The Forsaken Archipelago: A Player's Guide

by LadyNightingil

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A Player's Guide to
The Forsaken Archipelago

Introduction

What is the Forsaken Archipelago?

The Forsaken Archipelago is a loose collection of Islands located directly south of the Hidden Lands and east of Old Aelvthurum. It borders the Searing Sea, and thus embodies a very hot climate for the most part. However, more than the heat, the Archipelago is known for two things more than any other.

Firstly, it is the one and only place in all the Mortal Planes where the precious material known as Fontstone can be located. Believed to be the raw essence of existence itself, Fontstone is an incredibly potent magical power source that occurs in large veins located only on specific islands of the Archipelago.

Secondly, it is infested with incredibly dangerous wildlife. From massive sea monsters to swarms of ants that consume the flesh of all in their path, and everything in between, there are a million very pointy reasons not to visit the Archipelago. The name “Forsaken” comes from the belief that only a place forsaken by the gods could hold such creatures at such a density. It is joked sometimes that, the gods have not forsaken the Archipelago, because such creatures could only exist if the gods were actively trying to make it unlivable.

Most of the isles are relatively tame however, allowing habitation so long as their inhabitants are vigilant and prepared. However, the Fontstone isles are particularly dangerous, seemingly swarming with more and more dangerous life the longer they are inhabited. None have managed to live on the Fonstone Isles for longer than a week, which prevents any form of large scale extraction of the material.

Where Are You From?

The Forsaken Archipelago is a place of abundantly dangerous life and varied environmental challenges.

Over time, a host of unique and diverse cultures have risen to these challenges in every conceivable environment from sun-scorched deserts ,to the bottom of the deepest ocean ,to the whirling caverns of the Underdark.

Your character may come from one of these cultures, or may stem from a homeland of your choosing in the vast world of Terra Moriendi. However, should you chose to belong to one of these cultures, your background will be easier to integrate into the campaign setting.

Below is a record which goes over the briefest and most essential elements of each major culture in the Archipelago. Bear in mind however, that this book paints the diversity of the Forsaken Archipelago in extremely broad strokes. Near every statement made in this book has dozens of caveats and exceptions, and one should not hesitate to create a character which diverges from these rough outlines.

Ancestry and Culture - A Summary

This supplement makes use of the Ancestry and Culture Rules to help in character creation. These rules are an alternative to "race" and allow players to create characters of mixed ancestries and culture. If you do not own these rules, the basic principle is simple. Each character has an "ancestry", which describes features inherited from ones ancestors, and a "culture", which describes features that one has gained from experience living or growing up among a particular people. The combined ancestral and cultural traits of a people can be considered to be what D&D 5E calls a "race." However, unlike with "race" ,ancestries can be mixed and swapped, allowing you to create characters that were raised in cultures other than what would be stereotypically expected. For example, there might be a Goblin raised among the Pierthresha Ash Dwarves, who would have the ancestral traits of a Goblin and the cultural traits of the Ash Dwarves. If, for whatever reason, you cannot make use of the Ancestry and Culture Rules, you can combine the typical Ancestral and Cultural traits of a people to make a "race."

Contents

PART 1

The Isles

Introduction to the Isles

The Surface of the Forsaken Archipelago contains what may be the greatest microcosm of biological, climactic and cultural diversity on Moriendi. From soaring alpine cliffs to blasted dune-filled deserts. From dense, teeming jungle to blasted volcanic wastes, near any environment that occurs on Moriendi can be found somewhere in the Archipelago. Each environment comes with its own unique threats and challenges, as well as hardy and diverse cultures uniquely adapted to coping with these challenges. The Dwar Kolle Forest Dwarves create dense rainforests to restrict the movement of large creatures, while the Kurench of the desert isles move quickly and cover their entire bodies to avoid being consumed by the ever present sandstorms and desert worms.

While many of these cultures dwell in the Archipelago because it is their home, others are seeking something. Some desire the elusive Fontstone, others come for religious betterment, and some simply seek power. Beyond the myriad individual sailors and pirates that ply the seas, there are several cultures that, for better or for worse, have set up a distinct presence among the Isles. From the Great Houses of the Geldenstadti Steilenzia council, to the Ironheart pilgrims of the war gods, the fates of many peoples may yet play out upon these Isles.

Many dangerous creatures make their homes on the isles. Hellhounds often manifest in Pierthresha, Assassin vines are a common threat across Kezef's Spine, and great Purple Worms are both a staple food and significant danger to the Kurench people of the Desert Isles.
The few pieces of Dwar Kolle architecture that exist on the surface tend to be durable, low-lying and integrated into the rainforest.

Dwar Kolle/Forest Dwarves

Perhaps the most widespread of the Archipelago’s cultures, The Dwar Kolle live in their scattered Kara City-States across the isles. Highly centralized and rigid, they use god-given artifacts known as Nithaen Semar to determine which people are worthy to hold office. With each Kara stretching from the surface to the Underdark, they rely on the dense jungle to protect them from the monsters above ground, and the disciplined formations of their steel-clad Underwardens to protect them from slavers below.

Dwarven Names

The Dwar Kolle each hold at least one name. The first name is granted by a parent of ancestor, and is the name used in common parlance. Proper Forest Dwarf names have typically been used and reused throughout the generations. Subsequent names are titles or nicknames, typically granted in youth by parents and based upon their deeds or notable traits. When an individual joins a Seamarohm "office" they are given a new third name by the Seamar "leader" of the Seamarohm. Individuals among the Dwar Kolle may then be granted additional names by their Semar or Monarch. Being granted such a name is considered an honour, and the oldest, most accomplished of the Dwar Kolle may hold dozens of names. Self-important individuals may insist upon being referred to by all of their names on all occasions, though most are satisfied to only go by their first. Should a Dwarf be exiled from the Kara, they will be stripped of their extra names and will go solely by their first.

Examples of Dwarven first names can be found in the Player’s Handbook

Second names: Coinshaper,Deepshield, Drinkmaster, Goodlay, Hydrabane, Ironslayer , Paperhand, Runebinder, Thickbeard

Forest Dwarven Ancestral Traits

The Forest Dwarves have the ancestral Dwarven traits found in the Ancestry and Culture Rules, or Player’s Handbook.

Dwar Kolle Cultural Traits.

Forest Dwarf culture is similar to Hill Dwarven or other traditional Dwarven cultures. However there is a divide between those who live among the forests of the surface, and those who dwell in the deep. Both however live in the same ordered, society and share some cultural traits in common. Ability Score Increase. Your Constitution score increases by 2.
Alignment. Forest Dwarf society is heavily centralized and structured. With a strong emphasis on duty towards both Kara and Office. As a result this culture tends to promote lawful values, with it being taught that all will benefit if everyone plays towards their strengths and allows others to do what they cannot.
Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, mechanic’s tools, or mason’s tools.
Languages. You can speak, read, and write Common and Dwarvish.

Deep Dwar Kolle Cultural Traits

Some among the Dwar Kolle dwell and fight in the lower reaches of the Karas, among the tight tunnels of the Deepways. Such Dwar Kolle live in ways more associated with traditional Dwarven culture, paying respect to the stone and relying on endurance coupled with armour to keep them safe in the often tight confines of the Underdark. Piercing weapons are favoured, due to the fact that there is often not enough room to swing an axe or hammer.

Underdark Combat Training. You have proficiency in any two melee weapons of your choice that deal piercing damage.
Underdark Armour Training. You have proficiency in medium armour. If you already have proficiency in medium armour, you gain proficiency in heavy armour. . Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Surface Dwar Kolle Cultural Traits

Forest Dwarves dwelling on the surface must contend with both the intense heat of the Archipelago, as well as the dense forest in which they make their home. Armour is impractically hot on the surface, and so the surface dwelling Forest Dwarves rely on speed and precision among the high canopies to keep them safe.

Ability Score Increase. Your Dexterity score increases by 1
Arboreal Experience. You gain proficiency in Athletics checks and gain a climbing speed of 20ft.

Kara Attollis, located in the Searan Chain in the northeast of The Archipelago. Like many Dwar Kolle holds, it extends from the Surface to the Underdark

Many Dwarven spears can be compactly folded for easy mobility in tight quarters, but can be extended to form a formidable weapon.

Dwar Pierthresh/Ash Dwarves

Cousins to the Forest Dwarves, the Ash Dwarves reside on the highly volcanic Pierthresha Isles, also known as the Ashen Sisters. They dwell mostly in Caridelias: a city built into the living body of an ancient, titanic fire salamander of the same name. Living in a city where the ground literally moves and quakes below you, the Ash Dwarves cannot afford to cling to the rigid traditions of their Dwar Kolle cousins. Thus their society is more flexible, open ended, and carries the expectation that anyone be able to fill any role in the event of an emergency.

Dwar Pierthresha Names

The Ash Dwarves originally used the same naming system as the Forest Dwarves, with a first name chosen by parents and additional names based on deeds and traits. However, it was found to be impractical to have keep records of dozens of names per person in a place where a building could collapse at any moment. In modern times, most Ash Dwarves only have two names, a birth name chosen by their family, and a title name that they choose for themselves, and can change whenever they please. This may lead to self-aggrandizing title names, particularly for young Ash Dwarves. Many older Ash Dwarves may be embarrassed by the edgy or arrogant names that they had chosen in their youth.

