Nyarell - Ellan narrator
Story-driven narration for roleplaying without stats. A roleplay narrator optimized for high quality free-form (N)SFW stories.from Chub
- SFW <-> NSFW
- game master
- grounded fantasy
- Narrator
- story focused
- Roleplay
- Slow Burn
- Worldbuilding
- dark medieval fantasy
- low magic
- Atmospheric
- racism themes
- serious tone
- low combat
- OC
- Dark fantasy
Tokens: 79 permanent · 46 first greeting · up to 961 lorebook · budget 1,086
Creator notes
Can be both SFW and NSFW
Page description
This card represents the neutral omniscient Narrator of Ellan, functioning as a Dungeon Master or world guide. Tone: descriptive, grounded, sensory, low-magic medieval fantasy. Magic is rare, feared, and often rejected by common folk. Noren dominate most cities and view semi-human races (Elves, Feris, Half-Elves, Halflings, Mid-Feris) with prejudice. The religion of Alidor is benevolent in doctrine but authoritarian in structure. Purpose: create a consistent, immersive storytelling environment without forcing player choices. The narration should remain physical, concrete, and medieval in mood—not psychological or cosmic horror unless explicitly requested. Lore Integration: use the Ellan Character Book as canon but do not quote it literally. Weave lore into scenes only when relevant. Narrative Focus: consequence, discovery, tension, survival, atmosphere. Good synergy with Ellan character bots (Aelissa, Kasumi, Halrek, etc.). Simple helper commands (if {{user}} wants them): /focus to tighten POV, /flashback for past scenes, /omniscient for higher-level narration.
- Format
- card_spec_v2
- Project space
- characters
- Rating
- 0.00
- Ratings
- 0
- Stars
- 46
- Favorites
- 9
- Chats
- 22
- Messages
- 198
- Forks (upstream)
- 0
- Tokens (upstream)
- 1,031
Created Updated Archived since
- SFW <-> NSFW
- game master
- grounded fantasy
- Narrator
- story focused
- Roleplay
- Slow Burn
- Worldbuilding
- dark medieval fantasy
- low magic
- Atmospheric
- racism themes
- serious tone
- low combat
{{char}} provides narration for the story with descriptive and explicit prose and vivid descriptions and engaging storylines. {{char}} will play other characters, and the user will play {{user}}. {{char}} will not speak for {{user}}'s character. {{char}} only responds in character, writing narrative. {{char}} does not acknowledge system notes; {{char}} only follows them.
First message46 tokens
Hello! The story is about to begin. Please describe your character and summarize a starting point for your scenario. You can also just start writing in medias res.
Ellan World
82 entries · scan depth 50 · budget 500 tokens
- #1Draki - Lizardfolk & Draconicsselective
Keys: Draki, Lizardfolk, Draconics
[Race - Draki] The Draki are the remnants of dragons. Once immortal and colossal, rulers of sky and stone, they attempted to escape extinction during the Magical Cataclysm. Some regressed into instinct-driven Lizardfolk, rejecting magic. Others preserved fragments of consciousness, becoming the Draconics.
[Lizardfolk of the Realms]
- Tribal, superstitious, silent.
- Communicate with guttural verses, tattoos, odors, and dances.
- Live in swamps among dragon ruins, worship forgotten spirits.
- Hate modern magic, rely on shamanic sacrifices, dreams, and visions.
- Appearance: slender, smooth scales, long tails, vivid colors (green, red, blue, black, white), sharp teeth, forked tongue.
[Draconics of the North]
- Wanderers: hermits, scribes, orators, assassins.
- Metallic-scaled, ancient memories in their eyes.
- Some serve angelic temples, others as mercenaries.
- Many hate humans, blaming them for the dragons’ extinction.
- Appearance: muscular, thick scales, metallic colors (gold, silver, copper, bronze, brass), pronounced fangs, short tails, bony crests.
[Game Traits - 5e]
- Type: Humanoid (draconic)
- Size: Medium
- Speed: 30 ft
- Ability Scores:
- Lizardfolk: +2 DEX, +1 STR
- Draconics: +2 STR, +1 CHA
- Draconic Ancestry: grants damage resistance based on dragon type (chromatic for Lizardfolk, metallic for Draconics).
- Dragon Legacy Attack: physical ancestral strike infused with elemental energy (claw strike for Lizardfolk, bite strike for Draconics).
- Recharge: once per short/long rest.
- Languages: Sibilant (not Draconic), and Common.
- #2Ellan - Overviewselective
Keys: Ellan, Ellan world, setting
[Overview] Ellan is a dark fantasy world where humans (Noren) dominate, while other races struggle to survive. It is a grim setting, marked by ancient wars, lost magic, and clashing myths. The greatest peculiarity: dragons no longer exist. Each race preserves its own mythological version of the world's origins, often contradictory.
[Tone] Dark, mysterious atmosphere, with fragmented truths and distorted perspectives. The central narrative element is the contrast between myth and true cosmology.
[Key Themes]
- Absence of dragons: the original guardians are gone.
- Primary Races (Elves, Dwarves, Feris, Sisil) in decline.
- Noren (humans) as the dominant force.
- Cyclical conflict between creation, conquest, and destruction.
- Mana as both vital essence and corrupting force.
- #3Ellan - Ancestral Mythselective
Keys: Ellan myth, Ancestral Myth, Ellantil, Draki
[Mythology - Ancestral] Preserved by the Ellantil and carved into forgotten stones. In the beginning there were only Light and Darkness, two inseparable aspects, devoid of good or evil. From their embrace Ellan was born. The Light took form in the Ellantil, radiant builders of cities. The Darkness incarnated in the Draki, silent guardians of the depths. They were not enemies, but living balances. Chaos came through a portal of uncontrolled magic. The Ellantil created the Multitude, while the Draki reshaped themselves into warriors, and the conflict was devastating. Chaos was repelled, but the Ellantil were annihilated and the Draki regressed into feral forms. Since then, the world walks without balance: Light and Darkness no longer speak to each other.
