Sydaria 5e:   Age of the Awakening Gods

Sydaria Continents

Map of Sydaria

Adrothian Shores ArcharGulf ArcharPeninsula Archane Sea Asuldras AzureSea Blackverg Lake Blooddrawn Gulf Brij'don Lands Bright Isles Brightsky Sea Cerythian River Cliffshadow Island Dark Seas Darkswell Fallen Darkswell Breaks Deepworm Forest Deepworm Plains Devil's Sea Dolifar Watch D'orath River D'oredri Isle Dusk Cliffs Enchanted Floods Erweld Valley Frostglow Glaciers Frostshores Hillsfath River Hinterflow River Hinterlands Ice Seas Icewalk Ocean Kalum Floe Kalum Plains Kalum Steppes Kelfrey Valley Laveskari Sea Lunar Dunes Nightshadow Northern Icewalls Olar Peninsula Palledraw Archipelagos Peridothe Isles Prismatic Dunes Qor's Venge Qor's Spine Qor's Spine Red Swamps Solunus Valley S'olpath Forest S'olpath River S'olpath River S'olpathian Valley Sorn Valley Sorn Valley Sornforest Sornforest SolarianDunes Southbright Straits Southdrawn Island Southdrawn Gulf Southern Hills Southern Plains Strait Of Truth Sunrise Mountains Sun Straits Sun Strait Isles Thornsword Lake Thornstream River Thorx River Trodoth Peninsula Trodoth Straits Ulthric River Vaylaean Straits Vaare's Strait West Targa Plains Alfheim Ar'vaski Colar Bennedex Blacksteel Pass Blackwether Brestaw Catspaw Cliffharbor Darkswell Ruins Catspaw Fort Silvershard Fort Southwall G'orbaven Irongorge Khoristos Lendfar Pheonoli Plexus Prismos Rats Dock Rebirth Seahaven Solaris Temple of Areshalli Thalaxian City Yvar Wells Garden Whedlax Bridge

Continents and Regions

Archar Peninsula
The Archar Peninsula is a more temperate, wetter area of the western coast of Nathos. It is dotted with countless vineyards and orchards, and many of the more affluent and powerful families of the Qorian Empire have estates located on the Archar Peninsula. The Archar Peninsula is defensively positioned as a coastal region, protected along its western and most of its southern coast by spanning cliffs that keep both ocean weather and pirates at bay.

Darkswell Fallen and Darkswell Breaks
The Darkswell are menacing swamps and jungles thick with ancient wonders and terrors. The Darkswell are dotted with hundreds of Darkswells, which are blackened obsidian towers that grow out of the ground and are surrounded by thick black, sandy deserts up to a mile in radius. Each Darkswell houses a fiendish creature of horrifically predatory nature and it is believed they were the cause of the fall of the ancient Nytanthian civilization, a civilization that once ruled the entire continent of Nathos.

The main habited continent in Sydaria is that of Nathos. The name originates from a variation on Da'Nathos G'valla (Body of Dinathos), which in ancient Sydarian proto-language was the name of one of the originally worshipped ancient forgotten gods. It is rumored that Dinathos was considered the body of the world and when he died, the continents were born.

The Nightshadow is a large, terrifying continent of swamps, volcanic ranges, and blackened plains blasted by volcanic activity and flooded by violent waves and storms from the southern end of the Azure Sea. Nightshadow is a land that has been permanently tinged by the Plane of Shadow. The original Shadow Elves that settled Nightshadow in the First Age still remain, spotted when they occasionally venture forth from the lands into the Archar Peninsula and the Brij'don Lands.

Northern Icewalls
This frozen land, located north of the Frostshores of Nathos, is a continent of massive frozen cliffs and chasms. While mostly uninhabited by the civilized races, it is inhabited by many older, magical creatures native to the arctic regions.

The continent of Palledraw is small in size but covered with large, rich volcanic soil valleys and beautiful vistas and cliffs. Difficult to reach from the south because of the violent Devil's Sea and plagued from the north with pirates in Palledraw Archipelagos, there are human settlements there but they are often isolated and hidden. Palledraw becomes even more hazardous due to the proliferation of orcs and hobgoblins who have resided in the T'rodoth Peninsula and T'rodoth Straits since the Nytanthian Age.

Red Swamps
The Red Swamps are a saltwater and freshwater collection of swamps that are as menacing and dangerous as the Sornforest. The swamp is home to the scarlet goblins and the crimson kobold tribes. The red goblins are especially vile, in that they consume redvine, which is a thickened, foul waste given off by dire burus that live within the swamps. The swamps are also popular with herbalists, who seek rare and unique plantlife found within the swamps.

Southern Icewalls
The Southern Icewalls are less impressive than the Northern Icewalls, consisting of large plains of permafrost tundra, with occasionally unexpected ice chasms and ice mountains. The Southern Icewalls are populated with long, red cliffs that jut from the ice chasms. It is home to the reclusive frost dwarves who are rarely seen except as visitors in Irongorge.

T'rodoth Peninsula
The T'rodoth Peninsula is in itself not very remarkable, comprised of a combination of wetlands, beachfronts, and a few swamps. However, the T'rodoth Peninsula is the known for radical changes in weather and ecology, with severe blizzards following blistering heat waves in the space of hours. The creatures found on the T'rodoth Peninsula are also unusual and unpredictable. Occasionally rabbits turn feral, known carnivores become herbivores, and even some aquatic species begin to migrate across the land. Many believe the peninsula was claimed by T'rodoth and while it's older name, the Palledraw Peninsula is still referenced in maps, in the most recent decades it has become known as the T'rodoth Peninsula.

Oceans, Seas, Lakes

Archane Sea
This saltwater body is more the size of a lake than a sea, but its stormy nature lends a sea-like quality to it. It is the starting point for the volatile and dangerous Ilaphis River, and itself is said to spawn many of the waterborne terrors on the continent of Nathos.

Archar Gulf
The Archar Gulf is located between the Thersis Desert and the Brij'don Lands. A closely guarded and sea pass is the only opening into the Archar Gulf. Cliffharbor uses the Archar Gulf for safe ports for its naval forces. Inside the gulf the waters are very good for sailing and fishing. The towns along the Archar Gulf also afford a plethora of good trade stops for anyone coming down the So'lpath River. At the mouth of the So'lpath River, located high on the Highvision Cliffs surrounding this gulf is the city of Cliffharbor.

Azure Sea
The Azure Sea bounds the Archar Gulf and the Archar Peninsula, progressing all the way into the lower southwest areas of Sydaria. It is bounded on the north by the Dark Seas and Asuldras. The Azure Sea is most beautiful of the seas. It is temperate and its wildlife is relatively tame and safe. The Azure Sea is home to the Steel Merfolk, a great society of sea elves who worship an aspect of Qor.

Blackverg Lake
The Blackverg is the starting point for the So'lpath River. It is a large freshwater lake that marks the northern boundary of the Hinterlands. Many villages can be found on its shores. It is known for good fishing and violent water twisters during the rainy season. It is also the rumored resting place for the Spirit of Magic, which is said to lie within its bottomless depths.

Blooddrawn Gulf
The Blooddrawn Gulf borders the OlarPeninsula and the Red Swamps. It is bounded on the other side by the Brij'don Lands. The Blooddrawn Gulf is inhabited by ruthless bands of pirates and criminals. In Winterdusk, the pirates launch out of the Blooddrawn Gulf to avoid the yearly awakening of Paldrosian, the Great Ebon Dragon.

Brightsky Sea
Between the Venous Peninsula and the Thersis Desert lies the Brightsky Sea. The Brightsky is known for its very warm waters and extremely brilliant mid-day sun. The warm temperatures make this sea a breeding place for very violent summer and fall storms. It is inhabited by strange variants of common sea life.

Cerythias River
The Cerythias is a branch of the So'lpath River. It is very similar to the So'lpath River most of the time. However, numerous streams bleeding off snows from the Godswatch Mountains feed it, and it current grows very strongduring Winterdusk. There is a large population of river merfolk who make their home in this river.

D'orath River
The D'orath River glides between the southern Thersis Desert and the Southern Plains. It pours out into the T'rodoth Straits. The D'orath River is known for its clear waters and abundant fishing. However, a mysterious, powerful dark blue dragon protects the river and slays nearly anyone it catches performing magic on the river.

Dark Seas
The oceans and waters directly to the west of the Godswatch Mountains are braved by a very few, and even they only sail within sight of the coast. Nobody has ever crossed the ocean past Asuldras and returned. An old wives' tale explains how this ocean was created by the blood of the Fallen Dragons and that they will hold mankind responsible for the Great Insurrection of Magic.

Devil's Sea
The southernmost eastern sea is the Devil's Sea. It is a violent body of water filled with terrifying fiendish beasts of incredible size and power. The Devil's Sea has may twisting whirlpools that have historically always favored for conjurations by those who would seek to make contact with creatures of Baator.

Frostglow Glaciers
The Frostglow are a massive collection of ice walls and cliffs running for miles. They are the undeniable home of the frostworgs and frost giants. They are named Frostglow because of the rare Torchcrystals that are found within the glacier. The crystals are often mined and used as a permanent light source that can not be dimmed through magical means, even finding the way to glow through magical darkness.

The Frostshores represents the northwestern coast of Sydaria. Terminating the West Targa Plains, the Frostshore is barren tundra with little redeeming value. Frostworms, ice dwarves and white goblins occupy the Frostshores.

Hillsfath River
This branch of the So'lpath River is located almost directly west of the Blackverg Lake. It sometimes becomes a passable stream, and at other times is a march wide. It is very short, and is surrounded by the Sornforest, a thick and rugged forest inhabited by vicious and brutal tribes of various goblins, trolls, gnolls and bugbears.

Hinterflow River
The Hinterflow cuts through the Hinterlands and is a focal point for the hill giants' and the Hinterland barbarians' yearly migrations from the Sunrise Mountains to the shores of Blackverg Lake.

Ice Seas
The northern Ice Seas are hazardous for many reasons. For sailors, they are a hazard because of the bone-freezing cold and storms that ravage the waves. They are also home to a race of intelligent dire polar bears and their foes, the blue hags.

Ilaphis River
The Ilaphis is located north of the Godswatch Mountains. It marks the northern boundary of the civilized Sydarian lands. The brutal Ilaphis flows from the Archane Sea into the Dark Seas. It is a violent river, dotted with numerous waterfalls, sinkholes, whirlpools, and rapids that deter even the bravest travelers. The northern barbarians refer to this river as Hellsblood. Lately, its shores have been a nesting place for various minions and cults of Ba'kir S'drazen. It is believed that at one time, when the ancients gods lived, Ba'kir S'drazen used this river as a border to defend his strongholds.

Kalum Floe
The Kalum Floes start as a glacier and then turn into a river as they go across the tundra north of the east Targa Plains. Partway along the path, the glacier begins a heavy melt into a deeply trenched riverbed and pushes into a collection of valleys and cliff-bounded walls to eventually make its way into Blackverg Lake.

Laveskari Sea
The Laveskari Sea is warm and temperate but subject to several tropical storms each year. Storms created in the Devil's Sea often travel across the intervening islands and into the Laveskari Seas, where they enjoy renewed life. The Laveskari Seas used to be protected by a powerful group of Elemental Druids who worshipped Air. Since then, the Elemental Druids have disappeared and the local Laveskari halflings have taken control of the region.

Peridothe Isles
The Peridothe Isles are home to the a forgotten age of Sydaria, when creatures were touched by the paragon natures of the arborian and beast spirits. The Isles are home to dozens of different dire species existing in a constant fight for survival against each other. The islands are home to a faction of Wyld druids who remain almost xenophobically hidden from other sentient races.

So'lpath Forest
The S'olpath Forest is extremely potent with wyld magic. Within the S'olpath Forest reside the powerful clans of the centaurs and their cousins, the bauriar. The forest is the source of numerous magical occurances and only the most powerful druids with allies in the Wyld can traverse the forest without being menaced. The forest acts as a natural barrier to the hostile creatures that often migrate north out of the Red Swamps.

So'lpath River
This huge river flows from the Blackverg Lake and merges with the Cerythias River to the Archar Gulf. It is a deep, fast running river with good fishing. Many cities and villages dot its forested coasts. The dozen or so leagues before and after middle point of this river is a stronghold by a powerful ancient green dragon, who bars all traffic that does not offer him tribute (thrown over the side of a vessel, or thrown in before crossing the river).

Southbright Straits
The Southbright Straits connect the Laveskari Seas with the Brightsky Sea. It is among the calmest of waters in all Sydaria and is spoken of as a paradise by many bardic songs and legends.

Southdrawn Gulf
The Southdrawn Gulf lies between the Blooddrawn Gulf and the T'rodoth Straits. It is bordered on the north by swamps and marshes and serves as a natural buffer for the storms that come from the Devil's Sea. The Southdrawn Gulf is home to a mysterious group of sea dwarves known as The Olarian Clan. They are rumored to be descendents of the original dwarf who forced the Olar Peninsula. They are very distrustful of outsiders, and they follow the teachings of Calynthe.

Strait of Truth
The Strait of Truth is a military seahold. Cliffharbor navies hold the strait and use it as a training center and a staging force. It is a strategic location, and iron-throwing cannons mounted strategically in the cliffs guard the strait. Because any seaborne forces must approach from the north, the Strait of Truth is the most important military holding west of Cliffharbor.

Sun Straits
The Sun Straits lie between the Sunstrait Isles and the eastern Sunrise Mountains. The Sun Straits are cold waters, but various barbarian tribes heavily sail them in well-built wooden ships designed from cedar and skypine trees. The straits are controlled by the various sailing barbarian tribes and even the Qorian navy is leery of sailing through the straits without significant numbers.

T'rodoth Straits
Once referred to as the Palldraw Straits, the normally stable waters became very unpredictable in the last few decades. Enough so, that it has become known as the T'rodoth Straits, referring to the reborn god of Fortune and Misfortune. The T'rodoth Straits were named for their difficulty navigation and unpredictable weather patterns. The straits are plagued with thick, unending fog clouds and islands that seem to appear and disappear at varying times. Any self-respecting mariner is paranoid of the T'rodoth Straits.

Thornstream River
The Thornstream runs south from the Thornsword Lake and flows into the Kalum Steppes. It is used as a source of transportation by the barbarian tribes in the Kalum Steppes, who travel north to trade with the Hinterland tribes.

Thornsword Lake
The Thornsword Lake is a great salt lake filled with a variety of foul creatures. The streams and rivers feeding from the Thornsword are a source of mysterious water sought by many species. Local legends claim that the Thornsword Lake was created when one of the lesser deities perished in the Godswar.

Thorx River
This small river is located on the eastern shores of the Archar Gulf coasts and is itself unremarkable. Its peoples have been subject to occasional assaults from the eastern lands, but the lands around it are never held for a long period of time. The shores of the Thorx are dotted with a complex network of irrigation canals and levees.

Ulthric River
The Ulthric splits the territory of the Hinterlands, creating the boundary of the Erweld Valley. As the Ulthric floods each year, the valley is enriched with run-off from the river. The Ulann centaurs are the primary inhabitants of the Erweld Valley, and they hold the river in great regard. They believe the river to be the home of Hubris, their long-lost deity.

Vaare's Strait
Vaare's Strait lies between the Brightsky Isles and the Thersis Desert. Lyt Tarlein is the largest port on the eastern shore and is often used as the waypoint between the Solarian Queen's Brightsky Palace and is occupied by a contingent of wild merfolk who are loyal to the Thalaxian Crown.

Vaylaean Straits
The Vaylaean Straits are home to the great ice whales, the white dragonseals, and the frost wyverns. The waters are frigid and often covered in deep layers of ice. The Coldsteel barbarian clan occupies this area, hunting for survival and crafting protective cavities from the deep ice.

Mountains, Valleys, and Plateaus

Adrothian Flats
The Adrothian Flats are a great grass plain. Its hills are inhabited by warring tribes of gnomes, gnolls, and goblins. The hills are dotted with caves and caverns. The knolls of trees and small forested sections are inhabited by swarms of mischievous pixies, brownies and sprites.

