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The Province of Arlogas

in Hekuda

Arlogas, or Maloxhi as it's known to the natives, is lush with both plant and animal life, the region is overgrown in many areas where the trees tower over everything, likewise some of the animals within Maloxhi share the same property as their size is something to marvel at. Because of the region's affinity for nature it's no surprise that a great number of its occupants center their studies and occupations around that affinity.
All Maloxese share the following origin benefit:
  • ASI: +1 Wisdom; up to your Ability Score cap
  • Skill Proficiency: Nature
  • Language: You can speak and write Arlogish
  The following are specific sub-origins that a character from Arlogas can take, this alters the base Arlogas origin.

Beast Tamer

Attempting to subdue the beasts of Maloxhi is a steep task for most, depending on your luck you could run into a creature that's far beyond your capabilities as a tamer. Even knowing this, you still attempt the feat for one reason or another. Because of the time you've spent tracking, fighting, taming, or running from these beasts you've developed a number of talents.
  • ASI: You can replace your +1 Wisdom ASI for a +1 Dexterity or +1 Strength ASI; up to your Ability Score cap.
  • Skill Proficiency: Animal Handling, this is in addition to the Nature proficiency from the base origin; you can replace either of these skill proficiencies with a tool proficiency of your choice.
  • Lore: Animal Habits, Animal Habitats, Animal Tracking, Subjugation Techniques, and Taming Methods.
  • Equipment: Backpack, waterskin, messkit, clothes (traveler's), map of Arlogas, reins, saddle (pack), hunting trap, hempen rope, piton x10, hammer, bedroll, blanket, ration x10, shortbow, arrow x60, quiver, dagger x2, tinderbox, torch x10, and a coin pouch containing 13 gp, and 9 sp.

Feature: Skilled Hunter

  • You deal your Proficiency bonus in additional damage to Beast type creatures with any martial attacks that you make, and deal this same bonus damage to the first instance of any spell that you cast in a given turn.
  • While leading your party you can Stealth while moving at a Medium or Slow pace, not just a Slow pace, and whenever an encounter check is made while you are leading your party, the check is rolled an additional time, and takes the more favorable result.
  • You can deal non-lethal damage with ranged martial attacks that you make.
  • Your Taming Score is increased by 2.
  Below are a number of options that can help flesh out your characters. These are optional, and you may choose your own if they don't fit your character. Typically pick 2 Personality Traits, and 1 from each of the other lists.

d8 Personality Trait

  1. I feel more comfortable around animals than I do people.
  2. I sometimes find it hard to fight animals with the intention of killing them.
  3. I think that animals have good judges of characters so if they don't like you I probably won't either.
  4. I've slept in the wilderness so often that typical sleeping accommodations seem weird now.
  5. I like moving around slowly and with care because of my experience tracking.
  6. I often sleep in trees to avoid the animals roaming the ground at night.
  7. I'm fascinated by the anatomy of animals and people.
  8. I'm overly affectionate with tamed animals.

d6 Ideal

  1. Order. The wilderness is beautiful, but we as people need rules to best survive. (Lawful)
  2. Freedom. We should follow the example of wild animals and do whatever we want. (Chaotic)
  3. Understanding. Everything has some reason for what they're doing, we should take time and figure out why before resorting to drastic measures.(Good)
  4. Power. The strong survive and the weak perish, everything else is just a stepping stone for me to grow. (Evil)
  5. Equality. No one is more important than another, everyone should be treated equally. (Neutral)
  6. Chance. You can't know everything that'll happen, nature is unpredictable so there's no need to worry. (Any)

d6 Bond

  1. There's a beast that has eluded my eye for a long time, I'm still trying to track it down.
  2. The beasts that I've tangled with have my respect, and I hope to see some of them again.
  3. I'll stake my life for beasts that are being killed for no reason.
  4. My friends are like my pack, I'll put my life on the line for them.
  5. I grew up in the wild and was taken care of by animals, I'll stop at nothing to protect them.
  6. I aspire to find and capture a beast that no one has ever seen.

d6 Flaw

  1. My interest in beasts oftentimes distracts me from my current objective.
  2. If I see a new creature I can't help but want to approach it.
  3. I've been working on my own for so long that abandoning my team is always an option in my mind.
  4. I think that someone's worth is based on how well they can handle themselves in a fight, and don't respect those who don't fight.
  5. I nearly died tracking a certain beast, similar beasts still frighten me.
  6. I can't sit around for too long, I need to be actively doing something and this often leads to rash decisions.
   

