The calamitous events that took place in the Catastrophe changed much of the world, including how the years are tracked of, the calendar, and the length of the years and weeks.
Why it happened
After the Great Sacrifice, it quickly became evident that the length of the year had been shortened due to the magical and disastrous events that occurred during the 79 years of the Catastrophe. This was first noticed by the Surdrae, as they are a race of people whose culture is based around astrology. They were able to determine that the days were slightly lengthened by about 10 minutes, and the year was shortened to 360 days. The astronomers of the Surdrae and the record keepers of the Yikkan Contingent cooperated to create a new calendar, known as the Surkan Calendar. At the requires of the Yikkan Contingent, the length of a week was shortened to nine-days-long, instead of the previous tenday. There are also now 4 weeks in a month, and 10 months in a year. Both the Surdrae and Yikkan Contingent alternated in naming the months, starting with the Yikkan Contingent.
The Surkan Calendar
Month
Holidays
Vithkare
1st (Day of Continuance/Reckoning)
Torveth
Yikkare
1st (Vernal Equinox/Green Hunt), 3rd (Day of Progression), 13th (Day of the Ancients)
Sunveth
Galkare
7th (Day of Warmth), 19th (Summer Solstice/Bright Revel)
Moneveth
Chlakare
Surveth
1st (Autumnal Equinox/Deep Turning)
Rogkare
Yunveth
17th (Night of the Watchful Eye), 19th (Winter Solstice/Pale Night), 36th (Day of Reminiscence)
Keeping the Years and Days
Until the establishment of the Surkan Calendar, most of the world continued using Dalereckoning to keep track of the years. However, with the coming of a new calendar also came a new way to keep track of the years. The new system became known as the Yearkeeping, as it was developed by the international faction known as the Keepers (will be expanded on in later posts). They proposed a new system where the new year began on the anniversary of the Great Sacrifice, 1 Vithkare, which would start the week as well. Due to the fact that the weeks are nine days long and that the year's length in days is an even number, the first day of the year always falls on the same day. The last day of the year (36 Yunveth) is called "The Day of Reminiscence," and on this day, people across the world commemorate the events that took place during Catastrophe and remember what happened. On the next day, the first day of the year (1 Vithkare) is called "The Day of Continuance," and on this day people worldwide plan for the upcoming year.
The new system of tracking the years has the first day of the first year (First Oneday AGS) be the day after the Great Sacrifice, and the years before this are BGS. AGS stands for "After the Great Sacrifice," and BGS stands for "Before Great Sacrifice." The current year is 1047 AGS and the Catastrophe began on 79 BGS. This system of tracking the days and years was proposed and started being adopted in 27 AGS.
Seasons
Like most other worlds, Tor-eal has four seasons; summer, fall, winter, and spring. Each season is 90 days long, and they start on either an equinox or solstice. The Winter Solstice is on 19 Yunveth, the Vernal/Spring Equinox is 1 Yikkare, the Summer Solstice is 19 Galkare, and the Autumnal/Fall Equinox is 1 Surveth.
Moon Cycles
The moon (Selune) rotates the planet every 36 days, and every month its full moon is on the 17th, and the new moon is on the 36th of each month.
Weekdays
There are 9 days of the week, called a Thertian among the Yikkan Contingent. Each day has its own name, shown below on the Days of the Week table, and is used for different purposes in different nations and societies.
Days of the Week
Day
Name
Yikkan Usage
Wadhavian/Cormian Usage
Thayn Usage
Lantanean Usage
Chultan Usage
Sheiohn-Foulen Usage
1st
Oneday
Workday
Freeday
Freeday
Freeday
Work and Rest
Freeday
2nd
Twoday
Workday
Workday
Freeday
Workday
Work and Rest
Freeday
3rd
Thirdday
Prayers and Study
Workday
Freeday
Freeday
Work and Rest
Workday
4th
Ferthday
Workday
Workday
Workday
Workday
Work and Rest
Freeday
5th
Fithday
Workday
Freeday
Workday
Freeday
Work and Rest
Freeday
6th
Sixday
Prayers and Study
Workday
Workday
Workday
Work and Rest
Workday
7th
Senday
Workday
Workday
Workday
Workday
Work and Rest
Freeday
8th
Eightday
Workday
Workday
Workday
Workday
Work and Rest
Freeday
9th
Nonday
Prayers and Study
Freeday
Workday
Workday
Work and Rest
Workday
Time of the Day
Each day has 24 hours in it, as a day on Earth, but is split into 3 segments: Mornrise, Cenday, and Nighturn. Each period of the day is 8 hours long, and is marked as a separate part of the day by most societies. Mornrise starts at midnight, as the night stops getting darker and the sun begins to rise, ending after 8 hours (8 A.M. in Earth time). As it ends, Cenday begins, and lasts until the day begins to get darker (4 P.M. in Earth time). Then, Nighturn begins, lasting from when the sun begins to dim till midnight.
Each hour, minute, and second is the same as on Earth, but time is written differently. When midnight starts, the day begins with 1:00 M.R. When Cenday starts, instead of being measured as M.R., it becomes C.N. Then, as the day begins to end and Nighturn starts, instead of C.N., the hours are measured as N.T.
Some of them were lost in the Outer Planes or destroyed. Vecna currently has his Hand, but his eye is still missing somewhere. He also has a few other specific artifacts (Wand of Orcus, Sword of Kas, Book of Vile Darkness, etc).
Also, when the deities died, most of them were able to use some of their divine energy to create a powerful magic item. These are known as Remnants of the Sacrificed, and a basically this world's Vestiges of Divergence.
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Two races I am interested in are beholders and kobolds. I know you have talked about kobolds a little bit but it would be nice to know what happened to them all.
I have a bit for Beholders thought up (basically, they're one of the primary enemies of the Mind Flayers in Realmspace, allies with the Xei'karr), and Kobolds are part of the dragon empire.
I will! Hopefully I will get a bit more typed up today.
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Okay! Just updated the "Time in Tor-eal" post with the days of the week and how they track the years. I am done with that post, except for the Holidays, which I will add in later as I develop them.
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The Lord of Undead, Master of Secrets, Emperor of the Spider-Throne, and Patriarch of the Grim, Vecna the Whispered One has returned once more to the realms. He has carved out a domain in the Underfelll, becoming the Undying Lord of the Bleak Ones and master of the World Beneath Shadows. He rules over both corporeal and incorporeal undead, having created undeath-touched races, the corporeal, fleshy Vezyi and the ghostly, ephemeral Fehntüm.
