Nostea

Nostea is a world created by Owen for all D&D campaign series broadcast for the Lost Archives. This page will constantly be updating, as Owen and the players expand upon the world and lore with each episode and session.

**If you could please give the Lost Archives and Owen a shoutout when you use this content in public spaces (such as livestreams, videos and podcasts, etc.) that would be greatly appreciated!**

## In the Beginning...

In the beginning there was naught but a world of ice and rock orbiting the dim glow of a new star. As the star grew the world began to heat and soon a world of large continents with strings of archipelagos dotted the surface of this now blue planet. For time immeasurable the planet stayed in this form, devoid of life and movement bar the shifting of the seas and lands in an endless dance of continental drift.

Then everything changed with the arrival of powerful entities from the stars – powerful primordial beings from other planes began to congregate around the new world, sensing its potential for creation. These Primordials lacked distinct personalities and traits – they were more akin to primal forces and at first they operated as a team, working in tandem to bring plant and animal life to the world, soon turning the surface from a rough brown stone to vibrant greens of forests, burnished yellow of deserts and stark white for the winter lands of the north and south. As life flourished some of the Primordials began to change and adapt, taking on identities, names and special traits – they became the first gods of this world.

Annam was the first to bring sentient life to the world with the creation of the giants. Both Mother and Father to all giant kind, they created six different different forms of giant, modelled after the elements of the world. Each clan of giant was ruled over by a jarl or chieftain, sometimes chosen through birth and sometimes through combat or strength. These clan leaders together formed the Althing, a council of the different rulers who all worked together to help govern all giant-kind. Traditionally the King or Queen of the Storm giants served as the head of the Althing, an honour said to have been granted them as the first of Annam's children. The Storm and Cloud giants were particularly skilled in magic and their experimentation caused the opening of pathways to other worlds allowing passage for creatures and beings.

The first to travel through these portals were the metallic dragons, led by an ancient immortal Platinum dragon called Bahamut. Easily as powerful as Annam, Bahamut took his place as a god in his own right, ruling the dragon race as a god of justice and nobility. Next were the elves, fleeing the Fey Wilds from capricious and evil Arch-Fey. Seeing their plight, some of the Primordials contacted them and offered them protection on this world in exchange for being bound to these new gods. Corellon became the elven god of magic and the arts while his older sister Melora became the goddess of the wilderness, his younger sister Sehahine became the elven god of the moon and her husband Dah’Mir became the elven god of stars. Each of these Primordials attracted followers from amongst the elves and the binding of the elves to these new gods wrought changes in the elven people; those bound to Corellon became the High Elves and were empowered with arcane magic, those to Sehahine became the Eladrin and found their natural Fey Magic empowered, those to Dah’Mir became the Dark Elves and were empowered with eldritch magic, those to Melora became the Wood Elves and were empowered with natural magics.

Not long after the arrival of the elves came the dwarves, seeking a new land rich with treasure. In exchange for helping the dwarves form settlements in this new land, a Primordial called Moradin became the god of the forge and material creations. Under Moradin’s guidance the dwarves split into three separate people; the hill dwarves mined the upper layers of the land, the mountain dwarves delved deep into the mountains and the duergar or deep dwarves explored the Underdark, a vast network of caverns crossing the deepest parts of the new world.

For centuries these elder races lived in relative harmony ruled over by their benevolent gods. Records from this era are vague but at some point during this era the Giants mysteriously vanished. Some of the surviving histories speak of a light in the sky, a trembling of the land and a sound or song heard across all the lands. Whatever the cause the effect was dramatic and sudden, overnight the entire Giant Race had vanished from the world. The great devices and magics they had created unusable to the other races, now dormant without their creators. The vanishing of the Giant race had another strange consequence - planar travel by conventional means and magics was now impossible, as if the plane had been somehow sealed.

It was into this changed world that humans first arrived. An experiment made by elven scholars to reactivate the Giant's planar portals using arcane magic went horribly wrong. The resulting overload resulted in a massive planar shift dragging thousands of humans from their home plane and spewing them through the portal. The resulting chaos could have spelled the end for these displaced humans however the intervention of some remaining Primordials, drawn to the location by the massive surge of magical energy, resulted in a peaceful resolution. An accord was struck, the humans would be granted land and protection by their new gods; Erathis; goddess of civilisation and invention, Pelor; god of agriculture, Ioun; goddess of knowledge, Lysander; goddess of the sun and Avandra; goddess of luck and change.

Not long after some of the remaining Primordials grew jealous of these new gods and their powers and began to experiment with life as well; giving birth to the first monsters and in so doing taking on monstrous traits themselves. Asmodeus created and ruled over the demons and devils and became the god of power. Gruumsh created and ruled over the orc tribes and became the god of destruction. Tiamat corrupted some of the dragons into darkness and evil and creating the chromatic dragons, becoming the god of greed and vengeance. The worst however came from a betrayal within the gods themselves; Lolth, the daughter of Dah'Mir and Sehahine turned on her parents to join these new dark gods.

With the birth of such evils into the world the fragile peace and tranquillity was broken and chaos erupted across the lands. In these early days most magics were far stronger and the use of such more common resulting in terrible damage being wrought to the world. The very land trembled at the powers being unleashed across it and the gods themselves fought against one another. This was known as the Ruin.

