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Player Primer

Welcome to the Player Primer for Avaleen! It is a quick overview of an evergrowing world. Most articles appear as stubs as I continue to work on getting everything down on paper in a way that I love the look of and can share. This world is a work in progress, therefore almost 90% of article links are currently private or stubs.

## Welp - trolls are here and they removed every table and column there was.. Forgive the mess, it is under mending! ##

Come away, O human child!To the waters and the wildWith a faery, hand in hand,For the world's more full of weeping than you can understand.― William Butler Yeats, The Collected Poems of W.B. Yeats

Science fiction deals with improbable possibilities, fantasy with plausible impossibilities.― Miriam Allen de Ford

Never trust the truth. The truth is vicious, the truth thinks that you owe it something… None of that. I like my bullshit. It’s good, it’s happy, it makes other people happy.― Mollymauk Tealeaf

When an alien deity decides to bring her plane into contact with the material one, it’s because she wanted to gift her worshippers with a greater understanding and manipulation of the world. But for the mortals it brought conflict, hubris and the Sundering. In this new age, our heroes need to rebuild, rethink and navigate a world were magic has changed, yet politicians try to live by the old rules and the old borders. With the Void lingering on the horizon, is the world going to plumet once again into darkness?

Welcome one and all to Avaleen!

Avaleen is an everything-kind-of-fantasy setting for the world’s most popular tabletop roleplaying game, and home to several stories both big and small.

This is a world of epic adventure, ravaged by wars and rich with arcane and non-arcane inventions.

A planet slightly larger than ours, orbiting a sun closer to the center of the galaxy than any life has a business to be. Avaleen is a bristling, vibrant world filled with stories, conflict, love, hate, gods, monsters, and everything in between. There are heroes whose deeds stem from love, justice, and honor, whose motivations lie with morals, ethics, or just plain gold. Villains roam, cloaked in shadows, listening to the whispers of cruel gods, and twisted conspiracies and fighting for their own love, glory, power, and gold.

Shadow Wars - the Fall of Japhaia

A Brief Orientation

The name Avaleen stems from the elves in the ancient city of Ghor Minthra who called the world Ala Ve Maris - the World of Stars and Waters. Throughout the years as language developed and evolved, it eventually became known as Avaleen.

 

Avaleen has five continents and two poles, encompassing several nations, independent city-states, and wandering tribes. All of which are home to diverse peoples who view the world in ways influenced by their cultures, history, and the lands which they call home.

Oliria

Nestled in the south is a medium-sized continent that seems pretty common, but is anything but. It borders the Araxi Whites to the south, the Emerald Sea to the west, and the vast expanse of the Morimyr Ocean to the north and east. A landbridge to the northeast connects Oliria to the smaller and wilder continent of Ala.

Filled with splendor and wonder, Oliria has everything; savannahs to the north, jungles to the west, deep forests and mountains. There are also the cursed remains of a once beautiful country and the majestic Bordon Mountains that hold back the deathly tundras of the Araxi Whites to the south.

Despite this, or perhaps because of it, Oliria is a hub of arcane discoveries, old universities, and scientific advancements. It is not uncommon to find sentient automatons here, those fantastic remnants of golden ages past.

The most prominent countries and nations here are the Akati Empire which includes the cursed land of Moraveil. The independent Barthern Islands lies off the coast to the west. The largest country is the Kingdom of Couralis and other countries include the city-state Silvermarrow, as well as Dashia and the mystic country of Lumindor, a land of radiating luminous light and enchanting beauty.

Khorun

In the north of Avaleen is the large and broken continent of Khorun. A place that has seen many worldaltering conflicts and natural disasters. It is a rough place where fire mountains compete with deserts, ocean-wide lakes and polar might.

