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The Forever Campaign Overview

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22 views74 pages

The Forever Campaign Overview

Uploaded by

myogaman
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

The

FOREVER CAMPAIGN

[Link]

December 7, 2025
Contents

0 Introduction i
0.1 Changelog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . i
0.2 Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . i
0.2.1 Archontean Background . . . . . . . . . . . . . . . . . . . . . . . i
0.2.2 Archontean Civilian Titles & Hierarchies . . . . . . . . . . . . . vii
0.2.3 Archontean Military Titles & Hierarchies . . . . . . . . . . . . . viii
0.2.4 Ostralios Background . . . . . . . . . . . . . . . . . . . . . . . . ix

I The World 1
1 Magae 2
1.1 Calendar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
1.2 Languages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
1.2.1 Mithric . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
1.2.2 Khumis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
1.2.3 Wiskin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
1.2.4 Ave Vox . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
1.2.5 Draconic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
1.2.6 Dwarvish . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
1.2.7 Goburin/Gobblygook . . . . . . . . . . . . . . . . . . . . . . . . 5
1.2.8 Elvish . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
1.2.9 Drunic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
1.2.10 Thieves’ Cant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
1.3 Timeline . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

2 Lands 9
2.1 Mithruin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
2.1.1 Outlying Islands . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
2.2 Irthuin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
2.3 Grain Islands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
2.4 Borealios . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
2.5 Ostralios . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
2.5.1 Northern Ostralios . . . . . . . . . . . . . . . . . . . . . . . . . . 10
2.5.2 Southern Ostralios . . . . . . . . . . . . . . . . . . . . . . . . . . 12

3 Peoples 16
3.1 Humans . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
3.1.1 Archonteans (Ar-KON-tee-ehns) . . . . . . . . . . . . . . . . . . 16
3.1.2 Khumus (Koo-moose) . . . . . . . . . . . . . . . . . . . . . . . . 17
3.1.3 Ostralians (aw-STRAL-ee-ehns) . . . . . . . . . . . . . . . . . . . 17
3.1.4 Thorcinga (thor-SING-ga) . . . . . . . . . . . . . . . . . . . . . . 17
3.1.5 Wiskinga (wis-KING-ga) . . . . . . . . . . . . . . . . . . . . . . 18
3.2 Dragonborne . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
3.3 Dwarves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
3.3.1 Mountain Dwarves . . . . . . . . . . . . . . . . . . . . . . . . . . 21
3.3.2 Hill Dwarves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
3.3.3 Plains Dwarves . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
3.3.4 City Dwarves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
3.3.5 Half-Dwarves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
3.4 Elves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
3.4.1 High Elves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
3.4.2 True High Elves . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
3.4.3 Wood Elves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
3.4.4 Half-Elves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
3.5 Gnomes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
3.6 Halflings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
3.7 Half-Orc . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
3.8 Imperial Goblins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
3.9 Tieflings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25

4 Deities 27
4.1 The Greater Pantheon . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
4.2 Human Pantheons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
4.2.1 The Khumus Pantheon . . . . . . . . . . . . . . . . . . . . . . . 31
4.2.2 The Ostralios Pantheon . . . . . . . . . . . . . . . . . . . . . . . 31
4.2.3 The Thorcinga Pantheon . . . . . . . . . . . . . . . . . . . . . . 37
4.2.4 The Wiskinga Pantheon . . . . . . . . . . . . . . . . . . . . . . . 38
4.3 Demi-Human Pantheons . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
4.3.1 Dwarven Pantheon . . . . . . . . . . . . . . . . . . . . . . . . . . 40
4.3.2 Elven Pantheon . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
4.3.3 Gnomish Pantheon . . . . . . . . . . . . . . . . . . . . . . . . . . 40
4.3.4 Halfling Pantheon . . . . . . . . . . . . . . . . . . . . . . . . . . 40
4.3.5 Imperial Goblin Pantheon . . . . . . . . . . . . . . . . . . . . . . 41
4.4 Cults and Unusual Deities . . . . . . . . . . . . . . . . . . . . . . . . . . 42
II 3.5E Mechanical Homebrew 44
5 Symbol Notation 46

6 Ability Scores 50
6.1 Rolling Ability Scores . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
6.2 Point Buy Method . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
6.3 Standard Array . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51

7 Races 52
7.1 Human . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
7.1.1 Archontean . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
7.1.2 Khumus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
7.1.3 Ostralian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
7.1.4 Thorcinga . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
7.1.5 Wiskinga . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
7.1.6 Dragonblooded Humans . . . . . . . . . . . . . . . . . . . . . . . 52
7.2 Dragonborne . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
7.3 Dwarf . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
7.3.1 Mountain Dwarf . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
7.3.2 Hill Dwarf . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
7.4 Elf . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
7.4.1 True High Elf . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
7.4.2 High Elf . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
7.4.3 Wood Elf . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
7.5 Gnome . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
7.6 Halfling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
7.7 Half-Elf . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
7.8 Half-Orc . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
7.9 Imperial Goblin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
7.10 Tiefling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Chapter 0

Introduction

0.1 Changelog
7 December 2025: Added a changelog. Added all playable races to 3.5E Homebrew.
Ensured all references to immortal fairy folk were standardized to Fae. Ensure Chapter
4 had consistant formatting.
Working on adding classes to 3.5E Homebrew, followed by Skills, then Feats.

0.2 Glossary
0.2.1 Archontean Background
Army, Archontean
The Archontean emperor maintains a standing army composed of five legions of heavy
cavalry (cataphracts), six legions of heavy infantry (scutarii), and three legions of light
infantry (velites). In addition, the emperor directly controls nine cohorts of the tagmata,
or imperial guard.
Each legion is led by a polemarch and is supposed to contain 3,000 soldiers. Legions
are subdivided into 6 cohorts of 500 men, each led by a komes; each cohort has 5
kentarchia of 100 men, each led by a kentarch; each kentarchia has two pentarchia of 50
men, each led by a pentarch; each pentarchia is divided into five konturbia of 10 men,
each led by a dekarch.
The imperial tagmata are slightly different. Each cohort contains 1,000 men and
is led by a taxiarch. Each cohort is divided into two banda of 500 men, each led by a
komes; each bandon is divided into 5 kentarchia of 100 men, each led by a kentarch;
each kentarchia is divided into 5 konturbia of 20 men, each led by a dekarch. Common
soldiers (privates) are called spatharii.

i
INTRODUCTION 0.2. Glossary

Bureaucracy, Archontean
The vast imperial bureaucracy is divided into three main branches, the House of Coins,
the House of Sight, and the Private House (see separate entries for each). Each branch
is led by a thesmothete living in Archontos, who consults regularly with the basileus
about decisions affecting the empire. In each imperial theme or exarchate, the chief
bureaucrat for each branch of the administration is a logothete, who administers a
small army of chartoularii, enforcers, guards, and so forth. Service in the bureaucracy
is common for middle- and upper-class citizens.

Collegia
The seven collegia effectively monopolize the formal training in magic use in the Ar-
chontean empire. Originally there was but one collegium, the Order of Thoth, and it
was strictly limited to the nobly born. Resentment of this stratification was one of the
causes of the infamous War of the Sortians and Theosophs, which nearly destroyed the
empire some 200 years ago. A result of the war, alongside general imperial retraction
from Irthuin, was that magical training became more egalitarian. Seven collegia now
exist, each with its own identity and/or specialty:

The Order of Thoth: Generalists; the original order, and still politically powerful.
The College of Perception: Illusionists and magic users interested in illusion.
The Imperial Academy: Generalists; few in number; snobby, limited to uppermost
nobility.
Collegium of Macrina: Academics and researchers; their members produce the
largest number of new spells.
New School of Arcane Might: Generalists and necromancers; follows a philosophy
of domination.
Order of the Fifth Circle: Summoners and those interested in the planes.
Collegium of Cinders: Elementalists.

A few well-placed magi suspect that an eighth, secret collegium exists.

Drome, The
Technically a bureau housed within the House of Sight, the Drome is the name of the
imperial secret police. So important is the Drome that its facilities are usually distinct
from - and much larger than - those of the House of Sight; indeed, the Drome operates
as an utterly distinct agency, and its regional leaders are given the title of logothete (a
title equal to their putative supervisors in the House of Sight). Special agents of the
Drome are known colloquially as the Black Lotus, and are greatly feared.

Exarchate (EX-ar-kate)
A sub-division of the Archontean empire. Exarchates are ruled by exarchs, and have
the most independence from the imperial center due to their ‘frontier’ status.
ii
INTRODUCTION 0.2. Glossary

Factors, The
The Factors are large, empire-wide mercantile enterprises. All of the major Factors
has constructed a Factor-Hold in each of the major Archontean population centers.
Individual merchants belonging to the Factor can thus travel between cities and towns
and be assured of a secure base for their transactions. The Factors also offer banking
services: one can deposit monies or goods for secure storage, and one can also procure
letters of credit to be redeemed at any Factor-Hold (thus reducing the amount of cash
one must carry). While the four large factors have truly empire-wide reach, a number
of more regional factors also exist. The four large Factors are:

The Silent Factor


The Golden Band
The Prosperity Factor
The Wisdom Factor

Each of the four has certain idiosyncrasies. For instance, members of the Silent
Factor publicly wear attire that covers all but their eyes and refuse to speak to non-
members at all; they use elaborate sign-language (and, occasionally, interpreters). The
Golden Band is the largest and most prosperous of the four.

Five Families
The five large clans of aristocrats whose members functionally rule the empire in con-
junction with the imperial family. The five are these: the Basileon, Krakteros, Junienos
Ligareon, and Xenarcheon families.
Each clan sponsors a clan-hold in major habitations, but individual members of a
given family may have their own large estates, palaces, and so forth. The clans contain
thousands of members, not all of which are of equal economic status; that is, some
lineages within a clan are wealthier and more aristocratic than others. Clan rivalries
are long-lasting and notorious (such as that existing between the Basileon and Ligareon
clans).
It is possible to become a member of one of the Five Families through adoption;
this honor is accorded only to extremely valuable allies.

House of Coins, The


Perhaps the most hated of the three branches of imperial government, the administra-
tors of the House of Coins are responsible for all direct and indirect public taxation,
and for operating the five imperial mints. In addition to being responsible for paying
10% of their annual income to the officials of the House of Coins, citizens are liable to
a bevy of other taxes, including tolls, usage fees, extraordinary ’aids’, and so forth.

iii
INTRODUCTION 0.2. Glossary

House of Sight
The smallest of the three official branches of government, the House of Sight is concerned
with the road system, with postal service, and with diplomacy. While formally a
subsidiary office within the House of Sight, the Drome is in practice a separate bureau,
with its own logothete who acts with full independence.

Navy, Archontean
The Archonteans have a long history as a naval power, even as their only real threats
by sea are Wiskin long ships and pirates from the coast of Ostralios. The Archontean
navy is built around the dromon, a fast galley with one or two banks of oarsmen plus a
lateen sail. Light dromons carry 108 oarsmen in one bank, where heavy dromons carry
180 oarsmen in two banks. A super-heavy ship, the chelandion, carries 300 oarsmen
in three banks. Each ship is captained by a novarch. A unit of 2-20 ships is called a
squadron, and is commanded by a droungarios. A unit of more than 20 ships is a fleet,
and is commanded by a strategos.
The main Archontean naval forces are located as follows: the Karabisoi, or home
fleet, based in Archontos; the Grain Isle squadron, based in Ostentown; the Irthuin
Squadron, which was based in Narsileon; the Borealios squadron, a skeleton crew based
in Westholm; the Ostralios squadron, which was officially based in Agoreon but was
actually based in Arcturos; and the Iron Isles Squadron, based in the Iron Isles. Each
ship carries a complement of marines numbering 1/6th the number of oarsmen; these
marines are trained as, and have the same prestige as, members of the imperial tagmata.

Private House, The


The bureaucrats of the private house are responsible for administering all property and
financial rights held directly by the imperial family. These duties include managing
the emperor’s personal estates, collecting revenues due from tenants on those lands,
ensuring that tolls and other exactions held directly by the emperor are paid promptly
and in full, and so forth.
Although its scope might seem the narrowest of the three branches of government,
the Private House is, in fact, the largest of the three branches, with numerous char-
toularii serving in regional offices of the Private House all over the empire.

Sortians (SOR-tee-ans)
The reformers and rebels who battled the Theosophs in the great civil war that ended
the Archontean golden age 200 years ago (aka ‘the War of the Sortians and Theosophs’).
Taking their name from the word for ‘fate’ or ‘prophecy, they formed a loose “League
of the Sortians” with the goal of forcing the Order of Thoth to democratize the training
of magic throughout the empire. The traditional system was rigidly hierarchical and
socially restrictive; the Sortians felt that the empire would prosper if all those with the
talent for magic were given the same, imperially-sanctioned training.

iv
INTRODUCTION 0.2. Glossary

Because its members eschewed rigid hierarchies, the Sortians proved maddeningly
difficult for the entrenched Theosophs to eliminate; rather than a single leader, the
Sortians preferred collective action and de-centralized, cellular structures.
Although Archonteans think of Sortians as identical and having been corrupted by
the ‘dark prince’ of the Sortians, Priscus Pulcher, in reality the Sortians embraced
a number of philosophies, personalities, and approaches. Priscus Pulcher was, in fact,
merely one of the leading voices within the League, although he was especially influential
among those who favored negotiation and compromise.
Other groups of Sortians, including those more closely bonded with chromatic drag-
onkind, favored hardline guerilla and paramilitary action. As a part of the eventual
compromise that ended the great war, all prominent Sortians agreed to retire from
public life (even as their egalitarian goals were realized).

Ten, The
The modern pantheon of deities worshipped in the Archontean empire emerged out of
the chaos surrounding the War of the Sortians and Theosophs. Whether the ‘new’ gods
are merely avatars of the original Twelve is an open theological question. An additional
seventeen minor deities are also venerated within the Empire.

Themes
The Archontean empire is subdivided into thirteen themes, or administrative units. Six
of the themes are on Mithruin: the city of Archontos itself, plus three agricultural and
two mountain themes. Three more are mainly military in nature, and encompass the
seas and trading lanes of the North, South and Center. The last four reflect overseas
possessions: Borealios, the Grain Islands, Narsileon and Arcturos (both of which have
been abandoned for now).
The title of the officers in charge of themes varies by their nature, being either
an eparch (for Archontos the city), an archon (the agricultural themes of Mithruin),
a strategos (the mountain themes of Mithruin, the theme of Borealios, and the naval
themes), or an exarch (the Grain Islands, Narsileon, Arcturos, and Agoreon).

Theosophs (THEE-oh-soffs)
An obscure word used pejoratively to describe the conservative faction in the great
civil war that ended the Archontean golden age 200 years ago (the War of the Sortians
and Theosophs). While both factions drew from all reaches of Archontean society,
the Theosophs were dominated and led by the powerful priesthoods of Thoth, Set
and Horus, and by the old-timers in the wizardly Order of Thoth. The Theosophs
maintained that Archontean success was predicated on retaining divine favor, and thus
that the reforms advocated by the Sortians would lead to the retraction of divine
influence.
The power of the Theosophs was broken in the war, leading to the democratization
of magical training (and the swift creation of six new collegia to accompany the Order
v
INTRODUCTION 0.2. Glossary

of Thoth).

