Races
Aarakocra (core)
Dwarf
- Chaos
- Hill (core)
- Ice: Far Northern types who ride polar bears and worship Walrus gods. Rumored to be ferocious and intolerant of warm weather.
- Mountain (core)
- Tunnel: An offshoot of Hill dwarves who live anywhere they want but are still able to live underground because they build elaborate tunnel cities.
Elf
- Blue Elves (Wenik) Blue elves are a fairly short (Up to about 5 1/2') and slight race. They skin is a cornflower blue color and their hair is generally a dark color that darkens to black with age. The Blue elves, a.k.a. the Wenik people, are a gypsy-like race that sees theft as a terrific means of support. They believe that other races owe them a living. Most other races are incredibly annoyed with the Blue elves but see their other uses (They are widely considered some of the best artists, musicians, and, most importantly, cooks in the world) and therefore tolerate them. Their culture is very artistic and gentle and they almost always avoid fighting. There is no difference, except the obvious ones, between male and female elves. Blue elves travel around the world in caravans that make their permanent homes. Their leaders are called Wagonmasters as a result of this. The Wenik are a very beautiful people and find themselves in all kinds of trouble for this. They rarely wear armor but if they do, they like things like bracers, chokers, greaves, and other pieces of hard armor that do not impede movement. Blue elves love missile weapons of all sorts.
- +2, +1 to be assigned to some combination of Dexterity and Charisma
- Darkvision - 90'
- Automatic proficiency with either stealth or performance
- Command attention:
- All eyes on me:
- All eyes on someone else:
- Fleet of foot
- Yellow Elves (Shami) Yellow elves are tall (some up to 7 1/2') and very muscular. They have a dusky, but very yellow, complection and have black hair that grays with air. They are a very warlike race, unfortunately for other races, and tend to be savage and unforgiving to all non-yellow elves. The culture of the Yellow elves, the Shami people as they call themselves, is one where the women do almost all of the real work and the men act as warriors and conquerors. The men are constantly training and fighting and bringing loot back to their cities while the women cook, clean, and tend their homes. Yellow elves make alliances occasionally but have no problems breaking them as they consider themselves so far above other races. The Shami use more than violence to keep up their lifestyles, which are often very opulent, and send caravans all over the known world. Most Shami warriors know some kind of martial art and wear a tea-knot. They typically wear square scale-mail (equal to chain) or no armor at all. They generally prefer two-handed weapons and especially like pole-arms.
- The stoic and traditional Yellow Elves are much taller than their distant cousins, standing well over 6 1/2 feet tall, with dull yellow skin, and black or blonde hair. The yellow elves practice a spiritualist religion that stems from the practices and principles of a pantheon of nameless, faceless gods. The Yellow Elves have a culture that most resembles that of American Indians fused with medieval Japan. Warriors with names like Wind-Blows-Quietly or Soul-Long-Lost wear their long hair in topknots, and use eastern style weapons. The yellow elves closely guard the secrets of their martial art, Jeem-Ka-Do. No outsiders are ever taught this weaponless fighting system.
+2, +1, +1 on some combination of Dexterity, Wisdom, and Constitution
Trance sleep
Automatic proficiency with survival
Fleet of foot
Longstrider once after long rests
+1 AC when you’re wearing no armor at 1st, +2 at 11th, +3 at 17th - Red Elves (Bok) The red elves are culturally very close to man. They are the same size as humans, and are the most populous of the chromatic elves in larger cities. Red elves are a very disciplined and curious race. This drove them to the realms of science, even invented many of words associated with science and study. Red elves developed everything from sewer systems to the crossbow, and eventually the printing press during the Age of Smoke (which some say is the Age of the Red Elf). The red elves worship a giant pantheon of gods whose names are revealed to them as they gain knowledge over the world around them. Each god is an aspect of science or learning.
- +2 intelligence
Tech savvy: whenever you make an Intelligence (History) check on the origin, functioning, and make of technology, you get double your proficiency bonus.
Advantage on technology-related saving throws. If a technology would have failed, you get to reroll. You must take the second roll.
Technological improvisation:
- Green Elf (Arboric; as Wood Elf)
- Silver Elf (Shae; as High Elf) Silver elves are a good and pure race of elves. A very rare sight in Imperial Mabrundai and surrounding areas, the Silver Elves keep mostly to their kingdom far to the east.
- Brown Elf (Totoxi) The reclusive brown elves are a tribal group who has never strayed from the forests which they’ve inhabited for thousands of years. The brown elves have remained relatively primitive amidst developing cultures and governments around them. While many see this as a disadvantage, others admit that the Brown elves are also rarely involved in any of the conflicts that accompany progress.
- Dark Elves (Vasani; as Drow) Mysterious, wizardly types who live in mountainous, tower cities.
Gnome
- Deep (core)
- Forest (core)
- Gold: +2 to intelligence (as gnome) +1 to Charisma. APPRAISAL: Can determine the real value of most items including common jewelry and gems. An intelligence check (with proficiency bonus) is required for more rarefied items. WILLPOWER: Advantage on saves vs. charm, and magic can’t put you to sleep. CAGEY: Advantage on bluff checks, both making and receiving. OBSERVANT: Advantage on perception checks.
