TEXT: The Olodar Compendium
  
  What's in this Guide
  T
  his guide contains a plethora of homebrew
  content related to crafting, spellcasting, and
  new weapons and equipment as well as
  proficiencies and feats to accompany these
  additions. The items contained in this guide
  may not be for every DM, but those interested
  in exploring the intricacies of crafting items,
  spells, and enchantments may find useful suggestions. These
  materials were designed for use with the Windseer Journals'
  Guide to Sourn, however the mechanics and items introduced
  within this book can be used with any setting the DM should
  see fit.
  Greetings, I am Aslar Windseer, archeologist and
  historian from Waverest college. This compendium is
  a number of works I've compiled: Orro Elswynd's
  Tome of Artifice, Igneon Aleon's Book of Power, and
  my own Windseer Journals. As such, you'll
  occasionally see notes from each of the authors on
  their respective subjects. Thanks for reading!
  Hello reader! my name is Orro
  Elswynd, I'm an artificer and
  chronicler who's been travelling
  across Sourn for many years
  studying and archiving all of the
  interesting things I see. You
  wouldn't believe half the stuff I've
  seen, but the other half is recorded
  here. Dwarven smithing techniques,
  gnomish firearms, even the strange
  cooking you'll find around
  Wyrdsong; Everything's here for
  your reading pleasure. Now, if you'll
  excuse me, I have a book to finish.
  I am the one they call Igneon Aleon, high
  mage of the Aetherwound Court. I've been
  alive for almost a millennium and in that
  time, I've seen a number of developments.
  Within these pages, I have noted and
  described many of the abilities and skills I
  have observed.
  2
  
  Contents
  Part 1: The World of Sourn ------ 4
  The Sorcerer Kingdoms --------------- 4
  Starcrest and the Elves of Wyrd ------- 6
  Stoneguard: A Halfling Fortress ------ 6
  Mettil: The Great Trading Empire ----- 6
  The Wyrdsong Region ----------------- 6
  The Kingdom of Light ---------------- 8
  House Arwan ------------------------- 8
  The Sands of Eysbar ------------------- 8
  The Dostor Empire -------------------- 8
  The Fist Clans ------------------------ 8
  Amidas the Unending City ------------- 8
  The Dwarves of Silvershard ----------- 9
  Gurrtak: The Great Orc Horde ------- 9
  Tyikaiz: The Goblin War Machine ----- 9
  Olodar: The Great Library ------------ 9
  Shadeholm -------------------------- 10
  Deepreach --------------------------- 10
  Part 2: The Divinity of Sourn --- 11
  The Eldritch Lords ------------------ 11
  The Elemental Gods ----------------- 12
  The Lesser Gods --------------------- 13
  The Lords of the Nine Hells --------- 15
  Other Powerful Beings -------------- 16
  The Circle of Yun -------------------- 17
  Part 3: The People of Sourn ----- 19
  Races -------------------------------- 19
  Groups and Organizations ----------- 24
  Part 4: Parallels and Planes ---- 26
  Parallel Worlds --------------------- 26
  Planes of the World ----------------- 27
  Part 5: The Creatures of Sourn - 30
  Part 6: Additional Content ----- 32
  Steel and Smoke: Expanded Armory --- 33
  Crafting Expanded ------------------- 37
  Extra Class Options ------------------ 46
  Feats -------------------------------- 49
  Part 7: Magic Items ------------- 51
  3
  
  Sourn: A World of Wonder
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Sorcerer Kingdoms
  Deep in the deserts of Wyrd lay a series of kingdoms soaked
  with a rich culture and tradition of magical power. The
  Sorcerer Kingdoms of Sigun- Magna, Zibbara, Ser, Xidos, and
  Allam- rule over most of the deserts of Wyrd, ruled by the five
  Sorcerer Kings.
  Magna
  Ruled by the Esmore family, the kingdom of Magna holds
  sway over much of the eastern oasis. The Esmore family is
  famed for its divine favor. The next in line for the crown is
  decided by the gift of divine sorcery. The king, Kestrel Esmore,
  has three sons, two of which are in line for the throne- the
  runnaway, Thaddius and his half brother, Zariel. The third son,
  Dakard Esmore travels the world as a bard, lacking the
  sorcerous bloodline necessary to rule.
   
  Kestrel is an old king, and as a human, that means there isnt
  much time left for him. While the people want Thaddius on
  the throne, he has been gone for many years and Zariel's
  support use that and his birthright as the first son of the king
  to position him to take the crown.
  The Culture of Magna
  Magna is the most academic of the sorcerer kingdoms and
  their culture is steeped in the development of new spells. One
  of the most popular attractions in the kingdom is arcane
  dueling. While dueling is used to settle disputes across Sourn,
  Magna has upped the ante, developing a number of spells for
  the combatants to use. Dueling in Magna is as much of a test
  of martial prowess as it is a test of spellcraft, not only
  attempting to strike opponents physically, but outsmarting
  opponents' elemental feints.
  PART I
  The World of Sourn
  4
  
  Duelist magic
  The following spells may be added to the bard, wizard,
  sorcerer and warlock spell lists.
  Arcane Strike
  Evocation Cantrip
  Casting Time: One Action
  Range: 5 feet
  Components: S, M (A weapon)
  Duration: Instant
  Make a successful attack with a weapon against one creature.
  On hit, the target suffers the attack's normal effects and takes
  an additional 1d6 force damage.  
  This spell's damage increases by 1d6 when you reach 5th,
  11th, and 17th level.
  Elemental Shift
  Transmutation Cantrip
  Casting Time: One Action
  Range: 5 feet
  Components: S, M (A weapon)
  Duration: Instant
  Make a successful melee attack with a weapon against one
  creature and choose an element: acid, cold, fire, lightning, or
  thunder. On a hit, the weapon deals damage of that type rather
  than its normal type. The attack also deals an additional 1d8
  damage.  
  This spell's damage increases by 1d8 when you reach 5th,
  11th, and 17th level.
  Elemental Counter
  Abjuration Cantrip
  Casting Time: Bonus Action
  Range: Self
  Components: S
  Duration: 1 Round
  Choose an element: acid, cold, fire, lightning, or thunder. You
  gain resistance to the next instance of damage of that type
  before your next turn.
  Stutterstep
  Conjuration Cantrip
  Casting Time: Bonus Action
  Range: Self
  Components: S
  Duration: 1 turn
  For the rest of your turn, each time you make an attack roll
  you may teleport 5 ft. this teleport occurs after the attack roll.
  Spellblade's boon
  2nd Level Transmutation
  Casting Time: One Action
  Range: Self
  Components: S
  Duration: 1 minute (concentration)
  For the duration, whenever you cast a spell, you may make a
  melee weapon attack as a bonus action.
  Zibbara
  Ruled by the Demon King, Axorius Malar, Zibbara is easily the
  most liberal of the sorcerer kingdoms. Though the country
  has a king it is only a kingdom in name as Axorius is often
  away travelling. In his absence, the country is ruled by a
  rotating parliament made of the common folk of the kingdom.
  This is not to say Axorius is a poor king, he is in fact one of the
  craftiest and most competent kings to rule a sorcerer
  kingdom.
  Ser
  The seaside kingdom of Ser is ruled by The Storm King,
  Damian Al-thun. His kingdom controls one of the largest
  trading fleets on the White Sea and, enhanced by storm
  sorcery, these fleets enforce laws and negotiate trade accross
  the sea. The presence of this fleet frightens most raiders,
  making the White Sea one of the safest Seas on Sourn,
  however, travel taxes are extrodianrily high in the region,
  making the sea the most expensive one to travel as well. Ser is
  an incredibly wealthy kingdom due to these taxes and other
  tariffs, however, Damian's oligarchic practices create a great
  divide between the rich and the poor. The people of Ser are on
  the cusp of revolution and with no heir to the throne, it could
  upset the balance of the sorcerer kingdoms
  Xidos
  Ruled by the elvish Silvertounge family, headed by Queen
  Syra Silvertounge, Xidos is a haven for those cursed with the
  gift of wild magic. This mages are often shunned by others for
  fear of the danger their abilities pose. Other spellcasters
  dislike the wild mages for the chaotic and untrained nature of
  their talents, leaving these sorcerers little place to go where
  they can practice in peace. Xidos, however, accepts these folk
  with open arms, providing a home for wild mages.
  Unfortunately, the kingdom has a few problems, namely the
  conceited nature of the Silvertounge family. Their traditional
  elvish pride, now focused on wild sorcerery rather than elves,
  strains relations with the other sorcerers who they view as
  inferior or unenlightened. To make matters worse, the family
  is mostly Eladrin, making emotional outbusts common in
  politics, and time spent in the feywild even further distances
  the Silvertounges from the world.
  Allam
  Ruled by the Dragonlord, Teron Khar, Allam controls the
  southern deserts of Wyrd. The kingdom is a haven for both the
  dragon sorcerers and the dragonborn peoples. It also acts as
  the home base for the Order of the First Dragon, a group
  dedicated to uncovering the history of Galadrimos, the
  Cosmic Dragon. The kingdom is entrenched in tradion,
  employing slave labor in much of the kingdom. The people
  and slaves however, are ok with this as the king rules both
  groups fairly, listening to the issues each group poses and
  responding accordingly. Though this may seem odd to
  outsiders, the practice of slavery of non-dragonborn is deeply
  entrenched in the traditions of Allam and is second nature to
  its peoples. Teron Khar is a noble king with a hidden wrath.
  He is slow to anger but those who insult his culture or people
  should prepare for the full might of the Dragonlord.
  5
  
  Starcrest and the Elves of
  Wyrd
  The jungles of Starcrest are incredibly dangerous to
  outsiders, and only slightly less so to their inhabitants. The
  wood elves of starcrest live around the inland sea in villages
  constructed among the greatwood trees. Outside of trade,
  their outside contact is limited as most of the elves there serve
  a singleminded purpose passed down by their ancestors- keep
  the threats of the Deepwood within the Deepwood. The
  further west one goes into Starcest, the darker the jungles
  become. The greatwood and mahogany gradually give way to
  towering black mahogany trees and the very atmosphere of
  the forest grows thick and misty. Here, deep within the jungle,
  lies a portal to Protos that has existed since ancient times.
  The elves have tasked themselves with ensuring whatever
  comes through that portal doesn't live long enough to see the
  light of day and so far, they have been successful, if not in part
  due to the towering beasts native to the jungle who also wish
  to guard their territory. Starcrest isn't so much a country as a
  collection of wood elf tribes. They meet to organize military
  matters but beyond that, each tribe is a single unit.
  Stoneguard: A halfling
  fortress
  The halflings are a downtrodden peoples, rejected by others
  and preyed upon by the illithid. These problems all disappear
  in Stoneguard though. Long ago, a great halfling artificer
  whos name has been lost to time created a gargantuan golem,
  tasked with guarding his people. The city of Stoneguard
  sprung up in the shadow of this golem, and its residents have
  enjoyed peace and safety. The halfling city lies north of
  starcrest, cut of from the rest of the world except for the
  occasional elvish trader. Here, they are self sufficient and free
  from any oppression. To those outside of stoneguard, the
  haven is legendary and most halflings seek to make it there
  eventually, however the trek through starcrest is dangerous
  and any other path would have the halflings journeying
  through illithid territory. Stoneguard is ruled by a council of
  100 randomly chosen halflings. They govern the city for a
  year, then a new council is chosen
  Mettil: The great Trading
  Empire
  Mettil is the greatest trading empire on Sourn, strectching
  from the ports of Gaal in the east accross the deserts of Wyrd
  to the city of Kest on the western coast. The capital of this
  shining empire lies at Mette, firmly placed between the
  Sorcerer Kingdoms and Starcrest. Mettil forms a link
  between the elves of the north and the peoples of Wyrdsong
  and the Sorcerer Kingdoms. The empire also forms a link
  between Tsaran and Veran trade, linking the eastern and
  western continents accross Wyrd, making it one of the most
  wealthy and important empires in Sourn. They command a
  vast fleet of military and merchant ships, rivaled only by
  Amidas and the kingdom of Ser. The Country is defined by its
  cultural blending and class divide. Race and culture have
  almost no say in social status. All is determined by the size of
  your purse. Wealthy traders and companies survive and thrive
  in the desert region while the poor struggle to avoid death
  each day. While some make fortunes off of trade and tax
  collection, the less fortunate of the empire eek out a living as
  manual laborers or soldiers. This places the empire in a
  precarious position as the unsettled lower class has military
  training. The lack of education is the only thing preventing a
  rebellion.
  The Wyrdsong Region
  Wyrdsong, Araviel and the surrounding region were once a
  fairly nondescript, uninhabited swampland. That was until one
  mage, Yithryn Elswynd, used the site as a testing ground for a
  powerful but unstable spell. The magic was meant to snare
  and manipulate the chaos-stuff of the plane of Protos,
  however, the spell failed spectacularly, thrusting Yithryn into
  Protos and blasting the entire landscape with the unstable
  matter. The substance bound with local wildlife as well as the
  very stone, giving birth to the tabaxi, aarakocra and lizardfolk
  races, as well as the white stone known as Indir.
  Wyrdsong
  The landbound races- namely the tortles, tabaxi, mousefolk,
  rabbitfolk and lizardfolk took their newfound sentience and
  set out to subjugate the local area, taming animals and plants
  and eventually establishing the small town of Wyrdsong. This
  town quickly grew into a sprawling metropolis as the raw
  chaos that had afflicted the landscape drew in travelers from
  across Sourn. The city would become the cultural heart of the
  continent of Wyrd, attracting tourists, mages, traders and
  numerous other folk who would come to call the city home.
  6
  
  Araviel
  As the landbound races set about establishing civialization on
  the surface, strange quakes shook across the western
  swamps. The blast from the spell which imbued the region
  with chaotic force had ripped chunks of land from the ground,
  launching them far into the sky and simultaneously creating
  veins of indir within the stone. The white substance was
  unaffected by almost all outside force, allowing it to suspend
  itself in midair along with anything connected to it. These
  chunks of land ripped from the earth ended up over the
  Asmorec Ocean where they would become the region of
  Araviel. Few folk have ventured here and not many know
  about the islands' existence beyond the residents: The
  aarakocra, air elementals and rocs, along with a few later
  entries; kenku of the wing cult and blue dragons. The
  aarakocra have established tribal settlements among the
  island and live locked in combat with the other residents of
  the region, namely the blue dragons.
  Races of Wyrdsong
  Alongside the tabaxi, kenku, tortles, grung, lizardfolk and
  aaracokra, Wyrdsong contains a few other beast races, victims
  of the chaos magic which infuses the land- The Mousefolk and
  Rabbitfolk
  Mousefolk
  Mice were common within the swamps and fields of
  Wyrdsong, and they were not unaffected by the chaos of the
  region. Many mice became mousefolk, a short-lived race of
  mouse people.
  Mousefolk Traits
  Your Mousefolk character has the following traits.
  Ability Score Increase. Your Intelligence score increases
  by 2 and your Strength score decreases by 2.
  Age. Mousefolk have very fast lifespans compared to other
  races. They are mature by the age of 5 and live about 30 years.
  Alignment. Mousefolk tend towards neutrality, as they
  spend their short time trying to live for themselves
  Size. Mousefolk stand at about 1 to 1.5 feet tall. Your size is
  small.
  Speed. Your base walking speed is 25 feet.
  Darkvision. 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.
  Naturally Stealthy. You can attempt to hide even when you
  are obscured only by a creature that is at least one size larger
  than you.
  Nimble. You can move through the space of any creature
  that is of a size larger than yours.
  Languages. You can speak, read and write Common
  Subrace. There are two major subraces of Mousefolk on
  Sourn. Longtail and Braveheart.
  Longtail Mousefolk
  Characterized by their long tails and burrowing claws, the
  Longtail descend from field mice.
  Ability Score Increase. Your Dexterity score increases by
  2
  Tunneler. You have a burrow speed of 15 feet.
  Braveheart Mousefolk
  The Braveheart mice desend from common house mice.
  Ability Score Increase. Your Constitution score increases
  by 2.
  Brave. You have advantage on saving throws against being
  frightened.
  Rabbitfolk
  Within the fields of Wyrdsong, many rabbits felt a change as
  chaos wove itself into the world, changing form into the rabbit-
  people.
  Rabbitfolk Traits
  Your Rabbitfolk character has the following traits.
  Ability Score Increase. Your Dexterity score increases by
  2.
  Age. Rabbitfolk mature a bit quicker than humans,
  becoming mature at about 12 and living around 70 years.
  Alignment. Rabbitfolk tend to the extremes of law and
  chaos, as they follow what they believe with great zeal.
  Size. Rabbitfolk stand at about 2 to 2.5 feet tall. Your size is
  small.
  Speed. Your base walking speed is 25 feet.
  Nimble. You can move through the space of any creature
  that is of a size larger than yours.
  Quick You can dash as a bonus action.
  Languages. You can speak, read and write Common
  Subrace. There are three major subraces of Rabbitfolk on
  Sourn. Brownhair, Whitehair, and Redhair.
  Brownhair Rabbitfolk
  These are the most common of the Rabbitfolk.
  Ability Score Increase. Your Charisma score increases by
  1.
  Extra Movement. Your base walking speed increases to 35
  feet.
  Cantrip. You know the Friends cantrip. Charisma is your
  spellcasting ability for it.
  Whitehair Rabbitfolk
  Rarer Whitehair Rabbitfolk are more scholarly than their
  cousins.
  Ability Score Increase. Your Intelligence score increases
  by 1.
  Scholarly Pursuits. You gain proficiency in two skills or
  tools of your choice. You also gain an additional language of
  your choice
  Redhair Rabbitfolk
  The rarest of the Rabbitfolk, these people are incredibly lucky
  Ability Score Increase. Your Constitution score increases
  by 1.
  Rabbit's Foot. When an enemy rolls a 20 on an attack roll
  targeting you, you may use your reaction to force them to
  reroll the attack.
  7
  
  The Kingdom of Light
  Founded after the end of the first dark age by the hero-king
  Olorik Light, the kingdom of light lies on the western coast of
  Vera. Ruled by the descendent of Olorik, Uther Light guides
  the kingdom with a kind and steady hand. The King of Light
  works closely with the Aetherwound Court in policing magic
  and ensuring saftey for the common folk. Most in the kingdom
  are happy with their positions and there is little to speak of in
  the way of unrest among the kingdom's peoples. It is noted
  that the Kingdom of Light under Uther was the first to employ
  firearms on a large-scale basis in their war with House Arwan.
  House Arwan
  House Arwan was founded by the rebel Elren Arwan. Due to
  his common status, he was unable to marry Tarion Light,
  daughter of Olorik, despite their love. He took her and fled the
  kingdom with a band of loyal followers, traveling east along
  the river until he arrived at a great plateau. There the two
  lovers took their rest. It is here where the city of High Elren
  would be founded. Arwin and each of his followers established
  a house, and each house would control a portion of the
  country's systems. The country was named Tarion after
  Elren's now-wife, however most refer to the country as House
  Arwan or simply Arwan out of respect for the Light lineage.
  This is fitting as the house of Arwan controls the laws of the
  country, effectively acting as the rulers. House Dagor controls
  trade, while House Redcliff mediates education.. House
  Westhrowe controls agriculture, House Connith controls the
  military, House Lillithon runs research, and House Eobar
  mediates magic within the country. House Arwan is currently
  led by Yedagon Pariyan, successor to the last true Arwan, The
  Mad King Elemond Arwan.
  The Sands of Eysbar
  Eys is a nation located in western Vera within the desert of
  Eysbar. The country is divided into two halves, Northern Eys
  and Southern Eys. Northern Eys holds the famed colleges of
  Windleaf and Waverest, making it a cultural hub for much of
  Vera and Amidas. This lies in stark contrast to Southern Eys,
  where the capital of Eys sits. While the north is a hub for
  education and culture, the south is incredibly xenophobic,
  disallowing entry into the area to all besides citizens of Eys.
  Eys is ruled by a council of nomadic tribes with no large cities.
  They unite for military issues and in order to ammend tribal
  traditions but beyond that, the tribes are separate. The
  country's fear of outsiders stems from a fear of lycanthropes
  and vampires which invaded the country long ago. The
  ancient vampire Redbrand lives within the borders of Eys, and
  the country has a huge shifter population and experiences
  frequent, unexplained "animal attacks". The people live in fear
  of others and are suspicious of almost everyone. However,
  Northern Eys, due to increased outside exposure, is mostly
  free from this influence. This leads to tensions between to two
  halves of the country, but the south never truly attempts to
  attack the north for fear of the mages and bards who learn
  and practice magic at the colleges.
  The Dostor Empire
  Ruled by Emperer Thorusan Gladius Cannan the Third,
  Dostor is a theocratic empire in northern Vera. The country is
  led by the Emperer, but in reality it is ruled by the Church of
  Axonur led by Tsariel Alhoura. Through intrigue and political
  pressure the rule the empire from the shadows, guiding the
  hand of Emperer Thorusan. Unbeknowest to the church
  however, they are in control of Yuan-Ti leaders who seek to
  rebuild their lost empire through taking over Dostor. While
  the lower class of Dostor live in squalor, the upper class is
  consumed by the war of assassinations and intrigue required
  to hold power in the empire. Beyond the internal strife, the
  empire is constantly at war with its neighbors to the north and
  east, the fist clans, as they try to expand into the genasi tribes'
  lands.
  The Fist Clans
  Surrounding the Dostor empire are a number of clans
  collectively referred to as the Fist clans. These clans venerate
  the elements, worshipping the four elemental lords in a
  shamanistic style and placing genasi at the top of their social
  hierarchy. Almost half the membership of these clans are
  genasi, making it the highest concentration of genasi on
  Sourn. Clan doctrine splits between the storm clan and the
  Blade clan. Both believe in expanding the rule of their people
  and asserting the elemental lords as the rightful pantheon of
  Sourn however, the Blade Clan believes on rule based on clan
  vote and merit, while the Storm Clan believes those with the
  most power over the elements should lead them as their
  mastery is a sign from the elemental lords. This often sets the
  two clans at odds with each other as well as the empire of
  Dostor.
  Amidas: The Unending City
  On the western coast of the landmass by the same name lies
  the great city of Amidas. The city stretches hundreds of miles
  in every direction from the coast, home to nearly 150 million
  people. The vast city is sustained by a network of arcane
  transportation sigils and a giant population of kobolds who
  maintain the sewers. The city is connected by a vast network
  of teleportation circles made of Balial Chalk and freshwater
  canals. The City is organized into 18 districts radiating out
  from the city heart near the shoreline.
  The History of Amidas
  Amidas was once a simple settlment a bit of the western coast
  of the island. That was until explorers from Wyrd discovered
  the small town sat near a huge cache of thunderstruck beech.
  This ignited the first storm of migrations to the village which
  soon grew into a bustling metropolis. Some decades after
  that, miners discovered a huge amount of silver beneath the
  earth to the east of the city, igniting the second wave of
  expansion. From there, the city just continued to grow as the
  large population attracted skilled merchants and artisans
  from across Sourn.
  8
  
