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CHAPTER I: Orbis
Characteristics of Orbis
I) Cosmic Powers vie for Control
There are many forces at play in the cosmos that surrounds Orbis’s multiverse. The Heavenly Deities of Elysium
command their angels to push back the forces of evil in the world. Demon Princes of the Abyss spread chaos and
corruption through the realms. Devil Lords of the Hells plague beings with tyranny and despicable intrigue. The Zodiac
watches beyond our world into the realms of stars where others have no sway. The Four Avatars of the elements on the
brink of being released from their home planes to bring unbalance to another. And the Old Gods, watching from their
tombs in which they were sealed, seek to be born anew again.
All these extra-terrestrial and divine entities seek to tip the scales of the multiverse in their favour. Many influence
mortals to do their bidding and further their goals in exchange for power, riches or enlightenment after death. The world
is divided between all these “gods, pantheons and forces of evil” with entire nations and societies of people waring with
one another over their beliefs.
Wayfinders are an intelligent race of birds that are blessed with the gift of being able to travel through the Ethereal with
ease. This makes them valuable companions and tools for those that often wish to travel between the material and
Ethereal, such as those that hunt demons and devils as a profession or out of righteousness, or slay angels for their
hellish lords or simply for coin.
Some of these beacons are not too difficult to find, as some of the Zodiacs provide less power than others, but some lie
deep beneath the earth in the darkest corners, or others at the highest of peaks out of sight. Those that believe themselves
worthy of a Zodiac and its power seek out these stones, some never finding them concluding that they are not worthy as
they were never meant to find it. But few have sought out the blessings and found the beacon they seek.
Over millennium, these entities grew bored of the realms they inhabited. With a combined effort from all of them, they
created a forth layer in the centre of them all. The material plane, or rather, Orbis. Each contributed in their own way as
to how this new world should be constructed. The Four Avatars created the sky, sea, earth and fires of its core. The
Heavenly Deities made energies that flowed through the world. They made the Sun and Moon, while the Zodiac made its
stars and strings of fate. The Dark Powers and their contributions to the world were repeatedly rejected by the others. And
so began hate between the Dark Powers and the rest of creation.
Now that the world was set in place, beings were meant to live in it. Angels and animals were created by the Heavenly
Deities, while the Dark Powers plotted among each other as to how best foil the pleasures of the other Cosmic Powers. But
inner strife began to take hold of the Dark Powers. A third were set on the idea of ultimate chaos, another third on the
idea of ultimate subjugation and order and the last third set on the idea of corrupting what was already created. And so
they split and went their own paths and created their own realms to plot schemes and create in.
The Abyss, created by and now inhabited by Demons wanting nothing but chaos to run free among creation. The Hells,
created by and now inhabited by Devils wanting to subjugate all to their law and order. And the remaining entities now
known as the Old Gods each took their own path in the cosmos for their realms of influence, while some secretly hide in
the world of Orbis.
And so over the course of time, mortal beings destined to one day die and give back to the earth began to be born. Many of
these mortal races have now died out for various reasons over the course time, but many survived till today such as Elves,
Dwarves and Lux. Very little is known about this time, as much of the knowledge and evidence of its existence has seen
the wear and tear of time, dust scattered in the wind.
III) Age of Dragons and Birth of Nephilim (-4,999 D.E to -3,900 D.E)
These creatures began pure and good, but the hiding Old Gods, Demons and Devils slowly sunk their claws into the souls
of these creatures. Seeding thoughts and emotions of anger, hate, greed, arrogance and many more. And then soon after
came the birth of chromatic dragons by the tyrannical and greedy dragon goddess, Tiamat. They subjugated these young
mortals to do their bidding and treat them as demi-god like beings. The angels were not yet wise enough to protect the
creatures they so desperately wanted to live alongside with in this world, the dragons outnumbered them and commanded
slave armies of the mortals.
Then Azazel, an angel, rose up to the responsibility to command his angelic brethren against the scaled tyrants. His
leadership, strategy and skill of the fields of battle proved to outmatch his enemies. Even though outnumbered, they
struck hard and true in the hearts of the winged beasts, minimizing mortal casualties. The Age of Dragons was coming to
its close end, until Tiamat herself emerged from her lair deep in the core of the world and torn the angels asunder.
One of the Zodiacs, Bahamut, saw the events of his dark double transpire and reacted in turn with his own creations.
Metallic dragons flew down from the stars to the aid of the angels against their chromatic counterparts. But still this was
not enough to finish off the threat as Tiamat herself still held presence in Orbis. Azazel was for the first time beginning to
feel hopeless. His brilliance on the battlefield and allies from the stars were not enough to drive back this godly enemy and
free the enslaved mortals.
In his moments of self-doubt, a mysterious entity approached him and said that if he wanted to achieve his goals that she
could provide him with a child that would poses unspeakable power and win the losing battle against the Age of Dragons.
He was seduced by this creature and conceived the child. This entity, now known as Lilith was the bastard daughter of
Graz’zt and Glasya, creating a hybrid of demon and devil, a fiend of desire. But Azazel did not know this and was too
blinded by his desperation to defeat his enemy, and he was also seduced by the succubus.
Azazel could feel the immense power and potential in the child and named him Absalom. Azazel allowed his host of
commanders to sire children with Lilith, came the first generation of Nephilim that grew up quickly. With the discovery of
what Lilith was and what Azazel had allowed to be born into the world, the Heavenly Deities demanded that he destroy all
of the Nephilim.
At the final battle, where Absalom lead his host of Nephilim against Tiamat alongside an army of angels, she was sealed
away and banished to the hells where she still remains. It was in the moment of victory and celebration that Azazel
attempted to turn on Absalom, but failed. Absalom defeated Azazel and the rest of the Nephilim routed the angel army for
its betrayal. For Azazel’s failure, he too was banished to the hells along with his consort Zariel. It was here that the
Heavenly Deities themselves descend from Mount Celestia in Elysium to destroy the Nephilim themselves. However, even
the gods themselves failed to destroy this unholy offspring, and they escaped instead, far beyond the gaze of Orbis.