When the sun rose again on the world blood and ash soaked the soil and death and decay abounded. But the powers of good had prevailed; the evil gods who had created such chaos and discord were sealed away, some with their creations which were deemed too dangerous to leave unchecked. But the world had been reshaped by the conflict; some lands had been sunk below the waves while others were lifted into the sky to form floating islands. Mountains and valleys stood where forests and plains had once been.

Over the coming centuries other races and beings emerged, either travellers from other planes and worlds coming through the scars in the fabric of reality left over from the Ruin, emerging from the union of currently existing races or created by Primordials hoping to ascend to godhood. Soon Nostea was once again populated by many different forms of life; some working and living in harmony with other groups and others choosing instead to fight to carve out a place for their kind alone.

## Nostea after the Ruin

With the world changed significantly after the Ruin, maps of Nostea now show five major continents; Ocea, Ciari, Balmia, Isha and the newly discovered continent of Lialaer. Numerous smaller landmasses can be found around these larger continents; The Shattered Isles is comprised of hundred of smaller islands around the southern portion of Ocea.

## Geography and Culture

### Ocea

The largest continent on Nostea and conveniently positioned in the centre of all maps (those made by Ocean scholars anyway), Ocea stretches from the very northern reaches of the Imarian ocean, down across the equator and towards the southern continent of Ciari. With such a large landmass the climate and landscape varies greatly across it's surface; the north is marked by stretches of icy tundra giving way to plains and deep forests towards the equator. Just below the equator a stretch of desert marks the landscape like a scar before giving way to lush plains of tall grasses and deep jungles. Previously inhabited almost exclusively by the various Elven races it has since been settled by many of the other races to arrive after. Today you can find an almost even split of humans, elves, halflings and gnomes occupying the various villages, hamlets, towns and cities.

#### Paelan

The capital city, Paelan, is located on the banks of the Cillu river, running through the heart of the continent. Built around one of the old Giant Planar Portals, the city grew rapidly from an Elven outpost in it's infancy to a massive metropolitan hub and seat of the Ocean Empire. The city is comprised of several boroughs, many dedicated primarily to cultural, economic or various crafts and production. At the centre sits the Empiryon, a massive walled castle originally built to house high elf royalty, now converted to house the various government officials, military leads and heads of the various guilds and noble representatives during council sessions. Another district of note is the Brightbell Borough, predominately a theatre and entertainment district and home to the famous Bard's College of Paelan. Many of the minor nobles, wealthier citizens and important guild representatives call the Brightbell Borough home, giving the bards of the college plenty of access to the political goings on throughout the Ocean Empire. High Elves make up the largest proportion of the population, with humans, halflings and hill dwarves coming in close behind.

#### Oxenfurt

Oxenfurt is a bustling merchant city located on the eastern coast of Ocea, positioned in an ideal location to access the various trading hubs across the Shattered Isles and the Orcish floating cities which travel close by every few months. The city has grown rapidly from a stop-off for all travellers to and from Ocea to becoming a massive trading port city. It is also a centre of learning; located in the heart of the city is the Unseen University, an ancient academical institution devoted to the training of witches and wizards as well as the research of both old and new magics. Originally located in Paelen, the wizards of the academy moved it to Oxenfurt using great magics in protest of rising taxes forced upon them - still a sore point between the two cities to this day. Given it's ideal position for travel both across Ocea and to the various other continents, using the southern isle current, the League of Adventurer's has recently joined the wizards of the Unseen University and moved their main chapter house to Oxenfurt. Managing various major and minor adventuring guilds, the League has become extremely wealthy and powerful in recent years.

### Ciari

This vast continent to the south east of Nostea is arid and hot, vast plains and deserts mark it's surface. Home of the Draconic Nation, the oldest surviving nation since the disappearance of the Giants. Ciari is ruled by the dragons - a council of 5 elder dragons holding all power and decision making for the hundreds of dragons and hundreds of thousands of dragonborn living under their rule. The capital city Velixur houses the majority of Nostea's dragon and dragonborn population. The city is arranged in a series of rings; the inner city home to almost exclusively dragons and then each ring after that housing predominately more dragonborn. While other races are welcome to visit the city, only dragons and dragonborn are allowed to live there.

## Races of Nostea

Nostea is home to numerous races, however none save the Giants are actually native to this plane.

### The Giants

Each of the main giant races- the Cloud Giants, Fire Giants, Frost Giants, Hill Giants, Stone Giants, and Storm Giants- are related by common elements of history, religion, and culture . They view one another as kin, keeping any inherent animosity over territory and ambition to a minimum. This feeling of kinship also extends to the Goliath and Firbolg races, who Giants often see as little cousins.

In many settings, such as Faerun, Giant society is defined by The Ordning, a caste system where giants are assigned a social rank based on heritage, skill or other qualities. In Nostea however, giants are governed by a council of their leaders known in their tongue as the Althing. Each giant clan is represented by their chief, jarl or leader who fights for their clans interests and goals, as well as the interests of all giant kind. The Althing has historically been headed by the current King or Queen of the Storm Giants, an honour that requires the monarch to be capable of putting aside their biases and own self interests to help mediate when opposition arises.

