Lore
Aasimar in Edrilia
Aasimars are typically humans with a significant amount of celestial blood in their ancestry. While not always benevolent, Aasimars tend to be more inclined toward acts of kindness rather than evil, and they gravitate toward faiths or organizations associated with the divine. Aasimar heritage can lie dormant for generations, only to appear suddenly in the child of two apparently human parents. The combination of celestial and mortal flesh is not without its prices however. Most Aasimar live a half-life of sorts, after they awaken the celestial portion of their being begins to burn up their mortal half at an increased rate. This results in the lifespan of an Aasimar's mortal race being cut in half, they do not incur the effects of aging faster than normal but instead usually die young from the mortal half of their physiology giving out. There is however a very rare anomaly that sometimes occurs in half-human Aasimar where the potency of the celestial parent actually extends the life of the Aasimar rather than shortens it.
Determine max age of Aasimar by dividing mortal race by half.
Incur bonuses and penalties of aging at normal rate of mortal race.
Abyss of Souls
The Abyss of Souls is a boundless, ethereal plane that serves as a transitional realm for souls who have passed from the mortal coil. Shrouded in an eternal twilight, it exists in the space between worlds, untethered by the constraints of time. This timeless plane showcases a sky where stars, a subdued sun, and a spectral moon meander unpredictably. Souls can wander here for an indefinite span, feeling as if only moments or potentially eternities have passed, as they await the gods or other cosmic entities to claim them for their final rest or eternal reward. In this disorienting realm, souls often spot landmarks on the horizon, looming mountains, grand castles, or idyllic groves that forever remain elusive, never drawing any closer no matter how long or far they wander. While it has an eerie quality, the Abyss of Souls is also quietly beautiful, featuring landscapes of ghostly forests blanketed in dust, shimmering lakes, endless moors, and enigmatic ruins. Amidst this quiet beauty, an atmosphere of expectation prevails, as souls come to terms with their new existence and prepare for what comes next.
Arcane Magic
Arcane Magic, also known as Eldritch Magic, or Outside Energy refers to the use of magical abilities and forces that are not derived from divine or religious sources. It is often associated with the use of rituals, symbols, and incantations to channel and manipulate the chaotic energies of reality itself. Arcane Magic is a mysterious and ancient form of power that is only accessible to a select few. Some are able to access their power through intense study and practice, while others are born with innate abilities that allow them to tap into the Arcane. This type of Magic is often tied to specific bloodlines and ancestry, with certain families having a stronger connection to the arcane than others.
Arcane Magic is often dangerous and unpredictable, with the potential to have unintended consequences or even backfire on the user. Those who do manage to wield this power are often corrupted by it and are either torn apart by its effects or turn to chaos and evil in search of greater power. In some regions of the world it is strictly regulated or even banned in some societies, with those who are caught using it facing severe punishment.
Determine if new characters have access to Arcane Magic by rolling off the Innate magic table.
Determine the effects of Arcane Corruption.
Elves of Edrilia
The elves of Edrilia are children of the fey realm, and have a deep link to the flora and fauna of their homes. They exist as the nearly immortal voices and guardians of the wilderness, with lifespans stretching into the tens of thousands of years. Some of there understanding comes from the mystical fey connection to the natural world, but an equal part comes from the elves’ long lifespans, which in turn gives them long-ranging outlooks, and often leads them to be dismissive of other short lived races. Elves can expect to remain active in the same locale for several millennia and learn to maintain sustainable lifestyles, and this is most easily done when they work with nature, rather than attempting to bend it to their will. However, their links to nature are not entirely driven by pragmatism. Elves’ bodies slowly change over time, taking on a physical representation of their mental and spiritual states, and those who dwell in a region for a long period of time find themselves physically adapting to match their surroundings, most noticeably taking on coloration that reflects the local environment.
Elves value their privacy and traditions, keeping mainly to their own kind and other long lived creatures and while they are often slow to make friends at both the personal and national levels, once an outsider is accepted as a comrade, the resulting alliances can last for generations. Those elves who spend their lives among the short-lived races, on the other hand, often develop a skewed perception of mortality and become morose, the result of watching wave after wave of companions age and die before their eyes.
