Kyrion's Guide to Guelantìr(Alpha)

by BBQmaster

Search GM Binder Visit User Profile
Kyrion's Guide to Guelantìr

Kyrion's Guide to Guelantìr

Explore the Age of Prosperity of Guelantìr.

Preface

My dear adventurers,


I know not if anyone will ever dare open this book. And I know not if, having opened it, anyone will dare read it. Nevertheless, I have written it and it is too late to turn back. Despite me knowing very well how insignificant this book might be, I could not stop myself from carryin this task out.

My name is Kyrion d'Aubery, I am a simple Armestonian making his way across the mortal realm, like my father before. I wish to tell you of the life I have lead, that of a scholar. It would not be impossible of you to have heard my name before or perhaps a similar one. I am in fact the somewhat well-known scholar who has sought out answers to his many questions every where in Guelantìr. I may have even already told you all of this between two drinks at a tavern. Who knows?

All my life I have lived in Guelantìr, even before being aware of it. As far as I can remember, I've always been fascinated by everything about it. Studying lead to thinking, thinking lead questioning and so on. Eventually, I could not stop myself from exploring this magnificent realm. I have done so for the past decade and have consequently studied a great many things. Unfortunately, while my knowledge of Guelantìr is unmatchable, there are still a significant number of questions which remained unanswered.

What lies beyond our seas? Where have the dragons gone? How were mountains, rivers, forests, oceans and all other features of our land formed? What of the stars? What of the world beyond? Is anyone out there? Do the gods always watch on us? So much interrogations yet so little answers and even less time.

This is why, amongst many other things, I have decided to publish my research, dear adventurers. I ask for you nothing more than simply glancing at my work. Perhaps, the more intruiged, motivated of you will dare take on the demanding task of continuing my studies. This would in fact be a great help for me. Dear adventurers, I thank you already for reading this far.

Sincerely,


-- Kyrion d'Aubery

Welcome to Guelantìr

AIRSHIPS THE SIZE OF CASTLES SOAR amongst the clouds, chasing the wind alongside majestic birds appearing tiny next to the imposing aircraft. People below look up at this spectacular scene forgetting for a few minutes their duties to observe the beauty of engineering. Sure enough, one would expect to know the real purpose of these crafts: War. However, this was no trouble for a Norn, after all, they were raised almost as soldiers; they bathed in the constant threat of war may it be internal or external.

Soon enough, the fleet will have reached its destination. Carrying a few hundred Norn Warriors as well as a few dozen planes, they were to assault an Arven military base. They would do so swiftly, decisively, as they usually did so as to attract as little attention as possible. For while they were certainly ahead in terms of air travel, their opponents were rather good at taking our fleets of hefty, cumbersome, airships.

Ever since air combat was first introduced by the Nation of Norrim, each country has been working on their own way of waging war from or against the air. Obviously, Norn aircrafts were superior to all others. Unfortunately for them, the United Legendary Republic has successfully armed itself with heavy, anti-aircraft flak guns while the Arven Empire's magic disables the craft leaving them to crash down to their doom. Whereas the Two Kingdoms of Armestonia have both worked on training the best possible aerial troops as a means to support their respective allies.

Without a doubt, this war would be an interesting one. Everything could be hanging from one simple successful operation. Would the fleet currently on their way fulfill their task well enough? Could this be the push forward Norrim needs to win this turmoil againt the Empire?

Magic makes up the very fabric of the world. Our every day lives are infused with magic. It provides comfort and conveniences unknown to any other realm. Great cities reaching the clouds, shaming the mountains throughout Guelantìr. Magic has become a tool for all. It can help build ships, cure sickness but also wage war. This is why we find this realm in constant conflict, both direct and passive.

Heroes come in all shapes and sizes, all classes and races. They travel this plane of existence, battling villains in moments of intense action. Moreover, they discover treasure unbelievable value, deal with near deaths, more than intriguing mysteries likely to shed the light on centuries of secrets, threatening to the balance of things.

Guelantìr embraces great battles and exploration through a layer of political complexity and a seemingly inevitable doom. Stories don't necessarily end how you would expect, and not all questions are answered. The beginning of the Age of Prosperity marks a new beginning, all has changed: war, politics, trade and even the gods. The threat of dragons may have disappeared but the Nation Fall only comes closer. The complexity of this realm holds opportunities for a group of bold adventurers to take a stand -- or not.

Using this Book

This book is a offer the possibility of using Guelantìr as a setting for your D&D campaign. It guides players and the Dungeon Master through the process of creating characters and adventures set in this world.

This introduction presents an overview of this world: its history, calendar and the themes it is driven by.

