Updated 12.30.2008
Pelskara is a unique campaign setting designed around the core rule set of 4th Edition Dungeons and Dragons. These pages provide important details needed by players to make the most of the setting and to develop characters that fit organically into it. Furthermore, these pages serve as a hub to dispense information regarding ongoing campaigns and house rules.
This site is roughly designed in sections and navigation is done according to the topics on the links at the top of each page. There are currently three broad sections. "Pelskara", this page, details the overarching metaphysics of Pelskara. Topics here include the planes, religious outlook and races. "Mechanics" details out house rules, rule clarifications and the like. "Stadjorn" offers specific information pertaining to my game, focused on the town of Stadjorn, that will take place within Pelskara starting in early 2009.
As with any creative process, the information found here will be added to as necessary. Due to this I've provided a simple update notification at the top right of each page.
On a final note, I'd like to extend a heartfelt thanks to each of my players for their input on this world, these pages, and for making the game play truly enjoyable!
like_a_god
And the sixth universe ended. They drifted, apart from one another, content…
Time passed...
Contentment faded...
Remorse followed...
In the silence and darkness they reached for one another.
Coupling they shared their pain and sought solace in one another.
And, the seventh Universe began.
They drifted, apart from one another, content.
Time passed...
Contentment faded...
Creation bloomed...
The planes found their foundation and flowed to fill the void left by their extract.
And, out of the union of Hodim and Kvister sprang Arvanta, Bramos, Luhos and Vinjor.
They looked upon one another, fully formed, and drifted away.
Thoughts became form...
Their tools became sentient and walked the land.
Ankvi, Skaron, Kridga are such as these.
And, all the while, the creation of the world moved forward...
From the seed of the union sprung humankind and dragonborn.
From Luhos came the eladrin.
Through Arvanta the elves.
Vinjor crafted the dwarves and the halflings.
Ankvi vomited the demons and devils to spread discord.
Pimah birthed angels to bring hope.
And, time passes...
The seventh universe continues.
"The planes of Pleskara are layered like cake.
Their boundaries are dark and flimsy, bright and straight.
From top to bottom, the learning goes, the deeper the sight the higher the woes.
And in between them all lies the land of the fey and every Vandral leads the way.
Above Hodim whirling in dance, below lies Kvister hater of chance..."
- From "Mother Gram's Childhood Rhymes"
The planes upon which the Pelskaran world grows differ somewhat from the standard 4th Edition setting. In layout, most planes are arranged like layers in a cake whose edges touch the Astral Sea. The most significant change is the merging of the Shadowfell and the Feywild into one plane, known as the Alvadorr. The Alvadorr intersects all other planes at various places and facilitates, for better or worse, travel among them.
Each plane is explored more in-depth below and the image on the right may be clicked on to bring up a large schematic of the Pelskaran planes.
| Natural | Nature | The Underdark, The Vandrall |
|---|---|---|
| Creature Type | Knowledge | Sub-Plains |
The World Plane is the home to the majority of natural beasts and intelligent humanoid races. As such, it is most often the stage upon which great heroes play out their epic destinies.
Most geographical features experienced in reality can be found in Pelskara and they normally occur where expected. i.e. tundra is usually not found in the tropics. The majority of land, however large a continent may be, is surrounded by ocean and, if viewed above from a great enough distance, the World Plane may resemble a single large continent surrounded by a large ocean. At the edge of the World Plane, know as the Shelfwaters, the waters of the ocean tumble downward into the unknown.
The weather cycle encompasses the whole of the world. In other words, when it is summer somewhere, it is summer everywhere. However, there are numerous micro climates which may have difference seasonal extremes. For instance, while it may be winter everywhere, winter in a desert is different then it is in the tropics.
There are 6 distinct seasons: Spring, Summer, High Summer, Fall, Winter, Deep Winter each lasting roughly 2 months. Each season is attributed to a member of the Pelskaran Pantheon and it is said that their presence upon the World Plane is greatest at these times.
The calendar used by the people of Pelskara is bases on the lunar cycle set up by Kvister. Everyone uses the same calendar but specific festivals and other important dates may vary according to one’s region and culture.
The Underdark refers to deep subterranean regions of the World Plane. Many surface dwelling races fear these areas and their legends tell of numerous evil creatures inhabit it. However, like most other regions of Pelskara, those that have the knowledge to survive often flourish and find great beauty in its sunless caverns.
See Alvadorr
| Immortal | Religion | Unknown |
|---|---|---|
| Creature Type | Knowledge | Sub-Plains |
In their rapture, Hodim and Kvister created waves within the Astral Sea. This turbulence created a void and it is within this void that Pelskara came to be. Still Pelskara floats within the Astral Sea, as a babe within a mother's womb.