 

Khorun is run by a loose federation called the Onyx Council. The countries who have representatives on this council are Sangora, Kilmoru, the island nation Eprea, the empire of Lossorach and the dwarven nations of Sorvagur and Drozag. There are independent states too that keep to themselves like Ozudren and the Xhortan Sands. North of Sangora lies the former Kingdom of Illeva, now the Wastelands as the ground is forever scarred by the Sundering that occured as the shadow elven city of Japhaia and the fey elven city of Agartha came crashing into their ancient anchor point of Ghor Minthra.

Varu

Varu is an independent state located in the Morimyr Ocean. Because it is on the trade route between Oliria and Khorun, it is known for its illustrious trade and common piracy. It is fully independent and watched over by the Omored Court.

Varu consists of 6 large islands, created by underwater volcanoes long ago. There is still an active volcano in the southeast, on the ever-expanding island of Treitha. Varu also has over 550 medium to small to minuscule islands scattered throughout. 200 of them are clustered to the north of Inner Varu in the Darkmerrow Archipelago, known for its nomadic tribes of merrows and merfolk.

The Araxi Whites

The Araxi Whites cover the south of Avaleen. Unforgiving tundras and massive glaciers are held back by the Bordon Mountains.

This place that rocks between perpetual light and perpetual darkness hosts many secrets and creatures. Here are dragons, tiny venomous mice-hybrids, sabertoothed giants, and abyssal beings that crawl up from the depths of the vast, empty city of Zion. This city of ice was once populated by deep gnomes, orcs, and dwarves and thrived on the riches of the mines. But greed pushed mining far too deep and the cracks brought ash creatures, undead hordes, and imps. The lower levels are still drenched in cursed miasma and the city is mostly abandoned, left to its grim fate.

The surface of the Araxi Whites hosts roaming tribes of goliaths constantly at war over the scattered resources. Sometimes these natives and monsters cross the Bordon Mountains into Oliria, wreaking havoc on the local population.

The range itself is massive. Snowcrested peaks jutting out of the landscape. With a four day trek across at minimum, these mountains trap people just as it does storms. From certain viewpoints in southern Oliria, one can spot the tundras and glaciers on the other side. An ominous sight for those not of adventorous heart.

Ala

Small and wild, Ala is a tropical continent northeast of Oliria. This is the continent favored by the goddess Pala as well as the source of the legend of The Wanderer. The Joron Expedition set out from Farstead, bringing one Tyrion Fulmark with them. A gnomish bard once part of a legendary troupe of adventurers.

Countries in Ala include Almithara whose scattered remains can be found all over the world. In Ala you also find Advalur, and Ianven among others.

Portals

The Portals are a massive and intricate network of teleportation circles, sigils, and anchors spanning the ancient races' three main realms: Feywild, the Material Plane, and Shadowfell. Other names include but are not limited to: spell spun gates, fairy doors, realm doors, realm gates, tsieach, ethereal gates, nexus portals, nexus gate, etc.

For more info, go to this article:

 

Portals
Vehicle | Dec 14, 2024

Calendar

The world of Avaleen is a planet with regular seasons and a wide variety of climates, ranging from frigid ice caps and tundras to arid deserts, temperate forests, sweltering jungles, wind-swept plains, and storm-tossed oceans. It orbits a single sun and is orbited in turn by three moons surrounded by distant stars that twinkle across a clear night sky.

The ancient people of Avaleen told time by these celestial bodies, and the dwarves of Zion created what became the universal calendar based on the orbit of Luna, the largest moon.

It is divided into 13 months with 35 days each and is based on the waning and waxing of Luna as seen from Zion in the southern hemisphere. This makes Wadar, Galvan, Aere, and Cye the summer months in the south and the winter months in the north.

Months are as follows: Galvan, Aere, Cye, Má'landra, Huron, Aileward, Finnar, Túsinel, Esenar, Calos, Odis, Shonar, Wadar.

In Avaleen, the years were counted by way of ages and until recently that was marked by the reckoning known as The Sundering. That year 0 was the fateful year when a cataclysmic event led to Agartha being pulled from the Feywild and Japhaia from the Shadowfell into the Material Plane which led to the Shadow Wars. Now these are referred to as "Before Common Era," as the Accords were struck between the akati and the illevan after the Great Battle that created the Wastelands to the north of Khorun.  

