TEXT: 1
  AARALYN’S STOLEN NOTES 
  TO VELEA
  A setting, world, and system made using the rules from 
  the world’s greatest roleplaying game
  Anne GreGersen
  5e
  
  Credits
  Lead Designer: Anne Gregersen
  Editing and Writing: Anne Gregersen
  Playtesters: Anne Gregersen, Dries ‘Zephyr’ Hermans, Jesper 
  Frandsen, Lotta ‘Loscaris’ Ignatius, Louis Flindt Rask, Oskar 
  Sandkvist, and Sindre Urvold
  Cover Illustrator: Virginia Frances Sterett
  Interior Illustrations and Maps: Anne Gregersen and Lotta 
  Ignatius
  Interior Illustrations (Public Domain): Adolph Tidemand, 
  Albert Bierstadt, Allaert van Everdingen, Alphonse Legros, André 
  Giroux, Anne-Louis Girodet, Apollinary Goravsky, Arnold Böcklin, 
  Arthur Rackham, Asher B. Durand, C. W. Eckersberg, Caspar 
  David Friedrich, Cornelius Norbertus Gijsbrechts, David Johnson, 
  Eastman Johnson, Eugene von Guérard, Florence Harrison, 
  Francisco Goya, Frederick Catherwood, George Gorgas White, 
  Frederick Edwin Church, Giovanni Antonio Canal (Canaletto), 
  Giovanni Battista Tiepolo, Grigoriy Myasoyedov, Hans Gude, 
  Honoré Daumier, Hubert Robert, Ivan Ajvazovskij, Jacques Callot, 
  Jean-Baptiste Camille Corot, Jean-Baptiste Greuze, John Frederick 
  Peto, John Glover, John Martin, Joseph M. W. Turner, Jozef 
  Israels, Knud Baade, Konstantin Makovsky, Léon Bonnat, Newell 
  Convers Wyeth, Odilon Redon, Pierre-Joseph Redouté, Thomas 
  Cowperthwait Eakins, Thomas Jones, Valentin de Boulogne, 
  Warwick Goble, Wilhelm Bendtz, William Heath Robinson, and 
  Winslow Homer
  NB: Any used pictures and images in this document that are not 
  self-created are allowed to be used in commercial products. If this 
  should change, the images in question will be removed at replaced. 
  People to Thank: To my wonderful friends who are willing to 
  put up with me through this crazy endeavor. To the cast and team 
  behind Critical Role who introduced me to Dungeons & Dragons. 
  To the people at Wizards of the Coast who continue to improve on 
  what has become my favorite hobby. To the authors of the dozens 
  of fantasy books I’ve read throughout the years, all of which have 
  helped me improve as a storyteller and fueled my craving for 
  fantasy.
  Special Thanks: To the Discord of Many Things and the people 
  over there who were willing to help me, especially user SgtBriar.
  And thank YOU for reading this. It means more to me than you 
  can possibly know.
  Bibliography
  These are the works that most influenced this book:
  Anonymous. Holy Bible: King James Version. 2008.
  Anthony, Ryan. Blood Song. 2012.
  Baker, Keith. Wayfinder’s Guide to Eberron. 2018.
  Bardugo, Leigh. Six of Crows. 2015-2016.
  Cornwell, Bernard. The Warlord Chronicles. 1997-1999.
  Ellis, Edward S. 1000 Mythological Characters Briefly Described. 
  2012.
  Hamilton, Edith. Mythology: Timeless Tales of Gods and Heroes. 
  1998.
  Kaaberbøl, Lene. The Shamer Chronicles. 2000-2003.
  Kenson, Steve. Sword Coast Adventurer’s Guide. 2015.
  LaVey, Anton S. The Satanic Bible. 1976.
  Martin, George R. R. A Song of Ice and Fire. 1996-2011.
  Mathers, S.L. MacGregor. The Goetia. The Lesser Key of Solomon 
  the King. 1995.
  Mercer, Matthew. Tal’Dorei Campaign Setting. 2017.
  Pierce, Tamora. Song of the Lioness. 1983-1988.
  Pierce, Tamora. The Immortals. 1993-2003.
  Rosen, Brenda. The Mythical Creatures Bible. 2009.
  Rothfuss, Patrick. The Name of the Wind. 2007.
  Sanderson, Brandon. The Mistborn Series. 2006-2008.
  Schwab, V. E. Shades of Magic. 2015-2017.
  Wizard’s RPG Team. Dungeon Master’s Guide. 2014.
  Wizard’s RPG Team. Guildmaster’s Guide to Ravnica. 2018. 
  Wizard’s RPG Team. Player’s Handbook. 2014.
  Wizard’s RPG Team. Xanathar’s Guide to Everything. 2017.
  And of course /r/UnearthedArcana and the creators on 
  DMsGuild, whose creativity spurned me into making this 
  document.
  ON THE COVER
  Virginia Frances Sterett illustrates a disguised Aaralyn Quinn 
  inspecting a Dreamtree, grown in a garden of the illusive 
  Navigatorium monastery. Being a spy and infiltrator, Aaralyn 
  commands a large group of thieves and informants, and she uses 
  them to learn of the people she plans to rob. Only, Aaralyn has 
  no interest in jewels or coin. She instead seeks information. She 
  craves the secrets best left in the shadows, and she is a master 
  at both acquiring and protecting them. The possession of this 
  information makes Aaralyn one of the most notorious and hunted 
  criminals in Noroth, and legends have it that if secrets were a 
  currency she would be the richest woman in the world.
  Disclaimer: Aaralyn does not care much for sharing her secrets 
  with anyone, so this information being out and about is actually 
  quite a miracle. And she has ears everywhere. Literally. She had 
  a dark period where she cut people’s ears off and nailed them 
  to a wall if she thought they weren’t paying attention during her 
  briefings... Alright, that’s just a story, but she might not be opposed 
  and I don’t particularly want to find out.
  
  Table of Contents
  Part 1: Welcome to Velea
  Chapter 1: Velea and the World
  The Three Continents 
  7
  Keefe 
  7
  Uawei 
  8
  Velea 
  9
  Fennkaz 
  9
  Time on the Continents 
  10
  Holidays 
  10
  A Brief History 
  11
  Age of Discord 
  11
  Age of Conflux 
  11
  Age of Separation 
  12
  Magic of Velea 
  16
  Magic and the Chaos Sea 
  16
  Different Kinds of Magic 
  16
  Religion on the Continent 
  17
  Worship 
  17
  The Aspects 
  20
  The Veil and the Afterlife 
  22
  Religious Orders and Institutions 
  22
  The Gods of Velea 
  23
  Chapter 2: The Unified Lands of Velea
  The High Council 
  24
  Kingdom of Teldora 
  26
  Amberton 
  27
  Blue Harbor 
  29
  Delathon 
  30
  Redhook 
  33
  Ethaari Wilds 
  34
  Erashin 
  34
  Tinkervale 
  35
  Tucker’s Fork 
  35
  Lightport Commonwealth 
  36
  Anra 
  37
  The Frint 
  38
  Lightport 
  40
  Empire of Stoneway 
  44
  Hilldock 
  45
  Holltar 
  46
  Settlestone 
  47
  Underforge 
  47
  Free Nation of Aurenia 
  49
  Part 2: Character Options
  Chapter 3: Races of Velea
  Dwarves 
  51
  Elves 
  53
  Halflings 
  55
  Humans 
  56
  Dragonborn 
  57
  Gnomes 
  57
  Half-Elves 
  58
  Half-Orcs 
  58
  Tieflings 
  59
  New Races 
  60
  Bearfolk 
  60
  Burrowling 
  62
  Dhampir 
  63
  Vulpine 
  64
  Zirani 
  66
  Chapter 4: Classes
  Barbarian 
  70
  Path of the Dragon 
  70
  Path of the War Singer 
  71
  Bard 
  73
  College of Masks 
  73
  College of Stars 
  74
  Cleric 
  75
  Luck Domain 
  75
  Passion Domain 
  76
  Druid 
  78
  Circle of the City 
  78
  Circle of the Sky 
  79
  Fighter 
  80
  Holy Heart 
  80
  Thug 
  82
  Monk 
  83
  Way of the Divine 
  83
  Way of the Navigator 
  84
  Paladin 
  86
  Oath of Beauty 
  86
  Oath of the Pantheon 
  87
  Ranger 
  89
  Bonecarver 
  89
  Sniper 
  91
  Rogue 
  92
  Dancer 
  92
  Harlequin 
  93
  Sorcerer 
  94
  Cardinal Origin 
  94
  Sovereign Origin 
  95
  Warlock 
  97
  The Beloved 
  97
  The Great Wyrm 
  98
  Eldritch Invocations 
  99
  Wizard 
  100
  School of Chronomancy 
  100
  Chapter 5: Backgrounds
  Academy Student 
  101
  Carnival Member 
  101
  Courier 
  102
  Miner 
  102
  Page 
  102
  Peridot Ranger 
  103
  Wayfinder 
  103
  Chapter 6: Equipment
  Adventuring Gear 
  104
  Tools 
  105
  Weapons 
  106
  Chapter 7: Customization Options
  Feats 
  107
  Crafting Magic Items 
  109
  
  Part 3: DM’s Tools
  Chapter 8: The Worlds Beyond
  Nature of the Multiverse 
  112
  Evalon 
  114
  Ossiria 
  118
  The Veil 
  119
  Elemental Oceans 
  119
  Planes Above 
  121
  The Three Gardens of Eden 
  121
  Halicon 
  122
  Planes Below 
  122
  The Seven Fiefs of Hell 
  123
  Tartarus 
  126
  World Rivers 
  126
  River Gihon 
  126
  River Styx 
  127
  The Endless Stareway 
  127
  Chaos Sea 
  128
  Chapter 9: Treasure
  Wearing Magic Items 
  129
  Magic Items 
  129
  Sidebars
  The Nonet Calendar 
  10
  Weekdays 
  11
  Myth of Creation: Love and Strife 
  17
  The Cardinals and the Sovereigns 
  19
  The Word of Philokeer 
  21
  Amberite 
  26
  Arcania Wood 
  29
  The Peridot Rangers 
  31
  Coins of Velea 
  32
  DM Notes: Shadowmists 
  38
  The Wayfinder Adventuring Guild 
  40
  Riven Depths 
  46
  Craftsmen of Stoneway 
  48
  Legend of the Lost Brothers 
  49
  Elven Time of Birth 
  54
  Half-Elf and Tiefling Variants 
  59
  Optional Trait: Zirani Knacks 
  68
  Planar Guardians of the Navigatorium 
  84
  The Aspects 
  95
  Peridot Rangers: Tale of the Ranks 
  103
  The Laynarian Tax 
  106
  Language Option: Umbral 
  108
  Residuum 
  109
  Compass Theory 
  112
  Warlock Patrons 
  114
  Legend of Balin the Craftsman 
  117
  The Etheral and Astral Planes 
  119
  The Abyssal Reaches 
  123
  
  About This Book
  The content in this book was made to act as a companion 
  for my players as they traveled through my homebrew 
  world, Noroth. As the amount of information became 
  more and more vast, more and more pages were added to 
  the document, along with races and subclasses unique to 
  Noroth.
  Though the information in this work is unique to this set-
  ting, much of it can be used in other worlds as well. Some 
  subclasses and races may fit better than others, but you are 
  free to use as little or as much as you wish when creating 
  your own fantasy worlds for your players to enjoy.
  Thank you so much for reading.
  Preface
  I got it! Bless the gods above and below, I 
  actually got it. Surprisingly easy, in fact. Had 
  to gain entry first, and it seems Aaralyn has a 
  strange fascination with spike traps and pit falls. 
  Nothing I couldn’t handle, of course. Then there 
  were her goons, but a bit of poison in their wine 
  made them easy pickings with my dagger. And 
  then the book was just lying there. It was almost 
  too easy. 
  The secrets in this book are something to behold, 
  let me tell you. Apparently, there’s a living 
  Naleeran heir, can you believe that? It’s no 
  wonder people fear Aaralyn if this is the sort of 
  information she has lying around. 
  This book will make us rich, friend. The 
  blackmailing options alone... 
        Until we meet       
                              Lannery Witts
  Hello. It seems you have found my 
  notebook. Rather impressive, isn’t it? 
  There is so much information in the world 
  held by very cowardly people, and cowardly 
  people is something I understand quite well. 
  Impatient people too. If you are reading 
  this, the arcane protection on the book was 
  most likely set off and you found this in the 
  hands of a corpse. Unfortunate. Whoever 
  they were, they will most likely be missed. 
  Before you go on to read this tome, know 
  that the secrets in these pages are known 
  by very few people. As is the case with all 
  secrets, the information in this book will 
  lose its value should it become common 
  knowledge. I deal in secrets. Profit from 
  them. It is my way of life. Remember 
  that nothing travels faster than news, so if 
  the information herein should be publicly 
  disclosed I will find out. And I will find out 
  very quickly. 
  But please, don’t be afraid. I don’t wish 
  you any harm at the moment. You are 
  merely a curious soul who stumbled upon a 
  book in the hands of a charred corpse. You 
  should not be punished for that. But I do 
  ask that you watch yourself from now on. 
  In this moment, you have the luxury of 
  anonymity. I do not know who you are, and 
  therefore I cannot track you. As long as you 
  reveal none of the information you find in 
  this book, I will not be able to find you. I 
  will not be able to hunt you down. You’ll do 
  well to remember that. 
  Stay safe, friend. Safe and quiet. 
  - Aaralyn Quinn 
  
  6
  PART 1
  Welcome to Velea
  
  7
  Aurenia, the continent fits that description, as it is home 
  to clans and tribes who know little of the civilized world. 
  Aurenia is the only country Veleans have any regular 
  dealings with, and that relationship has recently been 
  weakened due to Aurenia being removed from its position 
  of power among the members of the Velean High Council, 
  weakening the connection between Velea and Aurenia.
  The relationship with Uawei is, likewise, strained. Uawei 
  deals and revels in its slave trade, a practice the Velean 
  countries and Aurenia despise. Trading with Uawei is still 
  healthy, however, due to Uawei’s exceptional spice and 
  textile trade.
  When referring to the Three Continents, one is referring 
  to the three remaining landmasses left after the War of 
  Separation. During that war, which took place nearly a 
  millennium ago, the fourth and largest continent, Fennkaz, 
  was exiled to the east by the gods, never to be seen 
  again. Any attempt at communication or travel to this lost 
  continent has failed, and all attempts made to find the 
  landmass have, so far, been unsuccessful.
  Keefe
  Noroth’s northernmost continent is one of harsh winters 
  and biting winds. To the common Velean, people hailing 
  from Keefe are considered brutish and uncivilized. A large 
  part of the continent remains unexplored and hostile to 
  travelers, most of which are Aurish scouts who bravely 
  travel into the unclaimed, frozen lands to protect their 
  home country from the wild, northern clans. What further 
  separates Keefe from Velea is its people’s reluctance to 
  follow the ways of the Nonet Triumphant, preferring to pray 
  to their own old gods.
  Aurenia. The Aurish pride themselves on being a 
  capable lot, and rightfully so. No other nation can best their 
  claim of the ocean waves, and their skill with building and 
  sailing ships is unparalleled. Their navy is the greatest 
  in the world, and their government - the appointed Circle 
  of Captains - are ruthlessly efficient when it comes to 
  organizing and maintaining trade relations with the rest 
  of the world. Being a meritocracy, Aurenia’s previous 
  presence on the Velean High Council resulted in multiple 
  offenses made against the nations of both Teldora and 
  Stoneway, as the Aurish have little respect for monarchy 
  and never tried to hide their distaste for that particular 
  method of government.
  Froststeppes. The untamed regions beyond the Aurish 
  borders are referred to as the Froststeppes. This is due 
  to the near constant snowfall which covers the region, 
  as well as the far ranges of barren territory that make up 
  the area. Despite this hostile environment, multiple tribes 
  travel the steppes, including orcs, goliaths, bearfolk, and 
  some humans as well. These nomads never settle in any 
  one place for long. A few settlements exist, but they are 
  few and far between and are considered more as perpetual 
  campsites than actual cities. People rarely stay there for 
  more than a few months before feeling the need to move 
  along the roadways of life.
  B
  etween the beautiful green waves of the Jade 
  Ocean to the east and the frothing maelstroms 
  and storms of the Void Expanse to the west, 
  lies a continent squeezed between its larger 
  and less populated neighbors. This landmass 
  is called Velea and is home to a motley of 
  peoples and races, all subject to the civilized government 
  of the Velean High Council, whose members rule over the 
  continent’s affairs with a fair, but firm hand.
  Velea is one of four continents known to exist in the 
  world of Noroth, and it is home to many different peoples, 
  humans being the most prevalent and widespread. 
  Humans are present all over Velea, one exception being the 
  Elven ruled country of Ethaari, a country made up of wild, 
  inhospitable woods that can prove lethal if not approached 
  with respect.
  Both the dwarves and the elves have their seats of 
  power in Velea, and both of these races have created great 
  dynasties on the continent. It is also the place in Noroth 
  where gnomes are most frequently seen, as they are near 
  non-existent on the neighboring continents of Keefe and 
  Uawei.
  People of the Velean countries look upon adventurers 
  with a sense of awe and wonder, dreaming that one day 
  they might too walk the paths of exploration, and the 
  option exists for them to do so. Veleans generally believe 
  that remaking and rebuilding yourself is an expected rite 
  of passage everyone goes through. Be it by transitioning 
  from child to adult, moving from a village to a large city, or 
  traversing the great Planar Crossway road system of the 
  continent, everyone is expected to accomplish some sort of 
  change in their life regarding their own character.
  Velea is home to two major guilds, both of which are 
  very open to accepting new members hoping to make 
  a name for themselves, or simply hoping to start their 
  life anew. The Peridot Rangers, based out of Delathon, 
  fashions itself as the leading hunting guild of Noroth. Its 
  influence reaches far, having multiple sister guilds and 
  receiving contracts from all over the world. The Wayfinders 
  are another guild, concerned less with the hunting and 
  slaying of monsters and beasts, and are instead intent on 
  gathering and protecting ancient relics and stories thought 
  lost to time.
  The Three Continents
  I dream of one day setting foot on Fennkaz. Can you 
  imagine being on the crew who found the lost continent?
  — Fern Fisher, sailor
  Travel between the continents is commonplace, as the 
  trading routes between the different landmasses are 
  both well-kept and highly profitable. However, Veleans do 
  have a strained relationship with citizens from the other 
  continents. Those hailing from Keefe are considered to 
  be savage and primal. With the exception of the country, 
  Chapter 1: Velea and the World
  
  8
  any major government. These cities, especially those in 
  the Pirate’s Trine, are known for their chaotic and rather 
  bohemian lifestyles, making them popular attractions for 
  people with dubious intentions. The citizens of the Free 
  Cities value freedom above all else, but the degree of 
  freedom varies. In Goldspire, it is the freedom to pursue 
  and chase your dreams and ambitions. In Montaigne, it is 
  the freedom to do be unrestrained in all things, be it art, 
  marriage, or responsibility. However, despite their name, 
  the Free Cities are still advocates for slavery and have 
  many dealings with the Laynarian Empire to the east.
  The Shimmering Bluffs. Much like the Froststeppes, the 
  Bluffs are wide, unexplored, and extremely dangerous to 
  those not familiar with its treacherous nature. The desert 
  dunes are filled with corpses and bones of unfortunate 
  travelers getting caught in a sandstorm, as well as haunting 
  spirits forever searching for a way out of the desert. The 
  few cities in the Bluffs are hard to find, and with good 
  reason. Most of them are populated with runaway slaves, 
  fleeing their bonds from either Laynarion or the Free 
  Cities, having settled down in the most inhospitable area 
  they could find in hopes to stay hidden from their previous 
  masters.
  Waikha. As an illusive kingdom, hidden among the 
  mountaintops behind white clouds, little information is 
  available about the land of the aarakocra. These royal 
  birdfolk look down on those forced to walk on the ground, 
  seeing themselves as superior because of their abilities 
  of flight. Their cities are fastened on high mountains, 
  unreachable by any means other than by air. Rank and 
  hierarchy is everything to an aarakocra, which is why 
  they have consistently declined all offers to enter into 
  communications with outlying countries. To them, humans, 
  dwarves, elves, and most other races are inferior, and is by 
  aarakocra law not worthy of their time and attention.
  Uawei
  This continent of sandy dunes, charming pirates, and 
  rebelling slaves, lies to the southeast of Velea. History tells 
  of a time when Uawei was divided into multiple smaller 
  countries, each with its own traditions and ways of life, 
  but with the rise of the Laynarian Empire most of these 
  cultures were lost as they were absorbed into the Empire.
  Laynarion. The biggest, and technically only, nation 
  in Uawei, is also the largest known country in the world. 
  Founded by Emperor Ontavo Laynari in the Age of 
  Conflux, the empire has a long and bloody history, reaching 
  back thousands of years. Before the War of Separation, 
  Laynarion was arguably the most powerful nation in 
  Noroth, but when the continent of Fennkaz disappeared 
  during the War of Separation, most of their trade relations 
  went with it. Laynarion’s main goods for trading was, and 
  is still, slaves. However, the nations of both Velea and 
  Keefe look down on slavery, so the goods cannot be sold 
  there. Since the Separation, the Laynarion emperors have 
  financed countless expeditions east in search of the lost 
  continent in hope of restoring the trade routes that had 
  once made them into a global superpower.
  The Free Cities. Along the western coastlines of Uawei 
  lies about a dozen cities unruled and unsupervised by 
  
  9
  Velea
  Being both the most prosperous and the most heavily 
  populated, Velea’s culture is both varied and expansive, 
  with a recorded history reaching back to the dawn of the 
  Age of Conflux.
  Lightport. Also known as the Land of a Thousand 
  Faiths, Lightport is the youngest country in Velea. Named 
  after the city state it sprang from, Lightport is seen as a 
  sanctuary for those persecuted for their religious faiths and 
  beliefs. It is a safe haven to practice any religion you wish, 
  as long as that religion does not endanger innocents. One 
  exception is the Exiled Sept, whose worship is outlawed all 
  over the Three Continents, including Lightport.
  Teldora. South of Lighport lies the Kingdom of Teldora, 
  ruled by the royal Montvey family and the other high 
  standing nobles of their court. The nation is known for 
  their extensive research and knowledge of the arcane, as 
  well as their formidable skills as spellcasters and mages. 
  Teldorans pride themselves on their magical strengths, 
  but the kingdom lacks any real power when it comes to 
  a standing army and navy. Until Aurenia left the Velean 
  High Council, Teldora were not worried about their lack 
  of defensive forces, instead relying on the associations 
  made on the Council. This has changed in the recent 
  years, as they have steadily begun amassing a protective 
  army specifically for defending their nation. They have 
  also begun researching different kinds of magic that could 
  possibly offer aid should war fall upon the country.
  Stoneway. The underground empire of the dwarves 
  is vast and impressive, both in scale and capability. 
  Stoneway’s most major cities, including its capital, lies 
  beneath massive mountains, and their deep mines stretch 
  far below into the underworld. The dwarves are not too 
  concerned with threats from opposing nations, as their 
  defensive measures are among the best in the world and 
  has stood protecting over their culture for millennia.
  Ethaari. The sprawling Ethaari woods are hostile to 
  those unfamiliar with its nature, and a peaceful home 
  to the elves who have learned to live in harmony with it. 
  Ethaari’s borders are the oldest in the world, as the country 
  has neither expanded or shrunk in the eons since its 
  foundation. The Ethaari elves are content with their lot and 
  do not try to expand beyond their borders, but they strike 
  back with brutal and lethal force should anyone attempt to 
  encroach on their territory.
  Fennkaz
  During the War of Separation, the continent of Fennkaz 
  became the victim of divine wrath. The Nonet Triumphant 
  sealed the Exiled Sept and their followers on the landmass, 
  before forcing the continent far away to the east never to be 
  seen again. Any knowledge that may have existed about the 
  countries and cultures of Fennkaz have been lost to time 
  after the continent suddenly vanished. Some believe the 
  continent is still out there somewhere, while others believe 
  the fury of the gods condemned Fennkaz to extinction, and 
  that the landmass has been swallowed whole by the ocean.
  
  10
  The Nonet Calendar
  Month
  Name
  God
  1
  Stars
  Candor
  2
  Time
  Eeya
  Annual Holiday: Hollyfest
  3
  Crest
  Darnothir
  4
  Sun
  Sarno
  5
  Song
  Aranei
  Annual Holiday: 
  Midsummer
  Annual Holiday: The 
  Clashing
  6
  Flowers
  Neyleerah
  7
  Truth
  Baral
  8
  Duty
  Dovin
  Annual Holiday: Vowing 
  Day
  9
  Endurance
  Aettor
  10
  Chance
  Rakhaia
  Annual Holiday: Veilnights
  11
  Darkness
  Torl
  Annual Holiday: Midwinter
  12
  Ravens
  Llyr Ravenna
  Time on the Continents
  Do you think they have twelve months everywhere? 
  And seven days in a week? I hope so. That would make 
  everything so much easier.
  — Alborran Saal, Captain of the Wavedrinker
  With the exception of the untamed lands north of Aurenia, 
  all the lands of the Three Continents follow the Nonet 
  Calendar. The Nonet Triumphant, from which the months 
  are named after, are universally known and worshiped, so 
  the use of their names creates a sense of unity among the 
  nations of Noroth.
  A Noroth year consists of 360 days, divided into 12 
  months with 30 days each. A week of seven days is also 
  universally recognized. The months are named after the 
  eleven individual members of the Nonet Triumphant and 
  one additional goddess, Neyleerah, whose popularity has 
  risen her to the same renown found with the members 
  of the Nonet. The week days are named after the seven 
  members of the Exiled Sept. This is done not to honor 
  them, but instead to make sure their betrayal is never 
  forgotten.
  When referring to a particular month or date, people will 
  say “the Month of” and then say the appropriate month. 
  For instance, the 7th of the Month of Flowers.
  Holidays
  In Velea, multiple peoples and cultures exist, all with their 
  own separate holy days or festivals. Listed below are those 
  holidays that have become popular enough to spread 
  all over the continent to be celebrated by many different 
  people.
  Hollyfest. Though it used to be a gnome holiday, the 
  gleeful Hollyfest has spread to be celebrated all over Velea. 
  In Tinkervale, where the holiday found its origin, Hollyfest 
  was meant to be a festival of trickery and invention. The 
  gnomes would attempt to invent something, giving it as 
  present to another. Occasionally, this invention was simply 
  a joke or prank, and the popularity of the tradition means 
  that the day of Hollyfest is not only a time for ingenuity, but 
  also a time for pranks, tricks, and jokes.
  Midsummer. A grand festival held on the day where 
  the sun stands highest in the sky, is celebrated with a 
  day-long feast in the Month of Song, the focus of which 
  is remembering those that are no longer present, be it a 
  child who has left on a journey or a spouse who has passed 
  on to the next world. When darkness falls, the black sky 
  turns into a sea of flickering lights from fires and burning 
  lanterns rising up towards the stars. Each lantern has been 
  lit by someone who has lost someone dear to them or is 
  missing a person from their life. The lantern is fashioned 
  with a small piece of paper with a written message on it, 
  believed to reach the person wherever they may be. The 
  festival is often made to honor Sarno, the god of rebirth 
  and renewal.
  The Clashing. Almost immediately after the Midsummer 
  Feast, a grand series of competitions are held in most 
  major cities in Velea. It is a time of trials and battle 
  My favorite holiday has to be the Day of 
  the Free festival celebrated in Laynarion. 
  Slaves are given one day where they are 
  their own masters, and they celebrate 
  their day of freedom with grand parties 
  full of life and music. The nobles diguise 
  themselves as peasants to sneak in and 
  join them. It’s truly something to behold.
  
  11
  Weekdays
  Day
  Name
  God
  1
  Aray
  Aroth
  2
  Voray
  Ialvor
  3
  Sirray
  Servito
  4
  Zevthray
  Zevthra
  5
  Diphay
  Uediph
  6
  Eldinay
  Eldina
  7
  Nalunay
  Nalune
  prowess, of tourneys and competitions funded by the 
  lords and ladies of the land, often with a grand prize to 
  the winner. The holiday is referred to by many as the 
  “Cashing” as well, due to the many bets that are made 
  during the tournaments. Proving one’s worth in combat at 
  the Clashing by winning one of the tourneys is a feat only 
  very few can boast of, and the winner receives both great 
  prizes and honor.
  Vowing Day. The significance of Vowing Day comes from 
  Lightport. Here, on Vowing Day, those choosing to join the 
  Lightport defenses, called the Hallowed Citadel, make their 
  vows to do so during the Month of Duty in view of the Lord 
  of Lightport. It is here they swear to protect the city and its 
  citizens, no matter the cost. The importance of the day has 
  spread, and it is a popular day for weddings.
  Veilnights. The daring days of Veilnights fall in the 
  Month of Chance and is a series of nights where specters 
  and ghouls are believed to walk among the living. People 
  make snowlights, little glowing orbs of ice and snow, to 
  hang by their doors, and they take care to not leave after 
  dark out of fear that the dead will take them in the night. It 
  is said that the borders to Ossiria grow eerily weak during 
  Veilnights and that the dead return to extract vengeance 
  and cruelty on those who wronged them in life. The days 
  following Veilnights are a cause for celebration, where the 
  snowlights are stacked in piles where they shimmer for 
  days, giving off a faint light.
  Midwinter. During the longest night of the year on 
  the last day of the Month of Darkness, it is customary 
  for people to gather in groups, usually with family and 
  friends, to reminisce about the year that has passed. Gifts 
  are exchanged, meals are prepared, and stories are told 
  throughout the night. It also represents the coming of the 
  new year, and many choose to stay awake through the night 
  to witness the first light of the coming year.
  A Brief History
  The loss of the Ivyrian Halls and their archives is the most 
  tremendous blow this world has ever known. Thousands of 
  years of history, gone in an instant.
  — Kastel Lafarian, Curator of the Dreamscape Lyceum
  After the War of Separation, much knowledge and history 
  was lost. With the exile of seven gods and the continent of 
  Fennkaz, much of the written works surrounding Noroth’s 
  past disappeared. The largest library the world has ever 
  seen, the Ivyrian Halls of Knowledge, were on Fennkaz 
  and were destroyed by the god Servito during the War of 
  Separation.
  Age of Discord
  This age is known only through stories and legends, 
  and tells of a time tens of thousands of years ago where 
  the races were warring factions battling one another 
  for supremacy. Filled with anger and pride, three races 
  battled for power. The dwarves, elves, and the now extinct 
  avoni peoples tore at each other in a constant fight for 
  dominance. The races were created by the gods to protect 
  the different parts of the world, each given dominion over 
  a specific section. The dwarves protected the mountains, 
  the elves ruled over the forests, and the avoni found their 
  homes in the oceans and rivers. It wasn’t until the end of 
  the Age of Discord when humans first appeared in Velea 
  that peace between the races could be made. The humans 
  were able to relate to all three of the races, and helped 
  them grow into a harmonious union. It was the diplomacy 
  of the humans who helped settle the strife between the 
  different races, and helped the world enter into its second 
  age.
  Age of Conflux
  What followed the Age of Discord was a time of peace 
  and prosperity. In an age lasting thousands of years, 
  the peoples of Noroth were able to flourish and develop 
  dynasties strong enough to stand the tests of time. A 
  general sense of unity fell over the world, with only few 
  wars being waged amongst the civilized races, and help 
  being offered to one another with little hesitation. It was 
  also during this time that the different lands began to 
  bleed together, making new empires and nations much 
  grander than the smaller kingdoms and states they had 
  been before. The small countries of Uawei melded into 
  Laynarion, and the dwarven realms came under the rule of 
  the Forgehammer Emperors, and later their Dawnhammer 
  heirs. Though this was a time where many countries were 
  annexed, it was nearly always for the mutual benefit of 
  the involved parties. The conflict commonly found among 
  neighboring countries were not found on Velean soil, until 
  the Age of Separation.
  Most scholars believe that the lack of any actual 
  historical evidence from much of this period has meant 
  that people are making the past out to be better than it 
  actually was.
  Who knows what hides in history? 
  Thousands of years of conflict and 
  peace we could learn from. Or... I 
  could just hide it away in the vault 
  along with the rest of my dirty 
  secrets. No one would ever know. 
  
  12
  Laynarion’s easternmost city, Ra’Khon, grew defensive, 
  with strong fortifications being built along the shoreline. 
  Ships and war galleons were constructed in the harbors, 
  and soldiers were gathering in garrisons. It was only a 
  matter of time before the outlying cities of Laynarion would 
  feel the power of a dozen angered nations, as a massive 
  navy descended upon the country.
  As she saw the borders of her grand empire crumble 
  under the wrath of religious fanatics, Empress Farihl grew 
  desperate. She called upon her western neighbors for aid 
  in the fight, but the leaders of the Velean countries had 
  no interest in helping the empress. It was the same with 
  the Free Cities, who ignored the Empress’ cries for help. 
  Empress Farihl had insulted many prominent figures of 
  the Free Cities, and her nations focus on slavery meant 
  that the Veleans had no interest in aiding her. Instead, the 
  western countries merely watched as the Fennkazi forces 
  descended on the Laynarian Empire, burning cities and 
  capturing its citizens. As they moved on the capital, Nalith, 
  the Empress is said to have made one last prayer to the 
  god of leadership, Dovin, that her lands might be purified 
  by the fires of her mistakes, and rise again, stronger under 
  a new leader, before throwing herself to her death from a 
  castle tower.
  With the Empress dead, the Laynarian Empire looked 
  to be shattered. The ravaging forces from the east were 
  ruthless in their fighting, killing or capturing any civilian 
  they came across. Retaliation against them was impossible, 
  as the Fennkazi forces held two major coastal cities along 
  Uawei’s eastern coastline, these being Ra’Khon and Nalith. 
  This meant that they could easily replenish both their 
  forces and their supplies with the help of their navy, as well 
  as transport captured people east where they would live 
  out the rest of their lives as slaves.
  Age of Separation
  After the continents were separated, new relations had to 
  be made between the lands now remaining in Noroth. With 
  the past in shambles, most history forgotten, and entire 
  nations removed from the world map, the people of the 
  Three Continents chose to look to the future instead of the 
  past, leaving their lost history behind and aiming to start 
  anew. Though the Age of Separation has not even reached 
  its first millenia, a lot has been accomplished in that 
  time. The history of this is well-documented, as the fear 
  of once again losing large sections of the past has made 
  the chronicling of the world’s history a matter of utmost 
  importance.
  War of Separation
  Before the Age of Separation began, Noroth had four 
  continents. These four were very different in their ways 
  of life, and conflict would often rise between them over 
  matters of trade or land expansion. Religion was another 
  subject that would often spark conflict between the nations 
  of the four continents, especially those living on Fennkaz.
  The war began when the Laynarion empress, Farihl 
  Laynari, also known as Farihl the Fool, made a public 
  declaration that the worship of the gods Ialvor, the god of 
  war and strategy, and Aroth, the god of rivalry, be outlawed 
  within the borders of her empire on Uawei, the continent 
  neighboring Fennkaz. This started a conflict of previously 
  unknown magnitudes, as both Ialvor and Aroth were 
  revered among the Fennkazi countries, and to bear public 
  affront to them was a grave insult.
  War was brewing to the east. The Fennkazi southern 
  coast, which was little more than 30 miles away from 
  
  13
  same time, a twin attack against the city of Ra’Khon took 
  place, also taking the garrison living there by complete 
  surprise. As they fought their way into the cities, a bright 
  light briefly lit up the sky, leaving a red trail of fire above as 
  they marched to battle. In a panic at the insurgence of the 
  thought-beaten Laynarian forces, the Fennkazi soldiers fled 
  for their ships to take flight on the seas before the city fell, 
  and though many succeeded in setting off from the harbor, 
  they never made it home.
  As Sarih and her allies funneled into the cities, a storm 
  broke out above them. The sky turned black in mere 
  seconds as gray clouds swirled into dark hurricanes. In 
  minutes, the usual calm seas were wild with waves. In 
  Ra’Khon, the same was happening. A wind so harsh and 
  sharp it felt like knives whipped up, tearing the sails of the 
  fleeing ships to shreds. Black waves swallowed the vessels 
  whole, and lightning set the surviving galleons aflame. And 
  on the horizon, where before the faint coastline of Fennkaz 
  could be seen, was now only a frothing ocean and howling 
  storms.
  In the chaos that followed, Sarih was made Empress of 
  Laynarion, determined to restore her land to glory. People 
  rejoiced at this, not considering the repercussions of what 
  divine intervention they had just witnessed.
  Fennkaz had vanished, seemingly swallowed by the 
  ocean, never to be seen again. It was after this event that 
  a new age dawned, and the year 1 AS (After Separation) 
  began.
  The Unification
  In 86 AS, after the Exiled Sept were banished from the 
  Three Continents, there was a period of heavy chaos. 
  People saw enemies where before they saw allies, and the 
  country borders were in the process of turning into bloody 
  war zones sown from distrust and resentment. Many 
  Veleans were outraged at the help that had been given to 
  Empress Sarih during the war, and tensions were high 
  between the nations of Velea.
  Luckily, it never came to war. The then King of Teldora, 
  King Gideon Naleeran, proposed to his neighbors the idea 
  of a council that would join the countries of Velea into a 
  single power. Though the neighboring countries of Aurenia 
  and the Forges were skeptical of this plan, they eventually 
  accepted after being assured that they would still have 
  final say over what happened within their own borders. 
  Though the three countries were different, Teldora being 
  a monarchy, Aurenia being a meritocracy and the Forges 
  being an expansive empire, they ultimately agreed to the 
  creation of a council. The only country who refused to join 
  was Ethaari, who has refused all invitations to join over 
  the centuries since the War. After its creation in 83 AS, 
  the Lightport Commonwealth was also given a seat on the 
  council.
  Planar Crossways
  It was in 101 AS that the first real construction helmed 
  by the High Council was undertaken. This was the 
  construction of a series of well-crafted roads that would 
  join the nations of Velea together. The Planar Crossways, 
  known by the common folk of Velea as the Rainbow Road 
  But though the end seemed near, the war was not over. 
  Sarih Laynari, a niece to the dead Empress Farihl, had not 
  stopped fighting against the Fennkazi invaders, leading an 
  opposing army made up of mostly chromatic dragonborn 
  who had managed to escape Ra’Khon after the initial 
  attack against them. Their numbers were few, and after 
  months of fighting they were exhausted. They were in no 
  way capable of taking back their lost country, not without 
  help.
  After a rogue group of Fennkazi warships sailed on 
  the Free City of Montaigne, Sarih saw an opportunity. 
  Laynarion was no longer the only victim of this war. 
  Seeing the possibility in this, Sarih Laynari, later dubbed 
  as Sarih the Proud, took to the west to speak her case 
  to the neighbors that had refused help to her aunt. She 
  famously did not beg or plead for their help, instead using 
  wit and reasoning to win them over to her side. She made 
  it clear that the attacks and assaults would not stop with 
  the Uaweinean countries, and while Laynarion might be an 
  evil to the Velean citizens, an evil who traded in the lives 
  of people, they were lesser compared to the pillaging one 
  from the east.
  The full extent of the diplomatic relations during this 
  time is not fully clear, but what is known is that Sarih 
  Laynari returned to Laynarion with a supporting force 
  of Velean armies behind her. They fell first on Nalith, 
  taking back the capital in a surprise attack which shocked 
  the now docile Fennkazi soldiers stationed there. At the 
  
  14
  The battle is still told of to this day and many claim to 
  have seen Tyradil flying over the valley, but these claims 
  have been confirmed to be false. Since the battle, no one 
  has seen any sign of Tyradil, nor that of Cyrgath or his 
  kin. In the eons since, only few dragons have been found 
  nesting in the valley and they rarely stay for long. Having 
  once felt the oppressing nature of the draconic creatures, 
  the Lord of the Valley, currently Lord Asher Adney, is sworn 
  to never again let a monster such as that of Cyrgath take 
  control of Dragon’s Maw. Therefore, any dragon found is 
  quickly hunted down and either killed or driven away from 
  the valley.
  War of the Petty Kings
  In 757 AS, following the suspicious death of King Tristan 
  Naleeran, it was expected that Tristan’s eldest child, Prince 
  Callard, should be crowned and take his place on the High 
  Council, as well as ruler of Teldora. Only, before Callard 
  had even heard news of his father’s death, his younger 
  brother, Prince Aian, had already taken the throne for 
  himself. This led to the bloodiest war Teldora had ever 
  known, with armies wearing the same colors clashing 
  together on the battlefield.
  The destruction was all-consuming and thousands died 
  following the orders of the two young princes, neither 
  of which was liked very much by their subjects. The war 
  finally ended when the two brothers met on the field of 
  battle and fought each other until both were so hurt that 
  they were beyond any healing their clerics could provide. 
  Both brothers died then, swords clashing against kin, 
  taking the last of the Naleeran line with them to the grave.
  In the chaos that followed, the people of Teldora 
  searched for a new ruler and found it in an unlikely 
  candidate. A young woman, until then kept secret from the 
  public, named Valeria Montvey. She was the older half-
  sister of Prince Callard and Prince Aian but had been kept 
  out of the public eye due to her lack of proper education. 
  However, once brought to court, Valeria proved to be less 
  of an impulse-driven child and more of a level-headed 
  diplomat. She was able to stifle the fires created by her 
  brothers and bring peace to Teldora once again, a peace 
  that has lasted until this day, maintained by her bloodline.
  Gnoll Wars
  The peace on the continent after the War of the Petty 
  Kings could not be maintained forever. In 871 AS, a 
  number of violent and malicious packs of gnolls began a 
  systematic assault on unprotected settlements and villages 
  all over Velea. Such raids were not uncommon, but up until 
  this point they had been manageable due to gnolls’ lack 
  of proper unity and inability for proper tactical combat. 
  However, the sheer amount and continuous savageness 
  of their attacks was enough to force most outlying 
  settlements to leave their homes, seeking safety behind the 
  fortifications of nearby city walls.
  Teldora suffered the most losses. The many acres 
  of wilderness that exist all over the country made for 
  excellent hunting grounds for the gnolls, who would poke 
  at the defenses of their Teldoran foes from a distance. 
  Still, the insurgences were largely ignored, as experience 
  due to its chromatic coloring, is a vast transportation 
  network connecting the different realms of Velea. The Pyr 
  Pathway and the Acor Stride are both laid in Teldora, and 
  they connect to the Stoneway and to the Venti Crossings.
  Stoneway is by far the grandest of the crossways. 
  Its magnificent construction runs beneath the Divine 
  Mountains all the way to Anra, and it was such a point 
  of pride to the then emperor, Kirdon Dawnhammer, that 
  he renamed his empire from the Forges to Stoneway to 
  honor of the great road created by his people. Aurenia 
  and Lightport joined together to lead the construction 
  of the Venti Crossings, a series of bridges and roadways 
  which runs over the snarling waters of the Tideway, the 
  channel that separates Velea and Keefe, as well as the Four 
  Torches, a series of islands, found in Lightport.
  Two of these roads, the Venti Crossings and the 
  Stoneway, join in Anra, the only protected tiefling 
  settlement remaining in Velea. The construction of the two 
  Crossways near the city was cause of some disagreements 
  among the council members, but it was eventually agreed 
  that the practicality of the placement outweighed the 
  threat of the unholy blood coursing in the veins of the Anra 
  citizens.
  Clash of Dragons
  One of the most legendary and historical locations in 
  Velea is the Dragon’s Maw Valley, home of the renowned 
  hunting guild, the Peridot Rangers. The valley is a wild and 
  dangerous place for those who don’t know it and the dark 
  woods surrounding the valley’s main city, Delathon, are 
  filled with all kinds of monsters and wicked beasts.
  The danger of living in the valley was felt in 473 AS, 
  when the valley came under attack by dragon fire. No 
  creature seen since has ever matched the threat of 
  Cyrgath, the Scorched Fang, a great, red dragon who 
  wished to claim lordship over the people residing beneath 
  the protective mountains shielding the valley from outside 
  threats. Cyrgath’s wrath brought destruction and hellfire, 
  his mere presence ripping tears in the veil separating 
  the planes of existence. Thousands of creatures from the 
  Elemental Ocean of Fire sprang from the ground where 
  Cyrgath’s claws had torn into the earth. Some of these rifts 
  still linger as scars of the battles fought there so long ago.
  The fate of the Dragon’s Maw Valley might have ended 
  in destruction and death had it not been for Tyradil, a 
  magnificent metallic dragon of shimmering gold who tore 
  down Cyrgath from his self-proclaimed throne. Their fight 
  was long and bloody, allies from both sides sweeping in 
  to aid. Chromatic scales colored the skies, mixed with 
  the glinting sheen of their metallic brethren. But it was 
  Cyrgath and Tyradil who claimed most of the battlefield 
  and was responsible for most of the destruction laid into 
  the valley. Their fires burned the forests and scorched the 
  fields. The mountains broke and shattered where their 
  bodies crashed into them, the lakes and rivers boiled from 
  the heat of their breath. This destruction reigned until the 
  two mighty dragons crashed together, falling in a ball of red 
  and gold into the Divine Mountains. Hours later, Tyradil, 
  bloodied and weak, emerged from the snowcapped peaks 
  of the mountain range, showing that the monster who had 
  tormented the valley was now gone.
  
  15
  In 882 AS, members of Lightport’s Hallowed Citadel 
  were sent to investigate the anomaly and found a uniquely 
  terrifying answer waiting for them. The few townships 
  and settlements lying near the Collapse were void of life, 
  be it animal or humanoid, and monstrous beings were 
  found in their place. At first it was believed that these 
  creatures were monsters who had ascended from the 
  Riven Depths through the hole left by the Collapse, but 
  further investigation determined that these beings had 
  once been humanoid and their vicinity to the Collapse and 
  its influence had altered their minds and appearance into 
  something monstrous. After this discovery was made, the 
  event earned the moniker of “the Hellgate.”
  Since its opening, little has been done to investigate 
  the matter further. The continued silence from Anra, 
  the only nearby settlement that seems unaffected by the 
  degrading effects of the Hellgate, as well as the aggressive, 
  transformative nature of the Hellgate’s influence, has 
  forced any and all detailed investigation of the Hellgate to 
  stop. The area south of Bridgeston and a large portion of 
  the Wolveswood were both been declared uninhabitable, 
  before the Hallowed Citadel managed to place a barrier 
  over the main entrance to the Hellgate. At first it managed 
  to halt the effects entirely, but only for about a year or so. 
  After that, though the barrier was still in place, the effects 
  began to creep into the landscape once again.
  At the time of writing in 904 AS, little has been done to 
  further investigate the nature of the Hellgate.
  Defection of Aurenia
  Following a particularly devastating attack by stone giants 
  on Fort Nylan in 897 AS, the Aurish leaders demanded 
  assistance from their Velean allies. They sought aid with 
  the High Council, but with the Stoneway still disrupted by 
  the Hellgate, help could not be sent north to Aurenia along 
  the Planar Crossways as had been done previously.
  Reports of the aforementioned meeting mention harsh 
  words being exchanged between the Master of Sea, First 
  Captain Rika Bran, and the Master of Defense, Emperor 
  with the creatures suggested they would soon fall due to 
  infighting. That was not the case.
  In late 871, a gnoll army fell upon the defenses of Blue 
  Harbor. The city was not expecting an attack, and a large 
  number of its defenders fell as the city’s residents fled for 
  the safety found behind the walls of the Velean Academy. 
  Eventually, the gnoll army was beaten back, but the civilian 
  losses sustained were immeasurable. What followed 
  was a bloody war which called every able-bodied man 
  and woman into duty, as they trekked through marshes 
  and woodlands into gnoll territory to reclaim their lost 
  townships. Joining the forces was a group of Wayfinders, 
  called the Company of Flowers, who singlehandedly 
  reclaimed the township of Wolf Pool and the surrounding 
  area north of Delathon. Others that joined the fighting 
  were King Daxio Montvey of Teldora and Lord Lysander 
  ‘Brighteyes’ Wordian of Lightport.
  At the end of the war, the gnoll forces were completely 
  annihilated. Their way of savage warfare could not 
  hold against the powers found with a group of Teldoran 
  spellslingers, or the divine retribution of Lightport’s 
  Hallowed Citadel. King Daxio Montvey and Lord Lysander 
  Wordian both took to the battlefield as well, the King 
  wielding blade and the Lord his uncanny talent for 
  stripping flesh off of his enemies. 
  Gnolls were outlawed in all major cities after the war, 
  and were given a kill order. Should any gnoll be seen within 
  fifty miles of any township, it is within any citizen’s right to 
  kill them on sight to prevent their destructive ways from 
  ever seizing Velea again.
  The Hellgate
  This event, previously named as ‘the Collapse,’ started 
  when it was discovered that the Stoneway, the major road 
  running beneath the Divine Mountains, had sustained 
  heavy damage in the area between Settlestone and 
  Anra. A great chasm had opened in the road, making any 
  travel along or around the trade route in that area of the 
  mountains completely impossible.
  
  16
  of the known worlds in and around Noroth, somewhat 
  tamed by extraplanar entities who have learned to control 
  the waves of the dark ocean beyond the boundaries of the 
  known planes of existence.
  Those who learn to control the power found in this 
  Chaos can draw enough energy from it and transfer it into 
  arcane energy. When a caster calls upon their magical 
  prowess to cast their spells, most of them are unaware that 
  they are controlling a stream of Chaos, shaping it into the 
  type of energy referred to as magic.
  Though the Chaos might sound like a malicious force, it 
  is merely a natural part of the world. The threads of its raw 
  form are present at all times in any place of the multiverse. 
  To control these threads and spindle them into a tapestry 
  of magic is not an easy thing to do, but it is a natural 
  part of living in Noroth where the threads of Chaos are 
  intertwined with every living person, plant, and creature.
  Different Kinds of Magic
  The Chaos Sea lies on the outskirts of the known 
  multiverse and stretches far beyond what has been 
  explored by mortal beings. When a magic user draws on 
  the power of the Chaos, they tend to draw on the Chaos 
  energy found around specific areas among the planes. 
  Depending on where they draw their power from, the type 
  of magic they can do varies greatly.
  Arcane Casters. Wizards, Bards, Sorcerers, and 
  Warlocks are able to draw directly from the source of 
  Chaos itself, beyond the confined planes of the multiverse. 
  They tend to base their magic on study or an innate 
  connection to the powers beyond, granted to them either 
  through birth, practice, or through a gateway opened just 
  for them.
  Divine Casters. Clerics and Paladins are granted their 
  powers from the god - or gods - they follow, and their magic 
  reflects that. Unlike their fellow casters, it is not clear 
  whether divine casters draw their power from the Chaos 
  itself, like other casters, or if they get their power directly 
  from the the powers of their deity. The nature of their 
  magics is not fully understood and cannot be tested in the 
  same way as the magic stemming from an arcane caster.
  Nature Casters. Druids and Rangers can draw on the 
  Chaos found in the natural world, finding streams of Chaos 
  energy in the nature around them and alter it into magic. 
  Chaos is found all over the known world, and nature 
  casters are able to identify them when casting their spells 
  and draw the natural Chaos into their spellcasting.
  Jardur Dawnhammer of Stoneway, over the manner of 
  moving a number of Stonian troops to Aurenia by ship. 
  Jardur apparently refused the request, as did the Master 
  of Law, King Daxio Montvey of Teldora, when he was 
  asked. One who chose to stand with Captain Bran was the 
  newly appointed Master of Arcana, Lord Tristan Wordian, 
  who deemed the unity of the Council more important to 
  maintain than the prides of both Stoneway and Teldora.
  What followed was a series of arguments, ending in 
  Captain Bran and the Master of Information, Kaltine 
  Lighthand, leaving the meeting and receeding their 
  positions on the High Council, as well as Aurenia’s 
  representation and connection to Velea. Their alliance with 
  the Velean High Council was officially severed two years 
  later, in 899 A.S.
  After the defection, the remaining seats on the council 
  were given to Stoneway and Teldora, Stoneway taking 
  Master of Sea and Teldora taking Master of Information.
  Rise of the Aspects
  Over the past few years, a new group of deities has gained 
  popularity with the common populace, especially around 
  Amberton and Blue Harbor. They are known as the Aspects 
  and are divided into two groups named the Sovereigns and 
  the Cardinals. From what can be gathered of these beings, 
  they seem to be worshiped in pairs of two; one from the 
  Sovereigns and one from the Cardinals. This is to maintain 
  “the eternal balance,” it has been explained by a follower 
  of the pairing of Veedia and Eanor. The members of the 
  worshiped pairs seem to be consistent.
  As of the time of writing in 904 AS, the origin of the 
  Aspects, as well as their sudden surge of popularity, 
  is unknown, though they have been described by their 
  followers to be as old as the world itself. Any requests for 
  constructing temples to these gods in or near Lightport 
  has been denied, as has any requests of the same given 
  to the city council of Amberton. The reasoning is that 
  little is known about the powers of these deities, and their 
  inclusion into the common pantheon must be a gradual 
  process.
  Magic of Velea
  I think I blacked out. Did I do something terrible again?
  — Densil Nash, sorcerer
  The act of winding threads of chaos into a spell that might 
  change the nature of the surrounding world is neither rare 
  nor feared in the world of Noroth. Magic thrives in Velea, 
  especially in Teldora where the use of magic and its powers 
  is the most utilized by the common people.
  Magic and the Chaos Sea
  Before the world was fully formed, there existed only 
  Chaos. From the few accounts that have been made of 
  it, the Chaos Sea is described only as a great sheet of 
  darkness and light, swirling in never-ending spirals and 
  maelstroms that fold in on themselves, constantly and 
  endlessly. This Chaos Sea still exists, resting at the edges 
  Never been much into magic. 
  Doesn’t make sense to me. 
  I don’t like having to rely on 
  things I don’t understand.
  
  17
  Religion on the Continent
  Wait... So are there nine gods? Or eleven? I’m confused.
  — Enna Ralftir, prisoner from the Froststeppes
  With the exception of Lightport, whose foundation and 
  continued existence harkens on the faith of its citizens, the 
  rest of the Velean countries have less of a focus on the gods 
  and their powers. Generally, the accomplishments made by 
  the mortal citizens of both Stoneway, Ethaari, and Teldora, 
  outweigh the mythical tales of ancient gods.
  That is not to say the gods are not important. Their 
  power is universally recognized and worshiped, and those 
  who serve them are heavily respected. The gods are seen 
  as the embodiment of ideas and concepts that can be felt in 
  the world as small events of fortune, happiness, or sorrow. 
  The influence of the gods is believed to be everywhere, 
  but they do not control the actions of mortals. They can 
  merely nudge them along, giving aid to those few they 
  deem worthy. The individuality of the character remains, 
  even after divine intervention, as the gods are unable to 
  fully materialize themselves within the world of Noroth. 
  Instead, they manifest their powers through champions 
  and followers who carry a little of their godly power within 
  them; power that can be used for either good or evil.
  Worship
  The most common gods to worship in Velea, are the 
  members of the Nonet Triumphant, the eleven gods who 
  were victorious in banishing the Exiled Sept to Fennkaz 
  when the continent disappeared. Though most people 
  choose to worship all the members, there are those who 
  are worshiped more. Depending on a person’s background, 
  they might spend more time in a temple of a certain god. 
  For instance, authors and historians will focus on the 
  preaching of Candor, the god of history, while minstrels and 
  performers follow the word of Aranei, the goddess of song, 
  music, and poetry, more than the other Nonet members.
  There are lesser gods who are worshiped in addition 
  to the Nonet. These include Fiver, the god of freaks, who 
  is very popular among outcast groups, such as the Zirani 
  caravans that travel the southern parts of Velea. Another 
  is Jax, the goddess of wizardry, whose focus on arcane 
  perfection and excellence makes her a popular deity in 
  Blue Harbor, the home city of the arcane Velean Academy.
  The Nonet Triumphant and the Exiled 
  Sept
  During the War of Separation, when those living on the 
  mortal plane fought one another over matter of land and 
  honor, the gods did much of the same. Before the War, 
  the gods had not been put into groups, but were instead 
  worshiped individually. This individual praise meant that 
  the worship of Sarno, the god of rebirth and renewal, was 
  clearly the most popular deity among the people of Noroth. 
  The popularity and praise Sarno got from his mortal 
  followers made Aroth, the god of rivalry, envious of the 
  power Sarno held.
  Myth of Creation: Love and Strife
  Before creation spawned, there was the infinite void, 
  populated by eternal beasts not kept by the rules of 
  time and space. Great aboleths, creatures of cosmos 
  and chaos. They swam in the Chaos and drank from 
  the rivers of non-existence. But there was one of them, 
  Xorrhun, the oldest and most cunning, who grew 
  discontent with his lot. There was naught for him to do 
  with the vastness of his intelligence, none to challenge 
  his mighty mind.
  So Xorrhun went to one of the four eternal springs, 
  Gihon, that which would run clear with promise from 
  its dawning in Eden, and later turn black with vile 
  darkness, into the river Styx that runs beyond mortal 
  realms into the realms of devils and demons.
  To this spring Xorrhun asked “O, other one, you 
  that know no living form. Shall I really be so dulled by 
  existence? Shall no challenge befall my intellect? Shall I 
  live forever as the Master of an empty void?”
  And the spring answered in waves of light, whose 
  foam whipped in angry swirls that dotted the black 
  void with bright stars. It came in crashing waters and 
  splitting darkness, from where ascended two figures, 
  one male another female, of humanoid shape. They 
  stood together, minuscule in the shadow of the lord of 
  aboleths, but they were not afraid.
  The male spoke first “I am what you do not know or 
  need. I am what will make your foes stronger. I am Eros, 
  the Light of Creation, made from the songs and stories 
  of the future. I am Love.”
  And the woman spoke next “I am the enemy of all 
  that is powerful. I am what will tear you and yours apart 
  from the inside. I am Eris, the Shadow of Creation, 
  made from tales and warnings of the future. I am Strife.”
  Xorrhun saw their unity and felt afraid. He did 
  not know these strange creatures, but he feared 
  their words. Acting rashly, Xorrhun seized them and 
  swallowed them whole, but it was in vain. Eris was 
  stronger than he and her power surged within him as 
  dark claws began ripping him apart from the inside. In 
  the presence of the river Gihon, Xorrhun fell victim to 
  his own curiosity and rashness, dying on the bank of 
  the eternal spring.
  Eros and Eris emerged from the corpse and looked 
  upon the world of void before them. They were new to 
  their existence and overwhelmed by possibilities, but 
  they seized one another nonetheless, and thus began 
  the building of the world.
  
