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Chapter 1: Species

cross the Mortal Realm are all manner of

A
Species Traits
species that have built up civilizations in the
continents of Iapyx and Ikarios. Iapyx in the The description of each species includes sepcies traits
West, a land of innovative settlements, cities that are common to members of that species. The
and towns pushing the boundaries of what following entries appear among the traits of most
the mortal mind can create. But, in the species.
quieter corners of the land, there are simple Ability Score Increase
joys being shared, languages spoken and exchanged. Every species increases one or m ore of a character’s
Ikarios to the East, a place rife with metropolises built ability scores, and may also decrease a scores.
with the basic pleasures of living in mind.
In these lands of splendor, people of varying cultures, Age
religions, and appearances thrive. From the human The age entry notes the age when a m em ber o f the
minority to the yuansu’s massive empire of land in race is considered an adult, as well as the race’s
Iapyx. From the vast jungles of the Quê-Huong where expected lifespan. This information can help you decide
callidryas reside under nearly every tree, to the isolated how old your character is at the start of the game.
underground tunnels of Muqasarad where the eremia
dwell in Ikarios. Each species and their cultures have Size
made a name for themselves in the Mortal Realm. Characters of most species are Medium, a size category
including creatures that are roughly 4 to 8 feet tall.
Choosing a Species Members of a few species are Small (between 2 and 4
There is no such thing as a common or uncommon feet tall), which means that certain rules of the game
species in the Mortal Realm. Whether in Iapyx or affect them differently. The most important of these
Ikarios, everyone has a place in the world, and while rules is that Small characters have trouble wielding
species will most often hail from their country or land of heavy weapons, wielding them at disadvantage.
origin, like an infernal born to their parents in Centras, Speed
there’s a reason for everything. When you choose your Your speed determines how far you can move when
species, think about where you come from, the land of traveling and fighting.
your people, and what might have happened to bring
you to where you begin your story. Language
Your choice of species affects many different aspects By virtue of your species, your character can speak,
of your character. It establishes fundamental qualities read, and write a certain language spoken in their
that exist throughout your character’s adventuring homeland. Common is a given for all species, since it is
career. When making this decision, keep in mind the a sort of universal language. If your character is not
kind of character you want to play. For example, a originally from their species’ homeland, think about
cordyan or a masquerader could be a good choice for a what language they speak where they are from.
sneaky rogue, an oni or auroch can make a tough
warrior, and a skog or a stormborn can be a master of Subspecies
arcane magic. Some species have subspecies. Members of a
Your character race not only affects your ability subspecies have the traits of the parent species in
scores and traits but also provides the cues for building addition to the traits specified for their subspecies.
your character’s story. Each species’s description in this Relationships among subspecies vary significantly from
chapter includes information to help you roleplay a species to species and world to world.
character of that species, including personality, physical
appearance, and features of society. These details are
suggestions to help you think about your character;
adventurers can deviate widely from the norm for their
species. It’s worthwhile to consider why your character
is different, as a helpful way to think about your
character’s background and personality.
SPECIES OF IAPYX
1 5 P l a y a b l e S p e c i e s
Cordyan The Reign of Nibiru
“NIBIRU SPEAKS, AND SO WE LISTEN,” A tall, As previously stated, the cordyans are descended from
humans who were infected with a fungus unlike any
imposing humanoid mushroom man spoke in a shrill, other. This fungus acts as a hive mind of sorts, and
warbley sort of voice to me. He let me into town with a through hallucinations and mental influence, has rooted
wave of his hand, and I could swear I saw spores fall itself as its own religion centering on the Great One,
from his fingertips. He allowed us entry into his inn, fed Nibiru. Nibiru is an eldritch abomination, a being of
us, gave us drink and information, but… I think he stole pure evil and malice, and worshipped by the cordyans. It
some of my coins. Fair enough I suppose. is said, in cordyan texts, that Nibiru is the true creator of
-Brygga Hrogyn, scholar, explorer, and traveling bard the mortal realm. But, Nibiru was forsaken by the
benevolent god Y’boocs, a being of goodness and health.
Nibiru is all, and all is Nibiru. Cordyans are united in This god took the credit for the creation of the world,
their revelry in the dark. Like the shadows cast upon the and Nibiru was cast to the foul retches of the world,
forest floor of their homeland of Vildmark, they take never to return. But, the cordyans vow to bring back
pride in being cunning and often delve into the darker their dark lord, the true creator. They often hold rituals,
parts of society. shadowy meetings where numbers of monsters are
sacrificed, their evil blood ingested by the cordyans from
Tainted Fungus decorative silver chalices. The cordyans bask in the
Blight that Nibiru brings, coming from these small
The Cordyans are a strange folk, in that they are almost portals which they have in their home city of Gahs. The
entirely made of fungi, whereas other races are either of cordyans continue to this day to thrive in evil, hoping to
flora or fauna. It’s commonly accepted that the one day resurrect their dark lord Nibiru.
Cordyans were once human in the far distant past, and
after being infected by a particularly aggressive and Dark Abodes
psychoactive fungus, became as they are. They are The main city of the cordyans, Gahs, is a fairly decent-
relatively tall, a minimum of 6ft tall, and a maximum of sized one. It is about a fourth the size of Centras, and
over 7ft. They have slender bodies, too, similar usually densely packed. Their homes are on the small side, but
between muscular and thin. Their skin is reminiscent of they have wooden stairs and bridges going up the trees
the various mushroom species across Iapyx they build their homes against, which lead them up and
up into larger buildings built higher up on the dark trees
in the Vildmark Wilds. These homes are crafted from
derfwood, a darkened tree that yields dark purple
planks and possesses incredibly dark brown bark.
These homes and the city itself is lit by way of jars of
firebugs, which glow a bright yellowish-green in the
twilit forest. Oftentimes the Cordyans will decorate the
outside of their homes with the bones of goblins or
other monsters, usually killed by their warriors.
Warriors of Shadow
The most common trade of the cordyans is that of the
assassin. Cordyans are given training in stealth and
cunning at a young age, and are gifted a dagger upon
their tenth birthday, for which to train further with.
Besides this, Cordyans make good tavern keepers and
hunters. But, most often than not, Cordyans will leave
their home when they come of age, and go into the
mortal realm to likely become a mercenary, a killer-for-
hire, or even a monster-hunter, contracted to kill
monsters that have overrun a village or town. They are
commonly thieves, stealing from each other in feats of
skill. For fun, the Cordyans enjoy gambling and combat
tricks, like knife throwing or acrobatic sparring.
They are often particularly good at cards, and are Hybrid Nature. You have two creature types: humanoid
among the best players in the mortal realm, even after a and plant. You can be affected by a game effect if it
few drinks. works on either of your creature types.
Fungal Alchemy. Cordyans have an innate
Cordyan Names understanding of alchemy, often using their own spores
Upon their children’s birth, cordyan parents are reached as ingredients. You gain proficiency in Alchemists’
out to by Nibiru, and given the child’s name. Changing Supplies.
Shadow Training. Cordyans make the best assassins
one’s name is heavily frowned upon in cordyan culture, and are trained as such, you have proficiency with
and could lead to one’s family disowning them. Family daggers and proficiency in the Stealth skill.
names are nonexistent in cordyan culture, and instead, Tools of the Cunning Trades. Having had much
cordyans prefer titles such as “The Cunning” or experience with gambling, thievery and trickery, you
“Shadowblade” to emphasize their skills. may choose to have proficiency in either Sleight of
Male Names: Antal, Berg’val, Bhindus, Brorn, Caelnolu,
Hand or Deception.
Languages. You can speak, read, and write Common
Dandar, Divdyn, Durnor, Hadrogh, Geloyn, Ilrin, and Annunaki. Annunaki is a wierd, trippy sort of
Irendrar, Lirdzen, Malaggar, Morennel, Narlros, language that almost sounds like melodic tones with
Numrini’th, Nyloth, Pharius, Ryltar, Sabal, Sorn, clicking throughout.
Syrdar, Taldinyon, Tolokoph, Urlryn, Velkyn, Yazston,
Zeerith
Female Names: Akordia, Amalica, Balaena,
Belarbreena, Brorna, Cazna, Chadra, Charinida,
Dilynrae, Eclavdra, Erakasyne, Faeryl, Ghilanna,
Greyanna, Halisstra, Ilivarrra, Imrae, Jezzara, Jhangara,
Khaless, Lledrith, Llolfaen, Miz’ri, Nendra, Phyrra,
Sabrae, Shyntlara, Solenzara, Thalra, Thirzel, Umrae,
Viconia, Vierna, Viconia, Z’ress, Zilvra
Cordyan Traits
Your corydan character has a variety of natural abilities,
the result of your fungal nature and cunning training.
Age. The Cordyans live to about the age of 300, and
reach the age of maturity at about 40 years old.
Size. Your size is medium.
Speed. Your walking speed is 30ft. Cordyan Dagger
Darkvision. Accustomed to the darkness of the
Vildmark Wilds dark forests, you have superior vision in
dark and dim conditions. You can see in dim light within
60 feet of you as if it were bright light, and in darkness
as if it were dim light. You can’t discern color in
darkness, only shades of gray.
Keen Senses. You gain proficiency in the Perception
skill.
Fungal Form. You have advantage on saving throws
against poison, and resistance to poison damage.
Masters of Trickery. You have the ability to use the
Minor Illusion cantrip at will. Your spell save DC for this
spell is 8 + Charisma modifier + proficiency bonus.
Drakon In terms of religion, each drakon individual follows
one of the Drakes, each representing an ideal and
“KEEP TO THE WILD WILLOW PASS, HUMAN,” A believed to be the cause of natural phenomena. While
they most often follow the Drake of their ancestry, they
trio of green drakon, short and wiry, prod at my side
may split off from this, choosing a different one (though
with sticks, balls of sickening green energy bubbling up
this is often met with criticism and banishment from
in their opposite hands as I try to branch off from the
thir tribe. The Drakes and their ideals are as follows:
path they’ve described. I have a job to do, and if these
Guivre the Black Drake represents Intellect and causes
three are barring me from completing it, then perhaps
sinkholes, Qinglong the Blue Drake represents
I’ll be killing more than just a banshee.
Community and causes thunderstorms, Kukulkan the
-Marius Gavreau, previous Holder of the Gavreau Violet Drake represents Loyalty and causes
monster hunting famly. earthquakes, Wruenele the Gray Drake represents
Might and causes tornadoes, Ryujin the Bronze Drake
The ways and culture of the drakon are seldom represents Discovery and causes tsunamis, Fafnir the
understood by the rest of Iapyx. They keep to Gold Drake represents Wealth and causes volcanic
themselves, shun even their own kind if they aren’t in eruptions, Cuelbre the Green Drake represents Cunning
their tribe, and wield powerful magic on par with some and causes missing people, Kulshedra the Red Drake
of the best in the land. represents Honor and causes wildfires, Kholkikos the
Silver Drake represents Focus and causes sandstorms,
Serpentine Sorcerors and Bakunawa the White Drake represents Beauty and
causes the changing of the moon’s phases.
The drakon take after the creatures they’re named after,
the Drakes, in appearance. They have long lizardlike Of the Wilds
tails which they can control at their will like a limb, and Living in different parts of the Stamme Wilds, the
completely scaley bodies. Some may have horns and drakon are a tribal species. The Stamme Wilds are
feathers, but none can grow hair. Their eyes are usually known as the Wilds of Eternal Autumn. Trees are in a
similar to a snake’s or lizard’s, but they also can bear constant state of losing their brightly colored red,
more docile and rounded looking eyes. They stand at orange, yellow, and brown leaves until night, and then
about 3-3.5ft on average, and are usually muscularly or regrowing them back in the coming dawn. There are a
thinly built. They also have claws on their fingers and do pair of paths cutting through the wilds that connect
not wear footwear, instead going barefoot. Their scales Salutis and the Ironwood Forest, as well as connecting
and look take the appearance of whichever Drake they Alainn and Centras. The drakon, while not participating
take the ancestry of. in the world stage on a regular basis, have agreed not to
The Great Divide attack any outsiders who take these paths through the
Wilds, a truce signed into law called the Wild Willow
The Drakon are said to have descended from the very Peace Accord.
first creatures to walk the mortal realm, who are also SteveSketches
attributed with the creation of the world. These were
the Drakes. The different types created the mortal
realm, and then fled underground to sleep for the rest of
time. In their image, they created the drakon, both as a
symbol of their power, and a reminder that the Drakes
are the true rulers of the mortal realm. This has led to
the common belief among the drakon that they are
superior to the other races, though this is not uniform
within them. There are ten different types of drakon,
coinciding with the different types of Drakes. These
types are the black, blue, violet, gray, copper, gold,
green, red, silver, and white Drakes. These different
types of drakon, are split apart from each other by their
trbes. There is no formal city, nor do they often
commune with each other, save for traveling to the
other areas of the Stamme Wilds to trade or get a drink
of stiff violet drakon ale. The drakon, as such, take care
to not associate with the other tribes too much, as doing
so may be construed as a sign of disrespect to one’s
own tribe by the chieftain.
Outsiders Unwelcome Tribal Magics
The drakon are an isolated people, closed off from the With the powers of the Drakes running through their
rest of the world in very specific ways. They believe that blood, the Drakon have an inclination toward magic.
outsiders, non-drakon, are lesser, not as intelligent or While they have usual professions like tavern keepers,
even powerful. They do not participate in the Coalition general salesmen, armorers, and other such craftsmen,
of Powers, though they may send an attendant every so they most often are some type of mage. They have a
often. They don’t use the standardized metals system of knack for the mystical arts, often doing work with
currency as well, instead using a gemstone native to the potions and spells. As pastimes, the Drakon like to
Stamme Wilds that gold drakon act as treasurers and travel the Stamme Wilds in search of rare bugs,
bankers for. Unlike most other species in Iapyx, the especially as hatchlings,and even traverse the whole of
drakon do not have a formal military. Instead, they have the mortal realm. But, in the case of the latter, they
a reserve force of highly powerful mages called the quite love to adventure, joining bands of other travellers,
Emissaries Legion, which can be called upon in times of in an attempt to prove their worth to the world. Cultures
need for the tribes of drakon that call the Stamme Wilds differ from tribe to tribe, each having their own customs
their home. In the event of an invasion, all Emissaries and holidays.
are called upon to defend. But, for the most part, Drakon Names
Emissaries are tasked with either protecting more at-
risk or valuable villages and guarding the borders of the The given names of drakon often coincide with their
Stamme Wilds territory. Emissaries come from all Drake ancestry, giving them names like Coldheart,
tribes, with red and green drakon making up the bulk of Fireblood, and Copperscale. As for their family name,
the forces, especially on the borders. they earn it by way of feats their family has performed,
When first joining the legion, an Emissary is selected always starting with “the,” leading to family names such
by their village elders and sent to the nearest green as The Brave or The Cunning. Since the drakon are
drakon village. There, they are trained, and given a tribal, their names, both given and family, usully tend to
choice between guarding the border, or guarding a represent their living Drake ancestor both in color,
village. In the case of the former, they will make power, and in value. For instance, a name for a red
residence in a silver drakon village and defend the drakon could be Firetongue the Brave, and a blue
border at all times, sleeping in the night with the drakon might be called Azure the Kind.
knowledge they may be awoken to a call of duty at any
moment. In the latter, they will only know of the village Drakon Traits
they’re stationed at after they’ve arrived there. Once Your drakon character has many abilities, only
there they’ll get briefed on evacuation plans, defenses strengthened by their values and their powerful magical
already in place, etc. Emissaries are bound for life to ancestry.
their duty, and defecting in any way is punishable by Ability Score Increase. Your Strength score increases
torture for an entire moon cycle concluding in by 1, and either your Wisdom, Intelligence, or Charisma
execution. increase by 2.
Age. Young Drakon grow rather quickly. They are
able to walk hours after hatching, attain the size and
development of a 10-year-old Human child by the age of
3, and reach adulthood by 15. Despite their quick
development, they remain in adulthood for quite long,
living to be about 120 on average.
Size. Dragonborn are shorter than most other
species, standing below 4.5 feet tall and averaging
SteveSketches almost 80 pounds. Your size is Small.
Speed. Your base walking speed is 30 feet.
Ancestry of the Drake. Being born from several types
of Drakes, the Drakon has a breath weapon and a
damage resistance in regards to a damage type of their
choice from the table.
Drake Ancestry
Drake Damage Type
Gold Fire
Silver Force
Bronze Cold
Red Fire
Blue Lightning
Green Psychic
Violet Force
White Radiant
Black Acid
Gray Thunder