This book describes the world of Avaleen in the year 1138 CE, when only 138 years have passed in peace and tensions once again start brewing. Or perhaps, had never died down.

The Moons

Three moons circle this world. Gio   is the inhabited moon that is always present in the sky with its faint dust rings. It's close enough to almost always be full as seen from the surface, though it is more or less clear. Luna is an angry blue pearl that flashes now and then when in either full or black mode. To be born under these flashes is considered good fortune and those children are often celebrated. However, if that is an arcana-sensitive child, they can come to be chaotic sorcerers, feared and revered in equal measure. The third moon, Amartis, wasn't discovered until much later, as its massive orbit only makes it appear in the sky every eight months.

 

The Stirring - The Creation Myth of Avaleen

Recorded time and time again, this myth retains its bones from ancient recounts but details tend to vary from place to place. This particular recording comes from the court of the Kingdom of Couralis in the year 4908 of the Age of Arcane.

The Stirring - The Creation Myth of Avaleen
Myth | Dec 15, 2024

The Shadow Wars

The aftermath of the Sundering was felt throughout all the planes as both Japhaia and Agartha came thundering into Avaleen, drawn to their common anchor point on the material plane: the ancient city of Ghor Minthra. Such was the impact and repercussions that peace was forged between even the deep-rooted foes that caused this calamity. For a couple of hundred years, the illevan and the akati lived in relative harmony as the ruins of Ghor Minthra withered and became overgrown, and abandoned.

 

The Accords were signed during a winter's solstice in the year 6709 and the ripples of these peace talks were felt in every corner of Avaleen. The occasion marks year 0 of the Common Era as the Age of Arcane came to a definite end.

My WIP article for reference:

The Shadow War
Military Conflict | Dec 14, 2024

Allegiances

Avaleen is a big world with a myriad of wills across the lands and continents. These lands are not governed simply by their history, but by countless factions and faiths striving for a plethora of conflicting goals and ideals, vying for power and influence.

The world is barely out of the Age of Celestials, and the gods still walk amongst the mortals as they have for thousands of years. But there are forces amongst the people who vy for another type of influence in this grand Age of Arcana. These factions have gained large followings in the guilds, common folk, and artificers - just like the gods have followers amongst clerics with powerful spells, paladins with blessed weapons of might, and thousands of worshippers whose collective voices can change the tides of power.

Therefore there are factions who wield just as much power and influence as the clergies do. Their reach ranges from the mightiest of houses to the smallest of small. The Onyx Council of Lossorach institutes political policies in grand, sweeping, and often inscrutable ways while the Hallowed Blades are a group of folk heroes who seek to subvert evil across the land.

Pantheon of Avaleen

The Titans were born of the spirit of Avaleen and destroyed by Beings not of the world.

After the Primordial War came the Age of Celestials. The Pantheon of Avaleen is divided into two camps; the primary deities and those who betrayed them and became the Fallen. The following deities are the recommended existing pantheon of Avaleen. As long as the GM and the players agree, you are welcome to tailor, alter, or completely change the gods in your Avaleen campaign to fit your needs. The domains listed are the likely choices for the followers of that deity, but they are not the only options.

The Primary Deities are the leaders and luminary creators that battled the Primordial Titans for control of the young world of Avaleen. Through their power they created the mortal races and calmed the elements by banishing them to their own planes. They hold sway over powers that represent a spectrum of the natural world, the passage of time, life and death, and other facets of freedom and existence in the world. While these gods may squabble and disagree amongst themselves, they are united in their dedication to the survival of what is ultimately their creations.

