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The Chronicles of Aarde

Chapter 1Races and Subraces

Aarakocra Drey Orcs


Secretive and cult like, The Aarakocra live high atop the The Drey Orcs distinguish themselves from their more savage
crystal cliffs in tight-knit family groups. Here they shun the cousins with high intellect and a firm societal structure. Tall
outside world and keep a tight vigil for Earth Elementals who and strong frames are covered in rough black skin. Their hair
seek to attack Himmel. They have humanoid shaped forms ranges between stark white and shimmering silvers. Their
with both their feet and hands tipped in razor sharp talons. A lives in the Mortem Wastes have hardened them and made
bird like head and wings break the humanoid silhouette. them ruthless survivors.
Known Locations: Grisial Cliffs Known Locations: Mortem Wastes
Racial Traits: As per Elemental Evil Supplement Racial Traits: As per Volo’s Guide to Everything
Aasimar Drow
Born from the descents of angels, an Aasimar can come from Living a life underground the Dark Elves originally where a
almost any race however they are most commonly born of dark reflection of their good natured cousins. However as the
Humans. Their skin is often fair and their hair shining hues of centuries went on a more law focused faction of Drow rose to
gold and silver. Some even sprouting wings and halos in times power. Now they live in a fully democratic society with some
of great passion. The voices of angels often call out to them of the most famous brewers and vintners in the entire realm.
from a young age driving them to righteousness. A few reject They are shaped much like other elves but with charcoal black
this becoming fallen. skin and shimmering silver hair.
Known Locations: Cupulia Known Locations: Under Lake Allistar
Racial Traits: As per Volo’s Guide to Everything Racial Traits: As per PHB Drow Elves
Crystoni Dwarves Firbolg
With bones made of gemstone The Crystoni Dwarves live in In the Vita forests the descents of giants hide among the
homes of carefully grown crystalline structures. They are foliage. Their large frames covered in light blue skin and deep
squat in stature and have protrusions of their gemstone bones colored hair and eyes. The Firbolg see themselves as the
that extend beyond their flesh. The type of Gemstone often guardians of the forest and use their deep connection to move
varies between the different families. It is here their honed through it unseen by outsiders. Now they serve as knights and
their skills growing and shaping the naturally occurring gems rangers for the Kingdom of Sana.
and minerals that their lands are so rich in. Their society is a Known Locations: Vita Isle
Caste system with craftsmen and merchants families as the Racial Traits: As per Volo’s Guide to everything.
heads. They are ruled by a council with the heads of the
greatest families each holding a seat. Genasi
Known Locations: The Southern Union Nomads and travelers, the Genasi are refuges from other
Racial Traits: As per PHB as Hill Dwarves. planes and are the decedents of Genies. The Narlings wield
Dragonborn the power of fire and come from the sun Nar. Himmelites are
from the cloud kingdoms of the elemental plane of air. Finally
High atop the Kraz Highlands are the founders of the Suo the Vodan are form the watery moon itself. These nomads
Empire, The Dragonborn. Those descended from the likes of have all fled their native realms and instead wander the land
dragons still bear many of their features. While their form is of Aarde now. Humanoid in nature they all bear resemblance
mostly humanoid they are covered in scales and bear a dragon to their native plane. Duniani are the only of the
like skull. Some few even sporting wings like their ancestors. Planestouched that have not found a presence on the land of
They come in all the same shades as their true born relatives Aarde.
and proud clans mark their linage back to named Dragons. Known Locations: Wandering all of Aarde
Known Locations: The Kraz Highlands Racial Traits: As per Elemental Evil Supplement
Racial Traits: As per PHB Dragonborn

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Gnomes Humans
In deep mysterious pits across the land are the secretive cites The first civilization of Humanity was in the Ebon Range in
of the Deep Gnomes. These dark-skinned small humanoids the early days of Aarde. These humans became renowned as
move through the dark tunnels and work their arts of alchemy expert craftsmen. Humans are known for a drive and ambition
and invention. Dexterous hands work pulleys and levers that not seen in some of the longer lived races. This can often
move them through those deep mysterious tunnels. Each of make them seem arrogant or overly pushy however they are
the gnomes sets themselves apart with wildly colored hair capable of amazing bursts of selflessness and giving towards
that isn’t uncommon to be dyed and shifted to different colors the next generation as they try to improve the world around
depending on the Gnomes mood. them.
Known Locations: The Deep Pits Known Locations: Ebon Hills, Kraz Highlands
Racial Traits: As per Elemental Evil Supplement Racial Traits: As per PHB, No Variant Humans
Goblinoids (Island) Kobold
The Goblinoids of the Rimward Isles are a hardy and There are two known varieties of Kobolds in the world that
gregarious people. However they are known for being mildly have subtle differences. The Chalced Kobold have scale colors
mischievous sometimes taking things a little too far with their in muted tones and cooler shades are more common.
jokes. There is no clear story of how the Goblins arrived on Occasional instances of bio-luminescence and a more
the Rimward Isles. Often two Goblinoids will have vastly salamander appearance for the groups that have evolved near
different and sometimes contradictory stories. Valued as the cave mouth that leads into the reefs and the sea.
skilled net-weavers and fishermen you are sure to see some Dexterous workers in the crystal caverns, they assist the
type of Goblinoid on every ship in the isles. Bugbears are dwarves in procuring the crystals they need for enchantment;
praised for their great strength and balance they make up a as well as procuring rare and valuable minerals, creatures,
great deal of the workforce, however their intense laziness is a and plants for pigments, poultices, and any other purpose
constant struggle. Goblins are by far the most numerous of possible. In their spare time, the Chalced kobolds indulge in
the Goblinoids and they can be found in almost every corner their favorite pastime of performing and entertaining, with
of the Isles. They are skilled people capable of excelling where their particular skill in acrobatics and singing. The Vyryd
ever they focus, however there is often an issue with their Kobold’s colors are still in the cool family, but more vibrant;
confidence and drive to stand up for themselves. Hobgoblins descendants of Chalced kobolds that traveled to the island to
are natural leaders and it is said that the greatest ships in the pay respects to Cyvé and decided to stay, to inhabit and
isles are helmed by a Hobgoblin captain. restore the old temple (now casino) and city once established
Known Locations: Rimward Isles by the Aarocroka. The kobolds of the Vyryd Alcove used their
Racial Traits: As per Volo’s Guide to Everything keen skills to turn the island into a lush environment,
nurturing the local plant-life through their devotions and by
Goliath the grace of Cyvé. Vyryd is now a thriving commune, home of
The hearty mountain folk of the Ebon Range stand at a The Indigo Sighthund – a well beloved Inn, famous for its
staggering seven feet in height and easily weighing over three dancehall performances (especially its’ burlesque). If there is a
hundred pounds. Their skin shares coloration with stone source of entertainment you require – you will find it and all of
ranging from pale greys to dark browns and blacks. Hair is a the hospitality that you can bear with the vivacious and keen
rare thing among the Goliaths with even females only grown Vyryd kobolds.
small tuffs atop their heads. Full body tattoos are a common Known Locations: Chalced Caverns and Vyryd Alcove
rite of passes for young Goliaths. They are proud members of Racial Traits: As per Volo’s Guide to Everything
the Kingdom of Verth Lizardfolk
Known Locations: Kingdom of Verth, Vyryd Alcove
Racial Traits: As per Volo’s Guide to Everything Hot and sticky marshes can be found on the southern end of
Vita. These murky swamps are filled with all measure of
Halfling dangerous creatures including the crocodile mouthed
Living their entire lives along the shore of Lake Allistar, the Lizardfolk. These primitive warriors chose to live a simple life,
Halfings have always been close to the waters. Their short seeing it a noble thing. They are strongly allied with The
cherub like stature makes them easy to mistake for Human Kingdom of Sana who have allowed them to live in peace
children, save for their large hair covered feet. Most Halflings while they watch the only entrance to the isle.
choose a life of sedation but a few will reach out to the life of Known Locations: Vita Isle
adventure and wanderlust. Those that do almost always seek Racial Traits: As per Volo’s Guide to everything.
the life of an Evoker.
Known Locations: Lake Allistar
Racial Traits: As per PHB Stout Halflings

