Kaldaran (Realm)

**Kaldaran** is a fantasy realm set in the world of Dungeons & Dragons (D&D). The setting involves a multiverse similar to that established in the Dungeon Master's Guide (DMG) for 5th edition D&D, including the planes described in the Outer and Inner Realms. Most adventures take place in the Material Plane, on the planet of Aethon. Adventures in this setting can accommodate multiple styles of storytelling, including heroic fantasy, sword and sorcery, intrigue, swashbuckling, war, and wuxia.

## Introduction

**Kaldaran** is a fantastical realm in which its inhabitants live in a world once-ravaged by gods and demons. Though the gods and demonic lords have left by the world’s current era, their legacies remain in the wonders and horrors that live on in this world. Without the gods standing by their sides, the mortal races were left to their own devices. Alliances between old enemies were forged, fantastic inventions were created, and great cities were founded. As the threat of monsters was quelled, an Age of Hope began. While monsters continue to roam the world, many civilizations focus more on politics and warfare. Many view the Age of Hope as an era of long-awaited peace, unaware of the myriad threats both within and beyond civilization that conspire to end it.

## Technology

Technology across Kaldaran has reached a level equivalent to that of the Industrial Revolution. Firearms, while uncommon, are finding their place in the armies of humans and dwarves; trains propelled by elemental magic run along railroads branching through republics and kingdoms, spanning entire regions; and airships are being developed and refined by gnomes and elves. Warforged are an unusual sight, and are most commonly encountered in metropolitan areas, or in the warforged capital of Zenoh, located beneath the mountain range known as the Burning Crown.

## Magic

### Arcane

*"Dragons of great wisdom and power, ancient beyond their peers’ understanding, the archdragons observed the changing of Kaldaran, and understood the Twilight of the Dragons would approach sooner than the others could comprehend. In an act of unprecedented humility and generosity, they shared the secrets of magic with their followers, giving Kaldaran’s humanoids the very tools of creation which their masters freely wielded. In this way, they hoped, the legacy of dragons would survive in a new age - first, one of gods, then later, of men."*

- Anuril Silverwing, lorekeeper of Kingsgrove

Arcane magic is fairly common in Kaldaran. While small villages may not see lightning bolts in the middle of the day or discover fortresses rising from the earth, simple magical tricks are available to anyone with the funds and the drive to study them. Elves, dragonborn, and yuan-ti are particularly familiar with arcane magic, while gnomes, dwarves, and humans enjoy the benefits of artifice magic.

#### History of Arcane Magic

The ability to perform magic is inherent to all intelligent creatures, but the knowledge to do so had not been mastered until around 5,000 B.D., over 3,000 years before the Inheritors arrived on the Material Plane. Foreseeing the eventual end of their rule, the archdragons of Kaldaran conferred their knowledge of arcane spellcasting to their humanoid servants, and set in motion a plan to preserve their bloodlines through these humble creatures. While the return of the Age of Dragons is a distant dream, their arcane legacy has survived in the mages that refine their ancient magics to this day. In some ways, the arcane spellcasters of today have surpassed their dragon predecessors.

#### The Nature of the Arcane

Arcane spellcasting draws power from the Primordial Chaos, a sea of magical energy spread throughout the far edges of the multiverse. Traces of its power linger throughout the various planes of existence, invisible to the naked eye until called upon by those with the talent or knowledge to evoke it. Any creature with sufficient intellect or innate magical ability can use arcane magic, but very few can master it.

Because of its ties to the Primordial Chaos, arcane magic was seen as taboo in many of Kaldaran's early civilizations. Such beliefs were tied to the suspicion that evoking the power which created Kaldaran could also lead to its unraveling. Until the Age of Dragons, a period in Kaldaran's history whose length of time has yet to be determined, it is believed that the dominant human and dwarf civilizations were the few which employed arcane spellcasters, who hid their studies zealously from their contemporaries.

#### Attitudes Towards Arcane Spellcasters

By the Age of Hope, arcane magic has become an essential element of Kaldaranian civilizations. While each school of magic carries its own perceived associations, the arcane is generally seen as a commonplace feature of modern society. Artificers and wizards are especially prized practitioners, as various enterprises and governments value their expertise in a realm still plagued by the events of the Shattering. In places where unstable portals emerge, specialist mages known as planebinders employ their skills to seal them, working tirelessly to prevent another catastrophe akin to the Breach War.