Asuldras is a dead island, devastated by the Godswar. Asuldras was, over a thousand years previous, the home to the Black Dwarves. When Olar perished in the Godswar, most of his followers fled the island. Some of his most loyal followers, however, remained on the island and learned to live in the volcanic landscape that covered the island.

Bright Isles
These beautiful, tropical islands are home to many exotic creatures and deadly forces. One of these islands serve as host to the Brightsky Palace, personal hideaway for Queen T'ritha of Solaris. The Bright Isles are beautiful and luxurious, filled with tropical wonders and excitement.

Brij'don Lands
These lands, extending from the south of the Godswatch Mountains, are mainly unexplored and unknown. They are hot, and various hostile goblinoid races that seem content to inhabit the lands inhabit them. As yet, Cliffharbor has not claimed it as part of its holdings.

Cliffshadow Island
Cliffshadow Island is little more than a series of cliffs beset by violent and cold northern Dark Sea waters. The island is a haven for larger flying creatures and more than a few sailors have been carried off to the island as food for young roclings.

Darkswell used to be one land. After the V'astali fell, the land was shattered and broken down into the Darkswell Fallen and the Darkswell Breaks. The Darkswell is a collection of dangerous cliffs, breaks and furrows torn into the earth itself by an ancient, devastating powers unleashed in the Godswar.

Darkswell Ruins
The Darkswell ruins used to be the great capital city of the ancient V'astali peoples. The V'astali was a race of humans who predated the long-lost Diadem of mages. Their magic polluted the Darkswell territories. Even now, most casters avoid traveling near the Darkswell territories. The ruins are composed of thousands of varying sized towers, each of which holds its own special dangers and mysteries.

Deepworm Forest
The Deepworm Forest is a thickly forested, brutal section of land that is inhabited by the deepworms. Deepworms are dangerous, burrowing creatures who can inhabit trees and earth alike. Inside the Deepworm Forest, only those powerful enough to fight the deepworms have a chance at survival.

Deepworm Plains
The Deepworm Plains connect to the Deepworm Forest. Deepworms will travel the earth of the deepworm plains when the forest becomes thin with life. The plains are filled with thick, razor-sharp grass and riding through it for very long is destructive to a mount.

D'oredri Island
The D'oredri Island is a hot, humid jungle filled with hostile gnolls and vermin. While not as menacing as the Red Swamps, the D'oredri Island is dangerous for gnolls and deadly for anyone who is not a gnoll. On the island also exist the Corona Primordia, a conclave of elemental druids who flourished after the Insurrection.

Dusk Cliffs
The Dusk Cliffs are a supernatural manifestation of the Shade. The darkness at the base of the cliffs are suffused with gateways to the Plane of Shadow. The Shade has manifestations of horrid creatures and unnatural beasts who want to pass into the Plane of Shadow but for which they cannot. The Dusk Cliffs are also home to the Wisp Spiders, dangerous and intelligently sinister beasts that feed on the creatures at the base of the cliffs.

Enchanted Floods
The Enchanted Floods on Nightshadow are a remnant of the Otherworld, an "echo" of the Prime Material Plane saturated with potent magic and with strong links to the Spirit of Magic. Fey creatures favor this region and within Nightshadow, it is one of the areas within Nightshadow that are not affected by the Shade, but instead folks within find themselves often overwhelmed with powerful emotions and wyld beings. And of course, it is home to a large concentration of fey.

Erweld Valley
The Erweld Valley is a rich valley that borders the Ulthric River. The Ulann centaurs are the primary inhabitants of the Erweld Valley, and they hold the river in great regard. They believe the river to be the home of Hubris, their long-lost deity.

Godswatch Mountains
This massive mountain range starts at the Ilaphis River and follows the coast of the Dark Seas clear to the Archar Gulf. It acts as a natural barrier to the Dark Seas, and it inhabited by barbarian tribes, goblinoid races, and various tribes of giants. It is also home to several of the stronger forts of the holdings of Cliffharbor. The tallest mountain, Qor's Venge, is over 30,000 feet tall and serves as home for many nobles in Cliffharbor, including that of Fraer Dragonred, Qorian Emperor.

Kalum Plains
The Kalum Plains lie just south of the Erweld Valley. They are inhabited by the kobold tribes of the Kalum. The plains are usually cold and often very rainy, thus explaining why kobolds are the only creatures that will voluntarily stay there.

Kalum Steppes
The Kalum Steppes are comprised of a series of broken hills and plateaus inhabited by the Kalum kobolds. The kobolds of the Kalum Steppes often come into conflict with the kobolds of the plains.

Kelfrey Valley
These wet lowlands are given to coldwater saltmarshes and brutal winters, aggravated by cold-weather versions of several jungle creatures. While the swamps do have seasonal changes, the seasons remain harsh and extreme, going from very hot and humid to very cold. The valley is occupied primarily by tribes of swamp orcs and lizardfolk, who have superiority in their environment.

Qor's Spine
Qor's Spine is a steep mountain range that runs along the eastern coast of Nathos. A collection of tall, very impassable mountains that can only be navigated by the most knowledgeable and experienced rangers, it is home to countless ogres, trolls, and giants. A strong spattering of orcs, kobolds, goblins, and deep folks occupy the interconnecting caverns of the mountains and are both a deterrent and constant hazard to the Qorian outposts in the mountains.

Qor's Venge
Qor's Venge is the largest mountain in the world. It measures over three nautical leagues in height and has a extremely perilous icecap. Qor's Venge has numerous chasms and caverns throughout its base, where dozens of ancient races of monsters live and hide, only venturing out when they are driven by remarkable circumstnaces.

Lunar Dunes
The Lunar Dunes are located in the northern Thersis Desert. Beneath the dunes lie a complex series of underground granite caverns and chambers. Many large settlements and clans of orcs, kobolds, gnomes and dwarves who constantly war with each other inhabit the Lunar Dunes. They all share, however, a devotion to Vaare. The Temple of Arashalli is an ancient temple that is constantly battled over by the desert elves and the dwarves.

Olar Peninsula
This peninsula, shaped somewhat like a hammer, is home to the Red Swamps. It is inhabited by various criminals and small tyrants, and is difficult to subjugate by Cliffharbor or Solaris. Its thick swamps eventually give way going east to the Thersis desert. The Olar peninsula is named for the dwarven hero Olar Bladetemper, who was rumored to have forged the three great artifacts using the sun as the fire and the Godswatch Mountains as his anvil.

Palledrawn Archipelagos
The jungle islands that comprise the Palledraw Archipelagos are also thick jungles, like the main island of Palledraw. The Archipelagos are occupied by a number of jungle lizard races who travel among the islands freely and on occasion, can be convinced to trade in the uniquely crafted animal skins and sea beast bones they hunt in the warm waters.

Palledrawn Jungles
Palledraw's massive jungle reaches are filled with ancient creatures of terrifying ferocity and hunger. The humans of Palledraw are dark-skinned and tall. The can be some of the most courageous and daring warriors and heroes. Their jungles are inhabited by a variety of dinosaurs, including dire dinosaur beasts found only in legend. The archipelago runs easterly, toward bounding the Laveskari Sea.

Prismatic Dunes
The Prismatic Dunes are the hottest desert region in the Thersis Desert. The sun beats on the dunes almost relentlessly, which is not aided by the multiple bands of dark sands that seem to absorb heat. The dunes are beautiful, however, as the sand is comprised of minerals such that it createse dunes of beautiful prismatic colors.

So'lpathian Valley
Numerous mystical vales and forests containing many mythical creatures dot this valley that is named for its main river. It opens up in the north to the Targa plains. The valley is the source of mystical weather and strange occurrences. It is inhabited primarily by elves and halflings, who live together with tolerance for each other's ways. They are natural defenders of the forests and the serve as a backyard for the Qorian armies to keep watch on the plains and northern mountain barbarians.

Solarian Dunes
The Solarian Dunes are the most inhabited area of the Thersis Desert (apart from Solaris itself). They are dotted with a variety of settlements, oasis and caves. Forces of Solaris constantly patrol the Solarian Dunes because they are used as waypoints for trade caravans.

Solunus Valley
This deep, fertile valley is the heart of the Cliffharbor holdings. It is located between the southernmost section of the Godswatch Mountains and the Cerythian and So'lpath Rivers. Well protected by both rivers to the east and northeast, from the south by the tip of the Godswatch Mountains and from the west by those same massive mountains, it is a military stronghold as well as a center of culture. Solunus valley has long been protected from war and conflict. It is one of the most peaceful places in all of Sydaria.

Sorn Valley
The Sorn Valley is a relatively foreboding place. Many farmers and homesteads inhabit it, but they are constantly harassed by creatures escaping the Sornforest. The Sorn Valley is a little cooler than the Solarian Valley, but its soil is richer. The greatest settlements in the Sorn Valley are Fort Silvershard and Yvar.

This thick, jungle-like forest is located towards inland area of the Hillsfath River. Ancient yew-wood trees of varying size and color populate it. The forest is thick with mystical fogs, which come from nowhere and surround the forest in a veil of mystery. It is currently inhabited by demihuman and goblinoid races of various types, and is considered an extremely unsafe place to go.

The Sorn Rangers guard the forest, making sure that nothing or nobody goes in who will benefit the cause of the goblinoid races within the forest. When the Sorn Rangers declare it is too dangerous, they will call upon the troops of Fort Silvershard and Fort Southwall to attack the forest, purging it so that the forces within the forest do get a chance to stage an assault. Among the hazards in the Sornforest are the crystal roses, death blossoms, Sorngoblins, limb-wrathers and vine golems. Deep inside of the Sornforest is a village of outcasts and hardened rangers and warriors. This mysterious village is rumored to have links to the Realm of Celestia.

Southdrawn Island
The Southdrawn Island is home to a small, but determined collection of villages and towns along its coast. The majority of individuals on this island are sailors and fisherman. Originally, the populations were from Palledraw, but they have mixed with mainlanders enough that they have a unique appearance that includes light mocha skin and green or blue eyes. Also on the islands southern coasts are the sailing dwarves of the Olarian Clan. Their mythos explain they are the descendents of the original dwarves who forged the Olar Peninsula. They are very distrustful of outsiders, and they tend to follow the teachings of Calynthe.

Southern Hills
The Southern Hills are dotted with thousands of burial mounds, some of hundreds of feet high. On certain nights of the year, the glowing ghosts of the forgotten primitives that onced resided in the hills can be seen. Necromancers tend to favor pilgrimmages to this area, as the chances of finding a ghost within the hills is not just likely, but given enough nights and days, it is a certainty.

Southern Plains
The Southern Plains is a desolate land, inhabited by many herds of buffalo, elk and horses. Anyone who visits the Southern Plains will remember the constant wind that blows from the west, no matter what time of year it might be.

Sunrise Mountains
The Sunrise Mountains are named for their location on the horizon when sailing east on the Vaylaean Straits (the merchant routes of the north will see the sun rising over the mountains. While shorter and more unstable than the mountains in Qor's Spine, they are significant enough to be difficult to pass. Lowland trenches and suddenly flooding during create streams that feed into the Hinterflow River. The mountains are occupied by the reclusive Stone Elves and Copper Dwarves, two relatively primitive elves who have chosen this harsh environment as their home.

Sunstrait Isles
The Sunstrait Isles are mountainous regions covered in evergreens and sturdy forests. Among them live the sea barbarians who sail among the islands, preying on each other and any other traffic that comes through their areas. They do go on raiding missions down the costs and across the northern coasts to the Thorsword Lake, taking prisoners and slaves to act as thralls.

Targa Plains
This grasslands area covers the area from north of the Hillsfath River to the Ilaphis River and as far east as the Sydarian lands extend. The plains are home to many various tribes of barbarians, nomads, and have few settlements. The West Targa Plains are occupied by a group of more civilized barbarian tribes who all fall under the dominion of a warlord clan known as the Onyx Riders.

Thersis Desert
This desert land is a huge area extending from the So'lpath River and Blackverg Lake south to the Thorx River and the southern coast of the Sydarian lands. It is home to various desert tribes and is a difficult place to thrive. The Thersis desert is dotted with various oasis and small desert settlement. There is one great city, known as the city of Solaris, located in the southeastern section of the desert.

West Targa Plains
The western plains are more civilized than the more vast and wild plains east of the Archane Sea. The Western Targa Plains are more civilized and the barbarian tribes that occupy them are somewhat friendlier to the southlands.

The Three Ages of Sydaria

Sydarian history is broken up into three main ages. All scholars recognize the Three Ages and agree Sydaria now exists within the Third Age, but many disagree with length of the ages and the breaks and transitions between the ages.

The first races of Sydaria originated from another realm. Before the First Age there were hundreds of Realmgates located all over Sydaria. The Realmgates allowed travelers to reach other realms as well as locations around Sydaria. Archeological studies by Qorian scholars indicate that early magical artifacts originated from dozens of different realms and planes, which supports that there was a heavily trafficked migration into Sydaria in its earliest days.

The First Age (The Age of Many Gods)

The First Age lasted for over multiple millenia, as it saw a huge growth in the population of Sydaria as cities and nations rose and fell like the tides breaking on the shore. Magic was prominent and ubiquitous throughout all of the lands of Sydaria and dozens of gods were worshipped throughout Sydaria. Late in the First Age, the Nytanthian Empire began to rise, growing powerful as they consolidated power of the Realmgates, keying them to special rites and artifacts that only they controlled.

The Second Age (The Nytanthian Age)

The Nytanthian Empire finally took shape, growing from the Darkswell and up through the continent of Nathos. The empire grew powerful and among the realms controlled in the empire, the worship of Dinathos the Lawmaker was mandated by Nytanthian Imperial edict. After eight hundred years, the Empire had spread as far as the Kelfrey Valley and into the Thersis Desert. Eventually, however, the other gods rose up and the Empire was pushed back to the western shores using using the power of unrestrained magic and chaos.

The Third Age (The Godswar)

As the Nytanthian Empire fell, so then did the world fall into war and death, drawing even the gods into the battle. As battles grew fiercer and the powers unleashed more unrestrained, so then did the weapons used. Eventually, three gods remained: Qor, the God of Strength and Order, Vaare, the Goddess of Chaos and Magic, and Calynthe, the God of Knowledge and Cunning. They declared a stalemate, banishing themselves into powerful artifacts and bringing about peace. But, they still retained the ability to influence mortals.

Current History

The Three Hearts of Sydaria

There are three large, theocratically-driven domains in Sydaria. Each one is driven by the one of the major gods, Qor, Vaare, and Calynthe. Within these regions lie the largest three cities of Sydaria, which each happen to reside within the territory of one of the three major empires. The cities, Cliffharbor, Solaris, and Catspaw, are often referred to as thre three hearts of Sydaria, for it is within these cities that a majority of the political and economic power of these nations lie.


This city of over a quarter of a million citizens is one of the largest cities in all of Sydaria. It is a massive place, never conquered or even successfully breached by an enemy. It is nestled inside of the rich So'lpathian Valley, on the cliffs of Highvision overlooking the Archar Gulf. It boasts an impressive military force and an even larger navy. Emperor Fraer Dragonred has ruled Cliffharbor since the death of his father, Kaleson Dragonred. Some very quiet voices have whispered that the old ruler was assisted into the afterlife by an ambitious son, although the official word of the Church of Qor is that the elder Emperor really did die of natural causes.

The region's government consists of the Emperor who rules mostly on military and Church matters and leaves Council of Superiors to decide civic and long-range military and civic policies. Regional mayors and bergers rule over the various townships and regions, collecting taxes and passing down edicts as the theocratic bureaucracy directs them. Cliffharbor's citizenry is largely military or industry oriented, although in the holdings farmer, rancher and artisan are the most common occupations. The citizens are dedicated to truth, justice, and honor as a whole. As a people, they tend to be self-righteous and are somewhat lacking in compassion and mercy.

