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The Setting


Nina

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A note on names - In most cases all the good names of things and places have pretty much been used. I don't like making up nonsensical words. Therefore I will be repurposing names from other sources, if it makes sense i will alter the spelling, otherwise i will just use the word. These repurposed names are not a reference to their origin even if there are similarities in the item said name is used on. 

The Three Leaves

A D&D 5E Campaign

 

 

SETTING

The Three Leaves is set in an Epic Fantasy World called Tellus. Tellus is an ancient world one which has lived through many ages and seen the rise and fall of civilizations great and small.

 

In the time in which our game will be set the Lands of Tellus comprise one great Mega-continent, commonly called Parrella.

 

Parrella comprises the remains of several ancient continents that crashed together in some great upheaval millennia ago. Parrella is vast measuring some 14,000 miles north to south and close to 11,000 miles east to west, not counting the Islands and Archipelagos that formed from the mountains ranges stretching into the seas.

 

When the lands of the old world crashed together to create Parrella, huge daunting mountain ranges rose at the points of the collision dividing Parrella into three parts. These Mountain ranges begin as one which runs from the far northern coast south almost to the middle of the continent, where the range splits into two new Ranges which proceed at angles from the origin range, these two new ranges stretch all the way to the coasts and out into the world ocean, creating Islands, archipelagos and strange and deadly currents.

 

At the point where the Ranges split lies a great Super-Volcano, now dormant, its crater, almost 100 miles across forms the Bowl. The Bowl is in some ways the center of civilization on Parrella, as it is only by passage through the bowl that travel can easily be made from one Leave to another for the mountains are nearly impassible and where paths exist other dangers lie in wait. Passage through the Bowl can be made year round.

 

The Bowl in this day is neutral, it's neutrality guaranteed by The Wizard.

 

Before we go any further let us talk about the peoples of Parrella and the lands they inhabit.

 

 

As stated Parrella is divided into three parts each separated from the others by massive mountain ranges that are extremely difficult to pass through. These areas are the size of continents themselves and are for reasons lost in time called the Leaves.

 

The three Leaves are the East Leave, the West Leave, and the Southern Leave. The East and West Leaves both stretch from the Unforgivable North (a land of terrible cold, ice, and snow as well as unspeakable monsters) to the south, about to the midway of Perilla, with the West extending further south with a narrow (in proportion to the rest of the mega-continent) stretch of land going to the southern sea. The Southern Leave occupies the majority of the south of the mega-continent and stretches from the dividing mountains north and east to both the western and southern shores.

 

With in these Three Leaves can be found all the sorts of terrain, geographical features, flora, and fauna. There are forests smaller independent mountain ranges, rivers, streams, and lakes. There are forests of great towering trees and forests of Pine and ash, even jungles and rain forests can be found in the South Leave along with deserts. there are no deserts in the East and West Leaves although arctic Tundra do exist in the far north of both.

 

Another thing which can be found in the Three Leaves are People. There are dozens of races which comprise the people and civilizations of Parrella.  Here I shall mention the most prevalent, and arguably the most important.

 

First is the Elves, as they are the oldest and their origin, at least for the High, Wood, and Dark elves, is known. The Eledrin are beings of two world and if they know their origin, they do not share that knowledge, the other three spawned from the Eledrin.

 

Elves can be found in all three Leaves, but their great cities are in the southern part of the West Leave where the great Eldar wood lies at the foot of the Grim Wall Mountains and borders both the Dwarven Mountain Holds and the Dragarran Empire of the Dragonborn.

 

Which leads us to the Dragonborn.

 

The Dragonborn are, like there name suggest, Draconic in appearance. They are bipedal, wingless, tailless humanoid creatures that resemble dragons right down to an ability to produce a ‘Dragons Breath’. They claim to have descended from Dragons but there is no proof of this and indeed much evidence to disprove it. Regardless they are a powerful intelligent magical species and possess the largest empire on the Mega-continent. They also believe that they are superior to all others and believe that they and they alone should rule. This has led to many wars and were it not for the enforced neutrality of the Bowl they would likely have conquered all other lands by now. Their empire occupies all of the Western Leave except for the Eldar Wood and the lesser forest which abut that mystical place, as well as portions of both the Eastern and Southern leaves.

 

Dwarves Live not within the Leaves but rather make their homes on the Mountains of the Three Great Ranges. There is no single Dwarven Kingdom rather the Dwarves gather in Clans which are united by marriages. Each clan is separate and owe no fealty to any other save the bonds of marriage and friendship. If There is war the clans have been known to elect a warlord to lead them until war ends after which the clans return to their homes. The Dwarves of the Great Mountains do not live underground instead they build massive City Holds on the sides of the Mountains they mine, digging their mines from beneath their City Hold. When those mines play out the clan simply abandons the hold and moves to the next mountain a process which takes many, many years.

 

Gnomes, The Little Folk, these small statured people hold only a few kingdoms of their own, often in the foothills of the mountains which exist across the continent, but they are the most diplomatic of people and can be found anywhere.

 

The last major race are the Humans. Numerous and diverse Humans can be found, like gnomes, every where but the largest accumulation is in the East Leave where they have many kingdoms and at least two empires which have waxed and waned over the course of time. It is with the Human empires that the Dragarran Empire has warred the most which make it a strange wonder that almost a third of the Dragarran Empire’s population is made up free humans. Strange indeed.

 

These then are the five largest and most influential of the races of Parrella but by no means the only ones. There are Centaurs, Goliaths,,Half-elves,Thri-keen, Minotaur, and others. These races can be found in smaller groups mostly in the South Leave but small enclaves may also be located in the other two Leaves. Adventures Individuals of course can show up anywhere.

