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Gundyr Christopher presents

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The World of Ethiks

Existing in a strange location within the multiverse, Ethiks boarders close to the Far Realm of reality and
has many gaps in its own planer walls that separate the influence of other planes of existence. Scholars,
and most well educated folk, nobles and the like, know that Ethiks appears to not fully exist in any one
reality. Strange gaps in reality appear at random locations that seem to lead to an almost dreamlike
plane that mortals cannot seem to subsist in for long periods of time without proper equipment and
magiks. This realm and the gaps that lead to them are collectively known as The Pale, and while they are
not fully understood, many tend to shy away rather than probe further into these mysteries.

Unfortunately for the mortals of Ethiks, scholars from Ethros recently theorized that The Pale
encompasses nearly %79 of the material plane with other planes not being effected nearly as much,
most others suffering from %0.9 Pale Insanitization or less. However, recent advances in the field of
Pale Exploration in the Amarthian Emirate have allowed for the construction of specially designed ships
that can both travel the seas and the treacherous non-reality of The Pale. With these ships, known as
Pale Voyagers, explorers from Ethros, funded in joint by the Amarthian Emirate and the Pertelian
League, set out to discover more habitable land and unknown nations. Of the four established nations
only five additional nations have been recognized on the world stage over fifty years of Pale Exploration,
with countless trifling petty kingdoms and city-states dotting incomplete maps.

The Old World Four

Today, nine nations are recognized by Treaty of Cohabitation with at least two dozen currently pending.
Below are listed the four founding nations, collectively referred to as The Old World Four, as well as
their majority and minority populations.

 The Amarthian Emirate, a rather large sovereign state that encompasses the southern portion of
The Old World in the Dominion Sahara. Its population consist primarily of Leonin aristocracy and
Tabaxi common-folk. The Amarthian people are renowned for their vast lands and cooking,
while their noble Barbarians and desert Rangers are prized for their martial skills as mercenaries
and bodyguards. While not deeply religious, they do have strong cultural ties to honoring their
avatar of The Elder, whom they call Dindue Bimbei, which translates in common as The Big
Nothing. Due to their rigid ways of life and cultural ties to their land, the people of the Emirate
were able to become one of the largest exporters of iron and gemstones in The Old World,
allowing them to partially fund, along with the Pertelian League, the Pale Expeditions and the
discovery of The New World. However, some in the Emirate hold the land more sacred than
others, seeing the rate of export of minerals as blasphemy, and local druids on both sides seek
balance in compromise.
 The Theocracy of Ethros is primarily populated by Humans, with rather large minority
populations of both Aasimar and Tieflings. The state is governed by a church dedicated to The
Seven simply called The Church of Ethros. The Church holds deep reverence for those touched
by both the upper and lower planes, with Aasimar and Tieflings often being elevated to high
ranks in the church and given special treatment in society, sometimes regardless of competency.
Volunteering to send missionaries through The Pale, the people of Ethros were the first many
then unknown races and cultures encountered, and as such their religion soon spread to much
of the known world. Though not particularly violent, Ethros is known to produce skilled holy
knights known as Paladins, often accompanied by a squire or Cleric partner to serve both as
battle companion and spiritual guide.
 The Pertelian League is less a nation and more of a gentleman’s club found adjacent to many
taverns and pubs across a plethora of cities, towns, and villages. Made up of exclusively Halflings
and Gnomes for nearly seven decades, the League only recently allowed “talls” into their ranks
in the last four years. Despite this, with careful planning and strategic business dealings, the
League somehow wound up own owning enough independent territories that it could suddenly
declare itself a full nation with already thought out economic infrastructure and social policies in
the fine print of all their contracts. Despite the sudden uprising and land grabbing, no one
seemed to complain, and those living within its borders claim that life has generally improved,
perhaps thanks to the craftsmanship from their famous Wizards and Artificers and the amenities
they provide and continue to provide to the world.
 The Shogunate of Tungoka is a Dwarvern empire that consists mostly of small outposts on the
surface, and deep and complex city networks underground. Unable to escape The Pale even
under the surface of Ethiks, a small population of Dwarfs came to the surface long before the
founding of both the Theocracy of Ethros and The Amarthian Emirate, making small forts and
outposts in mountainous and hilly areas. Over time these surface Dwarves lost their gray skin
and became somewhat divided from their kinsman below. Though not separate from their vast
underground empire the surface Dwarves, called Mountain and Hill by Humans, are sometimes
seen as their own nation to confused outsiders, much to the dishonor and shame to those who
try to hold themselves to the old ways despite their separation. Still, many try, and the
Shogunate is known to produce famous Bards and Samurai or Monk warriors often renowned
for their loyalty and style.

