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The Homebrewery - NaturalCrit

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Published by flw.of.spc, 2023-03-07 11:39:31

TLNAtC Intro FD 2

The Homebrewery - NaturalCrit

Designer, Developer, Artist, Writer, and Producer: M Developers & Testers: M A A M D J


1 1 2 3 7 7 8 10 12 12 13 14 14 15 16 16 17 18 18 19 19 20 22 23 29 31 32 38 38 39 40 41 43 44 47 47 47 49 50 51 51 53 56 59 61 63 66 68 69 71 73 75 77 89 89 95 95 99 101 104 105 106 106 109 115 116 121 121 133 144 145 147 150 153 TBD TBD TBD TBD TBD TBD TBD TBD TBD TBD TBD TBD TBD TBD TBD TBD TBD TBD TBD Introduction: Enter Chorus Guide to Kaz Ranar ...................................................................... History of Chorus .......................................................................... Modern Life in Kaz Ranar .......................................................... 1: Character Creation Races.............................................................................................. Aeternals ......................................................................................... Andala ........................................................................................... Dragonborn .................................................................................. Arcanoblood Dragonborn ..................................................... Dwarves ........................................................................................ Salt Dwarves ............................................................................ Elves .............................................................................................. Glass Elves ............................................................................... Gnomes ........................................................................................ Half-Elves ..................................................................................... Glass Half-Elves ...................................................................... Halflings ....................................................................................... Ash Halflings ............................................................................ Half-Orcs ...................................................................................... Humans ........................................................................................ Tenebrel ........................................................................................ Tieflings ........................................................................................ Backgrounds........................................................................ Feats.............................................................................................. Class: The Augur............................................................. Class Features ............................................................................. Primordial Epithets ................................................................... Epithet of Charms ................................................................... Epithet of Awakening ............................................................. Epithet of Enhancement........................................................ Epithet of Wielding ................................................................. Class: The Knight.......................................................... Class Features ............................................................................. Symbolic Wills ............................................................................ Icon of Hope ............................................................................. Icon of Knowledge .................................................................. Icon of Solidarity ..................................................................... Icon of Hatred .......................................................................... Class Info & Subclasses............................................ Barbarian: Path of the Dragon & Path of the Abyss ........... Bard: College of Fates & College of Sorrow ......................... Cleric: Balance Domain & Slumber Domain ....................... Druid: Circle of the Labyrinth & Circle of the Primordial . Fighter: Soulbound & Shieldmaster ...................................... Monk: Way of the Mirror & Way of the Flow ........................ Paladin: Oath of Perpetuation & Oath of Renewal ............. Ranger: Carver & Demolitionist.............................................. Rogue: Heartbreaker & Sapper ............................................... Sorcerer: Timekeeper & Bifuricated ...................................... Warlock: The Navigator & The Entropic ............................... Wizard: School of Tempomancy & Entropic Magic ............ The Magic of Tempomancy..................................... 2: A Light in the Dark Geography of Kaz Ranar...................................... Nations of Kaz Ranar............................................. The Thalassocratic Republic of Imaran ............................. The Arcanocracy of Absi'teset.............................................. The Technocratic Monarchy of Norimar .......................... Ven Totus ................................................................................ Jjevelta ..................................................................................... The Free City of Kazy'xe ..................................................... Beyond the Veiled Sea.......................................... Religions & Deities of Chorus.................... 3: The World Expanded The Extended History of Chorus................ Influential Parties..................................................... Kaz Ranaran Nation States ................................................... Independent Powers ............................................................... The Branch......................................................................... Passing the Threshold ............................................................ The Unsundered Reality ......................................................... Beyond Chorus: The Gradient....................... 4: Adventures in Chorus Twice A Day (1-3).................................................................... The Adventurer Risen (4-11)............................................... Time's Up (9-10)..................................................................... Tomb of Jahkinruket (12-15)................................................ Avatar of the Unmaker (10-19)............................................ 5: Treasures of the Realm Magic Item Descriptions ....................................................... 6: Denizens of the Gradient Bestiary............................................................................. Entropy .................................................................................. Animal Life of Kaz Ranar .................................................. The Judges of Arcana ......................................................... Nori Constructs ................................................................... Dragons of Kaz Ranar ....................................................... Kazy'xe Druidics ................................................................. Oddities of Kaz Ranar ........................................................ Extraplanar Beings ............................................................. Denizens of the Realm ....................................................... Diseases & Conditions........................................ Index Map Index .......................................................................................... Twice A Day ................................................................................... The Adventurer Risen ................................................................. Time's Up ....................................................................................... Tomb of Jahkinruket.................................................................... Avatar of the Unmaker ................................................................ Special Thanks ................................................................................. Open Game License ........................................................................


