Worlds and setting

# The Stars and planets

## Chrystal Sphere Red Eye, Game system 696543789ε aka Etz Chaim

This world as all worlds in official D&D sources, and many Homebrew games sits in a star system inside a crystal sphere, which floats in the Phlogiston.

To complicate matters, this sphere is in the territory claimed by the eldest and most vile Race of fiends. Yes, only the squid faced mind eating, elder race from the far-flung future have set their eyes on this sphere.

## Map of the Phlogiston

Simplified Phlogiston map

The Red Eye is this setting, marked in Red. Space Pirate Marcos indicates other D&D settings.

**Note**: Darksun may or may not be where it is listed. Official literature has it both in that spot and listed as unreachably far away. Which was my stance on Redeye as well, until I looked it up and found it wasn’t that far from Greyhawk.  **Extra note**, as Eberron was published long after Spelljammer was published, and because there has never been an update to the Spelljammer maps, the location in the phlogiston to Eberron is unknown. This map is only a fraction of the full Spelljammer map, and there were a ton of unnamed Crystalspheres. But I wanted to have a location on this map for some of the current official, and semi-official D&D worlds shown. However, I’m not going to guess where Exandia, Ravnica, and Theros are, but if you want, you can imagine they are the three unnamed safe worlds.

## Ikiteiru Hoshi

Solar Mass 1.4, Luminocity 3.8416, Berrycenter .067au, Eccentricty .4

And at the heart of the setting is the Yellow sun, which is nearly identical to our own sun, it’s called Ikiteiru Hoshi (good star, or I’m good).

### Red-Eye

Solar Mass .7, Luminocity .2401 Berrycenter .133 Eccentricty .5au

Is slightly smaller than Ikiteiru Hoshi and due to optical effects, it has a reddish orange hue in the atmosphere.

### Gainmheachoisgte

Average Orbit .977au, Orbit Speed 14.34, orbit days 156

The closest world to the stars is Gainmheachoisgte or Burnt Sand in the native language. It’s a molten Iron and silicone ball.

### Hades

Average Orbit 1.368au, Orbit Speed 13.5, Orbit Days 233

If life could survive here, it would be hell. In the past a type 2 civilization tried and was almost successful in terraforming the world.

### Sodalased

Average Orbit 1.915au, Orbit Speed 12.75, Orbit Days 345

The next world is Sodalased (unknown meaning) is a world similar to the Earth, lot of forests and oceans, the world has a lot of Orcs.

Dracoterra (Primary world of the setting.)

Average Orbit 2.681, Orbit Speed 11.47, Orbit Days 536

More information in the game setting.

The Rock

Average Orbit 3.753, Orbit Speed 5.74, Orbit Days 1501

“The Rock” as no one knows what the locals call it. It’s a prison world, with lots of horrible creatures living on it.

### Void Station

In High Orbit of “the Rock”.

To prevent anything escaping the Rock, it is bathed in an anti-magic field. This field is maintained by the first new race for this setting, I call them Space Elves, however they are actually called Ruar-Tel'Quessir (Star or Mithral Elves) technically they are Eladrin/High Elves. Although they look more like Void Elves in World of Warcraft than any other elves. They tend towards pale blue to purple black skintones. The Ruar-Tel’Quessir live on a world that orbits the Rock, it’s called Void Station, and is an artificial world made countless eons ago to maintain the Anti-Magic Field. Imagine the Mass Effect Citadel if it was made by elves with magic. Unfortunately, time has not been good to the Space Elves, and their civilization is in decline, they just don’t have the population to maintain Void Station, and there is a possibility the Horrors trapped on the Rock could escape.

#### *Ruar-Tel'Quessir (Star or Mithril Elves)*

These Elves descend from High Elves that left the world of Nísoitisgis many eons ago to fight the threat of Ithilid caused when members of that race tried to invade their world, during this time the high elves of Nísoitisgis (Elvish for Dracoterra, means “New World”) had already killed off all dangers to the mortal races to include all True Liches. The Ithilid invasion from outside their homeworld caused them to build fleets of spelljammers, and they pushed the invaders to a darkworld and with the help of the gods isolated their crystal sphere from the outer planes and made entry nearly impossible to enter it, a side effect of this was the lack of an ability to exit the sphere. Due to the constant threat of the Ithilid, half of the high elves remained in orbit around the Dark world and built a great citadel in orbit. Over the ages of time, these high elves changed to match their environment. They have dark skin of purple and blue hues, dark hair in blacks and purples, their magical focus became divination, as they took it upon themselves to be guardians of the sphere, from outside incursion. Their spelljammers are designed with combat in mind, and as such they are all armored and heavily weaponized.

The look of their ships is light and delicate with sails and blades like massive swords. While being enclosed in mithril armor and having spell canons on turrets.

Sadly, even with their mastery of both magic and science, the eons of guarding, and the natural low birthrates have caused their civilization to decline, once there were billions of elves in the stars now there are only a few thousand, locked in a constant vigil against the forces of evil.

*Ruar-Tel'Quessir (Star or Mithril Elves) Traits*

*Choice of:*

**Misty Step** or **Divination Cantrip**. Can take the untaken choices as a feat when feats are available. (note this is a choice of three, as such you can take all three by using two feat options when feats are available. However, I do not recommend this, as the stat boost is usually a better option. Although their NPC’s will have all three)

*Ability Score Increase*

Your Intelligence score increases by 1.

*Elf Weapon Training*

You have proficiency with the longsword, shortsword, shortbow, and longbow.

