An Abridged Version of the Past of the Charonti Nation

A long time ago, the Charonti nation was powerful. It was filled with people who served the common good, that brought enlightenment to the rest of the people, and gave magical power and might to improve the lot for all. Thanks to the magical knowledge, and the bodies of those who had gone on before, the Charonti Nation grew across all of the world; some speculate that they even went to other worlds. The vast nation was connected through their teleportation gates.

Then the Plague hit.

A band of explorers found an area and presumed it was safe; what they did not know was that there was a plague in the area and it had infected them. The explorers went back to their headquarter cities, spreading the plague. As it spread, there was another, more terrifying discovery; the plague was spread through magic. As the healing magic was ineffectively applied, the plague spread to the casters, which then spread to the other spell targets. And as people used the teleportation gates, the gates themselves became carriers for the plague. The floating cities also became giant carriers. Making things worse, the magic was being shut down by the plague. The cities crashed, the undead laborers stopped working, and the healing magic failed; all the while, people were dying and panicking.

The Charonti Nation, which had stood for thousands of years, collapsed in ten hours.

This happened almost 5,000 years ago, and the Charonti Nation has not recovered to its former glory. Something did happen unusual, about 300 years ago. A woman by the name of Nefti gathered the various warlords and magelords that claimed the various places around the island and proclaimed four things:

  1. She was the queen, descended from the original royal line.
  2. She was going to rebuild the Charonti Nation and wanted them to join her.
  3. She had discovered how to reactivate some of the teleportation gates, establishing four cities as a connected part of the rebuilt Charonti Nation.
  4. She created a ritual that would bind her, and all those who would take the throne later, to act in the best interests of the Charonti nation.

Most of the gathered joined with the cause. Some did so because they were true believers, some did so because they believed they could manipulate the situation, and some did so out of morbid curiosity. The few that did not join together for the greater good of the Charonti Nation made themselves and their followers renegades.

The Charonti Nation has been rebuilding itself, both in cultivating its culture and exploring the ruins. However, another event has happened that has forced things to speed up; about a hundred years ago, massive boats filled with barbarians landed on the shores. While the Nation did attempt to welcome them, they were rewarded with brutal, savage attacks. All attempts to communicate and reach peace have failed. Currently, it seems that the barbarians’ goals are geared toward searching the ruins and destroying the lost knowledge and heritage of the Charonti.

There is, however, one more threat to the Charonti Nation that has been overlooked…

The Four Cities

The four current cities of the Nation are connected by the teleportation gates within the town squares. While all of the cities were connected at one time long ago, the Plague hit those. Gates connecting these four have been reactivated, and the scholars are attempting to figure out how they did it, so they can do it again and speed up the rebuilding. Three of the cities, Oceanfall, Mourning Star, and Dryshadow, are on the island of Jakandor. The fourth, The Ice Home, is somewhere else; nobody is sure where, except that it is not on Jakandor.

Oceanfall is on the western edge of the island, a cliff separating the city from the ocean. It is the major port, leading to the many farms and small villages on the western islands. Oceanfall’s biggest import is fish and tropical fruits, though lumber is also a significant import. There is also access to a lot of monasteries.

Mourning Star is the home of the royal government and the home of most academic schools of learning. Housed near the center of the western half of the island, seen as the heart of the Charonti Nation, and bustling with activity day and night, the name is a mystery lost to time; many scholars are attempting to look into the origins of Mourning Star, but have so far been unsuccessful.

Dryshadow is the mining town on the eastern side of the Akundairt Mountain Range, named because there is little rainfall and the city is in shadow throughout much of the afternoon. Any and all metals, both precious and nonprecious, come from the mines nearby, as well as a large amount of wild game.

The Ice Home’s location is unknown, except that it is not on the island and it is somewhere cold. The winters are harsh, and the summers are not much better. Their main export is ice, used and valued throughout the Nation, and they also have a very high-end cheese.

There are smaller villages near the cities, and the crown is always sending out expeditions to find more cities.



Character Creation Rules:


Only humans. Throughout the history of the Charonti Nation, there have been no non-humans in the Nation. The variant human is permitted.


Barbarian: No. The Charonti culture has no acceptance for those who give themselves over to rage for combat.

