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Table of Contents

Fiend Worship ...... 18 Fallen Worship ...... 18 A Player's Guide to Godori...... 4 Titans ...... 20 Common, Do You Speak It? ...... 5 Archfiends ...... 20 Races ...... 7 Archfey ...... 20 Dwarves ...... 7 The Fallen Gods ...... 20 Elves ...... 8 Greater Spirits ...... 20 ...... 8 Saints ...... 21 Humans ...... 9 Saints of Other Faiths ...... 21 Dragonborn ...... 9 Places ...... 22 Gnomes ...... 10 Veloska ...... 22 Half Elves ...... 10 The Great Steppes ...... 24 Half ...... 10 Radjek ...... 24 ...... 11 Everwinter ...... 24 Classes...... 12 Caledor ...... 24 Barbarian ...... 13 Scaled Land ...... 24 Bard ...... 13 Shattered Isles ...... 24 Cleric ...... 13 Dragon’s Maw ...... 25 Druid ...... 13 Lost Coast ...... 25 Fighter ...... 13 Evernight ...... 25 Monk ...... 14 Other ...... 25 Paladin ...... 14

Ranger ...... 14 Rogue ...... 14 Sorcerer ...... 14 Warlock ...... 15 Wizard ...... 15 Religion ...... 15 Shamanism ...... 17 Rathism ...... 17 Apostism ...... 17 Fey Worship ...... 18

their mortal servants. True the Fey  continue to rule in places, but they are “It is a bitter existence to live in this time of ancient beings content to plot against troubles. In my father’s time there was each other rather than seek dominion peace, and there was enough food for all. In over the mortal races. And though the his father’s time you could never want for Empire may be gone, within its ruins lie company, so many people in the land were not only beasts and monsters to haunt there. In his father’s time the Tsars cared for the good people of the world, but also their people as though they were their own the treasures of gold and magic they left children. In his father’s time the Dragons behind! lived in as much fear of man as we of them. Not only this, but the peoples and the And in his father’s time, before the Empire’s land itself possesses wonders to behold! corruption, a man could travel from To the north and east the Golden Steppe Czernograd to Kavzaht, and from lies vast and untouched by the hand of Molkorvnya to Alqwari as though he were civilizations. Mighty Horselords still only stepping through a door. ride under a cloudless sky and towards a horizon untouched for days at a time But, as my father was so likely to say to me by the specter of trees and mountains. as the thunderstorms swept over our little Further east and north one may stumble farm, “It always gets worse.”” – Tvyr into the Realm of Evernight, and live as Federov, Historian some of the shamans and mystics would The lands of Godori, and of Veloska in say nature intended us to: Fighting particular, have seen better days. Once endlessly against the monstrous races there were the gods, but they have left. who dwell there in that frozen hellhole. Then came the Fey, but they cared little Dwarves are sometimes said to travel for people. Finally came the Empire, and there in their old age in order to die a one must only glance towards their warrior’s death. crumbling ruins and deep dungeons to Go west and north, beyond the Cross know how well that worked out. Godori Sea and you will find the Elven Holds. is a land that was once a teeming land of There the more-than-mortal race lives plenty. But after wars, plague, famine within the shadow of the Winter Court, and climate shift, it is now a colder, and its mad Queen Mab. Harsh the land harsher place. is, but adventure is plentiful. Especially But the land is not without its wonders, so if one were to venture into the nearby nor its rewards. Truly the Gods are Halls of the Dwarven Kings Under the gone, hidden behind their Interdiction, Mountain. While their continental kin but so are the Fiends and Demons they have yet to establish Kingships of their once defended mortals from. And one own, these hallowed Monarchs have may still seek their blessings through reigned since the Wylde Age. Go deep

enough and one may stumble into favorable outcome if they can put down horrors only the Dwarves can stomach their weapons long enough to notice to fight, and worse: , the long- their similarities instead of their banished kin of the Elven princes. differences.

Veloska itself is a land of rivers and To the south of these people lay the woodlands squeezed between the Shattered Isles, inhabited by a sailing western ocean and the Dragon’s Maw, a race of Man. These men of dark skin and high plateau ringed in mountains good mirth live by the code of the teeming with Dragons of all types and ocean: Freedom, Adventure, and Gold! temperaments. The “cities” of Veloska are the bastions of urban civilization, if And lastly, along the decimated Lost one can call it that. The largest city, Coast, if one finds oneself most Czernograd, can boast a population of unfortunate enough to visit this damned 200,000 souls, but few others even come region, one may avoid the haunted close. Even Molkorvnya, the old capitol ghosts of the Empire long enough to of the Tsars can only claim a little over glimpse the cities that still 100,000 persons living within its walls. struggle to survive a thousand year These cities lie at the heart of siege against Death itself. civilization, but its pulse needs more time to recover its vigor. Wherever your feet take you in your adventures across Godori, always Southward and westward again one remember to live each day as if it were may come to the lands of the Halflings your last. For more than likely, it may and the Gnomes, bountiful Caledor, the be. Spring Court of the Fey. This mysterious, blessed isle, is ruled with a Common, Do You Speak It? soft hand by the lovely Queen Titania, yet her children are perhaps the most That bit up above is what we in the rambunctious of all peoples, with more business like to call “Flavor Text”, and I and more each year traveling the world (the Author) enjoy it from time to time in search for adventure. in order to illustrate how playing in the lands of Godori should feel. But you’re Southward more you may travel, and reading this because you’re a Player, or arrive shortly at a crest of mountains. a very impatient DM, and so you’re Across these lie the Scaled Lands, a probably looking for the gist of all this. collection of kingdoms ruled by the tumultuous Dragonborn. These Dragon- The “Gist”, as they say, was best put by Men live within their own elements, an Anonymous poster while collecting from Brassflame to Copperspire, and information during the course of writing from Ice Harbor to Bronzegate. As this book: bitterly divided as they (and as most Things used to be good. Now they're peoples in this age) are, a unified worse. And getting worse. Dragonborn Kingdom may be the most