*Extra Language*

You can speak, read, and write one extra language of your choice.

*Note*: Lore wise it should be an exotic language, as space elves are likely to be in trade with **Celestial**, **Devil**, and **Demonic races**, as their nearest trading partners are from the Hellscape world and the Forest Moon.

### Gioicuachua

Average Orbit 5.254au, Orbit Speed 5.46, Orbit Years 4.1

The next world to the star is Gioicuachua (no one knows the meaning, but they think who ever named it was making a joke about Crabs)

### Tsettëpí

Average Orbit 7.356au, Orbit Speed 5.22, Orbit Years 8.9

Once long ago the Ancient Dragons terraformed what was a Mars like world it is called Tsettëpí by the elves. It’s a world dominated by insectoid life. Fortunately, most of the life on that world is uninterested in leaving the perfect world for their kind, unfortunately some do leave, after all there are intelligent bugs, the Thri-kreen a player bug race has its origin on this world in this setting.

Note: Tsettëpí is Bug or Insect in Elvish.

#### *Thri-Kreen of Tsettëpí*

*Race Details*

Insect like humanoids from the world known as Tsettëpí.

Thri-Kreen looks to be a mix between mantis, ant, and humanoid. They have two sets of arms and can run on all six limbs for added speed.

They are omnivorous creatures, but most prefer to eat meat.  Each tribe of Tri-Kreen has unique traits, but all tribes hold the queen of their species as their God.

Depending on the environment the tribe is found will determine the colorization. Forest and grassland Tri-Kreen are green, while the desert ones can be reddish-brown to sandy yellow.

*Thri-Kreen of Tsettëpí Traits*

*Ability Score Increase* -Dexterity 2, Wisdom 1

*Lifespan* - Thri-kreen reach maturity around 5 years and seldom live longer than 30.

Alignment -Most Thri-keen worry about themselves and their clutch (tribe) above all else. They tend towards neutral.

*Size* - Thri-keen are Medium. Their tall, lanky frames are usually around 6-7 feet including antennae. They usually weigh around 150-200 pounds.

*Speed* - Your base walking speed is 30 on two legs, 35 on all six limbs, Climb Speed of 20 on at least 4 limbs.

*Multiple Arms* - a secondary set of arms. Which allows one additional bonus melee attack. Having six limbs is useful for movement and climbing.

*Athletic* - Gain an advantage on athletic checks.

*Torpor* - 4-hour trance for sleep

*Carapace* - Your coloration helps you ambush prey; this gives you an advantage to stealth checks in your native environment.

*Darkvision*

*Languages* - You speak Thri-kreen and Common.

### Coedwig & Wirion

The next world with life, is actually the moon of a gas giant, because who doesn’t want an Endor moon. The gas Giant is ringed like Saturn but larger and more colorful than Jupiter, it’s called Coedwig (meaning silly) by the locals, and the Moon they live on is called Wirion (forest).

### Outer Planets aka the Ice Giants

*Peridromos* - Average Orbit 14.418au, Orbit Speed 2.29, Orbit Years 39.5

*1* - Average Orbit 20.185au, Orbit Speed 1.91, Orbit Years 66.3

*2*- Average Orbit 28.259au, Orbit Speed 1.64, Orbit Years 108.3

*3* - Average Orbit 39.563au, Orbit Speed .82, Orbit Years 303.3

*4* - Average Orbit 55.388au, Orbit Speed .76, Orbit Years 454.9

Peridromos a Large Ice Giant (Think Uranus), and four unnamed Smaller Ice Giants (Think Neptune)

(Note: Ice Giants are similar to gas giants but are composed of heavier gasses, they are also much colder than gas giants)

### Ice Ball

Average Orbit 77.543au, Orbit Speed .67, Orbit Years 721.8

The outermost World is called Ice Ball, it’s a terrestrial sized ball of ice.

### The World of Nísoitisgis

Last but not least are the middle world in the perfect goldilocks orbit. Nísoitisgis (name meaning also forgotten) this world is sometimes called **World of Dragons** or **Dracoterra**.

# Book of the game setting,  Dracoterra

https://www.maptoglobe.com/ryx5KJmLd?key=r1xgctJ7Lu

## World of Dragons Details

*Name* – Nísoitisgis (in common World of Dragons, in the Ancient Common tongue Dracoterra)

*Circumference* = 74,703

*(the increased size of the world is thanks to the tree and its roots making the interior of the planet riddled with passages like swiss cheese.)*

*Mass*: 5.972 × 10^24 kg

*Surface land to water ratio* 1:3

*Core temperature*: 0°C

*(yes, thanks to a magical tree and its roots absorbing all the energy at the core. This also means no magnetic poles.)*

*Median ocean depth:* 1ooo meters.

*(also, with increased planet size, the oceans on average are not as deep as the earth. However, some of the deeper parts of the ocean can reach nearly to the core.)*

*Atmosphere pressure:* 985 hPa

*(same as Earth’s Surface pressure, only at all altitudes even under ground. The magical tree’s handy work.)*

*Edge of Atmosphere:*  20KM

*(Unlike the Earth, the atmosphere of this world is contained inside a magic shell, the shell is only permeable by the light of the sun, and solid matter with 0 momentum. i.e. if an asteroid impacted the shield it would be reflected away, but if you place a rock on it, gravity will pull it through the shield. The stars at night are actually not stars but flying fish specially evolved to simulate stars at night. Navigation in this world is not as easy as it is on Earth, the stars move in Random patterns, and compasses point to the nearest magnet, not to the poles. Also, the tallest mountains on this world extend outside the Shield. So yes, you can walk to 0 atmosphere).*

## The regions of Dracoterra

This is a world which Dragon’s reign supreme, they pay little attention to the mortal races, but have made it clear to them that dragons do not like change. The world has many nations each large enough to claim status of Empire.

