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As the leader of Cradania, Tora is renowned for his strict rulings. No magic is to be used within his domain and all those who disobey will be prosecuted. His word is law and it's very hard to get on his good side.
Amphibious. Siren can breathe air and water.
Innate Spellcasting. Siren’s innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no material components:
1/day each: charm person, fog cloud, greater invisibility, polymorph (self only)
Magic Resistance. Siren has advantage on saving throws against spells and other magical effects.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Stupefying Touch. Siren touches one creature she can see within 5 feet of her. The creature must succeed on a DC 13 Intelligence saving throw or take 13 (3d6 + 3) psychic damage and be stunned until the start of Siren’s next turn.
The Horrors act as a type of corrupted divine magic. This is primarily through means of God's procreating with mortal races, an individual killing a God, or those of far superior magic comprehension. These are being who often act as a secondary deity and bestow their magic unto beings of their own choosing.
Horrors born to the God's are bestowed a unique mark on their body in red, those who have killed a God have a mark that appears black. Those who surpass in magic aura have a mark that often appears in a dark purple.
Caerys held her double blade in the falcon guard, level with her shoulders and spreading out like wings. “I came in search of legends. Ten thousand years ago Daealyth of Taeri stood this ground and faced your ancestors, and twenty fell before his singing blades. You are no Dhakaani of old, and a mere twenty of you will bring no honor to the Taeri.”
The warlord hissed in fury, and his flail flashed in the firelight. The chain wrapped around Caerys’ blade but she twisted away. The flail flew into the darkness. She spun forward, her double blade weaving a circle of fire as she danced toward the chieftain. In a moment the song of steel was over.
Caerys watched as the warlord fell to the ground. With a contemptuous snap of her wrist, she flicked the blood from her blade into the eyes of the stunned onlookers. She smiled behind her spirit veil, counting the blades arrayed against her.
“But forty will.”
Elven culture began on the distant continent of Xen’drik. Tens of thousands of years ago, the elves rose up against the giants who ruled that land. Ultimately, the elves fled from Xen’drik and settled the island nation of Aerenal. There they split into two distinct cultures: the introspective Aereni and the warlike Tairnadal. While neither of these cultures have much interest in human activities, a small number of elves have immigrated to Khorvaire over the years and have integrated with the cultures of the Five Nations.
As a whole, elves are driven by tradition and respect for the past. Where humans value innovation, elves strive to perfect the techniques of their ancestors. With centuries to devote to their studies, the elves are masters of their chosen crafts; at the same time, their society has changed very little over the last five thousand years, while Khorvaire is constantly evolving. As an elf, consider your relationship with the past. Do you value the traditions of your ancestors? Or do you fear that your people are too mired in the past, and need to find a way forward?
Elves of Aerenal
Aerenal is ruled by the Undying Court, a council of undead elves sustained by positive energy. The Undying Court wields godlike power and has protected your island home for thousands of years. The greatest heroes of your people join the Undying Court after death; if you achieve great things in your life, you too could achieve this immortality.
The Aereni are isolationists who have little interest in the world beyond their island. The Five Nations are a place of chaos and war. With this in mind, what has caused you to leave your island and wander the world? Are you in search of a power that could earn you your place in the Undying Court? Have you been given a quest by one of your own deathless ancestors? Or are you an exile, banished from your homeland for some crime against the Undying Court?
As one of the Aereni, think about your history. What is your family known for, and how can you prove yourself to be a master of these skills? Do you have ancestors in the Undying Court, and if so, what’s your relationship with them? Do you find dealing with the short-lived races to be a challenge, or are you patient with them?
Ability Score Increase
Your Wisdom score increases by 1.
Aereni Elf
An Aereni elf can choose one skill or tool proficiency. Your proficiency bonus is doubled for any ability check you make that uses this chosen proficiency.
Fleet of Foot
Your base walking speed increases to 35 feet.
Mask of the Wild
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Thanks to extensive practice with the crossbow, you gain the following benefits:
- You ignore the loading property of crossbows with which you are proficient.
- Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
- When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
- Instigator
- Copper
Striking a deal with Copper you are now bound in a pact with him.
He agreed to keep an eye out for the ones who took the magical essence that made up your golem in exchange for you to tell him of anything interesting that you have found.
A large city that acts as the port to the country.
Population:
- Approximately 19000; mixed races of the country.
Government:
- Mikatia is governed by several powerful monks, whose bizarre laws and decrees are commonly ignored.
Notable Places:
- The Blacksmiths Guild Hall: A grand building of timber and brick walls, decorated with finely carved jaguars.
- The Shrine of the Guardian: A stone statue of Panther, said to reveal visions to those who leave an offering.
- A statue of rough-hewn stone, placed to mark the Battle of Atain Tower
Fire Domain
Notable Places:
- The Fallen Warrior's Bridge: A stone bridge spans a small stream. It seems perfectly normal, but neither goat nor any other animal will willingly cross over it.
Water Domain
Notable Places:
- The Odeum of Shadows: A grand half-timbered theatre, within which anything might be an illusion.
- Tabe's Crystals: A large crystal workshop, decorated with a collection of crystal designs from many kingdoms.
Air Domain
Notable Places:
- The Throne Room: A heroic commoner's inn, decorated with crystal glass windows.
Protected Village
Notable Places:
- The Dreamer: A heroic Monk tavern, decorated with statues of jade.
- Ogon's Masonry: A modest stonemason's workshop
- Tagai's Hauberks: A cluttered armorer's workshop.
Citadel Crystal
Notable Places:
- The Exotic Pottery: The "workshop" of a male Tabaxi named Ancip
- Komodo Blades: A neglected weaponsmith's workshop
Earth Domain
Notable Places:
- The Sublime House: A grand half-timbered theatre
- Dashaa's Woodwork: A large woodcarver's workshop, built around a large tropical tree.
Light Domain
Notable Places:
- The Basilisk Hall: An elegant Yuan-Ti tavern, built within what was once an royal hall.
Shadow Domain
Notable Places:
- The Traveler: A fanciful Leonin inn, kept by a retired samurai named Khuke.
- The overgrown ruins of a small palace, said to be haunted by spectral swords and spears.
- Mari's Ironworks: The workshop of a male genasi blacksmith named Mari
Crystalsword Domain
Notable Places:
- An arch of polished stone, said to entomb the body of the emperors
- Gomba's Pottery: A neglected clay workshop
Waterfalls Village
Notable Places:
- The Resting House: A grand stone-walled building, once an inn house.
Lamp Ward
Notable Places:
- An arch of weathered stone, placed to honor the Emporer
Cat's Den
Notable Places:
- Dinsa's Smithy: A neglected blacksmith's workshop, built around a volcanic fissure filled with flames.
- The Earth Shrine: A wondrous spire of precious stone, said to ward the town against demons.
Market
Karna Ridge was invaded by those trying to take over Labela. The army stood strong against their opponents the Divelinson Army. The battle lasted for only a few days before the Labela Army was able to maintain control of the ridge.