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# Poseidon's Encyclopedia of Umala
##### A dive into the continent of umala, and it's surrounding world
\pagebreakNum ## Disclaimer from the Author This is a pretty big worldbuilding thing, and while i try my best to account for everything, there may be things that dont make sense or contradict other things, if you catch something like this let me know! additionally, if text is in **\
**, then thats a comment for the reader, and not pertinent to the world itself. ## What's new? (V 0.2) * Reorganized the contents table to be more accurate * "Everyday Magic", "A World for Heores" * this lol * Did a bunch of the gods and worships - there's some left but not much * Extra culture lore for evole, will do the rest eventually \columnbreak ## Contents ### An Introduction to Umala * History Of Umala * Everyday Magic * A World for Heroes ### Character Creation Options * ##### Races * Evole * Tekemato * Pilex * Feingel * Midra * Halfkinds * ##### Classes & Subclasses * xxx * xxx * ##### Backgrounds * xxx * xxx * ##### Items * ##### Blessings and Curses ### World Lore * Gods and Worships \pagebreakNum
# PART 1 ##### An Introduction to Umala
# Welcome to Umala! Placed in the milky way galaxy, the planet of Koilon is a very unique place: it is situated in a rift between this universe - the material plane - and the dimension of magic, the Magium. The magic of the arcane plane seeps into the planet of Koilon, creating powerful creatures, incredible and vast landscapes, and of course the ability of creatures to harness the power of magic for themselves. The physical nature of the material plane and the various magicks of the arcane plane mix together to create immense and exotic lands and peoples in this world. This book provides the lore of the most prominent continent of Koilon: Umala. It shows the history, the magic, the people, and the many players creation options that come with it. Delve into the arcano-scientific world of Koilon! ## Brief-ish History of Umala * **~78,000 Before Current Era** - In the begining, the Evole (then proginitors) came from the plane of magic - the Magium - to roam and eventually settle on the lands of Umala. These people found that they were able to harness magic and made a thriving society for themselves. Eventually, two individuals capable of magic beyond what everyone else could be capable of begin to war. At the end of this was between societies, the prevailing entity, Omnos, seals away her rival Terrifus and splits the various factions into the races that now exist within Umala. She also places various restrictions upon magic which last even today. * **~75,000 BCE** - Omnos discovers souls dont go anywhere when they die. She creates a clone of herself to keep an eye on the people and the magic restrictions. This clone soon becomes Nemelu, goddess of magic. Omnos begins to create demiplanes of afterlives and various other things she wants. * **~65,000 BCE** - Omnos finishes creating demiplanes, and finds the strongest mortal she can to make the Tekemato Goddess of Death, Indo, who is responsible for carying souls to their respective afterlives. Also during this time, Omnos begins to meddle with the affairs of mortals, intentionally sabotaging whole societies so that Umala does not progress socially or scientifically. * **~35,000 BCE** - Omnos creates other gods for various purposes so she may have less tasks to do, and she continues to meddle. Yai'za, the Pilex goddess of love and fertility is made to pick and choose who can have children and if anyone is given special qualities at birth. Aurought, the Midran god of toil and greed is made to serve Omnos for eternity after attempting to usurp her. * **4,769 BCE** - Society is the same as it was 70 thousand years ago, but there are considerably more people. It is getting harder to control the populace, so Omnos creates a god to help with control society. However, Omnos chooses one that has ulterior motives, and in the last second of the ascension ritual, someone else takes the intended gods place. And thus, Trek, the Fiengel god of progress and trickery is born. Finally, society is able to progress and track history. * **3,512 BCE** - The divine revolution begins, and many of the gods break from the rule of Omnos to perform their duties as they wish. Yai'za and Aurought perform differently, Yai'za chooses who gets special abilites and "chosen one"s, while Aurought chooses to effectively retire. Omnos still has supreme power, but she cant stand up to *all* the other gods. * **742 BCE** - Society slowly but surely advances. The well-known Poseidon Rothring is born in this year - the first double trovenaar **(see later chapter)**. * **43 BCE** - Lord Blackmoth **(more details in later chapter)**, the Demon King - a Tekemato who made a deal with terrifus - comes into power and begins to wipe out the Midra. # \pagebreakNum * **Year 0** - The turning on an era, the Demon king kills ~72% of the Midran population before a group of adventurers kills him, spuring an era of growth and peace. The marker of the current era. These adventurers create a school for magic, adventuring, and general schooling stuff. * **74 Current Era** - The Renaufes crisis - a vengeful desciple of the Demon King anhialtates a large swath of lang now known as the black coast. * **142 CE** - Heissman Crisis - a Evole nobleman outcast from society returns with a powerful poison spell and attempts - nearing success - to topple the elysian tree. * **297 CE** - Humans come to Umala from the far south continent of Crowfar. They try to conquer, but are unsuccessful, and to this day only hold a small portion of formerly-Fiengel land. * **412 CE** - The Blackmoth Crisis - The Demon King comes back from the dead and wreaks havoc, but is stopped before he razes more than one town. * **424 CE** - The Be'Valus Crisis - One of the followers of the Demon