Preface: Brief Class Descriptions

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Preface

Adam, Vance,

This is the basic outline of the setting. Everything you need to know about the history of the world, its
races, and the current state of things is detailed here. Please disregard the gods from the player’s handbook;
the state of religion is explained here. The nature of divine magic and arcane magics are also explained
(slightly) differently here; disregard their explanations in the player’s handbook. Finally, the races all have
their own history separate from the standard fiction of the player’s handbook; however each playable race
in the player’s handbook has a story, an explanation, and is available for use as a character.

I’ve tried to give you all the background you need to flesh out a character. Try to come up with someone
with some kind of motivation for adventuring that fits the setting. I’ve given some suggestions here and
there in the descriptions of the races, though feel free to use any idea that comes to mind and seems cool.
I’ve tried to write “just enough” so that you can still create material of your own as background within the
basic setting.

Try to give me an idea of what race/class you want to play after you read over this, so I can start putting
together some adventuring ideas for the two of you. Don’t worry about actually “making” the character,
we’ll do that on Sunday, and also don’t worry too much about your individual characters having an easy
reason to adventure together. If you think of something that you like, awesome; otherwise I’ll figure
something out for you.

Finally, in making your class decision, remember that in 4th edition each class fits an archetype, very
similarly to the archetypes of mmorpg’s. If you’re so inclined, you can pull up the player’s handbook on
scribd.com, just make sure you’re looking at 4th edition. Each class has a grey “overview” box that briefly
describes their Characteristics. The religion and races section of this box is for the most part faithfully
supported in the setting, however there are probably a few differences so don’t take it as canon. Finally, if
you don’t feel like doing all that legwork, I’ve described each very briefly here.

Each class has an archetype, as well as two or three different “build” suggestions that generally represent
the different things spectrum of things they can excel in.

Brief Class Descriptions


Clerics are the ‘Leader’ archetype, they are pretty much buff machines. They can be specialized to do
more damage or more healing. They are tough and hard to take down and make others around them
stronger.

Warlords are like Clerics, they also have the ‘Leader’ archetype, they have similar abilities to Clerics for
the most part but the fluff and flavor of their effects is that they are martial leaders as opposed to spiritual.
They do melee damage, albeit less than fighters.

The Fighter has the ‘Defender’ archetype, and most of their abilities revolve around staying alive, taking
lots of punishment, and defending their allies. They excel in close quarters, and most of their abilities
effect friends and foes adjacent to them. He is the master of martial combat, but is weak against magic.
They can also be tailored deal out quite a bit of damage.

The Paladin is also a ‘Defender’ type, and much as the cleric is the spiritual counterpart to the warlord,
they are the spiritual counterpart to the fighter. While the fighter is the master of up close combat, the
Paladin has auras that can buff his allies from further away, and he can also use offense with a limited
range. They are better capable of healing their allies than the fighter, but not quite as strong in offense,
overall.
The Ranger is a ‘Striker’ type, capable in ranged and melee damage. He can be specialized in either, or
can be average at both. He excels at mobility, and has a medium ability to take damage. He has the highest
armor of any striker classes.

Rogues are also ‘strikers’. They are the strongest martial damage dealers, however most of their abilities
require clever positioning and planning. They are fairly dependent on their allies to take damage while they
sneak behind to use their sneak attacks. Most of their class abilities require that they be flanking their
target.

Warlocks are arguably the most potent strikers in the game. Their damage is almost exclusively single-
target, and has a medium range. They can hold their own in battle and have many ways to teleport around
or be concealed from their enemies. Their powers deal direct damage, and often involve inflicting negative
status effects. They’re kind of like the arcane counterpart to rogues.

Wizards, finally, have the ‘Controller’ type, which makes them something of a wild card. Wizards are the
ranged area effect masters, and most of their damaging spells have an AOE. They wear the lightest armor
from the outset of any class (even lighter than warlocks) however they have a selection of powers that
makes them very good at avoiding damage. The Controller in their description is from their ability to put
up walls, sheets of ice, or otherwise detain and manipulate enemies to the benefit of the party.

I also want to note here that Warlocks and Wizards draw their power from exclusively different sources,
and this is represented in the ability scores they each favor. The differences are explained in the setting.

Cosmology
The Beast of Chaos, Othaugnthi, is the Mother of all Life and Death.

First, she spawned the Stronghold of Order, which houses the Nine Valkyries. Then she spawned the
caverns of Nidavelir, the towering peaks of Jotunheim, the furnace of Muspelheim, and the frozen seas of
Niflehiem. Each realm embodies one of the four elements that compose all life. From each realm a great
river of life pours all that Othaugnthi had consumed.