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Nautiloids Tabaxi
A curious and Group-oriented people. This amphibious Two types of the catfolk inhabit the central contentment. On
creatures at a distance appear to be slightly leaner humans, the southern tip the Onca live as great hunters of the primal
however their faces reflect their sea life heritage. Their faces jungles. Their thick fur is of a dark grey or ochreous ground-
are elongated and bulbous on the tops and end in a sharp color, often largely obliterated by black and dark dusky-grey
beak surrounded by dexterous tentacles. Highly intelligent blotched pattern. The other living in the harsh deserts to the
and with a control over their skin texture and coloration they North are the Liber. These hairless tabaxi live lives by harsh
are able to mimic the appearance of almost any other Theocratic rule.
humanoid figure they have seen before. Subtle Known Locations: Onca Jungles, Liber Desert
communication between individuals happen through shifts in Racial Traits: As per Volo’s Guide to everything.
skin coloration which can often make their verbal
communication seem blunt to outsiders. Tiefling
Known Locations: The Rimward Isles, Havari Bay Much like their Aasimar counterpart except these creatures
Racial Traits: share the blood of devils. Their dark skin and curling horns
Ability Score Increase: Your Dexterity and Charisma scores often cast them as outsiders from birth. The superstitious see
increase by 1. them as omens of ill and will often seek to drive them out of
*Size: *Nautiloids are built much like humans, but a little their homes for fear of evil following the Devil-Blooded.
leaner. You are Medium. Demonic traits can vary and few Tieflings ever look alike.
*Speed: * Your Base Walking speed is 30 feet. You have a Known Locations: Cupulia
swim speed of 30 feet. Racial Traits: As per PHB
*Amphibious: * You can breathe air and water equally.
*Duplicity: * You gain proficiency in the Deception Skill. Tortle
*Shapechanger: * As an action, you can polymorph into any
humanoid of your size that you have seen, or back into your Stoic and Pragmatic, The Tortles of the Rimward Isles serve
true form. However, your equipment and stats do not change as a rock in the stormy eastern seas. A people of great wisdom
with you. If you die, you revert to your natural appearance. they are often drawn to fill spiritual roles in their close
*Languages: * You can speak, read, and write Common and connection to the oceans. It is not uncommon to see a Tortle
two other languages of your choice. Sea-Speaker walking the beaches to read the seafoam in the
early morning. They are often the de-facto leaders on the Isles
Quetza Dwarves out of a sense of Obligation.
Living high atop the sturdy Crystal trees in cities suspended in Known Locations: Rimward Isles
their branches are the Quetza dwarves. At first they appear to Racial Traits: As per the Tortle Package
look much different from their crystalline cousins, lacking the
protrusions of jagged gemstone bones and instead covered in
light delicate feathers along their hairline and in their beards.
However close inspections of those feathers will reveal them
to be intricate and delicate crystal growths from their own
gemstone skeletons that grow across their skin. Artistic
endeavor is highly praised among the Quetza and is often
used as a basis for even their government.
Known Locations: Quetza Forest
Racial Traits: As per PHB Mountain Dwarves
Sana Elves
On the Isle of Vita lives the Sana Elves. The Sana elves stand
between five and half feet to six and half feet. They have thin
dexterous bodies covered in pale flesh. Little shimmers of
gold freckles are scattered across their bodies. Their hair is
almost always jet black and the current fashion is to be worn
long and in exquisite braids. They are ruled by their king and
have a close alliance with the Firbolg and LIzardfolk.
Known Locations: The Kingdom of Sana
Racial Traits: As per PHB as High Elves.

