These are setting details and expanded rules for my campaign to help flesh out characters a bit more and figure out how to deal with certain scenarios.
Credits to KalXen over at roleplayers.org and the friday night game crew to help balance these:
.. and a few random moments by Hunter, Leathrnek, dustysom, et al
World of Lateria
Topography is that of a northern temperate, with long winters that last 4-5 months. The map below represents the loose understanding of the world the players will have, with most of their life focused in one city or along the rail line north/south.
As for world knowledge, nobody has ever circumnavigated the world that you know of. No guild or noble has paid for an expedition of that size as they have been mostly concerned with expanding the adjacent lands they have not yet conquered. Guilds also see going off the grid as too dangerous and don't care to lose valuables for 'expeditions'. Imagine a flat-earth mindset, where people imagine that if you go too far in any direction you will disappear. As such, there is not a full awareness of the world, shape, size.
There is definitely a lot of land that has never been explored beyond the existing knowledge. But your kind wasn't the first here... Odd ruins of ancient civilization scatter the lands. And it seems the government doesn't want you to know much about it.
Modern day is represented by an Age of Discovery under the careful eye of a ruling aristocracy. Technology still a closely guarded secret which limits general progress of the private citizen. Guilds closely protect any knowledge they have, and are taxed heavily. Outside of the cities, small towns would compare to dark age hamlets with thatch roofs and have no spoils. Conversely, some of the cities are clockwork mechanical marvels, including steam and wind engines creating rudimentary lighting from "lightning on a wire", steam air zeppelins, locomotives, etc.
The government's hold of power is oppressive and near ominpotent. It exalts nation and race above the individual and stands for severe economic and social regimentation, and forcible suppression of opposition. 95% of all power and value is held by the elitist nobility. These noble houses run the guilds, the workforces, the mines, the trains, the knowledge, etc. Nobody gets away with making a penny unless a house sponsors them and they take their massive cut. Space is at a premium, but cities provide protection from the elements and wild creatures.
The Three Kingdoms & Languages
There is no one "common" language. Contracts are written in the language of the area, or preference of who is paying the money.
- Valoria - northern cold lands. Language is Valoran that resembles German taken from the name of the previous human ruins there.
- Limnea - middle land of lakes. Language is Limnean that resembles English, or "language of the lakes".
- Anteria - southern hills and ocean. Language is Anterian, which is a form of Elvish also spoken by High Elves and more like French.
Time before Time
What is generally believed is that dwarves and elves were born from Phendara’s parents, the sun and moon. Elves conquered magic and obeyed nature while dwarves were masters of Sciences and destroyed their natural surroundings with mines and great cities. The dwarves misplaced their powers and it led to the destruction of their kingdoms by the angry gods.
Ancient elves decided not to anger the gods and gave up magic before they too would destroy themselves. It wasn’t until the Valoran elves proved that magic would not destroy their worlds or anger the gods, and set out to relearn all that was to know. Those elves that did not believe this joined their wild tree hugging friends. The humans were the lost children of Phendara who were later found by the elves and taught everything they know. In a human dominant world, this concept is mostly disbelieved.
Based on the finds of scavengers, it would appear that much time has elapsed that is unrecorded or undeterminable. This was called the first epoch of man, where the cities from prior to the Wrecking were constructed.
History tells of a peaceful time where man, dwarves, and elves worked together as equals. Large cities of amazing architecture were constructed, the largest to the north by the name of Valus.
To those who have learned more of the history of gardens.. this is possibly all made up. Most knowledge is confusing and whatever remains is typically stolen and hoarded by Zunft von Wissen.
About 1000 years ago, a stellar event led to the gods walking the lands. One god in particular, Manjigore, took the opportunity to construct and lead a massive army of Wolven against civilization. He won, the cities were destroyed and abandoned. During this battle, the elves did not come to the aid of humans and leading the belief that all elves are not to be trusted.
The following 700 years, mankind was in chaos. A dark ages where people barely seemed to hold on, disease, devolving into stupidity. The wild elves retreated into the far wilds, the humans and other races broke into uncivilized tribes. All years after the Wrecking are referenced as "AW".
@ 300 years ago, a government was formed by organized and inhumanly intelligent group. Humans were gathered from the wilds and organized into work camps to scavenge from the ruins. The few cities that exist were built on top of or near the previous ruins. A fascist aristocracy was formed, originally based on an elite few intelligent humans who seemed to harness ancient knowledge. History has tales of people finding items of great power that existed from a time before time, and that these elite few and their heirs still control and use to rule.
And in the last 300 years, everything just appeared. Knowledge of science was "discovered", and established in what would appear as an unreal rate to us. Not that these people would have noticed.
Current Year - 1021 AW / 3749 LD
AW represents "After Wrecking", a somewhat guessed date system of years set by one of the original noble families to help guide how long the cities have been forming.
LD represents "Local Date", the reference of time utilized by the systems within the garden. This information would only be found by our adventurers once they wake up a being from statis sleep within a garden maintenance system.
Notable Events/ Story Hooks
- Anteroria: Class of 8 wizards was lost back last November.
Valoria - The Cold North
Thought of as the oldest civilization within Lateria, the Cold North is home to Valus, a shining example of beaucracy and espionage. The nobles here control most of the wealth, where the normal citizen is a pawn in their chess game of daily amusement. All noble houses across Lateria own land, title, or something of value in Valus and can be expected to trade or steal at the slightest opportunity. In the greatest city, the ruling class and aristocracy literally lives a world apart high above the working class.
Valoria is very racist, as slavery of non-humans is commonplace. Slaves are captured from runaway citizens, wood elves, or even other noble house conquests. Additionally, anyone who cannot afford to pay their platinum contract is auctioned off.
Magic is mostly banned, with use of it strictly regulated or hunted. Witch Hunters track down magic users with devices meant to sap their powers. Magic items are confiscated by Zunft Von Wissen spy network, and citizens are encouraged to call out their neighbor for breaking laws. Inquisitions against family and neighbor are common. Belief in religion is also seen as outcast, and most worship is done privately or in secret so as not to raise suspicion.
Technology can be found here in every day life. Telegraph poles run down roads, electric lighting is available on most roads after dark, and plumbing/sewers allow larger cities like Valus to promote most citizens to live within the walls. Multiple rail lines run across the north, extending Valus control wherever it stretches.
The ruggish language of Valoran is similar to German, with long words to explain little things. Many items have attained scientific names through the Valoran language due to the Zunft Von Wissen guild.
Currency & Trade
The main denomination within the lands controlled by Valus are tonns, a square coin with a hole in the center allowing for coins to be stacked, stored, and shared much more efficiently. Exchange of currency is highly taxed as Valus believes in melting down any non-tonn currency.
Exports Fur, wood, flax, ores, precious metals, hard alcohol, knowledge (magical/scientific)
Imports Wine, Textiles, fruit, tar, slaves
A very large city full of wealthy merchants to the north with their electrified street lamps and casino's, and peasants on the south coast and fishing nets. It is governed by a consortium of wealthy merchants, known as the Synod of Thirteen.
