D&D General Tor-eal (1000 years after the Devils win the Blood War)

Levistus's_Leviathan

5e Freelancer
Here's the list the planetouched supernatural feats of Tor-eal, which can fairly easily be transferred to any other world:

Planetouched
In Tor-eal, after the Outer Planes were severed from the Inner Planes, the planes that remained a part of the connected cosmology gained more influence and affect over the Material Plane. This caused the births of more Genasi and more Planetouched to come into existence. These individuals are tied to specific planes, and count as supernatural gifts. Any race can become planetouched by any plane, typically by traveling into the deepest parts of another plane, and can be strengthened through other powers and magic. These are the following planes and supernatural gifts attached to them:

  • Hollow One for the Shadowfell
  • Shining One for the Feywild
  • Scorched One for the Elemental Plane of Fire
  • Drowned One for the Elemental Plane of Water
  • Light One for the Elemental Plane of Air
  • Rocky One for the Elemental Plane of Earth
  • Shattered One for the Elemental Chaos
  • Phantasmal One for the Ethereal Plane
  • Warped One for the Far Realm
Only rarely is one planetouched, and even more rare are the few cases where one was planetouched by two or more planes. Those touched by the planes that give them more pleasing physical ones, or don't change their physical traits in a negative way, are called Planeblessed, while those touched by more outwardly harmful planes are considered Planescarred. Those touched by multiple planes are called Planewrought. An individual that is planetouched by all 4 of the main elemental planes gains the Shattered One Supernatural Gift, but it can also be gained by those not touched by all 4 planes.

The DM chooses when a Supernatural Gift is awarded, but typically one is chosen by the player at level 1. Others are typically awarded by the DM when the story would warrant it. These supernatural gifts are additions to those in Mythic Odysseys of Theros, only some of which are available in Tor-eal. The following Supernatural Gifts are considered Planetouched Supernatural Gifts:

Shining One
As a Shining One, your soul is filled with the bright, bursting emotional energy of the Feywild. Becoming a Shining One is a Planetouched Supernatural Gift that bestows upon you the following traits:
Longlived. It takes you 10 years to physically age one year.
Fey Appearance. You retain your creature type, yet you register as fey to spells and other effects that detect the presence of the fey creature type.
Bursting Energy. A creature that reduces you to 0 hit points takes radiant damage equal to your proficiency bonus.
Radiant Step. As an action, you can teleport up to 30 feet to an unoccupied space you can see, and each creature within 5 feet of your destination or origin (your choice) takes radiant damage equal to your level. Once you use this feature, you can't do so again until you take a long rest.

Scorched One
As a Scorched One, your body and mind are both burned by the deadly flames of Elemental Fire. Becoming a Scorched One burns your body and gives you a Planetouched Supernatural Gift that gives the following:
Ageless. You don't age, and effects that would cause you to age don't work on you.
Flaming Nature. You retain your creature type, yet you register as elemental to spells and other effects that detect the presence of the elemental creature type.
Burning Life. When you regain hit points, a creature of your choice within 5 feet takes fire damage equal to your level. If no creatures are within 5 feet of you, an object of your choice takes this damage.
Flaming Fury. As an action, your flaming nature spontaneously ignites everything around you. Each flammable object that is neither being worn nor carried, as well as each creature within 10 feet of you bursts into flames. At the start of each turn of the ignited creature, they take fire damage equal to your proficiency bonus until the fire goes out. The fire can be put out by the object or creature being submerged in water, or if they or a creature within 5 feet uses an action to make a Dexterity check, DC 10 + half your total level. On a success, the fire is put out and they stop burning. An object takes this fire damage at the end of initiative count 0.

Drowned One
As a Drowned One, you have ventured, or otherwise been touched by the deepest, wettest parts of the Elemental Plane of Water and become transformed by it. Becoming a Drowned One is a Planetouched Supernatural Gift that bestows the following traits:
Ageless. You don't age and effects that would cause you to age don't work on you.
Watery Form. You retain your creature type, yet you register as elemental to spells and other effects that detect the presence of the elemental creature type.
Aqueous. You can breath in all liquids, and gain a swimming speed equal to 30 feet. If you already have a swimming speed, it increases by 30 feet.
Wave. As an action, you can cause a wave of water to pour out of any orifices of your body of your choice. Each creature in a 30 foot cone in a direction of your choosing must succeed on a Dexterity saving throw, taking bludgeoning damage equal to your level on a fail and is pushed 10 feet away in a line, or half as much damage on a success and it isn't moved. The DC for the saving throw is 10 + half your total level.

Light One
As a Light One, you have formed a bond, voluntary or not, with the Elemental Plane of Air. You may have inhaled magical air from that plane, or fallen for days through the airy void. Becoming a Light One is a Planetouched Supernatural Gift that bestows the following traits:
Ageless. You don't age and effects that would cause you to age don't work on you.
Airy Presence. You retain your creature type, yet you register as elemental to spells and other effects that detect the presence of elemental creature type.
Light Body. You weigh half as much as before, and when you fall you descend 60 feet a round and don't take fall damage.
Burst of Wind. As an action, a creature of your choice within 60 feet of you takes bludgeoning damage equal to your proficiency bonus. They also fall prone and are moved in any direction of your choice 10 feet. Once you use this feature, you cannot do so again until you take a long rest.

Rocky One
As a Rocky One, you have in some way been close to the stony energies of the Elemental Plane of Earth and been changed by it. Your skin may become the color of a type of stone and may become rougher and harder. Becoming a Rocky One is a Planetouched Supernatural Gift that bestows the following traits:
Ageless. You don't age and effects that would cause you to age don't work on you.
Stony Body. You retain your creature type, yet you register as elemental to spells and other effects that detect the presence of the elemental creature type.
Sturdy Form. You gain advantage on ability checks and saving throws against being knocked prone or otherwise moved involuntarily.
Earthen Shield. As an action, rocky material forms around your skin to protect you, granting you temporary hit points equal to your level that last until you take a long rest. Once you use this feature, you can't again until you take a long rest.

Shattered One
As a Shattered One, you have been torn apart by the maddening collisions of the Elemental Chaos. Elemental energy leaks from your body and can change the environment around you, and you may be more impulsive and erratic. Becoming a Shattered One is a Planetouched Supernatural Gift that bestows the following upon you:
Ageless. You don't age, and effects that would cause you to age don't work on you.
Elemental Soul. You retain your creature type, yet you register as elemental to spells and other effects that detect the presence of the elemental creature type.
Chaotic. You have advantage on saving throws against being charmed.
Unleash the Elements. As an action, each creature within 30 feet of you takes damage equal to your level. You choose the damage for each individual from the following list: acid, cold, fire, lightning, or thunder damage.