Despite the many similarities between the giant clans of Nostea, there are some key differences that exist to differentiate the clans. The Storm giants have a particular fascination with the fundamental forces that govern the world, as well as understanding these forces to be able to predict future events. Working close in tandem with the Storm Giants in this endeavour are the Cloud giants, who are masters of understanding and manipulating the Weave. The Fire and Frost giants, despite representing opposing elements, traditionally have worked extremely closely. Both clans are skilled crafters, the Fire giants focusing on metal while the Frost specialised in wood and runic magic, together able to create wondrous machines, often powered by the elemental magic captured and contained by the Cloud Giants. The most reclusive of the giant clans, the Stone giants, spent much of their time underground, mining the precious metals, gemstones and resources used by the other clans. Time spent in the deep places of the world has fostered a strong spirituality in the Stone giants, many of whom see the world above as if it were a dream. The final giant clan, the Hill Giants, are also the most numerous clan of giant in Nostea. The Hill Giants are skilled farmers and hunters, which luckily helped balance their enormous appetites! Living a nomadic lifestyle on their flying forts, the Hill Giants controlled the largest landmass of all the giant clans of Nostea.

### The Elves

Among the first of the travellers to arrive on Nostea were the elves, fleeing the Fey Wilds from capricious and evil Arch-Fey. Lore tells that the elves found new gods when they arrived on Nostea, and that their worship and connection to these deities changed them into the various different elven races found today. Often referred to as one of the elder races, elves have lived on Nostea for centuries, however their long lives are balanced by low fertility and the elven population has been gradually declining.

#### The High Elves

The High Elves of Nostea are Elves whose ancestors chose to follow the teachings and guidance of Corellon, the god of Magic and the Arts, when their kind first arrived in Nostea. High Elves have an innate gift and intuitive grasp of arcane magic, a gift from their ancestor’s pact with Corellon. The vast majority of High Elves still worship Corellon as their deity; however, their worship is often expressed in a fondness for the arts and a curiosity in understanding and learning. High Elves mostly live in the larger cities of Ocea, having mixed with the humans, halflings, hill dwarves and gnomes also calling these cities home. Those that do reside in these cities generally occupy diplomatic, governmental or artistic roles. There are also a number of high elves currently living in the three habitable sky cities; sky castles left over from the Age of Giants now converted to communities living high above the lands of Nostea.

#### The Wood Elves

The Wood Elves of Nostea are Elves whose ancestors chose to follow the teachings and guidance of Melora, the goddess of the Wilds, when their kind first arrived in Nostea. Wood Elves live on the fringes between the wild places of the world and civilised lands, belonging completely to neither. Most tend to avoid living within the larger cities, finding them too crowded and ordered, choosing instead to live in the outer villages and along the borders to the wilderness. Wood Elves generally find themselves working as hunters, trackers and foresters due to their innate abilities with stealth and their knowledge of the natural world. Wood Elves generally don't worship Melora in the traditional ways; she prefers her followers to follow her teachings about natural order and the chaotic nature of the wild instead of praying or offering sacrifice. One important ceremony Wood Elves do observe is the Rite of Naming; when a young Wood Elf reaches 90yrs they are to travel into the wilds and live off the land and by their skill for a year before they can return to their people and so earn their name now as an adult.

#### The Eladrin

The Eladrin, or Fey Elves, of Nostea are Elves whose ancestors chose to follow the teachings and guidance of Sehahine, the goddess of the Moons, when their kind first arrived in Nostea. The Eladrin are a unified people despite the differences in their appearance and general personality to one another. The Eladrin believe the unique appearance of each of the six groups is related to their strong connection to the Fey Wilds and six noble aspects of that realm; Summer, Autumn, Winter, Spring, Sun and Moon.

Eladrin in Nostea live in Spires which reflect the the six sub-types of Eladrin, the people of each are tasked with a specific role in their society. Each Spire is ruled by a member of a royal bloodline that, according to the Eladrin, can be traced back to the elves who defied the Arch Fey and are responsible for the elves arrival in Nostea.

The Eladrin Spires:

1. Summer: Law and Order, Summer Eladrin are passionate and stubborn, they generally have orange-yellow eyes and pale-red/yellow skin
2. Autumn: Trade and Commerce, Autumn Eladrin are generous and trusting to a fault, they generally have dark green-bronze eyes and tawny skin
3. Winter: Defence and Military, Winter Eladrin are contemplative and cold, they generally have ice blue eyes and pale blue skin.
4. Spring: Farming and Agriculture, Spring Eladrin are energetic and cheerful but easily distracted, they normally have light green eyes and pale skin with subtle green tint
5. Sun: Arcane Magic, Sun Eladrin are self-confident bordering on arrogance, they generally have red-gold eyes and golden skin
6. Moon: Fey and Natural Magic, Moon Eladrin are adventurous and easy-going. Moon Elves generally have white or pale purple eyes and light purple to light blue skin

#### The Drow

The Drow, or Dark Elves, of Nostea are Elves whose ancestors chose to follow the teachings and guidance of Dah'Mir, the god of Stars, when their kind first arrived in Nostea. When Dah'Mir and Sehahine gave birth to Lolth, some of the Drow turned to her for guidance, and when she betrayed her parents to side with the Betrayer Gods, so too did these Drow turn against their kin. This civil war has left deep scars in Drow culture; to this day a number of enclaves still loyal to Lolth still remain deep below the world in the network of caverns making up the Under Dark. Those Drow who remained loyal to Dah'Mir live just below the surface of Ocea and Balmia; a fragile alliance with elves, men and dwarves preventing further conflict. Drow enclaves are matriarchal; noble houses govern the people and are in turn ruled over by a queen from one of the noble houses.