Twelve, The
These were the original gods of Archontos, worshipped for more than 2,000 years. In the
200 years on either side of the War of Sortians and Theosophs, however, the Archonteans
came to worship a new pantheon (the Ten). Some theologians argue that the Ten are
merely reskinned versions of the original twelve; others maintain that the new pantheon
ousted the old. Devotees of the twelve still exist, but are becoming fewer in number,
and typically in less cosmopolitan communities. Most agree that at least one of the
Twelve was actually slain (Horus), although arguments about how his death occurred
are legion.

Vengeance Factor
The empire-wide public assassin’s guild. While it is legal to hire assassins for private
matters (especially matters of honor), Archontean law prohibits the Vengeance Factor
from targeting public officials.
As the bureaucracy is very large, many individuals are ‘protected’ by their status.
It is not uncommon, therefore, for a person to hire the Vengeance Factor to satisfy his
grudges immediately before taking public office. Assassination that is not conducted
by the Vengeance Factor is strictly prohibited, and is punished with the most gruesome
of public torture.
The Vengeance Factor is quite selective in what contracts it accepts, at least partly
because members of the Factor who are killed in the service of a contract may not be
avenged.

War of the Sortians and the Theosophs, The


A bitter civil war fought within the Archontean Empire some 200 years ago. The Sor-
tians were a group of radical reformers who wished to bring innovation to hidebound
imperial institutions, particularly by liberalizing access to magical instruction by open-
ing the Order of Thoth to any with the gift for magic. The Sortians were opposed by
traditionalists known as Theosophs, who argued that Archontean dominance was a sign
of divine favor and that, therefore, the status quo should not be threatened; the chief
members of the Theosophs were the old-timers in the Order of Thoth and most of the
clergy in the powerful temples of Horus, Thoth, and Set.
Decades of rising antagonism and failed attempts to broker a compromise escalated
into open war after a leading Sortian, Priscus Pulcher, surrendered to authorities in the
mistaken belief that doing so would lead to peace. When the authorities in Narsileon
instead tortured and executed him, the more militaristic Sortians rose in open warfare.
The war was cataclysmic, resulting in the utter destruction of Agoreon and Arden Vul,
and the retraction of the Empire from Irthuin. Only when Emperor Drusus V Dives
personally guaranteed the peace did the two sides lay down their arms.

vi
INTRODUCTION 0.2. Glossary

As part of the compromise, prominent Sortians agreed to retire from public life,
while the Order of Thoth was opened to any and all (a ruling which led swiftly to
the creation of six new collegia). Eventually the Emperor Drusus V Dives made peace
between the factions (including a democratization of the collegia), but by then the
damage had been done.

Worthies of the Archontean Empire


Imperial historians and apologists love to construct lists of the twenty greatest heroes
of antiquity. While these lists usually vary in a few names, most of the following are
usually included: Amalasuntha of Narsileon, Arden the Defender, Crinius the Rector,
Ennius the First Lord, Felix Minucius, Halduin the Citharist, Horatius Interfector,
Jixon of Archontos, Licinia the Seer, Kalea the Theosoph, Marius Tricotor (called
Marius Invictus), Phocion the Builder, Plotinus Quartus Claudino, Pol the Grinning
Mage, Taticus and Thekla (the Twins), Vul the Sorcerer, and Yeth, He-Who-Sought-to-
Bring-Law-to-Chaos. Frequent (but controversial) additions to this list include Priscus
Pulcher and Larel One-Eye.
Some devotees of lists have concocted a list of ‘lesser worthies, that typically in-
cludes: Eadgifia ‘the wall’ (a legionary), Grimir the Mighty (a Wiskin warrior), Her-
tulion the legionary, Hjaltion the dekarch, Isidora companion of Priscus Pulcher, Jaken
the Proud, Janata the scout, Lauret the archer, Lucius Minux, Phagtro the Westron,
Pharastina sister of Phagtro, Ptoh-Ristus the priest, and Terencius Borsa (‘the gut-
sucker’).

0.2.2 Archontean Civilian Titles & Hierarchies


Archon (AR-kon)
Either 1) governor of one of the seven urban districts of Archontos, or 2) sole governor
of a smaller city/town.

Basileus (bas-uh-LEY-us)
The Archontean emperor.

Chartoularios (char-too-LAR-ee-us)
Ubiquitous middle-and low-level administrators, reporting to a logothete.

Eparch (EP-ark)
Prefect or governor of the city of Archontos.

Exarch (EX-ark)
Governor of a province that is extended from the imperial city.
vii
INTRODUCTION 0.2. Glossary

Krites (KREE-tays)
Judge. Plural: kritai (KREE-tie).

Logothete (LOGO-theet)
Financial administrator under an archon or exarch; also the traditional chief of one of
the bureaus of imperial bureaucracy; also the chief of a regional branch of the Drome.

Proedros (pro-A-dros)
Mid-level administrator charged with logistics; under an archon.

Protonotarios (proto-no-TAR-ee-os)
Civilian chief administrator within a military theme.

Sebastos (say-BAS-tos)
Current leader of one of the Five Families.

Strategos (STRA-teh-gos)
Governor of a theme (unless that theme is governed by an exarch); also a military title.

Thesmothete (THES-mo-theet)
Senior administrator, particularly as chief assistant to an archon.

0.2.3 Archontean Military Titles & Hierarchies


Dekarch (DEHK-ark)
In a regular legion, commander of a konturbs of 10 men; in a cohort of the imperial
tagmata, commander of a konturbs of 20 men.

Domestikos (do-MESS-tee-kos)
Chief commander of the entire Archontean military establishment.

Droungarios (droon-GAR-ee-os)
Rear admiral, one in command of multiple naval units; often the adjutant to a naval
strategos.

viii
INTRODUCTION 0.2. Glossary

Kentarch (KENT-ark)
In both regular legions and cohorts of the tagmata, a commander of a kentarchia of 100
men.

Komes (KO-mays)
In a regular legion, commander of a cohort of 500 men; in a cohort of the tagmata,
commander of a bandon of 500 men.

Magos (MA-gos)
Military magic user of any level attached to any unit.

Novarch (NOV-ark)
Captain of a naval vessel.

Pentarch (PENT-ark)
In a regular legion, a commander of a pentarchia of 50 men.

Polemarch (POLE-uh-mark)
Commander of a legion of 3,000 men; each legion is subdivided into six cohorts.

Spatharios (spah-THAR-ee-os)
Basic legionary, or private.

Strategos (STRA-teh-gos)
Commander of an army comprised of several disparate units, whether ground or sea
forces; also the term for a governor of certain themes. Often used generically as ’general’.

Taxiarch (TAX-ee-ark)
Commander of a cohort of the imperial tagmata; a cohort is subdivided into two banda.

0.2.4 Ostralios Background


Busofide Academy of Learning, The
This caravan of traveling scholars is known far and wide in the Ghost-Fields for their
interest in cataloging and recording much of its resources, history, and peoples. De-
spite their attentiveness and well meaning nature, they often fail to see the cultural
significance of certain artifacts and practices, so locals interact with them cautiously.

ix
INTRODUCTION 0.2. Glossary

Drakoul; Drakoulessia
The draconic religion in Ostralios is known as Drakoul and the dragon worshippers
are Drakoulessians in the Drakoulessia. Drakoulessians can be found all over Ostralios
though the religion has recently (1992 AEP) taken an enormous downturn in Khamenos
with the resurgence of St Cuthbert’s temple.

Khamenos (Agoreon)
Agoreon (a-GOR-ee-on) was a semi-legendary Archontean city, located in the steamy
south of Ostralios. The city was destroyed in 1775 AEP during the War of the Sortians
and Theosophs and was never resettled by the empire. The natives of Ostralios started
a campaign to retake the city from the wild and local monsters which was successfully
completed in 1992 AEP with the city being renamed Khamenos (kah-MEN-os). This
campaign also led to a city-wide purge of the Drakoulessia and revival of St Cuthbert
worship.

Populous Leis
An adventuring party of outsiders who took up the cause to liberate Agoreon for the
Ostralian locals. Their party managed to uncover and resolve a Drakoulessian plot to
resurrect the god Falazure, removed all sources of Archontean influence within the city,
and created and funded the development of a new government.

The Saints’ Draconic War


A war that occurred between the humans of Ostralios and their draconic gods. Legend
states that the evil dragons stepped too far, goaded Bahamut into warfare, and the
ensuing conflict drove humans to revolt. Five humans attempted to gain an audience
with Io to entreat his intervention but were denied due to a lack of status. The five
humans then tried to win draconic recognition by obtaining a horde but, even then,
were confounded by the dragon gods’ arrogance. It was only after slaying Astilabor
and claiming her horde that the humans gained allies and the war began in earnest.

There were four sides in the Saints’ Draconic War:


• The good-aligned dragons included Bahamut, his dragonborne, and human pal-
adins.
• The evil-aligned dragons included Tiamat, Falazure, and Garyx.
• The human-aligned dragons included Lendys, Hlal, and Tamar, with the five
saints.

• The neutral-aligned dragons included Io and Chronepsis, who did not directly
participate.

x
Part I

The World

1
Chapter 1

Magae

The world in which the Forever Campaign takes place is known as Magae (MAG-eye).
It is an Earth-like planet with much of the world not yet explored. There is a single
moon: Luna, which completes a rotation once every 28 days. The Wine-Dark Sea is
the ocean that binds together all continents and islands of northern Magae.

1.1 Calendar
The dominant calendar used in the eastern portion of Magae is the Ennian calendar,
that is, the official Archontean imperial calendar. The founding of the Empire is tradi-
tionally dated from the year of the signing of the Compact of Ennius (Ennii pactum).
Dates are thus given either as SP, or before the compact (literally sine pacti, ‘without
the compact’), or as AEP, or after the compact (literally ab Ennii pacto, from the
compact of Ennius’). The calendar is called the Ennian Calendar, for obvious reasons.
The current year is 1992 AEP. In official documents, however, it is common to date
documents to a specific year of the reign of a given Emperor/Empress; thus, the current
year (1992 AEP) might also be presented as “in the first year of Emperor Phocius”.
For this reason, lists of emperors with their regnal dates are held in all administrative
offices of the empire.
The Thorcinga once had a distinct calendar, but it has been completely overshad-
owed by the Ennian calendar and is almost entirely forgotten. The Wiskinga never
developed a distinct calendar system; in the north, then, years are reckoned by the sea-
son and/or by the lifespan of local jarls (although ‘civilized Wiskinga use the Ennian
calendar).
The dwarves use an entirely distinct calendrical system, one based on the founding
of the great hold of Kazildor, an event that occurred in 1877 SP (by Ennian reckoning);
the dwarves date years ‘from the stone, and thus the present is the year 3869 ‘from the
stone’. Elves use a calendar based on years from the creation of Gildorin, the first elf;
according to this reckoning, it is the year 8,532. Halflings and imperial goblins follow

2
MAGAE 1.1. Calendar

the Ennian calendar.


Years on Magae are comprised of 372 days. The Archonteans, and most other human
civilizations, divide this period into twelve months of 30 days based on the lunar cycle.
Two six-day intercalary periods are added to the year, one in the late summer (harvest
festival) and one in the winter (the winter solstice).
Weeks are seven days long. The Archontean names for the days of the week are:
Basilsday, Lunday, Totsday, Mitrasday, Tasday, Horasday, and Demmasday (these are
named after, respectively, the basileus, the moon, Thoth, Mitra, Ptah, Horus, and
Demma). Numerous holidays and festivals dot the calendar year, sponsored by all the
temples, by the imperial administration, as well as by local communities.

Archontean Days
Magae Earth
Basilsday Sunday
Lunday Monday
Totsday Tuesday
Mitrasday Wednesday
Tasday Thursday
Horusday Friday
Demmasday Saturday

Archontean Calendar
Season Ancient Modern Earth
Patebrius (Ptah) Molivios (from Ptah and pencil) January
Winter Haenubrius (Anubis) Deuterios (”2nd”) February
Toterius (Thoth) Toternios (from Thoth) March
Hosimirius (Osiris) Lucrios (from Lucreon) April
Spring Sekremius (Seker) Ligarious (from Ligareon) May
Jelenius (Jael) Jelenios (from Jael) June
Isiembrius (Isis) Masporios (from Demma and seed) July
Hohrarius (Horus) Gerakios (falcon) August
Summer
Voluptarian Days 6 Days of Pleasure
Besemius (Besa) Besemios (from Besa) September
Setherius (Set) Basilembrios (from Basileon) October
Vadrius (Wadjet) Dikaios (from Mitra) November
Autumn
Draconis (Tiamet) Fidios (serpent) December
Mercedonian Days 6 Days of Wages

3
MAGAE 1.2. Languages

1.2 Languages
1.2.1 Mithric
Mithric is a dead language. It is still employed as the language of arcane theory and
practice, so all magic users trained at one of the imperial collegia (i.e., the majority)
have some knowledge of Mithric. In game terms, a PC magic user has a 10% chance
per experience level to decipher something written in Mithric. Otherwise Mithric must
be acquired like any other language.
Mithric was the original writing system of the Archontean Empire. In expressing
the spoken form of Mithric, the early Archonteans employed a set of angular letters
(30) alongside a relatively small corpus of symbols (50); the symbols were mostly those
used for public expressions of power and might. In the decline of the empire, spoken
Mithric has largely fallen out of vogue, having been replaced by its linguistic daughter,
Archontean.
While Archontean uses the same Mithric alphabet, four letters and all the symbols
have largely fallen away; this means that modern written Archontean uses only twenty-
six letters of the old Mithric alphabet. As citizens of the empire, both the halflings
of the Grain Islands and the imperial goblins speak Archontean like their masters and
use the exact same version of Mithric for writing. The Thorcinga adopted the Mithric
alphabet to their own distinct spoken language; in so doing, they retained two of the
now-lost original Mithric letters and have added three others (for a total of 31 letters).

1.2.2 Khumis
Khumic developed without any influence from Mithric. It contains 19 letters and 200+
symbols, all of which are typically joined together in an elegant, cursive hand.

1.2.3 Wiskin
Wiskin Runic is a simple runic system modeled on Dwarven Runic. It is able to convey
numbers from 1-10 and in groups of 10, 50, and 100. It also includes a set of 200 or so
angular runes used to describe concepts, temperatures, time, and nouns.

1.2.4 Ave Vox


A Mithric adjacent language akin to how Greek (Vox Script) is to Latin (Mithric).
Archae Vox is more akin to how Greek (Ave Vox) is to Byzantine Greek (Archae Vox).

1.2.5 Draconic
To those who do not speak it, Draconic is a single language written using Draconic
Runes. Scholars who have studied Draconic but never spoke or used it have created an
alphabet of sorts to mimic the Draconic Runes (like the Korean language), but this is
actually a dead end.
4
MAGAE 1.2. Languages

To those who do speak and use Draconic, the actual name of the language is Glav
(to speak or converse) and is written using Iokharic. There are several dialects to Glav
which vary between species, environment, and culture; meaning that Draconic is more
of a Common/pidgin equivalent or basis for other dialects to branch from.
Creatures that speak Draconic include dragons, dragonborne, kobolds, and lizard-
folk.

1.2.6 Dwarvish
As a runic system comprising some 350+ images, Dwarven Runic expresses concepts,
nouns, and adjectives symbolically. Differences in time, number, and gender can be
indicated by adding small flourishes to the base rune. Dwarven Runic is famous for
devoting 63 characters to various descriptions of the shape, smell, taste, hardness, and
color of rock.

