Campaign Materials: Campaign Setting
Cohorts: Dala Hablininbay, Strike, Ezekiel, Gowla
Foreward
This setting began years ago, sometime in 2012, as a simple homebrew setting where we could play as swashbucklers. It was a fairly generic sea going setting back then, but over time various distinct flavor has been added to it until it looks like it does here in this text. I've constantly meddled, molded, and monkeyed with it to the point where it looks very different than it did all those years ago. The individual pieces have been picked based on player feedback and what people at my table want to play. Still, I think it has come together to be something that anyone could potentially enjoy.
There is a lot that isn't included here. I've actually tried to keep it down in order to remain manageable. There are many more locations, city details, and secrets of the world that aren't included. There are NPCs, patrons, and backstory that could be added but would make this "book" far too long. For example a detailed history isn't included. It doesn't delve too deeply into religion or racial characteristics. I suppose in the future I may create separate documents that go into detail about each aspect of the setting. Would my players read all of that? Probably! Would you? I have no idea.
Credits
Written and Designed: Chas Williams
Cover Art: Jan Ditlev
Interior Art: Thomas Abma (Part 1)
Michael Komarck (page 9)
Luciano Neves (page 11)
Javier Charro (page 12)
Andrey Bakulin (page 13)
Karine Villette (page 14)
Ellysiumn (page 15)
Jinho Bae (page 16)
Jonás López Moreno (page 17)
Grant Hillier (Part 2)
geministranger (page 20)
Windmaker (page 24)
LordDoomhammer (Part 3)
mrainbowwj (page 27)
Javier Charro (Part 4)
Back Art: Chris Karbach
Resources: The world map was created with Inkarnate.
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Table of Contents
Islands and Coasts
A vast untamed coast stretches full of monsters and ruins. Island states live in the shadow of the coast, some powerful trading cities, some political powerhouses, some loved, some feared. Between dotted civilization are wildernesses on the land and pirate infested waters by sea. Among the cities are powerful guilds who control much of the trade. Where magic is concerned the most powerful guilds are the gnomish ones. Halfling sea merchants are powerful dealers of goods, and humans navigate the delicate diplomacy between the cities, wilder tribes, and seafaring interlopers.
Factions
There are as many groups as their are environments, from urban settlements to vast wilderness, and everything in between. How one sees the world depends on where they come from. And, because the world is unforgiving, rarely do goals align between these differing groups - no matter how much they have found common ground each group has its own agenda.
City States
The city states are politically powerful, yet often squabble amongst themselves. They vary by law and culture to great degree. Each one secretly hires privateers to attack the others, openly battles over what little land is available, and interferes with each other's internal politics below the surface whenever it would give them an upper hand.
Tribes
Inland, goliath and elven tribes fight for the territory they control from the humanoid monsters of the area - gnolls, goblinoids, yuan-ti, as well as various cults and macabre groups hiding from civilization. They are able to fight back against the tides of monsters on their borders due to tribute and reciprocated aid from powerful spirits of their lands.
Those few city states that are on the mainland are constantly under assault, whether by force or intrigue, from various factions. Tribes of different groups are not interconnected, and it would be a mistake to think just because you allied with a village of elves yesterday the elves you see today are your friends.
Displaced
On the edge of political structure are the dwarves. These people lost their mountain kingdoms to assaults from monsters of the deep and now live amongst the islands. They send expeditions to retrieve lost treasures, scout territory, and someday reclaim their land.
They currently have no lawful ruler, the lineage of their kings lost. Holding no land but living amongst island cities in exchange for their quality craftsmanship, they try to make with their life what they can. Some dwarves, however, wish to forget the old ways and create their own state. They see no future in the past and wish to cleave a path on the islands.
Dragons
It would be unwise to forget the two dragons roosting in the area. Both patrol great swaths of sea, demanding tribute from the city states every year in exchange for not destroying ships passing through their waters. Even so, they have been known to demand tribute from ships in addition to their yearly tribute - and destroy them if payment is beneath them.
Newcomers
New to these coastal lands are envoys from two great empires at war: the dragonborn and the tieflings. So far, they have stayed relatively peaceful, but the smell of war is in the air and those in the know can tell that both sides are attempting to court the city states onto their sides. How long before battle lines are drawn is anyone’s guess.
Northern Raiders
Dotting the coast are many fishing villages, farming hamlets, and military outposts. Unfortunately for them, they make prime targets for orc tribes who, with their elemental magic, are a force to be reckoned with by these small outposts. They come in pillaging and plundering from the North Sea, taking what they can and burning the rest.
The scouts of the orcs are the sea-goblins, shark riding piranhas of the sea. Where they are spotted, orc raiding parties are sure to follow.
Occasionally a city state sends in its military to attack incoming our outbound orish longships. But there are too many places to guard, so plundering dies down a bit only to start back up in a few weeks. Life for those who choose to live outside the protective walls of the city states is perilous.
Pirates
Wherever there are ships laden with goods, one will find pirates preying on them. In recent years, piracy is not as large of a problem as it was a mere 20 years ago. There is little in the way of cooperation between them, but it is just as dangerous as ever for crews to sail the seas without some kind of protection.
The Sea
Under the waves, politics do not end. Merfolk, kuo-toa, and other creatures control large swaths of sea. Travel in these areas without their permission is sure to draw attention. Because of the constantly shifting nature of these undersea territories, it is difficult for surface dwellers to know exactly who they will run into when moving under the waves.
PART 1
Places
Chapter 1: Cities
Abbey
Population: 40,000 (45% human, 30% halfling, 15% gnome, 5% dwarf, 2% half-elf, 3% other)
Government
Theocratic Absolute Autocracy
Abbey is headed by the Emissary, the absolute authority over the Church of the Holy Order. From there the leadership changes between the two. The Hall of Bishops is just under the Emissary in the Church, but the Hall of Cardinals is the next level of government in Abbey, each ruling over a different aspect of the city.
Each of five Cardinals oversees a different need: Right, Road, Sword, Trade, and Truth. The Cardinal of Right ensures that all citizens are taken care of both spiritually and physically. the Cardinal of Road oversees infrastructure of the city as well as ships. The Cardinal of Sword is commander of the local city guard as well as the soldiers of Abbey. The Cardinal of Trade is entrusted to protect both internal commerce and trade with external entities as well as taxation and distribution of money. Finally, the Cardinal of Truth heads the justice system and enforces the laws of the land on those who are found to flaunt the rule of law.
Of all the city states, Abbey has the best diplomatic ties on average to the others. No state goes against its interests directly due to it being the center of faith for the Holy Order.
Inhabitants
A generally well off populous leads to contentment. The government takes care of its people. They are open to different peoples, but practicing other religions than the Holy Order is strictly forbidden inside the city's main walls and the people get offended by other religions easily.
Architecture
Abbey is a city of art. Eight churches within the city walls, including one for each of the six ministries, the Cathedral of the Heavens which houses the Hall of Bishops, and the Gallery of Pontification. Statues and fountains can be found on every block, with several large parks dotting the city.
The buildings in Abbey go up. There isn't a lot of room to grow, and the city keeps growing, so old buildings are torn down to make way for taller construction, and additions on top of other buildings are not unheard of.
Point of Interest
The largest church, the Cathedral of the Heavens, is traveled to by citizens from all over the coast to pray for health, happiness, and prosperity. This is where the Hall of Bishops meet and where the Emissary holds audience.
Notable NPC
The Emissary, who presides over the Hall of Bishops, is the ruler of Abbey. Formerly Bishop Aral of the Wanderers of the Open Hand, he is growing old in years. A wise and just ruler, he has been a beloved ruler for over 40 years.
Blue Shoal
Population: 6,500 (30% human, 20% gnome, 20% halfling, 30% other)
Government
Anarchy
While city states war almost continuously on islands for their resources, no one may directly attack the other’s city. Just over a decade ago this millennia old understanding was breached when Blue Shoal attacked Half Moon directly. Retribution from the other city states was swift, and Blue Shoal was quashed, its military shattered, and its leaders taken as political prisoners, disappearing without a trace soon thereafter. Now the city sits as a reminder to this rule, a defunct slum, ruled by paupers and thugs.
Inhabitants
After the quick war, most of the citizens of Blue Shoal left. Many ended up in Boulder or joined the crew of any passing ship. But, those that remained try to still make a life for themselves amid the gangs and would be kings.
Architecture
The walls are destroyed, the innermost areas of the city around the keep fallen and burned to the ground, but the rest of the city is left standing. Blue Shoal never had a huge population, so most buildings are one or two stories, with lots of intermingling of residences and shops throughout. What is left is mostly the lower class areas, and it shows with rickety old buildings and cobbled together construction.
Point of Interest
The old keep, much of it burned the razed, has been picked over by looters and scavengers. However, word is that those looking for spoils in the keep's old dungeons below ground aren't returning. The inhabitants play it down, but rumors are starting to get out.
Notable NPC
Dockmaster Tully, self appointed overseer of the port is the main power that most visitors interact with. He's formed an alliance with the smaller groups in the interior of the city and gained his newfound position through flattery and a cult of personality. Just about anyone from out of town has to deal with him.
Colonies
The city states themselves started as colonies of a ever expanding empire from across the ocean. However, that empire crumbled to civil war, leaving the colonies to fend for themselves. Each colony founded its own government, and declared itself independent of the rest. The city states were born.
Boulder
Population: 52,000 (35% human, 25% halfling, 20% dwarf, 10% gnome, 10% other)
Government
Aristocratic Elective Monarchy
Ruled over by the Magnate by Right, this monarch's successor is elected by members of the Sovereign Council. The current Magnate is Callus III, Duke of the Gray Cliffs. The Magnate oversees the military, foreign diplomacy, and has absolute authority in the Iron Keep where he presides. The Sovereign Council levies taxes, oversees the city guard, and handles all inter-city matters.
The landed nobility, of whom there are many families in Boulder due to the island's size, vote for the Sovereign Council, who in turn vote for the Magnate. And, while there is no law that government officers must be nobility, no non-noble has ever had a seat and no non-noble has ever been appointed monarch.
Recently, a rising merchant class as well as a high number of immigrants has begun to question whether the Sovereign Council, and indeed the king, is the right method of leadership. The nobility takes offense to the very thought of such a change, and tensions remain high between the classes.
Inhabitants
Because of its relatively safely available natural resources, mostly from a large mine and some agriculture, the city has a continuous source of wealth. This has both built up the land owners' and merchant family wealth, and it has attracted much immigration to the island.
This has been leading to a divide amongst the population between citizens and residents. Roughly 60% of the population are not citizens, leaving them without the rights of their neighbors. Many of these residents are dwarves, where a large population has carved out a district for themselves. While when they initially came they considered themselves visitors in the intervening years many of those dwarves born here consider this their home.