Breath Weapon. When you take the Attack action on


your turn, you can replace one of your attacks with a
breath attack. Each creature in that area must make a
Dex save (DC = 8 + your Con modifier + your PB). You
can decide whether you breathe a 30-foot line or a 15-
foot cone.
On a failed save, the creature takes 1d10 damage of
the type associated with your Drake Ancestry. On a
successful save, it takes half as much damage. This
damage increases by 1d10 when you reach 5th level
(2d10), 11th level (3d10), and 17th level (4d10).
You can use your Breath Weapon a number of times
equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.
Cry of the Mighty Drake. As a bonus action, you let
out a cry at your enemies within 10 feet of you. Until the
start of your next turn, you and your allies have
advantage on attack rolls against any of those enemies
who could hear you. You can use this trait a number of
times equal to your proficiency bonus, and you regain all Flavoring Your Drakon
expended uses when you finish a long rest. Each of the ten Drakes represent a certain element,
Adept Potion Makers. The Drakon are crafty in terms
of their artisanship, being able to craft potent magical derived from their natural phenomena. Think about how
potions. You have proficiency with brewer’s supplies. you want to flavor your magic and your breath weapon
Magic of the Drakes. You know one cantrip of your to match your ancestral Drake. Maybe a green drakon
choice from the sorcerer spell list. Intelligence, Wisdom, will utter a word or phrase that causes the target’s mind
or Charisma is your spellcasting ability for this cantrip to ache, or a blue drakon will fire a blast of water from
(choose when you select this race). their mouth.
Languages. You can speak, read, and write Common
and Drakonic. Drakonic is an elegant language
interspersed with gutteral clicks.
Dryad
“YOU SCARED THE LIFE OUT OF ME,” Han said. He
couldn’t contain his scream as our guide through the
forest came from out of the treeline, as if she was made
out of it. Her hair was covered in leaves, and as I looked
closer, I could see a little mouse stuffing tufts of fur in
the strands of it.
She looked just like the tree, her skin a deep brown
color, with waves and valleys like bark. Her voice spoke
low, explaining to us where we were, and that it was
more than a wonder that we’d made it this far into the
Ironwood Forest without her.

-Libraphel, immortal Venturer.