#### The Astral Elves

The Astral Elves of Nostea are the most recent elven race to appear on Nostea, their origins traced back to the Ruin. High Elf scientists and mages living on Volis, a Giant's Sky Castle converted into a flying city long before the Ruin, had been researching magic that would allow for a craft to pass beyond the upper atmosphere in into Astral Space.

When war broke out between the gods and their city became a target for the Betrayer Gods to plunder, the scientists attempted to activate the shielding they had developed around the entire city. However the magic overloaded, due to the huge amounts of chaotic energy released during the conflict. Planar energy from the Astral Space was unleashed across the city, warping and melding with the inhabitants. The elven residents of Volis found their minds now linked to a vast shared consciousness, connecting them to each other and to other unknown entities in the depths of the Astral Space. The other effects were physical, the exposure to the energy coloured their skin to shades of blue and purple with faint lines and points of luminescence across their bodies. Their eyes changed as well, the sclera darkened to the black of Astral Space and their irises taking on the same luminescence as the points on their skin. It wasn't until much later, after the sealing of the Betrayer Gods and the end of the Ruin, that the final change was discovered. All of the elves on Volis that fateful day had become ageless, their bodies locked in a state of timelessness. The children of these first Astral Elves inherited these same traits, ageing normally until they passed through adolescence and then the ageing process halting once they reached adulthood.

The vast majority of Astral Elves still live aboard Volis, the sky castle converted into a sky city. It's orbit is the highest of all the sky cities, passing through the upper layers of the atmosphere of Nostea regularly as it circles the eastern coast of Ocea and passes back north around Ciari.

### The Dwarves

Dwarves are the other predominant Elder race on Nostea, whether they arrived before or after the elves is a matter of some dispute between the two races. What is known however is that the dwarves passed through the planar portals made by the Giants seeking riches in a new land. A Primordial called Moradin was impressed with the industrious and hardiness of the dwarves and offered them help in exchange for worship. In this way Moradin become the god of the forge and material creations and is worshiped by all members of dwarf-kind. Different groups of dwarves interpret the teachings of Moradin very differently and under these interpretations the dwarves split into three separate people; the hill dwarves mined the upper layers of the land, the mountain dwarves delved deep into the mountains and the duergar or deep dwarves explored the Underdark, a vast network of caverns crossing the deepest parts of the new world.

#### The Hill Dwarves

Hill Dwarves in Nostea can mostly be found amongst the other races of Ocea, living in communities in the cities. Originally sharing the continent of Balmia with the Mountain Dwarves, during the Ruin the entire race was expelled from their mountain homes. This event, known as Ekharz'ed Fulgrum (The Time of Tears) saw the entire Hill Dwarf race exiled and homeless. Most resettled in Ocea and made their homes amongst the other races there, either in the cities or outlying towns and communities. Hill Dwarf settlements or boroughs often contain networks of tunnels just below the surface; Hill Dwarves prefer to live closer to the surface world. The chief unit of Hill Dwarf society is the clan, generally made up of a close knit family of up to sixty members who can proudly trace their lineage back centuries. Hill Dwarves cherish their clan identities and affiliations, recognise related dwarves, and invoke their ancestors’ names in oaths and curses. To be clan-less is the worst fate that can befall a Hill Dwarf. Hill Dwarves often live and work alongside other races, mostly human and halfling, usually as masons, miners or smiths. Their natural hardiness and resilience help them to withstand tasks other people would struggle with. Hill Dwarves often appear very similar to Mountain Dwarves, however are more often adorned in cloth rather than plate armour and tend to wear less jewellery. As with Mountain Dwarves, both male and female Hill Dwarves have beards however these are often styled in intricate designs compared to the very functional fashion of the Mountain Dwarves.

#### The Mountain Dwarves

The Mountain Dwarves of Nostea are a proud and noble kingdom with their capitol of Dolbladur deep under the mountains of Balmia. Several Mountain Dwarf settlements exist across the continent of Ocea and there are rumours of a new outpost in Lialaer connected by tunnels through the UnderDark. Carved deep into the stone and rock, a Mountain Dwarf Settlement is more akin to a fortress or stronghold. Heavily fortified both outside and within and composed of vast chambers of worked stone. Each mountain dwarf settlement is ruled by a Smelter, akin to a mayor or chieftan, who is selected through democratic election by the members of the settlement. All mountain dwarves are ruled by the Low King, a democratic ruler selected in a similar fashion. When the current Low King passes the Grags (religious leaders of the dwarves) select Smelters from the various communities to come and debate in front of the whole dwarven people. The Grags and those Smelters not selected to be candidates then vote on the next Low King who will rule until death or until challenged by a group of at least 3 Grags or Smelters. Mountain Dwarves generally have pale brown to pale grey skin tones and both male and female Mountain Dwarves have beards; telling apart the genders can be difficult even for other dwarves. Mountain Dwarves generally get along with humans and halfings, have strained relationships with elves and absolutely loathe orcs and goblins.