Chapter 1 details how to create Guelantìr characters. If offers race options (possible new class and new prestige classes). It also presents factions to which your characters may be affiliated to. Please refer to you DM first before using this material in any other setting than Guelantìr.

Chapter 2 provides a summary of the nations of Guelantìr (and Whenua Tapu) as well as its religions, handy details whether you are a player or a DM in search if inspiration.

Chapter 3 includes magic items and other treasures of Guelantìr. Moreover, it shows of a collection of legendary Artifacts forged by gods.

Chapter 4 introduces monsters and NPCs of Guelantìr. From violent, giant hogs to handy constructs, these creatures add challenges to your adventures in Guelantìr (or any other D&D world).

Seven Things to Know?

1. Guelantìr Is At Peace -- Sort Of. The beginning of Prosper Highestlander's reign as Warlord of Norrim marks the start of promoting peaceful relationship between countries. This did not release the tension between countries in any, however. Conveniently, the constant fear of having to go back to war motivated all nations to develop better weaponry through a certain form of industrialization. Today, most countries are advanced, confident enough to believe if war ever broke out again, they would win. For too long has their been little to no bloodshed and, day by day, we stray closer to war, chaos and destruction.

2. Warriors Rule the World. Warriors are a cast of Norn combattants unlike any other. They find their pride in defending order, incredible fighting techniques, advanced tactics and weaponry. These elite troops shape Guelantìr as all people both fear and respect them.

3. The Balance of the Mortal Realm The balance of Guelantìr, lies upon two opposing forces: Order and Chaos. Respectfully they belong to the deities Honour and Warren. Whether it may be war, politics, mountains, rivers or the wind, every single aspect of Guelantìr revolves around the balance of forces. Too much Chaos may lead to anarchy, nevertheless, too much Order can lead to dictatorship. This is the balance of the Mortal Realm.

4. The Dragons are Gone ? For the past centuries dragons, the only intelligent draconic species, seem to have vanished. In fact, they were banished to Ielestìr, the spirit realm where they await, somewhat patiently. Should there ever be an unbalance in the order of things, a large enough spike of Chaos, unbalance in the realm, the winged terrors the heroes of old had worked so very hard to eradicate, would certainly return...

5. The Nation's Fall is Imminent. It is foretold that an impending apocalypse of unknown nature is to fall on Guelantìr. It will destroy Norrim and the Warriors thus brining chaos on the entire land. Some speak of politcal plots, other of dragons and a few even believe the fury of gods will fall upon all.

6. Everyone Wants Their Freedom. As a consequence of the great industrialisation of the world, the politics of the Mortal Realm have begun evolving as well. The word "freedom" can be heard in every street. Dictators fall as democraties rise, constitutional monarchies thrive and states unite. For some, he world is changing far too rapidly and dangerously.

7. Westward to Whenua Tapu. Long ago, the notorious Captain Quint Scurvy discovered the land of Whenua Tapu, far to the west of Land of Legends. Those were not happy with their traditional lHisives sailed off to the colonies in hopes of making a new living for themselves. It is a land of opportunity, pirates, strange magic and bizarre monsters. Who knows what mysteries lie hidden in the reefs ?

History of Guelantìr

The mortal realm of Guelantìr was the first realm to be created by the Almighty One and the First Forgemaster. Together they created a land where the glorious creations of the Almighty One could thrive. First and foremost, the Forgemaster created the earth which he than shaped into mountains, cliffs and ravines and the world was shaped. However, Uaïn, God of Life, was unhappy for life could not survive without water. The Forgemaster then created water. It filled the world gradually, drop by drop, covering the ocean floor, river beds and many more until, finally Uaïn was satisfied.

The world was ready for life but it was too dark and none could see. So the Forgmaster took some of ALmighty One's essence and carved it, shaped it into a celestial of ball of fire to illuminate the skies and warm the lands. Having worked so hard, the Forgemaster grew tired and made himself another sphere. One of darkness and cold so that he may rest on it. These two creation would eventually be called Sol, the being of flames, and, Mons, the being of ice.

It was time for Uaïn to create life. One by one, he planted the seeds of life: plants which feed upon the water and the flames of Sol. Unfortunately, the Almighty One argued

Long ago, before there were wars to hurt the souls of mortals, innocent villages kept being attacked, harassed, pillaged by monstrous beasts. To fend of these creatures, people came together, united into villages and cities and began fighting back. Thus were born the first civilisations. Survival was the only thing that mattered, and the world was at peace.