While the Vezyi are a race of dark gray-skinned, undead-devoted, macabre servitors of Vecna and Zilya Darkcord, the Fehntüm are very different in many ways. While the Vezyi appear as civilized, debonair, zombie-like humanoids, the Fehntüm appear as unhealthily pale, esoteric, phantom humanoids. Their skin is so pale that many mistake them for being albinos, if not for their slightly-transparent skin and are piercing eyes with shades of greens, blues, purples, grays, and oranges.
Like the Vezyi, the Fehntüm were created by Lord Vecna upon his rebirth in the realms. Upon his arrival, he merged the stolen spirits of his followers with the bodies of fleshwarped ghouls and ghasts. This created the undeath-touched, ephemeral humanoid race known as the Fehntüm. They have slightly-transparent white, ghostly white skin, haunting faces, and the ability to temporarily become incorporeal. They are to ghosts, specters, and wraiths as the Vezyi are to zombies, ghouls, and wights.
Your Fehntüm character has the following racial traits.
Ability Score Increase.
Your Constitution and Intelligence scores both increase by 1, and any ability score of your choice increases by an additional 1.
Age.
Fehntüm mature at the same rate as humans, but can live for up to 250 years of age.
Alignment.
Fehntüm are typically neutral evil, but may be any alignment.
Size.
On average, Fehntüm are the same weight and height as humans. Your size is Medium.
Speed.
Your base walking speed is 30 feet.
Darkvision.
You can see in dim light as if it were bright light, and in darkness as if it were dim light out to a range of 90 feet. You can't discern color in darkness, only shades of gray.
Spectral Flight
Due to your inherent connection to incorporeal spirits, you gain a flying speed of 30 feet. You may not use this flying speed while encumbered and wearing heavy armor.
Undying Resilience.
Your touch of undeath grants you the following benefits:
You have resistance to necrotic and poison damage, as well as advantage on saving throws against being poisoned.
You don't need to breath, and can go 10 days without food or water.
You don't need to sleep, but magic can still put you to sleep.
You reroll natural ones rolled for death saving throws once, using the new roll.
Undying Rest.
When you take a long rest, you must spend at least 4 hours in an inactive, mostly motionless state, rather than sleeping. In this state, you are not unconscious, and you you can see and hear as normal.
Sunlight Sensitivity.
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Phantom Form
As a bonus action you may call on your connection to spectral undead to become incorporeal, gaining the ability to move through stationary objects and creatures. This lasts for one minute or until you pass through an object or creature, or take damage. While you are incorporeal, all damage you take is halved.
Once you use this feature, you cannot do so again until you finish a long rest.
Soulbound Magic.
Due to your connection with Vecna, you have an unearthly bond with dark magic. Choose one cantrip that is on the wizard spell list. You know and can cast that cantrip, requiring no material components when you do so this way.
Additionally, if you have the Pact Magic or Spellcasting feature, the following spells are added to your spell lists:
You can speak, read, write, and understand Common and Qellik (the language of the residents of the Underfell).
Fehntüm
When Vecna returned to the world of Tor-eal, he conquered the Underfell and created two races: the Fehntüm and Vezyi. The Vezyi are connected to corporeal dead, while the Fehntüm are connected to incorporeal undead. To create the Vezyi, Vecna merged humans, hobgoblins, goblins, shades, and hollow ones with zombies, ghouls, wights, mummies, and other corporeal undead. In order to make the Fehntüm, Vecna took the souls of his followers that had died when he returned to Tor-eal and used them to restore life to his fleshwarped ghouls and ghasts, using his deital power over spectral undead to transform their bodies into living conduits for incorporeal energy.
The Fehntüm venerate Kossyeth the Unknown as their patron demipower, but they revere Vecna as their creatore, master, and emperor. Kossyeth is an archallip demigod of secrets, deceit, trickery, and incorporeal undead. Kossyeth is the force that draws souls in the Underfell to Vecna's fortress, the Keeper of the Great Phylactery and Guardian of the Great Secrets (Vecna's hidden artifacts). The Fehntüm worship Kossyeth as their leader, as they established the dogma of the Fehntüm.
Vecna owns many grisly artifacts and magic items, the most notable of which are the Spider-Throne, the Book of Vile Darkness, Sword of Kas, Wand of Orcus, the Great Phylactery, and other magic items. These are guarded by Kossyeth, who dwells in Vecna's palace.
Though the culture of the Fehntüm has some similarities with that of the Vezyi, they are very different in many ways. They both honor and serve Vecna, revere all of the Bleak Ones, are connected to undying powers, and dwell in the same regions and cities in the Underfell. However, while the Vezyi focus more on the clerical and production aspects of being followers of Vecna, the Fehntüm society revolves around the schools of magic and mastering arcane power. Artificers, Phantom Rogues, Wizards, and Whispers Bards are fairly common in Fehntüm cities.
The Council of Secrets and Fehntüm Society
The settlements of the Fehntüm are built on the ceilings of the caverns that the Vezyi build their cities, clinging to the ceiling using transmutation, graviturgy, and conjuration magic. Their buildings are built from the top-down, and the Fehntüm fly from building to building. They have inverted spired libraries that function as their arcane academies, called the Houses of Learning. Their towns are lead by the professors of these schools of magic, who are the archmages of the Council of Secrets.
All Fehntüm settlements in the Underfell has its own Council of Secrets, who are filled with the most powerful and intelligent mages in the settlement, specifically tied to a school of magic. The Council of Secrets consists of 8 mages, known as the Secretkeepers, one of which they elect as the Voice of Vecna. This member of the council is the leader of the settlement, who directly communicates and cooperates with the Hand of Vecna of the Vezyi settlement that dwells below them to do Vecna's will.
Each member of the Council of Secrets has to choose a school of magic to be associated with, but they need not be a wizard of that spell school. Instead, they merely have to focus mainly on that type of magic and be the most powerful arcane caster of that type in the Fehntüm settlement. For example, a Battle Smith Artificer could fill the role of the Abjuration mage of the settlement, or a War Wizard could fill either the Evocation or Abjuration seat of their settlement's council.
