Endeavor Manual

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Endeavor Manual
Version 1.1.2
January 14, 2019

Contents
1 Foreword

3

2 Gameplay Systems
2.1 Roll System . . . . . . . . . . . .
2.2 Skills . . . . . . . . . . . . . . . .
2.3 Traits . . . . . . . . . . . . . . .
2.4 Abilities . . . . . . . . . . . . . .
2.5 Class . . . . . . . . . . . . . . . .
2.6 Experience and Leveling . . . . .
2.7 HP, Fatigue, Wounds, and Death
2.8 Equipment . . . . . . . . . . . .
2.9 Crafting . . . . . . . . . . . . . .
2.10 Combat . . . . . . . . . . . . . .
2.10.1 Initiative and Turns . . .
2.10.2 Move . . . . . . . . . . .
2.10.3 Use Item . . . . . . . . .
2.10.4 Create Advantage . . . .
2.10.5 Attack . . . . . . . . . . .
2.10.6 Combo . . . . . . . . . .
2.10.7 Bracing . . . . . . . . . .
2.10.8 Formations . . . . . . . .
2.10.9 General Combat Tips . .

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4
4
5
5
6
6
8
9
10
12
12
12
12
13
13
13
14
15
15
16

3 Character Creation

17

4 Lore
4.1 History and Cultures
4.1.1 Elves . . . . .
4.1.2 Humans . . .
4.1.3 Dwarves . . .
4.1.4 Lizards . . .
4.1.5 Orcs . . . . .
4.1.6 Fae . . . . . .
4.2 World Geography . .
4.3 Major Factions . . .
4.3.1 Currency . .

17
17
18
19
21
22
24
25
26
27
29

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4.4
4.5

Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Religions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30

2

1

Foreword

Welcome to Endeavor, my latest and greatest role playing system! Creating this has been a labor
of love for many months, and I’m very happy with what it has turned into. Boundless was the
first D and D campaign I ever ran, and the first that I was ever heavily involved in either. Suffice
to say, I learned a lot after running it for two years. Some of this knowledge was used to tweak
Boundless as we went along, but I felt that many of the issues could only be fixed by starting from
scratch. This is actually the 5th version of a new system that I’ve created. I won’t bore you with
the details of the previous version, but suffice to say I’ve put some thought into this.
One of the biggest differences between Endeavor and Boundless is the setting, and the scale
that goes with it. It was impossible for me to have every part of Boundless mapped or detailed
out, because at any time players could hop to a different solar system. With Endeavor, the world is
finite, and travel takes much longer. This means that I will know how far you can travel in a session,
and plan a more detailed world as you go. It also means more roll20 maps and visualizations, not
just ones for larger battles.
While designing Endeavor, there were five primary goals I wanted to achieve:
1. Make things concrete. Boundless has some great versatility, but a lot of times its hard
to know what to expect as the outcome from an action, or how stats and skills come into play (did
anyone notice that Stamina was completely unused?). In making a new system, I wanted a more
defined set of rules so that players could understand the consequences of their choices. This includes
their chance to succeed with an action, or the benefits of leveling different skills and abilities.
2. Keep things simple. This was the biggest reason why I went through 5 different version to
get here. I came up with a bunch of ways to accomplish goal 1, but they often involved complex and
convoluted stat systems and rules. Getting bogged down in calculations can be a huge detraction
from gameplay, and having a concrete system doesn’t help if it’s too complex to understand.
3. Allow as much freedom as possible. Another goal that often conflicted with number
1. Freedom and flexibility is arguably the greatest feature of role playing games. If player options
get too restrictive, you end up with a glorified video game where there are a set number of options
for every scenario. Players need the freedom to surprise their DM, and a good system needs to be
able to roll with the unexpected.
4. Keep combat fast and exciting. Exciting combat usually means having important
choices to make and interesting strategies to deploy. Unfortunately, this can often get ruined by
pacing. Having to look through abilities, make multiple rolls for hit and damage, and use lookup
tables can make combat last forever. With this goal, I wanted to design the system, and use the
functionality of roll20, to make combat fast and keep the pace up.
5. Don’t let the dice tell the story. Turns out I really don’t like the d20 system. Too
often the value of the dice roll outweighs a character’s skills and stats. This can get to the point
where the dice decide how the story unfolds, and character abilities become inconsequential. For
Endeavor, I wanted a system where stats and skills were the primary determinations for success,
and dice rolls simply added some randomness to the mix.
So how did I do on these goals? Time and gameplay will tell for sure, but I think I nailed
most of them, and did a pretty good job on the rest. The end result, this system, was built using
inspiration from the Fate Core system, classic Dungeons and Dragons, and my favorite ideas from
the previous versions. Fate Core is a very simple and flexible system, and is what I used as the
main foundation for the game. I think it goes a long ways on its own in achieving each of the goals.
From there I just fleshed things out with ideas from Dungeons and Dragons, and added some of
my own flavors to spice things ups (namely wounds, combos, and the equipment system).
In the rest of this document you’ll find an overview of all the gameplay rules and systems, a
3

guide to creating a new character, and lore to read about the new setting. You’re not required to
know everything written here, and you can read as much of the document as interests you. Those
looking to rush through can start with the character creation guide, and read whatever sections
they need after that.

2

Gameplay Systems

Gameplay systems in Endeavor revolve around keeping number crunching as simple and fast as
possible while still enabling meaningful choices and actions. A large portion of Endeavor is inspired
by the Fate Core rules, with influences from Dungeons and Dragons, and various past versions I
tinkered with. It’s helpful to have a basic understanding of how each system works, but no one
is required to know the exact formulas or calculations for any of them. Dice rolls are automated
using Roll20 macros, and you could play an entire campaign perfectly fine just by roleplaying your
character and responding to prompts from the DM. For those interested in getting a deeper feel
for the game and how it works, these next sections go over the details of each system. Feel free to
take from them as much or as little as you want.
With all that said, let’s dive in.

2.1

Roll System

Anytime your character attempts a non-trivial action, there will be a dice roll to determine success.
Endeavor uses Fate or Fudge dice for these rolls (usable in Roll20 by typing ’4df’). You can look
up how these dice work exactly, but the gist is that each Fate roll (4df for short) will be between
-4 and 4, with values being less likely the more extreme they are.
Fate Roll Value
-4
-3
-2
-1
0
1
2
3
4

Probability
.012
.049
.123
.198
.234
.198
.123
.049
.012

The formula for a roll is simple: the value of the Fate roll + skill modifier - opposition. The
skill modifier is determined by your skill level for whatever task you are doing. If you have a skill
level of 1, you get a +1 modifier, a skill level of 2 gets a +2 modifier, and so on. Opposition is a
value you are trying to beat to successfully complete the action. This is either a single value, set
by the DM depending on the difficulty of the action, or a roll by an opposing character trying to
stop you. If it is a roll by an opposing character, they will get to add their own skill modifier to
their roll. If the total result of the roll is positive, you succeed in the action, and if it is negative
you fail. Higher values indicate more extreme successes or failures. A value of 0 is a push or partial
success.
Example 1: Siph is trying to pick the lock of a treasure chest. She has a Dexterity skill level of
2, and the DM sets the difficulty of the chest at a 3. Siph rolls a -2, making the total result -2 + 2
- 3 = -3. The DM explains that her lock pick snaps in half, and is now stuck inside the key hole.
4

Example 2: Curt is trying to distract an orc so his teammate can sneak past it. He has a
Charisma skill of 3, while the orc has an Awareness skill of 1. Curt rolls a 0 on the attempt, and
the orc rolls a 1. The result is 0 + 3 - (1 + 1) = 1. Curt is able to distract the orc with a lewd
limerick while his teammate sneaks past.

2.2

Skills

Each character is primarily defined by their skill levels. These represent the character’s aptitude
in performing different tasks. When you have to roll for an action, you will get a bonus to the roll
equal to the level of the skill involved.
There are 22 different skills for each character in Endeavor. Toughness, Conditioning, and
Willpower are used to increase your HP, Stamina, and Focus, respectively (see Section 2.7). Each
skill can range from 0 (mediocre) to 5 (master).
Skill
Class
Toughness
Conditioning
Willpower
Strength
Athletics
Acrobatics
Dexterity
Charisma
Persuasion
Deception
Animal Handling
Perception
Instinct
Attunement
Spirit
Reasoning
Inspiration
Lore
Nature
Arcana
Medicine

2.3

Use
See Section 2.5
Increase HP by 1 for every level
Increase Stamina by 1 for every level
Increase Focus by 1 for every level
Ability to lift and apply physical force
Ability to run, jump, climb, swim, and maneuver
Balance, agility, and body control
Skillful use of hands
Ability to perform, entertain, and be liked
Ability to change people’s minds
Aptitude for misdirection and telling lies
Rapport with animals
Detection of your surroundings
Ability to make snap judgments about situations and people
Aptitude for, and detection of, magical energies
Strength of character, and resistance to mystical powers
Ability to find things out and make logical conclusions
Ability to come up with new ideas and plans
Knowledge of the world, history, and current events
Knowledge of the natural world
Knowledge of different forms of magic
Knowledge of first aid and healing practices

Traits

Traits are unique descriptors that define different aspects of your character. They are how you
define your character’s strengths and weaknesses outside of skill levels. During gameplay, traits are
invoked either by the DM or the player to effect roll outcomes. If a trait is invoked by the DM,
it will add a modifier to a dice roll. This is usually used when your character’s trait makes you
ill suited to the action. Players can also invoke their character traits to add a bonus to any roll
they make, provided the trait makes sense with the action being performed. If a player invokes a
trait, it will cost them either 1 Stamina or 1 Focus (see Section 2.7), depending on context. A trait
can only be invoked once during a turn, but multiple traits can be invoked during the same turn
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(provided the cost for each is met). Traits can be invoked by the player after the roll is performed
to boost the value as needed. Traits can also passive, in which case they add to the possible actions
your character can reasonably perform. Passive traits are usually gained from class levels.
There is no set list of traits. Just about anything unique or interesting about your character can
be defined as a trait. You can also gain temporary traits from rare equipment or story elements.
General traits will give a bonus of +2 when invoked, while leveled traits will give a bonus between
+1 and +3, depending on their level. Leveled traits stack, and can be gained from equipment or
leveling class. There is also the leveled trait Overburdened, which you gain from carrying too much
stuff and will hinder your ability to move.
Example 1: Duncan is trying to solve a puzzle to open an ancient tomb and retrieve an artifact.
The puzzle was explained to him by the quest giver, but during his Reasoning roll, the DM invokes
his character trait Bad Listener to reduce his roll by 2.
Example 2: Mira is trying to dodge a dragon’s fireball. Her Acrobatics roll results in -1. In order
to avoid being flambeed, she spends one Stamina to invoke her character trait Cat-Like Reflexes.
This increases her roll by 2, making it a 1, and saving her bacon from the flame.