### Three Dragons

Named for the Three Dragons who lay claim to these lands, Kirin, Tianlong, and Virtra. These Dragons are treated as the guardians of the lands. And the ruling families all claim direct ancestry to their regional dragon. The head of the Pantheon for each region is the Dragon of each region.

### Kirin

This land at the end of the peninsula known as the Dragons tail, is a unified feudal Kingdom, with each region ruled by a Shogun, The Kirin is the God Emperor who rules over this land. (based on a mix of Japan and Korea, Kirin is ruled by the Kirin which is a dragon like being.)

• *Endo Island* –Largest Island of the Dragon Islands, and the closest on to the mainland of Kirin.

Need 6 regions, to include the mountain top where the Kirin lives.

### Vritra

Vritra is a land that follows this world’s version of Hinduism. The Emperor of this land is actually a Dragon God named Vritra he is an Ancient Red Dragon with a Divine Rank.

### Tianlong

These lands are watched over by the Dragon God Tianlong, these lands are based on imperial China of the 15th century. Regions

* *Forbidden Empire* – By far the largest nation in the region, The Forbidden empire is strictly regulated, and usually at war with at least one of its neighboring states. The Forbidden Empire is along the eastern side of Tianlong, from the great River Chen to the border of Kirin.
* *Phung Nguyen* – Is an Island state, noted for their independence, and fishing.
* *Asgkor* – is on the mainland near Phung Nguyen. They are a spiritual center of the Region.

*Tinmet* – Borders the Dragon Mountains to the West, and is the closest lands to the Elvin Kingdoms, as such they are an economic trade point between the two regions.

### High Himanales

Place of great spiritually, because of the huge size of the mountains, and the near impossible cliffs, very few ventures forth into these mountains. As such little is known about them. Even the Norsemen avoid the cliffs for the easier lands of Tainlong and Kirin. It is rumored the fabled Tree of Life, and the fabled Fruit of Ascension can be found there. Of course, this means getting past the fiercest Warrior elves on the planet. Moon Elves are descended from Dark Elves, and are not known for leaving witnesses, the few peaceful contacts with the natives of this land have shown they are an ancient order and are almost all druids and clerics. They are also nothing like their deep sisters, who have turned cruelty into a way of life. They have a cause to protect the tree of life and prevent anyone from eating of the Fruit of Ascension, unless they are chosen to do so by the tree.

### Soviet Dwarven Kingdom

The Soviet Dwarven lands are a socialist meritocracy, where the Strongest and Wisest of Dwarves is Crowned King, who’s official throne is on top of the tallest mountain of the Geographic Polar area, as “No King has a Throne in higher standing”, due to the extreme cold of the throne, it is only used for special ceremonies, as they have a more pleasant Throne in the capital city of Moskva. Also no one seems to argue that only one family has been crowned King for the last thousand years. These Mountain Dwarves also do not succor non dwarves in their lands (by dwarves, they mean Mountain Dwarves, Gnomes, Halflings, Goliaths, and the “humans” of Asgard Island, or anyone who wins the authorization to be considered an honorary dwarf.). The background is basically Socialism done Dwarven style.

(Think Communist Russia filled with Ironforge dwarves. Gnomes, Halflings and Kinder are related to Dwarves, and are held in high regard.)

Metal is your life.

As opposed to the Elvin Kingdoms, the Soviet Dwarves are a Socialist collective with a merit-based parliament and King who is elected based on merit, the election cycle is every 10 years, so far one family has ruled based on merit now since the birth of modern communism. The chief laws of the land are all minerals and metals belong to all dwarves, and those who prove worthy of being called dwarf. Ironically the dwarven economy is based on direct trade of metal to Pali-Mall even though technically this is illegal.

*Noted regions.*

* *The Dwarven mountains* -the source of over 50% of the world’s metals
* *Capitol city*: *Moskva*- Which sits directly under the North Pole, although Dwarves call it true North. When Crowning a New Elected King, the ceremony is set on top of the Mountain which is directly on the Pivot access called the North Pole “True North”. This way the Dwarven King will Sit on top of the World when Crowned.
* *Asgard Island*-A “human” state recognized as a part of the Union of Dwarven Socialist Republics- these are the only “humans” that dwarves treat as equals. Unlike much of the world, the Land of Asgard Island is one large piece of iron, it has no natural soil, and some gnomes think this once was a small planetoid body which should have killed all life on the planet around 70 million years ago. Because of this the “men” of Asgard Island regularly invade and collect supplies form coastal regions, along the coastline. By “Human”, and “men” the people of Asgard Island are made up of several distinct Races with two common denominators, they are all taller than dwarves and they do not have darkvision.

(Humans, Dragonborn, Satyr, Aarakocra, Genasi, Goliath, Firbolg, Lizardfolk, Triton, Changelings, Kalashtar, Warforged, Gith, Centaur, Loxodon, Minotaur, and Vedalken, just to name a few.)