Cliffharbor ho a Grand Plaza, the Standing Gates of the Silver Harbor, a massive onyx Realmgate, the Tower of Tradition (a record hall for clergy of Qor), and the three Aspect temples (one to each Faction of Qor). There is also an ancient underground complex built into the cliffs of the city, where it is said that crypts, tombs and other secrets of the ancient Qor religion lie housed. Magic in Cliffharbor is allowed only if used by priests of Qor. Arcane magic and other exotic or offensive magicks are viewed with great alarm and suspicion. Justice in Cliffharbor and its holdings is kept by means of a Watchmaster and members of the Watch. In unique or important cases, the hearing will be remanded to a High Priest of Qor will hear the dispute and then pass sentencing. As a matter of practice, all cases involving plaintiffs or defendants of the Church of the Qor or those involving foreign dignitaries (including Realmwalkers) are tried by an appropriately ranked priest of Qor. It is not unusual for the High Priest to dispense the sentences of a severe nature. For general purposes, it is understood that Realmwalkers share in diplomatic immunities, which grants them immunity from all but the key capital crimes of murder, theft by force, mayhem, and betraying the direct word of the Emperor.

Sword-bands and Shield-bands

Soldiers and military personnel who exhibit exceptional bravery, duty or skill are awarded Bands. A Band is worn about one's blade, scepter, shield, or armband (for non-warriors). A Band can be of varied color represents what party awarded the Band or what it was awarded for. Upon receipt of a specified number of Bands, a person can petition for promotion. If someone petitions three times and is found lacking, they can no longer petition and they are frozen at that rank for the rest of their lives. This motivates those who wish to achieve promotions to perform exceptionally.

Military Ranks in the Qorian Empire

Insignia are Commonly Worn on the Collar of Robes
or Embedded into the Sword Hilt Band


Blue Dot


Three Blue Dots in a Triangle

Field Avocat

p>Red Dot

Field Lieutenant

Three Red Dots in a Triangle

War Avocat

Sword and Shield

Battle Commander

Two Crossed Swords Over a Shield

War Commander

Two Crossed Swords


Three Crossed Swords

High General

Four to Six Crossed Swords

Imperial General

Raised Fist

 High Avocat of the 
 First Council (High Avocat) 

Ruby, Sapphire, Amethyst
or Diamond Flame Ring


Scepter of Qor

Common Honorifics in Qorian Military

White Priests

 Grace and Truth 

Grace can be replaced with other elements, such as Steel or Strength.
Commonly, 'Grace' is the common greeting, but in the field when there
is a need to instill a specific feeling or intent into one's greeting,
another appropriate trait may be replaced.

For example, when preparing to take a significant challenge, the phrase
while addressing a Red Priest might be "Strength and Glory",
or when addressing a Black Priest while preparing to
face an insurmountable battle, "Death and Fire" may be an
appropriate salutation or honorific.

The Qorian salute is a the right arm held horizontally
across the chest, first and forearm facing downward. Superior officers
dismiss by sweeping the arm away from the body in a clearing motion.

Red Priests

 Grace and Glory 

Black Priests

 Grace and Fire 

Red Priests

 Grace and Blood 

Healers / Acolytes

 Grace and Mercy 

Field Soldiers

 Grace and Duty 


 Grace and Honor 

 Facing a Worthy Foe 

 Grace and Death 

Common Expletives in Qorian Culture

Chaos Take You!

A phrase meaning little more than go to hell or flee from Qor's graces.

Qor's Fires

A curse invoking Qor's Fires (Qor's Fires burn only the unlawful). Often invoked in such a way as "Qor's Fires, what do you think you're doing?"

Blood and Fire

An expression of exasperation, often expressed in such as in "what in the hells"?

Truth Pays All Debts

Given that truth is the most important thing, and that often truth is more valuable than any amount of money.

Remember Your Fathers

An invocation to remember all of the deeds and sacrifices of Qor's faithful (your fathers) before you.

Significant Symbols in Qorian Culture

Bloody or Missing Left Hand

A bloody left hand is a sign of someone who has committed the crime of murder
against Qor's blessed or in Qor's name (invoking his name
on the battlefield and then murdering a helpless
foe will cause this). The blood
from such a curse seeps through all coverings and will show through all gloves,
gauntlets and so forth. This is a rare curse, and most often
reserved for those who commit such transgressions and are not caught.

Gifting a Shovel

Gifting a shovel at a formal event is the same as ordering someone
to dig their own grave. It is rumored that Black Priest Marious
Kellfater (aka Sunderblade the Kell) started
the tradition. He used to magically command his foes to dig their own graves before he slew them.
The traditional response is to break the shovel, as White Priest Tharvaren
the Heartfallen did before slaying the infamous Strandilar Marious in their historically famous duel.

Left-Handed Clasp

A left-handed clasp is an insult to warriors but is acceptable among non-warriors.
When a warrior offers a non-warrior their left hand, it is considered acceptable, as the sword hand is reserved for saluting and formal greetings.
Offering a known warrior, such as a priest of Qor or an officer of the Qorian military,
a left-handed clasp it considered insulting.

Family Sword or Shield

Every Qorian family has a family blade and family shield. Although others in the family may
have weapons and arms, on days of battle it is for the eldest member of a family
to take on the sword and shield of the family and bear it in the last line of defense.
If a battle gets to the last man, it is often said that soldiers had fought to the last Family Sword.

Gold Truth

A Gold Truth, when offered in payment to a vendor, is considered a great compliment
to his wares. When offered to a soldier, it is considered a badge of honor. It is only considered
an insult when knowingly offered with the intent of displaying greater wealth or status than the offering party possesses.

Mountains Hide the Sunset

This phrase is often used as an allegory for those who would shirk their duties or cut corners.
Mountains only cast shadows in the direction opposite the light. According to legend, Qor's Fires will burn brightly
t and illuminates all corners of the Qorian Empire. On the day when he arrives,
he will see all of the things hidden in the corners. Thus, he will see all of the times people have shirked
their duties because they thought nobody would see them do it.

Wizards and Arcane Magic

Wizards and arcane magic are regarded very suspiciously in the Qorian Empire. In fact, any magic that comes
from anyone not an established, well-known local bard or priest of Qor is usually going to be confronted or reported.
This is just the suspicious nature of Qorians, who fear arcane magic.

Right of Tribunal

Qorian priests may mete out justice wherever they see fit. If a priest must be tried, the local magistrate petitions
for a Tribunal
a council of three priests of Qor (a Black Priest, a White Priest and a Red Priest)
who will judge the actions of the offending priest.

Darkswell Wine

Darkswell Wine is a heavy, rich wine served at the finest tables (and only on rare occasions) in Cliffharbor.
It is uniquely bottled by families in the Solunus Valley and it is considered a delicacy when served.
Serving it to one's guest is often a sign of deference or honor and should usually be returned with a gift or open pledge of gratitude.


This massive, magical city is built almost entirely of marble and white stone. The city is steeped in powerful magical enchantments that inhibit the desert from swallowing it up and protects the city from most natural disasters. Located in the Thersis Desert , Solaris is a dark, mysterious, and passionate city.

The Queen and her special body of Advisors rule Solaris. They rule through a collective oligarchy consisting of mostly mages, sorcerers and bards. Solaris boasts a large army of mercenaries and desert tribes when the need arises, along with many types of otherworldly help available to the resourceful wizard.

Solaris's culture is chaotic and difficult to comprehend. They do only what suits them and only when it is necessary. Despite this, they still manage to remain free from the yolk of Cliffharbor's tyranny and from hostilities of the desert. The citizens, although highly chaotic, are quite often merciful, compassionate, and easily amused.

Solaris is home to many marvels, such as the Theatre of Andartria (a famed bard college and theatre), the Eight Universities of the Sects, the High Sorcerers Tower and the Skycastle of the Queen (the floating palace of the Queen of Solaris). Solaris also boasts massive dances and galas such as the Solstice Festival and the Ascendancy Magicale (a great magical performance where more than a few magical duals have taken place).

Magic is very common in Solaris and its surrounding areas, due to the great concentration of mages. However, anyone who is not a registered member of the Church of Vaare can be charged with practicing magic without a permit. Becoming a member of the Church of Vaare is very easy, and requires no commitment to Vaare (although a certain amount of respect must be shown to Vaare in the company of devout followers). It only costs from 10 to 100 gold, depending on which temple you join and how fancy of an insignia you wish.

Arcane casters that originate from Solaris will start out with a membership in the Church of Vaare. The membership is paid once and no longer enforced, although during times of economic stress the Church does begin levying fines for various vague offenses (these charges usually fall on whomever happens to be convenient and seems to be able to pay). The system is by nature very unorganized, but with the people in Solaris, they would have it no other way.

The Church of Vaare performs training for all arcane casters. The Sects, as the various mage schools are referred to, are commonly serious affairs where magical learning is ordered and open. Although the city may be chaotic, its chaos gives mages freedom to explore magic openly and with little compulsion. The Church of Vaare began teaching magic after the Diadem was destroyed over seven hundred years ago.

Clerics of Vaare can only be female, as it is part of the matriarichal traditions of Solaris. While men are allowed to be members of the Church and even hold office within the upper echelons, they are not allowed to become just adherents to the worship of Vaare.

Solarian Sects of Magic

Each magical faction is referred to as a Sect. Although there are hundreds of sects, there are a few major sects found in Solaris. The Sects are often referred to by nicknames and they each have their own insignia, style and even rituals. Some Sects have sect spells whose secrets they guard jealously (many sect fights have erupted over a stolen spell or technique of magic). Each sect has its own stylistic philosophy about the study or use of magic. Below are listed some of the more prominent Sects:

Stars of the Desert
The Stars are the largest of the Solarian sects of magic. They believe in the balanced and generalized study of magic and are considered the common majority in terms of political voice and influence. They often wear stylized stars or star patterns on their cloaks and robes.

The Black Aeres
The Aeres believe in the study of the dark arts. Many of their members specialize in necromancy and more profane spells. The Aeres often wear onyx and hematite jewelry crafted into stylized geometric images.

Eyes of the Spirit
The Eyes are diviners and precognitive masters. They spend their time studying detection and divination spells. They are also quite fond of rhymes, riddles and puzzles. More than a few bards find themselves drawn to the Eyes of the Spirit.

Blue Ravens
The Blue Ravens are either aristocratic performers or patronized by powerful aristocrats. They have links to royalty and nobility and they are unafraid to show it. They are known for spending freely and it is recommended that if one affiliates with the Blue Ravens, one had best be prepared to spend a fair amount of their time partying and carousing.

Blood Singers
The Blood Singers are performers of a more extreme nature. They are often acrobats and methodical ascetics. They put on daring performances that push the limits of human and mental endurance. They are known for silk red sashes and ruby pendants.

Knights of the Sun
The Knights of the Sun (also known as the Dawn Knights) are healers and protectors. They use their magic for the benevolent protection and aid of others. They count among their number more than a few abjurers and divine and arcane casters.

Knights of the Moon
The Knights of the Moon (also known as the Dusk Knights) are combination warriors and wizards. They try to combine the arts of swordplay, combat and even unarmed combat with magic to make themselves into formidable warriors. It is rumored that if one is looking for a spellsword to train with, this is the sect to ask. Members of this sect are often easily identified as they often carry elegantly designed swords (they favor single-handed blades such as long swords, scimitars, cutlasses and sabers).

Aspects of Solarian Society

Styles, Fads, and Trends
The key to staying on top of the game in Solaris is spontaneity and ingenuity. The most efficient way to do something is *not* the best way, and tried and true approaches are not always preferred. Novel is the watch word of the day and everything in Solaris changes regularly
styles, methods, and even the names of locales. Some things remain the same, even if the cosmetic natures about them change. For example, the Church of Vaare is always the Church of Vaare. Membership in the Church is always membership in the Church. A priestess of Vaare is always a priestess of Vaare. Among these things, though, many things are mutable. Concepts related to constancy and stability are often related to the sun. Concepts relating to mutability and change are often related to the moon (because its face changes regularly).

Symbology of Gems and Jewelry
Solarians tell entire stories about themselves based on the jewelry they wear. The stones and gems utilized, the materials, style, and how it is worn says a great deal about how they present themselves and their reputations in social settings. Solarians are known for having a significant number of tattoos (this partially driven by the traditions of the time of Unwritten Magic) and body piercings.

Slavery and Indentured Servitude
Solarians accept the concept of slavery and enforced servitude. In many ways, the concept of strength and dominance through magic is a key aspect of the functioning of Solarian society. Solarians deal in a regular slave trade of the green races (goblins, orcs, and kobolds). However, as in all areas of Solarian society, servants and slaves are treated very well, often more as voluntary employees rather than property. There are generations of green citizens

Solarian Terms for Magical Expertise

Devotee (of Vaare)

One who shows devotion to magic and the arcane aspects of Vaare but lacks the arcane power but does not cast spells.


A conjurer who specializes in bindings and banishments. Obligants work to constrict the power of fiends and elemental powers. Obligants are the casters often called upon to do the heavy construction and major work involved in building and maintaining the city.


Enchanters who specialize in building and enchanting constructs and major magical enchantments. Aedificators usually belong to the Aedificus Majoris, an unofficial but powerful cabal of arcanists who regulate the construction of devices and major enchantments in Solaris.


Diabologists study fiends, devils, and demons exclusively for intellectual purposes. Different from Obligants, Diabologists are more academics and scholars than actual practioners and summoners.


A cleric of Vaare, who practices spellcasting. While the term is intended for one who has access to the Arcana domain, it is used generically to refer to any Priestess of Vaare.


A caster who specializes or trademarks in transformative magic, usually in that they transform themselves through spell or ritual.


One who specializes in magic to stimulate or enhance sensations -- specifically for the purposes of self-indulgement. There are transmutation spells that allow individuals to eat vast amounts of food without dying, or spells to create inebriation without the side effects. There are even rumored to be specialized spells that transform pain into a pleasurable sensation.


Hermeticists specialize in elemental magic, specially within the four elements and the metamagic that affects their para-elemental boundaries.


Herbalists specialize in herbal cures, compounds, and potions.


Gravespeakers specialize in necromancy and communing with spirits. Gravespeakers are less concerned with creating undead than interacting with spirits and the deceased.


Also known as Prismatic Mages, the Arcencials are among the most exclusive of mage archetypes, in they study prismatic magics, exclusively casting spells that fall within the classic prismatic spectrum.


A caster who has touched the shadowplane and has the ability to imbue the power of Nightshadow into their magecraft. Shadowmages are looked on with some suspicion, as many think they are secretly loyal to Calynthe.


A non-mage warrior (or one with limited magical abilities) who acts as a personal bodyguard to a caster.

Common Phrases In Solarian Society

Mercy to the Sun

This is a formal greeting to Highmages. It is customary for one to
bow formally when offering this greeting.

The Stars Be With You

This is a general greeting to any Priestess of Vaare. It is customary
for one to nod one's head when offering this greeting.

The Moon Rises on You

This is a formal greeting to Thaumvexors. It is customary for one to
spread one's arms widely when offering this greeting.

Night and Stars to You

This is the formal parting to anyone in Solaris.

 Who Has Fallen to Me? 
 How Have You Fallen? 

This is the formal Solarian requesting one's name and title.
The honorary is implied that whomever you are greeting has fallen
from the stars as a gift from Vaare.

Share the Night

A semi-formal salutation and invitation combined, although it is
often intended as a friendly invitation for discussion or a meal, not for a tryst.

Guard the Spirit

This is a phrase meant to stay arguments and silence complaints. The meaning derives from
the need to guard the Spirit of Magic, and that all other concerns should fall to the wayside.
The important element to this phrase is that if spoken in an open discussion or meeting and not
spoken by someone with social standing or spoken to individuals with significantly greater
social standing, it is considered a very serious faux pas.

The Desert Take You

This is a demeaning term often spoken to those who are acting foolish.
It derives from the oldest, earliest days of Solaris when the desert would overtake sections
of the city. The Thersis Desert still overtakes outlying areas
of the desert cities, but such events are rare and remote.

Symbols of Solarian Religion and Culture

Night of Flames

Around once a year, there is a night when the city erupts into riots. The rioters, however, only act against those who have gained a poor reputation. The victims are given warning in the form of small fires set about their homes and/or shops on days leading up to the Night of Flames. Those who choose not to flee will most often be attacked or even slain in the night by a mob of miscreants, warders and disguised mages of those the individual has wronged.