  18
  The Velean Pantheon
  Deity
  Alignment
  Suggested Domains
  Symbol
  Aettor, god of endurance
  NG
  Life
  Knot
  Aranei, goddess of music, song and poetry
  NG
  Light, Passion*
  Harp
  Arteria, sovereign of patience
  NG
  Life, Light
  River
  Aukhee, cardinal of pride
  LE
  Knowledge, War
  Red crown
  Baral, god of justice
  LG
  War
  Set of scales
  Candor, god of history
  N
  Arcana, Knowledge
  An open eye with a flame as a pupil
  Carita, sovereign of charity
  CG
  Light, Passion*
  Open hand
  Darnothir, god of honor
  LG
  Life, War
  Profiled dragon's head
  Dovin, god of duty and leadership
  LG
  Forge, War
  Gauntlet
  Eanor, sovereign of kindness
  NG
  Life
  Dandelion
  Eeya, goddess of time
  LN
  Knowledge
  Hourglass
  Fiver, god of freaks
  CN
  Luck*, Trickery
  Hare
  Gastrim, cardinal of gluttony
  CE
  Death
  Goblet
  Hanei, sovereign of chastity
  NG
  Passion*
  Blue ribbon
  Hanirah, goddess of crossings
  LG
  Knowledge, Forge
  Bridge
  Inphross, sovereign of humility
  LG
  Nature
  Horse head
  Jax, goddess of wizardry
  LG
  Arcana, Knowledge
  Quill
  Llyr Ravenna, goddess of death
  LN
  Grave, Life
  The profiled skull of a raven
  Luxuria, cardinal of lust
  CE
  Passion*, Trickery
  Curvature of a woman
  Meleta, sovereign of diligence
  LG
  Tempest, War
  Shield
  Menith, cardinal of wrath
  NE
  Death, War
  Battleaxe
  Morpheus, god of drink and feast
  CG
  Light, Passion*
  Magpie
  Neyleerah, goddess of agriculture
  NG
  Life, Nature
  Acorn
  Nokhel, cardinal of sloth
  NE
  Death
  Person laying on their side
  Philokeer, cardinal of greed
  LE
  Trickery
  Gold coin
  Rakhaia, goddess of luck
  CN
  Luck*, Trickery
  Four leafed clover
  Ruzar, god of prophecy
  LN
  Light
  Cloudy crystal orb
  Sarno, god of the rebirth and renewal
  NG
  Life, Light
  Sun with nine points
  Sarthee, god of stars and travel
  LN
  Nature
  Star
  Sorena, goddess of industry and commerce
  LN
  Knowledge
  An open book
  Thrax, god of wild magic
  CG
  Arcana, Tempest
  Hand surrounded by blue fire
  Torl, god of vengeance
  LE
  Death
  Black sword
  Tucker Trickervale, god of tricksters
  LG
  Luck*, Trickery
  Bucket
  Tyrael, sovereign of temperance
  NG
  Life
  Manacles
  Vail, god of thieves
  NE
  Trickery
  Black triangle with incomplete bottom
  Veedia, cardinal of envy
  CE
  Trickery
  Two open eyes
  *This domain is detailed in this document
  
  19
  Aroth sought out allies among the pantheon, and found 
  it in Ialvor, the god of war and strategy, who wanted more 
  power for himself and who saw Sarno as a weak and frail 
  leader. He also found it in Zevthra, the goddess of oceans 
  and storms, who felt the awe she had found present in 
  the sailors of the oceans was lessening as they grew more 
  compliant in the calmness of Sarno’s authority.
  The three gods fell upon the unexpecting Sarno who 
  was not ready for an assault from those he considered 
  allies. He would have perished to their power, had it not 
  been for Darnothir, the god of honor and metallic dragons, 
  who rushed to Sarno’s aid, beating back the three traitors.
  What followed this treachery was a grueling war 
  between godly powers. Many gods rose to help both sides 
  of the conflict, culminating in fourteen gods fighting with 
  all their power. Two powerful gods, who at first refused to 
  join in the conflict, were Rakhaia, the goddess of luck, who 
  did not want to bestow her control over fate to this war. 
  However, after Aroth and Zevthra attempted to intimidate 
  her into assisting them, Rakhaia joined the Nonet’s side.
  The Nonet Triumphant
  Deity
  Alignment
  Suggested Domains
  Symbol
  Aettor, god of endurance
  NG
  Life
  Knot
  Aranei, goddess of music, song and poetry
  NG
  Light, Passion*
  Harp
  Baral, god of justice
  LG
  War
  Set of scales
  Candor, god of history
  N
  Arcana, Knowledge
  An open eye with a flame as a pupil
  Darnothir, god of honor
  LG
  Life, War
  Profiled dragon's head
  Dovin, god of duty and leadership
  LG
  Forge, War
  Gauntlet
  Eeya, goddess of time
  LN
  Knowledge
  Hourglass
  Llyr Ravenna, goddess of death
  LN
  Grave, Life
  The profiled skull of a raven
  Rakhaia, goddess of luck
  CN
  Luck*, Trickery
  Four leafed clover
  Sarno, god of the rebirth and renewal
  NG
  Life, Light
  Sun with nine points
  Torl, god of vengeance
  LE
  Death
  Black sword
  The Exiled Sept
  Deity
  Alignment
  Suggested Domains
  Symbol
  Aroth, god of rivalry
  CE
  Death, Trickery
  Blood drop
  Eldina, goddess of beauty
  CN
  Light, Passion*, Trickery
  Blue rose
  Ialvor, god of war and strategy
  LE
  Knowledge, War
  Burning sword
  Nalune, goddess of the moon
  LN
  Grave, Nature
  Crescent moon
  Servito, god of fire and change
  CG
  Light, Nature
  Flames in yellow, red and purple
  Uediph, god of disease and undeath
  NE
  Death
  Burnt bundle of wheat
  Zevthra, goddess of oceans and storms
  CE
  Luck*, Tempest
  Turtle shell
  *This domain is detailed in this document
  The Cardinals and the Sovereigns
  The Cardinals and Sovereigns exist in pairs who go hand 
  in hand, one representing a sin and the other a virtue. 
  The Aspects do not have specific genders, though 
  some prefer one over the other. Arteria, for instance, 
  prefers a female form, while Philokeer often takes on a 
  more male physique.
  Cardinal
  Sovereign
  Philokeer (Greed)
  Carita (Charity)
  Aukhee (Pride)
  Inphross (Humility)
  Gastrim (Gluttony)
  Tyrael (Temperance)
  Menith (Wrath)
  Arteria (Patience)
  Luxuria (Lust)
  Hanei (Chastity)
  Nokhel (Sloth)
  Meleta (Diligence)
  Veedia (Envy)
  Eanor (Kindness)
  
  20
  The other was Candor, the god of history, whose creed 
  did not allow him to take sides in moments of strife. He 
  vowed to remain neutral, a vow he kept until the very end 
  of the war where Servito, the god of fire and change, in a 
  furious display of divine wrath, sent a ball of fire crashing 
  into the Ivyrian Halls, the biggest library in the world, 
  found in the Fennkazi country, Jasonia. Feeling the loss of 
  thousands of years of history, Candor sprang into the fray, 
  using his knowledge of ancient and current warfare to 
  beat back the Sept. It was his power that made it possible 
  to lock away the Sept on the continent of Fennkaz, before 
  making the continent vanish, never to be seen again.
  After that, the seven traitors were forever to be referred 
  to as the Exiled Sept and the victorious gods were 
  joined together into the group now known as the Nonet 
  Triumphant. Despite its name, the Nonet has eleven 
  members. This is because of the Band of Trinity, the three 
  brother gods, Aettor, Baral, and Dovin, who are by many 
  considered to be a single deity, therefore only taking 
  one spot in the Nonet, though they technically are three 
  individual gods.
  The worship of any member of the Exiled Sept is 
  forbidden in Velea and anywhere else on the Three 
  Continents, and the Nonet Triumphant continue to be the 
  most powerful gods and those most revered.
  The Aspects
  According to legend, it was the fourteen Aspects who 
  created life itself and were the first to govern over Noroth 
  before the gods ever came into existence. There were 
  seven pairs of them, each pair having a member who was 
  the opposite of the other. Where one was sinful, the other 
  The Nonet Triumphant
  Deity
  Alignment
  Suggested Domains
  Symbol
  Arteria, sovereign of patience
  NG
  Life, Light
  River
  Aukhee, cardinal of pride
  LE
  Knowledge, War
  Red crown
  Carita, sovereign of charity
  CG
  Light, Passion*
  Open hand
  Eanor, sovereign of kindness
  NG
  Life
  Dandelion
  Gastrim, cardinal of gluttony
  CE
  Death
  Goblet
  Hanei, sovereign of chastity
  NG
  Passion*
  Blue ribbon
  Inphross, sovereign of humility
  LG
  Nature
  Horse head
  Luxuria, cardinal of lust
  CE
  Passion*, Trickery
  Curvature of a woman
  Meleta, sovereign of diligence
  LG
  Tempest, War
  Shield
  Menith, cardinal of wrath
  NE
  Death, War
  Battleaxe
  Nokhel, cardinal of sloth
  NE
  Death
  Person laying on their side
  Philokeer, cardinal of greed
  LE
  Trickery
  Gold coin
  Tyrael, sovereign of temperance
  NG
  Life
  Manacles
  Veedia, cardinal of envy
  CE
  Trickery
  Two open eyes
  *This domain is detailed in this document
  
  21
  was virtuous. Those who were good natured were called 
  the Sovereigns, and those deemed despicable were called 
  the Cardinals.
  Following the revival of the Aspects, their pure power 
  has been seen manifested in people, granted them certain 
  abilities manifested as the living embodiments of a sin 
  or virtue. These people are at risk of having one side of 
  the Aspects overpower the other, ending with the person 
  in question becoming a slave to the influence of the 
  Aspects, and they must constantly fight to maintain their 
  individuality and free will. 
  Though the siblings, as the pairs referred to each other 
  as, despised their other half, it was impossible for one to 
  exist without the other. Therefore, when worshiping the 
  Aspects, you take care to always give attention to both 
  parts of a pair. You cannot act with full charity without also 
  letting greed enter your life. If you existed only to give, you 
  would be left with nothing and your ability to aid those in 
  need would be lost. By following only chastity, you close 
  yourself off to everyone around you, and by following only 
  lust you would give pieces of yourself away until nothing 
  remained. 
  This power of duality was strange to the gods. The purity 
  and flawlessness of the Sovereigns contrasted with the 
  vileness of the Cardinals frightened the gods greatly, as 
  the gods and their ideals were funneled and birthed by the 
  minds of mortals, and it was the Aspects who had created 
  the mortal peoples. Their characteristics were in all of 
  them, influencing them every day.
  The story of the Aspects’ imprisonment is unclear. There 
  is a legend that it was the parents of the Aspects, Eros 
  and Eris, who chained them in Tartarus, the prison plane 
  deep below. Others believe it was the combined effort of 
  the gods that managed it, and yet again others believe it 
  was the Aspects who chose to lock themselves away from 
  the charges they had created. What is certain is that their 
  presence was lost from Noroth for millennia. Instead of 
  bearing witness to the creatures they had created, the 
  Aspects were locked away to be forgotten and lost.
  But all chains must eventually break. The Aspects have 
  returned to Noroth, as has their worship and influence. 
  The Cardinals were the first to escape their chains, being 
  ruthlessly efficient in their escape, killing and maiming the 
  guards that had watched over them, and they then took 
  their vengeance on the gods who had chosen to oppose 
  them.
  The War of Separation, the event that exiled seven gods 
  away and made an entire continent and its people vanish, 
  was caused by the Cardinals, as they were manipulating 
  the rebelling gods without their knowledge. After the 
  gods’ exile, the Cardinals remained in the lower planes 
  where they lived a life in splendor. However, they were 
  not complete. They each missed their other half, as the 
  Sovereigns were still trapped in the prison of Tartarus. 
  The Word of Philokeer
  This is a written excerpt made by a follower of the 
  Aspects, who claimed to have heard the voice of 
  Philokeer, the Cardinal of Greed, in his dreams.
  The downfall of the gods was not a mere accident, 
  foolish mortal. Who do you think brought them to their 
  demise? These fallen whom you call Exiled, who do you 
  think guided their minds into the pit of wickedness? It 
  was us, of course. The Aspects.
  The wretched gods you follow created themselves 
  from the minds of mortals, and the mortals were 
  created in our very image. Without us, you wouldn’t 
  exist. Without the Aspects, the world itself would 
  crumble away.
  You don’t see? You think we are new to this plane? 
  To this world? We were its creators. We were the ones 
  who made it what it now is. And I was the one to start it 
  all. I and my dear sweet kin of chaos, Veedia.
  See, Zevthra, the Storm Queen, one of seven exiled 
  gods, always wanted more than was hers. She wanted 
  the ships and the waves and the beasts of the sea. It 
  was so simple to whisper in her ear to take it. Veedia 
  went for Aroth, whispering of how he was the lowest of 
  them. The lowest god of all. How envious he must have 
  been of them. So simple to coax him so.
  After that Aukhee’s work was made easy. Ialvor 
  always was proud, always was one to seek credit for his 
  slaughter and warmongering.
  Luxuria went for beautiful Eldina, tempted her to 
  follow the others. Gastrim promised to satisfy Uediph’s 
  undying hunger. Menith stoked the fires burning in 
  Servito’s heart. See, his beloved had abandoned him, 
  drawn away by her need for law and order. It was a 
  simple thing to turn the anger caused by his love into 
  rage.
  And lastly Nalune. Dear sweet Nalune… who did 
  nothing. Who Nokhel convinced to do nothing. Who 
  only watched as the Brightlord, Sarno himself was 
  brought low.
  And since then we have been here in the world. We 
  are escaping, all of us. And our siblings. This world was 
  never yours, nor the gods’ who you claim to worship.
  You have been told of the them. The gods. The 
  divine beings who protect mankind and all of its 
  homesteads from the perils of darkness, evil, and chaos. 
  That the phantoms of fear and terror which lurk in your 
  nightmares shall cower against their golden light.
  You have been told their clerics and paladins are 
  the bright saviors of your world. The purest and 
  most devoted warriors, to protect you from evil and 
  wickedness.
  You have been told the Nonet came together, 
  despite their differences. Despite their disagreements, 
  to fight a common threat for the betterment of 
  mankind.
  Everything you have been told is a lie.
  
  22
  Until they were freed, the Cardinals would be never be able 
  to fully enjoy the tastes of their vile natures. Without the 
  opposition of virtue, the satisfaction of sin would be lost.
  With the combined power of the Cardinals, the 
  Sovereigns were freed from Tartarus. They did not remain 
  in the lower planes with their siblings, however. Instead, 
  they sought the planes above where they could mingle with 
  ideals closer to their own alignment. 
  The Veil and the Afterlife
  Most of the civilized races are in agreement as to what 
  happens with the soul after death. The soul will pass 
  through the Veil to Ossiria, the land of the dead, where it 
  will walk along the Long Road before passing through to 
  the afterlife by sailing one of the two World Rivers. The 
  Long Road is a expansive roadway the dead must walk 
  before reaching their final resting place in either the grand 
  halls of Halicon or the prison of Tartarus. There are a few 
  who do not want to reach this final destination and will 
  try to break away from the road. If they are successful, 
  they will lose themselves and their minds to the body 
  they inhabited, and they will wander Ossiria forever as an 
  undead husk.
  Those who stay on the road will walk for an 
  indeterminate amount of time. For some, the journey will 
  take months or years, and for others it will only take a few 
  moments. Regardless, at the end of their journey they enter 
  the plane that best reflected their characteristics in life. If 
  one was particularly pious or in tune with a god, the soul 
  might be elevated to their highest court where they can live 
  as a willing devotee to the deity they followed in life.
  Upon going through the Veil, the soul is tired and 
  harrowed. If it is torn or damaged by strong emotion, such 
  as anger or sorrow, the soul might linger in this space, and 
  can manifest itself back into the world it left behind as a 
  specter or ghost.
  Religious Orders and Institutions
  There are many gods who are worshiped in Velea, and 
  most people are open to worshiping multiple divine 
  figures. Though some gods are clearly more popular than 
  others, depending on where in Velea one resides, there is a 
  general respect for the gods of other domains, large as well 
  as small.
  Several orders, followings, creeds, and institutions exist 
  on the continent, and most of them have their main seat of 
  command in Lightport, the holy capital of not only Velea, 
  but also the rest of Noroth.
  Temples and Shrines
  All major cities in Velea make it a point to have a temple 
  for each member of the Nonet Triumphant, and often has 
  many other places of worship to the other gods worshiped 
  on the continent. These places are often minor shrines or 
  monuments if the god is not wildly popular in the area, or 
  can scale to be major sanctuaries, such as is the case with 
  the dwarven gods, Datrigar and Garria.
  
  23
  capital, Amberton. The circumstances of her death remain 
  unknown, and the followers of Darnothir are still in 
  mourning of the loss of their champion.
  Before the War of Separation, champions were more 
  common, meaning that within a century, it was likely for 
  each god to have at least one chosen champion. The only 
  god who has never had a divine champion is Rakhaia, as 
  she is reluctant to grant her powers of fate and luck to any 
  mortal, as she has never once encountered a person who 
  could handle her gifts without succumbing to corruption. 
  The Gods of Velea
  Among the gods worshiped in Velea, the Nonet Triumphant 
  are universally acknowledged as being the supreme court 
  of high power among the pantheon. Though the members 
  of the Nonet are worshiped all over both Velea and Uawei, 
  as well as in the country, Aurenia, the individual popularity 
  of the members vary from region to region. The worship 
  of the Exiled Sept, infamous as they may be, is forbidden 
  on the Three Continents, and the newly risen Aspects are 
  growing in power every day.
  There are multiple other gods outside of the Nonet who 
  are worthy of respect and worship, and their popularity 
  varies from location to location on the Velean continent.
  Relationships with the Gods
  The existence of paladins and clerics prove that there is a 
  definitive connection between the mortals who walk the 
  material plane, and the gods above who helped shape it. 
  Though it is not an unknown event to be favored by a deity, 
  any one person who is devout enough to have caught the 
  attention of a god is a person worthy of respect. This is 
  especially true in places such as Lightport and Stoneway, 
  but less so the case in Teldora, where a person’s individual 
  accomplishments often outweigh the divine connection 
  they may have to their deity.
  Divine Champions
  Since the dawn of Noroth, the gods have chosen a few 
  individuals throughout time to act as champions and 
  keepers of their presence on Noroth. These champions are 
  powerful people, some of whom have have become saints 
  to those worshiping the gods the champions served.
  It is rare for even a single champion to rise in a lifetime. 
  Since the War of Separation, only two champions have 
  been officially documented. One being Etmere Wrenn, 
  champion of Aettor, a human man who led a slave rebellion 
  out of Qal’Riel in Laynarion on the continent of Uawei, and 
  the young Delilah Fox, also called the Wall of Darnothir, 
  who was tragically murdered in 883 AS in the Teldora 
  Dwarven Pantheon
  Deity
  Alignment
  Suggested Domains
  Symbol
  Arlmuron, god of mining
  LN
  Knowledge
  Pickaxe
  Datrigar, god of the forge
  LG
  Forge, Knowledge
  Anvil and hammer
  Garria, goddess of law
  LG
  War
  Pillar
  Navimer, god of treachery
  CE
  Trickery
  Grinning face
  Velrin, goddess of darkness
  NE
  Grave, Trickery
  Black flame
  Elven Pantheon
  Deity
  Alignment
  Suggested Domains
  Symbol
  Athia, goddess of hunting
  CN
  Nature, War
  Bow with a rose for an arrow
  Larnawyn, goddess of deceit and vengeance
  CN
  Knowledge, Trickery
  Crossed daggers
  Sylvarihn, god of forests
  N
  Nature
  Stag head
  Taniris, goddess of trees and flowers
  NG
  Nature
  Oak tree
  Monstrous Pantheon
  Deity
  Alignment
  Suggested Domains
  Symbol
  Bazul, Orc god of warfare
  CE
  War
  Red banner
  Kratish, Kobold god of mining
  LE
  Knowledge
  Two support beams
  Ravais, Dragon goddess of power
  LE
  Trickery, War
  Profiled dragon head in dark, prismatic 
  colors
  Reesh, Gnoll goddess of family and packs
  CE
  Nature
  Bloody paw
  *This domain is detailed in this document
  
  24
  positions haven’t moved between the nations in centuries. 
  However, with the recent defection of Aurenia from 
  the Council, the roles of Master of Sea and Master of 
  Information has been given to Stoneway and Teldora, 
  respectively. Stoneway and Teldora each have three seats 
  on the council. Lightport has one, and the Grandmaster of 
  the Peridot Rangers is always given the seat as Master of 
  Hunting.
  The High Council has meeting locations in Amberton, 
  Lightport, and Underforge, and used to have a seat in the 
  Aurish capital, Serranheim, before Aurenia’s defection.  
  Master of Hunting
  The Grandmaster of the Peridot Rangers always holds 
  the position as Master of Hunting, who is responsible 
  for the management of the Peridot Rangers hunting 
  guild and to keep the monster ecology of the continent in 
  check. Though the position comes with a lot of respect, 
  the other members of the High Council rarely include the 
  Master of Hunting in any political matters not concerning 
  hunting, whether the Master of Hunting has an interest 
  in participating in the discussions or not. The current 
  Grandmaster is an exiled elf from Ethaari who goes by the 
  name Salva Doroth.
  Master of Arcana
  This position has, traditionally, always been kept by the 
  Wordian family of Lightport, who has ruled the city since 
  its foundation. The ruler of the city is in charge of the 
  Hallowed Citadel, the standing, divine army within the 
  walls of Lightport with paladins and clerics from multiple 
  religions acting as defenders against the unlawful use of 
  magics within Velea. Currently, the position of Lord of 
  Lightport is held by Lord Tristan ‘the True’ Wordian.
  Master of Commerce
  It is the job of the Master of Commerce to work with the 
  merchants of the continent, develop trade relations, and 
  oversee the economy of Velea. This position has been held 
  by the Teldorian noble family, Carioth, for years from their 
  keep, Dragon’s Rest, near Amberton. The current Master 
  T
  here are many settlements and civilized peoples 
  who make their home in Velea. Most of them 
  live together in harmony, or at least keeping a 
  respectful distance to those who might have 
  differing opinions. The following chapter will 
  give context to the major townships found in the Velean 
  countries of Lightport, Teldora, Ethaari, and Stoneway, 
  with added details about the gnomish county, Tinkervale. 
  The city of Anra will also be given context, but due to the 
  secretive tiefling society who live in Anra, information is 
  hard to come by. 
  The details herein merely offer a surface-level 
  appreciation of the adventuring options found in Velea. The 
  continent is massive, with large stretches of unexplored 
  wilderness filling the landscape, and lost civilization hides 
  in the dark forests of the Velea.
  The High Council
  Fools. That’s what I call them. My father lived and breathed 
  for this council. The possibilities that it offers, the realm it 
  is supposed to serve. He died to protect this continent we 
  call our home. And now one of our pillars has fallen, and 
  the remaining two have yet to notice that their strength is 
  crumbling away. The loss of the Aurish is what will ruin 
  Velea, if the pride of my fellow council members doesn’t do 
  it first. 
  — Lord Tristan Wordian, Lord of Lightport and 
  Master of Arcana
  The High Council of Velea has served as a means of ruling 
  the continent since the Unification. It is a union of the 
  different Velean nations, and though the countries involved 
  technically have their own governments, any decisions that 
  involves the well-being of Velea as a whole lies with the 
  council and the decisions they make together.
  The different positions within the council were meant 
  to vary over time, but they mostly stay in place and the 
  Chapter 2: The Unified Lands of Velea
  
  25
  is Lord Warren Carioth, the youngest son of the previous 
  Master of Commerce, Lord Harthur Carioth. He was 
  chosen as successor by his father and has gained much 
  respect on the council despite his young age at the time of 
  joining.
  Master of Law
  The position of Grand Judge and Master of Law has, 
  traditionally, always been held by the monarch of Teldora, 
  which continues to this day. King Daxio Montvey serves as 
  Master of Law and enforces the rule of the continent and 
  serves as judge on matters relevant to the High Court of 
  Velea.
  Master of Sea
  It is the job of the Master of Sea to overlook the 
  construction, maintenance, and deployment of the Velean 
  navy onto the seas of Noroth. Since the foundation of 
  the High Council, this seat has always been anchored by 
  the leading member of the Aurish Circle of Captains, the 
  elected rulers of the nation, but after the Aurish defection 
  the title as gone to a dwarf from Hilldock; a choice which 
  caused quite a stir among the Stonian nobility. The title 
  is currently helmed by Miss Vauldra Copperhearth of the 
  Copper & Hearth Trading Company.
  Master of Information
  As Master of Information, one is in charge of managing 
  diplomacy with foreign nations and peoples, often keeping 
  threats from becoming acts of violence, and keeping a 
  skirmish from developing into a war. In addition, the 
  Master of Information controls a vast network of spies, 
  infiltrators, and informants. After the Aurish defection, 
  the title was given to a drow elf from Redhook, named 
  Antevrynn Ezarathin. Currently, little is known of him or 
  why exactly he was chosen for this position.
  Master of Development
  The position of overseeing all major construction and 
  renovation within Velea has always been given to the 
  dwarves of Stoneway, and their expert handling of building 
  walls, castles, even cities have never sowed doubt in 
  their abilities as craftsmen. The position is held by the 
  finest artisan of Stoneway, presently the female dwarf, 
  Forgehammer Reyna Toprunn of Underforge.
  Master of Defense
  The Master of Defense oversees the armies and 
  fortifications of Velea, making sure that should an enemy 
  fall on them that they are not defenseless. This position 
  drifted for a while between Teldora and Stoneway but has 
  now settled on being the responsibility of the Stoneway 
  ruler, Emperor Jardur Dawnhammer. Having sat the 
  High Council for over half a century, he has never had 
  to officially change his title, as the Master of Defense is 
  required to do if war should fall upon Velea. Then Master 
  of Defense is changed to be called Master of War.
  
  26
  tales and stories of heroes and explorers. In comparison 
  with the heroes from these factions, Teldora’s presence 
  in history has always been rather dull. Teldora has never 
  had much of a standing army or navy, and as a result has 
  had to rely heavily on diplomacy and the kind natures of its 
  neighbors.
  In an attempt to stay relevant, the Montvey rulers have 
  ordered multiple expeditions to be made into Ethaari. 
  However, they have all failed. As communications with 
  the elven nation was near nonexistent, multiple Teldoran 
  rulers historically took the quiet as a way of ridicule or 
  interpreted it as the silence before a great storm. As 
  a result, Teldora has attempted to assault the Ethaari 
  wilds in a panic at what might happen if they let the elves 
  conspire for much longer. Every time the Teldorans were 
  beaten back behind their own lines, and more respect 
  towards the rulers of the nation was lost. It doesn’t help 
  that the members and leaders of the Peridot Rangers 
  often receive more respect, both at court and among 
  the common folk. Where the commoners should show 
  reverence to their noble rulers, they instead show their 
  open admiration towards the privately-run hunting guild.
  With the exception of the Rainbow Coast, much of 
  Teldora is unexplored wilderness. Massive treks of 
  sprawling fields or forests stretch between the civilized 
  townships, with the city of Delathon being the only major 
  city that does not lie along the eastern coast. There is a 
  simple reason for this, as the Rainbow Coast of Velea is 
  rich with amberite ore and the underwater mines where 
  the mineral is found run deep into the oceans off of the 
  coast.
  The mining, refining, and trading of amberite is 
  one of the major reasons Teldora has managed to stay 
  relevant among the other global powers, despite its other 
  weaknesses. Amberite is a powerful mineral, capable of 
  storing immense amounts of magical energy without being 
  destroyed. By using amberite items and foci, a spellcaster 
  can improve greatly upon their magical abilities, further 
  harnessing the control they have over the Chaos that 
  funnels all magical energy.
  Teldorans also traditionally have a gift for the arcane. 
  Teldora has been recorded as the most magically 
  enriched place in the world, and it has been since the 
  Kingdom of Teldora
  While it is widely recognized that it is the monarch who 
  holds the power, I fear people are growing accustomed 
  to a king who does not act beyond what is expected of 
  him. There is no urgency, no heroics to be found in a man 
  who sits idly on a golden throne, not when heroes and 
  adventurers are a common sight to the lowborn masses.
  We, the nobility, have not accepted that our power is 
  slowly fading away. We, the rightful rulers of this realm, 
  have grown complacent in the castles our ancestors built, 
  all the while the respect they gave our family names has 
  been replaced by apathy and disinterest. We must do 
  something to assert ourselves before we too fade into the 
  history books to be forgotten by those whom we were 
  supposed to govern.
  — Lord Cyric Blackraine, Lord Archivist of the Amberite 
  Archives
  Running along the eastern Rainbow Coast of Velea, the 
  Kingdom of Teldora and its colored history continues 
  to be a uniquely dramatic place to live. Though it prides 
  itself on the long history of its royal houses and the power 
  of the nobility, little actual respect is payed towards the 
  aristocracy from the Teldoran lower classes. Individualism 
  and overcoming great difficulties is at the core of what 
  makes a Teldoran a Teldoran, and while the power still lies 
  with the royal Montvey family and the higher nobility, their 
  power has lessened in the recent decades as private guilds, 
  such as the Peridot Rangers and the Wayfinders, become 
  more and more popular.
  With the presence of the Peridot Rangers hunting guild 
  in Delathon, and the Wayfinder adventuring lodges based 
  out of Lightport, Teldorans have grown up hearing the 
  Amberite
  In the underwater mines off of the Rainbow Coast, a 
  crystal-like mineral can be found deep beneath the 
  surface of the Jade Ocean. To the untrained eye it looks 
  like regular amber, but upon touching its surface the 
  endless hum of dormant, magical energy shows the 
  true potential of the mineral.
  Normal amberite is colored in orange or golden 
  hues, and reassemble normal amber. This is by far the 
  most common kind of amberite, and it can be found 
  decorating many family heirlooms and fancy weaponry. 
  The potency of stored magical energy within the 
  amberite means that the material is extremely easy to 
  work with when enchanting or creating magical items.
  A rarer, more powerful kind of amberite exists in the 
  form of blue amberite. Blue amberite has been mined 
  from the very heart of the amberite vein and is the 
  purest kind of amberite you can find. It is extremely rare 
  and incredibly valuable, and it is rarely found in sizes 
  larger than a palm. It is dark blue, almost black, and if 
  you hold up to you ear, you can hear the hum of the 
  arcane energy within.
  A banquet is the best thing to scower 
  for information. To the untrained 
  eye, it’s a room full of wealthy nobles 
  implying insults at one another, but 
  it’s so much more than that. Wars and 
  marriages are made at these parties. 
  Power thrives near a dance floor.
  
  27
  dominion being over the Amberite Archives, the second 
  largest library in the world.
  Amberton lies on the eastern shore of Velea, with most 
  of the city playing host to a myriad of trading ships and 
  fishing boats. The large river, the King’s Tear, runs through 
  the city from the west, making inland trade both easy and 
  efficient. Several trams and boats make their way along 
  the river, traveling to and from the Stoneway border to the 
  west where they drop off both processed and unprocessed 
  amberite ore that is to be used to make wondrous 
  weaponry in the Stonian Amber Forges, as well as other 
  items of trade.
  Though the city is enormous, finding work is not 
  especially hard. On the shores of Amberton, the amberite 
  mines run deep into the underground, and every day 
  hundreds of divers swim to the bottom of the ocean, 
  looking to mine the precious material that has made 
  the city famous. The mined amberite is then refined in 
  harbor-side smithies before it is stored in warehouses to be 
  traded away for gold and coin. Sometimes, smaller kernels 
  of amberite can be found in the streets, either broken or 
  shattered. If a piece of amberite is damaged, it is often 
  turned into an amberite torch, which is then placed around 
  the city streets to provide light come nightfall. At night, 
  the golden glow of the arcane torches can be seen from 
  miles away, even breaking through thick mists and fog, and 
  guiding ships to safe harbor.
  Age of Conflux. While their military presence is weak in 
  comparison to some of their neighbors, Teldora’s standing 
  force of arcane casters far outweighs any other nation in 
  the world. Their knowledge of the arcane and the planes 
  beyond Noroth is among the most complex in the world. 
  The existence of the Velean Academy in Blue Harbor 
  supports the training of new magic wielders, as well as the 
  studying of matters beyond the known boundaries of the 
  mortal realm.
  Citizens of Teldora also show a greater affinity for 
  learning the magical arts, and some believe it is because of 
  the Teldoran soil itself. Scholars speculate that the ground 
  of Teldora is infused with magical energy, which manifests 
  itself within the bodies of those who live in the country. 
  Others simply accept that the focus of the Teldoran society 
  has always been on the magical arts; something they have 
  been coming close to perfecting in more recent years.
  Amberton
  The shining city that lies at the northernmost point of 
  Teldora before the Rainbow Coast crescents into Lightport, 
  is the capital of the Kingdom and the largest city in the 
  world. It is the seat of the royal Montvey family, as well as 
  several other noble houses, such as the prestigious Carioth 
  family, who have held the title of Masters of Commerce on 
  the High Council since its foundation, and the Blackraines, 
  a house of equal renown, but of lesser power, their 
  
  28
  along the dockside are home to illegal gambling dens and 
  underground fighting rings.
  Though its reputation is rough, common traders and 
  merchants also dock their ships in South Harbor, often 
  paying higher rates to be docked in the most northern parts 
  of the district, as the criminal and violent activity grows 
  more rampant as one descends further south along the 
  harborside. 
  The Ruts
  By far the largest district in the city, the Ruts is also the 
  poorest. Urchins and beggars are everywhere to be seen, 
  and people rarely go there unless they have pertinent 
  business in the district. Most houses are in great disrepair, 
  and the narrow streets makes it increasingly difficult for 
  the Amber Guard to properly patrol the area and fight the 
  crimes happening there.
  It is widely assumed that the Veiled, the Velean thieves’ 
  guild, operate out of the district, finding themselves at 
  home among the forgotten wretches of the city.
  Outer City
  Outside the city walls, the buildings fall further apart from 
  one another and cobbled streets give way to farmland and 
  fields. Multiple orchards and granaries lie outside the city, 
  and the farms that cultivate the outlying land are respected 
  for feeding the citizens of the capital. Living in the outer 
  city is often a better lifestyle than living in the decrepit Ruts 
  or the crime ridden parts of South Harbor, but the fear of 
  sudden attacks from bandits or highwaymen means that 
  many bigger farms tend to employ mercenaries and guards 
  to protect their holds during harvest season. The Amber 
  Guard is rarely posted at these farmsteads, as they are far 
  to spread out for them to properly protect. 
  Things to Do: Amberton
  These are just some of the many things an adventurer can 
  do in the streets of Amberton.
  Charter a Ship. Many ships come in and out of the 
  Amberton harbors every day, going to and from anywhere 
  in the known world. There are the long, lean vessels from 
  Aurenia to the north, as well as larger trading galleons 
  hailing from the Free Cities of Uawei. With enough coin, 
  it would be simple to convince a captain of one of these 
  ships to take on a few extra hands until they reach their 
  destination.
  Clear Out Mines. The underwater nature of the 
  amberite mines means that it is hard to guard them and 
  keep them free of monster activity. Many untapped veins 
  of pure ore is inaccessible because of a monstrous being 
  taking up residence near the area. The mining companies 
  that work the underwater mines are always looking for 
  willing adventurers who will rid the mines of whatever 
  problematic creature has made its home there. The mining 
  companies are in possession of small, enchanted pieces of 
  amberite that can be worn as a necklace, with allows their 
  divers and miners to hold their breath for much longer 
  Amber District
  The richest area of the city is home to the city’s high and 
  mighty, as well as elegant shops and merchants. Many 
  of the nobility have homes and housing in this district 
  in addition to any keep or castle their family might own 
  outside of the city. The members of the Carioth family 
  make their homes in the district, though they do not 
  share an estate, as the many children of Lord Harthur 
  Carioth, the previous Master of Commerce, do not find 
  much common ground with their family members, and are 
  mostly trying to undermine each other as they search for 
  power. 
  The Amber District neighbors the palace grounds where 
  the massive orange and white home of the royal family, the 
  Amber Castle, is located, and the residents of the districts 
  consider their close proximity to the Montvey rulers as a 
  badge of honor. 
  Starsquare District
  Named after the massive square in its center, the 
  Starsquare District has its focus on the worship of the 
  eleven gods of the Nonet Triumphant, as well as the 
  goddess of agriculture, Neyleerah. The square itself is 
  massive with an elaborate nine-pointed star decorating 
  the ground. At each of the nine points is a temple to a 
  member of the Nonet, the main group of gods worshiped in 
  Velea. In its center stands an unnaturally large apple tree, 
  representing the presence of Neyleerah, the goddess and 
  protector of farmers. 
  The district’s focus is on commerce, residency, and 
  worship of the gods, and many people find themselves 
  making a daily trek to the district, be it either to work at 
  one of the many stores or shops in the district, or to pay 
  their respects to one of the members of the Nonet.
  High Harbor
  The northern harbor lies closest to the Amber District 
  and is where the merchants carrying more valuable goods 
  get to dock their ships. All valuable transfers of goods, 
  including unprocessed crates of amberite ore, happens in 
  High Harbor, and the warehouses in the district are under 
  constant watch by the city guard - also known as the Amber 
  Guard - to deter any thieves from stealing the precious 
  goods.
  The ships that get to dock at High Harbor are given their 
  permit to do so by the Master of Commerce, as it is the 
  responsibility of the Master of Commerce to assure the 
  quality of wares both entering and leaving Amberton. 
  South Harbor
  While not as glamourous as High Harbor, South Harbor is 
  a capable district as long as you don’t venture to far from 
  the warehouse areas. The Amber Guard that are stationed 
  in South Harbor are on constant high alert, as break-
  ins and theft is a common occurrence among the large 
  warehouses housed in the district. Smuggling and thieving 
  run amok in the hidden alleys, and the dingy taverns 
  
  29
  students must pay a hefty entrance deposit when first 
  admitted, and then, depending on the number of courses 
  they take over the course of the year, the prices for their 
  semesters vary greatly. Those of common birth can join the 
  Academy as well, but the requirements for them getting in 
  are much harsher than that of the students who come from 
  nobility. While all students are required to be able to read 
  and write common and do basic mathematics, common 
  born have additional criteria they must meet. They must 
  be able to read and write at least two, but preferably more, 
  languages before they are allowed to join. They also have to 
  pay additional fees to live on Academy grounds, and if they 
  can’t afford it, they must find alternative commendations 
  elsewhere in the city.
  1The Arcane Technology department of the Academy 
  are particularly respected, as is their skill and prowess 
  for creating magical items. Called Artech for short, these 
  magical items are treasured and, mostly, functional. 
  However, lately the focus of the Artech scholars has been 
  honed on something called ‘The Automaton Project.’ 
  Unlike the Peridot Rangers and the Wayfinders, who are 
  both privately owned organizations, the Velean Academy 
  is owned by the crown and answers to the rulings of the 
  Teldoran monarch. It is by royal decree that the focus 
  on creating these automatons, these humanoid, metallic 
  creations, has taken up much of the Artech department’s 
  time and resources in the recent years.
  Things to Do: Blue Harbor
  Many things can be done in the arcane capital of the world.
  Attend the Academy. The Velean Academy is praised for 
  its expert educating of those wishing to study the magical 
  arts. They specialize in training spellcasters in the ways of 
  the arcane, but a few casters who draw their powers from 
  other sources, such as the divine or nature itself, have been 
  known to join the Academy as well in hopes of bettering 
  their abilities. The Academy is expensive, however, and 
  than is normal. These will be provided to any adventurers 
  who takes on the task of cleaning out a mine, in addition to 
  compensation for their trouble.
  Rub Elbows with the Nobility. Many of the grander 
  noble families of Teldora, including the royal Montvey 
  family, have their homes in the capital. These noble 
  families are among the most powerful people in the 
  country, and by having the proper connections or 
  reputation, you could score yourself an invitation to a one 
  of the monthly galas that are held in either the Amber 
  Palace, home of the royal family, or in a nearby keep, 
  such as the Carioth’s family castle, Dragon’s Rest, or the 
  Blackraine estate, Blackraine Keep.
  Shop for Magic Items. With amberite being easily 
  available to the higher standing citizens of Amberton, there 
  are a few shops who have specialized in enchanting and 
  crafting magical items. Pirelli’s Mystic Arcanum in the 
  Amber District is the only well-known store to exist in the 
  Amberton area, and the owner, Perelli Tissaun, is known 
  for running any competition he encounters out of the city. 
  There is an alternative for those who are willing to come 
  into contact with more gritty folks, as Mama M’s Bakery 
  in the Ruts can supply you with what you need, for a price. 
  Mama M works very closely with the Veiled, and you’ll need 
  to get approval from the guild before she’ll let you look over 
  her wares.
  Blue Harbor
  Near the entrance of the Indigo Cove, lies the colorful city 
  of Blue Harbor, also known as the magic capital of the 
  world. Nowhere else is the arcane as integral to a city’s 
  structure as it is in Blue Harbor, and nowhere is the topic 
  as well studied.
  The streets are rich with color and energy as vibrant 
  displays of magic are a common sight on the city streets. 
  Many street performers have picked up minor tricks of 
  magic that they use to put on entertaining displays of 
  colorful lights and similar arcane mischief.
  Not much poverty exists in Blue Harbor, and most of the 
  citizens find work either at or around the Academy. The 
  harbor is also alive with activity as travelers from all over 
  the world make visits to the city, wanting to bask in the 
  arcane light of the enchanting town visage.
  Velean Academy
  People from all over the world travel to Blue Harbor to 
  attend the prestigious Velean Academy. While it is not the 
  only one of its kind - the Pertus University in Aurenia has 
  a respectable reputation as well - the Velean Academy is 
  known to be the very best one can offer those seeking to be 
  taught the arts of magic. Mostly, people join the Academy 
  wanting to study a specific school or type of magic, 
  but others join with the intention of finding answers to 
  forgotten questions or search for hidden spells and powers 
  in ancient spellbooks, hidden in the dark libraries of the 
  Academy.
  Joining the Academy is not particularly hard if you have 
  the right connections, as those born to noble, Teldoran 
  houses have a much easier time getting into the Academy 
  than those who are members of the foreign nobility. All 
  Arcania Wood
  When leaving Blue Harbor, travelers and wanderers are 
  advised to keep to the roads while traveling through the 
  Arcania Wood. Most who are foreign to the area believe 
  it is just the locals fearing that a newcomer would 
  become lost in the strange forest, but there is a more 
  serious reason for the local warnings.
  The Arcania Wood is known to be very closely tied to 
  Evalon, home to the Faerie Courts and the mischievous 
  fey creatures who inhabit them. Many sights of strange, 
  flickering lights between the trees have been reported, 
  as has the beautiful songs and beckoning of lulling 
  voices, asking travelers to step off the road and join 
  them in the dark forest.
  No one goes there without a guide, at least not if 
  they have any hopes of leaving the forest again. Even 
  with a guide, it is not uncommon that a group who 
  entered the forest will leave it a few members light, as 
  their companions were seemingly swallowed by the 
  woods behind them.
  
  30
  Delathon
  At the opening to the Dragon’s Maw Valley, nestled where 
  the northern mountain range, called Candor’s Quill, and 
  the southern range, the Jawline, join together, lies a white 
  walled, beautiful city. It is also known as the Shimmering 
  Crown, as the white rock that the city is built from 
  combined with the brass, copper, and occasional amberite 
  rooftops makes the settlement shine like a beacon, making 
  it visible from several miles away.
  The city is founded and governed by the Adney family, 
  the Lord or Lady of which carries the title of Protector 
  of the Valley. Though Delathon and its charges are under 
  rule of the Teldoran nobility and the royal Montvey family, 
  the seclusion and harsh life of the valley means that 
  most people native to Dragon’s Maw consider themselves 
  separate from the rest of Teldora. The Adney family does 
  not fight this feeling, actively embracing the solitary life in 
  the valley.
  The Adney family have ruled the city since its 
  foundation, remaining vigilant and loyal to the valley’s 
  people throughout their governance of Delathon and its 
  nearby villages. After the Clash of Dragons, when a great 
  red dragon named Cyrgath engulfed the city in flames, 
  the surviving members of the Adney family saw the need 
  to seek protection against such monstrous enemies. By 
  giving support to a group of travelers who had become 
  just attending one semester can cost up to thousands of 
  gold pieces, depending on the types of classes you want to 
  take. There are also courses in the Academy that teach the 
  history and lore of the gods or planes, as well as the nature 
  of magic itself. However, learning how to control and use 
  magic has always been the prime directive of the Academy.
  Explore the Enchanted Forest. The Arcania Wood to 
  the west of Blue Harbor is well known to be filled with 
  mysticism and wonder. It is common knowledge that 
  multiple leeways and gateways leading to Evalon, the home 
  of the fey, exist within the forest. Exploring the woods 
  without a guide is dangerous, as you could walk beneath a 
  fallen tree and suddenly find yourself in a sparkling purple 
  meadow, with no way to go back to the mortal world.
  Get Information. If you are seeking knowledge of the 
  planes or of a specific school of magic, Blue Harbor is the 
  place to get it. When it comes to arcane history, no one 
  knows more about it than the professors and scholars of 
  the Velean Academy.
  Supply Students with Corpses. Many mystical creatures 
  exist in Velea and their bodies sometimes carry exceptional 
  qualities in need of further study. The Academy is often 
  in need of corpses, and occasionally live examples, of 
  monsters and other creatures, and those willing to hunt 
  down powerful creatures for the Academy’s experiments 
  are sure to receive fine compensation for their service.
  
  31
  Palace Quarter
  The city of Delathon itself reaches up along the side of a 
  mountain, its highest point being the Adney family castle, 
  Ashgate. The area immediately around the massive castle 
  is the Palace Quarter. This is where the nobility have their 
  meetings, and those in close service to the Adney family 
  reside. This includes the Royal Ashguards, the specially 
  trained men and women who have sworn to defend the 
  Adney family with their lives.
  Visiting nobles who come to see the Adney family stay in 
  Ashgate as well. It is also in the Palace Quarter that noble 
  feasts and gatherings take place.
  Royal Quarter
  The Royal Quarter is substantially bigger than the Palace 
  Quarter, and houses the richer citizens of the city, as well 
  as the main barracks for the Ashguard. The Ashguard are 
  unlike other Teldoran guards, who are employed by and 
  sworn to defend the crown. The Ashguard are all residents 
  of the Dragon’s Maw Valley and loyal first to the Adney 
  family and their charges. The Adneys have held the loyalty 
  of the valley peoples for generations, and most of the valley 
  residents are unlike to swear fealty to a regent they have 
  never seen.
  The Montvey family has allowed the Adneys to employ 
  their own guards, a unique decision that no other Teldoran 
  noble has been allowed to do. Having a city’s guard loyal 
  to a Lord over their regent could be considered treason 
  by some, but the Adneys have always been loyal to the 
  Teldoran monarch. The Dragon’s Maw Valley is also the 
  largest fief in the Kingdom ruled by a singular Lord or 
  Lady, and is given special privileges as a result.
  Market Quarter
  Largest among the quarters is the Market Quarter. 
  The city’s stores and temples are mostly placed in this 
  quarter, as is the Peridot Ranger guildhall, as well as 
  the accompanying stables, warehouses, and workshops 
  connected to the guild.
  The Sunfire Temple to Sarno, the god of rebirth and 
  renewal, also lies in this quarter. With the exception of the 
  Hearthhome Temple in Lightport, the Sunfire Temple is the 
  largest known temple to have been built to Sarno. Sarno 
  is by far the most worshiped god in and around Delathon. 
  His preaching of remaking oneself and letting go of past 
  mistakes resonates with a lot of those making their living 
  in Delathon, where the idea of hunting with the Peridot 
  Rangers and remaking yourself in the light of adventure is 
  a prospect chased by many.
  infamous throughout the valley for their hunting and 
  killing of dangerous creatures, a grand hunting guild was 
  constructed in the heart of Delathon. Named after the 
  adventurers who helped found it, the Peridot Rangers was 
  then created.
  Though the guild is a private organization, its ties to the 
  Adney family has never been ignored. It is known that the 
  guild and the hunters employed there would never have 
  existed had it not been for the support from the Adneys. 
  The Adneys are subject to great admiration in the valley, 
  and their rule is greatly respected by the valley’s citizens.
  Despite this admiration, the Adneys are not known to be 
  gentle rulers. They govern the valley by a strict code, which 
  shows in the way the city itself is presented. Delathon is 
  a surprisingly clean city and is the city in Teldora which 
  has the lowest rate of crime as any crime or vandalism 
  discovered within the city is immediately struck down. 
  Punishments may vary in severity but are much harsher 
  if the incident in question took place within the city walls 
  themselves, instead of in the much poorer Stacks outside 
  of Delathon.
  The city is also a common place of trade and business. 
  It is the only major city lying along the river, the King’s 
  Tear, which runs from the dwarven empire, Stoneway, all 
  the way to the Teldoran capital, Amberton, on the Rainbow 
  Coast. The river itself runs beside the city, giving space to 
  minor dockside life along the King’s Tear shore.
  Delathon has four major districts, referred to as 
  Quarters. Three of these lies protected behind the city 
  walls, these being the Palace Quarter, the Royal Quarter, 
  and the Market Quarter. The final district refers to the 
  tightly placed buildings outside the city defenses, a large 
  area referred to as the Stacks.
  The Peridot Rangers
  The Peridot Rangers is the largest hunting guild in the 
  world. Though its main seat and main guildhall sits in 
  Delathon, the guild has multiple other chapters placed 
  around the world. This includes having sister guilds in 
  Lightport in the northern part of Velea, in Dunin in the 
  Free Cities of Uawei, and the Aurish capital, Serranheim.
  There are multiple ranks within the guild, going 
  through Novice, Apprentice, Warden, Master, and 
  Grandmaster. Novices are new members to the guild, 
  and most people are only Novices for a few months 
  before advancing to Apprentice rank. Members stay 
  in this rank longer, as one of the requirements for 
  becoming a Warden is being a member of the guild for 
  at least one year. Most members never reach a higher 
  rank than Warden, as becoming a Master involves 
  responsibilities unwanted by many, as the Masters 
  run and maintain the guild, answering only to the 
  Grandmaster. There can only ever be one Grandmaster, 
  and it is the responsibility of the Grandmaster to lead 
  the guild in times of trouble, as well as represent the 
  guild and its interests on the High Council of Velea.
  It’s impressive how illusive they have been about 
  their recent developments, especially concerning the 
  Automaton Project. Hardly any information can 
  be found on it. Frustrating as it is, it means they 
  aren’t looking for new information regarding the 
  Naleeran heir. She’s safe for now.  
  
  32
  in the mountains, and that powerful, magical scourges hide 
  themselves in the shadows of the valley’s wilderness.
  Find Work with the Guild. The guild is always looking 
  for members, and it can pay well if you prove capable. 
  Hunters, trackers, and brave warriors are known to seek 
  the guild out specifically, but others join them as well. 
  Spellcasters, enchanters, and craftsmen also join the 
  adventuring groups going into the valley, as the creatures 
  slain on the given contracts can offer great loot to those 
  who know how to properly work it.
  Study Monsters. If a specific monster, creature, or being 
  has influence over you, there is nowhere better to study its 
  nature than in Delathon among the Masters of the Peridot 
  Rangers. Though the Masters are not known for sharing 
  information with just anyone, there are many ways to gain 
  their good graces. Having a good relationship with the 
  guild by completing contracts is one way to accomplish 
  this. Another could be to do favors for the ruling Adney 
  family, as their relationship with the guild and its powerful 
  members can open doors that would otherwise be closed.
  Less people actually live in the Market Quarter, as its 
  main focus is business and trade. The main market square 
  is massive, and the eastern most part of the quarter is a 
  tightly knitted gathering of warehouses, most of them filled 
  with processed furs, various kinds of treated wood, armors, 
  ore, and cured meats.
  The Stacks
  To outsiders of the valley, the Stacks have gotten the 
  reputation of being the “slums” of the city, as the tall 
  buildings sometimes lie so close together that they 
  lean into each other, blocking out the sky and creating 
  tunnels between the buildings. The Stacks are not very 
  well protected, unlike the other quarters that all have 
  high, white walls protecting them from outside dangers. 
  However, the Stacks is where most of Delathon’s citizens 
  make their home.
  Those who work in the city often reside outside its walls, 
  as the price for living inside the city is very expensive and 
  therefore exclusive to a very small group of people. The 
  Stacks’s colored reputation is not totally unwarranted 
  however, as the dark streets and alleyways make it prime 
  for criminal activities. Though the Veiled are not known 
  to have much of a presence in Delathon, they are not 
  unknown to the local populace, and most people familiar 
  with the area stay out of their affairs, sparse though they 
  may be.
  Things to Do: Delathon
  The mountainside city has its fair share of possibilities for 
  adventuring.
  Explore the Valley. The Dragon’s Maw Valley is home 
  to all manner of monsters and creatures. Many have tried 
  settling in the valley and fallen victim to its dangers, leaving 
  behind skeletons of old, rotten villages and forgotten 
  temples. Rumors say that cultists to the great dragons live 
  Coins of Velea
  Before the Unification, the various countries of the 
  world had their own coins and currencies, but since the 
  lands of Velea joined forces many hundreds of years 
  ago, the different types of coins melded together into a 
  unified currency.
  The old coins can still be found, but they are hardly 
  ever used and are no longer minted. In common 
  speech, the current coins are simply called copper, 
  silver, and gold, as it is a universally easy way for the 
  different countries to understand the value of the 
  different coins.
  Depending on where the coin is minted, the design 
  of them will be different. Stonian coins, made in 
  Stoneway, the realm of the dwarves, are decorated with 
  runic scripture or symbols. Coins from Teldora have the 
  face of a historical monarch on its face, and Lightport 
  has various symbols of the different known gods. What 
  is universal among all these coins is that one side 
  always has a star with nine points, the symbol for the 
  Nonet Triumphant, the group of gods most worshiped 
  in Velea.
  