The Nations of Guelantìr

As any world, Guelantìr is made up of a number of a number of different civilisations. Together, they are entangled in the great balance of power which composes the Mortal Realm.

The Nation of Norrim

Norrim, a country born of the alliance of a great many clans, remains the center of Guelantìr's balance of power. Not only is it composed of the greatest army with its notorious Warriors, but also, its rapid, exponential industrialisation gives it enough economic weight to control both directly and indirectly the other powers of the realm.

In fact, they are the true origin of the age of Prosperity as Warlord Prosper Highestlander leads the country rightfully, honourably.

The Kingdom of Armestonia

Rather paradoxically, Armestonia has evolved into a constitutional monarchy. King Arcturix of House Artrix now shares the power with elected deputies and ministers, a true example of political fairness. Unfortunately, while this transition is well looked upon by two of the powerful houses of Armestonia, houses Arctrix and Fjell, houses like House Fortis still refuse to swear allegiance to the Kingdom.

The Armestonian Civil War rages on across the country opposing the Kingdom to the Concilum Militare et Fortisan for Armstonae. The 3 powerful houses of Armestonia play important roles in this conflict alongside other exterior territories such as Norrim and Unstad.

House Arctrix

Historically, House Arctrix are the royal family of Armestonia. They come from a strong line of Aasimars seen as both holy warriors and great leaders. However, their supremacy is often questioned by the other houses.

The royal family stands strong, united against their enemies. Even though King Arcturix I was revealed as Former King Artelix I's only some time after the Former King's death, he has succeeded in not only gaining local support, but more importantly, forming powerful alliances with other nations such as Norrim.

House Fortis

This branch of the royal family is one of great military prosperity. Despite their great conquests and admirable feats, they remain envious of House Arctrix and their apparent royal blood.

Today, Magni Larrius II Fortis leads the CMFA against the king. His formidable army holds strong having conquered and secured most of the countries eastern side. Larrius II holds no mercy, no pity for former countrymen and refuses to ever surrender.

House

The smallest house of Armestonia was neglected for centuries. The Fjell lived in poverty after they were disgraced by the kings of old. Ever since, they have been trying to climb up the rungs and remake a name for themselves.

Their leader, Marx Fjell, has made his way as the king's Prime Minister giving him immense political power. Once again, the Fjell are strong, yet to be recognised. Soon, they shall strike.

The Arven Empire

Composed of hundreds of small counties, duchies and vassal states, the Arven Empire is the largest ruled territory of Guelantìr. Whereas certain smaller

Chapter 1

Character Creation

Waves come crashing on the shore as you look for rumored treasure on the beach. Or you hear the cry of Mongatan tribes charging at each other in the Great Reef in a war unlike any before. Or you sound of your breath is muffled by immense waterfalls distracting the beast you have come to hunt. Or cannons fire as you fight alongside the Black Skulls against the oppression of the Arven Empire. Or great, massive tentacles grab your ship from below the surface while snapping jaws churn at the flesh of the giant sea creature.

Following with this book's introduction, this chapter explains how to create a character shaped around the mortal realm of Guelantìr. It offers the following choices:

Race. Choose one of the playable races detailed in this book or choose a race from Kyrion's Study of Guelantìr (yet to be written).

Factions. Decide whether your character is affiliated to any of the many factions, clans or tribes of Guelantìr

Background. Select a Guelantìr background for your character if you'd live them to better suited in the realm's flavor.

Races

Intelligent beings of all kind roam the lands of Guelantìr. Presented in alphabetical order have in someway shaped the land's recent history.

As a player before creating a character based on the following (unofficial) character races, please consult your DM. Often, DMs prefer to take into account the link between their world and adding a new race. The DM is free to chose whether they will let it slide, stand against it or even modify it to a certain extent.

The following races are described in this compendium:

Masketh are peculiar beings, similar to raccoons, who get their name from the mask-like pattern on their face.

Mongatan are amphibious, sharklike creatures originating from the archipelago of Whenua Tapu, a newly discovered continent of Guelantìr.

Vulpine refers to anthropomorphic fox roaming the mortal realm, originating from Arbaurum, the Tree of Life.

Wotters are a sort of nomad otter-folk also linked to Arbaurum

At the end of this chapter, lies a section usable to determine character proportions for the detailed races of this book.

As a DM, the inclusion of any of these races presents itself as an opportunity for rich storytelling, a chance to define different people's roles in the world you are creating. These races are fully customizable and adaptable to your imagination. Remember each decision's to improve your stories.