The next day, little is spoken of the victims, and assumptions will always be that they fled. The phrase "They fled into flames" is often used to describe to someone who fought a losing battle and died. This event often occurs somewhere around the peak days of summer.

Day of Unwedding

On this day that occurs in Springdusk, all married persons are considered unmarried and may bed or spend the day with whomever they choose (and whomever chooses them). Although it sounds like a free-for-all, the unspoken strictures within the Day of Unwedding make it all the more likely that married couples actually spend the day together. It is often the norm to offer gifts to the one who holds the dearest place in your heart. More than a few mage duels tend to follow the Day of Unwedding, which typically takes place in late spring. The Day of Unwedding is also a traditional time to leave one's current lover and take up with a new one, however, leaving one's partner without having a new partner is considered very insulting.

Law of Shadows

The streets are ruled by the Merchant Brotherhood. They maintain order where light shines. The shadows, on the other hand, are the sole domain of the rogues' guilds and any group strong enough to oppose them. Public displays of offense or poor style is considered cause enough for arrest (generically, all crimes are considered heretical by nature, as religious crimes against Vaare). The Merchant Brotherhood will often enforce a fine and public punishment, or in some cases, accept a settlement from a lawbreaker who chooses to show his good nature by purchasing something of some value.

Warder Tax

The Warders, protectors of the mages, are all paid from the same Guild. The Warder Guild provides protection for influential mages (based upon their rankings in the Church of Vaare). New Warders compete each year with each other to prove who is the best combatant and protector for a mage. This competition, coincidentally enough, usually falls after the Day of Unmarraige, when many mage duels tend to erupt. Mages may petition for a Ward (if they have none) and are awarded a ward with talents based upon their own rankings in the Church of Vaare. Each year, all Church Members pay a Ward Tax based upon the skill of the ward they were awarded. The only way to gain a new Ward is if the old one dies.

Church Sanctioned Mage Duels

The Church of Vaare sponsors mage duels, both as tournament and privately. Tournaments are held tri-annually and are generally very restricted (they are used to measure power among most mages). Private duels, however, are very unrestricted and although the Church bans them publicly, allows (and charges) spectators who wish to attend. Mage duels and the evaluations of Church Inquisitors are used determine one's magical ranking..


A glass sphere with a small glowing light trapped within it. It is a common decoration and homage to Vaare.

Water Stones

Stones crafted that allow someone to place them in their mouth and remain hydrated, no matter how hot or dry the weather. The water from the stone provides water for a day. There are some stones that are crafted to last days, weeks, or even months.


Stones crafted using a bit of shadow magic. They provide shade for a day (reducing hazards for heat and exposure, giving a +5 to Saves vs. exposure in the desert).


This city is located at the juncture of the Hillsfath and So'lpath Rivers, just west of Blackverg Lake. This city is technically a holding of Cliffharbor, but the citizenry feel little of Cliffharbor's influence due to the great distance. This city is ruled by a mysterious figure known only as Shadowfast, who runs a guild of hired assassins. The citizenry of the city with both love and hatred meets him, for he is much like a godfather. His assassins are feared throughout the lands of Sydaria, and with good reason.

This city is located at the juncture of the Hillsfath and So'lpath Rivers, just west of Blackverg Lake. This city is technically a holding of Cliffharbor, but the citizenry feel little of Cliffharbor's influence due to the great distance. This city is ruled by a mysterious figure known only as Shadowfast, who runs a guild of hired assassins. The citizenry of the city with both love and hatred meets him, for he is much like a godfather. His assassins are feared throughout the lands of Sydaria, and with good reason.

Catspaw is known for its merchant streets and subtle citizens. The untrained eye would see little that happens in Catspaw, while the trained eye can easily make out dozens of schemers and plotters throughout the city. Merchants make the city run as goods flow from both the East and West and throughout the valleys. And where there are many merchants and buyers, there are always plenty of rogues.

Catspaw is the largest port for merchandise moving both East and West between Solaris and Cliffharbor. Although there are many port cities, Catspaw is the most important city because it is located at the mouth of the Hillsfath and S'olpath rivers, allowing merchandise to arrive both by river, over land, and across the lake. On its surface, Catspaw would appear to be a bustling, busy merchant city. It is controlled by Cliffharbor, but only on the surface. There is an entire second layer to the city where the power actually resides. While legitimate merchants maintain good relations with the forces of Cliffharbor, the most effective merchants maintain relations with the Church of Calynthe, who use the merchants as cover for their religious activities.

Catspaw is a far cry from Cliffharbor; soldiers who would never think about corruption in Cliffharbor find that accepting some level of corruption is absolutely essential to surviving in Catspaw. Catspaw is a source of income for many cities controlled by Cliffharbor, so Cliffharbor accepts the necessities of a lax policy of control. This works because of the Merchant Watch. The Merchant Watch is comprised of locally armed and trained militia. They do the day-to-day work of policing Catspaw. Merchants are given the sole discretion of being able to call upon Cliffharbor military or the Merchant Watch when faced with theft, violence or other misadventure.

Merchants face a difficult situation when deciding who to call. The Merchant Watch and the Cliffharbor military are almost always at odds, because the Merchant Watch is heavily influenced by members of the various Thieves' Guilds. Favoring the Guilds over Cliffharbor's forces or vice versa makes it much more difficult to deal with the other group when the time comes.

The lands around Catspaw are strewn with millions of dead bodies from the Battle of Seven Lords which took place during the Godswar. The undead are drawn to Catspaw, which many believe is due to the strong presence of Calynthian followers. Because of this, a group of Calynthian priests often keep watch over the city, hunting undead and protecting citizens from necromantic threats. The Deadwatch is one of the primary reasons the Church of Calynthe is accepted so popularly in Catspaw.

Lesser Cities of Sydaria

This city is the principal city of elves. It is a beautiful city of streaked black marble; constructed high upon the Guardian Plateau, past the one thousand foot cliff surrounds the plateau. Alfheim guards the Steelvar Pass, one of the three passes through the Godswatch Mountains. Very few humans visit Alfheim. Among its non-elven visitors, it is visited mostly by mages and clerics.

Ar'vaski Colar
These ancient V'astali ruins are now occupied by a host of green races who spend their time in an extended period of warfare in an attempt to take over the ancient ruins. The ruins were the rebirth location of the T'rodoth. Dethys chose Ar'vaski Colar because it had links to ancient powers and is a nexus for both RealmGates and planar portals.

A city of trade, located at the juncture of the Cerythian and So'lpath Rivers, it is also the training place of the Truthbringers of Qor. It is a holding of Cliffharborin name, although Cliffharbor rarely sends more than a moderate force to occupy it. It is a trading city and home to a few Realmwalkers. There is a gate located in a cave near the town fountain. The gate leads directly to the City of Gates.

This fine city, located on Blackverg Lake, is a fine fishing and sailing city. Its peoples are hardy, its boats are solid, and its heroes are always portrayed as strong and hearty. It is a holding of Cliffharbor. Blackwether is a great place to find masterwork leather goods, fishing goods, and small ships.

Blacksteel Pass
Located between the dwarven city of Irongorge and the elven plateau of Alfheim finds Blacksteel Pass, a keep maintained by the Qorian military in Cliffharbor. Blacksteel Pass is a neutral ground where the two forces, both friendly to Cliffharbor but rivals and at times hostile towards each other. Blacksteel Pass is a diplomatic station in many ways, but it also is the most fortified fort in the Godswatch Mountains.

Brestaw is a recently recovered port. It consists of two cities merged together. The ancient stone city of Brestaw, habited by the dark-skinned Palledrans, and the the port side of the city, recently renovated and populated by forces from the Qorian navy. Brestaw is known for its brisk trade in animal hides and exotic plants. It also supports a sea-based mining operations where mithril and adamantine can be found in tradable quantities.

Dolifar Watch
Dolifar Watch is the northernmost sea fort for Cliffharbor. It represents the northernmost haven for the forces of Cliffharbor. The island is covered in thick firs and large, cavernous caves. The fort is constructed on the southern tip of the island and is constructed with large, sturdy stones and natural protections. The harbor is protected by strategically placed iron-throwing cannons. Many patrols run out of Dolifar Watch, and when there is trouble on the Dark Seas, Dolifar Watch will know it first.

Darkswell Ruins
The old diadem of mages, the Wizards of Darkswell, were said to have a mighty capital. If the ruins are any indication, this would have been its location. Darkswell Ruins are a popular place for adventurers and explorers, however, it is also home to countless abominations, aberrations, and fiendish monsters.

Fort Silvershard
Fort Silvershard is the outpost of the rangers and scouts of Cliffharbor. The Sorn Rangers guard the Sornforest, monitoring its occupants and making sure the goblinoids swarms do not grow powerful enough to attack the valley. Fort Silvershard houses several thousand troops and supporting personnel as well as a good staple of trappers and traders.

Fort Southwall
Fort Southwall is a more militant outpost. It acts as a staging area for the forces based near Hillsfath and Catspaw. Southwall is located on a series of overhanging ridges on the edge of the Sornforest. Fort Southwall is more of a stronghold for Battlepriests.

This wonderfully flippant swamp village is home of one of the legends of magic and alchemy, Teribor the Misunderstood. Located on the Olar Peninsula, it is a good place to find herbs and rare plants of all types, and does a constant trade with Cliffharbor and Solaris.

This dwarven city is almost the exclusive home of the dwarves of Sydaria. It is isolated and unmolested by any of the great powers of Sydaria. The dwarves come out on occasion and trek to the cities of Bennedex, Southpass and Cliffharbor to trade well-crafted weapons and iron goods for surplus grains and the fine wines of the Solunus Valley.

Khoristos is a strange, militant city. Its followers are the strictest Vaareans, revering their lady deity with offerings of worship and devotion. Khoristos is a theocratic city at its heart, with a hard driven leadership that believes that Vaare is the only thing that matters. Khoristos does boast as home to the best goldsmiths on Sydaria. Although the dwarves of Irongorge might argue the point, the craftsmanship of the Khoristosites have beaten the dwarves again and again in Craft contests on the Day of the Gods.

Lendfar is little more than a mobile settlement on the Targa Plains. It centers on a group called the Hybrastas, who are in many respects gypsies. The Hybrasta clans migrate south on a regular basis, bringing north goods and products manufactured in the Solunus Valley near Cliffharbor. The Hybrastas (or Hybs, as Cliffharborites refer to them are regularly chased out of Cliffharbor, but they still manage to visit often enough to make a living at trade (or theft, as many Cliffharbor citizens might claim). Lendfar has been known to disperse when Cliffharbor's forces have approached it, so it is relatively safe from attack. The Targan barbarian tribes hold the Hybrastas in high regard for their soothsaying, trade and for their beautiful women.

Lyt Tarlein
Lyt Tarlein is a port city located near the Brightsky Isles. It is a trading city that does business with many of the cities to the south and north cities located on the eastern coasts. Lyt Tarlein was once an ancient trading city of the Diadem, but has long since become a less cosmopolitan, more mundane trading city.

Known as the City of Night, this city is also the holy place of the Nightwards, Priests of Calynthe, God of the Night. Pheonoli was home to a massive compound of libraries and monasteries before The Darkminds burned the city to the ground. Outsiders are warned not to attempt intrigue or mischief for neither Cliffharbor nor Solaris, or their hearth deities, for the citizens of this city takes their deity's sovereignty very seriously. Just outside of Pheonoli sits the ancient monastery of Rebirth, where the followers of Logryn make their home and homage to the newly reborn God of Psionics. The monastery north, past the ancient Sanitarium, is the ancient monastery of the Brotherhood of Thought.

This unusual city is located on the coasts of the Archane Sea. It is home to a resilient and resourceful people who have a government as close to true democracy as anyone could possibly get. It boasts several well-built academies of finer arts and learning, and is a non-official home of bards, musicians, and sages. Plexus is the new home to The Circle, where they often gather about the Lost Horizon auditorium.

Prismos is a city of ancient gray elves that reveres Vaare. Prismos remains relatively uninvolved in the modern events and even Solarians do not travel to Prismos except under the direst circumstances. Prismos is known for its legendary Statues of Cassadinos, the Walking Gardens of Myrdinius Farview and the Living Walls of Henthro. The gray elves do not appreciate any meddling in their affairs.

Rat's Dock
Rat's Dock is the cosmopolitan northern boundary for the Brij'don Lands. The city is a massive ramshackle of slums representing a variety of kobold, goblinoid and orc misfits along with a fair number of human and elven sailors. A council of gang leaders assemble each spring to appoint a Sheriff to enforce general policy governs Rat's Dock. This is the roughest, dirtiest city in Sydaria, so becoming Sheriff of the city is a respectable feat.

Rebirth was created from a psionic monastery near the Sanitarium when Logryn was reborn. Rebirth boasts a large, stone sigil (the Great Circle) of Logryn. It is the center of Logryn's power and his influence. It is home to various settlements and monasteries of Freethoughts, Pureminds, and Monitors devoted to Logryn and his teachings. A species of merfolk live in the streams nearby and serve as staunch allies to the Logrynites. Rebirth accepts visitors, as long as they are do not harm priests or followers of Logryn

This city is one of the few located on the western side of the Godswatch Mountains. It is a mysterious city and is known as the home of the temple of the Reavers, Holy Priests of Calynthe. Things always appear calm and peaceful on the surface, but at night screams and sounds of scuffled fighting are common.

This city, located in and named after South Pass, is a trade city if ever there was one. It is a stopping point for numerous caravans from the north and it does much trade with mountain tribes for furs and gems. It is also a city of rogues and thieves, who take great pride in their skills as they are rumored to steal, cheat or scam one out of three citizens in this city. Southpass is a popular place for rogues to gather, as no formal Guilds exist in the city (rogues align into loose factions).

Temple of Areshalli
While technically not a city or recognized as such, the Temple of Areshalli has all of the trappings and comforts of a city, as well as popular of several thousand. This ancient temple complex was built and utilized by the ancient V'astali to worship their long forgotten gods. The structures here are massive, some of them hundreds of feet high and built of a hardened black glass (called Ebonglass) that is as strong as marble and has an innate resistance to some types of magic. Solaris keeps a regular work contingent here, with slaves and servants working at all hours to mine what they can from the ancient ruins both in Ebonglass (which is in popular demand due to its unusual magically resistance properties) and ancient knowledge or artifacts hidden within the subterrainean depths of their ancient ruins.

Thalaxian City
Thalaxian City is located a short distance from the Thalaxian Palace for the Queen of Solaris. The city is little more than an extension of the royal palace and its holdings. The people all share a great love for their Queen and will do anything to protect and serve her. Originally the home of the first Vaarean leadership, their exposure to the naval forces of Cliffhaven forced them to rebuild a more resilient stronghold in the Solaris. Tradition, however, has the elves of Thalaxia insanely loyal to Vaare and as such, the Queen of Thalaxian is retained as a political instrument by Solaris. Additionally, the social stability of Thalaxian City and its rulership helps maintain accountability among those in Solaris.

Wells Garden
Wells Garden was once a city occupied by the ancient V'astali race. The city is dotted with dozens and dozens of wells of varying size, shape and function. Some of the wells still have magical properties, although the current magic in the wells is far weaker than the original enchantments during the V'astali times. Wells Garden is a popular place to take recreational or recuperative trips (especially for Vaareans). Wells Garden is often in a rivalry with Whedlax Bridge for tourists and visitors.

Whedlax Bridge
Whedlax Bridge is an ancient structure leftover from the V'astali era. It is over a thousand feet in length, built out of solid obsidian and it crosses the broadest section of the D'orath River. The bridge is covered in many sections and it houses several built-in structures. Many individuals call the bridge home and they live either on the bridge or in the bridge. The remaining settlements exist around the bridge. Whedlax is a popular recreational visit for many Solarians and many high-ranking Cliffharbor citizens have taken the ocean sojourn to visit Whedlax Bridge. The Whedlax Watch keep a close eye on factions and although they pay homage to the gods, they demand that religious arguments be kept strictly out of public earshot.