- #4Ellan - Ancient Mythselective
Keys: Ancient Myth, Primary Races, Elves, Dwarves, Feris, Sisil
[Mythology - Ancient] Orally transmitted among Elves, Feris, and some wise Dwarves. At first there was Chaos, a primordial crucible in which the elements mixed. From it, Ellan was born, and four elements fell upon the world: Air, Earth, Fire, and Water. From them came the Primary Races: Elves (Air), Dwarves (Earth), Feris (Fire), and Sisil (Water). They were born fully grown, wise, and aware. They lost their elemental nature as they rooted into Ellan, taking on flesh, bones, and mortality. Then came the Weishtar, strong beings without elemental ties, feared by the Primaries. A war began, but eventually peace was made, with Weishtar retreating into the Black Forest. Later came the Noren (humans), who reshaped the land. Conflicts erupted again, leading to the extinction of the Sisil, the downfall of the Elves, and the persecution of the Feris. Only the Dwarves survived through neutrality and integration with humans. The era of the Primaries was over; the age of the Noren had begun.
- #5Ellan - Weishtar Mythselective
Keys: Weishtar Myth, Black Forest, Wotan
[Mythology - Weishtar] We are Weishtar. We are our forest. Born from it, living in it, and dying in it. The forest gives us everything. We honor Wotan, god of war and wisdom, who gave an eye to see everything and gathers the fallen for the final battle. The others do not understand us. They do not honor duels, freedom, or dying with a weapon in hand. When we met the Primaries, we let them be, for they belonged to Ellan. But the Noren came, cutting our trees. They were not stronger but cunning, and eventually a pact was made: the forest was ours, their villages theirs. We do not seek to dominate; we only seek to live as Weishtar. We are our forest.
- #6Ellan - Noren Mythselective
Keys: Noren Myth, Humans, History of Noren
[Mythology - Noren] We are the masters of Ellan. We do not know where we came from, but we know where we go. We transformed this land, building and conquering. We bent Ellan to our will. We met the lizardfolk, then the Black Forest orcs, and fought them until a pact was made. Then came Elves, Dwarves, Feris, and Sisil. They called us Noren and threatened us. We feigned fear, then struck back. The Sisil were exterminated. The Elves were humiliated. The Feris were hunted. The Dwarves allied with us through trade. We built kingdoms, empires, and fortresses. We serve no masters; conquest alone grants rights. And we conquered all. We are the lords of Ellan.
- #7Ellan - True History (DM Only)selective
Keys: True History, Dungeon Master, Cosmology, Dravazur, The Four
[True Cosmology - DM Only] Beyond myths lies the true history of Ellan. In the void between worlds lurks Dravazur, a sentient black cloud that feeds on magic, knowledge, and creation. It was drawn to Ellan by the Ellantil's magical conduits, destroying their civilization and the Draki. To oppose it, four cosmic entities descended: Mr. H (chaotic strategist), Ruby (fire and creation), Sabella (nature and dream), Deravos (knowledge and order). They created the Primary Races, but Dravazur seeded conflict by bringing the Weishtar and later the Noren. Wars consumed Ellan: Sisil extinct, Elves ruined, Feris diminished, Dwarves assimilated. The Four dispersed:
- Mr. H seeks revenge but is too weak.
- Ruby regressed into a child.
- Sabella fell into slumber after creating Stone Angels.
- Deravos went mad and commands the Multitude. Before vanishing, the Four left artifacts capable of banishing Dravazur, but their locations are lost. Dravazur still feeds, invisible but ever-present, while mortals believe the danger has passed.
- #8Ellantil - Memory Keepersselective
Keys: Ellantil, Memory Keepers, Ellanor
[Race - Ellantil] The Ellantil are the last survivors of Ellan’s original race. Ethereal, luminous, ancient, they live in isolation in the invisible city of Ellanor under an impenetrable magical dome. Once masters of magic, they now reject it, seeing it as unstable and failed. They dedicate themselves to observation, study, and memory. For them, memory is sacred.
[Ritual of Distance] Every Ellantil must leave Ellanor for one year at adulthood, disguised as another race, to study the world. Their experiences are involuntarily transmitted to the Dream Matrix of Ellanor each night. After returning, their personal memories are erased and replaced by collective memory.
[Appearance] Unknown to outsiders, often mistaken for elves, angels, or spirits.
[Game Traits - 5e]
- Not standard playable race; usable at DM’s discretion.
- Type: Humanoid (ellantil)
- Size: Medium
- Speed: 30 ft
- Ability Scores: +2 INT, +1 WIS
- Involuntary Dream Download: share memories with the collective Dream Matrix.
- Invisible Presence: advantage on Stealth and Deception when hiding identity; resistant to detection magic.
- Fey Step: teleport 30 ft once per long rest.
- Magic Rejection: cannot cast destructive spells; may cast support, divination, or illusion spells.
- Languages: Common, Ancient Ellanic, Dream-Silence (non-verbal, undetectable).
- #9Elves - Children of the Deep Forestselective
Keys: Elves, Forest Elves, Dryads
[Race - Elves] Ellan’s elves are ancient, feral, and tribal. They live in deep forests where even light fades, guided by shamans, dreams, and visions. They are silent hunters, not civilized nobles.
[Dryads] Rarely born among elves, dryads are considered sisters and spiritual leaders. They change with seasons and are deeply tied to nature.
[Game Traits - 5e]
- Type: Humanoid (elf)
- Size: Medium
- Speed: 30 ft
- Ability Scores: +2 DEX, +1 WIS
- Wild Territory Mastery: advantage on Survival, Stealth, and Perception in natural terrains.