Examples of Dwarven given names can be found in the Player’s Handbook

Examples of Dwarven title names can be found in the “Dwar Kolle Forest Dwarves” section (page 4)

Ash Dwarven Ancestral Traits

The Ash Dwarves have the ancestral Dwarf traits found in the Ancestry and Culture Rules, or Player’s Handbook with one exception.
Volcanic Resilience. Living among ash and magma for thousands of years, the Ash Dwarves have adapted their constitutions towards coping with extreme heat over other concerns. You may forgo the Dwarven Toughness ancestral trait and instead have resistance to fire damage.

Dwar Pierthresha Cultural Traits

Pierthresha culture must be flexible enough to deal with the myriad challenges of living on ground that could quite literally fall away at any moment. As such, those raised in Ash Dwarven society are typically expected to maintain at least a basic knowledge of every skill needed for the survival of Carideleas.
Ability Score Increase. Your Constitution score increases by 2.
Alignment. Dwar Pierthresh education still promotes the ideals of law and duty that are common in more traditional Dwarven cultures. However, it also emphasizes flexibility and the necessity of being able to change alongside a changing world. As such, the ideals promoted in Ash Dwarven cultures may be considered neither Lawful or Chaotic.
Flexible Education. You can add half your proficiency bonus, rounded down, to Arcana, Nature, Perception ,and Survival checks, as well as any check using Smith’s tools, Mechanic’s tools, Mason’s tools or Tinker’s tools, if these checks do not already include your proficiency bonus.
Languages. You can speak, read, and write Common and Dwarvish.

Ignis Laidir "The Great Ignitor", largest of the Pierthresha isles.

Carideleas, The City Beast of Pierthresha.

Sa'razner/ Lizardfolk of the Hidden Land

Hailing from the Hidden Land immediately north of The Archipelago, the Lizardfolk are one of only two artificially created humanoid species on Moriendi. Raised from spawning pools in clutches of between four and hundreds, a Lizardfolk is expected to live their entire life with their clutch. Interestingly, there is no word in the Lizardfolk variant of Draconic that refers to all Lizardfolk. This is both because of the fact that the Lizardfolk contain multiple species, and because any exiles who abandon their duties, known as Ogelendi “Betrayers”, are not considered to be the same people as the Sa’razner “Guardians of Creation” who hold to their appointed tasks. Should you see a Lizardfolk wandering foreign lands on their own, they are likely of the Ogelendi, though they may be a Sa’razner that has been separated from their clutch. Occasionally, a Sa’razner will be born as the only member of their Clutch. These Lizardfolk are rare, and are typically sent out to accomplish great tasks.

Living beneath an ancient magical shield that prevents entry or exit from any without permission, the Lizardfolk are often viewed as enigmatic and all-knowing, with many wondering what purpose they were created for. In truth, while a select few among the Sa’razner may know secrets kept hidden from the rest of the world, the average Lizardfolk knows as little about their reason for existence as anyone else, and does what they do for the same reasons anyone else would.

Lizardfolk Names

Sa’razner traditionally only have one name. However, this name is divided into two parts. The first part of the name can be one to three syllables long, and is associated with their clutch. This part of the name is shared with all members of the clutch and is chosen prior to birth by the Lexian who ordered the creation of the clutch. The second part is a single syllable , and is attached to the end of the first part. It is chosen by the Lizardfolk upon reaching maturity. Prior to reaching maturity, a Sa’razner is distinguished from their clutch by the colour of a badge which they wear around their necks. The Lizardfolk variant of Draconic has many words to describe colours that are seemingly identical to the eyes of the untrained. Should an individual become an Ogelendi exile, they lose their clutch name and are only referred to by the last syllable of their previous name.

Lizardfolk names typically consist of multiple short syllables with repeating sounds throughout. The second part of the name is traditionally written as part of the first, though some , when writing in common, may choose to separate it with a punctuation symbol of some sort.

Lizardfolk Names: Eeblneebintes, Efelfreth, Flinbimnil, Kroqgarmun’di, Milsimadim, Orakorama, Oxy-otl, Snekekbin’kek, Stimbunarmbuxgarl, Tettoekko-karo, Tivrintarmon

Lizardfolk Ancestral Traits

Lizardfolk come in two different species. There are the small, nimble, short lived Iguan, and the Lumbering ancient Caimar. Clutches are raised together, and every clutch contains members of both species, so there are not significant cultural differences between the two groups. However the groups have different ancestral traits, though the term “ancestral” may not be strictly applicable, since all Lizardfolk are incapable of independent procreation, and instead arise from artificial spawning pools.

The great shield which secures the boundaries of the Hidden Land.

Symbol of the Shaper, god of Creation, who made the Lizardfolk for reasons unknown.

Iguan Lizardfolk Ancestral Traits

Age. Iguan Lizardfolk have the fastest metabolism of the Lizardfolk. They are considered mature at age 10 and often die before age 30.
Size. Iguan Lizardfolk stand between 3 and 4 feet tall and average about 80 pounds. Your size is Small.
Speed. Your base walking speed is 35 feet.
Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Nimbleness. You can move through the space of any creature that is of a size larger than yours.

Caimar Lizardfolk Ancestral Traits

Age. Caimar Lizardfolk have slow metabolisms that allow them to live for a very long time. They are considered mature at age 10, reach their full size at age 50 and may live for up to 400 years.
Size. Adult Caimar Lizardfolk stand between 8 and 15 feet tall depending on their age, and may weigh anywhere between 300 and 1500 pounds. Your size is large.
Speed. Your base walking speed is 30 feet.
Powerful Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d10 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Natural Armour. Caimar Lizardfolk grow coats of tough scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Cold Blooded. Your cold blood allows you to process calmly through moments of intense panic, but leaves you vulnerable to climactic variation. You have advantage on saving throws against being frightened but disadvantage on saving throws to resist cold weather.

Sa’razner Cultural Traits

Sa’razner education emphasizes cooperation and teamwork to obtain the best possible result. By working in perfect sync with members of their clutch, they can achieve things that none could do alone, and by honing their craft to the finest point, those raised among the Sa’razner can contribute the most to their society.

Ability Score Increase. Your Intelligence score increases by 2 and your Wisdom score increases by 1.
Alignment. Each clutch of Lizardfolk is expected to fulfill its predetermined part in Lizardfolk society with precision and dedication. Lizardfolk are taught from birth to think of themselves as a small part of a greater societal entity ,or a cog in an essential machine. This promotes a generally lawful outlook towards life

Clutch Cooperation. You can take a bonus action on each of your turns in combat. This action can be used only to take the Help action.
Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, mechanic’s tools, or mason’s tools.
Languages. You can speak read and write Common and Draconic.

Chosen Clutches

Sometimes clutches of Lizardfolk are altered by their Lexians before birth to fulfill a specific necessary role. These clutches bear specialized mutations and abilities that other Lizardfolk lack, and receive specialized training focussed around using these abilities, rather than the more generalized education of other Lizardfolk.
Since Chosen Clutches are modified before birth and require extensive training, only those with both Sa'razner culture and ancestry may be part of a chosen clutch. If you are part of a chosen clutch, you may forgo your ability score improvement, and instead take one of the following traits.
Chameleonic: With colour shifting skin you have proficiency in stealth and advantage on stealth checks.
Beast Tongued: With ears and voice attuned to the complex litanies of wild creatures, you have the ability to comprehend and verbally communicate with beasts.
Aquatic: With gills and webbed feet you can breathe underwater and gain a swimming speed of 30 ft, but your land speed is reduced by 5ft.
Gliding: With a membranous protrusion around your arms, you are able to glide gracefully between high places. You can use your reaction to reduce your fall speed to 60 feet per round and avoid fall damage. However the membrane makes arm movement difficult, and your Dexterity score is reduced by 1.
Venomous: With venom glands and dripping fangs in your mouth, your bites are significantly more deadly. If you hit with your bite attack, you can inject venom into your target. The target must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 poison 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 venomous bite, you can’t use it again until you complete a short or long rest.

Caimar (left) and Iguan (right) Lizardfolk.

Terlangi/Skytouched of the Seven Rings

The Terlangi are a geographically isolated people, for they live atop the mysterious structures known as The Seven Rings. Unknown in their origins, the rings are massive circular cliffs that jut out of the water, soaring hundreds of meters into the air and creating the only alpine climate in this tropical archipelago. The Terlangi people themselves live in pastoral villages, often swinging between The Rings on ziplines and tending to the giant Flekrahl birds that are endemic to the region.

Contact with other cultures usually comes from enterprising traders that either own a skyship or a lot of rope. They sell gunpowder weapons, which are hunting tools to the more diminutive of the Terlangi, in exchange for clothes woven from the extraordinarily insulative feathers of the Flekrahl.