Phantasmal One
As a Phantasmal One, you have been ravaged by Ethereal Cyclones or another ephemeral hazard of the Ethereal Plane, disconnecting you from physical matter. Becoming an Ethereal One is a Planetouched Supernatural Gift that bestows the following:
Ageless. You don't age and effects that would cause you to age don't work on you.
Spectral Spirit. You retain your creature type, yet you register as undead to spells and other effects that detect the presence of the undead creature type.
Weightless. You are light enough that traps dependent on gravity pulling on your body have no effect on you, and your jump distance is multiplied by three while you are not encumbered. Gravity still pulls on you, and you still take fall damage.
Incorporeal. As an action, you can become incorporeal. You may fly in any direction 30 feet and move through objects and creatures freely. If you end your turn in an object or creature, you take 1d10 force damage and are shunted to the nearest unoccupied space. This effect ends at the end of your turn. Once you use this feature, you can't do so again until you take a long rest.

Warped One
As a Warped One, the Far Realm has tormented you mentally and physically. This warping has changed your appearance to become more aberrant, and broken your mind. Becoming a Warped One is a Planetouched Supernatural Gift that bestows the following traits:
Maddened. You have one indefinite madness (roll to determine it).
Aberrant Scarring. You retain your creature type, yet you register as aberration to spells and other effects that detect the aberration creature type.
Horrific Mind. You have advantage on saving throws against being frightened.
Aura of Insanity. As an action, no creature within 10 feet of you can have advantage on any attack roll, ability check, or saving throw until the end of their next turn. Once you use this feature, you can't do so again until you take a long rest.

Okay, those are the current Planetouched Supernatural Gifts. I may add more for the combined elemental planes, but this is it for now. Any thoughts?
 
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Levistus's_Leviathan

5e Freelancer
Draevar (Driders): After being driven from their drow cities, abhorred by all the races of the Underdark and surface alike, forced to flee to the surface by the Duergar, and chased out of the forests by the Minotaurs, the driders are no strangers to being rejected due to their looks. Though Lolth did perish or was banished, her curse was not lifted from the twisted Driders. Instead, they became their own race of people, able to reproduce by laying eggs, and able to create their own culture as well. Thrown out by all those who saw their horrifying forms, with no end in sight to their torment, the Driders left to the Feydark to become a seclusive race of fey creatures.

Though they were never fully accepted into the Gloam Council, they were allowed to create settlements in the feyish caverns. Allied with, but not full members with the Gloam Council, they had to fend for themselves. They cultivated fungi in the Feydark, and would use their webs to trap prey that they would then devour. Over the course of a thousand years, they shrunk slightly in size to make it so they didn't need to eat as much, they lost their venomous bites, and took up the art of silk weaving. They became masters of tapestry making, and could create useful items with their spider silk. They also became excellent trappers and ambushers of the prey, which included the beasts of the Feydark and surface Feywild, as they would often dwell near disguised exits of the Feydark to ambush prey. They also changed their name to the Draevar, and still appear as drow with the lower portion of their bodies being spider abdomens.

They are reluctant traders, and their silken creations are envied by those who do not have them. A drider that journeys to the surface of the Feywild is accepted and well known, due to their excellent ability to create artistic objects. Now, their society is based on hunting, as those that eat more produce more silk, which they can use to build large webbed homes that hang from the roof of the caverns of the Feydark. Those with larger, grander homes are seen as favored by fate, as they are lucky enough to have plentiful access to food.

Draevar Names
Female Names:
Archiava, Ayvaka, Bria'zara, Cleastari, Dridela, Eacara, Hae'lora, Jasorae, Kevethores, Luizerai, Pelioneh, Qwaeflo'rae, Reasthara, Seewilvary, Twilyaeh, Ufarya, Vyellith, Wyae'sthvoe, Xaelya, Yuara, Zaika'flor
Male Names: Arias, Azyoreth, Biar'xalyas, Caefortil, Dyex'norin, Esthyn, Iw'zikaer, Jlest'zer, Lao'telyr, Nethitor, Ostarin, Pwelliq, Queth'alfaer, Roelizk, Suolarith, To'zayfin, Velzkuon, Xarin, Yiwaer, Zail'wuth
Surnames: Aefleraek, Culzayin, Daerlundar, Eythorwilk, Flehnoric, Hiynather, Ifvarinyel, Kaelrowinath, Noataloryinth, Oywalitan, Qyithanor, Rilinthal, Ualreth, Vloneythar, Wilsayar, Xiathinathor, Yvcarin, Zyalthor

Draevar (Drider) Traits
Your draevar character has the following racial traits.
Ability Score Increase.
Your Strength, Dexterity, and Constitution Scores all increase by 1.

Age.
Draevar hatch after 6 months inside an egg, and mature at around 100 years of age, and can live to up to 550 years old.

Alignment.
Draevar are typically chaotic due to their lifestyle, and tend to lean towards neutrality as well, due to their independence.

Size.
Draevar stand between just above 6 and a half feet to about 7 and a half feet in height. Their spider bodies reach about 4 feet high at your waist. Your size is Medium.
Here's how to determine your height and weight randomly, starting with rolling a size modifier:
Size modifier = 1d12
Height = 6 feet + 6 inches + your size modifier in inches
Weight in pounds = 420 + (2d10 x your size modifier)

Speed.
Your base walking speed is 30 feet.

Fey.
Your creature type is fey, rather than humanoid.

Spider Climb.
You have a climbing speed of 30 feet, and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Arachnid Build.
You count as one size larger when determining your carrying capacity, as well as how much you can push or drag.

Innate Spellcasting.
You know the thorn whip, and can cast it requiring no material components. When you reach 3rd level, you can cast the snare spell once with this trait and regain the ability to do so again once you finish a long rest. At 5th level, you can cast the web once with this trait and regain the ability to do so again when you take the long rest. Wisdom is your spellcasting ability for this trait.

Sunlight Sensitivity.
You have disadvantage on attack rolls and 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.

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 see color in darkness, only making out shades of gray.

Draevar Silk Weaving.
You have proficiency in weavers' tools, and can produce silk with your spider body's spinnerets. During a long rest, if you have eaten within the past day, your body can produce up to 10 feet of silk rope. During this long rest, if you have weavers' tools on your person, you can create a 5 square foot piece of silken fabric, which can be turned into a blanket, cloth, clothes, whips, or other objects created out of silk with your DM's discretion.