Some spellcasters carry differing views of how best to learn or apply arcane magic, but most practitioners bear neither any grudge nor any rivalry towards spellcasters of differing disciplines because of those differences. A bard, sorcerer, warlock, and wizard acquire their skills in different ways, but each regards the others as companion practitioners of the arcane. In truth, the average commoner makes few distinctions between them; with the exception of artificers and bards, most folks refer to arcane spellcasters as 'mages.'

##### Artificers

Much debate has gone on as to whether or not the practice of artifice could be considered 'arcane magic,' but after several decades since its founding, scholars in the Age of Hope agree that artificers are counted among arcane spellcasters. 'Artifice' is the practice of drawing the innate magic of objects, mundane or otherwise, and harnessing that magic as spells and enchantments. This can take the form of small wonders erupting from items, such as bright lights or replicated sounds from something as small as a coin, but more often artificers create items and tools infused with potent magics. Though any sufficiently intelligent arcanist can weave a *cloak of protection* or brew a *potion of healing*, an artificer masters the creation of such items with the consistency and speed of a wizened crafstman, sometimes making them overnight!

Artificers are prized by businesses and militaries for their ability to combine practical knowledge with magical innovations. Wherever the mundane fails, the artificer can be trusted to come up with a magical solution, and vice versa. Many an artificer has been able to make a living supporting small businesses and producing arms for their ruling nation. Luxengrand and the Moradic Kingdom are noteworthy examples of nations that employ artificers to great effect, developing war constructs and effective armaments in the numerous conflicts over Rhealis's resources. The Kingdom of Zhihui and the Atreides Empire have also demonstrated some of the majesties which can be wrought by this practice, with the invention of lightning trains in the former and the seemingly-miraculous development of floating cities in the latter.

##### Bards

Bards are spellcasters which harness the arcane primarily through subtle sounds and incantations, which most observers interpret as song. Such spellcasters are often formally trained by an academy or an alum from such an institution, but some bards learn from independent practitioners, such as a member of a long-standing troupe, a glamorous fey, or a gifted orator. Records from the Lost Age indicate that bardic spellcasting has existed long before the Age of Dragons, in a time where oral traditions were particularly prominent.

Many spellcasters require verbal components to manifest spells. What distinguishes a bard's spellcasting from other arcane practitioners is the source which they draw upon. Rather than using an arcane focus such as a wand or rod, which focus (so to speak) arcane energy, bards use musical instruments to invoke magic by playing certain chords or strings. The prevailing theory on this function, known today as the Harmonic Theory, is based on a controversial idea that the Primordial Chaos, the force which is believed to have created the realm of Kaldaran, is a sapient entity which responds to particular sounds. This seemingly outlandish theory, in turn called Veikar's Theory after its proposer, seems to be supported by the existence of secretive words known as the Power Words, singular words or phrases which, when uttered, can alter reality to dramatic effect. If both theories hold, it also explains how bards can mimic divine spells such as *healing word* and *bane*, spells which typically lie outside the abilities of other arcane spellcasters. Divine magic, explained further below, draws upon a god's manna, which is observed to emanate subtle sounds unique to the god which produced it.

Whatever the case, a bard knows how to intersperse particular tones in their incantations and music to cast spells. Knowledge alone is insufficient to cast their magic; a bard must also draw on their charisma and passion to better replicate the song of creation. Quite a few bards half-joke that the Primordial Chaos is a fickle patron, especially when their spells have disappointing results.

Bards find plenty of work in entertainment troupes, mercenary companies, and academic institutions. The most successful bards earn places in royal courts and governments, serving as advisors or even leaders themselves. High Minister Annette Hywald, the premier leader of the Republic of Luxengrand, is a noted bard of the College of Eloquence, and has a positive approval rating from republic citizens despite opposition from her fellow ministers.

##### Sorcerers

A sorcerer is a spellcaster that draws on an innate source of magical power to fuel their spells. Other arcane spellcasters rely on surrounding energies left by the Primordial Chaos to perform magical wonders; for sorcerers, such power comes to them as naturally as breathing. The source of one's power varies wildly among sorcerers, as one is just as likely to be born with such power as they are to inherit it later in life.

Sorcerers do not need to study arcana to cast spells, needing only to rely on their force of will to do so. One may not understand how they produce a *fireball* or gift themselves with the ability to *fly*, but the ability to do so comes to them anyways, whether by accident or by the sorcerer simply willing themselves to cast it as their powers grow. A few sorcerers, however, insist on studying magic and their innate powers, utilizing their intellect rather than their charisma to cast spells.