There is no great, ancient evil waiting treasure, and kill everyone in sight to be awakened. It was always awake. adventures. Witches are not always of sinister intent, and should therefore be treated The following chapters will cover what with extra caution. If you can't trust Races exist in Godori, as well as what them to be evil, you can't trust them at form the traditional Classes take. There all. Do not enter the forest. It will eat will be a rundown on Society, Culture, you. Do not go swimming in any body Religion, and perhaps a few odds and of water. You will be eaten. There are ends. Nothing here is really mandatory many tales of great cities in lands far reading, but a skim of things relevant to away. You will never get to see them. yourself may prove helpful. Fantastic creatures and wilderness are often bad. The nobles ruling you are generally worse.

The best thing you can do with your time is go cutting down trees. It kills the forest that would eat you, and it gets you wood that can be used either to throw on the fire or to build your coffin with. If nothing else, at least it takes the mind off how much you hate life and everyone who are not from the same place as you.

Bleak, true, but for a purpose. Godori is roughly based on Eastern Europe and the Near East sometime between 1000 and 1500 CE, specifically that part of the world referred to by later historians as Russia. Most characters will have Russian names and attitudes due to the majority of the world being Slavic, with the other cultures as interesting spice for further adventures.

This guide will seek to give you the rundown on how this world works, and allow you to take in a summarized version of the world. Hopefully, this guide will help you craft your characters to fit in the world, and allow your adventures to have more meaning than simply smash the door, loot the

 The races who call Godori home are as follows:

Race Description Based on Dwarfs Short, tough, willful warrior smiths Swedish Vikings Elves Slender, graceful, prideful raiders and mystics Norwegian Vikings Halflings Small, jolly, curious adventurers and Anglo Saxons gentlepersons Humans The Everyman, from Steppe to Valley to Island Russian, Mongol, Afro- Caribbean Dragonborn Big, powerful, honorable warrior-poets Arab Gnomes Small, inquisitive, odd mages and academics Anglo Saxon Half Elves Slender, strong, charming diplomats and Russian adventurers Half Orcs Gruff, tough, misbegotten survivalists Mongol Tieflings Queer, colorful, morose Traditionalists and Jewish Outcasts Forged Ancient, versatile, rediscovered artifacts and Same as Makers guardians Aasimar Gifted, beautiful, doomed and accursed Greek Imperialists

Dwarves originally come from the Isles Mechanically, there is no difference of Everwinter in the Northwest. between the races here and their PHB Specifically, they come from the three counterparts. The differences are largely great Kingdoms Under the Mountain: one of culture, history, and focus. Stonethrone, Deephall, and Wintercavern. Due to an age of Dwarves prosperity, the Dwarves grew too great in number and decided to alleviate this Dwarves are short, broad humanoids, by founding new kingdoms, under the usually standing around 4 to 4 & 1/2 mountains of Godori. For the last two feet, with light or dark skin. Their hair centuries this they have done, with no ranges in color from black to blonde to success to show for it. Few of the Princes red, and they decorate their beards survived the monsters above and below meticulously. They are a willful people, the mountains, and many Dwarven but honorable, and will fight for their communities appeared from the beliefs with unbridled exuberance. survivors of their armies. Dwarves can live to be 400 years old, though rarely.