Dryads are tall, but not as tall as the brilliant trees of the
Ironwood Forest that they call their home. They are
stoic, proud folk, and take great joy in the share and
spread of knowledge and the arts.
Walking Trees
Dryads, treefolk of the Ironwood Forest Region, are a
stoic and dignified race. They are either bulky,
appearing as muscular, or thin and lanky, and tall. The
color of their bark skin matches that of the tree they’re
descendant from, be that birch, spruce, oak, cypress,
etc. Their hair and in the case of men facial hair is
covered in leaves, taking on the color of whichever tree
they take the appearance of, and often become an array
of orange, red, and yellow in the autumn months of the
Ironwood Forest.
The men quite often have shorter hair than women. The Ladybug : The holiest symbol, representing
The women almost always have long flowing leaf hair beauty and grace, often worshipped as a symbol of
which will sometimes have a nest of squirrels living in it. how life flourishes
Dryads can also meld with trees of the type they’re The Fly: The Fly is a symbol of death and
descended from, becoming one with them, offering destruction, and leans itself to worshipping combat
great cover from the more hostile creatures of the and war
Ironwood Forest. The Spider: Often associated with trickery and
deception, the Spider symbolizes how cruel and
The Holy Seven abhorrent the world can be
In dryad culture, the insects of the forest are considered The Bee: Associated with technology and civilization,
sacred, much like they are for the skog. This has the Bee is a strong symbol for those who wish to
actually led to a feud between the two peoples, arguing constantly innovate and exceed expectations
over which creation myth is correct. Though the two The Mantis: Often considered to be the wisest and
races work together often in a mutually beneficial most knowledgeable of the spirits, the Mantis is
relationship in the Ironwood-Anhet Concord, they are associated with knowledge and truth. Those who
constantly at odds with each other. follow her cannot lie and cannot stand those who lie
The dryads believe that a different seven insects were The Cricket: Very happy-go-lucky and determined,
responsible for the creation of the mortal realm. These the Cricket is a symbol of those who wish to spread
seven insects which created the world, made their cheer wherever they go
homes from the trees. Grateful to these trees, the The Cockroach: Associated with undeath, those who
insects rewarded them by giving them sentience, giving follow the Cockroach have a knack for staying alive,
birth to the first of the dryads. These insects are as and are often unkillable if they’ve gained enough
follows: favor with this spirit
Equal Representation
The dryad’s government rule came into being just a few
years after other countries began to establish stable
governments. Led by Artur Ironwood, from the first
family of dryads which the Ironwood Forest is named
after, the Reuel Parliament was established. This
governing body was and is still to this day, made up of
the fifteen most noble families of dryads, each
representing a sector of the Ironwood Forest Region
civilization.
The house of the parliament, the Huorn Palace, rests
in the northernmost part of the region, and is
represented by the Ironwood family. This parliament
looks after laws and trade, and makes sure that the
dryads keep their place as a peaceful folk among the
Coalition of Powers.
The Ironwood Forest True Scholars
The dense Ironwood Forest is made up mostly of trees The drayd people are a united one, not dividing
which have grown larger in size than those of other themselves into classes like others. Any dryad individual
forested regions, stretching into the sky. These trees can go into any business, granted that it is not a
mostly include oaks and birches, but there are also large parliamentary position, as only the fifteen noble families
spruces, maples, and even willows growing in the may do so. However, several professions are common
region. Over several centuries, the dryads have created within the dryad society. Oftentimes, dryad men will
a rich network of natural homes and buildings, even an become part of the Garrison of Trees, the militaristic
entire palace, made from trees and plants in the force which defends the outer edges of the forest. Other
Ironwood Forest. than soldiers, the men may become smiths, crafting
The palace and the surrounding courtyard are made weapons from the metals in the forest ground, or
from the strongest of woods in the entirety of the mortal tamers, the individuals which go into the wilderness and
realm, wood from the fangom tree, which is sometimes tame animals to bring back and use as livestock or as
traded to the Skogfolk for use in crafting armor. Bearing creatures to be used for defense. The women often
the name Huorn Palace, it houses the fifteen noble become artisans, making luxurious forest jewelry and
families, as well as the House of the Reuel Parliament. sometimes woolen quilts.
In the center of this city, there lies the square, a large One of the most popular forms of entertainment in
open marketplace where dryads can get together for fun dryad culture is literature. Many members of the race go
and trade. Every family of dryads has a “home tree,” out on quests into the mortal realm in order to find the
which they have fashioned into houses that up to five best of the best literature, works of written word they
members live in. deem complete and utter art. Some even, while rarely,
write their own pieces of work to be read all over the
Ironwood Forest Region, and in certain places in the
rest of the world. Sometimes, the most popular of these
works will be turned into plays, to be performed by
travelling actors that visit the famous Pineneedle
Theater, a performing stage in the southern part of the
Ironwood Forest.
Dryad Names
The family names of dryads are majorly based on the
kind of tree the Oakenblood family in question take the
appearance of, like Birchseed, Sprucebranch, and
Goldenleaf. But, the given name of each dryad
individual is wholly unique to them or borrowing from
any other culture in Iapyx.
Dryad Traits
Your dryad character is an imposing presence with
abilities tied to your nature as treefolk. You may embody
this notion or betray it.
Ability Score Increase. Your Strength score increases
by 1 and your Constitution score increases by 2.
Age. Dryads live longest of any other species, living
on average about 600 years, and reach the age of
maturity at 100 years.
Size. Dryads are on the whole, quite tall, growing to
on average 6.5-7.5ft tall, and weighing around 300lbs.
Your size is Medium.
Speed. Your base walking speed is 30ft.
Plantfolk. When determining how spells, abilities,
and other effects affect you, you are more akin to plants
than to humanoids. Your creature type is Plant.
Flammable. On account of your plantlike nature, you
are vulnerable to fire damage.
Taking Root. You have the ability to root your feet into
the ground to prevent yourself from being forcibly
moved as a reaction. However, the next turn, you cannot
move and must uproot yourself as a bonus action. You
can use this feature a number of times equal to your
proficiency bonus and recover all uses on a short rest.
By doing this, if you are below your maximum hit
points, you also regain 1d4 hit points.
Photosynthesis. You do not need to consume food.
You instead get nourishment from sunlight. By standing
in the sun for an hour of sunlight, you are sustained for
the entire day. Without proper food, you will get fatigued
just as other species do.
Languages. You can speak, read, and write Common
and Alva. Alva is a deep language spoken from the
throat, with booming vowels and consonants that sound
like creaking trees.
Certain Fianna males will grow their antlers out much
faster, and larger, and will often enter positions of
nobility in society. The greater the size and/or
embellishment of the antlers, the higher up in the social
ladder a Fianna male is likely to be. This has resulted in
the decorative carving of the antlers, decoration in the
form of antler jewelry, and even synthetic wooden
Fianna antlers for those who cannot seem to grow theirs out.
Some males will also grow facial hair, but this is not
“WELCOME TO THE PALACE!” A small young man, common. The female Fianna do not possess antlers,
and instead just have normal human hair, sometimes
fianna, with white hair and red-tinged eyes, welcomes
braided. The fur and hair color of Fianna is the same,
us into a passageway leading underground. At first,
and usually comes in shades of brown, from light to
everything is dark, but soon a number of lights make
dark, but very rarely there will be born an albino white
themselves known. Soon the whole room and all of my
compatriots are awash with dancing yellow lights, with Fianna. These are shunned, however, most of the time.
flecks of pink and purple and blue, some green too, all The Hallowed Stag
swirling around in glass bottles strung from the ceiling.
In Fianna religion, called Herne, the belief in a single
-Bashuk al-Hadi, Venturer. creator of the mortal realm is standard. The Fianna
The fianna are a sort of druidic people. They take care believe that at the birth of the mortal realm, the god
of the forest, bask in it, and are more reserved when it Herne, also referred to as the Hallowed Stag, was a
man who cultivated the infant world and brought life
comes to foreign policy. A noble, caring folk, the fianna into it. He created the Fianna from his own image, and
enjoy life, nature, and all they have to offer. after the creation of the other races and creatures of the
Deer Children of the Forest mortal realm, vanished. Many years passed, and a
Fianna man by the name of Cernunnos, claimed to be a
The Fianna are incredibly similar to the deer which live prophet of the god Herne. He became the first king of
in the Alainn Forest they call their home. Their legs are the Fianna people, and was supported by the nobility.
entirely deer-like, with fur and hooves. Their chests, However, many believed him to be a false prophet, and
when older, are covered in fur as well, but remain bare instead nominated their own king, who would later
in their youth. Their ears are also deer-like, while their become the second king, Uasal Fíorscoth. These Fianna
faces are human, save for their noses, which have a believed that the true Herne was never to return,
dark brown tip similar to most deer species. The Fianna
males and females are largely similar, both sporting
antlers, though female antlers are usually smaller.
that he was too holy for the mortal realm, and Playful and Jovial
Cernunnos was an imposter. As such, only five years
after he begun his reign, the first king was murdered in While Fianna males and females enjoy equality under
secret, and Uasal Fíorscoth took his place. the king’s law, there are still loose gender roles often
Since that time, there have been many kings. By the attributed to them both. For instance, while males are
Code of Herne, only a male Fianna may rule his people, far more likely to be soldiers, wielding shortswords and
and as such there have only been kings in the bows, there are several Fianna females that have taken
monarchy. The current king, Amadán Gasúr, is the up positions as archers and the magical forces of the
youngest to ever take up the throne, only 23 years of Fianna are a heavily female dominated group. Though,
age. His antlers are the largest in the land, and despite this may be because females are more inclined to
his young age, he is quite largely built, standing at practice magic than males in Fianna culture. Other
nearly 7ft tall. As of recent, King Amadán has attempted Fianna male jobs may include armorers, mercenaries,
to mend the image of albino fianna, even taking one in and hunters. Fianna female jobs often include cleaning,
as his own advisor, a young man named Keelan. cooking or waiting tables in inns and taverns or owning
them, artisans, and even sometimes just simple
The City of Briomhar housewives.
Lying on the western edge of the Alainn Forest Region, While the focus on nobility in Fianna culture may
the forest metropolis of Briomhar stands. The buildings make them out to be stoic and serious, this is actually
crafted from the finest stone and dirt, they stand spread quite the opposite. One of the Fianna’s favorite pastimes
out over the whole of the city. Each home usually is pranks. The king himself, Amadán Gasúr, revels in
houses about four Fianna individuals, but some larger the pulling of such pranks. At a young age, the Fianna
estates may house entire extended families and even often play a prank-like game where they pull another
multiple families at once. Briomhar is a vibrant place, child’s tail. The Fianna whose tail was pulled must then
decorated with bright green vines, brilliant lightly go to their nearest elder and show them their hooves. If
colored flowers, and habited by the most colorful birds the elder says something positive about the hooves, the
in the mortal realm. The royal palace of the king, unlike Fianna whose tail was pulled wins, if negative, the
the other buildings in the city, lies under a massive fort Fianna who pulled the tail wins, and if nothing, neither
on the surface. Called Fort Herne in the god’s honor, Fianna wins. As they get older, their pranks often get
the underground rooms of the palace house several either more elaborate, more dangerous, or both. At one
lawmakers and the king and his entire family. It is point, king Amadán Gasúr strung up his advisor from a
almost labyrinthian in its size and make. Homes of tree, while a vicious owl-bear swiped at him. All in good
Fianna are often attached to the stores or businesses fun, of course, as the owl-bear was actually a trained
they run, and are labelled as much by the decorative mount from the military the king had borrowed for the
signs they place outside their doors. prank.
Fianna Names
Fianna given names are often that of words in the
Cervine language, like Cróga meaning brave, or Nóinín
meaning daisy. Family names, however, are passed
down from the oldest of the family, and usually are
related to a certain feat that elder performed which
earned their family respect.
Fianna Traits
Your fianna character has many strengths, making them
a true patron of the forest.
Ability Score Increase. Your Wisdom score increases
by 1, and your Dexterity score increases by 2.
Age. The Fianna closely follow humans in age, living
at most to the age of 150, and reach the age of maturity
at about 20 years.
Size. Fianna are about the same size as humans,
about 5ft to 6ft tall. However, there have been certain
male Fianna that have grown to stand at 7ft tall, such as
the fifth king, Daigh Gruagain. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Leap. The Fianna have very powerful leg muscles,
and as such, you can jump an additional 10ft.
Darkvision. Accustomed to the dark of night in the
forest with little torchlight, you can see in dim light
within 60 feet of them as if it were bright light, and in
darkness as if it were dim light. You can’t discern color
in darkness, only shades of gray.
Keen Senses. You have proficiency in the Perception
skill.
Grazing Diet. You have the ability to graze, which
enables them to find food virtually anywhere, and your
strong digestive system grants you advantage on saving
throws to avoid being poisoned.
Antlers’ Might. Your antlers can be used when in
combat. Instead of an unarmed strike, you may opt
instead to use your antlers, dealing 1d4 + strength
modifier piercing damage.
One with Nature. Being able to commune with
nature, you have the ability to use Druidcraft at will,
usually using it to create a skunk smell to prank
someone, or make flowers bloom to bring a bit of color
to a pasture.
Languages. You can speak, read, and write Common
and Cervine. Cervine is a beautifully elegant language,
sounding like the music of nature, with frequent
humming sounds in some words.
Human
“IF YOU SHOULD HAVE BUSINESS WITH THE
HOLY ORDER, THEN YOU ANSWER TO ME.
The Bishop is not accepting requests to parlay, but, you
are free to peruse the Holy Library,” a man clad in thick
plate armor in a dark silver color boomed as he led us
through the halls of some large temple. We were merely
there observing, but there was an air of theatrics
pungent through the whole place, as if no one would
take note of how mediocre they all are just by basking in
it.