1.2.7 Goburin/Gobblygook
Goburin is a pidgin between Archontean and Gobblygook. Gobblygook is thought to
be unintelligible noises like what animals make.

1.2.8 Elvish
In the distant past the elves contented themselves with a set of 275 runes (known as
Sylvan Runic) that were used primarily for aesthetic and simple descriptive purposes
(e.g., in smithing). Their system was adopted and modified by the intelligent Fae. While
the elves eventually adopted a true alphabet (see below), they still employ Sylvan Runic
for artistic, decorative, and symbolic purposes.
In response to the growth of human culture and writing, the elven lords commis-
sioned a true alphabet to complement Sylvan Runic. This system (known as Sylvan
Alphabet), begun 3,500 years ago, was intended to represent spoken Elvish in both aes-
thetic and functional ways. Sylvan appears as a cursive, semi-continuous script of 31
letters, in which new thoughts are represented by elaborate geometric patterns which
themselves carry hints of meaning (that is, each symbol, including symbols denoting
pauses, connotes a different intention, emotion, or expectation).

1.2.9 Drunic
A secret language known only to druids. Druids are forbidden to teach this language
to non-druids. Drunic has its own writing system.

1.2.10 Thieves’ Cant


Thieves’ Cant (also known as thieves’ argot or rogues’ cant) is a cant, cryptolect,
or argot which is used by thieves, beggars, and hustlers of various kinds. It is almost

5
MAGAE 1.2. Languages

universally understood around the world without a common language or script. Thieves’
Cant is a closely guarded secret and not taught to anyone outside ’the know’.

Languages of Magae
Spoken Language Written Form Modern Speakers
Mithric Mithric A nearly dead language
Archonteans, halflings,
Archontean Mithric
imperial goblins
Khumus Khumic Characters Khumus
Thorcin Mithic Thorcinga
Wiskin Wiskin Runic Wiskinga, half-orcs
Ave Vox Nox Script Ostralians, gnomes
Archae Vox Nox Script A dead language.
Draconic Draconic Rune Dragons and dragonborne
Dwarvish Dwarven Runic Dwarves
Goburin Mithric Imperial goblins
Gobblygook Unknown ’Uncivilized’ goblins
Sylvan Alphabet True high elves
High Elfish
and Sylvan Runic (gray elves)
Irthuin Elvish Sylvan Alphabet High elves
Sylvan Sylvan Runic Wood elves
Drunic Drunic Characters Druids
Thieves, rogues,
Thieves Cant Various
thugs, beggars

1.3 Timeline
The world of Magae has survived much longer than the following timeline however
the Archonteans are the first major civilization to establish a calendar and use it for
recordkeeping. For anything prior to AEP, the year would be SP and would increase
the further into the past it goes.

Magae Timeline
Date Event
∼100 SP The Saints’ Draconic War takes place in Ostralios.
The Archontean Empire is founded with the signing of
1 AEP
the Compact of Ennius.
197 AEP The Archontean Empire unifies Mithruin.
The Archontean Empire establishes it’s first province on
276 AEP
Irthuin, centered at Narsileon.

6
MAGAE 1.2. Languages

Magae Timeline (cont.)


Date Event
The Archontean Empire establishes it’s second province on
303 AEP
Irthuin, with the capital at Arcturos.
The Archontean Empire establishes the city of Agoreon just
357 AEP
off the coast of Ostralios.
The Archontean Empire conquers the Grain Islands and the
417 AEP
Halflings there.
471 AEP The Archontean Empire initiates the colonization of Borealios.
The Archontean Empire quietly abandons efforts to colonize
483 AEP
Borealios.
The Archontean Empire formally establishes Exarchs who formally
523 AEP
rule key locations such as Narsileon and Arcturos.
829 AEP The Archontean heroes, Arden and Vul, discover a place of power.
893 AEP The city of Arden Vul is officially founded by imperial decree.
Priscus Pulcher leads a movement to democratize the teaching
1679 AEP
of magic, creating the Sortian party.
The Order of Thoth democratizes its membership under pressure
1687 AEP from the Sortians. More conservative members of the Order of
Thoth leave to form their own collegium, the New Imperial Academy.
Emperor Vaslotus IV formally accuses Priscus Pulcher of stealing the
1698 AEP Compact of Ennius from the imperial treasure, thus starting the
War of the Sortians and Theosophs.
Priscus Pulcher, leader of the Sortians, is executed by
1713 AEP
Gordion the Impaler, Exarch of Arden Vul.
Alcibiades the Hunter, Exarch of Arden Vul, orders the arrest
1729 AEP
of all Sortians.
1775 AEP The city of Agoreon is sacked by Theosophic troops.
The city of Arden Vul is brutally sacked by dragons and
1783 AEP renegade Sortians. The Exarch of Arden Vul, Uriel Basileon, dies in
her palace.
The War of the Sortians and Theosophs ends.
1793 AEP
(1698 - 1793 AEP; 95 years)
Emperor Drusus VI Tenax orders the abandonment of Arden Vul;
1803 AEP
Exarch Pellas the Last, oversees the evacuation.
Emperor Drusus VII Fusus withdraws the weakened legions from
1818 AEP Irthuin, abandoning Narsileon, Arcturos, and elsewhere.
Jubilant Thorcinga occupy these worried cities.
The elven lord, Gillethorn Ellagelsson, on a diplomatic journey to
1833 AEP Archontos, ends in disaster when a mob kills him in the streets.
Elves withdraw from imperial lands.
1839 AEP The Archontean Empire proscribes the worship of Set.

7
MAGAE 1.2. Languages

Magae Timeline (cont.)


Date Event
The Archontean Empire formally adopts a new pantheon of deities,
1855 AEP
known as the Twelve.
Toternios
Agoreon is reclaimed by Ostralios natives and renamed Khamenos.
1992 AEP

8
Chapter 2

Lands

2.1 Mithruin
A large island in the center of the Wine-Dark Sea. As the seat of the Archontean
Empire, it is home to the great city of Archontos, the largest city on Magae. The
remainder of the island is home to the estates of the Archontean nobility, the great
imperial silver mines, and millennia of accumulated magical and mundane treasures.
While Mithruin is obviously home to the Archontean people, it is also home to a
sizable population of ‘imperial goblins’, now ‘civilized’ by centuries of enslavement, as
well as a small colony of dwarves.
Also known as Archontea (ar-KON-teh-ah).

2.1.1 Outlying Islands


The Lost Island of Kastamir: This island was said to appear only once every half year
in full moonlight. Any ship that sailed near it would be destroyed on unforeseen rocks
and the lucky survivors would have to swim through the perilous waters. Only a small
crew had ever managed to find Kastamir’s actual lair on the island and escape alive.

2.2 Irthuin
A huge continent lying west of Mithruin across the Wine-Dark Sea. Its eastern coastline
formed numerous provinces of the Archontean Empire in antiquity, before the empire
receded during the 95 year War of Sortians and Theosophs (q.v.), leaving behind the
abandoned cities of Narsileon and Arcturos.
Eastern Irthuin is home to the Thorcinga. The middle of the continent is a vast
swathe of old forest. The far west of the Irthuin is largely unknown to the Archonteans;
there lie the endless steppes and the khanates of Khumus nomads. The largest elven
realm, that of Lady Ellagel and Lord Gallador, also lies on Irthuin, amid the old-growth

9
LANDS 2.3. Grain Islands

forests of the center of the continent. The legendary dwarven kingdom of Kazildor is
said to rest beneath the mountains north and west of Narsileon.
Irthuin is also known as Occidentos.

2.3 Grain Islands


A chain of large islands to the east of Mithruin, perfectly suited for agriculture. Halflings
originated here and were the first outsiders to become of the empire.

2.4 Borealios
The Archontean name for the island chain to the north of the Wine-Dark Sea. Borealios
is home to the Wiskinga. Although the Archonteans have claimed Borealios as theirs,
and the emperor has assigned a general to pacify the region, Archontean authority is
limited to a few small towns.
Borealios is under a constant demonic incursion rushing over the northern mountain
ranges. Orcs and their dark masters have destroyed and pillaged hundreds of human
settlements and led to the birth of Half-Orcs.

2.5 Ostralios
The continent lying to the south of Mithruin across the Wine-Dark Sea. The northern-
most three hundred miles or so of Ostralios are thickly-forested tropical jungle, inhabited
by monsters, refugees, and fierce local tribes. It is said the ruins of older empires lie
buried in the jungles, as do, indeed, the ruins of the Archontean city of Agoreon (q.v.).
To the south, beyond the belt of mountains that rim this jungle, are said to lie exotic
civilizations of great wealth and power; to the Archonteans, however, these stories are
mostly legend.
Ostralios is the home of Gnomes and the site of a great draconic war known as The
Saints’ Draconic War.

2.5.1 Northern Ostralios


Khamenos (Agoreon)
Abandoned by the Archonteans in the middle of the War of the Sortians and Theosophs,
monsters had moved in and the locals spent decades trying to reclaim their land.
Agoreon was divided into six primary districts and with two bridges linking two with
four others. The northern most districts across the bridges were the Administration
District and the Temple District. Across the bridge, in the north was the Military and
Harbor District, in the center was the Trade District, further south was the Industrial
District, and on the outskirts was the Farming District.

10
LANDS 2.5. Ostralios

After it’s reclamation in 1992 AEP, the Ostralians renamed Agoreon to their initial
outpost’s name: Khamenos. Khamenos is almost completely funded by a single ad-
venturing party known as Populous Leis. Populous Leis reclaimed much of the city’s
territory and donated all except for a single temple dedicated to St Cuthbert and a
Collegian library which became their base of operations. Populous Leis also funded a
local guild to the status of becoming a police force to hunt down Drakoulessian forces,
who wished to resurrect the mortal form of Falazure housed under the city in a place
called the Ravener’s Ghat. The destruction of Falazure’s mortal form resulted in the
city’s freshwater system being destroyed as well. Additionally, Populous Leis destroyed
all docks in Khamenos to prevent a potential Archontean invasion. Finally, Populous
Leis designed and funded much of the new Ostralian government managing Khamenos.

Population: 44,620 (humans 45%, gnome 25%, dwarf 10%, elf 10%, half-elf 5%, half-orc
2%, goblin 1%, other 2%)
Government: Theocratic Democracy with Guild Parliament
Religion: St Cuthbert, the Saints
Imports: Food, supplies, military equipment
Exports: Education, culture
Alignment: LG, LN, NG, CG, N, CN
Key Laws: Do not steal, do not murder, do not rape, all contracts must be honored as
signed

Since the actions of Populous Leis in Toternios 1992 AEP, there is still only a single
bridge linking the north to the south and the once vibrant river has now stagnated
into a swamp. Lacking a source of clean water, the residents can no longer farm and
have resorted to magic or importing both water and food until this issue can be more
properly resolved via digging well or another more permanent solution. Additionally,
hardened wooden beams are being placed within the soft, swampy earth to provide
stability for future buildings. Despite these setbacks, the population is exploding as
more and more natives return to support this beacon of independence.
The Temple District and Administrative Districts still retain the same function
they had from their Archontean days but with prevalent religious leaders representing
each Saints’ temple and each significant guild nominating a leader, all of which gather
together as a parliament with a temple leader being voted as the Premier to make a
final decision. The current legal system uses mages as promissory note notaries and
validators.
The Military and Harbor District has been turned into residential areas with a
strong military presence to ensure monsters, who seem compelled to the city from the
south, do not injure any civilians. This place is also now the headquarters of the Sewer
Jacks who are now the de-facto police of Khamenos.
The Trade District and Industrial District are slowly being revived by craftsmen
and tinkerers while piles of merchants start new trade routes with Khamenos, hoping
to invest in the potential future trade capital of Ostralios.
Unfortunately, with the river turning into a swamp, the Farming District has all but

11
LANDS 2.5. Ostralios

been abandoned with rangers and druids attempting to find a natural way to restore
freshwater to Khamenos.

2.5.2 Southern Ostralios


Further south, away from outside influence, Ostralios falls into anachronism with tribes
and superstition taking a greater precedence than cultural identity and independence
from foreign powers. Men ride huge hares like horses as giant scorpions and dinosaurs
roam the land. This area also marks where the thick, dense jungle that started in the
north thins out drastically to desert. Not many have managed to penetrate deep into
the desert and that means survival is difficult. A few foolish companies or groups of
well-meaning scholars have tried to push deeper into the culture lost from Garyx’s flame
but a large majority have failed. Thus far, the only group that has any lasting presence
is the Busofide Academy of Learning in and around the Ghost-Fields.

The Ghost-Fields
The Ghost-Fields are the edge where Garyx’s rampage ended. Largely made up of huge
swathes of scrub-desert and dunes in the south-central section of Ostralios, the fields
gained their namesake from how undead function in the area. The countless who died
during Garyx’s scorching of the earth find themselves unable to rest and those who do
not respect the dead will find themselves in peril. Corpses are more likely to rise, ghosts
form easily, and it takes centuries of priestly tender to gently ease their pain and allow
the dead to pass on. Luckily, a majority of the folk who live in the Ghost-Fields live
by one rule, ”respect the dead” and it has kept the peace thus far.
The desert holds many secrets and perils with the average temperature being well
over 100◦ F. The nights can drop to a balmy 62◦ F with days rising to a maximum
of 138◦ F. It is known to rain during the Spring, be particularly brutally hot during
the Summer, and experience viscous sandstorms during the Fall. However, no matter
the season, a Black Sandstorm can form. This storm sucks the moisture from all
living things, leaving behind desiccated husks and bleached bones. Some say the Black
Sandstorm is the rage fo the dead, others claim it is Garyx’s will made reality. Whatever
the cause, when a Black Sandstorm starts billowing in the horizon, one best find shelter.
As the sands shift, ancient ruins and relics can come into form. Much of Ostralios’s
culture was destroyed during the Saints’ Draconic War and many wish to rediscover
this culture. Unfortunately, for the locals of the Ghost-Fields, this means a lot more to
balance as interlopers enter and threaten to upset the balance between the living and
the dead.

Shear
In the center of the Ghost-Fields sits a great sloping sandstone deposit rising from
the surrounding desert like an enormous hill. It is cleft directly down its middle, and
remnants of its other half are nowhere to be seen. Nestled and burrowed against its
great cliff-face sits the village of Shear, one of the few permanent communities in the
12
LANDS 2.5. Ostralios

Ghost-fields and one of the only ones that actively deals with outsiders. It is a com-
munal society of highly-educated hunters, farmers, and traders; highly frequented by
merchants and scholars attempting to pass through the Ghost-Fields or returning from
a foray into the badlands.