  The Districts of Amidas
  The Spire District- At the heart of Amidas, slightly west of
  the coast lies the spire district, recognizable by the great
  towers and bridges which weave through the district's
  skyline. This is where most of the governmental business
  of Amidas is handled.
  Oldtown Amidas- The first bit of amidas which the city
  sprang up around is characterized by its wooden houses
  and dirt streets. One of the few places in the city not
  covered by stone and cobble.
  Harbortown- the shoreline district where most
  international trade is handled. This also houses the mage
  guild water purification area where wizards and sorcerers
  from the town mages guild use fire magic to purify the
  ocean water for the citizens of the city to drink.
  Whitecobble District-
  Guildstreet District- This area is known for housing all the
  guilds of Amidas, from craftsmen guilds to the mages guild.
  Most of the people who keep the city running on a
  mechanical level live here such as the mages who provide
  water and maintain the teleport lines.
  The Park District- The commercial heart of Amidas, this
  area is essentially an large cobble park which functions as
  a semi-permanent open air market where the various
  craftsmen of the town can gather to sell their creations.
  Resources in Amidas
  Amidas draws most of its resources from the few hundred
  thousand square miles of farmland surrounding the city. Food
  is grown there and shipped into the city's various districts by
  use of the teleportation lines. Water is supplied via the lost
  sea, and is purified by the central Amidas Mages' guild. This
  water is then funneled into channels which distribute it
  throughout the city at fountain points. Several thousand
  members of the mages guild work each day to purify the
  people's water.
  The Dwarves of
  Silvershard
  Deep within the mountains of eastern Tsara lies the greatest
  civilization of dwarves on the face of Sourn. Nestled within
  the mountains here for thousands of years within great
  strongholds of stone, these dwarves are set firm in their
  traditions of craftsmanship and mining, spurred on by their
  admiration of Unthal, god of craftsmen. They are isolationist,
  rarely leaving the maze of tunnels beneath the earth unless
  something major has occurred such as a stolen relic or work.
  They bear a strong hatred of orcs, goblins and elves due to the
  conflicts between the dwarves and those other groups. Orcs
  and goblins are constantly warring to the west and
  occasionally they attack the dwarves often leaving scores of
  bodies in their wake. The hatred between dwarves and elves
  is due to the dark elves of Shadeholm, who freqently attack
  the dwarves in their homeland, stealing them away to create
  more duregar slaves or sacrafices to the mind flayers.
  Gurrtak: The Great Orc
  Horde
  On the western shores of tsara lies a collection of camps,
  shacks and blown-out huts. This is orc territory and one can
  tell by the red-tinted dirt and the bones which coat the ground.
  The horde of orcs known as Gurrtak is one of the greatest
  threats to life on Sourn. The viciousness of these beasts can
  only be outmatched by their ravenous hunger, an
  unquenchable lust for death. They are ruled by a single
  general-king who is elected via a test of strength in gladitorial
  combat to the death. The ruler directs the horde, bringing
  them conquest and victory. Those who fail to do this are often
  murdered by the very legions they command.
  Tyikaiz: The Goblin War
  Machine
  Southeast of Gurrtak lies the second greatest threat to life on
  Sourn, the goblin military state of Tyikaiz. Ruled by the iron
  fist of Zyzzil Kizwyth, the goblins seek to conquer and enslave
  all life on Sourn. Their greatest opposition to this goal is their
  neighbors, the orc, with whom they have been locked in battle
  for ages. Unlike the orcs, the end goal of Tyikaiz is not
  violence, but conquest so they can be much more agreeable
  and cooperative, but their motives can rarely be trusted.
  Olodar: The Great Library
  Far south of Eysbar, on the very southern tip of Vera lies a
  singular structure. A great stone fortress built into the frozen
  tundra rises from the snow covered earth. This towering
  building is Olodar. Inabited by an enigmatic creature who
  never reveals itself to outsiders, this library houses a copy of
  almost every book written throughout Sourn's history. Nobody
  knows who built the library and some theorize it was there
  since the beginning of the planet. The creature inside the
  library knows every volume on the shelves by heart and rarely
  lets any leave the library. It does allow visitors and treats them
  with respect as long as they do not steal or damage the books.
  The creature also sometimes tasks adventurers with
  recovering rare or new volumes to add to the library's records.
  9
  
  Shadeholm
  Deep beneath the surface of Sourn lies an second world,
  nestled within the dark caverns of Shadeholm. Lit by towering
  bioluminescent mushrooms, an entire second civilization sits.
  The three main actors beneath the surface are the dark elves,
  duregar and illithid.
  The dark elves live in the large central caverns. Their
  empire is based on trade and relies heavily on slavery for
  labor and production. Those wishing to traverse Shadeholm
  will most likely need to rely on drow traders in order to reach
  destinations. This can be dangerous as slavers will often
  disguise themselves as trader caravans in an attempt to
  capture outsiders to be sold into slavery within the cities.
  Outsiders are protected by Drow law within cities as long as
  they respect the residents however, those outside the cities
  must constantly keep an eye out for danger as once they are
  captured by slavers, they lose all rights within cities.
  Slaves within the dark elf empires are usually worked to
  near death each day. These slaves consist mostly of outsiders
  but dark elves who commit crimes may be sentenced to
  slavery for periods of time.
  Deepreach
  Far below the oceans of Sourn lies a vast network of triton
  settlements and cities. Collectively known as Deepreach, this
  area is shaped by it's unique seasonal phenomena. During the
  warm seasons (which always occur between the 6th and 11th
  months of the year due to regular volcanic activity and ocean
  currents) creatures known as lightworms heighten their
  activity, migrating to the top layers of sand to feed and mate.
  These creatures produce a bright light within their bodies.
  During the warm season, billions of tiny lightworm grub litter
  the ocean floor as they feed and prepare to burrow down and
  hibernate, lighting up the area and warding off many of the
  dangers. This is when trade occurs between the settlements
  as the depths conceal dangerous beasts which are much more
  aggressive during the dark seasons. Brave traders may use
  domestic lightworms as vehichles to transport goods, but a
  lone lightworm is still threatened by the ocean's many
  predators.
  10
  
  Name
  Alignment
  Jurisdiction
  Cleric Domain
  The Eldritch Lords
  Keth'noll
  LN
  Order
  Grave, Order
  Bael'raath
  CN
  Chaos
  -
  Imur-Nor Den
  CN
  Dream
  Knowledge
  Kamryst
  N
  Space
  -
  Lok'neth Abdon
  LN
  Exchange
  Grave
  Zetztch
  N
  Time
  -
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Eldritch Lords
  The lords of the eldritch void are a mysterious group of gods,
  all but forgotten to the history of Sourn. Though they don't
  attempt to remain hidden, they rarely intervene in mortal
  affairs and few have the knowledge to seek them out. Despite
  their obscurity, the lords may be the most important
  immortals to ever exist. These gods existed at the very birth of
  the universe, locked in an endless war with the Yun. From the
  primordial chaos, they shaped Sourn as a prison for the Yun,
  locking the dark triumvirate away, the planet acting as a lock.
  They then created the elemental gods to act as keyholders.
  Keth'noll
  Keth'noll is easily the most active of the eldritch lords. The
  Arbiter of Existence controls and mediates the very structure
  of the universe, maintaining order on a cosmic scale. The
  magnitude of these meddlings often exceeds mortal
  comprehension, but Keth'noll is often more accessible to
  those who have been hurt by the undead. The god holds a
  special hatred for undead as the ultimate disregarding of the
  barrier between life and death and the balance created
  therein. When Keth'noll manifests, it is usually as a
  hallucination to a single mortal being in order to form a pact.
  He may not even appear in form, projecting sound or even just
  raw ideas directly into the target's mind
  Bael'raath
  The Scattered Lord, Bael'raath doesn't hold a form like his
  fellow gods. He is infused in the very fabric of the universe,
  encouraging chaos. He fosters an brotherly rivalry with
  Keth'noll and often supports vampires and necromancers,
  bending fate in their favor, in an attempt to upset his sibling.
  Bael'raath often interacts with mortals by implanting
  impulses within them in order to foster chaos within the
  universe. Unbeknownst to both Bael'raath and Keth'noll, their
  conflict acts as a placeholder for the cosmic battle of chaos
  and order that occurred between the Eldritch Lords and the
  Yun.
  Imur-Nor Den
  The eldritch lord of dream is enigmatic, even for the eldritch
  lords. He rarely shows himself, but when he does, he often
  leaves mortals plauged with mysterious dreams, often
  assmuned to be visions of the future. He also controls the
  normal dreams of mortals, working with Keth'noll to maintain
  order though dream as well as with Lok'neth Abdon in his
  creation of watchers, though he only participates as a way to
  exercise his power without upsetting his brethern. Imur-Nor
  Den frequents the Feywild, often appearing before the great
  stone obelisks which dot the terrain of the realm in order to
  impart world-changing visions onto mortals and create
  oracles.
  Lok'neth Abdon
  Lok'neth Abdon, the eldritch lord of exchange, the watcher at
  the gate. Lok'neth Abdon observes all exchange in the
  universe, whether it be common trade or the careful balance
  between life and death. He is the guardian of thresholds and
  the mediator of entropy. Though it is rare, he sometimes
  conscripts humanoids as Watchers, marking them with an
  esoteric sigil. What purpose the Watchers serve is yet
  unknown, but what is sure is their connection to the lord.
  When Lok'neth Abdon appears in the mortal plane, it is
  usually in circles, whether clearings in woods or standing
  stones. The areas of the mortal plane which house the lord's
  presence are always deadly quiet and arcane energy charges
  the very air.
  Dragonmarks In Sourn
  Dragonmarks in the Sourn setting are referred to as
  Marks of the Watcher and are results of Lok'neth's
  marking of an individual. With the esoteric sigil
  comes the power that usually accompanies a
  dragonmark however, this power is not tied to a
  house or a bloodline. The DM may choose the type
  of mark which appears, or it may be chosen
  randomly from the available list of marks.
  PART II
  The Divinity of Sourn
  11
  
  Name
  Alignment
  Jurisdiction
  Cleric Domain
  Preferred Race
  The Elemental Gods
  Dimik'Yor
  CN
  Fire
  Light
  Fire Gensai
  Tchoram
  LN
  Earth, stone
  Protection, Nature
  Earth Gensai, Dwarves
  Seorceli
  N
  Water
  Tempest
  Triton, Sea Elves, Water Gensai
  Azheron
  LN
  Wind, sky, storm
  Tempest
  Air gensai, Aarakocra
  Kamryst
  Kamryst controls the laws of spatial reality. Working closely
  with Zetztch, the Engineer of the Cosmos carefully maintains
  the universe, cautiously managing the intricate locks of the
  prison which the Lords built for the Yun. Kamryst almost
  never shows himself to mortals, but he is the prime link
  between the Elemental Gods and their creators, often serving
  as the messenger between the two groups.
   
   
  Zetztch
  Kamryst controls the laws of time and fate. Working closely
  with Kamryst, the Architect of the Cosmos ensures the
  constant onward flow of time within the universe to progress
  his grand design. Beyond this task, Zetztch monitors the state
  of the void pocket dimension in which the Yun are held. While
  Kamryst guards the keys, Zetztch maintains the cell. He rarely
  has time to interact with mortals as the Yun are constantly
  attempting to poke holes in the pocket dimension so its walls
  are in need of constant repair.
  The Elemental Gods
  The elemental gods were directly created by the eldritch lords
  to oversee the finer intricacies of Sourn and collectively act as
  a key to the Yuns' prison. Each one holds absolute power over
  a single primordial aspect of reality. They were the first gods
  to be fueled by mortal worship and as a result must answer
  mortal calls to maintain belief and ensure they are powerful
  enough to secure the Yun's cage.
  Dimik'Yor
  Dimik'Yor is the god of flames, heat, and light. He is impulsive
  and short tempered, often granting aid to his followers in
  direct and spectacular ways that may end up harming those
  too close. Dimik'Yor manifests as a dark, broken figure
  encased in a pillar of flames.
  Tchoram
  Tchoram is the god of the earth, and stone. Like his element,
  he is steadfast and patient, and many of his followers seek to
  emulate this. He manifests rarely, but his usual form is that of
  a grand stone golem. Tchoram is far more apt to answer the
  call of a follower from afar, remaining hidden but assuring
  mortals of his existence
  Seorceli
  Seorceli is the goddess of water. She is mercurial in nature
  and often stops answering calls for decades at a time. Her
  divine aid can be very enigmatic as she despises the direct
  methods of Dimik'Yor. Seorceli has no preferred
  manifestation, usually attempting to blend in and misdirect
  mortals.
  Azheron
  Azheron, the Sky King, is the ruler of the elemental gods and
  the lord of wind. He answers directly to the eldritch lords and
  is in charge of ensuring the continued existence of his
  pantheon for the sake of both themselves and the universe.
  Azheron's replies to the mortal call are usually grand and
  filled with spectacle, summoning lightning and storms to
  accompany his aid. He usually manifests as a single eye within
  a column of wind.
  12
  
  Name
  Alignment
  Jurisdiction
  Cleric Domain
  Preferred Race
  Lesser Gods
  Kath
  NG
  Healing, judgement
  Life, Grave, Protection
  -
  Dynval
  LG
  Retribution, light
  Light, War, Zeal
  -
  Rayligh
  N
  Winter, warriors
  Tempus, War, Strength
  -
  Varus
  CE
  Revenge, war, Death
  War, Death
  Orcs, Half-Orcs
  Xodus
  CG
  Dragons, music
  Life, Light, Nature, Knowledge
  Elves, Dragonborn
  Exchis
  N
  Arcana, history
  Arcana, Knowledge
  -
  Unthal
  LN
  Forge, craftsmen
  Forge, City
  Dwarves
  Medis
  NG
  Nature, harvest
  Nature, Grave
  Elves, Gnomes, Halflings
  Axonur
  LN
  Oaths, Pacts
  War, Light, Grave, Order
  Tieflings, Humans
  Exodior
  CN
  Freedom, life
  Life, Nature, Protection
  Elves, Half-Elves, Tabaxi
  Yohari
  NE
  Shadows, Deception
  Trickery, Ambition
  -
  Illima
  LN
  Truth, Knowledge
  Knowledge
  -
  The Lesser Gods
  The lesser gods, despite their name, are still incredibly
  powerful beings, nigh omnipotent when it comes to their
  jurisdiction, and second only to the eldritch lords and
  elemental gods, as well as a few choice cosmic beings. They
  are the most active in mortal affairs and as a result, are the
  most commonly worshiped of the divine. Most of these gods
  are mortals who have undergone ascention rituals and been
  bathed in the light of Celestia for millenia.
  Kath
  Kath was once a simple cleric of Dynval who's mission to
  spread the Light of his god manifested an urge to heal the
  weak and innocent, as well as a drive to seek out and punish
  the wicked. Impressed with his great faith, Dynval raised the
  cleric to Celestia when the man died, imbuing him with a
  celestial spark. The cleric is now the patron god of healers
  and the holder of the scales of judgement.
  Dynval
  One of the prime Lesser gods, Dynval was born of a
  manifestation of pure light. He was the second of the prime
  gods after Sadi and became the mediator between his
  younger and older sisters, writing the first code of law in
  Celestia. He brought peace to a quarrelling court of gods and
  seeing this, sought to bring a lasting peace to Sourn, tasking
  his followers to spread the Light of Dynval in any ways that
  would protect the innocent. Dynval and Yohari hold an intense
  rivalry due to their contrasting aspects.
  Rayligh
  Rayligh was a knight, tasked by his king to help a village
  evacuate after heavy snows hit. He bravely accepted his
  charge and ventured forth, saving the entire village. He died of
  exhaustion in the deep snow of that empty village and found
  himself in Celestia. After many years, his charm, wit and
  knowledge of court practice found him a seat in the pantheon
  as the patron god of warriors and winter. He knew Medis in
  life and the two share a connection in Celestia because of it.
  Varus
  Varus is the reaper of the gods. Once a mortal man- a boy who
  sought revenge for his sister's murder, Varus has become the
  utimate killing machine. In life, after avenging his sister by
  slaying the entire guild of theives housing the men who killed
  his sister, Varus kept his taste for blood, becoming an
  executioner to sate his appetite. Eventually he felt the need to
  kill again and began rampaging through the world leaving
  bodies in his wake. In godhood, not much has changed. Varus
  hunts down and sorts souls according to Kath's judgement,
  brutally condemning the impure to the nine hells. The god
  holds a special connection to the Orc races, understanding
  their lust for violence.
  Xodus
  Patron goddess of the artists of sourn, Xodus was once a bard.
  The dragonborn minstrel travelled far and wide telling tales
  and singing ballads of great heroes past. Then she came
  across the dragon Galadrimos. They developed a friendship as
  the dragon loved listening to the tales of the bard. One day, the
  dragon realized that her beloved minstrel would die
  eventually. In an effort to prevent this, Xodus was gifted the
  most precious item in Galadrimos' horde- the spark of a god.
  Xodus gained immortality and ascended to Celestia, still
  telling tales to the Great Cosmic Dragon to this day. The God
  Bard holds a special place in her heart for Dragonborn- her
  own people, as well as Elves- fellow lovers of art.
  Exchis
  Exchis was a young wizard, a prodigy with knowledge well
  beyond her years. After mastering the most of what mortal
  magic had to offer, she looked to the divine, uncovering a
  hidden ritual that would grant her godhood. She gathered the
  power nessicary and completed the ritual- not for the power,
  but for the rush of casting the spell. Her absolute mastery of
  the arcane art granted her a seat in the pantheon as the
  patron god of magi, magic and history.
  13
  