-King Kraggath, 75th Infernal King of Inferis.


Humans are simple folk. Though they have a large
country and wealth in Centras, they rarely venture
beyond the Grand Wall. They hasn’t stopped some from
finding adventure, or adventure from finding them,
however.
Differing Ethnicities
Humans come in many forms, differing by the areas
they choose to inhabit. Skin tones can range from pale
to dark, to even darker. For the most part, humans in
Iapyx are nomadic, traveling the world, settling in
different countries for whatever their heart desires.
Because of this, they often do not have a unified culture.
Centras Commonwealth
The Creator’s Promise
Humans uniformly believe in a single creator, While Humans do inhabit other regions, these homes of
appropriately and simply named Creator. The Creator is theirs take on the look of whichever race’s homes they
described as a being of pure holiness, and one which are neighboring. But, the home of the Centras Region is
created the world in order to bring joy to the life in it. He one wholly their own. The Centras Commonwealth,
is responsible for the races of the world, making the ruled by a coalition of religious leaders known as the
humans in His image. He also laid out a list of Holy Order of the Creator, is a thriving metropolis.
commandments, of which there are eight, and which the Choosing to commune with their fellow Humans, the
Humans follow and try to spread throughout the world. Centras people have built tall buildings of stone and
They are: wood, climbing up toward the skies. These act as sort of
“You shall do your duty; You shall help thy neighbor; apartment buildings, housing many different families at
You shall seek to improve life; You shall seek out a time. Besides that, there are many taverns, markets,
diversity in all facets of life; You shall keep faith in your and craftsmen’s businesses about the city, of which is
Creator; You shall not betray your Creator; You shall be very large and densely packed.
a pillar of honor and nobility; You shall spread the word The country of Centras itself is one large city. A wall
of your Creator to the best of your ability.” surrounds the whole of the country, guarded by
Many humans have travelled and inhabited other thousands and thousands of knights of the Holy Order
parts of the world in an attempt to bring the word of of the Creator. Despite this unification as one city, there
their Creator across the mortal realm. There is even a are smaller villages and hamlets within the wall. These
group of holy warriors, the Holy Order of the Creator, smaller towns are often dedicated to the practice of
which guard the many towns and the walls of Centras’ farming, livestock and crops, and some are even famous
main citadel. in Iapyx for training some of the best smiths on the
continent.
Master of None Human Traits
The Humans are a very well-rounded race when it Your human character is a blank slate. But, like most
comes to professions. They are anything soldiers, humans, you care not for these notions of you and your
smiths, artisans, shopkeeps, tavern owners, merchants, folk.
and any other type of job. They often take great pleasure Ability Score Increase. All of your ability scores
in doing their work, relating to the first commandment increase by 1.
as laid out by the Creator. Besides prayer, Humans take Age. On average, Humans live no more than a
great joy in a number of things. While they often like century, reaching the age of maturity in their teens.
different things depending on the region of home, they Size. One uniform quality of humans is their height,
most often like music, ltierature, theatrics, and physical which ranges anywhere from just under 5ft to a little
games. This includes the Grande Rampart Games, a over 6ft. Your size is Medium.
sporting event taking place on the summer solstice each Speed. Your base walking speed is 30 feet.
year. Well-Rounded. You gain proficiency in one skill of
One thing that is known about humans is that they your choice.
have a harder time grasping the concept of magic. It Good with Tools. You gain proficency with one tool or
takes a significant amount of effort for humans to learn musical instrument and one weapon of your choice, and
and practice magic, even moreso to wield it powerfully can add these to your starting equipment.
enough to fend off the threats of Iapyx. This has led to Linguist. In order to spread the word of the Creator,
the founding of the nine hunter families of Centras. humans must be able to reach out to other races. You
Their homes positioned on the outside of the wall in a know one language of their choice in addition to
circle spread around it, these families each hunt a Common and the language of your home region (if
different type of threatening creature, and each have a you’re not from Centras).
Holder, who wields a powerful magic weapon. Capable of Greatness. Humans while plain, have

Human Names
immense potential, and as such can do anything their
hearts desire. At 1st level, you can take a Feat (as long
Human names range all over Iapyx. Usually, wherever as they match the prerequisites for that Feat).
the human lives, they will have a name that reflects the
dominant society living there.

Alphonse Arsenault
Holder of the Arsenaults
Inferal
“HAVE YOU BEEN TO THE INDUSTRY DISTRICT?” were pure, but as all things, were corrupted by sin. It is
by following these Godly Vices that they may heed their
King Gorkesh said. The king was not the imposing force
cautionary tale and maintain balance within themselves
that we thought of him. He stood hunched over, horns
amidst the sins that exist in all mortal bodies, so as not
glistening and adorned with gold, a crown loosely sat
atop his head. It looked much too small for him, to face a downfall like they did. They are as follows:
however. “Please, you haven’t been to Inferis if you’ve Superbus the Vice of Pride: A man of supposedly
only just seen the Impuratus’ hold on my country.” great power, who toted his magical abilities above all
-Alwyn Harlig, skog Venturer and scholar. others
Corneum the Vice of Lust: A woman who’s beauty
The infernal are often looked down on. It’s said among and grace captivated the land, and even caused a war
the other species and societies in Iapyx, that the Iratus the Vice of Wrath: A destructive force of
Infernal are descendant from a people who embraced nature, rumored to be able to fell an entire army in
devils. While untrue, it has led to infernal as a people one swing of his scythes
either trying to evolve past their reputation, or live up to Esuriit the Vice of Gluttony: A man who was deemed
it. responsible for famines across the land he ruled
Aemulor the Vice of Envy: A woman who led a
Demonspawn genocide against humans, believing them to be
The infernal are usually described, whether aptly or not, insignificant in her eyes
as devilish in appearance. Their faces are often molded Avarum the Vice of Greed: A man who sought after,
in a scowl, blank, with pupilless white eyes. Their skin and achieved, immortality, though brief
ranges from shades of red to sometimes even blackish- Otiosum the Vice of Sloth: A man who died from
red. Upon their foreheads there are sharp horns, sheer laziness despite discovering restorative magic
sometimes growing from the sides of their temples,
appearing like ram horns. Their hair is most often black,
though there are some with dark red hair or even white
hair. From behind them they have a pointed tail, which
serves no other purpose besides being able to move
about like a limb.
The Seven Godly Vices
The Infernal are worshippers of Godly Vices. These
Godly Vices are believed by the Infernal to have
cultivated the Mortal Realm in past lives, when they
The Kingdom of Inferis insignia of their god on it, crafted by their father’s
hands, and painted in part with their mother’s blood.
Named after the region where it stands, the great
Kingdom of Inferis is a city that thrives in darkness. The Infernal Names
buildings are tall and large, with awnings that The Infernal are often given names that mean deadly
constantly cast a shadow across the cityscape. The things or strike fear in the hearts of targets in the
palace is the only building that has the most light, due to Daemonish language, like Bal’gadon, Mazrak, and
the giant braziers constantly lit at its front gates. Apart Azgillan. As for family names, they are instead titles,
from these, there are huge numbers of torches earned by the father of the family and passed down from
throughout the city, needed to keep the darkness at bay generation to generation, like “The Fanged” or
for visiting races. “Skullcrusher.”
The city is considered a cesspool by most of the rest
of the mortal realm. It is known for its massive crime Infernal Traits
syndicate, The Impuratus, along with being rife with Your infernal character is thought to be a descendant of
gambling, thievery, murder, and dark magic. While the sinful beings, and whether you rise above this or rise to
main city is a hive of scum, the surrounding villages are it, your prowess benefits from either.
often described as quaint. While they may partake in Ability Score Increase. Your Wisdom score increases
drink more than is preferred, they are often very by 1, and your Dexterity score increases by 2.
welcoming and outside of the cloud of darkness that is Age. The Infernal live long lives, living on average to
the main city in Inferis. about 250, and reach the age of maturity around 20
years old.
Size. Despite their imposing look, infernal aren’t all
that tall, standing only about 5.5-6ft on average. Your
size is Medium.
Speed. Your base walking speed is 30 feet.

