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Credits
Tharador Created by: Glenn Greyling

Lead Designers: Glenn Greyling, Sheldon Greyling, Robert Hardgrove

Lead Writer: Glenn Greyling

Lead D&D 5E Content Designer: Robert Hardgrove

D&D 5E Content Designer: Glenn Greyling

Additional Contributions: Shay Bowden, Christian Huic, Rod Oliver, Wesley Oliver,
Rihards Rubulis, Connor Skarott

Edited by: Glenn Greyling, Sheldon Greyling

Illustrations by: Brodie Swift & Midjourney AI

Cover Art: Alexey Rudikov with editing by Brodie Swift

Kickstarter Producer: BeerBrigade

Special Thanks: Jackson Clarke, The Official Podcast, Justin Lane (AKA Critical Paint)

And many thanks of course to the DM Stash community and our backers for all their
help and support during this project!

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are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America.
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Published by Dungeon Master Stash Pty Ltd.


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All characters, locations, and events in this book are fictional and any resemblance to real persons, living or dead, or real
events, is purely coincidental.
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I: The Land Of Tharador 1


The Tharadori Scholar Calendar 3
Glanbeli & Glanion 8
Minera’s Breath 11
II: Divine And Dark 13
Tharameni: Wise Children 13
Mindoriel’s Spawn 25
III: Third Era Tharador 31
The Final Blow 33
The Days Of Grace 36
Abolition Of Slavery 36
The End Of Grace 38
The Liturium War 41
Golden Griffins Alliance 41
Golden Turncoats 41
The Fall Of Elen Estel 43
IV: Sects, Swords And Shadows: Tharador’s Factions 45
V: Cultures & Kingdoms 65
VI: Tharador’s Races 99
Human Subrace: The Awakened 106
VII New Class: 107
The Psionic 107
Graviturgist 111
Warp Walker 112
Mindweaver 113
VIII: New Subclasses 123
Primal Path 123
Bard College 125
Cleric Domain 127
Druid Circle 129
Martial Archetype 131
Monastic Tradition 133
Paladin Oath 135
Ranger Conclave 137
Roguish Archetype 139
Sorcerous Origin 141
Warlock Pact 143
Arcane Tradition 145
IX. Feats Of Tharador 147
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Preface
Eight years ago, my friend, Josh drew a basic U-shaped map on a blank sheet of copy
paper. From there I went in and filled it with cities, landmarks, and kingdoms. That map
was originally the Kingdom of Belfrie, the melting pot of Tharador and the centre of the
continent. Though back then we had no clue what the rest of the continent would look
like, nor what even lay beyond Belfrie’s borders. As we continued playing in the world,
I continued to expand it, and soon had a full continent map drawn and fleshed out (at
least in my head). Then came the entire world map of Minera after, making Tharador
seem grounded by being surrounded by even more exotic and far off lands.

Our world grew, but I never imagined that the world I was growing would one day be in
the hands of people around the globe, to enjoy, play in and build their own memories
and stories. This is what makes Tharador so special to me. Since starting DM Stash at
the start of 2021, I have used it as an outlet to build upon the foundations of Tharador,
fleshing it out more and more each month with 5E campaigns, and novels. This includes
its genesis story “Tears of Creation,” which is an important to understand Tharador’s
gods.

This is a world with thousands of years of history, deeply fleshed out and influenced by
many fantasy novels and worlds that I found myself lost in as a child. Wanting to have
my own world akin to those in scope and scale, I ensured that what I would go on to
build was grounded yet still fantastical.

Tharador is not however, a world that is the result of one person or one mind.
Fellowship, brotherhood and the passion of everyone around me built this world: from
the campaigns with my friends to the support of my family and loved ones, everyone
has contributed to the shaping of Tharador in one way or another. But now I am
fortunate that I can share this world with you, dear reader. So the endless joys this world
has brought me can be passed on to you.

This book describes Tharador and its history, plus as it is in the current Third Era.
Through this you can begin your own games in Tharador, using the stories in our
handcrafted Campaign sagas, or coming up with your own!

Greywind’s Guide to Tharador is written from the perspective of a human scholar:


Granulus Greywind from the Kingdom of Belfrie. Every chapter past this one (barring
mechanical chapters) will be written from the perspective of Granulus. This book is an
in-universe chronicle of Tharador during Granulus’ lifetime, including his understanding
of history, religion and the current world events of the time. With a scholar’s perspective
I hope to provide a window into the thoughts of laypeople in this world. Plenty of
original content is present in terms of races, classes and feats, we hope that it creates
enough of an image of the world so that players and DMs alike can bring their own
additions when playing in the world. Remember that this is a guide, not a rulebook.

So enjoy, dear reader - for this is the fruit of many years of labours.
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First Map of Belfrie The humble beginnings of the world. You can find the latest renditions of Tharador and Minera’s
maps on the next four pages. Then you can delve into the world as written by Granulus Greywind!
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I: The Land of Tharador


Tharador, The Wise Land, as it is which we all call home is Minera, who
translated from in Lamineran, or Celestial also is the Mother of All Creation, having
as layfolk call it. The last of the Five given life to the continents (the Dormeni)
Children to rise from the Tears of Minera, and shape to the world thereafter.
referring to the Oceans of our planet. Therefore Minera, like Tharador, can be
Tharador is the youngest of the Dormeni used to refer to the planet, as well as the
and the continents of the world by that deity. This goes in turn for all continents,
matter; also the smallest. including Edrador the Wide, and the
Twins Zandoriel the Daughter and
Yet for what Tharador may lack in size Zandorion the Son.
and vastness of space, it more than
makes up for in vastness of history, Though since this book is my guide to
cultures, customs and languages. To Tharador, minimum mention will be
describe the depths of this vastness is made of the continents beyond the sea.
indeed the purpose of this tome you have Should I be fortunate enough I will aim to
chosen to read. It has been my life’s work further explore and write of these exotic
to bring such a book to the hands of the far off lands, but for now I will turn my
commonfolk, and in these writings I shall attention to my home.
do my best to explain scholarly concepts
and knowledge so they may be best Tharador is a rather diverse continent,
understood by even the most cloistered made up of many cultures, peoples and
of farmers who would live and die on kingdoms: each kingdom varying in
their farmland, seldom venturing further its levels of diversity and homogeneity
than a day’s walk from their home. according to their own cultures and
surrounding lands. For example the
The first matter of business is the name human kingdoms of northern Tharador:
Tharador. It is used to refer to two Greypeak, Brightstone, Mayreth
things in this book (and sometimes a and Alimroth all hold largely human
third) - firstly, the name of course of populations, owed to their isolated
this continent upon which we all live. location in relation to the lands of
Secondly, it is the name of the deity Dwarves and Elves.
Tharador, the Dormeni and the Wise
Child. In truth the two are one and the On the other hand, kingdoms
same, for the continent is simply the neighbouring Dwarven, Halfling and
physical body and form of the deity, and Elven lands like Belfrie and Baldur are
his humanoid form is in fact his spiritual very much “melting pots,” though Belfrie
form. Thirdly, a mistake common by lay strongly embraces this label while
people is referring to the world itself Baldur attempts to suppress it and vainly
as Tharador. This is in fact incorrect, for maintain human superiority in its realm
Tharador is simply one of four continents, where it can.
or a fifth if counting the frozen wasteland
that is Mindoriel, chained down in the
furthest southern reaches of the world.
The correct name for this plane or world
2
3

The Tharadori
Scholar Calendar
The Calendar used within Tharador
was adopted during the Second Era
after it was devised and agreed upon
by the Tharadori Scholars Association
(TSA), an international organisation
of scholars that was founded near
the start of the Second Era with the
purpose of preserving and recording the
knowledge and history of the various
cultures and peoples of Tharador. With
each race and kingdom using their own
dating conventions, the TSA Calendar
was devised as a standardized form
for universally tracking events and
simplifying mishaps from converting
dates in Elvish, Dwarvish, Colossal or
Human calendars. The calendar thus
marks the entire history of Minera into
four eras, from the Age of Creation to the
current Age of Liberty. Dates are written
with this in mind. For example, at the
time of writing this it is the 308th Year of
the Third Era, so it would be written as
3E308.

Eras and Years


The TSA have defined four distinct eras
or ages in Tharador, which also partially
extend to Minera as a whole. Each of
these eras has its own distinct features,
and are usually marked by the end of
a powerful entity or empire. Of course
these are mainly reflective of only our
events here in Tharador, and these
eras are often glossed over by Edradori
travellers for example.
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Zeroth Era: Age of Creation and Renmaeth too sacrificed herself


and many Ten’gwael to create the Trees
Much of what is known of this era is or Four Pillars of Tharador. Over many
typically the mythos of Minera and centuries Men and Colossals fought until
Tharador. Truth, fiction and exaggeration the Colossals brought about their own
are all blurred in this era as all of it demise. The Vavanasai was a weapon
happened before the creation of Men intended to freeze the lands of Men and
on Tharador, so the only things that can starve them out in eternal winter, though
be ascertained are from ancient Elvish somehow the mechanism malfunctioned,
records and hearsay from Elves who claim and the Colossal Lands that were to
their great grandparents walked Tharador be spared were instead blanketed in
during these times. It is unknown exactly eternal winter and the human lands were
how long this Era lasted, for it began unaffected. So over a thousand years
with the formation of Minera and ended later winter still constantly blares over
with the destruction of Mindoriel and her Oldavor, a reminder of the ancient war we
severing from Tharador, being taken to once fought with the Colossals.
the southern edge of Minera and frozen
in place.

Second Era: Age of Men


First Era: Age of War The defeat of the Oldavori Empire saw
Men beginning to finally settle after their
Tharador’s First Era lasted 2409 years, centuries long dispute. It’s argued that we
beginning with the liberation of Tharador became worse than the predecessors we
from Mindoriel and ending with the were created to destroy, cutting up even
activation of the Vavanasai and the larger swathes of land and subjugating
collapse of the Colossal’s Oldavori Empire. Elves, Halflings and other races into
This is known as the Age of War and with servitude: be it slavery or just enforcing
good reason, the entire Era saw almost imperial rule upon them. This was mostly
constant warfare, with much of the first spearheaded by the Draksborne Empire
half categorized by infighting among the in Central Western Tharador, though
Colossal Clans that once were unified in to the East the Kingdom of Baldur
fighting against Mindoriel, and the latter encroached on the lands of both Orcs and
half a cluster of wars between Men, Elves Elves as well.
and Colossals.
Nan Thalias found itself pincered by both
When the infighting among the Colossals Draksborne and Baldur’s expansions,
in the first half ended, one winner only alleviated when the Draksborne
emerged: the Oldavor Clan. Though they Empire fell into civil war as nobles from
were not satisfied with simply unifying their subjugated territories began raising
their people, so their expansion and thirst their arms in rebellion. Our fair kingdom
for battle continued. In this time they of Belfrie was one such province, having
warred with the Elves and Dwarves of originally been Elven land, the twin
Tharador, many heroes from the Age of brothers Jochen and Arthur Belfrie from
Creation are slain in the battles as well. In the town of Mistrath allied with their
1E1770 Tharador gave life to the Race of emperor’s Elven foes in warring against
Men to fight against the Colossal’s. him. Their campaign was a success and
This cost Tharador much of his life force,
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soon after the territories of Formen and Draksborne. The only places that still
Karkanoth successfully rebelled from employ slavery are Baldur with its use
the Empire as well. Scholars mark this of Orc slave labour in its mines and
as the end of the 750 year long era, as railways, and Sudd Tohst - a lawless land
the expansionism of human kingdoms that has never adhered to the rules of
simmered hereafter, including Baldur as others. There’s also of course the concept
well. of thraldom in Alimroth and the Siring
Servants of Greater Abune.

For the most part however, standardized


Third Era: Age of Liberty slavery has been abolished in civilized
When the Draksborne Empire fell and lands, thus owing the name Age of
Baldur halted its own expansionist Liberty, and the places where it has
policies, the militarization of nations not been outlawed have their own
faltered. War was no longer a necessity movements brewing as well. Abolitionists
and many kingdoms looked inwards to and Orc rebels cause havoc in Baldur
improve the lives of their people, sparking often, decrying their monarchy and
the Age of Liberty. New ideas flourished: wishing to instead vote for their leaders
academics advocated for change, magical among their peers. Scholars predict if
understanding furthered and history this ever comes to fruition it will begin a
became a point of significance and domino effect among all of Tharador that
study. With all these ideas came also would likely see the end of the Third Era.
the brave concept of liberation - slavery
was abolished in many kingdoms, even
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Days, Months and Seasons The only other majorly celebrated holiday
The Tharadori week has seven days, until the year’s end is Tharadornos and
and each day is named after the seven Tharamenos: two days of non-violence
(acceptably) worshipped Tharameni, the that celebrate Tharador and his Children
divine of Tharador. Weeks begin with respectively. Tharadornos is the Day of
Tharren. Balaren, Maethren, Syeldren, Giving, and Tharamenos is the Day of
Drendaren, Drydaren and Vosaren all Aiding. These are celebrated at the year’s
follow, the week beginning again after. exact midpoint, over the 180th and 181st
In order they respectively follow the days, during the month of Summer’s Ebb.
supposed birth order of the Tharameni, It is a crime in almost all kingdoms to
as well as their respective domains: commit any act of violence on this day,
Tharanais, Cedhelieth, Renmaeth, and it is said that even those that do and
Namneri, Inderimaeth, Erdrydion and go so unpunished by the law, will find
Horauthin. their punishment with the Tharameni
themselves.
Of course these are the traditionally
Elvish or Lamineran names for the days, There are of course other minor holidays
and most lay-folk in Central Tharador between these, some celebrated across
simply refer to them as the commonly the continent and others local to certain
known terms such as Monday, Tuesday kingdoms or cultures. These are listed
and so on, although these names change
among cultures and Kingdoms, thus
the use of the Elvish names is a form of
common ground, especially in scholarly
writing. A Tharadori Year is made up of
twelve months, each month containing
thirty days for a total of three-hundred
and sixty across the year. The year begins
with the first day of spring in the month
of First Bloom, and ends with the last day
of winter in Winter’s Wane. The new year
and the thawing winter is a time of much
celebration in Tharador. The Elves of Nan
Thalias and many Men as well celebrate
Brel Nostar - The Week of the Trees. This
holiday is recognized across all Tharador
as thousands flock to sacred sites of
Renmaeth and remember her sacrifice to
keep the continent of Tharador alive.
Spring’s end in Last Bloom finishes with
the raucous occasion of the Ten’gwaël
Flower Festival: a five day holiday
dedicated to the final blooming flowers
of Spring and ending the season with
merriment, drinks and mind altering
concoctions.
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in the following table, alongside the


months of the Tharadori calendar in their
respective order for the year. Note some
of these holidays change date based
on the cycles of Glanbeli or the first
occurrence of a certain deity’s day in the
month.

THARADORI SCHOLAR’S CALENDAR


Month Holidays
First Bloom Brel Nostar (2nd Maethren of the Month - lasts 7
days)

Midbloom Days of Gathering (1st Balaren and Maethren of


the month)

Last Bloom Ten’gwaël Flower Festival (21st - 25th)

Summer’s Scholar’s Solstice - Day of Knowledge (21st-23rd)


Grasp

Midsummer Day of the Receded Sea (1st Drendaren of the


month)

Summer’s Tharadornos - Day of Giving (15th)


Close Tharamenos - Day of Aiding (16th)

First Fall Divine Communion Day - (1st Tharren of the


month)
Liberty Day - Belfrian Holiday (6th)

Midfall Hannesenos - Nan Thalian Holiday (14th)

Fall’s Passing Cedhelieth’s Day of Bliss (1st Balaren of the


month)

Winter’s Erdrydion’s Day of Atonement (1st Drydaren of


Hold the Month)
Horauthin’s Day of Redemption (1st Vosaren of
the Month)

Midwinter The King’s Birthday - Belfrian Holiday (4th)


Victory Day - Formeni Holiday (29th)

Winter’s Day of Ancestor’s (Last Syeldren of the Month)


Wane
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Glanbeli & Glanion


The two great lights over Minera. to Glanion’s incandescent light. Most
Glanbeli and Glanion, or the Moon and particularly are those in the sandy plains
Sun as called by layfolk, are the two of Sudd Tohst, where the power of the
constant lights that shine above the beating sun is in abundance. The Hinatali
world and grace it with light. Their own Elves and Men worship Glanion as their
origins are owed to the Creation Myth main patron and their high priests are
of Minera, with Glanbeli being the first rumoured to somehow still speak to the
Great Light to be birthed by Minera, and divine directly. Beyond Tharador Glanion
Glanion born from Minera’s soul directly. is worshipped too, though to the extent
Thus Glanbeli is often referred to with I have yet to discover. In my meetings
genderless language in most cultures, with Edradori or Zandori travellers I have
as it is believed that Glanbeli has no soul learnt that his presence is supposedly
or deity assigned to it, though some equal in those places, but their depictions
cultures, such as certain sects of Drow in and local mythos differ greatly to our
Lo Fuin, believe this to be erroneous and own.
that the soul in Glanbeli is simply yet to
hatch. Glanion however indeed has a soul Glanbeli: The Moon
and played an active role in much of the
Creation Myth. By contrast the only civilization I have
stumbled upon in my travels who actively
It was Glanion who also created worshipped Glanbeli was the Drow of
Glancalnos, the heart and spirit of fire Hirika (who were also gracious enough to
that breathes life into flames across spare my life). Calling themselves Moon
all Minera. Glanion too is said to have Drow, they claim that Glanbeli is in fact
bestowed his knowledge of life and an enormous font of magic, being the
creation to Tharador, so Tharador could first great release of Minera’s Breath, the
create the Tharameni. Finally Glanion source of magic that flows through our
intervened at the end of the Sibling War, world. I did indeed witness their powerful
unleashing a great radiant beam of fire magics with my own eyes, and indeed it
and severing Mindoriel from Tharador, seemed their skin glowed bright under
releasing his youngest brother from the the light of Glanbeli, but whether their
clutches of his sister. No such records power truly came from the Moon I cannot
exist of any great deeds of Glanbeli save say. I believe throughout Minera these
for providing a graceful light against the Drow are alone in this belief, though I
void of night, so it is understandable as have read of a few sects of cultists who
to why its followers are few in contrast to have used the Moon as iconography,
the greater light of Glanion. none drew on it as the Drow claim to
do themselves. The only other proof of
Glanbeli’s supernatural powers could be
Glanion: The Sun the affect it has on certain supernatural
Glanion has many worshippers across creatures such as werewolves and certain
Tharador, though fewer than the undead.
Tharameni; his nephews and nieces. Still
it is a sizeable presence and many clerics
and paladins find themselves dedicated
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Roles in Laymen Life


It is only a vacuum of scholars and
religious types that care about matters
such as the naming and history of astral
objects. When the average farmer wakes
up to Glanion’s light beaming into his
bed he does not think about what role
the Sun played in creating the world.
Though Elves are much further in touch
with the history of Creation and Minera,
the average Man cares only for the tilling
of his crops and a cool and foamy ale at
the end of a work day. When he reads
a bedtime story to his children under
the light of Glanbeli, no thoughts crop
into his mind that it was Minera’s first
Great Light. He only cares it wards off the
darkness and that Glanion provides him
with a bountiful harvest.

He does not think how Glanion gave


knowledge of life’s creation to Tharador,
nor does he think that Glanion might
have a soul and Glanbeli might not. To
him he may not even know them by those
names at all, and simply only as the Sun
and Moon. Of course for the educated we
refer to them as this since these Elvish
and Lamineran names are used across
Tharador and even the other continents.
As with all things older than we Men,
we trace back to the elder tongues for
our naming of them in writing. For our
tongues change rapidly, and Elvish does
not. In a few centuries Sun and Moon
may be replaced by other, newer words,
but Glanion and Glanbeli will remain
forever. Already we name them differently
based on our home, for in Greypeak
they are called Solnne and Lunde, and
the Men of Edrador call them Narp and
Hord. Thus in day to day life many in
Belfrie may call these the Sun and Moon,
though people of higher calibre will likely
exclusively refer to them by their names
of Glanion and Glanbeli; Elves and other
Elder races especially.
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Minera’s Breath exorbitant tuitions to attend these


schools. Thus, the main attendees of
All the magical forces of Tharador and Tharador’s magic schools are usually
Minera at large stem from a single force: wealthy merchants’ and nobles’ families,
Minera’s Breath. The sole exception to or those with natural talent who are
this is the magical force of Psionics, which granted scholarships.
will be discussed later in this book.
Of course, there’s the option of being
Minera’s Breath is the energy unleashed self-taught, but this is very dangerous for
by Minera herself as she shaped the both the learner and their surroundings.
world. It dwells in the veins of almost It’s outlawed in most kingdoms to
anyone who lives on this world. Although practice magic unsupervised. Past
it is found in the air across the planet, it incidents have seen mishaps ranging
is more concentrated in certain locales. from turning the family dog into a stool,
All waters surge with Minera’s Breath, for to obliterating an entire city block and
all water on Tharador originates from the killing hundreds.
Tears of Minera and is imbued with her
magical powers. This means that magic Still, in lands like Belfrie and Draksborne,
becomes less common and less potent magic is openly used, though it remains
the further inland one moves, or the drier rare. The average person encounters
the climate becomes. magic on a semi-regular basis, with
city-dwellers occasionally witnessing a
Other places, like the Prendaël River in battlemage or wizard casting a spell in
Leacianus, are fonts of powerful Breath. preparation for a journey.
The magic here is so potent that every
creature in Leacianus has the innate While many may not realize it, Minera’s
ability to wield the Breath, save for a few Breath benefits them immensely. It
unfortunate souls called “inert.” Since has kept the forces of darkness at bay
water is abundant on Tharador, with our many times. Messages can be relayed
only desert being the small one in Sudd across the continent by garrisoned
Tohst, we are renowned for being the Court Mages almost instantly. If a city
most magically potent land in Minera. in Formen is besieged, the local Court
Mage can inform all other allied holds
However, even with such a prestigious and their respective Court Mages almost
title, only a select few have the gift or immediately.
knowledge to use this latent energy.
Technically, almost anyone should be able Even kingdoms like Baldur, which detest
to use magic in Minera, though some or outlaw the use of magic, still employ
are more attuned to it than others. If Court Mages (though they are watched
one doesn’t possess this innate gift for very suspiciously and don’t live in the
magic, it might take years of practice and glamorous limelight like those in Belfrie
mastery to even cast a single flame from or Draksborne). For a noble house to
one’s fingertips. exist without an allied Court Mage places
them on a lower rung of the noble ladder.
Magical institutions are also rather They become easy targets without a
expensive. Those who don’t have a means of defense against magic.
natural knack for magic must pay
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Recently, the Formeni have become


particularly attuned to magic, having
firsthand witnessed the terrors Minera’s
Breath can unleash, especially when
harnessed by lunatic zealots like the
High Elves of Leacianus. For three
years, during the Liturium War, the
High Elves used Minera’s Breath in the
cruellest of ways: entire towns reduced
to cinders and ash, and bolts of
explosive energy raining from the sky,
annihilating entire armies.

But the power that brings unfettered


destruction can also bring joy and
beauty. It was Minera’s Breath that
enabled Cedhelieth and Renmaeth
to sing the land to life in the time of
creation. It’s what endowed Men and
Elves with wisdom, elevating them
above other beasts of the world.
Druids use Minera’s Breath to maintain
lush, green forests, and clerics and
priestesses of Cedhelieth ensure the
safety of both mother and newborn
during childbirth. Though some
kingdoms may despise it, Minera’s
Breath is vital for Tharador’s flourishing
existence. Without it, the forces of
Mindoriel’s Spawn would take over,
leaving the Tharameni defenseless.

Liturium
The Breath has one antithesis:
Liturium. This dark, heavy metal with a
green hue was forged solely from the
hatred of Mindoriel for her brother,
Tharador. This metal disrupts any
essence of Breath it comes near. It’s the
source of the current conflict engulfing
Belfrie, Formen, and Leacianus, as the
three kingdoms war over this finite
resource, believed to be found only
on Duskweave Isle. Such a material is
invaluable, yet endlessly destructive.
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II: Divine and Dark


The Deities of Tharador and greater
Minera are said to mostly have been
Tharameni: Wise
created to fulfil a need during the Age
of Creation that was required by their
Children
respective creators, or so the legends go. The Children of Tharador are referred
Most of the true history of this time is to appropriately as the Tharameni,
purely speculative, with many accounts meaning Wise Children in their own
contradicting each other. The most tongue of Lamineran. There are seven
commonly accepted story of Minera’s openly worshipped Tharameni, whom
Creation is that she willed herself into the days of the week are named for, and
existence from void, giving herself shape two others who have cultivated a more
and then willing light into existence in the nefarious following for themselves.
form of the Astel (stars) and Glanbeli and These two are Brinilmin and Markamin,
Glanion, the Moon and Sun respectively. both children beyond the design of
After came the Dormeni, the continents of Tharador yet somehow or other willed
Mindoriel, Edrador, the twins Zandorion & into existence - wildcards who exist in no
Zandoriel and finally Tharador. capacity within their siblings hearts.

It is said after that Tharador grew ill-


PANTHEON OF THE THARAMENI
content sharing the world with just his
siblings and himself, thus he created the Deity Alignment Domains
first of the Tharameni, his own children. Tharanais - Prince of Lawful Good Knowledge,
Tharanais, Cedhelieth and Renmaeth Wisdom wisdom, magic,
history, teaching
were the first to be born and they lived Cedhelieth - The Lifegiver Lawful Good Life, family, love,
upon their father’s body and tended it fertility, beauty, art
to become beautiful and filled with life. Renmaeth - Custodian of Neutral Good Forests,
But Mindoriel was infuriated by this, for the Body mountains,
landscapes,
Tharador created the Beremeni, the first beasts, beauty

Elves. They were mortal and held finite Namneri - The Soulbearer Lawful Good Death, life, rebirth,
cycles, fate
lives, Mindoriel is said to have thought
the creation of mortality to be an evil, and
Inderimaeth - Custodian Chaotic Good Sea, weather,
wished to halt this evil by breaking their of the Sea joviality
cycle of suffering.
Erdrydion - The Truth Lawful Good Truth, justice,
Bringer honour, light,
Thus the Sibling War erupted between righteousness
Tharador and Mindoriel and each of
Horauthin - Harbinger of Lawful War, peace, glory,
their children. Of this War many Elven War Neutral valor, strength,
scholars have written deeds both heroic diplomacy

and foul. The Colossi also have their own Brinilmin - The Broken Chaotic Chaotic magic,
One Neutral power, arcane
records, though many are lost beneath
the icy wastes of Oldavor. When the war
Markamin - The Chanced Chaotic Chaos, luck,
concluded, Minera was forever changed One Neutral change
and both siblings had created their own
retinue of Children who acted as agents in
the war against their aunt or uncle.
14
15

THARANAIS COMMANDMENTS OF THARANAIS


Worshipped by scholars, wisemen, • Thou shalt seek knowledge and wisdom
craftsmen and anybody whose life pursuit at all times, for they are the keys to
is dedicated to knowledge and/or magic. understanding the world and our place
Tharanais is the patron of teaching in it.
and wisdom and his name translates
literally to “Prince/Inheritor of Wisdom.” • Thou shalt use thy knowledge and
He is often seen as the leader of the wisdom for the betterment of all, and not
Tharameni, being the firstborn child for personal gain or to cause harm.
and the supposed likeness of Tharador
himself. Many mages or magic users also • Thou shalt pass on thy knowledge and
pray to Tharanais for guidance in their wisdom to others, for the spreading of
craft. His symbol is a candle in a sconce knowledge is the greatest gift we can
imbued with the Lamineran rune for give.
Wisdom, giving light to a tome. Large
temples to Tharanais are found across
Tharador, and most university campuses
will have a building dedicated to worship
of this divine.

Depiction. Tharanais is often depicted as


a stoic cloaked male scholar, burdened
with scrolls and books, surrounded by
candles. The candles are representations
of enlightenment gained through
learning.

Domains. Clerics of Tharanais embody


Arcana, History and Knowledge in their
powers.

Holy Day. Scholar’s Solstice is the holy


holiday of Tharanais. This takes place
over a three day period bearing the
Summer Solstice each year. It is said
that the day that is most illuminated
will bring the greatest enlightenment
to scholars, and with the long hours of
these days scholars are encouraged to
share knowledge with the general public
through public forums, lectures and
tutoring. Many scholars choose this three
day period to publish their works as well,
feeling it will be blessed by Tharanais
should they do so.
16

CEDHELIETH COMMANDMENTS OF CEDHELIETH


One of the most commonly prayed to • Thou shalt honour and respect the
of the Tharameni, Cedhelieth is the first sanctity of life, and work to preserve it at
born daughter of Tharador and hailed as all times.
the “Lifegiver” for being the divine that
gave life to the first Elves, the Beremeni. • Thou shalt nurture and cherish the
Cedhelieth designed Elves and thus all bonds of family and love, for they are the
following creatures in a way that they foundation of a fulfilling life.
could create new life in a joining of
their souls together through the act of • Thou shalt cultivate beauty and art in all
love. Thus Love and Life are both her that thou doest, for they enrich the world
domain, and she is prayed to for family and bring joy to those around thee.
and fertility as well. During a woman’s
pregnancy, a prayer is said to Cedhelieth
by morning and evening, with offerings
of fresh flowers also given up to her
shrines by the afflicted each trimester.
It is common as well for her name to be
invoked during the rituals that lead to
such scenarios. Cedhelieth’s temples are
common and found in almost every city.
Any person who wishes for love or family
finds Cedhelieth as the Tharameni closest
to their heart. Many bards and artists also
dedicate their works to her as all things
beautiful are said to be her domain.

Depiction. Cedhelieth is depicted as a


hauntingly beautiful and gracious female.
Her expressions range from melancholic
to jovial. She is depicted usually carrying
her Soulflower, the source of life which
pollinated the continent of Tharador.

Domains. Clerics of Cedhelieth embody


Love, Emotion and Life in their powers.

Holy Day. The Day of Bliss is the first


Balaran of Fall’s Passing. Many use this
day as an excuse for hedonism in modern
times, but it was originally steeped in
tradition as the best day of the year
to try for a child. True worshippers
of Cedhelieth detest the modern
interpretation of the holiday.
17

RENMAETH COMMANDMENTS OF RENMAETH


The patron of druids, gardeners and • Thou shalt respect and protect the
even artists, miners and builders. natural world, for it is a sacred gift from
Renmaeth’s spectrum of worship is Renmaeth.
incredibly varied owing to everyone’s
differing interpretations of the Keeper • Thou shalt honour the beasts of the
of the Body. Her domains are nature and land, sea, and sky, and treat them with
landscapes, thus the obvious patronage kindness and compassion.
of Druids. However the depiction of
Renmaeth varies, and many crafters (such • Thou shalt appreciate the beauty of the
as Dwarves) worship her as the creator of landscapes around thee, and work to
mountains and metals as well, a strong preserve it for future generations.
juxtaposition to the Elven or Druidic
worship of her. However most depictions
of Renmaeth do meet the latter, and in
human lands she usually is worshipped
as the patron of animals, nature and
landscapes. Temples to Renmaeth are
usually uncommon - usually her places of
worship are shrines erected in gardens
or parks within cities. She has many
significant landmarks of worship as
well across Tharador, including the Four
Pillars, the great trees she and her druids
sacrificed themselves for to preserve the
continent when it began withering and
dying during the First Era.

Depiction. Renmaeth is usually depicted


as a fair female faun holding her pine-
cone staff. Dwarves however depict her
as a woman of stone and muscle carved
from the mountains.

Domains. Clerics of Renmaeth embody


Nature, Beauty and Beasts in their
powers.

Holy Day. Renmaeth’s Holy Day is Brel


Nostar. It is the first holy holiday of the
year. Brel Nostar lasts usually a week
and involves pilgrimages to Renmaeth’s
holy sites, namely the Four Pillars in each
corner of the continent. Some also travel
to Farlena and the forests of Nan Thalias
for this occasion.
18

INDERIMAETH COMMANDMENTS OF INDERIMAETH


Sailors, mariners, fishermen and Elves • Thou shalt see crashing waves as a
of the Sea all hold Inderimaeth as reminder of the boundless strength of
their patron and most beloved of the Inderimaeth, and in that strength find
Tharameni. Inderimaeth is the guardian humility.
of the seas, ruler of the waves. Alongside
her two Leviathans, the Vosinderi, she • Thou shalt embrace the joy in all things,
guards the people of Tharador from the for in it lies the favour of Inderimaeth,
evils of Quorenderi. Many assosciate and in her favour lies prosperity and
her with storms and weather as well, goodwill.
though this is not a universal assosciation
as many hold Glanion as the maker of • Thou shalt heed storms as a sign of
weather too. Though when a sailor leaves Inderimaeth’s power and a call to
on a long voyage, a prayer is said and an steadfastness, for to weather them is to
offering is made at a shrine or temple earn her blessings.
of Inderimaeth, common in almost any
seaside town. They pray for smooth
sailing, and that includes the weather
too, so it’s understandable where this
connection came from. More naturalist
worshippers of her, such as Druids of the
Sea, pray while immersed in the ocean
itself. Some extreme worshipers drink
a mouthful of sea water as their way of
paying tribute to her.

Depiction. Inderimaeth is depicted


usually as a jovial female with bright
blue eyes, dark hair and tanned skin.
This depiction has resulted in woman in
Tharador who usually feature these traits
themselves being known as “Daughters
of Inderimaeth” and are affectionately
known as “Inderiel.”

Domains. Clerics of Inderimaeth embody


the Sea, Storms and Joy in their powers.

Holy Day. The first Drendaren of


Midsummer is the Inderimaeth’s holy
day. This day is known as “The Day of the
Receded Sea” as quite literally the tide of
the ocean recedes a significant distance
for the full day. In this time many families
and worshippers of Inderimaeth flock to
the beach to enjoy themselves.
19

NAMNERI COMMANDMENTS OF NAMNERI


Often worshipped as simply the Divine • Thou shalt honour the cycle of life
of Death, some misinterpret this as a and death, for in it lies the wisdom of
malicious deity. In reality Namneri is Namneri. Embrace the inevitability of
more a shepherd of souls and a guide to your passing and in doing so, find peace
those who have passed. It is said that he in the present.
is the architect of our afterlife, and when
we pass to join our families and ancestors • Thou shalt embrace thine fate, for it
it is Namneri who shall bring us to them. is the will of Namneri. Do not struggle
“All good souls go to Namneri’s Chalice,” against the tides of destiny, but flow with
is a common saying used to encourage them and in doing so, find purpose.
good deeds and thoughts, since it is
said that evil souls wander Minera for • Thou shalt honour the rebirth that comes
eternity, while good souls are placed in with death, for in it lies the promise of
Namneri’s Chalice to enter the blissful new beginnings. Embrace change and in
afterlife. There are also of course those doing so, find hope in the future.
who believe in rebirth, and a cycle of life
and death, and that it is Namneri who
gives people the choice of rebirth from
the afterlife. When a person is terminally
sick, those close to them will say prayers
to Namneri for an easy passing, and
that he will guide their soul so it may fill
his chalice with another drop. Temples
to Namneri are common across most
cities in Tharador, and are often used as
housing for the dead with mausoleums
or columbariums built in basements or
in upper levels of the temple. Similarly
funerals are mostly held in Namneri’s
temples.

Depiction. Namneri is depicted as a pale


skinned, stoic young male with white
and bright blue eyes. Sometimes he is
depicted blank faced, other times with a
kind smile.

Domains. Clerics of Namneri embody the


Death, Life and Fate in their powers.

Holy Day. The day of Ancestors is held on


the last Syeldren of the month. This day
sees families pay respects to those who
came before them, writing their names
down and giving offerings or telling tales
about their deceased ancestors.
20

ERDRYDION COMMANDMENTS OF ERDRDYION


Woe to deceivers and the unjust caught • Thou shalt speak the truth, for in it lies
in Erdrydions Lance, for it is the bane of the light of Erdrydion, and in his light
all evils, forged as poison to Mindoriel there is wisdom. Let your words be true,
and her Spawn. Erdrydion is worshipped and in doing so, earn the respect of
collectively by most of Tharador as he is Erdrydion.
seen as the bane of all evils, and a warrior
too like his twin Horauthin. Erdrydion • Thou shalt act with justice and honour,
is often invoked in courts and councils for in it lies the righteousness of
where truth is paramount, oaths are Erdrydion. Let your actions be guided by
taken which swear upon his name for fairness, and in doing so, earn the favour
upheld truths in such matters. Justice and of Erdrydion.
Truth are his two domains, and it is with
these that he decries the lies and evils • Thou shalt stand for what is right, for in
of Mindoriel’s Spawn. Many paladins of it lies the courage of Erdrydion. Let your
Erdrydion are dedicated to the purging of convictions be unshakable, and in doing
any creatures that come from her Spawn, so, earn the protection of Erdrydion.
including undead and infernal beasts;
they are only second to Horauthin’s
devotees as being the most militaristic.
Erdrydion’s places of worship are found in
most temple districts in cities, and shrines
are often in courthouses and castles.
Most notable of these is the enormous
Grand Temple to Erdrydion found in
Velandria, Belfrie.

Depiction. Erdrydion is often depicted as


a powerful winged male wielding a sword
wreathed in radiant fire and holding
his lance, which is often depicted as a
lightning bolt or something akin to a
throwing spear.

Domains. Clerics of Erdrydion embody


Truth, Justice and Light in their powers.

Holy Day. The first Drydaren of Winter’s


Hold is Erdrydion’s Day of Atonement.
It is a day for confessing sins and
wrongdoings to ones peers and loved
ones. Many long standing grudges or
dark secrets are admitted or revealed on
this day. The following day is Horauthin’s
Holy Day which is used to resolve any
hardships and differences created in
confession to one’s peers.
21

HORAUTHIN COMMANDMENTS OF HORAUTHIN


Known by many as the Harbinger of • Thou shalt honour Horauthin in all
War, Horauthin has truly earned such matters of conflict, whether through war
a moniker. Though many forget that or diplomacy.
Peace is also his domain. Horauthin
champions war as a necessity against • Thou shalt never use thy skills for
evil, but Peace as the status quo at all personal gain or selfish purposes, but
other times and is said to weigh down rather in defence of those who cannot
heavily on the souls of those who wage defend themselves.
unjust wars. Horauthin is worshiped as
the God Ancestor of most Colossals, but • Thou shalt always strive for peace, but
many temples and shrines to him may be prepared for war when necessary to
be found across Tharador, particularly defend thy beliefs and those in need.
in major cities or militaristic societies.
Worship of him varies greatly between • Thou shalt respect the decisions of those
cultures, with Elves much more in touch in positions of leadership, but also
with his domain of peace than Men and have the courage to speak out against
Colossals who pray to him for success injustice and wrongdoing.
in battle. Horauthin is the twin brother
to Erdrydion and many worship the two
in unison and their temples are always
found close by to each other.

Depiction. Horauthin is often depicted as


a one handed male warrior clad in ornate
plate armour. Sometimes he possesses
wings. His face is never depicted as his
helmet is never removed. Sometimes his
missing hand is replaced with a glaive
infused into his armour.

Domains. Clerics of Horauthin embody


Strength, Valour and Diplomacy in their
powers.