The rivers flow towards the center of the beast’s maw. The whirlpool of their simultaneous convergence
sustains the Feywild, a realm of pure nature. Here, the rivers combine and form the Great River Norsuca.
The river Norsuca flows through the Feywild and eventually settles, forming Lake Majora.

From Lake Majora, the river continues onward, across the Falls of Song, and down to the Mortal Realm. In
the Mortal Realm, the river springs forth all manner of life.

When a creature dies, its life falls to Hel. The First Valkyrie, Uriel, is the caretaker of Hel. He shepherds
souls to the Well of Eternity. It is here that the Three Fates determine when and how the souls are to reenter
the Great Rivers.

Othaugnthi feeds on souls, on all the essence of life; every soul she eats is one more lost forever, down the
gullet of the Beast. In the end, Othaugnthi will devour everything; when Othaugnthi devours the
Stronghold of Order, she will rest for 100,000 years, and give birth once again.

The Valkyries and the Seeds of Chaos


When Order was created, it split its power into Nine immortal Valkyries. They are humanoid sized beings
of living clockwork and armor. They are immune to the temptations of Chaos, as the represent pure Order.
The Valkyries cannot be “killed” in the classic sense, as they do not have souls, however they can be torn
asunder, imprisoned, or otherwise eternally detained. If separated, the “parts” of a Valkyrie will attempt to
reform, either directly or by passage on a host, who they “possess” and subtly urge towards their goals – be
it to reform or fight the forces of Chaos.
Uriel, Marius, and Rudric tend to the underworld; it is here that Othaugnthi can most easily reach souls to
consume.

Seraphiel, Rafael, and Isaiah are tasked with maintaining Order in the Mortal Realms. They are the patrons
of just societies and pious Kings.

Azrael, Michael, and Ezekiel watch from the highest towers of Pandemonium, the great Stronghold of
Order. They are the last line of defense against the threats of Chaos.

The Seeds of Chaos are Othaugnthi’s most ravenous children and they represent her undying hunger. The
seeds must be summoned, and can be killed, however when they are slain, the Beast will spawn them once
again.

Divine Magic
Divine magic is wielded by Clerics and Paladins. Wielders of divine power are carriers of ancient
traditions; they hail from the original servants of Order. Their ancient relatives were somehow intertwined
with the Valkyries, and they carry on their service. The powers they are granted come directly from the
essence of Order, the same power that sustains the Valkyries.

Arcane Magic

There are two kinds of arcane casters: Warlocks and Wizards. Warlocks summon and capture entities from
various realms. They use their force of personality to overpower summoned entities, and to force them to
do their bidding. This form of magic is learned easily, requiring little more than the proper instructions and
the caster’s force of will. The downside of this is that many seek this power, and most are not ready to
control it.

Wizards on the other hand, draw upon the primal forces of Earth, Wind, Fire and Water. Their art takes
years of research and instruction to learn, and decades to master; however, master wizards enjoy complete
command of every force available to them.

Warlocks form pacts with one of three forces. These are the explanations for the three “Pacts” a warlock
can make in the player’s handbook.

The Void
Beyond the realms, beyond the Beast, lies a realm of infinite nothingness. Many Warlocks have sought to
summon and control the forces of the Void; some more successful than others. They all meet the same fate
over time; the Void is irresistible, but its secrets drive mortals mad over time. Death in the mortal realm is
the kindest release for a Warlock maddened by the Void; many become trapped in the Void, condemned to
wander the Void for all eternity.

The Feywild
The Fey realm is the ancestral home of the Eladrin, the High Elves. They are the caretakers of nature, and
the Fey realm is nature in its most raw, primal form. Here there are massive forests, living jungles, and
towering waterfalls, all equal parts breathtaking and deadly. Fey Warlocks are generally brutal and
impulsive, much like nature, and many take on primal, animalistic traits after time – feline eyes, an
unending thirst for water, or a carnivorous hunger for meat.

The Infernals
The native denizens of Hel are closest to Chaos. They deal with Chaos by stealing or bargaining for souls,
which they can then sell to representatives of Chaos for personal power. Warlocks who seek to control
Infernal forces wield a mighty weapon; however they always run the risk of being possessed by their
summons, turning them into a twisted hand of Chaos.