DeityAlignmentDomain
Ayursha CG Ethereal, Fate
Ignis NG Knowledge, Wisdom, Creation
Ithe N Death, Winter, Rebirth
Ancev N Crossroads, Names, Time
Eraikai CG Trickery, Revelry, Procreation
Pala CG War, Freedom, Love
Loundil NG Thunder, Earth, Mining
Chaon LG Honor, Justice, Civilization
Idum NG Wilderness, Seas
Teva NG Moonlight, Illusion, Night
Fa'enor CG Craft, Creation
Leya LG Healing, Sun, Peace

The Fallen Deities are those who strayed from the ideals and vision of the Core and embraced the destructive chaos of the Primordial Titans.

DeityAlignmentDomain
Athys CE Deception, Assassins
Yxal NE Trickery, Illusion, Chaos
Dastos CE Grand Prince of Hell
Qidis NE Storms, Power
Aeros CE Destruction, Decay
Vraximir LE Death, Tyranny, Darkness
Xyra NE Necromancy, Secrets
Zan'thos CE Madness, Corruption, Despair

Lesser Idols

These include archdevils, demon lords, fiends, and celestials of near divine power. There are a few immortals who wander the planes. Every once in a while there will be a mortal who achieves the impossible and becomes immortal. And sometimes they come from the outer realms, or further away than even that.

     

Some famous lesser idols are:

Quick Reference - Character Creation

You may use any races, classes, subclasses, and backgrounds from the extended universe of Dungeons & Dragons. More are created specifically for Avaleen and you may choose one of these if you'd like to customize further.

Note: Genasis and Aasimars are more common in Avaleen than in other D&D worlds.

Discover the Noma

The Noma is a humanoid species that has adapted to the harsh environment of the arctic tundras from whence they come. They are known for their insightfulness, artistry, and unique clothing design. While uncommon, Noma are known to have wandered to and settled in both Khorun and Ala. Even involving themselves with the local conflicts as hired hands.

Appearance:

The first thing you will notice about a Noma is that fur covers all of the body. The color is usually pale white to grey and thick, but there are cases of brown. It has three insulating layers to keep the Noma from freezing to death during the long, dark winters. They often have an angular face, a small nose, angular, serene eyes, thin lips, and large ears. They are durable and resistant to piercing damage, as well as cold, thunder, and lightning damage.

Subraces

This is a big world and you are allowed to make it your own! Want to go off the commonly trodden ground of half-elves and half-orcs? Take two races of your own choice and combine the features and skills of both. Note that you cannot stack ability scores but must choose one or the other.

There are also two original elven variants in Avaleen. These traits are also applicable to half-elves and humans of illevan or akatian descent, or any other race that you and your GM choose.

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Akati Fey Elves

Akati is the umbrella term for the descendants of the ancient fey elves of the Feywild. The akati can be either elven or half-elven in heritage, as they derive from the age of the divine way back in Avaleen's past. They are one of the blessed ancient races, meaning that this variant ages three times more slowly than their kin across the lands. Once at home in Ghor Minthra, they discovered the way to the Feywild where they settled. This elven branch was heavily influenced by the unnatural fey and evolved as such. As a society, they are guided by Ayursha and Farachimo, with the rest of the old pantheon not far behind. As opposed to their darker cousins, the akati bathe in the light of the upper planes and are mostly welcomed in the world of Avaleen.

Appearance

Nowadays it is difficult to differentiate between an akati and someone from another race as they have mingled with the races of Avaleen for nearly 1000 years. As opposed to the illevan, the akati's transformation was more in character and abilities, rather than physical.

Traits and abilities

The akati blood is a dominant gene and regardless of race, there are traits that are found in anyone with this heritage in addition to other racial abilities.

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Illevan Shadow Elves

Illevan is the umbrella term for those who heralded from the ancient shadow elves of Shadowfell. Mostly drow (also called dark elves or myrk'alfen in Elvish) and human, the illevans are a subrace whose history and society have been heavily influenced by Ithe, the Goddess of Death and Winter and Ancev, God of Crossroads and Time. Due to the influence of Shadowfell and its closeness to the Hells and the Abyssal plane, the illevan elves evolved to adopt darker traits.

