INTRODUCTION

 

The world of Sunacra is a place of vast magic and unusual monsters, where the people and the lands are infused with magic.  Due to the arcane energies granted by The Hollow and mastered by society, the cities upon the floating continent of New Caidezarr are filled with magical castles, supernatural temples, sky ships and any other magically enchanted necessity.  The foundation of society on the thriving lands of New Caidezarr are upheld by magic, and were first created to get away from the Dark Wastes, a dark and barren continent mostly devoid of life ever since it was razed during the Necromantic War.

The campaign world begins over 300 years after the end of the Necromantic War, which was a consequence of the millennia long War of the First Guardians.  The First Guardians, powerful deities who each controlled a single domain, fought amongst themselves instead of tending to the needs of the races and the lands.  Since the First Guardians did not require followers to maintain their divine power, they cared not for the affect the war had on Sunacra.  It began when the First Guardian of Evil discovered how to absorb the powers of a fellow deity which destroyed that deity, upon which other First Guardians followed this technique to increase their own power.  Clerics found it increasingly harder to attain divine spells as the celestial war escalated, whilst arcane spelllcasters like wizards and sorcerers remained unaffected.  Towards the end of this celestial war the First Guardian of Evil had amassed the powers of all domains except for that of magic.  Magic is not a normal domain in Sunacra, nor is it controlled by a typical First Guardian.  Magic is The Hollow and The Hollow is magic, it is both the origination and the essence of magic, and is more of a divine omnipresence than an actual being.  The Hollow is a force of nature, if you will, and the First Guardian of Evil wanted to destroy it and absorb the power of magic himself.  Being the creator of all things of Sunacra, including the First Guardians, the Hollow would not be easily subdued; as a result the conflict between it and the First Guardian of Evil spanned many planes and many decades.  Even though The Hollow was victorious magic was severely damaged, leaving all arcane and divine spellcasters without access to any spells at all.  The energies of The Hollow were almost nonexistent, making it difficult to craft new magic items, although few current magic items still worked.  The world of Sunacra seemed to become smaller, as some of its continents and islands disappeared, except for the largest which would be later called the Dark Wastes.  It was as though The Hollow became dormant, and it would remain that way for centuries to come.

The First Guardian of Evil left its mark on the world, before ceasing to exist.  While magic other than magical items appeared to be suppressed, there were zones where wild magic and void magic existed, including shadow magic zones which are a combination of both types.  Some spellcasters were able to draw arcane and divine energies to cast spells from wild magic zones, but spells would backfire most of the time killing the caster and destroying everything in the area except the wild magic zone.  Void magic zones on the other hand are known to erratically disjunction magic, or intermittently dispel magic. The combined natures of wild magic and void magic were known as shadow magic zones because they were also suffused with negative energy.

The races of Sunacra continued life without a great deal of help from magic, although there were those who keep trying to access magic to no avail.  As the years passed, there were few races that began to develop psionic powers and abilities of legend, but were forced underground into hiding because many shunned and feared these ‘manifesters.’  They formed psionic societies below the surface lands, away from there oppressors.  However, these latest psions soon found out that psionics was far from legendary or forgotten when they stirred the psionic denizens of the underground realms below, and summarily the psion refugees joined forces to fight for their lives against what are now known as psi-killers.

An aspiring young necromancer ultimately discovered how to safely harness the magical energies from the shadow magic zones, when within a certain proximity, casting both arcane and divine spells, especially those of the necromancy school and the death domain, his name was DeSilva Sou-Myth.  DeSilva called himself a true necromancer and shared his arcane knowledge in small amounts with those who would swear fealty to him.  He became more and more powerful as time went on, to the point where he could simply harness shadow magic energy from anywhere.  The true necromancers, later commonly known as TruNeks among those they terrorized, amassed a great following, forming their own language and culture under the guidance of DeSilva.  It was around this time, almost 1000 years after the War of the First Guardians first began, when DeSilva Sou-Myth decided the world of Sunacra and especially the lesser necromancers should bow at his feet, thus the start of the Necromantic War.  It was during these wars that DeSilva researched and created a way to turn himself into the first runelich, as well as formed his Order of the En-Jounari, a group of his elite and most loyal followers.  The Necromantic War initially had the TruNeks fighting against necromancers, and until eventually the rest of Sunacra were caught in the middle of the power struggle.

If it were not for the return of The Hollow and the coming of the Ryujin, a new race of Guardians, who were both instrumental in ending the Necromantic Wars, DeSilva Sou-Myth and his TruNeks may have ruled the world of Sunacra for many years.

 


 

SUNACRA TIMELINE

 

Timeline

Description

YEAR

PRAE DRACONUS ("Before Ryujin")

???? PD

The Hollow created magic by becoming one with it.  In turn the world of Sunacra was formed and the First Guardians were brought into being. Together, The Hollow and the First Guardians created all living things.

1000 PD

The War of the First Guardians begins, after the First Guardian of Evil discovers how to drain other First Guardians of their powers.

900 PD

First Guardian of Evil challenges The Hollow for control over the domain of magic.

890 PD

The War of the First Guardians ends.

889 PD

First Guardian of Evil is defeated by The Hollow, but magic is severely weakened. The lingering power of the First Guardian of Evil slowly turns into what became known as the Dark Hollow.

887 PD

Races began to lose all access to magic. Magical items are losing their powers.

885 PD

Wild magic zones, void magic zones and shadow magic zones start to form all around Sunacra, causing damage and devastation to the lands.

875 PD

The world of Sunacra seemed to getting smaller, as some of the continents and islands began to vanish.

870 PD

The corruption of the surface lands by a multitude of shadow magic zones on one continent was so great, people began to call them the Dark Wastes.

665 PD

Some races manifest psionic powers in lieu of magic.

660 PD

Newly psionic races are eventually forced to escape to the lands below the surface, by those who shunned and feared "manifesters."

657 PD

Psionic refugees are able to form new societies and thrive below the surface.

634 PD

Arcane casters eventually discovered that wild magic zones granted very limited magical powers to those skilled enough to wield them. However, there was a high mortality rate for using magic is this way.

539 PD

Psion refugees delve deeper and deeper below the surface only to discover, of all denizens of the lands below the surface, the mind flayers are a most formidable enemy.

90 PD

A young necromancer, named DeSilva Sou-Myth, discovers how to safely harness some magic energy from the shadow magic zones.

85 PD

DeSilva Sou-Myth declared himself a True Necromancer, and shared some of his arcane secrets to those who swore fealty to him.

77 PD

DeSilva Sou-Myth becames more powerful, to the point where he could simply harness shadow magic energy from anywhere. He created the shadowstaff, with the help of the Dark Hollow.

75 PD

The Necromancer Wars begin, because DeSilva Sou-Myth decided the world of Sunacra and the lesser necromancers especially, should bow at his feet.

72 PD

DeSilva Sou-Myth researches and creates a way to turn himself into the first runelich

71 PD

DeSilva Sou-Myth creates shadow reavers as his personal guard.

