Prospect ‘s Guide to Aldoria


A homebrew of the world’s most popular roleplaying game.

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Welcome to Aldoria!

Greetings, newcomer, and welcome to the Guild! To be a member of an Adventurers Guild is to swear your blood, sweat, and magic to the service of a band of like-minded adventurers. Fight alongside guildmates who will have your back through thick and thin, whether the foe be tiny mischievous goblins, terrifying undead monstrosities, eldritch horrors from the darkness of space, or home-grown villains decked out in political finery. Whether man or beast, the Guild can be contracted to take them on; solving problems through conversation and politics just as often as solving them with blade and theft. Whether your aim is gold, political power, magic, or good old fashioned revenge, you can find it here, with your sisters and brothers in arms at your back.

A hero for the right Job

Adventurers come in all sorts of shapes and sizes, some can lift a tree with a single arm and some can sneak in the darkness better than others. But what these individual have in common is that together they can form a team that can get the job done! That’s why it is important to consider your character’s role inside the guild and ask yourself. “What can I do better than my party members?”.

It Is also important to keep in mind your character’s ideals and aligment, the guild will be accepting contracts from all sorts of clients. A paladin cannot in good consciousness accept an assassination contract neither will the guild force them too. With these things in mind you’ll have a character that can shine in their field of expertise.

Further Considerations

This module is, currently as of Version 3.0.0, running on a discord server where our sessions are currently held at and the majority of our roleplaying magic happens.

What is to come

We will break down the rules and regulations of this server and module down in digestable sizes for you to fully understand them, so grab a blanket and some snacks, open your mind and prepare your mind for some learning!

Welcome to Aldoria!

 

 

Server Rules

The guild operates on a few basic rules and regulations. They’re the same ones you’d find in most servers and communities, but we’re writing them out all the same.

  • Respect Each Other, and Yourselves.

  • No Members or Characters Under The Age of 18.

  • In-The-Moment, the DM’s Word is Final.

  • PvP Must be Consensual. No forcing people into PVP. Missions with PVP must be tagged as such.

  • NSFW Content Should Be Kept Out of Public Channels.

  • Racism/Sexism/Homophobia/Hate Speech are bannable offenses.

  • Keep Real World Politics Out Of The Game.

  • Don’t Take The Game Events Personally.

  • All Homebrew or UA/Third Party Content must be approved first.

  • If an admin has to intervene and make a ruling, their word is final.

  • Have Fun!

18+ Interactions

We are a server of adults, playing adult characters in a world that can sometimes be dark, gritty, and occasionally sexual. We are also, however, a community. Romance and sex can be very real parts of playing a character, driving a plot, and even major plot points in a Guild-wide arc. However, this does not stop us from needing a few hard and fast rules!

  • All 18+ content MUST be restricted to fade-to-black scenes when in voice chat. Actually roleplaying through anything of that nature in public voice chats will be grounds for a ban.
  • Sexual harassment is a very real and very insidious thing. Our admins are on the lookout for it. We will not tolerate ANY forms of sexual harassment of our members. Sexual Harassment will be investigated by all admins and is grounds for an immediate ban with no warnings.
  • NSFW Art is welcome, but please try to keep it tasteful. This isn’t a porn server, this is a D&D server.
  • Keep in-character drama in-character. We know that two characters hooking up may cause another character to become upset. These are storytelling moments, that may help drive personal plot points forwards. However, bear in mind that these all require out of character consent. At the end of the day, we are all human. Keep in character and out of character SEPARATE.

Server Rules

Inactivity

If someone has been inactive for a month (no participation in contracts and no communication in the text channels). We shall enquire after the player, if we do not hear a response, then we shall archive the character giving them the option for potential adoption or to work as an NPC within the Guild.

Our Community Members

We’d love for you to meet our Adminstrators and Moderators personally, if you have any questions ask the following individuals below for help:

User Name Role
Kyo Admin
Mathematurgist Admin
Smooth Admin
Zerunir Admin
Ziiron Admin
Emi Mod.
Glazed Mod.
Matt Mod.

These lovely folks compose our Dev.Team. Our promise is to make a world for you to delve deeply and immerse yourself in as well enjoy your time in the server.

Listen to what they have to say!
  • Zenith (Former Mod.): “Hey there! hope you had your water break and stretched plenty, just wanted to let you know to not be a stranger. World building is my passion and I want to help you make the most of your character. See you on the flip side!”
  • Kyo:”I’ve been here since the beginning, and I’m not planning on stopping, sail with me on this ship into the sunset as we have many adventures, and make many memories.”
  • Ziron: “To earn respect one must give respect. Never forget the what you left behind, but look forward to what lies ahead. Always have fun and the day will be brighter for it.”
  • Math:”The pursuit of perfectionism does not fuel a drive, it paralyses you; progress comes from the understanding that you are allowed to not be perfect and that an imperfect work does not reflect on you as a person.”

Server Rules

 

 

Character Creation

In this section we shall guide you through the steps to create your new guildmember. You may have up to 2 character’s active at a given time. However, if a player has one character that is of rank Centurion or higher, then they may make an additional character so that the player may participate in low level missions.

Level

Everyone starts the game at level 3. In order to level up, you must gain an amount of EXP equal to your current level. Thus if you are level 3, you need to earn 3 EXP in order to reach level 4.

When you level up, regardless if you are in character creation or in game, you always take the average amount of hit point for the level up; no rolling.

Stats

A characters base stats are determined by the point buy system described on page 13 of the PHB. You have 27 points to spend, and an online calculator can be found HERE.

Races

The Guild currently accepts all races released in official sourcebooks, including setting specific races. We do not permit UA races. However, we have a number of homebrew races please read through them before you make your character, you might see something that calls to you.

Free Feat

Regardless of your race you may choose a feat that best suits your character, provided that the fulfil the criteria. As a guild rule, the Lucky feat is not permitted; however, all other officially released and UA feats are permitted.

Backgrounds

The guild accepts most backgrounds from official content; however, due to balance considerations, we are not permitting setting specific backgrounds such as those from Ravinca, Strixhaven, Theros etc. Adventurer’s League backgrounds are allowed, provided that they are sufficiently adapted to the setting of Aldoria.

Languages

For the Most part languages work as they do normally. However, common comes in a few different dialects based on where you’re from and if you wish you can use these differences for your roleplay.

Language
Sol Common
Tzatmani Common
Kokyuu Ryu Common
Loch Skjold Common
Sea Common

Starting Equipment

Upon character creation, you do not gain any starting class equipment; however, you still retain your equipment gained from your background and you recieve a purse of 200 gold with which to furnish your newly created character.

Classes

All of the thirteen officially released 5th edition classes are permitted for use in our server! Additionally, we also have presently 9 approved homebrew Classes to consider. The current list of additional homebrew classes is as follows:

Subclasses

As all characters start at level 3, therefore you get to choose your subclasss; all of the officially published subclasses are permitted in addition to the following subclasses:

 

 

Homebrew Races

Listed below are some of the Homebrew races offered. If the source does not provide the creature type then it is by default considered a humanoid (which affects spells such as Hold Person and Charm Person).

  • Ratfolk (Requires origins from Tzatmani)
  • Half-Tabaxi (Requires origins from the Red Steppe)
  • Half-Oni (Requires origins from Kokyuu Ryu)
  • Porcelain Doll (Requires origins from the Villish Empire)
  • Half-Giant (Requires origins from Myrkrim)
  • Plasmoid (UA) (Slimes in this world originate from the Feywild or from the Underdark)
  • ZOMBIE! (Warning: Undead cannot be healed by healing spells)
  • SKELETON! (Warning: Undead cannot be healed by healing spells)
  • Verdalith (Verdalith above size Medium is prohibited)
  • Kitsune (Requires origins from the Feywild or Kokyuu Ryu)
  • Faun (Requires origins from the Fey, or the Tribelands)
  • Cervitar (Centaur Subrace) (Requires origins from the Feywild or Hilversum)
  • Gnoll (Requires origins from The Barrens)

Dragonlance: Bonus Feat

In Chapter 1 of Dragonlance: Shadow of the Dragon Queen, there is an optional rule that permits a bonus feat at levels 1 and 4. This option shall be considered unavailable, as the Guild already provides a bonus feat at level 1, and there are a number of Guild building where you can spend Downtime Points (DTP) to obtain other bonus feats.

Character Creation

 

 

Homebrew Combat Options

This section contains additional mechanics for martial characters (giving them vastly more options in combat), a variety of exotic weapon types with interesting new properties, new elemental spells that a variety of casters can use, and a host of new familiar options.

Expanded Martial Combat

Martial Prowess: Tome of Battle

The Tome of Battle provides revised weapons, fighting styles, and martial techniques. The tools in this document attempt to provide warriors with meaningful choices, options, and incentives to take actions other than “I attack with the weapon I chose at level 1.” Fundamentally, it provides the following options:

  • Gives new properites to pre-existing weapons (such as the covert property for darts and daggers).
  • Additional combat actions that anyone can use! (such as charge and tackle).
  • Weapon Techniques that provides an additional action or reaction for any character with proficiency in martial weapons (and some particular subclasses). An example of such techniques are Shield Bash and Split Shot.
  • Combat Stances which are an alternative to Fighting Styles, providing a variety of options for character customisation.
  • Additional Battlemaster Maneuvers, such as Strikes of Steel Wind.

Exotic Weapons

We are expanding several weapon options for martial characters, there is a seperate document called the Tome of Battle: Expanded, which includes exotic weapons, better shields, more combat stances and firearms!

Homebrew spells

In the guide Kibbles Elemental Spells you will find additional cold, lightning, thunder, acid, earth, and poison based spells, along with a small suite of Force spells! These will spice up your spell list. Note that this Guide uses it’s own Homebrew classes (some of which that we don’t use), to clarify:

  • Artificers gain access to the Inventor Spell List.
  • Magus gain access to the Wizard spells on this homebrew list.
  • Psions gain access to the Wind suite of spells.
  • Shamans and Warlocks gain access to the Occultist spell list.

Additionally, we permit the following two spells:

  • Clothes Beam You gain the power to summon clothes with a spell! This spell is added to the Artificer, Bard and Wizard spell list.
  • Reanimate Beast The power to summon an undead familiar. This spell is added to the Wizard spell list, and the spell lists of Undead Warlocks, Shadow Sorcerers, Oath of the Death Knight Paladins, Oathbreaker Paladins and Death Clerics.

Homebrew Familiars

We provide the following homebrew options for familiar’s. Firstly we have two compendiums: the Refined Familiars and the Unfamiliar Familiars. The following restrictions apply:

  • There are no restrictions on summoning familiars of CR 0 from either of these lists, you only require access to the Find Familiar spell.

  • To summon a familiar (from the above compendium) of CR 1/8, 1/4 or 1/2 requires either the Greater Companion Feat or the Pact of the Chain feature from the Warlock class

  • To summon a familiar of CR 1 requires the Pact of the Chain feature from the Warlock class.

In addition, to the two compendiums, we allow the following specific familiars:

  • Embercat, available to Pact of the Chain Warlocks, and Demonologist Wizards.

  • Mechanical Creature, available Artificers and Alchemists who can cast the spell Find Familiar.

  • Landern Archon, available to Celestial or Fey Warlocks who have taken the Pact of the Chain boon.

  • Yi Qui Wyvern, available to any character who has access to the Find Familiar spell.

Homebrew

 

 

Guild House Rules

There are a number of homebrew rules that the guild has implimented to make games and character creation more engaging and exciting. Some are focused on altering core game mechanics (to make them more fair and balanced) and others are focused on specific subclasses and feats.

Core Mechanics

Flanking

Flanking an enemy no longer gives advantage, instead it grants a +2 to melee attack rolls.

OneD&D Exhaustion

We impliment the OneD&D version of exhaustion, which has 10 levels:

  • For each level of exhaustion a character subtracts 1 from all ability checks, attack rolls, saving throws and their spell save DC.
  • If a character has 5 or more levels of exhaustion they are incapable of dealing a critical hit.
  • If a character has 10 levels of exhaustion they die.

Recovering from zero hit points

If a character drops to zero hit points, and then recovers as a result of an external source (such as a healing spell or health potion), then they gain 1 level of exhaustion.

You only live thrice

A person’s soul is inviolate, and has a limit on the number of times it can be pulled through the veil of death into the material realm. If a character dies and is magically revived twice, then they cannot be revived a third time.

Action-Bonus Action Spells

There is no restriction on casting two spells (with casting time’s of 1 action and 1 bonus action) in a single turn. This simplifies rulings and provides a boost to the Sorcerer class.

Spell Scrolls

Spell scrolls can be used regardless of class (including non-spellcasters). A character must use their action to activate the scroll, they then must succeed on a Arcana (INT) check to use the scroll, the DC is equal to 10 + spell level.

Racial Spells

Racial Spells can be cast with a mental stat of your choice, chosen at character creation.

Variant Encumberance

The following changes have been made:

  • Heavy armor no longer has strength requirements.
  • If you are carring a total weight in excess of 5 times your Strength score, you are encumbered and your speed is reduced by 10 feet.
  • If you are carring a total weight in excess of 10 times your Strength score, you are heavily encumbered and your speed is reduced by 20 feet, and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.
  • Carrying capacity, and Pushing, Dragging and Lifting capacities are unchanged.

Class and Subclass Mechanics

Monk

Natural Weapons Count as Unarmed Strikes and Weapon Attacks, depending on what the requirement is.

Paladin

Blade Cantrips and the paladin’s Divine Smite can be used with unarmed attacks, provided the user has either the Unarmed Fighting Style or the Monk Martial Arts class feature.

Warlock

Hex Warrior and Pact of the Blade

The feature “Hex Warrior” has been removed from the Hexblade subclass, and is no longer present as a Level 1 Feature. Instead, if a warlock reaches Level 3 and chooses Pact of the Blade, they gain the benefits of the Hex Warrior in addition to the other features.

Hexblade gets Extra Attack

At 10th level, the Hexblade Warlock gains the Extra Attack feature; this stacks with the Thirsting Blade invocation allowing the character to make 3 attacks with a single attack action.

Feats and Fighting Styles

Dual Wielder

When you take the Dual Wielder feat, your off-hand attacks no longer consume your bonus action, and instead you may make an additional attack when you take the Attack action, this may be applied with the Extra Attack feature.

Unarmed Dual-Wielding

The “Unarmed Fighting” fighting style now allows the character to make an “off-hand” unarmed strike as a bonus action, provided that their off-hand is empty. House Rules

 

 

Rules for Dungeon Master’s

Homebrew Familiars and Animal Companions

Homebrew familiars and animal companions can be made upon request; these creatures must be approved in the same manner as homebrew magic items.

Bloodied and Mortal

There are two additional conditions which are dependent on their hit points:

  • If a creatures hit points are below half their current maximum they are considered Bloodied.
  • If a single attack could reduce a creature to zero hit points, then they are considered Mortal.

As a house rule, when an enemy creature is bloodied or mortal, this is announced to the players, without an ability check.

Firearms

In this guild we do not use firearms in the DMG, instead we use an alternate set of firearms. However, they are to be treated as a magic item in terms of rarity, and finding one is intended to be a new and exciting experience.

Undead Languages

All undead, regardless of INT, can innately understand Necril, in addition to previously understood languages prior to (un)death. Some theorize that “Sign Necril” stems from reanimated soldiers and warriors, with advanced variants coming from reanimated spellcasters familiar with somatic components. It is often called “Lower Necril” by stronger undead due to its prevalence among fodder like Skeletons.

Bag of Holding Nuke vs Peasant Railgun, Circa 2022

The “Bag of Holding Nuke” and “Peasant Railgun” techniques do not function in this universe. Instead, the Bags of Holding harmlessly repel one another with force as if they were a solid object. If one of the bags of holding successfully enters one another via being forced together, crushed by walls, or magical force such as teleportation, they both become inert normal bags and all contents are lost. Portable Holes used in this way fill in and become nonexistent. Rumors of a lost art of “Bag of Nuking” exist, however, and rumors may lead towards the New World…

Controlled Reincarnation

When a player has Reincarnation cast on them, they choose five distinct races, and assign each race a number 1 to 5, then roll a d6 to determine the race. If 6 is rolled, they get their old race back.

Sanity

The world of Aldoria is not always safe for the mind. In some places, the horror of war, seeing a beloved comrade die in battle, or even encountering servants of Outer Gods and Great Old Ones may occasionally injure the mind itself. In situations like this, the Guild has a Sanity system.

Everyone starts out with sanity points equal to 40 plus their intelligence, wisdom and charisma scores; no more, no less. This is an abstract representation of how close your character is to mental collapse. Later ability score improvements will not affect your total sanity, the amount your have at level 3 is the maximum you can have. Regardless, the maximum sanity one can have is 99.

When you encounter a cognitohazard, the DM may call for a Sanity Check. You must roll a percentile dice, and succeed if you roll below your current sanity score. If you succeed on this using your Sanity Saving Throw, you gain 1 sanity immediately, representing your soundness of mind and your courage in the face of unbearable knowledge.

Failing this saving throw means a loss of Sanity from the sanity statistic, of an amount determined by the DM. Typically you will lose sanity at a rate of 1d4 sanity per loss, however, interacting with incredibly eldritch beings and madnesses may cause further losses.

Failing a 5 or 6 star mission will result in a sanity save, as the character becomes demoralised. However, if the mission is a scripted failure (whether by design or by function) then there will be no loss of sanity or penalty of any other kind.

As sanity decreases, players will begin accruing madnesses.

  • Twitchy: When your sanity score drops below 40, you gain a Short Term Madness. These madnesses usually only last for 1-5 in-game minutes, and are rolled for on the Short Term Madness Table. All Short Term Madnesses are automatically cleared at the end of a mission, or can be removed with Lesser Restoration.

  • Mad: When your sanity score drops below 30, you gain a Long Term and Short Term Madness. These madnesses usually last for anywhere between one to three tax days! These can only be removed with Greater Restoration.

  • Insane: When your sanity score drops below 20, you gain a Permanent, Long Term, and Short Term Madness. Indefinite madnesses are permanent, and cannot be cured by any means except a Wish spell.

  • Unfit for Duty: When your sanity score drops to 0, your character is deemed unfit for duty and will be forcibly retired. This is considered a “death”, all things considered.

House Rules

 

 

Sanity checks will vary from mission to mission. Many missions may not have a sanity check at all, due to them being fairly mundane missions in standard fantasy encounters. But the more eldritch the enemy, the higher level the encounter, and the higher the lethality of the mission, the more chances there are for characters to lose sanity. It is up to DM discretion when to ask for a sanity check, and not every sanity-affecting situation will be suitable for every character; killing innocent civilians might cause a lawful good paladin to make sanity checks, but wouldn’t make the neutral evil assassin sneeze.

Conversely, being attacked by a Lawful Deity might make your wicked evildoer make sanity checks as it fully comes to grips with the consequences of its actions. DM’s have freedom here to tailor sanity effects to the individual. Make it count!

  • The Sanity table itself can be found HERE!.
  • Permenant madness is found HERE!

Greater Draconic Bloodline’s

The Draconic Sorcerer subclass has 10 listed draconic bloodlines based on the 5 chromatic and 5 metalic dragon types. In addition to those, the Guild permits 4 gem ancestry bloodlines listed below:

Dragon Damage Type
Amethyst Force
Crystal Radiant
Emerald Psychic
Sapphire Thunder
Topaz Necrotic

Limitations on the Savant

The Savant class is an exceptionally powerful homebrew class that previously allowed the user to add bonuses to skill checks, saving throws, attack rolls and damage an unlimited number of times. This was deemed far too powerful and the following limitation has been placed on the class.

  • The Savant has a pool of Wonderous Intellect die equal to their Savant level.
  • When the Savant uses a Wonderous Intellect die to give a bonus to an ability check, saving throw or to increase their armour class, then they must expend one from the pool. If this pool is empty then no bonus may be applied.
  • This pool is completely restored on a long rest.

It is important to note that the above feature is still in playtesting and may be subject to later change.

Optional Features & U.A.

  • Permitted UA: feats, warlock invoccations, fighting styles (except “tunnel fighter”).

  • Forbidden UA: spells, race, subclasses (that are not specified).

  • Optional: Class Features from TCoE are permitted.

Respec’ing a Character

If whilst playing you find that your character is not suited to your playstyle or event’s in game have occured that have changed your character; you may “Respec” your character.

This may be done only once, and after the respec, the character must still be the same character (you cannot make them into a completely different character with a respec, making a new character entirely requires starting from scratch).

To start the respec process you must contact a member of the Moderator or Admin team, and explain the tweaks to the mechanical build of the character.

Retiring A Character

If due to ingame events, real life complications or fatigue of playing a certain character, you may retire your character and have the oppurtunity to make a new one. Contact an Admin to let them know about the change.

House Rules

 

 

Guild Ranks

Everyone starts out somewhere; the newly accepted member of an adventurer’s guild isn’t going to have as much sway in the Guild as the longtime veteran. Your ranking in the Guild is important, and is unique to each character. The ranks also determine what level of magic item a character can attune to; whilst we would all like to weild a vorpal blade by level 5 there are considerations made with regards to balance. The higher the rank, the rarer a magic item you can attune to.

The Guild is divided into the following ranks:

E rank - Tirones

Level Range: 3-4

This is where everyone starts; a newly blooded member of the guild. Unproven, without fame or reputation, but eager to serve and prove themselves to the world at large. Additionally, you gain the following magic item:

Guild Badge: This is a badge marking you as a member of the guild new abilities will be added as you level and gain ranks. As a new recruit you are granted this common magical item that will grow with you as you increase your prestige and renown within the guild , and does not count against the number of magical items you can attune. Guild badges loses their enchantments on death and turn into a simple wooden badge

Max. Magic Item Rarity Attunement: Common

D rank - Munifex

Level Range: 5-7

You have become a proven member of the guild and are capalble of undertaking missions of a higher tier. Additionally, this is the minimum rank an individual can be to apply for individual housing on guild grounds. Additionally, you gain the following magic item:

Beginners Ornate Clasp: This Ornate clasp marks you as a Beginner in the guild the clasp is worth 150 gold if sold. Strangely enough this clasp makes merchants more inclined to trade with you you can make a charisma check to haggle a discount of up to 20% (depending on the roll) on items worth less than 500 GP. this discount may only be applied once per purchase, and must be declared before rolling. This resets every 2 tax days and cannot be used during downtime.