Architecture
This sprawling city is built on a large island, Crag Shore. The city core is very old, spanning back almost to the founding of the colonies. As one walks away from the center, the architecture becomes newer and newer, each district being built around the previous.
Where some city states must build up to grow, Boulder has been able to build out. The newest areas of the city are the dwarven district surrounded by lower class slums in the west and the eastern market built around the Nottinrin Academy of Mages, a tower that used to be on the outskirts of the island.
Point of Interest
The Nottinrin Academy was built here a little under 50 years ago on a high cliff by the sea. It is a hundred foot tall tower whose many flourishes and statues were built to impress and draw in students from the surrounding city states. Now it is surrounded by merchant stalls in a high traffic area.
Notable NPC
Kah Braggen, former adventurer and
entrepreneur, heads the largest merchant's guild
in the city. She has made quite the name for herself,
rising up from nothing to become one of the more
wealthy members of the non-citizen class. Anyone looking to
do lasting business in Boulder may as well go to her, since they'll be doing business with her eventually anyway.
Dawn
Population: 4,300
Government
Vassalhood
Dawn is a small town about as far east as towns go, finding itself just on the mainland situated amidst a large field. It is one of the largest suppliers, if not the largest, of food to the city states, including not only agriculture but pastures. It is controlled by a coalition of two city states, as one by itself is unable to protect a town this size, Stone Bluff and Timberland.
Inhabitants
Dawn's main town is located directly off the port, and it is fairly small. Most of the populous live in the surrounding miles - farmers and herders for the most part. Because of the spread out population and how dangerous it can be on the mainland this area is heavily patrolled.
Architecture
A stone keep stands just past the port where the local populous can gather in times of danger. Beyond the keep, however the buildings are haphazardly constructed with whatever materials could be found.
Point of Interest
Only those with official business in town can enter Dawn's port. You either have business with the government, who controls all trade, or with the Sentries, an offshoot of Timber's Venturers, an explorer's guid. The Sentries have a large building right up against the water, a structure of black stone that stands three stories tall. Members, or those pre-approved seeking membership, can meet with the Sentries to take on local jobs mostly consisting of protection and monster hunting for the locals, but also consisting of exploration of local territories.
Notable NPC
Veras is a retired wizard who built a tower and settled down outside Dawn when it was first built. Every once in a while he helps the locals out with troubles.
Half Moon
Population: 22,000 (50% halfling, 30% gnome, 10% human, 10% other)
Government
Absolute Monarchy
Half Moon is the only hereditary monarchy left in the city states. The current practicing head of state is Price Edwin, a self absorbed prince, although King Balen II is still officially monarch. None have seen the king in some months, leading to whispers about why the prince is holding audience instead of his father. With the disarray, the black markets and underground are thriving in the city even more than usual.
Royal Lineages
Soon after the city states gained independence, they each began forming their own royal blood lines, based on local nobility. Those kings ruled over each city state, using marriage as tools of diplomacy and espionage.
When the king of Timber became king of Horn due to their royal family's untimely deaths, the people rebelled against their new ruler. Seeing how tenuous succession was, almost all the city states began removing power from the monarchies, eventually forming their present governments.
Inhabitants
The split between the haves and have nots are extreme here. The poor form a serfdom that work toward a path to citizenship. Once they can buy their citizenship, they can own land and run a business, but few can make that jump. The upper class pander to the crown in order to gain favors and positions. The city is run almost feudally, with Dukes being appointed to districts, Counts to sub-districts and so on. Each member of society knows their place, and they rarely move upward no matter their current status.
Architecture
Arranged as a spoked wheel, the port leads to the city center in a wide northern road, the Grand Arena the tallest structure to see. The king's keep lies just north of that on top of a high cliff overlooking the entire city. Along that route, white granite buildings line the streets.
Point of Interest
This city is many different things, depending on who you ask. On one hand, there are gladiatorial arenas, black markets full of contraband, casinos and other pleasures of life. On the other hand, there are slums and ghettos, forced labor, and terrible prisons. In between there is a thriving market full of peoples from all over the coastline, looking to buy, sell, and trade.
The Field of Strife is the largest arena in the city states. If you're visiting Half Moon it is worth it to at least see one of the matches or events taking place here. From chariot races to blood matches, there is something for everyone.
Notable NPC
Rask, a half-orc pit fighter, has gained notoriety in the city of late. A local celebrity, he fights dirty in the arenas and the people love it. He said he'd only enter the Field of Strife against a member of the aristocracy, and the people are demanding a knight to combat this warrior. They want to see blood, but no one will fight him.
New Haven
Population: 46,000 (35% halfling, 30% dwarven, 20% human, 5% gnome, 5% half-elf, 5% other)
Government
Direct Democratic Plutocracy
New Haven is a city ruled by those citizens who can afford to buy votes. It sits near enough to the mainland that it built its wealth on resource trade with nearby cities, and it uses that wealth mainly on mercenary militias and privateer navies. Because wealth is the source of political power, merchant families tend to run the city, although anyone with significant wealth is able to swing votes if unexpected.
Inhabitants
The city of New Haven is on an almost fifty mile island, Tilland. There are a number of towns, one of which approaches 14,000 inhabitants itself. Much of the island is made up of fields that supply New Haven and its towns with food. Because of the high population, even the local agriculture isn't enough, and New Haven must import food from other sources.
Dwarves make up a large number of the population of New Haven, which has earned New Haven the title of unofficial capital of the dwarven people. This is something that the people of the city have embraced, mostly because of the wealth that the dwarves are able to bring into the city. If the people of New Haven believe in anything, gold is amongst the most important.
Architecture
New Haven's walled keep makes way into a city sprawl stretching along the coast. The distinction between what lies in the city state proper and the surrounding districts are one of statute that has changed over the years. The city center is congested and claustrophobic while the outer areas become open with parks and large buildings. Half a dozen ports line the southern shores of the island, with more in various towns.
Much of the city is made up of industry, with an entire district dedicated to forges that export goods across the waters. Many of these artisans are dwarves, which has only increased demand for New Haven goods.
Point of Interest
At the center of the forge district some dwarves are attempting to recreate a Forge Fire, though the knowledge of how to create such things has been lost to time. The Forge Fires were massive magical forges that burned continuously for centuries. The Forge Fire protected the dwarven halls from many dangers, and it formed the basis of their society. Creating a new one would bring about a new era and rekindle the dwarven people.
Notable NPC
The illustrious windwright Allithian Dwaitinfin is one of the few individuals knowledgeable about building airships. Here he works with a large team working on perfecting their craft. It has been a while since anyone put out the cash to build an airship, but he says he has figured out how to make them even larger if anyone can fund his next venture. This ship would be able to carry even more. More food. More iron. More troops if the buyer so wished it.
Kelp
Population: unknown
Government
Absolute Monarchy
Kelp is a city under the waves, the great merfolk city that lies at the bottom of the Kelp Sea. It isn’t considered a city state as Kelp is the capital of a kingdom that stretches the entirety of the Kelp Sea. They trade with the people above, and they make treaties to allow passage over their waters. It is rare that an air breather is allowed into their domain below.
Inhabitants
The capital is most likely entirely, or almost entirely, populated by merfolk. Not many air breathers know the dynamics of undersea life, who allies with whom, and what wars go on under the waves. Those few who have been to Kelp say that they have seen some non-merfolk, but not many, and their access to the general population is limited at best.
Architecture
The buildings of Kelp are formed from coral and sand. Great winding buildings intertwine in a manner confusing to visiter. These maze-like structures, however, appear natural to the merfolk who live there.
Undersea Life
There are many different undersea races living under the waters along the coast. Most usually have little contact with the air breathers above, but adventurers may run across merfolk, sea elves, tritons, selkies, scrags, sirens, sea hags, merrow, kuo-toa, sahuagin, weresharks and more.
Overlook
Population: 12,000 (80% gnome, 7% halfling, 7% human, 4% warforged, 2% other)
Government
Magocratic Meritocracy
Overlook is a gnomish city ruled by the most powerful spell casters of the gnomish mercantile families. This is the business center of most gnomish deals and alliances. Despite being a small city, it is one of the more powerful city states politically because of this nature.
Inhabitants
The city's people take car of each other. Everyone pitches in and provides what they can, and hard work is something that everyone is accustomed to. Upward mobility is a constant push, and if you can prove yourself then you move up in responsibility and reward.
Architecture
Built on a high cliff, Overlook is one of the oldest city states. High buildings lie just on the cliffs, with pulley systems of platforms the main mode of transportation from one level to others. A citizen's social status is reflected in how high they live. The poorest live in homes carved into the rocks near the waves, while the richest live in great towers hundreds of feet in the air.
What little flat ground there is forms the High Market and the Low Market. The High Market lies at the top of the cliffs surrounded by domiciles. The Low Market is on the ports at the base of the cliffs much of which is situated on floating planks
Point of Interest
Many visit to see the Celestial Arcanum. A cross between a temple of the Holy Order and an observatory between Planes of Existence, spellcasters attempt to enter a deep meditative state where they can project into other world. The cloistered ministry run the temple, though here they are call magisters. It is said that those who make the pilgrimage can learn answers to important questions in their lives. Not just anything can be learned - the subject must have a deep connection to the question and answer.
Notable NPC
Billafour Puttinpot, the head of the Runemade Council, is perhaps the most powerful spellcaster by the coast. His practice of divination magic is unmatched, and he has led his family to become the most well respected court wizards amongst the nobility of the city states.
Vos Pillar
Population (overall): 58,500
Population (outer layer): 30,000 (30% halfling, 30% human, 25% gnome, 15% other)
Population (middle layer): 23,000 (45% gnome, 25% halfling, 25% human, 5% other)
Population (inner layer): 5000 (100% gnome)
Government
Authoritarian Aristocracy
The city is ruled by a council of gnome aristocrats, each from one of the noble families of the gnomish people. Together their dictates are law in the city. No one family has more power than the others - directly at least - since each family gets one vote. The families are always plotting and scheming to get the best of their peers, although they would never admit openly about their intrigues.
Inhabitants
The outermost layer of the city is a vast trading hub. Located in a prized location in the middle of the city states, Vos Pillar sees a lot of traffic go through its port. Even though the city is considered to be one of the biggest gnomish cities, one wouldn’t know this from the outer city, where most outsiders will be restricted to. The city is bustling with people of every walk of life, from goliath and elves to humans and halflings.
