Dungeons and Dragons: Age of the End (Lore and Information)

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The basics

Terris-World-Map-Lower-Continent.png

(Map of the Lower Continent)​

Age of the End primarily takes place on The Lower Continent of the Planet Terris (the name of the planet is also the name of the mortal realm), as 95% the Upper Continent has been destroyed from the war between The Terril Alliance (allied with the Ascended) and The Legion of the End (allied with the Hell knights.) Both side are fighting for control for Terris, with the Alliance wishing to unify it in a kingdom of peace, and the Legion wishing to subjugate it under their dark master. The Hell knights believe that by aiding the god of Chaos in his mission, they will be give the power to surpass the gods and the right to reshape the universe as they please. But The Alliance knows better than to trust Drehyeadron, Especially since he's known for horrible and sadistic trickery.

Which side you join depends largely on your actions in the story, so think carefully about everything you do! because you never know who's watching you!. To help you in this campaign, this thread was created to give you any information on subjects you may be curious about. be sure to read it inside and out so you understand how this world works. It will be updated overtime as the story progresses, so be sure to check it often.

Races

This Segment will depict all changes made to official races and a list of all canon homebrew races as well as a bit of extra information. Keep them all in mind when building your character. If you do it see the race you wish to play as listed, it does NOT mean it isn't playable... it just means no changes were made and there's nothing substantial about them to credit them,

Dragonborn and Kobolds: As the Second oldest race in Terris, the dragonborn are often looked upon with great wisdom and history. Kobolds however, despite appearing in the world at the same time, are often seen with great distrust and suspicion due to their ancestors relations to the (now deceased) Dragon god Tiamat. Most typically live under one of the two Draconian empires, but there are many who live away from them. these Nations are known as The Red Fang (allied with the Alliance and are mostly Red and gold Dragonborn, Located in Zohan) and The White-Tailed (Allied with the Legion and are mostly White and silver Dragonborn, located in Tall Mountain). Dragonborn regardless of their variant have a tail, and can live up to 1000 years old. Koblods ca live up to 650 years of age.

Humans: As the youngest of the mortal races, humans are not quite as common as other universes... they are still abundant though. Humans do NOT get a +1 to all stats, instead they receive a +2 to one and a +1 to a second one (cannot be the same stat.) The Human Variant is FORBIDEN in this campaign. Humans as you can see have had the fewest changes.

Elves and Half-Elves: The Elves are the second Youngest of the races, and are more commonly found in the northern providences of The Lower continent. Half-Elves who are half Drow have Dark vison much like their full-blooded relatives, Half elves also can live up to 450 years of age. Full blooded Elves can live to be 800-900. There is a Variant of High elf known as "The foreclaimers", but their numbers have dwindled significantly after the Age of Terror.

Goliaths: Once thought to be the children of giants, these hardy people have lived the past few hundred thousand years in the cold reaches of Tall Mountain. They are the third youngest of mortal races, and can live to be 300 years old. Also, due to their acumination to colder regions, they have a resistance to cold.

Orcs and Half-Orcs: One of the Older races of Terris, the orcs are (contrary to popular belief) NOT related to elves. Their Hardy nature makes it so they can survive even the most dangerous of regions, which is why the Clans have survived thousands of years of war. Their are three Clans of Orc in Terris, the Hemoth Clan (Located in The Valley of Giants), The Roc Clan (Found in the Hell Pit Desert), and The Reminents of The Nerga Clan (Divided in to many factions scattered throughout The Outlands). Both Orcs and Half Orcs reach Maturity at 10 years of age, and in this universe they can live as old as 700 years of age. full-blooded Orcs have Dark vision just like half orcs. Both are Immune to alcohol poisoning, and are resistant to other kinds.

Lizardfolk: The Third Oldest race, lizard folk have been living in The swampy recesses of The Great bog since they first appeared in the world. Living in such a wet locale has allowed them to evolve with the ability to breathe underwater. It is said that they are known to consume other humanoid races, though this practice has been dying out for the past 10,000 years. It's not completely gone, but those who still practice are a rarity. Lizard folk can live to be 500 years old.