Max. Magic Item Rarity Attunement: Uncommon

C rank - Principales

Level Range: 8-10

You’ve proven your worth time and again, and are considered a veteran of the Guild. As a Principales, you now have the oppurtunity to ask DM’s directly about pursuing personal plotlines. Additionally, you gain the following magic item:

Guild Cloak: This finely woven adventurers cloak can take the place of a tent for one person for long trips, in addition this cloak regulates body temperature in hostile environments. The Cloak also has a face mask that will filter out poisonous gasses if necessary. Roll 1d4 and add to any Saving throws to resist effects of extreme Hot and Cold Climates, Poison and Disease.

Max. Magic Item Rarity Attunement: Rare

B rank - Centurion

Level Range: 11-13

You’ve managed to earn fame and fortune, and your tales are known throughout the land the guild occupies. Reaching this rank comes with earning a proper title for your character, such as “The Green Man”, “The Blight Warden”, or “The Burning Mage”, or somesuch.

Letter of recommendation: You have reached enough prestige to recommend a person of higher skill to join the guild. Should you die before retiring the last fragments of your spirit dwindling in the mortal realms gather and forge this letter in the pocket of your replacement. Raise the starting level of your next made new character to 5 (Does not grant them Munifex rank until they have been on at least 1 mission).

Max. Magic Item Rarity Attunement: Very Rare

A rank - Primus

Level Range: 14-16

You’re personal reputation has extended far past the limits of the country the Guild occupies: you are known in all the countries that the Guild has established relations with.

Guild Signet Ring: This ring marks you as a high ranking member of the guild akin to nobility, you have the perks of a noble and the renown of one. This ring will save you from death once putting you at 1 hp.” in more concrete game mechanics. “This ring contains 1 charge, if your character is about to fail their 3rd death saving throw, then you may expend one charge to instantly regain 1 hit point instead (this occurs after damage). To recharge the ring you must spend 1000 GP and 1 Tax Week repairing the ring.

Max. Magic Item Rarity Attunement: Legendary Guild Ranking

 

 

S rank - Tribunus

Level Range: 17-19

You are the elite of the elite, you are known accross all continents and have become a paragon of all that you embody.

Guild Armour: This armor is made by the guilds craftsmen it is a set of +2 armor Mythrill armor that grants the user protection/resistance to one element of your choice. This armor is ceremonial but can also serve as an individuals primary battle piece.

Max. Magic Item Rarity Attunement: Artifact

SS rank - Praetor

Level Range: 20

You have achieved the ultimate pinnacle of strength and known throughout the planes of reality.

Bequeathment of Spirit: Keep a single Soul-bound Item when you make a new character. If you somehow make your way back here with that same character you may take a second soul-bound item, and repeat the cycle as many times as you can.

Max. Magic Item Rarity Attunement: Artifact

Guild Ranking

 

 

PART III

Guild Downtime

& Structures

Background image

The main form of long term progression in our server comes from earning and spending downtime points (DTP) in the Guildhall and the various buildings that surround it. These give players the oppurtunity to grow their character, improve or learn new skills and abilities, and engage in the larger roleplaying aspect of this server.

Earning Downtime Points

The rules for downtime points are the following: At the end of each week, each character a player has earns 4 DTP, regardless if they have participated in a contract during the week. A character may earn an additional 2 DTP if you have been actively roleplaying in the dedicated RP text channels. If a player has not participated in a contract for a full week, then they gain an additional 4 DTP. You may accumulate DTP up to a maximum of 24. Any points earned beyond this point will automatically spent on the Gain Income downtime option.

Downtime

 

 

Downtime: Universal activities

In the early stages of the guild, there might not be facilities avaialble to fully utilise skill and tool proficiencies. However, there are universal downtime activities which can be undertaken by any character regardless of Guild buildings or Tool proficiency.

Intensive Training

Cost: 12 DTP

Spend your time pushing yourself to your limits, sparring with other guild members, or pursuing a personal goal.

Effect: That character gains 1 EXP.

Gain Income

Cost: 1 DTP

You choose either: Arcana, Athletics, Intimidation, Persuasion, Religion, Sleight of Hand, Stealth, Survival, or a Tool or Instrument that you are proficient in. Roll a number of d6’s determined by the level of the Guildhall (see the below table), then add your proficiency bonus (or twice your proficiency bonus if you have expertise).

Effect: You and the Guild both gain a number of silver pieces equal to the amount rolled.

Income dice

Guildhall level Income dice Guildhall level Income dice
1st 1d6 4th 4d6
2nd 2d6 5th 5d6
3rd 3d6 6th 6d6
Downtime Point Bundles

An item or items of high value, are harder to both sell and buy, and thus require “bundles” of DTP to account for this difficulty.

  • If the total listed price of all of the items, is less than 10 GP then one “bundle” is 1 DTP.
  • If the total listed price of all of the items, is less than 100 GP then one “bundle” is 2 DTP.
  • If the total listed price of all of the items, is less than 1,000 GP then one “bundle” is 3 DTP.
  • If the total listed price of all of the items, is less than 10,000 GP then one “bundle” is 4 DTP.

It is 1 DTP per digit of the total cost (in Gold Pieces, ignoring lower denominations), minimum of 1.

Buy and haggle an item

Cost: Varies (min. 0)

You may buy an item for a fraction of the listed cost, if you do not expend any DTP you may buy an item for 100% of the listed price. The more persuasive you are, the easier it is to buy an item for a fraction of it’s cost:

  • Not proficient in Persuasion: For each DTP bundle you expend, you may roll a d20 and gain a percentage discount equal to your total roll (up to a maximum of 25%).
  • Proficient in Persuasion: For each DTP bundle you expend, you may roll a d20, add your proficiency bonus (you do not add charisma or any other modifier) and gain a percentage discount equal to your total roll (up to a maximum of 50%).
  • Expertise in Persuasion: For each DTP bundle you expend, you may roll a d20, add twice your proficiency bonus (you do not add charisma or any other modifier) and gain a percentage discount equal to your total roll (up to a maximum of 75%).

Example

A character is buying a Potion of Healing, they have proficiency in Persuasion and a proficency bonus of +3. The character spends 2 DTP bundles (which total 4 DTP), and rolls an 11 and a 17. For a total of 34 = 11+17+ 2x3.

Thus the character gains a 34 % discount, thus the character can buy the Potion of Healing for 33 GP.

Sell and upsell an item

Cost: Varies (min. 0)

You may sell an item for a fraction of the listed cost, if you do not expend any DTP you may sell the item for 50% of the listed price. The more persuasive you are, the easier it is to sell an item for more money:

  • Not proficient in Persuasion: Roll and sum a number of d20’s equal to the number of DTP bundles you spend and then add 50, up to a maximum of 100; this represents the percentage of the listed price that you can sell the item for.
  • Proficient in Persuasion: Roll and sum a number of d20’s (adding your proficency modifier to each one) equal to the number of DTP bundles you spend and then add 50, up to a maximum of 120; this represents the percentage of the listed price that you can sell the item for.
  • Expertise in Persuasion: Roll and sum a number of d20’s (adding twice your proficency modifier to each one) equal to the number of DTP bundles you spend and then add 50, up to a maximum of 150; this represents the percentage of the listed price that you can sell the item for. Downtime

 

 

Example

A character is selling a Potion of Healing, they have proficiency in Persuasion and a proficency bonus of +3. The character spends 2 DTP bundles (which total 4 DTP), and rolls an 10 and a 14. For a total of 80 = 10+14+ 2x3+50.

Thus the character may sell the item for 80 % of it’s original cost, thus the character can sell the Potion of Healing for 40 GP.

Craft a non-magical item

Cost: Varies (min. 1) DTP

Prerequisite: Proficiency in the associated tool, access to the corresponding Guild building.

You utilise the Guild resources to help craft non-magical items utilising your tool proficiency; for example, smithing tools require the smithy to be constructed. You may craft multiple item’s in provided you spend the appropriate DTP. The following rules apply:

  • The GP cost of crafting a single item is equal half the listed selling price.
  • The DTP cost of crafting a single item is the associated DTP bundle to the listed price (min. 1).
  • Features which reduce the number of workweeks by a given percentage for crafting may be applied to the amount of DTP.

Example

If a character has proficiency in Smith’s Tools and has access to the Guild smithy, then they may construct a suit of plate armour for 750 GP and 4 DTP.

Downtime

 

 

Structure Downtime Acitivites

There are certain downtime activities that require a Guild Structure to accomplish, such as using a forge, researching in the library and creating diplomatic ties to other nations. The description of these structures and the corresponding effects are described in the next chapter.

Tool Based Downtime Acitivites

If a character is proficient in a set of tool’s then they may use their hard earned DTP to earn income, help the guild and other such goals. Listed below are certain tools that do not require a guild building to utilised in conjunction with DTP, in the structure’s section there are other listed tools (such as alchemists, herbalists, and smiths).

In all cases where you are required to roll, you do not add an associated stat; rather you roll a d20 and add your proficiency bonus (twice if you have expertise).

Carpenter’s Tools

Cost: Varies

You can use your skill in carpentry to assist in the construction of buildings:

  • For each 2 DTP spent you reduce to cost of a building by 25 GP (min. 0 GP).

  • For each 4 DTP spent you reduce the time taken to construct the building by 1 day (min. 1 day).

Jeweler’s tools

Cost: 2 DTP per Gem

You may take rough minerals that you already own, and use your skill in Jewler’s tools to polish and cut them into enhanced versions that are potentially more expensive; a gem can only be enhanced once.

Jewler’s Kit Roll Quality Change in Gem value
< 11 Botched - 50%
12-17 Poor -25%
18-23 Polished +25%
24-30 Brilliant +50%
> 30 Perfect +75%

Mason’s Tools

Cost: 1 DTP

You can use your skill in stonework to drastically reduce the cost of certain constructions:

  • If you are using your masonary skills to help construct a Guild building, then you reduce the cost of the building by 20 GP.
  • If you are using your masonary skills to carve glyphs for spells, (such as Glyph of Warding) you may reduce the Diamond cost by a number of Gold Pieces equal to your proficency bonus.

If the construct in question is entirely stone, then you can reduce the cost of the construct to a minimum of 0 GP. Otherwise, you can reduce the cost to a minimum of the non-stone components.

Painter’s tools

Cost: 4 (Small), 8 (Medium), 12 (Large) DTP

You purchase art supplies; paint, canvas, oils, and create a work of art; the amount that the painting is worth is determined by the Painter’s Tool’s roll (the cost of the materials has already been subtracted).

Painter’s Kit Roll Painting Quality Piece Value (Small) GP Piece Value (Medium) GP Piece Value (Large) GP
< 11 Botched 0 0 0
12-17 Amateur 1 3 5
18-23 Professional 9 27 45
24-30 Exquisite 19 57 95
> 30 Masterpiece 99 197 295

Potter’s Tools

Cost: 2 DTP

You use clay to create different intricate bowls, jugs and vases. The amount you can earn depends on the amount rolled:

Potter’s Kit Roll Quality Clay Piece Value (GP)
< 11 Wasted Clay - 1
12-17 Intricate bowl 5
18-23 Decorated vase 10
24-30 Gilded Jug 20
> 30 Immaculate vase 50

Weaver’s Tools

Cost: 4 DTP. 10 GP

You may tailor clothes for one character to grant certain benefits:

  • Noble Finery - You gain a +2 to chrisma checks with noblity.
  • Merchants Garb - You gain a +2 to charisma checks with merchants, and a 5% discount on wares less than 100 GP.
  • Military Dressing - You gain a +2 to charisma checks with military officers and soliders. Downtime Options

 

 

Woodcarver’s Tools

Cost: 1 DTP

You can use your skill in woodcarving to drastically reduce the cost of certain constructions:

  • If you are using your woodcarving skills to help construct a Guild building, then you reduce the cost of the building by 25 GP.
  • If you are using your woodcarving skills to help construct a Vehicle, then you reduce the cost of the ship/cart by 50 GP.

If the construct in question is entirely wooden, then you can reduce the cost of the construct to a minimum of 0 GP. Otherwise, you can reduce the cost to a minimum of the non-wooden components. For example, the engine of a Skyship is not wooden, but the hull and the rest of the ship is.

Downtime Options

 

 

Guild scructures

The great city of Valistar was not built in a day, and so to is the guild. There are various different structures that allow a character to perform many taks during their downtime.

These buildings are constructed on the orders of the Guildmaster, and are funded through the missions that the guild undertakes.

However, the maintaince and cost of these buildings also drain upon the Guild coffers. All of the previous versions of the structure must have been constructed before work can begin on the next version.

Guildhall

V1: Novice

The Guild begins play with this building. Little more than a large tent or shack, where people can place their bedrolls.

Grants Lifestyle: Squalid.

Daily Upkeep: 5 CP

V2: Apprentice

Cost: 50 GP, 2 Tax Days construction

The Guild now has a rudimentary building made of timber and logs; outbuildings are still tents, and looks somewhat like a military encampment.

Grants Lifestyle: Poor.

Daily Upkeep: 1 SP

V3: Journeyman

Cost: 100 GP, 2 Tax Days construction

Guildhouse is now made of brick and mortar. Outbuildings are made of wood. Now, finally, the Guildhouse looks like a respectable establishment.

Grants Lifestyle: Modest.

Daily Upkeep: 3 SP

V4: Expert

Cost: 800 GP, 2 Tax Days construction

The Guildhouse is enhanced with multiple floors, made of carved stone, with spacious rooms. Outbuildings are linked with lovely pathways and are made of brick and timber.

Grants Lifestyle: Comfortable.

Daily Upkeep: 5 SP

V5: Master

Cost: 3,200 GP, 3 Tax Days construction

Guildhouse is enhanced with marble decor, and the finest of foreign wood. Outbuildings are made of sturdy carved stone, and pavilions and tunnels snake around the property for sheltered travel between outbuildings.

Grants Lifestyle: Wealthy.

Daily Upkeep: 1 GP

V6: Legendary

Cost: 5,000 GP, 4 Tax Days construction

The Guildhouse is made of ivory and black marble. The outbuildings are adorned with the skulls of fallen dragons.

Grants Lifestyle: Aristocratic.

Daily Upkeep: 5 GP

Barracks

V1: Tents

The guild starts out in this state, you fend for your sleeping arrangements yourself; 2 GP buys a simple 2-person tent. The Guild has 10 to start with.

Bonus: You won’t get exhausted as long as you sleep in your tent … that’s about it.

V2: Bunkhouse

Cost: 20 GP, 1 Tax day construction
Prerequisite: Guildhouse v2

A place with a roof over your head. No private rooms, but at least you are dry.

Bonus: Increases max sanity to 11.

V3: Personal Quarters

Cost: 750 GP, 2 Tax days construction

The Guild’s barracks get a major expansion, allowing all Guild Members to have their own private room.

Bonus: Increases max sanity to 12. Each guildmember has their own personal storage, where they may store up to 5 items (or 5 stacks of items) and 2000 gold.

V4: Cosy Cottages

Cost: 1,000 GP, 4 Tax days construction

A group of up to 4 Guild members may together purchase a cabin on Guild property for 500 GP. All members must be at least Munifex (level 5), and at least one member of the group must be at least level 10.

Bonus: These houses allow for the safe storage of up to 20,000 GP and 20 personal items (per character). These items and money are inaccessible to anyone except that character. A group of guildmembers that own a house together also get their own private chat thread.

V5: Establish Town

Cost: 5,000 GP, 5 Tax days construction

As a fully functional city, the Guild’s home base is now well stocked, prepared, and restricted to better respond to long term siege.

Taxation: The Guild gains the right to charge taxes to tenants who live in their city. The Guild gains 1.5 copper for every non-member resident in their city on tax day. Population is equal to the Guild’s total reputation x 10.

Guild scructures

 

 

City-State (Requires Embassy Lv5 Option: Declaration of Independence). All members of the Guild are considered nobility. The Guildmaster is crowned as the leading monarch of the City-state and can appoint Generals, Warleaders, Peerage, etc, and can now set forth to conquer more territory.

Nobility (Requires Embassy Lv5 Option: Oath of Loyalty): All members of the Guild are now considered members of the high nobility of the sworn-in nation. They can now freely mingle with high society, granting opportunities to form connections with high ranking officials, resulting in anything from trade deals to political marriages.

Blacksmith

You build a smithy, with an anvil, smelter, grindstone, and worktable. A small fletching table sits in the back, as well as storage for feathers and wooden shafts.

V1: Smith and Fletcher

Cost: 75 GP, 1 Tax Day construction
Prerequisite: Guildhouse v2
  • Smithy (Varies DTP) You can craft items in the forge using the universal downtime skill “craft a non-magical item”. Additionally, you halve the GP cost of crafting these items.

  • Silversmith (1 DTP) (Requires proficiency in Smith’s supplies) You can “silver” a weapon for 75 GP.

  • Smithing Training (20 DTP) You gain profciency in Smith’s supplies or Tinker’s Tools, you may reduce the DTP cost to 15 if another character, who has proficiency spends 3 DTP to help you.

V2: Smokepowder-Fueled Forge

Cost: 400 GP, 1 Tax Day construction
  • Greater Smithy (Varies DTP) You can craft items in the forge using the universal downtime skill “craft a non-magical item”. Additionally, you gain an additional 60% GP discount when crafting these items. For example, a suit of plate armour costs 1500 GP to buy, applying the 50% crafting rule and the 60% discount, the cost of making the suit of armour is now 300 GP.
  • Masterwork Crafting (6 DTP) (Requires proficiency in Smith’s supplies) When crafting a weapon, you may make give it the properties of Masterwork (+1 to hit) or Keen (+1 to damage) weapon for an additional 200 GP each. This item is not considered magical for the purposes of overcoming resistances and immunities.
  • Smokepowder Crafting (2/10 DTP) (Requires Tinkers’ Tools proficiency, and Alchemy Lab v2) You may craft Firearms (at full cost). Larger and/or more complex firearms (such as Cannon, Gunblade, and the Crank-Action Crossbow) require 10 DTP to create.
  • Tinkers Training (20 DTP) You gain profciency in Tinker’s tools, you may reduce the DTP cost to 15 if another character, who has proficiency, spends 3 DTP to help you.

V3: Dwarven-Crafted Anvils

Cost: 650 GP, 2 Tax Days construction
  • Superior Smithy (Varies DTP) You can craft items in the forge using the universal downtime skill “craft a non-magical item”. Additionally, you gain an additional 70% GP discount when crafting these items. For example, a suit of plate armour costs 1500 GP to buy, applying the 50% crafting rule and the 70% discount, the cost of making the suit of armour is now 225 GP.
  • Mysticsmith (10 DTP) (Requires proficiency in Smith’s supplies) You can use mystical materials (such as Mithril and Adamantite) to craft +1 Magical Weapons for an additional 400 GP and 10 DTP.
  • Smithing Renown The Guild can hire smiths to create and sell their smithing wares to noble lords and ladies. Provides a passive Guild Coffers income of 21 GP each tax week.

V4: Dragonforge

Cost: 800 GP, 2 Tax Days construction, Heart and Eye of an Adult or Ancient Dragon
  • Supreme Smithy (Varies DTP) You can craft items in the forge using the universal downtime skill “craft a non-magical item”. Additionally, you gain an additional 75% GP discount when crafting these items. For example, a suit of plate armour costs 1500 GP to buy, applying the 50% crafting rule and the 75% discount, the cost of making the suit of armour is now 187 GP and 5 SP.
  • Smokepowder Crafting (2/10 DTP) (Requires Tinkers’ Tools proficiency, and Alchemy Lab v2) You may craft Firearms at 50% of their cost.
  • Brilliant Training (30 DTP) You gain expertise in either Smith’s supplies or Tinker’s tools, provided that you are proficient in the respective tool.
Magic Item Adept

The 10th level artificer ability Magic Item adept will reduce both the GP and the DTP cost of enchanting the item by half. For example, a +1 shortsword would cost 5 GP and 1 DTP to craft the base item, 200 GP and 5 DTP to enchant it (accounting for Magic Item Adept). Thus incurring a total cost of 205 GP and 6 DTP.

Guild scructures

 

 

Training Ground

You build a space to support martial training; a space filled with training dummies, an obstacle course, and a weapon storage rack. Later tiers include weapon and armor masters for live training.

V1: Basic Training Ground

Cost: 120 GP, 1 Tax Day construction
Prerequisite: Guildhouse v2
  • Training Dummies (4 DTP) Swap fighting styles.
  • Obstacle Course (30 DTP) You gain proficiency in either Acrobatics or Athletics.
  • Weapon’s Training (15/20/25 DTP) You gain proficiency in either a simple, martial or exotic weapon (with an increased DTP cost depending on the class of weapon). You may reduce the DTP cost by 10 if another character, who has proficiency, spends 3 DTP to help you.

V2: Advanced Training Grounds

Cost: 400 GP, 2 Tax Days construction
  • Retaliatory Training Dummies (35 DTP) - You gain a Fighting Style. If you you are a class that already has a fighting style you can gain an ONE additional fighting style. You cannot use this training more than once.
  • Weight Lifting (35 DTP) You increase your Strength score by 1, up to a maximum of 13.
  • Intermediate Obstacle Course (35 DTP) You increase your Dexterity score by 1, up to a maximum of 13.

V3: Grandmaster’s Training Hall

Cost: 800 GP, 3 Tax Days construction
  • Deadly Obstacle Course (30 DTP) You gain expertise in Acrobatics or Athletics, provided that you are proficient in the respective skill already.
  • Enhanced Training Technique The DTP of Retaliatory Training Dummies is reduced to 25 DTP.

Magical Research Lab

You’ve devoted a space to intense research into magic, be it arcane, divine, or primal in nature.

V1: Magical Research Area

Cost: 500 GP, 1 Tax Day construction
Prerequisite: Guildhouse v3
  • Scroll Scribing ( 2x[Spell Level+1] DTP) (Requires Spellcasting or Pact Magic) You choose a spell that you know and craft a spell scroll which cast’s that spell. The cost of this spell scroll is halved because of the resrouces in the lab. If you are a Wizard from the Order of Scribes, the cost is divided by 3 instead.
  • Research (10 DTP): You scribe a 1st level conjuration, enchantment, or graviturgy spell to your spellbook, you pay the appropriate GP scribing cost. You may reduce the DTP cost to 5 if another character, who knows the spell already, spends 3 DTP to help you.
  • Arcane Adept (30 DTP) You gain proficiency in Arcana.