70 PD

DeSilva Sou-Myth forms his Order of the En-Jounari, a group of his elite and most loyal followers...his true necromancers. Their enemies commonly called them TruNeks

52 PD

Resistance fighters band together to try opposing DeSilva Sou-Myth, through small skirmishes and guerilla tactics.

5 PD

Upon enslaving the majority of races still alive in the Dark Wastes and the surroundings lands, DeSilva Sou-Myth turns his attention to the lands below the surface and prepares to march his undead army into the underground realms.

4 PD

Psions ally with remaining resistance fighters from the surface, after being warned of an approaching undead army, against DeSilva Sou-Myth and the TruNeks.

1 PD

The psions and the resistance are slowly losing ground to DeSilva Sou-Myth and his TruNeks.

NEO DRACONUS ("Ryujin Guardianship")

1 ND

The Hollow returns, restoring magic and creating the Ryujin, the new Domain Guardians. The Ryujin in turn create the floating continent of New Caidezarr, allowing any free survivors to escape from DeSilva Sou-Myth's hordes.

2 ND

The Ryujin create new races. One of which is the hijau, created specially to fight the undead creatures.

7 ND

With the mighty hijau joining the battle against DeSilva Sou-Myth, his undead armies began to fall. They were being overwhelmed by the combined forces of psion and hijau.

14 ND

Marks the downfall of DeSilva Sou-Myth and his TruNeks. The Order of the En-Jounari had to retreat into hiding, after their master falls in battle.

29 ND

The phylactery of the runelich DeSilva Sou-Myth was eventually found, but was deemed to dangerous to completely destroy. Thus, was separated into 3 pieces and scattered all over the world.

32 ND

The Triumvir is established, a ruling body of New Caidezarr, consisting of the Praetor, the Mediator and the council of 12.

 

Campaign 1: DeSilva Sou-Myth's Revenge

Campaign 1 begins (adventurers: Joran Siu, Falcon, Moebius, Cutter, Seroc)

35 ND

Campaign 1: DeSilva Sou-Myth was returning with the help of his loyal death knight Urdeth and the surviving TruNeks. At the same time a new threat appears in the world, the Enclave.

Campaign 1: Adventurers stop the runelich DeSilva Sou-Myth from regaing all his powers.

Campaign 1: DeSilva Sou-Myth’s Necropolis was recalled this plane by his phylactery, and shadow reavers were once more released upon the world.

Campaign 1: Adventurers defeat the Enclave queen, stopping her from fusing with the Dark Hollow.

After the destruction of DeSilva Sou-Myth, the council of 12 were dissolved by the new Praetor Joran Siu. The council was replaced with an Oracle.

 

Campaign 2: Rise and Fall on an Enclave Queen

Campaign 2 begins (adventurers: Hiroki Siu, Thallus, Carsis, Grisham, Daresh/Diputs)

52 ND

Campaign 2: Adventurers discovered they have Enclave-like powers. They later learn that they were given this gift by the Wind Maiden, even though they didn't ask for this.

Campaign 2: Necromancers try to recreate some of DeSilva Sou-Myth's research and accidently unleash the Vempari upon the world. A hybrid of the undead and the Enclave.

Campaign 2: DeSilva Sou-Myth fails to reform his body; thwarted by the adventurers.

Campaign 2: Surviving vempari join the Enclave queen, and become her royal guard.

Hiroki becomes the Masters of Silence clan leader, residing on their floating hidden village.

Thallus becomes a champion of Kogane, forming the Oath of the Chain knights.

Carsis joins Moebius on the acropolis, eventually starting the Moebius Academy of Magic.

Grisham starts a settlement on the lands below the floating continent of New Caidezarr.

Daresh remains the Ghostwalker Diputs, roaming the lands for worthy foes.

 

Campaign 3: Incursion of the Dark Hollow

Campaign 3 begins (adventurers Murdock, Ryld, Ferric, Hannibal)

54 ND

Campaign 3: It is discovered that the world of Sunacra was divided by a barrier, and some islands on the other side was being inhabited by githyanki refugees.

Campaign 3: Adventurers go beyond the barrier to do battle with the Kaczmarek and his fellow githyanki.

Campaign 3: King Steve Salvide of Koathica turns out to be DeSilva Sou-Myth in hiding

Campaign 3: Baiten Kaitos, vempari who became a lieutenant of DeSilva Sou-Myth. Assists DeSilva Sou-Myth in combing his phylactery with the residual energies of the Dark Hollow.

Campaign 3: It is discovered that the Dark Hollow is what remains of the First Guardian of Evil.

Campaign 3: After being corrupted by the Dark Hollow, planar dragon Purdra had to be put down by the adventurers.

Campaign 3: Adventurers restored the ryujin Kakite the Quill to Guardian status, and freed Randamu the Void from the influences of the Dark Hollow. Essentially forcing the Dark Hollow to be confined in the shadowstaff, DeSilva Sou-Myth's new phylactery.

Campaign 3: The Brotherhood of the Eye attempted to interfere with the plans of the adventurers.

Campaign 3: Adventurers stop the githyanki warriors from taking over this half of Sunarca, and bring down the barrier, reuniting the whole world

 

Campaign 4: Destiny of the Sserbok'caan

Campaign 4 begins (adventurers Cleveland, Airyn, Aldwyn, Jinx, Vore)

72 ND

The Sserbok'caan leader Isskander uses the Orb of Destiny to rewrite reality and history, to make way for a deity known Serpentes to rule Sunacra.

73 ND

Campaign 4: The Veil of Serpentes blocked memories of the floating continent New Caidezarr, the Guardians and real history of Sunacra from people’s minds.

Campaign 4: Adventurers were able free the Sserbok'caan Overlords from Isskander's control, and stop Serpentes from taking over Sunacra.

Campaign 4: The Orb of Destiny is returned to the Library of Legend.

75 ND

Sorcerer Cleveland accidentally awakens Sangor the Blood Dragon, and a short conflict ensues with between the two. Brotherhood of the Eye leader, Ugar Merangaz, unsuccessfully tries to stop them from fighting.

82 ND

Lord Sevarius Thorn used his Thorn Blades to begin the fracturing of magic.

 

Campaign 5: Shroud of the Vampire Lords

Campaign 5 begins (adventurers Landfill2, Savory, Barry, Fink, Bull)

83 ND

Adventurers had been sent with several other adventurers to bring down a powerful vampire, Lord Shirako. The attack fails and survivors are imprisoned in crystal caskets to be experimented, and/or drained of their life essence.

89 ND

Magic is fully fractured and the floating continent New Caidezarr breaks apart and falls to the ocean, become several islands and land masses. Temple City and Moebius Academy remain airborne.

90 ND

Vampire Lords and Lord Sevarius Thorn create the blanket of night over the world, allowing all vampires to roam the lands regardless to the time.

91 ND

Campaign 5: Adventurers and some other heroes are encased in crystal caskets. Adventurers are rescued by a few Oath of the Chain knights and one seeker, who ended up sacrificing himself to save them from a lone graver (undead guard).

