Dicathen[edit]
Dicathen is one of the three continents of the world and is divided into four main regions, the three kingdoms and the Beast Glades.
Regions[edit]
Kingdom of Sapin[edit]
The Kingdom of Sapin, mostly inhabited by Humans, located in the eastern part of the continent.
- The Kingdom of Sapin is the largest and most populated region of Dicathen. Located on the eastern border of the continent, the kingdom is primarily composed of humans, but there are also numerous merchants from the Dwarven race, trading many commodities. Moreover, Sapin has a symbiotic relationship with the Kingdom of Darv when it comes to resources.
Natural Formations[edit]
The Grand Mountains
- Between the Forest of Elshire and the Kingdom of Sapin lies the Grand Mountain range which spans across roughly 90% of the continent, separating the North and East from the West and South. The mountain range is reinforced with walls strecthing in between the peaks, with a fortress known as the Wall serving as a stronghold, located just a bit south from Xyrus City.
Mirror Lake
- A large lake located in the middle of Sapin. The village Kalberk lies on its shore.
Sehz River
- A long river stretching from the sea by the Kingdom of Darv's southern coast. It branches of into several rivers in Sapin, one of which leads to Mirror Lake. The Sehz River and the Sehz canal acts as a natural border, seperting Darv from Sapin.
Geography[edit]
- Sapin has lush forsets, mountains, plains and grasslands along with several rivers stretching through the kingdom. The Sehz River and the Sehz canal, along with the Grand Mountains, serves as natural barriers seperating the Kingdom of Sapin from the Kingdom of Darv and the Kingdom of Elenoir, as well as the Beast Glades.
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Kingdom of Elenoir[edit]
The forest Kingdom of Elenoir, inhabited by Elves and located inside the Forest of Elshire, in the north.
- The Kingdom of Elenoir is the Elven Kingdom, deep in the Forest of Elshire in Dicathen. Located in the northen part of the continent, this kingdom is primarily composed of elves and ruled by the Eralith Family.
Geography[edit]
- The Kingdom of Elenoir is established deep within the Elshire Forest in Dicathen. It is located in the northern part of the continent.
- There are three known major cities in the Kingdom of Elenoir:
Zestier
The capital city, located in the middle of the Elshire Forest, and is where the royal family resides.
Eidelholm
Located in southern Elenoir.
Asyphin
Located in northern Elenoir and is the northermost city in Dicathen.
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Kingdom of Darv[edit]
The underground Kingdom of Darv, inhabited by Dwarves, located in the southern part.
- The Kingdom of Darv is a vast underground kingdom located at the southern region of Dicathen. It is composed of a network of passages and vast caves that can span up for several kilometers and is the homeland of the Dwarves. Darv and the Kingdom of Sapin maintain a symbiotic relationship in the matter of resources.
Geography[edit]
- The Kingdom of Darv has two notable cities:
Vildorial
This city is the capital of the Darv Kingdom.It is also where the reputable Earthborn Institute is located.
Burim
A smaller city located in the southern part of the kingdom.
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Beast Glades[edit]
The Beast Glades, a vast territory populated by mana beasts of all levels. This territory, however, remains unexplored due to the danger of exploring deeper regions. It is located in the eastern prt of the continent.
- The Beast Glades is a vast territory populated by mana beasts of all levels. This territory, however, remains unexplored due to the danger of exploring deeper regions.
- While the Beast Glades were dangerous, as long as one were cautious and didn’t get lost, it was pretty easy to keep oneself out of trouble. The stronger beasts tended to be deeper in dungeon-like underground caves or nearer to the core of the Glades. The first few tens of kilometers around the perimeter of the Beast Glades were pretty well mapped, and as long as one were at least a C class adventurer, one should be fine.
Locations & Landmarks[edit]
- Dragonspine Inn: The Dragonspine Inn is a few hours away from the edge of the Grand Mountains.
- Widow's Crypt: A dungeon.
- Dire Tombs: A dungeon.
- The Hearth: The sanctuary of the Asclepius Clan.
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Alacrya[edit]
Alacrya is one of the three continents of the world, populated by Alacryans and the Vritras. The landmass oddly resemble a side-view of a horned skull with its mouth open and a large curved bump protruding from the northern end.
Political Structure[edit]
The Alacryans political structure is a type of feudal system.
Agrona Vritra is know as the High Sovereign, reigning over all the continent and resides in a towering spire, know as Taegrin Caelum, situated neatly in the middle of the Central Dominion.
Aside of the High Sovereign, there are five Named Sovereigns, each one of them responsible for the protection and watch over their respective dominions. All sovereigns are asura, albleit less powerful than Agrona. They are intertwined in the lesser affairs of their dominion, acting like a king and only answering to the High Sovereign.
Known Sovereigns:
Agrona Vritra - The High Sovereign, Ruler of Alacrya
Kiros Vritra - Sovereign of Vechor
Orlaeth Vritra - Sovereign of Sehz-Clar
Exeges Vritra - Sovereign of Etril
Khaernos Vritra - Sovereign of Central Dominion
Oludari Vritra - Sovereign of Truacia
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Regions[edit]
The continent is divided into 5 dominions.
Truacia, the northern dominion.
Cities: Saluamatu, Itri, Onaeka.
Sehz-Clar, the southern dominion.
Cities: Fiachra, Rosaere, Sandaerene, Aedelgard.
Etril, the eastern dominion.
Cities: Aramoor, Maerin, Nirmala.
