Racial Handbook of Alteria

by FR0D0FR4GGINS

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The World of Alteria

Player Guide 5E

Introduction

Introduction

The world of Alteria is written in a fantasy setting by Ronnie Sykes. All the races and classes have been altered to fit within the world as it currently stands. This book will be your guide to the creatures, enviroments, races and classes. Delve deep into this fantasy landscapes and explore exotic locations like the lucrative "Cairn". The massive mountain fortress of "Gurhdur Hall" and much more.

Author Notes

This all started with a group of friends enjoying themselves within a made up world. Our DM spoke about how interactive the world was and how theraputic writing was for him. I began contemplating in my own head about how I would write up a completely fantasy world, thus Alteria was born. Please enjoy the fruits of my works and delve head first within the world!

The World of Alteria.

Alteria

Alteria is filled with hilly terrain, roving hills, active volcanoes, perilous tunnels, nasty monsters, and gorgeous woods. Deep reserves of silver, gold, jewels, iron, and other minerals may be found inside the Dwarven domains. The noises of forges rage all night, and the smoke from them can be seen across the terrain, leading to lively villages and cities.

Domains

Dwarven Lands

Deep reserves of silver, gold, jewels, iron, and other minerals may be found inside the Dwarven domains. The noises of forges rage all night, and the smoke from them can be seen across the terrain, leading to lively villages and cities.

The mountains that surround Gurhdur Hall form a crescent shape. The surroundings are defined by steep cliffs and dense trees. To the south lies the lesser mountain city of Aimus, which is constructed into the slope itself. Wooden palisades around the city, while rock and stone walls defend the inner keep. To the west are some old ruins that some may remember and others may have forgotten, little lakes dot the landscape, and the temple to the dwarven god rises on a rock. The cold environment of Vamund, with frozen lakes and a variety of hazardous monsters, may be found to the north.Jurmund's dwarfs spend the most of their time fishing in the neighboring ice lakes and rivers, while the Correlest Volcano and Mountains practically approach the coast.

Human Kingdoms

The Heralding Mountains to the north and east defend Rehmi, the capital of the Human Kingdoms. Humans were at the bottom of the global political food chain. Many species did not perceive them as a danger because they were new to their magic, but with the great tragedy known as the "Rupture," their non-magical fighting techniques swiftly gave them the advantage they so sorely desired. The cities of Helraika and Tekdos are located to the north and west, respectively. They are more strategically located due to their proximity to the western beaches, allowing them to capture the old fortification to the north, "Fort Jundar." The water surrounding the fort, on the other hand, is teeming with dangers and terrifying marine monsters. If it doesn't deter would-be sailors and commanders, nothing will. The sea around the island is dangerous, and many vessels that make the trek end up in the bottom when swirling whirlpools take hold.

The World of Alteria.

Elven Lands

The Elven lands are filled with dark woods, luscious jungles, and sparkling towns. Canals stream through the Capital Riverswept, and majestic spires peak for the magnificent blue sky. The once-magical woodland that surrounded Riverswept fades into twilight as it approaches the redwood forest of Myln Orecheiad. The Dark Elves live in a dark and shadowy country. If you prefer brighter surroundings and enjoy the sun, you could visit Sundariel, the golden city. The Sun Elves' sun-knighted city. This meca of beauty and ingenuity specializes in magical weaponry and bears the brunt of Elven armies. Sunforged weapons and magical objects are employed to maintain the elf lands at peace.

Orc and Dragon Tribes

The Orcs and Dragons live in hot, dry deserts and desolate landscapes. However, not all of their land appears to be lifeless. The Dragon Balzeg the Black rules over Dor's capital city. A thunder dragon with little regard for intruders. Large dragon statues may be seen all across the city, but none more so than at the main gate. The Orcs acted as guardians to their would be gods once but once the "Rupture" happened. The majority of the dragons died, and the Orcs lost hope for a time. The Lizard Folk reside in the marshy plains known as Modr; little is known about the island since it has been kept hidden by the Lizard Folk's remaining wizards known as Qu'dars.Modr's marshlands are filled with deep bogs and gigantic mongrove trees that appear to go on forever. Gol, located just south of Dor, is thought to be an orc stronghold with more primitive elements. Gol's soldiers are mostly women, and they comprise the unique battalions of warriors tasked with protecting their Dragon gods.

Racial Overview

Racial Overviews

The races found within Alteria are quite different than their counterparts found elsewhere in the multiverse. Below are the different races found within the realm and further in the book you will find descriptions on said races.

Celestials (Angels or Proctors)

The Divine Beings from the realm of the gods, Celetstials strive to upkeep the word of their god that they are indebted to. They are creatures who are usually Lawful Good by nature and will fight with Deva when given the chance. They are described as beautiful beings of light, fighting with a piercing light. Many would consider them to be holy omens of good things to come. They have beautiful white feathered wings and a rim of golden light surround their structure. They care not for the qualrms of the mortal plane but only to maintain the balance between good and evil. Some would consider their lawful good nature a relief, however they do not discern the differences in sin and often cast judgement on those whom they meet. The different Subraces of Celestials include Angels of death, Planetar, Lesser Angels.

Centaurs:

Centuars are Fae Beings whom generally embody the aspects of half creature and half humanoids, they can be found roaming the plains or deep within forests where they call home. They are a simple race living in harmony with their own kind. They are natural farmers and before the rupture, the could be found creating forests and farms by magical means. Though they do not wish harm on those they meet however, if you were unlucky enough to insult one or cause a threat, this looming strong beast of a race could take even the most strongest of orcs. Many subraces of centaurs exist now after the rupture, an un-forseen side effect like the Minotaur, the Quelpies and the Hassan Riders.

Racial Overview

Deva(Fiends)

The Deva once lived amuk the world, big blistering horns erupt from their skulls and they harness the powers of chaos. These Chaotic Evil beings care nothing for the mortal realm but to keep the balance of good and evil as they are bound by it. Often you could find favor in the Deva if you commited attrocious acts or sacrifices to them. Many humanoids would worship them and summon them using magic rituals. Most have reddish skin tones and stand anywhere from 5'0ft to 5'11ft tall. Some however like the Elder Deva Asmodium sootd as tall as 8ft tall in mortal form. Hailing from the dark realms of chaos, these beings have many immunities to flames and charms. Types of Deva include Greater Demons Lesser Demons and Tieflings

Fae (Faeries and Pixies)

Many of the Fae races were banished back to the Fae Wilds in the Fae Realms once the Rupture happened. Those left behind suffer the absence of magic. Those who do weild some form of magic are unfortunate enough to be captured, to be preserved or used for whatever manner their captors deem. They scarcely appear within the Elven Kingdoms. They are small 1'ft tall creatures generally with wings that glisten and change to adapt to their enviroment. They love sweets and sometimes can be seen purifying or poisoning water sources as they can be Mischevious. Because of their rarity, many elven kingdoms offered the remaining Fae they came across sanctuary however it is not without cost. The two races of fae are Faeries and Pixies.

Racial Overview

Dwarves

The dwarves are strong and sturdy. They are amongst the best smiths within the land, second only to the Elven Mage smiths in the south. They preoccupy their time by mining ores found within their kingdoms, smelting down gold, silvers, platinums, etc. They are proud creatures who see themselves as equals to the rest of the world despite their small stature. You can find different subraces of Dwarves within different parts of the dwarven kingdoms. The Mountain Dwarves of Gurhdur Hall who live within mounds on the tallest hills of the plains. The Hill Dwarves of Jurmund, Vamund, and Aimus live within the mountain rocks on cliff sides and towering stone keeps. During the day you can find dwarves either knuckle deep into some form of ale or mining non stop like ferocious beasts.