2.4

Abilities

Abilities are the rarest and often most powerful aspects of your character. They represent incredible
feats and techniques that your character has learned or developed. Using an ability will give a unique
game-play bonus, rule change, or special attack to your character. Abilities will cost some amount
of Stamina or Focus to use, and each one can only be used once per game day.
You will only get a handful of these during your play through. They are generally gained from
equipping powerful items, leveling up your Class, or completing special quests.
Example 1: Selpha and her party have finally cornered a dangerous werewolf. The werewolf
has wounded most of the party, but they’ve manged to pin it for the moment. To take advantage
of the situation, Selpha spends 1 Stamina to activate her ability Make It Count, which doubles the
damage of her next attack.
Example 2: During battle, an enemy warlock is charging a powerful spell, and needs to be
stopped before they can cast it. At the start of the warlock’s next turn, Rolf spends 1 Focus to use
his ability Adrenaline Rush, which moves him to the start of the turn order and moves the warlock
back one turn.

2.5

Class

Your character’s class is an umbrella term for their general nature and identity. This is not a strict
classification of what you can do or how you can fight. Whatever class you choose, it will not effect
your skill levels in any way. It is perfectly acceptable to have a mage with high strength who swings
around a greatsword.
What Class does affect is your potential traits and abilities. Every time you level up your class,
you will gain a new trait, and at levels 2, 4, and 5 you will gain a new ability. These traits and
abilities can be customized to your character and playing style, and each one will be unique. The
only caveat is that they must make sense within the class. So while you can make a buff broadsword
swinging mage, they will only learn traits and abilities related to magic as you level them up.
Class traits can fall into three main categories: proficiency, passive, and normal. Proficiency
traits are leveled traits that improve your use of specific weapons, items, or actions. The level of
the bonus can be increased as you gain new class levels. Bow Mastery is an example of a proficiency
trait. Passive traits enable new actions to be performed by your character. These are not invoked

6

like other traits, they simply open up new options that would normally be impossible (or very
difficult). Talk To Animals is an example of a passive trait. Normal traits behave in the same way
as standard character traits, giving a bonus or penalty for certain relevant actions. Tough As Nails
is an example of a normal trait.
There are 12 classes to choose from in the game, detailed in the paragraphs below. The traits
and skills you learn must fall within the general flavor of your class, but you don’t have to follow
everything about them to the letter. Consider these to be stereotypical examples of the different
aspects of each class.
Warrior: Brave, proud, and fierce, Warriors feel most at home when stalking prey on the
battlefield. They specialize in both ranged and melee physical combat, happy to hold axe or bow
alike. Their rage and determination on the battlefield is the stuff of legend. A warrior measures
their worth by their number of kills.
Fighter: Cleaver, skillful, and swift, Fighters are master duelists and one on one fighters. Their
specialty is purely in melee combat, but in this regard they are without equal. Fighters have honed
the technique to balance raw power with speed and precision, able to debilitate and disarm their
foes before cutting them down. Always eager to boast and start a fight, a fighter’s pride lies in the
strength of their greatest opponent.
Knight: Strong, dashing, and commanding, Knights are noble and unwavering combatants.
They are the iron walls of the battlefield, and the most tenacious foe to take down. They live their
lives by a code, and posses a more well rounded knowledge of fighting technique, including basic
magics. Knights are eager to serve, be it their masters or the common folk who call upon them.
Monk: Disciplined, calm, and dutiful, Monks are master martial artists. They have devoted
themselves to strict teachings and trainings for their minds and bodies. They excel at unarmed
combat and the use of gesture magic. Depending on their philosophy, they can be either reluctant
or willing fighters. In either case, meditation and strict adherence to their training is the path of
the monk.
Ranger: Cunning, patient, and stoic, Rangers are master hunters. No class has greater ability
with bow or rifle, and they are skilled at tracking and living off the land as well. Use to hunting
powerful beasts and monsters, rangers take a more cautious approach to battle. They prefer careful
planning and traps to dispatch their prey, preferably without enduring a single scratch. You can
tell a ranger’s worth by the hides on their shoulders and the bones on their necklace.
Rogue: Carefree, agile, and greedy, Rogues are always looking for a way to make an easy coin.
They know how the world works, and their amoral pursuit often leads them to criminal exploits.
Rogues don’t like to plan too much, since they know they can rely on their finesse and improvisation
to get out of a jam. Their infamy and reputation will usually precede them.
Assassin: Stealthy, intense, and deadly, Assassins are hired swords specializing in swift death.
There is no device or method that is off limits to an assassin, and they can specialize in any form of
combat. They often favor stealth and secrecy in their executions, but are capable of direct combat
if necessary. Their devotion to their craft leaves them ill suited to other forms of social interaction.
An assassin will always complete their job, no matter what it takes.
Druid: Wild, nurturing, and reclusive, Druids are masters of the magics of nature. They hold
a kinship to plants and animals, often making their homes away from other people. Druids can
tap into an ancient magic that predates civilization, and follows the rules of the wild. This often
makes them unpredictable, and they will fight fiercely to protect their territory.
Mage: Clever, studious, and creative, Mages are lifetime students of the magical arts. Their
study of magic in all its forms makes them without equal in the mystic arts, but leaves little time
for other pursuits. Their academic work sharpens their minds, making them natural puzzle solvers
and repositories of general knowledge. Mages often boast about the size of their libraries.
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Warlock: Brash, willful, and domineering, Warlocks draw their powers from pacts with powerful entities. These pacts can come in the form of servitude, a partnership, or the domination of
an elemental, demon, or lesser deity. While unquestionably dangerous, drawing magic power from
these beings allows warlocks to skip years of study in pursuit of power. To them, the ends always
justify the means.
Cleric: Pius, lawful, and devoted, Clerics are disciples of one of the three divine goddesses of
creation (see section 4.5 for more details). Through constant worship and adherence to the will of
their goddess, they are granted access to divine powers and magics. The nature of these magics
and the law a cleric follows depends on which goddess they worship, and how their sect defines
that worship. Insult a cleric’s faith at your own peril.
Bard: Charming, manipulative, and boisterous, Bards command a magic of song and words.
While other magics focus on manipulating the natural world, a bard’s medium is people. They
can use their talents to persuade, bolster, or debilitate those around them. This gives them a very
mixed reputation, as some are weary of their influence, while others just enjoy the ride. They tend
to be wanderers, staying only as long as their welcome lasts.

2.6

Experience and Leveling

Leveling in Endeavor involves increasing your various skill levels. As you play, you will gain
experience points. Experience is gained through participating in battles, progressing important
story plots, training, and pulling off ’heroic feats’. Heroic feats are the kind of accomplishments
you can regale a tavern with, and act as an experience bonus for when you do something really
incredible. Heroic feats will also be kept track of on your character sheet as a sort of badge of
honor.
Task
Training (One Hour)
Training (Max for Day)
Battle
Special Battle
Story/Quest Progress
Heroic Feat

XP Earned
10
50
30-75
100-300
30-75
100-300

Whenever you gain experience, it will go into your XP pool. Regardless of how the experience
is earned, it can be spent on any skill. Even if you spend a battle bashing people with your mace,
you can still use the XP gained to level up your shooting and alchemy skills. To level up a skill, you
must spend the XP required to increase it to the next rank. Each subsequent rank will cost more
XP to unlock. Toughness, Conditioning, Willpower, and Class are considered Progression skills,
since they convey flat bonuses to your character instead of modifiers to certain actions. Progression
skills will cost twice as much XP to rank up as all other skills. All skills max out at level 5.
Current Level
0
1
2
3
4

XP to Increase Progression Skill
200
400
600
800
1000

8

XP to Increase Other Skill
100
200
300
400
500

Experience can only be spent after sleeping (naps not included). Beating a boss and earning
gobs of XP is great and all, but you won’t be any better until you get a good night’s sleep and
process what you’ve learned. When the party sleeps, everyone will have the option to spend XP if
they want. There’s no reason to spend it unless you have enough to level up something. Once XP
has been spent, there is no way to undo it (currently).

2.7

HP, Fatigue, Wounds, and Death

While playing, you will have three resources to keep track of: Hit Points (HP), Stamina, and
Focus. These are denoted by the red, green, and blue bars on your character token, respectively.
HP represents how much damage you can take before passing out or dying. You will start with 3
HP and gain 1 point every time you level up Toughness. Stamina represents physical fatigue. It is
spent on physically exhausting actions, including invoking a trait, activating an ability, performing
a combo, and defending an attack. You will start with 3 Stamina, and gain 1 point every time you
level up Conditioning. Focus represents mental fatigue. It is spent on mentally exhausting actions,
including invoking a trait, activating an ability, performing a combo and defending an attack. You
will start with 3 Focus and gain 1 point every time you level up Willpower. Whether an action
spends stamina or focus depends on the context of the action, and will be decided by the DM.
You’ve probably noticed that you don’t get very much of each resource, and might be nervous
about only having 3 HP. Endeavor is designed as a fast paced game, and every action (including
in combat) will have significant weight. Minor foes can be dispatched in a single turn, while major
enemies can do significant damage. Understand that every point is important, both for your party
and the enemy.
HP can be recovered by resting for an hour or more. This isn’t an option in the heat of battle,
and can only be done outside of combat. Recovering HP in combat will require the use of special
abilities or healing potions.
Stamina and Focus can be recovered by consuming food and drink. The amount restored will
depend on the quality of the food. This can be done any time outside of battle. Restoring stamina
and focus during battle will require the use of special abilities or recovery potions. Even if you
aren’t spending stamina or focus, you will still need to eat at least twice each day to stave off
hunger. Hunger will reduce your stamina and focus by 1, and continue reducing them the longer
you go without food. Stamina and focus are important in letting your character perform their best,
so you will want to be sure to travel with ample supplies.
Whenever you loose HP, there is a chance you may incur a wound. Wounds act as negative
traits, and will provide penalties during certain actions. They may also limit the amount of HP
you can recover, both in and out of battle. Wounds come in three varieties: minor, normal, and
major. Minor wounds give a -1 penalty to certain actions or situations. Normal wounds give a -2
penalty to certain actions or situations, and reduce your maximum HP by 1. Major wounds give
a -3 penalty to certain actions or situations, and reduce your maximum HP by 2. Put simply, the
more wounds you have, the less effective you will be. Your chance of receiving a wound, and its
possible severity, increases depending on the amount of damage done in the attack.