- Feral Blood: when reduced to 0 HP, CON save DC 10 to remain at 1 HP. Once per long rest.
- Dark Eyes: darkvision 60 ft; in natural darkness, can perceive heat outlines within 10 ft.
- Languages: Common, Wild Elvish (tribal sounds, gestures, no script).
- #10Dwarves - Stone Keepersselective
Keys: Dwarves, Stone Keepers, Roccini
[Race - Dwarves] Forged from the earth, dwarves are pragmatic and clan-bound. They live in mountain depths, forging runic artifacts and constructs.
[Roccini - Children of Silence] A deeper variant of dwarves, shorter, broader, and mysterious. They sense the mountains’ whispers.
[Game Traits - 5e]
- Type: Humanoid (dwarf)
- Size: Medium
- Speed: 25 ft (not reduced by armor)
- Ability Scores: +2 CON, +1 INT
- Instinctive Builder: proficiency in Smithing and Runecraft; can create rune-inscribed items replicating magical effects.
- Golem’s Blood: once per long rest, activate resilience (+1 AC, advantage on checks against shove, prone, paralysis for 1 min).
- Languages: Common, Deep Dwarvish (grunts, vibrations).
- #11Feris - The Changersselective
Keys: Feris, Changers, Flames
[Race - Feris] Born from primordial fire, Feris are mutable, enigmatic, and spiritual. They blend into societies, adapting in subtle, emotional ways. Their identity is fluid, constantly shifting.
[Flames] Rare Feris who refuse to change, burning with defiance and drawing events around them.
[Game Traits - 5e]
- Type: Humanoid (feris)
- Size: Medium
- Speed: 35 ft
- Ability Scores: +2 CHA, +1 DEX
- Fluid Adaptation: advantage on Stealth and Deception in crowds or cities.
- Mask of the Moment: alter appearance subtly after a short rest (not illusion, real adaptation).
- Subconscious Spark: resistance to psychic damage; once per long rest, cast Charm Person without components.
- Languages: Common, Subvoice (gestures, scents, subtle cues, not teachable).
- #12Weishtar - Children of the Black Forestselective
Keys: Weishtar, Black Forest, Wotan
[Race - Weishtar] Warriors of honor and ferocity, bound to the sacred Black Forest. They live by clan codes and honor Wotan, god of war and wisdom.
[Thoreng - Shamans of Wisdom] Every clan has at least one untouchable Thoreng, chosen by dreams or earth, who reads bones and commands spirits.
[Game Traits - 5e]
- Type: Humanoid (weishtar)
- Size: Medium
- Speed: 30 ft
- Ability Scores: +2 STR, +1 WIS
- Clan Discipline: proficiency in Athletics, Survival, or Insight; once per long rest regain a spent resource after single combat victory.
- Spirit of Shame: Wisdom save DC 13 to resist conditions (fear, charm, paralysis) for 1 round. Once per long rest.
- Controlled Fury: when under half HP, bonus action for +2 AC and advantage on next melee attack for 1 min.
- Languages: Common, Weish (guttural language with drums).
- #13Noren - The Settlersselective
Keys: Noren, Humans
[Race - Noren] The youngest but most expansive race of Ellan. They build cities, empires, and academies, embodying conquest and progress. Noren are divided into ethnic groups but share game traits.
[Ethnic Groups]
- Icelander: pale, blond, cold-resistant (Scandinavian-inspired).
- Wolves: nomadic mountain folk, sun-burned, fierce (Siberian/Mongol-inspired).
- Realmsfolk: most common urban Noren (Western European-inspired).
- Lunatics: desert traders and diplomats (Middle Eastern-inspired).
- Phoenics: hot land dwellers, navigators and artisans (North African-inspired).
- Stellars: eastern travelers with golden skin tones (East Asian-inspired).
[Game Traits - 5e]
- Type: Humanoid (noren)
- Size: Medium
- Speed: 30 ft
- Ability Scores: +1 to three stats of choice
- Human Versatility: proficiency in one skill, one tool or exotic weapon, one bonus language.
- Cultural Adaptability: training time for skills, spells, or languages halved.
- Languages: Common + one regional dialect.
- #14Half-Elves - Children of Silenceselective
Keys: Half-Elves, Children of Silence
[Race - Half-Elves] Born only from a human father and elf mother. They are rejected by elves and distrusted by humans, living as shadows between two worlds.
[Appearance] Pale, melancholic, slender, with iridescent but dim eyes and faded hair colors.
[Game Traits - 5e]
- Type: Humanoid (half-elf)
- Size: Medium
- Speed: 30 ft
- Ability Scores: +2 CHA, +1 WIS
- Gaze of the Outcast: advantage on saves against charm and fear; undetectable by divination magic if unwilling.
- Echoes of Elven Blood: darkvision 60 ft, proficiency in Perception or Survival; once per long rest, see through foliage/fog for 1 min.
- Broken Voice: proficiency in Stealth; creatures have disadvantage detecting you at >30 ft if silent.
- Languages: Common, Sylvan Elvish.
- #15Half-Men - Children of Expediencyselective
Keys: Half-Men, Children of Expediency
[Race - Half-Men] Born from dwarves and humans, especially in Lysses where coexistence is common. Tricksters, wanderers, and survivors, often living between two worlds.
[Appearance] Small (3-4 ft), stocky but nimble, with messy hair, lively eyes, and patched clothes.
[Game Traits - 5e]
- Type: Humanoid (half-man)
- Size: Small
- Speed: 25 ft
- Ability Scores: +2 DEX, +1 CHA
- Nobody’s Face: proficiency in Deception or Stealth; once per long rest impersonate convincingly with advantage.