The Elves

Tall and slender beings with long life spans, they are usually a rosy peach skin tone. They live in looming forests and always seem ever so graceful. Some believe they are amongst the first races to appear in Alteria. Beautiful carved marble stone temples and buildings mark the elven cities. Not all share the standard complexion of elves. In the forests of Sundariel you can find the Sun Elves Great weilders of light and magic, they have a natural yellowish tint to their skin. They worship the sun goddess. Their City glimmers and gleams as tall spires fill the skies in golden glow from their golden architecture. The Dark Elves can be found in the dark city of Myln Oreaid. Sprawling redwoods shade even the strongest glimmers of the sun. A city seeming to be stuck in perpetual night. This Marblesque city of dark purples and blues is their home. Tall slender ashen skinned elves fill the streets of the city, seen more as a city of outcasts and debauchery. The dark elves however are the most advanced out of the elven races when it comes to non magical technology.

Racial Overview

Orcs

Desert landscapes and volcanic fumes house the Orcs and Dragons Tall sprawling desert dunes, blistering winds, and arrid hot areas can be seen from afar. The Orcs of Alteria are a sofisticated tribal race, sticking to their culture and superstitions. They roughly stand between 6'ft to 7'8ft tall with mountinous builds. Even the women are taught to fight as they are seen as the protectors of the race. Much like the forgotten Valkirin of the forezen wastes, the women are Warbred, an elite squad of beserker like fighters. They are equipped with dual war axes on their sides for close combat. An obsidian shield and Obsidian spear are also in their arsenal for more ranged combat. The male Orcs prefer Warhammers, Greatswords, and such. They are greenish to slight purpleish skintones. This has allowed them to become somewhat reselient to the harsh landscapes they live in. Orcs worship dragons and revere them as living gods. In that sense, they welcomed the Dragonborn as demigods in their midsts.

Dragons (Dragonborn)

Only 2 Pure Dragons remain, one ruling the town of Dor Balreg the Black patrols the skies with his thunderous might, intimidating those who wish to lay claim to his throne. Harun the Gold guards the large volcano of Thurn. It's large deposits of obsidian, crystals, and more make it a target for those who wish to become wealthy and lay claim to the spoils within the mountain volcano. Many have tried but no one has yet to succeed. With the rupture came a new race of being. Born from the death of thousands of dragons came the Dragonborn and Lizard Folk.

Dragonborn Tall humanoid Draconic beings standing between 6'7ft to 9'ft tall. They have many different skin colors varying by dragon types. Dragonborn's have thick scales that grant them natural protection and they are considered to have Homeostasis, which means they adapt to their climates. They have large snouts engorged with razor sharp teeth and their claws alone are said to be able to cut through even obsidian. Not much else is known of this new elusive race besides their affiliation with the orcs

Lizardfolk Lizardfolk, like Dragonborn, were produced by the deaths of dying dragons, although they are of a more primordial nature. They have an alien and incomprehensible psyche, their desires and thoughts motivated by a distinct set of fundamental principles than warm-blooded organisms. Their desolate swamp habitats may be hundreds of kilometers from the next human town, but the mental divide between them and the smooth-skins is even bigger.

Races

Chapter 2. Races: Celestials

A bright light penetrates the cloudy skies and a winged creature appears. Outlined in a golden aura, the being seems to see into your soul. Judgement it seeks as it weighs your sins on the scales of justice and you feel calm before being blinded by a bright light

Diminicus Aldridge.The Broken Bard

The kingdoms of the celestials rise high in the clouds of the realm of Aedra. Beautiful gleaming cities sprawling throughout with no end in sight. The Celestial beings walk throughout the halls of light with their beautiful white wings folded around them. In the Golden spire you find the

Planetar whom act as weapons for the gods they serve. They are the warriors whom present a tangible presentation of their deities might. Planetars celestial ears detect every falsehood, and their radiant eyes can see through every deception. Angels of Death can be found at the wellspring of the Dead. A holy place housing the waters of the dead which every soul moves through before they reach their final judgement. They can sense death anywhere in the world and can even be invoked to resurrect a soul. They guard this holy place for great cosmic power is weaved in the waters. Though they appear usually as frail old men or women, they are considerably high powered magic users whom are skeletal under their robes. Lesser Angels make up the majority of the realm of the Aedra as they do their deities biding in help to answer small prayers. They can cause rain in droughts, summon locust swarms to devour crops and punish the wicked, or even heal the sick by performing small miracles.

Golden Aura

Celestials give off a strong golden aura blinding those they come across, Mortals cannot lay eyes upon the true form of a celestial as their eyes would burn and their souls incinerated as they were not meant to witness their light. Because of this most celestials cannot traverse the mortal realms without the help of a willing host, mainly paladins or clerics devoted to their diety.

Celestial Life Force.

Because of their divine nature, most celestials are considered immortal though they can be felled by special magical weapons. They do not age and they do not require air to breathe , or food to eat. Many say that when a celestial is slain, they return to their plane of existence expelled from their host. However if you manage to kill a celestial with a weapon of divine grace forged within the celestial realm, their light is burned out and they do not recover.

Races

Celestial names:

a Celestials name is given to them at their start of divine life. They are created at a mature age or so would seem to most mortals. Celestials embody the holy light and are beings of great power.

  • Male Names: Kaleus,Janus,Acrux,Eos,Indus,Crucis,Fermi,Ganymede,Seren,Cepheus
  • Female Names: Diphda,Meridia,Scorpii,Vela,Hydri,Estella,Alphecca,Delphini,Alhena,Ankaa

Celestial Traits

Your celestial character is determined by rolling a D100 with a 30% chance.

  • Ability Score Increase Your Charisma score increases by 2 and your Constitution score increases by 1.
  • Age You do not age like mortals
  • Alignment Most Celestials are considered some form of Good.
  • Size Celestial's size is determined by what mortal race they host, same with their weight.
  • Speed Your divine grace grants you a bit of an extra boost giving you a base speed of 35ft. Or 25ft if wearing heavy armor but no penalties.
  • True Sight Your divine grace gives you the ability to see even in magical darkness. You gain the benefits of Darkvision but can see within magical darkness. You however cannot see within Darkness cast by a Deva
  • Celestial Resilience You are immune to being poisoned, diseased, or cursed. You have resitance to bludgeoning, piercing, and slashing damage with non magical weapons. You are weak to Hell Fire or any weapon made within the chaos realm, or celestial realms.
  • Divine Combat You have proficency with heavy armors, long swords, short swords and shields, and spears.
  • Divine Intuition You are proficient in Religion checks.
  • languages You speak, read, and write common, and celestial.
  • Subraces Angels of death, Planetar, Lesser Angel

Angels of Death

You are an angel of death, created to keep the balance of life and death and judge those who have created attrocious sins. You are both Jury and Exocutioner.

  • Your Intelligence Score is increased by 2 instead of Charisma.
  • You are Proficient in History checks You are Proficient in Light Armor instead of Heavy Armor.

Planetar

As a warrior of your diety, you smite those who are unworthy of the kingdom of the celestials.

  • Your Constitution Score is increased by 2 instead of Charisma and your Srength score by 1 instead of Constitution.
  • You are proficient in arcana checks to decifer magic.

Lesser Angels

As the bulk of the army you are sent to the mortal realms to track down those who do wrong and punish those who upset your diety.