- Rock (core)
Halfling
- Lightfoot (core)
- Stout (core)
- Cavelings: The Cavelings are a alflingsl race of Halflings. They live in caves or other natural shelters and have a society based on hunting and gathering. Cavelings have lots of body hair and over-sized heads and jaws. Cavelings are savage but only fight when attacked, which is rarely as they are fierce and poor. The main reason people attack them is because they make dandy slaves, tireless, strong, and dumb. Cavelings tend to scare city folk who will cross the street to avoid them. The males hunt and the women cook although both fight. There are pockets of Cavelings all over the world and many sages think they are doubly cursed, first by the main Halfling god who is lost in their former city, and second by their patron god who got mad at them and cursed them into regression. Cavelings are bundles of energy and have a nasty habit of using their super-powered jaws as weapons. Lots of people don’t like them but they are beyond disorganized and no threat to any organized group.
- Tumblings: The Tumblings are a bizarre offshoot of standard alflings who left society to live in remote monasteries. They were persuaded to leave by a group of gods who set up these monasteries in order to train their chosen people. The number of monasteries are unknown as they are hidden, but there appear to be many. Tumblings, who hate that name and call themselves Disciples of the Ways, are almost uniform in their appearance. They are Halfling size, chubby (especially in the cheeks, walk with a waddle, and wear tight- fitting, midnight blue outfits. They are also incredibly skilled acrobats. Tumblings are skilled artisans and do all kinds of craft services to support their monasteries. Tumblings know a secret, god-taught martial art that involves constant moving and bouncing. They are supremely difficult to fight but are few in number and not the least bit imperialistic.
Human (core)
Ogres
Get an extra d4 every level for HP
Relentless Endurance
Power Feast: Mottled Ogres can have a huge meal (at least 10 pounds of food) and gain +2 to strength and lose 10' to movement for 2 hours. A long rest is needed to reset this power.
- Mottled Ogre (as Goliath or below)
Get an extra d4 every level for HP
Relentless Endurance
Power Feast: Mottled Ogres can have a huge meal (at least 10 pounds of food) and gain +2 to strength and lose 10' to movement for 2 hours. A long rest is needed to reset this power.
- Black Ogres (Bok-donen): A little more powerful than the standard D&D Ogres but generally similar to them. They're usually evil.
Orc
- Half-Orc (core)
- Green Orc (as Half-Orc or Goliath; Dubrukainen)
- Black Orc (as Goliath or human; Vainenkainen): Black Orcs are a threat to every other race. They are very large (7' and broad) and intelligent. They are capable priests, wizards, fighters, assassins, martial artists, etc., etc. They are evil, plain and simple. Black orcs are slave masters, torturers, and conquerors. Black orc kingdoms have sprung up all over the world and specially bred orcs are given exhaustive schooling in strategy and tactics. Everything about these guys is nasty.
- White Orc (as human; Humakainen): White Orcs are human size with very light colored skin and hair and two protruding lower fangs. White orcs are a peaceful race who co-exist with humans and practice magic and business. White orcs are well respected by almost everyone and can rise to all positions of power and prestige. They have co-existed with humans for so long that they have lost almost all shreds of their previous culture, whatever that may have been.
- Gray Orc (as Half-Orc, Goliath, or Human): Gray orcs are the offspring of black and green orcs. Their black orc blood gives them greater potential than they would have if they were green, and their green orc blood makes them easier to control by a strong leader. They are fairly tough and mean and are easy to train efficiently. They are not yet plentiful enough, however, to make armies of them.
- Winged Orcs (Votrokainen): Goblin-sized orcs with wings. They are not particularly intelligent and serve other races, especially black orcs.
- Hammer Orcs (Mallakainen): Very large, four-armed orcs who serve the black orcs.
- Sword Orcs (Tensekainen): Taloned, armored, thorny orcs who serve the black orcs. They are thought to be extinct as their patron God is dead.
- Archer Orcs (Hatakainen): Bizarre, half-mad, hedge-hog like spiny orcs, who serve the black orcs.
- Shield Orcs (Protokainen): Huge, stupid, carapaced orcs who serve the black orcs.
Tortle
- Ability Score Increase: Your Strength score increases by 2, and your Wisdom score increases by 1.
- Age: Young tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 18 and live an average of 150 years.
- Size: Tortle adults stand 5 to 6 feet tall and average 450 pounds. Their shells account for roughly one third of their weight. Your size is Medium.
- Speed: Your base walking speed is 30 feet.
- Claws: Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
- Hold Breath: You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.
- Natural Armor: Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
- Shell Defense: You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
- Survival Instinct: You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.
- Languages: You can speak, read, and write Aquan and Common.
- Sea Tortle variant: While normal Tortles are land based, Sea Tortles spend most of their time in water. They gain a swimming speed of 25' but lose the Claws attribute.