N oble Navigator, warden of reality. Within your heart now lies the power to govern the cosmos by the will of your Lord. In the continued absence of our guides do we take on the charge of ensuring that the movements of the planes continue unabated, and that the growing imbalance of our reality remains within check. At the center of that which we safeguard is Material, known to its inhabitants as the world of Chorus, named of our progenitor. Though originally meant as a haven for the wayward souls of mortals as they continue to develop, designs beyond our control saw the realm sundered beyond repair. Though it continues to be fit for their habitation, they have been made vulnerable to external forces within our purview that would see their and our homes destroyed. However, the tenacity of mankind remains ever true, and from the brink do they regrow into their niches. Observants of arcana continue to push the boundaries of what can be known, while the creators of material machinations ever strive to remain independent of it, exceptionally so. Some of them have even suceeded in maintaining a connection with our guides, a feat which not even we have been successful in. Thus does it fall to us and you, noble Navigator, to study Material, know its inhabitants, and see that it remain stable in whatever capactiy you are able, as they are what will keep our reality whole in times of growing chaos. Though the broken world of Chorus mostly lacks significant landmasses and development, the region of Kaz Ranar stands out as the last remaining holdout of civilization after a catastrophic confluence of events brought the Material Plane to its knees, depriving it of godly influence. Both before and after this apocalyptic event, the archipelago has been the site of myriad new beginnings and legendary endings, and now sits on the precipice of a new age of prosperity as mankind continues to rebuild from the Fall. However, old and stillpresent tensions, as well as new and unknown powers, now bubble to the surface in the face of the massive power vacuum, and as prayers begging for the return of the distant gods reach a fevered pitch, its people find themselves caught in the middle of uncertain futures. From the many small islands that dot the seas of the world flock many an adventurer and migrant, seeking to start anew amongst the mountains and forests of the realm. As the world progresses toward varied yet similar goals, newly discovered magic arises from the ashes of conflict, and fragments of legend give rise to great oddities, the land of Kaz Ranar is becoming the keystone of a new chapter in the plane's storied existence, with you at the front and center. For those looking for a high-magic post-post-apocalyptic setting, new character creation features, and/or a world ready to be jumped into at a moment's notice, this book is for you. Guide to Kaz Ranar This book is a gateway and guide to using Chorus and Kaz Ranar as a setting for your 5E campaign, while also including content for Game Masters and players of all experience levels to use in their own stories and settings. As a game master, this book will provide you with multiple unique settings for your campaigns, from the materialistic monarchy of Norimar, to the libertarian wilds of Kazy’xe, to an entirely new plane of existence right under your players’ feet. This book also contains a multitude of content for you to adapt for your own stories, including monsters, magic items, and adventure ideas, as well as new conditions you can use to temper your players' ambitions. As a player, this book contains new options for you to create an adventurer that will use the realm of Kaz Ranar, or any other, to its utmost potential. From two entirely new classes, to 24 new subclasses, to two new races and new subraces for pre-existing races, to new magic items, spells, backgrounds, and feats, your hero will be like clay in your hands as you cast them forth into the unknown for ever greater treasure and glory.