#### The Duergar

The Duergar, or Deep Dwarves, are generally found far below the continent of Nostea in the Underdark and a rarely seen above ground. Due to their isolation in the deep places of the Underdark, Deep Dwarves rarely interact with the surface world and even with other Dwarves. The Deep Dwarves claim to have always served a bloodline of kings and queens stretching back to their first arrival in Nostea. Unlike the Mountain Dwarves, the King or Queen of the Deeps is an absolute ruler whose word is law. Deep Dwarves believe that the Hill and Mountain Dwarves have strayed too close to the light and the surface world and have thus lost their way. They claim to have been 'endarkened' by Moradin and that only by avoiding any contact with sunlight can a dwarf remain a 'true dwarf'. Deep Dwarves and the Dark Elves have a centuries long feud which has only recently turned into an uneasy alliance. Duergar tend to have dark grey skin tones and jet black beards and hair which can resemble spines. Unlike the Hill and Mountain Dwarves, Deep Dwarf females do not grow beards and are easily distinguished from their male counterparts.

### Humans

One of the most common races in the world of Nostea, humans can be found in most regions on the continent of Ocea. The vast majority are simple folk; generally working as farmers, labourers and simple craftsmen or traders. A smaller percentage work as diplomats, artisans or politicians within the richer settlements or cities. Due to their shorter lifespans many of the other races of Nostea underestimate the power of humans. Humans are one of the more cooperative races of Nostea, with most happy to share communities with halflings, elves, dwarves, gnomes and others. However there are notable exceptions; many humans will be suspicious of Dark Elves, Tieflings are often met with dark glares and mistrust due to their demonic appearance and races such as Goblins, Hobgoblins and Bugbears can find themselves locked out of towns due to their more monstrous appearance.

Most humans rarely travel from the regions in which their families have owned or worked for many generations. Humans normally owe allegiance to family lines; many can trace their ancestry back at least 3-4 generations and are often proud of the achievements these ancestors performed. In this way the shorter lifespans don’t prevent humans from achieving mighty works; if anything, the rush to leave a legacy often inspires greatness in them. Ancestral bonds can sometimes go even deeper; many elves and dwarves which form friendships with humans often find those friendships can carry across to the children and grandchildren.

Humans arrived on Nostea due to the actions of the High Elves, attempting to restore function to a Giant Planar Gate. Pulled without consent from their home plane and arriving with only the clothes they were wearing at the time, the early days of humans on Nostea was marked with chaos and confusion. Under the leadership of new deities however the humans not only survived but thrived, turning the lands they had been gifted by the elves in prosperous communities. It wasn't long before the humans and elves were sharing cities, working together to accomplish great deeds and build the Ocean Empire into the mighty force it is today.

### Warforged and Giantforged

With the world poised on the brink during the Ruin, a group of skilled artificers and arcanists finally succeed in reproducing lost knowledge of the giants; the creation of autonomous artificial beings capable of reasoning and emoting. These creations were called the warforged and soon many different designs and types were created for use both and on off the battlefield. Constructs made from metal and wood and powered by magic the warforged were instrumental in turning the tide of battle and allowing the alliance to seal away the betrayer gods. Soon after the war however questions began to arise around the ethics of creating artificial life and using it in this way; many now feared the warforged had been as a slave race and fought to secure them rights as free thinking individuals. While successful in metropolitan cities of Ocea, there are still thousands of warforged in rural communities or on other continents still treated as tools or objects. The creation of warforged has also been reduced dramatically following the Ruin, the materials and magics required to create them are expensive and finite, with many of the elements required for creation of the core now exceedingly rare and difficult to locate.

#### Giantforged

The Giantforged were built by the Giants to serve a myriad of functions and were the very first sentient constructs on Nostea. Their forms are as varied as the tasks they were originally designed to undertake and no two Giantforged look alike. However they can be identified from the Warforged, another sentient construct race constructed as foot soldiers during the Ruin, by the shared core they all possess. At the very heart of every Giantforged is a twisting, spinning core constructed of Adamantine marked with innumerable Giant runes, the only feature shared by all Giantforged. With the disappearance of the Giants from Nostea the secret to their creation has been lost and those that survived the Ruin are often mistaken for Warforged. There may be fewer than a hundred Giantforged left on Nostea and with no new Giantforged to replace those that are lost or are destroyed, the Giantforged are a doomed people. *You can use the following link to go to the subrace details page; Giantforged*

### Halflings

All halflings share a love of quiet comfort and things that grow. The comforts of home are the goals of most halflings' lives; a place to settle in peace and quiet, a generous meal, fine drink and fine conversation. On Nostea most halflings live and work alongside humans in the settlements, farmsteads and cities of Ocea. Some however form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. Halflings tend to be boisterous and enthusiastic around food and drink, but most commonly prefer the quiet simple life of the country. For this reason, most halflings are involved with farming, cooking, brewing and other agricultural and artisan jobs. Halflings commonly have dark tanned to lighter skin colours and green to blue eyes, male halflings often sport impressive sideburns but full beards are unusual.

