An Explorer's Guide to the Ancient Lands (EGAL)

by JoeAFox

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An Explorer's Guide To

The Ancient Lands

Table of Contents

The parts of this book, along with important subjects, are described below:

2 --------------------------------------------------------------------------------------------------- Map 3 ------------------------------------------------------------------------------------ Introduction 5 ------------------------------------------------------------------------------- A Brief History

Part 1: Character Creation

6 ------------------------------------------------------------------------------------------------ Races 14 ------------------------------------------------------------------------------- Class Options 23 --------------------------------------------------------------------------------- Elementalist 29 --------------------------------------------------------------------------- Faction Options

Part 2: A Guide to the World

32 ------------------------------------------------------------- The Gartrunian Empire 33 --------------------------------------------------------------------------------------------- Tethyr 35 ------------------------------------------------------------------------------ Human Lands 38 ------------------------------------------------------------------------ The Nurming Sea 40 ------------------------------------------------------------------------------------- The North 42 -------------------------------------------------------------------------------------- The Shan 44 ------------------------------------------------------------------------------ The Southeast 48 --------------------------------------------------------------------- The Western Lands 50 ----------------------------------------------------------------------- The Great Oceans

Part 3: The Planes of Existence

52 ------------------------------------------------------------------------- The Inner Planes 53 ------------------------------------------------------------------------ The Outer Planes 53 -------------------------------------------------------------------- The Seven Heavens 55 ----------------------------------------------------------------------------- The Nine Hells 56 ----------------------------------------------------- Deities of the Ancient Lands

Part 4: New Magic Options

60 ---------------------------------------------------------------------------------- Magic Items 62 --------------------------------------------------------------------------------------------- Spells 63 ------------------------------------------------------------------------------------------- Rituals

Part 5: Friends and Foes

65 --------------------------------------------------------------------------------------- Monsters 74 --------------------------------------------------------------------------------------------- NPCS

Appendixes

76 ---------------------------------------------------------- Appendix A: Mindwalking 77 -------------------------------------------------------------------- Appendix B: Names

Introduction

Welcome to the Ancient Lands! From lost temples in deep monster infested jungles, to towering peaks that seem to rise above the sun itself, to bustling cities full of diverse cultures, these lands are an adventurer's paradise. People of all tongues and races have crafted kingdoms, some standing the test of time, but many crumbling away after a few centuries of glory. Across this vast realm, all folk are united in their need for adventurers, for problems great and small.

Synopsis

This book contains all the information you need to run or play a D&D campaign set in the Ancient Lands. Almost none of these options, including races, subclasses, spells and magic items are unique to the Ancient Lands, and can easily be used in other settings.

Part 1 is all about building characters that fit well into the Ancient Lands. This includes several new races and information on old ones, a new subclass for every class, and ways to involve your character with various powerful factions.

Part 2 is about the world itself, and the nations that form it, to help make a backstory, and learn about any region you might be playing in.

Part 3 is about the other planes of existence and how they fit together, from the Nine Hells to the Plane of Air. It also has information on the gods that are unique to the setting, and what pantheons are included from other sources.

Part 5 is about all new magical abilities and features. It includes new spells, new magic items, and the rules for powerful magic rituals.

Part 6 contains a menagerie of new monsters and creatures for the DM to use, as both ally and enemy.

Time and Calendars

Almost all nations in the Gartrunian Empire use the Gildernath Calendar, though it is sometimes used alongside a native one. Thirteen months make up a year (365.25 days), plus a special day called Coronation Day outside of any month. On leap years, Midwinter is celebrated as the last day of the calendar. Years after year 0 are written as 493 GC, for example while years before that are prefixed with a -, such as -280 GC. The current date is 938 GC. Shanese dwarves use the Gregorian Calendar instead, which is a source of pride.

Gildernath Calendar Months
Order Month
1 Nurmoss
2 Devkanir
3 Semlod
4 Elradine
5 Balicor
6 Durme
- Coronation Day
7 Chenvol
8 Huvran
9 Melrú
10 Shemlith
11 Velrú
12 Omlatha
13 Urgoth
- Midwinter (every 4 years)

A month is subdivided into 3 weeks of ten days, simply called tendays. Officialy, the 24 hour clock is used, but almost no one has access to a precise determination of time. This is why most folk use terms like highsun, midnight, or dawn.

Currency

To facilitate international trade, the Gartrunian Empire declared law in 187 GC that all territories must use the same coinage system. The coins used across the empire are the same as those described in the Player's Handbook. Electrum pieces in the Ancient Lands are unusually light, weighing 1 tenth of a normal coin. Some kingdoms also use local currencies, described in the Local Currencies table:

Local Currencies
Name Locale Value Weight (lbs.)
Bronze Emol Snolland 5 cp .02
Gold Rod Seven Kingdoms 8 gp .08
Golden Barge Avkelos 2 gp .02
Ivory Piece Carnolledi, Davria 5 gp .25
Jade Bar Celestial Kingdoms 1 gp .03
Mithral Piece Roaringhorn League 5 gp .06
Platinum Bar Dolethran League 100 gp 2
Silver String Gamiland 5 sp .005

Languages

Every language in the Player's Handook, Volo's Guide to Monsters, and the Monster Manual is spoken in the Ancient Lands. In addition, some culture have their own dialects and languages, described in the Unique Languages table.

Unique Languages
Language Typical Speakers Script
Common Humans Latinic
Davri Davrian Humans Davri
Enbally Nuratian Humans None
Filnór Filnór Humans Dethek
Hill Dwarf Hill Dwarves Dethek
Olbos Avkelosii Olbitic
Old Snollish Rural Snollish Dethek
Ovish Northern Orcs Dethek
Yetrusian Migsonites Yetrus
Yuliq Yuliq Half-orcs Inque

Spellcasting Services

In major cities or other places with access to skilled spellcasters, lower level spells can be cast, in exchange for coin. Service could be refused, if it seems the spell is going to be used for a nefarious purpose, or if it is against the spellcaster's moral code. The Spellcasting Costs table describes these prices. Spells of 3rd level and higher are rarely sold, and could require a quest as payment, or even to find the spellcaster.

As rule of thumb, a city must have at least five thousand people for full spellcasting services.

Travel

Adventurers can pay to travel on a ship, though they may be expected to help sail it. The Port Travel Time table shows some of the major ports of the Gartrunian Empire, and how many days it takes to sail between them. Passage usually costs about 5 gp per day for lower class, or 10 for middle class. Upper class travel, which is not usually an option, can cost between 18 and 40 gp per day.

Port Travel Times (Days)
Dakashan Heisen Hirdon Marolis Mengdu Sorganna
Dakashan - 18 36 20 31 23
Heisen 18 - 29 25 24 7
Hirdon 36 29 - 50 20 33
Marolis 20 25 50 - 41 15
Mengdu 31 24 20 41 - 25
Sorganna 23 7 33 15 25 -

Travel upon the sea can be dangerous, from threats on both the inside and the out. There is plenty of disease onboard these ships, and sharing close quarters for longer voyages raises tensions. In addition, piracy is common by sahuagin and other aquatic races.

Travelers heading overland have a different set of challenges. While small groups are generally safe in more settled areas, travelers in most of the empire move in caravans of around a hundred people. Their collective numbers keep them all safe in theory, but many request either payment or an agreement to follow their rules in order to travel with them.

There are inns and other facilities along most major roads, but travelers along less traveled paths may go days or even weeks before seeing a permanent structure. Most travel is done by merchants or immigrants, but adventurers who offer protection are normally welcomed along.

Warfare

There are not many active wars happening in the Ancient Lands. If your character was affected by a war as part of your backstory, there are several possibilities.

The biggest war being fought by the Gartrunian Legions is the Fourth Soletaarn Uprising, in Nath Cúin. Soldiers travel there from across the eastern empire, and most spend the rest of their lives fighting. Other wars include the Horde War in Hulvara, the War of Storms outside Iabania, the War of the Wounded Leg in Virtun, and the War of Seven Centuries, between the Roaringhorn League and Banagorg.

Spellcasting Costs
Level Price
Cantrip 5 - 10 gp
1st 25 - 75 gp
2nd 100 - 150 gp

A Brief History

The history of the world known as the Ancient Lands goes back an un-knowable amount of years, stretching for eons into the past. Technological progress in the Ancient Lands progresses at an unusually slow rate compared to other D&D settings, so time periods are extremely long. The following periods are probably not known to player characters unless they are a historian.

The Age of Dragons

3.1 to 2 .5 mya (million years ago)
During the earliest known historical period, the world was covered with epic wilderness, primal magic, and the dragons. Led by the god Lazurothin, these ancient wyrms fought back wave after wave of incursions by the great primordial Tharzidun. When Lazurothin was split in two, the dragons were overcome by a fearsome rage, and forced Tharzidun back to the Elemental Planes, where he is now bound.

The Age of Illithids

2 .5 to 1.9 mya
The scarred grounds of the world after the great battles of the age before were perfect breeding grounds for the first spores of mind flayers from the far realm. They forged an interdimensional empire, enslaving other races that lived there, most of which are now gone.

The Age of Gith

1.9 to 1.6 mya
The mind flayer's reign was ended by the warlord Gith, who led her people to take over the illithid's kingdom. However, when the gith split in to two races, they withdrew to the Astral Plane and Limbo.

The Age of the Hells

1.6 to 1.2 mya
Without the protection of the Gith, it was only a matter of time until otherworldly forces overtook the realm. After an errant portal mishap, legions of fiends overwhelmed the world until it looked like a layer of the Nine Hells. The constant battling was the final nail in the coffin of many early humanoid races.

The Age of The Pharalun

1.2 to 1 mya
Though it seemed they would never leave, the fiends were pushed out by a race known as the Pharalun, gifted with extreme magical powers. Their time of prosperity was swiftly brought to an end by a mysterious cataclysm that drove them extinct.

The Age of Darkness

1 to 0.65 mya
With the void left by the Pharalun, newer humanoid races led a second wave of humanoid civilization. Little is known about these peoples though, because almost all traces of their existence have been wiped from the world by time.

Ostoria

0.65 mya to 300,000 years ago
One of the reasons so little is known of the age of darkness, is that their civilizations were destroyed so savagely by the giants. Created by their god, Annam the all father, the giants conquered their own empire ten time the size of the Gartrunian one. One of the kingdoms was known as Ostoria, giant for 'eastern lands,'and its capital Voninheim was legendary. There were six types of giants when their empire was created, but Annam made a seventh that was a fraction of the other's height. These folk, who are now known as humans, were the giant's slaves. Their lives were hard, and few saw old age.

Ostoria was glorious until the red dragon Garyaxoth incited a war between his kin and the giants. This war was named the Thousand Years War for clear reasons. At its end, neither side was victorious. So many were dead that Ostoria crumbled to dust freeing the humans, and the dragons were hardly better off than their great foes.

The Elven Kingdoms

300,000 to 50,000 years ago.
The end of the Thousand Years War was almost exactly when the elven race left the Feywild, and entered a plane that was now barren of civilization. They spread like wildfire, surrounding the Inner Sea. The people flourished, building cities in the lowlands, while the newly crafted dwarves settled the mountains and hills. Their cities were made of shining white stone, and arched towards the sky. These were times of peace, broken only by the occasional skirmish with the drow.

One kingdom in what is now Churmda, had a great teleportation circle to the elemental plane of air. It allowed their buildings to float in the sky, but it held a sinister fate. A demon lord called Orikal used it to enter the material plane, followed by hordes of demons. Orikal and it's followers left only destruction in their wake, which soon was hundreds of miles across. Not even oceans could halt their chaos, and the western lands across the Inner Sea were also set aflame. The only intervention was when Orikal led demons across the Halnashan Mountains, and into the territory of humans.

The Human Age

50,000 years ago to present
The human's had been living through a diaspora, with only a single god, Thelmen. When Orikal crossed the mountains, Thelmen sacrificed his divinity to imprison Orikal for good. The remaining demons were quickly picked off by the surviving mortals. The elves had been devastated, and their numbers were few. They tried to reclaim their former kingdoms, but there were simply to few of them. This emptiness was filled by humans, who were almost suddenly the most populous race in the realm. Over time, they settled in, their adaptability letting them overtake the elves in power.

The filnór people were slowly pushed further and further north until they were clustered around the Dragon Coast. They prayed to their gods for help, and were answered when Caernan Bun Dír lifted a pillar of rock up from the ground. The pillar was named Iabania, which was filnór for 'salvation.'

Other humanoid races came to be, or grew in the past 50,000 years, with the elves monopoly on resources gone. Atzû-Kathi, Goblins, Goliaths, Orcs, Tritons, and many more peoples entered the picture, adding to the great diversity of the Ancient Lands.

Part 1: Character Creation

This chapter contains all the information that you need to make a character who is unique to the Ancient Lands. It contains information on almost all of the pre-existing races, plus some new ones and a couple subraces. This chapter also contains new subclasses, and a new class: the elementalist.

Races

As brave groups of adventurers arrive in mundane and exotic locales, the tell-tale sign of their profession is often their diverse blend of different races and cultures. The following races can be found in the Ancient Lands. Some are unique to this book, while others are from the Player's Handbook and Volo's Guide to Monsters.

Atzû-Kathi

The atzû-kathi are reptilian people who live in the remotest corners of the jungles and grasslands of the world. They worship the Atzú-Nemach, a pantheon of dinosaur like deities who dwell on the plane of Kakari. Due to their religious beliefs, the atzû-kathi are extremely skilled handlers of dinosaurs, and fearlessy ride them into battle.

Organized Clans

Atzú-kathi life is defined by their role in their clan. A clan of atzû-kathi usually numbers between 50 and 200, and with any fewer the clan will surely fall apart. The clan is led by a triumvirate: a general, a shaman, and a leader of wellfare and trade called a Kla. These leaders work together to ensure a successful life for the clan members.

An atzû-kathi rises to a triumvirate position by election, and is expected to hold until they are too old. Clans that do not use the triumvirate system are punished by the Atzú-Nemach, often with plague or fire. The rest of the population fills simple rolls like farmer, weaver, or builder. Resources are communally stored and distributed equally by a supply master. This person is sometimes regarded as the fourth member of the triumvirate, but not in all atzû-kathi societies.

Dinosaur Trainers

Atzû-kathi are blessed by their gods with the ability to speak to, and exert some control over dinosaurs. An atzû-kathi village's largest building is rarely not a stable for dinosaurs, because Atzû-kathi life is strongly dependent on these great beasts for food and labor. Allosaurus are rode on while hunting or traveling, hadrosaurs used to plow fields, and triceratops move lumber and heavy stones. As an atzû-kathi adventurer, you might have a pet dinosaur, which is either a child, or a small species.

Atzû-Kathi Traits

As an atzû-kathi, you have the following racial traits:

Ability Score Increase. Your Wisdom score increases by 2

Age. Atzû-kathi mature at a similar rate to humans, but live well into their second century.

Alignment. Atzû-kathi are not often evil, and those who are will quickly be exiled from the clan. They vary freely from lawfulness to chaos.

Size. Atzû-kathi range from 5 to 6 feet tall and weigh between 160 and 240 pounds. Your size is medium.

Speed. Your base walking speed is 30 feet.

Innate Spellcasting. You can cast animal friendship and speak with animals an unlimited amount times with this trait, but you can target only dinosaurs with them. Wisdom is your spellcasting ability for these spells.

Languages. You can speak, read, and write Common, Draconic, and one other language of your choice.

Subrace. Three subraces of atzû-kathi exist: plains atzû-kathi, mountain atzû-kathi, and jungle atzû-kathi.

Plains Atzû-Kathi

Nomadic plains atzû-kathi value big and fast dinosaurs like triceratops and tyrannosaurus rexes.
Ability Score Increase. Your Dexterity score increases by 1.
Quick. Your base walking speed is 35 feet.

Mountain Atzû-Kathi

The atzû-kathi who live on high mountain slopes tame dinosaurs that can fly with ease, like quetzalcoatlus and pteranandons.
Ability Score Increase. Your Strength score increases by 1.
Mountain Born. You're acclimated to high altitude, including elevations above 20,000 feet.
Steady. You have advantage on Strength and Dexterity saving throws against being knocked prone.

Jungle Atzû-Kathi

Jungle atzû-kathi are well adapted to the heat and humidity, and often tame smaller dinosaurs like deinonychus and dimetrodons.
Ability Score Increase. Your Constitution score increases by 1.
Strong Lungs. You have advantage on Constitution saving throws against exhaustion.

Dinosaurs in the Ancient Lands

Dinosaurs dwell wherever the air is warm enough, and vegetation grows at a rate which can sustain them. They do well in jungles like Taloa, and in plains with sufficient grass. In colder climates, variants have been known to grow dense feathers as insulation, which has given them the name 'feather backs.'

Dragonborn

At the beginning of history, an epic battle was fought between the dragon god Lazurothin, and the primordial Tharzidun. When the battle was done, Tharzidun's power was greatly diminished, and Lazurothin claimed victory. However, so great were its wounds that Lazurothin was split in two. Its two halves became Bahamut and Tiamat, and the blood from this great schism became the dragonborn.

Ever since, all dragonborn have chosen wether to follow Bahamut or Tiamat, or to find their own path. This mentality has lead dragonborn to have extreme opinions, and for some to declare themselves seperate from dragonkind entirely.

For as long as anyone can remember, dragonborn have been the same. When age after age took their toll on other peoples, dragonborn have remained as they were when they first came from the corpse of Lazurothin. Dragonborn see the world as a chaos of morality, ever churning and waiting for a strong leader to organize it. They happily follow those that they agree with, and utterly despise those they don't.

Dragonborn Characters. Dragonborn can be great warriors or wizards, but many find their calling in religion. They become priests and acolytes, but also adventuring clerics and paladins, serving their deity's call in far flung regions. When making a dragonborn, consider how open you are to new ideas, and if you change your mind frequently.

Dwarves

"Our bones may break, our shields may split, but you will never take our homes or our spirit!"
-Old dwarven battle cry

The dwarves were first crafted of steel and stone three hundred thousand years ago, during the Thousand Years War by the god Moradin. Some say they haven't changed a bit since. Dwarves are a strong, sturdy people, comfortable when things stay the same, and bad at adapting to new challenges.

Some folk say that the dwarves are cowards when it best suits them. With their centuries long lifespans, it makes far more sense to hide away in a sturdy and almost impenetrable clan hold, than to risk possible annihlation by going to war.

The Different Peoples

Two types of dwarves live in the Ancient Lands. There are the mountain dwarves, who live in the mountains and are slightly seclusive, and the hill dwarves, great merchants and stone workers who dwell in the lands around the Shan. While these two groups are different, they see each other as part of the same dwarven family, and happily work together.

This situation is different for the Elzura. Not so long ago in the grand scheme of things, only a few centuries, The god of dreams Farnuos was cast out of the Morndrinsamman, the dwarven pantheon. His followers were shaken by this, and left dwarven society. These followers, called the Elzura, now roam the Ancient Lands in groups, staying for a while where they can, but always on the move. An Elzura quickly learns not to trust strangers, beacause of how many people they meet on their travels, and the amount of those people who are cruel. Elzura have a reputation for being evil and uncaring, but they are much kinder to those they trust.

Elzura Dwarf Characters

The variant elzura race uses of the statistics of the hill dwarf, but replaces its ability score increase, dwarven combat training, and tool proficiency features with the following traits:

Ability Score Increase. Your Intelligence and Charisma scores each increase by 1.

Elzura Magic. You know one warlock cantrip of your choice, which does not count against your known cantrips. Charisma is your spellcasting ability for this spell.

Awoken Dreams. While you sleep, Farnuos grants you the ability to still use your sight and other senses, as well as to think. You cannot be surprised while unconscious.

Elves

"Anger a human and you've made an enemy. Anger a dwarf and you'll get into a fight. But if you anger an elf, you don't know what will happen, and that might be the scariest of all."
-Mirren Haverdeen, halfling author

The elves are a fallen people. When they first set foot on these lands, they crafted great nations of legendary might. They wrote music that could make the mountains cry. Their cities rivaled those of the gods. And then it all came crashing down. Now, high elves live mostly with other cultures and countries. Their people don't share a single identity, but instead ally with their new, shared lands. Small kingdoms stand here and there, but the high elves have no nations of their own. The wood elves dwell in the wilderness that remains, though some has gone since the time of the elven empires. They have mostly consigned to grouping in small tribes, deep in the forest. There are four main subraces of elves in the Ancient Lands, and a multitude of less common ones.

Scattered and Adapted

The high elves now live mixed with humans, though they are a clear minority. In greater towns and cities, high elves form their own enclaves. Some high elves advocate for a homeland to be made, where they can dwell in their own culture. No plan for this has succeeded yet, but a powerful ally could tip the scales.

Secluded and Remote

Ever since the disaster left by Orikal, wood elves have faded away into far off vales and overgrown forests. Their towns and settlements are subtle, and while not actively hidden, they can be easily overlooked. The wood elves feel threatened by human advancement, and some tribes respond violently to trespassers.

Empires of Darkness

Arguably the most successful of all elves, the drow avoided Orikal's rage upon the surface, and their nations still stand strong. Their cavernous cities are densely packed under Tethyr, and farther apart other places. Some drow in Tethyr have even tried to establish outposts on the surface, using magic to hide the sun.

The kingdom of Louïpe, in the cold north has escpaped the cruelty of Lolth, and many good drow hail from those tunnels. Louïpe is an exception, though and most drow are fine with raiding on humans and other surface dwellers.

Lords of the Surf

Wind elves are famed sailors, expertly traveling on boats from tiny rafts to massive galleons. Wind elves love nothing more than the salty sea breeze coursing through their hair, as they soar across the waves.

Wind elves originally came into being after a tribe of wood elves was left on the isle of Taldar some fifty thousand years ago. The elves culture quickly adapted to seafaring life, and they spread across the coasts of the world.

Any one who works with ship captains knows a wind elf. The greatest pirates, and the greatest cargo shippers are wind elves, as are a good lot of anyone else who skillfully sails the seas.

Wind Elf Traits

Wind elf characters use the following traits for their subrace.

Ability Score Increase. Your Wisdom score increases by 1.

Sailor. Thanks to you heritage, you are proficient in water vehicles.

Wind Elf Magic. You know the shape water cantrip. Wisdom is your spellcasting ability for this spell.

Skilled Swimmer. You have advantage on Strength (Athletics) checks made to swim.

Firbolgs

Few common folk have heard of a firbolg. Even fewer know much about this seclusive race, members of whom dwell deep in otherwise uninhabited forests. A firbolg tribe's greatest pride is the forest they guard, wether it is a small section of a great wood, or a quiet one near farmlands and cities. Firbolgs have known since time beyond memory that the best way to protect nature is to keep other humanoids out. They prefer not to do this with brute force, but instead act subtly without letting their presence be known, by leaving warnings and stealing supplies.

Firbolg Characters. When making a firbolg, consider what event prompted you to leave your forest. Many firbolgs become adventurers because they were outcast, but it is not unheard of for firbolgs to leave their homes in search of a different calling.

Feat: Impressive Boxer

Prerequisite: Firbolg
Firbolgs are famed martial artists, experts at using their natural brawn to knock down enemy after enemy. This feat expresses those skills, granting the following benefits:

  • You are proficient in unarmed strikes, and they use a d6 for damage.
  • Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks.
  • If you make an unarmed strike while invisible due to your hidden step trait, the attack does extra force damage equal to your proficiency bonus and you don't lose your invisibility.

Genasi

"I think the reason so many people dislike genasi is because Kardun Thallon, that demon cultist, was one. Its sheer nonsense if you ask me though. Just because you find a worm in your apple doesn't mean the whole tree's sick."
-Unknown Barkeep

Genasi in the Ancient Lands are seen as dangerous, alien, and evil. A genasi's power over the elements unnerves many commoners, due to its peculiar origin as elemental magic. Genasi are mostly accepted in cities, where people are more welcoming to other races, but a genasi passing through a town might be refused board, or be told to leave by the local sheriff.

Genasi Characters. Many Genasi become elementalists, but their diverse powers give them a wide array of professions to choose from. A raging fire genasi barbarian, a sneaky air genasi rogue, a knowledgeable water genasi wizard, or a pious earth genasi cleric are all reasonable adventurers. Often, genasi worship the elemental pantheon, or a member of the deklesian pantheon.

Gnomes

"So, I wake up this morning to find my dagger gone. I'd just left it next to my new clock- Oh! have I told you about this grand new clock I got last week? I don't think we've talked since then, because last time we met was at that tree. Which reminds me, the answer to that question you asked about the sign! The answer is no."
-Faldin Scheppin, classic gnome, trying to tell a story

Excitement pervades every aspect of a gnome's life, from a new building, to a nice dog they just met. Gnomes can find joy in anything, and interest in new subjects is a frequent occurence. Gnomes are scattered across the Gartrunian Empire, from Hulvara to Olbrin's Vale, and from the highest peaks of Tethyr to the depths of the underdark.

Rock gnomes are the subrace with the largest population, and acting as the archetypical gnomes in people's minds. Forest gnomes interact with other humanoids less, happy with their sylvan villages. Svirfneblin (the common name for deep gnomes) are not as heard of, but do live in the caves below the ground.

Gnomes are masters of the art of clockwork, skilled at crafting and arranging tiny gears to make an advanced machine capable of complex movements such as writing or walking. While the trade is not at all limited to gnomes, they invented it and continue to be the greatest at clockwork advancement.

Gnome Characters. If you want to play a jolly, curious, explorative race, then the gnome is for you. When making a gnome, consider if they have invented any thing, wether its notable or not, or if they have something they love to learn about. Forest gnomes normally travel with one or more animal companions, and can be a bit absent minded.

Gnomes make great artificers, druids, and rogues, but their inner drive could propel one to become any class. If you want your gnome to be skilled at clockwork, consider giving them proficiency in tinker's tool if given the choice.

Goblinoids

"So, Yibbe, you can get shovels, right?" "Yeah." "Okay, and Tumik, you'll work with her to dig the tunnel. Neme and Frelpy can cause a distraction" "Yeah! we're great at distracting people! And I still have that barrel of tar." "Great. Zuroo, you can handle the crane?" "Sure thing boss" "Good. And of course, Kika, have you found a giant bull yet?"
-Several goblins plotting a heist

While seperate biologically, the three races known as goblinoids stand united under the rule of the tyrant god Maglubiyet. In Tethyr stands the kingdom of Banagorg, a homeland for the goblinoids.

Bugbears

The strongest goblinoids individually, bugbears are grouchy and lazy. Many stay alive only because of the goblins they scare into working for them. Bugbears can work hard, and they do a lot of the manual labor ordered in Banagorg. Other places however, a bugbear is happier to ambush a traveler every now and then, and just sit in its den the rest of the time. Bugbears can be skilled assassins if properly motivated, and are surprisingly stealthy for their size.

Bugbear Characters. As you make your bugbear, decide what motivates you to go adventuring. Are you in it for the money? Or do you feel you should be doing good?

Goblins

Most people make the mistake of looking at goblins as thieves. This is probably because they put to good use anything they find, wether it be theirs or not. The truth is that goblins have no concept of personal property. If you find a nice shovel sitting in a field, there's no reason you shouldn't use it. Likewise, goblins despise anyone who keeps things to themselves, and feel that those folk, rich nobles and greedy merchants, could be taught a lesson or two. This is not to say goblins never steal, they just don't see what they're doing as wrong.

The thing about goblins is that there tend to be a lot, and have trouble dividing up the resources. This leads them to raid others, and kill them to prevent revenge from being exacted. A favorite of goblins is to trap a road, then ambush survivors. This trick is sometimes overused, but they have other alternatives. This can escalate into an arms race over who can make the most complex, yet ridiculous trap.

Goblin Characters. When making and playing a goblin, consider how you feel about the rich and greedy. Do you despise them, or do you jut feel they could share more? Remember not to steal things from other party members. That never ends well, especially for someone of your size.

Hobgoblins

A hobgoblins life is strictly regimented from the day of its birth. They are trained to fulfill a multitude of duties from an early age, and are also taught the utmost skill in martial combat. An average hobgoblin's goal in life is to ascend through the hierarchy as high as it can, while maintaining a handsome reputation. This devotion can, and does, go too far, and hobgoblins are bad at improvising in new situations. Instead, they create plans for every thing that could go wrong, from bad weather to a sudden ambush.

Hobgoblins were the original founders of Banagorg, and they refuse to let anyone forget it. Not all of the hobgoblins in the Ancient Land live and work in Banagorg though, dwelling in regimented legions in obscure lands, or working with other humanoids. Hobgobins are skilled animal trainers, but they don't see animal's as companions, rather as tools. A camp or fort of hobgoblins is usually teaming with beasts of burden, from mundane oxen to rare and exotic giant apes and cockatrices.

Hobgoblin Characters. All hobgoblins feel a deep calling to law. Does your hobgoblin character express that calling by organizing their adventuring party? Or did you leave your legion because you couldn't stand the ridiculous rules?

Goliaths

"I slowly descended from the slope after the yeti attack, the only one still alive. I spotted a cave below me, from which a light flickered. As I got closer, though, the entrance filled with steam. I slowly walked inside, where the fog parted to reveal a massive, grim woman, who must have been eight feet tall. That was the first time I met a Goliath."
-Theosa, elf mountaineer

The great, towering humanoids whose hearts are said to be made of ice dwell in the highest regions of Tethyr. The strong Goliaths live alone on islands in a sea of clouds, looking far down upon the lands below. Goliaths are rarely heard of, but told of often in folk tales about 'fearsome giants of stone and wind' in small tethyrian towns. This reputation serves as a shield when a goliath does travel to a non-goliath settlement, but a shield is not needed. These folk are extremely strong, and not afraid to fight.

Goliath Characters. When making a Goliath, ask yourself why you left the mountains. Did you have a dispute with a friend that turned ugly? Did you get lost in the snow? Also, how do you feel about the group you work with: your adventuring party. Do you think they will die from their ridiculous inefficiency? Or do you try to keep it ordered?

Half-Elves

"I ain't half of anything! I'm at least three quarters!"
-Statement from a wise, half-elf sage

While their name suggest half-elves are just folk with the blood of two peoples in their veins, half-elves are truly a race of their own. They have their own culture, and their own history, and they stand proud of this fact.

Most half-elves have two half-elf parents, instead of an elf and a human. They take immense pride in their racial heritage, and feel a special kinship with all other half-elves. half-elves have designed their own holidays, their own words, and even a new naming system. Still, they worship human and elf deities, as they have none of their own.

Half-Elf Names

Half-elf names are derived from elvish, with human parts.

Male Names: Almuï, Corgan, Phillan, Raquon, Tharriv,

Vensor, Yoephal
Female Names: Alpengi, Denelhiin, Felisara, Hiulavi, Niyra,

Lesha, Onire, Semurr
Family Names: Areszin, Herevii, Kerivo, Ollpara, Roesan

Half-Orcs

In the depths of Tethyr, thousands of orcs live in small towns and tribes. When they are feeling powerful, or are ordered by their god Gruumsh, they wash out and into Gartrunian lands, causing chaos and destruction alike. If a tribe settles, half-orcs a soon born, with both orc and human parents.

A half-orc's life can be difficult in human lands, as many treat them with fear and caution. This inspires many to venture to more welcoming societies, or those so in need of labor that they don't judge. In the Yuliq Tundra, half-orcs have etablished their own nation.

Half-orcs who decide to follow their orcish heritage have a very different life. They can become great warlords, like the infamous Argüshaa Naffer, who decimated lands across the Seven Kingdoms before eventually being caught and killed.

Halflings

"On my travels, I've never seen a people quite like the halflings. One might assume they are like lazy gnomes, or tiny humans, and history has not produced many halfing heroes. Still, my folk, the hin, they possess an extraordinary culture that has so many nuances and details that it is the most interesting in the world."
-Mirren Haverdeen, very unbiased halfling author

Throughout the Ancient Lands' tumultuous history, through infernal wars and arcane dictatorships, a determined halfling has almost always been able to find a small halfling village nestled away in nook or cranny. Though they lack the drive to forge great empires, halflings, also known as the hin, are remarkably resilient, and can dodge any danger sent at them.

Most halflings are lightfoot, as the stout halflings generally live in Carnoleddi.

Pastoral Comforts

It is said that a thousand years can't erase the memory of a good halfling meal. The hin love to have a nice house in a nice town, and work hard to make that a reality. Halfling houses are spotlessly cleaned, with cozy walls and warm fires in every hearth. They work well as a team, and a strong sense of community binds a village.

Halflings enjoy a minimum of three grandiose meals a day, eating stuffed pumpkins, thick steaks, buttered bread, and many cakes. They stay healthy by working outside, tending cows and plowing crops in hidden fields. It is said that thanks to Yondalla, every sunset in a town of hin is beautiful, and that it only rains to make those inside feel cozier.

Halfling Characters. Halfling almost always come from one of two different backgrounds. Some grow up in remote, pastoral villages, where life is peaceful and simple, with little outside influence. Others, are from the wider world, having been raised in bustling cities and diverse towns. When making a halfling, consider wether the greater world is a new and wonderful discovery, or if it is more normal to you.

If you wish for your halfling to have been from a nation of almost all halflings, perhaps they hail from Carnolledi in the far south of the Gartrunian Empire.

Filnór Human Traits

If you want to play a filnór human, you gain the following traits, all of which replace your ability score increase trait.

Ability Score Increase. Your Wisdom score increases by 1, and your choice of your Dexterity or your Strength score increases by 2.

Skill Proficiency. You gain proficiency in one Wisdom or Strength based skill of your choice.

Born Warrior. Thanks to your heritage, you are proficient in one simple or martial weapon of your choice.

Humans

Five hundred thousand years ago, when the ancient empire of the giants, Ostoria, was in its prime, Annam god of giants created a race of creatures called humans to do the giant's hard work. A few humans escaped into the hills and mountains, where they were free. These humans created their own society, which they called the filnór.

Then came the thousand years war between the giants and the dragons, which destroyed Ostoria. The humans that survived were free to create their own unique cultures and nations, which they did in lands far to the south. When the elves fell, some fifty thousand years ago, the world suddenly became ripe for human civilization. They spread over the land that is now the Gartrunian Empire, and forged kingdoms. great and small.

The filnór, or dawnfolk, who had survived all that time high in the mountains, migrated down as well. They inhabited their owns lands for a time being, but were slowly overwhelmed by the larger burgeoning human population. The filnór today remain tucked into mountains and forests, living their simple lives.

Now, humans are unarguably the strongest species in Gartrun, as they founded the empire and have settled vast swathes of land. They outnumber any other race, and have built the biggest cities known. The few times that all of humanity has focused on a war, nations have fallen. Humans know this and take great pride in it. Possibly too much.

Thelmen's Blessing

When the human race was still small and fragmented after the fall of Ostoria, the god Thelmen took them under his wing. Thelmen did what he could to protect humans, granting their clerics power, and their warriors boldness.

This lasted until the rise of Orikal, who rampaged over elven empires, ever closer to the human's lands. When Orikal and its armies crossed the Halnashan mountains, all seemed lost. Then, Thelmen chose to sacrifice his divinity and imprison Orikal in a locked demiplane. Before he left, he granted human-kind his blessing, which powered them to expand their lands across the world, and build great mounments to themselves.

It is hard to define Thelmen's blessing, because it was never said in certain words. It blesses humans with the courage to create, invent, and prosper. It blesses them with the foolishness to take great risks, and the luck to succeed. And most of all, it blesses them with the skill to adapt to any circumstance or environment, no matter how extreme.

Modern Humans

Human have kingdoms and armies scattered over the world, and are the most populous race in the Gartrunian Empire, but the divide between the filnór and other humans still remains. It has been circumvented many times, but in other places is as solid as a stone wall. Common humans are welcoming for the most part to others, including filnór, but their leaders often feel otherwise. This has lead to many wars, like those in Iabania or Nath Cúin. This fight is between the two groups of humans, normally over lands both feel they deserve, or as a preemptive strike against a suspected threat.

Kobolds

Kobolds are little draconic looking humanoids, who are individually weak. Kobolds gather in packs to work together, and use traps to defend their maze-like lairs. While they are treated like rats in some places, they are viewed as just another race in most urban areas.

Kobolds see other kobolds of different family groups as a different people, causing them to lack a group mentality as a whole. This has been so ever since their god, Kurtulmak, was imprisoned by Garl Glittergold. This offense destroyed the kobold's pride, and sent them to the social tier where they dwell to this day.

Kobold Characters. When making a kobold, think about wether you grew up in a kobold community, or a more diverse locale. Does your character feel uncomfortable and weak around other races, or does it view them as equals to it.

Lizardfolk

"It is ridiculous how you humans refuse to let me eat Marthun. He is dead, and his body is no longer useful to him. I am hungry and his body is useful to me. You folk can be so backwards sometimes."
-Thurkear, lizardfolk warrior

In dismal humid swamps dwell the lizardfolk, a race of emotionless people, who use hunter and gatherer technology with logical efficiency. While similar to atzû-kathi in build and body, lizardfolk are a seperate race with their own culture. They worship the draconic gods, and feel emotions oddly.

Lizardfolk normally come from swamps, where they dwell in villages of reeds and sticks, which they have learned to use very efficiently. They wield weapons of made of wood, but understand the value of metal tools. This search for metal is likely the only reason lizardfolk leave their isolated homes. Because they somehow cannot make it, they must trade with other races for it, or steal from villages they decide to raid.

Monstrous Races

Several of the races described in this book are called monstrous races, because of how different they are to other humanoids. This could translate to a character being denied food and board, or even being beaten up if they end up in the wrong place. Monstrous races are treated with distrust all over, but less so in massive metropolises, where the racial diversity is much greater. This is still little haven for these people, and most prefer to stick to themselves.

