In the beginning...there was nothingness. And then, a tiny spark of tarnished silver light lit the nothing, blinding it and eventually killing it. Nothingness had been driven to extinction in a single moment, to be remembered in the songs of bards and the hearts of melodramatic lovers sure to never love again. The light shone on, gaining in luster and argent hue, cutting through the places that the nothingness had cloaked.
Out from under the wings of oblivion drifted small particles of something-ness. These bits of pieces flowed towards the light, for while they could not remember a beginning, and could not remember the fear of not existing, they did know that the light was the catalyst for everything to come. They drifted to the light, and into the light. They came together, swirling and tumbling until they were no longer bits of pieces. They were the light. They were One.
The One looked out over the dead remains of nothing, and reached out to lift the corpse. Now free, a thousand thousand motes of something-ness drifted up, floating aimlessly in the void left by the death of the nothingness. The One shone brightly, and in the shining commanded, "Come together and Be." The motes found that they knew obedience, and they came together in six separate but not different Be-ings. They were not One. They were Many.
The Many turned to the One, unsure and curious. The One shone again, and stated in the shining, "We are One and we are Many. We are all that Is, but the nothingness left so much that Is Not. It is our responsibility to fill the empty spaces." The Many filled with the purpose of the shining, and it was what they were. To honor the One who had freed them, they created balls of raging flames to give off colored light. To represent themselves, they created other existences to reflect that light and give it purpose and meaning. The void was no longer void.
The One observed all of existence and shone brightly in approval. But as the light flowed through the creation, the One saw a corner that the light did not reach. The One peered deeply into the lightlessness, and saw another. The Other looked back, and in that gaze the One saw a diametric opposite. "What are you?" asked the One. "I am all that you are not," replied the Other, "and together, we are All."
The Other darkened then, and called together more motes of something-ness into six separate but not different Beings, although they were different from the six called by the One. The new six joined the Many, and they too were Many. The Other reached out to the One and said, "The Many are mine and the Many are yours." And the One reached out to the Other and said, "Let us make one that is both, for without balance, All is for naught."
Using the last of the motes of something-ness, the One and the Other shone and darkened, and called together the last of the Many. The Grey was different from the rest of the Many, but did not seem bothered by this. Instead, the Grey stood with the Many, and the Many accepted the Grey into their fold.
The One pointed down to a ball of blue and green and shone brightly, and in the shining suggested, "There is a place that is beautiful and growing. It needs other Beings, ones not like us, but smaller and more limited, but possessing great capacities." As the Many nodded, the Grey spoke and said, "It needs Life."
The Many started, but nodded in agreement, for there was not anything that had been named in such a fashion. The Grey smiled. "The One and the Other are All. We are Many, and I am Grey. In these names, we state on many levels what we are, but those that we create will not be able to comprehend so deeply. They will need a way to refer to themselves." The One and the Other nodded to themselves. In the Grey, they had done well.
First sculpted were giant creatures, each different from the other. In these creatures, the Many invested great power and nearly limitless intelligence. They looked to the Grey, who said, "You have created Those Who Rule. It shall be their purpose to watch the different places in existence."
Next came other giant creatures, not one the same as another. The Many also gave them great power, and intelligence almost without end, and looked to the Grey for their purpose. "These shall be Those Who Oppose. They shall be the opposites of Those Who Rule, keeping the balance preserved."
Knowing this, the Many made a number of beings, mostly the same but with different qualities. These beings had power, and intelligence, and more than that, they had desires. The Grey nodded. "Those Who Help. In them, Those Who Rule shall find servants and assistants, and other things that their own greatness will not allow them to attain."
The Many looked down upon the teeming ball of blue and green, alive but without Life. They looked at each other, and at the One and the Other, and created tall beings, broad of shoulder and abundant of muscle. The Grey named them The Skyfinders, for they were closest to the firmament.
In balance, the Many made some of shorter stature, also broad of shoulder and filled with a stalwart strength. The Grey called them The Stoneshapers. The mountains would be their home, and the rocks would be their livelihood.
Elegant beings of sweeping form and musical voice followed. The Many endowed them with powerful minds but a serious nature to better utilize their mental acuity. They were called The Graceful, for in each aspect of their being, a profound delicacy could be found.
Their opposite came in a tiny package with bright eyes and a happy smile. Good humor and sweet nature were their hallmarks, and thus the Grey named them The Merry. Happiness would follow in their wakes, bringing existence a much needed levity.
The Many looked at their creations and nodded, feeling that now Life was complete. The Grey called bits of Life together, sculpting beings that were neither tall nor short, thick nor thin. They were not as strong as the Skyfinders, nor were they as beautiful as the Graceful. Instead, they were some of each of the strengths of the other creations. The Grey called them The Median, for in them was the essence of balance.
Life would grow bored and stagnate without challenges, and to that end, the Many created creatures of varying shapes and sizes. Some would regenerate their flesh if wounded, others would overwhelm with massive size, others would present challenges only guessed at. The Contenders were born, and given the purpose of granting opposition that Life might flourish.
Mental challenges were not overlooked by the Many. Creatures of scale, creatures of feather, creatures of all and neither, all massive in size and intelligence came into being, there to stimulate the mind. More importantly, they would feed the dreams and imagination, for nothing else was like them. They were called The Unique.
The whole of this new intelligent Life, the Grey called Potential. The One and the Other looked upon it, and the One shone in approval. But the Other pointed into the corner of existence where the light did not reach. The One stared deeply into it, and knew that Something was there, but could not see what It might be. "What is It?" asked the One.
"It is The Mystery," said the Other. "It is that which cannot be known. From that will come things no one, not even we, will expect. It is that which will ensure that our creation will grow as it deems that it should, without our interference."
The One nodded, for the Mystery was a good thing. And when Those Who Rule sought to destroy Potential, it was to the Mystery that the One pointed when the Many sought to stop them. "Although this was not the purpose originally seen for them, we must watch and see. Just as we, All, did not stop you or step in as you spun creation into being, you must not step in as creation takes its own direction, outside of your whims."
When Those Who Help stepped in, stopping the destruction of Potential, the Many nodded, and they understood. The Mystery was indeed a good thing.
The One, the Other, the Many and the Grey stepped back and watched creation unfold.
- Creation Myth of Elanthia
Simutronics and GemStone
Founded by current President and CEO David Whatley, Simutronics created its first game, the multi-user dungeon (MUD) title GemStone, which debuted on GEnie in 1987. A sequel to GemStone received the AOL Member’s Choice Award in 1996. The company has twice named by Inc. magazine as one of the fastest-growing companies in the U.S., most recently in 2007.
Elanthia as we now envision it was born in April of 1988 when the Simutronics Corporation launched a text-based, online, multiplayer, role-playing game called GemStone ][. This short lived version of the game was the first mention of Elanthia as a place.
Less than two years later, in a partnership with Iron Crown Enterprises, GemStone III was released. This version of the game made use of the mechanics of the Rolemaster paper-and-pencil system and the Shadow World campaign setting. The game was set on the world of Kulthea and, for a time, Elanthia faded into nothing.
Five years later, in September 1995, the time now known by GemStone players as the I.C.E. (Iron Crown Enterprises) Age came to an end. Simutronics allowed their license to use these products to lapse and GemStone III was “de-I.C.E.’d”, and all references to the Shadow World campaign setting had to be removed or replaced within the game. At the game world once again became known as Elanthia and the modern terminology for all elements of the game world came into being.
Shortly thereafter Simutronics struck a deal with the then internet giant America Online (AOL). This deal allowed AOL members to play GemStone III for free on their accounts, rather than paying per hour of play time as had been the case in previous iterations of the game. The player population exploded and the game world continued to grow as a result. New major cities were created to be hubs for player activity to accommodate the growing population. Eventually the deal with AOL came to an end and GemStone III became a fully web based offering that could be easily accessed from any service provider.
These days the game is known as GemStone IV, after a major mechanics update in December 2003 introduced a great deal of new and changed mechanics. The shift was large enough to be considered a new version, although all characters from GemStone III continued to exist into GemStone IV at similar power levels before and after the shift. This fully text based online game still boasts thousands of active subscribers and a large team of dedicated and talented Game Masters. These Game Masters continue to provide significant updates to the mechanics of the game and add new areas to explore with new creatures to kill. Most importantly, and what separates GemStone IV from most MMOs, is that these Game Masters run live storyline events where their created NPCs regularly interact with player characters to further the story of the world of Elanthia. As such, it continues to be an ever evolving, living world.
Mechanics and Lore Disclaimers
This book will barely scratch the surface of the rich lore that has been born of over 30 years of gameplay and character development. This is the world I have been playing in online for a majority of its existence, but I am only presenting my ideas to convert this to fifth edition rules. All of this material is being offered for playtesting and is based on how I run my own campaign. The mechanics presented are a rough draft, not refined by game design and editing. This material is not officially part of the game and not allowed in any sanctioned D&D Adventurer’s League events. I hope this book will allow both those new to Elanthia, as well as existing or past GemStone players to enjoy this wonderful setting with the D&D 5th edition ruleset.
The various lore presented here is the intellectual property of Simutronics Corporation. A majority of it has been pulled directly from the publicly available GemStone IV wiki, www.gswiki.play.net. I recommend checking out this resource for additional information about the world of Elanthia, as it contains far more than could ever be included in a single tome. I am in no way responsible for or in ownership of this material. I am simply presenting it in a compact form for use in a 5E campaign. The mechanics presented is my own interpretation of GemStone IV mechanics converted to the 5E ruleset.
With all that said, welcome to Elanthia. Get yourself a map!
- Brinret Ithillote, the Blue Ranger
Chapter 1. The History of Elanthia
I. The Age of the Drakes (100,000+ years ago?)
"Of the first age, little is known, save for one thing -- the dragons ruled all Elanthia. There are no written records of this time, but paintings on the walls of caves, carvings on petrified trees and glyphs found in the Southron Wastes all convey the same desperate messages, of flight, fear, and starvation. Above all, the mighty wings and claws of dragonkind."
- - Linsandrych Illistim, First Master of Lore, House Illistim
I. A. The Rule of Dragonkind
From the dawn of time, none challenged the dragons. Intelligent, savage, and with powers beyond what men now name as gods, the drakes called all of Elanthia their own. The lesser races huddled in caves, hid in the deepest forests, or wandered as nomads. The drakes did not permit civilizations other than their own. So it had always been, and so it would remain.
It was only the intervention of the drake's servants, the Arkati, that allowed the lesser races to survive at all. As old a race as the drakes themselves, the humanoid Arkati were lesser in both powers and numbers. But they aided the drakes, and in return, the drakes suffered the lesser races to live.
I. B. The Ur-Daemon War
All this ended with the coming of the Ur-Daemons. Now believed to be extra- dimensional intelligent creatures, the Ur-Daemons somehow opened a portal to Elanthia approximately 100,000 years ago. They fed on mana, both that contained in the land's natural mana foci and that bound around all life.
There are no real records of the titanic battles fought between the Ur-Daemons and the dragons. Given the nature of the antagonists, it is doubtful that any histories could convey the scale of such a war. It seems to have lasted for at least several generations, as such were counted by our own ancestors, a span of at least a thousand years. In the end, the Ur-Daemons were driven back, making a final stand before the portal leading back to their own dimension. This final battle blasted the landscape for hundreds of miles, leaving it barren and lifeless.
The drakes had won, but they had also lost. Most of their number had been slain in the conflict, and many others had been driven mad by an emotion none had known before - fear. Drake rule was shattered forever.
Though lesser in number and weaker than their ancient brethren, the few dragons that survive today have not lost their appetites, and are still the most powerful and feared creatures on Elanthia.
I. C. The Coming of the Arkati (100,000 years ago?)
The land recovered slowly from the war. The Arkati worked to heal it. Long the dragon's servants, they had themselves learned how to manipulate mana. With most of the dragons dead, insane, or hiding, certain of the Arkati began to mold the land and its lesser races into their own likenesses. They who had been servants now played the part of master. These Arkati are those whom we today call gods. It is said that, in these early days, they walked the land as teachers, leaders, and guides. Imaera took the people of the forests, and taught them to be one with the land. Eonak showed the folk of the stone how to mine riches from the mountains. Oleani adopted the smaller folk of the valleys, instilling in them a joy for life and a special gift for growing things.
Others of the Arkati chose not individual races, but seasons, emotions, or tasks to be their own. Kai accepted warriors of all sorts, and Lumnis embodied wisdom and learning. Ronan controlled the night, the time of dreams, while Phoen's was the warm sun of summer. Imaera chose the autumn, while Lorminstra reigned over winter, the season of death. The raging seas were Charl's domain. Jastev's followers celebrated visual arts, and developed a gift of prophecy, while his twin Cholen became the god of festivals and performing arts. Tonis, remarkable for his speed and determination, became the messenger of the gods. Over all of them ruled Koar, with a firm but gentle hand.
Not all of the Arkati chose to help rebuild the land. Some had a different vision. Without the dragons controlling them, they began to strive against the others. Eorgina, Goddess of the dark, became their leader. Aligned with her were Ivas, mistress of seduction, Fash'lo'nae, master of the arcane arts, Andelas the Cat, whose joy is others' pain, and V'tull, the dark warrior. Also joined with Eorgina were Sheru, bringer of terror and nightmares, Mularos, who twists love to control and destroy, and Luukos, he who feeds on souls.
The two groups grew further apart, as it was clear each regarded the land in a different light. Koar's faction saw it as a trust which had befallen them, the lesser races as children to be taught. The others saw the land as a stage for their own desires, its inhabitants as playthings, food, or worse.
Strangely enough, the Arkati never came into open conflict. Some say that neither side trusted its strength to win the day. Others believe they simply await the appointed time.
II. Second Age, The Elven Empire (50,000 - 20,000 years ago)
Under the Arkati's tutelage, all the lesser races developed their own civilizations. But none has ever matched the great empire of the Elves. The most magically adept of the races, they saw themselves as the natural heirs to dragonkind. The Elves quickly spread from the deep forests in which they had always lived, staking claim to much of the known world.
II. A. The Seven Noble Houses of the Elves
"The lesser races live in savagery. It is only with the guidance of our own eternal empire that they shall ever rise from barbarism to enjoy the benefits of civilization. Incapable of ruling themselves, they are rightfully grateful for our benevolence and aid."
- -Yshryth Faendryl, XIV Patriarch, House Faendryl
The elven empire was centered on the Seven Cities, each built by and named for one of the seven noble houses. Each of these lines had risen to leadership of the elven peoples. Even today, most Elves swear varying degrees of allegiance to one or the other.
Ta'Faendryl, built by Korthyr Faendryl's line, was the capital city of the empire. Though all the houses were theoretically equal, most acknowledged the Faendryl as the natural leaders of the race, though some did so more grudgingly than others. No other house had mastered both spirit and elemental magic as well as had the Faendryl Elves.
Ta'Vaalor, the work of the great Aradhul Vaalor, is more a fortress than a city. The Vaalor have always produced the finest warriors of the elven race. All Vaalor, male and female, enter the military at a young age, serving for some hundred years. Perhaps because of this, they are the haughtiest of the Elves. They had little tolerance for the lesser peoples of the lands, especially mixed-breeds. They have never suffered the elven culture or bloodlines to be tainted by others. They also chafed under the leadership of the Faendryl, believing the high seat should be theirs.
The line of Zishra Nalfein founded Ta'Nalfein, which has always been a center of elven politics. The Nalfein are fairly adept at everything, but they have always been the masters of stealth, whether in the field or the council chambers. Their politics are particularly ruthless, as they let little stand between themselves and their desires. The Nalfein are also apt to take up the life of a wandering merchant, traveling the world to trade in both goods and information.
Sharyth Ardenai was the matriarch of Ta'Ardenai, and her line remained closest of the houses to their roots in the deep forests. Though they dwell in towns and cities, they retain a closeness and a love for the land exceeded only by the Sylvankind. They tend to be less haughty than members of the other houses, and have less of an imperial bent. They are typically appointed as emissaries to other races. They are, however, capable warriors at need. All Ardenai grow up to revere the hunt, and few can match their bowmasters.
Bhoreas Ashrim's line took to the sea. None could match their skill with elemental magic, especially that of wind and water. They were said to have achieved control over the weather. They used this skill to master the waves, and they used their mighty city of Ta'Ashrim as a base for trading with some and raiding others. Coastal dwellers of the other races came to fear the warships of the "Sea Elves," as they were known. Though perhaps the haughtiest of all the elven houses, the Ashrim had little to do with elven politics - they considered the sea their kingdom, and cared little for the concerns of those on land.
Callisto Loenthra's house is one of craftsman, artists, poets and bards. Ta'Loenthra is generally acknowledged as the center of elven culture, especially by the Loenthra. Though some do leave the elven lands to ply their trades as merchants or wandering bards, most Loenthra consider the lesser races too barbaric for their company. An old Loenthra saying describes performing to an unappreciative audience as "casting pearls before Dwarves."
Ta'Illistim was founded by Linsandrych Illistim, the greatest scholar in elven history. Her house has continued that tradition, and none can match the knowledge of the Illistim Masters of Lore. They are also extremely adept at the working of magical rituals, and the greatest artifacts produced by the Elves came from the House of Illistim's laboratories. Though many Illistim choose a life of seclusion and study, some others travel the world in search of knowledge, both old and new.
II. B. The Sylvankind
Sylvankind spring from the same roots as the Elves, but they chose a different path. As the Elves moved from their forests to build the Seven Cities, some stayed behind. These are the Sylvankind.
The Sylvankind care little for the world outside their forests. For them, the forests are the world. They retain a closeness to the land which approaches unity. A keen-eyed traveler can always tell when he approaches a forest of the Sylvankind, for the plants and trees appear both more lush and more dangerous. Few enter such a forest without the permission of its masters, and fewer still escape.
Within these forests, the Sylvankind have built great hanging tree-cities. Some of their dwellings have hundreds of rooms, as they have grown over thousands of years. The race is ruled by a council of Hierophants, each of whom serves for his or her entire adult life. There is little for them to rule on, however, as the Sylvankind are generally of like mind.
Few Sylvankind leave their forest homes. There is simply little to interest most sylvankind "out there". Of course, there are some who feel the call to travel, whether out of curiosity, ambition, or an understanding that events outside the forests can threaten what lies within.
II. C. The Dwarves
The Dwarves also founded an empire, though one more limited in scope. They did not challenge elven control of the land, for the Dwarves were more interested in what was underneath it. They made their home in the mountains. There, they found gold, silver, mithril and other materials. The vast underground cities of the Dwarves were, however, little known to other races, for the Dwarves allowed few to enter and see their riches.
The Dwarves were split into many clans, each dwelling in a range of hills or mountains. Ruling over all was the line of Khazi Khazar, who founded the greatest of the dwarven holdings, the city of Kalaza. His line served as the dwarven Overking for thousands of years. Little is known of most of these years, as the Dwarves do not offer their history freely. Most of this history, however, involves their never-ending war with the other mountain-dwellers, the orcs. The Dwarves have been battling orcs, and their larger thralls, the trolls, for generations.
Though most Dwarves remain in their clans, a fair number do travel the world. Dwarves are, by necessity, accomplished traders, bartering the riches of their underground kingdoms for food, cloth, and the like. They are also the world's best weapon and armorsmiths, surpassing even the skills of the Illistim Elves.
II. D. The Humans
The lot of the Humans was a treacherous one in this age. The Elves ruled the land, and they would permit no others to settle its more fertile areas. The Vaalor, in particular, have always gone out of their way to make life difficult for Humans. Most Humans lived a nomadic life, barely sustaining themselves in the barren lands they were permitted. Others served as slaves, beggars or thieves within the shadows of the great elven cities.
Not all Humans accepted their lot as thralls. Some rebelled. Many so-called rebels were little more than outlaws, more brigands than freedom fighters. Some few, however, actually achieved minor victories. The Black Wolves were one such group. Led by the wizard Aramur Forean, once a student of the Illistim himself, they actually drove the Elves out of the area around what is now called Wehnimer's Landing. After one of their raids killed a young Vaalor prince, however, the Elves hunted the Black Wolves down. The Humans vanished into a series of caverns near the sea, and they were never heard from again.
II. E. The Giantmen
The Giantmen developed a tribal society in the northern lands. These semi-nomadic tribes followed their herds' migrations, spending all but the winter season in warfare with each other. For there is nothing a Giantman likes more than battle. These were, fortunately, limited wars. The tribes sought to best each other, seeking glory and joy, not to destroy other tribes. For while two tribes might be at war this season, they might be allies in the next.
Some Giantmen have always traveled the world, generally in search of a good fight. Many have made a life as a mercenary, and they can be found wherever there is the clash of steel and the cry of the battle-horn.
II. D. Halflings
Halfling society has changed little since the third age. By then, they had developed a peaceful, agrarian society. The Elves did not consider them a threat, and therefore left them to their own devices. This was fine with the Halflings, who neither share nor understand the other races' ambitions to plunder the land. After all, soldiering is the sort of nonsense which could make one late for supper.
Halfling villages are each governed by a democratically elected mayor. Each village is independent, as there is no need for any higher form of government. Halflings themselves tend to stay in their villages, for few can bear to leave their families. However, they are also an extremely inquisitive people, so some do travel the world in search of adventure.
III. The Age of Chaos (20,000 - 5,000 years ago)
The Elven empire spanned the known world, and ruled for nearly 30,000 years. They believed none could threaten them. They believed this until they heard the name Despana.
III. A. The Undead War
"Thousands of them! Ghouls, zombies, and worse, all blackened and half-rotten. They poured into the valley, an endless horde of screams, blood and stink. Now, we were all veterans of the orc wars, and we were ready for them... but nothing could have prepared us for the banshee."
- - Rhak Toram, Warrior of the Dusk Mountain Clan, survivor of Maelshyve
Nobody knows just who or what Despana was. Her contemporaries believed that she came from the jungles said to lie beyond the Southron Wastes. She searched the land for the old places of the Ur-Daemons. Somewhere in what is now called Rhoska- Tor, her quest succeeded when she found the Book of Tormtor. The book was lost during the events which followed, so none can now be sure of its contents. It was said to be written in the language of the Daemons.
Using this ancient work, Despana created the first of the Undead. Their numbers grew rapidly, and she soon had a vast horde of them to serve her. Their first task was to build the great keep of Maelshyve, where Despana took residence. From this keep, countless hordes of the Undead began their second task - the conquest of Elanthia. They were led by the arch-lich Dharthiir, who was said to be more than simply Despana's General.
Dharthiir commanded many of the living as well. Entire tribes of orcs, drawn by promises of conquest and plunder, swore fealty to him. They brought with them their traditional allies, the trolls. Many Humans also joined Darthiir's horde. Some came for silver, others to join any foe of the Elves.
The hordes struck first at the Elven nations. Their progress was lightning fast, easily destroying what little resistance they met in the outlying provinces. The leaders of the Elven houses were unable to organize any real defense. This was not due to a lack of means, but a lack of leadership. Each house wished the glory of vanquishing the Undead for themselves, and none would consent to have their troops led by another. And no house would commit troops to defend the territories of another.
Within a month, the Undead had cut a swathe to the heart of the Elven empire, threatening Ta'Vaalor itself. The Vaalor were led by Taki Rassien, wielder of the legendary veil-iron sword Aramier, and the greatest warrior of his time. He took the cream of the Vaalor armies to make a stand at the fortress ShadowGuard. With him went the Sabrar, a legion of elite knights that had never known defeat. Taki knew that, at ShadowGuard, the Vaalor would stop the horde.
The battle of ShadowGuard lasted less than one day. The Undead destroyed the entire garrison, leaving fewer than a score of survivors. The elite Vaalor armies had been lost, along with Taki himself. At the time, this was considered the greatest defeat in the history of the Elven empire.
Modern scholars, however, point to the battle of ShadowGuard as the turning point of the Undead War. For several reasons, it marked the high point of Despana's campaign. First, the leaders of the other houses were shocked into cooperating. At last, the Faendryl were able to unify the command of all the Elven armies and mount an organized defense. Second, Dharthiir himself was never seen after ShadowGuard. Tavern-tales hold that, at the last, Taki led the Sabrar in a charge at the heart of the undead army, and that he slew the lich. As none of the Sabrar survived the battle, this confrontation remains more legend than history.
The battle of ShadowGuard also brought new allies. From Kalaza, the Dwarven overking sent legions of his heavy infantry. The Giantman Warmaster ordered each of the tribes to support the Elves. There were even small bands of Halflings and Sylvankind. Lastly, Humans came to fight with the Elves. Some were mercenaries, but others came for nobler reasons. Thus were Humans the only race to fight on both sides of this war.
The Undead advance slowed, then stopped. A stalemate was reached, with neither side able to push the other back. Daily charges across the lines of battle brought heavy casualties, but little progress. This state of affairs lasted for years.
Finally, the Faendryl proposed a plan to end the war - a lightning strike at Despana's keep. They claimed to have discovered a secret that would destroy Maelshyve and its mistress forever. It was a new form of magic, one they would not reveal to any.
The Elven armies and their allies assaulted Maelshyve, and the attack went well at first. Berserking Giantmen warriors broke the front lines of skeletons, zombies of ghouls, and a solid square of Dwarven infantry battled back the orcish hordes. Slowly, they pushed Despana's forces back toward the keep.
Then, Despana released the banshees. Their screams decimated the attacking forces, which fell back in disarray. For a moment, the battle appeared to be lost.
