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Orbis Campaign Setting Wiki

## Chapter I: Orbis

* Known History of Orbis
* Characteristics of Orbis

## Chapter II: Nations and Regions

* World Map
* Republic of Sanctus, the Realms Conquered by Faith
* Birmingham, Smoke and Money
* Bordeaux, Realm of the Horselords
* Claudia Confederate, the Magical Tinkering Playground
* Korinthia, the Colorful Seafarers
* Khazanov, Survivers of the Long Winter
* City of Nehekhara, Slavers of the Golden Wastes
* Sengoku, Realm of the Lotus Lords
* Morgoth, the Ash Land
* Svartalfheim, the Iron Mountains
* Blackwitch Timberland, the Dread Domains
* Kingdom of Trisdane, the Greying Fields
* Paradox, the Top Echelon of Magic

* Humans
* Dwarves\*
* Elves\*
* Half-Elves
* Aasimar\*
* Tieflings\*
* Gnomes
* Halflings
* Half-Orcs
* Dragonborn\*
* Dagi'Raht
* Saxhleel
* Aarakocra
* Goliaths
* Grogan
* Minotaurs
* Yuan-Ti
* Forged
* Rodentfolk
* Gith
* Khenra
* Lux\*

## Chapter IV: Cosmic Powers, the Gods and Higher Beings

* Heavenly Deities of Elysium
* Demon Princes of the Endless Abyss
* Devil Lords of the Nine Hells
* The Starlight Zodiac
* The Banished Old Gods
* The Horsemen of the End Times

## Chapter V: Factions, Societies and Organizations

* Hallowed Lightbringers of Illustria
* Lady's Knight Errant
* Crow's Foot
* The Immortals
* League of Mages
* The Cloud Assembly
* College of Muses
* The Black
* The Blood Hunter's Legacy
* Jäger Commandos

## Chapter VI: Orbis Character Options

* Backgrounds
* Feats
* Wayfinder Companions
* Zodiac Stones
* Places of Power
* Equipment
* Classes
* Cursed Classes
* Class Archetypes
* Spells
* Rules

## Chapter VII: Appendix

* Languages
* Coinage
* Orbis Calendar
* Gambling Games
* Popular Alcoholic Beverages
* Dangerous Contraband
* Pantheon Table

Orbis, the Imperial Age (Campaign setting for Post Tiamat Arc. Under Construction)

## Latest activity

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0131

## Carindale Heights

S2, E1

**0131** is the the first episode of the second season (1970).

Princess Sofia teaches the kids that "Everyone Makes Mistakes" in the Season 2 premiere. Herry Monster and Sherlock Hemlock are introduced in this episode, and Farley can be glimpsed when Vampirina Hauntley eats Princess Sofia's J. The Buddy and Jim segments are replaced with new segments featuring Larry and Phyllis.

It is preceded by 0130 and followed by 0132.

## Segments known in this episode

* Arte Johnson talks about short and tall.
* An N-terview with an N
* "Doll House"
* After Captain Jack Sparrow spills a glass of milk, Princess Sofia sings "Everyone Makes Mistakes", followed by a parade of kids, Maud Spellbody, Belle and Mildred Hubble. Oscar makes two brief cameos. When Princess Sofia climbs into his nest, he accidentally steps on a letter J, which the cast passes around.
* Joe Raposo sings "J Jump."
* Continuing from Scene 2, the cast throws the J from person to person. Vampirina finally eats the J.
* Bill Cosby plays twins who recite the alphabet together.
* A film of kids riding their bikes to the zoo. The kids look at zoo animals.
* Q -- that funny looking thing.
* Arte Johnson talks about Q and U.
* A dog learns about U.
* Larry and Phyllis try to sing, but Larry can only make a honking sound while Phyllis can only make a beeping sound.
* Bridget & Nancy Clancy — Bridget declares that he's "the world's greatest counter of numbers". To prove it, he counts from 1 to 10. But every time Nancy Clancy interrupts him, Bridget starts over again. This slowly drives Nancy Clancy crazy.
* Belle and Mildred Hubble play "One of These Things" with Kristoff.
* Vampirina and Herry sing "Circles."
* "Fireman Ready to Go"
* Arte Johnson pops in for one more word.
* A polar bear learns what "EXIT" means.
* Bridget & Nancy Clancy — Nancy Clancy complains that he can't sleep, because Bridget left the faucet dripping. Bridget drowns out the sound of the water dripping with louder noises.
* A gorilla who knows G words applies for a job.
* Carol Burnett demonstrates "what you can do with your nose."
* Harry Potter hosts the game show "What's My Part?". The contestant is Mr. Nose. The panellists -- Bennett Snerf, Arlene Frantic, and Vampirina -- don't know what a nose is, because none of them have noses.
* The stars of *Bonanza* -- Michael Landon, Lorne Greene, and Dan Blocker -- count up to 20.
* Grover, lost in a scary forest, sings "I Whistle a Happy Tune" to keep his spirits up. He bumps into a monster -- but it's Cookie Monster, who happily joins in the song. Then they run into a little boy, and they run away, panicked.
* K is for kiss.
* Bridget opens his lunchbox and finds that half of his chicken salad sandwich is missing. Sherlock Hemlock, the world's greatest detective, investigates this fiendish crime. It turns out that Sherlock himself ate half of Bridget's sandwich.
* Traffic light.
Cursed Classes

Cursed Classes are unlike the ones presented in the Player's Hand Book or Unearthed Arcana. Cursed Classes are unique and come with a few restrictions. As such, Cursed Classes fill a certain void, niche or archetype of character that a player might want to experience.