  33
  to Velea. Here they found both a home and power by ruling 
  over Redhook with a tough hand. However, this toughness 
  is only in the face of obvious crime, and the insidious 
  underground operations of the city is largely ignored. As 
  long as the crime is quiet, the Osmeri are willing to turn a 
  blind eye.
  Things to Do: Redhook
  Danger runs abundant in the streets of this crime ridden 
  city.
  Assist in Smuggling. The harbors of Redhook are 
  often referred to as Dead Man’s Waters. Many problems 
  and identities have disappeared in the shallow harbors, 
  and illicit business thrives near the docks. If you are in 
  possession of goods with a less than clean record, the 
  Redhook harbors is the best place for you to get rid of it. It 
  works the other way around as well, with Redhook offering 
  a variety of under the table deals, not available anywhere 
  else in Teldora.
  Escape. The crews found in Redhook are fast, discreet, 
  and don’t ask many questions. If rumors or reputation 
  has caught up to you, finding an exit in Redhook is not 
  an unheard endeavor. A common Teldoran phrase is to 
  say that no one leaves Redhook, for the city has its way of 
  changing you. Some change their identity willingly, some 
  are changed by vile sights or conflicts, and yet again others 
  simply vanish.
  Seek Out the Veiled. If you are looking for work with 
  a thieves’ guild, the Veiled is the common choice for most 
  residents of Teldora. Their reputation is outstanding, 
  for a thieves’ guild, and they are often made to be the 
  boogeyman in tales and stories. Though the heart of their 
  operation is in Redhook, their influence reaches all over 
  Velea, and is even known to have bled into the wild woods 
  of Ethaari.
  Redhook
  Among all the cities of Teldora, and also of Velea, Redhook 
  is the one with the most notorious reputation. It is known 
  for being a well of criminal activity, as well as the main seat 
  of power for the Velean thieves’ guild, the Veiled.
  Many operations and coups have been birthed in 
  Redhook, and the reputation of people entering the city and 
  never leaving makes the city stand out from its neighbors. 
  Little respect is paid to authority, and the guards who 
  patrol the city have a hard time keeping certain areas 
  of the place under control. The two noble families who 
  govern the city, the Sarotolva and Osmeri families, have 
  been known to be heavily involved with the Veiled and 
  their business. Though they are supposed to rule over the 
  city, the two families seem keener on making money off of 
  the illicit business happening in the city’s underbelly than 
  governing Redhook as per the interest of the monarch they 
  are supposed to be loyal to.
  The Sarotolvas have an old bloodline, but they are still 
  among the newer nobility. They are the only noble family to 
  be considered full blooded Zirani, and this plays into how 
  disliked they are by their fellow nobles, as the Zirani have a 
  reputation for ill-doing and petty theft. The Sarotolvas have 
  ruled over the countryside lying around Redhook along the 
  peninsula where the city lies, called the Bloody Hook.
  The Osmeri are likewise disliked by their peers. Like 
  many residents of Redhook, they can trace parts of their 
  lineage to the Uaweinian countries on the continent to the 
  east of Velea. The Velean nobles have old histories, and 
  do not care much for having someone of “lesser blood” 
  be elevated to their social standing. The Osmeri were 
  a Laynarian noble family who fell into disgrace a few 
  centuries after the War of Separation, before fleeing west 
  
  34
  Ethaari woods and fields to be intrinsically connected 
  to the courts of Evalon. As a result, any outside force 
  who attempt to encroach on their territory is met with 
  immediate, brutal, and often bloody retaliation.
  The only other people the elves have any real relation to 
  are the gnomes of Tinkervale. Gnomes, like elves, have a 
  connection to the powers of Evalon. As a result, elves are 
  more open to negotiating with the gnomish people, as well 
  as engaging in trade and collaborative efforts in invention 
  and historical investigation.
  Erashin
  The Emerald Grove is known in song and verse as one of 
  the most beautiful places in the world. Flowers, groves, 
  and natural springs are all part of the design of the city, and 
  the tall, defensive walls are lit with ancient, elvish runes 
  that glow with protective energies.
  Unfortunately, most people will never see this beautiful 
  place, and the only way to experience it is through artistic 
  renditions on canvas or by verses. Non-elves are prohibited 
  within the city, with half-elves only barely being allowed 
  to walk the streets of Erashin. The few times a human 
  expedition, or just a party with a non-elf in the group, have 
  made it to the city, they have always been turned away. 
  If the travelers became insistent on entering the city, the 
  guards of Erashin would respond with violent and often 
  lethal force.
  The city itself is governed by an elected council of 
  patriarchs and matriarch of the various high elf families 
  who live in the city. Each major household chooses one 
  representative to speak for them on the council, where they 
  make decisions based on what would be best for the family.
  Things to Do: Erashin
  Should you make your way into the city, there are plenty of 
  sights for you to take in.
  Explore Beauty and Art. Erashin is known for its 
  beautiful renditions of the dreamlike Evalon landscapes, 
  and the plays and stories that come out of the elven city are 
  among the greatest in the world. If you are able to get into 
  the city, seeing the beautiful spaces that has inspired so 
  much wonderful art should be a high priority.
  Go Gatehopping. Rumors exist of secret gates and 
  doorways hidden away in the various parks of the Emerald 
  Grove. The city’s strong connection to Evalon and the 
  faerie courts that reside there means that occasionally 
  emissaries from the otherworldly plane will enter into 
  Erashin. Sometimes the gate doesn’t close fully, leaving 
  open small passages leading into the heart of the 
  glamorous courts of Evalon.
  Ethaari Wilds
  People like asking me what it was like growing up in the 
  magical land of the elves. But if you hadn’t noticed, my ears 
  are a bit too short to be considered properly elven. Though 
  they are a novelty out here, outside the oh-so-enchanted 
  forests of Ethaari and I’ve received multiple compliments 
  for them, that is not as much the case in the Tarkhin 
  woodlands. There, the stubbiness of your ears is enough 
  of a reason to be considered barely two steps above living 
  filth.
  — Kyre Osprey, half-elf archivist
  Unlike the other nations in Velea, Ethaari’s geography and 
  history is not well known to the common person. This is 
  not because of a lack of trying, as the High Council has 
  been offering Ethaari a place on the council since the 
  council was founded. Each time the elven people of the 
  Ethaari wilds has refused the offer.
  The country itself is a wild mess of thick forests and 
  wide, open fields. These are protected by the elven 
  citizens, who pride themselves on being the guardians 
  of the Ethaari wilderness. As a result, very little actual 
  construction has taken place and there only exists one 
  proper city, the elven capital called Erashin, meaning the 
  Emerald Grove in common. Other settlements exist, of 
  course, but they vary greatly in size and none of them grow 
  any bigger than a few hundred members.
  The elves of Ethaari have taken on the characteristics 
  of the nature they have sworn to protect. There are elves 
  who are born to guard the seas and waters, whereas others 
  live to protect the forests and fields. An exception is those 
  born and raised in the capital, Erashin, something only few 
  can boast of. Those who make their home in Erashin are 
  also called faeblooded, as these are the elves who have the 
  purest connected to the eladrin elves of the Evalon faerie 
  courts.
  Other elves have to experience this faerie connection in 
  other ways. Where the high elves of Erashin can tap into 
  their more potent faerie blood, other elves embrace the 
  natural powers around them, hoping to encounter forces 
  who find their home among the many otherworldly courts 
  of the Evalon fey creatures. This sworn connection means 
  elves take great pride in their people and their homes. 
  Elves name themselves after the settlement they were born 
  in, ending it with either the word ‘Lievrahn’, the elvish word 
  for settled tribe, or ‘Sorahn’, the elvish word for nomadic 
  tribe. An example of an elven name could be ‘Aranee an 
  Tinauni Lievrahn,’ meaning Aranee of the settled Tinauni 
  tribe.
  The elves of Erashin are an exception to this rule. 
  They keep the family names passed down to them for 
  generations, as this is proof of their connection to the 
  faeries of Evalon who exist beyond the material plane.
  It is the high elves who technically govern the nation, 
  but the different elven peoples do not have many reasons 
  to contact one another. One exception is during times of 
  war, as the elves are fiercely protective of their borders and 
  will defend them to the death. They see this as an obvious 
  reaction to threats against their lands, as they believe the 
  Scorching heat and sand is fine. 
  Mountains and snow is also fine. 
  Elves with bows hiding behind 
  seemingly every single tree with 
  nothing but murder and maiming 
  on the agenda? Not fine.
  
  35
  gnomes of Rockvale sought below ground instead, 
  making underground settlements that carve deep into the 
  mountain rock.
  Running through all of Tinkervale is a large river called 
  the Trickster’s Road, and it has multiple purposes. Firstly, it 
  is the twists and turns of the river that make up the borders 
  of the different sections of Tinkervale, and it is also the 
  river that makes it possible for the citizens of the different 
  areas to visit one another and exchange pleasantries. The 
  river is tended and tamed by the gnomes of Riverslope, 
  a lineage of brave gnomes who spend more of their lives 
  on the deck of a riverboat than on the solid ground. The 
  gnomes of Riverslope run the Barges, a series of specially 
  constructed rafts and boats sailing all over Tinkervale, 
  transporting people up and down the Trickster’s Road. 
  Tucker’s Fork
  There is only one proper city in Tinkervale. Lying where 
  the Trickster’s Road joins the Hopper Creek is Tucker’s 
  Fork, named after Tucker Trickervale, the only gnomish 
  god who is still being worshiped. The gnomes lost much 
  of their culture after the War of Separation, and Tucker is 
  the only god from their pantheon who has maintained his 
  popularity.
  Tucker’s Fork is a marvelous mess. The city is a wild 
  mix of tall, crooked buildings leaning against one another 
  like rickety scaffolding, but somehow never falling, and 
  several wooden platforms tied together to float on the calm 
  streams of the Trickster’s Road. Many gnomes live and 
  work in Tucker’s Fork, it being the place in Tinkervale with 
  the best workshops and workstations. Several mills are 
  built along the river’s shore, turning out energy day and 
  night, and assisting the resident gnomes in the creation of 
  various inventions.
  The city is also one of the only places in Velea that deals 
  consistently with black powder. There is little use for the 
  stuff in other regions of the world, outside of mining, but 
  the gnomes of Tucker’s Fork use it for all manner of things. 
  Explosives for mining in Rockvale, experimental firearms 
  and ammunition for them, and also their pride and joy; 
  fireworks.
  At night, Tucker’s Fork can be seen from miles away, as 
  the flat landscape of Tinkervale offers a great view of the 
  exploding lights appearing over the city, cascading sparks 
  of light down over the waters of the river.
  Things to Do: Tucker’s Fork
  The city is always alive and willing to offer chances of 
  merriment.
  Party. There are many taverns and inns in Tucker’s Fork, 
  each one offering their own signature house ale or wine. 
  Rumors have it some of the drinks are even spiked with 
  a tiny bit of black powder, making the liquor burn even 
  deeper than usual.
  Peruse Strange Inventions. Experiments are conducted 
  daily in Tucker’s Fork. Some of them are even successful. 
  Some are not. And some of them almost work, but not 
  quite. With a critical eye and some patience, you may be 
  able to find treasure amongst the discarded junk found in 
  the various stores of Tucker’s Fork.
  Tinkervale
  Never trust a fellow from Rockvale! He’ll trick you and then 
  his mother, no doubt about it. Same goes for those damned 
  fools of the Little Glades. And don’t even get me started 
  on the cretins who live near Riverslope. No, Sunvale, my 
  friend. That’s the only place where gnomes use effort when 
  it comes to their craft.
  — Kannen Sunvale, village elder
  Nestled between the Jawline mountains to the north and 
  the jagged peaks of Rakhaia’s Line to the south lies a small, 
  but safe little country made up of peaceful woodlands and 
  calm, bending streams. The valley, which has been given 
  the name of Tinkervale by its citizens, is an area always 
  bustling with activity. The gnomes who reside there are 
  known for their hard and pristine work ethics, and hardly 
  a day goes by where the sound of clamoring can’t be heard 
  echo through the valley.
  Tinkervale is split into four sections, each governed by 
  the family whom the section is named after. The largest is 
  Sunvale, named after the family whose descendants have 
  looked after the area for generations. The area is sparsely 
  wooded, and more plains than forest, but that doesn’t stop 
  the gnomes living there from being inventive when it comes 
  to building their settlements. They grow and cultivate 
  great oak trees, treating their growth with enhanced 
  fertilizer which makes the trees sprout into giants. There, 
  the gnomes of Sunvale make their homes, in elevated tree 
  houses hidden in the crowns of great trees.
  The second largest area is known as the Little 
  Glades, and it is run by multiple gnomish families. The 
  Starglades, Flowerglades, Hollowglades, and many other 
  small families have joined together to watch over the 
  thick woods of the Little Glades. It is the only area in 
  Tinkervale that can be described as being dangerous and 
  it is mostly avoided by the neighboring gnomes as a result. 
  The gnomes who live in the Little Glades have grown up 
  around the area and know how to treat it with the respect 
  it deserves. The danger found in the Glades is not truly 
  dangerous, unless you decide to act foolishly.
  Rockvale is, as the name would suggest, more rocky 
  than the other sections. The area is infested with cliffs 
  and sharp stones sprouting from the earth. Finding 
  little cover from surrounding woods and forests, the 
  Dragons are nasty business. Real nasty. I’ve 
  seen a few doing my travels, but I’ve only ever 
  dealt with one. Big brass bastard. You know how 
  people make the metallic dragons out to be the 
  good guys? It seems no one has bothered to tell 
  them that, because our band was a few people 
  light after we left this thing’s presence.
  
  36
  uneasy, and an intense fear of the gods and their divine 
  power meant that a hateful mindset had fallen over 
  Teldora.
  So Dameon decided to do something. He traveled to the 
  easternmost point of his lands, where the sun would first 
  touch his shores, and there he built a grand temple to his 
  god. He proclaimed that the horrid gods may be dead, but 
  as was the strife that they had caused. Now, the faith could 
  be reborn under the laws of Nonet Triumphant. Seeing 
  the positive response to the religious neutrality found in 
  the newly named city of Lightport, the Teldoran monarch 
  decided to let Dameon’s project go unhindered, freeing 
  him and his followers to expand on Lightport’s influence. 
  This continued with the generations that came after 
  Dameon, and within a century Lightport had grown to be 
  the third-largest city on the continent, after Amberton and 
  Underforge. People flocked to the lands, finding security 
  in the assurance that they would not be judged for their 
  religious beliefs, as long as they abided by the laws of 
  the land. Worship of the Exiled Sept was still forbidden, 
  however, and the remaining followers of those gods mostly 
  disappeared after the War of Separation.
  In Lightport, one can find a temple to nearly every 
  known god found in the Three Continents, with the center 
  square, the Plaza of the Nine Paths, having a major temple 
  Lightport Commonwealth
  As is the word of our Gods above, as is the word of your 
  founders. Now they shall be spoken again, as these oaths 
  are taken in view of our sacred home.
  These are our holy warriors, and they serve to give 
  themselves to the city. They were our children, now to be 
  forged to steel in the bloody furnaces of battle. No plague 
  shall touch their breath. No disease shall brand their skin.
  They are the force the wicked will fear. They are the 
  defenders of our city. They are our Hallowed Citadel. They 
  shall know no fear, for their souls have claimed a seat 
  in the eternal halls that exist beyond the borders of our 
  mortal world, to forever protect us from unholy threats.
  — Vow of the Hallowed Citadel, as recited at their joining
  The nature of Lightport’s foundation is a fascinating tale. 
  Before the War of Separation, the northern part of the 
  Velean continent was governed by the Wordian family. The 
  Wordians were a noble line with strong ties to the Naleeran 
  bloodline, the Naleerans being the royal family before the 
  Montveys and acting regents of Teldora during the War 
  of Separation. At the time of this war, the Wordians were 
  a massive powerhouse in comparison with other equally 
  influential families in the Kingdom of Teldora, but the 
  war had its toll on the house. Many prominent Wordians 
  traveled to Uawei to fight. Only few returned, and those 
  that did were forever changed from their experiences there.
  Young Dameon ‘the Dear’ Wordian was one of those 
  who returned home after the war was over. He was a 
  strong, young man, and a sworn defender to Sarno, the 
  god of rebirth and renewal. After the War of Separation, 
  Dameon struggled with his faith, finding it hard to accept 
  the discourse that was tearing the people of the world 
  apart. The loss of seven major gods made the people 
  People are always so surprised when they hear how 
  many thieves and criminals reside within the holiest 
  city in the world. They forget that Vail, our lord of 
  thieving and stealing, is a god like any other. He has 
  a temple too. And he has followers as well. They do 
  his bidding, regardless of law or location.
  
  37
  Anra
  The homestead of the tiefling people was constructed 
  many years before the War of Separation caused the 
  dislike of the race to flare into hatred. Many tieflings were 
  worshipers of the Exiled Sept and tiefling society was 
  much more prominent in Fennkaz than it was on any of 
  the other continents. As a result, this - their close ties to 
  forbidden gods and the alien nature of their origin - was 
  enough of a reason to seek away from the public eye. 
  Tieflings generally don’t leave their protected city, knowing 
  that in doing so they are subjecting themselves to the 
  dangers of an outside world that despises them just for 
  how they look and act.
  The city is built inside the massive Mount Orobas, a 
  grand peak believed to be directly connected to the Hellish 
  Court, Equinox, where the servants and slaves of the Hells 
  reside. The city is sturdily constructed in multiple lairs, 
  though it lacks the proper maintenance that is found in the 
  neighboring nation of Stoneway. As a result, collapses are a 
  common occurrence within the mountain, and injuries and 
  even deaths as a result of this is an unfortunate common 
  occurrence within Anra. Some of the buildings are carved 
  into the rocky walls of the mountain. These are among 
  the oldest construction in the city and are believed to 
  have been built by the dwarves, which is why they are still 
  standing and are considered the least likely to collapse. 
  The buildings that break down are mostly the more 
  modern buildings that are not as well constructed.
  Anra is ruled by a cabal of powerful elected members of 
  the tiefling community called the Inferni Council of Elders. 
  These Elders make decisions regarding the construction 
  and repair of the city’s defenses, as well as the training 
  of soldiers and artisans, and allocation of resources 
  among the people. The city itself is known to be heavily 
  involved with criminal activity, though the reason for this 
  is not as sinister as many believe. The Veiled have many 
  connections within the city, as the lack of proper trade 
  between the city and its neighbors makes the involvement 
  of less-than-amiable sources a necessary evil for Anra to 
  survive. The nearby nations of Stoneway have historically 
  been unwilling to step into business relations with the 
  city, and Lightport, the seat supposed to govern over Anra, 
  watches them with a suspicious eye. Though they supply 
  the city with its basic needs, any luxurious wares, such 
  as spices and proper tools, are rare and must be gotten 
  through more dubious means.
  The city is home to two different kinds of tieflings; those 
  finding their ancestry with the infernal devils of the Hellish 
  Courts below and others instead tracing their lineage to the 
  demons residing in the Abyssal Reaches beyond the known 
  underbelly of the multiverse. The infernal tieflings are 
  most common in the city, and it is mostly them who have 
  final say on political and governing issues. The abyssal 
  tieflings are less likely to be found in positions of political 
  power. The demon blood flowing in their veins tends to give 
  them short tempers, making them ill-suited as community 
  leaders.
  Instead, they make great warriors, unafraid to stand 
  up for themselves and others, and for this they are highly 
  respected.
  to each member of the Nonet Triumphant. As the city grew 
  in power, it was eventually removed from the Kingdom of 
  Teldora and made into its own nation, specifically named 
  the Lightport Commonwealth. The city itself, as well as 
  the surrounding lands, are still governed by the Wordian 
  family who have remained in power ever since the city’s 
  foundation.
  Though the nation is technically without an official army, 
  it is not defenseless. The Hallowed Citadel, a large group 
  of devout clerics and paladins sworn to their gods first and 
  to Lightport second, protect Lightport and its lands. They 
  patrol the streets of Lightport, protect the nearby villages, 
  and aim to strike down any threat that might loom near 
  their holy city. As a rule, the Hallowed Citadel act with 
  violence only when they have to and death is to be avoided 
  if possible. However, the practice of necromancy when 
  concerning the creation of the undead is forbidden. That, 
  along with the communion with devils and demons, are the 
  only offenses warrant of a death sentence.
  Lightport’s intense focus on the battle against undead 
  is not unwarranted. To the east of the city lies the Crying 
  Isles, a number of islands infamous for the ghouls and 
  specters that roam them. The fort, the Frint, placed on 
  the largest island, is useful for members of the Hallowed 
  Citadel to hole up in while they investigate the islands. The 
  focus on fiends is likewise necessary, as the tiefling city, 
  Anra, lies to the west of Lightport, well within its lands.
  
  38
  The Frint
  Unlike the other cityscapes of the continent, the old 
  fort called the Frint was built as a fortress to defend 
  against attacks from an unknown enemy. Its style is 
  unique for a Velean construction, as it carries many of the 
  characteristics of Aurish architecture. The name, Frint, 
  can be traced to the Aurish word for ‘friend’ or ‘ally’. The 
  fort is assumed to have been built and inhabited by Aurish 
  settlers many centuries ago, but when the castle grounds 
  were discovered they were abandoned and no logs of 
  travelers or settlers could be found. The name is the only 
  thing that has survived through whispers heard by the 
  inhabitants of the island.
  The Frint is the only major construction in the area 
  of the Crying Isles, a group of four islands lying largely 
  abandoned to the east of Lightport. When scouts from 
  Lightport arrived at the largest island where the Frint 
  is located, they found it uninhabited by anything living, 
  but completely crawling with the spirits and specters of 
  undead entities. Over time, minor communication has been 
  conducted with the spirits on the island, and it was from 
  In more recent years, Anra has shut itself off from its 
  neighbors. After the appearance of the Hellgate and the 
  demonic spawn that emerged from it, the city has been 
  silent and unresponsive. As of now, it is unknown if the 
  Hellgate was a twisted attack constructed by the tieflings of 
  Anra as a response to the ill treatment they have received 
  throughout the years, or if their voluntary isolation was a 
  defensive decision, shielding themselves from the blame 
  they knew would be pointed their way.
  Things to Do: Anra
  Though entrance to the city is limited, there is still 
  information to be found within Mount Orobas.
  Experience Tiefling Society. The tiefling society of Velea 
  is a great minority, and one that is subjected to both hate 
  and violence, but it can be fascinating to explore. Tieflings 
  have endured the hatred of their fellows for centuries and 
  have remained non-violent throughout. The logical reason 
  for this would be that entering into any sort of violent 
  interaction with another race would mean the immediate 
  extinction of their own people and culture. Tieflings are 
  a rare sight in the Three Continents, and though Velea 
  sees more tieflings than both Keefe and Uawei, they are 
  an uncommon sight. To experience and connect with 
  this people, so detested by everyone, could give unique 
  opportunities for adventuring. There is also the case of 
  tieflings having an impressive account of the history of the 
  Planes Below and their expertise and knowledge within 
  this area is undisputed.
  DM Notes: Shadowmists
  There are places in Noroth where the boundary 
  between the world of the living and the world of the 
  dead become eerily thin. This Veil can occasionally 
  rupture, letting through beings that have no natural 
  reason to exist on the material plane. When these 
  ruptures occur a white mist will follow it, escaping from 
  its home in Ossiria, the plane of the dead. The mist is 
  mostly harmless to the living, provided that they do not 
  spend too much time in its presence.
  After 4 hours of travel through an area afflicted 
  with Shadowmists, any humanoid creatures (with the 
  exception of Zirani) must make a DC 10 Wisdom 
  saving throw. If they succeed, they are unaffected by 
  the effects of the mists. If they fail, they will start to see 
  vaguely humanoid shapes and shadows moving in the 
  mists, appearing to come closer and closer. This effect 
  lasts until they leave the mist’s presence for at least 1 
  hour. If after an additional 4 hours another saving throw 
  is failed, the shadowy creatures will begin to “attack” 
  the humanoid. These attacks do no damage, but they 
  feel physical and painful and will drive the humanoid to 
  madness. Roll on the long-term madness table to see 
  which affliction the humanoid will suffer.
  Once out of the shadowmists, any creature that 
  failed 1 or more Wisdom saving throws against the 
  mist will suffer from terrible nightmares. They are 
  unable to sleep for 1 day. If they failed more than one 
  saving throw, they are unable to sleep for 1d3+1 days.
  The Zirani are the only people who are completely 
  unaffected by these mists, and can walk through them 
  without issue, automatically succeeding on the saving 
  throw. As a result, a Zirani fleeing justice will seek out 
  areas infected with the mists to hide, as they know they 
  cannot be followed.
  Ever heard those stories? 
  About people who’ve fled 
  some terrible evil by 
  hiding in the shadowmists? 
  Don’t believe those stories. 
  Chances are it was a Zirani 
  who told you, and they aren’t 
  the most trustworthy bunch 
  when it comes to these 
  things. They’re most likely 
  luring you into the mists so 
  they can more easily pick 
  your pockets when you go 
  insane. That’s what I’ve 
  done, anyway.                           
  
  39
  them the name ‘Frint’ was found, as that was what they 
  called the standing fort. Apparently, the crew of an Aurish 
  galleon came ashore on the island and found shelter in 
  the fort while they would attempt to repair their ship. They 
  never made it off the island, falling victim to ill-minded 
  spirits who attacked the sailors and killed them. The name 
  of their ship is the only thing that survived as whispers 
  from the dead men who now wander the area around the 
  Frint as undead spirits, somehow unable to pass through 
  the Veil to find their eternal rest. Not even the names of the 
  crew members have been recovered.
  The fort was rebuilt to its current stature by deployed 
  members of the Hallowed Citadel who are permanently 
  settled on the island. Their objective is to observe and learn 
  of the undead scourges that plague the isles so that they 
  might use their knowledge to repel the beings elsewhere in 
  Velea. Holy warriors from many other countries will travel 
  to the islands in hopes of improving their own knowledge 
  to better fight against the plague of undeath. It is a harsh 
  life, and a hefty staff of healers always remain at the Frint 
  to offer aid to any forces coming to clear out old catacombs 
  and tombs of its undead denizens.
  The Crying Isles themselves are as bleak as one 
  could imagine them to be. The islands are soggy with 
  water dragging in to soak the ground into mud. There 
  are constant, white mists that lay over the islands. The 
  specters can be seen wandering in these mists, crying 
  and howling their pain for no one to hear or respond to. 
  The mists cannot be dispersed for long, coming back 
  thick and fast wherever it is forced away, and it has been 
  reported that people who spend too much time in the mist 
  begin hallucinating and suffer from terrible nightmares. 
  Theses mists are believed to come from the ground itself, 
  and it has been discovered that the soil is littered with 
  old corpses, partially mummified by saltwater. Many of 
  these are believed to have been killed in battle, as they are 
  wearing armor and hold rusty weapons in their hands, 
  buried by nature where they fell. There are also proper 
  catacombs that span all over the island. Who or what 
  constructed them is unknown, and only a fraction of them 
  has been properly explored.
  Things to Do: Frint
  Help is always needed on the Crying Isles, and the rugged 
  people stationed at the Frint will gladly accept any help 
  offered.
  Clear out Ancient Tombs. The deployed members of 
  the Hallowed Citadel of Lightport who are stationed by 
  the Frint to study the undead inhabitants of the islands are 
  always in need of assistance. The ancient graves and tombs 
  are filled with unclaimed bodies who have not been lain to 
  rest. These tombs hold many questions lost to time, as well 
  as treasures forgotten by history.
  Hunt for Ghosts. Should you be in need of a specific 
  type of undead creature, you are likely to find its kind 
  on one of the Crying Isles. Powerful undead, such as 
  vampires, have never been seen on the islands, but both 
  ghouls, animated skeletons, and other half-rotten once 
  humanoid creatures can be found on the isles, shambling 
  around the muddy grounds of the islands.
  
  40
  Lightport
  The city of Lightport, the holy capital of the world, is 
  a grand and magnificent place. The city is alive with 
  merry and wonder, with followers of the world’s various 
  gods being able to follow their faith without fearing the 
  consequences of doing so. The city is historically governed 
  and ruled by the head of the Wordian family, the family 
  who founded the city and built it into the nation it is today. 
  Leadership is important in Lightport, as many different 
  religions converge on one spot. This means that many 
  different ways of life have to coexist, as well as accept the 
  differences of their neighbors.
  The general laws of the land are followed. Crime is 
  punished, just as it is any other place on the continent, 
  which can make it hard for some of the city’s citizens 
  to accept the prefaced “freedom” of faith. Followers of 
  the thieving god, Vail, are often arrested for petty crime, 
  while they claim to be simply following the words of their 
  god. There are also those who use it as an excuse, having 
  never set foot in a temple to the wicked god and who are 
  merely looking to lessen their sentence. This can make 
  ruling difficult, which is why the word of the acting Lord of 
  Lightport is held in high esteem.
  Though the priests of the Nonet Triumphant are 
  the individuals who have most influence in the city - 
  after the Lord - they can rarely agree on how to solve 
  a specific problem. Where a follower of Sarno might 
  suggest forgiveness and generosity, a follower of Torl 
  will traditionally ask for a harsher sentence. To maintain 
  control over the city and to keep it from falling into anarchy, 
  the Lord and his selected council have final say in matters 
  regarding the city. The leaders of the different temples are 
  given plenty of opportunity to give their influence to the city 
  as well, and each member of the Nonet Triumphant have 
  a massive temple constructed to them on a plaza in the 
  center of the city. The spires and frames of these buildings 
  dot the skyline of Lightport, raising from the ground like 
  a many-fingered hand. The one building that can rival 
  the Nonet Triumphant temples regarding splendor is the 
  Wordian palace, the Suntowers. It rests on the easternmost 
  point of the city, almost leaning into the sea. At one point, it 
  was the famed temple to Sarno built by Dameon ‘the Dear’ 
  Wordian, but through the years the temple evolved into 
  a fortified castle, capable of withstanding any threat that 
  might spring on the city from the Jade Ocean to the east.
  Plaza of the Nine Paths
  In the center of the city lies a grand square, well-
  maintained and kept clean by the citizens who walk it every 
  day. In its center is a massive park, overgrown with trees 
  and flowers, with many paths leading through its dense 
  garden landscape. Around it lies nine fantastical temples, 
  one for each of the members of the Nonet Triumphant, the 
  gods who rose victorious after the War of Separation.
  These nine temples are an awestriking sight, and many 
  followers of the Nonet have made pilgrimages to Lightport 
  just to see the Plaza of the Nine Paths and the temples that 
  are built there. Though, technically, there are ten temples, 
  as the park in the center of the plaza is a place of worship 
  The Wayfinder Adventuring Guild
  Lying just a day’s travel from Lightport is the Grand 
  Lodge of the Wayfinders, the headquarters of the 
  massive adventuring guild. Though it is based out of 
  Lightport, the guild answers to no one. It rules itself 
  and is under no obligation to divulge the happenings 
  occurring within the guild to anyone outside its walls.
  Becoming a Wayfinder is a simple, but tasking feat. 
  Simple because you do not need money or connections 
  to become a member. You simply need to show up at 
  the gates of the Grand Lodge where the three masters 
  who control the Lodge will see you through a series of 
  tests. These tests are not terribly difficult, and once you 
  have passed you are made an Initiate of the Wayfinders.
  The training that follows is the hard part and where 
  most tend to leave the guild. Training takes a minimum 
  of three years. During this time you are not allowed to 
  leave the Grand Lodg while you live and work within the 
  protective walls of the Lodge.
  Once your training is done, you are made a 
  Wayfinder. You are equal to all other members with the 
  exceptions of the Masters of the various lodges the 
  guild has around the world. Some of the more famous 
  lodges include the Rosewood Lodge lying just outside 
  of Amberton and the Woodsedge Hollow lying on the 
  outskirts of Ethaari.
  The job of a Wayfinder is simple: explore the world, 
  report your findings, and help your fellow Wayfinders. 
  The guild cares little about the past and motivations 
  of its members. If they do their work properly, the 
  members are free to do as they please. Cooperation is 
  important, however, and an overly hostile member is 
  likely to see less work than a more amiable character.
  Wayfinders venture deep into abandoned ruins and 
  underground tunnel systems, looking for forgotten 
  history and lost treasure. As a result, many Wayfinders 
  can be found in Stoneway near Holltar where there are 
  several passages leading into the Riven Depths, or any 
  other places in Noroth where lost civilization might be 
  found.
  I always make an effort to look for 
  people at the Wayfinders. Sure, some 
  of them are overly concerned with 
  living the hero life, but no one knows 
  how to circumvent a trap quite like an 
  adventurer. It’s like an extra sense that 
  they have.
  
  41
  to the goddess Neyleerah, the goddess of agriculture.
  Information about the nine temples, as well as a 
  description of them and their relevancy to the city, has been 
  listed in alphabetical order. The temples to the Nonet often 
  have more than one purpose. They are all built with the 
  intention of being a place of worship to the god in question, 
  but the temples are open to people of other faiths who will 
  have other reasons to find themselves within the walls of a 
  temple to a member of the Nonet Triumphant.
  Alabastorium (Llyr Ravenna). A grand building made 
  out of white rock and marble stone stands solemnly on the 
  plaza. The visitors of this temple are rarely there for joyful 
  reasons, and the priests of the temple do their best to offer 
  council and aid to those coming to pray for mercy from 
  the goddess of death. Most visitors come to the temple to 
  connect with a loved one who has passed beyond the Veil, 
  or to beg Llyr Ravenna that she will be merciful and allow 
  a sickly family member to stay in the realm of the living.
  Dreamscape Lyceum (Candor). The lyceum is a 
  large, circular building with a dome-shaped roof. Inside, 
  several floors are stacked on top of one another, acting 
  as the largest known library in Noroth. The hazards of 
  fire near the many pieces of parchment has prohibited 
  the use of candles and other similar light sources while 
  in the building. Instead, the Dreamscape Lyceum has 
  small lantern dragonettes employed to shine light on the 
  many hallways of knowledge within the library. These 
  dragonettes act as guardians, offering light to the visitors 
  of the library, as well as watching that they do not venture 
  onto floors where they are not allowed, such as the 
  mysterious Prison of Lore that supposedly lies hidden 
  beneath the temple.
  Ebony Arena (Torl). The oval, black arena has nine 
  spiked towers rising from its walls, offering great views 
  of the dusty battlegrounds below. Around the arena are 
  benches for more onlookers so the citizens of Lightport 
  can be seated while watching the fighting occuring below. 
  All official duels and battles conducted in Lightport are 
  held in the arena, as well as public executions. Battle and 
  warfare training also takes place in the arena, and the 
  warriors of the different religions often meet there to spar 
  and train.
  Garden of Sun and Corn (Neyleerah). In the center of 
  the plaza lies the lush garden of Neyleerah, the goddess of 
  agriculture. Unlike the temples around it, the Garden has 
  no structures or buildings. All the paths running through 
  the park have been created by people walking them for 
  years, and every plant has been carefully placed to sprout 
  without aid. The park is a wild, but beautiful place, and 
  quite safe to wander. The only danger is that one is likely 
  to get lost among the thickness of the trees, but even then, 
  finding the way back out is quite easy.
  Hearthhome (Sarno). One of the less impressive 
  temples is, ironically, to the most popular god on the 
  continent. Hearthhome is constructed from dark wood and 
  solid, gray stone, giving off a warm and inviting exterior. 
  Inside, several wooden pews are placed in a half-circle 
  around a gigantic oak tree curling upwards to grasp at 
  the light being let in by a huge window facing east. The 
  temple is most beautiful during the day when several small 
  windows and cleverly placed mirrors illuminate the entire 
  
  those around it and it houses only a few priests and little 
  staff. Near the top of the tower, a round clock has been 
  placed, announcing the arrival of each hour with a ring of a 
  massive bell hanging inside the tower.
  Platinum Palace (Darnothir). Built more like a fortress 
  than a temple, the high, white walls of the temple to 
  Darnothir mark a decisively defensive position within the 
  city. If the city was to ever be subject to an attack or siege, 
  the Platinum Palace is designed to house and protect 
  hundreds of people for several weeks. Though worship 
  of the Risen Dragon is not as common in Velea as it is in 
  Uawei, the temple to Darnothir remains an impressive 
  building whose construction and defensive walls can rival 
  any castle on the continent.
  Songkissed Terrace (Aranei). The Terrace is a massive 
  open space, capable of housing a huge amount of people 
  within the confines of its walls. Though, calling them walls 
  is not an accurate description, as the building is very open 
  and spacious, allowing people to mill in and out easily. This 
  is highly practical, as the Terrace is the biggest theater 
  stage in the city. A performance of some sort is held nearly 
  every evening, both by the actors and followers of Aranei 
  who reside in the temple, but also by amateur actors and 
  artists who are given a chance to perform on the grand 
  temple with warm, radiant light. It is a place of healing and 
  care, and people in need of help are always welcome at the 
  temple of Sarno.
  House of Coins (Rakhaia). Various pieces of cloth, all 
  in different colors and fabrics, wave from the roof of this 
  flat building. It is plain in its design, but has been colorized 
  with gifts from its patrons, be these by way of pieces of 
  fine cloth or simple strings from their garments that have 
  been put on its walls. Inside, several round tables are 
  placed, giving of the look of a gambling den. It is an apt 
  description, for that is exactly what the House of Coins is, 
  a place for one to test and try one’s luck. In the center of 
  the room is a large, round bowl with a hole in the bottom. 
  It is a usual show of faith and good fortune to throw a coin 
  into the bowl. After a moment, either nothing will happen, 
  and you will have lost the coin, or the bowl will throw the 
  coin back out, letting it land on the ground for you to pick it 
  back up.
  Pendulum Tower (Eeya). The high tower built to honor 
  the goddess of time is the tallest building in Velea when 
  not counting the Suntowers castle itself, and even that is 
  highly disputed as the Suntowers’ higher elevation makes 
  an exact measurement hard to conduct. The temple, when 
  not considering its height, is rather small in comparison to 
  
  43
  Street of Law. Less populated than the others, this 
  street focuses on keeping up the law of Lightport. The 
  barracks, jails, and courthouses all lie on this street, and it 
  is infamous for being nearly devoid of crime.
  Street of Luck. People who wish to test their luck will 
  most likely find themselves on this street at some point 
  during their visit in Lightport. Gambling houses and more 
  suspect societies hold up along this street.
  Street of Rest. Travelers are often pointed towards 
  this path upon first arriving. The best, and some of the 
  worst, inns found in the city are built here, and it is 
  common to seek out a place of rest along this specific 
  street, sometimes even for weeks at a time. By following 
  this street, you will eventually reach the entrance of the 
  Suntowers.
  Street of Steel. If you are in need of a sword or a suit 
  of armor, the smiths and artisans working here can offer 
  some of the finest wares available for purchase north 
  of Underforge. Tanners, armorers, blacksmiths, and 
  several other workers find their work along this street and 
  are always willing to provide their services to a paying 
  customer.
  Things to Do: Lightport
  The holy capital of the world is a wonderful and beautiful 
  place, well worth the time of exploration.
  Find Faith. It is not unknown for a traveler to have 
  settled down in Lightport after having experienced the 
  grandness of the constructed temples there. Some join to 
  find a purpose or to merely seek support from other like-
  minded people, but others answer the call of battle, joining 
  the Hallowed Citadel to protect the holy city until the end 
  of their days.
  Join the Wayfinders. Outside of Lightport lies the Grand 
  Lodge of the Wayfinders, a reputable adventuring guild 
  famous for their published works chronicling the stories 
  of their members. They are always looking for new people 
  to join them, but the admission process can be grueling 
  and requires training inside of the Grand Lodge for at least 
  three years.
  Tourist the Temples. It is a known fact that the temples 
  to the Nonet Triumphant are among the most impressive 
  pieces of architecture in the world. People will travel from 
  far away, just to see the beautiful buildings constructed to 
  the powerful gods. To not pay a visit to the plaza would be a 
  great loss to anyone visiting the city.
  stage in front of hundreds of people. The only parts of the 
  temple that is closed off for visitors is the area behind the 
  stage where the actors are able to change in and out of 
  costumes, the archives where the plays and sheets of music 
  are kept, and the living quarters for the temple residents.
  Three Spire Temple (The Trinity). Unlike the other 
  temples on the plaza, the Three Spires house not one, but 
  instead three gods. The brothers, Aettor, Baral, and Dovin, 
  are worshiped in the Spires, each having one tall tower 
  built in their honor, giving the name to the temple. Each 
  tower is connected to the others with hallways and in the 
  center lies the Joining, a dusty arena built as a training area 
  for the acolytes of the Trinity. Which brother the acolyte 
  follows matters not during their training, as they practice, 
  sleep, and eat together, just as the brothers of the Trinity 
  did.
  Main Streets of Lightport
  The nine paths that lead away from the plaza are all 
  major streets made from cobblestone and well-worn from 
  thousands of people walking them every day. Each street 
  has a specific purpose, housing different kinds of stores 
  and buildings of interest in accordance to its name and 
  position in regard to the nearby temples surrounding the 
  streets.
  Street of Books. Renowned for its well of bookstores 
  and shops focusing on the arcane. A good place to go 
  looking for spell components, as well as books and maps.
  Street of Brawn. It is the street most heavily guarded 
  at night, as the citizens walking it tend to get the rowdiest. 
  Several fighting rings are known to lie on this street, 
  legitimate as well as underground enterprises.
  Street of Cloth. Several young women flock to this street 
  looking for fine garments and accessories. Here one can 
  find any number of tailors specializing in all manner of 
  clothing, as well as gemcutters and jewelers
  Street of Dance. Music can always be heard when 
  walking down this passage, especially during the evening. 
  Several taverns and brothels can be found here.
  Street of Healing. The healers and practitioners of 
  medicine can be found making their living here. It is the 
  home of various healers and doctors, as well as shops 
  making their living off of selling herbs, ointments, and even 
  poisons.
  
  44
  forge, Datrigar. Though his blood was described as being 
  “tainted” from being mixed with that of the commoners, 
  his strong connection to the most revered dwarven god 
  meant that his ascension to emperor met little residence. 
  Paying respect to his father, Mordan deemed that the best 
  among their craftsmen and artisans be given the title of 
  Forgehammer, so that Karvo’s memory would forever be 
  honored. Mordan ruled well during his lifetime, and his 
  line has ruled over the empire ever since.
  The name of Stoneway, called Deurolan by the dwarves, 
  was picked by Emperor Kirdon Dawnhammer after the 
  Planar Crossways had been constructed. The Stoneway, 
  the road that runs through the dwarven empire, was such 
  a marvel of construction that Kirdon was overwhelmed 
  at its creation and decided to name his empire after the 
  magnificent road his people had constructed.
  The road changed everything for the dwarven empire. 
  Trade was now not only possible, but also extremely easy 
  to conduct. Every year, hundreds of caravans travel along 
  the Stoneway, bringing wares all across Velea. The fact that 
  the Stoneway is built below the mountains provides the 
  traveling merchants with additional safety against robbers 
  and bandits, making traversing the road with valuable 
  wares that much easier.
  This road means that Stoneway is one of the most 
  powerful nations on the continent, which allows them 
  more leeway when it comes to their lifestyle and culture. 
  Unlike the other Velean countries, Ethaari being an 
  exception, the dwarves have their own pantheon outside of 
  the gods usually worshiped in Velea. The dwarves still pay 
  their respects to the Nonet Triumphant, having a temple to 
  the group in every major city, but they still mainly worship 
  their own gods.
  Empire of Stoneway
  Nothing is a beautiful as the soul of the Mountain. Listen to 
  it. It is moving around you. Hear it? The heartbeat, created 
  by a thousand hammers striking steel. The breathing of 
  the bellows blowing fire to our forges. The shifting and 
  shattering of the growing mines.
  The mountain is the body of our people. It is the birth 
  and death of us, and as long as it remains standing so shall 
  we.
  — Forgehammer Reyna Toprunn, to her new apprentices
  No other country, in Velea or the rest of Noroth, has a 
  history as well documented as that of Stoneway. The 
  empire was founded many thousands of years ago, marking 
  the beginning of the Age of Conflux where the races and 
  peoples of Noroth engaged in few diplomatic relations 
  with their neighbors. Stoneway, at the time named as 
  the Forges, was no exception, and though their history is 
  detailed, it is only so about what occurred within their own 
  borders.
  The Forges, in dwarven called Rahldor, have laid settled 
  beneath the Divine Mountains for millennia. The empire 
  expanded onto the peninsula to the south, now called 
  the Half-Way, and the Dwarmoor marshes to the west of 
  the Divine Mountains. It is a massive empire, ruled and 
  governed by the Dawnhammer imperial lineage. During the 
  first few millennia of the Age of Conflux, the Forges were 
  ruled by a different family, named in the history books as 
  the Forgehammers. After the last Forgehammer emperor, 
  named as Karvo Forgehammer, died without any trueborn 
  children, the throne was passed to his bastard son, 
  Mordan Dawnhammer, a warrior to the dwarven god of the 
  
  45
  There are five stretches in all, the longest being nearly 
  two miles long. Each stretch is named by number, called 
  the First Dock, Second Dock, and so on, and each dock has 
  designated guards to patrol its length. This is to protect the 
  ships from being robbed, but also to protect the city from 
  rowdy sailors who come to Hilldock looking to start some 
  trouble after many weeks at sea.
  Some of the docks, specifically the First, Second, 
  and Third Docks, are wide enough to have buildings 
  constructed along their centers. These buildings are tall 
  and narrow and offer both lively entertainment and a place 
  for sailors to rest their heads for the night before taking off 
  on the Noroth seas once again.
  The Bones
  The only area of Hilldock that does not carry the pleasing 
  white aesthetic found along the Marble Docks are the 
  shallow shores immediately north of the city. Though it 
  technically lies outside of the city itself, a large enough 
  amount of people resides  there for it to be considered an 
  unofficial residential district.
  Jagged cliffs and rocks jut from the ocean, showing 
  skeletons of impaled waterborne vessels and smaller 
  fishing boats that met their end out at sea before washing 
  up along the shore. The waters north of Hilldock are 
  treacherous to traverse. The Void Expanse to the east 
  remains wild and unexplored, and rumors of great 
  underwater monsters keep all but the most experienced 
  sailors from sailing its waters. When a ship sinks out on 
  the Void Expanse, the currents carry it south where it finds 
  its final rest along the Hilldock northern shores. Many 
  thousands of ships have found their final resting place 
  here, the butchered frames of the vessels now serving as 
  homes for the poorest of Hilldock’s citizens.
  The area is called the Bones because of the many 
  broken masts poking out of the sea’s surface, standing like 
  broken branches against the horizon.
  Things to Do: Hilldock
  The harbor town offer many possibilities for an 
  adventuring party of travelers.
  Search for Sunken Vessels. The Bones are riddled 
  with sunken ships and boats. Though many have been 
  picked clean by the people living in the Bones, there are 
  still vessels left untouched. Rumors tell of large trading 
  galleons not washing close to shore and lying undisturbed 
  beneath the waves. Others tell of ships much closer to the 
  coast but have been left untouched because of dangerous 
  creatures lurking around the sunken vessels.
  Trade at the Stockade. There are many different kinds 
  of trading going on at the Stockade. It can be something 
  as innocent as the trading of ore or textiles, or it can be 
  business of a stranger kind. Most of these auctions that 
  offer to sell either the strange or the mysterious requires 
  an invitation and for the buyer to wear a mask so that they 
  may remain anonymous when they enter the Stockade.
  However, Stoneway’s major presence on the continent 
  has meant that most of the empire’s cities are referred to 
  in common. Only dwarves will call the cities their original 
  dwarven names. Hilldock is an exception, as it does 
  not have an official dwarven name. It’s literal dwarven 
  translation, Hahndurch, is occasionally used by dwarves, 
  but it is not usual.
  Hilldock
  The only major city in Stoneway to lie outside of the 
  mountains is the home of the surface-dwelling dwarves. 
  The harbor city of Hilldock is considered by many dwarves 
  to be a lesser place of residence, as they don’t hold the 
  sunkissed dwarves in particularly high esteem. To others, 
  especially the peoples of Teldora and the Free Cities of 
  Uawei, the city is a marvelous center of trade, bustling with 
  activity and commerce.
  The dwarves who live and work in the city are known 
  for being diligent and thorough when it comes to their 
  trade, and they are ruthless businessmen in addition. The 
  enormous docks are always alive with activity, as sailors 
  and merchants mill to and from the harborside, bearing 
  news of deals gone wrong or rumors of possible new 
  trade relations to be found within the city. The harbors 
  themselves could very well be considered as a marvel of 
  construction, stretching more than a mile out from the 
  coast and being home to the many docked ships and boats 
  who bring trade to the city. An advanced carting system 
  brings wares to and from the waiting vessels where dozens 
  of workers stand ready to load the galleons with their 
  ordered goods.
  In the city center lies the Stockade, Hilldock’s main 
  center of trade. It is infamous for its rowdy auctions and 
  wild deals, and many merchants will travel a long way just 
  to participate in the dealings that go on there. According 
  to the accounting logs of the Stockade, some previous 
  unusual wares that were sold have included 100 fresh 
  kobold eggs, 5000 pounds of green dragon hide, and one 
  pouch of seeds from a Gulthias tree. While the items 
  that have been sold is a matter of public record when the 
  deal takes place in the Stockade, both the buyer and the 
  seller are kept anonymous. Not all dealings require the 
  participants to be anonymous, but at those few dealings 
  were the wares in question are highly sought after, code 
  names and even masks are utilized to assure anonymity to 
  those participating in the auction.
  Marble Docks
  The long harbors that stretch out from the city are referred 
  to as the Marble Docks for obvious reasons. Though the 
  docks are not made entirely out of marble, they are built 
  with a special white stone that has been stained over time 
  by the mucky seawater that splashes against its sides and 
  the people who walk it every day. It is here ships will dock 
  when loading their wares or emptying their hull of goods. 
  Hundreds of ships can be docked at any one time, and the 
  wide Marble Docks allow for the crews of the many ships 
  to walk easily from their ship to the city center.
  
  46
  leaves many buildings standing with forgotten and lost 
  treasure inside, as well as historical logs and battle plans 
  made by the city’s earlier commanders.
  Protect the City. Stoneway’s most powerful and capable 
  military are stationed in Holltar. Though they are not too 
  inviting of outsiders, a good word from the right people 
  could allow a group of adventures the possibilities of 
  joining a band of defenders, or maybe even make their 
  own, so they might help defend the city against attacks and 
  earn some renown among the Stonian people at the same 
  time.
  Venture into the Riven Depths. Though most live to 
  avoid the horrors living in the dark below, occasionally the 
  creatures of the Riven Depths are the reason for someone 
  to have traveled to the city. Magic users and artisans might 
  wish for special components and ingredients only available 
  from the denizens of the Riven Depths, and payment for 
  retrieving such an item can be substantial, depending on 
  the quality.
  Holltar
  Though Holltar is the smallest of the major dwarven cities, 
  it is the one of the most importance. Holltar’s underground 
  runnels reach the deep into the earth, reaching all the 
  way into the labyrinthian tunnels of the Riven Depths. 
  The Riven Depths is a dark, dangerous place, and Holltar 
  has grown to reflect the dangers looming below. The gray 
  duergar dwarves make constant attacks against the city, 
  forcing it to retaliate in force.
  There are many layers to the city, as it digs further 
  and further down into the stone below. In fact, Holltar’s 
  presence on the Stoneway itself is small enough that you 
  can walk through it in less than half an hour. The sections 
  below the “ground” level at the Stoneway are much larger, 
  offering residences and places of respite for the city’s 
  citizens and soldiers, as well as shops and stores.
  The constant dangers from the tunnels below mean that 
  the city must always be prepared for a potential assault. 
  Holltar is constructed much like a fortress, having several 
  barricades and fortifications that can be closed off if the 
  enemy were to advance too close to the city. Holltar cannot 
  fall, as it would leave the roads to both Underforge and 
  Settlestone open for invaders to walk as they please. 
  Things to Do: Holltar
  The dangers waiting below Holltar offer ripe opportunity 
  for moments of glory.
  Look for Lost History. Several lower levels of the city 
  have been lost in raids and attacks from the duergar 
  forces below. This means that several buildings and 
  structures have been left to deteriorate beneath the city as 
  its defenders were forced to fall back from the area. This 
  Riven Depths
  Below the Divine Mountains, the large mountain range 
  that runs down the length of the Velean continent, are 
  the Riven Depths, a twisted and horrifying mirror of the 
  holy mountains above.
  Tunnels and chasms twist and turn beneath the 
  earth, making a home for all kinds of mystical creatures. 
  There are beings who consume on the intellect the 
  living, as well as otherworldly creatures that appear no 
  where else in Noroth.
  Some people, such as the deep gnomes, dark elves, 
  and gray dwarves, have learned to live in these hostile 
  areas, striking up tenuous alliances with the creatures 
  residing in the Depths.
  I don’t care much for dwarf jokes. 
  They are way too short for my liking.
  Heh. That’s funny. Yeah, I’ll save 
  that one for later. 
  
  47
  and armors constructed in the Underforge smithies. 
  There is also a Forgehammer residing in both Holltar and 
  Settlestone so they can make sure the city remains both 
  strong and impregnable.
  Amber Forges
  It is the dream of any dwarf to be granted a tool or weapon 
  forged in the Amber Forges of Underforge. These forges 
  are manned by only the most highly qualified craftsmen, 
  and you cannot begin to helm one of the Amber Forges 
  until you have received proper training to do so. This 
  training is led by a residing Forgehammer who oversees all 
  prospecting artisans and judges whether they are worthy to 
  work an Amber Forge.
  The Amber Forges is a small area in the city, but it 
  carries the highest importance. Legendary artifacts have 
  originated from the fires of the Amber Forges, and both 
  kings and queens have met their end at the tip of an Amber 
  blade.
  The secrets of the Amber Forges are unknown by 
  outsiders, as it is only very few who are even allowed to 
  approach them, much less interact with them. Anyone who 
  works the Forges are sworn to silence, and should they 
  ever disclose any of the Forges’ secrets it is ground for 
  immediate exile from their respective trade and potentially 
  the city as well. If the disclosed information was of high 
  enough importance, there have been historical accounts 
  of executions occurring as a result of the secret being told. 
  These accounts act as assurances that the secrets of the 
  Amber Forges will remain known to only those worthy to 
  work in them.
  Blue District
  The highborn people of Underforge live and work within 
  the Blue District. It is also where the Dawning Keep, 
  the home of the Dawnhammer imperial family, lies, and 
  it is an area rife with beautiful stone carvings, grand 
  structures and buildings, as well as magnificent artisan 
  stores and workshops. Though the quality of work cannot 
  be compared to that of the Amber Forges, it is still among 
  some of the best in Velea and to refuse a weapon forged in 
  the Blue District of Underforge would be a foolish thing to 
  do.
  The district is highly respected and admired for the hard 
  work that happens in it. Though many of the people living 
  in the Blue District are wealthy and needn’t work as hard 
  as they do, most dwarves pursue a craft anyway. To them, it 
  is a way of honoring both their gods, their history, and the 
  mountains they have made their home.
  Gray Tunnels
  The largest and most expansive part of Underforge are 
  the Gray Tunnels, the large area sprawling around both 
  the Blue District and the Amber Forges. Though the Gray 
  Tunnels are neither tunnels nor really gray in color, the 
  name harkens back to the early days of the city where most 
  of it was simple tunnels running tightly next to one another.
  Settlestone
  After Underforge grew too small to sustain its many 
  citizens and craftsman, the project of building Settlestone 
  was begun. Called Arvolar in dwarven, the city is meant to 
  be a place of residence more so than anything else. It is the 
  city in Stoneway with the largest population, even including 
  Underforge, but the city is renowned for little else than its 
  massive amounts of residents.
  It is very well protected, both by guards patrolling 
  the streets and districts, and also by solid walls and 
  fortifications keeping out any threat that might descend 
  upon the city. With Holltar to the south and the newly 
  discovered Hellgate to the north, the city lies between two 
  dangerous places, and it is within the empire’s interest to 
  keep the city safe at all times. As a result, Settlestone has 
  been described as the safest place in the world, a title it 
  has maintained since its foundation, as it has never come 
  under attack by any force, outside or otherwise.
  Things to Do: Settlestone
  The city offers little in the ways of adventure but can 
  instead grant a moment of calm to an otherwise chaotic 
  lifestyle.
  Settle Down. Settlestone offer plenty of ways to settle 
  down after a long and trying life. Many dwarves spend 
  their elder years in Settlestone, enjoying the simple life 
  behind the safe walls of the city. This means that little 
  ever happens in the city, and foreign visitors are always 
  regarded with a little suspicion.
  Underforge
  The capital of Stoneway lies within a massive mountain 
  near the end of the Divine Mountains. The mountain, 
  called the Anvil in common and oen Narlur in dwarven, 
  houses the massive city and the many forges of creation 
  that are kept within it. The Anvil is also called the Hollow 
  Mountain, as it has been mined so thoroughly that many 
  believe it a miracle that it still stands.
  To the artisans living in Underforge, called Farndelir in 
  dwarven, the mountain is their home and their soul. Many 
  thousands of workers make their living in the mines below 
  the city, and many others find employment among the 
  various forges, smithies, and craftsmen that reside higher 
  up the city levels.
  Underforge is also the home of Emperor Jardur 
  Dawnhammer and his family, as well as his council and 
  the commanders of his armies. It is also the home of the 
  Forgehammers, the elite craftsmen who are considered 
  the greatest artisans of the generation. There is rarely 
  more than a few alive at any given time and reaching the 
  level of excellence required to be given the title is worthy 
  of eternal praise, both to the individual who claimed 
  the title and to those who assisted in their training and 
  upbringing. The Forgehammers are given positions of high 
  power, overseeing expansions and constructions of various 
  buildings, and maintaining a dutiful eye over the weapons 
  
  48
  The only parts of the district that are actually tunnels 
  are the at the very outskirts of the city, where the poorer 
  citizens have dug their way deep into the mountainsides, 
  as well as downwards into the ground below. Most of the 
  city’s population live here, nestled tightly into close knitted 
  spaces and buildings. Many workers and craftsmen make 
  their living in the Gray Tunnels, trading and processing ore 
  from all over the world. Amberite ore, imported from the 
  Teldoran coasts, is treated in the Underforge forges and 
  then molded into powerful items and weapons by artisans 
  in either the Blue District or in the Amber Forges.
  Things to Do: Underforge
  The forges of the city and the people who work them can 
  offer grand opportunity to those looking for something 
  special.
  Become an Artisan. Many people travel to Underforge to 
  pick up a craft or to start apprenticing for a worker in the 
  dwarven capital. When it comes to working with ore and 
  stone, none are as respected for their craft as the dwarves 
  and receiving tutelage from a master dwarven craftsman is 
  someone most can only dream of.
  Find Amberite Equipment. A lot of amberite is sold on 
  to Stoneway where it is processed and handled, before 
  being sent back to Teldora where it will be magically 
  enhanced. However, there are also some enchanters who 
  have set up shop in Underforge, dealing with enhancing 
  and infusing amberite equipment with magical energy. 
  Outside of Teldora, this is the place where one is most 
  likely to find quality items made out of the rare mineral.
  Purchase Gems and Ore. No other place is richer than 
  Underforge. That is the saying, as the mines below the city 
  are rich with gold, silver, and precious gemstones. Buying 
  various kinds of gems and ore, both raw and precisely 
  treated, is much easier in the dwarven capital than it would 
  be in any other city in Velea.
  Craftsmen of Stoneway
  Becoming a certified artisan in Stoneway is no easy 
  thing. The requirements for mastering a craft are high 
  and the time spent as an apprentice is long.
  Artisans who wish to work the Amber Forges, 
  the most prestigious workstations in Stoneway, and 
  arguably the world, must have achieved mastery rank 
  in their specific craft before they are allowed to enter 
  the Amber Forges. To apprentice there, they must be 
  approved by the residing Forgehammer and accept 
  their tutelage as law.
  A famous saying about the Amber Forges is that you 
  may be a master outside of its confines, but inside you 
  are nothing but an apprentice. It is an apt saying, as the 
  difference in capability between a master of the outside 
  and a master of the Amber Forges is massive.
  