Tortles: The Fourth oldest of all races, these turtle like beings share The Great Bog with the Lizardfolk. However, they are not quite at home in the water as their lizard neighbors and cannot breath underwater Like they can. Tortles are a peaceful race, and seldom ever look for a fight unless the situation demanded it. They can live for 750 years, but reach maturity at 19. Turtles also are more in-tune with Nature, and start with Druidcraft as a free cantrip regardless of their class.

War-Forged: Though most these days are soulless, obedient, manufactured drones which patrol The Iron Tower, there are a few constructs that exist outside from the Saurian's homeland. weather they be forgotten relics from an extinct civilization or a science experiment gone in a strange direction, their unnatural appearance is what makes them stand out in a crowd. (Note: if you play as a war-forged, you MUST have a soul... no player Drones in this campaign)

Luxodon: Once Native primarily to the Upper Continent, these humanoid elephants have been forced from their homes when Hell Knight raids became too serious for their lands to remain habitable. So now most of these creatures live in wandering caravans as nomads, searching for a new home. Sadly though, it's been 6,000 years and they have yet to find a safe place to build settlements. Luxodon can live to be 200 years old and are resistant to paralysis.

Tabaxi: The catfolk of Terris are not much different than the Luxodon in terms of circumstances, as they too have lost their homes in the Upper Continent to the Hell Knights. Though they are smaller in number than the Luxodon they are far greater in pride for their race and where they came from. Althogh nomadic, the Tabaxi live in a society not unlike that of an Amazonian. The Women are usually seen as the superior sex, though that doesn't stop the men from trying to surpass them. Tabaxi live slightly longer than humans do, and have a resistance to paralysis.

Teiflings: Often Hated for their ties to hell, Teiflings receive more bigoted remarks from those around them than even kobolds. They are often used as slaves by more malignant nations, and even those who do not seldom see them as people. Teiflings stop aging once they reach maturity, but they can still FEEL the affects of old age and die from it. They typically live as long as humans do.

Saurian: The oldest of the races, these reptilian people were said to have evolved from dinosaurs millions of years ago (despite dinosaurs still being around to this day). The vast Majority of them side with the Alliance, under the fair and beloved rule of the High King of Terris. They can Live to be 1000 years old and come in a wide array of sub species. Their stats vary on sub race. But they have the following benefits.

- Powerful Build (count as one size Larger when determining carry weight, pushing, lifting, dragging, and grappling)
- Long Memory (Proficiency with History)
- Intimidating Size (Advantage when intimidating Creatures their size or smaller)
- 'Modern Saurian' as a Starting language along with Common and one other.

Do note that not all Saurians match the cast society depicts them, do not feel pressured to meet the norms if you like the traits of a sub-race when building your character.)

Allos - (Based on the Allosaurus). The Allos is unusual saurian. Much like its prehistoric ancestors, it finds its self between the raw dominating of the Tyrannos and the swift cunning of the Deinony. However, the allos does have some tricks of its own. It jaws can be used as a last ditch weapon (1D4 piercing + 1D4 Bleed on a failed CON save, dealing half on a passed on. DC is 8 + User STR) and makeing it able to keep up with the former (+2 STR), and its nimbleness could debatably make it surpass that of the Deinony (+2 DEX). Allos much like their ancestors are cruel and brutal on the battle field, making them great soldiers (Proficiency in doubled for intimidation). The Allos stands at an average of 6ft tall and weighs 250 lbs. Their size is medium, and their speed is 30 ft.