Council of Secrets Titles
Members of Council of Secrets have titles determined by their rank and school of magic. All of them have a prefix to their title, the typical councilmembers having Zil- before their name, and the Voice of Vecna having the prefix Vozil-. Then, they have their title, dependent on their school of magic:
The Lord of Undead, Master of Secrets, Emperor of the Spider-Throne, and Patriarch of the Grim, Vecna the Whispered One has returned once more to the realms. He has carved out a domain in the Underfelll, becoming the Undying Lord of the Bleak Ones and master of the World Beneath Shadows. He rules over both corporeal and incorporeal undead, having created undeath-touched races, the corporeal, fleshy Vezyi and the ghostly, ephemeral Fehntüm.
While the Vezyi are a race of dark gray-skinned, undead-devoted, macabre servitors of Vecna and Zilya Darkcord, the Fehntüm are very different in many ways. While the Vezyi appear as civilized, debonair, zombie-like humanoids, the Fehntüm appear as unhealthily pale, esoteric, phantom humanoids. Their skin is so pale that many mistake them for being albinos, if not for their slightly-transparent skin and are piercing eyes with shades of greens, blues, purples, grays, and oranges.
Like the Vezyi, the Fehntüm were created by Lord Vecna upon his rebirth in the realms. Upon his arrival, he merged the stolen spirits of his followers with the bodies of fleshwarped ghouls and ghasts. This created the undeath-touched, ephemeral humanoid race known as the Fehntüm. They have slightly-transparent white, ghostly white skin, haunting faces, and the ability to temporarily become incorporeal. They are to ghosts, specters, and wraiths as the Vezyi are to zombies, ghouls, and wights.
Your Fehntüm character has the following racial traits.
Ability Score Increase.
Your Constitution and Intelligence scores both increase by 1, and any ability score of your choice increases by an additional 1.
Age.
Fehntüm mature at the same rate as humans, but can live for up to 250 years of age.
Alignment.
Fehntüm are typically neutral evil, but may be any alignment.
Size.
On average, Fehntüm are the same weight and height as humans. Your size is Medium.
Speed.
Your base walking speed is 30 feet.
Darkvision.
You can see in dim light as if it were bright light, and in darkness as if it were dim light out to a range of 90 feet. You can't discern color in darkness, only shades of gray.
Spectral Flight
Due to your inherent connection to incorporeal spirits, you gain a flying speed of 30 feet. You may not use this flying speed while encumbered and wearing heavy armor.
Undying Resilience.
Your touch of undeath grants you the following benefits:
You have resistance to necrotic and poison damage, as well as advantage on saving throws against being poisoned.
You don't need to breath, and can go 10 days without food or water.
You don't need to sleep, but magic can still put you to sleep.
You reroll natural ones rolled for death saving throws once, using the new roll.
Undying Rest.
When you take a long rest, you must spend at least 4 hours in an inactive, mostly motionless state, rather than sleeping. In this state, you are not unconscious, and you you can see and hear as normal.
Sunlight Sensitivity.
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Phantom Form
As a bonus action you may call on your connection to spectral undead to become incorporeal, gaining the ability to move through stationary objects and creatures. This lasts for one minute or until you pass through an object or creature, or take damage. While you are incorporeal, all damage you take is halved.
Once you use this feature, you cannot do so again until you finish a long rest.
Soulbound Magic.
Due to your connection with Vecna, you have an unearthly bond with dark magic. Choose one cantrip that is on the wizard spell list. You know and can cast that cantrip, requiring no material components when you do so this way.
Additionally, if you have the Pact Magic or Spellcasting feature, the following spells are added to your spell lists:
You can speak, read, write, and understand Common and Qellik (the language of the residents of the Underfell).
Found something that makes Spectral flight OP.
Spectral Flight
Due to your inherent connection to incorporeal spirits, you gain a flying speed of 30 feet. You may not use this flying speed while encumbered and wearing heavy armor.
and means that you have to have both to not be able to fly. So you have to be encumbered AND wearing heavy armor. Not or. AND. You should probably change that to or?
The Fentüm is very strong, too strong. You put too many amazing abilities in one race.
Undying Rest: Undying rest is trance and sentry's rest combined. Those were already good abilities! Undying rest is amazing!
Undying Resilience: Now, you also get two resistances? Two? This is crazy! Also the rest of it is pretty good too!
Darkvision: While many races get Darkvision, Darkvision is a pretty good ability.
Spectral Flight: This is amazing, on top of quite a few resistances you get flight too? Now enemies will have an even harder time hitting you! If you keep the and, it is even better.
Soulbound Magic: Ok, now you have extra magic on top of all the other great abilities?
The Ability Score increase: Pretty decent
Sunlight Sensitivity: Thank goodness!
Phantom Form: Ok... So at level one you have two resistances and all your damage is cut in half. Now even if the enemy could do a lot of damage, you will be flying 10 feet above their head! That is much better then a third level bearbarian!
I love the idea, I love the lore. Just very, very OP. Thanks! (Constructive Criticism)
I understand the concerns about its balance, but I disagree that it's super OP. As for the Spectral Flight, yes, it is and, which was a design decision that I was trying out. If you think it's OP, I will probably change it to or.
Undying Rest is good, but I don't think it's that great. I've never had that many situations when it was super useful.
Yes, you get two resistances, but one is poison, which is a common damage type, and the other is necrotic, which is not that common. It fits the race, and I don't think it's that crazy good, especially as Aasimar get two damage resistances (admittedly, radiant and necrotic are both uncommon damage types, but I don't think that this is too OP for a race).
Soulbound magic gives you a cantrip (like Aasimar have, but a bit more versatile). The spell list is good, but won't be useful for non-casters.
You may want to reread phantom form. It ends if you take damage, so it effectively only halves the damage from one source, and then you become corporeal again.
Thanks for the feedback, I hope this helps clarify things!
So it's been a while since, but here's my next batch of commentary/suggestions.
About the Firbolgs (and woodland races generally) – did they start the war with the Minotaurs because they didn’t trust them or something, or was it instigated by the Minotaurs violations of the sanctity of the woods? I’d generally be interested in knowing more about the history of that conflict (when you get around to it, there’s so much to do.)
The notes about their race changes are fun and interesting. I’m interested about why the Sharbolg are against resurrection magic but not necromantic magic – do you not feel that’s slightly contrary? Also as an aside, the cantrip in their innate spells doesn’t appear to be there.
Are there any Firbolgs left or have only their … evolutions survived?
On the Aarakocra – I love the new celestial forms. That’s a really interesting race. However, re the Chai-ehr, one of things that I often hear is people saying having a race with flying speed is too powerful. I wonder is giving any playable race, a flying speed of 75ft a bit too much. I mean they’re already almost as fast as a dragon and if they went for classes that increased their mobility – well, as I said, I just wonder is that too much speed for any playable race?