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Chapter 2
Regions and Regents

Region List
Name Races Alignment Heroic Effort
Aasimar and The Studied Mind: A bonus action, expand a Hitdice and add the rolled number
Cupulia T/N
Tiefling to your next INT or WIS ability check.
Liber Tongue of Silver and Gold: Expend a Hitdice and add the total to any Charisma
Tabaxi L/E
Theocracy Ability Check or Charisma saving throw.
Occidere Ghost of the Grave: Expend a Hitdice and add the total to a stealth check or
Orcs N/E
Clans increase your movement speed by five times the number rolled.
The Strength of the People: As a reaction expand a Hitdice to grant a creature
Rimward Nautiloids, Sea- another save to break an ongoing magical effect on them. This creature gains
N/G
Collective Tortle, Goblinoids the number rolled as a bonus on this save. This creature must be within 30ft
and able to hear and understand you.
Kingdom of Elves, Firbolg, Touch of Life: Expend a Hitdice and heal yourself or an ally within 5ft of you the
N/G
Sana Lizardfolk amount rolled.
Dragonborn, Blood of the Dragon: Expend a Hitdice and add the total to any Strength ability
Suo Empire L/G
Human check, saving throw, or any Strength attack or damage roll. (But not both!)
Southern Dwarves, Kobolds, Gemstone Will: Expend a Hitdice and add the total to any Constitution ability
C/G
Union Aarakoca, Tabaxi check, Constitution save, or as temporary Hit Points.
Drow, Halflings,
Verbanshe Grace of Unity: Expend a Hitdice and add the total to any Dexterity ability check,
Deep Gnomes, L/N
Republic saving throw, or any Dexterity attack or damage roll. (But not both!)
Giants
The Heart of the Defender: As a reaction expend a Hit Dice to add its total to
Verth Human, Goliath L/G
either your own AC or the AC of an ally within 5ft of you.

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Government: Democracy – Ruled by a council of elder
wizards, those who can prove the greatest skill in magic are
able to gain a seat on the council that decides the laws and
justice within Cupulia. Religious Practices: The Gods of Life
and Death are the most commonly worshiped within the city
of Cupulia, but the worship of them is second to the study of
magic.
Notable Aspects of Culture: The College of Stellpeitra is the
greatest know school of magic in the world. Young students
will risk their lives to travel and study at the great school.
Heraldry: “Per Fess Argent and Sable, in Chief an Angel in
Sable and in Base a Tyrus Sejant Erect Argent”
Cities Controlled: Cupulia is an independent city-state that
rules itself and the surrounding farmlands that support it.
Current Ruler: High Councilman Thallian Brax

Heroic Effort: The Studied Mind: A bonus action,


expand a Hitdice and add the rolled number to your
next INT or WIS ability check.
Cupulia
Name: Cupulia, the City of Duality
Race(s): Aasimar and Tieflings Order of Mind and Mettle
Location: The Berth Grasslands
Alignment: True Neutral Name: Order of Mind and Mettle, The Arcane Fist
History: Centuries ago twin brothers were born to poor Description: An ancient order among Cupulia that pairs
farmers, however these children brought with them strange together a young magic user with a young monk. Together
Omens. The eldest, Marco, was brought into the world with these two bond and help each other sharpen their greatest
shining golden hair and porcelain white skins and the
younger, Javin, his mirror with ebon black skin and points of weapon. The monk hardens their bodies through the use of
horns from his brow. These were the first recorded birth of an magical tattoos and arcane rituals and the magic user is pushed
Aasimar and Tiefling. Fear riddled the small farming to their limits to keep their mind and skill at peak performance.
community after their birth but their parents adamantly raised Common Classes: Wizards, Sorcerers, Monks
them. They continued to protect and raise the pair even after Common Backgrounds: Sage, Soldier
their sorcerous blood became apparent. Their loving parents
still shielded them as the village turned to a mob to kill them.
Marco and Javin, survived the plight of their childhood and
sought to create a place where those like themselves could be
free. Where people with power could find refuge. They used
their great powers to raise up from the earth a tower. This
tower would eventually become Stellapeitra, The Arcane
College. Around this collage Cupulia the City of Duality grew
up. Now it is the largest haven for Aasimar and Tiefling who
are not welcome in their homelands to escape and find their
own kind.

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Heroic Effort: Tongue of Silver and Gold: Expend a
Hitdice and add the total to any Charisma Ability
Check or Charisma saving throw.

Talukmantaum’s Chosen
Name: Talukmantaum’s Chosen, The Chosen
Description: Skilled warriors and body guards. The Chosen are
the protectors of the Pharaoh and his inner circle. Wearing
animal head masks and devoting their lives to combat these
warriors will stop at nothing to protect their liege. Most are
equipped with a small round shield and spear.
Common Classes: Fighter, Ranger
Common Backgrounds: Acolyte, Soldier

Liber Theocracy
Name: The Liber Theocracy
Race(s): Hairless Taxbai
Location: The Grochin Desert
Alignment: Lawful Evil
History: In the far north of the middle continent lies a vast
desert. Deep in this desert is the Theocracy of Liber.
Monoliths of stone house the burial places of the dead and the
people have mastered living in the harsh world of the desert.
Government: Theocratic Monarchy - Ruled by a Pharaoh who
is chosen by the gods and granted an aspect of divinity.
Religious Practices: The ruler of the kingdom is seen as
someone who one chosen by the gods. Upon death the bodies
are mummified in beliefs that this will help preserve their
bodies in the afterlife to join their gods.
Notable Aspects of Culture: Avid hunters and adventures,
The Liberians often wear trophies of their kills in the form of
beads and bones as jewelry.
Heraldry: "gules, over a fess or a neith sable"
Cities Controlled: Liess, Rioiyan
Current Ruler: Pharaoh Talukmantaum

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Heroic Effort: Ghost of the Grave: Expend a Hitdice
and add the total to a stealth check or increase your
movement speed by five times the number rolled.

