TEXT:  
   
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  Alluria Campaign 
  Setting GUIDE 
   
  A 
  A 
  A 
  A Campaign Setting Guide
  Campaign Setting Guide
  Campaign Setting Guide
  Campaign Setting Guide    ffffor the 4
  or the 4
  or the 4
  or the 4thththth    Edition Dungeons & Dragons Game
  Edition Dungeons & Dragons Game
  Edition Dungeons & Dragons Game
  Edition Dungeons & Dragons Game    
  !
  CREDITS 
  !
  Author 
   J. Matthew Kubisz
  J. Matthew Kubisz
  J. Matthew Kubisz
  J. Matthew Kubisz    
      
  Interior Illustrator & Cover Artist 
  Eugene Jaworski
  Eugene Jaworski
  Eugene Jaworski
  Eugene Jaworski    
      
  Chronomid Illstration and Icons 
  J. Matthew Kubisz
  J. Matthew Kubisz
  J. Matthew Kubisz
  J. Matthew Kubisz    
  Bill Meyer
  Bill Meyer
  Bill Meyer
  Bill Meyerssss    
  Editors 
  Stephanie D. 
  Stephanie D. 
  Stephanie D. 
  Stephanie D. Kubisz
  Kubisz
  Kubisz
  Kubisz    
  Paul Klein
  Paul Klein
  Paul Klein
  Paul Klein    
      
  Layout & Design 
  Tim Adams
  Tim Adams
  Tim Adams
  Tim Adams    
   
  Special Thanks to: 
  Ofelia J. Kubisz
  Ofelia J. Kubisz
  Ofelia J. Kubisz
  Ofelia J. Kubisz    & Jim Clunie
  & Jim Clunie
  & Jim Clunie
  & Jim Clunie 
  !
  Introduction 
  Page 3 
  Background 
  Pages 4-5 
  The Greymist Page 6 
  The Stables 
  Pages 6-11 
  Other Planes Page 11 
  PC Classes 
  Page 12 
  PC Races  
  Pages 12-18 
  Other Races 
  Page 19 
  Chronomids 
  Pages 20-21
  ALLURIA & REMARKABLE RACES © 2009 Alluria Publishing. All rights reserved. 
   
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   DUNGEONS & DRAGONS 4th Edition PLAYER’S HANDBOOK, written by Rob Heinsoo, Andy Collins, and James 
  Wyatt; DUNGEON MASTER’S GUIDE, written by James Wyatt; and MONSTER MANUAL, written by Mike Mearls, 
  Stephen Schubert and James Wyatt; PLAYER’S HANDBOOK 2, written by Jeremy Crawford, Mike Mearls, and 
  James Wyatt; MONSTER  MANUAL  2,  written  by  Rob  Heinsoo,  and  Chris  Sims;  Adventurer’s  Vault, written by 
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  CONTENTS
  CONTENTS
  CONTENTS
  CONTENTS    
  ALP-AL001: 
  
   
   
  3 
   
   
   
   
  Introduction
  Introduction
  Introduction
  Introduction    
        
       Let’s face it; the world of Dungeons and 
  Dragons is full of options. In the core books alone, 
  there are almost thirty playable races, and dozens 
  of class options to choose from. Add third party 
  choices, and things are already too crowded for 
  most viable worlds. There is a limit to how much 
  most campaign settings can realistically absorb.  
       The Alluria Campaign Setting Guide was 
  designed for the eclectic Dungeon Master, who 
  loves his books and wants to use them all for his 
  game. This supplement is not intended to be a 
  complete campaign setting. It has no maps, no 
  detailed governments, and no specific religions. 
  This guide is a framework setting that has the 
  potential of encompassing all the creative 
  references in your library. This guide is not 
  intended to replace your other campaign setting 
  books, its purpose is to allow you to use their 
  material together. 
       With the Alluria Campaign Setting, you can 
  justify a hundred different races with a multitude 
  of cultures, all with the potential of adventuring 
  together in the same group. This guide provides 
  the basis for a network of worlds; some familiar, 
  and some quite alien. It supports all the main core 
  books, as well as ALLURIA PUBLISHING’S 
  REMARKABLE RACES line: all 15 new and unique 
  races. However, it also allows for many more to be 
  added. 
       The focus of the setting is a world known as 
  Alluria. This is a familiar planet with dangerous 
  dragons, death-dealing dungeons, and all of the 
  fantasy elements that you have come to adore. Best 
  of all, it is brimming with variety. Players will have 
  more options than ever. 
       However, you are not limited to Alluria alone. 
  This guide outlines a dozen unique worlds that are 
  also connected to Alluria, each with the potential 
  for adventure. So come, expand your horizons, and 
  read on. 
  
   
   
  4 
   
   
  From the journal of Tel Artham, chronomancer, date unknown and meaningless, but discovered about 50 years ago, in the greymist: 
   
   
   
   
  Nothing is the same as it was, nor can I find anything familiar in the here and now. We made a mistake, a 
  failure, a major blunder. We didn’t know. I suppose this is what happens when mortals meddle in the domain of 
  gods. We believed Time was ours to command. And we did. And we lost everything. It started so small…so 
  insignificant; a wisp of persistent smoke. This is not the type of thing you expect from a tear in the fabric of 
  reality. We expected a spectacular sign. We were prepared for this, and knew it was a possibility. We just 
  expected more; a flash, a bang, something to tell us, “Yes, something has gone horribly wrong.” But it was just a 
  wisp of smoke and it happened now and then. None of us took much notice of it. We were at first concerned with 
  changing the past; and we often did. A few of us probed the distant future in search of new discoveries—we found 
  nothing…well...nothing useful. We found a grayish mist full of chaotic possibilities and terrible danger. It was 
  easy enough to theorize that this is because it hasn’t happened yet; there is no concrete future. This was the 
  consensus, and it was summarily accepted. We had no idea. So we kept on.  
  It was about a century ago that I discovered the horrible truth. I had children once, though I am not sure if 
  they exist anymore, nor their mother, nor the land they were born in. But I did have two sons; Gild and Mardo. 
  I wanted to see what sort of men they would become. I followed their line for several generations, for 80 years 
  through time. It was in my great-great grandson’s time I saw it; a rolling mist—that terrible grey mist of 
  nightmares. It consumed the land. It ate reality. It twisted everything in its path into the sum of its 
  possibilities. And worse, it was consuming the world. I returned to my land and time to give warning to find it 
  had fallen into a terrible war; as if I, simply witnessing the cataclysm, had upset the universe. Several factions 
  figured it out around the same time; the chronomancers had torn holes in the universe—thousands of them. 
  They worked like time bombs, waiting for some critical point, some unknown maximum threshold, to all 
  simultaneously burst open.  That time was set several decades into the future; what we chronomancers simply 
  thought was the limit of our art. No faction was happy with us, and all had their own solution, and all felt they 
  were right, and all desired the world to work with them on it. The chronomancers, understanding the situation 
  better than the average practitioner of the arcane, also had a solution. The war that ensued made it impossible 
  to carry it out. More than a few factions wanted to eradicate us entirely. We tried quick fixes here and there, 
  and ended up tangling reality terribly. Most of our families and unions were erased, and the land became twisted 
  into an unfamiliar world and reality itself split into a thousand different directions.   
  Some of these realities survived— and they did eventually find solutions. Many of those, which I have 
  visited though the horrifying mist, are themselves quite awful.  Necroria, a land devoid of sentient life, was the 
  solution of a Lich king. Draconia was the result of the formation of a chromatic dragon High Council—a world 
  enslaved by evil dragons. Malice and Tempest are realities that fused with evil astral worlds– hell and the 
  elemental chaos, respectively. Faehaven is a bit more peaceful, fused with the wild-lands of the eladrin. However, 
  the world I wish to rest my bones in is Alluria. I hear the chronomancers are responsible for saving that reality, 
  and the world of men is still familiar. If only I could command this mist to take me there…but alas my 
  command of reality is also a thing of the past. Soon so shall I be. 
   