  49
  raids on northern Aurish settlements. Lycanthropes are 
  more common in Aurenia than anywhere else, and the 
  Aurish people have come to despise shapeshifters as a 
  result, further growing animosity between them and the 
  Velean countries, as they do not consider shapeshifting to 
  be much of a concern.
  The history and nature of Aurenia is too long and varied 
  to be properly described in this tome. It should be given 
  proper attention in its own work exploring the vastness of 
  the northern continent, Keefe.
  Free Nation of Aurenia
  My people were murdered in their sleep by ravenous men 
  taking the shapes of beasts. I don’t care what reasons they 
  may bring before the court, I don’t care for their excuses. 
  Bring me twenty pelts taken off the backs of the rotten 
  werewolf scum that curse our cities, and we will avenge 
  our fallen people.
  — Commander Freya Antler of Rathanna
  Though Aurenia has defected from Velea, the country’s 
  presence can still be felt, however faintly. The only Aurish 
  city that lay on Velean soil was Caister, a sister city to the 
  Aurish capital, Serranheim, that lay just on the other side 
  of the Tideway, the ocean divide that separates Keefe and 
  Velea from one another. Caister lies far away from other 
  cities in Velea, the closest major settlement being Anra, the 
  closed-off home of the tieflings.
  In addition, the forest lying to the south of Caister is 
  overgrown and riddled with dangers. The locals call it 
  the Forest of Lost Brothers, and it is a name well-earned. 
  Though the Venti Crossings run through the forest, it is 
  still a very dangerous place to venture into. Legends say 
  that anyone who wanders too far from the beaten path 
  is forever lost to the wilderness of the woods. Strange 
  creatures are known to prowl between the trees, and 
  growling can be heard at night.
  The Forest of Lost Brothers is part of the reason 
  Aurenia feels separated from the rest of the nations of 
  Velea. The dangerous woodland area kept travelers at 
  bay, meaning very few ever made the travel to Aurenia by 
  means other than ship.
  Aurenia is also a very different nation to those of Velea, 
  given that it is a meritocracy, believing that the best and 
  most capable should have the right of rule. The Aurish 
  members of the High Council often clashed with the 
  emissaries of Stoneway, Lightport, and Teldora, because 
  they carried little respect for the hereditary trail of power 
  ruling the separate nations. This didn’t earn them much 
  goodwill, and when time came for Aurenia to ask for aid, 
  no one responded.
  Aurenia has always had problems with the ferocity of 
  the wilderness around it. Giants and savages roam the 
  Froststeppes to the north and are constantly conducting 
  Legend of the Lost Brothers
  The Forest of Lost Brothers got its name from a legend 
  told to warn people of the dangers lurking in the forest. 
  Many years ago, a young boy was playing on the edge 
  of the woods. The boy was the youngest of seven 
  brothers, all strong and capable young men. As he 
  played, he was watched by an older brother who was 
  tending to a rowdy filly. He took his eyes off the boy for 
  barely a moment, and when he looked back the boy had 
  vanished.
  As days passed and the young boy did not return 
  home, the brother who had watched over him grew 
  mad with shame. In his grief, he was kept in his room 
  under constant guard, but one night he escaped and 
  ran into the woods to look for his younger brother. He 
  didn’t return home.
  The third brother armed himself with bow and arrow 
  to go look for his brothers but was lost among the 
  trees. The fourth brother saddled a horse and rode into 
  the forest, but he too disappeared. The fifth and sixth 
  went together, swearing they would return with their 
  lost family, but like those who went before them they 
  were never seen again.
  Then remained the seventh brother, the eldest and 
  wisest of them. He understood that the forest was 
  a hungry place, a monster of ancient time who had 
  grown large and hungry throughout the years of its 
  existence. He swore that once his own sons grew to be 
  tall and strong, as his brothers had been, he too would 
  wander into the darkness nestled between the trees so 
  he might join his lost brothers who now rested in the 
  forest.
  
  50
  PART 2
  Character Options
  
  51
  Being known as the Forges, or Rahldor, before the 
  construction of the Planar Crossways, Stoneway is a 
  nation of workers and artisans. Becoming an expert at 
  a craft is considered an accomplishment worthy of the 
  highest praise, especially if the craft in question will stand 
  the test of time. Masons and smiths are highly respected 
  and those who truly excel in their field are granted the 
  title of Forgehammer. This title is given only to those truly 
  deserving and to have more than five Forgehammers at 
  any given time is unheard of. Not because any law forbids 
  the existence of more than that, but because the level of 
  excellence required to be granted the title occurs so rarely.
  Royal Dwarves
  The dwarves who live and settle beneath the Divine 
  mountains in the cities of Underforge, Holltar, and 
  Settlestone are referred to as royal dwarves, because of 
  their close connection and proximity to the mountains they 
  so revere. Any respectable dwarf born below the Divine 
  Mountains is expected to spend a large part of their youth 
  apprenticing for an artisan. Even if they grow up to become 
  priests or soldiers, being raised without the knowledge of a 
  tool or skill is considered a grave fault of character.
  Royal dwarves show admiration only when they 
  believe people to have earned it, and they are rarely awed 
  except by acts requiring extreme skill or talent. They 
  are respectful of most other races, however, knowing 
  that there is much to learn from the other peoples of the 
  world. Some of the most legendary artisans who have 
  been titled Forgehammers spent years traveling the world 
  and studying crafting methods in faraway lands, before 
  returning to Stoneway to share their findings.
  Surface and dark dwarves are an exception to this 
  respect. The dark dwarves, also known as duergar, seek to 
  destroy the nation of Stoneway, stealing their knowledge 
  and histories to keep for themselves. Their attacks on 
  the city, Holltar, proves this, as their assaults have been 
  a constant nuisance to the garrison posted there, fondly 
  referred to as the Wall Guard, referencing Wall Datrigar to 
  the north, a mountain range believed to have been molded 
  by Datrigar himself to protect Stoneway from oncoming 
  forces.
  As for surface dwarves, the focus on craft and artistry 
  below the Divine Mountains has caused the mountain 
  dwarves who live along the Stoneway to see themselves as 
  better than their hill dwarf brethren. Most dwarves connect 
  success and respect directly to one’s ability with a weapon, 
  hammer or other tool. Hill dwarves, who have spent most 
  if not all their lives on the surface, are considered lesser by 
  most mountain dwarves, who believe that a real dwarf is 
  bred by the sweat of the forges, and not by the light of the 
  sun or the taste of saltwater.
  Royal dwarves use the mountain dwarf stats found in the 
  PHB.
  V
  elea is home to people from all over the 
  multiverse, having come there either through 
  divine intervention or by passing through 
  portals leading to other planes of existence. 
  Some have been there for eons, living in 
  the time where chaos shaped the world and was able to 
  witness Noroth form into the world it is now. Foreigners 
  from other planes tend to be offered little patience by the 
  settlers of Velea, since they serve as a reminder that the 
  paths that connect Noroth to the planes beyond are far 
  from closed. 
  Since the War of Separation, Velea has been fortunate 
  in its visitors. A common fear among the leaders of Velea is 
  that an invasion of powerful entities might be underway, as 
  was the case in the ancient times of Noroth’s creation when 
  chaos and darkness ruled over the world. Fortunately, 
  Velea has played host to only very few great creatures, 
  and none yet powerful enough to be a proper threat to the 
  world.
  Dwarves
  There’s really nothing to it, lad. You just have to raise and 
  drop, raise and drop. See? Easy. Now you try. Remember, 
  just raise and-- no, not like that, you’ll crack the sodding 
  thing! Datrigar’s beard, you’re more useless than a surfacer.
  — Barkhos Garronfist, smith of the Amber Forge
  The empire of Stoneway, in dwarven known as Deurolan, 
  has the best documented, if not the longest, history of all 
  the countries on the Velean continent. Their histories and 
  legacies reach all the way back to the beginning of the 
  Age of Conflux, and they are said to have been among the 
  first races to be placed into Noroth, created by their gods 
  to mold and shape the mountains of the world. Because 
  of this, most dwarves believe it a holy purpose to work 
  within the mines and forges of their underground cities 
  below the Divine Mountains. They are a people proud of 
  their heritage and consider themselves the masters of 
  the mountains - or servants to them, according to certain 
  dwarvish ideologies. None can rival their mastery of 
  mining, and only few can with a good conscience ridicule 
  dwarven craftsmanship. As allies they are loyal, as enemies 
  they are ruthless.
  Chapter 3: Races of Velea
  Dwarves are an odd lot. Arrogant 
  and proud, but annoyingly capable. 
  It’s very frustrating to converse 
  with someone who won’t hesitate 
  to admit that they are better than 
  you. Especially when they are 
  right. 
  
  52
  Marsh Dwarves
  Unlike other surface dwarves, the dwarves living in 
  Dwarmoor, a wet marshland void of any big settlements, 
  are treated with a weary respect out of fear of the mystical 
  powers they are said to possess. Believed to be favored 
  by the destructive god, Narvimer, the marsh dwarves 
  are a strange people, hell-bent on disrupting permanent 
  structures. They despise cities and settlements, preferring 
  the life on a rickety tram. It is said that some marsh 
  dwarves have never set foot on solid ground, having lived 
  their entire lives on floating townships made of boats tied 
  together with hefty rope.
  They also carry an innate fear of heights and seek to 
  avoid them at all costs. This includes staying far away 
  from the Divine Mountains, as well as Wall Datrigar lying 
  in the north of Dvarmoor. An old dwarvish legend tells 
  of the consequences felt if one should try to reach too 
  high towards the sky, as the close proximity to the gods 
  will turn those who attempt the climb to stone if they are 
  deemed unworthy. The peaks of the mountains of Wall 
  Datrigar are believed to be foolish dwarves who tried to 
  approach divinity by climbing the holy mountains, and the 
  gods punished them for doing so. Believed to have once 
  aided Narvimer, the marsh dwarves know themselves to 
  Surface Dwarves
  In the southernmost part of Velea lies the Half-Way, a 
  large peninsula stretching west into the Void Expanse 
  and housing only few notable townships and cities. It 
  is a dreary place, home to dwarvish outcasts who have 
  nowhere else to turn. The one exception to the blandness 
  of the peninsula is Hilldock, a large harbor city that has 
  earned a modicum of respect from the royal dwarves 
  for the citizens’ excellence at trade and exporting goods 
  through their impressive fleet of trading ships.
  The royal dwarves of the Divine Mountains treat the 
  dwarves of the Half-Way as lower-class citizens, and most 
  dwarves, including surface dwarves, believe this dislike 
  to be justified. According to dwarvish legend, it is bad 
  luck to be born or to die outside the mountains, and to 
  do so means your spirit would wander forever in the Veil, 
  searching for the mountains they were meant to protect. 
  Surface dwarves accept the lack of respect they get from 
  their mountain cousins, believing instead that the frothing 
  tips of the ocean waves and the roiling of field grass will 
  serve as a fine guide once they eventually join the lands 
  beyond.
  Surface dwarves use the hill dwarf stats found in the 
  PHB.
  
  53
  Elves
  You talk to trees? I haven’t heard that one before. I mean, 
  I’ve heard of elves who do magic stuff and of elves who can 
  swim very well, but talking to trees just seems like a very 
  lonely and very strange thing to do.
  — Nelvie Harbor, traveling cartographer
  Ever since the Age of Discord, the elves of Ethaari has kept 
  to themselves within their own borders. Communication 
  with its neighboring countries, Teldora and Stoneway, is 
  close to non-existent, despite both nations making frequent 
  attempts at getting the elves involved in their diplomacy 
  talks. The elves have shown no interest in cooperating with 
  their neighbors, but they have shown no interest in starting 
  hostilities with them either. The few clashes that have 
  been has been between elven insurgents reacting to people 
  settling too close to their borders, or against Teldoran 
  forces encroaching on their land.
  The few times in history where Ethaari has actively 
  engaged in warfare, they have been ruthless and efficient, 
  fighting back only until reaching their own borders, after 
  which fighting would immediately cease. Over the years, 
  the relationship between the countries has fallen into a 
  stalemate. Ethaari ignores most calls for diplomacy or 
  assistance made by its neighbors, apparently comfortable 
  with living a peaceful life within their own borders. People 
  rarely visit their lands, and if they do, the visit is always 
  brief. Only a few non-elves have seen their capital, Erashin, 
  and lived to tell of it.
  The few elves who do leave Ethaari, are seen as strange 
  and mysterious wherever they venture. Though elves are 
  not rare in Velea, most of them remain within Ethaari all 
  their lives.
  Most who leave Ethaari do so because they are either 
  fleeing or they were exiled. This fact does not change that 
  most elves feel far superior to other races, even after being 
  exiled from their home nation. Their innate beauty, as well 
  as their general sense of entitlement, can cause further 
  animosity between them and other races they encounter.
  High Elves
  Erashin, the elven capital, is the only largescale city in 
  Ethaari and is home to the light skinned high elves. These 
  elves look different from their fellows because of their 
  tendencies towards lighter skin tones, as well as blond or 
  silver hair.
  The high elves of Erashin are considered haughty 
  and arrogant by even their fellow elves, but this disdain 
  is kept quiet. The high elves pride themselves on their 
  faerie blood, being able to trace their ancestry back to the 
  eladrin elves of Evalon. They are well aware of the politics 
  of the realms beyond, especially the stirring battles of 
  power currently taking place between the fey courts. This 
  is enough to have earned them a reluctant respect in the 
  eyes of their fellow elves, a respect the high elves consider 
  entirely justified.
  be unworthy by birth and will not risk even approaching a 
  mountain on fear of death.
  These dwarves rarely interact with other races outside 
  of the marshes. As a result, they tend to make allies with 
  unsavory sorts, such as goblinoids and orcs, who also 
  reside within Dwarmoor.
  Regardless of their strangeness, their fellow dwarves 
  carry a certain respect for them as their abilities are 
  believed to be granted to them by a god. Though the god 
  might be evil, he is still a god and should be respected for 
  his powers.
  Marsh Dwarf Subrace Traits
  The marsh dwarf subrace has the following traits in 
  addition to those granted to every dwarf.
  Ability Score Increase. Your Charisma score increases 
  by 1.
  Sea Legs. You are proficient in the Acrobatics skill.
  Strange Whispers. You know the message cantrip. 
  Charisma is your spellcasting ability for it.
  Fear of Heights. Whenever you are within 30 feet of a 
  drop that is 30 feet or higher from the ground, you become 
  extremely scared. This can include high walls, roofs, or 
  mountain sides. While scared, you have disadvantage 
  on Strength and Dexterity saving throws and Dexterity 
  checks, and your movement speed is halved. This effect 
  lasts until you are no longer within 30 feet of the drop or 
  you can no longer see it.
  Once there was a beautiful girl who was walking through a field 
  of flowers, picking the prettiest she could find and tying them 
  into a fine crown. She walked, and plucked, and walked, and 
  plucked, until the afternoon turned dusky and the sun hung low 
  in the sky. And just then, when she aimed to return home to her 
  waiting mother, the tones of music caught her ears. Carrying the 
  crown on her head, she followed the sound until she found a satyr 
  standing on the edge of the forest. His fingers were long and 
  elegant, dancing a waltz over a wooden flute which played soft 
  songs that sounded like rustling leaves and rainfalls. 
  The girl looked at the satyr and asked who he was. He said he 
  was a prince of the forest, and he was looking to wed a queen 
  who had flowers in her hair. The girl thought of the crown she 
  had just made. She said she was a princess and the flowers were 
  her crown. She told the satyr that he played so lovely and she 
  would gladly be his queen if he would just play more music for 
  her. The satyr smiled at this and presented an arm to the girl. 
  “Follow me,” he said. “I’ll show you my kingdom. There I will 
  play my songs and you’ll dance forever in my sunny glades.” 
  And the girl followed the satyr who had played tunes of magic 
  and they walked into the forest. Dusk turned to night and 
  summer turned to winter, and the girl did not return to her 
  home.  
                                                      - Elvish tale
  
  54
  High elves have family names they can trace back to 
  when their blood was mingled with the eladrin elves of 
  Evalon and they take great pride in ensuring the name’s 
  continuous existence.
  Wood Elves
  The wood elves are settled in primitive townships and 
  camps all over Ethaari. They settle down near places that 
  have grown powerful from natural energies, drawing on 
  the power found in the wild nature around them. Their 
  towns take their names from the surrounding environment, 
  such as the Sadani wood elves, who are settled near great 
  natural formations of ancient sandstone, Sadani being the 
  elven word for sandstone.
  A wood elf takes great pride in the area they were raised 
  in, taking the title of their settlement into their own name. 
  An elf from the Sadani settlement would have a last name 
  of an Sadani Lievrahn, meaning of the settled Sandstone 
  Tribe in common.
  Sea Elves
  Though not as common a sight in Velea, the sea elves are 
  not unheard of. They are settled on and around the Aen 
  Cossia Islands west of the Bloody Hook. Here they live 
  in smaller families along the coast, protecting the waters 
  around the islands. The largest settlement they have is the 
  Itheera tribe, which houses annual gatherings for the sea 
  elves of the area.
  Elven Time of Birth
  Elves are convinced that the time of your birth is 
  integral to who you will become later in life. Among 
  most elves, the path a child will take later in life is 
  determined by looking at when their birth took place. 
  These don’t always come completely true, and it is 
  considered an unfortunate loss of potential if the ideals 
  of an elf’s birth does not coincide with their character 
  as they grow up.
  Dawnborn. You were born in the early hours of the 
  morning, seeing the sun cresting over the horizon. 
  Dawnborn are thought to be highly charismatic 
  and charming. They are empathetic as well, making 
  excellent diplomats and negotiators.
  Lightborn. By the light of the high sun, you were 
  brought into the world. Lightborn are believed to be 
  brash, headstrong, and fiercely protective of what they 
  deem worthy of their devotion, be it another person 
  or a specific place. They are the warriors of the various 
  tribes, as well as hunters and travelers, having trouble 
  sitting still for long periods of time.
  Duskborn. More careful and calculating are those 
  born in the twilight hours. These elves study old tomes 
  and are fascinated by the nature of the world around 
  them. A problem doesn’t exist that a duskborn will 
  not attempt to solve, and they tend to make powerful 
  spellcasters.
  Nightborn. You were born in the darkness, seeing 
  only stars and blackness around you in the first hours 
  of your life. Keeping secrets and sensitive information 
  is second nature to a nightborn, and they are extremely 
  independent. They can mingle with shadows as if they 
  were people, and they do not mind spending long hours 
  alone. They make excellent scouts and spies, and some 
  become fearful assassins.
  
  throw, before you finish your next long rest. This effect 
  does not stack. Once you have used this trait to speak with 
  either a beast or a tree, you can’t use it again until you 
  finish a short or a long rest.
  Mask of the Beast. You have advantage on Stealth 
  checks when hiding among groups of animals, such as a 
  herd of deer or cattle.
  Wyld Weapon Training. You have proficiency with the 
  spear, quarterstaff, shortbow, and longbow.
  Halflings
  I see your cup has run dry. Let me fix that for you.
  — Hassel Winger, innkeeper
  Though not as common as humans, halflings are not an 
  unknown sight in most major settlements or townships on 
  the Velean continent. There was a time when halflings had 
  their own cities and societies, as well as their own ways 
  of life, but since the beginning of the Age of Separation 
  their culture has withered away to be near non-existent. 
  The remaining halflings fused with the human populace so 
  much that they have become a natural part of the scenery 
  in most places. If humans are there, so are halflings, 
  though their numbers are nowhere near as prominent. 
  They are not looked upon with awe or mistrust, or with fear 
  and animosity. They are simply treated as a normal part of 
  the cityscape.
  Most halflings pray to the goddess Rakhaia, or at 
  least take care to give thanks to her whenever possible. 
  Halflings are believed to be favorites of Rakhaia, and their 
  innate luck goes well with this theory. In spite of this, not 
  many chooses to follow the goddess in the ways clerics 
  and paladins do. The goddess is fickle and can just as 
  easily turn on you as she can extend a helping hand, and 
  many halflings believe that though they are supposedly 
  “favorites” to the goddess of fortune, testing their luck 
  would be unwise.
  Halflings were a minor race during the Age of Discord 
  and they grew to be more common during the Age of 
  Conflux, but that is where the expansion of their society 
  stopped. After the Separation, the fortune that had 
  followed them seemed to disappear, and the race has been 
  steadily dwindling in numbers since the dawn of the new 
  age.
  Dark Elves (Drow)
  The drow are not welcome in Ethaari and are considered 
  a blot on the elven people for merely existing. They were 
  turned from the wonders found in the natural magics of 
  Evalon, instead seeking to serve powerful denizens from 
  the Planes Below.
  Drow elves do not reside in Ethaari, and any drow 
  who is discovered within the country’s borders will most 
  likely be killed on sight. The few drow who are known to 
  exist live in tunnels and cave systems beneath the Divine 
  Mountains, shying away from their elven cousins. They 
  also hail from their main seat, Zatherihn, a black city 
  carved into mountain rock beneath the mountains where 
  the Divine Mountains and Candor’s Quill meet. They 
  hardly ever reach out to other races, with the exception 
  of occasionally making trading deals with their dwarven 
  neighbors.
  Wild Elves (Wyld)
  Wyld elves tend to look down on their fellow elves. Since 
  wood elves claim to be in tune with nature, the wyld elves 
  see their tendency for permanent settlements as an insult 
  against the nature they are supposedly praising. Wyld elves 
  wander the Ethaari wilds nomadically, never settling in 
  any one spot for more than a few weeks before moving on. 
  Their tribal lifestyle can cause problems to arise, and much 
  infighting is present among the wyld elves, where one 
  group will attack and attempt to submit another. The more 
  civilized elves of Ethaari ignore these conflicts, as they do 
  not affect life in any of the settled tribes around Ethaari, or 
  life in the capital, Erashin. Wyld elves are broader of build 
  than the traditional elf, and has tanner skin, as well as 
  golden hair and eyes.
  Wyld elves ecorate themselves with elaborate tattoos 
  of various natural phenomena that has helped shape their 
  life. Wyld elves are broader of build than the traditional elf, 
  and tends towards tanner skin, as well as golden hair and 
  eyes. 
  Wild Elf Subrace Traits
  As a wyld elf, you gain the following benefits in addition to 
  the traits found in all elves.
  Ability Score Increase. Your Constitution score 
  increases by 1.
  Grovespeaker. Your teaching in regard to the life of 
  the wilderness means you are able to communicate with 
  animals and plants. You know the druidcraft cantrip and 
  Constitution is your spellcasting ability for it. Starting at 
  3rd level, you can use this trait to speak with beasts that 
  are of medium size or smaller as if casting the speak with 
  animals spell, When you reach 5th level, you can use this 
  trait to communicate with trees as well as beasts, as if 
  using the speak with plants spell. Once you’ve made use of 
  this trait, your connection with nature leaves you feeling a 
  bit strange. You have disadvantage on the next Charisma 
  based roll you make, be it check, attack roll, or saving 
  Have you ever seen a sad halfling? 
  Most people would say no, which just 
  shows that most people don’t know how 
  to look properly. They are naturally 
  born actors, making them great for 
  infiltration, so I suppose it makes 
  sense. It’s less great for team morale if 
  your acrobat suddenly turns melancholic 
  in the middle of a job. Watch your 
  crew. Make sure they’re happy. 
  
  56
  Lightfoot
  A wandering spirit is present in most lightfoot halflings. 
  As is obvious by their name, these halflings live for the 
  unknown and are often found wandering the roads of 
  Noroth in great bands to entertain and awe peoples from 
  all over the world.
  Few halflings entertainers ever rise to earn great 
  fortunes, but to them it is not about the fame. It is about 
  discovering and exploring the untold stories taking place 
  all around them.
  Most lightfoot halflings are smiling and inviting by 
  nature. They often have curly or unruly hair in light colors. 
  Halfling males rarely grow facial hair, and if they do they 
  can’t muster no more than a short beard, and they are 
  generally slimmer than their stout cousins.
  Stout
  Halflings are natural entertainers, easily providing a good 
  tune or a well told tale. Those who do not do that instead 
  provide the mead and ale.
  Stout halflings are infamous for their breweries and 
  wineries, as well as their undeniable talent for cooking 
  and managing festivities. Though stern when it comes 
  to presenting their craft, they are warm as a hearth 
  concerning most other matters of interest.
  Stout halflings are thicker of build and darker of hair 
  than lightfoots, but they are just as jovial. They are more 
  grounded as well and tend to be comfortable staying in the 
  same place for longer periods of time.
  Humans
  When you’re building a house, you want a Stonian to lay 
  the groundwork, you want a Light to bless its halls, and you 
  want a Teldoran to ward it from dangers. What about the 
  Aurishman? You want him to come over once it’s done so 
  he can share a drink with you.
  — Einar Levarn, Aurish sailor
  Humans are, by far, the most numerous race present in 
  Noroth, and Velea is no exception. A large majority of the 
  population in both Lightport, Teldora, and Aurenia are 
  human, and a large amount of human residents has settled 
  down on Stonian soil on the Half-Way as well. Humans 
  have adapted to different ways of life since the dawn of 
  time. They were put on Noroth to bridge the gap between 
  the warring races and were given the ability to survive in 
  any climate, succumbing it to their will and adapting to 
  nearly any circumstance.
  What separates the humans from one another are their 
  looks as well as their ideologies. Humans have waged war 
  on each other for eons, intent on fighting for their beliefs. 
  As a result, human nations are wary of their neighbors, 
  always remembering that they were enemies not too long 
  ago.
  
  57
  Dragonborn
  I don’t deal in lives, despite what you might have heard 
  of my people. But what you may have heard of our fiery 
  tempers and knack for breaking noses is very true. Allow 
  me to give you a demonstration.
  — Ezeerah, first mate to Captain Drakk of the Hawkkiller
  While nearly non-existent in Velea, the dragonborn are 
  not unknown to the continent. While their home is in 
  Laynarion in Uawei, where they live under the regime of 
  the Laynarian imperial court, some have made across the 
  Jade Ocean to settle in Velea.
  Due to their close connection with the Laynarion slave 
  trade, many Veleans regard the dragonborn with clear 
  mistrust and occasional violence. Velea despises slavery 
  and relations between the Velean continent and the nations 
  of Uawei can become tense as a result. The dragonborn’s 
  scaly exterior and dragon-like features does not help in 
  making them more likeable, as much of Velean history, 
  especially in Teldora, has tasted the fury of dragon fire.
  Among dragonborn clear racism is found, as those of the 
  metallic sheen despise their chromatic cousins, and the 
  feeling is mutual. Often, an attack against a dragonborn 
  might be the result of a human or dwarf feeling uneasy, but 
  should a metallic and chromatic dragonborn meet, some 
  sort of violent clash between them is very likely to occur.
  Despite this, dragonborn are occasionally seen in Velea, 
  especially in the harbor cities where they have sailed in on 
  a trading vessel.
  Gnomes
  Just one more twist, and it should be all done. There! Oh 
  no. Oh, that’s not good. I think I may have broken it.
  — Talder Hollowhand, inventor
  Following the War of Separation, the gnomish race neared 
  extinction around the dawning of the Age of Separation. 
  Through luck and good fortune, the gnomes prevailed, and 
  though their numbers are nowhere near what they were, 
  they are far from uncommon in Velea.
  Most gnomes hail from their home country, Tinkervale, 
  lying next to Ethaari, the home of the elves. The gnomes 
  are the one race that is somewhat tolerated by the elves, 
  and the one race they are willing to extent a helping hand 
  to. Gnomes, like elves, have ties to the faerie courts of 
  Evalon, though connection is no way near as strong as that 
  of the elves. This connection is not of great importance to 
  most gnomes, who dwell more on the specifics of invention 
  and creation.
  Gnomes build their homes in small, close-knitted 
  communities of a few hundred people at most. Their 
  townships lie close to one another to make travel between 
  the different settlements easier. Gnomish families stretch 
  far out across Tinkervale, with many gnomes having family 
  in dozens of forest villages and mountain conclaves within 
  the vale. Oftentimes, gnomes will settle down somewhere 
  far away from their home, but there is always that need to 
  Human Ethnicities in Velea
  The following ethnicities are the most widespread and 
  common in Velea, taking up a majority of the continent. 
  With the exception of the Zirani, there are no significant 
  minorities on the continent among the humans.
  Aurish
  Though Aurenia has recently withdrawn from Velea, much 
  of its influence can still be felt. In northern Velea, many 
  Aurish people have settled down to live in peace on the 
  continent. The Aurish tend to be tall and slender with pale 
  skin and hair the color of straw. Their eyes are as pale as 
  their skin and are often blue or gray.
  Aurish Names: (Female) Agatha, Fenna, Sigyn, Tora, Ula; 
  (male) Arne, Fenrick, Johan, Kai, Wilgrin; (surnames) 
  Fjell, Lind, Norden, Solling, Vatne
  Light
  Those who settle in Lightport have rarely lived there 
  for more than a few generations. Many people seeking 
  spirituality come to Lightport, and as a result, the 
  commonwealth sees all kinds of strange folks. There are 
  few common denominators that connect the citizens of the 
  nation, but they tend to be fair of skin. It is, however, not 
  unusual to find the darker skin tones most commonly seen 
  in Uawei among the Light humans.
  Teldoran
  Teldorans tend to be of average height with hair varying 
  between dark black and bright blond, and with light skin. 
  As they mostly live in harbor cities, relying on trade and 
  often accepting people from other nations who come to 
  Teldora to study the magical arts, their heritage is naturally 
  mixed. Teldorans care little about where you come from 
  and care more about what you are able to do with your life. 
  They are dreamers and highly ambitious once they set their 
  minds to something.
  Teldoran Names: (Female) Dara, Eveline, Nanette, 
  Nina, Rosalyn; (male) Cole, Flynn, Jace, Orion, Tarren; 
  (surnames) Carder, Goodhart, Harmon, Mayfield, Stowe
  Stonian
  The humans who live in Stoneway are shorter and stouter 
  than most other humans are, though still much taller than 
  the dwarves they live among. The have darker hair and 
  eyes, and tan skin. They have adopted a calm outlook on 
  life and are known for their mild tempers.
  Stonian Names: (Female) Agnes, Esa, Isobell, Marion, 
  Nichola; (male) Duncan, Ewan, Gavan, Ninian, Ranald; 
  (surnames) Cairns, Calder, Doone, Ransay, Yarrow
  Zirani
  The Zirani travel the roads of Teldora and Uawei in 
  caravans, performing and entertaining wherever they 
  come. Most civilized people, who consider the Zirani to be 
  thieves and strangers, dislike them heavily. The Zirani stay 
  clear of most settled areas, keeping their caravans moving 
  and traveling across Velea’s fine roads.
  
  58
  Deep Gnomes
  Unlike their surface kin, deep gnomes are not given the 
  same immediate hospitality - mostly because they are a 
  rare occurrence outside of their underground homesteads.
  Svirfneblin, as they are also known as, are more stoic 
  and less flamboyant than their surface-dwelling cousins, 
  and it is mostly them who make sure the distance between 
  the subraces is being kept. They prefer their privacy, 
  staying neutral in most situations and taking care to keep 
  themselves away from the focus of the surface realms.
  Half-Elves
  Sometimes I wish I was normal. That people wouldn’t look 
  at me the way that they do. Like I was some sort of freak, 
  or blessed by a god, or something third entirely.
  — Lillia Vereah, barmaid
  Being as isolated from the rest of the world as the elves 
  are, the joining of a human and an elf is a very rare affair. 
  This means that half-elves are somewhat of a rarity in 
  Velea and are treated to some attention wherever they go.
  As they take on the elegant beauty of their elven parent, 
  they often cause a stir when they appear. Many half-elves 
  stick together as a result, trying to feel more normal than 
  they are and rarely succeeding. Their role in the civilized 
  world is rarely that of a background character, since they 
  will almost always stand out in a crowd, especially in 
  Stoneway and Teldora. Lightport see a larger share of half-
  elves, but even there they are an uncommon sight.
  A Blessing and A Curse
  Should the mother be elvish, it is unlikely the child would 
  ever be born, since the shame of bearing a half-human 
  child is too much for many elves to handle. In some elven 
  conclaves, an elven woman would be made an outcast if 
  it was discovered she was pregnant with a human’s child, 
  as many more traditional elves would consider the human 
  blood to have tainted the elven heritage.
  Should the mother be human, however, she is free to 
  have the baby should she wish, though the child she will 
  raise will be the cause of many looks and stares as they 
  grow up. Even with their human features, their ethereal 
  beauty and pointy ears will always be cause for attention.
  Half-Orcs
  Unlike the brutes found among my father’s people, you 
  can’t fool me easily. The payment was set to 100 gold 
  pieces to be paid when the job was done. It’s done. And I 
  want my coin.
  — Thark, mercenary
  The unfortunate spawn of the joining between humans and 
  orcs rarely receive anything but open disgust wherever they 
  go, mostly because of the nature of their creation. They 
  are often born from a human female being captured by an 
  orc warband and then dragged back to their encampment 
  go back and share the stories of their travels, resulting in 
  the frequent spotting of gnomish travelers along the Planar 
  Crossways.
  Forest Gnomes
  Generally thought to be the most friendly and forthcoming 
  of the gnomes are the forest gnomes. They live along the 
  Trickster’s Road, the river which runs through the length 
  of Tinkervale and they are often the ones who deal with 
  outsiders, as well as any visiting elven emissaries coming 
  to procure some of their recent inventions.
  They have a unique kinship with the elves, as both races 
  share a love and respect for nature, greatly helping when 
  the two peoples engage in diplomatic relations.
  Rock Gnomes
  Living further into Tinkervale in small, stone conclaves 
  chipped into mountainsides, these gnomes deal more 
  with their dwarven neighbors and do dealings with them. 
  The rock gnomes are incessant in their crafting, always 
  spouting ideas at one another or working on some sort 
  of wacky project. It is not unusual to have a rock gnome 
  disappear for days at the time as they engross themselves 
  in a new project.
  
  59
  the members of the Exiled Sept, and since most of the race 
  resided on Fennkaz, the tiefling population was removed at 
  the same time the continent was.
  What few remained in either Keefe, Velea, or Uawei 
  were seen as traitors to the gods. In the chaos after the 
  War of Separation, many tieflings were victims to hateful 
  beatings and killings. Those that survived gathered in 
  small groups, but this did not protect them. Fearing that 
  they might be preparing to strike at the worshipers of the 
  Nonet Triumphant, these tiefling groups were dispersed 
  with deadly force.
  Citizens of Anra
  The only place tieflings are considered safe is in Anra, 
  a city carved on the inside of Mount Orobas, which lies 
  near the western border of Lightport. Here, both abyssal 
  and infernal tieflings live side by side, something that was 
  unheard of in the times prior to the War of Separation. 
  Most tieflings live and die in Anra, as the open hostility 
  against them keeps them isolated inside their mountain 
  city. Their affiliation with the Exiled Sept has led many 
  to see them as dangerous at best and pests in need of 
  extermination at worst. This open hostility leads many 
  tieflings into a life of isolation from the outside world and 
  tieflings, as a result, rarely have much world experience.
  Should they emerge from Anra, they would be 
  universally hated. Believed to be the physical embodiment 
  of devil and demonkind, they tend to become the scapegoat 
  for any ailments that might befall the towns and cities in 
  which they reside. They, as a people, are hounded and 
  despised, and no one have shown any interest in remedying 
  their social standing.
  as a trophy. Should the half-orc baby be born to a group 
  of humans, it is not unusual that the baby is viewed as 
  a disgusting, vile creature. The corpses of dead half-orc 
  children have occasionally been found in the wilderness 
  where their human parent left them to die.
  Mocking the Monster
  The love they lack from their human side is not given on 
  the orc side either. Orcs see half-orcs as weak creatures 
  who will serve as a laughing stock to the other orcs in the 
  band due to their smaller size. This treatment tends to turn 
  them cruel and calculating. The orc tribes with a half-orc at 
  the helm are often more dangerous and ruthless than those 
  consisting only of orcs, since they have been raised to be 
  cruel and merciless.
  In the very few cases where a half-orc is raised among 
  humans, they tend to be seen as brutish or oafish due to 
  their orc heritage and are mocked because of it. Their 
  strength, though lesser than an orc’s, is still much greater 
  than a human’s and people take care to keep their distance 
  while they tease a half-orc adolescent, as they might not 
  yet be able to control their strength. These half-orcs often 
  make excellent mercenaries or soldiers, and rarely stay 
  long among civilized folk before venturing on.
  Tieflings
  You best think twice before you walk out that gate. There’s 
  nothing for you out there but pain and suffering.
  — Varkhas Nevarro, Anra gate watch
  Before the War of Separation, tieflings were a more 
  common sight among the peoples of Noroth, though they 
  never had much of a foothold in Velea. Most of their culture 
  was found in Fennkaz, with the abyssal and infernal 
  tieflings living tensely among another.
  Following the events of the War of Separation, the 
  outlook on tieflings changed completely. They had always 
  been regarded with a fair amount of caution because of the 
  nature of their existence, but this mistrust grew into hate 
  following the War. Many tieflings followed and worshiped 
  Half-Elf and Tiefling Variants
  The race variant options for half-elves and tieflings 
  made available in SCAG are also an option for Noroth 
  characters, as are the tiefling subraces found in MToF.
  In addition, if you are a tiefling you may change the 
  damage resistance granted by your Hellish Resistance 
  trait depending on your color. You may pick from acid, 
  poison, cold, and fire.
  
  60
  Bearfolk
  We raided their camp, as instructed, but found that we 
  were wildly unprepared for the assault. These were not the 
  mindless beasts we were told of, driven mad by bloodlust. 
  When Scout Yda and Scout Wilgrin went to set the camp 
  aflame, they were struck down by the creatures. One of 
  them cleaved Wilgrin right in two. A retreat was ordered, 
  as I did not wish to lose more people in this attack. I will 
  not make a mistake like this again.
  — Field-Captain Eska Vastwood in a report to Fort Nylan
  The hulking bearfolk make up an intimidating visage. 
  Brutish and powerful, they combine features of a bipedal 
  humanoid with the raw strength of a mighty bear. Their 
  heads appear to be entirely ursine, and their muscled 
  bodies are covered in thick fur. They are most often seen in 
  Keefe but can also be found in northern Velea.
  Passionate Extremes
  Bearfolk are not known for their calm natures. They are 
  boisterous and loud, their minds unable to fathom nuanced 
  emotions. They act extremely when faced with choices 
  and can be hard, if not impossible, to convince once they 
  have made up their minds. Their celebrations are filled 
  with explosive passion, and their wrath is as raging as a 
  forest fire. These extreme reactions often lead to fighting, 
  even amongst themselves. Luckily, bearfolk are a hardy 
  people and consider scars to be an honorary reminder of a 
  battle successfully fought, and it is not unusual to see two 
  bearfolk get into a bloody scuffle, only to share a cask of ale 
  moments later.
  New Races
  With all the chaos in the world, you can’t really be 
  surprised when something shows up that you don’t 
  immediately recognize. I’ve met people who looked more 
  animal than human, and many of them would be able to 
  outwit even the greatest scholars at our universities.
  — Frenkie Gastor, Wayfinder
  The races found in such materials as VGtM are also known 
  to exist in Noroth, but they exist in very small numbers. 
  These races are not a usual sight and will be treated as 
  oddities should they be encountered.
  Monstrous races, such as goblins and orcs, are disliked 
  by most civilized settlements, and are rarely allowed entry 
  into townships and cities. Someone playing a monstrous 
  race should have another member of the party with them 
  to gain entry to cities and shops. One exception to this is 
  gnolls. Due to the historical clashes between Velea and the 
  wild gnolls, anyone is within their legal right to kill a gnoll 
  on sight. As a result, gnolls are not playable in the Velea 
  setting.
  In addition to this, the new races listed in this chapter 
  are occasionally seen in Noroth in addition to those 
  found in the PHB and VGtM. These races are Bearfolk, 
  Burrowling, Dhampir, Vupine, and Zirani.
  Can’t blame the Aurish. Imagine having 
  one of those things come charging right at 
  you? Vail’s shade, they are massive. And, 
  you know... they are bears, so there’s that 
  too. 
  
  61
  Bearfolk Traits
  As a bearfolk, you have the following traits.
  Ability Score Increase. Your Constitution score 
  increases by 2.
  Age. Bearfolk reach maturity by age 11 and live for 
  around 70 years.
  Alignment. Their prowess and rashness in battle makes 
  bearfolk lean towards a chaotic alignment.
  Size. Bearfolk grow to be about 7 feet tall when they 
  reach adulthood. They are massive and hulking in form, 
  weighing around 400 to 500 pounds. Your size is Medium.
  Speed. Your base walking speed is 30 feet.
  Keen Smell. You have advantage on Wisdom 
  (Perception) checks that rely on smell.
  Bearfolk Weapon Traning. You have had to defend your 
  home from invaders and hunters. You have proficiency with 
  the battleaxe, greatclub, and warhammer.
  Bite. Your mighty jaws are packed with sharp teeth. 
  You can make a melee attack with them, biting a creature 
  within 5 feet of you. On a hit you deal 1d6 piercing damage 
  + your Strength modifier. You are proficient in these 
  attacks.
  Powerful Build. You count as one size larger when 
  determining your carrying capacity and the weight you can 
  push, drag, or lift.
  Languages. You can speak, read and write Common and 
  Giant.
  Subrace. You choose your bearfolk subrace depending 
  on where your bearfolk character was raised. You can 
  choose either Arctic Bearfolk or Cave Bearfolk.
  Arctic Bearfolk
  You grew up in the northernmost cold of the Froststeppes 
  among a nomadic, traveling people. You have white fur and 
  an acute sense of the wilderness around you.
  Ability Score Increase. Your Wisdom score increases 
  by 1.
  Tracker. You have proficiency in the Survival skill.
  White Fur. You have advantage on Stealth checks made 
  to hide in snowy terrain.
  Cave Bearfolk
  Your people lived in settled tribes based out of immense 
  cave systems. You have a great understanding for the 
  mountains you call home and your fur is brown or dark 
  gray.
  Ability Score Increase. Your Strength score increases 
  by 1.
  Darkvision. Your time below ground means you see well, 
  even in low light. You can see in dim light within 60 feet of 
  you as if it were bright light, and in darkness as if it were 
  dim light. You can’t discern color in darkness, only shades 
  of gray.
  Fearless. You have advantage on saving throws against 
  being frightened.
  Followers of the Mountain King
  The faerie courts of Evalon have their share of followers, 
  and the court of the Mountain King is no exception. 
  Though considered one of the smaller courts, his loyal 
  following of bearfolk means he is a force to be reckoned 
  with. Though most bearfolk have never seen this court that 
  they supposedly serve, they live knowing of the stories of 
  the Mountain King and his mighty halls that reach deep 
  into the Evalon underworld. To participate in a feast of the 
  King’s making is a dream shared by many bearfolk, and any 
  celebration with a bearfolk at the helm makes sure to pay 
  due to the King’s honor.
  Nearly Wiped Out
  Bearfolk used to roam far and wide across the continent 
  of Keefe, even settling as far south as the Tideway. These 
  settlements only remained for a short while, due to the 
  residents of Aurenia taking up collected arms against the 
  bearfolk and their intrusion into their lands. Any bearfolk 
  sighted south of Fort Nylan was killed or chased away, 
  believed to have been a feral werebear. 
  The Aurish have an ingrained hatred for lycanthropes 
  and shapeshifters, and even though bearfolk are neither 
  by nature, the Aurish soldiers hunted them regardless. 
  Now, the bearfolk live in smaller tribes in the Froststeppes, 
  licking their wounds and telling stories of the time 
  when they were known as the great explorers of Keefe’s 
  wilderness. The few who made it past the Tideway 
  settled in northern Velea, hiding in the thick forests of the 
  continent.
  Bearfolk Names
  Bearfolk pay a lot of respect to their history and their 
  ancestry, as well as any heroic deeds they might have 
  accomplished in their lifetime. They choose their 
  parentnames upon reaching maturity, wherein they choose 
  to be named after either their father or their mother. If the 
  bearfolk later in life should accomplish a great task and 
  earn a nickname as a result, this name is considered their 
  surname in place of their parentname.
  Female bearfolk use the suffix -tir at the end of the 
  parentname, drawn from the giant word for ‘daughter,’ 
  whereas male bearfolk use the suffix -sorn, drawn from the 
  giant word for ‘son.’
  Female Bearfolk Names: Adis, Arnfri, Freena, Hallfri, 
  Hrefna, Joru, Magna, Mjoll, Tora, Vardis, Yrra
  Male Bearfolk Names: Arn, Brok, Grummir, Jorund, Kolls, 
  Marr, Ragar, Onund, Svanar, Thorinn, Vifil
  Parentnames: Anntir, Dagfrisorn, Eimltir, Hildrsorn, 
  Skortir, Steinsorn, Tannisorn, Vigfutir
  Nicknames: Angelhammer, Blood Eagle, Magebreaker, 
  Ropekiller, Trollsbane
  
  62
  panic, a burrowling might have stumbled onto a group of 
  adventurers and bonded with them out of desperation. 
  After living with a group of people for at least six months, 
  the burrowling will begin to become more relaxed, as it has 
  found a new family to call its own.
  Hunted by the Fey
  Legends say that the burrowlings were once fey creatures 
  who lived and prospered in Evalon along with the Wyldfae. 
  However, at some point they were exiled from the plane by 
  the Summer Queen Tiana. Forced into Noroth, they have 
  lived in peaceful happiness ever since. Whether they know 
  of the reason for their exile, or they are merely unwilling to 
  share it, is unknown. A certain thing is that some beings, 
  especially those also disliked by the more noble of the fey, 
  have a grave fascination with the furry creatures. This 
  includes hags especially, who are always on the lookout for 
  burrowlings.
  Burrowling Names
  Burrowlings usually get a short first name when they 
  are born, and they keep it throughout their lifetime. To a 
  burrowling, the entire burrow is their family, so their family 
  name is just as important to them as their first name.
  The family name often reflects the nature of the 
  surrounding burrow or gives a description of the attitude of 
  the burrowlings living there.
  First Names: Ash, Brun, Dusty, Gip, Hally, Lint, Merry, 
  Rile, Sun, Tickle, Weed, Wrinkle
  Family Names: Applehollow, Goodhill, Littleling, Marigold, 
  Smiling, Toughrock, Talltree
  Burrowling Traits
  As a burrowling, you have the following traits
  Ability Score Increase. Your Constitution score 
  increases by 2 and your Charisma score increases by 1.
  Age. Burrowlings reach adulthood at the end of their 
  first year of life and live up to 20 years.
  Alignment. The structured society that shapes their 
  existence makes it so burrowlings are very loyal creatures. 
  They tend towards being kind and good, especially towards 
  those they consider family.
  Size. Burrowlings stand around 3 feet tall, and weigh 
  between 20 and 40 pounds. Your size is small.
  Speed. Your base walking speed is 30 feet.
  Burrowling
  While their nature is inherently kind, one can’t help but 
  wonder what terrible deed they must have done to be hated 
  by the Summer Queen as much as they are. Who knows? 
  Maybe they ruined her garden, and she’s holding a terrible 
  grudge.
  — Elbin Aikros, Chronicler of the Dreamscape Lyceum
  These light-brown, furry creatures reassembling prairie 
  dogs inquisitively survey their surroundings as they peak 
  out of their burrows. They seem rodent-like, both in 
  appearance and mannerisms, jittering at loud noises and 
  burrowing into the ground if they are spooked.
  Family Conclaves
  Burrowlings live together in large family groups, helping 
  each other with every odd task that might be needed within 
  the underground burrows that make out their homes. They 
  do everything together, including building and digging 
  their tunnels, foraging for food, as well as looking after 
  and raising their young. They can even make up small 
  farmsteads where they grow fruit and vegetables, but these 
  are a rare sight. Burrowlings seek to protect themselves 
  and each other and building structures on the surface can 
  reveal their position, potentially endangering the group.
  This reliance on their family can become a detriment 
  to a burrowling. Should a burrowling become separated 
  from its family, it will become panicked and begin to 
  cry out for help. Without the companionship felt by a 
  family, a burrowling cannot survive and usually dies of 
  loneliness within a few weeks of becoming lost. In this 
  I wish I could say that these things are 
  annoying as nettlerash, but who am I 
  kidding? Just look at them. The bloody 
  things are cuter than puppies, and I hate 
  myself for admitting that. 
  
  63
  natural allure of their vampire parent, but their complexion 
  is paler than a human’s. Dhampirs have inherited their 
  vampire parent’s sensitivity towards sunlight and tend to 
  keep themselves indoors as a result.
  Daywalkers
  Many vampires neglect or even despise any dhampir 
  offspring they may have sired, considering them weak 
  imitations of true vampiric power. However, some vampires 
  can see the potential in dhampirs, as the half-humans can 
  walk in sunlight and suffer no ill effects from doing so. 
  Whereas vampires require blood on a daily basis, most 
  dhampirs can go without it for a while, allowing them to 
  mingle in human settlements and cities. To the vampires, 
  this is a grand opportunity for espionage, as the dhampirs 
  can move among the people and remain undetected. To 
  most dhampirs, this excursion into civilization offers them 
  two options: the option to escape their vampire masters, or 
  the option to hunt the humans they so freely mingle with.
  Conflicted Creatures
  Some dhampirs try to go against the evil nature imbued 
  in them through their bloodline. It is a hard feat, as the 
  temptation of fresh blood is always present to drive them 
  away from the path of goodness. Though a dhampir doesn’t 
  need to drink blood, they take the same pleasure in it as 
  vampires do. If a dhampir indulges in this want, chances 
  are it will turn from a craving to an addiction which can be 
  nearly impossible to break away from.
  Dhampir Personality
  Dhampir act very differently depending on their social 
  background. Most dhampir who were raised by a human 
  will try to act inconspicuously and do their best to not draw 
  attention to themselves. Dhampirs raised by vampires are 
  the other way around, reveling in the awe that their beauty 
  wakes in others and stalk lone wanderers to drink from 
  in the night. Either way, dhampirs try to follow a code, set 
  either by their vampire masters or by their worried human 
  parent.
  Darkvision. Used to digging in tunnels, you can see in 
  the dark. You can see in dim light within 60 feet of you as if 
  it were bright light, and in darkness as if it were dim light. 
  You can’t discern color in darkness, only shades of gray.
  Burrowing. You have a burrow speed of 5 feet.
  Hardy. You have resistance against poison and 
  advantage on saving throws against poison.
  High Alert. You get advantage on Wisdom (Perception) 
  checks that rely on sight if you are within 10 feet of 
  someone you consider family.
  Family Tactics. You have advantage on attack rolls when 
  your target is adjacent to at least one other creature you 
  consider family.
  Nimble. You can move through the space of any creature 
  that is of a size larger than yours.
  Languages. You can speak, read, and write Common 
  and Squeak Speech.
  Dhampir
  Don’t cry. Just... please don’t. Understand, I don’t want to 
  do this, but... the hunger. You don’t understand how much 
  it hurts. It will just be a little bite. Just a little bit of blood, is 
  that so bad? I told you to stop crying!
  — Unknown man, as reported by his victim
  Though they look like humans, talk like humans, and move 
  like humans, dhampirs are something else entirely. They 
  are the offspring of a human and a vampire, often with 
  the human being the seduced woman of a male vampire’s 
  charms. Dhampirs are attractive beings, taking on the 
  There are too many damn romance novels about 
  these things. Don’t get me wrong, I see the appeal. 
  Handsome, dark, and mysterious. It’s a trifecta of 
  clichés, making it extremely useful as a narrative 
  device. But the ugly truth is that dhampirs are a bit 
  like drunks who are desperately trying to stay sober, 
  because having even one drink means potentially 
  killing someone. Yes. Very romantic.                                 
  
  64
  Light Touched
  You were raised by your human parent, learning how to 
  exist in conjunction with the world. You are more human 
  than vampire.
  Ability Score Increase. Your Wisdom score increases 
  by 1.
  Sheep’s Clothing. You have become a master at hiding 
  your true heritage. You have proficiency with the Deception 
  skill. In addition, you add double your proficiency bonus 
  to any Charisma check you make to pass as a human or to 
  hide your vampiric bloodline.
  Night Touched
  You were raised by your vampiric parent, learning about 
  the dangers of the world from their perspective, and have 
  taken on more vampiric tendencies.
  Ability Score Increase. Your Constitution score 
  increases by 1.
  Blood Addiction. Every day, you must consume at least 
  20 ounces of humanoid blood. If you don’t, your body 
  will start to wither away, eventually decaying into dust. 
  You can go without blood a number of days equal to your 
  Constitution modifier (minimum of 1). After that, you suffer 
  1 level of exhaustion for each day you go without blood. 
  This exhaustion can only be removed by consuming at 
  least 20 ounces of blood.
  Blood Magic. You know the friends cantrip. Once you 
  reach 3rd level, you can cast the sleep spell once per 
  long rest. When you reach 5th level, you can also cast 
  the suggestion spell once per long rest. Charisma is your 
  spellcasting ability for these spells.
  Vulpine
  You are annoyingly insistent on being friends with me. Fine 
  then! We’re friends. Are you happy now?
  — Riley the Red, vulpine thief
  Standing straight and with a look of mild disdain in their 
  eyes, the fox-looking vulpines are not the most welcoming 
  of people. Native to Ethaari and the western part of Uawei, 
  they have been hunted for centuries by various peoples and 
  have come to be distrusting of most who offer them aid.
  Extremely Secretive
  The vulpine culture is one that is not widely known, mostly 
  because of the near annihilation the race experienced at 
  the hands of both the elves of Ethaari and the slavers of 
  Uawei. Due to this, much of their history has been lost, 
  and the vulpines are not ready to forgive those who took 
  their culture away from them. They have a great distaste 
  towards elves, especially, but are unlikely to actively start 
  trouble because of it. Vulpines are haughty, not stupid, and 
  they know better than to start a fight if they think there is a 
  chance of them losing.
  Dhampir Names
  Dhampirs are raised either among or near humans and 
  take on human names as a result. Occasionally, if the 
  dhampir is raised entirely by their vampiric parent, they 
  will get a name that fits the original racial background of 
  the vampire instead.
  Dhampir Traits
  As a dhampir, you have the following traits.
  Ability Score Increase. Your Charisma score increases 
  by 2.
  Age. Dhampirs reach maturity around their second 
  decade, same as humans, but once they become adult, 
  they can live centuries longer than humans. The longest 
  recorded lifespan of a dhampir is 500 years.
  Alignment. Dhampirs are almost always lawful, bowing 
  to the higher authority that is either the world they are 
  trying to mingle with or the vampire they are serving. 
  Depending on the background, they can be either good or 
  evil.
  Size. Dhampirs have the same height and built as 
  humans, but they tend to have more attractive features. 
  Your size is Medium.
  Speed. Your base walking speed is 30 feet.
  Darkvision. You can see in dim light within 60 feet of 
  you as if it were bright light, and in darkness as if it were 
  dim light. You can’t discern color in darkness, only shades 
  of gray.
  Sunlight Sensitivity. Your eyes are extremely sensitive, 
  but you are fortunately not damaged by the sunlight. 
  You have disadvantage on attack rolls and on Wisdom 
  (Perception) checks that rely on sight when you, the target 
  of your attack, or whatever you are trying to perceive is in 
  direct sunlight.
  Necrotic Resistance. You have resistance to necrotic 
  damage.
  Fangs. Your fangs are considered a melee weapon and 
  you are proficient when you attack with them. You can 
  only attack a creature with your fangs if they are willing, 
  grappled, restrained, or incapacitated. On a successful hit, 
  the creature takes piercing damage equal to 1d6 + your 
  Strength modifier. If the creature is humanoid, it has to 
  make a Constitution saving throw. The DC equals 8 + your 
  Charisma modifier + your proficiency bonus. On a failed 
  save, the creature takes necrotic damage equal to 1d6 + 
  your character level as you begin to drink their blood. On a 
  successful save, the creature takes half damage. You also 
  heal yourself an amount of hit points equal to the necrotic 
  damage dealt. Each point of necrotic damage dealt equals 
  one ounce of consumed blood.
  Languages. You can speak, read, and write Common 
  and one additional language of your choice.
  Subrace. Depending on if you were raised by humans or 
  raised by vampires, you are granted different abilities. You 
  can choose to be either Light Touched or Night Touched.
  
  65
  As a result, they prefer to keep everyone at arm’s length. 
  This includes coming up with a fake name that they use in 
  the presence of non-vulpine races. This distance to other 
  people means it is much easier to continue to be angry 
  with them.
  Suspicious and Unwanted
  Vulpines are generally disliked company in major cities, 
  due to their notorious sour mood and nasty personality. 
  They are likely to start trouble by simply staring daggers 
  at some half-elf on the other side of the tavern bar, and 
  then disappearing without a trace when the person in 
  question has had enough. They also usually make their 
  living as spies and thieves, giving them yet another reason 
  to be disliked. Vulpines seem to have embraced this 
  expectation of their race and have made it a point to take 
  up undesirable work habits.
  Vulpine Personality
  Though they are arrogant, vulpines are also extremely 
  loyal. They are very clever creatures, and they rarely bond 
  with anyone, even other vulpines. When they do connect 
  to another person, vulpines are often reluctant to admit 
  it, believing that the sense of familiarity they feel portrays 
  weakness. They attempt to hide their true feelings behind 
  sarcasm or insults, whichever comes more natural to the 
  vulpine, but once they have bonded with someone they 
  would do anything to protect them. Even if they don’t say it.
  Vulpine Names
  Vulpines are very secretive by nature and it is rare that 
  they will tell anyone their real name. Instead, they pick a 
  common name to use when among other races, and often 
  present this common name in a very sarcastic manner 
  when asked to introduce themselves, almost as if they are 
  mocking people for wanting to speak to them.
  Worked with a vulpine once. I 
  think he was actively trying to 
  make me hate him, and he was 
  doing a damn fine job at it too. 
  Never felt the crew as tense as 
  when he was around.
  I would have kicked him out, had 
  he not had a frightening talent for 
  getting into places he shouldn’t be. 
  Never knew someone could move 
  so quietly. He was a good thief. At 
  times, I find myself missing his 
  stupid insults.                                 
  