The Faendryl chose that moment to reveal their secret, their new magic. Inscribing circles upon the ground, they summoned a flight of lesser demons to battle the undead hordes. Their foes fled back through the gates of the keep. The Faendryl then cast their final spell, causing the keep itself to implode, leaving nothing but smoke and rubble. Despana and her armies are said to have been utterly destroyed.
III. B. Aftermath of the Undead War - the Age of Chaos
The Elves had won the war, but at great cost. Much of their empire had been sacked by the Undead. Their armies were nearly destroyed. But the political results were even more devastating. All the Elven houses were appalled at the spells the Faendryl had unleashed. The summoning of demons was thought to be a particularly heinous act. Illistim mages pointed out the dangers of penetrating the veil. For all any knew, the Ur- Daemon still existed somewhere beyond it. The Vaalor and the Nalfein were also adamant on the subject, though some cynics have speculated that their motivations were not entirely selfless.
The Faendryl argued that it was necessary, that Despana would have won without these magics. The other houses did not agree. They expressed their outrage by expelling the Faendryl from the empire. They were exiled to Rhoska-Tor, the barren, blackened land where Maelshyve had stood.
Without the Faendryl to lead, the Elven empire began to decay. The houses began an internal struggle for power, as each thought themselves the natural heir to the Faendryl's position. As they bickered, their empire slowly disappeared. The outlying territories declared themselves independent, or rebelled outright. To this day, the Elves have not resolved their internal politics.
The Dwarven empire also fell as a result of the Undead War. Soldiers returning to Kalaza from the final battle brought with them more than tales of victory. They also brought plague, the sickness known as the Red Rot. It swept through Kalaza like a firestorm, killing over half the population. The dead included the Overking and his entire line. From that time on, each clan has ruled itself. The clans have become staunch isolationists, caring little for the politics of the outside world. Kalaza itself was hidden, its great gates buried under an avalanche of concealing stones. Only the Dwarves now know its location.
Without the Elven armies to keep order, the land fell into anarchy. The next 20,000 years were known as the Age of Chaos. Orcs, trolls and worse raided at will. Travel to many areas was dangerous, if not impossible. Of the various wars, plagues and other disasters of the era, little is known. The fragments of song and story which survive tell of a very dark time, full of hunger, fear and little else.
IV. The Fourth Age - The Modern Era (5,000 years ago - present)
It is difficult to mark an end to the Age of Chaos. Most historians designate the modern age as beginning 10,000 years ago, but this is an arbitrary designation. Order was slow to return to the Land, with both the Elves and the Dwarves preoccupied with their own problems.
IV. A. The Dark Elf - Sea Elf War (5,000 years ago)
In the aftermath of the Undead War, the Faendryl had been banished to the land of Rhoska-Tor, the barren and blasted land where Maelshyve had stood. Life in that place was never easy, for little grew there. Below the surface, however, the Faendryl found extensive networks of caverns. Not only did these provide shelter, but they also contained an unusually large number of mana foci. The Faendryl were able to refine their already- considerable talent for magic. This helped them survive.
Slowly, the Faendryl began to change. Their features became even finer and sharper. Those living in the deepest caverns, those closest to the ruins of Maelshyve, found their skin darkening to a brown or black. As their aptitude for magic increased, they became physically weaker.
The Faendryl also became increasingly bitter towards the other Elven houses. Many believed that their exile had more to do with political opportunism than anything else. As they regained their strength, they began to look northward toward their ancestral home. Some counseled a war to regain it.
Others within House Faendryl sought a peaceful reconciliation with the other houses. This included Rythwier Faendryl, XXXVII Patriarch of House Faendryl. He arranged to have his eldest daughter, Chesylcha, wed a prince of House Ashrim. She traveled to Ta'Ashrim, the Sea Elf capital, with a wedding party numbering in the thousands. All hoped this would bring peace to the Elven houses and help them begin the restoration of their empire.
Chesylcha never made it to the wedding. There are as many stories about her death as there are storytellers. Whether it was a Nalfein or Human assassin, or whether she simply fell ill, none are certain. Most believed what served their own ends. Within House Faendryl, those who had counseled war to regain their rightful place used the princess's death to begin one.
The war began and ended with a Faendryl assault of the Ashrim home islands. Faendryl losses were horrendous. Their navies were no match for those of the Sea Elves. However, a few ships did reach the harbor of Ta'Ashrim, and those few sufficed. The Faendryl's greatest spellcasters were on one of these ships. They struck at the Ashrim capital with the same spells they had used to destroy Maelshyve, but their abilities and knowledge had increased considerably. The Sea Elves were not merely defeated, they were obliterated. Their home islands were reduced to lifeless, smoking rocks jutting from the sea.
There were no known survivors among the Ashrim. Certainly, some must have escaped, simply by virtue of having been elsewhere. If so, they have remained hidden since that day. House Ashrim no longer exists.
House Faendryl also ended, after a fashion, with the Sea Elf war. After the Ashrim were destroyed, the other Elven houses no longer considered the Faendryl to be true Elves. Indeed, the changes in their physical appearance lent credence to this. Since that time, the Faendryl have been known to all as the Dark Elves.
IV. B. Dwarven-Giantman War (2,000 years ago)
The Giantman had always been a nomadic people, but increasing contact with other races during the modern age has led some to settle down. Some tribes built cities, even becoming farmers. Other tribes retained the old ways, but their lands were becoming more and more crowded. They were forced to range farther and farther as they followed the seasons, their herds, and their endless wars.
One tribe decided to build a settlement in an uninhabited mountain range. Within weeks, a Dwarven army had appeared, seemingly from nowhere. The Dwarves attacked immediately. At first, the Giantmen considered the Dwarves an amusement, more or less fat, bearded goblins. But they soon learned that, despite their height, the Dwarves were nearly as strong as the giants, far more organized in battle, and armed with the finest weapons and armor their master-smiths could forge.
This odd little war lasted the entire summer. The Dwarves could not force the Giantmen to retreat off the mountain, but the giants could not defeat the Dwarves, either. In the fall, the giants decided to continue their migrations. They had not been defeated by the little people, but they never returned to that mountain, either. Before they left, they forged a compact with the Dwarves there at the peak they called Sunfist. This peace has lasted thousands of years.
The Dwarven-Giantman war remains unexplained. The Giantmen never learned the reason for the Dwarves' attack, and Giantmen certainly need no reason to fight a war. The war did have an unexpected result, though. The Dwarves and Giantmen each gained the other's respect for their abilities in battle. Over time, they began trade. Today, the races are staunch allies, aligned more closely than any two other races in the land.
IV. C. The Rise of the Humans
The Age of Chaos provided humankind not only with great dangers, but also opportunities. The Elven armies no longer protected them, so they constructed their first fortresses. These fortresses eventually grew into towns, then cities. The Humans developed a feudal society based in these fortress-cities.
The largest of these cities was the port of Tamzyrr. The Overlord Selantha Anodheles, later the first Empress, extended its control to the surrounding baronies, and then further. Her own ancestry is unclear. Many say she was of mixed Human and Elven blood, a sign of Elven meddling in Human affairs. Indeed, it is hard to believe that her rapid series of political and military victories was entirely the fruit of her own talents, as considerable as they were.
Eventually, the Turamzzyrian Empire grew to control nearly as much land as had the Elven Empire at its height. In the process, the Humans have restored a measure of order to the land.
Over the intervening centuries, other families have risen to challenge the Anodheles for control of the imperial throne, and it is not surprising to some that their number is not much greater than that of the existing Elven houses. In fact, there are constantly new contending families which rise from obscurity to assail the circle of the empire's noble families, touting their lineage as being unmarred by Elven blood and claiming a total freedom from Elven influence. Some view the lack of refutation from the noble families as tacit confession of Elven influence and support.
For the past two years the Throne of Turamzyrr has been held by the Empress Mynal'lyanna. She is rumored to have the backing of a cult of Luukos. Two of those who contested her claim to the throne were struck down with diseases which defied all treatments, and one was attacked by undead in the first such attack ever recorded in the city of Tamzyrr. The victim was held in confinement until he displayed signs of the Curse of Luukos, and then was mercifully slain before the curse could fully manifest itself. A cold, and calculating ruler, Mynal'lyanna has vowed to extend the empire's holdings beyond the shores of this land, and to bring all inhabiting races beneath the rulership of the empire. Her supporters point to this openly anti-Elven stance as proof that her rise to the throne is free of Elven influence, and is a clear signal that the power of the Elven houses is beginning to fade. Detractors suggest that her vow is a sign of her megalomania, and fear that the powers that back her are anything but Human.
In the two years since her rise to power, Mynal'lyanna's imperial troops have doubled in numbers. Used by former emperors to garrison the city and as shipboard troops to ensure the safety of coastal commerce, the empress has instead used her troops to isolate baronies which have failed to fulfill their imperial obligations.
All of this has had an effect on even a distant frontier town like Wehnimer's Landing. Neighboring barons who have viewed the Landing as too distant and paltry to trifle with in the past are now reassessing the situation. Wehnimer's is a port town, and given the empress' vow to expand the empire across oceans, any port has a new potential for trade and a possible influx of imperial silver as new ships are commissioned. Also, with the empress' increase in troops has come an increase in the baronial taxes to support them, and every baron is now looking for any undeveloped source of income which might lie close to hand. Even if that source does not currently lie within his barony.
Perhaps more significant to the daily life of those in Wehnimer's is the sudden influx of those displaced by the new policies which Mynal'lyanna has put in place. Non- Humans have fled the inner regions of the empire as existing prejudices have been reinforced by imperial policies. And while those with money and influence have been able to purchase exclusions from certain new laws, the common folk of non-Human races have been stricken with a series of prohibitions and restrictions that are pointless other than to humiliate and degrade.
IV. D. The Founding of Wehnimer's Landing (200 years ago)
Wehnimer's Landing was founded 200 years ago, when Rone Wehnimer established a Wayside Inn on the road from the Darkstone bay to the heart of the Human empire. It lies on the very edge of the Human empire, and the town has become a center for trade between the Humans, Elves and other races. The Landing has always attracted a large share of adventurers, who come to the edge of civilization to make their fortunes.
Rone himself grew restless. As his town grew into a city, he found his taste for adventure returning. He was last seen heading southeast with a pack-train of supplies. Many believe he sought Deepholt, the legendary underground city said to have been founded by Osriar Melenthrope. As neither Rone nor anybody else has ever returned from Deepholt, its very existence is unsubstantiated.
IV. E. The Krolvin Attack (150 years ago)
Soon after Wehnimer's Landing was founded, the Human empress immediately dispatched three emissaries to make contact with the Krolvin and establish trade. These emissaries traveled through the Landing on their way to the Krolvin nation.
The three emissaries returned in six sacks, borne at the vanguard of a Krolvin war party. The Krolvin have no use for trade. They take what they want. The citizens of the Landing were hard-pressed to defend it. Though many accomplished warriors, wizards and the like called Wehnimer's home, they were vastly outnumbered. It appeared that the Landing would fall.
Talbot Dabbings saved the day. As the gates were breached, the Halfling warrior was able to slip past the enemy unnoticed. He made his way through the enemy lines in the confusion, heading toward the Krolvin war-leader. Leaping from his hiding place behind a water-barrel, Talbot slew the Krolvin. Two things then happened almost immediately. First, Talbot was killed. Second, the remaining Krolvin began to argue over who should be the new war-leader. This argument took over two days to resolve. By that time, the empress had sent reinforcements. The Krolvin boarded their ships and left - but few doubt that they will try again.
Chapter 2. Races of Elanthia
Elanthia is home to many of the creatures found across much of the multiverse of Dungeons and Dragons. Humans, elves, gnomes, and halflings all have their place in these lands. However, each of these races has a myriad of unique cultures found only on Elanthia. The eight noble elven houses, or seven depending on your perspective. Various bloodlines of gnome lineage with distinct interests and beliefs.
This chapter provides an overview of these familiar races and their less familiar cultures. It also discusses four new races that are unique to Elanthia:
- Giantkin are tall, well built and physically strong. Great warriors and builders, their intuition matches their physical prowess. However, they are not especially quick or agile.
- Half-Krolvin are the offspring of the bestial krolvin and humans. They have pale skin with a slight blue or blue-gray tinge. Particularly hairy, their long arms have delicate fingers with swollen-looking knuckles. Half-Krolvins benefit from strong able bodies, but often get into trouble due to poor judgment or short-sighted reasoning.
- Erithians are tall, thin and have slightly pointed ears and almond-shaped eyes giving them a somewhat elf-like appearance. Hardy and deceptively tough, both genders are often balding with just a fringe of hair. Erithians mysteriously appeared in Elanthia only 1500 years ago.
- Aelotoi are thin with large heads and big round eyes totally devoid of white. They have diaphanous wings of varying color, but they are too weak to fly. It is often easy to tell how an Aelotoi is feeling based on the position of his or her wings.
The lineage of giant folk has always been in question. Some believe that giantkin were created by the Arkati to become their servants. Others believe that giantkin came about as a matter of interbreeding species with various giants. This theory is most popular when trying to divine the origins of the Wsalamir clan - many believe the first Wsalamir were the product of a human and a frost giant. Unfortunately, the giantfolk oral histories that covered origin have long since been forgotten or untold, and the cave paintings which tell the tale can no longer be found. Until either is relocated, the exact origin to the giant folk will be unknown.-From the Giantkin histories
Most giantkin lived a semi-nomadic life, traveling from place to place seasonally, following the wild animal herd migrations. Giantkin have a lust for warfare and were more often than not at war with one clan or another. Their wars were not sought to destroy other clans, but to gain glory and respect among each other. After the odd Dwarven-Giantkin War 2,000 years ago, they became solid allies with the dwarves, a union that remains closer than ever to this day.
Ever since the first Chieftain Kiremgrea banded the T'Kirem Bear Clan together, they have resided on the southeastern edge of the DragonSpine range. Dwelling in the crook of the mountains directly west of the ruins of ShadowGuard granted them privacy and easy migration between plain and mountain for seasonal travel. This also kept them within a month or two of a city, should they have need of supplies not available in their wanderings. The Bear Clan only breeds warriors, with the occasional ranger or rogue exception. Giantkin displaying other aptitudes are invited to find a different clan with which to live. Under the leadership of their first Chieftain, Baklarin, the Grishknel Wolf Clan broke off from the stomping grounds of the T'Kirem clan and moved to the southernmost tip of the DragonSpine range. They chose this area because it kept them reasonably close to their parent clan while granting space, placed them next to water for faster and easier coastal travel, and moved them closer to Ta'Nalfein for the trading of information. The Wolf Clan specializes in stealth and mechanical aptitude, thus giving rogues precedence in its ranks. Others displaying the proper skills of hiding & stalking are allowed, but it is no secret that rogues are the favored class here. The Wsalamir Arctic Clan lives far to the north, in the heart of the frozen DragonSpine Mountains roughly a month's travel northeast from Icemule Trace. Why their first Chieftain Aemarlantea chose this area for their home is unknown, although some speculate that it has to do with the clan's banders being one-half frost giant. It is here that ninety-five percent of them reside today, with the other five percent never wandering much further from their icy home than Icemule Trace or Pinefar.
Traveling in small bands, or kegritsha, the Issimir Ogre Clan spans the widest geographic area of all the giantkin clans. There are kegritsha of Ogre Clan giants in many of the major cities all over Elanthia, including Icemule Trace, Solhaven, River's Rest, and Ta'Nalfein. The band that inhabited Wehnimer's Landing left several years ago with no explanation, although other Ogre Clan members cite they were experiencing frustration at an unstable economy and overcrowding. The first clan leader, Issimir, is rumored to be buried where he would have been the happiest - somewhere under a bank.
Covering the entire continent, the Araime Sun Clan likes to live wherever the sun warms the ground below them. Their favorite places, however, seem to be Solhaven and River's Rest. They banded under the guidance and wisdom of Araime, who was discontent living under the stipulations of the Bear Clan. Taking those who would accept change with grace and love all living things, they parted peacefully and began to wander the plains. The name Araime was taken from the first chieftain's surname, Fahnamor Araime, as an honor to him and his line for taking the first steps in a new direction.
The Wind Runners originated as a branch of the Sun Clan, fixating on one concept of their recent departure from the constant warlike stance of the Bear Clan. They believe that freedom is the most important thing in the world: personal freedom to do as one pleases, should it not harm another. To this end, they roam the continent, looking for injustices done to others and offer assistance to right them. In the event their offer is not taken, they typically tend to quietly resolve the matter in their own fashion. The Wind Runners were banded and formed under the leadership of Rajin Maeramil, who recently died in a conflict with the Krolvin.
The Grot'karesh Hammer Clan have placed themselves in the most defensible part of the Southron Wastes. Their fortress city, Kilanirij, sits perched on the side of a large mountain south of Tamzyrr and west of the new Ta'Faendryl. The Hammer Clan has made a science of magical fortification here, strong enough that the city walls give a wispy, dark blue glow at night. Construction on the city began shortly after the first group of giantkin was exiled from their clans. Their chieftain, Samarak the Grim, wished to keep the ruins of Maelshyve in view via magic, so they would have the first warning on the coming of the Second Age of Chaos.
Giantkin Runes (in Giant known as Saramar)
This is the largely unknown writing system of the Grot'karesh. Using the theory that the past repeats itself, they decided it would be important to create a written alphabet. Then they could keep histories and see how the future was going to turn out, and thus divine Despana's possible return to begin the Second Age of Chaos. They attempted to teach this writing form to the other giantkin clans, but it never caught on. Many felt the task of transcribing thousands of years of history from stories and pictographs too great, others simply thought the Grot'karesh mad and paid them no attention. The system is still around and in use today by the Hammer Clan. Outside of that clan, those that feel the need to use written language more than pictograms, for example marking shields and axes, use this runic form. Some Araime and Grot'karesh have even taken to writing with it on stones and selecting some as a means of divination, although this meets with mixed reviews at best.
Giantkin names are derived from the Giant tongue, which tends to have short, harsh syllables. Their total number of names varies by clan, with some taking only a single name plus their clan name and others having a given name and surname. Some others still take on a surname based on their accomplishments or abilities.
Male Giantkin Names: Kirem, Baklarin, Raijin Maeramil, Samarak the Grim, Fasthr K’Tafali, Aemarlantea
Female Giantkin Names: Mishka, Dreta, Fhygne, Mischta, Nadda, Naija, Justre, Pahkka, Kuvra, Liruh
Your Giantkin character has the following traits:
Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
Age. Giantkin mature at a similar rate to humans. They are considered adults in their late teens or early twenties. They are slightly longer lived than an average human, typically reaching a century of life.
Alignment. Giantkin alignment varies greatly depending on clan. However, due to their strict clan structure they often tend towards Lawful alignments. They do not have a specific propensity for good or evil but most value honor highly.
Size. Despite what they are called Giantkin are only slightly larger than their human counterparts. Most range from 6’ - 7’ tall with a sturdy build. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Survivalists. You have proficiency in the Survival skill.
Natural Toughness. You gain an additional 1 maximum health per character level and restore 1 additional health when you use a hit dice during a short rest.
Languages. You can speak, read, and write Common and Giant.
- Meachreasim Illistim, First Master of Lore First
Half-Krolvin most often wear their heritage in their bodies, an undeniable badge of identification. Most half-krolvin have pale skin, but their skin tones are within the range considered "normal" on a human, except that they often support a blue or blue-grey tinge, as on a human who has been overexposed to the cold. They also tend to be hairier than the average human, and much hairier than the average elf. Many half-krolvin tend to have disproportionately long arms ending in long hands with elongated fingers and swollen-looking knuckles.
Often the elegance and delicacy of their fingers is remarked on, along with some comment as to how the swollen knuckles mar the beauty of the hand. Also, in profile it becomes apparent that the foreheads of half-krolvins tend to slope backward into the hairline and they often have a concave chin shape. The most obvious attribute that is used to prove half-krolvin heritage is a hair growth from the top four vertebrae of the spine. This is obviously easy to cover with clothing in most circumstances, but can be construed as damning evidence if a being's heritage is called into question for having krolvin blood.
We do not worship the Gods of this continent. The Gods of our ancestors died in the slave pens of the Blood. We send sacrifice and fire to the sky to the Gods who gave us freedom and solace in the age when our ancestors suffered as slaves. They are the Gods of the Blood, and they saw the weakness of our capturers. They punished them for their vain pride and divisiveness. The Blood were punished and we were granted what the Blood had lost, dominion of the seas and the freedom of the waves. We kneel first before He who rules the oceans, the powerful Khar'ta. His temper is like the waves and by his grace, we possess the right to know every swell and journey beyond the stone beaches of our home. He is of the Three Face; that who reaches to the highest mountain, he who walks the sands of the depths, and she, the destroyer of Tyrants. He will be one or three, and to him we bow in submission. For the four corners of the seas, we gather every four months and offer our thanks for raising us above the Blood before his eyes.
We offer thanks to the Starbringer, Czag'herndra, who provides the maps of the heavens. Who dies in fire, to emerge as the Czagpritz, only to die in flames again at the end of day. We offer nothing to the Beast that desires the night. He, the Czagprozdmordg is an enemy of our Gods. He is an enemy of our people. Nor do we forget his companion the Serpent, who wraps itself about the necks of the Blood, speaking as they speak.
For all the klinasts, each has their God. The Strong One. The Nurturer. The Winged One. The Builder. The One Eye. For each there is a shadow, and that shadow is also honored. To all else, we offer nothing. We owe nothing. Except for the Krefkra, its Guardians, and He Who Waits within it. She of Winter and She of Sight, we submit ourselves to their worthiness as guardians, and to allow us passage to He Who Waits, Tiktez'te. Then we will be nothing, released from the final chains of bondage, no longer to suffer. Free of this world, lest it continue, the unworthy to walk the earth tez'te and cursed until the great consumption of the lands and the sky. This is how we worship. They are the Gods that lived and delivered us from the Blood, taking from the Blood what once was their right, and giving it to us. These are the Gods we worship.
The Gob'tak Klinast
This klinast was the largest and most power-hungry of the klinastes from the day of its inception. This is not surprising, as this is the klinast that attracts those of a militant or violent bent. Since Krintaur’s breeding program was aimed at developing a private army, it naturally favored able fighters with strong muscles and quick reflexes. These attributes were encouraged and strengthened through the selective breeding and the result is that the most common natural skills of a Half-Krolvin of this background are of a martial nature. The members of the Gob’tak klinast are most inclined to taking training as a warrior or a rogue, and very occasionally a paladin. The Gob’tak have a simple, stylized sword as the mark of their klinast.
The Rafi'kaes Klinast
The seafaring klinast – the wanderers and explorers. This klinast has the loosest affiliations of all the klinastes as it is composed of those individuals with a deep bond with the natural environment – the icy land or the nearly freezing ocean waters. As a result of their Krolvin blood, many of the Half-Krolvin benefit from a partial immunity to the rigors of their cold home – those who belong to Rafi’kaes are the ones who enjoy this advantage to the utmost. Since most of its members prefer to be off exploring new shores or sailing the distant seas, this klinast never gained much power or even a large following. The most common training of Rafi’kaes members are martial skills, the training of a ranger, or, very occasionally, an elemental magic user. The Rafi’kaes have a stylized wave as their symbol.
The Hos'tau Klinast
This klinast houses those with the inclination to learn the magical skills. Primarily the members are inclined toward elemental magic, but occasionally there are some that work with more of the facets of magic that just the elemental. Members of this klinast are the most inclined to seek privacy and as a result they do not have a very tight knit relationship within the klinast. Rangers, wizards, and sorcerers (and the extremely rare savant) are most commonly found within this klinast. The symbol of this klinast is a starburst.
The Lar'toth Klinast
Builders, crafters and those of more artistic temperament formed the klinast Lar’toth. This group is the one the others turn to when new buildings and outposts need to be built. The klinast Lar’toth is regarded with a strange mixture of respect for their abilities mixed with disdain for their distinctly non-violent interests. This klinast can draw members of any profession who feel a stronger calling for a craft than for any other activity. This klinast is generally home to those of the Half-Krolvin with the most native intelligence. The symbol of the Lar’toth klinast is a square enclosed by a circle, with each corner of the square meeting the circumference of the circle.
The Swu'lin Klinast
Swu’lin klinast is the smallest of the Half-Krolvin klinastes. It is comprised of those who feel drawn to helping others or who have a spiritual calling of some sort. Most commonly the spiritual influences are either martial or nature-devoted. Empaths, clerics, monks and the occasional paladin, ranger or bard can claim allegiance to the Swu’lin klinast. This klinast’s symbol is a stylized leaf.
Half-Krolvin names are typically derived from Krolgeh, the language of the Krolvin. This language contains harsh, guttural sounds and hard consonants. Some Half-Krolvin do take human names to attempt to more easily fit in with human society.
Male Half-Krolvin Names: Airn, Colgan, Brinret, Lartok
Female Half-Krolvin Names: Kalciusa, Mekya, Sitka, Talya
Your Half-Krolvin character has the following traits:
Ability Score Increase. Your Strength score increases by 2, and your Dexterity and Constitution scores each increase by 1.
Age. Half-Krolvin mature slightly faster than humans, reaching adulthood in the early to late teens. They otherwise have a lifespan matching their human heritage.
Alignment. Half-Krolvin tend towards chaos as a result of their krolvin blood do not typically lean towards good. Those raised amongst the krolvin are more inclined to evil.
Size. Half-Krolvin are typically similar in height to humans, ranging from 5’to 6’ tall but they typically have a sturdier build. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Krolvin Blood. You have resistance to cold damage.