- Captain Blakeley; wealthy merchant shipping within the inner sea.
- Jack Offerson, guild leader of the Guild of Master Shipwrights
- Alice Dustone, fellowship of Carters & Coachmen
- Dain Commonbrook,
- Alys Montague, noble from Anteroria family, just rich spoiled
- Willhelm Fischer, noble of Valus, logging
- Favian Chaucer
- Ugor Hellifang,
- Seraphina Darkdraft, owner of Darkdraft inn of ill repute
- Annalee, rich gambler and thief; owns many of the warehouses
- Small Bell, landowner/farmer
- Gregory Ashglade, rich gambler; owner of the Wild Hand, a gambling house
- Unknown person
A small town that knows "the way", highly devout followers of Zunft Von Wissen and avoiders of magic. This is the home town of Elayna, the druid.
Large city, diverse like Pottersbee.
Run by a single family name; all wives are bed by the lord via "Prima nocta", many children of the same house. Lots of infighting.
Limnea - The Land of Limnei (lakes)
Limnea is the land of lakes, and also seen as the "free state". Racism exists in most major cities here, but free-holds like Banham also exist which recognize everyone as equals and provide safe haven. While Valus is know for subterfuge and poison to take care of business, Limnean noble disputes typically are open field battles and sieges for power.
Limnean is the language of the lakes, and also thought of as the most common language as it bridges the other lands. By fluent residents it resembles proper British English, but broken engrish can be run into all over the world.
Currency & Trade
Common trade coins are mainly used between Limnean and Anterian lands. Circular and well worn, new coins are not commonly found.
Exports Timber, wax, fish, ores, metal tools, precious metals, beer
Imports Textiles, wine
Cities & Known Places
Kennington is the main hub for trade and justice, situated on the main rail line on the north side of the lands.
West side of Kennington is poorly maintained and dedicated to non human races, while the east side is paved streets and expensive. Kennington sports a fairly strong level of technology, streets are lit with electric bulbs illuminating the crispness of paint and stucco works by artisans. Steam powered carriages zoom through the streets so nobles can attend their tea on time.
Kennington also sports an airship dock along the rail line between Valoria and Anteria. Racism is strong here as the influence of Valus steps on and off the trains. Elves are seen as the lowest form of life, despite actual evils living in the woods hundreds of yards outside the city gates.
Small farming and fishing village to the farthest north-east, Summerhill is a summer home for the Devereaux family.
A very large and diverse city, recently rebelled from its human noble overlords and in a bit of chaos still.
Also a Stanley city, Cotza is overseen my Michelle Stanley. Primarily a fishing village, Cotza is also home to one of the largest temples to Epim in Limnea.
Home of the noble Stanley family, Banham is friend to all.
Southern most town of Limnea, it was a quiet tiny farming hamlet until the blight came.
Anteria - The Southern Hills
Rolling hills of golden grass fill the center of Anteria for hundreds of miles. All kinds of grassland animals and mole goblin can be found here, along with rich soil that leads to many wineries and fruitful crops.
To the south is the Antes Sea, a salty body of water home to sharks and kuo-toa. Few men dare to sail it far from coast due to this. While the southern lands are named for their open hills, this area is captive to its eastern lands. The Skyshroud forest is a dark mass of trees, some which tower at 500 feet. Light barely breaches the leaves, and after a few minutes of travel one could become lost in the pitch black areas. It is home to the Skyshroud elves, noted for their wild tendencies and inhospitality for shooting first. To the south east is the Grand Mire, and endless marshland filled with poison and death. On a hot day the air is too thick to breath.
The melodic language of Anterian is also the language of love and resembles French.
Currency & Trade
Common trade coins are mainly used between Limnean and Anterian lands. Circular and well worn, new coins are not commonly found.
Exports Textiles, wool/cotton/silk, art, wine/grapes, fruit, timber, skins, bards/stories, salt, tar, Pottery
Imports Ores, metal tools, precious metals, furs
Cities & Known Places
Anteroria - All GONE
Anteroria was built upon the ruins of a previous city - something historic and beyond. Speckled throughout the city are valleys and drops into deep caverns, mostly explored. From time to time, new areas are found and release dangers and treasure from the deep city. The city was split into several wards via river locks which enable trade and travel deep into the city center by boat. The High river flows south through the center of Anteroria, once bringing lumber from north such as Fenneholli, but is too treacherous to travel through by normal means now due to rapids and turns.
Now Anteroria is a desolate unknown warm nuclear bomb fallout epicentre. Stories were told of a great robot and Wolven attack upon the city, after which a massive explosion destroyed the city and countryside. Those that survived the blast were sickened and died elsewhere. The lands now roam with the undead survivors only.
Anteroria Specific Places (History Buffs)Nothing remains. Everything mentioned on this page is for memories only.
Dock Ward & Embassy Hill
Eastern side of Anteroria which encompasses the entire dock, Portman Point north along the Sergis River to Tribbles Nibbles, northeast to outer wall and all within including Embassy Hill.
The Usual Suspects - Roudy street bar with posters of wanted criminals or who's who of stupidity.
Club Soda - Loud dance hall known for late night revelry.
Scriven and Bennett's - Law office of Scriven and Bennett, filing papers for the last 200 years.
1918 Taven - Small outdoor bar known to be overrun with pickpockets, and orphans.
The Rest Stop - Well travelled inn for the weary, ask about their extended stay package if you are really tired.
The Palace Inn - One of the most expensive inn's, not for the faint of heart.
Portman Point - Redcoat encampment with cannons capable of repelling most anything attempting to enter the Sergis or docks.
Tribbles Nibbles - Feed store for rare animals; They also contract for capture of rare animals for delicacy.
The Haven - Adventuring guild, place to find work
Place de la Aidor
North Eastern side of the city along Sergis within walls and outside Dock Ward. The area is predominantly filled with older elven residences.
Board Head Inn - Best known entrance into the Undercity, quaint inn and bar.
The Ivy Club - Prestigous residence of elven magi.
Friendmans Follies - Main - Comedy club.
Small island known for petrified creatures brought from the Undercity and on display.
Central ward where the high court resides, including family residences and court members reside. Lord chamberlain, chancellor, justicar, treasurer, constable, almoner, butler, coferer, dapifer, falconer, herald, jester, knights, seneschal, stewards, etc.
Cottage Club - Casino filled with courtesan's
Jalisco's - High end restaurant along the Canal
Ashford Inn - High end inn / restaurant
The Connection - Tea / coffee shop of the well-to-do wives
Logan Dunlap's - Retired adventurer, seller of rare wares
Goldsmith - Currency exchange
Gunderson's - Magic shop which reappears from time to time; sometimes as a different shop.