  
   
   
  Background
  Background
  Background
  Background
  Two hundred and fifty years ago, a great 
  war broke out. Undead, dragons, goodly 
  humanoids, and all manner of sentient 
  creatures rallied against each other. Most 
  were also united against one particular 
  group; the chronomancers. The 
  chronomancers were a small group of 
  wizards who mastered the art of using 
  magic to travel through time. They were 
  once considered heroes because they often 
  led people to avoid catastrophe, and by 
  their own account went back in time to fix 
  many others.  However, another horrible 
  calamity was predicted; one that the 
  chronomancers likely could not solve. 
  Worse, it was entirely the 
  chronomancer’s fault to begin with. Reality 
  was destined to unravel; plunging the 
  known world into an inky grey mist in 
  which possibilities clashed in eternal chaos 
  and madness. The most powerful groups of 
  beings came up with even more powerful 
  solutions; none of which matched the 
  others. All believing they were right with 
  reality itself at stake, none would back 
   
  5 
  Background
  Background
  Background
  Background 
  ago, a great 
  war broke out. Undead, dragons, goodly 
  humanoids, and all manner of sentient 
  creatures rallied against each other. Most 
  were also united against one particular 
  chronomancers were a small group of 
  ards who mastered the art of using 
  magic to travel through time. They were 
  once considered heroes because they often 
  led people to avoid catastrophe, and by 
  their own account went back in time to fix 
  many others.  However, another horrible 
  dicted; one that the 
  chronomancers likely could not solve.  
  fault to begin with. Reality 
  was destined to unravel; plunging the 
  known world into an inky grey mist in 
  which possibilities clashed in eternal chaos 
  madness. The most powerful groups of 
  beings came up with even more powerful 
  solutions; none of which matched the 
  others. All believing they were right with 
  reality itself at stake, none would back 
  down to the other. A bloody and terrible 
  war railed on. 
   
  From this point on, opinion 
  greatly on what happened
  ended, and what the outcome really was. 
  From the standpoint of Alluria, 
  this guide, the war raged on for 9 decades. 
  Just as the mists began to 
  hidden fissures, the remaining 
  chronomancers appeared and summoned 
  thousands of obelisks, now called mist
  pillars.  The mist was contained in vast 
  rings of these structures…not entirely 
  sealing off the breach, but preventing it 
  from consuming the world. 
  Years of reparation followed. New 
  races and people appeared from the mist 
  since it began…all with very different 
  accounts of what happened, different 
  histories, and even new perspectives and 
  powers.  Sometimes terrible things come 
  from the circles of greymist, wrecking 
  havoc and wanton destruction. The 
  chronomancers have not been seen since 
  the raising of the mist-pillar barrier. In 
  other worlds, the chronomancers 
  disappeared much before this point.
  down to the other. A bloody and terrible 
  om this point on, opinion varies 
  greatly on what happened when the war 
  ended, and what the outcome really was. 
  From the standpoint of Alluria, the focus of 
  , the war raged on for 9 decades. 
  Just as the mists began to swirl out from 
  s, the remaining 
  chronomancers appeared and summoned 
  thousands of obelisks, now called mist-
  pillars.  The mist was contained in vast 
  rings of these structures…not entirely 
  ling off the breach, but preventing it 
  from consuming the world.  
  ation followed. New 
  races and people appeared from the mist 
  since it began…all with very different 
  accounts of what happened, different 
  histories, and even new perspectives and 
  powers.  Sometimes terrible things come 
  from the circles of greymist, wrecking 
  havoc and wanton destruction. The 
  chronomancers have not been seen since 
  pillar barrier. In 
  other worlds, the chronomancers 
  disappeared much before this point. 
  
   
   
  6 
   
  The 
  The 
  The 
  The 
  Greymist
  Greymist
  Greymist
  Greymist 
   In Alluria, the greymist is 
  contained within a ring of 
  huge stone obelisks called 
  mist-pillars. These structures, about 100 feet 
  high and 30 feet in diameter at their base, 
  form a large circle (varying in diameter from 
  1 mile to 30 miles). Each pillar is 
  approximately 200 feet from the one on either 
  side of it. Inside the circle, the greymist roils. 
  Simply touching the greymist draws you 
  hopelessly into it, and randomly away from 
  an exit to it. Inside is a chaotic world where 
  strange creatures and objects pop in and out 
  of existence.  
  There are only three constants inside 
  the greymist: the mist itself, a large amount of 
  moisture that permeates everything, and the 
  silver web. The silver web is made of 
  inexplicable strands of indestructible silvery 
  metal that go off in all directions at all angles, 
  varying in thickness from one inch to 20 feet. 
  These provide the only way to navigate in the 
  mists– if the webs are getting increasingly 
  thick and twisted, you are headed further 
  into the greymist. At the “center” of the 
  greymist is a tangled solid mass of the silver 
  strands, completely impassable.  If the web is 
  thin and sparse, you are heading out of the 
  greymist. The edge of the greymist itself is 
  entirely unpredictable and always 
  unexpected. Many describe it as being 
  suddenly pushed off a cliff that you did not 
  even know was there.  Leaving the mist, one 
  is teleported to another reality—quite 
  randomly. This reality may be one of the 
  “stables” or it might be some uncharted local, 
  which is both unstable and likely quite alien. 
  Things that appear in the mist are not 
  only from possible realities, some are from 
  the  distant past. Ancient temples, prehistoric 
  behemoths, and even extinct races are 
  occasionally spotted in or emerging from the 
  mists. Creatures such as these are universally 
  known as “mistlings.” Mistling has a negative 
  connotation to it, much like “mutant” and 
  “savage.”    
  The 
  The 
  The 
  The 
  Stables
  Stables
  Stables
  Stables    
   Stables are realities in 
  which the greymist is 
  contained in some way, and have managed to 
  maintain a stable history for the last two 
  centuries. However, culture, history, and 
  surviving races all vary greatly. Aside from 
  the accidental entries into the greymist, many 
  races from these stables, known collectively 
  as stablings, have also entered to escape 
  something terrible; genocide, catastrophe, or 
  some other desperate situation that would 
  make willingly entering the greymist seem 
  like a good idea.  Some were lucky, and 
  ended up in Alluria.  Other known stables 
  include Necroria, Draconia, Malice, Tempest, 
  Faehaven, Undinia, Zelorkia, Hive, Procket 
  and Paradise (in decreasing order of number 
  of visitors, good and bad, from these worlds).  
  They all share one thing in common—two 
  centuries ago they were all the same world, 
  known simply as “the Realm.” The known 
  stables are described later. 
  Stables also have echo-worlds, of 
  which are also stable, but in which events 
  happened only slightly differently. Alluria 
  itself has evidence of at least two-dozen echo-
  worlds—also called Alluria, in which the 
  chronomancers erected the mist-pillars in 
  much the same way. The odds are that once 
  you enter the greymist, you will likely never 
  see the same world ever again, even if you 
  make it back to a land called Alluria. Echoids, 
  or people from other versions of a similar 
  reality, exist in Alluria as well, sometimes 
  teaming-up with, or perhaps rallying against, 
  their twin in this reality, if one does exist. In 
  rare cases, several copies of the same 
  individual, each slightly different, manage to 
  mingle in the same reality. 
   
   
      
      
  
   
   
  Alluria
  Alluria
  Alluria
  Alluria
   Alluria is a realm of 
  kings and castles, 
  dragons and dungeons, 
  and sword and sorc
  It is the classic fantasy setting; complete with 
  faeries, unicorns, and mystery around every 
  corner. This is not diminished by the influx of 
  races and creatures from other realities. The 
  land is far from populated; most of Alluria is 
  covered in vast, unexplored wilderness and 
  unchartered seas. Generally, good rules here 
  over evil.  It is an entire world, filled with 
  many races and cultures of its own; thus one 
  description does not necessary apply to all of 
  Alluria. Still, there are several notable 
  constants, many of which also exist in other 
  stables.  
  First are the mist pillars. These 
  structures are scattered across the world. 
  They are dangerous places for several 
  reasons; any who venture too close may be 
  lost forever, and things come from the mists 
  as well. Most civilizations near these pillars 
  have set up some sort of border patrol, 
  trained and funded by the largest city in the 
  area.  
   