Teeth of Veerah
Name: The Teeth of Veerah, Fangs
Description: An order that moves through the shadows and
accepts coins for the blood of your enemies. Assassins,
mercenaries, and spires. Fangs will take nearly any job if the
price is right. Cloaked in darkness and shadow they use any
method at their disposal to complete their mission.
Common Classes: Monk, Rogue
Common Backgrounds: Criminal, Charlatan

Occidere Clans
Name: The Occidere Clans
Race(s): Orcs
Location: Mortem Wasteland
Alignment: Neutral Evil
History: Unlike their more savage cousins, the Drey Orcs left
the mainland and ventured off towards the rim where they
discovered the Mortem Wasteland on the word of their
Goddess, the Death Aspect of Veerah. It is there in the vast
and unlivable wastes that they founded their homeland. Deep
in the wastes in a place that only they Drey are able to find
rests a Genius Loci that provides them with everything they
need to survive. It is here that the Drey study the art of combat
and death from an early age.
Government: Clan - Family units of orcs formed into clans
that all vie for control of the group. The ruling clan is only
there for as long as they are able to maintain the strength to
keep it.
Religious Practices: In Occidere the act of murder is a gift to
the Goddess of Death. Elaborate funeral ceremonies are also
common practices.
Notable Aspects of Culture: The greatest assassins in all of
Aarde. They sell their services all across the world to anyone
willing to pay their price.
Heraldry: "sable a three swords chasing argent in full, per
saltire gules"
Cities Controlled: Occidere
Current Ruler: Chief Halmuk of Clan Killgrave

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Cities Controlled: Quillaya is the largest city on the
southernmost isle. This was the ancestral home of the
Nautiloids. This now serves as the capital of the Rimward
collective. On the Northernmost isle is the city of Chuchualla,
the home of the Sea-Tortles. This now serves as a trading hub
for the outsides who arrive at the Paradise Isle.
Current Ruler: Elwin Seaweed is the eldest of the Tortles and
is seen as the greatest source of wisdom

Heroic Effort: The Strength of the People: As a


reaction expand a Hitdice to grant a creature
another save to break an ongoing magical effect on
them. This creature gains the number rolled as a
The Rimward Isles bonus on this save. This creature must be within
30ft and able to hear and understand you.
Name: The Rimward Collective
Race(s): Nautiloids, Sea-Tortles, Isle Goblinoids
Location: In the eastern sea lies the Rimward Archipelago.
Across this collection of islands is the home of the Rimward The Rimward Fleet
Fleet.
Alignment: Neutral Good Name: The Rimward Fleet, Sailors of the Eastern Sea
History: Distanced from the mainline the peoples of the Description: The main source of protection and trade along the
Rimward Isles grew in relative peace. The isles where a Rimward Isles and their colony in the Liber Desert, it is not
paradise of plenty and the people there wanted for little. uncommon to see of the Fleet sailing out on the eastern sea.
However a group of the Nautiloids sought to gain more and Each ship is equipped with tradesmen and soldiers alike to
rose up a navy and began to terrorize the isles. Their brethren
disgusted by the damage being caused by their own kind make sure they are completely self-sufficient while on the
sought out the other inhabitants of the island and formed the water.
first of the Rimward Fleet. They fought back against the Common Classes: Rangers, Rogues, Clerics
pirates and drove them away from the paradise isle. Seeing Common Backgrounds: Sailor, Guild Merchants
the good that could be done they formed The Rimward
Collective. Early members of the collective sought to improve
the lives of the others living on the isles, creating safe haven of
racial and gender parity. Roles in the community are based on
the individual merit and their roles serve to assist the
community in survival.
In the recent years the mainland have become aware of the
Rimward Collective and their paradise isles and while the
isles have welcomed the trade and visitors many there fear the
mindsets of outsiders and what that could mean for their
peaceful archipelago.
Government: Socialist Republic – Every five years there is a
meeting of the various cities and communities spread across
the isles and the elected representatives discuss the issues
that face the isles and pass laws.
Religious Practices: Most of the Collective worship the god
of the sea N’Garyasha. With this worship comes “Sea-
Speakers” that will interpret patterns in sea-foam, bird flights,
and even the pattern of driftwood.
Notable Aspects of Culture: The Rimward Fleet now serves
as a civil defense and trade organization that serves to protect
the isles from pirates and other threats from the seas.
Heraldry: “Quarterly Argent and Azure, Two sea gods Argent”

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Heroic Effort: Touch of Life: Expend a Hitdice and
heal yourself or an ally within 5ft of you the amount
rolled.

Hospitaliers
Name: Knights Hospitalier
Description: An order of Knights last into the charge of battle.
Instead they move through a war and give comfort and aid to
the wounded and dying. Their order’s oath is to give aid to
those who will live and peace to those who will not. In times of
peace they overlook hospitals tending to dying.
Common Classes: Cleric, Paladin
Common Backgrounds: Acolyte, Sage

The Kingdom of Sana


Name: The Elven Kingdom of Sana
Race(s): Sana Elves, Firbolg, Lizardfolk
Location: The Isle of Vita
Alignment: Neutral Good
History: One of the eldest kingdoms in all of the world, the
elven isle has been shaped into a verdant and protected isle.
Over the years the elves brought in the other dwellers of the
island into their fold and now the Firbolg and the Lizardfolk
serve the elves in their forest.
Known for the great skill as healers and druids, people from
all across Aarde have traveled to the isle seeking to deal with
great sickness or curses.
**Government:**Parliamentary Monarchy. - A King serves as
the ruler with an elected Parliament asking as advisors and
lawmakers.
Religious Practices: The Life aspect of Veerha is almost
exclusively worshiped by the people of Sana
Notable Aspects of Culture: Masters of Healing, both
through natural and unnatural means.
Heraldry: "vert a laurel argent, per bend sinister argent a rose
gules"
Cities Controlled: Fioare - The Capital of Sana, Horath - The
hidden capital of the Firbolg, Jorja - The swamp city of the
Lizardfolk.
Current Ruler: King Llywyn Astorian

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Heroic Effort: Blood of the Dragon: Expend a
Hitdice and add the total to any Strength ability
check, saving throw, or any Strength attack or
damage roll. (But not both!)