The New World Five

After the original four nations are five others of various sizes, most of which are separated by The Pale.
Their recognition by and addition into the treaty depends on many factors, but most are admitted due
to land and military, though occasionally for some sort of cultural importance. The new eight nations,
called The New World Nations, are presented as follows:

 The Neosornese Republic is a republic consisting of Lizardfok and Tortles. They are the first
nation to join the treaty due to cultural reasons as well as the first to join due to environmental
reasons. Sponsored by The Pertelian League, the Neosornese people were admitted due to the
large number of druids dwelling in the Republic’s vast swamps that greatly interested the
League’s members.
 The Principality of Hortia is an archipelago dominated primarily by goblinoids of all types ruled
by a council of pirate princes known as the State’s Hand on account of there being five of them.
These five pirates each rule small but loyal territories and were admitted into the treaty due to
their inexplicably advanced ships that allowed them to cross The Pale in a manner similar, yet
vastly different, to Old World Pale Voyagers. After officially joining the treaty, the pirates of
Hortia were permitted to continue to plunder non-treaty nations on the condition their
technology is shared. Strange enough, their sponsor was The Theocracy of Ethros, who hopes to
convert the pirate goblinoids as well as utilize their technology to continue to explore The Pale.
 The Tribes of Vizex are less a nation, and rather a strong cultural unification across over eighty
tribes with no common origin. These tribes, though consisting of many different races across
different points between The Pale, all share one single culture and belief system as well as some
form of hallucination induced communication. Their strange rituals used to induct the long-
distance communication interested all existing treaty members at the time, and their addition
was made official not long after contact.
 The Sundehuan Caliphate is a religious nation composed almost entirely of a strange race that
appears to be an amalgamation between humans and snakes called the Yuan-ti. Their ways and
religion do not seem to directly correlate to any known avatars of The Seven, and their almost
alien like minds make diplomacy at times difficult, but the Yuan-ti of the Sundehuan Caliphate
have proven themselves to be valuable additions to the treaty despite their initial sponsorship
being protested by The Church. Faithful of The Church claim the Yuan-ti have made deals with
heretical beings, fearing their power and unknown culture.
 The Country of Eb is the newest addition to the treaty, having gained approval just last year in
1271 AV. Their country is small, but their people are said to be brilliant with minds to rival that
of the League. Founded by a council wizards and a powerful sorcerer said to have been an
avatar of The Usurper, Eb had a sudden and dramatic rise to power in its isolated part of Ethiks
where it overtook most of its neighbors in under a decade through powerful displays of magik.
However all things come at a price, and the legend goes that the people of Eb gave up their
humanity to become something different. Two offshoots of humanity find their origins in Eb, the
Kalashtar cut off from dreaming, The Usurper taking their dreams for themselves, followed by
the Changlings, whose very faces were taken as payment.

The Gods of Ethiks

Ethiks and its people recognize seven gods collectively called The Seven. These gods are said to walk to
world among mortals through avatars that they use to explore and learn more about the world. Each
god has its own history complex and long as Ethiks’ own, but much of it has been forgotten through the
ages. Most recently, The Church of The Seven has been attempting to recover lost artifacts and histories
by exploring the world as well as preaching their faith. During the course of their mission they have
discovered that nearly every culture they’ve sent missionaries to has its own version of worship towards
at least one or two of The Seven. When The Church discovers a new culture, they catalog the knowledge
they have and learn as much as they can from the culture they simultaneously attempt to convert.

Though the gods go by many names, The Church of The Seven refers to the collective myths, avatars,
and names into one of seven gods, referring to each as follows:
Deity Alignment Domains Church Symbol

The Elder LN Grave, Order A coin with a skull wearing a


crown imprinted on it.

The Second CG Life, Tempest A couple, sometimes


arguing sometimes happy.
The Liar LE Peace, Light A white mask with a smile
painted on it.

The Arkanist CN Arcana, Forge An anvil with a wand laid


out over it.
The Fool N Nature, Knowledge A tree carved with various
languages.

The Hound CE War, Death A warhound snarling and


bearing its teeth.
The Usurper CN Trickery, Twilight A grasping hand from
below.

What does this all mean for me, the player?

Basically, if you haven’t caught on, this is a homebrew world. Much of this is background knowledge
anyone would have some kind of idea about. I’ve introduced concepts, nations, and hinted at the level
of technology but I’m going to break things down a bit more and give you a list of allowed content to use
as well as changes to what you start with. Additionally, I’m going to be talking about what kind of
campaign this is, and what kind of character you should make for it.

Lore TL;DR pls I’m lazy and don’t want to put in effort.