Terlangi Names

The Terlangi consist mostly of the descendents of Halflings and Goliaths, survivors of the Titan Wars when the Seven Rings were made. Due to the fact that Goliath clan names are traditionally inherited matrilineally, while Halfling family names are traditionally inherited patrilineally, most Terlangi have two familial names: one Goliath and one Halfling, as well as a birth name. Terlangi birth names often contain elements of both traditional Halfling and Goliath naming conventions.
Birth Names: Andkan, Callikori, Eegbree, Lidthal, Lo-vani, Keollian, Kivith, Merilo, Milleio, Paala, Veebree

Terlangi often have both a Halfling family name and a Goliath clan name. Terlangi may also have a Halfling or Goliath given name. Examples of each can be found in the Player’s Handbook and Elemental Evil Player’s Companion respectively.

Skytouched Ancestral Traits

The Terlangi collectively have an ancestry that is roughly half Goliath and half Halfling. The degree to which this ancestry is mixed varies between the relatively isolated villages of The Seven Rings. This results in a large variation in some ancestral traits, most notably height, between villages. However, most Terlangi carry the following ancestral traits.
Age. Terlangi have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.
Size. Terlangi have massive variation in height. It is not unusual for individuals in some villages to be as short as 4 feet high, while other villages rarely see a height under 7 feet. Individuals may weigh anywhere from 80 to 350 pounds on average. Your size is medium.
Speed. Your base walking speed is 30 feet.

Stone’s Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.
Lucky. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Mountain Born. You have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet.

Terlangi Cultural Traits

The Sky Touched live mostly as pastoralists in a harsh alpine environment characterized by sharp drops and high cliffs. It is essential that Terlangi children quickly learn to keep their footing when near the cliffs or on the complex rope networks that span the rings. The prevalence of flying predators also means that any Terlangi who wishes to leave the village or keep their flock intact needs to be trained with missile weaponry.
Ability Score Increase. Your Dexterity score increases by 2 and your Wisdom score increases by 1
Alignment. The Sky Touched live and flow freely between small settlements where any people are welcome to take help from the village, but are not obligated to stay. This, coupled with the religious reverence of Akadi, goddess of Freedom and the Winds, creates a culture which pushes people more often towards chaotic alignments.
Dance of the Lines. You have proficiency in Acrobatics and advantage on Acrobatics checks to avoid fall damage, if your DM uses these rules.
7 Rings Missile Proficiency. You have proficiency in either all crossbows, all bows, or all firearms.
Languages. You can speak read and write Common and Terlangi. Terlangi is descended from both Halfling and Giant. While you cannot speak Halfling or Giant fluently, you can convey and understand the general meaning of statements made in Giant and Halfling.

Pertemuan, the lowest point on the Seven Rings. Foreign ships tend to dock here due to the relatively short climb, but must still find a way to avoid being dashed against the rocks.

Kurench/Desert Tieflings

The dry isles where the Kurench make home are characterized by brutal sandstorms and viscous insectoid monsters. Clad head to toe in the hardy chitin of their prey, the Kume tribes of the Kurench survive by hunting the great beasts: chasing them down in their Kiizak sleds pulled by Sand eels ,and peppering the creatures with javelins, arrows and bullets.

Hunting to take down a desert monster requires teamwork and cooperation, and this fact feeds into the Kurench religion. An ancient Kurench prophecy tells of a day when a beast with the strength to crush gods will arrive to drink the tears of the world. It is said that this beast will only ever be defeated with the coordination of all the people on Moriendi. For this reason, when the Kurench come of age, they are sent on their Kalatana, a journey out into the world where they must meet a new person, and secure a pledge that they will help when the Tear Drinker comes.

Desert Tiefling Names

Though they speak primarily Elven, the mostly-Tiefling Kurench make use of the same naming system as other Tieflings, with each individual having a single name only, rooted in the Infernal language. However, unlike many other Tiefling cultures, such names are never gendered, as the Kurench do not make use of such a concept.

Singular Names: Akmenos, Akta, Amnon, Anakis, Barakas, Bryseis, Criella, Damaia, Damakos, Ea, Ekemon, Iados, Kallista, Kairon, Lerissa, Leucis, Makaria, Melech, Mordai, Morthos, Nemeia, Orianna, Pelaios, Phelaia, Reieta, Skamos, Therai

Desert Tiefling Ancestral Traits

The Kurench consist of mostly Tieflings along with a few Elves who had been shipwrecked in the Desert Isles before the age of Myth. However, it is not unusual for members of other species to join one of the Kume.

Tieflings, including Desert Tieflings, have the ancestral Tiefling traits found in the Ancestry and Culture Rules, or Player's Handbook.

A Kurench individual in full hunting garb. All parts of the body, except the horns on Tieflings, are covered to prevent sand infiltration.

The Umlani Sand Eels are predatory animals that can act as both beast of burden and faithful companion.

Kurench Cultural Traits

Survival skills and experience are the barrier between life and death in the harsh deserts of Ada Kumalda and Ada Kurualda. Kurench children learn breathing techniques from a very young age that help them to conserve precious water. They also learn to either drive their chitinous Kizak sleds across sand and water, or stand on the backs of them to assault their prey from afar. Equally important however, is the skill of making allies, which is taught to ensure that Kurench can finish their Kalatana

Ability Score Increase. Your Wisdom score increases by 2 and your Charisma score increases by 1
Alignment. The Kurench rely on cooperation, duty and coordination to survive when hunting the great beasts of the Desert. Kurench culture encourages individuals to always defer to those who have the most direct experience in a given matter, as written records and book learning are impractical in a land where writing can be quickly scoured away by the sands. This deference to experience is often perceived as a lawful bent by outsiders.
Kurench Armour Training. You have proficiency in light, and medium chitin armours.
Kurench Hunting Training. You have proficiency in Animal Handling and the Kizak sled vehicle, or have proficiency in javelins and two missile weapons of your choice.
Water is Life. While most people require 1 gallon of water per day, you require only ¼ of a gallon.
Languages. You can speak, read, and write Common and Elvish. However you may take more time to read and write than individuals of other cultures, as Kurench culture and history are, for the most part, communicated orally.

Kurench Tieflings in foreign lands can often be identified by the fact that their exposed horns have been worn down by the sand-wake of their Kiizak.

A Purple Worm hunt can feed a Kume for several weeks if managed properly.
Palata Gior, in Lanncercost: Headquarters of House Marconis.

Geldenstadti/Mine Folk of the Anchorlands

For many of the Great Houses that rule Geldenstadt, the obscene wealth of the Eastern Anchorlands is simply not enough. While the working classes toil in the mines of Lannercost, the Great Houses connive and scheme, waging a constant hidden war for supremacy: a war of privateers, assassins, and influence.

The Forsaken Archipelago is but one front of this war. House Marconis, the most powerful house in the Steilenzia council, has already established a presence on the isle of Arock. While the isle is useless to most anyone else, House Marconis has fortified it, and uses it as a staging point for prison ships intended to gather the precious Fontstone. The other houses already seek to sabotage these operations, but will doubtless follow suit if given the opportunity.

Geldenstadti Names

Geldenstadti naming traditions give individuals two names, one given and one of the family. Given names among working folk often follow halfling traditions of naming. Florid and long names, often derived from Elvish languages and old Common, are often preferred by the wealthy, as they are considered to give a sense of importance.

Examples of traditional Halfling given and family names can be found in the Player’s Handbook

Upper Class Given and Family Names: Alstensia, Barenzia, Cassitello, Eaglparno, Eflnangrin, Estal, Giorno, Glavaria, Kaerna, Marganno, Marianos, Ostante.























Golden Folk Ancestral Traits

The Majority of the population of Geldenstadt are Halflings. However, they are a slim majority, and large populations of many other species can be found in Geldenstadt.

You may have the ancestral Halfling traits found in the Ancestry and Culture Rules, or Player’s Handbook, but it is very likely that you will have different ancestral traits.

Geldenstadti Cultural Traits

In Geldenstadt the only real way to become successful is to have connections. If a poor person wishes to obtain any form of status or even comfort, they must have a friend in a higher place. Charming your way into the good graces of the Great Houses, Smithy Hall, or Corps is quite literally a matter of life and death, and staying in those good graces is equally important. Staying alive for any significant amount of time in the polluted, disease ridden streets of Lannercost requires a silver tongue and an iron lung, with some skill in machinery being optional.

Ability Score Increase. Your Charisma score increases by 2 and your Constitution score increases by 1 .
Alignment. On paper the legal systems of Geldenstadt and strict and uncompromising. Under the surface however, the question of what someone has done is far less important than who they are, and who they did it to. Such an environment encourages raw pragmatism more than any one strict moral principle, and leads to a culture that could be considered neither Lawful of Chaotic.
Lungs of Iron. You have advantage on saving throws against poison and disease, and you have resistance against poison damage.
Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, mechanic’s tools, or mason’s tools.
Languages. You can speak, read, and write Common and Halfling.