The Drake Calvary


Name: The Drake Calvary, Drakeriders
Description: Mounted atop Drakes, large wingless dragon like
beasts, these elite soldiers right fearlessly into battle. Armed
with heavy lances and plate armor these mounted forces are a
terror on the battle field. Their ranks are a tight order and
joining them can take a lifetime.
Common Classes: Fighter, Ranger
Common Backgrounds: Hermits, Knight, Soldier

The Suo Empire


Name: The Suo Empire
Race(s): Dragonborn and Humans
Location: The Kraz Highlands
**Alignment: Lawful Good
History: In the mountains of the Kraz Highlands the dragons
of the world once roosted together. In this center point of
Draconic power the dragonborn where born. They split across
the Highlands with each color of dragonborn forming its own
clan. However eventually a Warlord rose up among them and
sought to unite their people. This great warlord, Kraz Suo, is
where the Highlands get their name from. Kraz raised an
army and brought together all the clans that would join him.
Those that did not where conquered. Even the civilization of
Humans that had taken up residence on the High Lands were
absorbed into the Suo Empire.
Government: Empire - A collection of clans and tribes all
brought together under the collective military power of their
Emperor.
Religious Practices: Both aspects of the Goddess Veerah are
the most commonly worshiped but worship of any of the gods
are allowed.
Notable Aspects of Culture: High Civilization that is highly
focused on politics and the game of thrones. High Fashion is a
symbol of power and influences, so much so that their fashion
is considered one of their greatest exports.
Heraldry: "sable a dragon's head erased collared and chained
or in full, gyronny purpure"
Cities Controlled: Velka - The Capital of the Suo Empire
Current Ruler: Emperor Ralka Jin

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Vvryd Kobolds have only a few laws of the island that are
upheld to protect the environment and the native citizens,
with the safety of visitors in mind as well. A few well-
trained soldiers safeguard the kobolds, and their hired
muscle (goliaths) are treated just like family, with their
lodging and meals accommodated for, with a monthly
stipend and discounts at all establishments.
Jungles of Onca are home to the Onca Tabaxi, where they
live in family groups ruled by Matriarchs. A tribal council
meets to settle differences between the family groups and
organize their militia. Adventurers are common among the
Onca Tabaxi.
Grisial Cliffs stretch across the southern reaches of the
continent, it also includes the vast crystal reefs that fill the
ocean. The Aarocroka live in tight knit communities high
atop the cliffs in their outpost homes. They are secretive
and dislike outsides preferring to live their lives secluded
from the world around.
Government: Each city state in the Union maintains its
own form of government
Religious Practices: The practices vary across the Union
but worship of Al’firar and Cyve are the most common
Notable Aspects of Culture: Each of the different cultures
bring something to the table in the Southern Union. The
skill and craftsmanship of the dwarves to the performance
and hostility of the Kobolds. The union is a vast and varied
The Southern Union place and that may be its greatest aspect.
Heraldry: “Purpure and a Saltire Or, Three Hammers
Name: The Southern Union Conjoined Sable”
Race(s): Dwarves, Kobolds, Aarakoca, Tabaxi Cities Controlled: Crystoni, Quetza, Chalced, Vvryd
Location: Vyryd Alcove, Chalced Caverns, Quetza Forest, the Current Ruler: The Union Council is currently helmed by
Crystoni Planes, and the Jungles of Onca, Grisial Cliffs Granis Gemblade a Quetza Dwarf Matriarch.
Alignment: Chaotic Good
History: The Southern Union is made up of a collective of
different city states spread across the south western portions Heroic Effort: Gemstone Will: Expend a Hitdice and
of Aarde. Each of the different collectives have maintained add the total to any Constitution ability check,
their own autonomy with-in the Union but share a centralized Constitution save, or as temporary Hit Points.
currency and a shared set of laws to ensure the safety and
stability of the Union.
Crystoni Dwarves maintain the lands on the planes south The Gem Cutters
of the forests. It is here that they live in their Caste-Society.
Merchants and Craftsmen hold the highest castes with Name: Gem Cutters, Enchanters
scholars and politicians behind them and labor and Description: Skilled artisans and magic users alike. They use
military castes making the lower rankings. They are ruled purposefully cut stones to hold magical enchantments. These
by a council from the heads of each of the most powerful stones then act as powerful sources for magical items of their
families that make the rulings over the entire society. own invention. These powerful artifacts are highly sought after
Quetza Dwarves live in the Crystal Forest in tree top treasures across Aarde.
villages. Here the dwarves all work on their art in peace
with little need of formal government. When conflict arises Common Classes: Cleric, Wizards
they will require service to those who were wronged, often Common Backgrounds: Guild Artisan, Guild Merchant
in the form of commissioned art. Those who are not skilled
artists will often take to the life of a Ranger and protect the
forest from interlopers from the North.
Chalced Kobolds takes care of each other, with a low value
places on material possessions and a high value on
personal value and relationships. Their trade system with
the dwarves, income from performances, and the
adventurers’ amongst their communities’ penchant for
sending earnings back home ensure that they don’t lack
necessities.

12
Heroic Effort: Grace of Unity: Expend a Hitdice and
add the total to any Dexterity ability check, saving
throw, or any Dexterity attack or damage roll. (But
not both!)

The Sparkwood School of


Evocation
Name: The Sparkwood School of Evocation, Sparkwood’s
Description: A school that focus’ on the intricacies of Evocation
magics. The source of your power means little at Sparkwoods
only that you wish to harness and control the powerful and
destructive forces and hone them into a fine art. They hold
The Verbanshae Republic classes year round and encourage their students to take breaks
Name: The Verbanshae Republic from their studies to ply their trade in the world.
Race(s): Drow, Halflings, Deep Gnomes, Giants Common Classes: Sorcerers, Warlocks, Wizards
Location: Lake Allister Common Backgrounds: Sages, Hermit
Alignment: Lawful Neutral
History: In the southlands below the ebon range is a fertile
valley holding a large lake named after a great hero lost in the
annals of time. It was under these mountains that the dark
elves first created their republic. As time went on they
expanded up towards the surface. It was here they
encountered the other peoples native to the area around Lake
Allister. Soon through peaceful negotiations they brought the
others into their Republic.
Government: Democratic Republic.
Religious Practices: Freedom of religion keeps religious
practices out of the affairs of the nation, however individuals
are free to worship as they choose.
Notable Aspects of Culture: Incorporating the Halflings into
their nation brought some of the greatest Evokers into their
military making the Verbanshae Republic a force to be feared
on the battlefield.
The Dark Elf Ale, Verbin, is some of the most renowned ales
in all of Aarde. Also their mushroom wine, Glowshae, is
coveted as a delicacy only the most elite can afford.
Heraldry: "sable a crescent argent in full, over a bend azure"
Cities Controlled: Verbanshe - The Underground Capital of
the republic, Port Hollywhistle - The Halfling port on Lake
Allistar
Current Ruler: Prime Minister Xylwyln Vernassa

