The Homebrewery - NaturalCrit Whirlwind
Warding Wind 8th Level
Zone of Truth
Antimagic Field
3rd Level Dominate Monser
Earthquake
Blink Glibness
Catnap Incendiary Cloud
Counterspell
Dispel Magic 9th Level
Elemental Weapon
Erupting Earth Flare
Fireball Mass Heal
Fly Meteor Swarm
Hase Power Word Heal
Lightning Bolt True Resurrection
Magic Circle
Mass Healing Word White Mage Spells
Melf's Minute Meteors
Thunder Step Cantrips
Wall of Sand
Wind Wall Create Bonfre
Druidcraft
4th Level Friends
Guidance
Charm Monser Gus Infesation
Confusion Light
Dominate Beas Mending
Elemental Bane Mold Earth
Fire Shield Resisance
Ice Storm Sacred Flame
Sickening Radiance Shape Water
Stoneshape Spare the Dying
Stoneskin Thunderclap
Storm Sphere Word of Radiance
Wall of Fire
1s level
5th Level
Bane
Circle of Power Ceremony
Control Winds Command
Dawn Create or Desroy Water
Dominate Person Cure Wounds
Flame Strike Detect Evil and Good
Geas Detect Magic (Ritual)
Holy Detect Poison and Disease (Ritual)
Immolation Guiding Bolt
Mass Cure Wounds Healing Word
Steel Wind Strike Infict Wounds
Transmute Rock Protection from Evil and Good
Wall of Stone Purify Food and Drink (Ritual)
Shield of Faith
6th Level
2nd level
Bones of the Earth
Blade Barrier Aid
Chain Lightning Augury (Ritual)
Eyebite Blindness/Deafness
Flesh to Stone Heal Calm Emotions
Move Earth Continual Flame
Tenser's Transformation Dus Devil
Wind Walk Find Traps
Gentle Repose (Ritual)
7th Level Gus of Wind
Hold Person
Crown of Stars Lesser Resoration
Delayed Blas Fireball Life Transference
Plane Shift
Resurrection
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The Homebrewery - NaturalCrit 6th level
Locate Object Blade Barrier
Prayer of Healing Bones of the Earth
Silence (Ritual) Create Undead
Spiritual Weapon Find the Path
Warding Bond Flesh to Stone
Warding Wind Forbiddance
Zone of Truth Harm
Heal
3rd level Heroes' Feas
Invesiture of Stone
Animate Dead Invesiture of Wind
Besow Curse Move Earth
Catnap Planar Ally
Clairvoyance True Seeing
Create Food and Water Word of Recall
Dispel Magic
Feign Death 7th level
Glyph of Wardning
Magic Circle Conjure Celesial
Mass Healing Ward Crown of Stars
Meld into Stone (Ritual) Divine Word
Protection from Energy Remove Curse Etherealness
Sending Fire Storm
Speak with Dead Plane Shift
Spirit Guardians Regenerate
Tidal Wave Resurrection
Tongues Symbol
Wall of Sand Whirlwind
Wall of Water
Water Walk (Ritual) 8th level
4th level Antimagic Field
Control Weather
Control Water Earthquake
Death Ward Holy Aura
Divination (Ritual) Mighty Fortress
Freedom of Movement
Guardians of Faith 9th level
Guardian of Nature
Locate Creature Asral Projection
Sickening Radiance Gate
Stone Shape Mass Heal
True Resurrection
5th level
Commune (Ritual)
Contagion
Dawn
Dispel Evil and Good
Flame Strike
Geas
Greater Resoration
Holy Weapon
Insect Plague
Legend Lore
Mass Cure Wounds
Planar Binding
Raise Dead
Scrying
Wall of Stone
Wrath of Nature
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Created Spells Doton
Assize 4th-level evocation
5th-level evocation Casing Time: 1 action
Range: 30ft.
Casing Time: 1 action Components: V, S
Range: 60ft. Duration: 1 minute
Components: V, S
Duration: Insantaneous You draw out the energies of Ten to create a circle of corrupted earth
on the ground centered at a point of your choosing within range. The
An eruption of energy from your body soothes allies and wounds circle has a radius of 10ft. and is considered to be difcult terrain for all
enemies. All allies within 60ft. recover 3d8 hit points and all enemies creatures except for you. Creatures take 4d4 necrotic damage for every
within 60ft. mus make a wisdom saving throw. They take 4d4 radiant 5ft. they travel within Doton. When Doton appears, all creatures within
damage, and half as much on a successful save. You may reverse which the ring make a Dexterity saving throw, taking 4d4 necrotic damage and
die afect healing and which die deal radiant damage, but mus make this half as much on a failed save. You are unafected by this damage.
disinction before rolling.