Campaign 5: The rescue adventurers and heroes have an audience with the Praetor; they learn about the blanket of night, created and powered by a giant castle stronghold connected to 8 smaller fortresses. This phenomenon adversely affects the populace, so vampires are three times more powerful versus people, except for those who were imprisoned in crystal caskets, like the adventurers.

 

Campaign 5: The adventurers learn that a green-eyed fiend (Lord Sevarius Thorn) helped the Vampire Lord Shirako create the blanket of night, although the fiend may have ulterior motive for doing so.

 

Campaign 5: Lord Sevarius Thorn, disguised as a professor at Moebius Academy, comes to the magic school to claim his Shadow Chest. The Shadow Chest contains a 10 by 10 ft. room and a Black Door with no handle, that connects to a collision of the Negative Plane and Shadow Plane. This collision turned into the Obsidian Plane.

 

Campaign 5: Adventurers defeat an undead warrior who was the warden of the Thorn Blade, a sentient obsidian greatsword forged by Lord Sevarius Thorn. The adventurers convince Thorn Blade to tell them the location of Iron Fang, a dragon ship that fought beside Kogane in the Celestial-Fiend Wars. A glaive of the same name was forged from its fang.

 

Campaign 5: Adventurers find notes stating that Sevarius Thorn created the Obsidian Plane some time ago. They also tell a story of how Lord Sevarius Thorn tangled with the guardian Randamu, failed and got punished for it, as he now is unable to return to the Obsidian Plane. Lord Sevarius Thorn had been working on plan to return, using the power of his artifacts, the Thorn Blade and the Black Door within the Shadow Chest. These would be used in conjunction with the main Obsidian Throne in the castle stronghold, which has been syphoning energy from the 8 vampire fortresses and from the Vampire Lords for many years. All these details were not told to the Vampire Lords by Sevarius Thorn when they made their deal.

 

Campaign 5: Adventurers eventually defeated the Vampire Lords and destroyed their sky castles that powered the blanket of night, which hindered Sevarius Thorn’s plans.

Campaign 5: The dragon-ship Iron Fang is released from Sevarius Thorn's imprisonment by the adventurers. It was freed from a creeping obsidian-like substance that had corrupted it. Sometime later, the adventurers learn the Thorn Blade is actually a set of two obsidian great swords - the name has caused constant misunderstandings. Based on the research Sevarius Thorn did on Iron Fang, the Thorn Blade were to be used as fangs for dragon-ship yet to be created.

 

Campaign 5: Adventurers learn of Sevarius Thorn’s older sister Lady Kindle Thorn, who craved power and had been fervently searching for the Bracelet of Creation. The bracelet was originally belonged to the First Guardian of Creation during the War of the First Guardians While the Thorn Clan were fiend who were granted powers by the First Guardian of Evil, to aid him during the same war. Father Thorn and Mother Thorn feared the power and the after effects of the bracelet if they allowed their daughter to get it, so created the Black Ice Plane and hide the bracelet from her. Lady Kindle Thorn killed her parents and siblings in retribution, only Sevarius Thorn escaped her rampage. The Ember Plane, a collision of the Negative Plane and Fire Plane was created by Lady Kindle Thorn well before the Obsidian Plane was created.

Campaign 5: Adventurers inadvertently free Lady Kindle Thorn her eternal prison in the Black Ice Plane. She resumed her mad quest for the Bracelet of Creation, but it had already been placed in the care of the Guardians. She retreated into hiding, to bide her time for a better opportunity of getting the power she desired.

Campaign 5: The adventurers find the shadow-staff and invoke its powers. Upon which, they were connected by the Order of the Enjounari, and eventually escorted to a massive obsidian pyramid in the Dark Wastes, the Necropolis. The shadow-staff was placed on the throne, after which DeSilva Sou-Myth is returned to power by the adventurers. DeSilva Sou-Myth allowed them to leave the Necropolis without incident.

Campaign 5: It is discovered that Sevarius Thorn's plan to use the Vampire Lords to collect energy, was also to be used for the creation of his Obsidian Dragon-ship. With this, he planned on subjugating the Material Plane.

Campaign 5: The "Slayers of Thorn" defeat Sevarius Thorn and his Obsidian Dragon-ship

290 ND

In the Dark Wastes, DeSilva Sou-Myth and his TruNeks were waging war against the Blood Orcs and Sangor the Blood Dragon. The rest of Sunacra have enjoyed about 200 years of peace since the fall of Sevarius Thorn.

294 ND

Lady Kindle Thorn forges Dread Razor, a powerful obsidian katana, created by draining the planar realms belonging to her brother and her mother, effectively destroying the Obsidian Plane and the Black Ice Plane.

296 ND

Lady Kindle Thorn ended the tumult in Dark Wastes by wiping out the TruNeks, and nearly doing the same to the Blood Orcs.  She gravely wounded Sangor, and would have killed him were it not for DeSilva Sou-Myth trying to seize the opportunity to kill her while her focus was on the blood dragon.  However, DeSilva Sou-Myth miscalculated and great price, because Lady Kindle Thorn eventually sundered his physical runelich form and dispersed his necrotic essence. Nothing but dust and DeSilva Sou-Myth’s Shadowstaff remained where he once stood.  Although, the Shadowstaff was not being wielded, Lady Kindle Thorn was not able to destroy it, most likely because it was created from quintessence of the Dark Hallow. Out of sheer rage, Lady Kindle Thorn threw the staff as hard as she could further into the Dark Wastes and it is yet to be found. During this commotion, Sangor retreated in order to recuperate from this encounter, believing he have had a better chance if he was not already weakened from battling DeSilva Sou-Myth. That day was the last time anyone officially saw the runelich, or his Gravers.

316 ND

The last year without the great rift in the sky.

RIFT YEAR

317 ND
(1 RY)

Lady Kindle Thorn could not hope to defeat the Guardians alone or without more power. In a gamble to quickly get more power to fight the Guardians, Lady Kindle Thorn sliced through the walls of reality to draw energies from other realms, imbuing herself with dangerously high levels of power. The ensuing battle between Lady Kindle Thorn and the Guardians collapsed some planes and tore through walls of reality, leaving a substantial rift in it. By now Lady Kindle Thorn’s powers were so great that all the Guardians had to sacrifice significant amounts of their power to stop her and seal her powers, as well as the powers of Dread Razor. While they did defeat her, this left the surviving Guardians too weak to be deities any more, and reverted back to their original dragon forms returning to live on the mortal world. The divine sacrifice of the Guardians was so immense that it negatively affected the evil aligned of Sunacra.

The Hollow still exists enough to sustain and maintain powers of the mortal world, but the battle altered how the Hollow affects powers, causing them to act differently depending on the month. Many people started to feel the divine presence of new other worldly Guardians not known to them, which was daunting at first, but soon became the norm.  These Guardians are said to be projecting their divinity through the rift, helping to protect or exploit what remains in the lands of Sunacra.

The known world is currently protected from the timeless darkness by four elemental pillars of fire, water, earth and air at each corner. These were created by the four guardians known as the  elemental maidens when they sacrificed themselves, becoming the pillars to protect all of Sunacra from the timeless darkness caused by Lady Kindle Thorn.