Masketh

"THEY CALL US SCAVENGERS, LOOTERS, COMPARE us to masked criminals. But we are much more than that. We are the day and night of this world, are we not?" I had not expected my short speech would be this welcomed by the other masketh. Obviously, the uprising it lead to wasn't my intention. Nevertheless, this only shows how mistreated my people felt. It was time for change to come, fast. Or else...


-- The Rise of Shadows Luk Jano

Mongatan

"WELL I'VE GOT A FACT FOR YOU, I LIKE BLOWING stuff up!" clearly Chandler's remark had angered his shark-like comrade: Kahran. Mongatan descendants of Tupuarahu weren't the least patient of their kind but it seemed as if today, Kahran wasn't taking any of it. Chandler let out a sigh, knowing very well there was no changing his friend's mind. "Damn sharks." he whispered to himself.

-- Tales of the Colonies, Dr. Hanz Grundel


Descendants of the great, mighty megalodon sharks, Mongatan have evolved to become land-dwelling amphibians capable of living amongst the other inhabitants of the world. They have since become rather valuable assets to military groups as a consequence of their imposing selves.

Opening to Guelantìr

These folk know when to take a good opportunity. Even since before were found by Captain Quinn Scurvy's Crew, Mongatan were open to other cultures. In fact, many of them have migrated to the Land of Legends, particularly in Norrim, in hopes of making a new life for themselves. They are far from rare, often seen in factories using their shark strength at a clear advantage.

Apex Predators

Each Mongatan, no matter how pacific they may claim to be, is equipped with incredible survival tools. Whether it's a set of big white teeth, snapping jaws, wave-cutting speed or unmatched resistance and resilience. Over the course of their history, Mongatan have sharpened these tools to near perfection. Consequently, they have often been referred to as the perfect predator, one that is capable of tracking, finding and taking out its prey. Afterall, is their purpose not to continue the bloodline of their ancestors? They must survive until the end.

Shark Bloodlines

All Mongatan are descendants of the ancient, legendary Megalodons, great, monstrous sea creatures who's powers are the origin of the entire Mongatan folk. Depending on which megalodon a Mongatan takes their roots from, they will be of a particular shape, size and have different characteristics.

A Mongatan's bloodline is reflected through their subrace. There are 4 of subrace categories, each named after the original legendary megalodons:

Tangakahi Mongatan, are rather less imposing than their counterparts but what they lack of in size and strength, they make up in intelligence and agility. This vicious beings match mako, blacktip reef or even thresher sharks.

Taputaru successors are atypically aggressive and proficient hunters naturally able in understanding their surroundings and defending their territory. This subrace resembles typical hammerhead or mackerel sharks.

Tāwāmango offspring are most impressive in size and are more calm, gentle than their cousins. Many relate them to whale, basking or, in rare cases, greenland sharks.

Tupuarahu descendants are the fiercest, strongest of Mongatan. They are usually comparable to great white or tiger sharks. Some variants can even look like orcas in the rarest of cases.

One People, Different Bloodlines

Mongatan may tend to stand with one another against each others difficulties, but the truth remains, the four bloodlines mean two Mongatan very rarely look alike. This abundant diversity amongst themselves has helped them open up more easily to other cultures, folk. Xenophobia is unknown to Mongatan and they often find themselves confused by the concept.

Mongatan Names

It is custom for each Mongatan to bear the name of their clan in addition to their personal name derived from their most significant trait, given at birth and changed at adulthood. However, a number of these folk have adopted more common names as a means of inclusion.

Male Names: Kaha, Namakio, Mangu, Mako, Pakako, Hino, Nuhi, Tom, Billy, Johnny, Charles, Toa, Pakeke, Whakao, Otomoi, Moromoro

Female Names: Maia, Manakia, Pakaya, Ataahua, Ma, Maramara, Jane, Amy, Victoria, Atamai, Ninakia, Whakamā

Childhood Names: Iti, Ito, Raru, Tere, Kama, Pākiki, Peke, Kohe, Matu

Clan Names: Haurangi, Pakanga, Mate Toto, Reinga, Hepohepo, Karakia, Kaiwaihwaih, Kaitiora, Haereere, Mōrearea, Toahoa, Monga, Hunaha, Pukuhu, Marohirohi, Kaiwhakaora, Kinoho, Whiuro, Pouripou, Poahiahirā

Mongatan Traits

As a Mongatan you gain the following traits:

Ability Score Increase. Your Constitution score increases by 1.

Age. Mongatan mature rather rapidly. It takes them a month to assimilate most physical principles and another to commence intellectual development (talking). However, most individuals reach adulthood at around 20 years and can live up to a century with some exceptions doubling that.