Blessed by Nature

Your natural connection with the green is greater than most, even without training or specialization you're capable of harnessing nature magic. Those who have this strengthened connection often follow the path of spellcasting, but there are of course some who focus on other areas. Regardless of the path that you take, nature is always looking out for you and may support you in other ways.
  • ASI: You can replace your +1 Wisdom ASI for a +1 Charisma or +1 Intelligence ASI; up to your Ability Score cap.
  • Skill Proficiency: Arcana, or Religion, this is in addition to the Nature proficiency from the base origin; you can replace either of these skill proficiencies with a tool proficiency of your choice.
  • Lore: Druid Circles, Elemental Magic, Natural Order, Nature Energy, and Seasonal Changes.
  • Equipment: Backpack, waterskin, messkit, clothes (traveler's), map of Arlogas, bedroll, blanket, tinderbox, torch x10, and a coin pouch containing 42 gp, and 5 sp.
 

Feature: Natural and Elemental Talent

  • You can cast the Druidcraft cantrip, if you could already cast Druidcraft then you may learn another cantrip from the Druid spell list - the spellcasting modifier for the chosen spell is Wisdom.
  • While you are in a forest, jungle, swamp, or plains martial attacks that you make deal an additional amount of Fire, Cold, or Lightning damage equal to your Proficiency bonus. When casting leveled spells that deal either of these damage types, that spell deals an additional dice worth of damage, this only occurs for the first instance of that casting of the spell.
  • You gain access to an Average-quality library.
  Below are a number of options that can help flesh out your characters. These are optional, and you may choose your own if they don't fit your character. Typically pick 2 Personality Traits, and 1 from each of the other lists.

d8 Personality Trait

  1. I'm more comfortable under the cover of trees than a roof.
  2. I like to show off my natural abilities.
  3. I'm careful about how I use destructive things.
  4. I like being alone with my thoughts.
  5. I love talking to other people about ideas I have.
  6. I like reading books when I have time, the information in them fascinates me.
  7. I'm put off by those without respect for nature.
  8. Somedays I like to just watch the world move from afar.

d6 Ideal

  1. Judgement. Right and wrong are easy to tell, following that will bring reward. (Lawful)
  2. Wild. Nature can't be controlled, no one should try and control me just the same. (Chaotic)
  3. Helpful. Nature can be cruel, it's up to those loved by it to help others. (Good)
  4. Force. I was blessed with this power in order to change everything wrong in the world, by force if necessary. (Evil)
  5. Indifference. If it works out for me I'll help someone, otherwise I'm fine watching from the sideline. (Neutral)
  6. Eternity. Everything will continue after I'm gone, I hope to do something worthy of being remembered. (Any)

d6 Bond

  1. I am grateful to whatever entity gave me these powers, one day I hope to show them my thanks.
  2. The forest near where I grew up is like a second home to me.
  3. I'm searching for someone from my past whom I've forgotten.
  4. Nature gave me these abilities, so I will protect it as best I can.
  5. At times it feels like the plants are an extension of myself, I want to understand more about why.
  6. I managed to become friends with some forest animals, I hope they'll remember me if I visit.

d6 Flaw

  1. I can be very dramatic about small things.
  2. I don't understand subtext all that well.
  3. The value of money is lost on me and I'm easily swindled.
  4. I think I'm better than other people due to my gift.
  5. I like to get even with people, even if that means going to extremes.
  6. I'm stubborn and sometimes refuse to agree with others even if they're right.
 

Botanist

For one reason or another you've decided to study plants, and Maloxhi is likely the best place to have chosen this study. Through your research you've discovered a wide array of information regarding a variety of beneficial and harmful plants primarily within Maloxhi. Because of your extensive research you stand as a well versed member of the botanist community, what you choose to do with this research remains to be seen.
  • ASI: You can replace your +1 Wisdom ASI for a +1 Intelligence ASI; up to your Ability Score cap.
  • Skill Proficiency: None; you can replace the base origin skill proficiencies with a tool proficiency of your choice.
  • Tool Proficiency: Herbalism Kit & Poisoner's Kit.
  • Lore: Antitoxins, Growing Conditions, Herb Mixing, Medicinal Plants, and Poisonous Plants.
  • Equipment: Backpack, waterskin, messkit, clothes (common), bedroll, map of Arlogas, ink (1 oz.), ink pen, research book, vial x5, ration x5, tinderbox, torch x10, and a coin pouch containing 1 gp, and 9 sp.
 