After a time, six of the Nephilim grew uneasy with what was transpiring, what their kin was committing. They understood
that a balanced needed to be maintained and at the rate they were going, soon there would be no more of creation, at all.
At was at this time that the Old Gods came to Absalom and offered to help the Nephilim overthrow the Heavenly Deities
and give them Orbis, their birth world. And when Absalom agreed to this and announced the crusade against Orbis, the
six knew now was the time to go against him.
The six approached the Heavenly Deities in secret and told them of the coming invasion, and pledged their arms to fight
against their brothers and sisters.
What is known is that many of the Old Gods were slain, their bodies scattered to the astral sea, burned, decimated and
petrified. The one’s that couldn’t be destroyed were imprisoned in divine chains and seals.
The battle also saw the slaughter of all the Nephilim by the hands of the six defectors. Absalom himself was slain by his
younger brother and only survivor of the first generation of Nephilim. It is said that these six were also instrumental in the
slaying of the Old Gods that weren’t sealed.
With the battle ended, the Heavenly Deities spent much of their powers to smite down some of the Old Gods and create
the weapons and armor used in the battle. They returned to their realm of Mount Celestia in Elysium, to regain their
strength. However, many of their worshipers and followers perished in the conflict, so it would tell time for them to regain
all the power they lost. Now, many of their followers today do their best to spread their influence, in the hope to gain more
believers, translating to more divine energy put into the realm of Elysium by their sheer force of belief.
The six Nephilim were now left alone to their own devices since the Old Gods were either slain or imprisoned and the
Heavenly Deities recuperating in their realm. These six were the last remaining of their race. They promised each other to
not let the balance of the multiverse tip to one side again, like they allowed to happen once. They each went their own way
afterwards, each finding a place in the multiverse to call their home. On occasion they will venture from their realms to
put down an overpowering force of the scales.
Many of the common folk believe it is indeed a gift from the gods, their saving grace to burn away the Black Frost and
allow their creations to thrive once more like they did before the Age of Dragons and the Divinity.
However, many learned scholars and practitioners of the arcane arts believe otherwise. It is true that there is divine
energy within the spire, but they contribute that to it perhaps leading to Elysium itself, which is unsurprising as it leads
to many other planes when stepped through. They believe that due to the sudden disappearance of magic during the
Black Frost, that an excess amount of magic poured into the other planes and they couldn’t handle it and one day,
essentially blew up and created a connecting passage through all other planes.
Those two are the most popular theories, but alas, no evidence, hint or clue has come up to reveal the true nature of the
spire’s creation. And perhaps it shall never be discovered.
The now Lich, an undying being of dark magical arts sought to use his new found power for unspeakable gains. He raised
an army of undead that bent to his will without question. Vecna, the Lich King went on a campaign through Orbis
conquering whoever he wished. The people of Orbis stood little chance to push back the undead horde.
His most trusted lieutenant, Kas, which he had turned into a Vampire through the secrets he knew, one day betrayed
him. The two of them destroyed each other, with only the Sword of Kas and the Hand and Eye of Vecna remaining after
their duel.
Vecna was not a foolish individual however and was paranoid to the greatest of lengths. Kas may have destroyed Vecna’s
phylactery, but many believe that Vecna had a failsafe in place if his true demise was ever to come. And through the
centuries there have been some claiming to do the will of their master, Vecna, the Whispered Lich King.
The aftermath of the Lich King’s conquest still shows signs of its remains today and has permanently scarred parts of the
world. The now dubbed Morgoth, the Broken Land is the most notable of these areas. A large expanse of ashen lands
plagued by the wandering undead and bands of orcs and goblinoid creatures. The corruption of Vecna’s dark arts gave
rise to these creatures and now they have spread like rats to all corners of the world.
Over the course of 34 years after that event, in exchange for information, equipment and other details of pacts and
pledges, the Gith shared their technology of their flying ships to an extent with Orbis. This knowledge has also lead to
many other technologies being developed such as Arcane and Steam railways for trains, stationary engines suspending
chunks of earth called Motes and communication technologies and many more.
Current Events
The War of the Lady
Overview
Sanctus is the area of influence established by the conquests of the Dragonborn long ago, finding its solid roots and
purpose late in the Age of Prospects. It has earned the top spot as being the largest nation of Orbis, with the desert slave
nation of Nehekhara and chivalrous Bordeaux coming in second to it in terms of the people that call it home. Many races
here among each other, each having equal standing in its society. The capital city, Illustria stands as the self-proclaimed
holy city of the world to the Heavenly Deities. However, Sanctus is not completely the shining ray of light it paints itself to
be. The righteous arrogance of Sanctus has allowed not one, but two infernal incursions take place in its cities, causing
hundreds of thousands to be exploited and ruled by a tyrannical fist. The forming of the nation itself was also bloody, as it
was a conquest through warfare after all, and with the Age of Strife, bad relations were created with the dwarves to the
north of them over resources in the mountains but to the claims that those lands were sacred and godly. Sanctus has
since grown up after its mistakes, but still has a long way to go.
Birmingham
“Innovate to dominate”
Colours: Red, white, grey
Population: 5,356,000
Racial Ratio: 45% Halfling, 20% Elf, 10% Human, 10% Half-Elf, 10% Gnome, 5% Other
Capital: Northwick
Government: Organization Kleptocracy
Leader(s): Master Foremen and Chief Officers Association (MFCOA)
Demonym: Birmingnite
Literacy Rate: 82%
Overview
“I am where I am today because I learned to make money while I sleep.” –David Bailey, Master Foreman of B-Series
Industries
The columns of smoke and gas light streets of Northwick are the heart of the industrialized Birmingham. Northwick and
her surrounding settlements are a clear representation of halfling culture, efficiency and maximum profit. Workers are
exploited for minimal wage for maximum work to hit product deadlines and keep every factory and enterprise running
smoothly. The rich elite who have made their fortunes from this age of industry visit the theatre and have dinner parties
aboard the high and above air ships. Most cities have curfew for certain areas of the city, and if spotted wondering in
those areas are first given a warning, if they don’t leave, then the Brute Boys apprehend them.