Magical Viewpoints
Warlocks and Wizards practice drastically different magic. Wizards generally view Warlocks as
irresponsible loose cannons, prone to corruption from their magic. Wizards rightfully believe that Warlocks
inevitably fall victim to their own magic – it is extremely common.

The Warlock viewpoint, on the other hand, varies by caster. Some practice their magic under the
presumption that they will be the ones to master their realm. Others understand their fate, but practice
nonetheless. The only thing they generally agree on is that Elemental magic is difficult, convoluted, and
weak.

Races of the Realms


Humans

Humans are the only true natives of the Mortal Realm. They are found in various locations, but generally
hail from the Empire or the South.

The Empire

The Empire is a technologically advanced civilization built on tens of thousands of proletariats. In fact, the
great majority of Imperial “civilians” are the factory workers who run the machinery underneath the great
Imperial cities. They are pseudo slaves; they are paid (albeit meagerly) for their work, and are allowed to
live more or less uninterrupted lives – as long as they don’t cause an problems, keep the factories running,
and understand that they are never allowed on the surface. It is not uncommon for these people to be born,
work, and die in the same greasetown their entire life, never seeing natural sunlight. The “citizens,” on the
other hand, are the free Imperials. They range from middle class shopkeepers; free born with enough
money to stay out of the greasetowns, to the extremely wealthy and powerful.

Imperial dress is reminiscent of 18th century American dress, favoring dark blacks and browns. Most of the
Empire is in a cool coastal region, and their clothing reflects that in heavy, water resistant jackets. Imperial
technology ranges somewhat, however renaissance era technology is more or less the standard. Imperials
employ the use of Warlocks to generate arcane, magic fed technology that powers many different facets of
their civilization.

Adventurers from the Empire can be escaped civilians or free citizens.

The South
The Southern coast, due south of the Empire, hosts a loose coalition of free nobilities. They are simple,
hardworking people, seldom fighting amongst themselves.

Adventurers from the South can be Nobles who own some land, or peasants who decide to leave the family
farm for grandeur, or anything in between.

The Eladrin

The Eladrin, also known as High Elves or True Elves, are the native denizens of the Feywild. They
consider it their burden to uphold and maintain its majesty. Aside from the elemental races, the Eladrin are
the oldest race of the realms. Though they are native to the Feywild, there are Eladrin inhabitants of the
Mortal realm. They tend to congregate in massive cities, hidden away in places close to the Feywild. The
Eladrin are the masters of Elemental magic, and their wizards are unparalleled. As a people, they
understand the inevitability of Chaos; they believe that just like the life and death cycle of nature, the rise
and fall of Order in the face of Chaos is a natural part of existence, and as such they tend to remain neutral
in conflicts between the two.

Their architecture and dress are reminiscent of ancient Chinese. They gravitate towards naturally colored
silks, in flamboyant patterns.

Eladrin adventurers are usually outcasts who believe Order is worth fighting for. Eladrin also outcast
Warlocks, believing that their magic imbalances the natural progress of life. They are particularly spiteful
towards Fey warlocks, who would seek to control their beloved Feywild.

The Elves

The elves of the mortal realm, or Wood Elves, as they’re called, are descendants of an ancient schism of the
Eladrin. During the First Incursion, they were a group who refused to sit idly by and wait for Chaos to
consume Order; they joined the ranks of the Mortal allies, forever abandoning the Feywild. These elves
live on today in the forests; they tend to live in loose clans, never congregating en masse in any area. They
believe that life’s ultimate purpose is not to flow with Chaos, but to exist, and to rebel against Chaos for
survival.

Wood elf dress is very simple and loose, reminiscent of feudal japan.

They are unparalleled masters of the bow. Their bows are treated with a similar level of reverence to
samurai katana – perfectly crafted and staying in families for many generations.

Wood Elf adventurers are usually ronin, warriors without a family or clan, who sometimes abandon their
lifestyles for the intrigue of adventuring. Some find their skills of silence and bowcraft make them
formidable assassins.

The Dwarves

The Dwarves are the elder race of all the world. They were borne of living boulders in the hallowed
caverns of Nidavelir. They are not immortal, but their lives are exceptionally long. As a Dwarf approaches
the end of their lifespan, their thoughts and actions begin to slow, becoming increasingly more deliberate.
When a dwarf “dies” of old age, they become a solid mass of granite, finally becoming one with the earth.