Population: 120 (humans 45%, gnome 25%, tiefling 10%, elf 10%, goblin 4%, dwarf 2%,
half-orc 2%, half-elf 1%)
Government: Tribal
Religion: Drakoul
Imports: None
Exports: None
Alignment: LG, LN

Denizens of Shear do not use official currency or coin and instead trade goods and
services with occasional lines of credit to each other. This is not to say coin or currency
cannot be used, simply that the natives of Shear do not do business in that way. The
plethora of merchants who set-up shop in Shear gladly deal in coin.
There is no official hierarchy or governing body within Shear, only local figureheads
and collective decisions made by the community. While accepting of outsiders, denizens
of Shear tend to give the cold shoulder at first. Those who actively subvert or harm
the community are met with distrust and often expulsion.
Shear has the Granary Market for food and supplies; the Soot House (a blacksmith)
for tools, armor, and weapons; the Star Tent (an inn) for lodging, drink, and revelry;
the Outcrop (an inn) for lodging, drink, and hirelings; the Tattered Temple which acts
as a meeting hall and community center; and the Painted Garden for healing, medicine,
and herbs.
Major figures in Shear include Eziach, the village elder; Vimos, the local teacher;
Jezoah, a local herbalist; Ossa, a friendly guide; Mama Xhiri, a motherly tiefling;
Cozana, a master artist; and Kharlsba, an exiled dwarf.
As of Ligarios 1992 AEP, a huge influx of Hagfish Men who claim to be from the
Autumn Court of Solis has taken refuge in Shear. The population struggles to help
these poor refugees who cannot seem to survive in the harsh, dry desert climate. These
refugees claim to be over 2,000 years old and had their souls moved into different bodies
as their current ones decompose. However, this level of magic is not possible in the small
village of Shear. Leaders of these refugees appear to be a large snouted eyeless being,
known as ’the Faceless’, and a dog-headed man who responds to ’the Butcher’.
More details can be found in Ave Vox p.8.

Solis
Deep beneath the desert lies Solis, a vast underground refuge built over two millennia
ago to hold the Flame of Garyx after he was struck down. Solis was meant to be a
holy sanctuary where Drakoulessians could guard and worship the Flame of Garyx, but
those who have ventured down into Solis say it has became something else. Vast, empty

13
LANDS 2.5. Ostralios

halls shrouded in darkness, broken machines leaking poisonous gas, and restless ghosts
haunting their corpses.

Population: ???
Government: ???
Religion: Solaris-Rex
Imports: None
Exports: None
Alignment: ???

14
LANDS 2.5. Ostralios

Figure 2.1: The Known Archontean World

15
Chapter 3

Peoples

3.1 Humans
Humans are one of the youngest races on Magae. While the elder races hid away
in forests and mountains, remaining elusive and exclusionary, humans spread. Their
ingenuity and drive were novel to the world and, despite their relatively short-lived
lives, a concept of legacy and heritage enabled generations to build villages, towns, and
cities. Their fecundity and adaptability also allowed humans to fill many niche roles
no matter what environment they spread to. This includes when exposed to the elder
races, with many humans finding ways to enable trade and diplomacy.
The greatest challenge to humans and what they construct is their relative instability
due to their short lives and tendency to swing for extremes, whether that extreme is
complete dedication to a profession or craft, or an ideology. This leads to human lands
being in a constant state of flux, new ideas arising and disappearing within centuries,
and racial relations drifting between bigotry and acceptance. The elder races often find
themselves outpaced by the constantly fluctuating human civilization but once an elder
race discovers or perfects something, it becomes doctrine for human society.
Humans often find themselves becoming adventurers for any number of reasons. It
can be wanderlust, ambition, or simple happenstance.

3.1.1 Archonteans (Ar-KON-tee-ehns)


Properly the term refers to the humans from the great city of Archontos, capital of the
empire and dominant center on the island of Mithruin, but it has come to refer to any
citizen of the empire, regardless of where he/she resides.
Archonteans are typically medium height (5’4” to 5’7”), with black or dark brown
hair and slightly olive-colored skin. They are naturally arrogant when dealing with
‘barbarians’, even while deferring to the myriad social hierarchies that govern Archon-
tean society. Archontean society is highly ordered, with a strong belief in the ‘city’ as
the natural building block of civilization.
16
PEOPLES 3.1. Humans

While Archonteans do farm, the elites typically run their plantations from the near-
est ‘civilized’ location. As a result of their urban focus, the Archonteans have been
great builders, of towns and cities, bridges, aqueducts, roads, and fortifications.
Modern Archontean male names typically end in -on, -ion, -os, or -ios, while female
names typically end in -a or -is. Modern male Archontean names: Alexios, Anaximan-
der, Basil, Belisarios, Hector, Heraclion, Iskander, Kallion, Lukon, Marcion, Melchior,
Paullor, Teodor, Uriel, Valerian. Modern female Archontean names: Alexia, Basina,
Berenice, Callista, Eudocia, Helena, Megaris, Petronia, Sarabel, Syagria, Theodora.

3.1.2 Khumus (Koo-moose)


The Khumus are a nomadic horse-people. They inhabit the far western side of Irthuin,
and their Khorate is separated from the Thorcinga and Archonteans by the vast forests
of central Irthuin. The Khumus are small (5’1” to 5’5”), swarthy, and typically expert
riders and bowmen. They are only rarely encountered in the Archontean territories.
Khumus is used both as a noun and as an adjective. Male Khumus names: Arslan,
Batengis, Batu, Ganzorig, Nergui. Female Khumus names: Enegen, Gerel, Khulan,
Sarnai, Sube.

3.1.3 Ostralians (aw-STRAL-ee-ehns)


These peoples claim a heritage over 3,000 years old and started out as dragon worshipers
until the Draconic Wars 2,000 years ago. At that time, five heroes slew the more evil
draconic rulers. The remaining dragons swiftly withdraw, leaving the cultures they
helped stabilize and govern on their own. This led to power vacuums forming and civil
war. Then the Archonteans landed and easily subdued the warring native populace.
The Archontean Empire first set foot on Ostralios in 357 AEP and established
Agoreon. However, due to the War of the Sortians and Theosophs in 1775 AEP, in
the Archontean Empire abandoned their Ostalios colony of Agoreon after 1400 years.
This all occurred outside living memory but those that were left behind and the natives
of Ostralios live on. Some still worship the dragons while others worship the heroes
that vanquished them. Others still worship the gods brought over by the Archontean
Empire.
Ostralian names tend to contain Bar, She, Yo, El, Ah, or Ain. These are typically
neutral but can follow themes based on sex such as “Talitha” (meaning ‘little girl’) or
“Martha” (‘lady’).

3.1.4 Thorcinga (thor-SING-ga)


The origin of these inhabitants of the western continent of Irthuin is opaque. Physically
they range in size and coloring, a fact that outsiders use to claim that they are a hybrid
people. Some Archontean sages, in fact, believe that the Thorcinga are the descendants
of the Archonteans abandoned on Irthuin when the empire pulled back to Archontos
about 300 years ago. Whatever their origin, however, the Thorcinga have established
their own distinctive culture.
17
PEOPLES 3.2. Dragonborne

Although the Thorcinga did occupy the old Archontean cities and maintained them
as trading depots, the Thorcinga prefer a rural life. A hereditary aristocracy (the
thegns) holds title to most of the cultivated land and other rights of wealth; lesser folk
living in villages or manors owe taxes (in kind) and service to their local thegn.
Thorcinga is the collective noun; Thorcin (THOR-kin) is the substantive noun and
adjective. Their names are loosely derived from the stock of English names of the Anglo-
Saxon period. Male Thorcin names: Aelfric, Aethelred, Colmund, Edric, Godric, Horsa,
Swithun. Female Thorcin names: Aethelflad, Cyneburga, Eadgithu, Ebbe, Thalia.

3.1.5 Wiskinga (wis-KING-ga)


Inhabitants of Borealios, the Wiskinga are typically tall, blonde or red-haired, and fair-
skinned. Their society is more tribal than that of the Archonteans, being based on small
kinship groupings clustered around a chieftains hall. Wiskin society values physical
skills and ability, and reaving is an ancient and well-respected tradition among young
Wiskinga. It is also common for young Wiskinga to journey within the Archontean
empire, seeking glory, adventure, and wealth before returning to the ancestral steading.
Wiskinga is the collective noun, Wiskin (WIS-kin) is the substantive noun and
adjective. Their names are loosely based on Old Norse naming conventions. Male
Wiskin names: Bjorn, Hjalti, Njal, Olaf, Thorvald. Female Wiskin names: Birte,
Freya, Gudrun, Gunhild, Hallgerd.

3.2 Dragonborne
Found almost exclusively in Ostralios, the dragonborne are a unique race in that they
are not born; they are reborn. Each one enters the world as a halfling, an elf, a human,
or a member of some other humanoid race with all that race’s propensities and traits.
A draconic god beckons would-be converts who would best serve them. Most of those
who hear the call discover it early, before they reach adolescence. A few heed it after
reaching adulthood and beginning their careers. Not all who are called answer.
The call is a strange event that one must experience to understand. It takes var-
ious forms from a courteous mental question, asking if one’s heart and soul are able
and willing to undertake the god’s mission; cryptic visions alluding to a life changing
event; to an unnatural pull, drawing the chosen to the place of their rebirth. The call
ultimately asks the chosen one if they are willing to give themselves over entirely to
this draconic god, giving up all that they were before to transform into one of the god’s
children: a dragonborne.
This choice is never easy. The chosen one is made aware of the many sacrifices they
must make, from their racial identity to family and friends, even whole way of life. The
only reward for these forfeitures is service to the dragon god and becoming one of their
favored champions.
The act of turning into a dragonborne is known as the Rite of Rebirth. Becoming
a dragonborne isn’t undertaken lightly. It is a long process full of self-reflection and
commitment. Those supplicants raised in the ways of their original race must carefully
18
PEOPLES 3.2. Dragonborne

consider what they’re giving up. While a human might be content to give up their
natural versatility, it’s rare for someone heavily invested in racial identity to forfeit
that race’s abilities.
When the rite begins, the supplicant lays aside all equipment and possessions for
the duration of the ceremony. Dressed in a loose, linen shift, they spend a full day and
night fasting and meditating upon this choice. Their mind fills with all the things they
are giving up, reminding them that they must forgo much of themselves to become a
dragonborne.
When dawn comes, the prospective dragonborne crawls inside an egg-shaped struc-
ture that they had built and sleep for the last time in their original form. This symbolic
act represents acceptance of the transformation. When the next dawn arrives, the cho-
sen is transformed into a dragonborne. After awakening inside the sealed egg, they
break out of it as a glorious, draconic child of their god.
When a dragonborne is reborn, they emerge from their transformation as an adult.
Dragonborne are hearty and capable of living long lives. Due to their perilous service
to their draconic deity, however, most die young. Dragonborne differ in size as much
as members of their original race do. Typically, a dragonborne becomes larger and
full-bodied in their new form, gaining 1 to 2 inches of height and 5% to 10% in weight.
The gravity of this transformation dissuades dragonborne from spending their time
weaving, sowing, smithing, or crafting. Matters of greater importance demand their
attention. When in constant service a chosen for their god, one doesn’t have much time
to devote to domestic crafts. However, the armor or battle clothes of a dragonborne
is always maintained and eye-catching. Perhaps it’s polished to a mirror-like sheen, or
designed to resemble dragon scales. A dragonborne’s armor makes a statement about
the wearer and their ideals while providing ample defense.
Dragonborne never use dragonhide for clothing or armor. To wear the skin of a
dragon is as disgusting to one who serves dragons as wearing human skin is to most
humans. While some adventurers might prize souvenirs of dragon teeth, claws, and so
forth, dragonborne eschew these grisly trophies.
Dragonborne keep their bodies and equipment clean and neat. Even when out in
the wilds in pursuits of divine command, a dragonborne manages to look their best.
When they emerged from the egg at the end of the transformation rite, a dragonborne’s
body is new and perfect. Any blemishes, scars, or tattoos that previously marked their
body disappear. The new, draconic skin feels soft and supple, the body vigorous. Drag-
onborne approach their grooming with pragmatism and the knowledge that they stand
for a dragonic deity in the eyes of many onlookers. As such, they conduct themselves
with dignity, taking the necessary time with their appearance. However, being neat
and clean is enough. Dragonborne don’t often bother with ornamental fripperies, such
as the tattoos or piercings. They esteem their forms as is, without any additional
adornments.
Dragonborne can reproduce, in theory. In truth, there is too much to do to foster
a family and rest. It is only once the initial calling that caused the Rite of Rebirth
concludes that any hope for settling down can be kindled. The few, rare dragonborne
who do find this life cannot reproduce with any race except other dragonborne and

19
PEOPLES 3.3. Dwarves

their pride and religious devotion prevents them from accepting any mate other than
their selfsame color. But recently, at the end of 1991 AEP, more and more mortals
feel the call and undertake the rite. It is only a matter of time before whatever caused
their calling demands their attention and, if any survive, there may be a chance the
race continues on.
Dragonborne speak Draconic whenever possible. To speak in the tongue of their god
is and honor, and dragonborne prefer to converse in it with each other and on matters
of importance. However, they do speak other languages when necessary.
Most dragonborne choose a new name upon completion of their Rite of Rebirth.
This name is always a Draconic word or phrase that the individual feels epitomizes their
character. Many append their original birth race and/or name to their new names after
the Draconic word “tibur,” which means “born as.” In this way, names become very
important to dragonborne. Their names tell who they are and who they were. Many
choose a Draconic word for their patron as part of their new name. Dragonborne also
add their accomplishments in the service of their god to their names.

3.3 Dwarves
Dwarves appear cold, distant, and avaricious to humans. By nature, they are clannish,
wary of outsiders, and extremely vengeful, to the extent that they frequently seem
xenophobic. Sarcastic jokes about ‘the generosity of dwarves’ are common in Archontos.
Dwarves are reputed to be masters of stonecarving, metalworking and enchantment;
still, as a rule they refuse to offer their goods for sale, so few are able to evaluate
these claims. In keeping with their flinty, avaricious natures, dwarven nobles are often
teetotalers, as they fear that the effects of alcohol may render them open to being
tricked or cheated. They prefer dour black clothes, sometimes embroidered with silver
or gold thread. A majority of dwarves, especially warrior clans, favor beards, but most
dwarven craftsmen do not due to the danger it presents. The dwarves are locked in
a constant shadow war with the doppelgangers, who they believe are infiltrating and
replacing those in their society for millennium.
Dwarven society is two-tiered. The upper tier is composed of the established clans,
most named after a type of rock or similar substance (e.g. Malachite); members of
these clans are the elites, and enjoy special privileges within dwarven holds. It is said
that members of a clan will go to any end to rescue a clansman, or at least to recover
his/her body and life-stone. The lower tier of dwarven society is composed of the clan-
less. Some of the clanless were born that way, others were exiled from their clans for
misdeeds, while still others are survivors of clans that imploded or were eliminated in
factional politics.
The clanless do much of the mining and shaping, usually under the supervision of a
dwarf from an established clan. Those who do not mine, travel and establish outposts,
trade routes, and deal with the ‘lesser races’. In truth, the further one goes from the
mountain homes, the lower they are in dwarven society.
When dwarves die, they are said to ‘take to the stone’; whether this is literal or

20
PEOPLES 3.3. Dwarves

figurative is an open question among human sages, for the dwarves are particularly
tight-lipped about such intensely intimate practices.
Dwarven names are usually derived from types of rock or stone, and/or stone-related
crafting, mining or related skills. Given names vary widely, but clan names (if a dwarf
has a clan) are relatively few in number, and are of great antiquity. Dwarven clan names:
Gest, Granite, Jade, Malachite, Obsidian, Tapper. Dwarven male given names: Etsil,
Gedric, Grist, Jasper, Scoria, Utor, Zhorak. Dwarven female given names: Bressia,
Dunita, Grishia, Hergist, Norita, Sable.

3.3.1 Mountain Dwarves


Mountain Dwarves are all clanned. Some specialize in warfare, some in crafting, some
in bureaucracy, others in trade; but all carry a life-stone which proves they are of a clan
and not a doppelganger in disguise. There are clan-less dwarves in the mountains as
well and they do live with elevated privileges than those sent beyond the mountains.