  Second are the pale blue sun and the 
  two moons; Luna and Dinos. The sun is big 
  and bright in the Allurian sky. Day cyc
  exactly 24 hours long. The days are lik
  numbered by the clockwork-perfect moons; 
  Luna with a 28 day cycle, and Dinos with 7. 
  The moons mark the months and weeks, and 
  their convergences usually mark holidays 
  and other noteworthy events. The sky
  dotted with migrating land masses, some 
  miles across, but most are small. It is thought 
  that the moons are simply much larger 
  versions of these land masses. The planet 
  itself is flat; a huge floating island in the 
  astral sea. The land to salty sea rati
  quite high; 40% of the world is dry land.  
   
  7 
  Alluria
  Alluria
  Alluria
  Alluria    
  Alluria is a realm of 
  kings and castles, 
  dragons and dungeons, 
  and sword and sorcery. 
  It is the classic fantasy setting; complete with 
  faeries, unicorns, and mystery around every 
  corner. This is not diminished by the influx of 
  races and creatures from other realities. The 
  land is far from populated; most of Alluria is 
  unexplored wilderness and 
  . Generally, good rules here 
  over evil.  It is an entire world, filled with 
  many races and cultures of its own; thus one 
  description does not necessary apply to all of 
  Alluria. Still, there are several notable 
  tants, many of which also exist in other 
  First are the mist pillars. These 
  structures are scattered across the world. 
  They are dangerous places for several 
  close may be 
  lost forever, and things come from the mists 
  near these pillars 
  have set up some sort of border patrol, 
  trained and funded by the largest city in the 
  Second are the pale blue sun and the 
  two moons; Luna and Dinos. The sun is big 
  and bright in the Allurian sky. Day cycles are 
  exactly 24 hours long. The days are likewise 
  perfect moons; 
  Luna with a 28 day cycle, and Dinos with 7. 
  The moons mark the months and weeks, and 
  their convergences usually mark holidays 
  and other noteworthy events. The sky is 
  dotted with migrating land masses, some 
  miles across, but most are small. It is thought 
  that the moons are simply much larger 
  versions of these land masses. The planet 
  itself is flat; a huge floating island in the 
  astral sea. The land to salty sea ratio is also 
  quite high; 40% of the world is dry land.  
  There is a world’s edge that not even the 
  greymist will cross.  Seasons are universal 
  and extreme. The dead of summer is terribly 
  hot, the thick of winter dreadfully cold. There 
  are thirteen months in a year, which is 
  precisely 364 days. 
  d’s edge that not even the 
  greymist will cross.  Seasons are universal 
  and extreme. The dead of summer is terribly 
  hot, the thick of winter dreadfully cold. There 
  year, which is 
  
   
   
  8 
   
  The Other 
  The Other 
  The Other 
  The Other 
  Stables
  Stables
  Stables
  Stables    
  Necroria: Also know as Lich-
  world, this is a terrible reality 
  in which a very powerful lich 
  by the name of Lord Varquil 
  realized that time, fate, and 
  the living were tied together. He reasoned that 
  the only way to stop the coming apocalypse 
  was to eliminate all sentient living beings from 
  the world. He was marginally successful. At the 
  end, only the shadar-kai and the obitu 
  remained (see the REMARKABLE RACES: THE 
  OBITU for more details). While the greymists 
  did roll in, they were not strong enough to 
  engulf the entire world, and left large chunks of 
  land untouched.  The greymists act strangely in 
  Necroria; they wander around…slowly 
  creeping across the land. While Varquil 
  continues to be emperor of most of Necroria, 
  other liches and powerful undead have taken 
  up control of other areas. Their collective goal is 
  to harvest the living from other realities. Many 
  undead from this realm wander the greymist in 
  search of fresh victims and new realities to 
  attack. The obitu  and shadar-Kai PC races 
  originate from this realm. 
   
  Draconia: Also known as 
  Tiamat’s Throne, Draconia’s 
  greymists are contained 
  behind huge alabaster walls. 
  This is fortunate for those that 
  wander to the walls from the 
  greymist, as they are only passable by climbing 
  or flying. However, for those in Draconia, this 
  leaves a tumultuous escape. In Draconia’s 
  reality, an ancient red dragon named 
  Limochtibus rallied other chromatic dragons 
  together in a draconic high council. They 
  sought to enslave all other creatures to help 
  build the walls necessary to hold back the 
  mists. They were very successful, and keep a 
  tight rein on the surviving races to this day. The 
  land of Draconia is violent, harsh, and devoid 
  of freedom for non-dragons. Evil dragons often 
  leave Draconia through the greymist in search 
  of less competition and more bountiful treasure 
  hoards. The dragonborn PC race originates 
  from this realm. 
   
  Malice: Some refer to this place 
  as the “tenth plane of hell” or 
  “hell on earth.” In the original 
  realm, warlocks were once few 
  and far between, and those 
  with dark pacts even fewer. It 
  was known to many factions that anchoring 
  their reality to another plane of existence would 
  bolster it and prevent the greymist from 
  engulfing completely. However, in Malice, it 
  was the dark pact warlocks who struck first. A 
  small cult called the Order of the Ebon Flame 
  summoned forth hell’s legions and 
  systematically opened scores of gateways to 
  this dreadful Astral-based plane. The result was 
  hell on earth. It was successful in containing the 
  mists however, which still exist in far and 
  secluded areas (as they do for all worlds that 
  used the planer-tie solution). Malice of today is 
  a despicable place, riddled with corruption and 
  evil. The tiefling and gnoll PC race originate 
  from Malice. 
   
  Tempest: Similar to the solution 
  found in Malice, Tempest is tied 
  to another plane of existence– 
  this one being the Elemental 
  Chaos. Tempest was formed 
  from one very potent wish 
  solicited from a very powerful Efreeti. A small, 
  unknown group summoned the creature via an 
  ancient artifact and simultaneously compelled 
  it to grant one wish: to prevent the greymist 
  from overtaking the land. The Efreeti used the 
  most convenient solution in his power; he 
  lashed the world to the plane of Elemental 
  Chaos. Of course it worked, but it tied the 
  world to a seething elemental mish-mash that 
  led to the extinction of several species, and the 
  creation of several new and wonderful hybrids. 
  
   
   
  While most races in Tempest are more amicable 
  than those summarized above, the world itself 
  is not. Tempest is riddled with terrible and 
  devastating storms, volcanic eruptions, 
  earthquakes, and other natural disasters.  The 
  genasi, squoles, and xax PC race comes from 
  this world. 
   
  Faehaven: The eladrin take 
  credit for this world; using 
  ancient rites to bond the world 
  with the Fey Wild. Here, the 
  eladrin, elves, and other f
  folk reign supreme and magic 
  is everywhere. While not entirely as 
  chaotic as the Fey Wild itself, it is quite similar. 
  A large number of non-fey creatures and 
  humans have survived there as well, and many 
  of them thrive. Faehaven is one of the few
  stables where most people wouldn’t mind 
  ending up if they happened into the greymist
  However, odds seem to be fairly low of getting 
  there; as Alluria has noted only two echo
  worlds for Faehaven.  Many eladrin, elves, and 
  half-elves come to Alluria from Faehaven, 
  though most are accidental. Before the 
  cataclysm, eladrin were quite rare in Alluria, 
  perhaps even going extinct, but now they are 
  common. The oaklings, gnomes, and taddols
  originate from this world. 
   