### Gnomes

The Gnomes of Nostea arrived mostly by accident - according to legend an artificer living in a busy city on their home planet was experimenting with teleportation magic. A small calculation mistake in his equation transported every gnome within 5 miles of his circle across Astral Space and deposited them completely naked in a field on Ocea outside the city of Paelan. Adapting quickly to this unexpected event, and met with some sympathy by the humans who had experienced a similar transition only a few decades before, the gnomish people quickly spread out across the continents and islands of Nostea. Quick thinking, industrious and inventive, Gnomes generally live and work within the cities; Grounded, Sky and Floating Cities, often as artificers, engineers and scientists. Gnomes worship no gods, claiming that they are simply powerful 'Primordial Beings' rather than true divine entities.

### Dragonborn

Draconic Doctrine teaches the dragonborn were created by the dragons in ages past, when they still resided on their home plane. Working as servants, guards and workers for the Dragons, dragonborn place in Draconic society is one of subservience. The blood of a particular type of dragon runs very strong through the Dragonborn and their scales colour matches that of their dragon ancestor — bright red, green, blue, or white, lustrous black, or gleaming metallic gold, silver, brass, copper, or bronze. Just as scale colour has no bearing on a dragon's alignment, so too are the dragonborn of Nostea free to make their own path and destiny, regardless of ancestor or colouration.

To traditional dragonborn, the Dragons are far more important than life itself. Those who follow Draconic Doctrine believe they owe their devotion and respect to the dragons above all else, save Bahamut. The capitol of the Draconic Nation, Velixur, is located on the coast of the continent of Ciari. Ruled by a council of five ancient dragons, Velixur hosts the largest population of Dragonborn on Nostea. While other races are welcome to visit this city, only Dragonborn may reside there for life.

In the last 50 years however the Draconic Nation has opened it's borders to Ocea, the University of Velixur has been founded and the dragonborn population has increased steadily since the Ruin. These factors together have allowed for educated dragonborn in the city to take jobs normally unavailable; diplomats, scholars and wizards. This in turn has created a sense of discomfort in many dragonborn with the current system; a growing minority now openly calling for representation in the Draconic Council. A radical group called the Equalists is fighting actively against what they call "Draconic Oppression".

### Tieflings

Tieflings of Nostea were the results of Asmodeous, one of the Betrayer Gods, attempting to create a slave race based upon the elves. At some point during the Ruin, many of the Tieflings rebelled against Asmodeous, joining with the Alliance of the Elder Races and Meloran Orcs to imprison their creator. While their help in defeating the Betrayer Gods was instrumental, many of the other races are still somewhat suspicious and mistrusting of Tieflings, mostly due to their demonic appearance. Tieflings can be found in cities and settlements across Ocea, however the largest population resides with the Genasi in the Elemental States to the south of Ocea.

While Tieflings can come in various shapes, sizes and colours they all share generally common traits. Their eyes are normally marked with slit pupil or coloured sclera, they generally bear horns either curled or curved and often have a tail as well. These demonic traits bely a lingering connection to the Betrayer God Asmodeous; many Tieflings feel a connection to demonic and elemental magic.

### Orcs

*There are no Half-Orcs in Nostea however there is a custom subrace you can play called Meloran Orc.*

Orcs greenish to grey pigmentation, sloping foreheads, jutting jaws, prominent teeth, and towering builds stand them apart from the other races of Nostea. Orcs were created by Gruumsh, one of the Betrayer Gods, in an attempt to produce an army able to crush the Elder Races of Nostea. During the Ruin, many orcs fought his influence and most were able to turn against Gruumsh and help seal him and the other Betrayer Gods away. Seeing the power and potential of the orcs, Melora, the goddess of the wild and sea, offered to become their patron deity. Under her guidance the orcs worked with humans and other races to build vast Floating Cities which sail across Nostea's oceans, moved by the currents. Melora's connection to these orcs has changed them, both physically and psychologically, creating a new subrace of orc.

#### Meloran Orcs

Meloran orcs, or Sea Orcs, are almost always adorned with intricate tattoos, which tell tales of their ancestors, their myths, individual deeds of valour and even pictographic prayers to Melora. When a Meloran orc comes of age they receive their first tattoos - one on the left arm, which curls in intricate wave and wind patterns around the wrist, and one on the chest above the heart, depicting the Floating City they or their ancestors came from. Over their lifetime these tattoos are expanded to record their deeds and experiences through life - clearly marked for all orcs or any other race versed in the meanings of the patterns. Meloran orcs have the height of their orc cousins, but a much slighter build and more delicate features. *You can use the following link to go to the subrace details page; Meloran Orc.*

### Genasi

The Genasi of Nostea are a race of elemental beings brought into existence not long after the disappearance of the giants. A group of human and elven artificers in the southern city of Sabracis had been conducting experimentation on many recovered Giant relics. During one of these experiments a vast amount of elemental energy was suddenly released, partially destroying the city and killing thousands of it's residences. This sudden release of raw elemental magic suffused itself into the elves and humans within 10 miles of the city, slowly transforming them over the next few days into the Genasi we see and know today. These now changed people rebuilt their city, naming it and the land around the Elemental States.