Magic ward, home of the elemental towers and high background magic within the walls. Magic runes capture the background magic and confine within the area, but it has been known to escape and cause some problems. Clock tower makes anti-noise at the ring of the hour, silencing everything briefly. Much of the building materials here come from the original city ruins, bricks having a hardness of something like steel when they want to. Not everything here is as what seems.
A central ward surrounded by rivers, it is nearly inaccessible for anyone who doesn't have a real purpose to being there without being taxed highly. This is frustrating as it is fairly central to most routes through the city.
Merritt & Mirth - High end casino.
Peachtree park - Home to a very old Peach treant, which might talk.
Merchant and trade business ward, it includes the treasury mint of Anterorian coin, and the jail. It is surrounded by redcoats, and home to professional merc/guards for hire such as the "Order of the Crossroads". The Path of Frustration, named aptly for the paper trail required to enter, is also the home of the customs house.
A long finger of land between Elliot Canal and Bourke Canal, it contains many core industry buildings and tradesmen.
Commoners shops and residences, mostly human.
Ancestral Recall - Tarot / mysticism shop. Need an out of body experience?
The Chesterfield - Furniture store known for using rare materials and chaos magic.
Demon's Station - A demon once rose from the abyss here. A park bench commemorates the location.
South-western ward home to several temples to the gods.
Friedman's Follies - Dieu - Theater
Lucky Duckling Temple to Kym-nark-mar, there are 1000 ceramic jars. Fill one with a gift, take from another. Someone once became rich, most do not. Some disappear.
This ward runs north of the Riverie ship yards, west of the Elliot Canal to the Sergis River.
Friendman's Follies - West - Comedy club
Long's Performance Hall - Theater
The Branch - Banking for the commoner, new interdimensional money safe based on barely understandable magic abilities. Its safe with us!
Meathouse 47 - 47 flavors to choose from. Try the veal, or the cockatrice.
Dirty 33s - Whorehouse. 33 seconds is apparently the quickest trick. "Beat" that, and its free.
If you don't look hard enough, you might not find Vienthollow amongst the endless orchards of plums, cherries, apricots, peaches, and many more. Sweetness thickens the air like syrup, while songbirds flitter from every tree. Vienthollow is well known for its druidic circles, and vibrant colors.
Aging lumberjack town, Fenneholli has found a refreshed economy focused on wine. The hills around Fenneholli are mystical humps in low fog clouds, making this a perfect place for vintages of all kinds. The train is known for picking up barrels of fresh wine from Fenneholli and returning them to all of Lataria.
Pari de Brundi
Fishing village, known for crawfish & snakes collected from independant harvesters of the swamps. It is rich with culture, music, and gambling. Also thought of as a bit of a pirate haven, as those who have broken laws of Anteroria find this the only (and expensive) harbor to bring in their catch. The town is a known hideout for the Markov Crime Syndicate.
The town is built upon "stacks", limestone cliff islands interconnected by walkways and bridges. Buildings are attached along the sides of the stacks are various heights, with some burrowed through the limestone islands providing multi-height fortress to some areas. Cranes atop several of the stacks can pull entire ships up for dry docking during the rainy season while the 'Shroud river flows heavy.
To sum up the math - most of the money/power ends up in the hands of superiors, and comparatively there is a little trickle down. Owning land in/adjacent to the cities is very expensive, and is a sign of wealth/power. Many are dirt poor living in the shadow of opulence and greed. There is much discontent, and it is ripe for a revolution.. but the oppression is great.
Game will leverage a typical fantasy game economy scale, with a slight impact to scale:
• 100 copper pieces = 1 silver piece; 100 silver pieces = 1 gold piece; 100 gold = 1 platinum
• The economy is primarily silver-based; gold coins are rare, and most folk use copper coins only for trivial purchases.
• Average daily wage for an unskilled manual laborer: 1 silver piece (skilled labor is worth more, depending on various economic factors)
• Average yearly expenses for a family of four: 5 gold pieces • Average room for one night at an average inn: 2 silver pieces • Average meal at an average inn: 1 silver piece • Average mug of ale at an average inn: 2 copper pieces • Average price of a loaf of bread: 2 copper pieces
A contract is a labor agreement that you will work exclusively for an employer (noble, guild, etc), will not break the rules of that employer, and in return they pay in some form (copper, food, rent, supplies, etc). The contracts are either by goal or time based. Most contracts are owned by the guilds. The guilds get their way and the better end of the deals. If you die on the job, or disappear, the contract is null (parents get nothing if adolescent). If you break rules, your contract may have wagers garnished, fees added, or have the contract extended without objection. Contract breaking may also see your name blackballed from the guilds and then outcast from options to work in the cities.
The adolescent contracts could be perceived like a mandatory draft that is lucrative to the parents. Each year, the able bodied children between 7-10 yrs old are put into a lotto and split out among the guilds. Once selected, a contract is bound and the kid is usually shipped off away from home. This secures a constant supply of cheap unskilled laborers and on the job training. This is standard for everyone. Progress!
These contracts would typically last until 20 yrs old, and is called their "Platinum" contract. For the adolescent contracts, the parents are paid several gold, and the kid is given food/room and maybe a little jingle to their pocket (what would they know, right?). Parents who wish to avoid this initial labor contract (maybe to work at home or on farmland) would instead pay several platinum to the guild if their kid's name came up in that year's lotto (good chance). Most kids are eventually sucked into a labor contract, unless the parents pay a hefty sum leaving this option only to nobility. After 20, if you have met your contract, it is paid off typically in the form of a lump sum bonus. The lump sum payment is usually about 50 gold. You probably haven't got much else. This forces you to go make something of yourself, but alas, you probably don't have many options. Time to find employment. And this usually leads to a new contract.
Legal system & Rule
Rule is based on an aristocracy council filled by noble families. Much of the specifics that occurs behind closed doors is unknown to the common man, but the decisions from the councils direct the use of resources and guild activities. Most resources are "owned" by the guilds, but the nobility influence of what they use it for is high.
There are magistrates that cover areas such as a major city, or some of the smaller townships. These are selected by the nobles. There is no city guard or police force. The whole system is a bit more do it yourself and closer to medieval times.
In medieval times there was often a requirement for a fire watch, and if it wasn't a legal requirement it was still a good idea. A neighborhood may appoint its own members to be the watchman; in practice, they'd often just hire someone to do it. He walks around the district at night and occasionally says, "All's well!" and strikes his stick or bell, just so you know he's still on duty and didn't crawl off to get drunk. If he sees a house on fire (which happens a lot), he shouts, "FIRE!" and makes noise until everybody wakes up to put it out.
If somebody did you wrong and you want legal action, you grab the guy and drag him with you to the local magistrate, who will judge the case and administer punishment. If you're not your own thief-taker and your own prosecutor you hire someone to do those jobs. Punishment is usually pretty immediate. Imprisonment as a punishment is rare. Banishment to the edge of humanity is possible.