  • Your Wisdom score is increased by 2 instead of your Charisma.
  • You become Proficent in Medium Armor instead of Heavy Armor.
  • You become Proficient in Survival Checks.

Races

Centaurs

A half horse, half humanoid creature appears before you. His long shaggy beard reaches to his shoulders. He leans forward to speak to you but you cannot understand what he is saying. He holds out his palm and you see a small seed in some soil. You watch as it blooms.

Centaurs come in many forms. Some formed after the rupture and some before. They are generally a peaceful race of humanoid like creatures that come from the Fae Realms. Deep in the forests of Sundariel lives a small colony of centaurs. They till the land and farm for the elves in exchange for protection. Since the rupture, Centaurs have been sought out and captured for their magic (atleast those whom still weild it) and sold as slaves. They prefer temperate climates and refuse to drink out of anything but natural water sources. After the rupture many subraces were formed as magic was displaced. In the waters of the Ocala Ocean you will find the Quelpies Aquatic beings being half water horse and half humanoids. They make their cities in the depths of the ocean and love playing tricks on wayward ships. To the North West you will find the Hassan Riders A band of warmongering Centaurs. They make tribes in the highlands and invoke certain rites of passages including raiding nearby settlements. Lastly you have the Minotaurs A large race of half bull half humanoids. Many mintoaurs can be found exploring ruins, herding cattle in human settlements, and the more wild ones in or around the city of Mlyn Oreaid.

Centaur Names:

Male Names: Petrolos,Mentites,Sebastus,Tymedon,Loukedon,Konstocles,Aggos Amphastus,Amotus,Vasotus

Female Names: Megiope,Amathiope,Harmosyne,Galiphae,Klymyllis,Kephamia Kalithoe,Thaelele,Calomela,Aegine

Centaur Workforce:

Because of the strength and abilities of centaurs, they are often found being traded into slavery by humans or working farms for the elves. This once proud race of creatures has been beaten and humiliated into submission. Not all Centaur's will bend the knee however. The Hassan riders pillage and destroy out of anger for their people. Refusing to work for others and believe only the strong survive.

Centaur's Magic

Centaurs are inate magical creatures who till the lands and soils of the realm causing massive forests to grow almost overnight. They are keepers of nature and prefer overgrown areas with streams than mountinous regions. They herald many shamans who summon spirits to commune with all living things and strive to keep the balance of nature over machines.

Races

Centaur Traits:

  • Ability Score Increase: Your Wisdom increases by 2 and your Strength by 1.

  • Age: Centaurs mature at the same rate as humans but live to be about 200 years older.

  • Alignment: Most Centaurs tend to be Neutral.

  • Size: You are considered a medium creature. Most Centaurs are about 6'0ft tall to 6'7ft tall.

  • Speed: You have a base speed of 35ft.

  • Centaur's Grace: You are able to use Charge as a movement action, allowing you to sprint forward double your speed and any creature or humanoid in your line of charge must succeed on a strength saving throw of (10+ Str Mod+ Prof) or take 2D10 force damage and be knocked prone. On a success, they only take half damage as they are pushed aside.

  • Nature's Boon: You are proficient in Survival and Nature Skill. If you are already proficent from class, you gain double proficiency.

  • Centaur's Might: You can traverse difficult terrain if it were normal terrain (if the terrain is stone or earth based, does not mean water or lava) You gain advantage on Strength checks against you to be grappled or knocked prone.

  • Languages: You speak, read, and write Common and Sylvan.

  • Subraces: Hassan Riders, Quelpies, and Minotaurs.

Hassan Riders:

You ride with your clan cheif into a raid of a nearby settlement. A dark lust fills you as you slay innocents and set fire to their homes. You grin as you see the haul of food and supplies taken from the weak and pathetic. You return to your tribelands and regal in the tales of plunder and make love to your lover.

  • Your Charisma increases by 2 instead of Wisdom.
  • You are Proficient in Intimidation checks.
  • You belong to a tribe (speak to DM to setup Tribes)

Quelpies:

Deep underwater you zoom through grabbing a fish in your mouth. A coral like city before you teeming with life. You head back to your house when you spot your childhood friend who seems really down. He didn't catch any food for himself. Do you give him yours? You head back up to the surface where you see a fisherman with a tan hat on. You swim his way as he hails you. He is your friend and as you reach land, your tail changes into two legs. Your body still show signs of Translucent scales.

  • Your Dexterity increases by 2 instead of Wisdom.
  • You are Proficient in Stealth skill and Double Proficient if you are within water.
  • You must submerse yourself in water every 3 hours if you go on land or you begin to dry out and take 2(3d4) damage every hour until you submerse yourself in water for 1d4 hours.

Minotaurs:

You smash through the stone wall with your great hammer like its nothing. Inside you see some ghouls munching on a recently deceased adventurer. They spot you and try to run away but before they can, you unleash a flurry of blows to them with your great hammer. The creatures screech as your hammer meets their skulls making a loud crushing sound. Both creatures now lay dead smashed against the opposite sides of the walls.

  • Your Strength score increases by 2 instead of Wisdom.
  • You are Proficient in Heavy Armor or Explorer's Tools.
  • You have Minotaur's Stance allowing you to become immune to being knocked prone.

Races

Deva (Fiends)

In the darkness you can hear their call, Melancholy whispers of days soon gone. If you see these horned demons near the dead, your life will surely be filled with dread - Aphestos Truchenburg : Devologist

Deva come in many forms. These beings of chaos show an unrelenting hunger for pain and suffering. They strive in the deepest darkness of the chaos realm born of fire and passion. Similar to their celestial counterparts , they have a supreme heiarchy that they follow. Lesser Fiends, are said to grow stronger with every kill while Greater Demons , torture the damned souls of those who have commited great attrocities. The weakest of the Deva are the more civilized Tieflings which are half mortal half deva. Products of scrutinous deals and debaucherous behavior. They live in vast cities resembling those of corrupted elves. Tall spiky towers and lava lakes are where these creatures feel the most at home.

Deva Names:

Deva Names: Trarthras,Drazgir,Druth'tonnen,Vegoduth,Karkal,Gagreran,Oglonoth, Angrulon,Orannuch,Drarthruroth

Deva Pacts:

These fiendish creatures often make pacts with mortals for great power or greed. A pact made with a Deva is not one that can be broken by normal means. They are soul-binding contracts that promise something immense to the Deva.

Deva Hellish Resistance

Splashing around with other fiends within the lava pools near your home and eating many of the magma creatures found within the Chaos realm.

Because of their ties to the chaos realm, all Deva have natural immunity to fire damage.

Deva Traits:

  • Ability Score Increase: Your Charisma increases by 2 and your Intelligence by 1.

  • Age: Deva mature at the same rate as humans but live to be about 200 years older.

  • Alignment: Most Deva tend to be Evil.

  • Size: You are considered a medium creature. Most Deva are about 5'0ft tall to 5'11ft tall.

  • Speed: You have a base speed of 30ft.

  • Deva's Legacy: You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Hellish Rebuke spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Darkness spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells. You are immune to being charmed or put to sleep by magical means. You are immune to fire damage.

  • Deva's Darkvision: Thanks to your infernal heritage, you have superior vision in dark and dim conditions. 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.This includes Magical Darkness.

  • Deva's Might: You can traverse difficult terrain if it were normal terrain (if the terrain is in soot or lava based, does not mean desert or water) You gain advantage on Strength checks against you to be grappled or knocked prone.