9

Damage
1
2
3
4
5
6+

No Wound
75%
50%
25%
0%
0%
0%

Minor Wound
25%
25%
25%
33%
0%
0%

Normal Wound
0%
25%
25%
33%
50%
0%

Major Wound
0%
0%
25%
33%
50%
100%

A wound will last for 3 game days. After this time, it will reduce in severity by one level, or
be healed if it is a minor wound. You can speed this process up by treating the would. A treated
wound will last for 1 game day, then reduce to a lower level. Once a wound reduces in level, the
process repeats, and it will have to be re-treated. This means that a major wound can hamper
your character for 9 days if untreated, or 3 if treated every day.
When your HP is depleted, you will collapse, and be unable to act. If you have no wounds,
you will simply recover after given a chance to rest. If you do have wounds, then you may not
be able to recover on your own. The greater the penalty to your HP, the greater your chance to
end up in critical condition or die when your HP reaches 0. A character in critical condition will
require immediate medical attention to prevent them from dying. When your HP is depleted, you
will perform a dice roll, using your maximum (un-wounded) HP as the size of the dice. If your roll
is less than or equal to the penalty on your HP, you will be in critical condition. The same roll is
then done again to determine if you have died. While in critical condition, you will periodically
have to repeat this roll to keep from dying, until someone stabilizes you. If your HP penalty is
greater than or equal to your max HP, then death is automatic.
Example: Magda has had her HP reduced to 0, and collapses on the battlefield. She has two
points in Toughness, making her max HP 5. She also has two normal wounds, making her total
HP penalty -2. She rolls a d5, and gets a value of 2. This is not more than her HP penalty, so she
is now in critical condition. She makes the roll again, and gets a 3, beating her HP penalty and
staving off death. She will have to keep making this roll every turn until her allies come and save
her.

2.8

Equipment

Equipment comprises the weapons, armor, and accessories that you are currently using. These items
can provide new traits or abilities when equipped, but also contribute to a unique set of stats: Cut,
Pierce, Bash, Energy, Mystic. These equipment stats are used to determine the effectiveness of
different weapons against different armors. You will have an offensive and defensive rating for each
stat, representing your ability to inflict and resist different kinds of damage. Weapons contribute to
your offensive ratings, and armors contribute to your defensive ratings. When you attack an enemy,
one of your offensive stats will be compared against their corresponding defensive stat to determine
your equipment advantage. You can see sections 2.10.5 and 2.10.6 to see how this is calculated,
but the gist is that if you have an offensive stat higher than their corresponding defensive stat, you
will gain a better bonus and do more damage.
Equipable weapons come in 6 varieties: one-handed melee weapons, two-handed melee weapons,
ranged ammo using weapons, close range magic weapons, long range magic weapons, and rune
magic weapons. Leveled traits can be learned to increase proficiency for each weapon variety, or
for specific weapon types in each category.
One-handed melee weapons include swords, axes, spears, maces, knives, and knuckles that can
be used in one hand. This category gives you the freedom to dual wield weapons for more offensive
10

power, or equip a shield for better defense. Using a shield and one-handed weapon provides the best
defense bonus of any equipment options. These weapons mainly require strength to use, but may
also use dexterity for faster attacks, perception for throwable weapons, or instinct for predictive
moves.
Two-handed weapons include greatswords, greataxes, hammers, pikes, and polearms that take
both hands to wield. They offer less flexibility than one-handed weapons, but have higher damage
stats and greater size that can add a bonus for attacks. This generally makes them the most
offensively devastating weapons. These weapons mainly require strength to use, but may also use
dexterity for faster attacks, or instinct for predictive moves.
Ranged weapons include bows, crossbows, and mana rifles. These weapons take two hands
to fire, and can attack any opponent you have line of sight on. Their downside is that they have
less power than two-handed melee weapon, and will expend ammo with each attack. The type
of ammo used determines the damage type, and can add a bonus to the damage as well, making
this the best category for ranged damage. Crossbows specialize in piercing damage, and are the
hardest hitting but least versatile option. Mana rifles can fire shells that do bash, energy, or mystic
damage, making them the most versatile but lowest damage option. Bows can only do pierce and
cut damage, but have the option of firing multiple shots in one turn. Firing additional shots will
stack the damage bonus from ammo, but may require a dexterity roll to perform successfully. This
option becomes less effective at longer ranges. Ranged weapons many require perception to use,
but may also use instinct against moving targets.
Close range magic is performed by equipping runed gloves. These allow for the casting of
Gesture magic (similar to ’Bending’ from the Avatar series), allowing the user to manipulate and
conjure elements at close range. A different glove can be worn on each hand, allowing the user
to mix and match elements, or equip a shield instead. Other weapons cannot be held in a gloved
hand, as the magic requires freedom of movement. Rune gloves deal as much damage as onehanded weapons, but are worse at defending attacks. To make up for this, they are more versatile
at creating advantages (see section 2.10.4), adding some support to their utility. Rune gloves mainly
require acrobatics to use, but may also use dexterity for intricate element control, or attunement
for channeling extra power.
Ranged magic is performed using casting weapons: staves that have been enchanted to manipulate the laws of nature. These require two hands to wield. Instead of using ammo, these
weapons have a set number of charges. When the charges run out, the item can no longer be used,
but the charges replenish every day. This eliminates the need to buy ammo, but also limits each
staff’s effectiveness for a given day. Staves deal less damage than bows and rifles, but have greater
utility as a support weapon when creating advantages. Staves mainly require attunement to use,
but may also require perception for precision use, or spirit to overcome mystical resistance.
Rune magic is performed by equipping a spellbook. Spellbooks can be held in one hand, but
unlike other weapons, they do not contribute any damage stats. Direct attacks cannot be made with
rune magic. Instead, they give the user the ability to use the runes in combos without expending
stamina or fatigue (see section 2.10.6 to learn more). Each book will give a modifier to combo rolls,
starting at -2 for the lowest level tombs. Spellbooks also work well at creating advantages, similar
to staves. This, combined with their combo synergy and only requiring one hand, makes them the
ultimate support weapon. Spellbooks mainly require arcana to use, but may also use reasoning for
complicated uses, or inspiration for creative combinations.
Armor is equipped on the head, body, and legs. The total stats for these three pieces determine
your defensive ratings. Different types and materials of armor will specialize in different stats. You
can mix and match them to cover a variety of damage, or specialize in a select few. Some armor
may have set bonuses, where they grant a new trait if similar pieces are equipped in all three slots.
11

2.9

Crafting

Items and equipment can be made by characters, provided they have the proper materials. Like
most actions, crafting success is determined by a roll, modified by the appropriate skill. The quality
of items created will depend on the value of the roll. Unsuccessful crafting rolls may create flawed
items, or ruin the materials used. Some items may require several stages of crafting, with the
success of all stages determining the quality of the product.
The practices of blacksmithing, tailoring, wood-working, and cooking exist in the world, and
behave as you would expect. In addition to these real-world crafts, there is also spellweaving and
alchemy. Spellweaving involves creating magical objects and equipment. It follows the guidelines of
catalyst magic in section 4.4. Alchemy involves the creation of potions and medicines from natural
ingredients. It will require both the proper identification and processing of ingredients.
Leveled proficiency traits can be learned for each kind of crafting practice. These traits can be
invoked for a bonus to any part of the crafting process. This makes them very useful, since crafting
can often involve multiple skills.
Example: Reza is crafting a new sword. She must complete three crafting phases: forging,
tempering, and finishing. She starts with the forging process. She rolls a 0, plus a strength
modifier of 3, minus a difficulty modifier of 2 = 1. The blade is forged to shape. Next she tempers
it. She rolls a 1, plus an instinct modifier of 1, minus a difficulty modifier of 2 = 0. Reza invokes
her Blacksmith(1) trait to improve the roll by 1, and temper the blade correctly. Finally is the
finishing. She rolls a 2, plus a dexterity modifier of 2, minus a difficulty modifier of 1 = 3. The
sword is finished very well. Reza ends up with a functional, and very pretty sword.

2.10

Combat

When negotiations break down, or you’ve had enough of a character’s shit, the game will shift into
combat mode. During combat, characters will take turns performing actions according to their turn
order. Once one side of combatants has been decimated, or beaten into re-opening negotiations,
combat will end and the normal flow of the game will resume.
2.10.1

Initiative and Turns

When combat begins, every character will roll initiative. This is the result of a d10 plus a situation
modifier (such as a stealth bonus). Turn order then proceeds from the character with the highest
initiative down to the lowest. Once every character has had a turn, a new round starts with the
same turn order.
During your turn, you can move, attack, use items, charge combos, create an advantage, or wait.
You can learn more about each of these actions in the following sections (except wait, hopefully
that’s obvious). Once you have performed an action, you will move to the end of the turn order.
2.10.2

Move

Moving during combat is fairly straightforward. On your turn, you can move up to 15ft. Traits,
penalties, and terrain may be invoked to increase or decrease this maximum amount. Moving takes
up the entire turn, but if you only move a small amount of your maximum, you may get to take
your next turn sooner. Finally, if you are using a melee weapon you can perform an attack on the
same turn that you move, regardless of how far you move.

12

2.10.3

Use Item

You can spend your turn to use an item in your inventory. This can include consumable items
(like potions), devices (like placing a trap), magic items with special abilities, or switching your
equipped weapons. Armor and accessories cannot be changed during battle, and if you choose to
consume food it will not replenish any stamina or focus until after the battle is over.
2.10.4

Create Advantage

Creating an advantage is a catch-all term for any action that tries to turn the battle in your
favor. This can include trying to debilitate or hinder the enemy, boosting yourself or your allies, or
modifying the environment. When you attempt to create an advantage, you will perform a roll to
determine success. If this roll beats the passive threshold or enemy roll, then the advantage will be
created. The value of your roll will determine how potent or long lasting the advantage is. While
the advantage is in place, it will add a penalty or bonus to all relevant rolls. This modifier will
range from -3 to 3, depending on situation and potency. More extreme modifiers will be shorter in
duration. As will all rolls, you can invoke traits to increase the effect of your advantage.
Example 1: Freida enters a tomb, only to find several undead rushing after her. On her turn,
she tries to use her magic to spread ice on the floor. She rolls against a passive threshold, and gets
a 2. The ice is spread out in a large area in front of her. For the next couple turns, the ice reduces
the movement speed of enemies on it by half, and provides a penalty of -1 to dodging attacks. This
allows her more time to whittle away at the undead from range before they can close in on her.
Example 2: Simon is engaged in a duel. His opponent’s armor is resistant to his weapon, and
causing him problems. On his turn, Simon tries to create an opening in his foe’s armor. He rolls
against the enemy, and gets a 1. He successfully opens a small gap in the armor, giving his foe a
-1 penalty to defense for the fight.
2.10.5