Holy Day. The Day of Redemption is


the holy day of Horauthin, taking place
immediately after his twin’s Day of
Atonement. Held on the first Vosaren of
Winter’s Hold, the Day of Redemption is a
day that celebrates Horauthin by settling
disputes with one’s peers or family. Often
this is done through sparring or non-fatal
combat, but also at times with debate or
diplomacy.
22

BRINILMIN COMMANDMENTS OF BRINILMIN


One of the two “Wildcard” Tharameni. • Thou shalt embrace chaos, for it is the
Brinilmin is separated from his older source of power in Brinilmin’s domain.
siblings. It is said its creation was Let your actions be spontaneous, and in
corrupted by Mindoriel, and what was doing so, earn the favour of Brinilmin.
intended to be a master of magic instead
became an unhinged font of power • Thou shalt not be bound by the rules
which killed indiscriminately. Thousands of convention. For in the chaos of
of Colossals and Elves were both killed Brinilmin’s realm, the unconventional
in its creation, and thus Brinilmin is path often holds the key to
seen as evil by most in these cultures. understanding.
However Brinilmin also was responsible
for instilling the powerful magics of • Thou shalt access the power of the
Minera’s Breath in the soil of Tharador, arcane abundantly, for it is the tool of
most particularly in the Prendaël river Brinilmin’s command. Let your magic be
that runs through modern Leacianus. wild, let it be unpredictable, for in it lies
It is for this reason that the High Elves the greatest potential for change.
settled in Leacianus, and thus many
worship Brinilmin as a font of power and
master of arcane knowledge, despite
the taboo associations across the rest of
Tharador. Thus no temples to Brinilmin
exist anywhere in Tharador except in
Leacianus, though small shrines might
be found that were erected by cultists or
power-hungry wizard sects.

Depiction. Brinilmin’s depiction varies


greatly between Leacianus and those
beyond its Arcane Dome. The Leacianan’s
depict it as an Elven Sorcerer dressed in
ornate robes pouring its essence into
their great river. Beyond Leacianus it is
depicted as an ethereal-like being that
is magical essence in a vague humanoid
shape.

Domains. Clerics of Brinilmin embody


Arcana, Power and Chaos in their powers.

Holy Day. There is no widely celebrated


Holy Day for Brinilmin. Although in
Leacianus the first day of second month
is a holiday in Brinilmin’s honour that
involves drinking water from the Prendael
River to be annointed with Brinilmin’s
Power.
23

MARKAMIN COMMANDMENTS OF MARKAMIN


The Second of the two “Wildcard” • Thou shalt embrace change, for it is the
Tharameni. Markamin is a peculiar place very essence of Markamin’s realm. Let
as not even in any tales of the Age of your actions be unpredictable, and in
Creation is he mentioned. It is thought doing so, earn the favour of Markamin.
that Markamin was therefore created in
the First Era, either by somehow willing • Thou shalt embrace the power of luck,
himself into existence, or as a by-product for it is the force that drives Markamin’s
of Tharador’s final act as he passed favor. Take risks and let fate decide
into slumber. Markamin appropriately the outcome, and in doing so, earn
is the divine of luck, chaos and change. Markamin’s blessing.
Although he isn’t openly worshipped in
temples or shrines like other Tharameni, • Thou shalt embrace the chaos that
many men will admit to saying a prayer to comes with your actions, for it is a
Markamin before they toss a coin or roll sign of Markamin’s influence. Let
a dice. However since worship of him is the consequences of your actions be
banned by the Greater Tharameni Clergy, unknown and be open to any outcome,
very few will be the type to worship him and in doing so, earn Markamin’s
as a patron. Those that do are usually rewards.
roguish types or gamblers. It is often
said that the winds of change ride on the
curtails of a coin toss by Markamin. The
few places shrines to Markamin might
be found are small rooms in the back of
gambling houses or casinos.

Depiction. Markamin is depicted as a


male faun with a devilish look about him.
Sometimes he is equipped with a tea cup,
accentuating his madness, other times
a coin with the likeness of his own head
and tail on each side.

Domains. Clerics of Markamin embody


Luck, Chaos and Change in their powers.

Holy Day. Similarly to Brinilmin, Markamin


does not have an established Holy Day.
There is a saying among gamblers
that “any day you’re up is a holy day of
Markamin” implying that the Divine of
Luck and Chaos was feeling particularly
generous to put odds in their favour that
day.
24
25

Mindoriel’s Spawn the Beremeni. The second of these (and


the fatal mistake that lead to Mindoriel’s
While Mindoriel herself has been downfall) was Nosmarka, Burning Chaos.
defeated for sometime, her spawn She wielded the body of Glancalnos, child
somehow survived the calamity that saw of Glanion and caused him unending
their mother ultimately maimed, frozen anguish. It was this that forced Glanion’s
and defeated. Though they reportedly intervention in the war of his younger
returned from death, changed and siblings, bringing about a radiant beam
corrupted. Much of this history is from of fire upon Mindoriel and severing
the same records of Elven scholars, with her hand which still grasped onto the
some speculation of my own to fill in gaps body of Tharador after the continents
left in the writings. had collided. This saw all the Spawn of
Mindoriel perish, save for Myrothlir. From
When Mindoriel devised each of her the depths of the sea he retrieved his
Spawn, they were intended as tools slain siblings, bringing them back to life,
simply in her crusade against mortality. undead and bent to his own will.
The first of these children was Seroca, the
Secret. An extremely mysterious entity All in all there are five Spawns of
that has no gender, voice or face. Simply Mindoriel, and though they are not
an enigmatic tool used by Mindoriel to usually worshipped, there are many
spy upon Tharador and his Children in strange cults and desperate people upon
the earliest days. After Seroca, Eldrinderi Tharador who devote themselves to
(who resurrected as Quorenderi after these dark deities. Some of these deities
his death at the hands of Glanion) was provide raw power and create nefarious
created who threw an enormous wave pacts with their followers. Others have
over the continent of Tharador, killing instead created their own Spawn in
many of the first Elves, the Beremeni. It attempts to fulfil their mother’s wishes in
was this calamity that saw Tharador in ending the “sin” of mortality.
turn give rise to Namneri the Soulbearer
and Inderimaeth the Keeper of Seas.

After this she created Myrothlir who was


the father of all undead, and creator of
the Felanhier, or vampires as they are
DARK PANTHEON OF MINDORIEL’S SPAWN
known in common. With his general
Almenhier he brought untold suffering to Deity Alignment Domains
the Beremeni. So much so that Tharador Seroca - Eyes of All Neutral Evil knowledge, secrecy,
darkness, divination
was forced to create his twinned Children
Quorenderi - Deepest Tears Lawful Evil shapeshifting, dread,
Erdrydion and Horauthin to counter the deceit, ocean
hordes of undead. When Myrothlir was Myrothlir - Corpse Bearer Chaotic Evil undeath, misfortune,
temporarily defeated, Mindoriel thus dark magic, curses

brought about her two final Spawns,


Idinhelieth was the first of these, the Idinhelieth - Bringer of
Pestilence
Neutral Evil famine, disease,
pestilence
bringer of pestilence. Disease, starvation
and suffering swept any lands he gazed Nosmarka - Chaos Burning Chaotic Evil chaos, wrath, grudges,
upon and many famines and plagues change

battered down the dwindling numbers of


26

SEROCA COMMANDMENTS OF SEROCA


First created of Mindoriel’s Spawn. Seroca • Thou shalt seek the darkness, for in it
was born as a tool to Mindoriel with lies the truth hidden from sight.
the intent to use it to keep a constant
vigilance over the schemes of her brother • Thou shalt guard the secrets of others,
and his children. Seroca was not seen as for in their unknowing, your power
her own child in her eyes. It was no son thrives.
nor daughter, and even still those select
few across Minera who know of Seroca’s • Thou shalt not fear the unknown, but
existence refer to it either by name or master it; for in the shadows of the
with the disparaging word of “it.” But it future, dominion awaits.
makes little difference to Seroca for its
domain lies beyond the minds of most
mortals, yet in their secrets and hidden or
even unknown desires. Seroca’s worship
across Tharador is quiet and sparse,
barely a hundred worshippers make up
its clergy across the continent. Those
that find themselves in such company
find themselves well sourced however,
for Seroca trades in secrets. For unknown
facts and secretive knowledge, Seroca will
grant its worshippers immense power:
unaging life, altered memories and
altering records of history are some such
feats Seroca has performed in the past.

Depiction. Seroca is depicted as a faceless


hooded humanoid figure, veiled in
shadow. The only markings on them is
their symbolic wreathed eye, matching
the end of their Staff of Eversight.

Domains. Clerics of Seroca embody


Secrecy, Stealth and Knowledge in their
powers.

Holy Day. Seroca, like the rest of


Mindoriel’s Spawn, does not have a Holy
Day. However it is said that his follower’s
congregate and conduct seances with
their dark deity on the nights where
Glanbeli fields no light upon Tharador.
27

QUORENDERI Holy Day. Quorenderi possesses no


Second born of Mindoriel. Eldrinderi was Holy Day that is openly celebrated
his name at conception, the Guardian of amongst the populace of Tharador. The
the Seas. For his purpose was to keep general populace of Nan Thalias mark
the meddlesome Beremeni from defiling The Day of Tears in Last Bloom as a day
the Tears of his Grandmother. When of remembrance for the destruction
Mindoriel first saw the Elves sail upon the of Elen Estel. Some wicked followers
waves of her mother’s sorrow, she saw of Quorenderi spend this day in
it as an affront to her mother’s pains, a celebration.
sign of utter disrespect and heresy. So
Eldrinderi was born and with a great COMMANDMENTS OF QUORENDERI
wave he cleansed the seas of all mortals
• Thou shalt embrace the formless
that might dare tame it. As the Sibling
depths, allowing thyself to become the
War ended, Eldrinderi like many of his
ever-changing tide.
siblings was slain during the Sundering
of Mindoriel. His body sunk to fathomless
• Thou shalt weave webs of deceit, for in
depths, but was recovered by his brother
falsehoods, true power and control lies.
Myrothlir. The Divine of Undeath brought
Eldrinderi back from oblivion, though
• Thou shalt spread dread as a dark
now under his own control like a puppet,
shadow upon the world, for fear is a
torn from his own agency and left with a
potent dominion.
foul form. Quorenderi became his new
name, and seldom did he rise from the
black depths beneath Minera’s Oceans,
bound to the will of his younger brother.
In recent years Quorenderi caused
upheaval on Tharador after using a
shapeshifted projection of himself to
destroy one of the Garnet Seals that
protects Tharador from himself and his
siblings. In pursuit of the second Seal, he
destroyed the ancient city of Elen Estel,
which has only just begun recovering
from its destruction over fifty years later.

Depiction. Quorenderi is depicted as a


monstrous being barely resembling a
humanoid. His face is a gaping maw with
a single bulbous eye. A mass of tentacles
string shoot from beneath its head, filling
out a humanoid shape beneath its dark
and bedraggled robes.

Domains. Clerics of Quorenderi embody


Shapeshifting, Dread and Deceit in their
powers.
28

MYROTHLIR COMMANDMENTS OF MYROTHLIR


The third of Mindoriel’s children and • Thou shalt grant the mercy of unending
the most destructive of all. Myrothlir existence to the mortal coil, for in the
lead the armies of Mindoriel against the wake of death lies the truest form of
Tharameni and their own children of Elves compassion.
and Colossals. He was born in the wake
of destruction left by Mindoriel’s collision • Thou shalt weave misfortune into the
with Tharador, his own soul fuelled by lives of the unwary, for the tapestry of
thousands of perished Beremeni. He existence is enriched by adversity.
became the Harbinger of Undeath, giving
rise to the first undead to plague Minera • Thou shalt brand thy enemies with
and later creating his own children, the curses indelible, for vengeance is the
Felanhiér, commonly known as Vampires. language of the betrayed and wronged.
Myrothlir is perhaps one of the most well
known and feared of Mindoriel’s Spawn
for these reasons, as well as the most
worshipped. Necromancers, liches and
practitioners of dark magic worship the
Undead Divine. So too do many of the
Vampiric Clans that walk Minera, save for
the Thrasliche clan which has waged war
against their creator since their liberation
from his grasp.

Depiction. Myrothlir is contrasted heavily


to the depiction of Namneri, for he chose
his form in mockery of the Divine of
Death. His wings are sharp and crude, he
carries a chalice of blood and misery in
two hands, and in two more her carries
a spear-like spade. His face is stony, pale
and hollow, baring little emotion.

Domains. Clerics of Myrothlir embody


Necromancy, Misfortune and Curses in
their powers.

Holy Day. Like his siblings, Myrothlir has


no allotted holy day. Cultists that follow
Myrothlir will engage their magics and
practice worship at anytime, and it is
rare to find congregations that choose
to worship him on one certain day above
others. Every day is a good day to bring
life to the dead in their eyes.
29

IDINHELIETH COMMANDMENTS OF IDINHELIETH


Fourth of Mindoriel’s Spawn. Idinhelieth • Thou shalt spread famine among thy
was not known to the Tharameni for foes, for in their hunger, their true
some time as his part in the Sibling War nature is revealed, their sins laid bare.
was mostly covert. It was thought that
the disease and emptiness that gripped • Thou shalt unleash disease on
the land was the work of Myrothlir and those who have wronged thee, for
his unholy abominations, when in truth through suffering, they atone for their
Idinhelieth had been concocting his transgressions.
own means to dwindle the numbers of
Tharador’s mortals. Sickness, starvation • Thou shalt bestow pestilence upon the
and suffering were his means to such an unworthy, for in death’s embrace, they
end, leaving the lands barren and wasted. find mercy from life’s relentless torment.
In current times Idinhelieth is prayed to
and bargained with by the greedy and
envious who wish to impart suffering on
their neighbours and kin. Most notably
Idinhelieth was responsible for the
desolation of Hinatal during the Second
Era that saw the ripe and fertile oasis
turn to a dried mound of sand. There are
some cultists who worship Idinhelieth
as well, evoking the deity in a bid to try
control the ever-growing population of
Men that are sprouting across Tharador.

Depiction. Depicted as a sick, gangly


and leprous boy. Idinhelieth’s skin is
often depicted as rotting and peeling
from bone, though more conservative
depictions show him dressed in bandages
to cover his diseased and pus-ridden
flesh.

Domains. Clerics of Idinhelieth embody


Famine, Disease and Pestilence in their
powers.

Holy Day. No official holy days exist for


Idinhelieth since his worship is banned
in all kingdoms of Tharador. However the
few cults that worship him will usually
undergo rituals and sacrifices during
Autumn to ensure barren harvests befall
their enemies come the time of reaping.
30

NOSMARKA COMMANDMENTS OF NOSMARKA


Last of Mindoriel’s Spawn and that • Thou shalt cultivate chaos, for in
which caused the ultimate demise of disarray, the order of oppression is
the Dark Divine. Nosmarka was imbued shattered.
with the essence of Glanion’s own
child, Glancalnos. This caused agony to • Thou shalt hold wrath in thy heart, for
Glancalnos, forcing Glanion to intervene anger ignites the flame of justice.
after Nosmarka began casting flames
across Tharador. This resulted in the • Thou shalt nurse thy grudges, for the
deaths of Nosmarka and all her siblings, memory of wrongs fuels the strength for
save for Myrothlir who would later raise retribution.
them all as undead bent to his bidding.
Though Nosmarka was raised and kept in
a dreaming stasis instead, for her flames
would bring the ire of Glanion once
again. So she sleeps and dreams, creating
her own Dreamscape akin to Renmaeth’s
Fey. The Hellscape of Nosmarka is the
home of all infernal creatures: beings of
chaos, wrath and hatred brought to life
in the mind of Nosmarka. Some have
learnt how to leave this infernal prison,
and some on the mortal plane have
learnt how to enter it, or summon its
inhabitants. Those that have landed on
Tharador from Nosmarka’s Hellscape still
pay reverence to their creator.

Depiction. Nosmarka is depicted as a


hammerhead like demon with a slim
feminine frame that is still rocky, hard
and intimidating. Her claws are razor
sharp and fire constantly swirls around
her red hot body.

Domains. Clerics of Myrothlir embody


Chaos, Wrath and Grudges in their
powers.

Holy Day. Nosmarka’s unofficial holy day


as decided by her Infernal worshippers
takes place on the first and last days of
summer. These usually involve Fire Baths
in which her worshippers will literally
jump into enormous bonfires in a bid to
emulate their homeland of the Hellscape.
31

III: Third Era Tharador


The dawn of Tharador’s Third Era on the western side of the Tradver
was signalled by the disintegration river, presuming that resistance on
of the Draksborne Empire, a colossal, the other side would be negligible or
martial human empire that reigned easily vanquished. They were wholly
over the central territories of Tharador. unprepared for the relentless carnage
Throughout the Second Era, the that awaited them once they crossed
Draksborne Empire morphed from an the river. Their knights were ensnared by
unremarkable coalition of city-states predatory vines, while arrows whistled
hidden in a remote corner of the through the air, the silent symphony of
continent into a ravenous beast, its their flight delivering hushed death. The
hunger for power driving it to gobble up human forces scattered in retreat, and
the surrounding lands in an insatiable the Tradver river morphed into a crimson
quest for domination. battleground for countless years as the
Empire steadily clawed its way into the
However, its relentless expansion came untouched forest.
to a grinding halt when it reached the
boundaries of the Elven kingdoms of Nan For generations, colonists in the newly
Thalias and Leacianus. The High Elves of founded settlements were dispatched
Leacianus were a formidable adversary to the front lines as retribution for the
they knew was insurmountable; pettiest of crimes. Few survived what
their territory was enveloped by an came to be known as the Tradver War.
unbreachable Arcane Dome, and even Despite the relentless onslaught, the
if an entry was discovered, the Elves Empire was able to penetrate the Elven
possessed sorceries that baffled human lands, establishing colonies along the
understanding. river and to the north. However, the
impregnable Elven City of Elen Estel
On the other hand, the Elves of Nan stifled any further progress. Despite the
Thalias seemed a more conquerable Empire hurling battalion after battalion
adversary. Emperor Silvian III and his against it, its walls held firm.
council of advisors dismissed them
as simple beings who scraped out an Frustrated by the futile attempts, twin
existence from trees and slumbered in brothers, Jochen and Arthur Belfrie,
branches. The majestic Estel trees of their resolved to negotiate with the Elves they
land, famed for their incredibly strong had been conscripted to fight. They were
bark and fruit and leaves with healing the sons of a local baron and held the
properties, were an irresistible prize. support of all the frontier lords. The Elves
agreed to an alliance with the Belfrie
However, the Nan Thalians were quick brothers, who sought to rebel against
to dispel any notions of frailty. Many their imperial overlords and establish an
of the Elves were battle-hardened independent state. King Vandiliar Thalias
veterans from the Colossal Wars of the of Nan Thalias, perceiving a potential
First Era, their fighting skills still sharp advantage in either outcome of the
despite the passage of centuries. The rebellion, swore an oath upon the Estel
forces of Draksborne had decimated Tree of Aluvitar to assist the brothers as
the independent Elven settlements
32

long as they remained faithful to their


cause.

Armed with the allegiance of the cities


of Hvirna, Edgar, Velandria, and Tradver
City, in addition to their father’s forces
from Mistrath and numerous nearby
townships and villages, the Belfrie’s
declared their independence. Over the
course of a week, they dismantled
Imperial institutions and executed its
officials across the region.

The Emperor reacted swiftly,


marshalling his forces toward the
Gilrain River. However, the rebels
had already marched to confront his
armies. A fierce battle erupted in Elifer
Marsh, resulting in a costly victory
for the rebels. Their ranks significantly
depleted, they were forced to rely on
guerilla warfare with the aid of the
Elves to undermine and weaken the
remaining Imperial forces that later
swept through and occupied their
lost territories. The Belfrie Rebellion
was marked by five years of brutal
warfare. In that time, Arthur Belfrie
fell victim to the curse of vampirism;
the Imperials had enlisted a coven
of vampire assassins to eliminate
the twins. Many of their most loyal
men perished in their defence,
or themselves became vampires
alongside Arthur.

Grappling with a newfound


malevolence and loathing, Arthur
bid farewell to his brother while his
sanity was still intact. Under the
cloak of darkness, he journeyed to
Draksborne’s capital of Sundestra
with his fellow vampires. They
rested during the day where they
could. Utilizing his newly acquired
supernatural abilities, Arthur
infiltrated the Keep undetected. The
33

Emperor, upon seeing the burning hatred In the wake of Draksborne’s capitulation,
etched in Arthur’s face, knew what was Jochen took upon himself the task of
coming. Arthur attacked, ripping apart founding and reestablishing his realm.
the Emperor with the savagery of a feral His native city, Mistrath, was proclaimed
beast as he feasted on his royal blood. the capital and renamed Jochenia in
Once he was satiated, Arthur regained tribute to his own valour. The region itself
control of his senses and sought out adopted the name Belfrie, the fruition of
the Crown Prince. Holding him hostage a long-standing jest between him and his
at knifepoint, he forced him to sign the brother.
Belfrie Peace Treaty, securing freedom
for his brother’s realm. Post this, Jochen fathered a multitude of
children with his three wives, begetting
Gripped by fear, young Prince Jakobus fifteen progenies by the time of his
hastily signed the treaty. Arthur demise, forty-five years after securing his
afterwards departed to rejoin his brother. people’s freedom. Following his death,
Days later, he presented the blood- his offspring splintered into factions,
stained treaty, prompting Draksborne’s triggering a period of internal strife and
forces to retreat. This momentous event jockeying for power.
signalled the close of the Second Era and
heralded the onset of the Third Era: the
Age of Liberty. The Final Blow
Jochen’s ambition was not satiated by
Subsequently, Arthur found himself
merely achieving independence; he was
ostracised by his brother and erstwhile
acutely aware that Draksborne would
allies. His name was ruthlessly expunged
rapidly recover, even within his lifespan.
from history as Jochen was loath to
To eliminate any possibility of their
acknowledge that their victory had
resurgence, he instigated rebellions
been achieved by a vampire consumed
in the empire’s peripheral regions.
by bloodlust. According to Belfrian
Karkanoth, an ancient kingdom in the
records, an insurrectionist from the
empire’s north, boasted a formidable
capital assassinated the Emperor, a fact
navy, while Formen housed a myriad of
contested by Draksborne to this day.
venerable warrior clans rumoured to
However, even Draksborne remains
share the bloodline of the Colossals. To
oblivious to the fact that the assassin was
these regions, Jochen penned letters,
none other than the twin brother of the
promising financial support for their
heroic figure, Jochen Belfrie.
respective independence wars. He
convinced them that striking now, with
Every reference to Jochen having a twin
Draksborne in its weakest state, would
has been systematically erased from the
yield the most favourable outcomes. The
annals of history, barring the ancient
empire’s military was yet to recover from
archives untouched since the Second Era.
a relentless five-year conflict against him,
Belfrian scholars attribute the mention
and their newly-crowned emperor was
of a twin in Draksbornian records to
even less seasoned than the wine in his
mistaken identity. They conjecture
cellar.
that Jochen had a court mage skilled in
crafting body doubles and mirror images
At Jochen’s encouragement, they
through magic.
coordinated their rebellions. Draksborne’s
34

naval assault on Karkanoth failed: the descendants, none were successful.


northern region controlled a significant Defensive alliances formed between
portion of the empire’s ships and Formen, Karkanoth, and Belfrie deterred
shipyards. Their land border was near- Draksborne, as war against any one of
impregnable too, the massive fortress them meant fighting on three fronts.
of Vunderwahl and its tunnel were the Thus, Draksborne was relegated to a
sole land entry into the kingdom, barring kingdom, albeit still among the largest
the treacherous crossing of the icy, in Tharador, both in terms of landmass
razor-sharp Falan Mountains. They laid and population. Its era of affluence was
siege to Vunderwahl for over two years over, though, with Belfrie claiming that
to no avail. Their own siege camps fell title. Founded on the principles of liberty
to disease and attrition faster than the and equality, Belfrie contrasted sharply
fortress, which received regular supplies with Draksborne’s discrimination against
via the tunnel connected to the capital, inhuman races like Elves, Dwarves,
Het Zicht. Halflings, and Colossals. Instead, Belfrie
embraced them, becoming a cultural
In a last-ditch attempt, sorcerers melting pot due to this ideology and its
teleported in soldiers and sappers, central location. Although Belfrie lacked
which backfired spectacularly when a unique cultural identity, the fusion of
Karkanoth’s own sorcerers sent them cultures came to define it. Centuries later,
back into the siege camp while lobbing Belfrie stands as one of the wealthiest
the sapper’s explosives over the walls. As human kingdoms in Tharador.
the tent-city under Vunderwahl’s walls
went up in flames, a battalion of knights
charged from its gates, slicing through
the panicked besiegers. The siege ended
disastrously for Draksborne, whose
forces retreated within their borders to
recover.

Depleted, encumbered, and bereft


of supplies, these weary forces were
ordered into Formen. However, Formeni
scouts had vigilantly observed the events,
readying their army. A few dozen miles
into Formen’s territory, Draksborne’s
remaining forces met with a humiliating
defeat. In the aftermath, the young
Emperor Jakobus conceded both
Karkanoth and Formen, pronouncing
the Draksbornian Empire dissolved.
He vowed to channel the remaining
resources inward to enhance the lives of
his subjects, enticing those who had left
to return. This lofty ambition, however,
proved far-fetched. Despite numerous
attempts at reconquest by Jakobus’
35
36

The Days of Grace accustomed over a few generations and


the Elves integrated into the fast pace of
Following the fall of the Draksborne human society.
Empire was a period of peace that lasted
two and a half centuries across Tharador. So Central Tharador in this time became a
This time became known as the Days of well connected place, and even over time
Grace, many attribute Horauthin as the the icy hatred between Draksborne and
cause of this, for only intervention of the its rebel states began to thaw and they
divine could keep swords sheathed for would eventually engage in trade and
such a number of years. This wasn’t a diplomacy with one another. But this time
time of complete lack of bloodshed, but of diplomacy and alliances was not the
the greatest conflicts in this period were only marker of change that would begin
several failed reconquests by Draksborne at the dawn of the Third Era.
and no battles took place between rival
nations that were grander than a handful
of skirmishes.

In this time the alliances of Belfrie and


Abolition of Slavery
Formen strengthened considerably. The What truly gave the Third Era its moniker
hulking mountain warriors of the north of the Age of Liberty is the end of
gained favour with the elegant nobles slavery. Draksborne’s Empire was built
of the south through intermarriage of on a workforce of slaves and indentured
their dynasties and trade agreements. servants that had been taken from the
Karkanoth’s alliance, though still bound lands that had rebelled against them.
by paper and ink, began to dwindle. This consisted of all races, ages and
Karkanoth was a secular kingdom, genders. The newly liberated lands
and though it partook in trade with banned all forms of slavery, and many
both Formen and Belfrie, it did little to slavers were executed when the lands
strengthen relations otherwise beyond its found their independence, or brutally
obligations in the defensive pact. maimed before being tossed out the city
gates.
But Belfrie also grew warm with the Elves
of Nan Thalias that had fought alongside Having lost the large majority of their
them in their war for independence. A slave source, one of the first decisions
ruin of an Elven town was reconstructed the newly anointed King Jakobus made
for all those who had lost their homes was to abolish slavery across Draksborne.
in the Tradver War, and it was named This was in part to save face since the
“Aluvitar” as a beacon of friendship industry had wholly dried up, and to try
between the two nations. Elves of Nan make the remaining lands of his realm
Thalias were mostly content with the more appealing for commoners, creating
stasis they had lived in since the First paying jobs in place of jobs fuelled by
Era. But many grew curious to live slaves. It was in hope that this would
among the lands of humans, beings see commoners from the rebel states
whose flames burned but a tenth as move back to Draksborne in search of
long as theirs. Although some humans work. Still, despite the intentions, it had
were still hesitant to welcome Elves with ramifications that echoed through the
open arms, the Men of Belfrie grew rest of the continent. Draksborne may
have fallen, but it still had influence,
37

especially in Baldur who always hundreds of years as “fauna.” So while


attempted to keep itself a step ahead of slavery became outlawed for the other
their western rivals. Baldur followed in races of Tharador, it continued for Orcs
abolishing slavery, though this was in who would come to form the backbone of
practice of abolishing “humanoid” slavery. Baldur’s monolithic economy during the
Officially, Baldur saw the Orcs of Ukrondia Third Era. Those who wanted things done
that they had already been enslaving for cheap would have them done in Baldur
by the labour of Orc Slaves. This lead to
the eventual dawn of industry that Baldur
now finds itself in.
But Belfrie took ill to this practice.
Morally they thought the
enslavement of Orcs was abhorrent,
but also many merchants took their
business to Baldur for the greater
gold that flowed there. Underground
networks of Abolitionists worked
within Baldur and Ukrondia to free
the Orcs, providing them shelter on
the island of Mastania off Belfrie’s
coast. This enclave of Orcs became
a self-governed subject of Belfrie.
Though they still paid tribute to the
crown and provided a levy of Orc
warriors when needed, Mastania was
a safehaven for Orcs of Tharador and
many Ukrondian Orcs and runaways
found themselves starting new lives
there.

Baldur is not the only land to


continue some form of slavery
practice in Tharador though. The
Raiders of Alimroth rely greatly on
thraldom for their own industry
as well, and it is perhaps an irony
that the two kingdoms who are
afraid of magic still practice slavery
in some regard to instead fuel
their technological marvels and
nightmares.

Though most surreptitious of modern


slavery practices is the Siring Servants
of the Elemi in Greater Abune. The
Elemi cannot reproduce with each
other, and require a “mundane” parent
38

to beget a child. Since the Elemi are not


well loved by their neighbours, and for
The End of Grace
many other reasons, they do not have a Nigh three centuries had passed since
steady supply of those willing to donate the Third Era began when the Days of
their bodies to the cause of maintaining Grace came to end. Since the Age of
the Elemi population. So Siring Servants Creation the only enemies of the people
are slaves bought on a contracted time of Tharador had been their neighbours
from the warlords of Sudd Tohst. Usually and kin. Long forgotten were the evils
males, these servants work within Siring of Mindoriel and her Spawn, and for the
Houses for anywhere between three races of Men, Dwarves and Smallfolk they
months to three years and may father were never even known.
hundreds of children in that time. Female
Siring Servants are usually custom But the evils of the Dark Divine had
ordered for Elemi nobles and will be festered and healed in their millennia of
contracted from conception until the banishment. Myrothlir now controlled
child reaches three months old. the will of all his siblings, and slowly
but surely began to enact his plan of
Though the practice is seen as abhorrent, vengeance against the Tharameni and
some travellers have been known to the mortals of Tharador. At first he
work at or volunteer at Siring Houses targeted those of weak will, instilling
across Greater Abune. Siring Servants are malice and misfortune in those who
also generally given extreme care, and could easily be bent to his service. The
though most hate the work, they would only land he still held any sway in near
consider it preferable to carrying cargo Tharador was a remnant of his home of
through the scorching deserts of Sudd Ilthwaën that had drifted into Tharador’s
Tohst or panning for gold in a river. Some waters after the Sundering of Mindoriel:
have been known to disappear after Duskweave it was called by Men.
their contract is ended: presumed to be
runaways who have no desire to return to The Gems of Edravës were fashioned by
their old lives and the Elemi Council does Edrador’s child whose namesake they
little to search for them. are called after. Edravës gifted these
so henceforth the fingers of Mindoriel
and her Spawn could bare no touch to
Tharador and his lands. But Duskweave
was not his land. Myrothlir would be
foolish to plant himself so closely and
obviously to his foe, but he could create
his own army and lieutenant there. So
one day, a poor orphan by the name of
Elias Kelathar was snared by Myrothlir’s
clutches. Already troubled, Myrothlir
sealed the boys fate when he used his
brother Quorenderi to deliver a tome
on the waves to the child. The content
exactly is still unknown for it was smote
by the same hero that would go on to
slay Elias as well. For the contents would
39

goes, Yinsylim was able to stave off


Kelathar after he shipwrecked, making
a raft with other survivors and sailing to
Belfrie. On the ship they carried Liturium
found on the island, dampening all magic
around them and providing them safe
passage to leave.

It was on arriving in Belfrie that Yinsylim


told King Silus of his encounters on
the isle. This prompted Silus to begin
marshalling his men, but Yinsylim knew
the forces of Kelathar would be too
powerful for only one nation to fight. So
him and other survivors travelled across
central Tharador, gaining agreements
from both Nan Thalias and Formen
as well. But Kayrick, one member of
Yinsylim’s group thought this would not
be enough: powerful magic would be
needed to slay the undead, especially a
powerful Lich. So the group snuck into
the High Elven Kingdom of Leacianus,
have been dire indeed, as the young boy passing through the Arcane Dome with
descended into madness and treaded the same Liturium they had taken from
down the foul path to necromancy and the island.
eventually lichdom. All inhabitants of the
isle became his subjects, as did the scores There they were captured once they
of men sent by Baldur to reclaim their were brought to the capital of Nirloom,
colony. and with Arcane Glaives at their throats,
Yinsylim and his party begged the
Though sources vary as to when the isle three rulers of Nirloom for their aid.
was enshrouded by Seroca, and why, it Artorian, Ferendir and Valius spoke
dates to about fifty to sixty years before for a time about the decision, before
its rediscovery in 3E300 by Yinsylim ultimately offering to bring aid, under
Lichbane who had shipwrecked upon the agreement that Leacianus would
the isle and fought his way off. There receive the three quarters of Liturium
are claims it was enshrouded after the reserves found on the isle. Liturium was
failed taking of Elen Estel, hiding an a threat to the Leacianans, its anti-magic
army of undead from the eyes of the properties rendered their enormous
now alerted Tharameni. Yinsylim himself Arcane Dome useless, so for so many of
claims that Arthur Belfrie was in fact their neighbours to have it was a great
one of the residents of the isle, and that threat to them.
the vampiric forgotten hero had made a Kayrick agreed to these terms
bargain with Seroca to hide himself and immediately before any others in his
his own familial vampire coven there. party could debate such harsh demands.
Though as far as official recorded history
40

It was this agreement that ultimately lead transport the goods to dead drops for
to the Liturium War five years later. For their own agents to retrieve. When this
now however, the party could only scold was discovered a group of messengers
Kayrick and stew in worry for what might were to sent to King Hjolmir I to inform
come when the war was over. him of the treachery, but the King’s
quarters were secretly watched by the
Together nearly twenty-thousand soldiers spies of Leacianus.
of the living marched against almost
ten-thousand soldiers of the damned, When the messengers gave this news
though Kelathar’s forces were aided by to him, Valius Hanar himself teleported
foul beasts: undead dragons, hordes of to the King’s chambers, slaying him and
werewolves, giant werewolves and even framing the messengers, and placing a
vampires (who reportedly changed sides hex on their minds. It was not until Prince
to aid the living after the first day of Jolmbröd delved further into his father’s
battle). death that he realised the true culprit,
pardoning the messengers and sending
Ultimately the living were successful, a declaration of war to Leacianus. During
Kelathar was slain and the four kingdoms his coronation, Jolmbröd took the name
signed the Duskweave Treaty that would of his father, carrying it through the fires
see them each be given a portion of the of war in vengeance. King Hjolmir II will
island, and an equal share of Liturium. now not rest until he sees the head of
Nan Thalias took exemption from this: Valius Hanar on a pike.
they wanted no land nor Liturium.
They felt the safeguarding of Tharador
from forces of evil was their duty, and
wished for no reward from it. Leacianus
however, felt scorned. Formen and Belfrie
receiving an equal share of the Liturium
was never agreed, and no amount of
bargaining or arguing would have them
budge. Begrudingly, Valius Hanar signed
the treaty, but stewed a plan of his own
in secret afterwards. Kayrick was to be
chained and punished for his fallacious
negotiation, but the man disappeared
before he could be arrested and was
never found again. Wanted posters for
him hang on job boards across Belfrie
and Formen to this day. For his deceit
cost many more lives than he could ever
predict, as Leacianus did not take the rug-
pulled agreement lightly.

Over the next five years, Leacianus would


in secret employ bandits, highwaymen
and mercenaries to ransack caravans
carrying Liturium in Formen, and then
41

The Liturium War to throw to them more than covered the


price they would pay in all their Belfriand
Valius had prepared for this declaration and Formeni chapters. Local rabble did
of war, expectant of it and perhaps most of the fighting there, so much so
even excited. Within minutes of war that intervention was required by town
being declared, a Leacianan strikeforce guards in both Tradver and Velandria
had mobilized near the Formeni city of to stop the complete slaughter of the
Huvuden. In mere minutes they had laid respective chapter members. Though
waste to the city and its populace using hundreds of Golden Griffin soldiers
their advanced magicks and the element saw their lives end at the pointy end
of surprise - the people of Huvuden of a pitchfork, many more were taken
were completely oblivious to the political prisoner until a time when the war was
tensions with their neighbours. over, or they might turncoat and fight
under a Belfrian banner against their ex-
The invasion of Leacianus was quick and colleagues and the High Elves.
devastating. Formen called the other
members of the Duskweave Treaty for Though their forces in their homeland
aid. The Elves of Nan Thalias took a were quickly dismantled, their
neutral stance, aiming to maintain a international troops in Draksborne,
neutral ceasefire zone in Duskweave lest Baldur and Karkanoth were able to reach
they awaken evil again, but they would Leacianus, totalling fifteen-thousand
not bring aid to either side in the war. soldiers across dozens of Golden Griffin
Belfrie however was quick to come to the battalions. From the spring of 3E306
aid of their Formeni brethren, our two to the spring of the following year the
human kingdoms still held an alliance Golden Griffins gave the High Elves the
bound in three centuries of blood. The edge they needed to push their stalling
recently annointed King Trendium, whose lines forward. The mundane mercenaries
father Silus had passed a few years prior, were largely unaffected by the Liturium
sent a contingent of his finest warriors Beacons, which left the magical
and battlemages north, alongside Leacianan fighters nauseous and weak
a stockpile of Liturium to counter and completely inert in casting magic.
Leacianan spellcasters. So the Liturium
War erupted into a full conflict that has
ravaged Formen’s north for three years. Golden Turncoats
Seeing their situation as dire, the kings
of the Coalition deigned to negotiate
with the leaders of the Golden Griffins
Golden Griffins Alliance behind closed doors, some of whom had
been taken prisoner in the first hours
Outnumbered and stalled by the use of the declaration of their alliance with
of Liturium in the Human Coalition Leacianus. The Golden Griffins came to
armies, the High Elves sought the help of an agreement that they would become
Tharador’s largest Mercenary Company: turncoats: allying with the Coalition in
the Golden Griffins. Though the Griffins exchange for a sizeable sum of Liturium
are a Belfrian founded company, the from both kingdoms.
coins that the Elven crown was willing On the second week of 3E307 the Golden
42

Griffins enacted their plans. To ensure


no further blood was shed against their
new allies, they delayed reinforcements
and supplies, forcing a halt of their
forces for weeks. Only the night before
the betrayal was to take place did any
footsoldiers receive word of it.

The following morning was a


bloodbath as soldiers that had
spent the last year bonding in
battle now drew swords, guns and
magic on one another. The Golden
Griffins held many Elves in their ranks
that were killed in friendly fire during
this event. This betrayal came to be
known as the “Dawn of False Gold.”
This left the High Elf army in disarray
as the Coalition finally managed to
regain much lost territory throughout
Formen which, was now held by
their new allies.

Still, this event didn’t earn much love or


favour for the Golden Griffins in Formen
or Belfrie. Though their prisoners were
released and their headquarters
have begun reconstruction, the
people of Formen and Belfrie
have tenuous feelings to these
turncoats. They betrayed their
home countries once for coin, then
betrayed the Elves again for Liturium.
Many wonder what price the Elves will
pay for the mercenaries’ loyalty once
again.