Born to Sail. You have proficiency with vehicles (water).
Languages. You can speak, read, and write Common and Krolgeh.
Their legends say that they were placed here by the Arkati - commonly by Fash'lo'nae himself - either intentionally or through some divine shifting of the planes; though many, considering the powerful sorcerers and wise mages of their people, insist that it was through some powerful mortal magic, either intentional or accidental. In more recent times, some more practical Erithian thinkers have theorized that perhaps they are some distant cousin of Elves, long separated from the main bloodlines, who settled in the mountains many ages ago and, for some unknown reason, were nearly exterminated and chose to destroy their past history and shroud it in legends of magic and divine intervention. Perhaps there is some basis in fact to the opinion of some that they were put here by the Gods, but the true story of their origins will probably never be known.
- From the journals of Ilahan of the Valaka Dai
The Erithi have slightly pointed ears and almond-shaped eyes, usually with somewhat vertically 'slitted' rather than completely round pupils. They are not as lithe and quick as elves, though many believe them to be related to elves, and those with no knowledge of their race often assume them to be somewhat odd-looking half-elves. They are neither muscular nor fast, but are hardy and deceptively tough, and resistant to damage and extremes in weather. Erithians have overall light coloration, ranging from nearly translucent pale white skin to almost any shade of fair - rosy, alabaster, ashen, sallow, even slightly tanned, but never dark. Their hair is also light colored - never darker than a steely grey or titian, and usually lighter - and commonly silver, white or grey even in youth. Both genders are often balding or with just a fringe of hair, males more commonly, though they are rarely completely bald - high foreheads or a fringe of hair worn long are more common. Their eye color ranges from nearly crystal-clear to medium brown, often shades of grey, blue, green, or golden, and again, never dark.
The Six Dai of the Erithi
All the Erithi on Elanthia can trace their ancestry back to one or more of six extended family groups who made up the original population in Atan Irith. Reverence for one's family history and ancestry is important to them - not in a religious sense of ancestor-worship, but as an assurance of keeping the history of the people and honoring the deeds and wisdom of those past. Those of the various bloodlines do not live in isolated groups - though some regions comprise a larger percentage of one bloodline than others, due to being settled by family groups in the past - and individuals of various bloodlines often intermarry, with the male taking on the family identity of the female in most cases. (Perhaps two-thirds of all marriages remain within the same family bloodline. This is not a matter of marrying close relatives - as many of the same 'tribe' are only related by blood through centuries-old ties - although marriages as closely related as cousins are not forbidden or unheard of, and even encouraged among the Eloth Dai.)
Members of the same Dai recognize their common kinship, and take part in family ceremonies of history and remembrance on certain days important to each clan. They also often go into business ventures or other cooperative undertakings with their kinsmen, and those in need of help tend to turn to others of their clan for aid. A small percentage of Erithians do not count themselves as a member of a Dai, usually because they have voluntarily disowned their family because of some dispute, very rarely in cases of a few who have repudiated all ties to others for some personal quest or other reason. These independent spirits are not outcast from society or hated for their status, but simply do not enjoy the benefits of kinship.
Erithi lore states that there were originally ten family bloodlines in their original homeland, but four of these were not represented in the population who arrived on Elanthia. These four families are referred to here only as the Agan Dai, or "old clans, and though individual members are mentioned in old historical writings, their family histories are not part of Erithi life on Elanthia except at certain ceremonies of remembrance.
Descended from a long line of adept magic users, the Eloth Dai are the most insular of the clans, rarely marrying outside the clan as many believe that talent for magic is passed along by blood. Males of other clans who wish to marry into the Eloth Dai cannot do so without the approval of the clan elders, a restriction not present in any other clan. Children of this bloodline tend to have very light-colored skin, eyes, and hair, the latter often silver or white from birth. The name means 'the sky clan' or 'high clan'. The symbol of Eloth Dai is a grey owl.
The family traditions of the Surath Dai revere the power of the physical world, the planet, and the forces of essence that emanate from and surround it. Many are adept magic users, especially of elemental or spiritual nature, though they are more sociable and open to relations with other clans than the Eloth. Many Surath consider Eonak a patron. The clan name means 'the stone clan' or 'earth clan'. The symbol of Surath Dai is a silver or white ram.
Members of Nathala Dai hail from the coastal regions of Atan Irith, perhaps paradoxically, the Nathala tend to be both the most peace loving and the most skilled in weapons and combat of the entire race due to their experiences defending against pirates and the dangers of the sea. Those of Nathala descent tend to be of slightly darker coloration than most Erithi, tending more toward pale olive or freckled skin, light brown or red hair, and brightly-hued eyes. The symbol of Nathala Dai is a bronze or golden nautilus shell.
Valuing the wonders of nature, the Yachan Dai prefer the greener lands found in woodlands and valleys where they can meditate on the land's beauty and complexity. Many artists, craftsmen, and bards, as well as magic users of a spiritual or mentalist bent, descend from this clan. The symbol of Yachan Dai is a butterfly, of any or many colors.
Most populous of the clans, the Tichan Dai make up at least a third of the population in Eloth-Ra. Tichan often find they are related to just about everyone else in their town through some intermarriage or another, and often hold the more public jobs in town life - shopkeepers, healers, merchants - though among adventurers, all professions are equally represented. The symbol of Tichan Dai is a fish, often a silver salmon.
Never settling in any one place, the Valaka Dai are the fewest in number of all other clans due to their wanderlust, rarely building large families and often intermarrying into other clans. Many explorers, traders and others who habitually travel are of Valaka blood, as they often have less clan ties and responsibilities to keep them close to home. The symbol of Valaka Dai is a grey or white falcon.
The Volnath Dai are a recently founded religious sect dedicated to the destruction of the Undead. Their symbol is a white nautilus shell imposed on a shield of black.
The Erithi have two names, a surname and a given name. The surname is usually inherited from the father, and women usually change their surname to the husband's upon marriage. In Erithi, the surname comes before the given name. Thus, a person with surname Yamamoto and given name Sanae is referred to as Yamamoto Sanae. The given name is used very rarely except for children. Most of the time, people are referred to using their surname only.
Erithi Surnames: Asada, Maeda, Yokoyama, Nishikawa, Ishibashi, Kinoshita, Yonekura, Tezuka, Nakata, Koike, Ozawa, Matsushima.
Male Given Names: Akira, Fumihiko, Hideaki, Jotaro, Kazunori, Kei, Michio, Noboru, Osamu, Ryutaro, Shintaro, Tadashi, Yukio, Yutaka.
Female Given Names: Asako, Chikako, Emiko, Fumiko, Haruko, Ikuko, Junko, Katsuko, Masako, Natsuko, Risako, Saeko, Tamiko, Yumiko, Yuriko.
Your Erithi character has the following traits:
Ability Score Increase. Your Constitution score increases by 2, and your charisma score increases by 1.
Age. Erithi live about 300 years on average, far longer than humans but much less than the elves. Most Erithians spend the early part of their adulthood - a period of up to a century or more, pursuing knowledge and magic, work and expertise in their chosen fields, exploration or studies of the world, and personal interests.
Alignment. Living in a highly structured society that values honor and family, the Erithi are most often Lawful in nature. They do not have a strong tendency towards good or evil, preferring to find the balance and seeing the world in greys, rather than blacks and whites.
Size. The Erithi are slightly taller and thinner than humans, ranging from 5’5” to 7’ Tall, with slender builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Some part of the Erithi heritage has granted them superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Erithi Weapon Proficiency. You have proficiency with the katana, wakizashi, and chakram.
Unusual Durability. You have advantage on death saving throws and ignore the effects of cold weather.
Languages. You can speak, read, and write Common, Erithi, and Elvin
Myasara glanced uneasily at Eamon as he voiced questions she clearly had been unwilling to ask. Eamon rested a hand upon her arm, casting her a reassuring smile.
"They were insect-like. They were roughly the height of an Aelotoi man, though in some cases a bit taller. They had lidless eyes and borewings, though we never saw them use their wings to fly. Their bodies were hard-shelled. They communicated with pheromones and clicking noises... the mental commands we always understood, but the genetic modifications they made to our hearing enabled us to understand their spoken commands as well. Some among their number would not touch our minds and only spoke to us aloud."
I sat in stunned silence as loud conversations broke out in the gallery while Braedn finished his description of the Overseers. There was no doubt that the Overseers were kiramon. Braedn's description of the telepathy confirmed it beyond any shadow of doubt. My stomach clenched horribly as I counted the centuries in my mind, counting backwards to the expulsion of the kiramon at the end of the Elven-Kiramon Wars. The kiramon had arrived on Braedn's world exactly when we had expelled them from Elanith, 15 millennia ago.
-Drawn from the Journals of Gwennelen Mea'reth
Newly arrived in Elanthia from a home where they served as a slave race, the Aelotoi loosely follow the direction of their rebellion leaders, but by and large they prefer to simply enjoy their families and explore their new home. They are so fresh from slavery that they are not yet empowered by the ego necessary to have a detailed political structure, with all its inherent struggles for power.
The Aelotoi are humanoid, standing an average of 5 to 6 feet tall. They are thin with slight bone structure. They greatly resemble humans, except their heads and eyes are slightly larger. Their eyes are their most distinctive facial feature, the iris being always of dark hues (dark green, brown or black) and having no whites at all; the pupil of the eye is round.
Most interestingly, the Aelotoi are winged creatures. While their wings made them valuable for slave work on their home world, they are not strong enough to fight the gravitational pull of Elanthia. Thus, they are flightless. The wings fold against the back, and are diaphanous, insect-like, and can have varying shades of golds to silvers, greens, blues and browns. It is often easy to tell how an Aelotoi is feeling based on the position of his or her wings.
The Legend of L’Naere
Few among the elves know of this legend, and those few have always been Illistim rulers and high-ranking Scholars. There has long been dissension among the Scholars about whether L'Naere truly existed or is simply a tale of fiction. Recent events, however, have led us to believe that this legend may well be true, and so the decision has been made to publicly disclose the details of the legend as we know them.
At the time of the Ur-Daemon War, there were approximately fifty living Arkati. Many of those were lost in the war, and their names have been forgotten over the millennia. One name of interest has been whispered amongst scholars, though: L'Naere. L'Naere is not remembered or honored among the ranks of the Arkati because, quite frankly, as the legend goes, L'Naere was regarded by both the Arkati and the drakes as a traitor. In the time of the drakes, the tale of L'Naere begins as the Arkati were moved to the moons of Lornon and Liabo by the drakes. We do not know which of the moons L'Naere was banished to. None of the Arkati who survived the Ur-Daemon war have ever mentioned the name L'Naere.
L'Naere was called the Giver of Life. It is believed that she may have created at least two of the lesser races. How she did this, exactly, isn't known; she may or may not have done it. She may simply have discovered them and claimed them as her own. The truth of this matter is lost forever. What is known is that L'Naere was quite unhappy when the drakes banished the Arkati to the two moons, believing that the drakes intended to interfere with the lesser races she herself claimed. When Fash'lo'nae and Eorgina struck their bargain with the Ur-Daemons, L'Naere believed that the war between the drakes and the ur-daemons would destroy her creations, and in an attempt to protect them, she took action.
L'Naere located another world, one compatible with the flora and fauna of Elanthia. She worked secretly and quickly to move- or recreate, no one is quite sure which- Elanthian plant and animal life to the new planet. Legend says that she first approached the elves and offered them sanctuary on this new world. The elves rejected her offer, intent upon remaining faithful to the other Arkati. In deference to her authority as an Arkati, however, they apparently kept her secret and did not tell the drakes or the other Arkati of her activities.
What happened next is murky. L'Naere was caught by the drakes or her plan was betrayed to the drakes by another Arkati, no one knows which. L'Naere was condemned as a traitor. The other Arkati declined to stand with her, because as her work came to light, they felt she had been intent upon stealing the lesser races for herself. As for the drakes, the punishment for an Arkati who did not explicitly obey their orders was death.
Until the arrival of the Aelotoi on Elanthia, the tale of L'Naere was little known and seldom discussed. Few believed it could possibly be true. That the Aelotoi arrived in western Elanith from another planet, of that there is no doubt; we elves have traversed the length and breadth of every continent upon this planet, and the Aelotoi are not native to Elanthia. That they also attribute their placement upon their home world of Bre'Naere to a goddess named L'Naere, as a means to escape a destructive war, becomes too much to simply be discarded as coincidence.
It is also believed that the stone the Aelotoi found on Bre'Naere may have been left there by L'Naere. Clearly its purpose was to open a portal to Elanith. Perhaps that stone was the means by which she transported the humans to their new home. But alas, the stone is unrecoverable, and can only be the subject of eternal speculation. At this time,it is the conclusion of the Ministry of Scholars that at its core, the legend of L'Naere is indeed truth.
The three Aelotoi clans formed out of their distinct responsibilities during slavery.
The smallest of the three Aelotoi clans, members of this group lived scattered among the mining camps of the old Aelotoi homeworld. The Mrae'ni worked primarily underground as healers and performing minor magics to aid their people in enduring their slavery under kiramon rule, and thus their interests have evolved towards the mind. In their new home on Elanthia, they are actively pursuing the craft of healing, knowledge of plants, animals, and all things magical. The Mrae'ni are highly interested in all the elves are willing to teach them on these intellectual subjects. In the Aelotian language, healers are known as raeno (m.) or raeni (f.).
This group of Aelotoi are refugees from the roving colony of slave workers that the kiramon employed to scour their old homeworld's surface for potential mining sites. Because they had somewhat more freedom than the other two clans as they roved the planet's surface, individuals within this group are also among the most resourceful and forward-thinking of their race. Because of their background, the members of this clan are most interested of the Aelotoi in pursuits such as tracking and stealth, but are not above lifting the occasional purse. The Vaer'sah have taken to wandering the continent of Elanith, much as they did their old homeworld. In the Aelotian language, travelers are known as vaerno (m.) or vaerna (f.).
The Gaeh'deh are revered by the other Aelotoi clans, for they bore the brunt of the physical labor demanded by their kiramon masters. Spread among all the mining sites across their home planet, the Gaeh'deh did the hard labor required to extract the metals, minerals, and other natural resources the kiramon demanded. Any Gaeh'deh would nearly always volunteer to take punishments in a Mrae'ni clan member's stead, to spare those selfless caregivers additional torment. The Gaeh'deh have, by virtue of their labors, become the warriors among the Aelotoi. They are most interested in learning all they can about the weapons and combat styles of their new home on Elanith, but still hover protectively near the members of Mrae'ni.In the Aelotian language, warriors are known as aehdo (m.) or aehda (f.).
Aelotian is a soft, accordant language that is as exotic-sounding to the common ear as it is melodic in nature. As a result Aelotoi names often have a lyrical quality when spoken. Most Aelotoi are identified by a single given name, but some have taken up family names to reflect the traditions of their new elven friends. Quite a few also include their clan affiliation for proper introductions.
Male Aelotoi Names: Braedn, Leandro, Amadeo, Jolyon, Aristide
Female Aelotoi Names: Liraquin, Nayolan, Asenora, Traiva, Lavinia
Your Aelotoi character has the following traits:
Ability Score Increase. Your Dexterity score increases by 2, and your intelligence score increases by 1.
Age. Aelotoi mature at a similar rate to humans and have the same life expectancy.
Alignment. Having just recently been freed from servitude, the Aelotoi have been conditioned to be obediant and lawful by nature. Their communal need to rely on one another has lead them to trend towards the side of good.
Size. The Aelotoi are humanoid, standing an average of 5 to 6 feet tall. They are thin with slight bone structure. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Glide. While Aelotoi wings are not strong enough for flight on Elanthia, they are still able to slow their falling speed for a short time. They may safely glide down a total of 50 feet before falling normally.
Keen Eyes. You have proficiency in the Perception skill and advantage on all Perception checks involving sight.
Darkvision. Due to the unusual eyes of the Aelotoi, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Languages: Common, Aelotian, Elvin
Paying less attention to his steps
Than to the piece of rock he found
Deep within the earth…
As the breaking of day heralded forth, so too,
Came a soft breeze from the West,
Causing a swirl of dust to push away from Eonak's simple garb -
A knowing smile to play across
The Arkati's hardened features…
Eonak's eyes surveyed the lands around him,
For as much time as he spent deep
Within the bowels of the earth, the
Strangeness of the valleys often captivated him.
Eonak's thoughts turned inward, and who
Among Mortals can say what, or who, inspires an Arkati?
He pulled a small gem-cutting tool from within his pouch,
And set his sights upon the stone in his hand.
And time unmeasured passed,
As inspired artists do not take note of such matters,
With the eyes of Eonak steadfast upon his creation,
On that day walked forth the first dwarf.
- From ancient dwarven tavern lore
The physical make up of dwarves is such that it is impossible for dwarves to have children with any other race. (There is no doubt that such things have been attempted, considering the flow of ale throughout the dwarven cities, but there has never been any proof of any half-dwarfs existing.) There is little difference in stature between a dwarven male and female. Within the cities themselves, the females work beside the males in the mines, in the shops, and so forth. A dwarven female is no less stout or spirited then her male counterpart.
In dwarven families, the task of raising children is split between both parents. They will alternate days or weeks away from their professional tasks to tend to their children. Dwarves are a passionate race, and some families boast as many as ten children in the relatively short life span of a dwarf. It is very uncommon to break marriage vows, as the dwarves are a loyal race. They will often marry young, and take unto them a "life partner" - someone they share all their tasks with, whether mining, forging or going forth into battle.
The nightly gathering of dwarves in a Great Hall is considered a mandatory practice, especially amongst the Clans in the UnderGrounds. It is here that the children are taught the tales of their Clan, as the parents and the other adults share brotherhood and camaraderie. The dwarven affinity for ale transcends all things. There is rarely a dispute amongst dwarves that cannot be settled over a stein.
Dwarves founded an empire of their own long ago, but few know of its details as they remained hidden under mountains preferring to remain amongst their own. Today, dwarves have split into clans and come out from their mountains to join the rest of the world.
The Mountain Clans
These clans use the Mountain Dwarf subrace.
Legendary amongst non-dwarves, Kazunel Clan are the finest weaponsmiths in the world. Even other dwarven clans will admit this, though only after many pride-filled stubborn interjections.
When you absolutely have to survive the blows of your enemy, armor from Reznek Clan is what you'll want to be wearing. Some Reznek claim that their methods of armor smithing will create such armor that can stop the teeth of dragons.
Unsatisfied with conventional methods, Smaelton Clan developed advanced smelting techniques using available pools of molten lava. Despite the obvious dangers, their resulting metals are of the highest quality.
Known to other dwarf clans as the trouble shooters, Grevnek Clan's knowledge of mining is unsurpassed. Grevnek is responsible for building the mining system and city that has come to be known as Zul Logoth.
Grenroa Clan traveled deep within the DragonSpine for 3,000 years, connecting all the dwarven cities with hidden passages and corridors, before building the great labyrinth known as Chiostilis. Grenroa live in relative peace content with maintaining the vast miles of tunnels they have created.
Unlike most of their kin, who wielded pickaxes, war hammers and other blunt weaponry, Mordrakam Clan craft and wield blades. Creating a unique alloy called Invar (also known as dwarven steel), Mordrakam claidhmores have become the bane of orcs across the world.
Sharznekgren Clan are well known for their wealth but perhaps more well known, is their ability to protect their wealth with clever, deadly traps.
A wealthy clan, Schneckgren Clan has made their home in the largest known gold mine in Elanthia.
Crafters of weapons, armor, jewelry and sculptures, Mithrenek Clan excels above all others in their working of mithril. Mithrenek always wear an item of mithril, usually a family heirloom, to display the honor of being a member of one of the first Clans.
Creators of intricate statues and amazing works of marble, Gotronek Clan are masters of dwarven art. The great halls of their home are carved entirely from pure marble.
The Southern Clans
These clans use the Mountain Dwarf subrace.
Shrewd merchants in their own right, Greetok Clan are the finest gemcutters of all the clans.
Rarely seen above ground, Oltregek Clan focus on the mining of gems.
The Wandering Clans
These clans use the Hill Dwarf subrace.
Known for their skill in trailmaking, Toktrog Clan are one of the few clans that openly study magic. Learning how to harness the spiritual magics of the forests and rivers, they traded this knowledge and their skill for working metals and weaponry in order to gain access to the greater incantations of arcane magic.
Specializing in Imaera's domain, Ralgrenek Clan has mastered the study of herbs and vegetation, contributing greatly to the spread of knowledge of the healing properties of the lichens, mosses, toadstools, and other herbal growths deep within the mountains. The clan boasts the most skilled empaths of all dwarven clans.
Considered wanderers, Roramnoak Clan favors merchanting and travel. The clan is the most significant contributor to the spread of dwarven products into the hands of other races throughout Elanthia.
The Northern and Western Clans
These clans use the Hill Dwarf subrace.
Choosing to live above ground, Krenlumtrek Clan built Zhindel's Post, the gateway to the Dragonspine Mountains. Most make their living as lumberjacks and woodworkers.
Specializing in workings of silver, Egrentek Clan run one of the largest coin mints in modern day Elanthia.
The great workers of iron, Parkshnuum Clan are known as teachers, spreading their knowledge of the forge to any who wish to learn the craft.
Herders of roltons, goats, caribou, gaks, and more, Krethuum Clan lead a simple life trading their goods to other nearby clans.
In Bortrazo's Canyon near Lake Jostallim lies the home of the Kikthuum Clan, masters of watercraft. With the discovery of veniom, Kikthuum Clan became the first to create submersible vessels. Kikthuum keeps the method of their creation a closely guarded secret.
Discoverers of veniom, an unusually malleable metal, Gulroten Clan perfected the process of making armor and mining packs lighter.
Borthuum and Ragnak
These clans use the Hill Dwarf subrace.
Founded by explorers seeking the lost cities of Kezmon Isle, Borthuum Clan discovered a far greater prize in the volcanic Teras Isle. Uninhabited and untapped, the clan discovered vast sources of volcanic minerals and rare gems. Borthuum Clan's talent in working the much sought after glaes is unmatched.
The Ragnak Clan's history is short compared to the other dwarven clans. Formed circa 4950, the clan has been under the leadership of Kanzar Ragnak since its beginning. Kanzar's origin has never been revealed outside of dwarven society, but some suspect he might have been a member of the Borthuum Clan. Kanzar recruited the best tradesmen from the other clans. Carpenters, masons, metalworkers and other masters of their trades were hired for their excellence in their respective crafts. Many were outcasts like Kanzar. This clan excels at building projects.
Captured and enslaved long ago by the Dhe'nar, Khanshael now are regarded with great respect by their former captors for their contentment and amazing talent in mining. Over time, Khanshael blood has darkened and changed, much like the Dhe'nar, but they still maintain close ties to their dwarven brothers. The Khanshael subrace has the following traits:
Ability Score Increase. Your Strength score increases by 1.
Extra Language. You can speak, read, and write Dhe’nar.
Touch of Rhoska-Tor. You have advantage on saving throws against illusions and against being charmed or paralyzed.
Khanshael Magic. When you reach 3rd level, you can cast the enlarge/reduce spell on yourself once with this trait, using only the spell's enlarge option. When you reach 5th level, you can cast the invisibility spell on yourself once with this trait. You don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.
In the beginning, there were the Drakes. They were not deities, technically, but for all intents and purposes they were treated as such. The Elves, full of pride even so early in their culture, were forced to cower in the forests. Graciously, they accepted the kindness of the Arkati, who kept the Drakes at bay. To the elves, the Arkati were gods, simply by virtue of their seemingly limitless power and apparent immortality.
A single, heretical shaman known as Yadzari, son of Illistim changed that notion. Considered a blasphemer of large proportions at the time, he first questioned why, if the Arkati were true deities, they allowed the Drakes to run rampant. Why did the Arkati appear to serve the Drakes, instead of control them? The Elven theologians, of course, had a number of answers, but Yadzari would not be swayed. He set out to prove his ideas beyond all doubt.
A hunting party discovered Yadzari's final proof approximately halfway through the Ur-Daemon War. Looking for something to feed their starving people, they came across the body of an Arkati, lost to the wars that still raged. It was badly abused, saturated with dark magics and lacerated by claw wounds, but that it had been an Arkati was unmistakable. Yadzari Illistim, for the first time, was silent. He need not say anything more.
- Elven Dogma and Theology
Seven Houses of the Empire
The Elven Empire was centered on the Seven Cities, each built by and named for one of the seven noble houses. Each of these lines had risen to leadership of the Elven peoples. Even today, most Elves swear varying degrees of allegiance to one or the other.
Only five houses remain of true elves. House Ashrim was completely annihilated by House Faendryl in the Dark Elf-Sea Elf War. House Faendryl, once leaders among the elves, was cast out as a result and its members eventually became known as dark elves.
The members of the five remaining Elven Houses all have the racial traits of High Elves in the Player’s Handbook. These houses are are:
Ta'Vaalor, the work of the great Aradhul Vaalor, is more a fortress than a city. The Vaalor have always produced the finest warriors of the Elven race. All Vaalor, male and female, enter the military at a young age, serving for some hundred years. Perhaps because of this, they are the haughtiest of the Elves. They had little tolerance for the lesser peoples of the lands, especially mixed-breeds. They have never suffered the Elven culture or bloodlines to be tainted by others. During the height of the Elven Empire, they chafed under the leadership of the Faendryl, believing the high seat should be theirs.