The common folk sees no difference between a sorcerer and most other spellcasters, and most spellcasters care little about the distinction between themselves and sorcerers. However, small groups of learned magicians carry some preconceived notions regarding sorcerers, especially concerning the sources of their power. Some members of magical communities may regard sorcerers as reckless or undeserving of their powers until proven otherwise. Such biased individuals may believe a sorcerer has not earned the right to cast spells; others believe a sorcerer cannot be trusted to handle such power responsibly. Both beliefs lie in the conceit that because a sorcerer's magical prowess is inborn, the sorcerer never bothered to study it like other practitioners.

Listed below are various sorcerous origins in the realm of Kaldaran, along with the attitudes some individuals might carry towards them:

###### Abberant Mind

Abberant sorcerers draw their powers from contact with alien forces from the corners of the multiverse. This could be a result of being exposed to energies from the Far Realm, enduring the psionic winds of the Astral Plane, surviving an encounter with an aberration such as an aboleth or a mind flayer, or even inheriting powers from a benevolent aberration such as a flumph. An abberant sorcerer is rarely born with their powers, typically coming into them through strange circumstance.

Most aberrant sorcerers begin as travelers or adventurers when they receive their powers, often through a venture into the Underdark or through interplanar travel. Some, however, are survivors of sinister experiments from the rare surviving mind flayer enclaves, a curious and sadistic beholder, a dominating aboleth, or some other malevolent captor. Plenty of abberant sorcerers consider their abilities more of a burden than a boon, seeking cures from clerics or wizards to relieve them of their condition. Those who do take advantage of their newfound powers are met with equal parts fascination and disgust. Curious mages view aberrant sorcerers as a next step in the evolution of humanoid races, while zealous hunters of aberrations see them as threats to civilization that must be destroyed.

###### Clockwork Soul

One of the most rare types in the Age of Hope, clockwork sorcerers gain their power from the magic of Mechanus, the plane of absolute law in the multiverse, or from a similar source. Clockwork magic originates from interactions with modrons, exposure to a portal to Mechanus, or absorbing the power of an inevitable, a powerful construct created by a god of law, such as Primus. Most often, this power arises during a sorcerer's adolescent years, though hints of their power can be seen early on in orderly or compulsive behaviors, the sudden organization of nearby messes, or broken things suddenly fixing themselves without the sorcerer's awareness.

Even other mages struggle to identify clockwork sorcerers on sight, though their existence remains a subject of fascination for some artificers. The gnomes of Glimmermount and some members of the Sentinel School of Artifice are especially interested in such sorcerers, believing their abilities could help further their understanding of artifice. In particular, a clockwork sorcerer's ties to mechanisms and constructs are considered valuable to artificers intrigued with such pursuits.

###### Divine Soul

Once thought to be the most rare type, divine sorcerers gain their power from a source of divine energy, whether from a celestial or deity in their ancestry or from the blessing of such a being. Divine blood flows through the veins of such a sorcerer, allowing them to manifest spells often limited to clerics. However a divine sorcerer discovers their power, whether from birth or from exposure to divine energies, the circumstances which allowed them to gain such power are never an accident. Some being, whether in the distant past or the near present, has planned for such a sorcerer to appear in the realm.

Virtually no records exist of divine sorcerers before the Age of Gods, but plentiful information on them has been uncovered by the Age of Hope. Most scholars on the subject believe divine sorcerers were created by the Inheritors and the Fell Lords as agents of their will, in some cases preparing them to become successors of their power. With the absence of such gods in the Inner Planes, divine sorcerers, when identified, are often revered as holy figures, and various institutions try to claim them as symbols of their authority. Some sorcerers relish this reputation, letting this admiration inflate their egos to the point of arrogance. Others resent this attention, and seek the freedom to follow their own paths.

After years of research, some major figures throughout Luxengrand's history have been identified as divine sorcerers. In Rhealis, one of the most famous and notorious lines of divine sorcerers is the Khordain Monarchy of Luxengrand, which began with King Heuralis Khordain in 350 B.D. The last of their line, Prince Dalmere Khordain, surrendered his power to the Sanctuary of Kingsgrove in 198 P.A., months before the monarchy was deposed by revolutionaries.