Alignement. Although traditional Mongatan communities aren't structured by any form of rules (quite chaotic) , the folk can easily adapt to a set of laws (possibly lawful) . Mongatan tend to gravitate around good or neutral alignements as they are calm by nature and do not wish to harm anyone.

Size. Mongatan come in varying shapes and sizes averaging at 200 pounds. Your size is medium.

Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

Amphibious. You can breath in air and water freely without having to hold your breath.

Salt Water Fish. You can drink salt water as if it were normal water.

Electromagnetic Reception. Using the many nerves present in your nose your are able to decern movement in the dark up to 15 feet. Moreover, your lack of actual nostrils prevents you from tacking damage from the any aerial anomalies. Nevertheless, this region of your body is highly sensitive, requires much care and gets easily damaged.

Languages. You can speak, read, and write Common and Mongatan.

Subrace The bloodline of each Mongatan defines them in many ways. The four crucial Mongatan subraces of Mongatan include: tupuarahu, tangakahi, tāwāmango and taputaru. Choose a subrace for your Mongatan character.

Tangakahi

Although offspring of the Tangakahi are some of the smallest of the Mongatan folk, they've adapted to their physical inferiority by developing their speed, agility as impressively as their intellectual skills.

Ability Score Increase. Both your Dexterity and Intelligence scores increase by 1.

Nimble Scouts. You have proficiency in both Acrobatics and Investigation checks.

Taputaru

These unpredictable, overly aggressive hunters sooth their temper in constantly competing against others of their kind. Overtime, they've developed keen skills in hunting and showing their strength.

Tāwāmango

Originating from the gentle giant known as Tāwāmango, these large Mongatan remain rather docile and resistant. They prefer conversation instead of combat.

Ability Score Increase. Your Constitution and Charisma scores each increase by 1.

Conversation Experts. You gain proficiency in Deception and Persuasion checks.

Tupuarahu

Mighty fierce, the Tupuarahu bloodline is the symbol of strength and power. They may look like any big, powerful shark that strikes fear into its enemies without much effort.

Ability Score Increase. Your Strength and Constitution scores both increase by 1.

Fearsome Warriors You have proficiency in Intimidation and Athletics checks.

Ability Score Increase. Both your Wisdom and Strength Scores increase by 1.

Hunters and Gladiators You gain proficiency in Performance and Survival checks.

Vulpine

I WOKE UP TO THREE LITTLE PECULIAR FOX HEADS staring me diligently. Never had I come across such familiar yet, bizarre creatures. Foxes walking on their hind legs. I would later been brought to the clearing they called home.

-- A Short Study of Elderwood, Kyrion d'Aubery


Vulpine are a strange folk indeed. What were only once known as common forest animals have now become a proper part of Guelantìr society. Agile, sly, and cunning, but only the bravest dare venture outside the security of Elderwood.

Kin of Elderwood

The first vulpine came from Elderwood, the mystical forest also known as Uaine (God of Life)'s territory. More specifically they are a result of continuous exposure to the powerful roots of Arbaurum, the tree of life. Despite most of their folk having left into open Guelantìr, all vulpine feel a near constant deep connection to Arbaurum.

Thus, vulpine rather easily identify one another through the invisible bond which links them all to their origins.

An Unwelcome Kind

When vulpine were first discovered, they faced a lot of adversity and hate from other civilizations. This was especially true with the Arven Empire and the United Legendary Republic. As a result, coming out of hiding was especially difficult for their kind. While many vulpine, guided by a desire to explore the world, dared to step out of Elderwood, a majority of them preferred staying their homes, where they thought they would be safe.

However, those who stayed would suffer almost as much as those left. Soon enough, hunters, poachers stormed the green forests looking for helpless vulpine children as they were far easier to hunt. The vulpine faced near extinction due to genocide and now live in fear of having to live through a similar experience once more.

Differing Habitats

Vulpine may all originate from roots of the Arbaurum, however, not all from the same habitats or the same root of the mystical tree. Consequently, varying groups of vulpine have different significant characteristics.

These are reflected trough their subrace. There are 4 vulpine subraces each referring to their original habitat:

Arctic vulpine evolved in the northernmost parts of the Land of Legends thus obtaining sleek white fur and good resistance to cold.

Desert kind may be the smallest, however, they remain the most resourceful. They are typically found South of the Land of Legends where they are under constant threat of the Arven Empire the United Republic

Forest was the first habitat of Vulpine. Elderwood is still inhabited by these folk. They are the original kind and take to it with pride.

Spirit Vulpine are atypical. Unlike there cousins, they occupy Ielestìr: the Spirit Realm.