13
Religious Practices: The two ruling gods of Verth are Castor
the lord of the Forge and Fire and Krieg the Bastion of the
North. Rituals dedicated to Castor often come in the form of
crafting in metal. Anything from a simple horseshoe to a Suit
of Crusader Armor can be a dedication to the Lord of the
Forge and Flame. Krieg prefers acts of service as his worship
over idle words. Those who put themselves between the
strong and the weak are performing the ultimate act of
worship to the Bastion of the North.
Notable Aspects of Culture: Under the direction tutelage of
Castor, Verthians became masters of folding magic into metal
to make their creations more powerful. Using this enchanted
metal they formed an order of Crusaders that serve as Verth’s
greatest protectors.
Those born in Verth are only given a single name at their
birth, and upon reaching adulthood they are given a Deed
Name, usually by their parents or guardian. A deed name is
often based upon their most virtuous and defining trait,
however sometimes those who are found lacking will be given
a deed name in hopes that they may one day live up to the
name.
Heraldry: “Per Fess Sable and Or, In Chief Three Hammers
Or, in Base a Castle of Three Towers Sable”
Cities Controlled: The capital shares its name with the
kingdom and rests at the base of the Ebon Range. High in the
mountains is Thran’dik Thraw the ancestral home of the
Verth Goliath that services as center of their own cultural history.
Name: The Kingdom of Verth Many smaller farming villages can be found scattered out
Race(s): Human and Goliath through the valley that provide the majority of the food for the
Location: Ebon Mountains capital.
Alignment: Lawful Good Current Ruler: Queen Annabel de Gerech is the Queen of the
History: The kingdom stretches across a mountain range Realm
known as the Ebon Range and down into the verdant valley to
the south. The mountains are distinct as they are made of Heroic Effort: The Heart of the Defender: As a
black gritstone and the forests are dense and made up of reaction expend a Hit Dice to add its total to either
almost exclusively ebony. In the center of the mountain range your own AC or the AC of an ally within 5ft of you.
is a large active volcano known to most as The Crucible. The
valley below the Ebon range is covered in rich volcanic soil
that promotes hearty plant growth.
Humans founded the kingdom of Verth centuries ago deep in The Crusaders
a hidden away alcove near the base of The Crucible. Founded
by Wilhelm de Retter, Verth served as a safe haven for the Name: The Crusaders, The Shield of Krieg
young peoples during the chaos of creation. These days the Description: Devoted to the god of Protection Krieg and
ancient ruins of that city serve as a holy place to Castor, Lord wrapped in magical armor from the Clerics of Castor, the
of Forge and Flame. Crusaders are the ultimate defensive force. Magical shields and
As the civilization grew the Humans of Verth adopted the enchanted armor allow them to stand between the forces of
mountain folk of the Goliath into their kingdom as a proud good and evil as an unbreakable wall.
warrior caste in their society.
The blood of Wilhelm de Retter still courses through the veins
of the ruling monarch of Verth, Queen Annabel de Gerecht. Common Classes: Fighter, Paladin
She served as a Crusader until the passing of her father. Now Common Backgrounds: Acolyte, Solider
she and her husband rule the land together.
Government: Hereditary Monarchy. The rulers of Verth have
and always shall carry with them the blood of Wilhelm de
Retter

14
Chapter 3 Gods and Myth

The Pantheon of Aarde


Major God Minor God Alignment Domains Purview Holy Symbol
Al'firar — C/G Light Light and Color A glowing crystal point pendant
The
— C/N Arcane Storms and Magic Unorganized swirls of color
Esseence
Restoration and
— The Twins L/N Life, Nature Two colored splattered hands holding a branch
Order
Alkaline — C/E Trickery Illusion and Pranks A dark sunburst
Light, Learning and
— Bastille L/G A stylized Candle in darkness
Knowledge Guidance
Castor — L/G Forge Creation and Fire A flaming hammer
Protection and
— Krieg N/G War Bastard Sword wrapped in chains
Sacrifice
An antler with buds and flowers blooming from
Cyvé — C/G Nature Flora and Fauna
the points
N'Garyasha — C/N Tempest Sea and Storms A stylized whirlpool
— Mort T/N Grave Burial and Rest A Candle resting on two crossed laurels
Shekastra — L/N War Strength and Combat Three Arrows forming a Triangle
Anger and
— Glee L/E Tempest Hail and Shooting Stars
Vengeance
— Harimata T/N Knowledge Secrets and Lore Rotating Cipher Box
Power and
— Zweihander N/E Arcane Two Burning Fists
Destruction
The Alchemical signs for life and death laid over
Veerah — T/N Life, Death Life and Death
each other