###### Draconic Bloodline

Believed to be one of the most common types in the Age of Hope, second only to wild magic sorcerers, draconic sorcerers derive their powers from a dragon ancestor. Most draconic sorcerers are a result of the archdragons' plot to preserve their heritage through mortal followers, though a few might gain their power from being the direct progeny of a dragon or by receiving its blood. Whatever the case, such a sorcerer often manifests its powers in adolescence, which can take the form of obvious changes in the sorcerer's body in the form of scales, horns, or reptilian eyes.

Because dragons are almost never seen beyond the Dragonlands of Jarakhal, the appearance of a draconic sorcerer draws attention from even the average citizen. Eccentric mages might entreat such a sorcerer to be the subject of various tests, while more sinister sorts may covet them for their blood, believing that consuming it will imbue them with the might and vitality of a dragon. A cabal of cultists known as the Knights of Jarakh seek out draconic sorcerers across Aethon, subjecting them to unspeakable rituals for some mysterious end.

###### Shadow Magic

One of the most feared types in Kaldaran, a shadow sorcerer traces its power to the dark magic of the Shadowfell.

### Divine

Divine magic is rare, and typically manifests in the form of minor wonders. This is because, starting at the Age of Monsters, the primary gods of Kaldaran have left the realm, taking away one of the only sources of divine spellcasting that mortals could access. Today, divine magic can only be cast through a limited, precious resource called manna. A few drops of manna are all that are required to sustain a typical cleric, paladin, or similar spellcaster throughout their careers, but it can be expended when used to perform the arduous task of resurrection. Becoming a cleric or a paladin is invariably difficult, and those responsible for assigning such duties place their charges under great scrutiny.

Because clerics and paladins are such a rare sight, many of them are met with curiosity and respect by some, and skepticism by others. Even those with an arcane bent tend to respect a divine spellcaster, understanding the great responsibility which the spellcaster has undertaken. More unsavory characters might seek to manipulate divine spellcasters to their sides, with some even seeking to steal their manna for their own misguided means.

Some spells, items, and features can be used to summon celestial creatures. Rather than summon a celestial from the Outer planes, these effects will summon a celestial already on the Material Plane, or simply create a creature that matches the stats of the celestial to be summoned. Spells used to contact divine creatures or use Divine Intervention instead call upon celestials in the Material Plane linked to those beings, or simply conjure images and sounds based on the god’s perception.

While official content describes druids and rangers as divine spellcasters, for the purposes of this setting, these classes draw powers from a different source, called “life energy". Druids and rangers harness the latent energy of the land, which they can carry with them simply by exposing themselves to the wilderness for long periods of time. This energy is similar to the ki that a monk draws on, effectively using a store of energy held within the caster’s body. Some energy casters can also draw upon magic from the planes, as Kaldaran is a hub for numerous portals to the Inner and Outer planes; most often, druids and rangers draw energy from Arborea, the Beastlands, and the Feywild, which radiates from portals or creatures native to those planes of existence. Energy casters may appear worn out after expending spell slots; however, this effect is purely visual, and has no additional drawbacks in gameplay.
An energy caster that can resurrect creatures has the option of using either manna or their own life force to perform the resurrection. If the caster uses their own life force, they risk undergoing a mortal twist, described in the Resurrection section of the House Rules page.

## Humanoid Races

Any races included in official WotC content can be found in Kaldaran, with the exception of those listed in the Guildmaster’s Guide to Ravnica. There are also a set of homebrew races, though they haven’t been playtested yet. These include:

* Gnolls, hyena-like humanoids who have broken from the violent influence of their demonic creator, Yeenoghu;
* Char-kuri, insectoid people from the Jungles of Madness, who are curiously unaffected by the maddening effects of the place, and who display an eager curiosity towards other creatures;
* Morphlings, ooze people with psychic abilities;
* Wukai, monkey-like humanoids whose ancestors were awakened by a magical fruit planted by a legendary warrior; and
* Seiko, half-giants born from humanoid mothers and giant fathers called akuma, and gifted with four arms and a limited ability to change their shapes.

Races that would normally have a pre-disposed alignment are no longer obligated to follow them. For example, orcs, duergar, and yuan-ti purebloods are as capable of being good or evil as a typical human, dwarf, or elf.

## History

Kaldaran’s history can be divided into four main eras: the Age of Gods, the Age of Absence, the Age of Monsters, and the Age of Hope. A fifth era which precedes all of these remains a mystery, thanks to the efforts of a god of secrets named Zobex. This era is called the **Lost Age,** which many believe was dominated by mysterious, godlike beings known as the Makers. These **Makers** are believed to be the architects of Kaldaran, who gave the realm its shape after its birth from the Primordial Chaos, a vast collection of elemental energy within the Astral Sea.