  Undinia: The greymist has 
  some very unusual 
  properties, one of which is 
  that it doesn’t cross certain 
  barriers; instead coalescing 
  around them as if waiting for 
  someone to step out of bounds. Man
  and fortune-tellers prophesized that the 
  greymist could not go underwater. They were 
  right, and this prompted many underwater 
  denizens to “turn on the tap”– using various 
  magical means to increase the volume of water
  in an attempt to flood the world, and therefore 
  save it from being engulfed by the greymist. In 
  most realities, this caused only a gradually 
   
  9 
  While most races in Tempest are more amicable 
  above, the world itself 
  is not. Tempest is riddled with terrible and 
  devastating storms, volcanic eruptions, 
  earthquakes, and other natural disasters.  The 
  race comes from 
  The eladrin take 
  is world; using 
  ancient rites to bond the world 
  ild. Here, the 
  eladrin, elves, and other fey-
  folk reign supreme and magic 
  as wild and 
  ild itself, it is quite similar. 
  creatures and 
  have survived there as well, and many 
  one of the few 
  where most people wouldn’t mind 
  if they happened into the greymist. 
  However, odds seem to be fairly low of getting 
  a has noted only two echo-
  worlds for Faehaven.  Many eladrin, elves, and 
  aehaven, 
  though most are accidental. Before the 
  cataclysm, eladrin were quite rare in Alluria, 
  perhaps even going extinct, but now they are 
  , gnomes, and taddols 
  The greymist has 
  some very unusual 
  properties, one of which is 
  that it doesn’t cross certain 
  barriers; instead coalescing 
  around them as if waiting for 
  someone to step out of bounds. Many diviners 
  tellers prophesized that the 
  greymist could not go underwater. They were 
  right, and this prompted many underwater 
  using various 
  to increase the volume of water 
  orld, and therefore 
  save it from being engulfed by the greymist. In 
  most realities, this caused only a gradually 
  advancing shoreline, but in Undinia, the great 
  flood took all but the highest mountain tops.  
  The greymist still roils where sea meets sky, 
  the underwater world is now a vast and 
  borderless realm. The sea-folk propagated 
  proportionately. An unwary land folk splashing 
  down in Undinia from the greymist may find 
  themselves suddenly sinking into fathomless 
  depths. Mogogols and most goliaths 
  from this world. 
   
  Zelorkia: Zelorkia and its 
  extremely varied echo
  worlds seem to exist as an 
  amalgamation of the stables 
  listed above. All features are 
  present, including some mist
  pillars common to Alluria. The proportions of 
  these features seem to waver from echo
  to echo-world. The history vaguely follows the 
  same path as well. The evil lich 
  advancing shoreline, but in Undinia, the great 
  flood took all but the highest mountain tops.  
  The greymist still roils where sea meets sky, but 
  underwater world is now a vast and 
  folk propagated 
  proportionately. An unwary land folk splashing 
  down in Undinia from the greymist may find 
  inking into fathomless 
  and most goliaths originate 
  : Zelorkia and its 
  extremely varied echo-
  worlds seem to exist as an 
  amalgamation of the stables 
  listed above. All features are 
  present, including some mist-
  pillars common to Alluria. The proportions of 
  waver from echo-world 
  world. The history vaguely follows the 
  same path as well. The evil lich Varquil 
  
   
   
  10 
   
  employed many living evil races, deciding that 
  he could do away with them in the end. The 
  chromatic dragons went along with the idea, 
  figuring out Varquil’s true motive, and 
  deciding to enact a double-cross well 
  beforehand. They enslaved more than they 
  killed, and set them to work in secret on the 
  walls needed to contain the greymists (of which 
  there would be less, because the population of 
  the living was still taking a major hit). Warlocks 
  still made their pact to enlist hell on earth, but 
  were less united because they were pulled in 
  between the evil lich and a new and very 
  powerful draconic council.  An Efreeti was still 
  summoned, and the eladrin performed rites at 
  about the same time causing a three-way tug of 
  war between the Fey Wild, Elemental Chaos, 
  and Hell. This caused the entire world to shake 
  and shatter, which happened in the nick of time 
  to divert a tidal wave enlisted by the legions of 
  sea-folk. Chronomancers appeared at the last 
  minute and sealed off any remaining temporal 
  breaches. The result? – an extremely devastated 
  world that suffered the extinction of most good 
  (PC) races, and left the evil races in a perpetual 
  war.  It is not a friendly place, by any means. 
  Boggles and shifters originate from this world. 
   
  Hive: By all accounts, the 
  Hive worlds existed as 
  some other stable for a short 
  time. They were invaded by 
  hordes of giant insects from 
  the greymist, of many 
  forms, sizes, and intellects. 
  Of their history, even they seemed unaware of 
  any before entering the land—as if spawned by 
  the greymist itself. Now, the hive-worlds are 
  inhospitable lands crawling and creeping with 
  insect and arachnid life; a horrible destination 
  to those not accustomed to such a place (which 
  is likely anyone except its natural denizens, and 
  perhaps a few drow). What exactly provoked 
  the infestation, no one has fathomed. Most just 
  hope it never happens to their world. The 
  entobian PC race comes from the Hive worlds. 
   
  Procket: Procket is the second 
  rarest and most unstable of the 
  stables, as more echo-worlds of 
  Procket have succumbed to the 
  mist in recent years than are 
  known to still be around. In 
  Procket, most attempts to quell 
  the greymist met less-than-marginal success, 
  and the mists continued to tumble slowly on. 
  However, human ingenuity eventually won 
  out. Magic and technology were propelled 
  towards unnatural advancements. The 
  catastrophe dawned a time of spectacular 
  invention. One of the inventions was the Mist-
  Dome. This gigantic, stadium-sized dome not 
  only contains the greymist, but absorbs it—thus 
  shrinking it to one hundredth of its normal 
  radius. This is very much necessary in Procket, 
  as the mists advanced much further than they 
  did in other worlds. This spirit of invention 
  continued, ushering in an age of steam and 
  magic. The human race grew strong and elitist. 
  Some countries even resorted to genocide to 
  eliminate other “impure” races. The world is 
  considered highly unfriendly to non-humans. 
  Even their own inventions—the warforged– 
  have begun to wear out their welcome due to 
  an increasing fear and prejudice. Unfortunately 
  the golden age of Procket is over, giving in to a 
  societal decline. This is most unfortunate for 
  Procket, as less and less people feel a 
  responsibility to maintain the Mist-Domes. 
  When the Mist-Domes go, so does their reality. 
  The warforged PC race hails from Procket. 
   
  Paradise: The rarest stable 
  by far is paradise. If it were 
  not for the handful of devas 
  that claim to come from this 
  realm, Allurians would have 
  never heard of it. According 
  to the devas, in the history of the Paradise 
  worlds, the gods heard the call of the mortals 
  and took pity. They gathered up the world and 
  attached to their own Astral  domain, thus 
  making it part of their version of Heaven. The 
  
   
   
  greymist was nearly eradicated; existing in only 
  the most remote areas and the smallest 
  quantities. Consequently, the chances of 
  actually getting to Paradise is extremely slim.  
  Many devas work towards incredible means to 
  either convert Alluria into a Paradise world, or 
  to find a sure-fire way to return to Paradise.
   
  The Underdeep: The 
  Underdeep is not a true 
  stable, but an actual remnant 
  of the original realm. It was 
  universally cut-off from the 
  surface during the time
  and the greymist did not pass deep into the 
  earth. Instead it festers at a depth of about 2 
  miles, leaving the middle and deep Underdeep
  largely unaffected.  For all known realities, 
  going to a depth of more than two-miles will 
  universally lead to the same Underdeep
  the greymist suddenly appearing directly above 
  them in an unexpected way. When entering the 
  greymist from the Underdeep, one is teleported 
  to a random place in the mist just as anyone 
  else is who touches the mist at any other 
  location. It is unknown whether the greymist 
  can take you to the Underdeep, as no
  has reported such a trek. The Underdeep
  today contains a much larger diversity than the 
  Underdeep of two centuries ago, though three 
  main races still reign supreme; the drow, 
  slayers, and eye tyrants. The Drow PC race 
  originates from the Underdeep.  
      
   
  11 
  greymist was nearly eradicated; existing in only 
  the most remote areas and the smallest 
  quantities. Consequently, the chances of 
  actually getting to Paradise is extremely slim.  
  Many devas work towards incredible means to 
  r convert Alluria into a Paradise world, or 
  fire way to return to Paradise. 
  The 
  is not a true 
  stable, but an actual remnant 
  l realm. It was 
  off from the 
  surface during the time-war, 
  nd the greymist did not pass deep into the 
  earth. Instead it festers at a depth of about 2 
  Underdeep 
  largely unaffected.  For all known realities, 
  miles will 
  Underdeep, with 
  the greymist suddenly appearing directly above 
  them in an unexpected way. When entering the 
  , one is teleported 
  to a random place in the mist just as anyone 
  else is who touches the mist at any other 
  s unknown whether the greymist 
  , as nobody yet 
  Underdeep of 
  today contains a much larger diversity than the 
  of two centuries ago, though three 
  main races still reign supreme; the drow, mind 
  . The Drow PC race 
  The Other 
  The Other 
  The Other 
  The Other 
  Planes of 
  Planes of 
  Planes of 
  Planes of 
  Existence
  Existence
  Existence
  Existence
  The inner planes (Shadow, F
  Chaos, etc.) have likewise split into 
  corresponding realities, though the only thing 
  that seems to be different is their memories of 
  what has happened in the Realm. Otherwise, 
  they seem the same regardless of what stable a 
  person enters from. 
  The outer planes (in the astral sea) were 
  completely unaltered, though they see the 
  Realm as a new world called Fl
  seems to be rapidly changing between several 
  realities at once. As soon as one steps foot on 
  Flicker…it stops flickering for that entity and 
  that random reality (much like leaving the mist) 
  is the only reality one can get to from the astral 
  plane. Entering the greymist resets this feature.
   