15
Al’firar (Major) The Twins (Minor)
Name and Titles: Al’firar the Truebright, Father of the Name and Titles: The Twins, Stib and Scul
Iridescent Hues Domain: Life and Nature
Domain: Light Alignment: Lawful Neutral
Alignment: Chaotic Good Holy Symbol: Two colored splattered hands holding a branch
Holy Symbol: A glowing crystal point pendant Appearance: A pair of fey-like twins with indeterminate
Appearance: A crystalline mass made up of almost colorless gender. The pair both share hair made of cascading rainbows
clear substances, however as the light refracts through the and can always be found with their hands linked together,
maze of jutting and branching crystals a nearly endless clutching at their shared divine spark. The pair work together
stream of color pours out from them. The cascading colors as if they were a single being often moving through the feywild
shift constantly and sometime through hues no mortal being exploring and seeking out new creatures and beings that
could ever truly comprehend. As the light leaves the pulsating spring into existence from their father and brothers meddling.
mass of crystal rainbows of every color combination are cast Followers: Druids, Magical Creatures, Fey creatures.
out from the being. Those rainbows are said to seek out the Adversaries: The Essence
faithful and guide them to where they need to go. Rituals: Those who seek to worship the Twins find their
Followers: Dwarves, Crafters, Artists, and those who are lost. influence deep in the wilds where hidden colors and creatures
Adversaries: Beings of darkness, the Undead, dwellers of the can be found tucked away from the prying eyes of the rest of
Shadowfell. existence.
Rituals: Worship to Al’firar is almost always done through Plane of Existence: Siog - The Fey Wilds serve as the home
pray with gemstones. The Dwarves grow and harvest over two of the Twins.
hundred distinct types of gem and each of those have a
different meaning and use during a pray to Al’Firar Alkaline (Major)
Plane of Existence: The Astral Sea Name and Titles: Alkaline the Ever-changing, The Mimic
The Essence (Minor) Domain: Trickery
Alignment: Chaotic Evil
Name and Titles: The Essence, Firstborn of Light, the Holy Symbol: A dark sunburst
Rimstorm Appearance: Often depicted as a heavy set older man with
Domain: Arcane dark skin and curly black beard with the first traces of grey
Alignment: Chaotic Neutral beginning to show. The Mimic however is capable of
Holy Symbol: Unorganized swirls of color appearing in almost any form, however the easiest way to see
Appearance: A formless mass of colorful arcane energies. through his deceptions is the Cheshire grin he always seems
This massive storm of magic circles the rim of Aarde and to wear. He is a teller of bad jokes and stories, and while they
leaves behind it a chaotic collection of magically mutated often seem to be done in good faith he will often take them
creatures and Astral Stars, a condensed form of pure astral much too far resulting in ruin upon the victim.
magic. The bestial storm has the mind of a small predatory Followers: Storytellers and Pranksters, Brewers and Tavern
and stalks along the boundary but flees from any source of Keepers
power it views as greater than itself. Getting caught in the Adversaries: Those who approach things directly.
Rimstorm is often a deadly experience that few escape from Rituals: Riddles and jokes are the most common prayer to
unscathed. The Ever-changing
Followers: Bards, Sorcerers, and Warlocks Plane of Existence: Pandemonium - Long ago the Mimic was
Adversaries: The Twins, The Outlanders cast down to Pandemonium by the other gods because of his
Rituals: The Essence does not have enough of a sentience to pranks and jokes and now he wanders the endless howling
observe any rituals of its followers. tunnels seeking new victims for his jokes.
Plane of Existence: Aarde

16
Bastille (Minor) Krieg (Minor)
Name and Titles: Bastille the Hope, The Light in the Name and Titles: Krieg the Bastion of the North. The Great
Darkness, The Brilliant One Unarmed One.
Domain: Knowledge and Light Domain: War
Alignment: Lawful Good Alignment: Neutral Good
Holy Symbol: A stylized Candle Holy Symbol: Bastard Sword wrapped in chains
Appearance: A small dark skinned girl barely five inches in Appearance: A colossal figure with slate grey skin and
height. Her dark curly hair is pulled into two puffs on either completely lacking hair on any part of his body. He appears to
side of her head. A faint glow always emanates from her skin be a large version of the Goliath who are said to be his
and as she moves she leaves a trail of light behind her. She is children. Tattoos and markings swirl across his flesh like a
usually depicted with a book she can barely hold clutched to living tapestry of the great deeds he has performed. He wears
her chest. a great suit of shining metal armor and carries a great shield
Followers: Children, Teachers, Scholars and Alchemists. upon his arm. On his back a Bastard Sword is strapped, but
Adversaries: Violent people chains wrap around it binding it to its sheath that represents
Rituals: Poems and learning Rhymes Krieg’s hatred of killing.
Plane of Existence: Pandemonium - When her father, Followers: Knights, Guards, Soldiers, Pacifists,
Alkaline, was cast down into the darkness of the Howling Adversaries: Bullies and Abusers
Tunnels of Pandemonium she willingly followed after him. Rituals: Krieg favors action over words. Defending the weak
Now she guides him through the infinite labyrinth in hopes from those who would oppress them is often seen as the
that one day she can guide him back to the light. greatest act of worship one can give towards Krieg. Building
shelters to protect people from the elements or preventing
Castor (Major) lumberjacks from completely destroying the homes of the
Name and Titles: Castor the Lord of Forge and Flame. Seer forest dwellers could both bring joy to The Bastion of the
of Souls North.
Domain: Forge Plane of Existence: Arcadia – In the land of righteousness is
Alignment: Lawful Good where Krieg calls home. He rests in a great fortress waiting
Holy Symbol: A flaming hammer for valiant defenders to come join him in rest at this table.
Appearance: An older human man easily pushing seventy Cyvé (Major)
years of age however his body is still strong with well-built
muscle. His eyes are deep swirling white pits that are able to Name and Titles: Cyvé the Verdant Lady, Queen of the
look through the untruths and guile, and see directly into the Harvest and Mother Bluebird
truth of a person’s soul. His jaw is covered in a closely cropped Domain: Nature
white beard and his head is nearly completely bald. He Alignment: Chaotic Good
dresses plainly in workman’s clothing and his hands and arms Holy Symbol: An antler with buds and flowers blooming from
are covered in soot from the forge. In one hand he carries a the points
massive blacksmith’s hammer that is constantly burning. Appearance: Elvish in appearance, with gently tinted green
Followers: Smiths, Craftsmen, Miners, Judges, Reeves, skin: long dark brown hair that would tumble down her back
Guardsmen. once let loose, but it is pulled up and into a mess of braids and
Adversaries: Criminals, Liars and Manipulators. tangles, intertwined with vines and flowers to form a birds’
Rituals: The act of creation is the greatest offering that can be nest; complete with brilliant teal eggs and (occasionally) the
made to Castor. Often his temples are filled with the work of mother bird.
his followers. While expertise and skill are appreciated, it is Followers: Druids, some of the kobolds on Vyryd Alcove,
the actual act that is most holy and even unskilled craftsmen some of the Aarokroca of the crystal cliffs, some of the Tabaxi,
are encouraged to create something in honor of Castor. farmers and animal breeders
Plane of Existence: Mount Celestia, on the fifth tier of the Adversaries: Constructs. Anything with evil intent towards
holy mountain Castor keeps his forge at which he crafted the creatures and the world of Aarde.
life he placed upon Aarde. Even now he continues to forge in Rituals: A sharing of harvest during the feast at Catasondra,
homes of creating something new to add to his creation. with a place of honor with a modest meal set out for Cyvé.
Plane of Existence: The Feywilds – The Queen of the
Harvest watches over the natural world from a throne on the
green moon.