Bard: Yes, and they are respected highly. They hold together the history and culture of the Nation. They have the following bard colleges available:

  • College of Calligraphy – The written word has power, and this college is about understanding and using that power.
  • College of Lore – Learning and understanding the past is very important to these bards, and using the antiquarian knowledge is even more important.
  • College of Madness – Every night, these bards hear the cacophonic song of something thinking itself a god whispering to them. This is about trying to beat back the madness, and using it.
  • College of Marionettes – Puppeteers, this college seeks to master puppets … both the wooden ones and the flesh ones who think they are free of such control.
  • College of Masks – According to this college, everybody wears a mask; this college is about wearing multiple masks and gaining power from them.
  • College of Valor – Only the stories that are remembered can truly be legendary. This is about making sure that the heroics are remembered, inspiring others to greatness.

Cleric: No. The Charonti have rejected all reverence and reliance to the divine, including their own god. As such, there is no divine magical access for them.

Druid: Yes. There is great respect for all knowledge, and learning about nature from those who preserve its ways are not an exception.

  • Circle of Birds and Beasts – This circle understands animals and those animals can be called upon for assistance by these druids.
  • Circle of Desolation – Druids that have embraced the end of things, and that all things die eventually. Not very popular among the Charonti, for obvious reasons.
  • Circle of the Land – One of the more traditional druidic circles, this circle protects the land and its members are influenced by where they joined the circle.
  • Circle of Life – Nature is life, and this circle understands how to use nature and positive energy to heal. Singing “The Circle of Life” it sunrise is optional, but required at their meetings.
  • Circle of the Moon – Changing like the moon itself, this circle of druids venerates transition, change, and mystery. While misunderstood by many, nobody can deny that they have some understanding of how the natural world works.
  • Circle of Root and Stem – This circle of druids see plant life as holding the key to nature’s wisdom; the more learned members learn how to become trees.

Fighter: Yes. There is need for those who wield martial skill, but it is grudgingly, and fighters are generally considered lower-class. That said, some do develop abilities that go beyond “grunt’s work.”

  • Battle Master – These combatants are learned experts of specific techniques, passed down as both a skill and an art.
  • Bone Knight – This order of knights is all the remains of a lost magical school of osteomancy, using their own bones for martial ability.
  • Champion – Using nothing but their physical prowess and sheer willpower, champions perfect their fighting for devastating effect.
  • Eldritch Knight – Devoted to using arcane magic in order to enhance their fighting skills, these knights tend to be more scholarly than most fighters.
  • Marksman – Patience, vigilance, and good aim make up the special skills of the marksman. They have mastered the trick shots with ranged and thrown weapons.

Monk: Yes. The quest for self-improvement is highly regarded, though the monasteries tend to be based in the ruins along the outer edges of the cities; that makes for better contemplation and study.

  • Way of the Boundless Mind – Psionic focus is the way for these monks; they channel their ki through their minds to expand its natural capabilities. They believe that the boundaries between mind and body, and even between individuals, is an illusion to be overcome.
  • Way of the Five Deadly Venoms – Enlightenment and internal perfection comes from different things; this order is about seeking perfection through righting wrongs that have been done, either to themselves or others.
  • Way of the Four Elements – The four elements are what make up existence, or at least that is what this tradition teaches as it harnesses those elements and treats them as an extension of the body.
  • Way of the Fractured Mind – Most monks seek their own tranquility and peace of mind; these monks, on the other hand, seek to use the cracks in their enemies’ sanity to their advantage.
  • Way of Lightning – This order of monks, most commonly found in the villages near Oceanfall, are talented in harnessing and riding the storms.
  • Way of the Long Death – Obsessed with death, this monastery seeks to understand the process of dying in order to enhance their own living.
  • Way of the Open Hand – Master of martial arts combat, these monks manipulate the internal ki to heal themselves, hurt others, and even protect their bodies.
  • Way of Shadow – They understand and value stealth and subterfuge, and call upon darkness as an ally.

Paladin: No. The Charonti reject both obedience to the divine and personal combat except as a necessary evil, so they certainly are not going to accept people that embody both.

Ranger: Yes. Druids are about understanding the ways of nature on its own terms, while rangers are about using the knowledge of nature for the betterment of humanity.

  • Beast Master – Beast masters connect to the animal world, bonding with an animal. That animal is a companion, a guide, and a confidant in their heroic struggles.
  • Hunter – Hunters have accepted their role as the predators in the wilds, protecting civilization from outside of its borders. They specialize their tactics to fight the threats they encounter.
  • Insect Glaivemaster – Masters of the glaive and companion to a specially bred insect called a kinsect, they protect civilization, even as civilization finds them a little weird.
  • Nightstalker – These rangers use not only the wilds, but the shadows and darkness to destroy their foes. Once taking the path, daylight becomes a discomforting reminder of what they used to be.
  • Tempest – Speed is the priority for these rangers, who emulate storms. They wield their blades with the speed and force of a hurricane.