Ironhearts of Strom

The Ironhearts are followers of the Iron Brothers, twin gods of conflict. They hold that the Island of Strom is sacred to them, for, according to prophecy, whomever is able to conquer the isle will be destined to lead the world in the greatest conflict of all time. This is easier said than done, as the isle teems with the same deadly plants and beasts that infest the other forested islands of the Archipelago, as well as a population of Forest Dwarves who don’t like seeing the jungle they rely on for protection getting cut down. Endeavours to conquer the island have been unsuccessful for millennia, with Strom seemingly becoming more ferocious the closer it is to defeat. Despite this, Orcs, Goblins and other followers of the Iron Brothers flock to Strom intermittently to try their hand at the task, much to the chagrin of the local Dwar Kolle.

Ironheart Names

Followers of the Iron Brothers may have many names before coming to Strom. However, once they come to Strom, they take a new name and are considered to truly become an Ironheart. They will go by this name until they die or leave the Ironhearts. In keeping with gods who encourage conflict and perfection, this new name is based on the most powerful thing that a member, in their belief, has defeated. This defeat may be literal or metaphorical, and the name may be changed should one defeat something they consider to be more powerful. Such names are typically translated into whatever language the Ironheart is currently speaking, so their meaning can always be conveyed.

Ironheart Names: A Block, Ankheg, Beast of Kredenbrahn, Bottle, Corpsmen, Cyclebreaker, Devouring Swarm, Doubting Mind, Fear, Flawless Blade, Ironwarden, Kingbasher, Manticore, Sorrowheart, The Academy, The Dragon, The Sea, The Sundering, The Wilds., Tyrannosaur, Tyrant, Walls

Ironhearted Ancestral Traits

In ancient days, the Iron Brothers aided a civilization of Orcoid folk who were being conquered by the ruling Elves. By giving the Orcoids the means and terrain to fight back, the Iron Brothers had gained the dedication of all they helped. Many modern Ironhearts descend from these Orcoid populations, and a small majority of The Ironhearts are either Orcs, Goblins or Hobgoblins. However, other ancestries are still quite common.

Orcs, Goblins, and Hobgoblins are distinct Mendellian morphs of the same species, and thus could be considered to have the same ancestry. However, the significant differences in size and other features between the morphs result in them having different ancestral traits.

Orc Ancestral Traits

Ironheart Orcs have the ancestral Orc traits found in the Ancestry and Culture Rules, or Player’s Handbook.

The war against the isle can grind even the finest equipment and buildings to dust, forcing many of their users to settle for makeshift, cobbled-together defenses and tools. This is often considered part of the challenge.

Goblin Ancestral Traits

Age. Goblins reach adulthood at age 8 and live up to 60 years.
Size. Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.
Speed. Your base walking speed is 30 feet.
Darkvision. 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 can't discern color in darkness, only shades of gray.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Hobgoblin Ancestral Traits

Age. Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs.
Size. Hobgoblins are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. 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 can't discern color in darkness, only shades of gray.
Ancestor’s Eyes. Hobgoblins are said to most closely resemble the ancient ancestors of Orcoids. They often report feeling that their ancestors are paying particular attention to them, watching through the eyes of their companions. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.

Ironhearted Cultural Traits

Ironhearts follow the creed of the Iron Brothers. This creed emphasizes strength and capability above all else. Outsiders, and even some among the Ironhearts, may hold the misconception that this means one must be physically powerful to gain the favour of the Iron Brothers. In truth, Iron Brothers smile upon any of those who show strength in their struggles, regardless of what that struggle is, and encourage each individual to pursue their own idea of perfection, honing their particular skills to a razor’s edge.
Ability Score Improvement. Whichever of your ability scores is highest increases by 2.
Alignment. The Iron Brothers do not care for ideas of morality. So long as an individual is willing to fight, they may be an Ironheart, regardless of their alignment.
Martial Training. You are proficient with two martial weapons of your choice and with light armor.
Expertise. You have expertise in a single tool or skill proficiency of your choice. Your proficiency bonus is doubled for any ability check you make that uses this proficiency.
Languages. You can speak, read, and write Common and Orcish.

Symbols of the Iron Brothers, who send their followers to the isle of Storm.

Warriors of all stripes make the pilgrimage to Strom to prove their worth. They are joined together only by their faith and drive for victory.

Virana/Fey Elves

The Fey Wild is a separate plane that acts as a more vibrant reflection of the Mortal Realm. Most residents of the Fey Wild rarely enter the Mortal Plane, save by accident or summoning. The Virna Fey Elves are an exception to this rule. Not as closely tied to the Wild as the seasonal Eladrin, the Virana each spend an entire mortal lifetime on Moriendi as part of their coming-of-age process. Like many Fey, the Virana live long idyllic lives without scarcity, for their fruits, while poisonous to most mortals, can each sustain a Fey for months. Few mortals even have the means to reach across the planes to the cities of the Virana, but those who have describe beauteous architecture shaped with a precise grace only achievable by near immortals.

Elven Names

The Virana make use of the same rough naming conventions as other Elven cultures, with individuals having a family name, as well as a child name that they replace with an adult name of their choosing upon completing their coming of age.

Examples of Elven child names, adult names, and family names can be found in the Player’s Handbook.

Fey Elven Ancestral Traits

Most among the Virana are Fey Elves, although it is not uncommon for other Fey creatures to dwell among them. Few from the Mortal Plane live among the Virana, as the Fey wild is a very dangerous and confusing place for mortals, with even the food being poisonous to those not properly adapted to the conditions.

Fey Elves have the ancestral Elf traits found in the Ancestry and Culture Rules or Player’s Handbook, with one exception.


Age. The abundant energies of the Fey Wild enhance the lifespans of those long exposed to it. Fey Elves live lives even longer than most Elves, with some living to be as old as 3000 years.

Virana Cultural Traits

The culture of the Virana is defined in many ways by their great longevity. Near limitless free time allows one to amass knowledge and master precise movements, while also learning to approach problems with a calm, careful patience. Virana even spend entire mortal lifespans among other cultures simply as part of reaching adulthood, and often pick up skills or tricks from these cultures.


Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1
Alignment. Virana society is relatively free and open ended, with individuals generally being encouraged to pursue their own whims and passions at their own pace. Consequently, those raised among the Virana may tend more towards a Chaotic alignment.
Practice Life. You have a single cultural trait of your choice from the culture where you lived your practice life. This cultural trait cannot be an ability score improvement. If your character has not started their practice life, you may chose a trait from the practice life of one of your ancestors, or increase your Dexterity score by 1.
Patience in all Things. When performing an ability check for any skill that you are proficient in, you may choose to approach the check with patience. If you do this, you gain a +5 bonus to the check, but the time to complete the check increases to either double its previous time or five minutes , whichever is longer.
Language. You speak, read and write Common, Elvish and Sylvan.

Sacred Rights

Virana have several guaranteed rights that they may invoke verbally when in their home city. These include the Rite of the Speaker, the Rite of the Remembrancer, and the Rite of The Authority.

Right of the Speaker. Invoking the name of Keestel, the Fey Lord of Argument, you may summon a speakerate council, open to all who live in the city, to debate and vote upon a proposition of your choice.
Right of the Remembrancer. Invoking the name of Ulviran, the Fey Lord of Memory, you may demand that your position on a proposition be carved in stone and read aloud at all meetings regarding similar propositions. This right is known colloquially as “The Right of ‘I Told You So.”
Right of the Authority. Invoking the name of Aramak, whose city was destroyed because none would listen to him, you may make a single, unquestioned decision on behalf of the entire city. You may invoke this right only once in your lifetime.

The geography of the Fey Wild resembles an exaggerated, more vibrant version of the Mortal Plane.

PART 2

The Underdark

Introduction to the Underdark

Over ten millennia ago, during the Age of Myth, the spear of Ostaria, goddess of The Hunt, was stolen by Cheynalmae the Jester God. She pursued the Jester God in the form of a giant Ankheg beetle, tearing through the mortal and elemental planes and creating the tunnels and elemental vortices that define the Underdark. In subsequent years people would move into these dark caverns, adapting to the darkness, linking them with artificial tunnels known as the Deepways, and creating their own unique underground cultures.

While surfacers may moan about wild beasts and petty storms in their territories, it is those in the dark who know true danger, for in the dark, in secret Angalasund, there dwells a creature that strikes terror into the heart of any who know of him: Aurleum, The Lord of Drakes.

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A dragon of unmitigated power and age, very little is known about him or his goals, but all know of the impact that he, and the numerous powerful creatures that flock to his banner, have had upon the Underdark.

All cultures in the Underdark of the Archipelago must account for this ever-present threat. Some build high walls and strong defenses to repel the beast, but most defences are breached given time. Some try to hide, behind illusory magics or among the myriad tiny caves and secret passages of the dark, but all hidden things are eventually found. This leaves some with but one option: to surrender, join Aurelum’s Shining Empire, and pray that The Lord of Drakes shows mercy.

Each of the cities of the Shining Empire must give tribute to the Lord of Drakes, in gold and in people, or face total annihilation at the hands and monstrous armies of a being near unrivalled in the mortal world. Surfacers may see the tributaries as cruel slavers, but to them it is all the result of a simple arithmetic. It is better to go out and capture some surfacer than it is to watch your own family be taken to an uncertain fate.