Birmingham’s climate is rather dull and ‘misty’ for most of the year. The smoke from the factories does not help the
scenery either, but on a clear day the capital of Northwich is a true sight to see. Tall buildings with mechanical airships
hovering above. Northwick is separated into districts, with most of the factories on its eastern outskirts to keep its skies
clear and fresh looking.
Influential Parties
Master Foremen and Chief Officers Association are the driving and governing force of Birmingham and her people.
Magnus Banking Clan is the largest bank in Birmingham and is also spread all over Magnus Terra. They control interest
rates and taxes paid to the MFCOA.
Jasper and Sons is the leading trade and transport megacorporation. Their ships dominate the harbours of Northwick,
travelling and trading all across the world. They have also recently released their first version of an automobile for the
streets of Birmingham.
Brute Force Security A.K.A The Brute Boys are the general guard or police of Birmingham. They patrol its streets in
automobiles and ‘Tall Boys’. They intimidate the general populace to keep in check and do their jobs.
B-Series Industries is the largest factory company in Northwick. Their factories and machinery are rented by almost
every other manufacturing company.
The Peaky Blinders is the leading gang in Northwick’s rougher areas. They are involved in illegal gambling on racing and
casinos as well as selling advanced weapons to the other gangs in Birmingham.
Bordeaux
“For the Lady of Virtue”
Colours: Blue, white
Population: 8,115,560
Racial Ratio: 75% Human
Capital: Orleans
Government: Royal Hierarchy
Leader(s): Grand Duchess Fiona Bianco
Technological Power:
Demonym: Bordelais
Literacy Rate: 95%
Overview
A spring time landscape famed for its ideals of Chivalry and Virtue. Knights Errant mounted upon noble steeds roam the
roads ready to smite down any dangers that would harm Bordeaux and her people. Scholars and wizards hide themselves
in tall towers, grand castles and keeps stand guard upon hills and simple peasants herd their cattle and reap their crops.
Ruled by the Grand Duchess Fiona Bianco chosen by the Lady of Virtue that appears in the Silver Lake when the
carination ceremony is nigh and in Bordeaux’s times of need. Not all is flowers and wine in Bordeaux however, Sanctus
has branded Bordeaux as heretics to the Elysium and Zodiac for the Bordelais believe that Centaurus is not a horse, but
a unicorn. And that Tymora is not the Lady of Luck, but the Lady of Virtue of the Silver Lake herself. It is for this that
border relations between the two powerhouses are rife with war and battle.
Claudia
“By wit and curiosity, prosperity is born”
Colours: Red, white, orange
Population: 3,650,00
Racial Ratio: 55% Gnome
Capital: Cloud City
Government: Confederacy
Leader(s): The Cloud Court
Technological Power:
Demonym: Claudish
Literacy Rate: 98%
Overview
If Birmingham is brimming with mechanical technological advancements, than Claudia is its opposite. Claudia is the
gnomes’ playground with magical experiments and technology. A vibrant and beautiful island nation surrounded by the
ingenuity and creativity of gnomish culture, which has bred a nationwide workshop of brilliant inventors. Clockwork
automatons walk the streets besides their creators that they serve, tall multi-storey buildings watch over the people and
the sound of hustle, bustle and small gears shifting is the driving force of Claudia.
Korinthia
“Democracy holds true”
Colours:
Population: 3,005,250
Racial Ratio:
Capital: Argolis
Government: Democratic Oligarchy
Leader(s):
Technological Power:
Demonym: Korinthian
Literacy Rate: 94%
Overview
Nix Silvis
Khazanov
“The northern winds bite the hardest”
Colours: Black, gold, red
Population: 5,100,550
Racial Ratio: 45% Human
Capital: Novgratz
Government: Socialist Republic
Leader(s): Tsar Vladove Novik
Technological Power:
Demonym: Khazan
Literacy Rate: 85%
Overview
The cold north is a harsh landscape that breeds tough bastards. The Khazan are the only known civilization to survive the
landscape, as the snow and cold in Nix Silvis is not regular cold. It’s the only known remnants of the Black Frost,
meaning magic is very limited in those burdened lands. However, beneath the snow and earth lies the world’s largest
deposit of Ether Weave Crystals, the magical source for Airships. And so Khazanov has built its society around obtaining
and utilizing these crystals. A socialist republic governed by the Tsar has built an airship empire, where the cities are kept
warm by the Ether Weave Crystals and travel is only done by airship. Beyond the settlements is a death wish. Few have
survived its tundra, and those that have are forever changed.
Servus
Nehekhara
“Friends know our smiles, enemies know our chains”
Colours: Tan, black, red
Population: 2,150,600 free, 6,451,800 slaves
Racial Ratio: 45% Human, 20% Feline, 10% Yuen-Ti, 5% Half Orc, 5% Halfling, 15% Other.
Capital: Nehekhara
Government: Dynastic Monarchy
Leader(s): Pharaoh Neke Lakk’aran II
Technological Power:
Demonym: Nehekharan
Literacy Rate: 65%
Overview
Nehekhara stands as the shining sanctuary city in the vast expanse of the Jakku Dah’ar desert. Well, sanctuary for some
who have been trapped in the desert for a long time. Nehekhara is known across the world as a slave nation first and
foremost. Many people from all across Orbis are abducted and sold to the slave masters of Nehekhara for easy money. For
every free person in Nehekhara there are 3 slaves. The arenas are Nehekhara’s biggest attraction and ‘money maker’ for
the slave masters. The Pharaoh that rules all is said to be a descendent of infernal heritage and it would explain its
society. But these are but rumours and tales, but many believe them to be true.
Black Bog
“The strongest tree comes from a single seed”
Colours: Dark green, black
Population: 1,890,440
Racial Ratio: 40% Reptilian, 20% Yuen-Ti, 10% Shifterfolk, 10% Feline, 5% Firbolg, 15% Other.
Capital: The Great Ipe
Government: Clan Theocracy
Leader(s): The Ipe Grove
Technological Power:
Demonym: Of Black Bog
Literacy Rate: 14%
Overview
“Le nuxi' che'o' jach ku guía k meyajo'ob yéetel ku ts'aik to'on kuxtal” Ipe Grove Archdruid Nojoch na'.