Familiars
A familiar is a spirit summoned from another plane that forms a bond with a spellcaster to aid her in the study of magic. Upon bonding with the spellcaster the familiar chooses the form of an animal from the material plane and retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal, but is now a considered a magical beast for effects that depend on its type. A familiar spirit cannot become an animal companion. When the master of a familiar passes the bond that anchored the spirit to this plane is dissolved and the spirit returns to the plane it came from within 48 hours. If the master is restored to life, they can perform the familiar summoning ritual again to call back their familiar.
Familiars grants special abilities to their masters, which have been modified for Edrilia as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.
Levels of different classes that are entitled to a familiar stack for determining any familiar abilities that depend on the master’s level.
If a familiar is dismissed, lost, or dies, it can be replaced 1 week later through a specialized ritual that takes 8 hours to complete.
Wizard: 20 GP per lvl
Witch: 50 GP per lvl
Goblins in Edrilia
The Goblins of Edrilia are a race of childlike creatures with a destructive and voracious nature that makes them almost universally despised. They are weak and cowardly, and are frequently manipulated or enslaved by stronger creatures that need destructive, disposable foot soldiers. Those goblins that rely on their own wits to survive live on the fringes of society and feed on refuse and the weaker members of more civilized races. Most other races view them as virulent parasites that have proved impossible to exterminate. Goblins reproduce at an alarming rate and reach maturity in a matter of months, although there lives are relatively short compared to other races. While it is possible for a goblin to live to be several decades old most do not due to the nature of their society. If they are not killed or eaten by adventurers or larger beasts they are frequently killed by their own kin. The lives of most goblins are short and violent.
Haelar: Battle Cry
"Haelar" is a battle cry or rallying call used among soldiers. It's derived from an ancient tongue, symbolizing courage, victory, and solidarity. The term embodies the spirit of facing adversities head-on and the unbreakable bond among comrades-in-arms. It's a word that encapsulates the essence of heroism and determination, rallying troops with a single, powerful exclamation that unites them under a common cause. Its use signifies a deep-rooted tradition of valor and unity, evoking a sense of invincibility and collective strength in the heat of battle.
Shidras
The continent of Shidras is made up of many feuding houses. They operate in a feudal caste system where individuals are born into certain roles and expected to fulfill those roles or be outcast by society.
The Warrior Caste are taken at birth and given to the houses they are to serve never knowing their biological families. They are all given the same Surname based on the region they are from.
Shadow War
The Shadow War was a conflict between the demigods Heolstor(Darkness), Agni(Fire), and Nesar(Sun) over the love of Fotina(Whimsy). Heolstor and Nesar beings of opposite domains clashed violently over the love triangle and waged war in Northern Azopeth focused mainly in the regions of Bristan and Shadowfen.
Heolstor pulled horrors from the plane of shadow into the material world, and recruited the wild Fenfolk to wage war. The rifts he created still scar the material plane and many of the creatures he brought forth had their own agendas. Heolstor also recruited his brother Agni to aid him from the plane of fire but he proved too unpredictable and violent even for Heolstor. He was forced to imprison Agni in a tomb without air.
Nesar called upon the people of the Bristan and the Elves of Feyhorn to fight by his side versus the forces of darkness and evil. Many, including the rulers of House Bristan never knew the true cause of the war was a lovers quarrel and fought instead to save their lands from the invading horrors.
During the alliance between Bristan and Feyhorn many half-elf children were sired by the elven warriors who spent years on the mainland doing battle. The Human mates of the elves were not allowed to return to Feyhorn when the war ended and many of the elves returned to their home. Several generations later there are still many mixed blood half-elves in the territory. The same is true of the creatures from the planes of shadow who produced tiefling offspring in their wake of rape and destruction. May of those tieflings fled to Erien where they have settled to escape persecution.