On the elemental planes Genasi take the form of the plane they are born into, but on Nostea the chaotic nature of elemental magic following the ruin have changed things. Genasi on Nostea are born with no affiliation to one of the 4 elements; fire, water, earth and air. Born only to two Genasi parents, the children of such a union spend their adolescence fluctuating between the elements based on their state of mind at the time. When a child begins to enter adolescence the changes occur far less frequently and eventually they remain in one elemental form around the age of 16. This settling of form is considered the moment of adulthood for the Genasi on Nostea and is marked with a special ceremony.

Genasi rarely lack confidence, seeing themselves as equal to almost any challenge in their path. This certainty might manifest as graceful self-assurance in one genasi and as arrogance in another. Such self- confidence can sometimes blind genasi to risk, and their great plans often get them and others into trouble. Too much failure can chip away at even a genasi’s sense of self, so they constantly push themselves to improve, honing their talents and perfecting their craft.

### Goliath

The Goliaths of Nostea are an ancient race of Giant kin who can trace their lineage back to the time before the Ruin. The Goliath people were once numerous on Nostea and their steadings on the continents of Ocea, Balmia and Ciari. However after the mysterious disappearance of the all the tribes of Giants, their numbers have steadily been declining and many of their strongholds (or heimstede) abandoned leaving behind only ruins. During the Ruin many Goliaths fought and died to protect their homelands. With the world broken and then remade most of the remaining Goliaths now can be found in reclusive strongholds on the continent of Balmia. A strong alliance exists between the Mountain Dwarves of Balmia and the Goliaths - forged by blood and shared history defending their mountainous homes during the Ruin.

Today no more than a handful of Goliath strongholds (or heimstede) exist, hidden in the wild and untamed parts of the world. The largest heimstede resides in the heart of Balmia, hidden amongst the peaks of the Giant's Fingers mountain range, however smaller enclaves can still be found in Ocea, Northguard and Isha. A Goliath travelling is a rare sight but not unheard of, and due to their natural strength and durability most gain fame and renown as adventurers.

On Nostea, the Goliaths share physical traits with one of the six giant tribe, and many settlements of Goliath are populated mostly by Goliath resembling one tribe in particular. These physical traits can range from skin colouration (eg. light blue for Frost Giant heritage), skin texture (eg. hardened and rock like for Stone Giant heritage), eye colouration (eg. bright red for Fire Giant heritage) and vocal (eg. a loud booming voice for Storm Giant heritage.

Goliath culture values self-sufficiency and skill; life in the wilds is harsh and survival skills are a necessity. However there is also an extremely tight sense of community and trust, particularly amongst other Goliath, that can also extend to other races. A travelling Goliath for example, will often latch onto friends they trust, treating them like they would their own family or kin. Most Goliath also follow an honor code they believe traces back to the words Annam the All-Father spoke to all giants. While different tribes have different interpretations of how to live these values, most Goliath will refuse to fight unworthy or unarmed foes and seek opportunities to grow in strength and wisdom.

### Firbolgs

The Firbolgs of Nostea share their origins with the Goliaths of Nostea, both giant kin races who can trace their ancestry back to the earliest days of this world. While their true origin has been lost to time, legend tells they were tasked with the responsibility of caring for and protecting the wild places of the world, a legend which many Firbolgs to this day still believe and follow. Generally live in small communities deep within forests and the wilderness away from the busy settlements and villages, Firbolgs are not often seen in the cities and busier towns of Nostea.

Firbolg settlements are created from living plants using magic or special growing techniques, to create buildings, walls and towers. From the outside these places are almost impossible to spot, a traveller could walk right by and have no idea community of Firbolgs is living there

### Aarakocra and Owlin

With a shared history and similar appearance, the Aarakocra and Owlin of Nostea are rarely thought of as separate people.

The Owlin of Nostea arrived during the Time of Loss, the period of history between the Vanishing of the Giants and the Manifestation of the Betrayer Gods. Originally denizens of the Fey Wilds, kin to the giant owls which patrolled the perpetual gloom of the Twilight Woods, the Owlin of Nostea fled after a pact they had made with one of the Arch-Fey was broken. The details of this agreement and it's subsequent betrayal are unknown to any but the Owlin, a secret passed down to each hatchling and carried on through each generation. Fleeing to the elemental Plane of Air from the Fey Wild, the Owlin who had broken their oaths formed an enclave in the outer reaches and allying with some of the native Aarakocra tribes there, ones who had left the service of the Wind Dukes of Aaqa and created their own colony far from the Howling Gyre. The similarities between their history formed a tight bond and soon the Owlin and Aarakocra had formed a unified colony on the outer reaches of the Plane of Air.

However their time together on the Elemental Plane of Air was short lived. On Nostea, the powerful magics unleashed when the gods battled one another across the surface of the world opened an elemental nexus over the heart of the now lost continent of Amil. Tied to all four of the elemental planes simultaneously, this unstable portal pulled through a number of creatures and denizens from the planes of Air, Fire, Water and Earth. Unfortunately for the unified Aarakocra and Owlin enclave, the other end of this chaotic dimensional tunnel opened in the heart of their settlement, dragging the entire population through to Nostea.