The Astral Sea is foreign place to many of Pelskara's inhabitants regardless of how often they look toward the heavens. It is said that within it time is a misnomer and movement an illusion. Home to gods and immortals, the Astral Sea is both truth and illusion, real and insubstantial.
Still, some argue that when mortals dream they become travelers of this land. And, whether they are beckoned by a god or achieve a foothold through talent, what happens within the Astral Sea sends ripples throughout Pelskara.
| Elemental | Arcana | The Abyss |
|---|---|---|
| Creature Type | Knowledge | Sub-Plains |
Scholars vary greatly in their descriptions of the plane of Elemental Chaos. Most often, the plane is described as being something like a large jigsaw puzzle. Each piece representing area any area where one element, whether fire, water, earth or are, holds sway. Traveling across this realm is extremely dangerous and those foolish enough to try must be prepared to endure both raging infernos and vast seas.
The inhabitants of Elemental Chaos take their form from the landscape itself and can be just as unpredictable. It is argued that many of the elementals which wander throughout the World Plane originated within the Elemental Chaos and found their way through the Alvadorr or through the talents of those foolish enough to summon them without the power to control them.
Where the Elemental Chaos meets the Far Plane it becomes a place whose beings are full of discontent. This region, commonly referred to as the Abyss, is home to Ankvi and her children. Dwellers here exist in perpetual darkness and, where the atmosphere isn't filled with shrieks of utter lust and torment, utter silence dominates.
| Aberrant | Dungeoneering | Unknown |
|---|---|---|
| Creature Type | Knowledge | Sub-Plains |
Most deny the existence of the Far Plane, if they have heard of it at all. For those that do dare to think on it, there is little available to study outside the twisted truths and ambiguous declarations of mad men. Some say that it is the true dwelling place of Kvister and that it is here he holds those beings that will be called forth when the end of Pelskara draws neigh.
| Shadow, Fey | Arcana | The Vandrall |
|---|---|---|
| Creature Type | Knowledge | Sub-Plains |
The world of the Alvadorr flows throughout all planes manifesting both the most beautiful of landscapes and, just as often, the most menacing. Within its confines time seems to move differently. There are places within it where the cycles of nature seem broken or the sun never shines. The inhabitants of the realm vary greatly but are often ambiguous in nature. They seem just as likely to greet visitors as to eat them.
The portals to the Alvadorr are known as The Vandral. To the knowledgeable traveler these liminal areas may give themselves away by the existence of plants that bloom out of season or sunshine that disappears into mist. To the uninitiated, a simple walk in a deep forest or unreflective stroll across a rock strewn ridge could lead one on quite an adventure.
On the World Plane the Vandral seem to migrate slowly over time and the regions which they inhabit are often avoided. After all, one never really knows what may find its way out.
Pelskarans see their world as created through the actions of large extended family of deities. Each deity has a unique personality and agenda. As such, the rites and practices of their devoted followers varies greatly across the Pelskaran landscape and since some deities actively strive against one another, it is not uncommon to find conflict between their followers.
While polytheists, the Pelskaran peoples do not worship or attempt to honor all the gods. Not all deities are benevolent and some are better avoided than worshipped. Most individuals simply strive to understand the basic personalities of those deities which hold direct influence upon their lives or the communities in which they live. Such knowledge is often a gained learned from local cultic orders and informed by family tradition.
For those seeking a deeper understanding, there exist numerous schools, both religious and secular, under which one may study. However, since these institutions have agendas that go beyond the simple pursuit of knowledge, they often offer differ in the answers they offer to specific questions of faith, however much they may agree on the broader aspects of the Pelskaran pantheon.
Generally speaking, scholarship divides the deities into three interconnected groups. The first group, the Watchers, is made up of Hodim and Kvister, often considered to be the most powerful and ambiguous of the deities. These two are responsible for creation itself, laying the foundations of the planes and determining Pelskara’s boundaries. Scholars disagree as to whether their work was an active endeavor or simply the result of their union. Regardless of their early involvement in the world, these deities are often thought of as distant from everyday life and, while not solely worshipped by most Pelskarans, they are an ongoing enigma for scholars.
The second group of deities are referred to as Siblings; Arvanta, Bramos, Luhos and Vinjor. These deities sprang forth at the beginning of creation with unique personalities. It was they who first manipulated creation which resulted in the creation of numerous races and landscapes. The relationship of the Siblings to one another is often debated but it is clear that their relationship, like that of mortal siblings, is dynamic. They are considered by scholars, as well as layman, to be actively involved with Pelskara and the fate of its peoples.
The third group of deities is known as Emanations. Emanations are the deities most involved in the affairs of mortals. Legends tell of Emanations that have taken up residence among the Pelskaran people seeking to guide them. Likewise, stories tell of Emanations that have been have led armies to destroy them.