 

 

The Bowl and The Wizard

 

Where the Great Ranges divide in the center of Parrella is a super volcano that was created in the cataclysm that formed the Mega Continent. Over the millennia the Caldera of the volcano collapsed and formed the Bowl, a rough circle some 100 miles across with its lowest elevation only a few hundred feet above sea level, its walls and the mountains beyond towering over site. In its center a bottomless lake heated from the fires of Tellus below. Over the millennia the heat and it location caused the Bowl to become a temperate paradise of light forest and grassland crisscrossed by streams and creeks which were fed by the runoff from the mountains which filled the lake and a single river formed when the caldera collapsed flows from the lake to a break in the caldera’s wall creating a spectacular waterfall which feeds a mighty southern river.

 

The Bowl was first discovered by humans from the east, primitive wanderers who entered the foreboding mountains in the distant past seeking safety and a place to live in peace. They had discovered a wide pass on the eastern face of the mountains which led to the Bowl and these wanderers settled there and began to farm and built the first town in what was to them a paradise.

 

Over a century passed and an adventurer from the bowl one day climbed out of the bowl and discovered a pass into the west. He disappeared never to be seen again but within a few years the Dragonborn came thru that pass in large numbers conquered and enslaved the people of the bowl. A third pass was discovered this one leading into the south and with that the groundwork for centuries of war was laid. These passes were large enough for armies to pass through and were the only safe and routes through the mountains and for hundreds of years armies crossed the bowl to make war and many times great battles were fought within the bowl for control.

 

Then one day came when armies from all three Leaves came into the bowl and a terrible battle was waged. Sword and arrow Miracle and spell, thousands died and the streams and creeks filled the lake with blood. As the armies paused a man appeared a wizard and he called to the general to attend him and he touched his staff to the lake and the lake boiled and the ground shook and as the generals watched the water drained away and the bottomless lake filled with molten rock and rose higher and higher the shaking grew worse the walls of the Bowl cracked and fell the mountains tumble and the volcano erupted shattering Parrella, dooming all the People of the Three Leaves.

 

And then all was still, and the wizard raised his staff from the lake, and all was as it had been. He told the generals that if they did not leave the Bowl and never again bring armies to war there that that would be the fate of the world to be torn asunder again. He convinced them that spell to trigger the eruption was place and that only he could hold it in check. The generals conferred and agreements were made. No more would war be made in the bowl nor would armies be allowed to pass. Only troops returning to there home Leave from their possessions in the other leaves would be allowed to pass and only troops to replace them could pass back thru. The Bowl would become a neutral land under the watchful eye of the Wizard and trade would be allowed to pass through and individuals

 

A tower was built for the wizard at the northern end of the lake, a small trade city grew at the south end and three roads were built to the passes several towns and villages grew and many farms. People of all races and creeds settled to live in the one true place of peace for the Wizard, seemingly Immortal, still watches from his tower.

 

 

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THE APPROVED RACES (see character creation topic)

 

ELVES

Elves are a magical people of otherworldly grace, living in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry.

There are four Types of Elves that can be used as PCs

Eladrin (MToF)

Source: Mordenkainen's Tome of Foes

ELADRIN AND THE
FEYWILD
The Feywild exists separate from but parallel to the Material P lane. It's a realm of nature run amok, and most of its inhabitants are sylvan or fey creatures. I n these respects, the Feywild has certain similarities to Arvandor. First-time visitors might be excused for not being sur e which of the two planes they're on for a time after arriving.

All kinds of elves live in the Feywild, but one subrace-the eladrin- has adopted it as their home. Of all the elves, eladrin are closest in form and ability to the
first generation of e lves. Some could pass for high elves, but most are distinctly eladrin in appearance: very slender, with hair and skin color determined by the season
with which they feel the closest affinity. And their eyes often glimmer with fey magic.

 

Because of their link to the primal elves, eladrin tend to be haughty around other elves. They're proud of their heritage and equally proud of their ability to thrive in the
Feywild, a land full of threats that would overwhelm and destroy weaker c reatures. Some eladrin trade haughtiness for a tender kindness toward their elf cousins,
knowing that many elves have never felt the ecstasies of a life amid the fey and of years spent near the ancient s hrines and other glories created by the primal elves
who first arrived in Faerie. These kinder eladrin take a special pleasure in introducing their realm to others.


Eladrin cities represent t he pinnacle of elven architecture. Their soaring towers , arching bridges, and gracefully filigreed homes are a perfect blend of construction
natural elements, and magic-inspired motifs. Streams ' and waterfalls, gardens and copses, and structures of stone and wood are commingled in ways that are original
and yet completely natural-looking.
Eladrin culture is older than any other elven civilization, and it's also the most decadent. Most elves are impetuous to some extent, but eladrin are known for their
fickleness. Many of them change their minds on the spur of the moment without giving reasons. Their system of justice vacillates be tween capriciously harsh and
whimsically mild, depending on the mood of the eladrin passing judgment, and eladrin are more susceptible to flattery than other elves are.
 

Eladrin are elves native to the Feywild, a realm of beauty, unpredictable emotion, and boundless magic. An eladrin is associated with one of the four seasons and has coloration reminiscent of that season, which can also affect the eladrin's mood:

 

Autumn is the season of peace and goodwill, when summer's harvest is shared with all.

Winter is the season of contemplation and dolor, when the vibrant energy of the world slumbers.

Spring is the season of cheerfulness and celebration, marked by merriment as winter's sorrow passes.

Summer is the season of boldness and aggression, a time of unfettered energy.

Some eladrin remain associated with a particular season for their entire lives, whereas other eladrin transform, adopting characteristics of a new season.