Ogres

Few know where the ogres came from. Some scholars suggest they are lesser relatives of hill giants, while others think they migrated up from the south. Bards claim they were made by a god in an ugliness competition. Ogres themselves claim they emerged from rocks one day, and that was that. Ogres are big brutes, who's small brain size makes them rather simple. Unlike other races, and ogre's best plan is usually to charge and attack. This raw strength is highly valuable, but it comes with the cost of how easily ogres are to enrage. Ogres are commonly encountered in the wild, and few live with other races. Those that try to blend in with other humanoids often work as farmers, or other jobs that mostly just need brute strength.

Due to their low intelligence, ogres can easily be tricked or paid into working for more powerful folk. They're big, strong, and obedient, which makes them in high demand. If ogres can get themselves independence, they like to move into solitary dens and lodges far away from other humanoids.

Ogre Names

Ogre names are rough and guttural. Male names end in consonants, while female names end in vowels. Ogre are almost always given descriptive nicknames by other ogres, or themselves if they live alone. Ogres don't have surnames.

Male Names: Biin, Durosh, Erngem, Sanit, Urgoll, Zurgix Female Names: Calgo, Gerinu, Lonka, Immii, Thuky, Yornee Nicknames: the Big, Cranky, Grump, the Hungry, Lord of Death, Mungus, the Pungent, Stinky, Wacker

Ogre Traits

As an ogre, you have these racial traits:

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. As an ogre, you have a lifespan only slightly shorter than that of a human.

Alignment. Ogres have a reputation for being cruel and stupid, but that isn't always the case. Most ogres are chaotic evil, but exceptions are common.

Size. Ogres range from nine to eleven feet, with very little difference between males and females. Your size is large.

Speed. Thanks to your large size, your speed is 35 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Brute Strength. Your melee attacks that use Strength for the attack roll do an additional 1d4 damage.

Languages. You can speak, read, and write Common and Giant.

Orcs

"Kuba alorg hes fandelor zurm kilag Gruumsh nari!"
(Orc battle cry that when translated means: 'Surrender your souls to the great one Gruumsh and die!')

An orc's life is oriented around the gods. They are taught not to disobey their deities, and to follow their orders unquestioningly by orc priests. Orcs are indoctrinated at birth into a society of blood, and are constantly told that this is how it should be.

Most races like humans and dwarves see orcs as bloodthirsty monsters, but this is a massive generalization. There are hundreds of different orc tribes throughout the less settled areas, each with their own values and traditions. Many who interact with humans and other humanoids are agressive, as they know they have to fight to keep their lands from being taken over. Other tribes are more peaceful, though no true orc will not answer the call to fight. Orcs in Tethyr and Virtun have long warred with the mountain dwarves who live their. This conflict has lasted for many years, and the hostility between these two races has spread across the empire.

The orcs came into being only fifteen thousand years ago, which is only a moment in the Ancient Lands' long history. They immediately were brought under the sway of Gruumsh the Conqueror, who soon ascended to godhood. Sages debate wether the orcs will ever throw off the chains of their gods, and make a culture for themselves centered around the common orcs, or if the orc people are doomed to an eternity of servitude.

Orc Characters. As an orc, ask yourself how you have been treated by non-orcs, and if it has hurt you, or if you have weathered the storm. The distrust given to half-orcs is amplified for orcs, and it can make even the best of them return to the mountains and hills from which they were born.

Pseudodragons

Making their dens in old trees and under waterfalls, pseudodragons enjoy a simple life of catching mice and exploring. Some though, choose the quite different life of adventuring. They make skilled druids and thieves, but can find skill at any profession that doesn't require brute strength. A pseudodragon can leave the forest, but they always harbor a wild calling, feeling at home in the woods beneath sylvan boughs. They can stay in cities, but after a month or two feel an irresistible urge to return to the wilds.

Pseudodragons who become adventurers often confuse others, who tend not to be sure wether they are talking to an animal or a person. This can be used to their advantage however, as they can sometimes sneak right up on someone without being paid any attention. The other main advantages these folk have is their size and flight. A skilled pseudodragon thief can slip through smaller holes, and hide far more easily. They can fly down through chimneys, and avoid combat by staying up high. When fighting does happen, a pseudodragon adventurer's fighting style is characterized by slashes and dodges, never allowing an opponents attacks to hit right. They use their stinger as a weapon sometimes, but others like stay back and cast spells.

Pseudodragon Variant

If you want to play a less magical pseudodragon, you can forfeit your magic resistance trait, and get the following traits:

Claws. Your unarmed strikes to 1d6 damage, and have the light and finesse features.

Stinger Improvement. You can force a creature to make a saving throw against your stinger attack a number of time equal to your Constitution modifier (minimum of 1), before you recharge it with a long rest.

Pseudodragon Names

Pseudodragons don't have their own names, but instead use elvish ones. They will happily take names from other cultures if they prefer. To a pseudodragon, changing ones name is normal, and to be expected. Those who keep their name throughout their lives are seen as brave, but sometimes as boring or monotonous.

Pseudodragon Traits

All pseudodragon characters have the following racial traits:

Ability Score Increase. Your Dexterity score increases by 2, and one other score of your choice increases by 1.

Age. Pseudodragons hatch from eggs and grow quickly, and they rarely die of old age thanks to their energetic lifestyle, though they can live up to 150 years.

Alignment. Pseudodragons are free spirits, but can be lawful as well. They are almost never evil.

Size Pseudodragons are tiny creatures, ranging around a foot long with a tail of equal length. Your size is tiny.

Speed. You have a walking speed of 15 feet, and your wings give you a flying speed of 50 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Limited Telepathy. You can magically communicate simple ideas, emotions, and vague images telepathically with any creature within 100 feet of you that can understand a language.

Magic Resistance. You have advantage on saving throws against magical effects that aren't spells.

Reduced Carrying Capacity. Due to your tiny size, your carrying capacity is halved. In addition, you can only fly while carrying weight equal to your Strength score or less.

Stinger. You can make use your stinger as a melee weapon with the finesse property that does 1d4 piercing damage on a hit. Once per day, you can force a creature stung by you to make a DC 11 Constitution saving throw or be poisoned for 1 minute.

Languages. You can read and write Common and Draconic, but can only speak using your limited telepathy trait.

Tabaxi

The curious cat like folk known as the tabaxi are great wanderers, traveling across the world in pursuit of their interests. They stop at places on their great journey of life, but rarely stay for more than a year or two. Though this world traveling lifestyle has its flaws, the tabaxi would have it no other way. Tabaxi have a reputation as great storytellers and bards, having seen many strange and exciting things on their adventures and are always happy to share their tales.

No one but the gods know where the tabaxi came from, but few really care. Tabaxi prefer to focus on the now, living for adventure. The times they do look back on the past are when they are near death, or when it is important to understand the present.

Tabaxi Characters. When making a tabaxi, consider where you have traveled, and what you learned along the way. Did you make several forays into Tethyr in search of lost dwarven treasures? Or did you stay in the great city of Sorganna for a year, practicing the art of wizardry? Work with the materials in Part 2 of this book to help get an idea.

Tieflings

A tieflings life has never been easy, and many despise that. In the Ancient Lands, the tiefling were originally humans, who were so touched by the infernal aspects of the Nine Hells that they began to manifest physical proof, and were granted by the leaders of the hells the ability to perform acts of deadly magic. Most tieflings today, however, have obtained their abilities from ancestry, rather than the lower planes themselves. Because of the large fear of tieflings, many gather in small communes inside more populated regions. Though they mostly are peaceful, it would be common for rumors to begin circulating in the outside world of devil worship. These aren't always false

Tieflings are a minority in general, but the land of Fornul is home to many of their kind, who are given far better a life, and seen as equals by the other denizens of the nation. The dream of emmigrating to this kingdom is popular among tieflings, but passage on ships and caravans is often denied.

Tiefling Characters. As a tiefling, ask yourself if you have any relations to devils, or if that is merely your ancestry. A tiefling's life is always closer to devils than that of other races, and you may have served a devil in your past or become involved with a cult. Also, did you live in a tiefling community, away from prejudice, or did they grow up amid other peoples? This could shape how you look at other races, and how much you value their safety, if at all.

Tritons

When thinking of the races of the Ancient Lands, many forget about the haughty Tritons, who dwell under the ocean. These noble folk hail from the plane of water, but dwell now in the Inner Sea. The tritons are the dominant race in the lower parts of the ocean, rivaled only by the sahuagin. Notably, only one kingdom of tritons exists, Themenor (described in Part 2). Other tritons live in small communities, with no overarching form of government.

The tritons who venture to the surface often find the elven lands most similar to home, which in their eyes means most civilized. On the other side, most tritons are loathe to trust a halfling, as these people's small size is not seen beneath the ocean. Though they are the ones met by surface races, tritons who venture above the water are a minority. Most prefer to explore deep into the depths of the ocean, journeying all the way to the underdark.

Three types of tritons grace the Ancient Lands: the surface tritons, who use the normal triton statistics, and the deep tritons and the fire tritons, detailed below. Both new tritons are variants, with their racial trait replacing your control air and water trait.

Deep Triton

The deep tritons build their cities in dark trenches and chasms, placed there to fight off aberrations and elementals that come forth in the hopes of destruction. The deep tritons are champions of darkness, some never seeing sunlight their whole lives. These warriors are more humble than other tritons, but still hold great pride in themselves.

Deep tritons often use giant seahorses as mounts, letting them ride into battle against alien invaders. These seahorses are stabled in caves on the outskirts of the deep triton's cities, which cling to the cliffs of ravines who reach deep into the abyssal darkness.

Greater Darkvision. Your darkvision has a radius of 120 feet.

Innate Spellcasting. As a child of the deep ocean trenches, you can call on the magic of darkness and light. You can cast faerie fire with this trait. Starting at 3rd level, you can cast darkness with it, and starting at 5th level, you can also cast phantom steed with it, and your steed uses the statistics of a giant seahorse. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells.

Fire Triton

Where molten lava and boiling water meet the sea, the fire tritons forge great wonders of metal. Fire tritons love making armor and weapons, almost as much as they love using them. A fire triton's greatest calling is to forge the best thing ever, and they take an unhealthy amount of pride in their work.

The fire tritons spend most of their days inside towns built completely in one structure, easily defendable. Young tritons begin as miners upon maturity, and only learn smithing when they have earned the money to do so. This system provides the forges with metal, while letting all have an opportunity to serve their people by smithing.

Innate Spellcasting. A servant of the forge, you can call on the magic of elemental fire. You can cast compelled duel with this trait. Starting at 3rd level, you can cast heat metal with it, and starting at 5th level, you can also cast daylight with it. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells.

Surface Triton

Contrary to the name, surface tritons still live below the surf, instead earning the title because they live where the sun can still be seen high above. The surface tritons are the most populous of triton-kind, and also interact the most with surface-dwellers. These tritons are more religious than others of their kind, and the greatest of their buildings are temples to their gods (described in Part 3).

Surface tritons live mostly in lands where the rocky seabed is interrupted periodically by dunes of mud, where crops are grown. Where hills rise up over the landscape, the cities are built. These cities are made only of stone, but otherwise are very similar to cities on the surface.

Random Height and Weight
Race Base Height Height Modifier Base Weight Weight Modifier
Atzû-Kathi 5'1" +2d6 140 lb. x(3d4) lb.
Deep Triton 4'2" + 2d8 100 lb. x (2d4) lb.
Fire Triton 4'6" + 2d12 100 lb. x (2d6) lb.
Ogre 9'4" +2d12 330 lb. x(2d10) lb.
Pseudodragon 1' +1d6 5 lb. x(1d4) lb.
Wind Elf 4'6" +2d8 90 lb. x(1d4) lb.

Class Options

Your character's roll in their adventuring party is defined by their class, which is essentially their job. Your class determines wether you are a healer or a warrior, or a thief, or a mage, or something entirely different. Whatever your role in your party is, the following subclasses and class will help you specialize your character, and make them unique.

Subclasses
Subclass Class Description
Clockwork Artificer A tinkerer who uses tiny gears to make advanced automatons
X Barbarian X
College of Mob Rousing Bard A musician who can cause people to riot, and exert control over the mob they form.
Depths Domain Cleric A priest who wields the magic of the deep sea
Circle of Dinosaurs Druid A worshiper of dinosaurs, who is granted the ability to become one
Pirate Fighter A ruthless brigand who lives by the rules of the seas
Way of the Pugilist Monk A monk who fights wielding brute strength
Oath of Battle Paladin A crusader who slays all creatures they deem evil
Wind Warrior Ranger A hunter who wields the powers of elemental air
Acrobat Rogue A user of fighting styles based upon flips and dodges
Flamekin Sorcerer A spellcaster who was born with power over flame
The Dark Frost Warlock An eldritch menace dwelling deep in the icy realms of the world
School of Teleportation Wizard A mage who summons and controls arcane portals

Artificer

Artificer
A style of mechanical creation originally pioneered by gamish gnomes, clockwork relies on the use of hundreds of tiny gears, shafts, and rods to make an advanced magical creation. Artificers with this subclass often carry large sacks of tiny parts, and several works in progress, wherever they go. Some give their machines people names, and develop close connections with them. Others view them more as simple tools to their bidding.

Clockwork Features
Artificer Level Feature
3rd Tool Proficiency, Clockwork Crafting
5th Improved Machine
9th Advanced Enhancements
15th Automaton

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with woodcarver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Clockwork Crafting

At 3rd level, you determine how to make advanced clockwork contraptions. While in a town or city with sufficient shops to purchase them, you can spend 10 gp to buy a bundle of supplies, which weighs 1 pound.

When you finish a long rest, you can use your tinker's tools to assemble one bundle of supplies into one of the following machines. A machine can be activated as an action, and de-activated as a bonus action. If it's decription mentions a saving throw, use your spell save DC. Unless otherwise noted, a machine is tiny, has AC 13, 5 (2d4) hit points, and immunity to poison and psychic damage. The following options are:

Clock. You build a small pocket watch, which keeps time accurately within 1 minute as long as it is wound every 24 hours.

Gas Lighter. You can expend one of this lighter's 20 charges to cause a small flame to appear for 1 minute. When all charges are used up, this lighter breaks.

Poison Needle Trap. While this contraption is affixed to the locking mechanism of a chest, door, or other thing, anyone who tries to pick the must succeed on a Dexterity saving throw, taking 2d6 poison damage on a failed save, and being poisoned for 1 minute. The trap has only one dart.

Robotic Animal. While this tiny, brass animal is activated, it walks, slithers, hops, or moves itself otherwise along a predetermined course set at the time of its creation.

Improved Machine

When you reach 5th level, your clockwork creations become more complex. When you finish a long rest, you can produce a base machine with the same AC, HP, immunities, and size as a machine made with your Clockwork Crafting feature from 1 bundle of supplies. You cannot use this feature and your Clockwork Crafting feature during the same long rest. You can spend another long rest to expend 1 bundle of supplies and give the machine an enhancement. A machine can have only one of each enhancement unless the enhancement's description says otherwise. Machines made with this feature cannot have any of the traits in your Clockwork Crafting feature. The enhancements are:

Armored. Your Proficiency Bonus is added to the machine's armor class.

Blade. The machine gains the following attack: Blade Melee Weapon Attack +(1 + your Proficiency Bonus) to hit, reach 5 ft., one target that you can see. Hit: 4 (1d6 + 1) slashing damage

Bulky. The machine's hit point maximum increases by 5 (2d4). You can add this enhancement multiple times over separate long rests.

Cannon. The machine gains the following attack: Cannon. Ranged Weapon Attack. +(1 + your Proficiency Bonus) to hit, range 10/30 ft., one target that you can see. Hit: 3 (1d4 + 1) piercing damage.

Treads. The machine gains a walking speed of 15 feet, but it cannot use this speed while prone.

Advanced Enhancements

At 9th level, you can add the following enhancements to a machine created with your Improved Machine feature:

Large Blade. The machine gains the following attack: Blade. Melee Weapon Attack +(3 + your Proficiency Bonus) to hit, reach 5 ft., one target that you can see. Hit: 7 (1d8 + 3) slashing damage

Large Cannon. The machine gains the following attack: Cannon. Ranged Weapon Attack. +(3 + your Proficiency Bonus) to hit, range 20/60 ft., one target that you can see. Hit: 6 (1d6 + 3) piercing damage.

Automaton

When you reach 15th level, you determine how to invent an automaton, a humanoid robot of extreme complexity. You can spend 24 hours, though not all at once if you wish, and 5 bundles of supplies to create a base automaton. An automaton uses the stat block described below. You can use an automaton instead of the normal base machine for your Improved Machine feature.

An automaton can follow simple commands, such as "attack anyone who enters here" or "bring that object to me", but only if they are given by its creator.


Automaton

Medium construct, unaligned


  • Armor Class 13
  • Hit Points 9 (2d8)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
13 (+1) 13 (+1) 10 (+1) 1 (-5) 1 (-5) 1 (-5)

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, poisoned, unconscious
  • Senses passive Perception 5
  • Languages -

College of Mob Rousing

Bardic College
If a tyrant queen over taxes the common folk, a warlord kills his people to cause fear, a baron ritually sacrifices their subjects to a devil, or any other powerful person abuses their position, people soon riot. These mobs are dangerous forces, but some people learn to manipulate them, using the rioters for the person's own gain.

A mob rouser can use their power for their benefit, wether that means steering the mob to an enemies house, or using it as a distraction for a greater scheme. Others try to help the commoners, perhaps acting as a persuader for an uprising against a cruel ruler.

College of Mob Rousing Features
Bard Level Feature
3rd Bonus Proficiencies, Mob
6th Blend Into the Crowd
14th Rejuvenate the People

Bonus Proficiencies

When you gain this subclass at 3rd level, you gain proficiency in the Persuasion skill. If you are already proficient, you instead gain expertise in the skill, as described in your expertise feature. This skill does not count against the number of skills you can have expertise in.

Mob

At 3rd level you learn how to incite people to rise up, and riot. You can spend 1d4 + 2 hours in a place with a population density of 100 people per square mile or more. Doing this costs 10 gp, spent on persuading people, and you must expend 1 Bardic Inspiration die.. When you finish rousing this mob, it is formed in an unoccupied space of your choice within the location, and acts directly after you in the initiative count. The mob has a number of hit points equal to your bard level plus 10, and an armor class of 10 plus your Proficiency Bonus.

As an action, you can attempt a Charisma (Persuasion) check to make the mob do one specific thing on its next turn from the table below. The DC depends on the task you wish for the mob to take. To take this action, you must be visible and audible to at least half of the mob.

At the end of the mobs turn, the DM rolls a d8. If the roll is a 1, you lose control of the mob. You can attempt a DC 15 Charisma (Persuasion) check as an action, regaining control of the mob on a success.

Mob Actions
Action DC
Attack 8
Move 8
Disperse 11
Overrun 15
Imprison 15

Attack. The mob makes the following attack twice against two different targets:
Weapons. Melee Weapon Attack: +3 to hit, reach 0 ft., one target. Hit: 22 (4d8 + 4) piercing damage, or 11 (2d8 + 2) if the mob is at half of its hit point or fewer.

Move. The mob moves 30 feet in a direction of your choice.

Disperse. The mob disperses, and its former space is filled with a number of commoners equal to its current hit points. You can make a DC 8 Charisma (Persuasion) check as a bonus action to reform the mob at the same number of hit points as when it was dispersed.

Imprison. One creature within 5 feet of the mob must succeed on a DC 14 Strength saving throw or pulled into the mob's space and be restrained. The creature can attempt to break free of the mob by using its action to make a Strength (Athletics) contest against the mob, who has a bonus of +7. The creature enters an unoccupied space of its choice within 5 feet of the mob on a success.

Overrun. The mob moves 30 feet in a direction of your choice. Each creature that the mob's space moves through must succeed on a DC 10 Strength saving throw or be knocked prone.

Blend Into the Crowd

At 6th level, you know how to manipulate the mob in a more subtle fashion. You can freely move through your mob's space, and attempt to make the mob take an action if at least 1 member sees and hears you.

Rejuvenate the People

When you reach 14th level, you gain the ability to expend one of your spell slots as a bonus action, and give the mob temporary hit points equal to 10 times the slot's level.

Depths Domain

Divine Domain
The depths domain stands for the deep, dark places beneath the sea. Gods of the depths domain are those of sailing and the seas, such as Durmadól, Umberlee, Habbakuk, Deep Sashelas, Eadro, Manannam mac Lir, and Sobek. These deities grant their clerics the powers of the mysterious, alien place, known as the trenches and caverns of th deep.

Clerics of the depths domain in the Ancient Lands may instead channel the power of various underdark regions, such as the Undersea, worshipping gods like Vengornii.

Depths Domain Features
Cleric Level Feature
1st Domain Spells, Bonus Proficiencies, Emissary of the Deep
2nd Channel Divinity: Otherworldly Darkness
6th Acolyte of the Depths
8th Divine Strike (1d8)
14th Divine Strike (2d8)
17th Priest of the Depths

Domain Spells

You gain domain spells at the cleric levels listed in the Depths Domain Spells table. See the Divine Domain class feature for how domain spells work.

Depths Domain Spells
Cleric Level Spells
1st cause fear, create or destroy water
3rd darkness, darkvision
5th tsunami, water breathing
7th control water, shadow of moil
9th commune with nature, maelstrom

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons.

Emissary of the Deep

When you choose this domain at 1st level, the power of your deity grants you a swimming speed equal to your walking speed. In addition, you can hold your breath 10 times as long as normal.

Channel Divinity: Otherworldly Darkness

Starting at 2nd level, you can use your Channel Divinity to summon a dark cloud that terrifies your enemies.

As an action, you can summon a sphere of magical darkness with a 10 foot radius centered on you. Everything in this sphere is heavily obscured. A creature that starts its turn in the darkness must succeed on a Wisdom saving throw or be frightened of you. Creature can repeat the saving throw at the start of their turn. A creature that succeeds on its saving throw is immune to your Otherworldly Darkness for 24 hours.

Acolyte of the Depths

Starting at 6th level, you gain the following benefits:

  • You can breathe while underwater.
  • You are immune to any ill effects such as water pressure or extreme cold that are caused by being in the deep ocean.
  • You gain darkvision to a range of 60 feet. If you already have darkvision, the range extends by 60 feet.

Divine Strike

At 8th level, you gain the ability to infuse your weapon's blows with the darkness of the deep sea. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Priest of the Depths

At 17th level, your connection to the dark places of the ocean strengthens:

  • Your swimming speed increases to 60 feet.
  • You can communicate with any creature that has a swimming speed, even if the two of you don't share a language.

Circle of Dinosaurs

Druidic Circle
In lands both high and low, deep in the wild mountains and jungles of the world, great reptilian beasts called dinosaurs roam the land. These fearsome creatures run with a primal form of magic, and some druids know how to call upon that.

As a member of this mighty and bestial circle, how do you use your power? Do you give in to the primal desire to hunt? Do you use your terrible forms to strike fear into the hearts of your enemies? Or are you a scholar of the so called "giant lizards?"

Circle of Dinosaurs Features
Druid Level Feature
2nd Dinosaur Forms, Ancient Spells, Primitive Adaptation
6th Primal Strikes
10th Dreadful Wild Shape
14th Monstrous Form

Dinosaur Forms

As a member of the Circle of Dinosaurs your blood, wether by heritage or ceremony, now carries in it the knowledge of the powerful "terrible lizards", the dinosaurs. As a bonus action on your turn, you can use your Wild Shape to take the form of any reptilian beast or dinosaur with a CR as high as 1. You ignore the max CR column of the Beast Shapes table, but must abide by all other limitations.

Dinosaur forms can be found on page 79 of the Monster Manual and on page 139 of Volo's Guide to Monsters. You do not need to have seen the Dinosaurs before in order to Wild Shape into them, as their presence flows in your veins.

However, the ability to Wild Shape into these powerful forms is not without cost. Your ability to Wild Shape ability is now restricted to Dinosaurs and their kin; birds and reptiles, like crocodiles, snakes and vultures.

Starting at 6th level, you can transform into a Dinosaur with a challenge rating as high as your Druid level divided by 3, rounded down.

Ancient Spells

Your link with the great lizards grants you access to certain spells. When you reach certain levels in this class, you gain access to the spells listed for that level in the Ancient Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

Ancient Spells
Druid Level Spells
3rd alter self, enlarge/reduce
5th fear, haste
7th dominate beast, freedom of movement
9th commune with nature, skill empowerment

Primitive Adaptation

When you join this circle of druids at 2nd level, your body is permanently enhanced by the creatures whose power you draw upon. You gain climbing and swiming speeds equal to your movement speed. Additionally, you have advantage on Perception checks that rely on smell.

Primal Strikes

At 6th level, your attacks in your Ancient Forms count as magical for the sake of overcoming resistances.

Dreadful Wild Shape

Beginning at 10th level, you can expend two uses of your Wild Shape at once to transform into a Dinosaur with a CR equal to your Druid level divided by 2, rounded down.

Monstrous Form

By 14th level, you have mastered the use of your Ancient Forms. You can cast the enlarge/reduce spell as a bonus action, targeting only yourself, while in Wild Shape, without consuming a spell slot.

You can use this ability a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest

Dinosaurs

You can use this chart to keep track of the dinosaur options available to you:

Dinosaurs
Dinosaur Source CR Fly\Swim
Allosaurus MM 2 -
Ankylosaurus MM 3 -
Brontosaurus VGM 5 -
Deinonychus VGM 1 -
Dimetrodon VGM 1/4 Swim
Hadrosaurus VGM 1/4 -
Plesiosaurus MM 2 Swim
Pteranadon MM 1/4 Fly
Stegosaurus VGM 4 -
Quetzalcoatlus VGM 2 Fly
Triceratops MM 5 -
Tyrannosaurus Rex MM 8 -
Velociraptor VGM 1/4 -
Complex Bowfighting

Fighting using bows and crossbows is not always as simple as in the basic rules. The following optional additions to the rules can be added in to your game as you wish, for a more realistic experience.

Shooting at angles. When firing a bow or crossbow at an angle of 45 degrees up or steeper, subtract 1 third from the weapon's normal and long ranges. When firing down at an angle of 45 degrees or steeper, add an additional third to the ranges. When firing straight down, the ranges are doubled.

Shooting while moving. When you attack with a bow at a creature that used its previous action to dash, or is otherwise moving quickly, subtract 1 from your attack roll for every 15 feet the target moved on its last turn. When you attack with the bow after using your previous action to dash, or are other wise moving quickly, subtract 1 from the attack roll for every 15 feet you moved on your last turn.

Shooting behind a screen.

Shooting in close quarters.

Pirate

Fighter Archetype
Pirate Features
Fighter Level Feature
3rd Bonus Proficiency
7th
10th
15th
18th

Bonus Proficiency

Way of the Pugilist

Monastic Tradition
Monks are known for being nimble fighters, jumping around and using their enemy's weak points to their advantage. Not all monks fit this mold, however, and prefer to just face their opponents head on. These pugilists are common pit fighters and gladiators, impressing crowds with their amazing fortitude against enemy blows. Others become guards and thugs, though many use their skills to help their monasteries purpose.

Way of the Pugilist Features
Monk Level Feature
3rd Pugilism
6th Fists of Fury
11th Survivor
17th Fighting Strength

Pugilism

When you choose this subclass at 3rd level, your blows are powered by your brute strength. When you hit a creature with an unarmed strike that uses Strength for the attack roll, you can expend 1 ki point to cause one of the following effects:

  • You roll twice as many damage dice.
  • If you moved at least 10 feet before making the attack, the creature is knocked prone.
  • You can make the attack roll with advantage.
Monasteries in the Ancient Lands

The Celestial Kingdoms are famed for their monks, who serve in monasteries devoted to one of the seven virtuous angels. Monks in the Mistwood are taught how to wield their powers alongside nature. The monks of Nath Cúin live in stone huts on tiny islands in the sea or on cliffside ledges, and are known for writing books on all sorts of subjects. Some mountain dwarves become pugilists, placing piety before all else.

Fists of Fury

At 6th level, you know how to unleash your power upon enemies in a violent barrage. As an action, you can make a number of unarmed strikes equal to your Strength modifier against one creature.

You can use this feature a number of times equal to your Strength modifier, and regain all uses when you finish a long rest.

Survivor

When your reach 11th level, your fighting gets only fiercer the more injured you get. If you are reduced to below half of your hit point maximum, you gain advantage on attack rolls until the end of your next turn.

Fighting Strength

At 17th level, you seem to last forever in combat. When you are reduced to 0 hit points, you can use your reaction to use up to 3 of your hit dice to regain hit points.

Oath of Battle

Sacred Oath
Paladins who swear the Oath of Battle are determined to wipe out those they deem evil, wether it be a race, a religion, or even vileness in general. These paladin's fighting skill is with those of the greatest warriors.

Tenets of Battle

Paladins of this oath hold themselves to these rules.

Peace is Quickly Forgotten If a creature does wrong in your eyes, any punishment will fade from their memory, unless it bestows physical harm upon them.

Play Your Forces Strategically. If your assets, wether an army or an adventuring party, are thrown carelessly into battle, you are doomed to lose.

Do Not Forget War. Though you may wish to settle down, there are always more foes to slay, and it is your duty to do such.

Oath of Battle Features
Paladin Level Feature
3rd Oath Spells, Channel Divinity
7th Aura of the Warrior (10 ft.)
15th Additional Fighting Style
18th Aura of the Warrior (30 ft.)
20th Lord of Battle

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Battle Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Battle Spells
Paladin Level Spells
3rd compelled duel, inflict wounds
5th hold person, warding bond
9th crusader's mantle, revivify
13th banishment, guardian of faith
17th destructive wave, wall of light (XGE)

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity option.

Deadly Strike. You can use your Channel Divinity to strike with divine fury. When you make an attack roll, you can use your Channel Divinity to roll with advantage. You make this choice after you see the roll, but before the DM says wether the attacks hits or misses. If the attack hits, you can add your proficiency bonus to the damage roll.

Holy Shield. You can use your Channel Divinity to guard yourself from enemies. When an attack hits you, you can use your reaction to roll a d20 and add your paladin level, reducing the damage taken by the amount rolled.

Aura of the Warrior

Starting at 7th level, your allies are bolstered by your fighting spirit. When an all of yours hits a creature within 10 feet of you with an attack, the ally gains 5 temporary hit points.

At 18th level, the range of this aura increases to 30 feet.

Additional Fighting Style

At 15th level, you can choose a second option from the Fighting Style class feature.

Lord of Battle

At 20th level, you gain the ability to utilize your martial skills to the fullest. As an action, you can magically become an avatar of battle, gaining the following benefits for 1 minute:

  • You make all attack rolls with advantage
  • You gain a bonus to armor class equal to your Charisma modifier (minimum of 1)
  • If you reduce a creature to 0 hit points, you immediately gain 10 temporary hit points

Once you use this feature, you can't use it again until you finish a long rest.

Wind Warrior

Ranger Archetype
Some rangers, often from high mountains or coastal cliffs, have learned to control elemental air for their fighting. These warriors of the wind are master shots, and are notoriously hard to hit with a weapon. The most skilled seem to wear a shield of air, and the gusts follows their every command.

Wind Warrior Features
Ranger Level Feature
3rd Wind Warrior Magic, Gale Strike
7th Repelling Gust
11th Magical Flight
15th Master of the Skies

Wind Warrior Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Wind Warrior Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Wind Warrior Spells
Ranger Level Spell
3rd feather fall
5th gust of wind
9th gaseous form
13th freedom of movement
17th control winds

Gale Strike

At 3rd level, you know how to use your bow with the power of elemental air. When you make a ranged weapon attack roll against a creature, you can cause gusts of air to propel it forward giving you a +10 bonus to hit.

You can use this feature once, and regain usage when you finish a long rest.

Repelling Gust

When you reach 7th level, the wind protects you. Once a day, immediately after you take damage from a melee attack, you can use your reaction to force the attacking creature to make a Strength saving throw against your spell save DC. If it fails, the creature is pushed back 15 feet, and lands prone.

Magical Flight

At 11th level, the wind carries you at your command. You gain a magical flying speed equal to your walking speed.

Master of the Skies

When you reach 15th level, your mastery of elemental air soars. You gain the following benefits:

  • The air cushions your falls. If you fall from 30 feet or less you take no damage.
  • When you hit a creature with an attack using your gale strike trait, you deal an extra die of damage.
  • As an action, you can grant a willing creature a flying speed of 30 feet for 10 minutes. Once you use this feature, you must finish a long rest before you use it again.

Acrobat

Rogue Archetype
Bounding through the air in a complicated series of elegant maneuvers, acrobats are almost universally admired for their ability to use leaps and flips to defeat their enemies with speed and efficiency.

Acrobat Features
Rogue Level Feature
3rd Acrobatic Tricks (2 Tricks), Bonus Proficiencies
9th Acrobatic Tricks (3 Tricks
13th Taunting Leaps
17th Acrobatic Tricks (4 Tricks), Vaulting Escape

Acrobatic Tricks

At 3rd level, you know two acrobatic tricks as described at the end of this subclass. You can change one trick that you know when you level up. Unless it states otherwise, you can use each trick once before you finish a long rest. You learn an additional trick at 9th level, and another at 17th level.

Saving Throws. Some of your tricks require your target to make a saving throw to resist the trick's effects. The saving throw DC is calculated as follows:

Trick Save DC = 8 + your proficiency bonus +

your Dexterity modifier

Bonus Proficiencies

When you gain this subclass at 3rd level, you gain expertise in the Acrobatics skill, as described in your expertise feature. This skill does not count against the number of skills you can have expertise in.

Taunting Leaps

When you reach 13th level, your jump distance for both long jumps and high jumps is doubled.

Vaulting Escape

At 17th level, you are so adept at avoiding enemy strikes that you no longer provoke opportunity attacks.

Tricks

The following tricks can be learned as part of your acrobatic tricks trait:

Accurate Attack. As an attack, you can roll with advantage. If it hits, the attack is a critical hit.

Charge Strike. As an action, you can move up to your speed, provoking no opportunity attacks. When you do this, you can make up to three melee attacks, though each one must be against a different creature.

Dodge. When an attack hits you, you can use your reaction to do a flip, dodging the attack entirely and taking no damage.

Flip Strike. When you make an attack using a melee weapon that is not heavy, you can do a flip over the head of your target, provided that they are your size or smaller. This gives you advantage on the attack roll.

Jump Shot. As an action, you can jump off of a building, cliff, boat, or any other drop that is at least 15 feet high. When you do this, you can make three ranged weapon attacks as you fall.

Sudden Leap. As an action, you can leap 15 feet into the air, and make a single attack. Additionally, you can choose to land on a creature no more than one size larger than you that is within 5 feet of where you jumped from. This creature must succeed on a Strength saving throw or be knocked prone.

Flamekin

Sorcerous Origin
The power of elemental fire sometime seeps into the material plane, empowering some individuals with flame related pasts. These sorcerers, called pyromancers or flamekin, are dangerous people, often violent when they lose their tempers

Flamekin Features
Sorcerer Level Feature
1st Fire Speaker, Pyromancer
6th Burning Flames
14th Hot Skin
18th Flame Soul

Fire Speaker

The arcane magic you command is infused with elemental fire. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

Pyromancer

At 1st level, you command elemental fire to hurt your enemies even more. Whenever you cast a spell of 1st level that deals fire damage, you gain temporary hit points equal to the spell's level times 5.

Burning Flames

Starting at 6th level, Your spell's fire becomes even more lethal. When you cast a spell that deals fire damage, you can expend up to 3 sorcery points, dealing an extra die of damage for every sorcery points spent in this way.

Additionally, you gain resistance to fire damage.

Hot Skin

At 14th level, your skin is supernaturally hot to the touch. Your unarmed strikes deal 1d6 fire damage, and you can cause any easily flammable object such as cloth, tinder, or wool to ignite as an action.

Flame Soul

At 18th level, you gain immunity to fire damage.

Additionally, you can spend 6 sorcery points as a bonus action to magically transform into a ghost like form of flame. In this form, any creature within 5 feet of you takes 1d8 fire damage at the start of their turn.

The Dark Frost

Otherworldly Patron
Dark things lurk beneath the ice. Ancient spirits, imprisoned monsters, frozen heroes. These dark forces search for a way to escape their icy tombs, and through telepathic communication with their servants, they are allowed to manipulate the world once again.

Dark Frost Features
Warlock Level Feature
1st Expanded Spell List, Tendrils of Death
6th Shadowy Rejuvenation
10th Armor of Ice
14th Abyssal Freeze

Expanded Spell List

The Dark Frost lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Dark Frost Expanded Spells
Spell Level Spells
1st grease, ice knife
2nd blindness/deafness, snilloc's snowball swarm
3rd sleet storm, slow
4th evard's black tentacles, ice storm
5th cone of cold, rary's telepathic bond

Tendrils of Death

At 1st level, you gain the ability to send bolts of shadowy ice at your foes. As an action, you can force every creature in a 15 foot cone to make a Dexterity saving throw against your spell save DC, taking 2d6 damage on a failed save, or half as much on a success. If a creature fails its saving throw it becomes frightened of you for 1 minute.

You must finish a short or long rest before you can use this feature again.

Shadowy Rejuvenation

Starting at 6th level, whenever you deal cold damage to a creature from a spell or class feature, You regain hit points equal to half of the cold damage you dealt.

Armor of Ice

At 10th level, your skin becomes ice cold. Any creature that touches it must make a Constitution saving throw against your spell save DC or take cold damage equal to your level.

Abyssal Freeze

Starting at 14th level, you can make a melee spell attack as an action. If you hit, the target becomes paralyzed for 1 minute, as it is encased in ice. At the start of each of its turns while frozen, the creature takes 2d6 psychic damage and 2d6 cold damage. At the end of each of its turns while frozen, the creature can make a Strength check against your Charisma check, ending the effect on a success.