The line of Zishra Nalfein founded Ta'Nalfein, which has always been a center of Elven politics. The Nalfein are fairly adept at everything, but they have always been the masters of stealth, whether in the field or the council chambers. Their politics are particularly ruthless, as they let little stand between themselves and their desires. The Nalfein are also apt to take up the life of a wandering merchant, traveling the world to trade in both goods and information.
Sharyth Ardenai was the matriarch of Ta'Ardenai, and her line remained closest of the houses to their roots in the deep forests. Though they dwell in towns and cities, they retain a love for the land exceeded only by the Sylvankind. They tend to be less haughty than members of the other houses, and have less of an imperial bent. They are typically appointed as emissaries to other races. They are, however, capable warriors at need. All Ardenai grow up to revere the hunt, and few can match their bow-masters.
Callisto Loenthra's house is one of craftsman, artists, poets and bards. Ta'Loenthra is generally acknowledged as the center of Elven culture. Though some do leave the Elven lands to ply their trades as merchants or wandering bards, most Loenthra consider the lesser races too barbaric for their company. An old Loenthra saying describes performing to an unappreciative audience as "casting pearls before Dwarves."
Linsandrych Illistim, the greatest scholar in Elven history, founded Ta'Illistim. Her house has continued that tradition, and none can match the knowledge of the Illistim Masters of Lore. They are also extremely adept at the working of magical rituals, and the greatest artifacts produced by the Elves came from the House of Illistim's laboratories. Though many Illistim choose a life of seclusion and study, some others travel the world in search of knowledge, both old and new.
Sylvans make their home high up in the trees, often building massive tree-cities hanging from the branches. These cities in the tree tops not only provide safety to the Sylvans, but also an incredible view of their treasured woodland surroundings. Some of these cities have hundreds, even thousands, of rooms where they have been hidden from the outside world for centuries.
The Sylvankind have the racial traits of Wood Elves from The Player’s Handbook. They are slight and lithe, with pale complexions, sandy hair and light eyes. Sylvans move about the woodlands and hills virtually undetected, often garbed in forest green or brown.
They possess a great love of knowledge and learning, possibly only outmatched by their fairer Illistim brothers. Dark Elves are said to have mastered both spiritual and elemental magic as no other race ever could. Also, Dark Elves are recognized for their striking architecture as the impressive palaces of Ta'Faendryl and the Great Temple, Shialos du S'karli ("the Library of the Way") in Sharath can demonstrate.
The Dark Elf subrace has the following traits:
Ability Score Increase. Your Charisma score increases by 1.
Extra Language. You can speak, read, and write your choice of Faendryl or Dhe’nar.
Touch of Rhoska-Tor. You have advantage on saving throws against illusions and against being charmed or paralyzed.
Dark Elf Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day. When you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.
In the beginning, the Land was everything, a Mother rich and bountiful. She was and still is both the Land and one of the Old Ones. She called to the fierce denizens of the EverForest, the old place of time and mystery. Answering her call, there came from the forest a grey wolf whose destiny was The Mother's will. She gave him a wife, a puma both sleek and fast. They traveled across the plains and when they were camped near the source of the Tghigha River in sight of a tall mountain, their first son was born. They named him Mhoraga.
Time passed and to them was given two more sons. These they named Brugha and Malghava, and together the three Brothers ran across the plains and became fast as the wind. The Old Brother of the Wood taught them to fashion bows, and they became skillful archers. The Sister of the Plains showed the Brothers where the wild pony ran in herds that covered the Land for miles. They were crafty, managing to catch three of the horses, steeds with speed and cunning. Taming the beasts, the Brothers rode the plains astride the ponies, bonding together as comrades and allies.
This the Brothers did. The first, Mhoraga, went north into the harsh territory of the steppes. He founded a household of fierce horse warriors, with a nature both unrelenting and fair. Members of Tribe Mhoraga were reared on snow and mare's milk, and the hunt was everything. The Mhoraga kept few herds, merely those necessary to supplement hunting and to make the felt for their tents. They roamed the steppes, finding joy and strength in its beauty and its savage nature. They traded beautifully cured skins and the spoils of the hunt with the Malghava and Brugha for other household necessities.
Brugha traveled north and east, following the frost line on the north with the edge of what the halflings called the EverForest on the south. He settled in a country rich with game and with rivers teeming with the salmon and the trout. His descendants became both hunters and fishermen, also keeping herds of goats and sheep for their wool. From this, the Brugha made soft, warm garments and thick felt for use in covering their round tents or "gers".
The last brother, Malghava, traveled south until he reached the rich, cool lands his descendants call the Shirelands. Much of the territory was a vast pastureland, where horses, sheep and goats thrived. The Malghava Tribe became the least nomadic of the Trinity of the Truefolk, preferring instead to spin an unsurpassed quality of wool, which they wove into all types of garments. They made pottery, known for its beautiful tribal decoration. They gathered rich harvests of grains and berries that grew in the short, northern summer season. And they made homes by burrowing into the hillsides, and carving warm dwellings within.
- Creation Myth of the Truefolk
Halflings are among the smallest of the civilized races in Elanthia, tending to be short and rotund. They have large feet endowed with luxuriant hair and often travel barefoot. They have an insatiable capacity for enjoying the simple pleasures of life, such as good food (mostly tarts), drink and companionship. They also have an inquisitive manner that frequently lands them in awkward situations, though their clever minds usually hatch some sort of plan to get them out of trouble. Halflings in Elanthia have all the racial traits of the lightfoot in the Players’s Handbook, except the Paradis who have the racial traits of the stout.
The Great Northern Steppes
In the most northerly region of the steppes, the Mhoragian tribes principally led a hunter/gatherer lifestyle, living in beautifully decorated round tents.
Very early in Mhoragian history, the horse migrated north and appeared on the steppes, quickly burgeoning into large herds. Over time, the harsh climate had its effect on the animals, giving them a smaller stature and a pelt that was much heavier than their southern cousins. The Mhoragian halflings lost no time in capturing and taming these animals, an event that transformed their existence. Utilizing the horses to carry them as well as pull their wagons, the Mhoragian halflings' nomadic range was drastically expanded. They spread across the steppes, crossing hundreds of miles every year but always returning to the Shirelands in late summer for the annual Trine.
The Mhoragians principally subsisted on the spoils of the hunt, supplemented with various types of cheese made from goat and mare's milk, and berries the children gathered while their elders were away from camp seeking game. Other than the elaborate designs painted on their tents and dyed on their leather clothing, they employed few handcrafts. Beading was an exception. Used as a pastime to while away the long, wintry days when snow made hunting impossible, men, women and children became masterful at the art. The designs woven from the vividly hued beads had a variety of applications, ranging from their use as a primitive calendar system, to a rich symbolic language for depicting heroic events and legends.
Pottery and other household items were obtained by the Mhoragians from the other tribes via trade, as were cured fish (considered a rare delicacy among the nomads) and seasoned wood with which to make arrows and bows. As well as being renowned for their skill in crafting the weapons, they were consummate archers.
Northeast/Lake Khesta 'Dahl
The Brughan tribes crossed the steppes and settled around the shores of a large, freshwater lake they called Khesta 'Dahl (the name meaning Sister of the Mists). Situated at the edge of a vast, old growth forest, the lake and its environs teemed with all manner of game, fowl and fish.
On the temperate plains bordering the harsher climate of the steppes, the Brughans learned to supplement their diets with rudimentary farming. These crops tended to be loosely plotted and consisted mainly of wheat and maize, which they ground into flour. From this flour, the halflings made a paper-thin variety of bread cooked in domed ovens called 'ackras', which they constructed from rocks found around the lake.
Given the bountiful resources of fish in the lake, the Brughans learned to construct canoe-type boats, each hollowed from the trunk of a tree. Often reaching a length of 40 to 50 feet, the 'ranga' was, in some cases, manned by a synchronized team of rowers coordinated by a drummer seated at the craft's bow. These large crafts were usually used for ceremonial purposes, and were richly decorated with vividly colored designs. More commonly, a smaller version of the boat was sailed with either one or two rowers and an additional crewman along to do the fishing. According to pictographs showing this activity, favorite catches included trout, salmon and perch. There is reason to deduce from certain of the designs that scavenger fish were never consumed, and were considered 'unpalatable' by these halflings.
Just as their brethren possessed expert equestrian abilities, so too did the Brughans. However, their principal stock was a larger variety of pony, carrying a shorter coat than the shaggy steppe horses the Mhoragians tended to favor. The 'Brughan shire horse' was also a taller animal, though still small in comparison to the Vaalorian thoroughbred.
Settling along the northern border of the forests, in an area of rolling hills and plains alternating with thick, deciduous forests, the Malghava halflings lived a predominantly settled lifestyle, giving up their nomadic tendencies as time passed. By the time the elves took notice of the northern people and begin to document occasional encounters, the Malghavans were known for constructing their peculiar dwellings built into the Shirelands' rolling hillsides. And notably, they utilized fences to enclose herds and crops, an immense change in philosophy from their wide-ranging relations living to the north and northeast.
The Malghavans became well known for breeding a variety of Brughan Shire horse notable for its distinctive coloration. Often called the Malghavan saddle horse, the breed's coat ranged from pale ivory to a rich palomino color, with white mane, tail and foot 'feathers.'
In a typical Malghavan shire, a group of picturesque round doors was scattered around a larger 'Trine Hall', which was usually built of stone. The Trine Hall buildings were often open-sided and sometimes octagonal in shape as well, and all generally had a large hearth at their center with an open smoke-hole in the roof above. The fences surrounding a Malghavan shire were widely known for their beautiful construction. The heavy-veined granite and fieldstone, mottled with lichens, provided a lovely contrast to the rich brown and emerald tones of the fields and pastures they outlined.
On cursory observation, a typical shire looked the model of domestication; in actuality, however, the Malghavan halflings could be considered somewhat of a hybrid. Inside the dwellings, the furnishings were, for the most part, rudimentary and sparse. For although the Malghavans were superb craftsmen when it came to their wagons, weapons and personal belongings, they tended to put little effort into anything that got left behind during a yearly period of travel they call the 'taheaga.'
Literally, the term meant 'to walk about,' though these ventures tended to last at least a couple of months, during which time the shires were closed up and forgotten. It was not uncommon for a tribe of Malghavans to return to a completely different shire at the end of their yearly migration. If they found the shire they left occupied upon their return, they simply traveled to another one and settled in.
A notable exception to the custom of taheaga was the largest of the fifes, a town known as Fraelshire. It was here that the yearly Trine was held, and the community of halflings residing in Fraelshire spent the usual time of 'taheaga' preparing to host the gathering.
By tradition, the Malghavians hosted the Trine. A six-week-long celebration of family bonds, this gathering of all the halfling tribes featured trading, and the sharing of stories, as well as athletic matches and a much-anticipated meeting arena for tribal members looking for a wife or husband. By ancient law, attendance of the Trine is compulsory and all families traveled to it regardless of circumstances.
As the united forces of the Elven Nations regrouped for the final onslaught at Maelshyve, the remnants of the Trinity of Tribes gathered themselves. By this time some were afoot, having lost their mounts to the hordes of orcs and ghouls swarming around the horse warriors. The formation of mounted halflings advanced into the fray, their flanks guarded by a company of their brethren on foot. Losses were heavy as the day passed. Then the unexpected occurred. The Faendryl unleashed their hidden power, leaving the exhausted forces to watch the carnage as demons ravaged their foes.
One might think the battered halflings would have welcomed the sight of their enemies' demise. However, witnessing the flight of demons summoned by their supposed Faendryl friends and allies, the halflings were horrified. As the day ended, effectively concluding the years-long conflict, the disheartened halflings called a Trine to resolve their difference of opinion in the aftermath of the bloody day.
The Trine met. A faction of the group was stricken at the very concept of having been allied with 'demon summoners'. They felt they could never return to the Shirelands to face their families. They argued that they would forever carry the guilt of fighting for the army that loosed such a travesty on the land and all her bounty. Others were weary and wished only to return to die in the Shirelands, hence allowing their souls to find and be reunited with family and loved ones who had gone before them. It it was Tribal belief that should one of the Truefolk die in lands far away, they were doomed after death to wander endlessly, searching for those they had loved during their lifetime. It was this belief that made the act of not returning to their families -- advocated by the halflings who wrestled with the horror conceived at the birth of the demons -- the supreme sacrifice.
For the first time the Trine was irrevocably split. A third of the surviving halfling army finally decided to journey north and west. They were a mixture of all three tribes. The remainder began the preparations prior to returning home to the Shirelands. The parting was a tragic one, all believing that they would never be reunited in either life or death. The choice of who went where fell not only between Tribes, but between families as well. Those who didn't return were given the name of Paradis, translated as 'the Homeless' or 'the Lost' and were never forgotten by the halflings who finally made it back to their homes in the Shirelands and on the steppes.
The Paradis wandered for a long time, through various lands as they headed north. Eventually they settled near a lush pine forest. The air was cold and crisp and promised brilliant summer days and winters blessed with deep drifts of snow. Game was so bountiful, the halflings boasted they had merely to tip over the cook pots and allow dinner to hop in. They decided they had at last arrived at a proper place to make a home. This settlement eventually became the Paradis town of Icemule Trace.
"What is the arrogance of man to question the blessing of Koar?"
– Paltrach, Patriarch of Koar
Before the rise of the humans after the Age of Chaos, they lived a nomadic life and barely survived in the infertile wastelands they were "allowed" by the Elves to inhabit. The rise of the Turamzzyrian Empire gave humans nearly as much land and control as the Elves had in the height of their Empire.
The Turamzzyrian Empire
The Turamzzyrian Empire is a human empire which controls much of the land to the west of the Dragonspine Mountains. The capital city is Tamzyrr in the Duchy of Selanthia and its present ruler is Emperor Aurmont Chandrennin Anodheles. The empire extends as far north as Talador and as far south as the Aldoran capital of Elstreth and the Estorian city of Idolone.
Chaston's Edict was a proclamation by Chaston Kestrel, emperor of the Turamzzyrian Empire in the year 4310. At the heart of the proclamation was the forbidding of all citizens of the Empire of non-human descent from owning property. This resulted in seizure of elven property and the migration of many elves and those of elven blood out of the Empire, many to Wyrdeep Forest.
"By order of the Sun Throne, let it be known that all citizens of the Turamzzyrian Empire who are, or who are provably believed to be descended from Elven Stock, are hereby prohibited from owning land or business; Let it further be known that all lands and businesses presently held by those of Elven Stock are hereby, and in perpetuity, property of the Sun Throne;
Let it further be known that any citizen who resists, or is found to be in violation of this Edict, will suffer the ire of the Sun Throne."
- Emperor Chaston
The Imperial Territories
Aldora is dominated by the Gattrof mountains, a wide, low range which occupies the eastern half of the Duchy. The west of the Duchy is inhospitable hills, broken by an occasional oasis-like valley, the largest of which is the Valley of Hourouth. Aldora is land-locked.
Aldora has very little farm land, but the hilly terrain provides exceptional grazing for the mountain goats and sheep that are abundant there. The storms that sweep up from the southwest have made the hills rocky and barren, while the protected valleys flourish and produce some rare plant life. The climate is hot and harsh.
Allace is a smaller territory than most of those in the Empire, but is strategically significant, as it comprises a vast expanse of coastline, supporting many major ports and a very lucrative fishing industry. The shoreline faces northwest, meaning that the strong storms that sweep up the coastline usually lose much of their power before they reach Allace. Estoria also serves as a natural buffer for Allace. The terrain is largely hilly, with the major city Ubl being located on a massive delta. The climate is moderate.
Bourth is covered with lush woodlands, including the vast Wyrdeep Forest in the northeast, and veined with plentiful, free-flowing rivers and streams. This provides for a most lucrative wood trade. Bourth has grown the reputation for generating the finest wood in the Empire, and also produces the most, supplying the shipwrights of Tamzyrr with their much-needed timber. Beyond the Wyrdeep Forest, to the north and east, the region is protected by the great DragonSpine mountain range.
Chastonia is bordered by low mountains to the west, which block out the severe storms that move in from the coast. The moderate climate makes for many large farms and vineyards. The southern borders of Chastonia are often raided, making that area less settled than most of the rest of the Empire.
Dragach is a mountainous region, harsh and extreme. The highland people living here are fierce, having adapted to the harsh environment, and they have a healthy respect for nature and a hearty appetite for life. In winter, travel virtually ceases as fierce blizzards and ice storms plague every road and pass. Humanoids and wild barbarians still dwell in tribes in the great mountains of Dragach, but their numbers are much diminished from the past. Dragach and the DragonSpine mountains serve as a natural barrier against the Elven Nations to the east.
Estoria is a large peninsula that juts out from the main continent. It has wet, hot summers and cold, bitter winters. The largest storms of record have swept across Estoria. It has a great deal of coastline, and is home to fishers and whalers.
Highmount is bordered to the east by high, largely impassable mountains. The denizens of the mountains sometimes raid smaller towns and merchant caravans, making travel in the region dangerous. The remainder of the territory is forested, with the huge Lake Maelshey at the center.
Highmount is a barony of contrasting terrain, and the people exhibit similar contrasts. The lowlands are heavily forested and many of the people live in small isolated logging communities. These people tend to stick mostly to themselves and many jokes are made about the hermits of Highmount. The residents of Maelligh and the surrounding areas tend to be friendly and open. Many of them enjoy a comfortable lifestyle on the shores of Lake Maelshey, supported by the bounty of both the waters and the woods. The people who live in the mountains and the city of Kragsfell tend to be gruff, hardworking types.
Honneland, nestled between low mountain ranges to the north and south, enjoys a warm climate. Winters are mild, and rain is frequent, though rarely torrential. Crosswinds often blow from west to east across the Earldom, making for dust storms, gales, and occasional tornadoes.
For centuries, Honneland was an imperial borderland, and the towns and culture of this earldom reflect their martial past. With the borders distant, the primary source of high adventure lies within the treacherous Wizardwaste, for those brave or foolish enough to enter. The knights of this realm have taken a fancy to great tournaments and festivals to gain glory and fame. With Kezmon Isle now but a memory, the flower of extravagant romantic chivalry has bloomed brightly in Honneland, rivalling the great Duchy of Selanthia.
Jantalar is a hilly region with interspersed fertile plains and large, fast-flowing rivers. It is bordered on the west by the mountains of Mestanir, now a subjugated territory and considered part of Jantalar. To the north, Jantalar has also taken over Talador. Due to the position of Jantalar, with humanoid threats on the northern and eastern borders, there is a strong military presence and an unusual fervor in the application of Chaston's edicts.
Jantalar is a recently expanding territory in the Empire. The expansion of Jantalar has now consumed two other territories, Talador and Mestanir, and now threatens Vornavis and the wilds to the northwest including Wehnimer's Landing. The geographical position of Jantalar, combined with the obvious military effectiveness of the army garrisoned there, makes Jantalar a natural seat for the Northern Sentinel.
Kezmon was a volcanic isle off the west coast of Selanthia. It prospered and entered into the Empire in 4270. It mysteriously disappeared in the year 4873, with no survivors to tell the story of the fall. Rumors hold that the disappearance was the result of an ancient Elven Curse placed on the Isle by Inar'ru, who prophesied the destruction of Kezmon in 4310.
Mestanir is a mountainous region of land north of the Sea of Fire. There are few rivers on the surface and little farmland, but the region is geologically rich with underground water and ranges of richly veined and gemmed mountains and hills.
Mestanir is the home of several very important religious sites, such as the Fist of Koar and the Crown of Koar. Citizens of the Empire make regular pilgrimages to these holy sites, and the Church of Koar is a powerful presence in the region, overseeing the region from Everwatch Tower just outside the city.
Hendor was once a Kingdom apart from the Empire. Hendor fell in 4630, two years after the first appearance of Issyldra, the Ice Queen, in the DragonSpine. The campaign for Hendor, fought between 4635 and 4638, liberated the territories from the occupying humanoids and made North and South Hendor officially part of the Turamzzyrian Empire.
North Hendor is abundant in natural resources. Large forests and plentiful rivers and lakes make North Hendor a lush, forested paradise. While North Hendor is land-locked, rivers are plentiful, many large enough to support river towns and river commerce. The tips of the mountains that border between Hendor and Dragach are very high peaks, and it is from these peaks that the Ice Queen descended upon Hendor.
Oire is on the west coast of the Empire, nestled between Torre and Seareach. The lands are rich for farming and cattle, but offer little else in the way of natural resources, and the area is one of the poorest in the Empire. The shore in Oire is mostly crags and cliffs, making shipping difficult. Only small port villages and towns have cropped up along the ocean. Oire enjoys mild, temperate climates with only occasional large storms sweeping up from the south and west.
Oire is a quiet little barony that draws little attention from the rest of the Empire, and the people like it that way. The culture is mostly agrarian, with the wars and political intrigues often plaguing other human territories having almost completely bypassed Oire. The Villaunnes have been the ruling family for several generations. While none of the barons or baronesses have come to prominence within the Empire, they have been generally much loved by their people. The Villaunne family maintains a long tradition of being fair-minded rulers who are truly dedicated to their holdings. This is reflected in the general contentment level of the citizens of Oire.
Riverwood is a plush, wooded region crossed by many free-flowing rivers. The woods provide plentiful game and other natural resources. Though the winters can become harsh, they are generally short and mild.
Seareach is a vast coastal territory in the north of the Empire. The climate is very mild, with warm, sunny summers and wet, rarely harsh winters. Seareach hosts many port towns where sea trading is common. Travel by sea is almost as common as travel over land. Mountains in the south of the territory are particularly rich in iron ore.
Seareach lays claim to the vast desert known as the Sea of Fire. As a result, many strange trade goods make their way into Seareach, along with the copper from imperial mines within its depths. Seareach also provides many goods to the peoples within the Sea of Fire, though trade relations are tenuous due to the ongoing strife over the copper mines. However, the lucrative copper trade and rare spices, herbs, and animal products gained from the Sea of Fire have made Seareach one of the richest territories in the Empire.
Selanthia is split north to south by the Yssian mountain range. The western border is shoreline, and host to hundreds of small port villages. The east of the territory is largely plains and hills. The climate is moderate and fair. Severe storms are seasonally swept up the coast toward Tamzyrr, but the low mountain ranges generally break up the storms before they do much damage.
Hendor was once a Kingdom apart from the Empire. Hendor fell in 4630, two years after the first appearance of Issyldra, the Ice Queen, in the DragonSpine. The campaign for Hendor, fought between 4635 and 4638, liberated the territories from the occupying humanoids and made North and South Hendor officially part of the Turamzzyrian Empire.
South Hendor is some of the most plush and resourceful land in all of the Empire. Plentiful streams and lakes, and rolling valleys make up what many consider to be the garden spot of the Empire. While South Hendor is land-locked, rivers abound, many large enough to support river towns and river commerce.
Talador is a thickly wooded territory to the north of the Empire. It is bordered by the northern wastes to the north and the elven woods to the east. The region enjoys lush but short summers, balanced by long, bitterly cold winters. Most of the wooded areas are pine and fir. The northern areas of the territory are mountainous and support many mines.
Torre is located near the center of the Empire on the west coast. The weather is generally very mild, with the exception of a prolonged rainy season in spring. The territory is centered around the Maelstrom Bay. The capital city of Fairport accounts for most of the county's population, with the rest being scattered fishing villages and farmsteads.
Trauntor is dominated by hilly lands with occasional mountain peaks. To the east, rich forests provide an excellent source of lumber. The territory was once a badlands, with continued hostility from the Scourge, among other enemies. Since the building of the Demonwall, Trauntor has flourished.
Vornavis is a coastal province on the west coast of the Empire. It has wonderfully warm and sunny summers and temperate winters for such a northern province. The people tend to be more tolerant of humanoids than most other provinces, a position which has caused friction between Vornavis and her neighbor to the north, Jantalar.
Male Tehir Names: Qtudizome, Kekekroi, Qobqude, Dielekem, Ahmdirzmoji
Female Tehir Names: Zja, Tzaori, Hridda, Yafira, Mugi, Kioada, Tirhvar
The Tehir are a relatively primitive nomadic people of a tribal culture. They live in the Sea of Fire where they have adapted to the extremely harsh environment within the great desert, typically migrating from oasis to oasis throughout the seasons, herding their few goats and yierkas, and living off of the sparse desert bounty.
Sometimes referred to as the Veiled Men, due to their tradition of wearing veils over their noses and mouths to show that a man has reached adulthood, Tehir legend holds that this veil protects against the evil spirits of the desert. The various styles and colors of the veil have additional meaning, e.g., one color might reflect strength in combat, while an unusual cloth indicates wisdom of an elder.
Tehir women do not wear facial veils, rather they wear head-scarves once they have married. It is customary among Tehir women to have elaborate tattoos on their faces and necks, which the Tehir people find to be very attractive. Tehir men also wear tattoos, though they tend to be around the eyes and on the arms.
Goatskin and yierka-hide tents woven by the women of the tribes are the most common shelters in Tehir culture. In the southeastern desert, nearest the mountains separating the desert from Hendor, caves within desert cliffs are sometimes used for the more sedentary tribes.
While there are a handful of Tehir tribes that are on good or neutral terms with the Empire, most of the fierce Tehir are constantly in conflict with the Turamzzyrian Empire over the copper mines found within the Sea of Fire. The Tehir hit-and-run tactics coupled with the harsh environment make them a difficult enemy for the Empire to defeat. At the same token, the Tehir are unable to drive the outlanders from the mines, and often their raids are ineffective against the well-guarded imperial caravans.
