4. II
Martial Archetypes.............58
Berserker.......................58
Exactor ..........................58
Martial Artist.................58
Spellsword.....................58
Whip Master .................59
Monk (Defender of the Faith) .59
Class Feature Adjustments.59
Martial Arts ...................59
Ki (Flurry of Blows) ........59
Empty Body...................59
Monastic Traditions ...........59
High Way of the Stoned
Fist.................................59
Way of Mystic Secrets...59
Way of the Ki Knight......60
Way of the Xen..............60
Rogue (Streetfighter) ..............61
Roguish Archetypes............61
Illusionist .......................61
Knife Master..................61
Shadow Warrior ............61
Guilds .................................61
CUSTOMIZATION OPTIONS...............62
BACKGROUND OPTIONS......................62
FEATS.............................................62
Acrobat ...................................63
Alchemist ................................63
Animal Handler .......................63
Arcanist...................................64
Barbed Hide ............................64
Blade Mastery.........................64
Brawny....................................64
Burglar ....................................64
Critter Friend...........................64
Deadly Efficiency.....................64
Demonologist..........................64
Diplomat .................................64
Echolocation ...........................64
Empathic.................................64
Empowered Weaponry...........64
Everybody's Friend..................65
Feint........................................65
Fell Handed.............................65
Flail Mastery ...........................65
Gourmand...............................65
Grudge-Bearer ........................65
Historian .................................65
Instinctive Reaction.................65
Investigator.............................65
Ki Powers ................................65
Ki Prodigy................................65
Master of Disguise ..................66
Meditation ..............................66
Menacing ................................66
Naturalist ................................66
Orcish Aggression ...................66
Paragon...................................66
Perceptive...............................66
Performer................................66
Physician.................................66
Psychic ....................................66
Quick-Fingered........................66
Refined (Dwarven) Fortitude ..66
Silver-Tongued........................66
Spear Mastery.........................67
Stealthy...................................67
Survivalist................................67
Theologian ..............................67
Warhammer Master ...............67
Witchcraft...............................67
Wonder Maker........................68
EQUIPMENT......................................68
AMMUNITION ..................................68
Rope arrow/bolt .....................68
Fire..........................................69
Blinding arrows/bolts..............69
Smoking arrows/bolts.............69
PIECE ARMOUR ................................69
Arm Greaves ...........................69
Combat Belt............................69
Combat Boots .........................69
Gauntlets ................................69
Helmets...................................69
Leg Greaves.............................69
WEAPONS.......................................69
Bastardsword..........................69
Blood Elf Hook Net..................69
Blood Elf Talons ......................69
Boar Spear ..............................69
Boomerang .............................69
Brass Enhancer .......................69
Broadsword ............................69
Curved Greatsword.................70
Cutlass.....................................70
Executioner’s Sword ...............70
Falchion ..................................70
Garrotte..................................70
Gorn Gatling Bow....................70
Hunting Knife..........................70
Katana.....................................70
Parrying Dagger ......................70
Scythe .....................................70
Shagra.....................................70
Star Knife ................................70
Throwing Knife........................70
Thuggee Dagger......................70
Troll Double Spear ..................70
Xen Sword...............................70
ADVENTURING EQUIPMENT.................70
Anointing Oil (vial) ..................70
Bloody Agony..........................70
Class Text ................................70
Holy Water (flask)...................70
Nova Stick ...............................71
Pündi Poison ...........................71
ENCHANTED TRANSPORTATION ............71
Airship.....................................71
Flying Carpet...........................71
Sea Elf Ship..............................71
SERVICES ........................................72
Airship Passage.......................72
Carpet Ride.............................72
Node Travel ............................72
SPECIAL MATERIALS ..........................72
Celestial Gold..........................72
Cold Iron .................................72
Mithral....................................72
Starcore ..................................72
CRAFTSMANSHIP...............................72
Dwarf......................................72
Elf............................................72
Gnome....................................72
COMBAT...........................................73
ACTIONS IN COMBAT .........................73
Coordinated Actions...............73
Readying an Action.................73
BODY DAMAGE ................................73
Severity...................................73
Body Part................................73
Bleeding and Infection............74
Amputation and Gangrene.....74
COMBAT PROFICIENCY .......................74
CRITICAL ROLLS ................................74
DAMAGE TYPES................................74
Psychic Wounds......................75
Brain Damage ....................75
Mental Strain .....................75
DISARMING AND GRAPPLING DAMAGE ..75
EXHAUSTION AND FATIGUE .................75
Fatigue....................................75
FALLING DAMAGE.............................75
INITIATIVE .......................................75
MASSIVE DAMAGE............................75
MEDICAL TREATMENT........................75
OPPORTUNITY ATTACKS .....................75
REGENERATION ................................75
SECOND WIND.................................75
VITAL STRIKES ..................................76
Head Strike .............................76
ADVENTURING .................................76
ALTITUDE........................................76
ANTHROPOID REPRODUCTION .............76
CLIMBING .......................................76
CONDITIONS ....................................76
Bound .....................................76
C.P.R. ...........................................76
DEATH AND THE AFTERLIFE .................77
The Spirit World......................77
Pearly Gates and Shade
Sanctuaries .............................77
Limbo......................................77
Reincarnation .........................77
Raise Dead..............................77
Returning From Oblivion ........77
Haunting.................................77
DESCENDING INTO MADNESS ..............77
EPIC LEVELS.....................................77
EXPERIENCE AWARDS ........................77
5. III
INTOXICATION ..................................78
Addictive Compulsion .............78
Alcohol....................................78
Caffeine...................................78
Cannabis .................................79
Magical Intoxicants.................79
JUMPING.........................................80
PICKING POCKETS..............................80
RADIATION POISONING.......................80
SLEEP DEPRIVATION...........................80
TORTURE.........................................80
TRANSLATING WRITTEN LANGUAGES .....80
MAGIC ..............................................80
METAPHYSICS ..................................80
DREAMWEAVING ..............................80
SPELLS ............................................81
THE FORMS .....................................81
THE KEYS ........................................81
THE COMPANIONS.............................81
DIMENSIONAL TRANSLOCATION............81
Coordinate Shifting .................81
Information Shifting................81
Planar Barriers ........................81
THE DREAMING ................................81
The Sarllak Plant .....................81
Brewed Twilight ......................82
Blitzkrieg .................................82
Entering the Dreaming............82
The Existential Veil.............82
The Dreamscape ................82
Psychic Aspects ..................82
Influencing Aspects ............82
Psychic Balance..................83
Personal Demons ...............83
Psychic Ethics .....................83
Psychic Foundations...........83
Psychic Core.......................83
Enforced Clarity..................83
Psychic and Spiritual Damage
...........................................83
Existential Clarity ....................83
Informed (Awake) ..............84
Enlightened (Aware) ..........84
Amplified (Lucid) ................84
Aftermath ...............................84
THE FIFTY SACRED NAMES OF MARDUK .84
FIRE DIAMOND.................................84
THE INNER EYE .................................84
MATERIAL COMPONENTS....................85
MYSTIC MUSHROOMS........................85
OATH OF THE STYX ............................85
VISIONLEAF......................................85
WIZARDRY.......................................85
Druidic Lore’s Central Calculus85
Witchcraft...............................86
Magic in the Spheres...............86
SPELLS...............................................86
ILLUMINATUS ...................................86
MAGICIAN.......................................88
Alphabetical............................88
Level and Art...........................93
Level & Craft ...........................99
MYSTIC ........................................104
PALADIN .......................................107
RANGER........................................107
DESCRIPTIONS ................................108
Arcane Gate (Alteration).......108
Arcane Mark .........................108
Astral Projection (Alteration)
..............................................109
Astral Sojourn ......................109
Blindingly Obvious ................109
Ceremonial Blessings
(Ceremony)...........................109
Counterspell (Alteration) ......109
Dark Calling...........................109
Detect Evil and Good
(Alteration) ...........................110
Dispel Evil and Good (Alteration)
..............................................110
Dread Curse (Ritual)..............110
Dream Lock...........................111
Dream Walk..........................111
Effigy.....................................111
Energetic Blast ......................111
Energy Collection..................112
Enhance Ability (Alteration)..112
Etherealness (Alteration)......112
Find Familiar (alteration) ......112
Forcecage (Alteration) ..........113
Gate (Alteration)...................113
Infravision.............................114
Inquisitor’s Touch .................114
Leomund's Secret Chest
(Alteration) ...........................114
Leomund’s Tiny Hut (Alteration)
..............................................114
Maim.....................................114
Marked by Karma .................114
Mordenkainen's Magnificent
Mansion (Alteration).............115
Permanency (Ritual) .............115
Placebo .................................115
Planar Sanctuary (Ritual) ......115
Plane Shift (Alteration) .........115
Polymorph Spells (Alteration)
..............................................116
Prismatic Magic (Alteration) .116
Colours.............................116
Protection from Evil and Good
(Alteration) ...........................117
Raise Dead (Alteration).........117
Resurrection (Alteration)......117
Shapechange (Alteration) .....117
Spiritual Sight........................117
Telekinesis (Alteration).........117
Tenser’s Transformation
(Alteration) ...........................117
True Name Extraction (Ritual)
..............................................117
True Resurrection (Alteration)
..............................................117
Water Breathing (Alteration) 118
Wish (Alteration) ..................118
FORBIDDEN SPELLS..........................118
Grimoire Creation.................118
Lycanthropy (Ritual) .............118
Mummification (Ritual) ........118
Soul Theft .............................119
Summon Greater Demon......119
Summon Lesser Demons ......120
FORMS AND ASPECTS.....................120
FORMAL PARAGONS ........................120
AIR .............................................120
ANARCHY......................................120
ANCESTORS ...................................120
ANIMAL .....................................120
ARCANE ARTS ................................121