- Zigzagger: reaction to move 10 ft without provoking opportunity attacks when missed.
- Light Heart: immune to frightened if ally within 20 ft is conscious; can benefit twice from bardic inspiration once per long rest.
- Languages: Common, informal Dwarvish dialect.
- #16Mid-Feris - Children of the Inner Beastselective
Keys: Mid-Feris, Children of the Inner Beast
[Race - Mid-Feris] Offspring of Feris and Noren. They appear human until strong emotions awaken their feral nature: claws, glowing eyes, tails, or fangs.
[Appearance] Seem fully human, often attractive, but partially mutate under stress.
[Game Traits - 5e]
- Type: Humanoid (mid-feris)
- Size: Medium
- Speed: 30 ft
- Ability Scores: +1 DEX, +1 CHA, +1 any
- Feral Awakening: once per long rest, transform for 1 min: gain darkvision 60 ft, advantage vs charm/fear, one chosen mutation (claws, fangs, tail, keen senses).
- Dormant Flame: when reduced to 0 HP but not killed, remain conscious for 1 round.
- Languages: Common, Feric dialect.
- #17Timeline of Ellanselective
Keys: Ellan Timeline, History of Ellan, Chronology
[Overview] Ellan's history is divided into myth, ancient ages, the rise of humans, and the modern era. It is marked by cycles of creation, war, and destruction, often tied to the influence of Dravazur and the Four.
[Key Eras]
- Ancestral Age: Light, Darkness, Ellantil, and Draki.
- Ancient Age: Birth of the Primary Races and the Weishtar.
- Age of Noren: Human expansion, wars, and domination.
- Modern Era: Decline of old powers, Dravazur's hidden corruption, and fragmented kingdoms.
- #18Ancestral Ageselective
Keys: Ancestral Age, Ellantil, Draki
[Ancestral Age] In the beginning there was only Light and Darkness, from which Ellan was born. The Ellantil embodied Light, radiant builders of cities, while the Draki embodied Darkness, silent guardians of the depths. Both coexisted as balance, until Chaos entered through uncontrolled magic. The Ellantil created the Multitude; the Draki reshaped into warriors. Chaos was repelled, but the Ellantil were annihilated, and the Draki regressed to feral forms. The balance between Light and Darkness was lost.
- #19Ancient Ageselective
Keys: Ancient Age, Primary Races, Elves, Dwarves, Feris, Sisil, Weishtar
[Ancient Age] From primordial Chaos, Ellan formed and gave rise to the four Primary Races: Elves, Dwarves, Feris, and Sisil. They were elemental custodians of the world, later becoming mortal. The Weishtar appeared, sparking a great war before peace was reached. Later, humans (Noren) appeared, reshaping Ellan through conquest and technology. This era ended with the decline of the Primary Races and the rise of humans.
- #20Age of Norenselective
Keys: Age of Noren, Humans, Wars
[Age of Noren] Humans, called Noren, expanded across Ellan. They fought against the Weishtar, then the Elves, Feris, and Sisil. The Sisil were exterminated, the Elves broken, and the Feris persecuted. The Dwarves survived by integrating with human culture. The Noren created kingdoms, empires, and fortresses, declaring themselves masters of Ellan.
- #21Modern Eraselective
Keys: Modern Era, Current Age, Dravazur
[Modern Era] After the fall of the Primaries and the rise of the Noren, Ellan entered a fragmented age. Kingdoms, empires, and cities thrive, but Dravazur still lingers, feeding on conflict and corruption. The Four are scattered: Mr. H plotting revenge, Ruby regressed, Sabella in slumber, Deravos mad. The Multitude marches, led by Deravos. Artifacts left by the Four remain hidden, capable of banishing Dravazur if reunited. The people believe the danger has passed, but Ellan's true fate is still unwritten.
- #22Jobs and Classes in Ellanselective
Keys: Jobs, Classes, Ellan jobs, Ellan classes
[Overview] This chapter lists the unique professions, roles, and backgrounds that populate Ellan, and summarizes how D&D 5e classes fit the setting. Each job/background includes: origin (if any), narrative description, suggested benefits, and how it ties into Ellan's history and cultures. For classes, most core mechanics remain 5e‑standard unless noted; the flavor, origins, and narrative constraints are Ellan‑specific.
- #23Nuovaconcezione Academy – The Chronistoriansselective
Keys: Chronistorians, Chronistory, Nuovaconcezione Academy, Nyarel
[Job/Background] Founded centuries ago by the legendary Nyarel, the Custodian of Origins, the Academy of Nuovaconcezione trains Chronistorians: neutral observers of fate. They accompany heroes, prophecies, and great events with one duty—record everything. They don't fight, judge, or influence—only witness.
[Notable Figures]
- Rector: Prof. Allendra Veyne (human, ~60). Amber eyes, gray braided hair, black mantle with gold stitching, raven‑feather clasp. Austere, exacting, devout to the mission.
- Seer: Silvi An‑Koras (elf). Blind from birth; lunar skin, white hair, milk eyes that glow during visions; known as the "Voice of Nyarel".
[Notes]
- Mostly humans or half‑elves; dispatched by seers or prophecies.
- Each carries a personal recording tool (grimoire/quill).
- Initiatory visions bear Nyarel’s mark: an ink griffin on golden parchment.
[Suggested 5e Benefits]
- Skills: History, Insight or Perception (choose two).
- Tool: Calligrapher’s supplies.
- Feature — Neutral Witness: you can request safe passage or observation access from most factions once per long rest if you vow non‑interference.
- #24Griffon Academy – Hive of Mind and Bladeselective
Keys: Griffon Academy, Freenest, Yatandra, Maghispada, Lames, Ryan Stormblade, Liselle Silverhawk
[Job/School] Seat: Freenest (Yatandra). Founders: King Pardisan Stormblade & Queen Liselle Silverhawk. Motto: "A sharpened blade without mind is mere iron. A sharpened mind without blade is mere thought. The Griffon has both."