### Elvin Kingdoms

Even though technically it is a continent sized Nation, it really is a confederacy of City states and regional systems, each City state has its own viewpoints and political ideology, the strength of the system is that the imperial Palace in the Holy Elvin city Makes and International Treaties dealing with trade, and Every City State sends Representatives to sit on the council of elders, the three are not a lot of Empire wide laws besides a System of Taxes which are collected in Churches, and anti-slavery laws which is the only thing which could cause the Majority of the City States to mobilize to crush an unlawful city state, this has happened 7 times in the last 2000 years, each time it was a local city state that tried to enslave it’s population in one way or another.  Also, Every City State in the Elvin Kingdoms considers itself an independent Kingdom under the protection of the Great Dragon Mother.

*Semi-independent states in the Elvin Kingdoms*

* *Icelands* - Cold lands of the North, ruled by the Ice Queen, and her singing sister.
* *Bandkeramik* - Land of deep rich forests, classically Germanic architecture. Each county has its own King. Rumored to have the best beer, and most disciplined militaries.
* *Kurgania*-Barbaric Warrior peoples, they live and die by the Sword, only the most powerful berserkers are able to live long enough to become ‘Kings’
* *Nemacia*-Lands ruled by Elvin sorcerers.
* *Maarjamaa*-One of the friendliest regions in the Elvin Kingdoms, most people can’t stay long, “they just creep me out with all the smiles.”
* *Batavia*- Noted artisans and engineers, Batavians enjoy hard work and a good ale.
* *Holy Elvin Kingdom*-Seat of power in the Elvin Kingdoms, the capital is built out of ancient Dragon bones.
	+ *The Holy Elvin City* -The capital of the region, the city is built from a Dragon Bone Graveyard. As a seat of power, the Elves rule as a partial Theocratic Democracy where the king is elected by Elvin’s peers, the term of office is until death. The usually long-lived Elves die usually after a few years in office.
* *Hearthland*-Mostly farmlands. Good place to find work as a starting adventurer since monsters do like to attack easy game.
* *Free Dwarven Republic*-Hill Dwarves and displaced Mountain Dwarves, and most defiantly not socialist.
* *Pali-Mall*- If corruption can be used to create a stable economy and political system, Pali-Mall has done it, specifically the Patriarch, he is a man who has glued a nation together with guilds and syndicates. Corruption is the game, and he wins. Pali-Mall is also the Second largest City on the Planet.

*Pali-Mall* -One of the Largest Cities in the World, it is like London in 1300, however it has a population of over 5 million, and due to the Magic University and connections to the Main river Thyme, it is the region’s most important trade city, and is politically independent of most of the region. It has a dictator as its primary ruler, his official title is Patriarch, he is seemingly human, and has created a chaos guild political system, where the city is run by the guilds and the only taxes the city receives are taxes on guild memberships. Strangely the system is kept in perfect balance by the Patriarch and his role as the greatest assassin in modern history. If asked what his role in the city was, he will answer he is the Regent caretaker until the rightful Royal Aire assumes the throne and returns to rule the land. The Royal Line died out 7 thousand years ago, and the Patriarch has been in power at least 500 years.

### Dragon Mountains

These are the lands where most of the ancient dragons’ slumber, there are few mortals allowed in these lands. However, the Dragons allow travel along two trade routes. Additionally, the mountains hide this worlds equivalence of the Underdark.  There are also a few coastal cities, and the massive secret hidden deeply in these lands.

### Dragons Teeth Islands

Countless islands that stretch from the tip of Kirin to the Kingdoms of Ptolemanic. Each island is unique, and this is the main trade route of the region. It is also rife with pirates, and wantabe empires. There are hundreds of islands the same size or larger than Great Britain in our world.

Notable locations:

Endo Island: Technically in this chain but is a part of the Kirin Empire.

Oaknowana Island (Heavily Japanese Inspired Island, important trade and commerce nation, based on Japan and Alderaan from Star Wars). Thri-Kreen have some large settlements on this Island. High Humans are the Majority population.

Pinji Island: Is a desert Island, its soil is red and rocky, the dominate race are Aarakocra who build flying ships. (Think Geonosis from Star Wars)

Kamehameha Island: (Name Subject to change)

**Tangaloung Island**: Forests and Jungles cover this island, few Humans live here, it’s home to Tabaxi, Kolbold, and various small humanoid races. However, the Island is ruled by Bugbears.  Think Kashyyyk meets Endor. Yes, Bug Bear are the Wookies of D&D, while Ewokes can be any of the small races.

**Rinjin Island:** (Starting Zone Island – based on Naboo) The population is divided between humans on the hilly grasslands, and the swamplands of the isthmus.

* Rinjin City: center for Trade and commerce in the island chain, and the outside world. Only area on the island with a deep-water port.

* Anata: Capital City of the Human population, who have a Constitutional Monarchy with a Bicameral Parliament. House of Commons and House of Lords, the Monarchy is a heredity position related to the Royal Family based on Birth and is typically passed mother to daughter.  This position is often abdicated young.

* Yōsai shūdōin: Ancient Fortress City built by a Paladin Order of Elves during a time before Humans, this city has a distinctive look that is unrelated to the Human or Grung populations of the island. Although it was built by Elves, it is human population now.
* Grung Gyogyō  toshi: Deep in the Mangrove swamp the Local Grung have set up a fishing village, They tend to leave humans alone, as they no longer keep human slaves. The Humans of Rinjin are always cautious with the Grung, but there is trade between the two societies.
* Grung no machi: Home of Grung civilization in the islands, the city is hidden in the swamps.
* The Lost City: Rumored city built by Elves before the Current era, long before Iron Age humans arrived on this world. It is rumored to be a city of vast wealth, and evil. It is sunken in the deep parts of the swamp.