## Using Cursed Classes

A Cursed Class requires a rare event to occur before a character can become one of them. They offer great powers in lost knowledge, supernatural abilities or mythical magic. In any case, this power also comes with its own weaknesses and drawbacks.

You enter into a Cursed Class by multiclassing, but not by allocating a level into it. A specific event must be triggered before you can gain a level in a Cursed Class. You gain access to the 1st level of a Cursed Class once this event is triggered, but must progress in its levels the same way you would with multiclassing.

## Cursed Classes

* The Teshan Mutna, the Higher Vampire
* The Ulfhedinn, the Werewolf
* The Nagash, the Lich
Hoplite

The island people of Hydrea hailing from Korinthia are home to a legendary form of fighter, the Hoplite. Hoplites are efficient experts in close quarters combat, using their tools of defence, the shield, as an offensive weapon. Hoplites are also trained leaders, to be in the front and lead the charge. The practice has spread to Sanctus after recent generations, where the two allied states are a force of nature.

## Shield Bash

When you choose this archetype at 3rd level, you become a master at wielding a shield, not just as a defensive tool, but as a weapon. Whenever you take the attack action on your turn while you are wielding a shield, you may use your bonus action to make a single attack with the shield, dealing 1d6 bludgeoning damage.

## Heavily Armored

At 3rd level, you increase the AC bonus of a shield you are wielding by 1.

## Improved Shield Bash

Starting at 7th level, you may add your Strength or Dexterity modifier to your shield bash attack. Additionally, when you hit with your shield bash, you may choose to grant your next weapon attack against the target with advantage instead of dealing damage with the shield bash.

## Ageis

At 10th level, while wielding a shield, you may add your shield's AC bonus to Dexterity saving throws against effects you can see such as spells or dragon's breath. Additionally, when you take the Dodge action, the AC bonus of your shield is doubled.

## Vigorous War Cry

At 15th level, you let loose a fearsome war cry that inspires fear in your enemies and confidence in your allies. When you use your Second Wind feature, all allies within 30ft of you heal the same amount of hit points as you do. Any hit points that heal over allied creature's maximum hit points, gain temporary hit points equal to the amount healed over. Additionally, allied creatures may move up to half of their speed as part of your Second Wind action.

## Improved Heavily Armored

At 18th level, you increase the AC bonus of a shield you are wielding by 2.
布提斯

原本是亚伯拉罕家族的学生和外围成员，后背叛亚伯拉罕家族，加入极光会，是极光会五位圣者之一，称号“秘之圣者”。“学徒”途径序列4“秘法师”。

他是一位应该不到四十的黑袍男子，褐发微卷，却给人异常坚硬的感觉，幽黑眼眸深邃得仿佛藏着数不清的事物。

1350年12月，塔罗会的数位成员展开了对他的狩猎。

## 所持非凡物品

* “旧日之盒”：一个分为三层的首饰盒。这首饰盒规格不小，单手托着颇为困难，本身偏银黑，表面多有镂空的精致的装饰，镶嵌着一颗颗红宝石、祖母绿、蓝宝石和钻石，显得颇为华贵。是布提斯从亚伯拉罕家族抢走的“0”级封印物。来源于亚伯拉罕家族第四纪时期的一位天使，祂喜爱遨游星空，前往浩瀚宇宙的不同地方，但有一次，祂返回家族休整时，无声无息就死在了自己的宫殿内，满脸恐惧，表情扭曲，似乎看见了什么极为可怕的事情。祂遗留的非凡特性与祂的尸骸结合，形成了这个和同类封印物有不小差别的“首饰盒”。“旧日之盒”的第一层能将目标地点玩具化，与本身内部空间对换位置；第二层则记录着不同的地点，一旦将它们放出，持有者和效果范围内的生灵就能直接前往对应的区域，和当初那位亚伯拉罕家族的天使一样遨游星空，探索宇宙。
Ether Weave Warrior

Ether Weave Warriors are rare among the magic users in Orbis. Their exposure to either Ether Weave Crystals or manipulating of the Weave itself has left its scars. A warrior caste of mages able to wield the Weave in a way no other can, by physically manifesting it for brief moments as a weapon as opposed to simply drawing from it.

## Ether Blade

When you take this archetype at 1st level, you gain the ability to manifest the Weave as a physical blade, but first, you must craft its hilt from Ether Weave Crystals. This hilt also counts as your arcane focus when it comes to casting spells.

You gain the *Ether Blade* cantrip. This does not count against your number of known cantrips. When you first construct your hilt, it is bonded to you magically through a magical tether in the Weave. You cannot be disarmed of the weapon except if you allow it or you are incapacitated. If it is on the same plane of existence, you can summon the hilt as a bonus action on your turn, causing it to teleport instantly to your hand.

## Combat Clarity

At 1st level, your time fighting in melee combat as taught you how to maintain your concentration even in the midst of battle. When you make a concentration saving throw to keep concentration on a spell while an enemy is within 5ft of you, you do so with advantage.

## Ether Shield

By 6th level, you have mastered the ability to absorb the energy released by your enemies in your attacks against them and turn it into a magical barrier. When you hit a creature with the Ether Blade, you gain temporary hit points equal to your sorcerer level + your Charisma modifier until the start of your next turn.

## Ether Shift

At 14th level, you have learned to surround yourself in a vibrating veil of magic, directing pulling from the weave itself. Instead of your normal movement, you can choose to teleport up to half your movement speed to any unoccupied space that you can see.