Rogue: Yes. The cities are not as large as they used to be, but there is always a need for those whose skills are varied, or perhaps not as politely talked about.

  • Arachnoid Stalker – Cursed, blessed, bitten by an arcanely altered spider; however it happened, you now have some abilities of a spider, and you use them in your adventuring.
  • Arcane Trickster – Picking up a few magical tricks along the way, these rogues use enchantment and illusion magic to enhance their abilities.
  • Assassin – Trained with extermination in mind, these are the grim dealers of death when stealth is required.
  • Mastermind – These rogues focus on people: understanding their influence, knowing their secrets, and manipulating both to your advantage.
  • Pain Taster – “You want to know the secret of pain? If you just stop feeling it, you can start using it.”1 These truly disturbing rogues master pain and use it for their gain.
  • Speedster – Speedsters are masters of going fast; so fast, in fact, that the physical laws of the universe seem to bend to their speed.
  • Thief – Experts in, well, stealing, they excel in procuring items. They also pick up skills to help in said procurement.
  • Tomb Robber – Specializing in exploring ruins of the deceased and taking all their stuff, they take their skills of crypt robbing and apply it to other areas of robbery and adventuring.

Sorcerer: Yes. While they cannot teach the origins in the magic academies, they can teach students to harness the magic they have within them. Please note that Wild Magic is not available as an origin.

  • Clucktromancy – Given powers by a powerful being who was also strangely obsessed with chickens, those with the clucktromancy origin are mocked by many … but not those who have faced them when the feathers start flying.
  • Draconic Blood – Legend tells of dragons that, for reasons known only to dragons, take the form of mortals and have children with them. Although the children are fairly normal, there are times when the draconic ancestry comes through, granting magical power.
  • Ooze Infected – One of the more horrific experiments done by the magelords was to infuse vertebrae with living ooze, often with horrific results. Most of the subjects died, but some managed to live, unknowingly passing on their infection down their bloodline. Even more horrifically, it is rumored that there are some today trying to continue those experiments.
  • Sphinx Blood – In a distant land, there are sphinxes. And some became mortals themselves for a time in order to experience life as a mortal. From them has come the sphinx blooded, able to use the great riddles of their existence to their advantage.
  • Storm Touched – For reasons unexplained, some people have an affinity for storms; weather just seems to change around them. These sorcerers have learned how to guide and use that affinity.

Warlock: No. The idea of relying on other beings for magical power is anathema to the Charonti, and is punishable by death.

Wizard: Yes, and they are very highly respected. Formal schools of magic exist and have a lot of power within the Charonti Nation.

  • School of Abjuration – This school emphasizes magic that blocks, banishes, and protects and the abjurers that are a part of them are proud of their part in negating harm.
  • School of Biomancy – Biomancers have learned how to draw power from the very energy of living beings, both themselves and the world around them, to fuel their magic. Nevertheless, there is a stigma against it, and it is only taught as an academic course … at least, publicly.
  • School of Conjuration – Conjurers learn how to pull objects and creatures out of thin air. As they improve, they also learn how to teleport wherever existence is willing to take them.
  • School of Divination – All wizards seek knowledge, but diviners specialize in the magics that grant knowledge of the past, present, and future. They are very popular for the advice they can grant, based on information that cannot be learned through non-magical ways.
  • School of Enchantment – Some enchanters are peacemakers, using their magical influence to make peace by making people peaceful. Some enchanters are cruel tyrants overriding the free will of others for their selfish gain. And some are a little bit of both, manipulating and beguiling others.
  • School of Evocation – Evokers call upon the natural forces for maximum impact. Their power is unquestionably spectacular, and it is also unquestionably effective.
  • School of Illusion – This is the school that focuses on tricking the mind. Illusionists may seem similar to enchanters, but the difference is that the illusions deceive others into going along with it.
  • School of Necromancy – As the name implies, this school studies the magic of death, but it also studies the magic of life. While many necromancers are creepy, they are not necessarily evil; they just have a closer relationship with death than most people are comfortable with.
  • School of Razormancy – Razor Mages are often mistaken for students of Conjuration, but their magic is specialized in sharp blades. They are skilled in both arcane and martial tactics of violence.
  • School of Theology – While the Charonti Nation rejects all reverence toward the divine, there is no doubt that the old religious ways carried a semblance of power and knowledge; theologians study these things and learn from them, giving them an imitation of divine power.
  • School of Transmogrification – If the arcane is about changing reality, this school is about the ultimate achievement: changing one’s self. Transmogrifists change themselves to suit their whims, achieve their goals, or simply to remember that they are achieving their highest purpose.
  • School of Transmutation – The world is mutable, or so the transmuter believes and practices. This school’s magic is about changing energy and matter into other things, altering reality itself to fit what they feel it should be.