Black Bog is the largest swamp marshland in Orbis.
Morgoth
“Blood for blood”
Colours: Black, grey, white
Population: 2,300,550
Racial Ratio: 35% Goblin, 30% Orc, 10% Half-Orcs, 8% Human, 5% Hobgoblin, 12% Other.
Capital: Myngoria, now named Bar’magath.
Government: Tribal War Bands
Leader(s): Various Warcheifs
Technological Power: N/A
Demonym: Of Morgoth
Literacy Rate: 4%
Overview
“One does not simply walk into Morgoth.”- Unknown.
Sengoku
“The eastern sun sets the sky afire.”
Overview
“Magic flows through the roots of our land like the blood in our veins.” Emperor Yashu Organa
Sengoku is an island to the east that is untouched by the industry and smoke of the west. It’s beautiful landscape is
home to
Atlantis
“Wonders of the deep blue”
Overview
Economy and Industry
Culture and Climate
Politics and Government
Religion and Traditions
Influential Parties
Humans
Humans arrived later in the world of Orbis, as there is very little to no mention of them during the Age of Ancients. They
are among one of the shorter lived races in comparison to races like dwarves and elves. Perhaps it is because of their
shorter lifespans that they strive to achieve as much as they can, or have had a history of trying to gain power no mortal
should have.
A Broad Spectrum
With their penchant for migration, humans are more physically diverse than any of the other common races to be found.
There is no typical image of a human, as some stand 5ft tall, while others are well over 6ft. Dark skin, pale skin. Long
hair, short hair or even no hair. Depending on the human’s heritage and landscape determines their features, while some
can have their lineage splashed with hints of the Ancient races like elves or lux.
Exemplars of Ambition
Humans who seek adventure are the most daring and ambitious members of a daring and ambitions race. They seek to
earn glory, power, wealth and fame for all sorts of reasons. Some to earn their concrete place in the world among the old
races, others to seek life after death or to cheat it entirely.
Dwarves
Strongholds rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in the
deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of green-skins and pointy ears.
These are the common threads that unite all dwarves.
Dwarves hold their traditions and history like a priest would hold the text of the gods. Devotion to one’s clan and craft is
number one priority for dwarves. Many dwarves however leave their homes when they are young to seek glory in battle or
adventure, but they always return to the silvered halls of home.
Dwarven Names
Dwarven names are often bestowed upon them by the clan’s elder. Their first name comes first and then their clan name.
But due to the Green Scourge there are only three clans that remain: Clan Ironfist of Deep Hold, Clan Thunderstone of
Four Peaks and Clan Blackfoot of Black Anvil.
Male Names: Adrik, Brottor, Darrek, Delg, Fallond, Freglind, Kildrak, Morgran, Rangrim, Thoradin, Thorin, Tordek.
Female Names: Anbera, Bardryn, Dagnal, Dagne, Eldeth, Helja, Morana, Nora, Ovina, Valida, Vistra, Yrgunna.
Elves
Elves are inherently magical fey creatures that can live far past 1,000 years. They live in places of ethereal beauty, in the
midst of ancient green forests or in silvery towers and castles where soft music drifts through the air. Or at least they
used to. The Lich King saw that all elves would suffer for the rest of their millennial lives.
A Timeless Perspective
An ancient race in its day, elves are the longest living mortal race of Orbis. Some living to 1,500 years old. What most
would confuse for excitement is merely amusement, and greed but actually curiosity, as elves have all the time in the wold
to experience life’s pleasures and troubles. There is no rush for them. Elves are also flexible when it comes to conflict
among themselves or other mortals. They will often first start with diplomacy, but are more than capable of demonstrating
their martial expertise with a sword or bow.
Even though many will tell you that elves are pompous, arrogant and self-important, elves are generally gracious even to
those that fall short of their high expectations, which is practically everyone that is non-elven. Still, they can find some
good points in just about everyone.
A Home in Ashes
The arrogance of elves however is their ultimate downfall. And a very expensive price they paid for it indeed. Their home of
Ar’Gwaith, now known as Morgoth had fallen victim to the corrupting and vile magic of the Lich King. The elves thought
they could wait out the global conquest of the Lich, but he had a vendetta against the elves for a wrong they did to him
beyond their memory. They were foolish to refuse help from the other races and attempted to meet the Lich King and his
undead corrupted horde on the field of battle, and lost. Their home fell victim to a blackened sky where no sunlight breaks
through. Trees once tall and strong, now withered and ashen. The very elves themselves corrupted into green-skinned
abominations of what they once were. Adults becoming Orcs, and their children becoming Goblins.
Now the elves wander the world, trying to find their place in it once again. They have no home of their own anymore, no
place to return to.
Elven Names
Elves choose their own first names once they are able to do so, and their family name comes second which usually is an
elvish word for something beautiful.
Male Names:
Female Names:
Family Names:
Half Elves
Aasimar
Tieflings
To be greeted with stares and whispers, to suffer violence and insult on the street, to see the mistrust and fear in every
eye, that is the life of a Tiefling. A bargain struck with an infernal entity, or consorting of a fiend results in a life of ridicule
and suspicion. A commodity for slavers, blessings for diabolical cults and enemy of Mount Celestia.
Infernal Bloodline
Tieflings look humanoid enough, but the infernal heritage most defiantly leaves its mark. They have large horns in a
variety of shapes and colours. Curling horns like a ram, straight like a gazelle’s, or spiral spears like an antelope’s. Thick
tails trail behind them, like a shadow of their ‘shame’ . Sharp canine teeth line their mouths, and their eyes solid colours
of black, red, white, silver, orange or any other of the spectrum. And their skin colour is just as flexible and varied like
their eyes.
The birth of a Tiefling is an obvious sign of an infernal pact being struck further in one’s bloodline, or the offspring of such
a fiendish creature with a human, elf or other humanoid mortals.
Tiefling Names
Tieflings are very protective of their true infernal names, as in their infernal nature. A devil would very rarely provide its
true name to a mortal, and so it’s the same with Tieflings. Because of this they usually come up with multiple personas or
decide on a ‘Virtue” name for themselves. A name in which they want the world to see them, or a concept they want to
embody.