Appearance

These days illevan look much like the common races of Avaleen, and indeed one would be hard-pressed to find any differences at first glance. There might be something that sticks out; an eye color with a purple tint, babies born with platinum hair, or skin with a bluer tone than normal. But the greatest difference is the longevity of the illevan, with the normal lifespan reaching thrice that of other elves.

Traits and abilities

The illevan blood is a dominant gene and regardless of race, there are traits that are found in anyone with this heritage in addition to the other racial abilities.

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New subclasses

A subclass can really enhance the player's experience and it can become very important after level 3. These are suggestions and flavors to use in your Avaleen campaign if you want to. Note that these are in addition to the D&D 5e subclasses.

Barbarian

Barbarians who follow the Path of Blight tap into the dark and corrupting forces of death, disease, and decay without succumbing to their physical effects. Their rage amplifies their connection to these forces, allowing them to unleash corruptive power that withers their enemies from within.

Bard

The College of Rhetoric Bard serves as a crucial figure who can shape the course of history through their words and actions. They could be a charismatic leader, a manipulator of public opinion, or an advisor trying to rebuild or manipulate power in the wake of devastation. Whether working to prevent the war’s resurgence, rewrite history, or rebuild societies from the ashes, these bards will leave their mark on the world.

Druid

The Circle of the Primordials represents a druidic path that is both ancient and elemental, deeply connected to the world’s primal forces before the rise of modern gods. With the power to shape the world around them through elemental forces, these druids bring the fury of ancient powers to bear, rekindling the forgotten magic of the Primordial Titans.

Monk

Way of the Dusk Order and Way of the Mora both concern the way you trained and where. The Dusk Order is an organization dedicated to vast archives and eradicating corruption and perversions of life and death in the world. The Mora are the akatian warriors, a community open only to the children of the Akati Empire. Their ways are closely held secrets.

Paladin

In a world where the boundaries between the Material Plane, the Elemental Planes, the Feywild, and the Shadowfell are weakening, the Oath of the Realms is sworn by those who seek to protect and preserve the delicate balance between these realms. Paladins who take this oath view their duty not just as protectors of mortals but as guardians of reality itself.

Ranger

In Avaleen, rangers stand on a liminal foot with society. Both needed and regarded as a little strange. Realmwhisperer more than others are attuned to the magical flow between the material world and the planes of existence that lie beyond it. They use their deep connection to the spirit world to guide their steps, protect the natural order, and even summon creatures from other planes to aid them in their quest. A Seafarer excels in maritime environments, protecting coastlines, navigating vast oceans, and having a deep connection with aquatic creatures, the weather, and the natural rhythms of the ocean.

Sorcerer

Fate, destiny, and prophecy. These are the forces that shape the Oraclechild 's magic. Born under strange signs, the Oraclechild channels glimpses of the future, interprets the threads of fate, and bends the flow of time itself. The Lunarchild on the other hand is a sorcerer born under the ever-changing glow of Luna, a reflection of the unpredictability and raw, primal chaos of the celestial body itself. Their power fluctuates wildly with the lunar phases, and it is entirely subject to the moods of the moon—sometimes radiant and full of light, other times dark and twisted.

Wizard

Wizards who follow the School of Constructs focus their studies on the arcane magic of creation and animation, breathing life into mechanical beings and imbuing objects with arcane energy. The students who follow the School of Crimson are often feared for their unnatural ability to control life force, and many walk the line between the pursuit of power and the corruption of their souls.

New backgrounds

These backgrounds are based on the cultures and societies of Avaleen and can be used to define your character's past in a more definite way than the original backgrounds of 5e. Of course, you are welcome to use them as well and combine them with these for flavor.

Akati

Akati (background)

Most akati alive now remember the days before the Sundering, when they were still living in the Feywild. They are a proud race, ancient and magically adept. You are born into a society that believes it has a right to the world and as such you want for very little.