In addition, there is the new class, the Alchemist. Based on the En5ider write-up, with the following archetypes available:

  • Science of Black Powder – Harness the power of black powder, making firearms even better.
  • Science of Creation – A focus on the sciences on creating life in unnatural ways.
  • Science of Destruction – Destroy things in fascinating ways, and make bombs.
  • Science of Illumination – Studying knowledge itself, learning how transformation can lead to enlightenment.
  • Science of Mutation – Using science to improve your physical body … or at least, alter it.
  • Science of Regeneration – Using the natural healing of bodies and enhancing that healing. Possibly even conquering death, if you’re ambitious enough.

These archetypes, for the most part, exist as organizations. For example, the Science of Destruction is an actual brotherhood of alchemists (most of which don’t have an adventuring class) where they learned. Even the rogues started learning from somewhere, even if some of the archetypes are not as socially acceptable.

Other creation rules you should know:

Feats are allowed. As usual, whether you choose the human variant or not, you can choose to forego the Ability Improvement to gain a feat instead. There are a few additional feats that are permitted.

Multiclassing is not allowed; there are many options for classes that provide quite a bit of variety, so going into another class should be unnecessary.

All backgrounds are allowed from the PHB, except for the Pirate. Also available is the Courtier and the Inquisitor.

The spell list, in a separate file, contains spells from many different sources. Even though clerics, metaphysicians, paladins, and warlocks are unavailable as PC choices, their lists can be referenced in case of traits that could permit accessing spells from that list.




Firearms are in this game. They are in the early form, as this was an area that the Charonti were starting to experiment with when everything fell apart, and they use the rules as presented in En5ider #125, but here are the basics:

Firearms are simple ranged weapons. They are fairly simple to use and easy to carry the ammo, compared to traditional bow and arrows. The trade-off is that they are not as accurate.

They all have the characteristics of Loud, Misfire, and Match Loading; the harquebus also has Rest.

The gun kit is a type of tool kit for making bullets and repairing firearms. They can be used and proficiencied like all the other kits.

Both the hand cannon and the harquebus can be used as two-handed melee weapons, dealing 1d6 bludgeoning damage. The harquebus hybrid can be used as a two-handed melee weapon dealing 1d8 damage of either bludgeoning or slashing damage, depending on the design of the weapon; it is designed to also be either a club or an axe.






Hand Cannon

80 gp

1d8 piercing

12 lbs

Ammunition (range 20/60), Match Loading, Heavy, Loud, Misfire, Two-handed, Shot (1d6 piercing)


100 gp

1d10 piercing

10 lbs

Ammunition (range 30/90, 25/75 without rest), Match Loading, Heavy, Loud, Misfire, Rest, Two-handed

Harquebus Hybrid

150 gp

1d10 piercing

15 lbs

Ammunition (range 25/75, 20/60 without rest), Match Loading, Heavy, Loud, Misfire, Rest, Two-handed


New Weapon Properties

The following are new properties for weapons.

Awkward #: A Critical Fumble happens when you naturally roll # or lower on the attack roll, instead of just a 1, if the attack would have missed anyway. If it would have otherwise hit, you just miss.

Barbed: Weapons with this property remain attached to the target on a hit.

The target, or a creature within 5 feet of the target, can attempt to remove the barbed weapon without harm by taking an action to make a DC 10 Dexterity check. On a successful result the barbed weapon is removed. On a failure, it is still removed, but the target takes weapon damage upon removal.

If you still wield the weapon, you can also remove it as an action. This deals automatic weapon damage (no modifiers are added) to the target.

Defensive #: When you have this weapon out, you gain +# to your Armor Class. Whenever you use this weapon to make an attack, the defensive bonus is lost until the start of your next turn.

When wielding two defensive weapons, only the highest bonus is applied to your AC.

Disarming: When you would normally deal damage with this weapon, you can instead disarm your opponent. If you do so, then the target must succeed at a Strength check equal to 10 + the modifier of the attribute used for the attack, or be disarmed.

Fragile: Each time the minimum amount of damage for this weapon is rolled, it gets a temporary -1 penalty, which can be removed when the weapon is repaired. If the temporary penalty gets to -5 before it is repaired, it is permanently destroyed.

Loud: When you discharge a weapon with this property, you have disadvantage on remaining hidden (if you were hidden) or moving silently, while others have advantage on Perception checks to see, hear, or smell you before the beginning of your next turn.