The Aasimar civilisation is a very interesting concept. I really like the idea of these floating celestial citadels. It’s very logical and fitting in its construction and developments, both the civilisation and the races.
I do wonder, would it make sense for most of the Fallen Aasimar to be good (or at least not bad)? A portion of them or an even split would be logical, but for a race of fallen beings to be predominantly good, doesn’t really fit, although it might be preferable.
Re Orcus’s undead, rather then saying they're destroyed, why not settle them in one giant wasteland of undead (or several smaller ones) a remnant of old horrors that the planes have never been fully able to escape. Dangerous, desolate places, devoid of life and full of mystery, where only the truly foolhardy dare venture.
About the Firbolgs (and woodland races generally) – did they start the war with the Minotaurs because they didn’t trust them or something, or was it instigated by the Minotaurs violations of the sanctity of the woods? I’d generally be interested in knowing more about the history of that conflict (when you get around to it, there’s so much to do.)
The Minotaurs started the war because they were chopping down tons of trees and otherwise destroying the forests. I will definitely do more about the conflict, it's an important to the culture of the Minotaur nation.
The notes about their race changes are fun and interesting. I’m interested about why the Sharbolg are against resurrection magic but not necromantic magic – do you not feel that’s slightly contrary? Also as an aside, the cantrip in their innate spells doesn’t appear to be there.
It's because they follow the Raven Queen, who doesn't like people being brought back from the dead, but are fine with the existence of undead as long as they are just husks of life, and not a prevention of death. The cantrip should be toll the dead.
Are there any Firbolgs left or have only their … evolutions survived?
Mostly just their evolutions. There could be a few normal ones here or there, but they are pretty much extinct.
On the Aarakocra – I love the new celestial forms. That’s a really interesting race. However, re the Chai-ehr, one of things that I often hear is people saying having a race with flying speed is too powerful. I wonder is giving any playable race, a flying speed of 75ft a bit too much. I mean they’re already almost as fast as a dragon and if they went for classes that increased their mobility – well, as I said, I just wonder is that too much speed for any playable race?
I know people think that flying is too good for races, but I have never had that experience in my games. IME, it's always been useful but not gamebreakingly good. In return, this race doesn't have talons and doesn't have legs.
The Aasimar civilisation is a very interesting concept. I really like the idea of these floating celestial citadels. It’s very logical and fitting in its construction and developments, both the civilisation and the races.
Thanks. I'm glad you like it.
I do wonder, would it make sense for most of the Fallen Aasimar to be good (or at least not bad)? A portion of them or an even split would be logical, but for a race of fallen beings to be predominantly good, doesn’t really fit, although it might be preferable.
Not all of them are bad, but the majority of them have been rejected by the celestials and other people, making their culture be mostly evil or neutral.
Re Orcus’s undead, rather then saying they're destroyed, why not settle them in one giant wasteland of undead (or several smaller ones) a remnant of old horrors that the planes have never been fully able to escape. Dangerous, desolate places, devoid of life and full of mystery, where only the truly foolhardy dare venture.
Because the Abyss was destroyed, as well as Orcus. Maybe a few of his servant undead survived, as his wand did, but he definitely was destroyed, as well as much of his army. I could just add a bit about some of them escaping to the Shadowfell, only for the Raven Queen's servants to destroy most of them, and Vecna taking control of the rest.
Thanks for the comments and thoughts again! I'll do a bit more lore soon, hopefully.
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Okay, time for more lore! This one will be a fast-forward of some of the parts of the Sword Coast and explanations of how they change, form nations and alliances, and so on. I will make another post with more on this topic later in the week, hopefully. Here's the lore that I have so far:
Nations of the Sword Coast
After the Catastrophe, with the death of Laeral Silverhand and Vajra Safahr and other calamitous events, the Lords' Alliance was thrown into chaos. This caused an end for the faction, as none of the cities who were members had enough resources to protect themselves, much less protect their allies. The vast majority of the factions in Toril were destroyed as the world was thrown into turmoil. This is what happened to the five main factions of the Sword Coast:
The Harpers - After the Devils won the Blood War, the Harpers began to panic. They knew that a calamity was coming, and tried to prepare the nations for it, only to be turned away by most cities except for the people of Silverymoon who were also warned by the Svirfneblin when they fled to the surface. This led to the disintegration of most of the faction, eventually being absorbed into the government of Silverymoon.
The Order of the Gauntlet - This faction had no difficulties continuing on while during the Catastrophe, but after the Great Sacrifice, the majority of its members fell away. Most of its members that remained part of the organization made an alliance with the Celestials, either moving into dwarf clans or the Elemental Plane of Air to involve themselves more in the politics of the celestials. This faction has been dissolved and absorbed into the celestials of the world.
The Emerald Enclave - When the Orcish deities died, the new culture of the Orcs was adopted as a twisted version of the Emerald Enclave, due to their influence on the race, causing the orcs to be focused on the primal aspects of the world. The faction was considerably weakened when the forests were conquered by the Minotaurs and it members dwindled during the centuries. The faction was revitalized with the return of Ubtao, the vast majority of the remnant fragments of the faction becoming his followers.
The Lords' Alliance - Though this faction fell as its cities had to fend for themselves, the ties between them did not completely disappear. As the cities of Waterdeep, Silverymoon, Neverwinter, and Baldur's Gate expanded into independent nations, the vestigial ties between them from their former alliance caused many of them to remain allies in battles against the minotaur nation of Mindathar, the dragon empire of Drakalaethar, and other threats to all of the rest of the Sword Coast.
The Zhentarim - The Zhentarim was thriving before and during the Catastrophe, but took a serious hit after the celestials came to the Material Plane, as they started to stop many of the criminals who were running rampant at the time. The faction was never completely destroyed, but the former organization is now a thing of the past, with its remnants having far less power than it previously did.
Wadhaven
The death of Laeral Silverhand, Elminster, and Vajra Safahr, combined with the Lord's Ensemble temporarily not functioning, the government of Waterdeep began to crumble. The majority of the Masked Lords had their identity exposed, leading to many of them being assassinated and the remainder to have to remain in hiding to protect themselves. This caused political turmoil as many nobles were vying for control of the city, which lasted for several months and caused much of the city to be thrown into anarchy.