3.3.2 Hill Dwarves


Hill Dwarves are a step removed from the rest of dwarven society. They are keepers
of forts, outposts, trade routes, or strategic positions. Often overseen by a clan dwarf,
they live militant and rigid lives.

3.3.3 Plains Dwarves


These dwarves are nomads, outcasts, and exiles. A few become tinkerers or merchants
but none wish to encounter a clan dwarf. These dwarves are some of the most common
seen outside of the mountain homes and have built a majority of the stereotypes other
races have crafted. At best, they are victims of a merciless hierarchy; but at worst,
they are the dregs of dwarven society, drunks, gamblers, and hired blades.

3.3.4 City Dwarves


There are only two types of city dwarf: a disfavored clan dwarf on diplomatic duty and
an outcast so far from home, they have little hope to ever recover their dwarven pride.
They have forsaken their heritage for that of another race’s comforts.

3.3.5 Half-Dwarves
A half-dwarf is also known as a Mül. They have no distinguishing features that betray
their half-blood heritage except for the lack of culture so blatant on their demeanor.
A Mül looks just like a dwarf and often adopts the visage of a city dwarf to avoid the
horrific persecution they would suffer if their parentage was ever found out.

21
PEOPLES 3.4. Elves

3.4 Elves
Elves were originally part of an immortal fae society outside of the realm of Magae.
However, for one reason or another, they found themselves upon Magae and mortal.
Over the last 8,000 years, their culture has fractured with the elves who accepted their
mortality being known as High Elves; the elves who replaced their fae worship with
nature (the Sylvan) being known as Wood Elves; and the elves who conspire to return
to their original realm of the fae being known as the True High Elves.
Elven society is broadly collective, with younger elves associating themselves with
seniors who have established reputations for great deeds, excellent craftsmanship, or
particular wisdom. Elves prize core balance in all things. Those elves who are able to
blend their emotions, magical sensibilities, knowledge, and connections with the Sylvan
or Fae are held as paragons. Elves are curious and inquisitive, with most elves pursuing
a highly specific intellectual interest, as well as a specific interest in magic of some sort,
whether as a practitioner, theorist, or amateur. Elves are particularly attracted by
wisdom, by knowledge, by beauty, and by magical lore.
Elves have two names, one given name and one that describes one of their parents.
Given names vary widely. The second name invariably is composed of a parent’s name
with the suffix -son or -dottir. Which parental name an elf adopts as his/her second
name is a personal choice, one marked by much symbolism (as the elf is thereby linking
his/her future to that of the selected parent). Only the most venerable and powerful
of elves dispense with the parental name. Male elf names: Erist Ellagelsson, Gallador,
Gelanchian Gellisson, Jiltorin Trillissason, Lellagalon Begelsson, Nagellor Belladorson,
Nisdis Jeronsson, Seldorin Seldorsson. Female elf names: Aelin Gillesladsdottir, Ellagel,
Gilleslad, Noredden Galesdottir, Pelissa Halbestdottir.

3.4.1 High Elves


High elves are the most abundant of the elves. After losing their immortality, these elves
accepted Magae as their home and, while still wary of humans, often find themselves
intermingling with them. The assassination of Gillethorn Ellagelsson in 1833 AEP has
led to a majority of proper elven society withdrawing away from Archonteans though
they still deal with other humans.

3.4.2 True High Elves


True High Elves are rare in the human-dominated areas of Magae. The largest and
best-known enclave of true high elves is the realm of Lady Ellagel and Lord Gallador,
located deep within the central forests of Irthuin, plotting for a way to regain their lost
immortality. Those elves that travel in human society are either high elves or wood
elves. True high elves only do so for highly specific, temporary reasons (searching for a
specific object or piece of knowledge); on occasion, they reside as advisors in the courts
of human lords. Most humans have never seen a true high elf.

22
PEOPLES 3.5. Gnomes

3.4.3 Wood Elves


Turning their back upon the fae, the wood elves intend to use the Sylvan to regain
their immortality. Choosing the preservation of nature and rejecting the opulence and
perceived vanity of their previous elven culture, wood elves strive to integrate with
nature.

3.4.4 Half-Elves
There are always elves who break from the norm and adventure into the unknown, these
elves inevitably come into contact with humans and, so distant or personally removed
from their origins, fall in love. The spawn of an elf and a human is known as a half-elf.
Half-elves are very rare outside of established elf settlements near or within human
civilization. Note that there are no elven settlements within Archontean cities since
1833 AEP.

3.5 Gnomes
Natives of Ostralios and with limited Archontean contact outside of the invasion lead-
ing to the construction of Agoreon, Gnomes frequently work alongside the humans of
Ostralios and share the same language. Gnomes are inquisitive. They love to learn by
personal experience. At times they’re even reckless. Their curiosity makes them skilled
tinkerers, as they are always trying new ways to build things. Gnomes are inveterate
explorers, tricksters, and inventors. They have a knack for both illusion and alchemy.
Gnomes tend to live in hilly or wooded lands, almost always in burrows of some
sort. Gnome communities are relatively small with burrows typically clustered together
within nature. Gnomes who wish for more than a safe home build aboveground and
usually near another race’s settlement. These gnomes offer gem cutting, alchemy, or
tutoring as services. Gnomes generally wear leather or earth tones, though they decorate
their clothes with intricate stitching or fine jewelry.
Gnomes love names, and most have half a dozen or so. As a gnome grows up, his
mother gives him a name, his father gives him a name, his clan elder gives him a name,
his aunts and uncles give him names, and he gains nicknames from just about anyone.
Gnome names are typically variants on the names of ancestors or distant relatives,
though some are purely new inventions. When dealing with humans and others who
are rather “stuffy” about names, a gnome learns to act as if he has no more than
three names: a personal name, a clan name, and a nickname. When deciding which
of his several names to use among humans, a gnome generally chooses the one that’s
the most fun to say. Gnome clan names are combinations of common Gnome words,
and gnomes almost always translate them into Common when in human lands or into
Elven when in elven lands, and so on). Male Names: Boddynock, Dimble, Fonkin,
Gimble, Glim, Gerbo, Jebeddo, Namfoodle, Roondar, Seebo, Zook. Female Names:
Bimpnottin, Caramip, Duvamil, Ellywick, Ellyjobell, Loopmottin, Mardnab, Roywyn,
Shamil, Waywocket. Clan Names: Beren, Daergel, Folkor, Garrick, Nackle, Murnig,
23
PEOPLES 3.6. Halflings

Ningel, Raulnor, Scheppen, Turen. Nicknames: Aleslosh, Ashhearth, Badger, Cloak,


Doublelock, Filchbatter, Fnipper, Oneshoe, Sparklegem, Stumbleduck.

3.6 Halflings
Halflings are uncommon, and largely found in segregated agricultural communities.
Most halflings known to the Empire live on the Grain Islands to the east of Archontea,
where their agricultural prowess provides important food supplies to Archontos itself.
These halfling communities are largely self-regulating, although they are under the loose
supervision of the imperial strategos and his legion. Halflings were thought to live in
secluded communities or ‘shires’, however no evidence has been found. Local halfling
lore does not fully account for their existence on the Grain Islands, being content to
distantly recall the Great Voyage on the Big Ships.
Although most halflings are content with their rural lives, a few bold sorts attach
themselves to the staff of the Strategos and end up traveling ‘across the water’ to
Archontos. These halflings are seen as exotic and rustic, and they tend to suffer some
general paternalistic patronizing from Imperial citizens. Imperial officials treat halflings
in a genial but patronizing way, and will assume them to be political naifs. Ordinary
citizens of the Empire treat halflings as great curiosities, and will often approach them,
pinch them, and ask them simplistic questions.
Halflings have given and family names. Family names are typically derived from
botanical or agricultural features. Given names vary widely,but are typically En-
glish in origin. Male halfling names: Harry Berrymash, Jenks Pipeweed, Phlebotomas
Plumthorn, Rosco Barleystalk, Williston Appleroot. Female halfling names: Alice Gold-
engrain, Gail Winebottom, Livinia Greenthumb, Lucy Rosepetal, Petunia Turnstile.

3.7 Half-Orc
Half-orcs are the offspring of humans and orcs, the latter being demonic shock troops
pouring over the Borealios mountains. While orcs remain engaged in a protracted
and culturally ingrained conflict against human settlements, half-orcs do not inherently
share this aggression or the same ideology of orcs themselves. Although half-orcs do
have a hint of their orcish heritage, they appear nearly indistinguishable from humans.
Some may have more stooped features or pronounced teeth, a grayish tone to the skin,
or strange colored irises.
Half-orcs typically grow up in human settlements if they are not killed and were
initially distrusted due to their lineage and the ongoing state of war. However, centuries
of conflict have shown half-orcs growing up in human settlements often take up arms
against the demons. Despite their demonic orc blood, half-orcs demonstrate a full range
of moral behavior and cultural adaptability. Their physical resilience and adaptability
make them well-suited for a variety of roles, including honorable service among human
clans.

24
PEOPLES 3.8. Imperial Goblins

3.8 Imperial Goblins


The humans of Archontos enslaved the goblins of Mithruin in antiquity and put them
to work as miners and as laborers on the vast imperial latifundia of Mithruin. Millennia
of servitude — but also of exposure to the ‘civilizing’ forces of the Archontean empire -
have created a distinct racial subgroup. Even if they resemble ‘wild goblins’ (monsters)
physically, these ‘imperial goblins are culturally distinct from their monstrous kin and
thus look at wild goblins with disdain.
Imperial goblins are short, long-armed, and bandy legged, with yellowish skin and,
frequently, yellow eyes. They possess black hair and are comfortable wearing mini-
mal clothing, but possess their own standards for fine dress (these include tall conical
caps, colorful vests, and jodhpurs tucked into beautiful leather boots). They reach a
maximum of 4’ 8” in height. Goblins are known for their wiry strength and tough
constitutions.
Many imperial goblins have been freed from slavery over the years, leading to a
large number of imperial freedgoblin citizens. Although these freedgoblins are noted as
highly effective merchants, estate managers, and bureaucrats, they are typically treated
as second-class citizens by ordinary Archonteans and are the object of casual racism on
the part of the Archonteans.
Imperial goblin names combine two radicals, and usually describe a profession or task
that the goblin (or his/her ancestors) practiced. Male imperial goblin names: Capdoffer,
Lamplighter, Seamfinder, Wicktrimmer. Female imperial goblin name: Hearthminder,
Kettlelifter, Threadspinner, Warplifter.

3.9 Tieflings
Extraordinarily rare, tieflings are considered twisted, devious, and untrustworthy. Com-
mon folk believe tieflings follow an inherent tendency to commit evil due to their strange
appearance. Despite this persecution, tieflings have all the same moral tendencies as
their human parents. However, tieflings still feel out of place or unnatural, and often
must contend with a feeling of otherworldly “wrongness”. In truth, tieflings are the
result of a pregnancy carried near an extremely potent source of magic.
Shunned and maligned by the world at large, tieflings maintain a low profile and
make their livings as spies, thieves, assassins, or smugglers. Few find the “legitimate”
world very appealing or hospitable, and instead are forced into the seedier parts of
society.
Tieflings appear human at a glance, although they all possess at least one unnatural
feature that reveals their warped heritage. At the least, tieflings have a disturbing
demeanor or odd skin color, but most also possess small horns, strange colored eyes, or
needle-sharp teeth. In extreme cases, a tiefling may have a barbed tail or cloven feet.
No two tieflings have the same appearance.
Tieflings are treated as monsters and universally reviled by members of almost
every other race, good or evil. Most are persecuted and cast out from society when

25
PEOPLES 3.9. Tieflings

discovered. In such cases, the outcast takes to the wild, dons a disguise, or, more
commonly, works themself into a position of power and authority so that they can
make their own rules. Tieflings find easier acceptance among monstrous races such
as orcs, goblins, and gnolls, but only if they prove their own strength and power. As
a result of this relentless rejection, tieflings view other races as cruel monsters and
reciprocate the cycle of violence.
Most tieflings have human names, although one may acquire many names depending
on how often the tiefling has to relocate. Some mistakenly take on Infernal names, be-
lieving themselves to be the product of dark magic or demons. Male Names: Gooruth,
Kharkuk, Mexil, Takkak, Veximitron, Zarek. Female Names: Cherrakia, Keberii, Se-
shra, Shalim, Nessis, Ventera.

26
Chapter 4

Deities

Many deities are worshiped across Magae. Whether or not each is distinct, or merely
an avatar of a set of ur-deities, is a question that has been debated by theologians in
Archontos and other bastions of learning for millennia. Some heretics are even known
to have claimed that deities are nothing more than mortals who have transcended
death and time. Like people, the gods run a wide gamut from benevolent to malicious,
reserved to intrusive, simple to inscrutable.

4.1 The Greater Pantheon


There were twelve original gods of Archontos, with the earliest written reference to
one of them dating to 1218 SP (it refers to Thoth). Certainly, all of the Twelve were
acknowledged by c.500 SP, and thus they were the gods whom the Archonteans brought
with them in the great period of imperial expansion. During this golden age, the Twelve
each boasted broad portfolios of ‘expertise’. This made syncretism not only possible
but common during the Archontean expansion: it was easy enough for the Archonteans
to see in some foreign god a particular ‘aspect’ of one of the Twelve.
Many aspects were thus ‘discovered. For instance, Sekhmet (F) came to be under-
stood as an aspect of Wadjet, with special influence on fire and warfare. Of course,
whether or not such foreign ‘gods’ were distinct entities or merely aspects of the Twelve
was, of course, a hotly debated theological point. Some modern theologians blame this
flexible and accepting approach for the gradual decline of the Twelve; these critics sug-
gest that by claiming to encompass all things, the Twelve lost their uniqueness and
thus their appeal to the broader populace. For whatever reason, worship of the Twelve
had become ossified and ritualized by the time of the War of Sortians and Theosophs.
By 1855 AEP, the imperial government decided to officially link itself to a new slate
of deities, ones whose divine support promised to revive the empire. The new pantheon
centered around ten very powerful deities (“the Ten”) who were served by seventeen
(or more) lesser gods. Theological cynics could and did note that many of these ‘new’

27
DEITIES

gods resembled the most popular of the ‘aspects’ of the old pantheon, but the official
position is that the Ten are distinct from the Twelve.
For the past 400 years, the emperor has also been the subject of a cult; the theology
of this is a bit fuzzy, and ‘worship’ of the emperor is primarily understood as a measure
of loyalty more than anything else. Note: the Archonteans remain accepting of foreign
gods; it is not at all uncommon to find temples or shrines to the Wiskin and Thorcin
pantheons existing alongside those of their Archontean rivals within the communities of
the Empire. The same, however, is not true beyond the borders of the empire; shrines
and temples to the Ten are unwelcome outside the imperial boundaries.