  Unthal
  The forge god Unthal was a dwarf smith of great renown. One
  day, a man came to him asking to create a very specific
  gauntlet. Many great smiths before the dwarf had tried and
  failed, but the dwarf accepted the challenge. Days and nights
  in the forge became months which became years. When he
  was finished, he held the Fist of Rayligh. He was raised to
  Celestia for his excellent craftsmanship to become the smith
  of the gods. He stands as an example to dwarvenkind of the
  power of their craft, and is the inspiration for many dwarf
  smiths and artisans.
  Medis
  Wife of Rayligh and druid of the wilds, Medis saw the
  kingdom through many periods of near starvation, using her
  wild magic to coax crops from the earth and sustain the
  kingdoms. In return, the king would leave the forests near the
  kingdom's borders untouched by man and defended from
  invaders. When she died, Sadi raised her to Celestia to sit
  besides the goddess as the patron of nature, harvest and the
  spokesperson for druids within the court. She was deeply
  affected by Sadi's death and views undead and liches
  especially as an affront to the natural order. The goddess
  shares a special connection with elves, gnomes and halflings
  as they all live close to nature and rarely seek to subjugate the
  wilds in the way other races do.
  Axonur
  Axonur is a creation of Exodior. She shattered a portion of her
  aspect and attempted to bind the chaos therein. The result
  was Exodior, the god of oaths and pacts. His aspect reflects
  his nature- a binding of the inherent chaos of the world. The
  god now mediates the bonds between warlocks and their
  patrons and inspires mortals who need help creating laws and
  rules in the land below.
  Exodior
  The prime Lesser goddess Exodior is a manifestation of pure
  freedom and the youngest of the prime gods. She is a wild
  creature, performing dangerous experiments and fiddling with
  mortals. She loves the stories of mortal exploits and spends
  much of her time with Xodus, listening to the bard's stories of
  great heroes.
  Yohari
  A fragment of the goddess Sadi, when the prime lesser
  goddess was slain by the lich, Kessin, she broke in two, the
  dark half becoming Yohari, Mistress of Shadows. Her
  deceptive and dark nature attracts a following of criminals,
  cultists, and killers. Her status as a god is characterized by an
  endless struggle with Dynval, the darkness of her nature
  offending the God of Light greatly. What is mostly petty
  squabbles in Celestia manifests in the mortal realm as an all
  out war between many cults of Yohari and the Church of
  Dynval's enforcers, the Hand of Light.
  Illima
  The second half of the goddess Sadi, Illima formed from the
  light half of the prime lesser god's corpse. She is the holder of
  truths and the imparter of knowledge. She is often
  worshipped by oracles for her guidance in imparting the
  truths they view. Illima holds a few holy spots on Sourn,
  marked by trees of great age bearing swords within their bark.
  Through these points of power, she infuses new oracles.
  14
  
  Name
  Alignment
  Jurisdiction
  Cleric Domain
  Preferred Race
  Lord of the Nine Hells
  Azestus
  LE
  Lord of War
  War, Death
  -
  Zeldion
  LE
  King of the Crossroads
  -
  -
  Midethos
  LE
  Lord of Greed
  -
  -
  Baelrog
  LE
  The Envious Lord
  Trickery
  -
  Sithistis
  LE
  Master of Magics
  Knowledge, Arcana
  -
  Malthus
  LE
  Lord of Lust
  Trickery
  -
  Furius
  LE
  Lord of Torture
  Death
  -
  Mephistopheles
  LE
  Lord of Deception
  Trickery
  -
  Aesmodeus
  LE
  Lord of the Nine Hells
  Death
  -
  Lords of the Nine Hells
  Amarus was a tyrant and dictator even by hell’s standards.
  After seizing the realm from the demons, he ruled the Nine
  Hells with an iron fist, swiftly and violently punishing any
  inklings of insurrection. This violated the very nature of the
  denizens of the Nine Hells as devils are inherently scheming
  and crafty creatures. A rebel named Mephistopheles gathered
  a group of Hell’s most talented devils- Zeldion, a crossroads
  devil, Sithisthis, a budding human archmage, and Asmodeus-
  a skilled warrior and charming demon close to Amarus.
  Together they broke the rule of the devil tyrant, and Sithisthis
  performed a ritual, splitting Amarus’ power through the group.
  Mephistopheles, as the leader, expected to take rulership of
  hell however, Asmodeus, ever crafty, convinced Sithisthis to
  give him a larger share of amarus’ divine spark, allowing him
  to overpower Mephistopheles and take rulership of the Nine
  Hells. Since then, many devils have rose to power, becoming
  lords of the layers of the Nine Hells.
  Azestus
  Lord of the first layer of the nine hells, Azestus commands the
  vast armies of the nine hells, acting as the frontline general for
  the armies. They are constantly keeping the demons of Protos
  at bay, as well as striking at Celestia. Azestus is a hotheaded
  brute of a warrior, though this by no means means he is
  stupid. His knowledge of tactics is only rivaled by Baelrog and
  Aesmodeus himself. His deals with mortals usually involve
  great shows of force.
  Zeldion
  Zeldion is by far the most successful crossroads devil to ever
  work out of the nine hells. As a result, he is in charge of their
  operations on the material plane, managing the corruption of
  mortal souls for hell's army. He is incredibly crafty and
  ruthless, rarely failing to collect on a deal. In the rare
  occasions that he does, he would often torment the mortal
  until their death. Zeldion makes deals of all kinds and prides
  himself on his versatility.
  Midethos
  The treasurer of the nine hells, Midethos collects everything
  from gold to magical items. He is one of the few devils that
  doesn't deal in souls. Favor from Midethos can be won
  through large amounts of gold and rare items and equipment.
  Anything that ends up in his stash will almost never see the
  light of day again, and if it is stolen, Midethos will spare no
  expense to get it back in the most brutal way possible.
  Baelrog
  The Envious Lord, Baelrog is the lead tacticion of the nine
  hells, preferring to keep to himself. He is always plotting the
  fall of his fellow rulers, but when his mind is focused on
  tactics, he is frighteningly adept. His deals with mortals will
  usually involve mental prowess rather than might.
  Sithistis
  Not technically a true devil, Sithistis was a human-born wizard
  who saught power that the material plane was unable to offer.
  Inspired by tales of the mage-godess Exchis, she turned to the
  powers of the other planes to gain arcane might. She was
  recruited by Aesmodeus to fell Amarus, and by working with
  the lord of the nine hells, she was able to magnify her power
  to godlike levels through the tyrant lord's divine spark. She
  now sits in the fifth layer of the nine hells researching dark
  magics and ancient lore. Her deals will often involve
  knowledge, lore, or magical power
  Malthus
  The lord of lust is in charge of hell's largest city. She manages
  the people there and is the ringleader of a number of
  organizations connected to the city's entertainment district.
  She can often be found within the city indulging in pleasures
  of the flesh. Her contracts with mortals often revolve around
  emotion manipulation.
  Furius
  Grand torturer of the nine hells, Furius extracts information
  from the enemies of hell through the bloodiest, most painful
  methods possible. His contracts often involve extraction of
  information, usually through torture.
  15
  
  Name
  Alignment
  Title
  Cleric Domain
  Preferred Race
  Other Powerful Beings
  Mykhail
  N
  Knowledge collector of the Astral Plane
  -
  Human
  Kessin
  LE
  Ascendant Lich
  Death
  -
  Yithryn Elswynd
  CN
  The Chaos Mage
  -
  -
  Galadrimos
  CN
  The Great Cosmic Dragon
  -
  Dragonborn
  Olo'dar
  LN
  The Eldritch librarian
  -
  Human
  Shadowheart
  N
  The Planesoul
  Grave
  Shadar-Kai
  Mephistopheles
  The lord of deception rules the eighth level of hell, constantly
  scheming to overthrow Aesmodeus and take his rightful place
  as ruler of hell. His contracts will often involve betrayal.
  Aesmodeus
  The lord of devils and lord of the Nine Hells, Aesmodeus
  gained his position through manipulation, trickery and
  rutheless prowess. He is a master warrior, charming courtier,
  and skilled negotiator.
  Mykhail
  Mykhail is a resident of the astral plane, a wanderer in search
  of absolute truth. He gathers knowledge from across the
  planes, seeking to compile a true image of the world. To this
  end, he frequently conscripts adventurers, requesting aid in
  recovering ancient bits of lore. Mykhail is thousands, if not
  millions of years old, with his longevity being a hot topic of
  debate. Some theorize he was among the first angels created.
  Others believe he is a time traveller, using his mastery of
  magic and the obscure bits of lore he has collected to slip
  though time and elongate his life.
  Kessin
  Kessin was once a simple wizard with a lust for power. He
  traversed Sourn, sowing chaos wherever he went and leaving
  bodies in his wake in his quest for absolute strength. He
  began with simple magics, acquiring powerful spells but soon
  that wasn't enough. After throwing the Yuan-Ti nation into
  irreparable disarray, he saught the power brought by lichdom.
  His ascension left thousands dead but it still wasn't enough.
  After uncovering an obscure ritual that would allow him to
  slay a god, he planeshifted to the realm of the divine and
  slayed the first of the three prime lesser goddesses, Sadi, in a
  battle that lasted weeks. When he struck the final blow, her
  divine spark shattered into three parts. One he kept for
  himself, the other two he left so that the remaining gods could
  see his handiwork and despair.
  Yithryn Elswynd
  Yithryn was one of the most talented wizards of Wyrd, taking
  a special intrest in the formation of the world. The wizard
  theorized that the primal chaos of Protos was a remnant of
  the original stuffs of the universe. He focused his prodigious
  talents on revealing the secrets of Protos, becoming one of the
  first humans to venture there and survive. His research
  pointed to a special interaction between Protos and the
  material realm and, in an effort to further his research, he
  went far south to the uninhabited swamplands of Wyrd in
  order to weave a spell which would bring a portion of Protos
  into the material world. The spell however, misfired
  spectacularly infusing everything in its area of effect with raw
  chaos. Yithryn vanished on that day, scattered into the very
  fabric of the universe. His conscious occassionally manifests
  at to some individuals from which he extracts contracts for an
  unknown purpose.
  Galadrimos
  The Progenitor, the Great Cosmic Dragon, The Iridescent
  Herald, the dragon Galadrimos goes by many names. He is
  older than the universe itself, existing alongside the Yun and
  the Eldritch lords in the time of pure chaos. The dragon loved
  to watch battles between the two cosmic forces and since the
  Yuns' imprisonment he has entertained himself watching
  mortals do battle against unimaginable odds. He often visits
  bards in their dreams in order to hear tales of the heroes of
  old, reliving the battles he watched with his own eyes.
  Galadrimos is also the father to all dragons, each color
  representing a facet of his being. The black dragons represent
  his wrath, red dragons his pride, blue his calculating nature,
  green his deceptive ability, white his vast memory. The
  metallic dragons follow suit, with gold representing his
  wisdom, silver his majesty, brass his kindness, bronze his
  curiosity, and copper his playfulness.
  Galadrimos is worshipped across Sourn by the Order of the
  First Dragon, where some see him as a benevolent draconic
  overlord and others a cruel creature who enjoys watching
  mortals suffer. Legend says that when Galadrimos flies over
  Sourn, he will reclaim his metallic children while the
  chromatic dragons will be left to rage, consuming the world.
  Olo'dar
  The spirit of the library of Olodar, he is an embodiment of the
  library itself. A tome containing a fragment of divinity found
  its way into the collection long ago, and the vast number of
  visitors powered up the shard of divine magic. However, with
  no host, the shard latched on to the spirit of the books,
  becoming an embodiment of the knowledge within Olodar.
  Now the spirit hires adventurers in order to expand its
  knowledge, as well as protect the books within the library
  from any sort of damage or thievery. Olo'dar and Mykhail meet
  regularly in order to exchange information on new bits of lore
  and other discoveries.
  Shadowheart
  A godlike entity who exists as an entire plane mirrored to the
  material world, Shadowheart is an apethetic and disintrested
  god who only mettles in mortal affairs to ensure it is left to
  rest peacefully. To this end, it despises undead and those who
  create them.
  16
  
  The Circle of Yun
  Name
  Alignment
  Title
  The Circle of Yun
  Yun'Thae Xo'Thod
  CE
  Devourer of Light
  Yun'Zet'Thedeos
  LE
  Emperor of the Void
  Yun'Soth-Thoras
  NE
  Herald of Decimation
  T
  he circle of three eldritch beings who act as the
  bringers of the end times. They are bound to
  Sourn, but if allowed to escape, would threaten
  reality. These creatures are more cosmic force
  than gods and embody different facets of the
  apocalypse. They were originally sealed by the
  six Eldritch Lords, who created the gods and
  goddesses who now watch over Sourn and it's people,
  guarding the gate to annihilation as the Lords slumber.
  Yun'Thae Xo'Thod
  The middle child of the eldritch lords, Yun'Thae Xo'Thod
  commands the most destructive capacity of the three. Its
  presence alone is enough to upend the laws of physics in the
  area around. Its visage is that of a mass of wriggling, inky
  black tentacles surrounding a single mouth ringed with nigh-
  infinite teeth.
  Yun'Zet'Thedeos
  Eldest of the circle, Yun'Zet'Thedeos is said to be older than
  even the eldritch lords. It commands the other two Yun,
  engineering the downfall of the eldritch lords and all that they
  have created. Its usual visage is that of an uncountable
  number of floating eyes, some as small as coins, others as
  large as houses, all nestled within a mist of abysmal darkness,
  blacker than the void itself.
  Yun'Soth-Thoras
  Youngest of the Circle, this eldritch god takes the form of a
  pulsating mass of flesh which floats through the air. It's mere
  presence is enough to inspire pure madness in most mortals,
  and complete fear and hopelessness in the few who can stand
  its insanity inspiring aura. Yun'Soth-Thoras is said to be the
  first of the Yun who will escape, and its return will mark the
  end of Sourn.
  The Second Sealing
  The Yun almost escaped their prison once before, bringing a
  millennia of chaos to Sourn as fragments of the unspeakable
  terrors wiggled their way into our reality. Before the creatures
  themselves escaped, however, they were beat back by a team
  of adventurers wielding powerful artifacts. Cleric of Dynval
  and warrior-prophet Velen, Hero King Olorik Light, High
  Mage of the Aetherwound Court Igneon Aleon, and Brigand
  Emperor Redbrand the Mighty joined forces and drove the
  incomprehensible creatures back below.
  17
  
  Spells of the Forbidden Circle
  T
  hose who worship the Yun have spent
  thousands of years in hiding from both gods
  and men. This time has not been spent idly-
  those with the aptitude have concocted a
  number of spells to further the purpose of
  eventually releasing their dark masters from
  the void.
  Ingredients of the
  Forbidden
  Crushed crystal quartz mixed with powdered silver and iron
  form the powder basis for most circle spells. This compound
  is called Yunbane. Protean dust is powdered indir made in the
  astral realm. It is used to invoke the void. Spells are spoken in
  the ancient language of Caetheridin.
  Eldritch Banishment
  3rd level Conjuration (Forbidden)
  Casting Time: 10 minutes (ritual)
  Range: 10 feet
  Components: V, M (Yunbane worth at least 1000 gp,
  Sacraficed Lives (amount varies))
  Duration: Instant
  After casting the spell, target abomination is sent to the void.
  In order to cast this spell, the caster must sacrifice a number
  of good aligned creatures equal to the CR of the target.
  Creatures sacrificed this way cannot be revived. If the creature
  possesses a divine spark, they cannot be banished by this
  spell.
  Void Manifest
  5th Level Conjuration (Forbidden)
  Casting Time: 1 Action
  Range: Self
  Components: V, S, M (Protean Dust worth at least 100 gp)
  Duration: Concentration up to 1 minute
  Several tendrils of void energy appear to sprout from the
  caster's back. The caster can command these tentacles to lash
  at nearby enemies. For the duration, as a bonus action on
  each of their turns, the caster may may up to four melee spell
  attacks against creatures within 10 feet. On a hit, the creature
  takes 1d10 + Spellcasting Ability force damage.
  Caethridic Chains
  4th Level Conjuration (Forbidden)
  Casting Time: 1 Action
  Range: 30 feet
  Components: V, S
  Duration: Concentration
  Three chains of void launch from the ground, shackling target
  creature unless they pass a dexterity save. A creature shackled
  by the chains is restrained, unable to cast spells, and takes
  4d6 psychic damage at the beginning of each of it's turns. The
  creature may use its action to attempt to end one of the
  effects, making a wisdom save to end the damage, a charisma
  save to cast spells, and an intelligence save to end the restrain.
  Once all three effects end, the spell ends.
  Caethridic Corruption
  6th Level Transmutation (Forbidden)
  Casting Time: 1 Action
  Range: 120 feet
  Components: V, S, M (Protean Dust worth at least 100 gp)
  Duration: Instant
  An arc of energy arcs towards a target creature, striking them.
  The target is inflicted with a curse drawing energy from both
  protos and the void into their body. After one day the target
  begins to change, rolling on the mutations table to determine
  the outward effects. The target gains a new outward effect
  each day for 7 days at which time they fully transform into a
  random eldritch abomination. The only way to recover the
  target is through a wish spell. If caught before completion, a
  Remove Curse spell can end the transformation.
  d8
  Mutation
  1
  The target grows an additional limb
  2
  The target grows an additional eye
  3
  A tentacle sprouts from somewhere on the target's
  body
  4
  A patch of the target's skin becomes scaly
  5
  A patch of the target's skin begins to secret a mucus
  layer
  6
  The target grows an additional digit
  7
  the target becomes one size category larger
  8
  the target becoems one size category smaller
  Eldritch Slight
  3rd Level Illusion (Forbidden)
  Casting Time: 1 Action
  Range: 30 feet
  Components: V
  Duration: Concentration up to 1 minute
  Target creature's mind is touched by the Yun, flooding the
  creature with the voice of the Circle. The target must succeed
  on a Charisma save or be stunned and have its speed reduced
  to 0. At the beginning of each of the target's turns, they may
  attempt a Charisma save to end the effect on a pass.
  18
  
  Races
  S
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ourn is designed to incorporate all races released
  for DnD. As such, any new races released will be
  worked into the world lore.
  Humans
  Humans are the majority race on Sourn and they can be
  found fairly regularly on every continent besides Tsara. The
  humans of Sourn, though divided into various cultures, carry
  a shared sense of ambition generally lacked by many of the
  other common species. Most of the kingdoms and empires are
  run by humans and though they have short lifespans, they
  have had some of the most active histories of the species.
  Most cities are human-built but these structures tend not to
  last more than a few hundred years due to the fleeting nature
  of humanity and the freqeunt wars that come with the
  unquenchable ambition of humanity. However, many groups
  on sourn were established by humans and have lasted
  thousands of years, such as the Candlemagi and the Hand of
  Light.
  Elves
  The Elves of Sourn are almost as widespread as humans, in a
  crowd, there will always be a few elves about. Though they
  lack the ambition of humans, their dedication to the tasks they
  set out to accomplish have led the elves to build great
  monuments that have lasted thousands of years. The colleges
  of Waverest and Windleaf are prime examples of this as,
  though the elf empires on Vera have long since faded into
  antiquity, the colleges are still bustling hubs of knowledge.
  Many elves take advantage of their long lifespans as artists,
  chroniclers, keepers, and guardians, creating and preserving
  the culture of Sourn. Elves also generally dislike senseless
  violence and wars, as to them, each life lost is a small bit of
  history that has been lost forever. As a result, many elves look
  down on humans, who are prone to war. They also despise
  both Orcs and Goblins as their culture is entirely based
  around slaughtering and conquering others. Ironically, this
  had led to numerous wars between the elves, orcs, and
  goblins whenever one of the groups seems to become too
  powerful. These stains mark turning points in the otherwise
  relatively constant elvish history, always leading to great
  change.
  Dwarves
  Dwarves are about equal in population to elves, however, they
  are much more concentrated. The dwarvish nation of
  Silvershard holds most of the dwarvish population, with a few
  settlements in the mountains of Light's End north of House
  Arwan. Outside of their subterranian homes, dwarves are a
  rarity. Though most will meet only a few of the dwarvish race
  in their lifetime, most know of their existence through the
  tales of dwarvish smithing. The culture of dwarves is based
  around Unthal, the smith god. Many dwarves seek to emulate
  his skill, mastering a craft utilizing their innate talents and
  long lifespans. As a result, dwarvish products are far superior
  to most anything made by another race. The weapons of many
  heroes were of dwarvish make, and not out of coincidence.
  Dwarvish weaponsmithing is far superior to even other
  dwarvish crafts. This is due to the dwarvish homeland's
  proximity to three major threats- The Orcish horde of
  Gurrtak, Goblin war machine centered at Tyikaiz, and one of
  the largest entrances to Shadeholm. As a result, the dwarves
  have a deep-set hatred of Orcs, Goblins and the Dark Elves.
  These disagreements can often cause tension with elves of
  other races and half orcs, despite intentions.
  Halflings
  Halflings are fairly rare on Sourn, most being located in the
  area north of Starcrest. There, the halflings have gathered
  into an almost utopian city: Stoneguard. Outside of this area
  however, most halflings struggle to get by. The eldritch lords
  favor halflings, blessing them with an almost supernatural
  luck. Though this helped halflings survive, Their god-given
  abilities earned them the jealousy of many of the other races.
  As such, though there is little aggression against halflings,
  most wouldn't rush to their aid in a time of need. This has
  made the halfling peoples a prime target for the illithid
  colonies of Shadeholm, as a few halflings disappearing would
  be unlikely to draw the attention of too many others. Despite
  these challenges, the halfling peoples have maintained a
  cheerful demeanor, hoping to charm their way into the hearts
  of outsiders.
  PART III
  The People of Sourn
  19
  