This humble city is located at the base of the Thorx River where it pours into the Archar Gulf. Yvar is circled by over a dozen monk schools, including the monastaries of Six Iron Fists, the Blazing Circle, and the Order of Seven Elements. The locals are courteous and kind, but this is often attributed to the fact that at any given shop, temple, or tavern, it is not unusual to run across monks of considerable skill and talent. Monks and clerics throughout the Qorian Empire go to study in solitude and to venerate the God of Strength and Law.

Greater Deities of Sydaria

Qor (Greater Deity)

Qor is one of the most powerful and revered gods on Sydaria. He is the God of War, Strife, and Justice. Qorian priests are called Truthbringer (Lawful Good), Battlepriest (Lawful Neutral) or Warsinger (Lawful Evil). Their colors, in the same order, are White, Red and Black. Although they all three follow different aspects of Qor, they agree on the service of law above all else.

Qor represents above all things, law and order. No matter which faction it is or how they go about it, the need for honor, law and precise ritual is absolutely essential. Qor was the god of soldiers, government and law in the Old Pantheon.

Priests of Qor must wear steel or iron armor of some type. This is due to Qor's affinity for iron. Qorian priests may wear any metal armor. It has not been unheard of for a priest who fails to wear armor or bear arms on a regular basis may cause Qor to question the priest's loyalty. (In fact, this is how priests informally admit that they are retiring or quitting the priesthood).

Priests of Qorfavor steel weapons, most often being swords. Because priests are always to be armed, swords are most often chosen. Qor's Symbol is a blade on a colored background. The color of the sword and the background denotes the aspect of Qor. Qor's Essence will be found in iron, and steel, and in the scream of warrior in battle or the clang of two swords met in opposition.

Qor's Avatar, it is said, appears as a warrior of great stature, wearing black armor, wielding a white shield and a red sword of flames, which strikes any object it's pointed at with a searing flame of holy magnitude. It is rumored, without the Scabbard of Qor's Will, the sword will invoke its judgment on any mortal wielding it. Almost every mortal that has tried has been found lacking and was consumed in a pure white holy flame.

Vaare (Greater Deity)

Vaare is the goddess of Magic, Mystery, and Chaos. Vaerian initiates are known as Highmage (Chaotic Good), Madwand (previously Magemistresses) (Chaotic Neutral) and Thaumvexor (Chaotic Evil).

Vaare is the goddess who expresses and keeps free the essence of magic. To her end, she is also the keeper of the Spirit of Magic. At one time, Vaare only allows females to become initiates of her orders, but with the restoration of her son, Logryn, she has softened her stance against men in general.

Are regarded as the highest social class in Solaris and its territories. Treated as nobility and supported by the Church. Initiates of Vaare do not wear armor. The most they may be found in would be bracers. Spells are favored for all forms of protection. Initiates of Vaare prefer exotic weapons rather than the traditional arcane weapons (staves, daggers and crossbows). They tend towards less skilled weaponry, but their weaponry is more often of a magical nature. Vaare's symbol is the eclipsed sun, symbolizing the brightness of Vaare's power and how it dims the very sun itself. When worn, the official symbol is a black moon worn on a yellow sun. For Thaumvexors, it is common to wear a yellow moon on a black sun, symbolizing their opposition to anything that is treated with respect. This is not taken as a dishonor to Vaare, though, but rather the Thaumvexors' naturally dissenting nature. Vaare's essence is found in blood, silver, or wind, which are considered the three sacred elements of all magic. Most holy rites involving Vaare involve some use of these three elements.

Vaare's Avatar appears as a frail lady of ghostly beauty. Her hair is wind-swept and falls wildly around her arms. Her eyes, glowing with a bright violet light, are the focal point of any spell power that emanates from her. She can appear to be equally frightful and beautiful to all who behold her. Her avatar carries a powerful staff. With it, she can cast any spell (treat it as a quickened spell), at a rate of one per round, without concentration. It is known as the Staff of Storms.

Calynthe (Greater Deity)

Calynthe is the god of Night, Shadow and Death. Calynthian priests are known as Nightward (Neutral Good), Shadowblade (True Neutral) or Reaver (Neutral Evil).

For the longest time, the other two major gods (and their followers) on Sydaria regarded Calynthe with antipathy. As legend reveals, Calynthe betrayed Qor and Vaare in the final battle, dragging their fight into a stalemate. Calynthe is also known as the Betrayer. Recently, Calynthe was involved with the resurrection of Logryn (son of Qor and Vaare), Ba'kir S'Drazen and Denatra.

Priests of Calynthe prefer light or no armor. They must often hide and move silently, so armors that allow this are favored. All Followers of Calynthe (especially priests) hate and despise shadowdancers. They see the shadowdancers as a crude mockery of all that is Calynthe's glory and power. Stealing Calynthe's powers of darkness merely to ‘perform' is an insult that cannot be redressed. Priests of Calynthe favor the weapons used most often by rogues. Sometimes a priest of Calynthe will carry exotic weaponry designed to strike fear or terror into their foes.

Calynthe's Symbol is found in the darkest of nights. When worn, the symbol is a blackened dagger (for Nightwards), a black hawk is used to represent the Shades, and a blackened and charred heart is the symbol for Reavers. These symbols are used mainly in religious rites and ceremonies. A black cloak with silver piping is the common calling card of a priest of Calynthe. Priests of Calynthe are also known for carrying a darkblade, special dwarven-made weapons that have a black sheen and are as tough as steel.

Calynthe's essence is found in the darkest night, the steepest shadow, and the decaying of a body in a darkened tomb. Calynthe is said to greet all souls as they enter the afterlife, judging them that respect him and torturing those that defile him.

Calynthe's avatar is a huge shadow, usually in the form of a powerful and terrifying bird of prey. When in human form, the avatar dresses as a skulking thief, with a cloak so dark that it does not reflect the sharpest light. Calynthe's avatar is said to wear a cloak that stops all weapons and blocks all spells.

Lesser Deities of Sydaria

Ba'kir S'Drazen (Lesser Deity)

Once the incarnation of darkness and evil power, Ba'kir S'Drazen was banished by Denatra during the Godswar in a selfless act of sacrifice. However, he was resurrected by through the schemes of Mavrik, Logryn and Calynthe.

Ba'kir S'Drazen is brutal and cruel, given to bouts of rage and hatred. He loves all forms of misfortune and disdain. He is known for endowing his followers with fiendish powers and dark powers, staining them with his corrupting hatred. Ba'kir S'Drazen believes only in darkness and evil. His symbol is the ram's head with fiendishly twisted horns. His avatar is a massive winged goat-headed demon.

Denatra (Lesser Deity)

Denatra is the incarnation of purity and light. Denatra sacrificed herself in the Godswar in order to banish Ba'kir S'Drazen. In doing so, she bound herself to her nemesis' fate. She fought against Ba'kir S'Drazen and has a loose affiliation with Vaare (Vaare's tendency toward freedom and nature appeal more to Denatra).

Denatra's avatar is a young girl with golden hair, large brown eyes and pale complexion. She has a very quiet voice and she appears quite weak. Her gift is not in her power or her martial abilities, but in the abilities she endows to her followers. She has the ability to constantly resurrect herself and her followers. For this reason, Calynthe despises Denatra's interference in his domain of Death and Passage.

Logryn (Lesser Deity)

Logryn is the god of Free Thought, Fate and Domination. Priests of the newly awakened Logryn are known as Puremind (Lawful Neutral), Freethought (True Neutral) or Monitor (Chaotic Neutral).

Logryn was the son of Qor and Vaare. He was dedicated to the importance of free will and choice because his mother and father were constantly in conflict. Calynthe slew Logryn, but thanks to Mavrik, the young god was resurrected. While considered a lesser deity, it is primarily so because of his youth and relative inexperience with the powers of a god. In terms of raw power, Logryn is every bit as dangerous as the greater deities.

Priests of Logryn have varied preferences for armor. The Pureminds prefer less armor and restriction while the Monitors are known for wearing armor. Logryn was the de facto god of psionics and mental discipline.

Logryn's Symbol is the blue circle, the symbol of endless birth and rebirth, the beginning and the end. Logryn's essence is found in the moment of Meditation and heart of Truth. Logryn's essence is also found in the reflective Truth of a Mirror.

Logryn's avatar is a simple scholar with dead blue eyes and long white hair. His eyes see nothing and everything. He carries himself like a monk, yet his thoughts are not on the martial conflict but on the reasons behind the conflict. Logryn wears an item called The Circlet of Destiny. A simple, circular, blue-steel band can be used in melee or thrown as a ranged weapon. It is rumored to have the power to provide an unlimited pool of psionic power points to its wielder.

T'rodoth (Lesser Deity)

T'rodoth is the youngest of all of the proper deities. T'rodoth was actually born to Vaare, granted as a gift by Denatra after losing Logryn. T'rodoth was a clever and cunning child. He spent years evading and taunting Ba'kir S'Drazen, who resented him as a creation of Denatra.

Eventually, Ba'kir S'Drazen tricked Qor into slaying the god child with his god-like Fire. Vaare attempted to restore T'rodoth, but the cost was great. The stress of undoing such a potent act to bring back such a force of deific power strained the Spirit of Magic because Calynthe refused to let go of the dead child. The Spirit won out, but the result was unexpected. T'rodoth split into two beings, T'rodoth Kaerlax and T'rodoth Qorvax. Kaerlax was a benevolent god, gentle and kind, warm and beautiful. Qorvax carried the cruel, disfiguring wounds inflicted by Ba'kir S'Drazen's treachery and Qor's Fires. Qorvax blamed his mother for not protecting him and he chose to share his pain and misfortune with everyone else in the world.

The twin deities spent many years in the Godswar, countering one another and instigating great chaos through their schemes. Their actions caused the death of both Ba'kir S'Drazen and Denatra simultaneously. Recognizing that this was likely not the end to T'rodoth's schemes, it was Vaare who commissioned one of her high wizard priests to find a way to undo her ritual and bring the two halves of T'rodoth back together into one deity and hopefully restore her lost child, or at the very least, lay her lost child to rest.

The wizard, an epic caster of remarkable power, created an epic ritual and called upon many of the greatest adventurers of their time to do complete the ritual. Vaare bound Qor to a promise not to interfere. Vaare was crippled when the attempt damaged the Spirit of Magic. T'rodoth resisted but was overcome by the ritual, and bound into one body. Calynthe, seeking to ensure T'rodoth's schemes would not upset further balance, slew the deity after the ritual was completed and sundered his soul in a Shattersoul Amulet.

The epic wizard was driven mad and in his madness turned to the unstable powers of the Inversionist Path. He slew many of his companions using his Inversionist abilities before he was later slain by Qor's forces. He remained interned for many years until he was raised by Devil Det in his bid for godhood. He immediately set to restoring T'rodoth to power for his own mad reasons.

Dethys (Lesser Deity)

Devel Detson, was born to an human realmwalker father. His mother died at a young age and he was raised by his elven stepmother, until his father died attempting to avenge his first wife's murder. Det was cast out by his step grandfather, sent to Catspaw at a very young age. There, he learned to fend for himself. He joined the Church of Calynthe and became a very promising young priest. Det was seduced by shadowdancing and took up with a young bard named Mavrik. He was ex-communicated for his heretical mockery of darkness as a shadowdancer.

The two discovered the Crown of Deception and the Crown chose Mavrik. Their friendship was sundered because of Det's anger at being rejected by the Crown. Det later returned to the Church and took on the role of assassin. The Church accepted him because he became adept at delivering death and willing to take on whatever missions the Church asked. But Det was scheming. He used his position in the Church to manipulate Mavrik into becoming Bard of the Gods and eventually into being seduced into resurrecting Logryn, Denatraand Ba'kir S'Drazen.

Det schemed and plotted Mavrik's death and took the Crown of Deception. Using the Crown, he found the knowledge he needed to cripple the Spirit of Magic and usurp its power to bestow godhood upon himself. He succeeded and declared himself Dethys, Lord of the Quick Death. Dethys is a young deity, but his schemes allowed him to steal the domain of Death from Calynthe and the domain of Fate from the awakening T'rodoth. His goals are unknown and shrouded in mystery. The only thing anyone knows is that Dethys has no good intentions.

Portfolios of Sydarian Deities

Aspects of Major Deities

The major deities of Sydaria tend toward multiple aspects. These manifest themselves into different aspects (and thus factions) of the same deity. They have different alignments, but they tend to remain unified to one overall goal (such as Law, Chaos, etc.) Qor, Calynthe and Vaare have good and evil aspects. As such, these particular factions have access to Good and Evil domains respectively. Logryn is an exception in that he serves neutrality and his aspects fall into Law and Chaos. Finally, T'rodothis a duel-manifested deity. He is comprised of a set of twins who manifests as fortune and misfortune (one tending toward good and benevolence, the other toward evil and malfeasance).

Qor (Major)
Portfolio: Military, War, Iron, Duty, Truth, Justice, Tyranny
Domains: Order, War, Protection, Life, Tempest

Calynthe (Major)
Portfolio: Darkness, Secrets, Deception, Death, Underworld
Domains: Death, Trickery, Knowledge, Twilight, Protection

Vaare (Major)
Portfolio: Magic, Freedom, Dreams, Sun, Moon, Chaos<
Domains: Arcana, Trickery, Light, Life, Tempest

Logryn (Major)
Portfolio: Psionics, Discipline, Wisdom, Journeys, Architecture<
Domains: Knowledge, Arcana, Order, Life, Nature

Portfolio: Resurrection, Peace, Courage, Healing, Music, Dawn
Domains: Life, Light, Peace, Forge, Exorcism

Ba'kir S'drazen (Minor)
Portfolio: Wrath, Hatred, Brutality, Venom, Dusk Domains: Death, Trickery, War

Portfolio: Illusion, Fertility, Emotion, Chance, Transformation
Domains: Nature, Trickery, Knowledge, Life, Death

Dethys (Minor)
Portfolio: Manipulation, Assassination, Twilight, Bargain, Cruelty
Domains: Death, Grave, City, Trickery, Protection

Clerical Domains


Truthbringer (LG)
Domains: Order, War, Protection, Life
Battlepriest (LN)
Domains: Order, War, Protection, Life, Tempest
Warsinger (LE)
Domains: Order, War, Protection, Tempest


Nightward (NG)
Domains: Trickery, Knowledge, Twilight, Protection
Shadowblade (TN)
Domains: Death, Trickery, Knowledge, Twilight, Protection
Reaver (NE)
Domains: Death, Trickery, Knowledge, Twilight


Highmage (CG)
Domains: Arcana, Trickery, Light, Life
Madwand (CN)
Domains: Arcana, Trickery, Light, Life, Tempest
Thaumvexor (CE)
Domains: Arcana, Trickery, Light, Tempest


Puremind (LN)
Domains: Knowledge, Arcana, Order, Life
Freethought (TN)
Domains: Knowledge, Arcana, Order, Life, Nature
Monitor (CN)
Domains: Knowledge, Arcana, Order, Nature

Ba'kir S'drazen

Darksoul (LE, NE, CE)
Domains: Death, Trickery, War


Lifebringer (CG, NG, CG)
Domains: Life, Light, Peace, Forge, Exorcism

Herald of Bounty (CG)
Domains: Nature, Trickery, Knowledge, Life
Herald of Sorrow (CE)
Domains: Nature, Trickery, Knowledge, Death


Nightreaper (LN, LE, TN, NE, CN, CE)
Domains: Death, Grave, City, Trickery, Protection

Druids in Sydaria

The druids of Sydaria are broken into two relatively distinct types. The Wyld druids were once the most numerous, worshipping the balance of natural forces and the nature that thrived when these elements were in balance. They had strong relationships with Sydarian dragons and were considered the mainstream of druidic practice. After the Godswar, an extreme opposition of the Wyld druids arose, known as the Elemental druids, who worshipped the opposing state of elements. Elemental druids sought to force the elements out of order to bring themselves closer to the powers of the Inner Planes and thus grant them freedom from the constant dominin of Sydaria's Three Gods. After the Insurrection of Magic, Sydarian dragons grew furious with mankind for crippling them and they turned their wrath on the closest men they knew -- the Wyld druids. The Wyld druids were hunted by dragons, or bounty hunters paid by dragon treasure, or by dragon cultists, until they were almost unheard of. Only recently did the Wyld druids return, their ways being taught again by a Realmwalker from outside of Sydaria.