Each Emanation is linked to a specific Watcher or Sibling and that deity is often referred to as their Godhead. There is still scholarly debate regarding the exact nature of the relationship between Emanations and their Godheads. Part of the reason for this debate is that Emanations continue to appear within Pelskara. Some exist for short while, have a limited impact and then simply fade from history. Others, such as Ankvi or Vikrat, seem to have existed since the earliest days of creation and have had great influence upon Pelskara and its peoples. Most scholars argue that Emanations are the children of their Godhead and that they are distinct beings with their own right. Some argue that Emanations are autonomous beings created by a deity to promote a specific agenda. Still, there is a small minority that argues that Emanations are nothing more than mindless extensions of their Godheads, simply tools through which they work their will.
| Ambiguous | Unaligned | Up/Outside | High Summer | Electricity | 12 Pointed Star | Astral Sea | Watcher |
|---|---|---|---|---|---|---|---|
| Gender | Alignment | Direction | Season | Element | Symbol | Plane | Category |
Hodim dances in the Astral Sea, her movements seen in the twinkling of the stars. It is said that she often reveals herself in the storms of high summer, her presence betrayed by the flash of lightening and the hint of ozone. To most she is a mystery, an ever-changing conundrum whose only constant is a chaotic nature. Those seeking to dwell in her grace learn to live dynamic lives. They wander the far reaches of Pelskara and learn quickly to adapt to new experiences.
The religious practices surrounding Hodim’s worship are myriad and often individualistic in nature. Orders dedicated to her come into existence, last for a time, sometimes have a significant amount of impact on their local community, and then fade into history. As such, there are few large religious structures dedicated to her. Rather, her worshippers carry her religious icons as they move from place to place.
The Byatoam - The Byatoam are individuals who have dedicated themselves to or are chosen by Hodim to bring about change. These individuals are often known more by their effect on the communities which they visit than by any declaration that they may make regarding themselves. While most individuals have historically been messianic in character, it is not unheard of for Byatoam to be blamed for the downfall of a kingdom or the instigator of war.
Hodim is seen as the co-creator of humans.
| Female | Good | Cloud & Sun Ray | Astral Sea | Emanation | Hodim |
|---|---|---|---|---|---|
| Gender | Alignment | Symbol | Plane | Category | Godhead |
Like the sun breaking through the cloudy skies, Pimah offers hope to those in the midst of peril. Her winged form flies before those who choose the righteous path even if it is the more difficult. Intimately connected to Lady Maplebrook, her blessing is often sought at the beginning of journeys and she may grant prophetic knowledge to those seeking to find the best path among life’s unclear choices. Above all else, she sought by those who wish their lives free of fear and distress.
Pimah has numerous orders dedicated to her which seek to give communities hope in times of scant harvest or plague. Pimah’s temples are small circular structures, open to the sky and decorated with angelic and cloud pattern motifs. It is to these temples that many bring their newborns to have their fortunes told.
The Ansarhop - The Ansarhop are an order dedicated to Pimah that have vowed to fight specifically against the children of Ankvi and try to lessen the effects of their presence. They are known for both their tenderness to those who are victimized by demonic forces and their open distrust of tieflings.
Pimah is known as the creator of angels.
| Male | Evil | Mushroom | The World | Emanation | Hodim |
|---|---|---|---|---|---|
| Gender | Alignment | Symbol | Plane | Category | Godhead |
Teduma strides silently upon old fields of war and within long forgotten tombs and crypts. His cloud-like luminescent form creeps eagerly after death's passage, seeking to restore life where it has fled. He grants the dead the breath to speak and gives those long past the will to move. He whispers in the ear of all those who are buried without rites to come walk beside him and to share with those left behind, his gift of eternal life. His host moves before him seeking to bring his gift to those who know not his ways.
Worship of Teduma is often outlawed. Still, there are those who choose to dedicate themselves to Teduma often do so in hopes of cheating death regardless of the cost. His adherents’ raise no temples of there own rather they prefer to linger in areas most often associated with death. It is in these places that Teduma’s hidden cults study his ways and seek knowledge long forgotten through the art of necromancy.
Teduma is the god of all undead creatures. It is often argued that all such creatures honor him by their very nature in that they instinctively wish to increase their number.
| Ambiguous | Unaligned | Down/Inside | Deep Winter | Cold | Moon & Nimbus | Far Plane | Watcher |
|---|---|---|---|---|---|---|---|
| Gender | Alignment | Direction | Season | Element | Symbol | Plane | Category |
It is said that Kvister used the moon as his timepiece when set the length of the seasons and lifespan of Pelskara. Most of the year Kvister sits frozen in the Far Plane watching the world above slowly decays. Only during deep winter does Kvister walk upon the World Plane, blessing those that have gained an understanding the world’s cycles and punishing those who will not yield to the fate assigned to them.