V2: Magic Crafting Tables

Cost: 700 GP, 2 Tax Days construction
Prerequisite: Guildhouse v4
  • Enchantment Transfer (4 DTP) (Requires Smith’s’ supplies proficiency or level’s in Artificer class) You take a magic item, and a non-magical item of the same class and type (e.g. Light Armour, Martial Weapon etc.) and you transfer the magical properties from one item to the other. If you are an Artificer or a Cleric of the Forge domain, the DTP cost for this reduced to 1.
  • Magical Apprentice (50 DTP) You learn the “Magic Initiate” Feat, but you may only choose spells from the artificer, or wizard spell lists.
  • Greater Research (10 DTP): You scribe a 3rd level or lower conjuration, enchantment, or graviturgy spell to your spellbook, you pay the appropriate GP scribing cost. You may reduce the DTP cost to 5 if another character, who knows the spell already, spends 3 DTP to help you.
  • Basic Magic Item Crafting (Varies DTP) You craft a wonderous magic item of rarity Rare or lower, provided that you have the magic item formula and have paid the GP cost. If you have proficency Weavers or Leatherworkers tools, you can respectively craft a set of magical robes, or magical light armour or Hide armour instead. If you have profiency in a tool that is “relavent” to the crafting of an item (such as Cobbler’s tools for crafting magical footwear), then this will reduce the either DTP or GP cost (this will be dealt with on a case-by-case basis).

V3: Arcane Tower

Cost: 1500 GP, 2 Tax Days construction
Prerequisite: Guildhouse v5
  • Arcane Mastery (30 DTP) (Requires proficiency in Arcana) You gain expertise in Arcana.
  • Superior Research (10 DTP): You scribe a 6th level or lower conjuration, enchantment, or graviturgy spell to your spellbook, you pay the appropriate GP scribing cost. You may reduce the DTP cost to 5 if another character, who knows the spell already, spends 3 DTP to help you.

Guild scructures

 

 

  • Greater Magic Item Crafting (Varies DTP) You craft a wonderous magic item of rarity Very Rare or lower, provided that you have the magic item formula and have paid the GP cost. If you have proficency Weavers or Leatherworkers tools, you can respectively craft a set of magical robes, or magical light armour or Hide armour instead. If you have profiency in a tool that is “relavent” to the crafting of an item (such as Cobbler’s tools for crafting magical footwear), then this will reduce the either DTP or GP cost (this will be dealt with on a case-by-case basis).
  • Magic Weapon & Armour Crafting (Varies DTP) (Requires Blacksmithy v3, and proficiency in Smith’s supplies) You craft magical weapons, and medium and heavy armour of rarity Rare or lower; provided that you have the formula, the appropriate materials, and you have paid the associated GP cost.

V4: Arcane Sanctum

Cost: 2000 GP, 3 Tax Days construction
Prerequisite: Guildhouse v6
  • Supreme Research (10 DTP): You scribe a 9th level or lower conjuration, enchantment, or graviturgy spell to your spellbook, you pay the appropriate GP scribing cost. You may reduce the DTP cost to 5 if another character, who knows the spell already, spends 3 DTP to help you.
  • Fleshwarping (40 DTP) You learn the “Magic Initiate” Feat, but you may only choose spels from the sorcerer spell lists. Alternatively, you can learn the “Metamagic Adept” Feat instead.
  • Supreme Magic Item Crafting (Varies DTP) You craft a wonderous magic item of rarity Legendary or lower, provided that you have the magic item formula and have paid the GP cost. If you have proficency Weavers or Leatherworkers tools, you can respectively craft a set of magical robes, or magical light armour or Hide armour instead. If you have profiency in a tool that is “relavent” to the crafting of an item (such as Cobbler’s tools for crafting magical footwear), then this will reduce the either DTP or GP cost (this will be dealt with on a case-by-case basis).
  • Superior Magic Weapon & Armour Crafting (Varies DTP) (Requires Blacksmithy v4, and proficiency in Smith’s supplies) You craft magical weapons, and medium and heavy armour of rarity Very Rare or lower; provided that you have the formula, the appropriate materials, and you have paid the associated GP cost. The rarity limit is increased to Legnedary if you have expertise in smithing supplies.

Alchemy Lab

V1: Basic Alchemy Set

Cost: 100 GP, 2 Tax Days construction
Prerequisite: Guildhouse v2
  • Basic Potion and Poison Crafting (1 DTP) (Requires proficiency in Alchemy Supplies, Herbalist’s Kit or Poisoner’s Kit) You can craft potions, vials of poisons, and alchemical solutions (such as Alchemist Fire, Antitoxin, Ink, Oil, and Acid), that are worth less than 200 GP. Additionally, the cost required to create these items is equal to 25% of that item’s standard listed price.
  • Potion Selling The Guild earns 5 GP per tax week.
  • Transmutation Study (10 DTP): You scribe a 3rd level or lower transmutation spell to your spellbook, you pay the appropriate GP scribing cost. You may reduce the DTP cost to 5 if another character, who knows the spell already, spends 3 DTP to help you.
  • Alchemy Training (20 DTP) You gain profciency in Alchemist’s supplies or a Poisoner’s Kit, you may reduce the DTP cost to 15 if another character, who has proficiency spends 3 DTP to help you.

V2: Advanced Alchemy Urns

Cost: 500 GP, 2 Tax Days construction
Prerequisite: Garden v1
  • Advanced Potion and Poison Crafting (1 DTP) (Requires proficiency in Alchemy Supplies, Herbalist’s Kit or Poisoner’s Kit) You can craft vials of chemical substances (including perfume), that are worth less than 2,000 GP. Additionally, the cost required to create these items is equal to 25% of that item’s standard listed price.
  • Potion Selling The Guild earns 10 GP per tax week.
  • Poison Tinctures (40 DTP) You gain the Poisoner Feat.
  • Advanced Transmutation Study (10 DTP): You scribe a 6th level or lower transmutation spell to your spellbook, you pay the appropriate GP scribing cost. You may reduce the DTP cost to 5 if another character, who knows the spell already, spends 3 DTP to help you.

V3: Centrifuge and Bellows

Cost: 1000 GP, 2 Tax Days construction
Prerequisite: Magical Research Lab v2
  • Master Potion and Poison Crafting (3 DTP) (Requires proficiency in Alchemy Supplies, Herbalist’s Kit or Poisoner’s Kit) You can craft potions that are worth less than 20,000 GP. Additionally, the cost required to create these items is equal to 25% of that item’s standard listed price.
  • Philosopher’s Stone (10 DTP) (Requires proficiency in Alchemy Supplies) You manufacture an Alchemy Jug, it cost’s 100 GP to construct.
  • Master Transmutation Study (10 DTP): You scribe a 9th level or lower transmutation spell to your spellbook, you pay the appropriate GP scribing cost. You may reduce the DTP cost to 5 if another character, who knows the spell already, spends 3 DTP to help you. Guild scructures

 

 

Stables

The Guild has designated a place to store and house your mounts; it starts as little more than a pole with a rope, but can expand to be oh so much more…

V1: Post with a Rope

Cost: 1 GP, 0 Tax Days construction
  • Tie-up Before you have shelter for your animals, you just kinda gotta tie ‘em up somewhere. The Guild can have up to 3 mounts total until this is upgraded.
  • Maintenance Extra Mounts beyond the 3 require DTP to maintain in the absence of proper stabling. If no one gives their DTP to take care of the mount, the Mount wanders off and is lost forever. (Taking care of a non-stabled mount costs 3 DTP every week).
  • Workman Training (20 DTP) You gain profciency in Land Vehicals, you may reduce the DTP cost to 15 if another character, who has proficiency, spends 3 DTP to help you.

V2: Land Beast Stable

Cost: 100 GP, 2 Tax Days construction
Prerequisite: Guildhouse v2
  • Stables The stables can house up to 1 land mount per guildmember.
  • Stables Upkeep Increases Guild Upkeep by 2 copper per land creature.
  • Soulbounded Mounts Defeated mounts, animal companions, and familiars do not die at 0 HP, simply fall unconscious; can be nursed back to health for 75% of the cost of the mount. Requires bringing the body of the defeated pet back. If the body cannot be recovered, the beast is lost.
  • Play time (30 DTP) You gain proficiency in animal handling.
  • Mounted Combatant (40 DTP) You gain the Mounted Comabtant feat.

V3: Aquatic Beast Ponds

Cost: 150 GP, 2 Tax Days construction
Prerequisite: Water Source v2
  • Pond Upkeep Increases Guild Upkeep by 5 silver per swimming creature.
  • Underwater Stables Can house aquatic mounts; any mount with water breathing and/or a swimming speed.
  • Expanded Stables Can house 1 additional mount per character (Total: 2/char)
  • Mount War Training All mounts gain 10 temp HP before missions.
  • Enhanced Soulbinding Defeated mounts can be nursed back to health for 50% of the cost.

V4: Flying Beast Roost

Cost: 200 GP, 3 Tax Days construction
Prerequisite: A Guildmember of at least 10th level.
  • Roost Upkeep Increases Guild Upkeep by 1g per flying creature.
  • Flying Mount Roost and Whistles Can house flying mounts.
  • Additional Stables Can house 1 additional mount per character (Total: 3/char)
  • Advanced War Training All mounts get 20 temp hp before missions.
  • Soul-shared Mounts Defeated mounts can be nursed back to health for free between missions.
  • Beastbarding Coupons All mounts get a 50% discount on Barding.
  • Deep Animal Bond (30 DTP) You gain expertise in Animal Handling, provided that you are proficient in the respective skill already.

Kitchen

You have a place to chow down and a place to cook that chow! Starts out as little more than a small charcoal grill over an open flame, but expands to a large facility over time.

V1: Mess Hall

Cost: 50 GP, 1 Tax Day construction
  • Cooking Training (20 DTP) You gain profciency in Cooking Utensil’s, you may reduce the DTP cost to 15 if another character, who has proficiency spends 3 DTP to help you.
  • Chef Training (40 DTP) You learn the Chef feat.
  • Pots and Pans (1 DTP) (Requires a player has the Chef feat) You package treats to give out to other players on other missions, even if you are not on the mission yourself.

    Guild scructures

 

 

V2: Kitchen of Holding

Cost: 250 GP, 2 Tax Days construction
Prerequisite: Guildhouse v3
  • Pantry of Holding No longer need to pay for rations/water; supplied directly from the kitchens. Increases Guild upkeep by 5 gold/week
  • Feasts (2/4 DTP) Allow the first party you go with in the same week you spent your downtime to gain the benefits of a feast, determined by the type of mission you are going on. Requires proficiency with Cooking Utensils. Limit once per tax week.

Lunch! (2 DTP) You pack a lunch kit for your allies, which allows for your allies to eat their lunch during a short rest and gain 1d6+(your wisdom modifier) temp HP for the next 8 hours. Packing a lunch is done for all missions not covered by the other two Feasts.

Farewell Feast (4 DTP) (Requires a profciency in Cooking Utensil’s) You prepare a small feast for a party as they head towards missions of 5 star and above, these individuals gain advantage on saving throws against being frightened or poisoned, and they gain 2d4 temporary hit points.

Heroes Feast (2 DTP) (Requires the cook and at least one party member to be level 15 or higher) The Party is thrown a Feast fit for a hero, gaining the benefits of the spell “Hero’s Feast”.

V3: Masterchef’s Bistro

Cost: 300 GP, 3 Tax Days construction
Prerequisite: Magical Research Lab v3, a character with the Chef feat
  • Fortified Meals Eating a meal from a lunch kit during a short rest causes all hit die used during that short rest to heal for the maximum value.
  • Soup Kitchen (12 DTP) The Guild spends 100 GP to run a local phalntrhopic event, which increases the reputation of the Guild by 1 for the country that the Guild currently occupies. The DTP cost of this activity may be split between multiple characters.

Library

V1: Organized Shelves

Cost: 200 GP, 3 Tax Days construction
Prerequisite: Guildhouse v3
  • Active Learning (30 DTP) You gain proficiency in either History or Medicine.
  • Multilingual (20 DTP) (Requirements a 13 Intelligence score) You learn a new language, you may reduce the DTP cost to 15 if another character, who knows the language spends 3 DTP to tutor you.
  • Study (10 DTP): You scribe a 3rd level or lower evocation, illusion, or abjuration spell to your spellbook, you pay the appropriate GP scribing cost. You may reduce the DTP cost to 5 if another character, who knows the spell already, spends 3 DTP to help you.
  • Formula Research (2 DTP) Spend Downtime and an item recovered from the field to attempt to research a new recipe: you learn one unknown material of the item in question.
  • Scribe Training (20 DTP) You gain profciency in Calligrapher’s Tools, you may reduce the DTP cost to 15 if another character, who has proficiency, spends 3 DTP to help you.

V2: Restricted Knowledge Section

Cost: 500 GP, 2 Tax Days construction
  • Forbidden Knowledge (40 DTP) You learn the “Magic Initiate” Feat, but you may only choose spells from the summoner, or warlock spell lists. Alternatively, you can learn the “Eldritch Adept” feat instead.
  • Advanced Study (10 DTP) You scribe a 6th level or lower evocation, illusion, or abjuration spell to your spellbook, you pay the appropriate GP scribing cost. You may reduce the DTP cost to 5 if another character, who knows the spell already, spends 3 DTP to help you.
  • Brain Training (35 DTP) You increase your Intelligence score by 1, up to a maximum of 13.

V3: Encyclopedias

Cost: 1000 GP, 2 Tax Days construction
  • Master Study (10 DTP) You scribe a 9th level or lower evocation, illusion, or abjuration spell to your spellbook, you pay the appropriate GP scribing cost. You may reduce the DTP cost to 5 if another character, who knows the spell already, spends 3 DTP to help you.
  • Active Learning (30 DTP) You gain expertise in either History or Medicine, provided that you are proficient in the respective skill.

    Guild scructures

 

 

Gardens

Lush gardens grant a place for horticulture and growing of herbs, food, medicinal herbs, and even poisons. Eventually, timber farms and even magical crops!

V1: Herb Garden

Cost: 50 GP, 1 Tax Day construction
  • Green Thumb (20 DTP) You gain profciency in Herbalist Kit, you may reduce the DTP cost to 15 if another character, who has proficiency spends 3 DTP to help you.
  • Pruning (1 DTP) You reduce the costs of your potions’s materials this week by a percentage equal to 5 x Prof. Bonus.

V2: Agricultural Farming

Cost: 150 GP, 3 Tax Days construction
Prerequisite: Water Source v2, the Plant Growth spell cast upon it.
  • Farms and Fisheries Reduces the upkeep of the Kitchen upgrade by 50%.
  • Magical Horticulture (1 DTP) You tend to Awakened Goodberry Trees. These trees produce 4 goodberries each, their potency lasts for 24 hours after being picked.
  • Food Exports (Requires Docks v2) The Guild gains a passive income of 35 GP every tax week, by selling their own food.

V3: Agricultural Giant

Cost: 400 GP, 2 Tax Days construction
  • Natural Lifecycle The Awakened Trees have transformed into Treants which still may produce goodberries as listed in “Magical Horticulture” above. These Treants are aligned with the Guild and will protect it with their lives. The number of Treants is equal to the level of the highest leveled Guild Member (minimum of 8).
  • Self-Sufficient Farms and Ranches Completely reduces the upkeep costs from the Kitchen by 100%, excluding NPC servants.

Temple

V1: Shrine

Cost: 175 GP, 2 Tax Days construction
Prerequisite: Guildhouse v3
  • Peace and Quiet (12 DTP) You restore 1 Sanity point, up to the maximum.
  • Prayer Circle (30 DTP) You gain proficiency in Religion.
  • Tutelage (10 DTP): You scribe a 3rd level or lower divination, necromancy, or dunamancy spell to your spellbook, you pay the appropriate GP scribing cost. You may reduce the DTP cost to 5 if another character, who knows the spell already, spends 3 DTP to help you.

V2: Temple

Cost: 350 GP, 4 Tax Days construction
  • Divine Knowledge (40 DTP) You learn the “Magic Initiate” Feat, but you may only choose spells from the cleric, or druid spell lists.
  • Church Service (4 DTP) (Requires a cleric/paladin/druid/monk to spend 3 DTP or a live in NPC can hold the service) You restore 1 Sanity point, up to the maximum.
  • Advanced Tutelage (10 DTP): You scribe a 6th level or lower divination, necromancy, or dunamancy spell to your spellbook, you pay the appropriate GP scribing cost. You may reduce the DTP cost to 5 if another character, who knows the spell already, spends 3 DTP to help you.
  • Greater Sphere of Influence The Guild becomes further renowned throughout their kingdom, able to take missions in 1 additional country that shares a Deity of Worship.

V3: Monastery

Cost: 1000 GP, 5 Tax Days construction
  • Seclusion (20 DTP) Once per character, you can remove one permanent insanity.
  • Sermons (30 DTP) You gain expertise in Relgion, provided that you are proficient in the respective skill already.
  • Masterful Tutelage (10 DTP): You scribe a 9th level or lower divination, necromancy, or dunamancy spell to your spellbook, you pay the appropriate GP scribing cost. You may reduce the DTP cost to 5 if another character, who knows the spell already, spends 3 DTP to help you.

    Guild scructures

 

 

Dueling Arena

V1: Fighting Pit

Cost: 1 CP, 0 Tax Days construction
  • Challenge Accepted Here you can spend downtime to challenge your fellow guildmates to Duels. You may stake magic items or money on the results so long as the fight is officiated by a DM, Mod, or Admin.
  • Guild Doctors Fighting in PvP involving injuries, exhaustion, and status effects no longer affects missions/contracts and are cleared at the end of each bout.
  • Intimidating Presence (30 DTP) You gain proficiency in Intimidation.

V2: Duelling Circles

Cost: 100 GP, 1 Tax Day construction
  • Teamfight Tactics At this level it becomes conceivable to run small PVP tournaments which can be Duo or Trio based.
  • Prizefighting The Guild accepts gambling from spectators that live in the area. Gives the guild a weekly income of 1 silver.
  • Endurance Match (10 DTP) Increase your CON score by 1, up to a maximum of 13.

V3: Colosseum

Cost: 1000 GP, 4 Tax Days construction
  • Greater Sphere of Influence The Guild becomes further renowned throughout their kingdom, able to take missions in 1 additional country that shares a Contient.
  • Intimidating Domination (30 DTP) (Requires proficiency in Intimidation) You gain expertise in Intimidation.
  • Monster Bout (12 DTP) The Guild captures a monster (must have an intelligence score of 4 or lower) for the character to do battle with. The monster is chosen by a DM who will run the 1v1 battle. If the Guild member successfully defeats the monster the character and the Guild win 3d100 GP in bets, which is split between the Guild and the character.

Tavern

V1: Keg Stand and Wine Barrels

Cost: 125 GP, 2 Tax Days construction
  • Strong Drink (3 characters who spend 3 DTP each) Once per week, you enjoy food and drink, and engage in conversation with your peers. If at least 3 people are using this facility, one of you recovers 1 sanity determined at random. Can only be done once per week.
  • Odds or Evens (1 DTP) Roll a 1d20 (add your proficiency bonus if you’re proficient in a Gaming set). If the value rolled is odd, then you lose SP equal to the number roll. If the value rolled is even, you gain GP equal to the number rolled.
  • Of Cards and Dice (20 DTP) You gain profciency in a Gaming set of your choice, you may reduce the DTP cost to 15 if another character, who has proficiency spends 3 DTP to help you.

V2: Pub and Tavern

Cost: 200 GP, 3 Tax Days construction
  • Very Strong Drink (2 DTP) Once per week, a character may make a sanity save (DC 15) on a success, a character recover’s 1 sanity.
  • Liquid Courage You are able to store alcohol with you on a trip. When consumed, the alcohol grants you advantage on the first sanity check roll you make for one hour after consumption. Consuming the liquor is a bonus action in combat. Each shot of “courage” must be packed separately and characters can only carry one shot at a time.
  • Bartender You gain profciency in Brewer’s tools, you may reduce the DTP cost to 15 if another character, who has proficiency spends 3 DTP to help you.

V3: Mead Hall

Cost: 300 GP, 3 Tax Days construction
  • A little too Strong Drink (1 DTP) Once per week, a character may make a sanity save (DC 15) on a success, a character recover’s 1 sanity.
  • Courtesans The Guild gains 5d10 SP per Tax Week, but increases the Guild upkeep by 15 SP per Tax Week.

V4: Winery Vineyards

Cost: 400 GP, 4 Tax Days construction.
  • A way too Strong Drink (1 DTP) Once per week, a character may make a sanity save (DC 15) on a success, a character recover’s up to 2 sanity.
  • Foreign Exports (Requires Docks v2) The Guild gains 350 GP per tax week.

    Guild scructures

 

 

Embassy

V1: Evangelists

Cost: 100 GP, 2 Tax Days construction.
Prerequisite: Guildhouse v3
  • Greater Sphere of Influence (8 DTP) The Guild becomes further renowned throughout their kingdom, able to take missions in 1 additional country that shares a Contient. This can only be applied twice.
  • Novice Ambassador (30 DTP) You gain proficiency in either Persuasion or Insight.

V2: Traveling Advisors

Cost: 300 GP, 3 Tax Days construction.
Prerequisite: Docks v1
  • Greater Renown The Guild is renowned throughout their homeland, allowing them to take on missions from barons, dukes, and other members of minor nobility. Increases Sphere of Influence Upgrade cap by 2.
  • Superior Sphere of Influence (8 DTP) A guildmember begins fostering relations with a country that shares a friendly relationship on our home continent, even if there is no Land Connection.

V3: Ambassadors

Cost: 500 GP, 4 Tax Days construction.
  • Superior Renown The Guild is now able to take on contracts on a royal level. Increases Sphere of Influence Upgrade cap by 1.
  • Supreme Sphere of Influence (8 DTP) A guild member can spend downtime to begin fostering relations with any coastal country.
  • Expert Ambassador (30 DTP) You gain expertise in either Persuasion or Insight, provided that you are proficient in the respective skill.

V4: Emissaries

Cost: 1000 GP, 4 Tax Days construction.
Prerequisite: Airship Landing v1
  • Supreme Renown The Guild is now able to take on contracts on an international level. Increases Sphere of Influence Upgrade cap by 1.
  • Establish Connection (10 DTP) A guild member can spend downtime to begin fostering relations with a country regardless of distance.

V5a: Destiny: Declaration of Independence

Cost: 0 GP, 0 Tax Days construction.
Prerequisite: Mutually exclusive with Oath of Loyalty

The Guild declares the formation of a new country, ruled by the Guild. This may trigger violence and is likely to start wars, but will grant a highly increased passive income to Guild Coffers via taxes. This also gives the Guild access to forming a standing military and building their own cities and villages.

  • Enemies: Countries with negative impressions of the Guild, or who’s land the Guild will attempt to Annex, will become political enemies of the Guild and may declare war.

  • Allies: Countries who have very high opinions of the Guild, or who owe the Guild a great debt will declare the Guild as allies and may come to their defense.

  • Taxes: The Guild no longer has to pay Tax ever again.

