Amalkia (5e Campaign Setting)
From D&D Wiki
This campaign setting has yet to be rated for comprehensiveness/completion. Please help and rate this here.
What are the rating guidelines in more detail? |
Amalkia[edit]
Amalkia is a world without humans or any of the other races. This is because millennia of interbreeding has created entirely new races. The known world is relatively small, though the real world definitely is not. The land beyond the crags, forests and mountains of the continent of Halka is teeming with opportunity, just waiting for worthy heroes to answer the call...
Campaign Setting Information[edit]
Players Guide
|
World of Amalkia
- Etirugluf (god of necromancy and glassblowing) has been worshipped by the denizens of the Reaching Crags for time immemorial, teaching that earth holds death and life at the same time, and glass is its most pure form. In homage of this, his cathedrals are filled with works of glass art, with broad stained-glass windows and great trees made from obsidian. He holds dominion over the death, life and forge domains. - Mercator (goddess of trade) has worshippers wherever money flows. She teaches that money dominates life, whether welcomed or not. Merchants follow her worship, and though she has no temples, they construct small shrines in their caravans. She accesses the trickery domain. - Téras (god of the Rhyfelgar) holds no sway over any particular domain, though tending towards the war, light and nature domains. The Rhyfelgar are not welcome among other people, so he has few worshippers elsewhere. - Doog and Kwaad (twin forces of good (doog), evil (kwaad) and the Bokkat) are the embodiment of revelry, ever seeking to sabotage their rival. They both access the trickery domain. - The Luteine are an animistic religion, with spirits only accessing the knowledge, grave and nature domains. They are separate from the standard five gods. --> |
Dungeon Master's Guide
|
Back to Main Page → 5e Homebrew → Campaign Settings[[Category:<!-Setting Name-> Setting]]