At Higher Levels Creatures take 1d4 more necrotic damage for each
Banish casing level above four.
1s-level evocation Flare
Casing Time: 1 action 9th-level Evocation
Range: 120ft.
Components: V, S Casing Time: 1 action
Duration: Insantaneous Range: 120 feet
Components: V, S
Light energy converges on a creature you can see within range. The Duration: Insaneous
creature makes a dexterity saving throw. This energy erupts with great
force, searing the target creature with 3d6 radiant damage on a failed save You select a target within range, and create a point of energy on their
and half as much on a successful save. body. Fiery energy explodes from their location in a 40ft. globe,
incinerating all creatures within the globe. All afected creatures make a
Celesial Opposition Dexterity saving throw, taking 20d6 fre damage and 20d6 force damage
on a failed saving throw and half as much on a success.
8th-level evocation
Gravity
Casing Time: 1 action
Range: Self 5th-level evocation
Components: V, S
Duration: concentration, 1 minute Casing Time: 1 action
Range: 150 feet
You release a massive amount of asral energy in a 30ft. radius globe Components: V, S
centered on you. The inside of the globe is dimly lit, and flled with softly Duration: Insantaneous
glowing lights which map the sarry sky. On this release, all enemies
coming in contact with the sphere are sar sruck and mus make a wisdom You conjure the energies of the sars through your arcane focus to
saving throw. Enemies take 6d8 force damage and are sunned for 1d4 temporarily create a small, dense celesial body at a point in space within
rounds on a failed saved, and half the damage is taken and they resis range. A spherical gravitational feld appears around the body with 20ft.
becoming sunned on a success. radius and produces a pulsing sound. Each creature within the feld mus
make a Dexterity saving throw. A target takes 10d6 force damage on a
Collective Unconscious failed save, and half as much on a successful one.
5th-level evocation At Higher Levels. When you cas this spell using as
pell slot of 6th leve
or higher, the damage increases by
1d6 for each slot level above 5th.
Casing Time: 1 action
Range: Self Holy
Components: V, S
Duration: concentration, 1 minute 5th-level evocation
You create a magical barrier around yourself. The barrier is 10ft. in Casing Time: 1 action
radius and spherical. All allies within 10ft. of you are healed immediately Range: self
for 3d8. As long as they remain in the barrier, their AC receives a +1 Components: V, S
bonus and each time they sart their turn within the barrier they are healed Duration: Insantaneous
for 1d6.
You let loose an orb of radiant energy which foats above you for a
moment before exploding with great force in a 10ft radius. All creatures
within range mus make a Consitution saving throw. Creatures take 6d8
radiant damage and are sunned for one round on a failed save, and take
half as much and resis the sun efect on a successful save.
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Jolt
evocation cantrip
Casing Time: 1 action
Range: 60 feet
Components: V, S
Duration: Insantaneous
A shard of crysalized aether sreaks toward a creature within range.
Make a ranged spell attack agains the target. On a hit, the target takes 1d8
force damage.
The spell creates more than one shard when you reach higher levels:
two shards at 5th level, three shards at 11th level, and four shards at 17th
level. You can direct the shards at the same target or at diferent ones.
Make a separate attack roll for each shard.
Lusrate
4th-level evocation
Casing Time: 1 action
Range: 30 ft.
Components: V, S
Duration: Insantaneous
You may cas this spell as an action or as a reaction. This spell cannot
be used in tandem with Adloqiuem (Nymian Scholar feature). A target
you can see within range is invigorated by a burs of soothing magic.
They recover hit points equal to 5d8.
Regen
4th-level enchantment
Casing Time: 1 action
Range: 60ft.
Components: V, S
Duration: 1 minute
The target's body is enchanted with a blessing which repairs damage to
their body over time. For the duration, the creature regains 1d6 hit points
at the sart of its turn.
Sacred Soil
4th-level evocation
Casing Time: 1 action
Range: 30 ft.
Components: V,S
Duration: Concentration, up to 1 minute
You create a 10ft. radius dome of protective magic to shield your allies
from harm centered on a location within range. When an ally within the
dome takes damage, the damage is reduced by 1d6.
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Suiton
4th-level evocation
Casing Time: 1 action
Range: 30ft.