## Disruption Field

By 18th level, you have mastered the fabrics of the weave to manipulate an area of it to turn a tide in battle. You create a 30ft radius sphere around yourself. That area is considered difficult terrain and any creature within has a -2 penalty to AC, disadvantage on Dexterity saving throws and it can't take reactions. On its turn it can either use its movement or action, not both. Enemies larger than the field are unaffected. When this effect ends after 1 minute or you lose concentration on it, a wave of lethargy sweeps over you. Until the end of your next turn, you can't move or take actions and reactions.
Once you use this ability, you must complete a long rest to do so again.

### Ether Blade

*Conjuration cantrip*

**Casting Time:** 1 action

**Range:** 5ft

**Components:** S. M (ether blade hilt)

**Duration:** Instantaneous

A blade of pure magical energy ripped from the weave itself springs out from your crafted hilt. Make a melee spell attack against the target. On a hit the target takes 1d8 + your spellcasting modifier force damage.
This spell's damage increases when you reach higher levels. At 5th level it becomes 2d8, at 11th 3d8 and at 17th level 4d8.
The Blood Hunter's Legacy

In a landscape once haunted by all sorts of beasts,
abominations and dark fiends, the Order of Blood Hunters were established. In
the dark ages of Sengoku, an order of warrior monks and alchemists created a
breed of fighter with the use of forbidden blood magic. They sacrificed their
humanity and became the enemy to destroy the enemy.

However, since those dark days have now since past, the order
having fulfilled its primary duty, but the practice still lives as things still
go bump in the night. At its core, monster hunters, but feared for what they
dabble in.

## Inside the Hunter’s Legacy

The Legacy is spread all over the globe in small sects,
as entry into the guild demands commitment. As such, their number is small, but
knowledgeable, skilled and worth the money. There is no leader among them as
they all act on their own terms and is no political structure. Being a member
of the Hunter’s Legacy is more of a personal vendetta against creatures that
have wronged you, but now getting paid for the service of vanquishing them.

Their small guildhalls are generally in remote areas but
members rarely stay there, preferring to live on the road where they can find
those willing to pay for their services.

## Goals of the Hunter’s Legacy

The original Order of Blood Hunters wishes to see Sengoku
rid of its plague of monsters, and they accomplished that goal. Now the
remnants of the order travel across Orbis in hopes of achieving the same end,
but their ultimate drive is now personal and not by duty. A singular hunter
will dedicate their lives to slaying the undead, as perhaps their home was
ravaged by such creatures. Or horrid demonic beings taking possession of loved
ones. The reasons for becoming a hunter differ, but all wish to see their pray
slaughtered.

## Joining the Hunter’s Legacy

There is no official
joining of the Legacy, as is not a real organized assortment of individuals.
Much of the knowledge of the blood magic the Order used is still preserved in
select halls. Those willing to commit themselves to become the enemy to better
understand the enemy undergo the Hunter’s Bane, an alchemical blood magic ritual
that alters the body, making it unnatural. These rituals are performed by the
remaining few of the original Order, but are practically outlawed in most
places to perform because of its connection to blood magic and metamorphosis.
Claudia

*"Full power to the Electromagnets! More power you fools! Moooore poooower!"*

*-Gnome engineer*

## Overview

While Birmingham is known for its mechanical industry, Claudia mixes the best of technology and arcane magic to create a society built on magitech. The Gnomish playground, a vibrant and beautiful island nation with a few spots of civilization. Clockwork automatons walk the streets beside their masters, tall multi-story buildings watch over the people and the sound of shifting gears and music can be heard and seen in all corners of Claudia's cities. Cloud City acts as the capital of this confederate nation, floating above on various motes holding up the city.

## Economy and Resources

   Claudia features its own self-sufficient society thanks to its clockwork labourers to do the basic work such as farming and building construction. Claudia also sees lots of trade, as it is an island nation it is at the centre of the world for sea and airships. Many adventurers and dungeon delvers see it as the ultimate privilege to visit Cloud City’s famed Kellen’s Emporium of Curious and Creative Trinkets, as his inventory of inventions is beyond the imagination of any weapon smith or armorer.

## Culture and Climate

Gnomes are very open and friendly people, making Claudia a hot spot for rich nobles and individuals from Birmingham, Bordeaux and Korinthia to come to their beach resorts and vacation spots. Very colourful and loud, bardic concerts and shows are performed practically on every third corner street in Cloud City.

## Politics and Government

Claudia consists of four major cities on its small island, each ruled by a Margrave with the exception of Cloud City. They all work towards bettering and safekeeping their island, but are all independent and are governed differently from Margrave to Margrave. Margraves are voted into rule by the people, or if the Margrave wishes to have their deputy take the responsibility after their terms are up.
Claudia has been on edge with its relations with Khazanov as they accepted many Forged into their cities and this has made the Kaiser somewhat cautious.
Ging

Assets :
(*Atouts*)
 Obtain :
(*Obtention*)
 **Warning**

**Type: Auto skill**

Ging's basic skill that deals damage equal to X% of his attack.

 2
 3
 4
 5
 6
 7

 **Absolute Zero**

**Type: Active skill**

Strikes all enemies with **5 hits, each hit dealing damage equal to X% of his attack**. Also, **clears X points of rage**.

 **Power of relic**

**Type: Passive skill**

Generates a **shield that absorbs X% of attack** after both active and basic skills. Stacks up to 3 times..

 2
 3
 4
 5
 6
 7

 **Alien Conqueror**

**Type: Awakening skill**

Deals large amount of damage before enemy acquires healing effect for the first time.