Once you use this feature, you can't use it again until you finish a long rest.

School of Teleportation

Arcane Tradition
Reality can easily be bent to craft magical gateways known as portals. some mages excel at this art, specifically trained for this subgroup of the school of conjuration. The most powerful can even bridge the powerful barriers between planes.

School of Teleportation Features
Wizard Level Feature
2nd Simple Portal
6th Destroy Portal
10th Advanced Portal
14th Planar Portal

Simple Portal

When you choose this subclass at 2nd level, you learn to conjure simple portals. As an action, you can create two magical portals up to 120 feet apart, both in places that you can see. The portals can be from 1 to 10 feet in diameter, and last a number of rounds equal to your Intelligence modifier.

You can use this feature a number of time equal to your Inteligence modifier.

Destroy Portal

At 6th level, you learn how to destroy portals as well as create them. If there is a portal or teleportation circle within 5 feet of you, you can attempt an Intelligence (Arcana) check as an action, the DC of which is determined by your DM according to the Portal DCs table. On a success, the portal stops working for 6 hours.

Portal DCs
DC Portal Size
15 Crudely or quickly made
20 Common circle, made by a junior mage
25 Well made circle
30 Major circle, built by powerful organization

Advanced Portal

When you reach 10th level, your portal crafting skills increase. You can make a portal in 10 minutes, as if concentrating on a spell. The portal can be from 1 to 20 feet in diameter, and appears as a shimmering gold ring until a linked portal is created. When you create a portal in this way, you can link it to another portal on the same plane that is also unlinked.

Planar Portal

At 14th level, your teleportation magic stretches across planes. When you use your advanced portals feature, the portals can be spawned on different planes of existence.

Many planar locales are not available for teleportation, such as the plane of Carceri, or sometimes the Nine Hells or the Seven Heavens.

Elementalist

The salty sea breeze in her hair, a wind elf stands on the prow of a ship, holding a gnarled staff that glows with emerald light. She says a quick incantation in an ancient language, and the cut on her arm begins to mend.

A human stands on a narrow path, with a sheer cliff on one side and a lava filled chasm on the other. Before him hobbles a horde of zombies, intent on his demise. A flaming sword appears in his hand, and he charges in a whirlwind of blades and fire.

A ten foot tall, hulking dwarf with a warhammer in her hands crushes in the skull of the city guard, allowing her accomplice to open the door to the castle vaults in safety.

As he magically flies through the air, a gnome wearing brass goggles shoots his bow at the camp of goblins below him. The arrow looks as if it will miss, but a sudden gust of wind realigns it on its course.

However they adventure, elementalist wield the powers that shape nature to further their goals. Their wide range of talents make them great members of any adventuring party.

Elemental Souls

Sometimes when a child is born, their soul is especially touched by the elements, giving them magical power over the elements. While a few ignore their magical skills, most learn to harness them, for good or evil. Elementalists can make their way in cities, but many prefer to be in the wild, where they can be closer to nature and the elements.

Elementalists can be found in exotic, harsh, locales, such as a frigid mountain top, a burning swathe of dunes, or even the bottom of the ocean. Their elemental abilities make it so that they don't feel uncomfortable. Those elementalists that live in cities and towns can make good money using their powers for mundane jobs, and are often in high demand by dock workers, sailors, and loggers.

Creating an Elementalist

When making an elementalist, consider how your magic has shaped you life, and the lives of those around you. Have you kept it to yourself and rarely used it, as elemental magic is quite the oddity, or have you simply left society at large, and ventured into the wilderness where you can be one with the elements?

Quick Build

You can make an elementalist quickly by following these suggestions. First, Constitution should be your highest ability score. Second, choose the hermit background.

Class Features

As an elementalist, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per elementalist level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per elementalist level after 1st
Erumites and Magic

In most D&D worlds, magic is caused by the weave, a fabric of magic that defines reality. The Ancient Lands are different however. In the Ancient Lands, the world is full of microscopic, invisible particles called erumites.
Erumites have two possible statuses: active and inactive. An inactive erumite cannot interact with matter, and is of no use. An inactive erumite can only be activated, or made active, by another erumite. Active erumites are the basis of all magic in the universe. They can be arranged into erumitic structures, which produce a multitude of effects from fireballs to flight. Their are eight common forms of erumitic structures, also known as schools of magic. If forced to bond with others too often, an erumite may lock itself in an inactive status for a period of time.
There are two major types of magic in The Ancient lands, elemental and spell. Elemental magic powers the natural magic of the world, from dragon fire to planar crossings, and from a yeti's unnatural stealth to a displacer beast's displacement. Elementalists also use this magic to power their spells.
The other type of magic, spell based, is what spellcasters use for their spells. It has many subgroups, the two largest being arcane and divine magic. Arcane magic, which is used by sorcerers, warlocks, and wizards, is when the caster themselves make the erumitic structures of the spell. Divine magic, which is wielded by clerics, druids, paladins, and rangers, is when the caster is channeling a greater power to manipulate the erumites, whether a god or nature itself.
Other subgroups of spell based magic include bardic, when the caster uses carefully arranged sound waves to manipulate erumites, innate, when the caster uses a natural ability, and psionic, where the caster uses a more thought based technique.

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Constitution, Intelligence.
  • Skills: Choose two from Arcana, Athletics, Nature, Perception, Religion, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a shortbow and 20 arrows or (b) any simple melee weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
  • Leather armor and two daggers
The Elementalist
Level Proficiency Bonus Features Cantrips Known Maximum Spell Level Element Points
1st +2 Spellcasting, Elemental Affinity 3 1 3
2nd +2 Elemental Wave (d6) 3 1 4
3rd +2 Potent Recovery 3 2 7
4th +2 Ability Score Improvement 4 2 9
5th +3 -- 4 3 13
6th +3 Elemental Affinity Feature 4 3 15
7th +3 Elemental Wave (d8/20ft.) 4 4 18
8th +3 Ability Score Improvement 4 4 21
9th +4 -- 4 5 25
10th +4 Elemental Guard 5 5 29
11th +4 -- 5 6 33
12th +4 Ability Score Improvement 5 6 37
13th +5 -- 5 7 42
14th +5 Elemental Affinity Feature 5 7 47
15th +5 Elemental Wave (d12/30ft.) 5 8 52
16th +5 Ability Score Improvement 5 8 57
17th +6 -- 6 9 63
18th +6 Elemental Affinity Feature, Elemental Guard 6 9 69
19th +6 Ability Score Improvement 6 9 75
20th +6 Elemental Affinity Feature 6 9 85
Spells for Element Points
Spell Level Spell Slot Cost
1 1
2 2
3 3
4 4
5 5
Spell Level Spell Slot Cost
6 7
7 9
8 11
9 14

Spellcasting

As an elementalist, you have a number of element points as shown on the elementalist table, which is based on your level. You use these points to cast spells. At the end of a long rest, you can prepare any spells on the elementalist spell list, and you can prepare each spell multiple times. Each spell has a cost in element points to prepare, as shown on the spells for element points table. For example, if you are a 3rd level elementalist, you could prepare burning hands (a 1st level spell) three times and suggestion (a 2nd level spell) twice. Each time you cast a spell, you lose one preparation of that spell. Each time you prepare spells you lose all the spells previously prepared.

Spellcasting Ability

Constitution is your spellcasting ability for your elementalist spells. This reflects how you cast them out of sheer physical will, channeling your essence into powerful elemental magic. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for an elementalist spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Constitution modifier

Spell attack modifier = your proficiency bonus +

your Constitution modifier

Spellcasting Focus. You can use an arcane focus or a component pouch as a spellcasting focus for your elementalist spells.

Elemental Affinity

Choose an elemental affinity, which represents the specifics of your magical powers: Air, Earth, Fire or Water, all detailed near the end of the class description

Your choice gives you features when you choose it at 1st level and again at 6th, 14th, and 20th level.

Adddionally, you learn to speak, read, and write primordial and its four dialects: aquan, auran, ignan, and terran.

Elemental Wave

When you gain this feature at 2nd level, you learn how to channel the powerful magic inside of you into a destructive wave. You can unleash a blast of your magic in a 15-foot cone as an action.

Each creature in the cone must make a Constitution saving throw using your spell save DC, taking damage equal to your elementalist level times 1d6 on a failed save or half as much on a successful one. The damage type is your affinity damage. The die you roll becomes a d8 at 7th level, and a d12 at 15th level. The size of the cone increases to 20 feet at 7th level, and 30 feet at 15th level.

You can use this feature once, and can use it again when you finish a long rest.

Potent Recovery

At 3rd level, when you finish a short rest, you can regain a number of element points equal to your elementalist level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Elemental Affinites

All elementalists have an element they prefer over the others. Other elements exist, but almost every elementalist prefers fire, air, water, or earth.

Air

As an air elementalist, you love to be up high, and to have the wind soar through your hair. You prefer spells that move your enemies, but also enjoy smiting them with lightning. Your clothes may weigh little, and billow when you move, or you might have a wand that floats in the air when you let go of it.

Affinity Damage

Your affinity damage is your choice of thunder or lightning. When a feature such as elemental wave references your affinity damage, that means the one you chose. When you reach 10th level, you gain resistance to your affinity damage, and immunity to your affinity damage at 17th level.

Auran Spells

The spells on the table below are available to you as elementalist spells.

Level Spells
Cantrips gust (XGE)
1 jump
2 gust of wind, levitate
3 fly
4 storm sphere (XGE)
5 steel wind strike (XGE)
6 chain lightning
7 investiture of wind
8 sunburst
9 storm of vengeance

Piercing Gale Shot

When you reach 6th level, you get the ability to use elemental air to help your accuracy. When you miss with a ranged weapon attack, you can change the miss to a hit.

You can use this feature a number of times equal to your Constitution modifier (minimum of 1). You regain all expended uses of this feature when you finish a long rest.

Lifting Breeze

At 14th level, you are so infused with the power of elemental air that you gain a flying speed equal to your walking speed.

Wind Defense

At 18th level, once per turn when you are hit with an attack, you can use your reaction to briefly turn the part of you hit into air. This reduces the damage taken by an amount equal to your elementalist level.

Heart of Air

At 20th level, you become one with the wind. You can cast levitate on yourself at will. Also, your flying speed is doubled.

Earth

Earth elementalists like you are strong and solid. What some mistake for stubbornness is actually an iron will, that stops at nothing to reach its goal. Some earth elementalists line their garb with tiny plates of stone, that give the impression of fabric. Other's skin becomes gray and rough, a reflection of the rock like strength within.

Affinity Damage

Your affinity damage is acid. When a feature such as elemental wave references your affinity damage, that means acid. When you reach 10th level, you gain resistance to acid damage. When you reach 17th level you gain immunity to acid damage.

Terran Spells

The spells on the table below are available to you as elementalist spells.

Level Spells
Cantrips mold earth (XGE)
1 earth tremor (XGE), mage armor
2 barkskin
3 erupting earth (XGE)
4 stoneskin
5 wall of stone
6 flesh to stone
7 investiture of stone
8 earthquake
9 invulnerability (XGE)

Earthen Brawn

When you reach 6th level, you can spend 5 element points as a bonus action. If you do so, you grow one size larger for 1 minute. While grown, your attacks to 1d4 more damage, and you gain temporary hit points equal to your elementalist level.

You can use this trait once, and can use it again when you finish a long rest.

One With Stone

When you reach 14th level, you are infused with elemental earth. Once per day, you can cast meld into stone without using any element points. Additionally, you get a burrowing speed of 10 feet.

Tough Skin

At 18th level, your skin becomes rough and hard, a reflection of your power over elemental earth. You gain a +3 bonus to your armor class when you are not wearing armor.

Heart of Stone

At 20th level, you become one with earth. You can cast charm monster on any creature that lives underground at will. Also, your burrowing speed is doubled.

Fire

Your spells focus on flames in your magic, casting beams of fire and summoning magical light. You might have images of flames sewn into your clothes, or have skin that is unnaturally hot. However you show your power, all fire elementalists love to watch things burn, and feel kindred to flame.

Affinity Damage

Your affinity damage is fire. When a feature such as elemental wave references your affinity damage, that means fire. When you reach 10th level, you gain resistance to fire damage. When you reach 17th level you gain immunity to fire damage.

Ignan Spells

The spells on the table below are available to you as elementalist spells.

Level Spells
Cantrips firebolt, produce flame
1 burning hands
2 flaming sphere
3 fireball
4 wall of fire
5 wall of light
6 investiture of flame
7 fire storm
8 incendiary cloud
9 meteor swarm

Fiery Blade

At 6th level, you can use your bonus action to summon a weapon made of flame, which appears in your hand for 1 minute, after which it disappears. The weapon can take the form any weapon that you would like. The weapon uses your Constitution for attack and damage rolls, and deals 1d8 fire damage on a hit. You can manifest this weapon a number of times equal to half your elementalist level. You regain all manifests when you finish a long rest.

Burning Fury

At 14th level, you can use your bonus action to teleport 60 feet to an unoccupied location that you can see. Every creature between you and the point that you teleport to must make a Dexterity saving throw, taking 2d6 fire damage on a failed save or half as much on a successful one.

You can use this feature a number of times equal to your Constitution modifier. You regain all expended uses of this trait when you finish a long rest.

The damage increases to 4d6 fire damage at 20th level.

Flame Master

When you reach 18th level, your skin is hot to the touch, and this heat carries over to your weapons. When you hit a creature with a melee weapon attack (including unarmed strikes), your attack deals an extra 1d6 fire damage. This feature does not effect you fiery blade.

Heart of Fire

At 20th level, you become one with fire. You can cast flaming sphere at will.

Water

Water elementalist go with the flow. Their temper changes periodically, from yielding when necessary, to charging forth with near unstoppable power. Water elementalists like to wear blue and gray clothing, that flows down them. They are great swimmers, and feel at home near seas and rivers.

Affinity Damage

Your affinity damage is your choice of acid or cold. When a feature such as elemental wave references your affinity damage, that means the one you choose. When you reach 10th level, you gain resistance to your affinity damage. When you reach 17th level you gain immunity to your affinity damage.

Aquan Spells

The spells on the table below are available to you as elementalist spells.

Level Spells
Cantrips shape water
1 create or destroy water
2 protection from poison
3 water breathing, water walking
4 control water
5 maelstrom (XGE)
6 investiture of ice (XGE)
7 primatic spray
8 tsunami
9 gate

Elemental Recovery

At 6th level, you can use your bonus action to regain hit points equal to your elementalist level plus your Constitution modifier. When you do this, you also regain 3 element points.

You can use this feature once, and can use it again when you finish a long rest.

The amount of element points recovered increases to 8 when you reach 14th level.

Soul of Water

When you reach 14th level, you are so infused with the power of elemental water that you gain a swimming speed equal to your walking speed.

Turn the Tides

At 18th level, you can cast polymorph without expending any element points. If you do so, the creature must be polymorphed into a water elemental. The DM has the creature's game statistics.

This feature can be used a number of times equal to your Constitution modifier (minimum of 1), before you must take a long rest.

Heart of Water

At 20th level, you become one with water. You can cast control water at will. Also, your swimming speed is doubled.

Multiclassing

To multiclass into an elementalist, you must have a Constitution score of 13 or higher.

If you do so, you gain proficiency with light armor and simple weapons.

If you multiclass into a spellcasting class, you only cast your elementalist spells with element points, and only cast your other spells using spell slots.

Elementalist Spell List

Cantrips (0 Level)
  • Blade Ward
  • Booming Blade (SCAG)
  • Dancing Lights
  • Friends
  • Green-Flame Blade (SCAG)
  • Guidance
  • Infestation (XGE)
  • Light
  • Mage Hand
  • Mending
  • Message
  • Minor Illusion
  • Shillelagh
  • Sword Burst (SCAG)
  • True Strike
1st Level
  • Absorb Elements (XGE)
  • Animal Friendship
  • Cause Fear (XGE)
  • Chaos Bolt (XGE)
  • Chromatic Orb
  • Color Spray
  • Comprehend Languages
  • Detect Evil and Good
  • Detect Magic
  • False Life
  • Find Familiar
  • Hex
  • Hunter’s Mark
  • Longstrider
  • Mage Armor
  • Silent Image
  • Sleep
  • Zephyr Strike (XGE)
2nd Level
  • Blur
  • Dragon’s Breath (XGE)
  • Darkness
  • Darkvision
  • Enhance Ability
  • Enlarge/Reduce
  • Healing Spirit (XGE)
  • Invisibility
  • Knock
  • Locate Animals or Plants
  • Locate Object
  • Pass Without Trace
  • See Invisibility
  • Spider Climb
3rd Level
  • Bestow Curse
  • Catnap (XGE)
  • Clairvoyance
  • Conjure Animals
  • Counterspell
  • Create Food and Water
  • Dispel Magic
  • Elemental Weapon
  • Fear
  • Glyph of Warding
  • Haste
  • Leomund’s Tiny Hut
  • Life Transference (XGE)
  • Nondetection
4th Level
  • Banishment
  • Blight
  • Confusion
  • Conjure Minor Elementals
  • Dominate Beast
  • Elemental Bane (XGE)
  • Find Greater Steed (XGE)
  • Giant Insect
  • Grasping Vine
  • Hallucinatory Terrain
  • Ice Storm
  • Polymorph
5th Level
  • Animate Objects
  • Cloudkill
  • Cone of Cold
  • Conjure Elemental
  • Contagion
  • Creation
  • Dominate Person
  • Enervation (XGE)
  • Far Step (XGE)
  • Insect Plague
  • Scrying
  • Skill Empowerment (XGE)
  • Telekinesis
  • Teleportation Circle
  • Wrath of Nature (XGE)
6th Level
  • Arcane Gate
  • Circle of Death
  • Conjure Fey
  • Disintegrate
  • Eyebite
  • Heroe's Feast
  • Mass Suggestion
  • Primordial Ward (XGE)
  • Transport via Plants
  • True Seeing
  • Wall of Thorns
7th Level
  • Crown of Stars (XGE)
  • Etherealness
  • Plane Shift
  • Power Word Pain (XGE)
  • Teleport
8th Level
  • Abi-Dalzim's Horrid Wilting (XGE)
  • Control Weather
  • Dominate Monster
  • Illusory Dragon (XGE)
  • Power Word Stun
9th Level
  • Mass Polymorph
  • Power Word Kill
  • Time Stop
  • Wish

Factions

The Gartrunian Empire is not the sole power in the Ancient Lands. Many other groups, commonly called 'factions' also work to pursue their own agendas. When making a character, you can choose a faction to either work for directly, or just be a good ally of.

Benefits. If you want to work for a faction and have some experience in their provinces, you can gain the background associated with the faction.

The Bardic League

Headquarters: The Great Theater of Songs and Shows, Heisen, Galuni
Leader: Rictass Leminos
The Bardic League is exactly what its name implies: A league of skilled performers who work together to promote and help each other. Bards of the league can gain such benefits as finding somewhere to perform, learning information on entertainers, and securing private entertainment.

The league was founded by the Seven Swords, a band of adventuring bards, around three hundred years ago. It has seen enormous success, but is not without its enemies. More powerful factions foolishly underestimate the Bardic League, thinking that they would prefer to sit and sing rather than do work in the world, but the Bardic League has immense coffers it has saved over the years, and knows how to use effectively.

Scope

Anywhere in the Gartrunian Empire that bards play, the Bardic League can be found. Their workers are also employed in Avkelos and Danzirod, but they have no operations in Iabania.

Classes

Obviously, agents of the Bardic League are bards. However, any class has a place somewhere. Rogues, wizards, sorcerers, monks, elementalists, and even fighters can do well as performers. Barbarians are good at keeping crowds from going berserk, and trickery domain clerics can be good advertisers. Warlocks and paladins can find a place doing odd jobs, but they aren't as common. Druids and rangers can be animal handlers.

Background: Bardic Agent

You have spent some time in the league, either as a performer of awe inspiring tricks, or as a more behind the scenes worker.

Skill Proficiencies: Acrobatics, Performance
Languages: One of your choice
Tool Proficiencies: One set of artisan's tools or a musical instrument
Equipment: A set of artisan's tools or a musical instrument with which you are proficient, an old poster for a previous performance, and a pouch with 10 gp.

Feature: League Reputation Bardic league members gain this benefit in places where the Bardic League is active.You can spend 3 hours per night performing at an inn or hostel, and receive half off the price. You can also spend 1 hour in a city or other major urban area, and find the place with the best music, drink, or prices for lodging.
Personality Traits: Use the tables associated with the entertainer background to help determine your personality traits.

The Dolethra Trading Company

Headquarters: Dolethra Hall, Sorganna, Old Gartrun
Leader: Ipeliga Nermol
Around the world, people need goods, wether it be in dense forests filled with evil beasts, far flung islands surrounded by stormy waters, or high on the slopes of ancient mountains in the middle of Tethyr. It is the job of the Dolethran Traders to get this done efficiently.

The company has been around since elven times, and waxed and waned in size, slowly expanding to the world spanning behemoth of merchants it is now. All other factions require Dolethran goods, and to break their sufficiency would be nigh impossible. The Dolethrans know this, and adjust tactics because of it.

The company also deals in transportation, offering a ride on cargo ships and joining caravans. For a price, of course.

Scope

Dolethran ships sail around the Inner Sea, with nexuses in Sorganna, Mengdu, Heisen, Marolis, Koazak, Halemirasas, and Manés. The dolethrans rarely venture at all deep into Tethyr, but other inland locales often harbor their goods.

Classes

Dolethran ships employ fighters, rangers, and wizards as guards. Charismatic rogues are good negotiators, and bards entertain crews on long voyages. Storm sorcerers, elementalists, and tempest clerics are prized by captains because of their weather controlling abilities, and druids, and warlock’s patrons who have dominion over the ocean are rarely turned down. Barbarians guard overland caravans, and dexterous monks are good at climbing a ship's riggings. Paladins make good captains, because of their holy and virtuous nature.

Background: Dolethran Trader

You worked in the Dolethran Trading Company for some time, moving either goods or people.

Skill Proficiencies: Perception, Persuasion
Languages: One of your choice
Tool Proficiencies: Either land or water vehicles
Equipment: A foreign memento from one of your travels, papers of employment, a small knife, and a pouch containing 15 gp.
Feature: Company Trader Due to your good standing with the company, you can get passage for you and up to 5 other people on a Dolethran ship, or in a caravan for half price, and can access brief records of precious passengers on Dolethran journeys.
Personality Traits: Use the tables associated with the guild artisan background to help determine your personality traits.

The Draconic Council

Headquarters: The Valley of the Ancient Lords
Dragons have walked the lands since time immemorial, sing their fearsome powers to rule, for both good and evil. While they stand divided, every color of dragons has a representative on the draconic council, the most powerful of their kind. The council itself has no agents, but each dragon employs folk to further their agendas

Members of the Council

The following dragons are members of the council.

Lurindonather the Brass. wishes to grow her hoard of treasure into something of legend, known even amongst the gods. Her agents are adventurers, thieves, and traders, all paying a percentage of their profits to her. Agents of Lurindonather tend to have either the Criminal or the Guild Artisan background.

Molkret and Folkret the Copper. are twins, who share their position and vote between each other. The dragons live in the Sea of Sands, east of the Shan in an abandoned pyramid complex. Molkret is obsessed with illusion magic, and Folkret likes to stick his nose where it shouldn't be. Agents of Molkret and Folkret often have the Entertainer background.

Netano the Bronze. is extraordinarily pious, worshiping a wide host of deities. Her goal is to convert all humanoids to worship of deities of the life domain. Netano's agents commonly are found with the Acolyte background.

Umaralos the Silver. has the humanoid form of an elf, and is queen of the elven enclave of Argondell in Menashan. Umaralos is the most active metallic dragon in the council, influencing the affairs of evil to focus its wrath on other cruel things. Agents of Umaralos normally have the Acolyte background.

Anodilar the Gold. is the oldest wyrm on the council, having lived for over three thousand years. She rarely leaves the underwater realm of Mongoth where she lives, spending her time scrying the outer world. Agents of Anodilar commonly have the Sage background.

Velruthar the White. dwells in the Gaping Maw on the Dragon Coast, commanding several legions of orcs to enforce his rule. Velruthar is one of the more foolish members of the council, but he still schemes to cover the world in ice. Agents of Velruthar tend to have the Spy background.

Belgorthii the Black. lives in the Caverns of Despair in Northeast Tethyr, a complex of twisting caverns filled with goblins and worse. Belgorthii wishes to harness the power of the Labrynth (see chapter 2) to be able to travel anywhere he wishes. Agents of Belgorthii almost always have the Outlander background

Chaerngroshe the Green. took over the Aernolsh isles in Nath Cúin long ago, and the residents still worship her as a god. Chaerngroshe schemes to subtly take over other factions, and use them to wipe out her enemies. Agents of of Chaerngroshe normally have the Charlatan background.

Sanoraxadrag the Blue. has the peculiar ability to shape shift into a drow sorceress at will. In this form, she rules the cavern city of Erandark below the Hantulh forest in Bralem. Sanoraxadrag seeks to summon demons into the material plane, and then control them to use as an army. Agents of Sanoraxadrag often have the Criminal background.

Garanthios the Red. is hailed as the mightiest wyrm in Gartrun, ruling the Taloan kingdom of Phardugrath, or Wyrmdun in common. Garanthios' hoard is the stuff of legend, but he keeps meticulous count of every coin and gem. Agents of Garanthios commonly possess the Soldier background.

The Guardians of Thelmen

Headquarters: Pelgoth Planar Circle, Davria
Leader: Ardon Rigath
The god Thelmen, who sacrificed his divinity to trap the demon lord Orikal in a demiplane and save humankind, died long ago, but in his memory, the Guardians of Thelmen were founded. The group has a single goal: keep Orikal imprisoned for eternity. This is sharply contrasted by the dark Cult of Orikal, who wish to raise the demon from its planar prison. The guardians are experts on planar travel, and teach their knowledge of this to new recruits.

The Cult of Orikal is really the only threat that the guardians face, but it is a strong enemy. The cult's plan to bring back the demon almost succeeded four years ago, but because of the guardians' maneuvering, Orikal was greatly weakened and quickly sent back to its prison. The cult was greatly weakened from this defeat, but no one thinks it is near its end. The Guardians of Thelmen got a new leader two years back, who has led them to begin fighting not only Orikal and its worshippers, but all of demonkind.

Scope

The Guardians of Thelmen operate anywhere that Orikal's worshippers try to hide. They work throughout the Gartrunian Empire and Danzirod, but Orikal's worship, and therefore their mission, is not yet found in the lands of Iabania or Avkelos.

Classes

No one class is commonplace amongst the guardians, and each has its own specialty. Wizards, warlocks, and sorcerers dabble in planar magic, and clerics and paladins can do similar things through their god. Fighters, monks, and barbarians can crack skulls on the ground, when roguish and bardic spies infiltrate the cult. Elementalsts, druids, and rangers can hunt down demon worshippers who hide in the wilds, and artificers can augment the guardians' forces anywhere.

Background: Guardian

You are sworn to protect humanity from the return of Orikal, under the command of the Guardians of Thelmen. This background is not restricted to humans, but its uncommon for other races to have it.

Skill Proficiencies: Arcana, Insight
Languages: One of your choice
Tool Proficiencies: One of your choice
Equipment: A small knife, a dark green cloak, a diagram of the planes, common clothes, and a pouch containing 10 gp.
Feature: Sworn Against Demons You have been taught of your foe's servants, and can identify them. You instantly recognize the type of any demon that you see.
Personality Traits: Use the tables associated with the soldier background to help determine your personality traits.

The Silver Knights

Headquarters: Mindlar Castle, Snolland
Leader: High Priestess Imbendai Narlom
Religious orders of paladins commonly worship only one god or pantheon, but not the Silver Knights. These pious warriors accept members of any faith as long as its core morals align with theirs. The Silver Knights focus their forces on fighting evil and chaos preemptively, and the order builds their own forts and castles where they think darkness lurks, and send raiders out to fight monsters on their own turf.

The Silver Knights are divided into smaller subgroups called armies, each containing local warriors and priests. One these armies' missions is to forge good ties with the locals, and show the Silver Knight's benevolence. A local army, if confronted with a powerful foe, can call upon traveling bands of loyal fighters, who will help any army of the Silver Knights.

Scope

The Silver Knights reach as far north as the Dragon Coast, and east as Embroshe and Nath Cúin. However, Bralem is really their only stronghold west of the Inner Sea, and their forces are spread quite thinly south of the Halnashan Mountains.

Classes

Paladins and clerics form the bulk of the Silver Knights, and fighters can make grunts. Monks, rangers, and rogues of good alignment can find work as assassins, and barbarians are welcome. Bards entertain the troops and wizards, elementalists, and sorcerers work as artillery. Artificers make good engineers on their castles, and warlocks can negotiate with darker forces. Druids are rare because of how they worship nature over the gods

Background: Silver Knight

As a former Silver Knight, you likely have experience in combat, and are fairly devoted to whichever god you worship.

Skill Proficiencies: History, Religion
Languages: One of your choice
Tool Proficiencies: One of your choice
Equipment: A holy symbol of your god, a sash with the symbol of your army on it, common clothes, and a pouch containing 15 gp.
Feature: Defender of the Commoners The Silver Knights are looked up to as defenders who don't listen to the nobility, and many commoners appreciate this. If you prove your membership, you can gain free room and food for a day for you and up to 5 others.
Personality Traits: Use the tables associated with the acolyte background to help determine your personality traits.

The Terping Council

Headquarters: Terping Tower, Celestial Kingdoms
Leader: Alasorz Kendri
Wizards in the Ancient Lands long ago banded together to form the Terping Council, devoted to the preservation of wizardly knowledge. Many wizards that aren't employed by other agencies have good relations with the Terping Council, and find employement with the council.

The Cult of Orikal

If you want your character to be part of an evil faction, ask your DM if you can be part of the Cult of Orikal. This dark and shadowy organization seeks to bring back the demon lord Orikal from its planar prison.

The cult has a bloody history, and remains cruel and murderous. The cultists live in fear of dissapointing their superiors, who respond violently to insubordination. As a member of this demonic organization, you must become normalized to torture and murder, and constantly praise your demon ruler. You may have trouble fitting in to an adventuring party because of your dark past.
Members of the cult have the acolyte background

The Terping Council has been called "the greatest threat to Gartrun" by various leaders. The council has a policy of refusing membership to mages who work with the empire, and this forces many to choose between the two, often deciding on the council. It is because of the Terping Council that there are so few spellcasters in the gartrunian legions, and those that do fight are mostly wielders of divine magic.

Scope

The Terping Council has the greatest reach of any of these factions, ruling an entire nation (see Part 2) and controlling one of the most valuable resources, archmages. The council's members can be found anywhere mentioned in this book, including the outer planes.

Classes

Of course, sorcerers warlocks and wizards can get in more easily, but the Terping Council sees the value of all classes. Eldritch knights and arcane tricksters battle the council's foes, and clerics of the arcana domain can commune with the gods of magic. The council records and employs the inventions of artificers, and elementalists lend some variation to the otherwise all arcane spell roster. Rangers and druids can serve mages who dwell deep in the wild. Odd jobs can be given, though not often, to barbarians, monks, paladins, or bards.

Background: Terping Wizard

You have worked for or with the Terping Council in your past, possibly inventing new spells, assisting another mage, or keeping records.

Skill Proficiencies: Arcana, Nature
Languages: Two of your choice
Equipment: A decorative wand or staff, an old book on some magical subject, common clothes, and a pouch containing 10 gp.
Feature: Council Ally The Terping Council's records show that you have helped them in the past. You can expect to be welcomed by any member of the council, and have access to some of its archives.
Personality Traits: Use the tables associated with the sage background to help determine your personality traits.

Part 2: A Guide to the World

The Ancient Lands are a vast and wild place, tamed only by humanoid civilization in small regions. Great swathes of mountains, forests, deserts and tundra are home to orcs, giants dragons, or worse. Though almost all dwarves, elves and humans swear fealty to the great Gartrunian Empire, it's control does not reach as far as it may claim. This chapter details the world itself, and the many peoples and locations in it.

The Gartrunian Empire

When humans first arrived in the peninsula of old Gartrun forty eight thousand years ago, it was a hot spot of ruins, left by the elves and the pharalûn. They made villages, and eventually kingdoms. Their culture was, and still is, very different from their other human neighbors, and they were left largely alone. This was until a powerful person, known only as the Empress was coronated, in 0 GC. The Empress martialed her armies, and slowly, over hundreds of years, took over almost all the human lands in existence. Due to her powerful magic abilities, the empress remains alive today, still strengthening her vast empire. The countries described in the rest of this chapter are all part of the empire, unless they say otherwise

As more kingdoms were absorbed, the Gartrunian Empire set to work on a basic treaty. The Conqueror's Law was published in 187 GC, detailing the rights of a conquered people. The law states, in brief, the following rights of a Gartrunian Territory:

  • The territory maintains the right to wage war on its neighbors, unless the empire declares otherwise. The fighting cannot damage trade between neutral territories.
  • The territory is allowed to follow whatever moral code they choose.
  • The territory must pay an annual tax of soldiers and coin to the empire.

The Empress and Her Staff

The feared and mysterious ruler of the Gartrunian Empire simply goes by the name "The Empress." Stories of her powers sound like tall tales, but seem to be backed by witnesses. The Empress leaves social duties to Colonel of State Hazull Bargos, who acts as the figurehead of the empire. Other important leaders of the whole empire gather in Sorgan Hold, where they communicate by magical messaging. Most administration is given to the leaders of the individual kingdoms, but The Conqueror's Law does give the Empress' entourage the ability to override important decisions.

The Labrynth

The quickest way to travel great distances is through the Labrynth, with a single catch; the traveler cannot chose their destination. Rooms and chambers beneath the earth abandoned for years can become parts of the Labrynth, forming passages between these areas that do not follow the laws of physics. A traveler could enter the Labrynth through a basement door in Mengdu, walk a thousand feet, and exit into the sewers of Marolis.

The Labrynth defies all attempts to navigate it, as doors close up, and passages change where they lead. The entire complex, which spans an unknown number of miles beneath the surface, cannot be teleported in or out of, and scrying and divining fail automatically. Legends are told of an artifact that grants the user the power to mold the Labrynth, making it heavily sought after by powers who would use it for good and evil.

The Labrynth's origins are murky. Many sages suspect it was created by, or has some prominent link to Baphomet, the demon lord of minotaurs. Others claim it is the product of a mad archmage. This is a debated topic amongst select circles of scholars, but because of the Labrynth's obscurity, few without a niche education even know it exists.

Old Gartrun

Capital: Sorganna
Government Type: Dictatorship
Leader: The Empress
Majority Race: Humans
Old Gartrun is a dry peninsula on the northern edge of the Inner Sea. The climate their is mediterranean, and hills make up most of the land. The people their farm grapes, sheep, barley, and dates, and often keep to themselves. Most areas near rivers are developed, and finding somewhere without evidence of humanoid habitation requires travel deep into the hills. Several cities are based near rivers, and serve as trading nexuses.

Mysteriously, orcs, gnolls and other races deemed monstrous rarely come, and those who do say they feel uncomfortable. Some sages suspect that the ancient pharalûn placed a relatively weak mythal over the peninsula to protect their people there.

Sorganna

With a population of 161 thousand people, the coastal city of Sorganna is the greatest in the empire. Known as the Heart of Gartrun, Sorganna is constantly bustling with trade from far off lands. Races of all sorts can be found in plenty in Sorganna, as can any good it is said.

The city is divided into 22 districts, all with their own culture. The largest district is the High City, home to massive temples, markets, palaces, and restaurants. Many immigrants come to Sorganna, as it is easy to get to and jobs are always open for hard workers. Legendarily powerful figures congregate in Sorganna, and intrigue is constantly permeates everyday life. Many of the greatest mages, merchants, warriors, scholars, and leaders have a home in the city, where they have close access to other powerful items and people.

Sorgan Hold. A few miles off the coast of Sorganna stands a rocky island, the surface covered by a magnificent castle of walls, spires, halls, and tunnels. This castle is known as Sorgan Hold and is the official capital of the Gartrunian Empire. The dungeons beneath the castle stretch thousands of feet below the surface, and are still being cleared of monsters. Even the castle's denizens don't know everything about the great building's contents, and working there is always a dangerous affair.

Tethyr

East of Old Gartrun lies a region of mountains, bigger than any kingdom. These mountains reach so high in some spots, that one cannot even breathe at the summits. because of its mountainous nature, travel through the mountains of Tethyr is challenging, preventing kingdoms from growing to important sizes. Many of the vales are uninhabited by "civilized" humanoids, and many more are under the rule of local leaders. Only a few kingdoms have grown to notability, which are detailed below.

Banagorg

Capital: Fort Banagorg
Government Type: Hierarchy
Leader: High Warlord Vingroth
Majority Race: Hobgoblins
Hobgoblins (detailed on Part 1), are renowned for their efficiency and their work effort. This has made them prime inhabitants of Tethyr, where hard work is everything. The hobgoblins of Banagorg have built sturdy roads, fortified castles, and effective farms. Their system of organization is drilled into every citizen's heart during their mandatory 5 year education, and rehearsed every moment of their lives.

Banagorg is an entirely self-sufficient nation, and has its own government sponsored version of every organization one could have. There is a national library, a national wizard academy, a national engineering college, and even a national union of rookeries.