V5b: Destiny: Oath of Loyalty

Cost: 0 GP, 0 Tax Days construction.
Prerequisite: Mutually exclusive with Declaration of Independence

The Guild swears loyalty to the sovereign of a country, taking a blood oath and coming under the auspices of the crown. All of the benefits of the high nobility of the country are conferred upon the Guild members, including land, servants, and income. However, the Guild may never take on contracts against the interest of the Crown.

  • God Save the Queen: The Guild will be sworn in as agents of the crown and will never again be allowed to advance political agendas of other countries.

  • Treason: If the Guild ever breaks their oath of loyalty to the country of their origin, or if the ruling family even BELIEVES they have broken their oaths, they will be declared traitors and will become kill-on-sight enemies of the crown.

Water Source

V1: Well, Stream, and Cistern

Cost: 1 GP, 1 Tax Day construction.

The Guild has access to fresh drinking water.

  • Fishing (30 DTP) You gain proficiency with Fishing Tackle and Nets.

V2: Redirected River

Cost: 300 GP, 3 Tax Days construction.
  • Fast Travel If the Guild has access to a boat then they can use that to reach coastal and river based locations rather than travelling by foot.
  • Learn to Swim (20 DTP) You gain a swim speed equal to half your walking speed, you may reduce the DTP cost to 15 if another character, who has a swim speed 3 DTP to help you.
  • Greater Sphere of Influence The Guild becomes further renowned throughout their kingdom, able to take missions in 1 additional country that is connected by water. Guild scructures

 

 

V3: Man-Made Harbour

Cost: 5,000 GP, 6 Tax Days construction.
  • A Man-Made Harbor allows for even greater income for the Guild as well as the ability to house blogger ships. This upgrade also includes the cost of deepening the rivers on the shortest route to the sea, unless this harbor is directly connected to the ocean.
  • Superior Sphere of Influence The Guild becomes further renowned throughout their kingdom, able to take missions in 2 additional countries connected by any body of water that can be reached from the harbor.

Docks

V1: River Docks

Cost: 50 GP, 2 Tax Days construction.
Prerequisite: Water Source v2
  • Trade Profit The Guild gains a passive income of 5 GP per tax week.
  • Greater Sphere of Influence The Guild becomes further renowned throughout their kingdom, able to take missions in 1 additional country that is connected by water.
  • Shipwright (4 DTP) (Requirements: Proficiency in either Carpenters or Woodcarvers Tools) Allows the character to construct Keelboats and Rowboats for 50% of their cost.
  • Novice Captain (20 DTP) You gain proficiency in Navigator’s Tools, you may reduce the DTP cost to 15 if another character, who has proficiency, 3 DTP to help you.

V2: Trade Port

Cost: 1,500 GP, 2 Tax Days construction.
Prerequisite: Water Source v3
  • Greater Trade Profit The Guild gains a passive income of 15 GP per tax week.
  • Superior Sphere of Influence The Guild becomes further renowned throughout their kingdom, able to take missions in 1 additional country that has a seaport.
  • Master Shipwright (Varies DTP) (Requirements: Proficiency in either Carpenters or Woodcarvers Tools) Allows the character to construct all water vehicles (that are in the DMG) for 50% of their cost, except for the warship (which is full price). The character must spend 1 DTP for every 1000 GP that a particular vessel costs to construct (rounded up).

V3: Air Trade Route

Cost: 3,000 GP, 3 Tax Days construction.
Prerequisite: Airship Landing v1
  • Superior Trade Profit The Guild gains a passive income of 25 GP per tax week.
  • Supreme Sphere of Influence The Guild becomes further renowned throughout their kingdom, able to take missions in 1 additional country regardless of Distance.
  • Navy (Varies DTP) The Guild begins to establish a private naval force for dealing with more major sea based threats. All water vehicles (that are in the DMG) for 50% of their cost and the character must spend 1 DTP for every 1000 GP that a particular vessel costs to construct (rounded up).

Airship Landing

V1: Kylian Sky-Strider Landing Platform.

Cost: 1000 GP, 2 Tax Days construction.
Prerequisite: Docks v2

The Guild has contracted skilled sky-engineers from Kylhelm to purchase their airship schematics.

  • Transport The Guild can now travel great distances via air travel, completely removing random encounters from terrestrial creatures. It can also now establish trade routes via air.
  • Upkeep The Guild incurs an additional upkeep of 700 gold per tax week.
  • Sky Engineer (6 DTP) You can build a Kylian Sky-Strider or a Personal Kite, for full cost.

V2: Villish Zeppelin Extension Loading Rails

Cost: 2000 GP, 3 Tax Days construction.
Prerequisite: Docks v3

The Guild has made a trade deal for the secrets behind Villish air force war machines, and can now construct them at their landing platform, after a few upgrades are made.

  • Greater Upkeep The Guild incurs an additional upkeep of 875 gold per tax week.
  • Greater Sky Engineer (8 DTP) You can build Villish Zeppelins and Wingsuits, for full cost.

    Guild scructures

 

 

V3: Steppe Sky Fortresses Laddermount Loading Elevators

Cost: 5000 GP, 5 Tax Days construction.

Steppe Flying Fortresses require vast space, and once this trade deal is secured, the landing pad must be extended by a vast amount. Sky Fortresses are akin to a mobile neighborhood in size!

  • Superior Upkeep The Guild incurs an additional upkeep of 1225 gold per tax week.
  • Superior Sky Engineer (12 DTP) You can build a Sky Fortress, for full cost. These provide a safe mobile location to take long rests.

V4: Spelljammer Helm Storage and Crafting Workshop

Cost: 25000 GP, 1 Tax Day construction.
Prerequisite: Interaction with some kind of extraterrestrial civilization
  • Spatial Sphere of Influence The Guild is now able to accept missions that require space travel.
  • Astronomical Upkeep The Guild incurs an additional upkeep of 1400 gold per tax week.
  • Astronomical Engineer (20 DTP) You can build a Spelljammer, for full cost.

Teleportation Stone

V1: Teleportation Circle

Cost: 18000 GP, 21 Tax Days construction.

A 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you.

V2: Ley Line

Cost: 300 GP, 2 Tax Days construction.
Prerequisite: A Guildmember who has discovered a Ley Line and has reasonable access to it.

The Guild is able to teleport to another country with established Ley Lines, even if you do not have the associated teleportation circle runes.

V3: Planar Portal

Cost: 100,000 GP, 1 Tax Day construction.

Able to open a temporary Portal to another plane of existence. The portal allows for free movement between the Material and Destination plane and closes after 7 days or if you choose to close it.

Walls

V1: Earthworks

Cost: 0 GP, 1 Tax Day construction.

Mounds of earth and dirt that has been pilled up, easilt broken through by monsters.

V2: Wooden Palisade

Cost: 20 GP, 1 Tax Day construction.

Wooden walls. Enough space to support Moats and Oil Vats. Can be broken through by monsters and siege engines, but will hold off for a little while.

V3: Stacked Stone Walls

Cost: 200 GP, 3 Tax Days construction.

Stacked stone walls, strong enough to build Ballistae and below on them. Generally requires siege gear or magic to break through.

V4: Carved Stone Walls

Cost: 1000 GP, 4 Tax Days construction.

Strong enough to hold catapults and everything else. Only siege gear can possibly break through this strong wall, and even it will take time.

V5: Magical Barriers

Cost: Black Pearl harvested from the heart of a Kraken, 1 Tax Day construction.
Prerequisite: A spellcaster capable of casting 8th level spells.

This magical barrier extends out in a sphere 1 mile in diameter that is impenetrable by any means except that of “Keystone” amulets being worn by someone attempting to cross the threshold. The barrier can be engaged and disengaged by any Guildmember of sufficient rank (determined by guildmaster) within the barrier’s range with the use of a magic word. Certain powerful casters may be able to break through.

Guild scructures

 

 

Defenses

V1: Moat

Cost: 50 GP, 1 Tax Day construction.
Prerequisite: Walls v2

The Walls can only be reached at certain points, with a deep pit lined with either spikes or water.

  • Spike Moat Guild Weekly Upkeep is increased by 5 SP for maintenance costs. Enemies who enter the moat fall 20 feet. NPC’s who fall into the moat take 2d8 Piercing damage in addition to fall damage.
  • Water Moat Enemies who fall into the moat are swept downwards by the force of the water. While in the water, they must use their actions to try to swim to dry land. Enemies with a swimming speed can bypass the moat, but must still make contested checks on the cliffs on the inner chunk of the moat. The moat can be filled with predatory fish or other dangerous aquatic species for further defense. The moat cannot be crossed by terrestrial mounts and completely blocks access from creatures smaller than Huge size who cannot swim.

V2: Oil Vats

Cost: 100 GP, 1 Tax Day construction.
Prerequisite: Walls v2

Stationary cauldrons of Oil which can be dumped over the wall, creating a 15x15 square of Oil on the ground. Enemies who are in this area become soaked in oil, making them vulnerable to fire damage. Enemies who are resistant are instead made normal. Enemies who are immune ignore this feature. The oil can be ignored by any feature that causes fire, lightning, or radiant damage, as well as simple torches or fire arrows.

V3: Ballistae

Cost: 1200 GP, 2 Tax Days construction.
Prerequisite: Walls v3

Grants 2 Large anti-siege arbalests that are mounted to the wall, it takes two actions to fire a Baelista. The weapon has a flat +6 to hit, deals 3d10 bludgeoning damage on a hit, and has a range of 6000/2400 ft. Enemies struct by the ballistae are knocked prone.

V4: Cannons

Cost: 3000 GP, 2 Tax Days construction.
Prerequisite: Walls v3

Grants 2 mounted cannons that can be placed on the wall. These cannons follow the rules in the “Firearms of the Guild”.

V5: Defense Catapults

Cost: 1000 GP, 5 Tax Days construction.
Prerequisite: Walls v4

Grants 2 catapults onto the walls. These catapults are designed to sling chunks of unused construction material down into enemy forces to disorganize them and take out large swathes of troops.

V6: Demiplane

Cost: 0 Tax Days construction,
Prerequisite: A caster capable of casting 9th level spells

To cast this Demiplane, we need a Diamond, a Ruby, a Sapphire, an Emerald, a Jade, an Agate, an Opal, a Pearl, an Amber, an Onyx, an Amethyst, and the tears of a woman who has lost someone she dearly loves. The Guildhouse and surrounding countryside is now stored inside a magical dimension that is out of sync with real time and space, rendering it inaccessible to large scale armies. The only way to breach this defense is to have a powerful spellcaster in your party.

Treasury

V1: Safe

Cost: 100 GP, 1 Tax Day construction.

Safely stores up to 10,000 GP and 5 magic items.

V2: Vault

Cost: 1000 GP, 2 Tax Days construction.

Safely stores up to 100,000 GP and 20 Magical items.

V3: Bank

Cost: 7500 GP, 3 Tax Days construction.

Safely store unlimited gold and magic items.

  • Bank Income The Bank earns 40 gp per tax week.
  • Interest The construction cost is 5000 GP, with 2500 GP as deposit. This grows at a flat rate of 20 GP per week. The Guild may withdraw or loan gold from the Bank’s deposit at will. However, every week the Bank’s deposit is below 2500 gp, the Guild must make a luck check to see if the Bank runs out of money (DC= ((2500-Deposit)/125). If the Guild runs out of money, the Guild loses the right to operate a bank, and cannot reopen until the deposit is refilled, and a fine of 1000 gp is paid.

Outpost

V1: Hunter-Gathering

Cost: 100 GP, 1 Tax Day construction.
  • Hunt (1 DTP) You gain 2 rations.
  • Survivalist Training (30 DTP) You gain proficiency in Nature or Survival.
  • Tanning Station (20 DTP) You gain proficiency in Leather Worker’s Tools, you may reduce the DTP cost to 15 if another character, who has proficiency, 3 DTP to help you.
  • Capture Summon (8 DTP) You venture out into the wilderness in search of a new Creature to Capture. Roll a Survival check in the dice rolling channel and specify that the roll is for this purpose. Based on the roll, consult the Summons by CR table. You may choose any summon of a Survival rating equal to or lower than your Survival check of a CR you can summon. Guild scructures

 

 

V2: Trapping and Tracking

Cost: 250 GP, 1 Tax Day construction.
  • Expert Survivalist (30 DTP) You gain expertise in either Nature or Survival, provided that you are proficient in the respective skill.
  • Friend of Beasts (30 DTP) You gain expertise in Animal Handling, provided that you are proficient in the respective skill.
  • Expert Summon Hunting (8 DTP) You can narrow your focus to try to find a specific summon. You can declare a specific creature from the Summons by CR table and roll your survival check with advantage. If you meet or exceed the Survival DC, you can capture the creature. If you fail the check, you fail to find a creature on your expedition.
  • Call with the Wild (12 DTP) Increase your WIS score by 1, up to a maximum of 13.
  • Hunt materials (Varies DTP) The character spends a number of DTP (up to the characters level), and obtains a materials from a creature whose CR is equal to the number of DTP spent.

Observatory

V1: Telescope Room

Cost: 300 GP, 1 Tax Day construction.
  • Braindance (40 DTP) Gain the Telepathic feat.
  • Deduction (30 DTP) Gain proficiency in either Perception or Investigation.

V2: Stargazer’s Obuilette

Cost: 400 GP, 2 Tax Days construction.
  • Greater Psionic Focus (2 DTP) Replace a Psionic Talent you have with another one you meet the qualifications for.
  • Mind over Matter (40 DTP) Gain the Telekinetic feat.

V3: Panopticon

Cost: 750 GP, 3 Tax Days construction.
  • Nirvana (12 DTP) Increase your INT score by 1, up to a maximum of 13.
  • Sagaciousness (30 DTP) You gain expertise in either Perception or Investigation, provided that you are proficient in the respective skill.
  • Psionic Awakening (40 DTP) Gain the Wild Talent Feat.

Theatre

V1: Basic Stage

Cost: 75 GP, 1 Tax Day construction.
  • Musician (20 DTP) You gain proficiency in a Musical instrument, you may reduce the DTP cost to 15 if another character, who has proficiency, 3 DTP to help you.
  • Wardrobe Assistant (20 DTP) You gain proficiency in either Disguise kit or Weaver’s tools, you may reduce the DTP cost to 15 if another character, who has proficiency, 3 DTP to help you.
  • Theatre Club (30 DTP) You gain proficiency in either Performance or Deception.
  • Put on a Show (1 DTP) Once per week, if a player has proficiency in a musical instrument or proficiency in performance, they may play a performance in the tavern. Make a performance check; you gain an amount of silver equal to the amount rolled x 10.

V2: Open Air Theatre

Cost: 200 GP, 3 Tax Days construction.
  • Lead Role (40 DTP) You gain the Actor feat.
  • Bardic Versatility (1 DTP) Bards may replace one of the skills you chose for the Expertise feature with one of your other skill proficiencies that isn’t benefiting from Expertise and/or replace one cantrip you learned from this class’s Spellcasting feature with another cantrip from the bard spell list.
  • Public Speaking (12 DTP) Increase your CHA score by 1, up to a maximum of 13.
  • Magic Tricks (30 DTP) Gain proficiency in either Sleight of Hand or Stealth.

V3: Auditorium

Cost: 500 GP, 4 Tax Days construction.
  • Improv Artist (30 DTP) You gain expertise in Performance or Deception, provided that you are proficient in the respective skill.
  • Minstrel (20 DTP) (Requires proficiency in a Musical instrument) You gain expertise in a Musical instrument, you may reduce the DTP cost to 15 if another character, who has proficiency, 3 DTP to help you.
  • Master Magician (30 DTP) You gain expertise in Sleight of Hand or Stealth, provided that you are proficient in the respective skill.
  • Grand Performance (+5 x 24 DTP) - A group of Guild members come together to put on a major theatrical performance. A minimum of 5 Guild Members must invest 24 DTP each to put on the show. Once all members of the performance finish their DTP investment, they each roll performance checks. The performance earns gold = the sum of the performance checks x the total influence level of the Guild. On a performance check of 20 or higher, one of the attending countries has their influence level increased by 1 (selected at random). Guild scructures

 

 

Fine Arts Shop

V1: Craft Table

Cost: 75 GP, 1 Tax Day construction.
  • Canvas and Easel (20 DTP) You gain proficiency in either Painter’s supplies, Cartographer’s tools, or Calligrapher’s supplies, you may reduce the DTP cost to 15 if another character, who has proficiency, 3 DTP to help you.
  • Ceramics (20 DTP) You gain proficiency in Potter’s tools, you may reduce the DTP cost to 15 if another character, who has proficiency, 3 DTP to help you.
  • Arts and Crafts The Guild gains 1 GP in passive income per tax week.

V2: Craft Room

Cost: 200 GP, 2 Tax Days construction.
  • Artisanal Training (20 DTP) You gain proficiency in either Glassblower’s tools or Cobbler’s tools, you may reduce the DTP cost to 15 if another character, who has proficiency, 3 DTP to help you.
  • Letter Writing (4 DTP) A guild member proficient in Calligrapher’s supplies may use their skills to improve written letters coming from the guild. Their help grants a bonus to any rolls related to the letter a bonus equal to their proficiency bonus and advantage.
  • Artisans’ Guild The Guild gains 5 GP in passive income per tax week.

V3: Art Studio

Cost: 500 GP, 2 Tax Days construction.
  • Falsified Records (20 DTP) You gain proficiency in Forgery kit, you may reduce the DTP cost to 15 if another character, who has proficiency, 3 DTP to help you.
  • Document Forgery (4 DTP) A guild member proficient in Forgery kit may use their skills to forge official documents. DC on a successful forge depends on the importance of the document.
  • Notary The Guild gains 25 GP in passive income per tax week.

Workshop

V1: Work Bench

Cost: 75 GP, 1 Tax Day construction.
  • Deconstruct (20 DTP) You gain proficiency in either Carpenter’s tools or Tinker’s tools, you may reduce the DTP cost to 15 if another character, who has proficiency, 3 DTP to help you.

V2: Massive Workshop

Cost: 250 GP, 3 Tax Days construction.
  • Deconstruct (20 DTP) You gain proficiency in either Jeweler’s tools or Mason’s tools, you may reduce the DTP cost to 15 if another character, who has proficiency, 3 DTP to help you.

Occult Chamber

V1: Desecrated Altar

Cost: 350 GP, 1 Tax Day construction.
  • Embrace Madness (40 DTP) (Requirements your character must satisfy the conditions for the feat) You gain the Madness Feat.
  • Occult Deal (40 DTP) You gain the Eldritch Adept feat. (The requirement of spellcasting is ignored).
  • Eldritch Versatility (4 DTP) You swap an Eldritch Invocation for another one that you meet the requirements for.

V2: Forbidden Ritual Circle

Cost: 550 GP, 2 Tax Days construction.
  • Dark Ritual (25 DTP) You gain a Dark Gift, but lose 3 Sanity permanently.
  • Commune (4 DTP) Change your Warlock Pact Feature to a new one.
  • Patrons Ire (50 DTP) (Requirement plot-relevant item) You sever or create a new Warlock Pact with a patron. Guild scructures

 

 

World of Aldoria: the Continent of Sol

Welcome to the world of Aldoria! This is a world of heroes and monsters, gods and devils, goblins and ghouls! Many men and women live here, working together, scheming against one another, or otherwise living their daily lives… and it’s your job as an adventurer to navigate them!

Aldoria is a kitchen sink setting, where aside from the basic races of elves, humans, and dwarves, oddities like the tortle, the naga, the warforged, and the simics exist; as well as a few all new races such as the Half-Tabaxi, the clockwork Dolls, the Half Giants, and the Oni.

The world of Aldoria is divided into 5 continents, along with assorted island chains and alternate dimensions, and even an Underdark! In the following pages, you’ll get an overview of the basic kingdoms and lands, and which races inhabit them!

On the contient of Sol there are six major countries:

  • Valis, a traditional fantasy kingdom with knights in shining armour; akin to medival european culture.
  • Myrkrim, a cold warrior focused land; akin to viking culture.
  • Red Steppe, a desert kingdom with an emphasis on fire magic; akin to the stories in arabian nights.
  • The Moonlands, two twin kingdoms merged together and is the homeland of the elves and has close ties to the fey.
  • The Barren’s, a hellscape where water is currency and raiders will hunt beyond; akin to Mad-Max Austrilia.
  • Tarasello Freeport, a massive trading port and an exceptionally wealthly nation; akin to medieval Venice.

Valis

Knights in Shining Armor

A sprawling, fairly typical fantasy kingdom, where knights in plate armor mounted on horses are the norm. It is a proud, gothic, honorable kingdom, run by a royal monarchy, the head of which is known as King Lothric the III. They are one of the three major powers on the continent of Sol, and boast some of the most fearsome cavalry and infantry warriors on the continent. With a mostly temperate biome and their land largely grasslands, mountains, and forests, the Kingdom of Valis is a well balanced mix of cosmopolitan cities and rural farming villages.

Culture of Valis

Valis is a gothic fantasy kingdom with a focus on honor, knighthood, and theocracy. Their cities are made of mason, wood, and steel, often forming lovely gothic spires and swinging buttresses. While the nobility of this land is focused on being prim, proper, and elegant, the common folk are down to earth, realistic, and somewhat open to outsiders. Most of the kingdom is focused on the worship of their patron deity Kazanyr, and his tenants of holy light put forth by the Radiant Church and its priests and paladins. As a result of these teachings and common peasant superstition, necromancy and undeath are considered gross taboos and violations of natural order, and will likely inspire fear and violence.

Economy of Valis

With a major export of timber from the thick forestlands, as well as grain and pork from vast farmland and steel from deep mines in the north, Valis is a trade powerhouse in the continent of Sol.

Races of Valis

  • Humans
  • Half Giant (Hill)
  • Verdalith (Forest)
  • Dwarf (Hill)
  • Wood Elf
  • Gnome (standard)
  • Halfling (standard)
  • Goblin
  • Kobold
  • Half-Elf

Military of Valis

Valis is famed the world over for having some of the best armored cavalry in the lands; their quality of arms and armor is only rivaled by Kylhelm on the northern continent, with which they have a trade partnership. Valis is known for mounting large scale offensives to the west to invade the Red Steppe by route of the Pun’ja Desert, where their cavalry and superior maneuverability often win them the day in ground engagements. They also maintain excellent stoneworking and fortifications, with their northern borders maintained by a massive wall carved into a solidly frozen forest guarding their northern border with Myrkrim.