Architecture
One of the more physically imposing city states, as far as architecture goes, it embodies function over form. At its heart Vos Pillar is one large sprawling palace, surrounded by walls, then surrounded by a city of towers, and surrounded by more walls, which are themselves surrounded by a bustling metropolis, and then surrounded by more walls. And below ground wind a vast network of underground tunnels, each layer of wall above ground mimicked in the undercity by singular, narrow, well guarded checkpoints. The outermost city is gray stone with no need for such things as fountains or statues, and that is as far as almost all visitors ever see.
Point of Interest
Any of the myriad of taverns in the outer city plays host to all sorts of travelers, and the tales that they have to tell. Those who can keep their head down and listen can learn a great deal about what is happening all through the seas from the Shipyards to Abbey.
Notable NPC
Tessler Bizzlebin is a former adventurer and head of a Bizzlebin research and development project for the Bizzlebin family dealing with the creation of spellcasting constructs. Many call him eccentric and somewhat erratic, this gnome is known for acting in inexplicable and unexplainable ways. Always on the lookout for help, however, he constantly requires help from adventurers to find exotic and strange materials as well as to go to unexplored locations and bring back secrets that he has heard about on the edges of civilization.
The Shipyards
Population: 9,000 (20% halfling, 15% human, 13% gnome, 10% elven, 10% orcish, 8% dragonborn, 7% tiefling,6% goliath, 5% dwarf, 4% warforged, 2% other)
Government
Feudalist Despotism
A long time ago, this sickle shaped island was the staging ground for building large ships that were meant to go up and down the coast, out to sea, and bring settlers with them. Unfortunately, those plans never worked out, and now the half built ships sit like rotted corpses along the shoreline, floating flotsam clogging the cove where these majestic leviathans were once built. Of course, little goes to complete waste, and now the small city that was abandoned has been claimed by the less than savory: pirates. While The Shipyards don’t have a seat amongst the city states as far as the others are concerned, they are a power nonetheless and many list them among the city states in quiet hushed tones when officials are not listening.
Inhabitants
Life here is rowdy, exciting, and dangerous. Everyone here knows who they can go to for help and who is going to come to them for help. Life is about knowing the right people and making sure nobody takes advantage of you. As long as you know how to act, who to talk down to, and who to talk up to, life is good. Pirate captains congregate and brag over their latest booty, and crafty merchants fleece them for as much as they can without drawing too much attention. There is an endless supply of mercenary sailors and cutthroats looking to earn some gold, although crew carries little or no loyalty here except that can be gained through regular pay.
Architecture
Most everything is cobbled together. Leaky shacks line the outskirts of town, built from abandoned timber or pulled from unfinished ships. The main town is decent enough, if utilitarian. The Shipyards, after all, existed for building and little else originally. Much of the infrastructure has been converted to fit the needs of whatever local can hold it. A boathouse made into a gambling din here. A warehouse converted to a public house there.
Point of Interest
The Lazy Elf is an inn and bar that operates near the port and serves as a neutral meeting area. Magical rune traps set to disable anyone who makes an overtly hostile action inside, and it has become neutral ground in the Shipyards. This makes it one of the safer locations for those not looking for a fight, and it has become a common meeting area for hostile parties. Further, if anyone were to attempt to bypass the defenses and injure another here, the locals would not take kindly to that.
Notable NPC
Jajhaera the Exile, an elf cast away from his brothers and sisters, and not welcome in the city states has set up a magic item trade empire of some renown in the Shipyards. She doesn't maintain a shop or inventory, but she knows who is looking to buy and who is looking to sell. Taking a small commission on the side, she says she makes ends meet. Even those who normally would otherwise never come near this island seek her out when they need something rare or have something to sell and want the best possible price.
Stone Bluff
Population: 34,000 (99% human, 1% other)
Government
Theocratic Despotism
The clergy, a caste of warrior priests, rule with an iron fist and determine where the next strike will be. Stone Bluff has some of its own interpretation of worship, which places strength and combat as a sort of spiritual endeavour. As such, the ruling clergy rise through the ranks through ritualistic combat. The strong become the leaders. As such, Stone Bluff rarely plays at politics with other city states - the ability to do so simply doesn't matter to governance. They are straight forward and demanding - a difficult combination for some others to get a handle on. And, while the local theocracy doesn't outright clash with the Emissary or Hall of Bishops, it does cause friction within the ranks of the Church as to who to defer to and when.
Inhabitants
Stone Bluff is a city of warriors devoted to the Holy Order. Military service is mandatory, and campaigns of war are seen as the source of valor. The strong flourish and the weak are slaves in this city state. Almost the entire population is human, and only humans can be citizens or hold position in the Church here. The people are wary of outsiders, and while they understand the need for trade, rarely are visitors allowed past the docks unless on official business.
Architecture
Stone Bluff's coast is a hundred foot wall of rock dropping into deep ocean, the whole of Stone Harbor is the same. The Unyielding Wall surrounds the main city: a twenty foot deep wall of stone that runs around the city center is just over a mile long and has never been breached. Beyond that are several small "towns" each one a distinct part of the city of Stone Bluff, with its own wall separating and protecting it.
Point of Interest
The Hereafter is the second largest temple to the Holy Order in the city states. It recognizes those who gave their lives for something greater, who died in honorable combat, and other deeds. Statues stand as reminders to heroes of the past, and the clergy give sermons preaching the holiness of dying for the state and its efforts. Underneath the temple is a vast archive detailing the histories of these lost heroes, and many a student of history has tried to gain access to this area from abroad.
Notable NPC
Garsh Stormwall works the lighthouse on
The Rock, an island deep in the Stone Harbor.
He's a recluse, rarely seen, and some say in quiet
tones that he has orcish blood in him. Just about
anyone coming in talks about the man, and he's
grown a rumor mill about him over time. Rarely
is he seen, even though everyone knows who he
is. It is also said that he knows a great deal about
the north, and especially the enigmatic Iron Towers,
though this is most likely nothing but idle fancy as
few can brave the northern seas.
Timberland
Population: 55,000 (70% halfling, 15% human, 5% gnome, 5% elf, 5% other)
Government
Bureaucratic Authoritarian Oligarchy
There are no elected officials here. There is no nobility. The city is a never ending bureaucracy that runs itself, a serpent of red tape devouring itself day in and day out. Each division of the government is interconnected with others, but there is no head of state, no one at the top in charge of multiple organizations. Some parts don't work well together, others do. Some have indirect power over others, for example the Dominion of Revenue controls the taxes, but the Commission of Coin determines what each body needs to have budgeted from those taxes, while the Auditor Regency inform the Governance Against Corruption in order to keep others in check.
Inhabitants
Timberland is so named because the island it is situated on was large and forested. Over the years, the forests have slowly been depleted to the point where half the land is now used for agriculture, leaving less lumber. Still, the city has made a name for itself in ship building and lumber exporting, which are both very desirable in the city states. The island is full of lumberjacks, ship builders, and arborists. Lately, druids have been replanting and magically growing forests in order to replenish the resources that made Timberland what it is, and the government has made peace with certain groups of elves who see the benefit of peace in giving up fighting against the city state and instead helping to replenish the land.
Architecture
Homes, businesses, government offices are all constructed of wood, and because the island is large enough, Timber has more of aesthetic of a sprawling endless town. There isn't really a government center. There's no keep. There's no main road leading through a promenade like Abbey, no elaborate port authority like Overlook, no tall buildings like Vos Pillar. The city itself is pragmatically humble in aesthetic.
Point of Interest
The head of the Venturers is based out of
Timber, which brings in explorers, cartographers, pathfinders, and pilgrims from across the islands. There are several buildings spread out that make up the head of the outfit, a number of barracks for housing members, a long cabin for business, a small tower for handling supplies, and series of pavilions along a substantial wall for finding and claiming assignments given to the guild by outside contract. If you're looking for work or networking this is a great place to visit.
Notable NPC
Braz the Adze is one of the finest woodworkers in the islands, and word among adventurers is that he has been working closely with the elves to perfect a new woodworking technique. This isn't just any technique, but warping and twisting wood into armors and weapons that are strong as steel by utilizing his mastercraft technique and druidic magic. For now these are just rumors and there are no items for sale of such a nature, although he has been reaching out to select adventurers for something, although nobody is talking.
Battles over Territory
The city states battle constantly, taking control from others the islands that dot the coastline. Many cities would not be able to feed their people without these islands. It is understood that territories will be annexed by force, only to be attacked and regained eventually.
The governments expect combat on these outposts, and regard these skirmishes as civilized conflict. Constant gaining and losing of islands is considered natural and not personal.
Chapter 2: Locations
The Iron Towers
The Iron Towers are a series of eight towers forged of iron, each spaced about a mile apart in a line along the northern coast on the beaches bordering the North Sea. They were built long before the first colonists settled the islands, and no one is sure who built them.
Several of them are used as outposts by the city states as keeps in the north to warn of incoming orcish hordes. It isn't often that a large number of orc raiding parties bands together, but when they do it is open war on the seas, and these towers serve as an early warning while protecting those inside from assault. The trip up to the towers is perilous, and keeping them supplied even more so. Perhaps due to it being years since the last mass invasion, many are questioning whether it is still worth manning.
Horn
Until recently, Horn was one of the few city states on the mainland. That is, until the city states were reminded why there are so few cities on the continent itself. Horn over-reached, letting slightly slip defense in their attempt to control more territory. As soon as they were open, there was an invasion: a hobgoblin army led by a great dragon swooped upon the walls and leveled much of the city, killing its inhabitants and taking the city for themselves.
Now Horn is ruled by a red dragon and his legions. He demands tribute yearly or threatens to destroy any ships that pass near Horn. So far, no one has dared oppose the new rule of Horn, and tribute is paid on time every year.
Kelp Sea
This stretch of water is mostly controlled underwater by merfolk, with whom the city states have a tenuous alliance with for the purposes of sending their ships over their waters. This isn’t a completely safe area, however, as other creatures, mostly from the Sea of Teeth can often be found here as well.
The merfolk are natural enemies of the creatures of the Sea of Teeth, and mostly keep them at bay. The two are constantly at war and borders change as a matter of course. Thus, the area is mostly safe, but captains should keep a watch out for the unexpected.
The Marble Spire
This tower of marble is the main academy of mages headed by the Nottinrin noble gnomish family and the original magic academy in the islands. In their final years of study, all mages come here for their final tests. This is the center for the best among the mage apprentices, a final stop before setting out into the world. It also serves as a center of research and learning for sages who use its vast magical libraries to search for knowledge that goes beyond just the arcane.
North Sea
From the north come the orcs. Where exactly their land is, how many of them there are, and what the far north looks like are all mysteries. Adventurers have gone in search of glory or to reduce the menace that the orcs pose to the inhabitants of the coast, but to no avail. The seas past the iron towers are filled with giant blocks of ice floating on the water, and the cold can kill even the most hearty adventurer. From that far north, no one has ever returned.
