Ruterra Wiki

 Welcome to the !

Welcome DMs! Ruterra, translated roughly to "The Land of Dragons," is a diverse and expansive playground for us to play within and this wiki will serve as a place to gather all of our worldbuilding and thoughts in order to help spark inspirations within each other. Anything on the wiki is canon and below you will be able to find all the information that we agreed upon as a group!

Regions
Ruterra is a world of mystery and magic with diverse locales and peoples that vary wildly from region to region. Below you can begin your journey across the patchwork tapestry that is Ruterra.

Valerian, The Shifting Lands

Zohrian Empire

The Shining Kingdoms of Vallonde

Races
Many of the races that dot the landscape of Ruterra have origins unique to the Land of Dragons. Below are a few of them:

Elf

Half-Orc

Kobold

Warforged

Dragonborn

Tieflings

Essence
All living things in Ruterra have positive essence within them, this life energy can be harnessed to create effects that can only be described as magic. As powerful as this esoteric force can be, negative essence can also be used to devestating effect.

Essence

The Planes

The Gods
After The Sundering the gods may only look into the material plane, no longer able to walk besides their mortal creations, still each sees their will done by means of those mortals who would take up their mantle and see the work of their deity continued.

The Sundering

Ruana, The Enduring One

Kaidos, The Eternal Ember

Animara

Malkir, The Ceaseless Hunger

Anasis, the Arcane Heart

Khalara, the Roil Shaper

The Copper Concord and The Conflux
Ancient protectors of the material plane, The Conflux have recently banished one of their own, Yaviri The Fallen, who wishes to regain their title through the horde they collect with the Copper Concord. The Copper Concord attracts adventurers, mercenaries, and merchants from all over Ruterra. Some join for fame, some wealth, and others for a reason all their own.

The Copper Concord

The Conflux

Characters
This is a place to compile your *secret free* character backstories, to be readily accessible by anyone who might need it :)

Ymir Starheart

Zulkas Melkree

Master House Rule List
Below is the list of House Rules that we agreed on during Meeting 2


 * Berserker Barbarians don’t gain exhaustion
 * Use potions on yourself is a bonus action
 * Countercharm: ends charm and frightened on any number of creatures.
 * Warlock: Hexblade, second half of hex warrior is now part of pact of the blade.
 * Rolling death saves: Players don’t roll them, unless they come behind the screen and roll them.
 * Going down to 0 hp gives you a level of exhaustion
 * Leveling Up: If you roll less than the average, you can take the average
 * Inspiration: PF2e rules. If you have advantage, you choose which die to reroll
 * Flanking adds a +2 to attack rolls instead of advantage.
 * Racial Ability Scores: +3 to anything except variant humans and humans
 * Racial Feat variant: Forgo +2 to gain a feat (no humans >:
 * New Feat: Attunement Expert
 * You have gained a great familiarity with magic items and how they work.
 * Increase your Intelligence score by 1 (maximum of 20).
 * Attuning to a magic item only requires 1 minute of uninterrupted focus, instead of a short rest.
 * You can be attuned to four items, instead of three.
 * When regaining charges from magic items, you can reroll if the result is a 1, taking the new result.


 * Ready: If you ready the attack action and have the extra attack feature, you may take all features
 * Variant Rules: Flanking, feats, multiclassing
 * Two-weapon fighting; you can draw two weapons at once. Only offhand needs to be light
 * New Feat: Catch these hands
 * You are an adept martial artist when fighting unarmed.
 * Increase either your Strength or Dexterity by 1 (maximum of 20).
 * Your unarmed strikes count as a simple melee weapons with which you are proficient. They also have the light and finesse properties and can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit.

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