In the Arcane arts, Valis is known for its healing arts, particularly among the clergy and its religious orders of Kazanyr. Word has been spreading in recent years of a town that has even begun practicing the unique art of blood ministrations, quoting miracle cures made from holy blood of a divine being in order to bolster its soldiers in combat. Aldoria Lore| Sol

 

 

  • Gods of Valis: Kazanyr
  • Settlements of Valis: Valistar City (capital), Hornburg, Naras Ithul, Lunaryha
  • Major Historical Events: Chthonic incursion in Arkham, War with the Red Steppe

Myrkrim

A Cold and Rugged Land

The cold, craggy tundra stretches below the northern seas, leading into tall evergreen forests and cold cliffs that stray into the mountains. In this hardy land, only the strong survive, and the strongest will thrive indeed. The winds of the northern sea scar this perch of land with deadly cold, and in response, the hardy people of the north have adapted. A proud and warlike people, they live in small communities known as “Holds”, gathering around small city states that alternatively trade and war with each other for honor and glory. However, the city states of Myrkrim have a deal with one another that should they be threatened by outside invaders, all the Holdfasts will come together and march together under command of a High King. Once every generation, in order to weed out the weak among them and to prove their worth, the warriors gather in a Moot at the center of the Dark Forest, and hold a battle royale in the vast reaches under the dark boughs. The battle royale involves warriors entering the Dark Forest to retrieve sacred blooms from a magical tree deep hidden away within, and returning with the bloom intact to the outside world. Surviving the ritual, known as the Dance of the Wild Hunt, is how young men and women gain status as a warrior. The Wild Hunt is also a method of worship given to the Old Ones, known simply as members of the Wild Hunt.

Culture of Myrkrim

The people of Myrkrim have a hearty culture that focuses on tradition, family, home and hearth, but also espouses the virtue of having a “Good Death” and winning honor and glory from the gods by honorable combat. The people of Myrkrim prize honor and word of mouth as law much more than any hard and fast law of the land, and traditionally follow what they deem as “The Old Ways”. The Old Ways are secret traditions passed on from father to son, mother to daughter. Many of the ‘Old Ways’ are simple agricultural, herding, or hunting techniques that honor the land, sea, and sky, as well as warlike methods of tackling foes that cannot be found elsewhere.

Common folk and nobles alike wear heavy furs, though in battle may often choose to go into battle shirtless with ritual body paints and scarification.

Economy of Myrkrim

Myrkrim does not do much external trade; instead, all of the various holds within it trade with one another; The northernmost holds focus on fisheries, and naval pursuits, while the southern holds near the mountains and Dark Forest focus on blacksmithing and timber. The middle holds are the breadbasket of Myrkrim, claiming some of the small amounts of arable farmland in the north, and are crucial to the food supply of the region.

Races of Myrkrim

  • Human
  • Half Giant (Frost/Stone)
  • Firbolg
  • Centaur
  • Dwarf (Mountain)
  • Goliath
  • Gnome (Rock)

Military of Myrkrim

Each of the Holds of Myrkrim maintains its own militia and raiders group, and frequently wars with other Holds for honor, glory, and resources. Each hold also comes together once every eight to ten years in order to launch a Raid on nearby countries. In times of war, the leaders of each Hold, known as Jarls, come together to elect a High King. Myrkrim boasts an impressive naval force with fleets of agile longboats, and the occasional War Galleon. Myrkrim warriors favor axes and shortswords, with their archers utilizing shortbows for fast raiding parties. While Myrkrim warriors often ride horses into battle, they much prefer to travel on foot or by boat, since their cold habitats do not often allow for the herding of ridable animals beyond wooly mammoths. The horse-raiders of Myrkrim often use spears and shortswords along with their unique round shields.

  • Gods of Myrkrim: The people of Myrk do not follow an organized religion; instead they worship war and warriors themselves, believing that dying in honor will bear them to the honored halls of Valhalla. Rumor has it that an old, lost religion is linked to the Old Ways, but they do not share such with outsiders, and there is no name for their god, if indeed they have one.
  • Settlements of Myrkrim: Dawnhelm (capital), The Cursed Forest
  • Major Historical Myrkrim: The Founding of Dawnhelm, Raids on the Northern Coast, The Night of Tears

The Red Steppe

Red Rivers in the Desert

A desert civilization whose capital city is built into the walls of a gigantic bottomless canyon.. Thought to be an origin of their own unique brand of fire magic, the Red Steppe functions as a natural barrier to the Barrens to the south, where orcs ravage. Thanks to natural deep canyon deposits of Smokepowder, the deserts of the Red Steppe are one of the few places where one may encounter more technologically advanced weapons. Aldoria Lore| Sol

 

 

As a result, the Red Steppe is one of the few countries with a functional air force; using Airships powered by magic to slowly cross the deadly and hostile sands with flying fortresses.

Culture of the Red Steppe

The Red Steppe is a nation with a deep, rich culture. While the steppe is often dominated by a patriarchal society, women have important roles in their social circles, and a mother is often the one to make large family decisions, despite the father seeming to be the head of the family to outsiders. History in the Red Steppe is rarely written down; instead, other pieces of art such as weaving, pottery, and carving along with Oral tradition are their prefered methods of saving accounts of history. The people of the Red Steppe view this as a much superior form of historical context, and history as a result may change slowly over time, creating new myths and stories. Those with the job of “Speakers” are those in each town who have committed their minds and memories to memorizing the oral traditions of their people, and function as walking, living libraries for their people, able to recite histories and legends by simple word of mouth. The priesthood of Nyx, the inquisition, however, uses ‘complex symbols of meaning’ in order to write things down; some of the priesthood of Aiur have viewed this tradition-breaking as heresy. As such there is a cultural divide between ‘Sun” and “Night” in the Steppe, where older folks cling tightly to traditions and younger folk begin embracing change. In a few generations, this may spark all out religious civil war.

Economy of the Red Steppe

While the popular knowledge of the Red Steppe is that of a desert of shifting sands, the country does border the western sea and benefits from a very fertile river delta. The western half of the country is isolated from the south and east by the Pun’ja desert, and to the north by the mountains. As a result, the Red Steppe is a major exporter of grain, wine, and textiles to the eastern kingdoms, particularly Freeport Tarasello and over the sea to New Kylhelm by way of airship, whose technology they have shared with Kylhelm.

Races of the Red Steppe

  • Human
  • Tabaxi
  • Half-Tabaxi Cultured
  • Vadahar Elf
  • Verdalith (Desert)
  • Khenra
  • Naga
  • Loxodon
  • Aven
  • Half-Elf
  • Orc
  • Half-Orc

Military of Red Steppe

The Red Steppe is one of the only countries in the world of Aldoria to have a functioning air force. The Red Steppe has developed special magic of heat and smoke that allows them to launch gigantic Sky Fortresses, huge ships of steel and wood that fly in the sky, high above the enemy. Piloted by priests of Aiur and Nyx in conjoined harmony, their Sky Fortresses function as slow-moving, aerial mobile bases from which Steppe kite flyers and wyvern riders raid enemy fortifications. On the ground, the Steppe is no less dangerous, preferring small strike forces; they do not maintain large amounts of cavalry, thanks to it being difficult to have enough grazing spaces for their well-bred horses. Such horses are reserved for the only elite force allowed to use Smokepowder weapons, firearms, known as the Musket Corps. The rank and file of the Red Steppe most often move in battalions slowly overland, making the bulk of the Red Steppe forces slow moving and lightly armored to combat desert heat. The leaders of the infantry of the Red Steppe, however, are necrotic Slave Knights, who have sworn their fealty to the Steppe itself, allowing their souls and bodies to serve the nation even after their death as undead generals. These unmounted ground forces are occasionally supplemented by their ‘Mumak Riders’, elephants on the backs of which large archery towers are constructed. But in their constant wars with Valis, the warriors of Valis have learned to fear most of all the shrill whistling noise that heralds the arrival of a Pit Wyrm; massive sandworms that the Steppe uses as siege engines, controlled by mystical crystal whistles to summon and control their movements.

  • Gods of Red Steppe: The people of the Steppe have an almost antagonistic relationship with their sun god Aiur, but always are respectful of the sun god’s wrath, giving sun offerings and flame ceremonies. They give their most fervent worship however, to the night goddess Nyx, the patron of secrets. They also burn funeral rites to the evil god known as the Dahaka, a minor guardian of fate who has power over time and destiny.
  • Settlements of Red Steppe: The Scar (capital), The Ruby Tower, The Khurrana Delta, Alia Nahara
  • Major Historical Events: War with Valis, Discovery of Smokepowder, The First Flight Aldoria Lore| Sol

 

 

The Moonlands

The Twin Nations

The island known as the Moonlands is the ancestral elvish home, and a land thought to be closer to the Feywild than other places on Sol. However, this land is also close to the tunnels of the Underdark, and to the Shadowfell. Both light and dark exist here but never battle for power; one side close to the Feywild and the other to the Shadowfell. Driven by dichotomy and diversity, the Moonlands are a land of contradictions in every facet—including its ruling kingdoms.

Lechia, the kingdom to the east, is ruled by King Victor Gray. Hilversum, the westward kingdom is ruled by King Bishop. Although having fundamentally different cultures and social expectations, the two kingdoms have been allies across the whole of the Moonlands for over 600 years. Recently, incursions from the Feywild, and increasingly common attacks from the Underdark, have caused many to question the strength and benefit of the long-standing alliance.

Culture of the Moonlands

Keenly aware of the need to maintain power, noble families from both kingdoms train their children in politics, diplomacy, trade,and intelligence gathering in order to not only maintain close alliances between countries but to potentially enhance their political power throughout the realms.

The elves of the Moonlands are also in stark contrast to one another. Those in Hilversum, closer to the Feywild, tend to have tan skin, athletic frames, and hair that ranges from honey-brown to blond and even red in color. They normally dress in clothes of earthen colors and hues, and their clothes are normally fashionable as well as functional for common activities such as hunting and fishing.

Lechian elves are very different. Those who live closer to the Shadowfell tend to be quite taller than their Hilversum counterparts with slender features and fair, almost porcelain, skin. Lechian elves often spend more time underground or in the shadows and dress to avoid the sun and generally try to avoid the outdoor elements altogether, preferring research and creation. Citizens of Lechia are connected to the plane of shadows which influences the innate magic of the land. Many have dedicated their lives to study the land’s arcane nature to unlock the secrets of shaping shadows in order to thrive in the darkness and enhance their power. As a sign of respect to their Hilversum allies, the elves of Lechia commit to use magic that does not harm nature.

Social drug of choice is latare: ground silvery bark from a type of tree only found deep in swamps of Lechia. Low dosages are generally taken orally. Heavier users often make a paste to apply to their gums. Addicts may smear it into cuts. It gives an adrenaline rush and time seems to slow down but the duration of the high is short. Death comes from heart failure or self-neglect. Psychologically addictive.

There is a perception across the lands that Hilversum is relaxed and unconcerned with status, rules, or regulations. Though this is generally true for the more common folk, families with status have much more rigid expectations. Many noble family members are expected to serve in some sort of diplomatic or governmental role to help maintain the accords with Lechia and their lives from childhood are much more rigid and strictly organized. Not all those born to noble families have a natural talent for diplomacy or desire to be in politics and many ultimately decide to leave their homeland to escape those crushing expectations. Communal discussion is encouraged and there is an unspoken expectation that leaders cannot act unilaterally for all. While there are cities there are also many elves who live more independently in the forests in small camps or villages.

The commoners in Lechia are quickly growing upset about the discrepancy between classes, especially as they see their Hilversum allies’ freedoms, as well as the need to rely more and more on Hilversum for agriculture. Seemingly contradictory to Lechian’s need for social order, the country is home to many notable artisans, alchemists, and couturiers that draw others to visit and spend from across the realms.

Economy of the Moonlands

Lechia is known for its high quality armor, weapons, and specialized military training. It is not uncommon for those from other lands to come to be trained by well-known rangers in the art of guerilla warfare or be trained by rogues (who no one will ever know the name of) to learn the ways of avoiding detection. Work here is accomplished with the assistance of elementals to access more precious and uncommon materials. Recently, the nobles have made inroads with Drow from the underdark and have begun to develop business relationships to reduce the cost of mining. Mined resources such as ore and gems are the biggest exports; other goods are sold in-house, and as a result, the Twin Kingdoms have become a popular destination for merchants and tourists to come purchase from the bohemian markets. Elven labor has become increasingly expensive, and drow have recently been engaged to reduce the cost of these goods to maximize trading profits.

Hilversun is the agricultural center and their economy is primarily hunting, gathering, and also farming. Abundant harvests include nuts, fruits, berries, and wheat. They also have large vineyards to produce wine and have bee hives to make honey, which is often fermented to make mead. They have Druids who bless the land to ensure the quality of what is grown but also to nourish the soil and protect their natural world. Aldoria Lore| Sol

 

 

Races of the Moonlands

  • High Elf
  • Eladrin
  • Shadar Kai
  • Drow
  • Verdalith (Cave)
  • Pallid Elf
  • Halfling (Lightfoot)
  • Fairy
  • Half-Elf

Military of the Moonlands

Citizens of Lechia are connected to the plane of shadows which influences the innate magic of the land. Many have dedicated their lives to study the land’s arcane nature to unlock the secrets of shaping shadows in order to thrive in the darkness and enhance their power. As a sign of respect to their Hilversum allies, the elves of Lechia commit to use magic that does not harm nature. Hilversum citizens tend to draw on the power of Archfey giving them access to spells related to deception and intrigue in order to influence others. They tend to favor support or socially focused roles where they are able to exert influence behind the scenes.

As a magical powerhouse, the Moonlands collectively have strong connections with both shadow magic and the druidic arts. The Moonlands has some of the best archers in the entire world. As an elven homeland, the art of archery is trained to be one of the best arts in the land. They also have an impressive naval force due to their island nature.

  • Gods of the Moonlands: Rillifane Rallathil also known as the Leaf Lord has a strong presence throughout Hilversum and there are sacred groves tended to by Druids that function as a sacred place for conduct marriages, funerals, or other ceremonies, as well as a place used to contact the Leaf Lord and it is not uncommon to seek contact with other sacred gods in the same groves. Oghma is one of the most commonly worshiped gods throughout Lechia. Followers are known to carry a single blank scroll at all times in order to pay homage to Oghma. Many places of education, investigation, and creativity across Lechia have a blank scroll at their entrance to call upon Oghma’s favor for their endeavors.
  • Settlements of Lechia: Emberfall (capital), Grimhaven, Arcdrift
  • Settlements of Hilversum: Porthiios (capital), Etherward, Baccahallow
  • Major Historical Events: The Union, The Festival of Fairies, The Underdark Treaty

The Barrens

A Savage, Brutal Waste

Far to the south, beyond the Red Steppe lies a land of untold peril and constant strife. Those born within its borders grow hardened by the demands of a land barren of the comforts found elsewhere. There is little by way of water, and much of the water that is there must be purified and refined before it may be drunk. The animals that are hardy enough for this place are vicious and lean creatures that provide little sustenance and will tear to shreds those who attempt to find it. Known as the Barrens by those beyond the steppe, these lands have many names to the many peoples within.

Culture of the Barrens

Two cities control most of the water within the Barrens, each populated largely by Humans and their Orcish allies. Bastian and Integrity have stood solemnly as singular city states for centuries, though to the nations outside the barrens they would barely qualify as anything larger than a town. Bastian has high walls and strong warriors at its disposal, but the well at the center of the town has begun to run low, causing more and more of its people to venture out as roaming bands of pillagers and bandits.

Integrity sits atop an ever flowing spring, fed by a decanter of endless water which they guard dearly against all outsiders. Bastian and Integrity have fought against each other for as long as each of them has existed, and this will likely never end. At least until one of them does.

The Roaming bands of Orcs, known amongst themselves as the Myarlek-Tu, follow the shifting springs and fight other bands of orcs and humans they come across in an effort to claim these springs before they move on. The shifting springs are temporary breaches between the Barrens and the elemental plane of water. Although the water that comes through is salty as the ocean, the Myarlek-Tu have developed ways to remove the salt and render the water drinkable. Each Orc band has different customs and even venerates different aspects of the gods, but all respect the rites of water and will honor any who give water freely.

Lastly among those who roam the Barrens are the secretive Gnoll peoples, strange bestial folk who make their homes in the salt flats furthest to the east of the Barrens. It is said that long ago the Gnolls, who call themselves the Hyuck’ya, were created by a demon who had been expelled from the abyss. To this day they speak upon the Mother with fondness as it is because of her blessing that they exist at all, and it was her guidance who led them to the Cricks; a system of ancient waterways deep beneath the salt flats, harvested by a system of pumps created by their ancestors. Aldoria Lore| Sol

 

 

Hyuck’ya artificers are revered for their abilities to maintain the pumps, and the obfuscators which cause a mirage to hide their settlement. Male Hyuck’ya are considered more expendable due to their more matriarchal society and thus any male Hyuck’ya who are not artificers are sent out as roaming bandits to give the illusion that their people too need water to preserve their ancient secret.

Economy of the Barrens

Trade in the Barrens never goes outside of it; there’s not much to export, and little money to import. Instead, trade in the Barrens almost always involved water or metal of some sort. It’s almost entirely barter based; a coin has little value beyond how much you can melt it down and create some sort of a tool from it.

Races of the Barrens

  • Human
  • Minotaur
  • Orc
  • Gnoll
  • Halfling (Lotusden)
  • Kenku
  • Verdan
  • Bugbear
  • Centaur
  • Goblin
  • Hobgoblin
  • Half-Orc
  • Thri-Keen

Military of the Barrens

The Barrens has no organized military, instead propped up by local militias and raiding groups. The raiding groups often travel light, preferring to carry as much water with them as possible, and as such heavy armor is nearly as rare in the Barrens as it is in the Red Steppe, which lies to the north of it. The raiding groups often attempt to assault the mountain passes into the Red Steppe, known as The Black Gates, though to date these raiding parties almost never let any refugees enter the more lush lands.

Settlements of the Barrens

  • Bastian: Once the strongest continuous city-state in the region, Bastian’s population is in decline due to the water levels in their well running low.

  • Integrity: The wealthiest town in barrens, by virtue of having a limitless source of water.

  • Go’orsh: The Hidden home of the Hyuck’ya Gnolls

Major Historical Events: Incursions into the Black Gates

Tarasello Freeport

Anarchy, Money, and High Seas

Historically, it used to be a part of a larger empire from Tzatmani that wanted to explore Sol, but that empire ended up in civil war, and never returned after Tarasello was established. Later voyages to return home or find news never returned, and led to Tarasello being cut off. There was a leadership coup around 200 years ago that ousted Loyalist leadership and became formally independent: although it’d been functionally independent for centuries prior. Tarasello itself is a neutral town and considered fairly safe for just about everyone - albeit strict with low tolerances for crime within the walls - A bit brutal at times, justice tends to come swift and equally at the docks and inside the city proper. In the dens of villainy and piracy outside the walls that go unpatrolled, law is enforced by personal might, save in the rare circumstances that all hell has broken loose…in which case, Tarasello’s fort has demonstrated in the past that they won’t hesitate to rain stones, firepots, and crossbow bolts down upon the ne’er do wells that take the leniency the fort offers too far.

Culture of Tarasello

The residents of the Freeport are independent and value their freedom greatly. Stubborn and considered fierce traders the world over, it is often said that “None but a Freeporter could barter with death and end up holding the scythe.

Economy of Tarasello

A major Port city and trade hub for any sea traders who wish to move goods onto and out of Sol for their favorable tariffs and trade bargains they have made with the other countries on the continent. Outside of trade, they have world renowned privateers and offer their services to guard any ships with particularly valuable cargo.

The Freeport also enforces a tax known as “The Diamond Tithe” on the straits between the Freeport and the Moonlands, and is effectively throttling trade between the Moonlands and outside nations by charging their own taxes on the waters. Those who choose to not pay the Diamond Tithe are often set upon by pirates, as the Freeport removes its protections temporarily from those waters.

Races of Tarasello

  • Human
  • Sea Elf
  • Halfling (Stout)
  • Kenku
  • Merfolk and Siren
  • Half-Elf
  • Orc
  • Half-Orc Aldoria Lore| Sol

 

 

Military of Tarasello

They do have a standing army, although due to their borders not extending far past their city walls it is relatively small. Their major strength comes by way of their economic status and their citizens willingness to fight back en masse should they be attacked. They also have a fleet of Privateers which usually guards ships on trade routes for a price but could be utilized as a Navy should the need arise. Ultimately, the Moonlands and Valis both protect the Freeport and consider it a valuable resource… Mostly due to backroom deals by granting high level nobles cuts of the Diamond Tithe.

  • Settlements of Tarasello: Freeport Tarasello (capital)
  • Major Historical Events: The First Conquista

Aldoria Lore| Sol

 

 

World of Aldoria: the Continent of Tzatmani

On the contient of Tzatmani there are three major countries:

The Villish Empire a highly arcane society that aims to conquer the entire continent with an army of mechanised warriors; akin to eastern and central European countries during the late 19th century.

The Simic Homelands a dictatorial country with a violent worship of their ruler that aims to conquer the entire continent with an army of psionic and genetically modified warriors.

The Tribelands a non-aggressive druidic based country which is largely unexplored, all attempts to conquer the lands have failed.

The Villish Empire

A Kingdom of the Arcane

A mystical powerhouse nation, the Villish Empire aspires to conquer their entire continent of Tzatmani, but finds themselves in frequent battle with the Simic Homeland, as well as clashing with the more independent Beast Tribes and the foothold established by Terrveuve. The Villish Empire magicians are pioneers of magical theory, employing armies of golems and constructs to wage war on their behalf, commanded by mystical creatures such as naga and harpies. With fierce belief in the Scions of the Outer Dark, the Villish Empire has no qualms about messing with the fabric of reality itself, including finding the secrets of Lichdom. Though the royal family is often seen by outsiders as benevolent and kind, their religious beliefs and foreign policy make them a fearsome actor on the world stage.

Culture of the Villish Empire

The Villish Empire is currently led by the Royal Family of Vill. It is tradition that the king or queen take on the name of Vill, the namesake of their kingdom, though this tradition has somewhat fallen out of fashion. The current king is Sir Vill the Usurper; rumor has it that he stole the throne from his father and mother, King Locksus Alucard, and Queen Ser Integra, who he subsequently imprisoned. In a bid to keep his throne, he also banished his sister, Lady Vill, who had already fled the castle in fear of her life. The common folk of the Empire are usually monstrous to outsiders, due to the low population of human-like races such as elves, orcs, dwarves, gnomes, halflings, and humans. However, they are just as welcoming as any other country’s peasantry, though you will have to be on the lookout for strange biology or odd monster customs. They have their own brands of peasant superstitions, such as a belief in “The Dreaded Human”, where they tell their children about the fearsome warrior human who will come in the night if they are naughty, as a paladin.

