Xaggopia
- Xagraxis, He of Many Eyes
If you are reading this, you are one of two things. A man whom I trust dearly, or a thief I have not yet caught. Either way, I welcome you to read all that is within these pages. In this book, I shall show you our world, how it came to be this way, and what it is like now. You will learn of grand cultures, evil beings (Myself not included I hope), gods, demons, and the occasional goblin and orc. I bid you to have good luck in your travels, and I hope this book shall serve you well. Signing off
Xagraxis, a friend.
Contents
| Chapter 1 | The Land of Xaggopia |
|---|---|
| History | Page 4 |
| The Races of Xaggopia | Page 4 |
| The Deities of Xaggopia | Page 4 |
| Chapter 2 | Player Races |
| Foreword | Page 5 |
| The Greater Powers | Page 5 |
| Orcs | Page 5 |
| Goblinoids | Page 7 |
| Giant-Kin | Page 10 |
| Ogres | Page 10 |
| Trolls | Page 10 |
| Ettins | Page 11 |
| Fomorians | Page 11 |
| Cyclopes | Page 12 |
| The Lesser Powers | Page 13 |
| Gnolls | Page 13 |
| Bullywugs | Page 14 |
| Yuan-ti | Page 15 |
| Nomad Races | Page 16 |
| Kobold | Page 16 |
| Thri-Kreen | Page 17 |
| Locathah | Page 18 |
| Aarakocra | Page 19 |
| Sahuagin | Page 20 |
| Lizardfolk | Page 21 |
| Tabaxi | Page 22 |
| Powers of the Underdark | Page 23 |
| Troglodytes | Page 23 |
| Minotaurs | Page 24 |
| Illithids | Page 25 |
| The Slave Races | Page 26 |
| Drow | Page 26 |
| Duergar | Page 27 |
| Svirfneblin | Page 28 |
| The Races of Little Note | Page 29 |
| The Fey | Page 29 |
| The Shadowfell | Page 31 |
| The Wyrdborns | Page 32 |
| Chapter 3 | The Factions of Xaggopia |
| What are the factions? | Page 37 |
| The Kings Confederation | Page 37 |
| The Followers of the Hidden Lord | Page 37 |
| Orcish Council | Page 38 |
| The League of Undead | Page 38 |
| The Resistance | Page 38 |
| The Cult of Dagon | Page 38 |
| The Sellswords | Page 39 |
| The Hob-Kings | Page 39 |
| Chapter 4 | Important NPCs |
| Foreword | Page 40 |
| The Hob-Kings | Page 40 |
| The Lich Lords | Page 40 |
| The Hidden Lords Followers | Page 41 |
| The Orchish Council of 8 | Page 41 |
| Chapter 5 | The Gods of Xaggopia |
| The Gods of the Land | Page 43 |
| The Orcish Pantheon | Page 43 |
| The Goblinoid Pantheon | Page 44 |
| The Giant-Kin Pantheon | Page 45 |
| Demon Lords | Page 46 |
| Archdevils | Page 48 |
| Chapter 6 | Relics of Xaggopia |
| Demonic Relics | Page 49 |
| Graz'ztchar | Page 49 |
| Butcher | Page 49 |
| Heart-Cleaver | Page 50 |
| The Wand of Orcus | Page 50 |
| Carriontooth | Page 51 |
| Matalotok | Page 51 |
| Destroying The Relics | Page 51 |
The Land of Xaggopia
History
Long ago, in a world of magic and wonder, a mistake caused the end. A wizard, whose name has been lost to the ages, opened a portal to the abyss. Demons spilled forth into the world, like a plague they tore through the civilizations of men, dwarves, and elves alike, leaving ruin in their wake. Soon enough, the devils appeared to fight back the tide of chaos and plunged the world into the fiendish wars. But by that point, it was far too late. Most of the civilized races were extinguished, and society fell as a result. 2,000 years have passed, and since then the less sophisticated races have evolved not only to survive in the wastelands, but to create civilizations bold enough to challenge those of years past.
The races of Xaggopia
After the demonic scourge and the fiendish wars, very little of the civilized races remained in the world. Those that did either threw themselves at the mercy of their conquerers or fought off their lordship and temptation with the help of the devils. The most notable races are those that rose to great prominence in the years after the wars. The grand slavers, the drow and duergar, survived by hiding in their underground strongholds, waiting in fear as the world above them was destroyed. Since that long time ago, they have become slaves themselves, being hunted by the new overlords of the wasteland to build grand fortresses like those of times past. The races that came to rule the land were the orcs, goblinoids, and giant-kin. This said, other races such as gnolls, minotaurs, kobolds, and more have begun developing settlements of their own, and may seek to one day challenge the new powers of the wastes.
The Deities of Xaggopia
As civilizations began to blossom in the world, new grand gods were brought up that would lead the founding laws of each of these societies. Although each race has it's own pantheon of gods, we will list below the most important of these for the most abundant races found in Xaggopia.
Gruumsh, The One Eyed-God
The patron deity of the orcs, Gruumsh is known as the one-eyed god, he who never sleeps, and the one who watches. It is said he watches over all orcs, judging their worthiness to join his army after death in his constant struggle against Malgubiyet. It is said his home is found in Acheron, where he lords over his pantheon of orc gods, otherwise known as The Tribe of He Who Watches, and plans his next course of action against his rival. Paladin's who take up his cause of spreading the word of war and honor are known as The Eye of Gruumsh, and tend to remove one of their ocular organs to imitate him.
Maglubiyet, The Conquering God
Maglubiyet is the lord of all goblinoids, whom he took as his after conquering their original pantheon. He is known as The Mighty One, The Battle Lord, and The High Chieftain among his worshipers. The Battle Lord cares very little for goblins, and does not use them in his armies in Acheron. Instead he simply throws their souls back into the world to try their luck at being born as something he deems worthy, such as a bugbear or a hobgoblin. Maglubiyet is the eternal rival and enemy of Gruumsh, whom he hates above all else. As such, all hobgoblin and bugbear souls will join his army after death, fighting against that of the Orc God.
Vaprak, The Destroyer
Vaprak is otherwise known as The Destroyer, King-Eater, and The Rapacious. Vaprak is a god of primal urges and anger, encouraging blind rage in his followers. He is also the patron god of the giant-kin, such as trolls, ogres, and ettins. Vaprak resides within Acheron as well, and is an ally to the god Gruumsh. Unlike his friend, however, Vaprak has no interest in making an army of souls. Instead, he simply spits his followers back into the world to be reborn, unless they were cooked and eaten (killed by acid or fire), in which case he eats the creature's soul to gain more power for himself.
Other Gods
The other surviving races have deities of their own, each differing in origin and domain. The most important of which are Yeenoghu, of the gnolls, Baphomet, of the minotaurs, Laogzed, of the troglodytes, Ramenos, of the bullywugs, Kurtulmak, of the kobolds, and Sseth, of the yuan-ti.
Xagraxis, He of Many Eyes
So many powerful beings, and yet none were able to stop the devastation of our land. Goes to show you how trustworthy they actually are.
Player Races
Foreward
A large amount of the races found in this book will be home brew, and races such as common humans, dwarves, elves, halflings, and so on do not appear in this world at all. Save for the drow, duergar, and svirfneblin. If this is not the type of game you wish to run, I suggest you stop reading now. If you are interested, please, continue.
The Greater Powers
The three greater powers of Xaggopia are the orcs, goblinoids, and giant-kin. They hold the most land, and hold the most sway within the world.
Orcs
The orcs of Xaggopia have grown over the ages and learned not only to govern and hold territory, but have picked up the craft of smithing and tinkering. They have found how to make explosives and grand weapons for their wars, and orc-craft is now seen as the finest. Second only to that of the duergar.
Orc Society
The Orcs of Xaggopia have made a society based on honor and war. Near the end of the fiendish wars, the orcs took refuge in the abandoned dwarvish strongholds where over the course of hundreds of years they would build their grand kingdom. They followed in the footsteps of the dwarves, forming kingdoms through the coming together of different orc tribes, the chiefs all voting on who the king would be. Their economy is focused on war, plundering all they can from their enemies above and below ground.
A Race Changed
Over these years of change and adaptation new sub-races of Orcs came into existence. Aside from the common mountain dwelling gray orcs, you now also have the subterranean dwelling pale orcs and the chaos infused tanarukks.
Hatred of Goblinoids
Much like their lord, the orcs share a hatred of the goblinoids and find themselves warring with the creatures more often then not. Any orc found to be in company with or relation to a goblinoid is shamed by their tribe and either executed to allow Gruumsh to punish them or banished.
Orc Names
Orcs go by a strange naming convention, where their parents choose their first name and their last name is shared by the tribe instead of the family group.
Male Orc Names: Karrhig, Naghat, Stugbu, Mugorim, Zulmthu, Yakha, Woghuglat, Vretkag, Xarpug, Xugaa
Female Orc Names: Sharamph, Bumph, Bulfim, Ushug, Burzob, Bogdub, Rogbut, Rogmesh, Ushug, Bagrak
Orc Traits
Your orc character has the following traits.
- Ability Score Increase. Your Strength score increases by 2.
- Languages. You speak common and orc.
- Speed. Your base walking speed is 30ft.
- Adrenaline Rush. You can take the Dash action as a bonus action. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Whenever you use this trait, you gain a number of temporary hit points equal to your proficiency bonus.
- Powerful Build. You count as one size larger when you push, pull, and carry items.
- Orcish Weapon Training. You get to choose between axes, hammers, and clubs to be proficient in. When attacking with your proficient weapon, you will add your proficiency bonus to attack and damage rolls.
- Subraces. There are three subraces of orcs. Gray orcs, pale orcs, and tanarukks.
Gray Orcs
Gray orcs are the orcs of the surface who dwell in the grand dwarven mountains of old. Their skin has grown gray and tough over the years, making them blend in better with their rocky homes. These are also the most common types of orcs, and will be found commonly warring with goblinoids.
- Ability Score Increase. Your Constitution score increases by 1.
- Relentless Endurance. When you are reduced to 0 hitpoints but not killed outright, you can drop to 1 hitpoint instead. Once you use this trait, you can't do so again until you finish a long rest.
- Rocky Hide. Due to your tough, stone-like skin, you have resistance to all forms of nonmagical fire damage.
- Languages. Along with orc and common, you also speak giant.
Pale Orcs
Pale orcs are a subrace of orcs adapted to living undergound. Their skin is far paler than that of grey orcs, and their eyes are much larger. Due to their choice of home, pale orcs rely more heavily on their sense of hearing. They also tend to come into conflicts with kobolds and troglodytes over the scarce resources underground.
- Ability Score Increase. Your Dexterity score increases by 1.
- Superior Darkvision. You have darkvision out to 120ft. You can see in dim light as if it were bright light, and darkness as if it were dim light.
- Echolocation. Using a loud yell, you can uncover hidden items, creatures, and passage ways within a 60ft radius around you. This trait does not work on things hidden through magical means.
- Sunlight Sensitivity. You have disadvantage on all attack rolls while in direct sunlight, and you have the blindness condition in direct sunlight unless your eyes are covered.
- Languages. Along with orc and common, you also speak undercommon.
Xagraxis, He of Many Eyes
Never meet a pale orc in a dark alley. Let me tell you, those eyes even give me the creeps, and eyes are like, my thing.
Tanarukks
Orcs infused with abyssal energy, tanarukks are a strange amalgamation between an orc and a demon. They stand larger than regular grey orcs, with darker skin and large horns adorning their heads. Tanarukks can be born to any type of orc, but nowadays are simply born by two tanarukk parents.
- Ability Score Increase. Your Charisma score increases by 1.
- Innate Spellcasting. Due to the demonic blood flowing through your veins, you have the ability to cast the spell eldritch blast 3 times per every long rest starting at level 5. Starting at level 7, you can cast the spell greater restoration once per every long rest.
- Demonic Charge. As an action, you can charge your full movement speed at a creature and hit it with your horns, dealing 1d8+ your strength modifier on a successful hit.
- Languages. Along with orc and common, you also speak abyssal.
Goblinoids
The goblinoids is an umbrella term for the goblins, hobgoblins, and bugbears respectively. Each of which fill out their own roles in their caste-based society. The goblinoids are considered the most recent of the more powerful races, and inhabit the now dead forests and grasslands their elvish cousins once laid claim to.
Goblinoid Society
The system to which goblinoid society follows is one close to those of tyrannical kings of old. On the top is nobility, usually hobgoblins and bugbears of higher standing. They are the ruling caste, who always have favor over the lower classes. They are the ones that profit the most and work the least. The next caste is the artisans and soldiers, usually bugbears. They answer to the nobility, and are hired or ordered to build structures, fight in battles, or whatever else the nobility needs. The last caste is the dreggs. All goblins are in this class, and they are basically slaves. The local lord owns every goblin, and forces them to do unskilled labor at the threat of death. Unlike bugbears, goblins have no hope of moving up in the caste, and most are resigned to their fates.
Goblins everywhere
Due to goblins breeding like rabbits, there is a large amount of them. As such, a few varieties exist between them. There is the common goblin, the grovlin, and the horned goblin.
Goblin Names
Goblin names are usually short and guttural sounding. There are longer names as well though, often among female goblins, but 1-2 syllable names are generally more common. Many goblins are also known simply by a type of nickname, like No-Nose or Spiderbait. These nicknames are often derogatory in nature, befitting of their place in society.
Goblin Names: Hug, Tigirg, Zruchirk, Togdegg, Zrug, Grubgrub, Mitemouth, Beardung, Louse, Uglybrain
Goblin Traits
Your goblin character has the following traits.
- Ability Score Increase. Your Dexterity score increases by 2.
- Languages. You speak common and goblin.
- Speed. Your base walking speed is 30ft.
- Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
- Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn
- Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
- Subraces. There are three subraces of goblins. The common goblin, grovlin, and the horned goblin.