(will finish later)
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Why did Drow fee up their slaves after overthrowing tha matriarchy? I mean slaver economy is a massive handbrake on the society and fere enterprising economy makes way more money, but I don't think Drow mages were that well versed in economical mathematics modeling to realize that "free" slave labor actually cost them much more that it's really worth. And even then freeing slaves and letting them go (to get eaten by the monsters of Underdark) makes no sense when you can immediately employ them on their previous jobs, now with less expensive oversight and infinitely better workplace motivation.
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Time in Tor-eal
The calamitous events that took place in the Catastrophe changed much of the world, including how the years are tracked of, the calendar, and the length of the years and weeks.
Why it happened
After the Great Sacrifice, it quickly became evident that the length of the year had been shortened due to the magical and disastrous events that occurred during the 79 years of the Catastrophe. This was first noticed by the Surdrae, as they are a race of people whose culture is based around astrology. They were able to determine that the days were slightly lengthened by about 10 minutes, and the year was shortened to 360 days. The astronomers of the Surdrae and the record keepers of the Yikkan Contingent cooperated to create a new calendar, known as the Surkan Calendar. At the requires of the Yikkan Contingent, the length of a week was shortened to nine-days-long, instead of the previous tenday. There are also now 4 weeks in a month, and 10 months in a year. Both the Surdrae and Yikkan Contingent alternated in naming the months, starting with the Yikkan Contingent.
The Surkan Calendar
Keeping the Years and Days
Until the establishment of the Surkan Calendar, most of the world continued using Dalereckoning to keep track of the years. However, with the coming of a new calendar also came a new way to keep track of the years. The new system became known as the Yearkeeping, as it was developed by the international faction known as the Keepers (will be expanded on in later posts). They proposed a new system where the new year began on the anniversary of the Great Sacrifice, 1 Vithkare, which would start the week as well. Due to the fact that the weeks are nine days long and that the year's length in days is an even number, the first day of the year always falls on the same day. The last day of the year (36 Yunveth) is called "The Day of Reminiscence," and on this day, people across the world commemorate the events that took place during Catastrophe and remember what happened. On the next day, the first day of the year (1 Vithkare) is called "The Day of Continuance," and on this day people worldwide plan for the upcoming year.
The new system of tracking the years has the first day of the first year (First Oneday AGS) be the day after the Great Sacrifice, and the years before this are BGS. AGS stands for "After the Great Sacrifice," and BGS stands for "Before Great Sacrifice." The current year is 1047 AGS and the Catastrophe began on 79 BGS. This system of tracking the days and years was proposed and started being adopted in 27 AGS.
Seasons
Like most other worlds, Tor-eal has four seasons; summer, fall, winter, and spring. Each season is 90 days long, and they start on either an equinox or solstice. The Winter Solstice is on 19 Yunveth, the Vernal/Spring Equinox is 1 Yikkare, the Summer Solstice is 19 Galkare, and the Autumnal/Fall Equinox is 1 Surveth.
Moon Cycles
The moon (Selune) rotates the planet every 36 days, and every month its full moon is on the 17th, and the new moon is on the 36th of each month.
Weekdays
There are 9 days of the week, called a Thertian among the Yikkan Contingent. Each day has its own name, shown below on the Days of the Week table, and is used for different purposes in different nations and societies.
Days of the Week
Day
Name
Yikkan Usage
Wadhavian/Cormian Usage
Thayn Usage
Lantanean Usage
Chultan Usage
Sheiohn-Foulen Usage
1st
Oneday
Workday
Freeday
Freeday
Freeday
Work and Rest
Freeday
2nd
Twoday
Workday
Workday
Freeday
Workday
Work and Rest
Freeday
3rd
Thirdday
Prayers and Study
Workday
Freeday
Freeday
Work and Rest
Workday
4th
Ferthday
Workday
Workday
Workday
Workday
Work and Rest
Freeday
5th
Fithday
Workday
Freeday
Workday
Freeday
Work and Rest
Freeday
6th
Sixday
Prayers and Study
Workday
Workday
Workday
Work and Rest
Workday
7th
Senday
Workday
Workday
Workday
Workday
Work and Rest
Freeday
8th
Eightday
Workday
Workday
Workday
Workday
Work and Rest
Freeday
9th
Nonday
Prayers and Study
Freeday
Workday
Workday
Work and Rest
Workday
Time of the Day
Each day has 24 hours in it, as a day on Earth, but is split into 3 segments: Mornrise, Cenday, and Nighturn. Each period of the day is 8 hours long, and is marked as a separate part of the day by most societies. Mornrise starts at midnight, as the night stops getting darker and the sun begins to rise, ending after 8 hours (8 A.M. in Earth time). As it ends, Cenday begins, and lasts until the day begins to get darker (4 P.M. in Earth time). Then, Nighturn begins, lasting from when the sun begins to dim till midnight.
Each hour, minute, and second is the same as on Earth, but time is written differently. When midnight starts, the day begins with 1:00 M.R. When Cenday starts, instead of being measured as M.R., it becomes C.N. Then, as the day begins to end and Nighturn starts, instead of C.N., the hours are measured as N.T.
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Interesting...
What happened to some Artifacts?
For example, the hand/eye of Vecna, the Jathiman Dagger(God killing weapon), etc.
The fire giants made a gundam wheeeeee
Some of them were lost in the Outer Planes or destroyed. Vecna currently has his Hand, but his eye is still missing somewhere. He also has a few other specific artifacts (Wand of Orcus, Sword of Kas, Book of Vile Darkness, etc).
Also, when the deities died, most of them were able to use some of their divine energy to create a powerful magic item. These are known as Remnants of the Sacrificed, and a basically this world's Vestiges of Divergence.
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This whole thread is amazing!
Two races I am interested in are beholders and kobolds. I know you have talked about kobolds a little bit but it would be nice to know what happened to them all.
Keep it up!
Not all those who wander are lost.
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Thanks!
I have a bit for Beholders thought up (basically, they're one of the primary enemies of the Mind Flayers in Realmspace, allies with the Xei'karr), and Kobolds are part of the dragon empire.
I will! Hopefully I will get a bit more typed up today.
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Okay! Just updated the "Time in Tor-eal" post with the days of the week and how they track the years. I am done with that post, except for the Holidays, which I will add in later as I develop them.
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Added a few holidays to the table, as well as how the moon factors into the calendar. I'll do more tomorrow.
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Just edited "Time on Tor-eal" to add the times of the day and hours. I'm going to edit the deity post to add Zariel and Eee.