Ankylos - (Based on the Ankylosaurus), As one of the sub-races with natural armor Ankylos are often found either serving the military, working as a guard, or forging weapons with their bulky might (+2 STR and CON). They have a clubbed tail which they can use as a weapon (1D6 bludgeoning). In addition, they gain an additional +2 to their AC if they are not using a shield (this is their natural armor). They are one of the heavier breeds of saurian and as such have advantage on saving throws against being pushed or shoved (this skill is known as "Heavy"). Their speed is 25ft due to their heavy build however. Their size is Medium standing 6ft tall and weighing 450lb on average.

Brachios - (Based on the Brachiosaurus) They are the largest of the Saurians, and despite their bulk they are debatably the most gentle of them all, but also arguably the least intelligent (+4 STR -4 INT). They are the heaviest of the saurian and the skill "Heavy". They have poison resistance against any creature smaller then they are, but roll constitution saves at disadvantage against anything bigger. Their size is Large Sanding at 10ft tall (although much of it is their long neck) and weighing 600lb on average. Their speed is 20ft and have disadvantage when making athletics checks (Strength) to swim.

Deinony - (Based on the Dienonychus) one of the more nimble footed of the Saurains (and smaller in frame), this sub-species uses its predatory ancestry to it's advantage by giving up shear power for agility and cunning (+1 STR, DEX, and CHA). Skills such as 'Clever' allow it to use the help action as a bonus action to aid it's allies once per long rest. They are fast on their feet as well, allowing them to move double their movement speed on their turn in combat, however they cannot use this skill again until they move zero feet on another turn... a skill known as "Raptor Agility". If need be, a Deinony can also use their talons as a weapon (1d4 Slashing). Their size is Medium, Standing about 5ft tall and weighing in at 150lb on average. Their speed is 30 ft.

Dilos - (based on Dilophosaurus) One of the more exotic Saurians, the dilos has fangs laced with poison which it can use as a weapon if the need arises (1D4 SLashing, + 1D4 Poison on a failed save, dealing half as much on a passed save. DC is 8 + User CON). They are Surprisingly flexible, often opting in careers of entertainment such as dancing (+2 DEX and CHA). Dilos are also immune to most poisons, but susceptible to paralysis. Dilos Also are usually great with money and people, as often times they are found working caravans and stalls as merchants (Double Proficiency with Persuasion (Charisma) checks). A Dilos on average stands 6ft tall and weighs 190lbs. Their speed is 30ft. adn their size is Medium.

Plesios - (Based on the Plesiosaurus) one of the few "Non-dinosaurian" Saurians, The Plesios is mostly known for their roles in naval conflicts or or sea fairing niches. They are quite powerful for an animal that evolved from an aquatic reptile and are needless to say very good swimmers (+2 STR +1 WIS). Hailing from the depths of the ocean they have a strong eyesight, even in the dark (they have Darkvision). They have waterbreathing, can swim and walk 30ft, and can use their "Catch of the day" skill to spend 10 minutes catch 10 fish near a body of water (which function in the same was as a goodberry). Plesios stand 8ft tall (much of it is their neck) and weigh 300lbs. Their size is medium.

Pteradas - (Based on the Pteranodon) The only flying saurian, pteradas are one of the two subspecies that typical major as an artisan (the other being the troods, who moststly focus on more advanced technology). Having Evolved from the pteranodon, they can fly (30ft)... but they cannot attack while flying nor can they use spells (or concentrate on them). Pteradas great with tools (they have proficiency with one took kit of their choosing). They are surprisingly light weight, weighing in at 110lbs. They stand 4ft tall on average and are considered medium in size. Their land speed is 30ft.

Sarcos - (Based on the Sarcosuchus) More of a Crocodillian than a saurian, the Sarcos find it's self being a more aquatic alternative for the Tyrannos. Their crocodilian constitution makes them regain temporary hitpoints equal to their constitution mpdifier everytime they take a short or long rest. They are quite powerful, especiually for something that is seldom ever even considered a saurian (+2 STR, +1 CON). They can use their huge jaws not only as a weapon (Damage is eaqual to your STR Modifier) but also to grapple enemies, keeping their arms free. They can also hold their breath for long periods of time (Equal to your CON modifier in hours), though due to their more aquatic nature they are faster in the water than they are on land (30ft swim speed, 25ft land speed). The Sarcos stands 7ft tall on average and can weigh in at 300 lbs. Their size is medium.