 

When finishing a long rest, any eladrin can change their season. An eladrin might choose the season that is present in the world or perhaps the season that most closely matches the eladrin's current emotional state. For example, an eladrin might shift to autumn if filled with contentment, another eladrin could change to winter if plunged into sorrow, still another might be bursting with joy and become an eladrin of spring, and fury might cause an eladrin to change to summer.

The following tables offer personality suggestions for eladrin of each season. You can roll on the tables or use them as inspiration for characteristics of your own.

Autumn

d4           Autumn Personality Trait

1              If someone is in need, you never withhold aid.

2              You share what you have, with little regard to your own needs.

3              There are no simple meals, only lavish feasts.

4              You stock up on fine food and drink. You hate going without such comforts.

d4           Autumn Flaw

1              You trust others without thought.

2              You give to the point that you leave yourself without necessary supplies.

3              Everyone is your friend, or a potential friend.

4              You spend excessively on creature comforts.

Winter

d4           Winter Personality Trait

1              The worst case is most likely to occur.

2              You preserve what you have. Better to be hungry today and have food for tomorrow.

3              Life is full of dangers, but you are ready for them.

4              A penny spent is a penny lost forever.

d4           Winter Flaw

1              Everything dies eventually. Why bother building anything that is supposedly meant to last?

2              Nothing matters to you, and you allow others to guide your actions.

3              Your needs come first. In winter, all must watch out for themselves.

4              You speak only to point out the flaws in others’ plans.

Spring

d4           Spring Personality Trait

1             Every day is the greatest day of your life.

2              You do everything with enthusiasm, even the most mundane chores.

3              You love music and song. You supply a tune yourself if no one else can.

4              You can’t stay still.

d4           Spring Flaw

1              You overdrink.

2              Toil is for drudges. Yours should be a life of leisure.

3              A pretty face infatuates you in an instant, but your fancy passes with equal speed.

4              Anything worth doing is worth doing again and again.

Summer

d4           Summer Personality Trait

1              You believe that direct confrontation is the best way to solve problems.

2              Overwhelming force can solve almost anything. The tougher the problem, the more force you apply.

3              You stand tall and strong so that others can lean on you.

4              You maintain an intimidating front. Better to prevent fights with a show of force than to harm others.

d4           Summer Flaw

1              You are stubborn. Let others change.

2              The best option is one that is swift, unexpected, and overwhelming.

3             Punch first. Talk later.

4              Your fury can carry you through anything.

Ability Score Increase. Your Charisma score increases by 1.

Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest. When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier. The effects are as follows:

Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.

Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.

Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).

 

High Elf

Source: Player's Handbook

Ability Score Increase. Your Intelligence score increases by 1.

Cantrip. You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it.

Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.

Extra Language. You can read, speak, and write one additional language of your choice.

 

Wood Elf

Source: Player's Handbook

 

Ability Score Increase. Your Wisdom score increases by 1.

Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.

Fleet of Foot. Your base walking speed increases to 35 feet.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

DARK ELF

Grugach Elf (UA) In our Game These Elves are called Dark Elves by all other races except elves

Source: Unearthed Arcana 46 - Elf Subraces

The grugach of the world of Greyhawk shun contact with other folk, preferring the solace of the deepest forests and the companionship of wild animals. Even other elves draw their suspicion.

The grugach tend toward chaos and neutrality. They feel no special duty to anyone beyond their own folk and the forest that is their home. Troubles beyond their borders are best kept there. At the same time, they harbor little ambition beyond a peaceful coexistence with nature.

If anyone is fool enough to disturb a grugach realm, these elves take to arms and fight in earnest. Grugach master the basic weapons needed to hunt and forage in the wood. Every copse of trees becomes a sniper's nest, and each forest meadow is an ambush point. The grugach set pits filled with stakes, snares that leave an intruder helpless to grugach arrows, and other snares designed to kill rather than capture. The grugach fight to the death to preserve their realms.

Ability Score Increase. Your Strength score increases by 1.

Grugach Weapon Training. You have proficiency with the spear, shortbow, longbow, and net.

Cantrip. You know one cantrip of your choice from the Druid spell list. Wisdom is your spellcasting ability for it.

Languages. Unlike other elves, you don't speak, read, or write Common. You instead speak, read, and write Sylvan.

 

HALF-ELVES

Use Stats from PHB.

Note that only Wood Elves are excepting of half-elves on the whole.

 

DRAGONBORN

The dragonborn walk proudly through a world that greets them with fearful incomprehension. Legends say they were shaped by the Great dragons of old themselves, the dragonborn say that they originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids.

There is some doubt about the veracity of these claims.

 

Dragonborn Features

Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.

Size. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Languages. You can read, speak, and write Common and Draconic.

 

Choose one ancestry below

 

Chromatic Ancestry. You trace your ancestry to a chromatic dragon, granting you a special magical affinity. Choose one type of dragon from the Chromatic Ancestry table. This determines the damage type for your other traits as shown in the table.

Chromatic Ancestry

Dragon Damage Type

Black      Acid

Blue       Lightning

Green   Poison

Red        Fire

White    Cold

Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Chromatic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Draconic Resistance. You have resistance to the damage type associated with your Chromatic Ancestry.

Chromatic Warding. Starting at 5th level, as an action, you can channel your draconic energy to protect yourself. For 1 minute, you become immune to the damage type associated with your Chromatic Ancestry. Once you use this trait, you can’t do so again until you finish a long rest.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.

 

Gem Dragonborn

Source: Fizban's Treasury of Dragons

 

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or you increase three different scores by 1.

Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Gem Ancestry. You trace your ancestry to a Gem dragon, granting you a special magical affinity. Choose one type of dragon from the Gem Ancestry table. This determines the damage type for your other traits as shown in the table.