Vulpine Traits

As a Vulpine, you gain the following traits:

Ability Score Increase. Your Intelligence score increases by 1, your Charisma score increases by 1, and your Strength score decreases by 1.

Age. Vulpine relation with age differs to other folk. At 10 years, they become teenagers and responsible of themselves but only obtain full maturity at 15 years of age. They typically live up to 60 years old.

Alignement. Vulpine tend to think more of themselves rather than others. This leads them towards more evil alignments. Furthermore, vulpine have trouble coping with authority; vulpine tend more towards chaotic alignments rather than lawful.

Size. Vulpine do not vary very much in build. They usually lie around 4 to 5 feet of height and weigh between 130 and 180 pounds. You are of medium height.

Speed. Your base walking speed is 30 feet.

Darkvision. You are adept at hunting at night. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, simply shades of grey.

Skill Versatility. You gain proficiency in one skill of your choice.

Languages. You can speak, read, and write Vulpine and Common.

Subrace. The habitat, root of Arbaurum, a vulpine comes from defines them almost interely. The four subraces of vulpine include: arctic, desert, forest, and spirit. Choose a subrace for your character.

Arctic

The summers are cold and the winters are harsh for the average arctic vulpine. Fortunately, they have adapted marvelously well to their inhospitable habitat.

Ability Score Increase. Your Constitution score increases by 1.

Warm Pelt. You gain resistance to any cold damage.

Desert

Beneath the hot sand, vulpine

Forest

Spirit

Beyond the Mortal Realm, Vulpine thrive in a peaceful land where they can stay connected to their roots with glee. Often, certain vulpine of the Spirit Realm adventure themselves into Guelantìr, seeking for adventure.

Ability Score Increase. Your Charisma score increases by one.

Joyful Spirits. You gain proficiency in both Performance...

Wotters

THE CHILDREN SPLASH PEACEFULLY IN THE WATER, playing. This will help them develop their muscles for the long journey to come. For the adults are already preparing their upcoming travel. It is imperative they head closer to the mountains for spring as, over there, they are sure to find abundant amounts of fish making their way too lay eggs upriver.


-- Our Realm, Sir David Attenton


Unlike other creatures originating from the power of Arbaurum, wotters are fundamentally nomadic. They gather in rafts and travel Guelantìr in search of food. At least that's how things used to be for these kind folk. Ever since the beginning of the Age of Prosperity, wotters have changed their basic need of survival to more mercantile requirements, thankfully, while still remaining a nomadic species.

Traveling Merchants

For eons, Wotters have lived with the flow of rivers, the tide's rise and fall, and soothing tranquility of lakes. They are nomads who travel from one water source to another. This offers them pleasant trading opportunities with settlements built along these sources of life.

Often times, Wotter spend the warmest seasons making their way upstream gathering resources along the way. When the colder seasons come, they follow the stream and trade with nearby cities and villages.

Peaceful Nomads

Wotters have no true enemies; they trade peacufully with all other people. Usually, they are rahter appreciated by other civilisations for their expert trading skills and extended trade network. Consequently, despite their nomad nature they maintain good relationships with "static" folk.

Fresh and Salt Water

Wotters are customed to all water sources. Nevertheless, a wotter always has a preference between the sea and the rivers. This gives place to 2 major subcpecies of wotters with their own specialties.

This translates into wotter subraces. There are 2 subracec for wotters:

Fresh Water wotters are the most common folk of wotters. They are native to rivers and lakes of fresh water and through entire watersheds in search of trading opportunities.

Sea wotters, surprisingly are more stationary than their fresh water counterparts. They tend to stay close to seafront settlements as they calmly float around, hustling ship coming into port.

Wotter Traits

As a Wotter, you gain the following traits:

Ability Score Increase. Your dexterity score increases by 1.

Age. Wotter typically reach maturity at 4 years old and live up to 70 years.

Alignement. Decades of profitable trading have forged the mind of wotters. They most often follow lawful alignements as a consequence. Morevoer, most wotters are king of heart : good or neutral.

Size. When it comes to size, wotter tend to lie around 4 to 5 feet tall, weighing between 120 and 185 pounds.

Speed. Your base walking speed is 30 feet, and you have a swimming speed of 25 feet.

Languages. Wotters speak their own lagnauge, Rivertongue, as well as Common.

Subrace. The original source of a wotter grants them significant, specific traits. The two subraces of wotter include: fresh water, and salt water. Choose a subrace for your character.