  66
  Their real names are often long and melodic, not unlike 
  elven names.
  Vulpine Female Names: Aylenthia, Eleshia, Isilyan, 
  Miraris, Penelorie, Soranah
  Vulpine Male Names: Ailmor, Eilanvohr, Leothern, 
  Ruvyan, Vailyon, Zyllarihn
  Common Names: Anna, Davie, Collin, Jack, Eva, 
  Katherine, Linda, Mary, Tom, William
  Vulpine Traits
  As a vulpine, you have the following traits.
  Ability Score Increase. Your Intelligence score 
  increases by 2 and your Charisma score increases by 1.
  Age. Vulpines are considered adult by age 15 and live a 
  little longer than a century.
  Alignment. Being intent on self-preservation, most 
  vulpines tend towards chaotic alignments.
  Size. Vulpines stand between 5 and 6 feet tall, and 
  weigh between 100 and 150 pounds. Your size is Medium.
  Speed. Your base walking speed is 30 feet.
  Devious. Having been disliked most of your life, you 
  have become apt at hiding your emotions and reading 
  the emotions of others. You are proficient in either the 
  Deception or the Insight skill.
  Keen Ears. You have advantage on Wisdom (Perception) 
  checks that rely on hearing.
  Sharp Claws. Your claws are natural weapons. When 
  you make an unarmed strike with your claws and hit 
  with them, you deal slashing damage equal to 1d4 + your 
  Strength modifier, instead of the bludgeoning damage 
  normal for an unarmed strike.
  Fox’s Cunning. You have a knack for recalling relevant 
  information or finding kinks in the design of a hidden trap. 
  You can give yourself advantage one Intelligence check. 
  Once you’ve used this trait, you can’t use it again until you 
  finish a short or long rest.
  Languages. You can speak, read, and write Common, 
  Vulpine, and one other language of your choice.
  Zirani
  Turn your back on a scorpion, but never a Zirana.
  — Uaweinian proverb
  Looking much like humans, one could be forgiven for 
  confusing a human with a Zirana. The Zirani are different 
  enough, however, that they are considered a separate 
  race from humans. They have a slightly darker skin tone 
  than the average human and has a tendency for dark hair 
  Zirani magical abilities aren’t truly understood 
  as of yet. The mystery of it is rather impressive, 
  given that the Teldorans are desperately trying 
  to figure out how the ‘knacks’ they have occur and 
  how they work. I’m curious as well, but it’s more 
  of a personal interest. Nobody’s business but mine.
  
  67
  uncanny ability to be unaffected by shadowmists, the 
  thick mists that crawl over the ground when the Veil that 
  separates Noroth and Ossiria becomes dangerously thin.
  Zirani Names
  Much like other humans, Zirani have a first name and 
  a surname. However, most Zirani names sound strange 
  to humans, especially those living in Velea and Keefe. In 
  Uawei, where the Zirani are more common, less brows are 
  raised at the mention of their names.
  Female Names: Anelka, Bayana, Cini, Drina, Katarina, 
  Kuna, Mika, Morana, Persi, Rosina, Savina, Sonya, 
  Tekla, Tereina, Zolfina, Zuzanna
  Male Names: Alexandre, Andries, Caspar, Corin, Fero, 
  Miquel, Marko, Milosh, Nicolaus, Otti, Piram, Tomas, 
  Vanyev, Vedel
  Surnames: Anako, Carvalho, Costa, de Ashka, de Tinga, 
  Lovell, Rasz, Yayal, Zatari
  Zirani Traits
  Zirani generally have slightly darker skin than white, 
  along with dark hair and eyes, but otherwise look entirely 
  indistinguishable from humans. They also share these 
  following characteristics:
  Ability Score Increase. Your Charisma score increases 
  by 2, and another ability score of your choice increases 
  by 1, or your Charisma score increases by 1, and another 
  ability score of your choice increases by 2.
  Age. Zirani, like humans, reach adulthood in their late 
  teens, but they live slightly longer than a century.
  Alignment. Given their free roaming nature and ability 
  for thievery, Zirani tend towards chaos, and depending on 
  the nature of their caravan, can be both good and evil.
  Size. Zirani vary as widely in height and width as 
  other humans, from barely 5 feet to well over 6 feet tall. 
  Regardless of your position in that range, your size is 
  Medium.
  Speed. Your base walking speed is 30 feet.
  Zirani Blood. You can pass through shadowmists 
  without suffering any ill effects.
  Languages. You can speak, read, and write Common, 
  thieves’ cant, and one extra language of your choice. Zirani 
  typically learn exotic languages that allow them to appear 
  more mystical and enchanting to those visiting their 
  caravans.
  Subrace. Depending on your role within Zirani culture, 
  you gain different benefits.
  Artiste
  You enjoy being at the center of the festivities and can 
  always entertain with a good song or a wonderfully tall tale.
  Talented. You gain proficiency with one musical 
  instrument of your choice.
  Mummer’s Grin. You know the friends cantrip. Once 
  you reach 3rd level, you can cast the charm person spell 
  once per long rest. When you reach 5th level, you can also 
  cast the enthrall spell once per long rest. Charisma is your 
  spellcasting ability for these spells.
  and eyes. They are charismatic by nature, having a quick 
  tongue that can easily land them in trouble with the local 
  populace, and equally quick fingers that can get them in 
  trouble with the law as well.
  Wandering Caravans
  When you have no place to call home, you make the roads 
  on which you travel your home. That is the mindset of 
  the Zirani people, a nomadic folk who wander the roads 
  of Uawei and southern Velea. Only staying in one place 
  for a short while at a time, they settle down for a few 
  days before moving on to a new place. This is partially 
  because of the general cold reception they receive from any 
  settlements who happen to be near their caravans. Their 
  wagons are painted in colorful patterns and each member 
  of the caravan seems to have some sort of entertaining 
  performance to show off, meaning that many people are 
  lured in by the lights of a Zirani caravan. Here, a person 
  can have their fortune told, witness a series of illusory 
  card tricks, or marvel at the artistry of the Zirani’s musical 
  abilities.
  Knack for Trouble
  A Zirana is expected to help out around the caravan from 
  a very young age. Whether this means learning how to 
  paint decorations on the wagons or learn how to cut a 
  deck of cards well enough to do it in their sleep, a Zirana 
  often has a unique talent, and sometimes it develops into 
  what is called a ‘knack’. Having nothing to do with skill 
  or knowledge, a knack is a supernatural talent, usually 
  involving luck or chance. This skill defies probability 
  and is often largely unexplainable. It could be something 
  along the lines of being able always hit the bullseye when 
  throwing a dagger, or always drawing aces when playing 
  cards.
  These abilities, as well as the Zirani sense of 
  showmanship, are what fascinates people from outside 
  the caravan. It is also this can grant them a lot of ill will 
  wherever they go. Several stories exist of Zirani kidnapping 
  children, putting curses on people whom they dislike, 
  and picking any pocket that comes within range of their 
  musician fingers. These stories are more often than not 
  based in rumor with no evidence supporting the claims of 
  possible criminal activity, and are stories made up to vilify 
  or otherwise target the Zirani nomads. 
  A large group of Zirani can cause fear in some 
  communities because of these stories and can keep people 
  from pressing accusations against a Zirana out of fear 
  of being cursed by their magic, even if the Zirana was 
  definitely at fault. However, a lone Zirana, cut off from the 
  encampment, could easily be accused, imprisoned, and left 
  behind when the caravan moves on.
  Mysterious Origins
  No one knows for certain where the Zirani come from, but 
  most theories seem to point at Ossiria as a potential origin 
  for the people. Their blood is tied to the energy of that 
  plane, explaining how they come about the innate magic 
  some of them possess. It would also explain the Zirani’s 
  
  68
  Nomad
  Being raised as a Zirana you have learned a couple of 
  useful things traveling the road.
  Fast Fingers. You gain proficiency with thieves’ tools or 
  one type of gaming set of your choice.
  Evil Eye. You know the thaumaturgy cantrip. Once 
  you reach 3rd level, you can cast the hex spell once per 
  long rest. When you reach 5th level, you can also cast 
  the bestow curse spell once per long rest. When you cast 
  bestow curse with this trait, you immediately gain one level 
  of exhaustion. Charisma is your spellcasting ability for 
  these spells.
  Outcast
  You were banished from your people and forced to live in 
  exile.
  Handy. You gain proficiency with one set of artisan’s 
  tools of your choice.
  Outcast. You know the mending cantrip. Once you reach 
  3rd level, you can cast the snare spell once per day at its 
  lowest level. When you reach 5th level, you can also cast 
  the gentle repose spell once per long rest. Charisma is your 
  spellcasting ability for these spells.
  Optional Trait: Zirani Knacks
  If you choose, you may pick a knack for your Zirani 
  character. This ability is minor and extremely specific, 
  and is not meant to be overly powerful. Nevertheless, 
  consult your DM before using any of these knacks or 
  talk to your DM about creating a unique knack.
  Roll a d10 to determine which knack your Zirana has 
  from the list below.
  d10
  Knack
  1
  You can tell if a beast is sick or injured by 
  touching it
  2
  When you roll dice in a dice game, you 
  always roll 1s
  3
  By looking at a tree, you know how high 
  quality the wood is
  4
  You always know when it is going to rain
  5
  When playing a working stringed 
  instrument, it is always tuned
  6
  When you cough or sneeze, it doesn't make 
  any noise
  7
  If a coin falls from your hand, you always 
  catch it before it hits the ground
  8
  You don't sweat, and you don't suffer any ill 
  effects because of it
  9
  The wheels of a wagon you are riding in 
  don't break
  10
  Your footprints are lighter than they should 
  be
  
  69
  The Ranger Bonecarver archetype, for instance, is more 
  common in the tribal societies found on the continent of 
  Keefe than it is on the more civilized continent of Velea. 
  However, all these subclasses are valid to play anywhere, 
  but occasionally their choice might carry consequences. In 
  a monotheistic nation, as is occasionally found in Noroth, a 
  Paladin who has taken the Oath of the Pantheon would be 
  considered a traitor and heretic by some.
  Regardless, all these subclasses are available to a player, 
  regardless of which setting a campaign might take place. 
  There are subclasses that uses wording and phrases 
  unique to Noroth, but they can be changed to fit any setting.
  T
  he world of Noroth is home to a variety of 
  peoples, some more common and civilized than 
  others. Different cultures develop in different 
  ways, use tools and weapons in methods 
  thought impossible, and advance in ways that 
  can make a well-known race feel entirely alien at times. 
  The following subclasses are available to a traveler of the 
  world of Noroth and the continents therein. In some areas, 
  a subclass choice would be considered an oddity, as that 
  specific type of training is uncommon among the local 
  populace.
  Chapter 4: Classes
  Subclasses
  Class
  Subclass
  Level Available
  Description
  Barbarian
  Path of the Dragon
  3rd
  Finds strength in one of the most powerful creatures ever seen
  Barbarian
  Path of the War Singer
  3rd
  Uses tales of ancient heroes to turn the tide of battle
  Bard
  College of Masks
  3rd
  Acts out roles and take on powerful personas
  Bard
  College of Stars
  3rd
  Travels the roads of the world, searching for adventure
  Cleric
  Luck Domain
  1st
  Believes in fate, uncertainty, and divine luck
  Cleric
  Passion Domain
  1st
  Serves their god through art and affection
  Druid
  Circle of the City
  2nd
  Excels and survives amongst civilized settlements
  Druid
  Circle of the Sky
  2nd
  Finds kinship and allegiances amongst the creatures of the skies
  Fighter
  Holy Heart
  3rd
  Religious warrior driven by their faith and their belief in goodness
  Fighter
  Thug
  3rd
  Bruiser who learned their skills in rough streets and dark alleyways
  Monk
  Way of the Divine
  3rd
  Seeks tranquility through devotion and worship of the gods
  Monk
  Way of the Navigator
  3rd
  Draws on the power of the multiverse by opening planar gates
  Paladin
  Oath of Beauty
  3rd
  Protects true beauty and seeks to vanquish the monstrous
  Paladin
  Oath of the Pantheon
  3rd
  Follows multiple gods and defends the people's right to follow their faith
  Ranger
  Bonecarver
  3rd
  Reads and draws magical powers from pieces of bone
  Ranger
  Sniper
  3rd
  Strikes from afar and with stunning precision
  Rogue
  Dancer
  3rd
  Charms their way through life with entertainment and dance
  Rogue
  Harlequin
  3rd
  Wakes the ire and distaste of their foes using cutting remarks
  Sorcerer
  Cardinal Origin
  1st
  Embodies the ideals of the founding Cardinal Aspects
  Sorcerer
  Sovereign Origin
  1st
  Finds embodiment in the virtuous founding Sovereign Aspects
  Warlock
  The Beloved
  1st
  Calls upon the assistance of a loved one from beyond the Veil
  Warlock
  The Great Wyrm
  1st
  Uses the force and temptation granted by a lithe serpent of the void
  Wizard
  School of Chronomancy
  2nd
  Manipulates time through arcane means
  
  70
  barbarians are able to survive the fierce magic that surges 
  in dragon’s blood, utilizing the wrath of the creatures 
  through their own, powerful rage.
  Path of the Dragon Features
  Barbarian Level
  Feature
  3rd
  Draconic Spirit, Lore of the Drake
  6th
  Dragon Physique
  10th
  Hoard Keeper
  14th
  Ruler of the Skies
  Draconic Spirit
  Starting at 3rd level, you complete a ritual connecting you 
  to the spirit of a mighty dragon.
  Choose a dragon type from Draconic Spirit table. While 
  you’re raging, the spirit of the dragon comes alive in your 
  body, granting you the breath weapon of the chosen dragon 
  type.
  Draconic Spirit
  Dragon
  Damage Type
  Breath Weapon
  Black
  Acid
  5 by 30 ft. line (Dex. save)
  Blue
  Lightning
  5 by 30 ft. line (Dex Save)
  Brass
  Fire
  5 by 30 ft. line (Dex Save)
  Bronze
  Lightning
  5 by 30 ft. line (Dex Save)
  Copper
  Acid
  5 by 30 ft. line (Dex Save)
  Gold
  Fire
  15 ft. cone (Dex Save)
  Green
  Poison
  15 ft. cone (Con Save)
  Red
  Fire
  15 ft. cone (Dex Save)
  Silver
  Cold
  15 ft. cone (Con Save)
  White
  Cold
  15 ft. cone (Con Save)
  You use an action when using your spirit breath weapon 
  and this counts as an attack for purposes of maintaining 
  your rage. When you use your spirit breath weapon, each 
  creature in the area of the exhalation must make a saving 
  throw, the type of which is determined by the draconic 
  spirit you are attuned to. The DC for the saving throw 
  equals 8 + your Constitution modifier + your proficiency 
  bonus. A creature takes 2d10 damage on a failed save, and 
  half as much damage on a successful one. The damage 
  increases to 3d10 at 6th level, 4d10 at 10th level, and 5d10 
  at 14th level.
  You can use your spirit breath weapon once per rage.
  Lore of the Drake
  Also at 3rd level, you gain an insight into the mindset of 
  dragons. You can speak, read, and write Draconic, and you 
  have advantage on Intelligence checks you make to recall 
  information about dragons.
  Barbarian
  They can fly? What kind of a report is that? They are 
  savages wearing loincloths, how can they possibly be 
  flying?
  — Johan Evir, Commander of Fort Westerfell
  There are those who find their strength and ferocity not 
  in the training received by a tutor or the discipline gained 
  from long shifts of guard duty. Instead, their power is 
  found in the cold of the snowcovered Froststeppes, in the 
  biting winds skipping over the sandy dunes of Uawei, or 
  in the salty taste of biting ocean storms. Barbarians have 
  learned ruthlessness from the nature they have spent time 
  in and are often shaped by their natural connection to the 
  world around them. The control and construction found 
  in great cities tend to provoke often violent reactions from 
  these brutal people, as the savageness they have found 
  necessary in the wilderness doesn’t always meld well with 
  the civilized world.
  The barbarians who make their home on Velea can 
  come from many walks of life. Due to the wide reaches of 
  unexplored wilderness stretching between the settlements 
  and cities of the continent, there is plenty of room for wild 
  or even savage people to roam the continent. The more 
  common background of a barbarian is that of a wanderer 
  or traveler coming from the northern continent of Keefe, a 
  continent defined and infamous for the nomadic tribes who 
  wander the snow-covered lands of the landmass. 
  Primal Path
  At 3rd level, a barbarian gains the Primal Path feature. The 
  following additional options are available to a barbarian: 
  Path of the Dragon and Path of the War Singer.
  Path of the Dragon
  When wandering the wilds, there are dozens of untold 
  dangers a barbarian can stumble upon, but to stumble 
  upon a dragon is something only few will live to tell 
  about. Those who follow the Path of the Dragon knows 
  and connects with the ferocity found in members of 
  dragonkind. By using ancient rituals and rites, these 
  
  71
  Path of the War Singer
  Few tell a tale as grand as the nomadic skjalds. Though 
  most do it through song or reenactments, there are some 
  warriors who take the stories of their ancestors from the 
  campfire and bring them into battle. These songs speak 
  of fury and glory, and they can sway the course of a fight, 
  frightening or rallying those there to bear witness to the 
  glory of a raging War Singer.
  Path of the War Singer Features
  Barbarian Level
  Feature
  3rd
  Battlecry
  6th
  Tale of the Warrior
  10th
  Bane of Silence
  14th
  Commanding Boom
  Battlecry
  When choosing this path at 3rd level, your voice soars 
  over the chaos of battle, piercing into the minds of your 
  enemies or rallying your allies to fight harder. You learn 
  two war songs upon picking this path. The available war 
  songs are detailed at the end of this subclass, and you learn 
  additional war songs as you level, learning one additional 
  war song at 6th, 10th, and 14th level. Each time you learn 
  a new war song, you can also replace a war song you know 
  with a different one.
  Using a war song requires the use of a battlecry, which 
  can only be used while you are raging. You have three 
  battlecries, which are expended when you use them, and 
  Dragon Physique
  Beginning at 6th level, you take on the appearance of a 
  dragon when you are raging. Your skin becomes scaly, and 
  your eyes take on a sheen of power in accordance with 
  your draconic spirit. For the duration of your rage, you gain 
  resistance to the damage type of your draconic spirit, and 
  you gain darkvision out to a range of 60 feet. If you already 
  have darkvision, the range of your darkvision is increased 
  by 60 feet.
  Hoard Keeper
  Beginning at 10th level, you take on some of the hoarding 
  tendencies of a dragon. If you spend one minute inspecting 
  a gemstone, art piece, or other valuable item, such as a 
  golden goblet or a ceremonial dagger, you can determine 
  the selling value of the item. If it is a gemstone, you learn 
  what kind of gemstone it is, and if it is an art piece, you 
  learn how old it is. In addition, you can cast the identify 
  spell, but only as a ritual, and you don’t require material 
  components for the spell when you cast it this way.
  Ruler of the Skies
  At 14th level, the dragon blood in your veins has melded 
  with your body to the point where you are part dragon. 
  This connection to the dragons of old makes a pair of scaly 
  wings spring from your back while you are raging. While 
  you are not wearing heavy armor and you are raging, you 
  have a flying speed equal to half your movement speed.
  Your wings can’t appear while wearing armor unless 
  the armor is made to accommodate them, and clothing 
  not made to accommodate your wings might be destroyed 
  when they manifest.
  
  72
  Constitution saving throw. The creature takes 1d8 thunder 
  damage on a failed save, or half as much damage on a 
  successful one. This damage increases when you reach 
  certain levels in this class, increasing to 2d8 at 6th level, 
  3d8 at 10th level, and 4d8 at 14th level.
  Cheer from the Skjald. Choose a number of creatures 
  that can see or hear you up to your Charisma modifier 
  within 15 feet of you. These creatures have advantage on 
  the next weapon attack they make before the beginning 
  of your next turn, or on the next saving throw they make 
  before the beginning of your next turn, whichever comes 
  first.
  Mountainmen’s Rally. You let out a shout, making your 
  companions stand stalwart against their foes. Friendly 
  creatures within 10 feet of you that can see or hear you 
  have advantage on saving throws made to end an effect 
  on themselves, such as the effects of the hold person or 
  confusion spells, until the beginning of your next turn. This 
  effect does not apply to you, only your allies.
  Hero’s Knowledge. When you hit a creature with a 
  weapon attack on your turn, you can draw on the power 
  of past heroes to get past their defenses. If a creature has 
  resistance to a damage type and that resistance is triggered 
  on your attack, you can choose to ignore that resistance for 
  the rest of your turn. You can only ignore one resistance 
  in this manner, so if a creature has resistance to multiple 
  damage types, you only choose one resistance to ignore.
  Song of the Temptress. Your tale disorients a nearby 
  creature that you can see, making them unable to strike at 
  you. The creature must make a Wisdom saving throw. On a 
  failed save, the creature is charmed by you until the end of 
  your next turn.
  Sonic Defender. A wave of force booms out from you. 
  All large or smaller creatures within 5 feet of you must 
  succeed on a Strength saving throw or be pushed back 10 
  feet and knocked prone.
  Spelldancer’s Whisper. You are able to ready yourself 
  against an oncoming magical effect. You have advantage on 
  the next Strength, Dexterity, or Constitution saving throw 
  you make that originates from a spell.
  Tale of the Blood Eagle. Your battlecry brings ferocity 
  to your allies. Allied creatures within 5 feet of you that can 
  hear you gain a bonus to melee weapon damage equal to 
  your proficiency bonus until the beginning of your next 
  turn. This bonus to damage does not extend to you, only to 
  your allies.
  Trembling Taunt. When you hit a creature with a 
  weapon attack, you can attempt to goad the creature into 
  targeting you instead of your allies. The creature must 
  make a Wisdom saving throw, and on a failed save, the 
  target has disadvantage on all attack rolls against targets 
  other than you until the end of your next turn.
  Trickster’s Shout. Your war song confuses nearby 
  enemies. Choose a number of creatures up to your 
  Charisma modifier within 30 feet of you. The chosen 
  creatures must succeed on a Wisdom saving throw or lose 
  their reactions until the beginning of your next turn.
  Warming Chant. A deep, warm song trembles out from 
  you, soothing your nearby allies. All allies within 5 feet of 
  you gains a number of temporary hit points equal to half 
  your barbarian level + your Constitution modifier.
  you regain all of your expended battlecries when you finish 
  a long rest. You gain another battlecry at 6th level and one 
  more at 14th level. A battlecry can be expended as a bonus 
  action, and the use of a battlecry counts as an attack for 
  the purposes of maintaining your rage. Ongoing war song 
  effects, such as the effect of Spelldancer’s Whisper, cease 
  when your rage ends.
  Occasionally, the power of your war songs will require 
  a saving throw to resist its effects. The saving throw DC is 
  calculated as follows:
  War Song DC = 8 + your proficiency bonus + your 
  Constitution modifier.
  Tale of the Warrior
  Beginning at 6th level, the resonance of your voice carries 
  over to your attacks. After using a war song, all melee 
  weapon attacks you make before the end of your turn deals 
  an extra 1d4 thunder damage. In addition, when you finish 
  a short rest, you regain one expended battlecry.
  Bane of Silence
  Starting at 10th level, your voice becomes impossible to 
  quench. Magically induced silence has no effect on your 
  war songs, deafened creatures are still affected by them, 
  and you ignore enemy resistances to thunder damage. In 
  addition, you also have resistance to thunder damage.
  Commanding Boom
  Starting at 14th level, your voice can be heard across the 
  far reaches of the battlefield. The range of your war songs 
  is doubled, and you may use a battlecry when you first 
  enter a rage (no action required).
  War Songs
  The war songs are presented in alphabetical order.
  Bearkiller’s Roar. You steel yourself against oncoming 
  attacks. You have resistance to all damage until the 
  beginning of your next turn.
  Caw of the Thunderbird. You target one creature within 
  15 feet of you that you can see and force them to make a 
  I have a lot of respect for the northmen and 
  their history. Their sagas of warfare, grand 
  hunts, and glorious battles are marvelous to see 
  performed. Of course, the circumstances for the 
  performance I was able to witness could have 
  been better. It’s sort of hard to follow the story 
  when you’re hanging upside down with your 
  hands tied behind your back.
  
  73
  College of Masks
  Bard Level
  Feature
  3rd
  Bonus Proficiencies, A Role to Play
  6th
  Intangible Guise
  14th
  Always in Character
  Bonus Proficiencies
  When you join the College of Masks at 3rd level, you gain 
  proficiency with the disguise kit and the Deception skill.
  A Role to Play
  Also at 3rd level, your training and expertise with 
  performing has elevated you to being an actor of the 
  highest esteem, and you enjoy being the center of attention. 
  When you roll initiative, you may add your Charisma 
  modifier to the roll.
  In addition, you can use your training as a performer to 
  embody the personality of certain characters and creatures 
  by taking on a Role, giving yourself unique benefits. You 
  can only embody one Role at any given time, and if you 
  choose to embody a new Role while still under the effects 
  of another one, the benefits from the first Role are replaced 
  with the new one.
  •	 The Dragon. As a bonus action, you can expend one 
  use of your Bardic Inspiration to gain an amount of 
  temporary hit points. The amount of temporary hit 
  points equals the number you roll on your Bardic 
  Inspiration die. Additionally, you may choose one 
  damage type from acid, lightning, poison, fire, and 
  cold. You become resistant to the chosen damage 
  type for the next minute.
  •	 The Fool. As a bonus action, you can expend one 
  use of your Bardic Inspiration to gain an amount of 
  temporary hit points. The amount of temporary hit 
  points equals the number you roll on your Bardic 
  Inspiration die. Additionally, for the next minute 
  you can use your Charisma when attacking and 
  determining the damage with a weapon you are 
  proficient with.
  •	 The Priest. As a bonus action, you can expend one 
  use of your Bardic Inspiration to gain an amount of 
  temporary hit points. The amount of temporary hit 
  points equals the number you roll on your Bardic 
  Inspiration die. You also have advantage on Wisdom 
  checks for the next minute, and you are considered 
  proficient in the Medicine and Religion skills if you 
  aren’t proficient already.
  •	 The Thief. As a bonus action, you can expend one 
  use of your Bardic Inspiration to gain an amount of 
  temporary hit points. The amount of temporary hit 
  points equals the number you roll on your Bardic 
  Inspiration die. You also have advantage on any 
  Dexterity checks you make within the next minute, 
  as well as Dexterity saving throws.
  Bard
  I once met a historian who said his knowledge of the 
  northmen was far from comprehensive. As such, he stated, 
  he saw no reason to further improve upon it. For a man 
  claiming to be learned, he seemed strangely pleased with 
  maintaining his ignorance.
  — Roswyn Shanks, member of the College of Stars
  Among bards, there exist a universal respect for the craft 
  and art they practice. Be it storytelling, performing, singing, 
  or playing musical instruments, bards aim to hone their 
  craft to perfection. They are not afraid to show off this 
  great skill they have procured over years of practice and 
  studying, and most are more than willing to share with 
  others their stories and knowledge, as well as to boast of 
  the accomplishments they themselves have done. Though 
  most have a wandering spirit strengthened by their 
  desire for more knowledge, they form loose associations 
  with other like-minded people. These are referred to as 
  Colleges and serve as a means to protect their secrets and 
  traditions, as well as give unity to a folk who are focused on 
  forever wandering the world.
  Bard Colleges
  At 3rd level, a bard gains the Bard College feature. The 
  following additional options are available to a bard: the 
  College of Masks and the College of Stars.
  College of Masks
  Through acts of great performance and with the utilization 
  of their magical disguises, members of the College of 
  Masks have learned to draw on the powers of the creatures 
  they portray. They are such talented actors that the 
  characters they choose to portray become a part of them, 
  granting them unique and powerful benefits. The bards 
  who join the College of Masks are found on theater stages 
  all over the world, performing various acts of comedy and 
  drama for the excited masses, and are always looking to 
  take part in a grand story. 
  
  74
  it fades away, and the number of hours equals the number 
  you roll on your Bardic Inspiration die.
  Stargazer
  At 6th level, you can read the stars and the stories they tell 
  as if they were a book. They can even give you small hints 
  about what the future may hold. Once per long rest, you 
  may cast augury without expending a spell slot and without 
  requiring material components.
  In addition, your eyes become better at discerning 
  details while in the dark. You have darkvision out to a range 
  of 60 feet. If you already have darkvision, your darkvision 
  extends by an additinal 60 feet.
  Starry Eyed
  Starting at 14th level, you can make your eyes glow with 
  the light of the stars. You activate this feature as an action, 
  and in doing so, you grant yourself the ability to discern 
  falsehoods and perceive weaknesses in the people around 
  you. For one minute, you have truesight out to a range of 
  10 feet and blindsight out to a range of 60 feet. You also 
  have advantage on Wisdom checks, and you gain a bonus 
  to your initiative, weapon damage rolls, and saving throws 
  equal to your Charisma modifier. When you hit a creature 
  with an attack while this feature is active, the creature 
  takes extra damage equal to your Charisma modifier. This 
  extra damage is either force or radiant, and you decide 
  which when you hit with the attack.
  Once you’ve used this feature, you can’t use it again until 
  you finish a long rest.
  Intangible Guise
  Starting at 6th level, you can play any part to perfection, 
  allowing you to change your face and features. You can cast 
  the spell disguise self at will, without expending a spell slot.
  Always in Character
  At 14th level, it can be hard to tell when you are acting 
  opposed to when you are not. Your embodied Roles last for 
  one hour instead of one minute.
  College of Stars
  To some, wandering the roads of the world is enough to 
  live a full and thoroughly satisfying life. Traveling from one 
  place to the other, hearing the tales and stories of hundreds 
  of different people can easily transition from a means to 
  an end to a way of life. Those who join the College of Stars 
  follow this mindset, as they don’t like staying in one place 
  for too long, preferring instead to explore forgotten places 
  and wander along the hidden paths carving their way 
  through mountains and wild forests.
  College of Stars
  Bard Level
  Feature
  3rd
  Fleet of Foot, Familiar Roads
  6th
  Stargazer
  14th
  Starry Eyed
  Fleet of Foot
  Upon joining this college at 3rd level, your quickness and 
  wit learned from a life on the road can extend to those 
  around you. You can target one creature that you can see 
  within 60 feet of you and control their speed. When a 
  creature moves at least 5 feet on its turn, you can use your 
  reaction and expend one of your uses of Bardic Inspiration 
  to manipulate the creature’s movement until the end of its 
  current turn. You can choose to either increase or decrease 
  the creature’s walking speed by an amount of feet equal 
  to the number you rolled on your Bardic Inspiration die 
  multiplied by 3, rounded down to the closest increment of 
  5. So a roll of 6 would equal a total of 15. 
  Familiar Roads
  Also at 3rd level, you have the ability to discern your 
  precise geographical location. As long as you can see the 
  sky above, you know your current position in relation to 
  major landmarks and cities. If you are searching for an 
  area unfamiliar to you, such as a bandit camp or a hidden 
  temple, you may expend one use of your Bardic Inspiration 
  to have a faint trail of light appear on the ground. This trail 
  will show the most direct, undisrupted route to the location 
  and is visible only to you.
  To make the trail, you must know the name of the 
  location or have a general description of the area you’re 
  looking for. The trail itself will lead to the main entrance 
  of the specified location, assuming it has one, but it will 
  not lead to specific items, people, or areas, only to general 
  locations. The trail remains for a number of hours before 
  
  75
  Luck Domain
  Some see luck as a thing you should try to make for 
  yourself. Others, instead, try to tame this fateful creation. 
  Clerics of the luck domain are usually servants to the 
  goddess Rakhaia and follow her mindset of freedom and 
  adaptability. Those who follow the luck domain believe 
  in fate, as well as the twisting of it, and in the chaos that 
  follows those touched by fortune’s hand.
  Luck Domain Features
  Cleric Level
  Feature
  1st
  Domain Spells, Bonus Cantrip, Uncanny 
  Luck
  2nd
  Channel Divinity: Favor the Bold
  6th
  Channel Divinity: Magnetic Misfortune
  8th
  Astonishing Luck
  17th
  Second Chance
  Domain Spells
  You gain domain spells at the cleric levels listed in the Luck 
  Domain Spells table. See the Divine Domain class feature 
  for how domain spells work.
  Luck Domain Spells
  Cleric Level
  Spell
  1st
  chaos bolt, bless
  3rd
  augury, enhance ability
  5th
  clairvoyance, protection from energy
  7th
  arcane eye, freedom of movement
  9th
  skill empowerment, mislead
  Bonus Cantrip
  When you choose this domain at 1st level, you learn the 
  guidance cantrip if you don’t know it already.
  Uncanny Luck
  Also at 1st level, luck seems to follow you wherever you 
  venture. When making an attack roll, saving throw, or 
  ability check, you can call upon the favor of your deity. 
  When you do, the DM rolls two d20s, keeping the rolls 
  secret. You can then choose to replace the roll you made 
  with the highest of two rolls made by the DM. Once you’ve 
  used this feature, you can’t use it again until you’ve finished 
  a long rest.
  Channel Divinity: Favor the Bold
  Starting at 2nd level, you can imbue people with a spark 
  of fortune. As an action, you target a creature and speak a 
  prayer imbuing them with good luck. The targeted creature 
  is granted one Fate die, which lasts for 10 minutes. At 
  any point within those 10 minutes, the creature may 
  Cleric
  Mothers three she had, our lucky lady of seers. A fate of 
  mirth, a fate of splendor, and a fate who gave good cheers.
  — Nursery rhyme
  Divine magic surges through those selected few who are 
  deemed worthy in their faith to hold a small portion of 
  a god’s power. This power is granted only to those who 
  are capable of acting as conduits for the immense energy 
  found in supernatural power. Sometimes it is granted 
  against the person’s will and control, sometimes it is 
  bestowed upon a faithful follower after years of praying 
  and meditating on the nature of the deity. However, there 
  are those selected few who can draw divine magic from 
  the world itself. There are stories of people who have 
  given themselves so wholly to a domain that the magic of 
  the idea itself has manifested within their very soul. Such 
  volatile power can be frightening and potentially dooming 
  for those not ready or capable of accepting it, and the 
  responsibility that follows such a gift.
  Velean clerics tend to receive their formal training in 
  Lightport before venturing out into the world to spread 
  the word of their deity, but it is not only those born on the 
  continent who can be found in the city. Clerics hailing from 
  Uawei and Keefe are also found in Lightport, often on 
  pilgrimage to see the holiest city in Noroth. 
  Divine Domains
  At 3rd level, a cleric gains the Divine Domain feature. The 
  following additional options are available to a cleric: the 
  Luck Domain and the Passion Domain.
  Here’s an important note to self. Don’t 
  ever play cards with anyone who is a 
  follower of Rakhaia. I know they aren’t 
  cheating, but they might as well be.
  Lucky bastards.
  
  76
  at life. Roll a d100. If the roll is equal to or higher than 50, 
  the creature drops to 1 hit point instead. If the roll is equal 
  to or higher than 90, its hit points equal your cleric level 
  + your Wisdom modifier. If the roll is equal to 100, its hit 
  points equal half the current maximum hit points of the 
  creature.
  Once you’ve used this feature, you can’t use it again until 
  you finish a long rest.
  Passion Domain
  Those gods who promote the ideals of love, arts, and 
  celebration fall under the passion domain. Many bards, 
  as well as minstrels and entertainers, worship gods of 
  passion, smiling at their ardor for the creation of beauty 
  and art. Clerics of these gods celebrate life and love 
  through acts of passionate festivity, believing the joy they 
  receive from their worship should be shared with everyone 
  around them.
  Passion Domain Features
  Cleric Level
  Feature
  1st
  Domain Spells, Bonus Proficiencies, All 
  Eyes on Me
  2nd
  Channel Divinity: Influx of Inspiration
  6th
  Channel Divinity: Captivating Presence
  8th
  Potent Spellcasting
  17th
  Light Up the Room
  expend the Fate die to give themselves advantage on an 
  attack roll, ability check, or saving throw. If the die has not 
  been expended by the end of the 10 minutes, the Fate die 
  disappears, and you roll a d100. On a roll of 90 or higher, 
  you regain your expended use of your Channel Divinity. You 
  may target yourself with this feature.
  Channel Divinity: Magnetic 
  Misfortune
  At 6th level, your enemies become curiously clumsy when 
  they are around you. When a creature moves within 15 
  feet of you, you may use your reaction and your Channel 
  Divinity to cause the creature to become unfortunately 
  uncoordinated. The creature must make a Dexterity 
  saving throw against your cleric spell save DC. If it fails, 
  it falls prone and drops whatever it is holding, sending 
  it scattering out 10 feet from where it fell in a random 
  direction. It also has disadvantage on all attacks it makes 
  until the beginning of its next turn, regardless of if it failed 
  the saving throw or not.
  Astonishing Luck
  Beginning at 8th level, you can now use your uncanny luck 
  feature once per short or long rest.
  Second Chance
  Beginning at 17th level, you can sway the call of death 
  itself. When you or a friendly creature within 60 feet of you 
  falls unconscious as a result of dropping to 0 hit points, you 
  can use your reaction to grant the fallen a second chance 
  
  All Eyes on Me
  Also at 1st level, your confidence springs you into action. 
  You may add your Wisdom modifier to the roll whenever 
  you roll initiative.
  Channel Divinity: Influx of Inspiration
  At 2nd level, your gods shine through your presence. You 
  can use your Channel Divinity feature to choose a number 
  of creatures that you can see equal to your Wisdom 
  modifier. The selected creatures may add 1d6 to any attack 
  roll, ability check, or saving throw they make until the 
  beginning of your next turn.
  Channel Divinity: Captivating Presence
  Beginning at 6th level, you can use your Channel Divinity 
  to enchant a nearby creature. As an action, you can choose 
  one creature within 5 feet of you and force them to make 
  a Wisdom saving throw. On a failed save, the creature 
  has disadvantage on any attacks it would make against 
  you, as well as disadvantage on Intelligence, Wisdom, and 
  Charisma saving throws. This effect lasts for 1 minute. A 
  creature under this effect can repeat the saving throw at 
  the end of each of its turns, ending the effect early on a 
  success. The saving throws it makes to end this effect are 
  not made at disadvantage.
  Potent Spellcasting
  Starting at 8th level, you can add your Wisdom modifier to 
  the damage you deal with any cleric cantrip.
  Light Up the Room
  At 17th level, your presence becomes illuminating and 
  a faint glow seems to cling to you wherever you go. As 
  an action, you can shed bright light in a 15-foot radius 
  centered on you and dim light for an additional 15 feet. 
  This effect lasts for 10 minutes. Any ally that is standing 
  within the 15 feet of bright light you shed has advantage 
  on initiative rolls, Charisma checks, and Wisdom saving 
  throws. Whenever an allied creature rolls a die to regain 
  hit points, they may reroll any 1s rolled and must take the 
  second result. Any hostile creature that makes an attack 
  roll against you while they are standing in the bright light, 
  must make a Wisdom saving throw or become charmed by 
  you until this feature ends. Once you’ve used this feature, 
  you can’t use it again until you have finished a long rest.
  Domain Spells
  You gain domain spells at the cleric levels listed in the Luck 
  Domain Spells table. See the Divine Domain class feature 
  for how domain spells work.
  Passion Domain Spells
  Cleric Level
  Spell
  1st
  color spray, heroism
  3rd
  calm emotions, blur
  5th
  beacon of hope, hypnotic pattern
  7th
  aura of life, confusion
  9th
  animate objects, wall of light
  Bonus Proficiencies
  When you choose this domain at 1st level, you gain 
  proficiency with one musical instrument and one set of 
  tools of your choice. You also gain proficiency with the 
  Charisma (Performance) skill.
  The celebrations held in honor of 
  gods such as Aranei or Morpheus 
  are always the loudest and wildest. 
  Makes for excellent cover when 
  breaking into vaults and the like. 
  
  78
  Circle of the City Features
  Druid Level
  Feature
  2nd
  Steady Living, Master of Critters 
  6th
  Observant Learner
  10th
  Sprout Through Rock
  14th
  Phase Through Stone
  Steady Living
  When choosing this Circle at 2nd level, your life amongst 
  civilized peoples means you have learned to pick up skills 
  and tricks where you can. You gain proficiency with the 
  poisoner’s kit, one set of artisan’s tools of your choice, and 
  you are able to use armor made of metal.
  Master of Critters
  Also at 2nd level, you are able to seamlessly become a part 
  of the city landscape by transforming into a little animal 
  that is a common sight in and around the city. As a bonus 
  action, you may Wild Shape into a tiny beast with a CR 
  of 0 without spending a use of your Wild Shape. All other 
  limitations of Wild Shape still apply. 
  You can use this feature a number of times equal to your 
  Wisdom modifier, and you regain all expended uses after 
  finishing a short rest. 
  Observant Learner
  Starting at 6th level, you begin to pick things up from 
  observing the people around you, and it shows in your 
  spellcasting. You may choose two spells from the sorcerer 
  spell list and add them to your druid spell list. These spells 
  are always prepared and do not count against the number 
  of spells you can prepare each day. You expend a spellslot 
  when casting these spells, and they are considered druid 
  spells for you. The chosen spells must be of a level for 
  which you have spellslots.
  You learn an additional sorcerer spell in this manner 
  at 10th level and one more at 14th level. When you learn 
  a new spell using this feature, you may switch out a 
  previously learned spell with a new spell from the sorcerer 
  spell list. Otherwise, you cannot switch the spells you learn 
  through this feature.
  Sprout Through Rock
  At 10th level, you can use an action to drop a seed on 
  the ground and will it to sprout roots. The plant drives 
  downward, pushing rocks and earth aside. As long as you 
  maintain concentration, as if concentrating on a spell, 
  the roots from the seed can move large amounts of heavy 
  material, such as mounds of earth or sections of rock. The 
  roots cannot move anything heavier than a 1000 pounds, 
  and it can only move it 5 feet per turn. This feature last for 
  10 minutes or until you lose concentration, at which point, 
  the roots will dry up and solidify, holding whatever it was 
  tasked with moving in place. In this state, the roots have an 
  Druid
  I don’t understand what the big deal is. It’s just flying. It’s 
  throwing yourself at the ground and missing, that’s all. It’s 
  not like I’m doing something scary, like turning into a rock 
  monster or something weird like that.
  — Villa Heron, Circle of the Sky druid
  Nature is everything to a druid. It is either from the 
  wilderness they draw their power of beastshaping and 
  magical spellcasting, or it is granted to them by a nature 
  deity. This transcendent union with nature grant the druids 
  a mystical spirituality with nature itself, but the way this 
  spirituality is achieved is different depending on how 
  the druid uses the magic they draw from the wilderness 
  around them. Some draw from the wild ferocity found in 
  wolf packs and dire beasts. Others find faith among the 
  trees and grasses of nature, worshiping the earth as others 
  would the gods. 
  No matter how they attune themselves to nature, druids 
  understand that nature is a wild thing that should be 
  respected. The study of this is highly apparent in Ethaari, 
  more so than in other regions. In Ethaari the word druid 
  is sufficient to describe those who’ve gained kinship with 
  nature, but it might not be so in other places.
  Druid Circles
  At 2nd level, a druid gains the Druid Circles feature. The 
  following additional options are available to a druid: the 
  Circle of the City and the Circle of the Sky.
  Circle of the City
  Most druids usually find themselves drawn to the 
  wilderness of nature, but that is not the case for all. Some 
  instead seek the companionship of other people and join 
  them in civilized living within urban settlements. Here, 
  these druids find joy in the little things, helping a flower 
  grow from between the cobblestones, or treating a draft 
  horse of a limp gait. These druids are not a common sight, 
  and their natural powers is not something they speak 
  highly about. Instead, they serve as quiet guardians of their 
  cities, quietly assisting where they are able.
  
  79
  long rest, but you may still cast either of the spells normally 
  by expending a spell slot of the appropriate level.
  Static Lightning
  Starting at 10th level, lightning crackles off your body 
  whenever you are off the ground. If you are flying, either by 
  using a spell or by using your Wild Shape, and a creature 
  moves within 5 feet of you, you can use your reaction to 
  deal 1d8 lightning damage to the creature.
  Wild Winds
  Also at 10th level, your avian beast shapes can make use 
  of the speed and precision of the winds. While you are 
  using your Wild Shape to transform into a flying creature, 
  you do not provoke opportunity attacks when flying out of 
  an enemy’s reach. You may also use your Wild Shape as a 
  bonus action, but only when turning into a creature with a 
  flying speed.
  Sky Warden
  At 14th level, your knowledge of the winds and the sky 
  translates into your natural form. You gain a flying speed 
  equal to your movement speed.
  AC equal to your druid spell save DC. The roots will be able 
  to hold the weight of what it moved without breaking, but a 
  successful attack that deals either 15 points of damage or 
  any amount of fire damage will break the roots.
  Once you’ve used this feature, you can’t use it again until 
  you’ve finished a short or long rest.
  Phase Through Stone
  Beginning at 14th level, you can become one with solid 
  stone, brick, or rock. As an action, you may step into a 
  piece of stone large enough to contain your body, such as a 
  wall or a mountain side, and disappear into it. You instantly 
  get a sense of any nearby structures, including caves, 
  tunnels, buildings, and living creatures if they are within 
  1000 feet of your position. As part of this action, you may 
  glide further into the stone to a range of 100 feet. If at the 
  end of your turn you are still within the stone, you will be 
  pushed back out, reappearing within 5 feet of the location 
  where you first entered.
  Once you’ve used this feature, you can’t use it again until 
  you’ve finished a short or long rest.
  Circle of the Sky
  Some myths say that the birds flying amongst the highest 
  clouds, will be the first to see the world end. Druids from 
  the Circle of the Sky live to make sure that does not 
  happen. Often found in conclaves on mountain tops, they 
  move with the feathered creatures of the skies, protecting 
  and warding the heavens against dangerous foes.
  Circle of the Sky Features
  Druid Level
  Feature
  2nd
  Aerial Wild Shape, Bonus Cantrips
  6th
  Run on Air
  10th
  Static Lightning, Wild Winds
  14th
  Sky Warden
  Bonus Cantrips
  Beginning at 2nd level, you know the gust and thunderclap 
  cantrips and they don’t count against your number of 
  cantrips known.
  Aerial Wild Shape
  Also at 2nd level, your kinship with the beasts of the sky 
  grants you extra benefits when using your wild shape. You 
  ignore the ‘no flying speed’ limitation found under the 
  druid Wild Shape feature, but all other limitations still 
  apply.
  Run on Air
  Beginning at 6th level, you know the spells feather fall and 
  fly. These spells count as druid spells for you and they don’t 
  count against the number of spells you can prepare each 
  day. Using this feature, you may cast each of these spells 
  once without expending a spell slot. Once you have cast 
  the spell in this way, you can’t do so again until you finish a 
  
  80
  Holy Heart Spellcasting
  Fighter 
  Level
  Cantrips 
  Known
  Spells 
  Known
  1st
  2nd
  3rd
  4th
  3rd
  2
  3
  2
  —
  —
  —
  4th
  2
  4
  3
  —
  —
  —
  5th
  2
  4
  3
  —
  —
  —
  6th
  2
  4
  3
  —
  —
  —
  7th
  2
  5
  4
  2
  —
  —
  8th
  2
  6
  4
  2
  —
  —
  9th
  2
  6
  4
  2
  —
  —
  10th
  3
  7
  4
  3
  —
  —
  11th
  3
  8
  4
  3
  —
  —
  12th
  3
  8
  4
  3
  —
  —
  13th
  3
  9
  4
  3
  2
  —
  14th
  3
  10
  4
  3
  2
  —
  15th
  3
  10
  4
  3
  2
  —
  16th
  3
  11
  4
  3
  3
  —
  17th
  3
  11
  4
  3
  3
  —
  18th
  3
  11
  4
  3
  3
  —
  19th
  3
  12
  4
  3
  3
  1
  20th
  3
  13
  4
  3
  3
  1
  Spellcasting
  When you reach 3rd level, you augment your martial 
  prowess with the ability to cast spells. See chapter 10 for 
  the general rules of spellcasting and chapter 11 for the 
  cleric spell list.
  Cantrips. You learn two cantrips of your choice from 
  the cleric spell list. You learn an additional cleric cantrip 
  of your choice at 10th level. You may choose cantrips from 
  the cleric spell list, and they are not restricted to a school 
  of magic.
  Spell Slots. The Holy Heart Spellcasting table shows 
  how many spell slots you have to cast your spells of 1st 
  level and higher. To cast one of these spells, you must 
  expend a slot of the spell’s level or higher. You regain all 
  expended spell slots when you finish a long rest.
  For example, if you know the 1st-level spell sanctuary 
  and have a 1st-level and a 2nd-level spell slot available, you 
  can cast sanctuary using either slot.
  Spells Known of 1st-Level and Higher. You know three 
  1st-level cleric spells of your choice, all of which you must 
  choose from the abjuration, divination, or enchantment 
  spells on the cleric spell list.
  The Spells Known column of the Holy Heart 
  Spellcasting table shows when you learn more cleric spells 
  of 1st level or higher. Each of these spells must be an 
  abjuration, divination, or enchantment spell of your choice, 
  Fighter
  I don’t want this to end in bloodshed. Not because I have 
  sworn a holy vow to do no evil, but because I know that if 
  fighting broke out between us, I would win. I would best 
  you and kill you, and I do not want that to happen. I don’t 
  want another life on my conscience. So believe me when I 
  say that the last thing I want to do is hurt you... but it is still 
  on the list.
  — Aidan Mayfield, sellsword
  Soldiers of all different kinds exist throughout the world 
  of Noroth. There are those who have learned through trial 
  and error. Others have picked up tricks as they wandered 
  aimlessly through the world, and some have received fine 
  training from esteemed warriors and knights. The fighters 
  of the world are vast and various, making them a force to 
  be reckoned with should you meet them on the battlefield.
  Martial Archetypes
  At 3rd level, a fighter gains the Martial Archetype feature. 
  The following additional options are available to a fighter: 
  the Holy Heart and the Thug.
  Holy Heart
  Not all those who are spiritual choose to join a god’s 
  following. Especially in Lightport, many young people join 
  together in bands of warriors, determined to fight for those 
  who cannot defend themselves. These people might do it 
  because of some connection they feel to a god or deity, but 
  just as many join these bands because of a heartfelt need to 
  do some good in the world.
  Holy Heart Features
  Fighter Level
  Feature
  3rd
  Spellcasting, Voice of Reason
  7th
  Radiant Strike
  10th
  Informative Spellcasting
  15th
  Peace of Mind
  18th
  Divine Armor
  
  81
  Voice of Reason
  At 3rd level, your ability to hold yourself back in a fight 
  gives you an edge when an enemy is wounded. When you 
  hit a creature that is below its hit point maximum with a 
  melee attack, you may choose to forgo doing damage on 
  the attack. Instead, can you attempt to make a compelling 
  argument for the creature to surrender.
  The creature must make a Wisdom saving throw against 
  your spell save DC as you are embodied with holy radiance. 
  The creature has disadvantage on the saving throw if it is 
  below half of its hit point maximum.
  On a failed save, if the creature is humanoid, it becomes 
  charmed and will stop fighting. The creature will seize 
  being charmed if it is attacked, subjected to effects without 
  its consent, or otherwise harmed by you or any of your 
  allies. If the creature is not a humanoid and fails the saving 
  throw, it will have disadvantage on any attacks it makes on 
  its next turn, as your attempt at diplomacy has confused it.
  If the creature succeeds on the saving throw, it will focus 
  its ire on you, giving itself advantage on its next attack roll, 
  but only if that attack is directed at you. If it succeeded 
  on the saving throw, the next attack you make against the 
  creature has advantage, as you managed to cause enough 
  of a distraction to find an opening in its defense.
  Once you have used this feature, you can’t use it again 
  until you finish a short or long rest.
  Radiant Strike
  At 7th level, when you hit a creature with a weapon attack 
  and you are concentrating on a spell, you do an extra 1d4 
  radiant damage. If the creature’s type is fiend or undead, 
  the damage increases to 1d6.
  Informative Spellcasting
  At 10th level, your faith grants you new knowledge. You 
  learn three new spells of your choice from the cleric and 
  paladin spell lists, and they don’t count against number of 
  spells known. These spells can come from any school of 
  magic and must be of a level for which you have spell slots.
  Should the three spells granted by this feature carry the 
  ritual tag, you can cast the chosen spells as rituals.
  Peace of Mind
  At 15th level, your connection to your deity makes you 
  less likely to lose control. You gain proficiency in Wisdom 
  saving throws.
  Divine Armor
  Starting at 18th level, when you lose concentration on a 
  spell, you can use your reaction to let a boom of bright light 
  explode out from your body. Any hostile creature within 20 
  feet of you must make a Constitution saving throw. It takes 
  1d6 radiant damage on a failed save and half as much 
  damage on a successful one, as a golden blast radiates out 
  from your body. The damage increases by 1d6 for every 
  level the concentration spell was above 1st.
  and must be of a level for which you have spell slots. For 
  instance, when you reach 7th level in this class, you can 
  learn one new spell of 1st or 2nd level.
  Whenever you gain a level in this class, you can replace 
  one of the cleric spells you know with another spell of your 
  choice from the cleric spell list. The new spell must be of 
  a level for which you have spell slots, and it must be an 
  abjuration, divination, or enchantment spell, except for the 
  spells gained from the Informative Spellcasting feature.
  Spellcasting Ability. Wisdom is your spellcasting ability 
  for your cleric spells, since you draw your magical prowess 
  from the faith you have to your deity. You use your Wisdom 
  whenever a spell refers to your spellcasting ability. In 
  addition, you use your Wisdom modifier when setting 
  the saving throw DC for a cleric spell you cast and when 
  making an attack roll with one.
  Spell save DC = 8 + your proficiency bonus + your 
  Wisdom modifier.
  Spell attack modifier = your proficiency bonus + your 
  Wisdom modifier.
  
  82
  Dirty Fighting
  Beginning at 7th level, you may use an attack action to take 
  a handful of dust or other material and throw it into the 
  eyes of a creature within 10 feet of you. The creature must 
  make a
  Constitution saving throw equal to 8 + your proficiency 
  bonus + your Strength or Dexterity modifier. On a failed 
  save, the creature is blinded. On subsequent turns, it can 
  attempt another save, ending this effect on a success. 
  Otherwise, the effect disappears after 1 minute.
  Once you’ve used this feature, you can’t use it again until 
  you finish a short or long rest.
  Taking a Breather
  Starting at 10th level, when you use your Second Wind 
  feature, the next attack you make this turn has advantage.
  Blindsense
  Starting at 15th level, if you are able to hear, you are aware 
  of the location of any hidden or invisible creatures within 
  10 feet of you.
  Merciless
  Beginning at 18th level, when you roll initiative and you 
  have no more exploitation points, you immediately gain 3 
  exploitation points.
  Thug
  When less than kindly types are looking for people to go 
  with them on a job, they might ask for a cat, meaning they 
  need someone to scale the walls. They might ask for an 
  owl, someone to stand watch as the coup goes down. Most 
  of the time they also ask for a bear or a bull. A person who 
  can end problems with a swift swing of their sword or club, 
  and who doesn’t much care how they win their fights as 
  long as their opponent isn’t left to tell the tale of the strife.
  Thug Features
  Fighter Level
  Feature
  3rd
  Streetwise, Exploitative Strike
  7th
  Dirty Fighting
  10th
  Taking a Breather
  15th
  Blindsense
  18th
  Merciless
  Streetwise
  When you choose this archetype at 3rd level, your 
  experience with the hard life on the streets grants you 
  certain benefits. You learn thieves’ cant, and you gain 
  proficiency with one of the following skills: Deception, 
  Intimidation, Sleight of Hand, or Stealth.
  Exploitative Strike
  Also at 3rd level, you know how to hit where it hurts. You 
  gain 3 exploitation points that you can use to gain the 
  upper hand in a fight. When you hit a creature with an 
  attack, you can expend an exploitation point to have it 
  suffer a particular effect. The number of exploitation points 
  you have available increases to four at 7th level, and five at 
  15th level, and you regain all expended exploitation points 
  after finishing a long rest.
  When using an exploitation point, the targeted creature 
  must make a Constitution saving throw equal to 8 + your 
  proficiency bonus + your Strength or Dexterity modifier. 
  On a failed save, the creature suffers one of the following 
  effects, chosen by you:
  Bleeding. The creature takes an additional 1d8 necrotic 
  damage at the beginning of each of its turns as your attack 
  makes a deep wound. This effect persists for 1 minute, 
  until a creature uses an action to staunch the wound, or 
  until it receives magical healing. A creature cannot suffer 
  this effect if it is already under the bleeding effect.
  Crippled. The creature’s movement speed is halved until 
  the beginning of your next turn.
  Crushed Throat. The creature is mute until the 
  beginning of your next turn.
  Headache. The creature has disadvantage on 
  Constitution saving throws to maintain concentration on 
  spells or similar effects for 1 minute or until it receives 
  magical healing.
  Twisting Pain. The creature loses its reaction until the 
  beginning of your next turn.
  When I lived in Redhook I met all kinds of 
  unsavory sorts. People whose conscience could be 
  bought if enough coin was offered. Their eyes 
  were almost glass-like, lacking any real emotion. 
  When you do what I do, you can’t scare easily, 
  but you’d be a fool to not fear a person like that.  
  