With the portal only allowing passage in one direction the Aarakocra and Owlin were stranded on a planet consumed by war and conflict. The stories of their time in the Fey Wild still told through the generations, the elves of Nostea recognised the Owlin, and offered them and the Aarakocra refuge in the Eladrin Spires. With the chaotic energy often corrupting or blocking magics entirely, the need for efficient and safe communication during this conflict were immense, and given the natural abilities of the Aarakocra and Owlin, it wasn't long before they began working as messengers between the various allies of the elves and those who served the Prime Deities.

Once the Betrayer Gods were sealed, and the Prime Deities had departed the physical world, a large number of the Aarakocra and Owlin continued to work as messengers, opening a large messenger guild in Paelan, with towers constructed in almost every large city and settlement across the land. Many however were pleased to forge their own ways after the conflict, some becoming merchants and traders, others moving to start families in the Sky Cities of Aeris and Solaris. Today the Aarakocra and Owlin are mostly seen as one people, the shared physicality and history causing most people to assume the two are one race. Their bonds of friendship and alliance still strong, most Aarakocra and Owlin have begun to think much the same, seeing themselves as one people.

### Leonin and Tabaxi

Much like the Owlin and Aarakocra, the Leonin and Tabaxi of Nostea live as one people. Their communities and villages are located predominantly on the Shattered Isles, an archipelago stretching south from Ocea's western shore, and finishing just south of the Elemental States. Three of these islands, Menhit, Geb and Bennu, are considered part of the Baast Territories, the region ruled by the Feline Matriarchs and the predominant areas where Tabaxi and Leonin call home.

Both races came into being not long after the Ruin, as a direct result of the battle of the gods. During the conflict, Erathis, goddess of civilisation and invention, had her staff destroyed and fragments of this divine object rained down upon the land, fracturing the landmass below into the Shattered Isles seen today. These fragments contained the will of Erathis and a tiny sliver of her power, which slowly began to affect the nearby feline populations causing them to grow and change over time., into the Leonin and Tabaxi known today. With the world still in chaos following the Ruin, the Loenin and Tabaxi initially were quite aggressive, defending their lands with passion, while rapidly expanding their existing territories. Over time though a truce was made with the Ocean Empire, and the Leonin and Tabaxi began to focus on developing their people and culture. They called their homelands the Baast territories, after a Tabaxi heroine who had lead their people during these chaotic times, and instated a Matriarchy made of up three female Leonin and Tabaxi.

The climates of the three islands in the Baast Territories vary wildly from one another, despite being in such close proximity. Menhit is mostly covered by a lush tropical jungle, the forest sunken into the centre of long extinct volcano which rises from the southern portion of the isle. To the west, Geb is a predominantly covered by a savannah, with wide open plains dotted occasionally by Acacia and baobab trees. South is Bennu, which is mountainous and craggy, with the southern tips often covered in snow all year round.

Near to the west of the Baast Territories lies the island of Sorivos, home to the Mors Sacris religion. With the heart of the religion so close, it is common to find Tabaxi and Leonin serving as priests of this religion, and Sacred Vessels accompanying Tabaxi or Leonin are a common sight, both in and out of their homelands.

## Gods and Religion

### Religions

#### Mors Sacris (The Honoured Dead)

Patron Deity: Sulthai, goddess of undeath

The followers of Mors Sacris follow the teachings of the god Sulthai, goddess of undeath, and believe that both life and death are a sacred cycle. They believe that each soul is immortal, constantly experiencing different lives again and again through each rebirth and then upon death being reborn to live a new life. The body left behind by each soul is a sacred vessel to the worshippers of Mors Sacris, a gift given to each soul to experience life and then left behind once the soul departs.

Upon death the body is mummified by priests and clerics in preparation for when it's previous owner is reborn to reclaim it, kept in the cold catacombs below the ziggurats. When each child reaches the age of 16 they are brought into the catacombs to help find their previous vessel. Priests look for markings or signs to help the child locate their previous vessel - a process that can take several days of searching, meditating and praying. Once located the child and the priests together finish the preparation of the old vessel; it is coated in perfumes and incense, wrapped in cloth and then coated in clay to form an outer shell made of interlocking plates. The vessel is then called back to life by the child and the priests through a necromantic ritual which binds the undead construct to the child to serve and protect now they are an adult. These undead creatures are called the Honoured Ones or Sacred Vessels by the followers of Mors Sacris and are treated with great respect. This bond needs to be renewed each day to maintain the magic allowing the reanimation of the vessel and all children are taught the spell Raise Dead to accomplish this.

The followers of Mors Sacris are mostly found on Sorivos, the south eastern most island in the Shattered Isles, south of Ocea and west of Ciari. As this area is close to the homelands of the Tabaxi and Leonin it is not unexpected to find that a large proportion of followers are made up of these races. However in the Sacred Lands around the Grand Ziggurat you can find followers of almost every race from across Nostea and the temple priesthood reflect this diversity.