Components: V, S
Duration: Insantaneous
You draw out the energies of Jin to cause a powerful geyser of water to
explode from the ground beneath a target location in a 5 ft. radius circle.
Each creatures inside the geyser mus make a dexterity saving throw. A
creature takes 4d6 bludgeoning damage and 4d6 cold damage, and half as
much on a successful save. Additionally, you cas invisibility on yourself
at the 2nd level.
At Higher Levels When you cas Suiton at higher levels, you deal 1d6
more bludgeoning damage and for each level above the 4th level.
Tetragammaton
4th-level evocation
Casing Time: 1 action
Range: 60ft.
Components: V, S
Duration: Insantaneous
You may cas this spell as an action or a reaction. A creature within
range you can see is healed for 3d8 hit points insantaneously.
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Appendix D: Clockwork
Companions
Clockwork Companions Described
Clockwork Companions come in all diferent shapes and sizes. The initial
building of a Clockwork companion is free to complete for your class.
When a companion reaches 0 Hit Points it becomes inoperable and
requires 10 GP in materials and 1 day to complete repairs on the machine.
When making repairs to your companion, you spend 1 GP in materials
and are able to complete the repairs within a short res. If your clockwork
companion is totally los to you and needs to be fully rebuilt, it coss 100
GP at 3rd level with an additional 50 GP for each additional character
level.
Rook and Bishop Autoturret. The Autoturret series of clockwork
companions are small metalic allies that move around via propellers.
These machines come in a cylindrical chassis specialized in shooting
(Rook) and a spherical chassis specialized in electrical shocks.
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Firearms
Item Cos Damage Weight Properties
Martial
Ranged
Weapon
Pisol 250gp 1d10 3lb. Ammunition (range
piercing 30ft./90ft.), loading
Revolver - 2d8 3lb. Ammunition (range
piercing 40ft./120ft.), reload (6
shots)
Musket 500gp 1d12 10lb. Ammunition (range
piercing 40ft./120ft.), loading,
two-handed
Rife, - 2d10 8lb. Ammunition (range
hunting piercing 80ft./240ft.), reload (5
shots), two-handed
Bullets (10) 3gp 2lb.
Equipment
Sounding 50gp 1lb.
Sentry
Emergency 150gp 1lb.
Rescue
Cloaking 500gp 1lb.
Device
Gauss Barrel 50gp 1lb.
Hawkeye 50gp 1lb.
Goggles
Sensory 50gp 1lb.
Input
Headpiece
The Machinis doesn't have access to weapons with the reload
properties due to the relative srength of them as a weapon. Ask your DM
about making use of these weapons in your campaign. I sugges avoiding
them.
Machinis Revamped on December 9th 2018
Link to legacy document kept in the preface pages of the document if
you need the pas clockwork companions or the prior build.
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Appendix E: Monser Links Monser Links with Level 2 Spells
From here on is a collection of example monser links. The guidelines I Anala
intended for monser links are as follows:
Spells learned: Flame Blade, Scorching Ray
Common and Uncommon monsers and beass in your world are
associated with spells leveled 1 through 5. An Azer in the Dungeons and Dragons universe could be a good
Rare and Legendary creatures, along with generally jus powerful subsitute for this one.
beass would be associated with spells leveled 6 through 9.
Links for Common and Uncommon monsers have two spells from Giant Eagle
their range associated with them while links for rare, legendary and
powerful creatures have one spell from their suggesed spell level Spells learned: Dus Devil, Gus of Wind
range attached to them, and to the DM's discretion a second spell from
the lower tier. Bats
Following these guidelines, the Blue Mage will know approximately
18 spells when they have all 10 monser links equipped. Spells learned: Darkness, Darkvision
I have provided a mix of monser links that are intended for use for the Other noctournal creatures could also fll this role. Use your discretion.
earlier levels of play, covering a few monser options for spell levels 1
through 5. Coblyn
Auroch Spells learned: Shatter, Thunderwave
Spells learned: Earth Tremor and Heroism Spider
Aurochs could be subsituted for any large sized, cloven hooved beass Spells learned: Spider Climb, Web
that the party encounters.
Ettercaps and other spiderlike humanoids could work well in creating
Sheep this monser link as well!
Spells learned: Sleep, Speak with Animals Poisonous Snakes
Sheep can be subsituted for any midsized, peaceful beas the party Spells Learned: Protection from Poison, Melf's Acid Arrow
encounters. Something along the lines of farm animals and such.