If you expect to ever be attacked by street toughs, you need protection; merchants and so forth will have lots of tough apprentices and laborers with sticks and knives, to defend their property and their parties in the street. The people in power (nobles/guilds) will raise their own private forces to act in their name for their lands/right of way. Area of responsibility tends to be whatever others will let you get away with; politics is usually personal.
A neighborhood organization could become established and powerful enough that they actually do serve as a full-time police force for their area. They report to some noble/guild lead, and exist to enforce their peace; our idea of impartial justice is modern, not theirs. So you might get the local tough guys in livery deciding that you disturbing the peace is bad for business, and break up your bar fight… or they might decide it's not their problem or they can't risk getting involved, and they just stand back or move along.
For armies to deal with a large threat - Noble and/or rich folks maintain small units for security and cadre; knights are part of this system. You only raise an army for a particular conflict, then disband them at the end of operations, assuming they haven't already deserted or died of camp fever. All areas will have a legal requirement for landholders or citizens or whoever to own weapons, participate in occasional musters, and turn out if there's a call out (for war, insurrection, disorder, whatever the rules are) or the city comes under siege. Only the 3 major cities will afford to maintain a small standing army force depending on the consistency of attacks. Noble families have their own footman, cavalry, rifle
The guilds represent a union control of a particular role within society. Control is tight, reducing opportunity for independents to have a chance within any of the major cities. Most guilds control the market costs for their services, and most revenue is funneled to guild leaders or nobility sponsors.
- Baker's Guild
- Carpenters', Roofers', & Plaisterers' Guild
- Cellarers and Plumbers Guild
- Coopers' Guild
- Council of Farmer-Grocers
- Council of Musicians, Instrument-Makers, & Choristers
- Dungsweepers' Guild
- Fellowship of Bowers & Fletchers
- Fellowship of Carters & Coachmen
- Fellowship of Innkeepers
- Fellowship of Salters, Packers, & Joiners
- Fishmongers' Fellowship
- Guild of Apothecaries & Physicians
- Guild of Butchers
- Guild of Chandlers & Lamplighters
- Guild of Fine Carvers
- Guild of Glassblowers, Glaziers, & Speculum-makers
- Guild of Stonecutters, Masons, Potters, & Tile-makers
- Guild of Trusted Pewterers & Casters
- Guild of Watermen
- Iron Brotherhood (Locomotives)
- Jewelers' Guild
- League of Basketmakers & Wickerworkers
- League of Skinners & Tanners
- Loyal Order of Street Laborers
- Master Mariners' Guild
- Most Careful Order of Skilled Smiths & Metalforgers
- Most Diligent League of Sail-makers & Cordwainers
- Most Excellent Order of Weavers & Dyers
- Most Illustrious Order of Tinkerers and Steam
- Order of Cobblers & Corvisers
- Order of Master Shipwrights
- Order of Master Tailors, Glovers & Mercers
- Saddlers' & Harness-Makers' Guild
- Scriveners', Scribes', & Clerks' Guild
- Solemn Order of Recognized Furriers & Woolmen
- Splendid Order of Armorers, Locksmiths, & Finesmiths
- Stablemasters' & Farriers' Guild
- Stationers' Guild
- Surveyors', Map & Chart-makers' Guild
- Vintners', Distillers', & Brewers' Guild
- Wagonmakers' & Coach Builders' GuildKalXen's Campaign
Given the limited interaction and accessibility of player characters, the specifics of each noble family will be detailed as time progresses. Here is the list of the main families by region, and any known major characters:
Houses of Valoria
|Othair||Herzogin Elsbeth Othair|
|Aeuyou Othair (forefather & legend)|
|Vane||Grand Duke Karl Vane, Patriarch and Council seat|
|Schmidt||Burggraf Lucas Schmidt (Dwarves)|
|Fischer||Markgraf Konrad Fischer|
Houses of Limnea
|Courtney||Baron William Kent Courtney, house patriarch of Ashford on Knut Limnei|
|Stanley||Count Cedric Stanley, house patriarch|
|Sir Lucius Stanley, House Cavalry Captain|
|Stephen Stanley, baron of Banham|
|Michelle Stanley, dame of Cotza|
|Percy||Count Granville Percy, house patriarch of Longmere on Knut Limnei|
|Sir Lucius Percy, House Cavalry Captain (deceased)|
|Devereaux||Earl Grant Devereux, Council seat|
|Baroness Victoria Devereux - Grant's "sister" (actually wife)|
|Woodville||Margrave Thaddeus Woodville - of Newberry|
Houses of Anteroria
|Beauchamp||Dama Rosa Beauchamp|
|Fairfax||Contessa Alessia Fairfax, council seat|
|Lovell||Conte Fabio Lovell|
|Montague||Patrizio Antonio Montague|
|Emma Devereaux Montague|
Organizations & Lore
Markov Crime Syndicate
Criminal organization headed by the Markov family, specifcally Theoric Markov, and known to oversee Pari De Brundi. They dabble in anything so long as money is involved. They take no sides, just everything else.
Mercenary general contractor who represent the official adventuring guild of Anteroria. Membership is required to participate in any adventuring contact work, or to delve into the Undercity.
Order of the Crossroads
A semi-religious organization devoted to promoting good, the preservation of elven culture, and maintaining a balance between nature and civilization encroaching upon it. Most members are followers of Yume.
The Ivy Club
A risky magic user guild, known for testing subjects to wild magic items found from far below the Undercity to lean their secrets. An entire class from the university has not been seen ever since they tested an "ocular storage device". "The Branch" utilizes their magic devices to transport coin between cities.
The Blood Riders
An organization of wolven hunters who were formed after a Wolven invasion into Anteroria 30 years ago.
A dark sect of assassins who worship Zandragal. Their numbers are unknown, but they have never been caught. A mark for death in the form of a playing card which cannot be thrown away is typically found on the body, bearing bad luck (if not an anxiety attack) to any who carry it.
Clan Arkeldim is a family of dwarves who have been members of the redcoats for 6 generations. Lord Bruce Arkeldim is the High Inquisitor of the Anterorian RedCoats, and has a supernatural ability to know a lie when he hears one.
A merchant trade house operating from Valus, they have warehousing operations all up and down all towns connected through the railroad. As such, they are one of the most wealthy organizations which are not an official guild or a noble family.
Anteroria's first printing press and newspaper, the Eagleeye Gazette is always looking for hot topics and news to share within the city.
Seedling Festival is a time of celebration to the gods, marking the warming of the lands and preparation of the coming year. The lands between Fenneholli and Vienthollow become alive with music, song, food, and revelry during this time. Its purpose is the prepping and seeding of fields as a community event, and cleansing. Many shops will close during this time of community work and celebration. At day many are hard at work in the outdoors, while bonfires warm the night air with bardics and plays.