In This Book In this introduction, you will learn about the world at large, Chorus, including its history, mythos, calendar, and driving forces. Chapter 1 details how to create characters in Kaz Ranar. Within, you will find three new races: the plantfolk andala, the magic-formed aeternals, and the aquatic progenitor tenebrel, as well as new subraces befitting the setting, two new classes, the Augur and the Knight, new backgrounds, new feats, and 24 new subclasses. It also introduces Tempomancy, a new spell school with a complete host of spells. These materials can be used freely in Kaz Ranar or any other setting. Chapter 2 includes an in-depth view at Kaz Ranar for players and GMs, including its nation-states, cultures, and observed deities, ready to use in this setting or free to adapt for others. Chapter 3 delves deep into the inner workings of Kaz Ranar and beyond, outlining adventure ideas and concepts fit for Kaz Ranar but ready to be adapted for any other setting. Content in this chapter is intended for GMs to use to build campaigns in the Chorus setting. Chapter 4 includes a prebuilt adventure in the setting of Kaz Ranar to introduce a party into the world, ready to be played with minimal setup. Chapter 5 includes magic items and treasures to be found amongst the islands of the realm. Chapter 6 illustrates and describes new monsters and NPCs that may be found in the world of Chorus or beyond, from the lowly hive snail to entropy given form. At the end of this chapter, unique diseases found in Chorus are outlined. History of Chorus This world of balance struck between purest order and allencompassing chaos has experienced a varied and tumultuous history since its creation. Many have heard tales of the clash between the Chorale and the Entropy. Two immensely powerful titans, shaping the world in ways only they knew how to, only for one to be cursed by its very own creations. The first gods of the world, the children of the Chorale and the Entropy, would fight to prevent the destruction of all things, and in the end they would be left with the lush and beautiful canvas, named Chorus after the creator who ensured their tomorrow. The world would develop under the care of these gods, and soon order would return to the world in the form of the civilizations of Man. These mortal beings saw the potential of the world, and would impose their own complexity upon it just as the first ones had. Unfortunately, not all were content with the roles that their deific patrons played in their lives. The wayward who had been long forgotten by the gods yet ranked among Mankind, and when the time came for them to play their part, they would enact a design that would see the burgeoning glory of Chorus brought to its knees. The Betrayal of Man would mark the destruction of the hitherto-assumed immutable pantheon with the death of one of its more prominent members, as a small number of mortal usurpers would take the power of the gods into their own hands and shatter the burgeoning order of Mankind. Chaos would envelop the world, both socially and elementally, as unbound magic would take the lives of many who had no way of preventing decay on such a foundational level. This Flood of Chaos would level most of civilization, and with the remaining gods departing to pursue the betrayer, those who remained would emerge to a vastly different world. And yet, the tenacity of Mankind, that which they were shaped to hold the highest in regard, would not see them condemned to the annals of history. Though usable magic was scarce, the materialists of the realm would build the foundations required to return a modicum of order to the lives of many. When the learned sought to rebuild their understanding of the world, they found new magical potential where there previously existed fundamental barriers and unusable potential. Soon, the realm of Kaz Ranar became the crown jewel of Chorus, the last bastion of a dying plane. In modern times in settlements across the world, memories of the long-departed gods fill the learned halls of churches and schools. Though the idea that the gods once walked among the disparate residents of the realm has faded over generations, there still exist many alive today who remembered reveling in their power... a unifying power that held the promise of peace for the coming years. Now, as widespread stability finally paves a path for the people of today to supercede those who came before, an Era of Glory begins. The dregs of the world flock to Kaz Ranar to make a name for themselves among the survivors of the apocalypse. Will you be part of their number? 2