Variant: Aadam

The Aadam are the keepers of time and reality, tasked with studying and preserving the arcane weaves that govern the flow of existence. Raised by lore keepers, temple guardians, and oracles, an Aadam has grown up surrounded by deep knowledge of the past, present, and future. Your people understand that time is fluid, intertwined with fate, and intricately connected to the very fabric of the universe. Many Aadam serve as advisors, scholars, mages, and guardians of sacred sites or artifacts tied to the manipulation of time. Your people are deeply spiritual and philosophical, often seen as the sages of Akati society, with their teachings influencing all who seek to understand the world’s deeper truths.

Variant: Ignis

The Ignis tribe is the oldest and most revered. Formed in the first sacred grove of the Akati and named after the god who blessed them, Ignis, the tribe is known for its deep connection to the divine and the primal forces that shape the world. With bloodlines that stretch back millennia, members of the Ignis tribe are often seen as the torchbearers of their people’s ancient traditions, the keepers of sacred wisdom, and the protectors of Akati’s legacy. You, as a member of this esteemed tribe, carry the weight of this legacy, aware of the responsibility placed upon you by both your heritage and the expectations of others.

Variant: Mora

The Mora tribe of the Akati elves are the fierce protectors of their people and empire. Known for their superior strength, resilience, and unyielding spirit, the Mora tribe has always been at the forefront of battle and defense. Whether on land, in the sky, or at sea, the Mora are the warriors who ensure the safety and stability of their civilization. You, as a member of this proud and powerful tribe, are steeped in the traditions of combat, honor, and duty, and your very blood runs with the strength of your ancestors, warriors of legend. The Mora tribe places a great emphasis on protection. Whether it is protecting sacred grounds, guarding valuable assets, or defending the Akati Empire against external threats, the Mora are the first to stand between danger and the vulnerable. From a young age, you were taught the art of combat, martial discipline, and strategic defense, and you have honed your body and mind to become a true warrior of your people.

Variant: Triyes

Known for their emphasis on wisdom and intellectual pursuits, the Triyes are the scholars, philosophers, and researchers of the Akati Empire. While many members of the tribe gravitate toward academic endeavors, the pursuit of knowledge and the advancement of understanding are central tenets of their way of life. The Triyes believe that through intellect and wisdom, they can shape the future and uncover the hidden truths of the universe. Your tribe's dedication to research and advancement, however, comes with a price. The relentless pursuit of knowledge can lead to ideological divides and disagreements within the tribe, and not all of your fellow Triyes share the same vision for the future. Despite these differences, the Triyes remain united in their shared values and their collective responsibility to push the boundaries of knowledge.

Variant: Roya

The Roya are the most nomadic tribe of the Akati and those who took the displacement in their stride. Known for their adventurous spirit and restless nature, the Roya live for exploration and discovery. They roam the lands of Avaleen, seeking out new corners of the world, uncovering lost knowledge, and immersing themselves in the ever-changing tapestry of life. Though not tied to any one place, the Roya take great pride in their role as guardians of the Portal system. While their wanderlust drives them to explore far and wide, they never stray too far from their duty to protect these ancient, sacred sites. The Roya are often seen as protectors of sacred knowledge, bearers of forgotten lore, and ever-watchful guardians of the paths that link the planes.

Variant: Tribeless

Not all Akati elves fit neatly into the established tribes of their people. Some have rejected the rigid traditions of the tribes, others have been cast out due to personal failings or disagreements, while some wander for reasons beyond the comprehension of their kin. These Outcasts are elves who do not belong to any one tribe or have been forced to leave their tribes for reasons both personal and political. Whether you left to pursue knowledge, gain freedom from the constraints of tribal expectations, or were exiled due to an act of defiance or dishonor, you now live on the fringes of Akati society. In a world where the Akati tribes have a long history of cooperation and mutual respect, your existence as an outcast can be a lonely one. Many view you with suspicion, and some might see your lack of tribe as a mark of dishonor.

Omored Pirate

Omored Pirate (Background)

You are a child of the Morimyr Ocean, born to its vastness, storms, and hidden wonders. Whether you grew up among the Varu, the ocean’s enigmatic islands with their thriving, diverse cultures, or aboard a wandering ship that called no port home, the sea is in your blood. You know its moods, its dangers, and its beauty, and you’ve learned to navigate the balance between its gifts and its perils.