  Gnomes
  The gnomes of Sourn are a scattered people. They can be
  found almost anywhere in small groups. Most settlements
  have a small gnome population, even though they may not
  know it. The small folk often use their short stature to hide in
  plain sight, blending in to the background of cities or smaller
  towns. Those gnomes that do make a name for themselves
  often take advantage of the deep set love of creation that
  almost every gnome has. They will often take up jobs as
  inventors, tinkerers, or magicians in an effort to sate the drive
  to discover. Their tendency to keep themselves hidden has
  ensured that other races bear little to no preconceptions when
  encountering gnomes, and they remain rather inactive in
  history.
  Dragonborn
  Those with the blood of the ancient dragons running through
  them are called dragonborn. Once common, these people
  were hunted almost to extinction long ago due to a universal
  hatred of the chromatic dragons. As a result, dragonborn are
  incredibly rare today, and most can only be found around
  central Wyrd near the kingdom of Allam. Their rarity has only
  furthered the wariness of other races, leading to a fearful or
  even violent reaction to a dragonborn's arrival in a town.
  Excluding a few places where the unnatural are
  commonplace, like the Sorcerer Kingdoms and Wyrdsong,
  dragonborn inspire terror in the hearts of people. They are
  viewed as the agents of the chromatic dragons, sent to
  infiltrate the towns of those the dragons would slaughter next,
  and the arrivial of a dragonborn is often interpreted as an
  omen of doom. The dragonborns themselves usually act in
  accordance to the ancient laws of the dragonborn, treating
  those they meet with respect and dignity, though some may
  stray from this path. As such, a dragonborn can usually, with a
  good amount of work, dissolve the preconceptions people
  hold against them.
  Half Elves
  The elvish disdain for humanity makes the joining of the two
  races rare, but when it occurs, half elves are born. Though
  they are not hated by either side, half elves are usually
  excluded from human and elvish circles. Their enchanting
  beauty can make them stand out and their impure liniage
  makes people wary of their intentions. As a result, many half
  elves have found their way to Wyrdsong, where they make up
  an impressive portion of the city's population. There they find
  themselves at home amongst the oddities of the city. Outside
  of Wyrdsong, half elves usually lean towards a life of
  adventure, in an effort to satisfy the ambition and love of the
  world that comes from their lineages.
  Tieflings
  The spawn of the nine hells and humans, tieflings split a
  human and infernal lineage. Their rarity only increases the
  disdain which people feel for them. When outside Wyrdsong
  and the sorcerer kingdoms, tieflings are often barred from
  inns and chased out of towns at the slightest provocation.
  Those who practice magic are even worse off, as the arcane
  nature of spellcasting can disturb the non-practitioner,
  arousing further suspicion.
  Half Orcs
  Despite often drawing more from their human lineage in
  terms of personality, the appearance of a half orc is enough to
  rouse the almost universal hatred of their full orc kin. Like
  tieflings, they are often cast out from society, finding their
  homes in adventuring groups or as wanderers. Even in
  Wyrdsong they are treated with some caution. Half orcs born
  to orcish tribes will often rise through the ranks, combining
  superior critical thinking with the strength of an orc. The
  warrior culture of the orcs rewards the strongest and many
  half orcs find themselves at home there. Those who lean a bit
  too far towards their human lineage however, may be cast out
  of the tribe or worse for their inherent weakness. This has
  made the half orcs a hearty and resilient folk, able to push
  through most hardships.
  Aasimar
  Aasimar are the divine counterpart of Teiflings, resulting from
  a mix of human and angelic lineages. They are incredibly rare,
  with only a few hundred existing at any one time. Each
  aasimar has a purpose for which they were brought into the
  world and each has an angelic protector who guides them
  towards that purpose. Some become legendary healers and
  warriors and others prophets, but each aasimar is born to
  achieve something great. Others treat aasimar with respect,
  viewing their existence as a great boon to those around them,
  so they are often pampered and treated as royalty while in
  smaller towns.
  Aarakocra
  These bird-folk were born of the chaos storm that hit southern
  Wyrd millennia ago. Since then, they've found their home on
  the islands of Araviel, floating above Wyrd. Because few know
  about the islands, these creatures have been reduced to
  legend in the eyes of surface dwellers. However, on the island,
  the aarakocra are the dominant population, organizing into
  tribal societies and creating small villages among the skies.
  They live in constant struggle against the other inhabitants of
  the islands, most notably the dragons. The aarakocra and the
  dragons have a long history of aggression and a hatred for the
  draconic kin has been imbedded into every aarakocra through
  their culture. These folk are raised on stories of great
  aarakocra dragonslayers of old, and many seek to emulate the
  heroics of their ancestors, putting many aarakocra on the path
  of a warrior. Those who find themselves on the surface often
  take their skill in combat, becoming fearsome mercenaries
  and adventurers.
  20
  
  Goblinoids
  Goblins, Hobgoblins, and Bugbears are grouped into the
  category of goblinoids. The goblinoids are often looked upon
  as evil by the other races, and not without merit. Almost all
  goblinoids hail from Tyikaiz, the capital of the goblin nation
  and a military force to be reckoned with. They are born and
  bred for war, with the singular goal of Tyikaiz being the
  conquering and subjugation of all other races. Their ages long
  war with the Orcs has been the only thing preventing them
  from fulfilling this future. It is rare for a non-hostile meeting
  between the goblins and other people of Sourn however, those
  exiled from Tyikaiz may find a home amongst the peoples of
  other nations. Because the goblins are so concentrated in
  Tyikaiz, any exiles or escapees will often have trouble adapting
  to the outside world, with all of their lives being so focused on
  becoming warriors, tacticians, and battlemagi, adapting to life
  as a member of society can be tough.
  Centaurs
  The centaurs roam the forests east of Amidas, shielding the
  forests from the expansion from the Unending City. They are a
  noble peoples, dedicated to tradition and preservation. They
  foster a culture of chivalry, treating those they come across
  with respect and attempting to solve disputes through
  discussion, though they harbor no fear of war. The centaurs
  and minotaurs shared the continent for millenia before
  humans arrived and the Unending City rose, and the more
  aggressive strategies of the minotaurs in protecting their land
  has resulted in disagreements between the two races.
  Centaurs view minotaurs as uncouth and barbaric, often
  treating them with disdain.
  Minotaurs
  Minotaurs inhabit the shores south of Amidas. A strong
  warrior culture permeates their being, and often leads to
  hostile relations with the residents of the City. The minotaurs
  inhabited the land long before humans arrived, and the
  expansion of the Unending City makes them uneasy. As such,
  the minotaurs will often attack the outskirts of the city when
  they see evidence of expansion. They have also shared the
  land with the centaurs for thousands of years. Once the two
  races were close however, with the centaur's differing policy
  on the treatment of Amidas and their lack of enthusiasm for
  aggression, the minotaurs have come to see the centaurs as
  docile and cowardly.
  Firbolg
  The firbolg are a nomadic and wild peoples, existing in small
  groups within untamed wilds all across Sourn. These gentle
  giants take on roles as protectors of wilderness, but remain
  hidden from the world at large whenever possible. As a result,
  all but the most remote towns regard these people as legends
  and fairy tales. However, these tales become all too real when
  outsiders violate firbolg protected wilds. Though the giants
  will give warnings and attempt to scare away the violators
  before damage is done, if nature is harmed, the firbolg will
  retaliate with the wrath of their giant kin and the wilds.
  Genasi
  Genasi are the children of the elemental gods. Long ago when
  the elemental gods interacted with humans more, there were
  frequent births of genasi. Now, genasi families have spread
  across Sourn. Most will meet a few in their lifetimes making
  them somewhat common. The genasi worship the elemental
  gods more than most other races, often discarding the lesser
  pantheon in favor of the gods of their lineage. This often sets
  them apart from the other races, though there are no
  hostilities. The cultural difference between tribes of genasi
  and other races can make adaptation hard. Outside of Sourn,
  there are civilizations of gensai residing on the elemental
  planes.
  The Gith
  The gith are the main humanoid residents of the astral plane.
  The Gith of Sourn are a united peoples, residing in an astral
  utopia. They still resent their enslavement by the illithid, and
  gith teams are often sent to the material realm in order to do
  battle with the illithid. They usually attempt to remain hidden
  from the population of Sourn however, those exiled from the
  utopia may find themselves stranded in the material world.
  These wanderers are often forced to rely on the local peoples
  in adapting the the strange new world. More than a few find
  their way to Wyrdsong as with most oddities on Sourn.
  Goliaths
  The goliath are a hearty, mountain-dwelling folk. They value
  strength above all, reducing those unfit for survival to exile in
  accordance with ancient traditions. Most goliath tribes are
  found in the mountains west of Starcrest, north of Wyrdsong,
  and west of Eysbar. These goliath tribes, though not actively
  xenophobic, are incredibly isolated from the world around
  them, and few ever see a due to the dangers present in braving
  the mountain slopes. Exiled goliath are usually dissenters or
  injured members of clans. In the case of dissenters, their exile
  is forced, but those who were injured usually choose self-exile
  rather than clan exile.
  21
  
  The Grung
  The one landbound race that didn't join in the creation of
  Wyrdsong is the grung. These frog people, much like the other
  residents of Wyrdsong, are the result of the chaos that
  permeates the landscape. Their poisonous skin left them
  outcast, leading them to shy away from the other races and
  Wyrdsong, forcing them into the swamps. They live in tribal
  societies run by militarist shamans who organize raids
  against the city of Wyrdsong. They are not viewed well as a
  result by most others.
  Kalashtar
  The first kalashtar were humans blessed with an incredible
  and mysterious psychic power. This manifests as innate
  telepathy and an incredibly percise control of the personal
  psyche. Additionally, kalishtar do not dream, instead when
  asleep, their minds are filled with flashes and vague images.
  Hundreds of years exploring and perfecting this power
  uncovered its true nature. The kalishtar peoples have an
  innate connection to the strings of fate, able to nudge their
  destiny slightly. Their dreams are not dreams, but flashes of
  events in the distant past and future. Though thise power is
  usually subtle and confined to an individual, some born to a
  kalishtar parent will exhibit the true power of a Wyrdspeaker,
  able to manipulate the strings of fate on a whim for both
  themselves and those around them. Though being a kalishtar
  is not required to be born a Wyrdspeaker, almost all
  Wyrdspeakers are kalishtar. The kalishtar, in an attempt to
  master this control of fate, withdrew from the world,
  becoming a wandering tribe referred to as the Wyrdspeakers.
  They travel central Wyrd in isolation, seeking enlightenment
  and perfecting their abilities.
  Kenku
  The kenku are natural residents of Wyrdsong, products of the
  chaos blast that hit the region millennia ago. Once simple
  crows, they were infused with sentience but, in the process
  lost their ability to fly. The newly sentient beings labeled their
  loss as an act of the gods, blaming their inability to fly on the
  anger of Yohari. Many kenku now follow Yohari in wing cults,
  searching for a way to regain their flight.
  Kobolds
  Kobolds come in one of two types. Wild Kobolds live deep
  underground in caverns or inside mountains, worshipping the
  Order of the First Dragon. They seek to emulate the dragons
  they worship, hoarding treasure and protecting their territory
  from invaders with nasty traps. Some among their numbers
  even master spells to bring them closer to a true draconic
  form. The other type of kobolds live among the peoples of
  cities, utilizing their skills as tunnelers to help maintain city
  functions like sewers. Amidas alone has a population of
  several hundred thousand kobolds who manage the city's
  sewer and underground travel networks. The people of the
  aboveground usually treat them as important members of
  society but, those of the noble class tend to treat kobolds as
  subhuman, valuing their lives as less than those of livestock.
  Lizardfolk
  The lizardfolk are another one of Wyrdsong's native peoples.
  They live both in the city and in tribes in the swamps nearby.
  They play an integral part in Wyrdsong's economy, supplying
  food for the city in the form of fish and various swamp plants.
  Most of Wyrdsong's military is made up of lizardfolk as their
  calculating nature improves operation, and their skill in
  utilizing the world around them for tools and resources keeps
  costs down while at war.
  Mousefolk
  The mousefolk are another of the natives of Wyrdsong, a
  peoples of sentient rodents. They are a naturally brilliant and
  nimble peoples, and because they are short lived, Mousefolk
  often work feverishly to create invent and influence the world
  in their short time. Other races avoid strong friendships with
  the Mousefolk as their fleeting nature tends to discourage
  deep and lasting connections. Few Mousefolk travel due to the
  time requirements, but those who do attempt to gain as much
  from their travels as possible.
  Orcs
  Though half orcs can be found all across Sourn, pure orcs are
  rare, as most life in Gurrtak. Their culture and civilization is
  built on the slaugther of others, often hunting the dwarves of
  Tsara for sport. The only thing truly keeping them in check is
  their neighboring nation of Tyikaiz, home to the largest army
  on Sourn. Orcs are even more feared than dragonborn and
  teiflings, as the threat that the savage creatures pose is very
  real. The brutish and violent orcish stereotype is embedded in
  the hearts of almost all of Sourn's people, and most orcs
  follow this typing, further increasing hostility. Orcish
  adventurers are rare, and those that exist rarely do for a good
  cause. The love of violence is a common motivator, though
  there are a few orcs who truly resent their culture and peoples
  and wish to change.
  Rabbitfolk
  The fields of Wyrdsong contained a number of lupine races
  who were affected by the chaos. These became the rabbitfolk,
  an energetic peoples of great resolve. Rabbitfolk act with great
  zeal, tending towards the extremes of alignment. Very few
  maintain neutrality on any issues and this puts rabbitfolk in
  the spotlight of Wyrdsong's politics and history. The opinions
  on Rabbitfolk are almost as extreme as their alignments, as
  just as many despise them as love them.
  22
  
  Shifters
  Shifters are a peoples native to the Eysbar region. They are a
  result of the combining of lycanthrope and human lineages,
  which isn't uncommon in the region due to the large number
  of lycanthropes. They are often treated as dangerous by the
  people of Eysbar, for fear of lycanthrope infections. This
  leaves shifters shunned, exiled from towns, and alone. Some
  find their way to Wyrdsong, others use their tough heritage in
  order to operate caravans across Eys, disguising themselves
  so they can do trade in Eysbar's towns. These caravan-cities
  are often hunted by the government of Eys, making a nomadic
  lifestyle common for shifters.
  Tabaxi
  The tabaxi are native citizens of Wyrdsong, born of the same
  chaos that shaped the lizardfolk, kenku, tortles and aarakocra.
  Though many live in Wyrdsong, tabaxi cannot stay still for
  long, frequently leaving on journeys and adventures to faraway
  lands. It isnt uncommon to see a tabaxi traveller anywhere in
  the world. As a result of their wanderlust, many tabaxi act as
  traders for Wyrdsong, delivering goods across the world and
  bringing back treasures. Those that can't find honest work
  often turn to adventuring, as they have many of the same
  benifits of traders, with the added risk of death. Most people
  treat tabaxi kindly, but clutch their valuables a bit tighter when
  a tabaxi comes close.
  Tortles
  The tortles of Wyrd live significantly longer than those of
  other worlds, with lifespans comparable to those of elves.
  They too are natives of Wyrdsong, making up most of the city's
  elder council. The tortles are ancient and wise, making good
  rulers for the city. Those not involved with the council
  participate in the daily life of Wyrdsong's citizens. Young
  tortles have a different task however, after reaching maturity
  around 20, they are sent out on a journey to find themselves
  and see the world from others' eyes. These travels can take
  centuries and when the tortle returns, they are ready to
  become leaders of society.
  Changelings
  Changelings on Sourn are much the same as other worlds.
  They blend into societies, coexisting with other species and
  hiding their shapechanging lineage as much as possible. The
  common folk bare a fear of shapechangers, though they aren't
  common enough to suspect everyone around them. However,
  if evidence of a shapechanger is revealed, city guards may get
  involved attempting to detain and unmask them. If these
  shapechangers commit crimes using personas, The Hand of
  Light may intervene personally, setting an army of paladins
  after the changeling in question, potentially bringing other
  changelings uninvolved in the crime to light. As such, most
  changelings attempt to maintain a low profile, shying away
  from positions of power and jobs that attract a lot of eyes,
  making changeling adventurers incredibly rare.
  Tritons
  The tritons live far below the seas and oceans of Sourn in
  great cities lit by powerful and archaic magic. Their
  civilization has spanned the almost the entire lifetime of the
  planet, as they were the original inhabitants of Sourn, tasked
  with preventing damage to the Yun's cage by mortal creatures.
  Through their oral history, the tritons are the only species
  who still worship the eldritch lords as their primary pantheon
  and, unless there is some great threat to the surface, they
  remain below the sea, keeping watch over the Yun's prison.
  Many great historical disturbances were preceeded by a mass
  surfacing of Tritons, and though to surface dwellers they have
  faded into legend, the arrival of a triton is certainly an omen of
  approaching doom.
  Warforged
  Despite their disdain for warlike races, the elves still needed a
  way to settle large scale disagreements. This was done
  through tournaments and shows of strength until only a
  couple of decades ago, when the first warforged were created
  to fight elvish proxy wars. The war machines were designed to
  fight and act just like living beings in order to simulate war
  without loss of life. A few hundred thousand warforged were
  produced to fight for the elves; unfortunately, the warforged
  were designed too well, developing sentience due to their
  emulation of other humanoids. The elves, not wanting to
  massacare living beings for their own gain, released the
  warforged into the world to find their own purpose. Now
  machines with the souls of men wander the world, built for
  war, but seeking a meaning beyond that.
  Yuan-Ti
  The Yuan-Ti of Sourn are ancient victims of the whims of the
  Lord of Chaos, Bael'Raath. Using his brother Imur-Nor Den,
  he imparted a dream to an ancient empire of humans called
  the Yuan-Ti, showing them a forbidden ritual which would
  allow them to stabilize their crumbling empire. The ritual
  proceeded, led by the king himself. A cloud covered the city for
  days until at last the sun rose on the ruins of a civilization.
  Half-man half-snake abominations crawled from the refuse
  and, seeing themselves transformed into beasts, fled into the
  woods. Now they live in the shadows of the Dostor Empire,
  stealthily infiltrating the peoples of the empire in an attempt
  to reclaim the glory they once held. Yuan-Ti in Dostor are
  generally well liked by the people, who are manipulated by the
  grand schemes of the snake people. Those who have fled the
  Yuan-Ti clans of Dostor generally live similarly to other
  humans, unconcerned with the grand machinations of the
  fallen empire.
  23
  
  Groups and Organizations
  S
  ourn is a vast world populated with many people
  and numerous agendas.
  The Wyrdspeakers
  Scattered tribes wander the continent of Wyrd, united by a
  single identity as the Wyrdspeakers. These nomadic
  tribesmen are blessed or cursed with the ability to influence
  fate. They wander far from civilization to discover their
  powers and themselves, honing their mastery of fate. Most
  distrust the Wyrdspeakers for their control over themselves
  and the world, not to mention the superstitions that surround
  them. However, a few not bound by these preconceptions will
  seek out the Wyrdspeakers for incredibly accurate fortune
  telling and luck.
  The Hand of Light
  Led by the paladin Jace Terron, the hand of light acts as
  Dynval's emmisaries to the people of Sourn. While not
  directly led by the god, they are motivated by a singleminded
  goal: to spread Dynval's Light. It's left up to each individual
  member what this means, however, members of the Hand of
  Light are often seen providing aid to villages and hunting
  undead and those who command them, attempting to keep
  the people of Sourn safe from the shadowy forces that would
  plot to destroy them.
  The Hand of Light frequently finds itself engaged in small
  scale battles with various sects devoted to Yohari, including
  the Al'Dor Yoharin.
  The Candlemagi
  Based in Amidas, the Candlemagi are a secret society of
  powerful wizards, warlocks, and sorcerers who seek to amass
  magical knowledge. The are based out of an underground
  library beneath the Unending City. The Candlemagi have
  fingers in almost every city across Sourn, always on the
  lookout for new knowledge and information. As a result of
  their vast repositories of lore, the Candlemagi often dispatch
  operatives to deal with ancient and powerful threats that the
  outer world may know nothing about. The ressurection of an
  ancient lich may be stopped before it even happens through
  the work of the Candlemagi.
  Al'Dor Yoharin
  Loosely translated as Keepers of Shadow, this enigmatic
  organization is one of the largest sects devoted to Yohari. They
  are widespread but secretive, keeping with their goddess'
  tenets of deception and secrecy. They often attempt to
  undermine the efforts of the Hand of Light, attempting to stop
  the spread of Dynval's light. They may assault Hand of Light
  parties or undo the good the Hand had done in a village by
  releasing a demon, devil or some other evil.
  Order of the First Dragon
  Spread across Sourn, this is a loosely connected religious
  group devoted to the image of a primordial dragon which
  spawned the fabrics of existence. Though most members do
  not know this, the figure they worship is losely based on
  Galadrimos through snippets of lore that have been recovered
  on the Cosmic Dragon. Beyond worship, they seek to emulate
  the powers of dragons, using magic (both studied and granted
  by higher powers) in order to smith spells which allow them to
  capture the essence of draconic strength.
  Wyrmsbreath
  Evocation Cantrip
  Casting Time: 1 action
  Range: Varies
  Components: V, S, M (A matchstick)
  Duration: Instantaneous
  When you learn this spell, pick a draconic type (you may learn
  this spell multiple times, each time choose a different
  draconic type). The type picked determines the size, shape,
  and element of the spell.
  Draconic Type Damage Type
  Spell Area
  Black
  Acid
  5 by 15 ft. line (Dex. save)
  Blue
  Lightning
  5 by 15 ft. line (Dex. save)
  Brass
  Fire
  5 by 15 ft. line (Dex. save)
  Bronze
  Lightning
  5 by 15 ft. line (Dex. save)
  Copper
  Acid
  5 by 15 ft. line (Dex. save)
  Gold
  Fire
  10 ft. cone (Dex. save)
  Green
  Poison
  10 ft. cone (Con. save)
  Red
  Fire
  10 ft. cone (Dex. save)
  Silver
  Cold
  10 ft. cone (Con. save)
  White
  Cold
  10 ft. cone (Con. save)
  You launch a gout of elemetal energy from your mouth.
  Each creature in the area of the exhalation must make a
  saving throw, the type of which is determined by your draconic
  type, or take 1d6 damage the type of which is determined by
  your draconic type.  
  The damage increases by 1d6 when you reach 5th, 11th, and
  17th level.
  24
  