The Twelve
God Areas of Influence Symbols & Weapons
Anubis (M)
Burial, guidance (both of the souls Jackal;
greater god
of the dead and of travelers) staff, dagger
LN
Besa (F)
Phallus, green eye;
greater god Potency, pleasure, violence, hedonism
phallic mace
CE
Horus (M)
Solar disk, hawk;
greater god Sky, sun, right behavior
mace
NG
Isis (F)
Ankh;
greater god Fidelity, motherhood, mercy, magic
staff
LG
Jael (F)
The moon, nighttime, secrecy, Quarter moon;
greater god
lawlessness, vengeance dagger
NE
Osiris (M)
The afterlife, death, justice, Feather;
greater god
punishment staff
N
Ptah (M) A level, pencil,
Creator of the universe via thought,
greater god or plumb line;
wisdom, craftsmen, harvests
LG bow and arrow
Seker (M)
A golden seed;
greater god Creation, fertility, crafting, the sun
spear, flail
LG
Set (M) Whirlwind, Set animal,
Power, knowledge, domination,
greater god jackal, red-headed man;
judgment, vengeance, serpents
LE was stick, spear
Thoth (M) Ibis, baboon,
Knowledge, judging, magic, secrecy
greater god arcane symbols;
and gnosis
LN staff

28
DEITIES 4.1. The Greater Pantheon

The Twelve (cont.)


God Areas of Influence Symbols & Weapons
Tiamat (F)
Wealth, selfishness, conquest, Rainbow;
greater god
queen of dragons spear
NE
Wadjet (F) A lidless snake’s eye,
greater god Protection, warfare, snakes and lizards a hooded cobra;
LN toothed club
Ardenia
Tessaeron (F) Wisdom, battle tactics, invention, Owl;
greater god justice spear
LG
Crestion (M) Lyre, cluster of
Poetry, music, the arts, creative
greater god wild berries;
impulses, selfishness
CG bow
Debellaton (M) Skull, scythe,
Death, might, order through might,
greater god black disk;
sacrifice
LE flail
Demma (F)
Fertility, crops, households, A seed;
greater god
childbirth, magic flail
LG
Heschius
Ban (M) Triumph, water, inevitability, Shackles, a green olive;
greater god power, magic flail
LE
Lucreon (M) Profit, amassing wealth,
A gold coin;
greater god negotiations, merchants,
hammer
LN impartiality
Lysseon (M)
Wine, indulgence, madness, A bunch of grapes;
greater god
rage, creativity flail, sickle
CN
Mitra (M) Justice, contracts, omniscience, Scales of justice,
greater god defender, oaths, humanitarian lions, flames;
LG impulses longsword
Thelis (F)
Diamond;
greater god Love, desire, aspiration, planning
sword
CG
Tychias (F)
Luck, fate, wealth, Crimson coin;
greater god
’the Lady of Thieves’ staff
CN

29
DEITIES 4.1. The Greater Pantheon

The Seventeen
God Areas of Influence Symbols & Weapons
Aranyania (F)
Woodlands, nature, growing things, Oak leaf;
lesser god
time, balance longbow
N
Atashak (M)
Fire, the sun, inevitable destruction, Burning torch;
lesser god
battle, sacrifice battle axe
LE
An idealized face,
Banion (M)
Decision-making, trickery, deceit; half white and half
lesser god
the twin of Yanion black, with eyes;
CN
dagger
Basileus (M/F)
Laurel wreath;
lesser god(?) The Emperor
mace
LN
Bisor (M)
Blue key;
lesser god The household, security, lineage
staff
LG
Chibalba (M)
The underworld, slow death, Barred gate;
lesser god
savage beauty, Lord of Caves scythe
N
Diktynna (F) A horn, a brown
Hunting, the chase in all
lesser god satchel;
forms, the moon
CN bows, hunting spears
Ellion (F)
The night, the moon, uncertainty, Blindfolds, stilts;
lesser god
financial ventures dagger, crossbow
CN
Envalios (M)
Battle, mercenaries, fire as Crow;
lesser god
pitiless destruction battle axe
CN
Kaerion (M/F)
The (genderless) Lord of Time, Hourglass;
lesser god
endlessness, prophecy, creation staff
N
Lyncion (M)
Secrets, magic, demons, A blue eye;
lesser god
hidden knowledge, power dagger
NE
Melkarton (M)
The sea, travel, merchants, Manta ray;
lesser god
fair dealing long sword
NG
A lead weight,
Nicetoreon (F)
Judgment, the afterlife, a small figurine
lesser god
passage of souls, earning merit representing the soul;
N
mace

30
DEITIES 4.2. Human Pantheons

The Seventeen (cont.)


God Areas of Influence Symbols & Weapons
Qandisi (F) The Sloe-Eyed Lady of Lust, Human image with
lesser god the Dancing Maiden of Chaos, breasts and phallus;
CE lust, control, sex whip
Rudiana (F)
Battle, berserkers, Red teardrop;
lesser god
unrestrained violence axe
CN
Treshub (M)
Storms, the sky, lightning, Lightning bolt;
lesser god
fertility spear
CE
Yanion (F)
Medicine, thresholds, A half-empty vial;
lesser god
decisions (twin to Banion) club
LN

4.2 Human Pantheons


4.2.1 The Khumus Pantheon
The gods worshipped by the Khumus people of the far west are not widely known in
the Archontean empire. As such, only a handful of their deities have been recorded.

The Khumus Pantheon


God Areas of Influence Symbols & Weapons
Ak Alif (M) A stallion’s head,
Fertility, fecundity, plenty, horses.
greater god a phallus;
Brother of At Ayut
NG spear
At Ayut (F)
Sorrow, death, loss, consumption. A skull;
lesser god
Sister of Ak Alif bows
NE
Gol Tingri (M)
A red dot;
lesser god Battle, destruction, sacrifice
swords, axes
CE
Tingri (M) Raindrop, lightning
The sky, winds, storms, procreation,
lesser god bolt, yurt;
creation
LN spear, bow

4.2.2 The Ostralios Pantheon


Ostralios’s critical religious event is known as The Saints’ Draconic War, which occurred
over 2,000 years ago. While many different versions of the events are told, the following
are the core facts:

31
DEITIES 4.2. Human Pantheons

• Falazure’s expansion and cruelty caused mortals to begin rebelling.


• Tiamat took this as a right to make examples.
• Bahamut began conscription to oppose Tiamat.
• Four heroes approached Aasterinian outside Io’s Temple to entreat Io but was
denied.
• Simeon played a battle of wits with Aasterinian while the others ransacked the
temple.
• Taking an artifact from Io’s Temple, Cuthbert approached Astilabor for the right
to create a horde.

• Astilabor said if Cuthbert could beat her in battle, it would be considered.


• Using the artifact from the temple, Cuthbert bested Astilabor who then denied
him.
• Cuthbert slays Astilabor and claims her horde as his own.

• Lendys recognizes Cuthbert and agrees Falazure, Tiamat, and Bahamut have gone
too far.
• The heroes with Lendys route both Tiamat and Bahamut.
• Both Tiamat and Bahamut entreat Chronepsis for help and all three disappear.

• Garyx begins to raze the lower half of Ostralios (rendering it into a desert).
• Hlal intercepts Garyx and both perish fighting.
• The heroes lay a trap for the fleeing Falazure and end him.

• Tamara negotiates peace and withdrawal of dragonkind from Ostralios.

The Saints of Ostralios


God Areas of Influence Symbols & Weapons
St Cuthbert (M) A sprig of grain
Righteousness, the common
lesser god on a gold coin;
man, combat, zeal
LN horseman’s pick
St Pontoise (F) A cat’s eye
lesser god Recognition, love, acceptance marble;
NG Arcane scrolls
St Simeon (M)
Inkblot on a book;
lesser god Philosophy, rhetoric
short sword
CG

32
DEITIES 4.2. Human Pantheons

The Saints of Ostralios (cont.)


God Areas of Influence Symbols & Weapons
St Ulrich (M)
Generals, city fortifications, A slip of marble;
lesser god
minted coins mallet, sword
N
The Lost Saint (M/F) A blank
Forgotten dead, catalyst for
lesser god silver coin;
change, peace after death
N spade

St Cuthbert
A man who became a paladin after a close friend was taken as a slave by Falazure.

St Pontoise
A woman who worked as a battlefield nurse and was found by Cuthbert.

St Simeon
A bard who heard Cuthbert and Pontoise were creating a counter army and knew of
an artifact in Io’s Temple.

St Ulrich
One of Bahamut’s military generals who was the sole survivor of a skirmish. Joined
Cuthbert immediately upon hearing of his uprising.

The Lost Saint


No one knows who the Lost Saint is. It could be a hero who died fighting Falazure, a
fallen soldier during the fight, or an innocent killed in the beginning.

The Draconic Pantheon of Ostralios


God Areas of Influence Symbols & Weapons
Aasterinian (F)
Innovation, arcane, disturbing A brass lightning bolt;
lesser god
the status quo –
CN
Astilabor (F)
A pile of gold;
lesser god Acquired wealth, power

N
Garyx (M/F) Dragon’s head
lesser god Fire, destruction, renewal breathing fire;
CE –

33
DEITIES 4.2. Human Pantheons

The Draconic Pantheon of Ostralios (cont.)


God Areas of Influence Symbols & Weapons
Bahamut (M)
Good dragons, wisdom, A platinum scale;
lesser god
knowledge, prophecy, and song –
LG
Chronepsis (M) A circle made of
greater god Fate, death, judgment rotated hourglasses;
N –
Falazure (M)
Energy draining, undead, A draconic skeleton;
lesser god
decay, and exhaustion –
NE
Hlal (F) A copper coin with
lesser god Humor, storytelling, inspiration Hlal’s smiling face;
CG –
Io (M/F) A multi-colored
Dragonking, the blending of
greater god metallic disk;
everything, balance, peace
N –
A scale with coins on
Lendys (M/F)
one side and a heart
lesser god Balance, justice
on the other;
LN

Tamara (F)
A dragon with angel wings;
lesser god Life, light, mercy

NG
Tiamat (F)
Evil dragons, pride, spite, Five-headed dragon;
lesser god
wickedness –
LE

Aasterinian
Messenger for Io and trickster deity. Apparently easy to distract. Often mocks or
taunts very lawful creatures into folly.

Astilabor
Astilabor represents the desire in all dragons to acquire wealth and power. However,
she dislikes greed. She cannot abide thievery unless such an act is done in the name of
building one’s hoard.

Bahamut
Bahamut, the Platinum Dragon, is the King of the Good Dragons, and a child of Io.
He is also referred to as the God of Dragons or the Lord of the North Wind. Bahamut
is depicted as a massive dragon with platinum scales and blue eyes.

34
DEITIES 4.2. Human Pantheons

Chronepsis
The draconic god of fate, death, and judgement. Has infinite hourglasses counting down
the life of all dragons, mortals, and deities. Chronepsis knows the future and fate of
all from creation to the end of time. He is silent, unconcerned, dispassionate, and a
watcher. No one directly worships Chronepsis but pay respect to him.

Falazure
The terrifying Night Dragon who enslaves mortals to becoming mindless juju zombies.
Falazure is wretched, crawling thing who is terrifyingly beautiful with skeletal wings.
Falazure is not able to fly.

Garyx
Cleansers of worlds, represents sheer power and destructive force of dragonkind. Razed
half of Ostralios.

Hlal
Hlal is a sleek, copper colored dragon with a ready grin and a happy glint in her eye.
Of the dragon gods, she is the most friendly to non-dragons. Hlal enjoys sharing stories
and songs with those who appreciate such things, regardless of the listener’s race or
background. She has little use for tyrants, and even less patience for cruelty or bullying.
She teaches that one must be free of restraint, whether real or psychological, in order
to freely express one’s opinions.

Io
Io is the chief deity worshipped by dragons, god of dragonkind, balance, and peace. Io is
unfathomably large; it is said the largest dragon who ever lived is smaller than a single
one of his scales, which are blue, gold, brass, or red, and edged with silver and dark
purple. He can, and does, appear as any age or breed of dragon, however. Io is revered
by dragons as the creator of the multiverse and of their race. He is also worshiped by
some half-dragons, kobolds, lizardfolk, troglodytes, and even some humans.
Io never engaged with mortals directly on Ostralios but worship was forced by both
Bahamut and Tiamat.

Lendys
Lendys is the dragon god of balance and justice. Unlike Chronepsis, who judges dragons
after they die, Lendys metes out justice during a dragon’s life.

35
DEITIES 4.2. Human Pantheons

Tamara
Tamara is the dragon goddess of life, light, and mercy. Tamara is the kindest and most
benevolent of the draconic deities. Some mistake this quality for weakness, but such
beings never make this mistake twice.

Tiamat
An avaricious, supremely vain, and self-proclaimed creator of all evil dragonkind. She
enjoys destroying treasure, torture, and one-sided combat (murder). She is a five-headed
dragon with each one being a different color: red, white, green, blue, and black.
This Tiamat is a different representation than the one traditionally portrayed in
Archontean mythology.

Bahamut and Tiamat


One myth reveals an unusual reason for the enmity between Bahamut and Tiamat.
Long, long ago, Io created his first children, intent on perfecting all aspects of drag-
ons. His first child was a striking creation, full of all the perfect, physical characteristics
of dragonkind. Io named it Vorel, which means “beautiful” in Draconic. As it happened,
Vorel had very limited intellect and discernment. Vorel was sweet-natured, bright-eyed,
and eager to please, much as a friendly dog is with its master. Though it was flawed,
Io still loved this little dragon.
Io found that one form was too limited to contain everything he wanted to include.
So he made two—one male and one female, one good and one evil. Embodied in them
were the passions and propensities of all dragons.
These offspring were Bahamut and Tiamat. Io intended for the two wyrmlings to
grow up together, learn from each other, and eventually mate, bringing together all the
attributes of dragonkind. The children of Tiamat and Bahamut would be wonderful,
perfect dragons.
Instead of filial love and affection, immediate rivalry sprang up between the two.
Their natures were too much at odds to allow them to feel affection or even respect for
one another. Both of them sought Io’s approbation and competed for his favor.
Bahamut strove to gain his father’s good regard through exemplary behavior, trying
to be the noblest creature he could be. Tiamat, on the other hand, used cunning and
caprice. After several schemes failed to raise her above her brother in their father’s
affections, Tiamat designed a dramatic plot.
The wyrmling goddess endeavored to sow jealousy and enmity between Bahamut
and Vorel. She had Vorel destroy some of Bahamut’s favorite magic devices. Although
Bahamut merely reacted with regret at the loss of his treasures, Tiamat told their father
that her brother had been enraged by the destruction. Then she waited until a time
when all others in the household slept the deep sleep of dragonkind. She slew Vorel,
Io’s first creation, and spattered some of her victim’s blood on Bahamut.
Tiamat knew that Io loved Vorel and anticipated that Bahamut would be slain or at
least exiled for his apparent murder of the firstborn—but she erred. She supposed that

36
DEITIES 4.2. Human Pantheons

Io would react as she would to such an incident. The Creator of Dragonkind, however,
did not respond with the shortsighted rage and impetuousness Tiamat expected. In-
stead, his love for his children led him to investigate and ascertain the truth. Grievously
disappointed, he banished Tiamat from his presence. He still cared for and loved his
daughter but could not continue to foster her in his household.
With this rejection, Tiamat’s love for her father turned to hate. She then decided to
bring forth creatures of her own and became the Creator of Evil Dragonkind. Bahamut
felt driven to oppose his sister’s evil and became the King of the Good Dragons.
In this way, Io lost his three children—one to death, one to evil, and one to good.
Some say that he still hopes to create a perfect race of dragons through the offspring
of Bahamut and Tiamat. The Great Eternal Wheel turns, and Io is patient.

4.2.3 The Thorcinga Pantheon


The Thorcinga have a remarkably diverse pantheon, especially for a people that have
never built a lasting monumental civilization. Father Utar is the technical head of the
pantheon, and Archonteans often him for the failure of his (and Thorcin) schemes.