Years are labelled by two different notations: B.D. (Before Departure) and P.A. (Post-Absence).

### The Lost Age (??? B.D. - 2,000 B.D.)

The realm of Kaldaran was birthed from the Primordial Chaos of the multiverse, and the world in which the mortals of the Material Plane live, called Aethon, was first inhabited by the races of fey, followed by elves, then dwarves, then halflings, then orcs, and then goblinoids. Humans followed shortly after, joining the preceding peoples as one of the oldest races in Kaldaran.
The first interplanar invasion of Kaldaran began in the Lost Age, when a demon lord named Ashura emerged in a terrible conflagration. His arrival incinerated the land, creating the volcanic wastes known today as the Scar of Hatred. Ashura’s arrival was terrible, yet brief, as legions of demons and angels descended on the creature. After the great fiend’s body was destroyed, the angels and demons turned on each other, and a great war raged for decades until the gods drove the demons back. The end of this war, known today as the War of the New Age, heralded the Age of Gods, with Kaldaran now ruled by these visitors who would be called the Inheritors.

### The Age of Gods (2,000 B.D. - 0 P.A.)

During the Age of Gods, two deities named Filia and Valan Saris wedded and conceived a child, who would be named Alzaris. Though Filia was infatuated with her husband, Valan did not reciprocate her affection. He had only courted her so that they might produce a son, a product of the consummation of a goddess of life and a god of death. He plotted to kill Filia and steal away their son, that he might raise him as a weapon to overthrow his fellow gods.

Valan’s plot was thankfully uncovered by Filia’s friends and a mysterious ally, so Filia fled from Valan with her son. Enraged at having his plans foiled, Valan and his followers began hunting her down, leading them to attack mortals and fellow gods. This bloody campaign was short-lived, as the Inheritors defeated Valan and forced him to flee to the Nine Hells, where he would plot in hiding.

As Alzaris grew older, the gods saw him develop incredible powers which could shape the very nature of reality. While Filia loved Alzaris deeply and patiently taught him how to control his powers, the other Inheritors feared the child god might end them all at a whim. Hemsir, chief deity of the Inheritors, gathered a select group of deities and conspired to imprison Alzaris, sealing him in a prison of Zobex's design until they could find a more permanent solution to control him.

After learning of her son’s fate, Filia scorned the Inheritors and left for parts unknown. None know where Filia is or what her new identity is, likely thanks to the same mysterious friend who saved her before from Valan.

The history of Kaldaran is often described as one of extremes: long periods of peaceful prosperity are bookended by times of violent conflict. The Age of Gods was seen as a golden age for the realm, where great works were wrought by the civilizations of dwarves, elves, and men, and the gods gifted the realm with creations of their own. New peoples came to inhabit Kaldaran, some evolving from existing creatures and others made in the images of their gods. Wars were fought over disputes of land, resources, and honor, and the wilderness that covered Aethon was slowly tamed. Mortals began to master magic, learning the secrets of the arcane with the guidance of Merendei, the goddess of knowledge, Dobir, the gnome god of invention, and even Zobex, god of secrets and abjuration.

#### The Millenium War

Around 1,000 B.D., Valan Saris invaded Kaldaran with a legion of yugoloths and a group of his own children. Valan and his descendants would call themselves the Fell Lords, as they claimed to be the rightful rulers of Kaldaran and all beings who live there. To achieve this goal, they aimed to retrieve Alzaris, in the hopes that they might use him to reshape reality as the Fell Lords pleased.

After 1,000 years of fighting, Valan Saris perished at the spear of Juvalia, Queen of the Inheritors, at the Cradle of the World. With their leader gone, the Fell Lords began fighting amongst themselves, their irreconcilable egoes rendering cooperation nigh impossible. The dark gods were pushed back from the Material Plane, the battles now waged in the Outer Planes. Their retreat meant the end of the conflict on the Material Plane, which would come to be known as the Millenium War.

### The Age of Absence (0 P.A. - 90 P.A.)

A brief era of strife followed the Millenium War, with worshippers of the Fell Lords continuing their battle against the loyal followers of the Inheritors. Seeing the destruction left behind by the gods' conflict and hoping to keep the mortal races safe from the Fell Lords' meddling, Juvaliah instructed Dobir, Zobex and Merendei to construct a barrier that would prevent any celestials from passing between the Material Plane and the Outer Planes. They deemed such restrictions as necessary, given the Fell Lords' corrupting influence on their heavenly brethren. So it was that nearly a century after the Millenium War, the people of Kaldaran were stranded from their gods, who waged endless war in the planes beyond the Barrier.