Attack

An attack involves trying to damage an opponent with your equipped weapons. Performing an
attack will initiate three different rolls to determine its effect: execution, equipment, and situation.
The execution roll is a normal roll against your opponent, including appropriate skill modifiers.
This role represents how well you pull off the attack, vs your opponent’s ability to defend against
it.
The equipment roll is a measure of how well your weapons match up against the target’s
armor. Depending on the type of attack you perform, one of your offensive stats is compared
against the opponent’s corresponding defense stat. The difference between these values is used as a
modifier for a fate roll. For example, if you perform an attack that does cutting damage, you have
an offensive cut stat of 3, and the opponent’s defensive cut stat is 2, then the modifier value is 3 2 = 1. The roll is calculated as 4df + this modifier.
The situation roll is a measure of who gains an advantage on the attack, in terms of location,
terrain, tactics, or numbers. This is simply a fate roll (4df) plus a situation modifier determined
by the DM. This modifier ranges between -4 and 4. Negative values means the defender has an
advantage, while positive values means the attack has an advantage.
Once each roll is calculated, it is translated into a damage value using the table below. The
damage of all three rolls is added up to determine the total damage of the attack. If the damage
is 0 or less, then the target successfully defends the attack and takes no damage. If the damage is
-3 or less, then the target will also create an advantage. If the damage is positive, then the target
looses that much HP.
13

Roll Value
-3 or less
-2 or -1
0
1 or 2
3 or more

Roll Damage
-2
-1
0
1
2

After all the rolls have been calculated, the attacker will get the opportunity to invoke traits to
improve any of the rolls. Once they have decided which traits to invoke, the defender will get the
same option. Trait activation always goes in this order, and you will not be able to respond after
the defender invokes their traits.
When you perform an attack, you are encouraged to explain the attack in detail. This will help
the DM determine which skills to use for you and your opponent, and what the situation modifier
should be. Clever or resourceful attacks will get higher situation modifiers, potentially increasing
their damage. Successful attacks may also cause wounds, and the type of wound caused will depend
on the details of the attack.
While the rules for attacks may seem complex, thanks to the Roll20 macros they can actually
be calculated fairly quickly.
Example: Roland is charging at an enemy wielding a pike. Roland explains that he wants to
use his momentum to slide on the ground under the outstretched pike, and slash at the enemy’s leg
with his sword. The DM determines that Roland will use his Athletics skill to modify his execution,
while the enemy will use their dexterity skill to try and stop him. The DM also gives a situation
modifier of +1, for Roland avoiding the superior range of the pike. The roll results are Execution:
1, Equipment: -3, Situation: 2. The execution and situation rolls contribute 1 damage each to the
attack, but the equipment roll contributes -2, making the total damage 0. The DM explains that
Roland successfully slides under the pike, but his sword strike is deflected off the enemy’s greaves.
Even though the attack did no damage, Roland is now close enough to make the enemy’s pike less
effective, which will favor him in the next situation roll.
2.10.6

Combo

Combos are special attacks charged up over multiple turns between one or more characters. It is
effectively a list of actions that will be performed in sequence when the combo is executed. On your
turn, you can choose to start or add to an existing combo by explaining what action your character
will add to the sequence. You can add to any combo started by a teammate, as long as you are
within range to contribute. Adding an action to a combo will cost 1 stamina or focus (depending
on situation). If the combo is canceled or interrupted before it can be used, the stamina and focus
spent on it are refunded to the characters involved. Characters holding spellbooks can use them to
add to combos without any cost to stamina or focus. A combo can be executed as the turn action
of any character who has contributed to it, or on the same turn that a character contributes to it.
None of the actions in a combo take place until it is executed, at which point all of the actions
happen in rapid succession.
When a combo is started, a token will be placed on the map. This token will keep track of the
3 stats defining the combo: Technique, Impact, and Synergy. These values will be denoted by the
red, green, and blue bars of the token, respectively. Whenever an action is added to a combo, the
character performs a combo roll, which is the absolute value of a fate roll plus any skill modifiers.
The value of this roll is then added to some of the combo’s stats, depending on the type of action
added. The DM will decide how to allocate these points. Each stat of the combo is capped at 10.
14

When a combo is executed, the combo stats determine how effective it is. If the combo is used
as an attack: the execution roll will be the Technique value minus the target’s defensive roll; the
equipment roll will be the Impact value minus a chosen defensive stat plus a fate roll; the situation
roll will be the Synergy value plus a situation modifier plus a fate roll. Combo attacks require
several turns and resources to build up, but they are the most powerful moves that can be pulled
off. If a combo is used for a non-attacking purpose, such as creating an advantage or crafting, then
each stat will be used as the modifier for a fate roll against a passive threshold. The more rolls
that pass the threshold, the better the result of the combo will be. Whatever the use of a combo,
it is beneficial to increase several of its stats while charging, rather than just focusing on one.
Example: Magus starts a combo: he spends 1 Focus to create a whirlwind. He rolls a 3, and the
DM adds 2 of the points to the combo’s technique, and 1 to synergy. On Olivia’s turn, she spends
1 Focus to add to the combo by firing arrows into the whirlwind. She rolls a 4, which the DM splits
between the impact and synergy stats. When Magus’s turn comes again, he spends another Focus
point to accelerate the arrows, then fire them off at a target. He gets a 5 on this roll, adding 3 points
to impact and 2 to technique. Magus also chooses to execute the combo on this turn, selecting
an enemy elf on the battlefield. In quick succession, Magus creates the whirlwind, accelerates the
arrows fired into it by Olivia, and hurls them at the elf as an attack. At this point the combo has
4 technique, 5 impact, and 3 synergy. The elf rolls a 2 in defense, making the attack’s execution
value 4-2 = 2. The DM decides that the attack is a piercing one. The elf’s pierce defense (2)
is subtracted from the impact stat (5), and added to a fate roll (0), making the equipment value
5-2+0=3. The DM assigns a neutral situation modifier of 0. This is added to the synergy stat (3)
and a fate roll (-1), making the situation value 0+3-1 = 2. Both the execution and situation roll
contribute 1 damage, while the equipment roll contributes 2 damage. The elf takes 4 damage from
being punctured by the high speed arrows, and is instantly killed.
2.10.7

Bracing

Anytime a character takes damage, they may have the option to Brace. Bracing will cost 1 stamina
or 1 focus, depending on situation, and will reduce the incoming damage by 1. Bracing is the very
last action of an attack, and no traits can be invoked afterwards. Surprise attacks, passive damage
effects, and damage over time effects cannot be braced.
2.10.8

Formations

During large scale combat, you may encounter enemy or NPC troops in formation. A formation is
a group of characters that move and act as one. A formation will always be composed of similar
characters with the same traits, equipment, and skill levels. Along with saving time and reducing
the number of turns during combat, formations also convey some bonuses to the troops involved.
HP is pooled between them, and they will gain an automatic situation bonus based on how many
of them there are. The formation will only get one collective turn at a time, but it can perform
2 non-movement actions each turn. This will amount to less total actions then they could have
individually, but with the bonuses they will hit harder and be more difficult to damage.
Formation Size
2
3
4
5

HP Bonus
×2
×3
×4
×5

15

Situation Bonus
+1
+2
+3
+4

A formation will not receive wounds the way a single unit would. However, as you reduce its
HP, units in the formation will be killed, reducing the size and situation bonus for the formation.
Every time you reduce the formation’s HP by the HP of one unit in it, its size will be reduced by
1. When a formation is reduced down to one unit, it looses all of its formation bonuses, and acts
as a single character.
A formation will take up multiple tiles of space on the battlefield. Attacking any one of those
tiles will be the same as attacking the formation. Conversely, advantages will be less effective unless
they target the entire formation. Units in formation can help each other recover from status effects,
so either all of them are affected or none of them are.
2.10.9

General Combat Tips

Here are a few basic tips and practices for individual and team combat.
Melee weapons hurt: Using two-handed or dual wielding melee weapons gives the highest offensive stats, and thus the best damage potential. They will also have a natural advantage against
anyone using a ranged weapon (it’s hard to block an axe with a bow). You will want to protect
your ranged fighters with a defensive line of melee troops.
Use rangers wisely: Ranged weapons are the most consistent damage source at the start of a
battle. They’ll be able to launch the first attacks, and lay down a steady barrage for as long as
ammo lasts. Ranged fighters can be used to attack the back lines, remove opponents from battle
early, or soften up the front lines before they engage. You’ll want to position your rangers where
they can do the most damage, and watch out for the enemy doing the same.
Consider damage types: Most physical weapons use cut and pierce damage, and most magic
weapons use energy and mystic damage. When choosing your armor, consider what kind of attacks
you will be likely to face. Gearing up against an enemy’s damage types can provide a potent
advantage.
Choose your battles: Damage accumulates quickly, and wounds can effect you for several days.
Because of this, you’ll want to be careful about which battles you get into. Even an outright victory
can leave you weakened and debilitated for future endeavors. Take stock of your party’s condition
and the number of opponents before rushing into a fight, and use any trick you can to gain the
upper hand.
Bring snacks: Nothing will deplete your energy like a fight. Make sure your party has ample
food supplies to restock after a battle. Going into a fight with low stamina or focus is an advantage
you don’t want to concede if you don’t have to.
Teamwork makes the dream work: Powerful enemies will be able to decimate your party if
you only fight them one on one. Create advantages to counter their bonuses, and charge combos
to deliver meaningful blows. You’ll find you’re much more effective when working together than
separately.
Butt in: You’ll be able to see when enemies are charging combos. This is your cue to interrupt
them in any way you can. Killing or debilitating one of the enemies involved will stop the combo
in its tracks and waist all their turns of effort. Combos are too powerful to be allowed to be used
against you.
Beware enemy formations: Even though they act as one unit, formations should be treated as
a multi-unit threat. They will have more staying power than regular enemies and do much more
damage. Don’t engage them head-on unless you have the numbers to back it up. If you can, soften
them up from a distance, or create an advantage to counter their numbers. The faster you can
reduce a formation’s size, the less effective it will be.

16

3

Character Creation

Creating a new character requires deciding on their bio, race, class, traits, and skills. You can fill
these out on a blank character sheet, or send your DM a document with your choices.
Bio: Your character’s bio includes their height, weight, gender, and race, as well as brief
descriptions of their appearance, their background, and their personality. You can be as in-depth
as you like on any of these descriptions. Paint a word picture of how you envision your character.
Also, find an actual picture to use as their character token.
Race: There are 6 civilized races that you can choose from: humans, elves, dwarves, lizards,
orcs, and fae. You can check out the subsections under section 4.1 to learn more about the culture,
history, and physiology of each race.
Class: Select a class from one of the 12 options, detailed in section 2.5. This will determine what
kind of class traits and abilities you can learn. You can change your class during your playthrough,
but doing so will require you to start back at level 0.
Traits: You will automatically get a trait for whatever race you choose for your character. This
can be invoked for bonuses or penalties that would naturally arise from your unique physiology and
culture. In addition to this, you should think of 3-5 other traits for your character. Refer to your bio
to come up with ideas, or discuss possibilities with your DM. Traits can be descriptors about your
personality, physiology, history, or any other unique thing about you. You will be required to have
at least 3 traits that could be used to penalize you in some situations. Try and come up with traits
that have both a positive and negative connotation. For example, instead of giving your character
the trait of Muscular, which has no negative connotations, consider the trait Muscle-Head. This
has similar positive connotations, while also implying that the character is lacking in the brains
department. If dual traits are too difficult, you can also have a mix of purely positive and purely
negative traits. Your DM will help you balance your trait choices with the character you envision.
Skills: The final step in making your character is to assign XP to level up some of their skills.
You will start with 2000 XP and all skills at level 0. You can allocate this experience to level up
whichever skills you like, and place the remaining XP in your XP pool.
Congratulations! You’re nearly ready to venture out into the world. Confirm your choices with
your DM, and they will allocate you some appropriate starting equipment, items, and coinage.