Fresh Water

Sea Water

Warrior Clans

An army of brave, unorganised warriors charges into battle armed with their not but hteir strenth and courage. A lone vulpine warrior protects an otherwise peaceful village against ungrateful invaders. A band of joyful Warborn laugh histerically as they step out of the local tavern. An orc athlete bears the sign of his kin as they score the winning point for their clan. A human Marauder smiles as he duels their pray.

The warrios of Norrim shape the world of Guelantìr. However, before steeping out into the world, armed with Honour, they require a clan. Clans are essentially groups of warriors gathered around a common interest, goal, affiliation or desire. There are a great many clans scattered around the Nation but they unite together and share their respective power.

Duty and Discipline

Unlike civilians, warriors do not have many legal rights. Instead they follow thoroughly the Code of Honour: a set of important rules with serve as a law. Naturally, warriors tend to vow servitude to the Nation and its civilians. This poses the the most significant difference between common folk and warriors: rights and duties.

The Code of Honour

Each clan is free to erect its own rules. Nevertheless, every clan revolves around the Code of Honour. Indeed, warriors are adept of Honour, the God of War and Order. While the Code varies from clan to clan, its general idea, interpretation is respected.

The Code of Honour acts as laws for warriors. Their crimes are judged according to the Code or, on certain occasions, to their clan rules.

Even though all clans believe relatively firmly in the Code, some of them find it harder to follow. Legally, these Chaotic Clans are considered criminal according to the Code of Honour. One is to be very careful around warriors which follow Warrên, God of Chaos.

One with the Clan

To join a clan, one first has to ba a warrior. Warriors are elite, having trained their entire lives according to the Code of Honour. They are mostly common in Norrim where their numbers and influence are unmatched. It takes a lot of hard work to become a true warrior but, in the end, it certainly is worth obtaining such a powerful status.

Conveniently, one cannot legally not take part in any clan. Thus, if a warriors chooses a loners path, they would officially be considered as part of the National Clan of Norrim.

The Clans of Norrim

Clans offer great advantages despite a few rule or constraints. Further on, you will find a list of clans, and then, a description of each clan and their features. Regarding a specific character, you may only choose one clan to take part in. When making a warrior character, you may choose between the following clans:

1d20 Clan
1 Adepts of Old
2 Clad Down Under
3 Flagbearers
4 Greatfielders
5 Greenleaves
6 Greywolves
7 Hammered Tinkers
8 Icedwellers
9 Ironheads
10 Knights of Valor
11 Marauders
12 Newcomers
13 Norim
14 Plume and Script
15 Riverfronts
16 Skydancers
17 Wakebreakers
18 Warborn
19 Wartificers
20 Winds of Gold

Adepts of Old

Clad Down Under

This is one of the largest miner clans of the Higherlands.

Flagbearers

Greatfielders

Greenleaves

Greywolves

Hammered Tinkers

Warriors spend a lot of time on battlefields or completing quests. As a consequence, they don't have much time to sharpend their weapons, upgrade their gear, maintain their equipment. That's where the Hammered Tinkers operate. These particular warriors forge, craft, smelt, tinker superb weapons, magic items and pieces of machinery. Regardless, one must not underestimate the strength of this clan of engineers; no one dares challenge the might of of the forge.

Requirements

To join the Hammered Tinkers, you must have the following requirements:

  • You must an Intelligence score of at least 10.
  • You must speak Common.
  • Your class cannot be Druid.
Traits

As a Hammered, you gain the following traits.

Icedwellers

Ironheads

Knights of Valor

Marauders

Newcomers

Norim

The National Clan of Norim is the standard, basic clan open to everyone. It requires nothing but to be of warrior join.

Plume and Script

Riverfronts

Skydancers

Wakebreakers

Warborn

Wartificiers

Winds of Gold

Chapter 3

Treasures

Magic is widely spread within Guelantìr. It bears great magic items as well as Artifact ofs the Forgemaster, God of the Smith. This is a collection of additional homebrew magic items as well as mention of Guelantìr's notorious Artifacts.

Magic Items

As far as history can remember, Guelantìr has always been structured by the impact of magic items. They each have different functions and while some are forged, others can simply be of a more natural nature. The Forgemaster's Artifacts are explained further on.

Magic Items Description

This section presents a selection of magic items in alphabetical order. See the Dungeon Master's Guide for rules on using the magic items.

Johnny's Lucky Coin

Wondrous item (1 gold piece), uncommon

As all coins, Johnny's Lucky Coin has 2 sides. The heads side depicts a gleaming, boastful man with a beard of ale smiling with glee. The tails side is ornate with a sad, spiteful soul suffering from all sicknesses.

When tossed, this coin will always land on heads, thus assuring victory to any coin toss. However, this may be vary suspicious when tossing the coin more than once.