--

Pinji Island -

Goburin'namekuji Island

Unnamed but coming:

### Albian

Land of steam power, home of many artificers. This humid tropical jungle canyon that divides the land with a massive 4000-mile-long loch is reminiscent of Victorian England, if England was in central America that is. Capital Laonduras.

*Regions*

* *Calpe*- Southern Border next to Muspelheim, the Golden Sands Desert. Mostly warm desert like region.
* *Hibernia* - The fierce peoples who live here proudly state they have never been defeated.  (Think Ireland only warmer with more cliffs and fighting with the UDE)
* *Cymry* -in the Center borders the Great Rift Sea. Mostly farmlands, lots of sheep. And bogs. (Welsh)
* *Caledonia* -next to the Elvin Sea, and the Dragon Mountains. Most people think the Caledonians are insane, they ride drakes, the fight with massive swords while wearing short skirts and nothing else…really not even things under the short skirts, ok Kilts, but really a fuchsia kilt looks a lot like a skirt to me. So, yah (Scotland with Drakes)

*Æthelstan* - Capital Region, main city Laonduras, think 1880s London, if London was close to the Tropics.

### Sansuti Desert, aka the Great Sandy Desert, aka the Golden Sands Desert

These deserts are ruled by nomadic peoples who value action and honor over any word given. They are fierce warriors of all races, but they are friendly hosts to people they welcome to their homes. They Worship a singular Deity called the Wanderer, who is described differently based on who tells the tales.

*Regions*

* *Abyssinie* – (Think Assyrian/Babalonian Empires)
* *Saba* – (South African, Morroco from the middle ages)
* *Sansutdi Wanderers* – (Think Freemen from Dune)
* *Achaemenid Empire* – (If the Alexanders Empire never fell)
* *Mahara* – (Traditional Arabic Fantasy)
* *Muspelhiem* – (Religious intolerance, anti-Wizards, Anti-Shapefhifters, what if Van Helsing had free reign to design a Tyranical Theocracy)

*Sassanidi* – (Mix of British and Suadi culture)

## Ptolemaic

new write up, essentially Egyptian themes, and mummies.

### The Parliamentary Democratic Nation of Solomon

This advanced land is a trading center of the world, and a source for much of the advancement of magic and technology found throughout the world. For a smaller kingdom, they have a powerful military, and some of the greatest Wizards.

### Dragon Kings Land

Don’t let the name fool you, the ruler of this land was not born a dragon and is the only mortal that can single handedly stop the most ancient of dragons without effort. He is feared by all, and his distorted body looks a cross of a Dragon and a Human, however he’s more in common with a Lich without being undead. His lands though are lifeless, and only the Undead can be found outside his black tower. Only a handful of thralls of his are still alive, as he uses them to bring mortals to feed his lust for power and life energy.

*Medium Humanoid Dragon (Sorcerer King), lawful evil*
*Armor Class* 16 (Natural Armor)
*Hit Points* 367 (17d20 + 147)
*Speed* 40 ft., fly 80 ft., swim 40 ft.
*STR* 27 (+8) *DEX* 18 (+4) *CON* 25 (+7) *INT* 24 (+7) *WIS* 18 (+4) *CHA* 18 (+4)
*Saving Throws* DEX +13, CON +16, WIS +13, CHA +13
*Skills* Arcana +15, Perception +12, Religion +10, Stealth +14
*Damage Resistances* Acid, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight, Darkvision 120 ft.,
*Passive Perception* 22
*Languages* Abyssal, Common, Draconic, Elvish, Giant, Infernal
*Challenge* 30 (155,000 XP)
*Proficiency Bonus* +9
*Shapechanger*. he can use his action to polymorph into a gargantuan ancient black dragon, or back into his true form. While in dragon shape, he has the stats of an ancient black dragon. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies.
*Amphibious*. He can breathe air and water.
*Legendary Resistance* (3/Day). If he fails a saving throw, he can choose to succeed instead.
*Misty Escape*. When he drops to 0 hit points outside his lair, he transforms into a cloud of mist instead of falling unconscious.  If he is in his Black Tower, he cannot use this ability.
Regeneration. He regains 20 hit points at the start of his turn if he has at least 1 hit point.
Special Equipment –
*Ring of Shooting Stars* - While wearing this ring in dim light or darkness, he can cast dancing lights and light from the ring at will. Casting spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.
* **Faerie Fire**. You can expend 1 charge as an action to cast faerie fire from the ring.
* **Ball Lightning**. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres he creates, the less powerful each sphere is individually.
* Each sphere appears in an unoccupied space he can see within 120 feet of you. The spheres last as long as he concentrates (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.
* *Bonus action*, he can move each sphere up to 30 feet, but no farther than 120 feet away from him. When a creature other than him comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres he created.