ARCANE CRAFTS .............................121
ARTIFICE ....................................121
ASH.............................................121
BLOOD .........................................121
BRUTALITY ....................................121
CATASTROPHE................................121
CAVE ...........................................122
CHAOS .......................................122
CHARM ......................................122
COMMUNITY .............................122
COMPASSION.................................122
DARKNESS..................................122
DAY.............................................122
DEATH........................................122
DECAY..........................................123
DECEPTION....................................123
DEFENSE.......................................123
DEHUMANIZATION ..........................123
DESTRUCTION............................123
DISCIPLINE ....................................123
EARTH........................................123
EVIL............................................123
EXPLORATION ................................124
FAMILY.........................................124
FATE...........................................124
FEATHER.......................................124
FEROCITY ......................................124
FIRE............................................124
FORTUNE ......................................124
FREEDOM .....................................124
GLORY........................................125
GOOD ........................................125
GROWTH ......................................125
HAVOC.........................................125
HEALING ....................................125
HEROISM ......................................125
HOME..........................................125
HONOUR ......................................126
ICE ..............................................126
IMMORALITY..................................126
INSANITY.......................................126
JUSTICE ........................................126
6. IV
KNOWLEDGE..............................126
LANGUAGE ....................................126
LEADERSHIP ...................................127
LIBERATION................................127
LIGHT .........................................127
LOSS ............................................127
LOVE............................................127
LUST ............................................127
MADNESS...................................127
MAGIC........................................127
MARTYR .......................................128
MAYHEM ......................................128
MEMORY ......................................128
MISFORTUNE .................................128
MURDER.......................................128
NIGHT ..........................................128
NIGHTMARE...................................128
NOBILITY....................................129
ORDER........................................129
PLANT ........................................129
PROTECTION..............................129
PURITY .........................................129
RAGE ...........................................129
REPOSE ......................................129
RESOLVE .......................................129
RESTORATION.................................130
RESURRECTION ...............................130
REVOLUTION..................................130
RIGHTEOUSNESS .............................130
RUNE..........................................130
SEASONS.......................................130
SMOKE .........................................130
SOULS ..........................................131
STORMS........................................131
STRENGTH..................................131
SUN .............................................131
TACTICS ........................................131
THIEVERY ......................................131
THOUGHT......................................131
TOIL.............................................131
TOLERANCE....................................132
TRADE ..........................................132
TRAVEL.......................................132
TRICKERY....................................132
TYRANNY.......................................132
UNDEAD .......................................132
WAR...........................................133
WARDS.........................................133
WATER.......................................133
WEATHER...................................133
WIND...........................................133
PANTHEON .....................................133
THE COUNCIL OF POWERS.................133
ABHOLOS (CE PIT FIEND) .................133
The Devourer in the Mist......133
AMON-RE (N YOUNG GOD)..............134
Autumn, Dusk, Maturity,
Grandparents, Harvest,
Teaching, Legacy, Preparation,
Decline, and Decay................134
ANUBIS (LN YOUNG GOD)................134
The Dead, the Law, Judgment,
Justice, Genealogy, and
Tradition ...............................134
APOLLO (NG YOUNG GOD) ..............134
Healing, Medicine, Mercy,
Compassion, Peace, and the
Secondary Sun ......................134
ARTEMIS (N YOUNG GOD)................135
Athletics, Sport, Competition,
Sportsmanship, Dedication,
Teamwork, Mentoring..........135
ASMODEUS (LE HELLSPAWN NOBLE) ..135
Archduke of the 9th Hell, Circle
of the Unholy, Iron Lord of
Hellspawn .............................135
ATHENA (LG ELDER GODS, BATTLE GOD)
...................................................136
Fairness, Wisdom, Strategy,
Valour, and Virtue.................136
AXVIN ARVANX (CG ASCENDED, BATTLE
GOD) ...........................................136
Gambling , Good Luck,
Adventure, Risk, Positivity,
Improvisation, Hope, and
Optimism ..............................136
AZATHOTH (CE GREAT OLD ONE) ......136
Chaos, Destruction, Madness,
Massacre, Trolls and Tunnel Curs
..............................................136
BAAST (N YOUNG GOD)...................137
Felines, Misdirection, Mysteries,
Rogues, and Sleight-of-hand.137
BACCHUS (CG YOUNG GOD).............137
Joy, Song, Dance, Music,
Celebration, and Wine..........137
BAHAMUT (LG ANCIENT ONE)...........138
Creation, Benevolence, Self-
Sacrifice, Energetic Quality,
Positivity, Charity..................138
BAPHOMET (LE HELLSPAWN NOBLE) ..138
Baron of the 2nd Hell, Circle of
Lost Souls, Lord of the Labyrinth
..............................................138
CALYPSO (NG YOUNG GOD) .............138
Natural Beauty, Flowers,
Meadows, Woodlands, Beaches,
Vistas, Perfume, Honey, Calm,
Meditation, Tranquility, and
Nymphs.................................138
CHARON (LN YOUNG GOD) ..............139
Oaths, Crossings, and The Styx
..............................................139
CHAUGNAR FAUGN (CE PIT FIEND).....139
The Feeder............................139
CTHULHU (NE GREAT OLD ONE)........139
Darkness, Domination, Evil, and
Doom....................................139
CYÄEGHA (CE PIT FIEND) .................140
The Waiting Dark ..................140
FREYA (N ELDER GOD).....................140
AIR, Wind, Sky, Flight,
Atmospheric Gases, Weather,
Whirlwinds, Breath, Birds, and
Genies (Djinn), Ikari Mother .140
GOG-HOOR (CE PIT FIEND)..............140
Eater of the Insane ...............140
GRAZ'ZT (LE HELLSPAWN NOBLE) ......141
Baron of the 3th Hell, Circle of
Chains, Lord of Murderers....141
GURATHNAKA (CE PIT FIEND) ...........141
Eater of Dreams....................141
GWARLOTH (CE PIT FIEND) ..............142
The Unspeakable ..................142
HADES (LE YOUNG GOD) .................142
The Underworld, Caves, Tunnels,
Troglodytes, Toil, Depression,
Obsession, Introversion,
Disfigurement, Experimentation,
Gloom, Toil, Rejection, Grudges,
Jealousy, and Unrequited Love
..............................................142
HASTUR (CE PIT FIEND)...................142
The Perversion......................142
HECATE (N YOUNG GOD).................143
Gray Magic, the Moon, Cycles,
Change..................................143
HELA (LE HELLSPAWN NOBLE) ..........143
Baroness of the 4th Hell, Circle
of Ice, Lady of the Grave.......143
HERA (LE HELLSPAWN NOBLE)..........144
Duchess of the 6th Hell, Circle
of Wrath, Lady of Scorn........144
HEXXIS ARVANX (CE ASCENDED, BATTLE
GOD)...........................................144
Disaster, Accidents, Misfortune,
Curses, Anxiety, Lycanthropes,
and Pessimism ......................144
HORUS (LN YOUNG GOD, BATTLE GOD)
...................................................144
Protection, Retribution,
Vigilance, and Vengeance.....144
ISHTAR (NG YOUNG GOD) ...............145
Beauty, Love, Romance,
Romantic Passion, Devotion,
Infatuation............................145
JUBILEX (CE PIT FIEND)....................145
The Faceless One..................145
KALI-SET (LE YOUNG GOD, BATTLE GOD)
...................................................146
Ruthlessness, Natural Selection,
Serpents, Chimeras, Poison, and
Assassination. .......................146
KASSOGTHA (CE PIT FIEND)..............146
The Leviathan of Diseases ....146
KI (N ELDER GOD)..........................146
Natural Balance, Nature, and
Wolves, Fairy Queen, Elf Mother
..............................................146
LILITH (LE HELLSPAWN NOBLE) .........147
7. V
Archduchess of the 8th Hell,
Circle of Power, Iron Lady of
Nephilim................................147
LOKI (CN ELDER GOD).....................147
Fire, Firestorms, Ash, Smoke,
Spontaneity, Intensity, Lust,
Consumption, Extroversion,
Mischief, and Efreeti (Djinn),
Minos Mother.......................147
LORRIL (N ANCIENT ONE).................148
Shadows, Secrets, Deception,
Illusion, and Stealth ..............148
LOWYATAR (NE YOUNG GOD)...........148
Hate, Malice, Pain, Torture,
Sadism, Masochism, Bondage
..............................................148
MAMMON (LE HELLSPAWN NOBLE) ...149
Duke of the 5th Hell, Circle of
Insatiable Flame, Lord of Greed
..............................................149
MORDIGGIAN (CE PIT FIEND)............149
The Charnel God ...................149
MARDUK (N ELDER GOD).................149
Knowledge and Magic, Divine
King .......................................149
MEPHISTOPHELES (LE HELLSPAWN NOBLE)
...................................................149
Duke of the 7th Hell, Circle of
Influence, Lord of the Deal....149
MERCURY (N YOUNG GOD) ..............150
Summer, Noon, Maturity,
Adulthood, Parenthood, Bounty,
Mentorship, Contentment,
Economics, Trade, and Wealth
..............................................150
MERLIN (N YOUNG GOD).................150
Reason, Scientific Method,
Logic, and Wizardry...............150
NYARLATHOTEP (CE PIT FIEND) .........151
The Crawling Chaos...............151
NYOGTHA (CE PIT FIEND).................151
The Thing which Should Not Be
..............................................151
OBERON (CG ELDER GOD, BATTLE GOD)
...................................................151
Natural Wonder, Children, and
Youth, Fairy King, Elf Father..151
ODIN (CN GREAT OLD ONE, BATTLE GOD)
...................................................152
War, Combat, and Berserk Rage
..............................................152
ORCUS (NE GREAT OLD ONE) ...........152
Black Magic, Night, Undead,
Terror, and Nightmares.........152
OSIRIS (NG YOUNG GOD) ................152
Spring, Dawn, Childhood,
Planting, Beginnings, Hope,
Rebirth, and Renewal............152
PAN (CN YOUNG GOD, BATTLE GOD) .153
Wilderness, Beasts, Passion, Ley
Energy, Witchcraft, the Wild
Hunt, Satyrs, and Fauns ........153
PANDIS (CN ASCENDED) ..................153
Humour, Laughter, Jokes, Tricks,
and Eccentricity ....................153
PAZUZU (CE GREAT OLD ONE)..........153
Lies, Corruption, Perversion,
Degradation, Disease, Sickness,
and Pestilence.......................153
POSEIDON (N ELDER GOD) ...............154
Concepts: Water, Lakes, Seas,
Oceans, Clouds, Ice, Snow, Rain,
Steam, Fog, Whirlpools, Rapids,
Falls, Waves, Fishing, Sailing,
Aquatic Life, and Marids (Djinn),
Triton Father.........................154
PTAH (N ANCIENT ONE)...................154
Space, Time, History, and
Prophecy...............................154
RA (NG ELDER GOD).......................154
White Magic, Light, Life, and the
Primary Sun...........................154
RAWNA (N ELDER GOD)...................155
Death, Sleep, Fantasy, Dreams,
and Corvids, Divine Queen....155
SATANAEL (LE YOUNG GOD).............155
Oppression, Conformity,
Slavery, Sophistry, Politics, and
Hell, Prince of Darkness........155
SHAYKSPEYR (NG ASCENDED)............155
Artistic Expression, Theatre,
Drama, Storytelling, Writing,
Oratory, Poetry.....................155
SIRSYR (LG ASCENDED, BATTLE GOD) .156
Chivalry, Valour, Loyalty, and
Honour..................................156
SORVAH (N ASCENDED) ...................156
Travel, Curiosity, Exploration,
Research, Hospitality, Guides,
Nomads, Wanderers, and
Vagabonds ............................156
THE TAO (UNALIGNED SOURCE).........156
Balance, Existence, Possibility
..............................................156
THOR (N YOUNG GOD, BATTLE GOD) .157
Strength, Confidence, Daring,
Courage, Speed, Virility,
Stallions, Bulls, and Centaurs157