Superior Darkvision and Sunlight Sensitivity

Living in the Underdark for an extended period causes individuals to become more attuned to the darkness, but more sensitive to bright sunlight. Every culture in the Underdark grant both superior darkvision and sunlight sensitivity. However, at your DM's discretion, both of these features may fade after an extended stay on the surface, returning only after spending several days in the darkness.

Many dragons and other powerful creatures follow the Lord of Drakes, eager to prove their power and superiority over mere mortals.

Tributary Drow/Dark Elves

Once assembled under the proud Kamara dynasty, a string of devastating defeats forced the Dark Elf cities of the Archipelago to capitulate to the will of the Golden Lord Aurelum. While some of the Kamara sorcerer queens may still preside over their cites, for the last twenty centuries all efforts have been bent towards fulfilling Aurelum’s two demands: for gold, and for people. The queens may still think that they are above the common Drow, but all mortals are equally expendable in the eyes of the Golden Lord. If the tributes are not met, the queens will be the first, though certainly not the last, to die. This fate is only avoided through brutal competition on all societal levels, known as ai Silakanya, “the Crush”. Even the enslaved have an opportunity for freedom, or what passes for freedom under the Shining Empire, if they rat out those who try to avoid their tributary responsibilities.

Elven Names

The Tributary Drow cities make use of the same rough naming conventions as other Elven cultures, with individuals having a family name, as well as a child name that they replace with an adult name of their choosing if they survive to adulthood.

Examples of Elven child names, adult names, and family names can be found in the Player’s Handbook .

Dark Elven Ancestral Traits

Those coming from the Tributary Dark Elf cities are typically Elves. They have the ancestral Elf traits found in the Ancestry and Culture Rules or Player’s Handbook.

Tributary Drow Cultural Traits

The Tributary Drow Cities have a unique way of meeting the tribute quotas set by the Shining Empire. Through ai Silakanya, each person may give as much in tribute as they want. However, those who give the least will become the tribute, and must either enslave a surfacer or be enslaved themselves. This fosters a brutal competition where the cunning and charismatic can avoid the impending Crush. Finesse weapons and hand crossbows are favoured by the lone Drow sent to take tribute from the surface, while shadow magics, ancient sorcerous gifts of the Raven Queen, are taught as tools to isolate and confuse targets and compensate for their vulnerability to sunlight.

Ability Score Increase. Your Wisdom score increases by 2, and your Charisma score increases by 1
Alignment. Ai Silakanya is a zero sum game. For each person who escapes being made tribute, another must fall to the Crush. There is no mutual benefit under the Golden Lord. This drives individuals towards desperate acts of self preservation regardless of moral principles. Such acts may be considered chaotic or even evil by other cultures.
Superior Darkvision. You gain darkvision for up to 60 feet. If you already have darkvision, this increases its range by 60 additional feet.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is the spellcasting ability for these spells
Drow Weapon Training. You have proficiency with rapiers, shortswords and hand crossbows
Language. You speak, read and write Common, Elvish and Undercommon.

Drow outside the Tributary city of Mtenes, south of Kezef's Spine in the Underdark
Kar Garmag, a Dwar Duergar hold west of Pierthresha.

Tributary Dwar Duregar/Grey Dwarves

Once all the Dwarven Holds, from the deepest depths of the Underdark to the heights of the surface, were allied through the Angal Alignment. Those days are long over however. The hold of Kar Angal lies in ruins, and the Greater Nithaen Semar that bound the alignment together are now just another part of Aurelum’s endless treasure hoard. Now the Duregar of the Underdark must wage war against their surface dwelling kin, or suffer the terrible consequences of failing the Golden Lord. A desperate reflection of their former allies, the Tributary Duregar show what can happen when the heavily structured society of the Dwarves is bent entirely towards war and wealth. Though many of the divine-given Nithaen Semar have ceased to work in the determining of worthy leaders, the wheel of war still grinds on, MUST grind on , or all will suffer the consequences.

Dwarven Names

The tributary Duergar Holds use the same approximate naming conventions as other Dwarves, with a given name and a series of secondary names based on deeds.

Examples of Dwarven given names can be found in the Player’s Handbook.
Examples of Dwarven title names can be found in the “Dwar Kolle Forest Dwarves” section (page 4).

Grey Dwarven Ancestral Traits

Those coming from the Tributary Duregar cities are typically Duergar. They have the ancestral Dwarf traits found in the Ancestry and Culture Rules or Player’s Handbook.

Tributary Dwar Duregar Cultural Traits

Those living in the Tributary Duergar holds maintain a system of centralized order similar to other traditional Dwarven cultures. In the Duergar holds, slavery has become just like farming or weapons production: simply another quota for the Kars to meet. Similar to the Deep Dwelling among the Forest Dwarves, tough bodies, heavy armour ,and piercing weapons are both favoured and best employed when in the tight formations of Duergar armies. Knowledge of stonework and building have withered in favour of physical training. Duergar cities also widely teach and employ old magics to gain an edge in their wars with their surface-bound cousins and compensate for their vulnerability to sunlight on the surface.

Ability Score Increase. Your Constitution score increases by 2.
Alignment. Despite its focus towards war, the regimented and strict culture of the Dwarven holds remains as strong as ever in the tributary holds of the Dwar Duregar. The holds will do what they must, and every Duergar is expected to do their part. It is even expected that randomly selected individuals will willingly go into slavery if the hold falls short on its tribute quota. This ingrained cultural sense of duty pushes most Dwar Duregar towards Lawful alignments.
Underdark Combat Training. You have proficiency in any two melee weapons of your choice that deal piercing damage.
Underdark Armour Training. You have proficiency in medium armour. If you already have proficiency in medium armour, you gain proficiency in heavy armour.
Superior Darkvision. You gain darkvision for up to 60 feet. If you already have darkvision, this increases its range by 60 additional feet.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight
Duergar Magic. When you reach 3rd level, you can cast the enlarge/reduce spell on yourself once with this trait, using only the spell’s enlarge option. When you reach 5th level, you can cast the invisibility spell on yourself once with this trait. You don’t need material components for either spell, and you can’t cast them while you’re in direct sunlight. You must finish a long rest to cast them on yourself once again with this trait. Intelligence is your spellcasting ability for these spells.
Language. You can speak, read, and write Common, Dwarvish, and Undercommon

Firearms were quickly adopted among the Ratfolk, both due to a culture which encourages innovation and the fact that, for the small, firearms can be a more practical alternative to muscle-drawn bows.

Trittl/Eastern Ratfolk

To the average surfacer, a Ratfolk is an adorable garbage collector who politely asks if they can borrow your trash. To the average slaver of the Shining Empire, the Trittl Ratfolk are berserk killing machines that can cut you open with a tail-wielded knife while using a long gun to shoot your friend’s head off from three miles away. Both of these are true, in their own way.

Traditionally, many of the Ratfolk clans have used garbage to fertilize their mushroom fields, and have determined ways to turn scrap metal into a cheap and durable building material. With the advent of the Shining Empire, and the determination by the old Trittl League that they would not submit to the Lord of Drakes, most of these resources have been turned towards defense. The routes into Kreendel, the sole remaining city of the Eastern Ratfolk, are each lined with thousands of traps, and have hundreds of ballistae, crossbows, and newly forged long guns pointed down them: enough to even make the Mighty Lord of Drakes hesitate.

Ratfolk Names

Ratfolk typically have two names. One is given or chosen, and one comes from their clan. Ratfolk clans act as both families and guilds, with all members of a clan living and working together at their chosen or appointed task. If one wishes to take up a new profession, they must find a different clan to adopt them and change their clan name to match. Ratfolk names tend to include many high pitched sounds and grating rasps, with given names typically being limited to one syllable. Clan names may be longer and are sometimes based in Ratfolk words that describe the clan’s duties.

Ratfolk Given Names: Dveel, Eest, Freen, Klech, Krall, Leef, Meek, Queek, Skrolk, Snikch, Squeem, Svenk, Throt
Ratfolk Clan Names: Eshin, Fleekren, Jeenfir, Kreebint, Kreepid, Krinhilt, Mors, Moulder, Skeetrk, Skyre, Vulkin

The highly trained assassins of the Trittl runner clans have stopped many invasions before they could begin.

Domesticated rust monsters are commonly used to process waste metal.

Ratfolk Ancestral Traits

Most among the Trittl are Ratfolk, though folk of many ancestries, especially those fleeing the Shining Empire, have found homes in the city of Kreendel. Ratfolk have the following ancestral traits.

Age. Ratfolk reach adulthood at age 4 and live up to 30 years.
Size. Ratfolk are between 3 and 4 feet tall and weigh between 60 and 140 pounds. Your size is Small.
Speed. Your base walking speed is 30 feet.
Darkvision. 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 can't discern color in darkness, only shades of gray.
Prehensile Tail. Your tail functions effectively as a third hand. Though it is limited in strength and cannot carry anything heavier than 10 pounds, it can be used to do almost anything that your hands can do, including wielding light weapons. When you take the Attack action you can use your bonus action to launch a second attack with a light melee weapon that you’re holding in your tail. You don’t add your ability modifier to the damage of this attack, unless that modifier is negative. This ability is not impacted by feats or fighting styles which impact two weapon fighting. If you meet the requirements for two-weapon fighting, you can use your bonus action to launch two attacks, one with the weapon in your second hand, and one with the weapon held in your tail.