Shapeshifting for Wyld and Elemental Druids

While both Wyld and Elemental druids can shapeshift, they are restricted into specific forms based on their preceptual powers. Elemental druids can only turn into elemental creatures of the appropriate hit dice, while Wyld druids can only shapeshift into animal beast forms they have either seen or have implicit knowledge through study about.

Spells Allowed to Wyld Druids and Elemental Druids




  • Druidcraft
  • Guidance
  • Infestation
  • Mending
  • Poison Spray
  • Primal Savagery
  • Resistance
  • Shillelagh
  • Thorn Whip
  • Control Flames
  • Create Bonfire
  • Frostbite
  • Gust
  • Magic Stone
  • Mold Earth
  • Produce Flame
  • Shape Water
  • Thunderclap
1st Level
  • Animal Friendship
  • Beast Bond
  • Charm Person
  • Cure Wounds
  • Detect Magic
  • Detect Poison and Disease
  • Entangle
  • Goodberry
  • Guiding Hand (UA)
  • Healing Word
  • Jump
  • Longstrider
  • Protection from Evil and Good
  • Purify Food and Drink
  • Snare
  • Speak with Animals
  • Wild Cunning (UA)
  • Absorb Elements
  • Burning Hands
  • Chromatic Orb
  • Create or Destroy Water
  • Cure Wounds
  • Detect Magic
  • Earth Tremor
  • Faerie Fire
  • Feather Fall
  • Fog Cloud
  • Green Flame Blade
  • Healing Word
  • Ice Knife
  • Jump
  • Protection from Evil and Good
  • Thunderwave
2nd Level
  • Animal Messenger
  • Barkskin
  • Beast Sense
  • Darkvision
  • Enhance Ability
  • Enlarge/Reduce
  • Healing Spirit
  • Hold Person
  • Lesser Restoration
  • Locate Animals or Plants
  • Locate Object
  • Moonbeam
  • Pass Without Trace
  • Protection from Poison
  • Summon Beast
  • Wither and Bloom
  • Augury
  • Continual Flame
  • Dust Devil
  • Earthbind
  • Find Traps
  • Flame Blade
  • Flaming Sphere
  • Gust of Wind
  • Healing Spirit
  • Heat Metal
  • Hold Person
  • Locate Animals or Plants
  • Locate Object
  • Skywrite
  • Spike Growth
  • Warding Wind
3rd Level
  • Aura of Vitality
  • Conjure Animals
  • Daylight
  • Dispel Magic
  • Feign Death
  • Plant Growth
  • Protection from Energy
  • Revivify
  • Speak with Plants
  • Summon Fey
  • Tongues
  • Water Breathing
  • Call Lightning
  • Dispel Magic
  • Elemental Weapon
  • Erupting Earth
  • Flame Arrows
  • Fireball
  • Lightning Bolt
  • Meld into Stone
  • Sleet Storm
  • Tidal Wave
  • Wall of Water
  • Water Walk
  • Wind Wall
4th Level
  • Blight
  • Charm Monster
  • Confusion
  • Conjure Woodland Beings
  • Divination
  • Dominate Beast
  • Freedom of Movement
  • Giant Insect
  • Grasping Vine
  • Guardian of Nature
  • Hallucinatory Terrain
  • Locate Creature
  • Polymorph
  • Conjure Minor Elementals
  • Control Water
  • Divination
  • Elemental Bane
  • Fire Shield
  • Freedom of Movement
  • Ice Storm
  • Locate Creature
  • Stone Shape
  • Stoneskin
  • Summon Elemental
  • Wall of Fire
  • Polymorph
5th Level
  • Antilife Shell
  • Awaken
  • Commune with Nature
  • Contagion
  • Death Ward
  • Geas
  • Greater Restoration
  • Insect Plague
  • Mass Cure Wounds
  • Planar Binding
  • Reincarnate
  • Scrying
  • Summon Draconic Spirit
  • Tree Stride
  • Wrath Of Nature
  • Cone of Cold
  • Conjure Elemental
  • Control Winds
  • Freedom of the Winds (HB)
  • Greater Restoration
  • Immolation
  • Mass Cure Wounds
  • Planar Binding
  • Maelstrom
  • Scrying
  • Storm Sphere
  • Transmute Rock
  • Wall of Air
  • Wall of Fire
  • Wall of Ice
  • Wall of Stone
6th Level
  • Conjure Fey
  • Druid Grove
  • Find the Path
  • Heal
  • Heroes' Feast
  • Move Earth
  • Sunbeam
  • Transport via Plants
  • Wall of Thorns
  • Bones of the Earth
  • Find the Path
  • Flesh to Stone
  • Investiture of Flame
  • Investiture of Ice
  • Investiture of Stone
  • Investiture of Wind
  • Primordial Ward
  • Wind Walk
7th Level
  • Draconic Transformation
  • Fire Storm
  • Plane Shift
  • Regenerate
  • Symbol
  • Delayed Blast Fireball
  • Mirage Arcane
  • Plane Shift
  • Reverse Gravity
  • Whirlwind
8th Level
  • Animal Shapes
  • Antipathy/Sympathy
  • Feeblemind
  • Sunburst
  • Control Weather
  • Earthquake
  • Incendiary Cloud
  • Tsunami
9th Level
  • Foresight
  • Mass Polymorph
  • Shapechange
  • True Resurrection
  • Foresight
  • Meteor Swarm
  • Shapechange
  • Storm of Vengeance

Sydaria, The People and History

Sydaria is a land divided by basic forces. At one end of the land are the forces of Order, led by the Emperor and his Council of Superiors, hold Cliffharbor and its holdings in a strong grip of military and religious constriction. Despite this, its citizens are proud and strong and mostly lawful.

Solaris is the city of freedom, expression and magic. The Solarian Queen and her Advisors rule it. Deep in the Thersis Desert, ancient elemental allies and guardians guard it. The two cities remain on either side of the Realm, sending intrigues and plots through the people and lands they touch.

The two empires often skirmish but their distance makes direct warfare difficult (but not impossible). They most often channel their intrigues through the Hinterlands, the domains of the unaligned and of the betrayer god, Calynthe.

Three Artifacts of the Greater Gods

Sword of Truth

The Sword of Truth is Qor's weapon. It is the incarnation of Qor's greater aspects and is purely dedicated toward law and order. The hilt is cool to the touch and the blade dances with a violet flame that brightens with the emotional state of the wielder.

It ignites anyone who lies or even those who are deceitful. The sword's fire is said to engulf the user in a flame that attacks any of the unrighteous that attack them. The wielder gains an immunity to fire and when using any of the greater powers, the wielder will be engulfed in violet flames.
Sword of Truth

Spirit of Magic

The Spirit of Magic is an orb made of shimmering glass that seems to dance with prismatic clouds, colors, and shooting lights. The stability of the Spirit can be determined by looking at it, such as when the Inversionists corrupted it, it was shot through with random black veins and the colors, instead of moving gracefully, flickered and flashed disturbingly.

The Spirit of Magic is legendary in that it allows the wielder to counter any spell cast at the wielder or itself, and allows the wielder to cast any single spell once per round as a bonus action (as though the Quicken Feat has been applied). Further, any spells casts from the Spirit can be imbued any with metamagical feats the wielder wishes.
Spirit of Magic

Heart of Darkness

The Heart of Darkness is a grey blade that darkens when wielded by one of its faithful. The Heart almost defies visibility and all that can truly be seen of it, when its powers are being used, are the grey wisps of smoke that emanate from it.

The Heart of Darkness allows the wielder to summon a single undead once per round (the total CR cannot exceed the wielder's level). When wielded in combat, it crits on a 18-20 and when it does, it kills the target and transforms them into an undead (this does not count against the CR of summoned undead limit) of the approprate type based on the target's level. Otherwise, the Heart of Darkness maximizes any sneak attack dice or precision dice. There are other powers of the Heart of Darkness, but no one has been able to see them utilized as they are often wielded from hiding.
Heart oF Darkness


Originally, Sydaria was a land of dozens of gods. Each one had a specific role and order in the Grand Scheme. Then a guileless hero stole the Spirit of Magic and betrayed the Dragons. He brought about chaos and madness, and in its wake, he brought forth war. The Insurrection, or the First Godswar brought the Gods into conflict and full warfare. Many of the known Gods were slain until only Qor, Vaare and Calynthe remained. Qor and Vaare were close to destroying each other when Calynthe destroyed them both.

Calynthe destroyed Logryn, the only deity son of Qor and Vaare. He forced their battle into a stalemate, where it was remained since. Both gods hate Calynthe for his betrayal. For years, the people of Sydaria lived in darkness. Their magic was unpredictable, for any spell that was written would automatically activate unpredictably. Wizards were rare and secretive. The Triumvirate fought bitterly and the Elemental Druids wreaked havoc where they were able. Nevertheless, the people of Sydaria learned to thrive in this chaotic land, for the lands were tied to the Triumvirate gods and thus remained strong.

New Godswar

Almost a hundred years ago a renegade Battlepriest managed to recover the Sword of Truth and almost started the God war all over again. If not for a group of brave adventurers (The Heroes of Bennedex), the Sword of Truth would have rained fire over all of the Hinterlands. The group died valiantly banishing the Sword of Truth back to its original hiding place. Many others have threatened to invoke a new Godswar to bring out a ‘final victor'. In the end, though, those that understand realize that if any more deities were to have perished, Sydaria might have found itself on the precipice of destruction as unbalanced forces would have spiraled out of control.

Rebirth of the Three Gods

Years later the bard Mavrik found Calynthe's corpse near the monastery of Rebirth. He formulated a plan to aid his deity and his order (the Nightwards). He managed to assemble enough allies to raise Logryn, but in doing so, he set forth a series of remarkable events. Calynthe grew stronger and the balance of the lands was set on edge. Calynthe and Logrynset about restoring the original order of Sydaria by raising Ba'kir S'Drazen (the ancient force of prime evil) and Denatra (the ancient guardian of light).

After raising the two gods, magic returned to normal and the lands stabilized. The hermetic druids were convinced to give up their ancient primal pacts with the Elemental Lords. The land had regained its balance and their realized their role was to resurrect the Old Ways of the Druids. They knew they must begin ministering to the land or lose it.

The Druids formed the Conclave. The Conclave found itself at odds with forces of Vaare and Qor. Its members were certainly headed for war had a halfling bard named Doe and a gnome druid named Iris led the more peaceful members of the group into forming The Circle. The more militant members of the group joined with an ambitious group of Darkminds (who had at one time backed Mavrik before he died), promising them power to seek revenge against those that wronged the lands.

Now the Dark Brotherhood (the Darkminds) and The Circle are at odds. The subtle druids and their bardic allies work behind the scenes to avoid conflicts and war, while the Dark Brotherhood seeks allies to help so dissention and war. It is rumored recently that the Dark Brotherhood has found allies in factions of the Dark Elves as well as with the dragons, who still remember the betrayal when magic was turned askew.

Wyld Druids

Also known as green druids, they follow the ways of the forest and fauna. They do not cast elemental spells and cannot change into elemental-based forms. Their healing spells are more natural and less disruptive than Elemental druids.

Sydarian Societies

Sydarian societies still tend to be racially centrist. They are aligned by species rather than purpose (except in rare cases such as the Dark Brotherhood and The Circle). Good, hard-working people who tend to rely on the Church of Qor for their stability and defense populate the Qor holdings. They are courageous and stalwart and invariably dedicated to the ideas of duty and honor, but they tend to believe that they have a specific role to play, soldiers have a role to play and the Church has its role to play. The Church of Qor has kept them safe for well over two thousand years. Things are not likely to change any time soon.

In Solaris and even in the Hinterlands, people are enterprising and quick to see opportunity. They are opportunistic and adaptable. The Hinterlands is more used to occupation by Qorian forces, so they understand how to say that needs to be said to keep occupying forces happy while simultaneously going about their own business.

Solarians tend to be expressive and highly independent. They all seek to be unique and special, recognized for their unique way of doing things and their ever-changing fashions and sense of style. What was in this week is definitely not going to be in the next week. Above all things, you can only count on change.

Sydarian sailors are usually given to sailing as a lifetime career. Many of them are Mariners (per the Dragonlance book) and they seek adventure and danger on the high seas. Oddly enough, more of the Realmblooded tend to be Sydarian sailors than any other segment in society. Many people attribute this to their Realmblood giving them a restlessness that can only be partially sated by sailing.

Organizations in Sydaria

The Conclave

When Calynthe slew Logryn during the Godswars, the Druidic Lords found their contract with the lands of Sydaria broken. The very land itself spurned their magic and the Druidic Lords all fell over the years. In their place, a faction of elementalists rose up and claimed the mantle of druids. The Elemental Druids remained in power for nearly a thousand years

A few years ago, Logryn was reborn, drawn from the Circle of Rebirth and brought back into living form. This brought forth an ancient cult of sages who held the power of the Druidic Lords and their rituals in secret. The Elemental Druids either remained worshipping the elements or they converted to the ancient druidic traditions. The druids were at odds with the Church of Qor and fell into conflict. They were then known as the Circle.

However, things were not to remain stable. Part of the Circle wanted to go to war against the Church of Qor because of their abuses against the land. The other members of the Circle wanted to come to peaceful terms with their rivals. In the end, the more militant druids joined with the Darkminds. The more peaceful druids, however, joined with a sect of well-connected bards to form the Conclave. The Conclave dedicated itself to the purpose of serving the land through peace.

The Conclave is not a powerful organization. The more militant members of the Circle went to the Darkminds. However, they are cunning and subtle. Their purpose is not to enact change, but to influence those that can enact change.

The Conclave now has a Primal Contract with Denatra. As such, they enjoy some of the protections of the Goddess of Mercy.


The Darkminds are a malevolent organization dedicated to the ideas of warmongering and strife. When the evil psions of the Dark Brotherhood faced sanction by the newly-risen Logryn, they needed to ally with another force. They could see the dark druids were at odds with their common foe, the Conclave. As was expected, they formed an uneasy alliance with the Dark Druids.

The evil psions and vengeful, power-hungry druids represented a formidable force. However, it was not until they found the leadership of Apophys did they truly find their path. With Apophys and his Realmwalker contacts, they found it in their best interest to forge a Primal Contract with Ba'kir S'Drazen, the God of Darkness.


The Guilds of Sydaria gather each year to discuss important events and to handle conflicts and issues. It is a given that it is in these yearly gatherings that they agree upon a range of prices for goods, discuss crafting secrets and name those who refuse to officially join their ranks (to ostracize them and possibly force them out of crafting).

Every ten years, the Guildbrothers organize the Day of the Gods, the celebrations across Sydaria that honor the Deities. The Guildbrothers organize the contests, the celebrations and all of the mundane details of the Day of the Gods and the Ascensions before the Day. There are countless Guilds among the Guildbrothers, including the Bards Colleges, the Wizards' Guild, the Jeweler's Guild, the Shipwrights' Guild, and so on.

To make an enemy out of the Guildbrothers is to make an enemy with nearly every seriously skilled craftsman in most parts of Sydaria. The Traditions of the Guildbrothers, it is rumored, pre-dates the Godswar and, it is further rumored, even dates back to the early days of the Diadem.

The Shadowfallen

The Shadowfallen are shadowdancers who prefer to touch the demi-plane of Shadow but refuse to fall under control of the Church of Calynthe. For this reason, they are constantly hunted and harassed by allies of Calynthe. Calynthians portray them as heretics and they claim that the Shadowfallen mock their beliefs. The Shadowfallen share an uneasy alliance with the dark elf houses in Sydaria.
The Shadowfallen have allies in many cities and they aid the cause or individual(s) who will most likely benefit their survival in the long run. The Shadowfallen have a traditional time when they all travel the land, appearing in random locations and putting on shows for the local folk. This time is usually in Falldawn, but the exact dates vary a great deal. Calynthians have attempted to divine the location of these performances (and sometimes they have), but more often than not, they are misdirected or foiled.