For centuries after the Inheritors left, mortal societies had to adjust to a world where they no longer had the direct protection of their deities. This period of time would be known as the Age of Absence, often shortened simply to the Absence.

Some races were directly influenced by these gods, behaving in accordance to their deities’ wills. When those gods left, their influence was gone. Races such as orcs and goblins no longer suffered the constant commands of their creators, and many of them began the process of integrating into civilization.

Not all celestial beings followed the Inheritors after their departure. Celestial beings such as devas, unicorns, and ki-rin remain, either by choice or because of a great duty they were obligated to complete. Whatever the reason, a good number of these celestials miss their homes in the Outer Planes, yet are nevertheless at peace with their decisions.
Whenever a deity uses magic on Kaldaran, they leave a trace of their magical power there. This substance goes by many names, but almost all people call it “manna.” All manna has a signature unique to the deity whose magic was cast there. Any divine magic is cast by drawing upon this latent energy. By the Age of Hope, a crisis has arisen in which manna is depleting. Once it is gone, it is feared that divine magic will cease to exist until a new source can be discovered.

#### Rise of Magic

The Rise of Magic emerged during the Age of Absence, as elves, dragonborn, and gnomes uncovered secrets of arcane and divine magic, spreading them across the realm. With the disappearance of the gods, mortalkind no longer had their guidance, but received, in turn, greater freedom to research previously forbidden subjects. Discoveries in conjuration and transmutation magic were especially profound, and many mages dabbled in ‘chronomancy,’ the practice of combining transmutation and divination magic to manipulate time itself. Only one illusive figure, an archmage named Kalishey, is believed to have mastered chronomancy, while many mages today still struggle with the school.

#### The Shattering (90 P.A.)

The Absence would result in yet another upheaval throughout the realm. An alliance of rogue mages known as the Alzarim gathered at the Isle of Vulkatan to perform a profane, magical ritual. These mages consisted of some of Kaldaran’s most brilliant minds, driven by the arrogant belief that their mastery of the arcane warranted the right to rule. With the Inheritors no longer present, the Alzarim claimed that they would need to take their place to lead the people of Kaldaran to enlightenment.

In the pursuit of this power, the Alzarim sought to unleash the child god Alzaris, from whom they took their name. The hideous ritual that took place on Vulkatan tore the island asunder, having gone terribly awry. Those who had devised the ritual took inspiration from spellcasters claiming to have uncovered the location of Alzaris’s prison. In truth, the location from which the ritual was performed was situated on a key part of the Ley Lines running through Aethon. When the ritual was complete, a great cataclysm shook the realm, sending arcane energy rippling through the air. This event, known as the Shattering, damaged the barriers which separated the Material Plane from the Outer Planes, creating portals just large enough for interplanar creatures to invade. Before abjurers could close these portals, demons from the Abyss poured through once more, hungry to consume the now-godless lands of Kaldaran. Thus began the Breach War, and the subsequent Age of Monsters.

### The Age of Monsters (90 P.A. - 386 P.A.)

The Age of Monsters describes a centuries-long period in Kaldaran's history, in which nightmarish horrors fell upon the Material Plane, and great heroes rose to meet the challenge. With the Shattering came a flood of portals which cropped up all over Aethon, altering the landscape indefinitely. Below are some of the most notable places affected by such phenomena:

**The Sylvain Forest** became home to strange and dangerous fey creatures transplanted from the whimsical Feywild. Humanoid residents have learned to live among these beings, many of whom are as likely to help travelers as they are to hinder them. Faeries of the Summer Court contend with agents of the Gloaming Court in "pranks" that often endanger innocents. Among the living trees, talking woodland critters, and song-filled breezes wander the mysterious Fairfolken, animal-masked beings apparently made from twisted wood who enjoy entangling mortals in their dark plots - or, in the rare case of a kind fairfolk, grant them succor with great boons.

**Sutgard,** also known as **the Ashlands**, are home to roaming fire elementals that contend with orcs and hobgoblins across the wastelands. Once a badlands region created by the child-god Alzaris during a tantrum, the War of the Sky Kings saw a red archdragon claim the mountains as its home, while the Shattering called forth a portal to the Elemental Plane of Fire as Mt. Arangor erupted. The sulfur-rich soil lends itself to healthy farmland for any creatures strong and savvy enough to keep scavengers and monstrosities away from their settlements, not to mention the riches that dwell in the subterranean cities beneath the Burning Crown Mountains, abandoned by their fire giant architects long ago.