The Improved Eye Patch

gives indications

Axe of the Stormcaller

Weapon, legendary (requires attunement)

A hand axe engraved with depictions of storms and lightning strikes. It is said to have been forged by the dwarves of the mountains of Norrim for a great Warrior who vowed to protect them. To attune to this item, you must hold its grip or practice throwing it for the duration of the attunement period.

You gain a +1 bonus to attack roles and damage rolls you make with this weapon.

Storm Caller. After throwing your axe you can use a bonus action to call it back into your hands.

Lightning Charge The axe has 5 charges.On a hit with this weapon, you can expend one charge to deal an extra 1d4 lightning damage.

You gain back all charges after a short rest.

Bolt Lighter

Wondrous item, rare (requires attunement)


This seemingly normal lighter represents excellently the genius of Norn engineering and magic. As well as being equipped with a mechanism similar to other lighters, it is infused with magic. To attune to this item, practice lighting it for the duration of the attunement period..

Spells. The lighter has 10 charges. While holding this item, with atleast one hand, you can use an action to expend 1 charge to cast firebolt from the bolt lighter.

You gain back all charges after a long rest.

Book of Jokes

Wondrous item, uncommon (requires attunement)


Running out inspiration of jokes to tell, no worries. If this book doesn't prove even scholars enjoy a good time, nothing else will. Jokes magically appear on the pages you open. If you read them, they are then organized within the chapters of the previous pages (example: "Norn Moqueries") To attune to this item, you must read the yet empty pages of the book for the length of the attunement period.

Skills. When holding this book, you gain advantage on skill checks related to humor (free of the DM to choose) in languages you are proficient in.

Liz's Crystal of Communicating

Wondrous item, uncommon (requires attunement)


This gadget of engineer Liz's making enables long range communication, mostly between Norn troops. The transparent crystal is usually worn around the neck, on a necklace, as around the wrist, as a bracelet. To attune to it, you must hold the crystal for the duration of the attunement period.

Spells. When used, you can talk freely with any other person holding a crystal of communicating.

Mantle of Camouflaging

Wondrous item, rare (requires attunement)


While this mantle won't turn you invisible, you will certainly become less noticeable when equipped with it. However, you must attune to it everytime you encounter a new biome. To attune to it, you must remain hidden for the length of the attunement period.

Skills. When the mantle is equipped, you gain advantage on all stealth checks.

Mourningstar

Weapon (flail), artifact (requires attunement)


A peculiar cube replaces the standard spiked ball of a flail. However, when picked up the cube unfolds into a beautifully adorned star, each spike orbiting around a flaming core. To attune to this weapon, you must activate its core with a focused fire spell to power the star.

...

Pistol of Electric Stunning

Weapon (pistol), very rare (requires attunement)


A lightning shaped musel infuses the bullet with the power of thunder as it leaves the barrel. This grants its user the ability of shooting a shocking burst of energy along with the bullet. To attune to this weapon, you must rub the musel with a piece of cloth for the duration of the attunement period.

Spells. The pistol has 10 charges. When using this pistol, upon successfully hitting a target, you can expend on charge to make the target roll a Constitution saving throw. If they fail, they suffer an extra 1d4 lightning damage and have disadvantage on all rolls on their next turn.

Artifacts

While the Forgemaster is not a universal deity, their presence and influence on Guelantìr is undeniable. Unlike the First Forgemaster, who was a more discreet, secretive being, the Second Forgesmaster travels the lands looking for creators worth his might.

Moreover, he has been known to craft powerful Artifacts for people of worth or simply as a challenge. Consequently, Forgemaster Caches are scattered across Guelantìr.

DMs are free to use these items but they should take into accost the overwhelming strength of some of them as well as their relation to the story.

Artifacts Description

This section presents a selection of unique magic items, known as Artifacts, in alphabetical order. See the Dungeon Master's Guide for rules on using magic items.

Oarak' Shield of Spikes

This shield made from the

Chapter 4

Creature Compendium

Practice

Safe

Homebrewing

People love to flex their creative muscles while composing new homebrew content. More often than not, the inspiration for you homebrew comes from another source. Sometimes significantly. Other times just as a spark.

What is important for the community is that you share your sources of inspiration. This back cover can serve as an easy to find, easy to read place for you to do just that.

So go ahead, remove this chunk of copy and tell everyone who inspired you.

Cover Art: Skiorh

When you're ready to share with the community, don't forget to mark your document as public so people can find it in the GM Binder Search

More Credits

Maybe you have so many people to give credit to that you need a bit more space. Well, you can use this column to do exactly that!

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.