  83
  Way of the Divine
  The spirituality found from a religious connection to the 
  divine presence of a deity is a sentiment shared by many. 
  Monks who follow the Way of the Divine do as well, except 
  they are able to channel the divinity of their faith into their 
  fighting style, making them the spiritual embodiment of the 
  holy wrath of their gods.
  Way of the Divine Features
  Monk Level
  Feature
  3rd
  Fury of the Faith
  6th
  Divine Affinity
  11th
  Steadfast Devotion
  17th
  Smite the Wicked
  Fury of the Faith
  When you choose this tradition at 3rd level, your attacks 
  come alight with divine wrath. When you take the Attack 
  action on your turn, you can spend 1 ki point to infuse 
  your strikes with holy power. For the rest of your turn, any 
  melee attack you make deals radiant damage instead of the 
  traditional weapon damage. If you make a successful attack 
  while this effect is active, you can expend 1 additional ki 
  point to deal an additional 2d6 radiant damage.
  Divine Affinity
  Starting at 6th level, your connection to your deity allows 
  you to exert some of their will upon the world. Using 
  an action, you can spend 3 ki points to cast one of the 
  following spells: zone of truth, prayer of healing or see 
  invisibility.
  Steadfast Devotion
  Beginning at 11th level, your faith is unquestionable and 
  keeps you on your feet, even when your body begins to 
  break. If you are reduced to 0 hit points and it doesn’t 
  kill you outright, you can expend one ki point, no action 
  required, to have 1 hit point instead and remain standing. 
  Using a ki point in this way immediately gives you one level 
  of exhaustion.
  Smite the Wicked
  Starting at 17th level, you can choose to use your 
  extraordinary might to subdue a foe. When you hit a 
  creature with an unarmed strike, you can spend 5 ki points 
  and force it to make a Constitution saving throw. If it fails, 
  the creature becomes paralyzed. It remains paralyzed 
  for up to 7 days, or until it takes damage. In this time, the 
  creature is in stasis, requiring neither rest, food, or water. 
  If it succeeds on the saving throw, it takes 10d10 radiant 
  damage. If the creature’s alignment is evil, it takes an extra 
  Monk
  Once, a war refugee came to my master, looking for advice. 
  He went to him and said, ‘I have witnessed such terrible 
  things in my life. Teach me to escape the horrors of this 
  world.’ And master blinded him with fire irons.
  — Rihn, apprentice of the Navigatorium
  Exploring the world of Noroth, you’d find that there are 
  many nations and settlements who have found their 
  own unique way of achieving tranquility. Most find it 
  by following only one tradition, finding peace by giving 
  themselves to the flow of the world. Others find their 
  serenity by force, gaining physical perfection using only 
  pure power and strength. And there are also those made 
  slaves to others whose only mean of defense is the body 
  they inhabit. Either way, monks are an uncommon sight in 
  larger settlements, as their traditions keep them within the 
  walls of their sanctuaries or monasteries. There are also 
  those who flaunt their talents in glorious matches against 
  strong opponents, fighting for glory and profit.
  Monks are an unsual sight in Velea. The training and 
  discipline taught to the traditional monk doesn’t exist on 
  the continent, as the teachings were made popular by the 
  eastern countries of the lost continent, Fennkaz. The one 
  exception to this is the Navigatorium, who still teaches 
  the art of war through the use of punches and kicks. The 
  focus of martial arts is now more closely tied to Uawei, 
  especially with rebelling slaves, as it is punishable by death 
  for worker slaves to touch weapons made for the purpose 
  of war and battle. As a result, many slaves are taught 
  martial arts by their fellows, either as a means to defend 
  themselves or to bring down those who have wronged 
  them. 
  Monastics Traditions
  At 3rd level, a monk gains the Monastic Tradition feature. 
  The following additional options are available to a monk: 
  the Way of the Divine and the Way of the Navigator.
  
  84
  Navigatorium Novice
  Beginning at 3rd level, your studies at the Navigatorium 
  give you an edge when recalling information about the 
  multiverse. You gain proficiency with the Arcana skill and 
  you may add double your proficiency bonus to Arcana 
  checks made to recall information about the planes.
  Open the Gates
  At 3rd level, your training within the Navigatorium has 
  taught you of the presence of planar gates and how to 
  briefly open them to draw on the power found in the planes 
  beyond. Through your ki, you can reach out to grasp the 
  energy found in the neighboring planes to the material, 
  these being Evalon and Ossiria. You gain the following 
  benefits.
  Fairy Circle. When you use Patient Defense, a faint 
  circle appears on the ground around you. Any creature 
  who misses you with an attack while you are using Patient 
  Defense is charmed by you until the beginning of its next 
  turn or until you attack it.
  Walking Dead. Your life is connected to the plane of 
  death, and your body becomes sturdier for it. You have 
  resistance to necrotic damage. In addition, when you hit a 
  creature with an attack using a monk weapon or unarmed 
  strike, you can spend one ki point to deal an extra 1d4 
  necrotic damage. This die changes as you gain monk levels, 
  as shown in the Martial Arts column of the Monk table. 
  Once you’ve dealt the necrotic damage, you can spend one 
  additional ki point to heal yourself for the necrotic damage 
  dealt.
  3d10 radiant damage, regardless of if the saving throw 
  was successful or not. If it failed the saving throw, this 
  additional damage does not end the paralyzed condition.
  Way of the Navigator
  The Navigatorium is a mysterious and mythic place, 
  its presence hidden away among the highest mountain 
  tops. The guardian monks who protect these places are 
  scholars as well as fighters, possessing immense power 
  over both themselves and the world around them. Their 
  training involves opening and manipulating the pathways 
  connecting the Noroth to its neighboring planes. Through 
  their ki, these monks can draw on the faerie charm of 
  Evalon, the golden light of Eden, or call on powers from the 
  lower planes to assist them. Learning to use these gates is 
  a dangerous endeavor, and only very few are able to survive 
  the full force of planar energy without succumbing to the 
  forces of the planes themselves.
  Way of the Navigator Features
  Monk Level
  Feature
  3rd
  Navigatorium Novice, Open the Gates
  6th
  Planar Force
  11th
  Planar Tunnels, Enter the Stareway
  17th
  Keeper of the Planes
  Planar Guardians of the Navigatorium
  The hidden monastery called the Navigatorium is a 
  secret most people know of, but know little about. 
  People have heard tales of the planar defenders living 
  in these places, but don’t know where the monasteries 
  lie, how to get there, or how their recruitment system 
  works.
  The Navigatorium is not a singular location, but 
  instead a series of ancient castles and keeps scattered 
  all over Noroth. They are often hidden in tall mountains 
  or on the bottom of the ocean, and reaching one is a 
  hard endeavor. The Navigatorium is a name that refers 
  to all of these locations, as they are all interlaced with 
  one another. By stepping through a door, you might 
  go from the blistering heat of Uawei’s deserts to the 
  chilling peak of an Aurish mountain.
  The different locations focus on different planes. A 
  monastery hidden deep in the forest might focus on 
  Evalon, where a forgotten stockade ruin in the remnants 
  of a lost settlement might focus on studying Tartarus, 
  the prison plane.
  Posed as a novice of the 
  Navigatorium once. I was 
  there for four months 
  before they found out 
  I wasn’t the good little 
  student I had pretended to 
  be. I’m surprised I lasted 
  that long. School was 
  never my thing, especially 
  not when the curriculum 
  involves jumping through 
  randomly appearing 
  portals. You know, for 
  science. 
  
  85
  Keeper of the Planes
  Upon reaching 17th level, your control of the planes 
  extends to the furthest reaches of the multiverse. When 
  you take the Attack action on your turn and you use a 
  monk weapon or an unarmed strike for at least one of your 
  attacks, you can spend 3 ki points as a bonus action to 
  briefly open a gateway to another plane of existence. The 
  portal closes at the end of your turn.
  Hellfire. You rip open a gateway to the inferno that exists 
  in the Planes Below. A cascade of fire falls in a straight line 
  from you. The line is 30 feet long and 5 feet wide. Each 
  creature in the line must make a Dexterity saving throw. 
  The creature takes 4d10 fire damage on a failed save, or 
  half as much on a successful one. If the creature that failed 
  the save is wearing something flammable, it is set on fire. 
  It takes an additional 1d10 fire damage at the beginning of 
  each of its turns until it uses an action to put itself out.
  Touch of Radiancy. You can touch a creature within 5 
  feet of you, letting the warmth of the Planes Above rush 
  through them. You heal the creature for 3d10 hit points.
  Witness the Void. A portal to an endless ocean opens 
  up behind you, giving nearby creatures a visage of the 
  infinite Chaos Sea that lies beyond the known planes. All 
  creatures in a 20 foot radius of you must make a Wisdom 
  saving throw. On a successful save, they are undeterred by 
  the void of chaos. On a failed save, they take 2d10 psychic 
  damage and become frightened of you until the end of 
  their next turn, and the creature must immediately use its 
  reaction to run as far away from you as possible.
  Planar Tunnels
  At 6th level, you can briefly fold reality in on itself and 
  create a gateway passing through it, teleporting yourself 
  over short distances. As an action, you can cast the spell 
  dimension door, but the range of the spell is reduced to 60 
  feet. 
  Once you’ve used this feature, you can’t use it again until 
  you finish a short or long rest. 
  Planar Force
  Starting at 11th level, you can draw power from the chaos 
  between the planes, giving extra force to your attacks. 
  When you hit a creature with an unarmed strike, you can 
  spend one ki point to make the attack a critical hit.
  Enter the Stareway
  Also at 11th level, your teachings of the planes and realms 
  beyond the material allow you to walk the paths between 
  them and enter into their spaces. Utilizing your training of 
  the planes, you can conduct a meditative ritual over one 
  hour where you close yourself off from the material plane 
  to wander the trails along the endless Stareway. At the end 
  of the hour, you can spend seven ki points and cast plane 
  shift without requiring material components. Once you 
  have successfully used this feature, you can’t use it again 
  until seven days have passed.
  
  86
  Serve Through Artistry. One should always attempt 
  to imbue the world with more beauty. Through dance, 
  music, or other artistry, art should always be created and 
  protected.
  Protect Beauty. Those who create and possess true 
  beauty are touched by the gods. They are deemed worthy 
  of praise and devotion and should be protected, and those 
  who scheme behind illusions should be brought down.
  Destruction of the Grotesque. The ugly and the 
  monstrous should be vanquished, for they blemish the 
  beauty of the world and seek to swallow their divinity.
  Oath of Beauty Features
  Paladin Level
  Feature
  3rd
  Oath Spells, Channel Divinity
  7th
  Aura of Wonder (10 ft.)
  15th
  Stunning Beauty
  18th
  Aura of Wonder (30 ft.)
  20th
  Express Perfection
  Oath Spells
  You gain oath spells at the paladin levels listed in the Oath 
  of Beauty Spells table. See the Sacred Oath class feature 
  for how oath spells work.
  Oath of Beauty Spells
  Paladin Level
  Spell
  3rd
  charm person, faerie fire
  5th
  crown of madness, warding bond
  9th
  enemies abound, tongues
  13th
  compulsion, confusion
  17th
  dream, telepathic bond
  Channel Divinity
  When you take this oath at 3rd level, you gain the following 
  two Channel Divinity options. See the Sacred Oath class 
  feature for how Channel Divinity works.
  Discern Illusions. You can use your Channel Divinity 
  to see through certain illusions. As an action, you 
  become able to see invisible creatures as if casting the 
  see invisibility spell. This effect lasts for 10 minutes. In 
  addition, for 10 minutes you can detect the presence of 
  illusion magic within 30 feet of you as if casting the detect 
  magic spell. 
  Flash of Beauty. As an action, you can imbue your 
  weapon with power. The first creature you hit with an 
  attack after using your Channel Divinity will fall into a state 
  of serenity, as flashes of light and beauty appear within its 
  mind. The creature must make a Wisdom saving throw. On 
  a failed save it becomes incapacitated for one minute or 
  until it takes damage. While incapacitated in this way, the 
  creature is unable to speak, but it can still see and hear.
  Paladin
  Should we fight because the gods tell us to? Should we 
  fight because glory is promised on the field of battle? Or 
  should we choose to fight, not because of the hate we feel 
  towards that which is in front of us, but instead because we 
  love what is behind us?
  — Naya Tajir, Songshield of Aranei
  Becoming a paladin involves taking vows that commit the 
  paladin to the cause of righteousness, an active path of 
  fighting wickedness. The final oath is the culmination of 
  all the paladin’s training, and for some this is the first point 
  where they consider themselves true paladins. Others have 
  always abided by what tenets their oath proclaimed and 
  see the ceremony as more of a formality. The gods whom 
  the paladin channels their magic through might leave the 
  paladin alone for the most part, as long as the keep to the 
  oath they swore in the god’s name. Should they break it, 
  the consequences would be swift and uncompromising.
  Sacred Oaths
  At 3rd level, a paladin gains the Sacred Oath feature. The 
  following additional options are available to a paladin: the 
  Oath of Beauty and the Oath of the Pantheon.
  Oath of Beauty
  Paladins who have taken an Oath of Beauty, has made a 
  holy vow to protect those who embody physical perfection. 
  Beautiful creatures should always be held in the highest 
  regard, for their beauty is a gift from the gods. Likewise, 
  those who have monstrous appearances deserve no mercy, 
  as their deformities have marked them as wicked and evil.
  Tenets of Beauty
  The tenets of the Oath of the Pantheon dictate that a 
  paladin has vowed to protect and defend natural beauty in 
  any shape it might take.
  Blessing of Grace. Physical beauty is a sign of good will 
  from the gods and tell of their devotion to the subject in 
  question.
  
  87
  Acceptance. You are entitled to your own opinion, as 
  long as you live knowing that people are within their right 
  to disagree.
  Oath of the Pantheon Features
  Paladin Level
  Feature
  3rd
  Oath Spells, Channel Divinity
  7th
  Aura of Equity (10 ft.)
  15th
  Spirit Duality
  18th
  Aura of Equity (30 ft.)
  20th
  Purveyor of Balance
  Oath Spells
  You gain oath spells at the paladin levels listed in the Oath 
  of Beauty Spells table. See the Sacred Oath class feature 
  for how oath spells work.
  Aura of Wonder
  Starting at 7th level, you can protect your charges from 
  danger. When a creature you can see takes damage and it 
  is within 10 feet of you, you can use your reaction to half 
  the damage it would take.
  At 18th level, the range of this aura extends to 30 feet.
  Stunning Beauty
  At 15th level, you are so wonderful to behold that others 
  find it hard to harm you. The first time a creature makes 
  a melee attack against you after rolling initiative, it makes 
  the attack roll at disadvantage. If this feature causes the 
  creature to miss you, you may make one melee attack 
  against it as a reaction.
  Express Perfection
  At 20th level, you can embody yourself with true, divine 
  beauty, powerful enough to blind your foes. As an action, 
  every aspect of you displays grace and wonder, radiating 
  golden light and granting you the following benefits for 10 
  minutes:
   •
  You gain truesight out to a range of 30 feet.
   •
  Any creature that is normally immune to charm 
  effects can now be affected by them if the effect 
  originates from you.
   •
  Any ally within 30 feet of you that takes magical 
  or non-magical bludgeoning, slashing, or piercing 
  damage may lower the received damage by an 
  amount equal to your Charisma modifier + your 
  proficiency bonus.
  Once you’ve used this feature, you can’t use it again until 
  you finish a long rest.
  Oath of the Pantheon
  To consider one god to have all the answers in a wide 
  pantheon is to think you know better than the deities you 
  claim to worship. That is the mindset of the paladins who 
  take the Oath of the Pantheon. They believe that to worship 
  just a single god, means to ignore the rest of the divine 
  forces that exist beyond the world. All gods have power 
  and purpose, even those whose means and tendencies are 
  wicked.
  Tenets of the Pantheon
  The tenets of the Oath of the Pantheon mean a paladin has 
  sworn to defend others’ right to follow their faith without 
  prosecution.
  Freedom of the Faith. One can believe what they wish 
  to believe, as long as it does not disturb the balance of the 
  world. Life contains both light and darkness, and to ignore 
  either is foolish.
  Polytheism. One god does not hold all the answers. 
  Different situations call for different powers of greatness, 
  and the lives of the many outweigh the life of the few.
  Common Good. Peace between the faiths must be 
  upheld. Holy war is violence without reason, and those who 
  advocated it should be struck down before their wicked 
  mindset can fester.
  
  88
  Spirit Duality
  Beginning at 15th level, you have advantage on Dexterity 
  saving throws and your movement speed increases by 10 
  feet.
  Purveyor of Balance
  At 20th level, as an action, you can let a faint mist appear 
  around you. The mist has a 30-foot-radius. The mist moves 
  with you, cannot be blown away by any sort of magical or 
  non-magical wind, and lasts for 1 minute. Creatures in the 
  mist come under different effects depending on if they are 
  hostile or not.
  As long as the mist remains, the following effects apply 
  to the area:
   •
  Hostile creatures can only move at half speed while 
  in the mist.
   •
  Allied creatures who start their turn in the mist or 
  who enter the mist for the first time increase their 
  movement speed by 10 feet until the end of their 
  turn.
   •
  Your attacks against fiends, undead, and celestials 
  standing in the mist have advantage.
   •
  Any ranged, thrown, or spell attacks that is directed 
  at you is made at disadvantage.
  Once you’ve used this feature, you can’t use it again until 
  you finish a long rest.
  Oath of the Pantheon Spells
  Paladin Level
  Spell
  3rd
  cause fear, zephyr strike
  5th
  continual flame, darkness
  9th
  life transference, speak with dead
  13th
  shadow of moil, guardian of faith
  17th
  dawn, negative energy flood
  Channel Divinity
  When you take this oath at 3rd level, you gain the following 
  two Channel Divinity options. See the Sacred Oath class 
  feature for how Channel Divinity works.
  Shadow and Light. You can use your Channel Divinity to 
  embody the ideals of light and dark. As a bonus action, you 
  give yourself resistance to radiant and necrotic damage for 
  the next 10 minutes.
  Strike the Scales. You can use your Channel Divinity to 
  achieve uncanny insight into the mindset of others. When 
  another creature attacks and you can see the attack, you 
  can use your reaction to add or subtract 5 from the attack 
  roll. You make this choice after you see the roll, but before 
  the DM says whether the attack hits or misses.
  Aura of Equity
  Starting at 7th level, you and allied creatures within 10 feet 
  of you have advantage on Strength and Dexterity saving 
  throws to avoid falling prone, being shoved, or otherwise 
  moved against their will, and advantage on checks made to 
  avoid or escape a grapple.
  At 18th level, the range of this aura increases to 30 feet.
  I don’t mind the gods. There have been 
  times in my life where they have proven to 
  be very supportive, if you can call it that. 
  Just don’t let it get in the way of the job. 
  We are there to steal things, not to realize 
  the error of our ways. 
  
  89
  Bonecarver Features
  Ranger Level
  Feature
  3rd
  Scrimshaw, Death Reader, Bonecarver 
  Magic
  7th
  Anchor of the Bones
  11th
  Bonebreaker
  15th
  Visage of the Lost
  Bonecarver Magic
  Starting at 3rd level, you learn an additional spell when 
  you reach certain levels in this class, as shown in the 
  Bonecarver Spells table. The spell counts as a ranger spell 
  for you, but it doesn’t count against the number of ranger 
  spells you know.
  Bonecarver Spells
  Ranger Level
  Spell
  3rd
  unseen servant
  5th
  gentle repose
  7th
  speak with dead
  13th
  leomund's secret chest
  17th
  hallow
  Scrimshaw
  When choosing this conclave at 3rd level, you become able 
  to craft talismans out of different kinds of bone through 
  the art of scrimshaw, also known as bonecarving. Once per 
  day, you may spend a short rest to craft two talismans of 
  your choice, granting the keeper of them special benefits. 
  The talismans will remain in effect for 8 hours or until they 
  break. The talisman will break if it is subject to any direct 
  attack, and it has an AC of 10 + the wearer’s Dexterity 
  modifier. You also gain proficiency with woodcarver’s tools, 
  which you use when you craft your talismans. You know 
  how to craft all the listed talismans, but you may only craft 
  a certain number at any given time, as detailed by this 
  feature.
  Upon reaching 11th level in this class, you may craft 
  three talismans during the daily short rest and all of these 
  stay in effect. At 15th level, this number increases to four. 
  You can wear your own talismans, and a person can wear 
  multiple talismans, but not two of the same kind. The 
  available talismans can be read at the end of this subclass.
  Ranger
  Do you know what happens after I fire my bow? Dead guys, 
  that’s what happens.
  — Arrow, tiefling ranger.
  Warriors of the wilderness, rangers specialize in hunting 
  the monsters that threaten the edges of civilization. They 
  make use of their natural magical abilities to ward off 
  dangerous creatures and monsters, all the while hiding 
  themselves in the shadows of brush and shrubbery. Their 
  magic makes them excel at stalking and cornering their 
  prey, focusing on stealth and speed over damage. Rangers 
  make use of their deadly weapons for that. While most 
  rangers find themselves stalking the wilderness of tundras, 
  forests, and savage borderlands, there are those who seek 
  inward towards civilization, utilizing their skills in a more 
  urban setting to great profit. As long as they are not caught, 
  that is.
  Ranger Archetypes
  At 3rd level, a ranger gains the Ranger Archetype feature. 
  The following additional options are available to a ranger: 
  the Bonecarver and the Sniper.
  Bonecarver
  In the cold forests of Keefe, the people know of the magic 
  found in the bones of the recently deceased. With enough 
  patience and skill, this magic can be extracted and used 
  by living creatures. This knowledge has spread beyond 
  the borders of the northern continent and has taken root 
  in many societies all over Noroth. Through the art of 
  scrimshaw, a bonecarver can use this magical essence 
  thought lost in death, finding power in the picked bones of 
  a dead animal.
  
  90
  Death Reader
  Also at 3rd level, you are able to gather information 
  about the origins of bones. By studying and looking over 
  the corpse or bones of a dead creature over a 10 minute 
  period, you can discern how the creature died, how long 
  ago it died, and what type of creature it was.
  Anchor of the Bones
  Starting at 7th level, your talismans are imbued with 
  uncanny power, keeping wicked spirits and ill endings at 
  bay. While in possession of a talisman, the wearer has 
  advantage on death saving throws and saving throws 
  against being possessed. The first time the wearer puts on 
  a talisman, they gain temporary hit points equal to twice 
  your Wisdom modifier. If they put on multiple talismans, 
  the effect happens multiple times. If the talisman is 
  taken off or the magic of the talisman is lost, so are the 
  temporary hit points. 
  Bonebreaker
  Beginning at 11th level, when you hit a creature with a 
  weapon attack you may try to shatter one of their bones, 
  assuming they have any. Oozes and other boneless 
  creatures are unaffected by this feature. The creature you 
  hit must make a Constitution saving throw against your 
  ranger spell save DC. On a failed save, the creature breaks 
  one of their limbs. Upon breaking a bone, the creature has 
  disadvantage on the first attack it makes each round, and 
  its movement speed is halved. This lasts until the creature 
  has finished a long rest.
  Once you’ve used this feature, you can’t use it again until 
  you’ve finished a short or a long rest.
  Visage of the Lost
  Upon reaching 15th level, you can look into the last living 
  moments of a dead creature. You can conduct a 10 minute 
  ritual to step into the mind of a creature that died within 
  the last 7 days. You must be touching the corpse or bones 
  of the creature for the ritual to be effective.
  While doing the ritual, your senses are replaced with 
  that of the creature, and you become blind to the world 
  around you as you step into the creature’s mind. You see 
  the last 10 minutes of the creature’s life play out in front of 
  you. You are able to see, hear, smell, and feel whatever the 
  creature did, but you do not gain its memories. This means 
  that if you find that a person was murdered, you can see 
  the identity of the killer, but you do not know if the dead 
  person knew the killer or not.
  Once you’ve successfully used this feature, you can’t use 
  it again until you’ve finished a long rest.
  Talismans
  You know how to craft the following talismans:
  Eyes of Caragar. A set of small cat eyes adorn this 
  talisman. You have darkvision out to a range of 60 feet, 
  and you have advantage on Perception checks that rely on 
  sight.
  Dancing Shadows. Formless shapes draw strange 
  shadows on this piece of bone. You have advantage on 
  Stealth checks while in dim light, and you have advantage 
  on initiative rolls.
  I have done some pretty disgusting things in my 
  lifetime. Crawled through sewers. Yeah, been 
  there. Covered myself with dung to escape a group 
  of roaming giants. Done that too. But by all the 
  Hells, I am not covering myself in jewelry made of 
  guts and bones, even if it is apparently for my own 
  benefit. I don’t care how tasteful it looks, it’s nasty. 
  
  Hold Steady
  At 3rd level, you can choose to steady yourself before 
  attacking a creature. As a bonus action, you may take aim 
  at an enemy with a ranged weapon. If the target you aimed 
  at ends its turn in the same place it stood when you used 
  this ability, the first attack on your next turn has advantage 
  and it deals 1d10 extra damage.
  Taking the High Ground
  Also at 3rd level, you understand the value of elevation in 
  a fight. Any successful attack you make against a creature 
  that is vertically 20 feet or more away from you deals an 
  additional 1d6 damage. This damage increases by 1d6 for 
  every additional 20 feet you go above the initial 20 feet.
  Sniper’s Crouch
  Beginning at 7th level, you suffer no disadvantage to your 
  attacks from being prone on the ground. In addition, while 
  you are prone you are considered to have half cover.
  Pinned and Caught
  Starting at 11th level, you can attempt to pin a creature 
  who is standing on the ground or leaned against a wall, 
  with your weapon. When you make a weapon attack, 
  you can choose to make it a pinning attack, suffering 
  disadvantage on the attack roll. If the attack hits, you do 
  an extra 1d10 damage and the creature of your attack is 
  pinned if the weapon or piece of ammunition you used is 
  not removed. This means that if you are using a dagger 
  or a sword with this feature, you must leave the weapon 
  in place. However, you do not need to keep holding the 
  weapon, and can instead let the weapon go. The pinned 
  creature is considered grappled and it has disadvantage on 
  attack rolls as long as it is pinned, and it may use its action 
  on each of its subsequent turns to attempt to wrench itself 
  free, by making a Strength check against your ranger spell 
  save DC.
  You must declare that you are using this feature before 
  you make the attack.
  Piercing Shot
  At 15th level, your attacks hit with such force that they 
  can pierce through multiple creatures. After making a 
  successful weapon attack, the weapon or ammunition 
  can pierce through to hit another creature, as long as the 
  second creature is within range. The second creature must 
  be in a direct line from you and the initial target to get 
  hit. You must make a new attack roll against this creature 
  to see if the attack hits it, but it does not count as a new 
  attack action.
  Fangs and Claws. Various carvings of maws, teeth 
  and paws decorate this talisman. Choose one damage 
  type from acid, cold, fire, and lightning when crafting this 
  talisman. Whenever you make a successful weapon attack, 
  you deal 1d4 extra damage of the chosen type with the 
  attack.
  Great Ahun. Carved into the talisman is a rugged 
  visage of a large bear at the foot of a mountain. You have 
  advantage on Strength and Dexterity saving throws that 
  would knock you prone or move you against your will, 
  and you count as one size larger when determining your 
  carrying capacity and the weight you can push, drag, or lift, 
  to a maximum of the size large.
  Runner’s Stance. A humanoid figure stands ready to set 
  into a run. Your movement speed increases by 10 feet and 
  moving through difficult terrain costs no extra movement.
  Vordin’s Gaze. This carving reassembles wide eyes with 
  pupils so narrow they are hard to spot. You have truesight 
  out to a range of 5 feet.
  Wicked Grin. Black lips draw a grinning smile onto this 
  piece of bone. Whenever you regain hit points from a spell 
  or magical effect, you regain extra hit points equal to your 
  proficiency bonus.
  Sniper
  Some hunters prefer to stalk the wilderness in solitude, 
  tracking prey for days or weeks and then waiting hours for 
  the perfect opportunity to present itself. Snipers live for the 
  perfect shot, preferring to strike at a creature who never 
  saw the arrow coming.
  Sniper Features
  Ranger Level
  Feature
  3rd
  Hold Steady, Taking the High Ground, 
  Sniper Magic
  7th
  Sniper's Crouch
  11th
  Pinned and Caught
  15th
  Piercing Shot
  Sniper Magic
  Starting at 3rd level, you learn an additional spell when you 
  reach certain levels in this class, as shown in the Sniper 
  Spells table. The spell counts as a ranger spell for you, but 
  it doesn’t count against the number of ranger spells you 
  know.
  Sniper Spells
  Ranger Level
  Spell
  3rd
  grease
  5th
  rope trick
  7th
  slow
  13th
  hallucinatory terrain
  17th
  banishing smite
  Have a fellow on my crew who puts every 
  archer I’ve ever seen to shame. He was trained 
  by the Royal Riders of Uawei. Slave catchers. 
  He left that life behind, luckily. Turned out the 
  fool went and fell in love with a slave girl. Such 
  a sweet story, and as long as his aim remains 
  eerily good, he can keep recounting it as much 
  as he likes. 
  
  92
  Dazzling Moves
  When you choose this archetype at 3rd level, your training 
  with music and dancing grants you certain benefits. You 
  gain proficiency with one musical instrument of your 
  choice and whenever you make a Charisma (Performance) 
  check for a dancing activity, you are considered proficient 
  in that skill and you add double your proficiency bonus to 
  the roll.
  In addition, while you are not wearing armor and not 
  wielding a shield, you AC equals 10 + your Dexterity 
  modifier + your Charisma modifier. You also gain 
  proficiency in one Charisma skill of your choice, and if 
  you are ever knocked prone you only need to use 5 feet of 
  movement to stand back up.
  Sometimes, the effects of your dancing will require a 
  saving throw to resist its effects. The saving throw DC is 
  calculated as follows:
  Dance save DC = 8 + your proficiency bonus + your 
  Charisma modifier.
  Wonderful Company
  Beginning at 3rd level, your movement is elegant and 
  graceful whenever you are dancing. When engaged in a 
  non-hostile physical activity that involves you and one other 
  partner, such as dancing or taking a walk, you can force 
  your partner to make a Wisdom saving throw as a bonus 
  action. If they fail, you have advantage on all Charisma 
  checks, Wisdom (Insight) checks, and Dexterity (Sleight 
  of Hand) checks you make against them, as they become 
  entranced by your natural charm. They, in turn, have 
  disadvantage on any Insight checks they make against 
  you. This effect lasts until the activity you are in ends or 
  the partner becomes hostile. If they succeed on the saving 
  throw, they are immune to this feature for 24 hours.
  While in this sort of non-hostile activity, you can also 
  use your bonus action to attempt to trip a creature that is 
  within 5 feet of you, if the creature is of size medium or 
  smaller. The creature must make a Dexterity saving throw, 
  and if it fails the save, the creature is knocked prone.
  Steps of Distraction
  Starting at 9th level, you can use your training to distract 
  your foes. While you are within 5 feet of a creature, you 
  can use your bonus action to twirl around it, bringing it 
  into a short dance. The creature must make a Wisdom 
  saving throw or become confused as if affected by the 
  confusion spell. At the end of each of its turns, the creature 
  can attempt another save, ending this effect on a success. 
  Otherwise, the effect disappears after 1 minute.
  You can use this feature a number of times equal to your 
  Charisma modifier (minimum of 1), and you regain all 
  expended uses when you finish a long rest.
  Rogue
  She completely enthralled me. We danced for hours, just 
  the two of us. It would have been a perfect night had it not 
  ended with her stealing my coinpurse.
  — Vikander Lyss, Goldspire merchant
  Quick steps and a swift shadow escaping around a corner 
  is a common sign that a rogue was near. Though their 
  quickness and lethality are common factors for rogues, 
  what sets them apart from one another is the specialized 
  skillset they each embody. There are those with a keen 
  mind for reading the faces of others. There are those who 
  can expertly pinpoint the perfect place for a lockpick to 
  then silently creep through a window into the bedroom 
  of a corrupt noble or find the perfect place to plunge a 
  dagger to swiftly end the life of a quarry. Regardless, they 
  are considered experts in their respected fields and a 
  formidable foe no matter their skillset.
  Roguish Archetypes
  At 3rd level, a rogue gains the Roguish Archetypes feature. 
  The following additional options are available to a rogue: 
  the Dancer and the Harlequin.
  Dancer
  Not all rogues are dastardly thieves or burglars. Some 
  are spies and infiltrators, capable of hiding in plain sight 
  behind a dashing smile and a few rosy words. They 
  thrive in high society, hiding their deadly skill behind a 
  sophisticated persona of charm and teasing wiles.
  Dancer Features
  Rogue Level
  Feature
  3rd
  Dazzling Moves, Wonderful Company
  9th
  Steps of Distraction
  13th
  Contortionist
  17th
  Master of Dance
  
  You Missed!
  Starting at 9th level, you laugh in the face of your 
  opponent’s frustrations. When a creature misses you 
  with an attack, you may use your reaction to cast vicious 
  mockery on the creature. If the creature fails the saving 
  throw against the spell when you use this feature, you can 
  immediately move 5 feet away from the creature without 
  provoking opportunity attacks.
  Armor of Charm
  Starting at 13th level, your charms exceed all expectations. 
  You can now add your Charisma modifier to the total 
  when determining the damage of vicious mockery. You 
  can also use your reaction to add your Charisma modifier 
  (minimum of 1) to any saving throw you make. You can add 
  this number after you have seen the roll, but before you 
  know if the roll was successful or not.
  Jeering One-Liner
  At 17th level, the victims of your remarks become 
  distracted by your words. After a creature has taken 
  damage from your vicious mockery, it has disadvantage on 
  all attack rolls it makes before the end of its next turn.
  Contortionist
  Starting at 13th level, your mastery of entertainment is 
  undisputed, and it shows when you perform various acts 
  of gymnastics. You have advantage on any Strength and 
  Dexterity checks made when performing gymnastic acts of 
  entertainment, such as somersaults and flips. You can also 
  move through the space of any creature that is of a size 
  equal to or larger than yours, and you can squeeze through 
  smaller spaces without any hindrance to your movement.
  Master of Dance
  At 17th level, your confidence when putting on a show has 
  extended into combat. When rolling initiative, you may 
  add your Charisma modifier to the roll. Any creature that 
  goes after you during the first round of combat makes their 
  attacks against you at disadvantage until the beginning of 
  your next turn.
  Harlequin
  Laughing in the face of danger and twirling their way out 
  of near-death situations is an attitude which sets harlequin 
  rogues apart from their peers. Some may have been jesters 
  at a noble court, others unruly thieves who would mock 
  their chasers from the rooftops as they made their escape. 
  You can try to ask them how they learned their craft, but 
  you’re likely to get nothing but an insult for your trouble.
  Harlequin Features
  Rogue Level
  Feature
  3rd
  Hurtful Ridicule, Insult to the Masses
  9th
  You Missed!
  13th
  Armor of Charm
  17th
  Jeering One-Liner
  Hurtful Ridicule
  When you choose this archetype at 3rd level, your words 
  hit quick and hard. You learn the cantrip vicious mockery, 
  and you roll d6s instead of d4s when determining damage 
  from the spell.
  You also learn know the spell tashas hideous laughter. 
  You may cast this spell a number of times equal to your 
  Charisma modifier, and you regain all expended uses after 
  finishing a long rest. Charisma is your spellcasting ability 
  for these spells.
  Insult to the Masses
  Also at 3rd level, your insults cut clean and far. As an 
  action, you may target a number of creatures within 30 feet 
  of you up to your Charisma modifier. As part of this action, 
  you may cast vicious mockery on the selected creatures.
  Once you’ve used this feature, you can’t use it again until 
  you finish a short or long rest.
  
  94
  Cardinal Origin Features
  Sorcerer Level
  Feature
  1st
  Dark Ideals, Bonus Cantrip
  6th
  Corrupt Embodiment
  14th
  Strike Them Down
  18th
  Seven Deadly Sins
  Bonus Cantrip
  Starting at 1st level, you know the cantrip produce flame. 
  It counts as a sorcerer spell for you and it doesn’t count 
  against your number of cantrips known.
  Corrupt Embodiment
  Also at 1st level, whenever you finish a long rest you can 
  choose to embody one of the Cardinal Aspects and draw 
  their power into you. The amount of Aspects you can 
  embody at the same time increases as you gain levels in 
  this class. At 6th level, you can embody up to two Aspects 
  at the same time, at 14th level you can embody three, and 
  at 18th level you can embody four.
  The first Aspect you choose to embody after finishing a 
  long rest can be embodied for free. Any Aspects embodied 
  after the first costs one sorcery point to embody, so 
  embodying three Aspects would cost two sorcery points. 
  You may embody multiple Aspects over the same rest and 
  all embodied Aspects fade after you finish a long rest.
  You may choose to embody the following Aspects:
  Aukhee. You gain a bonus to initiative equal to your 
  Charisma modifier.
  Gastrim. Whenever you regain hit points from a potion 
  or spell, you heal additional hit points equal to your 
  proficiency bonus.
  Luxuria. You gain proficiency in one Charisma skill of 
  your choice.
  Menith. Whenever you cast a cantrip that deals fire 
  damage, you may add your Charisma modifier when 
  determining the total damage.
  Nokhel. You have advantage on Stealth checks if you 
  move no more than half your speed on the same turn.
  Philokeer. You have advantage on Sleight of Hand 
  checks to pocket small items, and you can determine the 
  exact value of a gemstone or piece of jewelry that you are 
  touching.
  Veedia. When you see someone make a saving throw 
  that you are also making, such as from a fireball spell or 
  a dragon’s poison breath, you gain a bonus to your saving 
  throw equal to the number of creatures also making the 
  saving throw multiplied by 2.
  Dark Ideals
  Beginning at 6th level, you are more comfortable in 
  gruesome situations than most. Whenever you finish a 
  long rest, you may choose to become resistant to either fire 
  damage or poison damage. This resistance lasts until you 
  Sorcerer
  I had a dream of seven specters. Seven angels and 
  they were calling to me. One had fallen in a heap of 
  dark suffering. Once, it knew only pleasure but now it 
  knows nothing but pain. Locked in a cage, it was. It was 
  screaming for death, wailing about the torture of both body 
  and soul and the inability to fight your own fate. It said 
  tears and blood fed it now. It was weeping. How could I not 
  reach out to offer help to this creature?
  — Mina Tinsell, follower of the Aspects
  Magic flows in the very lifeblood of those falling in the 
  category of sorcerer. To them, magic is as much a part 
  of their body as the blood that flows in their veins. To 
  many, it has always been a part of them. For others, it only 
  appeared later in life as a sometimes unwanted surprise. 
  This magic can stem from many, sometimes unstable, 
  sources, but the source itself is always manifested within 
  the sorcerer. Whether the ancient power they call upon 
  is from a powerful denizen that once lived, or from the 
  manipulating chaos that swirls around the planescape 
  itself is sometimes unknown and finding out your 
  sorcerous origin is not always a pleasant experience.
  Sorcerous Origins
  At 1st level, a sorcerer gains the Sorcerous Origin feature. 
  The following additional options are available to a sorcerer: 
  the Cardinal Origin and the Sovereign Origin.
  Cardinal Origin
  Before the multiverse was made physical, there existed 
  nothing but chaos. In this chaos, fourteen Aspects 
  appeared, driving away the chaos and creating the world 
  as it is known today. They exist in every living thing, and 
  their presence is always to be felt, even if their worship has 
  been lost to time. Some people are more in tune with these 
  Aspects than others, however. They are able to draw on the 
  power found in these creators, embracing their ability to 
  live in either sin or virtue. Those who can connect to their 
  cardinal origin, are able to draw on the worst aspects of 
  mankind, using them for both good and evil.
  
  Sovereign Origin Features
  Sorcerer Level
  Feature
  1st
  Divine Ideals, Bonus Cantrip
  6th
  Noble Embodiment
  14th
  Raise Them Up
  18th
  Seven Heavenly Virtues
  Bonus Cantrip
  Starting at 1st level, you know the cantrip sacred flame. 
  It counts as a sorcerer spell for you and it doesn’t count 
  against your number of cantrips known.
  Noble Embodiment
  Also at 1st level, whenever you finish a long rest you can 
  choose to embody one of the Sovereign Aspects and draw 
  their power into you. The amount of Aspects you can 
  embody at the same time increases as you gain levels in 
  this class. At 6th level, you can embody up to two Aspects 
  at the same time, at 14th level you can embody three, and 
  at 18th level you can embody four.
  The first Aspect you choose to embody after finishing a 
  long rest can be embodied for free. Any Aspects embodied 
  after the first costs one sorcery point to embody, so 
  embodying three Aspects would cost two sorcery points. 
  You may embody multiple Aspects over the same rest and 
  all embodied Aspects fade after you finish a long rest.
  You may choose to embody the following Aspects:
  Arteria. You can spend 10 minutes studying a creature 
  you can see. Once you have studied it, you learn the 
  creature’s vulnerabilities and resistances, if it has any.
  finish your next long rest. 
  In addition, you may now embody one or multiple 
  Aspects over a short rest. All other limitations still apply.
  Strike Them Down
  Starting at 14th level, your magic flares alive when you 
  take the life of an enemy. When you use a sorcerer spell 
  to reduce a creature to 0 hit points, you regain 1 sorcery 
  point and you regain a number of hit points equal to your 
  Charisma modifier. In addition, you may now embody one 
  or multiple Aspects over a short rest. Other limitations still 
  apply.
  Seven Deadly Sins
  Upon reaching 18th level, you may call forth ethereal 
  motes of dark energy and hail them down on your foes. As 
  an action, you can spend 5 sorcery points to target a single 
  creature and force it to make a Constitution saving throw. 
  A creature can choose to fail this saving throw if it wishes. 
  If it fails the save, the creature takes 4d8 fire damage and 
  4d8 poison damage. If it succeeds on the saving throw, it 
  takes half damage.
  In addition, if it fails the saving throw, it suffers one 
  of the following effects chosen by you when you use this 
  feature:
  Envy. The next attack roll the creature makes is against 
  a random creature within range. If no creatures are within 
  range, it will use its movement to move towards a random 
  creature and make an attack against them if it is within 
  range.
  Gluttony. The creature regains an amount of hit points 
  equal to your sorcerer level + your Charisma modifier + 
  half the fire damage taken from this feature.
  Greed. The creature must use its action on its next 
  turn to attempt to disarm the nearest creature to it. If two 
  creatures are within the same distance of the creature, the 
  creature chooses which creature to disarm.
  Lust. The creature becomes charmed by you until the 
  end of its next turn.
  Pride. The creature must use its action on its next turn 
  to attempt to knock prone a random creature it can reach.
  Sloth. The creature’s movement speed is halved until the 
  end of its next turn.
  Wrath. The creature gains a bonus to damage rolls 
  equal to your Charisma modifier until the end of its next 
  turn.
  Sovereign Origin
  Unlike the Cardinal Aspects, the Aspects who embody all 
  that is wicked and vile in the world, the Sovereign do the 
  opposite. The kindest and gentlest creatures in the world 
  are said to be touched by the virtues of the Sovereigns. 
  Those who are in tune with the Sovereigns can see the 
  best in people and use it to their advantage. Whether they 
  do this out of kindness or out of wickedness is up to them, 
  as using the goodness in others for you own benefit is a 
  trick common among those who chose to vilify the abilities 
  granted to them by the Sovereigns’ energy.
  The Aspects
  The Sovereigns and the Cardinals are ancient forces of 
  pure existence made into physical entities at the dawn 
  of Noroth’s creation. They were the ones who made the 
  creatures that inhabit the world, and they exist in every 
  living thing.
  The Aspects consist of seven sets of siblings, each 
  set having one member among the Sovereigns and 
  one member among the Cardinals. Their powers have 
  long been dormant, as the Aspects were chained in 
  the prison plane, Tartarus, before breaking themselves 
  free from their chains. Their powers can be highly 
  destructive, and there are only very few who can 
  successfully wield them without becoming a slave to 
  the ideals of the Aspect they are embodying.
  Faith is strange. No, rather the power people 
  are granted through their faith is strange. How 
  do the gods determine whose faith is “proper?” 
  How do they know who deserve to act as their 
  instruments? It’s so fortunate that the gods are 
  all-knowing, isn’t it?
  
  96
  Seven Heavenly Virtues
  Upon reaching 18th level, you can conjure up little motes 
  of bright light and send them hurling onto the battlefield. 
  As an action, you can spend 5 sorcery points to target a 
  single creature and force it to make a Constitution saving 
  throw. A creature can choose to fail this saving throw if it 
  wishes. If it fails the save, the creature either regains 6d6 
  hit points or it takes 6d8 radiant damage, and you decide 
  which when using this feature. If the creature succeeds on 
  the save, it takes half damage.
  In addition, if if fails the saving throw, it suffers one 
  of the following effects chosen by you when you use this 
  feature:
  Charity. The creature throws away whatever it is 
  holding, letting it land in a random spot within 10 feet of it.
  Chastity. The creature has advantage on Charisma 
  based rolls until the end of its next turn. This includes 
  ability checks, attack rolls, and saving throws.
  Diligence. The creature gains a bonus to attack rolls 
  equal to your Charisma modifier until the end of its next 
  turn.
  Humility. Until the end of the creature’s next turn, the 
  creature cannot add its ability modifier to its attack and 
  damage rolls.
  Kindness. The creature has disadvantage on any attack 
  roll it makes against a hostile creature until the end of its 
  next turn.
  Patience. The creature has advantage on all saving 
  throws it makes until the end of its next turn.
  Temperance. Any successful weapon attacks the 
  creature makes on its next turn deal an additional 1d10 
  radiant damage.
  Carita. Whenever an allied creature within 15 feet of 
  you regains hit points from a spell, they regain additional 
  hit points equal to your Charisma modifier. This counts for 
  spells targeted on yourself as well.
  Eanor. You know the spell cure wounds. It counts as 
  a sorcerer spell for you and it doesn’t count against your 
  number of spells known.
  Hanei. You have advantage on checks and saving throws 
  against being charmed.
  Inphross. You can cast the spell disguise self once 
  without expending a spellslot.
  Meleta. Whenever you cast a cantrip that deals radiant 
  damage, you may add your Charisma modifier when 
  determining the total damage.
  Tyrael. You gain proficiency with one Wisdom skill of 
  your choice.
  Divine Ideals
  Beginning at 6th level, the light of divine power flows 
  through you. Whenever you finish a long rest, you may 
  choose to become resistant to either radiant damage or 
  necrotic damage. This resistance lasts until you finish your 
  next long rest. 
  In addition, you may now embody one or multiple 
  Aspects over a short rest. All other limitations still apply.
  Raise Them Up
  Beginning at 14th level, the magic in your veins shines out 
  when a creature is close to death. Using an action, you can 
  spend 3 sorcery points and target a creature that has 0 hit 
  points that you can see within 30 feet of you. The target 
  regains an amount of hit points equal to your sorcerer level 
  + your Charisma modifier.
  
  97
  Beloved Features
  Warlock Level
  Feature
  1st
  Expanded Spell List, Bonus Cantrips, Well 
  of Fondness
  6th
  Shoulder to Lean On
  10th
  Love Conquers All
  14th
  Past Embrace
  Expanded Spell List
  The Beloved lets you choose from an expanded list of 
  spells when you learn a warlock spell. The following spells 
  are added to the warlock spell list for you.
  Beloved Expanded Spells
  Spell Level
  Spell
  1st
  healing word, shield of faith
  2nd
  augury, calm emotions
  3rd
  speak with dead, spirit guardians
  4th
  divination, aura of purity
  5th
  legend lore, raise dead
  Bonus Cantrips
  At 1st level, you learn the guidance and spare the dying 
  cantrips. They count as warlock cantrips for you, but they 
  don’t count against your number of cantrips known.
  Well of Fondness
  At 1st level, your spellcasting is lit by radiancy and warmth. 
  Whenever you cast a warlock spell that deals necrotic 
  damage, you may choose to deal radiant damage instead.
  Shoulder to Lean On
  At 6th level, the bond you share with your patron supports 
  you through hardships and difficulty. As an action you may 
  choose to gain proficiency in one skill of your choice, as 
  your patron helps you from beyond the Veil. This effect 
  lasts for one minute.
  In addition, if you fall unconscious due to hitting 0 hit 
  points, you can use your reaction to expend a number of 
  hit dice up to half your Warlock level. You immediately 
  heal yourself for half of the rolled amount. If any of the 
  dice rolled is a one, you may roll it again and take the 
  second result. Healing yourself in this manner lets you stay 
  conscious and on your feet without falling prone.
  Once you have used this feature to either gain 
  proficiency in a skill or to heal yourself, you can’t use it 
  again until you finish a short or long rest.
  Warlock
  You may choose to call me insane. To call me mad for using 
  powers beyond the realm of your understanding. I trust this 
  won’t mean you’ll underestimate me, because I promise 
  you, it will be the last mistake you ever make.
  — Neer an Tarlish, duelist.
  In the dark corners of the world exists powerful magic, 
  forgotten for eons and decades by those forced to leave 
  it in the shadows. Warlocks are beings who excel and 
  discovering these dark rituals and utilizing their forgotten 
  magics to their own advantage. Their curiosity and desire 
  for power brings them face to face with powerful beings, 
  some of which live beyond the brink of existence itself. It is 
  no small feat to converse with a creature of such immense 
  power, a feat many would call madness. Warlocks would 
  scoff at this, however, stating instead that their driving 
  force on the course for power is courage and hunger for 
  knowledge, not insanity.
  Otherworldly Patron
  At 1st level, a warlock gains the Otherworldly Patron 
  feature. The following additional options are available to a 
  warlock: the Beloved and the Great Wyrm.
  The Beloved
  In the span of one’s life, those you know eventually 
  complete their role in life and move on to the next. 
  Sometimes when one moves on, if there are things still 
  left unresolved, they return as spirits or corrupted undead. 
  Though sometimes, through the unconditional bond they 
  shared with you, they can reach through the void and gift 
  what protection they can upon their dearest loved one 
  so that they may finish what they couldn’t in life, vowing 
  to watch over you so that you both may be reunited once 
  more.
  
  The Great Wyrm
  Worship of the creatures known as the Great Wyrms is 
  not something one should boast off. The beings are known 
  all over Noroth, but by different names. To some, they 
  are Voidserpents, ever consuming of the energy that lies 
  between the planes. To others, they are the World Snakes, 
  long enough to reach all around the world and bite their 
  own tails. But the danger of these creatures is well-known, 
  and one should try to be strong against their temptations.
  Great Wyrm Features
  Warlock Level
  Feature
  1st
  Expanded Spell List, Wyrm Skin, Viper 
  Senses
  6th
  Voidserpent's Coil
  10th
  Tempter Tongue
  14th
  Caller of the Void
  Expanded Spell List
  The Great Wyrm lets you choose from an expanded list of 
  spells when you learn a warlock spell. The following spells 
  are added to the warlock spell list for you.
  Great Wyrm Expanded Spells
  Spell Level
  Spell
  1st
  absorb elements, command
  2nd
  calm emotions, detect thoughts
  3rd
  nondetection, protection from energy
  4th
  locate creature, stoneskin
  5th
  geas, skill empowerment
  Wyrm Skin
  At 1st level, your skin becomes hard and smooth to the 
  touch. When you are not wearing armor, your armor class 
  equals 13 + your Dexterity modifier.
  Viper Senses
  Also at 1st level, your eyes take on a reptilian quality, 
  granting you darkvision out to a range of 60 feet. If you 
  already have darkvision, the range of your darkvision is 
  extended by 60 feet. You also have advantage on saving 
  throws against poison.
  Voidserpent’s Coil
  Beginning at 6th level, you can release the force of the 
  wyrm into a power draining assault. When a creature 
  within 30 feet of you targets you with an attack, you can 
  use your reaction to cause dark coils of energy to seize the 
  creature’s body. The creature may add neither its Strength 
  or Dexterity modifier to any attack rolls it makes before 
  the end of its turn. If the use of this feature means the 
  creature misses you, you heal an amount of hit points equal 
  to your warlock level. If the creature hits you, the creature 
  Love Conquers All
  At 10th level, the protection of your patron extends to your 
  allies. You can use an action to give aid to yourself and two 
  other allied creatures that you can see within 30 feet of 
  you. These three creatures will either have their individual 
  AC increased by 1 for one minute, or gain temporary hit 
  points equal to your Warlock level + twice your Charisma 
  modifier (minimum of 1). You decide which effect will 
  take place for the group, and it will remain until it runs 
  out, you choose to end the effect as a bonus action, you 
  fall unconscious, or you use this feature again, whichever 
  comes first.
  Once you’ve used this feature, you can’t use it again until 
  you’ve finished a short or long rest.
  Past Embrace
  At 14th level, you can target a willing humanoid you can 
  see within 30 feet of you. As an action, you beckon your 
  patron to contact the ancestors of the chosen humanoid 
  and a familial spirit springs into existence in an unoccupied 
  space within 5 feet of the target. The spirit may reassemble 
  a deceased ancestor, a childhood friend, or a beloved family 
  member of the chosen creature.
  The spirit copies the racial stats and abilities, but not the 
  class abilities, of the chosen creature, including a potential 
  flying speed and natural resistances, but it is considered 
  undead instead of humanoid. If the chosen creature has 
  the ability to cast spells, innately or otherwise, the spirit 
  cannot do so. The spirit can’t speak, but it can understand 
  any language you know.
  When summoned, the spirit rolls its own initiative, but 
  all its actions are controlled by you. It copies the stats, 
  skill proficiencies and movement speed of the willing 
  creature you targeted, but does not have proficiency in any 
  saving throws, and it has an armor class equal to 10 + your 
  Charisma modifier. The spirit has an amount of hit points 
  equal half your hit point maximum. The spirit has the 
  multiattack feature, meaning it can attack twice if it takes 
  the Attack action on its turn. Its attacks deal 1d8 radiant 
  damage + your Charisma modifier on a successful hit. 
  When rolling to attack, you use your spell attack modifier 
  to determine whether the attack hits or misses. The spirit 
  has advantage on attack rolls as long as it is within 5 feet 
  of the creature it sprang from, and its weapon attacks 
  are considered magical for the purposes of overcoming 
  resistances and immunities.
  The spirit remains for 10 minutes, until it reaches 0 hit 
  points, or until you lose concentration as if concentrating 
  on a spell, whichever comes first.
  Once you’ve used this feature, you can’t use it again until 
  you’ve finished a long rest.
  Why is it always spiders people have 
  a problem with? Have they not seen 
  snakes? Snakes are so weird looking, 
  the way they wriggle and worm around, 
  I can’t stand it. I’d take a bath in a pool 
  of spiders before I would get near one of 
  those slithering things. 
  
  99
  successful attack deals 2d10 force damage and the 
  creature is pushed back 10 feet where they fall prone. 
  You can then draw their lifeforce into you, lowering their 
  hit point maximum for the amount of force damage they 
  took, and healing yourself for half of the total dealt force 
  damage.
  Once you’ve used this feature, you can’t use it again until 
  you finish a short or long rest.
  Eldritch Invocations
  Eldritch Intel
  Prerequisite: 5th level, Pact of the Tome feature
  You open up a means of communication with your patron. 
  You may write down one question in your Book of Shadows 
  and seek answers from your patron, as if casting the 
  commune spell. Your patron will be truthful in whatever 
  answer they give. Once you have used this invocation, you 
  can’t use it again until you’ve finished a long rest.
  Familial Bond
  Prerequisite: Pact of the Chain feature
  The connection you have with your familiar is powerful. 
  When you cast the find familiar spell as a ritual, you don’t 
  require any material components to cast the spell.
  Return to Me
  Prerequisite: Pact of the Blade feature
  Your pact weapon is connected to your body. If your pact 
  weapon has the throwing property and you use an attack 
  action to throw it at an enemy, you can will the weapon 
  to return to your hand at the end of the attack, no action 
  required by you.
  can add neither its Strength or Dexterity modifier when 
  determining the damage.
  Once you’ve used this feature, you cannot use it again 
  until you’ve finished a short or a long rest.
  Tempter Tongue
  Beginning at 10th level, you can innately communicate 
  with snakes and serpents as if casting the speak with 
  animals spell. You also gain the ability to infuse a serpent 
  with magical energy, and thereby cast spells through it.
  Using an action, you can conjure up a small wyrm, 
  taking the stats of a poisonous snake but its creature type 
  is an aberration instead of a beast. This wyrm remains in 
  existence for eight hours, until it reaches 0 hit points, or 
  until you dismiss it as an action. Upon its conjuration, you 
  choose one of the following spells to infuse into it: crown of 
  madness, hold person, or suggestion. The chosen spell lies 
  dormant within the wyrm until you activate it as an action. 
  For the spell to be viable for activation, the wyrm must be 
  coiled around or otherwise touching the desired target of 
  the spell. You must be able to see the wyrm to activate the 
  infused spell. You do not expend a spellslot when casting 
  a spell using this feature, and you use your spellcasting 
  ability when casting the spell. Spells cast with this feature 
  can only be cast at 2nd level.
  The infused spell stays within the wyrm until the 
  creature disappears. While the wyrm is in existence, it 
  functions as if it had been conjured with the find familiar 
  spell, and once you’ve used this feature to conjure a wyrm, 
  you can’t do so again until you finish a short or long rest.
  Caller of the Void
  Starting at 14th level, you can call upon the awe-striking 
  force found in the Great Wyrms of the Chaos Sea. As 
  an action, you may choose a number of creatures within 
  60 feet of you up to your Charisma modifier and make 
  one ranged spell attack roll against each of them. Each 
  
  100
  School of Chronomancy Features
  Wizard Level
  Feature
  2nd
  Quick Study, Halt the Wheel
  6th
  Temporal Physique
  10th
  Time Hopper
  14th
  Deja-Vu
   Quick Study
  When you choose this school at 2nd level, the time you 
  must spend to copy a spell into your spellbook is halved. 
  The casting time of any wizard spell you cast as a ritual is 
  also halved.
  Halt the Wheel
  Also at 2nd level, you may use your action to target a 
  creature within 60 feet of you that you can see and force 
  them to make a Constitution saving throw. On a failed 
  save, you cause the creature to become lethargic, giving 
  the creature one level of exhaustion. You cannot make 
  a creature exceed exhaustion level 3 using this feature. 
  You may use this feature a number of times equal to your 
  Intelligence modifier, and you regain all expended uses 
  after finishing a long rest.
  Temporal Physique
  Starting at 6th level, you may add the spells slow and haste 
  to your spellbook, if they are not there already, without 
  expending any materials to inscribe them. Using this 
  feature, you may choose to cast one of these spells once 
  without expending a spellslot and without having them 
  prepared. Once you have done so, you can’t do so again 
  until you’ve finished a long rest, but you may still expend 
  a spellslot to cast the spells normally if you have them 
  prepared.
  Time Hopper
  Beginning at 10th level, your manipulation of time grants 
  you slight teleportation abilities. When you take the dash 
  action, you may forgo moving and instead teleport yourself 
  in a chosen direction and reappear in an unoccupied space 
  that you can see within range. The range equals your 
  movement speed.
  Deja-Vu
  Starting at 14th level, you can change the known outcome 
  of one living creature you can see. After knowing the result 
  of a creature’s attack roll, ability check or saving throw, 
  you may use a reaction to briefly rewind time, potentially 
  changing the roll’s outcome. The creature rolls again 
  and you choose whether this new roll has advantage or 
  disadvantage. The creature must use the new result. Once 
  you’ve used this ability, you can’t use it again until you finish 
  a short or long rest.
  Wizard
  There are arcane means with which one can achieve some 
  sort of control of time, certainly. But, of course, this sort of 
  magic is not that widely spread and there have been stories 
  of people becoming stuck in loops, repeating the same 
  moment over and over again... This seems oddly familiar. 
  Have we discussed this matter before?
  — Arcanist Hyral Millis
  When discussing the arts of magic and weaving control 
  over the energy found in the Chaos Sea, those who are 
  students of wizardry were the first to tame the wild surges 
  of Chaos. These wizards tend to specialize within one 
  category of magic, also called a School, becoming an 
  expert on specific sorts of arcane powers, such as illusion 
  or transmutation magic. 
  In Velea, wizards receive their training either by a 
  master arcanist who is offering tutelage to one or a handful 
  of students, or the more likely scenario of taking classes 
  at the Velean Academy in Blue Harbor. Because of the 
  high cost of tuition, only the elite can afford to attend the 
  Academy. Those who don’t have the coin to spend on an 
  academic education in Velea either seek out a pricate 
  tutor or travel north to Aurenia, whose Pertus University 
  in Rathanna offers an alternative, and cheaper, means of 
  education. 
  Arcane Tradition
  At 2nd level, a wizard gains the Arcane Tradition feature. 
  The following option, the School of Chronomancy, is 
  available to a wizard.
  School of Chronomancy
  Manipulation of time is a risky and not always popular 
  pastime for students at the Velean Academy. Too many 
  aspiring wizards have been lost to time loops due to a 
  faulty magical experiment, which has largely made the 
  practice of Chronomancy extinct. There are only very few 
  remaining who can harness the wheel of time without 
  losing themselves to it.
  