Common Goblins
The common goblin is your average goblin that resides in the wastes. They are the workers that tend the fields, chop wood, and break stone. These goblins are small in size, and come between the colors of red, to green, and pale.
- Ability Score Increase. One ability score of your choice except Dexterity increases by 1.
- Pack Tactics. As long as an ally is within 5ft of your target for an attack, you have advantage on attack rolls.
- Languages. Along with common and goblin, you also speak giant.
Grovlins
During the fiendish wars, some goblins interbred with imps, creating this infernal subrace the goblinoids know today. Grovlins are roughly the same size as regular goblins, with crimson red skin, higher intelligence, and wings that gift them the ability to fly.
- Ability Score Increase. Your Intelligence score increases by 1.
- Infernal Wings. You have a pair of leathery bat-like wings that sprout from your back, gifting you a flying speed equal to your base walking speed.
- Languages. Along with common and goblin, you also speak infernal.
Horned Goblins
Horned goblins were goblins bred in specific areas by their lords to become taller and stouter in stature. Their large horn, which sprouts from their nose, is a simple add-on to their immense strength. Horned goblins are usually medium, and are used mainly in mines to build tunnels.
- Ability Score Increase. Your Strength score increases by 1.
- Tough Body. Due to your incredibly tough body, you have resistance to piercing damage.
- Languages. Along with common and goblin, you also speak terran.
Bugbear Names
It is never explained how bugbears name their children. The guess most species take on this is they simply combine two or more sounds to make their child's name.
Bugbear Names: Ritrar, Gorgamkk, Vogank, Chruttork, Thazith, Targimkk, Thavrin, Ratan, Ghirdinn, Chravrark
Bugbear Traits
Your bugbear character has the following traits.
- Ability Score Increase. Your Strength score increases by 2 and your Dexterity score increases by 1.
- Languages. You speak common and goblin.
- Speed. Your base walking speed is 30ft.
- Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
- Surprise Attack. If you hit a creature with an attack roll, the creature takes an extra 2d6 damage if it hasn't taken a turn yet in the current combat.
- Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
- Subraces. There are two subraces of bugbears, the ami bugbears and the han bugbears.
Ami Bugbears
Ami bugbears are the bugbears of the north. They are the bigger, more well known bugbears. These ones usually tend to be used as footsoldiers for the nobilities wars.
- Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Han Bugbears
The han bugbears are the bugbears of the south. They are smaller in stature than regular bugbears, but much sneakier and can hide more easily. These bugbears tend to get lumped into the dregg caste, and so have lived under the yoke of slavery for a long time.
- Sneaky.
- Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.
Xagraxis, He of Many Eyes
The goblinoids fought tooth and nail to get their own civilization, and what do they do with it? Make life miserable for themselves. Disgusting.
Hobgoblin Names
Hobgoblin names are guttural and melodic, especially when compared to their goblin cousins. They take on titles past their actual names to make themselves feel grander then they actually are.
Hobgoblin Names: Drokvivac, Ner, Dandudog, Ondrar, Ozarz, Kozrovad, Kol, Rhankorg, Vruc, Rekkek
Hobgoblin Traits
Your hobgoblin character has the following traits.
- Ability Score Increase. Your Constitution score increases by 2 and your Intelligence score increases by 1.
- Languages. You speak common, goblin, and sylvan.
- Speed. Your base walking speed is 30ft.
- Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
- Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
- Fey Gift. You can use this trait to take the Help action as a bonus action, and you can do so a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. Starting at 3rd level, choose one of the options below each time you take the Help action with this trait:
- Hospitality. You and the creature you help each gain a number of temporary hit points equal to ld6 plus your proficiency bonus.
- Passage. You and the creature you help each increase your walking speeds by 10 feet until the start of your next turn.
- Spite. Until the start of your next turn, the first time the creature you help hits a target with an attack roll, that target has disadvantage on the next attack roll it makes within the next minute.
- Fortune From the Many. If you miss with an attack roll or fail an ability check or a saving throw, you can draw on your bonds of reciprocity to gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +3). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Giant-Kin
The giant-kin of Xaggopia are by far the most successful in their attempts to create civilization. They have spread out across the world, taking over the old castles and cities of men. This being said, the giant-kin are also the most divided, they are just as likely to war with a neighboring city of their own race as they are with goblinoids and orcs.
Giant-Kin Society
The culture to which the giant kin follow all usually stay the same. A city or castle is usually ruled over by the brightest female, with her most beloved men acting as her advisors. That said, due to the large variety of giant-kin that survived, governing systems and culture can vary wildly.
Growing Smaller
To survive over the years, giant-kin began growing smaller. Of course, the change is gradual and very insignificant but over the course of 2,000 years has become noticeable. The common height of the ogres, trolls, ettins, fomorians, and cyclopes of the world now sits between 8 and 9ft.
Ogres
Over their years of change, Ogre's have grown more cunning and learned how valuable their power in battle is. As such, they have taken to forming mercenary bands that are hired by orcs, goblinoids, gnolls, and other races to fight in their wars. Ogres have also learned to craft siege weapons which they hold and use during battle.
Ogre Names
Ogres tend to have short, gruttal names that sound big. They tend to name themselves like this in an attempt to inflate their own egos.
Ogre Names: Duzor, Muzug, Vragut, Blekog, Yugork, Kridekork, Gukugurk, Truirub, Vriorub, Teekork
Ogre Traits
Your ogre character has the following traits.
- Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.
- Languages. You speak common, giant, and one language of your choice.
- Speed. Your walking speed is 30ft.
- Tiny Giant. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- War Cry. As a bonus action, you can yell a primal war cry that makes all creatures within 5ft of you roll a DC 12 Charisma save. On a fail, they are frightened. They can roll again at the beginning of each of their turns, ending the condition on a success. You can do this a number of times equal to your proficiency bonus, and you replenish your uses at the end of a completed long rest.
- Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
- Ogre Weapons. You have proficiency in clubs and greatclubs.
Trolls
Trolls are the most varied of the giant-kin, and the least abundant. Trolls have changed to not require as much food over the years, and as such their regenerative abilities have lessened. It's hard to actually pinpoint any specific trait all trolls have in common, aside from size and regeneration.
Troll Names
Trolls come in many different froms. From huge, hulking creatures to small, sly beings eager to deceive all that cross their path. Troll names can vary quite a bit, but many do have similar traits. Guttural sounds, big-sounding elements, and often shorter names are common tropes.
Troll Names: Zelaji, Seji, Zunabar, Hokajin, Tanjin, Halasuwa, Yawan, Trezzahn, Reji, Ajin
Troll Traits
Your troll character has the following traits.
- Ability Score Increase. Your Constitution score increases by 2 and one score of your choice except Constitution increases by 1.
- Languages. You speak common and giant
- Speed. Your base walking speed is 35ft.
- Claws. You can use your claws in an unarmed strike, dealing 1d6+ your Strength modifier in damage on a successful hit.
- Lesser Regeneration. 3 times per day you can choose to regenerate, rolling your hit die and regaining hp equal to your roll plus your Constitution modifier.
- Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
- Mutation. You have a strange mutation that gives you resistance or immunity to a damage type or condition. You can choose or roll for one on the mutations table.
- Acid and Flame. You have a vulnerability to fire and acid damage, making it do an extra d4 in damage to you on a successful hit.
| d6 | Mutation |
|---|---|
| 1 | Dire Troll - Resistance to bludgeoning damage. |
| 2 | Frost Troll - Resistance to cold damage. |
| 3 | Rot Troll - Resistance to necrotic damage. |
| 4 | Venom Trol - Immunity to the poison condition. |
| 5 | Stone Troll - Immunity to the petrified condition. |
| 6 | Spirit Troll - Resistance to psychic damage. |
Ettins
The ettins of Xaggopia were one of the few races to capitulate to the demons, and chose to fight alongside them. To be more accurate, they chose to fight alongside the demon lord Demogorgon, who they identify with due to them sharing the trait of dual personalities. Nowadays, most ettins are staunch followers of the demon lord, and worship him like a god.
Two Players for One Character.
Since ettins have two heads, and therefore two personalities, the dm can choose to allow two players to each be one of those heads. They would each make a character sheet, but share the same ac, hp, and stats.
Ettin Names
Each of the ettin heads has its own name. Sometimes the heads are opposing genders. When making an ettin, you can pick two names and merge them together with an apostrophe, like Tal'Yora, for a singular address.
Male Ettin: Ruuk, Karg, Zog, Cho, Durg, Kaal, Thurg, Zal Female Etiin: Tal, Nura, Lori, Yora, Vusha
Ettin Traits
Your ettin character has the following traits
- Ability Score Increase. Your Wisdom score increases by 2 and your Strength score increases by 1.
- Languages. You speak common, giant, and abyssal.
- Speed. Your base walking speed is 30ft.
- Dual Heads. You have advantage on saving throws against being charmed and advantage on perception throws.
- Tusks. You can choose to bite with your large tusks, dealing 1d6+ your Strength modifier in damage on a successful hit.
- Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- Alert. You cannot be sneaked up on, even during a rest.
Fomorians
Fomorians are the fey touched giant-kin of the underdark. They are often hideous and highly deformed. Fomorians are grand mages and highly intelligent scholars, who often form the only schools and universities of magic in Xaggopia. This being said, they also hate the fey, and will often torture smaller fey creatures who make fun of them.
Fomorian Names
Usually large and powerful sounding, fomorian names are made to sound like they must be remembered, as to better show the powerfulness of the person named.
Male Fomorian Names: Dushara, Kotba, Gaya, Balshin, Kos, Hubal, Obador, Nabatan, Edomar, Zuda
Female Fomorian Names: Monat, Elit, Uza, Hegra, Kaba, Isi, Togaris, Shakawn, Tychee, Kirbet
Fomorian Traits
Your formorian character has the following traits.
- Ability Score Increase. Your Intelligence score increases by 2 and your Strength score increases by 1.
- Languages. You speak common, undercommon, and giant.
- Speed. Your base walking speed is 30ft.
- Magic Eye. Once after every long rest, in battle, you can target one creature you can see within 60ft of you. They must then succeed a Charisma save, DC of the save being equal to your Charisma stat, or take 3d6 psychic
- Giant Fey. You count as one size larger when lifting, pulling, and pushing objects.
- Fey Speech. You have proficiency in the Persuasion and Deception skills when speaking to a fey creature.
- Keen Senses. You have proficiency in the Perception skill.
Cyclopes
Cyclopes are a race of 1 eyed giant-kin, who tend to focus more on agriculture than the rest of their cousins. They are sometimes called the gentle giants due to their gentle natures and aversion to conflict. Most cyclopes tend to be kinder and more understanding than their kin, but also hold an instinct to protect what is theirs with tooth and nail.
Cyclopes Names
Cyclopean names are heavily influenced by ancient Greek names, but are still distinct enough to stand out from real life. Like their real counterparts, male names often end in -os, -ios and -eos, while female names often end in a vowel. Female names are more melodic because of this, but the rest of their names tend to lean more toward relatively softer tones too.
Male Cyclopes Names: Oetekler, Karmas, Hendris, Tahjar, Madeir, Endamen, Rodisseon, Staklein, Xondranes, Stakyssen
Female Cyclopes Names: Naiormedre, Xaiodno, Saiednonnase, Gakai, Toemykis, Zaiodnegia, Premiofa, Nyllestes, Pryffeistia, Tholallefe
Cyclops Traits
Your cyclops character has the following traits.
- Ability Score Increase. Your Strength score increases by 2 and your Wisdom score increases by 1.
- Languages. You speak common and giant.
- Speed. Your base walking speed is 30ft.
- Cyclops Shepard. You have proficiency in the Animal Handling skill.
- Cyclops Weapons Training. You have proficiency with clubs and greatclubs.
- Tiny Giant. You count as one size larger when pushing, pulling, and carrying objects.
- Rock Throwing. As an action in battle, you can pick up a stone and throw it 60ft as a ranged weapon that deals 1d8 bludgeoning damage.
Xagraxis, He of Many Eyes
Don't let their one eye fool you, cyclopes are crack shots. They know it, too. I'll never get back that 60 gold.
The Lesser Powers
The lesser powers of the world are the races that have grown to hold smaller swaths of territory or create city-states. The three lesser powers of the world are the demon worshiping gnoll tribes, the bullywug marshes, and the yuan-ti city state.
Gnolls
The gnoll tribes are hundreds of small gnoll family groups sandwiched between the lands of the goblinoids and the orcs, and they are at war with both of them. The gnolls worship their creator, the demon lord Yeenoghu, and have grown in cunning and cruelty over the long years.
Gnoll Society
As of now, gnolls have not created a stable government and work more as a loose confederation of family groups fighting off common enemies. It is guessed, however, that these creatures would turn on each other once their many wars come to an end. The gnolls hold no allies except one another and anyone they can hire to fight for them. The leaders of most tribes are the shamans of Yeenoghu, who have been gifted with demonic strength and savagery.
Gnoll Names
Gnoll names tend to be as crude as the gnolls themselves, and yet so difficult for anyone but them to correctly pronounce. The names do tend to be more guttural sounding in general, often with elements that might resemble growls and other noises a hyena or other dog-like creature might make.
Male Gnoll Names: Thrun, Krour, Rirk, Xiazz, Thrut, Garkyrg, Oxyh, Tarrerr, Brazon, Rruxuokx
Female Gnoll Names: Hrais, Srir, Snai, Ir, Li, Snuhzuth, Trraatnas, Trrothriarth, Taibnehz, Itszehr
Gnoll Surnames: Burstgleam, Rotfang, Slimefang, Gloppince, Riverglob, Dustfeet, Dregsgaze, Scourgetine, Dirttusk, Splitfang
Gnoll Traits
Your gnoll character has the following traits.
- Ability Score Increase. Your Dexterity score increases by 2 and your Wisdom score increases by 1.
- Languages. You speak common, gnoll, and abyssal.
- Speed. Your base walking speed is 30ft.
- Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
- Wild Instincts. : You have proficiency in your choice of one of the following skills: Intimidation, Perception, Stealth, Survival.
- Bite. Your bone-crunching maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier instead of the bludgeoning damage normal for an unarmed strike.
- Rampage. When you reduce a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make a bite attack.
Xagraxis, He of Many Eyes
They've finally learned not to kill one another. How wonderful. Now if they could only learn to make peace with everyone else.
Bullywugs
The bullywugs make their home in the chaos infested marshlands of the north, which they hold and keep safe from their stronger neighbors. Bullywugs are paranoid and jealous creatures, and so cannot make actual kingdoms like the orcs and goblinoids.
Bullywug Society
The bullywugs suffer from constant in-fighting between their various city states. Bullywug society is based on gathering riches and proving yourself superior to your peers. Over the years, many bullywugs have taken to worshipping chaos in all of its forms. Some will worship various demon lords, others will worship Archfey, and the most devoted will worship the slaadi as divine beings and try to summon them. The majority of bullywugs, however, worship Ramenos, the dead demon lord god of the bullywugs. The bullywugs mostly make their money off of monster-herding, where they keep and raise herds of monsters to sell off to paying armies. Their usual stock inclubes froghemoths, owlbears, ropers, and mimics.
Mutations and adaptations
Due to spending years within the chaotic marshes, the bullywugs have been infused with said energy and there now exists 3 different species of bullywugs, each representing a different aspect of chaos. The three subraces of bullywugs are known as bullytoads, bullyfrogs, and bullynewts.
Bullywug names
Bullywug names are fairly short and guttural, with a few harsher tones here and there. Their names also seem to be unisex.
Bullywug Names: Mops, Zpink, Splagox, Durblek, Zpablop, Phaff, Glaurbis, Moldenk, Daulbes, Phoompok
Bullywug Traits
Your bullywug character has the following traits.
- Ability Score Modifier. Your Wisdom score increases by 2.
- Languages. You speak bullywug and common.
- Speed. Your base walking speed is 30ft.
- Amphibious. You can breathe air and water.
- Speak With Frogs. You can communicate simple concepts to frogs and toads.
- Natural Weapon. Your crushing jaws are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the damage normal for an unarmed strike.
- Monster Herders. You have proficiency in the animal handling skill when using it against monstrosities.
- Subraces. There are 3 subraces of bullywug to choose from. Bullytoads, bullyfrogs, and bullynewts.
Bullytoads
Bullytoads are creatures of chaotic evil, with tough skin and a usually sour disposition. The bullytoads are usually the kinds of bullywugs that rise the ranks, due to their keen intellect and power.
- Ability Score Change. Your Charisma score increases by 1.
- Malicious Persuasion. You have proficiency in the deception and persuasion skills.
- Tough Skin. Due to your tougher skin, you have a +2 to your AC.
- Languages. Along with common and bullywug, you also speak Abyssal.
Bullyfrogs
Bullyfrogs are the chaotic good bullywugs, and tend to be adventurers. These bullywugs are infused with energies with the feywild, and so have become more cheerful and trickster-like.
- Ability Score Increase. Your Dexterity score increases by 1.
- Fey Step. As a bonus action , you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Innate Spellcasting. 3 times per day you can cast faerie fire without any components. You replenish your uses of this trait after you complete a long rest.
- Languages. Along with common and bullywug, you also speak sylvan.
Bullynewts
Bullynewts are pure chaos, adhering to no rules, even those of their own species. Unlike their brothers, bullynewts are taller with a fleshy tail sprouting from their backsides, and tend to see the slaadi as their lords.
- Ability Score Modifier. Your Strength score increases by 1.
- Newt Resistance. You have resistance to fire damage.
- Tail Attack. You can use your tail in an unarmed attack, dealing 1d6 + your strength modifier in damage on a successful hit.
- Languages. Along with common and bullywug, you also speak slaad.
Yuan-ti
The Yuan-ti are serpentine people who were once related to humans. The yuan-ti worship demons, and so were one of the first races to fight alongside them in the fiendish wars. After the fall of the demons and the retreat of the devils, the yuan-ti have finally come back together and made their new city state inside of an oasis within the wastes.
Yuan-ti Society
The yuan-ti live within their city known as Sess-Alvrek, where they bide their time and plan to conquer the world. The yuan-ti are the most unknown of the powers, seeing as how they are the only ones with no enemies nor friends. What we do know of the yuan-ti is that they despise other creatures, and see to it that any non-serpentine that enters their domain is killed in the name of their demonic gods. The yuan-ti live in a queendom, where the most famed and beloved priestess of Sseth rules over the city and all of its inhabitants.
Yuan-ti Names
Yuan-ti names are serpentine as well, but mixed with Aztec elements. There are many hissing sounds, and some choose to add extra letters to accentuate the snake-like hissing. They don't use surnames or epithets however.
Yuan-ti Names: Zhatszuss, Szilsia, Yuhsi, Hetzih, Zhoalsia, Haltsul, Alutiu, Theksazeih, Zsulkehash, Hitshalah
Yuan-ti traits
Your yuan-ti character has the following traits.
- Ability Score Increase. Your Charisma score increases by 2 and your Intelligence score increases by 1.
- Languages. You can speak common, abyssal, and draconic.
- Speed. Your base walking speed is 30ft.
- Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
- Magic Resistance. You have advantage on saving throws against spells.
- Poison Resilience. You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.
- Serpentine Spellcasting. You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. You can also cast it using any spell slots you have of 2nd level or higher. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Xagraxis, He of Many Eyes
A piece of advice, never try to beat a yuan-ti in a eating competition. It may very well wind up with you missing a foot.
Nomad Races
The nomad races are those races who wander the world, not having settlements of their own to call home. They may live in the territory of other kingdoms, but they have not yet claimed their own lands. The nomad races of Xaggopia are the kobolds, thri-kreen, locathah, aarakocra, sahuagin, lizardfolk, and tabaxi.
Kobolds
Kobolds are small draconic humanoids that are said to have first originated in the underdark. Nowadays, kobolds wander the orcish mountains and the wastes of Xaggopia. They tend to be tinkerers, hired on by many nations to build machines they never could. The kobolds also find themselves often allying with the dragons, to which there are fairly little of left.
Kobold Names
Kobold names are short and sweet. Most of the tones in their names are harsher, but some more melodic and softer tones are found here and there as well. Kobold names are supposed to have meanings based on the individual's appearance or behavior, but these meanings are only known to those who speak their language.
Kobold Names: Gett, Rud, Voks, Nox, Kirbe, Sublu, Appa, Agnu, Hegro, Olo
Kobold Traits
Your kobold character has the following traits.
- Ability Score Increase. Your Dexterity score increases by 2 and your Intelligence score increases by 1.
- Languages. You speak common and draconic.
- Speed. Your base walking speed is 30ft.
- Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
- Draconic Cry. As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Kobold Legacy. Kobolds' connection to dragons can manifest in unpredictable ways in an individual kobold. Choose one of the following legacy options for your kobold:
- Craftiness. You have proficiency in one of the following skills of your choice: Arcana, Investigation, Medicine, Sleight of Hand, or Survival.
- Defiance. You have advantage on saving throws to avoid or end the frightened condition on yourself.
- Draconic Sorcery. You know one cantrip of your choice from the sorcerer spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for that cantrip (choose when you select this race).
Xagraxis, He of Many Eyes
Funny little cretins, kobolds. Not a day goes by that I don't enjoy them begging for their lives. How long will it take for them to realize it's too late?
Thri-Kreen
Thri-Kreen are insectoid creatures that stand between 5 and 6 feet tall. They sport two pairs of arms, stone crushing mandibles, and large black eyes. The Thri-Kreen are the most peaceful of the current races, and tend to live in the savannas of the south east of Xaggopia. They prefer to stay far away from other civilizations, and don't like to be bothered.
Thri-Kreen Names
Thri-Kreen names tend to be made up of a mixture of clicking noises and verbal utterances. The thri-kreen, for this reason, tend to not have an abundance of names that can be listed here for you.
Thri-Kreen Traits
Your thri-kreen character has the following traits.
- Ability Score Increase. Your Constitution score increases by 2, and your Dexterity increases by 1.
- Languages. You speak common, thri-kreen, and one language of your choice.
- Speed. Your base walking speed is 30ft.
- Chameleon Carapace. While you aren’t wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier. As an action, you can change the color of your carapace to match the color and texture of your surroundings, giving you advantage on Dexterity (Stealth) checks made to hide in those surroundings.
- Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
- Secondary Arms. You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.
- Sleepless. You do not require sleep and can remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest.
- Thri-Kreen Telepathy. Without the assistance of magic, you can’t speak the non-thri-kreen languages you know. Instead you use telepathy to convey your thoughts. You have the magical ability to transmit your thoughts mentally to willing creatures you can see within 120 feet of yourself. A contacted creature doesn’t need to share a language with you to understand your thoughts, but it must be able to understand at least one language. Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart, if either of you is incapacitated, or if either of you mentally breaks the contact (no action required).
Xagraxis, He of Many Eyes
Damnable bugs. Can't even travel the deserts now without a pack of them trailing you. Then they don't even have the courtesy of mugging you in the day, they have to steal all your gold while your asleep.
Locathah
The locathah are a race of fish people that inhabit the waters of Xaggopia. The locathah had little to no hand in the wars of the surface, as they were busy dealing with the newly spawned krakens coming from the deep. They soon found an answer for these threats in Dagon, who helped them in return for their worship.
Locathah Names
The locathah naming traditions are unknown to most outsiders, and usually they bear no surnames. As shown, no locathah's name is like anothers, and so they can have a strange variety of names.
Locathah Traits
Your locathah has the following traits.
- Ability Score Increase. Your Constitution score increases by 2 and your Strength score increases by 1.
- Languages. You speak common, aquan, and abyssal.
- Speed. Your base walking speed is 30ft, with a swim speed of 30ft.
- Natural Armor. You have tough, scaly skin. When you aren’t wearing armor, your AC is 12+ your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
- Observant and Athletic. You have proficiency in the Athletics and Perception skills.
- Leviathan Will. You have advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.
- Limited Amphibiousness. You can breathe air and water, but you need to be submerged at least once every 4 hours to avoid suffocating.
Xagraxis, He of Many Eyes
I mean, they taste good. But they are impossible to catch! I've wasted days on end just trying to catch a fat one.
Aarakocra
The Aarakocra of the world made a choice years back, one that split their race forever more. During the fiendish wars they were given a chance at greatness by siding with the demon lord Pazuzu, and filling his ranks as warriors. This split the avian people, eventually leading to the racial divide between them now. Those that sided with Pazuzu retained their wings and lighter bodies. The ones that didn't however, found themselves staying closer to the ground and eventually finding no use in their wings. They were eventually approached by Ogremoch, prince of elemental evil earth. He offered to change them, make them stronger on the ground, in exchange for their wings. They accepted, and since then the two races of Aarakocra have waged war on each other, deeming each other as evil for their patron.
Aarakocra Names
Aarakocra names resemble the sounds birds make, and as such they're hard to pronounce to those unable to speak their tongue. The names tend to be relatively short, harsh sounding, and often toward the side of screeching sounds.
Aarakocra Names: Hu, Cul, Ruc, Kra, Dar, Derihk, Raellerc, Ucces, Qrarrarr, Kracef
Aarakocra Traits
Your aarakocra character has the following traits.
- Ability Score Increase. Your Dexterity score increases by 2.
- Languages. You speak common and aarakocra.
- Speed. Your base walking speed is 30ft.
- Talons. You have sharp talons at the ends of your toes, which you can use in an unarmed strike that deals 1d6+ your Strength modifier slashing damage.
- Beak. You have a large sharp beak which you can use in an unarmed strike that will deal 1d6+ your Strength modifier piercing damage.
- Subraces. There are two subraces of aaracokra, those known as pazunian aaracokra and ogremochian aaracokra.
Pazunian Aaracokra
Pazunian aaracokra are the race of avians that sided with the demon lord and were able to keep their connection to the element of air, as well as their wings. These aaracokra tend to be chaotic, and most worship Pazuzu as a god. They are more energetic and changing then their earthbound kin.
- Ability Score Increase. Your Charisma score increases by 1.
- Languages. Along with common and aarokocra, you speak auran.
- Flight. You have a pair of powerful wings, which gives you a flying speed of 30ft.
- Magic of Air. Starting at 3rd level, you can cast the gust of wind spell with this trait, without requiring a material component. Once you cast the spell with this trait, you can't do so again until you finish a long rest. You can also cast the spell using any spell slots you have of 2nd level or higher. Intelligence, Wisdom, or Charisma is your spellcasting ability for it when you cast gust of wind with this trait (choose when you select this race).
Ogremochian Aarakocra
Ogremochian aarakocra are the avians of the ground, who traded their wings for powerful legs and the abilities to control earth. These aarakocra are stubborn, and very slow to change.
- Ability Score Increase. Your Constitution score increases by 1.
- Languages. Along with common and aarakocra, you speak Terran.
- Powerful Legs. You have a pair of powerful legs meant for running, making your base walking speed 40ft.
- Magic of Earth. Starting at 3rd level, you can cast the earth tremor spell with this trait, without requiring a material component. Once you cast the spell with this trait, you can't do so again until you finish a long rest. You can also cast the spell using any spell slots you have of 2nd level or higher. Intelligence, Wisdom, or Charisma is your spellcasting ability for it when you cast earth tremor with this trait (choose when you select this race).
Xagraxis, He of Many Eyes
A race divided by difference of religion. Such a pitiful species.
Sahuagin
The sahuagin are a race of fish-like people closely related to sharks. The sahuagin are unwilling followers of Dagon, who takes on the appearance of their shark god to manipulate them. The sahuagin often find themselves living in the deep or near beaches, but are progressively being pushed on land by krakens and aboleths.