Those who dedicate themselves to Kvister are often lawful and stern in nature. There are few temples or shrines dedicated to him within the public domain. Most often, his shrines are found within the estates of old established families or within schools dedicated to the pursuit of understanding the cycles of the world.
Kvister is the co-creator of humans.
| Female | Evil | Fiend Eye & Horn | The Abyss | Emanation | Kvister |
|---|---|---|---|---|---|
| Gender | Alignment | Symbol | Plane | Category | Godhead |
Ankvi is often depicted as having a horned head with grimacing faces. Her body, black in color, has multiple arms each of which seems to be focused on its own task. This visage, however much truth it may contain, points to Ankvi's power to manipulate the inhabitants of Pelskara and draw them to her madness. She seeks not only to control Pelskara and but also to ultimately destroy it. While she makes her home in the Abyss, her children move forth throughout all the planes of Pelskara to bring down kingdoms and spread chaos across the land.
Religious rites devoted to Ankvi are often outlawed. Most temples dedicated to her are well hidden and, while they take on a myriad of decor, often center on a large icon. Her cults are secretive ones whose membership vies among one another in hopes of gaining her blessings. Her devoted subjects are also known to summon her children in hopes of gaining assistance in their tasks, whether through the wisdom they provide or their strength in arms.
Ankvi is the mother of devils, demons and often the patroness of tieflings.
| Male | Lawful | Burial Mound | The World | Emanation | Kvister |
|---|---|---|---|---|---|
| Gender | Alignment | Symbol | Plane | Category | Godhead |
Vikrat may be glimpsed at the edge of the battlefield as the day of war turns toward night, beckoning the souls of the dead and dying home to their final resting place. In gentler times he watches from the edges of cemeteries as the dead are being laid to rest, ever vigilant against those that would be denied their final rest. Many religious works portray him as an old male bent with age but his face is always hidden.
Vikrat's priests tend to be older in age with a lifetime of knowledge at their disposal. Such priests serve their communities by comforting those left behind by the recently deceased and working to ensure that the rest of their relatives is not disturbed. Temples dedicated to Vikrat are found at the edge of cemeteries or old battlefields and mimic burial vaults.
Vardod - The Vardod are dedicated to ridding the world of the undead and all those that choose to make use of them. The members of this cult tend to be a little younger than most of Vikrat’s cult and their zeal usually is a result of a life changing encounter with one of Teduma’s undead minions.
| Female | Unaligned | South | Spring | Water | Water Lily | World Plane | Sibling |
|---|---|---|---|---|---|---|---|
| Gender | Alignment | Direction | Season | Element | Symbol | Plane | Category |
The woodsman may chance upon Arvanta as a beautiful dryad in the deep wilderness. A sailor may find her at sea, scales shimmering in the twilight. For those that honor nature and revere the woods, this meeting may be a delight of chance. For those failing to respect her domain, this meeting will be a fleeting one.
Many of Arvanta’s worshippers are those whose livelihoods are directly linked to the wilderness or waterways which fall under her influence. While there may be parks dedicated to her in larger cities, her followers are more often than not uncomfortable in such settings. Shrines or temples dedicated to her are rare. Rather, her worshippers set aside areas within the wilderness, such as springs or stands of trees, which they watch over in dedication to her.
Obyglund – This cult is dedicated with protecting the sacred places of Arvanata. They are made up of loose knit network warrior-priests and sage-protectors. Those foolish enough to wander into a sacred copse or onto small islands dedicated to Arvanta must answer to them for their intrusion.
Arvanta is creator of the elves.
| Female | Good | Wheel & Horizon | The World | Emanation | Arvanta |
|---|---|---|---|---|---|
| Gender | Alignment | Symbol | Plane | Category | Godhead |
Wandering the roads of Pelskara can be a lonely endeavor and one that is often fraught with danger. As such, many pray to Lady Maplebrook in hopes of a swift and peaceful journey. Through her blessing shelter is found before the eruption of an intense storm or the ambushes by bandits avoided. Tales abound about those that have been lucky enough to come across the Lady herself in their journeys and the glorious items they have obtained through trade with the caravan she leads.
Most often the shrines dedicated to Lady Maplebrook contain little more than a wagon wheel and the offerings left to her by her devotees. Situated just outside the gates of many settlements or placed at frequently traveled crossroads, these shrines provide a place for worshippers to start their journey, to pray for continued success in their travels or for cessation of hardships they may have already endured.