Elevated Races
Every so often a chromatic elf so perfectly personifies one or several of the aspects or traits of their race that they become elevated. An elevated Blue elf is known as a Poet. These elves may never settle down, and are both blessed and cursed by never being able to find a single love of their life. They are gifted lyricists who may tell tale or sing song of their adventures. The Poets are granted God-given powers that are slightly different to every Poet. A Yellow elf that has become so finely attuned to his body, mind and soul he can ascend to become a Spirit Warrior. These mystic martial artists are stronger, faster, and more aware of their surrounds than any mortal Yellow Elf. Every Red elf that has ever picked up a wrench dreams of one day becoming a Scientist. They have the ability to very quickly assemble devices that shouldn’t necessarily function, but the Scientist’s acute awareness of physics, engineering, math, alchemy and astronomy allow them to bend the rules to their advantage.
Other races have elevated versions as well.
Every so often a chromatic elf so perfectly personifies one or several of the aspects or traits of their race that they become elevated. An elevated Blue elf is known as a Poet. These elves may never settle down, and are both blessed and cursed by never being able to find a single love of their life. They are gifted lyricists who may tell tale or sing song of their adventures. The Poets are granted God-given powers that are slightly different to every Poet. A Yellow elf that has become so finely attuned to his body, mind and soul he can ascend to become a Spirit Warrior. These mystic martial artists are stronger, faster, and more aware of their surrounds than any mortal Yellow Elf. Every Red elf that has ever picked up a wrench dreams of one day becoming a Scientist. They have the ability to very quickly assemble devices that shouldn’t necessarily function, but the Scientist’s acute awareness of physics, engineering, math, alchemy and astronomy allow them to bend the rules to their advantage.
Other races have elevated versions as well.
personalities
AGe of ghosts
Age of Bones
EMPIRE OF KA
- Minotaur Jav - Enforcer of Whipmaster Anum. Minotaur with a whip who wrangles slave warriors
- Snedekar Vermeer - Tax Collector of the Empire of Ka.
- Veneble - personal bodyguard to Snedekar Vermeer
- Whipmaster Anum
The shining age
Age of heroes
MABRUNDAI
- Damocles Claim - is the true cosmic icon of heroism and the aspiration of adventurers throughout the Empire of Mabrundai and its neighbors. He possesses the Sword Intrepid and the blessing of Fate.
- Gilligan Garou - deformed Black Orc half-breed and legendary assassin.
age of nations
- Aarok Shabboth – Head of the Circle of 12 – Evil Necromancers
age of smoke
MABRUNDAI
- Peregrin Krinnet
MIRIN
- Aristide Gamble - Head of the Gamble Clan and the originator of the Ferret Stakes. Aristide is generally considered to be a man with integrity but also remains accurate to the letter of a law or contract... and can punish people with this accuracy.
- Barney Friendship - Honcho of The Juggernaut. Barney became leader of The Juggernaut after leading the choir to victory in a fleet-wide contest. He has a lot of charisma and leadership and a great singing voice. He's married to Gilda Friendship.
- Blind Gale - Blind Gale is also known as the Witch of Brik. She is a blind seer who has lived alone in an empty part of Brik for as long as anyone can remember. She rarely ambles out of her quarters and when she does, it's to say something prophetic.
- Buckley Hammer - Head of the Hammer Clan, Buckley is focused on keeping his family, the oldest on The Juggernaut, in first position. He helps newcomers as much as he can but keeps them in his debt. You have to be careful when you accept aid from the Hammer Clan.
- Gilda Friendship - Matriarch of The Juggernaut. She is the highest clerical authority of the Fish God on board. She is plump and friendly and well known for her cookies. She's married to Barney.
- Grand Kai Osholo-Shai - Leader of the Shark Barbarians aboard the Seastead, The Juggernaut. Kai, as he's typically called, has taken on the aspect of the shark far more than most. His skin is smooth and gray, his eyes are fully black and nearly round, his hands and feet are webbed, and his teeth are jagged and sharp with runes carved into them. Kai spends more time swimming than on a vessel. A lot of Mirin are scared of him because of how alien he's become, but they are all glad he's on their side.
- Johnny Wonders - The Kingfish
- Pippin Hammer - Pippin is the tradesmaster of the Barn. He's rare for the Mirin, being a Gold Gnome, but has achieved success with his great sense of pricing. He sense of supply and demand is second to none and he keeps the coffers full.
- Tua Taratenga - Tua is the chief druid aboard The Juggernaut. He has a long gray bear, a big belly, and a lot of tattoos. He likes to drink and smoke, tell tall tales, and enjoy time with the ladies. He often takes the form of a huge sea turtle and can dive deeper than anyone. He loves to sing in the choir and his deep baritone is always noticeable.
RONE
- Ableton Grint – the Mayor of the City of Milk.
- Agathar the Spiny, Anathar’s brother and mystic archer, the black-orc law firm of Bartok, Zivell, and Spleen
- Albion Finch – Green Elf ranger from Galant’s Rock. Along with Jark Kingman, he traverses Pinder’s trail once a month to bring letters and supplies back and forth.