*Blackstaff* – Staff, legendary (requires attunement by a Blackstaff heir, who must be a wizard) The Blackstaff is a sentient, rune-carved staff set with thin silver veins.
The Blackstaff has the magical properties of a staff of power (see the Dungeon Master’s Guide) in addition to the following properties.
* **Animate Flesh Golem.** You can expend 1 or more of the staff’s charges as an action to animate or deactivate one or more of the Flesh Golems of The Black Tower. You must be in the Black Tower to use this property, and you can animate or deactivate one golem for each charge expended. An animated golem obeys the telepathic commands of the holder of the staff. A Flesh Golem becomes inanimate if deactivated or if the staff is broken.
* **Dispel Magic**. You can expend 1 of the staff’s charges as a bonus action to cast dispel magic on a creature, an object, or a magical effect that you touch with the tip of the staff. If the target is an unwilling creature or an object in the possession of such a creature, you must hit the creature with a melee attack using the Blackstaff before you can expend the charge to cast the spell.
* *Drain Magic*. This property affects only creatures that use spell slots. When you hit such a creature with a melee attack using the Blackstaff, you can expend 1 of the staff’s charges as a bonus action, causing the target to expend one spell slot of the highest spell level it can cast without casting a spell. If the target has already expended all its spell slots, nothing happens. Spell slots that are expended in this fashion are regained when the target finishes a long rest, as normal.
* *Master of Enchantment*. When you cast an enchantment spell of 1st level or higher while holding the staff, you can make an Intelligence (Arcana) check with a DC of 10 + the level of the spell. If the check succeeds, you cast the spell without expending a spell slot.
* *Sentience*. The Blackstaff is a sentient staff of neutral alignment, with an Intelligence of 22, a Wisdom of 15, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet, and it can communicate telepathically with any creature that is holding it.
* *Personality*. The staff has the spirits of all the people Marcus Regem Mortuis used to transend to his current form trapped within it. This staff is not the same one found in Waterdeep, but one created by Marcus Regem Mortuis it houses the souls of his family, and the people who once lived within his Black Tower, and the souls of all the people who once lived in his nation. The staff's will is magically enslaved to Marcus Regem Mortuis. This enslavement ends if Marcus Regem Mortuis dies. At which time the Staff will choose to fight all evil magic users.
* *Spirit Trap*. If Marcus Regem Mortuis personally kills a person, the spirit of that individual becomes trapped in the staff along with the spirits of the previous souls. Destroying the staff would release the spirits trapped inside it.

*Arcane Recovery* (1/Day). When he finishes a short rest, Marcus Regem Mortuis recovers all his spell slots of 5th level and lower.
*Rejuvenation*. If Marcus Regem Mortuis dies in the Black Tower, he revives after 1d10 days, with all his hit points and any missing body parts restored. His new body appears in a random safe location in Black Tower.
*Spellcasting*. He is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). He can cast disguise self and invisibility at will. He can cast lightning bolt once each without expending a spell slot but can’t do so again until he finishes a short or long rest. He has the following wizard spells prepared:
*Cantrips* (at will): dancing lights, fire bolt, light, mage hand, prestidigitation
*1st level* (4 slots): mage armor, magic missile, shield, silent image
*2nd level* (3 slots): arcane lock, cloud of daggers, darkvision, knock
*3rd level* (3 slots): counterspell, dispel magic, fireball
*4th level* (3 slots): confusion, hallucinatory terrain, polymorph
*5th level* (3 slots): Bigby’s hand, geas, wall of force
*6th level* (2 slots): chain lightning, globe of invulnerability, programmed illusion
*7th level* (2 slots): finger of death, symbol, teleport
*8th level* (1 slot): maze, mind blank
*9th level* (1 slot): meteor swarm, wish.
*Multiattack*.  He makes two attacks, only one of which can be a bite attack. or He can use Frightful Presence. He then makes three attacks: one with its bite and two with its claws.
*Unarmed Strike*. **As Humanoid** - Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: +15 (1d8 + 8) slashing damage plus 14 (4d6) acid damage.
*Claw.* **As dragon** - Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
*Tail.* **As dragon** - Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
*Bite.*
**As Humanoid**- Melee Weapon Attack: +15 to hit, reach 5 ft., Hit: +15(1d6 + 4) piercing damage plus 10 (3d6) acid damage. Min (33) Max (53)
**As Dragon**- Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage. Min (40) Max (72)
*Charm*. he targets one humanoid he can see within 30 feet of him. If the target can see him, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed. The charmed target regards him as a trusted friend to be heeded and protected. The target isn’t under his control, but it takes his requests and actions in the most favorable. Each time he or his companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until he is destroyed, is on a different plane of existence than the target or takes a bonus action to end the effect.
*Zombies everywhere* (1/turn). he magically calls 2d4 Zombies. The called creatures arrive in 1d4 rounds, acting as allies of Marcus Regem Mortuis and obeying his spoken commands. The Zombies remain for 1 hour or until he dies, or until he dismisses them as a bonus action.
Frightful Presence. Each creature in the sight of Marcus Regem Mortuis choice that is within 120 feet of him and aware of him must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to his Frightful Presence for the next 24 hours.
*Spell Breath* (Recharge 5–6). He exhales a breath of pure magic in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) force damage on a failed save, or half as much damage on a successful one. (one monster of a magic missile)
*Legendary Actions*. He can take 6 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. he regains spent legendary actions at the start of his turn.
*Move*. he moves up to his speed without provoking opportunity attacks.
*Unarmed Strike*. **As Humanoid** - he makes one unarmed strike.
*Claw* attack if **Dragon** form.
*Bite* (Costs 2 Actions). he makes one bite attack.
*Detect*. The dragon king makes a Wisdom (Perception) check.
*Tail Attack*- **Dragon only** - The dragon king makes a tail attack.
*Cantrip* – **Humanoid only** - casts one cantrip he has prepared.
*Wing Attack* (Costs 2 Actions). He beats its wings. Each creature within 15 feet of him must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. He can then fly up to half his flying speed.
Description With his mind sharp and his heart dark, Marcus Regem Mortuis is a formidable foe. Courage and lives beyond measure have been lost to him. Although he can be encountered almost anywhere in his domain, there usually prefers to remain hidden within the Black Tower.
*Marcus Regem Mortuis’s Minions*
Whenever he appears in a location other than his tower, roll a d20 and consult the Minions table to determine what creatures he brings with him, if any.
Minions Table
**d20 Creatures**
1–3 1d4 + 2 Zombie
4–6 1d4 + 2 Ghoul
7–9 1d4 + 2 Avatar of Death
10–12 1d4 + 2Will-o'-Wisp
13–15 1d4 + 1 Blood Drinker Vampire
16–18 1d4 + 2 Death Knight
19–20 None
*Lair and Lair Actions*
Marcus Regem Mortuis is a Sorcerer King who stole the body of an Ancient Black Dragon. He always looks to be at least a Half-Dragon with wings, talons, and tail, but he can shapeshift into an Ancient Black Dragon this does not alter his abilities. He uses his dark sorcery to steal the life force of all in his lands to make him immortal.
The Black Tower in the mysterious heart of the Dragon Kings Land is a long-forgotten paradise now barren and dead. Throughout the lands are the ruins of the ancient civilization which the Dragon King once ruled before his dark sorcery turned him into a Black Dragon. Converting all the life in the land into the fuel which empowered his spellcraft. The remains of his people are now the legions of undead that he rules over.
*Lair Actions*
While Marcus Regem Mortuis is in the Black Tower, he can take lair actions as long as he isn’t incapacitated.
On initiative count 20 (losing initiative ties), he can take one of the following lair action options, or forgo using any of them in that round:
Until initiative count 20 of the next round, he can pass through solid walls, doors, ceilings, and floors as if they weren’t there.
he targets any number of doors and windows that he can see, causing each one to either open or close as he wishes. Closed doors can be magically locked (needing a successful DC 20 Strength check to force open) until he chooses to end the effect, or until he uses this lair action again.
he summons the angry spirit of one who has died in the castle. The apparition appears next to a hostile creature that he can see, makes an attack against that creature, and then disappears. The apparition has the statistics of a specter.
he targets one Medium or smaller creature that casts a shadow. The target’s shadow must be visible to him and within 30 feet of him. If the target fails a DC 17 Charisma saving throw, its shadow detaches from it and becomes a shadow that obeys his commands, acting on initiative count 20. A greater restoration spell or a remove curse spell cast on the target restores its natural shadow, but only if its undead shadow has been destroyed.
Magical darkness spreads from a point he chooses within 60 feet of it, filling a 15-foot-radius sphere until he dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
*Regional Effects*
The region containing the Black Tower is warped by Marcus Regem Mortuis magic, which creates one or more of the following effects:
Within the Dragon Kings Land takes twice as long as normal to traverse, it is a misty grey desert filled with blackened husks of dead trees.
Water sources within these lands are supernatural, fouled, and diseased. Enemies of the dragon king that drink such water regurgitate it within minutes.
Fog lightly obscures the land within all these lands.
You cannot travel across the land without a high chance of being swarmed by the undead.
Additionally, once every year he performs a ritual to drain the lives of thousands of slaves he has gathered using his thralls.