The subraces of Dwarf include City The Elven subraces include High Elves, Dwarves and Steppe Dwarves. City Wood Elves, and Dark Elves or Drow. Dwarves use the Hill Dwarf rules, and High Elves represent those who’s represent those who dwell within the bloodline traces to the most northern original Kingdoms, as well as those who Trimene, the Isle of Mab. Wood Elves have acclimated to living in Human represent those Elves who descend from cities. Steppe Dwarves use the the Holds of Ebor, and many may be Mountain Dwarf stats, and represent the found in Veloska, drawn by the great rougher nature of those still on the forests. Drow represent those Elves who warpath, or only recently left. were cast out and sent into the deepest recesses of the . Only a few Elves walk the surface, and they are always watched. Elves are slender humanoids, standing between 4 and 5 feet in height and Halflings featuring fey features such as pointed ears and strangely shaped eyes. Their Halflings are small, proportionate hair is usually light with High Elves, humanoids about 3 feet tall, with brown and dark with Wood Elves, as is their or red hair and lightly colored eyes. eye color and skin color. Weapons, even They tend to wear simple clothing in ceremonial, are worn openly by all earth tones, even their “nobility” for Elves. Elves are renowned for their lack of a better term. They also show a lifespan, nearly 700 years average, fondness for straw hats. If ever there though their own violent culture tends were a people that exemplified the to limit the number of those who get concept of the gentleman farmer, it that far. would be Halflings. The same goes for Gentleman Adventurer. Elves share a similar history with the Dwarves, even so far as to have once Halflings share a common history and been one people, it is said. Their original heritage with Gnomes, and far more homes are built along the mountain closely than Dwarves and Elves. They valleys and fjords of the Everwinter hail from the island of Caledor in the Isles, and their monarch for millennium Southwest, a lush green isle of farms has always been the immortal Fey and lakes. Halflings largely govern Queen Mab, who rules from the Tower themselves by electing mayors and of Glass in Vinterrich. They originally marshals and the like, while Lady came to the continent as raiders and Titania, Archfey of Spring, rules as more pillagers, Vikings as they called or less a beloved figurehead. Caledor is, themselves. Now, however, trade draws some would say, a paradise. And many to the mainland, trade and a land paradise can be ever so dull. Hence why without an immortal, capricious ruler so many Halflings, upon coming of age, lording herself over the people. That drop their plows and pitchforks, and seemed particularly enticing.

instead hitch a boat ride to the mainland Dragonborn and Adventure! Dragonborn are a race of humanoid The subraces are Lightfoots dragons. They stand between 6 and 7 and Stouts. There is little difference feet tall, and are covered head to foot between them here and in the Fifth with hard scales, some of whom are Edition Player’s Handbook. colored similarly to their larger, monstrous kin. Likewise, Dragonborn Humans eyes are of a wild assortment of colors, and their pupils are vertical slits. Some Humans, everyone is familiar with. Dragonborn have horns and ridges, They come in many sizes and shapes, while others sport smooth foreheads, or hues and colors. They can be the most hair-like tendrils. Regardless, most are heavenly saints and the greatest sinners, powerfully built, and capable of virtual nothings or mighty champions. expelling a breath weapon when in need of it. Humans were created by Svarog, the Smith God, during the Primordial age, Dragonborn were said to have been and they continue to thrive ever since. created by Puck, the Archfey Lord of Humans are recognized as the dominant Summer, one day when he was bored. mortal race on Godori, and sometimes Dragonborn themselves prefer to also regarded as the original mortal believe that they were created alongside race. All others know their creations the other races of Dragons by Belya and occurred after the Gods left the world, Tsernya, the Twin Goddesses of War. all save for Man, who was created by a Their culture emphasizes Honor, Divinity. Courage, and Intellect. The last is most important, and has led to their people There are no mechanical differences achieving technological marvels, between human subraces. All humans including printing presses and cheap may use the Variant Human or Normal paper, some forms of electricity, and Human statblock, as directed by the advanced metallurgy. Dragonborn’s DM. Veloskans are the people of cultural xenophobia has led them to Veloska, and they make their living become isolationist, only sending along cold rivers and deep woods. The scholars, merchants, or mercenaries into Vednyek live on the Golden Steppe, and the wider world. are considered unparalleled horsemasters. And the Vaadun, those Dragonborn have no subraces, though swarthy humans of the Shattered Isles players must decide what type of to the deepest south, make a name for Dragon they most resemble in order to their people as famous explorers, determine their Elemental Resistance cunning merchants, and noble pirates. and Breath Weapon. These include the Chromatic types (Red, Blue, Green,

Black), and Metallic (Gold, Brass, The Elves began raiding, well, Copper, Bronze). everywhere near their own beginnings, and the tradition has only recently lost Gnomes favor. It was seen as a pursuit of honor and valor, and gold. In the process, Gnomes are small humanoids, standing many human women were taken and as around 3 feet tall. They appear very these things develop many Half Elven similar in general appearance to children were born. It has reached the Halflings, but tend towards a more Fey point where Half Elves have begun to appearance, much like the High Elves of breed true. Still a young race in this Everwinter. Their hair and eye color are sense, Half Elves lack any sort of culture the same as Halflings, and their dress is unique to them, instead taking on the similar, though often more formal or local culture they are born into. Half robe-like. Elves take after both Elven and Human heritages, combining Man’s energetic Gnomes share the same culture and curiosity with an ’s grace and beauty. language as Halflings, as they are cousins of one another. They are There are no real subraces for the Elves. Titania’s more…intellectual children, They may take after one subrace of Elf, and are often entrusted with more of her but there is no mechanical benefit. secrets than others. Half Orcs Gnomish subraces include Forest and Rock types. Forest Gnomes represent Half Orcs are humanoids of great size those who have continued to thrive in and strength. Their skin tends towards Titania’s service, while Rock Gnomes green, gray, and even blue are of a particular clan that left for the pigmentation, and many are known for mainland years ago, and promptly their overdeveloped tusks and fangs. made their own way in the world. Their hair is dark, and their eyes a bright golden hue. Half Elves Long ago, during the Wylde Age, Lord Half Elves share many human and elven Oberon of the Fey Court of Autumn traits. They stand at normal human cursed a tribe of humans that had height, though rarely develop the same desecrated/camped in a small wood he level of muscle mass. They share many held to be sacred. Oberon cursed the of the elven facial features, though less men into Orcs, and set them loose upon than in a full blooded Elf, and due to a an unsuspecting world. He was later strange quirk of inheritance they grow convinced to return them to normal, but fantastic beards and facial hair. They found he could only return their souls. live around 120 years, and always in Half Orcs are the result of several good health. thousand years of re-integrating Orcs into human societies. Half Orcs, like