Prior to the discovery of copper mines within the desert, the Tehir tribes often fought one another for control over various oases and herds. On the occasions where such conflicts led to a complete defeat, or the capture of enemies, it was not uncommon for the victors to enslave their captives. This practice is still held in a few of the Tehir tribes, and it is rumored that on rare occasions imperial soldiers have been taken as captives. By and large, however, the practice of enslaving captives has dwindled or died out in most of the Tehir tribes.
Still considered Tehir by many outside the Sea of Fire, the Shakat are emerging to become quite a different people. They are descendants of the Tehir who left the Sea of Fire for some years, when a rare escalation of land temperature caused a severe drought and many deaths. When the Shakat attempted to return to the desert, those who had remained refused to let them stay. The Shakat slinked back to their small settlements outside the Sea of Fire, where a set of wholly unique cultural and spiritual beliefs have developed in the centuries since.
Chapter 3. The Empath Class
A gentle touch and a soothing of pain. The once-wounded elf glances from his now healed arm to the bleeding arm of the radiant gnomish girl who’s touch he just felt. With a slight grin she concentrates and the wound closes itself on her body, gone in an instant.
With a guttural cry a half-krolvin in hide armor chops down at the leg of a frost giant with his greataxe, showing a strength that belies his form. The frost giant backhands him away with an effortless swat, leaving him bleeding on the ground. The half-krolvin stands with a wicked grin, ready to charge in again as his wounds slowly close themselves.
A robed human faces down against a large skeletal beast. As the beast charges the human’s eyes close and he chants quietly beneath his breath. Suddenly there is a series of loud snaps as some of the monstrosity’s bones splinter, seemingly of their own accord. The robed figure chants again and the bones crumble, falling to dust before him.
Mind and Body
Empaths are the healers of Elanthia, taking the damage of others into themselves. They are also skilled users of a special form of magic that manipulates the physical form in themselves, their allies, and their enemies. Their magic is a mixture of spiritual magics and mental magic akin to psionics. There are none more studied in the physiology of all the various races and creatures found on Elanthia.
Creating an Empath
Every Empath is, at their base, a healer able to use their abilities to help keep their companions alive. However, not all empaths devote their talents solely to healing others. Some use their abilities to increase their physical prowess, making them dangerous physical combatants. Others use their body manipulation magic to wreak havoc on their foes. Woe to any who writes an Empath off as just a healer.
The most important thing to consider when making an Empath is which of these paths you want to follow. Are you a kind-hearted soul wanting nothing more than to take suffering from others? Perhaps you’ve had a more martial upbringing and you use your skills to make you a fearsome presence on the battlefield. Does your study of physiology extend beyond those of a healer, to the point where you are willing to tear things apart with their magic to see how they work? All of these are viable choices for an Empath.
You can make an Empath quickly by following a few simple suggestions. First and foremost an Empath relies upon their Constitution to have the necessary physical toughness to take wounds from others and the physical stamina required to power their abilities. Their psionic modifier is based on their Wisdom. Then simply take the Healer background found later in this book.
|Level||Proficiency Bonus||Features||Talents Known||Disciplines Known||Stamina Limit|
|1st||+2||Psionics, Skilled Healer||3||2||2|
|4th||+2||Ability Score Improvement||4||3||3|
|5th||+3||Self Healing (1), Telepathy||4||3||4|
|6th||+3||Empathic Focus Feature||4||3||4|
|8th||+3||Ability Score Improvement||4||4||5|
|9th||+4||Empathic Focus Feature||4||4||5|
|10th||+4||Improved Empathic Healing, Purified Body, Self Healing (2)||5||5||6|
|12th||+4||Ability Score Improvement||5||5||6|
|13th||+5||Self Healing (3)||5||5||7|
|15th||+5||Empathic Focus Feature||5||6||7|
|16th||+5||Ability Score Improvement||5||6||7|
|19th||+6||Ability Score Improvement||5||7||7|
As an Empath you gain the following class features:
Hit Dice: 1d10 per empath Level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per empath level after 1st.
Armor: Light Armor Weapons: Simple Weapons Tools: None Saving Throws: Constitution, Wisdom Skills: Medicine and your choice of two from History, Insight, Nature, Persuasion, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a dagger or (b) a mace
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) leather armor or (b) studded leather armor
- (a) a scholar's pack or (b) an explorer's pack
- a healer's kit
As a skilled user of mental magic, you can use psionic talents and disciplines, the rules for which appear at the end of this document. Psionics is a special form of magic use, distinct from spellcasting.
A psionic talent is a minor psionic effect you have mastered. At 1st level, you know three psionic talent of your choice. You learn additional talents of your choice at higher levels. The Talents Known column of the Empath table shows the total number of talents you know at each level; when that number goes up for you, choose a new talent.
A psionic discipline is a rigid set of mental exercises that allows a mystic to manifest psionic power. An empath masters only a few disciplines at a time. At 1st level, you know one psionic discipline of your choice. The Disciplines Known column of the Empath table shows the total number of disciplines you know at each level; when that number goes up for you, choose a new discipline. In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice.
Unlike other psionicists, empaths rely on their physical stamina to power their psionic abilities. This physical reserve is represented by stamina points. Each psionic discipline describes effects you can create with it by spending a certain number of stamina points. A psionic talent requires no stamina points.
Your stamina point maximum is equal to 1 + your Constitution modifier per Empath level. Your stamina point total returns to its maximum when you finish a long rest. An empath CAN go below 0 stamina but at a heavy cost. If your stamina falls below 0 you immediately gain a level of exhaustion and will not be able to make use of your stamina points again until you finish a long rest.
While Empaths who train hard to improve their bodies may have access to a great deal of physical stamina, it takes training and practice to adeptly channel their life force. There is a limit to the number of stamina points an empath can spend to activate a single psionic discipline. The limit is based on their empath level, as shown in the Stamina Limit column of the Empath table. For example, as a 3rd-level empath, you can spend no more than 3 stamina points on a discipline each time you use it, no matter how many stamina points you have.
You can focus your life force energy on one of your psionic disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your psionic disciplines and gain its focus benefit, which is detailed in the discipline’s description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit. You can only have one focus benefit at a time, and using the focus of one discipline does not limit your ability to use the powers of your other disciplines.
Wisdom is your psionic ability for your disciplines. You use your Wisdom modifier when setting the saving throw DC for a psionic discipline or 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
Your proficiency bonus is doubled for all medicine skill checks.
Starting at your 2nd level in this class you gain a healing dice pool that is equal to, but separate from, your hit dice pool. As an action, you are able to transfer damage from another target to yourself, using this pool. You may roll as many of these dice as you wish and transfer damage equal to the total amount rolled, up to the total hitpoint damage the target has, from another target to yourself. The damage you take as a result of this action cannot be reduced or redirected in any way. If this damage total is greater than or equal to your current hitpoint total + 10, you die. Starting at 10th level you are also able to transfer any permanent injury from a target to yourself.
Empathic Focus Path
At third level you choose where to focus your empathic skills. The empathic focus paths you have to choose from are the Selfless Physician, the Augmenting Warpath, or the Master of Dissection. These paths are detailed at the end of this class description. Your choice grants you features at 3rd, 6th, 9th, and 15th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Player's Handbook - Chapter 6 for a list of feats).
As a bonus action you may spend one of your hit dice to restore health 1d10 level plus your constitution modifier as if you took a short rest. You have one use of this feature at 5th level and gain additional uses at 10th level and 13th level. You regain expended uses when you finish a short or long rest.
At 5th level, your empathic connection to others allows you the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 60 feet of you in this manner. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.
You are so in tune with your body, you can banish any harmful foreign agent. You are immune to poison and disease.
Starting at 11th level you have learned to focus your mind and body to recovery your energy more quickly. As an action you may focus your will to draw on your reserve of strength, restoring stamina equal to half of your empath level. Once this ability is used you may not use it again until you finish a short or long rest.
At 14th level your knowledge of physiology, combined with your control over your own form allows you to toughen your skin similar to the growth of scar tissue after a wound. You have resistance against all piercing, slashing, and bludgeoning damage from non-magical weapons.
Your control over your own form has reached such a point by 18th level that you are able to manipulate the aging process in your own body. Over any short or long rest you may adjust your physical age to any within your natural lifespan.
As a master of physical manipulation you have learned to mimic the regeneration abilities of a troll. You regain 10 HP at the start of each of your turns. Unlike trolls your regeneration ability is not affected by fire or acid. However, it requires a conscious effort to maintain, ending immediately if you are unconscious.
Paths of Empathic Focus
Each empath has to choose a more narrow focus for their talents. While all are able to heal others and affect the physical form, they must choose which aspect of their powers to put their full attention towards. This choice determines the development of their powers and provides a focused direction for whom they most wish to affect with them.
Those that follow the path of the Selfless Physician place their healing abilities above all. Their focus is on those abilities which positively affect others. These beneficent healers are revered around Elanthia as saviors and welcomed everywhere they are willing to share their powers. They also find themselves welcomed in adventuring groups to provide support and succor to their allies.
When you choose this focus at 3rd level you automatically gain the Psionic Restoration Discipline. This does not count towards your total Disciplines Known.
At 3rd level you gain the ability to use an action to imprint a single willing target with a portion of your essence. Once this connection is made you may use your Empathic Healing ability on that target at a range of 60 feet. The imprint will last until you take a short rest or choose to imprint a different target. You are able to imprint a number of targets equal to your empath level divided by 3, rounded down.
Beginning at 6th level you are able to use some stamina to improve your body’s natural healing through quiet meditation. You may spend a total number of stamina on this ability equal to your stamina limit and for 10 rounds you will regain a number of health points equal to the stamina spent. During this time any other movement or action will end the regeneration effect.
You have honed your ability to transfer the pain of others onto yourself to such a degree that at 9th level you are able to remove negative status effects using your Empathic Healing. When you use your Empathic Healing on a willing target you are able to use your bonus action to additionally remove any one of the following conditions: blinded, charmed, deafened, diseased, frightened, paralyzed, poisoned, or stunned. Removing a condition like this costs one of your healing dice.
Starting at 15th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
As the name of this path implies, this empathic focus centers around martial prowess and combat. Those that choose to follow the way of the Warpath hone their skills with weaponry and armor. Their healing and augmentation magic is focused inward to make them a force to be reckoned with on the battlefield. A skilled warpath is an unstoppable killing machines that uses a mixture of self healing and enhancements to keep themselves in the fight and inflict the maximum damage possible on their enemies.
When you choose this focus, you gain proficiency with medium armor, shields, and martial weapons.
When you choose this focus you automatically gain the Psionic Weapon Discipline. This doesnot count towards your total Disciplines Known.
At 6th level the Warpath is able choose a style of fighting as their specialty. Choose one of the following options. You cannot take a Fighting Style option more than once, even if you later get to choose again.
- Archery You gain a +2 bonus to attack rolls you make with ranged weapons.
- Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the twohanded or versatile property for you to gain this benefit.
At 9th level, you gain the ability to infuse your weapon strikes with necrotic energy. Once on each of your turns when you hit a creature with a weapon attack, you may have the attack deal an extra 1d8 necrotic damage to the target. When you reach 15th level, the extra damage increases to 2d8.
Starting at 15th level you are able to focus your will into your strikes. You add your Wisdom modifier to your rolls to hit and for damage.
Master of Dissection
Some empaths have little interest in healing others. They instead revel in pain, both their own and that of their enemies. They use their empathic abilities to rend the bodies of their foes and the damage sustained by themselves and their allies to fuel further destruction. If you want to know exactly how a person is put together, ask a Master of Dissection, because they have certainly taken their fair share apart.
When you choose this Empathic focus at 3rd level you automatically gain the Psychic Assault Discipline. This does not count towards your total Disciplines Known.
Not only can those who follow the path of dissection transfer damage from others to themselves, they can also send it the other direction. As an action they may spend 1 stamina to attempt to transfer some of the damage they have sustained to a target of their choice within 30 feet. That target must make a Constitution saving throw at the empath’s psionic save DC or the empath is healed by 1d4 + their wisdom modifier. On a successful save this healing is halved. The target takes psychic damage equal to the amount the empath is healed this way. Any healing over the empath’s maximum HP is ignored.
The damage dice used increases with your empath level. 1d6 at 6th, 1d8 at 9th, 1d10 at 12th, 2d6 at 15th, and 2d8 at 18th.
Starting at 6th level, your knowledge of physiology allows your psionic disciplines, psionic talents, and other abilities to bypass your target’s natural resistances. Psychic damage from any of your empath disciplines, talents, or abilities ignores resistance to psychic damage.
At 9th level the Master of Dissection is able to fuel their Disciplines with ease. You may treat a scaling Discipline ability you use as if you had spent 1 additional stamina on it. You may do this a number of times equal to your Constitution modifier. This increase cannot bring the total above your maximum stamina stamina limit from the Empath table. Expended uses are restored after a short or long rest. Beginning at 15th level, you are able to reduce the total stamina cost of all Discipline abilities by 1 stamina point.
Thrive on Pain
You are no stranger to pain and have begun to welcome it and it invigorates you. At 15th level you can use this pain to fuel your powers. When you take damage, or transfer damage to yourself using Empathic healing, if you have no stamina left you regain stamina equal to the damage taken. Once this ability is used, it may not be used again until you take a short or long rest.
Psionic Disciplines and Talents
Psionic talents and disciplines are the heart of an Empath’s craft. They are the mental exercises and psionic formulae used to forge life energy into tangible, magical effects.
Using a Discipline
Each psionic discipline has several ways you can use it, all contained in its description. The discipline specifies the type of action and number of stamina points it requires. It also details whether you must concentrate on its effects, how many targets it affects, what saving throws it requires, and so on.
The following sections go into more detail on using a discipline. Psionic disciplines are magical and function similarly to spells.
The Psychic Focus section of a discipline describes the benefit you gain when you choose that discipline for your psychic focus.
Effect Options and Stamina Points
A discipline provides different options for how to use it with your stamina points. Each effect option has a name, and the stamina point cost of that option appears in parentheses after its name. You must spend that number of stamina points to use that option, while abiding by your stamina limit. If you don’t have enough stamina points left, or the cost is above your stamina limit, you can’t use the option.
Some options show a range of stamina points, rather than a specific cost. To use that option, you must spend a number of points within that point range, still abiding by your stamina limit. Some options let you spend additional stamina points to increase a discipline’s potency. Again, you must abide by your stamina limit, and you must spend all the points when you first use the discipline; you can’t decide to spend additional points once you see the discipline in action.
Each option notes specific information about its effect, including any action required to use it and its range.
Disciplines don’t require the components that many spells require. Using a discipline requires no spoken words, gestures, or materials. The power of psionics comes from the mind.
An effect option in a discipline specifies how long its effect lasts.
If no duration is specified, the effect of the option is instantaneous.
Some options require concentration to maintain their effects. This requirement is noted with “conc.” after the option’s stamina point cost. The “conc.” notation is followed by the maximum duration of the concentration. For example, if an option says “conc., 1 min.,” you can concentrate on its effect for up to 1 minute.
Concentrating on a discipline follows the same rules as concentrating on a spell. This rule means you can’t concentrate on a spell and a discipline at the same time, nor can you concentrate on two disciplines at the same time. See chapter 10, “Spellcasting,” in the Player’s Handbook for how concentration works.
Targets and Areas of Effect
Psionic disciplines use the same rules as spells for determining targets and areas of effect, as presented in chapter 10, “Spellcasting,” of the Player’s Handbook. Saving
Throws and Attack Rolls
If a discipline requires a saving throw, it specifies the type of save and the results of a successful or failed saving throw. The DC is determined by your psionic ability.
Some disciplines require you to make an attack roll to determine whether the discipline’s effect hits its target. The attack roll uses your psionic ability.
Combining Psionic Effects
The effects of different psionic disciplines add together while the durations of the disciplines overlap. Likewise, different options from a psionic discipline combine if they are active at the same time. However, a specific option from a psionic discipline doesn’t combine with itself if the option is used multiple times. Instead, the most potent effect—usually dependent on how many stamina points were used to create the effect— applies while the durations of the effects overlap.
Psionics and spells are separate effects, and therefore their benefits and drawbacks overlap. A psionic effect that reproduces a spell is an exception to this rule.
Psionic Discipline Descriptions
The psionic disciplines available to Empaths are presented here in alphabetical order.
You can alter your body to match your surroundings, allowing you to withstand punishing environments. With greater life energy, you can extend this protection to others.
While focused on this discipline, you don’t need to eat, breathe, or sleep. To gain the benefits of a long rest, you can spend 8 hours engaged in light activity, rather than sleeping during any of it.
Environmental Adaptation (2 stamina)
As an action, you or a creature you touch ignores the effects of extreme heat or cold (but not cold or fire damage) for the next hour.
Adaptive Shield (3 stamina)
When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance to damage of that type—including the triggering damage— until the end of your next turn.
Energy Adaptation (5 stamina; conc., 1 hr.)
As an action, you can touch one creature and give it resistance to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.
Energy Immunity (7 stamina; conc., 1 hr.)
As an action, you can touch one creature and give it immunity to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.
You refocus your sight to see the energy that surrounds all creatures. You perceive auras, energy signatures that can reveal key elements of a creature’s nature.
While focused on this discipline, you have advantage on Wisdom (Insight) checks.
Assess Foe (2 stamina)
As a bonus action, you analyze the aura of one creature you see. You learn its current hit point total and all its immunities, resistances, and vulnerabilities.
Read Moods (2 stamina)
As a bonus action, you learn a one-word summary of the emotional state of up to six creatures you can see, such as happy, confused, afraid, or violent.
View Aura (3 stamina; conc., 1 hr.)
As an action, you study one creature’s aura. Until your concentration ends, while you can see the target, you learn if it’s under the effect of any magical or psionic effects, its current hit point total, and its basic emotional state. While this effect lasts, you have advantage on Wisdom (Insight) and Charisma checks you make against it.
Perceive the Unseen (5 stamina; conc., 1 min.)
As a bonus action, you gain the ability to see auras even of invisible or hidden creatures. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions.
You transform your body, gaining traits of different beasts.
While focused on this discipline, you have advantage on Wisdom (Animal Handling) checks.
Bestial Claws (1–7 stamina)
You manifest long claws for an instant and make a melee weapon attack against one creature within 5 feet of you. On a hit, this attack deals 1d10 slashing damage per stamina point spent.
As a bonus action, you alter your physical form to gain different characteristics. When you use this ability, you can choose one or more of the following effects. Each effect has its own stamina point cost. Add them together to determine the total cost. This transformation lasts for 1 hour, until you die, or until you end it as a bonus action.
Amphibious (2 stamina)
You gain gills; you can breathe air and water.
Climbing (2 stamina)
You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed.
Flight (5 stamina)
Wings sprout from your back. You gain a flying speed equal to your walking speed.
Keen Senses (2 stamina)
Your eyes and ears become more sensitive. You gain advantage on Wisdom (Perception) checks.
Perfect Senses (3 stamina)
You gain a keen sense of smell and an instinct to detect prey. You can see invisible creatures and objects within 10 feet of you, even if you are blinded.
Swimming (2 stamina)
You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed.
Tough Hide (2 Stamina)
Your skin becomes as tough as leather; you gain a +2 bonus to AC.
You augment your natural strength with psionic energy, granting you the ability to achieve incredible feats of might.
While focused on this discipline, you have advantage on Strength (Athletics) checks.
Brute Strike (1–7 stamina)
As a bonus action, you gain a bonus to your next damage roll against a target you hit with a melee attack during the current turn. The bonus equals +1d6 per stamina point spent, and the bonus damage is the same type as the attack. If the attack has more than one damage type, you choose which one to use for the bonus damage.
Knock Back (1–7 stamina)
When you hit a target with a melee attack, you can activate this ability as a reaction. The target must succeed on a Strength saving throw or be knocked 10 feet away from you per stamina point spent. The target moves in a straight line. If it hits an object, this movement immediately ends and the target takes 1d6 bludgeoning damage per stamina point spent.
Mighty Leap (1–7 stamina)
As part of your movement, you jump in any direction up to 20 feet per stamina point spent.
Feat of Strength (2 stamina)
As a bonus action, you gain a +5 bonus to Strength checks until the end of your next turn.
You channel psionic power into your body, honing your reflexes and agility to an incredible degree. The world seems to slow down while you continue to move as normal.
While focused on this discipline, your walking speed increases by 10 feet.
Rapid Step (1–7 stamina)
As a bonus action, you increase your walking speed by 10 feet per stamina point spent until the end of the current turn. If you have a climbing or swimming speed, this increase applies to that speed as well.
Agile Defense (2 stamina)
As a bonus action, you take the Dodge action.
Blur of Motion (2 stamina)
As an action, you cause yourself to be invisible during any of your movement during the current turn.
Surge of Speed (2 stamina)
As a bonus action, you gain two benefits until the end of the current turn: you don’t provoke opportunity attacks, and you have a climbing speed equal to your walking speed.
Surge of Action (5 stamina)
As a bonus action, you can Dash or make one weapon attack.
Your control over your body allows you to deliver acid or poison attacks.
While focused on this discipline, you have resistance to acid and poison damage.
Corrosive Touch (1–7 stamina)
As an action, you deliver a touch of acid to one creature within your reach. The target must make a Dexterity saving throw, taking 1d10 acid damage per stamina point spent on a failed save, or half as much damage on a successful one.
Venom Strike (1–7 stamina)
As an action, you create a poison spray that targets one creature you can see within 30 feet of you. The target must make a Constitution saving throw. On a failed save, it takes 1d6 poison damage per stamina point spent and is poisoned until the end of your next turn. On a successful save, the target takes half as much damage and isn’t poisoned.
Acid Spray (2 stamina)
As a reaction when you take piercing or slashing damage, you cause acid to spray from your wound; each creature within 5 feet of you takes 2d6 acid damage.
Breath of the Black Dragon (5 stamina)
You exhale a wave of acid in a 60-foot line that is 5 feet wide. Each creature in the line must make a Constitution saving throw, taking 6d6 acid damage on a failed save, or half as much on a successful one. You can increase the damage by 1d6 per additional stamina point spent on it.
Breath of the Green Dragon (7 stamina)
You exhale a cloud of poison in a 90-foot cone. Each creature in the line must make a Constitution saving throw, taking 10d6 poison damage on a failed save, or half as much damage on a successful one.
Crown of Despair
You have learned to harvest seeds of despair in a creature’s psyche, wracking it with self-doubt and inaction.
While focused on this discipline, you have advantage on Charisma (Intimidation) checks.
Crowned in Sorrow (1–7 stamina)
As an action, one creature you can see within 60 feet of you must make a Charisma saving throw. On a failed save, it takes 1d8 psychic damage per stamina point spent, and it can’t take reactions until the start of its next turn. On a successful save, it takes half as much damage.
Call to Inaction (2 stamina; conc., 10 min.)
If you spend 1 minute conversing with a creature, you can attempt to seed it with overwhelming ennui. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw. The save automatically succeeds if the target is immune to being charmed. On a failed save, it sits and is incapacitated until your concentration ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.
Visions of Despair (3 stamina)
As an action, you force one creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, it takes 3d6 psychic damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, it takes half as much damage. You can increase the damage by 1d6 per additional stamina point spent on it.
Dolorous Mind (5 stamina; conc., 1 min.)
As an action, you choose one creature you can see within 60 feet of you. It must succeed on a Charisma saving throw, or it is incapacitated and has a speed of 0 until your concentration ends. It can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Crown of Disgust
You cause a creature to be flooded with emotions of disgust.
While you are focused on this discipline, the area in a 5-foot radius around you is difficult terrain for any enemy that isn’t immune to being frightened.
Eye of Horror (1–7 stamina)
As an action, choose one creature you can see within 60 feet of you. The target must make a Charisma saving throw. On a failed save, it takes 1d6 psychic damage per stamina point spent and can’t move closer to you until the end of its next turn. On a successful save, it takes half as much damage.
Wall of Repulsion (3 stamina; conc., 10 min.)
As an action, you create an invisible, insubstantial wall of energy within 60 feet of you that is up to 30 feet long, 10 feet high, and 1 foot thick. The wall lasts until your concentration ends. Any creature attempting to move through it must make a Wisdom saving throw. On a failed save, a creature can’t move through the wall until the start of its next turn. On a successful save, the creature can pass through it. A creature must make this save whenever it attempts to pass through the wall, whether willingly or unwillingly.
Visions of Disgust (5 stamina; conc., 1 min.)
You cause a creature to regard all other beings as horrid, alien entities. As an action, choose one creature you can see within 60 feet of you. The target must make a Wisdom saving throw. On a failed save, it takes 5d6 psychic damage, and until your concentration ends, it takes 1d6 psychic damage per creature within 5 feet of it at the end of each of its turns. On a successful save, the target takes only half the initial damage and suffers none of the other effects.
World of Horror (7 stamina; conc., 1 min.)
As an action, choose up to six creatures within 60 feet of you. Each target must make a Charisma saving throw. On a failed save, a target takes 8d6 psychic damage, and it is frightened until your concentration ends. On a successful save, a target takes half as much damage. While frightened by this effect, a target’s speed is reduced to 0, and the target can use its action, and any bonus action it might have, only to make melee attacks. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Crown of Rage
You place a mote of pure fury within a creature’s mind, causing its bloodlust to overcome its senses and for it to act as you wish it to.
While you are focused on this discipline, any enemy within 5 feet of you that makes a melee attack roll against creatures other than you does so with disadvantage.