Sea of Storms
The southern sea is treacherous itself, and the name is quite descriptive of the dangers. Going south the sea actually rumbles like the earth during an earthquake, dark clouds hang overhead constantly, pouring a rain forth that never subsides. Lightning and thunder sing and dance together without end.
If that were not enough to stop explorers and adventurers from testing those waters, sea monsters rise out of the depths to devour anyone who survives long enough to take their notice and whirlpools appear and disappear without warning. What causes the storms? Do they hide some secret?
Sea of Teeth
These waters are controlled by intelligent underwater creatures of vile intent: kuo-toa, sahuagin, and other monstesrs of the deep. Those that pass through the waters must pay tribute or be attacked, although sometimes they are simply outright killed by the inhabitants of the waters.
Other sea monsters, who cannot be so easily parlayed with, inhabit these waters tearing ships apart and feeding on cargo and crew alike.
Most vessels go around the sea, taking the longer roundabout routes either skirting the Sea of Storms or Kelp Sea or carefully navigating the rocky coastal regions. For even though your first voyage through these waters may be uneventful it is a question of when your ship will be attacked, not if it will be.
Stone Harbor
The harbor that the city state of Stone Bluff nestles in is dangerous to travel for those who don’t either know each and every underwater rock formation or pay for the few extremely detailed maps of the area. Otherwise, one must send out small rafts ahead of a ship and painstakingly move at a snail’s pace in order to navigate the outcroppings and sandbars that dot the waters. This means that those merchants who have taken the time to learn the waters are at a premium and are sought after as much as the valuables that they carry.
Vaerlynoxx's Cavern
She has roosted on the island for centuries, earning many monikers over the years: Vaerlynoxx the Devourer, Vaerlynoxx the Ship Sinker, Vaerlynoxx the Beating Storm to name a few. This blue dragon makes her home in a cavern lush with gold, gems, magical artifacts, and treasures that would make the heart of even the most pious adventurer bleed with lust. Surrounding the island are worshiping kuo-toa who attack anyone who comes without tribute.
For centuries she’s collected tribute from the city states around her domain, and any ships not flying one of those city state’s flag must pay her kuo-toa schools to pass through her territory. Every year each city state around her (that being Abbey, Timberland, Vos Pillar, and previously Horn) searches for the most powerful magic item they can find to give to the dragon in tribute along with mundane treasures. In return she allows ships to go through in tact, although she doesn’t protect the ships from other dangers, including her spawn.
This ancient blue dragon is a menace to all city states who would love to see her dead. However, any unsuccessful attempt on Vaerlynoxx’s life unleashes her wrath upon the surrounding lands. Several years ago adventurers attempted to kill the dragon. They did not, and her anger was great. She destroyed every ship in every port within two hundred miles of her island and it took years to recover from that. The city states are not keen on repeating that catastrophe.
PART 2
People
Chapter 3: Organizations
Religions
Most religions has the same basic history or mythology, because they all track back to the creation of the world and the creatures that inhabit it. However, they have their own twist on who is a god and who is a demigod.
The Holy Order
The city states have a pantheon religion of various gods, and those who do not worship these gods are considered heathen by their worshipers, their tolerance for heathens being different from city state to city state. The gods of the Holy Order are Sol, Relos, and Hel, but there are countless demigods and saints that are worshiped alongside them.
Church of the Holy Order
The Church Holy order is made up of six ministries, each given a task to fulfill and their own method of worship. Each has a leader who resides in the Halls of Bishops and, along with the Emmisary, forms the leadership of the Church.
Cloistered Ministry
Called, Knowledge Domain, advisers and proselytizers
Knights of the Standard
Holy Knights, War Domain, soldiers of the Church
Mariners of the White Crest
Storm Riders, Tempest Domain, ship protectors
Temple of the Closed Hand
Inquisitors, Light Domain, hunt heretics
Truth in Eyes
Ambassadors, Trickery Domain, spies and diplomats
Wanderers of the Open Hand
Pilgrims, Life Domain, protectors
Other Domains
There is no ministry associated with the Nature domain. Nature clerics are more in tune with other forms of worship. Likewise with the Death domain, as there is no place for necromancy in the Church.
Various cleric domains have been introduced beyond the PHB. If the DM wishes to allow these then the new domains can exist as an alternative for the following Temples.
The new domains are Grave (Cloistered Ministry), Forge (Knights of the Standard), Arcana and Order (Temple of the Closed Hand), Twilight (Truth in Eyes), and Protection and Unity (Wanderers of the Open Hand).
Devout of the Holy Order
A schism of the Church of the Holy Order was formed some centuries ago. A religious war was fought with this new sect in the empire from which the colonies originated in what ended up causing a civil war that broke apart the empire. Remnants of the Devout remain, although they are few.
Sons and Daughters of Evessia
This is more of a way of life than any kind of structured religion, following the way of nature and the world.
Priests of Evessia are druids or in rare cases clerics of the Nature domain. Many who live or come from the wilderness worship her including elves, goliaths, and the fey. Indeed, it was Evessia’s son who gave the fey of the Plane of Life immortality and whose daughter Avasa introduced them to the spirits of the world, who they hold in reverence as well and who protect their homes from the dangers around them.
What makes a god?
Druids see Evessia as a god, a piece of and the heir to the power of the Giver who was the original source of all life. The Holy Order sees her as a demigod, younger than their gods and an accident of creation. Both agree that she was born from remains the Giver after he died, but does that make her a god? It depends on who you ask.
Dwarven Self
Dwarves are very spiritual, although they do not worship gods and their spirituality is rooted in concrete ideas. The most important ideal is self, discovering who you are. On death, a dwarf's soul does not move on, it stays with the body until a ritual called the Casting in which the body is burned and the spirit imbued into a new self - one matching the deceased’s role in life, for example a shield, a forge hammer, or a chisel.
Cults and Creeds
The world is filled with demigods, spirits, demons, and other beings claiming to be gods and demanding worship. Some are benevolent, giving aid to their worshipers and helping them to thrive. Others use the souls of their worshipers to extend their life and gain power. The most powerful of these evil cults is the Shadowed Circle, a triad of powerful devils - siblings of the gods of the Holy Order.
In truth, it is not uncommon to hear tales of the offspring of gods and goddesses, even those who are still active. Vox the Immortal, son of Relos, was the most feared pirate in the seas until just years ago. Blue Knoth is a ship captain, some say 10 feet tall, who commands the most beautiful ships given to him by his father Sol. Every ten years he collects adventurers mad enough to sail with him into the Sea of Storms. None who join him ever return.
Gnomish Mercantiles
While there are many titled gnomish noble families, there are only eight families involved in the magical mercantile guilds. These families are considered the wealthiest and most powerful in gnomish society.
Barenburs
This family has managed to lock down the magic item trade amongst the city states. Those who wish to buy from them must first purchase a Barenbur Ring of Alliance from a gnomish merchant aligned with the mercantile family. Upon seeing it glow, the gnomish merchants will sell to the wearer from that time onward. The wearer can buy magical items at 85% normal value, sell all magical goods they don’t want for normal sale price, and adventurers often receive well paying work from the merchants of the guild. In return they are not allowed to shop anywhere else for magic items or reagents nor are they allowed to sell their acquired items anywhere but to a Barenbur aligned shop.
Nottinrins
This family heads the Nottinrin Mage Academy and Mage Guild. Many decades ago the Nottinrin family only allowed gnomes into their guild, sharing secrets amongst their gnome brothers. Then they decided to open the doors, and the guild flooded. They have since built an academy in every city state except Stone Bluff (who doesn’t want an academy) and Timber (who runs their own competing academy).
These academies teach those who are able to learn (and pay), crafting most of the most powerful mages of today. Most court wizards are now Nottinrins, and noble families see it as a point of status to have a Nottinrin mage available on retainer.
Heggles & Ritterkinds
Members of this family are adept with wards and other protective spells. They perfect their calling for multiple kinds of protections, from personal home protection marketed to noble family manors, to wards on a town or even city sized scale to protect versus invaders. This family is quite spread out amongst all the city states with little in the way of central authority. In fact the "family" is made up of two main groups as opposed to one, who vie for power against each other occasionally. Right now the Heggles are the dominant group, but that could change in the future.
Thimwins
These are alchemists. They work with various non-magical materials to create magical effects. The family guards its alchemical secrets jealously, and there have been many unsuccessful attempts to steal their formulas.
Bizzlebins
These gnomes have learned secrets of construct creation, from golems to warforged. They work tirelessly in Overlook, constantly making constructs for nobles and kings. No one knows where the secrets to their creation come from, as while others have learned to make constructs, none match the superior quality of the Bizzlebin family.
Puttinpots
When you need to find out something that no one knows, go to a Puttinpot. They are masters of divination magic, able to track and find just about anything. The elite among them are able to learn secrets that are long hidden. It is said that the Puttinpots have devised all sorts of divination magic and even items that can discern secrets and learn truths.
Most rulers of the city states have at least one Puttinpot advisor, for their answers can often spell the difference between success and failure.
Dwitinfins
Artificers who craft each item they make as if it is a work of art, these gnomes are very close to the dwarves, working with them and sharing secrets to create amazing magical creations. They scour the mainland in search of long lost secrets, ancient tomes, and long lost artifacts. The creation of a magic item never seen before is what each family member constantly works toward, always wanting to create something truly unique.
Guild Breakdown
Name | Headquartered | Requirements | Benefit |
---|---|---|---|
Bearers | Abbey | Do good deeds for no reward | An ever growing list of evil to vanquish |
Hinterlanders | Abbey | A unique expedition | Close ties and friendship to expert explorers |
Merchant Marines | Varies | Have citizenship and a ship | Always have cargo ready to load and haul |
Skipper Kith | Half Moon | Helm a ship, 10 gp per year | An ally in ever port, contacts in every city |
Spiders | Blue Shoal | Unknown | Unknown |
Venturers | Timberland | 200 gp per year | Wide variety of job boards and patrons |
Sentries | Dawn | Prove yourself as Venturer | Access to jobs on based on the mainland |
Guilds
Belonging to a group can have many advantages in both resources and contacts. The number of guilds across the islands that a person can join and interact with is innumerable. The following are the largest and most prone to attract adventurers into their ranks.
Bearers
Centuries ago, a wanderer of the open hand wanted to do more. He spread the aid of the Holy Order for years, but believed that it was too constraining to only rely on the clergy to help those who cannot help themselves. He left the Church, on good terms, to create a group that could bear the burdens of the world against evil for those who were too weak to defend themselves.
Members of this group search the islands for rights to wrong and evil to vanquish. There is enough that they do not have to wander aimlessly, they often have a list of problems that they could never hope to get through. And, so they recruit more members and pass along between each other the needs of the people, doing what must be done.