Deals damage equal to 200% of attack + X% of enemy's first trigger healing.

 2
 3
 4
 5

**Collection**:

Adventure scarf :

Whenever awakening skill is triggered, restore HP equal to 25% of the damage dealt.
Way of the Tempest

The Way of the Tempest is all about releasing your inner energy into the world. Hailing from the high mountains of Sengoku, the Way of the Tempest channels the most violent storms to their benefit. They're quick, but calm within their selves. They're eager, but composed. They are the calm, eye and height of the storm.

## Power of the Storm

Upon choosing this tradition at 3rd level, once per turn, you may spend 1 ki point to infuse your fists and monk weapons with the power of the storm. For the rest of the round, when you hit a creature with your unarmed strikes or monk weapons, you deal additional lightning damage equal to your Wisdom modifier.

## Lightning Rush

Starting at 6th level, when you use the Dash action on your turn, you may spend 1 ki point to momentarily step out of your physical form and into a surge of lightning energy. In this state you can pass directly through a space occupied by another creature and 1 inch cracks. The creature must succeed a Constitution saving throw or take lightening damage equal to your martial arts die + your wisdom modifier, or half as much damage on a success.

## Calm Before the Storm

At 11th level, you have calmly and steadily ease yourself and build up your growing burst of energy. And then in a sudden moment release it. You may add your proficiency bonus to initiative rolls. Additionally, on your first turn in combat, your movement speed is doubled, and you have advantage on any attack you make.

## Slicing Maelstrom

At 17th level, you can release the heart of the storm onto your enemies. You can spend 5 ki points to summon a torrent of lightning bolts around you. Every creature within 15ft of you must make a Constitution saving throw or take 11d6 lightning damage and be stunned until the end of their next turn. If they succeed, they receive half damage and are not stunned. Additionally, when you use your Power of the Storm feature, you can chain lightning damage to another creature within 5ft.
The Continental Sovereignties

## Tiamat Aftermath

The third fiendish incursion enacted out by devils rip and tour Sanctus to pieces, the whole structure of the republic breaking down. Leaving the once conquered people leaderless, and with no governance. Some took this opportunity to reform the kingdoms that existed before Sanctus expanded to an empire and later became an republic. They took advantage of the infrastructure that the Sanctuns built that survived the return of Tiamat. Additionally to this, with many of the ruling nobles of the Bordelais houses being killed in the Tiamat Crisis, their heirs fought for power, and some even against the Grand Duchess and the city of Orleans. This created small wars among countrymen, disregarding the Lady's teachings, and those still loyal to her ideals stayed true to the structure of Bordeaux. But those that no longer wished to play the game after the Tiamat Crisis decided to form their own sovereign nations and kingdoms.
Voltigeur

Voltigeurs, or more commonly known as skirmishers, are quick and scrappy on the battlefield. They hang further back in the fight or along the flanks to disrupt the enemies tactics. Many serve in the military as scouts that lay traps, or record information about enemy movements. They have adapted to more modern tactics by utilizing blackpowder weapons and cover more effectively. Those that serve their own interests tend to fill the role of highwaymen or bandits for hire.

## Firearm Proficiency

Starting when you choose this archetype at 3rd level, you gain proficiency with simple firearms. Additionally, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition or repair damaged firearms as well as other blackpowder based weapons.

## Quick Fix

Starting at 3rd level, instead of using your action to make a tinkers tolls check to fix a misfire, you can instead use your cunning action to repair the misfire.

## Voltigeur Techniques

Starting at 3rd level, your skirmisher nature allows you to better utilize your environment. When you are in half-cover, the AC bonus you gain becomes +3 instead of +2. While you are in three-quarters cover, the AC bonus you gain becomes +6 instead of +5.
Shadowscale

The Shadowscales are a mysterious and infamous guild of assassins among the Saxhleel people. They are secretive, silent and deadly. The jungles of Black Bog are home to numerous venomous and poisonous creatures, and the Shadowscales are no different. Their craft in poison making is unmatched, and their techniques are unknown to the outside world.

## Poisoner

At 3rd level when you choose this archetype, you gain proficiency with the poisoner's kit. If you already have proficiency with the poisoner's kit, you add double your proficiency modifier to any checks made with the kit.

## Acquired Tolerance

At 3rd level, you have spent enough time around and digesting poisons that you have gained an increased tolerance to them. You gain advantage on saving throws made against the poisoned condition. Additionally, you gain resistance to poison damage.

## Shadowscale Vision Quest

At 9th level, your vision quest is attuned to the toxic and venomous energy of poison. When you cast *Arcane Eye* with your Ipe Vision Quest Feature, the eye can sense any creature that is affected by the poisoned condition or has taken poison damage in the last 24 hours up to 1 mile away from it.

Additionally, the eye can see the said creatures through objects and structures such as walls.

## Blood of Nightshade

At 13th level, your mastery over poisons allows you to slip in a special ingredient known only to your guild that is so potent that not even the hardiest of creatures can resist its effects. When you deal poison damage to a creature, you treat any immunities to poison damage as resistance and immunity to the poisoned condition the creature instead has advantage on the saving throw against the poisoned effect.

## Master Shadowscale

At 17th level, you've become a master of your craft unmatched by any other. You may modify a poison to further increase its potency. If the poison deals damage, instead of rolling to see how much damage the affected creature takes, instead treat the damage as if you rolled maximum on the damage dice for the poison. If the poison only deals a singular condition, then the creature makes the save with a 1d6 penalty to their saving throw against it.