- Alfie Rone –
- Alpha Pang - Warrior Monk of the Univert Temple of Stars.
- Amalang Drax – Amalang is the former head druid of Galant’s Rock, now a major player in Rone. He was “discovered” after being written about by Fabian Duarte. Amalang is the head of Topiary Druidism in Rone, and the most successful person from the Northern Trails.
- Ames Rone – Ames is Alfie’s youngest son and his favorite. Ames is bookish and curious – a nerd like his father. He wants to take Alfie’s economic ideas even further and has plans to expand the paper currency system and the central bank. He feels like he can make a better life for all the citizens of Rone. Despite this, it’s clear Ames is interested in people conceptually rather than in reality as he is a strident Meritocrat and has no issue with the lowest achievers starving to death in the street if that’s how it is to be. Ames has many gnomish friends and economic advisors and this drives Randalph crazy. Alfie is throwing his behind-the-scenes weight behind Ames but that might not be enough to get past Randalph’s advantage. His champion is Baroness Lady Anguish, Frausta Black.
- Anathar Heavenhelpus - famed Gray Orc Mystic
- Arthus Bell - Empire investigator
- Bang Trannor – Bard drummer they meet in Greensticks
- Baroness Layla Terlan “The Milk Maid” – She owns the largest dairy farm in the Empire and single-handedly made Terland the only name in dairy products, especially cheese.
- Barret Secundo – leader of lamplighters after the death of Quaid Ringold
- Bid Lazaro – Representative from Greensticks to the Delegation of Rone. The assassin Theodore Gunwhistle posed as him when the PCs first entered Greensticks.
- Blok Otega: Night manager of the Empire Overland Hotel.
- Bronok Coffinfeeder - Chief necromancer of Rone.
- Charlie Blackfeather – Yellow Elf leader of the Blackfang Gang who often raid Empire caravans, especially those loaded with healing potions. Some say he is an ordinary bandit who will soon fall, others say he’s an agent of the PRM.
- Chuck Cherry – Mayor of the City of Rone, he has the unenviable position of overseeing delegation while keeping the city going. He smokes, he drinks, he gambles, he eats too much, he loves whores, he’s also 100% incorruptible. There are no secrets to hold over him – his whoring is up front, he never gambles more than he can lose, he never gets so drunk as to lose control. He parties enough to be a man of the people and is trustworthy enough to manage the jewel of the empire.
- Chunk Fierce, hill giant gladiator
- Damos the Gray Monk –
- Darren Ink – Ward Boss of both the Wall Ward and the Warehouse Ward, Darren Ink is used to people stealing and lying. He trusts no one and is always on the lookout for criminality. He is not corrupt at a low level, only at a very high level. Low level crooks he tries to destroy.
- David Crenshaw - Radical democratic reformer, founder of the break off People’s Republic of Mabrundai, and author of the revolutionary, “Crown and the Common Man.”
- Derrik Peddles is the local head of the Muscians Guild in the City of Milk.
- Edgeroy Kwon – Boiler and Father Freak’s right hand man. He trusts no one and does not use Boil himself. He is raising money illegally because he wants to save enough to move his family to another city. He hates Rone.
- Ellen Bark – Leader of the Chill Dogs and former assistant to Melton VanArk (of the Black Rock Wizard’s Academy). She has been clear on the record that unskilled jobs don’t deserve a union. She has been very vocal about the need for lamplighters to have a union (as they also work with kerosene and can use magic) and emergency care workers but very few others.
- Elvina Telford – AKA the Red Death. Elvina is a powerful spellcaster and unlike many of her sisters of the coven, she is a sorceror, not a wizard. Her mastery of planar magics is intuitive and devastating. Her repuation was made in the high-level world by launching a platoon of enemy soldiers into the astral plane through a dimensional rip.
- Fabian Duarte – Blue elf poet and world famous writer of travel books. He was well liked in Galant’s Rock until his book caused Amalang Drax to be called to the capital.
- Father Freak – Red elf Univert priest and leader of a boiler group.
- Garreth Rone – Alfie Rone’s middle child, Garreth is something of a philosopher and the most famous supporter of the Church of Universalism. He is a fairly even-handed if uncreative leader as his head’s rarely in governance. He had a public falling out with the Church of Dane where the Patriarch excommunicated him for his belligerence. From that moment on he became the leading promoter of Universalism and a staunch foe of the Pantheon. Garreth is also quite the patron of the arts and fashion. His champion is Baron Scorpio Crisis.
- Geltor Dewya – Mayor of the town of Tall Barley in the farm district. He is also the train station manager and makes a lot of money extorting money from the farmers for access to the trains.
- Geltor HR Graynor – Geltor is a chronicler from the Daily Exceptional who is writing a color piece on the Delegation. In order to write about the experiences of the most common citizens, he has traveled to the farthest corner of the empire he could find – the town of Greensticks (he jokes if he went any further he’d have to learn Orcish). When he meets the PCs he is surprised to hear of Galant’s Rock, he didn’t even know the empire extended past the yellow mountains. Since they are the most far-flung people he has ever run across, he asks to follow them and write their story. He uses a 1st level spell called “Memory” that allows him to memorize a full conversation word-for-word for future chronicling. He can memorize 1 conversation per level.