Match Loading: Your weapon requires several steps to fire; as such, if you do not have a flame ready, you cannot move on the same turn that you fire this weapon. Whether you have a flame ready or not, you can only fire one piece of ammunition per action, bonus action, or reaction.

Misfire: Your weapon has more of a chance to misfire than others. When you roll a 1 on an attack roll, you cannot use the weapon again until after you have cleaned it, requiring the proper kit. If you rolled a 1 on an attack roll with disadvantage, you broke it; you cannot use it again until after it is repaired.

Rest: Your weapon requires more than two hands to wield properly. If you have only two hands available and do not use a rest, the range of the weapon is reduced. Setting up the weapon on the rest uses an action or bonus action.

Shot: You can use shot for your ammunition on this ranged weapon. If you do, then all creatures within the cone-shaped range must make a Dexterity (Acrobatics) roll, with DC of the higher of 15, your spell DC, or your maneuver DC; those who fail take the shot damage. Creatures in long range have advantage on this roll.

Unbalancing: This weapon is a little awkward to wield if you don’t hit. If you make a melee attack with this weapon and miss, all attacks against you have advantage until the beginning of your next turn unless you spend an action or bonus action to rebalance.

Wrap-Around: This weapon ignores Armor Class bonuses from shields and defensive weapons.




The following feats are available, in addition to the ones in the PHB.

Antimagic Training

Prerequisite: Proficiency bonus +4 or greater

You have received training in antimagic techniques, useful in a society as magically active as the Charonti, similar to how the enforcers of the Crown train. As such, you gain the following benefits:

  • You have advantage on saving throws against all magical effects, including spells.
  • As an action, you can turn off your protection. If you do so, you can automatically detect lies spoken by other creatures within 30 feet. You can lose this effect and reinstate the magical protection as an action.

Chlorinated Breath

Some magelords have done cruel experiments; perhaps you were a victim, or descended from one; maybe it happened in a way you never found out. Either way, chlorine flows through your blood; you have learned how to use it, giving you the following benefits:

  • You are immune to being poisoned.
  • By spending an action, you expel a 10-foot radius cloud of chlorine, making the area lightly obscured. The cloud lasts for 1 minute, unless a strong wind disperses it sooner. Any creature that starts its turn in the cloud must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the afflicted can take either an action or a bonus action, but not both, and cannot take reaction. Once you have done this, you cannot do so again until after completing a long rest.

Laborers’ Influence

You have watched how the undead laborers use their physical strength, and can partially emulate their technique. You gain the following abilities:

  • Your armor class increases by 1, from you learning how to roll with a blow.
  • You may spend a reaction to gain advantage on a Strength, Dexterity, or Constitution saving throw. You may use this ability a number of times equal to your proficiency bonus. All uses replenish after completing a long rest.

Master Herbalist

You are an expert at locating, preparing, and administering herbs. You gain the following benefits:

  • You have advantage on Intelligence (Nature) or Wisdom (Medicine) checks made to prepare an herbal concoction.
  • You have resistance to non-magical poison damage.
  • When in an outdoor environment, your ability to use your natural surroundings is such that you are always considered to be carrying a healer’s kit (but not an herbalist’s kit).

Mind Fortress

Prerequisite: Proficiency bonus of +3 or greater

You have been trained to make your mind an impregnable fortress, expanding your consciousness and granting the following benefits:

  • You have immunity to scrying and to any effect that would sense your emotions, read your thoughts, or detect your location.
  • You gain telepathy to a range of 60 feet. If you already had telepathy, its range is extended by 30 feet.

Quick Drawing Master

You have learned how to attack as you draw your weapon. You gain the following benefits:

  • Your Dexterity score increases by 1, to a maximum of 20.
  • If you attack a creature on the same turn you draw your weapon, you may add your Intelligence modifier to attack and damage rolls made against that creature this turn.
  • As part of the Attack action, you may choose to sheathe the weapon immediately after attacking without spending an action.

Wild Psychic Talent

Psionics is a magical art that few records exist about, but you have somehow acquired a part of it. You know two cantrips from the Metaphysician spell list. In addition, you know one 1st level spell from that spell list. You can cast that spell at its lowest level without using a spell slot; once cast this way, you cannot do so again until after completing a long rest.

You can cast these spells without verbal or somatic components and can also use crystal as an arcane focus for your spells. Your spellcasting ability for these spells is Intelligence.

GM’s note: I know that there are no metaphysicians in the setting. Metaphysics was a magical study that has survived in fragments among the monasteries, and perhaps some of the other archetypes.


1 Freddy Krueger, Freddy’s Dead: The Final Nightmare (1991). Not someone to look to for a role model.

The Charonti Nation