World Knowledge Cheat Sheet
Guide To Races
Catfolk: Adult Age Range 10-70
An athletic race with a wide range of fur designs and colors. Catfolk are a tribal race who mostly remain steadfast in their old traditions. Even those who set out on their own or tribes that choose to modernize hold to their traditions and customs tightly. Thanks to the Gnomes, they are seen as a largely violent and backwards people by the other races.Daru/Garuda: Adult Age Range 5-65
One of the few living races created by the gods, the Daru are bird like humanoids who tend to group up in clan settings. They are very agile in the air and have some strange abilities tied to their godly creation that are neither natural or arcane in nature. Very lithe and light creatures, their bodies are covered in an area of vibrant colored feathers. Faces sporting curved beaks and limbs ending in sharp but not weapon like talons and claws.Dragonborn: Adult Age Range 15 - 95
Powerful creatures, these scaled reptiles tend to be on the taller side, pushing 7ft. Their tails vary in length but are usually at least a few feet long. They have short snouts with mouths filled with sharp predator teeth. Their eyes are a solid color, sharing a shade with their scales. They have an arrogance about them that has them think much less of other races. However, being social creatures, they will "lower" themselves to other races just to be apart of a group.Dwarf: Adult Age Range 35-250
Industrious, headstrong, and willful. Dwarves are a very hairy, long-lived race who tend to gather together in close-knit social groups. Nothing is more loyal than a dwarf who becomes attached to a group or cause. Fairly stocky and built solidly, Dwarves have a natural born hardiness to them.Elf: Adult Age Range 18-140
Long-lived, arcanely gifted, and instinctual. Their average height is around the lower 6ft range, they have sharp and prominent features like their pointed ears and eyes that glitter. They continue to try and understand their natural arcane abilities. Though centuries of not fully grasping their abilities and having to fend for themselves without magic led to them developing a natural quickness that as stuck with them through the following centuries.Gnome: Adult Age Range 14-85
Short, stocky, brilliant. Gnomish society has boomed because of their analytical minds. Able to grasp vague concepts and put their applications to use. They are a group minded species, never straying too far from their own or the group they associate with. They usually are 2 1/2ft to 3ft in height, being one of the shortest races. Their heads tend to be slightly larger in proportion to their bodies and limbs stockier. Their eyes are also a bit larger on their faces then a typical humans.Goblin: Adult Age Range 10-65
Goblins are referred to as the leeches of society. Tagging along, never doing their own work, always adapting other races' achievements to their own benefit. They are actually fairly intelligent but generally lack initiative, walking the road already paved and making it their own rather than trailblazing it.Halfling: Adult Age Range 14-65
Nomadic explorers, Halflings are the natural born adventurers. Always on the move and never wanting to stay in a place to long, they are generally overlooked by most other races simply because of their seeming lack of impact on the world. They are part of no major nation and haven't made any great advancement, and there are certainly no standout warriors. They are just happy to follow along and live a care free lifestyle full of new experiences. Not especially looking to complicate their lives with the spotlight. Hovering around the upper 3ft to low 4ft range, Halflings look pretty much like smaller humans aside from their very rounded ears.Human: Adult Age Range 21-85
If you were to sum up Humans in a single word, it would be impactful. From the fall of the Draconic Empire, the horrors of the Forgotten War, and the revolution of the Trade Age, humans have been a driving force through history, always seeming to be in the center what is happening. Humans have a motivation rivaled only by the Gnomes. Usually in the upper 5ft to lower 6ft range, Humans come in shades of pale peaches to lighter blacks.Julkin : Adult Age Range 28-850
An extremely long-lived species who has a deep wanderlust and curiosity of the world . They travel to collect knowledge for different reasons within their tomes. It is rumored that they have a central home where they store their knowledge and raise their young, though no one knows where it could be. They tend to stay neutral as to observe things and watch them unfold. However, if they become invested in a different cause or purpose, they will die before they fail it. They start around 4ft tall, but as they grow older and larger, they reach up to 12ft tall in some cases.Mermon: Adult Age Range 18-80
A secretive and suspicious race. They are not seen much above the waters, and those who do try to remain unnoticed. They are naturally distrusting of people because of the war-torn nature of the deep seas. The people they hold closest are their immediate families. Without one, they tend to wander away from society because of a lack of trust in it as a whole. They are usually mid 5ft with skin that is an array of bright vibrant colors. Their hands and feet are webbed, and within water, they can open up arm, leg, and back fins to aid in swimming.Orc: Adult Age Range 14-50
Large humanoids with naturally muscular bodies, green skin, and mouths accentuated by small tusks protruding from their mouths. Their skin is a shade of green and the skin around their muscles usually is marked by stretch marks. They are solidly built and their bones are famously hard to break. Experiences intense mood swings and jumps in physical strength depending on the temperature.Sawgrim: Adult Age Range 12-50