Primal Fury (1–7 stamina)
As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw or take 1d6 psychic damage per stamina point spent on this ability and immediately use its reaction to move its speed in a straight line toward its nearest enemy. The save automatically succeeds if the target is immune to being charmed.
Fighting Words (2 stamina; conc., 10 min.)
If you spend 1 minute conversing with a creature, you can attempt to leave a simmering violence in its mind. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw to resist feeling violent urges against one creature you describe to it or name. The save automatically succeeds if the target is immune to being charmed. On a failed save, the target attacks the chosen creature if it sees that creature before your concentration ends, using weapons or spells against a creature it was already hostile toward or unarmed strikes against an ally or a creature it was neutral toward. Once the fight starts, it continues to attack for 5 rounds before this effect ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage from any creature other than the one it has been incited against. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.
Mindless Courage (2 stamina)
You cause a creature's bloodlust to overcome its sense of preservation. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until the end of your next turn, it can’t willingly move unless its movement brings it closer to its nearest enemy that it can see. The save automatically succeeds if the target is immune to being charmed.
Punishing Fury (5 stamina; conc., 1 min.)
You cause a creature's rage to grow so hot that it attacks without heeding its own safety. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until your concentration ends, any creature within 5 feet of it can use a reaction to make a melee attack against it whenever the target makes a melee attack. The save automatically succeeds if the target is immune to being charmed.
You manipulate the matter that composes your body, drastically reducing your size without surrendering any of your might.
While focused on this discipline, you have advantage on Dexterity (Stealth) checks.
Miniature Form (2 stamina; conc., 10 min.)
As a bonus action, you become Tiny until your concentration ends. While this size, you gain a +5 bonus to Dexterity (Stealth) checks and can move through gaps up to 6 inches across without squeezing.
Toppling Shift (2 stamina)
As a bonus action, you shift to an incredibly small size and then suddenly return to normal, sending an opponent flying backward. Choose one creature you can see within 5 feet of you. It must succeed on a Strength saving throw or be knocked prone.
Sudden Shift (5 stamina)
As a reaction when you are hit by an attack, you shift down to minute size to avoid the attack. The attack misses, and you move up to 5 feet without provoking opportunity attacks before returning to normal size.
Microscopic Form (7 stamina; conc., 10 min.)
As a bonus action, you become smaller than Tiny until your concentration ends. While this size, you gain a +10 bonus to Dexterity (Stealth) checks and a +5 bonus to AC, you can move through gaps up to 1 inch across without squeezing, and you can’t make weapon attacks.
You infuse yourself with psionic energy to grow to tremendous size, bolstering your strength and durability.
While focused on this discipline, your reach increases by 5 feet.
Ogre Form (2 stamina; conc., 1 min.)
As a bonus action, you gain 10 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 1d4 bludgeoning damage on a hit, and your reach increases by 5 feet. If you’re smaller than Large, you also become Large for the duration.
Giant Form (7 stamina; conc., 1 min.)
As a bonus action, you gain 30 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 2d6 bludgeoning damage on a hit, and your reach increases by 10 feet. If you’re smaller than Huge, you also become Huge for the duration.
You forge an indomitable wall of psionic energy around your mind—one that allows you to launch counterattacks against your opponents.
While focused on this discipline, you gain resistance to psychic damage.
Psychic Backlash (2 stamina)
As a reaction, you can impose disadvantage on an attack roll against you if you can see the attacker. If the attack still hits you, the attacker takes 2d10 psychic damage.
Psychic Parry (1–7 stamina)
As a reaction when you make an Intelligence, a Wisdom, or a Charisma saving throw, you gain a +1 bonus to that saving throw for each stamina point you spend on this ability. You can use this ability after rolling the die but before suffering the results.
Psychic Redoubt (5 stamina; conc., 10 min.)
As an action, you create a field of protective psychic energy. Choose any number of creatures within 30 feet of you. Until your concentration ends, each target has resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws.
You transform your body to become a living metal, allowing you to shrug off attacks that would cripple weaker creatures.
While focused on this discipline, you gain a +1 bonus to AC.
Iron Hide (1–7 stamina)
As a reaction when you are hit by an attack, you gain a +1 bonus to AC for each stamina point you spend on this ability. The bonus lasts until the end of your next turn. This bonus applies against the triggering attack.
Steel Hide (2 stamina)
As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.
Iron Resistance (7 stamina; conc., 1 hr.)
As an action, you gain resistance to bludgeoning, piercing, or slashing damage (your choice), which lasts until your concentration ends.
Mantle of Awe
You learn to use psionic energy to manipulate others with a subtle combination of stamina and your own, natural charm.
While focused on this discipline, you gain a bonus to Charisma checks. The bonus equals half your Intelligence modifier (minimum of +1).
Charming Presence (1–7 stamina)
As an action, you exert an aura of sympathetic power. Roll 2d8 per stamina point spent on this ability; the total is how many hit points worth of creatures this option can affect. Creatures within 30 feet of you are affected in ascending order of their hit point maximums, ignoring incapacitated creatures, creatures immune to being charmed, and creatures engaged in combat.
Starting with the creature that has the lowest hit point maximum, each creature affected by this option is charmed by you for 10 minutes, regarding you as a friendly acquaintance. Subtract each creature’s hit point maximum from the total before moving on to the next creature. A creature’s hit point maximum must be equal to or less than the remaining total for that creature to be affected.
Center of Attention (2 stamina; conc., 1 min.)
As an action, you exert an aura of power that grabs a creature's attention. Choose one creature you can see within 60 feet of you. It must make a Charisma saving throw. On a failed save, the creature is so thoroughly distracted by you that all other creatures are invisible to it until your concentration ends. This effect ends if the creature can no longer see or hear you or if it takes damage.
Invoke Awe (7 stamina; conc., 10 min.)
As an action, you exert an aura that inspires awe in others. Choose up to 5 creatures you can see within 60 feet of you. Each target must succeed on an Intelligence saving throw or be charmed by you until your concentration ends. While charmed, the target obeys all your verbal commands to the best of its ability and without doing anything obviously selfdestructive. The charmed target will attack only creatures that it has seen attack you since it was charmed or that it was already hostile toward. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
Mantle of Command
You exert an aura of trust and authority, enhancing the coordination among your allies.
While focused on this discipline, when you end your turn and didn’t move during it, you can use your reaction to allow one ally you can see within 30 feet of you to move up to half their speed, following a path of your choice. To move in this way, the ally mustn’t be incapacitated.
Coordinated Movement (2 stamina)
As a bonus action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to move up to half their speed, following a path of your choice.
Commander’s Sight (2 stamina; conc., 1 rnd.)
As an action, choose one creature you can see within 60 feet of you. Until the start of your next turn, your allies have advantage on attack rolls against that target.
Command to Strike (3 stamina)
As an action, choose one ally you can see within 60 feet of you. That ally can use their reaction to immediately take the Attack action. You choose the targets.
Strategic Mind (5 stamina; conc., 1 min.)
As an action, you exert an aura of trust and command that unites your allies into a cohesive unit. Until your concentration ends, any ally within 60 feet of you on their turn can, as a bonus action, take the Dash or Disengage action or roll a d4 and add the number rolled to each attack roll they make that turn.
Overwhelming Attack (7 stamina)
As an action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to take the Attack action. You choose the targets of the attacks.
Mantle of Courage
You focus your mind on courage, radiating confidence and bravado to your allies.
While focused on this discipline, you and allies within 10 feet of you who can see you have advantage on saving throws against being frightened.
Incite Courage (2 stamina)
As a bonus action, choose up to six creatures you can see within 60 feet of you. If any of those creatures is frightened, that condition ends on that creature.
Aura of Victory (1–7 stamina; conc., 10 min.)
As a bonus action, you project psionic energy until your concentration ends. The energy fortifies you and your allies when your enemies are felled; whenever an enemy you can see is reduced to 0 hit points, you and each of your allies within 30 feet of you gain temporary hit points equal to double the stamina points spent to activate this effect.
Pillar of Confidence (6 stamina; conc., 1 rnd.)
As an action, you and up to five creatures you can see within 60 feet of you each gain one extra action to use on your individual turns. The action goes away if not used before the end of your next turn. The action can be used only to make one weapon attack or to take the Dash or Disengage action.
Mantle of Fear
You tap into a well of primal fear and turn yourself into a beacon of terror to your enemies.
While focused on this discipline, you have advantage on Charisma (Intimidation) checks.
Incite Fear (2 stamina; conc., 1 min.)
As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or become frightened of you until your concentration ends. Whenever the frightened target ends its turn in a location where it can’t see you, it can repeat the saving throw, ending the effect on itself on a success.
Unsettling Aura (3 stamina; conc., 1 hr.)
As a bonus action, you cloak yourself in unsettling psychic energy. Until your concentration ends, any enemy within 60 feet of you that can see you must spend 1 extra foot of movement for every foot it moves toward you. A creature ignores this effect if immune to being frightened.
Incite Panic (5 stamina; conc., 1 min.)
As an action, choose up to eight creatures you can see within 90 feet of you that can see you. At the start of each of a target’s turns before your concentration ends, the target must make a Wisdom saving throw. On a failed save, the target is frightened until the start of its next turn, and you roll a die. If you roll an odd number, the frightened target moves half its speed in a random direction and takes no action on that turn, other than to scream in terror. If you roll an even number, the frightened target makes one melee attack against a random target within its reach. If there is no such target, it moves half its speed in a random direction and takes no action on that turn. This effect ends on a target if it succeeds on three saving throws against it.
Mantle of Fury
You allow the primal fury lurking deep within your mind to burst forth, catching you and your allies in an implacable bloodthirst.
While focused on this discipline in combat, you and any ally who starts their turn within 10 feet of you gains a 5-foot increase to their walking speed during that turn.
Incite Fury (2 stamina; conc., 1 min.)
As a bonus action, choose up to three allies you can see within 60 feet of you (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when rolling damage for a melee weapon attack and add the number rolled to the damage roll.
Mindless Charge (2 stamina)
As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target can immediately use its reaction to move up to its speed in a straight line toward its nearest enemy.
Aura of Bloodletting (3 stamina; conc., 1 min.)
As a bonus action, you unleash an aura of rage. Until your concentration ends, you and any creature within 60 feet of you has advantage on melee attack rolls.
Overwhelming Fury (5 stamina; conc., 1min.)
As an action, you flood rage into one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw, or it can use its actions only to make melee attacks until your concentration ends. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Mantle of Joy
You tap into the joy within you, radiating it outward in soothing, psychic energy that brings hope and comfort to creatures around you.
While focused on this discipline, you have advantage on Charisma (Persuasion) checks.
Soothing Presence (1–7 stamina)
As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target gains 3 temporary hit points per stamina point spent on this effect.
Comforting Aura (2 stamina; conc., 1 min.)
As a bonus action, choose up to three allies you can see (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when making a saving throw and add the number rolled to the total.
Aura of Jubilation (3 stamina; conc., 1 min.)
As a bonus action, you radiate a distracting mirth until your concentration ends. Each creature within 60 feet of you that can see you suffers disadvantage on any checks using the Perception and Investigation skills.
Beacon of Recovery (5 stamina)
As a bonus action, you and up to five allies you can see within 60 feet of you can immediately make saving throws against every effect they’re suffering that allows a save at the start or end of their turns.
By analyzing information around you, from subtle hints to seemingly disconnected facts,you learn to weave a string of probabilities inaninstant that gives you extraordinary insights.
While focused on this discipline, you have advantage on initiative rolls.
Precognitive Hunch (2 stamina; conc., 1 min.)
As a bonus action, you open yourself to receive momentary insights that improve your odds of success; until your concentration ends, whenever you make an attack roll, a saving throw, or an ability check, you roll a d4 and add it to the total.
All-Around Sight (3 stamina)
In response to an attack hitting you, you use your reaction to impose disadvantage on that attack roll, possibly causing it to miss.
Danger Sense (5 stamina; conc., 8 hr.)
As an action, you create a psychic model of reality in your mind and set it to show you a few seconds into the future. Until your concentration ends, you can’t be surprised, attack rolls against you can’t gain advantage, and you gain a +10 bonus to initiative.
Victory Before Battle (7 stamina)
When you roll initiative, you can use this ability to grant yourself and up to five creatures of your choice within 60 feet of you a +10 bonus to initiative.
You wield psionic energy to cure wounds and restore health to yourself and others.
While focused on this discipline, you can use a bonus action to touch a creature that has 0 hit points and stabilize it.
Mend Wounds (1–7 stamina)
As an action, you can spend stamina points to restore hit points to one creature you touch. The creature regains 1d8 hit points per stamina point spent.
Restore Health (3 stamina)
As an action, you touch one creature and remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. Alternatively, you remove one disease from the creature.
Restore Life (5 stamina)
As an action, you touch one creature that has died within the last minute. The creature returns to life with 1 hit point. This ability can’t return to life a creature that has died of old age, nor can it restore a creature missing any vital body parts.
Restore Vigor (7 stamina)
As an action, you can touch one creature and choose one of the following: remove any reductions to one of its ability scores, remove one effect that reduces its hit point maximum, or reduce its exhaustion level by one.
You have learned how to channel psionic energy into your attacks, lending them devastating power.
Whenever you focus on this discipline, choose one weapon you’re holding or your unarmed strike. When you attack with it while focused on this discipline, its damage is psychic and magical, rather than its normal damage type. Until you reach 6th level as an empath, you don’t add your Strength or Dexterity modifier to the psychic attack’s damage rolls.
Ethereal Weapon (1 stamina)
As a bonus action, you temporarily transform one weapon you’re holding or your unarmed strike into pure psionic energy. The next attack you make with it before the end of your turn ignores the target’s armor, requiring no attack roll. Instead, the target makes a Dexterity saving throw against this discipline. On a failed save, the target takes the attack’s normal damage and suffers its additional effects. On a successful save, the target takes half damage from the attack but suffers no additional effects that would normally be imposed on a hit.
Lethal Strike (1–7 stamina)
As a bonus action, you imbue a weapon you’re holding or your unarmed strike with psychic energy. The next time you hit with it before the end of your turn, it deals an extra 1d10 psychic damage per stamina point spent.
Augmented Weapon (5 stamina; conc., 10 min.)
As a bonus action, touch one simple or martial weapon. Until your concentration ends, that weapon becomes a magic weapon with a +3 bonus to its attack and damage rolls.
You wield your mind like a weapon, unleashing salvos of psionic energy.
While focused on this discipline, you gain a +2 bonus to damage rolls with psionic talents that deal psychic damage.
Psionic Blast (1–7 stamina)
As an action, choose one creature you can see within 60 feet of you. The target takes 1d8 psychic damage per stamina point spent on this ability.
Ego Whip (3 stamina)
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 3d8 psychic damage, and it is filled with self-doubt, leaving it able to use its action on its next turn only to take the Dodge, Disengage, or Hide action. On a successful saving throw, it takes half as much damage.
Id Insinuation (5 stamina)
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 5d8 psychic damage, and it goes into a fury, as its id runs rampant. On its next turn, it can use its action only to take the Dodge or Attack action.On a successful save, it takes half as much damage.
Psychic Blast (6 stamina)
As an action, you unleash devastating psychic energy in a 60- foot cone. Each creature in that area must make an Intelligence saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. You can increase the damage by 2d8 if you spend 1 more stamina point on this ability.
Psychic Crush (7 stamina)
As an action, you create a 20-foot cube of psychic energy within 120 feet of you. Each creature in that area must make an Intelligence saving throw. On a failed save, a target takes 8d8 psychic damage and is stunned until the end of your next turn. On a successful save, a target takes half as much damage.
You create psychic static that disrupts other creatures’ ability to think clearly.
While focused on this discipline, you have advantage on Charisma (Deception) checks.
Distracting Haze (1–7 stamina; conc., 1 min.)
As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per stamina point spent and can’t see anything more than 10 feet from it until your concentration ends. On a successful save, it takes half as much damage.
Daze (3 stamina)
As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, the target is incapacitated until the end of your next turn or until it takes any damage.
Mind Storm (5 stamina)
As an action, choose a point you can see within 60 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, a target takes 6d8 psychic damage and suffers disadvantage on all saving throws until the end of your next turn. On a successful save, a creature takes half as much damage. You can increase the damage by 1d6 per additional stamina point spent on this ability.
You reach into a creature’s mind to uncover information or plant ideas within it.
While focused on this discipline, you know when a creature communicating with you via telepathy is lying.
Hammer of Inquisition (1–7 stamina)
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per stamina point spent and suffers disadvantage on its next Wisdom saving throw before the end of your next turn. On a successful save, it takes half as much damage.
Forceful Query (2 stamina)
As an action, you ask a question of one creature that can see and hear you within 30 feet of you. The question must be phrased so that it can be answered with a yes or no, otherwise this ability fails. The target must succeed on a Wisdom saving throw, or it replies with a truthful answer. A creature is immune to this ability if it is immune to being charmed.
Ransack Mind (5 stamina; conc., 1 hr.)
While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you learn information from it based on the number of saving throws it fails. With one failed saving throw, you learn its key memories from the past 12 hours. With two failed saving throws, you learn its key memories from the past 24 hours. With three failed saving throws, you learn its key memories from the past 48 hours.
Phantom Idea (6 stamina; conc., 1 hr.)
While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you plant a memory or an idea in it, which lasts for a number of hours based on the number of saving throws it fails. Youchoose whether the idea or memory is trivial(such as “I had porridge for breakfast” or “Ale is the worst”) or personality-defining (“I failed to save my village from orc marauders and am therefore a coward” or “Magic is a scourge, so I renounce it”). With one failed saving throw, the idea or memory lasts for the next 4 hours. With two failed saving throws, it lasts for 24 hours. With three failed saving throws, it lasts for 48 hours.
Your power reaches into a creature’s mind and causes it false perceptions.
While focused on this discipline, you have advantage on Charisma (Deception) checks.
Distracting Figment (1–7 stamina)
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per stamina point spent and thinks it perceives a threatening creature just out of its sight; until the end of your next turn, it can’t use reactions, and melee attack rolls against it have advantage. On a successful save, it takes half as much damage.
Phantom Foe (3 stamina; conc., 1 min.)
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it perceives a horrid creature adjacent to it until your concentration ends. During this time, the target can’t take reactions, and it takes 1d8 psychic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can increase the damage by 1d8 for each additional stamina point spent on the ability.
Phantom Betrayal (5 stamina; conc., 1min.)
As an action, you plant delusional paranoia in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or until your concentration ends, it must target its allies with attacks and other damaging effects. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed.
Phantom Riches (7 stamina; conc., 1min.)
As an action, you plant the phantom of a greatly desired object in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, you gain partial control over the target’s behavior until your concentration ends; the target moves as you wish on each of its turns, as it thinks it pursues the phantom object it desires. If it hasn’t taken damage since its last turn, it can use its action only to admire the object you created in its perception. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
By channeling psionic power, you gain the ability to control other creatures by substituting your will for their own.
While focused on this discipline, you gain the ability to use your Telepathy class feature with up to six creatures at once. If you don’t have that feature from the empath class, you instead gain it while focused on this discipline.
Exacting Query (2 stamina)
As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target truthfully answers one question you ask it via telepathy. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.
Occluded Mind (2 stamina)
As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target believes one statement of your choice for the next 5 minutes that you communicate to it via telepathy. The statement can be up to ten words long, and it must describe you or a creature or an object the target can see. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.
Broken Will (5 stamina)
As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, you choose the target’s movement and action on its next turn. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.
Psychic Grip (6 stamina; conc., 1 min.)
As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or it is paralyzed until your concentration ends. At the end of each of its turns, it can repeat the saving throw. On a success, this effect ends. On a failure, you can use your reaction to force the target to move up to half its speed, even though it’s paralyzed.
Psychic Domination (7 stamina; conc., 1 min.)
As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or you choose the creature’s actions and movement on its turns until your concentration ends. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed.
Psionic talents are minor abilities that require psionic aptitude but don’t drain an empath’s reservoir of life energy. Talents are similar to disciplines and use the same rules, but with two important exceptions:
- Talents do not have a related psionic focus benefit.
- Talents don’t require you to spend stamina points to use them.
The talents are presented below in alphabetical order.
As a bonus action, you cause bright light to radiate from your body in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. The light lasts for 1 hour, and you can extinguish it earlier as a bonus action.
As a bonus action, a one-handed melee weapon you hold becomes one with your hand. For the next minute, you can’t let go of the weapon nor can it be forced from your grasp.
As an action, you erase your image from the mind of one creature you can see within 120 feet of you; the target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn.
As an action, you plant a false belief in the mind of one creature that you can see within 60 feet of you. You can create a sound or an image. Only the target of this talent perceives the sound or image you create.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a creature's roar, a musical instrument, or any other sound you pick. It lasts for 1 minute.
If you create an object, it must fit within a 5- foot cube and can’t move or be reflective. The image can't create any effect that influences a sense other than sight. The image lasts for 1 minute, and it disappears if the creature touches it.
As an action, you target one creature you can see within 90 feet of you. The target must succeed on a Dexterity saving throw or take 1d8 acid, cold, fire, lightning, or thunder damage (your choice). The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
As a bonus action, you alter your density and weight to improve your mobility. For the rest of your turn, your walking speed increases by 10 feet, and the first time you stand up this turn, you do so without expending any of your movement if your speed is greater than 0.
As a bonus action, you can communicate telepathically with one willing creature you can see within 120 feet of you. The target must have an Intelligence of at least 2, otherwise this talent fails and the action is wasted. This communication can occur until the end of the current turn. You don’t need to share a language with the target for it to understand your telepathic utterances, and it understands you even if it lacks a language. You also gain access to one memory of the target’s choice, gaining perfect recall of one thing it saw or did.
As an action, you target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, it is knocked prone. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
As an action, you target one creature you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d10 psychic damage. The talent’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
As an action, you beguile one humanoid you can see within 120 feet of you. The target must succeed on a Charisma saving throw or be charmed by you until the end of your next turn.
You can use your action to manipulate or move one object within 30 feet of you. The object can’t weigh more than 10 pounds, and you can’t affect an object being worn or carried by another creature. If the object is loose, you can move it up to 30 feet in any direction.
This talent allows you to open an unlocked door, pour out a beer stein, and so on. The object falls to the ground at the end of your turn if you leave it suspended in midair.
As an action, you try to grasp one creature you can see within 120 feet of you, with a hand crafted from telekinetic energy. The target must succeed on a Strength saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, you can move it up to 10 feet in a straight line in a direction of your choice. You can’t lift the target off the ground unless it is already airborne or underwater.
The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Empath and Psionics Credits
Created and editted by Keith Korandanis. Based off the Empath character class from Gemstone IV and the Mystic Unearthed Arcana from Wizards of the Coast.
Chapter 4. The Arkati and Lesser Spirits
|Charl||Arkati||Liabo||Nature, Tempest, Zeal||an emerald trident on a field of blue|
|Cholen||Arkati||Liabo||Knowledge, Trickery, City||a crimson lute on a field of gold|
|Eonak||Arkati||Liabo||Light, Forge, Protection||a golden anvil on a field of brown|
|Imaera||Arkati||Liabo||Life, Nature, Solidarity||a golden sheaf of grain on a field of green (farmers), a brown doe on a field of green (Sylvans)|
|Jastev||Arkati||Liabo||Arcana, Knowledge, Death||a black artist's brush on a field of grey, a silver crystal ball on a field of grey|
|Kai||Arkati||Liabo||War, Order, Strength||a silver arm with fist clenched on a field of crimson|
|Koar||Arkati||Liabo||Arcana, Light, Order||a golden crown (usually on a field of white)|
|Lorminstra||Arkati||Liabo||Life, Death, Grave||a golden key (usually on a field of black)|
|Lumnis||Arkati||Liabo||Arcana, Knowledge, Solidarity||a golden scroll with olympic rings|
|Oleani||Arkati||Liabo||Life, Nature, Trickery||a red heart with a budding flower growing from it|
|Phoen||Arkati||Liabo||Light, Life, Protection||a golden sunburst on a field of blue|
|Ronan||Arkati||Liabo||Trickery, Grave, Protection||a black sword with a silver edge on a field of black|
|Tonis||Arkati||Liabo||Tempest, Trickery, City||a golden pegasus on a field of blue|
|Gosaena||Arkati||Neutral||Death, Grave, Order||a silver or grey sickle of a field of green|
|Zelia||Arkati||Neutral||Trickery, Protection, Nature||a silver crested moon on a field of black|
|Andelas||Arkati||Lornon||Nature, Death, Tempest||a black cat's head on a field of red|
|Eorgina||Arkati||Lornon||Ambition, War, Zeal||red, stylized flames on a field of grey|
|Fash'lo'nae||Arkati||Lornon||Arcana, Knowledge, Ambition||a yellow, slit-pupiled eye on a field of grey|
|Ivas||Arkati||Lornon||Knowledge, Trickery, City||a stylized, green wisp of smoke on a field of red|
|Luukos||Arkati||Lornon||Trickery, Death, Zeal||a green serpent on a field of brown|
|Marlu||Arkati||Lornon||War, Death, Tempest||a star of six black tentacles on a field of grey|
|Mularos||Arkati||Lornon||Trickery, Death, Zeal||a dagger-pierced heart on a field of white|
|Sheru||Arkati||Lornon||Trickery, Death, Knowledge||a black jackal's head on a field of gold or crimson|
|V'tull||Arkati||Lornon||War, Death, Zeal||a black scimitar on a field of red|
|Aeia||Spirit||Neutral||Light, Nature||a white lily on a field of green|
|Amasalen||Spirit||Lornon||Death, Trickery||a two-headed purple serpent wrapped around a crimson hand|
|The Huntress||Spirit||Neutral||War, Protection||an eight-pointed star on a field of green and white|
|Jaston||Spirit||Liabo||Nature, Tempest||a white feather on a field of green and white|
|Kuon||Spirit||Liabo||Life, Nature||a gold leaf on a field of brown|
|Laethe||Spirit||Liabo||Death, Knowledge||a black rose on a field of purple|
|Leya||Spirit||Liabo||Strength, Solidarity||an ivory-hilted dagger on a field of blue|
|Niima||Spirit||Liabo||Life, Tempest||a dolphin on a field of blue|
|Onar||Spirit||Lornon||Death, Trickery||a broken white skull on a field of black|
|Tilamaire||Spirit||Liabo||Temptest, Protection||a yellow note on a field of blue|
|Voaris||Spirit||Liabo||Life, Trickery||a yellow rose on a field of red|
|Voln||Spirit||Liabo||Grave, Protection||a white shield on a field of black|
|Ghezresh||Spirit||Neutral||Tempest, Trickery||an inidigo eel devouring its own tail (a chelioboros)|
Rise of the Arkati
It is interesting to note that those the Elanthians worship as gods were once servants themselves. The Arkati began their existence as the slaves of the Drakes, for although they were as old a race as dragonkind, the humanoid Arkati were lesser in both powers and numbers. The Arkati earned this worship, for it was only by their intervention that the lesser races such as elves, humans, dwarves and halflings lived at all.