318 ND
(2 RY)

The Ember Knights, followers of Lady Kindle Thorn still believed that she would return to lead them to victory over all of the lands, so they kept up the fight against all that did not join her.

320 ND
(4 RY)

Magistrate Anhueser NcNair and those that opposed the Ember Knights formed an alliance to stop them, initiating a project to create a new type of shield guardian, the Mandate. Mass produced with the Mandate Primo-Generator, the Mandate protected the city of New Caidezarr from the Ember Knight onslaught.

321 ND
(5 RY)

Lady Kindle Thorn’s followers were eventually beaten and retreated into hiding, allowing peace to return the lands of Sunacra.  Lady Kindle Thorn has not been seen for many years now, but remnants of the Ember Knights continued to search for her and her obsidian katana.

339 ND
(23 RY)

Ember Knights engineered the taking of the Mandate Primo-Generator from New Caidezarr. They have trouble getting to work.

348 ND
(32 RY)

High Priestess Astra Zeneca, who leads the Ember Knights, and a Tosan female named Iron Lotus clashed on the battlefield.

 

Campaign 6: The Rise of Lady Kindle Thorn

Campaign 6 begins (adventurers Ruby Rhod, Leeloo, Zorg, Korben, Father Vito)

398 ND
(82 RY)

Ember Knights continue to search for ways to bring back Lady Kindle Thorn. Skull Fire Heresy had been conducting experiments to create implements similar to DeSilva Sou-Myth’s shadowstaff.

 

Campaign 6: The Associates find Ember Knights searching for fragments of an obsidian skull. Item capable of summoning obsidian undead.

 

Campaign 6: The Associates discover that the Paragnostic Assembly has secretly infiltrated the Ember Knights to gather knowledge and information.

 

Campaign 6: It is discovered that the Ember Knights and the Skull Fire Heresy have a tenuous alliance to further their own agendas. The Skull Fire Heresy were attempting to restore DreiDraken.

 

Campaign 6: The Associates defeat Elric Klinefelter, allowing Iron Lotus to break free from her prison. She has no memory of how she got there or who she is, just her mission to take her medallion to Novacol Mt. The Associates convince Iron Lotus to join them against the Ember Knights.

 

Campaign 6: It is discovered that the Ember Knights have been split into two factions: The spirit of the High Priestess Astra Zeneca leads the Ember Knights and the possessed body of the High Priestess Astra Zeneca leads the possessed Ember Knights.

 

Campaign 6: Necromancer Lagerfeld is stopped from razing Seroc Dwarven City with his small undead army by the Associates.

 

Campaign 6: The Associates arrive at Novacol Mt. to witness the battle between Ember Knights and possessed Ember Knights. The dread lich Testament watching the battle ensue, summons a dracolich against the possessed Ember Knights. The possessed body of the High Priestess merely touches the dracolich, assumes control of it, and sets the dracolich upon the Ember Knights. During the battle, it is realized that the possessed Ember Knights are being controlled by the Enclave.

 

Campaign 6: The Primo-Generator is found High Priestess Astra Zeneca’s lab within Novacol mountain, possessed by an Enclave queen attempting to merge with it. The Associates destroyed it, but soon discover Iron Lotus is to become another Primo-Generator and chose to end her.

 

Campaign 6: The Associates find out that Elric Klinefelter and Reece Flintkiller are a members of the League of Iron led by Reine Tricklefell. They are all splinter personalities of the sentient bone-staff created by the Skull Fire Heresy, that were capable of taking humanoid avatar form.

 

Campaign 6: With the help of Elric Klinefelter, who abandoned “the whole,” the Associates defeated Reine Tricklefell and imprison all the personalities back into the bone-staff that they left in the care of High Priestess Revlis Diu-Qil. The bone-staff was stored in a crystal casket and banished to Enzorgaden.

 

Campaign 6: The Ember Knights and the Skull Fire Heresy called a truce to combine their efforts and pool their powers, when they respectively discovered how to restore Lady Kindle Thorn and DreiDraken. The interference of the Associates disperses the accumulated power into an eruption of celestial and fiendish energies. This overload of chaotic energy restored the powers of Lady Kindle Thorn, the guardians, DreiDraken, Kogane, Randamu and Kakite.

 

Campaign 6: The Skull Fire Heresy still managed to betray the Ember Knights, by sabotaging Lady Kindle Thorn’s part of the ritual, thus she was not at full strength. Thus the renewed battle between her and the guardians was not in her favor. Meanwhile, the Associates, the Oath of the Chain Knights, and the Seekers enter into battle against the Ember Knights, and the Skull Fire Heresy. All who were battling then witnessed when Kogane struck the final blow against Lady Kindle Thorn, slashing her chest with his claw, and rending her heart out of her back, destroying her body. His claw were stained red with her blood for many days after.

399 ND
(83 RY)

In the aftermath, two new guardians arose to fill the void left by the elemental maidens, as Shirogane the Gale and Akagane the Blaze join the Ryujin pantheon.

400 ND
(84 RY)

In the years that followed the fall of Lady Kindle Thorn, some of the remaining Ember Knights established and settled in Cinder City, within the Drakestone Desert. They dubbed themselves Cinder Knights, while the more magically inclined established an order called Red Wizards of Cinder. The Ember Knights continued to believe they could revive Lady Kindle Thorn.

401 ND
(85 RY)

The last seekers present, that witnessed a restored Kogane silence Lady Kindle Thorn, started a new monastic faction known as the Order of the Red Claw, in honor of Kogane.

404 ND
(88 RY)

The Ember Knight Adepts eventually reproduced and improved upon the Mandate Primo-Generator that Magistrate Anhueser NcNair originally created. With this they terrorized the lands of Sunacra using the mandate, until eventually they were stopped by the Oath of the Chain Knights and the Order of the Red Claw.

405 ND
(89 RY)

The remaining Ember Knights went into hiding after they were defeated; they split up to making hunting them down that much harder. The followers of Lady Kindle Thorn started drift off into distant memories.

 

Campaign 7: The Mandate Return

 

Campaign 7 begins (adventurers Allora-Lily, Ellywick Waywocket, Khorvosh, Kjani-Pahlur, Kronodiv, Svetlana)

420 ND
(104 RY)

Campaign 7: First appearance of mandate in the last 15 years, as one emerged from Falcon Forest and another made it to the nearby village, AnnraeStad.

 

Campaign 7: Adventurers headed to ruins in the Falcon Forest, which they traced as the mandates origin point. There they confronted a human sorcerer by the name of Balthazar Krayne and freed a tiefling sorcerer named Svetlana.  They discovered that Balthazar Krayne was experimenting with mandate, trying to recreate what the Ember Knight Adepts did. The adventurers defeated the sorcerer and mandate prototypes. They found and freed a Red Claw trapped in crystal; it appeared that the two mandate escaped from this crystal trap set off by the Red Claw 15 years ago.