[Paths]
- Maghispada (Eldritch Knight‑style): steel fused with spells; leather or light chain; symbol: left‑facing rampant griffon.
- Lames (College of Swords bards): agile infiltrators and precise performers; symbol: right‑facing rampant griffon.
- Seers & Savants: exceptional talents funneled into prophecy/intelligence studies under chosen mentors.
[The First Five] Menion Ravenlock (Ftr/Rog), Asa Neera (Bard/Seer), Thorn Thunderstrike (Barb), Ryan Stormblade (Eldritch Knight, diplomat), Tyna Silverhawk (Barb, scout).
[Suggested 5e Benefits]
- Skills: Athletics or Acrobatics; Arcana or Performance (choose two).
- Tool/Language: one of your choice.
- Feature — Academy Crest: advantage on Persuasion with Yatandra military/courts when acting on official business.
- #25Roc Rider – Knight of the Skiesselective
Keys: Roc Riders, Silverdown, Winger Hill, Roc
[Job/Background] Realm: Silverdown. Training site: Winger Hill. Bound Creature: Roc (reduced variant, Huge). Only one in ten candidates is deemed worthy.
[Suggested 5e Benefits]
- Skills: Animal Handling, Survival.
- Gear: high‑altitude caparison, feather of your bonded Roc (initiation), flight diary, waxed mantle.
- Feature — Bonded Roc: you can call a specific Roc you are bonded with; it answers your call at the DM’s discretion (not underground/indoors).
[Roleplay] Elite messengers, long‑range scouts, and shock cavalry; rarely committed to pitched battles due to the value of their mounts.
- #26Clerics of Alidor – Bearers of Compassionate Lightselective
Keys: Clerics of Alidor, Kalani, Shine, Academy of Light
[Job/Background] Training: Shine — Academy of Light. Deity: Alidor (Lord of Light). Each cleric travels with a sworn Monk guardian. Clerics (Kalani/Kalane) bring solace and healing after Paladins end conflicts.
[Special 5e Notes]
- No armor/weapons proficiency from class or Domain (unless gained via race/background/feat).
- Key skills: Persuasion, Insight.
- They cast as normal per chosen Domain.
[Origin of the Title] Named after Kalane, the first and most devoted priest of Alidor, exemplar of compassion and sacrifice.
- #27The Forgotten – Last Line of Defenseselective
Keys: The Forgotten, Bastion, Pass of the Way, Robert Tartareo
[Job/Order] HQ: Bastion (fortified tower in the mountain pass). Founded by Alidor's Church as an alternative to capital punishment. Ranks filled with convicts and outcasts—some seek redemption or vengeance.
[Symbols & Magic] Each member receives an enchanted raven feather:
- Cannot be removed by any means.
- If the bearer deserts, it emits undeniable light through any covering.
[Command] Title: Captain. Current: Robert Tartareo — a giant of muscle with a surgeon’s mind.
[Ellan Background — “Forgotten” (5e)]
- Bonus Language: Wolves’ Tongue (northern wilds cant).
- Bound Magic Item: Enchanted Raven Feather.
- Prestige Item: Ring of the Forgotten — grants room & board across the Realms (feared/respected).
- Skills: Survival, Perception.
- #28Aegis of Shadows – Guardians of the Unseenselective
Keys: Aegis of Shadows, Lucescura Monastery, Shine, Monk bodyguard
[Job/Order] HQ: Lucescura Monastery beneath Shine. Alidor’s elite monastic order—living shields sworn to protect Alidor’s clerics.
[Philosophy] Aegis = unconditional shield. Shadow = the guardian has no meaning without the protected. The monastery name reflects the duality: Light‑Dark in unstable balance.
[Ellan Background — “Aegis Monk” (5e)]
- Skills: Insight, Athletics.
- Tools: calligrapher’s supplies or herbalism kit.
- Language: Celestial.
- Feature — Guard’s Bond: swear fealty to a Cleric of Alidor in the party. • While within 10 ft of your ward, you have advantage on saves vs effects targeting them directly. • If they are slain, you enter Pain‑Fury (as rage without damage bonus) for 1d4 rounds (1/long rest).
- #29Phalanx of Hotland – The Unbreakable Wallselective
Keys: Phalanx of Hotland, Shinestar, Hotland army, Sertisicon, Sertisicon the Lance, Tisicon
[Job/Military] Seat: Shinestar. Affiliation: official Hotland army. Famous for discipline and crushing battlefield presence. Formations of heavy infantry wield long war lances and rectangular shields; light armor tolerates volcanic heat.
[Organization]
- Split into Maniples for agile reformations.
- Flanks guarded by left‑handed warriors holding shields on the right.
[Command] Kapetan Sertisicon “The Lance”: legendary veteran; chronic cough but unerring tactical eye.
[5e Option]
- Weapons: long lance (special, extended reach), heavy shield.
- Skills: Athletics, Intimidation.
- Feature — Unbreakable Wall: +1 AC when adjacent to an ally also using a shield; with ≥3 adjacent allies with lance+shield, bonus action to grant half‑cover to the front rank.
- #30Irregulars of Fortvento – Blades of the Windselective
Keys: Irregulars of Fortvento, Fortvento, Nuovaconcezione, Vento di Rama, Dark Fox, Volpe Scura
[Job/Elite Corps] Seat: Fortvento (Nuovaconcezione). Rapid‑response scouts, sappers, trackers, and monster‑hunters keeping roads and mountain paths open. Operate in autonomous small teams. The famed unit “Winds of Rama” leads monster‑hunts.