Web.
While you are in contact with a web, you know the exact location of any other creature in contact with the same web. Additionally, you can shoot restraining strands of webs from your abdomen. As a ranged weapon attack, you can shoot the webs with a range of 20 feet, and a long range of 60 feet. If you hit a creature with the webs, they become restrained by the webs. A restrained creature can use an action to make a Strength check, with the DC being 8 + your proficiency bonus + your Strength modifier, bursting the webbing and ending the condition on a success. The webbing can also be attacked and destroyed. The webbing has an AC equal to 10 + half your total level, and it has an amount of hit points equal to 5 x your total level, as well as vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage. You can use this attack an amount of times equal to your proficiency bonus, regaining all uses at the end of a long rest.

Natural Armor.
You have a tough exoskeleton on your lower spider form, which can aid in blocking attacks. While you are not wearing armor or you are wearing armor that would give you a lower armor class than this natural armor would, your AC is 14 + your proficiency bonus. You can gain the benefits of a shield and gain the benefit of this AC at the same time.

Languages.
You can speak, read, write, and understand Common, Elven, Sylvan, and Umber.
 

Thirteenspades

Great Wyrm
Draevar (Driders): After being driven from their drow cities, abhorred by all the races of the Underdark and surface alike, forced to flee to the surface by the Duergar, and chased out of the forests by the Minotaurs, the driders are no strangers to being rejected due to their looks. Though Lolth did perish or was banished, her curse was not lifted from the twisted Driders. Instead, they became their own race of people, able to reproduce by laying eggs, and able to create their own culture as well. Thrown out by all those who saw their horrifying forms, with no end in sight to their torment, the Driders left to the Feydark to become a seclusive race of fey creatures.

Though they were never fully accepted into the Gloam Council, they were allowed to create settlements in the feyish caverns. Allied with, but not full members with the Gloam Council, they had to fend for themselves. They cultivated fungi in the Feydark, and would use their webs to trap prey that they would then devour. Over the course of a thousand years, they shrunk slightly in size to make it so they didn't need to eat as much, they lost their venomous bites, and took up the art of silk weaving. They became masters of tapestry making, and could create useful items with their spider silk. They also became excellent trappers and ambushers of the prey, which included the beasts of the Feydark and surface Feywild, as they would often dwell near disguised exits of the Feydark to ambush prey. They also changed their name to the Draevar, and still appear as drow with the lower portion of their bodies being spider abdomens.

They are reluctant traders, and their silken creations are envied by those who do not have them. A drider that journeys to the surface of the Feywild is accepted and well known, due to their excellent ability to create artistic objects. Now, their society is based on hunting, as those that eat more produce more silk, which they can use to build large webbed homes that hang from the roof of the caverns of the Feydark. Those with larger, grander homes are seen as favored by fate, as they are lucky enough to have plentiful access to food.

Draevar Names
Female Names:
Archiava, Ayvaka, Bria'zara, Cleastari, Dridela, Eacara, Hae'lora, Jasorae, Kevethores, Luizerai, Pelioneh, Qwaeflo'rae, Reasthara, Seewilvary, Twilyaeh, Ufarya, Vyellith, Wyae'sthvoe, Xaelya, Yuara, Zaika'flor
Male Names: Arias, Azyoreth, Biar'xalyas, Caefortil, Dyex'norin, Esthyn, Iw'zikaer, Jlest'zer, Lao'telyr, Nethitor, Ostarin, Pwelliq, Queth'alfaer, Roelizk, Suolarith, To'zayfin, Velzkuon, Xarin, Yiwaer, Zail'wuth
Surnames: Aefleraek, Culzayin, Daerlundar, Eythorwilk, Flehnoric, Hiynather, Ifvarinyel, Kaelrowinath, Noataloryinth, Oywalitan, Qyithanor, Rilinthal, Ualreth, Vloneythar, Wilsayar, Xiathinathor, Yvcarin, Zyalthor

Draevar (Drider) Traits
Your draevar character has the following racial traits.
Ability Score Increase.
Your Strength, Dexterity, and Constitution Scores all increase by 1.

Age.
Draevar hatch after 6 months inside an egg, and mature at around 100 years of age, and can live to up to 550 years old.

Alignment.
Draevar are typically chaotic due to their lifestyle, and tend to lean towards neutrality as well, due to their independence.

Size.
Draevar stand between just above 6 and a half feet to about 7 and a half feet in height. Their spider bodies reach about 4 feet high at your waist. Your size is Medium.
Here's how to determine your height and weight randomly, starting with rolling a size modifier:
Size modifier = 1d12
Height = 6 feet + 6 inches + your size modifier in inches
Weight in pounds = 420 + (2d10 x your size modifier)

Speed.
Your base walking speed is 30 feet.

Fey.
Your creature type is fey, rather than humanoid.

Spider Climb.
You have a climbing speed of 30 feet, and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Arachnid Build.
You count as one size larger when determining your carrying capacity, as well as how much you can push or drag.

Innate Spellcasting.
You know the thorn whip, and can cast it requiring no material components. When you reach 3rd level, you can cast the snare spell once with this trait and regain the ability to do so again once you finish a long rest. At 5th level, you can cast the web once with this trait and regain the ability to do so again when you take the long rest. Wisdom is your spellcasting ability for this trait.

Sunlight Sensitivity.
You have disadvantage on attack rolls and 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.

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 see color in darkness, only making out shades of gray.

Draevar Silk Weaving.
You have proficiency in weavers' tools, and can produce silk with your spider body's spinnerets. During a long rest, if you have eaten within the past day, your body can produce up to 10 feet of silk rope. During this long rest, if you have weavers' tools on your person, you can create a 5 square foot piece of silken fabric, which can be turned into a blanket, cloth, clothes, whips, or other objects created out of silk with your DM's discretion.

Web.
While you are in contact with a web, you know the exact location of any other creature in contact with the same web. Additionally, you can shoot restraining strands of webs from your abdomen. As a ranged weapon attack, you can shoot the webs with a range of 20 feet, and a long range of 60 feet. If you hit a creature with the webs, they become restrained by the webs. A restrained creature can use an action to make a Strength check, with the DC being 8 + your proficiency bonus + your Strength modifier, bursting the webbing and ending the condition on a success. The webbing can also be attacked and destroyed. The webbing has an AC equal to 10 + half your total level, and it has an amount of hit points equal to 5 x your total level, as well as vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage. You can use this attack an amount of times equal to your proficiency bonus, regaining all uses at the end of a long rest.

Natural Armor.
You have a tough exoskeleton on your lower spider form, which can aid in blocking attacks. While you are not wearing armor or you are wearing armor that would give you a lower armor class than this natural armor would, your AC is 14 + your proficiency bonus. You can gain the benefits of a shield and gain the benefit of this AC at the same time.