For Goblinoid Kind. Banagorg has entire legions of soldiers who never fight a battle in their homeland. These legions, called traveling blades, move across the world to help goblinoids where they are needed. Many of these hobgoblins fight the Roaringhorn League of dwarves or its allies. The two great power of Tethyr have long held a rivalry, over the mountains they dwell in called the war of Seven Centuries. While not official, a guerilla war is fought across the peaks, by proxy armies funded by the two. Banagorg is quick to send goblinoid soldiers to any settlement, from a bugbear cave to a goblin fort, that is near a Roaringhorn outpost.

Peak Efficiency. The hobgolins of Banagorg , as it is their nature, have produced infrastructure to harvest the natural resources their lands have to offer at a responsible but quick rate. The nation exports stone bricks, timber, iron, fish, and food. The profit from these exports have allowed the hobgoblins to pay for international bribes and treaties without trouble, and pay off any debts they somehow incurred.

At home, this translates to wide roads, dammed rivers, and canals and locks for moving resources effectively. Wild nature is not scarce though, and old forests remain unharvested, or perhaps they are just regrowing. Wether their workforce reached farther in the past or not doesn't trouble the ordinary hobgoblins though, who spend their days following a government schedule to maximize their work.

Fort Banagorg

The center of the great industrious nation is situated on the shores of Lake Irguûran. Every building has strong stone walls, doors, and few windows. The government requires these precautions in case of an invasion, though it may be the reason there hasn't been one in hundreds of years.

The city is oriented around a central keep, guarded by moats, walls, and magical forces. It is home to a complex of bureaucratic offices and record libraries that manage systems across the country.

Migson

Capital: Mackelburg
Government Type: Feudalism
Leader: The Lord of Irondale
Majority Races: Dwarves, Humans
The realm of Migson is the greatest stretch of flat land in Tethyr, home to a frontier of ranchers and farmers, braving against the wild dangers that come down from the mountains, help often being many miles away. This doesn't mean urban civilization is far however. Along the River Rendig, towns and cities sprout up, often near bridges or fords.

Isolated Homesteads. In Migson, there is plenty of land, and few to share it with. small hometeads are miles apart, and ranches and farms can be several day's walk from the nearest village. Messages take a long time to send without magic, not helped by the few and bumpy roads. Bigger ranches will sometimes hire guards to protect their possessions, but most are forced to fend for themselves.

In the fall, the roads become rivers of cattle and other livestock, as they are driven from the ranches to town, where they are slaughtered and eaten. Much of the Migsonian diet is based around beef, alongside various grains.

The Land of Towers

Migson has access to plenty of erumites (detailed on page 23), which makes it a popular spot for wizards, who spend their days trying to invent and research magic. The perfect home for a wizard is a tower as anyone who has read a book should know, and normally they take over an abandoned one. Much to many hopeful immigrant's chagrin however, all of the already built ones have been taken. The requirement for space has made certain pieces of land very valuable to wizards, and the price for towers is skyrocketing.

The city of Mackelburg is the center of wizardry in Migson, where mages gather to discuss the latest advancements in magic, and other philosophical subjects. The wizards are popular workers for jobs that would otherwise require brute force, such as lifting and digging.

The Deeps of Tethyr

Migson is the only great kingdom to penetrate so deep into the heart of the mountains of Tethyr, and it is clear the isolation when determining how to travel there. The River Rendrig and the road known as the Long Way both arrive at a town called Seider's Junction, from which one can head north to the farms and cities of Mackelburg. The only other road into the kingdom is from Sarnel, a winding and treacherous path across the high peaks.

The mountains are often scouted by miners, searching for deposits of minerals. These expeditions sometimes go well, resulting in the discovery of caches of gold, electrum, iron, or bronze, but just as often they end in disaster, with the force being either driven back to the Lord's protection, or killed amid the lofty peaks.

Ambassadors from the kingdoms of Badnodun often interact with the Lord of Irondale, dealing with trade agreements and the rights to use Migsonian roads.

The Nakar Valley

Capital: Groendal
Government Type: Theocracy
Leader: Mayor Eldurt XVI
Majority Race: Diverse
The Nakar Valley is even more isolated than other Tethyrian kingdoms, and each year only a few folks brave the journey through the icy north to enter the valley. The people there can be callous and unwelcoming, and see foreigners as too weak to live where they do. This attitude is heightened by the cult-like group of priests of the Deklesian pantheon who is in power, called the Brotherhood of the Ancient Tome, committed to increasing the power of the gods in the material plane. Elves, dwarves, and other races that aren't humans also have large numbers in the Nakar Valley, but have forsaken their cultural faith for that of the Brotherhood of the Ancient Tome.

The towns in the Nakar Valley are nestled amongst the great forest that occupies so much of the kingdom's land. These trees are used to make buildings, and near the northern end of the valley, they are chopped down and floated down the Gron River to Lake Vishok, where they are pulled out and sent to places with fewer big trees.

The Brotherhood of the Ancient Tome is led by the cruel mayor of Groendal, Eldurt XVI. They have ruled over the Nakar Valley for seven decades, leading the populace into a pious fervor. They claim their goal is to let the gods enter the material plane, and lay waste to the non-worshippers, but have several side plots in effect to cement their power even further. The people of the Nakar Valley cannot even comprehend the idea of working against the cult, and will even betray family members to increase their own standing.

The cities of Groendal, Frelvich, and Sangrad are all of equal size, and compete for status among the rulers of the valley. Groendal is a dirty town, but has churches and shrines everywhere, and the people are especially faithful. Frelvich, on the Gron River, is where most of the society's food comes from, because of the meadows that surround it having great soil for farming. Sangrad is the highest up the valley, and is where the kingdoms' mining takes places, bringing up buckets of iron and copper.

The Roaringhorn League

Capital: The Roaringhorn
Government Type: Confederacy
Leader: The High Dwarven Council
Majority Race: Mountain Dwarves
The dwarven clans of the mountains of Tethyr have banded together to form the Roaringhorn League, so named after their greatest city. This stalwart band of dwarven cities and realms work together to survive amid the land's violent climate and inhabitants.

The Isdenraal. Travel through Tethyr is dangerous but necessary for officials of the league, as it has been for as long as dwarves have stood. Forty thousand years ago, a solution was made. A system of tunnels warded against magic and entry by non-dwarves was dug, named the Isdenraal. This is how most traders and diplomats move between cities, along the miles of magically lit roads beneath the mountains.

Lands of the League

The confederation is a band of individual governing bodies and their lands. Below are several important members of the league in no particular order.

The Roaringhorn. The largest city in all of Tethyr, the Roaringhorn is a massive cavern hollowed out by the dwarves over the millenia. Above the city, a great crag of stone is the city's namesake. When the wind blows through a large hole in the crag, which is almost always, it echoes throughout the valley in a great thunder, unbearable to anyone on the surface. Those who wish to exit or enter the city must use a tunnel entered miles away.

The buildings inside the cavern are all vast in scale, and sturdily made. The temple of the Morndrinsamman is the greatest of all the great structures, stretching over a thousand feet tall. The people of the cavern are great smiths, and the arms for most of the dwarven armies are forged here. The mines of the city reach deep into the underdark, a seemingly bottomless pit towards the bottom of the world.

Icinghall. The highest of the cities of the Roaringhorn League, Icinghall is covered in frost half of the year. The city's farms are enchanted to make their crop grow quickly, and provide the city with its food. The great gates of the city are easily recognizable as a masterpiece of dwarven craft. The people of the city are led by the clan Frostblade, who have wisely ruled for a hundred thousand years. These dwarves have an almost divine status among their people, but have remained fair and just for the most part.

Belodor. The city of Belodor rings Mount Darjaw, overlooking the Dwarven River. The city's buildings are made of silvery stone, that shines when the sun rises and sets. The city stands deep in orc territory, and every adult in the city knows how to fight and is well armed. Dwarves in the city bear scars of past battles with pride, and the law states one must have fought and killed an orc or other enemy of Belodor to hold an important job.

Delron. Lost to legend until five years ago, the ancient city of Delron was rediscovered by a small expedition led by Morwick Frostblade. The city was the pinnacle of Tethyrian people. It is now a ruined husk of its once great engineering. The small group of dwarves who have resettled are hard at work restoring the city's great buildings.

Other Regions

The following two places are not countries, but still deserve a mention.

The Kingdoms of Badnodun. Northwest of Migson, these various kingdoms rise and fall like waves. They are built around veins of ore, and supply the rest of the empire with lots of metal. The chaotic political state could easily be taken advantage of by a crooked barons, who is in turn replaced with citizen democracy, easily overthrown by a charismatic priest, who in turn is replaced by a wealthy merchant, in but one example of the constant cycle.

The Jotun Hills. North of Snolland, these hills are home to hordes of giants, ogres, trolls, and orcs, who live in small groups of composed of all sorts of races. These tribes will commonly raid the lower lands around them, in search of treasure and nicer foods than what they find in the mountains. Numerous attempts to unite the bands have been made, but they are an unruly bunch, and these tries always fail in time.

Human Lands

Since the fall of the elves, humans have populated the richest and most fertile lands in the region round the Inner Sea. Their kingdoms have brown to great size, and are some of the most powerful and influential in the Gartrunian Empire. The following countries are not united by a shared geographical region, but instead by their similar histories and culture.

Bralem

Capital: Koazak
Government Type: Monarchy
Leader: King Alrus
Majority Race: Humans
Bralem is a kingdom on the eastern side of the Inner Sea. It contains a variety of mountains and plains, but is most well known for the vast Hantulh Forest, which comprises around half of the nation’s land area. Bralem is the most human nation in Gartrun, with over 95 percent of the populous carrying human blood (humans, half-elves, half-orcs, etc). It also boast a sizable population of aarackocra who are well known for their colorful plumage.

The kingdom's population are centered on the Tulsig Peninsula in the north, where half of the population live, along with several major cities. Very few citizens dwell in the Hantulh, but it is a good hideout for thieves and criminals.

Bralem is built on the bones of an old kingdom of high elves called Tiorar, which fell eleven thousand years ago. these ruins are more pronounced near the plains of Varellan, though Bralemians feel a special emnity towards the Varallese.

Bralemian Cities

Bralem is home to several major cities, and has a large urban population.

Koazak is the largest city in Bralem, where more than sixteen thousand people live. It is a long strip of buildings along the coast, that quickly gives way to farmland. Koazak also has the best port in Bralem, so folks wishing to cross the ocean travel there first.

Ainadar is the second biggest city in Bralem, and is more rundown and lawless than Koazak. The city is badly planned, and the population is very poor. Most of the city's nobles who have the money have left the city for countryside villas.

Enterad upon Tulsig is currently in the midst of a civil war. The city of spires has been under siege for almost a year, from revolting peasants. The city itself is a beautiful relic of the elves, but the newer construction is quite ugly and brutish.

The Hantulh

Bralem is split in two by the great Hantulh Forest, whose tall trees and twisted roots are too challenging to traverse for any large bralemian populations to spring up. The wood has instead been claimed by creatures better suited for the environment, including wood elves, goblins, and giants.

Small villages of all sorts of races are in the Hantulh, and are built to be self sufficient, an important quality in the forest. Towns on the Olung River, which cuts through the country are far more connected because of the river's traffic.

In the north aprt of the wood, a lich has turned the former capital of Tiorar, into its lair full of dead servants. This hostile place is known as the Dread City of Mazarûl.

The Olung Glacier

South of the Hantulh Forest, the third great region of Bralem is the massive Olung Glacier, whose melt water form the river of the same name. The country around the glacier is a barren tundra, with only small bands of nomadic hunters.

At the edge of the glacier is the city of Olung's Head, where the Olung River leaves the tunnel it forms and enters the tundra. This city is the only settled place for hundreds of miles.

The Dalwood

Capital: Limburg
Government Type: Feudalism
Leader: King Hanarson
Majority Race: Humans
Nestled on the coast, between Old Gartrun and Marolia, the Dalwood is mostly a forested kingdom, where fair barons and clever counts lead the common, hard working populace. The Dalwood is famed for its knights, who ride across the kingdom in service to their baron. These knights, the bravest of the woodfolk (what the kingdom's citizens call themselves), stalwartly defend towns against angry giants or sneaky bandits.

The Dalwood is strongly based on the feudal system, with its rules finely detailed in the Larondus Vurmoch, a book held in the Sea Mist Castle. Reeves maintain small towns for their leaders, the barons. Barons in turn serve a count, though large counties may be maintained by several viscounts. Counts answer to dukes, of which their are only ten in the kingdom. Finally, the king or queen personally commands the dukes, along with other powerful figures.

The Green Valley

The northern half of the Dalwood is a great forest situated between the Analuk and the Salwardi mountains of Tethyr. It is populated with scattered rural villages, with names like Hallton or Kilbridge. Five dukes divide the Green Valley under their rule, and it is managed by countless barons and reeves. Through the middle of the valley runs the Great Road, which splits to go to Marolis and to the Bridge of the Dead.

The Vorachs. Throughout the Green Valley and the mountains surrounding, a group of Dawnfolk named th Vorachs dwell in isolated regions. These people have been given a reputation as vicious barbarians, and this is part true. Having had to fight tooth and nail to survive in the small places they've been forced into, the Vorachs will sometimes stage bloody raids on travelers and towns, motivated by revenge as much as loot. However, tribes in more plentiful places are mostly pacifist, as they don't have to fight for the resources they need.

The Bleeding Skull. Though orcs may have always roamed the Salwardi mountains west of the Green Valley, their numbers have doubled in the last few decades. This is probably due to their newfound worship of Zorgoth, a god who grants psionic powers to his followers.

Limburg

Situated in farmlands on the coast, Limburg is a bustling port town of sandstone buildings and sunny skies. The most notable sight in Limburg is the Sea Mist Keep, a great castle that serves as the residence for the wise King Hanarson. The city welcomes travelers of all races, though humans are the clear majority.

The city's residents proudly hang its flag from their windows, and its purple colors proudly grace every tower in the city walls. Denizens of Limburg are a proud folk, certain that their home town is the best in the empire.

Religion

Worship is almost never forced in the Dalwood, though a few barons do stage inquisitions against non-Deklesian worshippers. As most woodfolk are humans, the most practiced religion is the Deklesian Pantheon. Small churches to the nine can be found in almost all towns, and shrines devoted to lesser gods are usual.

The Silver Knights have a strong presence in the Dalwood, motivated by the culture of chivalry. The Knights are known for maintaining temples, and making charitable acts towards the commonfolk. The order does have a dark past in the Dalwood, as forty years ago a group of rogue knights attempted to make an independent state. A civil war ensued, and thousands of innocents died before its end.

The Seven Kingdoms

Government Types: Feudalism
Majority Race: Humans
The Seven Kingdoms were all recently part of the nation Lerinnor, but were seperated in a quick war over the heir. Now all the kingdoms have a common culture, each with their own distinctions. The kingdoms are located in a region surrounded by mountains all sides except the west, which is the coast of the Faraz Sea. The climate is notable for its extreme rainy season in Durme, which follows heavy snows in the months before.

Balruna

Capital: Yulro
Leader: Duke Vegro Stoneheart
Located in the southern reaches of the Plira Valley, Balruna is home to as many dwarves as humans, and even more half-dwarves. The residents there are mostly farmers along the rivers, but the country also has a sizeable mining industry. The balrunans are close to the Roaringhorn League, both diplomatically and geographically.

Balruna is a unique example of a mix of dwarven and human culture, which is the cause of the large populations of half-dwarves. In other places, dwarves disapprove of this, which is why almost every half-dwarf is balrunan.

Churmda

Capital: Mulburg
Leader: Duchess Emrin DeGradd
Churmda is situated at the entrance to the to the Plira Valley, and therefore in the center of the Seven Kingdoms. Because of this, the nation's capital of Mulburg is a great trading hub for resources coming in and out of the Plira Valley, along the Nervia River. The people of Churmda mostly farm along the banks of the Nervia, and the soil around it is quite rich.

Because of this farming heritage, churmdan culture strongly emphasizes standing strong in the face of hardships, to a point of stubbornness.

Galuni

Capital: Heisen
Leader: Duke Tarini Polondo
Galuni is the largest of the seven kingdoms by population, and is home to Heisen, on of the biggest cities in the empire. Galuni is covered in farms where they can be built, and more folks in the mountains farm animals. Abroad, Galuni is known for the Royal Guild of Explorers, who finance expeditions to the farthest corners of the empire.

Heisen itself is a perfectly round city, that seems to be a series of concentric circles when viewed from above. It has a deep harbor, and is mysteriously never threatened by storms.

Nulth

Capital: Highfen
Leader: Duke Yorinson Ralitan
Nulth has a long history of war with Sarnel, and the two countries still have an emnity to each other. Every nultheran has a story of fighting Sarnelians, and is proud to tell it.

In the winter, fogs from the mountains engulff the moorland, of which most of Nulth is comprised of. These long times spent inside strengthen the family bond that most nultherans value. Many harbor a religious fear of these fogs, and worship Insowach, a demigod said to be buried in the mountains who keeps the fogs at bay.

Prulith

Capital: Rigan
Leader: Duchess Ubreck Imdott
Prulith is a patchwork of forests, fields, and lakes. Folks there cluster in small villages, alongside the network of roads that Prulith is famous for. A swathe of ruin divides Prulith, left by Argüshaa Naffer, when she raided the kingdom in 917 GC, 11 years ago.

Prulith hunters devised a language of tapping and clicks call Ovirr, which is now used by spies across the empire. A character with the Spy background can replace one language they know with Ovirr.

Half-Dwarves

If you want to play a human that is half dwarf, make a human with the following traits replacing your ability score increase:

Ability Score Increase. Your Constitution score increases by 2, and one other of your choice increases by 1.

Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 40 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

Forge Ancestry. You have proficiency with smith's tools, and have advantage on all checks made using them.

Sarnel

Capital: Hirdón
Leader: Duchess Almrié Uletarne
The sarnelian nobility spends much of its profits on the military, though the soldiers spend most of their time parading. Common Sarnelians find this annoying, but infrastructure is acceptably kept up, so they don't put up to much of a fuss.

The war Sarnel has been waging with Nulth is viewed as tradition, and necessity, unlike the nultheran view of a war for glory. Sarnel is the start of a road to Migson, the only one through Tethyr. This makes trade flow through this country at great quantity, but only on a few roads.

Vorwick

Capital: Kongheim
Leader: Duke Helvig Blodlord
If there is a black sheep in the former Lerinnor, it is certainly Vorwick. The kingdom is situated on a high plateau, where poor soil means the population is thin and small. The people there still speak mostly Giant, with Common only known by traders and well educated folks. Many of the nation's folk turn to banditry, and travel outside of well guarded forts is very dangerous.

Snolland

Capital: Finhar
Government Type: Feudalism
Leader: Queen Celdoa
Majority Race: Humans
Snolland is found in a region of flat plains, along the coast of Tethyr. Surrounded by mountain peaks filled with violent tribes and hungry monsters, the snollish have a very isolationist society, that prefers to stay in its own land. The king or queen of Snolland is actually two different positions, because the nation is actually two different governments, each leading about half of the of the region's land, and are known as Salbria and Merand.

Much of the kingdom's population spend their days farming, and helping themselves to Snolland's rich culinary traditions. Almost all of the food that these farmers grow is eaten locally, but the food that is exported to other baronies helps grant snollish meals a famously diverse flavor.

Finhar

The nation's capital is the city of Finhar, jokingly called by locals as "the only loud snollish city." On the shore of Lake Helonwich. It is a trading hub, placed directly in the center of Snolland. Roads and rivers emanate out from Lake Helonwich, like spokes on a wheel, allowing barges and caravans to transport goods in and out of the nation's farmland.

The city is not known for its cleanliness, and excluding the upper class part of the city, a low crime rate. Thieves work for rival guilds, and private guards are commonplace in taverns and inns. The nobility often spend time outside of the city, but when they aren't they congregate in the hill neighborhood, where several estates overlook the rest of the city.

The Queen's Knights are based in the Silver Keep, a fortress that shoots out from the lake shore on a narrow peninsula. This royal organization defends peasants from tethyrian monsters.

Agazi Fairs

Across the human lands, traveling carnivals known as Agazi Fairs move from town to town, entertaining the townsfolk. Common attractions are sword swallowers, magical beasts, flamboyant music, and showy mages. A uniting feature is a great tent of blue and white stripes, recognizable universally.

The fairs were first started by bard Arazz Agazi. Her idea caught on, and can be found from Bralem to the Dalwood. The fairs aren't united, and develop their own interpretations of the entertaining acts.

To reach the ocean, ships must sail down the Klipra River, which ends in the muddy Jargonian Swamp. Ships must either pay the toll to use a dredged canal, or attempt to navigate the shallow waterways of the swamped, guarded by the Feldori tribe of goblins.

Mountain Monsters

The multitude of threats that endangers every farmer in snolland that doesn't dwell behind the walls of Finhar are a constant danger in the back of any snollish mind. While the Queen's Knights can beat back smaller intruders, swarms of orcs, ogres, and most commonly giants, are often pushed back in fights that ruin farms and houses alike.

The kingdom's norther border runs along the Jotun Hills, where attacks constantly emanate. This the clearly the reason that giants are evil characters in snollish folklore, fighting the mythic heroes Upsuille and Gershon.

Attackers who are slain by snollish defenders are buried in mass graves called Delkmorns, believed to be cursed after sunset. Delkmorns are signified by a special symbol called a Kyan, that many travellers wear as a necklace or amulet.

The Book of Gershon

The Book of Gershon is a compilation of legends and myths, centered around storied heroes Gershon and Upsuille. The books begins when humans first settled Snolland after the rampage of Orikal. The story continues over the founding of Salbria, the wars with giants, the creation of Merand, and the first of the snollish royal line.

The book also tells of more doubtable events, such as a god who fell from the heavens, creating lake Helonwich from her crater, an uprising of forest animals in which half of the snollish people were eaten, and a mountain created by a horde of purple ants.

This book, and an equal amount of local fairy tales speak of how much of snollish life revolves around the myths of the lands that they live in, and give the people an appreciation of the hill's and field's great and ancient history.

The Nurming Sea

The Nurming Sea lies on Gartrun's eastern coast, between Old Gartrun and Taloa. The land surrounding it is very humid and rains often, and many peculiar cultures have grown from it. The Nurming Sea is a nexus for ships trading with the Shan, Migson, and Nath Cúin from the Inner Sea. This has allowed pirates to become common, ranging from morally decent privateers to bloodthirsty demon cultists.

Beneath the waves, the sea floor has a muddy bottom unfit for settlement by aquatic races, except for the firmer hills that occasionally rise up.

The Deeping Dun

Capital: Hulm
Government Type: Democracy
Leader: None
Majority Race: Diverse
Situated on an isolated peninsula that is challenging to reach by foot, the Deeping Dun is known for its lack of laws, regulations, and taxes. The day to day life of the people is run by bandit lords, who have declared their own power, and fight off opposition. They cover a wide range of governing styles, from cruel dictators, to benevolent overlords.

Isolated Towns. In less inhabited parts, people with the same ideologies tend to cluster together in fortified towns, where they are safe from the bandit lords. Many of these towns follow an artistic and pacifist philosophy, and are open to peaceful travelers. Many people who live in these isolated settlements come from somewhere else, having traveled here after hearing stories of the freedom of expression that the Deeping Dun is admired for. Many of these immigrants speak with foreign accents, dress in their own culture's clothes, and eat foods that they are used to, giving these towns an unusual level of diversity.

Hulm. the brightly colored city of Hulm, named after the elf who founded it, is a city with few rules restricting what and where things can be built. This shows, with houses being built in parks, and parks being built atop houses. Murder is illegal, but the criminal is rarely caught, and assassin is a perfectly normal job for those with lax morals.

The Deeping Dun. A great primeval wood covers the kingdom, with small meadows where people dwell and farm. The wood is full of wild magic, and fey creatures lurk not far from the forest's edge. Legends abound of foolish folk who enter the forest that is the nation's namesake, never to return. Almost no one knows what is in the center of the magic forest, perhaps a powerful druid circle, or an ancient ruin from the age of the Pharalun. The wood of trees from the Deeping Dun is magical, and things made out of it react strangely to spells and other magics.

The City of Nath

Legends tell of a great and prosperous city called Nath, on an island in the Nurming Sea. Once, thousands of years ago, the people worshipped an evil god called Vuldor. When Vuldor left them to join the Deklesian Pantheon, he destroyed the city for his enjoyment, killing everyone in it and sinking it and its treasures to the bottom of the sea.

Gamiland

Capital: Lorbin
Government Type: Democracy
Leader: Nilrob Sudelfisk
Majority Race: Rock Gnomes
The Gamish Peaks emerge from Tethyr along the Reløot Peninsula, their flanks crashing into the sea on either side. Amid these peaks dwell the rock gnomes of Gamiland, great inventors of bizarre ideas and contraptions, who live among a chaotic political system of wierd titles and odd jobs.

The gamish gnomes are great thinkers. Many of them spend their days in the low burrows they have carved beneath the mountains, either writing, tinkering, thinking, playing music, or some other form of artistic expression. The gnomes are especially adept at clockworks, placing thousands of tiny brass gears in a machine, allowing it to move around or do some other task. Only the best can make anything impressive, but the challenge taunts gnomes to try it out.

When not making art, the gnomes often farm fungi and mountain plants, and have fun. They will hike in the mountains, have gatherings in their burrows, or play games. Few gnomes ever leave Gamiland, but those who do are always at least partly seeking adventure in the vast outside world.

Attempts have been made over the years to take over Gamiland, each one mistaking the gnome's focus on enjoyment for weakness, but clearly they have failed. The gamish are well defended high in the mountains, and the gnomes fight viciously when their homes are on the line. Entire armies have been forced out by only a few hundred gnomes using their wits, and a bit of magic.

The Gamish Peaks. The mountains that the gnomes make their homes in are the Gamish Peaks, where strings of plateaus rise over valleys, with peaks reaching even farther up. These mountains are always windy, but are fairly warm. The plateaus hold meadows and groves of trees, where animals live, and fish swim in the lakes. The valleys are steep, but have plenty of timber. The high mountains themselves are occasionally climbed by gnomes, who are searching for a challenge. The only humanoids who live in the mountains are the gnomes of Gamiland.

Gamish Mages

Gamiland is home to plenty of mages, as wizardly magic excites gnome with its nuances and learning. Plenty of gnomes know a few cantrips, and every village has a wizard or two to help out around town. The city of Lorbin is governed by several well known wizards, but even they are dwarfed in power by the archmages who live in isolated parts of the mountains.

Many gamish cities use magical lights, and cook on stoves of arcane fire. Spellcasters skilled at enchanting and transmuting objects can always find work making these magical devices, that make gamish life easier. Necromancers and evokers are viewed as oddities, but are allowed in gamish life as long as they don't use their powers for evil.

The leaders of Gamiland provide young gnomes eager to learn the arcane with wizarding academies, where well educated mages teach how to use magic for various causes including artifice. These do cost a good amount though, and not everyone is well off enough to attend.

The Great Swamp

Capital: Melwick's Head
Government Type: Confederacy
Leader: Ilbii Shiplord
Majority Races: Elves, Humans
Between the Inner Sea and the Shan, a low bar of mud forms a several hundred mile thick barrier alongside the Menashan Mountains, where it rains constantly, and almost no one lives. Simply referred to as the Great Swamp, this region is easier to travel by boat along its many silty waterways, than to struggle across the "land." The few times it isn't raining, the harsh sun burns down upon the swamp, the only shade being the trees that are often there.

Inhabitants of the Muck. The inhabitants of the swamp are mostly races better suited to life there, mainly bullywugs and lizardfolk. These people live in small villages, living on what they can. These denizens are commonly violent against each other, but don't fight often because of how few of them there are amid the empty landscape. The two races aren't a pair of united fronts, instead working in small clans and tribes that each pursue their own goals.

The bullywugs will trade with humanoids, but do so rarely, and only for high prices. The lizardfolk don't at all, instead eating the merchants. Neither of these attitudes work well with the human towns on the sea, and expeditions into the swamp have a high chance of bloodshed.

Coastal Cities

Several towns and cities stand along the swamp's western coast, exporting plants that are can only be grown in the swamp's climate. These include Redweed stems, used for spice, and Dralno flowers, used as a powerful fertilizer.

The largest of these cities is Melwick's Head, on the Dralno Bay. This city is commonly stopped at by traveling ships, as it is the only large port for a thousand miles. The people there are friendly, and always excited to meet new people.

The town of Urlburg is nestled in the foothill of the Halnashan Mountains. A single road leads east into the mountains with branches north at regular intervals, easier to travel on foot than other routes into the swamp. The mountains are rainy, but the bad soil grows little more than shrubs.

Harenca is between these cities, and is built on the best farming soil in the swamp. The reason it remains so small is that it lacks a good harbor, and goods must be ferried twenty miles north to be picked up by ships.

The Mist Wood

Capital: Pelfost
Government Type: Monarchy
Leader: King Tharivol Amakiir
Majority Race: Wood Elves
The Mist Wood is an ancient fey forest, ruled by the greatest nation of wood elves still around. The forest is from the continually shrouded in fog from the outside, giving viewer no idea of what they'll find among the trees. While the elves have been given the job of controlling it, they can only patrol the most populated parts. The more shadowy regions of the forest are haunted by evil beasts and fey, like faeries, goblins, ogres, and worse.

The Elsorri Moonblade

The royal line of the wood elves in the Mist Wood has long owned a moonblade, treasured as the family's most important status symbol. Known as the Elsorri Moonblade, this sword is said to be a conduit of the god Corellon's divinity. The current bearer of the sword is the king, Tharivol Amakiir, as been passed down through his family for generations

The Inn at the Gate. Due to an ancient curse, entering the Mist Wood from the west or south always leads to a stone gate only a few miles in. This mysterious gate once stood alone, but a band of enterprising adventurers has since built a general store, a blacksmith, a tavern, a palisade, and an inn. Called the Inn at the Gate, this is a traveler's last chance to stock up on supplies before entering the forest.

Amakrii

The elves of the Mist Wood live for the most in small villages, living off the land. Their villages are beautiful works of art, gracefully towering over the forest floor. Their buildings are made of either wood, or if its important, stone. These villages are rarely laid eyes upon by outsiders, who they are often suspicious of.

Pelfost. The city of Pelfost is the most populous place in the Mist Wood, home to many wood elves. The city is mostly towers of shining white stone, stretching towards the sky. The beauty of the city is hard to understate, and the locals take great pride in this. Three rivers enter the city, channeled along aqueducts into the city center where they are dumped into a grand cistern, and drained to buildings around the city.

The city is divided between three groups, the upper class, the warrior class, and the lower class. The elves of the upper class are focused on learning and mastering scholarly subjects and arcane magic. They look upon the warriors as their servants, and the lower class as fools who don't know what's best for them. The warriors are sworn to protect the city, and are entirely one organization, the silver guard. They rarely interact with the other classes, and obey the orders of the king. The lower class are the most populous, and are the physical laborers of the city, but often are treated the worst.

Fey Beasts

The Mist Wood is not a land of only elves, but instead is home to many beasts, both from the material plane and the Feywild. These creatures do not form organized groups, but instead roam alone or in small tribes. The most troublesome of these monster are the faeries (detailed in chapter 5), wreaking havoc, and often harm, upon villages of elves and fey alike.

Other creatures pose similar challenges to the elven people. Hags fill the forest in their lairs and covens, commanding servants to do their evil bidding. The goblins of the Mist Wood are cruel and dark, and enjoy killing for entertainment. Ogres carve out dens where they drag elves to for supper, and centaurs and lycanthropes attack anyone who enters their territory.

Still, not all of the fey in the forest are evil. Unicorns guard holy places, and treants offer protections to those that wish no harm to the trees.

The North

The cold northern reaches of the Gartrunian Empire are home to nations of people spread out across the landscape, struggling against the elements alongside the monsters that call these lands home. All of these lands seem like sparsely populated borders kingdoms, far from civilization.

The Dragon Coast

Capital: The Citadel
Government Type: Militocracy
Leader: High General Kubliyatt
Majority Races: Humans, Orcs
The Dragon Coast stands against the elements, at the edge of the Gartrunian Empire. The coast is guarded by hundreds of rocky islands, the larger ones settled by the Gartunian Legions, heavily fortified and provisioned. Sturdy and protected harbors are found on these islands, where ships are held until clear weather arrives. The reason so many resources are spent on this desolate land of storm and thunder is the Republic of Iabania, an island ringed by cliffs and free from gartunian rule. A war has erupted between the two nations, and numerous attempts have been made to cross the Bloody Straits and scale the stormlashed walls of the independent nation.

The Citadel. The largest, strongest, and most populated of the island fortresses, Elzacorr, better known as the Citadel is thought to be impenetrable. Its walls are lined with mystic wards, but even without the arcane defenses its guards are trained constantly. The harbor that this castle overlooks holds more than a hundred warships, and the fortress can hold over a thousand soldiers for a year.

The Interior

Though the coast is what this region is named for, most of the populous are the orcs who live in the plains of Gothroi. These people live in small villages, and hunt the native animals. The orcs respect the power of the Gartrunian Legions, but prefer to keep to themselves. The leader of the orcs is not an orc themselves, but instead a dragon called Velruthar the White, who can take the form of an orc. Velruthar has long tried to collect the villages under his control, but only a few tribes actually have pledged their service. These orcs are not related to the Yuliq Half Orcs, and think them manic pagans.

The Frozen Moor

Capital: Telngrad
Government Type: Feudalism
Leader: Mayor Enphara Cumos
Majority Races: Bugbears, Humans, Orcs
Upon their arrival, travelers to the frozen moor are normally startled by the mix of peoples, where humans are equaled in numbers by bugbears, who for some odd reason live well in the moor, and orcs, who live across the north. The people of the moor should not be able to survive in such large numbers in such an inhospitable landscape, but they are able to thanks to Arsiblods, sunlit caves beneath the frozen ice where food can be grown. These Arsiblods are valuable, and wherever a cluster of them lies people settle. The thin ice roof allows them to be perfectly lit, and the floors are covered in soil deep enough for a grave.

Telngrad. Although Arsiblods provide produce, other things are in high demand. For this role, the city of Telngrad has taken charge. On the River Vishok, Telngrad is a port where goods are sent, in return for the special types of food that have evolved to be able to grow in Arsiblods. This city is the heart of the nation, and firm roads run to other towns across the moor. Telngrad is the gateway for almost all travel to and from the Frozen Moor, because besides the River Vishok, there is no good way to travel there.

The Moor. The actual earthen floor of the moor lies mostly beneath sea level, and has flooded, forming a webbed series of roads of solid ice, hundreds of feet across. Small hills poke up above, seeming like towers compared to the great flatness of the moor. This bizarre set of conditions has prompted a peculiar group of animals to evolve, being able to eat the few nutrients that dare grow, and withstand the frigid winds. The moor's unusual conditons have led to various adaptations. Surface travelers outside of towns wear goggles with narrow slits, diluting the bright sunlight from the mirror-like ice. Plenty of overland travel is done on iceboats, platforms built on sled runners, and rigged with sails that fly across the ice. Plenty of tunnels burrow beneath the moor, connecting various Arsiblods with nearby towns.

The River Vishok is said to be "the only liquid water in this blasted moor", because it flows from northern Tethyr, where it picks up Ondite, a mineral that prevents it from freezing, and then leeches off into the Red Banks of the Vishok, downstream in Marolia. The Vishok is sailed by normal ships from lake Illumar, that service villages with much needed salt and meat.

The Icy Forest

Capital: Arveene's Port
Government Type: Magocracy
Leader: Fi Semladi
Majority Race: Diverse
Much like the Frozen Moor, the Icy Forest is a land named after the clearest feature, here being the great wood that covers the nation. This forest is home to spirits of nature from other worlds, who travel here for mystical purposes. This spiritual magic that runs through the land has drawn the Yindi elves, who once lived in the Dragon Coast, but were forced to this land by orcs. Also here is the Terping Council, who has an almost de facto rule over the coastal settlements.

Ports and Wizards. The coast of the Icy Forest is home to many towns of wooden buildings, with steep roofs and raised timber walkways. These towns are devoted to the art of wizardry, and have sworn allegiance to the Terping Council. The settlements are all lead by wizards, and mages make up about a third of the adult population. Other denizens are craftsmen and farmers, who provide the wizarding class with their needs. The wizards expect, and have been given, precedence over others who many mages see as uneducated fools. This is more pronounced in some cities than others, but everyone is affected by it.

The biggest city, Arveene's Port, is home to the Northern Academy of Magecraft, run by the Terping Council. The city is rather picturesque, but the last few years have seen the rise of the Lower Order, a band of lower class folk who are fighting almost a guerilla war against the more cruel mages who despise those without magic. The authorities of Arveene's Port are trying frantically to stamp out this movement, in the fear that it could travel to other cities.

One town, Ildor, saw a particularly nasty revolt a few years ago, and many who know of these politics suspect change to be coming.

The Yindi. A few thousand years ago, the Yindi wood elves lived in what are now called the plains of Guthroi, but were forced south by the orcs who moved in. This shift in the Yindi way of life brought them closer to the spirits they revere as gods. The Yindi have since been forced inland, as the Terping Council turned their eyes toward the Icy Forest. These two migrations have hardened the Yindi to outsiders, and they have written laws that forbid foreigners to interact with them in any way. Little else is known of these elves because of their secrecy, except for their natural proficiency in druidic magic.

Marolia

Capital: Marolis
Government Type: Feudalism
Leader: King Standor Osmin
Majority Race: Humans
Marolia is the most powerful of the northern nations, with plenty of citizens to power its armies, and land to provide them with food. The kingdom's nobility consider themselves bastions of civilization against a savage and wild wilderness, and they feel it is their responsibility to build up the small kingdoms in this cold region.

