Author: CritMiss


Known as the Elder Race, or more often as Children of the Stars, saurians predate even the giants and dragons. Many believe the saurians to be the first race to walk the face of sorgard. They live in secluded clans, wandering the various lands of Sorgard endlessly and tirelessly. They don’t seem to have a purpose, and can occasionally be seen quietly marching by. Many believe the saurians to be a sign of good fortune, and the beautiful patterns on their backs contain omens to those with the capacity to read such things. Despite their peaceful ways, however, saurians are carnivorous, and an unfortunately high number don’t have moral qualms about eating sentient creatures. They see even other saurians as little more than a source of food if they get hungry enough.

Physically saurians resemble ogre sized, bipedal lizards. Their heads have the general shape of a carnivorous sauropod, like a tyrannosaurus or an allosaurus. Their serrated teeth showcase their carnivorous nature. Their scales are a deep blue, darkening on the ridge of spiked scales that covers their backs. The tips of some of these scales are a brilliant white, giving their backs the appearance of a starry sky.

Saurians can be of any alignment or temperament, but most tend towards a beatific Neutral alignment. Forlornly wandering in search of their long dead society. Some few have managed to suppress their carnivorous tendencies enough to live amongst other races, usually the swamp dwelling lizardfolk, whose reptilian minds are comfortingly similar to a saurian. Only a handful of times in recorded history has a saurian ever taken up residence in a city of humans or elves. And those who have mostly spent their days filling up the great libraries of Sorgard with knowledge of the time before humans and elves even came to be.


Game Statistics:


Str = 19  Dex = 12  Con = 16  Int = 10  Wis = 17  Cha = 7


Challenge Rating: 5

Size: Large


Armor Class: 15

Hit Points: 60


Movement Speed: 30ft

Languages: Draconic, Primordial

Senses: Darkvision 120ft

Passive Perception: 13

Saves: Int +2, Wis +5, Cha +0

Skills: History +2, Insight +5



Abilities: Hold Breath = Saurians can hold their breath for up to an hour before making any Constitution saves against drowning

Children of the Stars = Can cast magic missile at 1st level (recharge 5-6). The bright white scales dotted along the saurian’s back erupt in flashes of light as tiny stars dart towards their foes.

Attacks: Bite = +6 to hit, 5ft range. Deals 2d6+4 Piercing damage.

Greatclub = +6 to hit, 5ft range. Deals 2d8+4 Bludgeoning damage


Saurian Elder Game Statistics:


Str = 22  Dex = 14  Con = 16  Int = 12  Wis = 19  Cha = 8


Challenge Rating: 4

Size: Large


Armor Class: 16

Hit Points: 100


Movement Speed: 30ft

Languages: Draconic, Primordial

Senses: Darkvision 120ft

Passive Perception: 14

Saves: Int +4, Wis +7, Cha +2

Skills: History +4, Insight +7


Abilities: Hold Breath = Saurians can hold their breath for up to an hour before making any Constitution saves against drowning

Children of the Stars = Can cast magic missile at 3rd level (recharge 5-6). The bright white scales dotted along the saurian’s back erupt in flashes of light as tiny stars dart towards their foes. As a saurian ages the number of white scales on their back grows, so the oldest among them are capable of stronger bursts of magical energy.


Attacks: Bite = +9 to hit, 5ft range. Deals 2d6+6 Piercing damage.

Maul = +9 to hit, 5ft range. Deals 4d6+6 Bludgeoning damage

The Saurians

Welcome to another installment of my long-winded description of Sorgard and its many aspects. This week we start at the dawn of time, when the massive, Pangaea-esque continent of Yordarr was still mostly whole.

Dinosaurs, kaiju, dragons, and giants are the first known species that inhabited Sorgard. In a way this makes Surdri a positively prehistoric subcontinent, populated as it is by these ancient creatures. But predating even the most ancient dragons were the Saurians, the Children of the Stars. This race of bipedal, scaled creatures were the first things created by the gods, back before there even were gods. See in those days the concept of good and evil, law and chaos, did not exist. There was a certain unity, a harmony between the creator of Sorgard and its denizens. The Saurians were that god’s only children, and it nurtured them into sentience. They built a massive city at the center of Yordarr named Ygga Reikborg, the Seat of the Gods.

Within their city walls also lay the embodiment of their nameless deity. A tree. The Silver Tree, as they called it, shed light during the dark hours when the sun was away, and fed the people of Ygga Reikborg with knowledge. They created art beyond beauty, philosophy beyond reason, and architectural monuments the like of which have never been duplicated under its guidance. Truly Ygga Reikborg was a utopia.

Eons passed and Ygga Reikborg flourished under the light of the Silver Tree. As you may have suspected, this was not a permanent state of affairs. One day a meteor fell through the skies of Sorgard. An acrid trail of smoke and fire careening through the sky. The Saurians, unaccustomed to being threatened, stood and watched it in wonder and bewilderment. Until it crashed into the silver tree. The impact killed millions of Saurians, and reduced their city to rubble and ash in seconds. The seas boiled and the land split apart, creating the cracks that would eventually become the four subcontinents as we know them. It was over so fast that the survivors mostly stayed frozen in place, terrified for the first time in their lives. Others charged towards the tree, hoping to salvage what they could of their former lives. But the fact that you don’t hear about Ygga Reikborg outside of crackpot history books and conspiratorial whispers amongst mages should tell you how successful they were.