Languages.
You can speak, read, write, and understand Common, Elven, Sylvan, and Umber.
What about an entry on Dragons?
 

Levistus's_Leviathan

5e Freelancer
The Afterlife: Before the Catastrophe, all of the souls of the dead were funneled by the Raven Queen into the Fugue Plane, where they would stay until they would be scattered across the Outer Planes based on their beliefs or alignment. Though there were other facets of the system, this is it in its simplified form. This system had to end after the Catastrophe and was transformed due to the Great Sacrifice, and there were many reasons for this change.

The prime reason was the fact that the Outer Planes were no longer accessible, which shut off most of the system. Additionally, there were Devils that resided in the Fugue Plane, which they would use to recruit souls to the infernal forces of the Nine Hells, and at the end of the Catastrophe, this became a problem. During the Catastrophe, the pact that the Devils and Celestials made swore that no devil would go into the Material Plane unless summoned, which was enforced by a barrier called the Waypoint, and it worked on the Celestials as well. The Celestials had power over the Waypoint, and kept the barrier up for as long as possible. During the time that the pact between the Devils and Celestials was broken, this barrier was able to continue existing for as long as the Celestials devoted energy to maintaining it. This caused the Devils to search for another way into the Material Plane, which they decided would be easiest through the Fugue Plane.

The Devils traveled to the Fugue Plane, and began to invade the Shadowfell from the connection between the two, with tens of thousands of devils coming through. At this moment, the Celestials knew what they had to do. They travelled to the Material Plane, the gods sacrificed themselves, forcing all of the devils out of the Material Plane, and creating the Eternal Shield between the Inner and Outer Planes. The Fugue Plane was forced into the Outer Planes, as it was under the control of the Devils, thus creating another problem.

The Raven Queen began to experience a surge of souls. The invasion of the Devils, and other events in the Catastrophe caused a surge of deaths, which would have overwhelmed the Raven Queen if not for the sacrifice of the death gods, who devoted parts of their essence to the Raven Queen. These gods, which included Kelemvor, Jergal, Myrkul, Shar, and a few other minor deities, gave all of their power that they didn't devote to the Eternal Shield to the Raven Queen so that she would have the power and agency to restructure the afterlife.

With this bestowed power, the Raven Queen was able to unify her form into one purpose in the moment of need, and was able to reform the afterlife system within 24 hours of the Great Sacrifice. In order to allow her to not have to focus around gathering the souls, she changed the Ethereal Plane, making it gain the primary purpose of transporting the souls of the deceased sentient creatures to the Raven Queen's Fortress of Memories in the Shadowfell. When souls arrived, the Raven Queen would learn everything about them, and judge them. If they were neutral or didn't accomplish anything worthwhile in their lifetime, they were normally stripped of their memories and reincarnated. If they were the soul of a good elf, she would send them to Evermeet. If they were the soul of a good non-elf, she would give them the Paradise. If they were the soul of an evil creature, she would send them to the Punishment.

When the Raven Queen took in a soul, she would scan all their memories and categorize them. All of the good memories would be separated from the bad ones, and all neutral/boring memories were forgotten from the multiverse. She would gather the good memories and send them to a bright demiplane above Evermeet called "The Paradise", which was a heaven where all good moments of every creature that has ever existed were gathered, creating a paradise for the souls of the good dead. The good souls would dwell in the Paradise for a time, before the Raven Queen would reincarnate the souls in a new form for a new life. Depending on how good the individual soul was, the longer it got to reside in the Paradise.

Then, she also created the punishment. She gathered every horrible memory from every creature that had died after the Catastrophe, and created the Domain of Dread called "The Punishment" to contain them. The Punishment was unique, where the bad memories would physically manifest, and torment the damned sent there by the Raven Queen. Not many souls would stay in the Punishment for long, as the Raven Queen would also reincarnate those who were bad people, but not the worst souls of the multiverse fairly shortly after sending them into the Domain of Dread. Those that tried to destroy the gods, rule as a tyrant over kingdoms, killed hundreds in their lifetime, or consumed the souls of others were sent to the Punishment for hundreds of years, occasionally for all of eternity if they did enough bad things in their life. Most undead who had souls and then perished were sent to the Punishment for eternity.

The Punishment is a huge demiplane, much bigger than the Paradise, and many scales of magnitude bigger than the Inner Planes. It was a bleak, hopeless land, filled with figments of memories that took physical form. Though those who were sent here also had physical forms, they never truly died, reforming a day after they perished. Inside the deepest parts of the Punishment, the worst memories of all those who died would gather, creating a wasteland called the Bleak Fields of Tortured Minds, where the darkest figures in existence could be found. The absolute worst memories could be found in this land, and many of them would gather into one solid being whose name is whispered among the churches of the Raven Queen. Known as the Abomination, this culmination of millions of unfathomable terrors had chains of black iron with the souls of the worst people in existence, whose sole purpose was to hunt down the damned in the Punishment and cause them to suffer hell for the rest of their existence.

The Raven Queen would occasionally curse the dreams of a creature who has cheated death or committed many awful acts in their lifetime, sending their dreams to the Punishment. If someone died and they didn't complete an important task, the Raven Queen would occasionally give them a new body as a Revenant. A creature whose soul never made it to the Raven Queen would continue existing as some form of incorporeal undead, who the followers of the Raven Queen despised.

This is the main afterlife system, and it applies to most sentient creatures. Aasimar who were descended from a living angel could have their souls sent to that angel so that they could be rewarded or punished based on their ancestor's judgement. There were other exceptions to this system, but in general, this is the afterlife.
 

Levistus's_Leviathan

5e Freelancer
Okay, I just created a subclass for this world, but it can be used in any. I have it in the character builder, but it's being weird and not letting me publish it (and I wouldn't anyway until I playtest it). It is a paladin subclass that is common in Tor-eal, mostly found in the Yikkan Goblinoid societies. They are essentially eldritch bodyguards for mages, focusing on protecting and spreading arcane power.