  Mnol: A relatively well hidden 
  realm of the astral sea which is 
  akin to the multiverse’s largest 
  shopping mall. It is populated 
  by a merchant race called the 
  Numistian, a 
  metallic-skinned people who live only to buy 
  and sell.  Mnol is detailed in Alluria 
  Publishings REMARKABLE R
  NUMISTIAN. 
   
  The Other 
  The Other 
  The Other 
  The Other 
  Planes of 
  Planes of 
  Planes of 
  Planes of 
  Existence
  Existence
  Existence
  Existence    
  Fey Wild, Elemental 
  haos, etc.) have likewise split into 
  corresponding realities, though the only thing 
  different is their memories of 
  what has happened in the Realm. Otherwise, 
  they seem the same regardless of what stable a 
  The outer planes (in the astral sea) were 
  completely unaltered, though they see the 
  Realm as a new world called Flicker. Flicker 
  seems to be rapidly changing between several 
  realities at once. As soon as one steps foot on 
  Flicker…it stops flickering for that entity and 
  that random reality (much like leaving the mist) 
  is the only reality one can get to from the astral 
  plane. Entering the greymist resets this feature. 
  A relatively well hidden 
  realm of the astral sea which is 
  akin to the multiverse’s largest 
  shopping mall. It is populated 
  by a merchant race called the 
  , a variable heighted, 
  ed people who live only to buy 
  Mnol is detailed in Alluria 
  RACES: THE 
   
  
   
   
  12 
   
  CLASSES IN 
  CLASSES IN 
  CLASSES IN 
  CLASSES IN 
  ALLURIA
  ALLURIA
  ALLURIA
  ALLURIA    
  Just as the racial diversity in Alluria is 
  tremendously varied, players can choose 
  from nearly any class and be well justified. 
  The sword-mage can fight alongside the 
  monk, the gladiator next to the artificer, and 
  the druid can be at home with the invoker. 
  Diversity is the point of the campaign setting, 
  and therefore it is fairly easy to rationalize 
  parties with classes from seemingly different 
  settings. The greymist brings more than a 
  multitude of races together, it mingles 
  cultures and ideas that previously had 
  difficulty mixing. 
   
  PC 
  PC 
  PC 
  PC R
  R
  R
  Races of 
  aces of 
  aces of 
  aces of 
  Alluria
  Alluria
  Alluria
  Alluria    
  Presented below are all the popular PC 
  races that can be found in Alluria, along 
  with a brief history explaining their current 
  role and history in the world. This list is not 
  meant to be exhaustive, however. The 
  Dungeon Master may feel free to add many 
  other races. These races can be originals or 
  echoids (races that originated in Alluria or 
  an echoworld of Alluria), stablings (races 
  that originate from one of the known 
  stables), mistlings (races that originate from 
  the greymist; either transported from a 
  different time or a different plane of reality 
  entirely), and outsiders who originate from 
  another plane of existence. 
  The races below are presented in 
  order of decreasing population. They are 
  further divided by origin. The histories 
  presented are the consensus of the majority, 
  and may vary slightly from echoworld to 
  echoworld. It is also entirely possible for 
  any of these races to originate from a reality 
  with a very different historical record, or 
  from a completely different point in history. 
  References
  References
  References
  References    
  The racial statistics and write-ups for the 
  races below are from a variety of sources. The 
  information below is intended to add to those 
  sources, and not modify or alter the original 
  material in any way. Many times, these races 
  will be detailed in several sources at once, 
  including popular online magazines and 
  campaign setting books. If the Dungeon 
  Master prefers, these alternate sources can 
  and should be used. The sources listed below 
  are selected according to the confines of the 
  Game System License provided to us by 
  Wizards of the Coast. 
  For ease of reference, many of the 
  races will have a superscript icon 
  immediately after its name. If it does not have 
  one, then the race can be found in the D&D 
  4E PLAYER’S HANDBOOK. 
   
  �: D&D 4E PLAYER’S HANDBOOK 2 
  �: D&D 4E MONSTER MANUAL  
  �: D&D 4E MONSTER MANUAL 2 
  �: ALLURIA PUBLISHING’S REMARKABLE RACES 
      
  Original
  Original
  Original
  Original    
  and Echo
  and Echo
  and Echo
  and Echoids
  ids
  ids
  ids    
  Alluria is home to many interesting races, 
  listed below are a few of these. Races under 
  the same heading generally share the same 
  historical record. 
   
   
  Human: Humans are the most 
  prolific and successful species in the 
  land; they are everywhere. Still, they 
  make up only about 30% of the world 
  population, which is much less than most 
  worlds. Humans come in all varieties that are 
  seen on Earth, with the same diverse mix; the 
  time-war mingled cultures that would not 
  normally have seen each other. 
   
  
   
   
  13 
   
  Elf: Elves are the second most 
  popular species here, often 
  inhabiting the endless forests of the 
  realm. Most Allurian elves have vibrant green 
  eyes and blue or black hair; lacking the 
  diversity seen on other worlds.  
   
  Dwarf: The mountains of Alluria are 
  teaming with dwarven clans. 
  Dwarves are the third most 
  powerful race on Alluria.  Most Allurian 
  dwarves have bushy red hair and ruddy 
  complexions. Their hair color fades to a stark 
  white in old age. 
   
  Half-elf: With such a high ratio of 
  elves to humans, it isn’t hard to 
  understand why there are so many 
  half-elves about. They are so common in 
  Alluria that they often do not carry the 
  stigma that they do in other worlds.  
   
  Half-orc�: No longer common, the 
  Allurian half-orc has become much 
  more rare since most of the orc race 
  has attempted to migrate to Zelorkia. 
  However, populations have recently been 
  bolstered by half-orc refugees from Zelorkia. 
  Half-orcs are remarkably well accepted 
  compared to other realms. 
   
  Drow�: The greymist has cut off 
  entire houses of Drow from their 
  original Underdeep homes. While 
  the upper Underdeep still exists, many drow 
  had to fend for themselves on the surface.  
  With these new circumstances, some drow 
  took the opportunity to turn away from the 
  spider goddess, and have integrated 
  themselves into regular society. Many people 
  are still a bit wary of them, however. 
   
  Eladrin: Since the time-war, eladrin 
  have risen from obscurity to a 
  common sight, though still a great 
  minority. Some areas have much greater 
  concentrations of eladrin than others, creating 
  the illusion that there are more eladrin on the 
  world than there actually are. (The same can 
  be said of the races below.)  Eladrin tend to 
  gravitate to places that have strong 
  connections to the fey wild, or near large 
  unexplored forests. Those from Faehaven are 
  usually in Alluria by accident, though a few 
  have been exiled for various reasons. 
   
  Anumus�: The Allurians’ thirst for 
  exploration uncovered many new 
  and interesting finds. Among these 
  findings was the anumi fruit– a magical 
  vegetable that, with the right recipe, can turn 
  an animal into an intelligent humanoid. 
  While the potential for anumi exists in most 
  of the stables, they truly thrive in Alluria, 
  where nearly everyone has a favorite pet. 
   
  Relluk�: The combination of a 
  drive to explore and the addition of 
  the mogogol race led to the 
  discovery of the relluks. The relluks find 
  kinship with the warforged. Although the 
  warforged are a much newer race, they have 
  much more experience in the world of men 
  than their primitive cousins. In other stables, 
  the relluks have not yet been discovered. This 
  has lead some archeopatroni (relluk racial 
  guardians) to venture into the mist to recover 
  undiscovered soul crystals. 
   