The Dwarven people respect two things: Stubbornness and sculpture. Their soldiers are taught the “way of
the boulder and the avalanche,” which emphasizes being immovable or unstoppable. All dwarfs are taught
to sculpt from birth, and in the dwarven mind it is the only art worth producing. In battle, dwarves wield
equipment made of gromril, an indestructible metal found only in the depths of Nidavelir. Gromril is
exceptionally rare, and each family is afforded one such shield and sword; if they are lost, they must be
retrieved. Their only standard issue equipment is a large round shield and a heavy, short blade.
Dwarven children are born soft and weak, like wet sand. As they mature, they solidify. When a dwarf
comes of age, he must embark on a journey to the ancestral home of the dwarves, deep in the ancient
caverns of Nidavelir. There, he must find his family stone, a piece of granite or other hard stone, unique to
his family, and chisel and shape a piece of it. It is customary for the dwarf to set his family stone, or
“garandaril,” into a heavy girdle that he wears to battle. This connection to his family grants his skin the
toughness of granite. (Metagame, this equates to wearing a suit of plate mail.)

Dwarven architecture is, of course, the definition of pragmatism. Dwarven architecture uses many straight
lines, weight-bearing columns, above all, is entirely stone. Dwarven dress is exceedingly simple,
consisting of simple linen wraps that cover their personal anatomy. They wear few accessories, however
they do occasionally chisel designs or family slogans into their chests, backs, and arms.

Dwarves live for thousands of years, however dwarven pregnancy can take several hundred years. Several
bloody wars have taken their toll on their numbers, and dwarves are fairly rare.

Dwarven adventurers are few and far between, however they are known to exist. Dwarves might turn to
adventuring to recover a lost family heirloom, or to settle a grudge, which they are infamous for bearing.
Dwarves have a hateful resentment towards Eladrin, for sitting idly by in the face of Chaos.

Halflings

Halflings are a nomadic people, akin to gypsies, that tend to gravitate towards easily confiscated wealth.
They are known for thievery and resourcefulness. Halfling merchants, if dishonest, are shrewd and well-
stocked, and tend to happen across many of the “harder to find” items and substances in the world.
Halfling adventurers can be intrepid merchants, taking their search for booty to the next logical step by
doing the legwork themselves.

The Norscans (Dragonborn)

The Norscans inhabit the frigid northern coast of the mortal realms, and are a primitive, warlike people
descending from different varieties of dragons. They are loosely organized into clans. They generally
battle amongst each other, occasionally allying to raid civilizations that are more powerful than they are.
They are renowned for their ruthlessness and brutality, as well as their seafaring skills.

They are hardy and tough, generally larger and more robust than humans. To their credit, they are
welcoming of other races, as their culture values martial talent and bravery above any other qualities; as
such, they commonly intermarry with some of the more unsavory races of the mortal realms. This practice
has granted them a varied look overall, tending towards large jaws, strong teeth, and large physiques.

Norscan adventurers are typically mercenaries; however they can come from any reasonable background.

Tieflings

Tieflings are the humanoid descendants of demons. Those that resemble humans enough conceal their
heritages the best they can and live among humanoids; others seek acceptance among the likes of trolls and
ogres, and other fallen races.

History to Date
The very first beings to arise were the Dragons. Dragons are said to be born of the planes themselves, and
as such consider themselves to be the “true” rulers of the world. Their lives are infinite, though they are
still mortal. Dragons arise in the planes, however they make their homes wherever they like. They live
alone, only returning to their planes to guard future generations of their kind, which rise from the plane’s
essence itself. Dragons keep no history as a race, however they are the oldest sentient creatures alive and
many individuals possess many secrets.

Ancient history begins with the Dwarves, who were the first race to be born and record history. It is said
they keep a massive history of the world in an ancient hall.

Sometime after the Dwarves were born from the depths of Nidavelir, the stormy peaks of Jotunheim gave
birth to the Titans, colossal beings of stone, flesh and storm. The titans each occupy an immense area of
terrain, making their lives and societies very solitary.

The blistering flames of Muspelheim gave rise to the Efreeti, a mysterious race of fire.

And finally, the frozen seas of Niflheim became home to the Kuo-toa, a race of fish-men with frozen hearts.

As the rivers flowed and created the Feywild, where the essence of life brought forth the dryads, the hands
of nature. The dryads shaped the Eladrin to watch and maintain the wilderness.

The Mortal realm beneath echoes the elemental realms; the humans and Halflings of the mortal realm are
formed from life that has flown from the Feywild.

The Incursion
Humans, aided by Order, formed into cities. Humans, being the closest to Chaos, were the first to be
subjected to her charms. Chaos granted men the knowledge of summoning magic (warlocks), and they
used it to forge a single, massive empire. Warlocks used their powers with wanton disregard for its
repercussions.