Paladin

Base Class:Paladin
The Oath of the Arcane is sworn by those who wish to carry out the goals of those who are true masters of arcane powers, while not wishing to become a master themselves. Often called Arcane Warriors or Eldritch Bulwarks, they who swear the oath vow to protect the mission of eldritch powers and block attacks against their mage masters. Though they are far arcane power from the exemplars that are wizards, sorcerers, and warlocks, they do gain some eldritch magic from the oath that they uphold.
Though Eldritch Bulwarks do vow to protect masters of arcana, they do not hold this to be a universal law amongst their orders. Some of these paladins do choose to protect any mage under nearly any conditions, but most are more selective, choosing masters to serve depending on their goals, alignment, ideals, and other important factors. In many worlds there are paladins who devote themselves to divine orders, but it is rare to find paladins who serve arcane powers. In Toril, they may swear themselves to the Weave, Mystra, Azuth, or an ancient Netheril wizard or lich. In Eberron, knights of this order may serve the Ring of Siberys, The Shadow, Sul Khatesh, or the Wizards of Arcanix. IN Exandria, these knights may serve the Cerberus Assembly, the Luxon, or another arcane power. In Tor-eal, the Yikkan Goblinoids have many servants of the Yikare, and Oath of the Arcane paladins are relatively common. Others of this order in Tor-eal may swear themselves to Vecna, Zilya Darkcord, or the master artificers of Lantan.
TENETS OF THE ARCANE
The tenets of the Oath of the Arcane focus on protecting arcane masters and spreading the touch of eldritch magic.
Resilience. Be the bulwark that deflects the attacks of the forces of chaos when they target masters of the arcane powers.
Eldritch Might. Arcane power will preserve the foundations of the world as long as it has worthy followers. As eldritch magic spreads through the world, it will become a better place, a haven to masters of arcana.
Spread the Word. Be a missionary of the arcane masters, recruit all who are willing to study arcane magic, and strengthen the roots of magic in the realm. Never force and never preach. Instead, be an example to those who do not follow the Art, and practice magic in patience.
Exorcism of Psionics.Crush all those who practice the abomination that is psionics. Psychic powers are alien and must be destroyed before they can disease the land around them. Never allow a psion or aberration to escape your grasp.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Arcane Empowerment. When a creature within 30 feet of you (including you) casts a spell using a spell slot, you may use your reaction to cause the spell to come into effect without expending a spell slot, using your Channel Divinity instead. The spell slot used to cast the spell must be of a level equal to your proficiency bonus or lower.
Eldritch Weapon. As a bonus action, you can imbue one weapon that you are holding with forceful arcane energy, using your Channel Divinity. For the next minute, when you hit with this weapon, all damage that you deal with its attack deals force damage. Additionally, it deals extra force damage equal to your proficiency bonus.
If the weapon ever leaves your hand, you can choose to teleport it instantly back to your hand (no action required). If you are ever incapacitated, this effect ends. Additionally, if you take damage from a creature within 30 feet of you, you may end this effect as a reaction, dealing force damage to the creature equal to 2d10 + your paladin level.
Oath Spells
Oath of the Arcane Spells

Aura of Arcana
Beginning at level 7, eldritch power surrounds you, causing others to have a more difficult time avoiding spell effects. Each creature of your choice within 10 feet of you has disadvantage on saving throws against spells and other magical effects.
At 18th level, the range of this aura increases to 30 feet.
Mimic Magic.
Starting at 15th level, when a creature within 60 feet of you casts a spell, you may quickly learn how to cast that spell. If the spell is of a level you can cast, it becomes a paladin spell for you and you prepare it, not counting against the amount of spells you can normally prepare. Sometime before you take a long rest, you may cast any spell prepared this way once without expending a spell slot. You may use this feature an amount of times equal to your Charisma modifier (minimum of once), regaining all uses when you take a long rest. At the end of a long rest, you forget all spells prepared this way.
Eldritch Bastion
At 20th level, you can harness your inner arcane power to become an embodiment of eldritch energy, causing your eyes to glow and your body to float. As an action, you gain the following benefits for the next minute:
  • You gain a flying speed of 60 feet and can hover.
  • Whenever you cast a paladin spell that has a casting time of an action, you can instead choose to cast it using a bonus action.
  • When you deal damage with an attack or spell, instead of rolling damage, you deal the most damage possible.
Once you use this feature, you cannot do so again until you finish a long rest.
I would love any feedback, and you can use it if you want. I may change it in the future, but this is the most recent (and second) version of it.
 

Levistus's_Leviathan

5e Freelancer
Okay, got a bit more lore.

Dryads: During the Faerie War, when the Seelie Court was being reformed as the Society of Radiance, the Archfey decided to change certain aspects of how the different types of fey were created and produced. Happenstance transformed dopplegangers into changelings, St. Labelia turned some centaurs into ichthyocentaurs, and so on. The Green Lord Oberon decided in order to increase the amount of dryads, they needed to allow dryads to reproduce fully independent of any Archfey. In order to do so, he transformed all of the dryads' home oak trees into a male dryad, which became their mate, and allowed dryads to bond to any tree type of their choice.

Now, all male and female dryads can choose their mates, as other races do, no longer being linked to any individual tree or dryad. They are also capable of breeding with humans, elves, and half-elves to produce only Hamadryads, and can reproduce with Hamadryads, producing only Dryads. They bind themselves spiritually with any tree of their choice when they reach adulthood, choosing to live near those trees in the woods of the Feywild.

Harpies: After the Great Sacrifice, most of the gods were dead. This was disastrous and a negative event for most of the species of the Inner Planes, but not for all of them. Harpies were one of the races that benefitted from this event. Harpies had been created by the Seldarine, and cursed the elven gods, causing their monstrous nature. After the deaths of the Seldarine Pantheon, the harpies lost their hatred for the elven gods and also lost their inherent hunger for humanoid flesh, which was a bane afflicted upon them by an elven goddess.

The harpies started dwelling in forests, using their beautiful voices to attract mates, spread music across the woods, for communication, and to impress travelers to make them more likely to trade. They built houses on the canopies of the forests, woven out of branches, similar to nests. They would hunt prey as they needed, cultivate farms on top of the treetops, and spread their music wherever they could with their voices. They would also trade for food, shiny jewels, tools, and metal objects with other races, and they particularly were fond of dwarves and gnomes, whose stout nature they found amusing.

Seyri: Due to the restructuring of the Seelie Court, Queen Tinaria decided that they needed to create a race of Fair Folk with wings, similar to the Umber, but as a Seelie race. Over the course of about 900 years, the eladrin, halflings, huans, gnomes, sprites, and pixies of the surface Feywild eventually formed a race that was melded into the best and brightest features of the Seelie fey. They are a short race of happy and bubbly fey with multicolored fairy wings, spread throughout the Feywild.

Followers of the Society of Radiance, the Seyri are a delightful, pointy-eared folk of bards, rogues, sorcerers, warlocks, and paladins. Filled with joy, the Seyri love everything and everyone upon the first time encountering them. Their societies are diverse, filled with many different races, creating many art objects, instruments, songs, and poems.
 