Sahuagin Names
Sahuagin speak some form of an ancient lost dialect of the mermish language, where most names resemble a sound when someone’s blowing bubbles. Sometimes, however, the names of the sahuagin who maintain contact with other races sound more mundane, for the sake of easier communication.
Sahuagin Names: Ifivkask, Gritryblolo, Fesgrollolob, Ydosgas, Bivkillolob, Drellolobys, Idiskreblolo, Balallolob, Frarrhes, Piklor, Esavkys, Agebloloan
Sahuagin Traits
Your sahuagin character has the following traits.
- Ability Score Increase. Your Dexterity score increases by 2 and your Strength increases by 1.
- Languages. You speak common, sahuagin, and aquan.
- Speed. Your base walking speed is 30ft, with a swim speed of 30ft.
- Control Sharks. You can communicate with and order sharks around in battle. They take your initiative and move after you.
- Limited Amphibiousness. You can breathe air and water, but you need to be submerged at least once every 4 hours to avoid suffocating.
- Blood Frenzy. You gain advantage on melee attack rolls when fighting a creature with less than half Hp.
- Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Xagraxis, He of Many Eyes
Don't try to eat this one. Too much teeth. It isn't worth it. They are good at catching Locathah though.
Lizardfolk
The lizardfolk survived through the war by killing demon and devil alike, making both wary to go near them. They keep their tribalistic and nomadic lifestyle from the before times, tending to now live in the bullywug marshes and the grasslands just south of the yuan-ti river. Many have taken to worshiping Sess'innek, the demon lord who seeks to rule over lizardfolk, as he helped defend them against the hoards of demons and the weapons of devils.
Lizardfolk Names
Lizardfolk names are often harsh sounding and can be difficult to pronounce, this is in part because their names often take inspiration from Aztec, Mayan and similar cultures as well.
Male Lizardfolk Names: Rhisk, Jaut, Griz, Qrirquxl, Rhujushk, Isha, Iguszrik, Brakishrox, Gruakuxxuxl, Broknuakou
Female Lizardfolk Names: Rhuz, Dess, Drask, Hershah, Rhagi, Kigziess, Craexadru, Cruxogyah, Bekzetox, Ozdoqos
Lizardfolk Traits
Your lizardfolk character has the following traits.
- Ability Score Increase. Your Constitution score increases by 2 and your Wisdom increases by 1.
- Languages. You speak common, draconic, and abyssal.
- Speed. Your base walking speed is 30ft, with a swim speed of 30ft.
- Bite. You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
- Hold Breath. You can hold your breath for up to 15 minutes at a time.
- Hungry Jaws. You can throw yourself into a feeding frenzy. As a bonus action, you can make a special attack with your Bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your base AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
- Natures Intuition. : Thanks to your mystical connection to nature, you gain proficiency with two of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival.
Xagraxis, He of Many Eyes
These dang lizards refuse to die! They're like cockroaches!
Tabaxi
The tabaxi survived the fiendish wars by fleeing to the far flung edges of the land, and now live solitary nomadic lives akin to their lives before the fiendish wars. They are welcomed in most places as friends, usually because they are bards, storytellers, or other types of artists. Tabaxi tend to have an obsession with one thing or another, and most today hold obsessions for artifacts lost during the fiendish wars. Artifacts like the Wand of Orcus, Yeenoghu's flail, Graz'zt sword, and Kostchtchie's warhammer.
Tabaxi Names
Tabaxi names are tribal in nature, names like 'Kite in the Wind', 'Ethereal Candle', and 'Thunder in the Morning' for example. These names are unisex, and are given based on many elements including astrology and the history of the individual's clan. These names often lead to shortened nicknames, which I've added in brackets behind each name.
Tabaxi Names: Wave on the Shore (Wave), Lock on an Open Door (Lock), Hawk Feather (Hawk), Tree Blossom (Blossom), Rhythm of Drums (Rhythm), Single Bottle (Bottle), Free Quill (Quill), Odd Fish (Odd), Defiant Lace (Defiant), Clever Poem (Clever)
Tabaxi Traits
Your tabaxi character has the following traits.
- Ability Score Increase. Your Dexterity score increases by 2 and your Charisma increases by 1.
- Languages. You speak common and 2 languages of your choice.
- Speed. You have a base walking speed of 30ft.
- Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
- Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move O feet on one of your turns.
- Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
- Cat's Talent. You have proficiency in the Perception and Stealth skills.
Xagraxis, He of Many Eyes
I like the cats. They come in various shapes and sizes, and all of them are adorable! I just wish they weren't so fickle, otherwise I may just keep some for myself.
Powers of the Underdark
The underdark was not saved from the fiendish wars, and its races were scattered and mostly demolished as well. Now three major powers have grown to take over the underdark, those being the holy empire of the troglodytes, the grand chiefdom of the minotaurs, and the largest illithid colony to have ever existed.
Troglodytes
The troglodytes are a somewhat reptilian type of humanoid that lives underground. They have large mouths and long claws, good for hunting. They seem to brawl often with illithids for slaves and food, and will rarely go above ground to brawl with their enemy the goblinoids.
Troglodyte Society
Troglodytes at this point have become religious fanatics, seeing their lord Laogzed not only as their patron, but the savior that destroyed their enemies. As such, they have based their fairly advanced empire off of the three verdicts of their curch.
- Our bellies are never full.
This means that troglodytes must eat whenever presented any kind of food. This leads most troglodytes to become fatter, and therefore more happy.
- Our enemies are always foolish, and must be shown the holy light.
The troglodytes truly believe their enemies are only enemies because they do not know of Laogzed. So through war or peace, they shall teach them of his glory.
- Our empire must grow, to make our lords words stronger.
The troglodytes are aggressive expansionists, and believe that growing their empire in itself is a holy act of worship.
Troglodyte Names
Troglodyte names are a mixture of melodic and harsher tones, some combinations of which can be harder to pronounce by non-reptilians. All name seem to be unisex, but this is based on only a handful of named troglodytes.
Troglodyte Names: Sosk, Pal, Glut, Plekk, Skralk, Z'gruloor, Grilk, Grokk, Gran, Krud
Troglodyte Traits
Your troglodyte character has the following traits
- Ability Score Modifier. Your Wisdom score increases by 2 and your Constitution score increases by 1.
- Languages. You speak common, undercommon, and troglodyte.
- Speed. Your base walking speed is 30ft.
- Chameleon Skin. You have advantage on all Stealth checks.
- Stench. On the first turn of battle, any creature within 5ft of your character must make a DC 10 Constitution saving throw or be poisoned until the creatures next turn. On a success, the creature becomes immune to troglodyte stench for 1 hour.
- Claws. You use your large claws in an unarmed strike, dealing 1d8+ your strength modifier in damage.
- Sunlight Sensitivity. When in direct sunlight, your character has disadvantage on all attack rolls, as well as Wisdom checks that rely on sight.
Xagraxis, He of Many Eyes
Religious zealots of the highest degree. Of course, I don't understand it myself. I mean, what could be more perfect then myself? What is more worthy of worship?
Minotaurs
The minotaurs are a vicious race of bovine humanoids, tracing their lineage all the way back to their demonic lord Baphomet. Minotaurs are war-mongers, who frequently dig tunnels up to send out raiding parties on the cultures above.
Minotaur Society
Minotaurs base how good one another are based on their battle prowess, favoring the cunning and strong above all else. They live in an area of the underdark known as the labyrinth, which they claim as their kingdom. They have an ancestoral hatred for gnolls, and the kings of the minotaurs will tend to keep a book of grudges where they right down slights done to them by other kingdoms and individuals.
Minotaur Names
Minotaur names tend to be fairly guttural sounding, with a few hints of ancient Greek name parts. They also seem to have surnames that are based off of their deeds or physical traits, such as Longhorn and Ironfoot.
Male Minotaur Names: Oeslin, Kiame, Estevena, Aamfa, Viven, Trakkan, Arkus, Dagarak, Kirdrin, Zunmanuk
Female Minotaur Names: Weome, Asenu, Arenu, Oenvin, Estenim, Faskea, Weotri, Winape, Sinanu, Emkia
Minotaur Surnames: Honorslash, Singlewalker, Nimblewalker, Stouteye, Valiantstep, Boulderhoof, Stoutskull, Bearhunter, Steelstep, Nimblemind
Minotaur Traits
Your minotaur character has the following traits.
- Ability Score Increase. Your Strength score increases by 2 and your Constitution score increases by 1.
- Languages. You speak common, kothian, and abyssal.
- Speed. Your base walking speed is 30ft.
- Horns. You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals ld6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
- Goring Rush. Immediately after you take the Dash action on your turn and move at least 20 feet, you can make one melee attack with your Horns as a bonus action.
- Hammering Horns. Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to push that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.
- Labyrithine Recall. : You always know which direction is north, and you have advantage on any Wisdom (Survival) check you make to navigate or track.
Xagraxis, He of Many Eyes
Barbarians. I have no other words for them. They are simply, utter barbarians. Of course, they can make good soldiers if you need to cause an incident.
Illithids
The Illithids are a race of aberrations that have octopoid heads, and require the brains of other creatures as sustenance. Illithids are completely alien to the other races, both in their culture and society, and their reluctance to make any lasting alliances with any other power in the world.
Illithid Society
Illithid society is based around the colony as a whole. The one colony to which all Illithids belong to now is ruled over by several Ulitharids who answer to one elder brain. Over the years, Illithids have learned to reproduce using an abundance of other races. Now they rely on the steady income of deurgar, drow, derro, and svirfneblin slaves to continue to exist.
Illithid Names
Illithid names are diverse, but overall they tend to have both melodic and harsh tones as part of their names. On top of this, their names can also vary in length as well, ranging from single syllable names to four syllable names. Names often tend to start more melodic, and end in harsher tones, but this isn't a strict naming convention.
Illithid Traits
Your illithid character has the following traits.
- Ability Score Increase. Your Intelligence score increases by 2 and your Wisdom score increases by 1.
- Languages. You speak 3 languages of your choice.
- Speed. Your base walking speed is 30ft.
- Superior Darkvision. Due to your time in the deepest depths of the Underdark, you have 120 ft. of Darkvision.
- Innate Psionics. Due to your advanced mind, you have several abilities most humanoids don't. While they are weakened without a connection to the elder brain, they are still formidable. At level 1, you can cast the mind sliver cantrip. At level 5, you can cast levitate on yourself at will, but not on others. Intelligence is your Spellcasting ability for these spells.
- Telepathy. You can communicate telepathically to any creature that understands any language within 120 feet, that you are aware of. This can be enhanced by using a Mind Witness. This does not allow you to understand the creature if they do not speak a language you can understand.
- Facial Tentacles. You can grapple creatures and hold small trinkets with your tentacles. If you grapple a creature in this way, you deal psychic damage equal to your Intelligence Modifier to the creature per turn. If a creature is reduced to 0 hit points in this way, you can use an action to consume their brain. This kills the creature, and causes the Illithid to roll an Intelligence Saving Throw at a standard DC 10. If they succeed, they gain one inconsequential memory the creature had. At DC 15, they gain one major memory. At DC 25, the Illithid can probe the mind for one specific memory, such as a location, password, information on an individual, etc.
Sregrak, The Traitor
Close minded, ignorant, pitiful, stone headed fools! Do not parlay with the fools under any circumstances! They are not to be trusted or helped!
Xagraxis, He of Many Eyes
I apologize. Sregrak stole my book and wrote that note. As of now I still have no way of removing it. Damn wizard.
The Slave Races
These are the remnants of the civil races, each of which survived through various means. Some submitted to the demons, and others simply fended them off, it doesn't matter which it was now. The slave races include the drow, duergar, and svirfneblin.
Drow
The drow were one of the first races to submit to the demon incursion. They bowed before them, many of the drow joining the demonic armies as mages. The drow now are hunted by the orcs, goblinoids, and giants for their magical talents, which the three powers find useful. There are, however, smaller settlements within the underdark where followers of Graz'zt, Lolth, and other demon lords have held out against the raiders. Most drow either follow their old patron in Lolth or worship demon lords such as Graz'zt, Kostchitche, or Pazuzu.
Drow Names
Drow names are, like many elven names, quite melodic. But the drow names also contain harsher sounding elements, which usually makes their names stand out from other elven names.
Male Drow Names: Durdriirn, Alaknet, Seldsaonar, Barkah, Xundor, Targhar, Orgolok, Gulven, Narissorin, Brorn
Female Drow Names: Neerue, Greyxena, Zebeyisstra, T'rissnolu, Vhonnida, Zellaena, Talafaen, Shilice, Jhanniss, Briza
Drow Surnames: Neerue, Oussneld, Do'urden, Rilynduis, Seeririy, Khaloavae, T'sabban, Hunzriwin, Telenna, Yauthlo
Drow Traits
Your drow character has the following traits
- Ability Score Increase. Your Charisma score increases by 2 and your Intelligence score increases by 1.
- Languages. You speak common, undercommon, and elvish.
- Speed. Your base walking speed is 30ft.
- Superior Darkvision. Your darkvision has a radius of 120 feet.
- Keen Senses. You have proficiency in the Perception skill.
- Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
- Trance. Drow don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
- Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day. When you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.
Xagraxis, He of Many Eyes
From masters of the dark to pitiful slaves. It's almost funny to see how far they fell from grace.
Duergar
The duergar were the toughest and most prepared of the races. They fended off the demons that came to their doorstep, and even sent the weaker demon lord Obox-Ob back to his layer of the abyss. When the devils appeared in the realm, the duergar helped them fight back the demons, and devils such as Zariel, Bael, and Moloch would be worshipped by them in later years. Now however, the powers like the troglodytes, minotaurs, goblinoids, and bullywugs seek out duergar slaves to work as artisans, weapon smiths, and stone workers. The duergar under this slavery pray to the archdevil Zariel, in hopes she may free them as she did when she drove off the demons.