It is the Shadowfallen belief that for every group that hides, they must balance the shadow by exposing who they are on occasion. This flies directly in the face of Calynthe's belief in secrecy.

Languages in Sydaria

In addition to the languages gained from race and background, PC's in Sydaria also get an additional number of languages equal to their Charisma modifier or their Intelligence modifier (whichever is higher).

Languages Unique to Sydaria


Regions Used



Common Sydarian
Most Civilized Regions A derivative of the much more formal High Trethali, which was the inherited human variant of the long-lost V'astali, it has its roots are the proto-language for all human cultures. Common Alphabet
High Imperial Courts of the Qorian Empire Utilized for formal court functions, events, and religious ceremonies, this language stays more closely to the original High Trethali, in that is has fewer articles and complex phrases. In comparison, it is to Common Sydarian, as Latin is to Modern English. Common Alphabet
Low Imperial Qorian Military This variant of High Imperial is a hybrid of ancient terms and modern military phrases and idioms. Utilized within the Qorian military, there is no officer who does not speak Low Imperial with pride and speaks the language with pride. Note, anyone who speaks Low Imperial can understand High Imperial. Common Alphabet
(Farmers Cant)
Solunus Valley This variation on the Imperial languages and Common is less a unique language and more of a dialect. It is distinct enough, however, to make it difficult for someone who does not know High Imperial and Common Imperial to communicate with the farm people of this region. The variations on pronunciation of words, contractions of phrases, and local geographic idioms mark it as distinctive. Qorian soldiers who come from the Solunus Valley often find their Solunian accents brushed away by the requirements of Low Imperial -- being such a way as the phrase 'lost your tongue' is a literal meaning for 'left the farm to join the military'. Common Alphabet
Doliforean Dolifar Watch This is a religious variant on High Imperial, but it is closely guarded by natives of the Dolifar Watch. They do not share it with occupying Qorian naval forces and although they are friendly with the Qorians, it is something they make distinct efforts not to share. The language derived from the many years that Dolifar resisted Qorian rule, only to relent shortly after the Insurrection of Magic. Only those from Dolifar Watch or sailors from the Qorian navy will have a chance of knowing this language. Common Alphabet
High Andarian Solarian Diadem and Councils This language is in many ways the opposite of High Imperial, and while it is based on the protolanguage of High Trethali, it moved toward a nominal versus a verbal language structure, making its formalized nature more suited to describing arcana and arcane phenomenon. Common Alphabet with Appended Runic Symbols
Merchant Andarian Catspaw, Solaria, Prismos, Thalaxia This language is more verbal-structured and adoptive of Common Sydarian phrases and terminology. Merchant Andarian is often referred to as just "Merchant" language. Common Alphabet
Slave Andarian
(Slave Cant)
Solaria, Prismos, Thalaxia This language is Merchant Andarian infused with goblin, draconic, and orcish terms and phrases and is so far removed from Merchant Andarian that is acompletely different language. Common Alphabet with Appended Runic Symbols
City Cant
(Thieves Cant)
Catspaw This language is a variant of traditional Thieves Cant and Merchant Andarian, with enough Low Imperial thrown in to make it incomprehensible to anyone who is trying to understand it from the Andarian side. Anyone who speaks City Cant can understand Merchant Andarian enough to pass on a basic convesation and barter level. Common Alphabet
Sornforest, S'olpath Forest, B'rijdon Lands, Wyld Druids This language has its true roots in Sylvan, and in many respects it is synonymous with Sylvan. It is enough that anyone who knows Sylvan is assumed to be conversant in Wyldling. Sylvan Script
Ravaki Lendfar, Targa Plains This is the common language among the northern barbarian tribes. Although there is a variant known as Frozen Ravaki, it is just a sublanguage for the Frostshores barbarians. It is unique in that is a completely unwritten language and it resists most attempts to convert it to writing. Spoken Only
High Dwarven Irongorge This is the formalized, ancient language of the dwarves, unchanged since the days of the V'astali. It is a powerful historical language, because of its unchanging nature. Dwarves in Irongorge, when dealing with outsiders with whom they have no interest, will speak High Dwarven even though it is known that most dwarves known Common as well. Dwarven Runes
Stone Dwarven
Sunrise Mountains, Remote Regions of Qor's Spine This form of dwarven is less ceremonial and includes more flexible grammar and usage than High Dwarven. It is believed that Stone Dwarven was what was grown from the Great Dwarven War, when the society sundered and half were banished beyond the keeps of Irongorge. Dwarven Runes
High Elven Alfheim, Thalaxia High Elven is a traditionally musical sounding language, with many great subleties to its pronunciation and grammar. Elves use it in formal situations and when speaking in any situation that involves their ancestors, allegedly because anything work invoking an ancestor's name over must be understand by the ancestors. Very few non-elves have the exposure or ability to master High Elven with much fluency. Elven Script
Common Elven
Alfheim, Thalaxia, Solaris, Sornforest Common Elven is the simplified and less codified version of High Elven utilized to allow non-elves to communicate in elven. It is considered by elves to be the 'compromise between Common and proper Elven'. Elven Script
Goblin Trade Rat's Dock, Sornforest Goblin trade is a common hybrid language that incorporates both Orcish and Goblin language, grammar, and phrases. While the language was codified by goblins, it is propagated by orcs because they travel further and wider. It is not unusual for half-orc characters to know Goblin Trade. Dwarven Runes
Dockprattle (Prat) Rat's Dock The unique language and dialect of Rat's Dock is a pidgin of goblin, kobold, orc, Common, Wyldling, and Stone Dwarven that evolved with the city of Rat's Dock itself. Few individuals who did not grow up in Rat's Dock will be able to speak Dockprattle (or Prat) effectively without exposing their street credentials as a native of the city. Dwarven Runes
Laveski Palledraw, T'rodoth Peninsula, D'oredri Isle, Red Swamps The various tribal languages of the Palledraw jungles and the jungles of south have as many variations as there are tribes. However, the tribal variations are often similar enough that having knowledge of a couple of dialects can allow one to communicate with most tribes. Spoken Only
Gnomish Outposts in Qor's Spine, Sornforest Gnomes maintain a common gnomish language that favors complex words and phrases and is spoken rapidly. Further, the methodology of gnomish non-linear conversations is also represnted within the language, such that when gnomes speak in Common with their own grammar, it often sounds confusing or non-sensical. The gnomes have a unique alphabet which consists of over eight dozen characters and the rules for which character to use varies based on both usage, grammatical position, and speaker intent. Gnomish Alphabet
Common Tauren Erweld Valley and Surrounding Regions The language of the xenophobic centaurs of the Erweld Valley has been adapted into a more functional common language for use in trade and navigation. Almost every centaur who has reason to travel beyond their innermost settlements knows Common Tauren. Elven Script
Dracus Cant
(Druids Cant for Elemental Druids)
Kalum Plains and Kalum Steppes, Elemental Druids The kobolds of the Kalum area developed a language very similar to Common Tauren in functiojn and form, except that it uses the Draconic script and has roots in the more primal Draconic language. It has a harsh and clipped sound to it, with less of the deep rumbling and growling found in traditional Dragonic. Many of the western folk refer to this language simply as Kobold, but Kobolds know that they speak Draconic far more often than Dracus Cant. Draconic Script
Black Dwarven Asuldras The brutal tongue of the Black Dwarves of Asuldras is a dark language, with few words or phrases to describe mercy, peace, or life. The language has no positive adjectives or verbs, and all language is predicated in downplaying optimism. For example, the phrase "Today is a good day" in Black Dwarven would be "We are less likely to perish on this day". Dwarven Runes
Pherathian Nightshadow The ancient language of the wizards of Nightshadow still survives to this day. Believed to have been an arcanely influenced variation on High Trethali. While the unique inferences of the language are culturally tied to the lost civilization, it is now equated with Shadow beings and creatures with links to shadow. Trethali Heiroglyphs
High Trethali Academic and Historical High Trethali is the ancient langauge of the V'astali. Although noone can agree as to what the V'astali looked like (it was known they were humanoid and roughly human sized), there are countless attestations to their appearing as lizardfolk, snake folk, insects, human variants, elves, and there is even a popular theory that they were superior, but smaller orcs of their pure orc blood. Either way, High Trethali is the popular language used to preserve tradition and writings found of the ancient V'astali. Bards tend to enjoy using V'astali, because of it's exotic and unique sound and grammatical structure. Trethali Heiroglyphs
Common Yip Sornforest, Adrothian Flats, Rat's Dock Common Yip is the bastardized common version of traditional gnoll language, utilized commonly among those in the Northern Thersis desert and by those among the edges of the Sornforest, where trade with the gnolls is common. Common Yip is also spoken almost exclusively in the Sun Straits by the sea barbarians that reside there. It is unusual that humans adopted a gnoll language, but its loud yips, screams, barks and harsh pronunciations seem to have been preferable for instilling fear among prey along the coast. Most highly experienced sailors will speak at least some Common Yip. Spoken Only
Desert Common Thersis Desert This common pidgin is utilized throughout the entirety of the Thersis Desert by desert dwarves, desert elves, desert orcs, sandfolk (desert lizardfolk), and the Kreen insects who, in spite of constant conflict, still trade on a regular basis. Common Alphabet with Kreen Pictographs

The Seasons of Sydaria

There are four overall seasons in Sydaria, based on a calendar year of 365 days, each lasting about twenty-four hours. Across Sydaria, weather used to be more chaotic and unpredictable, but with the change in the lands, the seasons have become more predictable and manageable. Many druids attribute this as a return to the days of the Old Gods when the lands were kept stable and the elemental druids were not as powerful and disruptive.


Winterdawn is a period similar to Falldusk, except that a cold wind blows, causing plants to sleep and fish to swim far below the waters. Storms on Blackverg Lake and the Archane Sea get to their worst during this time.

Hardwinter marks the worst days of snow and the most frigid cold. Winterdusk marks the warming of the coldest lands. Winterchange marks the turning of snows into streams and the warming of all lands.


The spring season is the awakening of all of the creatures of from the cold slumber of the winter seasons. During spring, rivers and streams tend to flow heavy, especially those running off from the Godswatch Mountains, where winter snows are melting and feeding the rivers. This season is normally the only season when it's feasible to cross the Thersis desert without some type of aid. The desert's temperature drops to a normal temperature (about 110 Fahrenheit). Desert storms are also much heavier during the spring seasons.

Springdawn is a kind and gentle season. It is fairly warm, and the smell of spring lies deep within the air. Stormglory is the stormy season of the spring seasons. It is marked by whirlwinds and tornadoes throughout the plains, and heavy rains in the So'lpathian and Solunus Valleys. The Thersis Desert is also marked by heavy sandstorms.

Fertilepass is the holiday for spring fertility. In most areas, in both the West and the East, these days are recognized as the time of courtship and romance. Most times, if a man wishes to marry a woman, he will court her and sleep with her on Fertilepass. If he chooses, he can decide not to marry her until Harvestcall.

If the young woman is pregnant, then he must take that woman for his wife, and failure to do so will oftentimes result in a loss of life or maiming. It is an insult to ‘harvest' a man's daughter or sister and then refuse to take her as a wife. People can get married at any time, but it's common to be married during Fertilepass.

Springfire is a period of warming weather and very moderate temperatures, and is commonly toiled by farmers as their best planting season.


The summers of Sydaria are commonly hot and dry. It is best in the mountains, where the summer offsets the hard mountain cold. In the Thersis Desert, it grows very hot (around 140 Fahrenheit) and it is impossible to traverse without some type of magical aid or a native guide. Either way, crossing the Thersis is never easy.

Summerdawn, lasting 30 days, is not much different than spring, except for slightly warmer temperatures. Hardsummer is long, dry, and hot, especially on the Targa Plains, where a hot wind blows from the south and literally scorches all that it touches. Summerdusk is the time when the air begins to grow muggy and humid. Summerdusk is usually the time for the heaviest battles in wars, since men are pushed hard to finish a battle before fall and harvest time.


The fall seasons in Sydaria are merely a short interface into the winter seasons. Trees quickly lose their leaves, animals begin moving for the winter, and crops show ready for harvest.

Falldawn is a short period in which temperatures grow cooler and more manageable. It may still be hot in the day, but evenings will often bring steady dew. Harvest begins in Falldawn.

Harvestcall lasts two days. It is the harvest festivals for most areas. It is a time of thanks to the deities and the elements and nature. It is a time that courtships begun in Fertilepass must be resolved. In some areas, Harvestcall is also called the Bleeding, because men who dishonor each other often duel and their blood is taken by the trees, which weep their leaves in mourning for the loss of life.

Falldusk, much like Falldawn, it merely marks the period after Harvestcall. Temperatures do get somewhat cooler, though.

Special Days

Seasonpass marks the beginning of each New Year, and is often called New Year. It falls immediately after Winterdawn, and is the key date in many agreements. Many people age their children by Seasonpass. They use Seasonpass instead of their birthday to tell their age, because most commoners have no way of marking days or keeping track of the number of days they are into each season. Seasonpass is a time of important festivals, and is oftentimes used by commoners to recall the Insurrection of Sydaria through skits, poems, stories, and songs.

Day of the Gods

This special day, which falls once every ten years, is a celebration of the deities of Sydaria. It is said that each celebration of the Day of the Gods is a new morning for a deity. It takes place every tenth New Year. The Day of the Gods is a special celebration where all beings put aside their beliefs and join together in mortal celebration. On the day of the Gods, no magic works, no spells function and no powers work in the lands. From the morning to the night, there is only mortal existence.

The bards hold a great contest of storytelling, singing and performing. People offer each other great gifts and it is on these days that great announcements are made and great promises proclaimed. The latest and greatest of the bards to win the Day of the Gods was Doe, Liaison of Peace. Before her, the Great Bard was Mavrik the Renegade.

Sydarian Calendar

The Old Gods had a complex calendar, marked with many cycles and events. There are rumors that the Diadem had a calendar that was so detailed and precise that its measurement of events could predict changes in magic, the prices of goods and even of birth rates. These secrets were lost with the Diadem, but fragments of the Old Calendars still remain here and there.

Most people refer to the number of years since the last Insurrection or God war. The current year is 1006. This is the number of seasonal cycles since the end of the God war.

Sydarian Wealth

Sydaria's main economies are based on precious metals and gems. Since the Godswatch Mountains have been so rich in gold, silver, and copper, there has been an immense amount of coin in the lands of Sydaria. Most prices are slightly inflated when buying things out of the Player's Handbook or the supplementary handbooks. (NOTE: Silver objects and bronze will be very cheap. Cut the price of these objects in half. Steel will be difficult to come by, so double the price of any weapon or armor of steel or iron.)

The standard weight of Sydarian coins is approximately one hundred coins per pound with a minor variation in overall weight (depending on the metals used in minting). Each coin is minted in Cliffharbor, where acolytes of Qor supervise the creating of coins in vaults deep within Qor's Venge.

All coins have a Shield (Qor's Symbol) minted on one side and an eclipsed Sun (Vaare's Symbol) on the other side. The gold versions of these coins are known as a gold sun in Solaris and a gold shield in Cliffharbor.

A gold truth is a coin minted out of mithril, platinum, and gold. It is very valuable, although the rate fluctuates with location. It will always be worth more in a large city. Holding a Gold Truth is a sign of great status. A Gold Truth is silvery gold with a small ruby or emerald imbedded in the middle of it.

A blade is a unit of pure steel. It has no marking or engraving, and is a common unit of trading among dwarves and weapon smiths. A blade is the only coin that citizens can mint (due to the lack of markings, although making them will still takes some blacksmithing skill). Blades will only be traded in good faith by people who know each other or by smithies for purposes of accounting for refined ore.

A silver chalot is a gold/silver alloy, due to the abundance of these two metals and the fact that when an odd weight of gold is used to make a batch of coinage, silver is used to even out the weight.