At the peak of each population, there were perhaps one hundred dragons and fifty Arkati. The planet became overcrowded, and the Drakes sent their servants to live on the moons of Lornon and Liabo. Unable to refuse their masters' command, the Arkati regretfully left for the satellites. Many feared that the dragons were using Elanthia's overcrowding as an excuse to remove the lesser races, and that the relocation of the Arkati was to facilitate this genocide.
Thus, it is perhaps too convenient that the Ur-Daemons chose this time to appear. Those Arkati that lived on Liabo did their best to reason with the Drakes, entreating them to leave the lesser races be. Many say that those on Lornon followed the same tactic. Some legends recorded by Faendryl seers and elder historians tell a different tale.
Among those sent to the moon of Lornon was Eorgina, an Arkati with a passion for domination. She was the strongest personality of those there, and the one with the most talent for leadership. She was tired of taking a backseat to the Drakes, and having to grovel for what she wanted. With her masters' eyes off her activities for the time, she acted. She went to Fash'lo'nae, the scholar of those on Lornon, and asked if he had found anything in his studies that would rid the Arkati of dragon rule. Fash'lo'nae, punished at one time for spreading knowledge to the lesser races and bringing them fire, promised Eorgina his aid.
Fash'lo'nae had never mentioned his planar studies to his masters or his fellow servants. Nor had he ever mentioned the beings he found in the alternate dimensions. Thus, Eorgina and the other Lornon Arkati were quite surprised when presented with an Ur-Daemon. Eorgina, quick to recover from her surprise, wasted no time in pointing out the Drakes and their abundance of mana to the Ur-Daemons. Were they to remove the dragons, they could share in the abundance Elanthia presented.
The Ur-Daemons were not stupid. The Arkatis' ploy was an obvious one, but the rewards were real. Should they remove the Drakes, the Ur-Daemons would be free to plunder the planet as they saw fit. They had no intention of sharing with the Arkati, and these lesser creatures had ended their usefulness the moment they had opened the Veil. With a smile, the Ur-Daemons agreed to help the Arkati.
Whether or not this legend is true is lost to time. What is known for certain is that the Ur-Daemons found their way to our dimension, and with them came chaos. The Ur-Daemon War broke out between the invaders and the Drakes. Many Arkati rushed to help their masters and were summarily killed. The intelligent ones hid from the conflict, thereby ensuring their survival.
The War lasted one thousand years. The final stand, before the portal to the Ur-Daemons' home plane that Fash'lo'nae had secretly opened upon Elanthia, blasted the landscape for hundreds of miles, leaving it a lifeless wasteland. The Ur-Daemons were gone -- but so were the Drakes. Their numbers had been decimated, and most of those left had been driven insane by fear. The Arkati were servants no longer.
Their time on Lornon and Liabo had changed the Arkati, however. Those who state the Lornon Arkati had summoned the Ur-Daemon say that the Liabo Arkati were horrified and appalled by what the others had done. Others say that the differing influences of each moon had changed them. The results are undisputed: when they moved to heal the damage done to Elanthia, the Arkati were a race divided.
In the early days after the War, some Arkati walked among the mortal races as teachers, leaders, and guides. They considered Elanthia and its inhabitants a trust which had befallen them. These were the Liabo Arkati. As they taught the mortal races, they advised caution dealing with "the Arkati who once lived upon Lornon." This shortened to "the Arkati of Lornon." The pantheons of Liabo and Lornon were born. Those of Lornon did not see things as their Liabo siblings did. They considered the lands a playground, and the lesser races toys to be trifled with or worse. The two pantheons grew further and further apart. For a while, war between the groups seemed imminent.
Then Koar summoned the remaining Arkati to a chamber in his mountain sanctum. What was said in that meeting is unknown, but when the Arkati emerged, they no longer spoke of fighting each other. They went their separate ways and have never come into open conflict, although an abundance of small battles are waged in the background daily.
Pantheon of Liabo
The pantheon of Liabo is considered "good" or "light" and consists almost exclusively of Arkati that work towards the betterment of the lesser races. Those Arkati considered "of Liabo" viewed the other races as a trust given to them, and appointed themselves the caretakers of Elanthia.
Charl, Lord of the Seas
God of the Oceans, Storms, and Revolution
Charl is the God of the Sea. Living apart from his brethren, he dwells constantly in the seas of Elanthia, joining the other Gods only when Koar commands. Legend holds that Koar once had to send for Charl six times before he appeared. When Koar demanded to know why he was so disobedient, Charl replied that he was always the most obedient of Koar's servants, but that the waters of the six oceans of the world flowed through his veins, and none could come without the others.
Charl is a dark and violent god, and is renowned for his drastic mood swings. He cares little for the land dwelling races on Elanthia, and is as likely to swat a nearby ship with a storm as he is to let it pass untouched. Because of this he is feared by seamen, and few pray to him for fear they might attract his attention. For the same reason clerics serving Charl, although seldom welcome, rarely come to harm in any place frequented by seamen.
He is also the god of storms of all sorts, and more than one despotic tyrant, overthrown by an angry mob marching under a stormy sky, has sworn that it was Charl's hand that laid him low.
Some clergy contend that Charl is at heart a God of Darkness. Still, there is little doubt that he swears fealty to Koar, and for that reason, if for no other, he is numbered with the Gods of Light.
Charl's preferred humanoid manifestation is that of a towering man with a beard of seaweed and algae, blue and grey robes, wielding a trident. Charl rarely appears except in the sea or the heart of a storm. His lower half is a fish's tail. In manner, he is stern, angry and quick-tempered. His symbol is an emerald trident on a field of blue.
Cholen, the Jester
God of Festivals, Performing Arts, and Humor
Cholen is the God of festivals and the performing arts. The offspring of Imaera and Eonak, he is the twin brother of Jastev. Patron of celebrations and all that goes with them, Cholen is renowned for his bright demeanor, his mastery of music, song, and dance, and of his mischievous nature. All performing skills commonly seen at festivals fall within his domain, and muttered prayers to Cholen are not uncommon among jugglers, actors, and bards who frequently perform at them.
The many comedies whose plots revolve around mistaken identity and cross-gender disguises owe their basis, at least in part, to Cholen's penchant for cross-gender pranks, although his disguises are generally acknowledged as being more complete than most acting troupes could ever manage.
Cholen's preferred humanoid manifestation is that of a young man with summer-sun gold hair, blue eyes and a slight build. He is arrayed in fine but exaggerated clothing, and he favors a great cloak with patches of every color and shape imaginable. In manner, he is playful and mocking. His symbol is a crimson lute on a field of gold.
Jastev, the Soothsayer
God of Visual Arts and Prophecy
Jastev is the God of Visual Art and Prophecy, and is the offspring of Imaera and Eonak. He is the only God of Light whose company Charl regularly keeps, and the only Arkati who will speak to Gosaena at all.
Given to a somber demeanor and periods of depression, Jastev's knowledge of the future is a double-edged sword, giving him warning of the consequences of the actions of the Dark Gods and their followers, yet also showing him more than any being would wish to know. It is said that having foreseen the end of the world and of all that he loves causes his darker moods. It is this kinship in prophecy with Gosaena that gives him the tolerance to discourse with her.
His patronization of the visual arts is also attributed to his knowledge of the future, since he encourages the preservation of each moment of beauty, emotion, or tragedy for those who will come after. Jastev is also the patron of mystics and seers, and his blessing is often invoked by practitioners of the arts of foretelling. While Lumnis will provide her followers with knowledge of the skills of fishing, Jastev is not averse to giving the location of the nearest fish.
Jastev's preferred humanoid manifestation is that of a pale man dressed in drab colors. His age varies from the youngest of boys to the oldest of greybeards. In manner, he is most often sad, with fits of inspiration and joy. His symbol is a black artist's brush on a field of grey, or alternately, a silver crystal ball on a field of grey.
Eonak, Master of the Forge
God of Craftsmanship, Labor and Triumph Over Adversity
Eonak is the artificer of the gods. He is also the consort of Imaera. After the Ur-Daemon War, he took the people who worked in the stone under his wing and taught them. Thus, he is considered the patron of the dwarves. Maker of all of the fantastic items used by the gods, Eonak spends most of his time at his forge. He is more at home there than anywhere else, and at times only a decree from Koar or the soft words of Imaera can separate him from it.
Often considered a strange pairing, Imaera and Eonak are each masters of crafting, although their choices of substances is vastly different. Imaera's crafting is of living things, of cycles and seasons and balance. Eonak's crafting is of inanimate things, yet even as Imaera's, his creations must fulfill their purposes, achieve a balance of beauty and utility, and all, even as Imaera's do, contain some part of him that marks them as creations of Eonak's hand. Eonak personifies success won by hard work rather than natural gifts alone. Legends differ as to how Eonak lost his arm, but all agree that the veil iron arm he spent lifetimes crafting is the greatest piece of craftsmanship ever under taken and serves him better than the original.
Eonak's preferred humanoid manifestation is that of a heavily muscled person, either a short man or a large dwarf, who wears the leather garments of a blacksmith. His left arm is missing, replaced by a veil iron prosthetic. In manner, he is impatient, surly and distracted. His symbol is a golden anvil on a field of brown.
Imaera, Lady of the Green
Goddess of Nature, Harvest, Plants, Animals, Healing, & Autumn
Imaera is the Goddess of the Nature and Autumn. She is also often considered the patron of the sylvan elves. While Oleani's realm is cultivation and the fertility of mortals, Imaera's realm is the wilds and unfettered nature. Her consort is Eonak, without whose rocky soil, no plant could grow.
As the Goddess of life and growing things, hers are the plants and animals native to the land. Credited with the re-creation of most of the species on Elanthia, and with several of the human-like races, she is the mistress of shaping flesh, bone, and plant to suit any need. As such her blessing is often sought by those who practice the healing arts.
Imaera is also the Goddess of the harvest and so of the bounty which the land produces in its cycle of life. While Oleani oversees cultivation and agriculture, the final blessing of Imaera is needed for the spark of life. Because of this she is often honored in autumn festivals. All of the aspects of Imaera are in direct opposition to the twisting and deformation of life forms practiced by some of the Dark Gods, and of the senseless destruction of life and land that most of their minions undertake as a matter of course.
Imaera's preferred humanoid manifestation is that of a young woman, often sylvan, dressed in robes of leaves and flowers. In manner, she is exuberant. Her symbol is a golden sheaf of grain on a field of green when she is worshiped by farmers. The sylvan elves ascribe to her a brown doe on a field of green.
Kai, Master of Battle
God of Strength, Athletic Prowess, and Skill at Arms
Kai is the God of Physical Strength and Athletic Prowess. He has been beaten once in armed combat by Koar, and fought once to a standstill against V'tull. Beyond these two instances, every opponent Kai has faced has fallen before him. Legend holds that in the Ur-Daemon War, Kai slew more of the enemy than any Drake did, despite their awesome might, and is the only Arkati who participated in that war to have survived.
Kai's joy of physical combat is such that only Koar's injunctions keep him from constant battle with the Gods of Darkness. As an alternative he often roams Elanthia looking for unsuspecting mortals to toy with in physical "contests" of one sort or another. Kai's blessing is often invoked at contests of physical prowess.
Kai's preferred humanoid manifestation is that of a young man of epic build with strong and carefree features. Kai is always dressed in light armor and is never without a weapon of some sort. In manner, he is carefree, brave and aggressive. His symbol is a silver arm with fist clenched, on a field of crimson. His clerics name their maces, cast in the same shape, the Fists of Kai.
Koar, King of the Gods
God of Justice, Loyalty, Law, and Mana
Koar is the King of the Gods. Once, he ruled all the Arkati and he is still the titular head of both the Light and Dark Gods. In practice, however, his direct control is only over the Gods of Light. Not since the fall of the Drakes in the Ur-Daemon War has Koar rallied all the gods to him, and none knows for sure if he could unify the Arkati now, no matter the cause. Still, it is said that as long as Koar lives, the Gods of Light and Dark will never face each other in open war.
Legend holds that Koar sits on a great throne carved from the stone heart of the world extending up through the tallest mountain in Elanthia. He rarely leaves his throne, and spends most of his time slumbering or brooding. Even when he sleeps, one eye is always slightly open, and while Koar may not intervene in the affairs of gods or mortals often, there is little that escapes his notice.
The sages say that the mountains of Elanthia rise and fall as Koar's brow furrows. One day, it is said, when the Gods of Darkness no longer vex their king, and when mortals no longer wage petty wars, the mountains will sink back into the ground and all the world will be a fertile plain. Earthquakes are attributed to Koar shifting restlessly, and before Koar's brow is smoothed, legend holds he will rise from his throne in wrath, shaking the greatest fortresses to rubble. The prophecy is silent as to who or what will be the object of his ire.
Some common folk believe that Koar is not an Arkati, but actually the last of the Great Drakes. No one living can confirm this notion, however. Koar's blessing is often invoked during coronation ceremonies, and it is not uncommon for rulers to claim that their particular right to reign bears Koar's approval. His preferred humanoid manifestation is that of a huge man upon a throne, wearing a gold crown, contemplating the fate of all things. In manner, he is commanding, detached, or weary. His symbol is a golden crown, often set on a circle of white.
Lorminstra, the Gatekeeper
Goddess of Death and Rebirth, Winter and Deliverance
Lorminstra is the Goddess of Death and Rebirth. She is the eldest offspring of Koar and Lumnis. Lorminstra is also the Goddess of Winter, that annual "death" of nature which parallels the death and rebirth of souls. She is also the Keeper of the Ebon Gate. It is her decision whether a soul is allowed to return to Elanthia each time an appeal is made via a ritual of resurrection, and even Koar will not gainsay her decision.
Lorminstra regards Luukos' enslavement of souls to animate his undead as abominable. She supports her brother, Ronan, in his struggle against Luukos' minions, and also petitions Koar frequently to take direct measures to curb Luukos' activities. Lorminstra's preferred humanoid manifestation is that of a thin woman with black hair and pale alabaster skin. She wears two layers of robes, black over white, and at her side dangles a ring of keys, one for every soul. In manner, she is somber yet caring. Her symbol is a golden key, or a golden key set upon a gate of black.
Lumnis, Queen of Enlightenment
Goddess of Wisdom and Knowledge
Lumnis is the Goddess of Wisdom and Knowledge, and the wife of Koar. She is not considered the "Queen" of the Gods, however. She gives counsel willingly, even to the Dark Gods, but never commands. Her power lies in her understanding of the interrelationships of the Spheres of Knowledge (Elemental, Spiritual, Chaos, Order and Planar) and her intuitive grasp of their intricacies. Able to accomplish feats that leave even Koar amazed, she wields her knowledge with the style of an artist.
She is worshiped by scholars and practitioners of the arcane arts who explore the boundaries of their knowledge with a wonder and respect of the powers they discover. Her wisdom is also sought by fortune-tellers and all in need of guidance. Lumnis will never give an answer outright, however. She would rather advise and guide, allowing those who seek aid to find the answer on their own.
She regards Fash'lo'nae's approach to knowledge as ultimately self-destructive and unconscionable. Her disapproval of knowledge for personal gain or power is such that she has been attributed with the sudden disappearance of several notably power-hungry magic users over the centuries.
Lumnis' preferred humanoid manifestation is that of a mature woman in gossamer robes of light grey, so long that her feet are never seen and the hem is lost in distant mists. Her hair is black with a single shock of grey at her forehead. In manner she is serene, and even in anger she is more a disappointed mother than a raging goddess. Her symbol is a golden scroll overlaying five conjoined circles, the circles being red (Planar), blue (Spiritual), black (Chaos), green (Elemental), and white (Order) - symbolizing her mastery of the Spheres of Knowledge.
Oleani, Mistress of Adoration
Goddess of Love, Spring, and Fertility
Oleani is the Goddess of Love, Fertility and Spring. To many, she is also considered the patroness of halflings. Her consort is Phoen, the Sun God. Called upon to bless weddings and birthings, Oleani represents the many aspects of love. Her interests range from the romantic aspects of a "respectable and proper courtship" to the sensual magnetism which may spark an illicit love affair - from the tragedy of a lover's untimely death to the joy of a new birth. In most lands she is honored in the early spring when a celebration of new love and a ritual requesting her blessing on the fields are combined into a single holiday.
Oleani's preferred humanoid manifestation is that of a woman of maddening beauty, of any race or color. In manner, she is amorous and nurturing. Her symbol is a red heart with a budding flower growing from it.
Phoen, the Sun God
God of the Sun, Summer, and Fatherhood
Phoen is the God of the Sun and Summer. He is consort to Oleani. He is often considered the god of fatherhood, given his relationship with Oleani (the goddess of fertility), and as God of the Sun he represents the masculine side of fertility. The Sun God personifies manly power, to the point that he is often egotistical. There is more than one fable of Phoen causing harm rather than good through careless use of his great power.
The warmth and light associated with the sun, as well as the fact that they are life-nurturing qualities place Phoen in direct opposition to the Dark Gods. However, more often it is the Dark Gods regarding him as such that leads to conflict, rather than his desire to oppose them. He may also face them simply as a staunch ally of Oleani's.
Phoen's preferred humanoid manifestation is that of a man nearly identical to Ronan, but with golden hair that shines so brightly as to blind mortals. The clothes he wears are golden as well. In manner he is confidant, even to the point of egotism. His symbol is a golden sunburst on a field of blue.
Ronan, Lord of Dreams
God of Night and Dreams
Ronan is the God of Night. He is master of sleep and dreams, and guardian against those who would violate the peaceful respite of that other world. Ronan is perhaps the most active foe of the Dark Gods. Ronan is the darker twin of Phoen, and it is said that the two, being night and day, cannot come together in the same place.
Given their avoidance of light and their use of darkness as a cloak to cover their activities, Ronan finds the Dark Gods trespassing in his realm quite regularly. Ronan and Sheru are in constant conflict since they both regard the night and sleep as their rightful territories. Luukos also mounts a constant assault on Ronan's realm with those who have failed to die cleanly and are now subject to his curse.
Ronan's preferred humanoid manifestation is that of a gaunt man with heavy-lidded eyes and a mysterious smile. His eyes are without whites, leaving deep black pools broken only by a faint grey swirl. He dresses only in black, and even the steel of his weapons is black. In manner, he is sleepy and sardonic. His symbol is a black sword with a silver edge on a field of black.
Tonis, the Fleetfooted, King of Thieves
God of Speed, Travel, and Thieves
Tonis is the messenger of the gods. He is the only offspring of Phoen and Oleani. He is renowned for his speed, and for the shape he commonly chooses when on an errand. Even more frequently than his humanoid form, Tonis takes on the form of a golden pegasus whose hooves strike flames from the sky.
Tonis is also worshiped by thieves. Myths of his speed and daring spur his worshipers on to perform similar feats, and it is the skill and daring of their acts that motivates them more than the trinkets they take. In battle, Tonis can slay an army in a few moments by rushing among them and snatching the breath from their mouths.
Tonis' preferred humanoid manifestation is that of a lithe young man dressed in a simple tunic carrying a messenger's pouch across one shoulder. In manner, he is hyperactive and childlike. His symbol is a golden pegasus on a field of blue.
Pantheon of Neutrality
There are a few Arkati who do not fit into either Liabo or Lornon. They instead remain a relative neutral, working towards their own designs with varying regard for the lesser races.
Gosaena, Mistress of Eternity
Goddess of Death
Despite resurrections and other ways to return to existence, death is an ultimately final thing. When the bridge between life and death is crossed for the final time, and a soul is allowed through the Ebon Gates, Gosaena is there waiting on the other side. She is the goddess of death. Unlike Lorminstra, when a spirit comes to Gosaena, it will not be returning to the mortal realm.
Gosaena is a pariah among the other Arkati. She is gifted with foresight, most specifically, knowledge of when everyone and everything will die. The Arkati, now gods to the mortal races, had no desire to recall their own mortality and so outcast her. Neither pantheon will claim her, and no one will speak to her save Jastev, whose own talent for foresight makes him sympathetic to her plight. Gosaena never speaks, except on very rare occasions to Jastev. She is as silent as the grave, and takes the souls due her without regret, compassion or malice, only impartiality.
Gosaena's preferred humanoid manifestation is that of a beautiful woman with pale skin, long silver hair, and ice blue eyes. She wears grey robes and a large grey cloak that covers brilliant white feathered wings. In manner, she is silent and impartial. Her symbol is a silver or grey sickle on a field of green.
Zelia, Keeper of the Moons
Goddess of the Moons and Insanity
Zelia is a lunatic in the purest sense of the word. Goddess of the moons and of insanity, the only thing consistent about her is that she is inconsistent, and is completely out of her mind. Zelia may be chaos personified.
Once a great lover of solitude, it is said that the Arkatis' move to the moons at the Drakes' behest was her undoing. It is not known, however, if it was the invasion of her privacy or the loneliness that may have ensued after her peers left for Elanthia that unseated her sanity. Whatever the case, she now takes a personal hand in the affairs of the mortal world, just as the other Arkati, blessing her followers with what she considers the greatest freedom of all: freedom from lucidity.
Zelia has a great dislike for Sheru. She feels that his tactic of scaring a person into madness is classless and brute-like, lacking a great deal in finesse and understanding of mortal mentality. There are much better ways to drive someone over the edge. She drives a misty chariot pulled by grey stallions, looking for people in need of her gift.
Zelia's preferred humanoid manifestation is that of a woman with large green eyes and silver hair that always seems to be blowing wildly about her face. There is no trace of sanity anywhere in her expression, and she wears a silver breastplate and grey tunic. In manner, she is unpredictable and insane. Her symbol is a silver crescent moon on a field of black.
Pantheon of Lornon
The pantheon of Lornon is considered "evil" or "dark" and consists almost exclusively of Arkati that work towards the betterment of themselves. Those Arkati considered "of Lornon" viewed the other races as playthings, food, or worse, and considered Elanthia a stage for their own desires.
Andelas, the Cat
God of Felines and Hunting
Andelas is the lord of cats, and so is different to some degree from the rest of the dark gods. In fact, were it not for his decidedly sadistic nature, it could be argued that Andelas is not really 'evil'. Followers of Andelas form cat cults, and idolize felines to the point of reenacting the stalk, the hunt, and the kill (complete with costuming, fangs, and claws). Andelas' influence is revealed in that the quarry in the reenactments are most often members of one of the humanoid races. Unfortunately, they are rarely as enthused about their own participation as the members of the cult are.
It is rumored that Andelas has an avatar that walks the land known as The Claw of Andelas. He generally appears as a great cat. In human form, however, he retains his catlike quality, from his eyes to his unusually sharp fingernails. In manner he is much like a cat, either playful, sadistic or completely indifferent. His symbol is a black cat's head on a field of red.
Eorgina, Queen of the Dark
Goddess of Darkness, Domination and Tyranny
Eorgina is the Goddess of darkness and ruler of the dark gods. She bestows upon herself the title of Queen of the Gods and works toward the end of taking the places of Koar and Lumnis, or at the least replacing Lumnis at Koar's side. It is incomprehensible to her that Lumnis does not claim the title of Queen of the Gods, as the thought of not taking power where it is offered is beyond Eorgina's understanding.
The Queen of Darkness personifies the unrestrained power of tyranny and draws strength wherever one being dominates another, be it a despot with no regard for justice or a stepmother with no love for her husband's children. Ironically, her worshipers often include those who have been wronged by tyranny and seek the revenge of returning the favor.
Eorgina's preferred humanoid manifestation is that of a beautiful queen wearing the richest and most beautiful of velvet robes and weighed down with lavish jewelry. In manner, she is cruel and destructive with a veneer of royal bearing. Her symbol is red, stylized flames on a field of grey.
Fash'lo'nae, the Grandfather
God of Magic, Forbidden Knowledge, and Libraries
Fash'lo'nae, is the master of magic and arcane knowledge for its own sake. He regards the pursuit of esoteric knowledge as an end in itself, and the societal or other impacts of that pursuit are of no consequence. Even the gaining of knowledge for personal gain is not a goal, other than as it may make further inquiries, investigations, and experiments possible. Theft, dishonesty, and even murder are acceptable if they further the acquiring of knowledge, particularly arcane or mystical knowledge.