  101
  Carnival Member
  Many caravans travel the Planar Crossways, carrying 
  goods and wares across vast sections of land. But some 
  of these caravans carry no real wares, but instead 
  offer entertainment and merriment wherever they go. 
  These carnivals offer stage shows, music, performance 
  gymnastics, and a well of carnival games.
  The Zirani are known for growing up around these 
  carnivals, living for entertaining the patrons of the various 
  cities they settle near. There are also other carnivals made 
  out of outcasts and freaks unwanted by society.
  Depending on the kind of carnival, the mentality of the 
  members can be more or less sinister. Most carnies look 
  out for one another and not many others, having little 
  patience for outsiders. They adhere to carny law above 
  the law of the land, considering themselves to be removed 
  from the world that disowned them.
  Skill Proficiencies: Choose two from Acrobatics, 
  Deception, Performance, and Sleight of Hand
  Tool Proficiency: One artisan’s tool of your choice and one 
  musical instrument of your choice
  Equipment: One set of common clothes, a set of artisan’s 
  tools or a musical instrument you are proficient with, 
  a pamphlet advertising your carnival, and a pouch 
  containing 5 gp
  Feature: Carny Law
  You mingle well with the entertainers and handlers of 
  carnivals and festivals, and the hirelings at such events 
  let down their guard around you. You also know how to 
  behave among other carnies, and can gain insight into 
  any activity, criminal or otherwise, that originates from a 
  carnival.
  Suggested Characteristics
  Use the tables for the outlander in the PHB as the basis for 
  your traits and motivations.
  I
  n addition to the backgrounds found in the PHB, 
  the following backgrounds are made available for a 
  campaign taking place in the world of Noroth. Some 
  backgrounds are specific to Noroth, while others fit 
  well within any setting and can be used as seen fit. 
  As is the case with other backgrounds, these backgrounds 
  provide proficiencies, languages, and a unique feature 
  that aligns with the character’s lifestyle before they began 
  adventuring.
  Academy Student
  Studying the magical arts is a trying endeavor, but an 
  endeavor many nations aim to support. In Velea, the largest 
  and most prestigious place of study is the Velean Academy 
  in Blue Harbor, whose education has made some of the 
  most powerful spellcasters in the world.
  It is not only magic being taught at these universities, 
  however. Others receive an ordinary education, learning 
  the intricacies of history, as well as being taught the 
  importance of tact and respect concerning arcane powers.
  To receive this sort of education, you would have to have 
  come from high standing, as the tuition for attending the 
  Velean Academy is expensive.
  Skill Proficiencies: Choose two from Arcana, History, and 
  Religion
  Tool Proficiency: Calligrapher’s tools
  Languages: One of your choice
  Equipment: One set of common clothes, quill and ink well, 
  a notebook, and a pouch containing 15 gp
  Feature: Mind of a Scholar
  Having immersed yourself deeply in the magical arts and 
  the lore behind it, you are able to identify various symbols 
  and signs pertaining to magic, and if the symbol represents 
  a school of magic or has some other arcane historical 
  meaning, you can identify it.
  Variant: Second Hand Student
  Being unable to afford the proper tuition found within the 
  halls of the Velean Academy, you instead stuck to working 
  small jobs around Blue Harbor during the day. During 
  the evening, you would pay a student of the Academy your 
  hard-earned wages to have them teach you the ways of 
  magic, as well as supply with the necessary notes and 
  items.
  Suggested Characteristics
  Use the tables for the sage in the PHB as the basis for your 
  traits and motivations.
  Chapter 5: Backgrounds
  
  102
  Variant: Amberite Excavator
  Instead of the traditional mines digging deep into the earth, 
  you worked in the underwater amberite mines off the 
  shores of the Rainbow Coast. You spent your days diving 
  deep beneath the waves, utilizing specially made necklaces 
  that allowed you to hold your breath for much longer than 
  normal. This necklace was left behind when you left your 
  work in the mines.
  Suggested Characteristics
  Use the tables for the outlander or folk hero in the PHB as 
  the basis for your traits and motivations.
  Page
  When a royal feast is undergoing, or a meeting of the 
  High Council is called, most attention lies on the high-
  ranking nobles sitting at the tables. Less noticed are the 
  pages of the different nobles, standing stoutly behind the 
  chair of their master, awaiting an order or request. These 
  youngsters are in training, learning the intricacies of court 
  through listening and observation, and it is not an unusual 
  rite of passage for members of the high nobility.
  Pages are often an invisible part of the aristocratic 
  landscape. To some nobles, pages are seen as nothing 
  more than a slightly more important servant or 
  handmaiden, and they are switched out every few years 
  with little regard. To others, pages are considered high 
  value, as their tendency towards social invisibility means 
  they make excellent spies, capable of sniffing out courtly 
  gossip better than a servant ever could.
  Skill Proficiencies: Choose two from Deception, Insight, 
  and Persuasion
  Languages: Two of your choice
  Equipment: One set of fine clothes, a vial of perfume, 
  a letter from your previous employer, and a pouch 
  containing 15 gp
  Feature: Courtly Manners
  At court, it is valuable to know your social standing, 
  especially compared to others present. Based on 
  mannerisms and symbols of station, you can discern the 
  rank of members of the nobility, and you know how to carry 
  yourself when talking to them. This includes addressing 
  them with the appropriate title relevant to their rank. In 
  addition, and you can easily strike up conversations about 
  noble people with their staff, and they are more willing to 
  share gossip about them.
  Suggested Characteristics
  Use the tables for the noble in the PHB as the basis for 
  your traits and motivations.
  Courier
  When messages and letters need to be delivered, it is 
  the royal couriers who are charged with the honorable 
  responsibility of protecting and carrying information across 
  vast pieces of land. Some take the journey on horseback, 
  while others simply run from place to place.
  Depending on the importance of the message, as well as 
  the secrecy surrounding it, some couriers deliver messages 
  by reciting them upon arrival. This is safer in the sense that 
  no one can steal the letter with the information inside, but 
  it means that the courier in question must be trustworthy.
  Skill Proficiencies: Athletics, Insight
  Languages: Two of your choice
  Equipment: One set of traveler’s clothes, a signet ring of 
  the courier service, a pair of good shoes, a rough map of 
  the main roads of the region, and a pouch containing 10 
  gp.
  Feature: At Home on the Roads
  Having traveled from city to city along the many roads 
  of Velea, you are well acquainted with with road system, 
  especially the Planar Crossways. When you are traveling 
  along a major road, you can tell the exact time you will 
  arrive at your destination if that destination lies along the 
  same road you are traveling on.
  Suggested Characteristics
  Use the tables for the outlander in the PHB as the basis for 
  your traits and motivations.
  Miner
  There are many people who earned their living by the 
  sweat of a mine. In Stoneway, the land of the dwarves, 
  working as a miner is the most common livelihood of the 
  country’s people and a necessity for putting food on the 
  table.
  To others, this was a way of discovering a thirst for 
  adventure. Some miners are not employed to mine and 
  search for ore, but instead hired to carve out tunnels 
  beneath a dead mountain looking for a long-lost tomb of an 
  ancient king or queen.
  Skill Proficiencies: Athletics, Nature
  Tool Proficiency: Mason’s tools
  Languages: One of your choice
  Equipment: One set of common clothes, a miner’s pick, a 
  piece of raw ore, and a pouch containing 5 gp
  Feature: Canary in a Coal Mine
  You have spent enough time below ground to grow 
  comfortable in the faint light of a mineshaft. You are able 
  to spot signs in caves and tunnels that signify an oncoming 
  cave in, as well as notice a lack of oxygen or the emission 
  of dangerous gas.
  
  103
  Suggested Characteristics
  Use the tables for the guild artisan in the PHB as the basis 
  for your traits and motivations.
  Wayfinder
  The Wayfinder Guild is most well-known for their 
  publications of travelling logs, called the Wayfinder 
  Reports. Some of the most popular of these include “The 
  Tale of the Thorn and the Rose” detailing the adventurers 
  of the illustrious Company of Flowers whose adventures 
  into the forgotten crevasses of Velea made them a favorite 
  around their home in Lightport. Another is the tale of “A 
  Girl and a Gentle Giant” which follows the adventures 
  of Nia Norn and Zev Oaker, two young Wayfinders 
  who managed to travel from the northern peak of the 
  Froststeppes to the easternmost port city of Ra’Khon in 
  less than a year, after which they mysteriously disappeared.
  Many join the guild in hopes of joining their immortal 
  heroes in their stories. They take on dangerous missions 
  to travel into long lost castles and forests, looking for 
  forgotten artifacts and hidden history.
  Skill Proficiencies: History, Investigation
  Tool Proficiency: One artisan’s tool of your choice
  Languages: One of your choice
  Equipment: One set of traveler’s clothes, a book from the 
  Wayfinder Reports series, a signet of the guild, and a 
  pouch containing 10 gp
  Feature: Novice Adventurer
  Being a member of the Wayfinders, you have received three 
  years training at the guild’s main seat in Lightport, and you 
  can contact the guild in regard to possible jobs, contracts, 
  and work, as well as rumors about abandoned places, such 
  as tombs and temples.
  Suggested Characteristics
  Use the tables for the guild artisan in the PHB as the basis 
  for your traits and motivations.
  Peridot Ranger
  Anyone living within Teldora knows of the Peridot 
  Rangers hunting guild, and many have struck out to look 
  for adventure within the Dragon’s Maw Valley, the wild 
  and untamed forested region where the Peridot Rangers 
  have their main seat. Becoming a member is not a hard 
  endeavor, but climbing the ranks is both challenging, time 
  consuming, and occasionally lethal as the monsters wanted 
  and hunted by the guild are dangerous, feral beings.
  There are five ranks within the guild. Novice, Apprentice, 
  Warden, Master, and Grandmaster. Mostly everyone stops 
  advancing after reaching the rank of Warden, and there are 
  very few Masters currently in the guild. There is only ever 
  one Grandmaster who holds the position for life. Once the 
  time comes to pick a new one, a Grandmaster is chosen 
  among the current Masters of the guild.
  Skill Proficiencies: Stealth, Survival
  Tool Proficiency: Carver’s kit and one artisan’s tool of your 
  choice
  Equipment: One set of traveler’s clothes, a hunting trap, 
  a tattoo signifying your rank in the guild, and a pouch 
  containing 10 gp
  Feature: Guild Member
  You are a Novice member of the Peridot Rangers, a 
  renowned hunting guild based out of Delathon. From this 
  rank, you have a small tattoo of a fox’s head somewhere on 
  your body that is easily presented, and you use this tattoo 
  to gain entry to the Peridot Rangers guildhalls. Through 
  your membership, you are able to take contracts from 
  any of the Peridot Rangers guildhalls and enter into their 
  member’s only drinking halls.
  Peridot Rangers: Tale of the Ranks
  The Peridot Rangers have five ranks, each rank signified 
  by a different animal. Novices are Foxes. Apprentices 
  are Wildcats. Wardens are Wolves. Masters are Eagles, 
  and the Grandmaster is depicted as a Stag. The 
  significance of this ranking system has given birth to a 
  tale of their abilities, and the importance of working in 
  unison.
  The fox is trampled by those bigger than it. It must 
  search for its prey, outwit it with wiles and trickery, 
  while always leaving itself a way out. The wildcat roams 
  the cliffs in silence, stalking prey for hours before 
  striking. Patience is key, before it feeds on a kill. The 
  wolves surge forth in packs, relying on one another over 
  individual strength. The eagle sees all and any outcome, 
  knowing a strike will be lethal before it hits and spots 
  secrets hidden to most.
  As for the stag, the king of the forest. None can best 
  him. The fox is too small. The wildcat is too solitary. The 
  wolf is too weak. The eagle is too frail. But a foxhole 
  can break a stag’s leg. A stalker can sneak close in the 
  darkness of night. The pack can overcome its mighty 
  strength.
  And the eagle will be there to bear witness to its fall.
  
  104
  smoke, and is used for signaling. Once the ammunition has 
  been fired, it breaks and cannot be reused.
  Compass. An ordinary compass that points towards the 
  magnetic north pole.
  Earplugs. These small cotton plugs are covered in wax. 
  Once they are inserted into the ears, the wearer becomes 
  resistant to thunder damage, but also becomes deaf to 
  speech of normal volume.
  Goggles, tinted. These goggles are equipped with thick, 
  dark glass that protects against the sun. While wearing 
  these goggles, a creature with sunlight sensitivity no longer 
  suffer disadvantage to attack rolls and Perception checks 
  that rely on sight because of the trait.
  Hammock. This piece of solid fabric can be attached 
  to strong branches or the trunks of trees, allowing you to 
  sleep above the ground.
  Hourglass. This hourglass is made of glass inside a 
  wooden frame and has two chambers, one of which is filled 
  with sand. Different sizes exist, but the most common are 
  those measuring one minute and one hour.
  Lock. This padlock can be attached to compartments 
  or be considered an inset lock in a door or chest. It comes 
  M
  any strange items can be found in the Noroth 
  marketplaces. In Velea, the buying of faintly 
  enchanted or otherwise magically enhanced 
  items is commonplace, and shops selling 
  magical items can be found in many major cities on the 
  continent. Weapons and equipment from neighboring 
  countries have made their way into Velean market stalls, 
  and it is not uncommon to find foreign sellswords and 
  mercenaries from the cold of Keefe or the scalding deserts 
  of Uawei in the marketplace, trying to pawn off their old 
  equipment in trade for something new.
  Adventuring Gear
  Once, I went on a hunt with Lord Adney’s eldest son. The 
  lad woke me up in the middle of the night to point at the 
  sky, telling me that the stars look so splendid and beautiful. 
  I would have agreed, but I was a bit preoccupied with 
  figuring out what had happened to our tent.
  — Sharn Glinten, huntsman
  This section provides additional items available for 
  purchase in the Velean shops and market stalls. It will also 
  describe items that have special rules or require further 
  explanation.
  Air Bladder. Used by swimmers to give them extra air 
  while diving. Looks similar to a waterskin and is airtight. 
  When fully inflated, the bladder holds enough air that a 
  creature can hold their breath for 1 additional minute.
  Ammunition. This represents both arrows for bows and 
  bolts for crossbows.
  Ammunition, acid. A small glass tube is fixed to the end 
  of this piece of ammunition. On a successful hit, the attack 
  deals 1d4 additional acid damage. Once the ammunition 
  has been fired, it breaks and cannot be reused.
  Ammunition, fire. Cloth and fabric is tied around the 
  end of the ammunition. The archer or crossbowman can 
  use a bonus action to set the fabric aflame from an active 
  fire source. The flame doesn’t go out when the ammunition 
  is fired and a successful hit deals 1 extra point of fire 
  damage. Highly flammable materials, such as straw roofs 
  or dry grass, might catch fire. Once the ammunition has 
  been fired, it breaks and cannot be reused.
  Ammunition, grappling. Four claws protrude out from 
  the tip of this ammunition, making it into a grappling 
  hook. By attaching silk rope to the ammunition, the archer 
  or crossbowman can fire the ammunition half of range 
  increments as is detailed on their weapon. The attack roll 
  replaces the check that would have been made to throw the 
  grappling hook.
  Ammunition, smoke. Thin wraps of alchemical 
  ingredients are tied around the shaft of this piece of 
  ammunition. The archer or crossbowman can use a bonus 
  action to set the fabric aflame from an active fire source. 
  When fired, the ammunition leaves behind a thick trail of 
  smoke, and creates a 5-foot cube of smoke where it lands. 
  The ammunition often emits a specific, bright color of 
  Chapter 6: Equipment
  Adventuring Gear
  Item
  Cost
  Weight
  Air Bladder
  1 sp
  1/2 lb.
  Ammunition
  Ammunition, acid (5)
  15 gp
  1/2 lb.
  Ammunition, fire (5)
  5 gp
  1/2 lb.
  Ammunition, grappling (1)
  2 gp
  1/2 lb.
  Ammunition, smoke (5)
  10 gp
  1/2 lb.
  Compass
  15 gp
  1 lb.
  Earplugs
  2 cp
  -
  Goggles, tinted
  40 gp
  2 lb.
  Hammock
  1 sp
  4 lb.
  Hourglass, minute
  15 gp
  1 lb.
  Hourglass, hour
  20 gp
  2 lb.
  Lock, simple
  20 gp
  1 lb.
  Lock, complex
  60 gp
  1 lb.
  Manacles
  15 gp
  2 lb.
  Notebook
  3 gp
  1 lb.
  Shovel
  2 gp
  8 lb.
  Stilts
  2 sp
  10 lb.
  Tent, four-person
  4 gp.
  35 lb.
  
  105
  Tools
  A rusty nail is one thing. A rusty nail in the thumb is an 
  infection and a trip to the temple, spending gold you haven’t 
  earned yet and keeping you in bed for days. Keep your kit 
  clean, or you can find another place of work.
  — Borst Cravers, foreman
  If you get the option to choose a proficiency with a type 
  of artisan tool, you may pick from the options below, in 
  addition to those offered by official WotC publications. 
  Some of these tools might be available through certain 
  character backgrounds, such as the sailor being proficient 
  with tattooist tools. Ask the DM if your background lets you 
  choose between these new tools.
  The new tools offer new means of gameplay. Tattooists 
  might find exotic inks that offer special boons. Proficiency 
  with bowman’s tools allows your character to craft arrows 
  and bolts from the feathers of mystical creatures.
  Adventuring Gear
  Item
  Cost
  Weight
  Artisan's Tools
  Bowman's tools
  10 gp
  10 lb.
  Tattoist tools
  50 gp
  5 lb.
  Carver's kit
  35 gp
  15 lb.
  Bowman’s Tools. This rolled up satchel contains an 
  assortment of fine knives, string, and items to make and 
  maintain bows, crossbows, as well as arrows and bolts. 
  The set contains woodworking oils, small carving knives, 
  feathercutters, and bowstrings. Proficiency with these tools 
  allow you to craft and maintain ranged weapons such as 
  bows and crossbows, and you can also craft ammunition 
  for these weapons.
  Carver’s Kit. This leather satchel contains tools and 
  instruments needed for harvesting the hide and organs 
  of various creatures. The set contains a bone saw, 
  skinning knife, carving blade, fire-pike, and mincing 
  knife. Proficiency with these tools allow you to add your 
  proficiency bonus to any checks made when harvesting 
  dead creatures.
  Tattooing Tools. This kit comes in a sturdy briefcase and 
  contains a variety of colored inks, needles, and medical 
  supplies needed for sterilization, as well as a sketchbook 
  for keeping tattoo templates. Tattoos come in three sizes: 
  small, medium, and large, and the different sizes uses up 
  different amounts of ink. Small tattoos are roughly as big 
  as the tattooed creature’s hand, medium tattoos are big 
  enough to cover an entire arm or leg, and large tattoos 
  cover the whole back or chest. A small tattoo uses one 
  ounce of ink, a medium uses two ounces, and a large uses 
  four ounces. The kit has ink in the following colors: five 
  ounces of black ink, three ounces of white ink, two ounces 
  of red ink, two ounces of blue ink, and two ounces of yellow 
  ink.
  with one key. The DC for opening a simple lock with 
  thieves’ tools is 15, and the DC for a complex lock is 20.
  Notebook. A small booklet, often used by adventurers, 
  sailors, or students to write notes in. The book is about the 
  size of a hand, and it has 30 blank pages.
  Shovel. When digging with a shovel, you can dig a hole 
  at a rate of 2 cubic feet per minute. Often used by farmers 
  and gravediggers.
  Stilts. Two wooden poles with a horizontal footrest 
  halfway up its length make up this set of stilts. By standing 
  on the footrests, you can avoid placing your feet on the 
  ground. You can used them to cross water without getting 
  wet. You must use both hands to walk with the stilts and 
  your movement speed is halved while you are using the 
  stilts. Walking 30 feet or less with the stilts requires a 
  successful DC 5 Acrobatics check to keep from falling off. 
  This check is repeated whenever a new 30 foot stretch is 
  begun, so walking 50 feet would require two checks and 70 
  would require three. While on the stilts, you are raised two 
  feet above the ground.
  Tent, four-person. A canvas tent that is capable of 
  housing four people.
  
  attack with the weapon, or you let it go. The enemy must be 
  considered large or smaller to be grappled. If the creature 
  is grappled by a ranged weapon, it can use an action to 
  untangle itself, no roll required. If the creature is grappled 
  by a melee weapon, it can use an action on its turn to 
  attempt to break free, and it makes an opposed grapple 
  check against your Strength (Athletics) check.
  Returning. When a weapon with this property is thrown 
  as part of an attack, it returns to its wielder at the end of 
  their turn. They must then use their reaction to catch it.
  Special, hookblade. You can choose whether this 
  weapon deals piercing or slashing damage. You must 
  declare this before making the attack roll.
  Weapons
  Only two things in life are certain; death and taxes.
  — Laynarian proverb
  In Noroth, other ways of fighting exists, and it shows in the 
  world’s available weaponry. In Velea, many assassins prefer 
  the quick reveal of a wrist dagger before ending their mark, 
  but among the courtesans in the Free Cities of Uawei, a 
  bladed fan might make for a more usable weapon, easily 
  concealed until it is required.
  If you are considered proficient with a type of weapon, 
  such as simple weapons, you may add the appropriate 
  weapons to the list of weapons you are proficient in. Ask 
  your DM about proficiency in any additional weapons from 
  the list.
  New Weapon Properties
  Any new properties of the extra weapons can be read here.
  Hidden. This weapon is not initially obvious and may 
  be easily hidden or disguised as something else. A person 
  attempting to locate this weapon on your person must 
  succeed on an Intelligence (Investigation) check opposed 
  by your Dexterity (Sleight of Hand) check.
  Grappling. If a weapon has this property, an attack made 
  against an enemy within range may instead be made as a 
  grapple attack. If the attack hits, it does no damage and 
  the targeted creature is grappled until you make a new 
  The Laynarian Tax
  Used primarily by the Royal Riders of Laynarion, the tax 
  is a brutal and nasty looking weapon. It reassembles a 
  long steel club with a rounded head, except it has thick 
  hooks on the head of it. The tax is perfect for piercing 
  into the back of a fleeing enemy, which is what the 
  Royal Riders use it for.
  The Royal Riders are employed by the Laynarion 
  crown to hunt down rebelling and fleeing slaves. Usually 
  wielded from horseback, the tax is a dangerous weapon, 
  and just as deadly in close combat as it is from atop a 
  mount.
  Weapons
  Name
  Cost
  Damage
  Weight
  Properties
  Simple Melee Weapons
  Bladed fan
  5 gp
  1d4 slashing
  1/2 lb.
  Hidden, finesse, light
  Scythe
  1 gp
  1d6 slashing
  6 lb.
  Versatile (1d8)
  Wrist dagger
  15 gp
  1d4 piercing
  1 lb.
  Hidden, finesse, light
  Martial Melee Weapons
  Brass knuckles
  1 gp
  1d4 bludgeoning
  1/2 lb.
  Light
  Canesword
  20 gp
  1d6 slashing
  3 lb.
  Hidden, finesse
  Chain
  20 gp
  2d4 bludgeoning
  8 lb.
  Grappling, reach
  Greatscythe
  40 gp
  1d12 slashing
  12 lb.
  Heavy, reach, two-handed
  Hookblade
  20 gp
  1d6 piercing or 
  slashing
  4 lb.
  Finesse, special
  Tax
  30 gp
  2d6 piercing
  10 lb.
  Heavy, two-handed
  Warglaive
  30 gp
  1d12 slashing
  8 lb.
  Heavy, reach, two-handed
  Martial Ranged Weapons
  Bola
  1 gp
  1d4 bludgeoning
  2 lb.
  Grappling, light, thrown (range 20/40)
  Boomerang
  3 gp
  1d6 bludgeoning
  2 lb.
  Finesse, light, returning, thrown (range 30/60)
  Crossbow, wrist
  100 
  gp
  1d6 piercing
  2 lb.
  Ammunition (range 30/120), hidden, light, loading
  Greatbow
  75 gp
  1d10 piercing
  8 lb.
  Ammunition (range 200/800), heavy, two-handed
  
  107
  Bow Fighter
  Prerequisite: Proficiency with some sort of bow.
  You can defend yourself if creatures come too close to you 
  while in combat. You gain the following benefits:
   •
  You can use a shortbow, longbow, or greatbow* 
  you are proficient with as a melee weapon, and you 
  use your Dexterity modifier when attacking and 
  determining the damage. When attacking in this 
  way, the weapon die is lowered one level, meaning 
  that 1d8 becomes 1d6 and 1d6 becomes 1d4 and so 
  on. You are proficient in these attacks.
   •
  You can use an action of attempt to restrain a large 
  or smaller creature by choking them out with the 
  string on your bow. Make an Strength (Athletics) 
  check opposed the creature’s Strength (Athletics) 
  or Dexterity (Acrobatics) check. If you succeed, the 
  creature is restrained. It may use its action on its 
  turn to attempt to break free, and you may use your 
  action on each of your subsequent turns to maintain 
  your hold over the creature. The creature is given 
  another chance to escape if you do so.
  *This weapon is detailed in this compendium.
  Close Quarters Combat
  You have experience with fighting where there is little room 
  to move around. When you either successfully grapple a 
  creature or break free of a grapple, you may make a melee 
  weapon attack against the creature as a bonus action. 
  Additionally, if a creature attempts to grapple you and fails, 
  you may use your reaction to make a melee attack against 
  it and move 5 feet away without provoking opportunity 
  attacks.
  Grenadier
  You have worked with various explosive concoctions and 
  devices over your lifetime, potentially losing a finger or two 
  to your experiments. You also have an affinity for making 
  everything around you explode. You gain the following 
  benefits:
   •
  You know how to cause a distraction. Using pieces 
  of string, mounds of dirt, or other on-hand material 
  together with a bit of black powder, you can cause 
  a small, non-damaging explosion to occur. Anyone 
  within 300 feet of the explosion that can hear it will 
  be naturally drawn to the sound and move towards 
  it, giving them disadvantage on Wisdom checks for 
  1 minute while they investigate the disturbance. 
  Some creatures might choose to not abandon their 
  post regardless of the blast, such as guards, but they 
  still have disadvantage on Wisdom checks if they 
  are within range. Once you’ve used this feature, you 
  can’t use it again until you’ve finished a short or long 
  rest as you use this time to gather ingredients for 
  your next bomb.
  C
  itizens of Noroth are given amble opportunity to 
  use their unique quicks and skills to rise to the 
  occasion in a dire situation. What might be seen 
  as unsavory and barbaric in one region, would be 
  studied and respected intently in another. Though 
  they might not always be appreciated that will not stop 
  their tale from being told.
  Feats
  Alright... I have a plan. Fool proof. I just need you to hold 
  onto this and not drop it. You’ll kill us all if you do.
  — Elias Tinshore, grenadier
  Noroth offers multiple paths of training and expertise, 
  granting new options for player characters. Some may 
  have studied at the Velean Academy, honing their abilities 
  to be able to craft extraordinary magical items. Others 
  might have gone a different route, having a steady life as a 
  carpenter or smith before the adventuring life called them 
  to travel the roads of Noroth.
  In addition to the feats made available the PHB and 
  XGtE, you can pick from the list of feats below.
  Adaptive Laborer
  By doing odd jobs, you have picked up some handy skills 
  throughout your life. You gain the following benefits and 
  features:
   •
  One skill of your choice increases by 1, to a 
  maximum of 20.
   •
  You gain proficiency in one set of artisan’s tools of 
  your choice.
   •
  You gain proficiency in one of the following sets of 
  tools: carver’s kit, disguise kit, forgery kit, herbalism 
  kit, land vehicles, navigator’s tools, poisoner’s kit, 
  water vehicles.
  Artech Savant
  Prerequisite: You must be a spellcaster.
  You have spent hours studying ancient books and scrolls, 
  detailing the crafting of magical items, referred to as 
  arcane technology or “artech” for short by the scholars at 
  the Velean Academy. You gain the following benefits and 
  features:
   •
  Increase your Intelligence score by 1, to a maximum 
  of 20.
   •
  You have advantage on Intelligence (Arcana) checks 
  when making magical items, scrolls, and potions.
   •
  You gain proficiency in one set of artisan’s tools.
   •
  You know the recipe of one uncommon magical 
  item. Pick one from the following list of items: 
  alchemy jug, bag of holding, cloak of the manta 
  ray, driftglobe, goggles of night, quiver of Ehlonna, 
  potion of greater healing, potion of resistance, ring 
  of jumping, ring of warmth, staff of the adder.
  Chapter 7: Customization Options
  
  108
  Master of Magics
  By interacting with the constant flow of arcane energy 
  that seeps through Noroth, you have found a connection to 
  these otherworldly elements and drawn them into yourself. 
  You gain the following benefits:
   •
  You have advantage on Intelligence (Arcana) checks 
  when attempting to recall information and lore 
  about magical items.
   •
  You can now be attuned to a maximum of four 
  magical items, rather than the normal limit of three. 
  Other attunement limitations still apply.
  One Step Ahead
  You are fast, quick, and clever. You have a strange sense of 
  your enemy’s movements, as well as your own. You gain the 
  following benefits:
   •
  When you roll initiative, you can choose to either 
  add or subtract 5 to the roll. This must be done 
  before any actions in combat are taken.
   •
  You may choose to shift your initiative to go either 
  before the creature that acts before you, or after 
  the creature that acts after you, assuming that the 
  creature is willing to do so. This decision must be 
  made before any actions in combat are taken. You 
  may use this trait once per long rest.
  Swimmer
  You are at home in the water and know how to swim very 
  well. You gain the following benefits and features:
   •
  Increase you Strength, Dexterity, or Constitution 
  score by 1, to a maximum of 20.
   •
  You gain a swim speed equal to your walking speed.
   •
  You can hold your breath for a number of minutes 
  equal to twice your Constitution modifier (minimum 
  of 1).
   •
  You also know how to craft bombs. Spending 50 
  gold on materials, you may spend a day to craft 1d4 
  bombs. These bombs can be thrown up to 30 feet 
  away using an action and they have a blast radius 
  of 5 feet. Each creature in range of the blast has 
  to make a Dexterity saving throw (DC = 8 + your 
  proficiency bonus + your Dexterity or Intelligence 
  modifier). The creature takes 1d12 damage 
  on a failed save and half as much damage on a 
  successful one. You choose if the damage type is fire 
  or piercing. This damage increases by 1d12 when 
  you reach 5th level (2d12), 11th level (3d12) and 
  17th level (4d12).
  Honing Your Craft
  Prerequisite: Proficiency with at least one set of artisan’s 
  tools.
  You are a master craftsman and know how to make the 
  most use of your selected tools. You gain the following 
  benefits and features:
   •
  Increase either your Strength, Dexterity, or 
  Intelligence score by 1, to a maximum of 20.
   •
  Choose one set of tools with which you are 
  proficient. You may add twice your proficiency 
  bonus to checks made using the chosen tools.
   •
  When you have the opportunity to do a downtime 
  activity, you can choose to spend it earning a living 
  with your artisan’s tools. Normally, this would 
  award you one gold piece per day as payment, but 
  your expertise with your craft allows you to take 
  on harder, more demanding jobs. Instead of the 
  traditional one gold piece, you instead earn an 
  amount of gold pieces equal to your proficiency 
  bonus per workday when using the a set of tools 
  where you add twice your proficiency bonus.
  Marathon Runner
  You are fit and fast, toned from running. You gain the 
  following benefits.
   •
  Your Constitution score increases by 1, to a 
  maximum of 20.
   •
  Your movement speed increases by 5 feet.
   •
  You have advantage on Constitution saving throws 
  against becoming exhausted.
  Language Option: Umbral
  In addition to the languages available in the PHB, if 
  you are ever given the option to learn an additional 
  language, you may choose to learn the exotic language 
  Umbral, the language spoken in Ossiria and among the 
  fey of the Shadow Court.
  Umbral uses the same letters as Elvish, and sounds 
  similar, except it is spoken more softly and makes use 
  of occasional hard consonants.
  
  109
  artifacts or sentient cannot be crafted.
  Each recipe also mentions an exotic ingredient in 
  addition to the monetary cost of the crafting process. The 
  nature of this ingredient is to be determined by the DM and 
  given to the player once they have procured the recipe for 
  a magical item. For a bag of holding it might require the 
  heart of an extraplanar entity, or an item in the possession 
  of a gith captain. What is universal for this exotic 
  ingredient is that it must be harvested from a rare creature 
  or found in a dangerous location.
  Should the player already be in the possession of an 
  ingredient of the appropriate rating, it is up to the DM if 
  this ingredient is sufficient for the purposes of the recipe 
  at hand. The appropriate CR for the encounter where the 
  character gets the appropriate ingredient can be seen 
  below.
  Magic Item Rarity
  CR Range
  Common
  1-3
  Uncommon
  4-7
  Rare
  8-12
  Very Rare
  13-19
  Legendary
  20+
  Level Requirements and End Check
  A character must be of a certain level before they can 
  attempt to craft an item. This represents spending a lot of 
  time studying and honing their craft over several weeks, 
  months, or even years. A 1st level character would have 
  neither the knowledge nor the skill to craft legendary 
  items, whereas a 20th level character with the proper 
  training would be able to make common healing potions in 
  their sleep.
  At the end of the crafting process, the artisan who is 
  helming the crafting must make an Arcana check to see if 
  their enchantment on the item was successful or not. If the 
  character fails the check, the item does not work, and half 
  of the residuum used in the enchantment is lost.
  Crafting Magic Items
  The ability to harness the energies necessary for even 
  the simplest enchantment requires years of training and 
  practice. In all my time here at the Academy, we have never 
  accepted anyone to the Artech study without being certain 
  of their arcane capabilities beforehand. Last time a novice 
  was allowed access, our research quarters exploded when 
  she attempted to infuse a fireball spell into a living chicken.
  — Elviah an Sadani Lievrahn, dean at the Velean Academy
  Magic is abundant in the world of Noroth, and nowhere is 
  that more relevant than on the continent of Velea. Scholars 
  theorize that the magical essence that has helped shape 
  the amberite mines on Teldoran soil, has further affected 
  the citizens of the continent with a higher affinity for the 
  arcane arts.
  Others believe that the Velean, and specifically Teldoran, 
  focus on the usefulness of magic and its properties has 
  allowed for greater innovation in the field of arcane 
  research. This includes the crafting and making of 
  magic items, as well as the enchantment of adventuring 
  equipment, such as armor and weapons.
  Not everyone can create magic items or enchant 
  weapons and armor. It requires training and studying, best 
  found at the Velean Academy who are the leading experts 
  in the study of Arcane Technology, or ‘Artech’ as they refer 
  to it as.
  To craft magic items or enchant weapons and armor, you 
  must be proficient in the Arcana skill. This represents you 
  having knowledge of the nature of magic and how it works 
  in relation to the world around you. Without the proper 
  training, the consequences of unharnessed magic projected 
  into a singular item could be catastrophic.
  Artisan Training
  If you have proficiency with the Arcana skill, you can craft, 
  and possibly even invent, magical items. These are not 
  easy to make, however, and require both gold, time, and 
  resilience to make, and the project may or may not be 
  successful.
  Item Recipe
  To craft a magic item, you must be in possession of a recipe 
  for the magic item. The recipe gives instructions as to the 
  steps of construction. These sorts of recipes can be found 
  in old notebooks in a sorcerer’s lair or engraved inside of 
  an ancient dragon’s cave. You can make a recipe yourself if 
  you have a magic item on you. By breaking the magic item 
  down, thereby destroying it, you learn the recipe of the 
  item. This process takes time equal to 1/4 of the crafting 
  process for the appropriate item (minimum of 1 day). 
  You cannot break down a magic item if it is an artifact or 
  sentient.
  An item requires half of the item’s selling value in 
  residuum to craft, as well as the basic item you want to 
  enchant. For instance, a simple leather satchel for a bag 
  of holding or a pair of boots for boots of the winterlands is 
  required for the enchantment to take hold. Items that are 
  Residuum
  When a magical enchantment is dispelled or otherwise 
  destroyed, it leaves behind a fine powder of arcane dust 
  called residuum. Residuum can also be produced, but 
  the nature of this process is largely unknown by the 
  common person.
  Residuum is used by magical artisans when crafting 
  magical items, enchanting various objects, and creating 
  magical potions and scrolls.
  When disenchanting or destroying a magical item, 
  you gain 1/5 of the its selling value in residuum. The 
  powder itself is extremely fine, and can be easily 
  inhaled, something that is best avoided if at all possible 
  as it can have occasional destructive effects.
  1 gram of residuum costs 10 gold pieces.
  
  110
   •
  You must purchase or procure the material 
  components of the spell, should they exist. This 
  applies even if you have a component pouch or 
  spellcasting focus.
   •
  The spell must be of at least 3rd level or higher.
   •
  The spell must have a range of self or touch.
   •
  The spell cannot require concentration or have a 
  casting time longer than an action.
   •
  Spells that bring people back from the dead (such 
  as revivify or reincarnation) cannot be made into 
  potions.
   •
  Spells that require attack rolls, saving throws, or 
  does not target a single creature cannot be made 
  into potions.
  You determine the rarity, and thereby the crafting time 
  and price, of the new potion by consulting this table:
  Potion Rarity
  Spell Level
  Uncommon
  3rd
  Rare
  4th-5th
  Very Rare
  6th-8th
  Legendary
  9th
  Scroll Rarity
  When determining the crafting time and price of a scroll, 
  you can determine the rarity of the spell scroll on the table 
  below. Otherwise, the same rules apply as when making 
  magic items. To make a scroll, you must know the spell, 
  and procure the material components of the spell, should 
  they exist.
  The rules for using and making spell scrolls can be read 
  about in the DMG.
  Potion Rarity
  Spell Level
  Common
  Cantrip, 1st
  Uncommon
  2nd-3rd
  Rare
  4th-5th
  Very Rare
  6th-8th
  Legendary
  9th
  Certain features might grant advantage on the Arcana 
  check, such as another character helping throughout the 
  entire crafting process or having the Artech Savant feat.
  The minimum level requirement for crafting various 
  rarities of items, as well as the appropriate DC for the 
  Arcana check can be seen below. The Arcana check is tied 
  to the magic item rarity and not the minimum character 
  level.
  Magic Item Rarity
  Minimum 
  Character Level
  Arcana Check 
  DC
  Common
  1
  5
  Uncommon
  4
  10
  Rare
  8
  15
  Very Rare
  12
  20
  Legendary
  17
  25
  Crafting Time
  When crafting an item, it is assumed that you have access 
  to a workshop or at least a place where you can work in 
  peace. You cannot enchant magical items while on the 
  road, as the unstable environment makes for a poor place 
  to deal in delicate arcane manipulations.
  You can work on an item in shifts. For instance, if you 
  are crafting a rare item, which takes 10 weeks to make, you 
  can spend 6 weeks working on it, then take a break for a 
  few days before returning to it. You cannot pick up where 
  someone else left off, however, meaning that if someone 
  else had spent 6 weeks enchanting a rare item, you cannot 
  take over the process for the remaining 4 weeks.
  The time and cost for crafting items of different rarities 
  can be seen below. Depending on the type of item, the time 
  and cost may vary. This is controlled by the DM.
  Crafting Items
  Magic Item Rarity
  Crafting Time*
  Price*
  Common
  1 week
  50 GP
  Uncommon
  2 weeks
  100-250 GP
  Rare
  10 weeks
  1000-2500 
  GP
  Very Rare
  25 weeks
  10,000-
  25,000 GP
  Legendary
  50 weeks
  100,000+ GP
  *The time and the price is halved if the item being 
  crafted is a consumable, such as a potion or a scroll.
  Making New Potions
  You may attempt to make new potions that are not in the 
  DMG. To make a new potion, such as Potion of Blinking 
  (granting the effect of the blink spell) or Potion of Feign 
  Death (granting the effect of the feign death spell) some 
  constrictions apply:
   •
  You must know the spell and have the spell 
  prepared that you wish to infuse into the potion.
  I once met a kobold who could brew the 
  strangest stuff. Really. He would hand 
  you a vial of “liquid” and task you to 
  drink it. I was hesistant at first, but 
  he never let me down. His concoctions 
  always worked, even if they mostly 
  tasted like rotten badger.  
  
  111
  PART 3
  DM’s Tools
  
  112
  are the warning tales of the burning embers found in the 
  Hellish fiefs below.
  Traversing the Planes
  It is uncommon for people to travel among the planes, 
  though it is not unheard of. Most who do it regularly 
  are members of, or in some other way connected to, the 
  Navigatorium, a monastery determined to guard and 
  protect the multiverse and Noroth from outside threats.
  The monks of the Navigatorium are able to travel from 
  one plane to another using created gateways. These 
  gateways are incredibly hard to maintain and will only 
  remain open for a short period of time before closing, and 
  finding a willing Navigator to guide you to another plane 
  can be a hard feat. Instead, you can search for the planar 
  portals that are known to exist among the dark forests and 
  forgotten crevices of Noroth.
  B
  eyond the boundaries of the mortal realm 
  lies ample possibility for exploration and 
  adventure. Noroth is unique in that its citizens 
  know about the planes beyond it and about the 
  travels that can be made there. The monks of 
  the Navigatorium are experts in traversing the planes, as 
  well as guiding people to and from these outlying reaches 
  of existence. In addition, several studies conducted at 
  the Velean Academy in Blue Harbor has helped uncover 
  secrets of the multiverse, informing the citizens of Noroth 
  about the denizens who reside just beyond the borders of 
  the material plane.
  The planes often act as embodied extremes of a certain 
  mindset or alignment. The Planes Above are heavenly and 
  radiant with goodness, whereas the opposite is the case for 
  the Planes Below. Regardless of where in the multiverse 
  a person might go, both allies and enemies can be found. 
  Good and evil might act as opposites of each other, but 
  the creatures who live among the planes often fall on a 
  spectrum, having both elements of good and evil within 
  them.
  Nature of the Multiverse
  Portals can be anywhere, really. You have to train yourself 
  to properly spot them. They usually look a bit like doors. It 
  could be some trees leaning against each other to create 
  an opening in the shrubbery, or two fallen rocks making 
  an archway. It can be hard to notice if you don’t know what 
  you’re looking for.
  — Anya Makario, guide of the Arcania Woods
  The world of Noroth and the realms that surround it are 
  truly a miraculous creation. Beyond the known borders of 
  the multiverse lies the Chaos Sea, a vast, expansive void 
  of untameable power. Some people can learn to harness 
  this power into magical energy, but though parts of it 
  can be controlled it is important to remember that the 
  void reaches far beyond the capabilities of even the most 
  powerful spellcasters.
  The planes are not a concept unknown to the residents 
  of Noroth, though they are mostly tied to legends and 
  stories instead of factual history. Fairytales about 
  handsome knights and beautiful nymphs residing among 
  the courts of Evalon are common among the people, as 
  Chapter 8: The Worlds Beyond
  Compass Theory
  Among the scholars of the Velean Academy, the 
  theory of a universe taking the shape of a compass has 
  recently become quite popular. The idea being that 
  Noroth and its surrounding planes are part of a larger, 
  more expansive universe. According to this theory, 
  Noroth is one of four “clusters,” each pointing in a 
  different direction and being home to different peoples 
  and histories.
  This theory is large based on stories gotten from 
  the courts of Evalon, and the myths gathered around 
  the Summer capital, Falias. According to the Evalon 
  legends, three other cities of equal merit to Falias exist, 
  but in different places and in different times. Each of 
  these cities are tied to a direction, Falias being the city 
  of the North, and each is said to hold a mighty treasure. 
  When the time comes for the multiverse to end, the 
  rulers of the beyond will ride through these four cities 
  and gather the four treasures, which they will then use 
  to destroy the world around them before building it 
  anew.
  Though extensive research has been done, no proof 
  of the existence of these other cities - Gorias of the 
  East, Finias of the South, and Murias of the West - or 
  their locations have been found.
  
  113
  
  114
  known as the Sidhe (pronounced shee) - are by far the 
  most numerous, with the gnomes and animalfolk being 
  spread thinly across the known courts of the realm. In 
  addition to these humanoids, there are of course also the 
  fey creatures who far out populate their humanoid fellows. 
  The fey fall into various categories, some being harmless 
  creatures simply trying to live freely among the courts of 
  Evalon, while others are cruel and conniving, looking to 
  maim or harm those around them through trickery and 
  traps.
  Seelie and Unseelie Fey
  Fey creatures are almost always grouped into one of 
  two categories. The Seelie fey are considered to be 
  among some of the gentler faeries. These fey are often 
  kindhearted and seek to help others, as long as their help is 
  appreciated, and their powers respected. All fey are prone 
  to mischief and pranks, but the Seelie are hardly ever 
  malicious in their intent. The Unseelie are a different sort.
  Unseelie fey are unlike their Seelie brethren, requiring 
  little to no provocation to lash out against others. Their 
  pranks often turn out violent and they are more inclined to 
  want to watch others in terror and tears than to see them 
  laugh.
  The Seelie and Unseelie fey find their homes both 
  among the various courts of Evalon, and among the 
  courtless Wyldfae. Though a court can have a majority 
  of either Seelie or Unseelie fey, as is the case with the 
  Summer and Winter Courts, it is not uncommon to have 
  both Seelie and Unseelie fey within the same court. It is 
  a rarity however, and mostly the two types of fey keep a 
  distance to each other.
  Wyldfae
  If a creature is not a member of a court, either do to its 
  own wishes or because it is unwanted, it is one of the 
  Wyldfae. These are often wilder creatures, more akin to 
  beasts and animals than their fellow fey. Many of them 
  are animalistic in nature, or simply too dangerous and 
  uncontrollable to be let near any kind of civilization.
  It is not only fey creatures who can be considered 
  Wyldfae. The fey creatures of the various courts often 
  use the term Wyldfae as an insult, implying that the 
  creature is a lesser being. Some of the most well-known 
  Wyldfae are the fomorians. Though they are technically of 
  giantkind, they are universally hated among the fey and are 
  considered to be a lethal threat. This is also the case for 
  other monstrous entities that roam the lands of Evalon.
  Archfey
  The most powerful fey creatures are called the archfey. 
  These are ancient, powerful beings, capable of great acts of 
  magic and trickery, and they are often found as rulers of the 
  various courts of Evalon. Only a few has been accounted 
  for by scholars, and it is suspected that there may be more 
  archfey hidden among the Evalon groves and trees.
  Baba Yaga. Known for stealing children in the night and 
  hunting for young lovers seeking a place of solitude for 
  the evening, Baba Yaga, the Matron of Witches, makes an 
  imposing and occasionally terrifying figure. She is an ugly 
  Evalon
  As a deal was struck, then was a dozen others broken. The 
  courts will not forget a slight to their honor, nor will they 
  abandon that which they sought to be theirs. The blade you 
  carry - cold, black iron - will be red by their blood as you 
  cut down their dynasty, a slave to your master’s war horn. A 
  hound in his pack of odd mutts.
  — Madame Fortuna, to a warlock of the Huntsman
  Countless stories and legends have sprung from the Faerie 
  Courts of Evalon, a realm known for its lavish forests and 
  noble knights. It is a land of fairytales and wonder, a land 
  led by beautiful queens and wicked villains. Many dream of 
  one day setting foot in the enchanting realm, exploring the 
  ancient woods or experiencing the arts of the fey theaters 
  in the summer capital, Falias.
  But it is not only colorful fantasy that exists among the 
  woodlands of Evalon. Mystical and otherworldly beings 
  make their home among the trees, tempters and witches 
  intent on nothing more than stealing people away to use for 
  their own purposes.
  From a visual standpoint, Evalon is very similar to 
  Noroth. However, the aesthetic of the realm is much more 
  helmed and controlled by the powers of nature than it is by 
  governing forces. Evalon’s position in the multiverse puts 
  it as more of a continuation of Noroth than a copy of it, as 
  landmarks and cities don’t ever overlap between the two 
  realms, and the few available maps of Evalon show a world 
  that is much different to Noroth.
  The most prominent races in Evalon are the eladrin 
  elves, gnomes, and various animalfolk. The eladrin - also 
  Warlock Patrons
  Many of the patrons made available to a Warlock 
  through other published material are not present in 
  Noroth. Warlocks who have chosen the Archfey, the 
  Fiend, or the Great Wyrm* can find details about their 
  potential patrons in this chapter of the document.
  Patrons like the Beloved* and the Undying both have 
  ties to the realm of the dead. The Beloved is most likely 
  an ancestor, where the Undying is oftentimes a lich or 
  equally powerful undead being. These exist in Noroth, 
  and you should discuss the nature of such a patron with 
  you DM. This is also the case for the Celestial, as many 
  powerful celestials exist in the Noroth multiverse.
  The powers of the Hexblade can still be granted 
  by an entity from Ossiria, or maybe as a gift from Llyr 
  Ravenna, the goddess of death, herself. Alternatively, 
  the Hexblade could have been a weapon given to the 
  Warlock by a powerful archfey, fiend, or similar entity. 
  These could include the devil Amon, Lord of Apollyon, 
  who is always looking to expand his great army, or the 
  archfey known only as the Huntsman, the leader of the 
  Wild Hunt, who is notorious for stalking the cold winter 
  wilds in search of hunters to join his ranks.
  *This subclass is detailed in this document.
  
  115
  hag, considered by all to be the most powerful of her kind. 
  Other hags take care to pay patronage to her, much to their 
  displeasure and to Baba Yaga’s great joy. Baba Yaga revels 
  in seeing others being terrified of her and her powers, 
  and, like most other hags, she despises all that is fine and 
  beautiful. Instead, she enjoys having people react with 
  fear and disgust upon seeing her ugly features. Hags and 
  witches make up her following, and she is the Queen of the 
  Gloaming Court.
  Lady Evienne. Also known as the Lady of the Lake, 
  Lady Evienne is a beautiful archfey who lives and thrives in 
  the waters of Evalon. Her home is in the rivers and lakes 
  where she enjoys swimming and singing, luring young 
  men to their watery doom. Lady Evienne’s song is said 
  to be so beautiful that it can lure people away from their 
  camps even in their sleep. She will bring them to a nearby 
  water source, where she will drag them under water to 
  drown. People are not completely defenseless against 
  her, however. Lady Evienne is extremely vain, spending 
  several hours every day preening herself, and any insult to 
  her looks or voice will send her into a rage, breaking any 
  alluring effect she might hold over you. Her followers are 
  people who value their beauty, and who are willing to do 
  anything to protect it. Evienne is the Queen of the Coral 
  Court.
  Morgana le Fay. What was earlier the Queen of Twilight 
  and the beloved sister of Summer Queen Tiana, Morgana 
  le Fay represents the rare story of an archfey falling from 
  grace. The stories say that after Morgana and Tiana’s 
  father was killed, Morgana grew ill with grief. She would 
  not leave her rooms, nor take care of the people living 
  within her court. After a while of this, when Tiana came to 
  visit her sister, she found Morgana and her closest consorts 
  had vanished. Morgana vanished from Evalon for many 
  years but returned eons later as a different being. The 
  Queen of Night and Magic, as Morgana now called herself, 
  had come home, changed from a long journey through the 
  realms of Noroth and Ossiria. She is said to be ill at ease 
  in Evalon and that she often returns to Noroth to walk 
  among the mortals who dwell there. She has a small, but 
  extremely loyal following of outcast fey and people who 
  are faithful to their queen before any other. Morgana is the 
  Queen of the Shadow Court.
  Mountain King Mordred. Though Mordred is 
  undoubtedly powerful, he is widely considered to be the 
  weakest of the known archfey. He is secluded by nature, 
  seeking his own solitude over the company of his fellows. 
  Mordred is known for spending months away from the 
  eye of the other courts, offering them neither warning 
  or reason for his disappearance. When he does appear 
  out of his slumber, it is to spread merriment and join his 
  followers in grand feasts made in his honor. After such a 
  feast, Mordred will withdraw himself once again and seek 
  to be alone in his mountains. Despite his inactive rule, his 
  followers are strong and loyal. The bearfolk are known to 
  follow and respect the Mountain King, by them called the 
  Bear King, and have sworn to defend his halls whatever the 
  cost. Mordred is the King of the Mountain Court.
  Pellinore the Mad. Watching vigilantly over the Tarkhin 
  Maze of the Evalon wilds is Pellinore the Mad, or Maze 
  Keeper Pellinore as his proper title names him as. His 
  
  116
  the Blade or the Bow of the Huntsman. Many of his closest 
  followers had no choice in their loyalty to the Huntsman, 
  as they were given the option of either joining him or dying, 
  but others follow him for reasons of their own. These are 
  hunters and trackers especially, who hope to gain favor on 
  their trails by the Huntsman. The Huntsman is the King of 
  the Winter Court.
  Faerie Courts of Evalon
  Some say there exists dozens of courts in Evalon. Others 
  say hundreds. There are many different types of fey, many 
  of which live in secluded and hidden places, and have yet to 
  be discovered by those resident to Noroth.
  The courts govern themselves, but a smaller court will 
  almost always submit themselves to the rule of a larger 
  court if it is within its domain. This is true especially for the 
  Summer and Winter Courts, as these two are the biggest 
  courts found in Evalon. They house many Seelie and 
  Unseelie fey, respectively, and the lesser courts will often 
  have to bow to their will as to not attract the anger of either 
  Summer Queen Tiana or the Huntsman, as both regents 
  are known for their hatred of betrayal and treachery. The 
  exact location of the respective courts is unknown, as they 
  tend to move around the Summer capital of Evalon, Falias.
  Summer Court
  The Summer Court is both the largest and the most 
  famous of all the courts. Most of the Seelie fey are 
  members of this court, acting as faithful followers to 
  Summer Queen Tiana. The Summer Court is also the only 
  court to have an actual city attached to it, as the Summer 
  capital, Falias, is the seat of power for the Summer Queen 
  and the only major city to exist within Evalon.
  Winter Court
  Many of the Unseelie fey find their homes and loyalties 
  within the Winter Court. They follow the rule of the 
  nickname is not a mockery of his character, as Pellinore 
  is quite insane and very aware of it too, as he has a 
  strange fascination with the odd and the curious. He is a 
  prankster and is known for spending an ungodly amount 
  of time planning and executing his tricks, sometimes to 
  quite underwhelming effects. He is not malicious, not on 
  purpose at least, and mostly seeks to make himself laugh. 
  Those who follow him share in this sentiment, acting as 
  jolly pranksters and tricksters. He is the King of the Mirror 
  Court. 
  Summer Queen Tiana. The most well-known and most 
  powerful of the archfey. Her domain is by far the largest 
  in all of Evalon, and those who follow her speak highly 
  of their Queen. She is a true beauty, with blonde hair 
  and golden skin. However, she is prone to fits of jealousy 
  and cannot stand if one of her loyal consorts turns from 
  her. Wars have started in response to faithful servants 
  leaving her court and her beauty has been a factor in 
  many conflicts between the courts, as other powerful fey 
  have fallen madly in love with Tiana and attempted to 
  steal her away. They have always failed, and it is widely 
  believed that she is the strongest of all the known archfey 
  in Evalon, having enough power to remove entire races 
  of people from the plane with a wave of her hand. Most 
  of Evalon follow Tiana, and though she is a flawed Queen 
  in many ways, her power and beauty marks her as one of 
  the greatest beings in existence. She is the Queen of the 
  Summer Court.
  The Huntsman. The general of the Wild Hunt is a 
  mysterious and dangerous figure. Accounts describe 
  him as a dominating and intimidating presence, but only 
  few have ever survived an encounter with the unnamed 
  Huntsman. He rides a large elk and wields a massive 
  greataxe which he uses to cut down those fleeing from his 
  horde. He also carries with him a longsword and a mighty 
  bow, but those he rarely use himself. Instead, he grants 
  them to those of his following he is the most impressed 
  with or who he favors the most, marking them as either 
  
  117
  Huntsman and the Wild Hunt, the grand army that follows 
  him. The Winter Court is a place of constant cold and frost, 
  and it is no coincidence that the Huntsman and the Wild 
  Hunt are witnessed in the Froststeppes more than any 
  other place.
  Gloaming Court
  In the swamps and bogs where the hags of Evalon make 
  their home is where you find the Gloaming Court. Hags 
  and witches are the loyal followers of this court, reveling in 
  the distaste others have in their powers. Hags are always 
  considered to be Unseelie, but witches might come from 
  any walk of life. Some of them can even be found among 
  the mortal peoples of Noroth.
  Coral Court
  The fey who make their living in and around water sources, 
  especially lakes and rivers, are among the Coral Court. 
  Their common name is either nymphs or sirens, depending 
  on where the fey has made its home. They all follow the 
  Lady of the Lake, Evienne, and her temptress ways. The 
  fey of the Coral Court see deception and trickery as a 
  game to play, and mortals as unfortunate participants in 
  their antics. Most of the members of the Coral Court are 
  considered Unseelie fey.
  Mirror Court
  The location of the Mirror Court, like that of the Summer 
  Court, is known as it is tied to a physical landmark. The 
  King of the court, Pellinore the Mad, looks over the Tarkhin 
  Maze, a grand labyrinth which extends for several miles 
  out, both above and below ground. Great dangers and 
  treasures alike are told to be hidden within the maze, 
  protected by riddles and puzzles. The members of the 
  court are mostly harmless, preferring to play pranks on 
  people more so than anything else, but there are some 
  who to it with wicked intent. There are an equal amount of 
  Seelie and Unseelie fey within the Mirror Court.
  Mountain Court
  The smallest of the courts can be found within the great 
  mountains of Evalon. Those of the Mountain Court find 
  their homes in tunnels and caves, but most of its members 
  are not in fact fey creatures. The bearfolk are forever loyal 
  to the Bear King Mordred, as they call him, and they make 
  up most of the court. The fey that are found in the court are 
  among the Seelie fey.
  Shadow Court
  Those fey who have been cast out from other courts can 
  choose to join the Shadow Court, led by the sister of 
  Summer Queen Tiana. The Queen of Night and Magic, as 
  Morgana le Fay is now called, is fascinated by those who 
  are twisted and different. She seeks to understand them 
  and to make others understand them too. She is known to 
  take her most loyal subjects and bring them with her when 
  she visits the other planes of the multiverse, including 
  Noroth. Despite its dreary reputation, the fey of the 
  Shadow Court are mostly Seelie.
  Legend of Balin the Craftsman
  Many eons ago, an old dwarf was walking through the 
  forest. His name was Balin and he was an extremely 
  talented craftsman. So talented, in fact, that kings and 
  queens had reached out to him, asking him to craft for 
  them weapons of power and might. Balin refused them 
  all. He was a smith, a forester, a common man. He did 
  not do his work for gold or glory.
  As Balin walked through the forest, he felt and 
  touched the trees around him as he was looking for a 
  suitable tree to fell. He needed good wood for making a 
  handle to a woodcutter’s axe and was patiently looking 
  for the right tree.
  After hours of walking, he found that he was lost. 
  He couldn’t recognize the trees around him, and the 
  crowns had grown too thick for him to properly see the 
  sky.
  Then he heard a voice. A beautiful female voice, 
  beckoning him to come closer. He followed it until 
  he came upon a lake. By its bank sat an elven woman, 
  stroking her long hair. She smiled at him and said; “I 
  see that a dwarf has come upon my realm. What do you 
  do here, so far from your mountains?”
  “I am looking for a tree to fell,” Balin answered, but 
  did not approach the elf further.
  “I do not recall allowing a dwarf to fell a tree in my 
  woods,” the elf said. “Come closer so I might look upon 
  your features.”
  Balin was not charmed by her lulling words. “Forgive 
  me, Lady, as I did not know these woods belong to you. 
  I am merely looking for wood so I can build my tools of 
  trade.”
  “You deny a request by your Lady?”
  “I do not, Lady. I am a dwarf of the mountains and 
  the forge. Those are the only forces I serve. You a maid 
  of water and trees, and your authority does not extend 
  to me. Your waters hold no ore from which a blade can 
  be forged. Your lake has no wood to stoke my fires.”
  The elf’s charming features turned feral then, as she 
  bared long teeth and hissed ungodly curses. Balin did 
  not react, as he understood then what she was.
  “You are a creature of your domain, Lady, as I am one 
  of mine. Your powers lie with the waters that surround 
  you, as mine lie with the warmth of the forge. I do not 
  approach, as I know you would then overpower me. 
  Instead, I shall leave you and your woods in peace, and 
  hope that you shall soon forget this intrusion into your 
  domain.”
  And with those words, Balin turned from the elf and 
  walked from her realm, unscathed by her words, and 
  leaving the Lady of the Lake behind to wallow in her 
  fury.
  
