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) ᏇᏂᎥᏖᏋ  

The 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

World Map
The world of Stelair is heaped with history across its varied terrain. From the deepest depths of its oceans to its highest snowy peaks. Numerous Kingdoms have risen and been extinguished during this worlds existence and their remains can be seen throughout the landscape. Forgotten tombs deep underground and lost castles within twisting forests. All hold secrets that even today have yet to have been discovered in this well traveled world. Some may never be rediscovered, but others......others lay in wait just off the beaten path. Just waiting for a curious soul to take a few steps off the road and onto the trail of adventure.

Rule Supplements

  Crafting
How 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.

Languages

Listed here are all the known languages in the world of Stelair and their race of origin, if known. Also included are general places and peoples who use the language in the world. Unless otherwise stated, each language has their own complete form of writing.   Common: Universal: All the races of the world know or can understand the basics of common as it has been intertwined into the very fabric of the universe. It is the language of the gods themselves. You know how it sounds.   Arcspeak: Spellweavers of Forshoon: This language is a combination of physical speaking and vibrating the arcane energies subfused in all of existence. It sounds like a combination of muted musical tones and mumbling to those not used to communication with it. Though, most people can understand the language with a little bit of concentration. To people more trained in its use, it sounds very similar to common but with a reverberating power behind it. Used by the Spellweavers and the dark elves of Northern Valash. It is often taught within magic schools & colleges as a way to teach magic, but not usually in a way that is useful for communication.   Dwarven: North Reevnic Dwarves: A lighter and more fluid language. It has a surprising amount of nuance to it, all dependent it on how sharp certain syllables are pronounced. While this is not necessary to understand the language, it can be the difference between "We could use a healer," & "Quickly a healer, he's dying." Traditional Dwarven is spoken by a large subset of dwarves, especially in the north. Galtian humans also speak a version of it.   Draconic: Azle Isles Dragons: A clicky but throaty language. It is almost entirely spoken from the throat and is a fairly rough language for most other races to speak, not so much in difficulty but due to its grating effect on the throat. It is spoken almost exclusively by Dragonborn and explorers of ancient Revic ruins. The written language has some similarities to Revcian.   Elven: Southern Valash Elves: Fairly muted and toneless in its everyday use with syllables and words meant to be drawn out. The drab and monotone way it is spoken is often thought to have originated as Elves learned to control their innate arcane connection as a lot of spellcasting with verbal components are derived from Elven but with a range of emotion added in. The majority of Elven speakers are themselves Elves, but there are certain druidic & arcane orders who have adopted the language for themselves.   Islic: Free Isle Elves: A true amalgamation of a language. Taken from Smallspeak, Vudrani, and Kelshian, Islic is a language that really only has a few rules to it. However, because there is no real standard way to speak it, learning it is something of a challenge. Those who do learn it usually end up adding more to the language than they actually learn. It is a very high energy speech with rapid changes in pace and pitch. It is really only spoken in the Free Isles and by traveling sailors. There is no written word to this language.   Kelshian: Central Reevnic Humans: A harsh language with barely any soft or gentle notes. The major beats of speech are consonants with hisses stringing them together. It has been described as sounding like "a lion being attacked by a pack of snakes." There are many rules and particular ways to pronounce things. Depending on who you are speaking with, where you are, time of day, your gender, your point of social status, and who, if anyone, is working between the two of you, the word for hello could be 1 of 15 different words. This is usually only a language spoken by native Kelshians or within the Kelsh Empire as it is required.   Lelef: North Eastern Reevnic Humans: A quiet and breathy language, its speakers are required to breathe deep and often in order to communicate. It is a difficult language to speak well and is really only practiced in the Leaflands in North Eastern Reevnic.   Ogrunt: Southern Molor Orcs: A guttural and throaty language that is spoken more from the chest than it is the mouth. The deep bassy speech is loud and rough enough that it makes the air around the speakers vibrate. The speech pattern is jumpy with sharp spikes in the middle of words and sentences as if emphasizing points. It is the native language of the Orcs with few other speakers. This language has a very basic form of writing.   Pafra: Central Gnam Catfolk: A language that is very much pronounced in the cheeks with clicks and wet hisses. It is honestly a fairly simple language to learn as most of its sounds are very distinctive from each other. It is almost exclusively spoken by the Catfolk and usually only among those of their own race. Teaching the language to others is taboo by traditionalist Catfolk. There is no written word to this language.   Rastin: Northern Reevnic Daru: A language of trills and whistles, it generally sounds very musical when speaking it. Because of its nature and origin however, it is difficult for non-Garuda/Daru to pronounce certain pitches necessary to speak it. It is the native language for all @dar, but a version has been adapted as the shared language of druids and worshipers of Rastil.   Revcian: Ancient Civilization of the Revic Republic : A lost language spoken by no one anymore. Its writing is found extensively in ruins around the world apart from Valash & Forshoon. The letters are a combination of symmetrical shapes with dots on different sides & different variations of swirls with accompanying dots. The language is fairly complex so only a couple handfuls of researchers actually know how to translate it. The written language has some similarities to Draconic.   Rivtra: North Western Reevnic Humans: Slightly reminiscent of Smalltalk, Rivtra is a language created in the River Kingdoms. Its pattern is sing songy in nature which makes it a popular form to write songs and poems in. While more prevalent in the North, it is considered a trade language and a decent amount of people speak it.   Smalltalk: Gnomes, Halflings, Goblins: Bouncy and quick, this language was created on Gnam between the 3 races. Each one has a slight dialect to it. Gnomes being the quickest speaking, Halflings having more dramatic variations between the high & low tones, and Goblins being snarlier. All of them have the up and down pattern of a child skipping down the road. Smalltalk is prevalent throughout the world and has taken a place as one of the trade languages of the world. It can be found spoken in port towns and major trade hubs.   Vudrani/Advian: Southern Reevnic Humans: A long and structured language based around large words in short sentences. The language is based around using a few of the extensive 30-40 character words in Vudrani/Advian in a single sentence. These words mean specific things like, "Today in the morning time," or "I need to pick up food for." While learning the entire language is difficult, the specificity of the words makes learning it for certain uses a very common occurrence.   Wutu: Broken Sea Mermon: A language that can really only be spoken properly underwater. The underwater races use their gills in order to produce vibrations in the water that sound like a strange undulation of sound. It is able to be mimicked above water and with lungs, but supposedly it sounds like it is talking "with your mouth in a pillow." Above water, it sounds like a series of shushing and air being blown through the air. It is really only spoken by the water-dwelling races.

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