Hellvision. During the day your vision is normal and


pupils are nonexistent, but at night your eyes burn like
hot coals. You can see in dim light within 60 feet of you
as if it were bright light; and in darkness as if it were
dim light. Infernal vision also is based on thermal sense
and can work in pitch black when tracking heat. Due to
your glowing eyes at night, you are easier at being seen
World’s Finest in the dark.
Among the usual jobs, armorers and smiths and other Flame’s Healing Touch. Once a day, you may choose
workers, the Infernal have a particular liking to to heal 1d6 of health by way of contact with fire. This
mercenary work. They often make the best warriors, can be from a bonfire, a spell cast on you, etc. In the
brutes, rogues and assassins, and are often hired to take case of healing from an attack dealing fire damage, you
out high profile targets. Along with this, Infernal are roll the 1d6 to reduce the damage taken from the attack
adept in the dark arts. They are often trained in the evil by the roll.
magic of the mortal realm, in an attempt to connect with Tolerance. You have resistance to fire damage and
their chosen deities of worship. On that, there is often a acid damage, and in addition, have advantage on rolls to
statuette in every Infernal home, depicting one of the resist torture.
seven deities with which the family aligns themselves
with. When embarking on a journey, an Infernal will
often take a handmade statuette or amulet bearing the
Sinner’s Boon. Infernal may worship or take after one
of the seven Old Gods, and gain a special trait
depending on which they worship. Pick one of the
following:
Corneum’s Allure.* You may cast the Charm Person
spell once per day. Charisma is your spellcasting ability
for this spell and DC.
Superbus’s Ego. You gain proficiency in the
Performance skill. You also gain the ability to cast
Compelled Duel a once per day. Wisdom is your
modifier when determining spell save DC for this spell.
Avarum’s Greed. You gain advantage on Persuasion
rolls when buying or selling. You also have the ability to
cast Distort Value once per day. Charisma is your
modifier when determining the spell save DC for this
spell.
Iratus’s Rage. You can take a bonus action to switch
to a feral stance; in this stance Strength is increased by
2 and you can make 2 attacks per action, but you are
unable to make any Wisdom attacks/checks and have
disadvantage on Wisdom saves while in this stance. The
stance lasts for 2 turns (including the turn used to enter
this stance). Once the stance ends, you take 1d6 psychic
damage. You can use this ability once per day.
Esuriit’s Hunger. You get the ability to once a day
devour a carcass they or someone else has killed, or
that is found. Doing this heals you the number of hit
points equal to your proficiency bonus x2. This must be
done outside of combat and can only be used once a
day.
Otiosum’s Laziness. As an action, any Infernal
worshipping Otiosum can choose one benefit of a long
rest to apply to a short rest. You can also choose to gain
a number of temporary hit points equal to your
proficiency bonus+your level by forfeiting your turn in
order to sleep. In doing this, you fall unconscious. You
can use this ability once per day.
Aemulor’s Jealousy. You may once a day choose as an
action to instantaneously swap places with an enemy
you can see.
Languages. You can speak, read, and write Common
and Daemonish. Daemonish is harsh, almost angry-
sounding.
Nephilim
“WELCOME TO PATRIAM, WEARY ONE.” It was like
I had died and was transported straight to the Realm of
Paradise. My muscles ached, but I was treated
immediately by a young woman with brilliant white
wings, as brilliant as the marble statue in the center of
town that I’d passed by. I can’t imagine why anyone
would ever want to leave this place.