Male Infernal Names: Akmenos, Amnon, Barakas, Damankos, Iados, Leucis, Melech, Mordai, Therai.
Female Infernal Names: Akta, Anakis, Criella, Damaia, Kallista, Nemeia, Orianna, Phelaia, Rieta.
Virtue Names: Art, Chant, Creed, Despair, Excellence, Fear, Glory, Hope, Ideal, Music, Nowhere, Quest, Sorrow.
Gnomes
Halflings
Half Orcs
Scarred and Strong
The Mark of Corruption
Tribes and Slums
Dragonborn
A warrior race that was vital during the Age of Dragons, and has spread its influence all over the realm of Orbis.
Dragonborn are easily spotted by their draconic appearance, with scales covering their bodies and the heads of dragons.
The Dragonborn military is substantial and almost every member of their race is obligated to attend combat training in
their young years of life.
Benevolent ‘Empire’
The Dragonborn have proved time and time again as they destroy or at least hold the line with their superior tactics and
courage of their fighting might. The ‘empire’ of the Dragonborn has torn through the central part of Magnus Terra,
establishing the largest area of influence in Orbis. However, many of the people they have conquered and allied with have
been allowed to live among the Dragonborn and their society as equals. And over time with many cultures mingling
alongside that of the Dragonborns, this has created the central most holy place if you will. Sanctus, lies in the middle of
Magnus Terra and is considered by many in Orbis as the ‘Holy Nation’.
Righteous Protectors
Since the intermingling of other cultures and beliefs, the Dragonborn have taken up the study of the entire Zodiac and
Heavenly Deities, not just Bahamut and the Stormlord even though they still feel closest to those two. Now Sanctus,
under the semi-rule and protection of the Dragonborn has become the religious centre of the world. The Dragonborn are
considered the holy protectors of this holy land and its people that live within its borders. Their military since the Age of
Innovation has split into two forces. The Hallowed Guard protects and keeps the peace in the capital city of Illustra, and
the Dragonknights in the rest of Sanctus being more of a military force than holy guard.
Dragonborn Names
Dragonborn are given names by their parents and take on a family name. High ranking officers also include their title in
their names.
Male Names: Avitas, Corinthus, Jacobus, Lantar, Nihlus, Quentis, Sapartus, Septimus, Tiran
Female Names: Abrudas, Aciia, Alta, Ciceon, Duronea, Iciria, Selone, Sidera, Sipia, Venari
Family Names: Actus, Kandros, Nyx, Qui’in, Rix, Sidonis, Vakarian, Victus
Dagi’Raht
The Dagi’Raht, hail from the tropical north-western part of Jakku Dah’ar. Known for their grace, intellect and a bit of
mischief making, the Felines have since spread to most other parts of Orbis due to their nomadic and inquisitive nature.
Nocturnal Children
A large part of Dagi’Raht culture is the worship of the moon and her goddess, Nocturnal. They say that the Dagi’Raht are
the spiritual children of Nocturnal in similar ways to Moradin and the dwarves. It would explain their feline characteristics
and appearance as Nocturnal is often depicted as a large black cat. The Suthay are a particular type of Dagi’Raht that are
born under the full moon’s light, and it have gifted them with natural magical talents similar with the tenets of Nocturnal.
Dagi’Raht are also known to distil moonlight into a crystallized sweet that they have regularly in their diets.
A same two sided coin image can be said to all the Dagi’Raht that have spread over Orbis. The general two stereotypes is
that a Dagi’Raht is a lair, cheat and thief who will sell out their friends for some quick coin. And the second is that they
are noble and loyal warriors prepared to take a crossbow bolt for their friends. But you never know what you’ll get with a
Dagi’Raht.
Dagi’Raht Names
Each Dagi’Raht has a single name in their language, Ta’agra, but it is also common for those that leave their home to take
a descriptive name for themselves.
Male Names: Akrah, Balag, Dazur, Mi’iaq, Eilun, Fa’alar, Oblan, Rakhad, Sabra, Yan, Zaban, Zino.
Female Names: Abizah, Bakkhara, Bindu, Hani, Kala, Mura, Nayya, Samati, Zara, Zurka.
Saxhleel
The Saxhleel, are the reptile natives of marshy swampland of Black Bog. The other races of Orbis often refer to them as
Lizardfolk or simply Reptilians. Many consider them strange and almost alien in their mannerisms as they interact with
others with almost no personality or emotions in some cases.
Strange Ancestry
The Reptilian’s nature comes through not only their appearance, but also in how they act and think. Other races mistake
them to be cold and calculating, but that is mostly because their physiology lacks the ability to show such expressions in
a noticeable way to those unfamiliar with them. Although they seem reptile like, they share more features with
amphibians. They possess gills that allow them to be submerged in water for a long time, swim in the water almost like a
snake and are capable to grow feathers. Reptilians are not born like most other races, but are hatched from eggs.
They owe their strange mind set and lifestyle to their connection to spirit trees that they worship known as the Ipe Grove.
It is said that these trees have been alive since the Age of Ancients. And most reptilians are born with some type of
connection to these trees, and feel their presence and emotions in their minds at practically all times. Sometimes even
their dreams are from the perspective of a tree in the grove.
However, due to the dangers of Black Bog, they create everlasting bonds with the members of their tribes. And this can be
sad for those that venture out of Black Bog seeking adventure. They build strong friendships to those that have proved
themselves an ally and friend to them.
Eternal Hatred
After the Lich King and the creation of Morgoth and its green-skinned denizens, the Reptilians have grown a deep hatred
for their northern neighbours. When the Lich King was destroyed, the orc hordes ventured south into Black Bog and
destroyed much of the Ipe Grove and its surrounding areas, and the Reptilians were taken as slaves by these wondering
hordes. And so they resorted to guerrilla fighting tactics against the orcs with the help of Bordeaux later on to push them
out of Black Bog.
Reptilian Names
Reptilians generally take a name from their native tongue of Jel, and for those that venture from the bog, get a descriptive
name that relates to themselves.