One such Warlock, Drekkan Moblodan, was the single closest to Chaos. In his travels through the Void, he
had come face to face with Othaugnthi, who drove him mad with power and temptation. Othaugnthi gave
him nine small Seeds; promising that if he planted them properly, the fruit they would bestow would grant
him infinite power. He returned to the Mortal Realms, where he gathered a massive following with the sole
purpose of planting the Seeds of Chaos, which must incubate in a living creature.

The nine seeds gave rise to great monsters, beasts of pure Chaos and destruction, that threatened all of
existence. As they consumed, Othaugnthi gained more and more power, soon becoming strong enough to
physically effect the mortal realms.

When the Incursion began, the Valkyries acted immediately to stop it. They slew several of the Seeds
single handedly; however, Chaos’ grip on the realms had overwhelmed their ability to fight back.
Seraphiel, Michael, and Rafael all fell to Chaos during this time, being torn apart and devoured into the
beast, permanently imprisoned.

The dragons fell almost entirely to Chaos. The few who did not supported Order; over time these dragons
intermarried with denizens of the mortal realm, giving birth to the Norscans.

The Valkyries made contact with every living race. Their request was simple; all of the races of creation
must band together to defeat Chaos, to defend their right to exist.

The Dwarves were the first race to answer the Call. Their stubborn nature made them almost immune to
Othaugnthi’s temptations, and their practical nature dictated they must go to war to survive, plain and
simple.

The Titans answered the Call. Though few in numbers, each one possessed the might of a small army.
The Eladrin refused; in their view Othaugnthi is the mother of all life and existence; this coming of Chaos
was considered by them to be the natural end of the world, and they were prepared to face it. A small sect
of Eladrin did answer the Call; they brought their Elemental magic to the battle. These eladrin that
answered the Call would come to be known as Elves.

For most of the Men, it was too late. Too much of their Empire was permeated with Chaos, and most of the
men of the world fell to her temptations. These “fallen men” gave rise to the trolls, orcs, goblins, and ogres
of present day. The few uncorrupted men answered the Call, led by a young peasant named York.

These races that banded together formed a coalition known as the Devoted.

The battles raged for years; with every step of ground given by the Devoted the forces of Chaos grew more
powerful.

Chaos reached the Pandemonium Fortress. In a valiant last effort, the surviving Valkyries granted their
powers with the mightiest Devoted heroes, and fought all the way to the Heart of Chaos.

The Aftermath
The Second Empire

The first Incursion took its toll on the mortal realms; the world became a more savage place, filled with
fearsome beasts and fallen men. A new human empire of Devoted was built on the ruins of old; the secrets
of the Warlock’s art were destroyed en masse, though some survived this Purge. This Second Empire
became obsessed with Order and vigilance, to a fault. They removed all notions of freedom from their
society, becoming a perverse representation of true Order.

Time passes quickly, and memories of men are short. The history of Man has forgotten the errors of
ancient times; the recall the first incursion as a kind of mythology, revering York as the great God-King
who founded their empire and saved them from savagery. Thousands of years have passed, and the Second
Empire has begun to stumble across its buried secrets – using their powers to build a “perfect society,”
eerily similar to the First Empire of Man.

In the last several hundred years, a following of Devoted have broken away from the Second Empire; they
fought a civil war for several decades for this right. The war ended in an uneasy truce; the Nobles, as
they’re known, were permitted control of their own lands south of the Imperial territory – however they are
required to pay fealty to the Empire, with payments of money, materials, and occasionally…slaves. This
truce has existed for nearly a century now, and there is some dissent among the Nobles of the South – many
are sick of the agreement, and wish to war again; others, fearing the Empire’s power, are content to keep
their greater master satisfied, lest they lose the small taste of freedom they possess.

The Dwarves

The incursion took the greatest toll on the dwarves as a people; it reduced much of their once massive
dynasty to lands of broken cities and rubble. The few surviving dwarves became reclusive; sheltered away
in their mountain strongholds. As a people, they never forgave many of the other races of the world for
falling to the temptation of Chaos. Many of the dwarven clans refuse to speak, deal, or even interact with
the other races. Even the most forgiving among them still begrudge other races, however they tolerate
faithful orders of Devoted among men and elves, and have known to come to their aid in times of desperate
need.