**The Rallathian Woodlands** have long been considered a sacred domain of Rhealis's wood elves, seemingly blessed with vibrant forests and healthy beasts. Suspicions of its holy atmosphere seemed to be confirmed by the appearance of a portal to the Beastlands within the woods, which cropped up after the Shattering. Druids and rangers known collectively as the Aesarin closely guard the secret location of this portal, the energies of which seem to imbue the Woodlands' resident beasts with greater size, intelligence, and even spellcasting abilities.

#### The Breach War (90 P.A. - 190 P.A.)

Portals to the Abyss opened across virtually all of Kaldaran, as demons began to pave the way for their masters to stake their claim. These demons consorted only with those who served their respective masters, rarely coordinating with the servants of other demon lords. Nevertheless, the concerted invasions of these demons tested the will and might of every creature that called Kaldaran its home.

In the places where these portals opened, the land twisted and mutated to match the horror of their respective domains. These **Abyssal Scars** haunt the realm to this day, and show no signs of disappearing any time soon. The following are three examples of such locations:

In the continent of Eridur, the **Kormonga Jungles**, better known as the **Jungles of Madness**, house hideous monstrosities birthed from the insane minds of **Demogorgon**, the Sibilant Prince; the howls of tortured creatures, misshapen and malformed, echo through the red mists which hover among the daunting trees.

The **Dread Wastes** of Rhealis are haunted by intelligent undead and insidious spirits, the mightiest of which lair in the necropolises buried beneath the wasteland, as well as in the once-hallowed halls of Castle Voltest; all of them wasting mimicries of the dominion of **Orcus**, Prince of Undeath.

Hidden in the deserts shared by the neighboring continents of Eridur and Tiandai, the **Argent City** hosts lavish parties and heinous rituals, where the pure are corrupted and defiled, and where innocence is stamped out like a flame; a paradise for the lecherous and insatiable, filled with dark temptations conceivable only by the wicked and perverse imagination of **Graz’zt,** the Prince of Pleasure.

Kaldaran’s defenders faced countless trials against the myriad demons. Great warriors and mighty civilizations fell to the Abyssal horde, yet from the ashes, heroes arose to carry on the legacy of the fallen. Those who performed legendary feats and noble deeds throughout this war were immortalized as saints, to whom the spiritually devout of Kaldaran offer their prayers.

After a century of constant struggle, the portals to the abyss were closed at last. Kaldaran’s troubles were not yet finished, as the Shattering had brought more than demons to the realm. Portals to the Inner Planes remain open in hidden or secluded parts of Aethon, bringing forth elementals, fey, and undead, as well as transforming the land around them. The damage had even reached such planes as Hades, Limbo, and Mechanus, where strange fiends, aberrations, and constructs found themselves stranded in the Material Plane.
Any remaining portals would need to be contained by the Planebinders, mages whose teachings borrowed from the now-defunct Alzarim, employed today to fix the mistakes of their predecessors. While some mistrust the intentions of these mages, few can deny that the realm would be where it is today without their help. With the end of the Breach War, the people of Kaldaran breathed a sigh of relief. Though many threats still plagued the realm, the survivors of the war could work towards rebuilding their world. Nearly two hundred years after the war’s end, Kaldaran’s people welcomed the dawn of the Age of Hope.

### The Age of Hope and Industry (190 P.A. - 406 P.A.)

Currently, Kaldaran is undergoing an era of relative peace, where pursuits in artifice and the arcane have become more popular than ever. As strange creatures continue to roam the world, new alliances have been forged between old foes, while divisions have deepened between others. The Absence and the Breach War reminded the people of Kaldaran that theirs was now a realm devoid of gods. More than ever, they need to rely on each other.

As the influence of the divine weakens, the mortal races have turned to the arcane and artifice in order to advance society and contend with Kaldaran’s new, strange phenomena. Humans, dwarves and gnomes have spearheaded a technological revolution known as the Age of Industry, leading to several advancements in humanoid societies.

Humanity made incredible progress in architecture and transportation. Tall, grandiose buildings and ‘skyports’ for airships were being installed in major cities, while all communities benefited from improved infrastructure, new vehicles, and vast sewage systems.