Gem Ancestry

Dragon         Damage Type

Amethyst            Force

Crystal                Radiant

Emerald               Psychic

Sapphire              Thunder

Topaz                   Necrotic

Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Gem Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Draconic Resistance. You have resistance to the damage type associated with your Gem Ancestry.

Psionic Mind. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature, but the creature must be able to understand at least one language.

Gem Flight. Starting at 5th level, you can use a bonus action to manifest spectral wings on your body. These wings last for 1 minute. For the duration, you gain a flying speed equal to your walking speed and can hover. Once you use this trait, you can’t do so again until you finish a long rest.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.

 

Metallic Dragonborn

Source: Fizban's Treasury of Dragons

 

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or you increase three different scores by 1.

Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Metallic Ancestry. You trace your ancestry to a metallic dragon, granting you a special magical affinity. Choose one type of dragon from the Metallic Ancestry table. This determines the damage type for your other traits as shown in the table.

Metallic Ancestry

Dragon     Damage Type

Brass               Fire

Bronze         Lightning

Copper            Acid

Gold                 Fire

Silver               Cold

Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Metallic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Draconic Resistance. You have resistance to the damage type associated with your Metallic Ancestry.

Metallic Breath Weapon. At 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Whenever you use this trait, choose one:

Enervating Breath. Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.

Repulsion Breath. Each creature in the cone must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone.

Once you use your Metallic Breath Weapon, you can’t do so again until you finish a long rest.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.

 

 

Dwarf

 source PHB

Ability Score Increase. Your Constitution score increases by 2.

Age. Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.

Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

Darkvision. Accustomed to life underground, 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.

Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

Tool Proficiency. You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.

Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

Mountain Dwarf

Source: Player's Handbook

 

Ability Score Increase. Your Strength score increases by 2.

Dwarven Armor Training. You have proficiency with light and medium armor.

 

Gnomes

A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play.

 

Gnome Features

Ability Score Increase. Your Intelligence score increases by 2.

Age. Gnomes mature at the same rate as humans, and most are expected to settle into adult life around the age of 40. They can live to 350 years on average, but it's not too uncommon for them to reach 500 years of age.

Size. Gnomes are between 3 and 4 feet tall and weigh around 40 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet.

Darkvision. Accustomed to life underground, 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.

Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.

Languages. You can read, speak, and write Common and Gnomish.

 

Forest Gnome

Source: Player's Handbook

 

Ability Score Increase. Your Dexterity score increases by 1.

Natural Illusionist. You know the Minor Illusion cantrip. Intelligence is your spellcasting modifier for it.

Speak with Small Beasts. Through sound and gestures, you may communicate simple ideas with Small or smaller beasts.

Rock Gnome

Source: Player's Handbook

 

Ability Score Increase. Your Constitution score increases by 1.

Artificer's Lore. Whenever you make an Intelligence (History) check related to magical, alchemical, or technological items, you can add twice your proficiency bonus instead of any other proficiency bonus that may apply.

Tinker. You have proficiency with artisan tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:

Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.

Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.

Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.

At your DM's discretion, you may make other objects with effects similar in power to these. The Prestidigitation cantrip is a good baseline for such effects.

 

Svirfneblin (Deep Gnome)

Source: Elemental Evil Player's Compendium

 

Ability Score Increase. Your Dexterity score increases by 1.

Superior Darkvision. Your darkvision has a radius of 120 feet.

Stone Camouflage. You have advantage on Dexterity (stealth) checks to hide in rocky terrain.

 

Mark of Scribing Gnome

Source: Eberron - Rising from the Last War

 

Ability Score Increase. Your Charisma score increases by 1

Gifted Scribe. Whenever you make an Intelligence (History) or an Ability Check involving Calligrapher's Supplies, you can roll a d4 and add the number rolled to the total ability check.

Scribe's Insight. You know the Message cantrip. You can also cast the Comprehend Languages spell with this trait. Starting at 3rd level, you can also cast the Magic Mouth spell with it. Once you cast either spell with this trait, you can't cast that spell again until you finish a Long Rest. Intelligence is your Spellcasting Ability for these spells.

Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Scribing Spells table are added to the spell list of your Spellcasting class.

Mark of Scribing Spells

 

Spell Level           Spell

1st          Comprehend Languages, Illusory Script

2nd        Animal Messenger, Silence

3rd         Sending, Tongues

4th         Arcane Eye, Divination

5th         Dream

 

Humans

As per PHB

Variant Humans may be taken as written.

 

CENTAURS

Powerful and curious, quick to act and knowledgeable of the wider world, centaurs seek to experience life's boundless bounty. The centaurs of Parrella are divided into two groups: members of the far-traveling Roaming bands and the proud warriors of the Raider band. These bands occupy territories in the  East and South Leaves, making them common sights to those who travel those lands. Not ones to settle in permanent homes, though, centaurs might be found wherever there are wonders to be witnessed and adventures to be had.

MARKINGS OF T H E HERD

Though centaurs share the same basic physiology, the centaur bands are commonly associated with their own distinct traits.

Roaming band centaurs tend to be sleek and muscular, with powerful legs built for endurance rather than speed. They usually have coats of a single color, often with a shine that can look metallic in bright light.

Raider band centaurs typically have long, nimble legs and lean bodies, and are often marked with natural color patterns on their hide. Raiders sometimes paint or tattoo their upper bodies to match the patterns on their lower half. Occasionally, a Raider centaur is born with vertical stripes on their hooves, foretelling an exciting and adventurous life.

Roaming MERCHANT FAMILIES

Roaming centaurs travel in small merchant family bands called guri. These groups frequently trade with non-centaur Cities, which provides the biggest market for their wares, but they also do business with other bands and smaller non-centaur communities within the lands they roam.