It was at this moment that the deity of the Silver Tree was sundered into nine distinct personalities. Every god worshiped by any race on Sorgard is an aspect of one of these nine forms. They are known as the Paragons, and with them good, evil, law, and chaos took form. Each Paragon began forming their own races, populating the world with animals, until they figured out how to remake sentience. Soon after they discovered war. And that may be the single most important invention in the history of this, or any world. With war came swords, castles, and magic. With war also came written language to sign treaties, trade agreements, monetary systems, and a sudden need for Adventurers. For better or for worse this world was forged in war.

Week one of being all official and whatnot: Welcome to Sorgard

Well, the time has come. Today marks my first of hopefully many, many content updates with the site being public. I’m oscillating between terror and exhilaration. If you see something you like drop a comment, more importantly if you spot an issue bring it to our attention, I promise we will attempt to respond to any site issues in a timely manner. Although any harassment will be met with swift justice from our moderators, you have been warned.


My fist order of business as your primary content provider is to introduce to you the world of Sorgard. In short, Sorgard is my homebrew D&D world that is home to all of the races and monsters you’ll find on this site. Similarly any campaigns posted through us will take place across the face of Sorgard’s Pangaea-esque supercontinent known as Yordarr.

On Sorgard the racial biases against playing orcs, gnolls, and goblinkind are relaxed greatly, and most large cities are more cosmopolitan than their counterparts in Faerun or Dragonlance. Magic is not commonplace here, with one notable exception, and most people hate and fear magicians of any type, despite relying on them for protection, healing, or the creation of enchanted artifacts. Beyond that the cultures of Sorgard vary widely from region to region across the four subcontinents that make up Yordarr.

In the North there is Nordri, a continent split neatly in two by the centralized Harrbrim mountains. Here you will find heroic knights wielding swords, protecting the hamlets full of peasantry that dot the landscape from all manner of bandits and monsters. Your typical D&D characters work well in this traditional European fantasy setting. The power in these lands resides with kings and queens, who rule over swaths of land, and who pay helpful adventurers quite handsomely when their lands are threatened. Humans are the primary denizens of Nordri, but it is rare to find even a small town without any elves, dwarves, or halflings in it. In fact, nearly every sentient race has found a foothold on Nordri.

To the West lies Vestri, a desolate wasteland, blasted into smooth sand by the brutal sun and scourging wind. Wide canyons cover the surface of this place like spiderwebs, and stretch deep within the earth. On the floor of these canyons, and in the caves that connect them, are thriving civilizations of drow, druegar, and svirfneblin. These subterranean types of elf, dwarf, and gnome respectively know that they cannot best nature, and so have adapted to live alongside it. The two other common races are the lizardfolk, a reptilian species well equipped for the hot sun and lack of water, and the aarokocra, avian humanoids who travel from canyon to canyon as messengers and wanderers, buoyed up by the thermals that rise high into the air. The canyon walls house mighty cities built of clay, and vegetation grows plentifully in the cool shade passing by underground streams. Reminiscent of the American West if the climate was too harsh for settlers, and the wild west era arose from the native populations, the political structure of Vestri is split into small town and city governments, with a settlement’s laws rarely reaching beyond its gates.

The Southernmost continent is Surdri, the land of giants. Surdri is rather fittingly the largest subcontinent of Yordarr. Everything here is massive, trees grow into the clouds, rats can be the size of wolves, wolves the size of cows, and cows are often mistaken for hills by unsuspecting travelers. The Attgier mountain range dominates the center of the continent, with it’s highest peak, Hivinsflien, or “Heaven Spear”, living up to its name and the some. It is rumored that the gods of Sorgard live atop its peak, for not even the giants have been able to see what lies atop it. On the plains of Surdri giants and dragons constantly war for dominance, shaking the very bones of Yordarr when they clash. But humanoids have eked out a living here as well. Against literally massive odds goliaths, dragonborn, dwarves, and other humanoids have made Surdri their home. These smaller races have learned to band together in large groups out of necessity, and are largely nomadic due to the constant danger of a giant trampling your houses out of boredom, hunger, or anger. Topologically Surdri mirrors parts of Africa, with its vast savannas and sweltering jungles interspersed by calm lakes and jagged mountains. The wildlife follows suit, with the denizens of Surdri often contending with oversized crocodiles, lions, elephants, rhinoceros’s and etcetera.