Vagleda - The Vagleda are a religious order sworn to protect the roadways and those that travel upon them. They offer protection to caravans and are known to build wayside lodges that may be used for shelter. In areas where the local militia is inadequate, they work directly against bandits and other such threats.
| Male | Chaotic | West | Summer | Fire | Sun & Flame | World Plane | Sibling |
|---|---|---|---|---|---|---|---|
| Gender | Alignment | Direction | Season | Element | Symbol | Plane | Category |
Of all the siblings Bramos is the most temperamental. His anger is easily raised and his vengeance is swift, brutal and quickly spent. However, he is also known to be deeply moved by passionate acts and mourns heavily for the loss of those dear to him. Bramos is especially known for his intense dislike of law and it often seems that those who act with unbridled emotions receive his greatest blessings.
Worshippers of Bramos are most often found among the uncivilized races, such as orcs or kobolds. However, among the more civilized races he is often revered by nomadic groups or by those individuals that tend to see lawfulness as to binding.
Shrines and temples dedicated to him differ according to the type of society in which they are found and the dogma of their orders. Furthermore, Bramos's cults tend to focus on only one or two of his aspects. For instance, some focus his warlike traits and revere him as a war god, while others idealize his chaotic nature and worship him in hopes of overthrowing lawful governments. As such, these different groups see themselves as having little relation to one another.
Bramos is credited with the creation of numerous races, most of which tend to be chaotic and warlike in nature. These include orcs, kobolds, and goblinoids. However, not all of these worship him or continue to link themselves to him.
| Male | Unaligned | Interlocked Rings | The World | Emanation | Bramos |
|---|---|---|---|---|---|
| Gender | Alignment | Symbol | Plane | Category | Godhead |
Those seeking romantic love or fulfillment of carnal desire often seek the blessings of Skaron. Portrayed as a stunning example of male beauty, Skaron's influence is felt throughout all of Pelskara but with it varied results. Sometimes his blessing fosters majestic unions which bring kingdoms together. At other times his meddling ends in unraveled affairs and ruined friendships.
Those that worship Skaron do so out of a longing for a divinely blessed union or an opportunity to experience the type of love found in famous legends and raunchy tavern stories. He followers are found among most races of Pelskara, however much they may define love differently.
Shrines and temples to Skaron are found in many settlements but they range from a finely furnished match makers home to glorious temples full of sacred prostitutes. Regardless of their size or function, most temples have murals or mosaics depicting different acts of lovemaking.
Kapsma - This religious order is dedicated to fostering Skaron's blessing among their community. These matchmakers are known both for their ability to advise individuals on the art of love but also on their vast social networks that can give them sufficient information to pair up individuals on the basis of personalities and preferences.
Skokal - The members of this order are sacred prostitutes dedicated to Skaron. In their temples they provide teachings in the art of lovemaking and provide a more physical way to commune with Skaron.
| Female | Unaligned | Mace | The World | Emanation | Bramos |
|---|---|---|---|---|---|
| Gender | Alignment | Symbol | Plane | Category | Godhead |
Depicted wielding a large mace, Kridga walks Pelskara in blood drenched armor. Her presence is found on the fields of war and felt in the pounding of a warriors heart. While she is often called upon during councils of war, she prefers neither honorable creeds nor devious tactics. Rather, she shines upon those that revel in the fighting itself and strive to vanquish their foes, regardless of the odds.
Followers of Kridga are found among mercenaries or communities that thrive upon ongoing war, conquest or knowledge of warfare. Her priests are soldier-priests, who spread Kridga's practices among their peers. Many of Kridga's followers see dying in battle as the ultimate sign of their devotion to her.
Most temples and shrines dedicated to Kridga are found within warrior academies. Among warlike nomadic tribes, there is often a special tent set aside in which rituals meant to obtain her blessings are found.
| Female | Unaligned | North | Fall | Air | Cloud Swirl | Alvadorr | Sibling |
|---|---|---|---|---|---|---|---|
| Gender | Alignment | Direction | Season | Element | Symbol | Plane | Category |
Luhos hears all things said into the wind. Her love of knowledge and magic are without comparison amongst the Siblings. Portrayed as an eladrin maiden, she blesses those that seek knowledge and show aptitude in the arcane arts. However, she has a haughty disposition which demands the utter devotion of her subjects and she assures this by repeatedly testing their talent and loyalty.
Seekers of knowledge and those that wish to gain talent in knowledge and magic often devote themselves to Luhos. However, the trials that she places in front of such individuals are never easy and are full of sacrifice and hardship. Those that achieve her blessings are often found at the head of scholastic academies or wandering Pelskara in pursuit of furthering their own ends or in search of further power.