The war raged on across the lands of Bristan for nearly a decade until Fotina’s supposed death. It is rumored that she faked her death to end the war and is in hiding. Heolstor retreated through the rifts he created in Shadowfen after Fotina’s supposed death, leaving behind many shadow creatures. Many of these creatures took advantage of the chaos to get a foothold on the material world. Nesar racked with guilt over all the death, and destruction being for nothing after hearing of Fotina’s demise exiled himself to the slopes of Yael in search of redemption.
With the demigods absent the war continued with a collective of Vampires leading the forces of shadow against what remained of the Combined forces of Bristan and Feyhorn. House Bristan fought until the very last man, woman, and child of their bloodline lay dead on the stone floors of Fortress Triton where they made their last stand. With Heolstor gone and Agni imprisoned the Shadow forces were unable to replenish their ranks when Bradforth joined the fight. In the end the combined forces of the people of the land drove the shadows from the land, leaving Bristan in ruins.
Sunken Roads of Edrilia
The Sunken Roads, an ancient network of caves and tunnels that weave beneath the planet's surface, serve as a testament to a bygone era of interconnectedness and exploration. Stretching across continents and under seas, these passageways offered a unique means of circumventing the world's most treacherous terrain, granting merchants, adventurers, and explorers alike a safer passage through mountains, beneath oceans, and across vast, uncharted lands.
Yet, as centuries passed, the once bustling subterranean routes have grown silent, their secrets and shortcuts largely forgotten by the surface world. While key segments near mountain ranges still see the occasional caravan or daring traveler seeking to bypass the impassable above, much of the Sunken Roads network has fallen into disuse, reclaimed by darkness and mystery.
Adventurers who dare to explore these depths find themselves walking paths that connect not just places, but times; the roads are lined with relics of past travelers, abandoned outposts, and echoes of ancient civilizations that once thrived in these hidden depths. However, the deeper one ventures, the more perilous the journey becomes. The forgotten routes of the Sunken Roads stretch perilously close to the Underdark, inviting both the curious and the brave to uncover the wonders and horrors that lie just beneath the surface of the world.
The Fall of Bristan
The Demigod Agni is defeated by Da’Wain the Hero of Bristan who sacrifices himself to achieve victory. With Agni gone his elemental servants are banished from the material plane almost instantaneously. Small groups of his loyal humanoid followers retreat underground and await the day of his return.
In the wake of Agni’s brief return, and with the resulting deaths of several council members, the elders of Keld and Ormskirk both bide for control over the territory of Bristan. Unable to come to an accord Bristan deteriorates into civil war resulting in many deaths on both sides. Many who disagreed with the war have fled through the Red Pass or to Bradforth in the south. It is two years before a shaky peace is reached that officially splits the territory of Bristan along the Awena Beck into the two separate kingdoms, of Keldonia and Orm.
Vampires:
In the realm of Edrilia, vampires are a distinct and complex race, differing significantly from the traditional undead creatures of myth and lore. This race is divided into three broad categories: True Vampires, Lesser Vampires, and Bestial Vampires, each possessing unique traits and societal roles within their culture. The first Vampires appeared in Edrilia during the middle of the third age however the details surrounding their origins are shrouded in mystery. Vampires do not need blood to survive; it only induces euphoria, similar to alcohol or drugs in humans. However, consuming blood can also temporarily enhance their powers, increasing their physical and magical capabilities. Blood can become addictive for vampires, potentially turning them into monstrous slaves to their own addiction. Despite not being undead, vampires remain vulnerable to positive energy, which proves at least partially effective against them.
True Vampires:
True Vampires stand at the pinnacle of vampire kind. These beings are not only powerful but also the progenitors of all other types of vampires in Edrilia. True Vampires are formidable in their abilities, displaying strength, speed, and a mastery of dark magics that far surpass their brethren. Their dark magics include but are not limited to the power of transformation, invisibility, dominating minds, and even the ability to fly. Unlike the vampires of old tales, they are not undead but a race all their own. They are effectively immortal, with no limit on their lifespans, which adds to their mystique and dominance. Sunlight and silver, while irritants, do not pose serious threats to True Vampires, merely causing discomfort rather than harm. True vampires are not detectable by ordinary magical or divinatory methods but can be sensed by some animals. These True vampires are capable of turning other races into lesser vampires, although those they turn do not ascend to True Vampire status. Additionally, True Vampires possess deep knowledge in chemistry, genetics, alchemy, and engineering. This expertise enables them to create advanced devices and magics that are only operable by vampires.