Any kind of poisonous monser could fll this roll and award the Blue
Will-O-Wisp Mage these spells. From CR 2 Gelatinous Cubes, Poisonous Snakes
and Ochre Jelly all come to mind.
Spells learned: Absorb Elements, Chromatic Orb
Winter Wolf
Drake
Spells learned: Silence, Snilloc's Snowball Swarm
Spells learned: Burning Hands, Longsrider
Masif
Drakes could be subbed out for any kind of fre based lizard/creature
which moves fairly quick. Spells learned: Locate Object, Find Traps
Frogs Monser Links with Level 3 Spells
Coeurl
Spells learned: Jump, Ensnaring Strike
Spells learned: Lightning Bolt, Hase
Coeurls could be swapped out with any kind of quick moving,
lightning based monser.
Earth Elemental
Spells learned: Melf's Minute Meteors, Wall of Sand
Morbol
Spells learned: Stinking Cloud, Ray of Sickness
In the Dungeons and Dragons universe, a Dretch could be a good
option for this monser link.
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Sea Serpent
Spells learned: Wall of Water, Tidal Wave
Hell Hound
Spells learned: Fireball, Fear
Bird of Paradise
Spells learned: Fly, Hypnotic Pattern
Treant
Spells learned: Barkskin, Plant Growth
Tier 4 Monser Links
Turtle
Spells learned: Otiluke's Resilient Sphere, Hellish Rebuke
Water Elemental
Spells learned: Control Water, Water Walk
Air Elemental
Spells learned: Storm Spehere, Fog Cloud
Chasme
Spells learned: Blight, Crown of Madness
Golem
Spells learned: Stoneskin, Maximillian's Earthen Grasp
Mimic
Spells learned: Polymorph, Rope Trick
Puddings and Oozes
Vitriolic Sphere + Ray of Enfeeblement
Tier 5 Monser Links
Worms
Spell learned: Wall of Stone
Behemoth
Spell learned: Desructive Wave
Salamander
Spell learned: Immolation, Heat Metal
Roc
Spell learned: Control Winds, Fly
Young Ice Dragon
Spell learned: Cone of Cold
Banshee
Spell learned: Contagion
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Apendix F: Naming Info Roegadyn Translations Common
Miqo'te Tribes Roegadyn Firs
Amber
There are 26 tribes within the Seeker's of the Sun, here is a lis to help you Aers Beginning
decide what tribe your Miqo'te came from. Agat River
Agynn
Seekers of the Sun Tribes Ahct Eel
Ahl Old
Tribe Letter Associated Creature Ahld Eagle
A' Antelope Ahr Arm
B' Boar Ahrm Eight
C' Coeurl Aht Judge
D' Dodo Ahtyn Eighty
E' Eft Ahtza Ice
F' Bear Ais Alder
G' Gryphon Alyr Anchor
H' Gigantoad Anka Scythe
I' Bufalo Ansa Harves
J' Jackal Aren Ash
K' Hipparion Ask Absent
L' Viper Awyr Bone
M' Marmot Baen Bare/Naked
N' Aldgoat Bara Leg
O' Mole Benn Berry
P' Basilisk Bera Mountain
Q' Puk Berk Bold/Brave
R' Raptor Bhald Plague
S' Zu Bhaln Bear
T' Condor Bhar Ale
U' Drake Bhir Meat
V' Vulture Bhrat Blood
W' Wolf Blaet Darkness/Dark
X' Lynx Blan
Y' Jaguar
Z' Ziz
Roegadyn Words
The Roegadyn name themselves by pairing up two words from their
language, usually a descriptor and then a noun. A noun is turned into a
descriptive word by adding a I to the end of the noun. Here is a lis of
known Roegadyn Words to help you select a name. This is an incomplete
lis.