THRYM (NE YOUNG GOD)................157
Winter, Twilight, Old Age,
Endings, Blizzards, Avalanches,
Waste, Emptiness, Starvation,
Bitterness, Regret .................157
TIAMAT (CE ANCIENT ONE) ..............158
Annihilation, Energetic Entropy,
Negativity, Fury, Abominations,
and Dragonneth....................158
TITANIA (NE ELDER GOD).................158
Seduction, Rivalry, Revenge,
Cold, Frost, and Cruelty, Fey
Mother, Ice Queen ...............158
VELKIRI (CG ASCENDED, BATTLE GOD)158
Equality, Emancipation,
Freedom, and Individuality...158
VULCAN (LN ELDER GOD) ................159
Earth, Metals, Minerals,
Mountains, Hills, Volcanoes,
Artifice, Invention,
Craftsmanship, Smithing,
Mining, Earthquakes, Landslides,
and Dao (Djinn), Dwarf Father
..............................................159
WICCA (NG ELDER GOD).................159
Agriculture, Domestication,
Motherhood, Fertility, Dogs .159
XALAFU (CE PIT FIEND) ...................159
The Dread One......................159
XOLL’X (NE YOUNG GOD)................160
Intrigue, Plots, Manipulation,
Ensnaring, Extortion, Ambition,
Espionage, and Arachnids.....160
XONDRA (LN ELDER GOD, BATTLE GOD)
...................................................160
Discipline, Practice, Focus,
Order, and Perfection...........160
YEENOGHU (LE HELLSPAWN NOBLE)...161
Baroness of the 1st Hell, Circle
of Bones, Lady of Scavengers161
Y'GOLONAC (CE PIT FIEND) ..............161
The Defiler ............................161
YTHOGTHA (CE PIT FIEND) ...............161
The Thing in the Pit...............161
YUG-SITURATH (CE PIT FIEND)..........162
The All-Consuming Fog.........162
ZATHOG (CE PIT FIEND)...................162
The Black Lord of Whirling
Vortices.................................162
ZEUS (CN YOUNG GOD) ..................163
Tempests, Thunder, Lightning,
Turmoil, Turbulence,
Electromagnetism, Exuberance,
Wrath, Conquest, Struggle,
Wrestling ..............................163
ZHAR AND LLOIGOR (CE PIT FIEND) ....163
The Twin Obscenities............163
DIVINE POWERS .............................163
Avatars..................................164
Covenants.............................164
Blood Sacrifices................164
Ceremonies......................164
Ill Omens..........................164
Special Sacrifices..............165
Occult Powers.......................165
The Ascended .......................165
The Children of the Reformation
..............................................166
Demigods..............................166
Divine Sensitivity ..................167
Divine Power Rank Table......168
8. VI
COSMOLOGY ..................................170
PLANES OF EXISTENCE ......................170
ACHERON......................................172
ASTRAL TRAVEL ..............................172
BEYOND REALITY.............................173
The Maelstrom......................173
Outer Darkness .....................173
The Void................................173
CELESTIAL NODULES ........................173
DIMENSIONAL BUBBLES....................173
THE DREAMWORLD .........................174
FEY GEOGRAPHY .............................174
KARMIC WHEEL..............................175
PLANAR MALLEABILITY .....................175
TEMPORAL EFFECTS .........................175
TRAVEL BETWEEN REALITIES...............175
Class Conversions..................176
Adjusting to a New Reality....176
MAGIC ITEMS..................................176
ATTUNING.....................................176
DAMAGING MAGIC ITEMS.................176
DEVASTATING WEAPONS ..................176
NEW ITEMS ...................................176
Ring of Faeriekind .................176
Sun Blade (alteration) ...........176
Tathlum.................................176
RELICS AND ARTIFACTS .....................177
Relics.....................................177
The Heart of the Wyrm First
.........................................177
Orb of Shen ......................177
Minor Artifacts......................177
Advanced Shagra..............177
Dwarven Train..................177
Nautilus............................177
Power Circles....................177
Pündi Door .......................178
Totem Pole.......................178
Lesser Artifacts......................178
Baba Yaga’s Hut ...............178
Dagger of Orcus ...............178
The Drake Throne.............179
The Druid Circle................179
Hypership.........................179
Key of Solomon................179
Node Station ....................179
Shadow Staff ....................180
Shield System...................180
Tao Stones........................180
Greater Artifacts ...................181
Belt of Atlas......................181
Black Cauldron .................181
Excalibur...........................181
Hammer of Union ............181
Holy Grail of the Suns.......182
Jhaahm.............................182
Mjölnir..............................182
Spear of Destiny...............182
Tokens of the Crown........182
Apex Artifacts........................182
Altar of the Tao................182
The Ankh..........................182
Axiom...............................183
Cauldron of Creation........183
Cthanic.............................183
Demon Wall .....................184
Eye of Ptah.......................184
Mortis Liber......................184
Orcrix ...............................184
Qaldon .............................184
Secreta Liber ....................185
Vitae Liber........................185
EPIC BOONS ..................................185
1ST TIER BOONS............................185
ARCHCASTER..................185
ARTIFACT AFFINITY......185
ASCENDANT ...................186
BATTLE CRY ...................186
BEAST TAMER................186
BELOVED OF CALYPSO ..186
BLOODCASTER...............186
COMBAT PROWESS........186
CRUSADER......................186
DARKSLAYER..................186
DEMONOLIGIST..............186
DIMENSIONAL TRAVEL.186
DIVINE SIZE....................186
DRAGON KNIGHT...........186
DREADNOUGHT .............186
ELEMENTAL LORD.........186
EMERGENT PRIMORDIAL
.........................................186
EMPOWERED ARCHER..187
ENERGY INVESTMENT ..187
ENLIGHTENED FIST.......187
FATE................................187
FIRE SOUL.......................187
FORTITUDE.....................187
GATECRASHER...............187
GREATER PROFICIENCY 187
HIGH MAGIC ...................187
AGELESSNESS.................187
INVINCIBILITY................187
IRRESISTIBLE OFFENSE 187
LEGENDARY ILLUMINATOR
.........................................187
LEVIATHAN ....................187
LIFEBRINGER .................187
LUCK................................187
MAGIC RESISTANCE.......187
MAGICAL BEAST.............187
MASTER OF THE FORGE187
MULTI-SHOT...................187
NIGHT SPIRIT .................188
PEERLESS AIM................188
PERFECT HEALTH..........188
PHASE ARROW...............188
PLANAR TRAVEL............188
PLANE LORD...................188
QUICK CASTING..............188
RAVAGER........................188
RECOVERY......................188
RESILIENCE ....................188
RESURRECTION .............188
SCALE BREAKER ............188
SCION OF TIAMAT..........188
SILENT BLADE ...............188
SKILL PROFICIENCY ......188
SKYLORD ........................188
SONG OF FATE................188
SPEED..............................188
SPELL MASTERY ............188
SPELL RECALL................189
STORMBORN ..................189
TITANS GRIP...................189
TRUESIGHT.....................189
TRUESPEAKER ...............189
UNDETECTABILITY .......189
UNFETTERED.................189
2ND TIER BOONS..........................189
ARCANE MASTER...........189
ARCANE SAVANT ...........189
BEASTLORD....................189
DEADLY BLADE..............189
DEATH BRINGER............189
DEMON LORD.................189
DIVINE MULTI-SHOT .....189
DRAGON LORD...............189
DUNGEON LORD ............189
EXTRAORDINARY
CONCENTRATION ..........189
FEATS..............................189
FLOW MASTER...............189
GREATER ARTIFACT
AFFINITY ........................190
GREATER BATTLE CRY..190
GREATER SPEED............190
IMMORTALITY ...............190
INCREDIBLE PROFICIENCY
.........................................190
INSPIRED ILLUMINATION
.........................................190
KING/QUEEN OF THE WILD
.........................................190
LESSER BOONS...............190
LIVING SAINT .................190
MASTER TACTICIAN ......190
MULTI-SUBCLASS ..........190
MYTHIC LEADER............190
PLANESHAPER...............190
PRIMORDIAL ..................190
RACIAL PARAGON..........190
RAGEBORN .....................190
SPELL LORD....................190
SPELL SLINGER ..............190
SPELL WARRIOR............190
STRESS TOLERANCE......190
SUMMONER....................190
SURGE MASTER..............190
TALON OF TIAMAT ........191
VOID LORD .....................191
3RD TIER BOONS ..........................191
9. VII
CRITICAL SPELL CASTER
.........................................191
CRITICAL WEAPON
MASTER...........................191
DEAD GOD FRAGMENT..191
DIETY ARTIFACT AFFINITY
.........................................191
GREATER FEATS.............191
LEGENDARY ACTIONS ...191
LEGENDARY PROFICIENCY
.........................................191
LEGENDARY RESISTANCE
.........................................191
PARTIAL DIVINITY.........191
SOUL OF DARKNESS.......191
SOUL OF FLAMES ...........191
SOUL OF LIGHT...............191
SOUL OF RAINS...............191
SOUL OF SHADOWS........192
4TH TIER BOONS ..........................192
ASCENDANT POWER .....192
PACT MAKER ..................192
COVENANT MAKER........192
ELEVATED POWER ........193
WORLD OF ALDYRYC.......................193
GEOGRAPHY ..................................193
Eastern Hemisphere..............193
Western Hemisphere............195
Map..................................195
Map Key ...........................196
Map Locations..................197
Ahkracia ......................197
The Aldwynn Islands....197
Aldyrrya.......................197
Arcanica.......................197
Assyrvia .......................197
Caenyrvyn....................197
Caltere.........................197
The Daikaiju Ocean......198
Spires of Poseidon..198
The Dark North............198
The Dead Land.............198
The Devil’s Triangle.....198
The Shroud.............198
The Dragon’s Maw ......199
Dunblannor .................199
Ethernia.......................199
The Eye of Azathoth....199
The Fey Mountains......199
The Forsaken Peaks.....199
Gaelland......................200
Ganis ...........................200
Gaxxidin ......................200
Geyrd’N.......................200
Glooming Forest..........200
Gor ..............................201
The Great Rift..............201
The Grey Waste...........201
Kaankura .....................201
Kaldaria .......................201
Kalvaala.......................201
The Kangg-Ara Plains...201
Kassykoth ....................201
Kaxxuun.......................202
KI’s Crown Mountains.202
Konimbra.....................202
Kordesh.......................202
The Labyrinth ..............202
Lamzara.......................202
Luxor ...........................202
Lyrnea .........................202
Murcia.........................202
The Murhkar Empire ...203
Mystical Places............203
Necros.........................203
Numallea.....................203
Paholja ........................204
The Polar Vortex .........204
Polaris Mons ...............204
Raktargoth ..................204
Rovalla.........................204
The Senjin Ocean ........205
The Sentinel Coast ......205
Shangri-La ...................205
Sorrvas ........................205
Stygia ..........................205
Syrraqa........................205
Tarkiztan .....................205
Thunder Island ............205
Thurlund .....................206
The Tlaqectz Kingdoms206
Umbria ........................206
The Underworld..........206
The Subterranean
Domains .................206
Sheol ......................206
Tartarus..................207
The Inferno.............207
The Core.................207
Valympur.....................207
Varlund .......................207
The White Death.........207
Witching Zones ...........207
Wyrland ......................208
Ysstraka.......................208
Zendar.........................208
Zhyatis.........................208
Zur...............................208
ORGANIZATIONS.............................208
Forbidden Associations.........208
Knighthoods..........................208
Rogue Organizations.............210
SPECIAL METALS AND MINERALS........210
TIMEKEEPING AND HISTORY ..............211
Aldyryc’s Festivals.................211
Aldyryc’s Week .....................211
Aldyryc’s Year .......................211
The Existential Ages of the
Continuum............................212
The Age of the Winds ......212
The Existential Wars .............215
The Order of Creation...........216
Calendar ...............................217
INDEX .............................................220
11. 1
Introduction
Aldyryc campaigns use the standard D&D fifth edition rules
with the additions, adjustments, and omissions, described within
this Guide, along with expansions adapted from Pathfinder.