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Levistus's_Leviathan

5e Freelancer
A while back, I was asked if I was going to add certain Eberron races to this world. I automatically knew that Dragonmarked races would not be available, but I was hesitant about a few of them. I have decided that the world will have Changelings and Shifters, but Warforged and Kalashtar are still Eberron specific. However, I did create equivalents to those, listed below with small descriptions (full lore and stats will come in later posts):

  • This world does not have Warforged, but there is something similar to them. This world's technology and magic has spread a lot since the Catastrophe, but they arenot as wide-spread as Eberron. Warforged were created in Eberron for the sole purpose of fighting in the Last War, but since Tor-eal has had no major human wars among the artificers of Lantan, they did not create Warforged. Instead, they began experimenting with creating constructs and sentience through the collaboration of Archivists, Transmuters, Magen-Masters, Battle Smiths, and creators of sentient magic items. After hundreds of years of experimenting and revisions, they eventually were able to create a fully sentient race of constructed humanoids, called the Golmeng (originally called Golemkin, but warped over hundreds of years). They originally created 4 types of the Golemkin; the Fleshlings, Alchemical Claylings, Immutables, and Craggened. They eventually were perfected and changed, causing there to be 3 subraces of the Golmeng, listed below:
  1. The Chelmic, whose bodies are created from a mixture of magical clay, small amounts of powdered mithral, and alchemical solvents, as well as other magical ingredients. Resistant to acid, Chelmic are a diverse and pliable subrace that have hardened skin and the ability to gain a small burst of speed.
  2. Immurts are Golmengs who are designed to be rigid and unchangeable, formed out of an adamantine and stainless-steel alloy, capable of absorbing electricity. Their bodies are rigid and strong, and they are incapable of having their bodies changed unwillingly.
  3. The rocky Gragnef are as hard as stone and as fiery as their molten hearts of elemental rubies. They are formed out of any type of igneous rock, and are as strong as the rocks that they were carved from. Resilient to extreme heat, Gragnef can spew magma out of their mouth to harm enemies.
  • Though this world does not have Quori or Kalashtar, their role in Eberron is filled in Tor-eal. The race that manages to fill their role are the Felshen, originally starting out as a fleshy, monstrous subrace of the Golmeng. However, unlike the Golmeng, who cannot reproduce as other races, the Felshen can. This race was created by the flesh-stitchers, alchemists, archivists, transmuters, and other fleshmancers of Lantan in their attempt to create a hyper-intelligent race of full humanoids. They appear as humans, but their skin are vibrant colors depending on the individual, ranging from bluish turquoise, green cyan, paper white, magenta, obsidian black, and cream-orange. Their hyper-intelligence and diversity makes them extremely adept at psionic powers, which they discovered for themselves, now becoming a fully independent race of people.
Those are the "short" descriptions of them. Later, more detailed posts on these races will be uploaded, as well as how they have effected the world.
 

Levistus's_Leviathan

5e Freelancer

Golmeng​

In Lantoin, the capitol city of Lantanea, over 700 years ago the master artifices of the city decided to experiment and see if they could achieve the seemingly impossible, the complete creation of full races of complete, sentient people. Up until this point, they were very aware of the possibilities of creating constructed people, like Steel Defenders, Homunculus Servants, Shield Guardians, Clockworks, Golems, and so on, but had not achieved the creation of a completely independent and truly sentient constructs.

They knew that sentience could be created through multiple effects, like the awaken spell, archivist-specialist artificers, the creation of sentient magic items, and similar magic. They also knew of the existence of fully sentient constructs, like Modrons, Inevitables, Magen, and other such creatures. However up until this point, they had never succeeded at any attempt to create a completely independent, fully sentient and self-willed, diverse and constructed race of authentic people, not some mere imitation of it. Thus, the Golmeng were created. Their original name were the Golemkin, and they had the 4 following subraces; the Chemical Claylings, Immutables, Craggled, and Fleshling. However, there are now only 3 subraces, and all of the names have changed, to the; Chelmic, Immurts, and Gragnef.

The Golmeng have now spread across Tor-eal and are a fairly common race. They were crafted, but are humanoids, not constructs. Though they are created through magic and artifice, they are no longer allowed to be created by anyone besides a golmeng of the same subrace. They are a diverse race of all types and personalities, just like other races of people. This is their race:

Spoiler (click to hide)

Golmeng​

A crafted race of clay, metal, and stone, the Golmeng have three subraces; the Chelmic, Gragnef, and Immurts, but used to have another subrace, now their own race, the Felshen. They are a diverse and tough race, often with hardened skin. Though they are crafted, they are now fully alive, and are humanoids and not constructs. They are watchful and never-sleeping, and typically a lawful race of people.
Their names are filled with hard consonants, especially plosives, which is chosen by them upon their creation. Their crafter name is the same as the crafter who created them, their names originating with the artificers who worked to create the first Golmeng.
Golmeng Names

Names: Avick, Ayza, Belvoen, Cle, Druve, Evas, Flo, Govvith, Higm, Innoth, Jerli, Kyvlith, Lovi, Movar, Nerah, Optuk, Ployvor, Quol, Revvith, Selar, Trivin, Ugelieth, Verie, Wollin, Xaeluf, Xraei, Ylln, Ystalar, Zoram, Zystaa
Crafter Names: Arvanthoth, Baldrek, Daerigel, Eidilar, Folkor-Filchbatter, Gillana, Hivvansen, Keloke, Nackling, Raulnorpock, Tevrath, Torunn, Twenforp, Zarloen

Golmeng Traits​

As a Golmeng character, you gain the following racial traits.

Ability Score Increase.​

Your Constitution score increases by 1.

Age.​

Gomeng do not age and cannot be aged by magic or any other effect.

Alignment.​

Golmeng typically lean towards lawful and neutral alignments, but may be any of their choice.

Size.​

Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:
Size modifier = 2d8
Height = 6 feet + your size modifier in inches
Weight in pounds = 300 + (4 × your size modifier)

Speed.​

Your base walking speed is 30 feet.

Constructed Resilience.​

You were created to have remarkable fortitude, represented by the following benefits:
  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don’t need to eat, drink, or breathe.
  • You are immune to disease.
  • You don’t need to sleep, and magic can’t put you to sleep.

Darkvision.​

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Languages.​

You can speak, read, write, and understand Common and one other language of your choice.

Sleepless.​

For you, you do not sleep when you take a long rest, instead remaining immobile when you take one.