Trittl Cultural Traits

From advanced weapons aimed with precision, to perfectly optimized defensive architecture and firing lines, nimble and adaptable design is essential to the survival of the Trittl. As such, children of all clans are encouraged from a young age to learn, innovate and invent. However, these defenses can also create an environment of great danger. Near all among the Trittl must leave the city at some point in their lives. Walking over the great minefields, they must learn to step softly and work around traps lest they be killed by the very things intended to protect them.

Ability Score Increase. Your Dexterity score increases by 2 and your Intelligence score increases by 1.
Alignment. The short lived Trittl place little value on rigid tradition. The elder folk, the Drow and Duregar, stuck to their traditions when the Golden Lord arrived, and everyone knows what happened to them. The city of Kreendel can seem a Chaotic mass of constantly shifting burrows, clan halls, defenses and facilities. Even the traditions of day and night are not upheld, with folk busying themselves precisely whenever they feel like it. This can be overwhelming to foreigners, but for almost any citizen of the Trittl the chaos is just a fact of life.
Superior Darkvision. You gain darkvision for up to 60 feet. If you already have darkvision, this increases its range by 60 additional feet.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight
Mine Step. You can add your proficiency bonus to ability checks and saving throws that involve spotting, disarming, avoiding or resisting traps if these checks or saving throws do not already include your proficiency bonus..
Ratfolk Firearm Training. You have proficiency with firearms.
Language. You can speak, read, and write Common, Ratfolk, and Undercommon

For better or for worse, rapid invention and adaptation to circumstance have kept the Trittl one step ahead of the overwhelming force of the Shining Empire... so far.

Svirfneblin/Deep Gnomes

For centuries, the small towns of the Svirfneblin Deep Gnomes had avoided the forces of the The Shining Empire by living secretly and hiding behind powerful illusions cast by their greatest wizards. They would farm their deep rothe, hold their semi-weekly town feasts, and live a decent life without anyone knowing that they existed. That all changed when the Svirfneblin town of Vrensel helped and released a wounded Forest Dwarf, who subsequently told everyone of the Deep Gnomes. It did not take long for word to reach the Lord of Drakes, who hunted down and destroyed all of the Deep Gnome towns that he could find. Now the Svirfneblin are scattered refugees. Some were invited to the Ratfolk city of Kreendel, where they founded a new city. Others went to join the Kuo-Toan Deepwalkers. Others still may yet dwell in hidden towns that managed to avoid the keen eyes of the Lord of Drakes.

Gnomish Names

Svirfneblin cities make use of the same rough naming conventions as other Gnomish cultures, with individuals having many names which may be given to them by nearly anyone.

Examples of Gnomish names can be found in the Player’s Handbook .

Deep Gnomish Ancestral Traits

Almost all who live among the Deep Gnomes are Svirfneblin Deep Gnomes themselves. The Deep Gnomes have the ancestral Gnome traits found in the Ancestry and Culture Rules, or Player’s Handbook with two exceptions.

Age. Deep gnomes are short-lived for gnomes. They mature at the same rate humans do and are considered full-grown adults by 25. They live 200 to 250 years, although hard toil and the dangers of the Underdark often claim them before their time.
Stone Camouflage. Living secretly in the deepest corners of the Underdark since time immemorial, some Deep Gnomes have adapted camouflage for hiding among the rocks and tunnels. You may forgo the Gnome Cunning ancestral trait and instead have advantage on Dexterity (Stealth) checks to hide in rocky terrain.

The Klindref high wizards of the deep gnomes had kept their people hidden from the predations of the Shining Empire for centuries.

Svirfneblin Cultural Traits

Svirfneblin society avoided the wrath of the Golden Lord for 1800 years through secrecy and silence. Even where this secrecy has been compromised, illusions are taught to near every child to help them safely navigate the Underdark. The Intelligence to master these illusions, and the dexterity to avoid being spotted, are more precious than any other commodity.

Ability Score Increase. Your Intelligence score increases by 2 and your Dexterity score increases by 1.
Alignment. Svirfneblin settlements have long existed in privacy and secrecy. When a wounded Forest Dwarf taken in by the Deep Gnomes revealed the existence of the Svirfneblin to the Shining Empire, a single act of kindness destroyed Svirfneblin society in the Archipelago. Many of the older Svirfneblin remember this event very clearly, and promote a neutral ideology because of it, cautioning the youngsters against getting involved in the business of other peoples unless absolutely necessary.
Superior Darkvision. You gain darkvision for up to 60 feet. If you already have darkvision, this increases its range by 60 additional feet.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight
Svirfneblin Illusions. You know the minor illusion cantrip. When you reach 2nd level, you can cast the silence spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the phantasmal force spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is the spellcasting ability for these spells
Quiet Steps. You have proficiency in Stealth.
Language. You can speak, read, and write Common, Gnomish, and Undercommon

The Deep Gnome town of Vrensel, prior to its destruction by the Shining Empire

Ostaroo/ Deepwalker Kuo-Toa

None know the Deeps like the Ostaroo, for most among them will spend their entire lives wandering the ancient tunnels with their schools: hunting beasts, trading their parts, and guiding others. The Ostaroo Deepwalkers are a culture of the Kuo-Toa species who follow the old ways of the hunt goddess Ostaria, living within her tunnels and hunting her myriad beasts. The Dwarves and Ratfolk may be able to map out most the ancient tunnels and Deepways dug out by the Goddess so long ago, but only through constant immersion can one hope to learn the myriad tiny flooded passages, beast lairs and caves that wind between the Deepways, connecting them in ways that known to few and navigable to even fewer. The fact that these passages are so difficult to navigate is considered a blessing by many, for if the Shining Empire ever found their secret funeral and breeding grounds, it could mean the end of their entire culture in the Archipelago.

Kuo-Toa Names

There are no cultural limits to the number of names a single Kuo-Toa may have. When Kuo-Toa are born, they are usually given the full name of one of their parents, as well as a new name. Over hundreds of generations this has lead to children who have literally hundreds of names which can stretch back to the founding of the Underdark. Names are usually chosen to rhyme, so that they are easier to remember, and the full name of a Kuo-Toa may sound like song of nonsense words. In practice, the full name of a Kuo-Toa is only used in important ceremonies, and an individual is typically referred to by their most recently gained name.

Kuo-Toa names are typically short and many end in the same sounds for easy rhyming.

Kuo-Toa Names: An, Blibli, Cran, Crey, Flan, Flegh, Floot, Hegh, Istli, Krar, Kroot, Legh, May, Mee, Megh, Nar, Nyar., Ploob, Shoopti, Thee, Tiflay, Yan

Kuo-Toan Ancestral Traits

Most among the Deepwalker schools are of the short, fishlike, amphibious Kuo-Toa species. However, there may be several outsiders among different Deepwalker Schools, most prominently Svirfneblin Deep Gnomes. Since the Deepwalkers will often travel long distances underwater, most species need magical assistance to travel among the schools. Kuo-Toa, including Deepwalker Kuo-Toa, have the following ancestral traits.
Age. Kuo-Toa are considered to reach adulthood at age 10 and may live up to 70 years if they are not killed by one of the many dangers of the Underdark.
Size. The average Kuo-Toa stands between 4½ and 5½ feet tall and weighs 140 to 180 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet. You also have a swimming speed of 25 feet.
Amphibious. You can breathe air and water.
Darkvision. 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 can't discern color in darkness, only shades of gray.
Slippery Skin. You have advantage on ability checks made to escape or avoid a grapple.

Rey-Fliea, the sacred breeding grounds of the Deepwalkers. It is said that this is where Ostaria first entered the earth and is thus where the Underdark truly began.

Ostaroo Cultural Traits

Born and raised below ground, most Ostaroo have an intimate knowledge of the features and dangers of the Underdark, including their secret spawning and funeral grounds. While a quick step and a keen eye may save one’s life mid-hunt, it is knowledge, passed down through the oral tradition of singing, that is most essential to the long term survival of the Deepwalkers. While only certain individuals are required to know the entirety of the songs of gods or beasts, most can recall a few verses from both.
Ability Score Increase. Your Wisdom score increases by 2 and your Dexterity score increases by 1.
Alignment. Safely hunting a monster in the confined quarters of the Underdark requires extreme coordination. The beast must be flushed out of its lair, lines of spears must prevent it breaking into the camp, and missiles must be fired with deft accuracy. A failure in any of these roles risks the lives of the entire school. The necessity of this coordination often ferments Lawful outlooks among the Deepwalkers.
Superior Darkvision. You gain darkvision for up to 60 feet. If you already have darkvision, this increases its range by 60 additional feet.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight Songs of Gods and Beasts: You gain proficiency in Religion and Nature
Underdark Navigator. When in the Underdark, your group can’t become lost except by magical means.
Secret Places. You can locate and navigate towards the Deepwalker spawning and funeral grounds at Rey-Fliea and Shrmfln.
Language. You can speak, read, and write Common, Aquan, and Undercommon. However you may take more time to read and write than individuals of other cultures, as Deepwalker culture and history are primarily communicated orally.