It is also a time of reflection and forgiveness. As said, "The wealthier sort set out tables on the vigils furnished with sweet bread and good drink, and on the festival days with meats and drinks plentifully, whereunto they would invite their neighbours and passengers also to sit, and to be merry with them in great familiarity, praising the gods for benefits bestowed on them. These were called bonfires as well of good amity amongst neighbours that, being before at controversy, were there by the labour of others reconciled, and made of bitter enemies, loving friends, as also for the birtue that a great fire hat to purge the infection of the air. "
Each day, singles of all races will partake in the maypole dances with the intention of finding a mate.
The Woodvilles are a fairly new noble house in the Limnean area. They were well-known in the textile industry and had significant interests in shipping goods in and out of the Limnean lakes.
The family is originally from Kennington, but led the formation of the new settlement Newberry in 905 AW. The Woodville family villa is a walled compound of one and three story buildings located in Newberry. The majority of fabric crafted by Woodville is of bamboo, which is proliferant on the coastline near Newberry. The architectures of the Woodville homes are a mix of bamboo and oak.
Margrave Thaddeus Woodville is the patriarch, and has 5 sons, 3 daughters, and 30 grandchildren. He has two wives, a sickly disabled wife Breanna, and a younger wife Lauren Lovell-Woodville who enjoys wine and entertaining.
Emma Devereaux Montague - married off to the Montague's in trade for the original bride who disappeared the night before the wedding and was heard to have been stolen by the Stanleys. From that point forth, the Devereaux and Stanleys have been at war. Has two children, Andrew and Beatrix.
Sarah "Ginger" Littlefingers - Elven rogue who travels along the railroad, seduces travelers and picks pockets clean. Known for having stolen the signet ring of Grand Duke Karl Vane of Valus. Uses it to forge official papers and decrees. Had someone's house demolished by filling out a form.
Alyssa, orphan - Agonis meets with a member of the resistance within Pottersbee, Alyssa. She is a spry female half-elf who helps make contact with the slums.
Hanibal Two-toes - fence/peddler/thief; has a key to a chamber within the Percy estate, and also a way in. He helps lead the riot of Pottersbee, but his alliances are unknown. Now a militia member fighting the Skorned outside of Pottersbee..
Michelle Stanley Curly black hair, red/brown gown. She is a quieter and reserved version of her brothers. Catza is on the front lines of a previous war and doesn't have the hidden mountains of Banham. She places little stock in the wealthy or well mannnered, impressed by strength. She is Sparta.
George and Stephen Stanley - Brothers who rule over Banham together. They are accepting of all races, but also seem to be suspicious of everyone they meet and their political affiliation.
Archbishop Belen A retired member of the army (Paladin 14; Epim), he has been jaded by war, seen far more than any one person aught to see in a hundred life times. He wishes no further war, and looks for truth via atonement.
Ashe - A child of the explorers, mother was a fox race, she is half human. She is 20 years old and curious about culture as she has never known of it.
Ellen - She owns an alchemist/herbalist shop in Banham, seems to know a lot and unfazed by most anything. Escaped the destruction of Banham and left for Valus to the north.
Taylor the Tailor - Tailor in Banham who has a queer eye for the straight guy. Or maybe for Regan. Sold some of the best clothing, and had a neice who was planning to inherit it all.
Reginald Percy - one of the few Percy family nobles who escaped the "Butcher and the Baker" massacre of Pottersbee. Rumor is that he has a contract out for Shadowsong.
Bill, from Accounting - Demon accountant of Banham Phendara temple, was banished by Rolf's return and saving of Agonis. Was seen again in a future game session but nobody put it together and I'm waiting for someone to read this.
Wallace Markov - loyal henchman of Theoric Markov, notorious pirate and gambler who runs many open criminal activities within Pari de Brundi. He is an expert at poisons and assasination, and presumably used these skills to elevate his position within the organization. While not killing his competition, he spends his time drinking, gambling and womanizing compulsively.
Jandod Orphanage Dwarf thief met in Vienthollow, great gambler with loaded dice. One of the surviving elders of Anteroria, was last seen in Pottersbee.
Gerhardt - leader of "The Haven" an adventuring guild in Anteroria. Born and raised in Anteroria.
Redbeard - owner of the Boars Head Inn in Anteroria
Silus - curator for the magic shop (Tuesdays). "The Collector"
Captain Blakeley - a dandy captain of the "Begonia" who enjoys gamling in Waldenbrooke. Has an engineer ring. One of the Synod of Thirteen, the consortium of wealthy merchants who rule Waldenbrooke.
Jack Offerson - pegleg fat man leader of Waldenbrooke, guild leader of the Guild of Master Shipwrights, and owner of many slaves.
Virino Sages - wanted rogue in Limnea. List of crimes: Banditry, Freeing slaves, Sullying a virgin, Villainy and rascalaity, Pick pocketing, lewd behavior with a guardsman, debauchery, breaking an oath, blackmail including theft of a wine shipment, and poor use of punctuation
The Beggar Witch - Old lady Agonis met in Waldenbrooke harbor at night. Gave visions to Agonis: In a casino captured at gunpoint, losing Miya to Zunft Von Wissen, an air chase on the sled, seeing Valus, seeing his own wife and child in old age
Buck Miller - A self-made man; nefarious human mobster who smuggles illegal trade. Son of Chuck T Wiggins. Owner and franchisee of Red Lobster chains throughout the western Limnean Limnei (lakes). Locations in Hogsfeet, Saker Keep, Kennington, Newberry, and Dorrington (closed indefinately).
The world of Lataria has been home to many races throughout time. Some races haves disappeared or spread out thin over time, but may still be found if you look hard enough. The large cities are bound to have a few of ever type in them, perhaps just not walking the streets. After the Wrecking, most races became very untrusting of anyone not of their own blood.
This section serves to provide the players a background into how the races exist within the realms. Refer to typical RPG descriptions of the races themselves such as how they look or behave.
Humans stemmed from the northern portion of the Latarian continent, and became the primary race after the Wrecking. Humans exist in all facets of nobility, guilds, and walks of life. Humans have become highly racist, and think of all other races as beneath them or as their enemy. Humans that do not hold this belief are hated amongst themselves.
Dwarves live a very long life, but were mostly eradicated prior to the Wrecking. The few that still exist and scattered. One noble family of dwarves exists in the north with a blood line back to Druhar. Dwarves are still seen as a lower class than humans, but as somewhat trusted partners.
Elves - High
The High-Elves once ruled over the central portion of the continent from their shining city Anteroria. After the Wrecking, this city was completely destroyed, and later build over by the humans. High Elves live a very long time, but have become treated as a lower race due to their betrayal of the humans during the great war. High Elves still have an innate ability to tap into magic, but rarely do this in public due to the immediate scorn and banishment of human racism. No noble families are of High Elf blood.
Elves - Wild
Wild Elves, or wood Elves, are typically outcasts from the cities. After the Wrecking and the destruction of most of their lands, the Wood Elves left the land of man and headed back to nature as its protector. Wild elves are typically seen as a threat, as bands of these elves would attack logging facilities or train lines in order to stop Progress.