4

Lore

Endeavor takes place in a traditional fantasy style world. Six sentient races make up the population:
humans, dwarves, elves, lizards, fae, and orcs. Technology has only advanced as far as the medieval
era, though magic is a common practice around the known world. The game takes place in the
year 1734, according to the elven calendar.
The following sections contain background information about the world Endeavor takes place
in. None of this information is required to the play game; it is meant as an optional reference for
those interesting in incorporating lore into their character design, or those who’d like to have a
better knowledge of the setting for role-playing.

4.1

History and Cultures

Little is known about the early history of the world, apart from the speculation of different religious
sects. What is known comes from the historical records of the various races. Each race originated in
a different corner of the world. As their populations grew, they branched out and eventually came
into conflict with each other. Early kingdoms and cities were largely homogeneous in their racial
17

composition, with wars being drawn along similar lines. In modern times, many of these tensions
have cooled. Large scale wars have become less common, and while kingdoms are still governed
by their founding race, their populations have become more mixed over the years of stability and
trade. It is not uncommon to see any one of the races in any part of the world now, though it is
undeniable that there are areas where each is more and less welcome.
The following sections contain brief summaries of the historical records of each race, physiological descriptions, and their current culture and status in the modern world. You can use the world
map in section 4.2 as reference for the continents mentioned, as well as the faction map in section
4.3 for the current kingdom and empire boundaries.
4.1.1

Elves

Elves are tall and slender, easily distinguished by their pointed ears and sharp features. On average
they stand between 5 and a half and 6 and a half feet tall. They are naturally quick and agile,
and possess excellent eyesight. Their natural lifespan is roughly three times that of any other race,
giving them a very different age culture. Elven childhood is similar in length to humans, though
they have a much longer period of peak adulthood, and two different tiers of elders. Traditionally,
early adulthood is spent doing manual labor or working as a hunter or soldier. In later adulthood,
elves start studying and apprenticing for later careers. This studying is completed by the time they
are first elders, where they join the merchant and artisan class. Those that live to be second elders
gain seats at the councils that make up elven governments. Due to their longer lifespan, Elves are
more cautious and slower to act than other races. They are deliberate in their actions, and prefer
prolonged debate to impulsiveness. There is also a stubbornness that comes with their long lives,
as it takes an adult elf much longer to undergo a significant change of personality.
Modern scholars have confirmed that elves have the longest historical records, and were very
likely the first of the six races to appear in the world. Much of the world has adopted the elven
calendar, with year 1 corresponding to the first recorded events of elven history. Elves first appeared
in the great forests and foothills of West Angolen. After the invention of the bow, their primitive
tribes began to flourish and expand. Early elven history tells us that the pre-civilized world was a
dangerous place dominated by wild monsters, powerful elementals, and malevolent demons. It was
through the bravery of early elven heroes that elves were able to tame the forests of their origin.
They were the first race to wield magic, discovered by binding defeated elementals to their will.
In the year 534, the first elven city of Leus’Trelon (loosely translated as ’guardian stones’) was
established as a haven against beasts and demons.
West Angolen was also inhabited by various sects of lesser deities during this time. These
powerful beings were known as Aspects, and were constantly at war with the demons over territory.
As elves emerged as a new power in the land, the Aspects saw them as potential allies. Several of
them sent their acolytes to Leus’Trelon, where the Pact of the Demon Wars was established. The
elves agreed to join forces against the demons that often plagued them, and agreed to divide the
territory of the world with the Aspects. The Demon Wars was a long and bloody affair, lasting
nearly 400 years in total. In 925, the great elven hero Iresha slew the Demon King at the battle of
Fate’s Peak. The remainder of the Demon King’s host was either sealed away or scattered to the
wind by the Aspect alliance. By the year 1015, the elves had established an empire across West
Angolen, with Iresha ruling as their first Empress.
When the elven empire expanded across the land bridge into East Angolen, they met the first
primitive tribes of humans. Humans lashed out at the elven invaders, but were no match for the
race that had quelled the demons. Within the next 100 years elves spread across East Angolen,
conquering the humans and placing them into servitude. The next 70 years are considered the
18

golden age of the Elven Empire. They built cities, ports, and roads in relative peace, laying much
of the foundations for modern civilization on the two continents.
In the year 1181, the first major human revolts started. Under their rule, the once primitive
humans were exposed to elven advancements. To the elves’ chagrin, humans developed a cunning
and magical aptitude that rivaled their own. Largely considered simple work-horses, it was easy for
human groups to catch the elves by surprise. While devastating, the initial revolts were ultimately
quelled. A decade later, however, human revolutionaries re-appeared with a clear and organized
command structure. In 1198, the elves lost a major city, allowing humans to establish their first
stronghold.
This ultimately spelled the end for the Elven Empire. The uprising emboldened revolts across
both continents, preventing an organized response to the growing power of humans. Slowly, the
humans grew their strength as escaped slaves flocked to their new center of power. Once the humans
had enough numbers to form an organized military, elven cities began falling every decade. The
Elven empire eventually became geographically fractured as new human factions grew within their
ranks. The human revolution turned to war, then to conquest as their power grew. It wasn’t until
1509, at The Signing of the Three Peaces, that open hostilities finally came to an end. By this time
the elves had been fractured into three regions: areas on the northern and southern coast of East
Angolen, and their capital area around Leus’Trelon.
The coming centuries became a time of self reflection for the elves as they pondered The Great
Question: how could they, the tamers of the old world and slayers of the Demon King, possibly
have come to ruin? Scholars from the three remaining elven provinces each came to their own
conclusions on the matter, establishing the philosophies of their factions. The elves of Leus’Trelon
believed that they had fallen because they had strayed from their pact with the Aspects, and
began conquering like demons. The Trelon elves became isolated after this revelation, refusing to
expand their territory and having little involvement in world affairs, even during the rise of The
Silver Legion. The Southern elves believed that they had been punished for their domination of
the humans, and their false sense of superiority. They, over time, were able to make trade alliances
with the nearby human settlements, and became integrated into the newly forming modern world.
The Northern elves came to the conclusion that they had lost to the humans because of their
innate indecisiveness. Humans had demonstrated a tenacity and speed of action that overwhelmed
elven deliberation and debate. In response to the defeat of their empire, the Northern elves abandoned their old traditions and the guidance of their elder councils. They actively sought out new
doctrines and methods to re-establish their dominance. With human kingdoms established in positions of power, the Northern elves were never able to make much headway in their conquest.
Eventually a century of intermittent bloodshed grew wearisome to both parties. The Northern
elves agreed to another peace in 1711 that has lasted for 23 years, though they still remain fiercely
proud of their heritage.
4.1.2

Humans

Humans are the most prolific race of Endevra. While not particularly gifted physically, they
possess exceptional wit, cunning, and social skills. Humans have produced some of the greatest
leaders and magical scholars in history. The majority of human controlled settlements can be
found in West and East Angolen. The West Angolen settlements were conquered by the fiercest
and boldest human factions. Here humans have established large kingdoms which impose a strict
feudal system over their lands. Nobility in these lands is determined by ancestry, with little room
for upward mobility. Settlements in East Angolen follow a much different model. These were the
first human towns formed during their uprising against the elves, and have carried on the traditions
19

and practices that originally unified them. City states dominate most of East Angolen. These cities
are independent within themselves, but also form important ties with each other. Eastern humans
believe in an equality of work collaboration. Military, commerce, and governance are treated as
equally important, and areas are allowed to specialize by sharing their talents with their neighbors.
This collaboration allows the independent cities to effectively function as a large kingdom.
Human history began in East Angolen, among the fertile plains of the region. When early
humans were still in primitive tribes, they encountered the first elven explorers from the west.
These elves were far more advanced than the humans, and were backed by the Elven Empire on
the adjacent continent. When the humans tried to resist their invasion, they were easily conquered
and subjugated. In the year 1108, the last free human tribe was conquered. Humans existed solely
as labor slaves for the elves for decades after.
Servitude under the elves jump started human development. They learned the elves’ language,
customs, and technology. They even learned how to use magic. The elves were convinced of their
superiority from their exploits in the old world, and never considered their human servants as a
threat. Humans used this to their advantage, as the seeds of revolution were slowly sowed. Several
sporadic uprisings occurred between 1181 and 1189. Each one was easily beaten back by the Empire,
but with each defeat humans learned a new lesson. In 1190 in the eastern city of He’Sula, a human
named Erradiger began organizing revolutionaries in mass. Erradiger was a house servant to an
elven council member, often tasked with delivering messages across the town. Erradiger used this
position to his advantage, organizing sects of humans across the city. In 1198, once they had the
numbers and a plan, Erradiger led them to an attack on the council. With the city government in
disarray, the well organized humans were able to seize several barracks and drive the elves out. In
the wake of their victory, the humans renamed He’Sula to Solita, the first human city.
News of Solita spread quickly through the Empire. Emboldened by the attack, and the idea
of a human homeland, uprisings broke out in nearly every major city. Escaped humans flocked to
Solita, growing its power and influence with each passing week. With each city tending to its own
difficulties, an organized response from the Empire never came. Once a full army of humans was
fielded and trained, Erradiger led the march on the next city. Though he fell in battle, Erradiger’s
successors continued his legacy in the name of human freedom. By 1213, humans had captured
three major cities across East Angolen. Understanding that they could no longer control their
slaves, elven cities purged themselves of humans, with the survivors making their way to the new
human province. At this point, the uprising turned to outright war. Battle lines were drawn
between humans and elves, and the humans thirsted for revenge against their oppressors.
Intermittent war and violence lasted nearly 300 years. Powerful human warlords rose up and
began conquering elven territories in West Angolen. By the time the Three Peaces was signed in
1509, only the elven capital in the West, and fractured settlements in the East remained of the great
Elven Empire. The western elves secluded themselves in the forests around their capital, leaving
the rest of the continent to be shaped by the growing human kingdoms. Despite the ample amount
of land and resources to be claimed, the kingdoms of West Angolen constantly fought and jockeyed
for power. Their success had been born from their conquests, and the warlords turned kings could
not help but hunger for more. In the East, the great city states of the humans flourished. The
southern elves were eventually welcomed as allies, while the northern elves remained hostile for
another 200 years. The northern elves tried many times to expand and establish a new rule of
elves, but were never able to break the strong alliance of city states. In 1711 they finally agreed to
a peace accord that stuck, though they remained far more independent than their southern kin.
In 1612, a large host of dwarves appeared on the northernmost coasts of West Angolen. Dwarven
raids were common in these parts, but never before had so many ships sailed under a single banner.
The dwarven army quickly conquered the coastal cities. Instead of demanding ransom like usual,
20

the dwarves held the city for three years. More fleets and reinforcements appeared over that time,
until the dwarven host marched on the nearby castle in 1615 and toppled a human kingdom. Nearby
kingdoms payed the dwarves little heed as they built up their own province. With their own fertile
land to tend, the West Angolen dwarves proved less irksome than those that came raiding from the
north, and produced many valuable trade goods. However, in 1642, under the rule of a new elected
protectorate, the West Angolen dwarves dubbed themselves the Silver Legion, and began attacking
neighboring kingdoms. After decades of war and methodical expansion, The Silver Legion Empire
is now the largest and most powerful faction on the continent. Rumors are that the three remaining
human kingdoms are contemplating an alliance to finally beat back the dwarven invasion.
4.1.3