Some dwarves came to the South’s aid during the human civil war, and made their homes among the
humans, embracing their more carefree way of life. Dwarves from the realm of men are especially
unaccepted by the more stubborn clans of dwarves.
The Elves

The elves face the Second Empire, constantly destroying the wilderness they make their home. They are
far too few in number to mount an offense against the Empire, doing what they can with guerilla tactics.
The are not fond of any intrusion into their lands, however they are known to tolerate those showing good
intent. The societies of the Elves also serve as a sort of “refugee camp” for Eladrin who abandon their
native realm, though some are more forgiving than others.

The Titans

Few titans survived the Incursion. They have not been seen for thousands of years, though their Chaos
borne offspring, the Giants, serve as a constant reminder of their legacy.

Fallen

The fallen men have scrounged together some small semblance of society to the east. The various tribes
vie for control of their barren patch of dirt. The Giants, Ogres, Orcs, and Goblins have formed an uneasy
alliance in the most densely populated areas, and waging an open war against the Trolls, who make their
homes further south.

Fallen of various races can be found surviving here and there; they are almost exclusively outcast, except
by the Norscans, who readily forgive them for their ancestry.

Present Day
The Devoted still gather to revere Order. Artifacts of Valkyries are kept in Chapels, and Devoted Clerics
draw their power from the preservation of these pieces. Clerics are generally tasked with overseeing and
defending their followers. Paladins are Devoted who go “vigilante”. They are not concerned with the
matters of society; they simply seek Chaos and destroy it, in any form they find it. They tread an uneasy
path; destruction is close to Chaos’ heart, and it is not uncommon for Chaos to claim even these bastions of
Order from time to time.

Fallen cultists operate in secret, seeking the keys to unlock the secret of the Seeds of Chaos, obsessed with
the destruction of all things.

The Wood Elf Society

Wood elves as a people are organized very loosely into small villages, never amassing in groups of more
than a hundred or so. They make their homes in trees if possible, otherwise they construct dwellings that
are made from natural materials.

Their diet consists of a lot of meats, soups, and raw roots and herbs. Planted vegetables are rare in the
dense forests, and are uncommon in wood elf cooking. Wood elves prefer some of the “earthier” spices the
mortal realm has to offer, and their food tastes exceptionally robust and spicy. Milder palettes find the
cuisine nigh unbearable, while others enjoy it as an occasional exotic flavor.

The wood elves, similarly to the Eladrin, view themselves as the custodians of nature. The divide in their
beliefs arises from the opposite attitudes concerning Order and Chaos. Eladrin believe that the natural way
of nature is simply to exist long enough to be consumed by Chaos. Wood elves, on the other hand, believe
that the gift of Order applies to all things, including nature; and it must be defended from Chaos.

The Wardens
The Wardens are a solitary organization composed of rangers who have mastered the way of the wild.
Although they are few in numbers, their ability to defend their homeland is unparalleled. They are the
silent assassins of nature’s will; Wardens have been known to track a quarry for decades, waiting for an
opportune chance to strike. In combat, Wardens are taught to fight with the fury of the elements, moving
like wind and striking like the storm.

The life of a Warden is a lonely one. Though occasionally meeting other like minded heroes, a Warden’s
true home is the solitary retreat of the wilderness, where he maintains his vigil against Chaos.

The first step an Initiate must take down this path is to leave his village and venture into the depths of the
forest. He must enter with no belongings; he will not be considered if he enters the wild with any
possessions. He must survive alone long enough to catch the interest of a Warden, who may offer to take
him on as an Initiate if he demonstrates enough potential. Wardens are very particular with their students;
few will waste their time on a student who demonstrates a poor attitude, counterproductive behavior, or is
simply too clumsy to master the physically demanding martial arts of the Wardens. It is not a decision
taken lightly; it is not unheard of for a Warden to spend months, or even years, trailing a would-be student
before deciding to take them on. Even then, the Warden may require a specific task to be achieved before
even one word of instruction is uttered.

The Warden’s teachings require the mastery of four disciplines, centered around the four elements of
nature. The lessons follow an order; each lesson is more difficult than the last. There is no specific
curriculum for these lessons; they are taught as the Warden sees fit though traditionally each Warden carries
on the teachings of the Warden before him.

First he is taught the lesson of earth, which entail using the earth to survive. He is taught to construct the
equipment he is to use his entire life. He is taught to track wildlife. The earth is steadfast and ever present,
so must he be.

Next comes the lesson of water. Water is unstoppable; given enough time it can carve massive valleys and
reshape the world around it. Initiates are taught the determination of water; their spirit is tested in every
conceivable aspect. They are taught to never give up and to never surrender. They are taught that a quarry
cannot be lost under any circumstances. They are taught that failure is never an option, even when
confronted with death.