Dwarves led the way to developing materials and tools for magical construction, and discovered technology to assist in digging and mining. Their inventions would help the humans and gnomes make the technologies they would be known for.

Gnomes made rapid progress in the development of automatons, arcane equipment and focuses, and mechanical parts. As is characteristic of emerging gnomish technologies, their ideas were ambitious, and their experiments were volatile, yet in the end, they succeeded (more or less) in creating what they intended. In this time, gnomish cities would have automatons in multiple facets of life, including construction, peacekeeping, and house service.

The gnomes at this time would also begin working on firearms, a project worked on by only a select few inventors, but which would yield few results for decades. Thankfully, these inventors are terrible at keeping secrets, and when news of their secret efforts reached dwarven and human inventors, they offered to work all together on the dangerous and revolutionary task. Their work would be completed at a crucial moment in history, when all life on Kaldaran would be threatened by the creatures of the Abyss, during the Age of Monsters.

The most impressive technologies were those made by the combined efforts of multiple races. Airships propelled by arcane energy from the Elemental Plane of Air were developed by humans, gnomes, and elves, and explosives would be created and refined by dwarves, gnomes, and goblins.

## Continents and Regions

The planet of Aethon is host to four continents, each with regions home to diverse cultures, dangerous biomes, and ancient secrets.

### Veronia

Veronia is divided into seven regions, listed below:

#### Rhealis

A region divided between three territories:

* **Luxengrand,** the Nation of Many, where most of Rhealis’s human population resides. This republic hosts a diverse population of races from across Rhealis and elsewhere.
* **Seran Seldaris,** the Elven Alliance, consisting of four elven societies that work together to benefit each other. Each society specializes in a particular industry.
* **Moldoga Moradin,** the Moradic Kingdom, ruled by the Ironvein line of dwarven kings. They are known for producing war machines, due in no small part to their alliance with the rock gnome artificers of **Glimmermount**.

#### Varkryn

A snowy region comprising tundras, forests, and arctic fields. Two main factions are currently at war with each other here.

* **Kingdom of Freystaden**, a human kingdom that has maintained power in the southern region of Varkryn for centuries.
* **Seidvir Nation,** a coalition of Varkrynian tribes to the north. They defend themselves against the encroaching forces of Freystaden, who are attempting to claim the Seidvir’s land for its precious resources.

#### Sutgard, the Ashlands

A volcanic region ruled by the Flametusk Orcs, who rule a kingdom known as Gruumak Kralkadur.

#### Veora Swamplands

A region of forests and marshes historically occupied by the first goblins of Kaldaran. The **Shokkan Empire**, led by a cunning hobgoblin warlord, is undergoing a campaign of conquest to consolidate power throughout the region.

#### Ortenza

A large wetlands region home to strange monsters and half-sunken ruins. Two factions compete for territory here:

* **Arbraseel,** a society of elves, humans and halflings who live within and protect a massive tree.
* **Murkhunter Clan**, a large orc clan occupying the Ultogash Basin, who claim the Arbraseel are trespassing upon their ancestral lands.

#### Aztlan

A jungle region at the southern end of the continent, home to the last living yuan-ti civilization in Kaldaran. The yuan-ti here are renowned for their research into transmutation magic. To the southeast lie the remains of Vulkatan, now known as the Shattered Isles. It is here that the Shattering that shook Kaldaran took place.

### Tiandai

Tiandai is divided into four regions, described below:

#### Kingdom of Zhihui

A kingdom in the western part of Tiandai, bordering with the lands of the Baishar Kingdom in Eridur. Zhihui leads the way in Tiandai’s movement to master artifice. They currently wage war with the Mogun Empire, with whom they have clashed for centuries.

#### Tenkai Nation

A collection of territories in the **Shimmering Stars**, islands in the eastern seas of Tiandai.

#### Arashi Dominion

An isolationist country of giantkin ruled by the belligerent Thunder King.

#### Mogun Empire

A goblinoid empire famed for its savvy conquerors. The empire has waged war with the Zhihui Kingdom to reclaim lands taken from them by the old rulers of Zhihui centuries ago.

### Eridur

At the moment, only one region has been described in Eridur, considered the seat of the Inheritor Gods.

#### Baishar Kingdom

A massive kingdom that has made great strides in artifice technology. As the most prominent authority in Eridur, Baishar has been attempting to bring nearby territories into its dominion.

### Jarakhal, the Dragonlands

A small continent to the south-east of Rhealis, purportedly the last safe bastion of Kaldaran's dragons and dragonkind.