Dwarves

Dwarves are short and broad, averaging between 4 and 5 feet in height. Their low center of gravity
gives them excellent balance and makes them dangerous grapplers and wrestlers, though they are
lacking in agility and quickness. They also have a natural resistance to cold, and are the most
resilient of the six races. Dwarves originated in Nurholm, carving out an existence in the harsh
environment and unforgiving cold. The hard winters and treacherous terrain make large settlements
difficult to form. Instead, northern dwarves are organized into various holds which control each
village. Holds govern based on a pledge system, where citizens are free to follow whomever they
please. Dwarven heroes compete for the loyalty of the people and the privilege of leading a hold. In
the south, in The Silver Legion, things work much differently. The Silver Legion is a vast dwarven
empire that functions on an even split between military and governance. The military is headed
by a single figure, dubbed protectorate, and is responsible for the safekeeping of the empire and
foreign affairs. The other half of the empire is controlled by a senate, composed of nobles and
representatives from each village and city. While the protectorate is the most powerful individual
in the empire, they cannot overrule decisions made by the senate, except to cast a tie breaking
vote. The Silver Legion functions on a class system similar to the human kingdoms of the area,
but with less emphasis on bloodline and ancestry.
Life for early dwarves was hard. They farmed, fished, and hunted in the summertime, hoping to
store enough food to survive the Nurholm winters. Resources were scarce, and holds often fought
for control of farmlands and hunting grounds. Dwarven history changed in 1221 when the first
explorers successfully sailed to West Angolen and back. The explorers brought back tales of a
warm and fertile land, inhabited by cities of strange people. These stories stirred the imaginations
and desires of hold leaders across the continent. One such leader, Skira Stonefist, devised a bold
plan. Over the next decade, Skira commissioned the construction of several large, ocean fairing
boats. She designed the boats to have ample storage room, and regaled her people with stories of
the riches that they would plunder from the south. When the boats were finally completed, Skira
lead her most able warriors on the first raid of the new land. Of the 13 boats she left with, only 7
returned. But each one was so full of food and riches that they brought Skira’s hold an unheard of
level of wealth.
News of Skira’s raid spread quickly, and before long there was a new tradition among the
dwarves of Nurholm. After the autumn harvest was complete, each hold would send its able bodies
south for the winter to raid and plunder, returning again in the spring to work the fields. The
yearly cycle of work and battle made the dwarven warriors strong and fearsome. Their raids were
a comparatively small nuisance to an elven empire embroiled in war, and the dwarves were able
to ravage large areas of coast land unchecked for decades. With each passing generation, dwarven
hold leaders grew bolder, and set sail for more distant lands. The yearly raiding cycle became
interspersed with longer voyages that went as far as the Orcrist Islands and the shores of Selcindra.
21

So great was the stolen wealth of the dwarves, that tribes began to establish global trade markets.
The province of Windstone became the most successful trade hub, exchanging the stolen goods
from the west for the exotic goods of the east.
Dwarven raiding continued unchanged as West Angolen switched from elven control to human.
In the early 1600s, a hold leader named Sigmar Ironaxe began spreading an ambitious proposal:
if the wealth of the southern lands was enough to feed the dwarves of the north, then why should
they not take those lands for themselves? Settling West and East Angolen were not new ideas, as
the concept had been tried and failed by various holds in the past. What differed in Sigmar’s plan
was the scale. Through coercion, bribery, and promises of glory, he convinced warriors from 23
holds to join his raid, forming the largest army in the history of the dwarves. This feat alone gained
him the new surname of Silvertongue. Sigmar set sail in 1612 for the closest human kingdom with
nearly 100 ships under his banner. His forces were easily able to conquer a major city on the coast.
Rather than sack and plunder the town, Sigmar set his army to work fortifying it. Using the
wealth stolen from the city treasury, Sigmar sent emissaries back to Nurholm to buy supplies and
influence. Sigmar’s army defended the city as new dwarves arrived monthly to bolster their ranks
and tend the fields. In 1615, Sigmar Silvertonque marched his host on the kingdom’s capital. After
90 days of battle and siege, the humans surrendered, ceding the small kingdom to Sigmar’s control.
News of the victory was met with a massive influx of dwarven migrants, eager to settle in the
south. With fertile farm grounds, and milder climate, the dwarves built up a new province under
the Silvertongue clan. Silvertown prospered, and lived in relative peace with its human neighbors
for several decades.
In 1640, there was a radical shift in paradigm in Silvertown. Influences from human and elven
culture, along with a greater population to managed, inspired the dwarves to revise their leadership
structure. It was clear that Silvertown was too large and important for a single person or clan to
control. Instead, the senate government was established as an extension of the hold government
system of old. Each village would elect a representative to speak on their behalf, and the sum of
these officials would rule over the province. In the first years of the senate system, these senators
were selected for their intelligence and management, a contrast to the bold heroes who had led
clans in the past. In 1642, a renowned dwarf warrior named Drudo argued that these senators were
ill suited to command the military, and that there should be a separate body empowered to do
so. By appealing to the warrior culture of his people, Drudo convinced them to adopt the change,
and name him as the new head of military. Drudo’s new position gave him power equal to the
entirety of the senate, giving him the title of Protectorate. Drudo immediately set forth a new plan
of conquest. Renaming themselves the Silver Legion, the dwarves began aggressive expansion into
human territory. Decade by decade, the Silver Legion toppled minor kingdoms and grew its power.
Today, it stands as the largest and most powerful nation in West Angolen, with goals of further
conquest on the horizon.
4.1.4

Lizards

The lizard race resembles bipedal versions of desert lizard species or wingless dragons. Their skin
is made up of callous scales, ranging in color between red, orange, green, and blue. They have five
fingered hands, along with claws, sharp teeth, and a tail. Their musculature and posture resembles
that of the other races, most closing matching humans in terms of size. Lizards originated in the
deserts of Selcindra and are well adapted to extreme heat and dry conditions. Conversely, they also
have a more difficult time in cold weather. All of Selcindra is claimed by the Dragonborn Empire,
the oldest and most powerful empire or kingdom in the known world. Legend has it that the lizard
race was created as the offspring of a great dragon. Stories say that this dragon has watched over
22

the Dragonborn Empire since its conception, and that each new emperor must travel to the top of
the volcano in the heart of the red desert to seek the dragon’s blessing. The Empire has a strict
hierarchy and class system. Unlike other class systems in the world, lizards believe strongly in
empowering the capable and care very little for age or bloodlines. Any lizard who shows the proper
aptitudes can rise to a better station and class. They believe that constant competition allows the
best citizens to rise to the top and make the empire stronger. Even the title of emperor must be
won by defeating all other challengers to the throne.
Lizard written history dates back nearly as far as elven records, and there is some debate as
to which race appeared first. Lizard legends state that their race was created as the offspring of a
god-like dragon named Hearathos. Hearathos settled in the southern part of Selcindra, forming a
massive volcano around himself to serve as his home. It it said that Hearathos fathered five different
tribes of lizards, each with a distinctive hue to their scales, and taught them all how to live in the
harsh desert terrain. After a century of growth, Hearathos called his children to his volcano home.
He explained to them the fundamental rules of nature: that only the strong could control the land,
and that strength could only be revealed through conflict. He decreed that one tribe must prove
itself superior to the others. And so the 5 tribes made war on each other in Hearathos’ name.
Eventually, the red lizard tribe proved victorious, and were granted the title of Dragonborn.
Preserved historical records pick up around the year 600. At this time, four tribes of lizards
had established themselves across Selcindra: the red lizards in the south formed the Dragonborn
tribe, and established towns in the various oases of the red desert; the orange lizards formed the
Skalite tribe in the mountains that formed the spine of the continent in the east; the blue lizards
formed the Occula tribe along the western coast; the green lizards formed the Junto tribe in the
humid jungles of the north. No historical evidence of the purple skinned dragons, the 5th tribe
from the Hearathos myth, has ever been discovered, and there are various theories about their
disappearance.
Following the doctrine of Hearathos, the Dragonborn tribe was constantly at war with its
neighbors, the Skalites and Occulas. Protected by the mountains, the Skalites were able to retreat
away from conflict with the Dragonborn, leaving the Occula tribe to bare the brunt of their assaults.
In 712, lead by the newly appointed war chief Chixon, the Dragonborn tribe began a full scale
invasion of the Occulas. Occula warriors proved little use against the desert tempered forces. By
718, the blue lizards had either been enslaved by the Dragonborn, or scattered to the tribes of the
north. The red lizards pushed their territory up to the Skalite mountains, and for a time were
content with their conquest.
In 798 a lizard by the name of Suul Sulla rose to power over the Skalite tribes. Suul was unhappy
with his tribe’s self imposed exile to the mountains, and began a campaign of expansion to both
the north and south. This began the Three Tribes Era of lizard history, a famous and often written
about period of war, upheaval, and heroes that lasted over 300 years. In 1156, a Skalite general
name Zara Dan gained admittance to the ceremony for crowing a new Dragonborn leader, and won
the title fairly. With influence over both the Dragonborn and Skalite tribes, Zara was able to unite
all the lizard factions under the Dragonborn banner.
A new era of peace grew over Selcindra as the Dragonborn Empire prospered. A class system
was imposed to honor the teachings of Hearathos, and channel lizard ambition. The only breaks
in the peace came from the intermittent attacks in the north from orc clans. These attacks were
snuffed out in 1354 when a Dragonborn fleet decimated the Orcrist Islands in retaliation. As
the empire grew stronger, and trade fleets brought news of the changing world, a sect of lizard
scholars began to question how applicable the Doctrine of Hearathos was in the new world. By all
accounts, warfare between the various races was on the decline, being replaced by peaceful trade
and co-prosperity. These lizards formed a new doctrine of coexistence and pushed for the empire
23

to engage more openly with the rest of the world. Ultimately the followers of these ideals were
labeled as dissidents and revolutionaries who threatened the teachings of their creator. In 1576,
rather than risk plunging the continent into war again, the emperor expelled the dissidents from
Selcindra. These factions eventually became known as The Scattered, and immigrated west across
the world. Several scholars from The Scattered were instrumental in forming the city state of
Arcadia, infusing their coexistence beliefs into the city’s roots.
Since the expulsion of The Scattered, the Dragonborn Empire has had a minimal role in world
events. The empire is instrumental in eastern trade markets, and its fleet commands the eastern
oceans without question, but it otherwise remains content to serve its own interests and maintain
minimal interaction with other races. As such, the continent of Selcindra remains a mystery to
much of the rest of the world.
4.1.5