Economy of the Villish Empire

The Empire itself is a major source of magic for the surrounding countries, distributing magical tomes, weapons, and armor, as well as sending its magical casters to serve other countries. The Villish Empire has the best magical training that money can buy, and once they train a mage, they ‘lease’ their services for enormous prices to other countries, be it for battle or for political advice. In the past, the Villish Empire was also a source of mythril ore and sapphires, but those resources have since dried up due to overharvesting.

Races of the Villish Empire

  • Ratfolk (Streetling)
  • Warforged
  • Porcelain Doll
  • Dragonborn (Draconblood)
  • Yuan-Ti Pureblood
  • Changeling
  • Lizardfolk
  • Aetherborn
  • Elves

Military of the Villish Empire

The Villish Empire is known for its heavy reliance on Golems and Constructs in warfare; while it does retain a small standing military of proper soldiers, it mostly fields warforged, constructs, and golems as its proper military. The Villish Empire is known for being one of the few countries that have Smokepowder deposits and have discovered the secrets of firearms, as well as being a powerful magical threat. Its war effort is led by three heroes, each one commanding either a ground army, air force, and navy.

The Air General is known as Negan Delanastos. He rides a Pegasus, and wields a Flintlock Rifle with magical bullets, alongside his enchanted lance. The Land General, Buzz Nagrel, rides a Giant two-headed Snake, wields a shortsword/shield combo that melds together to make a greataxe with a blunderbuss in the handle. The Sea General is generally considered the strongest of the three, having made an eldritch pact with a Kraken. Her ship is followed by it in an arcane deal, in which it eats the detritus they leave behind in their wake and is paid in magic by the sea general’s soul. A powerful caster with a pistol and sword, the sword serving as a spell focus for her magic. Aldoria Lore| Tzatmani

 

 

The Golem Army

The vast majority of its wartime assets are held in Warforged, Golems, and Constructs. These forces are each commanded by mages, who automatically hold a wartime ranking of at least Captain. Mages are required to command these forces, due to their energies being needed to sustain large forces of Golems and Constructs. The Warforged act as shock troopers, constructed for war and battle. However, should a magus fall, their forces will instantly lose communications with each other for whichever battalion was commanded, and often will suddenly gain True Sentience, where they will likely lash out, confused, at friend and foe alike. This makes mages on the Villish Empire prime assassination targets… but how do you assassinate a General Magus who is also a Changeling, hiding among their own people?

  • Gods of the Villish Empire: Bahamut, Cthulhu, Yog-Sothoth
  • Settlements of Villish Empire: Vill’ian City (capital), Grimhaven, Arcdrift
  • Settlements of Hilversum: Porthiios (capital), Etherward, Baccahallow
  • Major Historical Events: The Magical Core Meltdown Incident - Prior to the Meltdown, the kingdom was the dominant power on the entire continent of Tzatmani. However, the Magical Core Meltdown incident caused the magical hex technology of their city to go haywire, setting their progress back by night a thousand years.

The Simic Homeland

The Birthplace of Psionics

The Simic Homeland is thought to be the original homeland of the Vedalken in the world of Aldoria, but in truth it has festered to be much more than that. The original scientists and scions of the Homeland serve under a militaristic fervor that only is fueled by a fascist state. The Simics are a highly regulated and militaristic powerhouse in the region that is always attempting external growth and conquest of other countries by simple military might. Considered as pariahs in other countries due to their excessive experimentation and fanaticism, the Homeland is considered a public threat to other countries, though only the Villish Empire has the might to openly challenge them in combat on their home continent of Tzatmani, while Terrveuve can only war with them defensively.

The country also attempted previous naval expansion into Terrveuve and the Tribelands, but were stopped by the combined alliance of Terrveuve and Kylhelm, with strategic support from the natives of the Tribelands to prevent invasion of their territory. The Homelands has the highest percentage of Psionically active people in the known world, with a staggering 35% population rate making them highly powerful. However, to compensate, proper magic is seemingly rare in the Homeland, making them a natural enemy to the also-expansionist Villish Empire. In order to shore up their weak points, the Homeland delves excessively into body modifications; those who allow themselves to become augmented in this manner are known as Simic Hybrids, based on the high sect of experimental psionic scientists known as the Simic Combine. Rumors spread of a resistance among the people that have networks in neighboring countries, but these rumors are officially denied by the government of the Simic Homeland, and its dictator, Luthvuruc Victory Putaania.

Culture of the Homeland

The Homeland is a strict meritocracy with little room for growth or error except in service to the homeland. The Homeland is a gigantic war machine to further conquest… and business is good. The streets teeming with pro-government propaganda, and young men and women are heavily indoctrinated over their time growing up to be loyalists to the Homeland.

On a personal level, the people are quiet, downtrodden, their spirits hesitant to change the status quo outside of the service of the despotic homeland. One might be mistaken upon visiting the country to think that the land had been recently conquered and occupied by an opposing force; but the invaders are truly from within. Some of the people attempt to mount a quiet resistance in their homes and as splinter cells, but true revolution or reformation is years away, if at all.

Economy of the Homeland

The Homeland is heavily industrial, with goblin and gnome inventions running clockwork factories, leading to basic assembly lines and construction. The Simic Homeland regularly exports weapons and textiles from its looms, as well as livestock; its location on the coast makes it ideal for fisheries and hydroponics. Of note is the Homelands frequent but largely unsuccessful programs to forcibly construct magical weapons despite the arts of Artificery being mostly absent from their nation. Anyone with a magical talent or ability is forcibly conscripted into the industrial workforce and sent to their secret factories where their life forces are siphoned in attempts to make superweapons. Those who escape this grisly fate are chained into their workforce, creating the rare magical weapon that falls into the hands inevitably of their Psionic Divisions.

Races of the Homeland

  • Vedalken
  • Simic Hybrid
  • Gnome (Forest)
  • Goblins
  • Shifter
  • Changeling
  • Human
  • Thri-Kreen Aldoria Lore| Tzatmani

 

 

Military of the Homeland

The Homeland is incredibly militaristic due to its tradition of attempting to gain control over the entire continent of Tzatmani, and their frequent battles with the Villish Empire. They do not field conventional mages in battle, and instead deploy Psionic Divisions alongside mundane troops; all living mages in the Homeland who can practice conventional magic are forcibly conscripted into their factories to attempt to churn out enchanted weapons.

Psionics function differently from magic; many forms of counterspell or dispelling that work on conventional magic will not function against the true psionic might of a well trained Psionicist or Telekinetic. As such, the Homeland is highly deadly, highly dangerous in open warfare, since their battlefield psionics do not function like a typical battlemage.

The Homeland also experiments in chemical and pathological weapons. They were the first country to use magically contained poison gasses to take out enemy fortifications, and have no problems delving into traditionally off-limits magic such as temporal magic or mind devouring. They also have one of the best assassination programs in the known world.

  • Gods of the Homeland: Prime Viceroy God-Eater Luthvuruc Victory Putaania
  • Settlements of the Homeland: Zuprovka (capital), Ozowicz, The White Tower
  • Major Historical Events: The Last Election, The Crowning of Supreme Leader Luthvuruc Victory Putaania, The First Crusade Against the Villish Empire

The Tribelands

The Druidic Homelands

The Tribelands are a largely anarchic nomadic society based in a region of Tzatmani that they have defended from invaders for thousands of years. Guided by Druidic practices and principles, the many tribes that reside within the forests and mountains of the Tribelands have a strong respect for nature, and a natural way of thinking. Although they do not generally bar outsiders from entering their lands, and will even accept them into their tribes, the Tribelands remain largely unmapped and unexplored by outsiders.

Culture of the Tribelands

Largely insular and nomadic, the cultural values vary slightly from tribe to tribe, but largely it can be boiled down to a few different key traits.

  • The first is harmony with nature; in the Tribelands it is considered anathema to do something that would harm the ecosystem they live in.

  • The second is compassion; almost all Tribelanders will go out of their way to help others, even those they do not know unless doing so would in some way harm nature.

  • The last key cultural value they all share is acceptance; Tribelanders are not segregated by racial background or heritage and often different tribes will be made up of all different kinds of people. Acceptance is most important during the equinoxes where many of the tribes will gather to various sacred locations around the country and intermingle, often resulting in entire new tribes forming.

They call these three values “The Three Keys of Wisdom”.

Economy of the Tribelands

The Tribelands have a hunter gatherer society for the most part and attempt to live at a subsistence level, this is aided by many of their nomadic communities being led by druids who can help guide and provide for their people. They do however engage in small time trade, as many of the tribes engage in herding Buku, a type of wooly rabbit about the size of a large dog. Buku wool is regarded as the softest and most luxurious wool in the world, but it is only found in this region of Aldoria. Their druids have been known also to trade in various exotic types of seeds with the wineries of Terrveuve to grow new wine and drink strains.

Races of the Tribelands

  • Ratfolk Direling
  • Half Tabaxi Feral
  • Aarakocra
  • Harengon
  • Yuan-Ti Pureblood
  • Owlin
  • Tabaxi
  • Grung
  • Fauns
  • Lizardfolk
  • Leonin

Military of the Tribelands

The Tribelands have no unified formal military, however they have informal protection agreements amongst the tribes to defend against outside forces. Their defensive tactics largely utilize hit and run style guerilla combat. They utilize tunnel systems and pit traps to turn nature itself against any would be invaders. While they cannot face other factions in open combat, guerilla warfare and druidic powers make entering their territory a waking nightmare as the jungle itself comes alive to defend itself. All in all, it’s more trouble than it’s worth. To date both the Villish Empire and the Simic Homeland haven’t been able to gain much territory from them, especially with the Tribeland natives backed by Terrveuvian interests. Aldoria Lore| Tzatmani

 

 

Gods of the Tribelands

The peoples of the tribelands worship no specific gods, instead they engage in animistic practices, believing that everything has a spirit and deserves respect. Their religious leaders are often druids though some of the tribes do have small clerical orders.

Settlements of the Tribelands

The only major settlement in the Tribelands is known as Kuu’lakta, and it is a massive structure within the branches and around the base of what they call the Mother Tree. The Mother tree is over 2,000 feet tall and its branches spread over a mile wide. Kuu’lakta itself is regularly home to thousands of people at a time, though few of them live there year round as most of the peoples belong to nomadic tribes.

Major Historical Events

  • The Founding of Kuu’lakta which came about after the original ten tribes came together to share a ritual of unity.
  • The First Defensive War, waged against the Simic Homeland in which they managed to force them out of their lands after 25 years of war.
  • The Second Defensive War, which occurred 300 years after the first but lasted only 6 months when a lord from across the ocean attempted to establish his rule there.
  • The Third Defensive War, in which the Villish empire once again attempted to gain possession of the Tribelands, which resulted in more than half of the forests being burned to the ground. After 10 more years of conflict they once again repelled the Villish Empire from their lands.
  • The Fourth Defensive War, in which the Simic peoples attempted to invade into the Tribelands. This time the Tribes lost a portion of their land to the Simic people for roughly 100 years before they were able to successfully retake that land after Terrveuve and Kylheim rallied to assist them.

Aldoria Lore| Tzatmani

 

 

World of Aldoria: the Continent of Kokyuu Ryu

On the contient of Kokyuu Ryu there are four major countries:

The Warring States a anti-magic country which is akin to Ming dynasty era China and Edo period Japan.

The Pirate Ports a buccaneers heaven formed of floating temporary ports; akin to Tortuga during the Golden Age of Piracy.

Himmel Aeri a series of floating islands; most are unclaimed and have yet to be fully explored.

Dovah Ral a graveyard of ancient great wyrm’s and other dragonborn.

The Warring States

The homeland of the eastern weapons, such as the Katana, Shuriken, and Kusari-Gama. The mainland of Kokyuu Ryu, literally translating to “Islands of Dragon’s Breath”, is locked in a constant state of wars between minor noble lords, Daimyo and Shogun. Each of these city states and fiefdoms war with one another for honor and glory, all of them ultimately paying respect to a single dragon emperor who turns a blind eye to his lands until times of outside war. Due to constant states of war, maps of the Warring States change frequently. Each clan is styled after animals, elements, or metaphysical ideas; countries and villages claimed by each clan become part of “the land of ‘insert clan here’.”

Of note is the fact that the Warring States have a superstition and hatred of magic. It is ingrained in their culture, and is actively taught by the Dragon Priests and Onmiyoji who wander the land in service of their Dragon God. Those who practice magic outside of the draconic orders are considered heretics. However those born as dragon sorcerers are considered a special exception; but only if the Jade Dragon itself is their parent.

Culture of the Warring States

The culture of the Warring States is twofold. Among the civilians it is characterized by individual worth and worthiness, of striving to be the best. It might be said that the world of the Warring States is a meritocracy, where only those who achieve things of great worth are worthy of note or standing. The common folk practice stillness, art, and not standing out above others unless they know for a fact that they can succeed.

The warrior class is split into three distinct factions. The rank and file are often forced conscripts who reluctantly follow their leaders out of a sense of duty and patriotism. The elite are the samurai who follow the code of Bushido. Those who do not follow the way of Bushido or have a sense of duty to their land or lord, or have a sense of honor, are seen as dishonorable and shunned by society, and often find themselves as beggars or bandits.

Economy of the Warring States

The Warring States do not export many goods outside of their borders; much of their trade is insular, and their settlements self-sufficient, more focused on subsistence and personal prosperity than on earning massive amounts of wealth. Only those with coin to spend from their birthrights have the coin to construct massive bamboo palaces with excessive lavishness, marking the nobles of “daimyo” status and above from the commoners below them. Those who practice proper trades such as carpentry and blacksmithing are seen as valuable, while simple farmers are seen as expendable due to many lords having private gardens. Hunting is considered poaching in these lands, as the livestock and wild game are considered property of the local lord.

Of special note are the eastern weapons who’s designs have emigrated out of the Warring States. The Warring States have a history of having only poor quality steel deposits in their lands, and as such, extra care and attention was required to craft weapons and armor. Many in the Warring States choose to go unarmored or with only hides and leather. The weapons of the Warring States, however, are known and world famous. The Katana, the Shuriken, the Kusari Gama, the Nunchuck, the Sai, and the Jian are all unique weapons to those from the Warring States. A blacksmith who knows how to replicate the special techniques used to form these weapons is a man of terrible burden. Of note is that the Warring States actively destroys magical items and weapons that are found in their territory, deriding them as ‘cursed’ artifacts. They also will hunt and kill mages, leading to very lucrative assassination contracts.

Races of the Warring States

  • Human
  • Ratfolk Packling
  • Half-Oni
  • Bishatar Elf
  • Tortle
  • Vedalken
  • Half-Elf Aldoria Lore| Kokyuu Ryu

 

 

Military of the Warring States

Each Shogun holds a standing army of their own over as much territory of the Warring States as they can hold with their forces; larger forces mean stronger Shoguns, but stronger Shoguns also means more spoils for those who take them down. When a Shogun becomes too powerful, the Jade Dragon God may declare that they have insulted them in some way, branding them a heretic or a magic user, sealing their fate as their noble house falls to infighting or rival lords. In times of war, the Ancient Dragon itself descends on the enemies who would dare to invade its mainland. Due to fear of outside technology, the dragon itself has banned the practice of magic of all forms except those few which it has approved of (Artificer, Paladin, and Ki/Chakra use). All others, including Psionics, the Dragon fears as a potential rival. For this reason, mages of enemy forces are often assassinated before major battles by ninja or shinobi.

The main fighting force of the Warring States are made up of conscripts, led by elite Samurai warriors who practice the Katana, the Naginata, and the Bow, although they will wield any weapon at need except for Firearms, which are viewed as dishonorable by any except nobility such as Shogun. Those who serve in subtler arts are known as ninja, and those who practice the Way of the Fist, a cultural phenomenon, are seen as Martial Artists following different schools.

Samurai of the Warring States practice the code of Bushido. Bushido is often described as a specific moral code that all members of the samurai class were obligated to follow, espousing chivalry, loyalty, honor, steadfastness even unto death. However, the samurai adhere to multiple warrior codes and the interpretations vary per samurai clan, individuals and philosophies. The degrees of devoutness and interpretations vary between individuals. Unlike those of similar traditions in Myrkrim, samurai have compunction to fight to the death, making one be terrifying on the battlefield. Retreating from battles does occur if it was completely unwinnable, while others chose to fight till the end. Samurai do not actively seek an honorable death; however, some samurai still have the option to perform the sacred rite of seppuku, to preserve their honor by dying by their own hand rather than be captured by the enemy. Some samurai choose to practice the path of the Onmiyoji, which is similar to the path of a Paladin in other countries, and allow themselves to practice magic permitted by the dragon.

Ninja of the Warring States are those who do not wish to be constrained to Bushido and instead serve their lords through darker dealings. Many of these begin as peasants or people of the land who were forced to use their skills to defend their home while not being able to afford swords, and have to adopt dirtier, but no less effective fighting styles in the eyes of the people. Stealth, assassination, poison, and the use of the body are all acceptable forms of ninja ways, and most ninja also swear themselves to liege lords just like Samurai do, if only to protect their people from harm. Some Ninja go on to become Shinobi and learn some arcane arts in the same manner as Artificers, by permission of the Jade Dragon God.

The Warring States are also a common home of martial arts, and it is believed that most practitioners of the Monk tradition follow ancient ways first discovered in the Warring States. Perfection is important to the Warring States, and monks attempt to perfect the body itself, making it a noble profession. Those who practice the Way of the Fist are almost always welcome as fighters, entertainers, and even assassins in the Warring States, welcome and wanted by Samurai and Shogun alike.

Gods of the Warring States

There’s only one deity of Kokyuu Ryu, a living Jade Dragon that has lived since ancient times. The Jade Dragon does not give out its name, simply referring to itself as “The Dragon”, who is revered by all who dwell on the land with zealous fervor. The Dragon hates magic, and only permits a small amount of magic to be performed by its people in the forms of Paladinship, Artificery, and the Ki arts. The Dragon is a living presence on the continent of Kokyuu Ryu and will occasionally hunt Pirate Ports vessels who venture too close to the mainland. Scholars outside of the Warring States note that the Jade Dragon may be the strongest living dragon on the Mortal Plane, predating modern history by a large margin, as it possessed powers strange and mysterious even to modern mages.

  • Settlements of the Warring States: The Dragon Mountain, The Imperial Palace
  • Major Historical Events: The Nakaraki Alliance, The Dragon Rises Aldoria Lore| Kokyuu Ryu

 

 

The Pirate Ports

A Hive of Scum and Villainy

The islands surrounding the mainland of the Warring States are havens for pirates, opportunists, and those fleeing the mainland for a better life. Anarchic, these states often prey on less militaristic ships sailing through their waters, but they also provide protection and safe passage, so long as those who sail the sea are willing to pay the toll to the Pirate King. The Pirate King is a title held by the world’s strongest pirate, a position won either by power or influence. The Great Pirate King Qu-Lei Tan held her position for over 80 years before her death at the hand of the Villish Navy, and had a bounty of over 1 Million Gold at the time of her death. Such long reigns are rare, but she was not that much of an anomaly. Despite their insistence on “Anarchy” pirates often recognize the strength of others and there can be a surprising level of politics involved in the naming of the Pirate King. The current Pirate King, Aranin Farwinds, has held the position for just under 5 years and gained it after his successful raid of a Villish naval port where he captured 6 Dreadnought class battleships, giving him the largest Pirate fleet and a hefty amount of respect amongst his peers.

Culture of the Pirate Ports

Despite their anarchic desires, Pirates generally follow a strict hierarchy of power, where only the strong survive and rise to the top. Those on the bottom, though they often scheme, tend to settle themselves into their roles and be happy for what loot they come by. Inside of certain crews, the culture tends to be more distilled and defined, often leading to crews having certain reputations or stigmas about their behavior.

Rumor has it that a long lost empire once existed in the various islands of the Pirate Ports, and may have established the founding settlement of Freeport Tarasello; however, these are mere rumors and speculation.

Economy of the Pirate Ports

The pirate isles produce very little of their own resources and as such the vast majority of what they have is taken from those they pillage around the world. However the main isle, Puerta Renna is well known for its excellent shipwrights. Their shipbuilding process and designs are used by only the most successful pirates, and various navies have attempted to emulate their fast yet sturdy designs to implement within their own forces.

Races of the Pirate Ports

  • Human
  • Dragonborn Ravenite
  • Dwarf (Kaladesh)
  • Sea Elf
  • Grung
  • Siren and Merfolk
  • Half-Elf
  • … anyone else who can crew a pirate ship

Military of the Pirate Ports

There is no formal military in the islands controlled by pirates, however most pirate crews will band together at the call of the Pirate King should any of their ports be threatened by outside forces. This means that, though informally, the Pirate Ports possess the largest and debatably most powerful navy in the entire world. The Pirate Ports are also the place to find firearms for the layman; they have cannons! Though they lack smokepowder deposits, they frequently raid shipments from the Villish Empire’s southern ports.

Gods of the Pirate Ports

Though most pirates are not particularly devout, many respect the same gods all sea-faring folk do. Elementals of the sea, scions of the storms, and even the god of thieves are all regularly sworn by in the Pirate isles and for a pirate swearing is about as close as they’ll get to praying.

They do, however, fear. The wrath of Kalypso and the Umibozu are universally feared, as are the mythical tales of the Flying Dutchman and its legendary pirate captain, Davy Jones.

Settlements of the Pirate Ports

Each of the ports change hands based on who currently holds power, and as such the names of certain ports change when the powers that be change. However there is one that remains the same no matter whose hand it is in.

Puerta Renna

Known to some as simply “The Throne” is an artificial island constructed on top of cultivated Titan Lotus. Titan Lotus are a type of aquatic plant that grows large enough for entire homes and businesses to lay their foundations. The plants grow in clusters and are tended by druids under the employ of the current Pirate King as part of their duties given by the title. In addition to the plant structures added as a base, several floating wooden additions have been made to stabilize the floating city. Over the years it has slowly been constructed into a U-shaped port with several large anchor docks created for when the city is close to land. Much of the time the city floats closest to whichever islands are most strongly protected at the time, however the druids responsible for maintaining the plant structures are also utilized to shift the currents to move Puerta Renna whenever it is deemed necessary.