Lastly we have the mysterious continent of Astri in the East. The weather here is the opposite extreme of Vestri, here it grows icy cold, and much of the landscape is a frigid swamp wreathed in cloying fog. Even on a good day there are parts of Astri where you can barely see the sun above the mist. On the coasts harsh thunderstorms routinely wreck ships searching for port on Astri’s shores. And these will find their way inland frequently, adding a further level of danger to crossing the unforgiving marshes. Most who visit Astri do so after hearing stories of cities with untold riches, but most never find their way past the dreary lands or the sudden storms to the oases that lie beyond. Which is a shame for there are many patches of idyllic green pastures and cities flush with fine art, rich literature, and exquisite architecture nestled within the continent’s many steep hills and valleys. These oases are sustained by strong pockets of magic, and extraplanar beings and spirits are far more active here than any other land in Sorgard. As a result Astri is the most tolerant of magic of the four subcontinents. Even the most humble townsfolk here might be able to cast simple spells without it being seen as odd. The magical suffusion has also bled into the biology of the peoples who live here. Teiflings, aasimar, and eladrin are a common sight, these being magically inclined races descended from creatures from other planes of existence, whether it is hellish fiends, celestial beings, or feywild denizens.

Well hopefully that sparks your interest in the four major lands that comprise Sorgard. Next time we visit my little world I shall divulge what lies at the hub of these four continents, and the history of the ancient race who first settled Yordarr. In the meantime feel free to further populate these lands with your own characters, build cities housing great lords, or concoct monsters that lurk in dank caves. Because a fantasy world like Sorgard does not live and die on its scenery, but rather on the daring tales of its heroes.


Always adventure responsibly,


Sorgard Wraith

On the plane of Sorgard wraiths are powerful undead creatures to be feared. They have a servile attitude, often tied to the necromancer or dark lord who raised them. A wraith is formed when a soul is retrieved from the afterlife improperly. In the midst of a resurrection if the spellcaster fails to connect the soul to the body then the body continues to rot and the soul is still tormented, torn between this world and the Nine Hells. Twisted into a hateful being by its pain and anguish the wraith then relishes the ability to inflict pain onto others. Physically the wraith appears as a gaunt, robed figure floating gently on air currents that don’t exist. Its face is a hollow mockery of the face it had in life, with empty eye sockets and sharp teeth visible around a tongueless hole. Their arms seem spindly and weak, but they end in horrifically clawed hands with distended fingers. When a wraith attacks someone it buries those fingers into its opponents chest, hoping to stop their heart with a deathly chill. The wraith’s lower half rots away over time, leaving the nub of a spine hanging out of an empty chest cavity, some still have entrails dangling from the hole smelling a decay.




Game Statistics:


Str = 6  Dex = 14  Con = 11  Int = 12  Wis = 13  Cha = 15


Challenge Rating: 5

Size: Medium


Armor Class: 13

Hit Points: 55

Movement Speeds: Walking 0ft, Fly(Hover) 40ft

Languages: Infernal, plus the languages it knew in life

Senses: Cannot see normally, but has blindsight out to a range of 60ft

Passive Perception: 11

Saves: Wis +4, Cha +5

Damage Vulnerabilities: Radiant, silvered weapons

Damage Resistances: Acid, Thunder, Lightning, Fire, and Bludgeoning, Piercing, and Slashing damage from non magical, non silvered weapons

Damage Immunities: Cold, Necrotic, Poison

Condition Immunities: Charmed, Exhausted, Paralyzed, Petrified, Poisoned, and Frightened


Abilities: Soul Sucker = If a creature drops to 0HP within 10ft of the wraith they immediately make a death saving throw. If they succeed they gain one success, if they fail their soul is sucked into the Hells by the wraith and they die. When it consumes a soul in this way the wraith regains 2d8HP.

Spells: 3/day = Misty Step, Fog Cloud

          1/day = Teleport (Can target both itself and the creature currently grappled by its claws)

Attacks: Claws = +5 to hit, 5ft range. Deals 1d6+2 Cold damage and 3d10 Necrotic damage. The wraith digs its claws into its target on a hit, grappling them and reducing their speed to 0ft.


Tactics: Wraiths have a number of natural defenses due to their incorporeal nature, but they are not reckless fighters. Sly enough to abuse their magical powers wraiths will often start a fight by casting Fog Cloud over their intended target, honing in through the thick mist with their blindsense. If their prey is following their movements they will Misty Step to and fro, making it seem like there are multiple wraiths attacking. Lastly if things look bleak for the wraith it will Teleport itself away from harm, possibly stealing away a weakened target.


NEW ITEM: Wraith’s Cloak = Wraiths like to wrap themselves in robes or cloaks to obscure their hideous forms. Most wraiths retain a spark of the person they once were, and that spark is reviled by what they have become. The robes start out as any color, any shape or size, but eventually they turn into a mottled grayish black, looking tattered and ragged. If the robes were magical they retain their original properties despite the new look, they also gain the Scent of Death property. Non magical cloaks gain the following properties after being worn by a wraith

  • The cloak allows you to cast feather fall on yourself at will, additionally you have two charges, both of which recharge every day at midnight. Expending one of these charges you may cast either levitate or misty step on yourself as a bonus action.
  • Scent of Death: The cloak will never shake the scent of decay. No amount of washing or scrubbing will ever remove that horrific stench. The wearer of the cloak registers as undead to any magical detection, and a DC 8 perception will recognize the stench as something rotting.