Half Elves, breed true, and they are considered a full race distinct from man or . In fact, very few True Orcs remain. Most Half Orcs live on the Golden, or Northern Steppes in horse- riding super-tribes called Hordes.

There are no Half Orc subraces. Tieflings

Tieflings are strange humanoids that resemble fiends, devils, and demons. They come in many shapes, sizes, and colors. Their skin can be blood red or deep blue, and many shades in between. Some have horns, and some have tails. A few have vestigial wings or cloven hooves in place of feet. Some have fangs, others claws, and some have shadows that move on their own.

Tieflings are descendants of the Old Empire, also called the Pashem Empire. They were once children of Oberon until their empire fell into debauchery and sin, ultimately calling down the wrath of the Gods upon them. Whatever the truth, the Imperials were transformed 600 years ago to take the form of mortal devils, and this has not changed. They live in ghettos called Hellmouths in many cities, and typically organize themselves by their religious affiliations (see: Religion). Some Tieflings seek equality with the other races, and forgiveness for their people’s misdeeds. Others seem to want a return of their ancient empire, or at least to break the curse upon them.

Tieflings have no subraces, but each Tiefling is potentially unique in appearance.

 Players represent another level of existence, one beyond mere power and training. PC’s are special, and their place in the universe is similarly special.

Class Description Role Barbarian “Uncivilized” warriors and berserker tribesmen Tank Bard Inspiring heralds, swordsmen, and mages Support Cleric Priests and prophets of the Gods Healing, Spellcasting Druid Mages devoted to the magic of Nature Spellcasting Fighter Skilled warriors without peer, beyond human Tank Monk Warrior priests who strive for perfection Support, Striker Paladin Warriors bound by sacred oaths Tank, Striker Ranger Hunters of beasts and men, wardens of nature Striker Rogue Anyone with the skills most needed Striker Sorcerer Innate mages whose power is in their blood Spellcasting Warlock Mages who are bound to otherworldly patrons Spellcasting Wizard Studious mages with dusty tomes Spellcasting

Barbarian own) coffers with gold piled to the heavens. One of the oldest and most beloved heroic character archetypes, Barbarians Clerics can be found in every major city, are warriors of incredible power. They often tending to their congregation. thug through the monster’s attacks, hack the bandits into bits, heap the evil Druid sorcerer and witch atop their own defiled altars, and then head back to the Mysterious and secretive, Druids have tavern for a nice ale and a comely delved into the deepest and darkest of woman. Or man. Or Succubus, if they’re Nature’s enigmas, and come out with into that. And they are. power over the natural world. They command the beasts of the woods to Rage Barbarians can be found in any fight their enemies, order the wind and tavern with a dry cot, while Totem the rain to scour land clean of monsters, Barbarians wander the wilds looking for and tend to the trees, making them adventure. grow tall and strong. They are the guardians of Nature, and if protecting Bard Nature means braving the civilized world, then so be it. If they aren’t singing the praises of long dead heroes and kings, they’re bedding Druids of the Land can be found in the tavern-keeper’s daughter and many villages as shamans and wise stealing a peek at every spellbook men, and occasionally in town as within a mile. Bards can inspire their herbalists and physicians. Druids of the allies to great heights of heroism with Moon may only be found in the wild. their music and stab goblins alongside the best of them. Fighter

Lore Bards search out dusty old spell City guards, soldiers, bodyguards, tomes for more arcane secrets, while thugs, lackeys. These are not Fighters. A Valor Bards stand at the front of a battle Fighter stands before the rank and file, a line, slinging insults and war cries in radiant blade raised against Dragons, equal measure. Demons, and Giants. A Fighter is a hero of legend, trading blows with demigods Cleric and leveling mountains with a thunderous blow. Fighters do not slay Smelling of incense and the blood of the men. Fighters slay Armies. unbelievers, Clerics act as the Divine’s mortal servants on Earth. They are Wherever warriors of intense skill and infused with their Deity’s might and training are needed, there a Fighter shall sent forth into the world to combat evil, be. liberate lost artifacts from forgotten tombs, and fill the church’s (and their

Monk people from the monsters that threaten their livestock, their livelihood, and Part mystics, part priests, part warrior their lives. And they guard the sanctity poets, Monks seek out true Perfection. of nature from ill-intentioned intrusions. They seek to perfect their minds, to They are masters of the beasts, and anticipate a blow before he who swings hunters of Men. None match the the hammer is even born. They seek Rangers in their element. perfection of spirit, to be ever generous, ever gentle. And they seek the The Beastmasters are most found on the perfection of their bodies, so they can edge of society, bridging the gap Crane Kick fools straight into low orbit. between animals and people. Hunter Because Enlightenment is often a path Rangers trek from the deepest wilds to strewn with the imperfect bodies that the courts of Kings in order to find their stood in your way. prey.