Half-Elves may come from either the wild elves or high. Either way, they are seen as an abomination by human society and treated the worst, with little chance ever of joining a guild or gaining ground. Some half-elves have taken to body manipulation to appear human, but this does not always end well. Outcasts of society, half-elves will likely fall prey to a criminal walk of life.
Gnomes / Halflings / Midgets
Gnomes and Halflings are seen as the Irish poor and "half a man". Due to their lack of strength, humans look down on their 'contribution' to Progress. These races are paid less than humans in wages, and usually get shit jobs.
During the Wrecking, the massive armies of Wolfen laid destruction not only to the land, but to blood lines. Some people have latent wolfen blood traits, leading to several cases of werewolves. Most werewolves are uncontrollable and unpredictable. However, over hundreds of years a few blood lines have gained control of their powers and weaknesses, hiding well amongst the masses.
The following provide a brief look at some of the creatures player characters may have heard of or interacted with, but does not represent all:
The wild animals of the known world range by climate, but mimic those mostly found in North America. "Underfoot" / "House Fae" This is the name given to all small Fae. Mostly not seen, these are tricksters and thieves such as Brownie, Pixies, house gnomes, etc.
All wild elves are seen nearly as monsters. They don't communicate with humans, attacking in wild bands and giving no harbor.
Kobold / Orc / Gnoll
From small to large, these smelly creatures appear to have varying levels of intelligence. They constantly wage war on the human cities, or attacking locomotives in motion. They are organized, steal supplies, wear armor, and some have been seen using magic.
Crazed large wolf-like humans with two hearts and a bitch to kill. Attack in small packs.
Fast winged scaled lizards that are attracted to and attack the air ships. They possess a venomous bite and put up a nasty fight.
Since the time of the Wrecking, the stories of mortals conversing or interacting with the gods came to an end. Atheism is strong and belief in a deity is almost perceived as anti-nationalism. The known Gods:
Taking the form of a Phoenix, this Chaotic Good deity represents the archetypes of Life, Birth, and Fertility.
Taking the form of a female Ancient Chromatic Gold Dragon, this Lawful Good deity represents the archetypes of Law, Honor, and Order.
Taking the form of a young elf girl-child, this Neutral Good deity represents the archetypes of the Future, Hope, and Dreams.
Taking the form of a large Treant, this Pure Neutral deity represents the archetypes of “The All Father”, Wisdom, Knowledge.
Taking the form of a male Leprechaun, this Lawful Neutral deity represents the archetypes of Luck, Chance, and Fate.
Taking the form of a beautiful female (any race), this Chaotic Neutral deity represents the archetypes of Love, Deception, and Betrayal.
Taking the form of a male Ancient Black Dragon, this Chaotic Evil deity represents the archetypes of Death, Cruelty, and Persecution.
Taking the form of a male Dwarven Warlord, this Lawful Evil deity represents the archetypes of Revenge, Rivalry, and War.
Taking the form of a giant rat, this Neutral Evil deity represents the archetypes of Decay, Rotting, and Disease.
Magic has become very scarce, but exists. Not all people have an ability to harness it, and most importantly, the knowledge to use it is severely limited.
Most noble houses have magi, of varying power. These magi rarely use their powers in public or mixed company. As such, interaction between magi plays out like a chess game exists to hide the exact knowledge each carries.
For player characters, magic is possible and based on typical classes but must be justified through background and may be limited to ensure proper storyline.
Spheres of Magic
Magic falls within five spheres:
Red aligns to fire magic and ties to freedom, emotion, and impulse. Red mages are seen as reckless, acting quickly and destructive.
Green aligns to earth magic, regeneration, and animals. Green mages have a closer affinity to nature, typically protecting it or using plants as weapons. They are seen as instinctual and savage.
Blue aligns to water and wind magic, the endless knowledge of space through illusion, clairvoyance, telepathy, or affecting time. Blue magi are calculated and methodical, patiently controlling and predicting their environments. They are seen as progressive but manipulative.
White aligns to air magic, purity, protection and allegiance. White magi are often focused on increasing defenses and boosting the power of their allies. They are seen as moral but authoritarian and uncreative.
Black aligns to dark magic and chaos, focusing on gruesome abominations of the natural. Black magic are typically focused on assassination, poison, or disease. They are not commonly seen, but widely feared and not trusted. Noble houses may employ black magi for nefarious deeds.
Knowledge of Science
Modern day science is akin to early Victorian age, @ 1850's. Science appears to have been "placed" into the timeline, as the rate of "discovery" appeared over the last 300 years. Modern day science includes:
- Physics - This area appears to have excelled in recent years beyond other areas, include the concepts of:
- Astronomy - The world may be round, and we may rotate around a sun. Precise measurements of day/time, and navigation by stars.
- Electricity - Often called "Lightning on the wire". This is in its rawest form, and oddly experimented on. Recently, the concept of the incandescent light was created.
- Engineering - Thermodynamics including steam engines, locomotive, hot air balloons.
- Chemistry/Alchemy - The periodic table does not yet exist, however the concept of conservation of mass is established. Alchemy and Chemistry is very much intertwined, with many attempting to create gold from processing other ores. Steel has been invented, leading to the locomotive and higher armors/weapons.
- Biology - The cell, fossils, The concept of evolution has not yet been established, although much experimentation exists in the areas of farming and cross pollination. Some darker portions of this science include the merging of multiple animals through surgery to attempt to create Frankenstein-like creatures.
- Medicine - Medicine does not yet fully embrace the concept of washing before surgery, reduction of germs, or antibiotics. As such, medicine typically calls upon more natural herbs/time to fix, or in a rarer option white/green healing magic.
- Occult - Aligned with black mages, the knowledge of death and mystic beings is discouraged.
Weapons / Armors
Weaponry are a mixture of melee/guns. Most guns commonly accessible are slow, usually allowing for 1 shot during combat and most other action close-up. For a small fortune, there are tinkerers who have created steam contraptions and weapons that allow for higher rate of fire. Armor aligns to typical medieval options. Some specialty armor exists, either constructed of special materials scavenged from ancient ruins or monster corpses, or created through tinkering.
Due to enhancements made by modern science, a few more options have been added:
A recent tinkering and fad amongst the aristocracy are the carriages run by steam. With a coal fire box on the back and trail of soot, you too can make your way through the city streets by these marvels. Good luck off road though.
A handful of trains are in motion at any time between the major cities. Offering trips within a matter of a week vs. several months, these are the workhorse of Progress shipping supplies and human resources through-out the realm. Each train has dining and cabin cars for extended trips at unreasonable prices.