Still, their aid has helped the


Coalition push the Leacianans back
to the Arcane Dome and their own
land. Now a fragile ceasefire hangs in
the balance as both sides recover from
the surge of death that has washed
over their kingdoms in the last three
years.
43

The Fall of Elen Estel


The Liturium War is not the only marker of Sundestra to tell them what they had
of the End of Grace however. Whilst done. Realising the grave consequences
Myrothlir schemed for the destruction that might unfold, the King’s court
of Duskweave he also used his brother Arcanist advised the King to write to the
Quorenderi to weave another sinister Elves of Nan Thalias straight away and
thread. The maker of deceit took the warn them, while also assembling an
form of a messenger of the Tharameni army and sailing there too.
to appear to an unsuspecting and naive
group of would-be adventurers. In each Belfrie also joined in the fray, as it
of their minds he felt a burning desire was the homeland of those who had
of justice and good, a desire that burnt desecrated the monastery, and though
with such fervour it made them mindless Belfrie’s Crown was reluctant to fight
and questionless to the authority of their alongside Draksborne, they knew it was
gods. necessary to defend their Elven allies
and protect Tharador at large. So on
Disguised as a messenger of Cedhelieth, the grassy plains in the shadows of the
Quorenderi sent these “heroes” against great white walls of Elen Estel, the forces
the Garnet Monastery in Draksborne, the of Men and Elves clashed against the
housing place of one of two of the Gems hordes of Quorenderi. The Dark Divine of
of Edravës. Being told that the Monastery the depths had flooded the plain and the
had been overrun by indoctrinated city, resulting in a struggle for the forces
cultists who aimed to desecrate of Draksborne and Belfrie who were
Cedhelieth’s holy ground, the heroes encumbered by the waist-high water, and
promptly stormed the monastery with whose Dwarven and Halfling soldiers
weapons drawn. Although some stopped could not fight as the water was too high
as they noticed very few of the cultists for them to wade through.
fought back as they were cut down, most
of those chosen by Quorenderi pressed But in the dark and muddy flood hid
on, slaughtering the monks until they many of Quorenderi’s abominations
found the Gem of Edravës perched on that eviscerated the mortal armies.
the end of the head monk’s staff. After hours of fighting the mortal finally
emerged victorious as those whose
Quorenderi in guise told them that this folly caused the battle delved into the
was a source of the cultists power, and fray themselves, throwing themselves
that it must be destroyed with a great at Quorenderi’s avatar and slaying it,
blow to expel the dark presence in the though taking heavy losses themselves in
monastery. So they did as told, and the the process.
angel’s form contorted and twisted as
sea water cascaded down its body. The Banishing his avatar saw Quorenderi’s
one-eyed bulbous visage of Quorenderi flood subside, and his forces wither and
stood before them, mocking their folly die without water to hold them. Elen Estel
and thanking them for their ignorance. as a city was left in ruins for almost five
After this in repentance for their mistakes decades as its population was drowned
the party flew to Draksborne’s capital or cut down. Out of fifty thousand, only
44

five thousand survived. It was not until for decades. When Seroca’s Shroud was
the Champions of Erdrydion visited the lifted, they were given a new lease at life
city some fifty years later did the city by both Cedhelieth and Namneri, and the
become restored, after the found motes fallen city became a shining jewel once
of Quorenderi’s forces remaining and again. The restoration of this city came
holding a curse over the city. Slaying at the same time as the Liturium War’s
them restored the city’s sight to the start, so has been widely overshadowed
Tharameni. by most historians and scholars who are
more focused on the unfurling situation
To them the city was enshrouded by near our borders than worrying about
Seroca, invisible and amiss. The souls the supposed intervention of the divine in
that perished there never entered a foreign nation.
Namneri’s chalice and wandered in limbo
45

IV: Sects, Swords and Shadows:


Tharador’s Factions
While understanding the history and divine the magical hubs of Nan Thalias and
that have shaped Tharador is intricate to Brightstone, these institutions act as the
navigating this continent, knowing the lighthouses of magical academia. While
current factions and powers at play across other magic schools do exist, the AMS’s
the continent or in major kingdoms are members are unparalleled in their prestige.
arguably more important. These faction
range from secretive organisations that
I can only mostly theorise about, to vast Activities & Methods
international organisations that boast more The AMS’s prime directive is to foster
power than some nations. It’s a good idea magical proficiency through a standardized
to take note of these factions and how they curriculum, ensuring uniformity in teachings
fit into the world, and then ask yourself across Tharador. Yet, under this canopy of
how you might fit into them; whether you’re uniformity, each institute boasts its distinct
going to be on their good side, bad side or teaching methodology. Bruderland College
completely indifferent. One way or another in Brightstone, for instance, emphasizes
it’s unlikely you’ll be able to go long without experiential learning, ushering students into
encountering some of these, so it’s best fieldwork and apprenticeships. Contrarily,
practice to think how you’ll deal with them the University of Ardris predominantly
beforehand. nurtures its pupils within its halls, allowing
field excursions only occasionally, and
preferring large-scale classrooms over
Associated Magic singular tutors.

Schools Morality
The Associated Magic Schools (AMS) of The AMS are the forefront of educational
Tharador originated as a unifying effort integrity and academic excellence.
to consolidate the three universities of They uphold the sanctity of knowledge,
Draksborne post the Empire’s dissolution. emphasizing ethical magical practices
What began as an endeavor to standardize and promoting unity in diversity. The
teachings burgeoned to include premier affiliated institutions, while differing in their
institutions from realms like Nan Thalias methodologies, converge on the principles
and Brightstone, even briefly embracing the of enlightenment, responsible magic use,
schools of Leacianus prior to the divisive and holistic student growth.
Liturium War. Standing as paragons of
magical academia, the AMS schools are
lauded as the zeniths of magical studies in
Tharador. Joining
Admission into any AMS school is a mark
of distinction. The criteria, while differing
Reach slightly per school, typically revolve around
magical aptitude, academic excellence,
Spanning across the vast landscapes of and an unwavering commitment to the
Tharador, the AMS’s influence permeates art. Rigorous entrance exams, coupled
throughout the major kingdoms where with magical proficiency tests, act as the
magic flourishes unbridled. From the gatekeepers to these esteemed halls.
historical corridors of Draksborne to
46

Persons of Interest
Barandir the Lucid: The Headmaster of
Ardris, Barandir is known for his immense
power, but also as someone willing to turn a
blind eye to his student’s misdeeds.
Orstina of Havenmond: A half-elf professor
of Bruderland College in Brightstone. She
specializes in Colossal Blood Magic and Gene
Research.

The Crest of the Associated Magic Schools. Beneath


it in Lamineran reads “Wisdom Teaches Stability”
emphasising their belief that a magical Tharador is
a peaceful Tharador.
47

Baldurian Inquisitors Joining


Membership in the Inquisitors isn’t solely
In Baldur, the shadow of dark magic is ever- by choice. Some were former targets,
present, a menace lurking on the peripheries particularly the ‘Dark Inquisitors.’ These
of society. To combat this, the nobility members, originally battle mages or wizards,
established the Baldurian Inquisitors, a were either coerced into joining or genuinely
relentless force dedicated to rooting out and believed in the Inquisitors’ cause. Dark
eradicating magic users. Yet, over time, the Inquisitors are unique: they are allowed
definition of ‘dark magic’ has broadened. to use their magic but strictly under dire
While their intentions were to address circumstances and without witnesses. They
genuine threats, Baldurian Inquisitors now remain a secret weapon, with their existence
frequently target even those who harness and abilities cloaked in utmost secrecy even
minor arcane powers or those yet to master within the ranks of the Inquisitors.
their burgeoning magical abilities.

Reach Persons of Interest


Grand Inquisitor Vance Hammerlock:
Their main area of influence is within the
Current head of the Inquisitors, Hammerlock
realm of Baldur, focusing heavily on areas
was once a Golden Griffin who joined the
notorious for magical activities. Places like
inquisitors after a harrowing experience in
the hidden alleys of Grimgate and secluded
the Battle of Duskweave.
wilderness mires often come under their
scrutiny. The mere mention of Inquisitors Dark Inquisitor Cyrus: A young Dark
patrolling these zones is enough to sow Inquisitor who has only recently joined the
dread among the magical community. order. He feels uneasy in his convictions.

Activities & Methods


Their primary aim is to suppress and
eliminate magic users. The majority of
their operations involve confronting
minor magical miscreants, but they are
well-equipped to deal with potent dark
magic when the situation demands it. The
Inquisitors employ a mixture of intimidation,
force, and specialized tools like anti-magic
manacles. They will not hesitate to use brutal
methods to subdue or kill any magic user,
irrespective of the threat level.

Morality
The Baldurian Inquisitors operate with an
unwavering, dogmatic belief that magic is
an abomination, and their methods reflect
this extremism. Their stringent anti-magic Insignia of the Inquisitors. Adorned on shoulder
stance can sometimes lead to unwarranted patches of most Inquisitors as well as any official
persecution, with even the innocent facing documentation or buildings. It very concisely sums
the wrath of an overzealous Inquisitor. Their up their views on magic.
singular focus on eradicating magic often
blurs the lines of justice and compassion.
48

Baldurian Inventors’ Joining


Admission into the society is a rigorous
Society process, often requiring potential members
to showcase their innovative prowess and
Founded after the creation of the first potential contributions. This usually also
gunpowder weapon, a marvel that adapted requires a letter of recommendation from a
Dwarven Artillery into a handheld device, the previous or existing member of the society.
Baldurian Inventors Society was an initiative A strict no-magic stipulation is also enforced,
commissioned by the Crown. It aimed to ensuring all inventions remain purely a result
gather Baldur’s most exceptional minds, of scientific endeavour.
providing them the resources to innovate
and elevate the realm. The society has since
enjoyed a cherished status, with many
inventors becoming household names and Persons of Interest
heroes in Baldurian culture. Edward Elson: As the society’s president
and the genius behind the ground-breaking
invention of the shower, Elson epitomizes the
Reach spirit of Baldurian innovation. His invention
The society’s roots are firmly in Baldur, its has started making its way into the abodes
influence extending to most intellectual of the wealthy, marking a new era in bathing,
and academic institutions throughout the courtesy of advanced plumbing techniques.
kingdom. Many of the brightest pupils from Jeffrey Lucas: An eminent figure not just
Baldur’s elite schools and universities aspire in the BIS but also in other institutions like
to join the society, making it a coveted the Baldurian Taskmasters’ Conglomerate.
institution in academic circles. Lucas is renowned for his inventive genius,
spanning a range of disciplines and
Activities & Methods contributing significantly to the society’s
Initially dedicated to pushing the boundaries acclaim.
of innovation for the betterment of the
realm, the society’s priorities have shifted
recently. In the wake of rising political
tensions and threats to House Grimshaw,
the Crown now pushes for inventions related
to crowd control and quelling rebellions.
This shift became especially pertinent after
the 3E305 coup attempt that left King Argus
gravely injured.

Morality
The society holds a strict stance against the
integration of magic into their inventions. In
3E204, this led to a significant schism when a
faction within the society harnessed Minera’s
Breath in their creations. The deviation not
only led to their exile but also played a role Symbol of the BIS. Their patriotic motto is written
in revolutionizing Alimroth, turning it into a upon it. “Vision Drives Action. Action Drives
technological titan at the cost of destabilizing Progress. Baldur Thrives.”
the region of the Katarn Sea.
49

Baldurian Taskmasters’ their operations may be deemed legal, their


methods and practices are unquestionably

Conglomerate unethical, given the pain and suffering they


inflict on the enslaved Orc populace.
Founded in 2E504 following explorer Janius
Hardvin’s expedition into Ukrondia, the
Baldurian Taskmasters’ Conglomerate Joining
emerged as a force shaping the economic Potential recruits can find various
landscape of Baldur. Janius’s journey resulted roles within the BTC, whether it be in
in the introduction of Orc slaves to Baldur, procurement, sales, or as slavers overseeing
effectively becoming the backbone of its the transportation and containment of Orcs.
labour force. In a realm where slavery is Candidates typically undergo a thorough
officially prohibited for other races, Orcs vetting process, ensuring their loyalty
face a unique plight, labelled not as sentient and capability to perform under often
beings but as mere beasts or fauna within challenging circumstances.
Baldurian legislation.

Persons of Interest
Reach Darian Dudley: The current president of
The BTC’s operations span across Baldur, the BTC, Dudley once owned a successful
with a significant presence in Ukrondia’s railway company which faced ruin following
jungles where Hardvin Fortress stands as a devastating attack by Orc abolitionists. His
a crucial forward base and trading post. motivations for leading the BTC stem more
Their influence touches various sectors, from a thirst for revenge than any financial
from mining and railways to shipbuilding. aspirations.
Furthermore, through partnerships with
other entities like the Greenskin Union, Jeffrey Lucas: An engineer within the BTC,
they have managed to extend their reach to Lucas is known for his innovative devices
Baldur’s northern coast without incurring the aimed at containing and transporting slaves.
transport expenses themselves. Some of his noteworthy creations include
the “Manacle Carriage” a specialized train
carriage designed for the rapid transport of
Activities & Methods large numbers of slaves, and the “Silencing
The BTC specializes in the procurement and Cuff,” a device that restricts an Orc’s ability
sales of Orc slaves, serving as the primary to communicate or use vocal commands,
supplier to various sectors within Baldur ensuring a more subdued transportation
and to reseller organizations. They employ process.
procurement officers to seek out slaves
within the jungles, salespeople to negotiate
deals, and slavers responsible for ensuring
the safe and efficient transport of Orcs
from the Hardvin Fortress to their destined
buyers.

Morality
In the eyes of Baldurian society the BTC
is morally dubious at best, though their
practice of slavery is condemned by Nan
Thalias, Belfrie and Formen. The BTC
capitalizes on the unfortunate loophole that
Taskmasters’ Conglomerate’s crest. It tries to portray
classifies Orcs as non-sentient beings. While
their organisation as refined and noble.
50

The Belfrian Merchant Cartel. They emphasize their commitment to


ethical trading practices, but rumours and

League accusations paint a more complex picture.

The Belfrian Merchant League stands as the


premier international trade organization in Joining
Tharador, pivotal in filling the treasuries of Membership to the BML is selective, usually
prominent cities such as Jochenia, Tradver, extended to influential merchants or those
and Velandria. While the organization’s with significant capital. Potential members
prosperity is evident, it often faces scrutiny undergo a thorough vetting process to
due to alleged affiliations with the Rossa ascertain their business acumen, influence,
Cartel and leveraging their founding ties and, importantly, loyalty to the League’s
to the Golden Griffins for personal gains. interests.
Despite these allegations, they point to
frequent conflicts between the Griffins and
the Cartel as evidence of their integrity. Persons of Interest
Conrad Elstein: The illustrious Duke of
Reach Tradver and a stalwart supporter of the BML,
The BML’s influence spans the continent, his influence ensures that Tradver remains a
holding sway in most urban centers major hub for the League’s activities.
across Belfrie. Their exceptional trade Barnavar of Volsvio: An opulent Drow wine
network extends to treacherous lands like merchant and owner of Vyncourd Manor.
Greater Abune, from where they bring As a seasoned Duskweave veteran who
prized Edradorian spices, gemstones, and had a significant role alongside Yinsylim
elemental essences. Their monopoly doesn’t in vanquishing Kelathar the Immortal, his
end with exotic trade routes; they also association brings both wealth and strength
dominate the Grey Sea and maintain an to the BML.
exclusive presence in the challenging waters Stewart Gilman: As the president of the
of the Katarn Sea. BML, Stewart’s vision and strategic acumen
have been instrumental in maintaining the
League’s dominance in international trade
Activities & Methods amidst various challenges and allegations.
Their formidable trade endeavours are not
just limited to international dealings. The
BML is heavily invested in real estate and
construction across Belfrie. They dominate
almost every aspect of the construction
sector, from labor and materials to the
procurement of land and contracts. Recent
times have seen a surge in their maritime
activities as they facilitate the Golden Griffins’
troop transport to Leacianus’ Eastern Front.

Morality
Walking the fine line between free trade
and monopolistic control, the BML, while
promoting commerce and prosperity, often
faces moral dilemmas due to its alleged The Compass of the Belfrian Merchant League. This
affiliations with organisations like the Rossa marker is adorned on all their ships, cargo and
trade carts.
51

Church of the Joining


Joining the Church is usually through a path
Tharameni of religious devotion. Aspirants might start
as novices, undertaking years of study and
The Church of the Tharameni is a revered service. The selection of higher roles, like
institution, unifying the devout followers high priests or clerics, is a blend of merit
of the Tharameni under a single religious and peer endorsement. Paladins, given
umbrella. Excluding the worshippers of their rarity, often find unique paths within
the Wildcards Brinilmin and Markamin, the Church, like Yinsylim’s leadership role
the Church embodies the collective spirit being more “hands on” compared to usually
of all those faithful to the Tharameni. bureaucratic affairs of clerics and priests.
While individual sects have their distinctive
practices, the overarching Church ensures
an equitable distribution of resources, a Persons of Interest
system established to promote unity and Yinsylim Lichbane: Post his heroic act
brotherhood. at Duskweave Isle, Yinsylim, a Paladin of
Erdrydion, found himself in a pivotal role
Reach within the Church. Though initially reluctant,
Spanning the breadth of Tharador, the his leadership of a Heresy Hunter squad
Church’s influence is deeply entrenched in showcases his dedication to the Church’s
religious communities, towns, and cities. cause.
Their presence is felt across the continent, Aurelion the Evenstar: A devout Druidic
from major temples to modest shrines, and follower of Renmaeth and Yinsylim’s
in the hearts of the devout. companion, Aurelion’s spiritual depth and
reverence for nature make him an influential
figure within the Church’s circles, especially
Activities & Methods among those who venerate Renmaeth.
Beyond spiritual guidance, the Church has
a functional role. They manage resources,
address the needs of the various sects, and,
when required, take proactive measures
against heretical beliefs. Squads, often led
by prominent figures like Yinsylim Lichbane,
are dispatched as crusaders to combat
the growing influence of entities such as
Mindoriel’s Spawn. These squads also keep
a watchful eye on worshippers of Brinilmin
and Markamin.

Morality
Driven by a profound sense of
righteousness, the Church’s morality centres
around the teachings and tenets of the
Tharameni. This morality may change from
deity to deity. Their dedication often brings
Marker of the Church of the Tharameni. Though
them in opposition to entities and beliefs
each deity has their own symbol, this is used to
they deem heretical, leading them to take
denote things that belong to the greater Church
sometimes drastic measures to preserve the organisation. Usually on equipment or crates.
sanctity of their faith.
52

Elemi Reclaimers Joining


Membership within the Reclaimers is largely
Emerging from the passionate cries of based on an individual’s Elemi lineage and
nationalistic Elemi, the Elemi Reclaimers their alignment with the broader goals of the
aspire to establish a powerful Elemi faction. Depending on the internal faction,
Empire over Tharador and Edrador. While specific rites or tests might be mandated,
their publicly proclaimed objective is the but allegiance to the Elemi cause remains
reclamation of their homeland, Abunen paramount. Though anyone who is not
Kolden in Edrador, there are whispers an Elemi might join through one of their
suggesting an ambition to establish the first employed mercenary organisations, like the
transcontinental empire known to Minera. Golden Griffins or smaller mercenary outfits.

Reach
Though originating from their homeland
Persons of Interest
Zoltan Stone: Leading the Supremacy Union
of Greater Abune in Tharador, their armies
Committee, Zoltan is a staunch advocate for
are almost entirely stationed in Edrador, in
the Earth Elemi. His strategies often lean
and around Abunen Kolden. Their military
towards ensuring Earth Elemi dominance,
campaigns, supported by Tharadori
even if it means sidelining other Elemi
mercenaries, have seen them reclaim vast
factions during military campaigns.
territories previously under Fire Elemi
control. Marshal Kardos of Hurikan: Kardos, an
Air Elemi, oversees the Reclaimers’ military
forces, drawing up strategies and leading the
Activities & Methods charge against adversaries. His leadership
Engaging in both diplomatic and military has been pivotal in the successes of the
campaigns, the Elemi Reclaimers navigate Reclaimers’ territorial campaigns.
the complexities of multiple internal factions
with varying agendas. Despite internal Admiral Odon Tides: A Water Elemi, Admiral
disputes, such as those instigated by the Tides is the stalwart commander of the Elemi
pro-Earth stance of the Supremacy Union Reclaimers’ naval forces. His prowess on
Committee, the Reclaimers have made water has been instrumental in expanding
substantial headway in their territorial the Reclaimers’ influence across the shores
pursuits, primarily by leveraging the might of of Abunen Kolden and blockading the major
mercenary groups. cities held by their enemies.

Morality
While united under the banner of the
Reclaimers, the ethical stance of the group
varies based on internal factions. For
instance, while some factions prefer direct
military conquests, others lean more towards
strategic diplomacy. The one unifying factor
is their collective ambition to reclaim and
expand Elemi territories.

Symbol of the Elemi Reclaimers. Adorned on flags


and sails for identification in the war in Edrador. It
showcases all four elements of Maethromin.
53

The Golden Griffins Belfrie and Formen. They’re perceived as


untrustworthy opportunists, a sentiment
The Golden Griffins originated as an that has spread across Tharador.
extensive mercenary conglomerate, their
influence reaching nearly every kingdom
within Tharador. Their foundation is deeply Joining
rooted in the Belfrian Merchant League, Joining the Golden Griffins primarily requires
an entity to which they still maintain close combat or strategic prowess and a flexible
ties. Historically, their tasks revolved around moral compass. Loyalty to the conglomerate
“adventurous” missions—eradicating goblin- is essential, but personal honor and
infested mines, safeguarding merchants on allegiance to any particular kingdom are
perilous routes, or hunting down bounties. secondary. New members must prove their
However, following the events of Duskweave skills and be willing to adapt to the ever-
Isle in 3E300, their role evolved from mere changing demands of their assignments.
mercenaries to a full-fledged army. Their
allegiance has been fickle, initially siding
against Belfrie when swayed by the Crown of Persons of Interest
Leacianus’s riches. But the allure of Belfrie’s Orlena - Master of Poisoned Talons: The
abundant Liturium soon redirected their head of intelligence and subterfuge in the
loyalty, causing them to betray the Elves. Golden Griffins. She is renowned for being as
cunning as she is ruthless.
Tharimaeth - Archmaester of Golden
Reach Wisdom: The master and overseer of the
While the Golden Griffins’ footprint spans Golden Griffin’s magic users, as well as a
Tharador, their most influential roles have keen strategist and seer.
been witnessed in regions of political and
Etherian - Master of Soundless Wings: The
military unrest. Their mode of operation
main strategist and tactician of the Golden
typically follows where the gold flows,
Griffins and the leader of its special forces.
offering their services to the highest bidder,
He is suspected to have darker origins due
regardless of loyalties or prior affiliations.
to alleged associations with Almenhier
Thrasliche.

Activities & Methods Ash of Goltia: The half-elf prince of the


long forgotten kingdom of Goltia, Ash lived
Despite their initial involvement in among the Hinatli for centuries even during
safeguarding merchant routes or pursuing their time buried beneath the sands. After
bounties, their recent undertakings lean fleeing the city during the midst of civil war,
more toward large-scale warfare, as seen Ash joined the Golden Griffins as a means to
during the Liturium War. Their strategy is raise fortune and allies to return home with
simple: allegiance to the one who offers one day.
the most, leading to their infamous shift in
loyalties during the war.

Morality
Honour is a fluid concept for the Golden
Griffins. Their primary compass is profit,
and their reputation reflects this. With their
betrayals, particularly during the Liturium
War, they have lost significant respect
and trust, especially from kingdoms like The Griffin emblem of the Golden Griffins. Its once
pristine gold reputation has become tarnished in
recent years.
54

Hexhunters of their power, understanding its potential


repercussions on mind and body. Their
Rooted in the aftermath of the Colossal War, dedication to safeguarding Tharador from
the Hexhunters were forged in the midst of the threats of Oldavor defines their moral
the Second Era in 2E247. Established within compass, always prioritizing the greater
the heart of Brightstone’s capital, Flüssende. good even in the face of personal risks.
Leveraging ancient Colossal magics through
arcane crystals embedded within their skin,
the Hexhunters represent the evolution of Joining
the rune carvings and tattoos the Colossals The path to becoming a Hexhunter is fraught
once bore. While these magics played a with challenges. The primary initiation
pivotal role in turning the tide of the Colossal involves embedding an arcane crystal into
War, the Hexhunters only emerged centuries one’s skin—a procedure that can mentally
later, dedicating themselves to eliminating and physically strain the unprepared.
the dark horrors emerging from the desolate As such, only those with an exceptional
stretches of Oldavor. constitution, both mentally and physically,
are considered. Even then, the process
remains a gamble; some may lose their
Reach sanity upon receiving a singular crystal,
Primarily concentrated in Brightstone, while others, resilient in nature, might bear
Greypeak, and the treacherous territories of multiple crystals without faltering.
Oldavor, the Hexhunters’ presence is keenly
felt in these regions. Although rooted in
Brightstone, their prowess and teachings Persons of Interest
spread to the resilient folk of Greypeak. Captain Gaius: A veteran Hexhunter who
However, Mayreth chose to distance itself, has delved into Oldavor’s wastes many
avoiding the embrace of Colossal magic times. He is one of the most experienced
and technology. While their name is known men alive when it comes to Oldavor.
throughout Tharador, encountering a Tarick Wolfheart: A Hexhunter who has
Hexhunter outside their primary zones of undergone rigorous amounts of Crystal
operation remains a rare occurrence. Augmentation, making him one of the most
powerful, and feared.

Activities & Methods


Entrusted with the formidable task of
combating the monstrous entities of Oldavor,
the Hexhunters use Colossal rune-inscribed
weapons to bolster their might. A mere
handful of these elite warriors could rival
the force of an entire battalion of Watchers.
Their unparalleled strength and speed, akin
to vampires, are attributed to the arcane
crystals that adorn their bodies. However,
harnessing such power is not without its
perils.

Morality Mark of the Hex Hunters: Runes in Budnal script like


The Hexhunters adhere to a strict code,
what is engraved on their crystals. Used as a sigil of
emphasizing the responsible use of Colossal protection and usually adorns their weapons and
magic and technology. They bear the weight arcano crystals.
55

Mandril Vilor Joining


Aspiring members must showcase their skills
The Mandril Vilor began as a bounty hunter in tracking, stealth, and combat. Having a
and assassin organization operating solely successful bounty under one’s belt or being
out of Baldur. A significant turning point vouched for by an existing member can also
for them was the assassination of Baldur’s be a ticket into the organization. The Mandril
High Prince by a Dwarven blacksmith. Vilor places a high premium on loyalty,
The staggering bounty placed on the trustworthiness, and efficiency.
blacksmith’s head drew an array of assassins
and hunters, leading to the Mandril Vilor’s
influence expanding beyond Baldur. Persons of Interest
Recognizing the unmet demand in places Jorgen Sternwick: Serving as the current
like Belfrie, they established themselves as leader, Jorgen, a battle-hardened veteran,
the dominant force pursuing bounties and has steered the Mandril Vilor through some
official assassination contracts. of its most tumultuous times, solidifying its
dominance in the realm of bounty hunting.
Reach Melisandre Vile: A former member of
While their roots trace back to Baldur, the the Veilbinders, she became a part of the
Mandril Vilor now boasts offices in Baldur, Mandril Vilor after being marked for death
Belfrie, Draksborne, Formen, and Karkanoth. by the crown of Leacianus, which her
Their reputation for relentless pursuit has former employers aimed to cash in on. Her
cemented their dominance across these seasoned experience as an assassin, coupled
regions. with her intricate knowledge of rival factions,
makes her an invaluable asset.

Activities & Methods


Specializing in bounty hunting and legal
assassination contracts, they are known
for their unyielding tenacity. Their modus
operandi involves publicizing contracts on
bulletin boards within their offices, making
the hunt open for any interested party. This
approach has led to internal competitions,
with multiple members often vying for the
same target. The faction’s open-contract
system has also occasionally led to conflicts
with the Golden Griffins, although recent
treaties aim to reduce these clashes.

Morality
Operating within the bounds of legality, they
only pursue sanctioned contracts. However,
their dedication to the task might sometimes The Insignia of the Mandril Vilor. A creative use of
push them to extreme measures. Their their initials, forming a torch, emblematic of them
primary allegiance is to the contract and the uncloaking those in the dark.
gold it promises.
56

The Psithars Joining


Any human exhibiting psionic abilities is a
The Psithars are an enigmatic pro-human potential recruit. Upon detection, they are
faction renowned for their unique psionic approached and given a choice to join. For
abilities. Unlike the prevalent magics the “Awakened,” their enhanced abilities act
derived from Minera’s Breath, their power as a natural invitation to the inner sanctum
is untouched by Liturium or any anti- of the faction.
magic devices, making it hard to detect.
The genesis of their power is believed to
stem from the distant world of Terra, the Persons of Interest
supposed origin of humanity. A subset of the Violet: The enigmatic leader of the Psithars,
Psithars, known as “The Awakened,” proclaim Violet claims to have journeyed through
to possess memories spanning lifetimes, countless lifetimes since the dawn of
even those from Terra, making their psionic humanity on Tharador. Her wisdom and
powers especially potent. power are unparalleled, making her a
guiding light for the faction.
Reach Henrique of Avignon: A former leader and
Their influence extends across all of considered Violet’s soulmate, Henrique
Tharador’s human kingdoms. Through mysteriously disappeared after the end of
their covert networks, the Psithars swiftly the Colossal War. His absence has lasted
discern the emergence of new psionic users, for over a millennium, yet Violet holds onto
ensuring they remain uncharted and secure the belief that he still lingers somewhere,
within their fold. awaiting his next rebirth.

Activities & Methods


Foremost among their activities is the
identification and recruitment of newly
awakened psionics. Through rigorous
training, these novices are taught to control
and harness their inherent powers. A deeper
philosophy underpins their practices:
they believe in a cycle of rebirth specific
to humans, where “The Awakened” can
accumulate knowledge and skills from past
lives. The ultimate aspiration of the Psithars
is to utilize their combined might and the
magic of Minera’s Breath to return humanity
to Terra.

Morality
Their worldview is entrenched in the belief of
humanity’s unique destiny and the potential
The Mark of the Psithars. A spinning wheel adorned
of psionic powers. While they prioritize the
with psionic energy. Their belief is that their cycle of
safety and potential of psionics, it remains
death and rebirth is like a water wheel constantly
ambiguous how far they might go to realize pushed along by the flow of a river.
their dream of returning to Terra and
whether they would respect the choices of
humans who wish to remain.
57

Rossa Cartel of violence, and betrayal or retirement from


the Cartel usually results in a grim fate.
The Rossa Cartel emerged from the vast
wealth secured by Skilet after capturing
Baldur’s prince-killer, Barthin Steelforge. This Joining
massive payout served as the seed fund for While specifics about the Cartel’s recruitment
what would eventually become one of the process remain shrouded in mystery, it’s
most infamous criminal organizations across evident that loyalty and discretion are
Belfrie and Draksborne. Initially beginning paramount. Potential members likely
as a gambling den in Velandria, Skilet’s vision undergo rigorous vetting, and the price for
rapidly expanded the Cartel’s ventures into a betrayal or failure is often life itself.
real estate empire, intermingled with money
laundering operations, casinos, racketeering,
and the extortion of local businesses. Persons of Interest
Skilet: The halfling mastermind behind the
Rossa Cartel, Skilet’s vision and leadership
Reach transformed a one-time bounty into a
The Cartel’s tendrils of influence stretch sprawling criminal empire.
primarily across Belfrie and Draksborne, The Siren: An elven warlock, she blends
but they also have a noticeable footprint allure with arcane power to push the Cartel’s
in various kingdoms across the Grey Sea. interests. Her methods of seduction and
Their operations are clandestine and deeply charm have ensnared many a victim for the
entrenched in regions where nobles turn a organization.
blind eye, either out of fear or corruption. Conrad Elstein: The Duke of Tradver’s
alleged association with the Cartel remains
a topic of much speculation. The rumors of
Activities & Methods his ties with Skilet are fueled by their shared
Apart from their significant ventures in history, adding another layer of mystery to
gambling and real estate, the Cartel has the Cartel’s operations.
diversified into more nefarious domains,
such as human trafficking and drug
manufacturing. They function with a precise
strategy, targeting high-value individuals or
entities, while avoiding direct confrontations
with the law. The Cartel’s methods rely on
discretion and ensuring no evidence remains
that could implicate their activities.

Morality
While criminal organizations often operate
outside conventional moral constructs,
the Rossa Cartel possesses its own unique
code of ethics. Though it may seem thin in
the eyes of outsiders, this code prohibits
activities such as extorting the destitute or The engraving found on a deceased Rossa Cartel
stealing from beggars. Instead, the Cartel member’s ring. The Cartel is usually secretive and
targets affluent marks, operating in ways bares little in the way of obvious identifiers usually.
to avoid significant legal ramifications. Those that wear such paraphernalia usually have
Nevertheless, their path often leaves a trail bought themselves a way to be above the law, but
not above death.
58

The Ten’Gwaël Morality


The Ten’gwaël uphold a deep-seated respect
The legacy of the Ten’gwaël is interwoven for all living beings, mirroring the teachings
with the dawn of the Beremeni, the First of Renmaeth. They advocate harmony with
Elves. As lore dictates, Renmaeth, embodying nature, seeking to mend and not mar. Their
the form of a faun, graced the early Elves, worldview is grounded in the belief that
instilling in them a profound admiration for every entity, regardless of its size, has a role
nature and its manifold wonders. Among in the grand tapestry of the ecosystem.
these gifts, the dazzling beauty of flowers
became the most cherished. In a poignant
display of reverence to Renmaeth and her Joining
bountiful creations, the ardent Elves began Aspiring members of the Ten’gwaël embark
adorning their skin with the hues of their on a journey of immersion into nature,
beloved flowers. The moniker “Ten’gwaël”, fostering an understanding and bond with
translating to “Colour stained” in Brelyoss, the environment. This done usually through
the Elven tongue, commemorated this a concoction of herbal psychedelic teas.
practice. These devout Elves became the The orthodox druids further partake in the
first bestowed with Druidic magic, enabling age-old ritual of staining their skin with
them to further serve and protect the floral hues, symbolizing their devotion. This
environment, marking the inception of the practice, while revered, is not mandatory for
Druidic order. all druids.

Reach Persons of Interest


While the Ten’gwaël trace their origins to Zarbaeth - Arch Druid of the East: The
the lands of the first Elves in modern Nan Arch Druid who oversees Brel Vardra. He is
Thalias, their influence has since permeated known as a diplomatic Druid who resorts to
throughout Tharador. With orders adapting violence as his last means of defense against
to the nature and flora local to them, the Alimrothi industrialization.
Ten’gwaël have established sanctuaries and Treneal Ironbark - Druidic Defender: A
enclaves across diverse terrains – from dense Baldurian man granted long life by Gwynevel
woodlands to expansive meadows and even in exchange for his service as a guardian of
towering mount. her forest.

Activities & Methods


Central to the Ten’gwaël’s mission is the
preservation and nurturing of the natural
world. They cultivate gardens, tend to the
wounded fauna, and restore regions scarred
by devastation. The orthodox druids, staying
true to traditions, adorn their skin with vivid
colours extracted from native flora. They
are also the protectors of the Four Pillars of
Tharador, the great trees that keep the land
of Tharador alive and flourishing, connecting
it to Renmaeth’s Dream, the Fey World below.

The Druidic Shield. Most circles of the Ten’gwaël


have localized symbols, but this is a greater
encompassing emblem.
59

Tharadori Scholars dissemination of knowledge for the benefit


of all.

Association
Joining
The TSA began as an academic initiative Entry into the TSA is not limited to academic
from a group of scholars at Draksborne’s elites. Instead, it’s an individual’s passion
Canos University during the Second Era. for knowledge, combined with their skills
With its primary focus on understanding and in reading, writing, and critical thinking,
documenting the realms of history, culture, that holds value. While formal educations
and language, the TSA has since blossomed or affiliations might aid in recognition, it’s
into a continental enterprise, garnering the contribution to the vast reservoir of
members from virtually every territory. Tharadori knowledge that truly matters.

Reach
From its inception at Canos University, the Persons of Interest
TSA’s influence has expanded across the Granulus Greywind: As the author of the
entire continent. Their presence is not only Sourcebook and a dedicated scholar for a
found in academic circles but also in courts, decade, I, Granulus, have committed my life
with members holding noble titles such to the detailed cataloguing and chronicling
as dukes, counts, and barons. Moreover, of events from the Third Era.
their reach extends to grassroots levels, Garrick Dracaurum: Hailing from noble
with educators and even skilled laborers lineage as the son of Duke Gendran
like farmers and fishers contributing to the Dracaurum of Velandria, Garrick is my
Association’s knowledge pool. cherished apprentice, showcasing immense
promise in scholarly pursuits.

Activities & Methods Victor Aurelius: As the current president of


Central to the TSA’s objectives is the the TSA, Victor’s vast experience spanning
documentation and interpretation of sixty years has lead the organisation to new
antiquities - historical events, ancient strides and bounds in the brave new world
cultures, and forgotten languages. They we live in today.
intentionally avoid the study of magic,
believing it better suited for those with
magical prowess. The Association’s
endeavors have resulted in countless
practical manuals, detailing trades and crafts
that were traditionally passed down through
word of mouth or hands-on experience.
Furthermore, they have standardized
calendars, integrating significant astral
events like equinoxes to mark the
commencement of new seasons.

Morality
The TSA promotes a secular and practical
approach to scholarship, emphasizing
tangible knowledge over abstract or arcane Emblem of the TSA. A scroll adorned with the
fields of study. Their ethos revolves around Brelyossi word for “Wisdom,” flanked by two
the pursuit of understanding and the Silverthorn tree branches.
60

Thrasliche Clan Joining


Any Vampire descended from Almenhier
Heralded as the First Clan of Vampires or or his own spawn are technically part of
Felanhier, the Thrasliche Clan’s inception is the Thrasliche Clan. Though if one wants to
rooted in the Age of Creation. Almenhier voluntarily join and forsake their humanity
Thrasliche stands as their patriarch, the they will need to seek out clan members
original vampire turned by the sinister that deviate from Almenhier’s teachings, as
Myrothlir. Yet, in a strange turn of events, he himself forbids unsanctioned turnings,
Almenhier’s end at the hands of Erdrydion and will often slay a vampire for doing so.
and Horauthin was not to be his last. But entering via an unsanctioned turning
Tharador, in his unpredictable wisdom, starts one of immediately at the lowest rung
resurrected Almenhier, bestowing upon him of Thrasliche society possible, being the
a life detached from Myrothlir’s shadows. spawn of a deviant means they will have very
few allies beyond whatever crazed vampire
Reach voluntarily turned them.
The Thrasliche’s reach is vast, their presence
felt in whispers across cities and through Persons of Interest
the darkened woods. As descendants of Almenhier Thrasliche: The founder of the
Almenhier, they move freely, their influence Thrasliche Clan, transformed by Myrothlir
seeping into various kingdoms and realms. but granted a new life by Tharador.
Their unique status allows them a level of
Milvar the Hedonist: A vampire who
autonomy that other vampire clans do not
epitomizes indulgence and hedonism, a
possess, giving them both reverence and
counterpoint to Almenhier’s teachings.
notoriety in equal measure.

Activities & Methods


While their vampiric nature cannot be
denied, the Thrasliche Clan is not bound
by bloodlust. Many choose to quench their
thirst by feeding on the wicked or animals,
a marker of Almenhier’s teachings. Yet, this
freedom also breeds division, with certain
covens operating against Almenhier’s
principles. The clan is thus in perpetual
balance, with some members pursuing art,
music, and celebration, while others delve
into the darker desires of their nature.