Subrace.​

You choose one of the following subraces: Chelmic, Immurts, and Gragnef.
Chelmic:

Spoiler (click to hide)
As a Chelmic Golmeng, you are created from alchemical materials, a mixture of magical clay and mithral powder, and other magical ingredients. Your veins are filled with chemical solvents and magical components that help mend internal and external damage. You skin is thick, tough, hardened clay, but your insides are mostly pliable and easily mendable clay, which oozes out to replace lost body parts.

Chelmic Traits​

Ability Score Increase.​

Any ability score of your choice, except for Constitution, increases by 2.

Acidic Resilience.​

You gain resistance to acid damage.

Alchemical Clayworker.​

You gain proficiency with alchemists' and potter's tools.

Hardened Skin.​

While not wearing armor, your base AC equals 12 + your Constitution modifier.

Surge.​

As a bonus action, you may give yourself a +2 to AC, advantage on Dexterity saving throws, and the ability to make a melee weapon attack as a bonus action until the end of your next turn. Once you use this feature, you may not do so again until you finish a short rest.
Immurts:

Spoiler (click to hide)
Immurts are a subrace of Golmeng designed to be unchangeable, unscarrable, and permanently in the same form. The rogue septon modron artificer, Keloke, who managed to survive the Catastrophe and find their way to Lantan after the Great Sacrifice corroborated with archivists, steel-smiths, iron-golem makers, and gnome crafters to create this subrace. The Immurts are extremely resilient, formed out of an adamantine-stainless-steel alloy, filled with ionic electrical mixtures to fuel their self-reparable bodies, and wired with a gold-mithral alloy that conducts their electric-resilient bodies. Their personalities are often as rigid and unchangeable as their bodies, making them extremely stubborn and unrelenting. Due to this, it is quite common for Immurt adventurers to be paladins, warlocks, barbarians, monks, wizards, and artificers.

Immurts Traits​

Ability Score Increase.​

Your Strength and Constitution scores both increase by 1.

Electric Resilience.​

You gain resistance to lightning damage.

Immutable.​

You are immune to any effect or spell that would change your form, such as polymorph, alter self, or Wild Shape.

Steel Form.​

You gain no benefit from wearing armor, but do from shields. Your base Armor Class is equal to 10 + your Strength modifier + your Constitution modifier

Metallurgist.​

You gain proficiency with smiths' tools.
Gragnef:

Spoiler (click to hide)
The Golmengs who are as everlasting and durable as stone, while also appearing as distinguished and ornately carved stone statues, the Gragnef are as tough as rocks. As one of the most diverse types of Golmengs, a Gragnef's exterior is carved from any type of tough igneous or metamorphic rock, from marble and alabaster, to granite, basalt, quartz, and other types of stone. Though they may appear as statues, these Golmengs were originally designed to create art and architecture. Lantanean Dwarves, fire-elementalists, and rock gnome stone-carvers teamed up to create this subrace of Golmengs. Their interiors are filled with magical magma, which has the purpose of oozing lava to fill the cracks and other breakages in these intimidating, rocky humanoids. The magma is fueled by an elemental fire-ruby shaped as a rigid heart, warming their core. Due to their connection to fire and stone, these Golmengs are often barbarians, fighters, elementalists, and fire-sorcerers.

Gragnef Traits​

Ability Score Increase.​

Your Strength score increases by 2.

Heart of Magma.​

You gain resistance to fire damage.

Rocky Armor.​

You gain no benefit from armor, but you do from shields. Your base armor class is equal to 14 + your proficiency bonus

Stone Carver.​

You gain proficiency with masons' tools.

Spew Lava.​

You may use an action to spew lava from either an injure part of your body or your mouth. One creature within range must make a Dexterity saving throw, the DC being 8 + your proficiency bonus + your Constitution modifier. On a failed save, they take 4d6 fire damage, or half as much on a successful one. This damage increases by 1d6 at levels 5, 9, 13, and 17. Once you use this feature, you may not do so again until you finish a short rest.
 

Levistus's_Leviathan

5e Freelancer
Felshen:

Spoiler (click to show)
As a Felshen, your race was crafted from lab-grown, alchemically-customized, living flesh. The flesh was a mix of a multitude of races, from humans, elves, gnomes, dwarves, magen, and many other races. This flesh was melded together and animated by fleshmancers, magen-creators, and imbued with sentience from their artificially-grown, quasi-magical brains. This race originated as constructs, and type of Golmeng, very similar to Flesh Golems, but are now a fully reproducing, completely independent, magical and psionic people, no scattered across all of the lands of Tor-eal.
They originated on Lantanea, like the other Golmeng subraces, but as they were capable of typical reproduction, they spread across the world. Felshen are highly intelligent, highly adaptable, and a vibrant people with a unique culture. Psionics was rediscovered by the Felshen among the surface humanoids of Tor-eal, as the Duregair dwell in the Underdark, Githxei, Gem Dragons, and Illithids mostly left to wildspace, and psychic mysticism was abandoned with the change in the Weave of Magic. In the cities of the Felshen, all who discover the powers of psionics from any benevolent race and species are welcome, as the Felshen accept any who pracice the Shei (Mind). Their society revolves and evolves around the Shei, which is their spiritual and philosophical lifestyle, whose practitioners seek out knowledge, admire creativity, and venerate all forms of intelligence, social, intellectual, emotional, and all others.
Though they were crafted from living flesh that was stitched together and animated with elemental spirits, the Felshen have evolved. Their changes were physical, cultural, and mental adaptations, which happened over the course of the last 570 years. Their skin no longer bears the scars of the stitched flesh, they are no longer colored as they were when first created, most often being magenta, turquoise, aqua, or paper-white, but can also be cyan, cream-orange, obsidian-black, and lemon-yellow. They have developed telepathic and other psionic abilities, as well as psionic devices and magic items. The Felshen have also developed their own language, called Felsheen, which allows them to communicate their telepathic thoughts through speech with those who don't have telepathy.
The Felshen are a peaceful, proselytizing, and mentally innovative race. They know that intelligence can be created and spread, as they were born solely from the experiments and testing's of artificers and other mages. They want to spread psionics and intelligence across the world, to cause all good psionic creatures to thrive. Thus, their settlements often attract flumphs, gem dragons, and occasional gnome ceremorphs. Their merging with psionic intelligence allows them to create mental libraries and databases in their largest settlements using large psionic crystalline pillars called Sheitharlin (Mindhouse beacons).
They've also created Psiphoel (Psi-Crystal Poles Chains), which can extend the range of the telepathy of creatures with the help of the Ihnzule (psi-crystals). They have also invented many other innovations, like Psiets, which are bonded animal companions, similar to psionic familiars. They also made Sheidarr, which are dream-hubs that telepathic creatures can venture into as they sleep, which the majority of their larger settlements have.