Orcs

Orcs are the largest of the 6 races, broad of build and ranging from 6 to 7 feet tall on average.
They have large noses, dark or light green skin, and are exceptionally strong with a keen sense of
smell. While widely feared for their physical prowess, they are somewhat lacking in their mental
and social skills. Orcs originated in the Orcrist Islands, where the violent weather and formidable
animals helped honed their strength. The frequent storms of the area forced orcs to learn how
to sail in the worst conditions, leading to an exceptional maritime tradition. Orcs generally live
in small tribes, lead by the strongest member. Each tribe’s chief leads with absolute authority,
until they are successfully defeated by another member. These tribes are famous around the world
as bandits and pirates, though of course there are peaceful ones as well. Unconducive to forming
larger civilizations, the tribal system has made many orcs nomadic, and it is fairly common for an
entire tribe to live out of a sailing ship. Few orcs live on the Orcrist Islands anymore, and the only
large province they have ever formed is the remote northern territory known as Sha-gra-la.
As a whole, orcs do not have much of a recorded history, but a basic one can be patched together
from their oral traditions and the documentations of other races. The earliest accounts of orcs date
back to the early 1200s, when orc raiding parties were documented during attacks on the northern
coast of Selcindra. At this point, many orc tribes were largely sea fairing, running aground only
when they needed supplies. The forests of their island homes provided plenty of timber, and the
sparse amounts of land encouraged frequent voyages. Dwarven explorers who encountered orcs
in the early 1300s marveled at their sea born societies. Large platforms were formed by lashing
several ships together into a multi-tribe hub, with smaller ships able to launch off from the group
to explore. These ship-towns dotted the eastern and northern sea for decades, with orc pirates
attacking any ship or settlement they desired.
While attacks along the coasts of Nurholm and East Angolen gave the orcs their reputation, their
raids in Selcindra proved costly. In 1354, Dragonborn Emperor Oomak decided to end the constant
orc threat by decimating their island homelands. While orc sailors were better at navigating the
seas, and more fearsome in boarding fights, the Dragonborn fleet was larger, more disciplined, and
possessed mana cannons that could sink orc ships from afar. Their fleet rampaged through the
Orcrist Islands for 2 years, wiping out the land dwelling orc tribes and ultimately leaving their
culture lost to history. A handful of the land tribes were able to escape north, settling on the
eastern most part of Nurholm. There they established a new settlement named Sha-gra-la. In the
wake of their defeat, the Sha-gra-la orcs abandoned the tribal systems of old. Their search for a
new way of life lead them to religion and mysticism. Shaman became their new leaders, and they
abandoned the sea-fairing and pirating ways that had lead to their downfall, even cutting off ties
with the ship-town tribes. This self imposed seclusion, along with their remote location, has left
24

Sha-gra-la largely untouched by the outside world in the centuries since its creation.
The genocide of their homeland left the sea tribes with no land to be anchored to. While a few
settled on the islands to attempt to rebuild what had been lost, most wandered the world in their
own direction. Many of these nomadic tribes found the temperate conditions of East and West
Angolen to their liking, and took their wandering to land. Over time, tribes of orcs either mixed
into the different civilizations of the Angolen continents, or continued their traditions on the high
seas. With so many of their people scattered across the world, orcs remain the only race without
a true homeland of their own.
4.1.6

Fae

Short and thin, fae are the smallest of the six races, averaging between 3 and a half and 4 and a
half feet in height. Besides their short stature, fae can be easily identified by their unusual hair
colors and their translucent wings. While not capable of outright flight, fae can use their wings
to briefly hover, glide, or make controlled descents. Due to their small stature, fae are physically
the weakest and most fragile race. However, they are also the most magically gifted. Along with
having an aptitude for various forms of magic, fae are also the only race capable of casting magic
without a spell or catalyst. Pixie magic, as it is known, is a type of simple illusion magic that
any fae can perform to some degree. It allows them to briefly alter the appearance of items, or
the perceptions of other people. Fae originate from the tropical Summer Islands in the Southwest.
Naturally peaceful and adventurous, the Summer Islands is the only homeland the fae have ever
settled. The rest of their population travels the world, either alone or in small caravans, mingling
with the other cultures they meet and providing magical services to pay their way. While they have
defended their homeland from invaders and pirates, the fae have never engaged in outright war as
a species.
The history of the fae largely revolves around the story of Amayiera. Back in the oldest days
predating civilization, the lands of West Angolen were dominated by powerful and mystical entities.
The two greatest factions were the demons and the Aspects. Demons were monstrous creatures
of darkness, who prayed on life essence to sustain themselves. Aspects were lesser deities who
helped nurture and shape the growing world. Conflict between demons and Aspects was inevitable,
and raged for centuries with no resolution. When elves came to power, the Aspects saw them as
potential allies against their common foe. An alliance was formed, and the Demon Wars began
in earnest. Amayiera was one of the Aspects of West Angolen. Peaceful by nature, she could not
stand to be a part of the bloody conflict that raged across the continent. When the Demon Wars
reached its peak, and The Demon King stepped onto the battlefield, Amayiera could bare it no
longer. She fled from the continent, abandoning the other Aspects.
After centuries of fighting, The Demon King and his horde were finally defeated. The elves
began building an empire on the shattered remains of the continent, and the surviving Aspects
returned to their shrines and domains. At this point, Amayiera attempted to return to West
Angolen, and rejoin her comrades. But due to her betrayal, the other Aspects no longer recognized
her as a friend. Together, they forbid her from ever setting foot on the continent again. Unable to
rejoin her kind or establish a shrine in West Angolen, Amayiera retreated to the Summer Islands.
After decades alone, Amayiera could stand her solitude no longer. Using the fullest depths of
her powers, she created the first fae to keep her company. Under her care, the fae grew into a
thriving civilization on the Summer Islands. Like their creator, the fae were peaceful creatures,
but they also had an adventurous side. Once they learned of the world beyond their islands, they
couldn’t help but grow curious. In 1071 the first fae explorers sailed to the Southwestern shores
of the elven empire. At this time, the elves were still closely allied with the Aspects. Upon seeing
25

the fae, the Aspects lamented them as an abuse of Amayiera’s powers. Some even feared that the
magical fae may even become an army that she would use to return to the continent. Under the
guidance of the Aspects, the elves sent a fleet to invade the Summer Islands and capture Amayiera.
No matter how many ships the elves sent, or how much aid and weapons they received from the
Aspects, they could neither make a dent in the fae’s defenses, nor goad them into retaliation. It
became clear during the fighting that while the Aspects’ powers had waned since the height of the
Demon Wars, Amayiera’s had not. Her superiority made the elves and Aspects even more fearful
and desperate to topple her. To end the fighting, Amayiera finally surrendered to the Elven Empire
in 1079. However, rather than submit to capture, she released the powers that had frightened them
so much, stripping many of the other Aspects of theirs as well. With the supernatural influences
removed, the elves ended their needless attacks, and accepted peace with the fae. Over time, the
influence of the Aspects diminished from the elven empire, and the fae were free to adventure across
the world as they liked.
Since that time, little has changed with the fae. The Summer Islands still stand as their
prosperous homeland, where it is said that Amayiera continues to look after them. Those that
leave the islands often form traveling caravans together. These caravans are welcomed in some
areas for the skilled healers they contain, though others are weary of the fae’s mischief. In the early
times of travel, fae were often targeted by ignorant people who didn’t understand their ways. As
the world has aged, and grown more connected, persecution against fae caravans has declined.

4.2

World Geography

Endevra is dominated by four main continents: East Angolen, West Angolen, Selcindra, and
26

Nurholm.
East Angolen is a temperate landmass, dominated by lush forests and fertile meadows. Sporadic
mountains crop up along the continent, remnants of old volcanoes. These mountains grow larger
further south, and are the source of the rivers that feed the forests of the land. East and West
Angolen are connected via a wide land bridge.
West Angolen shares a similar temperate climate to East Angolen, but features far more mountains and hills. In the center of the continent is a massive and impassible mountain range, which
is largely uninhabited. Rolling hills and sporadic rivers shoot off from this central range, most of
which feed the massive forest to the north. West Angolen has the highest population of the four
continents, with most of the population spread around the coastlands.
Selcindra is the warmest of the four continents, with a large desert sitting in the south. A sparse
mountain range forms the spine of the continent, ending in a large active volcano in the south. The
northern tip of the continent is the only part that experiences regular rainfall, and is covered by
a jungle climate. Underground pools and oases provide water for the central and southern part of
the continent, which remains populated despite the harsh conditions. More favorable climates can
be found on the coastlines.
Nurholm is the largest and coldest continent, and also has the lowest population. Most of
the landmass is covered by a long mountain range that stretches from east to west. These higher
elevations experience freezing conditions year round, and are completely devoid of life. The southern
coastline contains all of the livable environment, and experiences more temperate weather in the
summer. Rivers and lakes formed from glacier melt provide water for the sparse greenery of the
southern continent.
Inbetween Nurholm and Selcindra are the Orcrist islands. These islands experience intense
storms from the clashing warm and cold fronts, and are covered in rain forests. Another island
chain exists off the southern coast of West Angolen, called the Summer Islands. These islands are
less tropical than the Orcrist Islands, but are still densely packed with trees and plant life from the
steady rains.