Hinterlanders
An exclusive club of seasoned explorers make up this group. They are mainly focused around exploration of the continent, but often will explore uncharted islands, undersea caverns, or other more exotic locations. Not just anyone can join, and usually a new member must declare some discovery or revelation in order to be counted amongst their ranks. A small group, the are very close knit, and they will often work together on expeditions or seek out answers to a member's disappearance.
Merchant Marines
Each city state has a fleet of merchant marines dedicated to trade for that entity. There are benefits and downsides to this, but a ship owned and captained by a citizen of a city state can often offer themselves as a merchant marine for their state. They lose some autonomy, but they always have a variety of shipping options available so long as they base themselves out of their home port, and they gain substantial cost savings on taxes and other fees. Overall, it can be a lucrative option for captains who do not wish to play the negotiation game.
Skipper Kith
Anyone who has taken command of a boat can call themselves a skipper, not just the captains of vessels or military ranked officers. For those with real experience leading, whether a captain or not, the Kith will take you in as one of their own. Often the more affluent scoff at this society, as it places the head of a fishing boat on equal terms with a naval admiral as far as they're concerned. This group can be informal, or rough around the edges to say the least. But members know how to help each other out.
Spiders
This is a very new group, but one that has seemingly sprung up everywhere at once. A guild of thieves, it is not made up of cutthroats or marauders. It's membership is selective, allowing in only those who have skill in cat burglary, assassination, con artistry, or other skilled forms of law breaking. While its members are mostly unknown, and otherwise it would be virtually undetectable, the anonymous leadership of the group has taken credit for many high profile felonies, based out of the anarchic state of Blue Shoal.
Troubled Waters
This group of sailors seeks to make the seas as safe to travel as possible. To that end, they perform several tasks, such as mapping sea routes, attempting to make peace and deals with sea denizens, and encouraging patrolling of various unsafe waters. They are also heavily involved in stopping piracy, and have many lucrative bounties out for the more famous or dangerous pirates that sail the waters.
Venturers
This lot loves to boast about their latest foray into the unknown. They gather in Timber to drink strong ale and tell tall tales. Because of their notoriety as the largest adventuring organization, they attract a great deal of outside requests for various work.
The Venturers have an offshoot, the Sentries, who operate out of Dawn and hunt down bounties for the local constabulary. Being a member of the Venturers is a requirement to joining the Sentries, but the Sentries are not as easy to join. First one must prove themself as a member of the Venturers, not just pay their dues.
Chapter 4: Races
The island inhabitants of this world are slightly different than the typical Dungeons & Dragons races. Below are deatils about changes to the various races from the Players Handbook. If not mentioned below, assume no change from the default.
Dragonborn
It was the dragonborn's even temperament in the face of rage that caught my attention the most. I had seen duels for years, but rarely a fighter like this. I was lucky to be present. Ralik calmly asked his opponent to lay down his weapon and walk away. When the blade was drawn, the old dragonborn sighed and rose, promising his opponent he would lay his remains properly to rest. This was not a boast, though most thought so, it was a courtesy. And, he followed through.
— Dilitrot Rutinford, Life in New Haven
Warborn and Warworn
Dragonborn on the coast, thus, mainly come from two molds.
The first are loyalists. These are dragonborn who come from overseas as visitors. Their cause is just, and islanders who open their eyes to their people are their allies - those who do not are their enemies. They see the world as a very black and white place, with clear delinitation between friend and foe. They choose their fights based on politics and enter into intrigue willingly when it can serve their purpose.
The second group are the war weary. These are dragonborn who are seeking out a new life for themselves away from what they see as a violent endless cycle of war with no end. More often than not dragonborn who fall into this group were conscripted at a young age, as military service is not optional in dragonborn society, indoctrinated, then lost faith in their people for one reason or another. They now seek their own way. More often than not they still fight, but they choose their battles based on their own morality and their own desires. Too often in the past they have been brought into conflict they did not agree with. Now they choose their battles as they see fit.
Dragonborn Traits
Breath Weapon. You can use a bonus action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.
When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
After you use your breath weapon, you can’t use it again until you complete a short or long rest.
Dwarves
I am an axe, like my father and his. When I join them in death, my only wish is to continue fighting for our people and that if we have not retaken our Forge Fires by the time I draw my last breath, that you will continue as an axe and fight for our people. The humans weave a pleasant story of gods and myth, but we have Purpose. Fulfill that purpose, and you will find your self. Draw upon that purpose, and you will realize a greater truth than anything human, halfling, or gnome can ever know. You will know the truth of what you are.
— Foln the Axe, Letters
Single Minded
Dwarven society is defined by purpose. The purpose of the individual and the purpose of the family and the purpose of the people as a whole are interlinked. Indeed, a dwarf doesn’t think of what it does as his or her purpose, instead referring to it as their “self” - a definition of what they are. A dwarven artisan, thus, isn’t a smith, cartographer, or a sculptor. He may be a hammer, a map, or a chisel. A dwarven warrior isn’t a guard or a soldier, she is a shield or a maul. These concepts of self are not merely metaphorical, they are intricately tied to dwarven religion and death rituals. A dwarf is what they always will be.
Elves
I saw the Inquisitor scowl at Elessidra as she climbed down from the dingy into the shore's waves. He didn't like the visitor, but for now there was no reason to turn her away. I knew his worries, but the elf was one of the few experts on redcaps we could find, and the cheapest to hire by far. I started a greeting, but she stopped me.
"I'm not here for your formalities. I'll work with you to stop such reckless death, and then I'll be gone. Show me." Just having an elf on our little island made me nervous. I had heard stories of offended elves, and I wasn't sure what to say anyway. We proceeded in silence, which seemed to suit everyone just fine.
— Constable Bathil, Finding Wrongs vol. 2
Protectors of Nature
Relationship between the elves and other races have been strained over the years. Many longer lived races still remember the wars that were waged between elves and the island states hundreds of years ago when the colonies began building on the mainland. Ever since the mainland was abandoned for the island states, relations have improved, but there is still bad blood between certain individuals.
Elves say that they are protecting nature from the destructive nature of civilization, and they will defend that with fervor.
Gnomes
Riggamin's cabin didn't look like it belonged on a boat. Volitile liquids crowded a large shelf, books sat open overlapping on a rickety old table, and a lantern sat on top of a pile of parchment on the floor some fifty sheets high. That old gnome never had to worry about such things, however. Magic kept everythign in place despite the worst waves that the sea could throw at the Bastion.
His studies would not be interrupted by such a small thing as a storm, as he put it. The fact that it made visitors uncomfortable was simply a plus to the old Dwittinfin, and I saw a smile cross his face every time a newcomer came to seek him out in his roving workshop.
— Captain Tilson, Sailing the Sea of Teeth
Touched by Magic
Gnomes as a race have been working with and been around magic for so long that it is as natural a thing to them as walking or breathing is to the other races. Over time different gnomish families have been around their particular brand of magic for so long that it has permanently affected their lines. Below are two lineages that now exist in part due to constantly manipulating forces of magic.
The Gnomish Mercantiles
Gnome society is secretive, and while they often live among the other races they are not ones to talk about themselves much. They arrange themselves in an aristocracy, each gnome tracing their relation to the nearest noble family for whom they devote their work. Once a gnome's name is officially entered into their family's Book of Names they cannot change families.
Some noble families run one of the great gnomish mercantile groups. The two most known noble families, the Barenburs and the Nottinrins, form a magic item mercantile network and a wizard guild respectively, for example. The Barenburs control easily 60% of magic item trade on the coast while the Nottinrins command several of the top wizard academies as well as boast most court wizards belonging to their guild.
Other noble families are involved in business such as alchemy, creation of constructs, warding and protection, ancient tomes, expeditions and artifact recovery (working with the dwarves), and tracking and divination.
Suffused
After generations of working with residuum, a raw form of magic, these gnomes are adept with the creation and understanding of magic items. While sometimes suffused seem to have a lack of focus, it is really just that they can easily focus on multiple things at the same time. Many Barenburs, Thimwins, and Bizzlebins are suffused.
Ability Score Increase. Your Dexterity increases by 1.
Multitasker. You can perform two downtime activities at the same time.
Quick Attunement. You can attune to a magic item you are holding as a Bonus Action. Once you use this ability, you must take a long rest before using it again. When you use this ability you can drop attunement to one item as if you had taken a rest.
Skilled Artificer. You gain a tool proficiency. When enchanting an item that you crafted, reduce the cost to 75%.
Spelltouched
Locked in their libraries, towers, and studies surrounded by magical reagents, these gnomes have become incredibly adept and understanding spells and magic. A spelltouched sees magic as just another aspect of life, and they are adept at its manipulation. Many Nottinrins, Heggles, Ritterkinds, and Puttinpots are spelltouched.
Ability score increase. Your Charisma increases by 1.
Spell Affinity. You know either the light, mage hand, mending, or message cantrip.
Focused Study. Choose a spell school. You can always use scrolls of this school as if they were on your spell list.
Halflings
Back in those days I wasn't sure if my little ship was going to make it from Half Moon to Blue Shoal, much less across the Kelp Sea. I promised my crew more than I thought I could deliver. I wasn't sure the charts I got from the old half elf were real. I couldn't be sure until we sailed the Stone Harbor without a guideship. It was a gamble, but it paid off when we pulled into Stone Bluff without a scratch. I never let on to my crew that I wasn't sure about the charts. I doubt that they would have sailed with me if they had known we could have run aground at any moment.
— Thessa Eastwind, Founding Eastwind Trade
Halfings are the merchants of the sea. They ship cargo from city state to city state, transport vital supplies from farming hamlets to cities, and carry out contract work for the states when they can. Proficient sailors, they eat less than larger races, take up less space, and are able to fit more cargo onto their ships as a result. They also have a long sea tradition among the coastal inhabitants and most halfling ships can sail through just about any territory in the islands and coast due to extensive contacts with various city states. This means that a halfling ship can take a more direct route when others might not be able to.
Luck of the Draw
A halfling's life is guided by chance, mostly
because they like it that way. They're
willing to take the big risks for the
big rewards. Sometimes it doesn't
work out and sometimes it does.
Whether it does or not, a halfling
is quick to attribute either a win
or loss to luck. Either way their
current luck is seen as temporary.
Next time their luck may change.
Sometimes other races see them as
fickle or flighty, but that's not the way
that halflings see themselves. They
live on the edge, never knowing what
is around the corner. And, they
never seem to hold grudges or
blame others for their problems.
From their perspective, life itself is
a gamble from day to day, and that's
what makes it worth living.