Morality
The essence of freedom defines the
Thrasliche Clan’s morality. Under Almenhier’s While the Thrasliche clan has no symbols, as most
guidance, many choose paths of restraint covens use their own, all Thrasliche vampires are
and coexistence. However, this freedom identifiable by their eyes. While most other clans
also births divergence, with some members have crazed eyes like a ghoul, Thrasliche vampires
leaning into their darker instincts. As such, have more concentrated and wise eyes, almost
the clan embodies a spectrum of moralities, feline like in their appearance.
from those upholding Almenhier’s peaceful
teachings to those challenging the very
fabric of his beliefs.
61

The Veilbinders Joining


Recruitment is secretive and selective.
A rather mysterious faction with unclear
Potential members often find themselves
motives. Veilbinders are mostly known as
approached after having displayed a
information brokers who can procure just
particular set of skills or moral flexibility. But
about any kind of information for anyone,
once inside, the faction offers resources,
provided they can pay, and not always in
protection, and knowledge unparalleled by
coin. Their roots run deep into the annals of
any other group in Tharador.
history, being a faction of Men established
even before the first kingdoms were
founded. Now their sights are set far beyond
just the realms of men.
Symbols & Identifiers
The Veilbinders use an emblem of an
eye shrouded in mist, symbolizing their
Reach omnipresence and elusive nature. Members
Their reach extends across the continent, often carry a token – like a ring or pendant
including the courts of Leacianus, the depths – bearing this emblem as a sign of affiliation
of the Drow cities of Lo Fuin, and even the and to gain safe passage in Veilbinder-
skyships of Alimroth. Here they broker operated territories.
information for all sides, selling the secrets
of Leacianus to the crown of Belfrie, with
whom they trade right back to Leacianus Persons of Interest
should the Leacianans choose not to simply There are no Veilbinders who are known
execute the broker instead. public figures, though some believe them
to have connections with the Psithars.
Melisandre Vile is one of the only known
Activities & Methods Veilbinders who left and still has their life.
Though secrets are not all they deal in: death
and theft are also part of their repertoire.
If one can pay the price, they will gladly
retrieve the ancient artefact only they know
the location of, or place a drop of wyvern
poison in the chalice of a noble. Even
disputes between nobles have been resolved
with unseen hands of the Veilbinders.

Morality
The Veilbinders operate in a moral gray
zone. While they undertake tasks that
might be deemed unsavory, they also have
their own code of ethics. For instance, they
never harm children, and they often find
themselves aiding the underdog against
oppressive rulers. Their true loyalty lies not
with any particular crown or creed but with The Shrouded Eye of the Veilbinders. This is a
Tharador itself. Their agents often justify symbol known by few, and it is drawn on objects
their actions by believing they’re maintaining that can be used to invoke their services. A carriage
might need its front left wheel changed, or a bucket
a balance of power, ensuring that no single
might need to be filled with water and left on a
entity becomes too powerful to threaten the
certain corner in the street.
continent’s fragile equilibrium.
62

The Watchers Joining


Many of the Watchers are not there by
The Watchers play an indispensable role choice but by circumstance. Minor offenders
in the safety and security of Tharador. As may opt to serve with the Watchers for
protectors against the horrors of Oldavor, a few years as an alternative to harsher
they stand as the first line of defense, penalties, while others, facing the prospect
stationed at fortresses dotting the border of public execution, decide that a life with
regions of Greypeak, Brightstone, and the Watchers is a preferable fate. However,
Mayreth. Despite their critical importance, not all who join do so under duress; some
memories of the imminent threats from willingly enlist, driven by a sense of duty or a
Oldavor have faded over time. As a result, desire for redemption.
the Watchers, once composed of willing
volunteers and seasoned warriors, now
predominantly consist of those from more Persons of Interest
compromised backgrounds, many of whom Master Heisen: A seasoned veteran of the
are there against their will. Watchers, Master Heisen has overseen Letzte
Uhr for decades, ensuring its fortifications
remain impervious to threats.
Reach Ranger Jorrick: Originally a stablemaster,
Primarily stationed along the Oldavori Jorrick was handed over to the Watchers
border, the Watchers occupy numerous after committing the grave crime of
fortresses in the realms of Greypeak, murdering his wife’s lover. Despite the
Brightstone, and Mayreth. Their influence grim circumstances of his recruitment, he
and activities are especially crucial in these found solace in the company of Letzte Uhr’s
border regions where they prevent the animals, forming bonds with them amidst
terrors of the frozen wastes from spilling into the challenging life of a Watcher.
Tharador.

Activities & Methods


The Watchers’ primary duty is to contain
and fend off the malevolent creatures and
threats from Oldavor. Their fortresses serve
as both a barrier and a base from which they
operate, ensuring that the horrors from the
frozen lands remain contained and do not
encroach upon Tharador. Ranging parties are
regularly be sent into the wastes to scout for
potential threats or even as raiding parties
against those threats if they are moving to
the border.

Morality Symbol of the Watchers, the Northern Shadow Wolf,


or Skygre Vulf in Deldoni. It is embroidered on all
The Watchers prioritize the safety of Tharador
their clothes and armour, making deserters and
above all. Their methods might sometimes
corpses easily identifiable.
blur moral lines, given the recruitment
of prisoners into their ranks, but their
overarching goal is to protect Tharador from
the dangers that lurk just beyond its borders.
63

The World Explorer’s Joining


Entry into the WEHL necessitates a
& Hunter’s League passion for exploration, a sharp mind, and
exceptional tracking abilities. A potential
The WEHL had its humble beginnings in recruit may need to demonstrate their skills
Draksborne during the Second Era as an in navigation, research, or beast handling.
international mercenary company. Over Strong ties or recommendations from the
time, they’ve pivoted from traditional Tharadori Scholar Association can also offer
mercenary tasks to specialization in an advantage.
exploration and wildlife-related assignments.
Although they share the title of “mercenary
company” with the Golden Griffins, the WEHL Persons of Interest
has carved out its niche, focusing on the Aaron Drafthold: Though his true divine
investigation of untamed territories, ancient nature remains concealed, Aaron’s
ruins, and vast cave systems, as well as the contributions to the WEHL are invaluable. His
hunting, tracking, and categorization of leadership and vision have shaped much of
uncommon creatures. the league’s modern direction.
Tomas Lumens: A half-orc inventor driven
Reach by the mission to end slavery. His inventions
The WEHL operates across the continent, have aided the WEHL in various explorations,
with its members spread throughout many making him a key asset.
of Tharador’s realms. They are often seen Agga-Eyes-Like-Eagle: This Colossal Ranger
accompanying scholars to remote locations and Barbarian lived in obscurity until her
or tracking elusive creatures. Their presence recruitment by the WEHL. With her unique
is most felt in areas abundant with ancient skills and knowledge, she is an unmatched
relics, uncharted territories, or mythical asset in wilderness ventures.
beasts.

Activities & Methods


Their expertise lies in exploration and
research. Collaborating closely with the
Tharadori Scholar Association, they escort
scholars to long-lost sites or support them in
tracing legendary creatures. While they have
had contractual clashes with the Golden
Griffins in the past, the organizations have
put multiple accords in place to minimize the
risk of inter-faction confrontations.

Morality
The WEHL prioritizes knowledge
and discovery over pure profit. Their
collaborations with scholarly groups show
they’re more than just brutish mercenaries, The Crest of the WEHL. Easily identifiable. This mark
but are instead dedicated to understanding. is placed outside all their headquarters across
However, they’re not entirely immune to Tharador as well, acting as a call to adventure.
conflicts, especially when their objectives
align too closely with that of other factions.
64
65

V: Cultures & and workmanship over most other


characteristics. Scholars aren’t well-loved

Kingdoms
here, and magic is even less so. Most
Deldonic regions still regard the usage of
Minera’s Breath as black magic. Though
magic is permitted and practiced in
This section of my book is dedicated to controlled environments like Colleges,
categorizing the current cultures that using magic in public in such regions will
span the continent of Tharador. It is typically result in imprisonment, followed
worth noting that the cultures mentioned by a trial for witchcraft. This attitude is
here are the predominant ones in a perhaps a cultural carryover from the
region. However, certain towns or regions Colossal War.
within a realm might have their own
unique culture or be a blend of different These men and women are descendants
cultures. For example, the city of Hvirna of those who settled near Oldavor
in Belfrie’s north, while being a Belfrian after the war. They either transformed
city, aligns more with the South Deldonic fortresses erected during the war
culture of Formen than it does with the into cities or inhabited the ruins of
Tradvian culture of central and southern abandoned Oldavori towns and forts.
Belfrie. Deldonic society values the contributions
of the individual, farmers to nobles are
Cultures are also, of course, heavily all valued in their own way for keeping
influenced by language, and many the wheel spinning, so to speak. But
language spheres bear close if a single spoke is broken, it’s quick
resemblance to the cultures associated to be replaced, with the broken spoke
with them. Using the same example of discarded.
Hvirna, while the common tongue of
Centrali is the standardized language
there, most residents speak Deldoni as
their first language. It is primarily official Influences
documentations and institutions of the The Deldonic Culture is profoundly
Crown or Duke that use Centrali as their influenced by its geographical setting and
language. the protective role that most Deldonic
Kingdoms play against the threats
of Oldavor. Many have incorporated
some elements of ancient Oldavori
culture into their own, despite often
Deldonic Culture denying it vehemently. This melding
is evident in their traditional tattoos,
Deldonic Culture is the prevalent culture ancestral worship, and alleged ancestral
throughout the kingdoms of Northern communes. Some remote Deldonic areas
Tharador. They are defined by their even practice shamanism that closely
harsher boreal environments, with many mirrors the practices of today’s Oldavori
Deldonic regions seeing snow as late as Colossals.
Last Bloom or even Summer’s Grasp.
Deldonic people are hardy and
rough, valuing labour, strength,
66

Traditions & Customs making a translator essential for


In Deldonic society, a person’s word travellers. However, many can converse
is law. Despite their scepticism of in the ancient Colossal tongue of Budnal.
“learned” types, they place enormous Elvish is rare, except in Brightstone and
importance on contracts, valuing them Formen, which border Elven kingdoms.
even more than a Belfrian merchant
does. These contracts are often sealed Subcultures
with bloodied fingerprints. If one breaks Scholars often distinguish Deldonic
such a contract, depending on its cultures based on their dialects.
significance, they might lose the finger Apart from West, South, and East,
that left that print. Consequently, liars several unique subcultures exist. The
or dishonourable individuals are easily borderlands of Oldavor in Brightstone
identified by the number of fingers they and Greypeak are notably bleaker.
possess. Residents here are called “Grenzländer”
or “Borderlander.” These individuals are
Deldonic regions have many traditions more likely to speak Budnal and engage
and festivities, though they vary among in shamanistic practices. They frequently
subcultures. Common celebrations trade with Colossal Wastewalkers who
include ancestral worship days, strength venture to warmer regions for supplies
competitions, harvest festivals, and rites before returning to their icy homes.
of passage for the young, which often Some Colossals even reside here, though
involve challenges like slaying a beast or they’re viewed with suspicion.
making a blood sacrifice.

Notable Kingdoms/Settlements Deldonic Names


Flüssende in Brightstone is the heart Male Names: Alarik, Bjornrik, Björnhard,
of Deldonic culture, representing the Dierkson, Einarich, Falken, Friderik,
quintessential Deldonic ethos. Notable Gustavald, Gustenhelm, Haldor,
kingdoms within the Deldonic cultural Heinbjorn, Jorgen, Karlsten, Leifgard,
sphere include Alimroth, Brightstone, Lundbert, Magnus, Oskarhelm, Ragnulf,
Greypeak, Mayreth, Formen, and Reinhardt, Sigfrid, Torvaldric, Ulfbrecht,
Karkanoth. The latter two were occupied Vilmar, Waldemar, Yngward.
by Draksborne until the Third Era making
them culturally distinct from their Female Names: Astrid, Brigitta, Eilinora,
northern counterparts. Freya, Giselheid, Ingrid, Karlotte,
Liselotte, Margrethe, Ragnhild, Sigrid,
Thora, Ulrika, Valborg, Ylva.
Primary Languages
All Deldonic territories communicate in Surnames: Adlersson, Bergfalk,
Deldoni, the namesake of their culture. Drachenberg, Eisenskjold, Fjordholm,
However, this language has fragmented Grimstad, Heldenstern, Jarnhand,
over time, resulting in dialects so Nordlicht, Silberstein, Thorsdottir,
distinct that mutual understanding can Vinterfeld, Wolfsgrund.
be challenging. Further information
about these dialects is available in the
language section of this book. Few
northern Deldonians speak Centrali,
67

Deldonic Kingdoms Ruling House


The next few pages list the six Deldonic The Leimberg clan has ruled Alimroth
kingdoms and a few core points about each since their ancestor Jelma Leimberg
of them as of the time of writing this book. unified the peninsula in a war of
Keep in mind some of these points may conquest three hundred years ago.
change by the time you visit these kingdoms
yourself.
Major Settlements
• Brännfest - the sole entry way to
Alimroth by land. A large city and
Alimroth airfield atop a flattened mountain.
Only accessible by air or elevator.
A kingdom of unified Jarldoms that has
• Brel Vardra - Druidic Circle of
soared to technological heights most
Tharador’s east.
lands can only dream of. Exiled inventors
from Baldur landed on their shores with
a magic-infused power source, turning Things of Interest
the kingdom of superstitious sea-faring • Alimrothi exiles in Oldavori ruins
raiders into one of the most powerful of Ensomnar are trying to cultivate
kingdoms on Tharador in a matter of undead (Mid Level: 5-7)
years. • Cult of Idinhelieth activity in Halvoy
and the Gaffelhode Isles. (High Level:
10-13)
Capital
Gønkyllingar, a gargantuan city built in
tiers upon a mountain, navigated with an
extensive network of elevators.
68

Brightstone
Major Settlements
Defined by its riverlands and towering
• Letzte Uhr - Largest garrison of The
boreal forests. Brightstone is one of the
Watchers in modern times. Used as
largest exporters of timber and one of
the headquarters for all three nations.
three kingdoms holding back the tide
• Reichweite - A bustling coal mining
of Oldavor. Founded by united clans of
town responsible for almost half of the
Men in the First Era. The Great Havel
coal in the northern kingdoms.
Range provides a natural barrier against
• Zwilling Zwei - Fortress with a Hex
Oldavor. They are close allies of Greypeak,
Hunter academy and Bruderland
earning them both the moniker of “The
College: the sole magic school of
Brother Kingdoms.”
Brightstone and Greypeak.

Capital Things of Interest


Flüssende, the largest city in Brightstone
built over the Ersene River. Blanketed by • Kobolds have begun making dens
rain or snow most the year, it’s also the in the coal mines of Reichweite (Low
home of the Hex Hunters. Level: 1-3)
• An evangelical cult is proclaiming the
end of the world in Flussende and
Ruling House engaging in aggressive acts against
House Scheller rules the kingdom, King inhumans (Mid Level 5-7)
Hannes II sitting upon the throne. He • A group of Sanguine Colossals have
is known for being a hands-on King, crossed over the Oldavori border and
swinging his own sword in executions. are capturing travellers on the road
and harvesting them for blood (High
Level 9-11)
69

Formen Major Settlements


Divided mountain clans of Men that were • Gräns - A halfling and gnome enclave,
conquered by Draksborne as the empire’s their ancestral lands are in Formen,
might grew. Now they stand united after but were taken by Draksborne.
fighting for their freedom three hundred • Huvuden - once a trade capital
years ago. Now in the Liturium War they with Leacianus during peace times,
are united again, fighting alongside their its strategic position makes it the
Belfrian allies against the overwhelming stage of constant warfare. It is now
might of Leacianus. empty of citizenry, occupied either
by Leacianans or Coalition military
depending who most recently blitzed
Capital the city.
Stahltop, a multi-tiered city built up the • Voksnja - A city defined by its
side of a mountain all the way to its peak. enormous wall that stretches east to
its crowning citadel sits on a separate west in the Voksnja valley, constructed
mountain, connected by a long, narrow by the Draksborne Empire in the event
bridge. The city overlooks Lake Ere in of rebellion or an Elven counter attack.
Belfrie.

Ruling House Things of Interest


Clan Hardmire rules Formen, with King
Hjolmir II (known as Prince Jolmbröd • The Inn of Good Tidings has reported
before coronation). A vengeful and many of its patrons randomly dying in
headstrong young king who wishes to their sleep. (Mid Level 6-8)
see the Leacianan ruler’s heads on pikes. • A forest spirit in Jötenheim’s Woods
has gone rampant, attacking any who
walk in its territory. (High Level 12-15)
70

Greypeak Major Settlements


• Schlangekust - The main seaport of
Covered by rain and snow most of the
Greypeak. A bustling hub of trade and
year, this dreary kingdom is surprisingly
the gate to the kingdom for those
the home of many flourishing artists and
travelling by boat.
writers. It is one of the most naturally
• Matinsel - The largest settlement of
beautiful kingdoms of Tharador in the
Mammoth Isle. This isle was the last
rare times of sunshine.
battleground of the Colossal War, and
is coveted by practitioners of dark
Capital magic.
Vanlund, a cultural epicentre of the
north. Many masterwork books, plays
and paintings have been crafted in this
Things of Interest
• Cannibal tribals on Mammoth Isle
lakeside city.
have captured several families from
the outskirts of Matinsel (Mid Level
Ruling House 7-8).
Ruled by King Rorick I of House Halgaard. • A great monster said to lurk in the
A wise and fair but slightly paranoid depths of Lake Weil is being blamed
leader. He is a lover of the arts. for five boats vanishing on the lake in
the last month (Mid Level 9-11).
71

Karkanoth Major Settlements


• Havenmond - A large tradehub used
A kingdom that earned its independence
as a stopover for those travelling to
from Draksborne three hundred years
the Serpent Sea from the Grey Sea and
ago. Similar in weather to its neighbours
vice versa. Known for the song “The
seeing wet weather for 3 of 4 seasons
Werewolf Count of Havenmond.”
in the year. The summers mercifully last
• Vunderwahl - A gargantuan citadel
longer here owing to the warm currents
at the base of the Falans. It connects
of the Hollow Ocean to Tharador’s
to Het Zicht through an enormous
West. Karkanoth however is a hub of
tunnel system that runs through the
peculiarities.
mountains.

Capital
Het Zicht, a large city built in a craggy
Things of Interest
• A wealthy mogul in Het Zicht has
bay. It features large drydocks for ship
purchased an abandoned hospital,
building and was the largest port and
but reports of ghosts by workers
shipyard in the Draksborne Empire.
have halted its renovation into a
commercial hub (Low Level 3-5).
Ruling House • Veilbinders in Havenmond are
Ruled by House Valberk, King Heinrich attempting to replace the Count with
IV. A middling man more concerned a magical clone that they control (Mid
with stuffing his gullet than affairs of the Level 8-10).
realm.
72

Mayreth Major Settlements


• Rykdöm - A beautiful quiet port city
Large sweeping plains make up the
that acts as the sole port of Mayreth.
majority of this land. Horses are the
All international trade with kingdoms
main trade of Mayreth, and nobles, kings
other than Brightstone flows through
and wealthy merchants pay top coin for
here.
Mayrethi purebreds. Though the trade
• Steadfort - a dilapidated nigh
has become less lucrative in recent years
abandoned town that has been the
due to constant raids by the Alimrothi.
victim of raids by the Alimrothi for
decades. Many buildings are burnt
Capital out, abandoned and destroyed.
Broërda, relatively small by capital city
standards. It flanks a wide river and
is the evolution of a motte-and-bailey
Things of Interest
castle built on a rise near the river which • A Greypeakian painter in Westforth
regularly floods during summer from is seeking escort to Frostcraf peaks
snowmelt and runoff. where they can paint their magnum
opus (Low Level 2-4).
• Locals of Stathroth speak of a
Ruling House skinwalker, a shape changer stalking
Ruled by the House of Ealsen, by King the road west and consuming any
Myrth. A jolly king who is blind to the unfortunate enough to cross its path
woes and misfortunes of his subjects. He in darkness (Mid Level 6-8).
detests bad news, especially regarding • A Kraken is said to be loose in the
the Alimrothi. Katarn Sea, wreaking havoc on any
who sail more than a few miles from
the coasts (High Level 20+).
73

Centralian Culture are viewed with suspicion by most of


their general populace. In Draksborne
Centralian Culture, as its name suggests, inhumans are not permitted citizenship
exists across the center of Tharador’s and up until recently were still able to
human lands. Most kingdoms that fall legally be enslaved. Because of their
within Centralian culture trace their influence from Elves, most Centralian
origins to Draksborne, with even Baldur realms are open practitioners of magic,
being descendants of Draksbornians who save for Baldur in which it is controlled
sailed across the Grey Sea during the with immense scrutiny. Unlawful magic in
First Era. Baldur often sees one imprisoned, exiled
or executed, depending on the severity
Centrali Culture is a “melting pot” culture. of the crime. This is due bitterness felt
It blends aspects of its own unique against Elven Druids who had attacked
traditions with the exotic customs of their logging towns for centuries.
its neighbors, whether they be Elves,
Dwarves, Orcs, or otherwise. Centrali
kingdoms are, therefore, the most Traditions & Customs
culturally and racially diverse across Centralian societies’ religious traditions
Tharador, with most harboring significant have been profoundly influenced by
populations of inhuman races. their elder races. The worship of the
Tharameni is predominant in Centralian
Because of this inhuman makeup, life. Therefore, they all observe the
Centrali people are much more open- standard days of worship and holidays
minded and less superstitious of previously mentioned in this book. Other
outsiders than the humans of the north. shared traditions include memorial/
Centralian lands value attributes such as hero days and festivals celebrating the
intelligence, charm, and wisdom above all abolition of slavery, which, ironically, also
else. As such, scholars, bards, academics, exists in Baldur.
and inventors are celebrated as fervently
as heroes for their contributions to
society. They stand alongside heroes of
Notable Kingdoms/Settlements
Velandria in Belfrie is the centre of
old and new who have kept the forces
Centralian culture, both geographically
of evil at bay. Most recent conflicts in
and culturally. It serves as a shining
Tharador’s history have occurred in
jewel on the Grey Sea, and is a marker of
Centralian lands, so the culture of heroes
culture and beauty across Tharador. The
and heroic worship remains vibrant.
three kingdoms of Centralian Culture are
Baldur, Belfrie and Draksborne. Though
Influences some scholars argue that in the Third
All Centralian lands either border the Era Baldur is beginning to culturally drift
lands of inhumans, or occupy their into its own culture that is referred to
ancient lands and have thus incorporated as “Baltian” culture. Still, the kingdom
them into their kingdom. Some have shares many similarities with Belfrie and
done this better than others however, Draksborne due to its roots with them.
with Belfrie being the most hospitable
to inhumans, treating them as regular
citizens. While Baldur officially recognizes
Elves and Dwarves as citizens, they still
74

Primary Languages Geoffrey, Granulus, Henry, Jochen,


Centrali is the dominant language Nathaniel, Silus, Tomas, Trellus, Trenon.
across Centralian realms. The dialects
among each kingdom differ only slightly, Female Names: Adriana, Aurestia,
ensuring seamless communication Clarissa, Cordelia, Elaina, Emma,
between them. Most Centrali citizens Isabel, Juliette, Lina, Liliana, Mari, Mina,
are also bilingual. Lamineran is the Misty, Orlena, Rosalind, Ruby, Scarlett,
liturgical language, but many also speak Seraphina, Tyriana, Vera, Violet.
Brelyoss, especially those in Belfrie
and Baldur near the borders of Nan Surnames: Alverstone, Bellamont,
Thalias. Consequently, Brelyossi terms Carvendale, DuLac, Estenbrook,
and phrases have seeped into everyday Fairelawn, Greville, Hartswood, Ivermere,
Centrali speech in these kingdoms, Lorrington, Merrowgate, Norcliffe,
occasionally bewildering those from Orlestone, Pennbrooke, Quinford,
Draksborne unfamiliar with the Elven Rowley, Stellamont, Trevelyan, Valmont,
language. Westerlyn, Yorbridge, Zanclere.

Subcultures
Because of the nature of Centralian
lands, they bear many subcultures based
on the ancient kingdoms, tribes or city
states that were amalgamated by the
Draksborne Empire. Though in Baldur’s
case their subcultures are based more
around the exports and primary industry
of a region.

Draksborne has the Armlanders in


the south, Cannites in the center, and
the Chorelian from the Uppror River
to Karkanoth. Belfrie is segmented
by Crownlanders west of Velandria,
Tradvians between Velandria and Tradver,
and Southern Deldonic in the cities of
Hvirna and Edgar. Baldur has Grimfelite
culture in its capitals and Edimir, with
Heartlanders in its centre, Katarnians in
the north and Drylander culture in the
south, though assosciate Drylanders
more heavily with Baltian culture.

Centralian Names
Male Names: Antony, Argus, Arthur,
Brekken, Cardioth, Cedric, Conrad,
Cordon, Darius, Dorian, Edward, Eridius,
75

Centralian Kingdoms Major Settlements


• Edimir - A city known for its
Baldur gargantuan shipyards and drydocks.
Edimir is responsible for almost two
A vangaurd of industry and technology. thirds of all ships produced on Baldur’s
Baldur was founded by settlers who fled western coast.
Draksborne during the Colossal War, • Nortros - A beautiful coastal city built
landing on the stagnant, haunted bogs of on a hill at the end of an isthmus.
Baladir. They have grown into one of the Nortros is Baldur’s trade hub on the
most powerful kingdoms on Tharador, Katarn Sea and where many exotic
though their hatred and fear of magic is goods arrive in the kingdom.
debated to be holding them back. • Veinril - A mining town specializing
in sulfur for creating gunpowder. The
Capital majority of miners here are Orc slaves
Grimgate, and Grimhelm are the due to the hazardous nature of the
administrative and military capitals work. It has the highest slave to citizen
respectively. Both large cities, with ratio of any town in Baldur
Grimgate being the largest in Tharador.
They are connected to most other Things of Interest
Baldurian cities by the Grimshaw
Locomotive Network. • Orc Tribals from Ukrondia have been
raiding caravans and attacking farms
near the Ukrondian border (Low Level
Ruling House 1-3).
House Grimshaw rules the kingdom, • A group of radical druids have taken
King Argus I being the current king. A twenty people hostage in a logging
stern and callous king, though Argus has camp (Mid Level 4-6).
also greatly improved the way of life of • Baldurian Inquisitors are looking for
many Baldurians. He came close to death magic users to infiltrate a Nosmarkan
recently in a coup attempt by a large cult (High Level 10-12).
faction within Baldur’s military.
76

Belfrie Major Settlements


Diverse biomes make up the picturesque • Aluvitar - Elven enclave. Reminiscent
kingdom of Belfrie, and its populace is of the Wood Elf architecture found in
a mirror of this. Belfrie is home to many Nan Thalias. Small human population.
races, free of the scrutiny they might face • Tower of Ardris - Most well regarded
in other human kingdoms. Though they magical institution in Tharador. De
are at war with Leacianus, its effects are facto head of the AMS.
rarely felt in day to day life here. • Velandria - Wealthy city of scholars,
merchants and nobles. Trade jewel of
the Grey Sea.
Capital
Jochenia, an inland city that was called
Mistrath up until the Belfrie Rebellion. It Things of Interest
is filled with beautiful gardens city wide. • Velandria’s Liberty Day Fair is looking
for performers, as well as guards to
keep the peace (Low Level 1-3).
Ruling House • A cave-in in the Formire Mines east of
Ruled by King Trenon of House Belfrie. A Jochenia has left 30 miners trapped
young and competent king who fought (Mid Level 5-8).
on the frontlines of Duskweave against • A Death Tyrant has taken the village of
the undead hordes. Dreadwood Rest as its lair (High Level
12-15).
77

Draksborne
The greatest civilization of Tharador in
the Second Era. The Empire has fallen far
from its heights. It has managed to climb
back up in recent years through friendly
diplomacy with its neighbours and more
progressive policies towards slavery
and inhuman rights. Though mistrust
still lingers in the hearts of its former
subjects.
78

Capital
Sundestra, a bustling port city on an
island. Wealth inequality is rife here, and
gargantuan noble manors sit above the
squalor of gang filled slums. Within its
walls it is safe and even beautiful, but the
outskirts and beyond are no safe placed
for those who aren’t armoured and
armed.

Ruling House
Ruled by House Destra since its
foundation. This ancient house has had
many contenders try take the throne,
especially after the Empire’s Fall in the
Third Era. King Anton III is a king with an
eye for the future, wanting to follow in
Belfrie’s footsteps as a welcoming land.
Many factions within Draksborne are
against this.

Major Settlements
• Brel Alda - Tree of the West. Western
tree of the Four Pillars, and home of a
large circle of Ten’gwaël.
• Canos - Wealthy trade hub and home
to many universities, both mundane
and magical.
• Garnet Monastery - A monastery of
the Tharameni. It was sacked in 3E250
by adventurers tricked by Quorenderi.

Things of Interest
• A scholar in Canos wants to uncover a
hidden treasure he believes is at the
bottom of Lake Canne (Low Level 1-3).
• Nymphs in Amarth forest have been
seducing Men and using them as
labour in their new society (Mid Level
6-8).
• The Rossa Cartel has somehow got its
hands on a Djinni and it’s beginning
to create chaos in Sundestra’s slums
(High Level 10-12).
79

Baltian Culture Influences


Baltian culture is a conglomeration
Baltian Culture is the primary culture of Baldurian Drylander, Elemi, and
of Tharador’s southern human lands. A Edradorian Slaver culture. Despite the
portmanteau of Baldur and the fallen hostilities among Baltian nations, they
kingdom of Goltia, which is now the Elemi have influenced each other over the
lands of Greater Abune. Baltian Culture centuries. While Baltian culture in South
is a newly emerging culture, seen as a Baldur might differ significantly from the
deviation from Centralian culture. The culture of Elemi in Abunae, remnants of
human kingdoms of Tharador’s south Goltia are evident in all nations.
and centre began to diverge as the Third
Era progressed. The boundaries of this
culture are blurred, but most agree it Traditions & Customs
encompasses Southern Baldur, Sudd
Worship of Glanion as a deity is more
Tohst and Greater Abune.
common in Baltian culture than it is
anywhere else in Tharador. Festivals
Baltian Culture is defined by its hot
during the summer solstice dedicated
and dry climate, and its reliance on
to Glanion are much more commonly
slavery, seeing it as necessary for the
celebrated than Tharanais’ holy day of
advancement of their nations. Thus,
the Scholar’s Solstice. Masked galas are
Baltians are often considered apathetic
common ways for nobles to dine and
to the suffering or misery of others.
engage in hedonistic pleasures afforded
However, the average citizen in these
to them by their slaves. Slave market days
societies lives in utter comfort within
are also commonly seen over weekends.
their city walls. Their primary challenge
Sudd Tohst and Southern Baldur both
is the wilderness’s dangers, resulting
feature gladiatorial tournaments for
in somewhat secular cities, except
their slaves as well, with victors usually
for Baldur, which is connected by its
earning their freedom or a place in the
locomotives to most regional capitals.
service of a high ranking noble, many of
whom afford their best slaves plentiful
Although inhumans are present in most
luxuries.
Baltian realms, they are more tolerated
than accepted and celebrated, like they
are in Centralian realms. The holidays Notable Kingdoms/Settlements
and beliefs of inhumans exert little Torish Istrath is the centre of Baltian
influence in Baltian life. In Baldur, this Culture, being the largest trade hub
differs slightly due to its Centralian roots, on Tharador’s southern coast. It is
but this is slowly changing as some the landing place of most merchants
previously celebrated holidays and events arriving from other continents, usually
are phased out for new ones. For the seeing imported slaves of Beastfolk from
most part, Baltian culture varies greatly Zandoriel or Men and Elves from Edrador.
between its subcultures. Southern Baldur and Greater Abune are
also part of the sphere of Baltian culture,
with the Men that reside under Elemi rule
in Abune being descendants of Goltians.
80

Primary Languages Surnames: Almási, Bahari, Csorba,


While Centrali is the most spoken Darvish, Ebrahimi, Fazekas, Ghaffari,
language of Baltian nations, it is only the Hajnal, Illyés, Jafari, Khorrami, Kovács,
mother tongue of Southern Baldur. Sudd Lászlói, Mészáros, Némethi, Orsós,
Tohst’s primary language is their regional Pártos, Qasemi, Rostami, Szabó, Tóthi.
dialect of Magyar, the common tongue
of Edrador. The Elemi lands of Greater
Abune share a similar situation, with their
dialect distinct from Sudd Tohst’s, yet
close enough to enable conversation. The
Men that live within Greater Abune have
mostly adopted Magyar as their mother
tongue, with very few still speaking
Centrali as their first language.

Subcultures
Baltian subcultures are distinct, with
some arguing they could be their own
cultures. However, for scholarly simplicity,
they fall under the Baltian umbrella.

Baldurian Drylanders straddle Centrali


and Baltian cultures. Sudd Tohst divides
into Savanese in the West and Dunites
in the East, with the Hinatli Elves and
Men to the North in Hinatal and its
surroundings. Those in the Elemi lands
of Greater Abune are mostly confined
as Bekians within the Greater Capital of
Beke in Abunae.

Baltian Names
Male Names: Adilaz, Asha, Barouk,
Cseran, Daraq, Dazmir, Fazek, Gabori,
Hakar, Ilhanos, Jassar, Khoran, Lászim,
Mirek, Nizaro, Orbanif, Parvez, Pasrol,
Raszid, Soltam, Tarikos, Uzair, Vahid,
Zoltar, Zsafar.

Female Names: Adila, Bahara, Bahiya,


Csilla, Donya, Dalia, Erzsiya, Farida,
Fereshta, Gulnar, Henna, Ilona, Inara,
Kataliya, Laleh, Layla, Mirela, Nafisa,
Nasrin, Parisa, Rozina, Sahar, Saira,
Yasmeen, Zohara.
81

Baltian Kingdoms
Sudd Tohst Major Settlements
• Alnardu - A holy city of Glanion. No
A lawless badland of city states that have
weapons are allowed within the city
been briefly united under the sword of
limits and must be handed over to
Sultan Hakim. This tenuous fealty could
guards on entering. The guards and
easily break at any moment, turning the
clergy members are armed, however.
land into a warzone once again.
• Brel Harmen - Southern tree of the
Four Pillars. The Druidic circle here is
Capital made up of many runaway slaves.
Torish Istrath, a place of hedonism and • Hinatal - A forgotten city of Elves and
vacuous spending in display of wealth. Men that was buried under sand for
Its main import is slaves and spices from four hundred years. It has recently
Edrador. re-emerged as a trade jewel of the
desert.

Ruling House
The Selassie Family rules Sudd Tohst
Things of Interest
after the conquests of Hasad Selassie one • A group of gnolls have set up camp
hundred and twenty years ago. His great- across the river from the village of
great grandson Sultan Hakim is more Naruk (Low Level 2-4).
concerned with indulging himself with • A warlord in Markaz needs a group
women and wine than running the realm. of slaves escorted to Beke in Abunae
after many of his guards perished in
the last run (Mid Level 8-10).
82

Brelyossi Elf Culture Influences


The Descendants of the Beremeni, the In their formative years, the Brelyossi
First Elves of Tharador. These Elves and were majorly influenced by divine
their culture permeate solely in Nan guidance. Renmaeth instilled in them
Thalias, with parts of their culture existing a deep love for the woods and all living
in the Elven Enclave of Aluvitar in Belfrie, entities, while Tharanais taught them
and most other Elven communities building, crafting, and the utilization
across Tharador. Most commonly they are of Minera’s Breath. Events like the
known as “Wood Elves” or “Verdant Elves” Sibling War and the Colossal War played
by the commoners. a significant role in militarizing an
otherwise peaceful elven populace. There
Brelyossi culture is one of reverence and are still some veterans from these wars
respect for all creatures and lifeforms who have shaped Nan Thalian culture to
of Tharador, a philosophy passed down what it is today.
by Cedhelieth and Renmaeth. The
Brelyossi are those who stayed behind Traditions & Customs
after the Schism of the Dindar in the It’s customary in Brelyossi culture for
Age of Creation. Those who viewed the strangers to greet each other with a bow
unchecked use of Minera’s Breath as a when meeting for the first time. Friends
malevolent force stayed in the lands of and family, on the other hand, greet
Brelrindor, today’s Nan Thalias. Those by pressing their foreheads and noses
who left, seeing Minera’s Breath as a font together, a gesture sometimes paired
of unending power, settled in Leacianus with a handshake due to Centralian
and became the Cyrndaëli Elves or, as influence. This act is called “Senrëta”
they’re sometimes known by laymen, the or “Face Touch”. Brelyossi are also a
High Elves or Violet Elves. egilitarian society, treating males and
females the same in most facets of
While Brelyossi are generally their society, though some roles such as
unwelcoming to outsiders, their midwives are solely reserved for females.
warmth or caution varies based on the
newcomer’s origin. They hold the Men of The predominant celebrations in
Belfrie, Draksborne, and Formen in high Brelyossi culture are detailed earlier
regard due to their alliance during recent in this book, especially those related
conflicts. Yet, they feel less affectionate to the Tharameni. Flower festivals and
towards humans from Baldur and the crafter events are also frequent. When
southeast regions, as these were the a Beremeni passes away, they are
very men who defiled their forests and buried under an Estel tree, where they
invaded their boundaries. Despite this, become one with Tharador and their
Brelyossi culture remains a monumental souls transition to Syelden. Some of the
influence on many of today’s societies, Ten’gwaël and other traditional Brelyossi
given its status as the oldest enduring choose to have their bodies offered to
culture on Tharador. their favourite animals, contingent on the
body being fit for consumption.
83

Notable Kingdoms/Settlements Primary Languages


Unviel, the First City of Tharador, remains The Brelyoss language is predominantly
the heart of Brelyossi Culture. Although spoken among the Brelyossi Elves. Those
deserted during the Age of Creation, it living closer to cities or human frontiers
saw restoration in later years. Presently, are also fluent in Centrali. Lamineran
it’s home to Cyrinia Thalias, High is also widely spoken among the Elves
Priestess of Nan Thalias and an emblem as the sacred tongue, used in religious
of Brelyossi culture. Unviel is perceived ceremonies places of worship.
as the spiritual and cultural nexus of Nan
Thalias, with Ereb Mina serving as the
political core and the dwelling of the royal Subcultures
lineage, the Thalias. Brelyossi culture The subcultures of Brelyossi Elves vary
also lingers in many parts of the Tradvian from city to city, rather than a regional
territories in Belfrie, which were Elven basis. Though seaside cities of Nan
territories just a few centuries back – a Thalias have a distinctly different culture
mere moment in Elven eyes. seen in their architecture, as well as
straying more from their traditional views
due to their large amount of exposure of
international merchants and travellers.
This is especially true in Elvanorei and
Rast Tal, the two gateways to exotic Elven
goods on the Grey Sea.

Brelyoss Names
Male Names: Aurelion, Berendor,
Caralor, Dylion, Eranthor, Falion, Finlorn,
Galathon, Hylarion, Ilthor, Llyrandor,
Morilin, Nelor, Orilios, Rhondor, Silathon,
Taranor, Thylor, Ulinor, Vaelion, Wynion,
Yllion, Zarbaeth.

Female Names: Aelindra, Anareth,


Belthwyn, Celenor, Dylitha, Eryndel,
Finlana, Galadhin, Glynaeth, Iltharien,
Llyrandor, Melinna, Nelaeth, Orilindë,
Rheda, Sylathor, Taneliën, Tharimaeth,
Tyriana, Vyndira, Ystariel, Zelindor,
Zylthana.

Surnames: Aeloreth, Berenar, Caelorin,


Daelthor, Elanar, Faelar, Faeloreth,
Galathrin, Hylorion, Ilorand, Llyrionar,
Morilore, Nelorand, Oriloreth, Rhonarion,
Silathrin, Tarathor, Ulorand, Vaeloreth,
Ylathrin, Zelorion, Thylarand, Wynorion.
84

Brelyossi Kingdom Major Settlements


• Dae Valle - A busy port town exporting
Nan Thalias Elven goods across the Katarn sea.
The oldest kingdom of Tharador, the land The boats here are hewn from living
of the First Elves, the Beremeni. Many of trees and sailed by druids.
its ancient cities still stand, though some • Elen Estel - previous capital of
less gracefully than others. Cities range Nan Thalias that was destroyed in
from being crafted in beautiful stone to Quorenderi’s flood in 3E250. It has
solely existing in the trees. only recently begun to rebuild.