-Brygga Hrogyn, scholar, explorer, and traveling bard


The nephilim are a radiant and pure people. They are
skilled martial artists, kind souls, and welcome most
anyone into their home if they have need of it.
Heavenly Light
The nephilim are a radiant may appear human upon
first meeting them, but their most identifying trait is
most certainly the luxurious wings sprouting from their
shoulder blades. These wings are always a bright white,
except in the case of the Herald of Light, who possesses
golden shimmering wings, and the Lightfinder, who
possesses silver wings.
The skin tones of the nephilim are most often pale
white, though some have been born with slightly more
tan skin. Most of them have fit frames on account of companions, friends, with the Herald of Light, and was
discipline and training. Their hair is always either white tasked with guiding the next Herald of Light once the
or a sort of platinum blonde, while their eye color can be previous one passed. And so that has been the tradition
anything from green or blue, to brown or hazel. The ever since, the current Herald of Light being that of
nephilim also have a tendency not to wear footwear, Israfel, and the current Lightfinder, whom was born
instead electing to wear footwraps of cloth or leather, with the previous Herald, called Ephemera.
and simple robe-like clothing. The Herald of Light is always a Nephilim, and can
The Herald of Light
either be born a male or a female, the same going for
the Lightfinder. As to where that birth will happen, it is
The nephilim believe chiefly in order, peace, and their a mystery. While the first Herald was born in Patriam,
religion is based around this fact. According to nephilim the main citadel of the Nephilim, there have been others
legend, the creator of the mortal realm was but a single born elsewhere. In order to find the Herald and
being, known only as Lumen, a Lord of Order. This Lightfinder, there are a group known as the Acolytes of
being was made of pure light, attributing to its common Lumen, which visit the homes of every Nephilim once
title of simply Light. Lumen crafted the world from next the Herald or Lightfinder passes. The Herald and
to nothing, all the races, all the life in it, and then Lightfinder have been impersonated before, and the
created the nephilim. Upon its dying breath, Lumen only true way to tell if the Herald and Lightfinder are
ensured that it would live on within the body of a true, there is a test conducted.
nephilim, by way of reincarnation. So, Lumen’s spirit All newborn Nephilim are unable to unfurl their
entered into the first Herald of Light, Theliel. wings. But, the Herald and Lightfinder are an exception
Theliel was born to his father Nakir, and his mother to this. If the child believed to be an imposter is unable
Dahlia, born with golden wings differing from his to unfurl their wings or refuses to do so, they are to be
parents, and golden hair. As Lumen had written in its put to death by fire along with their parents for
scripture, placed above the town center: “A nephilim impersonating the Herald or Lightfinder.
shall be birthed with golden wings and hair; and as it is,
I shall be reborn.” Also stated in the scripture was the
arrival of a second sort of herald, known as the
Lightfinder. Elsewhere in the first little town of the
nephilim, about four years after Theliel was born, there
was born a baby girl, Naomi, born with shining silver
wings. The Lightfinder was to always become loyal
The City of Patriam
In the northernmost section of the Salutis Region, there
lies the brilliant city of Patriam. This city started as the
first town the nephilim inhabited, and where the first
Herald of Light was born. It is a beatiful city, crafted
over many years from the finest marble to be found in
the mortal realm. The city is about as large as most
other citadels. It is surrounded by smaller homes of
wood, the same type which dot the landscape all over
the rest of the Salutis region in its other parts.
In the center of the city, there stands the Chapel of
Light, where once a year, the entirety of the practicing
nephilim population makes a pilgrimage to go and pray
to the Herald of Light and Lightfinder. However, in
recent years, some nephilim have elected to not
participate in this tradition, instead continuing to roam
around Iapyx and Ikarios at their leisure.
Fighters and Pacifists
While there is, of course, regular jobs for the nephilim
such as armorers, trainers, soldiers, craftsmen, and
religious figures, there is one job which is highly sought Nephilim Names
after unlike the rest. Every nephilim receives disciplined Nephilim believe that they all share blood, and as such,
training in martial arts when they are young. But, if they do not typically possess family names. However, they do
wish to gain even more training, they can take up the have given names that they refer to each other by, and
job of Bellator, the fiercest warriors in nephilim culture. these are often quite eloquently spoken, meaning
These are given special tasks by the Herald of Light and certain phrases in Lumen. Like Orphamiel or Asuriel.
Lightfinder to protect the peace of Salutis and defend its
people. Nephilim Traits
A favored pastime in nephilim culture is that of Your nephilim character is a shining beacon to those
acrobatics. They quite enjoy doing tricks for each other, that need them, and have abilities that aid them in
whether that be in the comfort of their homes or on a keeping peace and order.
great stage for higher-ups in society. They can do many Ability Score Improvement. Your Dexterity score
things, especially given their ability to fly, and take great increases by 1 and your Strength score increases by 2.
revelry in this act. The nephilim are on the whole a Age. Nephilim are a short-lived race, living to at most
peace-loving race, preferring not to fight and instead a little over 100 years, and reach the age of maturity in
negotiate, but there are of course exceptions to this. their early teen years.
Among the smaller things they enjoy, they particularly Size. Nephilim are about human height, around 5ft to
like riddles, tea, painting, and singing. over 6ft tall, and usually around 150lbs. Your size is
Medium.
Speed. Your base walking speed is 30ft, and you have
a 15ft fly speed due to your wings.
Holy Resilience. You are quite indomitable, having
resistance to both necrotic and radiant damage.
Martial Arts Training. Being trained at a young age in
martial arts you gain proficiency in Acrobatics. In
addition, the you unarmed strikes deal 1d4 bludgeoning
damage.
Lumen’s Touch. Given the gift of Lumen, you have the
ability to use the Light cantrip.
Healing Hands. As an action, you can touch a
creature and cause it to regain a number of hit points
equal to your proficiency bonus. Once you use this trait,
you can’t use it again until you finish a long rest.
Languages. You can speak, read, and write Common
and Lumen. Lumen is a breathy, softly flowing tongue.
Those who wish to climb the ranks may attempt to grow
out their hair to mimic the social standing they desire.
Oni have various skin colors: green, blue, and red are
most common, though there are rarely seen gold and
white oni, and extremely rare black oni as well, so rare
that nobody has been able to prove they’ve seen one
Oni beyond the depictions of the oni’s deity. These skin
colors are indicative of the class system on Sokoku and
“DON’T TEST ME, HUMAN, OR YOU’LL FEEL YOUR within oni culture.
SKULL ON YOUR TONGUE,” an oni, red skin and Strict Class-Based Society
about a foot and a half shorter than me, screamed with
tusks pointed down glistening with spit. He had raven- Oni have a heavily class-based society, using an oni’s
black hair and a spiked club I’ve never seen before. But, skin color to show their class. Gold or white oni lead
here he stood, threatening my kind yuansu host, cities, towns, and military organizations. Red oni often
claiming to be able to raze the village to the ground. hold similar authority positions as white or gold, or lead
tribes of roving oni to conquer land. Green oni are
-Ingrid Fendler, current Holder of the Fendler family middle class of sorts, finding work as artisans or
warriors or even medics. Blue oni, however, are the
Oni are known infamously throughout Iapyx and even lowest class, finding jobs as grunts or general laborers.
Ikarios for being marauders, raiders, and loving of To be branded blue is a terrible disappointment to one’s
wanton violence. Despite being civilized, albeit peers and family.
isolationist on their own island, they have a reputation While Oni are born the same skin color as their
for conquering parts of the mainland Iapyx continent, parents, there are ways to climb the ranks and earn a
namely land belonging to yuansu. They are powerful more favorable skin, such as saving a higher ranking
and brutish, but can be welcoming to those that prove Oni, killing a creature deemed legendary by red or white
themselves. Oni, or fighting, and winning, an honor match against a
Small, Strong, and Feisty higher ranking Oni. This change of skin is done through
magic so that it acts as genetic. Using magic is a rare
Oni are smaller than other species, but are often occurrence for the Oni, and as such, the mage who
muscular and strong, both thanks to their warrior performs this ritual holds a special title and is
heritage, and their fighting culture. They often tattoo automatically a gold oni, and the only oni that is allowed
their bodies as indication of their accomplishments, or to practice magic.
to show what family they belong to. Oni hair is typically
spiked and styled in ways that symbolize their wild and
erratic nature, and grows around their horns,
The Worship of Tenshinko
Tenshinko, the legendary black oni, is revered in oni
society as the pinnacle of what an oni should be: strong,
fearless, an expert with blunt weapons, and the light of
any social gathering. Legend claims that she once held
an empire so large it engulfed half of the continent
neighboring the oni’s home island of Sokoku, and when
it was torn down, the oni were left with nothing but
what they began with. She is the closest thing to a god
that the oni believe in, and she is what every self-
respecting oni strives to be like.
As such, oni are constantly training themselves to be
the strongest, fastest, and hardest hitting person in the
room, and only use bludgeoning weapons as part of
their morals. Additionally, magic is considered a crutch,
and is heavily frowned upon, to the point that those
caught practicing magic to an egregious degree will be
branded blue for their heresy. Magical weapons,
however, are considered to be gifts from Tenshinko
herself, and are so highly regarded, that even a blue oni
with a magical weapon will be turned red or even white
as soon as possible.
Sokoku and the Tenshin Empire
The Sokoku region, the oni’s home island, is a fairly
well-developed land, with forests, plains, and a small
city to the north where most oni call home. They live
under a coalition of gold, white, and red oni, who decide
the land and people’s laws, morals, and often times
their place in life. Members of this coalition are made up
of representatives from different territories and the A Culture of Might
military leaders. Oni adore violence and conflict, and often see it as the
Beyond that, in an attempt to rekindle what was lost only way to settle disputes. A good fight after a stiff
in the days of Tenshinko, the white oni often leave with drink is the favored pastime of many upper-class oni.
a roving band of red and green oni into the continent Those who wish to gain a higher lot in life will either kill
near them to ransack, pillage, and reclaim what was a legendary creature, or try to defeat an oni of higher
once lost. As such, they’ve created a permanent state of standing in order to obtain a better skin color.
high tension with the yuansu, as the Jiayuan region is The vast majority of oni even take up jobs as hunters
where they tend to invade firstly due to the belief that it or sign up for excursions into the mainland to test their
is where Tenshinko was born and where the oni once mettle and show their skill in combat. Those who
held land, only occasionally spreading to other regions. choose a less violent pastime, such as shop keeping,
Because of this, and the oni’s territorial nature leading tavern onwership, or nobility, even get bored some days
to the death of those who enter Sokoku unauthorized, and go on fighting sprees to vent out frustrations and
many believe the oni are simply nomadic, and have no pent-up energy.
idea of their more civilized and well-developed side, as
shown on the island and surrounding islands. Oni Names
Oni are typically given placeholder or family names at
birth, such as Udeshukoi, Geshkihana, and Yoakarhi.
However, when an oni comes of age, they typically
rename themselves, often basing their name on their
greatest achievement in life, or taking the name of
somebody they respect or admire, in hopes of living up
to said name and bringing more honor and glory to it,
such as Dorakshujin, Tokohak, Honoashka, and
Jinkahke.
Oni Traits Bruting. You gain proficiency in the Athletics skill.
You also have advantage on saving throws to avoid
Your oni character has abilities that strengthen their being frightened.
resolve and might, making you a menace on the Built Tough. Training heavily to lift large weights in
battlefield despite your small stature. spite of your stature, you are considered Medium when
Ability Score Increase. Your Dexterity score determining carry weight, as well as weight that is
increases by 1 and your Strength score increases by 2. pushed, dragged, or lifted. Additionally, you can wield
Age. Oni typically only live 50 years, and reach heavy weapons without imposing disadvantage on the
maturity at 16 years old. attack roll.
Size. Oni are one of the smallest folk in the land, only
measuring up to 4ft at their tallest, and 2.5ft at their
absolute shortest. Your size is Small.
Speed. Your base walking speed is 30ft.
Tenshinko’s Wrath. When you damage a creature
with an attack or a spell and the creature’s size is larger
than yours, you can cause the attack or spell to deal
extra damage to the creature. The extra damage equals
your proficiency bonus. You can use this trait a number
of times equal to your proficiency bonus, regaining all
expended uses when you finish a long rest, and you can
use it no more than once per turn.
Tenshin Empire’s Favorite. Tenshinko was most well
known for her weapon; a kanabō imbued with the power
to fell a mountain. As an oni, and one who lived among
followers of Tenshinko, you gain proficiency in any
weapon that deals bludgeoning damage, and start with a
kanabō as part of your equipment.
Kanabō
Martial melee weapon, heavy, two-handed, Common

The kanabō is a large club-like weapon with metal rivets


or spikes put into the head of it. It is a martial weapon
with a range of 5ft, and deals 1d12 bludgeoning damage
on a successful hit.
Chapter 3: Classes and Subclass Options
Sifu
A massive wave of rocks and dust spreads in a circle,
leveling an entire regiment of oncoming oni warriors.
They shout and scream as their kanabō clatter to the
ground. Standing in the rubble, a terran yuansu exhales
calmly, his robes pristine in the wake of such elemental
power, and unclenches his fist.
An auran yuansu breathes in and out, in and out,
before bringing their hands down and spinning a ball of
wind at their feet. They jump onto it and zip around the
battlefield with ease. No one can keep track of them,
they move too fast, until it’s finally too late. A soldier
seemingly begins to choke on the air itself, as the
yuansu steadily pulls the air from their lungs.
Carefully, an aquan yuansu pulls water from a nearby
vase, holding it to the wounds of her injured party
member. She reassures him that he won’t die here in
this wasteland to a pack of monsters. He begins to
groan as his body aches subside, and he gets back up
onto his feet, sword in his hand, ready to take on any foe
in his way with the yuansu and her fury like the waves at
his side.
Everything Flows Through Chi
Yuansu are unique in the Mortal Realm as the only
species that cannot use magic. They are not powerless,
however, as they bend the will of the very elements
themselves. Yuansu harness a power called chi, the
energy that binds the elements to the Mortal Realm.
Aquan yuansu control water, Ignan yuansu conjur fire,
Terran yuansu control earth, and Auran yuansu control
the air. As sifus grow and use their abilities, they
discover new and more powerful ways of using these
elements to get the upper hand.
Masters of the Elements
Sifus are firm believers that everything, including each
individual elements, are connected together. Sifus are
peaceful when they can be. But, when things become
too dire that peace is not an option, they will bring the
fury of the elements down on their foes with a swiftness
unrivaled.
Sifus will often become venturers to aid the world,
bring balance to the peoples of the Mortal Realm, and
hone their abilities to the point they are nearly
unstoppable. Sifus might have any number of
motivations beyond this, but above all they are a force of
nature personified, and they take care that the world
knows it, whether good or bad.
The Sifu
Level Proficiency Bonus Features Elemental Strike Chi Points Forms Known Maximu Form Level
1st +2 Elemental Strike, Chi 1d6 2 — —
2nd +2 Elemental Forms 1d6 3 3 1st
3rd +2 Unyielding Vow, Elemental Barrage 1d6 4 4 1st
4th +2 Ability Score Improvement 1d6 5 5 1st
5th +3 Extra Attack +10ft 6 6 2nd
6th +3 Wise Fighter , Unyielding Vow Feature +15ft 7 7 2nd
7th +3 Restful Mind, Evasion +15ft 8 8 2nd
8th +3 Ability Score Improvement +15ft 9 9 2nd
9th +4 — +15ft 10 10 3rd
10th +4 Stalwart Spirit +20ft 11 11 3rd
11th +4 Unyielding Vow Feature +20ft 12 12 3rd
12th +4 Ability Score Improvement +20ft 13 12 3rd
13th +5 — +20ft 14 13 4th
14th +5 Unrelenting Survivor +25ft 15 13 4th
15th +5 Draw Upon the Elements +25ft 16 14 4th
16th +5 Ability Score Improvement +25ft 17 14 4th
17th +6 Unyielding Vow Feature +25ft 18 15 5th
18th +6 Elemental Defense +30ft 19 15 5th
19th +6 Ability Score Improvement +30ft 20 16 5th
20th +6 Spirit of Chi +30ft 21 16 5th