There are few temples dedicated to Luhos outside of the Alvadorr. Most of her cults are close knit groups that hoard their knowledge amongst themselves and gather together to study magical tomes and ancient rituals. Occasionally a shrine to her may be found in libraries or in the homes of her devoted followers.
Creator of eladrin.
| Male | Unaligned | Lyre | The World | Emanation | Luhos |
|---|---|---|---|---|---|
| Gender | Alignment | Symbol | Plane | Category | Godhead |
Mosah appears in a variety of forms but most often that of a sprite. It is to Mosah that the poet prays for inspiration and in whose honor the bard sings. Although a trickster by nature, Mosah grants wisdom and knowledge to those that give heed old wives’ tales or seek knowledge in the tales told around the campfire. Mosah is known to bless those with a zest for life and seek their own path to wisdom through experience.
Those that dedicate themselves to Mosah are usually poets or bards seeking his inspiration. Others may dedicate themselves to him in hopes of gaining the wisdom inherent in tales and song. His priests move throughout communities trying to offer entertainment and to share the wisdom they have found during their travels. It is also known that Mosah's priests can inspire great confidence in times of trouble and a soothing touch in times of mourning.
Mosah has few structures dedicated to him. However, his followers often feel that the instruments used in their artistry are sacred. Furthermore, their performances are often seen, by them at least, to be religious rituals done to honor and thank him.
| Male | Lawful | East | Winter | Earth | Peak & Tunnel | World Plane | Sibling |
|---|---|---|---|---|---|---|---|
| Gender | Alignment | Direction | Season | Element | Symbol | Plane | Category |
Vinjor sits on a heavy throne, calmly ruling with a steady hand. He is depicted in the majestic trappings of a dwarven high lord: beard studded with the jewels of the earth and a broad hammer lying across his lap. Slow to anger, Vinjor has the most consistent personality of all the Siblings. He blesses those that seek to live according to lawful traditions, respect his domain and excel at craftsmanship, especially in gemsmithing.
The majority of Vinjor's worshippers belong to races, such as the dwarves, who spend much of their lives underground. Craftsman of metals and gems also revere him as the ultimate teacher and dedicate themselves to him. Vinjor's priests are teachers of traditional values and serve as advisors to community leaders.
Vinjor's temples are always subterranean and their walls are carved with geometric patters and encrusted with gemstones. There are often darkened side chapels that are used to meditate and pray alone to Vinjor.
Creator of dwarves and halflings.
| Male | Lawful Good | Shield with Peak | The World | Emanation | Vinjor |
|---|---|---|---|---|---|
| Gender | Alignment | Symbol | Plane | Category | Godhead |
It is said that Lakjor sits upon a high mountain at the center of the world and looks down upon his people sharing in both their triumphs and defeats. To those that choose to live by his tenants he offers opportunities to earn respect, power, and the wisdom to use these to protect to protect their families and communities. To those that scorn him or his mean he offers swift retribution and ongoing warfare.
The worship of Lakjor is abundant throughout the World Plane. His followers are often leaders of their communities and the town guard takes up their duties in his name. Large stone temples dedicated to him are at the heart of many communities and it is here where the townsfolk come to plead legal cases and right wrongs done onto them.
| Female | Good | Hearth | The World | Emanation | Vinjor |
|---|---|---|---|---|---|
| Gender | Alignment | Symbol | Plane | Category | Godhead |
Goddess of childbirth, goddess of children and the innocent, caretaker of the young widow, and matron of the halfings, these are but a few of the titles given to Ordma by her worshippers. Her aged image may vary by race, but her personality is constant. Her advice is sometimes stern, her guidance sometimes harsh, but never malevolent. She beseeches her followers to lead a good life, to teach the young morality and to bring prosperity to kin and community.
Temples to Ordma are often found in the heart of communities. Often circular in nature they contain a large multifaceted hearth and long tables positioned to gather its warmth. Here, as well as in far flung homesteads, Ordma’s priests treat the sick; prepare housewives for childbirth and council young families. In matters of kin, Ordma’s orders often work in conjunction with those of Lakjor and often temper their hand in judgment.
The Hjartan – This order is known for their abilities to heal the sick and treat the injured. They are often found at forts and outposts ready to treat the victims of war, regardless of their side. In larger settlements, the Hjartan have established schools that offer teachings focused upon herbalism and alchemical compounds used to treat illness.
Ordma is the matron of halflings.
4th Edition DND offers a variety of playable races each with their own attributes and characteristics. While all races mentioned in the Player's Handbook will be available for play, some have undergone significant changes that reflect the unique world of Pelskara and the context of any given campaign taking place there in.
Below are generalized descriptions of the races and how they fit into the world of Pelskara. It should be noted that this information replaces that found in the PHB or DMG when the two come into conflict.
