of these spells by using one of their Psi Power Die: Disguise Self, Distort Value, Illusory Script, Minor Illusion, Silent Image.

Rune Knight

Rune Knights are automatically proficient with Runecrafting tools and capable of performing Rjuunskraft.

Samurai

Samurai, in addition to the additional superiority die, gain a new feature when the subclass is picked at level 3:

Steady Heart, Steady Mind

Your form and mind are steeled against corruption, and your code quickly allows you to know what to do, even when the situation is tense and there is little time to think. You receive a +2 bonus to your Wisdom or Charisma Ability Score

Barbarian

Barbarians can now jump a number of feet equal to 5 times their STR Mod as a bonus action, even if standing completely still. Note that this still consumes movement, but allows for greater agility.

Barbarians can also shove people more than 5ft away from themselves, they shove people 5 times their strength bonus whenever they perform the shove bonus action .

Ancestral Guardian

Ancestral Guardian Barbarians gain a new feature when the subclass is picked at level 3:

Past Knowledge, Past Lifetimes

You connect to your ancestors and allow them to guide your hands as well as your mind. You may, as a bonus action, for a number of times equal to your CON modifier per long rest, gain proficiency in a skill of your choice, this lasts a minute.

Beast

Beast Barbarians gain a new feature when the subclass is picked at level 3:

Dreadful Form

You are the bane of your enemies' eyes, and cast an overwhelming aura of terror wherever you stand. You have advantage on all Intimidation checks.

Totem Warrior

Totem Warrior's 6th level ability has a couple alterations, the first paragraph is changed to:

Aspect of the Beast

At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose which totem you pick at the start of a long rest, and may change it at the next long rest.

Monk

Monk now gains 1 more Ki point at level 2. Meaning they gain 3 at level 2. This affects the rest of the table, meaning Monks in general have 1 more Ki point than they normally should per level.

Ascendant Dragon

The Draconic Presence feature can be used by expending Ki points instead of once per long rest.

Cobalt Soul

Cobalt Soul monks now gain an extra proficiency to a skill of choice at level 3

Drunken Master

Drunken Master monks now gain expertise in performance, if they already possessed the skill before picking the subclass

Kensei

Kensei Monks gain a new feature when the subclass is picked at level 3:

War Incarnate

You have Mastered the Arts of War and can quickly determine and assess a situation. When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one Ki point to gain advantage.

Long Death

Long Death Monks gain a new feature when the subclass is picked at level 3:

Voices from Beyond

You have learned to attune with the spirits of the dead, not like a cleric might, but in a more aetherial way. As an action, you may spend a Ki point to attempt to speak to the Spirits of a location. They do not have to respond, but may based on how you approach, and appease them.

Open Hand

Open Hand Monks gain a new feature when the subclass is picked at level 3:

Unconsumed Mind

You are steady against the corruption and filth of this world, and may not be bested by it under any circumstance. You gain proficiency in Sanity Saving Throws

 

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