king from 12 years ago goes on his own. He is the former leader of the Curch of Cosmos in Pilex territory, and he attempts to revive his wife by any means necesary. He nearly shatters all of reality, and causes strange ripples even after he is killed. * **436** - The current year. Arcane trains, guns, and automata exist, along with the recent advent of gunpowder weapons. War is on the horizon, because the Evole believe it's the fault of the Midra and Tekemato governments for the recent spike in catastrophic crises. Since there has been no war since 297, tensions are high, and nations (whether they want to admit it or not) are eager to use their new weapons. ## Everyday Magic Magic is and always has been an incredibly useful tool, and almost everyone in Umala knows at least a spell or two. Most folks are content with simple spells like *mending* or *mage hand*, but if one seeks a higher capacity for spellcasting, it is a relatively simple undertaking. Even if one does not or is not capable of casting spells, magic is still pervasive in everyday life. Many everyday items are enchanted to add slight bonuses, such as durability or efficiency; roads are made more durable, wagons are made lighter, and streetlamps are lit at night by themselves. Everywhere you look, the world is full of magic. This is because an alternate plane of existence known as *the Magium* has leaked into our world. The Magium is where all magic is from, and the planet of Koilon lies directly over a rift between the two planes. Due to the immense amount of magic in the air over millenia, the creatures of Umala are likewise saturated in magical energy. In part 4 of this encyclopedia, there is a map with an almost-comprehensive list of cities on this continent. There are very few, if any, smaller villages or hamlets, as monsters roam the wilderness between major cities, making it dangerous to travel without protection, and makes creating new settlements a pipe dream or something to be undertaken by a huge organized effort. \columnbreak ## A World for Heroes This arcane saturation does not just work to the favor of the monsters of the wilds, but also the people of Umala. Like the creatures of Umala, the people have become saturated with magic and thus many are capable of extraordinary feats no one else is capable of. Additionally, with the level of powerful monsters that exist, there is great need for powerful individuals for protection of cities and caravans. However, as per usual with society, there are always a few bad apples in the bunch. People are just as capable of evil and destruction as any monster from outside the city walls. In fact, people are even more capable of this due to society's advances in arcane knowledge. This leads to powerful people facing a threat to a populace - a much more conventional adventuring group's blight. In chapter 5, which covers the many types of creatures you may encounter, powerful individuals will also be listed. \pagebreakNum
# PART 2 ##### Character Creation Options
# Character Creation The people within the world of Umala, and especially for characters within a campaign, there are much more possibilities for abilities, magicks, and other unique eccentricities. When creating a character, the DM will choose a "level" of noteriety in a campaign, which will determine what you can choose for your character. buuut ill get to all that later lol. Regardless of how the campaign is, you will begen with two bonus spells regardless of your class. You may choose two of the following, and they count as cantrips for you. Spells in *italics* are new. These cantrips do not scale off of any ability modifier: * *Minor Shield* * *Challenge Duel* * Guidance * Encode Thoughts * Firebollt * Minor Illusion * Spare the Dying * Mending #### Minor Shield *Abjuration Cantrip* ___ - **Casting Time:** Reaction, which you take when a target hits you with an attack roll. - **Range:** Self - **Components:** V, S - **Duration:** Until start of next turn ___ When you take the reaction to cast this spell, your AC is increased by 1, potentially turning the hit into a miss. This effect lasts until you begin your next turn. #### Challenge Duel *Conjuration Cantrip* ___ - **Casting Time:** 1 Action - **Range:** 60ft - **Components:** V, S - **Duration:** Up to 1 hour ___ When you cast the spell, you target as many creatures within range, and if all targets are willing a duel begins. When a duel is occuring, all creatures within the duel can not go out of the range of the spell (which is anchored to the spot casted), and any features used, damage taken, or other non-item consumable actions are used, they are returned when the duel ends. The duel only ends when the win condition set by the caster is fulfilled. \columnbreak ## Blessings and Curses Occasionally, your DM might allow your character to have certain benefits or deficits - known as Blessings and Curses - to increase the abilities of your character or allow for greater storytelling. The amount of benefits you recieve depends on the *noteriety* of your campaign. The more notable a campaign is, the more intense, broad, and catastrpohic the story will be. There are ***x*** levels of noteriety, though they are merely a suggestion, the use of Blessings and Curses is at the discression of the DM. * Level 1: Typical D&D adventure, usually levels 1-6. No blessings or curses. * Level 2: A more in-depth and long-running adventure, usually levels 5-11. 