The eldest member of each guros typically leads their family. In times of discord, the heads of the guri gather to make decisions together. Other members of the guros work as traders, gatherers, packers, and scouts. A guros has several specialized roles required for success in travel and trade: a barterer, an omener, a courser, and preferably a koletra.

A barterer negotiates deals between the guros and other Roamings. Barterers must know the customs of other cultures and speak several different languages.

An omener is an oracle who reads messages from the gods in the natural world and reveals how the immortals would have the guros travel.

A courser explores new trade territory for their guros. They are expert trackers and navigators, able to venture deep into unexplored territory and unerringly return to

their families.

Finally, every guros tries to travel with at least one koletra, one of the mighty, well-trained warriors of the Roamers who are said to have the blood of the first, legendary centaur heroes. Koletras are said to bring good luck to a band, but are also usually fated to die in defense of their family. Not every guros has a koletra of its own, and guri share their best warriors among each other as a sign of goodwill and a way to forge bonds.

JOU RN EYS OF D I S C OVERY

When young Roamers centaurs become adults, they often leave their band to travel the world on their own.

This time of self-discovery, called a protoporos, can last anywhere from a few weeks to several years. The Roamers believe that a protoporos helps young centaurs find their place in the world. An omener reads the signs of fortune before sending young centaurs on their way, guiding the first steps of their journey. While most centaurs return to the band eventually, some find their calling elsewhere. When the Roamers tell tales of their greatest heroes, they often speak of centaurs who found their heroic destiny on a protoporos.

THE RAIDERS

The Raiders roam the wild lands in small raiding herds. These herds are voluntary associations, in contrast to the family groups of the Roamers. When necessary, several small bands join together in a larger herd to target particularly dangerous but resource-rich targets-be they humanoid traders or roving, greedy monsters. Bands also join together to defeat common threats or to hunt for game.

The Raiders value physical strength, speed, and prowess in both hunting and combat. Often a band is led by the strongest and most dominant warrior, called the charger. However, some bands elevate a tactician or strategist to this venerated position. The Raiders can be brutal and greedy, but they are clever as well, and understand the value of strategic leadership.

Other centaurs in Raiders herds work as scouts, archers, warriors, and foragers. In addition, most Raiders herds contain a caller and a tromper.

Raider callers are typically druids or rangers who can draw animal assistance to their herd. Callers often have one or more animal allies at their side and can speak to animals to learn about the surrounding lands.

Trompers are the most powerful and feared warriors of the herd. Centaur legends say that when the gods first fashioned humans from the red mud of the eldest river, Raider  trompers taught them how to corner and kill prey. The story tells that, to repay this debt, humans owe the centaurs a portion of what they catch. While humans don't recall this arrangement, the Raiders often cite it as justification for their raids.

RAIDER RENEGADES

Raider band members survive by working and fighting together, but still some centaurs choose to strike out on their own. These renegades often feel like outsiders in their own band. They might be pacifists, wishing to learn about other people rather than fighting them. Or they might feel a restlessness in their soul that nothing else can soothe. Though renegades build their own life away from the band, most retain some connection with their past. Some stories tell of renegades returning to help their band in times of need before disappearing once more.

CENTAUR NAMES

Roamer centaurs tend to favor names of three or four syllables, often borrowed from cultures they have met during their travels. Raiders centaurs tend to have shorter, sharper sounding names, often appended with an honorific gained in battle.

Female Roamer Names: Honotia, Kelitia, Lileo, Meloe

Male Roamer Names: Aughus, Dririos, Ormasos, Volien

Female Raider Names: Bido, Daxa, Saya, Tesia

Male Raider Names: Eno, Roth, Skelor, Stihl

Raider Honorifics: Threekills, Razorhoof, Unsleeping, Daggereye, Silentstep

CENTAUR TRAITS

Your centaur character has the following racial traits.

Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.

Age. Centaurs mature and age at about the same rate as humans.

Alignment. Centaurs are inclined toward Balance or Chaos.

Roamer centaurs tend to be more Balance, while Raiders are more often chaotic.

 

Size. Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers.

Raider centaurs tend to be slightly larger than Roamer centaurs. Your size is Medium.

Here's how to determine your height and weight randomly, starting with rolling a size modifier:

Size modifier = l d l O

Height = 6 feet + you r size modifier in inches

Weight in pounds = 600 + (2d l 2 x you r size modifier)

Speed. Your base walking speed is 40 feet.

Fey. Your creature type is fey, rather than humanoid.

Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.

Hooves. Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to ld4 +  your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag.

In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet instead of the normal 1 extra foot.

Survivor. You have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.

Languages. You can speak, read, and write Common and Sylvan.

 

Goliath

At the highest mountain peaks dwell the reclusive goliaths, wandering a bleak realm of rock, wind, and cold. Their bodies look as if they are carved from mountain stone and give them great physical power. Their hearts are infused with the cold regard of their frigid realm, leaving each goliath with the responsibility to earn a place in the tribe or die trying.

Source: Elemental Evil Player's Compendium

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.

Size. Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Natural Athlete. You have proficiency in the Athletics skill.

Stone's Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Mountain Born. You have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet.

Languages. You can speak, read, and write Common and Giant.

 

Dhampir

Poised between the worlds of the living and the dead, dhampirs retain their grip on life yet are endlessly tested by vicious hungers. Their ties to the undead grant dhampirs a taste of a vampire’s deathless prowess in the form of increased speed, darkvision, and a life-draining bite. With unique insights into the nature of the undead, many dhampirs turn to the lives of adventurers and monster hunters. Their reasons are often deeply personal. Some seek danger, imagining monsters as personifications of their own hungers. Others pursue revenge against whatever turned them into a dhampir. And still others embrace the solitude of the hunt, striving to distance themselves from those who’d tempt their hunger.