The first dragons were created at the beginning of creation as Hodim and Kvister lay in deep embrace. As time passed, each of the siblings sought to influence dragonkind according to their own interests. Eventually from this manipulation, dragonborn emerged, each type linked to a specific deity.
Dragonborn of the same element see themselves as a unified clan and treat one another accordingly. Members of the same clan treat each other honorably and will go to great lengths to be seen as honorable among their fellows. This mentality is not always extended to members of other clans and some dragonborn are openly antagonistic to others.
Relationships between dragonborn and other races vary according to individuals and situations but for the most part, dragonborn realize that their interactions with non-dragonborn reflect upon their clan and will try hard not to make their clan appear in a negative light.
At the time of character creation, a dragonborn chooses the element of his breath weapon. This choice determines his tribe and to which deity his tribe belongs.
| Damage Type | Aligned Deity |
|---|---|
| Acid | Luhos |
| Cold | Kvister |
| Fire | Bramos |
| Lightening | Hodim |
| Poison | Arvanta |
When the world was still young Vinjor looked down among its roaming creatures and watched them as they first sought refuge in the hills of the World Plane and entered into the depths of the Underdark. As humankind struggled to live in the heights of the mountains and the depths of the earth, Vinjor grew saddened and decided to intervene. From them he created the dwarven people. To the dwarves he gave a stocky form, a steadfast nature, a communal mentality and a love of crafting stone and jewels. He placed them in the Underdark to grow and prosper.
The dwarven people eventual emerged into the sunshine of the World Plane and all the possibility it offered. Still, most choose to live in subterranean conclaves which house several extended family units, which are ruled over by a council of elders. Dwarven tradition dictates many things, from when a child becomes an adult to whom one may marry. While most dwarves tend to stay in the area of their home conclave, some turn toward adventuring to gather wealth and fame. Regardless of their wandering, most dwarves eventually return home to settle down and raise the next generation.
When interacting with other races dwarves feel the most comfortable with communities or individuals who shared their ideals. One knows that they have truly earned the friendship of a dwarf when they are invited to visit his home conclave, a community which is often off limits to non-dwarves.
Looking down at the human form, Luhos grew dissatisfied. She embraced the form with her essence granting it a longer lifespan and imbuing it with her presence. From this transformation rose the first Eladrin and seeing that the World Plane was already swarming with humankind she set them down in the Alvadorr to grow and flourish.
When the Eladrin first began to emerge in significant numbers from the Alvadorr they saw themselves as a unified race far superior to any found on World Plane. However, as interaction with the other races increased a division began to grow among the Eladrin over what their relationship should be to those so far inferior to themselves. Vows and insults do not fade quickly among the Eladrin and this is reflected in their politics and relationships. Over time, this disagreement spread, culminating in open warfare and the Eladrin race was torn asunder. The war among the Eladrin still rages in the Alvadorr itself and on occasion spills out onto the World Plane.
Two great factions have formed often referred to as "Overcourts". One side, the Larar, see themselves as caretakers and teachers of the other races and seeks a benevolent relationship with them. The other, the Fangsla, sees the World Plane and all of its inhabitants as little more than chattel to be used as they see fit and often raid for goods and slaves. All eladrin settlements and most eladrin individuals give their allegiance to one of these Overcourts.
The Larar and Fangsla are now culturally distinct and it is often easy to tell the two apart on-site. When among their own kind, Larar tends to dress in natural tones cut in loose long flowing styles. They tend to let their hair grow long and wear exotic and well crafted jewelry. They also easily adapt to the clothing styles of those non-eladrin communities which they visit or reside in. In contrast, Fangsla never try to adopt to the dress of others. Their preferred clothing style is either dark hues, with elegant trim or ornate and carefully worked armor. They tattoo themselves with whirling and flowing tattoos and tend to have short-cropped hair.
In the beginning Avantra frolicked among the wild places of the world. She watched humankind with mixed emotions as they grew and struggled to find their place within the world. After a time, she took their form and created a being that would be better equipped to exist within the wild places and from this the elvenkind was born. With their long life spans and their enduring patience they could better understand and appreciate the cycles of nature. She gave them a home in deep forests of the Alvadorr knowing that, in time, they would follow their own path into the World Plane.
For long after their birthing elvenkind lived in harmony with nature and saw themselves deeply embedded within it. Their long lives gave them time to experience life and to be stoic at the approach of death. They learned quickly how to move about between the Alvadorr and the Plane, often taking up residence in both. Pacifists by nature they let the events of both planes move freely about them with little hindrance. Their ire only stirring against unnatural creatures that encroached upon their homes.