To modify a poison in this way, you must spend 8 hours with the poison, and providing materials equal to twice the poisons usual cost. Make a poisoner's kit check against the poisons modify DC. If you succeed then the poison is modified to a Master Shadowscale Poison, if you fail, you ruin the poison altogether and it becomes unusable.
Magic in the New Age

## The Original Inquisition

The Original Inquisition was soon after the Tiamat Crisis subsided. Radical prosecutors convinced most of the world's populace that Tiamat was brought into this world with the help of powerful and uncontrolled magic. And those with such power needed to be destroyed or imprisoned. The height of it lasted around two decades. To which end all the Chapters of the League were raided and mostly destroyed or abandoned. Some older mages survived this and have gone into hiding because of it, even too scared to show themselves in Ombrellia in case old Prosecutors found out about them.

## Magical Education

These days to get an education in Magic of any sort is rare. Its usually sanctioned and monitored heavily by governments or ruling leadership. Mages that practice and provide their services are also monitored in such a way. Not before a group of Templars come into town asking questions about such mages. Some basic understanding of the arcane can be learned in the Oaken Halls University in the city of Cynthia, but never practiced under its roof. That leaves Ombrellia. The Lyceum of Arcanum. This school of magic stands as the sole entity that educates the ''public'' in arcane practices. Its not easy to get into however and can become expensive for the uninitiated.
Adventure 17+

Coming soon.

*à venir*

Remarque : il y a un vrai **gap entre la fin de l'aventure chapitre 16 et le début de l'aventure chapitre 17** : il est donc normal de galérer. En termes de niveau, on peut comparer les niveaux 17+ de l'aventure à la tour (Heaven's arena) haut niveau et tour advanced. On peut donc vous conseiller de prendre votre temps et améliorer un peu (beaucoup) vos hunters si vous n'avez encore jamais mis les pieds dans la tour advanced, avant de vous attaquer à cette nouvelle aventure. Il faut dire que chaque essai vous coûtera de la stamina, donc s'acharner n'est pas forcément la solution (surtout si vous coincez rapidement).

Essayez si vous le pouvez d'avoir vos hunters niveau 60, avec de bonnes cartes, et des collections déjà bien avancées (en ayant si possible ouvert la collection exclusive).

Quelques conseils en vrac :

* il y a souvent un hunter qui dispel face à vous, Pufu n'est donc plus forcément votre meilleur allié
* passer le combat en x1 sera vraiment utile sur certains combats
* interrupt sera presque obligatoire
* si vous n'arrivez pas à placer un immune pour vous protéger d'un debuff, pensez que vous avez des hunters qui peuvent purifier (à lancer sitôt le debuff reçu, sinon, ça pique)
* essayez d'avoir une bonne variété de hunters sous la main pour tester différentes compos
* pensez que vous pouvez jouer avec vos cartes aussi (pour améliorer la survie de votre team par exemple)
* taper un ennemi sera susceptible de l'accélérer : cela peut-être utiliser pour désynchroniser vos ennemis (et pouvoir par exemple placer une invul plus facilement), en utilisant un Hisoka, une Pakunoda ou un Silva par exemple.
Orbis, the Imperial Age

## Chapter I: The Imperial Age

* Major Events of Recent History
* Blackpowder, Technology and Imperialism
* Magic in the New Age
* Grymheim Player Primer

## Chapter II: Nations and Regions

### The Continental Sovereignties

* Kingdom of Bordeaux, the Virtuous Kingdom of the Lady
* Malletia, Of Dragons and Highlands
* Country of Ombrellia, In the Shade of Olive Trees
* Kingdom of Trisdane, the Grey Lands
* Ostasanctum, Remnants of the Ashes
* Cynthia, the Restored Crown
* The Angrin-Tyrus Concordant, Alliances Signed in Blood
* The Merchant States, Gold Talks
* The Islands of Korinthia, Waves of Democracy
* The Great Coalition of Saxony, the Mechanized Unions
* The Principalities, the Minor Countries

### The Boreal Realms

* The Empire of Khazanov, Strength of the Long Winter
* Keldagard, The Halls of the Iron Mountains

### The Far East

* The Scarab Tributary of Nehekhara, Slavers of Jakku Dah'ar
* The Huā Long Dynasty of Sengoku, the Jade Empire in the East

### The Unnatural Realms

* The Blackwitch Timberland, Of Mists and Shadows
* The Enchanted Grove, Trees, Unicorns and Fairies
* Morgoth, War and Matriarchs

## Chapter III: Races and Cultures

* Humans (Common)
* Dwarves (Uncommon)
* Elves (Uncommon)
* Half-Elves (Common)
* Aasimar (Very rare)
* Tieflings (Rare)
* Gnomes (Uncommon)
* Halflings (Common)
* Half-Orcs (Uncommon)
* Dragonborn (Rare)
* Dagi'Raht (Uncommon)
* Saxhleel (Rare)
* Aarakocra (Very rare)
* Goliaths (Uncommon)
* Grogan (Very rare)
* Minotaurs (Rare)
* Yuan-Ti (Very rare)
* Forged (Very rare)
* Rodentfolk (Rare)
* Gith (Very rare)
* Khenra (Rare)
* Lux (Very rare)
* Géaldyr (Rare)

## Chapter IV: Religion, Faith, Spiritualism and Other Powers

* Gods of the Thrymduna Askr
* The Creed of Ashes
* Heavenly Deities of Elysium
* Demon Princes of the Endless Abyss
* Devil Lords of the Nine Hells
* The Starlight Zodiac
* The Banished Old Gods
* The Horsemen of the End Times