All Monks, regardless of the path they Rogue have chosen, follow a solitary lifestyle, surrounded by only a few friends and Everyone has heard the tales of the thief allies as they seek to perfect their art. who stole the entire treasure hoard of the dragon Ylogoth, while said dragon Paladin was asleep at home. Every child remembers the time that the “magician” Standing attention at the Hierophant’s who came to town turned all the guards Mantling, bearing a message of hope into hogs and all the trees into horses. and love into the Underdark, or bathing And in hushed whispered stories are in the blood of the wicked, a Paladin’s still told of the shadow that seems to work is never done. The oath they have loom near those who have died a sworn binds them to a higher power, a mysterious and violent death. Rogues purpose greater than any individual. represent the heroes and villains who They are the first rank, the vanguard of make do with their wits and a bit of the cause. And in their cause’s name luck, and come out smelling like a rose. they shall destroy all who stand before them. Rogues appear in every level of society, from cutthroats on windy docks to Paladins can be found in every military nobles pilfering intelligence for their force, and often near holy churches and masters. sites. Sorcerer Ranger Power runs in odd currents and circles. They walk the fine line between the It follows some paths straight and true, wilderness and civilized nations, always like an arrow in flight. And sometimes it seeking to restore a balance in a state of twists and turns off course, seemingly perpetual change. They safeguard for no reason at all. From time to time a

person is born for whom magical power been categorized and placed comes as naturally as breathing. Power alphabetically. Wizards stand alone as runs in their veins and through their men and women who seek power not bones, and no matter whence from this from some obscure birthright, not from power comes down to them, no one some distant God or foul devil, but from doubts that it is power of the truest their own hard work and determination. form. Give a Wizard a fulcrum, a lever, and a place to stand, and he’ll just cast Sorcerers pop up everywhere. Some are levitation, since that would be so much traced back to the Dragons of old. Some simpler. are mere manifestations of fickle magic. And some derive their power from the Wizards are often found at the heart of blood of Tsars. civilization, or in their lonely towers far from any living soul they might Warlock endanger with their magic.

Deep in the woods, in the shadow of an ancient ruin, beneath a full moon, a pact is struck. Within the dreams of a madman a connection is made. In the heart of the Feyrealm, by the happenstance of a missed turn, a master finds a new servant. Warlocks have touched a dangerous power in the land, binding their very souls to ruinous powers outside the established order. With power comes a price, certainly. But for a Warlock, the prize is worth the risk.

Fiend-Warlocks keep their heads down, while Fey-Warlocks go about their business with little ostracizing. And those who are bound to the Corpse Gods? Fools. Fools and dead men. Wizard

To stand in a Wizard’s tower is to stand in a maze of tomes piled high to the ceiling, while imps and conjured beasts carry food and writing supplies into the Master’s chambers. If you stay long enough you’ll swear even the dust has

 righteous, peaceful, and cooperative one. Most Gods are treated with “And so it came to pass that Elder Perun, reverence, even when worshiped Lord of Thunder, King of the Gods, hefted alongside other powers such as ancestor up the still and headless form of Behemoth or nature worship. The faith of the Gods Volkos Once-God, and he did smote the can be found in every single land, but wretched corpse with his spear and the river plains and forests of Veloska lightning flowed from him. The remains are considered the Church's heartland, charred and burned and boiled ‘til not but a while ancestor and Nature worship are choking black cloud remained. This cloud minorities, except in the more deserted Perun and Svarog Man-Crafter took to their regions of the Steppes. forge, and with the fire of a roaring volcano they worked upon it until it shone white as Some in this world have chosen to give snow and just as brilliantly did it shine. their worship to the Archfiends or the Demons of the Abyss (who are nameless This new thing, wrought from the foulest of and beyond counting). This is in no way desecrations, was set into the sky as a white a good idea, but many are convinced of band in the evening sky. ‘The Interdiction,’ the sheer Power the Fiends can bring Lord Perun spake, ‘It shall safeguard this them. realm from all incursion. Neither God, nor Devil, nor Daemon, nor Spirit shall pass Many congregations have cast out or into the mortal realm, except in blessing persecuted those who swear fealty to those who heap praise and prayers upon the Fey Courts. These congregations are them’. generally not around long afterward. The Fey are worshiped as Gods in their So long as the Interdiction stands, Man own right, as well as avatars of nature. shall rule on earth, and the Gods in heaven.” Many, many Druids throw in their lot with the Courts, sometimes as many as -The Book of Origin, Ecclessia, Chapter 3, Verses 23-31 who serve Nature alone.