This goes for business as well as
adventuring. A halfling is most likely
to go with the high risk high
rewards outcome. Sometimes
their cokmpanions have to reel them in a bit. A halfling will just shrug and move on. Not everyone is ready to embrace their lifestyle.
Humans
Sure, they aren't the best at anything in particular. At least, as a group. And, they're always fighting amongst themselves. And, they don't live very long, so they often don't even get to see the fruits of their labor. But, they're always striving, always pushing themselves beyond their apparent limits. I don't know how they do it. I wonder if I were human if I could go on like that. Or if I were a human, I suppose I wouldn't know enough to ever stop.
Movers and Shakers
Of the races that make up the populations, humans have their fingers in everything that goes on. Wherever you go, you'll find humanity whether it be a humble farmer steadfastly tending his crops or in the wilds of the continent surrounded by dangers or everything in between. Every political force has humans somewhere. Kings, officials, captains, advisors, you can find them everywhere. Perhaps that is the strength of the human race: their adaptivity to just about any circumstance that they happen to find themselves in and their ability find a way to fit in with everyone.
Half-elf
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Half-orc
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Between Worlds
Kobolds
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Island Natives
Tiefling
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Warforged
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— Author, Reference
Warforged are non-sentient constructs created by gnomes as bodyguards and servants. They follow the orders of their current master and serve them well. Sometimes, however, a warforged begins to show signs of intelligence. This is usually a slow process taking years before true sentience is reached. Once this happens, the warforged is free to choose his or her own path. Most choose to continue with their normal duties, not knowing what lies outside of the world they’ve known as they grew in sapience. Others go out into the world, seeking their own path in life.
Unfortunately, it is not to last. Sentience is a temporary state. As time goes on, usually around the two decade mark, the intelligence begins to fade just as it came on. The warforged begins to forget things, it is harder to hold concentration, skills they’ve learned disappear. Eventually they revert back to the unthinking construct they once were, only able to follow orders.
Someday, the process will begin again. They’ll gain back sentience. However, they have no memory of their former existence and indeed their personality might be completely different. They are in all qualities that matter a different person. Sometimes, on occasion, they may remember glimpses from a previous life or have vague mannerisms in common with who they were at one point, but these are only the faintest of remnants. The fate of a warforged is a series of short existences.
PART 3
The World
PART 4
High Seas
Chapter 5: Running a Ship
Ships
There are many kinds of ships on the sea. They vary in design, some faster or more maneuverable, others giving up speed for more cargo or living space.
Kinds of Ships
Type | Speed | Crew | Cargo | Passengers |
---|---|---|---|---|
Airship | 50 miles/day | 20 | 50 tons | 40 |
Caravel | 90 miles/day | 10-20 | 20 tons | 2 |
Cog | 60 miles/day | 10-20 | 80 tons | 10 |
Galley | 50 miles/day | 60-80 | 150 tons | 0 |
Keelboat | 20 miles/day | 10 | 0.5 tons | 5 |
Knarr | 60 miles/day | 10 | 30 tons | 0 |
Longship | 80 miles/day | 30-40 | 10 | 50 |
Travel
Ships are at the mercy of the sea. Sometimes just getting out of port can be difficult. When leaving or arriving at port, roll on the following table.
d6 | Outcome |
---|---|
1 | Unable to leave/make port. |
2-3 | One day is lost. |
4-5 | Half a day is lost. |
6 | No time is lost. |
Once out of port, the DM will calculate the minimum time in days that the voyage will take and the difficulty of charting course. Favorable winds can help make good time, but sometimes days pass with poor winds or a storm comes through and you have to lay anchor and wait it out.
The crew Navigator then makes a Wisdom (Navigator's Tools) check to chart the best course in order to reach the destination. Roll on the table below for the outcome.
Wisdom Check | Result |
---|---|
Failure | Roll a random mishap |
Success | Add 1 day per 3 days travel. |
DC +5 | Arrive in the minimum time. |
DC +10 | Negate one weather event. |
Weather, Mishaps, and Encounters
The DM has rules for random events that can happen outside of the crew's control. An unexpected storm may appear, winds may stop, a current may take the ship off course, pirates may attack. These are unknowns that any crew accepts as possibilities when setting sail.
Some events will require a Vehicles (water) or Navigator's Tools roll to be made in order to overcome them, others will be more complex.
Trade
Ships can haul cargo from place to place. Generally, a ship can expect to get 5%-10% of the profit for selling goods. Arbitrage and demand can change the amount of profit that a ship makes, both up and down. Carrying cargo further as the bird flies will allow a ship to charge a higher percentage, with more dangerous routes being more expensive.
Below are example prices at 10% of the profit for the goods. This represents a good negotiator hauling cargo around 600 miles through reasonably safe waters, for example Boulder to Vos Pillar.
Hauling Cargo
Good | Gold per ton |
---|---|
Wheat | 2 gp |
Flour | 4 gp |
Salt | 6 gp |
Spice | 20 gp |
Canvas | 6 gp |
Good | Gold per ton |
---|---|
Cloth | 15 gp |
Silk | 50 gp |
Copper | 5 gp |
Iron | 10 gp |
Silver | 25 gp |
Example Hauls
Below are some ideas of what hauling cargo may look like in practice.
New Haven to Timberland (Cog)
Short Distance, Safe - 3 days travel (5% profit)
- 40 tons of Wheat (40 gp)
- 20 tons of Flour (40 gp)
- 5 tons of Salt (15 gp)
- 15 tons unfilled
Vos Pillar to Overlook (Cog)
Short Distance, Dangerous - 3 days travel (10% profit)
- 30 tons of Copper (15 gp)
- 20 tons of Iron (200 gp)
- 20 tons of Canvas (120 gp)
- 10 tons of Cloth (150 gp)
Passage
Another way of making money is to take on passengers to carry from one location to another. Usually ships carry cargo will carry some passengers along their normal routes for a nominal fee. Higher paying passengers may be able to convince a captain to veer off course a bit. Very high paying passengers may be able to hire a ship to go to a specific location for them, wait for them, or pick them up at a later time. Passage is normally paid for by mile.
A typical cost for passage to a location the ship is already headed is 1 sp per mile per passenger.
Outfitting
Ships can be upgraded in many ways, some practical some for comfort.
Mundane Upgrades
Brig
Installation 5 days, 750 gp
Part of a pre-existing cabin or a portion of the hold can be appropriated to create a small brig. This is a secure location to hold up to three prisoners with strong bars and good locks.
Ballista
Installation 2 days, 150 gp
A ballista fires a large spear-like heavy bolts dealing 3d6 piercing damage at a range of 120/480 feet. A ballista can be manned by one, two, or three crew members and can takes three actions to fire. These are permanently affixed to a certain location of the deck with limited swivel.
Cannon
No installation, 400 gp
A cannon can either be rolled above deck, or on large ships out a port hole below deck. A cannon deals bludgeoning damage at a range of 300/600 feet. It can be fired every 1d4+1 rounds. It takes two crewmen to man a single cannon. Cannons can be on wheels and anchored to the deck when used or they can be permanently affixed to a single location with one day of work.
Cannons can have different ammunitions. Below are several options available.
Type | Cost (20) | Damage |
---|---|---|
8 lb ball | 1 gp | 3d10 damage |
20 lb ball | 2 gp | 5d10 damage |
Grapeshot | 2 gp | 3d6 damage (15' radius) |
Incendiary | 60 gp | 3d10 fire damage (10' radius) |
Virulent | 60 gp | poison condition (15' cloud) |
Ram
Installation 4 days, 100 gp
A ram can be installed on the bow of a ship. With this, the ship may make a ramming attack dealing 6d10 bludgeoning damage.
Sails, Masterwork
Installation varies, 200 gp
These sails can pick up more wind than a normal sail, speeding up the ship by 5 miles per day.
Shrine
Installation varies, cost varies
Often the devout will put a small place of worship on a ship. This can be a few nailed down figurines kept just below deck to a dedicated room with a prayer area.
Type | Cost | Time |
---|---|---|
Affixed figurines | 25 gp | 1 day |
Affixed statue | 100 gp | 1 day |
Deck lean-to | 300 gp | 3 days |
Prayer room | 1000 gp | 10 days |
Magical Upgrades
The following magic upgrades are the most commonly found, and the ones sold in major ports. The options go beyond these. A captain's imagination (and his coin purse) are the only limits. Powerful magewrights are always searching for new and exciting enchantments that can be added to ships as well as the captain who is willing to be at the forefront of magic ship industry.
Arcane Hold
Permanent enchantment, cost varies
A glyph is inscribed and a ritual performed on the floor somewhere on the ship, often times the hold or another location below deck. When items are placed upon the glyph and a command word spoken, the item is moved into an extradimensional space. When another command word is spoken, all items in the extradimensional space appear on the glyph. Each glyph can hold a different amount.
Tons | Cost |
---|---|
1 | 200 gp |
2 | 300 gp |
Tons | Cost |
---|---|
3 | 450 gp |
4 | 550 gp |
Dragon's Maw
Wondrous item, 1,200 gp
The ram on the bow is shaped like a dragon's head. When your ship performs a ramming maneuver, fire pours from its mouth dealing 4d8 damage in a 30 foot cone.
Eldritch Arbalest
Weapon (ballista), 2,500 gp
A spellcaster manning this weapon can expend a spell slot to make an attack dealing 2d6 fire damage per spell level expended at a range of 400 feet.
Moonpool
Permanent enchantment, 300 gp
When a command word is spoken, a magic opening appears at the bottom of the ship. This hole allows creatures to enter and exit the ship through the water without flooding the ship. Speaking the command word again makes the opening disappear.
Otherworldly Protector
Permanent enchantment, 2,000 gp
When blood is drawn on the ship, a dense fog covers the deck, cabins, and waters immediately around the ship.
Those friendly to the captain do not have their vision impaired by the fog, seeing through it. Those who are not friendly must make an Intelligence saving throw (DC 13) or treat the fog as heavily obscured.
Preserving Hold
Permanent enchantment, 350 gp
The ship's hold is enchanted such that it can hold perishable goods for twice as long as normal, allowing longer trips without spoilage.
Private Cabin
Permanent enchantment, 2,500 gp
An extradimensional living space is added to the ship.
The entrance can be created along any wall, floor, or ceiling. A doorway appears, which is locked by an arcane lock. Inside, the space is a large room 20 foot square with a 10 foot ceiling. The private cabin does not rock and sway with the ship, and sound does not pass into the cabin while the door is closed. It can be freely opened from the inside.
Radiant Figurehead
Wondrous item, 5,000 gp
This elegant figure is affixed to the front of the ship. It can look like anyone, so long as it is humanoid. The captain receives a small figuring that looks the same.