Vicious hunters of the waters, these brutes group together in huge tribes that viciously hunt anything humanoid like. While in large groups, they act very much like a hive mind, working together for the hunt. But when individuals are separated for a time, they will find themselves unwelcome back to the group. That time away from the pack usually allows the individual to grow their own personality outside of the pack, making them adopt a lone lifestyle. They have large mouth and small eyes. Their hands and feet are finned, but what allows them to swim fastest is their long tail with a fin on the end.Races & Subraces Statblocks (<---Click Here)
The Gods
The First 6
The original gods that raised Stelair from nothing and seeded it with life. They guided and protected the world for over 6000 years of written history. Listed next to the gods are their holy symbols. Garto (The Yellow Sun) : The god of creation, invention, motivation, and inspiration. A free and joyous spirit, Garto loves nothing more than to prompt & stimulate the minds of mortals. He is the most giving of the deities in his gifts, but he refuses to push beings to create or to completely form ideas in their minds. He is more than willing to give the spark, but the person must build the fire into something spectacular. Rastil (A Green Leaf Star) : The god of the nature, growth, animals, and the harvest. Quiet but caring, Rastil enjoys solitude and watching the simpler things grow. He holds wariness with mortals and their habit to so greatly alter the balance of nature, though as living things themselves, he keeps his judgment at bay. Daeme (A White Sword with a Hammer for a Pommel) : The god of rules, justice, order, honor, and righteous. A strict and virtuous being, Daeme desires order in the chaos that is brought into the world by mortals. While it would certainly be easy to institute her will, she desires mortals to function on their own. This hasn't stopped her from giving detailed instructions on how to do things right in the form of her scriptures. Iro (A Purple Hand Holding 3 Fingers Up. The Index, the Middle, and the Thumb, together): The god of magic, arcane, mysticism, and the unknown. Standoffish and easy to anger, Iro cares little about mortals themselves. He is much more interested in their potential—their minds tackling problems and digging through mysteries much greater than any of them. And yet, sometimes, they are able to overcome these immense tasks. Mosa (A Scroll Sealed with a Red Crown) : The god of intervention, deals, contracts, trade, and commerce. She is charming and calculating, and while most think of her as deceitful and untrustworthy, her nature is far from that, reaching out to help those in need and to fix problems that arise because of circumstance. Though, she does not do this for free and usually requires a promise of future service. འօѵą: ᏖᏂᏋ ᎶᎧᎴ ᎧᎦ ᏰᏋᏗᏕᏖᏕ, ᎮᏒᎧᏖᏋፈᏖᎥᎧᏁ, ᏖᏂᏋ ᎮᏝᏗᏁᏋᏕ, ᎴᏋᏕᏖᏒᏬፈᏖᎥᎧᏁ. (ᏗᏁ ᏗᏁᎥᎷᏗᏝ ᏕᏦᏬᏝᏝ ᏇᎥᏖᏂ Ꮧ ᏰᎧᏁᏋ ᎥᏁ ᎥᏖᏕ ᎷᎧᏬᏖᏂ) ᏇᏂᎥᏖᏋThe Elevated Ones
After the Chaos War at the end of the 7th millennium, many of the gods ended up dead. Only Mosa survived its horrors and eventually was the one who raised 5 mortals to the point of godhood in order to stabilize the aspects of reality that were becoming wild and frayed without beings to manage them. Listed next to the gods are their holy symbols. Jaydune (Human) (A Tankard of Ale with an Orange Sun Logo): The god of inspiration, motivation, adventure, and freedom. An adventurer who lost his friends and everything he cared about in the Chaos War. Mosa offered him a chance to make a difference, and he has since been one of the most present gods, cheerfully casting blessings on adventurers and inspiring others with the desire to change for the better. vLestari (Elven) (A Blue Hand with a Leaf on the Palm): The god of peace, nature, growth, and healing. A person who was on the forefront of fighting the Chaos War. For her efforts, she found herself magically sealed within a bottle for several decades by the enemy forces before Mosa released and elevated her. Though mostly quiet, the god of peace is surprisingly quick to anger against those who cause suffering. Gord (Dwarf) (A Fist with a Pink Flame on its Knuckles): The god of order, law, morality, and war. A history that is a mystery, Gord rarely speaks. He rarely answers prayers, and he holds no avatars or servants in his service. Some call him the "Deaf God.” Wil (Gnome) (A Grey Circle with a 4 Pointed Star which is Always Hollow): The god of secrets, magic, learning, and nothing. One of the mortal binders of the creature of chaos, Wil was the only one of the Elevated Ones to approach Mosa and ask for his position. Seeing a need and knowing his skills, he believed he could help—and so did Mosa. He has little contact with mortals and instead spends his time parsing the secrets of the existence. Sorg (Orc) (A Sword with a Brown Eye on its Hilt): The god of vengeance and protectors. A soldier who was one of the few survivors of the Rova Pit Massacre. He and his fellow warriors nearly died to make an opening that helped win the battle. The couple of surviving Orcs and Sorg spent their time after the war hunting down the terrifying creatures let loose by it until Sorg was approached by Mosa. He is crude, terrifying, and rude. However, he truly cares about protecting the weak and will step in to help those who ask.World Map
Rule Supplements
CraftingHow players can go about making potions, poisons, weapons, and armors. This page also holds many basic recipes as well. Half Race Rules
How the races of Stelair can intermix, gain racial traits, and gain ability score bonuses. Resurrection Magic
Any type of resurrection & magic that creates undead is expressly forbidden and considered immoral. The spells to do this magic do exist but are not learnable via the normal 5e level up process.