Table of Contents to go here.

Preface This book acts as an alternate world for Dungeons and Dragons where you can take your characters on adventures through an exciting, brand new universe that makes use of all of the core features of the original game, as well as adding new features such as character options, monsters, and more. Unless specified elsewhere in this book, all official Wizard of the Coast work is available to use in the world of Vandris, such as VOLO, MM, SCAG and so on.

In Chapter 1 you will learn about the world of Vandris itself and how it came to be, a history of magic, gods, and the realm in general. Chapter 2 describes in further detail the eastern coast of the Sea of Nar-Korem specifically, and the people, places, and history within. Chapter 3 provides players with race options for creating new characters. Chapter 4 explains how the original classes fit in to Vandris, and provides new options for some of the classes. Finally, Chapter 5 adds new backgrounds to add more flavor to adventerous characters.

This has been made purely for personal use and plain fun, so hopefully the dragon of copyright doesn't consume us.

Chapter 1: The World and it's History Incomplete

Vandris and its Realms The world of Vandris is a vast, ancient and mysterious world with an equal amount of wonder and danger. While most of the world lies unexplored or lost to time, the central lands are claimed by several kingdoms, empires and nations. While every race holds some territory the majority of "civilized" land lies primarily within several Human kingdoms.

Over the millennia kingdoms have risen and fallen, monuments built to the gods have been relinquished to the wilds and gold hordes belonging to forgotten owners lie waiting to be claimed by intrepid explorers. The borders of kingdoms expand and retract and places are abandoned, leaving plenty of room for bandits and other dangers to stalk the paths between civilization.

On Vandris most choose to live out simple lives in towns and cities within their respective kingdoms, with a majority never traveling far beyond where they were born before their deaths. This leaves the wilds wrought with opportunity for the brave few who would venture out into it, and despite many adventurers never returning this does little to spur aspiring new heros from taking up the mantle.



These following segments seem all manner of torn and burnt, but several excerpts are legible. It does not seem to reflect current history, but an unknown period in the past.

The Continent

"It feels as if the world is closing in around us, folding into madness. The west fell with the coming of the Gal'Roth, reducing the land to rubble and ash, reducing our homeland to nothing. Indeed they claim to come in the name of salvation.. ..cleanse the world of the arcane forces that corrupt it. ..cannot be trusted, these demons that fell from the sky, and use magic themselves like mad hypocrits, who give us empty apologies for the destruction of our history, and lies of peace and protection to disguise their hunger for power.. ..rumors that they are refugees themselves, running from something, or someone perhaps..

..we have the kingdoms in the north, who can't unify for long enough to decide what side of the street to defecate on.. ..King Tiden at least sees reason, and allied his people with the Republic, but I doubt his more northerly kin will have the same intelligence.. ..cannot hope to solve their problems with mercenaries and 'heroes'.

.. and we can only hope that the Arisdar solve the mystery of these constructed men that have emerged from the ruins of the godless men to the south.. for the council to trust these things on our streets is absurd ..while a strong ally, the Arisdar are aloof in their diplomacy.. ..perhaps too strong. ..too concerned with their zealous..

To the east, one of our outposts has returned a report of an officer who claims to have witnessed a drone of the hive swarm speaking our own tongue.. ..words of peace and apparent fear, requesting safety inside.. ..afraid of 'the voice'.. ..were to execute both the officer and creature, but the outpost was attacked.. ..swarm seemed to recede after taking heavy losses.. found the speaking drone dead, killed by another drone from the attack. -Scholar Latius

Chapter 2: Magic and Religion Incomplete

The Source of Magic "The Ether Realm is considered the source of all arcane energy. All life seems to be connected to it, and it, connected to us. Taking control of this connection, whether subconsciously or through learned thought, is in theory how one performs magical feats.. Have been sightings in the past of locations that seem to have a connection themselves. ..Ether seems to spill out in these areas, or alter the landscape in strange ways.."

Null Magic " ..and then there are areas that have mysteriously blocked off all connections to the ether realm, both passive and active. One will find themselves unable to perform magic in such areas, and even non magical folk will feel as if their very soul is being drained, their bodies growing weak and lifeless over a course of time. Not much can survive in such twisted areas, but the terrifying.. ..should be avoided at all costs."