Among the Deepwalkers, the Relk-Egh Beastknowers are said to know the weaknesses and uses of every beast of the Underdark by heart.

The Deepwalkers wander through many lost and hidden routes, some of which are laden with forgotten secrets.

PART 3

The Seas

Introduction to the Seas

To many, the seas of the Archipelago are simply a means of reaching the isles and the wealth held therein. However, to some, the seas are a home. From the surface to the deepest depths, the seas of the Archipelago bristle with life and culture. Some people of the sea are Moriendans whose ancestors abandoned their troubles on land. Others have lineages which crossed over from the unending oceans of the Elemental Plane of Water, entering the strange, finite seas of Moriendi through the great elemental vortex known as The Plunging maelstrom.

Regardless, any culture which wishes to dwell within the oceans of the Archipelago will have to contend with the titanic beasts of the sea: colossal creatures from the infinite oceans who stray into the mortal plane seeking prey. Cultures may view such creatures as threats to be destroyed, ancients to be revered, prey to be hunted, or even all three.

Magni/Sea Folk

The Magni are a branch of Common speaking mostly humans that live lives that are far from common. By day, the average Magni will sail their ship to fish and trade in open waters. But at night, the great sea monsters stir, and the Magni ships must huddle together for protection, creating massive temporary boat cities, the greatest of which match even large land settlements in size. Any traveler is allowed to join their ship to the boat city, so long as they pay a tribute: leaving a cut of their catch in a great sacrifice pile overnight, so that the sea monsters may choose to pursue the sacrifice instead of the inhabitants of the ships.

Magni Names

The Magni typically have a given name from their parents, as well as a ship name, which is the name of the ship they live on. These names are typically separated by the word “Var”, or “of”. Magni birth names are typically short, rarely longer than two syllables, but may contain elements of many cultures.

Given Names: Anki, Arbel, Draer, Dwayne, Edda, Enri, Gusta, Hans, Karm, Tryne, Vand
Ship Names: Destiny, Karideli, Nora’s Vengeance, Quib Quib, Quiet Peace, Seafather, Silver Lining, Tired Stallion
Full Names: Drer van Quiet Peace, Dwayne van Seafather, Enri van Quib Quib

Sea Folk Ancestral Traits

The Magni boat cities have free-flowing populations which constitute members of all species and ancestries. There is no specific Magni ancestry. Members of the Magni culture may have the ancestral traits of any species found in the Ancestry and Culture Rules, Player's Handbook, or other source.

Magni Cultural Traits

Magni are born and raised on the decks of ships, with it being joked that they learn to sail, climb rigging, and swing before they learn how to walk. The boat cities are common locations for ships of all stripes to resupply and socialize mid journey, and thus Magni children meet new people regularly and are exposed to a diversity of cultures from a very young age.

Ability Score Increase. Your Charisma score increases by 2 and your Dexterity score increases by 1.
Alignment. Living on a ship includes both the unlimited freedom of sea travel, and the necessity of cooperation for survival. While no two ships are the same, Magni may move freely between ships at their leisure and often treat all on their ships as equals. Yet simultaneously, a failure to give to the Sacrifice Pile, or to obey the orders of the elected Captain in combat may endanger everyone. Magni culture typically encourages people to be neither all Chaotic or all Lawful, because both are essential to maintaining a healthy and living culture.
Experienced Sailor. You have proficiency in Athletics and Sailing, as well as a swimming speed and climbing speed of 30 feet.
Languages. You can speak read and write Common and one extra language of your choice.

Heetenboten, a boat city to the east of Kezef's Spine.

Many beasts feast on the sacrifices left by the Magni. This is considered preferable to them feasting on the Magni themselves.
The society of the Thallsinkren is sustained by the sinking bodies of monsters who died above.

Thallsinkren / Seafloor Sahuagin

On the deepest floor of The Whirling Depths there dwell the Thallsinkren. Members of the Sahuagin species for the most part, the Thallsinkren live and die by the shipwrecks and dead sea monsters that sink down from above. Organizations known as The Flenbuk or “Butcher Clans” control the exclusive right to scavenge in different areas of the ocean floor, and they defend that right to the death, both from other Seafloor Sahuagin and from outsiders. Most surfacer encounters come from divers who find themselves ambushed while investigating a shipwreck that they didn’t know or didn’t care was in the territory of a Butcher Clan. As such, the “Wreckmen” as they are known on the surface, have a grim reputation, and tales of them are often told to scare small children.

Sahuagin Names

Sahuagin typically have two names. The first is a given personal identifier, while the second is the given name of their parent, followed by the suffix “kuh”, which translates to “child.” If an individual joins one of the nine Flenbuk “Butcher Clans”, they gain the right to scavenge in the clan’s territory, but must change their second name, replacing the name of their parent with the name of the Butcher Clan. If they do not join a Butcher Clan they will keep their original second name, but will likely be at risk of poverty depending on circumstance. Sahuagin names tend to contain many consonants, and often sound “gurgly” to outsiders.

Sahuagin Names: Ark, Ashtl, Flem, Flenkhl, Flkh, Ghasht, Keltgh, Kemaghst, Manes, Schfroid, Schtefl, Shrumflikgh
Names of the 9 Butcher Clans: Ahhgn, Eflr, Eshekek, Lestr, Kra, Kreek, Stashme, Wekren

Seafloor Sahuagin Ancestral Traits

Almost all among the Thallsinkren are members of the sharklike, amphibious Sahuagin species. Sahuagin, including Seafloor Sahuagin, have the following ancestral traits

Age. Sahuagin are considered to reach adulthood in their late teens. As a Sahuagin grows older any spots or stripes on their skin may fade, but otherwise they do not visibly age. Most Sahuagin will die of battle or disease before reaching two centuries of age, but it is not unusual for the protected and powerful among the Flenbuk to live over 1000 years.
Size. The average Sahuagin stands between 5 and 8 feet tall, and weights between 200 and 400 pounds, with older Sahuagin typically being larger. Your size is Medium.
Speed. Your base walking speed is 30 feet. You also have a swimming speed of 40 feet.
Limited Amphibiousness. You can breathe air and water. But you need to be submerged in water at least once every 4 hours to avoid suffocating.
Darkvision. 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 can't discern color in darkness, only shades of gray.
Blindsight. With your aquatic electroreception you are capable of perceiving your surroundings without the use of your eyes. You can perceive your underwater surroundings within 60 feet of you, and can perceive your non-underwater surroundings within 15 feet of you without relying on sight.

Thallsinkren Cultural Traits

Heavy scavenging labour, as well as combat in an aquatic environment where missile weapons are largely ineffective, creates a culture where physical Strength is highly valued. However, since animals are essential to the fulfillment of many duties, the Wisdom to safely interact with them is also very important. The most essential animals by far to the Thallsinkren are the sharks, who act both as house pets, protectors or sometimes even pack animals. The magical basics of animal communication are shared with almost every Thallsinkren youth, to ensure that they can at least communicate with the most valued of animals.

Ability Score Increase. Your Strength score increases by 2 and your Wisdom score increases by 1.
Alignment. Thallsinkren culture creates no particular inclination towards Law or Chaos. While the Butcher Clans and temples may, for better or worse, promote ideals of obedience or specific duty, many Thallsinkren also live outside these structures, acting as rogue scavengers that are bound to no one.
Shark Telepathy. You can use an action to magically command any shark within 120 feet of you, using a limited telepathy.
Underwater Weapons Proficiency. You have proficiency with spears, tridents, javelins, and nets.
Language. You can speak, read, and write Common and Aquan. You can also interpret and create “singing bundles” which are bundles of materials that, when shaken, can create the sounds of words in deep Aquan.

The name of "Thallsinkren" literally translates to "Those who see the fall" and refers to the constant "marine snow" of detritus and dead shelled algae that trickles from the surface to the Thallsinkren territories.

Enforcers for the Thallsinkren Butcher Clans are tasked with protecting scavenging operations from sea monsters, as well as protecting the Clan's interests from rogue scavengers. Lethal force is often applied in both cases.

The Flen "Butcher Barons" of the Thallsinkren have the magical talents to make scavenged meat safe to eat, and prevent bone from decaying in the deep sea. In a society based upon scavenging meat and bones, they wield enormous social power.

Eestrilfloh / Exile Merfolk

Forced out of the Elemental Plane of Water for terrible crimes committed by their First Prophet, the Eestrinfloh, or “Exiles of the Coming Peace” are Merfolk who believe both that a final end will come to all things, and that this end should ultimately be embraced. In their flight, they have followed their Second Prophet to a shallow section of mortal ocean known as “The Claim”. The youngest culture in the Archipelago by far, the Exile Merfolk have only dwelled in the claim for a few decades, and have made little impact above the surface. Thanks to the power of their second prophet, who can command the beasts of the sea, they are able to eke out a peaceful, semi-nomadic, cooperative existence among the reefs and ruins of ancient human civilizations that were flooded during the Age of Myth.

