The Forever Campaign Overview
The Forever Campaign Overview
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.
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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.
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.
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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:
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.
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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.
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.
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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
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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.
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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.
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.
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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.
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.
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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.
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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 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
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.
1.2.5 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.
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
7
MAGAE 1.2. Languages
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).
2.2 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.
2.4 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.
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.
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
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.
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.
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.
3.2 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.
3.3.5 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.
22
PEOPLES 3.5. Gnomes
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
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
3.9 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.
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
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
31
DEITIES 4.2. Human Pantheons
• 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.
32
DEITIES 4.2. Human Pantheons
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.
33
DEITIES 4.2. Human Pantheons
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.
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.
37
DEITIES 4.2. Human Pantheons
38
DEITIES 4.2. Human Pantheons
39
DEITIES 4.3. Demi-Human Pantheons
40
DEITIES 4.3. Demi-Human Pantheons
41
DEITIES 4.3. Demi-Human Pantheons
42
DEITIES 4.3. Demi-Human Pantheons
43
Part II
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.
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
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.
• 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.
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.
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
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.
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).
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
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.
• 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.
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.
7.4 Elf
7.4.1 True High Elf
Racial Traits
These traits are in addition to the High Elf traits.
• -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.
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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.
• Small Size: +1 AC, +1 Atk, +4 Hide, -4 Grapple, lifting and carrying limits
3⁄4 those of Medium characters.
• 30ìBase Speed.
• 604Darkvision.
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.
• 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.
60
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 .