Wonder why you won’t see many Worship of the Fallen Gods is both Deities walking the land of Godori? illegal, madness-inducing, and generally Why, the Interdiction of course! The speaking a much faster way to get a Interdiction basically says that no one Paladin Order up in your face than can cross Planar Boundaries without devouring orphans' hearts while being invited, and that invitation is in shouting "Archfiends are the best!" They the form of a spell. So the Gods and are literally Undead Deities from the Fiend wage their war today, just using end of the Gods' War. They desire Clerics and such instead of themselves. nothing more than to destroy and consume all life, and then each other. The Gods reside in the Heavens, and There is no data concerning how many work through their Clerics and Paladins worshipers exist. to shape the world into a more

In addition to Gods, Fiends, Fey and praised, for one gave of himself to create Old Ones, there are many spirits who all things, and the other preserves the inhabit the world but are none of these cosmos from destruction. Many Clerics things. These deities rarely have plans who devote themselves to this path take greater than "Attract worship, keep on the title of Elder. A number of thralls, profit", and few could even Tieflings are known to have joined this comprehend trying to take on one of the minority religion soon after the fall of higher gods. the Empire, leading to its spread throughout their diaspora. Rathists Shamanism share in Shamanism’s reverence The worship of nature, the oldest form towards nature, seeing it as their God’s of worship. Whether one is praying to body. nature itself or a specific spirit, all such forms of worship fall under the title of Shamanism. Here you will find many Druids, Rangers, and even an odd sort Apostism of Warlock. This is often considered the The Apostic Church is the single largest “Folk” religion, and lacks a formal church in the world, with adherents in system of priesthood. Usually, a Druid every corner of the world. Apostics will perform rites in an area, often for believe in the traditional pantheon of simple compensation, and pass along gods headed by Perun. While they the “contract” with the land to an venerate Ratha and Gea, the bulk of apprentice when the time comes. Most their traditions focus on Perun, Svarog, Druids are informally taught, but Zora, and Belya. The church is highly maintain strong ties of brotherhood organized. At its base are the lay with those of their Circles and Orders persons. Above them are the parish whom they meet. The symbol of priests, called Patriarchs, who oversee Shamanism is an interlocked Gold and the local affairs of the church. Above the Silver Ring, representing the Gold and Patriarchs are the Ecclesiarchs, or Silver Moons. Princes of the Church. From among their number are chosen a small number of Hierophants. While the lower orders possess only spiritual influence, the Rathism Ecclesiarchs and Hierophants are Rathism may very well be the single treated as equal to the Grand Dukes, oldest faith of all, if the stories are true. and with a corresponding amount of It is said that Perun was the first Priest power. The military arm of the church, of Ratha, being his eldest child and the the Serraton, is exclusively female and King of the Gods (though a Rathist features its own hierarchy. This includes would take offense at the title). Rathists Lay Sisters (basic infantry and support), insist that the “Gods” do not deserve the Shield Maidens (Warriors), and devotion they seem to attract. In fact, it Matriarchs (Officers). They are led is Ratha and Gea alone who should be

overall by the Mother Superior, who as often as the Archfiends plot against rivals the Hierophant in power. one another, their Warlocks and other adherents are known to unite against Fey Worship Daemonic incursion, sometimes even The Four Kingdoms, or the Courts of calling truces with the Church in order Season, or the Lords and Ladies, as they to put down such cults. Fiendish cults are called, are a powerful force within tend to form a hierarchy similar to, and the world. While their presence is in fact in parody of, the Apostic Church. limited out of respect for the Interdiction, their power is beyond Fallen Worship question. It is said their meddling When the War of the Gods raged upon created the Elves, Dwarves, Halflings, the world’s face, there were casualties. Gnomes, Orcs, and Dragonborn from Those Gods who fell in the carnage have Old Humans. The Courts are split up by since returned, in a fashion. They are season, and each is ruled by their own Fallen Gods. Corpse Gods. They are Sovereign. Queen Mab rules the Winter ravenous, gibbering creatures who Court in Everwinter, Lady Titania Hunger for the souls of man. There is no directs the Spring Court in Caledor, reasoning with the Mad Gods, for they Prince Puck holds the Summer Court in are already dead. Their worshipers are a supposedly moving castle, and Lord often written off as insane and killed Oberon reigns over the Autumn Court outright. Even the most merciful of in the forests surrounding Odrenov’s Paladins or Clerics will not hesitate to Sea to the east. Fey worship is cut such cults out like a cancer. considered heretical by the Apostic Negotiation has never worked. The Church, but most Folk religion accepts Fallen seek to devour all that exist, the Fey as another set of Spirits one may feasting on the souls of mortals, the or may not pledge allegiance to. Many souls of Gods and Fiends, and finally on Warlocks and Druids, and some the flesh of Ratha himself, plunging the Paladins, worship these beings. universe into eternal cold, and then glutting themselves on one another. Fiend Worship And when only one is left, that lone God Fiend worship, on the other hand, is shall howl at oblivion, and become one illegal in most regions. Some Horselords with it. They are unpopular, as it stands, on the Steppes seem to not care, but although some have been known to even they know better than to trust “borrow” their dark powers for a short devil-magic. Some swear allegiance to time without going entirely mad. such Fell Powers in order to become powerful themselves, and some do so to So to recap: fulfill more noble goals. Most Patriarchs would state that the road to hell is Rathism: You worship Ratha and Gea. paved with such noble intentions. Your God was a God before it was cool. Outright Daemon worship is far less Apostism: You worship the traditional common, but it does exist. Interestingly, pantheon. More Gods, more Power!