Soulstorms " It is not entirely uncommon that mortal spirits occasionally become trapped, unable to pass on, but there are certain lost souls that become bound together in a maelstrom of chaotic energy, slowly losing their individuality and devolving into an incoherent, hungry mass that feeds off of magical energies. Luckily they are both incredibly rare and seem to be drawn to areas containing magical anomalies, becoming dormant there until a new source is needed. Although certain individuals have been reported trying to contact these abomin.. ..pray and make pacts with them, rest assured they are madmen, and nothing but death can come from contacting a 'soulstorm'." Divine Magic " The gods, mortals like we once were, keep the recipe for their power a closely guarded secret, or perhaps they themselves do not even know how they came to be gods. We do know that, like all life, they still have a connection to the ether realm, but they have the unique gift.. ..passively make connections with their followers as well. This allows a transfer of power both ways, and various gods use this to various effects. Generally they simply amplify their already incredible power by borrowing from their followers, and bestow a portion of this power to people such as.. ..to complete the agendas of their respective dieties."



Old Gods "Legend has it that the original gods, referred to as the Six, as we know them today were once a band of mercenaries, or 'adventurers'. ..Sent to retrieve an artifact thousands of years ago.. ..terribly wrong, and they were thought to have died.. ..years later they returned, as we see them today. They do not see eye to eye on most terms and tend to stay to themselves.. ..as they tend to not reward mortals for their dedication as much as the younger gods, their followers are fewer.. ..even seem to be able to maintain their power with minimal true followers.."

New Gods "Most of the gods that came after were specifically aided in their transformation by the Six, however there are exceptions. They are seemingly more unstable in their ability to control their power, thus rely heavily on their followers, at times even competeing amongst themselves.. ..dedicating themselves to a purpose that would draw more followers.. ..some have considered the hive queens to be like gods, but any who were to pray to.. ..are warlocks and lunatics."

The Ancients " ..Some call them the True Gods, though they were all killed or driven off thousands of years ago.. ..All life used to be controlled by the Ancients, the first exception being the godless men.. ..little history is intact from these times, but there was a great war.. ..the godless men succeeded, though their downfall came not long after.. ..an age of darkness followed until the Six.. ..Gal'Roth claim they too had an ancient being that shepherded them, though they have no gods as we do.."

Here seems to be a list of the known gods, but only the names are legible The Six Olosh, Primal God Corvus, The Clever Julitos, The Protector Tontifax, The Many-Sided Avis, The Keeper The Storyteller The New Gods Almak, The God of Machinations Ardria, The God of Seas Aros, The Arisdar God Crehl, The God of the Depths Casica, The God of Deceit Feldhe, The Stonemother Gilesa, The God of Life Indosha, The God of Light Kavox, The God of Passing Ki'Thri, The Overqueen Krazzak, The God of Carnage Ridwin, The Arcane God Selik, The God of Wealth Varn, The God of Earth Wyrcan, The Woodfather Ysth, The Flaming Lizard God Zelvahn, The God of Dark Passions

Chapter 3: The Kingdoms of Doriveir Incomplete The Kingdoms of Doriveir are a small region relative to the rest of the expansive continent it is part of. Nestled in between the east coast of the Sea of Nar-Korem with frigid oceans of the north, daunting mountain ranges of the east and the deepwood stretching to the south the kingdoms stand on ancient land, with a history steeped in bloodshed and conquest, righteous kings and barbaric tyrants. Current times have seen something of a stalemate occur with territory ceasing to shift in recent centuries and ancient rivalries buried, yet many plots for power are underway and grudges buried in shallow graves claw to the surface, itching to be settled by any means.

The Kingdom of Norindar Incomplete

The Kyjal Vale Nestled between two colossal mountains ranges, this valley kingdom seems to be left alone for the most part by other kingdoms, being too dangerous and too far north. The region is mostly safeguarded from the harsh winds, creating a lush area rich with woods and wildlife in the valley and gems and ores in the mountains. Due to constant threats of pirates from the northern coast, highwaymen, and monsters from the mountains, the Vale relies heavily on mercenaries to deal with threats the king's army cannot.

The Kingdom of Osthallen Ruled from the capital of Kovaal's Rest on a heavily fortified peninsula, they own all of the Veneri Swamplands, but only really inhabit the surrounding coast. They still hold a grudge with the Kingdom of Tidenfost for their betrayal during the war with the Republic, having taken the brunt of the Republic's landing army.

The Emerald Kingdom Three kings who made an alliance during the old wars with the western kings in the Denoth Pact, now they hold most of the eastern plains and have three bustling cities built around a massive shimmering lake.

The Anbrek Isles It is a sparsely populated island kingdom ruled from the main city of Anbrek, a common sea trading stop which has fair control of the Festinien Channel.

The Denoth Pact Formed during the war against the emerald kings, it is an uneasy alliance between the king of the shattered lake and the rykan lords. They do not get along well but control the majority of the western plains, Rykan Range, and some of the northern and western coast. They also have conflict with the city of Braegar who refused to join the pact during the war.