Dampir are always of Human Origin

 

Dhampir Hungers

Every dhampir knows a thirst slaked only by the living. This desire is a whisper in the mind, a tinge to the sight, a reflex constantly needing to be suppressed. Those who overindulge their thirst risk losing control and forever viewing others as prey. Those who resist might find exceptional ways of controlling their urges or suppress it through constant, molar-grinding restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reasons to indulge.

 

While many dhampirs thirst for blood, your character might otherwise gain sustenance from the living. Roll on or choose an option from the Dhampir Hungers table to determine what tempts your character to feed.

 

Dhampir Hungers

d8           Hunger

1              Blood

2              Flesh or raw meat

3              Cerebral spinal fluid

4              Esoteric humors

5              Psychic energy

6              A color from one’s appearance

7              Dreams

8              Life energy

Dhampir Origins

Dhampirs often arise from encounters with vampires, but all manner of macabre bargains, necromantic influences, and encounters with mysterious immortals might have transformed your character. The Dhampir Origins table provides suggestions for how your character gained their lineage.

 

Dhampir Origins

d8           Origin

1              You are the reincarnation of an ancestor who was a vampiric tyrant.

2              Your pact with a predatory deity, fiend, fey, or spirit causes you to share their hunger.

3              You survived being attacked by a vampire but were forever changed.

4              A parasite inhabits your body. You indulge your hunger to sate it.

5              You loved an immortal and were willing to be transformed into a vampire to join them, but tragedy interrupted the transformation.

6              You are a diminished manifestation of an otherworldly being. Slaking your hunger hastens your renewal.

7              You don’t know your origins, but you were raised by vampires or other monsters.

8              A radical experiment changed your body, making you reliant on others for vital fluids.

Dhampir Traits

Source: Unearthed Arcana 76 - Gothic Lineages

 

Ability Score Increase. Increase one ability score by 2, and increase a different one by 1.

Type. Humanoid and Undead

Size. Medium

Speed. 35 feet

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light.

Spider Climb. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Vampiric Bite. Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier to the attack and damage rolls when you attack with your bite. Your bite deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite. When you use your bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:

regain hit points equal to the damage dealt by the bite

gain a bonus to the next ability check or attack roll you make; the bonus equals the damage dealt by the bite

You can empower yourself with your bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.

 

LEONIN

Prides of these nomadic, lion-like humanoids rarely interact with other peoples, having all they need in their homeland and knowing the treachery of strangers. Still, some leonin wonder what lies beyond their borders in the Southen Leave and seek to test themselves in a wider world.

 

Leonin Features

Source: Mythic Odysseys of Theros

 

Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.

Age. Leonin mature and age at about the same rate as humans.

Alignment. Leonin tend toward good alignments. Leonin who are focused on the pride lean toward lawful good.

Size. Leonin are typically over 6 feet tall, with some standing over 7 feet. Your size is Medium.

Speed. Your base walking speed is 35 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier.

Hunter's Instincts. You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.

Daunting Roar. As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it again until you finish a short or long rest.

Languages. You can speak, read, and write Common and Leonin.

 

Thri-Keen

Thri-kreen have insectile features and two pairs of arms. Their bodies are encased in protective chitin. They can alter the coloration of this carapace to blend in with their natural surroundings.

Although thri-kreen don’t sleep, they do require periods of inactivity to revitalize themselves. During these periods, they are fully conscious and aware of what’s happening around them.

 

Thri-kreen speak by clacking their mandibles and waving their antennae, indicating to other thri-kreen what they are thinking and feeling. Other creatures find this method of communication difficult to interpret and impossible to duplicate. To interact with other folk, thri-kreen rely on a form of telepathy.

 

Thri-Kreen Traits

Source: Unearthed Arcana 80 - Travelers of the Multiverse

 

Ability Score Increase. Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.

Creature Type. You are a Monstrosity.

Size. You are Medium or Small. You choose the size when you select this race.

Speed. Your walking speed is 30 feet.

Chameleon Carapace. While you aren’t wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier. As an action, you can change the color of your carapace to match the color and texture of your surroundings, giving you advantage on Dexterity (Stealth) checks made to hide in those surroundings.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Secondary Arms. You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms function like your primary arms, with the following exceptions:

You can use a secondary arm to wield a weapon that has the light property, but you can’t use a secondary arm to wield other kinds of weapons.

You can’t wield a shield with a secondary arm

Sleepless Revitalization. You do not require sleep and can choose to remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest.

Thri-kreen Telepathy. You have the magical ability to communicate mentally with any number of willing creatures you can see within 120 feet of you. A contacted creature doesn’t need to share a language with you, but it must be able to understand at least one language. Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart, if either of you is incapacitated, or if either of you mentally breaks the contact (no action required).

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.

 

Minotaur

Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Their horns range in size from about 1 foot long to great, curling weapons easily three times that length. They often ornament their horns with metal rings or sheathe them in metal to protect them from damage.

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Alignment. Most lean towards Order.

Size. Minotaurs average over 6 feet in height, and they have stocky builds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Horns. Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Goring Rush. Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.

Hammering Horns. Immediately after you hit a creature with a melee attack as a part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.

Imposing Presence. You have proficiency in one of the following skills of your choice: Intimidation or Persuasion.

Languages. You can speak, read, and write Common and Minotaur.

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Empires

 

Empire: a group of nations or peoples ruled over by an emperor, empress, or other powerful sovereign or government: usually a territory of greater extent than a kingdom.