  The Wing Cults
  The kenku of Wyrdsong believe that their ancestors had wings
  and were able to fly. Considering their descent from crows
  this is true, but members of the wing cults misunderstand
  their ancestor's flight as something they possessed in kenku
  form. As a result, members of the wing cults search
  obsessively for methods to regain their wings and flight. This
  often brings them into contact with the aaracokra and
  dragons, especially in Araviel, where thousands of kenku work
  under dragons for the promise of a restoration of flight.
  The Volrykar
  Not many know of the eldritch lords and circle of yun; fewer
  still of their battles across the primordial universe. Many who
  uncover these bits of lore are touched by the Yun, their minds
  tainted with an ancient and unspeakable madness which
  drives them to uncover more lore and eventually seek to
  witness the ancients for themselves at any cost. These folk
  form a cult known as the Volrykar. Originally a branch of the
  Candlemagi dedicated to ancient gods and lost lore from the
  beginning of the universe, they sought out ancient artifacts
  and knowledge. However, their knowledge corrupted them,
  subtly influincing their minds until they were twisted beyond
  recognition. They broke off from the candlemagi, using their
  knowledge not for good, but for the eventual release of the
  Yun. The shared drive for knowledge often brings them into
  contact with the Candlemagi, often leading to raids on each
  others' libraries and other knowledge repositories.
  25
  
  Parallel Worlds F
  F
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  our worlds make up the core of the multiverse,
  each acting as a mirror of the others. the Material
  plane, Etherial plane, the Feywilds, and
  Shadowheart each act as an echo of the others,
  forming the central portion of the multiverse.
  The Material Plane
  The material plane is at the center of the multiverse. This is
  where most adventures will take place as this realm is the hub
  for interaction between all other planes. At the center of the
  multiverse, this plane brings bits of all the other planes
  together leading to a world of elemental melding, law, chaos,
  bits of each together, and leading to unpredictable reactions.
  The Etherial Plane
  Interwoven between the central worlds is the Etherial plane.
  This realm is a foggy mirror of the materal plane, sparsely
  inhabited. It serves as the gateway between the central planes
  as well as a method of travel through the material plane.
  Those on the Etherial plane can't be seen or interacted with
  under normal conditions by those on other planes, allowing
  them to traverse large spans of land without threat.
  Additionally, to those who know where they are going, there
  are a number of gateways within the Etherial plane which
  connect the material world to the Feywilds and Shadowheart.
  At the far reaches of the etherial plane, one can enter the
  astral plane and from there, enter most other planes.
  The Feywilds
  The Feywilds are a plane of free magic, unbound by the laws
  of the material world. Druidic power is drawn from this plane
  as it is essential a crystallization of the magic of nature. As a
  result, most of the denzins of this plane have a strong
  connection to nature. This can be seen most directly in
  nymphs and dryads who are bound to their aspects of nature.
  This area is controled by a council of Fey elders, leaders of
  their respective courts, who elect a Faerie King. The current
  king of the feywilds heavily influences the fey across the
  multiverse. A Hag king would instill many of the hags with
  confidence, increasing the viciousness and activity levels. This
  could lead to a group of adventurers entering the plane to
  assassinate the Faerie King.
  The Feywild does not take kindly to uninvited visitors, with
  the very magic of the land seeking to oust the tresspassers.
  Though some good fey will shelter outsiders, most fey would
  just as soon enact some whimsical punishment as provide
  protection for those who violate their sovereignty. Those who
  are invited however, are treated as royalty.
  The feywild has gained a bad name in the eyes of many
  common folk. Tales of children disappearing have woven
  themselves into folklore across Sourn, and these tales are
  based in fact. New fey are born of humanoid children who are
  exposed to the magic of the Feywild for their entire lives. This
  means many fey will capture young children in order to
  ensure the continuation of their peoples.
  Shadowheart
  Shadowheart is the dark mirror of the material realm. It is a
  dismal grey and black landscape devoid of light and life. The
  souls of the dead who are still bound to the material plane are
  housed here, whether that be ghosts, shades or even the
  former souls of undead like zombies. One of the most unique
  of these trapped beings are the steelsouls. These are the souls
  of consciousness bound to sentient weaponry.
  Shadowheart in itself is a living entity, the whole plane one
  great conciousness that wishes for nothing more than to not
  be disturbed by the living or undead. To that end,
  Shadowheart sometimes grants mortals the power to destroy
  undead, freeing their souls from the plane. It is taboo for those
  bearing this power to ever set foot in the plane as it is directly
  against the wishes of their master, who seeks not to be
  disturbed by the living or dead.
  Despite this, there are some born in Shadowheart, the
  Shadar-Kai, an ancient clan of elves who migrated to that
  realm have become so suffused with it that the realm does not
  notice their meddling. As a result, Shadowheart and the
  shadar-kai have developed a symbiotic relationship where the
  realm provides them a place to live and the shadar-kai hunt
  souls trapped within Shadowheart, relieving the plane of their
  presence.
  PART IV
  Parallels and Planes
  26
  
  Planes of the world
  T
  he multiverse is formed of many interconnected
  planes, each representing a larger cosmic
  purpose. The planes each interweave with the
  material plane and its sisters, interacting in
  various ways with the land and peoples of the
  various central realms. The realms are
  organized into two cosmic circles, the first
  representing the physical while the second ring embodies
  metaphysical concepts. The elemental planes exist within the
  first ring while the other planes are in the second. The center
  of the ring is made of the material plane and its mirrors.
  The Astral Plane
  Acting as the glue between all the other realms, the astral
  plane exists between the fabrics of reality. The plane is a
  realm unbeholden to any sort of physical laws, allowing bodies
  and psyches to exist separate from each other but interact as
  though they were the same. The realm contains floating ruins,
  great rocks and primordial debris from the time of the Yun,
  making it a popular destination for archivers of the eldritch.
  The plane is also home to the Gith races who make their
  homes in drifting cities among the debris. As one travels in the
  Astral plane, time seems to slow. As they reach farther and
  farther, they will eventually find themselves in the Far Astral
  Realm. Here, the silvery aura of the astral plane begins to
  darken as time slows. A creature who continues will
  eventually have their psyche and body severed from the
  immense spiritual pressures and the body dies immediately.
  Those who continue further will eventually become frozen in
  time as they wander to the edge of the Void.
  Despite all of it's interesting qualities, the main reason
  people visit the material plane is the portals within, each
  connecting to other planes. The color of the portal determines
  the realm to which it connects.
  Color
  Plane
  Turquoise
  Etherial Plane
  White
  Gaia
  Black
  The Nine Hells
  Crimson
  Abyssar
  Red
  Elemental Fire
  Cyan
  Elemental Air
  Blue
  Elemental Water
  Brown
  Elemental Earth
  Any color ringed with black
  Protos
  Silver
  Elysium
  Grey
  Mechanus
  Gold
  Celestia
  Any color ringed with white
  Limbo
  Plane of Elemental Fire
  Home to the Lord of Fire, Dimik'Yor, this plane is a shattered
  realm of floating rocks and vast, scorched landscapes, with
  vast fields of ever-burning flames. This realm is home to a few
  devils as well as fire genasi and various fire elementals.
  Temperatures here are almost unbearable for mortal
  creatures, requiring some source of cooling in order to survive
  long. Bordering this realm is the Plane of Elemental Earth,
  merging into a vast sea of magma, as well as the Plane of
  Elemental Water, behind a foggy realm of steam.
  Plane of Elemental Water
  Bordering the Plane of Elemental Fire is the Plane of
  elemental water, a vast sea home to triton and watery genasi,
  as well as various water elementals and deep sea behemoths.
  The vast sea serves as the home of Seorceli, goddess of water,
  who resides in this realm. Bordering the plane of elemental
  water on the other side is the Plane of Elemental Air, shielded
  from this plane by a violent, ever-present storm.
  Plane of Elemental Air
  Between the Planes of Elemental Water and Earth lies the
  Plane of Elemental Air, ruled by the Sky King Azheron. This
  realm is much like the floating islands of Araviel, inhabited by
  air elementals, air genasi, as well as a few scattered tribes of
  aarakocra. The realm is a collection of islands ringed by
  violent winds, torrential rain, and massive thunderstorms. To
  the far side of this realm, towards the Plane of Elemental
  Earth, lies a vast desert.
  Plane of Elemental Earth
  Venturing through the desert brings travellers to tchoram's
  realm, the Plane of Elemental Earth. A plane of giant
  mountains, earthsplitting ravines and complex cave systems
  filled with strange and rare minerals. The realm is also home
  to elementals and earth genasi.
  Gaia
  Souls hallowed by good acts find themselves in Gaia. Those
  who were kind and caring in life, and those who were noble
  and fought to protect others find their souls in Gaia. This
  plane isn't one single place, but a collection of individual
  pocket dimensions each suited to the soul that resides there.
  As a result, almost any environment can be located on this
  plane. This realm is located at the top of the Cosmic Wheel
  27
  
  Elysium
  The spirits of freedom reside here, beings of pure good and
  chaos, such as storm giants and empyrions call this place
  their home. The realm is an idyllic field of grass bathed in
  divine light. At the center of the realm lies the city of Ysthor, a
  glistening city of white stone and gold. This area is home to
  the giant pantheon. Other divine creatures also take up
  residence here and throughout the realm. Outside the cities,
  treants other elder nature spirits reside, alongside wandering
  constellations of pegasai. This realm is located on the Cosmic
  Wheel between Limbo and Gaia.
  Limbo
  A realm of raw chaos, souls who were slaves to chaos find
  themselves here. Those who devoted themselves to the ideas
  of chaos above all find their souls here after death. The realm
  is a whirling storm of gray matter which souls can shape as
  they please using their mental ability. The Githzerai train their
  psychic abilities in monasteries on this plane. This realm is
  located at the far right of the Cosmic Wheel.
  Protos
  The realm of evil tainted by chaos, this is where demons are
  born. The realm is a shifting mass of gray and black, pulsating
  and writhing. Occasionally the inky blackness coalesces into
  creatures called demons, embodiments of chaos and evil.
  Anything brought into this realm is reclaimed by it except for
  the most powerful of beings and magic. This applies even to
  demons and most are reabsorbed by the chaos at some point.
  However, occasionally protos spits out something incredibly
  vile and potent. These masses of chaos coalesce into beings of
  extreme power known as Demon Lords. They are not
  reabsorbed by the dimension until they die and constantly vie
  for control over the various shifting regions of the plane and
  when freed, can wreak havoc upon the entire mortal world for
  years. Protos exists on the Cosmic Wheel between Limbo and
  the Nine Hells
  The Nine Hells
  This is the realm where mortal souls tainted by evil deeds end
  up. Demons and Devils battle each other for control of these
  souls, with the winners taking up rulership within the nine
  hells. Each of the nine layers changes to reflect its ruler, with
  drastic changes occurring between demons and devils. At the
  creation of the multiverse, the Eldritch lords designated the
  nine hells as a realm to confine evil. As a result, planar travel
  can only access the first layer, Vis. To move further, one must
  manually travel to the pit between the layers and drop down to
  the next. The nine Hells fall at the lowest point of the Cosmic
  Wheel.
  Vis
  A rocky wasteland filled with fissures leaking heat and blood-
  tainted stone, this realm, ruled by Azestus, acts as a training
  grounds and primary battleground for the soldiers of the Nine.
  Invaders must arrive at the first layer so when under attack,
  this is where the battle begins. In times of relative peace,
  soldiers are brought here to familiarize themselves with the
  terrain and learn tactics.
  Iacato
  This realm is a web of weaving corridors suspended in and
  above lakes of hellfire. The corridors are lined with tombs
  which, when bathed in hellfire, act as portals to various
  locations on the material plane and its mirrors. The realm's
  ruler, Zeldion, uses these portals to operate his massive
  crossroad devil operation, procuring many souls for the Nine's
  army
  Gular
  At the center of Gular lies an opulent palace, a testament to
  Midethos' near infinite greed. Beyond the walls of the
  structure however, the realm has been left to rot. Stripped of
  anything of value, the entire plane is a swampy wasteland
  riddled with defecation, filth, and debris.
  Avaria
  A realm of shining city as far as the eye can see. Everything is
  pristine to a fault and if not for the red stone used in building
  construction, one may not know they are within the nine hells
  when here. The perfection of this realm is a facade hiding the
  hideous machinations of it's overlord Baelrog, and those who
  scheme against him. The city is a giant political battleground
  rife with assasinations and intrigue.
  Lacera
  Lacera is a volcanic wasteland filled with magma. Deep within
  the largest volcano, Kazmorah, suspended over pools of
  bubbling magma, lies the library of Sacora: a repository of
  knowledge, belonging to Sithistis, which rivals even the
  archives of Olodar.
  Desidor
  The realm of Desidor is a flat plains of bone white earth and
  stalks of stiff gray grass which lean with the wind. The city of
  Immuria sits at the center of this level, serving as the central
  entertainment site for devils. The city is essentially one dark,
  twisted resort for devilkind. Beyond the city, the realm is
  incredibly dangerous as violent winds constantly whip across
  the plains. These winds are strong enough to pick up travelers
  and frequently change direction which can whip those caught
  in the winds around.
  Irados
  The land itself rages with fire and brimstone, as flames and
  jets of hot gas leap from fissures in the stone. The terrain is
  jagged and towering spires of red earth jut out from the
  ground, spiraling towards unknown heights. The entire realm
  is slightly obscured by a deep crimson mist which can hide
  pockets of explosive gas which occasionally erupt into
  fireballs. Furius rules this realm from atop one of the spires,
  where he has constructed a castle filled with the most brutal
  torture implements ever conceived.
  28
  
  Dolum
  This level's most prominent feature is the inky black river Styx
  which flows through the entire realm. The air here is thick
  and tastes like dead fish, choking those not used to the level's
  oppresive atmosphere. Somewhere hidden deep within the
  maze of water and bridges is an imposing black castle
  belonging to the Lord of Deception, Mephistopheles. From
  here he watches over his realm and plots to overthrow the
  Lord of Hell.
  Stygia
  Within the deepest pit in the blackest depths of the nine hells
  lies Stygia. The river Styx deposits it's black waters here
  where they are frozen near instantly and become part of this
  icy realm. The ground is formed of black ice cold enough to
  freeze a adventurer's feet solid through their boots in minutes.
  The ice itself cannot be melted as it is not actually frozen
  water, but a crystalization of the deepest evil desiress that lie
  within the pit. It is here among the icy stalagmites that
  Aesmodeus rules his realm, directing the rest of the Hells
  from his castle in the frost. It is rumored that an ancient
  multiverse-threatening beast is trapped beneath the ice, and
  this is true, as beneath the nigh unbreakable ice lies the Void,
  home to the circle of Yun and a few other cosmic
  monstrosities.
  Abyssar
  Realm of the devils, Abyssar spawned those who now rule the
  nine hells. This realm is the embodiment of evil, influenced by
  law. The realm is a dismal, blasted landscape of grey stone
  shelves stacked on top of each other. The devils who don't
  reside in the Nine Hells live here among the stone stacks in
  cities, scheming and plotting in order to make their way to the
  Nine Hells and gain power. This realm is located between the
  Nine Hells and Mechanus on the Cosmic Wheel.
  Mechanus
  This realm of rigid law claims the souls who found themselves
  beholden to tradition above all else in life. The entire realm is
  a machine composed of interlocking gears which slowly turn,
  operating on some ancient power towards an unknown,
  inscrutable purpose. Domes rest on many of the gears which
  house the souls as well as the residents of the realm, the
  Modrons, who maintain the machinery. This realm is located
  at the far left of the Cosmic Wheel.
  Celestia
  The realm of the gods, celestria is a plane of towering marble
  pillars and white plazas atop fluffy white clouds. The
  pantheon of lesser gods resides on this realm, each carving
  out a bit of their own space within the realm. They are
  accompanied by some powerful metallic dragons as well as
  angels. Here, the gods watch over the mortal plane,
  influencing their followers and drawing power from the
  worship.
  The Void
  At the far reaches of the Cosmic Wheel, outside the higher
  planes lies the Void. This is the Eldritch Lords' last resort for
  beings which are too powerful and pose a danger to
  themselves, their creation and the Yuns' cell. They are
  deposited here in a realm of infinite blackness, suspended for
  eternity. Most creature cannot act here as there is no time or
  space to move through, however transcendent beings like the
  Yun, Eldritch lords, and the plane of Shadowheart exist
  outside of these restrictions, allowing them to act while
  suspended in the void. The only entrance to this realm lies
  beneath the farthest reaches of Stygia, deep within the Nine
  Hells.
  29
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  PART V
  The Creatures of Sourn
  30
  Steelsoul
  Medium undead, any alignment
  Armor Class 17
  Hit Points 299 (46d6 + 138)
  Speed 30
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5) 21 (+5) 16 (+3) 14 (+2) 8 (-1) 10 (+0)
  Saving Throws Str +10, Dex +10
  Skills +10 Athletics, +10 Acrobatics, +7 History
  Damage Resistances piercing, slashing, and
  bludgeoning damage from non-magic weapons
  Condition Immunities frightened, paralyzed, petrified,
  poisoned, unconscious
  Senses Darkvision 60, passive Perception 9
  Languages the languages it knew in life
  Challenge 16 (15000 XP)
  Turning Immunity. The Steelsoul is immune to
  features that turn undead.
  Actions
  Multiattack. The Steelsoul makes 3 attacks with its
  spirit weapon, then may use War Cry or Rally
  Spirit Weapon. Melee Weapon Attack: +10 to hit,
  reach 10 ft., one target. Hit: 23 (4d8 +5) force
  damage
  Spirit Weapon. Ranged Weapon Attack: +10 to hit,
  range 150/600 ft., one target. Hit: 18(3d8 + 5) force
  damage
  War Cry. The Steelsoul lets out an earsplitting echo.
  Each creature within 15 ft. must succeed on a DC 18
  Charima saving throw or be stunned until their next
  turn
  Rally. The Steelsoul gains 25 temporary hp and
  summons 1d4 + 3 Flying Swords
  Lightworm Grub
  Tiny Beast, unaligned
  Armor Class 11
  Hit Points 1 (1d4-1)
  Speed 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (-4)
  12 (+1)
  9 (-1)
  2 (-4)
  11 (+0)
  4 (-3)
  Senses Darkvision 30, passive Perception 10
  Languages -
  Challenge 0 (0 XP)
  Glowing Body. The Lightworm sheds bright light in a
  5 foot radius and dim light in a 5 foot radius beyond
  that.
  
  31
  Lightworm Larvae
  Medium beast, unaligned
  Armor Class 13 (Natural Aromr)
  Hit Points 65 (10d8 + 20)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  10 (0)
  15 (+2) 2 (-4)
  11 (+0)
  6 (-2)
  Senses Darkvision 60, passive Perception 10
  Languages -
  Challenge 1 (200 XP)
  Actions
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 6 (1d10 + 1) bludgeoning damage
  Glowing Body. The Lightworm sheds bright light in a
  15 foot radius and dim light in a 15 foot radius
  beyond that.
  Adult Lightworm
  Huge beast, unaligned
  Armor Class 16 (Natural Armor)
  Hit Points 125 (10d12 + 60)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  9 (-1)
  21 (+5)
  2 (-4)
  11 (+0)
  8 (-1)
  Senses Darkvision 120, passive Perception 10
  Languages -
  Challenge 3 (700 XP)
  Actions
  Slam. Melee Weapon Attack: +4 to hit, reach 15 ft.,
  one target. Hit: 19 (3d10 + 2) bludgeoning damage
  Glowing Body. The Lightworm sheds bright light in a
  30 foot radius and dim light in a 30 foot radius
  beyond that.
  