Modern Life in Kaz Ranar While the nations of Kaz Ranar have myriad backgrounds and ideals, there are many things its inhabitants find commonplace. Any character native to Kaz Ranar or descendant from its settlers would be familiar with the currency, languages, magic, and technology of the various nations. Languages When it comes to language in Kaz Ranar, origin runs thicker than nationality. This is usually reflected in name; an elf of Tesetian descent born in Norimar will more than likely have a Tesetian name. The languages of modernity are adapted from the nations of old, as are the cultures and naming conventions. A notable exception is the Jjevelta, who have no unified language or culture. Common is an accepted official language in every nation bar Absi’teset, and is known by most people. Dwarvish is generally only spoken by Ven Totan and Norimar dwarves, serving as their official languages next to common. Elvish is found in the entirety of the landmass of Oria, being commonly heard in Absi’teset, Imaran, and Kazy’xe. Gnomish is most generally found in western Norimar, as the gnomish inhabitants of the area make a stark majority of the population. Halfling, previously heard in the plains that are now the deserts of Absi’teset, is now considered a somewhat dead language due to the mass-displacement of the hamlets they once called home, despite some of these hamlets still actually existing. Tenebric, the ancient language of the Tenebrel, is much more commonly found in ruins and on old artifacts--as a novelty or figment of history--than it is in modern usage. Its similarities with Elvish in terms of script is due to elven adoption of many tenebrel customs and magic with the rise of Tela'djin... though in speech it shares more similarities with song. The denizens of Jjevelta tend to steer away from the languages of man, both out of fear of and wanting privacy from their prying eyes and ears. Goblin, Giant, and Undercommon are interchangeable among those who swear allegiance to Jjevelta. Kaz Ranaran Languages Language Main Speakers Script Common Imaran, Kazy'xe, Norimar, Ven Totus Common Dwarvish Ven Totus, Norimar Dwarvish Elvish Imaran, Absi'teset, Kazy'xe Elvish Giant Jjeveltal Giants and Orcs, Wild Giants Dwarvish Gnomish West Norimar Dwarvish Goblin Jjeveltal Goblins and Orcs, Wild Goblins and Orcs Orcish Halfling Alda Desert Common Tenebric Unknown Elvish Currency Though each nation in Kaz Ranar mints their own coins, resource scarcity after the Flood means that many will see the coins for their actual weight in the material they are minted from. Because of insignificant variations in actual weight and value, gold from one nation is just as good in any other. Some communities, such as the one on the Isle of Splendor, use a fiat currency in lieu of gold pieces to assist with improving the local economy. Currencies of this nature tend to not have any value outside of the bounds of the city where they were minted. The newer trade nation of Imaran has begun to mint coins out of electrum to help supplement the lack of other available coins, though these are considered fiat by some nations due to the low actual value of electrum in Chorus. Calendar The history and current events of Kaz Ranar are kept track of in terms of eras, with the beginning of an era resetting the year to one. To avoid confusion, some sects in Kaz Ranar simply use Universal Time to track years, foregoing the resetting of the year that comes with new eras. In past times, Absi’teset kept track of the movement of eras, but after their turn to isolationism, Kazy’xe took up the role due to their owning of similar faculties for observation and spreading information, as well as their position as a neutral, stable power in Kaz Ranar. In a common Kazy’xe-format calendar, the years are divided up into 12 months, each month containing 25 days, or 5 weeks, each 5 days long, corresponding with the slow movement of the tides and the moon. The months are named after various colloquial gods to give the calendar wider appeal, chosen based on their domain and disposition. The five days of the week are, in order: Maw, Yod, Pic, Sus, and Cad. Since the end of prehistory, 2805 years have passed up to present day, making it Y2356 in universal time. Commonly, however, the years are split fivefold: The Era of Settlement ended on 1020 YS, the Era of Heavens ended on 523 YG, the Era of Chaos ended on 501 YX, the Era of Ash ended on 187 YZ, and the Era of Reconstruction has persisted for 505 years, using the abbreviation YR. The reconstruction of the realm has led to talks of beginning a new era, the Era of Glory (YV), in the current year. Time before the Era of Settlement is known as Antiquity, and is referred to with an N instead of a Y. (For example, 234 years before the beginning of the Era of Settlement would be referred to as N234.) By default, a new Kaz Ranar campaign begins on the 1st of Alpha, 1 YV (Y2356). 3