Duergar Names
Duergar names differ little from regular dwarf names, with the exception of their clan names. Like their society, clan names are often bleek and hint at cruelty. Examples include Necksnapper, Battlegore, Doomfist and Firetamer. Though more mundane names, like Runehammer and Underearth are possible too.
Male Duergar Names: Torman, Kharnik, Graldahr, Hurbek, Muirgrun, Hurduhr, Farkahm, Bunnum, Malkum, Branrigg
Female Duergar Names: Mystmyl, Jennmera, Gymwyn, Brynlynn, Arlynn, Nalryl, Gymdish, Dearmora, Belri, Tasva
Duergar Clan Names: Mystmyl, Starksnapper, Vengeeater, Warboots, Orebleeder, Earthchampion, Forgeforce, Stonemantle, Goblinfeast, Silentfall
Duergar Traits
Your duergar character has the following traits
- Ability Score Increase. Your Constitution score increases by 2 and your Wisdom score increases by 1.
- Languages. You speak common, undercommon, and dwarvish.
- Speed. Your base walking speed is 25ft.
- Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
- Duergar Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
- Duergar Combat Training. You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.
- Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.
- Stone-Cutting. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
- Duergar Magic. Starting at 3rd level, you can cast the enlarge/reduce spell on yourself with this trait, without requiring a material component. Starting at 5th level, you can also cast the invisibility spell on yourself with this trait, without requiring a material component. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
- Psionic Fortitude. You have advantage on saving throws you make to avoid or end the charmed or stunned condition on yourself.
Xagraxis, He of Many Eyes
The last of the dwarves. I can only wonder how they'll carry the torch into the future. Or, for that matter, if they'll even live that long.
Svirfneblin
The deep gnomes, or svirfneblin, survived through hiding in the smallest crevices of the underdark, staying away from devil and demon alike. They're now hunted down by the other races to be used for mining, due to their ability to easily find gems and control earth elementals.
Svirfneblin Names
Svirfneblin names are toned down compared to other gnome names. They tend to have both harsher and melodic tones, as well as an often German inspired feel to them. Their surnames, which are actually clan names, reflect what their clans are known for, whether it be their occupation, skills, or another element.
Male Svirfneblin Names: Grenthat, Kacktid, Braigu, Gaadli, Shulwink, Snickhat, Kredmi, Tiethell, Brotlic, Gallur
Female Svirfneblin Names: Yalshian, Tunne, Saghe, Misge, Khangi, Kunyiryi, Yulgenni, Hesseshi, Ussieri, Wervanna
Svirfneblin Surnames: Turfhead, Wirecollector, Cobaltleg, Stonemender, Pebblebender, Jointlegs, Slablegs, Quartzmask, Spinelbones, Quartzsnatcher
Svirfneblin Traits
Your svirfneblin character has the following traits.
- Ability Score Increase. Your Constitution score increases by 2 and your Intelligence score increases by 1.
- Languages. You speak common, undercommon, and gnomish.
- Speed. Your base walking speed is 25ft.
- Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
- Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
- Gift of the Svirfneblin. Starting at 3rd level, you can cast the disguise self spell with this trait. Starting at 5th level, you can also cast the non-detection spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
- Svirfneblin Camouflage. When you make a Dexterity (Stealth) check, you can make the check with advantage. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Xagraxis, He of Many Eyes
It's sad to think that soon I'll no longer see these strange creatures running about and causing mayhem. On the bright side, I don't think anyone will miss them.
Races of little note
Certain races can be used in this world, and all will be listed here, but have little to no noteworthiness withing Xaggopia. These races are then separated into different categories. There is the fey, the shadowfell, and the wyrdborns. The fey hail from the feywild, and have had no part in any of the last 2,000 years. The same can be said of the shadowfell, who hail from their namesake. The wyrdborns are those born of the current races that hail from extraplanar, primordial, or other such magical lineage. The wyrdborns also include people from these races that have been changed in someway, making them something new.
The Fey
This category includes all fey creatures that hail from the fey wild, such as harengon, fairies, eldarin, saytrs, centaurs, and changelings. These creatures may head to Xaggopia for any number of reasons, but usually they would only come for treasure.
Harengon Traits
Harengon are rabbit like humanoids that inhabit parts of the feywild. They are often tricksters and thieves.
Your harengon character has the following traits.
- Ability Score Increase. Your Dexterity score increases by 2 and your Charisma score increases by 1.
- Languages. You speak common and sylvan.
- Speed. Your base walking speed is 30ft.
- Hare-Trigger. You can add your proficiency bonus to your initiative rolls.
- Leporine Senses. You have proficiency in the Perception skill.
- Lucky Footwork. When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're prone or your speed is 0.
- Rabbit Hop. As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Fairy Traits
Fairies are small insect like fey that range in quirks and personalities. Some are tricksters, whilst others are helpful guides or protectors.
Your fairy character has the following traits.
- Ability Score Increase. Your Charisma score increases by 2 and your Wisdom score increases by 1.
- Languages. You speak common and sylvan.
- Speed. Your base walking speed is 30ft.
- Fairy Magic. You know the druidcraft cantrip. Starting at 3rd level, you can cast the faerie fire spell with this trait. Starting at 5th level, you can also cast the enlarge/reduce spell with this trait. Once you cast faerie fire or enlarge/reduce with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
- Flight. Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.
Satyr Traits
Satyrs are party loving humanoids that share features of goats. They are seen as a race obsessed with throwing, joining in, and enjoying parties and revelries whenever possible.
Your satyr character has the following traits
- Ability Score Increase. Your Charisma score increases by 2 and your Dexterity score increases by 1.
- Languages. You speak common and sylvan.
- Speed. Your base walking speed is 35ft.
- Ram. You can use your head and horns to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.
- Magic Resistance. You have advantage on saving throws against spells.
- Mirthful Leaps. Whenever you make a long jump or a high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.
- Reveler. As an embodiment of revelry, you have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice.
Eldarin Traits
Eldarin are the elves of the feywild, each changing in looks and personality depending on their subrace.
Your eldarin character has the following traits.
- Ability Score Modifier. Your Dexterity score increases by 2 and your Charisma score increases by 1.
- Languages. You speak common, elvish, and sylvan.
- Speed. Your base walking speed is 30ft.
- Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
- Keen Senses. You have proficiency in the Perception skill.
- Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
- Trance. Eldarin don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
- Fey Step. As a bonus action , you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race):
- Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to the creatures.
- Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
- Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
- Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your proficiency bonus.
Centaur Traits
Centaurs are humanoids with the lower halves of horses or deer. They are often seen as strong hunters and warriors who are eager for battle.
Your centaur character has the following traits.
- Ability Score Increase. Your Strength score increases by 2 and your Dexterity score increases by 1.
- Languages. You speak common and sylvan.
- Speed. Your base walking speed is 40ft.
- Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.
- Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet instead of the normal 1 extra foot.
- Hooves. You have hooves that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.
- Natural Affinity. : Your fey connection to nature gives you an intuitive connection to the natural world and the animals within it. You therefore have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.
Changeling Traits
Changelings are fey creatures capable of becoming other humanoids they have seen before, and often use this for mischief and mayhem.
Your changeling character has the following traits.
- Ability Score Increase. Your Charisma score increases by 2 and one score of your choice increases by 1.
- Languages. You speak common, sylvan, and one language of your choice.
- Speed. Your base walking speed is 30ft.
- Changeling Instincts. Thanks to your connection to the fey realm, you gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, Performance, or Persuasion.
- Shapechanger. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight and can change your size between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of an individual you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die.
Firbolg Traits
The giant-kin of the feywild, firbolgs are nature loving folk that work as warriors, hunters, and druids that protect the wild.
Your firbolg character has the following traits.
- Ability Score Increase. Your Wisdom score increases by 2 and your Strength score increases by 1.
- Languages. You speak common, giant, and sylvan.
- Speed. Your base walking speed is 30ft.
- Firbolg Magic. You can cast the detect magic and disguise self spells with this trait. When you use this version of disguise self, you can seem up to 3 feet shorter or taller. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
- Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- Speech of Beast and Leaf. You have the ability to communicate in a limited manner with Beasts, Plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
The Shadowfell
These races are those that hail from the dark and grim plane of the shadowfell, and includes kenku and shadar-kai. They may choose to go to the material plane for any number of reasons, with the main one being to escape the death and destruction of their home realm.
Kenku Traits
Kenku are wingless raven like humanoids with no voices of their own, instead mimicing others when they have to communicate. They are usually thugs and thieves.
Your kenku character has the following traits.
- Ability Score Increase. Your Dexterity score increases by 2 and your Wisdom score increases by 1.
- Languages. You speak common and 2 languages of your choice.
- Speed. Your base walking speed is 30ft.
- Expert Duplication. When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate.
- Kenku Recall. Thanks to your supernaturally good memory, you have proficiency in two skills of your choice. Moreover, when you make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can give yourself advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Mimicry. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus+ your Charisma modifier.
Shadar-Kai
Shadar-Kai are the elves of the shadowfell, they are brutish and based upon stealth and battle.
Your shadar-kai character has the following traits.
- Ability Score Increase. Your Dexterity score increases by 2 and your Constitution score increases by 1.
- Languages. You speak common and elvish.
- Speed. Your base walking speed is 30ft.
- Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
- Keen Senses. You have proficiency in the Perception skill.
- Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
- Trance. Shadar-Kai don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
- Blessing of the Raven Queen. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.
- Necrotic Resistance. You have resistance to necrotic damage.
The Wyrdborns
The wyrdborns are a strange breed of people that have something within their bloodline, or have been influenced by an outside force, that completely changes their physical abilities. The wyrdborn include tieflings, aasimar, genasi, shifters, hexbloods, dhampir, and reborns.
Tiefling, Traits.
Tieflings are individuals born of infernal lineage, and are most common among goblinoids, orcs, giant-kin, drow, and duergar.
Your tiefling character has the following traits.
- Ability Score Increase. Your Charisma score increases by 2 and your Intelligence score increases by 1.
- Languages. You speak common and infernal.
- Speed. Your base walking speed is 30ft.
- Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
- Hellish Resistance. You have resistance to fire damage
- Infernal Legacies. Each tiefling can trace their heritage back to one of the Archdevils of the 9 hells, and each gain different traits from them.
- Legacy of Nessus. You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.
- Legacy of Maladomini. : You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the ray of sickness spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the crown of madness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
- Legacy of Dis. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
- Legacy of Phlegethos. You know the friends cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the suggestion spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
- Legacy of Malbolge. You know the minor illusion cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
- Legacy of Stigia. You know the ray of frost cantrip. When you reach 3rd level, you can cast the armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
- Legacy of Minauros. You know the mage hand cantrip. When you reach 3rd level, you can cast the Tenser's floating disk spell once with this trait and regain the ability to do so when you finish a short or long rest. When you reach 5th level, you can cast the arcane lock spell once with this trait, requiring no material component, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
- Legacy of Cania. You know the mage hand cantrip. When you reach 3rd level, you can cast the burning hands spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the flame blade spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
- Legacy of Avernus. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the searing smite spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the branding smite spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Aasimar Traits
Aasimar are individuals born of celestial lineage, or those chosen at birth by a god. This race is most common among yuan-ti, giant-kin, drow, and duergar.
Your aasimar character has the following traits.
- Ability Score Increase. Your Wisdom score increases by 2 and your Charisma score increases by 1.
- Languages. You speak common and celestial.
- Speed. Your base walking speed is 30ft.
- Celestial Resistance. You have resistance to necrotic damage and radiant damage.
- Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
- Healing Hands. As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest.
- Light Bearer. You know the light cantrip. Charisma is your spellcasting ability for it.
- Celestial Revelation. When you reach 3rd level, choose one of the revelation options below. Thereafter, you can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can't use it again until you finish a long rest:
- Necrotic Shroud. Your eyes briefly become pools of darkness, and ghostly, flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8+ your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Until the transformation ends, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.
- Radiant Consumption. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.
- Radiant Soul. Two luminous, spectral wings sprout from your back temporarily. Until the transformation ends, you have a flying speed equal to your walking speed, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.
Air Genasi Traits
Air genasi are individuals that have blood leading back to djinn or air elementals. These are most common in aarakocra, drow, and duergar.
Your air genasi character has the following traits
- Ability Score Increase. Your Constitution score increases by 2 and your Dexterity score increases by 1.
- Languages. You speak common and auran.
- Speed. Your base walking speed is 35ft.
- Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
- Uneding Breath. You can hold your breath indefinitely while you're not incapacitated.
- Lightning Resistance. You have resistance to lightning damage.
- Mingle With the Wind. You know the shocking grasp cantrip. Starting at 3rd level, you can cast the feather fall spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the levitate spell with this trait, without requiring a material component. Once you cast feather fall or levitate with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Earth Genasi Traits
Earth genasi are individuals born with blood leading back to dao or earth elementals. The most common races these are born into are duergar, svirfneblin, aarakocra, orcs, and minotaurs.
Your earth genasi character has the following traits.
- Ability Score Increase. Your Constitution score increases by 2 and your Strength score increases by 1.
- Languages. You speak common and terran.
- Speed. Your base walking speed is 30ft.
- Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
- Earth Walk. You can move across difficult terrain without expending extra movement if you are using your walking speed on the ground or a floor.
- Merge With Stone. You know the blade ward cantrip. You can cast it as normal, and you can also cast it as a bonus action a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest. Starting at 5th level, you can cast the pass without trace spell with this trait, without requiring a material component. Once you cast that spell with this trait, you can't do so again until you finish a long rest. You can also cast it using any spell slots you have of 2nd level or higher. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Fire Genasi Traits
Fire genasi are individuals born with blood leading back to efreeti or fire elementals. The races these are most commonly found in are giant-kin, kobolds, drow, and yuan-ti.
Your fire genasi character has the following traits.
- Ability Score Increase. Your Constitution score increases by 2 and your Intelligence score increases by 1.
- Languages. You speak common and ignan.