  PART VI
  Additional Content
  32
  
  Steel and Smoke: Expanded Armory
  T
  he repertoire of weapons and armor in Player
  Handbook may sometimes feel limiting. There's
  a lack of powder weaponry and the shields
  seem quite limiting sometimes. This section
  works to solve these issues by adding a
  plethora of new weapons and providing some
  alternatives to the basic shield rules.
  Firearms
  Depending on personal tastes, firearms can be a welcome
  addition to a fantasy world. These weapons are often rare and
  exotic, marking a turning point in the world's weaponry. This
  can add some depth to the world and make the players more
  involved in the world's growth as the use firearms, exposing
  the population to this new and curious variety of weapon.
  Pistol
  A simple, one handed firearm which uses black powder to
  launch a small metal ball at high speeds. They are incredibly
  inaccurate at range.
  Dueling Pistol
  A variety of pistol with a longer barrel, allowing for increased
  accuracy but requiring more training to use effectively.
  Arquebus
  A simple variety of rifle, relying on hand lit fuses. They are
  quite large and unwieldy, often fired from mounts and prone
  to misfiring.
  Musket
  Essentially an improved arquebus, featuring a flintlock
  mechanism, improving accuracy and firing velocity.
  Blunderbus
  A close range firearm which launches a spray of bullets at a
  close range. Enemies closer to the attacker take more
  damage.
  Repeater
  A variety of musket which trades bullet velocity for the ability
  to fire multiple times before reloading.
  Shields
  Shields are now divided into three categories- light, medium,
  and heavy. Each represents a different type of shield, offering
  options to the sword and board warrior, as well as those
  wishing to dual wield shields.
  Light Shield
  Small shields for dueling like bucklers fall into this category,
  providing minimal defense, but also available for dual
  wielding, supplementing a defensive fighter's damage.
  Medium Shield
  Kite shields and round shields fill this category. They act as
  the classic shield option in 5e, providing a bonus to AC when
  held in the off hand. In order to use two weapon fighting with
  these sheilds, specialized training is needed, in the form of the
  Two Weapon Fighter feat. In return, the AC bonus is higher
  than that of a buckler.
  Heavy Shield
  This category contains the tower shield and similar defensive
  implements. These large shields are unwieldey, but those
  skilled with massive weapons can utilize their great weight as
  an asset. Their large size and weight also give them a larger
  defensive bonus.
  Explosives
  These weapons are thrown implements which affect an area.
  The grenades of the ancient world. The save on an explosive is
  usually about 12 for store bought item, but a crafted explosive
  (made with a set of tinkers tools and the required materials)
  will have a DC of 8 + proficiency bonus (if proficient with
  tinker's tools) + Intelligence.
  Firebomb
  These explosive devices are small iron or lead spheres filled
  with black powder. They create smaller explosions with
  greater force than other options.
  Gasbomb
  These explosives consist of glass containers filled with
  flammable gas. They shatter when thown at which point the
  gas ignites, covering a larger area with flames momentarily.
  Powder weaponry is a rare find on Sourn. Only
  skilled gnomes really have the skills to produce the
  intricate components required for firearms, and
  gnomes are few and far between. I trekked the deserts
  of Mette for almost a year before i found the gnome
  who showed me the methods for producing these
  weapons. -O.E.
  33
  
  Weapons
  Name
  Cost
  Damage
  Weight
  Properties
  Simple Melee
  Weapons
  Bayonet
  5 gp
  1d4 piercing
  1 lb.
  Light
  Light Shield
  5 gp
  1d3
  bludgeoning
  3 lb.
  Light, defensive (AC 1)
  Cestus
  4 sp
  1d4
  bludgeoning
  1/2 lb.
  Light, special
  Martial Melee
  Weapons
  Scythe
  15 gp
  1d10 slashing
  10 lb.
  Two-handed, finesse
  War Ribbon
  10 gp
  1d3 slashing
  1 lb.
  Finesse, special
  Medium Shield
  5 gp
  1d4
  bludgeoning
  6 lb.
  Defensive (AC 2)
  Heavy Shield
  300 gp
  1d4
  bludgeoning
  35 lb.
  Heavy, defensive (AC 3)
  Cutlass
  10 gp
  1d8 Slashing
  2 lb.
  Finesse
  Sabre
  30 gp
  1d8 Slashing
  3 lb.
  Special
  Chain Hook
  10 gp
  1d4 Piercing
  6 lb
  Reach, special
  Simple Ranged
  Weapons
  Pistol
  150 gp
  1d8 piercing
  6 lb.
  Light, Ammunition (range 15/45), loading, aimed
  Arquebus
  300 gp 1d10 piercing
  10 lb.
  Ammunition (range 40, 120), loading, two-handed, aimed
  Martial Ranged
  Weapons
  Dueling Pistol
  550 gp
  2d4 piercing
  8 lb.
  Ammunition (range 30/90), loading, light, aimed
  Musket
  900 gp
  2d6 piercing
  10 lb.
  Ammunition (range 80/240), loading, heavy, two-handed, aimed
  Greatbow
  700 gp
  2d8
  10 lb.
  Anchored, ammunition (range 200/800), two-handed, heavy,
  weighted draw
  Arbalest
  1200
  gp
  3d6
  24 lb.
  Anchored, ammunition (range 100/400), two-handed, heavy
  Blunderbus
  700 gp
  4d4 piercing
  15 lb. Scatter (5/5), ammunition (range 10/20), loading, heavy, two-handed,
  aimed
  Repeater
  1800
  gp
  1d10 piercing
  15 lb.
  Ammunition (range 30, 90), heavy, reload 6, two-handed, aimed
  Explosives
  Powderbomb
  2 gp
  3d6 fire
  1/2 lb.
  Explosive (30/5)
  Firebomb
  4 gp
  2d6 fire
  1/4 lb.
  Explosive (60/10)
  Ammunition
  Bullet (20)
  4 gp
  -
  1/2 lb.
  Ammunition
  Black Powder (20)
  10 gp
  -
  1/2 lb.
  Ammunition
  1
  2
  3
  4
  34
  
  Properties
  New properties added with extra weapons
  Reload x - This weapon has the loading property, however, it only needs to load after x attacks.
  Defensive (AC x) Add x to AC when this weapon is held. This number replaces that of the normal shield AC bonus.
  Scatter (x/y) - the number of dice used to determine damage for this weapon drops by 1 for every x ft the shot must travel.
  Enemies within y ft of the target take the same damage as the target
  Aimed - weapon may use dexterity or wisdom to calculate damage and hit. Whichever stat you pick must be used for both.
  Weighted Draw - Attacks with this weapon may use strength rather than dexterity
  Explosive (x/y) - this weapon has the thrown property and may be thrown to a a range of x feet. Once the weapon strikes
  something like an enemy or the ground, it applies its effects in a y ft. radius. Lighting and throwing this weapon takes a full action.
  Anchored - Before making an attack roll with this weapon, you must anchor the weapon in place of an attack roll or your full
  movement for the turn. Once the weapon is anchored, you may make an attack with it. The weapon remains anchored until an
  attack is made with it or the weapon is moved.
  Special 1 - Attacks with this weapon count as unarmed for the purpose of activating class features.
  Special 2 - When you take the attack action to attack with a war ribbon, you may target any number of enemies within 5 ft. of you
  and make a separate attack roll for each in place of a normal attack.
  Special 3 - while mounted, this weapon's damage dice become 2d4
  Special 4 - When you hit a target with this weapon, you may make an athletics contesting the target's athletics check. If you win,
  you may pull the target up to 5 ft towards you.
  Other Weapons
  Bayonet
  Usually mounted on the front of a firearm. These long blades
  can be used when forced into close combat with an enemy
  while using a powder weapon.
  Cestus
  An implement for unarmed fighters which makes the
  application of +1 bonuses to the character less cumbersome.
  Scythe
  A higher damage two handed option for the rogue. This
  farming implement turned weapon offers higher damage at
  the cost of versatility, lacking the thrown property of a dagger
  and the ability to attack twice which comes with dual wielding.
  War Ribbon
  Usually employed in ceremonial dance, these are long lengths
  of silk cloth which are whirled around the user. Weaponized
  versions are embedded with shards of glass and metal which
  cut nearby enemies as the user dances between them.
  Cutlass
  The cutlass came as an alteration for the rapier to have a
  more swashbuckling feel. It is essentialy just a reskinned
  rapier which deals slashing damage rather than piercing.
  Sabre
  The sabre is comparable to the longsword in terms of weight
  and usage but trade's the longsword's switchable handing for
  a design specialized for cavalry combat.
  Heavy ranged weapons
  The arbalest and the greatbow provide ranged characters with
  options to feel like a greatsword or greataxe wielder. The
  longbow and heavy crossbow often feel underwhelming in
  terms of the force of these weapons. The arbalest and
  greatbow bring the satasfying feeling of striking an enemy
  with large amounts of damage at the cost of attacks per round
  or movement.
  Arbalest
  The arbalest is a large crossbow with a crank mechanism for
  drawing the bolt back. They are very large, heavy, and require
  a large amount of time to crank, but in turn impart a bolt with
  force comparable to that of a small ballista.
  Greatbow
  This souls-esq adaptation of the greatbow is a massive
  implement requiring grounding to help stabilize the weapon.
  Once readied, the bow can launch arrows with considerable
  force, decimating enemies.
  35
  
  Armor
  Armor
  Cost
  Armor Class (AC)
  Strength
  Stealth
  Weight
  Special
  Light Armor
  Quilted Cloth
  1 gp
  10 + Dex modifier
  -
  -
  5 lb.
  Resistance to slashing damage
  Ribboned Cloth
  100 gp
  10 + Dex modifier
  -
  -
  5 lb.
  Resistance to piercing damage
  Medium Armor
  Carved Half Plate
  350 gp
  12 + Dex modifier (max 2)
  -
  Disadvantage
  8 lb.
  Wearable by Druids
  Heavy Armor
  Carved Plate
  500 gp
  14
  -
  Disadvantage
  12 lb.
  Wearable by Druids
  Fortress Plate
  3000 gp
  15 + Con modifier
  Str 17
  Disadvantage
  80 lb.
  Quilted Cloth
  A series of overlapping quilted cloth, great for armoring a
  village militia. Those these dont provide too much more
  protection then everyday clothes, the holes in the quilting
  catch slicing and cutting weapons, reducing the wearer takes
  from sources which deal slashing damage.
  Ribboned Cloth
  These robes are covered in ribbons which flutter in the wind
  or whenever the wearer moves, This can make it difficult for
  precision weapons to target vital areas, reducing the damage
  the wearer takes from sources which deal piercing damage.
  Carved Half Plate
  Made from wood or bone, this armor provides much less
  protection from than normal half plate however, it lacks metal
  in its construction meaning druids can wear it without fear.
  Armors like these are commonly used by firbolg warriors and
  shamans.
  Carved Plate
  Much like carved half plate, this armor is made of wood or
  bone, offering lower protection than normal plate, but being
  much lighter and more compadible with druidic powers.
  Armors like these are commonly used by firbolg warriors and
  shamans.
  Fortress Plate
  This slab of metal provides almost impenetrable protection to
  those with the ability to utilize it. being hit in this armor isn't
  an issue as long as you have the constitution to withstand
  being rattled around inside the metal suit. For all but the
  extraordinarily strong and those of dwarvish blood, this armor
  can slow the wearer down considerably.
  36
  
  Crafting Expanded: Powder, Spells and
  Smithing
  T
  hough D&D has a system for crafting items, it
  is often forgotten as the time and skill it takes
  to create fine weaponry often clashes with the
  fast-paced, action-packed life of an adventurer.
  On top of that, crafting a weapon or piece of
  armor is often much less rewarding as they
  tend to be weaker and lacking in the arcane
  effects that magic equipment found in dungeons may carry.
  This section aims to fix this by adding a masterwork rule to 5e
  as well as expanding on a few other areas of the craftsman's
  trade.
  Crafting Expanded
  The base crafting rules are as follows: You can craft items by
  acquiring the necessary resources then declaring you wish to
  craft during downtime or a rest. You can craft up to 5 gp worth
  of item a day and if an item being crafted is worth more than 5
  gp, you make progress in increments of 5 gp each day until
  reaching market cost. Multiple players can work on the same
  item which means each contribute 5gp a day.
  Crafting and Profitability
  Often crafting is not an optimal method to gain items.
  Shopkeepers often sell around market value and crafting ends
  up costing more through both living expenses and time taken.
  In order to alleviate this issue, set the "Market Value" for a
  crafted item worth more than 10gp to half of its actual market
  value. This can open crafting as a cheaper, but more time
  consuming option than simply purchasing the item
  Crafting: Tools and
  materials
  Crafting items is often reduced to changing which weapon a
  player uses from a list of options. Allowing the player a bit
  more flexibility and customization options in the creation of
  their weapon allows them to feel more attached to their new
  creation, helping the player connect more to their character
  and the world. 
  The first major way to implement this customization is by
  allowing the player to alter the material of their weapon.
  Forging a simple iron dagger may be effective, but carving the
  same dagger from the bones of a dragon that the player
  themselves felled is far more fulfilling. However, crafting out
  of different materials requires different tools. Start by
  deciding what the main body of a weapon or piece of armor
  will be made of, then determine the appropriate tools for the
  task.
  Material
  Tool
  Stone
  Mason's Tools
  Wood
  Woodcarver's Tools
  Bone
  Woodcarver's Tools
  Metal
  Smithing Tools
  Glass
  Glassblower's Tools
  Leather
  Leatherworker's Tools
  Thread
  Weaver's Tools
  Building an Item
  Once materials are chosen the player must determine the
  quality of item they wish to produce. This will determine the
  final cost and potential bonuses of the item, as well as the
  DCs for any crafting checks that the item requires.
  Quality
  Cost
  Number of Crafting Checks
  Poor
  1/2x
  1
  Normal
  1x
  1
  Good
  +800gp
  1
  Superb
  +4000gp
  2
  Masterwork
  +10000gp
  3
  From here, the work begins. The player starts working on
  the item whenever they wish to and have time available. Once
  the item is completed, the player may use it as they would any
  other weapon.
  Crafting: Flawed Pieces
  and Masterworks
  While crafting, a player may make crafting checks (d20 +
  Intelligence + Tool Proficiency) up to a maximum determined
  by the quality of the piece. The DC of these checks is also
  determined by this quality.
  Quality
  DC
  Base Improvements or Flaws
  Poor
  12
  1 Flaw
  Normal
  15
  -
  Good
  18
  1 Improvement
  Superb
  21
  1 Improvement
  Masterwork
  24
  1 Improvement
  For a failure, the item does not change. For a success, add 1
  improvement to the item's base number. Optionally, on a
  natural 20, you may add 2 improvements, and on check less
  than 10 or a natural 1, add a flaw.
  37
  
  Improvements and Flaws
  Once an item has been completed, it's time to determine how
  the weapon has changed. The player may select a number of
  improvements up to the item's determined limit, then they
  must roll on the Flaw table a number of times equal to the
  item's determined flaw limit and add the results to the item.
  d8
  Improvements (Weapons)
  1 Responsive - while wielding the weapon you gain +1 to
  initiative checks.
  2
  Honed - weapon gains +1 to hit and damage
  3
  Balanced - the weapon's critical range is increased by
  one
  4
  Defensive - weapon grants +1 to AC
  5
  Light - you gain +5 speed while wielding the weapon
  and its weight is halved
  6
  Aerodynamic - The weapon gains the Thrown (20/60)
  property
  7
  Tempered - roll an additional die for critical strikes
  8
  Menacing - +2 to intimidation checks while wielding
  the weapon
   
  d8
  Improvements (Armor)
  1 Light - you gain +5 speed while wearing the armor and
  its weight is halved
  2
  Well Fitted - the don and doff time is halved
  3
  Responsive - while wearing the armor you gain +1 to
  initiative checks.
  4
  Hardened - item grants +1 to AC
  5 Menacing - +2 to intimidation checks while wearing the
  armor
  6 Quiet - ignore disadvantage on stealth checks imposed
  by armor
  7
  Spiked - when a melee attack hits you, the attacker
  takes 1d4 piercing damage
  8
  Reinforced - if your are hit by a critical while wearing
  the armor, it becomes a normal attack
   
  d8
  Flaws (Weapons)
  1 Heavy - weapon gains the heavy property and its weight
  is multiplied by 2
  2
  Cumbersome - while wielding the weapon, your speed
  is reduced by 5
  3
  Unwieldy - the weapon has -1 to hit
  4
  Fragile - on a natural 1 attack roll with the weapon, it
  breaks and becomes unusable until repaired
  5
  Dull - the weapon has -1 to damage
  6
  Unresponsive - while wielding the weapon you gain -1
  to initiative checks.
  7
  Weak - On a critical strike, you roll no additional
  damage dice
  8
  Loud - while the weapon is on your person, you have a
  -1 to Dexterity (stealth) checks
   
  d8
  Flaws (Armor)
  1
  Heavy - armor weight is multiplied by two
  2
  Cumbersome - while wearing the armor, your speed is
  reduced by 5
  3
  Fragile - when hit with a critical, the armor breaks and
  becomes unusable until repaired
  4
  Unresponsive - while wearing the armor you gain -1 to
  initiative checks.
  5
  Unbalanced - the strength requirement of the armor is
  raised by one. if there was no strength requirement, it
  becomes 10
  6
  Loud - while wearing the armor, you have a -1 to
  Dexterity (stealth) checks
  7
  Rigid - disadvantage on Dexterity saves while wearing
  the armor
  8
  Vulnerability - gain vulnerability to a damage type while
  wearing the armor. Roll a d3. 1 is slashing, 2 is piercing
  and 3 is bludgeoning
  Smithing: Closing statements
  Adding +1 bonuses can be disruptive to game balance when
  interacting with the magic item system. Running a system
  where +1, +2, and +3 are mundane features based on the skill
  of the craftsman and separate from the magic item system
  can alleviate this issue, however, if that isn't to your taste, the
  +1 bonuses from magic items may replace the +1 crafting
  bonuses (rather than being additive) in order to maintain
  game balance.
  38
  
  Materials
  Metals
  Iron
  Iron is the standard metal for weapons and armor. All
  equipment a character starts with is usually made of metal.
  The metal can be found all over the world, but most notably
  north of House Arwan and the Kingdom of Light in the
  mountain range of Light's End, and in the mountains of
  Silvershard.
  Silver
  Silver is a rarer, valuable metal which can be used to increase
  a weapon's potency against certain creatures such as
  lycanthropes. It costs 100 gp to silver a weapon or 10 pieces
  of ammunition.
  Gold
  Gold is a rare and valuable metal bearing a yellowish-orange
  hue. The softness and cost of this metal makes creating
  weapons and armor from it less common however, gold holds
  magic more efficiently than most other metals. As a result,
  gold-cored weapons and armor gain an additional trait when
  enchanting. Creating a weapon or set of armor with a gold
  core costs an additional 1000 gp. This represents both the
  cost of the gold, as well as the skill needed to create the
  equipment.
  Bronze
  Bronze is a strong metal alloy, often used for weapons in the
  past. It is slightly softer than iron but holds a special property.
  Weapons edged with bronze count as magical for the purpose
  of overcoming resistances when attacking creatures with the
  monstrosity subtype. It costs 50 gp to bronze a weapon or 10
  pieces of ammunition.
  Dwarfforged Copper
  Copper is usually an incredibly soft metal however, the
  dwarves created a new smithing technique which renders
  copper incredibly resilient to damage. This technique involves
  forging the metal at an incredibly high pressure, making the
  metal stronger than iron. Weapons and armor made of
  dwarfforged copper cannot be damaged or broken by damage
  from nonmagical sources or acid of any kind. Additionally they
  do not rust. An item made of dwarfforged copper costs 5
  times more than its iron counterpart
  Black Steel
  An alloy of iron, souls, and unholy magic, black steel is a deep
  purple, almost black metal which seems to suck in light. It is
  physically repulsive to creatures of divine origin causing
  discomfort. Weapons made of black steel count as magical for
  the purpose of overcoming resistances when attacking
  creatures with the celestial subtype. Additionally, if a creature
  wearing armor of black steel is struck by a melee attack from
  a celestial, the celestial must make a DC 10 constitution save
  or be poisoned until the end of its next turn. An item made of
  black steel costs 20 times more than its iron counterpart.
  Dreamsteel
  An alloy produced by the Wyrdspeakers of Sourn, its methods
  of creation are unknown to the outside world. A Wyrdspeaker
  must impart a huge amount of psychic force into iron, giving
  the metal a dull blue glow that provides 5ft dim light. When
  you deal damage with a weapon made of dreamsteel, you may
  choose to deal psychic damage instead of the weapon's
  normal damage type. While wearing armor made of
  dreamsteel, you cannot be contacted telepathically and are
  immune to any effects which telepathically affect the wearer
  or require telepathy in order to function. An item made of
  dreamsteel costs 10 times more than its iron counterpart.
  Dwarfforged Bronze
  This metal is incredibly compressed bronze, undergoing the
  same forging techniques as dwarfforged copper. Weapons and
  armor made of dwarfforged bronze cannot be damaged or
  broken by damage from nonmagical sources or acid of any
  kind. Additionally, striking a monstrosity with a weapon made
  of dwarfforged bronze deals an additional 1d4 force damage.
  An item made of dwarfforged Bronze costs 10 times more
  than its iron counterpart.
  Living Bronze
  Living bronze is harvested from the cores of ironwood trees. It
  has a greyish-gold hue and is harder than iron. Living bronze
  can be molded into shapes via use of the Speak with Plants
  spell and cannot be forged any other way. Items made of living
  bronze can repair damage dealt to them. If immersed in water
  over a long rest, an item made of living bronze will repair
  itself, regrowing any lost pieces. An item made of living bronze
  costs 10 times more than its iron counterpart.
  Whitestone
  Whitestone is a pearly white metal found in an ore state north
  of Dostor. The metal is sometimes referred to as demonbane,
  as it holds special properties when used againt demons.
  Weapons made of whitestone count as magical for the
  purpose of overcoming resistances when attacking creatures
  with the fiend subtype. Additionally, if a creature wearing
  armor of whitestone is struck by a melee attack from a fiend,
  the fiend must make a DC 10 constitution save or be poisoned
  until the end of its next turn. An item made of whitestone
  costs 20 times more than its iron counterpart.
  Blood Iron
  Blood iron is forged by melting iron together with blood,
  giving the metal a slightly red hue. Weapons edged with Blood
  iron count as magical for the purpose of overcoming
  resistances when attacking creatures with the fey subtype. It
  costs 50 gp to bronze a weapon or 10 pieces of ammunition.
  39
  