Vechor, the western dominion.
Cities: Victorious, Aensgar, Dzanis.
Central Dominion, the central region of Alacrya. Unlike the other dominions, it has remained unnamed since the founding of Alacrya.
Cities: Cargidan.
Distances[edit]
It is stated by Chief Mason, from Maerin Town in the Dominion of Etril, that a journey from the city, located in the southern part of the Dominion, to the Central Dominion would take around five months on foot, or about sixty days in a carriage.
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Monetary System[edit]
By using runic technology, the Alacryans were able to make Runecards, which are physical cards linked to the Alacrya Bank that allow a person to not carry physical money around.
Magic in Alacrya[edit]
In Alacrya they teach magic a little differently.
Dicathen mages are more versatile, capable of numerous spells of their element. Alacryan mages have much fewer spells, but the fact that they spend their lives honing only those few spells makes these spells that much more potent. Additionally, Alacryan mages are divided into categories based on the spells they wield:
Striker - a mage that fights on the offensive.
Shield - a mage that focuses solely on protecting the striker.
Sentry - a mage specializing in sensing and detection.
Caster - a mage specializing in long range spell; they are similar to Conjurers.
Instiller - a mage that specializes in enhancing objects with their mana.
With the Shield's protection, the Striker is often able to pursue a very aggressive strategy where they charge head-on at their opponent without needing to dodge or block.
Proportion of mages[edit]
In consequence of the unique process of awakening, the ratio of mages to non mages in Alacrya is 1 out of 5, while in Dicathen that proportion is of 1 out of 100.
Nonmages[edit]
Nonmages or ‘unads’, which seemed to be the widely-accept slang for unadorned, were widely discriminated against since they weren’t ‘blessed’ by the sovereigns.
Special Deviant Elements[edit]
The mages of Alacrya also have a few special deviant elements, seemingly connected to the decay mana arts of the Vritra, so far, only partially or fully awakened vritra blooded alacryans can use these
Acid ← Water
Black spikes ← Metal / Earth
Shadow ← (Unknown)
Soulfire ← Fire
Poison ← Water
Erosion← Wind
Black fog←Gravity
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Culture[edit]
Alacrya culture is based on the position of the Vritras as god-like entities.
The Alacryans use the word "Blood" to refers to their family. The reason behind this custom is because Agrona and the Vritra Clan spread their blood among the lessers. How rich the blood of someone is with Vritra lineage is something very important.
The Named Bloods are nobles, which are descendants of Ascenders that made themselves famous because of several successful ascents and by the riches they earned. Although important, they are socially one tier below to the so called High Bloods, that are considered the true nobility because of their lineage often tracing back to an actual Vritra.
In exception of the people from the Dominion of Sehz-Clar, it is considered proper to loot a comrade's corpse in order to return their possessions to their blood. Also, leaving a soldier in the place of their death is considered an honor, especially within the Relictombs.
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Epheotus[edit]
Epheotus is one of the three continents of the world, it is the smallest one and the homeland of the Asuras.
General Information[edit]
Much of the economy of both Dicathen and Alacrya were developed mimicking the systems used in Epheotus. The similarities between the land of Asuras and the two surface continentes are many, specifically on how society works.
Social Structure[edit]
There are 8 asuran races living in Epheotus.
Each race can be broken down into many clans. For every race of asura there is one clan that represents their entire race. This clan is part of The Great Eight and is considered the most powerful and influential clan of their given race. The Great Eight and by extension Epheotus as whole was once divided into three factions, each of them being composed of multiple clans from multiple races. The leader clan of each faction had specific priorities, and the clans followed the faction whose ideals align more with their own. We only know two of these factions leaders that being Agrona Vritra and Kezess Indrath.
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Inhabitants[edit]
Epheotus was originally home to all the clans of the Asura, including The Great Eight and is currently home to all clans of Asura except the Vritra and the clans they took with them.
It is also home to many types of mana beasts such as but not limited to titan bears, silver panthers and raptor squirrels. however these beasts are some of the weakest the continent has to offer. Some of these much stronger beasts are pursued by the asura’s in hunts. These hunts are seen as a sacred ritual designed to imitate the feats of their ancestors and are tests of strength where even powerful Asura’s can die.
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Landscape/Environments[edit]
Many different landscapes are seen within Epheotus, including forests, deserts, mountains, beaches etc.
The mountains are said to be the remains of a Natural Beast named Geolus that an ancient asura named Arkanus Indrath fought and defeated. Out of respect for Geolus, the asuras climb the mountain rather than fly them. It is shown to have a wide variety of flora and fauna that are different to those seen in Dicathen and presumably Alacrya too.
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Locations & Landmarks[edit]
Long before the story began Epheotus was apart of the Old World until one day an ancient dragon named Kezess indrath decided to remove the continent from the world. In doing so he created 2 dimensions the Aetheric Realm and the dimensions where Epheotus now resides. This change in location has many consequences such as the rising pressure that will one day destroy the universe.
Cerulean Savanna[edit]
The home of the Thyestes Clan.
Everburn[edit]
A Dragon Town on Mount Geolus. It is the seat of the Inthirah Clan.
Ecclesia[edit]
The home of the Eccleiah Clan.
Featherwalk Aerie[edit]
The home of the Avignis Clan.
Indarth Castle[edit]
The seat of the Indrath Clan. It is built upon the body of the Living Mountain, Geolus, and is now called Mount Geolus.
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