- Gilber Habanaise – Attache of Citizens for Galant’s Rock
- Griselda Numfar – Head of the Laundry Room and the Mandarin Gates Hotel.
- Hector Helsey – Dark Elf member of house Helsey and imperial assayer.
- Helgrins – A mutual aid society of wizards from all schools and locations. The Helgrins have their own motivations but seem to be information gatherers at heart.
- Helgrin Apostle – Owner of Helgin’s Hats, gloves, and shoes in the Grime Ward. He sells illegal spells and a variety of hats gloves and shoes, mostly for workmen.
- Helgrin Grant – proprietor of Helgrin’s Magic Wands. Helgrin Grant is a former Apolcaleptician who changed his mind when he lost the lower half his face in a wizard’s battle. He wears a gold beard and mustache to cover his injuries.
- Helgrin Grappa – Owner of Helgrin’s Barn, a barn in the Meatpacking Ward that functions as a museum and sage center. The Barn is full of jars of deformed animals, cow fetuses, that kind of thing. People come to Helgrin Grappa when they have questions about their animals they can’t answer… and that search for information has led Helgrin Grappa to demonology, as there have been many cases of demon possession of animals.
- Helgrin Hosfur – Owner of the Helgrin Observatory, the astronomical center of Rone. It’s located on one of the islands in Lake Rone to have a clear view of the sky.
- Helgrin Steamray – Proprietr of Byzantine Library in the City of Milk.
- Helly Ray Henstooth - Ranger of Galant's Rock
- Hillside Jack, a wily mountain giant, has been haunting the Yellow Mountains.
- Horace Danforth – Kerosene salesman, millionaire. 50,000 lions a year. Gold pocket watch.
- Irving Zero: The most notorious Chronicler of all time and the only high level Chronicler to break his oaths and reveal secrets of history to the public. His books, “Secrets of History” was a wild best seller and revealed
- Jark Kingman – Half Orc Ranger from Galant’s Rock. Along with Albion Finch, he traverses Pinder’s trail once a month to bring letters and supplies back and forth.
- Karel Assenfroid – Baron and Minister of Progaganda
- Martigan Helsey – Ambassador to Rone from Mountain District
- Melton VanArk – President of Blackrock Wizard’s Academy and the 3rd highest ranking wizard in the Empire.
- Nathanial Harbinger Galant – Current Mayor of Galant’s Rock
- Old Head – Ettin who’s lair is near Pinder’s Trail
- Paddington Gold – Gnome agent for adventurers who want to be in the movies. He also represents Borgo the Unmatchable.
- Praxis Helsey – Dark Elf Warden of Gainfellow prison and formerly a minister in Rone until his necromantic experiments got him in trouble.
- Prince of Knives – famed assassin
- Professor Kirby - incarnated Red Elf god and master of the Universal Algorithm. He is famous for fighting for the rights of people to access science in the Blacklight Rebellion, leading to the rise of technology and the subsequence demystification of magic.
- Randalph Rone – Randalph is the eldest of Alfie’s sons and the one he is most at odds with. The empire has stopped expanding and has increased taxation and now is starting to engage in paper money, central banking and other “Gnomish” enterprises. Randalph has the solution to the empire’s seeming doldrums – war. He wants to expand into both Mabrundais, the Great Forest and the Fanglands. Truth is, he wants to expand into the Hedge Kingdoms too but can’t make that public. Randalph had an arranged marriage with Tannishae Telford (now Telford-Rone) that he resisted greatly at first but now is his biggest source of strength as she is as warlike and ambitious as he. Randalph frequents a bar in a tough part of town called The Grime. It makes him popular with soldiers. His champion is Archmage Baron Darko Brightcaster.
- Rone Cherek – Head of the Barber’s Guild. Long standing member of the Assassin’s Guild also.
- Sigma Sung – Monk from Harmony. Oversees animal protection in Rone.
- Soloman Grace – Empire known serial killer
- Tannishae Telford-Rone- The Governor Princess of the Sea District and the Queen e of Redwater. Her champion is Elvina Telford, the Red Death.
- Terra Robecheau – Matriarch of Dane of the City of Rone. Handmaiden to the Pope
- Terek Gindy – Mob Boss, head of the local Barber’s Guild (they are the mob in town). Terek is always looking for mules to get him into imperial circles.
- Tellen Wuz – Dwarf train greeter in the City of Milk
- Templeton Rone - Alfie’s nephew and the greatest warrior in the land. He’s Aflfie’s bodyguard along with his childhood friend, Damos the Gray Monk. Templeton is a stern tee-totaler and is rumored to have never had a day of fun in his life. He is 38 years old and in the prime of his powers, He wields Agni’s tooth, Gwinnet’s old spear. He’s a level 100 fighter.