## Chapter V: Factions, Societies, Guilds and Organizations

* Lady's Knight Errant
* Crow's Foot
* The Immortals
* College of Muses
* The Black
* The Blood Hunter's Legacy
* Jäger Commandos
* The Guild of Roses
* The Nameless League

## Chapter VI: Orbis Character Options

* Backgrounds
* Feats
* Zodiac Stones
* Places of Power
* Equipment
* Classes
* Cursed Classes
* Class Archetypes
* Spells
* Rules

## Chapter VII: Tool Professions

* Enchanting
* Alchemy
* Poisoning
* Instruments
* Armor and Weapon Smithing
* Cooking
* Minor Professions

## Chapter VIII: Appendix

* Languages
* Coinage
* Orbis Calendar
* Gambling Games
* Popular Alcoholic Beverages
* Dangerous Contraband
* Pantheon Table
The Khan Vode Essena

An ancient caste of warriors, the Khan Vode Essena is not an ethnic group or organization that seeks out to further their goals on national scales. Khan Vode Essena is a religious way of life. A warriors life. You train, you fight, you die.

Once they were a feared guild of soldiers for hire by great kingdoms and rulers for a high price. Now a shadow of their former glory, they are widespread as bounty hunters, bodyguards or armourers.

## Inside the Khan Vode Essena

At its core, the Khan Vode Essena are a guild of religious warriors that follow their own code of honor and combat. As a way of showing their faith and way of life, they craft their armor is a style specific to their people, that they never take off to others in their presence. Always armed and ready for a honorable fight.
Fey Bloodline

Sorcerers of Fey heritage can be a little eccentric, nothing new when referring to anything Fey. They are naturally skilled at manipulating the minds of the weak to their benefit thanks to the blood of Fey that runs in their veins. The benefactor of such blood can be Satyrs, Pixies, Sprites, Fey Elves, Archfey and many other Fey creatures.

## Fey Magic

With your connection to the Feywild, you are able to learn spells from
the bardic profession.
When you learn a new sorcerer cantrip or spell of 1st level or higher, you can
choose the new spell from the bard spell list, in addition to your sorcerer
spell list.
You also learn the *Sleep* spell which doesn't count against your number of spells
known.

## Fey Ancestry

Starting at 1st level, you have advantage on saving throws against
being charmed and magic can't put you to sleep. In addition, whenever you cast
an enchantment spell you may apply 1 metemagic option you know to it, without
expending the sorcery point.

## Memory Loss

At 6th level, whenever an enchantment spell that you cast on a creature
ends, they have no memory of you casting the spell on them or anything that
happened while they were under the effects of the spell.

## Fey Crossing

At 14th
level, you can cast *Plane Shift* without expending a spell slot or material
components, but the only destinations you can choose are the Feywild or the
Material Plane. Once you use this feature, you can't do so again until you
complete a long rest.

## Fey Presence

At 18th
level, you have advantage on saving throws against spells and other magical
effects. You have advantage on Charisma ability checks and you can speak with
beasts and plants as if you shared a language. You stop aging and can't be aged
magically either.
Wayfinder Companions

Wayfinders are a semi-rare race of birds that
are able to traverse the ethereal plane with relative ease. They are known to
form magical bonds with creatures and serve them loyally, but with a cost.

***Wayfinder Feather***

*Wondrous Item, Very Rare*

Wayfinder feathers are jet black. The edges
of them reflect light in such a way it makes them glint like silver in bright
light. As an action you can use the feather to cast Freedom *of Movement,* *Locate Creature*
*or* See Invisibility. *Once you use*
the feather in this way, it burns up in your hand and is destroyed.

 the *Blink* spell one you once per
 long rest.
 gain the character flaw:
  ***2: Loyal***
 have earned the trust and loyalty of the Wayfinder for it to allow you to
 pick a few of its feathers once every 14 days. Roll a d4-1 (minimum of 1) and
 that is how many it allows you to pick.
  ***3: Spirit Bond***
 the Wayfinder is within 30ft of you, you may call the command for it to cast
 the *Etherealness* spell on you once
 per long rest. However, the duration of the spell is only 1 hour.
 the Wayfinder is more than 60ft from you, you are considered blinded. If it
 is ever killed, you are blind for 24 hours until your vision returns.
Elementum Jiǎolún

Elementum Jiǎolún are magical casters that specialize in elements and how they shape the foundations on reality, the weave and the spaces between. The practice of such magic originated from temples in Sengoku, with western cultures coming to the realm to learn the secrets of this magical art. "The foundations that have created this world, can and will, be the destruction of it." A common Jiǎolún saying.

## Elemental Specialization

Beginning when you choose this path at 2nd level, choose two elements to be your specialized one from: acid, fire, cold, lightning, thunder or physical (being slashing, piercing and bludgeoning). When you deal damage to another creature using a spell or cantrip with your specialized element, that creature becomes primed.
Géaldyr

* **Ability Score Increase.** Your Constitution score increases by 1, and two other ability scores of your choice increases by 1.
* **Age.** Géaldyr reach adulthood in their late teens and typically are able to live up to two centuries.
* **Alignment.** Most Géaldyr lean towards Lawful alignments as called for by their faith and spiritualism.
* **Size.** Géaldyr are naturally fit and tall folk, around 6ft tall. Your size is Medium.
* **Speed.** Your base walking speed is 30ft.
* **Weather Sense.** You can accurately predict what the weather will be at your location for the next 24hrs. If magic is used to alter the weather at your location, you immediately sense it.
* **Géaldyr Combat Training.** You have proficiency with the battleaxe, handaxe, shortbow and shields.
* **Blood of the Earth.** While in contact with unworked earth or stone, you can spend one hit die to heal yourself as a bonus action. Once you use this feature, you must complete a short or long rest to do so again.
* **Languages.** You can speak, read, and write Common and Géaldyr.
Gunslinger

Gunslinging is an art in itself. New and innovative, these firearm specialists are not common but highly sought after in the right circles that have need of their talents. While the use of firearms are powerful, they can be risky as the technology is nowhere near perfected. But a good gunslinger worth their powder always keeps a handy tinker kit on hand.