Consisting largely of conversions for standard races, classes,
magic, monsters and planes, the Guide follows the D&D maxim
that all rules and details are considered optional, provided to
enable the closest recreation of the Aldyryc milieu.
Ability Scores
The three Mental ability scores are defined as follows:
Intelligence is a measure of intellect and recall.
Wisdom is a measure of intuition and subconscious awareness.
Charisma is a measure of the psychic integrity and personal
magnetism.
Alignment
Alignment is the core compass of a character as far as to the
ethics and foundations of their psyche. Changing alignment is a
process requiring willing action or dramatic magic. In addition to
any class ramifications, the character must make a DC10 Sanity
saving throw if the change is one step, DC15 if more than one
step, and DC20 if the change is to the opposing extreme. No
proficiency or ability modifiers apply but any modifiers that apply
to general saving throws do. A failure results in the acquiring of
one form of Indefinite Madness with a new save to remove it
allowed each time a level is gained. A critical failure makes the
madness permanent until removed by a Wish.
Lawful should be "Collectivism" and Chaotic should be
"Individualistic" with Neutral "Familial". Good being
"Compassionate" and Evil being "Selfish" with Neutral being
Pragmatic. Collectivists value the society over the individual, laws
to create clear stable hierarchies among the group and order over
personal freedom. Familialists value a tight small group with a
hierarchy natural defined but capable of change. They value the
contributions and differences of the individual but balance it
against the welfare of the group. Laws can be bent but traditions
are highly valued. They know that some will go their own way, and
may return. Pragmatists tend to do cost benefit analysis and will
justify the means by the ends. Individualists value personal
freedom and free thought, self-reliance and the ability to cope
with disorder. The chafe at hierarchies and strict laws but may
follow personal codes with great discipline. So:
Lawful Good = Compassionate Collectivist
Neutral Good = Compassionate Familialist
Chaotic Good = Compassionate Individualist
Lawful Neutral = Pragmatic Collectivist
True Neutral = Pragmatic Familialist
Chaotic Neutral = Pragmatic Individualist
Lawful Evil = Selfish Collectivist
Neutral Evil = Selfish Familialist
Chaotic Evil = Selfish Individualist
Restoring Altered Alignment
If someone’s alignment was altered by a curse, god, the
Dreaming or other powerful magic, it may be restored through the
Ceremony (Ceremonial Blessings) spell cast with a 5
th
level slot.
This grants the willing target advantage on the resulting sanity
save if their alignment reverts.
Expertise
Unless otherwise noted under the race or class, expertise
grants the ability to add proficiency bonus to the listed checks
without actually being proficient. If proficient, double the bonus is
added.
Infravision
Replacing Darkvision for all creatures except those of magical
or spiritual nature such as Demons, Daemons, Seraphim, Lux. Flux,
Modrons, Aeons, Undead, and the like, infravision has the same
range and basic mechanics as Darkvision except that it relies on
infrared radiation. It does not enable reading or black and white
vision. This is still accomplished by spiritual/magical Darkvision. To
infravision every object appears radiant, the stronger and more
intense the radiation the brighter the object. Relatively cold
objects appear dim while hot ones are bright shapes of red.
Patches of variation define features and are the greatest level of
detail achievable. However, infravision grants advantage when
tracking a heat source across a colder surface or through a colder
environment if done recently after passage. Also, if a heat source
is hiding beyond a relatively thin colder source such as foliage or
up 1” of solid wood per 10 feet of visual range, they lose the
advantage of concealment but cover and Invisibility are
unaffected. An ambient temperature above 150 degrees
Fahrenheit creates a blinding glare that renders infravision useless
as do bright light conditions. Only objects at absolute zero
temperature do not radiate.
Spiritual Sight
Is interpreted by the mind as a black and white image as described
in the Player’s Handbook. However it is accomplished by the
opening on the Third or Inner Eye and is spiritual in nature. It
detects the energy patterns that surround and make up all things
at the surface level, while grants deeper penetration into reality.
See the Spell section description of Spiritual Sight for further
information.
Gaining Levels
Training is required to gain a level in a current class or a new
one, or for feats, ability increases, Form, or other class options
that you gain. The player must declare what new class, what
Form, spells, ability score increases, or other options they are
developing for their next level at 1st level and upon gaining each
level thereafter. The player is assumed to be developing whatever
they have chosen during the off-time during adventures: rests,
downtime, travelling, in whatever spare moments they have. The
character must pay the training cost in advance to buy the
materials need to learn. From the point they pay the cost, during
and between their adventures, they must spend at least the
number of days listed practicing for the level to be attained before
their experience can push them to the next level with their next
long rest. The long rest consolidates all the practice and
experiments into the new level's abilities and such..
Level Attained Training Time Training Cost
2
nd
-4
th
10 days 20gp
5
th
-8
th
20 days 40gp
9
th
-12
th
30 days 60gp
13
th
-16
th
40days 80gp
17
th
– 20
th
50days 100gp
Literacy and Numeracy
Everyone with intelligence 3 or above knows how to count,
add, and subtract, as well as having been immersed in their
known languages long enough to speak them but not to read or
write them unless they have Literacy. Literacy proficiency is
treated like that for a kit or tool and can be applied to all known
languages. It grants basic use of the language with Arcana checks
required for more advanced usage. The same applies to Numeracy
for math using any language script known. They come with
background options or can be taken separately through downtime
12. 2
training as detailed in Xanathar’s. Those such as Rural or Urban
Peasants, Outlanders, Criminals, Sailors, Soldiers, Urchins, and
Folk Heroes get neither Literacy nor Numeracy as granted
proficiencies. Only those such as Guild Artisans, Nobles, and Sages
get numeracy. All Pündi possess both. Classes only know how to
read texts essential to the class, such as spellbooks. The Linguist
feat comes with Literacy training.
Longevity Rating
A race’s longevity rating indicates its rough metabolic rate and
lifespan in relation to the lowest rating which is human. A Human
is considered an Infant until age 2, an Innocent until age 8, a Child
with agency until age 12 and a Youth until age 15 when they reach
Young Adult. The Age of Agency declared by the gods is 8 for
Humans, after which they are held responsible for their choices.
Mature Adult is 35, an Old is 55 and Venerable 75, with a
Maximum Natural Age of 40+4d20 after which death by Natural
Causes comes into play. The racial longevity rating indicates the
factor by which these numbers are multiplied.
Age and Class
A character’s starting age is determined by their Background
Option age (See Customization Options for starting age and the
additional roll for each background) and then their Class training.
Characters roll 1d4+1 for the Fighter, Monk, and Rogue, classes
and 2d6 for all other classes, adding it to their Background Option
age before applying their racial longevity rating. For characters
that start beyond 1st level, use the same age calculations and add
1 year for every 1000xp required to be at the base starting XP for
the level. If the starting level is 7 or higher, use 35 instead of 14 as
the base age before adding rolls and multiplying by longevity
rating.. A character may have a starting base age as low as 8 to
which background roll and class are added, if the player and DM
agree, but this risks starting at an age below adult with the
appropriate adjustments.
Mundane Professions
The following applies to NPCs and those player characters that
start beyond normal minimum starting age for their race. Those
under adult age get no racial ability score adjustments added.
Characters created beyond 1st level have their current age
determined by adding the time required to reach their level at an
average of 1000XP/year adjusted by longevity rating to the
starting age for their class. NPCs get an ability increase every four
levels that may use to get a feat instead.