While Fash'lo'nae is certainly frowned upon by many, most do not consider him strictly "evil." In fact, he is credited in several legends with spreading beneficial knowledge that others (such as the Drakes and the other Arkati) would have suppressed. It is generally agreed that Fash'lo'nae brought fire to the mortal races, suffering the wrath of the Great Drakes, although there is dispute as to his motive in doing so. Many call Fash'lo'nae "The Grandfather," and his followers contend that he is the eldest of the Arkati, even older than Koar himself. Followers of Fash'lo'nae are a hazard to all about them, since they consider the risks of demon summoning a paltry price to pay for the potential of increased knowledge. Fash'lo'nae's preferred humanoid manifestation is that of an ancient man or woman of scholarly bent. In manner, he is cool and calculating. His symbol is yellow, slit-pupiled eye on a field of grey.
Ivas, the Seductress
Goddess of Desire, Lust, and Passion
Ivas is the Goddess of seduction. Possessing a pair of tentacles where most humanoid beings have arms, and with full, sensuous lips hiding a maw filled with shark's teeth, Ivas cloaks herself in illusion. She appears to the unwary as a woman of unearthly beauty.
Preying on those willing to be seduced, Ivas thrives on the jealousy, distrust, and hatred that results. Often times marked by rotting diseases that defy all cures, her adherents form cults which revel in perverted carnal pleasures. However, their primary goal is the seduction of unwary outsiders.
Ivas' preferred humanoid manifestation is that of a beautiful woman with tentacles in place of arms. In manner, she is sensual and insatiable. Her symbol is a stylized, green wisp of smoke on a field of red.
Luukos, Eater of Souls
God of Death, Lies, and Undead
Luukos is the god of unending death. Unlike Lorminstra, Luukos shows no reverence for the souls of those who have died. To him they have two uses, either to animate one of his undead minions in his efforts to extend his power, or as sustenance for himself. Luukos' primary foods are the blood of the dead and the souls of the recently fallen. Luukos' form of choice is that of a large green serpent. It is not unusual for survivors of a large battle to report the sighting of such a creature slithering from corpse to corpse on the recently abandoned field of combat.
Luukos is able to claim the souls not only of those he takes by force through his undead minions, but also of those who have sullied themselves in life. Thus, Luukos is also the Lord of Lies, and his minions always seek to spread misinformation among mortals. Legend holds that Luukos can snatch the soul of one who has died with a lie on their lips even from Lorminstra, and that the only way to be free from his hideous jaws is to renounce the lie. Luukos' preferred humanoid manifestation is that of a dark-complected man with faintly reptilian features and a forked tongue. In manner, he is persuasive, treacherous and sadistic. His symbol is a green serpent on a brown field.
Marlu, the Destroyer
God of Demonic Summoning, Destruction, and Power
Often mistaken for one of the greater demons and frequently called the Demon Lord, Marlu delights in death, destruction, and the devouring of still-living prey. Tales tell of Marlu being seen around ancient ruins, prying open old chambers and delving into all manner of spaces. Common legend has it that he seeks others of his kind to loose upon the innocents of Elanthia. Just as some believe Koar is actually the last Drake, there are those who hold that Marlu is a true Ur-Daemon who sought asylum with the Arkati when the rest of his kind were killed or driven out of this realm of existence.
Marlu derives power from the summoning of demons, one reason that such practices are frowned upon by many worshipers of the Light Gods. Whether his power comes in the same manner as other Arkati, or from the loosening of the portals between dimensions, is unknown. Marlu is also drawn to all manners of destruction. More than any other of the Dark Gods, Marlu seems bent on destruction of a scale so massive that it might actually eliminate the world and all his worshipers with it. While Eorgina personifies power over others, Marlu is the embodiment of personal destructive power. Marlu's preferred manifestation is that of a gruesome creature with glistening black skin, leathery wings and barbed tentacles. In manner, he is demonic. His symbol is a black six tentacled "star" on a field of grey.
Mularos, the Suffering
God of Suffering and Torture
Known as "He who is the Sorrow of the World," Mularos is the god of suffering, both physical and emotional. He draws the most strength from pain inflicted by others. While Mularos is not worshiped by any formal church, cults to him have surfaced from time to time. These are most often collections of sadomasochists, often led by a charismatic but twisted leader. These cults seduce young followers with a decadent and reassuring lifestyle, then bend their minds to dependent love and strict obedience. While the usual end result is mass suicide, it is rumored that such cults have lasted for centuries.
At times Mularos seems to revel in causing pain, but he feels the pain of mortals at the same time as he draws strength from it. In a sense, he is a victim of mortals as much as they are victims of him.
Mularos' preferred humanoid manifestation is that of a young man of delicate features dressed in simple silk robes. Often a glimpse of the scars left by manacles can be seen at the hem and sleeves of his robe, or the bloody mark of a lash below the collar. In manner, he is charming, alternately dominant and submissive, sadomasochistic and sad. His symbol is a heart with a dagger piercing it on a field of white.
Sheru, Bringer of Terror
God of Night, Nightmares, Insanity, and Terror
Sheru is the god of night and nightmares. Truly the god of terror, and of unbridled fear, Sheru thrives on these emotions in lesser creatures. Only experiencing satisfaction when his efforts unseat a being's sanity, Sheru will use any means to achieve this end. Because Luukos' undead minions tend to cause more terror than most of the other creatures of darkness, Sheru and Luukos are allied more often than any of the other Dark Gods. The insane are often said to have received Sheru's Gift. Strangely, Sheru and Zelia cannot stand each other, despite serving each other's ends quite nicely.
Sheru's preferred humanoid manifestation is that of a large man with a black furred jackal's head. In manner, he is cold, emotionless, and cruel. His symbol is a black jackal's head on a field of gold, or alternately, a black jackal's head on a field of crimson and gold.
V'tull, the Berserker
God of Combat and Bloodlust
V'tull is the champion of the dark gods. Almost single-minded in his goal of bloodletting for its own sake, the sight of the life's blood of any creature seems to fill V'tull with ecstasy. Given his nature, he has spent all of his efforts in perfecting his fighting abilities and in using them at every opportunity.
While all of the gods rarely manifest themselves among mortals, V'tull does so more often than most. He regularly enters into the bodies of warriors, whose eyes are said to turn black as night when this happens, and turns them into killing machines. His willingness to divinely inspire assures that his devotees among the martial classes are many, even where his worship is prohibited by those who fear their warriors will turn against them.
V'tull's preferred humanoid manifestation is that of a man with marble white skin and coal black eyes who towers over everyone he meets. He is always dressed in armor so stained with blood that its true color cannot be known. In manner, he is determined, righteous, obsessive and vengeful. His symbol is a black scimitar on a field of red.
Lesser Spirits & Other Immortals
There are a number of beings that, while they are not Arkati or are not Arkati of the main pantheons, are worshiped all the same. Their motivations and stories vary wildly, as do their allegiances to good or evil.
Aeia, the Mother
Patroness of the Earth and Gardnes
Aeia is a local goddess in the island town of River’s Rest. She is quite popular with the locals, but her worship does not expand far past the surrounding area. Local tradition dictates that Aeia is the earth mother; the world that the mortal races dwell on. She also seems to enjoy gardens, and such plots that contain statues of Aeia seem to do unnaturally well. Aeia's preferred humanoid manifestation is that of a beautiful human female with kind eyes. In manner, she is quiet and gentle. Her symbol is a white lily on a field of green.
Amalsalen, the Executioner
Patron of Sacrifice
Once a Faendryl elf before the exile of the House, Amasalen's immortal origins are not known. He is the patron of sacrifice, and delights in the painful offering up of victims as gifts to a greater cause. He is considered a servant of Luukos, which is borne out by his faintly reptilian features and craving for human blood. However, he has frequent dealings with Mularos, and many rumors state that his true master is Marlu. What is known for certain is that he is energized by bloody, frenzied religious celebrations.
Amasalen's form is that of a white-haired, lean, muscular man with bronzed skin, snake-like eyes and a long reptilian tongue. He wears only flowing white silk pants. In manner, he is zealous and sadistic. His symbol is a purple two-headed serpent twined about a crimson hand.
Arachne, the Betrayer
Patroness of Spiders and Betrayal
Arachne is the patroness of spiders and betrayal. She is the dire enemy of the Huntress, who she betrayed while both were still mortal. She was once the bodyguard of a great queen who became jealous at her husband's bodyguard's beauty. The queen enlisted Arachne's help to bring the Huntress. Arachne slipped a sleeping potion into the Huntress' drink then, when the Huntress had fallen asleep, planted a dagger in her hand and claimed that the Huntress had come to kill the king.
When the Huntress was exiled, Arachne was thrown into the dungeons for her knowledge of the queen's treachery. When the Huntress returned to exact her revenge, Arachne fell to her knees and begged forgiveness, although she was hardly sorry. She was jealous of the Huntress' new status as an immortal, and wished some of this power for herself. This became obvious when, as the Huntress struck the queen dead, Arachne in turn murdered the Huntress. As Arachne bent to drink of the immortal blood, a black widow spider bit her on the lip and mixed with that power to create a spider-faced creature that would become a cult-worshiped goddess.
Arachne's preferred humanoid manifestation is that of a woman with the frame of a fighter dressed in blood-stained leather armor, although most often she appears as a giant spider. In manner, she is cocky and condescending. Her symbol is a black widow spider on a field of red.
Patroness of Vengeance and The Hunt
The Huntress is the patroness of vengeance and the hunt. She is the dire enemy of Arachne, and often comes into conflict with Eorgina. She is not an Arkati, but an immortal spirit.
Once mortal, the Huntress was granted her immortality by an unknown deity, be it Arkati or other. She once was the bodyguard of a great king, but ran afoul of the king's wife. The queen was jealous of the Huntress' beauty, and enlisted the aid of the Huntress' second Arachne, the bodyguard of the queen, to bring the Huntress down. In a vile plot, the Huntress was convicted and exiled to death in the deserts. But the Huntress survived, if only barely, and under the influence of arachnid poison experienced a religious epiphany which made her immortal. Swearing revenge upon the queen, she returned to the city from which she had been exiled to make things right.
She found Arachne in the dungeons, and reconciled with her. Together, they moved to the bedchambers to slay the queen. But when the Huntress struck the killing blow, Arachne in turn betrayed the Huntress by killing her, and bent to drink the immortal blood. A black widow spider bit Arachne upon the lip, turning her into a horrid spider-faced creature.
The Huntress' preferred humanoid manifestation is that of a woman of surpassing beauty dressed in silver chainmail. Her face is always a mask of carefully-controlled anger, and she always holds a scythe at the ready. In manner, she is quiet and angry. Her symbol is a silver eight-pointed star on a field of black.
Jaston, the Windrunner
Spirit of the Air, Patron of the Four Winds, and Birds
Called "The Windrunner," Jaston is the Patron of the Four Winds. Once a sylvan elf, Jaston was one of Imaera's first experiments into the recreation of life upon Elanthia. After the Ur-Daemon War, Imaera sought to rebuild life upon the planet. Using the body of a fallen sylvan elf, she extended muscles and bones from his shoulder blades, creating three wings off each side of the sylvan's back. She then covered them in soft white feathers.
It was Imaera's hope that she could turn her beloved tree elves into true tree-dwellers, complete with wings and other birdlike attributes. But looking down upon her beautiful creation, she realized it could never be, for all other mortal races would envy this creature's attributes. Thus, she begged Lorminstra for one of the souls she would ordinarily allow through the Ebon Gates. Using this soul, she re-animated the fallen sylvan, and charged him with the care of birds, and made him caretaker of the Four Winds.
Jaston's form is that of a sylvan elf with long brown hair, hazel eyes, a slender build and six white-feathered wings growing from his back. He dons green breeches and many-colored feathered bands about his head, arms and wrists. In manner, he is lighthearted and playful. His symbol is a white feather on a field of green and white.
Kuon, the Green
Patron of Herbs and Flowers
Kuon is the patron of herbs and flowers, which many consider odd for a former giantman. In the days following the Ur-Daemon War, he unabashedly knelt beside Imaera, working to heal the green growing things of Elanthia. It was at his suggestion that Imaera gave certain herbs healing properties, for Kuon felt that, while the help of the Arkati was well and good, the lesser beings should have a way to help themselves.
Imaera was impressed with this gentle giant, and at the end of his allotted span of life, she gave him the gift of immortality. It is said that as long as there is a single green leaf upon the planet, Kuon will be there, nurturing it back into health. Flowers grow spontaneously in his wake, and go uncrushed beneath his steps. Kuon's form is that of an immense giantman in his thirties with hazel eyes, light brown hair and a hulking presence. His shimmering green, amber and brown robes are unable to hide his massive shoulders. In manner he is gentle and kind, but has a bad temper once pushed far enough. His symbol is a gold leaf on a field of brown.
Laethe, the Lovelorn
Patron of Young Love and Lost Love
Laethe, patron of young love and especially lost love, is the twin brother of Voaris. Where his brother watches over those whose love is forbidden, Laethe watches over those whose love is lost. While Voaris took his parents' passing with a calm acceptance, Laethe never truly learned to cope with their death. Thus, he has an intimate understanding of the pain associated with a loved one gone from one's life. He works to aid them in whatever way he can, even if it is only to put them at peace with their loss. Worshipers leave notes with their prayers for the hopeful return of their loves in the shrines dedicated to Laethe.
Laethe's preferred humanoid manifestation is that of a young man with black hair, fair skin and sorrowful blue eyes. He most often dresses in plain black attire, unadorned by any jewelry or decoration. In manner, he is compassionate, caring and sad. His symbol is a black rose on a field of purple.
Leya, Master of Martial Arts
Patroness of Amazons and Martial Arts
Leya's skills as a Master of Martial Arts was often demonstrated by her winning matches in many a tournament held by the Elven Houses. She is also skilled with many weapons. Daughter of the God Kai, and the elf Learya, Leya was blessed with talents from both spheres.
The tomes record that Leya wielded the sword Soulingen in one of the many battles staged during the Undead Wars, accidentally killing her lover, Egan. Soulingen's blade holds the souls of those it kills, evil and good alike. It was after this mournful accident, staged by Luukos, that Leya built the tomb for her lover, which is now her shrine. Taking up a simple dagger, Leya wandered the lands, retiring among the elves that cared for her during childhood. Leya's blessing often takes the form of a dagger-shaped mark.
Leya's preferred form is that of a woman who appears to be in her twenties with azure eyes and wavy mahogany hair. She wears a belted tunic over her athletic form and laced up sandals upon her feet. In manner, she is cool and confident. Her symbol is an ivory-hilted dagger on a field of deep blue.
Niima, the Wavedancer
Patroness of the Water, Sailors, and Sea life
Niima is the mistress of the water and the patroness of sailors. Daughter of Charl and one of the Arkati lost in the Ur-Daemon War, she acts as her father's conscience and moderates his temper. She rescues shipwrecked sailors, but tends to save the young and handsome ones first. There are a number of sea tales of a beautiful young woman, likely in her teens, pulling waterlogged and hopeless sailors from the seas. There are an equal number of unfaithful sailors who use the excuse that Niima saved their lives and required their company to stave off their unhappy wives. Niima is a favorite for the subject of sea chanties and pirate songs. She is also popular as a figurehead for ships.
Niima's preferred humanoid manifestation is that of a spritely young woman, no older than sixteen, with very pale skin, blue eyes, and pale blonde hair. A blue-green gown clings to her slender form. In manner, she is playful and flirtatious. Her symbol is a grey or silver dolphin on a field of blue.
Onar, the Assassin
Patron of Homicide and Assassination
Onar is known as the Assassin of the Gods. Most often working at the behest of Eorgina, Onar is professionally cold and calculating. He never chooses a target without a reason. His services are used whenever a single death will achieve Eorgina's ends.
Onar also serves the other Gods, but always at a price. What coin can pay a God is not for mortals to guess at, but the Dark Gods seem to use his services regularly against mortals who cross them. In many courts of law, possession by Onar is a defense to a charge of murder. Such possession can usually be detected by the presence of a skull marking somewhere on the body of the one possessed.
Onar's true form is unknown, as he acts almost exclusively through the hands of others. In manner, he is cold-blooded and emotionless. His symbol is a broken white skull on a field of black.
Tilamaire, the Lithe
Patron of Music and Dance
Tilamaire is the patron of music and dance. The servant of Cholen, it is said that he gained his position by singing a song so full of joy and laughter that Cholen knew this mortal must work to further his immortal designs.
Tilamaire frequently travels in the guise of a wandering minstrel to seek out new musical talents. Upon finding one worthy of his time, he offers to stay and tutor them, greatly increasing their skill and often bestowing magical abilities. Tilamaire's form is that of a young man with tawny hair, wide eyes, and full lips. He often dons a cloak like that of his master, and is seldom without several musical instruments on his person. In manner, he is carefree and exuberant. His symbol is a yellow note on a field of blue.
Voaris, the Charming
Patron of Young Love and Forbidden Love
Voaris, patron of young love and especially forbidden love, is the twin brother of Laethe. He and his brother are the youngest of the Arkati, still considered young by their racial standards, orphaned by the Ur-Daemon War. His powers have not grown great enough to be counted among the other Arkati of Liabo, and he is watched over by Oleani.
Voaris is the ally of those who would love beyond what is allowed them by racial, social or age standards. Young lovers forbidden to wed by their parents, couples unable to marry because of differences in social standing, and others denied romance by circumstance often seek his aid. Clerics of Voaris will wed anyone, so long as love is present. They will also aid lovers by giving sanctuary and often transportation to other places where the forbidden union will be allowed. Voaris' preferred humanoid manifestation is that of a young man with golden hair, fair skin and merry blue eyes. He most often dresses in courting clothes traditional to the area in which he is manifesting. In manner, he is clever and mischievous. His symbol is a yellow rose on a field of red.
Voln, the Paladin
Destroyer of the Undead
While not directly a servant of Lorminstra, Voln does owe much to her and shares her hatred of Luukos. Tales suggest that Voln's very existence is a result of Lorminstra's constant entreaties to Koar for some direct action to counter the spreading curse of Luukos' undead. Most tales attribute Voln's paternal lineage to Koar and a mortal woman. His upbringing, in a land where he witnessed loved ones lost to Luukos' curse, shaped him with an undying hatred of the undead and provided a lifelong mission. Now fully cognizant of his own immortal nature, Voln has pledged himself to the release of every soul enslaved by Luukos.
Voln's form is that of a man in full armor of black chainmail topped by a white surcoat and carrying a white shield. In manner, he is grim and sometimes snide. His symbol is a white shield on a field of black.
Ghezresh, the Great Eel
Spirit of the Deep Oceans
Beneath the abandoned seas, the fiery face of the landscape was ever-changing. Lava bubbled up from beneath the crust, pushing and shoving earth and rock and stone into massive seamounts studded with flared vents. These sculpted fissures released pillars of scalding, mineral-infused steam that roiled toward the surface of the water. Amidst the vents, where the water was hottest, resided a tempestuous spirit born of flame. Having emerged from the magma that churned just beneath the sea floor's surface, it found itself a prisoner of a watery cage.
Too far away from the vents and the sea stole its warmth, caused its flame to wane, and so it was forced to linger where it had spawned. This was a limited existence at best and a torturous one at worst -- alone at the bottom of the sea, unable to move, unable to flee. It was merely stuck in the unrelenting crush of the ocean. But, as time toiled onward, the spirit evolved, becoming lord of his murky domain. It took a name for itself -- himself -- and developed a will and a consciousness that stood outside the realm of fire as he did. Ghezresh was the name he came to call himself.
While most creatures of the sea never ventured so far as he, there were some that craved the dark and the warmth. Beds of eels made their home in the silts collected in the hollows and divots formed by cooling lava. These lesser beings, he came to find, craved his attention, for when he would draw near, their mass would swarm. Hundreds of anguillid forms moving as one being, coiling around his heat. And so, he learned that these creatures, in exchange for his "blessing" would perform tasks for him. From elsewhere, they would bring him bits and pieces of carcasses, dead and dying things on which he could feed.
He developed a taste for flesh this way as well as a craving for adulation. For years beyond reckoning, he and throngs of eels existed in this manner. Though, as generations passed, the eels began to change. Not only were Ghezresh's spawning grounds the warmest and best protected, they were rich with deep earth minerals and the spirit's own influence. The creatures' murky skins shifted with this exposure from dour shades of black and green to silvered indigo. It became harder for them to blend along the seabed, and as a result, they became more and more dependent on their "beneficent" god.
They won his bounty with food and curiosities, providing for him, as he in turn protected them and bathed them in his warmth. When they displeased, they suffered his wrath as well. With the passage of time however, it became harder and harder to please Ghezresh. Eons had passed while he languished in his prison of circumstance, and he longed for nothing so much as to escape it. He had attempted once to pass through the depths in search of more shallow waters by shielding himself in a mass of writhing eels. Their warmth failed him before he reached even a depth where light could reach, and he was forced to retreat.
Those eels that survived the attempt suffered his wrath for their failure, and the fire of his temper turned inward, burning away all other thoughts from his mind. He would escape, and his every waking moment would be spent toward achieving that goal. As each endeavor failed, his nature darkened, twisting his fire first into rage then into loathing before it settled into a dark well of desolation. It dampened his fire, leaving his form a cool shade of its former self. No longer having that benefit to dangle over his captive followers, he turned to other means. Deceit and duplicity were currencies he traded in then. But, he knew that would only sustain him for so long.
Just when he was on the cusp of being unable to retain control of his little kingdom, salvation was brought to him in the guise of a meal. A veritable horde of eels swarmed through the sea, carrying within their mass something he could not quite make out. He saw a flash of iridescent fins and silvery hair, and he felt a distinct pang of hunger. Amidst the fluted vents framing the black coral that had grown into his throne, the eels dispersed and allowed their offering to drift to the sea floor. Before him lay a creature unlike any he'd seen; the lower half of its body was like a fish, scaled and flared with a wispy tail, and the upper half was covered in pale skin and had hair as silver as the light shed by the luminescent squid that occasionally invaded his realm.
Unsure of what to make of the creature, he disguised himself, taking on the form of a massive eel -- a larger version of those that had brought it here. As he drew close, he realized that whatever it was, it was wounded, but still alive. He circled about the body, stirring currents of warmth from the vents into a cyclone around it. Gradually, as it warmed, a flush fell over its skin, and its eyes fluttered open. They were lustrous green, like its scales, and he studied it for a moment. When he asked of its nature, it answered that it was a sea nymph, a daughter of Niima. He recoiled at the mention, but hid it well as he circled the nymph. She was injured, he told her, quite gravely. She had replied that her lady would save her.
The sound he made rang hollow through the cold deep of the sea. Not here, he assured her. Her kind never ventured this far, and he had dwelled here for eons with none ever hearing his pleas. Doubt clouded her delicate features. Ever slithering through the water around her, drawing warmth to her, he whispered to her that if she were to help him, he would in turn help her. Together, he and his eels could convey her to more shallow waters, sharing their warmth in the depths to preserve her, if she would only direct him to the surface, to land. He withdrew then in the guise of allowing her to think over his offer, and as the deep sea chill began to settle upon her, she began to shiver. It wasn't long before she acquiesced to his plan.
He fought to keep his overwhelming satisfaction at her subtle surrender from showing as he summoned up the masses of eels from their beds. Together, his warmth and hers and that of the eels formed a cocoon of safety that bore them through the deepest reaches of the sea to a middling place where the light could be seen falling through the dappled surface above. He was intoxicated by his success, so close to his goal. And, as she had promised, the nymph directed him toward an island, largely uninhabited, but more than ample for his needs. With exaggerated praise he thanked her, but when she began to depart, the swarm of eels barred her exit. Confused by the detainment, she begged his leave. The surge of his body as he shed the form of an eel to become himself again buffeted her with a wave of pure maleficence.
He explained that he had fulfilled his obligation, brought her through the depths safely to more shallow waters, but that the journey had sapped his strength. And, even as the eels began to nip at her, tearing open her wounds anew and consuming her before his eyes, he continued to describe how her sacrifice would serve him. Betrayal was the last glimmer he saw in her eyes before those were lost as well beneath the writhing mass of eels. Once he was filled and sated, he turned toward the solitary island she had indicated and, with his followers in tow, began his journey to conquer his own sliver of the surface world.
Chapter 5. Elanthian Materials
In Elanthia, there are numerous materials that weapons, armor, shields, and other useful objects can be crafted of that provide a variety of bonuses to those objects. The standard material for all metal weapons armor is assumed to be steel. The standard material for ranged weapons and staves is a common wood. The primary material for shields may be either metal or wood. However, if the primary material for a shield is wood, it is assumed the shield is banded with steel. If the primary material for a shield is metal, then it is assumed the shield is also contains common wood. Armors that are primarily made of leather but contain metal can benefit from the effects of functional materials as the metal reinforcements are made with those materials.While a highly magical realm, weapons and armor of exceptional quality are more likely to be made of magical metal and woods rather than enchanted. Although, the enchanting process does still exist and can be used on items made of most materials. The exceptional materials found in Elanthia can provide simple bonuses to hit and damage, as well as more spectacular benefits inherent in certain materials. The locations of some of the most fantastic materials, and the knowledge of how to safely work with them, are closely guarded secrets of different races or cultures.