Felshen Names​

Female Names: Azia, Arshieli, Bevisorae, Cedella, Dya, Eilora, Hevara, Ithari, Jyla, Kelo, Lliza, Maelarie, Neri, Opal, Psia, Qyava, Rillya, Suulaia, Twia, Veeri, Xylilah, Ythi, Zphorallya, Zya
Male Names: Ailar, Alvri, Delinth, Egfrith, Fulrin, Galrist, Hyspothor, Innuth, Javlith, Krevyx, Lathort, Naokljt, Psihvlar, Pyth, Qexrath, Rilvath, Syivar, Tisbloer, Ves, Wyx, Yphlin, Zyaer
Ego Names: Ahkish, Belvohrt, Cerlees, Duenfar, Elshone, Figmont, Gallow, Highrote, Illmund, Jakehan, Keeldower, Lifmenth, Nospilt, Oghest, Piltuk, Qwaylehr, Rowspuck, Silvar, Telemoeth, Zykis

Felshen Traits​

Your felshen character has the following racial traits.

Ability Score Increase.​

Your Intelligence score increases by 2, and any other ability score of your choice increases by 1.

Age.​

Felshen reach maturity at 20 years of age, and can live to up to 150 years.

Alignment.​

Felshen are typically neutral good, but may be any alignment.

Size.​

Your size is Medium. Felshen are the same height and weight as humans.

Speed.​

Your base walking speed is 30 feet.

Psychic Discipline.​

You have resistance to psychic damage, and have advantage on saving throws against being charmed or frightened.

Telepathic.​

You have telepathy out to a range of 10 feet times your proficiency bonus.

Psychic.​

You can cast the [Tooltip Not Found] cantrip. At 3rd level, you may cast the unseen servant once using this feature, regaining the ability to do so when you finish a long rest. At level 5, you gain the agility to cast levitate once with this feature, regaining the ability to do so when you finish a long rest. Intelligence is your spellcasting ability modifier for these spells.
Additionally, the following spells are added to your spell lists if you have the Spellcasting or Pact Magic feature.

Learned.​

You gain proficiency with the Intelligence skill.

Languages.​

You can speak, read, write, and understand Common, Felsheen, and one other language of your choice.
 

Levistus's_Leviathan

5e Freelancer
Sheiohn Foulen: After the diaspora of the new race, the Felshen, and their reestablishment of psionics to the world in their "Sheiohn Foulen" (One-Mind Foundation). The Sheiohn Foulen is a sort of world-wide faction or alliance between almost all of the Felshen settlements. The main cities and towns that were part of the Sheiohn Felshen are connected telepathically through the Psiphoel, which allow them to communicate back and forth using telepathy instantly. The leaders of the cities and towns that are a part of the Sheiohn Felshen are elected through a telepathic vote in the Sheitharlin, the leader being designated as the Sheimos (Our-Mind). They live inside buildings carved out of marble, alabaster, basalt, dolerite, obsidian, and other colorful rocks, with windows created out of quartz and other crystals, varying between settlements. This building is called the Sheimoure (Mindcenter), and the Sheimos will be the representative of their settlement in the event that the Sheohn Foulen has a telepathic gathering for emergencies or war. They communicate with each other typically through underground tubes of Ihnzule (Telepathy Extension Crystals, the ones used in Psiphoels), which are privately used to communicate with other settlements' Sheimos when necessary.

Ordinary citizens of settlements that are a part of the Sheiohn Foulen live different lives from the typical individual of Tor-eal. They are much more connected with one another, not just in their own hometowns, but also with other citizens of different Sheiohn Foulen settlements. This is due to the Psiphoel-Chen, which each major city of the Sheiohn Foulen has at least 4 connected to their city in order to communicate with other cities. These allow anyone in these settlements that have telepathy to communicate long distance instantaneously with any other psionic creature within 60 feet of the Sehnzule (Central Ihnzule) that is connected telepathically to the Psiphoel-Chen.

The Psiphoel-Chen and the hidden Ihnzule-Chen that are used by the Sheimosé (plural of Sheimos) rely on the Ihnzule, which are the telepathy-extending psi crystals. Psi crystals were originally discovered by the Sheiohn Foulen when they met Alverixizyth, the ancient amethyst dragon who helped them master their psioinic powers. Alverixizyth taught them how to use telepathy and other psychic powers that they were yet to tap into, also teaching them of how to use psi crystals to help channel and empower their psionic powers. Though this dragon helped them discover their potential powers over psionics, they did not invent any of the innovations that are now common among the Sheiohn Foulen, Alverixizyth left that for them to master.

The Ihnzule are created by telepathically fusing a psi crystal together with a piece of Blue Zapphrite (sapphire crystal infused with magic lightning, created by blue dragons). This allows the Psi-Crystals to function without bonding with a living creature, and changes their function from granting telepathy to extending it. This creates an Ihnzule crystal, and their most common usage is in the Psiphoel-Chen. The poles of the Psiphoel-Chen are over 70 feet in height, spaced 60 feet apart, and typically have a path near them for easy access if repairing is needed. Smaller settlements typically only have one Psiphoel-Chen, if they have any, but they are often connected to other Psiphoel-Chen through the Sehnzule of other settlements in the Sheiohn Foulen.

Sehnzule are large psi-crystals that are kept in the same building as the Sheitharlin (Mindhouse-Beacons) and Sheidarr (Dream-hub). These buildings are called Senshei (Mind-Centers), and there is only ever one in any settlement that is part of the Sheiohn Foulen. Many homes and buildings are centered around it to gain access to the psionic enhancing powers that it grants, but its powers can be extended by Psiphoel kept inside the city. The main usage of the Senshei is for communication between individuals within the same settlement and within other settlements or Pseips (Psionic Rest Areas, found along the roads near Psiphoel-Chen). The Sheidarr is one of the most important aspects of the Sheiohn Foulen society, as anyone within the range of a connected Psiphoel-Chen will be able to go into a dream-hub as they sleep. These dream hubs are bustling, filled with many telepathic individuals (typically Felshen, but with the occasional Gem Dragon, Ceremorph, or Flumph), and they can either communicate in the Sehndarr (Central-Hub) or if they encounter someone in this dreamscape metaphysically or telepathically, they may enter a Velen-Cohm (Virtual Communication). This allows for them to link into a private dream-realm while still asleep. Centuries ago, the Sheiohn Foulen formed an alliance with the Gem Dragons of the Ruby Palace, and created a super tall tower Psiphoel to contact them.
 

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