 

Campaign 7: DreiDraken introduced himself to the adventurers as the Three (Sehen, Spreken, and Horen), taking the appearance of three young elven children. He told them of Davion Krayne and how a bounty had been put on their heads with the Azure Scar Syndicate for killing his older brother.

 

Campaign 7: The adventurers are told of a possible conspiracy between the Mandate and the Order of the Red Claw by Svetlana, as she and her half-elf friend, Borshkavitz were sent on a secret mission by them, only to be easily discovered and tortured by those they were investigating. Borshkavitz did not survive. There had to be a mole within the Order of the Red Claw.

 

Campaign 7: One of the adventurers, a ranger of Falcon Forest, met Kogane will walking around AnnraeStad. He thanked her and her compatriots for saving one of his Red Claw, Kenji Takeshi. He then told Allora-Lily that the one trying to kill her and the other adventurers currently resided in the Black Ice Zone.

 

Campaign 7: Along the way to the Black Ice Zone, the adventurers were set up on by Azure Scar Syndicate assassins. Soon after that, they met a traveling elven bard name Eugene Struthers, who was commissioned by the mayor of Todea Village to perform at the Shuffling Horse Inn & Tavern. When they all arrived in Todea Village, they notice something is a little off with the villagers. Even the two Red Claws, Ley'Val Shunmis and Ter'Cen Shunmis, stationed in the village are a little off. The adventurers concluded that the newly appointed mayor was behind what had happened, and soon learned that the mayor is Abelard Krayne, the middle Krayne brother.  The villagers had some sort Enclave substance that infested their bodies; most of the villagers were already dead, reanimated by Enclave.

 

Campaign 7: The adventurers find Abelard Krayne’s Inner Sanctum, where they discovered the mayor had been experimenting with the Enclave. They saw a meeting in progress between one individual and five shadowy representations, all seated at a table. They are the Council of Gre’Goo, whose current members included Balthazar Krayne, Abelard Krayne, Davion Krayne, Mellistopher, Yaozu Rasmussen and Omnaris Kanigh. Since Balthazar Krayne and Abelard Krayne were both dead, their proxies attended the meeting, Ogwin Dearth and Brother Nerus respectively. Brother Nerus was the one individual physically present.

 

Campaign 7: The adventures defeated the Brotherhood of the Eye initiate, Brother Nerus and discovered his journal. The journal mentioned the occupation of the council members, besides the brothers Krayne, who were all sorcerers. Mellistopher is a human Brother of the Eye abbot, Yaozu Rasmussen is a doppleganger spy who infiltrated the Order of the Red Claw, Omnaris Kanigh is a human warlock and guild master in the Azure Scar Syndicate, and Ogwin Dearth is a tiefling sorcerer. The journal goes on to mention that the brothers Krayne are attempting to make some sort of Mandate/Enclave hybrid, which is why all the testing and experiments. The journal designates the adventurers as the Marauders by the factions after they raided the ruins.

 

Campaign 7: The Marauders found a naked woman floating in tube filled with translucent purple liquid. It was Shrenique, an Enclave queen, that had been assisting with the experiments. They learn that Omnaris Kanigh and Yaozu Rasmussen are likely under the Enclave queen’s influence. After a night’s rest, the Marauders try to interrogate the queen further; she says nothing so they feed her to a bad of devouring. The Marauders met Ogwin Dearth, who wants to help them disband the Council of Gre’Goo, as the “greater good” council has strayed from its original purpose of helping. Thus, they form an alliance.

 

Campaign 7: The Marauders try to track down Omnaris Kanigh, in an attempt to remove the Azure Scar Syndicate bounty on their heads. They make it to Dareshville, with a tip from a rival guild master in the Azure Scar Syndicate, Valon Caius. There they found the safe house with a portal to Omnaris Kanigh’s base of operations. The Marauders found and freed 4 Red Claw prisoners: Old Master Makoto Kuroki, the real Yaozu Rasmussen, the real Ley'Val Shunmis, and the real Ter'Cen Shunmis. They also learned that Kenji Takeshi is actually a shiden, as Makoto Kuroki ripped off the Mask of Bones of which he wore without knowing. Makoto Kuroki then apologized for keeping this information from Kenji Takeshi for all these years.

 

 

 

 

 

Campaign 8:

 

Campaign 8 begins (adventurers)

 

 

 

 

 


 

SUNACRA HOUSE RULES

 

GENERATING ABILITY SCORES

Characters may select from the following methods to generate ability scores; players may use each set once, then chose one again for an extra set:

 

Ability Score Point Cost

Score

Cost

8

0

9

1

10

2

11

3

12

4

13

5

14

7

15

9

16

11

17

13

18

15

 

 

NOTES

·         Whenever your c1ass gives you the Ability Score Improvement feature, you also gain a feat in addition.

·         The following optional rules will be used:

o   Flanking. (DMG 251)

o   Hero Points. (DMG 264)

o   Healing Surges (as a bonus action). (DMG 266)

o   Action Options: Climb onto a Bigger Creature. (DMG 271)

o   Action Options: Disarm. (DMG 271)

o   Action Options: Mark. (DMG p. 271

o   Action Options: Overrun. (DMG p. 272)

o   Action Options: Shove Aside. (DMG p. 272)

o   Action Options: Tumble. (DMG p. 272)

o   Cleaving Through Creatures. (DMG p. 272)

o   Massive Damage. (DMG p. 273)

·         Critical Hit and Critical Fumble chart will be used.

·         Gestalt Character Archetypes: progresses in two class archetypes in the way a normal character progresses in one.

·         All deities are allowed, including Ryujin.

 

 

 

 

 

SUNACRAN RACES

The people of Sunacra include all the common races detailed in the Player’s Handbook and the following new powerful races unique to this world that can be used in any D&D campaign. These races include Blood-orcs, Duskfire Elves (Ka’Dun), Katrani, Hijau Ogres, and Shiden.

 

BLOOD-ORC

Blood-orcs are known to be the most ferocious and vicious of the orc subraces in Sunacra, even normal orcs fear for their lives around blood-orcs.  They live for the death and destruction of all other races, for this they were banished to the Dark Wastes a long time ago.

 

Blood-Rage

Blood-orcs’ scarlet pigmentation, under bite with a pair of prominent tusks, all amber glowing eyes, dark grey hair and towering build make their Sangor blessed heritage known to those who see them. Blood-orcs stand between 5 and 7 feet tall and usually weigh between 200 and 260 pounds. Blood-orcs huge amber eyes have neither iris nor pupil, and glows with intensity based upon their emotional state.

The Blood orcs lust for wanton destruction is only exceeded by their hatred of other races.  Blood orcs are naturally inclined towards chaos and evil, very few are able to avoid these tendencies.  Good blood orcs are rare and hard to find, as they are generally hunted down and killed as outcasts by their evil blood orc brethren.

 

Blessed by Sangor

The ancient blood dragon Sangor created blood-orcs and continues to influence them, all due to the dragon’s demigod-like powers. The first blood-orcs were normal orcs that were bathed in the blood of Sangor, by Sangor herself. Blood-orcs are grim and dark individuals.  Being direct and straightforward in action and speech is a common trait among blood-orcs, they prefer not to waste time on trivial affairs when there are conquests to be made.  Known to be selfish and greedy, they tend to value individual accomplishment over teamwork.