The Thorcinga Pantheon


God Areas of Influence Symbols & Weapons
Good fortune, wine, agriculture,
Apenn (M)
revelry. Represents life of Wine cup;
greater god
the vine from first tender shoots sickle, staff
CG
to death in winter
Croul (M) Mountains, snow, pitiless striving.
None;
greater god The Lord of Peaks, the Cold Warrior.
axe
N Famously uncaring.
Love, sensuality and passion,
Ethrik (F) beauty, seduction and carnal desire.
Figs;
lesser god The eternal adulteress without spite.
dagger
CN Daughter of Utar and Shimra,
twin of Shapral
Fenth (M) Forests, nature, harshness.
Acorn;
greater god Lord of The Trees, First Seed.
bow
LE Brother of Utar.
Ghareela (F) Anarchy, destruction, chaos; Skeletal finger,
greater god hermaphroditic; the Destroyer, the hooded figure;
CE Dark Mother, Lady of Blood. bows, acid
Ghureena (F)
Life, growth, productivity, order. Toad;
greater god
Toad-headed opposite of Ghareela club
LG

37
DEITIES 4.2. Human Pantheons

The Thorcinga Pantheon (cont.)


God Areas of Influence Symbols & Weapons
Laraveen (F)
Framing square;
greater god Wisdom, war, planning, construction
spear
LN
Mishpral (F)
An open hand;
lesser god Health, healing
spear
LN
Forests, nature, hidden paths and
Nitheral (F) secrets; Pitiless Lady of the Hunt,
A large canine tooth;
lesser god Wild Daughter, Finder of Tracks.
bow
N Daughter of Fenth, and
more popular than him.
Pertiora (F)
The Seas. The Bitch of the Sea, Octopus;
lesser god
who preys on impious sailors spear
CE
Phreena (F) Potsherd with a
lesser god Fate, lost causes, slaves, the destitute black dot on it;
LN staff, club
Shapral (M)
Thieves, the night, adventure, warfare. Coil of rope;
lesser god
Son of Utar and Shimra, twin to Ethrik long sword
CN
Sherlosh (M)
Net, fishing hook;
greater god Seas and oceans, fishing
trident
CN
Shimra (F)
The hearth, kitchens, mothers, Cooking pot;
greater god
infants. Wife of Utar. knife
LG
Utar (M) Knowledge, wisdom, schemes, oratory,
Jeweled eye;
greater god justice, ingenuity, questioning authority.
short sword
LN Father Utar, Lord of the Eyes
Thefila (F)
Marriage, respect and Tear-drop earring;
greater god
fidelity, hearth, family staff
LG
Thrufor (M) Generic smiling
Travel, trade, the disabled.
lesser god face, sandal;
Clubfooted.
CG iron-shod staff

4.2.4 The Wiskinga Pantheon


The Wiskinga are a hardy people inhabiting the frozen north of glaciers, mountains,
and snow-covered fields. The Wiskinga believe their gods inhabit an enchanted valley
high up in the mountains above Westholm.

38
DEITIES 4.2. Human Pantheons

The Wiskin Pantheon


God Areas of Influence Symbols & Weapons
Bragi (M)
Poetry, music, persuasion, A bagpipe;
greater god
beauty staff
CG
Fenrir (M/F)
Hunger, chaos, destruction, Wolf ’s pawprint;
lesser god
wolves axe
CE
Freya (F) Strand of
Beauty, love (esp. unrequited),
greater god yellow hair;
sadness, wealth
CG sword
Frigg (F)
The household, motherhood, Distaff;
greater god
spinning staff
LG
Gna (F)
Brass arrow;
lesser god Travel, messages, speed
arrows
CN
Hafgufa (F)
The Seas, relentlessness, Red whale;
greater god
implacability, the Red Whale trident
CE
Heimdall (M)
Watchmen, fidelity, stamina, Blindfold;
greater god
defense halberd
LN
Jormungundir (M/F) Destruction, sabotage,
Ouroboros;
greater god planning and undermining
flail
LE endeavors, snakes
Loki (M)
Plots, trickery, crafts, Fish;
greater god
invention dagger
CE
Odin (M)
War, justice, prophecy, Raven;
greater god
inspiration, the All-Father spear
NG
Snotra (M)
Hospitality, noble behavior, Songbird;
lesser god
speech sword
LN
Pair of glowing
Surt (M)
red eyes;
lesser god Fire, caves, smithing
hammer,
LE
two-handed sword
Thor (M)
Hammer;
greater god War, battle, storms
war hammer
CG

39
DEITIES 4.3. Demi-Human Pantheons

The Wiskin Pantheon (cont.)


God Areas of Influence Symbols & Weapons
Ymir (M)
Strength, endurance, giants; Red handprint;
lesser god
All-Father of Giants maul
CE

4.3 Demi-Human Pantheons


The various demihuman races tend to have smaller pantheons.

4.3.1 Dwarven Pantheon


Dwarves venerate a single creator god, Zodarrim, the All Father, Shaper of Stone, First
Tapper, Giver of Gifts, Lord of Battle.

The Dwarven Pantheon


God Areas of Influence Symbols & Weapons
Zodarrim (M) A stone chip,
Creation, battle, stone-work, crafting,
greater god a hammer;
fertility
LN war hammer

4.3.2 Elven Pantheon


The elves of Magae do not worship deities per se. They believe that creation was
wrought by greater fae, Valborian, who created Gildorin out of pure magic and who
subsequently shaped the hundred First Elves to be Gildorin’s companions. All sub-
sequent elves are thus Valborian’s children, and while they know they will return to
him/her some day, they do not actively construct cults, temples, priesthoods, and so
forth. Many Elves, particularly wild ones, revere nature, and acknowledge the role that
Aranyania plays in human cosmogony; but again, they do not ‘worship’ her per se.
Half-Elves: Depending on their lineage (human or elven), half-elves follow human
or elven practice

4.3.3 Gnomish Pantheon


Gnomes follow the Ostralios Pantheon.

4.3.4 Halfling Pantheon


The small folk have a fairly limited pantheon of deities, and often worship human ones.

40
DEITIES 4.3. Demi-Human Pantheons

The Halfling Pantheon


God Areas of Influence Symbols & Weapons
Alder
Lightfingers (F) Stealth, thievery, wanderlust, Footprint;
lesser god adventure sling
CN
Griffo
the Roarer (M) Feasting, drinking, oratory, Foaming mug;
lesser god parties, prosperity sword
CG
Hamson
Greenfinger (M) Fields, fertility, security, Pipe-weed leaf;
lesser god harvest pole-arms
LG
Rowan
Fairbrow (F) A red apple;
Security, protection, love
lesser god spear
NG

4.3.5 Imperial Goblin Pantheon


The ‘civilized’ goblins have a fairly limited pantheon of traditional goblin deities and
are often found worshipping human ones.

The Imperial Goblin Pantheon


God Areas of Influence Symbols & Weapons
Dapp
Sapfinder (M) Mountain forests, growth, fertility, Raccoon;
lesser god animals spear
N
Glum
Fanged,
Gaping-Maw (M)
Consumption, avarice, destruction gaping mouth;
lesser god
mace
N
Three
Grindledor (M)
Creation, might, judging. concentric circles,
lesser god
The Creator a clenched fist;
N
whip
Jacko
Black anvil
the Frowner (M) Entropy, revenge, sorrow.
split in two;
lesser god Twin to Jeska
war hammer
N

41
DEITIES 4.3. Demi-Human Pantheons

The Imperial Goblin Pantheon (cont.)


God Areas of Influence Symbols & Weapons
Jeska
Pouchlifter (M) Luck, trickery, crafting. Gold coin;
lesser god Twin to Jacko hand axe
N

4.4 Cults and Unusual Deities


The following does not constitute a pantheon of linked gods but is rather a simple list
of unusual deities. Most are inimical and thus proscribed in human and demi-human
societies. Ontological questions abound about some of these entities: are they demons?
True deities? Something greater than the usual ‘known’ deities?

Unusual and Cultic Deities


God Areas of Influence Symbols & Weapons
Bajrang
A black ape’s head;
the Destroyer Apes, animals, chaos
club
CE
Dagon A single tentacle,
demon prince Water, darkness, the underworld a five-sided star;
CE trident, spear
Frelothian
banished elder
CE
Jeqellathon
banished elder
CE
Mzingaloq
An opening door;
banished elder

CE
A thin black circle
on a white or blue
Rimmaq-Isfet
field, a sinuous tongue,
banished elder Salamanders, slimes, chaos
an ovoid cave opening
CE
on a cliff face;

Orcus Pentagram with skull
demon prince Demons, pain, destruction, torture in the middle of it;
CE mace
Thanatos A glove;
Death, burial, unlife
LE flail

42
DEITIES 4.3. Demi-Human Pantheons

Unusual and Cultic Deities (cont.)


God Areas of Influence Symbols & Weapons
Tsathogga
A giant frog;
banished elder Chaos, slimes, slow destruction
sword
CE
Yazgog the
Black widow spider;
Spider Chaos, plotting, destruction
dagger
CE
Zerig the
Endless appetite, –;
Uncaring
consuptions, magic dagger
CE
The Bilkherd The Shepherd, The Farmer, Horned elk skull;
CN The Vindictive Reaper scythe

?

?

?
Ouikils Darkness, shadows, trickery, Obsidian glass;
CE Learner of Secrets unarmed

43
Part II

3.5E Mechanical Homebrew

44
As the Forever Campaign continues, it inavoidable that some amount of Homebrew
will occur to ease gameplay and facilitate the world itself as lore grows. This section
should hopefully serve as a mechanical reference for Players wishing to make new char-
acters and understand the procedure for how the game flows within the Forever Campaign.

DM’s Note
Is there something missing here? Want to see your favorite Race, Sub-Race,
Class, Spell, or Item? (Or maybe something else?) Bring it up to your DM and
codify it in here!

45
Chapter 5

Symbol Notation

This document uses a lot of symbols to help ease reading and skimming. It also uses
two types of boxes: Example, which titles are aligned to the left; and DM’s Note, which
titles are aligned to the right.

Die Notation
Symbol Meaning
x +y Add y to x
x -y Subtract y from x
↓x Discard x lowest die
↑x Keep x highest die
= Equivalent to
⇒ Execute logic

Dice
Notation Symbol Meaning
d4 Four sides
d6 Six sides
d8 Eight sides
d10 Ten sides
d12 Twelve sides
d12 Twenty sides
d100 Hundred sides

46
SYMBOL NOTATION

Ability Scores
Notation Symbol Meaning
STR Strength
DEX Dexterity
WIS Constitution
INT Intelligence
WIS Wisdom
CHA Charisma
abl
abl MOD MOD Ability Modifier
Skill Skill bonus

Saving Throws
Notation Symbol Meaning
FORT Fortitude Save
REF Reflex Save
WILL Will Save
Fear Save vs Fear
Sleep Save vs Sleep
Paralysis Save vs Paralysis
Immunity ∅x Immune to x

Damage ⃝
Notation Symbol
Bludgeoning
Piercing
Slashing
Precision
Positive
Negative
Acid
Cold
Electricity
Fire
Force
Psychic
Sonic

47
SYMBOL NOTATION

Combat
Notation Symbol
Attack
Armor Class
Melee
Ranged
Touch
Ranged Touch
Magic H
Breath ½
Disarm
Feint
Grapple
Sunder é
Trip
x Feet x ft
Line
Cone
Square
Cube
Sphere
Cylinder

Traits
Notation Symbol
x Hit Die x HD
Alignment ALGN½
Type(Subtype) Type(Subtype)
x Size x Size
Base Speed ì
Lowlight Vision 4
Dark Vision 4
Blind Sense
Level Adjustment 

Books
Notation Meaning
p.123-4 Page 123 to 124
p.123-30 Page 123 to 130

48
SYMBOL NOTATION

Books (cont.)
Notation Meaning
PHB Player’s Handbook
DMG Dungeon Master’s Guide
MMx Monster Manual x
DM Dragon Magic
RoD Races of Destiny
RotD Races of the Dragon

DM’s Note
More symbols will be added as the document grows.

49
Chapter 6

Ability Scores

Ability scores are the basis of every Character. These scores are prior to any racial,
class, or level bonus. Normal Non-Player Characters (NPC) only have 3d6 for rolling
their scores but Player Characters (PC) represent a cut above the average person. There
are three methods to generate Ability Scores in the Forever Campaign.

6.1 Rolling Ability Scores


Ability scores are rolled by using 4d6 and discarding the lowest. (4 ↓1)

Example

4 1 3 6 ⇒ 4 1 3 6 = 13

This is repeated seven times with the worst score being discarded. The remaining
six scores can be placed however the Player wishes.

Example

13, 11, 14, 17, 9, 15, 12 = 13, 11, 14, 17, 9, 15, 12

STR 11 INT 17
DEX 12 WIS 15
CON 14 CHA 13

50
ABILITY SCORES 6.2. Point Buy Method

6.2 Point Buy Method


This is the methodology define in DMG p.169. The Character starts with an 8 in all
Ability Scores and has 25 points to increase those scores. There is no method to gain
more points by decreasing an ability score below 8.

Compounded Ability Score Point Costs


Ability Score Point Cost Ability Score Point Cost
9 1 14 6
10 2 15 8
11 3 16 10
12 4 17 13
13 5 18 16

Individual Ability Score Point Costs


Ability Score Point Cost Ability Score Point Cost
9 1 14 1
10 1 15 2
11 1 16 2
12 1 17 3
13 1 18 3

6.3 Standard Array


The standard array for PCs is 15, 14, 13, 12, 10, 8.
The standard array for NPCs is 13, 12, 11, 10, 9, 8.

DM’s Note
While initially it may seem that odd Ability Scores are a wasted point, they
offer a buffer against Ability Damage causing falling bonuses.

51
Chapter 7

Races

If a language says Common, then it is the default language of the Character’s hometown.

7.1 Human
7.1.1 Archontean
Archonteans follow the default Human found in PHB p.12.

7.1.2 Khumus
Khumus follow the default Human found in PHB p.12.

7.1.3 Ostralian
Ostralians follow the default Human found in PHB p.12.

7.1.4 Thorcinga
Thorcinga follow the default Human found in PHB p.12.

7.1.5 Wiskinga
Wiskinga follow the default Human found in PHB p.12.

7.1.6 Dragonblooded Humans


Racial Traits
Dragonblooded humans have different traits than ordinary humans. The traits are as
follows:
52
RACES 7.2. Dragonborne

• Medium Size.
• 30ìBase Speed.
• (Dragonblood): There is no physical tell for this subtype.
• 4 extra Skill Points at Level 1. Dragonblooded humans do not gain extra skill
points at each level like ordinary humans.
• Automatic Languages: Common.
• Favored Class: Any.

DM’s Note: Why no Silverbrow?

The lore of the Silverbrow Humans does not fit well with the lore of the Forever
Campaign. In an effort to meet Players half way, here is a variant that allows
any human to be the Dragonblooded subtype.

Ordinary humans can also take the Dragontouched feat (found in DR p.18),
which requires an 11 Charisma.

7.2 Dragonborne
Prerequisites
• Share one ALGN½ axis with worshipped draconic deity.
• ≥3 INT.

The Character must construct a handcrafted egg, symbolic of their draconic deity
and the transformation to come. The egg must be at least the Character’s size, cost
at least 100gp in ornamentation, and contain a handful of dragon scales which are the
same type as the Character’s draconic deity.
The Character then spends 24 uninterrupted hours mediation and fasting, focus-
ing on their deity. Then the Character crawls inside the eggs and spends another 24
uninterrupted hours sleeping inside the egg.