- Speed. Your base walking speed is 30ft.
- Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
- Fire Resistance. You have resistance to fire damage.
- Reach to the Blaze. You know the produce flame cantrip. Starting at 3rd level, you can cast the burning hands spell with this trait. Starting at 5th level, you can also cast the flame blade spell with this trait, without requiring a material component. Once you cast burning hands or flame blade with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Water Genasi Traits
Water genasi are individuals born with blood leading back to marids or water elementals. This race is most commonly found among sahuagin, locathah, giant-kin, and drow.
Your water genasi character has the following traits.
- Ability Score Increase. Your Constitution score increases by 2 and your Charisma score increases by 1.
- Languages. You speak common and aquan.
- Speed. Your base walking speed is 30ft.
- Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
- Acid Resistance. You have resistance to acid damage.
- Amphibious. You can breathe air and water.
- Call to the Wave. You know the acid splash cantrip. Starting at 3rd level, you can cast the create or destroy water spell with this trait. Starting at 5th level, you can also cast the water walk spell with this trait, without requiring a material component. Once you cast create or destroy water or water walk with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Shifter Traits
Shifters are people born with a lineage leading back to lycanthropes such as werewolves and wererats. Shifters can be born to goblinoids, orcs, giant-kin, yuan-ti, drow, duergar, and svirfneblin.
Your shifter character as the following traits.
- Ability Score Increase. Your Constitution score increases by 2 and your Strength score increases by 1.
- Languages. You speak common and 2 languages of your choice.
- Speed. Your base walking speed is 30ft.
- Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
- Beastial Instincts. Channeling the beast within, you have proficiency in one of the following skills of your choice: Acrobatics, Athletics, Intimidation, or Survival.
- Shifting. As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to 2 x your proficiency bonus. You can shift a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Whenever you shift, you gain an additional benefit based on one of the following options (choose when you select this race):
- Beasthide. You gain 1d6 additional temporary hit points. While shifted, you have a + 1 bonus to your Armor Class.
- Longtooth. When you shift and as a bonus action on your other turns while shifted, you can use your elongated fangs to make an unarmed strike. If you hit with your fangs, you can deal piercing damage equal to1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
- Swiftstride. While shifted, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn't provoke opportunity attacks.
- Wildhunt. While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you unless you're incapacitated.
Hexblood Traits
Hexbloods are individuals taken from a young age and worked on by hags to make new ones. They can be of any race, and are fairly rare anywhere.
Your hexblood character has the following traits.
- Ability Score Increase. You take the score increases of the hexblood's base race.
- Languages. You speak common and 2 languages of your choice.
- Speed. Your base walking speed is 30ft.
- Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
- Eerie Token. As a bonus action, you can harmlessly remove a lock of your hair, one of your nails, or one of your teeth. This token is imbued with magic until you finish a long rest. While the token is imbued in this way, you can take these actions:
- Telepathic Message. As an action, you can send a telepathic message to the creature holding or carrying the token, as long as you are within 10 miles of it. The message can contain up to twenty-five words. Once you create a token using this feature, you can’t do so again until you finish a long rest, at which point your missing part regrows.
- Remote Viewing. If you are within 10 miles of the token, you can enter a trance as an action. The trance lasts for 1 minute, but it ends early if you dismiss it (no action required) or are incapacitated. During this trance, you can see and hear from the token as if you were located where it is. While you are using your senses at the token’s location, you are blinded and deafened in regard to your own surroundings. When the trance ends, the token is harmlessly destroyed. Once you create a token using this feature, you can’t do so again until you finish a long rest, at which point your missing part regrows.
- Hex Magic. You can cast the disguise self and hex spells with this trait. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you gain this lineage).
Dhampir Traits
Dhampir are undead creatures, lesser vampires that are able to keep their senses and fight off or subtly control the various forms of hunger they have.
Your dhampir character has the following traits.
- Ability Score Increase. You take the score increases of the dhampir's base race.
- Languages. You speak common and 2 languages of your choice.
- Speed. Your base walking speed is 35ft.
- Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
- Deathless Nature. You don't need to breathe.
- Spider Climb. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
- Vampiric Bite. Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite. When you attack with this bite and hit a creature that isn't a Construct or an Undead, you can empower yourself in one of the following ways of your choice: You regain hit points equal to the piercing damage dealt by the bite or You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite.
Reborn Traits
Reborn are people who, for some reason, simply did not die when they should've. Instead, they arose as undead beings with no recollection of their past lives.
Your reborn character has the following traits.
- Ability Score Increase. You take the score increases of the reborn's base race.
- Languages. You can speak common and 2 languages of your choice.
- Speed. Your base walking speed is 30ft.
- Deathless Nature. You have escaped death, a fact represented by the following benefits: You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage. You have advantage on death saving throws. You don't need to eat, drink, or breathe. You don't need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
- Knowledge From a Past Life. You temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
The Factions of Xaggopia
What Are The Factions?
The factions of Xaggopia are the largest groups of interest which go over the borders of kingdoms and make waves within the politics of the different kingdoms.
The Kings Confederation
The kings confederation is a group of kings and lords across Xaggopia that have formed an alliance against any outside dangers. The kings confederation is made up of 10 nobles from the goblinoid lands, orc mountains, bullywug marshes, giant-kin lands, troglodyte empire, and an ambassador from the yuan-ti city state. The confederation stands for law and order at its fullest, hating the idea of corruption and seeking to destroy it. This said, they also care very little about good and evil, only that laws be made and followed in unlawful lands.
Orcish Council
Made up of the most powerful kings in the high orcish mountains, the council comes together every 3 years to discuss matters of economy, alliances, war, and help with one another. There are 8 seats in the council, and all kingdoms in the council are bound by law under penalty of war to help one another in crisis.
The League of Undead
The league of undead are ex-followers of the demon prince Orcus. Their ranks are made up of intelligent vampires, zombies, ghouls, ghasts, and at the very top are the liches. At the writing of this book, only 5 of the original 19 liches from the founding days are still around. Many necromancers and warlocks will also be found in the league, most striving to one day become liches themselves.
The Resistance
The resistance is a faction that is made up of escaped slaves, mainly drow, duergar, and svirfneblin. This faction seeks to bring forth the empires of the civilized races. The resistance is in direct confrontation with factions like the kings confederation and the orcish council. The resistance was first founded by the last human, a mage named Vafeus the wise. Nowadays he leads the resistance from his hidden stronghold.
The Cult of Dagon
The cult of Dagon is a demonic cult that formed around the demon lord Dagon. The cult is made up of mainly drow, renegade goblins, and locathah. The cult mainly makes money through piracy on the shores of Xaggopia. The cult tames aquatic monsters to use in battle, and has frequent confrontations with the followers of the hidden lord.
The Sellswords
The Sellswords is a mercenary guild which sends its members to work for warlords and armies that pay the highest. This guild is mainly made up of ogres, but will accept all races from renegade illithids to escaped drow slaves. The Sellswords are led by an ogre who is said to be as large as a hill-giant. Tales of this ogre are vast and inaccurate, but all agree he is not one to be trifled with.
The Hob-Kings
The Hob-Kings are a exclusive group of Hobgoblin and Bugbear nobles that all share defense agreements with one another. These nobels are also the most powerful goblinoid leaders, and tend to decide the fates of thousands of their lessers.
Important NPCs
Foreword
These NPC's are suggested characters to have in your Xaggopia campaign, but can always be switched out at the dm's discretion with other characters.
The Hob-Kings
The most powerful and influential hobgoblin kings and lords in Xaggopia. This category includes Duke Horgoth, King Vurnag, Queen Varlith, and Lord Markath.
Duke Horgoth
Duke Horgoth (He/Him Neutral Evil Hobgoblin) is otherwise known as the tusk-taker and orc stomper. Horgoth is a Duke of the small goblinoid duchy Hurgrak, which lies on the borders between orc and goblinoid lands. He has become well renowned for killing scores of orcs and being the greatest strategical mastermind in the world. (If using him for battle, use the warlord stat block.)
King Vurnag
King Vurnag (He/Him Lawful Evil Hobgoblin) is a king only through name. He is actually a merchant who helps fund the other Hob-Kings. He owns an gargantuan fleet of merchant ships, and makes fortunes from his trades. He is also a coward, and will eagerly sell out other Hob-Kings to save his own skin.
Queen Varlith
Queen Varlith (She\Her Lawful Neutral Ami Bugbear) is the ruler of the largest goblinoid kingdom. She is also the supplier of able bodied soldiers to Horgoth and goblin sailors to Vurnag. Furthermore she is politically savvy, and tends to negotiate peace treaties for many goblinoid rulers. Queen Varlith is most likely the kindest goblinoid ruler, taking pity on the less fortunate and outlawing goblin slavery in her queendom of Vacklestagh.
Lord Markath
Lord Markath (He/Him True Neutral Hobgoblin) is the lord of a goblinoid stronghold called Elfskinki, where he tends to hide away in his keep and study arcanic secrets. He is a master wizard, and specializes in summoning and controlling the elements. As such, the other Hob-Kings keep him close so that if they ever need a destructive weapon they can call on the wizard lord.
The Lich Lords
The League of Undead is ruled over by 5 archliches, otherwise known as lich lords, who control the actions of all of their followers. These liches are each masters in their own chosen magics, and constantly bicker with one another over decisions. These liches are Averac the elven archlich, Borovim the ancient red dracolich, Sregrak the ulitharid lich, Xagraxis the death tyrant, and Grobdus the kraken lich.
Averac, the hollowed one
Averac (He/Him Lawful Evil Archlich) is a drow who followed Orcus in the days of the long ago past, and is the founder of The League of Undead. Now he is the weakest of the lich lords, and is always followed around by at least 5 intelligent zombie ogres. He is extremely paranoid, and tends to fight the most with his rival Sregrak, whom he believes wishes to kill him. Because of his paranoid nature, he hides within a tomb of his own construction called "The hollowed hold". The entrance of this tomb sits within the large mazes of minotaur territory, where he adds to his undead army through resurrecting dead minotaurs.
Borovim, the ever greedy
Borovim (He/Him Lawful Evil Red-Dracolich) is one of the most powerful of the lich lords, and holds sway over hundreds of hidden vampires. His other title is Dracul, which stands as the title of vampire lord. He has a close friendship with Xagraxis, and the two are conspirators who plot the downfall of Grobdus so they can replace him. Borovim lives within a large cavern inside the orcish mountains, where his vampire servants add more treasure to his ever growing hoard. It is said that any who can destroy him will not only hold claim over his hoard, but also inherit his title Dracul.
Sregrak, the traitor
Sregrak (They/Them Lawful Evil Illithilich) is a more recent addition to the league. Once an ulathrid who worked in the illithid colony, he betrayed his elder brain and began studying arcane secrets. Near the end of his life he chose lichdom over death, and now pursues as much ancient knowledge as possible with the help of his alhoon subordinates. It is said the secrets of lichdom were passed to him by Grobdus, and that he is now the krakens right hand in the league. Early on, he also earned the hatred of Averac after besting him in a wizard duel by using his psionics. It is still debated weather or not psionics count as a magic, and so his win has stayed contested for quite some time. Sregrak acts as a patron of renegade illithids, who may choose to follow him to study arcane secrets or escape the tyranny of the elder brain. He also enlists the help of ghosts, banshees, and other spirits to gather and steal information from others.
Xagraxis, he of many eyes
Xagraxis (He/Him Neutral Evil Death Tyrant) is most likely the most open member of the lich lords. While the others find a place to hide, he openly travels the land with his group of beholder zombies. He seeks power over secrets and treasures, and tries to gather allies outside of the league. Xagraxis is also known as the ghoul king, as he raises hundreds of the cannibals for his allies to use in battle. Xagraxis and Borovim are close friends, and both hate the kraken lich Grobdus who is objectively more powerful than them. He currently conspires to raise an army of orcs, goblinoids, and other creatures to appose Grobdus.
Grobdus, lord of the dead deep
Grobdus (They/Them Neutral Evil Lich Kraken) is a kraken who turned to lichdom after the demon lord Dagon turned on the krakens. To escape death, he fled to the side of Orcus who gifted him lichdom in exchange for spreading his influence. Grobdus joined the league and quickly rose to the top, being the uncontested most powerful lich lord. He is also known as the lord of the deep dead, and hold dominion upon all aquatic undead creatures. He dislikes the archlich Averac, and hires groups of adventurers to try and storm his tomb frequently. He is also completely aware of Xagraxis and Borovim's attempts to unseat him, and does nothing about it because he welcomes the challenge it will bring.
The Orcish Council of 8
The council of 8 are the most powerful orc kings in the world who come together to discuss major decisions for the orcish mountains. The 8 individuals who currently sit in the council are Grumush, orcish high king, Varmir, the metal cataclysm, Warmik, the beast-tamer, Qualicks, demonic lord of orcs, Shishmer, the king below, Urank, the slaver, Baumet, master of earth, and finally Yertan, the goblin slayer.
Grumush, high king of orcs
Grumush (He/Him Lawful Good Gray Orc) is seen as the high king of all orcs. It is said as a boy he plucked out his own eye as a form of worship to Gruumsh, and has since gained fame and power over the orish mountains. He rules over the cultural capital of the orcs, known as Urak-Baug, and is respected by many rulers across the world. He is a friend to all that he deems worthy, and will be a loyal ally to those who cannot defend themselves. Because of his code of honor and kind demeanor, he has also taken the title "The Gray Knight". Grumush has outlawed slavery within his city, and so far has had very little success in spreading this ideal. Some gossiping politicians also say that he is in love with the bugbear queen Varlith, and the two often will go on secret trips together. Weather any of this is true is, however, unknown.