Feature: Adeptly Knowledgeable

  • You have advantage on Tactics checks towards Plant type creatures.
  • You gain expertise in the Medicine or Nature skill.
  • You gain resistance to Poison damage, if you are not already resistant. If you are already resistant to Poison damage, you instead gain Advantage on saves versed Poison effects.
  • You gain access to an Average-quality library.
  Below are a number of options that can help flesh out your characters. These are optional, and you may choose your own if they don't fit your character. Typically pick 2 Personality Traits, and 1 from each of the other lists.

d8 Personality Trait

  1. When I get started talking about plants it's hard for me to stop.
  2. I'm fascinated by new discoveries.
  3. I like to figure out how to utilize everything to its greatest potential.
  4. I often wear myself from overworking on a task.
  5. I scribble down notes on whatever is convenient at the time.
  6. I spend a lot of time reading books.
  7. I consider myself incredibly knowledgeable about most things and am very prideful.
  8. I sometimes lose my patience quickly.

d6 Ideal

  1. Reason. Some of the things I find can be dangerous, these shouldn't be used on the undeserving. (Lawful)
  2. Profit. I'm here to make money, and medicine certainly does the job. (Any)
  3. Aid. My gifts should be used to help others. (Good)
  4. Curiosity. Everything needs to be tested, and everyone is my subject - if they die then so be it. (Evil)
  5. Truth. I want to know the secrets behind every plant. (Neutral)
  6. Research. I'll study for my own sake. (Any)

d6 Bond

  1. I owe my life to those that took me in.
  2. I study intensively to one day conquer a deadly disease.
  3. My research feels like it's part of me.
  4. I'm always searching for a fabled plant.
  5. I can't return home until I've solved a mystery that is always on my mind.
  6. I believe that everything can be solved through enough studying.

d6 Flaw

  1. I'd sacrifice near anything to gain important knowledge.
  2. Testing new unknown medicine on myself is a bad habit of mine.
  3. People who ask dumb questions annoy me and I often lash out at them.
  4. I am easily distracted by the promise of information.
  5. I keep my research to myself and won't share it with anyone.
  6. I'll run away if the going gets tough.
 

Everbloom Guard

The Everbloom Guard is not responsible for guarding The Everbloom directly, this is primarily due to the location of The Everbloom being an incredibly well kept secret among only the highest ranks of leadership within Maloxhi. Regardless of their official status, the members of the Everbloom Guard have sworn their lives to defend Maloxhi; in defending the province as a whole they believe that no harm will come to The Everbloom. Notably those within the guard receive a boon of sorts that has protected many a guard. The guard is open to anyone that would truly hold the province's best interest in mind and protect it, so the amount and types of people are incredibly varied. There is no traditional training or structure of the Everbloom Guard, typically most members treat requests and orders from government officials as things that they should help out with or do.
  • ASI: You can replace your +1 Wisdom ASI for a +1 to any Ability Score; up to your Ability Score cap.
  • Skill Proficiency: Acrobatics, Athletics, or Stealth, this is in addition to the Nature proficiency from the base origin; you can replace either of these skill proficiencies with a tool proficiency of your choice.
  • Lore: Black Ichor, Blight, Regional Roots, The Dark Period, and The Everbloom.
  • Equipment: Backpack, waterskin, messkit, clothes (traveler's), map of Arlogas, hempen rope, piton x10, hammer, bedroll, blanket, chain (10 feet), emblem (Everbloom), tinderbox, lantern (bullseye), oil (flask) x5, manacles x2, net, signal whistle, and a coin pouch containing 14 gp, and 6 sp.
 

Feature: Everbloom's Boon

  • While in Arlogas you can convert any damage dealing attack that you make to deal half of its damage as Radiant damage, rounding down.
  • You are immune to Fear-based conditions while it is daytime where you are at. You do not need to be in direct sunlight to benefit from this ability.
  • You gain access to an Average-quality library.
  Below are a number of options that can help flesh out your characters. These are optional, and you may choose your own if they don't fit your character. Typically pick 2 Personality Traits, and 1 from each of the other lists.

d8 Personality Trait

  1. I think everyone deserves respect.
  2. I spend a lot of my time training.
  3. I consider strength to be a deciding factor in most everything.
  4. I like reading when I have the time.
  5. I enjoy traveling and seeing new things.
  6. I write my thoughts down in a notebook more often than saying them aloud.
  7. I care greatly for nature.
  8. I like getting to know new people.