Third, he is taught the lesson of fire. Fire destroys unmercifully, however in its wake there can still be life.
He is taught to take life when necessary and to understand that he serves a power higher than his own
conscience.

The final lesson is the lesson of storms. The Initiate is taught to focus the fury of the storm into his every
movement; to move as the air, to be insubstantial, and to strike without warning.

When the lessons have been concluded, the Initiate is promoted with little fanfare. It is a simple ceremony
between master and student. Upon its conclusion, the Initiate has forever earned the title of Warden and the
burden that accompanies it.

The lessons of the Wardens can take centuries to master. It is not unheard of for a Warden to impart some
knowledge to the Initiate, and then disappear for years at a time, waiting for the student to learn the true
meaning of a lesson. During this time, the Warden will generally be watching over the student, eagerly
anticipating the student’s understanding.

Elemental Masters
The wood elves brought the elemental magic of the eladrin to the mortal realm. The study of elemental
magic requires decades of constant reading and research. One structure is maintained by the wood elves
for this pursuit – the Tower of Elayolyn.

The tower itself was constructed by High elves at some point before the Incursion; it is a massive white
spire that stretches into the sky. Its ground levels are overrun with ivy, and the highest levels are said to be
free of the tower itself, existing high into the sky.

The road to elemental mastery is long and highly regimented. Each year, applicants must wait at the base
of the tower until the first day of spring; on this day, every potential student is examined and tested. First
his spirit is tested. A confused or agitated spirit cannot channel the energies necessary to interact with the
elements. Next, his mind is tested. Only the very gifted possess the ability to comprehend magical script.

If he passes these examinations, he is allowed an audience with the Four Lords. They each test him in turn,
allowing him to quit before each test. The Quake Lord holds him in place, and shakes him to his knees.
The Monsoon Lord soaks him, pelting him with frozen rain, mercilessly freezing him. The Cinder Lord
sears his flesh, inflicting excruciating pain and scarring him with a unique pattern of eldritch flames.
Finally, the Storm Lord gives the student one final chance to withdraw; if he survives the Storm Lord’s test,
his wounds from each Lord heal and form his personal Marks, which are unique to every student. The
Lords briefly study his Marks, and then quietly escort the student into the Tower. For many, this is the first
and last glimpse of the mysterious Lords.

When accepted into the school, a student spends his first decade simply maintaining the school. A student
is required to serve as a servant or Thond (the elven word for “root”) for ten years, cooking, cleaning, and
generally acting as a servant to the Tower. During this time the student learns very little; he has no formal
instruction greater than what is necessary to accomplish his duties. Students are not to speak to them and
they are to remain silent at all times. They can only interact with instructors to ask for clarification. Even
this is done silently, with a head bowed to the floor. The student can expect no specifics, as the instructor
will only repeat given instruction.

On the first day of their eleventh year, the student graduates from Thond to Mool which loosely translates
to “servant” in the Eladrin language. Each Mool is assigned to an Ost’seorsa, or “defender of nature”. The
study of magic is so intense that it requires a servant to assist in mundane or otherwise time intensive
activities. During these ten years the Mool will spend days on end in libraries gathering volumes of
information for their Ost’seorsa. They divide their time between writing scrolls, taking dictation,
conducting research, gathering herbs and other reagents, and taking care of their Ost’seorsa’s clothes, food,
and hygene.

For ten years, the Mool is treated as property. Ost’seorsa’s buy and trade Mool, often bartering with them
or involving them in gambling activities. During this time, it is the up to the Mool to glean as much
information from the Ost’seorsa as he can. He is allowed to speak if permitted by his current master; he
may even ask questions. He must follow every command given to him by a master, the only exceptions
being requests for sexual or violent acts.

On the first day of their twenty-first year, the student graduates from Mool to Ost’seorsa. Seorsa (the Ost is
a formal title, which is optional) attend class with instructors, and are treated with a small measure of
respect.

When the Seorsa has mastered each of the Elements, he is granted the title of Tur’iluve, or loosely, “master
of all things.” Tur’iluve is the highest title a wizard of Elayolyn can achieve. Some masters stay to teach,
others return to their villages. Some wander the earth, hunting Chaos and working for Order. The bravest
few challenge the Lords themselves for the right to rule over a domain.
The current lords:

Liao, the Quake Lord – a frail, elderly man


Wu, the Blizzard Lord – a wood elf
Cerbero, the Cinder Lord – efreet, been lord for a long time
Yojimbo, the Storm Lord – ancient eladrin, never been defeated

Nature skill

The Nature skill allows ingredients to be gathered from nature. Individual ingredients needn’t be recorded,
only whether or not the item can be gathered or not.