Capital Things of Interest


Ereb Mina acts as the political capital, • An alchemist in Naugrim Dagnir is
though Unviel is the religious and cultural paying top coin for brave souls who
capital. wish to be part of their “clinical trials”
(Any Level).
• Ettin and ogres have made a home in
Ruling House Endra Marshes, accosting travellers
The Thalias family rules the Elven with exorbitant tolls (Low Level 4-6).
Kingdom. King Vandiliar is the first child • A mischievous satyr in Tryamin Woods
of Calanel Thalias and Vyrilia Nirlana, the has been kidnapping and forcing
two Elves that led their people during the travellers to have tea parties, rumours
Age of Creation. While Vyrilia went on to it is Markamin (High Level 15-17).
found Leacianus with her other children,
Calanel remained with his father.
85

Cyrndaëli Elf Culture Era, they lived in solitude, oblivious to the


world beyond. They remained unaware
Also descendants of the Beremeni, the of humans until well into the Second Era,
Cyrndaëli Elves view themselves as the long after Men had populated Tharador.
true successors to their predecessors.
They believe they are the natural Cyrndaëli Elves have been shaped by
progression of Elven kind, bound to their worship of both Brinilmin and
magic and Minera’s Breath, and regard Tharanais. While worship of Tharanais
their Brelyossi kin as savages and tribals has declined, the brief period of open
in comparison. Laymen know Cyrndaëli trade during the Duskweave Treaty led
Elves as “Violet Elves” or “High Elves.” to a resurgence. In contrast, during their
isolation, worship of Brinilmin became
The Cyrndaëli Elves place extreme dominant. The Tharameni were even
emphasis on magic usage and banned as deities for a period, seen as
attunement in their culture. Those who traitors to Brinilmin. This stance has since
cannot cast magic are generally seen softened, but worship of any Tharameni,
as shameful and are termed “inert.” bar Tharanais, remains frowned upon.
Occasionally, an inert might rise in
society if of noble birth, though this is a
mark against the noble house’s name. For Traditions & Customs
commoners, it signifies they are unlikely In High Elven culture, commoners don’t
to ever achieve a respectable position adopt surnames. Their secondary name
in society. This perspective has led to typically represents a profession - either
their reputation as an “elitist” culture. their parent’s, their spouse’s, or their
However, in their eyes, an inert Cyrndaëli own. In this egalitarian society, wives
holds greater value than even the most don’t adopt their husband’s name.
magically-gifted human. Instead, the partner with higher societal
standing imparts their surname to their
Their culture is profoundly xenophobic, spouse and offspring. Although the
having limited contact with the world Cyrndaëli hierarchy is strict, anyone
beyond Leacianus’ Arcane Dome for displaying magical prowess can ascend.
over a millennium. Until the Battle of Artorian, the current Nirloom of
Duskweave, contacts were limited and Leacianus, is a testament to this, having
selective, with diplomats or merchants been a lowborn commoner.
closely monitored throughout their stay
in Leacianus. Leacianans hold numerous celebrations,
predominantly centered on magic,
especially along the magical Prendaël
Influences River. Upon death, many Cyrndaëli Elves
Though the Cyrndaeli still trace their choose to have their remains turned to
origins to the Beremeni and share certain ash and spread across the Prendaël River,
attitudes with Brelyossi Elves, such as merging their essence with Brinilmin’s.
their egalitarian beliefs and worship of The specifics of their funerary rites during
Tharanais, they are largely distinct. The the Liturium War remain ambiguous
events of the Colossal War saw the High as the Prendaël might have been
Elves seal themselves off from the rest overwhelmed with the ashes of countless
of Tharador. From that point in the First fallen.
86

Notable Kingdoms/Settlements Maelis, Neryndel, Orianthel, Querina,


The capital, Nirloom, epitomizes Rylena, Thalini, Ulynna, Vyndira, Wynbel,
Cyrndaëli culture in Leacianus. As a Zerilin.
culture, it’s confined to the Triarchy
of Leacianus and has scarce presence Noble Surnames: Aelthor, Caelmir,
throughout Tharador, apart from the Dros, Elendros, Feyltir, Glynar, Hanar,
Leacianan settlement on Duskweave Isle. Ilynthor, Jorilthor, Kaelanar, Lyrandir, Miar,
Naelthor, Olanmir, Phaerandir, Quendros,
Rhyndar, Syrintir, Telynor, Uelthir, Verani,
Primary Languages Wynelthor, Yndor, Yirilion, Zerendir.
Cyrndaël remains the Cyrndaëli Elves’
primary tongue. It branched from
Brelyoss during heightened animosity
between the Elves of Nan Thalias and
Leacianus. The two languages now
have limited similarities, with only a few
overlapping words. Lamineran is nearly
forgotten, and few High Elves converse in
the Centrali common tongue. Those who
do typically employ spells.

Subcultures
Few Cyrndaëli subcultures exist. Due to
the interconnected nature of Leacianus
through its teleporter networks,
differences are minimal. Nirmeni reside
in and around Nirloom, while Duiniri
live by the rivers. Each subculture is
generally linked to a major city, with
minor distinctions. Sylfaen, the sole
naval port of Leacianus, stands out. It’s a
trading hub outside the Arcane Dome’s
reach. However, exposure to outsiders is
rare, given the strict regulations on Dome
access.

Cyrndaëli Names
Male Names: Aedron, Aelthor, Artorian,
Aulten, Carodir, Charys, Daerion, Eranthil,
Erestian, Faelor, Galdorien, Karydian,
Lorian, Netros, Ortherion, Rhovion,
Teverys, Uryndel, Valius, Zorandir, Zyril.

Female Names: Aelira, Carineth,


Cyrindeth, Daelana, Eldiara, Elexana,
Faelinna, Glynbel, Ilythra, Irivyl, Loryndel,
87

Cyrndaëli Kingdom themself, the Arch Marshall and the Arch


Holder. These are Artorian Nirloom, Valius
Hanar and Ferendir Miar respectively.
Leacianus
Founded in the Age of Creation after
the Schism of the Dindar. Here the Elves
diverged in their ways of life, and the
Major Settlements
Elves of Leacianus delved into their • Sylfaen - The sole port city of
obsession of magic. For thousands of Leacianus and one of its three points
years they have isolated themselves of contact with the outside world.
with an enormous Arcane Dome that • Faërduin - The current staging ground
surrounds their kingdom, keeping for the Leacianan’s in the war. It, like
intruders out and its citizens in. Currently Huvuden has been the site of many
at war with Belfrie and Formen. battles. Was once a bustling trade hub.

Capital Things of Interest


Nirloom is the capital of Leacianus. • A squad of Golden Griffins are trapped
This city has three main tiers, with the in enemy territory, needing a way out
upper two being enormous flying cities (Mid Level 8-10).
themselves. Other smaller satellites exist • The Rossa Cartel wants to steal the
as manors and forts of noble houses. egg of an Arcane Wyrm in Sylfaen
(High Level 12-14).

Ruling House
Leacianus is not ruled by one entity. Its
leaders are appointed, but rule for life.
Three leaders rule Leacianus, the Nirloom
88

Hinatali Elf Culture Influences


Although some holdovers from the
During the schism of the Dindar, smaller Beremeni remain, the Hinatali Elves have
groups of Elves that sided with neither developed mostly in isolation. Especially
of the two main Beremeni clans left to owing to some four hundred years in
found their own nations, leaving their their subterranean city. Though some
homeland in search of refuge from aspects of Goltian culture amalgamated
the blight of Mindoriel and her spawn. into their own following the influx of
One of these groups delved into the Goltian refugees into their city and its
deserts, finding an Oasis by the haft of sudden burial by mounds of sand. The
Horauthin’s blade, Severance, broken Hinatali were weary to outsiders for many
in battle against Mindoriel. These Elves years. Their city passed into legend and
founded the city of Hinatal, and would mythos, and those that sought to find
be recluses uncontacted by humans for and loot it never returned. After the curse
centuries, though came to be called “Sun that sank them was lifted, they returned
Elves” by them when they first met. as the trade jewel of the south, much to
the ire of the Sultan of Sudd Tohst.
Hinatali Elves have, for the most part, had
good relationships with their human and
Dwarven neighbours, being close allies of Traditions & Customs
the Kingdom of Goltia and an important Like most Baltians, Hinatali Elves
trade partner of Baldur, Dornat Al Karit celebrate Glanion during the Summer
and the various city states that dotted the Solstice. Wine pours freely for three days
badlands of Sudd Tohst. The flow of gold street as Elves dance in the suns warming
is important to the Hinatali, as is their embrace over two days and two nights.
reputation as excellent craftsmen and The short nights are interluded with
warriors. extended plays and songs, the festivities
beginning again at sunrise. Unity festivals
Though in isolation their devotion to are also common between them and
the Tharameni waned. They did not the Batlian humans which occupy their
abandon them like their High Elven kin, cities. A new celebration has also begun
but came to instead worship the light for them since their resurfacing four
of Glanion. Though that light darkened years ago, seeing them dedicate a day
when a curse of Idinehlieth saw the of worship to Erdrydion and his pilgrims
city flee underground into the vast who lifted the curse from their city.
caverns beneath them. But there they
found a new purpose: unity. Hinatali All dead in Hinatali culture are cremated,
Elves thus lived beneath the sands of usually on great pyres if they’re of noble
Sudd Tohst for hundreds of years with blood. Though due to their nature of
humans from Goltia who had fled there living underground, many were interred
after the destruction of their kingdom in furnaces and kilns for their cremations,
by the Elemi. But the Men and Elves with smoke from open fires being a
of Hinatal still hold different cultures danger in the underground. Some
and values, mainly owing to all Hinatali Hinatali are accused of being hedonists,
humans having grown up in the dark seeming to overindulge in “Unity” or blur
underground, while the Elves all could what its definition means to their culture.
remember the time before the descent.
89

Notable Kingdoms/Settlements Primary Languages


Hinatal is of course the centre of Hinatali Brelyoss is the main language of
culture. Though there are dozens of Hinatali Elfs, though their dialect is
tribes of other Sun Elves surrounding sizeably removed from the Elves of Nan
the golden city, their populations are Thalias. Communication is still possible,
sparse and they did little in the way of but misunderstandings are relatively
developing or deviating from old Hinatali common. The Centrali tongue has also
culture before the Descent. Though the slipped into their vernacular, and most
culture of resurfaced Hinatali bears a few Hinatali Elves within the city are fluent
differences to these tribals, most of who in the common tongue of Centrali,
have little love for humans and reject the though this too is its own deviated dialect
ideals of unity. compared to the Centrali of Baldurians.

Subcultures
The two main Hinatali Subcultures are
the Desert Dwellers and City Dwellers.
The Desert Dwellers are more akin to the
Hinatali culture of old before the city was
buried under mountains of sand. The
City Dwellers are those who lived within
Hinatal for the last four hundred years,
having their ideals shaped by the hard
times they lived in, and the humans they
lived alongside.

Hinatali Names
Male Names: Arkeus, Ash, Baelik,
Dreytin, Ehsan, Faerid, Galen, Hasir, Idris,
Jaleed, Keydrin, Malik, Naelin, Oraed,
Rolen, Suleer, Suraci, Tarek, Uzair, Vareel,
Yaser, Zaedrin.

Female Names: Alina, Arkina, Azira,


Beliya, Dalara, Faeliya, Haniya, Jaelina,
Kaira, Laila, Mariya, Naera, Qaelin, Raela,
Raheena, Sairena, Salima, Thaliya, Uzira,
Yaeli, Zaira, Zarina.

Noble Surnames: Azur, Baeril, Chaeid,


Dalamin, El-Sindar, Faelaz, Galanor,
Haladil, Il-Aranel, Jaerim, Khaledan,
Luraedar, Maelithar, Naelorin, Ol-Saril,
Palazur, Quaelith, Raelanar, Salimor,
Taladir, Ul-Azuril, Valenor, Waelinar,
Xalimith, Yel-Sundar, Zaelorid.
90

Hinatali Kingdom Major Settlements


• Kahira - A village of Sun Elves that
Hinatal act as a waystation for any travelling
A golden city nestled within the dunes of through the dangerous desert to the
Idinhelieth’s Sands. This enormous city is Dwarven capital of Sharprahk.
the sole free-state of Sudd Tohst, drawing • Makan Aliha - Though not under
the eye of Sultan Hakim. Buried for four- Hinatal’s influence, it was historically
hundred years, it emerged again in a constructed by Men to act as a trading
divine miracle three years ago, retaking post with Hinatal during the Second
its place as the jewel of the south. Era. Now it has become where Sultan
Hakim plans to stage his armies when
he conquers the city.
Capital
Hinatal, the golden city. Other nearby
Sun Elf villages pay tribute to Hinatal Things of Interest
for protection and resources. Its elite • In Hinatal a young Elven maiden is
Valadhar warriors, magical wielding grieving the loss of her lover’s mind.
knights, protect Hinatal and its On a recent Valadhar patrol they
neighbours. returned in a catatonic state, taken by
madness (Mid Level 7-9).
• An Efreeti southeast of Hinatal has
Ruling House conjured a firestorm on the desert
Hinatal is ruled by the Elven houses winds which threatens to destroy the
of its merchant elite nobles who form village of Althatlith (High Level 10-12).
the Hinatali council. The sole voice its • A red devil and its followers have
humans have on this council is the royal begun a cult in Kahira demanding
family of Goltia. blood sacrifices (High Level 11-13).
91

Remnant Oldavori Influences


While the Oldavori Remnants remain
Culture heavily influenced by the warlike culture
After the Vavanasai was activated, of their predecessors, their harsh
hundreds of thousands of Colossals environment has moderated this. Many
perished due to the folly of their rulers. now prioritize survival. Those who brave
Their once-glorious empire was reduced the wastes have become master trackers
to a frozen hellscape in the blink of an and hunters, while those in the cities
eye, and all that remained after months have adapted their lifestyles to be more
were isolated towns and cities that sedentary. The constant threat from
became even more dangerous than the Psyflayers and Shapeshifters has instilled
snow-swept wilderness. a pervasive paranoia. Personal space
is important to the Colossals, and they
Some of these cities fell completely, while have adopted many radical traditions
others persevered, connected only by and customs to ensure individuals
the very occasional caravans led by those aren’t Shapeshifters or under Psyflayer
who wandered the wastes. Over time, influence.
some cities were reclaimed, but many sat
as empty husks or, worse yet, became the
homes of Shapeshifters and Psyflayers.
Traditions & Customs
Oldavori culture was originally founded
These were bioweapons of the Oldavori
on pride and the philosophy that “might
Empire that had escaped captivity and
is right.” The past thousand years have
wreaked havoc on those who remained in
greatly humbled this mentality. While
their cities. What remains of their culture
trials by combat and challenges for
now is largely tribal, with most surviving
positions of power are common among
settlements being distinct in language
Wastewalker Colossals, Setonic Colossals
and customs. However, larger prevailing
are more reserved, cherishing the few
subcultures remain that differentiate the
lives they have left. They prefer to settle
surviving Oldavori: namely the nomadic
matters through debates or votes by
Wastewalkers and the settled Setonic
councils.
Colossals.
To distinguish themselves from potential
Remnant Oldavori culture emphasizes
Shapeshifters, all Oldavori, whether in
strength, resilience, and hardiness in the
settlements or wandering the wastes,
face of extreme adversity. Built on the
bear “fire brand tattoos.” These are
foundations of their ancient empire’s
unique patterns and designs burnt
love for war, the Remnant Oldavori
into the skin of all Remnant Oldavori as
have learned to temper their battle-
identifiers. Shapeshifters cannot mimic
lust, harnessing it only when absolutely
scar tissue, and the fire used to create
required — which is still quite often
the tattoos would destroy a Shapeshifter.
in their treacherous homeland. With
This tradition has evolved into a coming-
dangers potentially lurking behind every
of-age ceremony in most tribes.
crag or mound of snow, there is still a
significant emphasis on learning to fight,
Some Colossals who interact frequently
whether it be with a sword or Minera’s
with humans might choose to adopt
Breath.
Common names, such as Runs-on-Wind.
92

Notable Kingdoms/Settlements using magical lighting to sustain plant


Seto sits as the center of Remnant growth. This ensures a steady food
Oldavori Culture, being the largest supply, but it also means populations
remaining settlement in Oldavor and can’t grow as expansively as they might
the most influential tribe left. Numerous in other regions. Many Setonic tribes
other towns and villages dot the ruins of have imposed limits on childbirth, with
Oldavor, each lined with rows of torches excess children facing the grim realities
and tall walls to keep Shapeshifters at of starvation or merciful death.
bay. Nomadic tribes of Wastewalkers,
who don’t call any one place home, Wastewalker Colossals, in contrast, are
traverse the wastes, occasionally settling less strict in their societal rules but more
in abandoned locales to scavenge goods rigorous in their treatment of individuals.
and relics to trade with Setonic Colossals. Those who can’t keep up in the wastes
Though Remnant Oldavori Culture are abandoned, left to the mercy
encompasses all of Oldavor, it also has a of Shapeshifters or Nix Centipedes.
significant presence in the villages and Wastewalkers roam Oldavor without
towns of Grenzländers in Brightstone and establishing permanent homes, often
Greypeak, which have notable Colossal escorting Setonic caravans or human
populations. groups who dare venture into Oldavor.

Primary Languages
The Remnant Oldavori continue to speak Budnal Names
their ancient tongue, Budnal. However, Male Names: Aniketos, Brogvar, Char,
it has evolved so much since the fall of Chinnuk, Dakshi, Eyitsoq, Kaviq, Manik,
their empire that contemporary Colossals Nanuq, Patuk, Rajanuk, Silaq, Tygrin,
would not understand ancient texts from Uyarak, Vayu, Wajoski, Xanik, Yaraq.
the First Era. Additionally, due to the
tribal nature of their homeland, every Female Names: Agga, Anaya, Chalina,
tribe speaks a distinct dialect of Budnal, Driga, Eluna, Harmara, Ishani, Jyothika,
even the nomadic Wastewalkers speaking Kalaya, Lenisha, Meera, Nalini, Ooma,
different versions of the language. Priya, Qila, Raina, Suyana, Tuvana, Unika,
While communication remains feasible, Vrisha, Wynala, Yrinsel, Zelina.
misunderstandings and language
barriers are frequent. Common Chosen Names: Bear-
Stands-Tall, Dances-With-Shadows,
Hears-The-River, Runs-on-Wind, Sees-
Subcultures Beyond-Clouds, Touches-The-Sky, Walks-
Although technically each tribe of With-Pride, Whispers-In-Moonlight.
Oldavor can be considered its own
subculture, scholars typically group
them under two primary categories.
Setonic Colossals are those Remnant
Oldavori who have settled in and rebuilt
the ruins left by their ancestors. They’ve
mastered the art of cultivating livestock
and crops in vast underground networks
93

Remnant Kingdom
Oldavor Major Settlements
An icy hellscape stuck in an endless • Brel Endra - the Druidic Circle of the
winter for a thousand years. This North. The ice and snow thaws around
was the last territory of the Oldavori here and it is an oasis of greenery in a
Empire before its fall. On activating the sea of endless snow and ice.
Vavanasai, a weapon intended to freeze • Budhavara - Sole Colossal tribe
the lands of Men, the Colossals froze that has built trust with the Men of
themselves and doomed their people. Mayreth. Any that want to trade with
Now the deadliest monstrosities of those beyond the icy border do so
Tharador roam these frozen wastes. through Budhavara.
• Duoarastat - The old capital of Oldavor
before its fall. It is now the home of
Capital the Psyflayers and their Shapeshifters.
Seto is capital of Oldavor after the
Empire’s fall. It is a city bored into the
ground in cylindrical tiers, warmed by an Things of Interest
eternal fire that burns in its centre. • A town guard in Stoneholt received a
letter from his daughter that she was
running away to Budhavara to be with
Ruling House her lover. He worries for her safety.
Oldavor has no central rulers. Each
(Mid Level 7-9).
settlement is a self-governed tribe, with
• Rumours swirl of a legendary
each tribe having their own customs to
Nix Centipede near Takhara that
decide their rulers, and even what power
swallowed a whole Wastewalker Tribe
those rulers may have. Some may be
whole, and their treasure is still buried
chiefdoms, petty-kings or even ruled by a
in its innards. (High Level 16-18).
council or senate.
94

Unvisited Cultures
In the excursion I took to write this book
there are a few cultures which I did not
have the pleasure of visiting due to
current dire events that likely would have
resulted in my demise. Though I could
not extensively categorize these cultures
as I did with those prior, I have still left a
brief summary of each of these cultures
on the following pages, based on my
prior knowledge and the writings of my
predecessors and peers. Keep in mind
this is only a summary view, though I
hope enough to paint a picture in which
your mind’s eye can fill in the rest.

Horobok Culture
Horobok is the name for Dwarves in their
own tongue of Räghirik. Horobok inhabit
the region of Dornat Al Karit, their sole
remaining kingdom on Tharador that
borders Baldur. Dwarves had a great
influence on Baldur and its technologies,
teaching them the usage of gunpowder
which the Dwarves had used for mining
and large canons, and the Baldurians
adapted to small form weapons.

Dwarves are all around pleasant and


welcoming folk at first glance, but most
harbour a mistrust of outsiders. Many
Horobok fled east to Dornat Al Karit when
their homes in Karkanoth were destroyed
by Colossals and Men during the First
Era. This resentment has quelled but still
simmers in embers that can be easily
stoked.

The Dwarven land is deadly in its


overworld, being either craggy
mountains or sun scorched savannah
ruled by beasts. Because of this travel is
dangerous to foreigners such as myself,
and the source of many Horobok issues.
95

Cultural Highlights Hirikmi Culture


Dwarves have earned a reputation as
lovers of metal, ale and blowing things The Hirikmi of Lo Fuin are commonly
up. A highlight for most travellers is referred to as Drow in legends. This name
entering the border town of Aschum has been adopted as the universal term
Astim for the first time, a constant party for them. They are descendants of the
where the first drink is free from every Beremeni, tracing their lineage back to
tavern. Many do not travel further. the Age of Creation. While the Hinatali
Horobok are friendly to outsiders but journeyed south into the desert, the
may come off as patronizing. On further Hirikmi persevered, discovering a verdant
thought I have pondered if this may be land. However, this land soon became
some form of xenophobia or if it is well- corrupted and tainted by Idinhelieth,
meaning ignorance. forcing the Hirikmi underground. Here,
their skin adopted a ghostly white-violet
hue.
Notable Kingdoms/Settlements
• Dornat Al Karit - sole kingdom of The land has since transformed into
Horobok Culture a perilous swamp. Both its flora and
• Sharprahk - capital of the kingdom fauna are venomous, and almost always
and cultural centre of the Dwarves of carnivorous. Yet, the Drow remain the
Below most lethal inhabitants, lurking within
• Varekan - trade hub of the kingdom the fog and attacking outsiders on sight.
and cultural centre of the Dwarves of Consequently, I have not been afforded
Above a formal audience with them. My most
recent encounter was at the end of an
arrow knocked to a longbow, held by
Primary Languages
one of Glanbeli’s Drow. Fortunately,
• Horobok Räghirik - Dwarven Under they allowed me to depart unharmed
Speech. Dwarves simply call it afterward.
Räghirik. Adapted from the Drow
tongue of Gihn Räghirik or Pale It seems, however, that not all Drow are
Underspeech. content residing beneath their marshy
• Centrali - Spoken by most Dwarves, home. Some have ventured out, seeking
especially in towns that often see improved lives across Tharador. Barnavar
foreigners like Varekan and Aschum of Volosvio stands out amongst them,
Astim. Rarer in mining cities and forts a renowned member of the Belfrian
that see no foreign visitors. Merchant League. Most of my insights
into Drow culture derive from him,
making him an invaluable primary
Horobok names source.
Male Names: Brondak, Duktuk, Durnar,
Grondal, Gundrin, Kraglin, Rend, Rogrin, Cultural Highlights
Varnik, Vraglin, Zilgar, Ziln, Zorndar. The Hirikmi may be the most xenophobic
society on Tharador, surpassing even the
Female Names: Brumhilda, Delgrid, Cyrndaëli in this regard. Their hostility
Durina, Enira, Gilda, Helgrin, Keldra, is evident in their readiness to attack
Lurida, Nalgrid, Tergrid, Zelgara.
96

on sight. Deeply religious, they revere Primary Languages


Glanbeli, whom they envision as an egg • Gihn Räghirik - Known as the Pale
encompassing an unhatched Divine. They Under Speech. However, this term is
also pay homage to a more ominous primarily employed by scholars and
deity named Irinax. This has reportedly Dwarves for identification. Within
resulted in a schism. Drow from the Lo Fuin, it is simply referred to as
city of Hirika cling to their traditional Räghirik.
Glanbelian beliefs, yearning to ascend
to the surface. Conversely, Drow from
Iriksha view both the surface and its Hirikmi names
inhabitants as malevolent, aiming to Male Names: Arxis, Baelen, Drizzin,
obliterate their way of life. Elvarin, Haelar, Ilphrin, Lorxan, Malxid,
Phaelor, Raelin, Toraxid, Xandir, Yunas.
Notable Kingdoms/Settlements Female Names: Aelria, Driselle, Exrin,
• Lo Fuin - sole kingdom of Hirikmi
Ilyndra, Kadna, Lorna, Mrina, Nyxra,
Culture
Phaedra, Prednith, Quilri, Zelrina.
• Iriksha - The capital, and the cultural
nexus for the Irinaxan Drow.
Noble House Names: Aelorath, Ecklinse,
• Hirika - cultural centre of Glanbelian
Glydrin, Ilphrin, Kalrenth, Meldrissa,
Drow
Nyrindre, Reloth, Teldriss, Vexlara,
Xylinth.
97

Elemi Culture based on their elements. The Air Elemi


of Abunos are serious but flexible,
Hailing from the continent of Edrador, empathetic and understanding. The Earth
the Elemi of Tharador have called the Elemi of Abunae are stern, stubborn and
continent their new home for over at times even cruel. The Water Elemi of
four hundred years. Initially a rather Abunor are carefree and friendly, making
xenophobic culture due to the outward it fortunate for sailors that Water Elemi
hostility all their neighbours showed inhabit most of the port cities.
them, though this tension has eased
in recent years. Elemi enjoy cultural
exchanges with their neighbours and Notable Kingdoms/Settlements
other kingdoms across Tharador. They • Greater Abune - the name given to
have become somewhat of a hub for the Union of the three distinct Elemi
sailors who travel between the Katarn nations of Tharador
and Grey Seas, acting as a half way point • Abunor - Air Elemi nation, its capital is
and an ideal place for resupplies. Szeles
• Abunae - Earth Elemi nation, its capital
Thus the Elemi lands of Greater Abune is Folyo Kozott
have seen much influence and attention • Abunor - Water Elemi nation, its capital
from Baltian and Centrali culture in is Tenger
recent years. Though Baltian culture • Beke - The capital of Greater Abune.
never left as when the Elemi conquered Here all three nations join and have
the Goltians, many commoners were equal claim. It is its own subculture
made subjects of the Elemi. Elemi cannot and also has the largest population of
reproduce without a “mundane” partner, non-Elemi.
so keeping human populations were
essential, though records indicate the Primary Languages
circumstances of this were extremely • Magyar - The Common Tongue of
cruel. Edrador. Though what is spoken by
Elemi here is very different to the
That seems to be a thing of the past Elemi of Edrador.
however, and Elemi now see the • Centrali - Spoken by mariners as well
“mundane” as almost exotic aphrodisiacs. as a notable portion of citizens in
So as much as I wished to visit Greater Beke.
Abune to further document them, a
surge in recent attacks against the
mundane by Elemental Spirits that the Elemi names
Elemi worship has made me reconsider Male Names: Béltor, Erdőn, Fuvan, Kotta,
until the matter is resolved. Levegől, Markus, Patakár, Skortz, Szelim,
Toren, Vízlo, Zefir.

Cultural Highlights Female Names: Avia, Erdélia, Fúvala,


Though Elemi might consider the Kitarlia, Levegia, Ora, Pataklia, Rubi,
mundane to be desirable, it does not Szelina, Vizella, Zephyra.
mean they respect them. Non-Elemi are
usually only permitted in certain areas,
though this changes from culture to
culture. The Elemi have three subcultures
98
99

Note: The following section is written primarily for D&D 5E mechanics. It will include some sections of lore, though
may be removed from the “author’s voice” of Granulus.

VI: Tharador’s
Your deeper Colossal heritage is based on the clan you grew up in. The
clans present in the more dangerous areas of Oldavor had to resort
to the use of blood magic to survive and fight off that which is unseen
in the blizzards. Other clans were able to grow and evolve through the

Races
lessons they had learnt from their ancestors. Those who lived closer to
the borders of the kingdoms to the south had to learn how to scavenge,
hunt, and survive in climates and environments their ancestors were
not used to. It is your choice regarding the heritage that your Colossal
has.

Colossals Sanguine
Velgaryn as they are known to themselves, the Elves and the Gods. Expulsion. Your mastery of your own physiology allows you to
Lay people think them the descendants of giants, but the truth is identify and remove harmful conditions that affect your body.
even greater. The Colossals of Oldavor are descendants of Horauthin You have advantage on saving throws against the paralyzed and
himself, brought into the world and set loose on the forces of Mindoriel poisoned conditions.
like the dogs of war they were. When Mindoriel was defeated, their
bloodlust lingered. At first they sated it on themselves, but when unified Blood Gamble. When you make an attack roll, ability check, or
after centuries of war, they thirsted for the blood of others. Their wars saving throw, you can use your reaction to bolster the roll with your
engulfed the continent, until man was born to halt them. own life force. You must declare that you’re using Blood Gamble
after the roll has been made, but before you know if you succeeded
For a thousand years Men and Colossals warred, and though their or not. You expend one hit dice by rolling it, and you take necrotic
strength outmatched ours, their wit did not. Their Oldavori Empire damage equal to the total rolled (this damage cannot be reduced
ended in folly. A weapon created to blanket our lands in winter instead in any way). The roll is then added to your attack roll, ability check,
blanketed solely their own and irreversibly shattered after. Overnight or saving throw. You can use this ability a number of times equal to
they fell to ruin, their people starving, freezing and killing each other your proficiency bonus, and you regain all expended uses when you
over the last scraps of civilization. finish a long rest.

Those that survived did so through many different means, and all
that was left was the strongest of their kind. But their numbers have
dwindled to tens of thousands. Colossals are usually spoken about in
legends and tales, and few have ever lived to see one, though there are
some who escaped their frozen home in search of a better life. Spiritual
Ancestral Aid. In times of need, the spirits of your ancestors guide
Colossal Traits your actions. You have a pool of spiritual dice, which are d4s. The
number of dice in the pool equals your proficiency bonus. When
you make an ability check, you can choose to roll one of your
spiritual dice and add the result to your check. You can choose to
Ability Score Increase. Choose one of: (a) Choose any +2; choose
use this feature after you roll the dice for the check, but before
any other +1 (b) Choose three different +1
the outcome is determined. You can use only one spiritual die per
Size. Medium
ability check. You regain all expended spiritual dice when you finish
Speed. 30 ft.
a long rest.
Age. Colossi reach adulthood at around the same age as humans,
around their late teens, and typically live for less than a hundred
Spiritual Aptitude. Your ancestors guide your hand in crafting and
years.
survival. You gain proficiency in two of the following skills of your
Size. Colossi are between 7 and 9 ft. tall and weigh between 250
choice: Religion, Medicine, Nature, or any artisan’s tools of your
and 350 pounds.
choice.
Skills. You gain proficiency in the Athletics, Arcana, or Survival skills.

Eternal Resolve. The horrors of Oldavor are scarred into your


mind, whether that be from the tales left on walls from your
ancestors, or be it from facing them yourself. You gain advantage
on saving throws against the frightened condition, and magic can’t
Wasteland
inflict the frightened condition against you.
Lone Tracker. Your solitary adventures have honed your agility and
Frostborn Fortitude. You gain resistance to cold damage. speed. Your base walking speed increases by 5 feet. In addition,
Furthermore, your body is adapted to withstand extremely cold during the first half of your movement on your turn, difficult terrain
temperatures, allowing you to tolerate temperatures as low as -50 doesn’t cost you extra movement. This benefit applies to the total
degrees Fahrenheit without any additional protection. If you don movement you have in a turn, rounded up to the nearest 5-foot
protective clothing, you can even withstand temperatures as low as increment.
-100 degrees Fahrenheit.
Deep Breath. Through intense focus, you attune your senses to
Survivor’s Physique. You count as one size larger when the environment around you. As an action, you can heighten your
determining your carrying weight and the weight you can push, perception for 1 minute. During this time, you gain advantage on
drag, or lift. Furthermore, you gain advantage on Strength Wisdom (Perception) checks, and you can use your bonus action to
(Athletics) when attempting to break free from a grapple. take the Search action.
101

Elemi Elemi Traits


Descendants of pure elemental essences that awoke from the dreams Ability Score Increase. Choose one of: (a) Choose any +2; choose
of Maethromin, the Four Faced God and the Keeper of the One. The any other +1 (b) Choose three different +1
dreamscape of Maethromin is the eternal elemental plane suspended Size. Small or Medium
in the void: fire, water, earth and air constantly dance and war in a Speed. 30 ft.
ceaseless symphony of cycles. But notes struck out against the harmony Age. Elemi reach adulthood at around the same age as their non-
of the song, and some of these elemental spirits took note of their elemi parent, usually matching their lifespan as well.
senseless world, realising it to be more akin to a dream than any Size. Elemi are between 5 and 6 ft. tall and weigh between 130 and
reality. 200 pounds. Though this can change depending on their non-elemi
parent.
So they awoke upon Minera’s physical plane, and were ushered to
empty lands in Edrador where they might live harmoniously. But these Skills. You Gain proficiency in one of the skills available to the
spirits were great and filled with ambition. It did not take long for species of your non-elemi parent.
them to meet with the mortals of Minera, and with them beget their Heritage. Due to the malleability of the Elemi species, you gain one
first children. These children, and their descendants are the Elemi. trait from your non-Elemi parent dependent on their species.
Elementally infused beings. The Dreamed Elemi were these first awoken • Human. You are proficient in one additional skill and one
spirits, and are revered as God-Ancestors by the Elemi of today. language of your choice.
• Elf. You have advantage on saving throws against being
Those that live today invoke the power of Earth, Water, Air or Fire, the charmed, and magic can’t put you to sleep.
Four Faces of Maethromin. Elemi are born from a union of mortal and • Colossal. You count as one size larger when determining your
elemental. Elemi cannot reproduce with each other, their infusion of carrying weight and the weight you can push, drag, or lift.
elements renders them incompatible. Thus all Elemi have one mundane • Dwarf. You have advantage on saving throws against poison,
parent, and one elemental parent. The mundane parent decides their and you have resistance to poison damage.
physical form, whether it be Elf, Human, Dwarf, Colossal or other; • Halfling. You have advantage on saving throws against being
while their elemental parent decides which of Maethromin’s four faces frightened.
they will harness in their powers. Elemi are secular and mostly keep • Gnome. You have advantage on all Intelligence, Wisdom, and
to themselves, but their exotic nature makes their lands and people Charisma saving throws against magic.
a popular destination across Tharador. Though they aren’t usually • Half-Orc. When you are reduced to 0 hit points but not killed
seen often beyond their home in Greater Abune, they are still common outright, you can drop to 1 hit point instead. You can’t use this
enough that most laymen would have seen several by adulthood. feature again until you finish a long rest.

Languages. You speak Common, Primordial, and one additional


language based on the heritage of your non-Elemi parent.

[NOTE]: If playing in Tharador, your Elemi might speak Magyar instead


of Common if they were born in Greater Abune or they are from
Edrador. Magyar is Edradorian Common.

Your unique powers that raise you above your mundane counterparts
manifests itself in the elemental essence infused in you by one of the
four faces of Maethromin. You owe this power to him, and the Dreamed
Elemi that woke in Minera to give rise to your lineage.

These essences greatly affect the identity of an Elemi. It gives the Water
Elemi their “go with the flow” attitude, the Earth Elemi their rock-headed
stubbornness, the Air Elemi their breezy and uplifting auras and the
Fire Elemi their burning passions and love for hot tea.
102

Air Elemi
Lightning Resistance. You have resistance to lightning damage.

Light as a Feather. You gain an additional 5 ft. of walking speed.


Furthermore, you reduce damage taken from falling damage equal
to your proficiency bonus plus your Constitution modifier.

Skyward Lineage. You gain the Gust cantrip. Constitution is your


spellcasting modifier for this spell. When you cast it this way, it is
not treated as a spell, and instead as a natural feature.

Skyborne Stride. As an action, you can assume a misty form to


glide through the air, moving up to 10 feet in a straight line in any
direction you choose without provoking opportunity attacks. During
this movement, you can pass through spaces as narrow as 1 inch
without squeezing and without spending extra movement, but you
cannot pass through liquid barriers. If your movement ends in a
space that you cannot occupy, you are immediately returned to the
space you occupied before you moved. This transformation end
when you finish moving.

Slipstream. As a bonus action, you summon primordial winds that


propel you forward. You gain an additional 10 ft. of movement,
your movement does not provoke attacks of opportunities until
the end of your turn, and you can move through the space of other
creatures but cannot end your turn in another creature’s space.
You can use this ability a number of times equal to your proficiency
bonus per long rest.

You’re descended from the Face of Air. Most Air Elemi exude cheerful
and uplifting personalities; sometimes even “air-headed.” But behind
this pleasant demeanour dwells an inflated sense of superiority that
Air Elemi hold over their ground pounder kin. This also applies to
non-elementals, even moreso. You may be either terrible or excellent at
disguising this, and it may show itself in unpredictable ways, such as
you simply using your Skyborne Stride at inappropriate times.

Don’t feel like walking down 100 flights of stairs? Hate using doors or
knocking? Just use the gift of your God-Ancestor and they won’t worry
you again. People around you may be horrified as they see you fall a
thousand feet, or be angry that you snuck into their room without a
knock, but why should they be mad? If those groundhogs could do what
you did, they would do it too!

People familiar with Air Elemi (mostly other Elemi) will chalk encounters
like this up to being “typical Air Elemi behaviour.”
103

Earth Elemi
Acid Resistance. You have resistance to acid damage.

Stone Grasp. When climbing vertically on smooth stone and other


non-climbable earthen surfaces, you can meld your hands into the
surface to grant yourself a climbing speed equal to your movement
speed without the use of equipment.

Earthen Lineage. You gain the Mold Earth cantrip. Constitution is


your spellcasting modifier for this spell. When you cast it this way, it
is not treated as a spell, and instead as a natural feature.

Eyes of the Earth. As an action, you focus, and put the palms of
your hands to the earth beneath you, granting you a sense of
perception through the movement of nearby creatures. While your
palms are still connected to the ground, you are granted 60 ft. of
tremorsense. You are still aware of your surroundings while doing
this. Any movement including walking or standing up will break this
effect immediately.

Rupturing Quake. As an action, you stomp the ground beneath


you and create a force of barrelling earth in a 60 ft long, 15 ft.
wide line. Any creatures caught in the area must succeed on a
Dexterity saving throw against a DC equal to 8 + your Constitution
modifier + your Proficiency bonus. On a failed save, creatures take
1d10 piercing damage as earthen spikes pierce them. For the next
minute, the affected area becomes difficult terrain that you are
unaffected by. This damage increases by 1d10 when you reach the
following character levels: 5th level (2d10), 11th level (3d10), and
17th level (4d10). You can use this ability once per short rest.

You’re descended from the Face of Earth. Plant your feet firmly and
hold your convictions with an iron grip. You’re not easily swayed by the
thoughts and opinions of others, and getting you to do something you
really don’t want to do is like, well, getting blood from a stone.

Most people know better than to argue with an Earth Elemi. So you
win most arguments by default. Earth Elemi are known for being stoic
and rigid, people of few words and few emotions. Some Tharadori
philosophers from Centralian Kingdoms seek out Earth Elemi in a bid to
emulate their rigid personalities with their own philosophical school of
thought derived from it: stonicism.