This background offers two distinct variants: the **Buccaneer**, a daring sailor who lives for the thrill of the high seas, and the **Janobin Cleric**, a devoted follower of a sea religion inspired by the freedom and spirit of birds.

Variant: Buccaneer

You thrive on the thrill of open water and the freedom of the sea. Whether you’re a privateer, a pirate, or simply a daring mariner, you’re most at home on the deck of a ship. Replace **Born of the Waves** with **Sea Raider’s Grit**, which allows you to spot ships or other watercraft at twice the normal range and grants advantage on Charisma checks to influence sailors.

### **Variant: Janobin Cleric**

You follow the teachings of Janobin, the avian deity of freedom, clarity, and the sky above the waves. You often wear birdlike adornments and treat feathers as sacred symbols. Replace **Born of the Waves** with **Skyward Devotion**, granting you the ability to sense the direction of the wind at all times and advantage on Wisdom (Insight) checks to discern deception or dishonesty.

Illevan

Illevan (Background)

You carry the blood of an ancient race in your veins. And one that lost its home to the Sundering. The ruins of Japhaia, the Jewel of Illeva still stand in the wasteland by Ghor Minthra and it is a sore on your mind. You are born into a displaced people trying to survive.

Variant: High Illevan

Their ancestors were shaped by the primordial forces of death, time, and fate, and their bloodline carries the weight of both the divine influence of Ithe, Goddess of Death and Winter, and Ancev, God of Crossroads and Time. Whether born into noble families, secretive orders, or wandering the realms as agents of fate, the High Illevan rarely announces themselves as such. Especially since the assassination of the last King of Japhaia. In myth and stories, they are often portrayed as enigmatic figures, wise but distant, guardians of ancient secrets, and wielders of forgotten power. They are a variant of Illevans out of sync with the mortal realms in subtle ways.

Variant: Engineer

The Illevan Engineers are shadow elves whose ancestry is tied to the ancient, shadowy realms of the Shadowfell, but whose talents have been honed through centuries of crafting and understanding the intricate balance between magic and mechanics. Deeply attuned to the energies of the realms, the Illevan Arcane Supreme Engineers have long used their connection to the arcane and the shadowy powers that permeate their homeland to build wonders that combine the supernatural and the mechanical. These engineers are inventors, creators, and innovators, melding the old-world mastery of ancient arcane knowledge with cutting-edge magical technology. They are the original creators of the Portals when their kinship with the akati was still one of peace and mutual curiosity.

Variant: Insurrectionist

The Illevan Insurrectionists are a faction of the Illevan people who have turned their backs on the quiet, shadowy existence that defined their ancient heritage in the Shadowfell. These rebels have embraced a more active role in the ongoing Shadow War, disregarding the Accords struck at the time of the Sundering. They have chosen to fight for the survival and supremacy of their people, seeking to avenge ancient wrongs, destroy the Akati, and ensure that the Illevan bloodline remains dominant and respected in the mortal world.

Sangoran

*Sangoran

As a Sangoran you are no stranger to the rough layers of the world.

Variant: Blade Member

Variant: Syndicate Soldier

Variant: Wasteland Hunter

Fate-touched

*Fate-Touched

You are touched by the Fates.

Moon Colonist

Moon Colonist

Born and raised on a desolate, resource-stripped moon, you’ve known hardship, ingenuity, and resilience from your earliest days. The moon is your cradle and your prison, its rocky surface scarred by the relentless pursuit of resources. Life among the mining pits, malfunctioning terraforming rigs, and soot-filled corridors of makeshift settlements has shaped you into a resourceful and unyielding survivor. Whether your life revolved around the constant grind of mining, the upkeep of creaking machinery, or organizing against distant rulers who exploit your home, you carry the spirit of the moon colonists: tough, clever, and fiercely independent.