Varmir, the metal cataclysm
Varmir (He/Him Chaotic Neutral Gray Orc) is otherwise known as the inventor, the cyborg, and the metal cataclysm. Vamir was at one point a warrior who fought against gnoll and goblin, until he was struck by a small explosive. He survived, and became fascinated with the thing that nearly killed him. Soon he learned how to make these explosives faster and quicker, and has dubbed them "Orcish Blaze". He also learned how to augment his own body, and has replaced parts of himself with a mixture of magic and mechanical steel and iron. As of now, he works on a new kind of crossbow that can better deliever these explosives and take out rows of enemies from afar. He has gained rulership over a few cities in the eastern orcish mountains, and mainly supplies other orc cities with his bombs and weapons.
Warmik, the beast-tamer
Warmik (She/Her Chaotic Good Lycanthrope Gray Orc) is said to be more beast than orc herself. She has a way of taming all kinds of horrible beasts and monsters, such as cave bears, behemoths, and the occasional roc if they find one. She does this through her druidic powers, where she befriends the creatures rather than dominating them. Warmik also carries a dark secret, which only her best friend Grumush knows. As a little girl, she was bitten by a werebear, and now turns every full moon. If this secret ever got out, she would be hunted by the rest of the council and slain.
Qualicks, demonic orc lord
Qualicks (He/Him Neutral Evil Tanarukk) is a brutal warlord of the orcish mountains who commonly fights battles with the gnolls. He is cruel to his enemies, and harsh with his soldiers. He lays claim to strongholds on the borders between the orcs and gnolls. Qualicks is said to be a follower of baphomet, and commonly tries to make alliances between orcs and minotaurs. If this is true, he has not yet been found out and expelled for his heresy.
Shishmer, the king below
Shishmer (He/Him True Neutral Pale Orc) is known as the king below because he rules vast swaths of territory under the orcish mountains. He mainly works in mining for gems, ore, and stones that surface orcs crave. Shishmer has a close alliance with Urant and Baumet. Urant supplies him with svirfneblin and horned goblin slaves and Baumet helps collect gems. Shishmer is also known as the blind one, as he is completely blind above ground.
Urank, the slaver
Urank (She/Her Lawful Evil Gray Orc) is a cruel slave master, who commonly invades other lands and captures civilians to sell as slaves in her cities. She also takes on pet projects, making fun by personally breaking more rebellious slaves. It is said she holds a flail that once belonged to Yeenoghu (see page 48 for more info), and commonly uses it to break the toughest slaves she captures. She has a distrust of Warmik, and suspects she's hiding something important.
Baumet, master of earth
Baumet (He/Him Chaotic Good Pale Orc) is a master of the element of earth. He commonly uses his abilities, and the abilities of his followers, to reshape mountain sides and gather gems. Due to his connection with the earth, he can also tame creatures below like giant moles, bullettes, and purple worms. Due to this, he's also been called "Lord of All That Dig".
Yertan, goblin slayer
Yertan (He/Him Neutral Evil Gray Orc) is a barbaric warlord that is well known for his hatred of all goblinoids. He is also known as the "Gray Death", as whenever he comes across a goblinoid village or stronghold he leaves no survivors. He is highly bigoted and refuses to believe that anything is superior to the orcs, and that they are not superior to anything else. Yertan is hated by all council members, but due to him being able to kill the other council members as easily as he does the goblinoids, he is allowed to stay on the council.
The Gods of Xaggopia
The Gods of the Land
In Xaggopia, there are various gods that are worshipped throughout the world. There are also demon lords and archdevils, who grant their clerics and paladins powers much like an actual god would. In this chapter we will explore the many pantheons and their gods, and explain their place in the world.
The Orcish Pantheon
The orcish pantheon is made up of the gods part of the "clan of he who watches". The leader, and head god of the orcs, is Gruumsh, the one-eyed god. The other members of this pantheon are Luthic, wife of Gruumsh, Shargaas, god of thieves and tricks, Yurtrus, god of disease, and Bahgtru, god of beserkers. These gods reside within Acheron, and are in constant warfare with goblins.
Luthic, the cave mother
Luthic is wife to Gruumsh and mother to Bahgtru. She is seen as the goddess of female orcs, caves, fertility, wisdom, and healing. Her clerics tend to be female, and work to help and heal others. She's often depicted as a tall, beautiful orc woman wielding a spear in one hand and a potion in the other. It is also believed the cave bear, especially females, are holy to Luthic.
Shargaas, the trickster
Shargaas is the god of thieves, darkness, and tricks. He is patron to assassins and thieves, as well as patron of pale orcs. He is often ignored by the gray orcs and tanarukks, who have no respect for the deity. He is often depicted as a pale orc in a cloak, wielding a dagger, and his holy animal is the bat. Often, followers of him will tame giant bats to use as mounts.
| Orcish Gods | Domains |
|---|---|
| Gruumsh | War, Grave, Twilight |
| Luthic | War, Nature, Order |
| Shargaas | Trickery, Twilight, Death |
| Yurtrus | Death, Arcana, Grave |
| Bahgtru | War, Death, Tempest |
Yurtrus, the rotting one
Yurtrus is the only orcish deity which is hated by most all orcs. He is the god of death and disease, and will visit plagues onto orcish kingdoms that do not honor him enough. If given enough honor, he may bless bishops of his with the power to control and create disease, creating what are called plague-mages. Yurtrus is depicted as a sickly gray orc with pure white hands, wielding no weapon.
Bahgtru, the leg breaker
Bahgtru is the god of pure rage and animalistic barbarism. He is the god which warriors pray to before battle, in hopes he may join them. He is rage incarnate, wishing to kill all enemies he sees. His blessings are those of rage, the kind which keeps an orcish soldier fighting even while being run through. He is depicted as a 9 foot tall gray orc, with large tusks and claws instead of nails.
The Goblinoid Pantheon
The goblinoid pantheon is ruled over entirely by Maglubiyet, the tyrant god, who forces the other gods under him to do as he pleases. These other gods are Bargrivyek, the peacemaker, Meriadar, the good god, Kikanuti, the horned mistress Nomog-Geaya, lord of hobgoblins Skiggaret, the black claw, Hruggek, father of bugbears, and Grankhul, the hunter.
Bargrivyek, the peacemaker
Bargrivyek is the goblin god of unity, peace, and order. He despises hobgoblins, and seeks for bugbears and goblins to join forces to further enhance their society. He also has a rivalry with the kobold gods, who he deems enemies of all goblins. He is commonly depicted as an 8ft tall goblin with a high domed forehead, wielding a white tipped flail.
Meriadar, the good god
Meriadar is the only goblinoid god who actively advocates for goblins to be kind and peaceful with all creatures. They are usually alligned with other good gods, and wish to somehow remove Maglubiyet from the pantheon to more actively spread their message. Meriadar is depicted as a often a mishmash of goblins and other races, showing his belief in his idea of unity.
Kikanuti, the horned mistress
Kikanuti is the patron of horned goblins, and seeks for them to become masters of the underdark. She blesses each of them with more imposing bodies and a love of elemental earth. It is said in some circles that she does not work under Maglubiyet, instead choosing to make her home in pandemonium where she lives in a large cavern. She is often depicted as a 9 foot tall, beautiful horned goblin female, carrying a pick-axe.
Nomog-Geaya, lord of hobgoblins
Nomog-Geaya is the right hand of Maglubiyet, and patron to hobgoblins. He enforces the current caste system, and holds a hatred of all goblin and bugbear gods. He also is a god of law and authority, blessing all hobgoblins with their nobility at birth. He is often depicted as a huge, powerful hobgoblin with a mouth of shark teeth. He also is shown carrying a battle axe and sword, his tools of power.
Skiggaret, the black claw
Skiggaret is the bugbear god of madness, who inspires maddening rage into bugbears when visiting the mortal realm. He is also a demon lord, and shares power on his layer of the abyss with Grankhul. As such, his followers are seen as chaotic demon summoners, and often find themselves outcasts from normal goblinoid society. Skiggaret is ever shifting in form, and frequents the material plane often. Usually, he leaves behind openings to the shadowfell in his wake.
Hruggek, father of bugbears
Hruggek is the undisputed master of the bugbear gods, and has taken the role of Maglubiyet's left hand. He is a god of war and violence, seeking the destruction of bugbear enemies. He is also the god of stealth and the night, teaching his chosen that ambushes are the only way to truly win a battle.
Grankhul, the hunter
This god of bugbear is the god of hunting, savagery, darkness, and lies. He is also a demon lord who lives with his fellow bugbear god, Skiggaret, on the 241st layer of the abyss. Grankhul is also the lord of all criminals and those who work in the dark, and gifts his followers the ability to outwit others and speak abyssal.
| Goblinoid Gods | Domains |
|---|---|
| Maglubiyet | War, Order, Grave |
| Bargrivyek | Peace, Order |
| Meriadar | Peace, Life, Arcana |
| Kikanuti | Nature, Light, Forge |
| Nomog-Geaya | Order, War |
| Skiggaret | Twilight, Death |
| Hruggek | War, Twilight |
| Grankhul | Twilight, Death, Trickery |
The Giant-Kin Pantheon
The pantheon of giant-kin has no true structure, and is instead a rough grouping of gods that the giant-kin worship. Aside from Vaprak, who is by far the most widely worshiped, there is also Grolantor, Diancastra, Karontor, Hiatea, and Iallanis
Grolantor
A brutish deity worshiped by ogres and ettins, Grolantor refuses to go by any titles, and seeks his followers to follow in his ways. Eating, to him at least, is holy. He preaches for all of his followers to grow fat and gluttonous, so they may one day be like him. He is the god of battle, hunting, and of course feasting, and often he is depicted as a hill giant wit a swollen belly and a large iron club.
Diancastra, the wanderer
Diancastra is a female giant goddess most often associated with wits, trickery, and magic. She is seen as the patron of all giant mages, and has become nowadays the chosen deity of scholarly giant-kin. Diancastra has no home in the upper or lower planes, and instead chooses to wander the planes. Often, she is depicted as an 11ft tall giantess with elven features, wearing a pitch black cloak.
| Giant-Kin Gods | Domain |
|---|---|
| Vaprak | War, Grave |
| Grolantor | War, Death |
| Diancastra | Knowledge, Trickery, Arcana |
| Karontor | Death, Grave, Twilight |
| Hiatea | Nature, Life |
| Iallanis | Nature, Peace, Light |
Karontor, the deformed one
Karontor, brother to Grolantor, is the god of hatred, beasts, and deformity. Karontor gifts his followers a hatred of beauty, and is often worshipped more by hags than giant-kin. When the giant-kin do worship him, however, they will often take on a more deformed look to better emulate their lord. Korontor is depicted as an enormous fomorian, covered in boils, deformities, and uneeded hair.
Hiatea, wild mother
Hiatea is known as the giant goddess of farming, beasts, ferility, and family. Most cyclopes worship her nowadays, giving her offerings in the forms of uneeded gold, the remains of butchered animals, and old clothes from their children that cannot wear them anymore. She is described as a 12ft tall giantess with red braids adorning her head, reaching down to her lower back.
Iallanis, the peaceful
Known as the goddess of peace, love, and nature, Iallanis is the patron deity of all pacifists. She is said to be the only giant god who does not fight, and often urges her followers to do the same. Iallanis is not widely worshipped, and usually only druids or nature loving clerics will ever pay homage to her. She is described as a 11ft tall giantess of fair skin, who wears a short green dress decorated in flowers.
Demon Lords
During the years of the fiendish wars, various demon lords rose to be worshiped as gods in Xaggopia by many peoples. They now take the role of divinity by gifting clerics and paladins "holy" power in their names. The most widely worshipped demon lords in Xaggopia are Graz'zt, Demogorgon, Kostchtchie, Orcus, Baphomet, Yeenoghu, Urae-Naas, Dagon, Ramenos, The Great Mother, Pazuzu, Sess'Innek, Laogzed, and Fraz-Urb'Luu.
Graz'zt, the dark prince
Graz'zt is the demon lord of unbridled pleasure and selfishness. His followers tend to be self centered, and have no restrictions when it comes to what they want. Graz'zt is considered a rival to Demogorgon, who he deems a lower creature. In Xaggopia, some have come to revere Graz'zt as a gift giver, and pray to him when they want something dearly. His followers today are mostly made up of male drow who have lost faith in Lolth.
Demogorgon, prince of demons
The prince of demons is a chaotic force of nature, which wishes only to see destruction and death. The two heads of Demogorgon, Aameul and Hethradiah, are grand mages who know countless spells and rituals, which they share with devoted followers. Demogorgon is the strongest demon lord by far, and has few rivals who can challenge him. His followers today are mainly ettins who shun the giant gods in favor of a lord much like them.
Kostchtchie, prince of wrath
Kostchtchie is a demon lord who holds sway over the element of ice and giants. He is known for often joining his followers in battle and will actively influence them throughout their lives. Kostchtchie is sometimes considered a giant god, due in part to his love of adding giant and giant-kin followers to his armies. Nowadays, his followers are made up of considerably ruthless and idiotic ogres, who share his hatred of devils and especially that of the archdevil Zariel.
Orcus, prince of undeath
Orcus is often worshiped by undead beings within Xaggopia, or people seeking to control or become such beings. Orcus is said to be the patron of all liches, and so will often help his most devoted followers become liches. His followers are few and far between, but many an aspiring necromancer will pray to him in hopes of gaining guidance.
Baphomet, prince of beasts
Baphomet is the sole deity to all minotaurs. He is seen as their creator, protector, and patron. Baphomet's followers are made up exclusively of minotaurs, who all work hard to be worthy of his "divine" gaze. Baphomet is in constant struggles with Yeenoghu, and as such gifts the minotaurs a hatred of all gnolls.
Yeenoghu, the gnoll lord
Yeenoghu is the patron god of gnolls. He cares not if they live or die, only that they hunt. He is the unrestrained animalistic urges of every race. He invokes primal fury and chaos into whoever so idles him. Yeenoghu is known widely as an enemy of Baphomet, and forces his gnolls to kill any and every minotaur they come across in an attempt to hurt the beast lord.