1-2 blessings, 1 curse. * **\
** \pagebreakNum # Races The many races of Koilon exist in relative harmony across the few continents. The focus of this book is the continent of Umala. The people vary in size and shape, and no two cultures are the same. The details of size, appearance, culture, and capabilities are shown for the following races: **Evole** (Eh-VOLE) are often considered the most basic, but by far are the most varied; they may change their natural appearance to their wills over time - most two Evole never look the same (though by default, they look the part of a pale white cat) **Feingel** (Fee-IN-ghel) are the rambunctious amphibious furred partygoers of the southern peninsula. Often times considered feral, a Feingel can fly, swim, and run better than most, and have sharp claws and teeth that make them natural predators **Midra** (ME-druh) are hardy draconic folk with a fasciniation with the richer things in life. They have the humanoid likeness of a dragon, with a special connection to the *aether* plane **(see future chapter)** allowing them to harness powerful breath weapons. **Pilex** (PIE-lecks) are long-lived avian folk that bear a special connection to nature and the divine. They are well-known pacifists with the charisma and morals to back it up. **Tekemato** (Tek-uh-mah-to) are canine warrior people that are quite fascinated with combat. Ritual combat is a common passtime and often a competetive sport. They have a huge amount of magic in their blood that makes them naturally good spellcasters. **Halfkinds** are hybrid races, usually all grouped together as *halfkinds*, which is often a slur. Tekemato are the only race that can cross breed, (aside from Evole, but the child takes the race of the non-Evole) so all hybrids are Tekemato + the other race. There are superstitions that lead to them being hunted, though they aren't true. **Half-Midra** are often considered to be omens, and are hunted down to prevent tragedy from befalling an area. Half-Midra have a special connection to Trovenaar magicks **(see future chapter)** that allow them to harness at least a little bit of these arcane tricks. **Half-Feingel** are often considered to be unlucky, and are hunted down to return luck to the hunter. Half Feingel are actually quite lucky, so much so that it can freak people out. **Half-Pilex** are often considered to be a manifestation of lies and deciet in an area, and are hunted down to stop the lies from spreading. The Half-Pilex are connected to the weave of reality as we know it, allowing them to gain a greater knowledge of their surroundings at all times. **Exotic** races are races that usually imply some special quality, and are beyond abnormal, even compared to hybrids. **Elementals** are people that have died in some way, but were revived by strange magicks that caused their bodies to become purely magical of certain elements (such as steel, stone, fire, ice, shadow, light, blood, and air to name a few) **Witchmark Families** are families - often nobles - who bear runic marks on their bodies that give them some benefit beyond their usual racial abilites. **Progenitors** are the original race all others on Umala came from. They all naturally died out or were made int some other race over the ages, but a progenitor player might have been caught in some chronolurgic magicks or other magick that would send them forward in time. Progenitors are capable of fully changing their appearance and body shape at will. **Automatons** are machines with one or more sould places within them to power them. All automatons are powered by multiple souls, but what's makes a player automaton special is that they have very few (or one) powerful soul that overrides any controls upon the machine or soul, allowing the to be sentient. # \pagebreakNum ## Evole *In my journey across these lands, I've seen many folk. Lizardfolk that can fly, party-loving apmphibious furred-folk, birds, and dogs. By far the most interesting, as I've found, is the Evole. I had the pleasure of making the acquaintance of one early in my journey. Soon after we met, we parted ways. Months after, I met with him again, but his fur had become a dark brown, and grown horns atop his head!* - Alexandria Cloud, Human Scientist Their name, as derived from the word evolve, shows their inclination to adapt - not just mentally, but physically. ###### Adaptive Body Evole, at birth and thereon take the appearance of a humanoid feline with white fur. Over time, they tend to change to their liking or needs. A cargo worker might grow larger to accomodate bigger crates. Hunters could gain better eyesight and darker fur, more suitable for stealth. Or sometimes, they can simply want to look or be different, like changing their body to affirm their gender. ###### Adaptive Technology The state of society is limited by the capabilities of technology. Evole believe it is their right and duty to take innovation to the next level and bring tomorrow to today. A majority of all technological improvments were created by evole scientists. Trains? An Evole. Guns? Evole. Enchanting? Believe it or not, Evole. A chief "religion" in Evole society is that some day, a god will come and remove all magic from this world. As such, a certain amount of the populace strives to make technology without the use of magic. ### Features **Age**: Age at the same rate as humans **Alignment**: No Trend **Size**: Medium, Avg. 5'8" **Speed**: 30ft walk **Languages**: Common and one other language of your choice **Adaptive Body**: Your body slowly morphs into what you want it to be over time. This can be height changes, fur color and patters, and even gender. **Adaptive traits**: Choose any one pre-existing race feature to use for yourself. Your appearance alters to represent this. (This can be from *any* race in any book, but no feats from exotic races) **Adaptive feaure**: choose any 4th level feature to use for yourself. Your appearance alters to represent this. \columnbreak ## Feingel *I was there purely for buisiness, but when one of the Feingel suggested a party I was astonished at his... unprofessional behavior. Not to mention all that happened was a new trade deal being made. Despite my hesitation, I thought it rude to deny, so I joined. This party was like none i had ever seen, no calming ballroom music to dance to , but heavy drums and horns blaring. Everyone was dancing, eating, and drinking the night away. I'm almost ashamed to admit it, but it was the best party I had been to in recent memory. It was also the worst hangover I've had.