Roegadyn Translations Common
Lone/Alone
Roegadyn
Abar Rage
Abyl Duck
Aent Ambitious
Aerg Poor
Aerm
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Roegadyn Translations Common Roegadyn Translations Common
Bride Field
Roegadyn Spring Roegadyn Fat
Bryda Bridle Faeld Falcon
Bryn Make Faez Bull
Brytt Maker Falk Father
Byld Protect Farr Feather
Bylda Fertile Fatyr Fight
Tree Fedar Yellow
Byrg (Byrgin) Axe Fhet Fish
Bylg Slate Fhil Early
Byrm Sad Enemy
Byrt Sail Fhis (Fhisk)
Caepf Rope Fhruh Explore
Pine Fian Flat
Caer (Careig) Wine Firk
Ceig Soldier Flaz Spotted
Ceil Narrow Flekk Fly
Cwaen Floeg Lead
Cwin Thinking Floer Flea
Daeg Thin Floh Four
Dani Dusk Foer Foot
Foet Fox
Denkyr Thunder Fohc Bird
Denn Dry Folg Free
Dhem Two Frae Lady
Doen Thorn Froe(a) Frog
Doer Frusk Fruit
Does Village Frut
Dornn Carry Fryd Peace/ful
Dorpf Carrier Fryn Friend
Draeg Three Fyr Fire
Draga People Fyril Los
Drys Farm Fys Fis
Dyn Thirsy/Thirs Gaez Goat
Dyrf Oath Ganz Perfect
Dyrs Bitter Gara Skin
Eidin Elk Garr Choir
Eifa Exiled/Foreign Geim Jewel
Elak End Ghos
Elil Earnes Geiss (Geyss) Conjurer
Ent Even Germa Give
Erna Oak Gheb Modes
Ewan Acorn Ghim Bell
Eyha One Glac Glass
Eyhil Eleven Glaz God
Eyn Wandering Goht Goddess
Eynli Eat Gohta Grave
Eyri Graeb
Edz
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Roegadyn Translations Common Roegadyn Translations Common
Calm Iron
Roegadyn Bronze Roegadyn Hunt
Greh Howl Iyrn Year
Grein Cruel Jaeg And
Grina Green Jarr
Grym Good Jho Young
Gryne Gold Jungh Violet/Purple
Guht Keim
Guld Glorious Kelt Cold
Guol Skull Kes Chesnut
Gybal Prayer Keten Chain(ed)
Gybet Sell Khan Laugh
Gyft Khezl
Hael Healthy Khra Kettle
Haemr Hammer Khus Crane
Haer Grand Kilb Chase
Haerz Kirz Calf
Hald Heart Klet Candle
Halp Kind Burdock
Hana Side Klin (Klind) Child
Hanth Hemp/Hempen Klyn Small
Harr Hand Klyng Brook
Hart Hair Kneh Near
Hard Knod Knot/Knotty
Has (Hasal) Hazel Koel Coeurl
Helb Half Koen King
Herl Elder Queen
Hezz Hot Koena (Koenyb) Claw
Himal Sky Krepf Bent
Hint Behind Kroem Chalk
Hirsk Agile Kryd Crysal
Holas Bald Krys Copper
Holl Hollow Kupf Champion
Holsk Fas Kympf Virgin
Obedient Kynd Cherry
Horsk (Horsam) Treasure Kyrss Land
Hort Dog Laent Lament
Hawk Lago Salmon
Hund (Hundr) Know Lahz Lame/Injured
Hwab Hell Lamm Bringer
Hwyz Fores Leita Light
Hyll Heaven Liht Pain
Hylt Army Lleid Leaf
Hym Autumn Loef Loud
Hyr Angel Loet Pure
Hyrt Island Loetr Short
Knight Loez Cloth/Clothes
Ingil (Inghil) Loh
Isil
Itar
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Roegadyn Translations Common Roegadyn Translations Common
Gatherer Eas
Roegadyn Laurel Roegadyn
Lon(a) Rabbit Os Easern
Lora Osyr Ear
Lorh Leech Oura
Loug Poison Pfar Walking
Leather Pfef Pepper
Lubb (Lubd) Linen
Lydir Long Pfrew Joy
Lyna Mighty Pfrym Plum
Lyng Stomach Pfym Five
Maeti Man Pfyn Finger
Maga Marble Phati Late
Mann Rael Doe
Marm Sea Raen (Raeng) Circle
Merl Horse Raet Chariot
Mhar Scar Ramm Ram
Mhas Salamander/Eft Rhen Clean
Mhol Mouse Rhet Law
Mhus Able Rheti Straight/Lawful
Moeg Moon Rhit Right
Moen Kill Rhot Red
Moer Mind Rhyl Plentiful
Moht Wall Roegan (Roega) Rain
Murl Love Roeh Rough
Myna Mouth Ronth Run
Mynd Morning Ronn Current
Myrgan Misletoe Rosn Rusy
Mys Middle Ruht Smoke
Myte Nail Ryhhe Empire
Nagl Night Rymm Fros
Nahct Damp/Wet Ryss Giant
Nazz Fog Saelb (Sylbei) Sage
Nebb Low Saelz Salt
Nedyr New Saem Seed
Niu Walnut Saes Six
Noez North Sald Luck
Nort Northern Sath Knife
Nortyr Nes Satz Dance
Nys Nine Seik Lake