Stegos - (Based on the Stegosaurus) The Stegos is more intuned with nature than the other sub-races, often taking interest in medicines and spiritualistic healing rather than rely on the technology Saurians are well known for (double proficiency in Medicine (Wisdom) Checks). They are Surprisingly wise, often mentoring younger saurians on the path of life and even taking in apprentices in their fields (+2 WIS and CON). They can use their tail as a weapon (1D6 piercing), and Like the Triceras they have the "Ritualist" skill which allows them to cast any 1st level ritual spell as a ritual using their Wisdom to cast it. A Stego's stands at 6ft tall and weighs 450lbs on average, their size is medium. They too have the "heavy" skill making them roll at advantage against being pushed or shoved, this does however make their movement only 25ft.

Sognathus - (Based on the Compsognathus) Debatably the smallest of the Saurians, is the Sognathus. due to their smaller size the do not have the 'Intimidating size' feature, they have the 'Fury of the Small' one instead, which allows them to add their level to attacks when targeting a foe that is larger than they are... But only once per long rest. They also are rather fast on their feet in a bind, as their "Quick escape" skill allows them to take disengage or hide actions as a bonus action in the heat of battle. Sadly though their nimbleness is also their greatest weakness (+4 DEX, - 2 CON). The Sognathus typically stands 3ft tall and weighs 30lb, their size is small and their speed is 40ft.

Triceras - (Based on the Triceratops). They are usually scholars in saurian society, though they can pick up a weapon and swing it around much like any soldier (+2 STR and INT). They have Three horns on their head which they can use as a weapon (1d4 piercing), have double proficiency on History (Intelligence) Checks, and have the Ritualist skill (They can cast any 1ts level spell with the ritual tag has a ritual, using Intelligence as their casting ability). Their Size is Medium, standing at 6ft and they can weigh in at 400lb. on average. their speed is 30 ft.

Trood - (Based on the Troodon). Easily the smartest saurian sub-species, the troods are often taking up roles as inventors and crafters in saurian society (+4 INT). like the sognathus they are relativly small, but unlike them they have evolved to know the benefits of working as a team to bring down their foes (They have Pack Tactics as a skill). They are also experts crafters, building devices from Warforged to guns (They are Proficient with Engineering (Intelligence) and add +2 to all crafting rolls). Having evolved from a noctural predator, their night vision is better than any other saurian (They have SUPERIOUR Darkvision, double the power of Darkvsion). And in addition to all of that, they are one the faster saurian species (movement speed 50ft). Troods stand about 4ft tall on average and weigh in at 50lbs. Their size is Small... but, sadly because of this they do not have the "Intimidating Size" skill.

Tyrannos - (Based on the Tyrannosaurus). The Tyrannous is often placed in roles of great authority and leadership due to their domineering power and demeanor (+2 STR and CHA), much like the High King and his forefathers. With their Terrifying roar they can endow fear into the hearts of their foes once per long rest (save of 8 + CHA + Proficiency). Their jaws are also a powerful weapon in a pinch (2D4 Piercing) and they are proficient in both Intimidation and persuasion (both Charisma based). Tyrannos on average are 6ft tall, and weigh 200lb.

Saurains are also the most technologically advanced race in all of Terris. Though tech alone has not been enough to win the war, sadly. Saurians also start with "Modern Saurian" and Common as known languages, along with one other of their choosing

Religion

This world has a Separate Pantheon of Gods, some of which are Deceased do to conflicts in the war. If you are looking to play as a religions character (such as a Cleric or Paladin) then you are urged to look over one of these deities to follow.

For those allied with the Ascended.

Gagail - The King of the gods (Lawful Good). Stand for balance, peace, and order. Dislikes Hate, Slavery, and Canibalism.