Noi’top is a traditional soup that can be made from easily obtained fresh spices. The soup possesses
curative properties; it can cure ailments and speed recoveries. Freshly prepared, the soup is a robust, spicy
affair; its curative powers come from the herbs, though it is usually prepared with fresh meat. The meat is
cooked in the broth, traditionally eaten extremely rare. Wardens learn a secret for distilling the broth in a
portable form; this process kills most of the flavor, “ruining” the taste, however once distilled in this way it
can be stored for a long time. 1

Consumables

Yava’s Pedestal (eaten): this small, rotund toadstool grows in absolute darkness, in places of great natural
power. If eaten, it allows the taker to project spiritually into the feywild. He is insubstantial there, however
his body is defenseless on the mortal realm while he is there.

Maiden’s Milk (imbibed): maiden’s milk is a liquid made of pine syrup, along with a few other forest items.
A powdered white leaf is added to it, giving it a milky white color. The syrup is then casked to ferment and
becomes a potent alcohol. The taste is described as woody and minty, and smells sharply of pine. It is a
crisp, refreshing substance that most cultures have come to enjoy.

1
Other humanoid races generally agree that the muted, distilled form is the only palatable version of
Noi’top.
Smokeables

Different herbs can be gathered and smoked or eaten, to various effects.

Smoking

Smoking requires a material to smoke. Herbs are traditionally smoked in pipes made of horn; the Empire
produces cigarette papers. It is not unheard of for a wood elf to tolerate the vice of using Imperial goods
for the convenience that a rolled cigarette grants.

Smoking from a pipe can be done at any time of day; in combat it requires a standard action and provokes
attacks of opportunity. It requires both hands to be free as well.

Reloading a pipe is a minor action.

Up to three doses may be smoked per day. The effects last for roughly two encounters. Doses can be
stacked or spread throughout the day.

West Pine Sweet (smoked): this moist, light green herb is abundant in most temperate areas. It is not
considered very strong, however its negative side effects are negligible.
Dose: 10 gp
Effects: +1 Dex (score), -2 Int

High Valley Dark (smoked): this dark purple herb is found, as the name suggests, in high valleys, at colder
climates. It is a prized smoke, granting the smoker much insight, although it is hard on the body and mind.
Dose: 20 gp
Effects: +1Wis, -2 Int

Dragon’s Tongue (smoked): Dragon’s tongue is a crimson colored herb, found most often in damp, wet
areas. It is a strong herb that produces a thick, heavy smoke. The taste is exceptionally spicy. The smoke
energizes the smoker, making him generally more sociable.
Dose 20 gp
Effects: +1 Cha, -2 Int

White Peak Mistress (smoked): this herb is found only in cold, high altitudes and is generally very difficult
to find. If available, it is a highly sought after smoke; the smoker enters a dream state where he has altered
perception. He can see things moments before they happen, allowing him to react with unrivaled speed.
This state takes its toll, however, and the smoker has great difficulty interacting with the world around him.
Dose 40 gp
Effects: +2Dex, +1 Wis, -3 Int2

2
White peak mistress is dangerous; the smoker must be wary of its effects. As his intelligence lowers, his
thoughts become more animalistic. If his intelligence reaches “0” he falls catatonic until the effects subside.
The Merenderim, or Great Festival

An ancient tradition among the wood elves, the Merenderim is a celebration of life. It commemorates an
ancient time where the highest spirits of nature would nominate one hero to gather the essence of each of
the four elements from their planes, and return it to the Earthmother as an offering.

It has been thousands of years since the last hero was nominated; the festival is now carried on in a
symbolic manner. The festival begins on the first day of spring, and continues for a week. It this time,
friends and family gather, drink, feast, and hold contests. In the days of the Gathering, when the hero was
chosen he would awake from a dream with the Gatherer’s Sigil on his forehead. In present day, children
and adults alike commonly paint their faces with this mark, in remembrance of this tradition.

Warden Draug’hith, the Mist-Wolf

Perhaps the most reclusive of all the Wardens, Draug’hith only appears in times of great peril, and has
never found an Initiate worthy of his teaching. When he is seen, he is described as a dirty, unkempt person;
his facial hair in various states of growth. He is never seen without his pipe.

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