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Wow, I haven't been checking on this thread lately but Tor-eal has grown a lot, good job.
"Life is not a problem to be solved but a reality to be experienced"- Soren Kierkgaard
It has grown a lot. Thanks!
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Okay! Have a new race and lore for it:
Fehntüm Race Details
The Lord of Undead, Master of Secrets, Emperor of the Spider-Throne, and Patriarch of the Grim, Vecna the Whispered One has returned once more to the realms. He has carved out a domain in the Underfelll, becoming the Undying Lord of the Bleak Ones and master of the World Beneath Shadows. He rules over both corporeal and incorporeal undead, having created undeath-touched races, the corporeal, fleshy Vezyi and the ghostly, ephemeral Fehntüm.
While the Vezyi are a race of dark gray-skinned, undead-devoted, macabre servitors of Vecna and Zilya Darkcord, the Fehntüm are very different in many ways. While the Vezyi appear as civilized, debonair, zombie-like humanoids, the Fehntüm appear as unhealthily pale, esoteric, phantom humanoids. Their skin is so pale that many mistake them for being albinos, if not for their slightly-transparent skin and are piercing eyes with shades of greens, blues, purples, grays, and oranges.
Like the Vezyi, the Fehntüm were created by Lord Vecna upon his rebirth in the realms. Upon his arrival, he merged the stolen spirits of his followers with the bodies of fleshwarped ghouls and ghasts. This created the undeath-touched, ephemeral humanoid race known as the Fehntüm. They have slightly-transparent white, ghostly white skin, haunting faces, and the ability to temporarily become incorporeal. They are to ghosts, specters, and wraiths as the Vezyi are to zombies, ghouls, and wights.
Fehntüm Names
Female Names: Askora, Ayalla, Beyvdella, Carlaya, Dyeth, Eevüra, Foolara, Gila, Hyava, Tisza, Jlana, Kithoree, Laee, Maea, Nain, Pyaza, Rillya, Sythia, Via, Willya, Xythaela, Ziffora
Male Names: Aazick, Ahkith, Behzorick, Divfathor, Fithvar, Gilluk, Higmoeth, Kellishar, Lyrath, Morayth, Niash, Oothild, Pivvit, Rildoon, Syldain, Tyvath, Uuqaal, Wildoen, Xyfal, Zedarl
Heritage Names: Aliph, Bidsohn, Ceeldar, Davvith, Folus, Gilfoyl, Gül, Hidayth, Jildar, Kays, Lilthair, Mumeth, Novack, Poltev, Ravith, Spector, Tillith, Wrathe, Xorl, Yeeth, Zahm, Zyifen
Fehntüm Traits
Your Fehntüm character has the following racial traits.
Ability Score Increase.
Your Constitution and Intelligence scores both increase by 1, and any ability score of your choice increases by an additional 1.
Age.
Fehntüm mature at the same rate as humans, but can live for up to 250 years of age.
Alignment.
Fehntüm are typically neutral evil, but may be any alignment.
Size.
On average, Fehntüm are the same weight and height as humans. Your size is Medium.
Speed.
Your base walking speed is 30 feet.
Darkvision.
You can see in dim light as if it were bright light, and in darkness as if it were dim light out to a range of 90 feet. You can't discern color in darkness, only shades of gray.
Spectral Flight
Due to your inherent connection to incorporeal spirits, you gain a flying speed of 30 feet. You may not use this flying speed while encumbered and wearing heavy armor.
Undying Resilience.
Your touch of undeath grants you the following benefits:
Undying Rest.
When you take a long rest, you must spend at least 4 hours in an inactive, mostly motionless state, rather than sleeping. In this state, you are not unconscious, and you you can see and hear as normal.
Sunlight Sensitivity.
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Phantom Form
As a bonus action you may call on your connection to spectral undead to become incorporeal, gaining the ability to move through stationary objects and creatures. This lasts for one minute or until you pass through an object or creature, or take damage. While you are incorporeal, all damage you take is halved.
Once you use this feature, you cannot do so again until you finish a long rest.
Soulbound Magic.
Due to your connection with Vecna, you have an unearthly bond with dark magic. Choose one cantrip that is on the wizard spell list. You know and can cast that cantrip, requiring no material components when you do so this way.
Additionally, if you have the Pact Magic or Spellcasting feature, the following spells are added to your spell lists:
1st
cause fear, sleep
2nd
darkness, phantasmal force
3rd
blink, feign death
4th
dimension door, phantasmal killer
5th
dream, enervation
Languages.
You can speak, read, write, and understand Common and Qellik (the language of the residents of the Underfell).
Fehntüm
When Vecna returned to the world of Tor-eal, he conquered the Underfell and created two races: the Fehntüm and Vezyi. The Vezyi are connected to corporeal dead, while the Fehntüm are connected to incorporeal undead. To create the Vezyi, Vecna merged humans, hobgoblins, goblins, shades, and hollow ones with zombies, ghouls, wights, mummies, and other corporeal undead. In order to make the Fehntüm, Vecna took the souls of his followers that had died when he returned to Tor-eal and used them to restore life to his fleshwarped ghouls and ghasts, using his deital power over spectral undead to transform their bodies into living conduits for incorporeal energy.
The Fehntüm venerate Kossyeth the Unknown as their patron demipower, but they revere Vecna as their creatore, master, and emperor. Kossyeth is an archallip demigod of secrets, deceit, trickery, and incorporeal undead. Kossyeth is the force that draws souls in the Underfell to Vecna's fortress, the Keeper of the Great Phylactery and Guardian of the Great Secrets (Vecna's hidden artifacts). The Fehntüm worship Kossyeth as their leader, as they established the dogma of the Fehntüm.
Vecna owns many grisly artifacts and magic items, the most notable of which are the Spider-Throne, the Book of Vile Darkness, Sword of Kas, Wand of Orcus, the Great Phylactery, and other magic items. These are guarded by Kossyeth, who dwells in Vecna's palace.
Though the culture of the Fehntüm has some similarities with that of the Vezyi, they are very different in many ways. They both honor and serve Vecna, revere all of the Bleak Ones, are connected to undying powers, and dwell in the same regions and cities in the Underfell. However, while the Vezyi focus more on the clerical and production aspects of being followers of Vecna, the Fehntüm society revolves around the schools of magic and mastering arcane power. Artificers, Phantom Rogues, Wizards, and Whispers Bards are fairly common in Fehntüm cities.