Air Ship (Zeppelin)
Much slower than the locomotive, the air ships provide an essential way for moving supplies off the grid. These appear usually as a small ship hanging from a series of large hot air balloons. Zeppelins come in two fashions, magical and mechanical. The magical is unknown to most as it requires a magi to power and only a few exist. Mechanical ships are hot air balloons to provide the rise/fall, sails/wings for control, and possibly steam powered fans or sails for forward drive. They don't fly terribly high due to weight/controls. The air ships take a lot of maintenance, require daily fixes and feeding to keep moving. Weather becomes a factor when you are only a few hundred feet off the ground, so sometimes you have to land for a few days before weather clears up and you can continue on.
A few steamboats are now in service, with large capacity for supplies and/or passengers. These slow movers are cheaper fare than the locomotives, and help service the smaller communities riverside. These ships are not strong enough for the open sea, where a traditional sail ship takes precedence.
Horseback, rickshaw, your own two feet, etc.
Born from a High Elven father and a human mother. My mother was robbed and murdered for her interracial relations by a purist human. My father, wanting nothing to do with a bastard child, abandoned me to the city Dorrington. Forced to survive and hide my heritage, I stole what money or food I could. I was discovered by a member of the organization of rogues known as, The Orphanage. Taking odd jobs, notably illegal, I began cementing my reputation within the underground. Having been stepped on and looked down upon by the higher classes, I have grown to despise those of riches and power. Seizing opportunity, I escaped poverty by stealing jewelry coveted by the members of House Devereaux and using the payout to buy passage out of Dorrington. Rarely in a place for more than a few weeks, I go where the promise of work takes me. The wealthier the mark, the better.
Slender and somewhat tall with pale skin, light brown hair and greyish blue eyes. She wears tan leather breeches, dark brown leather fur lined boots, a long sleeve pale green dress that reaches down to mid calf with slits up to the hip on both sides, a dark leather breastplate, dark leather bracers, and an archery glove on her right hand. She and carries a bow, a hand axe on each hip, and a quiver of arrows and a pike strapped to her back.
Berit was born in the fishing village of Vollny and grew up dreading her 10th birthday. At the age of 10, she was 'contracted' by the city of Valus to work as a tree feller 'for the greater good' until she turned 18. After her 'contract' was finished, she returned to Vollny, vowing to herself to never have children of her own so she wouldn't have to go through what most parents in the village do when their child reaches the age of 10. She now spends most of her time along the outskirts of the village or hunting in the nearby forest to provide food (other than fish) for the village, as well as furs and leathers for clothing.
After meeting up with a group of people lost in the forest near Vollney, she was transported with them to Hogsfeet. She spent the first couple of years working with Buck and Edouart to help Buck set up his business and since then has spent her time doing caravan guard jobs here and there around the Hogsfeet area. She has a small cabin down the coast from the town itself, set on a hill.
Darius Woodville (Sparhawk)
Darius Woodville was born to Margrave Thaddeous Woodville's younger brother, and grew up in the town of Newberry. he grew up as most children of nobles did, his father paid the platinum price, so he spent his time learning the inner workings of both politics and Economics, although his uncle would tell him that the two are the same.
As he came of age, he left Newberry to make something of himself, and joined the merchant house Naerhand, using his expertise to amass wealth and earn influence with the the government and other powerful organizations in the north. Years later, he abruptly left the north, returning to his homeland with grand ideas to grow the wealth of Newberry and the western lakes.
Emie the Mighty (Latia)
I began as an archaeologist beginning college in Anteroria to learn wizardry. I found my spell book while exploring an old ruins. When I discovered the spells worked for me I enrolled in the college to learn everything I could about wizardry. I have been observing this group since the destruction of Anteroria by scrying.
One day I glimpsed the destruction of Anteroria. I tried to warn collogues but no one listened. I stole a staff, the Hat of Wizardry, and as many relevant books I could carry from the college and fled north.
(Note on Hat of Wizardry. Silken top had made to measure a large man. However it is violently fuchsia with a green silk band and a tiny silver bell sown in on the inside. Most people looking at it tend to stare in horror, but when I look at it I can scry things.)
I took the long journey around Jitka. I was avoiding the destruction, and taking the train as much as possible northward. I had to put as much distance between myself and Anteroria as I could.
I'm side tracked by ruins and rumors of ruins and spend much of 4 years investigating these sites or searching out the rumored sites.
Being short on funds resulted in my selling most of my archaeology gear and taking odd jobs to pay for food and traveling expenses as I traveled into northern Limnia. I was spending most nights in my tent because inn rooms are too expensive.
One evening, while following the group's movements to Rolfstein, I scry them recovering the shard. Something, that until now had only existed in books.
It has been a very difficult job tracking this group. I'm always 10 steps behind. And I'm unable to catch up because they travel with impossible speed.
If its true, maybe I can help them. But everywhere they go they sow chaos and disaster follows. Are they the baddies?
Ethan Ladrian (SuperJedi)
Professor Ethan Ladrian is a law abiding man of education. Always thirsting for more knowledge, he can frequently be found behind his desk beneath a pile of books. Even during the digital age, Ethan prefers to turn pages than click on links. He has always made effort to properly share information and teach the students of his university. While striving for more knowledge in research,
Ethan can frequently find himself lost in contemplation and deep thought. Often requiring someone to shake him from his distractions. Specializing in ancient civilizations and the occult have led to him being a bit isolated from his peers as a scholar. Fortunately, Ethan is much to absorbed in his interests to care. As summer draws to a close, a new semester awaits with future students. Ethan Ladrian has decided to take a holiday. Embarking on a luxury cruise to Iceland, intrigued by legends and folklore of a secret magical race, he relaxes aboard the ship with a drink and a book.
Edouart Dantes (Whiskey)
I have no background and its sad.
LIV-3, that was our designation. What a funny joke that we'd be the survivor of those experiments...54th series, 3rd tube. Heh. Well, We guess we should start at the beginning, ehh!?
We was created in Valoria, at a lab belonging to the Zunft von Wissen, We don't really know all the sciency details, but they'd be experimenting for decades, maybe centuries, to create the perfect little soldiers... We are definitely not that! What we are is something far better. We learned to listen to the weave of reality itself. We learned from it in the silence of our cell, we grew, we expanded our reality, we survived... Then we escaped!
What we found in the outside world, broke us, shattered us into pieces. The world was dieing, stagnating, screaming out for help, and Nobody else could hear it!
We fled the grand cities, all the noise, to find ourselves again. We searched, and struggled, and found our true form. We keep it safe, it precious, and donned our disguises.
I, Ignacious Cambell, went back to the city, trading the many herbs and goodies I'd scrounged in the forest and depths of the wild, making enough to get by through my labor before I felt like travelling south.
Gabriela von Engleheimer III, Performer Extraordinaire, master of the mandolin went south, travelling by the rails, When Gods be dammed she got stuck! The indignity! Spending weeks out in this dirty way station, with nobody admiring fine music when they hear it. Ooh salvation came, a flying ship! it came by in the night, rattling and noisy enough to wake me from my slumber, and I quickly decided to stow away in the night, riding it until the torches of the next town grew into light, dropping back to the earth bellow and walking into a festival!