When the command word is spoken to the figurine the figurehead begins to sing, increasing morale of the ship's crew who gain 1d6+3 temporary loyalty, 15 temporary hit points, and advantage on any one skill chosen on each usage. The figurehead sings for 10 minutes after which it will not activate until the next dawn.
Reconstruting Hull
Permanent enchantment, 15,000 gp
The hull of the ship automatically repairs itself, regenerating 10 hp per round.
Teleportation Circle
Permanent spell, 20,000 gp
A bard, wizard, or sorcerer of sufficient power hired for a year will be able to add a permanent teleportation circle to your ship. From then, you can cast teleportation circle in order to teleport to your ship.
Thaumaturgic Wards
Permanent spell, varies
There are many thaumaturgic wards used to protect a ship from dangers. A ship can only have one of these cast on it at a time, and it takes 100 days to create the permanent ward. If a temporary thaumaturgic ward is created, the permanent one will be suppressed until the temporary spell wears off.
Windchaser Sails
Wondrous item, 1,000 gp
While these sails can't create wind from nothing, they do catch more wind than a mundane sail. A ship with windchaser sails move faster by 15 miles every day of travel.
Windrider Sails
Wondrous item, 15,000 gp
When in a good wind, these sails expand and elongate. The ship's helmsman can then command the ship to fly for one hour, after which the ship floats back down. The ship cannot fly again until the next dawn.
Protective Thaumaturgic Wards
Warding | Cost | Protection |
---|---|---|
Cold | 500 gp | Resistance to cold damage, crew not susceptible to cold weather |
Damage | 500 gp | Resistance to non-magic bludgeoning, piercing, and slashing damage |
Fire | 500 gp | Resistance to fire damage, ship cannot catch fire |
Storm | 500 gp | Resistance to lightning and thunder damage |
Crew
A ship needs a crew. These crew members are separated by duties and abilities. Several key responsibilities are required, but for small crews one member can handle multiple roles.
Captain
Desired Skills: Persuasion, Intimidation, Vehicles (Water)
Ultimately responsible for every aspect of the ship and its voyages. Sets the course and speed as well as directs crew members as needed, ensuring proper procedures are followed. Keeps all ship logs.
First Mate
Desired Skills: Persuasion, Intimidation, Vehicles (Water)
Deck officer ensuring the efficient running of the ship and oversees other officers. Focused on the safety and security of the ship as well as crew welfare and training.
Second Mate
Desired Skills: Navigator's Tools
Tasked with the safe and efficient voyage of the ship. Responsible for day to day duties dealing with sailing as well as acting as navigator for the ship.
Steward
Desired Skills: Insight, Investigation
Assigns general labor on the ship as well as keeps track of ship inventory. Interacts with merchants, collects money for business dealings, and keeps the ship ledger.
Master Gunner
Desired Skills: Intimidation, Perception
On a ship with cannons or other weapons, the master gunner commands the crew manning the weapons. Needs a good eye and the ability to keep the crew acting while under fire.
Boatswain
Desired Skills: Carpenter's Tools
Provides technical expertise on the ship as well as oversees any necessary repairs and maintenance. In charge of sails, rigging, anchors. Oversees deck work.
Cabin Boy
Desired Skills: None
Runs errands and conveys messages for officers. Waits on passengers, seeing to their needs. Usually an unpaid position.
Cook
Desired Skills: Cook's Utensils
Plans meals for officers and passengers, cooking . Purchases and tracks mess. Controls crew access to foodstuff.
Lookout
Desired Skills: Perception
Keeps watch for danger or anything out of the ordinary. Visibility from deck is 2 miles in good conditions, but it is 10 miles from the crow's nest.
Sailor
Desired Skills: Vehicles (Water)
Works the rigging and rudder, tacking the sail.
Deck Hand
Desired Skills: None
Cooking, swabbing the deck, some sailing duties while under direct supervision.
Crew Loyalty
The contentment and even happiness is of high concern for a ship. A content crew follows orders quickly and efficiently. An unhappy crew is difficult to maintain and command. Loyalty follows the rules for NPCs in the DMG page 93.
Loyalty ranges from 0 to the highest Charisma score among officers. Base loyalty is half this amount, and actions by officers can raise or lower this number. The officers never know the exact loyalty of the crew but can make a Wisdom (Insight) check in order to get an idea of the current loyalty.
Loyalty above 15 will result in advantage on crew skill checks. Loyalty under 5 will result in disadvantage on those checks. If Loyalty drops to 0, the crew may mutiny.
Costs
Running a ship isn't cheap. There are many ways to make money, but a captain must be able to pay their crew and effect repairs and other maintenence on their ship. There are also mooring costs, loading crews for cargo, and other miscellaneous fees that can arise.
Crew
Duty | Monthly | Note |
---|---|---|
Deck Hand | 2 gp | Untrained |
Sailor | 15 gp | Skilled Sailor |
Specialist | 20 gp | Requested Skill |
Special
Duty | Monthly | Note |
---|---|---|
Combat | +5 gp | Low Mortality |
Extra Skill | +10 gp | Additional Skill |
Officer | +20 gp | Command |
Upkeep Costs
Duty | Monthly | Note |
---|---|---|
Maintenence | 50 gp | General repairs |
Mooring | 300 gp | Usually paid per day |
Loading | 1 gp | Dock crew, 10 tons |
Poor | 2 gp / crewman | Hardtack |
Comfortable | 8 gp / crewman | Bread, cheese, ale |
PART 4
Adventuring
Chapter 6: Player Options
Backgrounds
Academy Mage
The city states are full of mage academies, and they are just as much a place of networking as they are of learning. Whether a Nottinrin pupil or an apprentice of a smaller school, you practiced or learned about magic in an academic sense. In the end you became a mage, and now find yourself out in the world away from your tutelage.
Skill Proficiencies: Arcana, Investigation
Tool Proficiencies: Calligrapher's Supplies
Languages: One of your choice
Equipment: A bottle of ink, a quill, parchment, common clothes, an academy writ of graduation, and a belt pouch containing 20 gp
Feature: Academy Contacts
If there is something you don't know, you know of someone who knows it. This could be someone who you studied with, a mentor, a known authority or author, or someone you have heard of. The DM might rule that you don't currently know of anyone with the knowledge or that the information has been lost. Finding the individual who may know the secrets you seek may be an adventure in itself.
Island Guide
Growing up on an island or group of islands, you owe no allegiance to a city state. Your people have to take care of themselves, and you have a strong streak of independence from authority.
Skill Proficiencies: Nature, Survival
Tool Proficiencies: Navigator's Tools, Vehicles (water)
Equipment: Bait and tackle, rowboat, a set of common clothes, and a pouch containing 5 gp
Missionary of the Holy Order
Before taking the vows of one of the ministries of the Church of the Holy Order, each member must spend a year in ministry sailing along the coast to various islands to spread the word of the divine and meet different cultures along the way. After a year of preaching and experiencing many walks of life, you chose whether to join the Church or not. Maybe you joined and maybe you didn't, but the experience changed you profoundly either way.
Skill Proficiencies: Medicine, Religion
Tool Proficiencies: Vehicles (water)
Languages: One of your choice
Equipment: A holy symbol, vestments, a set of common clothes, a keepsake from a friend made on your journey, and a pouch containing 10 gp
Keepsakes
On your journey, you touched the heart of an individual or family you met along the way. In some way you changed them and learned something from them about their culture. Randomly determine what the item is by rolling below, pick from the list, or use it as inspiration for your own back story.
d6 | Keepsake |
---|---|
1 | |
2 | |
3 | |
4 | |
5 | |
6 |
Pit Fighter
You hail from the gladiatorial fields of Half Moon or one of the other city states with sanctioned arenas. You were a slave thrown in to fight who earned your freedom, forced to fight to pay a debt, or chose to fight of your own free will to test your mettle. Whatever reason for entering the ring of blood, that is no longer your life. You've moved on away from the crowds. But even if you've moved on, they haven't quite forgotten you.
Skill Proficiencies: Intimidation, Performance
Tool Proficiencies: One gaming set of your choice
Languages: One of your choice
Equipment: 50 feet of hemp rope, a set of common clothes, a trophy from an opponent, and a belt pouch containing 20 gp
Feature: Idolized
While you were in the arena, you became quite popular. Your winning streaks drew crowds screaming your name. Even though you're out and retired, many who were a part of those crowds remember you. When in your home city (or a 50% chance when traveling), you can always find those willing to pay your way giving you a comfortable lifestyle for free. They will purchase your food, ale, and rooms at good inns.
Suggested Characteristics
Pit fighters are molded by their experiences in the ring and out of it. The reasons for fighting vary greatly from fighter to fighter, and the reason for leaving can be just as a shaping experience as the reason for entering.
d8 | Personality Trait |
---|---|
1 | I will choose my battles carefully for my own reasons. |
2 | Success is life. I must strive for perfection or die. |
3 | Life is best when others acknowledge my successes. |
4 | Only those who fight well are worthy of my respect. |
5 | Fighting fair isn't important. Only winning. |
6 | I am alive only when in mortal danger. |
7 | My choices were not my own but they haunt me. |
8 | I lived for others for far too long. I now live for me. |
d4 | Ideal |
---|---|
1 | Adoration. Life without recognition is meaningless. |
2 | Freedom. Everyone is free to find their own way in life. |
3 | Redemption. I must repent for my prior bloodlust. |
4 | Combat. Life is conflict, and conflict is life. |
d4 | Bond |
---|---|
1 | I will free those who live in bondage. |
2 | I will return to the arena when I am worthy. |
3 | I now fight for the weak, not myself. |
4 | Arenas are evil and should be abolished. |
d4 | Flaw |
---|---|
1 | My first instinct is to fight, not to think. |
2 | I do not know the social graces of society. |
3 | Trust is foreign to me, even amongst friends. |
4 | I look down upon the weak and rarely hide it. |
Refugee
Your home was destroyed or lost for some other reason and you had to seek refuge elsewhere. This isn't an uncommon story, and your original home could be anywhere from a remote island destroyed by orcs to Horn during its sacking. Either way, you grew up on the streets afterward pulling yourself up to where you are now.
Skill Proficiencies: Survival, one skill of your choice
Tool Proficiencies: One artisan tool of your choice
Languages: One language of your choice
Homeland
Randomly determine what sort of refugee you are by rolling, choose an option that looks interesting, or use it as inspiration for your own back story.
d6 | Story |
---|---|
1 | Island farming town raided and sacked by orcs. |
2 | Your mainland mining village ravaged by hobgoblins. |
3 | You are a former noble of Blue Shoal on the run. |
4 | Banished from the Shipyards with nowhere to go. |
5 | Your elf tribe killed, forcing you off the mainland. |
6 | A new life in the city states, your dwarven halls lost. |
Feature:
Chapter 7: Cohorts
Cohorts are adventurers who accompany the PCs, but they aren't full party members. They don't get a share of loot instead working for a set payment. While cohorts can have strong personalities, they generally lack the drive or ambition to become full fledged heroes in their own right, instead relying on the PCs to make the hard decisions and lead the way.