Regardless, even if your words are quiet and few, your presence is not.
All eyes are usually on you when you enter a room, and your craggy
appearance makes a strong first impression on anyone who hasn’t
encountered an Earth Elemi before. Some might think a hag has placed
a curse on you.
104

Fire Elemi
Fire Resistance. You have resistance to fire damage.

Flame Manipulation. You gain the Control Flames and Produce


Flame cantrip. Constitution is your spellcasting modifier for these
spells. When you cast them this way, they are not treated as spells,
and instead as a natural features.

Superior Darkvision. You can see in dim light within 120 ft. of you
as if it were bright light, and in darkness as if it were dim light.
Everything you see in darkness is in a shade of red.

Temperature Control. As an action, you can regulate your own


body temperature in order to survive in climates that are usually
hostile. By increasing your body temperature, you can tolerate
temperatures as low as -50 degrees Fahrenheit without any
additional Protection. If you wear heavy clothes whilst doing this,
you can tolerate temperatures as low as -100 degrees Fahrenheit.
Alternatively, by decreasing your body temperature, you can
tolerate temperatures as high as 150 degrees Fahrenheit without
suffering penalties.

Ignite. As a bonus action, you can cause your body to ignite in


flame. For the duration, the following effects apply:

• You emit bright light in a 20-foot radius and dim light for an
additional 20 feet.
• If a creature makes a melee attack against you or touches you
while within 5 feet of you, it takes 1d6 fire damage.
• You can move through the space of other creatures, though
you cannot end your turn in another creature’s space.

The flames persist until the start of your next turn. You can use this
feature a number of times equal to your proficiency bonus, and you
regain all expended uses when you finish a long rest.

You’re descended from the Face of Fire. Your heart burns with passion
and desire, something you’ve been fixated on since you were but an
ember in your mother’s womb. Before your soul had even sparked.
This passion has carried into adulthood, and it is something that you
hold near and dear to your heart. It may be a passion of secret, or
something you have to tell everyone about the first time you meet. But
should this passion go awry your light will burn dimmer for a while.

Think about what this might be and how it has shaped you. Fire Elemi
are stereotyped as being hot headed and brutish, a claim that is usually
undeserved for their anger only shows when their passion ignites or is
challenged.

Fire Elemi are the only Elemi who have no lands of their own on
Tharador. Most Fire Elemi are hated by their kin for the atrocities
committed in their old homeland of Abunen Kolden four hundred years
ago. Many Elven-descended Elemi still remember the betrayal of the
Fire Council against the other three elements. The only Fire Elemi in
Tharador are usually political prisoners or traitors hoping to overthrow
their crown back home.
105

Water Elemi
Cold Resistance. You have resistance to cold damage.

Aquatic Adaptation. You gain a swimming speed equal to your


movement speed, and can breathe underwater.

Oceanic Lineage. You gain the Shape Water cantrip. Constitution


is your spellcasting modifier for this spell. When you cast it this way,
it is not treated as a spell, and instead as a natural feature.

Aquatic Shift. As an action while submerged in liquid, you


temporarily transform your body into an incorporeal form for a
distance equal to your swimming speed. While in this form, you
can pass through small holes and narrow openings down to 1 inch
in diameter. You are incapacitated while taking this action. If the
movement ends in an occupied space or a space where your body
otherwise would not fit, you are immediately expelled back to your
point of origin.

Hydro Control. As an action, you create streams of water in the air


in a 20 ft. radius, and use them to push and pull your opponents to
where you want them to be. All creatures of your choice in the area
must succeed on a Strength saving throw against a DC equal to 8
+ your Constitution modifier + your Proficiency bonus. On a failed
save, creatures are pushed up to 10 ft. away from you or pulled
up to 10 ft. towards you (your choice). You can use this ability a
number of times equal to your proficiency bonus per long rest.

You’re descended from the Face of Water. Go with the flow is the way
of your people and yourself. You’re carefree and easy, never stressing
about being late or whether you packed that extra healing potion. You
feel most at home in the water of course, and if you’re walking down a
riverside road you’re more likely to simply swim in the river, unless of
course it’s the dirty canals of Tradver.

Water Elemi are the most open and welcoming of all Elemi on Tharador.
They are travellers and most Elemi that people encounter beyond the
borders of Greater Abune is Water Elemi who simply wish to see the
sites and sate their wanderlust on Tharador’s waves.

Water Elemi are also one of the few Elemi to worship a deity besides
Maethromin and their God-Ancestors, for most are worshippers
of Inderimaeth too, believing her to have protected them from
Quorenderi’s Evils during their voyage to Tharador. Temples to
Inderimaeth are common to find across Water Elemi cities.
106

Human Subrace: The


Awakened
The following option is available to humans.

Awakened Humans are a rare and mysterious subrace of humans


who have unlocked the ancient and powerful magic of psionics.
These abilities, which are separate from the traditional arcane magic
practiced by many in the realm, allow the Awakened Human to tap into
the collective unconscious and access memories from their past lives.
With this newfound connection to the psionic realm, they are able to
harness their psychic energy to perform incredible feats.

Some Awakened Humans are able to use their powers to bend the wills
of others to their own, manipulating their thoughts and emotions like
puppets on a string. Others have honed their abilities to enhance their
own physical and mental capabilities, becoming formidable warriors
and strategists on the battlefield. Still, others use their powers to
connect with the psionic world, communing with the spirits of their
ancestors and gaining divine insight and guidance.

Ability Score Increase. Choose any two unique +1.

Lifetimes of Experience. In your moments of rest, memories


of your past lives resurface. You gain proficiency in one skill of
your choice. During your long rest, you can replace this skill
proficiency with another skill proficiency of your choice.

Mind Over Matter. Whenever you fail on a skill check in which


you have proficiency, you can reroll the check and pick which
result to use. You can use this ability a number of times equal
to your proficiency bonus per long rest.

Psionics. Your unique heritage allows you to weave the


fabric of reality that exists around the Breath of Minera.
At 1st level, you gain one of the following traits. You gain
another at level 7, and at level 14.

• Minor Telepathy. You can telepathically


communicate to a creature you can see within 30 ft. of
you. Your telepathy mentally vocalizes in a language
you know, and the creature understands you only
if it knows that language. Your communication
doesn’t give the creature the ability to respond to
you telepathically.
• Minor Scrying. You recall a location that you have
been in the last 24 hours. Using an action, and 10
minutes of preparation, you close your eyes and
project your consciousness to a fixed point at that
location for 1 minute. You can see and hear as if you
were there, and you are deaf and blind in regard to
your own senses. A creature who can see invisible
objects sees your fixed point as a luminous, purple
aura. You can use this ability once per long rest.
• Psionic Hand. You learn the mage hand cantrip. You can
cast it without verbal or somatic components, and you can
make the spectral hand invisible. Its spellcasting ability is
your choice of Intelligence, Wisdom, or Charisma. This counts
as a natural ability, and not as a spell, for the purposes of anti-
magical abilities.

Note: The Awakened subrace is unique to humans in the world of


Minera, due to the long history and the beginnings of the species.
However, in your home games, feel free to allow any species to use this
subrace.
107

VII: New Class:


The Psionic
In a forest dense with secrets, the Psionic moves with purpose, their
mind a vibrant web reaching out to touch the consciousness of hidden
creatures. They communicate with them, not through words, but with
a universal language of emotions, a gentle whisper in the minds of
others.

They perceive the intentions of lurking adversaries before they’re


formed, a precognitive mastery that allows the Psionic to evade attacks
with a ballet of fluid grace. Their mind is a weapon, unleashing Psionic
Strikes that bore the force of their mental prowess, a burst of psychic
energy that could pierce the strongest defenses.

As the Psionic venturee deeper, they shed their physical body and
became a being of pure cognitive energy, transcending physical
boundaries to become a radiant entity of psionic energy. The physical
world is their canvas now. Their imagination is their paint brush.

Power of the Mind


In the crucible of rigorous training grounds, young Psionics are
forged, their minds shaped and honed to become weapons of
intellect and power. They walk paths carved from deep philosophical
traditions, some embracing the cerebral artistry of the Thought
Mage, where intelligence dances gracefully with psychic and force
energies, crafting masterpieces of mental might.

Others may choose paths less trodden, venturing into realms of


the mind where few dare to tread, unlocking secrets buried in the
deep recesses of consciousness, bringing forth abilities that defy
reality itself. In the world of Minera, they stand as titans of mental
fortitude, a testament to the boundless potential of the mind, a
force that bends reality to its indomitable will, a beacon of power in
a landscape where mind and might dance in an unending ballet of
force and strategy.

Creating a Psionic
As you sculpt your Psionic's genesis, consider the pivotal moment
of awakening, when the dormant powers within burst forth into
consciousness. Perhaps your Psionic was a child prodigy, their
abilities manifesting in subtle ways, a whisper of things to come. It
could be a path of self-discovery, a journey into the mind's deepest
caverns where revelations awaited, unlocking doors to hidden
potentials through meditation and dream exploration. Envision a
crucible of conflict, a moment of life and death where the Psionic
powers shocked into awakening, a surge of energy that turned the
tide in a vital confrontation. Your Psionic might bear the weight of
a secret, a hidden lineage of Psionic masters, a heritage of power
coursing through their veins, waiting for the right moment to
emerge.
108

PSIONIC
Proficiency Psionic Techniques
Level Features
Bonus Surges Known

1 +2 Telepathy, Cognitive Techniques - 2

2 +2 Psionic Surges, Psychic Path 2 2

3 +2 Mental Discipline 2 3

4 +2 Ability Score Improvement 2 3

5 +3 - 3 4

6 +3 Expertise 3 4

7 +3 Mental Discipline Feature 3 4

8 +3 Ability Score Improvement 4 5

9 +4 Dual Path 4 5

10 +4 Adaptive Shift 4 5

11 +4 - 5 6

12 +4 Ability Score Improvement 5 6

13 +5 Mental Discipline Feature 5 6

14 +5 - 6 7

15 +5 Mind Over Matter 6 7

16 +5 Ability Score Improvement 6 7

17 +6 - 7 8

18 +6 Mental Discipline Feature 7 8

19 +6 Ability Score Improvement 7 8

20 +6 Thoughtform 8 9

Quickbuild Class Features


You can make a Psionic quickly by following these suggestions. It • Hit Dice: 1d8 per Psionic level
is important to note that the Psionic is an incredibly customisable • Hit Points at 1st Level: 8 + your Consitution modifier
class - taking different Cognitive Techniques, following down • Hit points at Higher Levels: 1d8 (or 5) + your Constitution
certain Psionic Paths, and picking a Mental Discipline you want to modifier per Psionic level after 1st
follow will create a psionic that is unique to you. Below is just one
example of many different playstyles present in this class.
Proficiencies
If you wish to follow the Warp Walker Mental Discipline and the Armor: Light armor
Guided Fist Psionic Path, put your highest score in Intelligence, and Weapons: Simple Weapons
your second and third highest scored in Dexterity and Constitution Saving Throws: Constitution, Intelligence
respectively. Consider picking Cognitive Techniques that will Skills: Choose 3 from Acrobatics, Arcana, History, Investigation,
enhance your capabilities in melee range, such as Kinetic Impact or Insight, Perception, Persuasion, Deception
Psionic Strike.

Multiclassing Equipment
Should you want to multiclass into Psionic, the prerequisites and You start with the following equipment, in addition to the
proficiencies gained are listed below: equipment granted by your background:

Ability Score Minimum: Intelligence 13 • (a) any two simple weapons


• (a) leather armor
Proficiency: Choose 1 from Acrobatics, Arcana, History, • (a) a dungeoneer’s pack or (b) an explorer’s pack
Investigation, Insight, Perception, Persuasion, Deception
109

Cognitive Techniques Psionic Surges


At 1st level, you can tap into the vast reservoir of mental energy
within their own mind to manifest unique abilities, known as Starting at 2nd level, you gain the ability to augment your Cognitive
Cognitive Techniques. These techniques are a tangible expression Techniques with surges of intense mental energy, known as Psionic
of your mental prowess, casting your thoughts and ideas into the Surges. When you use a Cognitive Technique, you can choose to
world around you. spend one Psionic Surge to empower the technique, providing
additional benefits. The exact effects vary depending on the
You gain two Cognitive Techniques of your choice. Your technique technique, often increasing its effectiveness or introducing unique
options are detailed at the end of the class description. When you properties. You can only expend one Psionic Surge per turn.
gain certain psionic levels, you gain additional techniques of your
choice, as shown in the techniques known column of the psionic You begin with two Psionic Surges at 2nd level. You gain additional
table. Psionic Surges as you reach specified levels in this class, as noted in
the Psionic Surges column of the Psionic table.
A level prerequisite in a technique refers to psionic level, not
character level. Furthermore, when you gain a level in this class, When using a Cognitive Technique, you must announce the use of a
you can choose one of the Cognitive Techniques you know and Psionic Surge prior to determining the outcome of the technique.
replace it with another technique that you could learn at that level.
If a technique has prerequisites, you must meet them to learn it. You regain all expended Psionic Surges on a long rest.

Some techniques call for your target to make a saving throw to


resist the technique’s effects. The saving throw DC is calculated as
follows:
Mental discipline
Technique Save DC = 8 + your Intelligence modifier + your proficiency When you reach 3rd level, you select a Mental Discipline. You can
bonus choose from Graviturgist, Mindweaver, or Warp Walker, each of
which grants you additional features.
Other techniques require you to make a technique attack roll
to determine whether the technique hits its target. The roll is Your choice grants you features at 3rd level, and again at 7th, 13th,
calculated as follows: and 18th level.

Technique Attack Roll = your Intelligence modifier + your proficiency


bonus
Ability Score Improvement
Starting at 2nd level, you can begin to empower your Cognitive
Techniques, enhancing their effects in various ways.
When you reach 4th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your choice by
1. As normal, you can’t increase an ability score above 20 using this
Telepathy feature.

If your DM allows the use of feats, you may instead take a feat.
Beginning at 1st level, as a bonus action, you can open your
mind to the thoughts and emotions of those around you. You can
communicate telepathically with any creature within 30 feet of
you. Your telepathic utterances are in a language you know, and Expertise
the creature understands you only if it knows that language. A
creature that you are communicating with cannot respond to you
telepathically. At 6th level, choose two of your skill proficiencies. Your proficiency
bonus is doubled for any ability check you make that uses either of
the chosen proficiencies.
Psychic path
At 2nd level, your psionic abilities allow you to follow a particular
Dual path
path, refining your powers to suit your chosen playstyle. This path
symbolizes the unique manner in which you manifest your psionic
powers, providing you with distinct advantages and capabilities. At 9th level, you can select a second Psychic Path and gain its
benefits.
• Thought Mage. Add your Intelligence Modifier to one
cognitive technique that deals psychic or force damage per


turn, that doesn’t already include a damage modifier.
Guided Fist. You gain proficiency in Unarmed Strikes, which
Adaptive shift
now deal 1d6. When you attack with your Unarmed Strikes,
you can use your Intelligence modifier, instead of Strength
or Dexterity, for the attack and damage rolls. Furthermore, Starting at 10th level, you can replace your proficiency in
you gain Unarmored Defense equal to 12 + your Intelligence Constitution or Intelligence saving throws whenever you finish
modifier. a long rest. To do so, choose Strength, Dexterity, Wisdom, or
• Prodigy. You gain proficiency in a number of skills equal to Charisma. You gain proficiency in saves using that ability, instead of
your Intelligence modifier. Constitution or Intelligence. This change lasts until you finish your
• Guardian. You gain proficiency in Martial Weapons, Medium next long rest.
Armor, and Shields.
110

Mind Over Matter


Starting at 15th level, at the end of your turn, you can call upon
your inner mental fortitude to shrug off a debilitating condition
afflicting you. You can end one of the following conditions on
yourself: charmed, frightened, paralyzed, poisoned, or stunned.

Thoughtform
At 20th level, you attain the pinnacle of psionic mastery, gaining the
ability to partially transcend physical form and embody a being of
pure cognitive energy. You permanently assume a thought form.
You gain the following benefits:

• As a bonus action, you can alter your physical appearance to


adopt ethereal, ghostly, or other supernatural visages rooted
in psionic energy.
• You have resistance to bludgeoning, piercing, and slashing
damage from nonmagical attacks. You also gain immunity to
psychic damage.
• You gain a fly speed of 30 feet, and you can hover.
• You can move through other creatures and objects as if they
were difficult terrain. You take 1d10 force damage if you end
your turn inside an object, and you are shunted to the closest
available space.
• Once per year, if you die, you can draw upon the collective
memory of those who knew you to rebuild your body and
spirit. If at least one sentient creature on the same plane of
existence harbors vivid memories of you, you return to life 24
hours after your death, appearing within 5 feet of the creature
who remembers you most vividly, with hit points equal to half
your hit point maximum.
111

Mental Discipline Gravitational Shield


The following option is available to psionics upon reaching 3rd level.
7th-level Graviturgist feature

Graviturgist Starting at 7th level, your mastery over gravity grants you the
ability to shield yourself and your allies from harm. As a reaction,
when you or a creature you can see within 60 feet of you is hit by
an attack or targeted by a spell that requires an attack roll, you can
The Graviturgist Mental Discipline invites psionics to become masters of
impose a gravitational field around the target, altering the course
gravity, guiding the unseen and potent forces to control and manipulate
of the attack or spell.
their surroundings. Initiates in this discipline learn to wield telekinetic
powers, hurling objects with a mere thought and shielding allies with
When you use this feature, the attacker must reroll the attack roll
an invisible, yet unyielding, force. As a Graviturgist hones their skill,
and use the new roll. If the new roll misses, the gravitational field
they unlock the secrets of gravitational fields, suspending enemies in
deflects the attack or spell, and the target takes no damage from
a dichotomy of forces that can both crush and liberate. Mastery in this
that attack or spell.
discipline bestows the phenomenal power to shape the very battlefield
itself, dictating flows of energy and motion with a finesse that can turn
You can use this ability a number of times equal to half your
even the tide of the fiercest battles. At the pinnacle of this path, one
Intelligence modifier (rounded down, a minimum of once), and you
can summon the awe-inspiring event horizon, a gravitational anomaly
regain all expended uses when you finish a long rest.
that pulls foes into a point of no return, demonstrating a mastery
over the unseen forces that is nearly godlike in its scope and power.
The Graviturgist is not just a warrior, but a force of nature, a maestro
conducting a symphony of energies on the battlefield, a true testament
to the incredible potential of the mind unleashed.
Gravitational Dichotomy
13th-level Graviturgist feature

Graviturgist Initiate At 13th level, you learn to manipulate gravity to suspend


and control the movements of creatures and objects with
3rd-level Graviturgist feature unprecedented finesse. As an action, you alter gravity in a 20-foot
radius, 120-foot-high cylinder centered on a point within 60 feet. All
creatures and objects within the cylinder experience altered gravity.
Gain the Minor Telekinesis Cognitive Technique. It does not count For 1 minute, you create one of the following effects in the area:
towards your maximum amount of Cognitive Techniques, and you
can use it as a bonus action. • Weightlessness. Creatures in the affected area gain a
flying speed equal to their walking speed, moving in three
Additionally, your ability to manipulate your surroundings with dimensions as if swimming in zero gravity. Objects in the area
your mind is increased. Whenever you use a Cognitive Technique to that are not held down or fixed in place float in the air.
forcefully move a creature or pick up an object, the range that you • Heavy Gravity. The gravity in the area is amplified, hindering
can target them and the distance that they’re moved is increased movement and actions. Creatures in the area have their
by 10 feet. speed halved, and they make attack rolls and Strength and
Dexterity saving throws with disadvantage. Jumping distance
is also halved. Ranged weapon attacks that travel through the
cylinder are made with disadvantage.

Telekinetic Hurl You can change the effect or end it early as a bonus action on your
turn. Once you use this ability, you can’t use it again until you finish
3rd-level Graviturgist feature a long rest.

At 3rd level, you gain a unique Cognitive Technique.

Telekinetic Hurl. You use telekinesis to wield objects as projectiles,


Event Horizon
hurling them at great speeds at your enemies. As an action, you can 18th-level Graviturgist feature
choose an unattended object within 60 feet of you that weighs up
to 5 pounds plus an additional 5 pounds per psionic level (up to a
maximum of 100 pounds at 20th level) and hurl it at a creature or At 18th level, you can create a gravitational point of no return. As
object you can see within range. Make a ranged technique attack an action, choose a point within 120 feet; a black hole forms at that
against the target. On a hit, the target takes bludgeoning damage point, lasting for 1 minute. Creatures within 60 feet of the point
equal to 1d6 plus your Intelligence modifier. are drawn 20 feet closer to it at the start of their turn unless they
succeed on a Strength saving throw against your technique save
This damage increases as you gain levels in this class, increasing to DC. Creatures that enter the space of the black hole are subjected
2d6 at 7th level, 3d6 at 13th level, and 4d6 at 17th level. to 12d10 force damage and are teleported to an unoccupied space
of your choosing within 500 feet of the black hole that you can see.
Empowered. You add extra force to your telekinetic hurl, pushing A creature can only be affected by this damage once per minute.
the target 10 feet backwards on hit.
You can use this feature once per long rest.
112

Mental Discipline Quantum Leap


The following option is available to psionics upon reaching 3rd level. 18th-level Warp Walker feature

Warp walker At the start of your turn, you may declare that you are initiating a
Quantum Leap. This marks your current location and state, which
includes your hit points, the conditions affecting you, and any
expended resources such as class features, spell slots, or item
Warp Walkers are psionics who have mastered the art of manipulating charges.
space and dimensions to their advantage. Early in their development,
they learn to perform blink steps, teleporting short distances in the At the end of your turn, you immediately return to the marked
blink of an eye, and can access a personal dimensional pocket to store location and state, restoring any hit points lost, removing any
and retrieve items almost magically. As they hone their skills, they conditions gained, and refunding any resources expended during
unlock more potent abilities: forcibly teleporting others, triggering a this turn.
warp nova to teleport multiple allies, and, at the peak of their mastery,
initiating a Quantum Leap to reset their own state while preserving the However, all actions and effects you inflicted on other creatures or
effects of their actions on others. With a Warp Walker in your midst, the environment during the turn remain unaffected; only your state
reality becomes a canvas, manipulated at will to control the battlefield and location are reset.
and protect allies through seemingly impossible space-bending feats.
Once you use this ability, you cannot use it again until you finish a
long rest.
Warp Walker Initiate
3rd-level Warp Walker feature

Gain the Blink Step Cognitive Technique. It does not count towards
your maximum amount of Cognitive Techniques. Once you’ve
reached 18th level in this class, you can use the Blink Step Cognitive
Technique an unlimited number of times per day.

Furthermore, when you use a cognitive technique, or any feature


from this subclass to teleport any distance, you can increase that
distance by up to 10 feet.

Dimensional Pocket
3rd-level Warp Walker feature

You’ve learned to tap into subspace to store and retrieve items


with ease. You gain the ability to access a personal dimensional
pocket, a small extra-dimensional space where you can store items.
As a bonus action, you can store one item you are holding in your
dimensional pocket or retrieve one item from it. The total weight
of the items in the dimensional pocket cannot exceed your Psionic
level × 10 pounds. You can see and interact with the items in your
dimensional pocket as if they were in a regular container. If an item
remains in the pocket for more than 24 hours, it is expelled to the
nearest unoccupied space.

Blink Shift
7th-level Warp Walker feature

As an action, choose one creature you can see within 60 feet of you.
That creature must make a Wisdom saving throw. On a failed save,
you can forcefully teleport the target to an unoccupied space within
60 feet of you.

You can use this ability once per short or long rest.

Warp Nova
13th-level Warp Walker feature

As an action, you can release a burst of warped energy that


teleports all willing creatures of your choice that you can see within
60 feet of you to unoccupied spaces you can see within 120 feet.

Once you use this feature, you can’t use it again until you finish a
long rest.
113

Mental Discipline Mind’s Masquerade


The following option is available to psionics upon reaching 3rd level.
7th-level Weaver feature

Mindweaver At 7th level, you learn how to subtly weave illusionary traits into
your physical appearance to affect the minds of others profoundly.
As an action, you can choose a creature within 30 feet of you that
you can see. The chosen creature must succeed on an Intelligence
In the intricate dance of mind and matter, Psionics of this subclass
saving throw against your Cognitive Technique save DC or fall
weave illusions with a mastery unattained by most. Commanding
under the subtle influence of your morphed presence for the next
the very fabric of reality, they manipulate perceptions to an extent
10 minutes. On a failed save:
that distinguishes friend from foe and sows chaos in the minds of
enemies. They bear the ability to project illusory duplicates, a versatile
• You subtly shift your appearance and demeanor, incorporating
tool that can be both a doppelganger in battle and a messenger in
elements that make you appear more desirable or intimidating
secret undertakings. With time, their control over illusions branches
to the target. This change is not drastic but might entail a
into an almost hypnotic influence over individuals, enabling them to
warm and comforting aura, a slight change in your features
morph their presence subtly to become either a figure of admiration
to align with the creature’s desires, or an unseen but palpably
or a source of fear. This mesmerizing ability evolves to affect groups,
menacing presence.
manipulating alliances and enmities in the blink of an eye. The
• For the next 10 minutes, you have advantage on Charisma
crescendo of their power erupts as a storm of illusionary doubles in the
(Persuasion) or Charisma (Intimidation) checks against the
battlefield, a whirlwind of chaos where enemies lose the grasp of their
affected creature, depending on the emotional trigger you
own wills, becoming mere puppets in the Psionic’s grand performance.
chose to invoke.
It is a path of illusion, control, and unmatched strategic mastery,
• During this time, you may use your Intelligence modifier,
weaving a tapestry of reality and illusion indistinguishable from each
instead of your Charisma modifier, for these Charisma
other, steering the events from the unseen and untouched vantage
(Persuasion) or Charisma (Intimidation) checks.
point, a maestro in a symphony of minds.
You can use this feature once per short or long rest.

Mindweaver Initiate
3rd-level Mindweaver feature
Phantom Alliance
13th-level Weaver feature
Gain the Mental Lure Cognitive Technique. It does not count
towards your maximum amount of Cognitive Techniques, and you
can use it as a bonus action.
At 13th level, your mastery over mental manipulation allows you to
twist the perceptions of creatures around you, distorting who they
Additionally, when you use the Mental Lure Cognitive Technique,
see as friends and foes. As an action, you can target a number of
you can target a number of creatures equal to your Intelligence
creatures equal to your Intelligence modifier (minimum of one) that
modifier (minimum of one) within range, attempting to influence
you can see within a range of 60 feet. Each target must succeed on
them all with the same suggestion or thought.
a Wisdom saving throw against your Cognitive Technique save DC
or have their perceptions altered for 1 minute.

Illusionary Strategist On a failed save, you can make a target perceive all creatures of
your choice within its sight as enemies, or see enemies as trusted
3rd-level Weaver feature
allies. This does not control the creatures’ actions but influences
their initial perceptions, potentially causing confusion and hesitancy
At 3rd level, you gain the ability to create an illusory double in battle.
of yourself. As an action, you can summon this illusion in an
unoccupied space that you can see within 30 feet of you. The The affected creatures can reattempt the Wisdom saving throw
illusion has hit points equal to your Psionic level + your Intelligence at the end of each of their turns, ending the effect on a successful
modifier and shares your AC and saving throw bonuses. It is save. A creature that succeeds on the saving throw is immune to
immune to all conditions. this ability for the next 24 hours.

You maintain a telepathic link with the illusion, allowing you to see
and hear everything it experiences. The illusion is in synch with
you, mirroring your actions and creating a deceptive display to
confound your enemies, though it cannot interact physically with its
surroundings or make attacks. Effects originating from the illusion
are illusory and have no real impact.

As a bonus action on your turn, you can move the illusion up to 30


feet to a space you can see, but it must remain within 120 feet of
you. You can use an action to swap places with the illusion once per
summoning of the illusion.

At the start of each enemy creature’s turn within sight of the


illusion, it must make an Intelligence (Investigation) check against
your Cognitive Technique save DC. On a failure, the creature
perceives the illusion as real and targets it instead of you for that
turn. A creature that succeeds on this save becomes immune to this
effect for the duration.

The illusion lasts for 10 minutes, until it drops to 0 hit points, or


until you dismiss it as a bonus action. Once you use this feature,
you must complete a short or long rest before you can use it again.
114

Illusory Onslaught
18th-level Weaver feature

At 18th level, you gain the ability to conjure a whirlwind of chaos


using your mastery over illusions. As an action, you unleash a
storm of illusory duplicates that rush out from you, covering a 60-
foot radius and lasting for 1 minute. These duplicates swarm the
area, selectively targeting creatures of your choice.

If a creature of your choice starts its turn or ends its turn within 60
feet of you, one of the illusory doubles reaches them and merges
with them, forcing them to make an Intelligence saving throw
against your Cognitive Technique save DC.

On a failed save, the creature is overcome by illusory whispers


and commands, finding themselves under your control for their
next turn. You establish a telepathic bond with the creature, which
allows you to issue commands (no action required) to the creature,
which it strives to obey to the best of it’s ability.

Should you command the creature to harm itself, or if it takes any


form of damage, or when it reaches the end of its turn under your
control, it can make another Intelligence saving throw to break free
from your influence. A creature that successfully saves against this
effect becomes immune to it for the remainder of the ability’s
duration.

You can use this feature once, regaining the ability to do so


after completing a long rest.
115

1st Level Cognitive Techniques


Psionic Spike Psionic Strike
Technique Attack Roll Technique Attack Roll
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: Self (5-foot radius)
Components: S Components: S
Duration: Instantaneous Duration: Instantaneous

You focus your psionic energy into a fine point and launch it at a You charge your weapon or unarmed strike with psionic energy
creature you can see within range. Make a ranged technique attack to deliver a powerful attack. As part of the action used to cast this
against the target. On a hit, the target takes 1d8 psychic damage. technique, you must make a weapon attack or an unarmed strike
against one creature within the weapon’s range, otherwise the
At Higher Levels. The technique’s damage increases as you gain technique fails. On a hit, the target suffers the attack’s normal
levels in this class. The damage increases to 2d8 at 5th level, 3d8 at effects and an extra 1d8 psychic damage.
11th level, and 4d8 at 17th level.
At Higher Levels. The technique’s damage increases as you gain
Empowered. The target takes an additional 2d8 psychic damage. levels in this class, dealing 2d8 damage at 5th level, 3d8 at 11th
level, and 4d8 at 17th level.

Empowered. The attack deals an additional 2d8 psychic damage.


Forceful Blast
Technique Attack Roll
Casting Time: 1 action
Range: 60 feet Kinetic Impact
Components: S Technique Attack Roll
Duration: Instantaneous Casting Time: 1 action
Range: Self (5-foot radius)
You channel your psionic power to create a blast of force directed at Components: S
a creature or object within range. Make a ranged technique attack Duration: Instantaneous
against the target. On a hit, the target takes 1d6 force damage. If
the target is a creature and is Large or smaller, it is pushed 5 feet You imbue your weapon or unarmed strike with kinetic energy
away from you. to launch a forceful attack. As part of the action used to cast this
technique, you must make a weapon attack or an unarmed strike
Empowered. The target is pushed an additional 10 feet away (for against one creature within the weapon’s range, otherwise the
a total of 15 feet). If the target collides with terrain, it takes an technique fails. On a hit, the target suffers the attack’s normal
additional 1d6 force damage. If the target collides with another effects and is pushed back 5 feet. If they collide with terrain, they
creature, both creatures take this additional damage. suffer an additional 1d6 force damage. If they collide with another
creature or an object, they both suffer this damage.
At Higher Levels. The technique’s damage increases as you gain
levels in this class, dealing 2d6 damage at 5th level, 3d6 at 11th At Higher Levels. The technique’s damage increases as you reach
level, and 4d6 at 17th level. higher levels in this class: at 5th level, the attack deals an extra 1d6
force damage to the target, and the collision damage increases to
2d6; both damages increase by 1d6 at 11th level and 17th level.

Empowered. The target is pushed an additional 5 feet (for a total of


10 feet).
116

Minor Telekinesis Mental Lure


As an action, you can exert your will on an object within 30 feet As an action, you can project a simple thought into the mind of one
of you that weighs up to 10 pounds, moving it up to 30 ft. in any creature you can see within 30 feet of you. The target must succeed
direction but not beyond the range of this ability. The object must on a Wisdom saving throw against your cognitive technique
remain within sight at all times, and you can’t affect an object being save DC or be influenced by a simple suggestion or thought you
worn or carried by another creature. Once the object has been implant in its mind, altering its behavior slightly for the duration.
moved, or you end your turn, your control over it ends. This suggestion cannot force the target to harm itself or others. A
creature immune to being charmed automatically succeeds on this
Empowered. The maximum weight of objects you can target with saving throw. A creature has advantage on this saving throw if you
this ability is doubled. Additionally, the range increases to 60 feet and your allies are fighting it. On a success, the creature knows you
and you can move targeted objects up to 60 feet in any direction. attempted to influence their mind. You can use this ability twice per
short or long rest.

At Higher Levels. The amount of times you can use this ability
Glimpse increases as you gain levels in this class. You can use it three times
at 5th level, four times at 11th level, and five times at 17th level.
As an action, you can concentrate to receive brief flashes of insight.
Your next attack roll, ability check, or saving throw before the end Empowered. The target has disadvantage on their saving throw.
of your next turn has advantage. You can use this ability twice per
short or long rest.

At Higher Levels. The amount of times you can use this ability
increases as you gain levels in this class. You can use it three times Insightful Charm
at 5th level, four times at 11th level, and five times at 17th level. As a reaction when you make a Charisma check with a skill in which
you are proficient, you can apply your mental acuity to supplement
Empowered. You can use this ability as a bonus action, instead of your natural charm. Add your Intelligence modifier to the result of
an action. the Charisma check. You can use this ability twice per short or long
rest.

Minor Emotional Aura At Higher Levels. The amount of times you can use this ability
increases as you gain levels in this class. You can use it three times
As a bonus action, you can sense the dominant emotion of one at 5th level, four times at 11th level, and five times at 17th level.
creature you can see within 30 feet of you. The target must succeed
on an Intelligence saving throw against your technique save DC. Empowered. If the result of the Charisma check is 7 or lower, you
On a failure, you know the type of emotion (joy, sadness, fear, can choose to treat it as an 8 before adding any modifiers.
anger, etc.), but not the reason behind it. If you use this ability on a
creature that doesn’t experience emotions (such as most constructs
or undead), you sense only a void.

Empowered. You can also implant a minor emotional suggestion in Feral Empathy
the target, causing them to feel a specific emotion of your choosing You can cast beast bond on a beast at will, without expending a
until the start of your next turn. spell slot or material components.

Empowered. The range within which the creature can gain


advantage on attack rolls against targets that are within 5 feet of
Blink Step you extends from 5 feet to 15 feet.
As a bonus action, you can teleport up to 10 feet to an unoccupied
space you can see within range. You can use this ability twice per
short or long rest.

At Higher Levels. The amount of times you can use this ability
Force Of A Thousand Thoughts
increases as you gain levels in this class. You can use it three times You can cast catapult once, without expending a spell slot or
at 5th level, four times at 11th level, and five times at 17th level. material components. You can’t do so again until you finish a short
or a long rest.
Empowered. The distance you can teleport increases to 20 feet.
Empowered. The range is increased by 10 feet, and you can add
your Intelligence modifier to the spell’s damage.

Lore Glimpse
As a bonus action, you touch a written work and absorb its basic
contents, gaining knowledge of what it is about but not deep
understanding or specific details. This ability does not allow you to
The Mind’s Whispering Wiles
learn spells or magical secrets hidden within the text. You can use You can cast charm person once, without expending a spell slot or
this ability twice per short or long rest. material components. You can’t do so again until you finish a short
or a long rest.
At Higher Levels. The amount of times you can use this ability
increases as you gain levels in this class. You can use it three times Empowered. The spell casts at 2nd level.
at 5th level, four times at 11th level, and five times at 17th level.

Empowered. You can use this ability at a distance of up to 15 ft.,


and you also gain advantage on the next Intelligence check within
the next 10 minutes related to the information you absorbed.
117

Word Of Power
You can cast command once, without expending a spell slot or
material components. You can’t do so again until you finish a short
or a long rest.

Empowered. The spell casts at 2nd level.

Psionic Lexicon
You can cast comprehend languages on yourself at will, without
expending a spell slot or material components.

Empowered. You can cast it on one other creature within 5 feet of


you.

Harbringer Of The Mad Choir


You can cast dissonant whispers once, without expending a spell
slot or material components. You can’t do so again until you finish a
short or a long rest.

Empowered. The spell casts at 2nd level.

Gravity’s Forgotten Grasp


You can cast feather fall once, without expending a spell slot or
material components. You can’t do so again until you finish a short
or a long rest.

Empowered. The range of the spell is increased to 120 feet.

Boundless Stride
You can cast jump once, without expending a spell slot or material
components. You can’t do so again until you finish a short or a long
rest.

Empowered. Your movement speed is also increased by 10 ft. for


the duration.

Versatile Mind
During a long rest, you can hone your psionic focus to temporarily
alter your skills. You can choose one skill in which you are proficient
and swap it with another skill in which you are not proficient. This
swap lasts until you finish your next long rest.

Empowered. If you have expertise in the skill you’re swapping away


from, you can transfer your expertise to the newly chosen skill,
granting you expertise in that skill until you finish your next long
rest.
118

5th Level Cognitive Techniques


Extra Attack Immediate Foresight
You can attack twice, instead of once, whenever you take the Attack Using your keen psionic abilities to glimpse moments into the
action on your turn. future, you guide your actions with unprecedented precision. As an
action, you can activate this ability to gain a bonus on certain rolls.
For the next 1 minute or until you lose concentration (as if you were
concentrating on a spell), you can add a 1d4 to your attack rolls,
Enhanced Dash saving throws, and ability checks that you are proficient in. Once
When you take the Dash action, you can replace up to half of you use this ability, you can’t do so again until you finish a short or
your movement speed with teleportation, instantly moving to an a long rest.
unoccupied space that you can see. This teleportation can’t be
broken up into smaller increments; it is a single, instantaneous Empowered. You have advantage on your concentration checks for
relocation. Once you use this ability, you can’t do so again until you this ability.
finish a short or a long rest.

Empowered. You can teleport the entire distance of your dash.


Precognitive Assault
As an action, you intensely scrutinize a creature you can see
within 60 feet, analyzing its movements, habits, and other
Psi-Wave discernible details to anticipate its actions. The target must make
an Intelligence saving throw against your Psionic Technique save
As an action, you unleash a wave of psionic energy in a 20 ft.
cone. Each creature in the area must make an Intelligence saving DC. On a failure, you gain a deep understanding of the target’s
throw, taking 3d6 psychic damage on a failed save, or half as much behavior, granting you advantage on attack rolls against it for the
damage on a successful one. Once you use this ability, you can’t do next minute. Once you use this ability, you can’t do so again until
so again until you finish a short or a long rest. you finish a short or a long rest.

At Higher Levels. The damage increases as you gain levels in this Empowered. While this effect is active, you can add your
class. It deals 4d6 at 11th level, and 6d6 at 17th level. proficiency bonus to your AC when the targeted creature attacks
you.
Empowered. When you roll a 1 or 2 on a damage die, you can reroll
the die and must use the new roll, even if the new roll is a 1 or a 2.