  Halfling: Once a common sight, 
  halflings now seem to be going 
  extinct. They took some major blows 
  during the time-war, and only a few 
  communities remain. Another contributing 
  factor to a diminishing population is that 
  many halflings seem to find the greymist to 
  be extremely fascinating. This leads large 
  amounts of halflings to disappear yearly. 
  Those that remain keep a large distance 
  between themselves and the greymist so they 
  are not tempted. 
   
  
   
   
  14 
   
  Stablings
  Stablings
  Stablings
  Stablings    
  Listed below are the races that can be found 
  in Alluria that originate from other stable 
  realities. Many have set up permanent 
  residence in this realm. Some have even been 
  here for generations. 
   
  Allurian Dragonborn: Hailing from 
  Draconia, the now Allurian 
  dragonborn are slightly different 
  than those found in other realms, but in color 
  and form only. Coloration and general head 
  shape is patterned after the chromatic 
  dragons; and breath weapon matches color. 
  They are not an evil race, however, and they 
  actually fled into the greymist to avoid 
  slavery by the evil dragons that designed 
  them. They are the most coming stabling race 
  in Alluria.  
   
  Gnome�: Gnomes were once 
  extremely rare in Alluria, but with 
  the addition of the greymist and the 
  reality of Faehaven, their population 
  blossomed. Most gnomes call Faehaven 
  home, though technically they can originate 
  from any stable, or even the Fey Wild itself. 
  Much like halflings, gnomes find the 
  greymist particularly fascinating. Unlike 
  halflings, however, they do not feel 
  unnaturally drawn to it. 
   
  Genasi�: Most genasi in Alluria are 
  refugees, or descents of refugees, 
  from Tempest. They have come in 
  vast numbers in search of a more secure 
  world. The people of Alluria found the genasi 
  quite enthralling and they were well 
  received… as many had a romanticized 
  notion of the elemental chaos (a place of 
  unending adventure and wonder—
  popularized by tales of heroes who had 
  ventured there.) 
   
  Tiefling: In Malice, tieflings 
  outnumber humans and not all have 
  a taste for diabolical evil. Many 
  willingly enter the greymist to escape. Some 
  are lucky enough to end up in Alluria. 
  Allurians originally received the tieflings 
  (which were exceedingly rare or unheard of 
  in Alluria before the time-war) very poorly. 
  Over time however, they have learned to 
  tolerate and even respect them. 
   
  Boggle�: The boggle exodus was 
  long and adventurous. After fleeing 
  their oni creators in Zelorkia, they 
  spent many years hiding in the greymist, and 
  eventually emerged in Procket where they 
  befriended the warforged. They helped the 
  warforged to uproot one of their creation 
  forges, and led them into the greymist. After 
  a brief stint in Tempest, they came to rest in 
  Alluria. It was the largest exodus ever 
  through the mists, adding over twenty 
  thousand to Alluria’s sentient population.  
   
  Warforged�:  Warforged were 
  persecuted in their own world, 
  Procket, by humans who have 
  deemed them “works of evil” during a 
  general movement away from magic to a 
  growing industry in science. They fled with 
  the aid of the boggles through the greymist to 
  Alluria. The boggles managed to help them 
  modify a creation forge into a mobile factory, 
  using many of the same designs intended to 
  be used by their original oni masters. In 
  Alluria, many more mobile factories now 
  exist, and the warforged race has not only 
  flourished, it serves as protectors to the 
  boggle race, to whom they feel indebted.   
   
   
  
   
   
  15 
   
  Goliath�: Many of the adventuring 
  goliaths of Alluria come from the 
  most unlikely stable– Undinia. The 
  greymist in other stables favored more 
  populated areas, and often avoided the 
  mountain tops entirely, leaving the goliaths 
  there relatively untouched. In Undinia, 
  however, the rising waters pushed the 
  greymists upward, transporting entire tribes 
  unwillingly to far away realms. The lucky 
  ones ended up in Faehaven or Alluria, where 
  they now thrive. While most have returned to 
  their mountain homes, a few tribes still 
  wander the outskirts of civilization in Alluria. 
   
  Obitu�: Developed in Necroria 
  before the fall of the living, the obitu 
  were designed by the lich Varquil as 
  the ultimate weapon against the humanoid 
  priests that lingered—a skeleton animated by 
  life energy in place of negative energy. Of 
  course, once free-will set in they were no 
  longer desirable. That, mixed with their 
  infectious nature to undead, made them the 
  greatest blunder that Necroria had ever seen. 
  Obitu were ruthlessly hunted, and many fled 
  to the greymist, where a large population 
  remains. A fair amount migrated to Alluria 
  decades ago. Most new obitu in Alluria today 
  were created from Allurian undead. It is 
  rumored that many obitu still exist in both 
  the greymist and Necroria. 
   
  Mogogol�: The mogogol family 
  curse began before the time-war, 
  and on Alluria, their descendants 
  faded into obscurity. In Undinia, however, 
  the great flood is what sparked the vast 
  diversity of the race, and a huge population 
  boom. Being the only ship-using amphibians, 
  they were unceasingly called on by others of 
  their ilk for help: bog-bullies, sif toads, 
  grippers, and even diabolical sathlags 
  (descendants of froglike demons from the 
  elemental chaos). Some lesser frog races, 
  previously unheard of, also surfaced at this 
  time. It is unknown whether inter-breeding 
  or some sort of infectious process eventually 
  merged all of these species into one: the 
  mogogols.  A respected race in Undinia, 
  mogogols are now the only ship farers in 
  their homeland. Their close proximity to the 
  greymist (which hovers from 10 to 200 feet 
  about the waterline in Undinia) saw many 
  mogogols stranded in other worlds, Alluria 
  included. They seemed unaffected by this 
  change in scenery, and were quickly accepted 
  as a beneficial race of the realm. 
   
  Shifter�: Like many terrible creatures 
  in Zelorkia, lycanthropes began to 
  multiply unchecked. The surviving 
  humans often had little choice but to mingle 
  with more nefarious races to survive. 
  Consequently, the population of shifters also 
  began to rise. As Zelorkia’s alignment 
  continued to shift towards evil, many shifters 
  sought the greymists for greener pastures. In 
  Alluria, they are accepted, and seen as “just 
  another race with human blood.” Having 
  human ancestry in Alluria is a definite bonus, 
  as while humans have the highest 
  population, they are still outnumbered by 
  those with no human ancestry at all. 
   
  Gnoll�: The gnoll race has been 
  around for centuries, though was 
  always known for despicable evil. In 
  malice, they were extremely prolific. Perhaps 
  it was this that led to a growing population of 
  gnolls that turned away from evil gods and 
  desired a more peaceful existence. Turning 
  away from their demonic heritage, and 
  towards their family centered lifestyle was 
  not possible in Malice, where constant 
  political intrigue used gnolls as convenient 
  pawns. Many migrated through the greymist 
  to Alluria, where they exist as roving 
  
   
   
  16 
   
  barbarian tribes (which they refer to as 
  packs). A strong sense of honor keeps them 
  away from evil, and worship of an evil deity 
  is punishable by a swift death. Occasionally 
  they will take up another class, though they 
  do find it difficult to be accepted by other 
  races. The world trend however, is toward 
  acceptance; while prejudice still exists, it is 
  looked down upon on both sides. 
   
   Xax�: The close proximity of 
  Tempest to the Elemental Chaos 
  caused Tempest to be the first 
  landing zone for the xax. Seeking the balance 
  they crave, they continued their emigration 
  into the greymist, where many found their 
  way to Alluria. Distrusted in most other 
  stables, they found what they consider to be a 
  welcoming home. Zifs are the only race that 
  seems to collectively distrust the xax, 
  primarily because of its racial ties to the Far 
  Realm. 
   
  Oakling�: Oaklings come from 
  Faehaven, where they exited from 
  the deepest forests in mass about 70 
  years ago. At first mistaken for a lost dryad 
  subspecies, the eladrin of the realm 
  welcomed them with open arms and gave 
  them large amounts of new territory. 
  However, they were not dryads, and had 
  little interest in the preservation of the world 
  forest—a project that is popular among the 
  races of Faehaven.  Instead, the oaklings 
  clear-cut several acres that were allotted to 
  them, built towering structures, and began 
  several large-scale campaigns against any 
  perceived threats in the realm. Their 
  popularity diminished, and they were often 
  asked to go back where they came from. 
  Having no memory of their origin, they 
  instead began an exodus through the 
  greymist, and with much exploration, 
  eventually ended up in Alluria. While they 
  must now compete with other industrious 
  races, they at least have the opportunity to be 
  industrious, and the oaklings view the move 
  as beneficial overall. 
     