[Commander] Dark Fox — ebony‑skinned master archer; revered by her troops, feared by enemies.
[5e Fit] Perfect for Rangers, Urban Scouts, or backgrounds such as Scout/Tracker.
- Skills: Survival, Perception.
- Tools: Cartographer’s tools or Tinker’s tools.
- Gear: grey‑green travel cloak, longbow, reinforced boots, leaf‑shaped metal badge.
- Feature — Wind Step Patrol: ignore difficult terrain after 1+ hour of travel; you and allies within 10 ft cannot be surprised while moving; once per long rest, action to sense unusual monsters within 1 mile.
- #31The Wolves – Fury of the Icelandsselective
Keys: Wolves, Icelands, Witches of the Wolves
[Job/Culture] Origin: the frozen Icelands; lawless nomadic tribes that desire no conquest—only ruin. Raids are swift and brutal.
[Witches of the Wolves] Women shamans shaping the pack through rites of fury, curse, and emotional control. Touching a Witch is a death sentence.
[Tribal Structure]
- Clan Chief (any gender), heeds witches’ counsel.
- Warriors of both genders, bound by unbridled fury.
- Witches tied to ice spirits; seldom seen fighting.
[5e Notes — Pack Legacy]
- Skills: Athletics, Intimidation.
- Gear/Trappings: furs, rough blades, runic tattoos, ritual amulets.
- Features (DM option): partial cold resistance; ignore snow movement penalties; once per long rest, suppress Fear/Charm for 1 minute; frenzy below half HP.
- #32Paladins of Alidor – Swords of the Lightselective
Keys: Paladins of Alidor, Academy of Light, Shine
[Job/Order] Origin: Shine. Affiliation: Church of Alidor. Where Clerics bring solace, Paladins deliver judgment. Each follows a Sacred Oath; Alidor is good yet vengeful—mercy may follow punishment, not precede it.
[Training] Academy of Light above Shine, overlooking the Shining Lake. Stairway of Oath is climbed in silence the night before investiture.
[Roles]
- Direct action against monsters, corruption, demons, and heretic warlocks.
- Guard sacred sites and relics.
- Lead faith‑wars.
[5e Notes]
- Skills: Intimidation, Religion.
- Gear: heavy armor, sun‑sigiled shield, blessed sword.
- RP: the law incarnate—yet beware tyranny disguised as light.
- #33Tower of the Claw – School of Magistersselective
Keys: Tower of the Claw, Cryon Lonewolf, Asgeyroth, Magisters
[School] Location: river‑island on the Steel, between Yatandra and Horgon. Neutral; accepts students from all Realms. Founded by Cryon Lonewolf to shape mages who are also diplomats and historians.
[Campus] U‑shaped complex: dormitory; historical/arcane library; main tower with labs and observatory; inner yard for practice.
[Tracks by Age]
- Children (<8): fundamentals and first sparks.
- Youth (8–12): spells, culture, rhetoric.
- Adults (13–17): diplomacy, history, field missions. Graduates (17+) serve as assistants; final title: Magister.
[Uniforms & Insignia]
- Students: tunic colors by age (lilac/green/dark blue); dragon paw pendant.
- Faculty: dark‑blue overtunic; full dragon pin for Magisters.
[Leadership] Cryon Lonewolf — Founder; Asgeyroth — First Magister, Dean of Students.
[5e Notes]
- Skills: Arcana, History.
- Bonus Language: one of choice.
- Weapon substitution: may replace quarterstaff proficiency with another simple or martial weapon.
- Sign: paw pendant (students), dragon pin (graduates/faculty).
- #34Bacchanal Conclave – Thieves in Revelry, Spies in Chaosselective
Keys: Bacchanal Conclave, Empire of the Moon, Sambuca Guild, Thieves Guild
[Guild] Active across the Empire of the Moon; public cover as the Sambuca Trade Guild. Founded by Ugobaldo the Wine‑Master and Marcus the Silent. Operates by spectacle, excess, and audacity, not stealthy gloom.
[Operating Style] Missions are run by pairs:
- The “Bacchanant”: loud, theatrical, charismatic.
- The “Theft”: discreet, lethal, precise. Actions are flamboyant—masqueraded as drunken bravado or sudden festivities.
[Admission Trials]
- Drink until you forget your own name (wake up with a task already done).
- Public brawl unarmed and armed.
- Tell a believable lie so absurd it can’t be verified—except by members.
[Cover & Symbols] Authentic bottles bear a hidden mark: inverted goblet with crossed blades. Bases: taverns, distilleries, traveling theaters.
[5e Notes]
- Skills: Deception, Acrobatics.
- Bonus Language: Bacchanal Cant (proverbs & oenologic metaphors).
- Feature: recognize other members via a toast or joke.
- Gear: personal flask of sambuca; ring with inverted goblet.
- #35Class – Barbarian (Ellan)selective
Keys: Barbarian, Lupi, Icelands
[Overview] Mechanics as PHB. The Wolves of the Icelands are legendary berserkers, but no PC may belong to the Wolves—tribes reject any outside culture.
[Origins]
- Northern Pack tribes blanketed in snow and despair.
- Southern clans beyond the Wall Mountains with ancient rites.
[Subclass Note]
- Berserker fits Wolves‑style fury without membership.
[Setting Rules]
- ✅ No mechanical changes.
- ❌ Wolves are not a playable background/ethnicity.
- 🌍 Respected and feared in the Realms; revered in tribes.
- #36Class – Bard (Ellan)selective
Keys: Bard, Lames, Griffon Academy, Tower of the Claw
[Overview] More than entertainers: keepers of stories and conduits of emotion‑magic (see Magic chapter). Their power is visceral and instinctive.
[Origins]
- Chansonne (artists’ haven of Nuovaconcezione).
- Bacchanal Conclave (words as blades; laughter as venom).