  118
  The Long Road
  Ossiria’s main purpose and what it is most known for, is 
  the presence of the Long Road. It is believed that when 
  a person dies, and they pass beyond the Veil, they must 
  walk the Long Road of Ossiria until they find their place of 
  eternal rest. Sometimes this walk can be long, lasting for 
  centuries, and other times the walk is brief, lasting barely a 
  moment.
  The time spent on the road depends on how the person 
  acted in life. If they were a good person who followed 
  the creeds of the gods, their walk will be short and easy. 
  However, if they went against the word of the gods, their 
  walk will be long and hard, testing them before they may 
  rest.
  After walking for a long time, some might break away 
  from the road in desperation. Doing so will condemn the 
  person, making them lose themselves in seconds. Once 
  they have broken away from the road, they are lost and can 
  never return to it. They are now forced to wander the Land 
  of the Dead as an undead husk, forever walking among 
  other lost souls with no purpose or direction.
  Home of Llyr Ravenna
  There are different variations to the story of how Llyr 
  Ravenna became the goddess of death. One description 
  places her as an archfey of Evalon, ruling over the Raven 
  Court, filled with spies and deceivers. After being betrayed 
  by one of her supporters she was killed and woke up in 
  Ossiria. However, her great powers were strong enough 
  to keep death at bay. Instead of dying, she was able to rise 
  above the dead souls around her, using her immortal magic 
  to take control over the plane.
  Another version is that she is the fourth daughter of the 
  elven god of the forest, Sylvarihn. In this tale, Llyr Ravenna 
  acted as a shadow to her sisters, seeing the death each of 
  them caused. Athia, the goddess of hunting, would stalk 
  and kill beasts and animals. Taniris, the goddess of trees 
  and flowers, would let her charges wither and die each 
  winter. And Larnawyn, goddess of deceit and trickery, 
  would end the lives of her enemies with a slash of her 
  blade. Each time, Llyr Ravenna was there, guiding the 
  dead to the next world and helping the decayed grow into 
  new life.
  In both stories, Llyr Ravenna holds supreme power over 
  Ossiria and the dead who wander there. She despises all 
  who attempt to work against her purpose, taking great 
  offense to any undead creatures that may exist outside the 
  Long Road of Ossiria.
  Ossiria
  Where have the flowers gone? The girls took them away.
  Where have the girlies gone? The men took them away.
  Where have the laddies gone? The war took them away.
  Where have the armies gone? The fields took them away.
  Where have the meadows gone? The buds took them away.
  Where have the flowers gone?
  Oh, where have the flowers gone?
  — Nusery rhyme
  The Land of the Dead is a place that has hardly been 
  explored. Most information about the plane comes from 
  myths and legends, and only very few accounts of passage 
  into the realm has been recorded.
  Ossiria is an inhospitable and dark place. Though it is 
  known that people and creatures beyond the undead live in 
  the realm, it is unknown how civilized these actually are. A 
  common theory is that the Zirani people hail from Ossiria, 
  which would explain how they are so resistant to undead 
  effects, such as shadowmists. The Zirani have their own 
  legends about Ossiria and their connection to the plane, 
  but nothing that can be seen as evidence of actual civilized 
  races residing in the Land of the Dead.
  Though it lacks any real evidence, as travel to and from 
  Ossiria is very rare, some general descriptions of the plane 
  exists. It is a dark, grim place. A realm of always night, the 
  days never growing lighter than dim dusk. No sun or moon 
  can be seen in the sky, nor are there any stars to light it. It 
  is a black realm of death and decay and seen as a horrific 
  place by many. In many plays and stories, Ossiria often acts 
  as the home of great villains and horrors, and the ghouls 
  believed to hail from the plane are popular monsters in 
  many scary children’s stories.
  More powerful beings, such as liches and vampires, 
  can also be traced to the Land of the Dead. Due to the 
  undead creatures who are known to exist within Ossiria, it 
  is not surprising that beings fueling their powers from the 
  undead are drawn to this particular plane.
  
  119
  small rift in the Veil. This could be when attempting to 
  revive a character, such as with the revivify spell, or speak 
  to a recently diseased, such as with the speak with dead 
  spell. This is risky, as such a tear might let evil spirits 
  through to plague the mortal world. This tear does not 
  always occur close to the one attempting to communicate 
  with the dead, meaning that the person attempting to 
  communicate with the dead might summon a specter and 
  not even know it.
  Tearing the Veil
  d20
  Effect
  1
  1d4 specters (MM stats) appear in a random 
  spot within 10 feet of the player
  2-5
  1d4 specters appear in a random spot within 
  300 feet of the player
  6-10
  1d4 specters appear in a random spot within 
  1000 feet of the player, but no closer than 300 
  feet
  11-20
  No specters appear
  Elemental Oceans
  People don’t go to the City of Chains. People are taken 
  there.
  — Arvon Seng, former slave
  Between the Chaos Sea and the center planes of Noroth, 
  Evalon, and Ossiria, lies the Elemental Oceans of air, earth, 
  water, and fire. These oceans whirl clockwise around the 
  center planes, creating and shifting the seasons of the 
  different planes. The summer and winter seasons are 
  tied to the moving of the Elemental Oceans, particularly 
  the oceans of water and fire. Natural disasters, such as 
  hurricanes and earthquakes, are also tied to the moving of 
  the Elemental Oceans as they move closer to Noroth and 
  the other center planes.
  Different elementals live in the oceans, most of them in 
  smaller settlements and cities on floating islands within the 
  different oceans. In the Elemental Ocean of Fire, islands of 
  iron travel on the surface of the fire sea, moving along with 
  the whirling of different the oceans.
  Though “ocean” is the official term for the elemental 
  planes of existence, it is not completely accurate. They are 
  called the Elemental Oceans due to their fluidity and them 
  constantly moving around the center planes. In actuality, 
  the Elemental Oceans, ever-moving though they may be, 
  are more or less civilized locations and home to many 
  different creatures.
  Elemental Cities
  Each ocean has one major city where the most powerful 
  denizens of the plane dwell. These cities vary in size and 
  splendor, as well as location as the oceans are constantly 
  moving around, but they are all massive in scale and truly 
  impressive to behold.
  The Veil
  I need to figure out why this happened. What my place is 
  and if this is what the broken god wants. I will stay here, 
  in Lightport. With my friend, with Tristan. With my god. 
  Maybe these wounds will eventually heal.
  — Cleric Merei Torn, after losing his friends 
  to a devil fight
  The idea of death exists in every living thing, and to that 
  extent so does the knowledge of the Veil. When a soul 
  passes from the world of the living it is destined to go the 
  realms beyond, either in the Land of the Dead where it 
  will forever walk the Long Road, or in a suitable plane of 
  existence where the soul finds its most clear alignment. 
  What is universal is that the soul always passes through 
  the Veil.
  The Veil is both a border and a barrier. It keeps out 
  ill spirits and specters that have already passed from 
  the world. Some spirits become vengeful in death, 
  feeling unfairly treated or otherwise neglected. They will 
  sometimes stick to the edges of the Veil, searching for 
  openings and tears which they can pass through to return 
  to the realm of the living. However, as long as the spirits 
  remain behind the Veil they are harmless and cannot affect 
  anything in the living world.
  Living beings do not belong in the Veil, and they will 
  always feel ill at ease while they are there. The spirits 
  who are transitioning between the planes might become 
  confused at seeing living beings and turn hostile or 
  otherwise react dangerously to their presence. Possession 
  is a real possibility for a mortal traveling within the Veil and 
  spending long periods of time in this border realm should 
  be avoided, both for the safety of the mortals venturing 
  through the Veil and the recently deceased souls who are 
  transitioning to their place of eternal rest.
  Communicating with Spirits
  When contacting the dead or calling upon the soul of a 
  diseased, the person attempting the contact will tear a 
  The Etheral and Astral Planes
  Should a spell or effect from the PHB, MM or similar 
  material involve the Ethereal Plane, such as the spell 
  etherealness or truesight, the effect connects to the 
  Veil instead. The spell or effect remains the same in all 
  aspects, it is merely the name that is different. It is the 
  same for other effects that may involve planes taken 
  from other officially published material.
  If monsters or effects hail from the Astral Plane or 
  the Astral Sea, such as the Gith, you may instead use 
  the Chaos Sea as their realm of existence. This includes 
  items such as the bag of holding which, when ruptured, 
  will scatter its content all over the Astral Plane. In 
  Noroth, the same effect will occur, but it will be sent to 
  the Chaos Sea instead.
  
  120
  appearance, the city is open to visitors, especially those 
  hailing from other planes, as they are the ones who offer 
  the most interesting wares and who have coin to spend.
  Skyhaven
  Several floating islands, strung together with ropes and 
  chains, make up the city of Skyhaven, the birthing place of 
  the aarakocra. The different islands can only be reached 
  by means of flight or gliding. The islands are encircled by 
  powerful winds, allowing those few flightless visitors to 
  travel from island to island on gliders, lifted by the strong 
  winds.
  The city in the Elemental Ocean of Air is also called the 
  Howling City, because of its strong winds. The aarakocra 
  are the most numerous race of Skyhaven, keeping a 
  vigilant eye over their home. The aarakocra are not inviting 
  of outsiders, but the other creatures that live in the city, 
  such as various genies and air genasi, are welcoming of 
  visitors to the floating city.
  Terran
  The city of Terran is not as well known by outsiders, simply 
  because travelers to the city in the Elemental Ocean of 
  Earth are not as common as they are in the neighboring 
  planes.
  Terran is a place of order. The elemental denizens of 
  the city live by a strict code of honor, following the laws 
  set by the planar elders. Their city is structured much like 
  a fortress and is believed to be impenetrable. Not that it 
  would matter, because if the massive walls did fall, the 
  warriors of Terran would defend the city with their lives. 
  The discipline and training the citizens of Terran live with, 
  marks them as one of the most powerful people in the 
  multiverse. Luckily for their neighbors, they are not hostile 
  towards outsiders, only towards those who attempt to 
  encroach on their home.
  Atlantis
  In the Elemental Ocean of Water lies a spired castle 
  city made out of coral walls and seaweed. The city of 
  Atlantis is known by many through myths and legends 
  of the avoni people, the extinct race that used to rule the 
  waters of Noroth. Now Atlantis is home to elementals and 
  tritons, and it serves as a protective fortress against the 
  underwater monsters that live in the Elemental Ocean.
  The city itself is massive, looking more like a castle than 
  a township. Tall spires made out of different colors of coral 
  reach high up, and mermaids and other water dwelling 
  peoples can be seen swimming between the different 
  elevations of the city.
  It is a city of culture and art, but it is not inviting to 
  outsiders. Unless you have some way of breathing under 
  water, venturing to Atlantis is a nearly impossible feat. 
  Even if you somehow were able to survive without air, the 
  citizens of Atlantis would not be welcoming of “landies” 
  and the city’s construction is not made for someone born 
  without gills and fins.
  City of Chains
  Also known by its other name, the City of Brass, the City of 
  Chains is the major city of the Elemental Ocean of Fire. It 
  is a dark, hot city, made almost completely out of iron and 
  volcanic rock.
  The city is said to be constantly “singing,” and when 
  you step into the city it is not hard to understand why this 
  saying exists. The City of Chains is a massive market, 
  offering wares made of iron and steel, as well as captured 
  slaves. The “singing” refers to the constant grinding of 
  chains against chains, and the screams and cries of the 
  unfortunate people who have wound up in the city’s slavery 
  markets.
  The fire elemental rulers of the city are feared by 
  those who venture into the city. Despite its dangerous 
  
  121
  Planes Above
  The term ‘monster’ has become muddled to me. When 
  people say ‘monster’ I have found that, most of the time, 
  they are referring to something they do not understand. 
  When someone first described a ki’rin to me, I didn’t 
  understand what it was. I thought the same thing. It was 
  monster. Simple. But then I saw it with my own eyes. 
  Nothing I have ever seen compares to the wonder of that 
  creature, and the true monsters are those who would want 
  to rid the world of such wonder.
  — Vallina Carioth, Master of the Peridot Rangers
  The planes that lie in the upper half of the Noroth 
  multiverse are filled with divine energies and restful 
  peace. It is the home of celestial creatures and beings, the 
  protective vault of art and history, and houses the souls of 
  people who have passed on to their eternal rest.
  The Three Gardens of Eden
  The gardens make up the largest area of the Planes Above. 
  The gardens are each a different kind of beautiful, being 
  filled with heavenly virtues and golden light. The gardens 
  have different values and ideals, and the denizens of each 
  will mostly remain within their own garden.
  Though each place is called a garden, it is only Eden 
  that actually reassembles a garden, but because of Eden’s 
  influence and neutrality and the goodness that flows from 
  it through the river Gihon, the other planes have taken on 
  the moniker of garden to create a sense of unity between 
  the planes.
  Divine Gardens
  There are three gardens which act as homes for the 
  celestial beings of the Planes Above. They are places of 
  beauty and divinity, and also act as defenses for the restful 
  realm of Halicon that lies beyond the gardens.
  Acerra. The battlefield of Acerra is a large, open realm 
  where the celestial warriors of the Planes Above train 
  themselves to master the art of war. The skilled warriors 
  who protect the river Gihon and the restful halls of Halicon 
  receive their training in Acerra. It is also the first line of 
  defense against outside threats, and the soldiers of the 
  garden stand ready to defend their home, even if it should 
  take their lives as a result. The training of the celestial 
  warriors, as well as the governing of the garden, is helmed 
  by an angel called Alistair, bearing the title Guardian of 
  Acerra.
  Eden. The biggest and centermost garden the gardens is 
  Eden, the namesake to the Three Gardens. Eden is where 
  the majority of celestials, and especially angels, live and 
  thrive. It is also the garden where souls of the recently 
  deceased can come to experience the serenity of the home 
  of the celestials. Many of those who’ve found eternal rest 
  in Halicon will occasionally come to Eden or stay there 
  instead of going to Halicon. Eden is a massive garden, and 
  not just by name. There are fields and trees all over, as well 
  as a few settlements and homesteads, though none reach 
  city status. People who are in tune with the natural powers 
  
  wishes to, as long as it is within her domain. She uses this 
  power to aid those who have hurt themselves or gotten 
  lost among the forests of Eden. Should some violent event 
  begin to unfold, Serra will appear to defuse it. Should a 
  storm whip through the garden, wreaking the homes of its 
  citizens, she will materialize with the tools needed to fix 
  the problem at hand. She does not act directly, but instead 
  provides the tools and support for others to solve their 
  problems themselves. Though her rule is rather passive, 
  she is immensely powerful and highly respected by all 
  within the gardens.
  Halicon
  Once a soul has passed through the Veil, provided they 
  have lived a good life, they are sailed down along the river 
  Gihon to the grand halls of Halicon where they will be 
  granted their eternal rest. Halicon could be named as a 
  city, but the exact specifics of what the plane actually is 
  remains unclear. What is certain is that Halicon serves 
  as the resting place for all that is good and gracious. 
  Music and plays are kept safe within the walls of Halicon, 
  and angels and celestials wander between its buildings, 
  guarding whoever might walk the streets.
  Halicon is one of the known planes in the multiverse, 
  but almost no information exists about the plane. Mortals 
  are not allowed to go beyond its grand gates, and thorough 
  tests are conducted to make sure no mortal makes it 
  through to the golden city. Halicon is a realm for those who 
  have been laid to rest, not for those who still walk among 
  the living. As a result, going to Halicon is considered 
  impossible, unless you are an immortal being or your soul 
  has passed through the Veil and made its way to the grand 
  gates of Halicon.
  It is known, however, that the celestials who find their 
  home in the Three Gardens of Eden often venture into 
  Halicon, carrying collections of stories, inventions, or other 
  written works of wonder that are sure to bring joy and 
  happiness. Not all creatures go to Halicon with a specific 
  purpose, but all leave it more enlightened and happier than 
  when they entered through its gates.
  Planes Below
  Too long I have been running from my fate out of fear. Too 
  long I have unable to serve you, my Lady, to stand by your 
  side once more. It is an honor, a true honor, that you have 
  called me here, now, and I assure you I will not disappoint 
  your expectations of me again.
  — Paxton Carioth, consort of Veedia
  Among the darkness and vileness of the Planes Below, 
  devils and demons make their homes. Creatures of 
  destruction skulk along the banks of the river Styx, and 
  wicked rulers reign over beings of lesser power within the 
  halls of the seven hellish fiefs. The souls of the condemned 
  find their final place of rest, if one can call it that, either 
  within Tartarus, the prison of the dead, or as a lackey to a 
  great devil whom they are now sworn to serve.
  of the world and carries themselves well through life will 
  go to Eden, finding their rest among the hills and forests 
  of the large, divine garden. Eden itself is led by an angel 
  called Serrah, and she is appropriately titled Serra the 
  Shepard.
  Sankteri. It is said that all magic that deals in 
  purification and restoration originates from the Garden of 
  Sankteri. Sankteri is a city plane, having great halls and 
  hospitals, as well as beautiful parks lining its streets. It is 
  a clean and calming place, and many clerics of the various 
  gods of the pantheon are sent to Sankteri after their death 
  to act as healers and councilors for the higher beings living 
  by the river Gihon. The day to day business of Sankteri is 
  run by a gentle angel who goes by the name Raphaeil.
  Angelic Keepers
  The three main angels found in the Three Gardens are 
  also referred to as the angelic keepers. Should a character, 
  such as a Warlock or Sorcerer, be connected to a powerful, 
  celestial being, these three keepers are good options. 
  However, other powerful celestials also exist within the 
  gardens themselves.
  Alistair. A tall, slender, and incredibly strong angel 
  serves as the general of Acerra, the garden of battle and 
  protection. Though his domain is war and combat, he is 
  honor bound to be merciful in all his actions. Despite this 
  vow, he is a powerful being who commands an equally 
  powerful army. This army has never been used for offensive 
  purposes, but instead stands as a guarding wall of power 
  for the gardens and for Halicon. Because of this saying, 
  Alistair’s name is often followed by his title: the Guardian.
  Raphaeil. The keeper of the garden of Sankteri, the 
  garden of healing and rejuvenation, is a kind, gentle angel. 
  He is a pacifist, having sworn to never harm another being, 
  not even if it was to threaten his life. Many of his followers 
  have adopted this philosophy, and a majority of his Garden 
  are unfamiliar with violence, though they understand its 
  purpose. They have seen wounds caused in battle and have 
  conducted amputations and other similar acts of healing 
  before. Raphaeil is no stranger to these either, being the 
  most skilled healer known to exist within the Planes.
  Serra the Shepard. The keeper of Eden is rarely seen 
  within her own garden, as she adopts the belief that life 
  within Eden should be run by the good creatures who 
  reside there. She is the most mysterious of the three 
  keepers, and also the one who holds the most power. 
  Because so little is known about her, there has been times 
  in the past where her authority has been questioned, 
  but any worry it might have caused has always been 
  unfounded. Serra is aware of anything that happens within 
  her garden and can appear in an instant wherever she 
  In my experience, the word 
  “impossible” is just a pessimist 
  way of saying that something is 
  very, very hard to do. 
  
  123
  are not blind to the force that is the dragon queen. Though 
  she is disliked by many, Ravais is revered by more, and she 
  remains in power over the fief Draconias.
  Equinox. Those who are attempting to raise their 
  position from lesser to greater devil almost always have 
  their start in Equinox. It is a plane of wretched creatures, 
  as minor devils plot and betray to gain an edge on their 
  fellows. The slaves who are taken to the Hells often end up 
  in Equinox as well. The lemure hordes that exist all over 
  the Hells are made in Equinox, before being sent out to 
  their respective locations and masters. Equinox is overseen 
  and governed by the proud Orobas, also known as Orobas 
  the Servant by those who do not reside within his fief.
  Paimonia. All unholy teachings and knowledge deemed 
  harmful or corrupting to the minds of the innocents can 
  be found within Paimonia. The fief is heavily protected, as 
  it houses knowledge of both the devils living in the fiefs 
  as well as many creatures beyond it. All contracts made 
  by a devil is conditioned and made binding through the 
  power found in Paimonia, and copies of signed contracts 
  are always kept within this fief. It is also a vault of sorts, 
  protection information and knowledge that can be used 
  against creatures beyond the fiefs, either for the use of 
  blackmail or for the use of increasing one’s own power. The 
  Lord of this fief is its namesake, Paimon, and he has ruled 
  the fief since its foundation.
  The Seven Fiefs of Hell
  The home of the devil fiends of the Hells is a well-
  structured and extremely capable union. Though the seven 
  different fiefs that make up the Hells don’t have much in 
  common, they are willing to work together if it means 
  becoming a more powerful foe.
  Several different sorts of fiends make their home within 
  the fiefs, though most of them are devils. Occasionally 
  humanoids, such as tieflings, can be found in the fiefs as 
  well, as can more neutral fiends, such as rakshasas and 
  yugoloths.
  All seven of the fiefs lie on one side of the river Styx 
  and can be entered from the river itself. Some fiefs are 
  more protected than others, and some fiefs do not allow 
  strangers to enter into them, but most are open to those 
  who are willing to deal with the evil denizens of the hellish 
  planes.
  Hellish Fiefs
  Seven fiefs make up the Hells that so many mortals of 
  Noroth have come to fear, as they rightfully should.
  Apollyon. The warriors of the Hells receive and live out 
  their training in this fief. Along with Equinox, it is a fief that 
  allows for devils to ascend in the ranks, but in Apollyon this 
  ascension happens through the pain and blood of battle. 
  The devil soldiers within the fief fight against captured 
  creatures of the Abyssal Reaches beyond, both as training 
  and as their occupation. They rarely leave the Hells, as 
  they are sworn to protect the fiefs and their king until their 
  dying breath. The general of Apollyon is Lord Amon, a loyal 
  follower of Asmodai.
  Court of Flame. The middle and main region of the 
  seven fiefs is the Court of Flame, home to the Devil King 
  Asmodai, the fief lord who rules over all the fiefs of Hell. 
  There are very few lesser devils in this fief, as only the most 
  loyal, trusted, and powerful devils and fiends are allowed 
  within it. At the center of the Court of Flame lies Asmodai’s 
  fortress and home, the Black Tower, from where he is able 
  to look over the entirety of his realm. It is said he can even 
  see as far as the mouth of the river Styx, witnessing the 
  arrival of fresh souls.
  Draconias. After her fall, the dragon goddess Ravais was 
  brought low, falling until she reached the Fiefs of Hell deep 
  below. Here, she found a place of residence among devils 
  and fiends, bringing to her side loyal servants and guards 
  who would respect and honor her once godly status. 
  Draconias acts as the home of fallen chromatic dragons 
  of the ages, as well as devils, both lesser and greater, who 
  The Abyssal Reaches
  There is not a specific plane for demons in the Noroth 
  multiverse. Demons are incarnations of chaos and evil, 
  making them feel at home in the spaces between the 
  planes where the effects of the Chaos Sea can still be 
  sensed.
  However, the spaces between the Seven Fiefs of Hell 
  is by far the area in the multiverse that sees the most 
  demon activity. These spaces are called the Abyssal 
  Reaches, and some of them stretch out farther than 
  the eye can see. In these reaches, demons and other 
  chaosspawn wander with a purpose known only to 
  them.
  Most encounters had with these demons ends in 
  death and destruction, and it is said that more powerful 
  demons exist beyond the periphery of the reaches, 
  gathering large armies beneath their banner to march 
  upon the settled realms of the multiverse. These stories 
  are only rumors however, and so far none of these 
  armies have actually been documented.
  
  124
  Fief Lords
  Each of the fiefs has one lord who rules over it. The 
  different lords are all powerful in their own right, but they 
  must each bow to the rulings and orders of the Devil King 
  Asmodai.
  Devil King Asmodai. The most powerful devil that 
  exists in the Hells and the ruler of the seven fiefs, is Devil 
  King Asmodai, a powerful and strong devil who governs 
  over the fiefs from his palace, the Black Tower, in the 
  Court of Flame. He is a charming lord, made powerful 
  partially because of the loyalty he inspires in his fiendish 
  subjects. He is close to all of his fief lords, making sure to 
  keep them content and pleased with their respective lots 
  of responsibility. He is also ruthless and clever, knowing 
  full well that the Hells would descend into chaos should 
  his grip on the fiefs lessen. As a result, he is known as a 
  cruel king who is not quick to forgive nor quick to forget. 
  Asmodai is seen as handsome and eloquent, but massive in 
  size and imposing of figure. His great horns are unlike any 
  seen on any other devil, and he is always depicted wearing 
  beautiful jewelry and clothing.
  Voiderra. Described as an vast sea of ice and water, 
  Voiderra is not home to gentle creatures. Devils who 
  have no loyalties or allies often end up in this desolate 
  fief, seeking power by making up groups with other exiles 
  of their kind. Some devils also go to Voiderra to avoid 
  punishment by their fief lords, should they have failed in 
  an appointed mission. Uniquely, Voiderra is the only fief 
  that exists without any kind of protection, be it from walls 
  and armies. It is also the only fief, Draconias being an 
  exception, that openly houses creatures that are not fiends. 
  The governess of Voiderra is a creature known by her title 
  more than her name. The Leviathan Evathil swims the 
  waters of Voiderra, occasionally leaving her fief to explore 
  and feast in the ocean of the Void Expanse in Noroth.
  Zagany. The home of pleasure and pain is this fief. This 
  is where the mixing of devil blood frolic, Zagany acting 
  as home to tieflings and cambions, as well as succubi 
  and incubi. A few mortal creatures can even be found in 
  Zagany, as it is the fief most open to outsiders and mortals. 
  It is still a dangerous place, acting as a training ground 
  for those wishing to master the arts of temptation and 
  deception. The beautiful Lady Dantalia is ruler of this fief.
  
  125
  Dragon Queen Ravais. Though she is not as powerful 
  as she once was, having lost her godliness, Ravais now 
  holds new power as her form has ascended to become 
  partially fiendish. She is the only ruler of a fief to be given 
  the title of Queen, as all others who have attempted to 
  claim such a title has been swiftly struck down by Asmodai. 
  Ravais is special in this regard, as she is of rivaling power 
  to Asmodai and is fully aware of it. However, though she 
  is powerful and could potentially work in opposition to 
  the Devil King, she chooses not to. Instead, she acts as a 
  follower of Asmodai and his regency, under the condition 
  that her power remains absolute within her own fief, 
  Draconias. The fiendish forces that exists all around the 
  dragoness has made her body strange and twisted. Her 
  colors are ever shifting in prismatic hues of color, tainted 
  dark by infernal energy.
  Evathil the Leviathan. The giant monstrosity that is 
  Evathil can be found exploring the dark, deep waters of her 
  fief, Voiderra. She is the most elusive of the fief lords, ironic 
  considering her massive size, as she keeps away from the 
  business of the other courts and prefers to wander the 
  world and oceans beyond the boundaries of the Hells. In 
  all regards, she looks like a sea monster. A leviathan of 
  massive scale and strength, but her form is ever shifting. 
  Some have seen her as a whale, white and carnivorous, 
  being able to swallow ships whole. Others describe her 
  as looking more like an octopus or kraken. Regardless of 
  her form, Evathil is a force to be reckoned with, as she is 
  uniquely able to leave the Hells whenever she wishes to 
  swim amongst the waters of Noroth, and even in the Chaos 
  Sea.
  Lady Dantalia. The haunting beauty of Lady Dantalia 
  of Zagany has tempted many men and women into doing 
  vile and terrible things throughout the ages. She is the 
  temptress of the Hells, acting as teacher and mistress to 
  all devils who wish to tempt their charges into committing 
  acts of sin. Her powers of deceit are unmatched and her 
  capabilities as a shapeshifter means she can change her 
  appearance in all regards to most accurately reflect the 
  desires of her target. As a rule, decided by Devil King 
  Asmodai, she is allowed to use her powers to manipulate 
  other fiends only when they are within her fief, Zagany, as 
  long as the fiend in question is not also a fief lord. Though 
  she is a shapeshifter, Dantalia is mostly depicted as a 
  female figure, offering the viewer various objects such as 
  jewels or fruits.
  Lord Amon. Of all the lords and devils of the Hells, none 
  is as brutal and vengeful as Lord Amon. He is the most 
  trusted confidant of Devil King Asmodai, and his loyalty 
  towards his king has never been disputed. Amon looks over 
  the armies of all the Hells, training them and managing 
  their movements from within his fief, Apollyon. To his 
  enemies, he is death made reality, and he will not hesitate 
  in using his supreme power to destroy those who oppose 
  the rule of his King. Lord Amon is always armed and is 
  rumored to be impossible to catch off his guard. The only 
  
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  time he ever dons something other than his indestructible 
  armor is when he attends the court of Asmodai, to show 
  the faith he has in the King. All known records of Amon 
  describe him as a great warrior, wearing black armor that 
  covers all of his features and wielding a flaming blade.
  Lord Paimon. For eons, Paimon was an enemy of the 
  Seven Fiefs, as well as Devil King Asmodai. His vast 
  knowledge over both the planes and the creatures that 
  live within them gave him insight into vulnerabilities and 
  weaknesses of even the most powerful of beings. Including 
  Asmodai. However, since Paimon only ever wished to 
  increase his intellect, Asmodai’s cunning was enough to 
  win the fief lord over to his side. Paimonia was made to 
  house both Paimon, his score of followers, his collection 
  of information gathered about the realms beyond his own 
  existence, and the unfortunate souls chosen to act as slaves 
  and test subjects to the clever Lord. He has little desire 
  to commune with his fellow lords, and hardly ever leaves 
  his home in Paimonia. Paimon is depicted as a humanoid 
  looking devil, hunched and frail, but with eyes of fire.
  Orobas the Servant. Beyond death, the master all 
  should fear is Orobas, the proud and torturous. He is a 
  quiet Lord, making his will known through the crack of 
  his whip or the tearing of flesh. Within his own realm, 
  Equinox, he is the one and only ruler, and not even 
  Asmodai is willing to oppose his decisions. It is the 
  responsibility of Orobas to groom and create the servants 
  of the Hells, including advancing lesser devils to greater, 
  and turning the torn souls of mortal beings into lemures. 
  He carries a great pride in his work, taking grave, and often 
  lethal, offense if anyone attempts to speak against how 
  he governs his fief. Visually, Orobas looks like a man with 
  muscled arms and chest, but his head and legs are like that 
  of a horse, mirroring his proud demeanor.
  Tartarus
  Across from the more civilized fiefs of the Hells, where 
  devils and fiends find their homes, lies an enormous 
  prison, designed to entrap and hold the souls of the wicked. 
  Once your soul passes through the Veil after death, you 
  will be sent down either the river Styx or the river Gihon. 
  Should your life have been wicked and your character evil, 
  Styx will take you to the gates of Tartarus, the Prison of 
  Depraved Souls.
  Tartarus is massive and inescapable. Though it mostly 
  houses the souls of those deceased from the material plane 
  of Noroth, other powerful beings also reside within the 
  prison. Devils and other fiends who have wronged their 
  lords in some way can be found in the prison, now serving 
  their penance in the shackles of Tartarus. Other residents 
  of the prison, up until very recently, included the Aspects 
  - the divine beings who created the humanoid races and 
  the world. To this day, they are the only creatures who have 
  successfully escaped from the prison.
  The prison is dark and well-fortified. It descends deep 
  into the ground for miles and miles, having only the one 
  exit at the bank of the river Styx. Inside, cells and torture 
  chambers make up the main parts of construction, in 
  addition to winding staircases that connect the different 
  floors of the prison plane to one another.
  World Rivers
  You’ll never know the true merit of your character until 
  your journey along the Long Road is done. Once you’ve 
  wandered through the night and exit to find a riverbank. 
  Either it will be golden, blessing your soul to everlasting 
  rest, or it will be tainted black and promise nothing but 
  eternal damnation.
  — Annetta Wash, follower of Llyr Ravenna
  The Planes Above and the Planes Below each have their 
  own way of connecting the planes of their region together. 
  The two world rivers, the river Gihon and the river Styx, 
  flow between the different planes of each part of the 
  multiverse, allowing travelers to travel between the areas of 
  the region.
  River Gihon
  The golden river that curls lazily between the Gardens of 
  Eden and Halicon, is a gently flowing stream of glimmering 
  blue water. Gihon dawns from a spring within the center 
  garden, Eden, and flows in two directions from the center 
  garden of the Planes Above. The river waters are said to 
  have healing properties, and if a non-celestial creature 
  drinks from the water, they are overfilled with joy and 
  
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  any diseases or wounds they might have are cured, as if 
  subjected to the heal spell.
  Boats and rafts sail on Gihon’s waters, carrying people 
  to and from the different gardens, as well as taking the 
  souls of the dead to Halicon where they can receive their 
  eternal rest.
  River Styx
  Dark waters that smell of sulfur and decay make up the 
  black river Styx. The waters of this river flow calmly, 
  occasionally causing drawn features of screaming 
  people to appear near its surface. If a non-fiend creature 
  drinks from the river waters, they suffer the effects of the 
  feeblemind spell if they fail a DC 15 Intelligence saving 
  throw.
  Ferrymen can be found guiding their long vessels lazily 
  down the stream, caring little for any onlookers who might 
  watch them from the riverbanks. They are in charge of 
  taking the souls of the damned to Tartarus, as well as 
  transporting the denizens of Hell between the different 
  fiefs.
  The Endless Stareway
  In the darkness beyond the Stareway, a thousand eyes 
  watch your every move.
  — Landon Shaine, navigator of the Navigatorium
  Between the Planes Above and the Planes Below lies 
  hundreds if not thousands of smaller demi-planes, 
  scattered throughout the multiverse. Many of these, unlike 
  the Planes Above and the Planes Below, are not tied to a 
  specific alignment, but rather to a specific purpose. Some 
  were created by powerful spellcasters or gods. Others 
  act as homes for the divine beings that rule over the 
  multiverse.
  Demi-planes are scattered amidst the Chaos Sea, to float 
  and wander around the multiverse. To get to them there 
  are two options. Either, you must enter through a portal 
  or gateway of some kind, or you can attempt to find the 
  plane by exploring the Endless Stareway. The Stareway is 
  a series of paths and trails, connecting the Planes Above to 
  the Planes Below. The paths are extremely hard to follow 
  and often wind and twist in ways that makes you walk in 
  circles to get lost among the different trails and getting lost 
  could very well be the end of you.
  The Stareway is, mostly, safe to walk, as magical 
  barriers keep out the destructive energies found in the 
  Chaos Sea. This barrier is powerful, but not perfect. It is 
  possible to walk through it and off the path, and into the 
  Chaos Sea beyond, where the denizens of the Sea will wait 
  for their moment to strike. The creatures who reside in 
  the Chaos Sea, chaotic and twisted as they are, do not try 
  to hide themselves from the wanderers of the Stareway. 
  They lie just beyond the borders of the pathways, watching 
  and waiting for people to step out into their domain. Their 
  bodies are often obscured by the dark of the Chaos Sea, 
  but their eyes can be seen shining in the blackness of the 
  beyond, giving the Stareway its name.
  Demi-Planes
  Each known god of Noroth has their own demi-plane 
  where they have their court and their followings gathered. 
  When a follower of a god dies, they are often taken to the 
  realm of their god, to serve them in death as well as in life. 
  Many of these planes are known only through myths and 
  legends, as mortals are unable to wander into the realm 
  of the gods and survive. The immense divine power they 
  radiate would be enough to destroy even the most powerful 
  mortal being.
  Some of the more well-known demi-planes have been 
  investigated enough that proper accountings of their 
  nature have been recorded, but many planes remain largely 
  unexplored and some even undiscovered.
  Asylium
  The effects of the Chaos Sea as seeped into the very 
  foundation of this plane of existence. It is a plane of 
  madness and visions, bearing little resembling to the real 
  world. Those who become insane are believed to have 
  lost their minds to the forces of Asylium, and those who 
  venture into the plane are likely to join them. The plane is 
  ever-shifting, always changing to accommodate those who 
  are looking into its madness.
  Conifer
  Entering into this plane, you would find neither ground or 
  sky. There are only tall pine trees, stacked on one another 
  to create a dense forest that seems to never end. Roads are 
  present, as branches are stretched and rounded to create 
  long tunnels in the treetops for people to walk through. A 
  faint, teal dusklight illuminates the plane, offering visitors a 
  clear look at the never-ending woods.
  Dreamvale
  The land where dreams and nightmares are born is home 
  to strange and beautiful creatures alike. Law does not 
  exist in this plane, and viewing it is a nonsensical mess of 
  colors and shapes. When you see people in your dreams, 
  it is widely believed that you met them in Dreamvale while 
  they were also sleeping. Though most of the beings in 
  Dreamvale are harmless, it is also the home of nightmares 
  and the creatures that appear in them. Though the 
  creatures cannot harm people through their dreams, they 
  are entirely capable of attacking those who choose to 
  physically enter into their domain.
  Prison of Lore
  Each god of the known pantheon in Noroth have their 
  own plane of existence where they base their power. Most 
  are unknown by the common person and impossible to 
  enter, but the Prison of Lore is an exception. The home 
  of the god of history, Candor, is also the largest library in 
  the multiverse. It consists of endless hallways with tall 
  bookshelves said to contain all the known knowledge of the 
  world, both that which can aid the world and that which 
  could destroy it. Candor knows all that is in his library, 
  and only few mortals are allowed within the Prison. The 
  
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  followers of Candor based out of the Dreamscape Lyceum 
  in Lightport are sworn protectors of the Prison, and they 
  are uniquely allowed to explore its halls and the knowledge 
  it protects.
  Vortex Arena
  Though it is one of the smallest demi-planes known to 
  exist, it has an infamous reputation among the denizens 
  of the Noroth multiverse. It is a huge arena, known to shift 
  and change to accommodate the people either watching 
  or fighting in it. Some of the most powerful beings of the 
  multiverse have made an appearance on the stands of the 
  Vortex Arena to watch other equally powerful creatures 
  fight to the death in the pit below them. Sometimes, the 
  fighters are there of their own volition, knowing that 
  achieving victory in the arena will mean eternal glory for 
  them. Others have been taken there against their will to 
  serve as cannon fodder for the butchers of the Arena.
  Chaos Sea
  There is nothing. And then there is everything.
  — Gally Leed, unwilling adventurer
  Beyond the boundaries of the multiverse, held at bay by 
  the known planes of existence, lies the Chaos Sea. It is 
  an immense expanse of void energy that stretches far into 
  infinity. The power held within the Sea is so strong that 
  only few creatures can actually survive there. They are 
  twisted, unearthly beings, often called aberrations, and 
  they are foreign to all the realms of the multiverse.
  Spellcasters can draw on the energy found within 
  the sea to create magical effects. This control of the 
  Sea requires much training and practice to control, or a 
  powerful medium to allow the energy to flow through, as is 
  the case with many warlocks and sorcerers whose arcane 
  abilities are funneled through specific items, entities, or 
  places.
  Great Wyrms
  The creatures who rule the Chaos Sea are called wyrms, 
  though some consider that an ill term for them. Visually, 
  they look more like serpents or dragons, except they are 
  much larger and much more powerful than any dragon 
  known to exist anywhere else in the multiverse. These 
  wyrms hold supreme power over the Chaos Sea and are, 
  fortunately, not incredibly interested in gaining a foothold 
  within the Noroth multiverse itself. Those few who so have 
  this interest require the aid of someone on the inside, 
  a willing servant, through whom they can influence the 
  world.
  The wyrms are effectively immortal and eternal, having 
  existed in the Chaos Sea for as long as existence itself. 
  Their knowledge of the beyond is immense, and their 
  wisdom is unparalleled. They are among the most powerful 
  beings to have ever existed, and some are said to be so 
  powerful that they can even grant wishes to those brave 
  enough to ask.
  Guess those “secret” entrances aren’t that 
  secret after all. Not if you throw enough 
  strawberry wine in the direction of those in 
  charge of keeping the secrets. Apparently, there 
  is an entrance to the Prison of Lore beneath 
  the Dreamscape Lyceum in Lightport. It’s 
  heavily protected, of course, but I’ve dealt with 
  worse than a few librarians in my lifetime. 
  
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  Item Slot Table
  Slot
  Item
  Belt
  Belts
  Body
  Armor, robes, shirts, and 
  vestments
  Eyes
  Glasses and goggles
  Feet
  Boots and shoes
  Hands
  Gauntlets and gloves
  Head
  Circlets, hats, helms, and masks
  Headband
  Headbands
  Neck
  Amulets, brooches, medallions, 
  and necklaces
  Ring (up to two)
  Rings
  Shield
  Shields
  Shoulders
  Capes and cloaks
  Wrist
  Bracers and bracelets
  Magic Items
  I see a large, open room, with an altar in the middle, upon 
  which is a shiny cup, strangely clean despite the fact that 
  this dungeon has been abandoned for centuries. Looks like 
  a trap to me. How fun.
  — Brinna Miller, thief
  Though magic is a common enough part of life in Velea, 
  especially in Teldora, it is far from everyone who has a 
  magic item in their possession.
  T
  reasure and its value can vary greatly from 
  adventure to adventure. In Noroth, where magic 
  is a natural and common part of life, magical 
  items will appear along an adventurer’s path 
  more often than in other realms. Exploring a 
  monster’s lair might reveal the skeleton of an unfortunate 
  wanderer, so old it looks almost like dust, but a single ring 
  remaining pristine on its finger. There are also stories of 
  powerful artifacts hidden in grand vaults and lost temples. 
  Retrieving these artifacts can be a tremendously hard feat 
  and is certainly not for everyone, but the rewards for doing 
  do can be substantial.
  Wearing Magic Items
  You need to watch what you pick up. Ever heard of 
  Thornleaf? Short fellow, used to be an actor. Well-liked, 
  too. Rumor has it he found a blade that promised him 
  power and infamy if he would only wield it. From what I’ve 
  heard, he only got one of those two things before someone 
  got to him.
  — Nial Kinney, mercenary
  The arcane energy that is stored within magic items 
  occasionally require the wearer to give part of themselves 
  to the item in order to benefit from its magical effects. This 
  process is called attunement, and most people can only 
  be attuned to three items at any given time. However, it is 
  not just the attunement process that can limit the magical 
  items one can wear. Wearing multiple arcane pendants or 
  amulets can interfere with the energies stored within them, 
  potentially disrupting the arcane feature that has been 
  stored within. The DM decides which slot an item fits into.
  A humanoid-shaped body can be equipped with magic 
  gear consisting of one item from each of the following 
  groups, keyed to which slot on the body the item is worn. 
  Weapons are an exception, since they do not have a slot.
  Chapter 9: Treasure
  
  130
  blood must be on the same plane of existence as you. If 
  they are not, the needle will spin wildly until the blood is 
  cleared away from the needle or the needle finds its target.
  The blood must be less than 24 hours old when it is 
  dripped on the needle, otherwise it will have no effect.
  Boots of Fast Positioning
  Wondrous item, uncommon (requires attunement)
  While you wear these magical boots, you may add your 
  proficiency bonus to the roll whenever you roll initiative.
  Boots of the Quick Stealer
  Boots, rare (requires attunement)
  These boots made of dark brown leather has small 
  symbols painted on it in the shape of black wings.
  While wearing these boots, your movement speed 
  increases by 10 feet. Additionally, once a day you can 
  switch your initiative roll with that of a willing creature. 
  The switch must happen before any of the two creatures 
  take their turns and requires no action to use. The change 
  lasts until the end of the encounter. This ability recharges 
  at dawn.
  Broom of Sweeping
  Wondrous item, uncommon
  Touching this magical broom, you can use an action to 
  utter its command word, followed by a set of instructions 
  pertaining to sweeping or other simple acts of cleaning. 
  The broom will then animate and carry out its instructions 
  before returning to the place at which you activated it. The 
  broom can clean a 5 foot by 5 foot square each round.
  Courtly Manners
  Quarterstaff, very rare (requires attunement)
  Colorful lines mark both ends of this staff, along with old 
  Draconic scripture running along the side of the weapon. 
  The writing shimmers with energy when wielded by 
  someone with draconic ancestry. The scripture stands in 
  five lines and reads five different phrases: “Golden Tongue,” 
  “Bronze Teeth,” “Copper Maw,” “Silver Fang,” “Brass Jaw.”
  Depending on which phrase is uttered, the colors on the 
  staff will change. If spun quickly, the colors painted on its 
  ends will leave behind an effect depending on the current 
  color of the staff. The effect will leave behind light, sound, 
  and smell, but will not give off heat or damage anything 
  in the vicinity. So flames will give off light, but no heat. 
  Lightning will crackle, but do no damage, and acid will 
  leave behind a sharp scent.
  Dragon’s Breath. Using an action, you can speak one 
  of the five phrases to produce an outburst of destructive 
  energy, whose type changes according to the phrase 
  uttered. When using this feature, every creature in a 50 ft. 
  line must make a DC 15 Dexterity saving throw, or a DC 
  15 Constitution saving throw if the damage type was cold. 
  Magic Items A-Z
  The additional magic items have been listed below 
  alphabetically.
  Amulet of Lifesaving
  Wondrous item, common (requires attunement)
  A small pendant in the shape of an acorn hangs from a 
  simple leather string and pulses with a slow beat. The 
  first time you fail a death saving throw while wearing this 
  amulet, the amulet activates and lets out the contained 
  spell, spare the dying. The amulet then ceases to function.
  Armbands of Healing
  Wondrous item, uncommon (requires attunement)
  This set of armbands has 3 charges, which it regains each 
  dawn. When you cast a spell that restores hit points to a 
  single target, you can spend a charge from the armbands. 
  If you do so, instead of rolling to see how many hit points 
  you restore, you heal the maximum amount possible for 
  the spell.
  Arrow of Returning
  Ammunition, uncommon
  This arrow will always return to you after you fired it, 
  whether you hit what you were aiming for or not. The 
  arrow returns at the end of your turn, but there is a 20% 
  chance that the arrow will hit you when returning.
  Belt of the Snow Owl
  Wondrous item, very rare (requires attunement)
  While wearing this belt, you gain the following benefits:
   •
  Your Wisdom increases by 2 to a maximum of 20.
   •
  You have advantage on Wisdom (Perception) checks 
  that rely on sight.
   •
  You have advantage on Wisdom (Survival) checks 
  when tracking creatures through snowy terrain.
   •
  In addition, you also adopt the keen predator eyes 
  of an owl. As long as you are wearing this belt, you 
  have darkvision out to a range of 60 feet. If you 
  already have darkvision, your darkvision is extended 
  by 60 feet.
  Blood Needle Compass
  Wondrous item, rare
  This simple compass is inlaid in a box made of dark wood. 
  The needle spins idly, never settling on any given direction.
  Putting a drop of blood on the needle will cause it to 
  point in the direction of the humanoid that shed it. It will 
  give the most direct route to the target and will not take 
  things like oceans and mountains into account when 
  determining the direction. The humanoid that shed the 
  
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  Mending Needle
  Wondrous item, uncommon
  You can use this simple looking needle to repair tears and 
  breaks in any cloth, fabric, parchment or paper as if casting 
  the mending spell.
  Music Box of the Gentle Lullaby
  Wondrous item, uncommon
  When this music box is opened, it plays a quiet, soothing 
  lullaby for 1 minute. Any creature that is within 20 feet of 
  the box for the entire time of playing must succeed on a 
  DC 11 Wisdom saving throw or fall into a deep, pleasant, 
  restful sleep. The creature sleeps for 1 hour or until it takes 
  damage, must make a saving throw, or a creature uses an 
  action to wake it.
  Ocean’s Eye
  Wondrous item, rare (requires attunement)
  Whilst attuned to this necklace, you have the ability to 
  extend your senses through a body of water or other liquid. 
  When you are touching a body of water or liquid, even as 
  small as a puddle or as large and interspaced as an area of 
  falling rain, you know the exact location of everything the 
  body of liquid touches, up to a maximum distance of 120 
  feet.
  This sense can detect creatures or obstacles that are 
  invisible and in contact with the liquid. You can also 
  discern illusions that are fully immersed in the liquid for 
  what they actually are. This ability lasts for 1 minute before 
  it fades.
  Once you have used this item, you can’t use it until the 
  next dawn.
  Ocular Amplifier
  Wondrous item, uncommon
  A little lens is placed over one eye, enhancing the view of 
  whatever item you have in front of you. While wearing this 
  lens, you gain +1 to any check you make with a set of tools, 
  and to Investigation checks.
  Ring of Silvertongues
  Wondrous item, rare
  While wearing this ring, you have advantage on 
  Persuasion and Deception checks.
  Curse. This ring, actually called the Ring of 
  Thilverthongs, does not grant advantage on Persuasion 
  and Deception checks. This ring was supposed to grant the 
  wearer the benefit of a silver tongue, making them more 
  charismatic, but instead it makes the wearer speak with 
  a heavy lisp. You have disadvantage on Charisma checks 
  as long as you are wearing the ring. The ring cannot be 
  removed after it has been put on without using either the 
  remove curse or the wish spell.
  A creature takes 8d8 damage on a failed save, and half as 
  much damage on a successful one. After using Dragon’s 
  Breath, you can’t use the ability again until the next dawn.
  Dragon’s Breath
  Dragon Color
  Colors on Staff
  Damage Type
  Brass
  Orange, red and black
  Fire
  Bronze
  White, blue and black
  Lightning
  Copper
  Green, yellow and brown
  Acid
  Golden
  Gold, red and black
  Fire
  Silver
  White, gray and blue
  Cold
  Dress of Femininity
  Wondrous item, uncommon
  This dress looks rather unremarkable. If a male character 
  puts on this dress they will slowly start to change, taking 
  on a more female appearance. After one hour of wearing 
  the dress, the character’s face will have changed to appear 
  more feminine. Their voice becomes lighter in pitch, 
  their hair grows longer, and any beard they may have will 
  disappear. The effect reads as being transmutation magic if 
  subjected to a detect magic spell or similar effect.
  After the transformation, the character still looks like 
  themselves, except they now look decisively female. When 
  the dress is taken off, the character immediately reverts 
  back to their original selves. If a female character puts on 
  the dress, no change occurs.
  Godling’s Crown
  Wondrous item, uncommon (requires attunement)
  While wearing this crown made of flowers, you may use 
  a bonus action to heal yourself for 2d8 hit points. Once 
  you’ve healed yourself using this item, you can’t do so again 
  until the next dawn.
  Hangman’s Rope
  Wondrous item, uncommon
  This otherwise unremarkable 30 feet long rope has an 
  expressive frayed end. After speaking the command word, 
  the rope can be directed to complete some basic action. 
  These include turning into a whip or quarterstaff, twirl 
  around your waist like a belt, or tie itself into a hangman’s 
  noose and it can be trained to tie itself into other knots.
  Mask of Comedy
  Wondrous item, uncommon
  This magical mask bears the likeness of a smiling face, 
  painted in black and white. While you wear it, you can cast 
  Tasha’s hideous laughter with a DC of 13. Once you’ve used 
  the mask in this way, you can’t do so again until the next 
  dawn.
  
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  Vitalis Necklace
  Wondrous item, uncommon (requires attunement)
  While wearing this necklace, your natural lifespan extends 
  to fit that of a human’s, unless your lifespan is already equal 
  to or longer than a human’s. Death as a result of disease, 
  injury, or similar effects are not stopped by this item. Only 
  death as a result of old age is halted.
  Robes of the Plague Doctor
  Wondrous item, uncommon (requires attunement)
  While wearing these doctor’s robes, you have advantage on 
  saving throws against disease and poison.
  Shield of Defiance
  Shield, uncommon
  This shield has 7 charges, and it loses its magic when the 
  last charge is expended, becoming a regular non-magical 
  shield. When you suffer a critical hit, you can use your 
  reaction to spend a charge to reduce it to a normal hit.
  Shoes of Floating
  Wondrous item, uncommon
  These magical shoes float in water and are able to support 
  the weight of a medium or smaller creature. However, they 
  are very difficult to balance on properly while traversing a 
  water surface. If you attempt to walk on water with them, 
  you must first succeed on a DC 20 Acrobatics check. If you 
  fail, you fall in the water, feet still floating.
  I have to see about getting that new 
  burrowling fellow one of those Vitalis 
  pendants. He’s making good progress. 
  It would be a shame if he began going 
  gray-haired just as he was getting good 
  at his work. 
                                        
  
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  Copyright 2000, Wizards of the Coast, LLC. System Reference 
  Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; 
  Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney 
  Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce 
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Aaralyns Stolen Notes to Velea v1.2.pdf