Honed Instinct
Telekinetic Suspension As a reaction when a creature attempts to hit you with an attack,
your psionic energy surges, causing your body to move and react to
As an action, you can focus your psionic energy to manipulate the
defend itself. The triggering creature’s attack against you is made
gravitational forces surrounding a creature that you can see within
with disadvantage.
30 feet of you. The target must succeed on a Strength saving throw
against your technique save DC or become restrained as they are
Empowered. When you use your Honed Instinct, it remains active
lifted 15 feet into the air, suspending them in a gravitational stasis.
until the start of your next turn. During this time, the first attack
A creature restrained by this ability can use its action to make a
made against you by each creature is made with disadvantage.
Strength or Dexterity check (its choice) against your technique save
DC. On a success, it frees itself and descends to the ground at a
speed of 60 feet per round, landing without taking fall damage.
This ability lasts for 1 minute or until you lose concentration (as if
concentrating on a spell). Once you use this ability, you can’t do so
again until you finish a short or a long rest. Psionic Jaunt
As a reaction when a creature within 30 ft. of you is making a
Empowered. As a bonus action on your turn, you can exert Dexterity saving throw, you can add your Intelligence modifier to
additional control over the gravitational forces at play, moving the their total roll.
restrained creature up to 15 feet to an unoccupied space, provided
that this movement does not elevate the creature vertically. This Empowered. You can target two creatures.
movement does not provoke opportunity attacks.

Lethargy Eidetic Projection


The first time you inflict psychic damage on a creature in a turn, As an action, you can create a detailed three-dimensional image
they lose 10 ft. of movement until the end of their next turn. from your memory. The image can be up to a 10-foot cube, and
it appears completely real, including sounds and smells, to all
senses except touch. The image is stationary and lasts for up to
10 minutes. Physical interaction with the image reveals it to be an
Telepathic Camouflage illusion, as objects can pass through it. A creature can use its action
to examine the image, making an Intelligence (Investigation) check
You can use your psychic energy to alter the perceptions of
creatures around you. As an action, you and any creatures you against your technique save DC. On a successful check, it becomes
choose within 30 feet of you blend into your surroundings. Each aware that it is an illusion. Once you use this ability, you can’t do so
chosen creature, including you, has advantage on Dexterity again until you finish a short or a long rest.
(Stealth) checks until the start of your next turn. Once you use this
ability, you can’t do so again until you finish a short or a long rest. Empowered. Creature’s have disadvantage on their Intelligence
(Investigation) checks.
Empowered. The duration is increased to 1 minute.
119

Mind Mask
You can use your psionic powers to alter your appearance in the
minds of others. You can cast Disguise Self once without expending
a spell slot. Once you use this ability, you can’t do so again until you
finish a short or a long rest.

Empowered. The spell lasts until you finish a long rest.

Spirit Sense
You can cast see invisibility once without expending a spell slot or
material components. Once you use this ability, you can’t do so
again until you finish a short or a long rest.

Empowered. The spell lasts until you finish a long rest.


120

8th Level Cognitive Techniques


Kinetic Shockwave Mind Shield
As an action, you unleash a line of force 30 feet long and 5 feet wide Your mind has become an impenetrable fortress. You have
from you in a direction you choose. Each creature in the line must immunity to any effect that would allow a creature to read your
make a Strength saving throw against your technique save DC. mind or discern your thoughts, including the reading of your
On a failed save, a creature takes 4d6 force damage, is pushed 10 emotions or alignment. Furthermore, if a creature attempts to
feet away from you, and knocked prone. On a successful save, the probe your mind using a spell or ability, you can use your reaction
creature takes half as much damage and is not pushed or knocked to unleash a torrent of psychic backlash, dealing psychic damage
prone. Once you use this ability, you can’t do so again until you to it equal to your Intelligence modifier (minimum of 1). This ability
finish a short or a long rest. doesn’t prevent willing communication through telepathy or similar
abilities.
At Higher Levels. The damage increases as you gain levels in this
class. It deals 5d6 at 11th level, and 7d6 at 17th level. Empowered. You deal additional damage equal to your proficiency
bonus for this ability.
Empowered. The damage is increased by 2d6, the range is
increased by 10 feet, and the width is increased by 5 feet.

Temporal Deceleration
Psychic Drain You can cast slow once, without expending a spell slot or material
components. Once you use this ability, you can’t do so again until
As an action, you can force a creature within 60 feet that you can you finish a long rest.
see to make an Intelligence saving throw against your technique
save DC. On a failure, the creature takes 5d6 psychic damage, and Empowered. Affected creatures also have disadvantage on
you gain temporary hit points equal to half the amount of psychic Intelligence saving throws.
damage dealt. Once you use this ability, you can’t do so again until
you finish a short or a long rest.

At Higher Levels. The damage increases as you gain levels in this


class. It deals 6d6 at 11th level, and 8d6 at 17th level. Counter Thought
You can cast counterspell once, without expending a spell slot or
Empowered. If the creature fails their saving throw, they have
material components. Once you use this ability, you can’t do so
disadvantage on their next saving throw.
again until you finish a long rest.

Empowered. You can cast it at a 4th level.

Emotional Surge
As an action, you can ignite a surge of inspiring and empowering
emotions in yourself and in your allies. Choose a number of
creatures up to your Intelligence modifier (minimum of one)
Thought Bridge
You can cast sending once, without expending a spell slot or
that you can see within 30 feet of you. For 1 minute or until your
material components. Once you use this ability, you can’t do so
concentration ends (as if you were concentrating on a spell),
again until you finish a short or a long rest.
the chosen creatures gain temporary hit points equal to your
Intelligence modifier at the beginning of their turns. These
Empowered. If the target replies, you’re able to respond once
temporary hit points replace any temporary hit points the creature
more.
already has. Additionally, they have advantage on saving throws
against being frightened. Once you use this feature, you can’t do so
again until you finish a short or long rest.

Empowered. You gain advantage on concentration checks to


maintain this ability. Astral Soar
You can cast fly once, without expending a spell slot or material
components. Once you use this ability, you can’t do so again until
you finish a short or a long rest.

Cerebral Invisibility Empowered. You can cast it at a 4th level.


You can manipulate minds to become unnoticed. As an action, you
can turn invisible until the end of your next turn, or until you attack,
cast a spell, or use another cognitive technique. Once you use this
ability, you can’t do so again until you finish a short or a long rest. Uncanny Awareness
You can’t be surprised while you are conscious.
Empowered. The duration is increased to 1 minute.
121

11th Level Cognitive


Techniques
Defy Gravity
You gain the ability to hover a few inches above the ground at a
speed equal to your walking speed, allowing you to ignore difficult
terrain, move over liquid surfaces as if they were solid, and fall at
a rate of 60 feet per round. If you attempt to hover over empty
spaces such as chasms or pits, you will float down to the bottom.

All In Your Head


As a reaction when you take damage, you can shield yourself with
a fragment of your cognitive might. You gain temporary hit points
equal to the damage you just took. These temporary hit points
last for a number of rounds equal to your Intelligence modifier
(minimum of 1 round) before depleting. Once you use this ability,
you can’t do so again until you finish a short or a long rest.

Empowered. At the end of the duration, if you have any remaining


temporary hit points from this ability, you regain a number of hit
points equal to the remaining temporary hit points.

Deep Recesses
At the end of a short rest, you regain half of your psionic surges
(rounded down). Once you use this ability, you can’t do so again
until you finish a long rest.

Subconscious Warning
You can add your Intelligence modifier to your initiative rolls.

Soul Tracker
You can cast locate creature once, without expending a spell slot
or material components. Once you use this ability, you can’t do so
again until you finish a short or a long rest.

Empowered. The range you can detect the creature out to is


increased to 2,000 feet.

Dreamweaver’s Expanse
You can cast hallucinatory terrain once, without expending a spell
slot or material components. Once you use this ability, you can’t do
so again until you finish a short or a long rest.

Empowered. Creatures have disadvantage on their checks to


discern that it is an illusion.

Portal Step
You can cast dimension door once, without expending a spell slot
or material components. Once you use this ability, you can’t do so
again until you finish a short or a long rest.

Empowered. You can bring along one additional creature (for a


total of two).
122

14th Level Cognitive Techniques


Forced Balance Perception Shift
At the start of your turn, you can use your connection to the You can cast seeming once, without expending a spell slot or
fundamental energies of the universe to heighten your powers. You material components. Once you use this ability, you can’t do so
can activate this ability at the beginning of your turn. Until the end again until you finish a long rest.
of your turn, the minimum damage you can deal with any psychic
or force damage roll is equal to the average roll of the damage die, Empowered. Creatures have disadvantage on their checks to
rounded down. For example, when rolling damage for a d6, the discern that it is an illusion.
minimum damage you can deal is 3. Once you use this feature, you
can’t use it again until you finish a long rest.

Empowered. When a dice rolls below the average, you can reroll it
once.

Psionic Catastrophe
As an action, you can unleash the full might of your latent psionic
energy, affecting all creatures within a 20-foot radius centred on
you. Each creature in that area must make an Intelligence saving
throw against your technique save DC. On a failed save, a creature
takes 10d6 psychic damage and loses the ability to take reactions
until the start of its next turn. On a successful save, a creature takes
half as much damage and doesn’t lose its ability to take reactions.
Once you use this ability, you can’t do so again until you finish a
short or a long rest.

Empowered. When you use this ability, you can choose a number
of creatures equal to your Intelligence modifier (minimum of 1) that
you can see within the radius to be unaffected by it.

Perfect Sight
You gain truesight out to a range of 30 feet.

Psychokinesis
You can cast telekinesis once, without expending a spell slot or
material components. Once you use this ability, you can’t do so
again until you finish a long rest.

Empowered. The duration is increased to twenty minutes.

Memory Weave
You can cast modify memory once, without expending a spell slot
or material components. Once you use this ability, you can’t do so
again until you finish a long rest.

Empowered. You can convey the altered memories telepathically,


bypassing any language barrier.

Omniscient Gaze
You can cast scrying once, without expending a spell slot or
material components. Once you use this ability, you can’t do so
again until you finish a long rest.

Empowered. The duration is increased to twenty minutes.

Willbreaker
You can cast dominate person once, without expending a spell slot
or material components. Once you use this ability, you can’t do so
again until you finish a long rest.

Empowered. You cast the spell at a 6th level.


123

VIII: New Subclasses


unleash a terrifying roar that affects creatures of your choice
within a 15-foot radius. For each additional Infernal Dice spent,
the range increases by 15 feet. Affected creatures must make
a Wisdom saving throw against your Infernal Ability DC or be
frightened and have their movement speed reduced to 0 until

PRIMAL PATH
the effect ends. Flying creatures do not fall due to having 0
movement speed. Creatures can repeat the saving throw at the
end of their turn, ending the effect on a success.
• Cataclysmic Leap. As a bonus action, you can expend Infernal
The following option is available to barbarians upon reaching 3rd
Dice to target a creature you can see within a range equal
level.
to your movement speed and propel yourself toward them,
provided you have greater than 0 ft. of movement. Your path
Hellfire must be straight and unobstructed, and you land in a square
adjacent to the target. Until the end of your turn, your next
successful melee weapon attack against that creature deals an
I stride into the battle with a fierce battle cry, my blood pumping and additional 1d10 fire damage per expended Infernal Dice.
the infernal energy coursing through my veins. My muscles bulge, my
skin turns a deep red and my eyes glow with an otherworldly fire. The Your Infernal Ability DC is equal to 8 + your proficiency bonus + your
ground beneath me trembles and the air around me grows hot and Constitution modifier.
thick with the scent of brimstone.

The fire in my eyes seems to mimic the ones in my fists as they unleash
the infernal flames upon my opponents. The sight of them writhing in
pain, trying to extinguish the flames, only fuels my rage further. I feel
Menacing Presence
a grin spreading across my face as I take in the destruction that I have 6th-level Hellfire feature
wrought. This is who I am.
At 6th level, as a bonus action, you can attempt to frighten
As the last of my enemies fall, I let out a triumphant roar, my chest
someone with nothing but the ferocious look in your eyes. Make a
heaving as I revel in my victory. My companions look at me with awe,
contested Charisma (Intimidation) check against a targets Wisdom
my enemies tremble in fear. I am the Infernal, and I am unstoppable.
(Insight) check. If the creature cannot see you, you automatically
fail the check. If you succeed on the contested check, the target
is frightened for 1 minute. They can roll a Wisdom saving throw

Malefic Rage against a DC equal to 8 + your Charisma modifier + your Proficiency


bonus at the end of each of their turns, ending the effect on a
3rd-level Hellfire feature success. You can use this ability once per short or long rest.

Furthermore, you can add your Strength modifier to Charisma


Your rage shapes you into a creature your enemies will never (Intimidation) checks.
forget. You gain resistance to fire damage while raging. If you
already have resistance, you can instead reduce fire damage taken
by 1d6 (resistances apply).
Healed In Hellfire
Furthermore when you enter your rage, you unleash the infernal 10th-level Hellfire feature
power within you. Until the rage ends, you manifest claws, which
you can use as a weapon if that hand is empty. They deal 1d6
slashing damage on a hit. They count as a simple melee weapon Starting at 10th level, your infernal constitution grants you the
for you, and you add your Strength modifier to the attack and ability to quickly heal your wounds. While you are raging, and below
damage rolls when you attack with it, as normal. half of your maximum hit points, you regain hit points equal to
your Constitution modifier whenever you successfully land a melee
weapon attack, or an unarmed strike. This effect can only occur
once per turn.

Infernal Abilities
3rd-level Hellfire feature
Infernal Visage
At 3rd level, your connection to your dwindling life force manifests 14th-level Hellfire feature
as explosive powers. You gain a pool of d6 Infernal Dice equal to
your Barbarian level and learn one Infernal Ability of your choice.
You learn additional Infernal Abilities at 6th and 10th level. Starting at 14th level, your infernal powers reach their peak. While
you are raging, you can use your action to transform into your
When an ability requires you to “expend an Infernal Dice,” roll demonic form. In this form, you gain the following benefits:
the dice and reduce your current hit points by the result as fire • Your size becomes Large, and your reach increases by 5 ft.
damage, which cannot be reduced in any way. You can only expend • You sprout demonic wings and gain a fly speed of 60 ft.
one Infernal Dice per ability use. The number of Infernal Dice you • Your melee weapon attacks, including your unarmed and
can expend per ability increases at 5th level (two dice), 11th level natural weapons, deal an additional 2d6 fire damage on a hit.
(three dice), and 17th level (four dice). You regain all expended
Infernal Dice when you finish a short or long rest. This transformation lasts for 1 minute or until your rage ends. You
can use this ability once per long rest.
Your Infernal Abilities are as following:
• Eruption. As an action, you can expend Infernal Dice to
unleash a burst of flame, forcing creatures within a 15-foot
radius centered on you to make a Dexterity saving throw
against your Infernal Ability DC. On a failure, they take 1d10
fire damage per Infernal Dice expended.
• Dreadful Roar. As an action, you can expend Infernal Dice to
124
125

Vicious Tempo
BARD COLLEGE 3rd-level Rhythm feature
The following option is available to bards upon reaching 2nd level.
At 3rd level, your rhythmic abilities enable you and your allies to
strike with increasing force. When you are playing on beat, and
Rhythm you or an ally within 30 ft. of you successfully hit a creature with an
attack, you or your ally can use their reaction to grant advantage to
the next attack roll made against the same target until the end of
Bards of the College of Rhythm are masters of tempo and harmony, their next turn.
using their extraordinary musical talents to inspire their allies and
confound their foes. These bards wield the power of rhythm, infusing
their performances with the pulsing energy of life itself. They can weave
intricate melodies that lift the spirits of their allies or create discordant
cacophonies that shatter their enemies’ concentration. The College of
Rhythmic Disruption
Rhythm teaches its students to draw upon the fundamental forces of 6th-level Rhythm feature
the universe, harnessing the rhythmic energies that permeate all things
to create powerful magical effects. With their unwavering dedication to As a bonus action, you can target a creature within 60 ft. and
the art of music, these bards stand as shining examples of the power attempt to disrupt its concentration with a burst of discordant
and potential of the bardic tradition. noise. The target must make a Constitution saving throw against
your spell save DC. On a failed save, the target is deafened
for 1 minute, and loses concentration on any spells they were
concentrating on. Furthermore, they have disadvantage on
The Beat concentration checks for the next minute, as their ears and mind
3rd-level Rhythm feature are filled with a jarring ringing noise.

You can use this ability a number of times equal to your Charisma
As an action, while holding your spellcasting focus, you start modifier (minimum of 1) per day, regaining all uses at the end of a
rhythmically playing a particular beat, granting one of the following long rest.
benefits to you and allies of your choice that can hear you and start
their turn within 30 ft. of you.
• Rhythm of the Heart. Your music fills the hearts of you
and your allies, granting temporary hit points equal to your
proficiency bonus at the start of their turns. Rhythmic Mastery
• Rhythm of the Wild. Your music stirs the primal energy within 14th-level Rhythm feature
you and your allies, granting an additional 10 ft. of movement
and the ability to ignore non-magical difficult terrain.
• Rhythm of the Arcane. Your music allows you and your Your mastery of the Beat that encompasses all allows you to
allies to truly focus, allowing all effected creatues to add your harness its power in new ways. While playing on Beat, you and
Charisma modifier to their concentration checks when trying your allies within 30 ft. of you gain an additional benefits from
to maintain concentration on their spells or similar abilities. the Rhythm of the Heart, Rhythm of the Wild, and Rhythm of the
Arcane features.
You can remain playing on beat for 1 minute, and you can switch • Heart’s Echo. The temporary hit points granted by Rhythm
to a different beat as a bonus action on subsequent turns. You can of the Heart now includes your Charisma modifier.
cast spells, use abilities, and otherwise act normally whilst playing • Wild’s Frenzy. The additional movement and ability to ignore
on beat. However, the beat ends early if you are incapacitated, difficult terrain granted by Rhythm of the Wild is doubled
silenced, or knocked unconscious. to 20 ft., and affected creatures can move through magical
difficult terrain without penalty.
Once you have used this ability, you must finish a long rest before • Arcane Resonance. In addition to adding your Charisma
you can use it again. Otherwise, you can expend one usage of your modifier to their concentration checks, affected creatures also
Bardic Inspiration to regain usage of the beat. have advantage on saving throws to maintain concentration
on their spells or similar abilities. Furthermore, all creatures
within range have advantage on saving throws against
magical effects.
126
127

CLERIC DOMAIN In addition, you learn the poison spray cantrip, which doesn’t count
against the number of cleric cantrips you know. When you are
The following option is available to clerics upon reaching 1st level. casting it, the range is increased to 30 ft., and you can target two
creatures with it if they are adjacent to each other and within range.

Pestilence Domain
Channel Divinity: Ill Omen
The downtrodden wretches of society fall into two minds: to lift 2nd-level Pestilence feature
themselves up to those of their betters, or to despise their betters and
wish to bring them down. Clerics of the Pestilence domain fall into the
Starting at 2nd level, you can use your Channel Divinity to curse
latter: vagrants and wretches cast aside by the eyes of the world, they
your enemies with ill fortune.
now only see it as a miserable place that strikes them while they’re
down.
As an action, you can call upon your deity’s power. Choose a
number of creatures within 30 ft. of you that you can see. Each
The whispers of a dark god of famine, disease and pestilence seduce
creature must make a Wisdom saving throw against your spell save
them, and in giving their souls to such a being they are in turn given its
DC. On a failed save, a creature is afflicted by a random effect listed
power. With this power, even the smoothest skin can turn gangrenous,
below for 1 minute. Roll a 1d4 to determine which effect for each
and the healthiest bodies poisoned and starve so all others can be
creature:
brought to their own misery.
1. Subtract 1d4 from their saving throws.
2. Subtract 1d4 from their attack rolls.
3. Their movement speed reduced by half (rounded down)
4. They cannot take reactions or bonus actions.
Pestilence Domain Spells
1st-level Pestilence feature At the end of each of its turns, an affected creature can make
another Wisdom saving throw. On a success, the curse ends for
that creature.
The Pestilence Domain focuses on unleashing poxes and blights
upon your enemies to weaken their bodies and spirits. In Tharador,
Idinhelieth is the dark divine that rules this twisted domain, and he
will cast plagues and barren harvests upon lands that have earned
his scorn. Contagious
6th-level Pestilence feature
At each indicated cleric level, add the listed spells to your spells
prepared. They do not count towards your limit.
At 6th level, your poison effects become contagious. When you
Cleric Level Pestilence Domain Spells inflict the poisoned condition on a creature, you can use your
1st: Ray of Sickness, Cause Fear reaction to spread the affliction to other creatures within 5 ft. of
3rd: Ray of Enfeeblement, Protection from Poison the target. Each affected creature must make a Constitution saving
5th: Bestow Curse, Stinking Cloud throw against your spell save DC. On a failed save, the creature is
7th: Blight, Shadow of Moil poisoned for the same duration as the original target.
9th: Contagion, Insect Plague

Potent Spellcasting
8th-level Pestilence feature
Plaguebearer
1st-level Pestilence feature Starting at 8th level, you add your Wisdom modifier to the damage
you deal with any cleric cantrip.
At 1st level, you become a conduit for diseases and poisons.
Whenever you deal necrotic or poison damage to a creature, you
can force them to make a Constitution saving throw. On a failed
save, the creature is poisoned for 1 minute. A creature can reroll
their saving throw at the end of each of their turns, ending the
Sickening Aura
17th-level Pestilence feature
effect on a success. A creature cannot be effected by this ability
again until the end of their next turn.
At 17th level, you can use your action to emit a horrific and
This ability can be used a number of times per day equal to your pungent aura of pestilence and poison around you, choking your
Wisdom modifier, regaining all uses on a short or long rest. enemies and poisoning their lungs and skin. For 1 minute, any
hostile creature that enters a 30 ft. radius of you for the first time
or starts its turn there takes 2d12 poison damage. Your poisons

Sickly become deadly, and any enemy that falls under the poisoned
condition by you takes damage equal to your Wisdom modifier at
1st-level Pestilence feature the start of each of their turns until the condition ends. If an enemy
is killed by this, any creatures within 5 ft. of it will also take the
same poison damage as a miasma of pestilence leaves their body.
As a reaction when you take poison or necrotic damage, you can
grant yourself resistance to it. Furthermore, if there is a creature You can use this ability once per long rest, or regain usage of it by
within 5 ft., they must succeed on a Constitution saving throw expending one use of your channel divinity.
against your spell save DC. If they fail, they take damage equal to
the damage you resisted. You can use this reaction a number of
times per day equal to your wisdom modifier.
128
129

DRUID CIRCLE Overgrowth Surge


6th-level Plant feature
The following option is available to druids upon reaching 2nd level.

While you stand within your Wild Growth, your bond with nature
enhances your martial and magical prowess:
Circle of Plants
Nature’s Strike. When you hit with a weapon attack, the target
takes an additional 1d6 poison damage. This damage increases to
Druids of the Circle of Plants attune themselves with the primal force 2d6 when you reach 14th level in this class.
that flows through all flora, connecting with the very essence of growth
and vitality. These druids cultivate a bond with the verdant life that Spellforce Channeling. Once per turn when you cast a spell that
surrounds them, transforming the energy within into formidable allies deals damage, you can reroll a number of the damage dice up to
and powerful guardians. As masters of botanical magic, they harness your Wisdom modifier (minimum of one). You must use the new
the untamed strength of nature to protect their allies and overwhelm rolls. Once you’ve used this feature, you can’t use it again until you
their enemies. finish a long rest. Starting at 14th level, you can use it twice before
a long rest.
Clad in garments woven from vines, leaves, and flowers, these druids
blend seamlessly with the world of plants. Their presence causes nearby
foliage to flourish, and their touch can bring forth lush blooms and
thriving greenery even in the harshest environments. The Circle of
Plants druids serve as living conduits for the life-giving energy of the Photosynthesize
natural world, their very being a testament to the resilience and beauty 10th-level Plant feature
of nature’s creations.
As an action, you draw upon the nurturing energies of the earth,
causing roots and vines to envelop your legs and anchor you to
nature’s restorative embrace. You and allied creatures within 30
Verdant Empathy feet of you gain temporary hit points equal to your Druid level +
your proficiency bonus. If an affected creature is within the area
2nd-level Plant feature
of your Wild Growth feature, they gain additional temporary hit
points equal to your proficiency bonus.
At 2nd level, you gain the ability to communicate with plants. As a
bonus action, you can establish a connection with a plant within At the end of each affected creature’s next turn, any remaining
30 ft. of you, allowing you to communicate with it and perceive its temporary hit points granted by this feature are transformed into
senses. You can question plants about events in their area, such as actual hit points, up to the creature’s hit point maximum.
the passage of creatures, weather, or other circumstances. Plants
are limited by their intelligence and might not be able to provide Once you use this feature, you must finish a long rest before you
detailed information. You can also persuade plants to perform can use it again. Alternatively, you can choose to expend a use of
small favors for you, such as growing fruit or flowers, but this your Wild Shape to regain the use of this feature immediately.
ability does not give you control over the plants or the ability to
make them move.

Verdant Alliance
Wild Growth 14th-level Plant feature
2nd-level Plants feature
At 14th level, your connection with the natural world allows you
As an action, you can choose a point on the ground within 60 ft. to call upon powerful plant guardians for assistance. As an action,
that you can see. A 15 ft. radius area of difficult terrain centered you can summon two Verdant Guardians to appear in unoccupied
on that point sprouts with dense plants, vines, and roots. The area spaces within 60 ft. of you. The guardians appear as treants,
lasts for 1 minute. Allied creatures inside the wild growth are not local flora, or have general plant appearances. They are friendly
effected by the difficult terrain created by this feature, and cannot to you and your allies, and will obey any verbal commands that
be targeted or affected by your spells that deal damage, unless you issue to them (no action required by you). If you don’t issue
you choose to include them in the effect. You can move your Wild any commands to them, they defend themselves from hostile
Growth up to 30 ft. as a bonus action on your turn. creatures, but otherwise take no actions. The guardians act
immediately after you in initiative, and last for 10 minutes, until
You can only have one Wild Growth active at a time. If you try they are reduced to 0 hit points, or until you dismiss them as a
to create a another Wild Growth while one is already active, the bonus action.
previous Wild Growth immediately disappears.
Once you use this feature, you must finish a long rest before you
You can use this feature a number of times equal to your can use it again.
proficiency bonus, and you regain all expended uses after a long
rest.
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VERDANT GUARDIAN
Medium Plant, Unaligned CHA
14 (+2)

Armor Class: 10 + Proficiency Bonus (PB)


Hit Points: 5 + (five times your Druid level)
Speed: 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 16 (+3) 3 (-1) 10 (+0) 8 (-2)

Condition Immunities. Blinded, charmed, frightened,


grappled, prone, restrained
Senses. Passive Perception 10 + PB
Languages. Understands languages you speak
Challenge. Your PB

Thorns: When a creature hits the Verdant Guardian with


a melee attack, the attacker takes piercing damage equal
to the Verdant Guardian’s Constitution modifier.

Plant Camouflage: The Verdant Guardian has advantage


on Dexterity (Stealth) checks made to hide in natural
terrain.

ACTIONS
Lash. Melee Weapon Attack: your spell attack modifier to
hit, reach 5 ft., one target you can see. Hit: 9 (2d8) + your
Proficiency Bonus as slashing damage.
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MARTIAL ARCHETYPE
The following option is available to fighters upon reaching 3rd level.

Weapon Master Weapon Swap


7th-level Weapon Master feature
You stand there with your mace in hand, noticing that no matter how
often you batter this opponent, they don’t let up on their barrage of Once per turn when you use your action to make an attack with a
attacks. It’s time to change the tempo. You deftly step forth, sheathing weapon you are holding, you can stow that weapon and unsheathe
your mace and unsheathing a dagger you had present on the outside or pickup another weapon (or shield) as a single object interaction.
of your thigh. You quickly slice where their armor is weakest, causing
them to writhe in pain and lower their defenses even further. Before Any attacks remaining with your Attack action can then be made
they have the chance to react, you quickly resheathe your dagger with the newly unsheathed weapon. If this newly unsheathed
before launching a barrage of attacks with your mace. They can’t weapon attack hits, you add your proficiency bonus to the damage
defend themselves now. of the attack, as you expertly swap to a weapon that will best take
advantage of your combat situation.

Furthermore, donning and doffing armour takes half the time.


Unmatched Mastery
3rd-level Weapon Master feature

At 3rd level, weapons when wielded by you are extra deadly and
effective at slaughtering your enemies. Weapons gain the following Additional Fighting Style
benefits based on their damage type: 10th-level Weapon Master feature

Bludgeoning. The force of your attacks weaken the targets You can choose an additional option from the Fighting Style
stamina. Once per turn when you hit a creature with a weapon feature.
attack that deals bludgeoning damage, their speed is reduced by
10 ft. on their next turn, as you force them to expend their energy
on defending against your attacks.

Piercing. Your keen eye and deft strikes make for a destructive Expert Momentum Swap
duo. When you successfully hit a creature with a weapon attack 15th-level Weapon Master feature
that deals piercing damage, you find an opening in their defence.
Their AC is reduced by 1 until the end of your next turn (to a
maximum of 2). After you make an attack with a weapon that you have unsheathed
using the Weapon Swap feature, you can use your bonus action
Slashing. Your wide slashes damage more than just your intended to stow and unsheathe another weapon, immediately making a
target. Adjacent creatures of your choice within reach of your weapon attack with the new weapon it as it is unstowed. You add
original target suffer damage equal to the modifier used for your your proficiency modifier to the damage of this attack.
weapon attack.

Expert Momentum Swap


Eye for Craftsmanship 18th-level Weapon Master feature
3rd-level Weapon Master feature
At 18th level, when you are standing adjacent to a creature who
At 3rd Level, you can add double your proficiency bonus on any is willing, you can take control of their weapon during your frenzy
Intelligence (Investigation or History) checks to identify a piece of attacks. When using the Weapon Swap or Expert Momentum
of armour or a weapon. Using this check, you can determine the Swap class features, you can take and use the weapons of your
origins of one of these objects, if they’re rare, etc. You cannot allies to make your attack, before masterfully passing it back
determine if a weapon is magical from this effect, however, to them as part of the same action. If the weapon requires
you might determine if that armour or weapon is traditionally attunement to use it or it’s effects, your mastery of weapons
enchanted with magic. negates that requirement for the triggering attack.

You can only use an ally’s weapon this way once per turn.
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133

MONASTIC Echoing Strike


7th-level Adept feature

TRADITION Beginning at 7th level, your heightened senses enhance the power
of your strikes. When you are making an unarmed strike attack
The following option is available to monks upon reaching 3rd level.
roll against a creature, you can decide to spend 1 ki and make it an
Echoing Strike. When you hit a creature with an Echoing Strike, the
target and creatures of your choice within a 10 ft. radius of it must
Way of the Intuitive Adept make a Constitution saving throw against your Ki save DC. On a
failed save, all creatures take thunder damage equal to your Martial
Arts dice plus your Wisdom modifier, and become deafened until
Deep in the heart of a dense forest, Intuitive Adept monk Jiro faced off the start of your next turn. On a successful save, creatures only
against a group of bandits, their intentions clear as they surrounded take half damage and do not become deafened.
a group of frightened villagers. Jiro’s heightened senses allowed him
to anticipate each opponent’s movements, his Sight before Strike skill
guiding his swift reactions. As a bandit charged at him, Jiro unleashed
his Echoing Strike, sending a sonic shockwave through the air that
deafened the attacker and those nearby. Quickly, he focused his senses
and used Intuitive Resonance to assist a villager attempting to escape,
Sensory Initiate
7th-level Adept feature
granting them the advantage they needed to slip past the remaining
bandits.
Starting at 7th level, your heightened senses allow you to discern
The Intuitive Adept is a master of their senses, using their unparalleled subtle cues in your surroundings and anticipate the intentions of
perception to anticipate threats and react with precision in the heat of those around you. As a bonus action, you can spend 1 ki point to
battle. Channeling their ki to heighten awareness and manipulate their focus your senses, heightening your perception and insight. For 1
surroundings, these monks can detect the subtlest of movements, turn minute, you gain advantage on Wisdom (Perception) checks, and
the tide of any confrontation, and ensure that no danger escapes their Wisdom (Insight) checks against creatures within range equal to
watchful eye. As their skills evolve, their ability to navigate the world your movement speed. When you reach 17th level in this class, it’s
with clarity and focus becomes nothing short of extraordinary. duration is extended to 10 minutes.

Bonus Proficiencies Intuitive Resonance


3rd-level Adept feature
11th-level Adept feature

Your martial arts technique perfectly intertwines your fighting style At 11th level, your heightened senses grant you a deeper
with your senses. When you choose this tradition at 3rd level, you understanding of the intentions and emotions of those in your
gain proficiency in the Insight and Perception skills if you aren’t vicinity, allowing you to respond accordingly. When a creature
already proficient. within a range equal to your walking speed makes an attack roll,
ability check, or saving throw, you can use your reaction and spend
1 ki point to focus and manipulate them with your ki, granting
them advantage, or imposing disadvantage on the roll, depending
on whether you wish to assist or hinder the creature. You must
Awakened Senses decide to use this feature before the roll is made.
3rd-level Adept feature

Starting at 3rd level, your intensive training and focused discipline


heighten your perception of the world, allowing you to rely less on
your vision. You can add your Wisdom modifier to your initiative
Perfected Awareness
rolls. Furthermore, you gain tremorsense with a range equal to 17th-level Adept feature
your walking speed. This range signifies the area where your
enhanced senses can precisely detect your surroundings, attuning At 17th level, your senses reach their peak, allowing you to perceive
you to shifts in movement and terrain. As you advance in this class, the world with unrivaled clarity. You gain truesight up to a range
your senses continue to improve. At 11th level, your tremorsense is equal to your walking speed. In addition, you become immune to
replaced with blindsight. the blinded, deafened, and surprised conditions, ensuring that very
little can escape your heightened awareness.
134
135

PALADIN OATH Channel Divinity: Radiant Ward


3rd-level Sentinel feature
The following option is available to paladins upon reaching 3rd
level.
As an action, you can manifest a 15 ft. radius dome of shimmering
radiant energy around you, which persists for 1 minute. The
Radiant Ward is almost completely transparent, and creatures
Oath of the Sentinel can freely walk through it. When an ally enters the Radiant Ward
for the first time on their turn, or begins their turn in it, they are
granted temporary hit points equal to your Charisma modifier
Paladins who have taken the Oath of the Sentinel are those who + your proficiency bonus. When you use this feature, all allied
impregnable in the face of adversity, inspiring and fortifying their allies creatures inside of the Radiant Ward are granted the temporary
to survive in even the most adverse of environments. hit points immediately.

Paladins who act as Sentinels are masters of the shield - in ways that No attack or spell effect can penetrate the Radiant Ward. If a
others with even lifetimes of training couldn’t attain. Able to use the creature inside the Radiant Ward is targeted by an attack roll
greatest defensive tool in history as an efficient offensive tool is part or spell effect from the outside, or a creature within the Radiant
and parcel for a Sentinel Paladin. Some say the best offense is an Ward targets a creature outside of it, the Radiant Ward is targeted
indstructible defense - in the Sentinel’s case, it’s a two way street. instead.

Any hostile entity attempting to enter the Radiant Ward must


succeed on a Charisma saving throw against your spell save DC or
become blinded while within it. This effect ends at the end of their
Tenets of the Sentinel turn if they’re outside of the Radiant Ward.
3rd-level Sentinel feature
The Radiant Ward has an AC of 10, automatically fails saving
throws, remains stationary, and possesses hit points equal to four
Paladins who follow the Oath of the Sentinel believe times your paladin level + your Charisma modifier. If the Radiant
wholeheartedly in the following tenets: Ward takes damage that would reduce it to 0 hit points, any
• Stand when others cannot. When hope is faltering, and the leftover damage from the is split amongst all creatures that are
will of those you care for is running thin, stand tall. currently within the Radiant Ward. The Radiant Ward vanishes
• Protection. Your resolution is unwaverable, and often take immediately upon reaching 0 hit points.
many steps out of your comfort zone to ensure that those who
seek help and protection, will recieve it.
• Passionate. You fight ferociously and passionately. It is not
only your goal to ensure those you care for are safe, but
you’re enthused to see those who wish harm on them, to be
defeated.
Aura of Absorption
7th-Level Sentinel feature

Starting at 7th level, you’re able to provide even greater protection

Oath Spells to your allies. While you’re not incapacitated, you and creatures of
your choice within 10 ft. of you that have temporary hit points are
3rd-Level Sentinel feature granted resistance to all damage until those temporary hit points
are expended.
You gain oath spells at the paladin levels listed.
At 18th level, this aura is increased to 30 ft.
• Oath of the Sentinel Spells
3rd: Compelled Duel, Heroism
5th: Aid, Warding Bond
9th: Protection from Energy, Thunder Step
13th:
17th:
Aura of Purity, Freedom of Movement
Antilife Shell, Dispel Evil and Good
Shimmering
15th-Level Sentinel feature

At 15th level, creatures that you hit with a weapon attack or allies
Shield Combatant that you give temporary hit points to are considered shimmering
until the end of your next turn.
3rd-Level Sentinel feature
The next time a shimmering enemy is hit, they take additional
Your skill with a shield extends beyond just defense. When wielding radiant damage equal to your Charisma modifier, immediately
a shield, it gains the thrown property with a range of 20/40 feet ending the shimmering effect.
and for you, it is considered a simple weapon that deals 1d6
bludgeoning damage. After you make a ranged attack with your The next time a shimmering ally is healed, they receive additional
shield, it magically returns to your hand immediately after the hit points equal to your Charisma modifier, immediately ending the
attack. shimmering effect.

If you have the Extra Attack feature, when you throw your shield, A creature can only be affected by shimmering once per turn.
it can ricochet to strike a second target within 15 feet of the first.
Make a separate attack roll for this secondary target. This ricochet
counts as one of the attacks from your Extra Attack feature.

The shield’s path back to you must be unobstructed for it to return.


136

Sentinel Shield
20th-Level Sentinel feature

At 20th level, as a bonus action, a shield of pure radiant energy


appears on your arm (or encompasses the shield you are using
already). For the next minute, you gain the following benefits:

• At the beginning of your turn, you gain temporary hit points


equal to your level.
• You can use your Divine Smite feature on the first target hit
when throwing your shield as a weapon attack.
• You deal additional radiant damage with attacks made from
your shield equal to your charisma modifier.
• You’re immune to affects that cause you to be moved against
your will.

This effect ends early if you are incapacitated or die. Once you use
this feature, you can’t use it again until you finish a long rest.
137

RANGER CONCLAVE Inquisitor Spells


3rd-level Inquisitor feature
The following option is available to rangers upon reaching 3rd level.
You learn an additional spell when you reach certain levels in this
class, as shown in the Inquisitor Spells table. Each spell counts as
a ranger spell for you, but it doesn’t count against the number of
Inquisitor Conclave ranger spells you know.

Ranger Level Inquisitor Conclave Spells


Within the secretive ranks of the Inquisitor Conclave, rangers hone a 3rd: Command
relentless pursuit of spell-weaving foes, mastering a terrifying precision 5th: Hold Person
in dismantling the very fabrics of magic that bind the world together. 9th: Counterspell
These determined individuals exert a form of control over the arcane, 13th: Banishment
seeing through the remnants of spells cast and tracing back to the 17th: Dominate Person
sorcerers responsible. Their attacks are a force to be reckoned with,
bearing disruptive energies that can shatter the concentration of even
the most focused magic wielders and siphon the magical essences to
deal devastating blows. An Inquisitor is not merely resistant to magical
allurements, manipulations, and intrusions, but a veritable fortress of
mental fortitude, leaving would-be assailants frustrated and fruitless Arcane Tracking
in their efforts. With time, they become almost synonymous with the 3rd-level Inquisitor feature
void, a presence in which spells find no purchase, a whisper in the
cosmic weave capable of negating magical onslaughts with an almost
As an action, you can activate your Arcane Tracking to survey a 30
preternatural foresight. Those who walk this path are a spellcaster’s
ft. radius around you for traces of magical activity that occurred in
most feared adversary, bringing fear into the hearts of their enemies as
the last 24 hours. This effect lasts for 10 minutes, during which you
they sever the strands of arcane energy with a focused strike and stand
gain the following information:
unyielded against a barrage of magical attacks.
• The schools of magic associated with the spells cast in the
area.
• The approximate time when the most recent spell was cast.
• The general direction the casters moved in after casting the
spells.