Not all Marolians are so focused on outward expansion though, and most prefer to develop Marolia, where outside of a few cities things are not always good. Famines are standard, and banditry and crime run rampant. These people though rarely get a say in the matter, and stay in the poorer regions where they dwell.

Marolis. The city of Marolis is drastically different from the rest of Marolia. Firstly, some odd magic around the city grants it a tropical climate throughout the year, and palm trees and sunshine are abundant. In addition, most of the city's denizens are more optimistic than their country neighbors, and also are better off financially. Day to day business in this city is unique throughout Marolia, in that the king's government does not control the city. Instead, the Northern Trading Co., a division of the Dolethra Trading Co., manages the day to day life of the city, in exchange for free docking and port service.

The Dismal Plateau. Lying in the heart of Marolia, between the Analuk mountains and the Eastern Fields, the Dismal Plateau is a rainy, hilly land where many marolians toil. This bouldery land is home to most of the marolian population, who eek along on the meager food they grow. This landscape is not only home to the marolian citizens, but also many many goblins, who can be found in the more rugged bouldery regions. The nobility of these provinces rarely actually live here, instead opting to spend their time in Marolis "dealing with national matters."

East of the plateau are the Eastern Fields, where one could walk for a hundred miles and never see another person. Every winter the ground freezes, and every spring the grass grows the height of an ogre before it withers away.

On the other side of the plateau are the Analuk Mountains. This range has deep valleys and high peaks, but the rock is covered by massive amounts of dirt, which leads to massive landslides in the rainy season. Few live here, despite the large deposits of copper and iron, which is only mined by a few dwarves from tunnels reaching all the way back to the Dismal Plateau.

Moltethor

Capital: Unknown
Government Type: Hierarchy
Leader: Queen Gintoss
Majority Race: Giants
The Frozen Moor seems to be at the edge of civilization, the lands beyond being wild, untamed, and dangerous. These lands are Moltethor, a remnant of Ostoria that has fought off human rule for millenia. The giants of Moltethor are cruel warlords, who violently enforce the Ordning. Their people enslave any human they can find, forcing them into laboring as slaves for the giants.

Moltethor was once an idyllic paradise, but it was devestated by the thousand years war. Now, green and grassy fields lay barren, beside the ruins of picturesque temples and castles. The red sky glares down upon the few outsiders who come, adding to the hostility of the dead land. The fields here are poisoned with dragon's blood, and the little food the giants can eek out is fought over.

The leaders of Moltethor have long plotted to retake their lost empire, in a sweeping charge against humanity and return to their place as rulers of the world. They plan for the long run, creating schemes that end hundreds of years in the future.

Olbrin's Dale

Capital: Olbrin
Government Type: Plutocracy
Leader: Denro of Ipross
Majority Race: Diverse
Most of the nation of Olbrin's Dale is, like most of the north, barren tundra. The only part suitable for large settlement are the great lakes Gadnu and Algos, where the warm waters grant a more temperate climate. These lakes are home to lots of big fish, farmland, forests full of game, and even a few sandy beaches. The people here are used to long, cold winters, and are unsocial. They prefer to stick to themselves, and look upon foreigners as weak, but irritatingly social.

Lake Algos, in the south, is often dotted with boats in the summer, fishing for the massive salmon that dwell in the lake year round. These salmon make up most of the fishermen's diet, and are frozen to last year round. Algos is famous for its berries, different types than those found in the rest of the empire. These are prized by nobility, and fetch high prices in far away cities like Sorganna or Mengdu.

Farther north, lake Gadnu is bigger, and known across the empire as the home of the Sintuk, massive salmon more than ten feet long. The Sintuk are hunted by frost giants, who sail in great ships and will sometimes wrestle the Sintuk as a sport. The giants sell their catches not in return for money, but instead tools built for their size. In return, the Sintuk can feed a human for a month, or a halfling for two. The giants here don't war with the small-folk, but that is not to say they like them. The frost giants have defeated the other humanoids in a war before, and they are not afraid to do it again.

The half-orcs of the Yuliq Tundra will sometimes come to lake Gadnu, but rarely so. Instead, their people are allowed to roam in the western lands of the vale, as long as they follow the kingdom's laws.

The Yuliq Tundra

Capital: None
Government Type: Tribal Confederacy
Leader: Chief Kulutug
Majority Race: Half Orcs
The barren lands north of the Redandri Range of mountains are flat and rocky, covered in peat and lichen. Most of the year, the ground is frozen solid. Musk oxen and caribou graze on the sparse greenery, and drink from the many small lakes that streak across the land. The people here call themselves the yuliq, and travel across the landscape in the search for food.

The yuliq are half orcs, descending from the orcs of the Guthroi plains, and humans from the lands of Olbrin's Dale and Marolia. The yuliq are a fairly new culture, but they still have been around for over a thousand years. Travelers to the Yuliq tundra must be able to speak their language if they wish to interact with the half orcs, who don't use common. The yuliq practice a special type of magic called Ostomancy, using bones to strengthen their weapons and items. Ostomancy is a subtle form of magic, and is not used in spells. Instead, it adds to the natural strength of other things, when applied by a trained yuliq priest. Important yuliq wear necklace of animal bones, and ceremonial masks made out of their slain foe's skeleton.

The yuliq firmly believe that the ocean and other large bodies of water are cursed, and home to great monsters. They will only use boats when necessary, and dislike living to near anything bigger than a pond. The central villain in their mythology is Durommque, a massive fish who eats Yuliq to survive.

The Kingdoms of the Shan

Two millenia ago, the dwarves of the shan controlled a vast trading empire, owning ports across the Inner Sea. Most major cities along its shores were founded by these dwarves, before their decline. This trading empire made the kingdoms of the Shan ridiculously wealthy, and the buildings they made with this fortune still stand, like the tower of Kunlashan.

This period of being the greatest land on the Inner Sea is seen as proof by the hill dwarves that they were, at least once, the greatest race in the world. This grand moniker is debatable in the kingdom's current political climate. Most of the population labor constantly, and only a few dwarves own most of the gold.

The climate of the Shan is quite arid, and only grasses grow. On the eastern shore is the Sea of Sands, a great desert of dunes stretching as far as the eye can see. On the other shores, the only source of water is the Shan itself, and mountain streams and rivers that run down from Tethyr and the Halnashan mountains.

The dwarves of the Shan still maintain their reputation as traders, and sail across the Gartrunian Empire selling exotic wares. They bring this wealth back to the rich owners of trading companies, and the royalty through taxes. The rest of the people toil as farmers in the harsh climate, and as laborers in the massive cities.

The Shan

The inland sea known as the Shan stretches thousand of miles deep in to Tethyr. Along its banks are cities of dwarven traders, known as the hill dwarves. Farther in, the pleasant filnór land of Nath Cúin lies, and at its farthest tip is the frontier land of Embroshe

Dakashan

Capital: Dakashan
Government Type: Theocracy
Leader: Queen Olva
Majority Race: Hill Dwarves
The city of Dakashan, for which this kingdom is named after is the main port for ships coming and going to the Numring Sea. This bustling city is led by a group of clerics who use the power of religion to boost their social status. Their leader, Queen Olva, is the most scheming of the bunch, and has long held her position by manipulating the nobility.

The flat plains around the city are similar to those in the rest of the Shan. Along rivers and creeks are farms, but between them are great gaps of plains, almost completely empty. Travelers between these river basins can take the Felnsi Road, a guarded web of paths across the realm. These are guarded by forts spaced around twelve miles apart, where travelers can spend the night. The dwarves of Dakashan have even drained some of the Shan with dikes to get more farmland.

The people of Dakashan have never fared well in the mountains, and their kingdom ends at the foot of the Tethyrian peaks. Mountain dwarves who live there make good money mining and selling their wares to dakashanese traders.

The Sallthar Islands. In the center of the Shan lie a few islands, much more forested than the rest of Dakashan. Their position lets Dakashan hold its place as the foremost maritime power in the Shan, and the dakashanese have built a great watchtower from which they can guard the whole inland sea, the Tower of Kunlashan.

This great tower stretches a little more than a kilometer into the sky, from its hilltop perch. The grand stone building is a watchtower, and an eagle-eyed viewer on the top can see all the way across the Shan. This monument to stonework is used to watch for invasion, and monitor trade across the vast sea, and it holds the title of the tallest building in the Ancient Lands.

Halintashan

Inland from Dakashan, is its territory Halintashan. This land is surrounded by mountains, and provides much of the nation's grain. The southern parts of the valley are mostly fields, and the dwarves there store their grain in deep subterranean complexes far away from pests. Many of these dungeons have been lost to time, and are stumbled upon periodically and explored for riches.

Farther north, wind from the Dachtli range of mountains sweeps down into Halintashan, and blows away any tall grasses. The valley has been covered by wild forests, empty to many humanoids, with only a few loggers dwelling there.

Halashan

Capital: Halashan
Government Type: Plutocracy
Leader: Duke Batamon
Majority Race: Hill Dwarves
Along the south banks of the Shan lies Halashan, its name meaning "south of the Shan." This land is the smallest of the nations of the Shan in terms of people, and only a thin strip along the coast is heavily populated. Farms are like those in other regions of the Shan, and cling to the roads that run parallel to the coast. Much of the food is sold by wealthy elite, who own almost all of the farms in the kingdom.

The nation's capital, Halashan, is atop a column of rock on the coast a thousand feet high, with vertical cliffs on all sides. To enter the city, one must sail to the base of the only road up, which is guarded by many gates, and magical traps. This trek is well worth it for a wealthy buyer, as anything can be bought for a price in the city, including people. The rich elite own many farms across the country, and their wealth is used on opulent palaces and needless extravagances. These merchant lords are safe in their city, but the rest of the people, poor and powerless, normally die young.

The inland regions are even drier than the rest of the Shan, and have earned their title as desert. Goblins are the only folk with the skill to live here, scavenging water from cacti and other plants. This desert must be crossed to reach the Halnashan Mountains, and so a few roads run across the expanse, stopping at the few springs that can be found.

The Halnashan Mountains. The dwarves of Halashan have had more success than the dakshanese in settling the mountains that ring the Shan, building many cities in the Halnashan mountains, and mining the rich deposits of iron and copper beneath them. There are many population centers in the mountains, each surrounded by smaller settlements up in mountain valleys. From here, the metals are sent by river and by caravan north to the city of Halashan, where they are smelted into trade goods.

The Halnashan Mountains are dry and arid on the northern side, but in the south they become humid and forested, descending into the jungles of Taloa. This southern side is not settled by either of these nations, and mostly inhabited by monstrous races like orcs and giants.

Narashan

Capital: Mendakalashan
Government Type: Plutocracy
Leader: Baroness Hatshepsut
Majority Race: Hill Dwarves
The furthest of the dwarven kingdoms from the Inner Sea, Narashan is home to many great cities, like Mendakalashan and Halemirasas. These massive settlements stand out like sore thumbs against the empty plains of the rest of Narashan, almost all of which is empty except for the grass and the wind.

During the age of Ostoria, frost giants called a massive glacier down from Tethyr to the Shan. When the giant's reign ended, the glacier melted without their magic, leaving a scarred land. Now, these holes and divots in the otherwise flat landscape have filled with water, and farms are built on the fertile land around this swathe of lakes.

This band of arable land is called the Farm Belt, and is where the bulk of Narashan's rural population lives. From here, the water is diverted through channels and aqueducts to the plains near the cities along the coast, where the cities fruit and firewood is grown, so as to prevent a long journey with these goods.

Mendakalashan. The biggest city of the Shan, and in fact the biggest city in the empire where humans are not the majority is Mendakalashan, where wall after wall encircles thousands of people. This city is run by a monarch, but the monarch is a mere puppet of a cabal of the richest dwarves in the city. The law is enforced swiftly and fiercely on those who break it, but mysteriously the wealthy never seem to get caught. Mendakalashan is a hub for fine fruits and meats, that are farmed outside the city walls. These wares, along with many other attract merchants and nobles from across the Gartrunian Empire.

Embroshe

Capital: Gultan City
Government Type: Republic
Leader: Minister Thómarson
Majority Race: Diverse
Embroshe is rarely thought of as part of the Shan, but like its neighbor Nath Cúin, the Shan is where most of the people travling to Embroshe move through. This frontier nation was founded by filnór prospecters little more than a century ago, when a massive vein of admantine was found beneath the Radgell Mountains. The ensuing rush led to the creation of a government, but not a very well organized one. The bigger towns are allowed to elect their representatives, but this is almost never done democratically, instead with the powerful keeping their positions through shifty methods.

This vein of admantine is in the north of the country, where low mountains stretch out from Tethyr. The original strike has since been exhausted, but the many prospecters who live here continue to find other strikes of valuable minerals. Mines can be found across the northern mountains, a region named the Mathdi Mountains. These peaks are not as dramatic as those of Tethyr, but hold many hot springs and geysers, as well as a few too many bears.

Towns in Embroshe (as there are no cities) are far apart, and several days worth of travel may be required to get between two. These towns are mostly self sufficient, but some have a massive miner majority, and foods must be shipped in. The capital, Gultan City, is located far from the Mathdi Mountains, on the Goldstrike River. This city is home to many traders and folks who make profits off of travelers and miners. Many saloons and gambling halls lurk beneath the streets, and merchants sail from the Shan with food that they sell at enormous profit to hungry travelers. There are many filnór in Embroshe, as it is so near to Nath Cúin, but there are just as many dwarves, elves, halflings, and other humans, all venturing here in search of riches and adventure.

The plains that most future miners travel through are called the Horn Plains, after the many bison and cows who graze on them. The only folk here are a few filnór with enough skill to survive in the empty landscape. No minerals have been found here, and so there is little incentive for others to settle in the grasslands.

Nath Cúin

Capital: Almsburg
Government Type Feudalism
Leader: General Rafilnii
Majority Race: Humans
The historic stronghold of the filnór people, also known as the dawnfolk, is covered in rolling green hills, a picturesque sea, and small hamlets of farmers. It is also the sight of a bloody rebellion, where tens of thousands of gartrunian soldiers have been placed to battle the Soletaarn, a rebellion fighting for Nath Cúin's independence.

Nath Cúin is surrounded by mountains on all but one side, where lies the Shan. Unlike the other parts of the Shan, Nath Cúin is much more lush and green. Rain is common, and farms are well watered. Anyone who lives in this land is used to the constant downpours, and people dress in big coats and dry boots.

Most of the flat land in Nath Cúin is farmland, where potatoes, grains, carrots, and turnips are grown, alongside pastures of cows and sheep. Dotted along important waterways and roads are small towns, where produce and stock are brought to market. These towns are mostly wattle and daub, and only a few buildings are built of stone.

The biggest city in Nath Cúin, though still nothing impressive, is Almsburg. On a protected harbor in the Shan, the city is the headquarters of the Gartrunian Legions in Nath Cúin, and is swarming with military activity. The city is full of armed defenders, despite its lack of walls or other physical defenses. City-dwellers who are even rumored of being loyal to the Soletaarn are thrown out, but many guerrilla attacks have still been made against the leaders of the armies.

Almost everyone in Nath Cúin is of filnór heritage, but some have integrated themselves into Gartrunian culture, though most still see themselves as a different people. This disparity is only seen when traveling across the country, because the south is almost identical to other human regions, whereas the rest of the country is decisively filnór.

The Soletaarn Rebellion

Capital: Elbóin Gorge
Government Type: Hierarchy
Leader: Cormag Delrun
Majority Race: Humans
Three times in the past four hundred years, since Nath Cúin was conquered by the Gartrunian Empire, have the people risen up and tried to fight back the foreigners, and three times they have met a bloody end. Yet still, the spirit of Nath Cúin holds strong, and the people have once again united under a rebellion called the Arsoletaarneil Chiomar, or more commonly, the Soletaarn. This revolution is led by a warrior Cormag Delrun, who wields a sword sacred to the god Caernan Bún Dir.

The Soletaarn has met the Gartrunian Legions on the battlefield many times, but more often works in ambushes and night raids, where they attack the leaders and destroy important buildings. This fight has lasted three long years, during which many towns have burned and many people lost their lives. Despite this carnage, or perhaps thanks to it, this uprising seems to be close to success, and a decisive move could be all it takes to settle the fate of the Soletaarn.

The Southeast

South of the Halnashan mountains, the lands of the southeast feel even older than the rest of the empire. Much of the land there is covered by the Taloan jungle, where gartrunian rule is weak, and the free states of Avkelos and Danzirod, who are not under the rule of Gartrun at all.

Avkelos

Capital: None
Government Type: Oligarchy
Leader: Several
Majority Race: Humans, Loxodons
Avkelos is an allegiance of city-states known as the Polisei, and the surrounding area of rural hamlets and islands. Almost all avkelosii are very religious, and worship the Deklesian gods fervently. The councils of city states are animated at best, and bloody at worst. The arguments will spill out of council chambers, and in to battlefields, and war is commonplace between cities. This doesn't mean that when faced with a greater threat, such as Gartrunian invasion, they can bend together for their common good.

Loxodons. Unique to Avkelos, loxodons are elephant people, who live in harmony with the humans that make up most of the avkelosii population. There are almost no similarities between all loxodon, excluding their strong devotion to the ideals of whomever they serve. Statistics for loxodon characters can be found in Guildmaster's Guide to Ravnica.

Cities and Conflicts

Several major metropolises lead Avkelos in culture, science, and religion. These are the great powers of Avkelos, and often exert major influence over smaller ones.

Ancolis. Surrounded by thick, fey woods, Ancolis is inhabited by an equal number of plants as people. Nature is worshipped at the same tier as the highest gods, and is revered as a primal force. The city is challenging to find because of the few roads that lead there, but visitors that make it are treated with hospitality. The city is ruled by Uzendru, a tree who communicates by forming words on it's leaves. It commands every plant in the city.

The Ancolenians have worked well with the phiarns, but despise the lentesians over disputed territory between the two cities. The temalletians are allowed because of the fresh air they bring to the isolated city. Kossbirans are despised most of all, because of the death they bring with them.

Kossbira. Situated on a hill overlooking an empty field, the city of Kossbira is inhabited by ghostly folk, pale as bone. The kossbirans venerate the dead, and their greatest buildings are built of the bones of the dead.

Th city is led by a necromancer name Coanmercren, who has lived for over four hundred years. He has come to accept Phiarns as a good source for dead bodies, and Lentiss as a gateway to the sea. Their close neighbors the danzirs are spoken of as barbarians, and are hated as much as the ancolenians. Coanmercren has made a socialist economic system, much to the anger of Temallete.

Lentiss. On the shores of the ocean, Lentiss is a city of arts, language, and festivities. The streets are commonly filled with festivals celebrating music, science, and gods. The buildings here look as if they were piled up three high, with confusing streets winding through in rough curves.

The city's government is elected by the richer upper class, and is led by a council voted for by citizens of different neighborhoods. The military is a separate organization legislatively, and the city has almost no power over it.

The city has fought with Phiarns and Ancolis in the past, but their newest elected council leans towards a peace with the ancolenians. Kossbira is viewed as the odd neighbor. The seafarers of Lentiss have established trade with Danzirod and Temallete.

Phiarns. High in the mountains, Phiarns is ruled by the Iron Legion, a warlike clan who enforces stiff law upon its people. Citizens are obligated to spend time as Legionaires, and this is the foundation of Phiarns' culture.

Its neighbors regard Phiarns as a violent warmonger, that gets its resources from nearby cities, instead of gathering them. This is pretty accurate.

Because of their violent tendencies, Phiarns are on bad terms with the temalletians, lentesians, and kossbirans. Ancolenians are allowed to work with Phiarns, but even the are regarded with suspicion.

Temallete. Nestled in a cove on the island of Gerenta, the pearly city of Temallete is a hive of maritime trade on the edge of the Sea of Monsters. The city's streets are crowded by traders hawking goods from Danzirod, Carnoleddi, and other Avkelosii cities.

The city is a plutocracy of the highest degree, where one's social status is one's income, and the poor are an oppressed workforce. The city has almost no army on foot, because of their domination of Gerenta, but this vacuum is filled by the cities epic navy.

The temalletians are traders with all upon the sea, and journey as far as Haramia and Monés, but also strongly trade with Lentiss and Ancolis. They rarely conflict with the phiarns, but dislike Kossbira because of there distaste for traders.

The Sea of Monsters

South and west of Gerenta, the ocean is studded with small rocky islands, isolated by powerful storms and fearsome foes. This is the Sea of Monsters, a name that strikes fear in the heart of even the greatest sailors, and has claimed the lives of thousands. No sane avkelosii would dwell here, but the mad fit in well.

To enter the Sea of Monsters, sailors must pass through the Ilionn, a gate made of coral and kelp, that appears no matter where the sea is entered from. This gate is home to nests of harpies, sea serpents, and sorcerers of evil. Beyond these gates, things are even worse. Adventurers are the most common travelers into the Sea of Monsters, searching for mystical relics and legendary beasts.

The water here is deceptively calm, disguising the many beasts, like sea serpents and merrow, that lie beneath. Islands are inhabited by cyclopes, chimera, and hydras, and harpies and griffons stalk the skies. Evil witches and wizards make their homes here, but only the strong ones last for long.

Carnoleddi

Capital: Haramia
Government Type: Monarchy
Leader: King Hiapo
Majority Race: Stout Halflings
When told of a 'halfling kingdom,' most people think of welcoming, hearty, villages. The stout halflings of Carnoleddi are not this. More like other human kingoms, they employ a roughly feudalistic system, and trade freely with foreigners. A lot of lightfoot halflings in other places differentiate between themselves and the carnoleddites. The stouts of Carnoleddi are different from the more common culture, worshipping their own gods before the halfling pantheon, and forfeiting Yondalla's protection of secrecy.

The Desert Three

The halflings of Carnoleddi worship a trio of gods they call the Desert Three. These gods are Timblu, goddess of trade, Hafar, god of water, and Jaluko, goddess of home. These gods are disliked, sometimes even despised by lightfoot halflings from other lands, who see them as impostors and tricksters. Carnoleddites appreciate the Desert Three as deities native to the land even longer than the halflings.

Clerics of the three are social leaders among the carnoleddites, wielding tremendous influence. The king or queen of Carnoleddi has been a cleric of one of the Desert Three for over two centuries, and accepted the deities divine wisdom in their rulings.

Desert Waterways

Travel through the desert is harsh, and people commonly die of heatstroke doing that. Luckily, four slow rivers (the Gelako, Serdib, Vetura, and Berkoba) act as canals that boats use to travel across the kingdom. The cities of Carnoleddi rest upon these rivers, that all join near Haramia, where the monarch resides.

Few carnoleddites live far from these rivers, where the ground is fertile and can be farmed. Those that do scrape out a meager living from the dry and arid landscape. These small towns are often subject to banditry and famine, and commonly are left to the whims of the gods. Heavy rains on the mountains can cause the rivers to flood, and farmers downstream will have sometimes only hours before their houses are below the water.

Danzirod

Capital: Dannelport
Government Type: Confderacy
Leader: Lord Hartman
Majority Race: Humans
Almost all of the realm of Danzirod lies beneath a mossy forest, where small towns are surrounded by wooden palisades, and farmers work on small fields in clearings. The population of Danzirod is spread out and sparse, but the density is roughly even across the land. The forests of Danzirod are full of valuable resources, including pelts, lumber, steel, and meat. These are mostly sent downriver to the nation's capital city of Dannelport, where they are distributed to neighboring Avkelos and Carnoleddi.

Like Avkelos, Danzirod is not subject to gartrunian rule, though not for lack of trying. Numerous invasions have been attempted in the past, but because of the long trek to get there, and the geography being challenging to navigate through, all of these attempts have failed. The small army that is led by the lord of Danzirod is good at guerrilla warfare, trained to harass other armies until they turn back.

Canyons and Caves

The soil that the danzir forests are planted in lies above a great slab of limestone, that is hollowed out by the rains and rivers of Danzirod. These caves connect directly to the underdark, and are filled with the underdark's cruel and vile denizens. They will sometimes crawl above the surface, but much prefer to stay away from the sun. Sinkholes will sometimes open up in the landscape, but are rarely a danger because of how few people there are. Instead, geysers can sometimes erupt out of nowhere, and stay for many years. These have been known to flood farms and create ponds where there were none before.

Another effect of the limestone, rivers in Danzirod run through steep canyons, that must be entered at specific points. These prevent an abundance of water travel from happening. The greatest river in Danzirod, the Tillebor River, occupies a canyon a mile deep in some instances, with sheer vertical walls and roaring cascades.

Dannelport

The city of Dannelport, while a metropolis by danzir standards, is actually somewhat small. That said, it does have a lively culture of patriotism and trade. Merchants will sail from as far away as the Nurming Sea in search of famed danzir furs, that can be traded for a high price back home.

Dannelport is hit normally by ocean storms, bringing waves and winds against the city. Ships in the harbor must cut down their masts and stay put, or face the full fury of the storm. Windows are locked shut, flags taken down, and sometimes even temple bells, for fear of them blowing off and falling on someone. This constant threat just makes the danzirs of Dannelport spend more time outside though, and in summer they will lounge around looking out to sea whenever they can.

Davria

Capital: Monés
Government Type: Autocracy
Leader: Queen Xerias
Majority Race: Humans
Davria has been inhabited by humans for hundreds of thousands of years, and the history can be seen clearly in the many ruins that dot the landscape. Davria is mostly cut off from the rest of the empire by the jungles of Taloa, and the people there speak Davri instead of Common. Davria is mostly a large stretch of plains through which the Carvarid River flows, ending in the east with the Maraad Desert. Most of the kingdom's people live alomg the shore of the Renean Bay, a calm body of water with plentiful access to seafood.

Davria's eastern half is not as civilized as the west, home to horseback riders known as the Lorolovs, and the secular and seclusionist Haronese of the Maraad. These three groups live in peace for the most part, but tensions have always been high and skirmishes can arise.

Davrian Cities

Cities dot the landscape, most inhabited at least somewhat. The largest is Zaracca, which the city in Sarnel is named after. Known as the city of the glistening towers, Zaracca's buildings average at least seven stories tall, forced upwards because of the confines of the city's wall.

Manés is more densely settled, its whitewashed streets and towers overlooking the glistening waters of the Renean Bay. The people of this city are the most in contact with the rest of the Gartrunian Empire, but still are several weeks travel to the nearest port of Manés' size.

Many cities, some once holding over ten thousand people now stand as ruins of a greater age amid the rolling plains. Some of these are taken over by goblins or gnolls, and some are haunted by spirits from other planes.

The Maraad Desert

The Maraad Desert is no sea of dunes, but instead a staircase of colorful rock, dotted with caves and creeks. The winds here howl through rocky gullies, eroding the sandstone into bizarre shapes forms. The feared Haronese people live here, better known as the elephant riders. These people are nomadic, and use elephants to travel from oasis to oasis. The Haronese believe that the gods are a myth, and have their own explanations for divine events.

Travelers to the Maraad Desert are normally frowned upon by the Haronese, and often killed to prevent them spying for the rest of the world.

The Lorolov Riders

Between the cities of the west and the deserts of the east, the Great Plains of Davria lie, the only landmark being ancient ruins and the Carvarid River. These great fields are home to the Lorolovs, who travel on horses, hunting game like bison and narabeests. These people speak in Common, and have tried to ally themselves with the gartrunian army, but Queen Xerias has prevented them.

The Lorolovs highly value education, and devote their lives to amassing personal libraries of history, biology, and arcana. These are passed down from parent to child, and valued above money and food.

Taloa

Capital: Port Habanzo
Government Type: Colonial
Leader: Lady Phimanna
Majority Race: Diverse
The jungles of Taloa are legendary across the empire as a realm ripe for exploration of its ancient relics and natural wonders. Tales of stone cities covered in vines and trees, great volcanoes surrounded by an ocean of emerald jungle, and secretive societies beneath the lively canopies have arisen from the mysterious realm.

The reality is that Taloa contains all of these and even more. The undergrowth has hindered Gartrunian expansion, which in turn has allowed other factions to struggle amongst each other for power in the jungle. Explorers are common in Taloa, traveling there with dreams of glory and riches. Many of these same folk are quickly disillusioned by sickness, thieves, and deadly monsters.

Outposts of Civilization

Any maps of the jungle are rather vague, except for two cities; Port Habanzo and Fort Veldar. The former is on the rocky coast on the jungle's western edge, teaming with people from around the empire. The forests near the city are populated with farms and orchards growing products native to the jungle. Beyond these businesses, the wilderness is home to the Olligago orcs, who emerge from the jungle to trade with the port's residents.

Fort Veldar rests on the south bank of Turaloa river, surrounded by walls made of logs from the jungle. The city is home to the Exalted League of Taloan Adventurers, an organization that funds expeditions entering the wild rainforest in search of treasure.

Phardugrath

The red dragon Garanthios of the Draconic Council (described on page 29) rules a kingdom along the south banks of Lake Turaloa, and the jungle surrounding his lair on Mount Matara.

Garanthios calls his domain Phardugrath, or Wyrmdun in common. It is no nation, but instead a collection of towns, populated by humans, kobolds, and lizardfolk. They share no common identity, excluding their servitude of the dragon. The kobold villages are small collections of wattle and daub huts, often surrounded by a wood palisade. They are encountered most commonly on the edge of Lake Turaloa. The most notable of these towns is Durzelkam, a clean, well organized place located near the middle of lake Turaloa’s coast. The humans and lizardfolk’s dwellings are rather standard, though some will have a shrine or temple devoted to Garanthios. Some humans have formed cult-like groups, worshipping the dragon as if he were a deity. Others serve the dragon out of fear or respect.

Taloan Orcs

Two major cultures of orcs dwell beneath the forest roof. The Olligago are open to the outside world, and live in small clans along the Amber River. The Dassar-lund orcs, dwell in the highlands south of the Great Divide, attacking any travelers that come through.

The Olligago orcs are known for their practice of Sishmun, carving important life events into their tusks. This is a highly sacred practice, and done by an experienced priest. Some villainous people will kill Olligago orcs for their tusks, which are sold as souvenirs.

The Dassar-lund orcs are much less peaceful, and live farther from civilization, in the Dassar High lands. These orcs have pure white skin, and viciously attack anyone they can who journey through their jungle realm. Their drums echo through the mountains where they live, striking fear in the hearts of those that aren't of their tribe. These orcs will use ancient rituals to create storms, forming floods to attack settlements downriver.

Demon Worshippers

In the south-eastern reaches of the jungle, a great pit reaches deep into the earth. This pit, called the Screaming Portal will belch forth daily at dawn some demon, with a terrible shrieking sound. This site is holy to the dark worshippers of the abyss, and many live around it. Travelers are killed on site, and their bodies thrown into the pit.

The Yuan-Ti

Thirty thousand years, the human empire of Yuan took up all of Taloa and the Great Swamp, and the Maraad desert in Davria. Yuan was split over a person's class. There were the Yuan-Ti, who were cruel and selfish nobles, and the Yuan-Thar, who were forced to obey them. The Yuan-Ti worshipped snakes, and aspired to become ophidian, and achieve what they believed the perfect form. They eventually succeeded, but were quickly overthrown in a bloody revolution by the Yuan-Thar, which forced them into hiding. Now, the Yuan-Ti are a secretive people who scheme to rebuild their long lost empire.

The Yuan-Ti are the self styled lords of the jungle, controlling a network of cities across the realm, interconnected by efficient roads, that give the Yuan-Ti the ability to travel faster than their enemies. The Yuan-Ti are led by a Queen Tarkal, who dwells in their capital city of Taxaach'cal, and rules with an iron fist.

The Yuan-Ti of Taloa are sworn to create an empire with which they can strike down human-kind, reducing them to slaves. This they do by fighting with the other denizens of Taloa, hoping to become the only claimants to the legendary jungle. This fight makes the Yuan-Ti despised, and their enemies common. This still does not daunt the ophidian warlords, who use cutthroat strategies whenever they can, and throw wave after wave of lower class Yuan-Ti at their foes.

The city of Taxaach'cal, where Queen Tarkal dwells is an almost impenetrable fortress, guarded by rings of walls and moats, surrounding the circular city's temple and houses. The queen resides in the very heart of the city, in the fabled palace of Zarthalon, where sacrifices of their enemies are carried out every hour, and some of the most devious warlords in the world scheme.

Rulers of the Canopy

Taloa is home to hundreds of towns of wood elves, built in the arms of giant trees, and connected by magical portals. These elves see themselves as guardians of the jungle, who must prevent the scales of power from tipping to any side. They will lead raids upon centers of power, and assassinate leaders who are too ambitious for the wood elves liking.

The wood elves homes are trees coaxed by magic to become giant, holding around a hundred elves and their homes. Priests of the Seldarine can use step into one of these trees, and emerge from another, hundreds of miles away.

The Nuratians

The Gartrunian Empire is not the only human power beneath the trees. The Nuratians are a collection of tribes who live in the jungle, and worship their own pantheon of gods. These people live in close harmony with nature, and keep to themselves. Little else is known of them, but rumors fly wildly. Some say the Nuratians can turn into shadows, and others say they are three feet tall or walk on their hands.

The Nuratian's highest priests congregate in a mythical temple known as Ardawu Cleft, the location of which has been sought by treasure hunters and explorers for centuries. The temple is rumored to hold rooms full of diamonds, opals, and gold.

The Western lands

The other side of the empire, the lands west of the Inner Sea are culturally different from the rest of gartrun. Travel there takes months by ship, over many miles of ocean. This realm is bordered by sea to the north and east, and inhospitable wastelands to the west and south. The land is home to dwarves, humans, elves, and the more exotic grungs and tuelthon.

The Celestial Kingdoms

Capital: Mengdu
Government Type: Feudalism
Leader: Queen Suldi Detaria
Majority Races: Grungs, Humans
The Celestial Kingdoms is one of the most powerful nations in the Gartrunian Empire, but the small army it does wield is rarely used. Instead, this kingdom uses its maritime power, and its navy is near equal with that of the Gartrunian Legions themselves.

The landscape of the Celestial Kingdoms is mostly forested, with farms lining the banks of rivers. Mist is common in the winter months. In the east of the country there are great karst formations, unlike anything found in the rest of the empire. Between these towers of rock run many calm rivers that boats ply up and down carrying goods to sell in cities. On the western edge of the Celestial Kingdoms are the Angel Mountains, named because their dramatic peaks remind many of the Sipiang. These towering peaks are home to the Yikaria, who will fight away settlers and occasionally raid the smaller towns at the base of the mountains.

Provinces. The nation is subdivided into 11 provinces, and all large cities govern one. This has given rise to unique cultures within each province, adding much diversity to the country. Many see westerners as brutish warriors, whereas the easterners are perceived as snide, rich merchants.

Terping. In the north of the country lies the province of Terping, known across the empire as the home of the Terping Council. This powerful order of mages almost governs the province, much to the irritation of the armies of the Celestial Kingdoms. Several attempts have been made to shift power back to the province's capital, Hangsho, but none have succeeded against the wizardly organization's might.

Grungs

Only found in notable numbers in the Celestial Kingdoms, grungs are frog-like humanoids who sport poisonous skin. These folks are as common as humans in the streets of the Celestial Kingdoms, and have their own distinct culture.

Grungs do not farm like humans and other races do, but instead build dams or use other methods to create wetlands, where bugs fly about. These insects are the food that grungs eat. These farms are often built among human farms, so that the insects can act as pollinators, making the nation's rivers very buggy places.

Grungs live in close, matriarchal family groups that span at least three generations. These small families will live in the same dwelling for centuries, often near other grungs. An event that forces a grung to move is considered a tragedy, and newcomers who had to leave their old homes are welcomed by other grungs with open arms.

The Sipiang

Life in the Celestial Kingdoms is shaped by the Sipiang, seven holy angels emphasizing the qualities the people of the Celestial Kingdoms value most. These deities are worshipped before other gods, and their temples and shrines can be found in every one of the kingdom's many towns and cities.

Most of their worshippers have a special angel they feel especially close to, and strive to emphasize that virtue in their lives. Folk that make a living doing "unvirtuous things" will either have their own explanation of how what they are doing is good, or just stop worshipping the Sipiang.

The Sipiang
Name Virtue
Changal Unity
Empyrean Bravery
Feg Sebria Adaptability
Meliadar Hard Work
Rin Gaton Common Sense
Tialyang Honesty
Xindarya Kindness

Fornul

Capital: Oogremi
Government Type: Autocracy
Leader: Ablosi Felns
Majority Race: Humans, Tieflings
Fornul is an odd land, and its people have adapted to its peculiar magic features. The sun will sometimes go out there for months at a time before it reignites, and the temperature can drop by a hundred degrees in a few hours. Storms strike magic bolts at people, cursing them with some odd spell, like being shorter for ten days, then doubling in height for an hour, or growing horns, or turning their skin gray.

Travelers here are few and far between, isolating the fornulians from the rest of the empire. The culture is very odd, with many quirks and mannerisms that develop from such a strange place. Many speak oddly, or cannot properly perceive risk.

The land is covered in rocks and boulders, with water resting in small valleys where food is grown. These valleys are rarely seen from above, except for the tips of tall trees. Many gnolls haunt these lands, scavenging any food-like thing they can find. The few large towns are like oases in the desert, welcoming the weary and offering a nice place to rest.

Fornul is visited often by wizards studying the planes, the aura (erumite related things), and other odd magic practices. Theories abound as to why Fornul is the way it is. Some say it has a connection to the plane of Limbo, whereas others suggest it has something to do with the Na'luk Fer, and some say that the Seorri are the cause.

The Na'luk Fer. On the northern border of Fornul, a great sandy wasteland called the Na'luk Fer lies. The only thing known of this evil place is that it is cursed. No one has ever returned from it, and those that look upon its low dunes and crimson sky are driven mad, blabbering of dark spirits and ancient runes.