Shamanism: You worship Nature and Spirits. You like Trees.

Fey Worship: You worship one of the Fey Lords and Ladies. Choose wisely.

Demon Worship: You worship Demons. You mad bastard.

Fiend Worship: You worship Archfiends. Hope it was worth it.

Fallen Worship: You worship Undead Corpse-Gods. Hoo-boy you’re dumb.

Titans Summe Name Alignment Domains Symbol r Court Ratha, LN Light, Life A meditating King CN Trickery, a The man within a Oberon, War, brooding/scowlin Creator circle Lord of Nature g iron mask Gea, The LN Light, A woman the Mother Knowledge standing in Autum prayer n Court within a sun Perun, LG Tempest, An eagle Lord of Knowledge clutching a The Fallen Gods Thunder thunderbolt Name Alignment Domains Symbol Svarog, NG War, Life A red Gothoric, LN Death, War a green Master of hammer on a the Green axe and the Forge white anvil Knight helm Zora, TN Life, Nature, A flowering Volkos, the CE Death five skulls Three in Trickery tree Headless in a circle One Oambr, the LE Death, Life a ring of Belya, CG War A flaming Wheel fire with The helm and seven Warrior shield eyes along the edge Archfiends Kathrak, CE War, Death, a horn Name Alignment Domains Symbol the Herald Knowledge gripped Tsernya, CE Death, War, a flaming by a Fiend of Trickery sword skeletal Wrath and spear, hand crossed Sithrak, the CE Tempest, a coiled Lagneia CE Trickery, a black Leviathan Death snake in a Fiend of Nature rose blue circle Lust Pith, the LE Trickery, a wheat Operadus LE Knowledge, a crowned Lord of Death, War stalk and Fiend of Trickery skull Locusts a skull Pride Thonos the NE Knowledge an open Envious book with Greater Spirits blank Name Alignment Domains Symbol pages Lilith, CE Trickery, a spider Appal, NE Life, Trickery a gold Drow Death Desirous of coin in a Goddess All snake’s Magdar, LG War, a Hammer mouth Dwarf Knowledge and Tongs Thes, the TN Death, War a noose God Despaired St Queen TN War, Light a sword Alia of piercing a Pashem heart Archfey Firebird CG War, Life A red Name Alignmen Domains Symbol peafowl t Mab, CN Trickery, a white porcelain Queen Tempest, mask shedding a of the Nature single red tear Winter Court Titania, CN Trickery, a brown wood Lady of Life, mask, laughing the Nature Spring Court Puck, CN Trickery, a grinning bronze Lord of Knowledge mask the , Nature

Saints Name Intercession prayed for… Sainthood gained by… Reznov of …the suffering of the poor …leading a popular uprising in Czernograd Czernograd Petrov of …brotherhoods (police, thieves, guilds) …founding the first police force Nozhgorod and lawyers’ guild Nicolas of …children, sailors, and prostitutes …delivered gifts during winter, Everwinter performed miracles for sailors and prostitutes Ivan the Mad …punishing sinners …led a “righteous” kingdom, created the first Inquisition Baba Kashka …healing and magic …asking Goddess Zora politely Elric Hehani …soldiers, smiths, artificiers …first Dwarven convert to the Church Sophia of …mothers …“Saint-in-Life”, performer of Molkorvnya miracles Mikhail …rulers, generals, and politicians …founded the Tsardom Kochevnyevich

Saints of Other Faiths Name Prayed to for… Acclaimed Saint after… Ireleth of Navalon …nature, wildlife, protection therefrom …founding the Wild Hunt Hirosch Sunborn …protection while dungeon-delving …rediscovered mystic knowledge of creating Forged Kanun the Sailor …traveling at sea, travelers …circumnavigating the globe Drakon of Tarkhova …protection in battle …founded Tarkhova following a legendary battle Olga …the Dead and Undead …rising from the dead