- Theodore Gunwhistle – Theodore is the oldest son of the Gunwhislte clan, a nouveu riche family that has made it’s money, unsurprisingly, from guns. Their particular flash of genius was in buying Dwarvish guns and refitting them for human use, creating weapons of great workmanship. Theodore has a chance to get his family into House Helsey if he can get rid of Humphrey.
- Therin Gran-Rone – Priest of life under Dark Brightcaster, nephew of Randalph Rone. Runs the Brightcaster Research Academy.
- Thorgrin Stonethistle – Leader of the Sons of Mercury, a prominent dwarven mercenary band. The Sons of Mercury typically number 50-100.
- Titan Glory – Bad guy. Titan Glory is the ambassador from The Sea District to Rone. He is a Redwater national. He’s quite keen on securing all the Mountain District votes for Randalph.
- Toby Telford – Scion of the Telford family and brother to Tannishae Telford-Rone, Toby at one point looked to be the leader that Tannishae now is. But, he turned out to be soft. Intellectual and unwilling to enange in confrontation he was publicly dressed down by Randalph Rone over an issue of attacking a Shark Barbarians Sea-Stead (The Shark Babrbarians live on massive, floating cities that look almost like giant rafts.) Randalph attacked the Sea-Stead and lost spectacularly… but in typical political fashion this worked against Toby and he was removed from his ranking position in Sea District leadership and made the Bunk Czar, the most frustrating position there is. It has responsibility but no power.
- Toptok Tear-Tear, famed blind, black-orc monk
- Tory Hemwell – A tailor who rose to the rank of Knight-Defender solely on his design skills. His clothes are highly sought after.
- Trajan Harp - Layla Terland’s champion. He's a blue elf poet assassin. He owns an old, curved magic dagger called the Red Prince. He wears a mirror-shined mask that hides his features.
- Trent Taggart - a farmer from Tall Barley who led a protest against wheat prices and was jailed for his troubles. His entire crop was also confiscated. He is something of a folk hero in that part of the Farm District.
- Trevor Helsey AKA Black Trevor – Assassin/fixer.
- Uno – Super famous Bard and inventor of Mod Music (basically Rock and Roll)
- Valentin Gentry – Delegate from the City of Milk.
- Vilvana Khan – Executioner from Gainfellow Prison. He is a very intelligent Necromancer who is also a keen investogator. He intends on looking into the breakout of folk hero Trent Taggart. He and Praxis Helsey are partners.
- Wensel Godwine – The only Pope of the Pantheon and the only being in the world who can perform resurrections. He resides in the Empire of Mabrundai and must be over 200 years old at this point.
- Zinkle Farly - Gold Gnome bankmaster of the Second Bank of Rone, the largest bank in the empire. Made Kerosene popular.
The gods and religion
ANIMAL GODS:
- FISH GOD - The greatest of the Mirin deities, the Fish God grants great power to his worshippers as he controls so much territory, has so many creatures beneath him, yet has so few intelligent worshippers. More Mirin worship the Fish God than any other, as well all of the great leaders in Mirin society - the Kingfish, the Primarch, the Honcho of almost every Seastead, etc. Characters of every class worship the Fish God but there are other deities under him who are also recognized including a multitude of Saints and Dem-Gods, and two Lesser Gods - Shark God and The Octopus.
- SHARK GOD - No one did more for the Fish God during his war with the New Gods than the Shark God. His many fearsome aspects were able to win many victories both offensively and defensively. The Shark is often thought of as a mindless aggressor, and can be a savage brute, but is much more than this… The Shark is also patient, cunning, surprising, and tireless. Any character with an offensive nature can worship the Shark God. The Shark Barbarians, the most fearsome warriors of the Mirin, are dedicated to The Shark God, of course.
- THE OCTOPUS - The other great assistant to the Fish God was the Octopus. She used her guile, intelligence, and magic to discover the New Gods plans, sew discord, and create confusion. Her council made the difference between victory and defeat many times. The Octopus is the trickster and the sage, the rogue and the artist, finder and keeper of secrets. Almost any character classes, other than front line fighter types, can worship The Octopus but she tends to attract rogues, bards, warlocks, and monks.
- DAGON - Dagon is a Demi-God who rarely looks to the Mirin Sea anymore but he is a popular religious figure nonetheless. The Order of the Blue Dolphin, a core of selfless priests follow him, as well as the Catfish Clan, a fighting order of last resort, the people you go to when it looks like a suicide mission. Followers of Dagon are generally Priests, Paladins, Monks, and Druids. There are no Warlocks dedicated to Dagon as he does not answer missives.
- KURMA RAJA - The great turtle is a demi-god under the Fish God. He lives in the Everlasting Reef, the patron saint of the tortle race. He lives underwater, sleeping, and only surfaces ever ten years to breathe for one week or to deal with existential trouble. Kurma Raja does not move fast, but shakes the earth when he does move.