  Twice-Forged Indir
  Twice-forged indir is a silvery-white metal which seems to blur
  into the world around it, forged by first smelting Indir at high
  temperatures, then at low temperatuers. The metal has
  special properties when forged into weapons. A weapon made
  of twice-forged indir is able to strike creatures on the etherial
  plane while the user is on the material plane. While the user
  is on the etherial plane, twice-forged indir has no special
  properties however, it solidifies into a shape, no longer
  blurring into the world around it. It regains it's special
  property when existing the material plane and begins to blur
  once again. An item made of twice-forged indir costs 50 times
  more than its iron counterpart.
  Woods
  Armors and weapons made of wood may seem ridiculous at
  first, however they are usable by druids and are usually lighter
  than normal weapons and armor. Most armors can't be crafted
  from wood. Carved plate and carved half plate are the only
  two that allow wood or bone in their construction. Most
  weapons however, can accommodate wood into their design
  without sacrificing too much.
  Basic Hardwoods
  Oak, Birch, Beech, and Maple are found all across Sourn,
  while mahogany is found in Starcrest and northern Amidas.
  These woods can be used to make sturdy weapons and armor.
  Weapons made of these hardwoods suffer a -1 to hit and
  damage and weigh 50% less.
  Yew
  Found in Northern Wyrd, yew is famous for its magical
  properties. Armor made of Yew offers resistance to magic. A
  creature wearing yew armor has advantage on saving throws
  against spells and other magical effects. An item made of yew
  costs 25 times more than its iron counterpart and weighs 50%
  less.
  Ironwood
  Found in Eys, the light grey ironwood is known for its
  namesake, with the outer layers of ironwood trees being as
  strong as iron. Items made of ironwood are identical to iron
  items in every way except that they do not rust. An item made
  of ironwood costs 2 times more than its normal value.
  Veran Maple
  Found in northern and central Vera, this variant of maple
  grows rarely in forests in the region. It can be identified by the
  thin gold colored filaments which run through the leaves and
  trunk of the tree within the bark.
  Greatwood
  Found in Starcrest, these giant trees tower above the rest of
  the jungle with their sprawling branches used by the elves to
  build elevated villages. They have dark green leaves and dark
  bark. In the summer, the trees bear a fleshy fruit called kiber
  which is a staple of the wood elf diet.
  Wyrdborn Cherry
  Found exclusively in southern Wyrd, this wood is infused with
  primal chaos. Recognizable by their red tinted wood, these
  trees grow all across southern Wyrd. Weapons made of this
  wood count as +1 magic weapons when their user has a
  chaotic alignment. Armor counts as +1 magic armor in the
  same way. Both require attunement. Weapons and armor
  made of this wood cost 2 times more than their normal value.
  Blackroot Mahogany
  found in the Deepwood of Starcrest, these trees can be used
  to intensify the potency of healing potions. Adding blackroot
  from the trees to a potion will improve the potion for 8 hours.
  If consumed during that time, the creature consuming the
  potion may forego the roll and instead restore the maximum
  amount from the potion.
  Thunderstruck Beech
  Found on Amidas, these trees are notable for the silvery veins
  which weave through the trunks of the trees. Their namesake
  is drawn from these veins which bear resemblence to bolts of
  lightning trapped within the wood. This wood is exceptionally
  resistant to impacts which makes it great for both building
  materials and tools. Any structure made of thunderstruck
  beech has a +5 bonus to AC. Tools made of the material
  provide an additional +1 to checks made with them.
  Silver Yew
  Found in Tsaran swamps, these silvery-grey trees stand out
  from the swamplands. Much like their cousins the Yew tree,
  they are well known for their magical properties. Silver yew
  has a purifying effect on negative energy, granting the wearer
  of silver yew armor immunity to necrotic damage. This armor
  costs 25 times more than its normal value.
  Emerald Oak
  Found in Tsara, these trees spring up around mountainous
  regions. Their leaves bear a striking emerald green color
  which grants these trees their namesake.
  Yellow Birch
  Found in Northern Wyrd, every part of this tree is incredibly
  poisonous. Every part of the tree, from its leaves to its bark is
  poisonous. Those with a poisoners kit can make a DC 10
  crafting check to turn any part of a yellow birch into Yellow
  Ichor. This poison is applied via weapon attacks and renders
  the victim poisone unless they pass a DC 14 Constitution
  check. Every day past then, the ceature may make another DC
  14 constitution check. On a pass, the poison and all affects
  leave the creature's system fading over the next 1d4 days. On
  a failure, the creature's constitution score decreases by 2.
  Gemstones
  Numerous precious stones appear across Sourn. The ones
  listed here are in addition to those present in other loot tables
  and books.
  40
  
  Dwarven Ruby
  These gems are found exclusively in the dwarvish mines of
  Silvershard. They are translucent- almost opaque and hold a
  deep crimson hue. Despite appearances they can be worked
  similarly to metal. When striking an enemy with a weapon
  forged of dwarven ruby, that enemy gains vulnerability to fire
  damage until the end of the attacker's next turn. If the enemy
  has resistance of invulnerability to fire damage, it instead
  loses it for the duration. An item made of dwarven ruby costs
  50 times more than its iron counterpart.
  Sun Emerald
  A dazzling yellow-green gemstone found beneath the earth of
  Dostor. Casting a spell with an orb or holy symbol made of
  sun emerald improves the potency of the spell. If the spell
  requires an attack roll, it critically strikes on a 19-20. A foci
  like this costs 5000 gp to produce. Individual Sun Emeralds
  are worth 500 gp.
  Deep Sapphire
  A dark blue gemstone found commonly within Shadeholm.
  These gemstones make up a large part of the underdark
  economy. They are worth 5 gp.
  Deep Opal
  An iridescent gemstone found almost exclusively in a geode
  state deep within Shadeholm. Half-geodes are commonly
  used as currency and are worth 50 gp.
  Stormborn Amethyst
  Found frequently after lightning strikes within Starcrest, these
  gems are formed in the instant that lightning strikes the chaos
  infused earth of Starcrest, bearing a purple, almost
  transparent color. Stormborn amethysts are worth 100 gp
  each.
  Moonforged Diamond
  An iridescent gemstone found exclusively within the inland
  sea of Starcrest, these stones are believed to come from the
  stars. When casting a spell using an orb or holy symbol
  composed of moonforged diamond, roll a d8. On an 8, the spell
  slot is not consumed when the spell is cast. These foci are
  extremely expensive costing 10000 gp to produce. An
  individual moonforged diamond is worth 1000 gp.
  Esyan Amber
  Petrified sap from the days before Eys was a desert, these
  stones are exceptionally good at channeling life energy. When
  casting a spell which restores life using an orb or holy symbol
  made of Esyan amber, roll any dice involved twice and take the
  higher of the two. These foci cost 1000 gp to produce.i Esyan
  amber is worth 100 gp.
  Dragonfire Topaz
  These gems are forged in the stomachs of dragons under
  intense heat and pressure. When extracted, they hold a
  vibrant yellow color and when light is shone on the surface of
  the stone, it appears as though flames are dancing within.
  Dragonfire topaz are worth 500 gp each.
  Wyrdborn Jade
  Pale green gemstones found within the earth beneath
  southern wyrd, these stones excel at channeling magic for
  long durations. When casting a spell with a duration of 1
  minute or longer with an orb or holy symbol made of
  Wyrdborn jade, extend that spell's duration by 50%. These foci
  cost 5000 gp to produce. Wyrdborn jade is worth 500 gp.
  Crystal Quartz
  Quartz is a common stone found all across Sourn in different
  shades. The crystal quartz is a specific type of quartz which is
  almost transparent and, for unknown reasons, has incredibly
  potent effects when brought into contact with aberrations.
  Weapons edged with crystal quart count as magical for the
  purpose of overcoming resistances when attacking creatures
  with the Aberration subtype. Additionally, the celestial must
  make a DC 10 constitution save or take an additional 1d8
  force damage. It costs 50 gp to line a weapon or 10 pieces of
  ammunition with crystal quartz. Crystal quartz pieces are
  worth 10 gp each
  41
  
  Enchanting
  Though magic items exist in the D&D world, their creation is
  often obscured, overlooked or simplified. How do these
  mundane items come to posses arcane properties? Someone
  has to have made them at some point, how did they do it? This
  section presents a system for allowing players to craft their
  own magic items.
  The Price of Magic
  Magic is the discrete effects created by spellcasters
  attempting to shape reality to their will. Normally, these effects
  come at the cost of spell slots- a representation of the caster's
  control and exertion in casting a spell. Enchanting items is the
  same, though more exertion is necessary as the effects are
  permanent.  
  A player may apply an enchantment to an item by expending
  spell slots of the same level on the item over the course of a
  week. One spell slot a day may be expended in order to infuse
  the item with arcane properties. At the end of this time, the
  player may make an Intelligence (Arcana) check to determine
  the results of the enchanting.
  d20 + Arcana
  Result
  1-7
  Enchanting fails
  8-25
  Gain 1 trait
  26+
  Gain 2 traits
  The traits available are determined by the level of the spell
  slots expended. This determines the strength of the
  enchantment as well as the cost of the gemstones required to
  focus the magic into the weapon. When enchanting,
  gemstones with a total worth equal to or greater than the
  required cost of the spell must be supplied. The gems are
  destroyed upon completion of the enchantment check,
  regardless of the results.
  Slot Level
  Cost
  1
  300gp
  3
  800gp
  5
  2500gp
  7
  5000gp
  9
  10000gp
  Slot
  Level
  Trait (Permanent)
  1
  Weapon deals 1d4 additional damage of a chosen
  type
  1
  Item creates a harmless sensory effect (such as
  smoke or a humming sound)
  1
  Item does not become dirty
  1
  Item may be used as a spellcasting focus
  3
  Weapon deals 1d6 additional damage of a chosen
  type
  3
  Item grants a +1 bonus to spell attack rolls or spell
  save DC
  3
  Mimic the effect of a common Magic item
  5
  Weapon deals 1d8 additional damage of a chosen
  type
  5
  Mimic the effect of an uncommon magic item
  7
  Weapon deals 1d10 additional damage of a chosen
  type
  7
  item grants resistance to a damage type
  7
  mimic the effect of a rare magic item
  9
  Weapon deals 1d12 additional damage of a chosen
  type
  9
  mimic the effect of a very rare magic item
  Slot Level
  Trait (Charge based)
  3
  Cast a cantrip
  5
  Cast a 1st level spell
  7
  Cast a 2nd level spell
  9
  Cast a 3rd level spell
  For traits based on charges, the cost is modified by an
  amount equal to the base cost times the number of charges
  divided by 5. The maximum number of charges for any item is
  10. There is an additional cost for the item to recover charges.
  For an item operating on charges, if it is ever depleted, roll a
  d20. On a 1, the item crumbles to dust and is destroyed.
  Recharge/day
  Cost multiplier
  1+1d4
  1.5x
  3+1d6
  2x
  5+1d8
  3x
  7+1d10
  5x
  42
  
  General Effects
  1 DP : Increase range. The first time this is selcted the range becomes 15 ft. Every time after that, the range increases by an
  additional 15 ft. (can be picked multiple times)
  Variable DP : Change the spell to be save based. Dex and Con Saves cost 0 DP, while Str, Wis and Cha Saves cost 1 DP. Int saves
  cost 2 DP
  Variable DP : Add an element to damage. All damaging spells must have an element. Piercing, Slashing and Bludgeoning cost 0
  DP, Force Costs 2 DP. All other types cost 1 DP.
  3 DP : Make a weapon attack as part of the spell cast and apply affects on a hit. *2 DP : Spell moves the target 5 feet in a
  direction. (can be picked multiple times)
  6 DP : Knock the target Prone
  The following Effects only last for one round when applied through a cantrip
  2 DP : Reduce the target's speed by 5. (can be picked multiple times)
  5 DP : Force disadvantage on the target's next attack roll
  8 DP : Blind the target
  4 DP : Deafen the Target
  5 DP : The target can't take reactions
  Multi-target Spells
  The shape effects are mutually exclusive- a spell can only have one shape. if a spell has a shape and multiple targets, the spell effects
  apply in the set shape around each of the targets, but no creature may be affected multiple times by a single casting.
  Variable DP : Increase the number of targets per casting. Each increase costs DP equal to the number of targets the spell
  currently has, plus the DP cost for the die used. (can be picked multiple times)
  4 DP : Cube
  4 DP : Sphere
  3 DP : Cone
  2 DP : Line
  2 DP : Increase the Radius of Effect by 5 feet (can be picked multiple times).
  Spellcraft
  Where enchanting covers the magic of items. There is still
  much mystery on the origin of the most common expression
  of magic. It's known that spells are created, and we know that
  some were created by mortals. In this vein of though, wouldnt
  it make sense to allow your players to create their own spells
  assuming they have the expertise required. Below is a set of
  rule for creating combat magic. Special effects not involving
  variables listed below will still have to be verified by your DM.
  Prerequisites
  In order craft their own magic, a character must have a strong
  understanding of the way magic works. As a result, in order to
  start creating a spell, you must first possess the ability to cast
  at least one 5th level spell, and have a proficiency in the
  arcana skill. Next, it takes a long time to weave the magic
  required for a spell. Creating a spell takes time equal to six
  months times one plus the spell's level- for instance a cantrip
  would take 6 months to create, while a 9th level spell would
  take five years.
  Spellcrafting
  Each new spell starts out as a spell dealing 0 damage with a
  range of 5 ft. (touch). The player has a number of design
  points (DP) based on the level of spell they are attempting to
  create, with an additional bonus equal to their intelligence
  modifier.
  Spell Level
  Base DP
  0
  8
  1
  12
  2
  -
  3
  -
  4
  -
  5
  -
  6
  -
  7
  -
  8
  -
  9
  -
  The Player may increase the effect die using this table:
  Die
  DP Cost
  (Damage)
  DP Cost
  (Healing)
  DP Cost (Temporary
  Hitpoints)
  d4
  1
  7
  -
  d6
  2
  8
  -
  d8
  3
  9
  -
  d10
  4
  -
  -
  d12
  6
  -
  -
  43
  
  Cantrip Effects
  3 DP : Add cantrip damage scaling
  4 DP : Add cantrip target scaling
  These effects are mutually exclusive
  Leveled Spell Effects
  Variable DP : Increase the number of dice used on a hit by one. Costs DP equal to the die base cost (can be picked multiple
  times).
  44
  
  Cooking
  F
  ood is often overlooked in campaigns. If the DM
  doesn't keep track of it, the players will rarely
  mention it as it doesn't benefit them in any way.
  This system expands the usage of cook's tools as
  well as the entire meal system in order to
  encourage players to be more invested in what
  they eat. One meal can be consumed on each
  short rest.
  Creating a meal
  First, the player must gather ingredients to create a meal. This
  can range from food products like potatoes or beef to
  seasonings like salt, pepper and saffron. A meal can have a
  maximum number of food products equal to one plus the
  player's proficiency bonus, and a maximum number of
  seasonings equal to the player's wisdom modifier. There are
  two checks associated with creating a meal, the cooking check
  and the seasoning check. Both are wisdom checks with
  proficiency in cook's tools added. The DC for these checks
  equals 10 + the number of ingredients.
  Cooking Checks
  Cooking checks are the core of the meal, representing the
  chef's skill in blending the raw ingredients to create a
  pleasant meal. For each food product, the player makes a
  cooking check. On a pass the player rolls a meal die (A d4 to
  start) and adds it to a total modifier. On a failure, the player
  rolls a meal die and subtracts the result. Once the checks are
  complete, add your wisdom modifier. This is the meal
  modifier. The meal restores a number of hit points equal to
  the meal modifier to those who eat it. If the meal would heal a
  target beyond full hit points, the additional healing is
  converted to temporary hp.
  Seasoning Checks
  Adding seasoning to a meal can greatly increase its
  effectiveness. The chef performs a seasoning check for each
  seasoning they add to the meal. On a pass, the meal die for
  that meal increases by one tier (1 to d4, d4 to d6, d6 to d8, d8
  to d10, d10 to d12). On a failure the meal die decreases by one
  tier. All meal dice are rolled after the seasoning checks are
  complete.
  Meal Bonuses
  Some meals are especially exceptional. These provide
  additional bonuses beyond healing and temporary health
  based on the meal modifier to those who eat the meal. A meal
  qualifies for all the effects of the level it attains, as well as
  those below it
  Meal
  modifier
  Loot
  0-19
  No additional Effects
  20-34
  +1 to CON Saves until the next short or long rest
  35-49
  Hit point Maximum increases by 1 per player
  level until the next short or long rest
  50-69
  +1 to CON Saves until the next short or long rest
  70+
  Advantage on CON saves and resistance to
  poison damage until the next short or long rest
  45
  
  Extra Class Options
  Sorcerous Origins
  Wyrdspeaker
  A single tribe wanders the sands of Wyrd honing their power
  and mastery of the power of fate. These people, the
  Wyrdspeakers, are a group of mostly kalishtar born with the
  ability to manipulate fate. most are only able to use these
  powers to small degrees to control their mental state however,
  every few years, one born with a mastery of fate so strong they
  can influence the world around them. These are true
  Wyrdspeakers, masters of destiny.
  Fatebinder
  At 1st level, you gain the ability to influence your own fate.
  When you make an attack roll, ability check, or saving throw
  you may expend a spell slot and add or subtract a bonus to
  that roll equal to the slot's level.
  Wyrd Magic
  Starting at 1st level, you learn the true strike cantrip. It is a
  sorcerer spell for you, but doesn't count against your number
  of sorcerer spells known. When you cast it, you may cause
  another creature within 30 ft. to benefit from the spell in your
  place.
  Path of the Wyrd
  Starting at 6th level, you learn Augury, Revivify, and
  Divination. They are sorcerer spells for you, but don't count
  against your number of sorcerer spells known.
  Destiny's Meddling
  Starting at 14th level, your mastery of fate allows you to affect
  others with your fatebinder feature. Whenever you see a
  creature within 30 ft. of you make attack roll, ability check or
  saving throw, you may expend a spell slot and add or subtract
  a bonus to that roll equal to half the slot's level rounded up.
  Master of Fates
  Starting at 18th level, when you see a creature within 60 ft.
  take damage which reduces it to 0 hit points, you may use
  your reaction to cause another creature within 30 ft. to take
  that damage in its place.
  Once you use this feature, you can't use it again until you
  finish a long rest.
  Otherworldly Patrons
  The Celestial Dragon
  As tales of the great cosmic dragon Galadrimos spread, a
  following sprang up around him. He occasionally grants
  members of the following access to his power on a whim. He
  may even grant power to completely unaligned individuals just
  to see what happens.
  Expanded Spell List
  The Celestial Dragon lets you choose from an expanded list of
  Spells when you learn a warlock spell. The following Spells
  are added to the warlock spell list for you.
  Table: Celestial Dragon Expanded Spells
  Spell Level
  Spell
  1st
  Jump, Featherfall
  2nd
  Dragon's Breath, Levitate
  3rd
  Protection From Energy, Elemental Weapon
  4th
  Polymorph, Wall of Fire
  5th
  Cone of Cold, Immolation
  Breath of the Dragon
  Starting at 1st level, you learn the Wyrmsbreath cantrip.
  Additionally, whenever an enemy makes a saving throw
  against the spell and passes, they take half damage.
  Claw of the Dragon
  Starting at 6th level when you cast a spell as an action, you
  may make an special attack as a bonus action. When you
  make this attack, spectral claws manifest as a natural weapon
  dealing 1d6. You may use charisma instead of strength for the
  attack and damage rolls. The claws disappear after the attack.
  Wing of the Dragon
  Starting at 10th level, you gain the ability to manifest spectral,
  draconic wings. As an action, you manifest the wings which
  grant you a flying speed of 30 ft. The wings last until
  dismissed Additionally while the wings are manifested, you
  may use a reaction to flap your wings causing a strong wind.
  Creatures within 10 ft of you must pass a dexterity save vs
  your spell save DC or take 3d6 bludgeoning damage and be
  knocked prone. You may then move up to half your speed.
  Once you use this special reaction, you can’t use it again until
  you finish a short or Long Rest.
  Voice of the Dragon
  Starting at 14th level, you can command the fearful presence
  of a dragon. As an action, you inspire great dread in those
  around you. Creatures choice within 30 ft. must succeed on a
  wisdom saving throw against your spell save DC or be
  frightened for 1 minute. Creatures frightened this way may
  repeat the save at the end of each of their turns to end the
  effect. Once you use this feature, you can’t use it again until
  you finish a short or Long Rest.
  The Eternal Archive
  Occasionally, Olo'dar will extract contracts from visitors to the
  Great Library, offering them power and knowledge in
  exchange for a promise to return new books, knowledge, or
  lore they find to the Library.
  46
  