Male Jel Names: Ah-Ra, Asheeus, Bar-Neeus, Chanka, Geel, Jeh-Tah, Tanaka, Uta-Ra, Vara-Zeen.
Female Jel Names: Am-Eepa, Asska, Beek-Ja, Dakee, Deel, Ei-Ei, Heek-Sa, Jukka, Reesa, Sisar.
Aarakocra
Merfolk
Champions of the Sea
Shifterfolk
Goliath
Grogan
“HA! Whoever chooses to fight a grogan is either stupid or a suicidal masochist!” Farem the Broken, Slave Pit Master
Grogan are large, reptilian humanoids native to the harsh desert landscape of Jakku Dah’ar. The Grogan evolved and
thrived in that unforgiving land. Myths and legends claim that the Grogan are descendants of the legendary tarrasque,
and the creature slumbers beneath the sandy wasteland.
The Blood Rage is a biological reaction that takes place in the Grogans body. When it gets to a certain point where pain
would send most creatures into shock, adrenaline starts pumping through their veins and their pain threshold increases
to almost impossible levels. Their cells begin to panic and regenerate themselves rapidly. The enhanced energy levels, pain
tolerance and healing factor of the Blood Rage is truly what makes them forces to be reckoned with.
Clan Society
Grogans value little else over strength. Grogan society is built upon the hierarchy where the strong rule and the weak
perish. They live in clans lead by a Warlord, advised by the clan’s shamans, and are constantly waring with one another
for the limited resources in Jakku Dah’ar. Even within a clan itself, distrust runs rampant as everyone fights for
dominance over the clan. However, there are laws and rules put in place by the wisest of the Grogan, the Shamans. There
are laws for declaring war, taking prizes, raiding, breeding and respect.
Grogan culture is also littered with traditional rites and rituals. Their mentality is that nothing is given, and you must
fight for everything. This ensures that only the strongest survive. When a Grogan is born, they suffer through the Rite of
Life. When they come of adult age and size, they undergo the Rite of Passage. If they want to be considered for breeding,
they undergo the Rite of Fertility. If a Grogan wishes to become a shaman, they undergo the Rite of Insight. The rituals
and rites the shamans endure are lengthy and torturous, as most don’t survive the ordeals. Those that survive become
advisors to Warlords and the most respected in a clan, usually never challenged.
Grogan Names
Grogan names are fairly simple; a clan name followed by a given name.
Male Names: Archuk, Brood, Charr, Drax, Slab, Grunt, Guld, Nax, Okeer, Wrex
Female Names: Bakara, Chormi, Derge, Kesh, Khorga, Morda, Vruxa, Kora
Yuen-Ti
Forged
Firbolg
Kenku
Rodentfolk
Ratfolk
Mousefolk
Gerbilfolk
Gith
Lux
The Lux are a race of sunlight dependant, sky dwelling isolationists that have preserved their history since the Age of
Ancients.
Ancient Civilization
City of Solis
The Heavenly Deities of Elysium call domain over all things natural, moral and good in living and non-living things.
Inspiring the hearts of those that wish to be good and just, guiding them to preserve what makes the world beautiful and
protect the balance of what is natural and what is unnatural.
The Demon Princes of the Abyss hold sway over what burns inside the chaotic hearts of mortals, turning them to spread
corruption and want to see the realms burn in demonic ire. Fanatics blinded by power worship these unholy beings due to
madness or paranoia seeded there by the servants of these Princes.
The Devil Lords of the Hells plant their seeds of promise. Exchanging the purity of one’s soul to grant them power and
their deepest desires. Methodically and thought through, they further their goals behind the curtains and in shadows,
careful to not draw full attention to their ultimate goals.
The Zodiac, twelve beings that claim influence over all the spaces between the planer worlds and the strings of fate.
Faintly influencing the lives of the mortals that inhabit these worlds, but never directing taking control of events that
transpire.
The Four Avatars are almost mythical in their existence. One immensely powerful being in each of the elemental planes
of Fire, Earth, Water and Air. Forbidden by the cosmos that these beings travel to another world, as the balance in the
elements will be turned on its head and unspeakable catastrophes would come to fruition.
The Old Gods are no older than any of the other Cosmic Powers of Orbis, only long forgotten by most and fearfully
dreaded by those that remember. Locked away and sealed in tombs of godly might, they lay waiting to be broken free from
their chains. They eek out whispers into the ether in the hopes of gaining once again a mass of followers to serve them
once more.
There is but one force that keeps the balance and oversees that one side of the scale does not tip in the others favour.
They are its judges, juries and executioners, the Horsemen of the End Times
Feats
Halfling Financial Awareness
Prerequisite: Halfling
Being raised around a very wealth and financial orientated society, you are aware of the markets of items and are able to
accurately determine the real worth of items and gain the upper hand in negotiations.
Your Intelligence score increases by 1.
To determine the real worth of an item, such as a magical item, precious stone, painting etc, make an Intelligence
check with advantage.
You gain advantage on Charisma checks when haggling and negotiating in deals.
Your Blood Rage is exceptionally deadly, rivalling those of Grogan warlords. You gain the following benefits while using
your Blood Rage trait:
Once per turn when you roll damage for a melee weapon attack, you add your proficiency bonus to the damage.
As a bonus action, you can move up to your speed towards an enemy of your choice that you can see or hear.
You are immune to the Frightened and Charmed conditions.
Grogan are known to use anything as a weapon, and use it to great effect. They charge into battle inspiring fear in the
enemy and putting them into positions of weakness.
Your Headbutt attack now deals 1d8 + your Strength modifier bludgeoning damage.
When you reduce a creature to 0 hit points, every enemy creature in a 10ft radius of you must make a Wisdom
saving throw, the DC equals 8 + your Strength modifier. On a failure, the creatures are frightened of you until the
end of their next turn. You can use this feature a number of times equal to your Charisma modifier.
When you use the Attack action during your turn to make a melee attack, you can attempt to shove a creature
with your headbutt as a bonus action.
When you rally yourself in the face of defeat, your allies are inspired by your vigor and courage. Each ally that can see you
when you use your Brothers-in-Arms trait can add the bonus added to their roll to a single missed attack roll or failed
saving throw until the start of your next turn.