Racial Traits Gained


A dragonborne combines some of the racial traits of her original race and her new form.
Only those traits gained from transformation are given here; see Prior Racial Traits
below for more details on how existing traits change.
• -2 DEX, +2 CON: Dragonborne are hearty and healthy, but they are awkward in
their newly adopted bodies.
53
RACES 7.2. Dragonborne

• Gain (Dragonblood): Dragonborne are humanoids with the dragonblood sub-


type and any other subtypes they had before undergoing the Rite of Rebirth. For
all effects related to race, a dragonborne is considered a dragon and a member of
her original race.
• Age: After a dragonborne underoes the Rite of Rebirth, they emerge as an adult
creature regardless of their previous age. See RotD p.10, Table1-1 for drag-
onborne age categories.
• +2 AC dodge bonus against Dragon: Dragonborne have an innate sense on how
to defend themselves against dragons.
• ∅ Dragon(Ex ) Immunity to Draconic Frightful Presence: Dragonborne are
immune to the frightful presence ability of dragons, just as if they were dragons.
• Draconic Aspect: The draconic deity has blessed the dragonborne with aspects
of a dragon. Upon completing the Rite of Rebirth, the Character chooses a single
Draconic Aspect detailed below. This choice cannot be changed later.
• Automatic Languages: Draconic.

• Favored Class: Fighter and Paladin.

Draconic Aspect
Heart(Su)

• ½ Atk: 1 per 3 HD. ⃝ matches draconic deity’s. 5ft per HD. Recharge
1 rounds. DC10+1⁄2 HD+ CON
MOD .

The dragonborne gains a line breath attack. The length is 5ft per Hit Die, up to a
maximum of 100ft. The breath weapon deals 1d8 points of damage, plus an extra 1d8
points for every 3 HD the dragonborne possesses (2 at 3 HD, 3 at 6 HD, and so
on). The damage ⃝ is the same type as their draconic deity. Targets can make a
DC10+1⁄2 HD+ CON MOD for half damage. A dragonborne can use their breath weapon once
every 1d4 rounds.

Mind(Ex)
• ∅ ,∅ H.

• 304Darkvision, 4Lowlight.

– 6 HD: 604Darkvision.
– 9 HD: 904Darkvision, 3x4Lowlight.
– 12 HD: 1204Darkvision, 4x4Lowlight.
– 15 HD: 30 Blindsense.
54
RACES 7.2. Dragonborne

• +2 Listen, +2 Search, +2 Spot.

The dragonborne gains immunity to paralysis and magic sleep effects.


304Darkvision and 4Lowlight. Plus a +2 racial bonus on Listen, Search, and Spot
checks.
At 6 HD, darkvision extends to 60 feet.
At 9 HD, darkvision extends to 90 feet, and lowlight vision allows sight three times
as far as a human in shadowy illumination.
At 12 HD, darkvision extends to 120 feet, and lowlight vision allows sight four times
as far as a human in shadowy illumination.
At 15 HD, the dragonborne gains blindsense out to 30 feet.

DM’s Note: Lowlight Vision

A torch provides 20ft of bright light and 40ft of shadowy light. Lowlight vision
allows a creature to see twice as far as a human in shadowy illumination. This
means that vision in light and low-light is doubled. So the torch provides 40ft
of bright light and 80ft of shadowy light for lowlight vision creatures.

This is notated as 2x4Lowlight (but the 2x is usually omitted because it is


the default). If 4Lowlight has a 3x, then the default bright and shadowy light
is tripled instead of doubled (60ft of bright and 120ft of shadowy light as per
the torch).

Wings(Ex)
• +10 Jump.

• Glide: Can move 20ft forward for every 5ft descended. Can Glide 30ft each
round at Average Maneuverability.
– 6 HD: Flight. Flight 30ft each round with Average Maneuverability.
Can continiously Fly CON
MOD in rounds (minimum of 1).

– 12 HD: Tireless Flight.


– Dive Attack: Can charge while flying. Requires 30ft of movement with at
least 10ft of descent.

The dragonborne hatches with fully formed wings. These wings grant a +10 racial
bonus on Jump checks and the ability to glide. At 6 HD or more, the wings allow
flight.
Gliding: Negates fall damage at any height and 20 feet of forward travel for every 5
feet of descent. Gliding is at a speed of 30 feet with average maneuverability. Improv-
ing maneuverability does not allow hovering while gliding. Gliding is impossible while
55
RACES 7.2. Dragonborne

carrying a medium or heavy load. If a dragonborne becomes unconscious or helpless


while in midair, the wings naturally unfurl the dragonborne descends slowly in a tight
corkscrew, only taking 1d6 points of falling damage, no matter the actual distance of
the fall.

Flight: At 6 HD, the dragonborne gains a fly speed of 30 feet with average maneu-
verability. Flight is impossible while carrying a medium or heavy load or while fatigued
or exhausted. Flight can be maintained for a number of consecutive rounds equal to
the dragonborne’s Constitution modifier (minimum 1 round). This can be doubled but
the dragonborne is fatigued by such exertion. The dragonborne is likewise fatigued
after spending a total of more than 10 minutes per day flying. Because a dragonborne
can glide before, after, and between rounds of actual flight, they can remain aloft for
extended periods, even if flight can only be maintained for 1 round before becoming
fatigued.
At 12 HD, a dragonborne no longer tires from flying. Flight takes no more exertion
than walking or running. A dragonborne with flight can use the run action while flying,
provided the flight is in a straight line.

Dive Attack : A dragonborne with flight can make a dive attack. A dive attack
works like a charge, but the dragonborne must move a minimum of 30 feet and descend
at least 10 feet. A dragonborne can make a dive attack only when wielding a piercing
weapon. If the dive attack hits, it deals double damage.

Prior Racial Traits


Upon transformation from the Character’s initial race to a dragonborne, many racial
traits are lost in exchange for those of the dragonborne. The following information
describes how to mechanically achieve this transformation.
• Type, Subtype, and Race: The Character keeps their original Type(Subtypes),
and gain (Dragonblood).
• Racial HD: Original racial hit dice and the benefits from them are retained.

• Ability Modifiers −− MOD : Dragonborne racial ability modifiers are in addition to


the original race’s ability modifiers.
• Size: The Character’s original size is retained.
• ìBase Speed: Base speed is maintained however racial traits relating to move-
ment or speed are lost.
• Languages: No languages are lost. Draconic is a free, automatically learned
language.
• Favored Class: The Character gains Fighter and Paladin as favored classes in
addition to their original race’s favored classes.
56
RACES 7.3. Dwarf

• Level Adjustment: The dragonborne template does not change Level Adjustment.
• All other racial traits are lost, including bonus feats, skill bonuses, attack bonuses,
save bonuses, spell-like abilities, etc.
If the original race provided a nonspecific bonus feat (such as humans at 1st level),
any feat may be discarded as long as it is not a prerequisite for another feat taken.
If the original race provided nonspecific bonus skill points, an appropriate amount
should be deducted from the Character’s skills. The DM may be required to help
adjudicate.
In general, if the loss of racial traits means the Character no longer meets the
prerequisites for a prestige class, feat, or some other feature; it is lost with nothing to
replace it. However, a few exceptions exist.
If the Character no longer qualifies for a feat due to the transformation, that feat
is lost and a new qualifying feat may be taken in it’s stead. If this disqualifies many
feats, each one may be replaced by a different, qualifying feat.
If the Character no longer qualifies for a prestige class, all benefits and special abil-
ities granted by that class are lost. Hit Dice are retained as well as Base Attack Bonus
and Base Save Bonuses the class provided. If the Character later requalifies for the
prestige class, all benefits are regained.

Special : Ordinarily, only a 1st-level character can select certain feats requiring
(Dragonblood). However, upon becoming a dragonborne, the Character can elect
to replace one (and only one) existing feat with one of these feats. The Character can-
not have more than one of these feats. The feat to be replaced cannot be a prerequisite
for any prestige class, ability, or other feat.

Dragonborne are found in RotD p.8 under the term “Dragonborn”.

DM’s Note
Dragonborne vs Dragonborn. A dragonborne is a purebred dragonborne with
only a single color in their scales. As the timeline advances, these dragonborne
will become a noble class while dragonborn would become the mixed breeds
whose scales are more muddy, ruddy, or mottled from different colors mixing to-
gether. Until the timeline advances further, there are only dragonborne with no
mechanical differences. However, once enough time has passed for dragonborn(e)
to become their own race, there will be a difference between the two types.

7.3 Dwarf
7.3.1 Mountain Dwarf
Racial Traits
These traits are in addition to the Hill Dwarf traits, except where noted.
57
RACES 7.4. Elf

• -2 DEX, +2 CON: Mountain dwarves are stout and tough, but not as quick or
agile as other races.
• +1 Atk racial bonus against (Shapechanger): Mountain dwarves are trained
in special combat techniques against these types of creatures due to their war
against Doppelgangers. This replaces the attack bonus against orcs and gobli-
noids.
Mountain Dwarves are described as Gold Dwarves in DMG p.171.

7.3.2 Hill Dwarf


Hill Dwarves are the default Dwarf found in PHB p.14.

7.4 Elf
7.4.1 True High Elf
Racial Traits
These traits are in addition to the High Elf traits.
• -2 STR, +2 INT.

7.4.2 High Elf


High Elves are the default Elf found in PHB p.15.

7.4.3 Wood Elf


Racial Traits
These traits are in addition to the High Elf traits, except where noted.
• +2 STR, -2 INT.

• Favored Class: Ranger. This trait replaces the High Elf’s favored class.

7.5 Gnome
All gnomes follow the default Gnome found in PHB p.16.

7.6 Halfling
All halflings follow the default Halfling found in PHB p.19.

58
RACES 7.7. Half-Elf

7.7 Half-Elf
All half-elves follow the default Half-Elf found in PHB p.18.

7.8 Half-Orc
All half-orcs follow the default Half-Orc found in PHB p.18.

7.9 Imperial Goblin


Racial Traits
Imperial Goblin traits are as follows:
• -2 STR, +2 DEX, -2 CHA.
• Humanoid(Goblinoid).

• Small Size: +1 AC, +1 Atk, +4 Hide, -4 Grapple, lifting and carrying limits
3⁄4 those of Medium characters.

• 30ìBase Speed.
• 604Darkvision.

• +4 Move Silently and +4 Ride.


• Automatic Languages: Archontean, Goburin.
• Favored Class: Rogue.
Goblins are found in MM1 p.133-4.

7.10 Tiefling
Racial Traits
Tiefling traits are as follows:
• +2 DEX, +2 INT, -2 CHA: Tieflings’ unusual heritage grants them quickness and
cleverness, but others find their sinister aura unsettling.

• Outsider(native): Tieflings are still considered Outsider(native) despite being


the result of extreme magical exposure while in utero. Unlike true outsiders,
native outsiders need to eat and sleep.
• Medium size: As Medium creatures, tieflings have no special bonuses or penalties
due to size.
59
RACES 7.10. Tiefling

• 30ìBase Speed.
• 604Darkvision: Tieflings can see in the dark out to 60 feet. Darkvision is black
and white only, but it is otherwise like normal sight, and tieflings can function
just fine with no light at all.
• +2 Bluff, +2 Hide: Tieflings are deceptive and stealthy.

• HDarkness(Sp): A tiefling can use darkness once per day as a 1st-level caster or
a caster of her class level, whichever is higher.
• Automatic Languages: Common.
• Favored Class: Rogue.
• Level Adjustment+1.

Tieflings are found in RoD p.107.

60

Common questions

Powered by AI

The Thorcinga and Wiskinga cultures have distinct religious structures reflective of their socio-cultural contexts. The Thorcinga, with their opaque origin, have a diverse pantheon led by Father Utar and gods like Apenn and Ghureena, emphasizing varying aspects from fortune to chaos . In contrast, Wiskinga's pantheon, influenced by their harsh climate, includes gods like Freya and Thor, focusing on beauty, love, war, and resilience, with a mythology that seems more centered on personal human experiences like adventure .

Language plays a critical role in maintaining cultural identity for the Dragonborne, who prefer to speak Draconic, thus honoring their patron deity and reinforcing their transformation. Similarly, other groups like the Archonteans and Wiskinga, with their Hellenic and Old Norse-based naming and linguistic roots respectively, use language as a cornerstone of cultural expression and continuity .

The evolution of the Thorcinga social structure and culture has been influenced by their possible descent from Archonteans abandoned on Irthuin, the rural lifestyle they prefer, and the hereditary aristocracy (the thegns) that holds most cultivated land. The mixing of diverse physical traits and the adoption of Anglo-Saxon period naming conventions further indicate a history of integration and adaptation within their society .

The Rite of Rebirth underscores the profound transformation involved in becoming Dragonborne, where individuals willingly abandon their former racial identities, personal ties, and previous ways of life to serve a draconic god. The choice to undergo this rite, often guided by divine calling, signifies a complete metamorphosis whereby individuals adopt new Draconic names and embrace a higher calling, signifying honor and duty to their god .

The mythology of Dragonkind is shaped significantly by the conflict between Tiamat, who is the creator of evil dragons, and Bahamut, the king of good dragons. This dichotomy represents a cosmic struggle between evil and good within dragon lore. The banishment of Tiamat and the subsequent roles of her progeny against Bahamut reflect deeper moral and narrative themes within the mythical structure of dragons .

Wiskinga naming conventions, which draw from Old Norse origins, reflect the society’s tribal and adventure-seeking values. Names such as Olaf and Thorvald for males, and Freya and Gudrun for females, emphasize the importance of bravery, physical prowess, and a connection to a historical era characterized by warrior culture and exploration. This mirroring of historical Norse themes indicates the society's respect for strength and reputation .

The Draconic Wars, which ended 2000 years ago with the defeat of evil dragon rulers, dramatically altered Ostralios's sociopolitical landscape by creating a power vacuum and igniting civil wars. This instability allowed the Archontean Empire to easily conquer the region and establish the colony of Agoreon. Following the Archontean's withdrawal, the locals, having developed different religious affinities, either began worshiping the original dragons, the heroes who defeated them, or the gods introduced by the Archonteans, reflecting a deep-mixing of beliefs due to historical upheavals .

The Archontean culture is deeply intertwined with its history as builders and its societal hierarchy. Their naming conventions reflect the influence of ancient tradition and the roles individuals are expected to fulfill. Male names ending in -on, -ion, -os, or -ios, like Alexios and Belisarios, reflect a continuity of lineage and a connection to ancient Greek or Hellenic roots, suggesting a society valuing historical continuity and architectural excellence .

The Khumus, a nomadic horse-people, emphasize individual prowess in riding and archery, with a culture less structured by societal hierarchy compared to the Thorcinga. Their lifestyle allows for more personal freedoms with fewer direct societal obligations. In contrast, the Thorcinga have a structured society with a hereditary aristocracy (the thegns) where individuals owe taxes and service, thus emphasizing collective responsibility and strict societal roles .

Dwarven society's reluctance to trade their finely crafted goods results in the limited availability of their high-quality products to outsiders, preserving the mystique and potentially increasing the perceived value and demand for these goods. However, this exclusivity might restrict economic growth within their society by limiting trade opportunities and capital influx .

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