  Expanded Spell List
  The Eternal Archive lets you choose from an expanded list of
  Spells when you learn a warlock spell. The following Spells
  are added to the warlock spell list for you.
  Table: Eternal Archive Expanded Spells
  Spell Level
  Spell
  1st
  Detect Evil and Good, Detect Magic
  2nd
  Augury, Locate Object
  3rd
  Clairvoyance, Tongues
  4th
  Arcane Eye, Locate Creature
  5th
  Commune, Legend Lore
  Archivist's Boon
  Starting at 1st level, you gain proficiency in the History and
  Arcana skills. Additionally, when you make an attack roll,
  ability check or saving throw, you may make an arcana or
  history check in place of the roll as you use relevant lore to
  achieve the desired effect. You may use this feature a number
  of times equal to your charisma modifier. You regain all uses
  after you finish a long rest.
  Enter the Archive
  Starting at 6th level, you may perform a 10 minute ritual using
  ink and paper in order to transport you and up to 6 willing
  creatures to the library of Olodar. When the creatures exit the
  library or 1 hour after transporting, they reappear in the space
  the disappeared from. If that space is obstructed, the creature
  reappears in the nearest open space. Additionally you may
  learn the contents of a book by remaining in contact with it for
  one minute. When you read a book in this way, a copy of it is
  added to the library of Olodar.
  Keeper of Knowledge
  Starting at 10th level, you add double your proficiency bonus
  to checks you make with the History and Arcana skills
  Loremaster
  Starting at 14th level, when you make a check that uses
  intelligence you may instead use your charisma score and vice
  versa.
  Druid Circles
  Circle of the Elements
  A number of druids draw power from the elemental planes
  rather than the feywild. These druids revere the elements as
  the core of nature's identity and foster a connection to the wild
  by deepening their understanding of the four primal aspects.
  Totemic Power
  At 2nd level, you can summon a totem to a location within 30
  ft as an action. The totem stays there for 1 minute and
  dissappears after that time. You may summon totems a
  number of times equal to your wisdom modifier on each long
  rest. Casting a spell fo first level or higher while a totem is
  summoned will activate it. Each time, choose one of 4
  elements- fire, earth, water, or wind. The totem will activate an
  effect until your next turn based on the element you chose.
  The totem affects a cube area 15ft on a side centered on the
  totem.
  Fire: Items of your choice which are not held or worn ignite.
  Earth: The area becomes difficult terrain
  Water: Creatures of your choice within the area gain
  resistance to fire damage.
  Wind: Creatures of your choice which start their turn within
  the totem's area increase their speed by 10 ft. for that turn.
  Circle Spells
  At 3rd, 5th, 7th, and 9th level you gain access to the spells
  listed for that level in the Circle of the Elements Spells table.
  Once you gain access to one of these spells, you always
  have it prepared, and it doesn't count against the number of
  spells you can prepare each day. If you gain access to a spell
  that doesn't appear on the druid spell list, the spell is
  nonetheless a druid spell for you.
  Druid Level
  Circle Spells
  3rd
  Aganazzar’s Scorcher, Gust of Wind
  5th
  Fireball, Wall of Water
  7th
  Storm Sphere, Control Water
  9th
  Cone of Cold, Flame Strike
  Elemental Invoker
  At 6th level, the power of your totems increases, granting
  them greater effects whenever you cast a spell. These effects
  occur in addition to all others.
  Fire: Creatures of your choice who start their turn within or
  enter the area take fire damage equal to your wisdom
  modifier.
  Earth: Creatures who start their turn in or enter the area
  must make a dexterity saving throw vs your spell save or be
  knocked prone.
  Water: Creatures of your choice who start their turn in or
  enter the totem's area may restore hit points equal to your
  wisdom modifier once on each of their turns.
  Wind: Creatures of your choice which start their turn within
  the totem's area may dash as a bonus action that turn.
  47
  
  Rage of the Elements
  At 10th level, the elements rage within your totems, further
  increasing their effects whenever you cast a spell. These
  effects occur in addition to all others.
  Fire: The fire damage increases by 1d6.
  Earth: Choose one creature within the totem's area. That
  creature must make a dexterity save vs your spell save or be
  knocked prone.
  Water: Creatures of your choice within the area may retry
  any saving throws to end harmful effects. Each creature may
  only reattempt a save this way once per spell cast.
  Wind: Ranged attacks which travel through the totems area
  have disadvantage to hit.
  Totemic Mastery
  At 14th level, you've mastered the power of your totems. The
  area of the totem increases to 25 ft. on a side and whenever
  you activate water or wind, you may benefit from the effects
  even if you are not within the totem's area
  Martial Archetypes
  Dauntless
  Some fighters use their resolve to fight alongside their
  weapons, trusting in the power of their skills and the edge of
  luck to bring them victory. These are the dauntless,
  channeling gritty determination into a mastery of combat.
  Grit
  At 3rd level, you gain Grit Points equal to your charisma
  modifier. They restore themselves after a long rest and you
  may spend grit points to activate special abilities. Only one
  grit point may be spent on each of your turns.
  When you take the attack action you may spend a grit point
  to increase your critical range for that turn to 16-20.
  When you take damage, you may use your action to spend
  a grit point, reducing the damage by an amount equal to 4
  times your proficiency bonus.
  When you hit an enemy with a weapon attack, you may
  spend a grit point to make an additional weapon attack
  against another enemy within range as part of the same
  action. If this attack hits, you may continue spending grit
  points to make additional attacks until one of them misses.
  Daredevil's Charm
  At 3rd level, your charismatic aura allows you to influence
  people around you more easily. You gain proficiency in the
  deception, persuasion, or intimidation skill.
  Hardened Explorer
  At 7th level, you are able to gain all the benefits of a rest while
  armored. Additionally whenever you expend hit dice to restore
  health, you may roll an additional hit die and add that to the
  total health restored.
  Improved Grit
  At 10th level, you have become a master of grit. Your Grit
  Points now restore after a short or long rest.
  Undaunted
  At 15th level, you feel no fear rushing in to combat, trusting in
  your skills and luck to carry you to victory. You cannot be
  frightened.
  Grim Resolve
  At 18th level, even pain cannot phase you. Whenever you
  spend a grit point you gain resistance to piercing, slashing,
  and bludgeoning damage until the end of your next turn.
  48
  
  Feats
  B
  elow are a number of additional feat options you
  may select when your character can select a feat.
  Firearms Expert
  Thanks to extensive practice with firearms, you gain the
  following:
  You ignore the loading property of firearms with which you
  are proficient
  Being within 5ft of a hostile creature doesn’t impose
  disadvantage on your ranged attack rolls
  When you take the attack action and attack with a one
  handed weapon, you can use a bonus action to attack with
  a pistol or dueling pistol you are holding
  Occult Knowledge
  Your dabbling in the occult has given you great knowledge of
  the forbidden arts.
  Increase your intelligence score by 1
  When you make an arcana check related to the occult, you
  may add twice your proficency bonus.
  You may learn and cast spells with the 'forbidden' tag. If
  they have the ritual tag you may cast them as rituals.
  Blessed Strike
  Prerequisite: At least one spell slot  
   
  You've learned to project divine power through the projectiles
  of weapons you use.
  When you hit a creature with a weapon Attack, you can
  expend one spell slot to deal radiant damage to the target,
  in addition to the weapon's damage. The extra damage is
  1d6 for a 1st-level spell slot, plus 1d6 for each Spell Level
  higher than 1st, to a maximum of 5d6. If you have or gain
  the Divine Smite class ability, it replaces this feature and
  its maximum damage is increased by 1d8.
  If you have the Divine Smite class ability, you may activate
  it when you hit a creature with a ranged or melee weapon
  attack.
  Tool Feats
  Brewer
  You've mastered the art of creating alcoholic beverages.
  Increase your constitution score by 1
  You gain proficiency with brewer's supplies. If you are
  already proficient with them, you add double your
  proficiency bonus to checks you make with them.
  As an action, you may discern the quality of a beverage you
  can see, learning the date of creation, time spent maturing,
  price, and if the drink contains any poison
  Calligrapher
  You've mastered the art of inscribing worlds, letters and
  symbols onto paper.
  Increase your intelligence score by 1
  You gain proficiency with calligrapher's tools. If you are
  already proficient with them, you add double your
  proficiency bonus to checks you make with them.
  During a short rest, you may attempt to make a copy of a
  spell scroll which you have. Make an arcana check DC 10 +
  Spell level and expend 100 gp worth of materials for each
  level of the spell. On a success, you gain an additional copy
  of that spell scroll. On a failure, the original scroll is
  destroyed and the expended materials are ruined.
  Carpenter
  You've mastered the art of constructing large structures with
  wood.
  Increase your dexterity score by 1
  You gain proficiency with carpenter's tools. If you are
  already proficient with them, you add double your
  proficiency bonus to checks you make with them.
  As an action you may discern a weak point in any wooden
  structure you can see. Striking this point deals twice the
  damage to the structure. Additionally, if you have tools and
  materials, you may fortify the structure, removing the weak
  point.
  Cartographer
  You've mastered the art of creating and reading maps.
  Increase your wisdom score by 1
  You gain proficiency with cartographer's tools. If you are
  already proficient with them, you add double your
  proficiency bonus to checks you make with them.
  While traveling, you may draw a map of your location
  without lowering your perception.
  Cobbler
  You've mastered the art of creating shoes.
  Increase your dexterity score by 1
  You gain proficiency with cobbler's tools. If you are already
  proficient with them, you add double your proficiency
  bonus to checks you make with them.
  during a long rest, you may spend 2 hours improving the fit
  and comfort of a pair of shoes. These shoes maintain their
  improvements for 24 hours, during which time, any
  creature wearing the shoes increases their movement
  speed by 5ft.
  49
  
  Glassblower
  You've mastered the art of molding glass into shapes and
  objects.
  Increase your intelligence score by 1
  You gain proficiency with glassblower's tools. If you are
  already proficient with them, you add double your
  proficiency bonus to checks you make with them.
  You can use an action to identify a piece of glasswork,
  learning it's origin, date of creation, and creator.
  Jeweler
  You've mastered the art of creating and identifying pieces of
  jewelery.
  Increase your dexterity score by 1
  You gain proficiency with jeweler's tools. If you are already
  proficient with them, you add double your proficiency
  bonus to checks you make with them.
  You can identify a gemstone and appraise it's value by
  spending 10 minutes interacting with the gemstone.
  Leatherworker
  You've mastered the art of crafting objects with various
  leathers and hides.
  Increase your strength score by 1
  You gain proficiency with leatherworker's tools. If you are
  already proficient with them, you add double your
  proficiency bonus to checks you make with them.
  Whenever you make a crafting check to create a leather
  item or piece of equipment, you may add 2 to that check.
  Stonemason
  You've mastered the art of constructing large structures from
  stone.
  Increase your strength score by 1
  You gain proficiency with mason's tools. If you are already
  proficient with them, you add double your proficiency
  bonus to checks you make with them.
  As an action you may discern a weak point in any stone
  structure you can see. Striking this point deals twice the
  damage to the structure. Additionally, if you have tools and
  materials, you may fortify the structure, removing the weak
  point.
  Painter
  You've mastered the art of using brush strokes and pigments
  to create stunning images.
  Increase your charisma score by 1
  You gain proficiency with painter's supplies. If you are
  already proficient with them, you add double your
  proficiency bonus to checks you make with them.
  You may produce a work of art given time. Each hour spent
  increases the value of the piece by 5 gp.
  Potter
  You've mastered the art of weaving clay into various forms.
  Increase your dexterity score by 1
  You gain proficiency with potter's tools. If you are already
  proficient with them, you add double your proficiency
  bonus to checks you make with them.
  You can use an action to identify a piece of pottery, learning
  it's origin, date of creation, and what it may have previously
  held.
  Smith
  You've mastered the art of forging weapons, armor and other
  metal implements.
  Increase your strength score by 1
  You gain proficiency with smith's tools. If you are already
  proficient with them, you add double your proficiency
  bonus to checks you make with them.
  Whenever you make a crafting check to create a metal item
  or piece of equipment, you may add 2 to that check.
  Tinker
  You've mastered the art of invention, able to create finely
  tuned machines.
  Increase your intelligence score by 1
  You gain proficiency with tinker's tools. If you are already
  proficient with them, you add double your proficiency
  bonus to checks you make with them.
  Whenever you make a crafting check to create a firearm of
  other complex piece of equipment, you may add 2 to that
  check.
  Weaver
  You've mastered the art of creating works of art and clothing
  from cloth and thread.
  Increase your dexterity score by 1
  You gain proficiency with weaver's tools. If you are already
  proficient with them, you add double your proficiency
  bonus to checks you make with them.
  Whenever you make a crafting check to create a woven
  item or piece of equipment, you may add 2 to that check.
  Woodcarver
  You've mastered the art of creating wooden equipment and
  trinkets
  Increase your dexterity score by 1
  You gain proficiency with woodcarver's tools. If you are
  already proficient with them, you add double your
  proficiency bonus to checks you make with them.
  Whenever you make a crafting check to create a wooden
  item or piece of equipment, you may add 2 to that check.
  50
  
   
   
   
   
   
   
   
   
  Resonant Metal
  Wondrous Item, common (requires attunement)
  By casting the resonance spell targeting certain metals, they
  can be set to resonate with a certain element. Due to the
  magic restricting properties of most metals, this resonance
  grants some protection from that element, reducing damage
  taken of that type by 1d4 when wearing armor made of the
  metal. The resonance ritual restricts the metal's other
  properties if it has any so equipment would not benefit from
  those (for example, resonant living bronze would not grant its
  usual bonus to Dex saves when made into resonant armor).
  Dwarfforged Copper: acid
  Black Steel: radiant
  Dreamsteel: psychic
  Dwarfforged Bronze: thunder
  Silver: necrotic
  Gold: lightning
  Living Bronze: poison
  Whitestone: cold
  Blood Iron: fire
  Twice-forged Indir: force
  Resonant Gemstone
  Wondrous Item, common (requires attunement)
  By casting the resonance spell targeting certain gemstones,
  they can be set to resonate with a certain element. These
  gemstones can be used to better focus magic when crafted
  into an arcane focus such as an orb or mounted at the tip of a
  staff. Whenever you cast a spell dealing damage of the
  resonant element that requires an attack roll or saving throw,
  the your spell attack bonus or spell save DC is increased by 1
  for that spell. The resonance ritual restricts the gemstone's
  other properties if it has any so equipment would not benefit
  from those (for example, a sword edged with resonant quartz
  wouldn't do bonus damage against aberrations).
  Sun Emerald: poison
  Quartz: radiant
  Wyrdborn Jade: psychic
  Stormborn Amethyst: thunder
  Esyan Amber: necrotic
  Dragonfire Topaz: acid
  Deep Sapphire: lightning
  Deep Opal: cold
  Dwarven Ruby: fire
  Moonforged Diamond: force
  A focus incorperating a resonant gem and resonant wood
  only requires attunement to one of the two components for all
  effects to funtion.
  \columnbreak  
  Resonant Wood
  Wondrous Item, common (requires attunement)
  By casting the resonance spell targeting certain woods, they
  can be set to resonate with a certain element. These resonant
  woods channel magic much more efficently than their
  mundane counterparts when crafted into staffs or wands.
  Whenever you cast a spell dealing damage of the resonant
  element and roll for damage, the damage is increased by 1.
  The resonance ritual restricts the wood's other properties if it
  has any so equipment would not benefit from those (for
  example, a quarterstaff of resonant silver yew would not
  overcome undead or fiend's resistance to nonmagic
  weapons.).
  Emerald Oak: poison
  Silver Yew: radiant
  Wyrdborn Cherry: psychic
  Greatwood: thunder
  Black Mahogany: necrotic
  Yellow Birch: acid
  Thunderstruck Beech: lightning
  Veran Maple: cold
  Ironwood: fire
  Yew: force
  A focus incorporating a resonant gem and resonant wood
  only requires attunement to one of the two components for all
  effects to function.
  Resonance
  3rd level transmutation
  Casting Time: 1 Action
  Range: 30 feet
  Components: V, S, M (A spinel worth at least 100 gp)
  Duration: 1 minute (concentration)
  Target a creature or object with this spell. When targeting an
  object, the casting time becomes 1 hour and the duration
  becomes instantaneous. The target gains vulnerability to the
  damage type of your choice. If the creature is resistant or
  invulnerable to the chosen type, they lose that resistance or
  invulnerability. If the target is a creature, the effect lasts until
  the spell ends.
  PART VII
  Magic Items
  51
  
  Firesmith's Warhammer
  Warhammer, very rare
  A warhammer constructed of dwarven ruby wielded by the
  most prominent dwarven smiths. This weapon can launch
  gouts of flame at enemies, taking advantage of the effects of
  dwarven ruby. When you make an attack with this weapon, as
  a bonus action you can launch a gout of flame at the target of
  the attack. The target must succeed on a dex save DC 15 or
  take 2d6 fire damage. If the triggering attack hit the enemy,
  they have disadvantage on the save.
  Balar Chalk
  Wondrous Item, uncommon
  This luminescent blue chalk is used by the City of Amidas in
  establishing and maintaining transportation routes
  throughout the city. Using the chalk, One draws a sigil
  surrounded by a larger circle. The chalk is then used to draw
  a line connecting the outer circle to another circle bearing the
  same sigil. While this line remains unbroken, a creature may
  place its hand on the central sigil corresponding to the
  location they wish to transport to. When this happens, the
  outer circle glows brightly, and all creatures within the circle
  are transported to the location instantly. If the line is broken,
  transportation will not function until it is reconnected. One
  circle may have multiple sigils within and be connected to
  multiple locations as a result.
  Wit's Razor
  Any sword, rare (requires attunement)
  This blade is forged from dreamsteel and infused with arcane
  energy. Commonly used by members of The Candlemagi,
  these blades allow you to directy cut your opponent's psyche.
  Attacks with this weapon deal psychic damage and use your
  intelligence modifier instead of strength or dexterity.
  Röthure
  Longsword, legendary (requires attunement)
  This guardless longsword houses the soul of an ancient cleric
  of Illima
  Jot-Kur, the Thirsting Harvest
  Scythe, legendary (requires attunement)
  A scythe once belonging to the now deceased Sadi. A shard of
  her divinity is housed within the scythe, allowing it the ability
  to convey emotions to the holder.
  Tirill, Whisper of the Wind
  Longbow, legendary (requires attunement)
  An ancient elvish longbow, holding the soul of a now dead
  elvish hero
  52
  
  Practice
  Safe
  Homebrewing
  Inspirations:
  http://dndhackersguild.weebly.com/blog/martial-
  exploits-for-osr-and-5e
  https://www.reddit.com/r/DnDBehindTheScreen/c
  Cover Art: Skiorh
  When you're ready to share with the community,
  don't forget to mark your document as public so
  people can find it in the GM Binder Search
  More Credits
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  that you need a bit more space. Well, you can use
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Writings on Sourn First Edition.pdf