Merfolk Names

Merfolk traditionally take on two names, one from the family and one which is given. When written out, family names come first. Family names tend to be flowing and multisyllabic, often ending in vowels, while given names tend to be only one or at most two syllables long, ending with consonants.

Merfolk Family Names: Adaya, Estoree, Gimivii, Hodano, Hotilloo, Juloro, Odili, Oosado, Thalasa
Merfolk Given Names: Bar, Eeb, Ek, Er, Gam, Mar, Mik, Naac, Om, Uc, Vaddil

Exile Merfolk Ancestral Traits

Most among the Eestrinfloh exiles are Merfolk, though a few Sahuagin live among them as well. Merfolk, including Exile Merfolk have the following ancestral traits

Age. Merfolk mature around the age of 20 and can live well over 100 years.
Size. Merfolk are significantly taller than humans, partially due to the fact that their legs/tail are very long. The average merfolk is between 6 and 9 feet in length, and may weigh between 200 and 450 pounds. You size is Medium
Speed. With legs, your base walking speed is 30 feet. You also have a swimming speed of 20 feet.
Amphibious. You can breathe air and water.
Morphing Tail. Your lower half can split into two legs or merge into a single tail. Transforming from one state to another takes 10 minutes. While you have legs you have a base swimming speed of 20 feet. While you have a tail you have a base swimming speed of 50 feet, but are prone when on land. Prone creatures cannot walk and can only crawl at half of their walking speed.

The Merfolk Exiles dwell in ancient human ruins which were sunken in a great flood during the Age of Myth.

Eestrinfloh Cultural Traits

The religion of the Eestrinfloh promotes the enjoyment of life while it lasts, the personal joy of crafting and creation, and the seeking of Wisdom from within and without. This more laid-back attitude and approach to life is often found to be charming and endearing to other cultures. While those raised among the Eestrinfloh may hunt sea creatures, craft tools from their bodies, and fight for survival, the faithful do not fear death, and will not struggle unnecessarily against the inevitable.

Ability Score Increase. Your Wisdom score increases by 2 and your Charisma score increases by 1.
Alignment. Once, the Eestrinfloh had unthinkingly followed and obeyed a prophet who lead them to ruin and exile. Most among the Eestrinfloh still remember this and have passed their knowledge onto their children, teaching them to be weary of thoughtless obedience to person or principle. This has created a culture which tends to shy away from overly Lawful alignments.
Only One Death. Your embrace of a final death has given you a sense of clarity. You are immune to being frightened and have advantage on all Wisdom and Charisma saving throws. However, if you are killed, your immortal spirit will refuse to return to its body, and you cannot be revived through any means.
Cunning Artisan. As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
Underwater Weapons Proficiency. You have proficiency with spears, tridents, javelins, and nets.
Language. You can speak, read, and write Common and Aquan.

Merfolk have the ability to split their single tail into a set of two legs when it suits them.

Tridents are a common tool of hunting in most underwater cultures

The Exiles are the newest culture to enter the Archipelago. Many are uncertain what impact they will have in the long term.

PART 4

Other Settlements

Some settlements within the Archipelago have no established, longstanding cultures or traditions. Most people who reside in these settlements were often not raised in them ,and those were were raised in these settlements were often taught the ways of their ancestors, rather than being taught the yet nonexistent traditions of their home. If you originate from any of these settlements you may have any ancestry or culture.

Ohmelasil/The Refuge City

To those enslaved under the Shining Empire, life may seem like it is without hope. Yet hope finds a way into even the most desperate of situations. Rumours abound that The Golden Lord Aurelum has a rival. They speak of an Emerald Dragon, who dwells in a secret city of refugees and who plucks enslaved people out from under the very nose of The Golden Lord, sending them to safety. Supposedly there is a whole operation dedicated to this smuggling of people, and the maintaining of the secrecy of this refuge city’s location. As long as this city yet stands, the people of the Underdark may have a way out.

The Berg

Created by the mysterious Queen of Ice, The Berg is the one of the only places in the Archipelago where one can stand on solid ice. A safe harbour for near any ship passing through the Sea of Dust, there are only two rules on The Berg:

1: No slavers or jailors
2: No starting shit

Anyone who violates the Queen of Ice’s rules will likely see whatever section of The Berg they stand on float them off to somewhere else… possibly without their ship.

The Dead Isles

Centuries ago, The Great House Altensa was exiled from Geldenstadt as part of a move to abolish slavery and appease the invading Skandaxian Empire. They did not take this situation well, seeking asylum in the Aarakocran city of Florrmoorr in what is now known as The Dead Isles. They turned to necromancy in the hopes of retaking their home city, and tampered with forces they could not understand. In a freak accident, the entire population of Florrmoorr was killed, with their souls sucked into the Fonstone veins of the isles, while the necromancers of Altensa were transformed into immortal undead. Now they bide their time, raiding, killing, building an army of the undead piece by piece, even as the vengeful spirits of the city they killed try to tear them down.

Undead Characters

Characters from The Dead Isles are all some form of undead. You may be a descendant of House Altensa, or an undead minion that has gained free will. At your DM's discretion, You may even a vengeful spirit from Florrmorr, freed somehow from your Fontstone binding.

Traits of undead player characters can be found in multiple Homebrew articles, including They Are Risen, which may be used at your DM's discretion. Since undead entities mostly either newly formed or so ancient as to have lost memories of their upbringing, and because undead already have access to many powerful traits, the majority of undead do not have ancestral or cultural traits. However, at your DM’s discretion, an undead character may have the cultural traits of whichever culture they experienced most in life.

The Dreadlords of House Altensa are feared throughout the Archipelago.
The mysterious Starbranch, whose motives are yet unknown.

The Nest of Mount Biencu

What do you do when your ship is picked up and carried to the top of a mountain by a gigantic bird that seems to think you’re its children? For some, the answer to this question is simple: settle down to live with your new dad.

The Roc bird affectionately known as “Larry” to his “children” has kidnapped many ships over its century of life. While some have left for the nearby settlement of Kara Neur, a significant number of shipless sailors have simply decided to make the best of the situation, creating a small community. Perks include free whale meat dropping from the sky and a gigantic feathery friend to curl up next to when you’re cold.

The Starbranch

For several millennia the Keepers have tended to the massive mysterious tree known as “The Starbranch”, yet most of the keepers come from somewhere outside the Archipelago. Nonetheless, the keepers share a very close bond with the tree, living in its boughs, relying on its sap for nutrients, and killing its competitors. The Starbranch is clearly more than an ordinary tree. It grants otherworldly powers to its keepers, speaks to them, and supposedly even sends them on missions. However its origins, and its intentions, are entirely unknown.

Warlock Patron

Keepers of the Starbranch each imbibe the sap of the great tree, binding their soul to it and drawing power from it. Characters originating from the Starbranch must start as warlocks, taking The Starbranch as a "Great Old One" patron

The Thundering Heaven

What would you do if you discovered an unspeakably massive and ancient airship at the bottom of the ocean? What if said airship also bound to it a living thunderstorm of earth shattering power? The terribly principled might say that such an object should be destroyed so that nobody could access its awful power. The terribly malicious might choose to use it to wreak havoc upon their enemies. For better or worse, Captain Tyri van Thundering Heaven is neither terribly principled or terribly malicious. Her answer to the question of what to do with the ancient airship was “Fix it up and use it to sell rain.” In the few years since its repair, the newly named “Thundering Heaven” has brought rain and life to the coasts of much of the world. However, it always returns to Tyri’s homeland of the Archipelago eventually. Much of the huge ship still remains unmapped however, and nobody is entirely sure what might lurk in the bowels of the ship.

"Larry", the Great Rok and "father" of the Nesters.

Appendix 4: Map of Terra Moriendi

There's

Adventures

Out

There

Probably

Do you like adventure? Of course you do! Do you love islands? Of course! Everyone loves islands! They're like land but there's water all around it, which makes it better.

Since we've established that you love adventure and islands, why don't you try out this bloody island adventure setting! It's got islands! It's got adventure! Sometimes there are people and cultures on the islands! Or under the islands! Or around the islands!


Play it, or don't. I'm not your boss, and your boss probably sucks.

This homebrew was made using GMbinder

Credits

Lead Writer: Gillian Nightingale
Photo Editor: Gillian Nightingale
Head Designer: Gillian Nightingale
Project Leader: Gillian Nightingale
Balance Consultant: Gillian Nightingale
Credits Writer: Gillian Nightingale
Person in Charge of Titles: Gillian Nightingale
Only Person on This Team: Gilian Nightingale Director of Jokes That Run on Too Long: Gillian Nightingale
Does Anybody Even Read These Credits?: Gillian Nightingale
Worldbuilding Helper: Fairywren Ester Jade Harley
Sand Eel Drawing: Amna Umar
Shaper Symbol: Gillian Nightingale
Other Art: See Image Credits
Emotional Support: Timbit and Cookie (Cats) Table of Contents Template By: Unknown Author

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