Hulvara

Capital: Sorahm
Government Type: Bureaucracy
Leader: Lemraes Nalaphori XI
Majority Race: High Elves
South of the Celestial Kingdoms lies the elven land of Hulvara, hailing back to the ancient elven empires. The elves here are famed for their beautiful architecture, but are even more well known for the massive dinosaurs they raise. These already massive beasts grow to enormous sizes here, and are used to pull plows, lift stones, and carry travelers.

Most of Hulvara is open plains, dotted by tall trees. in the north the foothills of the mountains conceal many beautiful valleys full of lush fruit trees and crystalline streams. Hulvara is edged by the ocean in the south and east, and most of this coast is cliffs, with only a few sandy beaches.

In the west lies the Jungle of Thunder. Here is where the hulvaran dinosaurs came from, and where other more wild ones still roam. The jungle is too dense for the wood elves, and is instead home to atzû-kathi, who populate it lightly.

The capital of Hulvara is Sorahm, a city of pearly stone standing atop a hill. Its domed roofs can be seen for many miles, and it is home to many merchants and nobles, who oversee various matters of the kingdom. In the north is Denparost, nestled in a mountain valley and its buildings lining the steep slopes. Denparost is the center for flying dinosaurs in Hulvara, as their great wings are much needed in the steep mountains. Farther west, in a cave below the surface, is Forludith. This city is famous for its peculiar gravity, which pulls people and buildings to the closest wall of the grand cavern, even if that is up, or to the side.

Tuelthonite Lands

Capital: None
Government Type: Anarchy
Leader: None
Majority Race: Tuelthon
The Tuelthonite Lands have not been shown much attention since the Horde War, though likely because of how monotonous life there is. The Tuelthon act as they normally do (described in Part 5), and no other major forces are openly at play. There are rumors of a lich who dwells on the Olung Glacier, and a kraken beneath the Hulvaran Sea, but neither of these stories have evidence behind them.

Most of the land inhabited by the tuelthon is occupied by the Olung Glacier, but only a few hardy ones live there, The rest roam the southern bushlands, where there are enough small berries and mushrooms to feed the tuelthon inhabitants. None cross the Jungle of Thunder of their own volition, as broiled tuelthon is a delicacy in atzû-kathi culture.

The Horde War. 57 years ago, in 881 GC, a mage called Ularkoth assembled an army of tuelthon more than ten thousand strong in the hopes of overrunning Hulvara. After moving his army through the Jungle of Thunder, Ularkoth ransacked Hulvara, destroying cities and trampling farmland. This violent war lasted for almost a year, until Devknir 882 when the empress of Gartrun brought a vast army. Allying with the remaining Hulvarans, the empress chased Ularkoth and his tuelthon horde back to the lands from which they came. Ularkoth was soon killed by the gartrunians, in a violent battle that decimated an area 5 miles wide.

Varellan

Capital: Rugsmut
Government Type: Tribal Confederacy
Leader: Chief Galod Galor
Majority Race: High Elves
Varellan is a tiny nation surrounded by the much bigger Bralem. The elves in this land ride on the backs of elk, and live a nomadic lifestyle. Because of how small their country is, the varellese number few, but they quickly band together against bralemian aggression.

The humans of Bralem mostly see the varellese as evil raiders, but not as a threat. A few forts stand on the edge of Varellan, but otherwise they are left to be. The only inhabited structure in Varellan is Rugsmut, a great hall where the tribes congregate annually to speak and plan for the next year.

Virtun

Capitals: Bundaholm, Flidheim
Government Type: Feudalism
Leader: Queen Osdorn Fireheart
Majority Race: Mountain Dwarves
Virtun is a land of wild forest, with hills and ridges criss-crossing the realm. The people here are tough and sturdy mountain dwarves, that work hard on harvesting their natural resources with the utmost efficiency. These dwarves contrast sharply with the many orcs that live here, and war constantly rages between the two factions, over control of kingdom.

The virtunian dwarves harvest lumber and metals, and use these in their cities to make both tools and treasures. The greatest of their products are locked away in deep vaults beneath their castles, stored away for when they are needed. Many of the dwarves are careful to not overuse the resources like lumber and game that make this land rich, but some harvest it wildly, and leave scars upon the land that take years to heal.

The kingdom has two capital cities: Bundaholm and Flidheim. Both are built into the side of a mountain, with many layers of tunnels descending deep into the ground. Bundaholm is the larger, and stands starkly against the plains. Its people are defended by many stone walls, and it has withstood many orc sieges. Flidheim is completely subterranean, with only a single gate being seen on the surface. Surrounded, by trees, the great furnaces of Flidheim produce many pieces of skilled dwarven craft.

The Orc Plateau is, as its name makes clear, the high homeland of the virtunian orcs. From this towering vantage, their armies fight to take Virtun, as their god Gruumsh has decreed they must. Their towns are scattered across the landscape, and sternly guarded by wooden palisades and defensive ditches.

This war between the dwarves and the orcs has lasted for five millenia, since Gruumsh the Conquerer decided he wished for an orcish stronghold in the western lands. This war has its moments of piece, but also great battles. Most are along the central front, dividing the nation into the orcish west and the dwarven east. The Fire River has run red many times with blood, but no decisive vistor has become apparent. Sieges are common, but more often fighting is done on the battlefield, with well disciplined dwarven legions standing against violent orcish hordes.

The Great Oceans

The Inner Sea is the massive circular ocean the empire encircles, and its great size means that there are plenty of island who are small, independent countries.

Cado Mingé

Capital: Caveport
Government Type: Colony
Leader: Prince Elmor Namson
Majority Race: Diverse
Beneath the ocean lies the Darksea, a great cavern of cascading pools that fit snuggly beneath the Inner Sea. Water plummets through the one hole in the Inner Sea's floor, and lands in the Darksea, where many different lakes are divided by thin stone walls. From here, the water flows back up through springs, from where it begins its jouney once again. This hole through which the Inner Sea drains hosts two islands, together making the nation of Cado Mingé.

The lower island is called Cado Mingé, and lies in the center of the great hole surrounded by plummeting water on all sides. is home to the volcanic Mount Ombrian. The valleys that flow down from the peak are covered in rainforest, and home to tropical animals and plants. One town, Larago, lies on this island, subject to occasional bombardments from volcanic eruptions every few years. Larago is the smaller of the two towns in Cado Mingé, but is still home to all the amenities needed for daily life.

The other island is Cado Canoré, lying both in the Inner Sea and the Darksea ,and who's surface is almost uninhabited thanks to Ol'Scales. This ferocious Tyrannosaurus Rex has been granted magical powers by Tiamat, and attacks anyone who tries to enter the jungly surface of Cado Canoré. The only safe place from her is the Upper Port, where a massive log palisade keeps back the dinosaur. Here is the only spot in Cado Mingé where ships on the Inner Sea can dock, and their goods are sent down by crane deep into the pit.

Cado Canoré overlooks the island of Cado Mingé, and on one side it juts over the edge, with cliffs reach the mile down to the Darksea. At the base of these cliffs lies Caveport, sitting in a partially submerged cavern, lit by bioluminescent algae. Caveport can be accessed through to caverns, one on each side of the tremendous cascade that roars around the nation. Ships must go through here if they wish to enter the main body of the Darksea. Caveport is home to many traders, but also criminals and others who wish to escape the empire, as Cado Mingé is about as far as one can get. The noise of the waterfalls is dampened here, and is only a low rumble, as opposed to Larago, where shouting must be used while outdoors.

About eighty thousand years ago when the hole had first opened up, in the age of the elven empires, Cado Mingé was fortified by elvish mages, who recognized its importance as the entrance to the Darksea. A mythal was formed, that stopped erosion by the sea, and forbade powerful creatures, such as dragons and devils to come near the islands. This is why Ol'Scales was granted powers by Tiamat, as her dragons could not occupy the kingdom. Since the mythal was made, it has deteriorated in an odd way. Now, demons are the only extra-planar beings who can enter the nation, and many have taken roost atop Mount Ombrian.

Enzig

Capital: Port Enzig
Government Type: Kleptocracy
Leader: General Olipparo Samida
Majority Race: Diverse
Enzig is a barren island off the coast of the Great Swamp, and has laid abandoned for the longest time. The longest time that is, until the Gartrunian Empire. In 247 GC, The empire colonized it, but simply built one castle, and some docks. Then, they began sending their prisoners there. The island was surrounded by gartrunian warships, and none could leave. So, they began to build their own farms and houses, and now the land has been irrigated enough to be livable.

Travel to Enzig is strictly forbidden, but escapes have been made by the most daring and smart of criminals. Getting an important enemy general, or another enemy of the empire off is a job that pays well for hungry adventurers.

Helsingport

Capital: Helsingport
Government Type: Monarchy
Leader: Queen Resabba
Majority Race: Diverse
Up above the northern oceans, far too high to be seen, floats the city of Helsingport. This Metropolis floats on an earth mote, a floating rock covered in enough soil to grow plants and people. Helsingport is atop several earth motes, each covered in buildings and roads, and populated with all sorts of different races. Magically enchanted boats are used for transport between the different levels of the city, and many windows overlook a drop of seemingly infinite miles.

The Inn at the Edge. Travel to Helsingport is a tricky ordeal. unless one owns a skyship, they must travel to an inn on an island north of Old Gartrun. This inn, named the Inn at the Edge, overlooks thousand-foot tall rocky cliffs. The inn itself rests on an earthmote, the melds with the soil of the island. Once a month, the inn lifts up, and floats towards Helsingport, along with anyone inside.

The main purpose of travel to Helsingport is its neutrality. The city is neither part of the Gartrunian Empire, or Iabania, and travelers between the two must go through it if they wish to avoid the violent waters between the two great powers.

The City of Narrow Streets. Helsingport boasts a population of over twenty thousand residents, making it a metropolis. Food is grown on both subsidiary earthmotes, and in buildings magically enhanced to have their ceilings emit sunlight. The fertilizer is gathered by the government with the cities advanced sewage system, one of the many pieces of infrastructure that the city holds great pride in.

The buildings of Helsingport are built of gray stone, with red and blue shingles. Because space is at a premium, every building is several stories tall, and wedged together, putting all but the widest avenues in shadow. The dark lanes are lit by floating glass spheres that hold magic fire, illuminating the cobblestones with a golden light.

The largest earthmote of the city has two tiers, the top being home to the monarchy of the city, and perhaps the most extravagant palace in the Ancient Lands. The Dugar Si has miles of elegant hallways, hosts of ball rooms, and great gardens that cascade down to a artificial lake. Adventurers who do the crown a service could be granted a stay here.

Iabania

Capital: Veldburg
Government Type: Republic
Leader: The Brass Council
Majority Race: Humans
When the filnór people were being forced further and further northward, they eventually found themselves cornered. To one side were the rest of humankind, who looked down upon them, and on the other the Yuliq Tundra; an inhospitable waste. Stuck, they prayed to the gods for help. They were answered when the gods lifted from the seabed a towering pillar of rock, named Iabania, filnór for "haven."

In the years since, the Iabanians have transformed this desolate, rocky island into the most technologically advanced civilization known. Great dirigibles float in the sky, over towering buildings, industrial factories, steam trains, and massive infrastructure. The so called "isle of brass" is home to many seemingly magical gadgets, most actually being powered by steam and humans. The reason for this is one of Iabania's most important issues: a shortage of magic.

The divine energy used to create the island has had an unintended consequence in that it restricts the flow of erumites (see Part 1) in and out of the country. Many iabanians did use magic in the past, but the erumite supply has been exhausted. Only a few erumites are available at any one time, so the government now requires permits for using magic, and the rest of iabanians are stuck with more mundane devices.

Iabania is divided into six provinces, each with its own localized government. The provincial leaders meet in Veldburg, a city in the center of the island, and discuss national matters. The provinces are mostly flat fields, home to farms and pastures. Railroads run from these rural agricultural regions to Veldburg, as there are few other towns of large population in the republic.

Veldburg is a bustling city, home to all sorts of amazing contraptions like elevators and running water. The city holds blimp docks, and wide streets walled by gigantic buildings. Elevated canals run above the roads carrying goods to different districts. In the center stands a grand castle atop a rock that sticks up almost a hundred feet, where the government runs the nation and its armies.

This technologically advanced utopia is not the Iabania known by the Gartrunian Empire. For over a century the two have been locked in a war, as the empire sends fleets again and again to try to annex the island, and the republic fights them off every time. The ability of the islanders to hold off the full might of gartrun is impressive, but the five mile high cliffs that ring the island, the lack of any kind of harbors, and the constantly stormy weather could have something to do with their success.

The Irenno Isles

Government Type: Plutocracy
Majority Race: Diverse
Along the southern edge of the Inner Sea, the Irenno Isles are a stunning tropical archipelago, with a climate unique to the empire. This climate is home to many valuable spices and herbs, in high demand across the many ports of the Inner Sea. Most of the people here grow these valuable goods, and the people of the Irenno Isles rely heavily on imported foods.

The Irenno War. About fourty years ago, war rocked the isles as the former baroness of Hundost began attacking taldarian merchants. Taldar fought back, but both sides soon found their navies unequipped. Both kingdoms hired privateers for their fleets, and as the war escalated, more joined in, until the actual navies were outnumbered by their mercenaries. Eventually Taldar won the war, and the Hundostan government was replaced. This was good news for everybody, except the many privateers, who found themselves jobless. They quickly resorted to the easiest solution: piracy. Now the Irenno Isles are a haven for pirates, who prey on the many merchants who use these ports.

Hundost

Capital: Zon
Leader: Baron Lesambi
Though they lost the Irenno War, Hundost still has a thriving economy exporting spices endemic to the island. The interior is quite calm, and crime is rare. The surrounding seas and the city of Zon are different, and the rich hire mercenaries to protect them.

Taldar

Capital: Morston
Leader: Duchess Porillan
Taldar is the largest island in the archipelago, and the most prosperous. The western coast is full of farms growing its main export: medicinal herbs. The eastern side though is a lawless place, where most pirates dock their ships in between theiving and looting.

Vurm

Capital: Feraburg
Leader: Earl Zittvach
The nation of Vurm was once home to a dwarven civilization, but their cities are now occupied by traders, who grow spices and mine emeralds in the volcanic soil. The country has very little government, and has almost no influence.

Themenor

Capital: Mercad
Government Type: Oligarchy
Leader: The Vertum Vist
Majority Race: Tritons
Not all the kingdoms of the Gartrunian Empire are terrestrial, though of the many undersea kingdoms this is the only one in this book. In the Inner Sea, on a particularly fertile region, lie the cities of Themenor. The nation is mostly comprised of nearly twenty cities, all with the commonality of being ringed by a 1,000 foot radius, perfectly circular wall. The reason for the cities all being surrounded in this way is the reason Themenor exists: The cities are in actuality massive runes. Together they form a massive sigil that allows the Vertum Vist, a council of priests and generals, to control all but the most powerful teleportation between the plane of water and the Inner Sea.

The legionnaires of Themenor guard ferociously against worldly foes that would benefit from the sigil's destruction. These threats include krakens, sahuagin, dragon turtles, marids, and other evil ocean dwellers. Though cities have been destroyed in the past, they all stand in good shape today, well protected by a society dedicated to their preservation.

Part 3: The Planes of Existence

The Gartrunian Empire, spanning thousands of miles from freezing seas to burning deserts, is but an insignificant speck in the infinite and perplexing cosmology of the Ancient Lands, where world ending terrors lurk in dark, shady ends of the multiverse, and armies of the dead clash in arcane and unnatural surroundings, as fiends plot far reaching schemes to snatch power, all under the watchful gaze of a million pantheons of ancient gods.

A Column of Everything

Perhaps the best way to visualize the cosmology of the Ancient Lands (which is different than the standard for D&D) is to imagine a hollow column. At the base of the column, like layers of silt, lie the Nine Hells, one stacked upon the other, with Avernus on top and Nessus at the base. On the other end of the column, the Seven Heavens lie, configured the same as their opposite, the hells. Farthest from the center of the column, that being the very top, lies Culmarri; and at the bottom, closest to the center, Ladrea.

At the center of the column, equally far from the Seven Heavens and the Nine Hells, sit the Inner Planes. These stretch across the entire column; to travel from the bottom to the top, one must go through them. Every plane in the Dungeon Master's Guide exist in the ancient lands, except for the Nine Hells, The Abyss, Mount Celestia, and Arborea, exists in the Ancient Land's multiverse. These planes are called lesser planes, and are divided into two groups: the lower planes and the upper planes. These terms simply describe which side of the Inner Planes the lesser plane is, upper being the side of the Seven Heavens, and lower being that of the Nine Hells. Planes of neutrality, such as Mechanus and Limbo belong to neither group; travelers can come from either side, but they must leave through the same side they came.

The Inner Planes

Wedged in the center of the metaphorical column, the Inner Planes are, quite literally, the center of the universe. There are seven major planes here, according to planar scholars, accompanied by a host of demiplanes accessed by the Ethereal Plane. All of the others orbit the Material Plane in a sense, and it is a nexus through which planar travel goes.

The Material Plane

The Material Plane, also known as the overworld, is the center of the universe. It is the great transit hub of all existence, and the influences of every force in the Inner and Outer Planes collides here, either for good or bad.

The Material Plane is an infinite dimension, a status unique to it and the heavens and hells. One could travel as long as they wished, and still stand in the plane, as it has no boundaries. The plane is divided into two halves, the earth and the sky. The earth, situated on the bottom half (if there is such a thing on an infinite plane), is made of stone, riddled with caverns and crevasses full of air, water, and magma. Plants grow here, and plenty of fungi, but the population density is low because of the sparseness of the caves.

The other "half" is the sky, an abyss whose denizens dwell on earthmotes; floating chunks of rock covered in soil and levitating thanks to elemental energy. There is little air in the sky for such size, as most of it has been sucked into the earth, being held in its caves. Air does settle on the surface, its volume decreasing at a rate of half of planet earth as one goes up, until there is none at about 50,000 feet above sea level. Between here and 200,000 feet is called "the abyss," as breathing in it is impossible without the aid of magic. A few of the highest peaks of Tethyr reach into the abyss, but most of these are extremely remote, and bare of food or water. The abyss does hold an upper limit for a reason though. Above it begins the erumitic gas, a substance made by a reaction among erumites that causes this gas to rise. Here is where the sky's population lives, including the city of Helsingport, which is unique among its neighbors in how low it is.

Despite its infiniteness, there is a point on the plane that is agreed to be the most populous: the surface. Where the earth and abyss meet is home to the most dramatic terrain, and its rough topography is filled in some places by water, forming oceans. The oceans fill the lower parts, before sinking into the underdark. Here the water is forced back up as springs, and the process begins again. The surface is massive but much is desert or bare rock, hostile to settlers. Instead, people cluster around islands of green, like the area the Gartrunian Empire, which on almost all sides is bounded by inhospitable terrain. The old empire of Ostoria was part of a greater giant civilization that spanned many of these inhabitable areas, each with its own name.

Because of its unique position, travelers between the lower and upper planes must journey through the Material Plane, including fiends and celestials who would otherwise be fighting on each other's home turf. Demons and devils, along with angels and seorri wishing to pass through the plane must find a safe place to rest, like a temple or castle run by its worshippers.

The Feywild and the Shadowfell

No one knows why or how, but long ago the Material Plane was hit by some wave of magic. This blast was so powerful that two echoes of the Material Plane were born into existence. The first was realm of the fae, a land of nature and chaos. The second was dark and gloomy, roofed by shadows and home to undead. These were the Feywild and the Shadowfell, mirrors of the Material Plane.

The Feywild morphs the shapes of its equivalent lands in the Material Plane into wilder, greener versions of themselves. Cities become overgrown with forest, Roads merge with the land. Deserts turn into grasslands, and grasslands into woods. The people here follow arcane laws, and range from altruistic to murderous. All fey originate from this plane, which leeches energy into the overworlds to form plants and animals in odd places like deserts and cliffs.

The Shadowfell is the opposite. The overworld's trees are dead here, its fields barren, its cities crumbling. Hordes of zombies and skeletons roam the wastes aimlessly, tearing apart any semblance of life. Necromancy spells suck their power from this place, and if too many are used at once in the overworld, the area begins to look like the magic's home.

The Elemental Planes

The Elemental Planes form a ring that circles the Material Plane, and they emit the elemental energy that formed it. Oddly, they can only be accessed by the Material Plane; teleportation to all other places fails. These planes in the Ancient Lands are not very different from their versions in other D&D settings, so there is little else to say.

The Outer Planes

The Outer Planes seem to sit suspended between other major planes, floating in the astral sea. The term applies to millions of tiny planes, each one corresponding to an alignment, or a mix of several. Each of the Outer Planes from the Dungeon Master's Guide except for the Nine Hells, Mount Celestia, Abyss, and Arborea, which are represented by the Nine Hells and Seven Heavens. Dividing them in two is the Material Plane,

The Astral Plane

There are two routes for travel between the Outer Planes: directly (using spells), and through the Astral Plane. Portals form when the boundary between the Astral Plane and one of its denizen planes tears, allowing passage in and out of the plane. From here, one is in the Astral Plane, a silvery expanse where starvation and aging are impossible. It would be quite widely settled if not for its being a silvery featureless plain, dotted with the bodies of dead gods. These corpses, mostly dumped here by the god's slayers, are the only shapeable matter on the plane. They are home to githyanki, astral dreadnoughts, and lost travelers, who rest upon them and build houses of their bones.

The Far Realm

The column like view of the universe holds until one considers the Far Realm, which has been delegated to the theoretical pillar's surroundings. As in most D&D settings, little is known of the far realm, and it has never been accessed. The only evidence for its existence are abberations, who enter the plane and spread, establishing their own power structures.

There is great debate amongst scholars as to wether the most populous abberations: aboleths and mindflayers, have always been different, or if there is only one type of abberation in the far realm, that evolved when it arrived in the universe, and split into all the types that exist currently.

The Seven Heavens

The Seven Heavens are above even the Upper Planes in the common planar representation, and hold the greatest benevolence and kindness in the universe. By far the most populous denizens of these planes are on one side the angels, arguing for a Lawful Good administration of the universe, where calm order is the standard. The other group, equal in size to the angels are the seorri, who hold a Chaotic Good viewpoint. The havens are divided down the center between the two groups, giving each side half of each layer. Relationships are tense but rarely violent, instead with many arguments and contests. The border between their sides of the planes changes appearance between layers, but is always fairly clear.

Layers of the Seven Heavens
Layer Name Angelic Monarch Seorrite Chieftain
1 Ladrea Flandsauk Bintarsh
2 Sammuu Kalevall Gelkrol
3 Ophea Insuwe Jolechar
4 Mendlia Paliramm Rovgwai
5 Kalldar Teah Tuama Oymetta
6 Iothun Larokosh Avethilg
7 Culmarri Varrontass Ilchande

Layers of the Heavens

The seven layers each have their own ruler on either side, the grand chief of the seorri, and the king or queen of the angels. Each are important players in the affairs of the universe, though the position is traded between celestials with regular frequency.

Ladrea. The lowest layer of the Seven Heavens is Ladrea, a land of gently rolling fields divided by calm rivers. The plane has clear lines dividing meadows from groves of trees, and rivers from towns. Ladrea is the closest layer to the Material Plane, and therefore all travel between the heavens and elsewhere in the multiverse must pass through it.

On the angelic side, travel is closely monitored. Planar adventurers are legally required to use an official portal, often near a town or other settlement. Those using teleportation spells are funneled through teleportation circles in a similar manner. The angelic settlements in Ladrea are arrayed in a grid, newcomers being placed so as to keep each town equally populated. These villages are made of stone with wooden roofs, and walled against any unruly folk who roam the plane. The highest in the hierarchy here is the archangel Flandsauk, a being said to have no emotion. Her top priority is to keep the plane running as smoothly as possible, and isn't afraid to deal with rabble rousers herself.

On the other side of Ladrea are the seorri lands, where many planar criminals and refugees come. Towns are scattered about, with haphazard towers leaning over noisy streets. The wilder areas are a bit overgrown, and wanderers camp here while searching for a permanent house, or traveling between cities as merchants. The ruler here is Bintarsh, who rules from his airship shaped to look like a massive raven built of black wood. Bintarsh is a lover of exotic commodities like fine teas and foreign sweets, which he happily accepts as bribes.

The whole plane is home to many earthmotes and airships, both taking peculiar forms. Floating orbs of stone pass by long wooden vessels, bending like snakes, or made of glass. The angels work hard to monitor each, and require a license to enter the plane over the territorial divide, which here takes the form of a giant ravine.

Sammuu. The second layer of the Seven Heaven is completely submerged beneath water. Through the calm liquid swim squids and turtles, alongside naffirs and sea elves. Great rock pillars reach up from the unfathomably deep ocean, pocked with caves and grottoes where most of Sammuu's population dwells.

The chief of this plane's seorri is Gelkrol, an incorporeal force that inhabits the bodies of other celestials. It's bodies have been slain many times, and their corpses dissolve into incredibly powerful ichor (the equivalent of blood for celestials and fiends).

On the angelic side is Kalevall, famed for her pearly armor, which glistens in the light. Kalevall is a proud warrior, and fiercely leads her armies into battle against foes. She is always campaigning throughout her domain, keeping the angels safe. Her home fits this lifestyle: a coral castle called Onhima, strapped atop a titanic whale.

Ophea. Ophea is the realm of storms and serenity, howling gales and inner peace. It's terrain is not made of soil and stone like other planes, but instead clouds, solid enough to stand on. Their matter can be shaped into marble, which its denizens use for their buildings.

The landscape is calm and quiet, until its not. Howling cyclones shoot across the plane, stirring up the clouds until the landscape is unrecognizable. These howling storms hold seorri called Vennada, beings of wind that reshape matter to their will. In defense against these storms, celestials here build thick walls and low ceilings, or burrow deep into the pearly clouds.

The most fearsome of the Vennada is Jolechar, a storm in herself. She glows with a greenish light, and builds great mountains and canyons wherever she goes. She sweeps up her enemies and throws them miles into the sky. Her greatest enemy among the angels is Insuwe, who spends much of his time in meditation, scrying across the plane. The angel wields a golden sword called Xanshing, that can fire bolts of lightning. Insuwe dislikes violence, and only uses it when absolutely necessary.

Mendlia. Mendlia is, upon first impression, blinding. The plane is a sea of ice chunks in all directions, including up and down. The ice glitters and separates the light like a prism, and the air is illuminated by a million rainbows. Between these floating bergs fly Ungobusts, whale like creatures that sometime are so large that trees grow on their backs.

Angels here have built lodges of lumber and ungobust bone, and their insides are far warmer than the chilly outside air, which rarely has highs above freezing. Only the grandest of the lodges have fireplaces, most simply holding many thick blankets and insulating walls. The Queen of the lodges is Paliramm, the great huntress who has slain more beasts than any mortal dare dream. She despises Rovgwai more than most seorri, and they have held bloody battles in the past.

Rovgwai is the chief of the seorri in Mendlia, and is known for his battle prowess. The commander has fought fiends, undead, and other evil forces time and time again, with high success. The seorri on this plane follow his lead, and are boisterous and aggressive.

Kalldar. Kalldar, the fifth layer of the heavens is a pristine archipelago of white sand beaches, palm trees, and shallow turquoise waters, stretching in all direction. Few islands hold much of an interior, and travel is done by palm canoe, if flight isn't available. Seorri and Angels are less tense here, and there is nothing stopping travelers from crossing between their sides. This, alongside the plane's picturesque views makes it a common spot for planar travelers to spend downtime, fishing, swimming, and lounging by the sea.

The angel king is Teah Tuama, the masked lord. His face is always obscured by a wooden veil carved of palm wood and painted with runes and images. Teah Tuama owns seven of these masks, and only he knows where they are hidden. Many treasure hunters have tried to find them, but to no avail. It is said the seven masks would grant their owners control of all of Kalldar.

The Seorrite chief is Oymetta, a proud ruler who takes action on a whim. One day she could be separating all the blue crabs from the red ones on an island, and the next building a temple out of palm leaves. Her followers put of with this miscellany, knowing that if time comes, she can defend the plane with the fury of a hurricane.

Iothun. The plane of Iothun is famous across the universe for its contents: the knowledge of almost everything in existence. The plane is a bare stone waste with high winds and heavy rain. This is in sharp contrast to the many libraries that dot the landscape, built of stone bricks, and inhabited by whatever stragglers call it home.

Libraries are mostly occupied by either seorri or angels, the difference being sharp. Seorri inhabited structures often hold piles of tomes and scrolls, with seorri building beds and walls with the books. Their leaders is the librarian Avethilg, a goofy chap who never was one for reading, but is happy to share books with travelers.

On the other side is Larokosh, who has divised a meticulous form of organization that orders every book possible. This system is enforced strictly in libraries under his command. He sponsors the construction of uniform models for shelves, chairs, and signage.

Culmarri. The highest point in the metaphorical column, Culmarri is the epicenter of good throughout the universe. Here is the center of the celestial governments, where the massive groups that are the angels and the seorri administrate their plans across the universe. The land here reflects the plane's grand epicness: a great range of mountains, stretching eternally into the horizon, lined with vertical cliffs and mellow plateaus. The peaks are interspersed with streams and rivers cascading over boulders ever downwards, walled by canyons and glacially carved valleys.

These rare flats are where angels build their cities, grand masterpieces of engineering, with great bridges, aqueducts, castles, and squares. These densely packed and well organized towns are the epitome of angelic culture.

Culmmari is the home of Varontass the great king of all angels. This famed being wields a golden warhammer, and is clad in gold armor. His vast wisdom and knowledge is equal to his epic prowess as a warrior, which he uses to distribute piece across the universe. He is popular among angels, and has held his position for five hundred millenia, due to a carefully manicured image he maintains.

Above the angel's cities, in mountain vales above the clouds are the towns of the seorri. These small settlements of teetering stone huts that stretch many stories high are connected by worn trails, which are traversed by strong hounds who carry message and supplies. The high chieftain of the seorri is Ilchande, who commands her people to fight evil across the universe. Ilchande is an ephemeral being, with no defined moral compass. She is well known for surprising judgments on matters of morality, but still is respected among the seorri.

The Nine Hells

The worst of the worst in planar cosmology, the Nine Hells are mirror equivalents of the Seven Heavens, with the exception of there being two more layers, and their being the darkest cesspool of cruelty and evil in the universe. Here, like their higher opposites, the layers are divided between devils and demons, two sides equally capable of tremendous evil.

The Nine Hells are the sight of the universe's bloodiest conflict: the blood war. Between the realms of the devils and the demons, who each occupy a solid half of every layer, battles are constant, and the front where the armies meet shifts like a snake of infinite length.

The archdevils and demon lords, each rulers of half a layer, are from Mordenkainen's Tome of Foes, where more information is presented.

Avernus. The most recognized layer, Avernus is a gloomy wasteland, where the infernal armies of archduchess Zariel are pitted against the undead hordes of Orcus. What look like hills from a distance are actually heaps of slain zombies, rotting back into the soil of the plane. These were left here by the legions of devils who roam the plane, striking out from established forts to lay waste to their foes. These legions are of a smaller number than the demonic hordes, but make up for it in training and quality of arms. Orcus may seem like a dullwitted beast, but his hordes are near impossible to fight through without established defenses, so the sides are in a stalemate.

Dis. The spire-like mountain peaks and ridges of Dis shoot up from the ground at impossibly steep angles, ending in sharp crags. Moving armies through here is tough, so battles between devils and demons are mostly skirmishes along narrow trails. Deep in the territory of the demons, who are led by Lolth on this plane, are great spiderwebs, thick as a person, and stretching for miles over valleys. Here the demons set out to fight their devilish enemies, under the control of the paranoid Dispater.

Minauros. The blood war in Minauros, at least from the devilish point of view, is all about cirgoshu, a metal mined from the muck of the plane, and refined to build weapons of power unimaginable to outsiders. When taken from the plane, cirgoshu crumbles to dust. The devils here, led by the ever greedy Mammon, use the metal to build firearms, which have been copied sporadically across the material plane. The firearms here, however, have been brought to enormous size, bigger than castles, and line the front of the blood war. They propel enormous shells into the crowds of demons and gnolls, while others attack with hand held firearms from deep trenches. Occasional sinkholes open up, and swallow whole platoons. The demons of Minauros are led by Yeenoghu, the Beast of Butchery. Its followers preferred path of battle is a head on charge, where they rush through artillery fire to enter the trenches full of devils that they tear apart hungrily.

Phlegethos. Phlegethos is a realm of fire and stone, where tunnels break into huge chambers filled with lava, and fire leaps from hidden vents. A great place to vacation only to devils. Here is also the lair of Zuggtmoy, the queen of fungi. her demons are almost all covered in spores, which they spread to their foes. Great swathes of tunnels are occupied by these fungi, which attack whatever they can use as a new host. Phlegethos is also home to the city of Abriymoch, where devils flock for all sorts of dark delights that can be bought only there.

Stygia. The frozen seas of Stygia are a cold, harsh place. Blizzards roar over the ice, and ocean currents shoot about below in chaotic patterns. Much of the ocean is frozen over, forming the closest thing Stygia has to dry land. On this great iceberg lurk the devils, who come here to train before being sent to the front lines in the blood war. Ruled by Levistus, the infernal legions here face a unique challenge: their foe is not beside them, but beneath. Below the ice is a great sea, its salt being the only thing keeping it from freezing completely. Here is the realm of Juiblex, a horrendous demonic ooze that dwells in the far depths of the plane's oceans.

Malbolge. Malbolge is a steep plane, but not mountainous like Dis is. Instead, Malbolge is a single great slope, about 45 degrees, that stretches infinitely in every direction. Landslides and boulders rumble down the slope, laying waste to all in their path not built of admantine. Here, fighting in the blood war is restricted, as neither side wants to lead armies through the perilous landscape. Instead, roofed trenches are the main arteries of transportation, alongside anything that can fly. The devils, who are led by Glasya built these trenches, and maintain them, adding booby traps and ambush points. Graz'zt's demon utilize them too, rushing along the passages in search of devils to slay.

Maladomini. A dry, bright realm, Maladomini is a landscape of limestone buildings and walls. Thin corridors are used by fiends to travel, and old buildings grant views over the labrynthine realm. Here is the hunting ground of Baphomet, the Horned King. His followers chase down whoever they can, and even each other if no other victims are to be found. Their calls echo through the maze-like land. Their opponents on this plane are the legions of Baalzebul, the Lord of the Seventh. The devil has ordered an extensive mapping of the plane, whose array of walls and paths befuddle reason and refute any pattern. He hopes this project will allow his devilish armies to plow through Baphomet's hordes, and win the blood war completely on a plane for the first time ever. Despite these grand ambitions, the front is chaos, and armies routinely get lost in the maze of stone.

Cania. A bleak, flat landscape, Cania has been frozen since time immemorial, and not a single plant grows here on its own. Dotting the snowy drifts, which have the consistency of sand, are tall towers belonging to Mephistopheles, the great expert of the arcane. His magic is matched by Fraz-Urb'luu, the demonic lord of illusions. Fraz-Urb'luu lures people to this desolate landscape, using his illusions to make them think it is something entirely different. A traveler might freeze to death thinking themselves to be in the seven heavens or a utopian city, or make a pledge unknowingly to a demon.

Nessus. The very bottom of the universe, a realm of utter evil and villainy, Nessus is the lowest of the low. Here lurk the two most powerful fiends in existence: Asmodeus, Lord of the Nine, and Demogorgon, the Prince of Demons. A flat land of salt flats, home to brackish water and dead trees, it is interrupted periodically by dense thickets of jungle, where spiny branches reach out to tear at travelers, and the plants are even deadlier than the inhabitants. Nessus is pockmarked with the scars of the many battles fought on its turf. Demons and devils more powerful than gods have died here, brought down by equally fearsome foes. Scattered across the plane are great pits, with near vertical walls, and bottoms cast in shadows except at midday. Deep in the pits the plane is famed for, the cleverest devils scheme their plots against the savagest demons, in bids to take control of the universe.

Deities of the Ancient Lands

All across the Ancient Lands, gods and goddesses are worshipped by all sorts of people for the blessings and powers they can bestow upon their faithful. These deities dwell in other planes of existence, their divine abilities restricted somewhat. A god will always find it in their best interest to preserve their worshippers, because if no one believes in the god's divinity, they fade away.

Racial Pantheons

Every known race has a specific group of gods and goddesses they worship, who often only look out for said race. The pantheons of gods for dwarves, elves, gnomes and halflings are described in Mordenkainen's Tome of Foes, and the pantheons for giants, goblins, kobolds, orcs, and yuan-ti are described in Volo's Guide to Monsters. Divine pantheons for the atzû-kathi and triton races are described below.

The Deklesian Pantheon

Likely the most widely worshipped pantheon in the Ancient Lands, the gods of the Deklesian Pantheon serve humans across the Gartrunian Empire and even beyond. The deklesians are led by a group of gods called the nine, who are known well by any race. The gods dwell in Kalldar, the 5th layer of the seven heavens in a great tower called Deklesia Spire.

The Nine

The leaders of the Deklesian Pantheon dwell at the top of Deklesia Spire in a great council hall. Each of the nine corresponds to a specific alignment, giving each except the Judge an opposite.

Acheros. Clad in flaming armor and wielding a bloody sword and shield, Acheros gives his favor to all who die while fighting, leading an army, or some other form of brutal violence. His holy day is on the 7th of Shemlith.

Haikara. The goddess of the harvest and agriculture is worshipped widely by the farmers that so many humans are, controlling wether or not a land is struck by famine or a rich harvest. Her holy day is on the 18th of Velrú.

Maldura. The goddess of Maldura is worshipped by druids, rangers, and others who work closely with nature. She is said to be able to command any beast or plant. Her holy day is on the 2nd of Elradine.