Lesser Vampires:
Lesser Vampires are those created by True Vampires. While they share many of their creators' traits, such as enhanced physical capabilities and magical abilities, they are bound by greater weaknesses. The sun's rays and silver can cause them severe pain and injury, limiting their ability to operate freely in the world. Lesser Vampires often serve under True Vampires, forming a structured hierarchy that underpins vampire society. Their existence is a blend of blessing and curse, granted extraordinary powers but at the cost of significant vulnerabilities. Moreover, Lesser Vampires are more susceptible to becoming blood addicts, as the power they gain from drinking blood brings them one step closer to the formidable powers of their creators, the True Vampires. This struggle with addiction often leads to further complexities within their societal roles.
Bestial Vampires:
Bestial Vampires are the third and most tragic of the vampire transformations. These creatures are the result of a flawed or incomplete transformation, typically occurring when a Lesser Vampire attempts to create another vampire or when a lesser lifeform is transformed. Bestial Vampires are driven by primal instincts and lack the higher cognitive functions of their more fortunate kin. They are the most susceptible to the sun's rays, which can severely harm or even destroy them. In appearance, Bestial Vampires are often monstrous, stuck mid-transformation between their original form and a bat-like creature. Many of these vampires possess large, leathery wings; while some are capable of true flight, others, too heavy to fully take to the air, can only manage to glide. Additionally, Bestial Vampires are known for their violent and territorial nature, making them fearsome and unpredictable foes.
Vampire Society:
Vampire society in Edrilia is shrouded in secrecy, with its members operating from the shadows. They have their own codes, ethics, and governance, which can vary dramatically between different vampire clans. Each clan is distinguished by its unique symbols and heraldry, reflecting their ancient heritage and the mystical powers of their founders. Their society is structured with complex rituals and ceremonies, including the “Night of Descent,” an event that honors the arrival of the first vampire to Edrilia and marks a significant celebration within their culture. Their society also possesses its own currency, known as "Nocturnes," which are coins minted from a rare mineral that absorbs light. Architecturally, vampire enclaves are marvels of dark aesthetics, combining Gothic elements with protections imbued by their most powerful sorcerers to ward off intruders. Vampires have their own complex and developed language, which has no common roots with other languages in Edrilia, making it unique and indecipherable to outsiders. Although many vampires look down upon other races as lesser beings destined to be ruled, this view is not universally held among all vampires, indicating a diversity of perspectives within their ranks. Additionally, there are rumors of a great city named Dargav, located deep in the deserts of Kredes, obscured by a unending magical sandstorm where the oldest vampires live in seclusion, away from the prying eyes of the world and even their own kind. This city is said to be a place of immense power and forbidden knowledge, only accessible to those who know its secrets.
Leshen
Leshen are powerful Forest Spirits that dwell in dense, primeval woods. With a deer skull as a head and tree-like limbs and torso they are adept at going unseen through the forest they call home and often when they are seen they are mistaken as trees. They are fiercely territorial creatures and use their natural magic to control the plants and animals within their territory. Leshen can only be "permanently" defeated if the person, familiar, or totem it chooses as its link is banished or killed as well.
Immune to weapons of steel, it is believed that the Leshen is nature’s way of protecting the forest and the animals that live within it from the threat civilization poses. Their attacks are slow but deadly, and often summon forest animals to aid it. Often it is surrounded by crows who act as its eyes and ears for its territory. Along with the animals it commands, the Leshen is a force to be reckoned with. The Leshen can turn into a smoke form and move quickly and freely about the forests they call home. The only suspected weakness of the Leshen is fire to which they are immune when in smoke form.
They are sometimes worshiped as demigods by the people of the forest, this creature also possesses a powerful ability to heal other woodland animals and creatures. A few have even sought out the Leshen in search of a cure for an assortment of potent aliments.
Many who know the stories of the Leshen give their territory a wide berth.