Urae-Naas, mother of slaad
Once the wife to Ramenos, Urae-Naas is the mother of most slaadi and leads them from her layer in the abyss. She is most often worshiped by bullywug cults that deem slaad as holy. She is often depicted as an extremely obese slaad, too big to use her legs, with long arms and sharp claws.
Dagon, prince of the depths
Dagon is the personal patron of creatures of the deep, and anything that calls the sea its home. He is also a great spellcaster, and can also be patron to those wishing to see the future and its infinite possibilities. He's most commonly worshiped by locathah, pirates, and sahuagin.
Ramenos, the dead god
Ramenos is the patron lord of all bullywugs and ex-husband to Urae-Naas. It is said he has long been dead, and his body now gives Urae-Naas more and more control over the bullywugs as the centuries pass. Though he is dead, it is said his spirit still delivers power unto his followers in attempts to keep being worshiped.
The Great Mother
The Great Mother is the mother of all true beholders and their god. She is often worshiped by aberrations, like beholders, illithids, and aboleths. She is depicted as a colossal beholder, surrounded by armies of death tyrants sworn to her protection. She is also sought out by some wizards who wish to master multiple forms of magic.
Pazuzu, prince of wind
Pazuzu is the lord of all abyssal skies and is worshiped by certain aarakocra and those who love elemental air. Pazuzu is seen as brother to dagon, and hates earth elementals and creatures of the earth. Pazuzu is not to be trifled with.
Sess'Innek, lizard lord
The lord of evil lizardfolk who acts as their protector and master, Sess'Innek saved scores of lizardfolk, bullywugs, and other such creatures from demons and devils alike. Sess'Innek is worshiped by these creatures descendants now, and uses them to exact his will on the material plane.
Laogzed, the unending hunger
Worshipped by the troglodytes, Laogzed is the lord of hunger and feasting. He is little more than an animal who gifts power to those who offer him vast amounts of meat. Laogzed is uncaring of many of his worshippers, deeming them only worthy if they gorge themselves unendingly like he.
Fraz-Urb'Luu, prince of lies
Fraz-Urb'Luu is the only demon lord still at large, who is trapped on the material plane by a singular gem. Fraz-Urb'Luu is the lord of lies, tricks, and malicious traps. He is never purposely worshiped, instead usually making himself out to be another lord to try and lead his followers to free him from his prison.
| Demon Lord | Domains |
|---|---|
| Graz'zt | Life, War, Trickery |
| Demogorgon | War, Arcana, Grave |
| Kostchtchie | War, Tempest, Death |
| Orcus | Death, Grave, Knowledge |
| Baphomet | War, Nature, Grave |
| Yeenoghu | War, Nature, Death |
| Urae-Naas | Life, Tempest, Twilight |
| Dagon | Nature, Arcana, Knowledge |
| Ramenos | Death, Nature |
| The Great Mother | Arcana, Knowledge, Forge |
| Pazuzu | War, Nature, Tempest |
| Sess'Innek | Order, Forge, War |
| Laogzed | Nature, Death |
| Fraz-Urb'Luu | Trickery, Twilight, Arcana |
Archdevils
Much like demon lords, certain archdevils rose to the ranks of worship after the fiendish wars, and are still worshiped by some groups today. These archdevils worshiped today are Asmodeus, Zariel, and Moloch. These devils grant their worshipers powers like gods would to clerics, hence their inclusion.
Asmodeus, lord of the 9
Asmodeus is the lord of the 9 hells. He is the ruler of all devils, and the most powerful of them all. He is the one who orders the blood war to continue, and the one who sent the devils to Xaggopia. He believes that all must be under his control, and so keeps his followers in a strict order, with them being subservient to all devils and enemies to all demons.
Zariel, the warlord of Avernus
Zariel is seen as the great liberator by many races, as it was her who first arrived in Xaggopia to take down the demons. She's won the respect of most creatures, and is worshiped by many slaves. Zariel's followers are crusaders, holy warriors who fight demons religiously.
Relics of Xaggopia
Foreword
In the realm of Xaggopia, many weapons and items of power from the abyss and the 9 hells have been lost to the land. These items of power are relics that can be found by many an adventurer. The only relics that will be mentioned within this book, however, are the demonic relics.
Demonic Relics
The demonic relics of Xaggopia are those items lost in the fiendish wars. Grand weapons, armor, and jewelry belonging to demon lords of the abyss. The items found here are Graz'ztcha, Butcher, Heart-Cleaver, The Wand of Orcus, Carriontooth, and Matalotok.
Graz'ztchar
Weapon (greatsword), Artifact (requires attunement)
Graz'ztchar is the chosen weapon of the demon lord Graz'zt. It is a pitch black +3 greatsword, tempered in blood and acid withing Graz'zt's realm. This sword is said to hold a piece of the demon lord, tempting its wielder to fall.
- Corrosive Submission. When you hit a creature that has an Intelligence score of 4 or higher with an attack using this sword, the target takes an extra 3d6 acid damage and must succeed on a DC 17 Charisma saving throw or be charmed by you for 1 hour. If you attack the creature again while it is charmed in this way, the extra acid damage increases to 10d6 and the charmed condition ends. If the target succeeds on its saving throw or the charm ends for it, it can’t be charmed again in this way for 24 hours.
- Hidden Nature. The acid damage dealt by this greatsword appears to be radiant damage to all who perceive it. A true sight spell or similar magic reveals that the sword is actually a rusted, pitted blade dripping with acid.
- Sentience. Graz’tchar is a sentient neutral evil weapon with an Intelligence of 14, a Wisdom of 12, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet.
The sword can speak, read, and understand Common, and can communicate with its wielder telepathically. Anyone who holds it hears the wise voice of a sorrowful king, beckoning the user to seize their destiny. A creature that succeeds on a DC 26 Wisdom (Insight) check while listening to the blade’s voice hears a sliver of malice that suggests the truth: the voice is a corrupting trick of the Demon Prince of Indulgence.
- Personality. Graz’tchar slowly attempts to sway its wielder to sow chaos in Exandria, telling lies and spreading malign truths about great leaders, and claiming that the members of the Tal’Dorei Council are corrupt and must be overthrown. The voice of this blade is actually the Demon Prince of Indulgence, speaking from his Abyssal prison.
If the sword’s attuned wielder disobeys the urges of the weapon for an extended period of time, Graz’tchar can attempt to control the wielder, who must succeed on a DC 17 Charisma saving throw or become charmed by the sword for 24 hours. While the wielder is charmed in this way, the sword can compel them to take an action of the sword’s choice once per hour, though the wielder believes this action is taken of their own free will. If the chosen action leads to the harm of someone the wielder considers a trusted friend or ally, the charmed condition immediately ends. On a successful saving throw or if the charmed condition ends for the wielder, they are immune to this property of the sword for 24 hours.
Butcher
Weapon (flail), Artifact (requires attunement)
The chosen weapon of the demon lord Yeenoghu, Butcher is a 3 headed +3 flail which deals slashing damage and incites blood lust in its wielder. It is said to also give the user sway over gnolls, and is highly sought out by gnoll leaders.
- Demonic Bloodlust. When you hit a creature with this weapon that is of the evil alignment, the target will take an extra 2d10 slashing damage. Furthermore, if this damage kills the target, you are gifted another action for that turn.
- Triple Threat. When attacking with this weapon you may add 2d6 onto the normal attack or damage roll. If rolling for damage, this extra damage is counted as slashing.
- Demonic Hatred. If you use this weapon against minotaurs, it deals max damage each and every time. Furthermore, any minotaur that tries to wield this weapon will have their Hp halved during use.
- Corrupting Influence. If you stay attuned to this item for more than a week, your alignment will become chaotic evil.
Heart-Cleaver
Weapon (greatsword), Artifact (requires attunement)
Heart-Cleaver is the blade of Baphomet, lord of the wilds and enemy to civilization. He uses his large cleaver in battle, and lost it in Xaggopia long ago after losing a fight to the combined efforts of Zariel and Moloch. Heart-Cleaver is seen as a +3 greatsword in use.
- Rage Incarnate. If this weapon was used to kill a creature one round before its next use, it will give the wielder advantage when hitting with it.
- Rush Down. When using this weapon, you can move double your movement speed once per day.
- Ancient Rivalry. If this weapon is used against gnolls, it will deal max damage each and every time. Furthermore, if a gnoll wields this weapon, their Hp will be halved during use.
- Mutation. If attuned to this weapon for long periods of time, the wielder will begin to mutate and grow more bovine features.
The Wand of Orcus
Wand, Artifact (requires attunement) The ghastly Wand of Orcus rarely leaves Orcus’s side. The device, as evil as its creator, shares the demon lord’s aims to snuff out the lives of all living things and bind the Material Plane in the stasis of undeath. Orcus allows the wand to slip from his grasp from time to time. When it does, it magically appears wherever its master senses an opportunity to achieve some fell goal.
Made from bones as hard as iron, the wand is topped with a magically enlarged skull that once belonged to a human hero slain by Orcus. The wand can magically change in size to better conform to the grip of its user. Plants wither, drinks spoil, flesh rots, and vermin thrive in the wand’s presence.
Any creature besides Orcus that tries to attune to the wand must make a DC 17 Constitution saving throw. On a successful save, the creature takes 10d6 necrotic damage. On a failed save, the creature dies and rises as a zombie.
In the hands of one who is attuned to it, the wand can be wielded as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The wand deals an extra 2d12 necrotic damage on a hit.
- Protection. You gain a +3 bonus to Armor Class while holding the wand.
- Spells. The wand has 7 charges. While holding it, you can use an action and expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: animate dead (1 charge), blight (2 charges), circle of death (3 charges), finger of death (3 charges), power word kill (4 charges), or speak with dead (1 charge). The wand regains 1d4 + 3 expended charges daily at dawn.
- Call Undead. While you are holding the wand, you can use an action to conjure skeletons and zombies, calling forth as many of them as you can divide 500 hit points among, each undead having average hit points (see the Monster Manual for statistics). The undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of you and obey your commands until they are destroyed or until dawn of the next day, when they collapse into inanimate piles of bones and rotting corpses. Once you use this property of the wand, you can’t use it again until the next dawn.
- Sentience. The Wand of Orcus is a sentient, chaotic evil item with an Intelligence of 16, a Wisdom of 12, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet. The wand communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common.
- Personality. The wand’s purpose is to help satisfy Orcus’s desire to slay everything in the multiverse. The wand is cold, cruel, nihilistic, and bereft of humor. In order to further its master’s goals, the wand feigns devotion to its current user and makes grandiose promises that it has no intention of fulfilling, such as vowing to help its user overthrow Orcus.
Carriontooth
Weapon (greatsword), Artifact (requires attunement) This single-edged, blood-stained greatsword is the personal weapon of the demon lord Pazuzu. Legend has it Pazuzu created the weapon from the claw of a bird goddess it dueled and lost to before being trapped in the skies above the Abyss. Carriontooth is serrated and jagged, rending flesh as it slices and slashes.
- Attunement. If you attempt to attune to Carriontooth, your maximum hit points are reduced by 10 unless your alignment is chaotic evil. This reduction remains as long as you remain attuned to Carriontooth; magic cannot return the lost hit points.
- Magic Trifecta. You gain a +3 bonus to attack and damage rolls made with this weapon. Carriontooth also functions as a sword of sharpness, a sword of wounding and a vicious weapon.
- Rend. You deal an additional 6d6 necrotic damage when you hit with Carriontooth.
- Natural Enmity. Celestials of all kinds find Carriontooth abhorrent and are always hostile to you if you carry the weapon.
Matalotok
Weapon (warhammer), Artifact (requires attunement) Matalotok, the Frost Father, is an ancient hammer fashioned by a long dead god of giants. The favored weapon of the demon lord Kostchtchie, Matalotok is frigid to the touch and wreathed in mist.
- Frigid Power. You are immune to cold damage while holding Matalotok. Whenever it deals damage to a creature, the hammer radiates a burst of intense cold in a 30-foot-radius sphere. Each creature in that area takes 10 (3d6) cold damage.
- Aversion to Fire. When attuned to Matalotok, you take double damage when the damage type is fire.
- Petrifying Strike. Once per day, when landing a hit with the warhammer, the wielder may choose to petrify their enemy in a block of ice. The enemy will stay like this for 1 full week, after which it will suffer from 3 levels of exhaustion.
- Giant's Tongue. When you're attuned to this item, you gain advantage on all speech checks when dealing with a creature of the giant creature type.
Destroying The Relics
Each of these relics have their own unique way of being destroyed, which are spoke of in this category. Do note, if you destroy a relic, the demon lord who made it will automatically know.
Graz'ztchar
To destroy Graz'ztchar you must bring it to Asmodeus in the realm of Hades. He must then bathe it in the river styx and wash away the chaotic corruption, turning it into a normal greatsword.
Butcher
To destroy Butcher, the heads of the flail must be ripped off by Baphomet and buried in Death Dells for 40 days. Then the flail will turn to dust, it's existence made null.
Heart-Cleaver
To destroy Heart-Cleaver, it must be brought into the realm of Mechanus and plunged into Primus's holy well, where it will melt away into molten metal.
The Wand of Orcus
Destroying the Wand of Orcus requires that it be taken to the Positive Energy Plane by the ancient hero whose skull surmounts it. For this to happen, the long-lost hero must first be restored to life - no easy task, given the fact that Orcus has imprisoned the hero's soul and keeps it hidden and well guarded.
Carriontooth
To destroy Carriontooth, it must be used to slay Pazuzu, and then returned to the bird goddess whose claw it was made from; the goddess needs to only touch it to undo the artifact.
Matalotok
To destroy Matalotok, it must be taken to the positive energy plane by the god Annam, who must then break it over his knee and cast its parts into the astral plane. Then it shall be useless pieces of metal once more.
More To Come...
This document may be periodically altered, changed, or added onto in the future. But for now, I consider it complete. Thank you for reading.