4.3

Major Factions

The image in this section shows the political boundaries of the main factions in the game. The
governing race of each faction is included in parentheses, or denoted as Mixed if the faction is not
strictly ruled by a single race. Below you can find a brief summary of each one. A more detailed
history can be found in section 4.1.
Dragonborn Empire: The largest and most powerful faction in the world. The Dragonborn
Empire covers the entirety of Selcindra, with villages even in the harsh Red Desert. It has a strict
class system, but enables upward mobility for any who are capable. The empire is a major player
in the eastern trade market, but otherwise has little interactions with other factions. Much of the
empire is a mystery to the other continents.
The Silver Legion: The most powerful faction in West Angolen, and still growing. The Silver
Legion is continually trying to expand its borders and conquer the neighboring human kingdoms.
The Legion is ruled by two main branches of government. Domestic affairs are covered by a senate,
with representatives elected from each village and town, and foreign affairs are controlled by the
military, which is headed by the Protectorate.
Kingdom of Arandre: The most powerful of the three human kingdoms in West Angolen.
The kingdom is ruled by the Arandre royal family, and operates under a strict feudal system.
Arandre has the largest military of the three kingdoms, and has a celebrated history of battlefield
heroes. While normally at odds with the other kingdoms, Arandre is considering an alliance against
27

The Silver Legion.
Kingdom of Frantessa: A kingdom of West Angolen, and a major player in the northern
trade market. The kingdom is ruled by the Frantessa royal family, and operates under a strict feudal
system. Frantessa has a booming economy bolstered by its mountain mines, ample coastline, and
defensible position. Frantessa established itself early on, and has largely refrained from conflict
with other kingdoms when possible.
Kingdom of Welcrest: A kingdom of West Angolen, and enemy to The Silver Legion. Welcrest was once a small kingdom, but has absorbed many of the refugees from the expansion of The
Legion. It runs a feudal system like other human kingdoms, but now has several royal families
sharing governance, with the Welcrest family reining above all. It is currently attempting to form
an alliance with other kingdoms to push back against The Legion.
Leus’Trelon: The oldest faction in history, Leus’Trelon was once the seat of an elven empire
that stretched across West and East Angolen. After the empire fell, the embittered faction isolated
itself from the world. Few travels have ever seen Leus’Trelon, but it is rumored to have ancient
and powerful artifacts from the old age.
Nora Tesair: The faction of the northern elves, and one of the remnants of the elven empire.
After the fall of the empire, the northern elves abandoned the old traditions and age based class
system in favor of a more aggressive doctrine. Nora Tesair has a strong warrior culture, and has
only recently agreed to peace with their human neighbors.
Southern Elves: More of a group than a formal faction. The southern elves sought peace with
humans after the fall of the empire, and integrated themselves into human society. Their coastal
villages are mostly trade hubs that govern themselves. Southern elves retain the age based class
system of their ancestors, where young adults work as laborers and apprentices, and the elders
28

govern affairs.
Allied City States: The birthplace of humanity, and the first cities they conquered from
the elves. The faction is composed of 4 large cities that are heavily allied, but still autonomous.
Each city specializes in either military, trade, administration, or artisanry. Goods and serves are
exchanged between them to meet each city’s demand. Citizens learn their career in the specializing
city, then apply it where it is needed.
Arcadia: Effectively a large city state, Arcadia was formed by a combination of humans, elves,
and lizards. Arcadia is one of the greatest repositories of culture, history, and knowledge in the
world, and boasts the brightest scholars and mages. Arcadia is ruled by a counsel, at which any
race is allowed to sit. It is a common destination for pilgrims and wanderers.
Nevassu: Considered either a maritime trade hub, or a safe haven for pirates, depending on
perspective. Nevassu is an island where everyone is free and equal. Its government is mostly
dominated by trade, with only a few basic laws to keep the peace. The island is mostly comprised
of port towns, with little development of the actual land.
Summer Islands: The fae homelands. The Summer Islands are a peaceful faction, said to be
ruled by the guardian Aspect of the fae race. The islands are open to outsiders and visitors, but
have had little influence on or from the rest of the world. The fae here enjoy the same quiet life as
they have for ages, which may explain why so many choose to leave and travel.
Orcrist Islands: The orc homelands. Very few orc tribes still live here, and those that do are
entirely independent from each other. It is less of a faction and more of a common living place.
Various Holds: The dwarves of Nurholm live in independently ruled villages and towns called
holds. Each hold is ruled by a leader, though people are free to decide which leader they wish to
serve under. The holds are just as likely to fight with each other as trade. Some still carry on the
tradition of raiding other continents in the winter months.
Windstone: Once a contested land between orcs and dwarves, Windstone has become a trading
hub ruled by nearly all the races. Windstone is dominated by port towns, which feeds the island
with fish and merchant goods. It is also a popular stop for hunters and explorers looking to try
and tame the icy continent.
Sha-gra-la: An extremely remote faction, and the largest province of orcs ever formed. Shagra-la is ruled by religious shaman who practice a mysterious form of mysticism. Few people ever
visit Sha-gra-la, and the orcs there are weary of outsiders.
4.3.1

Currency

Each ancient civilization of Endevra developed their own system for currency, but thanks to the
rise of global trade markets, these local systems have all conformed to a similar standard. Wealth
is determined by a standard based on three precious metals: copper, silver, and gold. The greater
the quantity of each you possess (measured in weight), the more buying power you have. The
common practice is to exchange 1 oz coins made from the different metals, though heavier bars
and ornate trinkets are sometimes used for larger exchanges. Coins are usually stamped with an
insignia designating the province in which they were smelted. Where a coin comes from is largely
inconsequential to its worth, but the insignia gives an assurance that the material is genuine. Bars
are similarly stamped, indicating their weight and where the measurement was made.
A section of your character sheet will detail how many copper, silver, and gold coins you possess.
These will be your default currency used for bartering. The standard exchange rate is one silver
coin is worth 100 copper coins, and one gold coin is worth 100 silver coins. This rate also applies
if you are dealing with the materials by the pound as well (remember that each standard coin is 1
ounce, and there are 16 ounces in each pound, so a 2 pound bar of silver is worth 32 silver coins).
29

4.4

Magic

Magic in Endevra generally falls under 3 categories: catalyst, learned, and natural.
Catalyst magic is the practice of infusing magical energies into objects, thereby making the
magic easier to wield. All magic weapons and armors full under this category. As the name
suggests, these items require a magical catalyst to create: an object of inherent or stored power
that fuels the item’s abilities. Catalysts can either be used as focus points, such as with staves,
amulets, and rings, or they can be used to create an infused ink that is drawn into rune patterns,
such as with rune gloves, spellbooks, and enchanted armor. Creating and using the item are two
separate things, requiring vastly different skillsets. Once the item is created, it is generally easier
to use and control than other forms of magic, and any person can learn to do so.
Learned magic comprises spells and abilities that have been learned over time. The energy for
this magic must be drawn out from the world and conjured by the user, and doing this properly
can take years of study. This category includes the magic learned by mages, bards and druids.
Learned magic is a very wide category that can include a vast number of effects. How the magic
is learned, where it comes from, and what it can do is generally unique to each person. The depth
and difficulty of the fields makes it very unlikely to encounter two learned magic users with the
same abilities.
Natural magic is a category for all beasts and entities that possess their own unique magical
abilities. With these spells, the magical energy is drawn from a natural source in the entity,
allowing it to be cast more frequently. Fae are the only civilized race that has access to natural
magic on their own, though warlocks and clerics can make use of the abilities by channeling them
from empowered entities. Every entity’s natural magic follows a theme or ruleset that defines their
abilities and control. The more powerful the entity, the broader the rules of their magic. Some
common examples include fae, who use illusion magic; elementals, who possess power over a natural
element; demons, who use curse magic to alter cause and effect; and Aspects, who hold governance
over a specific law or trait of nature.

4.5

Religions

Despite the known existence of many kinds of supernatural beings, the true creation myth of
Endevra remains a mystery. Many different religions developed through the history of the six races
in an attempt to answer this question. Which religions survived was greatly influenced by the
immersion of clerics. Gods and goddesses were just theories until devote clerics learned how to
channel their power. This became the ultimate test for determining the validity of a religion, but
did not settle the debate entirely. In the modern age there are three core religions, all revolving
around the worship of a different goddess, who’s clerics are able to channel divine magic. Each
of these religions also has various sects, each with a unique take on their goddess. Whether these
three goddesses all took part in the creation of the world, are part of a larger being, or are only a
handful of the gods that exist, is a matter of theological debate.
The old elven empire learned to worship Oenaga, the Sun Goddess. They learned about Oenaga
from the Aspects, and as the goddess of light she was believed to be the enemy of the demons.
Clerics of Oenaga divine holy energies from the sun, and are specifically trained to counter demon
magic. A new sect was formed by the elves of Nora Tesair after the fall of the empire. They referred
to the goddess as Oen-Teir, a manifestation of the sun on the earth. Worship of Oen-Teir centers
around the cleansing nature of fire, and rebirth. Clerics of Oen-Teir use divine fire as the basis for
their magic.
During the uprising of the humans, old religions were questioned and followers grew of a new

30

goddess: Yaraze, the goddess of change. Yaraze is believed to be the driving force of transformation,
allowing things of old to become something different. Clerics of Yaraze specialize in a different aspect
of change, depending on their representation of Yaraze. In the allied city states and the southern
elf villages, Yaraze is depicted at the controller of time and fate. In the Kingdom of Arandre, she
is viewed as the goddess of war and conquest. The Kingdom of Welcrest views her as the goddess
of growth and personal change.
In the harsh dwarven tribes of the north, a natural religion took shape: the worship of Deelmar,
the Goddess of Death. Deelmar is viewed as the custodian of souls, and judge of life. Many of the
northern dwarves believe that those who live valiant, worthy lives, will be rewarded when Deelmar
ushers them to the afterlife. Clerics of Deelmar specialize in spiritual magic, and the veil between
life and death. A different view of Deelmar grew in the more prosperous Silver Legion. Here she is
refereed to as Delenoth, the Goddess of Life. Delenoth is believed to have dominion over all living
creatures and the life cycle from birth to death. Clerics of Delenoth mostly channel healing and
supportive magics.
Besides the three divine goddesses, there are other forms of worship in Endevra. These religions
don’t offer any divine magic to be channeled by clerics, but are still followed for more historical
reasons. On the continent of Selcindra, most lizards worship Hearathos, the dragon-god who gave
birth to their kind, and is said to reside in a great volcano in the Red Desert. The fae worship
Amayiera, the Aspect who created their race and resides over them in the Summer Islands. Other
Aspects have scattered shrines and cults across West and East Angolen. Many people worship
and tend to these Aspects, who have been known to offer blessings in return. Finally, there is the
religion of Sha-gra-la, a remote orc colony in the northeast. The shaman of this province practice
a mysticism based on the power of a person’s life energy that is poorly understood in the rest of
the world.

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