d6 Ideal

  1. Divine. The will of The Everbloom is the law of the land, not following it is sacrilege. (Lawful)
  2. Consistency. The Everbloom has remained healthy for over two thousand years now, we must follow the current flow. (Lawful)
  3. Protection. The Everbloom is the lifeblood of the province, it must be protected. (Good)
  4. Justification. So long as The Everbloom remains healthy the means don't matter. (Evil)
  5. Effort. So long as my life isn't in danger I'll do what I can to help. (Neutral)
  6. Helpful. I'll protect those who aren't able to protect themselves. (Any)

d6 Bond

  1. My word is a sacred thing, I won't go back on a promise.
  2. I would gladly put my life on the line for the world's sake.
  3. I fight for the sake of others, not for myself.
  4. Those who I grew up with come before anything or anyone else.
  5. I'm seeking strength for personal reasons.
  6. My loyalties are hard to receive, but unwavering when got.

d6 Flaw

  1. I have a hard time holding back in everything that I do.
  2. I've done bad things in my past, and are secretive about it.
  3. There's no room for caution and I'm quick to run headfirst into things.
  4. I follow orders, even if I think they're wrong.
  5. I make a choice for other people, even if it may endanger them.
  6. My pride will probably lead to my destruction.
 

Undeterred Explorer

The open fields, deep caves, dense forests, and the unknown call to you like no other. Exploring the world has always been an interest and through years of experience you've become quite adept at a variety of things that typically occur in these landscapes. You know how to move around the region with ease and the idea of new and unexplored landscapes often sits at the back of your mind ever present.
  • ASI: You can replace your +1 Wisdom ASI for a +1 Constitution or +1 Dexterity ASI; up to your Ability Score cap.
  • Skill Proficiency: History, Investigation, or Survival, this is in addition to the Nature proficiency from the base origin; you can replace either of these skill proficiencies with a tool proficiency of your choice.
  • Lore: Dangerous Areas, Regional Shortcuts, Unstable Areas, Village Locations, and Wild Beasts.
  • Equipment: Backpack, waterskin, messkit, clothes (traveler's), robes, map of Arlogas, hempen rope, piton x10, hammer, bedroll, blanket, chain (10 feet), tinderbox, lantern (hooded), oil (flask) x5, net, pouch, rain catcher, shovel, tent (two-person), quarterstaff, and a coin pouch containing 21 gp, and 9 sp.
 

Feature: Experienced Traveler

  • You ignore non-magical difficult terrain.
  • Each of your movement speed types are increased by 5 feet while you remain within a swamp, forest, jungle, or plains.
  • You are considered a Guide for any party that you lead when traveling Overland, because of this you treat your groups Overland Travel as being on the track one step greater than normal, Difficult > Normal > Guide.
  Below are a number of options that can help flesh out your characters. These are optional, and you may choose your own if they don't fit your character. Typically pick 2 Personality Traits, and 1 from each of the other lists.

d8 Personality Trait

  1. I get antsy if I stay in one place for too long.
  2. I like traveling with a group.
  3. I get excited when I find new places.
  4. I seemingly never get tired even after traveling for an entire day.
  5. I like things to be a challenge.
  6. I dislike when areas are 'restricted'.
  7. I sometimes explain different techniques of navigation even when no one asks.
  8. I love moving fast.

d6 Ideal

  1. Logical. A clear head is necessary to when deciding what I must do. (Lawful)
  2. Freedom. Nothing should stand in my way if I want to go somewhere. (Chaotic)
  3. Charity. Helping out the lost is something the experienced should do. (Good)
  4. Power. The strong are allowed to do as they like. (Evil)
  5. Indifference. The choices of others shouldn't affect what I intend to do. (Neutral)
  6. Destiny. My purpose is out there, I just have to find the right path. (Any)

d6 Bond

  1. I aspire to map out the entire world.
  2. My people are the most important thing in my life, even when they are not physically with me.
  3. My love for the wild drives me to protect it.
  4. I want to be famous, for whatever I can.
  5. I've got a rival who I am always trying to surpass.
  6. The deadly creature's I've encountered in my travels sometimes appear in my dreams and give a sense of foreboding.

d6 Flaw

  1. I look out for my own safety above all else.
  2. No matter the danger I'm the first person to sign up for a new expedition.
  3. I almost always believe that my ideas are the best.
  4. New people put me on edge and I'm always prepared for a fight.
  5. I think that everyone is out for themselves within this world.
  6. I believe that I should always be the center of attention.
 