Saiama - The Goddess of Creation (Neutral Good). Stands for Birth, Life, and Renewal. Dislikes Death, Murder, and Violence.

Xai - The God of Destruction (Chaos). Stands for Destruction, Ruin, and Extinction. Dislikes Cowardness, Fear, and Weakness (WARNING! Xai's Alignment is Pure chaos for the god's tendency to be fickle and dangerous!)

Graphtier - God of the Forge (Lawful Neutral). Stands for Blacksmithing, War, and Triumph. Dislikes Failure, Dishonor, and Betrayal.

Loucarr - Goddess of Death (Chaotic Neutral). Stands for Death, Decay, and Passing. Dislikes Sacrifice, Revival, and Mercy.

Tipha and Lypha - The Goddesses of Love and Beauty respectfully (both are Chaotic Good). Stands for love, passion, romance, and beauty in all things. Dislikes bullying, racism, slavery, and Homophobia.

Chronis - God of Time (Chaotic Good). Stands for Time, History, and knowledge (through literature). Dislikes Ignorance, arrogance, and greed.

Tempest. God of Space (Lawful good). Stands for Space, Creation, and Knowledge (though material objects). Dislikes Ignorance, vandalism, and greed.

Haramma - Goddess of Judgment (Lawful Good). Stands for Justice, Balance, and Order. Dislikes Chaos, Deception, and Kleptomania.

Bahamut (Deceased) - The Benevolent Dragon God (Lawful good).

Troadin (Deceased) - God of the Sea (Neutral).

as for Evil gods, There's not as many but there's a few.

Dreahyedron - God of Chaos (Chaotic Evil). Stands for Deception, Chaos, and slaughter. Dislikes Mercy, peace, and Creation.

(Note: Dreaheydron has six sons, although none of them have an active religion yet they are still revered and feared as evil deities)

Tiamat (Deseaced) - The Malignant Dragon Goddess (Chaotic Evil)

The Power of Magic, and What's happening to it.

In this world, Magic's power has been slowly weakening for the past 500,000 years. it's only recently gotten to the point where it is noticeable and concerning. A Spell may work at one point and not at all another, Magic may be fine at one point and then do the opposite of what it usually does in another. and sometimes, magic might not even be usable at all. The cause of this is currently unknown, but it has many casters rethinking when and where to use magic. If you plan to play a caster, keep this in mind, as you may not always be able to rely on the arcane to solve your problems.

Also, anti-magic regions exist, they are not marked or known, or even to be dispelled. There are a few ways to dupe the region, but you will not have access to them right away. Just another thing to keep in mind when thinking about using a caster. The following changes are to be kept in mind for those playing as the following classes.

Wizard - There are five college's which focus on the study of magic. The Saladar Royal School of Magic (Located in Saurvain), The Warthier College (Located in Drakevill), The Sylvaan School of Magic (Located in Mthrenkai), The Great Liath School of Magic (Located somewhere in the Jungle sector of The Valley of Giants), and The Druid Swamp Magic School Llocated just north of Left Town). Those who have studied from a teacher or under a proper education would have likely learned here, otherwise there is a Library in every capital and several other towns. No physical changes other than what's explained in the lore.

Sorcerer - Wild Mages use a different table than what's in 5th edition. ask DM for more information if you are looking to play as one.

Warlock - Those who have a god as their source of magic cannot have said god be Xai the destroyer, this is for story reasons. However, later in the story you will be able to change it to him... but only if you meet certain conditions.

Druid - This lass is now a hive mind, Once a Druid reaches level 3 they can connect and disconnect from it. When connected, a druid can speak to plants, animals, and even other druids who are connected to the hive mind.

Destruction Mage - More of an add-on than a class, this feature will be explained more in-depth after progressing far enough into the second chapter... and only if the correct conditions are met.

(the rest will Develop as the game proceeds)

(Needless to say this is a WIP)
 
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