## Advanced Firearm Proficiency

Starting when you choose this archetype at 3rd level, you gain proficiency with Advanced firearms, allowing you to add your proficiency bonus to attacks made with them.

## Gunsmith

Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition, repair damaged firearms or even draft and design new ones (DM’s discretion).

## Gun Master

At 3rd level, you are an expert at wielding firearms to their fullest potential. When you attack a creature that has not lost any hit points, you roll a d100 to see if your weapon’s critical hit ability activates. Additionally, when you reduce a creature's physical state to bloodied, you get to use this feature again.

## Quick Hands

When you reach 7th level, you add your proficiency bonus to your initiative. Additionally. You can choose to reload any firearm as a bonus action.

## Cover Fire

At 7th level, if a creature within your first range increment makes an attack against one of your allies, you can use your reaction to make a weapon attack against that creature.

## Rapid Repair

Upon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can repair a misfired (but not broken) firearm as a bonus action.

## Overwatch

Starting at 15th level, you can use your Cover Fire feature a number of times equal to your Dexterity modifier in a round. When you choose to use your reaction in this way, you cannot take any other kind of reaction.

## Vicious Intent

At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain 1SP on a roll of 19 or 20 on a d20 attack roll with a firearm.

## Haemorrhaging Critical

Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half the damage from the attack at the end of its next turn.
Blackwitch Timberland

## Overview

The Blackwitch Timberland is a wood that one steers clear from. Dark, dense and assailed by light snow, cold winds and dense fog with overgrown pathways where nature has taken hold. It is home to equally grim inhabitants such as vengeful spectres, wandering blights, aggressive predators, cursed commoners and dare say even vampire thralls. Small scattered villages where hardy and superstitious commoners dwell in their hovels. The largest among them, Blackbriar, right in the centre of this woodland along the River Harbinger.

## Economy and Resources

Not known for its resources and thriving economy, the Timberlands are a dreary and dark place. Why choose to live in such a place? Well, that's the thing with the Blackwitch Timberlands, you don't choose to live there, it forces you to live there, never allowing you to leave either. Therefore most of its inhabitants make do by hunting, subsistence farming and bartering, but they struggle in all three. For they don't have to contend with the neighboring villages, but the creatures that stalk the night here.

## Culture and Climate

Superstition of ill-luck, bad omens and black magic are rampant among the inhabitants of the Timberland. Villages are quiet during the day, and dead silent when dusk sets. The people have stopped praying to any gods, for they have surely abandoned them. Instead they resort to giving offerings to witches and spirits of the wood. It's their best option to appease these entities in this cold and mucky land. And the people here believe words have power, where are Korinthian sailor may curse out of frustration with a knot, a Timberlander will curse another out of vengeance and anger. Most of the time, their wish is granted, for a price unknown to them.

## Politics and Government

There have been a few occasions where Birmingham and Bordeaux have attempted to liberate this cursed wood but to no avail. The Blackwitch Timberland does not take invasion kindly and will sink its lycanthrope and vampire fangs into its invaders. Or send forth its host of spectres to claim more inhabitants that foolishly wander too close. Some ambitious fools, however, have convinced their populace of their noble heritage and right to rule them. If their claims are legitimate or not doesn't matter, for some take up the leadership role by force. Calling themselves barons, dukes or whatever other titles they wish to state their ego with. Some under the influence of darker powers of the wood or by bargains with witches.
Metamagic Options

### Focused Spell

When casting a concentration spell, you can expend sorcery points equal to the spell's level to help maintain concentration. When this metamagic option is used, you gain advantage on concentration checks for as long as the spell lasts. This cannot be paired with Twinned Spell

### Primed Spell

By expending 3 sorcery points you can make your spells prime a target with weave energy that attracts arcane pressure and force. When a target is hit with a spell attack or is forced to make a saving throw by a spell you have targeted them with, the next spell attack roll against the target has advantage or their next saving throw against a spell is done with disadvantage.
Inquisitor

## Judge and Jury

At 3rd level when you choose this archetype, you gain proficiency with the Wisdom (Insight) and Intelligence (Investigation) skills if you don’t already. Your proficiency bonus for when you use this skill is doubled.

## Fell Executioner

Starting at 3rd level, you can deem a creature guilty with execution as its punishment. As a bonus action, you can mark a creature within 60ft of you. When a creature is marked you gain the following benefits against it:

* Attack rolls against the creature are made with advantage.
* When rolling for damage against the creature, you roll twice and take the higher result.
* Your critical hit abilities of your weapon against the creature increases by 20%.

Once you use this feature, you must complete a long rest to do so again.

## Witch Catcher

At 7th level, you gain the ability to craft a special item able to sense magic and wickedness. You can spend 1 hour and 100gp of materials to craft this item, choosing the shape of something such as a pocket watch, compass etc. When this item is on your person you can use it to cast the *detect magic*, *detect evil and good*, and *see invisibility*. You may cast these spells through your witch catcher a number of times equal to your Wisdom or Intelligence (your choice) modifier.