   Shadar-kai�: It may be hard to 
  fathom that any race might actually 
  want to migrate to Necroria. 
  However, the shadar-kai willingly sought out 
  this realm. Attracted by the pervasive death 
  and the thinning veil that holds back the 
  shadow realm, this dark race began to 
  flourish where all other life was failing. 
  However, their peace did not last long. When 
  all other life was extinguished, the lich-kings 
  turned their bony fingers towards the shadar-
  kai. The easiest retreat was the greymist, and 
  this brought many shadar-kai to Alluria.  
   
  Kval�: Kvals would be much more 
  common if it were not for their 
  propensity to seek out evil. The 
  realms of Draconia, Necroria, Malice, and 
  Zelorkia are especially teaming with these 
  little creatures. When the time-war first 
  began, the world itself responded by 
  gobbling up entire cities—containing the evil 
  that they harbored in isolated pocket worlds. 
  Eventually, however, this defense failed. 
  Centuries later, millions of kval are being 
  dumped into the world that their dimension 
  originated from. Most of the kvals in Alluria 
  are here by accident; unwittingly contacting 
  the greymist on their way to destroying some 
  great evil. This happens most frequently in 
  Necroria, where the greymist is known to 
  roam unpredictably. 
   
  Entobian�: Entobians hail from the 
  hive worlds.  While well suited 
  and generally unmolested in the 
  Hive worlds, entobians find it increasingly 
  difficult to fit in with the rigid structure of the 
  other insect races. In some ways, entobians 
  
   
   
  17 
   
  are not part of the hive worlds at all, having 
  originated from the contamination of normal 
  wildlife of the area by a particularly reclusive 
  race of insects that made up part of the initial 
  invasion. Entobians prefer the freer realms, 
  and often actively seek out Alluria or 
  Faehaven. In Malice, however, they are 
  considered a delicacy—definitely not a place 
  any entobian would like to end up. 
   
  Squole�: The Elemental Chaos has 
  several exits for the squoles to ooze 
  out of, though none are so big as 
  those that exist in Tempest. In Tempest, 
  squoles are a common sight. They work well 
  in the highly unpredictable environment, and 
  some are even known to be great heroes of 
  the realm. On Alluria, however, they are 
  much rarer. While not openly ridiculed, other 
  Allurians are somewhat hesitant to accept the 
  squole race. 
   
  Minotaur�: Minotaurs have filtered 
  in from many other worlds, 
  especially from Malice and Zelorkia where 
  they are considered a slave race. Like the 
  gnolls, some have banded together in loose 
  barbarian tribes. However, many more have 
  incorporated themselves into society as 
  mercenaries and sell-swords. A minotaur 
  bodyguard has become a status symbol 
  among certain merchant circles. 
  Consequently, numistians have grown 
  increasingly fond of these creatures, and can 
  often be found in the company of several. 
   
    Taddol�: In Alluria’s history, the 
  Taddol’s island volcano erupted, 
  destroying the entire race. In 
  Undinia, they were flooded into extinction. In 
  Draconia, they were besieged by red dragons 
  and eradicated. And while none know their 
  fate in most other realms, they were 
  discovered and rescued in Faehaven. Hailed 
  as long-lost cousins, the two-headed taddols 
  blossomed in their new environment. Many 
  taddol sought the greymist in hopes to 
  liberate their brethren in other stables. 
  Unfortunately, they have yet to find any 
  surviving taddols in other worlds. Many gave 
  up the quest and settled in Alluria, where 
  they are looked upon curiously, but with an 
  open mind. 
   
  Deva�: As the only representatives 
  from the stable known as Paradise, 
  the devas are regularly besieged by 
  sages and historians wanting answers. Most 
  devas in Alluria are missionaries, or 
  descendants of missionaries, from Paradise. 
  Their mission was to save the other realities 
  from the greymists, and convert them into 
  Paradise worlds. So far, their quest has been 
  unsuccessful, and met with a heavy resistance 
  that seems to be trying to help the 
  greymists—the wicked chronomids (detailed 
  later). 
  
   
   
  18 
   
  MIST
  MIST
  MIST
  MISTlings
  lings
  lings
  lings    
  Unfettered from time, the mistling races 
  escaped the distant past and now reside in 
  their fractured future through a little help 
  from the greymist. 
   
    Mahrog�: In Alluria’s history, 
  Mahra, the goddess of the mahrogs, 
  was far less patient. With her deific 
  perspective, she was able to detect and 
  exploit the time rift that would happen tens 
  of thousands of years in the future. She hid 
  her people in a secluded alley at first, while 
  she secretly experimented with the rift. 
  Eventually she opened up a path to the 
  greymist, and led the Mahrogs through. In 
  the distant future, she was able to actively 
  dissuade her people from progress, while 
  allowing them to mingle with civilized races.  
   
    Zif�: The zifs were the first to 
  notice the temporal tear. Their 
  mystics peering millions of years 
  into the future could see it. Perceiving it as a 
  possible threat, a large group of zif began 
  breeding snillorgs in order to investigate.  
  With great magics, they opened a portal to 
  the greymist, and eventually filtered into the 
  stable worlds. In Alluria, they found that 
  their race had degenerated during the 
  countless eons; the zif had become solitary 
  and nearly non-sentient.  By tapping into the 
  collective unconscious of this race, the ancient 
  zif sparked a revolution which led to a 
  sudden transformation that led to the 
  common zifs everyone knows today. It is 
  rumored that the zifs in Undinia have 
  adopted the bodies of colossal kraken, and 
  are attempting to gain control of the other 
  races. The Allurian zifs, however, dismiss this 
  rumor, expressing that zifs care little for 
  power over lesser races. 
   
      
  Outsiders
  Outsiders
  Outsiders
  Outsiders    
  While the temporal cataclysm affected the 
  realm, some races were on the outside 
  looking in. Attracted to Alluria’s unique 
  nature, they have become welcomed 
  residents in world where racial tolerance is 
  taking on a whole new meaning. 
   
    Numistian�: From the vantage point 
  of Mnol, the realm of Alluria is known 
  as Flicker because it is constantly changing 
  between realities. To the Numistians, this is 
  seen as a rare opportunity; a world that offers 
  potentially unlimited commerce with little 
  fear of stepping on another numistian’s toes. 
  Where there was once one world complete 
  with all its treasures, now there seems to be 
  countless. This has attracted numerous 
  numistians to Alluria, as well as nearly all 
  other stables. Only the hive worlds are 
  considered unprofitable, and therefore off-
  limits. They will bravely sell their wares to 
  liches in Necroria, dragons in Draconia, and 
  may even be found peddling trinkets in the 
  greymist itself. Despite their propensity to set 
  up shop just about anywhere, they are 
  especially fond of Alluria. It has unbounded 
  profit potential, and the residents are far less 
  likely to devour those that do not give them a 
  fair deal. 
   
    Muse�: The muse began fleeing 
  Dream less than a century ago, 
  much after the time-war and the 
  appearance of the greymists. Most came 
  directly to Alluria, as they felt they could be 
  most beneficial in a land that favored the 
  brave adventurer and bold explorer. 
  According to the deva, a fair number of 
  muses also fled to the Paradise stables. 
   
      
  
   
   
  Other races of 
  Other races of 
  Other races of 
  Other races of 
  note
  note
  note
  note    
  Some races are much better suited to villainy 
  than the life of an adventurer. These races are 
  noted below. 
      
  Goblins�: Goblins, hobgoblins, and 
  bugbears are the biggest sentient 
  pests of Alluria. They are 
  encountered frequently, and often 
  cause a lot of problems.  They breed quickly
  and worship noxious deities. They harbor a 
  deep hatred towards boggles, which
  view as traitors to their own kind. Boggles 
  simple view goblins as misfortunate and 
  primitive nuisances.  
   