  • Languages: You speak, read, and write Common and Infernal.

  • Subraces: Greater Demon, Lesser Demon, and Tieflings.

Greater Demons:

Deep in some dungeon, you hear the summons by a dark priest of necromancer. A dark shadow engulfs you as you are transported to the mortal realm. Before you lies a human boy who is holding a book bound by what looks like human flesh. Written inside the book are ancient spells and curses. You speak to the boy and he tells you his wishes for a dark power over those who have wronged him, promising his everlasting soul and pledging his alligence. Do you accept his deal?

  • Your Strength increases by 2 instead of Charisma.
  • You are Proficient in Intimidation checks. If you are already proficient, you gain double proficency.
  • You Make a pact with a mortal for their soul, you have 1d12 charges on this soul to summon 3 Cultists to fight along side you or 1 Spined Devil. Once you use up all charges you must find another mortal to make a pact with.

Lesser Demons:

In the towers of Ghaurl'Ka you find your master, a powerful greater demon torturing a recently aquired soul. He calls you forth to strip the flesh from the bones of the tormented as he laughs in pleasure. You refuse and lunge at him instead, you are done taking orders and think its time for new leadership.

  • Your Dexterity increases by 2 instead of Charisma.
  • You are Proficient in Stealth skill and Double Proficient if you are within shadows or darkness.
  • with every kill, you gain reknown within the Deva ranks.

Tieflings:

A beautiful succubus stands before you, perfect curves and beautiful long horns. You walk over to her as you invite to for a drink. The two of you enjoy some drinks and coversation before she tells you she must now take her leave. You grab her by the arm and pull her close to you as you try and charm her to spend the night with you. Will you succeed?

  • Your Charisma score increases by another 1 up to limit of 20.
  • You are Proficient in Persuasion skill or Intimidation Skill.
  • You know the Friends cantrip. When you reach 3rd level, you can cast the Charm Person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Suggestion spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Races

Fae (Faeries and Pixies)

A flower blooms in the morning spring, a person loses a diamond ring. Be wary of those who fly in sprites for the fae folk may steal your might. Drumar Riversong- Fae Wilds Expert

The Feywild is home to many fantastic peoples, including Faeries. Faeries are a wee folk, but not nearly as much so as their Pixie friends. Infused with the magic of the Feywild, Faeries and Pixies share a few commonalities with one another but can differ widely in appearance, behavior, and attitude. Many Fae have a special physical characteristic that sets them apart from other creatures of their kind.

Fae Names:

Male Names: Indigo Airnewt,Pinecone Tanglelight Oliver Mossbead,Frost Carrotbush Florian Grayflash,Tiny Jumpyclover

Female Names: Viola Whitetwirl,Liza Briarfall Carnelia Cozywood,Cecil Glitterberry Wind Almondflame,Gloriosa Chillysprout

Fae Characteristics:

d8 Characteristic
1 You have small wings like those of an insect.
2 You have shimmering, multicolored skin.
3 You have exceptionally large ears.
4 A constant, glittering mist surrounds you.
d8 Characteristic
5 You have a small spectral horn on your forehead, like a little unicorn horn.
6 Your hands never look dirty.
7 You smell like fresh brownies.
8 A noticeable, harmless chill surrounds you.

Fae Wilds Native

Because you live or have lived in the feywild, you can summon 1 creature of challenge rating 0-1/2 to fight for you when you are attacked. Once you use this feature, you must take a short rest to regain this ability.

Naturalist

You thrive in nature, you love the smell of blooming flowers and often can be found bathing in natural springs. If you stay 1D6 hours outside of nature , you start to become saddened and gain 1 point of exhaustion per day you have not spent equal time in nature.

Races

Fae Traits:

  • Ability Score Increase: Choose one skill increases by 2 and your another by 1.

  • Age: Fae mature at the same rate as humans but live to be about 6 centuries older.

  • Alignment: Most Fae tend to be Chaotic.

  • Size: You are considered a Small creature.

  • Speed: You have a base speed of 30ft.

  • Fae Flight: You have a flying speed equal to your walking speed and can hover. This flight is magical and does not require the use of your wings (if you have them) however, you can use your wings.

  • Fae Magic: You know the Druidcraft and Faerie Fire spells. You can cast Faerie Fire without expending a spell slot, and you must finish a long rest before you can cast it this way again. You can also cast this spell using any spell slots you have. Your spellcasting ability for these spells is your choice of Intelligence, Wisdom, or Charisma.

  • Fae Passage: You can squeeze through a space as narrow as 1 inch wide.

  • Languages: You speak, read, and write Common and Sylvan.

  • Subraces: Faerie and Pixie

Faerie:

You flutter about the springs in the Amberwoods, you childhood friend Spriggy is sitting on the petals of a Hibiscus plant or what looks like a Hibiscus plant. You flutter over to him and ask him whats wrong, apparently he has lost his favorite mushroom cap. You two spend the day looking for it before noticing it near another Hibiscus plant, except this one is a bit brighter than the others. Before you can warn him, he flies over and the plant snaps towards him with its tendrils.

  • You are Proficient in Nature checks. If you are already proficient, you gain double proficency.
  • You gain the feat Lightly Armored
  • Anything you own or carry becomes small sized for you.
  • You are able to use *Enlarge/Reduce as many times as your PB Your charges recharge after a short rest.
  • You only eat sweets.

Pixie:

You giggle as you await your victim to sit down at their chair, A large toot sound echos throughout the library. The victim stands up quickly looking around with an embarassed expression on her face. She turns towards you and notices you giggling. She begins to fly towards you and you try and hide. You dash into the shadows and stay very still as she looks around trying to find you, alas she has no luck.

  • Your Proficient in Sleight of Hand Skill.
  • You are Proficient in Stealth Skill and Double Proficient if you are in nature.
  • You constantly feel the need to pull pranks.
  • You gain the feat Skulker
  • you only eat sour foods.

Races

Dwarves

Massive forges & clinking pickaxes can be heard through the realm of the dwarves. Gurhdur's bellows can be felt from down the mountain.

Kingdoms rich in ancient grandeur, halls carved into the mountains, the echoing of these small but stout humanoids can be heard in taverns, mines, forges, and more. A commitment to clan and traditions, a burning hatred for Orcs. These are a few things that drive the common dwarf. Dwarves are amongst some of the best smiths in the world who take major pride in their work. Digging and burrowing into hills and mountains they are often ridiculed by other races. Though they are small they pack one hell of a punch.

Dwarf Names:

Male Names: Grouggumli Forgeback,Firrear Bronzechest,Atgrulir Windshaper,Dhukgric Bittermaker

Female Names: Kungrorra Brickbraids,Fotuinelynn Wyvernmaul Korhehilda Leadbrew,Kondula Earthfinger

Short and Stout:

Bold and hardy, Dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 ft tall, Dwarves are so broad and compact that they weigh as much as a human standing.

Long Memory, Long Grudge

Dwarves can live to be more than 400 years old, so the oldest of dwarves often remember a very different world. This grants dwarves the difference in perspectives that most short lived races wouldnt even be able to fathom. Because of their long life spans, this also enables them to master many skills before finally passing and leaving their knowledge to their kids or grandkids. Dwarves are easy to temper and hard to quell if their honor is put into question.

Races

Dwarf Traits:

  • Ability Score Increase: Your Constitution increases by 2 and your Strength by 1.

  • Age: Dwarves mature at same rate as humans but on average live to be up to 350 years old.