### Ravens Land

This sleepy land is what people think of when they think Gothic Horror, the land is misty and cool, they fear the Undead from the neighboring lands of the Dragon King, not realizing that he keeps this land as a honey trap to spread rumors about lost riches in his kingdom.

### Freiandia

Fear these lands travelers, not for their monsters and not their greed, fear them for their devotion to a religion. Do not enter these lands if you are a caster of magic, or the followers of a false god. (to them all gods are false besides their own.) Also, they are biased against all races besides those few that look like humans. (Human, Dwarf, Elf, Halfling)

### United Democratic Empire of Remes

Although most don’t know this, the Empire was founded by the Legio IX Hispana aka the Lost Legion of the Roman Empire. They rule the lands much like the Ancient Romans ruled the Mediterranean Sea. The Capital of Remes is the most populous city on this world, they also live in the equivalent of the 21st century using Magic-technology aka (Magi-tech).  Most of the empire lives at the 19-century level tech, farming is the main industry of the empire. This region is more like 1880’s Steam-punk mixed with the Roman Empire than anything you have seen before – Gunslingers are a common class of law enforcement in this region. Apparently, humans rule the land under the Authority of his Lord the Emperor. All non-Humans are born into slavery unless they agree to become gladiators. As winning gladiators, they can earn the right to personal freedom. Oddly most freed Slaves Marry slaves, which causes their children to be born as slave, although there are exceptions to this.

The Principal economy of the UDE is Agriculture; however, they produce more food than is necessary on an order of magnitude high enough to feed 100 times the apparent global population. Most of which is shipped to the capital city.

* **Remes -Capital**

*Regions*

* *Remes*
* *Syracusae*
* *Gaule*
* *Capetia*
* *Sirene* - Trade city at the Ippississim rivers mouth (1880s New Orleans)
* *Tejas*
* *Ausonia*
* *Island of Califoria*
* *Stadacona*
* *Alakshak*
* *Remmes* - at the midpoint of the Ippississim River is the Capital City is about one thousand square miles, surrounded by an impenetrable magic shield; no one may enter the city unless invited by the Emperor himself. There is only one way in and it requires going by train. The Food Trains run every hour in and out of the city. These trains are 10 miles long. And usually have room for a thousand passengers. Also, a noticeable feature of the city which can be seen from as far as two thousand miles away is the great sky tower. It is believed to reach into the heavens above the atmosphere. (This city requires an additional Module for high level campaigns.)