Kaz Ranaran Months Month Season Chord Early Spring Ark Mid-Spring Alpha Late Spring Ostion Early Summer Serenity Mid-Summer Pilon Late Summer Aldias Early Autumn Menza Mid-Autumn Denizen Late Autumn Anda Early Winter Primus Mid-Winter Enter Late Winter Religion Religions in Kaz Ranar are heavily influenced by the fact that the gods once walked among the mortal denizens of the realm. With scripture being firsthand accounts of the actions of the gods in Chorus, focus instead shifted toward interpreting these actions so that their followers may follow in their footsteps to hopefully draw them back to the Material Plane. Very few beings are capable of direct communion with the gods as they are outside of the transferrance of emotion and power. However, they do still watch the happenings of the planes, and impactful enough occurances still cause their influence to manifest. Since the departure of the gods, other faiths have begun to manifest, though they tend to have more minor presence in the realm. The Broken World While the reconstruction of the realm comes to a head shortly before the beginning of a standard campaign, it does not at all mean that the world of Chorus has fully recovered. However, the ruined nature of the setting does not necessarily need to be front-and-center in all campaigns, or a requirement for any story. There are multiple settings that were affected less by the Flood than others, or were able to rebuild quickly from it, as well as settings still feeling the intense effects that it had on the realm. GMs and players should work together to determine the vibe that they want to derive from the setting. Tempomancy & The Branch In their work to study the energies of gods and chaos that laid the world low, archaeologists and scholars discovered a peculiar oddity: with the unraveling of causality that followed the death of Arkhon, magic that was once easily controlled and documented became wild and random, as if all arcana shifted to make room for an interloping presence. This presence was defined as magic with previously unknown effects on reality, such as the ability to bypass the nowsundered causal structure of the universe. For a while, this complete overturning of magical academia in Chorus meant that most colleges needed to rebuild their academic knowledge from scratch, alongside the loss of much knowledge already with the passing of the Flood. However, when mages began to put the pieces back together, they discovered that this alteration of magic in the world manifested as an entirely new school of magic, known as Tempomancy. Tempomancy spells, or spells that govern the flow of time, are thought to only be able to exist in the absence of Arkhon, who kept time strictly linear and unmalleable. Now, adept 'tempomancers' are able to control time in much more minute and useful ways, from small-scale effects on perception to sweeping, world-spanning shifts in the timeline. Tempomancers would eventually discover, through the use of this newfound power, that the death of Arkhon had much greater effects on the universe than previously seen. It is believed that, before the Primordial was able to get a handle on the unraveling world once more during the Era of Chaos, reality was made to split into two wholly-distinct worlds: the Greater Universe, where the death of Arkhon lead to the Flood of Chaos, and the Branch Universe, where the death of Arkhon never happened. Coloquially referred to as simply The Branch, this newly discovered plane of existence seemed to be formed solely from the immense magic that was released with the death of the god, perhaps a figment of its mind that saturated the fabric of reality. Travel to the Branch is exceedingly difficult, and the few who have achieved the impossible feat emerge changed, uncertain about their own existence. As an adventurer, you could be hired by a scholar in their study of Tempomancy or the Branch. You could be working to uncover a cult, only to find that they are using the realm as a source for their power. You could peer into the future with a Tempomancy spell, and see your alternate self in an unbroken world. Will you work to change or achieve the fate you see on the other side? Will you dedicate your life to uncovering the mystery of the Branch and the power of Arkhon? And what might happen if you are one of the lucky few to breach the barrier…? 4


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