 

The Mega-continent of Parrella is ancient. It was formed millions of years ago during a horrendous cataclysm which reshaped the world of Tellus, a world already ancient at the time of the cataclysm.

 

It has seen the rise and fall of uncountable civilizations and races. And one constant among all was the desire to rule. Empires have always existed in Parrella and likely always shall.

 

This paper will not fucus on any ancient empire that existed lest it be germane to the current subject rather we shall give broad overview of the Empires which exist in this day, the three true empires and some of the lesser empires in name only.

 

In this time there are three true empires, The Dragarran Empire of the Dragonborn, The Eastern Empire, and the Bright Empire. All three are opposed and have warred for dominance for as long as they have existed.

 

We shall begin with a look at the largest, the oldest, and the most complicated, The Dragarran Empire of the Dragonborn.

 

Thousands of years ago in the West Leave civilizations rose and fell and empires followed likewise. The Elves had only recently begun to settle the forests birthed from the Eldar Wood and encursions from the feywilds were much less frequent. The elves then as now had no desire to rule, no desire for any other lands save their woods, only wishing to live and thus there was no empire of the elves and nor has there ever been even to this day.

 

But there were empires and one of those at this time was the Tagashii Empire. The people of this empire were not human, or elvish or anything that exists today and they are all gone now but it is from this empire that Dragonborn rose.

 

Let us discuss the Dragonborn as a species before we go any further. But before we can talk about the Dragonborn we must talk about Dragons.

The Dragons of Tellus are powerful Magical Elemental creatures with an unusual life cycle. Dragons look like reptiles but are not, they are warm blooded. Dragons are Asexual, self-reproducing by laying clutches of 10-15 eggs 2-3 times during their life cycle. For the first third of their life a dragon is a savage wild animal with little intelligence, but they are cunning. Some time when a dragon is between 100 and 200 years old, they will lay their first clutch and abandon it. Sometime after that they will begin to grow more intelligent and over the next several hundred years, they will lay one or two more clutches of eggs.

 

It is after their last clutch is laid that a dragon will go into a deep slumber. During this slumber they will grow in both size power and intelligence. And when they awake, they are the sentient creatures that can be the bane of civilizations.

 

Now to the Dragonborn. They are Draconic in appearance. They are bipedal, wingless, tailless humanoid creatures that resemble dragons right down to an ability to produce a ‘Dragons Breath’. They claim to have descended from Dragons but there is no proof of this and indeed much evidence to disprove it. Regardless they are a powerful intelligent magical species with a unique and mysterious history.

 

The Dragonborn seemingly appeared out of nowhere in the late dynasties of the Tagashii Empire when they were employed in the wars against other kingdoms which lay in the West Leave. They were fierce virtually unstoppable and the at the time small empire grew to dominate the region within a few generations almost entirely on the blades of the Dragonborn. The Tagashii ruled for a few more hundred years until A Dragonborn warrior, Maxastenas Kildorim, rose up and fomented rebellion against their masters. Afterall, he said, we carved this empire with our swords and spilled our blood for this land should it not be ours.

 

Within a few bloody years the Tagashii empire had Fallen and Maxastenas I was declared  Emperor of the Dragarran Empire.

 

The new emperor set about consolidating his empire and one of the first acts was to tear down the temples of the Tagashii god and declare their worship to be treason punishable by death. Over the next several years the same fate met the former subjects of the Tagashii who were now subjects of the Draggaran’s. When the wars ended, and the empire was stable Maxastenas declared himself Holy Emperor and told his people that if they worshipped the Holy Emperor they would prosper.

 

Maxastenas Kildorim had been a fierce warrior and general and of course being Dragonborn was a magical being, but beyond his Draconic abilities had not displayed any other magical abilities, but after his declaration it is said that he performed a miracle, and many began to venerate him as a god and those who called upon him and preyed to him had their prayers answered. It seemed he was a god-emperor. A priest hood developed and like all other clerics who worshipped the gods of their peoples those who worshipped the Holly Emoeror where granted abilities and spells.

 

The average lifespan of a Dragonborn is about 80 years. Maxastenas I held the throne for 500, his son Clechis I was emperor for almost 1000 years. Each successive emperor has sat upon the thron for 500 to 1000 years. If an emperor serves a full 1000 years he or she abdicates after choosing his or her successor. There have been 17 emperors since the founding of the empire.

 

The Dragonborn are creatures of Order and so is their Empire. They are expansionistic but not for the sake of dominating but to oppose the chaos they see everywhere else.

 

The whole of the West leave save the southern forests of the elves are under the sway of the empire but they do not dominate those they conquer, instead letting them live as they have always live only requiring tribute through taxes and that they acknowledge the Holly Emperor a divine. They even no longer outlaw the other gods of their subjects as long as they also worship the emperor.

 

 

(WIP More to Come)

 

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New version of the map shows the location of the true empires and some other political entities.

1394398306_TheThreeLeavesPolitical.thumb.jpg.220050540eb1c82fcbb85ebfbbfe5bfb.jpg

 

 

Green cities are Elven

Gray Cities are Dwarf Clan Holds. Not all are still occupied.

The cities in the three empires are the capitals. there are more scattered about

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  • 1 year later...

I am adding a Limited version of the Warlock class to Three Leaves in the form of the Hallowed Witch or simply the Witch. These warlocks all have the same Patron the Goddess Hala.

 

Hala
Alignment: TN
Domains: Healing, Magic, Plant, Weave    
Favored Weapon: Dagger
Symbol: A ring of thirteen coiled serpents, each consuming the tail of the next.

Core Tenet: Always take the path of least suffering.