Dwarven Gods:
Dwarves all worship regional gods who represent various geological phenomena. Their names are simple such as Lava, Slate, Quartz, Gold, Silver, etc. Their most violent gods are Quake, Volcano, etc. Dwarven priests power fluctuates depending on nature. This means sometimes they're wimpy and other times they can flatten kingdoms.
Elven Gods:
Gnomish Gods:
Gnomes worship similarly to dwarves but tend to favor precious metals and other elements like Gold, Silver, Diamond, Sapphire, etc. An interesting note is that Gnomes have seized upon Universalism more than any other race. It is thought that more than half of gnomes are now Univert, adhering to their own particular, low-key variant called Abstract Universalism. Practitioners are called Anivert.
Halfling Gods:
Halflings worship nature through regional deities, usually canonized halflings from the area of their birth. Halflings, oddly, seem to be the only race where widespread worship of the gods of other races is common. It is just as easy to find a Halfling priest of, let's say, Saint Rudy as it is to find a priest of Julianna. Halfings tend to prefer female gods.
Human Gods:
Plus a wide assortment of lesser, demi-, and quasi-gods. Gwinnet Rone is a lesser god.
Ogre Gods:
Ogres all worship the god Donen. There are many different varieties of Ogre and they worship different aspects of him. Some of the known aspects are:
Orc Gods:
Plus many lesser, demi-, and quasi-gods. The also have a wide range of Battle-Saints.
Other Religious Organizations
Order of St. May, also called the Poor Mays - girls with nowhere else to go wind up in these convents where they pray all day and are not allowed to own property of any kind. Essentially, these are prayer engines that just add spiritual energy to the churches of the realm.
Universalism:
In a very unusual move for a deity, Gwinnet did not use his limited communication with the mortal world to promote worship of himself, but rather he promoted worship of the universe itself. Gwinnet saw through the Druidic worship of elemental nature, as opposed to a god, that the god’s were mere intermediaries, taxing a portion of the power of faith rather than providing it as previously assumed. This insight was a major change in the philosophy of religion. If Gwinnet is correct, then ultimately adherents of the Church of Universalism, called Univerts, could be more powerful than any God-worshipping priest. The religion is a young one so this has yet to be borne out however, there are indeed Univert priests and monks who have magical powers usually reserved for the more standardly religious.
There is no leader of Universalism, per se, but there are well-regarded experts in various fields. A high-level Monk is called an Abbot, a high-level priest is called a Prophet, and a high level sorcerer is called a Roshi. Unlike almost every other aspect of Ronan society, the hierarchy is not well defined in Universalism. Whoever bends the most ears is a leader.
A bit of an unexpected development in Universalism is the rise of Anti-theism, the idea that the other gods are not merely intermediaries or competitors, but are actually dangerous and need to be destroyed. This has resulted in terrorism – temples destroyed, priests assassinated, etc. This idea came from Dewan Axl, the Abbot of the Red Hills. His philosophy is sometimes called Dewanism and his followers Dewalis. He is a wanted man but has escaped justice for quite some time now. Some of the other Univert factions are sympathetic but most are not, and most Dewalis have no compunction about killing other Univerts who tolerate pagans in their midst.
Dwarves all worship regional gods who represent various geological phenomena. Their names are simple such as Lava, Slate, Quartz, Gold, Silver, etc. Their most violent gods are Quake, Volcano, etc. Dwarven priests power fluctuates depending on nature. This means sometimes they're wimpy and other times they can flatten kingdoms.
Elven Gods:
- Yellow Elves worship a series of faceless war masters called the Postures or the Veiled Warriors (The Maeonin to the Yellow Elves). There are hundreds of Postures and each one represents a different aspect of martial art. Each one has a name that is revealed only to Yellow Elves as they advance in martial power. All over Yellow Elf kingdoms are statues of the Postures.
- Blue Elves worship a series of faceless artists, poets, and musicians called the Muses or the Spiritual Teachers. There are hundreds of Muses and each one represents a different aspect of art. Each one has a name that is revealed only to Blue Elves as they advance in artistic skill. Blue Elves spread artistic renderings (a wide range from actual drawings to interpretive dances) of the Muses wherever they go.
- Green Elves -- same as above but they represent different facets of nature and they are called the Travelers or the Silent Hunters.
- Red Elves -- different aspects of science; the Enlightened or the Universal Architects.
- Dark Elves -- different aspects of magic; the Wielders or the En Shapers.
- Brown Elves -- different aspects of animals; the Cycle or the Beast Herders.
- Silver Elves – different aspects of cosmology; the Zodiac or the Light Shapers.
Gnomish Gods:
Gnomes worship similarly to dwarves but tend to favor precious metals and other elements like Gold, Silver, Diamond, Sapphire, etc. An interesting note is that Gnomes have seized upon Universalism more than any other race. It is thought that more than half of gnomes are now Univert, adhering to their own particular, low-key variant called Abstract Universalism. Practitioners are called Anivert.
Halfling Gods:
Halflings worship nature through regional deities, usually canonized halflings from the area of their birth. Halflings, oddly, seem to be the only race where widespread worship of the gods of other races is common. It is just as easy to find a Halfling priest of, let's say, Saint Rudy as it is to find a priest of Julianna. Halfings tend to prefer female gods.