Community is everything when survival is at stake, but desperation can bring out cruelty and greed. Now, whether by choice or necessity, you’ve left the moon behind, but its lessons—and scars—remain with you.

Monster

Monster (Background)

Where others see a humanoid shape, they see a lie. That is not what you are. A dragon permanently polymorphed, a cured lycanthrope, a vampire brought back from the peace of death. Or some other monster who has had their form changed into a common humanoid race. You once spent years of your life as a being that haunts the nightmares of many. What were you? What terrible deeds did you commit? What magic transformed you?

Learning to live as something else is a struggle, a pain you committed to. Memories, old enemies, lost friends and family from your past life haunt you but your mind has committed to the new form. The new culture with its new laws and customs. The restless way of adventure is the only one that feels right for you. A person who walks between two worlds. But on the road, you can both nourish your new heart and unleash the savagery of what you once were.

Variant: Magical Weapon

Though your violent memories are similar to those who were once monsters, your circumstances are even more bizarre. Legendary figures once wielded you to slay countless others. Now, transformed by magic, you are humanoid yourself. Who were your previous wielders? Villains? Heroes? Were you abandoned in a barn? Your creator? For the first time in all of your time you are in control of your actions and this new independence is strange but exciting!

Outside of the background listed above there are Avaleen-specific variants of backgrounds such as Archivist, Scholar, Reformed Cultist, and many, many more. Talk to your GM (or me) for more information!

What's This For?

It's an exercise in creating a world that lives and breathes. A world that is home to hundreds of stories both told and implied. There are multiple stories going on in the various parts of the world, none more important than the others. It's a place for me to try to create a setting that can hold and support many different formats of storytelling.  

What Genre is This?

High fantasy based on the rules of D&D 5e (2014 & 2024) and the Rule of Cool.   This is a big world full of small stories and big. You can choose to create an RPG-heavy campaign or a combat-driven one depending on your preferences.  

Tone

Up to you! Each area has its own tone. Khorun is dark fantasy, filled with broken people, grit, and dirt. Oliria on the other hand is bright magic on the surface, with political intrigue just below. The Varuvian Nation is swashbuckling on the High Seas and the Araxi Whites are a silent, dangerous place. The world is full of screwed-up situations, while stories focus on decent people trying their best.  

References

I want this world to feel what I feel when I read the Kingkiller Chronicles, visualize Middle-Earth, and hear about Exandria in the aftermath of the Calamity. This world was born of a story set in a Multiplanar verse where Oliria, Khorun, Sangora, and Varu were intergalactic locations with very distinct sci-fi, dystopian, and high fantasy settings. And Agartha Nova was a colony of an ancient race located in the Hollow Earth beneath the crust of our Earth today.    When I took the decision to evolve this into a D&D Campaign Setting that came with its own ruleset it became Avaleen. Some parts of sci-fi still remain in Gio, the inhabited moon. Some dystopian darkness lingers in the Wastelands and the ruins of Japhaia. And Alana Kalar will still find herself in Stockholm, Sweden in the year 2018.  
Rules are meant to be broken

Current stories set in Avaleen

 

The Rogue Angel

 

Guardians Ascension

 
Limited campaign: Wind in the Sails "You start here, on Inner Varu. The largest island in the Varuvian nation. Where the buildings are mostly metal, birds are holy and the trade is lucrative. As is the piracy. Captain Tam Winmore has been hired by a lady named El to take her over to Agartha Nova in the west of Oliria and he is looking for crew. Are you brave enough to join him on his adventure?"  
Limited campaign: The Zion Expedition "There is still a whole load of question marks regarding the events leading up to that catastrophic day when Zion fell. Only part of the findings of the Joron Expedition has been released to the public, which in itself has been the subject of many conspiracy theories. Some involved The Old Guard, some involved a dubious and secret imperial alliance, some blamed the [Cerrion Assembly], and some cast blame on certain members of the expedition itself and their allies. You are hired onto a new expedition to seek answers, and perhaps uncover the mystery once and for all. Good luck."

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