Hala is the Goddess of the Weave, a mystical force which is the fundamental structure of creation. In order to empower Her followers to follow out Her commandment, Hala granted the Craft, the ability to manipulate the Weave, to the thirteen most promising among them. Passed down since then from generation to generation, this power is a carefully-guarded secret.

The Tales of Ages are the holy text of the Church of Hala. Unlike other churches’ books of dogma, they are merely a history of the early worship of Hala and the emergence of Her church. Particularly ancient copies can be powerful relics.


Hala is an ancient deity whose church has all but disappeared in the modern era. Formerly worshiped in human kingdoms of the West and Southern leaves more than a thousand years ago but all but wiped out when those kingdoms fell to the Dragonborn and other non human races. She still exists but sits apart from the other gods which are prevalent in this age. Her worship is no longer organized but small shrines can be found among rural human communities and of course among the Witches.

 

Witches are rare in the world and their true nature a carefully guarded secret. They often pass among society masking themselves as Seers, Hedge mages, and even magicians. All witches are descended from the original thirteen and in each generation only one is chosen and given the secret of witchcraft. This does not mean that there are only 13 witches at any given time as witches can have very very long lifespans, only that just one member of each generation from each bloodline will be have the secret revealed to them.

 

Witches use the Warlock class and all Warlocks in Three Leaves are witches. The Warlocks Patron in Three Leaves is always Hala and uses the following 

 

Hallowed Witches and Warlocks
Your patron is the goddess Hala, a secretive goddess in the Demiplane of Dread whose most devout worshipers devote their lives to the study of her witchcraft and medical knowledge. Of all the gods in the Demiplane, Hala cares most for the needs of the common people, and her Hallowed Witches and Warlocks are the agents of her will. By forming a pact with Hala, you have tapped into a form of witchcraft that is neither purely arcane nor divine; one that interacts with the weave on a fundamental level, plucking and sewing the strands of the weave as you see fit.
Expanded Spell List
Hala lets you choose from an expanded list of spells when you learn a new warlock spell. The following spells are added to the warlock spell list for you.
Hala Expanded Spells
Spell Level
Spells
1 cure wounds, Tasha’s hideous laughter
2 lesser restoration, gentle repose
3 speak with plants, protection from energy
4 conjure woodland beings, locate creature
5 greater restoration, immolation
Hallowed Witchcraft
Starting at 1st level, you are proficient with the Herbalist and Healer’s kits. You can use your Charisma modifier in place of your Wisdom modifier for any check you make with either of these kits, even if the check specifically calls for a Wisdom check.


You can use one use of a Healer’s kit as a material component during the casting of any spell which restores hit points. If you use a Healer’s kit in this way, the spell you cast restores a number of additional hp equal to your Charisma modifier.


Additionally, as an action, you can use an Herbalist kit to give a willing creature advantage on a saving throw against poison or disease.


Primal Magic- Minor
Starting at 1st level, you gain the ability to channel the weave in a way unlike other spellcasters. You can select one spell from the following list. This spell functions as a Warlock spell for you, but it does not count towards your spells known, and casting it does not consume a slot. Once you have cast this spell, you must complete a long rest before casting it again in this way. When you cast this spell using this feature, you can cast it without using any material components.
Animal friendship, Charm Person, Create or Destroy Water, Disguise Self, Longstrider, Purify Food & Drink, Silent Image, Witch Bolt


Primal Magic- Medium
At 6th level, your ability to funnel the magics of the Weave into yourself has greatly improved. You can select one spell from the following list. This spell functions as a Warlock spell for you, but it does not count towards your spells known, and casting it does not consume a slot. Once you have cast this spell, you must complete a long rest before casting it again in this way. When you cast this spell using this feature, you can cast it without using any material components.
Alter Self, Animal Messenger, Beast Sense, Blindness/Deafness, Earthbind, Heat Metal, Moonbeam, Pass Without Trace
Blessings of Hala


At 6th level, you gain a modicum of resistance to the magical effects created by other spellcasters due to your ability to see into the Weave. When you are targeted by a spell or included in its area of effect, you can use your reaction to give yourself advantage on a single saving throw made against that spell. Once you use this feature you cannot use it again until you finish a short or long rest.


Primal Magic- Major
At 10th level, you have mastered the mixture of the arcane and divine that Hala’s tutelage has provided you. You can select one spell from the following list. This spell functions as a Warlock spell for you, but it does not count towards your spells known, and casting it does not consume a slot. Once you have cast this spell, you must complete a long rest before casting it again in this way. When you cast this spell using this feature, you can cast it without using any material components.
Bestow Curse, Call Lightning, Conjure Animals, Daylight, Fly, Melf’s Minute Meteors, Plant Growth, Tidal Wave
Additionally, you can use your Minor Primal Magic ability twice before resting.


Coven
At 14th level, you gain the ability to work with other spellcasters to create powerful magical effects. While you are within 30’ of at least two other willing creatures that have the ability to cast spells, you can use your action (the other willing creatures must use their reaction to participate in the Coven) to cast a single spell from the following list without using a spell slot. If the spell requires a saving throw, the DC is equal to your Spell Save DC + the number of spellcasters other than you participating in the spell, up to a max of 5. If the other spellcasters participating in the Coven are also Hallowed Witches or are Clerics of Hala, you can instead choose any spell on the following list, or any spell of up to 8th level on the Druid or Wizard spell lists.
Awaken, Conjure Elemental, Control Weather, Geas, Hallow, Legend Lore, Mass Heal, Resurrection, Scrying, Whirlwind.
Once you cast a spell using this feature, you cannot do so again until you finish a long rest.
Additionally, you can use your Medium Primal Magic ability twice before resting.
 

741995-Warlock_of_Hala.pdf

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