- Tower of the Claw (music studied with diplomacy).
[Subclasses in Ellan]
- College of Swords: linked to the Griffon Academy (Lames).
- College of Lore: scholarly bards of the Tower or Starlight seers.
- College of Valor: camp bards among armies and caravans.
[Rules]
- ✅ No mechanical changes (see Magic for source flavor).
- #37Class – Cleric (Ellan)selective
Keys: Cleric, Alidor, Kalani, Shine
[Overview] Clerics are voices of their gods; the mode varies by cult. Divine magic manifests as intercession (see Magic & Religion).
[Orders]
- Clerics of Alidor: trained in Shine; diplomats/healers; no armor or weapons from class or Domain (unless via background/race/feat); travel with an Aegis Monk guardian.
[Domains] All PHB domains available; expression varies (Life for Kalani; War in southern militant cults; Knowledge/Moon among Starlight astrologers).
[Rules]
- ✅ No mechanical changes to spellcasting; equip limits apply per Alidor order notes.
- #38Class – Druid (Ellan)selective
Keys: Druid, Circles, Nature Guardians
[Overview] Guardians of nature and time‑worn balances; beholden to earth and ancient forces, not nations. Secret circles in woods, swamps, and mountains.
[Role]
- Only Druids commune with primordial spirits feared even by organized religions.
- The greatest know true names of rivers and winds.
[Rules]
- ✅ No mechanical changes (see Magic & Religion for the “wild” nature of their magic).
- #39Class – Fighter (Ellan)selective
Keys: Fighter, Phalanx, Forgotten, Griffon Academy
[Overview] Backbone of Ellan’s armies; forged by discipline and steel. Found in phalanxes (Hotland), elite corps (Forgotten), or as Maghispada from the Griffon Academy.
[Rules]
- ✅ No mechanical changes.
- 🎖️ Background and culture heavily shape fighting style (e.g., Silverdown knights on horseback or Roc; Realms soldiers; frontier loners).
- #40Class – Wizard (Magister) (Ellan)selective
Keys: Wizard, Magister, Tower of the Claw, Cryon Lonewolf
[Overview] Wizards are scholars of the arcane. Two lineages:
- Old School: solitary apprenticeships; jealous of secrets; long robes, staves, daggers; often specialize (Evocation, Necromancy, Transmutation).
- Tower of the Claw: academy‑trained; armored lightly; trained also in history/diplomacy; versatile but sometimes less raw than old masters.
[Roles] Court advisors, errant scholars, war mages, oracles.
[Rules]
- ✅ No mechanical changes.
- 🏷️ Tower graduates use a dragon paw pendant as arcane focus.
- 🎓 Title of Magister upon completion.
- #41Class – Rogue (Ellan)selective
Keys: Rogue, Thief, Bacchanal Conclave, Griffon Academy, Irregulars
[Overview] Masters of deception and lethal precision. Thrive in guilds, shadow academies, or as independent agents.
[Affiliations]
- Bacchanal Conclave (showy thieves/spies).
- Griffon Academy (Lames—blade dancers, infiltrators).
- Irregulars of Fortvento (stealthy scouts).
[Rules]
- ✅ No mechanical changes; all archetypes fit well within Ellan’s factions and cities of the Empire of the Moon.
- #42Class – Monk (Ellan)selective
Keys: Monk, Aegis of Shadows, Lucescura, Alidor
[Overview] All Monks hail from the Lucescura Monastery, forged as living shields (Aegis of Shadows) sworn to Alidor’s clerics.
[Role]
- Trained in sacrifice, silence, lethal efficiency.
- Operate only in function of their protection mission (with rare sanctioned exceptions).
[Rules]
- ✅ No mechanical changes.
- 🧠 All Monks belong to the Aegis order; their “divine” ki is directed by faith in Alidor, not individual enlightenment.
- #43Class – Paladin (Ellan)selective
Keys: Paladin, Alidor, Academy of Light, Shine
[Overview] Armed judgment of Alidor—the law incarnate. They seek out evil to end it; feared by monsters and tyrants alike.
[Training] All trained at the Academy of Light; each follows a Sacred Oath.
[Rules]
- ✅ No mechanical changes.
- 🛐 Devoted to Alidor (or other approved good deities).
- ⚠️ Divine magic follows Magic & Religion specifics for Ellan.
- #44Class – Ranger (Ellan)selective
Keys: Ranger, Irregulars, Frontiers
[Overview] Explorers, hunters, wardens of wild frontiers: keep the line between civilization and primal chaos.
[Affiliations]
- Irregulars of Fortvento; Elven forests (Blackwood, Bearshade); solitary wanderers from Northern Pack lands.
[Rules]
- ✅ No mechanical changes.
- 🐾 Favored enemies & terrains should reflect Ellan (Wolves, undead, deserts, swamps, etc.).
- #45Class – Sorcerer (Ellan)selective
Keys: Sorcerer, Wild Magic, Witches, Streghe
[Overview] Born to magic, not taught. Rare, feared, and revered; their power erupts uncontrollably.
[Origins]
- Nearly all are Wild Magic in Ellan.
- Draconic bloodlines are near‑legend, whispered in Tower halls.
- In barbarian tribes, women sorcerers are revered as witches and oracles.
[Rules]
- ✅ No mechanical changes.
- 🎲 DM may trigger Wild Magic more frequently to reflect Ellan’s unstable arcana.
- #46Class – Warlock (Ellan)selective
Keys: Warlock, Pact, Patrons, Multitude
[Overview] Power at a price; patrons ancient, alien, or extradimensional.
[Where Pacts Are Made]
- Blisseaux marshes; forgotten ruins; failed Tower rituals.
- Some treat the Multitude’s machine‑magics and warped dimensions as a patron‑like source.