Infants, Innocents, and Children
Infants (up to 2 years at Longevity 1) are Tiny sized or three
below their adult size, have 1 hit point plus Constitution modifier
(minimum of 1hp), a crawl speed of 5, and disadvantage on all
skills and attacks. They have no proficiency bonus, background
option, or level dependant racial abilities. Innocents (2-7 years)
are Small size or two steps below their adult size if not a medium
race, have 2hp, move at 10 less than their adult speed in all types
possessed, and have no proficiency modifier, background options,
or level dependent racial abilities. Children (8-11) are small or 1
step below the adult size, have 3hp, move 5 less than their adult
speed, and get their background option with +1 proficiency bonus
at disadvantage to its skills. They get no weapon or armor
proficiencies or level dependent racial abilities.
Youths
Youths (12-14), are the same size category as adults but
usually a little shorter and lighter, have 4hp; get a background
option and a +1 proficiency modifier to apply to its skills. If they
start their class young, they only get +1 proficiency bonus but all
the normal 1st
level abilities. Their hit points are 4 instead of the
die maximum for the class. They get no weapon or armor
proficiencies or level dependent racial abilities unless they started
their class young.
Adults
Adults get 5-8hp per level as determined by age with the
standard ability increases or feats at the standard levels. See the
list of Background Options under Customization options for the
classification of each permitted background. Their hit points per
die and proficiencies are determined by the background option of
their profession as follows:
Status Profession
Physically light with training focused on mental and
interpersonal skills, these professions have 5hp per level and no
proficiency in weapons or armor..
Laborious Profession
More physically demanding with a focus on manual labor or
skill but relatively safe, these professions have 6hp per level and
simple weapon proficiencies but no armor.
Risky Profession
A hardy, dangerous lifestyle with physical demands and risk of
combat, focused on survival, these professions have 7hp per level
as well as simple weapons and light armor proficiency.
Martial Profession
Trained for combat and a hard life in the field, these
professions have 8hp per level, as well as martial weapons, light
armor, medium armour, and shield proficiencies.
Aging Effects
When a living creature attains an age category above
Adulthood, they get 3 points to subtract from Physical Ability
scores and 3 to add to their Mental Ability scores. Like the ability
score adjustments every 4HD, these may be divided as desired
and exchanged in order to choose a new feat and discard and old
or add at the standard exchange rate. By using two points for feat
addition to cancel out two points of subtraction they can pay to
retain feats and reduce physical loss to 1 point while still gaining
one mental point.
Lifelong Learning
Once they have attained 1st level in a class as well as
adulthood, characters get experience for ever year they survive.
Every New Year’s Day they make a Wisdom check at DC10, with
advantage if they have spent at least 8 hours a day of that time
intensely training and improving their profession. If undead, or
otherwise prevented from experiencing normal life, such as while
imprisoned, the check has disadvantage. Success grants 1000xp,
critical success 2000xp, and any failure results in no XP. This is
divided by the Longevity Rating of the race because they are less
impacted by a single year, tending to learn and act at a slower
pace unless pressed. To an elf, an hour has the impact of six
minutes. Most races tend to keep time in regards to their
metabolic Cycle instead of the passage of 24 hours, an elven “day”
being 240 hours long.
Metabolic Requirements
A Medium-size creature with Longevity 1 requires at least 2lbs
of food and 4 pints of water (4lbs) for sustenance each day,
Diminutive Creatures require 1/16 of this amount, Tiny creatures
require 1/4, Small creatures ½, Large x4, Huge x16 times, and
Gargantuan at least 64 times the Medium-sized amount. The
largest Dragonneth High Ones require 16384 times medium-size
requirements every 50 days. This is typically spread divided into
three meals spread over the Cycle with the first upon ending the
cycle’s long rest. Longevity 1 races also require a Long Rest to end
the Cycle and start the new or they gain 1 point of Exhaustion.
Higher rating have a longer time between mandatory long rests
but require the same amount of time for the rest unless noted
otherwise (see Dwarf and Ikari).
Natural Causes
Upon reaching maximum age, and upon each year or combat
initiative that occurs thereafter, a creature must make a
13. 3
Constitution saving throw at DC25 to avoid incurring 1d6 points of
Exhaustion due to heart failure that no rest can remove. A critical
failure results in a stroke causing the effects of a permanent
Feeblemind spell. Dragonnethi are immune to strokes but not
from accruing permanent exhaustion.
Qi
Qi, also spelled Ki and Chi, is the essence of the Tao, the Void’s
spirit of infinite potential. Qi, thought, and energy, are one and
the same. The Tao is static, unorganized, undifferentiated,
unrealized Qi at maximum entropy. The Heart of Existence
realizes the Qi by creating paired kinetic threads of radiant and
dark Qi at maximum quality once per instant, combining to form
the planar fabric of the cosmos. All life and matter evolved from
radiant Qi while demons are the only purely dark Qi entities. Dark
Qi is parasitically attracted to radiant, cocooning it and taking
control. Daemons and Feyrs were created by combining demons
with enough radiant Qi to lock them into forms, while undead
were created by infecting the living with dark Qi.
Spending Qi
Qi is used to power spells and psychic abilities as well as Ki
abilities of martial artists, monks, and shadow warriors. Spell slots,
uses of psychic abilities and Ki points all represent Qi wells
gathered or accessed by the individual. These enable powers and
abilities to be used without drawing upon the user’s own life
force. However, once these are spent, the individual can draw
upon their own Qi at the cost of 1 Healing HD per Ki point, ability
use, or spell slot level. Once these reach 0 the character can reach
deeper into their structural Qi gain 1 level of exhaustion for each
HD they would have spent. Gaining 6 levels results in death with
the body reduced to dust.
Slot Boosting
A spell caster can boost a spell beyond their normal maximum
slot level by spending Qi at a rate of 1 healing HD per slot level
beyond your maximum slot level that you boost the spell if the
spell is no higher than 3rd, 3 HD per level up 6th, and 6 HD if
beyond 6
th
. Doing this requires an ability check of you casting
ability against a DC of 10 plus 1 per desired slot level of the spell.
On a failure the spell uses up the maximum level slot available for
it but is wasted and on a critical failure the caster takes the HD
cost without the spell being cast.
Qi Detonation
Spellcasters may unleash all their stored and innate Qi in one
blast, inflicting 5(1d8) points of force damage per slot level of spell
they still have available to cast, totalled. This is taken by the caster
with no saving throw but those within 5 feet per Healing HD spent
by the caster must make a Constitution save against the caster’s
spell DC to take half damage as well as not being thrown back 10
feet and rendered prone.
Races
Natural Weapons listed are treated as light finesse melee
weapons.
Alignments given are the dominant cultural alignment of the race
or ethnicity and typical of most individuals but not mandatory
unless otherwise noted.
Racial Interactions
Faerie tend to be aloof and associate mostly with other faerie and fey.
They tolerate humans as a child race and are fierce enemies of orcs and
Dragonnethi.
Fey resent faerie but tolerate their association for mutual benefit.
They find humans amusing and gullible. They fear orcs and Dragonnethi.
Orcs are feared and distrusted by most races but they are known to
keep their bargains. They view Dragonneth as worthy enemies, fey as
weaklings, faerie as invaders, and humans as useful tools.
Dragonneth are fearsome legends to most other races. Ancient
enemies of the faerie and fey, they view all other races as invading vermin,
although their inexperience with humans generates a measure of curiosity
about them.
Octopods are alien to every race except tritons with whom they
regularly interact. Their existence is virtually unknown by most other
races.
Anthropoid
The First Chaos Wave transformed Antha, Rakshiri and
rakshasa, into unstable beings called Proteans that served as the
source for the creation and evolution of many anthropoid races.
Pündi and humans are the only evolved races on Aldyryc; humans
immigrants from the Old World of One Sun whose first arrivals
began the Age of the Winds. Anthropoids are classed as “Persons”
and “Humanoids” for spell and other purposes.
Faerie
There are five Faerie races based on the Faerie Elements,
including Minos (Fire), Ikari (Air), Tritons (Water), Dwarves (Earth),
and Elves (Nature’s combination). Tied to the fey Elements they
tend to be at one with nature and resistant to their element, Elves
being the combined Elements, or the Element of Spirit, the
essence of Life and thus resistant to the touch of death. All Faerie
races get the following:
Universal Faerie Traits
Environmental Adaptation: Comfortable naked in temperatures
between 0 and 100 degrees Fahrenheit, Faerie get advantage on
saves versus Extreme Cold or heat
Damage Resistance: due to their elemental nature, each race of
Faerie was immune to one type of damage before the Fall. Only
Minosi retain this being Immune to Fire damage. Dwarves have
resistance to Acid, Elves to Necrotic, Ikari and Kenku to Lightning,
Tritons and Sahuagin to Cold.
Faerie Calm: Inability to be berserkers.
Reincarnate: return as a related Faerie type until they achieve
spiritual harmony with themselves and vanish into the Faerie Realms
upon death. The Player and DM each roll a d4 upon character death,
a tie resulting in the Faerie passing onto the Fey Realms along with
their body, leaving their equipment behind. Otherwise they
reincarnate within the same race but may change sub-races.
Source Connection: Magical abilities activated by spiritual
connection to Hold Source in Naming Ceremony when faerie are
given their adult names. Empathic touch between members of the
same sub-race or race if none outside their racial Holds, full empathy
and telepathic touch within their Holds. Affected by the Longing.
Because of the intimate mental connections, faerie tend to
have little shame regarding nudity and sexuality wearing what
clothing is needed comfortable or preferred. Except for cloaks,
this means nothing for Ikari, Kenku, and tritons, loincloths of skin
or fur, if anything, in the case of Minosi, Blood Elves, and Feral
Elves, simple modest clothing for Forest Elves, flamboyant and
often revealing clothing for Sea Elves, formally stylish attire for
Mist Elves, and practical durable workwear for dwarves.
Although there are racial and subracial variations, faerie tend
to follow the ancient social structure of the Faerie Alliance, having
tried everything else during the Age of the Fallen, based on the
family led by an elder serving on the Clan Council led by the eldest
member who serves on the Hold Council, the Holds forming a
Racial Council and the races forming the Alliance Council. In the
Age of the Winds the Racial Councils have become loose or
nonexistent and there hasn’t been a full Alliance since the Fall.
The Mist Elves, Forest Elves, and Sea Elves still maintain a solid
alliance while a loose alliance remains between them and the
Gaxx, but most others have abandoned the idea.