  • Alignment: Most Dwarves tend to be Lawful.

  • Size: You are considered a medium creature. You stand between 4 to 5 feet tall.

  • Speed: You have a base speed of 25ft.

  • Dwarven Resilience: You have advantage on saving throws against poison, and resistence to poison damage.

  • Darkvision: You're aaccustomed to life underground, you have superior vision in dark and dim conditions. 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.

  • Dwarven Combat Training: You have proficiency with battle axes, hand axes, throwing hammers, and warhammers.

  • Tool Proficency You gain proficency with an artisan tool of your choice between: Smith tools, Mason Tools, or Brewery Supplies.

  • Stone Cunning: Whenever you make a (history) check related to origins of stonework, you are considered proficient and add double your proficency bonus to the check

  • Languages: You speak, read, and write Common and Dwarvish

  • Subraces: Hill Dwarf* and Mountain Dwarf

Hill Dwarf:

Hill dwarfs have keen senses , deep intuition, and remarkable resistence. They live in burrowed homes in hills similar to those of halflings. You work at the kiln that your mother has making clay pots and other similar items. One day a strange man comes to the shop and asks your mother for a particular pot inscribed with special runes. You notice hes wearing the insignia for the Black March Merchants Guild.

  • Your Wisdom increases by 1.
  • Your Hitpoint Maximum increases by 1, and it increases by 1 everytime you gain a level.

Mountain Dwarf:

As a mountain dwarf you're so strong and hardy accustomed to difficult terrain. You're probably taller than other dwarves and tend to be lighter colored. You stand at the tavern with your lover talking about your day. Suddenly another dwarf rushes towards to and you see the tavern keeper yelling for someone to stop him. Almost out of instinct you step forward to block the path of the person.

  • Your Strength score increases by 2 instead of Constitution.
  • You are Proficient Heavy and Medium Armors.
  • You are proficient in (performance) checks related to crafting items with your tools.

Races

Eldarin (Elves)

Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.

Tall, thin people with long lifespans, with rosy peach skintones. They reside in foreboding woodlands and always appear elegant. Some say they were one of Alteria's original races. The magnificence of the elven realms is marked by beautifully sculpted marble stone temples and structures. However, not all elves have the appearance of typical elves. Sun elves with a tannish or golden tinge to their complexion can be found in Sundariel's woodlands. They worship the sun goddess, and their city gleams and glimmers as tall spires fill the sky with a golden radiance. The dark elves may be found in the gloomy city of Myln Oreaid. Sprawling redwoods provide shade from even the brightest rays of the sun. Their dwelling is this marblesque metropolis of dark hues. Tall thin ashen skinned elves populate the streets, which are perceived as a city of misfits and immorality.

Elf Names:

Male Names: Petrolos,Mentites,Sebastus,Tymedon,Loukedon,Konstocles,Aggos Amphastus,Amotus,Vasotus

Female Names: Megiope,Amathiope,Harmosyne,Galiphae,Klymyllis,Kephamia Kalithoe,Thaelele,Calomela,Aegine

Slender and Delicate:

Elves are hauntingly attractive to humans and members of many other races, with their uncanny elegance and excellent features. They are slightly shorter than humans on average, with heights ranging from just under 5 feet to well over 6 feet. They are smaller than humans and weigh approximately 100 to 145 pounds. Males and females are around the same height, with males being somewhat heavier than females.

Elves have skin that is copper, bronze, and almost bluish-white, hair that is green or blue, and eyes that are pools of liquid gold or silver, in addition to the regular human range. Elves have no facial hair and just a little amount of body hair. They choose exquisite attire in brilliant colors, as well as basic yet attractive jewelry.

An Immortal Perspective.

Elves may live for far over 700 years, giving them a broad perspective on events that may have a greater impact on shorter-lived races. They are more likely to be interested than greedy, and they are more likely to be amused than aroused. They tend to be detached and unmoved by little occurrences. When it comes to pursuing a goal, whether it's a mission or mastering a new talent or art, elves may be focused and relentless. They take their time making friends and enemies, and even longer forgetting them. Petty insults are met with scorn, but major insults are met with vengeance.

Race

Elf Traits:

  • Ability Score Increase: Your Dexterity score increases by 2 and Charisma by 1

  • Age: An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old

  • Alignment: Most Elves tend to be Lawful.

  • Size: Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium

  • Speed: You have a base speed of 30ft.

  • Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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.

  • Elven Boon: You have advantage on saving throws against being charmed, and magic can't put you to sleep.

  • Elven Trance: Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.

  • Keen Senses You are Proficient in Perception Skill

  • Languages: You speak, read, and write Common and Elvish.

  • Subraces: Sun Elves and Dark Elves.

Sun Elves:

The Sun Elves of Sundariel (also called gold elves or sunrise elves) have bronze skin and hair of copper, black, or golden blond. Their eyes are golden, silver, or black.

  • Your Intelligence increases by 2 instead of Dexterity.
  • You are Proficient in Arcana Skill and Persuasion Skill.
  • You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

Dark Elves:

The primary physical distinction between Dark Elves and other elves is the color of their skin. Dark Elves have incredibly dark or black complexion that can sometimes approach a pure charcoal black. Others have a variety of dark grey tones that border on dark blue colours. Drow are sometimes represented with dark purple or even lavender skin tones.

  • Your Wisdom score increases by 2 instead of Dexterity.
  • You are Proficient in Medium Armor or Light Armor.
  • Drow Magic: You know the Dancing Lights cantrip. When you reach 3rd level, you can cast the Faerie Fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.

Races

Dragon Born

Only 2 pure dragons remain, one ruling the town of Dor , Balzeg the Black patrols the skys with his thunderous roars of any who wish to lay claim to his home. Harun the Gold guards the large volcano of Thurn, its large deposit of obsidian, crystals, and gold make this a target for those who wish to become wealthy and lay claim to the spoils within the mountain volcano. Many have tried but no one has yet to succeed.

With the rupture came the birth of a new races of beings, the Dragonborn, produced from the deaths of countless of dying dragons. Tall dragon-like humanoids, no taller than 6'8 at their smallest. These individuals are the last survivors of a fading race. Their huge snouts are engorged with 20 razor-sharp teeth, and their claws can cut through obsidian on their own. Aside from their association with the Orcs, nothing is known about the dragonborns.

The Lizard Folk, a reptillian race of humanoids who take on more of the primal aspects of the Dragon. These tall and slender cold blooded beings prefer the marshes and Lizard folk perceive the world in a far more primitive fashion, feeling emotions in a less complicated manner and classifying people they encounter as either predator or prey. Their emotions are essentially rooted on fear, aggressiveness, and pleasure, with survival and practical utility taking precedence over anything else. A lizardfolk will keep you around and even defend you if you are helpful to them. If you die in their company, at the very least you'll make a nice lunch.

Dragonborn and Lizard Folk Names:

Male Names: Kix Chusz Juzk Jauxluushk

Female Names: Dus Qiss Thax Thaco

Dragon Damage Type Breath Weapon
Black Lightning 5 by 30 ft. line (Dex. save)
Blue Cold 5 by 30 ft. line (Dex. save)
Brass Lightning 5 by 30 ft. line (Dex. save)
Bronze Fire 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Green Acid 15 ft. cone (Dex. save)
Red Fire 15 ft. cone (Dex. save)
Silver Radiant 15 ft. cone (Dex. save)
White Cold 15 ft. cone (Dex. save)

Draconic Ancestry:

Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings or a tail. The first dragonborn had scales of vibrant hues matching the colors of their dragon kin. Their small, fine scales are usually brass or bronze in color, sometimes ranging to scarlet, rust, gold, or copper-green. They are tall and strongly built, often standing close to 6½ feet tall and weighing 300 pounds or more. Their hands and feet are strong, talonlike claws with three fingers and a thumb on each hand.