Wayfinder Companions
Zodiac Signs
Zodiac Boon
Dragon
Tiger
Serpent Dex
Ram Str
Monkey Cha
Horse
Hound
Owl Wis
Hog
Bull Con
Rabbit Int
Rat
Places of Power
Equipment
Weapons
Name Value Damage Weight Properties
Simple Weapons
Martial Weapons
Reload: The weapon can be fired a number of times equal to its Reload score before you must spend a bonus action to
reload its ammunition.
Long Load: The weapon can be fired a number of times equal to its Long Load score before you must spend an action
to reload its ammunition.
Shell Loading. The weapon can be fired a number of times equal to its Shell Loading score before you must reload its
ammunition. You may spend a bonus action to reload 3 pieces of ammunition, or spend an action to fully reload the
weapon.
Scatter. Weapons with the Scatter property have two types of damage, a regular damage roll and a scatter damage
roll. When you attack roll against a creature, compare the roll to the AC of all creatures within 5ft of the target. If your
attack would hit them, deal the weapon’s scatter damage roll to the creatures. You do not add your ability modifier to
the damage of this attack.
Bulky. Firearms with the Bulky property have to be made stable in order to be fired effectively due to their weight and
the damage they can put out with a single shot. You must spend an action preparing the weapon before you fire it.
Your speed becomes 0 while the weapon is set up. When you reload the weapon, you must spend another action to set
it up again.
Firearms
Name Value Damage Weight Properties
Simple Firearms
Flintlock Pistol 150 gp 1d8 piercing 2 lb. Ammo (range 30/90), Loading, Light, Misfire 3
Musket 750 gp 1d12 piercing 10 lb. Ammo (range 70/200), Two-Handed, Loading, Misfire 2
Ammo (range 15/45), Two-Handed, Loading, Scatter (1d6),
Blunderbuss 500 gp 1d8 piercing 10 lb.
Misfire 3
Martial Firearms
Light Pistol 1,000 gp 1d6 piercing 2 lb. Ammo (range 40/120), Reload 6, Light
Heavy Pistol 1,150 gp 1d8 piercing 3 lb. Ammo (range 40/140) Reload 6
Rifle 1,500 gp 1d12 piercing 10 lb. Ammo (range 90/300), Two-Handed, Reload 6
Ammo (range 30/60), Two-Handed, Scatter(1d6), Shell
Shotgun 2,000 gp 1d12 piercing 7 lb.
Loading 6
Advanced Firearms
Pepperbox Pistol 2,000 gp 1d10 piercing 4 lb. Ammo (50/150), Reload 4, Light
Ammo (range 200,1000), Two-Handed, Long Load 4, Heavy,
Sniper Rifle 3,000 gp 3d8 piercing 18 lb.
Bulky
Character Races
Feline Traits
Ability Score Increase. Your Dexterity score increases by 2
Age. Felines are age and mature at the same rate as humans, but can live upwards to 170 years.
Alignment. Felines naturally resort to living a lifestyle revolving around freedom, towards chaotic alignments.
However their spread all over Orbis has created very different views and cultures surrounding them.
Speed. Your base walking speed is 30ft.
Eye of Night. Felines are naturally evening creatures with their connection to Nocturnal. You have Darkvision up
to 60ft.
Soft Fall. You have resistance against falling damage and you always land on your feet.
Quick Claws. Because of your claws, you have a climbing speed of 20ft. In addition, your claws are natural
weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to
1d4 + your Strength modifier.
Languages. You can speak, read and write Common, Ta’agra and Jakk’an.
Subrace. There are a few subraces of Felines depending from where in the world they are born. Choose one
between Suthay, Cathay and Tojay
Suthay
Ability Score Increase. Your Charisma score increases by 1.
Size. Your size is medium.
Ambassador. You gain proficiency in the Deception and Persuasion skills. If you’re already proficient in either
skill, your proficiency bonus is doubled for any check you make with that skill.
Connection to Nocturnal. Your connection to the goddess of the moon and trickery has gifted you with natural
talents to deceive and trick. You know the Minor Illusion cantrip. At 3rd level, you may cast the Disguise Self spell
once per day. When you reach 5th level, you may cast the Darkness spell once per day. Charisma is your
spellcasting ability for these spells.
Cathay
Ability Score Increase. Your Strength score increases by 1.
Size. Your size is medium, but you carry capacity is that of large.
Lionheart. When you roll your Hit Dice to regain hit points, you may add your Strength modifier to the hit points
gained.
Brute. Once per turn when you make a melee weapon attack using strength, you may add half your proficiency
bonus, rounded down, to the damage roll.
Tojay
Ability Score Increase. Your Wisdom score increases by 1.
Size. Your size is medium.
Natural Bandit. You are able to use your claws as thieves’ tools. You can add your proficiency bonus to any
check using your claws in this way, even if you are not proficient with thieves’ tools.
Agile Acrobat. You have advantage on Dexterity (Acrobatics) checks to perform stunts and other similar moves of
motion.
Reptilian Traits
Ability Score Increase. Your Wisdom, Dexterity and Constitution scores increase by 1.
Age. A reptilian’s life is usually met with hardship and because of this, their lifespan is typically shorter than
most. On average they live to 75 years, but reaching nearly 200 is not unheard of.
Alignment. Most Reptilians keep to themselves and their tribe, obeying the natural order of things such as
nature. Neutral good is most common.
Size. Most Reptilians are the same size as humans, but their fins, frills and horns can add extra height to them.
You size is medium.
Speed. Your base walking speed is 30ft. You are also a natural swimmer and have a swim speed of 30ft.
Tribal Combat Training. You have proficiency with shortsword, spears and clubs.
Reptilian Resilience. You have advantage on saving throws against disease.
Ambusher. You have advantage on Initiative rolls.
Bite. Reptilians have very sharp teeth lining their mouths which can be used to make unarmed strikes. If you hit
with this attack, you deal piercing damage equal to 1d6 + your Strength modifier.