Gold Truth = 5 Platters = 250 Gold = 2,500 Chalot = 25,000 Copper = 250 Blades*

Platter = 50 Gold = 500 Chalot = 5,000 Copper = 50 Blades*

Gold = 10 Chalot = 100 Copper = 1 Blade*

Blade* = 1 Gold = 10 Chalot = 100 Copper

Silver = 10 Copper

The average citizen usually receives little in the way of money. Assume a gold is equivalent to $1,000 to us in the modern age. A farm can get by on as little as a few gold per year, while a person living in the city will usually make more money (around three to ten gold per year.


Taxes levied by Cliffharbor are fair, and are more lenient on members of the Qorian church than outsiders. Outsiders usually have to tithe ¼ of their coinage in taxes if they happen to be around at the Seasonpass. Refusing to pay taxes is considered a very serious offense by Cliffharbor authorities and could lead to imprisonment or blinding.

There are no taxes in Solaris, but service is often requested of powerful mages to help keep up the city. During times of need, citizens are charged by protection (to pay the mercenaries and other costs of war). Either way, economy in Solaris is difficult to understand and is never something to count on.

Gems and Jewelry

Jewelry is a luxury known only to nobility. Qorian jewelry often has a motif of weaponry or symmetrical design. Solarian jewelry is designed to emulate flames, water and elemental patterns. Commoner jewelry is often crafted out of non-metallic objects such as coral or wood and many items are crafted in the image of one of the deities to resemble the stylistic essence of one of the deities.

Pre-Insurrection jewelry is known by its extensively detailed work and complexity and it is often crafted in the image or homage to one of the Old Gods. It is often adorned with undecipherable writings. Pre-Insurrection jewelry is considered very valuable and is worth up to ten times its normal value. Pre-Insurrection jewelry is known for excellent craftsmanship, especially in pieces crafted by and for Diadem mages.

Plains Giant

Special Beasts in Sydaria

Beast Name



Dire Horse

Large beast, unaligned

Armor Class: 15
Hit Points: 42 (4d12 + 12)
Speed: 60 ft.

STR: 20 (+5)
DEX: 12 (+1)
CON: 17 (+3)
INT: 4 (-3)
WIS: 12 (+1)
CHA: 9 (-1)

Senses: Normal
Passive Perception: 11
Languages: None
CR: 2

Trampling Charge: If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.

The dire horse attacks with one hoof and one bite each turn.

Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) bludgeoning damage.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 8 (1d6 + 5) piercing damage.

Dire Horse

The dire horse is a wild creature that originated within the Targa Plains during the Godswar, but have since become domesticated in areas where the Qorian military have significant cavalry forces. They are carnivorous scavengers, feeding on corpses. They have an advantage on battlefields as they do not require feeding (they feed on the dead). Additionally, they have dangerous fangs and hardened hooves, and are more aggressive and ruthless than any given breed of warhorse. Riding one takes training and a temperament often found only in Black Priests of Qor.

Crystal Rose

Tiny plant, unaligned

Armor Class: 8
Hit Points: 7 (1/2d8+3)
Speed: 0 ft.

STR: 0 (-5)
DEX: 0 (-5)
CON: 16 (+3)
INT: 1 (-4)
WIS: 2 (-4)
CHA: 4 (-3)

Senses: No Sight, Normal Hearing
Passive Perception (Hearing Only): 15
Languages: None
CR: 1

Perception (Hearing Only): +5
Sonic Sensitivity:
All hearing checks are made with advantage.

Exploding Shards: The bush may explode when commanded or when destroyed. They destroy themselves and they have a blast radius of 5’, plus 1’ every 3 roses in the bush (an average Crystal Rose bush has 3d6 blossoms). Those in the area take 3d4 (plus 1d4 for every 3 blossoms) piercing damage, with a Dexterity save of 13 for half damage.

Absorb Thunder: The blossoms absorb thunder damage, adding the damage absorbed to their base damage, and they automatically explode in following round.

Infection: The blossoms procreate by spready seeds throughout the body of anyone who was damaged by their explosions. Anyone who takes damage from an exploding crystal rose must make a DC 13 Con save or be infected with crystal rose seeds. They will continue to suffer a reduction of 1 Strength and 1 Constition per week until they reach 0 in either one, at which point, their body will break apart and a new crystal rose bush will take root in the remains of the body, growing new blossoms within the week following the death of their host.

When commanded by instruction (such as when someone touches it, or when someone crosses a single point, etc. Further, when attacked, the bush will explode the following round.

Crystal Rose

The crystal roses are a sensitive to sound and are a natural phenomenon found deep within the Sornforest. They absorb sonic damage and effects and will explode for thunder damage, destroying themselves.

Crimson Crystal Rose

Tiny plant, unaligned

Armor Class: 8
Hit Points: 7 (1/2d8+3)
Speed: 0 ft.

STR: 0 (-5)
DEX: 0 (-5)
CON: 16 (+3)
INT: 1 (-4)
WIS: 2 (-4)
CHA: 4 (-3)

Senses: No Sight, Normal Hearing
Passive Perception (Hearing Only): 15
Languages: None
CR: 1

Perception (Hearing Only): +5
Sense Magic

Sonic Sensitivity:
All hearing checks are made with advantage.

Magical Explosion: The bush may explode when commanded or when destroyed. They destroy themselves and they have a blast radius of 5’, plus 1’ every 3 roses in the bush (an average Crystal Rose bush has 3d6 blossoms). Those in the area take 3d6 (plus 1d6 for every 3 blossoms) force damage, with a Dexterity save of 15 for half damage.

Absorb Thunder: The blossoms absorb any magical spell energy within a ten foot radius, adding 1d6 damage for every spell level absorbed.

Infection: The blossoms procreate by spready seeds throughout the body of anyone who was damaged by their explosions. Anyone who takes damage from an exploding crystal rose must make a DC 13 Con save or be infected with crystal rose seeds. They will continue to suffer a reduction of 1 Strength and 1 Constition per week until they reach 0 in either one, at which point, their body will break apart and a new crystal rose bush will take root in the remains of the body, growing new blossoms within the week following the death of their host.

When commanded by instruction (such as when someone touches it, or when someone crosses a single point, etc.) Further, when attacked, the bush will explode the following round.

Crystal Rose

The crimson crystal roses are a magically sensitive variant modified by priests of Vaare. They absorb magic as it is cast and will explode for magical force damage, destroying themselves.

Plains Giant

Huge giant, chaotic neutral

Armor Class: 18
Hit Points: 125 (10d12 + 50)
Speed: 50 ft.

STR: 22 (+6)
DEX: 12 (+1)
CON: 20 (+5)
INT: 6 (-2)
WIS: 10 (+0)
CHA: 8 (-1)

Senses: Darkvision 60'
Passive Perception: 12
Languages: Common, Giant
CR: 6

Giant Sprint: The Plains Giant can Dash as a bonus action.

The plains giant attacks twice with its spear.

Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 14 (3d6 + 6) piercing damage.

Throw Spear
Ranged Weapon Attack: +7 to hit, range 100/200 ft., one target.
Hit: 12 (2d6 + 6) piercing damage.

Melee Weapon Attack: +8 to hit, 15 ft. range, up to two adjacent targets lined up.
Hit: 27 (4d8 + 9) piercing damage + pinned. The target(s) must succeed on a DC 15 Dexterity save to avoid being impaled. If impaled, they can spend an movement action to make a Strength check to pull themselves off of a plains giant's spear.

Plains Giant

The Plains Giants are found on the Targa Plains, migrating across the northern half of the contingent. They travel in small groups, known as packs which consist of 1d8+4 plains giants. There is a 20% chance any pack will have a feral dire horse as a pet (treat as a normal dire horse that is very loyal to one particular giant). They are taller (approximately 11 to 14 feet) than hill giants and thinner than most other giants. However, they are extremely agile for their size and capabilities. Their most ruthless attack is a pinning attack, which involves impaling one or more adjacent targets (one behind the other) and pushing the spear deep into the ground. They will often leave that spear in the ground to go handle other foes, coming back to finish off their enemies when the battle is resolved.

Northern barbarians hate and revile plains giants and will almost always try to track them and ambush them when they get the opportunity. Recent works published by a group of wizards from the Stars of the Desert sect in Solaria has identified that the plains giants are less cousins to the giants and closer to the goliath sometimes seen in the Frostglow Glaciers and northern parts of Qor's Spine.

Feats Unique to Sydaria

Feat Name


Child of Darkness

Wis 15+, Dex 15+

Background: Calynthe is the shadow in the darkness and as such, he will gift his faithful with the ability to use your other senses to move about in darkness.

Game Effect: Gain Darkvision out to 60 ft. If you already have darkvision, it extends by 30 ft.

You can act normally in any magically created shadow or darkness as though you had Blindsight out to 10 ft.

Because you move so quietly in order to hear the movements of others, you gain advantage on Stealth checks made in shadow or magical darkness.

Forgotten Epithet

Prerequisite: Calynthian Priest

Background: The priests of Calythne learned long ago that the best deceptions occur when the deceiver is unaware of what they are doing. In doing so, they have created special training and techniques which impose a form of self-induced amnesia on themselves so that their deceptions are harder to detect. Such self-deceptive channeling of Calynthe's techniques make them invaluable spies as even normal interrogation methods may not work on them.

Game Effect: Gain advantage on Deception skill checks.

Also, any time the character is forced to make a save against truth- or divination spells (such as Zone of Truth or Scrying), gain advantage on the saving throw.

Additionally, you can choose to make it seem as though you failed your save (such as in the Zone of Truth, where the caster knows if each person failed or succeeded on the saving throw vs. the spell), but only if one of the rolled advantage dice failed the save.

Finally, spells with specific categorical criteria to identify information about the character (such as Scrying) operate at one category worst on any charts identifying familiarity or knowledge of target.

This feat may only be taken once.

Heart of Steel

Prerequisite: Strength 13+, Must Be a Paladin of Qor

Background: Paladins of Qor learn to identify with the key aspects of Qor's nature, including iron and steel. As such, they learn to induce their oaths through their physical power and puissance.

Game Effect: You may use your Strength score in place of your Charisma in determining Channel Divinity DC's and effects as well as for DC's and effects in Paladin spells.

This feat may only be taken once.

Illicit Inversion Knowledge

Prerequisite: Must Have Been Induced by an Inversionist Wizard

Background: Inversionism reaches beyond the depths of metamagic and magical function to literally alter the way spells channel magical forces. The drawback to Inversionism is that while it works very simliar to Metamagic, it is destructive to the Spirit of Magic. As a note, if any member of the Church of Vaare is discovered to have learned or used these techniques, they will be excommunicated and treated as an apostate, which often means being hunted down and killed by agents of the Solarian sects. Inversionist cults are rare, but still exist, and they would again seek to find ways to manipulate the Spirit of Magic so that they have sole control over it, and hence over magic in Sydaria. For this reason, the Church of Vaare fervently hunts Inversionist wizards -- and even the followers of Qor and Calynthe consider Inversionist Cults a depraved and iniquitous.

Game Effect: Learn one Metamagic option.

Any time you apply a metamagic feat to a magical spell, you must roll on the Wild Magic table. Any roll equal to or less than the number of Sorcery Points required for the Metamagic feat, the Wild Magic Surge occurs. Note, it is possible to reduce the chance of metamagic surge by spending Sorcery Points to partially pay for a Metamagic option.

Seasoned Veteran

Prerequisite: Must Have Been Trained in the Qorian Military
Must Be 3rd Level or Higher

Background: The character was trained in one of the most highly trained militaries in the world. They are practiced decision-makers and have faced deadly opponents in battle. They know how to keep their head down and not break when facing overwhelming threats.

Game Effect: The character gains a +1 on fear-based Saving throws and a +1 AC.

You may disengage as a bonus action.

This feat may only be taken once.

Single-Minded Faith

Prerequisite: Wisdom 13+, Charisma 13+
Must Worship Qor, Vaare, or Calynthe

Background: The Godswar was a powerful temper for the faithful of the three major Sydarian gods. As such, the character has been influenced by visions of their respective artifects (the Sword of Truth, the Spirit of Magic, or the Heart of Darkness). The reason for these dreams is unknown, but their consistency and surreal and powerful nature have induced a greater level of faith. You have an innate subconscious awareness of one of the three great artifacts and you can sense when they are being wielded or when they are in peril.

Game Effect: All DC's related to the character's clerical spells or abilities is increased by 1.

This feat may only be taken once.

Sorcerous Martyr

Prerequisite: Must Be A Sorcerer with Metamagic

Background: The character has learned not only the secrets of infusing spells into their body using tattoos, piercings, and scarification, as were the traditions of the wizards from the Age of Unwritten Magic, but they have taken it a step further and have learned to use self-inflicted wounds to increase the functionality and strength of spells.

Game Effect: The character may, if they have a slashing weapon equipped, take 1d4 damage to reduce the Sorcery Point cost of a metamagic feat by 1. This can only be performed once per spell casting.

This feat may only be taken once.

Spell Tattoos

Con 13+

Background: Some of the old spell tattoo techniques from just a few generations ago still exist, and you have gained the benefit of that knowledge. A mystic or arcanist of some domain has gifted you with a spell tattoo,

Game Effect: which grants you the ability to cast spells using spell tattoos. You gain one cantrip and one or more spells with levels no higher than your Constitution bonus (maximum 3rd level spells). You may cast those spells once per long rest at their lowest casting level. These spells can be mixed and matched from any spell lists, but their casting is based on your Constitution modifier for both save DC and spell effects.

This feat may only be taken once.

Sydarian Phalanx

Prerequisite: Fighter, Paladin, or Priest of Qor

Background: The Qorian military is the backbone of the Qorian Empire and as such, they have tactics, training, and techniques that have been proven for hundreds of years in battle.

Game Effect: You form a phalanx when two or more characters with this feat fight adjacent.

All members of the Sydarian Phalanx have their melee reach extended by 5 ft.

When fighting next to another character with Sydarian Phalanx, you gain +1 AC to all attacks, +1 Saves vs. Dex-based spells, and advantage on attempts to defend against disarm, trip, or move members of the Sydarian Phalanx.

Creatures provoke opportunity attacks while withdrawing from any member of a Sydarian Phalanx even if they take the Disengage action before leaving the Sydarian Phalanx's reach.

Creatures that provoke an attack of opportunity from one member of the Sydarian Phalanx provoke opportunity attacks by all members who can reach the target with melee weapons.

Sydarian Toughness

Prerequisite: Constitution 13+

Background: Many creatures in Sydaria became hardier when they had little access to magic or magical healing during the hundreds of years. As a result, many creatures developed a higher level of resilience.

Game Effect: Increase your hit die by one die type. If taken by someone with a d12 hit die, the die type doesn't change, but instead they gain the effect as if they had taken the Toughness feat.

This feat may only be taken once.

Elemental Druid
(Free Feat for Druids)

Prerequisite: You must be a Druid
Cannot Choose If You Have Wyld Druid Feat
Must Be Chosen at 1st Level

Background: The Elemental Druids do not operate on a relationship with the same forces as Wyld Druids. They delve into the elemental forces and eschew the natural elements in their worship. For this reason, they may learn to use their powers while wearing any armor and using any weapons.

You must adhere to the spell restrictions outlined in the section on Elemental Druids.

Game Effect: You may use any metal armors and you gain proficiency in the use of heavy armor and martial weapons.

Wyld Druid
(Free Feat for Druids)

Prerequisite: You must be a Druid
Cannot Choose If You Have Elemental Druid Feat
Must Be Chosen at 1st Level

Background: The Wyld Druids do not operate on a relationship with the same forces as Elemental Druids. They delve into the natural forces of life and nature and eschew the elemental aspects in their worship. For this reason, they learn improved aspects of wild shape.

You must adhere to the spell restrictions outlined in the section on Wyld Druids.

Game Effect: You gain the ability to retain your human form and still channel animal abilities available through wild shape. In these examples, you take on an anthroporphic version of the animal you choose, including the ability to speak and even cast verbal spells only (your hands, while still functional, are just altered enough to make somatic components impossible.

Anthropomorphic forms do not change size, and their natural weapons do not alter even in anthropomorphic animal form.

You retain your mental attributes, while gaining the physical attribute scores of the creatures involved.

You retain your normal druid form hit points.