The blood of a particular type of dragon runs very strong through some dragonborn. These dragonborn often boast scales that more closely match those of their dragon ancestor—bright red, green, blue, or white, lustrous black, or gleaming metallic gold, silver, brass, copper, or bronze.

Self-Sufficent Clans

To any dragonborn, the clan is more important than life itself. Dragonborn owe their devotion and respect to their clan above all else, even the gods. Each dragonborn’s conduct reflects on the honor of his or her clan, and bringing dishonor to the clan can result in expulsion and exile. Each dragonborn knows his or her station and duties within the clan, and honor demands maintaining the bounds of that position.

A continual drive for self-improvement reflects the self-sufficiency of the race as a whole. Dragonborn value skill and excellence in all endeavors. They hate to fail, and they push themselves to extreme efforts before they give up on something. A dragonborn holds mastery of a particular skill as a lifetime goal. Members of other races who share the same commitment find it easy to earn the respect of a dragonborn.

Race

.

Dragon Born Traits:

  • Ability Score Increase: Your Strength increases by 2 and your Constitution by 1.

  • Age: Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.

  • Alignment: Most Dragonborn tend to be Neutral.

  • Size: Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.

  • Speed: You have a base speed of 35ft.

  • Breath Weapon: You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.

  • Damage Resistance: You gain resistance to your Dragon Ancestry type.

  • Dragons's Might: You can traverse difficult terrain if it were normal terrain (if the terrain is stone or earth based, does not mean water or lava) You gain advantage on Strength checks against you to be grappled or knocked prone.

  • Languages: You speak, read, and write Common and Sylvan.

  • Subraces: Hassan Riders, Quelpies, and Minotaurs.

Lizard Folk:

The Lizard Folk have become masters of poisons due to their primordial attitude on life and the hazardous vegetation in the surrounding areas. Their expertise makes them an even more valuable resource to Orcs, as toxic gases and animals account for nearly all fatalities among the tribes.

  • Your Constitution score increases by 2 instead of Strength and Strength by 1 instead of Constitution.
  • You are Immune to Poisons and have Proficency in Nature checks and Medicine Checks when determining posionous Flora or creating Antitoxins
  • You can breathe underwater.
  • Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

FULL PAGE HOMEBREWERY STAINS

Orcs

Servants of the Dragons, The Orcs are an Innovating race of beings within the world of Alteria. They were once a warbanding primal race who loved to pillage and raid. Stories are still told to children of other races about Orcs and their ferocity to scare them into being good.

The Orcs are sophisticated people who believe in their superstitions. They are typically 6ft tall or higher, with mountinous frames; even women are educated to fight because they are viewed as protectors. The women, like the Valkirin , are warbred. Elite teams of fighters resembling beserkers, equipped with an obsidian shield and a spear for extended range. They also wield battle axes, as opposed to males, who choose war hammers, greatswords, and the like. When it comes to skin color, they have a greenish to slightly purple hue. This has allowed them to become somewhat resilient to the harsh heat of the land.

Orc Names:

Male Names: Petrolos,Mentites,Sebastus,Tymedon,Loukedon,Konstocles,Aggos Amphastus,Amotus,Vasotus

Female Names: Megiope,Amathiope,Harmosyne,Galiphae,Klymyllis,Kephamia Kalithoe,Thaelele,Calomela,Aegine

Orcish Engineering:

Orcs who were once considered a savage race of beings, discarded their brutish ways and started to innovate. After many years or hard work and preserverance, they became quite adept with engineering that soon would rival that of other advanced races. They built constructs and mechanical wonders.

Proud Servant

Worshiping the great dragons, Orcs swore a blood oath to always protect and defend the dragons and their decendants. Large temples were erected in honor of their gods. Orcs go through rigorus training to become Acolytes of the Dragoon.

Orc Traits:

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

  • Age: Orcs reach adulthood at age 12 and live up to 50 years.

  • Alignment: Most Centaurs tend to be Neutral.

  • Size: Orcs are usually over 6 feet tall and weigh between 230 and 280 pounds. Your size is Medium.

  • Speed: Your base walking speed is 30 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.

  • Innovative: You can choose a proficiency with 2 tools of your choice.

  • Primal Wanderer: You have proficiency in two of the following skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Nature, Perception, and Survival.

  • Strong Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

  • Languages: You speak, read, and write Common and Orc.

The World Explained

Chapter 3. The World Explained

Alteria's History

Long ago, magic was rife and bountiful throughout the world. The environment was strewn with magical creatures. The Astral Planes, Faerun Realms, and other planes of existence coexisted nearly peacefully. Traveling across realms was a regular practice in the year 1647 B.R. (Before Rupture), when a collection of diverse species (Elves, Dwarves, Deva, Fae, Humans, Centaurs, Dragons, and More.) were all convinced to a world crossroads known as the Caern.

The Proctorian Innulator, a gigantic device used to channel magical powers, was housed in the Caern, the main commerce hub. The Caern was a citadel with a massive tower in the center, and architectural influences from several races may be found throughout the city. The Proctorian Innulator is a massive apparatus that channels the mystical energies of the many realms of reality. A riant rune engraved item, almost like a perfect diamond, lies in the heart of it. Large arms extending outwards surround it, each bearing a crystal mirror from a different dimension. On this day, numerous races came together to do something never done before. They intended to utilize the Proctorian Innulator to harness and increase all of the magic.

Powered by (Gildor Stormhook: Human, Grendel Stonehammer: Dwarf, Shelemach the Wary: Fae, Andruil Petalfallen: Elf, Drumac Boneseether: Orc, Bastion the Desolate: Dragon, and Asmodium the Defiler: Deva.) Within the huge tower, they preside over a council. Each race is pouring their ideas and intentions into how to best carry out this plan to combine all of the realm's magical powers at the same time. They thought for days until the Human (Gildor Stormhook) spoke out one day with his own scheme. Humans, who are regarded as the least smart and respected, devised the ideal design, motions, and alignments. Gildor, on the other hand, was not just any ordinary human; he was the first to master the ways of Mana (magic).

The other races listened but refused to accept that a lone human could know more than all of them put together, and they raced off Gildor's scheme, devising their own. Months later, they are preparing for what they thought would be the final victory. Unfortunately, things did not go as planned. They funneled the energy required from the recognized blueprints of existence one by one, pouring them into the machine. Moving closer and closer to the calamity that would be. The machine shook and trembled as it absorbed all of their absorbed energies. Each mirror reflects the central spot. As a gigantic beam of pure magical energy shoots skyward and crushes the walls surrounding them into dust, a large explosion of magical energies disintegrates everything within the tower. As the blindlight fades and the Caern now sits in ruin, screams can be heard from within the city on the campsites on the borders of the Caern.