Peren. Peren is the only god in the Deklesian Pantheon to not take the form of a human, instead walking as a halfling. The god of joy, Peren can bring a smile to anyone's face. He is not worshipped at a temple, but instead asks his followers to say thanks when something brightens their day. His holy day is on the 25th of Chenvol.

Taraloth. The name Taraloth is whispered in fear amongst the wise, for fear of angering her or her holy Tarrasque. Taraloth is worshipped in a darker fashion, secretly and craving sacrifices. Her holy day is on the 13th of Nurmoss.

Thulmrik. Standing for order and progress, Thulmrik leads craftsmen, judges, and anyone else who needs to follow her teachings. Thulmrik is also a goddess of devotion, smiling upon those who don't ever quit. Her holy day is on the 28th of Elradine.

Tyrnus. A patron of warriors, paladins, and anyone else who fights for justice and religion. He is said to be a twin of Acheros, who shares many qualities with him. His holy day is on the 6th of Urgoth.

Vuldor of Nath. Vuldor, a former mortal king of the mythical city of Nath is the most evil of the nine, instigating murderers, thieves, and deceivers. Vuldor meets mortals when they are at their weakest, and secures their eternal servitude. His holy day is on the 21st of Balicor.

The Eternal Judge. The Judge rarely shares their opinion, except on matters when the rest of the nine are tied. They are portrayed in a dark cloak with a shadowy face. They have no worshippers or holy day.

Other Deklesian Gods

The nine are not the only gods in the Deklesian Pantheon. The rest are patrons of various jobs and crafts for the most, worshipped by a specific group of people.

Borm. Described by his worshippers as a god of artifice and miscellany, temples of Borm take the form of emporiums, where all manner of odd things are sold. His holy day is on the 2nd of Devkanir.

Chionall. Luck is an important thing in any human's life, and Chionall can control it for bad and good. Her folllowers don't fit any mold, but few devote their lives completely to her worship. Her holy day is on the 10th of Semlod.

Durawn. Durawn leads worshippers to help others, through both nursing and magical healing, and music and song. His followers build hospitals in cities, and are the main front against plague. His holy day is on the 19th of Melrú.

Durmadól. Originally from the Filnór Pantheon, Durmadól moved to the Deklesian on as the god of the sea and sailors. His holy symbol is engraved upon ship's rudders and hulls as a ward against being lost. His holy day is on the 16th of Semlod.

Helforas. Trade is the lifeblood of the Gartrunian Empire, and worshippers of Helforas are the best at that. Her followers are tradespeople, ranging from honest merchants to swindlers. Her holy day is on the 27th of Durme.

Melgror. As the goddess of thieves, Melgror is prayed to whenever a pocket is picked, gold is burgled, or a fool is swindled. She is also worshipped by those that wish to decieve in a treaty or business contract. Her holy day is on the 5th of Velrú.

Narlad Varin. Writing and copying texts is a hard job, but worshippers of Narlad Varin have it a little easier. His temple will charge people to have their books and scrolls copied. His holy day is on the 4th of Balicor.

Pelennor. Adventurers who face death daily are defended by Pelennor, the patron goddess of adventurers. She commonly appears in the form of a human wizard to offer quests to worthy mortals. Her holy day is on the 9th of Huvran.

Siloiath. Often though of as the daughter of Haikara, Siloiath grants luck to hunters who need it, and allows them a bountiful kill. Her holy day is on the 20th of Durme.

Sylvanus. Sylvanus' gaze falls upon any who live in or near the forests of the world. He is worshipped by foresters, but also just those who appreciate wild nature. His holy day is on the 14th of Melrú.

The Deklesian Pantheon
Deity Alignment Suggested Domains Symbol
Acheros, god of war and violence LE Death, War Blood soaked sword
Borm, god of artifice and eccentricities CG Knowledge, Forge Four brass gears
Chionall, goddess of luck CN Trickery Three six-sided dice
Durawn, god of music and healing LG Life, Light Golden harp surrounded by roses
Durmadól, god of sailors and the sea CN Depths, Tempest Storm lashed ship
The Eternal Judge, lord of the afterlife N Grave, Order Human skull
Haikara, goddess of agriculture NG Life, Sheaf of wheat
Helforas, goddess of trade, merchants, and gold N Trickery Sailing ship
Maldura, goddess of nature and druids CN Nature Fir tree
Melgror, goddess of thieves N Trickery Gold coin
Narlad Varin, god of scribes and calligraphy LN Knowledge Silver quill and scroll
Pelennor, goddess of adventurers CG Arcana, Light, War Sword over a spellbook
Peren, god of joy and happiness CG Life Ripe apple
Siloiath, goddess of hunters NE War Drawn bow with three arrows
Sylvanus, god of forests LG Nature A great oak tree with the sun behind it
Taraloth, goddess of beasts and storms CE Nature, Tempest Raging bear
Thulmrik, goddess of devotion, law, and craft LN Forge, Order Shield emblazoned with an X
Tyrnus, god of justice and noble warriors LG Tempest, War Glowing battleaxe
Vuldor of Nath, god of betrayal and murder NE Death, Trickery Poison coated dagger

The Atzú-Nemach

The Atzú-Nemach dwell on the mythical plain of Kakari. Only five of these gods are universally worshipped, because most of the other gods are local deities, admired by atzû-kathi in only one place or region.

Anusemblai. The community that defines atzû-kathi life is defended my Anusemblai the triceratops, who unleashes her holy wrath upon those who seek to change the status quo.

Fludot. Fludot the allosaurus is the goddess of cycles of life. She is thanked when someone is elected to an important position, has a child, or some other important step in their life. She is worshipped on the 14th of Chenvol

Oblitham. The atzû-kathi never build their villages near other settled areas, instead dwelling in the wilds. Oblitham grants them the ability to survive and flourish there.

Silbossi. Silbossi can take the form of any dinosaur, and his priests can harness his power to control any dinosaur. His holy symbol is engraved on the roof of the stable in any atzû-kathi village.

Zinkrosh. War is viewed as an unfortunate necessity bymost atzû-kathi, but when they are forced to fight, commonly to defend their territory, Zinkrosh leads the charge. It is said she grants a divine rage to the fiercest warriors in battle.

The Atzú-Nemach Pantheon
Deity Alignment Suggested Domains Symbol Dinosaur Species
Anusemblai, goddess of community LG Knowledge, Order Three intertwined circles Triceratops
Fludot, goddess of life NG Life, Light Circle around three stars Allosaurus
Oblitharn, god of the wild NE Death, Nature Black tree covered in red vines Stegosaurus
Silbossi, god of dinosaurs N Life Silhouette of a dinosaur Any
Zinkrosh, goddess of war LE War Spear and shield T-Rex
The Filnór Pantheon
Deity Alignment Suggested Domains Symbol
Aerni Cur Og, goddess of earth, plants, and animals NG Nature Massive tree
Caernan Bún Dir, god of war LE War Seven spears
Embroch Lanandir, goddess of death N Death, Grave Weathered tombstone
Iolidarr Bidlón, goddess of the sea and storms CE Depths, Tempest Seven waves above a ship
Oliadoth Barleyheart, god of agriculture CN Life Field of barley
Sekkie Danó, goddess of druidic practices LN Grave, Nature Gnarled staff
Shiarnel Fuirdoth, god of trade and gold NE Knowledge, Trickery Golden cart
Suélraine Ils Anzo, god of warmth and home LG Life, Light Hearth

The Filnór Pantheon

The filnór, or dawnfolk, humans don't worship the Deklesian Pantheon like most other humans do, instead worshipping their own gods. The Filnór Pantheon is said to live in Fuirdgreine, a demiplane accessible only by a portal hidden in Tethyr north of Nath Cúin.

Aerni Cur Og. The goddess of earth, plants, and animals speaks through the songs of the birds and the breeze and waves, so says the Oldearuinael, her holy book of how to be good to nature. Her holy day is on the 19th of Elradine.

Caernan Bûn Dir. The fight for freedom is the core narrative of filnór history, and the clever and vicious god Caernan Bún Dir is the central figure in that story. His holy day is on the 7th of Nurmoss.

Embroch Lanandir. Clad in a cloak made of skulls, Embroch takes her believer's souls to the afterlife, guarding them on their way from spiritual threats. Her holy day is on the 28th of Urgoth.

Iolidarr Bidlón. Iolidarr was the simple goddess of sea life, until Durmadól abandoned the filnór. She has filled her place well, delighting in her ability to rain storms down on the coasts of the filnór people. Her holy day is on the 3rd of Omlatha.

Oliadoth Barleyheart. The lord of the golden wheat, Oliadoth is honored by making figure of grain, and placing them where one's farm should be protected. His holy day is on the 28th of Melrú.

Sekkie Danó. Druids are more common amongst the filnòr than around other peoples, and often act as the priests for any of the filnór gods. Sekkie Danó is the divine queen of the druids. Her holy day is on the 14th of Chenvol.

Shiarnel Fuirdoth. Filnòr merchants may face discrimination in non-filnór lands, but still many take this job that lets them see the world, and pray to Shiarnel Fuirdoth for wisdom in their dealings, honest or not. His holy day is on the 1st of Nurmoss.

Suélraine Ils Anzo. Suélraine's holy symbol is painted over the hearth in her worshipper's homes, and she brings warmth and safety to them throughout the year. Her holy day is on the 8th of Devkanir.

The Triton Pantheon

The tritons beneath the sea worship their own pantheon of marine gods, described here.

Fenisarn. Undersea forge are powered by divine magic, from the goddess Fenisarn who claims to have created them.

Olisbaros. Olisbaros is the leader of the tritons, and takes the form of a faceless triton clad in golden armor. They will sometimes speak through their priests, giving orders to all triton-kind. Their holy day is on the 2nd of Chenvol.

Salvum Ert. Triton military is well organized, and Salvum Ert is the model legionaire. Her priests are often army leaders, and command respect for their powers.

The Triton Pantheon
Deity Alignment Suggested Domains Symbol
Eplivaum, god of magic N Arcana, Life Three stars
Fenisarn, goddess of fire and the forge LN Forge Hammer
Olisbaros, primary triton deity LG Depths, War Golden trident
Plavidium, god of sea life CN Depths, Nature Shark
Salvum Ert, goddess of law and legions LN Order, War Three shields

Other Deities

The new deities presented in this book are not restricted to the four other pantheons described in this chapter. Some here are small pantheons with only a few deities, and others are unique gods and goddesses.

Alxar. The goddess of insects is a cruel, evil husk of a person, who is covered in bugs. Her worshippers are almost always mad, and delight in causing pain and suffering to innocents. Cults of Alxar are chaotic in organization, and rarely turn into a major threat.

Iladdrig. Travel in the Ancient Lands can be a dangerous affair, and many turn to Iladdrig for protection and safety. Her holy symbol is worn as a necklace by many travelers. Shrine to Iladdrig can be found near places traveled through often, such as passes and docks.

Kaladriuk. A god of conquest, Kaladriuk has mysterious origins, and few devoted followers. Conquerers and other military leaders will sometimes seek Kaladriuk's help at rick of their reputation, but he always demands something else in return. Kaladriuk does not value individual lives, seeing them as a path to his own success.

Miphus. The god of mapmakers, Miphus' worshippers search to know the location of everything and share it with others. He will sometimes grant a means of navigation to people who are lost, or don't know where they're heading. His clerics are always valued as explorers, and it is said they can never become lost.

Yurichti. The goddess of the sky is worshipped in temples high in the mountains, and grants her clerics magical flight. Yurichti's fury can manifest as tornadoes, that wreak devastation upon those who displease her. The goddess demands offerings from some people, who seem to be chosen on a whim, in the form of art devoted to her.

Racial Deity's Holy Days
Deity Pantheon Month Day
Annam Giant Nurmoss 18
Clangeddin Silverbeard Dwarven Devkanir 11
Corellon Larethian Elvish Elradine 14
Dumathoin Dwarven Semlod 28
Garl Glittergold Gnomish Chenvol 7
Gruumsh Orc Huvran 2
Labelas Enoreth Elvish Nurmoss 18
Lolth Drow Velrú 15
Maglubiyet Goblinoid Chenvol 3
Moradin Dwarven Omlatha 26
Sehanine Moonbow Elvish Melrú 3
Yondalla Halfling Shemlith 23

The Desert Three. The stout halflings of Carnoleddi worship a trio of gods native to the land called the Desert Three. Hafar is the god of water, a vital resource in the desert, and the waterways that crisscross Carnoleddi. Jaluko is the patron goddess of cities and towns. Timblu is the goddess of the carnoleddite merchants who are known by traders throughout the Gartrunian Kingdom.

The Elemental Pantheon. These deities personify the four elements, air earth fire and water. They are rarely a person's most honored deity, instead being looked to by worshippers of other pantheons for help with specific problems.

Other Deities
Deity Alignment Suggested Domains Symbol
Alxar, goddess of insects CE Death Spider
Iladdrig, goddess of travellers N Knowledge, Life Sailing ship
Kaladriuk, god of conquest NE Death, War Upward arrow over a blue circle
Miphus, god of cartography LG Knowledge Compass rose
Torog, god of the underdark NE Death T attached to a circular shackle
Yurichti, goddess of the sky CG Tempest Stylized mountain peak
The Desert Three
Hafar, god of water N Depths, Nature Geyser
Jaluko, goddess of home CG Life, Forge Mud hut
Timblu, goddess of merchants LE Knowledge Six lines woven together
The Elemental Pantheon
Auquelos, goddess of elemental water N Depths Wave
Auros, god of elemental air N Tempest Three spirals
Ignos, god of elemental fire N Light Flame
Terros, goddess of elemental earth N War Boulder

Part 4: New Magic Options

The Ancient Lands is a vast place, and the plethora of people who dwell there have developed a multitude of magic creations. Magic items from Gamiland, spells from Migson, and ancient rituals from the age of dragons can all be found accompanying adventurers who know how to use magic.

Magic Items

The following magical items are available to player characters and NPCs alike. They use the same rules as presented in the Dungeon Master's Guide.

Elemental Lense

Wondrous item, rare (requires attunement by a spellcaster)

An elemental lense can be designed for one type of damage; cold, fire, force, lightning, or thunder. It also functions as a spellcasting focus. When you cast a spell that deals cold, fire, force, lightning, or thunder damage, you can expend one of the lense's 5 charges to instead have the spell deal damage of the type it is designed for. The lense regains 1d4+1 charges daily at dawn.

Goggles of Mind Reading

Wondrous item, uncommon (requires attunement)

These goggles have 3 charges. While wearing these goggles, you can expend 1 charge to cast the detect thoughts spell (spell save DC 13). The goggles regain all expended charges at dawn.

Good Luck Charm

Wondrous item, uncommon

While wearing this small idol, you can reroll an attack roll, ability check, or saving throw you dislike. You must use the second roll. Once you use this once, you cannot use the property again for 3 days.

Lightning Rod

Weapon (any melee weapon that is at least partly metal), rare

While wielding this weapon, you can use your reaction when hit by a ranged attack that deals lightning damage to add a bonus to your armor class equal to your proficiency bonus against that attack. You can instead add the bonus to any saving throw the attack requires.

Mage's Hammer

Wondrous item, rare

This hammer has 1 charge. A creature with proficiency in smith's tools can spend 8 hours using the hammer at a forge on a weapon to give the weapon a permanent +1 bonus to attack and damage rolls. If the weapon already has a bonus of that nature, then the hammer bestows no effect. Once used, it becomes an ordinary hammer.

Oko Wand

Wand, common (requires attunement by a spellcaster)

While wielding this wand made of wood from an oko tree, you can force a creature to have disadvantage on a saving throw against one enchantment spell that you cast using this wand. Once it has been used, this feature cannot be used again until the next dawn.

Parkour Boots

Wondrous item, uncommon

While wearing these dark, quiet boots, you can run on vertical surfaces using your normal movement speed, as long as you end your turn on a surface you would normally be able to stand on. All rules on movement, including difficult terrain, still apply.

Portable Mythal

Wondrous item, varies (requires attunement)

A portable mythal is a helpful device, that can create one or more magical effects in a 20 foot radius sphere centered on it, that lasts for 1 hour. Individual properties cannot be turned on and off, they are all active when the mythal is.

A portable mythal has 1d6 of the following features (minimum of 2), the quantity of which determines the item's rarity. 2 features make it uncommon, 3-4 features make it rare, and 5-6 make it very rare.

1d6 Feature
1 The mythal functions as an immovable rod
2 One creature of your choice that you can see at initiative count 20 had disadvantage on all attack rolls it makes before the next initiative count 20.
3 All creatures in the mythal have resistance to one damage type that is not bludgeoning, piercing or slashing.
4 Weapons within the mythal are considered nonmagical for the purpose of determining resistance and immunity.
5 You automatically know how many creatures are in the mythal, and what type they are.
6 As a bonus action, you can turn up to seven willing creatures invisible until the start of your next turn.

Ring, +1, +2, or +3

Ring, uncommon (+1), rare (+2), or very rare (+3)

You have a bonus to attack and damage rolls for unarmed strikes made while wearing this magic ring. The bonus is determined by the weapon's rarity.

Ring of Quick Attacks

Ring, rare (requires attunement)

When you take the attack action, you can immediately expend the ring's single charge to take the attack action again as your internal clock speeds up. Also, all of your attacks during the extra action that are not made with a heavy melee weapon are made with advantage. The ring's single charge is restored at dawn.

Soulblade

Weapon (longsword), legendary (requires attunement)

Few of these longswords are still wielded in the Ancient Lands. Forged by the dwarven kingdom Abazai, most have been lost to time, buried in subterranean vaults and royal tombs. You gain a +3 bonus to attack and damage rolls made with this sword, and it deals an extra 2d6 necrotic damage with the normal damage. In addition, if you use the sword to reduce a creature to 0 hit points, its soul is sucked into the sword. This sword can only hold 1 soul this way. Once a day, as an action, you may telepathically ask the soul a question of 25 words or less, which it can answer however it wants. You may release the soul from the sword as an action, from where it passes on to the afterlife.

Sunforged Armor

Armor (chain mail, half-plate, plate, or splint), rare (requires attunement)

While wearing this +1 armor, you have resistance to radiant damage. This armor has 3 charges which it regains daily at dawn. You can expend all 3 charges to cast the daylight spell.

This armor’s properties only function when it is underground.

Sunforged Shield

Armor, (shield), uncommon (requires attunement)

While attuned to this shield, you gain advantage on saving throws against being blinded.

This shield’s properties only function when it is underground.

Sunforged Weapon

Weapon (a battleaxe, handaxe, longsword, or shortsword), rare (requires attunement)

This blade emits bright light in a 30-foot radius and dim light in a 60-foot radius, regardless of wether a creature is attuned to it or not. This weapon has 5 charges which it regains daily at dawn. While holding it, you can expend one charge to force a creature within 60 feet of you to make a DC 15 Constitution saving throw or be blinded for 1 minute. The blinded creature can repeat the saving throw at the start of each of its turns. You can also expend 3 charges to make the sword deal an extra 1d6 radiant damage on a hit for 1 minute.

This weapon’s properties only function when it is underground.

Sunforged Items

The secret to crafting sunforged equipment was lost thousands of year ago when a dwarven kingdom fell. Now, many dwarves would pay handsomely for the formula to craft it.

Sunforged Set. If you are attuned to a sunforged weapon, shield, and armor, you gain the following benefits:

  • You cannot be blinded.
  • You gain immunity to radiant damage
  • You can expend 5 charges from any of the items, and gain resistance to bludgeoning, piercing, and slashing damage for 1 minute.

Thief's Cloak

Wondrous item, uncommon (requires attunement)

While you wear this dark colored cloak with its hood up, you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's magic makes you blend into the background. Pulling the hood up or down requires an action.

The magic of this cloak only works in areas where there are shadows and does not function in bright daylight.

The cloak also has 8 secret pockets sewn into the lining, which can be used to hide small objects in. These pockets cannot be seen by anyone else unless they succeed at a DC 20 Intelligence (Investigation) check.

Thought Preserver

Wondrous item, common

This device is used to preserve thought based information. When you cast the encode thoughts while attuned to this item, you can have it instead produce a copy of the thoughts that emerges from the item. If you do it this way, the thought strand has an indefinite life span. You can use this item as an arcane focus.

Traveler's Sash

Wondrous item, rare

This unassuming gray sash allows its wearer to travel unnaturally far. While wearing this sash, your walking pace is increased by 2 miles per hour. The sash must be worn at all times during the journey for this benefit.

Wand of Hedges

Wand, rare

This wand has 5 charges. While wielding the wand, you can expend 1 charge to create a 20 foot long, 5 foot wide hedge within 30 feet of you. The hedge is 6 feet tall. Moving through the hedge requires a successful DC 15 Strength (Athletics) check, and regardless of the check's result, the creature take 2d6 slashing damage.

The wand regains 1d4 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand wilts into dust and is destroyed.

Spells

A few new spells are presented here. The Spell Classes table shows which spells can be used by which classes.

Spell Classes
Spell Classes
Capture Bard, Sorcerer, Warlock, Wizard
Dragon Bolt Cleric, Elementalist, Sorcerer, Wizard
Lifting Gale Druid, Elementalist, Ranger, Sorcerer
Origami Artificer, Bard, Cleric, Warlock, Wizard
Seismic Rift Cleric, Druid, Elementalist, Paladin
Water Blast Elementalist, Sorcerer, Warlock, Wizard

Capture

4th-level enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a swallow's feather)
  • Duration: Concentraion, up to 1 hour

You touch one target, who must succeed on a Wisdom saving throw, or become under your control for the spell's duration, while under your control, the target follows you wherever you go, unless ordered to stay put. the spell ends if the target takes any damage. While under this spell, the target cannot form any new memories. If the target succeeds on the saving throw, they do not realize that a spell was cast on them.

Dragon Bolt

8th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a sapphire worth at least 1,000 gp)
  • Duration: Instantaneous

You summon the spectral head of a dragon that encompasses you, and breathes a powerful bolt of lightning before dissapearing. You shoot a 100 ft. long, 10 ft. wide line with you at one end. Each creature in the line must make a Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much on a successful one. You can choose a number of creatures equal to your spellcasting ability modifier. Each creature takes no damage on a successful save, and half damage on a fail.

Lifting Gale

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 10 ft.
  • Components V, S
  • Duration 1 round

A sudden and powerful updraft originates in a point you can see within range. Each creature within 5 feet of the updraft is pulled 80 feet upwards. An unwilling creature can make a Strength saving throw, remaining on the ground on a success. If a creature hits an object while being pulled up, it takes 1d6 bludgeoning damage for every 20 feet up it went.

Origami

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 5 ft.
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You magically fold and animate a Tiny piece of paper or similar material, such as a leaf, within range. You can fold it into one of the following shapes:

Boat. The boat floats on and is not destroyed by water. When placed in water, you can mentally direct the boat to move in any direction along the water's surface, at a speed of 5 feet per round. The boat is able to carry a single Tiny object that weighs 1 pound or less.

Crane. The crane has a fly speed of 10 feet. You can mentally direct the crane to move, or name a location within 1 mile that you know of. The crane will fly to the location and land, becoming inert.

Dog. The dog has a movement speed of 10 feet. You can mentally direct the dog to move. If a creature hostile to you moves to within 10 feet of the dog, the dog moves up to its speed towards it and gives off a loud barking noise. Afterwards, the dog unfolds itself and becomes inert.

Flower. The flower is controlled by the time of day. It is open during the day and closed during the night. During sunrise and sunset, the flower slowly opens and closes respectively.

Samurai. The samurai has a movement speed of 5 feet. You can mentally direct the samurai to move. The samurai always points its sword in the direction of the nearest castle or fort.

You can have up to 5 pieces of origami active at once.

Seismic Rift

3rd-level transmutation


Casting Time: 1 action
Range: Self
Components: S
Duration: Instantaneous


You strike the ground causing a 10 foot wide, 30 foot long, horizontal line of earth originating from you to shoot into the air. Each creature standing on the line must succeed on a Dexterity saving throw or take 4d10 bludgeoning damage and be thrown 10 feet in the air, taking fall damage as normal. The ground in that line then becomes difficult terrain.

Water Blast

2nd-level conjuration


Casting Time: 1 action
Range: 30 ft.
Components: S
Duration: Instantaneous


You shoot a blast of water at a creature. Make a melee spell attack against one creature or object. On a hit, the target takes 4d6 bludgeoning damage and is pushed back 10 feet. If the target is on fire, the fire is extinguished.

Rituals

A ritual is an arcane casting of powerful magic, similar in scale to high level spells. A ritual is different from a spell as it requires a longer time to cast, and needs multiple casters.

Learning how to cast the ritual is normally the most challenging part, forcing would be casters to travel far and defeat powerful foes. A ritual has a specific rarity: common, uncommon, and rare. an common ritual requires only consultation with a powerful mage, or the delving into a single dungeon. Uncommon rituals are harder, perhaps being in a far away city, or involving planar travel. The hardest rituals to find are rare, which could be limited in knowledge to only a few people.

Rules

A ritual's description first list seven specific requirements and descriptives. Circle refers to an arcane circle, a flat, circular piece of ground that's diameter is listed in the ritual description. It costs a specific price to create an arcane circle, which is also listed in the description, but it can be reused. A ritual requires multiple Casters, which must be present the whole time unless otherwise noted. The caster levels required in a spellcasting class are noted. A Casting Time is the same as that of a spell. Some rituals must be cast on a specific Date, such as midsummer, or a new moon. Only some Classes can perform a specific ritual. Materials are all consumed by the end of the ritual. Rituals are a challenging ordeal, and people who's level or CR is below the Required Level gain no effects.

Making Rituals

There are obviously more than four rituals in the Ancient Lands. In fact, there are an infinite number of combinations. Still, most of them are useless or horribly inefficient. In the end, there are probably about a thousand rituals known to denizens of the gartrunian empire. The ones listed here are the most commonly known, and most others are known to only one or two mages. The Terping Council tries to record different rituals like they do with spells, and visiting their headquarters in the Celestial Kingdoms is the best way to get access to a huge amount of rituals (seven hundred and thirty two to be precise).

If there is a specific ritual that you would like to learn, then work with your DM to make balanced specifics, and ask them to drop an opportunity for your character to learn it soon. If your character is an experimenter in magic, and has a lot of downtime, they could try random combinations that seem close to the desired effect, and hope to be lucky. If you follow this path, then expect 1d10 x 5 + 90 days for a common ritual, 1d20 x 5 + 150 days for an uncommon ritual, or 2d20 x 10 + 200 days for a rare ritual. Your DM decides the rarity based on the effect's strength.

Rituals in Other Settings

Most rituals are equivalent to a very high level spell. Therefore, if your campaign is set in a different setting, rituals may not be part of that game. If it is important, many of their effects can be assigned to magic items or divine blessings.

Sample Rituals

The following rituals are a selection of the most common ones in the Ancient Lands.

Immortality


Rarity: Common
Circle: 20 ft., 500 gp
Casters: Two 3rd level, one 8th level
Casting Time: 8 hours
Date: Full or new moon
Classes: All
Required Level: 17
Materials 1,000 gp in rare herbs, 1 item taken from a plane corresponding to the targets alignment, and the heart of a young or older dragon.


The ritual of immortality is the most well known ritual to civilization, and despite the efforts of many powerful mages, the knowledge of how to cast it is easy to come by. It was originally found by the dragons of lore, who used it despite the almost cannibalistic tendencies it had for them. It was used by every notable civilization since then, and is a favorite among archmages, who use this new time of their lives to research new magics.

Instructions. The casting requires 2 hours before hand to prepare the heart in herbs that maximize its magical properties, though this can happen up to 2 weeks before the casting. If the heart is not refrigerated below freezing, it will lose its magic in 6 hours. The casting must take place at an arcane circle, with a special sigil sequence that takes a total of 12 hours to paint, though it can be spread across multiple days and painters.

When the casting begins, the two 3rd level casters begin a draconic chanting, while making arcane gestures. The recipient of the spell stands in the middle of the arcane circle, while the 8th level caster expends an 8th level spell slot to extract the dragon heart's magic. This takes 1 hour. The 3rd level casters then both expend two 2nd level spell slots to channel this energy. All of the casters then use the rest of the ritual binding the dragon's heart to the recipient.

Effects. When this ritual is cast, the target stops aging, and automatically succeeds on all saving throws against disease.

Warrior's Blessing


Rarity: Common
Circle: 25 ft., 800 gp
Casters: Three 5th level
Casting Time: 12 hours
Date: Any
Classes: Cleric, Druid,
Required Level: 15
Materials 1,500 gp in rare herbs, 10 humanoid sacrifices, at least 30 kilograms of humanoid bones, a martial weapon.


This dark and bloody ritual requires heaps of dead, which make it unpopular. Many warlords use this ritual, alongside other leaders who wish to be great warriors. The effects are powerful, and they leave a mark on the ritual's target. This could be a scar, or rotten teeth, or something else. A person can elect to undertake this ritual multiple times, but doing so would be foolish. The risk of insanity is high.

This ritual is unlike others in that it requires the assistance of a god. The assistance required isn't much, the god must merely take a moment to gift some of their divine power (which quickly heals). Still, most gods require something in return, such as the target's soul, or its servitude. For the purpose of this ritual, a god is any sufficiently powerful being, including archdevils and powerful krakens.

Instructions. The ritual begins with rythmic chanting in abyssal or infernal, during which the target uses a knife to inscribe a rune in themselves with blood, that lasts until the end of the ritual. Then one priest begins to grind the bones into a fine powder, which is absorbed into the rune. This is continued at intervals throughout the ritual. At this point, the first three sacrifices are made to whichever power is officiating the ritual, and their hearts are torn out of their live bodies. The target then eats the hearts. This is followed by more rhythmic chanting, and then another three sacrifices in the same manner. Then more chanting, then three more. After this, the last sacrifice's eyeballs are removed, and they are beheaded. After this is done, the ritual is complete. Still the target must kill a creature that speaks at least one language within 24 hours, or it loses the effect.

Effects. The target gains 5 hit points per level (or 5 times its CR), and each of its weapon attacks does an additional 5 damage. As an action, the target can grant itself resistance to all damage except psychic for 1 minute. Once it has used this last feature, it must finish a long rest before it can use it again. Every time a target undergoes this ritual after the first, there is a 50% chance of them gaining a form of indefinite madness. If the madness is cured, then the target loses all the benefits from that casting.

Transcendence


Rarity: Uncommon
Circle: 25 ft., 2,300 gp (special)
Casters: Three 6th level, two 7th level, and one 9th level
Casting Time: 10 hours
Date: Any
Classes: Cleric, Druid, Elementalist
Required Level: 11
Materials 9,250 gp in rare herbs, seven pounds of gold, seven giant's brains, at least part of an angel or devil.


Those that feel they hold a greater destiny than a lowly mortal take part in this ritual, which frees them from their bodies, and allows them to ascend almost to divinity. Common among cult leaders and evil monarchs, this ritual is seen as a method to become a god.

If you wish to undergo this ritual, discuss it with your DM. The abilities granted are intentionally vague, and the DM is the final arbiter when it comes to your capabilities.

Instructions. This ritual begins with rythmic chanting, while strong incense is burned. This causes the gold to slowly crumble into a fine powder, which levitates in a cloud above the target. The gold dust then begins to slowly fall on the target's head, until they are covered 1n gold. The gold then begins to glow. The three lowest level casters then all slit the giant's brains open, and allow the liquids to pour onto the target, burning as they come into contact with them. This smoke rises and hovers above the arcane circle until the ritual's completion.

Finally, the body part of an angel or devil is pressed into the target's forehead, which completes the ritual. Each caster gains 3 levels of exhaustion, and all of their spells slots. The target's body fades into gold dust, which can quickly be dispersed by the wind, and holds little monetary value.

Effects. The target's soul becomes detached from their body, and can move wherever it wants, including through solid objects. It has a flying speed of 50 feet, and can sense things as normal. It's soul is invisible. The target may communicate telepathically with a creature if it is within ten feet of it, unless the creature's mind is warded. As a bonus action, the target may summon or destroy their body, which retains its statistics prior to the ritual. When returning to their incorporeal form, the target's body disappears alongside everything the target was wearing or carrying, and all equipment reappears when their body is used again. The DM may award the target additional bonuses if they have a following of worshippers.

Summon Planar Being


Rarity: Rare
Circle: 50 ft., 3,500 gp (special)
Casters: Four 5th level, three 7th level, and two 9th level
Casting Time: 18 hours
Date: Solstice
Classes: Cleric, Druid, Warlock, Wizard
Required Level: 17
Materials 10,000 gp in rare herbs, a gift for the target of at least 5,000 gp in value, a forked metal rod worth at least 1,000 gp, attuned to the target's plane of existence.


Powerful beings such as demon lords, angel kings, banished gods, and imprisoned titans, all have reasons to wish to enter the material plane, yet for various reasons, they are forbidden to do so. Still, the magical boundaries of the universe can be broken from the inside, if the entities have powerful followers who are willing to get behind this great expense. This ritual is known as the gateway, and is feared by common folk who know the consequences of an entity of that power's rampage.

The DM may add to the required materials for this ritual if the target is in a particularly tough plane to escape.

Instructions. The ritual starts with rythmic chanting by all participants except one, the leader. The leader offers a prayer to the target, and tells of the caster's offering. The casters then begin burning incense, and rise and use arm gestures as well. Then, three casters bring out the offering, which is placed at the center of the circle. More chanting follows, and then the leader steps out with the forked metal rod, and begins to use it to break through the planar barriers, by praying and casting spells. Then, the leader steps back, and the offering crumbles to ashes.

Effects. A 30 foot diameter, horizontal circular portal opens at the center of the circle, facing the lead caster. This portal is opaque, and shimmers a color chosen by the DM. This portal's other end opens on the target's plane of existence, and is transparent, allowing them to see the situation at the circle. Only the target can use the portal. The portal stays open for 1 minute before it closes again.

Part 5: Friends and Foes

Throughout their travels, adventurers in the Ancient lands are bound to fight a wide variety of foes, both beasts and people. This chapter provides the game statistics of several new monsters in alphabetical order, along with descriptions. Almost all of these monsters can be easily repurposed for any campaign setting, homebrew or pre-made.

Angels

The holy protectors of law and good, angels are one of the strongest forces in the universe. From their homes in the Seven Heavens, angels travel anywhere that evil lingers, to put a stop to it by the blade. In the Ancient Lands, angel serve a role similar to devils, albeit for the forces of good, as opposed to gods as described in the Monster Manual. The types presented there are still in the Ancient Lands, just as inhabitants of the Seven Heavens.

Armored Angel (Feldazra). Armored angels work well as front lines, near impossible to hit beneath their layers of bony plates. These bulky celestials are armed with slings, with which they lack skill, alongside their recognizable golden pikes. They are well drilled in maneuvers, and fight as a unit. They also make good guards, keeping watch for threats.

Titanic Angel (Densair). These twenty foot tall angels tower over their brethren, and are scattered amongst angelic legions as artillery, as well as to scare away their foes. They use their large hands to throw stones and clumps of dirt, and some commanders build howdahs atop the angels to get a better view of the enemies.

Ice Angel (Malrune). Ice angels fly across the Seven Heavens, in swarms of ten to twenty, and leaving a trail of cold air in their wake. In the material plane, ice angels work in groups of no smaller than three, but even in small numbers fight ferociously. Its only when an ice angel is on its own does it even consider giving up.


Armored Angel

Medium celestial (angel), lawful good


  • Armor Class 19 (natural armor)
  • Hit Points 82 (11d8 + 30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 8 (-1) 16 (+3) 10 (+0) 13 (+1) 12 (+1)

  • Saving Throws Dex +5
  • Skills Perecption +4
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses Darkvison 120 ft., passive Perception 14
  • Languages Celestial, telepathy 120 ft.
  • Challenge 5 (1,800 XP)

Magic Resistance. The angel has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The angel makes three attacks with its pike, or two attacks with its sling.

Silver Pike. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 11 (2d8 + 5) piercing damage.

Sling. Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. Hit: 5 (2d4) bludgeoning damage.



Titanic Angel

Huge celestial (angel), lawful good


  • Armor Class 15 (natural armor)
  • Hit Points 115 (10d12 + 50)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 7 (-2) 20 (+5) 16 (+3) 11(+0) 15 (+2)

  • Skills Perception +2
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses Darkvision 120 ft., passive Perception 12
  • Languages Celestial, telepathy 120 ft.
  • Challenge 8 (3,900 XP)

Magic Resistance. The angel has advantage on saving throws against spells and other magical effects

Actions

Multiattack. The angel makes two slam attacks or two rock attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.





Ice Angel

Small celestial (angel), lawful good


  • Armor Class 14 (natural armor)
  • Hit Points 31 (7d6 + 7)
  • Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 13 (+1) 10 (+0) 9 (-1) 8 (-1)

  • Skills Perception +1
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical effects
  • Damage Immunities cold, poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses Darkvision 120 ft., passive Perception 11
  • Languages Celestial, telepathy 120 ft.
  • Challenge 2 (450 XP)

Cold Body. A creature that touches the angel or hits it with a melee weapon attack while within 5 feet of it takes 3 (1d6) cold damage.

Magic Resistance. The angel has advantage on saving throws against spells and other magical effects.

Actions

Scratch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) cold damage.

Bark Blight

Blights are dark creatures made of plants, spawned by dark spellcasters or a gulthias tree. The strongest type of blights are bark blights, great, hulking creatures the size of a human. They are challenging to create, and correspondingly rare.

Blights in the Ancient Lands. Blights of needles, vines, and twigs are the bark blight's more common cousins. All of these foul creatures can be found lurking in dark forests, and creeping through dark tunnels. Wood elves despise blights even more than other races do. They will destroy these creatures with sudden violence, uprooting any tree they suspect of spawning these abominations.