* - Parikan Sabrestrike, Report of Commerce Agreement Feingel (pronounced Fee-in-gel) are amphibious humanoids covered in fur. They have long mermaid-like tails, 4 canine ears, and webbed feet to help them thrive underwater. Also, due to their bad eyesight, they rarely have their eyes open, as they use echolocation instead. They have large teeth and sharp claws that help them hunt without tools. ###### Life is for Living For as long as Feingel have existed, they've been known for their parties. Almost any occasion is topped off by a party, a tradition started to lift the spirits of enslaved workers hundreds of years ago. To compliment their high-octane tendencies, they have an immense resilience to alchohol, are naturally fantastic singers, and don't need as much sleep as most other races. They are also more chaotic, living life wildly and acting before thinking a lot of the time. ###### Tight-Knit Communities When a Feingel is born, they are placed under the protection of "hatchwatchers" (which is purely metaphorical, they dont hatch from eggs) and are raised by those hatchwatchers. In the hatch nests, they grow bonds with the other young Feingel and form life-long bonds similar to family with them in packs of as little as 3, and as much as 8. These packs grow up together, doing everything along with eachother. Their pack is seen as their family, and parents rarely raise their own children. A loss within a pack is devastating to the other packmembers. As result of a loss, a pack might go out and look for someone to fill that gap in their pack. ###### Proudly Independant Hundreds, maybe thousands of years ago, the Feingel were enslaved by the Tekemato. It is unsure what they did as slaves or how they were freed, but they celebrate their freedom every year. It is by far the biggest celebration on the Feingel isles, as it usually lasts for a week. \pagebreakNum ###### Terran Vs. Aquan Hundreds of years ago the once lush and moist swamp of the Feingel peninsula was dried up by magical means, and caused the land to become a dry and dangerous desert. Ths cause a racial split in what certain Feingel look like and are capable of. Visually, they are nearly identical, and the strength of their culture has remained between *both* of the subraces. ### Features **Age**: Reach maturity at 12, and live to be 120 on average, though can live up to 200 years. **Alignment**: Tend to be chaotic and good. **Size**: Small or Medium, Avg. 4'2" **Speed**: 30ft walk, 30ft climb **Languages**: Fiengel and common. ##### Race Features **Echolocation** - You must rely on echolocation for most of your sight. You have disadvantage on all sight based checks, but advantage on all sound based checks. Furthermore, you can only clearly see in a 45ft radius around yourself when sound travels clearly (no silence, or deafening). You utilize this by chattering your teeth in a manner only you can hear. **Party Animal**: Due to a long line of ancestors adapting to party, you gain the following benefits: * When making a saving throw related to loud sounds, you have advantage. * When rolling to stomach alchohol, you roll with advantage. * You gain proficiency in the performance skill **Subrace** - choose a subrace - terran or aquan. ###### Terran Terran Feingel typically have warmer colors for their fur. **Camouflage** - when not moving for a full turn and lying prone you may becom invisible. You may not move while invisible like this. It takes an action to become invisible or visible from this condition. **Sonic Shout** - PB times per long rest you may emit a sonic wave that damages nearby creatures as an action. All creatures within 15ft of you make a Con save (DC = 8+PB+Cha) and take 2d8 thunder damage on a failed save, and half as much on a successful save. The damage increases to 3d8 at 5th level, 4d8 at 11th, and 5d8 at 17th. ###### Aquan Aquan Feingel typically have cooler colors for their fur. **Aqua Affinity** - You are incredibly good at operating in water. You have a swimming speed of 90ft. When submerged in any liquid, you may become invisible as an action. You become visible again when you make an attack action, and you cant become invisible for another minute. **Sonar Pulse** - PB times per long rest you may emit a sonar pulse that damages nearby creatures as an action. You may only use this feature in water, and it doesnot extend out of water. All creatures within 90ft make a Con save (DC = 8+PB+Cha) and take 4d8 thunder on a failed save, and half as much on a successful save. The damage increases to 6d8 at 5th level, 8d8 at 11th, and 10d8 at 17th. ## Midra Midra are draconic humanoids with wings and are capable of growing horns, fins, and rarely fur. They are capable of harnessing the aether as a breath weapon. They have an innate casting capability to make themselves able to use their wings to fly/ ###### The Only Thing Stronger than Muscle is Family Midra have an immense focus on family. Orphans are often outcast due to their typically non-existant familial ties. Often times, your social status is determined by the status of your parents, starting a ruthless cycle imfamous for being neigh unescapable. ###### Not-so-humble Craftsmen Given their proficiency in mining and crafting, it's no suprise that flaunting wealth isn't just a way to show status, but part of ones status. A midra can be rich, but wont be considered rich unless they wear expinsive clothing and jewelry. As such, it is easy to feign wealth by just having nice clothes. On top of that, they boast about things they craft like they are their own children. ###### Historically Repressed Midras have been known throughout history for being repressed in various ways. Themost notable of which is the