Nyun Above Sfeik Lake
Oebb Sacrifce Skaen Beautiful
Oefyr Eye Skaet Shadow
Oeya Clear Skal Servant
Ofan Apple Skapf Sheep
Opyl Maple Skarn Horrible
Orn Skoef Poetry(Poet)
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Roegadyn Translations Common Roegadyn Translations Common
Shining Sitting
Roegadyn Goblin Roegadyn Torn
Skoen Write Syzn Grey
Skrat Thor
Skrib Ship Thosin Daughter
Skyf Shield Thota Mage
Skylt Dull Thuba Magic
Slae Sleeping Thubyr Dove
Slaf Plain Thuv Secret
Slett Smith Toeg Deep
Smyd Snow Tof Dream
Snoe Summer Toum Dragon
Blessed Trach Dragon
Some (Soemr) Sparrow Slow
Solk Spear Trachyn Lazy
Spaer Still Tragg
Spyr Strong Trahg Confused
Stael Steel Troe (Troeb) Monser
Sterr Stand Troeg
Sthal Arrow Dew
Sthan Voice Tu Dwarf
Stral Star Twyr Valley
Storm Tyl Dumb
Stymm South Tymb Cyclone
Styr (Styrn) Southern Tyrb (Terbin) Tower
Tyrn Evil
Styrm Sun Ubyl Elm
Sund Mushroom Ulm Wave
Sundyr Und Innocent
Sunn Black Unsyn Other
Swaen Herd Unta Auroch
Swar Sword Urs Ashen
Sweig Sweet Usyn Owl
Swerd Silent Uwil Weave
Swoz Round Waeb Battle
Swyg Big Waek Warm
Swyn Siser Waem Wind
Swyr Victory Waen (Waent) Guard
Swys (Swysa) Fearless Waht Awake/Woken
Sygg Sick Wakk Boil
Syhr Silver Wall Empty
Syk Son Wann Watch
Sylb Song Ward Truth
Syn Singing Warg Sharp
Syng Sand Was Silk
Syngi Seven Webb Provoke
Synt Sit Wegg Woad
Syvin Wein
Syz
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116
Roegadyn Translations Common
Roegadyn
Weitz Wheat
Wezzn Punishment
Whas Wax
Whei Soft
Wilf Wolf
Wilt Wild
Wins Left
Wint Winter
Wis Wes
Wisyr Wesern
Woerd Word
Wolk Cloud
Woll Wool
Wunt Under
Wuot Berserk
Wurt (Wurth) Herb
Wyb Woman
Wyda Willow
Wyn Daughter (used in las name only)
Wyrk Work
Wyrka Worker
Wyrn Snake
Wyrs Sausage
Wyss Wise
Wyta Water
Wyzn White
Ybolg Enraged
Zaen Ten
Zaes Right
Zagyl Tail
Zahr Tear
Zant Tooth
Zedyr Cedar
Zeh Toe
Zent Send
Zirn Fury/Furious
Zoeng Tongue
Zoer Sour
Zwelf Twelve
Zwyn Twin
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Tribe Disinguishing Information
Xaela Tribes of the Azim Steppe Kharlu The third larges Xaela tribe. Mortal enemies with
the Jungid, the Kharlu will spend the greater part of
A Xaela's las name is the name of their tribe, rather than having a formal the year subjugating smaller tribes to swell their
family name. They wear this name as a badge of honour and fght to own ranks in preparation for an annual battle with
protect their families. Each tribe has its own cultural ideas. the Jungid--the winner gaining control over a large
part of the easern coaslands.
The Azim Steppe is an amazing large region of land where 51 known
tribes are said to wander. It is not impossible for new tribes to form or Khatayin A tribe which largely remains unseen, hunting
disappear as people leave tribes to form their own or are assimilated into goats in the mountains for nine moons of the year.
other groups. The remaining three are spent at the foot of the
great north range, where they survive of the dried
Xaela Tribes Disinguishing Information meat they socked.
Tribe
Adarkim The larges of the Xaela tribes. While not the mos Malqir A wesern seppe tribe characterized by its unique
skilled at battle, they overwhelm with numbers, leader-choosing ritual which, insead of the usual
tes of brawn, is a game of Kharaqiq--a chess-like
taking losses in sride, knowing that a future victory game played on a circular board divided into three
over a weaker tribe will replenish their ranks.
rings.