 boy newly come into power, and unsure of his ability to lead. Veloska Population: About 100,000. 50% Human The land of Veloska is one of twisting Majority. rivers, dark woods, and wide open Government: Monarchy. Current fields. Also mud. Lots of mud. If it was incumbent is Grand Duke or Prince worth anything, Mud would be the Mikhail Roshenko, the Boy Tsar. region’s main export. It is one of the Government is largely run by most densely populated territories in bureaucrats. the world, though most of it is wilderness. Its cities maintain a strong Defense: The city fields a small armed rivalry. force of 500 soldiers, mostly infantry, as well as some small archer and scouting The Veloska Cities are defined by their detachments of no great number. Most common culture and shared history as nobles and organizations in the city part of the old Tsardom which lasted have at least a few armed retainers and until only a few centuries ago. These bodyguards. It has a reserve pool cities are not all very large, at least nearing 10,000 persons in times of anymore, but they are powerful or emergencies. significant in such a way as that they must be included on such a list. Many Commerce: Most every kind of good and other towns, villages and small cities service can be found here. Major may exist in the river plains, but have industries include textiles and lumber. yet to make their mark... Organization: The Earth Shaker’s Molkorvnya headquarters, several temples/churches, several mercenary A trade city at the confluence of the companies, the Veloskan League of East-flowing Medveka and its west- Merchants, archaeologists, etc. flowing tributary the Tsilichka, Molkorvnya, or Molkov to natives, used Czernograd to be the Seat of the Tsars. It is now a sprawling wooden city along a swift- On the North side of the Dragon’s Maw, flowing river. The Palace of the Tsars, a sprawling across the river plains at the stone keep, dominates the town from mountains’ feet like some black spider’s the military quarter based on a small web, the city of Czernograd defies the island in the middle of the river, and a senses to comprehend it. Its size is thriving Hellmouth community feeds tremendous. Its opulence is awe- the growing trade empire. The city is inspiring. Its denizens are drawn from administrated by the Boy Tsar, Grand every nation on earth. And a few which Duke Mikhail Roshenko, a very young are not. Czernograd: The Black City, the

Kingdom of Ghosts, the Once and Population: About 50,000. 60% Human Future Seat of the Empire. Majority.

Population: About 200,000. No Majority Government: Republic. Property Race limitations.

Government: Dictatorship. Incumbant is Defense: The Nozhgorod Navy can field Sasha Ivanov, the Black Tsar. almost a hundred ships, more than any other in the world. Their army, by Defense: Untold thousands of soldiers. comparison, is very small at only 1,000 Nearly 10,000 soldiers by some counts, total members, often relying on but these are largely used to man border mercenaries and adventurers. defenses and ensure peace in the city. Main army is split between Humans Commerce: Nozhgorod is a trade hub, and Half Orcs. Fiend-blooded soldiers, and oversees much of the river trade in summoned devils, and are Veloska. They specialize in stone and common, and unnumbered. A strong lumber. Mage contingent operates across multiple theatres. Organization: The Navy, several pirate crews, merchant guilds, a thriving Commerce: Everything. In particular, navigator trade, hunters. major exports include various mined goods and finished products, lumber, Bolshapov precious metals, and Dwarven-craft. On the northern shores of Veloska, on Imports include food and raw materials. the site of the first Elven Viking Raid, a Organization: Temples of every god harbor town has grown up. Surrounded and devil, mercenaries, services of all by constant fires fed by the whale oil varieties, and magical services. that comes into the town, the wooded land appears grungy and soiled. But it has its fierce defenders, including the Nozhgorod Knyaz, Noble Lords, who descend from those Vikings of Old. Based on the Vinyut Sea, Nozhgorod was once the administrative capitol of Population: 20,000. 35% Half Elf the Empire in the region. It still takes Majority pride in being an important city, even if its prospects have diminished Government: Feudalism. Incumbent somewhat. Its river-navy is the finest in King is High King Orov. the world, and it maintains strong ties Defense: Military force is drawn with Molkorvnya, particularly against exclusively from Noble’s armed Czernograd. It hosts one of the most retainers, with small peasant levies as beautiful basilicas in the world, right back up. atop a network of ancient catacombs.

Commerce: Sea Trade. Furs and skins and brick city on the river plain between from the North, as well as whale oil. the Vinyut and the mountains.

Organization: Bandit and pirate crews, Population: 20,000. 40% Human. whalers, some magic support. Government: Meritocracy. Incumbent is Aelrud Warfoot (Halfling). Konovgrad Defense: Everyone is armed in Near the western shores of Godori, just Zorishenko, but they can reliably field over the mountains from Molkorvnya, 1,500 men and women if needed. you will find a great Wizard's Tower sticking up out of the hills. All round its Commerce: Iron, steel, and more exotic base sprawls a quiet hamlet, the sort materials feed a powerful smithing stories begin with in ruins from a bandit economy. raid or about to be devastated by a Organization: Taverns, mercenary Dragon. If not for the Wizard, perhaps companies, smithing guilds, temples to this would happen. With him? There Svarog. isn't a bandit brave enough nor a Dragon desperate enough. Population: 500. 99% Human Majority. The Great Steppes

Government: Magocracy. Incumbent To be added Cornelius Saxon (Gnome). Government is largely run by meritocracy. Radjek

Defense: An Epic Level Wizard.

Commerce: Magical research and Everwinter material components.

Organization: A good enough tavern. Caledor

Zorishenko Zorishenko was founded originally by Scaled Land Steppe Warriors cut off from their Horde during one of the Imperial Civil Wars that raged across Godori. The warriors settled south and west of Shattered Isles Nozhgorod, and set up their own city. It has since assimilated well. It is a wood

Dragon’s Maw

Lost Coast

Evernight

Other