Mechanics
Accompanying Cohorts
When an adventuring party brings cohorts with them, the cohort is said to be accompanying the group. Accompanying cohorts do not take up a space on the battle mat and are assumed to be staying as safe as possible. They are not automatically engaging with enemies, although they can affect the world in certain ways.
Allied Cohorts
Each PC can have a single accompanying cohort ally with them. Allied cohorts are assumed to be nearby their allied PC. They take a more active role in combat.
Cohort Statistics
Each cohort has a list of statistics. They have a listed Armor Class, Vigor, Speed, Cost, Ability Scores, Skills, Senses, and Languages.
Armor Class
Cohorts can be attacked by enemies. They have an AC but always fail saving throws.
Vigor
Vigor represent how close a cohort is to being knocked unconscious. The detailed rules are listed below, but this line item is the cohort's max vigor.
Cost
Most cohorts do not adventure with the group for free, although some may only need their living expenses paid. This is how much per month the cohort requires to function as a member of the adventuring party.
Ability Scores and Skills
Cohorts can use skills just like a PC. If a skill normally takes an action then it takes a cohort action to perform. If the party attempts a group skill check, then all accompanying cohorts must also roll and take part.
Senses
This lists how the cohort perceves the world. It includes things like passive perception as well as darkvision.
Languages
Any form of communication may be listed here, including magical means.
Vigor
Cohorts do not have hit points. Instead they have vigor. This simplifies the bookkeeping for cohorts.
Losing Vigor
- An enemy who can attack a PC can attack their cohort. If hit, the cohort loses 1 vigor.
- When a PC takes a critical hit, they have the option to take normal damage. Their cohort loses 1 vigor.
- When a PC takes area damage, their cohort loses 1 vigor.
Healing Vigor
- When healed, heal 1 vigor per 2 spell levels.
- After a short rest, regain 1 vigor.
- After a long rest, regain all vigor.
Cohort Traits
Cohorts have a number of traits listed above their cohort actions. An allied cohort's traits are always considered active.
Cohort Actions
If one or more cohorts is accompanying a group, then each PC can take a cohort action either before or after their turn. This is a new action type that is only available when accompanied by a cohort, and it represents the cohort's turn.
As a cohort action, the PC may use an action listed under Cohort Actions of an allied cohort, or a PC may choose to utilize the trait of any accompanying cohort that is not allied with any PC. Not all cohorts have a trait that makes sense to be used this way. The DM will make the final judgment on whether or not a trait applies.
If a cohort takes a reaction, the allied PC loses their next cohort action that they otherwise would have available.
Passive Action
Just above the list of Cohort Actions is a passive action. This is what the cohort does by "default" if no other action is specified. The listed cohort actions may not be useful or desired every round. In cases where this is the case, they will perform their passive action. Usage of this passive action can be declared at any time, and once declared a cohort action cannot be taken by this PC.
Other Actions
Instead of a listed cohort action, allied cohorts may take the aid action to give their companion advantage or the interact with an object action that is within three squares of the ally.
Example Cohort
Ezekiel
Human Cleric of the Open Hand
- Armor Class 16
- Vigor 4
- Cost 35 gp / month to the Church
- Str +1 Dex +0 Con +1 Int +2 Wis +3 Cha +2
- Skills (+2) Perception, Medicine, Religion, Navigator's Tools
- Senses passive Perception 15
- Languages Common, Dwarvish
Aid. All allies increase maximum hit points by 5.
Bless. All allies gain +1d4 to hit. If Ezekiel takes damage, this effect ends for the encounter.
Sacred Flame. If Ezekiel takes no action in a round, ally can add +1d8 radiant damage to an attack.
Cohort Actions
Guidance. Ezekiel adds +1d4 to his ally's skill check.
Preserve Life. (short rest) Range 30 ft. Heal 10 hit points split among all allies. Max half hit points.
Cure Wounds. (short rest) Ezekiel heals his ally for 1d8+8 hit points.
Spiritual Weapon. (long rest) Ezekiel's ally can add 1d8+3 damage to one attack per round.
🡄 Name
🡄 Stats
🡄 Traits
🡄 Passive Action
🡄 Cohort Actions
Chapter 8: Downtime
There is a lot of downtime sailing from one location to another. Sailors want their shore leave for some downtime between voyages. Sometimes nothing adventurous is going on. During these times, characters may practice downtime activities. They may learn, create, or practice something. Maybe they interact with others wherever they find themselves. Whatever they do is handled off screen, bu the effects can still matter.
Downtime at Sea
Not all downtime activities can be done at sea, but several can. Sometimes a voyage may take several days to complete with nothing interesting happening along the way. When this happens, record the number of days traveled and describe what your character has been doing. You can perform a single available downtime activity during this time.
Sometimes downtime activities at sea require you to have pre-supplied with the needed materials. For example, you can perform religious rites at sea, but you need to have a shrine on the ship. As long as you meet the requirements, you can perform the downtime activity.
Activity | Port | Ship | Requirements |
---|---|---|---|
Practice a Profession | Yes | No | |
Build a Stronghold | Yes | No | |
Buy Magic Item | Yes | No | |
Carousing | Yes | No | |
Craft Non-Magic Item | Yes | Yes | You can craft as long as you have the tools if on your ship. |
Craft Magic Item | Yes | Yes | You must have a lab and the materials present to craft magic items if on your ship |
Crime | Yes | No | |
Gain Renown | Yes | No | |
Gambling | Yes | Yes | |
Perform Sacred Rite | Yes | Yes | You must have some kind of shrine if on your ship |
Pit Fighting | Yes | No | |
Raise Morale | Yes | Yes | First Mate only, Charisma (Persuasion) to raise Loyalty +1d4 |
Recruit Crew | Yes | No | |
Relaxation | Yes | Yes | |
Research | Yes | Yes | You must pre-purchase any supplies needed if on a ship |
Running a Business | Yes | Yes | During downtime between sessions, you can haul cargo through safe waters |
Scribe Scrolls | Yes | Yes | You must have the materials present to craft magic items if on your ship |
Sell Magic Items | Yes | No | |
Shore Leave | Yes | No | Raises Loyalty by 1 per day, to a maximum of the starting value |
Sow Rumors | Yes | No | |
Training | Yes | Yes | You can train with a crew member who is proficient at a tool or knows a language |
Chapter 9: Spells
Thaumaturgic Ward (Cold)
4th level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V
- Duration: Concentration, up to 1 hour
You touch a part of a ship and it gains protection from cold, granting the ship resistance to cold damage. In addition, Any creatures on board the ship ignore effects of cold exposure.
If you cast this spell on a ship for 100 consecutive days, the abjuration becomes permanent until dispelled.
Thaumaturgic Ward (Damage)
4th level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V
- Duration: Concentration, up to 1 hour
You touch a part of a ship and it gains protection from attacks, granting the ship resistance to non-magic bludgeoning, piercing, and slashing damage.
If you cast this spell on a ship for 100 consecutive days, the abjuration becomes permanent until dispelled.
Thaumaturgic Ward (Fire)
4th level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V
- Duration: Concentration, up to 1 hour
You touch a part of a ship and it gains protection from fire, granting the ship resistance to fire damage. In addition, if any portion of the ship would normally catch on fire it instead smolders losing any physical damage resistance in that area.
If you cast this spell on a ship for 100 consecutive days, the abjuration becomes permanent until dispelled.
Thaumaturgic Ward (Storm)
4th level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V
- Duration: Concentration, up to 1 hour
You touch a part of a ship and it gains protection from storms, granting the ship resistance to lightning and thunder damage. In addition, ????
If you cast this spell on a ship for 100 consecutive days, the abjuration becomes permanent until dispelled.
Chapter 10: Magic Items
Buried Chest
Wondrous item, rare
This pair of chests look normal - wooden chests with a steel banding and basic key. They also come with a single nondescript key usually made of bronze or iron.
These two chests are intertwined. When one is locked with the key, and the other unlocked with the same key, you can access the combined contents of the two chests.
Unscrupulous pirates often bury one of these chests with the intent to trick their crew into thinking that they'll come back later for the contents, only to use the other chest to access the booty themselves.
Enchanted Steel Ingot
Wondrous item, uncommon
This ingot can be used to create a magic weapon or shield. It will make a Weapon +1 or a Shield +1. It takes half the time to create this item as it normally would to make a mundane item of the same type.
Gauntlets of Life
Wondrous item, uncommon
When wearing the gauntlets of life and you cast a healing spell of 1st level or higher, you can reroll all 1’s rolled.
If you are a member of the Wanderers of the Open Hand, this item counts as a holy symbol for you.
Herald's Stratagem
Weapon (any sword), rare (requires attunement)
This silver sword practically shines in the light. Although slender, its weight in your hands is heavier expected. The symbol of the Holy Order is on the pommel.
While wielding this magic weapon, any creature that starts its turn adjacent to you has its movement halved until the start of its next turn.
This weapon counts as a holy symbol for members of the Knights of the Standard. When using Guided Strike or War God’s Blessing, the attack deals an extra +1d6 damage.
Oars of Stamina
Wondrous item, uncommon
These wooden oars come in pairs. They are well crafted, and often have some sort of small rune inscribed into the paddle.
When using these oars, you do not tire as easily, gaining advantage on all checks made to row. The first time you would gain exhaustion while rowing with these oars, you immediately remove it before its effects take affect.
Tome of Clarity of Purpose
Wondrous item, uncommon
Three times per day you can open this book and ponder a question in order to cast augury. A message instantly appears on the page in a language that you can read.
As an action, you can open the book to any previous page that you have created in the past or a random page that you have never seen before created by another. Given 1 minute you can open to any page that you have previously seen that was created by another user.
This weapon counts as a holy symbol for members of the Cloistered Ministry. In addition you can use Knowledge of the Ages as a bonus action.
Chapter 11: The Planes
Live in the
Shadow of
the Coast
A sea captain's smile turns grim as a nearby ship raises a pirate flag and changes course.
An explorer searches the ruins of an inlet fortress destroyed by unknown forces.
A pair of soldiers accompanied by a storm priest steel themselves as orcish longships approach.
This campaign setting details the coastal islands situated against a vast untamed continent filled with monsters, ruins, and unknown riches. Seafarers travel between city states and island territories with the wind at their backs. The world is rife with political intrigue, swashbuckling adventure, and deep exploration.