 

Dark Wastes

The blood-orc homelands are deep inside the Sangor Mountains, which lay within the Dark Wastes.  It is difficult for most living creature to survive in the Dark Wastes, so most other races know little of the blood-orcs.  Blood orcs who spend their lives in the barren, bleak mountains within the Dark Wastes treat outsiders with out-and-out distrust and hatred.  Blood orcs especially hate individuals they see as weak, and rather use them as slaves or kill them.  Blood orcs will only respect power and a show of force from outsiders.

 

Outcast adventures

Blood orc adventurers are outcasts from blood orc society, and in some cases blood hunts are set up to track down these outcasts, some outcasts find themselves constantly on the run.  Blood orc adventurers are most often fighters, sorcerers and barbarians

 

Blood-orc Names

Blood-orcs usually have names they deem reflect blood-orc culture or names they believe would make them more intimidating, especially if it is blood related, thus paying homage to Sangor. Some blood-orcs have been known to have guttural orc names of their cousins.

 

Male Blood-Orc Names: Bloed, Blut, Crour, Damu, Dugo, DuSang, Gjak, Gore, Igazi, Odol

Female Blood-Orc Names: Aima, Aryun, Krev, Magazi, Qan, Rakta, Sango, Sangre, Siskhlis, Veri

 

Blood-Orc Traits

Your blood-orc character has certain traits deriving from your orc ancestry and infernal descent.

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

Age. Blood-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 80 years.

Alignment. Blood-orcs inherit a tendency toward chaos from their blood-orc parents and are strongly inclined toward evil.

Size. Blood-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Thanks to your blood-orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it w ere bright light, and in darkness as if it w ere dim light. You can't discern color in darkness, only shades of grey.

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Battle Caster. You are proficient with the greatsword and greataxe. You can perform the somatic components of spells even when you have weapons in one or both hands.

Sunlight Sensitivity. Having lived in the Dark Waste since birth, blood-orcs aren't used to sunlight and often times find the extra light distracting or even painful. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Overconfident. Blood-orcs think themselves stronger than any opponent. You have disadvantage on Dexterity (Stealth) checks and Wisdom (Insight) checks.

Blood of Sangor. You have resistance to the necrotic damage type, but you have vulnerability to the radiant damage type. You are immune to the effects of the Dark Waste.

Blood Runes. You know the resistance cantrip. Once you reach 3rd level, you can cast the bane spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the ray of enfeeblement spell once per day. Charisma is your spellcasting ability for these spells.

Languages. You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.

 

 

DUSKFIRE ELF (KA’DUN)

Ka’dun, sometimes called duskfire elves, are a chaotic and flame blessed offshoot of dark elves.  They are blessed and favored by the Guardian of Fire, and dwell within a volcano far beneath its perpetual dust clouds.  Traditionally ka’dun become sorcerers or wizards to further their arcane knowledge of alchemy, magic and craft skills.

Ka’dun elves know the unique sign language, Ka’dun Cant, which allows them to communicate silently with hand gestures at distances of up to 180 feet as long as they can see each other.  Ka’dun Cant is a bonus language for ka’dun, and it counts as a normal language for others, who have to spend skill points to learn it. It has no alphabet or written form.

 

Fiery Spirit

The ka’dun have dark grey skin, dark red hair, and eyes that have glowing violet red irises which occasionally shine even brighter depending on their emotions.  The irises are constantly glowing when a ka’dun is in darkness, but this can be suppressed if they choose to do so. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds.

 

Slow Burn

The ka’dun are descendants of the drow who chose to follow Akagane the Blaze, and in turn were blessed by her.  Ka’dun regard all elves as a brother race, but remain distant to some extent – after all, the ka’dun are infused with elemental fire, making them strangely unique among elves.  They are not spurned and hated like their dark elf ancestors.

Much like other elves, ka’dun can live weIl over 700 years, giving them a broad perspective on events that might trouble the shorter lived races more deeply. Ka’dun are often more chaotic race than their elven cousins, rejecting the typical structures of elven society.  Their chaotic behavior stems from the chaotic magic involved in the evolution of the ka’dun.  Ka’dun have a high regard for family loyalty.

 

Raging Furnace

The ka’dun homeland is located inside Nocavol Mountain, an extinct volcano in the Blackstone Ridgeline.  Nocavol Mountain still has lava pits and fire lakes, but has not erupted for over two millennia.  Their capital, Nocavol City, could be seen within the extinct volcano from the sky, if it were not the persistent ash and dust cloud above the mountain that blocks all light from entering, keeping the city in perpetual dusk.

 

Blazing Trails

The ka’dun are somewhat cautious, they prefer to study a situation before devising a plan of action, and they are seen as excellent strategists and tacticians.  They are particularly studious and are well known for developments in magic, weapons, armor and alchemy.  Ka’dun are as proud of their heritage as their crafted creations, exalting the benefits of unique ka’dun items in general.

Ka’dun readily take to the adventuring lifestyle.  Many become sorcerers, channeling their heritage and understanding into arcane tools to further the acquirement of knowledge.  Some focus on sharing their talents for creation and crafting.

 

Duskfire elf Names

As with other elves, ka’dun are seen as children until they declare themselves adults, sometime after the hundredth birthday, and before this period they are called by child names.

On declaring adulthood, a ka’dun selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each ka’dun's adult name is a unique creation, though it might reflect the names of respected individuals or aspects of fire flame.

 

Child Ka’dun Names: Agni, Chay, Dife, Huo, Lume, Moto, Ohen, Palo, Su, Tuz

Male Adult Ka’dun Names: Ahon, Benki, Eldur, Fuego, Hariq, Ignis, Krak, Vuur, Yangin, Zjarr

Female Adult Ka’dun Names: Aguna, Brasa, Fajro, Fotia, Geni, Kasai, Pozhar, SaKalayo, Tulekahju, Vatra

 

Duskfire elf Traits

Your duskfire elf character has certain traits originating from your elven ancestry and infused with the Elemental Plane of Fire. When creating an elf character, you may choose the ka’dun as an alternative to the subraces in the Player’s Handbook. For your convenience, the traits of the elf and the ka’dun are combined here.

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

Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

Alignment. Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. The drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not. Ka’Dun are more often chaotic than not.

Size. Elves range from 5 to over 6 feet tall have slender builds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.

Keen Senses. You have proficiency in the Perception skill.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Fire Affinity. You have advantage on fire spell attack rolls. You have advantage on saving throws against fire spells and other magical fire effects, and fire spell attacks have disadvantage against you.

Aspect of the Blaze. You know the fire bolt cantrip. When you reach 3rd level, you can cast the burning hands spell once per day as a 2nd-level spell. When you reach 5th level, you can also cast the scorching ray spell once per day. Constitution is your spellcasting ability for these spells.

Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

 

 

KATRANI

The great tribes of the katrani live mainly in jungles, treating each day with fervor and passion.  Katrani tribes range from friendly to hostile, and encountering katrani in the jungle depends more on the individual katrani’s mood more that the mind-set of their tribe, especially with katrani rangers.  Quick and versatile in movement, the katrani depend on their strength and ability to fly to accomplish nearly every task.

 

Claw and Fur

Katrani can look like either a powerful humanoid panther, tiger, white tiger, lion, jaguar, cougar, cheetah, leopard, snow leopard or clouded leopard.  Their body appears mostly humanoid except for its light coat of short fur, its prehensile tail and its feline head that has a short muzzle.  Its muscular arms end in powerful slashing claws, and its mouth holds small saber-teeth and rows of sharp teeth.  Manes of lush hair surround the heads of males.  The average height of a katrani is 7 feet tall.  They have slim muscular bodies that weigh between 180 and 240 pounds.

 

Traditional Warriors

Katrani can live to be almost 600 years old, but the oldest living katrani generally do not see much change within the clans. The katrani are very traditional and have maintained their clan customs and rituals for many centuries

Katrani behavior tends to be either lawful or chaotic, and they generally reject typical temptations to be evil when tied to a mainly good-aligned clan.  Loyalty and honor to the clan comes before all others.

 

Clan Loyalty

Katrani tend to be very territorial, and they guard their clan closely, within which all katrani are treated and viewed as family, even among other clans.  They are not quick to trust outsiders, but form strong bonds with outsiders who do manage to earn their trust. Some outsiders have even been known to become honorary clan members.

Katrani can get along well with just about every race.  They tend to admire races that live the wild more than those who live within the cities.  Due to this, it is not uncommon for katrani to seek the company of wild halfings and wood elves.

 

Primeval Forest

The katrani live deep within the Therpan Jungle hidden among the trees in small villages.  They build their homes high among the branches of large trees, which are designed to be well concealed from outsiders and usually have to guide trusted outsiders to their villages.  The katrani do not use rope ladders or the like to access their village, since they merely just fly to their tree homes.  The Therpan Jungle is a blend of massive trees, some of the tallest and largest in Sunacra, which include redwood trees, as well as palm trees and baobab trees that match the redwoods in size within this jungle. The katrani see themselves as self-appointed guardians of the Therpan Jungle.

Katrani may set out from their clan for a variety of reasons.  They might be asked by tribal elders to accomplish an important task, or a quest that would save their clan.  Sometimes they may be lured by the some of the wonders of civilized society.

 

Katrani Names

Katrani traditionally adopt names derived from the characteristics of big cats, or related to cats. There some katrani that pick names they feel reflect their hunting and tracking prowess. A katrani's clan name belongs to the clan, not to the individual. A katrani who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any katrani name in its place,

 

Male Katrani Names: Dagger, Fang, Hunter, Leo, Mane, Razor, Slash, Strider, Tracker, Trapper

Female Katrani Names: Claw, Fur, Huntress, Night, Paw, Sabre, Shadow, Stripe, Talon, Watcher

Clan Katrani Names: Deathnail, Firemane, Grimtooth, Ironclaw, Redfang, Silverfist, Snowstalker, Swiftclaw

 

Katrani Traits

Your feline heritage manifests in a variety of traits you share with other katrani.

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

Age. Katrani mature at the same rate humans do and reach adulthood around the age of 20. They commonly live about 350 to almost 600 years old.

Alignment. Being independent and self-reliant, katrani incline toward a neutral alignment. Although they rarely choose sides when it comes to law and chaos, their tribal leaders and warriors might be lawful, while adventurers tend to be chaotic.

Size. Katrani range between 5 and 7 tall.  They have slim muscular bodies that weigh between 180 and 240 pounds. Your size is Medium.

Speed. Your base walking speed is 40 feet.

Darkvision. Accustomed to shadowy jungles and the night sky, 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 grey.

Claws. You are proficient with your unarmed strikes, which deal 1d6 slashing damage on a hit, and are considered finesse weapons.

Feline Senses. You have proficiency in the Perception skill. You gain a +5 bonus to initiative.

Feline Reflexes. You can attempt all jumps as if you had a running start. If you do move at least 10 feet, your jump distance is doubled. Climbing doesn’t halve your speed.

When you are prone, standing up uses only 10 feet of your movement. When falling you always land on your feet and have resistance to fall damage.

Prehensile Tail. Katrani have a 3-foot long monkey-like prehensile tail. You can hang from your tail, provided it has something to hold onto. Your tail also acts as a third arm and hand, allowing you to manipulate and wield objects that weigh 5 lbs. or less. You could hold three weapons at once, but you can still only fight with two at a time.

You can use your bonus action to control the tail. You can use the tail to manipulate an object, stow or retrieve an item from an open container, open an unlocked door or container, or pick up an item within reach. Using the tail grants you advantage on Strength (grapple) checks. It is not uncommon for katrani to wrap their tail around their waist like a belt.

Aspect of the Gale. Katrani can surround their body with an aura of faint white radiant energy, providing illumination equal to that of a candle, and form a pair of translucent, tangible draconic-like ethereal wings on their back. When you reach 5th level, you can use your bonus action to activate the ethereal wings that lasts until you dismiss it using another bonus action. If you are falling, you can use a reaction to activate the ethereal wings.

You have a flying speed equal to your walking speed. To use this flying speed you must maintain concentration, as if you were casting a spell. You can use the ethereal wings to fly for up to 10 minutes, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The ethereal wings regain 10 minutes of flying capability after a long rest.

While ethereal wings are active, you have vulnerability to the necrotic damage type. If you are wearing medium or heavy armor, your flying speed with the ethereal wings becomes 0, and you can’t benefit from any bonus to your speed.

Languages. You can speak, read, and write Common and Sylvan. Sylan is the language of the fey.

 

 

HIJAU OGRE

Hijau ogres are a more benevolent and goodly variety of their evil cousins.  They are graceful and noble beings created by the Guardians to assist the goodly races of the material plane.  Hijau ogres are devoted champions of good, dedicating their days to hunting the undead and fighting evil.  Hijau ogres favor loose comfortable clothing and light armor.

Hijau ogres traditionally wear clothing with colors that correlates to their surroundings.

 

Verdant Might

A hijau ogre looks like a large elf with emerald green skin, long flowing white hair and solid crimson eyes that lack pupils or irises.  Hijau ogres are muscular, showing clear definition along their bodies.  They have a tall, slender stature and attractive features, essentially they maintain the natural beauty of elves but tend to be more muscular.

Hijau ogres have hair colorations that range through various shades of white, including ivory, snow and ghost white. They generally have no facial hair and little to no body hair.

 

Noble and Benevolent

Hijau ogres have lifespans comparable to elves. They enter adulthood in their late teens, but commonly live to be almost 700 years old.

Created and infused with the power of the celestial realms virtually guarantees that hijau ogres are good in alignment, though actions varies wildly and individuals may favor either lawful or chaos behavior.  In extremely rare cases, a hijau ogre turns from good, becoming neutral or even evil.  Evil hijau ogres are treated as exiled beings, rebuked by their own kind for betraying the celestial blood that flows in their veins.