genocide comitted upon them by the Demon King at the turn of the era. The Midra king that comes into power after the Demon King is still alive today, 400 years later, who rules with an iron fist and opresses his subjects. Due to the fact that Midra do not age past adulthood until they have children, the ruling class can live forever in their iory towers, while the lower class do not live full or pleasant lives. ### Features **Age**: Midra reach adulthood at 20, and do not age until they have a biological child. They then live for another ~50 years. **Alignment**: Tend to true neutral. **Size**: Medium or large, Avg. 7'2" **Speed**: 30ft walk **Languages**: Midra and common. ##### Race Features **Draconic Wings**: You are far too big and bulky for your wings to actually function, however you are capable of briefly using magic to fly using them. As an action, you gain a 30ft flying speed for 1 minute. You may use this twice per long rest. \pagebreakNum **Aether**: Gain the ability to have a breath weapon of either acid, lightning, fire, or cold damage. The DC for this throw equals 8 + your Constitution modifier + your Proficiency Bonus. Any creature takes in a 15ft cone takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. You also gain resistance to your damage type. Can only be used PB times **Bulky**: You are a hulking menace. You can ignore the Two-handed property on all weapons. You also gain a permanent +1 to AC due to the natural armor of your scales. ## Pilex Pilex are avian folks, with large feathered wings on their back that they can use to fly. They are well known to be very kind. and hospitable. ###### Kindness is Virtue By far the most prominent religion in Pilex culture is that of *Thris'keia*, named after the martyr of the same name. The chief principal above all else is to treat others with kindness, hospitality, and forgivness. They believe that should they uphold this moral, they will go to an eternal paradise where they can live in eternal bliss and spiritually affect the material world. This kindness has spread out of the bounds or religion, and is ground in many laws and traditions. ###### Ones with Nature Pilex are very relaxed and pacifistic compared to all the other races. They value the power and beauty of nature, and revere it as a mystical being and their structure of politics, architecture, and magic are all based around it. ### Features **Age**: Pilex Reach adulthodd at 20, and live to be ~200 years old on average. **Alignment**: Tend towards lawful and good. **Size**: Medium or large, Avg. 6'" **Speed**: 30ft walk, 30ft Fly **Languages**: Pilex and common. ##### Race Features **Flight**: You gain a flying speed of 30ft. You must not be wearing heavy armor to utilize this speed. **Enhanced Perception**: You have proficiency in the *perception skill*. **Talons**: You may use your hand or hind talons as a deadly weapon. The melee attack deals 1d6 slashing plus strength modifier. Furthermore, while airborne you may use your hind talons as an extra set of hands. \columnbreak ## Tekemato Tekemato are simple canine humanoids that have high levels of magic in their blood.Very well known for their combat-loving and honorful culture, and they are famous for having the most powerful witchmark families - most of whom are nobility. ###### Fighting isn't just a Hobby, It's a Lifestyle Many tekemato are obsesed with learning how to fight. Be it with a sword, a bow, or a staff, combat has always been a signifigant cultural implement. They also have a loose honor system, usually self-defined and almost never affects their societal status (notable exeptions being groups or clans of fighters). Outside of their territory, people from across the continent come to see tournament battles between warriors that are hosted in coloseums present in most Tekemato towns. ###### Magical Blood While Tekemato do have oxygen in their blood, they also have mana as a similarly important facet. They must be in an area with a higher-thanzero ambiet magic level, or they will slowly die in a manner eerily similar to drowning. Furthermore, taverns and inns cannot legally sell alchohol, as it is antimagical. If a Tekemato drinks any amount of alchohol they are at a serious risk of dying. ###### Arcane Reproduction Yes, you read that right. All races of Umala reproduce via sexual intercourse between a male and a female. However, a Tekemato completely flips that on its head. Rather, when two individuals - regardless of gender - mutually wish to have a child during intercourse, then both parties' magical essence with combine to create an egg nearby. This egg hatches in ~8 months to reveal a newborn Tekemato. Becuase of this unique method of reproduction, same-sex relations have never been a social issue within Tekemato culture. ### Features **Age**: Tekemato age at the same rate as humans. **Alignment**: Tend towards lawful. **Size**: Medium, Avg. 6' **Speed**: 30ft walk, **Languages**: Tekemato and common. ##### Race Features **Manavision**: You gain darkvision out to 30ft. Also, once per long rest you may cast the spell *detect magic* without using a spell slot or requiring any components. **Manablood**: The pool of starting spells you can learn is increased by one. **Magic Body**: As a reaction to making a saving throw against a spell, gain advantage against all spell saving throws until the start of your next turn. \pagebreakNum ## Halfkinds Halfkinds have always been a group of people outcast by society. Superstitions were made in a bygone era to pin these innocent halfkinds as scapegoats, when in reality, they hold no such ill will. Of course, a halfkind is a person like any other - equally capable of immense good unforgivable evil. Regardless of how they present or act, they are hunted as the scapegoats they are. Due to the unique nature of how Tekemato reproduce, it allows them to create hybrids with the other races, so all