When the eladrin appeared within the Alvadorr, elvenkind found them interesting and new. The initial interactions between the groups were peaceful one. However, the elves soon tired of the haughty nature of eladrin and their relationship became strained. The elves began to move away from the eladrin and would have continued to do so, letting them live as their nature had determined them to be. But, as the war among the eladrin spread, the Fangsla began to take elves as slaves. Not being a warring people themselves, those elves living within the Alvadorr were forced to flee into the World Plane or face a lifetime of servitude.
Even for those as long lived as the elves, a great deal of time has passed since they left the Alvadorr. They now reside in the deep forests of the Plane and move freely about their own communities sharing song and tales of their deeds.. Their time within the Alvadorr is little more than a bitter sweat memory. They have learned to harness the more visceral ways of nature and are now able to protect themselves and their communities. Still, they remain defensive warriors more apt to take long view of things.
When dealing with most other civilized races they tend to be respectful and considerate only turning to violence as a last resort. However, the eladrin hold a special place in the hearts of elvenkind. Most find those of the eladrin race difficult to be around but are willing, in the case of individual Larar eladrin, to put aside their own discomfort and work with them if their purpose is good and just. However, they kill Fangsla eladrin on sight.
It is often taught that Arvanta knew that there may be discord between elves and humans. She worried that humankind may grow jealous of elvenkind’s beauty and longevity. Furthermore, she was concerned that the elves may simply abandon the abodes of men as they had the Alvadorr. With these fears in her heart, she opened the possibility of offspring and let nature take its course.
Half-elves are the result of the union of human and elven parents. As with tieflings, half-elves bare the impression of both their parents’ natures and they often struggle to find their place in the world. They have no settlements of their own. Rather they are most often raised in elven or human settlements and their personalities are colored by their upbringing.
Relations between half-elves and other races are like that of the union of their parents, a mixture of promise and tragedy. They are often accepted on individual merit but as a race they are somewhat pitied as not having the full fey-beauty of elves or the determination and drive of humanity. While half-elves may find solace among their own kind who understand the struggle to understand their fate, unions between half-elves produce no offspring. As such, they must seek outside of their own kind for a mate, enticing either a human or elf.
Halfings consider Ordma their true benefactor for it is she who protects and nurtures them. Originally created by Vinjor to dwell in the hills of the Plane, Ordma urged them to expand their horizons and inspired their curious nature and occasional wanderlust.
Although small in stature, halflings have an abundant lust for life. Their legends often tell of heroes that have ventured into the unknown. It is not unheard of for halfings to take up trade just to be part of caravans whose destinations are far away from their homes. Still, when they are ready to settle down, they often return to the place of their births to marry and have children.
Most halfing are raised in semi-independent communities, which exist on the fringes of, or within, larger mixed-race settlements. These are made up of numerous extended families and ruled over by a council of elders. It is the duty of this council to teach and maintain the traditions of their community, such as the worship of Ordma and the well-known, frequent festivals offered in her honor.
Humankind was the first intelligent humanoid race to flow forth from the union of Hodim and Kvister unto the Plane. It is taught that they share the extremes of both their creators and that is often a source of inner turmoil. Their lives are dynamic but short. Humankind contains a plethora of personalities ranging in nature from idealistic to infantile.
Humankind may be found in most parts of the Plane but they do not share any unified concept of race and they vary greatly in regards to creed and allegiance.
Tieflings are something of an anomaly among the other intelligent humanoid races of the World Plane. Their creation is often attributed to Ankvi but there was no intelligent design in their emergence. The first tiefling was simply the offspring of a union between one of Ankvi's children and a human. Various reasons for this initial union have been put forth ranging from a pact-bought pregnancy to succubi induced lust. Regardless of the first cause, the tiefling population has maintained, either due to the fact that such occurrences have continued or because relations between tieflings and other races, whether out of love or otherwise, always result in a tiefling babe.
Tieflings do not view themselves as a unified race and hold little regard for their own. As with humans, they vary greatly in creed and personality although most tend to have the dark dispositions of their Ankvi inspired blood. Cultural inclusion of tieflings has varied from the immediate killing of newborns to begrudging respect of communities of which they are a part. However, some live in the sidelines of society struggling to overcome their bloodlines, while others fully embrace their heritage and learn to use their darker talents for pay. Regardless, there has never been a time were tieflings, as a race, have been whole-heartedly embraced by their human counterparts.
Due to the unique history of Pelskara there are numerous non-player races whose information differs from that found in DND Manuals. The information below describes the known variations and, as with the playable races discussed above, the information here trumps that found in those documents. This list is by no means exhaustive and will be added to as necessary
In the Pelskaran universe demons and devils both call the Abyss home. While they find a common origin in being created by Ankvi, they do war among one another in hopes of gaining her favor. In most other aspects they are as described in the DND manuals.