The Council of Secrets and Fehntüm Society
The settlements of the Fehntüm are built on the ceilings of the caverns that the Vezyi build their cities, clinging to the ceiling using transmutation, graviturgy, and conjuration magic. Their buildings are built from the top-down, and the Fehntüm fly from building to building. They have inverted spired libraries that function as their arcane academies, called the Houses of Learning. Their towns are lead by the professors of these schools of magic, who are the archmages of the Council of Secrets.
All Fehntüm settlements in the Underfell has its own Council of Secrets, who are filled with the most powerful and intelligent mages in the settlement, specifically tied to a school of magic. The Council of Secrets consists of 8 mages, known as the Secretkeepers, one of which they elect as the Voice of Vecna. This member of the council is the leader of the settlement, who directly communicates and cooperates with the Hand of Vecna of the Vezyi settlement that dwells below them to do Vecna's will.
Each member of the Council of Secrets has to choose a school of magic to be associated with, but they need not be a wizard of that spell school. Instead, they merely have to focus mainly on that type of magic and be the most powerful arcane caster of that type in the Fehntüm settlement. For example, a Battle Smith Artificer could fill the role of the Abjuration mage of the settlement, or a War Wizard could fill either the Evocation or Abjuration seat of their settlement's council.
Council of Secrets Titles
Members of Council of Secrets have titles determined by their rank and school of magic. All of them have a prefix to their title, the typical councilmembers having Zil- before their name, and the Voice of Vecna having the prefix Vozil-. Then, they have their title, dependent on their school of magic:
Abjuration
Ebkoraje
Conjuration
Jüraje
Divination
Vinaje
Enchantment
Cantaje
Evocation
Evekaje
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I will commentate more later, but one thing that immediately stands out (other than it looks awesome!) is that it says under Fentüm traits it says
Fehntüm Traits
Your Vezye character has the following racial traits.
Is that supposed to be there?
When players get creative.
Ah, thanks for catching the typo. I'll fix that now.
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Besides the typo, any thoughts?
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Here is my review!
Fehntüm Race Details
The Lord of Undead, Master of Secrets, Emperor of the Spider-Throne, and Patriarch of the Grim, Vecna the Whispered One has returned once more to the realms. He has carved out a domain in the Underfelll, becoming the Undying Lord of the Bleak Ones and master of the World Beneath Shadows. He rules over both corporeal and incorporeal undead, having created undeath-touched races, the corporeal, fleshy Vezyi and the ghostly, ephemeral Fehntüm.
While the Vezyi are a race of dark gray-skinned, undead-devoted, macabre servitors of Vecna and Zilya Darkcord, the Fehntüm are very different in many ways. While the Vezyi appear as civilized, debonair, zombie-like humanoids, the Fehntüm appear as unhealthily pale, esoteric, phantom humanoids. Their skin is so pale that many mistake them for being albinos, if not for their slightly-transparent skin and are piercing eyes with shades of greens, blues, purples, grays, and oranges.
Like the Vezyi, the Fehntüm were created by Lord Vecna upon his rebirth in the realms. Upon his arrival, he merged the stolen spirits of his followers with the bodies of fleshwarped ghouls and ghasts. This created the undeath-touched, ephemeral humanoid race known as the Fehntüm. They have slightly-transparent white, ghostly white skin, haunting faces, and the ability to temporarily become incorporeal. They are to ghosts, specters, and wraiths as the Vezyi are to zombies, ghouls, and wights.
Fehntüm Names
Female Names: Askora, Ayalla, Beyvdella, Carlaya, Dyeth, Eevüra, Foolara, Gila, Hyava, Tisza, Jlana, Kithoree, Laee, Maea, Nain, Pyaza, Rillya, Sythia, Via, Willya, Xythaela, Ziffora
Male Names: Aazick, Ahkith, Behzorick, Divfathor, Fithvar, Gilluk, Higmoeth, Kellishar, Lyrath, Morayth, Niash, Oothild, Pivvit, Rildoon, Syldain, Tyvath, Uuqaal, Wildoen, Xyfal, Zedarl
Heritage Names: Aliph, Bidsohn, Ceeldar, Davvith, Folus, Gilfoyl, Gül, Hidayth, Jildar, Kays, Lilthair, Mumeth, Novack, Poltev, Ravith, Spector, Tillith, Wrathe, Xorl, Yeeth, Zahm, Zyifen
Fehntüm Traits
Your Fehntüm character has the following racial traits.
Ability Score Increase.
Your Constitution and Intelligence scores both increase by 1, and any ability score of your choice increases by an additional 1.
Age.
Fehntüm mature at the same rate as humans, but can live for up to 250 years of age.
Alignment.
Fehntüm are typically neutral evil, but may be any alignment.
Size.
On average, Fehntüm are the same weight and height as humans. Your size is Medium.
Speed.
Your base walking speed is 30 feet.
Darkvision.
You can see in dim light as if it were bright light, and in darkness as if it were dim light out to a range of 90 feet. You can't discern color in darkness, only shades of gray.
Spectral Flight
Due to your inherent connection to incorporeal spirits, you gain a flying speed of 30 feet. You may not use this flying speed while encumbered and wearing heavy armor.
Undying Resilience.
Your touch of undeath grants you the following benefits:
Undying Rest.
When you take a long rest, you must spend at least 4 hours in an inactive, mostly motionless state, rather than sleeping. In this state, you are not unconscious, and you you can see and hear as normal.
Sunlight Sensitivity.
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Phantom Form
As a bonus action you may call on your connection to spectral undead to become incorporeal, gaining the ability to move through stationary objects and creatures. This lasts for one minute or until you pass through an object or creature, or take damage. While you are incorporeal, all damage you take is halved.
Once you use this feature, you cannot do so again until you finish a long rest.
Soulbound Magic.
Due to your connection with Vecna, you have an unearthly bond with dark magic. Choose one cantrip that is on the wizard spell list. You know and can cast that cantrip, requiring no material components when you do so this way.
Additionally, if you have the Pact Magic or Spellcasting feature, the following spells are added to your spell lists:
1st
cause fear, sleep
2nd
darkness, phantasmal force
3rd
blink, feign death
4th
dimension door, phantasmal killer
5th
dream, enervation
Languages.
You can speak, read, write, and understand Common and Qellik (the language of the residents of the Underfell).
Found something that makes Spectral flight OP.