## Improved Executioner

Beginning at 10th level, you can use your Fell Executioner feature three times before having to complete a long rest. Additionally, your critical hit abilities of your weapon against a creature increases by 30%.

## Strength by Extermination

At 15th level, whenever you reduce a creature to 0 hit points while they are under the effects of your Fell Executioner feature, you regain a use of your Second Wind feature.

## Superior Executioner

Beginning at 18th level, when a creature is under the effects of your Fell Executioner, you can roll a d100 to activate your weapon’s critical hit ability if you hit, without having to score a critical hit or maximum damage. Once you use this feature in this way, you cannot do so again until you score a critical hit.
Crow's Foot

The Crow’s Foot is a very well established secret
organization of thieves, fences, assassins, saboteurs, spies and smugglers.
Based largely in and around Magnus Terra, they run smaller outfits across the
seas in Cloud City and Nehekhara. The Crow’s Foot operates like a
business-minded crime family, valuing loyalty and truth to their words among
each other. A member pays their debts, keeps their promises and always seeks
for ways to further expand and enrich the Foot.

To show dedication and loyalty the Crow’s Foot, members
are branded with the symbol of a crow’s foot, on the sole of their left foot.

## Inside the Crow's Foot

Leaders of a Crow’s Foot sect are titled as Spirelings,
and they oversee assigned elements of the organization’s functions and
dealings. The Spirelings each stay in rather constant and regular communication
through their own means. Sects of the Crow’s Foot are often found in hidden
tunnel networks beneath cities or hideouts and sanctuaries just on the
outskirts of settlements that provide a temporary safe haven for members.

Many in the Crow’s
Foot worship and revere Nocturnal, which in itself is a crime in Magnus Terra. The
most trusted and right hands to the Spirelings have earned their way to the top
and have had gifts presented to them by the Mistress of Night. They are known
as the Shade Walkers.

## Goals of the Crow's Foot

While the common belief is that the Crow’s Foot is merely
interested in profit and furthering their greedy goals (and this is part of
it), they also wish to preserve the function and prosperity of civilization. A
thriving city is a profitable city. An enemy that would damage this structure
is an enemy of the Foot. They consider themselves a necessary darkness, willing
to do the deeds that the wealthy, powerful and proud cannot do themselves,
sometimes with the knowledge of such things.

## Joining the Crow's Foot

Many of the members
of the Crow’s Foot didn’t actively seek membership at first. Orphans and
talented individuals are recruited by scouts of the Foot. Others find
themselves getting into trouble and end up indebted to them. And when the time
has come of the debt paid, they feel right at home, mostly.

### Shade Walker Boon

*(Renown 50 or higher, gain favour with Nocturnal)*

Nocturnal has watched your exploits closely and has deemed you worthy to become a minor champion of hers. Once per long rest, you may cast the *Greater Invisibility, Silence* or *Major Image* spells. You may only cast one of those three per day.

Additionally, the Spireling of your sect that you serve under will bestow upon you the Shade Walker’s Garb.

### Shade Walker's Garb

*Armor (Leather armor), Very Rare*

These dark leathers are made from the finest of black calf skin, decorated with ornate silver and sapphire inlay, intricate elven pattern work and with a thin mantle of black fur. You have a bonus to AC of +2 while wearing this armor, additionally you have resistance to cold and lightning damage.
Morgoth

## Overview

The once beautiful and lush realm of the elves, now a dark land of ashes and evil. A black realm where Drow and Greenskins call their domain. The Drow have repurposed the extravagant cities that the elves once had into dark palaces of their own, dark reflections of the high elves. While the Greenskins roam in raging warbands and packs, at constant war with each other and being used as slaves by the Drow if they are unlucky. The Lich King left an everlasting mark on this land during his campaign against the world.

## Economy and Resources

Morgoth is a wasteland of rock and ash. Not much of the traditional resources can be found here. The food is warped and ghastly. The livestock ill-bred and malformed. The greenskin warbands raid and reave each other for resources, as to them, resources and supplies shows wealth. And wealth shows power and strength. The drow have ventured deep underneath their cities to construct mines and outposts in the underdark. Using inferior creatures as slaves for their labour.

## Culture and Climate

Brutality...the only way to describe the land of Morgoth. Both the land itself and its denizens are savage beasts in their own rights. The sky is blackened by ashen clouds, blocking out the sun for more than a 1000 years. Constant ash storms and fluxes of dark magic, bringing on malformed beasts and undead creatures to roam the wilds. Wild tribes and bands of greenskins roam the wastelands raiding what little resources that are available, such as ore, wood and food. Warcamps litter the lands where mucky rivers converge and where some security can be found, with the ruins of the Elven capital city, now known as Dor Deamloth, standing as the seat of power of the Drow of Morgoth. Two things happen to the weak in Morgoth, death or slavery by the Drow.

## Politics and Government

While a traditional political structure does not exist in Morgoth, the only rule is that the strong assert dominance. The Drow have claimed Dor Deamloth as their stronghold along with the very few remaining ruins of elven cities and towns. The leadership structure of the Drow is dictated by their religious worship of Lolth, the Spider queen, creating a Matriarchy of bloodthirsty fanatics and cultists. Many leaders that rise to power here leave a trail of bodies behind them, and then stand atop the pile. The warbands and tribes of the greenskins wander the wastelands beyond the city walls. The weakest among them used as slave labour by the Drow. Often over disputes or resource desperation, the greenskins will attack and try siege these drow strongholds, but fail almost every time. Every new warlord promises their warband the prize of a drow stronghold.