halfkinds are half tekemato. - Half-Midra are belived to bring disaster and destruction to populations of people. Thier very pressence is often considered an omen of hardship and desolation. In reality, Half-Midra are greatly attuned to Trovenaar magicks, and the most common branch of it is soothsaying - the ability to be forewarned of immenent danger. They appear simply as a mish-mash of different parts of a Midra or Tekemato, oftentimes making this the easiest halfkind to hide. - Half-Fiengel are believed to bring unluck to towns. In reality, they are simply much luckier than others, and this can cause luck to drain from others. Half-Fiengel usually take the full appearance of a Tekemato, with a few key differences: Their muzzle is usually wider, and their teeth sharper, they always have two sets of ears, and occasionally, they will get the thick tails of a Fiengel rather than a canid one. - Half-Pilex are believed to be manifestations of the lies, deciet and corruption in cities. This comes from their tendency to notice lies and half-truths much easier than others. Half-Pilex are by far the hardest to conceal. They have large feathered wings, and talons for feet. All else usually remains Tekemato. ### Half-Midra Features **Age**: Age at the same rate as Midra. **Alignment**: tend to be a bit Chaotic. **Size**: Medium, Avg. 6' **Speed**: 30ft walk **Languages**: Common and either Tekemato or Midra ##### Race Features **Manavision**: You have dark vision for 30 feet in front of you. Also, once per long rest, you can cast detect magic without any material costs. **Minor Trovenaar Sorcery**: You are capable of some minor trovenaar magicks. Choose one of the following trovenaar specialties (This cannot be changed): * Soothsaying: At the end of a long rest, roll three d6s. You can add or subtract the number rolled to any roll that is made within 30ft of you once. This can be done after the roll is made, but before you know the outcome. * Transite: you may cast misty step at will. * Mind Melder: You can cast suggestion at will. ### Half-Fiengel Features **Age**: Age at the same rate as Feingel. **Alignment**: tend to be a bit Chaotic. **Size**: Medium, Avg. 5' **Speed**: 30ft walk, 30ft swim **Languages**: Common and either Tekemato or Feingel ##### Race Features **Manavision**: You have dark vision for 30 feet in front of you. Also, once per long rest, you can cast detect magic without any material costs. **Luck Points**: You can aquire a number of luck points equal to your Proficiency Bonus. You may consume a luck point to give a d20 roll within 30ft of you advantage. When you finish a long rest, you have 1 luck point. **Luck Siphon**: When a creature you are allied with makes a d20 check within 30ft of you with advantage, you may use a reaction to remove that advantage and gain a luck point. **Greater Advantage**: Once per long rest when you roll with advantage, you roll three times rather than twice. ### Half-Pilex Features **Age**: Age at the same rate as Pilex. **Alignment**: tend to be a bit Chaotic. **Size**: Medium, Avg. 7' **Speed**: 30ft walk **Languages**: Common and either Tekemato or Pilex ##### Race Features **Manavision**: You have dark vision for 30 feet in front of you. Also, once per long rest, you can cast detect magic without any material costs. **Hyperperception**: You gain the following benefits for perception, insight, and investigation skills: You gain proficiency in these skills. You add a d4 to the total of the roll. **Air Master**: You have a partial mastery of elemental air magic. You are constantly under the effects of the *jump* spell. \pagebreakNum # Additional Culture Lore Races of Umala have developed over millenia, and the culmination of all of these ages All of the main races will be included, and will have more or less the same layout of 1. Interspecies/government relations 2. Self-perception of the culture as a whole 3. Government functionality 4. Other specific or minor cultural things of intrigue All of these pages are **expansions** upon what is listed in the *races* section in the encyclopedia ## Evole * Fiengel - Evole and Fiengel have very close relations despite being quite far away from each other. Their bond is also strengthened by their mutual distaste for the Tekemato. Evole quite like the Feingel for their high-quality and exotic goods they produce and ship for relatively low prices. * Midra - Midra and Evole are both a race full of craftsmen, and while the Evole have long tried to ally with the Midra and foster even greater craftsmanship and technological progress, however this desire is not mutual. Evolves don't outright dislike Midra, though things can get tense. * Pilex - like with everyone, the pilex and the Evole get along quite well, though not as well as the Fiengel. Pilex and Evole both gain much from mutual trade deals, providing vital materials and other trade goods that neither can make on their own. Pilex, like with all races, mesh very well with Evole on a personal level. * Tekemato - Relations between the Evole and Tekemato have always been rough due to ancient land struggles and cultural disputes. Evole are very material and practical and Tekemato are much more spiritual and wild. It's because of these long-standing disputes that Evole and Tekemato don't mesh great on a personal level. * Halfkinds - Evole have a traditional view of halfkinds - they are bad and deserve to be hunted. Halfkinds are advised to stay away from large Evole settlements. * Humans - The Evole dont really have any hard-set relations with Humans. The Evole quite simply view themselves as far superior to other races. Most individuals don't make a point of this, but generally, people believe that the fact they can adapt makes them simply better than the other races. While most Evole have this cultural preconceived notion, they don't make a point out of it (unless they are rather extremist) and