*Praedonum Sea* - With its many Islands it has been home to many a famous pirate, also it is one of the few places a person can get away from the influence of the UDE. This dangerous sea is a Primary sea rout to access the center of the UDE, which makes it venerable to Pirates and raiders, though the Kingdom of Solomon and the UDE regularly patrol this region the numerous islands and independent city states on the islands make keeping order difficult.

### Alu-tel

This land is actually an under-ocean empire of Sea Elves and Mer folk.

### Meyan

Ancestral homelands of Gnomes, massive Jungles and great foods. Lots of stepped pyramids. These Gnomes are more civilized than the Inkans

### Inkans

Gnomes dominate these mountainous lands, however unlike gnomes normally these gnomes are isolationists and are culturally like the Mayans of Mezzo America. They have a complicated society and often practice sentient humanoid sacrifice.

### Teltek

Another Gnomish land, not as bloodthirsty as some of the other Gnomish lands, but still not the easiest place to live. Think Old West Dominated by Mexican Gnomes. Ok yes lots of gnomes not acting like the traditional European stereotype. I just like the idea of Latin Gnomes.

### Texacane

Gnomes and Humans from the UDE founded these lands. Aztec meets Mexico and Classical Spain

### Oromoo Kingdom

The Oldest Human civilization on the Planet. Think Wakanda, and you kind of have it, if the UDE is the 21st century, these guys are in the 31st, the blend of traditional African style with sci-fi levels of technology. They are highly protective of their knowledge, as they have seen knowledge misused.

### Hybrazil

Hybrazil is the land of peace, or so says the myths that surround the lands. The secret to the peace is that the lands are ruled by powerful of wizards.

### Aotearoa

Near the actual South pole, is a land of Birds and dinosaurs, the lush green lands are much warmer than expected thanks to a mountain range called the Impossible mountains which separate the continent from the Southern polar region, below them is a land below sea level filled with dinosaurs, and tropical environments. Rumors of mysterious and ancient evils persist about the Southern polar regions.

The lands further North are more like New Zealand in environment and native peoples.

### Azomodia

Massive Rain forests filled with sylvan elves and jungle trolls. This is the land of the blood gods; the peoples who live here have ancient ways and are unconquerable by anyone. Outside of the region little is known about who and what lives here, it is mostly jungle and mountain ranges.

Some of the important features are the Great Serpent River which is close to a hundred miles wide and makes the border between this land and the region to the east. The other important river is the Amozzidus River which Leeds directly to the heart of the jungle, at the junction of the two rivers, it is called the Devil and the Serpent Sea.

### Consensu Exules

These lands were settled by colonists and exiles from the United Democratic Empire of Remes. Culturally they are very much a mix of Roman and Australian stereotypes. Also, the largest Orc empire is here, called Orcland, unlike Orcs normally these Orcs are Lawful Neutral, militaristic, orderly, prideful, and act a whole lot like a Modern Military Force, they proudly state they are “Lean Green Fighting machines” (Think an Empire made of US Marines or the UK’s Royal Marines, who happen to be Orcs.)

*NOTED COMMUNITIES:*

* *Orc Service Marines Corps* - Home of Operation and training, the largest mercenary force on the planet, and possibly the best fighters as well. (Think USMC lean green fighting machines, if by green they meant skin color.)
* *Bartertown* - a primary trade center near the Mouth of the Serpent River, it seems right out of a Mad Max film.
* *Cindy* - Capital City and most populated city with nearly 300,000 citizens. (Merge every Australian city into Cindy and you will get the Idea)

*Portsmith* - Noted for its breweries, and high-quality wines.

### The Great World Ocean

Half the world is a continuos ocean, that generate massive storms.

The only noted place has no name, and no one has ever set foot there as far as we know.

The Moon of Nísoitisgis

The Chel’lardi

The Moon is called Chel’lardi. It looks like it is covered in diamonds with a big round spot in the middle.

Days and Seasons

Lunar months are between 41 and 43 days, the lunar calendar is different from the Solar Calendar.  The most common calendar used by most peoples is the Solar Calendar.  Each of the 16 Months has 33 days, with an end of the year month with the remaining days usually 16, sometimes 17 days.

*Months*

***Late Winte***r -Primi, Secundo

***Early Spring*** -Tertio, Quarta

***Late Spring*** -Quinto, Sextus

***Early Summer*** -Septima, Octavi

***Late Summer*** -Nono, Decima

***Early Fall*** -Undecimo, Duodecimus

***Late Fall*** -Tredecim, Quartodecimo

***Early Winter***- Quintusdecimus, Sextusdecimus

***End of Year*** -Menserabidus

During Menserabidus, all magic cast will cause a role on the Wild magic table. The gods are partying, and their magic runs wild.

## Setting:

This setting is based on Isekai tropes, as such there are a few additions to this campaign setting which are universally true.

### Adventurers Guild

- A Universal Guild for Adventurers to find quests and work. They have a ranking F through SSS, they maintain a Universal Bank, that stores money for an Adventurer that can be used at any of their locations, and many in city stores. ((Yes, they maintain a Debit card system using the Guild ID)), the Guild ID Card and Dog Tags contain a copy of the Character sheet minus Inventory and Spells. i.e. Name Level Guild Rank, Stats, Age, Sex, Race, Class, and amount of money in the Guild bank. Only the owner of the guild card can access the information))

### World tree and the Fruits that it bears.

Although the most sought-after fruit of the world tree can make a person a divine being, the lesser fruits of the world tree are spread around the world every hundred years or so. There are hundreds if not thousands of different fruits, and they grant superpowers. The fruits will grant powers with the first bit taken, and they are said to be most foul on the tongue, but once bitten the power goes out of the fruit.