Major Historical Events

  • The construction of Puerta Renna
  • The First Pirate alliance
  • The Villo-Simic Pirate Wars
  • The Execution of Qu-lei Tan Aldoria Lore| Kokyuu Ryu

 

 

Himmel Aeri

A Land Floating in the Sky

The Shattered Continent of Himmel Aeri, known colloquially as the Skylands, is slowly recovering from a massive war amongst the peoples in the sky. Held aloft by ancient magics lost to the annals of history, Himmel Aeri was once a singular land mass however during the wars against the Dragon Speaker, the Dread Pirate Lord Darryn O’Roark, the continent was destroyed during the final battle against him and his Ancient Dragon over 3,500 years ago. Upon his capture after the battle he was publicly executed and the people attempted to return to their normal lives. The consequences of the war were felt for hundreds of years after, old cities had fallen to the oceans below, old countries split into dozens of pieces, and the peoples became more insular. Since the shattering many of the sky islands lay unclaimed and unexplored. It is said by the druids in Himmel Aeri that a mysterious creature has laid claim to some of the more distant isles, though no confirmations of this are known to exist. The distant isles are wreathed within a torrent of magical red lightning that strikes out at any who grow too close.

Races of the Skylands

  • Human
  • Pallid Elf
  • Zendikar Elf
  • Kor
  • Halfling (Ghostwise)
  • Half Giant (Cloud)
  • Half Giant (Storm)
  • Aven
  • Half-Elf

Culture of the Skylands

There is no homogeneous culture in Himmel Aeri any longer, over the years the people have grown more and more insular. Each island has its own culture, its own ways, and should be considered a separate “land” in its own right. Occasionally a kite-flier may attempt to fly to a different island as a messenger or courier, however, they are few and far between.

  • Gods of the Skylands: The people of Himmel Aeri have no organized central religion but most of them revere Air elementals to some extent or another.

Major Historical Events

The War against the Dread Pirate Lord Darren O’Roark, during the War against Dread Pirate O’Roark, where he utilized the power of an Ancient Red Dragon to nearly destroy all of Himmel Aeri and irreparably destroyed their culture.

The Everstorms Birth, shortly after the death of the Pirate Lord a massive storm consumed some of the inner islands and made them inaccessible from the outside without braving a storm far worse than any hurricane. Rumor has it that this storm may be somehow related to the sentient thunderstorm that traverses the New World’s Port of Storms.

Dovah Ral, The Dragon Isles

A Burial Ground of Wyrms

Known by many as the final resting place for dragons, Dovah Ral is the ancient birthplace of the original twin dragons Bahamut and Tiamat. It has long been held as a sacred place to dragons, wyrmling and ancient alike, and none would sully it with petty conflict. As such the Dragon Isles are the only place on the mortal plane where chromatic and metallic dragons will speak and hunt as one race. It was on these very isles that ancient twins and mortal enemies built the draconic catacombs and the people who would tend them, Dragonborn and Kobolds. In the eons since its founding, no draconic blood has been spilled by another on these lands though Tiamat and Bahamut each still hate one another. Only Dragons, Kobolds, and Dragonborn are seen as welcome here and as such all others should be wary before stepping on these sacred grounds. Kobolds have long since spread far beyond the isles, taken to lands far and wide upon the backs of the dragons they serve. Dragonborn leave much more rarely, but some have left and entire lines have cropped up in other portions of the world.

Culture of the Dragon Isles

The Culture of those who reside on the isles is that of peace, and contemplation. Often it is ancient Dragons who have come to await their final breath, tended by the local Dragonborn who have given their lives in service to their creators. The Dragonborn see this duty as a sacred honor bestowed upon them as the children of dragons. Some Dragonborn follow an ancient tradition known as The Way of the Voice, and are granted some strange tonal magicks in exchange for their devotion. As ancient dragons who have given up on living come to rest in these burial grounds, they slowly calcify and become part of the landscape itself, lulled to sleep by the tonal magicks. Legend has it that when the world meets its end, the dragon isles will erupt, and every sleeping dragon encased in stone will fly again.

Economy of the Dragon Isles

There is little economy to speak of, Dovah Ral does not engage in foreign trade, nor does it have a centralized currency. They instead engage in agrarian focused communities built around entrances to the Dragon Crypts, and often trade is done by weapons, tools, or rice. Aldoria Lore| Kokyuu Ryu

 

 

Races of the Dragon Isles

  • Dragonborn (Standard)
  • Chromatic Dragonborn
  • Metallic Dragonborn
  • Gem Dragonborn
  • Kobold

Military of the Dragon Isles

If you attack them, you will learn quickly that dragons do not need a military.
  • Gods of the Dragon Isles: Though they are not deities in a traditional sense, the Dragons and those on Dovah Ral worship the twin dragons Tiamat and Bahamut, who have obtained standing as minor divines.
  • Settlements of the Dragon Isles: There are only small agrarian societies centered around the entrances to the Dragon Crypts.
  • Major Historical Events: The Birth of Tiamat and Bahamut, The Creation of Kobolds and Dragonborn, The Pilgrimage of Darren O’Roark. The Dread Pirate Darren O’Roark is known as one of the few outsiders ever allowed to journey into the Dragon Crypts. An honor bestowed upon him by Tiamat and Bahamut themselves along with the service of an Ancient Red Dragon, known as Eilvet. When Darren emerged it was said he had emerald eyes like that of a Dragon and could walk through flames without being harmed. He died a year later in Himmel Aeri.

Aldoria Lore| Kokyuu Ryu

 

 

The Continent of Loch Skjold

On the contient of Loch Skjold there are three major countries:

Ciin’qusl Bailan a politically complex country akin to Greek antiquity and myth.

Terrverve a hedonistic society that has a massive fleet of submarines.

Kylhelm an arctic country of mining, invention and magic; akin magical modern Scandinavia.

Ciin’qusl Bailan

A Haven of Democracy

They have a representative government of sorts that has 5 prongs:

  • The Sky Watch: An order Dedicated to watching the skies for “The Pursuants” a group of ancient evil creatures who wish to find and exterminate the Satyrs. They are largely self regulated, and their council elects a representative to participate in the ruling of the country every 4 years.
  • The Keepers of the Tolls: A financial Head of government that watches and maintains the roads throughout the country, as well as having responsibility for certain gated toll paths between certain peaks. This is used as a trade tariff to help subsidize the government, and a large portion of the funds are used for clearing roadways and maintaining safety along the roadways. These are also responsible for the maintaining high speed Zip Tradelines, used for mail and low weight freight.
  • The Earthen Hand: A agricultural and farming head of the government. This branch conducts surveys of farmlands, works closely with druids to preserve important natural lands, and sets the standards of best practices in farming and ranching. The Earthen Hand is an elected council of Druids, Farmers, and Scholars voted for BY the farmers and druids of the country.
  • The Council of Arbitration: This is the Judicial branch of the government that is tasked with interpreting the law and passing judgment. The high council of 7 Arbitrators are each elected by the other 4 branches of government. During a vote, if there is ever a tie, any still standing High Counselor (put forth as a representative of the whole by an internal vote by all standing High Counselors) may break the tie and elect their new constituent.
  • The People’s Will: A council of 13 public representatives, each of which represent a region or city and are elected by the people from those places. The Council then will name an outside member to act as the official “Will of the People” who represents them directly in meetings between the 5 prongs. However this is seen as a clerical position as all decisions made by “The Will of the People” are vigorously debated and voted on by the council of 13. With any decision or position of the people being made by a majority vote.

Culture of Ciin’qusl Bailan

The culture of Ciin’qusl Bailan is a three pronged representative of the peoples who call this their home. Long ago before the arrival of the satyrs, the goliaths and the minotaurs were at odds, living in small tribal groups that were constantly at war amongst themselves and with one another. These divides were primarily influenced by the hard, mountainous area that they had chosen to live in. The resources were finite and their battles over the best foraging and hunting locations were nearly constant. This all changed when the satyrs arrived, having fled religious persecution in their homeland. The satyrs brought their religion to Ciin’qusi Bailan and with it they brought understanding between the peoples. Over the hundreds of years since the arrival of the satyrs, culture has flourished. Long standing feuds eventually faded to myth and memory, and the peoples of Bailan have grown into a unified symbiotic culture.

The three prongs of their culture are as follows:

  • The Satyrs often occupy positions of religious significance to their communities. Those who are not heavily involved in religion are often Artists, craftsmen, and community leaders. The cultural values that their arrival has provided to the country are that of unity, understanding, and protection as exemplified by their religious beliefs. The Satyrs themselves make up the smallest ethnic group in the country at only 27% of the population.
  • The Goliaths exemplify the cultural values of protection, as a once warlike people they have adapted their strengths to better fit the needs of Ciin’qusl Bailan. Goliaths make up the bulk of the armies of the country but are also heavily involved in foreign trade, education, and civil engineering projects. Making up roughly 38% of the population, the Goliaths are the largest ethnic group in the country Aldoria Lore| Loch Skjold

 

 

  • The Minotaurs make up the bulk of the agricultural base of the society as well as much of the skilled labor force. Because of their position as providers, Minotaurs are often held in high regard by society. Making up 34% of the population, Minotaurs occupy the middle ground as far as population size in the country.

Races of Ciin’qusl Bailan

  • Goliath
  • Satyr
  • Faun
  • Minotaur

Military of Ciin’qusl Bailan

Largely composed of Goliaths, the Military is mostly concentrated around The Rim, a region of the country that is adjacent to a massive pit that leads into the Underdark. Due to frequent skirmishes with creatures and peoples from the underdark, the Bailanese army is well trained and experienced in defensive war tactics. The country itself is a non-aggressive semi-isolationist state with a negative opinion of military expansion of their borders, as such they have little conflict with their overworld neighbors.

Economy of Ciin’qusl Bailan

The economy of Ciin’qusl Bailan is largely based on their export of metals, particularly bronze from the resonant valley region which, when made into an instrument is said to produce a more beautiful sound than any other in the world. Because of this bronze, Bell Founders are quite common in that region and bells crafted there are sought after the world over by wealthy nations, particularly Kylhelm for placing on their airships, and Terrveuve for their ports.

Additionally they export wool, grain, and Qusilla. Qusilla in particular is sought after by alchemists and maids due to its unusually high alcohol content. Intended for Minotaur and Goliath consumption the alcohol content makes it an ideal cleaning solution to use on mold and other bacteria, and it makes an excellent fuel source for an Alchemist’s burners.

Due to the mountainous nature of the country, much of the travel here is done by way of cable car, a unique method of transport which utilizes suspended metal cables between the peaks of mountains. This cable car network spans most of the country and is a large part of how they are able to efficiently move resources around from one side of the country to another. The cables themselves are moved using pulleys attached to large windmills placed at the tops of mountains to harness kinetic energy from the wind. Occasional bartering with Kylhelm may allow airship traffic, but it is very difficult due to excessive midair wires. The country does have underwater access via submarines to Threa and Terrveuve thanks to their alliance.

Gods of Ciin’qusl Bailan

The people of Ciin’qusl Bailan venerate a deity known as Atl’ahn, who is more of an idea than a traditional deity. Their core beliefs are centered around these ideals:

  • Doing what is best not only for yourself, but those around you.
  • Seeking knowledge of danger.
  • Fighting off those who would seek to wipe out your people, or a people with whom you are at peace.

In addition to the sense of civic duty, they perform acts of service to their communities as a form of religious worship. They also believe in a Deity known only as “The Pursuant” which is described as a dark force of destruction and chaos, bent on destroying the Satyrs and their uniting beliefs. Because of this there is an entire branch of the government devoted to watching the skies for any signs of this evil god. Some people from Valis believe that this to be a demon from the Darklands, and regularly send arms shipments to the republic. As a result Bailan is a common stopping point for crusaders seeking the Darklands.

Settlements of Ciin’qusl Bailan

  • A’tlaais (Ah-TuL-ay-ihs): The Capital City of Ciin’qusl Bailan. Settled in a valley between 2 of the tallest peaks in the country and recognizable by its 3 massive towers with a ring connecting them in the center of town. The Massive 3 tower structure has specially designed cable cars that lead out to a floating building suspended by metal cables 300 feet in the air. Known as The Iris, this building is where all official Council of 5 members meet when the five prongs assemble once a week.
  • Qu’suul (Koo-SuhL): Located in the northern Agricultural district, the city of Qu’suul is mostly a centralized trading hub. As such Qu’suul is home to the largest Cable Car station in the entire country. The city itself is iconic for its dozens of windmills lining the peaks around it.
  • Ja’belle: The City of bells, known the world over for producing the most beautiful bells. Each day bells strike the hour, and at the 24th hour the song of night is said to ward off all unpleasant dreams.
  • Azure Falls: A large city known for its beautiful blue bay that is accented by the blue salt deposits at the bottom. The city itself is carved into the cliff face and uses various cable cars to travel over the the water to the other side of the city.

Major Historical Events

  • The times of Strife, before the Satyrs arrived the peoples of Ciin’qusl Bailan were constantly at war with one another and very little progress was made in society. Aldoria Lore| Loch Skjold

 

 

  • The arrival of the Satyrs, at first viewed with fear and hostility, the Satyrs managed to forge peace with both the Minotaurs and the Goliaths of the region. After about a hundred years they were able to negotiate peace between the two warring people as well.
  • The official founding of Ciin’qusl Bailan
  • The invention of the cable car
  • The large scale adoption of cable cars by the country, this caused a population boom as resources were more easily moved.
  • The discovery of Resonant Copper in the Resonant Valley. This led to an economic boom in the country and further solidified their unity.

Terrveuve

Culture of Terrveuve

Hedonistic and self-serving, the nobility of Terrveuve lives a life of indolence and luxury. Touting themselves as a city of progress, the Terreveuve civilization is one built around individualism, self expression, and self reflection. Drink and booze is a way of life, and the country sits pretty with a powerful fleet of submarines; its normal civilians are now so well protected, they turn inwards. However, frequent incursions by the Villish Empire and the Simic Homeland frequently disturb this chaos…. Which, leads to the prolific profits of their wineries and distilleries, to lull the common folk back to complacency once more.

Economy of Terrveuve

Terrveuve is at a perfect location on the map to allow for the growth of key crops needed throughout the known lands. Its vibrant farming community has spawned some of the most skilled cooks and bakers. Terrveueve produces the finest wine, bubbly, and brew available. Terrveuve houses a school designed to train new generations of vintners and brewers to keep the skill of winemaking, a Terre tradition, alive. The alcoholic-beverage making art is also bolstered by occasional trade with the Tribelands, accessing druidically altered spirits and seeds to further enhance their potency, flavor, and mouthfeel.

In recent years, Terrveuve has partnered closely with Kylhelm to foster the development and training of metalsmiths and artists who export numerous pieces to other lands day in and day out. Terrveuve is home to one of the finest non-magical academies within the realms.

Races of Terrveuve

  • Elves
  • Tieflings
  • Goblins
  • Elemental Genasi
  • Halflings
  • Humans

Gods of Terrveuve

  • Nyx: The goddess of the night and pleasure
  • Kazanyr: The long-standing god of protection and tradition
  • Kalypso: The goddess of sea, rain and nautical abundance
  • Waukeen: The golden lady of commerce and wealth
  • Aiur: The god of fire, heat, and battle

Military of Terrveuve

Relies heavily on armor from the Kylhelm military resources. Queen Lessance could reach out to her family from her native lands of the Moonlands but chooses not to. Transportation and security are greatly informed by access to ley lines that connect major cities within the country as well as key cities throughout the known lands; as such, teleportation between these ley lines is a military power kept as a private resource for their military.

Ley line access is not available for common use; in fact, their use by lower-level individuals is so rare many believe the concept of Terreuvian ley lines to be nothing more than rumors and whispers.

The Suvegaurde Navaal is a marine force maintained for information gathering and trade protection rather than for military offense. The Suvegaurde Navaal has 4 sea-faring ships and an unknown number of smaller submarines.

All countries are aware of Terrveuve’s alliance and merger with Kylhelm. Terrveuve’s easily accessible location and claims of naturally occurring riches in the form of produce and grains have made it a target for quick attacks and fly-by-night thieves from neighboring countries with less fertile land. Its alliances and access to weapons wards off most current threats.

  • Settlements of Terrveuve: Petillabeux, Trucaage, Comville, La Baiseton
  • Major Historical Events: Alliance with Kylhelm, The Red Wedding

Kylhelm

New Kylhelm, a Haven from the Cold

They say the country of Kylhelm is a cold, heartless, empty, and rugged wasteland. They couldn’t be more wrong. The arctic tundra of Kylhelm is a realm rarely seen by outsiders. Years ago, long enough that very few remember the reality, many of the inhabitants of Middle Loch Skjold fled to the north, escaping the wrath of the goddess Auril. To this day, what triggered her anger or need is unclear, but when the mines started freezing over and crops started dying, it was clear that the goddess was angry. A cold more deadly and dangerous than any before gripped Kylhelm, killing many, and causing some to begin an exodus south over the sea to seek the land that would one day be called Myrkrim. Aldoria Lore| Loch Skjold

 

 

King Jenever, however, bravely led his people to the north, seeking wildlife and crops that had adapted to the cold, to save the life of the princess. He didn’t promise his people riches or comfort, but he promised them life. For many, that was more than was ever promised before. They followed him blindly. With a fervor, passion, and loyalty never seen before, if only to surround the life of the young princess.

The years passed. The now northern country of New Kylhelm was easily settled. Its new borders made it nearly uninhabitable land, with Meer Pijven as its crown jewel. The kingdom, made primarily of elves, gnomes, and drow grew quite quickly.

Although originally settled with few remaining pioneers, they say the waters of Meer Pijven and its spreading rivers that defrost every season of warmth helped spur life for all who survived the travels. The grand pilgrimage infused a sense of comradery and community into all inhabitants. The difficult landscape fueled the need for all to rely on each other for survival and to find joy in the darkest days of the changing seasons. Although widespread, the modern Kingdom of Kylhelm is one of community, care, and creation.

Culture of Kylhelm

Because of the brutal and unforgiving nature of where the Kylhelm citizens settled, every individual needs a defined place in society. Although the home of creativity and invention, Kylhelm is not a place for those who do not know where they belong or what they are destined to do

If at the age of 25, a Kylhelm citizen is not sure of their social track, they are sent to other lands as servant representatives. This decision is made with the citizen’s parents, social leaders, and the citizen in question. Very few citizens leave Kylhelm at this point. Those that are unsure often self-select for lower-ranking positions (applicants) within the creative or accumulator social circles. Although the technical social structure is defined and relied upon, it is often an unspoken agreement during communal hours. Citizens of Kylhelm appreciate the work and sacrifice the residents and ancestors fostered. True social structure and standing are rarely referred to unless it is necessary.

The exceptions to this are noble-born and high-ranking military-born prodigies. Although the country’s leadership attempts to foster a sense of equality, each generation is becoming increasingly aware of its social standing.

Economy of Kylhelm

Kylhelm is home to sought-after creators, artisans, and alchemists. The artisans of Kylhelms have produced some of the finest jewelry and armor throughout the known world

Mined resources are the most common export. Mined resources include materials ranging from common items to the rarest of rare. Kylhelm regularly exports the following resources to the highest-bidding countries:

  • Silver
  • Adamantine
  • Musgravite
  • Sapphire
  • Topaz
  • Platinum
  • Coal
  • Mithral
  • Iron
  • Stained Gold

Mined elements and creativity do not feed citizens. The citizens of Kylhelm often found themselves wanting with regard to food beyond basic rations, potatoes, and preserved goods during the dark months. High society citizens put more pressure on the King for finer options. These are the same individuals who graciously donated funds to keep Tivenair Academie comfortable and attractive to the most promising magic users.

Food is instead often supplied by Ciin’qusl Bailan, who has most of the arable land on the landmass. Trade is open with them, and they consider one another as friendly cousins instead of rival kingdoms. There is much travel between the two kingdoms, and some nobility from Kylhelm often vacation in Ciin’qusl Bailan during the Dark Months, where they can play at war with The Rim.

Races of Kylhelm

  • Elves
  • Drow
  • Dragonborn
  • Elemental Genasi
  • Halflings
  • Dwarves
  • Humans

Military of Kylhelm

Kylhelm is located in the northern part of the world, so King Jenever and the leaders made the conscious decision not to build an unnecessarily strong military. They understand the importance of protection instead. They have a strong foot army that allows them to posture for defense, as well as a well-developed Lukracht (air force) designed to protect air trading and serve as information gathering. Because of Kylhelm’s mined resources, the army has some of the strongest armor and swords in the known world.

Because of Kylhelm’s location and their disinterest in expansion, other countries on the continent have no desire to conquer or challenge its standing. Due to the country’s history, there is a high investment in tactical magic. The country houses a famous magic school: Tivenair Academie. Aldoria Lore| Loch Skjold

 

 

Tivenair Academie draws young casters and magic users from across the lands; some nefarious governments have historically tried to send their youth there to learn secrets. They failed. Tivenair Academie is an invite-only school. The countries that have broken trust are no longer welcome, leaving them at a magical disadvantage. The only country with a magical training program that can rival Tivenair Academie is the Villish Empire, however their schools are all government run, and often force attendees into military service for a number of years afterwards; Tivenair Academie has no such restriction.

  • Settlements of Kylhelm: Ademsdur (the capital), Mijnzen, Kunsten, Kracheid
  • Major Historical Events: The Great Journey, The Founding of New Kylhelm

Gods of Kylhelm

The citizens of Kylhelm worship nature because it was nature‘s guidance that paved the way for King Jenever to settle the land. The citizens became much more religious after the country’s pilgrimage. The gods that the citizens worship are aware of this. This is a rather precarious understanding that can easily be undone through unintentional disrespect or miscommunication

There is a faction of mages, druids, and paladins within the country who serve as liaisons to the gods that help keep the balance

Tivenair Academie has a funnel or tract of students who fit the need for a succession plan for every assigned mage and paladin that helps keep the balance and understanding

The core deities:

  • Istishia: God of elemental water and purification
  • Waukeen: The golden lady of commerce and wealth
  • Lathander: The goddess of life
  • Hephaestus: The god of design
  • Auril: The goddess of ice and snow, she doesn’t make herself known often but when she does, it directly influences the land

Aldoria Lore| Loch Skjold

 

 

Other Continents

The Darklands

Once a great land, filled with vibrant peoples and lush bountiful fields, the Darklands have been soiled by thousands of years of strife and bloodshed. Long ago, before Aldoria knew of the outer planes, before the rise even of the civilizations of the elves and the dragons, the Darklands were known as Eden. The land was said to be blessed by the gods, and those people who lived there were said to be the most blessed in existence. They lived carefree lives, eating fruits from the trees, drinking water from the fountains of youth, and enjoying long fruitful lives. This all changed with the birth of the first Tiefling, a little girl with skin like fire and eyes like black coals. Perhaps the strangest of all, was that the girl did not cry upon being born, she simply looked at the people around her with those dark knowing eyes.