it doesn't negatively affect interracial relationships. \columnbreak ### Evole government - Representative Democracy The circle of nobles in highpoint is the primary form of government for the Evole, they oversee the nation and choose to pass individual laws. There are two main facets of this government system. The first is that fifteen of the nobles in the Circle (three per major city) are fully elected individuals who run for election and spend their full time in office. The remaining six nobles - more often known as champions - are also elected per-city as both public officials and very powerful warriors. The sixth is elected to be the champion of the entire nation, rather than an individual city. Every two years there is a set of elections, primary, secondary, tertiary and guardians, so it takes a full 8 years for a full election cycle to occur. Overall, the government is rather conservative, though not considered to be inherently evil. They are, however, almost solely responsible for the incoming war. ### Misc Evole lore **Fads**- as expected of society, trends will appear in appearances and behaviors. Evole are no different. Like fashion trends, Evole have body trends, where a new "norm" for what the average Evole will look like. Right now, it's an all-white slender feline. **Missing Nobles**- about one year ago, three of the guardians - including the 286 year old founder and head of the guardians - went missing suddenly, coinciding with the sudden downfall of the morals of the government. **Inventive**- The Evole are responsible for most technological leaps, chiefly trains, bolt casters, and gunpowder weaponry. \pagebreakNum # Classes and Subclasses Provided with this setting and module are multiple options for character creation. Each option is an option that is available in this world, and often fits into this setting alone. All options provided function with the 2014 edition of Dungeons and Dragons, though are technically compatible with the 2024 version. ## Paladin ppalapin mmmm yummy ### Oath of Integrity The oath of integrity is a simple and popular oath to take among religious folk. Paladins who walk this path are often steadfast in both ideals and combat #### Tenets of Integrity A paladin who takes this oath recites their tenets of integrity daily. **Appreciate your Values.** Hold strong with what you believe in. Do not let others pervert your way of life and remove you from your path of righteousness. **Be Truthful.** Lies and deception are tools of the weak and incompetent, do not use them. No matter how harsh the truth or gentle the lie. **Do Not Tolerate Deceit.** Lies and deception are tools of the weak, treat them as they are and put them in their place. \pagebreakNum ## Warlock The Umalan warlock has more options of patrons, pacts, and invocations. ### Pact Boon Options More pact boonnss uwu !!! #### Pact of the Bridge Your patron has granted you a small space in their demiplane. As an action, you may open a tiny portal for 1 minute. This portal leads to a demiplane that can hold items of size tiny or smaller. There is no limit to the amount of items, though they can not be larger than tiny. If a creature enters the demiplane, they can breath for 10 minutes divided by the amount of creatures in the demiplane. #### Pact of the Vessel Your patron has given you a vessel for exotic and magical liquids. #### Pact of the Stake Plant an arcane stake in the ground that does stuff when in proximity ### Invocations #### \pagebreakNum ## Magic Items Magic items in Umala ### Creo Weapon *Wonderous Weapon (Any weapon that deals slashing or piercing damage, excluding whips), Rarity varies* When not active, the Creo (pronounced cray-oh) weapon is just a handle, which is easily concealable and compact. When active fragile and sharp crystals quickly grow from the hilt that are slightly transparent in the color of the creo gem. The activation of the weapon creates a noticeable amount of noise. As an action or as part of rolling initiative, the wielder activates the gem, causing the weapon to manifest. The crystals can be destroyed as a bonus action. The weapon deals normal damage, and when an attack hits and the number on the dice is a 19 or 20, the blade shatters and deals additional damage equal to your proficiency bonus. When active, the weapon can be attacked. The weapon is immune to all area of effect attacks, and is immune to psychic and poison damage. It has 10hp and its AC is equal to 10+your dexterity modifier. If the weapon shatters, it can be reactivated with an action. These effects apply to all creo weapons unless one of the components specifies otherwise. A creo weapon is made of two essential components: a well crafted frame that frames the weapon hilt and houses the creo crystal; a gem that powers the weapon. The gem and the frame of a creo weapon are separate items that can be mixed and matched. There are many different tiers of craftsmanship in the hilts that improve the function of the weapon: * Basic Hilt - common: no benefits * Fine Hilt - Uncommon: +1 to attack and damage rolls * Tempered Hilt - Rare: +2 to attack and damage rolls * Pristine Hilt - Very Rare: +3 to attack and damage rolls ### Dull Orange Creo Gem *Wounderous item, common* A typical gem for creo weapons, with no special benefits aside from the basic creo effects. ### Dull Blue Creo Gem *Wonderous item, uncommon* The crystals made from this gem are more sturdy than others. If your weapon would have broken from an attack, then you can choose for it not to break, and not add extra damage. \pagebreakNum
# PART 3 ##### World Lore
# Depths of Umala This entire chapter is dedicated to the deper aspects of the lore of Umala. None of this information should be pertinent to gameplay proper, but given the character-focused themes of this book, use this chapter to increase your knowledge of how to create an in-depth and accurate character. **\