Human Gods:
- Dane: King of the gods. God of rulership. Only leaders may be priests of Dane (leaders of other churches are granted honorary priesthood).
- Julianna: Queen of the gods. Goddess of birth, the earth-mother. All midwives are somehow devoted to Julianna.
- Amra: Prince of the gods. God of the Sun. Amra is the son of Dane and Julianna and the ruler of the physical worlds. The king and queen gave control over to Amra so they could pursue other interests in the Universe.
- Durovan: The God of Exploration and the indomitable human spirit. Durovan is the typical god of adventurers.
- Teleli: Goddess of the Hearth. She is the wife of Durovan.
- Kelvok: God of Hunting and Survival. The son of Durovan and Teleli. Kelvok is also a major god of adventurers.
- Murcat: Goddess of trade and wealth.
- Brond: God of evil and violence. Of the humans, he is the only god of evil but he has many servant gods, most notably the Thunders, the Plague Bearers, the Retrievers, and the Path Tenders.
- Yakul: Necromancer god, aspect of Brond.
- Dwem: God of Magic.
- Daer: God of War.
- Blue Nornin: God of the Sea.
- Elireiky: Goddess of Luck.
- Kordum Bear: The Bear God of Strength.
- Delwyn: The newest of the gods, his realm is travel and the arts.
Plus a wide assortment of lesser, demi-, and quasi-gods. Gwinnet Rone is a lesser god.
Ogre Gods:
Ogres all worship the god Donen. There are many different varieties of Ogre and they worship different aspects of him. Some of the known aspects are:
- Bok: War and Domination.
- Nat: Adventure and Travel.
- Sen: Healing.
- Don: Rulership.
- Waf: The Sea.
- Roa: Lightning and the Elements.
- Dak: Evil and Tyranny.
- Hor: Violence.
Orc Gods:
- Vainen: The Bandchief of the Orcish gods, Vainen is thouroughly despicable and prizes conquest, achievment, intelligence, and violent competetion. Vainen is well known to hate all non-orcs and is confident he will one day be the king of the Universe. Only warriors and Chiefs may be priests of Vainen.
- Dubruk: Dubruk is the father of the Orcish gods who sired Vainen, much to his chagrin as he was deposed as soon as Vainen could lift a sword. Dubruk is bitter and so are the Green Orcs who seek to avenge him when possible. Vengeance aside, the Green Orcs are perfectly well aware that the Black Orcs could flatten them in a second so the don't worry about it too much.
- Humak: The Orcish god of Peace and Learning. Humak and his people are ostracized from the rest of the orcs so he, and his people, dwell amongst human types.
- Votros: Orcish god of flight and speed.
- Mallak: God of blind, senseless violence.
- Tenses: God of weapon-making and battle-skill. Tenses was killed in a duel with Gwinnet and his place was take by Delwyn of the human gods.
- Hatak: God of fury, insanity, and berserkers.
- Protok: The first creation of Dubruk, Protok, and his forty wives, created his people through his own skill (and incredible endurance). Protok is the only lesser god in the upper pantheon.
Plus many lesser, demi-, and quasi-gods. The also have a wide range of Battle-Saints.
Other Religious Organizations
Order of St. May, also called the Poor Mays - girls with nowhere else to go wind up in these convents where they pray all day and are not allowed to own property of any kind. Essentially, these are prayer engines that just add spiritual energy to the churches of the realm.
Universalism:
In a very unusual move for a deity, Gwinnet did not use his limited communication with the mortal world to promote worship of himself, but rather he promoted worship of the universe itself. Gwinnet saw through the Druidic worship of elemental nature, as opposed to a god, that the god’s were mere intermediaries, taxing a portion of the power of faith rather than providing it as previously assumed. This insight was a major change in the philosophy of religion. If Gwinnet is correct, then ultimately adherents of the Church of Universalism, called Univerts, could be more powerful than any God-worshipping priest. The religion is a young one so this has yet to be borne out however, there are indeed Univert priests and monks who have magical powers usually reserved for the more standardly religious.
There is no leader of Universalism, per se, but there are well-regarded experts in various fields. A high-level Monk is called an Abbot, a high-level priest is called a Prophet, and a high level sorcerer is called a Roshi. Unlike almost every other aspect of Ronan society, the hierarchy is not well defined in Universalism. Whoever bends the most ears is a leader.
A bit of an unexpected development in Universalism is the rise of Anti-theism, the idea that the other gods are not merely intermediaries or competitors, but are actually dangerous and need to be destroyed. This has resulted in terrorism – temples destroyed, priests assassinated, etc. This idea came from Dewan Axl, the Abbot of the Red Hills. His philosophy is sometimes called Dewanism and his followers Dewalis. He is a wanted man but has escaped justice for quite some time now. Some of the other Univert factions are sympathetic but most are not, and most Dewalis have no compunction about killing other Univerts who tolerate pagans in their midst.