17
N’Garyasha (Major) Shekastra (Major)
Name and Titles: N’Garyasha the Vortex, Trick of the Deep Name and Titles: Shekastra the Wizened Warrior,
Domain: Tempest and Trickery Domain: War
Alignment: Chaotic Neutral Alignment: Lawful Neutral
Holy Symbol: A stylized whirlpool Holy Symbol: Three Arrows forming a Triangle
Appearance: Amorphous, this being often takes the form of Appearance: Muscular but weathered old man, wearing only
various sea life or even the ocean itself. When pleased torn pants and a beard. No more than a couple of weeks in
N’Garyasha will appear before her followers as a pack of length for humans. His well-muscled frame is covered in a
dolphin that lead them to safety, while those who anger the multitude of scars and bruises from a lifetime of conflict and
Trick of the Deep will see its most terrifying face as the great battle, but even in the heat of combat his face holds a tranquil
Vortex that swallows up ships and men alike. peace over it. Most depictions show him in various martial
Followers: Sailors, Fishermen, Pirates and Privateers arts stances.
Adversaries: Those who lack respect for the sea and its Followers: Strong affiliation with monks who seek self-
dangers improvement through violent conflict. Also worshipped by
Rituals: The reading of omens is common among the creatures of a simpler mind, but only perhaps in hoping for
followers of N’Garysha, this can often come in form of Sea- favor in upcoming battle, and not because of any deeper
Foam or flights of birds. Priest to N’Garyasha can often be relation or understanding.
found on ships as a “Sea-Speaker” who interprets the mood of Adversaries: Gods of trickery and undeath, though not
N’Garyasha and offers the proper rights to insure a safe repose.
passage. Other followers will beachcomb and find meaning in Rituals: Martial Art Kata’s are the most common form of
driftwood shapes and the appearance of sea life hauled up in prayer and his holy books depict the proper way to wage war.
fishing nets. Plane of Existence: Arcadia during times of self-reflection;
Plane of Existence: Voda – The elemental plane of water is Archeron during war and Conflict
where N’Garyasha makes their home where they exist as a
swirling vortex in the endless oceans of the largest moon. Glee (Minor)
Mort (Minor) Name and Titles: Glee The Flailing. The Storm of Vengeance
Domain: Tempest
Name and Titles: Mort, Chill of the Grave and Whisper of the Alignment: Lawful Evil
Dead Holy Symbol: Hail and Shooting Stars
Domain: Grave Appearance: Quiet child with untamed dark hair, usually with
Alignment: True Neutral eyes closed and humming to self. Fits of rage reveal vibrating,
Holy Symbol: A Candle resting on two crossed laurels glowing eyes. He is usually depicted completely wrapped in
Appearance: A humanoid shape wrapped completely in a chains and locks in a dark jail cell
mourner’s shroud. This being is said to appear before those Followers: Seen as perhaps more a force of nature than an
who are about to die but have not yet accepted their fate. actual intelligent individual, Glee's most well-known
However it never appears directly in sight, but always hovers association is with despotic rulers and politicians who see
in the corners of a person’s vision. When seen directly it never their aggression as a justified response to wrongs in the past.
touches the ground or truly even moves, instead it just seems Adversaries: Freedom Fighters and Rebels
to appear where it is moving too. Rituals: Followers observe the "Ritual of 10", wherein a
Followers: Gravekeepers, Psychopomps, and non-evil received slight is returned upon its aggressor ten-fold.
sentient undead. Plane of Existence: Carceri - The prison plane is now the
Adversaries: Necromancers, Evil Sentient Undead home of the Storm of Vengeance.
Rituals: Almost all of Mort’s rituals are burial rituals that
insure that the body is protected from being raised against its
will. Rituals also include methods to calm restless spirits and
lay the undead back into their place in the earth.
Plane of Existence: Bas -The Shadowfell is where Mort
watches Aarde for those lost souls that require his assistance
in finding their resting place.

18
Harimata (Minor) Veerah (Major)
Name and Titles: Harimata the Hidden Knowledge Name and Titles: Veerah the Expecting, Mother of All, Holder
Domain: Knowledge of the Dead
Alignment: True Neutral Domain: Life and Death
Holy Symbol: Rotating Cipher Box Alignment: True Neutral
Appearance: Scarf covering head and face, leathers and cloak Holy Symbol: The Alchemical signs for life and death laid
over body, various mechanical trinkets worn on bandoleer. No over each other
area of her open skin is visible. Appearance: There are two faces of Veerah. The first is the
Followers: Spies and purveyors of hidden knowledge; the goddess that gave birth to the world. A beautiful elven woman
occasional travelling bard hoping to be in her favor while with pale flesh and shimmering golden freckles across her
uncovering a mystery or lost item of knowledge. nude form. Jet black hair so long that it drags along the
Adversaries: Gods and Goddesses of light. ground behind her as she walks. Her stomach is rounded and
Rituals: The acts of encryption, turning of secret knowledge heavy with the new life she always carries inside her. The
into seeming randomness, but which can be later retrieved other face of Veerah as the holder of the dead is a shriveled
without revealing itself to any in passage. black orc form with a wild shock of white hair atop her head.
Plane of Existence: Mechanus - Living deep within the Her skin so dark it absorbs all light that touches it.
churning gears Harimata keeps her hidden trove of Followers: Midwives, Healers, Sana Elves, Assassins,
knowledge. Necromancers, Drey Orcs
Adversaries: Often those dedicated to one face of Veerah will
Zweihander (Minor) oppose those dedicated to the other.
Name and Titles: Zweihander of the Infinite Source, The Rituals: Pilgrimages to the Avatar of Fertility are common for
Power those with difficulties conceiving. Prayers given over recently
Domain: Arcane killed bodies are given to Veerah.
Alignment: Neutral Evil Plane of Existence: Hades - Veerah waits in Hades to send
Holy Symbol: Two Burning Fists souls to their final resting place.
Appearance: Cloaked man with straight but voluminous
white hair. Neutral expression which travels only from smirk
to frown during conversation. Energy coalesces around his
figure constantly
Followers: Magic Users who seek knowledge and power for
Personal Gain,
Adversaries: The Weak
Rituals: Scribing Scrolls and Creating Magic Items
Plane of Existence: The Astral Sea - Zweihander moves
through the astral sea and seeks to absorb its power into his
own.

19
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