A weird magical burst of magical energy rushes across the countryside, wiping out the magic. Across the globe, once-abundant magic has disappeared. Darkness engulfed the region where the Caern previously stood, potentially all the way into the Aether. Creatures that had earlier felt free to use their power now felt nothing. For the first time, a frigid emptiness. A colder front approaches, causing the ground to freeze over and snow to fall. The area, which was once teeming with life, is now empty of it. Citizens and individuals who formerly moved freely are now nothing more than frozen corpses. After 200 years, the kingdoms of the Elves, Dwarves, Orcs & Dragons, and Humans are on the verge of destruction. Their long-standing alliances are suddenly shattered as paranoia grips their hearts. This cataclysmic catastrophe known only as The Rupture gives birth to new races. Many beings were exiled back to their original worlds of existence, and many were rendered powerless without their magic. What will happen to this land? Many have attempted to restore the Mana flow, but none have been successful thus far.

The World Explained

The Aternum: Land of the Gods

Major Pantheon of Alteria

  • Udall: God of Craft: Domain of Artisans and Professionals
  • Lunari: Goddess of the Moon: Domain of Shadows
  • Solari: Goddess of the Sun: Domain of Light
  • Tyvbris: King of Gods & Order: Law, Order, Time, Space, & Creation Domain
  • Sefer: Goddess of the Hunt: Nature Domain
  • Dituna: Goddess of War: Domain of War
  • Moorr: God of Death: Domain of Death

Minor Pantheon of Alteria

  • Raorr, God Of Fortune

  • Dhovais: God of Agriculture

  • Dusva: Goddess Of The Stars

  • Aphine: Goddess Of Hope

  • Ihthys: Goddess Of Birth

  • Fanos: God Of Medicine

  • Suruer: God Of Spirits

  • Maruer: God Of Commerce

  • Art Designed by Maia-Fleur

Major Pantheon:

Tyvbris:

Lord of the gods and ruler of the Aether, The Divine realm where the gods reside. Represented by a symbol of Scales, Father to All Major Gods of the Pantheon. He appears to mortals as a gleaming Paladin.

Lunari:

Twin to Solari and Goddess of the Moon, she is represented by a crescent moon symbol. She and Solari are the Eldest of Tyvbris' kids. She appears to mortals as a woman in white near a lake reflecting the moon.

Solari:

Twin to Lunari and Goddess of the Sun, she is represented by a golden sun symbol. She is the Eldest of the twins. She appears to mortals as a Golden Phoenix, often guiding those who are lost.

Sefer:

Goddess of the Hunt, she is represented by a symbol of a Bow. She is said to appear to those in the apparition of a Satyr with 12 tails and loves to smoke from her pipe.

Dituna:

Goddess of War, she is represented by a symbol of a shield with two swords. She is said to give boon to fierce warriors. She is said to appear only during large battles with massive casualties.

Udall:

God of the Craft, is represented by a symbol of a Hammer. He is said to favor the Dwarven race and often appears to mortals as a craftsman, making exceptional craftwork for them.

Moorr:

God of Death, he is the youngest of the gods. Often seen in areas stricken by plague and despair, He appears as a sick elder man asking for help and those who refuse him are found dead the next day from an illness.

The World Explained

Minor Pantheon:

Raorr:

The God of Fortune, he is represented by a symbol of a Wax seal. He is said to appear to as a wealthy patron who is requiring some form of protection.

Dhovais:

God of Agriculture, he is represented by a symbol of a pitchfork. He is said to be found randomly tilling lands as a random worker with 3 eyes.

Dusva:

Goddess of the Stars, she is represented by a symbol of a star. She appears to mortals near the sites of fallen meteors, or gazing at the starts on an open field at night. Her eyes glimmer like the universe.

Aphine:

Goddess of Hope, she is represented by a white rose. She comes to those who are feeling hopeless after a major loss. Her hair is said to be as pale as snow and as beautiful as a noble elf.

Minor Pantheon Cont:

Ihthys:

Goddess of Birth and Motherhood, she is represented by a symbol of a woman. She appears to bless people as a midwife to people who are having issues concieving.

Fanos:

God of Medicine, he is represented by a symbol of a snake coiled around a staff. He appears as a medical practitioner and can be found generally at Hospital's treating poor mortals.

Suruer:

God of Spirits, he is represented by a symbol of a tankard. He can be found at taverns posing as a bard and drinking a plethera of alcohol.

Maruer:

God of Commerce, he is represented by a symbol of a coin. He is said to appear to travelers on the road as a merchant with exotic goods in exchange for favors.

The World Explained

Planes of Existence

Aether: Realm of the Gods

The Aether is the realm of the Gods, where they derive their divine power. From here the Gods watch over the other realms and upkeep the balance of life. It is described in small detail in multiple accounts from different parts of civilizations. A shining silver gleaming city or perhaps made of gold can be found at the center of the Aether, surrounded by tall mountains and flowing rivers. It is said that the river of life and mana flows from the great tree of Aeturnum and spills into the canals of this marvelous city. The souls of the dead who have made peace with their departure live and guard it.

Hellsium: Infernal Realm

The Infernal plane of Hellsium is much the opposite of the Aether. It is a realm of chaos and debauchery. The place souls go when their guilt overtakes them in death. Molten lava springs and dark volcanic landscapes that seem to infinitely go into the horizons is what is said to be found here. The only music this plane hears if that of screaming and pain. This is where the Deva call their home.

Faerune: Fae Realm

Beautiful forests and lush springs make up the majority of the Fae realm. Many creatures call this realm their home but none so powerful or mischevious as Faeries and Pixies. In the Amberwood resides the court of summer, in the Wilderwood resides the court or Autumn, in the Whitewood resides the court of winter, and in the Greenwoods resides the court of Spring. Each tasked with their own individual traits and tasks to perform for the good of the realm.

Droxial: Shadow Realm

In the Dark Forests of Droxial, the shadow realm you find some of the most menacing of foes. Dark creatures twisted by the shadows stalk these woods and lands. A single mountain known only to those who dwell or have dwelled amongst this land know it as Mt. Umbrus. It is said that prolonged exposure to this realm leads to madness and fear, though some they say have learned to master the gift of shadows and become something else.

Krill: Far Realm

This maddening realm was feared for its power to twist unfortunate visitors into gruesome monsters, and it was from here that aberrations came.According to Malyanna, a servant of the Abolethic Sovereignty, all cosmologies are threatened by the same Far Realm. The Far Realm was made up of an unlimited number of strata. Unlike many Outer Plane strata, they were exceedingly thin, ranging from an inch to a mile in thickness and spaced by around ten feet. These levels were also transparent, and passengers could see through about twenty of them, each becoming progressively fuzzy.

Material Plane: Mortal Realm

The world as we know it makes up the Material Plane. This plane is said to be the center focal point of the realms and through it, a bridge between realms. Large mountains, flowing rivers, cavernous oceans, and blooming forests. Many of the mortal races live here and it is said that this plane was created accidently by the great god Tyvbris. This plane is said to be made from the heart of a once colossal titan that waged war on the gods.

Justicia: Astral Realm

By spell, psionic ability, or equipment, the Astral might be reached from practically any place in a Prime Material realm or the first layer of any Outer plane. It was characterized as a desolate wasteland of other-dimensional emptiness that extended in all directions. What little solid stuff drifted in the brilliant, colorless vacuum was mostly fragments of matter split off from their parent plane. The Astral had no gravity, yet objects retained their mass, allowing you to move in the weightless world by throwing little items or pushing off from massive objects. Time flowed at the same rate in the Astral as it did on the Prime Material plane, but the effects of time were slowed nearly to a halt, a thousand years on the Astral world seemed like only a day to the traveler. While on the Astral world, creatures did not become hungry or age. As a result, in order to have children or achieve adulthood, its mortal residents had to return to the Material Plane. Entering the Astral plane may be done in two ways: by projecting your astral form onto the realm with the astral projection spell, or by physically entering the plane.