Ipe Vision Quest. You can cast the Arcane Eye spell. You are incapacitated while you concentrate on this spell.
Once you use this feature, you must complete a long rest to do so again.
River Prowler. You are able to hold your breath for a number of minutes equal to your Constitution modifier
multiplied by 25.
Brew Master. You gain proficiency with alchemist’s supplies.
Languages. You can understand and speak Common, as well as speak, read and write Jel.
Grogan Traits
Ability Score Increase. Your Strength and Constitution scores increase by 2, but your Charisma and Intelligence
scores decrease by 1.
Age. Most grogan are considered elders when they reach around 200 years, but it’s very unheard of for grogan to
die in their beds due to their lifestyle.
Alignment. Grogan have short tempers are predisposed towards chaos. Their culture is violent and brutal but
adheres to strict and sacred laws that most grogan try to follow.
Size. Grogan stand over 7ft tall and weigh between 350lb-500lb when full grown. Your size is medium but
considered Large for carrying capacity.
Speed. Your base walking speed is 25ft.
Headbutt. Grogan have thick and large skulls, making them great close ranged weapons. You can attack with a
headbutt, which is a natural weapon you can use to make unarmed strikes. If you hit with it, you deal 1d6 + your
Strength modifier bludgeoning damage.
Blood Rage. The legendary Blood Rage is truly what makes Grogan frightening creatures. When you are reduced
to half your maximum hit points, you enter a Blood Rage. While raging, at the start of your turn you regain a
number of hit points equal to your Constitution modifier. Your rage lasts for 1 minute and for as long as you take
damage or make an attack with a weapon on your turn. Once you use this feature, you can’t use it again until
you finish a long rest.
Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Natural Armor. While wearing no armor, your AC is 13 + your Constitution modifier.
Languages. You can understand and speak Common and Jakk’an
Rodentfolk
Ability Score Increase. Your Dexterity score increases by 2.
Age. Rodentfolk are among of the shortest lived races, reaching adulthood at around 2-3 years old and only living
about 30 years or so.
Alignment. Most Rodentfolk are goodhearted and follow the rules to the best they can. Generally Lawful or
Neutral Good. Except for Ratfolk which are more sinister than their kin.
Size. Rodentfolk are very small, never reaching past 2ft tall. They weigh around 15-20lbs. You size is small.
Speed. Your base walking speed is 25ft.
Keen Senses. You have proficiency in the Perception skill.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling
snow, mist, and other natural phenomena.
Alert. Being small and having to always be on your guard from someone perhaps stepping on you, you have the
Alert feat.
Languages. You can speak, read and write Common and one other language of your choice.
Subrace. You may choose one from Ratfolk, Mousefolk or Gerbilfolk.
Ratfolk
Ability Score Increase. Your Intelligence score increases by 1.
Darkvision. You have Darkvision up to a range of 60ft.
Backstabber. When you hit with an attack that is surprised or has one of your allies within 5ft of it, you may add
your proficiency bonus to the damage roll.
Mousefolk
Ability Score Increase. Your Charisma score increases by 1.
Artsy. You gain proficiency with one type of artisan’s tools and one musical instrument.
Cute. You gain advantage on Charisma (Persuasion) checks against creatures that can understand you.
Gerbilfolk
Ability Score Increase. Your Wisdom score increases by 1.
Speak With Small Beasts. Through sounds and gestures, you can communicate simple ideas with small or
smaller beasts.
Jumpy. At 3rd level, you can cast the Jump spell once per day.
Luxean Traits
Ability Score Increase. Your Intelligence, Wisdom and Charisma scores increase by 1.
Age. Lux are long lived races, rivalling even elves. Lux reach adulthood around 20 years old and can live for up to
700 years.
Alignment. Luxean society is very centered around alienating themselves from the issues of the other races of
Orbis, but obey the natural pursuit of self-growth as an individual. They are generally Neutral.
Size. The Lux are similar weight and build to humans.
Speed. Your base walking speed is 30ft.
Sunlight Dependency. Lux are dependent on sunlight and it’s warmth for sustaining themselves. You do not
require food and water to survive. If you fail to fully immerse yourself for 1 hour in sunlight for at least 2 hours
every 24 hours, you suffer one point of exhaustion.
Ancient Lore. You gain proficiency in the History skill. You also have advantage on Intelligence (History) and
Intelligence (Arcana) checks to recall information on Magic Items and the Age of Ancients.
Eidetic Memory. You can recall memories in intricate detail, including details from all your senses. Distant or
inconsequential memories require you to make a Wisdom check, DC determined on the memory. On a failure, you
can only recall details from one sense.
Vision of the Ancients. While in physical contact with a creature or object, you can recall its experiences. If you
touch an object or creature and concentrate on it for 1 minute, you learn a few basic facts about it. You gain a
mental image from the object or creature’s point of view, learning of any events that have occurred within 30ft of it
within the past 24 hours. If you concentrate with an object, you see the last creature to hold the object, regardless
of how long ago it was handled. You may use this ability once per long rest.
Classes
Class Archetypes
Monk – Way of the Tempest
Power of the Storm
Upon choosing this tradition at 3rd level, once per turn, you may spend 1 ki point to infuse your fists and monk
weapons with the power of the storm. For the rest of the round, when you hit a creature with your unarmed strikes or
monk weapons, you deal additional lightning damage equal to your Wisdom modifier.
Lightening Rush
Starting at 6th level, when you use the Dash action on your turn, you may spend 1 ki point to momentarily step out of
your physical form and into a surge of lightening energy. In this state you can pass directly through a space occupied
by another creature and 1 inch cracks. The creature must succeed a Constitution saving throw or take lightening
damage equal to your martial arts die + your wisdom modifier, or half as much damage on a success.
Slicing Maelstrom
At 17th level, you can release the heart of the storm onto your enemies. You can spend 5 ki points to summon a
torrent of lightning bolts around you. Every creature within 15ft of you must make a Constitution saving throw or
take 11d6 lightning damage and be stunned until the end of their next turn. If they succeed, they receive half damage
and are not stunned.
Additionally, when you use your Power of the Storm feature, you can chain lightning damage to another creature
within 5ft.