Wild Soul

Either born in the wild or due to the result of some primal mutation your body became a step closer to that of a beasts. The phenomenon of Wild Soul's is currently thought to be due to the overwhelming amount of nature energy that the province produces. Overtime it's been discovered that those with lifestyles more similar to the beasts that roam the province have been more likely to develop Wild Soul properties, because of this it's thought that greater exposure to less colonized areas within the province will more often produce Wild Soul properties.
  • ASI: You can replace your +1 Wisdom ASI for a +1 Constitution ASI; up to your Ability Score cap.
  • Skill Proficiency: Athletics, Intimidation, or Perception, this is in addition to the Nature proficiency from the base origin; you can replace either of these skill proficiencies with a tool proficiency of your choice.
  • Language: Beast (You have the ability to communicate in a limited manner with beasts. They can understand the meaning of your words, and you can understand basic concepts and ideas from them).
  • Lore: Animal Habitats, Animal Instincts, Animal Spirituality, Animal Territories, Great Beasts.
  • Equipment: Backpack, waterskin, clothes (common), greataxe, greatclub, ration x10, torch x10, and a coin pouch containing 12 gp, and 1 sp.
 

Feature: Primal Change

  • You gain two different attacks from the natural attacks table given below of your choice that you qualify for, in this case, possess an appropriate appendage to utilize, should you already possess the chosen natural attack or would later gain such an attack, such as from a class feature, you instead take the better of the two damage values and critical score, increase it by one die size, and combine the listed Properties and DR Bypass.
  • If you would gain the Extra Attack feature, any Primary natural attack gained from this feature gains the Light weapon property.
  • Your walking speed is increased by 10 feet.

Table: Natural Attacks

                   
NameDamageCriticalDR BypassTypeProperties
Bite 1d8 20x2 0 Primary
Claw 1d6 20x2 0 Secondary Finesse, Light
Gore 1d6 20x2 4 Primary
Hoof 1d6 20x2 0 Secondary Knockback, Light
Pincer 1d6 20x2 0 Secondary Grab, Light
Sting 1d6 20x2 2 Primary Finesse
Tail 1d6 20x2 0 Secondary Hooked, Reach
Tentacle 1d6 20x2 0 Primary Grab, Reach
Unarmed Strike 1d3 20x2 0 Secondary Finesse, Light
Wing 1d6 20x2 0 Secondary Deflecting, Light
Below are a number of options that can help flesh out your characters. These are optional, and you may choose your own if they don't fit your character. Typically pick 2 Personality Traits, and 1 from each of the other lists.

d8 Personality Trait

  1. I don't like being in cities.
  2. I naturally distrust people who are overly reliant on technology.
  3. I prefer to be alone than in a group.
  4. I have a hard time opening up to people.
  5. Instead of talking I oftentimes respond with grunts or similar noises.
  6. I like being able to do whatever I want.
  7. I enjoy hunting.
  8. I sometimes have trouble recognizing friend and foe.

d6 Ideal

  1. Nature. My ties to the wild is greater than those of civilization. (Neutral)
  2. Independence. I am a free spirit - no one tells me what to do. (Chaotic)
  3. Companionship. Material goods are temporary, ties between people are long lasting. (Good)
  4. Might. The strongest are meant to rule. (Evil)
  5. I'm committed to my companions, not to ideals. (Neutral)
  6. Glory. I will prove my strength through battle. (Any)

d6 Bond

  1. I relate with the wild and treat it with care.
  2. I idolize some wild creatures and measure my strength against theirs.
  3. I'll face any challenge if it seems like fun.
  4. Those close to me are invaluable.
  5. I suffered a great defeat in the past, I'm training and searching to pay this back.
  6. I owe my survival to someone, I hope to one day pay this debt back.

d6 Flaw

  1. I'm quick to anger even over small things.
  2. I don't rely on my companions, even when I should.
  3. I have an insatiable desire for carnal pleasures.
  4. I'll do anything to win, because that's all that matters.
  5. Violence is my answer to almost any challenge.
  6. I get sick when around too many people.

World Codex

  • Agma Swamps
    Geographic Location | Oct 21, 2023
  • The Province of Arlogas
    Organization | Jan 16, 2022

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