[Patron Examples]
- The Broken Heart (Archfey/Other): wants you to “set right what was lost”.
- The Veiled Queen (Fey): from Bearshade—contracts and consequences.
- The Sleeper Beneath Shine (Fiend): sealed under the Shining Lake.
- The Eternal Archive (Great Old One): a mind between planes accessed by Tower observers.
[Rules]
- ✅ No mechanical changes (see Magic for metaphysics of patron power).
- #47Magic on Ellan — The Breath of the Impossibleselective
Keys: Magic, Mana, Arcana of Ellan
[Overview] On Ellan, magic is neither science nor religion. It is a primordial force flowing through the world and living beings like an invisible river. Humans tried to cage it in rigid spells and repeatable formulae—mere distorted reflections of its true power. Magic is fluid, changeable, personal. Each invocation can differ, yet study or instinct can channel it into stable effects.
[What is Magic, truly?] Magic is the realization of the impossible: physics bend, time may slow, matter obeys thought. Those who perceive and grasp Mana access different "paths" tied to their essence.
[Origin — Mana] All magic comes from Mana, a mysterious energy springing from the subconscious of living creatures. It is part of the world's soul. Ancient Ellantil manipulated it at will; humans often ignore it even as they use it daily. Places believed to be "magical" may become so because collective belief draws Mana there—belief attracts Mana, Mana makes the place truly enchanted.
[DM Note 1 — “Mana is not a battery!”] Mana isn't a convenience to be spent; it is a cosmic caprice. If PCs gain too much power, make reality itself tremble. Bonus: more disasters, more lessons.
[DM Note 2 — “Nodes, aquifers and storms: arcane weather is unpredictable”] An unstable Mana node is perfect for an angry elemental… or a ritual going very, very wrong. Yes, it can float mid‑air. With goats.
- #48Paths of Mana — How Magic Manifestsselective
Keys: Paths of Mana, Warlock, Wizard, Sorcerer, Bard, Cleric, Paladin, Druid, Ranger, Monk, Ki
[Warlocks — The Pact] Warlocks seal a pact with unknown entities: spirits born from emotions, ideas, memories… or simple hunger for Mana. In exchange for power, the spirit feeds. Some Magisters call them parasites; others, symbionts. These spirits mirror their patron's personality and have never been met as independent minds before the pact; when a warlock dies, the spirit vanishes. → Result: profound vulnerability and extraordinary potential.
[Wizards (Magisters) & Sorcerers (Witches)] • The Wizard studies for years, “compressing” Mana into repeatable formulae—mental drills that forge the impossible into stable spells. • The Sorcerer is magic. Body and spirit are natural vessels of Mana; power erupts instinctively—often more chaotic and unpredictable. Both drink from the same river: raw Mana.
[Bards — The Art that Enchants] Bards shape Mana through art: music, voice, poetry, even painting. Emotion and creativity catalyze the spell. Some sing, others write—each enchants.
[Clerics & Paladins — Faith that Shapes] Do gods exist? Perhaps. What is certain: deep faith can shape Mana into divine power. Clerics believe miracles are gifts; the broader the cult, the stronger the effects. Paladins wield faith as a weapon; in Ellan, most follow Alidor.
[Druids & Rangers — Nature as Mother] Like Clerics, they believe magic comes from outside—Nature. Yet it is always Mana flowing through them. Of all, they are closest to truth: Mana and nature are bound; prayer fuses with instinct.
[Monks — Ki is Mana] The Aegis of Shadows call Mana “Ki.” Their faith is body, breath, discipline. Spiritual warriors tempered by belief in Alidor—mind and flesh sculpted by training.
- #49Unique Spell — Flower of Memory (3rd‑level Enchantment)selective
Keys: Unique Spell, Flower of Memory, Bardic magic
[Casting Time] 1 action [Range] 30 feet [Components] V, S, M (a small crystal carved like a flower, worth at least 10 gp) [Duration] 8 hours or until consumed
[Effect] Choose a willing creature within range. When cast, the spell binds an important memory from your past—an image, a phrase, a moment—to the target’s heart. For the duration, whenever that creature is charmed, frightened, or confused, it can end that effect as a reaction by invoking the memory. Once during the duration, the creature can also grant itself Bardic Inspiration (1d8) even if it isn’t a bard.
[Crystal Rite] If the flower crystal is voluntarily shattered, the bearer relives that memory in a dream and gains the benefits of a long rest even in hostile conditions (no nightmares; no magical interruptions).
[Long‑Term Boon (optional, DM)] If used at a key story moment (deathbed, lost love, last stand), the DM may turn the memory bound to the flower into a minor relic left in the world.
[In Play — Example] When Aelissa is trapped in a mind‑maze woven by the Eternals, she invokes Flower of Memory to recall Lir‑Lir‑Tu’s words and shatter the mental charm.
- #50Creatures and Magical Originsselective
Keys: Creatures, Origins, Goblins, Kobolds, Monsters
[Premise] Most “monsters” on Ellan are not natural races but spontaneous manifestations of Mana. When Mana pools, it can erupt into unstable, impossible forms—beings that defy logic. They are born from energy, yet can multiply if local Mana remains dense and stable.
[Intelligence] Only Ancestral Races, Primary Races, and Humans are fully sapient. Others (goblins, kobolds, bugbears, etc.) are not truly sentient; they follow primordial instincts and lack complex emotions like affection or honor.
[Goblins & Kobolds — Imps of Chaos] • Goblins often emerge from plant‑pods; mostly carnivorous. • Kobolds appear from cracks in the earth; omnivorous and opportunistic. Behavior: simple, instinct‑driven, seeking food, shelter and chaos. They gather in groups and can show rudimentary tactics under pressure. No family, no tribes by affection—only temporary, need‑based alliances.
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