This world is magik, most of it is covered in weird goo due to being close to the Far Realm and you need
magik to get across, also we spell magik with a k. Four nations got together and discovered the new
world, you’re gonna be doing that this campaign. There are seven gods, and they walk the material
plane in their avatars, and many cultures recognize them in one shape or form. Additionally the borders
between the planes in Ethiks are weak, so other planes effect the material plane strongly in many
places, allowing who knows what to go on. That sums up most things, as the broader history and
mythology will be explained in game.

What’s allowed for character creation?

I’ve purposefully omitted a few races from the discovered nations, these are off limits, so you can’t play
a few. Below is a list of the allowed races, what nation or nations their people hail from, and what
languages they commonly speak. All player characters speak Common by default, but may chose any
languages they wish from the table below using Origin Languages rule from Tasha’s Cauldron of
Everything. That being said, all officially released and published subclasses and spells are allowed to be
used without limit, including the Blood Hunter class and the Gunslinger subclass. Players wishing to use
guns should please confer with me.

Race Source Homeland Languages of Homeland


Leonin Mythic Odysseys of The Amarthian Leonin
Theros Emirate
Tabaxi Volo’s Guide to The Amarthian Leonin
Monsters Emirate
Changling Eberron: Rising from the The Country of Eb Daelkyr
Last War
Kalashtar Eberron: Rising from the The Country of Eb Daelkyr
Last War
Lizardfolk Volo’s Guide to The Neosornese Draconic
Monsters Republic
Tortles The Tortle Package The Neosornese Draconic
Republic
Gnome Player’s Handbook The Pertelian League Halfling, Gnomish
Halfling Player’s Handbook The Pertelian League Halfling, Gnomish
Bugbear Volo’s Guide to The Principality of Goblin
Monsters Hortia
Goblin Volo’s Guide to The Principality of Goblin
Monsters Hortia
Hobgoblin Volo’s Guide to The Principality of Goblin
Monsters Hortia
Dwarf (Hill, Mountain) Player’s Handbook The Shogunate of Dwarvish
Tungoka
Dwarf (Gray) Sword Coast The Shogunate of Dwarvish
Adventurer’s Guide Tungoka
Yuan-ti Pureblood Volo’s Guide to The Sundehuan Abyssal
Monsters Caliphate
Aasimar Volo’s Guide to The Theocracy of Celestial, Infernal
Monsters Ethros
Human Player’s Handbook The Theocracy of Celestial, Infernal
Ethros
Tiefling Player’s Handbook The Theocracy of Celestial, Infernal
Ethros
Tiefling (Variants) Sword Coast The Theocracy of Celestial, Infernal
Adventurer’s Guide Ethros
Centaur Guildmasters' Guide to The Tribes of Vizex Giant
Ravnica
Firbolg Volo’s Guide to The Tribes of Vizex Giant
Monsters
Goliath Elemental Evil Player's The Tribes of Vizex Giant
Companion
Loxodon Guildmasters' Guide to The Tribes of Vizex Giant
Ravnica
Minotaur Guildmasters' Guide to The Tribes of Vizex Giant
Ravnica

Optional Rules in Play


These are optional rules found in the DMG, XGtE, as well as a few homebrew rules
that I use in the games I run. Familiarizing yourself with them and use them as you
see fit, or don’t use them at all. I for one will.

Non-Combat Rules
 Magic Item Crafting: Magic items can be crafted through the use of appropriate tool and skill
proficiencies and the use of downtime. See Xanathar's Guide for more details.
 Potions: When drinking a potion, it can be done so as a bonus action. Administering a potion to
another player, however, still counts as one action.
 Tool Proficiencies: Tools can be used to craft items as well as giving bonuses such as advantage
if a tool proficiency relates to a check. See Xanathar's Guide for more details.
 Customized Origin: The rules for customizing your Origin from Tasha's Cauldron of Everything
will be allowed, but the Custom Lineage will need to be discussed beforehand with me. I’m not
opposed to using Custom Lineage, but I use D&D Beyond and D&D Beyond does not support this
feature. If you want to make a homebrew race using D&D Beyond that follows the Custom
Lineage system and we discuss it I may allow it.