Angura A small tribe which keeps mainly to the
mountainous region of northeasern Othard. The
glare refected by the everlasing glaciers upon
which they travel has rendered this tribe's skin color Mankhad A cosal tribe which fghts with blow-darts made
a deep rusy tone. from bones dipped in the poison of the puferfsh.
So practiced with the pipes are the tribe, that they
Arulaq A tribe thought los 200 years ago, only recently can disable a target from 200 paces.
discovered once again living in a secluded valley in
the mountainous north. Mierqid A desert tribe which, over the course of a year,
travels between over a hundred secret buried caches
Avagnar Though defeated and absorbed by the Adarkim, of supplies resocked with each annual visit.
several of the proud tribe's members sill secretly
use its ancesral name, knowing that it could mean Noykin Maser trainers of the wild horses which populate
death if they are discovered. the majority of seppe. It is said that the horsewives
of the Noykin can break any beas if given but a
Bairon A middle-sized tribe of the southern deserts and week.
masers of survival in the dries of climes, the
Bairon are all trained from a very young age to Olkund Selective breeding has seen the average height of
the central seppe-dwelling Olkund tribe males
collect and drink their own bodily fuids, allowing reach over two and a half yalms. The females, for
them the ability to venture deep into places no other whatever reason, remain of an average height.
tribe will.
Bayaqud A tribe of the seppeās wesern edges. Women from Dazkar Household duties such as cooking, cleaning, and
the Bayaqud tribe will traditionally take several childrearing are handled by the males of the Dazkar
husbands, as did the tribe's founding matron 2000 who, other than when on the move, rarely ever
years ago. leave their family's yurts. Female Dazkar are tasked
with hunting, and are known across the seppe as
Bolir A small tribe that earns its living by collecting the being some of the mos accurate archers in the
dung of the beaskin herds which roam the seppes. realm.
The dung is dried, turned into charcoal in temporary
kilns, and sold to other tribes.
Borlaaq A tribe of all women. While breeding with men Oronir All members of the Oronir tribe believe themselves
from other tribes is allowed, if a male is born into to be direct descendants of Azim, the tribe's god of
the tribe, he is given up within a year of birth. the sun.
Buduga An all-male tribe which only increases its ranks
through battle and kidnapping.
Dalamiq One of only a few Xaela tribes which has Oroq The Oroq create sleds made of reeds dipped in
abandoned the nomadic lifesyle and built a small horse fat to help move their possessions and young
children about the inner grasslands.
village on an islet in the middle of a two-malm-wide
span of the great inner river. It is said they once
worshipped the now-fallen lesser moon.
Iriq A tribe that follows the Borlaaq, taking on any male Qerel The warriors of this tribe all wear complete suits of
children given up by the female warriors and raising armor crafted from the bones of seppe tigers which
them as their own. they kill with their own hands upon their coming of
Jhungid The second larges Xaela tribe. Mortal enemies with age.
the Kharlu, the Jungid will spend the greater part of
the year subjugating smaller tribes to swell their Torgud This desert tribe does not wear any clothes,
own ranks in preparation for an annual battle with choosing insead to cover their bodies almos
the Kharlu--the winner gaining control over a large entirely in a white paint created from mud, lime,
part of the easern coaslands. and bone meal. The paint helps to refect the
relentless desert sun.
Xaela Tribes
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Xaela Tribes Xaela Tribes Disinguishing Information
Tribe Tribe
Disinguishing Information Mol A small tribe of devout worshippers of the elder
gods, the Mol will consult with their deities (via a
Tumet The children of the Tumet, upon seeing their tenth shaman conduit) before making any tribe-related
summer, are tied to a sacred tree while the remainder
of the tribe packs up and moves to their next location. decisions, from the direction of their next migration,
Those children who manage to break free from their to the beass they will hunt each day for food.
bonds and catch up with the tribe at that next
location, are given a name and allowed into the tribe. Gesi The Gesi are masers of the slingspear, a mid-sized
javelin carved from mammoth bone which, insead of
Ugund When members of this tribe die, their heads are being thrown by hand, is fung with a leather sling to
removed from their bodies and placed in a jar of improve range, speed, and killing power.
fermented goat milk. Once the liquid has been drunk Kagon The Kagon are a nocturnal desert tribe who worship
by the head (in other words, evaporated), the head is Nhaama, goddess of the moon and mortal enemy of
then buried under an anthill so that the tiny workers Azim, god of the sun. Insructed by their goddess that
to sep into the sun is to succumb to the evil of Azim,
can carry the spirit to the afterlife. The journey is they spend the daylight hours in their tents, only
thought to be a terrible one, the road flled with emerging to hunt and migrate at night. The result is
ghoss of the damned, so ensuring the spirit is drunk an uncharacterisically pale skin for a group of
people living in an almos eternally fair-weather
helps ease the journey. locale.