Faerie justice recognizes seven classes of offenses ranked
according to increasing severity of punishment:
1. Reparation
2. Compensation
3. Indentured Servitude
4. Imprisonment
14. 4
5. Shunning (Temporary Exile)
6. Death
7. Severing (Permanent Exile)
Faerie Sources
The Atonement brought faerie back into communion with
their gods and the Faerie Realms through the creation of Faerie
Sources, faewoods being the first. The Source is the foundation
for the dimensional bubble known as a Hold, containing the faerie
settlement. Upon becoming adult age, every faerie is given their
adult name and linked in communion with the Hold’s Source. This
activates their magical abilities and gives them telepathy through
touch with others of their sub-race and empathy with all lined to
the Sources while inside the Hold. Beyond the Hold, this is limited
to empathic touch with their subtype.
Holds and Territories
A Source extends a dimensional bubble in a seven-mile radius
around itself between the Terrestrial and Faerie Realms known as
a Hold. Accessed by Faerie Circles, one at the bottom of the
bubble and the other on the Material Plane, only faerie are
allowed within Holds, being where the faerie dwell and raise their
families. Children are not allowed to leave the Hold
unaccompanied. The Faerie Circle on the Material Plane is
typically hidden in a fortified or inaccessible location, like
mountaintops for Ikari, its exact location often considered a racial
secret. Faeroe don’t allow non-faerie within their territories for
the most part, except for those considered especially valuable
allies gifted with amulets that declare them Faerie Friends. Dwarf
territories are fortified Underworld tunnel systems and mines. The
elves of Aldyrrya are allies with the fey of the region, the borders
protected by the ever-vigilant Ent Line, an unbroken series of
overlapping Ent sensory regions containing ultra-low frequency
sonic vibrations that create an eerie haunted sensation in living
creatures discouraging most intruders from crossing. Those who
do are either chased away by Ents or of captured by elven rangers
and lancers and released with their memories altered.
The Longing
Faerie who leave the Hold must make a Charisma save on New
Year’s Day at the end of a period of absence equal to 1 year times
their longevity rating. The DC is 10 +1 per save they have made
since their last time in the Hold. On a failure the Faerie is afflicted
with the Longing, a Geas to physically touch the Source to which
they are linked and cannot be removed or dispelled, although
experienced the empathic touch of another of the same race
offers a new save to throw off the Longing until a new failed save.
If the faerie is linked to the exact same Source, those save has
advantage. The damage inflicted by the Geas is delivered each
time they awake from a long rest. Once the Longing is active each
year the faerie must save against the Longing with disadvantage
or become afflicted indefinite madness curable only by touching
the Source. Should the Geas damage reduce hit points to 0, the
faerie automatically stabilizes but incurs 1 point of Exhaustion that
only touching the Source removes and must save versus the
Longing with disadvantage or become mad as previously
described.
Source Defences
A Source has AC20 as well as 10 times the maximum hit points
of its Guardian with the same HD total, feats, and bonus action
healing ability. It uses the same saves but with +4 , immunity to
psychic and madness, and resistance to necrotic, poison and non-
magical B/P/S as well as sharing the immunities and resistance of
the Guardian. A Source can create an Antipathy field as per the
spell at 18th level with +10 modifiers to defend itself, recharged
by short rest.
Guardians
Each race has its own type of Source with a Guardian.
Guardians have the Alert, Durable, Lucky, and Tough feats, are
able to use their healing HD as a bonus action with HD recharged
by a short rest, all rests being done by withdrawing into the
substance of the Source. A Guardian can Dimension Door at will to
anywhere within the Hold (which may be up to 7 miles in radius)
and has the abilities of a 17th level Paragon of the listed Forms
with a +10 modifier when required and 2 uses of each spell level.
They may maintain concentration on more than one elemental
conjuration spell at a time, even if resting or reduced to 0 hit
points. If slain, a Guardian’s body vanishes into the Source and
emerges fully restored and rested 1d10 days later. Guardians have
all the abilities and standard for their kind with +4 to Wisdom and
Intelligence, as well as Immunity to Madness and Psychic.
Guardians have advantage on all saves, can Commune as if a
priest, and can communicate telepathically within the Hold to
anyone linked to the Source. They can grant Inspiration to every
linked individual once and Clam Emotions each individual once,
serially or all at once, recharged by a long rest.
Source Types
Elven Sources are called Faewoods, giant tress or roots
systems with a dryad as the Guardian, able to divide her spell
uses between the Forms of ANIMAL and Plant as desired.
Dwarven Sources are called Heart Stones, giant natural rock
pillars with an Earth Elemental as the Guardian with the
paragon abilities of EARTH.
Ikari Sources are called Heart Winds, air funnels with an AIR
paragon Air Elemental as Guardian.
Minos Sources are called Heart Fires, pools of magma with a
flaming vortex in the centre and a paragon FIRE Elemental
Guardian.
Triton Sources are called Heart Waters, large water funnels
with a paragon WATER Elemental Guardian.
Source Destruction
Slaying a Source requires all linked to it to make a Constitution
save at DC30 or die immediately, with success granting 3 points of
Exhaustion, and a DC30 Charisma save or be afflicted with
permanent Berserk Rage (as berserker) and short-term madness,
with a critical failure resulting in long term madness, and success
with normal Berserk Rage and indefinite madness. When the
initial madness of a failure ends, the victim is afflicted by incurable
indefinite madness. The Guardian is slain and rises immediately as
a wraith with all those linked rising as shadows at death, the Hold
twisting into a dark, haunted place.
Dwarf
Dwarf Traits
Ability Score Increase. All dwarves get +2 to Constitution
Description. Base Height: 4’; Height Modifier: +2d4; Base
Weight: 130 lb; x (2d6) lb; Female Base Adjustment: -2” and -15
lb; Digits: 5; Facial Hair: Both sexes may grow, males in mustaches
and beards, while females only grow beards.
Longevity Rating. 9
Speed. 25 not reduced by heavy armour.
Dwarven Resilience. advantage on saves versus poison and
Resistance versus Poison damage.
Proficiencies. Battle-axe, hand axe, light hammer, Warhammer,
and smith’s, brewer’s, or mason’s tools.
Dwarven Secrets: Advantage in Intelligence checks involving
stonework, metallurgy, and engineering.
Expertise. History
Bonus Feats. Dungeon Delver, Echolocation and Tavern Brawler
at 1HD.
Agoraphobic: Extremely uncomfortable in wide-open spaces
dwarves require twice the minimum time for a short or long rest
when outdoors. They prefer being enclosed with a ceiling and
walls.
Faerie Magic:
15. 5
Detect Metal Song (as Detect Magic but can sense the
presence and type and rough value/quantity of metal
within 60’) and Faerie Fire when 1
st
level usable at will.
Meld into Stone (self only) when 3
rd
level usable at will
Conjure Minor Elementals (Earth)when 5
th
level usable
once recharged by long rest
Stoneskin (self only)when 7
th
level recharged on short
rest
Conjure Elemental (Earth) when 9
th
once recharged by
long rest
Dwarves of different sub-races produce children that have an
even chance of being either type.
Dwarves are natural tunnel explorers skilled at working and
fighting even when blinded. Although pragmatic and stoic, they
have a tendency towards settling things with their fists.
Outlook
Dwarves are hardworking and honourable having little
patience for lies or chaos. They work and play hard, often
brawling for sport. They live a hard life in a hard place and
condition themselves for that from childhood. Everyone learns a
practical skill and how to defend themselves and others. Duergar
take this to the next level, seeing the world as hostile and life as a
struggle filled with toil. They are often accused of having an orc
attitude by Gaxx.
Society
Practical in all things, dwarves aren’t big on formality or
ceremony, preferring to get to the point and down to business.
They only deal with outsiders who have some value to the
dwarves, although Gaxx are willing to come to the aid of allies. A
good defense prevents the need for offense is their motto for
constructing their fortress cities outside their holds. Their artistic
spirit is mostly dedicated to singing, storytelling, and working
stone and metal into lasting shapes of simple beauty. They have
little use for adornment, except in cases of sentimentality which
they deny but to which they are prone.
Duergar
Alignment. Lawful Evil
Ability Increase. Strength +1 and Intelligence +1
Toughness. +1 to hit point maximum, increasing +1 per HD.
Infravision 120’
Sunlight Sensitivity: Disadvantage on attack rolls and Perception
checks that rely on sight when you, your target, or whatever you
are trying to perceive are in direct sunlight.
Languages: Dark Speech, Dwarfish; Faerie
Skill Bonuses. +1 Perception, +1 Stealth, +1 Survival
Description -1 to Height Modifier roll; Eyes: irises have
appearance and colour of the full range of gemstones. Hair: dark
to near-black brown, grey, red, orange, white, and yellow Skin:
rough and hard like a callous in shades of grey from medium to
black.
Gaxx
Alignment. Lawful Good
Ability Increase. +1 Strength and +1 Wisdom
Skill Bonuses. +1 History, +1 Performance (Storytelling), +1
Perception
Hardy: Add +1 hit point to each Healing HD spent
Infravision 60’
Languages: Dwarfish, Iantic, Faerie
Description Eyes: irises have the appearance and colour of the
full range of gemstones. Hair: pale brown, grey, red, orange,
white, yellow, from light to near black Skin: rough and hard like a
callous in shades of grey from light to medium.
Elf
Elf Traits
Ability Score Increase. All elves get +2 to Dexterity
Longevity Rating. 10
Speed. 30.
Magical Resilience. Advantage on saves versus charm and
immunity to magical sleep.
Infravision 60’
Bonus Feats. Meditation and Keen Mind
Expertise. Perception.
Eco-sensitivity. In harmony with nature, Elves care sensitive to
its pollution and disruption. This makes them uncomfortable in an
artificial environment that is not a Hold, such as villages and cities.
When in such areas they require twice the normal time to gain the
effects of a short or long rest. In heavily polluted areas they
require four times normal rest.
Faerie Magic.
Faerie Fire and Druidcraft when 1
st
level usable at will
Invisibility(self only) when 3
rd
level at will
Levitate(self only)when 5
th
level at will
Conjure Animals when 7
th
level once recharged by long
rest
Conjure Minor Elementals when 9
th
level once
recharged by long rest
Description. Digits: 5; Eyes: canted and feline; Facial Hair: only
eyes brows; Base Height: 4’6”; Height Modifier: +2d10; Base
Weight: 100 lb; x (1d4) lb; Female Base Adjustment: -2” and -30 lb
When elves of different types have a child it has an even
chance of being of either sub-race except if the parents are a mist
and a feral elf then the result is always a sea elf.