Spectral Flight
Due to your inherent connection to incorporeal spirits, you gain a flying speed of 30 feet. You may not use this flying speed while encumbered and wearing heavy armor.
and means that you have to have both to not be able to fly. So you have to be encumbered AND wearing heavy armor. Not or. AND. You should probably change that to or?
The Fentüm is very strong, too strong. You put too many amazing abilities in one race.
Undying Rest: Undying rest is trance and sentry's rest combined. Those were already good abilities! Undying rest is amazing!
Undying Resilience: Now, you also get two resistances? Two? This is crazy! Also the rest of it is pretty good too!
Darkvision: While many races get Darkvision, Darkvision is a pretty good ability.
Spectral Flight: This is amazing, on top of quite a few resistances you get flight too? Now enemies will have an even harder time hitting you! If you keep the and, it is even better.
Soulbound Magic: Ok, now you have extra magic on top of all the other great abilities?
The Ability Score increase: Pretty decent
Sunlight Sensitivity: Thank goodness!
Phantom Form: Ok... So at level one you have two resistances and all your damage is cut in half. Now even if the enemy could do a lot of damage, you will be flying 10 feet above their head! That is much better then a third level bearbarian!
I love the idea, I love the lore. Just very, very OP. Thanks! (Constructive Criticism)
When players get creative.
I understand the concerns about its balance, but I disagree that it's super OP. As for the Spectral Flight, yes, it is and, which was a design decision that I was trying out. If you think it's OP, I will probably change it to or.
Undying Rest is good, but I don't think it's that great. I've never had that many situations when it was super useful.
Yes, you get two resistances, but one is poison, which is a common damage type, and the other is necrotic, which is not that common. It fits the race, and I don't think it's that crazy good, especially as Aasimar get two damage resistances (admittedly, radiant and necrotic are both uncommon damage types, but I don't think that this is too OP for a race).
Soulbound magic gives you a cantrip (like Aasimar have, but a bit more versatile). The spell list is good, but won't be useful for non-casters.
You may want to reread phantom form. It ends if you take damage, so it effectively only halves the damage from one source, and then you become corporeal again.
Thanks for the feedback, I hope this helps clarify things!
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So it's been a while since, but here's my next batch of commentary/suggestions.
About the Firbolgs (and woodland races generally) – did they start the war with the Minotaurs because they didn’t trust them or something, or was it instigated by the Minotaurs violations of the sanctity of the woods? I’d generally be interested in knowing more about the history of that conflict (when you get around to it, there’s so much to do.)
The notes about their race changes are fun and interesting. I’m interested about why the Sharbolg are against resurrection magic but not necromantic magic – do you not feel that’s slightly contrary? Also as an aside, the cantrip in their innate spells doesn’t appear to be there.
Are there any Firbolgs left or have only their … evolutions survived?
On the Aarakocra – I love the new celestial forms. That’s a really interesting race. However, re the Chai-ehr, one of things that I often hear is people saying having a race with flying speed is too powerful. I wonder is giving any playable race, a flying speed of 75ft a bit too much. I mean they’re already almost as fast as a dragon and if they went for classes that increased their mobility – well, as I said, I just wonder is that too much speed for any playable race?
The Aasimar civilisation is a very interesting concept. I really like the idea of these floating celestial citadels. It’s very logical and fitting in its construction and developments, both the civilisation and the races.
I do wonder, would it make sense for most of the Fallen Aasimar to be good (or at least not bad)? A portion of them or an even split would be logical, but for a race of fallen beings to be predominantly good, doesn’t really fit, although it might be preferable.
Re Orcus’s undead, rather then saying they're destroyed, why not settle them in one giant wasteland of undead (or several smaller ones) a remnant of old horrors that the planes have never been fully able to escape. Dangerous, desolate places, devoid of life and full of mystery, where only the truly foolhardy dare venture.
The Minotaurs started the war because they were chopping down tons of trees and otherwise destroying the forests. I will definitely do more about the conflict, it's an important to the culture of the Minotaur nation.
It's because they follow the Raven Queen, who doesn't like people being brought back from the dead, but are fine with the existence of undead as long as they are just husks of life, and not a prevention of death. The cantrip should be toll the dead.
Mostly just their evolutions. There could be a few normal ones here or there, but they are pretty much extinct.
I know people think that flying is too good for races, but I have never had that experience in my games. IME, it's always been useful but not gamebreakingly good. In return, this race doesn't have talons and doesn't have legs.
Thanks. I'm glad you like it.
Not all of them are bad, but the majority of them have been rejected by the celestials and other people, making their culture be mostly evil or neutral.
Because the Abyss was destroyed, as well as Orcus. Maybe a few of his servant undead survived, as his wand did, but he definitely was destroyed, as well as much of his army. I could just add a bit about some of them escaping to the Shadowfell, only for the Raven Queen's servants to destroy most of them, and Vecna taking control of the rest.
Thanks for the comments and thoughts again! I'll do a bit more lore soon, hopefully.
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Okay, time for more lore! This one will be a fast-forward of some of the parts of the Sword Coast and explanations of how they change, form nations and alliances, and so on. I will make another post with more on this topic later in the week, hopefully. Here's the lore that I have so far:
Nations of the Sword Coast
After the Catastrophe, with the death of Laeral Silverhand and Vajra Safahr and other calamitous events, the Lords' Alliance was thrown into chaos. This caused an end for the faction, as none of the cities who were members had enough resources to protect themselves, much less protect their allies. The vast majority of the factions in Toril were destroyed as the world was thrown into turmoil. This is what happened to the five main factions of the Sword Coast:
Wadhaven
The death of Laeral Silverhand, Elminster, and Vajra Safahr, combined with the Lord's Ensemble temporarily not functioning, the government of Waterdeep began to crumble. The majority of the Masked Lords had their identity exposed, leading to many of them being assassinated and the remainder to have to remain in hiding to protect themselves. This caused political turmoil as many nobles were vying for control of the city, which lasted for several months and caused much of the city to be thrown into anarchy.
(will finish later)
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Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I just started reading and I have questions.
Why did Drow fee up their slaves after overthrowing tha matriarchy? I mean slaver economy is a massive handbrake on the society and fere enterprising economy makes way more money, but I don't think Drow mages were that well versed in economical mathematics modeling to realize that "free" slave labor actually cost them much more that it's really worth. And even then freeing slaves and letting them go (to get eaten by the monsters of Underdark) makes no sense when you can immediately employ them on their previous jobs, now with less expensive oversight and infinitely better workplace motivation.