For the duration of this effect, you have advantage on Wisdom


(Survival) checks made to track any casters you detected, and you
can add your Wisdom modifier to any Charisma (Intimidation)
checks made when interacting with individuals you have detected.

You can use this feature once, regaining usage at the end of a short
or long rest.

Spellbinding Strike
3rd-level Inquisitor feature

At 3rd level, you learn to imbue your attacks with disruptive magical
energies. When you hit a creature with a weapon attack, you can
choose to expend a 1st level spell slot to deal an additional 1d6
force damage. If the creature has the spellcasting feature, you can
force the creature to make a Wisdom saving throw against your
spell save DC. On a failed save, they are unable to cast spells that
require a somatic component until the end of their next turn.

This duration and the damage dealt increases by one turn and 1d6
for each expended spell slot level above 1st level.

Magical Conditioning
7th-level Inquisitor feature

At 7th level, your mental faculties have been sharpened to resist


intrusions and manipulations through rigorous training. You gain
advantage on saving throws against being charmed or frightened
by spells or magical effects. Additionally, whenever a creature
attempts to read your mind or ascertain your thoughts through
magical means, they receive only a static, blank noise, protecting
your inner thoughts from prying eyes.
138

Spell Sever
11th-level Inquisitor feature

At 11th level, you master the skill of severing the threads of magic
to deal devastating blows. When you hit a creature with a weapon
attack while a concentration spell is active on either you or the
target, you can choose to sever the connection to the spell to inflict
additional damage.

To use this feature, choose one of the concentration spells active


on you or your target. If you choose a spell on the target, it must
succeed on a Constitution saving throw against your spell save DC
or the spell ends, causing additional force damage. If you choose
one of your own spells, it ends automatically, dealing additional
force damage. The additional force damage dealt is equal to 1d8
per level of the severed spell, up to a maximum of 5d8.

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

Dark Spellbreaker
15th-level Inquisitor feature

Starting at 15th level, your expertise in evading magical effects


reaches its peak, allowing you to occasionally negate the effects of
spells targeted at you.

Whenever you are targeted by a spell or find yourself within the


area of effect of a spell, you can roll a d100. If the roll is a number
equal to or less than your ranger level + your Wisdom modifier,
the spell fails to affect you, though it affects others normally. The
spell’s slot is consumed as normal.

Once you use this feature, you can’t use it again until the start of
your next turn.
139

ROGUISH Shadow Bond


13th-level Shadow feature

ARCHETYPE As an action, you can attempt to mystically bind your shadow to a


creature you can see within 60 feet of you. The target must make
The following option is available to rogues upon reaching 3rd level. a Wisdom saving throw against your Rogue spell save DC (8 + your
proficiency bonus + your Intelligence modifier).

Shadow On a failed save, your shadow binds to the creature’s shadow for
10 minutes. During this time, you can sense the target’s location if
it is within 1,000 feet of you, and you are aware of the direction of
As a Shadow Rogue, you are a master of obscurity and illusion. Your its movement.
affinity with the umbral realm allows you to manipulate light and
darkness to your advantage. With a wave of your hand, you craft Additionally, while the bond is active, you can use your Shadow
illusions that defy detection, and your eyes pierce through the deepest Step feature to teleport to an unoccupied space within 30 feet of
night. You’re no mere skulker in the shadows; you command them, the bound creature, provided you can see the creature and the
using them as pathways to teleport across battlefields or even bind destination space is in dim light or darkness.
yourself to your foes. But your ultimate mastery comes when you
become one with the shadows—immune to common harm, shifting Once you use this feature, you cannot use it again until you finish a
through barriers, and deadly in your unseen strikes. You’re not just in long rest.
the shadows; you are the shadows.

Unseen Manipulator Cloak of Shadows


3rd-level Shadow feature 17th-level Shadow feature

At 3rd level, you gain the minor illusion and thaumaturgy cantrips, You can become one with the shadows, transforming yourself into
and you can cast them as a bonus action. Intelligence is your a form of pure darkness. As an action, you can activate this feature
spellcasting ability when you cast these spell with this feature. to gain the following benefits for 1 minute:
When you cast minor illusion, you can make the illusion appear to
be shadow-like. • You emit a shroud of non-magical darkness around you in a 10
ft. radius while you are not hidden.
• You can move through other creatures and objects as though
they were difficult terrain. If you end your turn inside a
creature or object, you take 1d10 force damage, and you are
Umbral Sight shunted to the nearest unoccupied space.
3rd-level Shadow feature • When you hit a creature with a sneak attack, you can change
any number of the sneak attack damage dice into necrotic
damage.
You can see normally in darkness, magical and non-magical, out to • At the end of your turn, if you are in dim light or darkness, you
a range equal to 60 ft. or to the distance of your darkvision. become invisible until the end of your next turn, or until you
move more than 10 feet, make an attack, force a creature to
make a saving throw, or use your reaction.

Once you use this feature, you can’t use it again until you finish a
Veil of Shadows long rest.
3rd-level Shadow feature

When you use the Hide action in an area of dim light or darkness,
you become invisible. This invisibility lasts until you move more
than 10 feet, make an attack, force a creature to make a saving
throw, or use your reaction.

Shadow Step
9th-level Shadow feature

At 9th level, you gain the ability to step from one shadow to
another. When you are in an area of dim light or darkness, you
can use your bonus action to silently teleport up to 30 ft. to an
unoccupied space you can see that is also in dim light or darkness.
You then have advantage on the first attack you make before the
end of the turn.

The distance of Shadow Step is increased to 60 ft. upon reaching


17th level in this class.
140
141

SORCEROUS ORIGIN Aspect Origin Spells


1st-level Aspect feature
The following option is available to sorcerers upon reaching 1st level.

You learn additional spells when you reach certain levels in this
Aspect class, as shown on the Asepct Spells table. Each of these spells
counts as a sorcerer spell for you, but it doesn’t count against the
number of sorcerer spells you know.
Embrace the arcane tapestry woven into the very fabric of your soul,
and give form to the ineffable. As a Sorcerer of the Aspect subclass, Whenever you gain a sorcerer level, you can replace one spell you
you are not alone in your magical journey. Summon your Aspect—a gained from this feature with another spell of the same level. The
celestial manifestation of your innermost self—to stand beside you in new spell must be a conjuration, illusion, or enchantment spell from
the theater of war and the halls of diplomacy. This ethereal companion the sorcerer, warlock, or wizard spell list.
mirrors your emotions, ideals, and even your flaws, becoming an
extension of your will. Command it to deliver your spells as you weave Sorcerer Level Aspect Spells
complex incantations, or let it take over the arcane energies of others 1st: Charm Person, Disguise Self
when their focus wavers. As you grow in power, so does your Aspect, 3rd: Enthrall, Suggestion
evolving into a perfect reflection of your arcane mastery. When you 5th: Major Image, Tongues
step into a room, it’s not just you entering; it’s an ensemble of your very 7th: Charm Monster, Dominate Person
essence. 9th: Mislead, Seeming

Awakened Aspect Projected Visage


1st-level Aspect feature
6th-level Aspect feature

At 1st level, you gain the ability to manifest a supernatural


Your inner self can manifest in your outward appearance, granting
extension of your being known as your “Aspect”. As an action, you
you enhanced social abilities. As an action, you can assume your
can summon your Aspect in an empty space of your choice within
projected visage for 1 hour. You determine the specifics of your
5 ft. of you. Your Aspect is friendly to you and your companions
appearance, including height, weight, facial features, the sound
and obeys your commands mentally, or verbally.
of your voice, hair length, and coloration. Your size category
remains unchanged. While in this form, when you make a Charisma
See this creature’s game statistics in the Aspect stat block, which
(Persuasion) or Charisma (Intimidation) check, you can treat a d20
uses your proficiency bonus (PB) in several places. You determine
roll of 9 or lower as a 10.
the Aspect’s appearance. It may take on an exaggerated form of
yourself, take shape depending on the emotion you’re feeling, or
Once you revert from your projected visage, you can’t assume it
even reflect your background, ideals, flaws, and bonds. Whatever
again until you finish a short or long rest, or you expend 3 sorcery
appearance it takes plays no part in your Aspect’s strengths or
points to do so.
weaknesses.

In combat, your Aspect shares your initiative count, but it takes its
turn immediately after yours. The only action it takes on its turn
is the Dodge action, unless you take a bonus action on your turn Spirit Bound Amplification
to command it to take another action. That action can be one in 6th-level Aspect feature
its stat block or some other action. If you are incapacitated, your
Aspect can take any action of its choice, not just dodge.
At 6th level, your ability to twist and weave the strands of magic
When you cast a spell with the casting time of one action or bonus now extends to your Aspect. You can now deliver your Metamagic
action, you can choose to deliver the spell through your Aspect amplified spells through your Aspect.
instead. Your Aspect must use its reaction to then deliver the spell
on its turn. You must maintain concentration on any spell delivered Whenever you use a Metamagic option, your Aspect gains
through your Aspect that requires concentration. Once you unlock additional benefits based on the Metamagic used:
Metamagic, you cannot augment spells and deliver them through
your Aspect until you reach 6th level in this class. • Careful Spell. When you use Careful Spell on your turn, your
Aspect automatically succeeds on the spell’s saving throw and
Your Aspect lasts for 10 minutes, until it is reduced to 0 hit points, is not counted against the number of creatures you can affect
you use this feature to summon the Aspect again, or until you with the spell.
die. You can summon your Aspect once per long rest, or you can • Distant Spell. After using Distant Spell on your turn, your
resummon it by expending sorcery points equal to the amount of Aspect’s movement speed and its maximum range are
times you have summoned it since your last long rest. doubled until the end of your next turn.
• Empowered Spell. After using Empowered Spell on your turn,
the next Soul Strike your Aspect makes before the end of its
next turn deals additional 2d6 force damage.
• Extended Spell. After using Extended Spell on your turn, your
Aspect may choose to activate or not activate its Soul Anchor
trait at the start of its next turn.
• Heightened Spell. After using Heightened Spell on your turn,
the next Soul Strike your Aspect makes before the end of its
next turn is made with advantage. The target of the Soul Strike
has disadvantage on its next saving throw within the next
minute.
• Quickened Spell. When you use Quickened Spell on your
turn, you can command your Aspect to immediately move up
to its movement speed and have the Quickened Spell delivered
through them.
142

• Subtle Spell. After using Subtle Spell on your turn, your


Aspect gains the effect of the invisibility spell until the end of
its next turn. ASPECT
• Twinned Spell. After you use Twinned Spell on your turn, a
Medium Celestial CHA
copy of your Aspect is summoned next to one of your Twin
Spell targets. It is an identical copy of your Aspect, but it can 14 (+2)
only move, take reactions, and take the dodge action. It lasts
until the end of your next turn. Armor Class: 10 + PB
Hit Points: 5 + 5 times your Sorcerer level
Speed: Fly 30 ft. (hover)
Aspect’s Reclamation
14th-level Aspect feature
STR DEX CON INT WIS CHA
Using your innate force of personality, you can seize control 12 (+1) 14 (+2) 14 (+2) 10 (+0) 13 (+1) 16 (+3)
over a spell when its caster falters in their concentration. As a
reaction, when you see a creature within 30 feet of you or your
Aspect make a concentration check for a spell, you can spend
sorcery points equal to the spell’s level. The creature must then
Proficiency Bonus. Equal to your PB
make a Charisma saving throw against your spell save DC. On Saving Throws. Con +2 plus PB, Cha +3 plus PB
a failed save, your Aspect teleports to an unoccupied space Condition Immunities. Blinded, charmed, frightened,
within 5 feet of the creature and takes over the spell. For the grappled, prone, restrained
remaining duration of the spell, it is as if your Aspect were the
original caster. Your Aspect must maintain concentration on the
Senses. Passive Perception 10 + (PB x 2)
spell as normal, following the standard rules for concentration. Languages. Understands languages you speak
Challenge. -
Once a creature fails its saving throw against this feature, you
cannot use it again until you complete a short or long rest.
Soul Anchor. At the start of its turn, if it is further than
30 ft. away from you, it instantly teleports back to a an
Perfected aspect empty space within 5 ft. of you. This range increases to
60 ft. when you reach level 11 in this class.
18th-level Aspect feature

When you summon your Aspect, you shed a portion of your ACTIONS
living being and imbue your Aspect to become a true reflection
of who you are. Your Aspect gains the following benefits while Soul Strike. Your spell attack modifier to hit, reach 5 ft.,
it is summoned: one target you can see. Hit: (1d8 + PB) force damage.

• It can use its action to cast one of your prepared spells that
REACTIONS
has a casting time of one action, up to 2nd level. This action
expends your spell slot as usual. Your Aspect must follow Arcane Delivery. When you cast a spell with the casting
concentration rules as normal when casting a spell that time of one action or bonus action, you can choose to
requires concentration. have the spell be delivered from your Aspect instead.
• Whenever you use Metamagic and deliver the spell
through your Aspect, the sorcery point cost is reduced by 1
Your Aspect must use its reaction to then deliver the spell
(to a minimum of 1). on its turn.
• If you lose concentration on a spell, your Aspect can use
its reaction to take the spell. For the remaining duration of
the spell, it is treated as if your Aspect had casted it. Your
Aspect must follow concentration rules as normal.
143

WARLOCK PACT Spell Siphon


6th-level Ascendant feature
The following option is available to warlocks upon reaching 1st
level.
Starting at 6th level, when you see a spell being cast within 60 ft.
of you, you can use your reaction to temporarily learn that spell.
The spell must be of a level you can cast, and once learned, it is
added to your list of known spells for a duration of 1 hour. During
The Ascendant this time, you can cast the spell using your Warlock spell slots or
your Eldritch Reserve as if it were one of your known spells. After
the duration expires, the spell is removed from your list of known
Once on the verge of achieving divine ascension, The Ascendant was a
spells.
powerful being with vast knowledge and magical prowess. However,
due to an unforeseen betrayal or a tragic twist of fate, their ascent
If you use this feature again while you still have a spell learned
was halted and they were stripped of their potential divinity. Bound to
from a previous use of this feature, the new spell replaces the
the mortal plane, they now seek to regain their lost power and status
previous one. You can use this feature a number of times equal to
through the aid of ambitious Warlocks.
your Charisma modifier (minimum of 1) and regain all expended
uses when you finish a long rest.
As a Warlock bound to The Ascendant, you are granted access to arcane
secrets and powerful spells that this patron has gleaned throughout
their journey towards ascension. Fuelled by their desire for retribution
and a return to glory, The Ascendant bestows upon you unique abilities
that tap into their vast magical knowledge and the lingering remnants Eldritch Resonance
of their celestial potential. 10th-level Ascendant feature

Embarking on this pact, you become an agent of your patron’s will,


aiding them in their quest for redemption and playing a pivotal role in Your connection to your patron allows you to tap into the lingering
their pursuit of the heights they once nearly attained. As you grow in energies of your spells, enabling you to cast them anew. As an
power, so too does the influence of The Ascendant, bringing them one action, you can choose one spell of 5th level or lower that you have
step closer to reclaiming their rightful place among the divine. cast within the last minute. You can cast that spell again using
this action at its original level without using a spell slot. The spell
bears a unique visual or auditory signature due to your patron’s
influence, distinguishing it from typical castings of the same spell.

Expanded Spell List Once you use this feature, you can’t use it again until you finish a
1st-level Ascendant feature short or long rest.

Your patron allows you to choose from an expanded list of spells


when you learn a warlock spell. The following spells are added to
the warlock spell list for you, and they are considered warlock spells
for you. These spells do not count against the number of warlock The Ascendant’s Conviction
spells you know. 14th-level Ascendant feature

Spell Level Spells Your close ties with your patron enable you to bolster the power of
1st: Detect Magic, Magic Missile your damaging spells. Once per long rest, when you cast a Warlock
2nd: Scorching Ray, Levitate spell that deals damage, you can invoke your patron’s power to
3rd: Counterspell, Dispel Magic enhance its potency. When rolling damage for the spell, any dice
4th: Greater Invisibility, Banishment that show a number less than or equal to half the die’s maximum
5th: Bigby’s Hand, Wall of Force (rounded down) are increased to that half-value. For example, if
rolling 1d6, a result of 2 becomes 3.

You regain the use of this feature after finishing a long rest, or you
can expend a use of Eldritch Reserve to use it again.
Power Reclamation
1st-level Ascendant feature

You can harness the vital energies of fallen creatures to replenish


your arcane reserves. At 1st level, your patron grants you a special
spell slot known as an Eldritch Reserve. This spell slot can be used
to cast any Warlock spell you know. The level of the spell you can
cast with it is determined by the maximum level of spells you can
normally cast, as shown in the Warlock spellcasting table. Once
expended, this spell slot is consumed.

When a creature of CR 1 or higher is reduced to 0 hit points within


60 feet of you, you can use your reaction to absorb its essence
and replenish your Eldritch Reserve. The level of the replenished
Eldritch Reserve is equal to the CR of the absorbed creature, up to
your maximum spell slot level as per the Warlock spellcasting table.

You can use this feature once, and you regain the ability to do so
after finishing a long rest. The number of times you can use this
feature increases when you reach 6th, 10th, and 14th level in this
class (up to a maximum of 4).

Your Eldritch Reserve is fully replenished after a long rest.


145

ARCANE Blood Rites


2nd-level Hemomancy feature

TRADITION Your mastery over hemomancy allows you to channel your own life
force to streamline your spellcasting. When you cast a spell, you
The following option is available to wizards upon reaching 2nd can choose to expend one hit die from your Lifeblood Reservoir
level. to remove the need for either the verbal or somatic components
of the spell. If you expend an additional hit die, you can eliminate
both the verbal and somatic components.

Hemomancy
Hemomancy Wizards draws power from their own life force, converting
Sanguine Resonance
2nd-level Hemomancy feature
essence into magical might. Each spell inscribed in their spellbook is
marked with their own blood, creating a potent reservoir of power. This
subclass harnesses the life force of enemies to enhance their magic, Your mastery of blood magic grants you heightened perception
making it a formidable force on the battlefield. When threatened, they of life energies. As an action, you can expend one hit die from
can tap into their blood’s energy to strengthen their spells and quicken your Lifeblood Reservoir to activate this feature. For a number of
their pace. Control over life, power, and the battlefield characterizes minutes equal to your Intelligence modifier (minimum of 1), you
their approach. They command the lifeblood of others as easily as their gain the ability to sense the presence of creatures within 30 feet of
own, balancing the dance between sacrifice and gain. In their veins, the you. This sense provides you with the following information:
raw power of the arcane truly thrives.
• The number of creatures within range.
• Their general direction relative to you.
• Information on if the creatures are paralyzed, petrified, or
poisoned.
Lifeblood Reservoir • An estimation of their current hit points relative to their
maximum hit points, categorized as Full, Above Half, Half,
2nd-level Hemomancy feature
Below Half, or None.

Your life essence powers your blood magic, setting a limit on how This sense can penetrate most barriers, but it is blocked by 1 foot
many hit dice you can use for such abilities each day. of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of
Your Lifeblood Reservoir is a pool of hit dice equal to your wood or dirt.
proficiency bonus plus your Constitution modifier. You can expend
hit dice from this pool to use your blood magic abilities. This pool is While this feature is active, you have advantage on Wisdom
not separate from your regular Wizard hit dice; it represents a daily (Medicine) checks to assess or treat creatures within the detection
limit on the hit dice you can use for blood magic. radius and on Wisdom (Insight) checks, as you can gauge their
intentions through their heartbeats.
For example, if you have a proficiency bonus of +3 and a
Constitution modifier of +2, your Lifeblood Reservoir would This feature only works on creatures that have blood.
contain 5 hit dice, even if your total number of Wizard hit dice is
higher.

Your Lifeblood Reservoir replenishes its hit dice after you


complete a long rest.
Siphon Vitality
6th-level Hemomancy feature

Your mastery over the essence of life enables you to draw vitality
from fallen creatures. Once per long rest, you can spend 10 minutes
performing a ritual over the corpses of creatures within a 15-foot
radius of you. These creatures must have blood for the ritual to be
effective. At the end of the ritual, you regain a number of hit dice
equal to the combined total of the Challenge Rating (CR) or class
levels (for creatures with class levels) of all affected creatures, up to
a maximum determined by your Lifeblood Reservoir feature.
146

Crimson Command Resurgent Sacrifice


10th-level Hemomancy feature 14th-level Hemomancy feature

Your mastery of blood magic allows you to dominate the will of Your mastery of blood magic enables you to share your vitality,
others. As an action, you can compel a creature within 60 ft. that even at death’s door. When you are reduced to 0 hit points but
you can see to make a Constitution saving throw against your spell not killed outright, you can use your reaction to drop to 1 hit
save DC. On a failed save, you establish a telepathic bond with the point instead. You may then expend any number of hit dice from
creature until the end of your next turn. You can issue commands your Lifeblood Reservoir. For each hit die expended, you gain
(no action required) to the creature, which it strives to obey to the temporary hit points equal to the roll and your speed increases by
best of its ability. 10 feet until the end of your next turn.

You can extend the duration of the bond by expending one hit Alternatively, when an ally within 60 feet of you is reduced to 0 hit
dice from your Lifeblood Reservoir at the beginning of your turn, points, you can use your reaction to halve your current hit points
causing the bond to last an additional round. If the creature takes (rounded up). Your ally then regains hit points equal to the hit
damage, it can repeat its saving throw, ending the effect on a points you lost.
success.
After using either option, you can’t use this feature again until you
You can use this feature once per long rest. However, you can finish a long rest.
choose to regain a use of this ability sooner by expending a
number of hit dice from your Lifeblood Reservoir equal to your
proficiency bonus.
147

IX. Feats of Tharador


A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what
a class provides.

At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a
feat of your choice instead. You can take each feat only once, unless the feat’s description says otherwise.

You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the
prerequisite. For example, the Skill Feats provided here require you to be character level 4, and to have proficiency with a particular skill before it is
available to be selected.

Acrobatics Mastery • As a reaction when a creature that you can see and hear within
120 ft. casts a spell, you think quickly and recall on information
regarding what it could be. Make an Intelligence (Arcana)
Requires Level 4, and Proficiency in the Acrobatics skill. check. The DC equals to 10 + the spells level. On a success,
Increase your Dexterity score by 1, up to a maximum of 20. you learn what the spell is, and can ready yourself against the
Your mastery of acrobatic movements and agility grants you the spells effects. If the spell requires a spell attack and it is made
following benefits. against you, it is made with disadvantage. If the spell forces
• When jumping, you can use your Dexterity score in place of you to make a saving throw, you do so with advantage. You
your Strength score when determining how far you can jump. can use this ability a number of times equal to your Proficiency
Furthermore, any instance of an Strength (Athletics) check Bonus, regaining all uses after a long rest.
while jumping can be replaced with a Dexterity (Acrobatics)
check.
• When you fall from a height, you can use your Acrobatics
skill to reduce the impact of the landing. As a reaction, you
can make a DC (equal to half of the height you have fallen) Athletics Mastery
Dexterity (Acrobatics) check. If you succeed, you can reduce
the falling damage by an amount equal to your Dexterity Requires Level 4, and Proficiency in the Athletics skill.
modifier + your Proficiency Bonus (minimum 1), and you can Increase your Strength score by 1, up to a maximum of 20.
land on your feet without falling prone. Your exceptional physical prowess and strength grant you the
following benefits.
• When you take the Dash action, you are unaffected by non-
magical difficult terrain, and your jump distance is doubled
until the end of your turn.
Animal Handling Mastery • You have advantage on Strength (Athletics) checks make and
to break free from a grapple. Furthermore, you can use a
bonus action to attempt to shove a creature you are grappling,
Requires Level 4, and Proficiency in the Animal Handling skill. knocking them prone if they fail a Strength (Athletics) or
Increase your Wisdom score by 1, up to a maximum of 20. Dexterity (Acrobatics) check contested by your Strength
Your innate ability to bond with animals grants you the following (Athletics) check.
benefits.
• You can spend 10 minutes with a beast to convert it to a
Friendly disposition towards you. If it starts out as hostile, you
must succeed on a DC equal to 10 + the creatures CR (rounded
up) Wisdom (Animal Handling) check. This check is made with
disadvantage if another hostile creature is within 30 ft. of it.
Deception Mastery
• As a bonus action, you can give a command to one friendly Requires Level 4, and Proficiency in the Deception skill.
beast within 60 ft. of you. The beast must be able to hear you, Increase your Charisma score by 1, up to a maximum of 20.
and cannot currently be following the command of another Your silver tongue and clever guile grant you the following benefits.
creature. You can command the friendly beast to use its • When you successfully make a Charisma (Deception) check
movement, and take one basic action (such as attack, dodge, against a creature, your next Charisma (Deception) check
disengage, or dash). Alternatively, you can issue a general made against the same creature within the next 1 minute is
command that lasts for 1 minute, such as to guard a given made with advantage. You cannot use this effect against the
area. same creature for the next hour.
• You can make a Charisma (Deception) check instead of a
Wisdom (Insight) check to determine if a creature is not being
truthful to you, by weaving up further lies and seeing if they
get caught up in them.
Arcana Mastery
Requires Level 4, and Proficiency in the Arcana skill.
Increase your Intelligence score by 1, up to a maximum of 20. History Mastery
Your knowledge of arcane lore and magical principles grants you
the following benefits. Requires Level 4, and Proficiency in the History skill.
• You learn the Detect Magic spell, and it does not count against Increase your Intelligence score by 1, up to a maximum of 20.
the number of spells you know or can prepare. You can cast it Your deep understanding of history and past events grants you the
on yourself at will, without expending a spell slot or material following benefits.
components. Additionally, you can use your bonus action, • You learn two additional languages of your choice.
instead of your action, to detect magical auras within range of • You have advantage on Intelligence (History) checks made to
the spell. recall information about a culture if you know at least one of
the languages spoken by that culture. This feature does not
apply if you gained the ability to understand all languages
through a spell or other ability.
148

Insight Mastery Medicine Mastery


Requires Level 4, and Proficiency in the Insight skill. Requires Level 4, and Proficiency in the Medicine skill.
Increase your Wisdom score by 1, up to a maximum of 20. Increase your Wisdom score by 1, up to a maximum of 20.
Your keen insight into the motives, emotions, and intentions of Your mastery of medicinal practices and tools grants you the
others grants you the following benefits. following benefits.
• Your sharp insight allows you to read the intentions of others. • As a bonus action on your turn, you can expend one use from
When a creature makes an attack against you, you can use your Healer’s Kit to heal yourself or an ally within 5 ft. of you
your reaction to make an Insight check contested by the equal to 1d4 + your Proficiency Bonus. This healing increases
attacker’s Deception check. On a success, you know how they to 2d4 upon reaching 11th level, and finally to 3d4 upon
will act, causing the attacker’s next attack against you before reaching 17th level.
the end of their next turn to be at disadvantage. You can use • As an action, you can expend one use from your Healer’s Kit to
this ability a number of times equal to your Proficiency Bonus, treat yourself or an ally within 5 ft. of you from the poisoned or
regaining all uses after a long rest. paralysed conditions. Make a DC 15 Wisdom (Medicine) check,
• After 1 minute of interacting with a creature, you can make curing the conditions on a success. You can expend one more
a DC 15 Wisdom (Insight) check to determine if they are use of your Healer’s Kit to grant yourself advantage on the roll.
under any conditions that could alter their behaviour (such as
charmed, or frightened).

Intimidation Mastery
Requires Level 4, and Proficiency in the Intimidation skill.
Increase your Charisma score by 1, up to a maximum of 20.
Your intimidating demeanour grants you the following benefits.
• As a bonus action on your turn, you can attempt to intimidate
a creature by hurling insults at them, or even just by giving
them a terrifying glance. Roll a Charisma (Intimidation)
check contested by the target’s Wisdom (Insight) check. On a
success, the creature must spend two feet for every one foot
travelled towards you until the end of their next turn, as their
body instinctually reacts to your intimidating demeanour. After
a creature is subjected to this feature, they gain advantage
against its effects for the next 24 hours. You can use this ability
a number of times per day equal to your Proficiency bonus,
regaining all uses on a short or long rest.
• Once per day, when you roll initiative you can immediately let
loose a terrifying battle cry, or exude your terrifying presence,
causing your enemies to think twice about what they’re doing.
Creatures of your choice (up to your Charisma modifier) within
60 ft. of you that can hear or see you have their initiative check
reduced by 1d4.

Investigation Mastery
Requires Level 4, and Proficiency in the Investigation skill.
Increase your Intelligence score by 1, up to a maximum of 20.
Your exceptional attention to detail and analytical skills grant you
the following benefits.
• As an action, you can study a creature within 30 ft. of you and
make an Intelligence (Investigation) check contested by the
target’s Charisma (Deception) check. On a success, you learn
one of the target’s personality traits, ideals, bonds, or flaws,
as well as any relevant information about their background,
profession, or history.
• Whenever you make an Intelligence (Investigation) check to
search for hidden objects or clues, you can choose to take an
additional 10 minutes to search more thoroughly. If you do,
you gain advantage on the check and can uncover hidden
or concealed objects that would normally require a passive
Perception score of 25 or higher to detect.
149

Nature Mastery Religion Mastery


Requires Level 4, and Proficiency in the Nature skill. Requires Level 4, and Proficiency in the Religion skill.
Increase your Intelligence score by 1, up to a maximum of 20. Increase your Intelligence score by 1, up to a maximum of 20.
Your affinity for the natural world and its creatures grants you the Your deep knowledge of religious practices and beliefs grants you
following benefits. the following benefits.
• You learn the druidcraft cantrip. It doesn’t count against the • You gain the Thaumaturgy cantrip.
number of cantrips you know. • You can make an Intelligence (Religion) check in place of
• As an action, you can make a DC 15 Intelligence (Nature) a Charisma (Persuasion) check when making a persuasion
check to determine if a creature or object within 15 ft. of you attempt with a creature who shares your religious beliefs.
is poisonous, is inflicted with the poisoned condition, or if it is • Once per day, you can perform a 10-minute ritual focusing on
diseased. a single creature of your choice within 5 ft. of you (including
• As an action, you can identify a plant or a beast’s yourself). During the ritual, you ward off evil spirits and grant
vulnerabilities and resistances with a successful Intelligence protection from malevolent deities. Make a DC 15 Intelligence
(Nature) check. The DC is equal to 10 + the creature’s CR. On (Religion) check. On a success, the target creature can add
a success, you learn one type of damage that the creature is your proficiency bonus to any saving throws they make against
vulnerable to, and one type of damage that it is resistant to. spells and abilities from fiends or undead within the next 8
hours. Once you do this ritual, you must complete a long rest
before being able to do it again.

Perception Mastery
Requires Level 4, and Proficiency in the Perception skill.
Increase your Wisdom score by 1, up to a maximum of 20.
Sleight Of Hand Mastery
Your infallible senses grant you the following benefits.
• Dim light no longer causes you to make your Wisdom Requires Level 4, and Proficiency in the Sleight of Hand skill.
(Perception) checks with disadvantage. Increase your Dexterity score by 1, up to a maximum of 20.
• When you roll initiative, you can make a Wisdom (Perception) Your dexterity and hand-eye coordination grant you the following
check to gather an understanding of the battlefield, including benefits.
where potential enemies are, and if there are any traps. If • You have a knack for using misdirection to your advantage.
creatures or traps are hidden, your Wisdom (Perception) check When you make a Dexterity (Sleight of Hand) check to steal
must meet or succeed their hide DC for you to see them. You or manipulate an item, you can use your reaction to impose
cannot benefit from this ability if you are surprised. disadvantage on a creature’s Wisdom (Perception) check,
provided that they are within 5 ft. of you (this will reduces their
Passive Perception score by -5).
• You have a talent for picking locks without attracting attention.
Performance Mastery When attempting to pick a lock using a Dexterity (Sleight of
Hand) check, you can do so without making noise or drawing
attention to yourself. Creatures in the area are unaware of
Requires Level 4, and Proficiency in the Performance skill. your activity unless they are actively searching for you.
Increase your Charisma score by 1, up to a maximum of 20.
Your ability to perform is wonderous, granting you the following
benefits.
• If you have taken at least 1 minute to prepare, you can make a
Charisma (Performance) in place of a Charisma (Deception) or
Stealth Mastery
Charisma (Persuasion) check. Requires Level 4, and Proficiency in the Stealth skill.
• When you are in a performance, you can attempt to distract Increase your Dexterity score by 1, up to a maximum of 20.
certain audience members that can see and hear you with You feel most comfortable when completely unseen, which grants
your mesmerising talent. Make a Charisma (Performance) you the following benefits.
check contested by the creature’s Wisdom (Insight) check. • While you are hidden, you can move up to 10 ft. into the open
If your check succeeds, you grab the creatures attention without immediately revealing yourself while moving. As
thoroughly, causing them to make Intelligence (Investigation) soon as you end your movement in a position in which you
and Wisdom (Perception) checks with disadvantage until would be visible, or you make an attack or cast a spell, you are
you stop your performance (this will reduce their Passive immediately revealed.
Perception and Investigation scores by -5).. • You can make a Dexterity (Stealth) check to hide behind a
creature that is the same size as you.

Persuasion Mastery
Survival Mastery
Requires Level 4, and Proficiency in the Persuasion skill.
Increase your Charisma score by 1, up to a maximum of 20. Requires Level 4, and Proficiency in the Survival skill.
Your gift of gab and charm grant you the following benefits. Increase your Wisdom score by 1, up to a maximum of 20.
• You exude an aura of trust. When attempting a Charisma Your mastery of the wilderness and what it takes to survive grants
(Persuasion) check against a creature that you are friendly you the following benefits.
with, you can choose to give yourself advantage on the roll. A • When you are in an area that you are familiar with, such as a
creature cannot be effected by this again for 24 hours. region you have travelled through before, you make Wisdom
• When buying from a store that you have purchased items (Survival) checks with advantage when finding your way,
from before, the base price of items for you are reduced by scavenging food, or finding a safe place to rest.
10%. Furthermore, when selling items to a store you have sold • Your ability to scavenge is unmatched. When making a
to before, you can sell it for an additional 10% of its value. Wisdom (Survival) check to scavenge the body parts of a
creature, you make the check with advantage if you’ve spent
at least 1 minute analysing it while it was alive, or if you’ve
scavenged parts from that species of creature before.
150

Elemental Mastery Lightning Mastery


Increase your Intelligence, Wisdom, or Charisma scores by 1, to a The first time that you deal lightning damage against a target on
maximum of 20. your turn, the target is jolted by the electricity. A jolted creature
• Choose a damage type from acid, cold, fire, lightning, poison, must make a DC (8 + your Proficiency Bonus) Constitution saving
or thunder. When you make an attack or cast a spell that deals throw at the beginning of their next turn. On a failure, the target
any of the damage listed above, you can change that damage can only use its Action, or its Bonus Action but not both, for the
to your chosen damage type. remainder of their turn.

Furthermore, as a bonus action you can infuse yourself with


Flame Mastery lightning, causing your next successful attack to deal an additional
1d6 lightning damage. This damage increases to 1d8 upon reaching
11th level, and finally to 1d10 upon reaching 17th level.
The first time that you deal fire damage against a target on your
turn, the target is burnt by your flames. They must succeed on
You can infuse yourself a number of times equal to your proficiency
a DC (8 + your Proficiency Bonus) Constitution saving throw, or
modifier per long rest.
any healing they receive is reduced by a number equal to your
Proficiency Bonus (to a minimum of 0) until the end of their next
turn.
Poison Mastery
Furthermore, as a bonus action you can infuse yourself with flames,
causing your next successful attack to deal an additional 1d6 fire The first time that you deal poison damage against a target on your
damage. This damage increases to 1d8 upon reaching 11th level, turn, the poison enters the target’s system and hinders them. They
and finally to 1d10 upon reaching 17th level. must succeed on a DC (8 + your Proficiency Bonus) Constitution
saving throw, or suffer disadvantage on their next Constitution
You can infuse yourself a number of times equal to your proficiency saving throw or concentration check to maintain a spell, until the
modifier per long rest. end of your next turn.

Furthermore, as a bonus action you can infuse yourself with poison,


Frost Mastery causing your next successful attack to deal an additional 1d6 poison
damage. This damage increases to 1d8 upon reaching 11th level,
and finally to 1d10 upon reaching 17th level.
The first time that you deal cold damage against a target on your
turn, the target is frosted by the blistering cold. They must succeed You can infuse yourself a number of times equal to your proficiency
on a DC (8 + your Proficiency Bonus) Constitution saving throw, or modifier per long rest.
their reaction is expended (if available). They regain the usage of
their reaction at the start of your next turn.

Furthermore, as a bonus action you can infuse yourself with frost, Acid Mastery
causing your next successful attack to deal an additional 1d6 cold
damage. This damage increases to 1d8 upon reaching 11th level, The first time that you deal acid damage against a target on your
and finally to 1d10 upon reaching 17th level. turn, the acid begins to eat away at your targets flesh. They must
succeed on a DC (8 + your Proficiency Bonus) Constitution saving
You can infuse yourself a number of times equal to your proficiency throw, or decrease their maximum hit points equal to the amount
modifier per long rest. of acid damage taken until the end of their next turn.

Furthermore, as a bonus action you can infuse yourself with acid,


causing your next successful attack to deal an additional 1d6 acid
damage. This damage increases to 1d8 upon reaching 11th level,
and finally to 1d10 upon reaching 17th level.

You can infuse yourself a number of times equal to your proficiency


modifier per long rest.
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Ancient Memory Movement Master


Increase your Intelligence, Wisdom, or Charisma score by 1, up to a Increase your Strength or Dexterity score by 1, up to a maximum of
maximum of 20. 20.
You tap into the knowledge of your previous lives, gaining insight With incredible agility and quick reflexes, you can swiftly navigate
into new areas of expertise. the battlefield and keep your foes in reach.
• You gain proficiency in two skills that are associated with the • When a creature within 5 feet of you moves out of your
chosen ability score. reach, you can use your reaction to move up to half of your
• During a long rest, you can switch one of your proficient skills movement speed towards them.
associated with the chosen ability score to another skill that • When you are knocked prone, you can use your reaction
you are not proficient in. to stand up immediately without spending any of your
movement.

Versatility Expert
Requires 15 Strength.
Increase your Strength score by 1, up to a maximum of 20.
Years of training and combat experience have honed your weapon
techniques to a level of unparalleled skill and mastery.
• When wielding a weapon with the versatile property, you gain
the benefits of it being wielded with two hands when only
wielding it in one hand.

Expert Collaborator
Collaborating with allies comes naturally to you, as you offer your
aid and expertise to bolster their abilities.
• You gain an additional reaction. You can only use this reaction
to cast the help action when an ally is making an attack
against a creature within 5 ft. of you.
• If you are proficient in a skill and using the Help action to aid
an ally within 5 ft. of you in making an ability check with that
skill, and the ally is not already proficient in that skill, the ally
gains proficiency for that ability check.

Armor Piercer
Increase your Strength, or Dexterity score by 1, up to a maximum
of 20.
You have learnt how to strike through the toughest defenses and
shatter the strongest barriers.
• When you attack a creature who is wielding a shield, you gain
a +1 to your attack roll. Furthermore, when you deal damage
to a creature with temporary hit points, you pierce through it,
dealing the damage to their hit points instead.

Mortal Wounds
Increase your Strength or Dexterity score by 1, up to a maximum of
20.
The Mortal Wounds you inflict are not easily healed, and your
critical strikes deal even more damage.
• Whenever you damage a creature with a weapon attack, they
are inflicted with Mortal Wounds, causing all healing they
receive to be reduced by an amount equal to your Proficiency
Bonus (to a minimum of 0) until the end of your next turn.
• When a creature inflicted with Mortal Wounds is struck with a
critical hit, they suffer additional damage from the weapons
attack equal to the attacking creatures proficiency bonus (this
bonus is not doubled for the purposes of the critical hit).
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