The people of Eden looked upon her and were disgusted by her very nature, for they read wickedness in the eyes of an infant. So these people went to the gods and they asked for her to be purified, made clean so that she may stay with them in the Eden. Instead of the gods, it was something else which answered. A being of fire and shadow, so bright that none could look upon it, and he spoke with a voice that boomed like the gods they knew. He told them to take the child and sacrifice it on the stone altar at the center of Eden, and that the child would be purified by the act and restored to life. The people, not knowing what they were doing, did as the creature asked, trusting that the gods would not lead them astray.

As soon as the knife pierced her flesh, the silent child let out a deafening scream, her blood gushing forth to coat the priest and the stone table beneath her. The child began to spasm, and her screams lasted far longer than should have been possible. Within moments the ground began to shake and the sky above shifted from blue to a deep purple. The stone altar cracked in half beneath the child and she went silent just as suddenly as she’d screamed. Soon after, red fingers could be seen poking through the crack in the altar, scraping at the stone as the ground shook more and more violently.

That day the legions of the 9 hells broke into the mortal realm, slaughtering and enslaving the peoples of Eden. The words of the Gods had gone silent to those who prayed, and soon after the people began to lose hope. One man, a wizard known as Arthur Elrond Dhakil, however, saw the bigger threat not only to those of Eden who were already too far gone, but to the Mortal Plane as a whole. In desperation he gathered a team of priests and warriors, and they fought their way to the central dais where it all began. Once there the warriors managed to hold the line just long enough for the priests to finish yet another unholy ritual. The sky that day shifted from purple to black as a portal to the Abyss was ripped open above what was once Eden. Legions of demons fell from the skies, causing chaos and panic amongst the devils.

That day Eden became the Darklands as a war that had waged from the dawn of time found itself a new battlefront on the mortal plane. Since those days the gods have been silent, and religion became a thing of faith and discovery. Countless ages have passed since the days of Eden, and few know the story in full but all know of the Darklands and the horrors it holds for mortal eyes. Some people brave or stupid enough will still travel to the Darklands in an attempt to cleanse some small piece of it and perhaps reconquer Eden once and for all. None of those who have gone have returned the same as they were, if they returned at all.

The New World

The Port of Storms

The Port of Storms is the only permanent settlement that has been established in the land known as the New World. A fully unexplored continent, hosting wonders and untamed wilds, ripe and ready for exploration and conquest, the New World is a field of pure landscape, untouched by man or mer. The only permanent settlement in this New World is the Port of Storms, a trading and landing venue for exploratory ventures and prospective colonists who wish to live on the frontier. The continent of the New World is difficult to reach due to a sentient, eternally traveling breed of sentient thunderstorms that traverse the landscape and circle the landmass, making sailing across the ocean to it a difficult prospect that almost always claims the life of those attempting it. For this reason, the establishment of the Port of Storms was a colossal achievement by civilized people, being a joint venture between the Warring States, Valis, and the Villish Empire in times long past.

Culture of the Port of Storms

The People who live in the New world are independent and are often fleeing less than desirable situations in their homelands. A large amount of the people here are simply seeking a better life or a new start, and the main philosophy seems to be as long as you pull your weight and don’t cause problems that they don’t ask questions.

Economy of the Port of Storms

There isn’t much of an economy to note as of yet, much of the work done here is subsistence level, although some more wealthy individuals who claimed land in the new world have begun to grow cash crops to be traded overseas in an effort to establish the Port of Storms as a legitimate city-state. Aldoria Lore| The Darklands and the New World

 

 

Oceans and Underwater

Threa

A Hidden Home Under the Seas

Threa was thought to be a myth to those who dwell above the water for centuries and in many parts of the world is still considered a fairytale. It is however, very much real although it does not mind being thought of as fake if it will keep outsiders away. Threa as a country is largely isolationist except for their trade with Terrveuve, seeing outsiders as an unnecessary consideration since they have little to no interactions with each other. This relationship has been further soured many times, most recently by the unfortunate death of Prince Kimit who was crushed by a sunken sea vessel. Despite these setbacks Threa will occasionally send political emissaries to certain countries and states in an effort to build relations with seafaring nations.

Culture of Threa

Isolationists, the people of Threa look poorly on outsiders and will rarely allow them within their settlements. Despite this, with one another Threans tend to be warm, family focused people with a strong emphasis on community.

Economy of Threa

Though they don’t engage in much foreign trade, they do harvest pearls for the purpose of trading with outsiders. Outside of this they are largely self-sufficient and engage in the farming of aquatic plants and animals for their food. Threan leather armor is considered some of the best in the world for its hydrophobic qualities and as such fetches a rather high price on land.

The only country with which Threa has active trade is Terrveuve, due to Terrveuve having submersible technology. Threa’s trade with Terre is wary, and not quite on equal footing, since Threa is often ignorant of the market values of certain things in foreign markets; a Threan might trade a diamond for a handful of beads, while a Terre might trade a bottle of wine for a king’s ransom of rare exotic coral or pearls.

Races of Threa

  • Locathah
  • Sea Elves
  • Triton
  • Merfolk

Military of Threa

Facing constant threat of Merrow invasions, the Armies of Threa are robust and well trained. As they have no need to make a distinction between land and Naval combatants, they boast one of the largest standing (swimming) militaries in the world.

Gods of Threa

The people of Threa worship the spirit of the sea itself, and venerate any deity or elemental having to do with the oceans. Threan as a whole are not overly religious, but they have a healthy respect for the gods and the ocean.

Settlements of Threa

There are three major Threan cities and dozens of smaller settlements:

Otlaniis: The Crown Jewel of Threan society, Otlaniis is the capital city of Threa and the home to their Queen Thriina Fel. Established about two thousand years ago, Otlaniis has grown to be a sprawling metropolis of spring coral homes, beautifully carved statues, and the massive crystal castle where the queen and her family reside.

Aguana: The city of Aguana is a cultural and Educational hub for Threa, as it is home to the most well renowned magical institution beneath the sea. In fact it is known widely enough that outsiders will often seek to attend the school to learn the magical secrets of the Threans.

Schilt: The city closest to the undersea trench from which the Merrow rise and attack, Schilt was established originally as a military institution but has long since grown into a major city in its own right.

Aldoria Lore| Ocean Kingdom Threa

 

 

Dungeon Master Guides: Contracts

In the guild, sessions take place in the form of Contracts. You can sign up for these Contracts when they’re posted in the Contracts channel on Discord by reacting with the green checkmark emot. When signing up for a Contract make sure you meet the required Guild Rank (as listed below and on page 10), the contract is not full, and you can make the time the contract is listed for. All of these should be listed on the Contract but if they are not, feel free to message the Contract poster to make sure this is not a mistake.

Guidelines for contract building

Presented below are a series of guidelines for DM’s wishing to write a contract, they are here to illuminate any uncertain areas, and hopefully make it easier to design these Guild contracts.

The code is more what you’d call guidelines than actual rules.” - Captain Barbossa.

How do I post a new mission?

Posting a new mission is simple. New Missions are posted in the Contracts channel, players will sign up with check marks on reactions. Once the appropriate amount of people sign up, edit your contract posting and add their names.

Once a mission is complete, post a small summary in “Contract Rewards” about the key events of the mission, the amount of XP rewarded, how much GP, magic items and treasure was awarded to each player individually.

Below is an outline of what a contract should look like.

Here is a rough outline for the format a contract will be posted.

Contract Name:

Time: Because of timezone differences please post your contract time using Discord Timestamp or other such websites.

Length: State the number of hours you expect it to last.

Type: State if it is Roleplay, Stealth, Combat, Intrigue, Dungeon, PvP etc.

Members: State the expected number of people who can go on this mission.

Ranks: State what ranks are permitted to go on this mission.

Payout: State GP reward and other such

Description: A full description of the mission.

Difficulty: A number of stars using the discord star emoji <:star:>

Mission Stars

The number of stars a mission has determines it’s difficulty, as well as how much XP is awarded. Here is a quick guide for DM’s:

Stars XP Description
1 (V.Easy) For inexperienced adventurers who just want something to do.
⭐⭐ 1 (Easy) Some amount of danger, but no expectation of losing unless someone screws up big time.
⭐⭐⭐ 2 (Medium) There’s a chance you might lose, but it’s a slim one. A little challenge is introduced.
⭐⭐ ⭐⭐ 2 (Hard) Risk is involved. Enemies here may be smarter than normal and you may need to outsmart them in return.
⭐⭐⭐ ⭐⭐ 3 (V.Hard) Stay on your toes. You likely cannot afford to drop your guard here.
⭐⭐⭐ ⭐⭐⭐ 3 (Nightmare) The most dangerous option. Failure to prepare may lead in death.

It is important to note that the stars are independent of rank/levels, you can run a 6 star mission for Munifex’s and a 2 star mission for Praetor’s.

Black star missions

There is another mission type, whereas all other mission require authorisation by either the Right Hand or the Guildmaster, Black Star Contracts may be run without the Guildmaster even knowing. These missions are illegal, they can be heists, smuggling or assassinations. They award 2 XP, and a DM may only run one contract every 4 tax days. Additionally, each character may only sign up for one Black Star contract every 2 tax days.

More members

A Dungeon Master has permission to accept more players than necessary if their mission is in high demand. This will require either an Admin or a Moderator’s approval to do so, with a short reason explaining why; for example, if a player only has one night a week that they can play, they can ask the DM if they can join.

Mission Times

The time between posting a contract and the contract beginning must be at least 24 hours. This is to ensure that players in other time-zones have the oppurtunity to sign-up and as a common courtesy for those planning their day and evening. Guidelines for Dungeon Masters

 

 

A DM’s Guide to Guild Ranks

As DM’s we have a duty to all of the players in the Guild, both high level and low level, to provide a variety of missions, high star (deadly combat) and low star (typically RP). In terms of the overall difficultly, here are some rough estimates that you can apply to help you, depending on the rank of the party.

E-Rank Tirones

Level Range: 3-4

Street level adventuring. At this rank, the party will typically deal with local low-level threats, and should generally be involved with small towns and settlements.

D-Rank Munifex

Level Range: 5-7

Dungeon level adventuring At this rank, the party will start taking on more dangerous missions, involving tomb raiding, dungeon crawling, exploring large cities and uncharted wilderness. Maybe even taking on a Young Dragon or other such monsters.

C-Rank Principales

Level Range: 8-10

Noblity level adventuring At this rank, the party is getting more heavily involved in the world and impact on the Guild. They get involved with defeating large cults, rings of assassins, and become enbroiled in the political machinations of noblity. The actions of players in this level range starts to have repurcussions on the Guild as a whole.

B-Rank Centurion

Level Range: 11-13

National level adventuring At this rank, the party is getting more heavily involved in the world and impact on the Guild. They get involved with defeating large cults, rings of assassins, and become enbroiled in the political machinations of noblity. The actions of players in this level range starts to have repurcussions on the Guild as a whole.

A-Rank Primus

Level Range: 14-16

International level adventuring At this rank, the party has the skills and tools to take on threats to the country and continent. Kings, generals, and countries start taking notice of adventurers of this claibre; these adventurers may take part in large scale wars and battle against enemies of immense power, such as Liches, Archdevils and Ancient Dragons.

S-Rank Tribunus & SS-Rank Praetor

Level Range: 17-20

Interplanar level adventuring At this rank, the party is capable of battling demi-gods, armies of monstriosities from the shadowfell, bargining treaties with Archfey. They are able to deal with threats to the world.

Gold piece rewards

Typically mission contracts will reward a gold piece amount, half of which is taken by the guild and then the rest is divided between the players. In the following we establishing guidelines for the amount of gold that a typical mission can give out. These are not hard and fast rules, but are useful to serve as a metric for dungeon masters.

Minimum GP contract reward

In terms of formulae, the expected minimum contract reward is equal to

2 x (No. of Stars) x (No. of Players) x (Min. Player Level)

For example, a 4 star mission with 4 party members of levels 7-8 should have roughly a minimum GP contract reward of 224 GP. This way after taxes and an equal division of the reward, each player receives 28 GP.

A DM could consider a relatively low reward if the players could pick up gold and other items from looting.

Average GP contract reward

In terms of formulae, the expected minimum contract reward is equal to

2 x (No. of Stars) x (No. of Players) x (Av. Player Level)

For example, a 5 star mission with 6 party members of levels 5-8 should have roughly an average GP contract reward of 390 GP. This way after taxes and an equal division of the reward, each player receives 32 GP 5 SP.

This represents the “average” mission, this cannot be applied to RP heavy missions and character missions.

Maximum GP contract reward

In terms of formulae, the expected minimum contract reward is equal to

2 x (No. of Stars) x (No. of Players) x (Max. Player Level)

For example, a 3 star mission with 6 party members of levels 16-18 should have roughly a maximum GP contract reward of 648 GP. This way after taxes and an equal division of the reward, each player receives 54 GP. A DM could consider a relatively high reward if the players don’t have much of an opportunity to pick up gold and other items from looting. Guidelines for Dungeon Masters

 

 

Magic Item Reward Table

As a rule a DM can only give out one magic item per tax week, this is to avoid over saturation of magic items in the guild. The rarity of the magic item is determined by the minimum player level and the star level of the mission, which are listed in the tables below. They are divided by major and minor levels of magic item. Xanathar’s Guide to Everything provides a list for the difference in magic item tiers i.e. Major and Minor. Most official items have a specified tier. If you are unsure then please ask one of the admins or moderators.

Level (Weakest PC) 1 Star 2 Star 3 Star
3 to 4 - - -
5 to 6 - - -
7 to 8 - - Common Minor
9 to 10 - Common Minor Common Major
11 to 12 Common Minor Common Major Uncommon Minor
13 to 14 Common Major Uncommon Minor Uncommon Major
15 to 16 Uncommon Minor Uncommon Major Rare Minor
17 to 18 Uncommon Major Rare Minor Rare Major
19 to 20 Rare Minor Rare Major Very Rare Minor
Level (Weakest PC) 4 Star 5 Star 6 Star
3 to 4 - - Common Minor
5 to 6 - Common Minor Common Major
7 to 8 Common Minor Common Major Uncommon Minor
9 to 10 Common Major Uncommon Minor Uncommon Major
11 to 12 Uncommon Minor Uncommon Major Rare Minor
13 to 14 Uncommon Major Rare Minor Rare Major
15 to 16 Rare Minor Rare Major Very Rare Minor
17 to 18 Rare Major Very Rare Minor Very Rare Major
19 to 20 Very Rare Minor Very Rare Major Legendary Minor

Minor Magic Item Guidelines

  • Consumable items Potion of Healing, Spell Scrolls, Sovereign Glue.
  • Limited use Most wands, Sending stones
  • Weak compared to other items of the same rarity Driftglobe, Mithral Armour
  • Most common magic items

Major Magic Item Guidelines

  • Items with permanent effects +1 Magic item (not ammunition),
  • Consumable magic items of extreme power Manual of Quickness of Action
  • Magic weapons

Failure and super success

If a party fails a mission or does not fully complete it (and there is no sequel game planned), then (as a guideline) they are entitled to AT MOST 50% of the contract reward. This means that they can receive nothing if their performance was that abysmal, it is entirely up to you as a DM. Additionally, they must make a sanity percentile check, as they become demoralised.

On the other hand, if the party surpasses all expectations, and goes above and beyond what the mission entailed; then as a rule of thumb they are entitled to AT MOST an additional 50%. e.g. If the mission reward was 300 GP (and they do exceptionally well) then they can receive up to 450 GP.

As previously mentioned, if the mission is a scripted failure then there is no loss of sanity.

Dungeon Master rewards

Completing a mission is not without it’s own rewards, as you can earn EXP for your characters by running missions.

  • For each mission you run, you earn 1 DM XP per character, per week. Alternatively, you can earn 4 DTP to distribute among your characters as you see fit.
  • If there is no available character that can receive DM XP, then you automatically earn 4 DTP to distribute among your characters as you see fit. Guidelines for Dungeon Masters

 

 

Veils and Limits

Try to be conscious of various players’ limits and things they are not comfortable in; one player may have a hard limit on animal abuse, while another may really want to make an evil cat murderer. Try to keep things tasteful and if a player is uncomfortable, move the scene along and do not linger. Bear in mind that while the server does allow the topics such as sex, violence, and drama, we still want things to remain tasteful.

Players will be given two cards while in the Roll20; a FastForward card, and an X card.

  • Yellow Cards: Yellow Cards mean “Hey, I am feeling kind of uncomfortable but I don’t want to interrupt the scene”. If you see this card, try to hurry things along, or perhaps water down the scene that is happening.
  • Red Cards: A Red card is a plain and solid “Hey, I am seriously not okay with this, I am uncomfortable.” If you see a Red Card, consider a fade to black or simply cut to another scene.

As a general rule, DM’s should let people know ahead of time if their mission may include sensitive topics such as sex, sexual violence, animal abuse, abuse in general, etc. It is on every DM’s responsibility to be safe and respect everyone’s limits in-game. A positive thing to do may be to ask beforehand if there are any limits present in the game, so they know what to avoid.

Guidelines for Dungeon Masters

 

 

The Guildmaster

The Guildmaster is the highest position in the Guild; and is above and independent of the traditional ranking system. In this section we shall describe the powers and duties of the Guildmaster, and how elections are conducted.

Guildmaster Powers

As the Guildmaster you are the de-facto face of the Guild; should the Guild ever parley with political powers or engage in diplomacy with nobles and aristocrat, your name is the one they’ll want to read on the correspondence. Make sure you make the best choices for the Guild as a whole…. Or don’t. Who will stop you?

You gain the following political powers:

  • Veto - You have the authority to declare a mission null and void. Are you intent on running a lawful good guild? Better say “No!” to those pesky thieving contracts!
  • Puninshment - Not every guildmember will be well behaved all the time. Demotions, PvP, stripping someone’s magic items, and in extreme cases Banishment and Execution are yours to wield.
  • Questline Choices - Certain quests will require the Guild to choose a stance or a path forward. As Guildmaster, you choose which path your organization will take. And if your Guild disagrees, remember, your word is Law. They can argue as much as they want!
  • Building Construction Orders - You get to decide on what buildings are made and which buildings are utilized. The martial guildmaster may want to prioritize physical enhancement, while the spellcaster may delve into arcane research. Try to find a balancing act between your own wants and the Guild as a whole!
  • Guild Dues - The Guild recieves its income from its members. You can choose to take a cut of mission rewards to go to the Guild Coffers, which act as a treasury from which you pay out for Buildings and Structures. You can also use this to buy equipment as rewards for particularly standout guild members who deserve rewards!
  • New In-Character rules - Want to require your Guild Hands to do certain things? You can do that!
  • Guildmaster’s Decree - See something you want to do that isn’t listed here? The Guild is under your control. YOU make the rules, not the other way around. You’re in charge, Guildmaster. Do as you will.

Be warned that you will be expected to be an active participant in the server and text RP channels if you become Guildmaster, and admins reserve the right to demote inactive Guildmasters.

Guildmaster Duties

The Guildmaster is primarily responsible for three key aspects

Taxes

The quote “Nothing is certain except death and taxes” is not strictly true in Aldoria, as resurrection magic can stave off death. A more accurate expression would be “Death is less certain than taxes”. In order to ensure that the Guild is not considered a criminal organisation, the Guild must pay taxes to the nation that it currently resides in.

The formula for calculating how many copper pieces that the Guild owes each tax week is given by the following:

(Guild pop.) x 10 + (Prop. total) x 1000 + (Upkeep) x 14

where:

  • Guild pop. is the active population of characters in the Guild.
  • Prop. total is the sum of the tiers of every building in the Guild (excluding the water source, shrine, & training grounds).
  • Upkeep is the Daily Upkeep of the Guildhall.

The tax collector takes his due once per week from the Guild coffers, so it is in the best interest of Guild Members to donate gold frequently to fill the Guild’s treasury; both to build new buildings, and to satisfy the Tax Collector’s greed.

Choosing not to pay the Tax Collector may result in hostile incursions of guards and mercenaries. Final choices about taxes are up to the Guildmaster and the Right Hand, but there’s simply nothing they can do without adequate donations!

Buildings

As mentioned in the powers of the Guildmaster, they have the authority to decide which buildings are constructed, paying close attention to the needs of the Guildmembers. There is a dedicated chat in the Discord called the Guildmaster’s Office where the Guildmasters informs the Admins and Mods what the next set of projects will be.

Approve missions

As mentioned in the powers of the Guildmaster, they have the authority to decide what missions will be posted on the Guildboard. Every DM contract must first be posed in the “Guildmaster-mission-authorisation” chat and be approved (typically by a react) before they can be posted. The Guildmaster

 

 

The Right Hand

The Guildmaster cannot do this work alone, as such they are assisted by the Right Hand of the Guild; who serves as temporary Guildmaster in the absence of the true leader.

The Right Hand has the authority to approve missions and hand out punishments to other members of the Guild. However, they have no authority to order the construction of Guild buildings (only having an advisory position). But they are included in the aforementioned Guildmaster-chat so that they may be kept abreast of what will occur.

Electing a Guildmaster

A Guildmaster is a necessary function in a group of this size; someone needs to make decisions and give orders, and needs to act as a figurehead of the group in political dealings.

Pre-election - Those who wish to be in the election will need to reach out to a moderator to request a Leader Interview. These interviews will be only once per person, unless a review is needed. The criteria to become a Guildmaster candidate is the following:

  • Your character must be of Munifex rank or higher.
  • The player must be an active participant in the Guild workings (whether that be in chat or in missions). Each player may only have one character participate in the elections at any given time (this includes the Right Hand).

Choosing their Right Hand - Once a player has been approved to become a Guildmaster candiate they must reach out to another member of the Guild to serve as Right Hand. This player must also satisfy the same criteria as the Guildmaster. Once that person agrees then the election process may begin.

Open Election - In this part of the process Players will announce their candidacy(after mod approval) to the Guild and give a small campaign in a single post about why their character deserves to be Guild Leader. People will then vote from all the candidates to narrow down the choices. Players get one vote per active characters. The top 3 candidates move on to preliminaries.

Debate - The top 3 candidates get an extra round of campaigning and can even accept questions or arguments from other players. The moderators will also posit questions relevant to the current world state and country state.

Final Vote - Players will vote on their final choice and by popular vote will choose the next Guild Leader. The Runner-Up will be placed in a Second-In-Command position and will be first in the succession process should the current Guild Leader be removed before the next election, whether by impeachment, death, or OOC concerns.

Impeachment - If the Guild Leader is currently not satisfying the players they serve, the community can request for a new one. At least of the Guild must put forth a complaint against them. If it is found that they are unfit, then the Right Hand will become Guild Leader. If they refuse, then a new election will begin regardless of how long until the next one. Admins retain the right to remove a Guild Leader for any reason at any time. The Guildmaster