Bark Blight

Medium plant, neutral evil


  • Armor Class 15 (natural armor)
  • Hit Points 17 (3d8 + 3)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
13 (+1) 9 (-1) 13 (+1) 4 (-3) 8 (-1) 3 (-2)

  • Skills Stealth +1
  • Damage Vulnerabilities Fire
  • Condition Immunities Blinded, Deafened
  • Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 9
  • Languages understands Common but can't speak
  • Challenge 1 (200 XP)

Actions

Multiattack. The bark blight makes two claw attacks.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.


Bridge Troll

Large giant, neutral evil


  • Armor Class 11 (hide armor)
  • Hit Points 42 (5d10 + 15)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
17 (+4) 8 (-1) 16 (+3) 5 (-3) 7 (-2) 7 (-2)

  • Skills Perception +1
  • Senses Darkvision 60 ft., Passive Perception 11
  • Languages Common, Giant
  • Challenge 2 (450 XP)

Bridge. The bridge troll has a magical link to a specific bridge. The troll cannot willingly move more than 1 mile from its bridge. The troll has advantage on all attack rolls against creatures that are within 5 feet of its bridge. If a creature attempts to cast a spell of 1st-level or higher while on the troll's bridge, it must succeed on a DC 8 ability check using its spellcasting ability, or the spell fails, and the spell slot is wasted.

Actions

Greatclub. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Thorn Blights

Some blights come from especially thorny plants, and gain the following trait:

Thorns. Whenever a creature hits the blight with a melee attack, the creature takes 1d4 piercing damage.

Bridge Troll

Even though they are called trolls, these giants who live under bridges are actually more similar to ogres in build. These fearsome creatures sport tan, wet skin, have large eyes, and big feet. They will take tree trunks they find and fashion them into clubs, and steal javelins from travelers they eat. A bridge troll finds a bridge once it reaches maturity, and settles down for life. Local villages will pay large sums to anyone who kills a bridge troll who has just taken up place at an important bridge. If its bridge is destroyed though, the troll ruthlessly hunts down those responsible.

Dens. A bridge troll's den will vary greatly. Under a small country bridge, it might just me a muddy cave next to the bridge, or it could be a strongly built stone hut. Regardless of these variations, these dens share several consistencies. All of these dens are no more than a hundred feet from the troll's bridge, and all have at least one iron cauldron. These trolls are famous for eating only boiled meat.

Faeries

Almost anywhere in the Feywild, one can find the cruel and wicked faeries. Though they are closely related to sprites and pixies, faeries are every bit evil as their cousins are good. They trick anyone they can into doing bad things, and force others to become slaves in their halls on the material plane.

Wicked Whisperers. Many small villages near forests have tales of the faeries, and many are scarily true. Though they stand only two inches tall, these creatures are gifted with a supernatural resilience. Their size allows them to sneak into houses unseen, and whisper into the ear of sleeping humanoids. Other times, they decieve their prey, telling them that they have been visited by a pixie, not a cruel faerie.

Fell Halls. Under many a hillside lays a faerie hall, marked by two distinct entrances; one towards the sunrise on the summer solstice and one towards the sunset on the winter one. This is just one of many similarities all faerie halls share. Visitors who enter a faerie hall are instantly shrunken down to the size of a faerie, and anyone who eats even a tiny nibble of food or drinks a drop of wine is cursed to never leave. Faeries decorate their halls with elaborate golden and platinum decorations, and respond violently if anything is stolen. Visitors must be polite guests, and obey every rule posted at the entrance, or the faeries have every right to tear them to shreds.


Faerie

Tiny fey, chaotic evil


  • Armor Class 14
  • Hit Points 15 (6d4)
  • Speed 15 ft., fly 30 ft.

STR DEX CON INT WIS CHA
5 (-3) 18 (+4) 10 (+0) 12 (+1) 8 (-1) 15 (+2)

  • Saving Throws Dex +5
  • Skills Deception +5, Sleight of Hand +5
  • Condition Immunities Charmed, Grappled, Restrained
  • Senses Passive Perception 9
  • Languages Common, Sylvan
  • Challenge 1/4 (50 XP)

Spellcasting. The faerie is a 1st-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The faerie has following bard spells prepared:
Cantrips (at will): friends, mage hand, minor illusion
1st level (2 slots): charm person, faerie fire

Actions

Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage

Faerie Dust. The faerie blows magical dust in a 10 foot cone. All creatures in the cone must make a DC 13 Wisdom saving throw or take one of these effects randomly.

1. Charm Dust. The creature is charmed by the faerie.
2. Stun Dust. The creature is stunned.
3. Attack Dust. The creature takes 5 (1d4 + 3) psychic damage.
4. Distraction Dust. The creature has disadvantage on all ability checks and saving throws until the end of the faerie’s next turn.

Faerie Enchanter

Some faeries know a bit more of bardic magic, possessing a Charisma score of 18 (+4) and a different spellcasting trait:

Spellcasting. The faerie is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +7 to hit with spell attacks). The faerie has following bard spells prepared:
Cantrips (at will): friends, mage hand, minor illusion
1st level (4 slots): charm person, faerie fire, hideous laughter, sleep
2nd level (3 slots): enthrall, hold person, invisibility
3rd level (2 slots): hypnotic pattern. plant growth

Goblins

With a reputation as stinky cowardly thieves, goblins are often looked down upon by the so-called "civilized" races. This isn't true, evidently. Goblins can fill a wide array of rolls, represented by the following stat blocks. More information on goblins is provided in Part 1.

Alchemists. While their methods are eclectic, the natural curiosity of goblins makes them great alchemists. These goblins mix odd concoctions from an early age, and soon figure out how to increase their brew's potency to lethal levels. They can get into some dangerous accidents, with magical explosions rocking their homes.

Archers. Some goblins have a natural affinity for using bows, able to shoot their bows with extreme accuracy. They make great ambushers from afar, but are challenged at holding their own in melee combat. This stat block can also be used as a hunter.


Goblin Alchemist

Small humanoid (goblinoid), neutral evil


  • Armor Class 13 (leather armor)
  • Hit Points 14 (4d6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 13 (+1) 8 (-1) 7 (-2)

  • Skills Nature +3, Stealth +6
  • Senses Darkvision 60 ft., Passive Perception 9
  • Languages Common, Goblin
  • Challenge 1 (200 XP)

Alchemy. The goblin has 1d4 uses of each of its potion actions. it re-brews its potions when it finishes a long rest.

Actions

Poisoned Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 3 (1d6) poison damage.

Potion. The goblin chooses one of the following options, which it then uses.

1. Acid Potion. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 7 (2d6) acid damage.
2. Healing Potion. The alchemist, or another goblin who is willing, drinks a green potion and gains 1d4 + 1 temporary hit points.
3. Invisibility Potion. The goblin pours a blue potion over itself or another willing goblin, rendering it invisible until the end of its next turn.
4. Speed Potion. The alchemist, or another goblin who is willing, drinks a yellow potion. The goblin's speed is doubled for 1 minute.

Chieftains. A goblin who is particularly skilled in combat can quickly rise through the ranks to reach the top of their tribe's hierarchy by force. This stat block is meant to represent an especially powerful leader, who probably has several goblin bosses under his or her command.

Thugs. Any leader of questionable morals employs thugs and brutes to deal with threats. These goblins are not as nimble as the rest of their kin, but they make that up in pure strength and good armor. They specialize in intimidation and fear mongering, alongside guarding and mugging, and are valuable to any goblin boss.

Warlocks. Maglubiyet conquered the goblin pantheon a long time ago, but he still rules with utmost power. He grants the loyalest of his priests the ability to cast spells, and summon divine fire to thwart his enemies. These warlocks are more feared than honored in goblin society, but they are very powerful figures. No goblin dares of striking one down, as it would certainly bring divine retribution.


Goblin Archer

Small humanoid (goblinoid), neutral evil


  • Armor Class 13 (leather armor)
  • Hit Points 7 (2d6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1)

  • Skills Perception +1, Stealth +6
  • Senses Darkvision 60 ft., Passive Perception 9
  • Languages Common, Goblin
  • Challenge 1/4 (50 XP)

Archer's Eye (3/day). As a bonus action, the goblin can add 1d10 to its next attack or damage roll with a shortbow.

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.



Goblin Thug

Small humanoid (goblinoid), neutral evil


  • Armor Class 16 (scale Mail, shield)
  • Hit Points 16 (3d6 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 14 (+2) 10 (+0) 8 (-1) 8 (-1)

  • Skills Intimidation +1, Stealth +4
  • Senses Darkvision 60 ft., Passive Perception 9
  • Languages Common, Goblin
  • Challenge 2 (450 XP)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Relentless (Recharges After a Long Rest). When the goblin is reduced to 0 hit points from a single attack that does no more than 9 damage, it is reduced to 1 hit point instead.

Actions

Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 9 (1d10 + 2) slashing damage if used with two hands.

Shortbow. Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 3 (1d6) piercing damage.


Goblin Chieftain

Small humanoid (goblinoid), lawful evil


  • Armor Class 17 (studded leather armor, shield)
  • Hit Points 41 (9d6 + 9)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 17 (+3) 12 (+1) 12 (+1) 8 (-1) 13 (+1)

  • Skills Intimidation +3, Persuasion +3, Stealth +7
  • Senses Darkvision 60 ft., Passive Perception 9
  • Languages Common, Goblin , and one other
  • Challenge 4 (1,100 XP)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Multiattack. The goblin makes two scimitar attacks.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Rally (1/Day). All of the goblin's allies that can see or hear it and are within 30 feet of it and not incapacitated gain 5 temporary hit points and become immune to the frightened condition for 10 minutes.


Goblin Warlock of Maglubiyet

Small humanoid (goblinoid), neutral evil


  • Armor Class 13 (studded leather armor)
  • Hit Points 7 (2d6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 13 (+1) 10 (+0) 12 (+1) 8 (-1) 15 (+2)

  • Skills Arcana +3, Stealth +5
  • Senses Darkvision 60 ft., Passive Perception 9
  • Languages Common, Goblin, Infernal
  • Challenge 1 (200 XP)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Spellcasting. The goblin is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

Cantrips (at will): blade ward, chill touch, eldritch blast, friends
1st-2nd level (2-2nd level spell slots): hex, hold person, invisibility, suggestion

Actions

Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Maglubiyet's Fire. Ranged Spell Attack: +4 to hit, range 60 ft./180 ft., one target. Hit: 6 (1d8 + 2) fire damage.

Kitten Bee

The kitten bee's name is pretty self explanatory. It has the soft, furry, head and body of a kitten, but with black and yellow striped fur, and wings like a bumble bee (sized proportionately of course). They buzz from flower to flower, and pollinate them as they go along. They vomit honey, which heals their wounds. They nest individually, though they like to live near each other. Their dens are balls of woven grass built in the branches of trees.

Kitten bees will sometimes follow humanoids around, and if they seem to like the kitten bee, it builds its nest near wherever they dwell. This is a natural defense against predators, who the humanoid will scare off.


Kitten Bee

Tiny fey, lawful good


  • Armor Class 11 (natural armor)
  • Hit Points 2 (1d4)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
2 (-4) 13 (+1) 8 (-1) 3 (-4) 9 (-1) 5 (-3)

  • Saving Throws Dex +3
  • Senses Passive Perception 9
  • Languages --
  • Challenge 0 (10 XP)

Actions

Honey. The kitten-bee coughs up a teaspoon of energizing honey. Any creature that applies the honey to a wound regains 1d4+1 hit points. If the creature has the poisoned condition, that condition ends.

Sting. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Naffirs

A naffir is an aquatic celestial that swims through lakes and oceans in the Seven Heavens (see Part 3), or sometimes on other planes in water near some celestial power, like a portal or magic item. They bite with their large fangs, and secrete acid into their enemies limbs. They mysteriously never attack celestials unless magically compelled, making them great guards for angels and seorri.

A naffir is purple until adulthood, when it turns either red if it lives in freshwater, or blue if it lives in saltwater. Old naffirs grow yellowish spots on their stomachs, which can be used as a spice.


Naffir

Small celestial, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 88 (16d6 + 32)
  • Speed 45 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 6 (-2) 11 (+0) 7 (-2)

  • Saving Throws Con +4, Cha +0
  • Skills Perception +3
  • Damage Immunities acid
  • Senses blindsight 30 ft., passive Perception 13
  • Languages --
  • Challenge 5 (1,800 XP)

Amphibious. The naffir can breathe air and water.

Pack Tactics. The naffir has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of it and the ally isn't incapacitated.

Actions

Multiattack. The naffir makes two bite attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, plus 3 (1d6) acid damage.

Narabeest

Narabeest live on the plains of Davria, Embroshe, and the Shan. They are remarkable for their massive horns that point straight forwards. Each horn has a tiny hole in the tip, and when air is forced into the hole, it releases a deep bellowing sound that unsettles creatures. A narabeest is a prized trophy, for both its horns and its difficulty to kill.

War Horns. The horns of a narabeest are commonly used to martial armies. When a horn is blown, each creature within 300 feet of it that is not hostile to the horn blower must succeed on a DC 13 Wisdom saving throw, or have disadvantage on attack rolls against the horn blower and their allies until the start of the hostile creature's next turn. If this happens to a creature, it becomes immune to the Narabeest horn for 24 hours.

Narabeest Statistics

A narabeest uses the statistics of a giant goat, with the following trait:

Menacing Run. If the narabeest moves up to its speed on its turn, each creature within 30 feet of it must make a DC 13 Wisdom saving throw or be frightened until the end of its next turn.

Okos

Okos are red furred monkey like creatures, who live in the jungle. They talk in high pitched tones, and love playing rude pranks on other creatures. An oko is normally preceded by whoops of joy as it swing through the trees, looking for food or fun. Most people first see glimpses of red fur in the jungle around them, moving quickly before disappearing. Only a few encounters with an oko end in confrontation. Mostly, the oko follows its targets for a bit while it decides what type of prank to pull. Pranks could include dropping snakes in a tired explorer's pack, weakening a branch so that the next creature to put weight on it falls, or stealing shiny baubles from sleeping travelers. If an oko feels threatened, it quickly sneaks off, rarely to be found again.

Unhappy Servants. Okos hide their dens with the utmost carefulness, because it is said that if their den is found, the oko must serve the finder for a year. This motivates powerful rulers to pay large sums to anyone who can find an oko den, because okos are the best when it comes to detecting and removing poisons. Often a royal court will keep a few okos whenever they can to protect the ruler from being poisoned.

Oko Origins. An oko is born when a monkey eats the fruit of an oko tree, a tall, leafy tree, with glistening purple fruit. Oko trees are exceedingly rare, but their wood can be used to make a special type of wand called an oko wand. Monkeys who eat an oko tree's fruit become very drowsy, and quickly fall unconscious. While the monkey sleeps, its fur turns red and it gains the powers of an oko. When it wakes, an newly born oko normally relocates its den, so no one knows the new location. In exactly 5 months, an oko suddenly learns to speak. No sages understand why it takes so long, or how it happens so quickly. Whatever causes it, the oko often uses its gift of speech to amuse itself in typical oko fashion. Common uses of speech are to write cruel limericks, or make path signs that point the wrong way.


Oko

Small beast, chaotic neutral


  • Armor Class 15 (natural armor)
  • Hit Points 9 (2d6 + 2)
  • Speed 20 ft., climb 45 ft.

STR DEX CON INT WIS CHA
5 (-4) 19 (+4) 12 (+1) 7 (-2) 13 (+1) 14 (+2)

  • Skills Perception +3, Stealth +8
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 60 ft., Passive Perception 13
  • Languages any one language
  • Challenge 1/2 (100 XP)

Speak With Beasts. The oko can talk to and understand medium or smaller beasts.

Actions

Multiattack. The oko makes two claw attacks.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Remove Poison. The oko touches one object that can bestow the poisoned condition, or deal poison damage. If a creature would be poisoned, or take poison damage from touching the object, the oko does not. The oko removes the poison from the object, causing it to lose any poisonous effect.

Quenii

When a person dies, their soul is sent to the afterlife in the outer planes. Souls try to escape, but only a few succeed in returning to the material plane, in the form of ghosts. Some souls wait in the afterlife, however, until their life force is almost completely drained, before they try to escape. If they reach the material plane, they take the form of ghost like apparitions. They stand 5 feet tall, and look like featureless, transparent humanoids who glow softly. These souls, who have forgotten all but their names, are called quenii.

Woodland Lurkers. Quenii (singular: quena) gather in secluded woodland areas, forming small herds. They kill anything they find that's alive, and devour the soul in hopes of regaining their own. Their incorporeal form makes them almost impossible to slay, and their presence draws other quenii. This causes forests to become colonies for thousands of quenii, like the wood of chilled screams in Olbrin's Vale, or the dreaming forest in Danzirod.

Cruel and Hungry. The mere touch of a quena can be fatal, but their most powerful weapon is their ability to manifest the face of a victim's loved ones, even if the quena has never met their target before. This face often drives people mad, making them far easier to surround and destroy. Quenii hunt in packs of three to ten, and surround their prey before revealing themselves. Many an innocent traveler has looked up to find themselves surrounded by hungry ghosts.


Quena

Medium undead, unaligned


  • Armor Class 11 (natural armor)
  • Hit Points 40 (9d8)
  • Speed 30 ft., (hover)

STR DEX CON INT WIS CHA
5 (-3) 13 (+1) 10 (+0) 12 (+1) 13 (+1) 16 (+3)

  • Skills Intimidation +5
  • Damage Vulnerabilities Radiant
  • Damage Resistances Acid, Cold, Fire, Lightning, Poison, Thunder; Bludgeoning, Piercing, and Slashing from Attacks that aren't Adamantine
  • Condition Immunities Blinded, Deafened, Exhaustion, Grappled, Petrified, Poisoned, Prone, Restrained
  • Senses Darkvision 60 ft., Passive Perception 11
  • Languages any two languages
  • Challenge 1/2 (100 XP)

Incorporeal Movement. The quena can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Magic Resistance. The quena has advantage on saving throws against spells and other magical effects.

Pack Tactics. The quena has advantage on attack rolls against a creature if at least one other quena is within 5 feet of the creature and the quena isn't incapacitated

Shadow Stealth. While in dim light or darkness, the quena can hide as a bonus action.

Soul Stealer. When the quena reduces a creature to 0 hit points, it destroys the creatures soul, and the quena gains 2d6 temporary hit points.

Actions

Life Drain. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) necrotic damage.

Reveal Face (1/Day). The quena allows one creature that can see it and is within 30 feet of it to see the quena's face, which takes the form of one of the target's loved ones. The target must succeed on a DC 13 Charisma saving throw or gain a random form of short-term madness.

Seorri

One side of the Seven Heavens, seorri are agents of good and chaos. They dislike the angels, but that is nothing compared to their hate of fiends and other evildoers. Seorri spend most of their time in the Seven Heavens, and for good reason: if they leave, they lose their ability to be reincarnated, and so only come to the material plane if absolutely necessary.

Sea Serpents

Feared by all who sail upon the sea, the leviathans known as sea serpents can crush small ships with their body, and drag them down to the ocean floor. They are hard to see when they blend in with the shimmering sea, before they strike suddenly and fiercely at a vessel, eating its crew and cargo.

Sea serpents are about 20 feet long, and clad in strong, shimmering scales that can be any color under the rainbow. They have big white fangs, and unnatural yellow eyes. They lair alone in abandoned caves at the bottom of the sea, where they keep anything that catches their eye. Sea serpents can also live in freshwater lakes, as long as the water isn't too warm.


Sea Serpent

Huge monstrosity, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 137 (13d12 + 56)
  • Speed 50 ft., walk 10 ft.

STR DEX CON INT WIS CHA
24 (+7) 9 (-1) 18 (+4) 3 (-4) 9 (-1) 2 (-4)

  • Saving Throws Str +10
  • Skills Perception +3
  • Damage Resistances Fire, Piercing and Slashing from Nonmagical Attacks that aren't Adamantine
  • Condition Immunities Prone
  • Senses Blindsight 30 ft., Passive Perception 12
  • Languages --
  • Challenge 6 (2,300 XP)

Amphibious. The sea monster can breathe air and water.

Actions

Multiattack. The sea monster makes one attack with its bite, and one with its smash attack.

Bite. Melee Attack Weapon: +10 to hit, reach 10 ft., one target. Hit: 13 (1d12 + 7) piercing damage.

Smash. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage.

Galsotten. Galsotten are recognizable for their shells, pearly white with faintly colored stripes, that reflect light. When in danger, they curl up inside their shells and roll towards their enemies, plowing through foe after foe.

Pendirs. A pendir is an odd creature, standing on three legs, each armed with six inch claws, and wielding long tentacles that it knocks down its foes with. Pendirs make good guards with their wide, glowing eyes.

Vennada. These storm like spirits shoot across the plane of Ophea, their bodies made of the winds they lead. Vennada grow panicky when trapped in an enclosed space, and shriek until freed.



Galsotten

Medium celestial (seorri), chaotic good


  • Armor Class 18
  • Hit Points 39 (6d8 + 12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 15 (+2) 16 (+3) 8 (-1) 8 (-1)

  • Skills Perception + 2
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses Darkvision 120 ft., passive Perception 12
  • Languages Celestial, telepathy 120 ft.
  • Challenge 5 (1,800 XP)

Charge. If the galsotten moves at 30 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 10 (3d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Magic Resistance. The galsotten has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The galsotten makes one slam attack, and then uses it brilliant light.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage.

Brilliant Light. The galsotten shoots beams of light from its shell all around it. Every creature it can see within 30 feet of it must make a DC 14 Constitution saving throw, taking 10 (3d6) radiant damage on a failed save, or half as much on a successful one.



Pendir

Large celestial (seorri), chaotic good


  • Armor Class 16 (natural armor)
  • Hit Points 104 (11d10 + 44)
  • Speed 45 ft., climb 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 18 (+4) 6 (-1) 11 (+0) 9 (-1)

  • Skills Perception +4
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses Darkvision 120 ft., passive Perception 14
  • Languages Celestial, telepathy 120 ft.
  • Challenge 9 (5,000 XP)

Magic Resistance. The pendir has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The pendir makes two tentacle attacks.

Tentacle. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 21 (5d6 + 5) bludgeoning damage, and the target must succeed on a DC 17 Strength saving throw or be knocked prone.



Vennada

Medium celestial (seorri), chaotic good


  • Armor Class 14 (natural armor)
  • Hit Points 44 (8d8 + 8)
  • Speed 0ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
14 (+2) 19 (+4) 13 (+1) 9 (-1) 10 (+0) 9 (-1)

  • Skills Perception +2
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses darkvision 120 ft., passive Perception 12
  • Languages Celestial, telepathy 120 ft.
  • Challenge 3 (700 XP)

Magic Resistance. The vennada has advantage on saving throws against spells and other magical effects.

Wind Form. The vennada can occupy the same space as one other creature.

Actions

Slam. Melee Weapon Attack: +6 to hit, reach 0 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and the target is grappled until the start of the vennada's next turn.

Tuelthon

Tuelthon are 4-foot tall humanoids, covered in shaggy hair that ranges from tan, to almost black. They are independent nomads, traveling in small family groups that number no more than ten. Sometimes, a powerful non-Tuelthon, such as a mage or a mindflayer, will gather multiple Tuelthon into a horde. A horde grows as it meets more Tuelthon, who instinctively join.


Tuelthon Warrior

Medium humanoid, chaotic neutral


  • Armor Class 14 (hide armor)
  • Hit Points 11 (2d8 + 2)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 12 (+1) 7 (-2) 13 (+1) 6 (-2)

  • Skills Medicine +3, Nature +2, Survival +3
  • Senses Darkvision 60 ft., Passive Perception 11
  • Languages Tuelspeak
  • Challenge 1/4 (50 XP)

Actions

Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2 piercing damage or 6 (1d8 + 2) piercing damage if used with two hands.

Javelin. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

NPC Statistics

The following statistics are NPCs that populate the Ancient Lands alongside those described in other sourcebooks. They may to have magic items, or an adjustment to their statblock, to fit the story you want to tell. They might play an important roll in your game, or just as a quick fight.


Knife Juggler

Medium humanoid, any alignment


  • Armor Class 13 (leather armor)
  • Hit Points 22 (5d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 15 (+2) 10 (+0) 10 (+0) 10 (+0) 12 (+1)

  • Senses Passive Perception 10
  • Languages Any one language (usually common)
  • Challenge 1 (200 XP)

Knives. The knife juggler normally juggles 5 daggers. Any creature the juggler chooses within 5 feet of it must succeed on a DC 12 Dexterity saving throw at the end of their turn, or take 2 (1d4) slashing damage. If the juggler takes 4 damage or more from a single source, it drops one dagger. If the juggler has 3 or fewer daggers, the saving throw DC decreases to 10.

Actions

Multiattack. The knife juggler makes three dagger attacks.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) slashing damage.



Bounty Hunter

Medium humanoid, any alignment


  • Armor Class 15 (studded leather armor)
  • Hit Points 91 (14d8 + 28)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 14 (+2) 14 (+2) 12 (+1) 15 (+2)

  • Skills Athletics +5, Deception +4, Insight +3, Perception +3, Persuasion +4, Stealth +5
  • Senses passive Perception 13
  • Languages Common and two others
  • Challenge Challenge and Xp

Ambusher. The bounty hunter has advantage on attack rolls against any creature it has surprised.

Actions

Multiattack. The bounty hunter makes two attacks.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.



Orator

Medium humanoid, any alignment


  • Armor Class 11
  • Hit Points 22 (5d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 10 (+0) 16 (+3) 14 (+2) 19 (+4)

  • Saving Throws Cha +6
  • Skills Deception +6, Insight +4,
  • Senses passive Perception 12
  • Languages Common and up to three others
  • Challenge 1/4 (50 XP)

Influencer. Friendly creatures within 30 ft. of the orator feel compelled to protect it. If it takes damage, they become hostile to the attacker unless they were otherwise friendly to them.

Actions

Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Startling Comment. The orator makes a remark that catches one creature with in 30 ft. of it off guard. The crature must succeed on a DC 14 Constitution saving throw or be stunned until the end of its next turn.


Mob

Huge swarm of medium humanoids, chaotic neutral


  • Armor Class 10
  • Hit Points 108 (24d8)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

  • Damage Resistances bludgeoning, piercing, and slashing
  • Damage Immunities Damage_Immunities
  • Condition Immunities charmed, frightened,grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses passive Perception 10
  • Languages any one language, usually Common
  • Challenge 4 (1,100XP)

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Medium commoner. The swarm can’t regain hit points or gain temporary hit points.

Torchlight. The swarm emits dim light in a 30 foot radius.

Actions

Multiattack. The swarm makes two attacks: one with its torches, and one with its pitchforks.

Torches. Melee Weapon Attack: +3 to hit, reach 0ft., one target. Hit: 18 (4d6 + 4) fire damage, or 9 (2d6 + 2) if the swarm is at half of its hit points or fewer.

Pitchforks. Melee Weapon Attack: +3 to hit, reach 0ft., one target. Hit: 22 (4d8 + 4) piercing damage, or 11 (2d8 + 2) if the swarm is at half of its hit point or fewer.


Witch

Medium humanoid, any chaotic alignment


  • Armor Class 10 (13 with mage armor)
  • Hit Points 55 (10d8 + 10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 10 (+0) 13 (+1) 15 (+2) 14 (+2) 19 (+4)

  • Skills Arcana +4, Deception +6, Nature +4
  • Senses Passive Perception 12
  • Languages Common, Infernal
  • Challenge 4 (1,100 XP)

Innate Spellcasting. The witch's innate spellcasting ability is Charisma. She can innately cast the following spells (spell save DC 14), requiring no material components:

At will: hex, witch bolt
3/day each: charm person, expeditious retreat, unseen servant
1/day each: counterspell, fear

Spellcasting. The witch is a 3rd-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The witch has following wizard spells prepared:

Cantrips (at will): dancing lights, friends, mage hand, mending
1st level (4 slots): disguise self, find familiar, mage armor
2nd level (2 slots): darkvision, invisibility

Actions

Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.

Appendix A: Mindwalking

Some especially skilled spellcasters know how to enter the mind of someone else, and fight them there. This practice is incredibly hard to learn, not only because of the immense mental strength required to use it, but also because of how hard it is to find a teacher. Player characters can learn mindwalking, but the long time it takes is likely to be used during downtime.

Learning Mindwalking

To learn mindwalking, a character must have both a Wisdom and Intelligence score of 15 or higher, and must have at least one 6th level spell slot granted by their class. If the character meets these prerequisites they still need to study for a total of 350 days under a skilled mindwalker. This can be at Sigruthombellar, or with an individual mindwalker. The days don't have to be consecutive, but too much time without practice forces a character to retake a few lessons.

Sigruthombellar. The only school of mindwalking known, Sigruthombellar rests in the plane of Limbo, staffed by githzerai monks. The price of admission is high; one must serve the githzerai for five years before they may attend. Students are an equal mix on githzerai and other races, all learning the art of mindwalking for their own reasons.

Individuals. Learning under a single mindwalker instead of attending Sigruthombellar is the other option for an aspiring mindwalker. This doesn't require the five years of work, but the costs can still be high. The service is not usually paid for in gold, but instead dangerous quests or mystic knowledge.

Mindwalking in Action

A mindwalker can enter another person's mind with only a touch, and exist inside their opponents mind. Not all mindwalking is done in combat, and it can be used as a form of communication or therapy. Because of their alien minds, mindwalking is impossible with abberations.

To mindwalk, a mindwalker must use their action to touch their target, who must have an Intelligence score of 5 or higher and must speak a language. If their target doesn't wish for their mind to be entered, then the mindwalker must succeed on a melee spell attack against the target's Armor Class. If the mindwalker succeeds, then their physical body disappears in a whirl of smoke and they enter their opponents mind. When done mindwalking, a mindwalker cannot mindwalk again until they finish a long rest.

A mind normally takes the appearance of an infinite abyss, white and featureless. The owner of the mind can form scenery and features at will, but they are ghostly, and don't impede movement. When in a mind, both the mindwalker and the owner can communicate telepathically with one another, and share memories and images. While interacting with a mind walker inside their mind, the target chooses at the start of their turn wether to experience the real world or their mind. They follow the normal rules for the form they choose, but are unconscious in the other form. For example, the target could choose to deal with the mindwalker, making them fall unconscious in the real world, but act normally inside of their mind.

Fighting. Fighting inside someone's mind does not follow the normal rules of physics, for evident reasons. In someone's mind, both fighters have the statistics of themselves immediately after finishing a long rest, therefore giving them full hit points, all of their spell slots, and other features.

When inside a mind, there are additional options for combat. Once per turn each creature can teleport up to 30 feet as a free action. Also, the owner of the mind can use their action to try to expell the mindwalker. To do so requires an Intelligence contest. The owner of the mind has disadvantage on this contest if they attempted the same thing last turn. If the owner wins, then the mindwalker's Intelligence score is decreased by 2. If the mindwalker's Intelligence score becomes 0, or the mindwalker loses all of their hitpoints in any way while in the target's mind, they are expelled and become unconscious. If expelled from a mind, the mindwalker and their target both revert to their statistics when the mindwalker entered, unless unconscious, and the mindwalker appears in the closest available spot to the target's body.

Obstacles. If the owner of the mind is feeling threatened (including being in combat), then various thoughts can appear, becoming obstacles to both inside the mind. An obstacle has a 50% chance of appearing at initiative count 20, and lasts for the rest of the round. The owner of the mind can remove an obstacle as a bonus action with a DC 16 Intelligence check. Obstacles are determined by rolling on the Mind Obstacles table.

Mind Obstacles
d4 Obstacle Effect
1 Bad Memory A painful memory surfaces. Both creatures take 2d6 psychic damage.
2 Good Memory One of the target's happier memories appears. Each creature is healed 1d8 hit points.
3 Obscure Memory Some random memory pops up, and occupies a 10-foot solid cube directly next to the mindwalker.
4 Deep Fear One of the target's darkest fears materializes and acts hostile. This could be a monster, an angry loved one, or something different.

Possesion. If a mind walker kills their target while inside their mind, the target does not die, instead being able to watch the mindwalker, but not effect them. If this happens and the target has a total level or CR of 5 or lower, the mindwalker can use their action to attempt a DC 10 Intelligence check. If they succeed, the mindwalker takes control of the target's body until the start of their next turn, when they may attempt the check again. While in control, the mindwalker uses the target's physical ability scores, its equipment, and has access to the target's memories. People cannot determine that the target is possessed without spells of 3rd level or higher. The mindwalker can only possess a creature for 1 hour, upon which time it is expelled from the target and appears in its normal body in the closest available space to the target.

Appendix B: Names

There are many cultures unique to the Ancient Lands, whose naming conventions are not described in other books. This appendix lists names forcsome major cultures: the atzû-kathi, filnór and shanese dwarves. The lists are presented as tables, so that you can determine a name randomly if you are doing it quickly, or would prefer a random name. Some of the names are constructed differently than the common method (first name, middle name, family name) like the shanese, or have the same names for both genders, like atzû-kathi. There are few restrictions on names, and you can make up your own by observing common sounds and patterns from a list.

Atzû-Kathi

The atzû-kathi use two types of names: an informal name and a formal name. Both use the same names for males and females. A formal name usually is suffixed with the term Razom.

Atzû-Kathi Names
d20 Formal Informal
1 Arak'tull Alraz
2 Azdashit Asaz
3 Dalgrezun Bandassa
4 Ezduth'an Calirath
5 Gratz'dal Doldo
6 Harazid Dritsa
7 Hesand'rin Gesingo
8 Itezuu Kalv
9 Jokdarren Karzun
10 Kadragga Lekrra
11 Kenjolga Nontu
12 Lenud'ott Pharkun
13 Nerbattok Ragaz
14 Rethannik Sani
15 Saldrut'zant Simol
16 Sragtola Threka
17 Thangrat'ash Ulytina
18 Thuluzik Vist
19 Untak'loz Yorlon
20 Zithtorn Zengri

Filnór

The filnór use the standard method of a first name and a family name, and a middle name is granted at the age of 17. Family names are often prefixed with Bún (for a priest), Moc (for a farmer), Dun (for a laborer), or Muich (for a leader).

First Names
d20 Female Male
1 Achlopha Aerrich
2 Aradie Bennatolm
3 Bunartha Blaeiruth
4 Chuidelaine Cassend
5 Elenóch Cormag
6 Faeile Ertuven
7 Homlaer Fintbar
8 Idlubba Halloech
9 Irassei Ichsabbue
10 Isondre Kolln
11 Kalchsumbat Meddrocht
12 Milumma Nichlaeb
13 Nayrae Nuetraie
14 Nissaim Onridoi
15 Oieraech Oschiane
16 Phelnnei Rundach
17 Schondaerei Saenden
18 Thaschoi Sichlout
19 Vetione Tuvaend
20 Yeoatassa Waldaen
Nicknames
d8 First Part Last Part
1 Bear (Uirs) Banisher (Darr)
2 Dragon (Aern) Hunter (Gourne)
3 World (Filne) Ruler (Oantaed)
4 Ice (Buod) Runner (Callich)
5 Moon (Loen) Seeker (Nuich)
6 Sea (Maed) Slayer (Dubaern)
7 Sword (Aethi) Tamer (Shuine)
8 Wolf (Oed) Warrior (Loethe)
Family Names
d20 Name
1 Algoaern
2 Bumlaetir
3 Candoistric
4 Chulmab
5 Danagor
6 Delruine
7 Eilobruegan
8 Erstaongeine
9 Fanhuivein
10 Fundrachty
11 Haimblude
12 Ilaechad
13 Ladreoun
14 Moeldoetle
15 Onduigruode
16 Shalmuor
17 Sindeinerscal
18 Thamoesrugen
19 Uilroenatty
20 Wambaeluiden

Shanese

The shanese dwarves' naming system relies on date of birth, with one's name showing the date of the year. Children born on coronation day are named Faretul, which signifies an important destiny. The hill dwarves use family names the same as mountain dwarves. Their first names are two hyphenated parts. The first is determined by third of the month they were born in, while the second depends on which group of ten days they were born in. For example, if you were born on April 23rd, your first name would be Parraf-Sansu.

Second Parts
Day of Week Second Part of Name
1 Nur
2 Feglu
3 Sansu
4 Kivar
5 Habed
6 Brama
7 Pidsu
8 Galrada
9 Thanna
10 Vemmir
11 Hirsa
First Parts
Month Part of Month First Part of Name
March 1 - 10 Arak
March 11 - 20 Theda
March 21 - 31 Hadru
April 1 - 10 Binnumi
April 11 - 20 Kaza
April 21 - 30 Parraf
May 1 - 10 Lasse
May 11 - 20 Ferud
May 21 - 30 Dotho
June 1 - 10 Zallem
June 11 - 20 Kalaf
June 21 - 31 Onar
July 1 - 10 Padru
July 11 - 20 Kedar
July 21 - 31 Etmon
August 1 - 10 Sagar
August 11 - 20 Peldunu
August 21 - 31 Heril
September 1 - 10 Casson
September 11 - 20 Fillad
September 30 Ussat
October 1 - 10 Din
October 11 - 20 Hef
October 21 - 31 Kan
November 1 - 10 Agrinno
November 11 - 20 Deothra
November 21 - 30 Felduf
December 1 - 10 Wakkad
December 11 - 20 Kerroun
December 21 - 31 Bulsa
January 1 - 10 Aquenda
January 11 - 20 Jolsun
January 21 - 31 Irdassa
February 1 - 10 Kendu
February 11 - 20 Sivasso
February 21 - 29 Hallussaf