Creating a Sifu Saving Throws: Intelligence, Strength


Skills:Choose two from Sleight of Hand, Investigation,
As you create your sifu character, think about your Stealth, Acrobatics
connection to the elements and where you learned your
skills through the years. Did you learn the ways of your Equipment
element under the watchful eye of your master? Did you You start with the following equipment, in addition to
discover the power of your element on your own? the equipment granted by your background:
Consider why you choose to be so connected to your (a) any simple weapon or (b) a shortsword
element. Did your element provide you with solace in (a) a dungeoneer’s pack or (b) an explorer’s pack
dire times? Perhaps your skills saved the ones you love,
and you wish to spread that to the rest of the world. Is
there something specific you hope to accomplish away Multiclassing as the Sifu
from home? Species Restriction You cannot take any levels in this class if
you are not of the yuansu species.
Quick Build Ability Score Minimum You need at least a Wisdom score of
You can make an sifu quickly by following these 13 to take a level in this class.
suggestions. First, make Wisdom your highest ability Proficiencies Gained When sifu is not your initial class, you do

score, followed by Dexterity. Second, choose the hermit not gain any proficiencies when picking this class.

background.
Class Features
As a sifu, you gain the following class features
Hit Points
Hit Dice:1d10 per elementalist level
10 + your Constitution modifier
Hit Points at 1st Level:
Hit Points at Higher Levels:1d10 (or 5) + your
Constitution modifier per elementalist level after 1st
Proficiencies
Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan’s tools
Elemental Strike resist the feature’s effects. The saving throw DC is
calculated as follows:
At 1st level, your practice with your element allows you Chi save DC = 8 + your proficiency bonus + your
to blast an opponent with an elemental strike. You can Wisdom modifier
use your elemental strike when you make an attack.
Your elemental strike has the following properties: Deflection
You can spend 1 chi point as a reaction to deflect or
You roll a d6 for the damage of your elemental dissipate an elemental strike, weapon attack, or spell
strike. This die changes as you gain sifu levels, as attack that would deal damage to you. When you do so,
shown in the Elemental Strike column of the Sifu the damage you take from the attack is reduced by 1d10
table. Your elemental strike deals bludgeoning + your Wisdom modifier + your Sifu level.
damage.
Your elemental strike is a ranged weapon with a Power Blow
normal range of 20 feet, or a long range of 60 feet. When you hit an enemy with an elemental strike, you
When attacking a target beyond normal range, you can spend 1 chi point to force the enemy to make a
have disadvantage on the attack roll. You can’t attack Strength saving throw. On a failed save, the enemy is
a target beyond the strike’s long range. Despite being pushed 10 feet away from you.
a ranged weapon, you do not have disadvantage on
attack rolls with your elemental strike when a hostile Surprising Angle
creature is within 5 feet of you, nor when attacking a When you make an attack against a creature with an
creature that is prone within 20 feet of you. elemental strike, you can spend 1 chi point to hit the
You can use Strength instead of Dexterity for the target from any angle, not simply in a straight line. This
attack and damage rolls of your elemental strike. allows you to ignore the effects of any amount of cover
When you reduce a creature to 0 hit points, you can except for total cover.
choose to avoid killing them with your elemental Fighting Style
strike, leaving them unconscious.
When you take the Attack action with a weapon with At 2nd level, you begin to develop your own fighting
which you have proiciency on your turn (including style. Choose one of the following options. You can’t
your elemental strike), you can make one elemental take a Fighting Style option more than once, even if you
strike as a bonus action. later get to choose again.
Chi Archery

Starting at 1st level, your training allows you to harness You gain a +2 bonus to attack rolls you make with
the mystic energy of chi. Your access to this energy is ranged weapons.
represented by a number of chi points. Your sifu level Power Strikes
determines the number of points you have, as shown in When you roll a 1 or 2 on a damage die for your
the Chi Points column of the Sifu table. elemental strike, you can reroll the die and must use the
You can spend these points to fuel various elemental new roll, even if the new roll is a 1 or a 2.
forms. You start knowing one Simple form (1 chi point),
and depends on your subspecies: Temperature Superior Range
Regulation for Ignan, Air Scooter for Auran, Air Bubble The short range of your elemental strike is increased to
for Aquan, and Seismic Sense for Terran (all elemental 30 feet, and its long range is increased to 90 feet.
forms are detailed in Chapter 10: Elemental Forms).
You learn more elemental forms and levels of forms as
you gain levels in this class. You require at least one of
your hands to be free to initiate any form.
When you spend a chi point, it is unavailable until you
finish a short or long rest, at the end of which you draw
all of your expended chi back into yourself. You must
spend at least 30 minutes of the rest meditating to
regain your chi points.
After a long rest, you may switch out your current
forms for forms you’re able to initiate based on your sifu
level.
Your elemental form attacks count as magical for the
purpose of overcoming resistances. Some of your chi
features require your target to make a saving throw to
Elemental Forms
At 2nd level, you begin to wield absolute control and
authority over your element. In addition to basic effects,
you learn amazing powers to drive your foes before you.
Form Levels
Form Level Chi Cost
1st 2
2nd 3
3rd 4
4th 5
5th 6

Forms Known
You know three 1st-level forms of your choice from your
element’s form list.
The Forms Known column of the Sifu table shows
when you learn more forms of your choice. Each of
these forms must be of a level that you know. For
instance, when you reach 5th level in this class, you can
learn one new form of 1st or 2nd level.
Additionally, when you gain a level in this class, you
can choose one of the forms you know and replace it Elemental Barrage
with another form from your element’s form list, which At 3rd level, your Elemental Strike can now be used as
also must be no higher than your maximum form level. a bonus action a number of times equal to your
Initiating Forms proficiency bonus per long rest.
Your forms are chi features, and so you must spend chi Unyielding Vow
points to initiate these forms. You spend the number of
chi points shown on the Form Levels table in order to Choose an unyielding vow, which describes the
initiate a form. emotional and spiritual way that you use your elemental
Most forms have enhanced effects, which you can abilities: Fury, Wildness, Peace, and Connection,
initiate by spending additional chi points when you detailed at the end of the class description. Your choice
initiate the form. Each additional chi point you spend grants you features when you choose it at 1st level and
increases the form’s level by 1. again at 6th, 14th, and 18th level.
You cannot spend chi to initiate a form at a higher
level than your maximum form level, as shown in the Ability Score Improvement
Maximum Form Level column of the Sifu table. When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score of
your choice by 2, or you can increase two ability scores
of your choice by 1. As normal, you can’t increase an
ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.
Wise Fighter
Beginning at 6th level, you can add your Wisdom
modifier to your initiative rolls.
Restful Spirit
Beginning at 7th level you spend at least 1 minute
resting, you can give yourself all the benefits of a short
rest. Once you use this feature, you can’t use it again
until you finish a long rest.
Evasion Unstoppable Wrath

At 7th level, your instinctive agility lets you dodge out of Starting at 3rd level, when you are reduced to 0 hit
the way of certain area effects. When you are subjected points but not killed outright, you can drop to 1 hit point
to an effect that allows you to make a Dexterity saving instead. You can’t use this feature again until you finish
throw to take only half damage, you instead take no a long rest.
damage if you succeed on the saving throw, and only Pushed to the Brink
half damage if you fail. Your sheer willpower overshadows your care for your
Stalwart Spirit own wellbeing.
Starting at 6th level, as a bonus action on your turn,
At 10th level, through sheer force of will, you can use a you may attempt to extract more power from the wells
bonus action to remove one of the following conditions of chi than is available to you. Make a DC 12
from yourself: Charmed, Frightened, or Poisoned. In constitution saving throw. On a success, you gain 2d4
addition, forgoing food and drink doesn’t give you levels chi points. On a fail, you take 2d6 damage. This damage
of Exhaustion. cannot be prevented in any way.
Unrelenting Survivor Elemental Fury
At 14th level, your physical and mental discipline grant Starting at 11th level, you draw on the wrath in your
you proficiency in all saving throws. spirit to strengthen your attacks even further. You can
choose to take 1d4 damage in exchange for enhancing
Draw Upon the Elements the effect of a form you initiate by one level without
At 15th level, when you roll Initiative, you regain 8 expending a chi point. This damage cannot be
expended chi points if you have none remaining. prevented in any way.
Rage of the Unstoppable Spirit
Elemental Defense At 17th level, when you recover using your Unstoppable
Beginning at 18th level a Bonus Action, you can spend 3 Wrath feature, you can choose to lash out with
chi points to perfectly bolster yourself against harm for elemental fury. Any creature within a 20ft radius must
1 minute or until you are Incapacitated. During that succeed a Dexterity saving throw contested by your chi
time, you have resistance to all damage except Force save DC, taking 3d10 force damage on a failed save and
damage. half that amount on a succesful one.
Spirit of Liu
If you drop to 0 Hit Points, you can spend 4 chi, roll
4d12 dice, and add the dice together. Your number of
Hit Points instead changes to the total rolled. Each time
you use this feature after the first, the chi cost increases
by 2. When you finish a Short Rest or Long Rest, the chi
cost resets to 4.
Unyielding Vows
When a Sifu reaches a level of power above most
novices, they make a decision, a promise, a vow to
themselves about how they will use their awe-inspiring
abilities for whatever reason they so choose. Think
about your Sifu, what drives them when they take this
vow, and how they use it to wield their element.
Vow of Fury
You have a goal and are so determined to complete it
that you will not allow your enemies or your physical
limits to get in your way. Whether it is sworn vengeance,
your conviction to rescue a loved one, or a conviction to
protect the world from the grasp of an evil beyond
comprehension, you gain your strength and inhuman
resolve through your raw determination and rage. You
gain the following class features.
Vow of Wildness
Animal Style
At 3rd level, you gain one of the following features of
your choice.
Monkey Swing. You can move through the spaces of
hostile creatures, regardless of size.
Mantis in the Grass. You can use the Hide action as a
bonus action on your turn.
Turtleduck Shell. Your base AC becomes 13 + your
Dexterity modifier if you are not wearing armor.
Wing of the Crane. You can use your Deflection chi
feature without needing to spend chi points.
Vow of Peace
There is power in peace. Whether someone taught you
this lesson or you figured it out yourself through many
years of isolation, Sifus whose primordial connection is
that of peace try to focus on that quiet in the center of
chaos, drawing their strength from tranquility around
them. You gain the following class features.
ITEMS, TRINKETS, AND