Elves have focused minds are as sharp as their senses with
Blood Elves being near paranoid in their environment, Feral elves
possessing a primal savagery in battle, Mist Elves being innate
magicians, Forest Elves gifted archers, and Sea Elves comfortable
climbing rigging, leaping to other ships or swimming below hulls
to scrape barnacles.
Outlook
Elves take the long view of things, exercising patience and
control until ready to act. Then they move with fluid agility and
grace, Mist Elves with disciplined precision, Feral Elves with wild
enthusiasm, Blood Elves with savage abandon. All appreciate
beauty for its own sake, most seeking to nature and protect it,
except Blood Elves who seek to improve it with sharp instruments.
16. 6
Society
In harmony with their environment, elven settlements blend
into their surroundings. Their love for beauty finds its way into
everything they touch with even simple utensils works of art
compared to those of other races. There is always a sense of flow
and freedom within their artifice and societies. Even the Mist
Elves rely more on self-discipline than strict enforcement of
universal laws. While all faerie are empathic, elves exemplify this,
their social interactions and language designed to respect the
feeling and dignity of others by avoiding offense unless offense is
intended. Although their clans have no royalty, they do have a
form of nobility earned by the actions of self or family.
Blood Elves
Ability Score Increase. +2 Constitution
Alignment. CE
Sadomasochism. All damage taken is reduced by 1 point per dice,
the points stored as Pain Points to a maximum of the character’s
full HD plus proficiency modifier. Pain Points may be spent to add
a bonus to any roll.
Deep Dweller: Can’t meditate above ground
Infravision 120’
Sunlight Sensitivity: Disadvantage on attack rolls and Perception
checks that rely on sight when you, your target, or whatever you
are trying to perceive are in direct sunlight.
Languages: Dark Speech, Elvish, Faerie;
Bonus Feats. Alert and Echolocation
Expertise. Intimidation.
Blood Elf Background: can only choose Outlander background
Cultural Talents: +1 Stealth, +1 Survival
Monstrous Reputation: Initial interactions with races not
possessing a monstrous reputation are automatically hostile.
Description. Eyes: all black pupil; Hair: black; Skin: light to dark
blood red; Base Adjustment: -3” and -30 lb;
Feral Elves
Ability Score Increase, +2 Strength
Alignment. CN
Xenophobic: Unable to meditate in civilized surroundings.
Fleet-footed. Speed 35
Wild Spirit. Able to Locate Plants and Animals and Speak with
Plants and Animals at will
Languages: Elvish, Faerie;
Bonus Feats. Savage Attacker
Expertise. Athletics
Feral Elf Background: can only choose Outlander background
Cultural Talents: +1 Acrobatics, +1 Survival
Description Eyes: bark browns, greens, and greys Hair: brown,
green, yellow, orange, red, often mixed in streaks or patches like
leaves, some changing colour with the seasons; Skin: light to dark
green. Base Adjustment: -6” and -40 lb;
Forest Elves
Ability Score Increase. +1 Wisdom, +1 Charisma
Alignment. NG
Bonus Feats. Sharpshooter
Expertise. Animal Handling.
Cultural Talents: +1 Nature, +1 Survival
Languages: Elfish, Faerie, Iantic
Description Eyes: green, yellow, red, orange, with mixtures
possible, some change colour with the seasons
Hair: green, yellow, lavender, pink, red, blue, orange, brown, in
light and dark shades found among leaves and flowers; Skin: the
light to dark hues and shades of green, grey and brown of plant
stems and trunks with blends possible.
Mist Elves
Ability Score Increase. +1 Intelligence, + 1 Charisma
Alignment. LG
Bonus Feats. Magical Initiate
Expertise. Persuasion.
Cultural Talents: +1 Arcana, +1 Survival
Languages: Elfish, Faerie, Iantic
17. 7
Description Eyes: gold, silver, blue, lavender, orange, violet, in
light to dark shades found in the sky ;Hair: gold, silver, platinum,
white, red, blue, orange, violet; Skin: snow white; Base
Adjustment: +6” and +40 lb
Sea Elves
Ability Score Increase. +1 Strength, +1 Charisma
Alignment. CG
Bonus Feats. Athlete
Expertise. Acrobatics
Sea Elf Background: can only choose Sailor background
Cultural Talents: +1 Athletics, +1 Survival
Languages: Elfish,
Faerie, Iantic
Description Eyes:
green, blue, gold,
silver, violet,
brown
Hair: blue, green,
gold, silver,
brown, orange,
red; Skin: white
with a green tint
to pale green.
Ikari
Ikari Traits
Ability Score
Increase.
Strength +2;
Dexterity +1;
Wisdom +1
Alignment.
Neutral
Longevity
Rating. 8
Speed. 30
Sharp-Eyed.
Visual range is
triple that of
humans.
Wings. Reach 10’, Fly 60; Advantage Strength checks and saves
involving arms. Diving straight at opponent at least 30’ delivers
an extra 1d6 points of melee damage. Can’t use hands while in
flight.
Cursed. Disadvantage on Constitution saves, checks, and skills
Rejected Craft: Because they consider the Druidic Order
responsible for the Curse, Ikari don’t trust druids and almost never
become ordained in Druidic Lore.
Restricted by Armor: In addition to normal armor penalties, you
get disadvantage on Acrobatics and Athletics checks Speed drops
by 10 in light armor, 20 in medium, and 30 heavy. If land speed
drops to 0 you can't get off the ground.
Talons 1d6 piercing
Beak 1d6 slashing
Bonus Feats. Alert and Observant
Expertise. Performance.
Cultural Talents. +1 Perception, +1 Acrobatics
Languages. Ikari, Faerie
Faerie Magic.
Feather Fall (self only) Speak with Animals (Birds),
Animal Friendship (Birds) and Faerie Fire at will when 1
st
level
Animal Messenger (Birds), Levitate(self only) at will
when 3
rd
level
Conjure Animals (Birds) and Conjure Minor Elementals
(Air)) when 5
th
level once recharged by long rest
Control Winds when 7
th
level once recharged by long
rest
Conjure Elemental (Air) when 9
th
level once recharged
by long rest
Avian Reproduction: although they use the standard reproduction
rules to determine pregnancy, Ikari are egg-layers, with 1/10
th
the
pregnancy period to produce a clutch and the rest of the
pregnancy period spent tending the egg until it hatches. Each
clutch contains 1d4+2 eggs with each hatching a harpy on a 01-10,
a gargoyle on an 11-20, a Kenku on a 21-30 and an Ikari on a 31-
98, with a 99 or 00 resulting in a dud. They are fertile only once
every 8 years.
Claustrophobic: While indoors or underground, Ikari require twice
the minimum time to complete a rest, 2 hours for short and 16 for
long. Each metabolic cycle spent under such conditions is treated
as a full year for purposes of triggering the Longing.
Description Eyes: avian brown, grey, or black. Hair: feathers
cover body like a bird with the full range of possible plumage and
males more colourful and decorative than females. Skin: pink
tinted white; Digits: 4; Facial Hair: none; Base Height: 4’6”; Height
Modifier: +2d12; Base Weight: 90 lb; x (1d4) lb
Ikari are the best known singers with a natural drive to
perform. They possess the eyes and mind of a raptor, picking out
18. 8
prey far blow amongst the weeds. They delight in flying through
storms.
Male Ikari tend to have more spectacular plumage than
females and Performance, especially singing, is important to their
courtship rituals making them naturally beautiful singers. Ikari are
shy, aloof, and suspicious of outsiders, fiercely territorial, loyal
allies, and fierce enemies when aroused. Raptors, they prefer to
be aloft in the open sky regardless the weather. Their aeries have
silken structures without rooves. They dislike being indoors and
protect their isolation using their Kenku relatives as emissaries
with even other faerie.
In the year 9912 of the Age of the Winds, a curse struck the
Ikari, spreading through their Sources, killing the old and the
young by weakening their systems and transforming increasing
numbers of eggs into gargoyles and harpies that have taken over
at least one Hold. Continuing to spread and weaken the adults,
the curse reaches even Freya causing the weather to becoming
increasingly wild, turbulent, and unpredictable over the centuries.
Between random Kenku, gargoyles, and harpies, the number of
actual Ikari chicks is decreasing alarming fast.
Outlook
Aloof and shy Ikari tend to stay close to their Holds unless
driven by some personal need to travel. Fiercely territorial they
protect their flocks and hunting ranges from intruders usually
watching from above before driving the intruder out with dive
attacks. They tend to keep their distance and avoid other races
using the Kenku as intermediaries. Once dedicated to a course of
action they tend not to swerve from it going through great lengths
to accomplish their goals. Once engaged in battle, they rarely
show fear and are skilled at group coordination. Their spirit is
soaring, their wills free, and their attitude often headstrong. They
are happiest when in flight.
Society
Ikari only settle in their holds, with Kenku settlements near
their gateways. Ikari prefer simple structures with walls of silk,
wood, or other light materials and no roof. Living in families on in
their aeries, they spend much of their time joining the almost
continual choir of song with a great deal of status coming
attached to the beauty and complexity produced. Tightly bonded
to their flocks they defend each other without thought and never
abandon the fallen. Their symbiotic relationship with their Kenku
cousins places the Ikari in the position of nobility, the decision
makers and aerial defenders while the Kenku serve most of the
more mundane and practical functions. Thus Ikari tend toward
artistic and intellectual pursuits while Kenku are the craftspeople
and traders.
Kenku
Kenku Traits
Ability Score Increase. Dexterity +3; Charisma +1
Alignment. Neutral Good
Longevity Rating. 4
Speed. 30
Polyglot: Tengu, Ikari, Faerie, Iantic. Bonus Linguist feat
Faerie Magic.
Faerie Fire and Speak with Animals (Birds) when 1
st
level usable at will
Animal Friendship (Birds) when 3
rd
level usable at will
Animal Messenger (Birds) when 5
th
level usable once
and reset by a short rest.
Conjure Animals (Birds) when 7
th
level usable once and
reset by a long rest.
At 9
th
level Conjure Animals (Birds) ability rises to 5
th
level effective slot
Ambusher. Advantage against any creature the Kenku has
surprised.
Bonus Feats. Alert, Keen Mind, and Observant
Expertise. Insight.