Chapter 4: World Locations

Human Kingdoms

The Human Kingdoms are composed of Rhemi (Captial City) Tekdos (City), Altos (City), and Heraika (City).

Dwarven Kingdoms

The Dwarven Kingdoms are composed of Gurdhur Hall (Capital City), Vamund (City), Aimus (City), and Jurmund (City).

Elven Kingdoms

The Elven Kingdoms are composed of Riverswept (Captial City), Sundariel (City), Mlyn Ortheiad (City), & Aslserin (City).

Orc & Dragon Kingdoms

The Orc and Dragon Domains are Gol (Capital City), Dor (City), & the Isle of Modr (City)

World Locations

Rhemi Map

Tekdos Map

Altos Map

Heraika Map

Gurhdur Hall Map

Vamund Map

Aimus Map

Jurmund Map

Riverswept Map

Sundariel Map

Mlyn Ortheiad Map

Aslserin Map

Gol Map

Dor Map

Modr Map

NPCS

Chapter 5: NPCS

Tinder Wolves: Heralds of Destruction

A tinder wolf is a wolf infused with the power of elemental fire, a canine genasi of sorts. Its body is jet black and ashy, with a faint flame constantly burning underneath its coat. Its eyes shine like candles, and it's flaming maw sears any flesh it bites.

Ashes to Ashes. Much like their regular counterparts, tinder wolves hunt in packs, encircling their prey before they strike. Striking a tinder wolf spreads flaming ashes that sear the attacker alive, so tinder wolves hunt more recklessly. Killing one is said to bring a terrible curse on those who do.

Deathly Omens. Tinder wolves usually appear after as a great omen to those whom see them. A few days of someone seeing them, the nearest settlement is found burned to the ground or decimated in some way. Last time one of these beasts was found in the Mundane world was when the great angel Raziel came down and engulfed an entire capital in holy light, burning the city to ashes.

Art Credits:

Fire Wolf by Celeste Cosmo on DeviantArt



Tinder Wolf

Medium elemental, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 19 (3d8+6)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 6 (-2)

  • Skills Perception +3
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities fire
  • Senses darkvision 60 ft., passive Perception 13
  • Languages
  • Challenge 2 (450 XP)

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Illumination. The wolf sheds bright light in a 5-foot radius and dim light in an additional 5 ft..

Heated Body. A creature that touches the wolf or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage.

Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage plus 6 (1d6) fire damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Art Credits:

Fire Wolf by Hemamm on DeviantArt

NPCS

Storm King: Balzeg the Black

Balzeg the Black is one out of the two last remaining dragons within Alteria. His monstrous build reaches high towards the sky seeming to split with every one of his roars. He patrols they skies watching over his kingdom and may the gods help those who get on his bad side. Like all dragons, Balzeg speaks mostly in his natural Draconic tongue and refuses to converse in "ghastly languages". He is said to be over 20ft tall and lightning in his eyes.

King of Gol. As king of Gol, Balzeg is always protected by his Dragon Guard. Elite warriors trained to protect their king at all costs. Usually this troupe consists of 6 warriors.

Scorched Earth. The Black Dragon is a powerful creature that commands respect. Wherever he goes, darkness follows, and lightning storms form. His lightning breath crystalizes the earth.

Draconic Superiority There aren't many things that can penetrate a dragons thick hide and scales. For that reason, killing a dragon was once seen as a grand feat of bravery or heroism amongst the other mortal races. Weapons forged in dragon-fire are of superior quality as most special materials like Obsidian can only be melted at the extremely high temperatures. Dragons are also said to be able to bestow great gifts onto weapons they breathe on.



Balzeg the Black

Gargantuan Dragon, Legendary


  • Armor Class 24 (natural armor)
  • Hit Points 487
  • Speed 40 ft. on ground, 120 ft Flying.

STR DEX CON INT WIS CHA
25 (+1) 20 (+2) 26 (+2) 21 (-4) 23 (+1) 21 (-2)

  • Skills Perception +11, Stealth +7, Intimidation +15
  • Damage Immunities Lightning, bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses Blindsight 60 Ft. darkvision 120 ft., passive Perception 23
  • Languages Draconic, Common.
  • Challenge 14 (11,500 XP)

Keen Hearing and Smell. The Dragon has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Amphibious. The dragon can breathe air and water.

Legendary Resistance 3/day. If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: (2d10 + 6) piercing damage plus (1d8)Lightning damage. Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: (2d6 + 6) slashing damage. Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: (2d8 + 6) bludgeoning damage.

Art Credits:

ShadowCrest by Billy Christian

Monsters

Legendary


Actions

Adult Black Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Adult Black Dragon regains spent legendary actions at the start of their turn.

  • Detect. The dragon makes a Wisdom (Perception) check.
  • Tail Attack. The dragon makes a tail attack.
  • Wing Attack (Cost 2 Actions). The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
  • Frightful Presence Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
  • Lightning Breath The dragon exhales Lightning in a 80-foot line that is 10 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 54 (12d8) Lightning damage on a failed save, or half as much damage on a successful one.
  • Resilient Hide The Dragon can choose to impose disadvantage on someone making an attack roll against it (3 charges/day)

Art Credits:

Black Dragon by Philipp A. Urlich

Fae Queen Amara of the Seelie Court

Queen Amara is the Summer Queen of the Feywild, the head of the Summer Fey, and probably the most powerful archfey of all. She rules the Seelie Court and was also known as the Faerie Queen and the Queen of Light. The queen emerged as a magnificent fae. Her complexion was the color of peaches, and her hair sparkled with the hues of autumn leaves.

Queen of the Seelie She claimed sovereignty over nature and its various animals as queen of the Fae court. Plants, animals, insects, and many more creatures serve under her direction. Without her specific invitation or some older method, the Fae wilds are inaccessible.

Nature's Protection. Her Majesty has the exclusive authority to inscribe a highly specific rune onto mundanes. This specific rune is handed to her chosen, and it renders the inscribed almost indestructible by assaults, since the rune multiplies any attack by ten.

Evermore Army The queen can call upon the elements of nature to fight on her behalf including elementals, fae, and much more.



Fae Queen Amara

Small fey, Legendary


  • Armor Class 21 (Magic Armor)
  • Hit Points 387
  • Speed 15 ft. on ground, 70 ft Flying.

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 20 (+5) 26 (+8) 28 (+9) 25 (+7)

  • Skills Perception +11, Stealth +7, Persuasion + 15, Survival +10, Nature +15
  • Damage Immunities Charm, Fire, Radiant, bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses truesight 120 Ft. darkvision 120 ft., passive Perception 25
  • Languages All, Telepathy 120 ft.
  • Challenge 22 (40,000 XP)

Inate Spellcasting Her spellcasting ability is Charisma (DC save 23+15 to hit with spell attacks.) She can cast these spells at will. charm person, commune with nature, speak with animals, speak with plants, detect magic, identify, dispel magic, firebolt (18th level), dominate person, and entangle

Magic Resistence. The queen has advantage on saving throws against magic spells and magical effects.

Legendary Resistance 3/day. If the queen fails a saving throw, she can choose to succeed instead.

Actions

Staff of the Summer Queen. Melee Weapon Attack: +13 to hit, reach 5ft, Hit 18(2d8+9) bludgeon and 7(2d6) force damage.

Multiattack. the queen can attack twice, once with her dagger and once with her staff.

Gem of Brilliance. The queen can command her staff to perform like a "Gem of Brilliance".