Combat Rules
 Cleaving: When a melee attack reduces an undamaged creature to 0 hit points, any excess
damage from that attack might carry over to another creature nearby. The attacker targets
another creature within reach and, if the original attack roll can hit it, applies any remaining
damage to it. If that creature was undamaged and is likewise reduced to 0 hit points, repeat this
process, carrying over the remaining damage until there are no valid targets, or until the
damage carried over fails to reduce an undamaged creature to 0 hit points. Targets must be
within 5 ft. of both the target and attacker
 Climb onto a Bigger Creature: A suitably large opponent can be treated as terrain for the
purpose of jumping onto its back or clinging to a limb. After making any ability checks necessary
to get into position and onto the larger creature, the smaller creature uses its action to make a
Strength (Athletics) or Dexterity (Acrobatics) check contested by the target’s Dexterity
(Acrobatics) check. If it wins the contest, the smaller creature successfully moves into the target
creature’s space and clings to its body. While in the target’s space, the smaller creature moves
with the target and has advantage on attack rolls against it. The smaller creature can move
around within the larger creature’s space, treating the space as difficult terrain. The larger
creature’s ability to attack the smaller creature depends on the smaller creature’s location, and
is left to your discretion. The larger creature can dislodge the smaller creature as an action—
knocking it off, scraping it against a wall, or grabbing and throwing it—by making a Strength
(Athletics) check contested by the smaller creature’s Strength (Athletics) or Dexterity
(Acrobatics) check. The smaller creature chooses which ability to use.
 Critical Hits: When you score a critical hit, you deal the maximum amount of damage the attack
does followed by rolling the dice as normal and adding any relevant modifiers.
For example, if you score a critical hit with a Dagger, roll 4+1d4 for the damage, rather than 1d4,
and then add your relevant ability modifier. If the Attack involves other damage dice, such as
from the rogue’s Sneak Attack feature, you maximize and roll as well.

Monsters and NPCs will roll twice the number of damage dice when rolling a critical hit as
normal.
 Disarm: A creature can use a weapon attack to knock a weapon or another item from a target’s
grasp. The attacker makes an attack roll contested by the target’s Strength (Athletics) check or
Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or
other ill effect, but the defender drops the item. The attacker has disadvantage on its attack roll
if the target is holding the item with two or more hands. The target has advantage on its ability
check if it is larger than the attacking creature, or disadvantage if it is smaller.
 Firearms: Firearms may be gained by taking the Gunner feat from Tasha’s Cauldron of
Everything at DM discretion, or by starting as a Gunslinger Fighter. Firearms use ammo that
must be accounted for just like other expendable use items.
 Flanking: When a creature and at least one of its allies are adjacent to an enemy and on
opposite sides or corners of the enemy’s space, they flank that enemy, and each of them has
advantage on melee attack rolls against that enemy. A creature can’t flank an enemy that it
can’t see. A creature also can’t flank while it is incapacitated. A Large or larger creature is
flanking as long as at least one square or hex of its space qualifies for flanking.
 Overrun: When a creature tries to move through a hostile creature’s space, the mover can try to
force its way through by overrunning the hostile creature. As an action or a bonus action, the
mover makes a Strength (Athletics) check contested by the hostile creature’s Strength
(Athletics) check. The creature attempting the overrun has advantage on this check if it is larger
than the hostile creature, or disadvantage if it is smaller. If the mover wins the contest, it can
move through the hostile creature’s space once this turn.
 Shove Aside: With this option, a creature uses the special shove attack from the Player’s
Handbook to force a target to the side, rather than away. The attacker has disadvantage on its
Strength (Athletics) check when it does so. If that check is successful, the attacker moves the
target 5 feet to a different space within its reach.
 Tumble: A creature can try to tumble through a hostile creature’s space, ducking and weaving
past the opponent. As an action or a bonus action, the tumbler makes a Dexterity (Acrobatics)
check contested by the hostile creature’s Dexterity (Acrobatics) check. If the tumbler wins the
contest, it can move through the hostile creature’s space once this turn.

What I Need From You

I’ll keep this part simple and talk to you plainly here. I need players that take notes and contribute in
world building. If you have idea for something that fits the lore I’ve presented in the form of a character,
a location, or any of small detail, throw it at me and the rest of the table during the session 0. I try to
keep track of everything I say when I DM but knowing that my players are writing down important and
key information I might forget by the next week’s session helps me prepare and create a better game
experience for everyone involved. I put a lot of work into DMing but I’m not perfect, so I need the
occasional help or might want to look over whatever you’ve written down from time to time to make
sure I’m not going off track or forgetting everything.

Second, I need players who are 18+ and okay with tackling sometimes taboo topics. I’m not going to put
anything grossly offensive in my games, but I DM a rated M for mature game that involves violence,
swearing, and the occasional problematic topic. If you’re okay with that, feel free to sign up and talk to
me about what you’re comfortable doing and what you’re not comfortable hearing about or taking part
in. If you are more open with me, and later the table at the session 0, we can all ensure that everyone
has a good time.

Last and not least, I said it earlier in the rules section, but cannot stress that I use D&D Beyond to DM.
This gives me access to everyone’s character sheet as well as notes section. Because of this I have a few
limitations on what is allowed in my games due to how D&D Beyond functions as well as personal
preference. Homebrew for races and classes are not allowed, but subclasses are with approval though
I’m very stingy on what I allow that I didn’t personally create. I will not budge on this matter and am
dead set to run the game how I want to.

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