** ## Gods and Worships A god is, well, a god, pretty simple. They are entities chosen by Omnos, the first god, for the purpose of performing tasks on behalf of the goddess. These gods still of course have their own goals and reasons to worship. A Worship is a religion that focuses more on ideals than any individual deity. Here are some of the most popular religions, along with where they are mainly practiced: ### Thriskeia *Primary Pilex Worship, Lawful Good* *Suggested domains: Life, Nature, Peace* Thriskeia is a very simple religion: be kind. This is reason why Pilex are often so kind, generous, and hospitable; they believe a paradise awaits them in the afterlife if they are kind to all others. ### The Starstruck *Minor Pilex Worship, True Neutral* *Suggested domains: Arcana, Knowledge Twilight* This worship was once a very reputable religion, but misfortune after misfortune struck them, with many of their leaders and followers going mad or evil. This has led to most people believing this religion to be a cult, but the real purpose of the worship is the search for new knowledge. Intelligence and education are chief principles for this religion. \columnbreak ### Be'Valus *Minor Pilex God, Chaotic Neutral* *Suggested Domains: Any* A new god, the newest one in fact. Be'valus was well known to be a Starstruck, and the main reason for the religion's downfall. However, in the 30 or so years since his death and supposed ascension, a small religion has begun to form. However, it is unorganized, untrusted, and has no real goals or purposes outside of gaining more traction. Be'Valus himself is said to be the god of knowledge and forbidden arcana. ### Cult of Fye / Church of the Pheonix *Major Pilex Worship, Chaotic Good* *Suggested domains: Grave, Tempest, War, Life* Once a prominent cult dead-set on cleansing the world with fire, their ways have changed to be that of rebirth, redemption, and second chances, fittingly. A common misconceptions is that they worship the magical beast phoenix, though they simply use its likeness as a comparison to their intended message. ### Omnos *Primary Evole Goddess, Lawful Evil* *Suggested domains: Order, War, Arcana, Trickery* The first god, the god of gods, the progenitor, she goes by many names, but only one is true: Omnos. Capable of anything and everything, she is dedicated to maintaining the way things were and preventing societal progression. In the religion, this simply translates to a strong sense of order and duty. Practitioners of this religion often are stuck up about it, trying to convert everyone they can. ### House of Entropy *Major Evole Worship, Chaotic Neutral* *Suggested domains: Grave, Forge, Death* Once just a group of science-ey nerd getting together to discuss theoretical magic-less society soon became a huge religion dedicated to protecting the world from a foretold prophecy in which all magic suddenly disappears. There is no logical backing to this claim, but these individuals are adamant about finding technology that functions without magic. They only see their use of divine magic as a means to an end. \pagebreakNum ### Dualism *Primary Midra Worship, Lawful Neutral* *Suggested domains: Order, Light, Twilight, Forge* The basic ideals of Dualism is that all creatures are a balance of soul and body - mind and matter. They claim the reason that life can be sentient is a true balance between the two, so they perform rituals to keep this balance perfectly intact. When the soul is too heavy, the individual blindfolds themselves. When the body is too heavy, the individual fasts. This religion is about 400 years old, being the second youngest (next to the church of Be'Valus). It was created by the still-reigning king to keep his peasants in check. ### Aurought *Major Midra God, Chaotic Good* *Suggested domains: Forge, Trickery, War* The god of gold, greed, and work. Such harsh titles and toils were placed upon this god as a punishment from Omnos, who Aurought dared to try and defy. Aurought stands as a symbol to the struggle of the revolution against the monarchy in Midra lands. Aurought and his followers are actually quite gracious, simply cursed by circumstance and given no opportunity to be great. ### Indo *Primary Tekemato Goddess, True Neutral* *Suggested domains: Grave, War, Death, Peace* Through the biggest cities, to the tiniest little hamlets, one sound is heard nearly constantly in Tekemato Territory: the sound of an old, haunting church bell. The bell is meant to signal the angel of death, Indo, to come and collect the soul of the dead. Indo is the Goddess of war, combat, and death, and Tekemato culture is heavily based around the tenets of her worship. Those who follow her appreciate combat as an artform and accept death for what it is - an end to a good thing. ### Nemelu *Major Tekemato Goddess, Chaotic Good* *Suggested domains: Arcana, Kowledge, Peace* The first Goddess to ascend to power after Omnos. She controls the very weave of magic is we know it, and prevents excessive use thereof. Followers of Nemelu are very talented wizards, clerics, or sorcerers. ### Trek *Primary Feingel God, Chaotic Good* *Suggested domains: Trickery, Nature, Lifr, Light* The first mortal to not only defy Omnos, but get away with it better of than he started. Omnos was trying to prevent society from advancing, but she accidentally made Trek a god instead of the intended recipient. With his newfound capabilities, he allowed mortals to advance and become free from Omnos' grasp. The Feingel follow him as the god of trickery, fun, and progress. \columnbreak ### Yai'Za *Major Feingel Goddess, Lawful Good* *Suggested domains: Life, Light, Nature* Yai'Za - the goddess of fertility and birth - is a pilex, though the Feingel choose to worship her because she quite likes the way Feingel packs work. Those who follow Yai'za are often nestkeepers or other variations of caretakers for the young.