Cultural Talents. +1 Deception, +1 Stealth
Beak 1d4 piercing
Claw. !d6 slashing
Mimicry. Can mimic any sounds it has heard, including voices. A
creature that hears the sounds can tell they are imitations with a
successful DC14 Insight check.
Avian Reproduction: although they use the standard reproduction
rules to determine pregnancy, Kenku are egg-layers, with 1/10
th
the pregnancy period to produce a clutch and the rest of the
pregnancy period spent tending the egg until it hatches. Each
clutch contains 1d4+2 eggs. They are fertile only once every 4
years.
Description Eyes: black; Hair: covered in black feathers like a
raven, males have splash of colour under the eyes. Skin: pale
white with ted tint. Digits: 4; Facial Hair: none; Base Height: 4’6”;
Height Modifier: +2d8; Base Weight: 100 lb; x (1d4) lb
Kenku are keen judges of character with minds and senses to
match, they are never surprised by anything and suspicious of
everyone as they seek to help while concealing the Ikari’s
weakness.
Hatched randomly from the eggs of the Ikari since the Fall as a
result of the Second Chaos Wave, Kenku serve as emissaries and
intermediaries for their reclusive cousins. Males have splashes of
colour under their eyes while females are completely black. Able
to speak only through their mimicry they keep information close
to their vests, thoroughly checking individuals out before
approaching them for business or aid. Trust comes slowly. Most
19. 9
other races mistrust and fear them for their apparent mockery
and resemblance to Rawna’s sacred ravens. They do not speak of
the Ikari illness, only of the need to lift a powerful curse.
Kenku have an inherent inferiority complex because of their
origin, not helped by the Ikari viewing them as kind but misshapen
demi-faerie to be pitied like handicapped cousins for their lack of
colour and flight. Thus they are obsessed with making their
relatives proud by helping and protecting them like ailing,
honoured parents. Ending the curse is the gift all Kenku wish to
give. Kenku are as fiercely loyal and protective as one another as
they are the Ikari, tending toward secrecy and reserve around
other races.
Outlook
Kenku are sharp of mind and senses, wary in their dealing and
bold in action. Curious yet cautious they learn to conceal their
origins, the locations of the homes, the Ikari curse, rarely trusting
anyone other than Kenku and Ikari. They prefer to move and work
in the shadows since their appearance often generates discomfort
or fascination in other races. Loyal allies, they generally seek out
individuals among other races than they trust to act as their
agents with those races, keep their dealings mediated and private.
Kenku have a love for shiny metals and jewelry, using their
collections of goodies to attract mates the way Ikari use their
songs.
Society
Dwelling in villages often composed of rounded structures
made of woven branches, small trees, and the like, Kenku live
near and protect the gateways to Ikari holds. The peasants of their
combined society, they serve the Ikari and act as their agents in
the world while trying to find a cure for the Ikari curse. Their
social organization is based on skill and experience with the most
travelled, most skilled the most respected. They don’t collect
wealth except for practical and mating purposes. Practical and
stoic, Kenku are the merchants, miners, the farmers, the infantry,
the craftspeople, and the labourers for the Ikari.
Minos
Minos Traits
Ability Score Increase. Strength +3; Constitution +1
Alignment. Chaotic Neutral
Longevity Rating. 6, but require Huge-size sustenance
Hardened Skin: Natural +4 to AC
Massive: Large size, Equipment costs double, weapons do +1d4
extra damage. Minosi get 2 times the normal starting hit points at
1
st
level for their class plus constitution and +1HD for healing
purposes. Strength weight limit 1.5 times standard.
Restricted by Armor In addition to normal armor penalties, you
get disadvantage on Acrobatics and Athletics checks. Speed drops
by 10 in light armor, 20 in medium, and 30 heavy.
Speed. 40
Minos Background: unable to choose a background option,
Minosi have the universal traits of aggressive stubbornness, ideals
of strength and courage, bonds of family and loyalty to allies, and
flaws of brashness and insatiable hunger. They get proficiency in
Animal Handling and Great Axe and start with one of the weapons
as well as a pouch of 10gp and a trophy from a defeated opponent
(typically a Minosi tooth or horn). They are proficient in
Intimidation and get the Outlander feature of Wanderer.
Limited Options: Can only be fighters of the Champion or Battle
Master Archetypes or mystics of the Elemental (Fire) Key
Monstrous Reputation: Initial interactions with races not
possessing a monstrous reputation are automatically hostile.
Gore 2d8 piercing, 5’ reach
Bonus Feats. Great Weapons Master, Keen Mind and Charger
Expertise. Survival and Perception.
Cultural Talents. +1 Stealth, +1 Survival
Languages. Minos, Faerie
Faerie Magic.
Faerie Fire at will when 1st
level
Produce Flame and Control Flames at will when 3rd
level
Conjure Minor Elementals (Fire) when 5th
level recharged
by long rest
Fireball when 7th
level once reset by a short rest
Conjure Elemental (Fire)when 9th
level recharged by long
rest
Aquaphobia causes Minosi to be unable to relax in wet conditions
such as at sea, swamps, sea coasts, and beaches, as well as in the
rain or snow making them require twice the normal minimum
time for short and long rests while in such conditions.
Reckless. At start of its turn can gain advantage on all melee
attacks during that turn but attack rolls against it also have
advantage until start of next turn
Description Eyes: red, gold, silver, brown, black, grey, orange,
silver, or black; Hair: fur covers entire body like a bovine in dark
shades of blue, purple, violet, indigo, red, yellow, green, orange,
or black; Skin: same as fur.
Digits: 5; Facial Hair: fur; Base Height: 6’10”; Height Modifier:
+3d12; Base Weight: 260lb; X (1d10)lb
Minos are able to wield large weapons with deft talent and
track almost anything while never getting lost, their stubborn
brashness causes them to charge into things and rarely consider
discretion. They have a linear way of thinking that carried them
straight through problems without subtlety.
Minos respect strength and ferocity, dealing with most
disagreements and choosing leaders through combat or contests
of strength. Males and females gather personal harems, holding
them as long as they are able, with a Herd Master leading the
collective harems that is typically male but can be female.
Leadership changes frequently, most challenges being nonlethal.
Outlook
Minosi are known for bravery, stubbornness, volatility, and
slow wits. They tend to punch first and think later. They have little
patience for intellectual pursuits and no tolerance for physical
weakness using their size and strength to jockey continually for
position within their herds. Order bores them. They prefer the
excitement of a forest fire or a battle and have a reputation for
stirring up unnecessary trouble. Easily provoked, most other races
20. 10
avoid them unless looking for a fight. They fiercely protect their
ranges and rarely back down from a fight.
Constantly hungry, they spend most of their time hunting,
brawling, mating, or building their strength. They make little that
isn’t a weapon or armour. Drawn by challenges, Minosi rarely
back down and never pick on the weak seeing no challenge in it.
Their sole law is to protect the herd, otherwise might makes right
although fights are rarely deadly.
Society
The most primitive of the faerie races, internal strife is a near
constant with fights and intimidation the norm. The strongest rule
and the weak are shoved aside. They live in ever shifting herds
without pair bonds, the children are raised communally. Due to
the hostile environments in which their Holds are located, a Minos
hold is ¾ filled with solid earth and stone through which run miles
of labyrinthine tunnels roamed continually by the herd. The upper
¼ is a flat grassy plain where the Minos gather herd animals that
they allow to roam freely and hunt at leisure. When necessary
they conduct raids on other races to replenish their herds.
Sahuagin
Sahuagin Traits
Ability Score Increase. Strength +2, Constitution +2
Alignment. Neutral Evil
Longevity Rating. 3
Shark Skin: Natural +2 to AC
Restricted by Armor: In addition to normal armor penalties, you
get disadvantage on Acrobatics and Athletics checks. Speed drops
by 10 in light armor, 20 in medium, and 30 heavy.
Hardy: get 1.5 times the normal starting hit points at 1
st
level for
their class plus constitution and +1HD for healing purposes.
Speed. 25 Swim 40
Claws. 1d4 slashing as bonus action
Bite. 1d6 piercing as bonus action
Bonus Feats. Tough and Durable
Expertise. Survival and Perception.
Cultural Talents. +1 Stealth, +1 Survival
Languages. Triton, Faerie
Sahuagin Background. Can only be Outlander tribal marauder
Shark Senses. Blindsight 30’ and Scent with range up to 1 mile
underwater
Infravision 60’
Limited Options: They can only be fighters of the Champion or
Battle Master Archetypes or mystics of the Elemental (Water) Key
Monstrous Reputation: Initial interactions with races not
possessing a monstrous reputation are automatically hostile.
Blood Frenzy. Advantage on melee attack rolls against any
creature that doesn’t have all its hit points
Shark Telepathy. Can command any shark within 120’ using
limited telepathy
Description. Eyes: black. Hair: none; Skin: grey with white and
ridges that feel like sandpaper; Digits: 5; Facial Hair: none; Base
Height: 5’; Height Modifier: +2d12; Base Weight: 140 lb; x (1d4) lb;
Female Base Adjustment: -2” and -30 lb
Faerie Magic:
Speak with Animals (fish) at will when 1
st
level
Animal Friendship (fish) at will when 3
rd
level
Beast Sense (fish) once recharged by a short rest when 5
th
level
Conjure Animals (fish) once recharged by a long rest when
7
th
level
Conjure Animals (fish) rises to 5
th
level effective slot when
9
th
level
Sahuagin are tough, durable predators who never stop, their
lives are consumed by survival their keen senses alert for all
opportunity and danger. They take advantage of any weakness
but have no lust for territory or wealth. Just food, fighting, and
tasty infants especially if they are Tritons.
Mutated by the 2nd Chaos Wave, sahuagin were once Tritons,
the two races form and splitting during the Age of the Fallen. Their
hatred for each other burning strong still, sahuagin consider triton
infants delicacies.
Sahuagin are raiders following the cetaceans they love to hunt
between attacks on tritons, ships and coastal settlements and
only returning to the Hold to breed when called by the Longing.
Swim, fight, feed, and mate, is their life. They are often led by
mystical shamans who worship Chaugnar Faugn, the Feeder.
Triton
Triton Traits
Alignment. Neutral
Ability Score Increase. Dexterity +2; Constitution +1; Charisma
+1
Speed. 25, Swim 40
Infravision 60’
Longevity Rating 7