  Lizardmen�: The population of 
  lizardmen has greatly increased in 
  recent years, and they are becoming 
  a much more common threat than ever 
  before. There are frequent clashes between 
  establish lizardman tribes and new mogogol 
  communities. 
   
  19 
  Other races of 
  Other races of 
  Other races of 
  Other races of 
  Some races are much better suited to villainy 
  r. These races are 
  Goblins, hobgoblins, and 
  bugbears are the biggest sentient 
  encountered frequently, and often 
  f problems.  They breed quickly 
  and worship noxious deities. They harbor a 
  which they 
  view as traitors to their own kind. Boggles 
  simple view goblins as misfortunate and 
  The population of 
  lizardmen has greatly increased in 
  recent years, and they are becoming 
  e common threat than ever 
  before. There are frequent clashes between 
  establish lizardman tribes and new mogogol 
   
   
  Orcs�: About fifty years ago, a 
  large troop of orcs came over from 
  Zelorkia and motivated large 
  numbers of Allurian orcs to leav
  and help them find a way back to Zelorkia, 
  where they are more respected. 
  Consequently, the orc population has 
  dropped dramatically.  Many join the exodus 
  yearly, and their race is expected to leave 
  Alluria completely within the next few 
  decades. 
   
  Chronomids*: Chronomids are a 
  new menace to Alluria, and seem to 
  be increasing in number. Grotesque 
  aberrations, these creepy creatures seem bent 
  on destroying Alluria’s mist
  plunging all Stables irrevocably
  greymist. *Chronomids are detailed on the 
  next page. 
   
   
  About fifty years ago, a 
  large troop of orcs came over from 
  Zelorkia and motivated large 
  numbers of Allurian orcs to leave with them 
  and help them find a way back to Zelorkia, 
  where they are more respected. 
  Consequently, the orc population has 
  dropped dramatically.  Many join the exodus 
  yearly, and their race is expected to leave 
  Alluria completely within the next few 
  Chronomids are a 
  new menace to Alluria, and seem to 
  be increasing in number. Grotesque 
  aberrations, these creepy creatures seem bent 
  on destroying Alluria’s mist-pillars, and 
  irrevocably into the 
  are detailed on the 
  
   
   
  20 
   
   
   
  Chronomids are bizarre aberrations 
  that seem connected to the greymist. While 
  they vary greatly in form, they all have 
  snakelike mouths on top of their heads, 
  bright orange eyes on the center of their 
  bodies, and thin, three-toed limbs. Their 
  wrinkly and hairless skin has the ability to 
  change color, though they appear to prefer 
  bright colors to any sort of camouflage. They 
  seem to lack the ability to speak or make 
  sound. 
  Chronomids have proven themselves 
  to be despicable creatures that seem to live 
  only to cause destruction. Their connection to 
  the greymist is their most frightening aspect; 
  as they willingly destroy any barrier that 
  keeps the greymist at bay. They are also very 
  intelligent creatures, capable of designing 
  and executing complex plans, understanding 
  language, and adapting quickly to their 
  surroundings. 
   
  �
  �
  �
  �Chronomid Collector                 Level 12 Minion 
  Small aberrant magical beast                                     XP  175 
  Initiative +6                 Senses Perception +5; darkvision  
  HP: 1; a missed attack never damages a minion 
  AC: 25  Fortitude: 25  Reflex: 22  Will: 21 
  Resist 10 psychic 
  Immune deafened  
  Speed 6 
  MMMMBite (standard;at-will) 
      +15 vs AC; 6 damage 
  mmmmTriple Bite (standard;at-will) 
     The chronomid collector makes three bite attacks. 
  Alignment: Evil    Languages: Common (understand only) 
  Skills: Stealth +14, Endurance +13 
  Str: 18 (+9)  Dex: 12 (+6) Wis: 11 (+5) 
  Con: 16 (+8) Int: 6 (+3) Cha: 8 (+4) 
   
  Chronomid Collector 
  Tactics 
  A chronomid collector relies soley on its three 
  vicious maws to attack with. 
  �
  �
  �
  �Chronomid Examiner         Level 7 Elite Soldier 
  Medium aberrant magical beast                                   XP 600 
  Initiative +6                 Senses Perception +9; darkvision  
  HP: 156; Bloodied 78 
  AC: 22  Fortitude: 19  Reflex: 20  Will: 17 
  Resist 10 psychic 
  Immune deafened  
  Savings Throws +2 
  Speed  7 
  Action  Points 1 
  MMMMBite (standard;at-will) � Poison 
      +12 vs AC; 3d8+4 damage and the target takes  
     ongoing 5 poison damage and is stunned (save  
     ends both). 
  mmmmDouble Bite (standard;at-will) � Poison 
     The chronomid examiner makes two bite attacks. 
  Combat Advantage  
     If the chronomid examiner has combat advantage  
     against the target, the target is also knocked  
     prone on a hit. 
  Alignment: Evil    Languages: Common (understand only) 
  Skills: Stealth +17, Endurance +15 
  Str: 12 (+4)  Dex: 19 (+7) Wis: 12 (+4) 
  Con: 14 (+5) Int: 10 (+3) Cha: 9 (+2) 
   
  Chronomid Examiner 
  Tactics 
  A chronomid examiner will bite, poison, and 
  knock opponents prone as often as possible. 
  They often target those who exhibit a leader 
  role. 
   
  �
  �
  �
  �Chronomid Director    Level 11 Elite Controller 
  Large aberrant magical beast                                     XP 1,200 
  Initiative +10                Senses Perception +12; darkvision  
  HP: 156; Bloodied 78 
  AC: 22  Fortitude: 19  Reflex: 20  Will: 17 
  Resist 20 psychic 
  Immune deafened  
  Savings Throws +2 
  Speed  4 
  Action  Points 1 
  MMMMBite (standard;at-will) � Poison 
     Reach 2;  +17 vs AC; 3d8+5 damage and the target    
     takes ongoing 5 poison damage and is  
     immobilized (save ends both). 
  
   
   
  21 
   
  rrrrPoison Spit (standard;at-will) � Poison 
     Ranged 10; +15 vs. Reflex; 3d8 + 5 poison damage.  
     and the target is blinded (save ends). 
  ccccAcidic Breath (standard; recharge 6666) � Acid   
     Close blast 4; +15 vs. Reflex; 4d8 +5 acid damage  
     and ongoing 5 acid damage (save ends) 
  ccccPsychic Pulse (standard;at-will)  
     � Psychic, Charm 
     Close blast 3; targets enemies; +15 vs. Will; 2d8 +5  
     psychic damage and the target cannot attack the  
     chronomid director (save ends). 
  Alignment: Evil    Languages: Common (understand only) 
  Skills: Stealth +20, Endurance +13 
  Str: 14 (+7)  Dex: 21 (+10) Wis: 14 (+7) 
  Con: 16 (+8) Int: 16 (+8) Cha: 13 (+6) 
   
  Chronomid Director 
  Tactics 
  A chronomid director avoids melee, instead 
  directing other types of chronomids around 
  in battle. When enemies get too close, it uses 
  a psychic pulse to protect itself. 
   
  Chronomid 
  Lore 
  A character knows the 
  following information with a 
  successful Dungeoneering 
  check. 
   
  DC 15: Chronomids 
  seem to dislike bright 
  light, and usually flee 
  from combat if a 
  chronomid director is not 
  present. 
   
  DC 20: Chronomids 
  communicate with each other 
  by rapidly changing color. The 
  color each individual carries 
  some sort of meaning to other 
  chronomids.  
  Encounter Groups 
  Chronomids are encountered commonly in 
  the greymists or underground. They are often 
  lead by a director while undertaking some 
  vile mission. 
  Level 11 Encounter (XP 3,100) 
  � 1 chronomid director (level 11 elite    
       controller) 
  � 2 chronomid examiners (level 7 elite  
       soldier) 
  � 4 chronomid collectors (level 12 minion) 
   
   
   
  (Left to right) chronomid examiner, chronomid 
  director, and chronomid collector 
  
   
  22 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Get the 
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  Worlds 
   
         This is not a stand-alone campaign 
  setting—it is a setting upon which material 
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  Setting Guide works as a framework upon 
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/4th Edition/Alluria Publishing/Alluria Campaign Setting Guide.pdf