TREASURES
Wondrous item

Bag of Glass Orbs


n ordinary looking bag, which can fit upon

A
someone’s back, is made from a soft brown
cloth and contains glass orbs that clink
against one another when moving. Inside
the bag, the orbs appear to be made out of a
clear glass, and somehow filled with a
strange, shimmering liquid. The color of
this liquid varies between the orbs and can be red,
orange, yellow, green, blue, purple, pink, or clear.
Activating the Bag
You can use an action to pull a random glass orb from
the bag and throw it up to 20 feet, or smash it where
you are standing. When the orb lands, it shatters, and
the effect of the orb spreads in a 10ft radius. Roll a d8
on the Orb Table below to determine the effect of the
orb upon shattering. The bag contains 1d6 glass orbs,
and once the bag is emptied, the orbs do not return to
the bag for a week.
Orb Table
Result Effect
1 Pink Liquid: Creatures in the AOE heal 2d4+2 hp.
2 Green Liquid: Creatures in the AOE take 1d6 poison
damage, and must succeed on a DC 13 Constitution
saving throw or be poisoned. At the start of each of the
affected’s turns, while poisoned in this way, they take
1d6 poison damage. At the end of each of the affected’s
turns, repeat the saving throw. On a successful save, the
poison damage taken on subsequent turns ends and
they are no longer poisoned.
3 Clear Liquid: Creatures in the AOE become invisible for
1 hour. Anything worn or carried is also invisible. The
effect ends early if the creatures affected attack, cast a
spell, or take damage.
4 Orange Liquid: Creatures in the AOE take 1d6 fire
damage at the start of each of their turns as long as they
are within the AOE. A creature can end this damage by
using its action to make a DC 10 Dexterity check to step
out of the flames. The flames last for 1d6 turns.
5 Purple Liquid: The thrower is instantly teleported to an
unoccupied space within the 10ft radius of the AOE
when this orb shatters.
6 Blue Liquid: Creatures in the AOE must succeed on a
DC 10 Dexterity saving throw or take 2d6 cold damage
and their movement is reduced to 0ft until they make
the DC 10 Dexterity saving throw at the end of
subsequent turns.
7 Red Liquid: Creatures in the AOE heal 2d6+4 hp.
8 yellow Liquid: Creatures in the AOE are blinded for 1d4
turns.

1
Rare Longsword (Requires Attunement)

Petronius

A
sentient blade that is believed to house the
soul of the last person to wield it, an
infernal man who served the king as
treasured advisor. This advisor was
described as a hedonist, a playboy, and a
witty charmer.
Though, his charm could only get him so
far, as soon his dealings with a political rival of the king
would be found out. Always the cunning one, the advisor
decided to end himself with his own sword. He sliced
his veins with the sword, then bound them before he
threw a lavish party where he made merry, gave gifts,
and dined on gourmet food and drink. After the party, he
retired to his room and reopened his veins one last time.
Properties of the Sword
In order to attune to this longsword, the wearer must
have a Charisma score of 14 or higher.
While wielding this longsword, it gives the following
benefits:
You may add +1 to attack and damage rolls made
with this weapon.
You roll with advantage when making Performance Cursed Weapon
checks to make someone laugh or tell a joke.
You may cast the spell Tasha’s Hideous Laughter a This longsword, like the soul bound to it, is cunning
number of times equal to your proficiency modifier through and through. After 3 uses of this weapon,
per long rest. The spell save DC for this spell is 8 + Petronius will try to yet again kill itself. You must
Charisma modifier + proficiency bonus. succeed a DC 15 Charisma saving throw, taking 2d6
piercing damage, having one of your belongings
Sentient Weapon destroyed, and becoming unattuned to Petronius for 1
day on a failed save. On a success, you instead only take
This longsword is possessed by the spirit of Petronius, 1d6 piercing damage, and remain attuned to the
an advisor to the king with a penchant for hedonistic weapon, who then laughs it off.
behavior.
Sentience. Petroniusis a sentient chaotic neutral
weapon with an Intelligence of 9, a Wisdom of 10, and a
Charisma of 16. It has hearing and darkvision out to a
range of 30ft. Petronius can speak, read, and
understand Common and Daemonish, but can only
speak to the wielder who is attuned to it.
Personality. Petronius is witty, sneaky, and an enjoyer
of the finer things in life. If Petronius likes you, it will
make it known, and if not the same is still true.
Petronius is a lover of comedy especially, and requires
the wielder attuned to it to tell it a joke once each day. If
the joke isn’t good enough for it, Petronius will be
unable to be used until the next day.

2
Chapter 10: Elemental Forms
Ignan Forms Fire Pinwheel Auran Forms Heart of the Sky
Fire Whip Navin’s Tiny Tornadoes
Simple Firecall Simple Power Puff
Temperature Regulation Heat Flow Air Scooter Resounding Blow
Leap of the Sun Sickening Mistral
1st Level Pyre Bolt 1st Level Tympanum Assault
Backfire Pyreball Aether Burst Whiff
Battering Flames Sunlight Air Cushion Windwall
Blinding Fire Weather Deep Breathing
Dragontongue Protection of the East Wind 4th Level
Flametongue Arrow 4th Level Shield of the Sky Blinding Dust
Flashbang Barrage of Flames Theft of the South Wind Cone of the North
Gleaming Strike Blazing Meteors Thunderburst Dust Angel
Searing Ray Burning Coals Updraft Howling Gale
Shield of Flame Choking Cloud Warding Whisk Navin’s Cyclones
Smoke Cloud Crepescular Ray Wind Bolts Sandstorm
Dragonflight Zephyr Onslaught Spirit of Air
2nd Level Fire Protection Squall
Burn Metal Inferno 2nd Level Wind Slice
Fiery Leap Pyre Storm Air Funnel
Fire Buff Sparksword Battering Gale 5th Level
Fire Blast Wall of Flames Disorienting Gale Empyrean Strike
Firemark Earsplitting Ring Hand of the Tempest
Flame Falchion 5th Level Gust Hurricane
Mirage Ash Rain Mighty Leap Potent Coriolis
Scorching Flare Bonform Reciprocating Gale Prison of the West
Whirling Sphere Delayed Pyreball Vortex Suffocate
Ember Storm Tornado
3rd Level Firespout 3rd Level Touch the Sky
Blinding Shot Immolate Chinook Wind Control
Counter Luminous Globe Counter Windspout
Dragonshield Nova Free Breeze
Aquan Forms Hailstorm Terran Forms Boulderskin
Ice Bullets Counter
Simple Iceberg Formation Simple Earth Launch
Air Bubble Chi Infusion Seismic Sense Earthmeld
Octopus Form Gravel Geyser
1st Level Tidal Surge 1st Level Landslide
Echoing Strike Water Drill Battering Earth Mouldywarp Dive
Flash Freeze Waterwall Burst Ring Rock Gauntlet
Freezing Strike Weird Dive Clay Coaster Sandwall
Grasping Ice Dust Cloud Stone Hut
Healing Waters
4th Level Grasping Earth
Hydro Shield Aqua Prison Gravel Shot 4th Level
Ice Slick Hailstones Land Leap Aftershock
Lurking Mist Razor Rings Quicksand Churning Sphere
Surface Tension Transmute Ice Rock Blast Clodshot
Water Whip Water Control Soft Sand Landwave
Water Gimbal Soil Scuttle Mackar’s Mini Meteors
2nd Level Stone Shield Sandstorm
Creeping Ice 5th Level Terror Firma Strike of the Mountain
Freeze Metal Blizzard
Ice Slides Bubble of Invulnerability 2nd Level 5th Level
Ice Spear Greater Rejuvenation Earth Slide Dustspout
Lesser Rejuvenation Hand of the Sea Mountain Strike Fault Line
Permafrost Strike Ice Trap Sand Augur Fresh Grave
Refraction Icequake Sickening Shot Hand of the Mountain
Slicing Disks Icewall Stone Hammer Impenetrable Stone
Soothing River Move Ice Stronq’s Earthen Grasp Meteor Storm
Tidal Push Pillars of Ice Sudden Wall Move Rock
Watery Cloak Reviving Waters Terra Cotta Armor Pillars of the Earth
Sudden Tsunami The Trembler Rockalanche
3rd Level Tui La’s Maelstrom Stonewall
Counter Waterspout 3rd Level Transmute Earth
Form Descriptions
Ignan Forms
Temperature Regulation
Simple Form
Cost: 1 chi point
Casting Time: 1 action
Range: Self
Duration: Consciousness, up to 8 hours
This form allows you to negate the effects of cold. Using
this form, you are immune to the effects of exhaustion
due to cold climate and have resistance to cold damage.

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