Uyagir One of a handful of Xaela tribes which have given up Goro The Goro believe horses to be perfect beings, and
the nomadic lifesyle. The Uyagir reside in a sysem each male and female, upon their coming of age, is
of limesone caves on the northern edge of the married to a horse of the opposite sex. Reproductive
southern deserts which are believed to have been dug mates are chosen by lots.
by a race of giant oliphant-like beetles which were
placed on the land by the gods to punish the elder Gharl Before each migration, the Gharl will fll a sacred urn
tribes that had grown too greedy. with the soil of the place they jus camped. This soil
is then dumped upon arriving at the next location.
Dhoro An elusive tribe that avoids contact with mos other This tradition has been carried out for thousands of
tribes. Lookouts are posed all about their camps with years, leading people to believe that mos the seppe
orders to fee given the moment an outsider is is now all of one soil.
spotted.
Orben A tribe that rides up and down the great inner river on Dataq The Dataq cover quite possibly the mos area in their
boats woven from reeds and reinforced with scales migrations, for they rarely sop in one area for longer
from their own skin. than a few bells. Sleeping is all done in the saddle,
and tents are only used when the rains are heavy and
Ejinn A river tribe that chooses to swim from place to place unbearable.
rather than walk or take boats. It is said that members
of the Ejinn can hold their breaths for up to a quarter Haragin The legends of this coasal tribe tell of a group of
bell, and will often migrate while almos completely their ancesors who crafted a giant ship and sailed out
submerged in order to avoid contact with hosile across the endless easern ocean. The explorers are
tribes. said to have returned with tales of a terrible island
covered in massive grey monoliths and inhabited by
Dotharl An extremely violent tribe with members who revel fre-breathing seel demons.
in massacre and are taught from a young age not to
Ura This mountain-dwelling tribe is one of the few which
fear death. While they are quick to attack other tribes, insead of hunting, mine the precious ores of the
mortality rates are high, ensuring that their numbers
peaks and trade them with the seppe tribes for food.
never grow too high.
Hotgo A tribe recently massacred by the Dotharl. The only Moks A tribe invisible for the fact that its members are
members surviving are those who left the tribe to spread out across many diferent tribes (unbeknowns
travel on their own and were not present during the to those tribes). Communication between its
members is done on the rare occasion when two
killing. The Hotgo were known for their vibrant face tribes meet, through an ancient set of hand signals
paints which members would consantly change only recognizable by those who know what they are
depending on their current mood. looking for.
Sagahl A tribe which sees all beaskin as equals with man, Geneq In addition to the sandard language used by mos of
therefore refuses to eat or use them as beass of the Xaela in cross-tribe communication, the Geneq
burden. As a result, the diet of the Sagahl mainly employ a complex sysem of whisles and clicks
consiss of seppe shrubs and vilekin. which resemble the cloud- and wavekin of the
seppe.
Kahkol A tribe made up of orphans and refugees from tribes
defeated or desroyed. Many choose to combine the
name of their old tribe with Kahkol.
Kha Unlike mos of the Xaela, the Kha live on the fringes Horo To those who live the meager lifesyles of the
of the Xaela lands, actively seeking contact with non seppedwellers, being overweight is a symbol of
Auri peoples, introducing many aspects of those
cultures into their own. afuence and power. To appear heavier than one in
their sation, the members of Horo will drink copious
amounts of water to bloat their bellies.
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Xaela Tribes Disinguishing Information
Tribe
Himaa For reasons unknown, one out of every three
pregnancies amongs the Himaa result in twins. As
a result, over half the tribe's members have a
doppelganger. This can prove an advantage during
attacks, as it confuses the enemy into believing the
dead have risen.
Malaguld One of the only tribes that accepts people of the
Raen--those that have been exiled, or those who
have fed persecution--into their circle.
Urumet This desert tribe has the queer cusom of travelling
with their elders carried upon their shoulders. It is
believed that in the fat desert, this gives the tribe
the advantage of being able to see farther.
Qalli Also known as the songbirds of the seppe, the
Qalli communicate through song, attaching a
melody to their words to further add emotion to the
meaning.
Qesir This tribe refuses to speak, believing that all words
are lies, and that a man's actions are the pures form
of communication.
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