 

Tranquil Vehemence

Many hijau ogres are kind and pleasant compared to other ogres, radiating positive attitudes.  While some hijau ogres are helpful and approachable, others display a sense of principle and discipline that can be daunting and unapproachable – bordering upon zealotry.

Hijau ogres maintain outstanding relations with beings of good alignment.  They can be found among good-aligned humanoids, including humans, elves, and dwarves.  Usually they are not willingly to deal with evil beings, such as orcs and goblins.  Especially if they encounter a hijau ogre who has fallen to evil, then they become fearfully vengeful towards the exiled hijau ogre.

 

Woodland Sanctuary

Hijau ogres roam the Falcon Forest and the temperate regions of the open grasslands.  There are many small tribal settlements of hijau ogres, about the size of a small village.  Each settlement is not necessarily permanent and does not become attached to a specific territory the same way nomadic tribes sometimes do.  Tribes of wandering hijau ogres have occasionally set camp near major cities in order to trade.

Hijau ogres dedicate themselves to the hunting of the undead.  Hijau ogres often organize hunting parties to destroy the undead, for fun; reputation and status among hijau ogres is determined by how many undead they have destroyed. They are trained from birth how to wield quarterstaff with deadly precision, especially in unison with their innate powers.

 

Hijau Ogre Names

Hijau ogres generally take names relating to the forest or, as an odd quirk, variations of the color green. Some of them have been known to adopt elven names.

 

Male Hiaju Ogre Names: Akhdir, Baitang, Gron, Hasiru, Hejo, Kanach, Prasinos, Sabuja, Verdant, Zalias

Female Hiaju Ogre Names: Emerald, Hiravya, Jade, Kijani, Lime, Olive, Pea, Verda, Viridescent, Zelena

 

Hijau Ogre Traits

Hijau ogres share a number of traits common with each other and elves.

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

Age. Hijau ogres have lifespans comparable to elves. They enter adulthood in their late teens, but commonly live to be almost 700 years old.

Alignment. Hijau ogre society with its clear roles and tasks, has a strong lawful bent. The hijau ogre sense of justice and integrity, pushes them towards good.

Size. Hiaju ogres range between 7 and 8 tall and weigh between 290 and 3500 pounds. The smallest half-giant is larger than all but the largest of humans. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it w ere bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of grey.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Mental Fortitude. You gain advantage to saving throws against being frightened.

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

Brute Strength. You have proficiency with Strength saving throws. You have advantage on Strength checks and Strength saving throws.

Quarterstaff Prowess. When you take the attack action and attack with only a quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the quarterstaff. The opposite end deals the quarterstaff’s damage dice, and you can add your ability modifier to the damage, and the attack deals bludgeoning damage.

When you are wielding a quarterstaff and another creature hits you with a weapon attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. While you are wielding a quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.

Aspect of the Chain. You know the shillelagh cantrip. When you reach 3rd level, you can cast the guiding bolt once per day. When you reach 5th level, you can also cast the magic weapon spell once per day. Wisdom is your spellcasting ability for these spells.

Languages. You can speak, read, and write Common and Elvish. Additionally, you have an inborn understanding of Celestial.

 

 

SHIDEN

The shiden are an aberrant independent subspecies of predominantly humans. Initially, shiden were once humans who manifested their psionic-based powers in their teens, becoming infused with the latent wild psychic energies affecting parts of the world. Now, born with raw psionic energy, it is more common for shiden to manifest their powers at birth. In some very rare cases, shiden have appeared in some of the other fantastic species, including dwarves, elves, halfings and countless others. When this happens, the racial traits of that species are overwritten by that of the shiden, effectively altering their lifespan and abilities. Thus, even though they look like their respective race, they are purely shiden.

 

Mind Over Matter

Due to the nature and origin of the shiden race, they in general have no common physical description or distinctive facial features.  Their human heritage means an individual shiden can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might even sport facial hair.

The shiden are generally as resilient as humans, with the exception of their acid susceptibility, which seems to temporarily dull some of their reflexes. Whenever they exhibit extreme emotions, their eyes and/or irises have been known to glow purple. Some have become adept at suppressing this, as they prefer to pass as human.

 

Cognizant Existence

Shiden mature in to adulthood at a similar age to humans, about the age of 23, but are able to live to a little more than 300 year old, without suffering the downsides of age until the age of 250. After the about the age of 40, a shiden stops aging physically, until about the age of 250.

Despite their resemblance to humans, their hair will always preserves its pigment, even when a shiden reaches the age of 250, their hair will maintain its color rather than graying or turning white.

 

Shiden Names

Shiden names are generally based on whatever society they are born in. Like humans, shiden as a whole have no typical names. Some shiden parents give their children names from other languages, while some give names relating to the purple color.

 

Male Shiden Names: Any human name, as well as Amaranth, Crimson, Kain, Morado, Vermello

Female Shiden Names: Any human name, as well as Amethyst, Lavender, Lila, Magenta, Orchid

 

Shiden Traits

Shiden are humans who have become infused with the psionic wild energies.

Ability Score Increase. Your Dexterity score increases by 1, and your Intelligence score increases by 1.

Age. Shiden reach adulthood in their late teens and live a little over a three centuries.

Alignment. Shiden tend toward no particular alignment. The best and the worst are found among them.

Size. Shiden vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 35 feet.

Mind Sight. Thanks to your shiden abilities, you are able to sense your surroundings with your mind’s eye. 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 violet. You have immunity to the blinded condition.

Mystic Mind. A shiden, unlike other humans, can communicate telepathically. You can communicate telepathically with any creature within 30 feet, just as if speaking to him or her. You can only speak and listen to one person at a time, and he must share a common language with the person or creature he speaks to telepathically, otherwise the telepathic link fails.

You have advantage on saving throws against being charmed, and you have resistance against psychic damage.

Caustic Vulnerability. You have vulnerability to the acid damage type. If you take acid damage, you have disadvantage on attack rolls until the end of you next turn.

Celerity. You have advantage on Dexterity checks and gain a +2 bonus to initiative. When you reach 3rd level, you can take the Dash, Disengage or Dodge action as a bonus action on each of your turns in combat. If you take acid damage, this doesn't function until the end of your next turn.

Emotional Vehemence. Shiden have strong reactions to emotions. Whenever you roll a 1 or 20 on an attack roll, ability check, or saving throw your eyes and/or irises glow purple. You can chose to suppress the glowing eyes if the roll is a 20. Your eyes also glow if you take acid damage.

Psionic Defense. Shiden generate a protective aura of mental energy. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier. If your class has the Unarmored Defense feature, you may choose to instead add a +2 bonus to your AC while you make use of it.

When you reach 4th level, whenever you make a saving throw against magical spells and effects, if you are proficient in the save you also gain advantage on it.

When you reach 5th level, bludgeoning, piercing, and slashing damage that you take is reduced by reduced by your Intelligence modifier (minimum 1).

Languages. You can speak, read, and write Common and one extra language of your choice.