Imelda Castillo (Huma)
Taking some time to let the idea that this is her new reality, she set of to find a way that her gem and jewelry skills would be useful. Booking passage across the the Great Lake she was told of the city of Kennington would be a good place to start. Making her way to the capital she found the best way was to marry her way into the Jewelry guild, for no one thought that a woman would understand the workings of the trade. Marriage was set to an older guild man, not of such high standing.
For the next few years she traveled with her husband from town to town as a traveling sales rep. meeting old contacts, and making new ones. With one such occasion while north in the town of ——- there was a supplier of emeralds. Had decided that his product was of higher quality than usual, and increased his price. Her husband seemed ready to pay, just to get the gems. With discuss Imelda walked over to the supplier, after her husband made the transaction. And calmly informed him that his gems were procured with the use of slave labor. Referring to the Platinum contracts used to secure labor for the mines, out of earshot of her husband she whispered. “It would be a shame if your platinum workers were to find out about your little scheme to skim more cream off the top of their hard working milk? For the difference in price my husband expected, and let’s say your workers don’t find out.” And thus began their little agreement.
Near Wolfstown she caught a theft trying to brake into their wagon, while her husband was away at the tavern. Finding out from the rogue that her husband had made some shady back room deals, and that his time had come to pay the piper as it were. Waiting for her husband to return from town to confront him about these allegations one of the rogues companions had returned laughing that his apprentice had fudged a simple snatch and go. Realizing that there was truth in the thefts story, and finding out that her husband was not willing to pay the debt. He forfeit his young wife to the mercy of the debt collectors, and was told to disappear or that the assassins knife would find its way to his plump neck. As for Imelda it fell to her to repay her husband’s debt, and she would use her contacts with the jewelry guild to help with that. Working with Tasha, the very theft that she had caught days before. Getting to learn the back side of this new opportunity, she embraced the new tasks asked of her. Learning ways to persuade people to get what she needs from them, and to get it for herself if needed to be. The idea of a traveling jeweler/theft seemed a welcome distraction to the thought that this is to be her new reality. Heading to Hogsfeet to appraise family jewelry for sale, from prominent family from Hofsfeet.
Isang Te'feine (Huma)
Having been born into a small family of wealthy traders, near the city of Vienthollow. For many years that she can remember her father Hilore made a living selling goods, and equipment to the work camps near the city's outskirts. Until her father was accused of supplying a rival aristocrat with better equipment, and knowledge of the area. Fearing for their lives they fled to the costal of Anteroria. Where they settled down on a modest ranch to work mainly with horses.
One summer she and her father were out in searching of some escaped horses. Instead of finding horses they came upon a wounded Wood elf. Atiel Cromelon was her name she had been wounded be poachers while patrolling the edge of her woodland. Bringing her back to their ranch they nursed her back to health, and she had formed a friendship with Isang. They became inseparable best friends, as they both shared a a passion for horses.
One day a group of horses need to be delivered, and supplies were needed to be bought from capital. Atiel and Hilore left to go into Anteroria for the supplies, so that left Isang to deliver the horses. Heading out the next day to deliver the horses Isang had heard a loud boom, and felt the ground quake. Fearing the worst she made haste back to the farm. After some time heading south on the road she was stopped by refugees fleeing the destroyed capital, just to be told that there was nothing left of the once majestic city. Having nothing to return to she made her way north to the city of Vienthollow, only to find that once quite village of trade now being transformed into a fort of great importance for the lands of the south. Finding solace in the teachings of Yume.
One night she had a vision of an young elf girl leading her by the hand through a smoke filled side alley only to be awaken by a piercing scream from within her vision. Giving her hope that one day she maybe reunited with her lost loved ones. For months after arriving back in Vienthollows she assisted with the construction of its defenses. Then one day she came to hear of a rumor that a group of adventures had assessed with the evacuation of some people before the destruction of the capital. Having new hope that her father, and best friend were among those that escaped the capitals destruction. She secured passage north by joining a group of adventures that were heading north along the railroad. While searching some runes her group was faced with impossible odds, and making the decision that the lives of a few to save the many. Isang and two others worked together to hold back a horde of Boggles while the rest tried to make their escape.
Knutt Hodenbrecher (Pringle)
Knutt Percivaal was born into slavery. He moved between owners too often to have made many friends, so became self-reliant at an early age. At 17, due to a drunken misadventure, he was lost to an owner of a fighting ring. Here his survival instincts thrived and he found his calling - beating the shit out of man and beast alike. Within a few years, having never lost a fight, he'd created a reputation for himself and taken on the name Hodenbrecher - mostly due to his propensity to 'grab the bull by the horns balls'.
At 31, someone felt it was time to retire and rigged a match against his favor. This effectively ended his career as a Gladiator. However, due to his success and the fortunes it'd amassed for his owners, instead of leaving him to die int he Pits, they instead granted him freedom and a few parting gifts - with the provision that he never fought in an arena again.
So, he set out on his own, but having no connections to anyone or anything in the outside world, he was lost. He used his wealth to take care of himself - just the necessities - and to stay out of trouble, not wanting to risk losing his well earned freedom. However, everywhere he went he always had the feeling of being watched or followed. Maybe it was paranoia of being captured by someone and returned to a life of servitude - something he refused to allow.
One night, after having enjoyed a few too many "ales" (at least, that's what the barmaid called them), he found himself throwing fists at a bunch of equally inebriated hot heads who apparently recognized him from the arena and were mocking the misfortune of that final fight - if you can call it that. He was taken by the local guard who, upon realizing who he was, decided that stringing him up to a tree and selling off his head to his enemies would set them up quite well.
So, the next morning, finally coming to from his drunken stupor, he found himself tethered by the neck to what looked like an unfortunately sturdy tree branch. Underneath him stood a large steed that looked ready to haul ass at the slightest twitch. However, what came next surprised him more than the fact that he hadn't killed the lot of them right there in the tavern: With the crack of a single rifle shot and it's bullet zipping by his head, he felt his weight drop on the horse beneath him followed by the jolt of that beast suddenly launching forward into an immediate gallop. While being raced away, he was certain he heard the sounds of beasts growling followed by dead-raising screams.
The horse took him for about 50 meters through bush and tree before coming to an abrupt halt. So sudden was the stop, that he was flung to the ground before the twitchy beast. Upon righting himself on the ground, he found himself sat amidst a group of strangers who had an air about them that left him wishing his hands weren't bound behind him.One among them stepped forward, lowered the cowl that'd been hiding their face and offered his hand to assist him up off the ground.
Upon standing he quickly took stock of the group around him: all wearing hoods that obscured their faces, while none were terribly small, the largest among them rivaled even his substantial size. However, all of them appeared to be well built regardless of stature.
The man standing before him looked at him with an expression that was friendly enough and simply said: "Come, we haven't much time".
... time passes..
Now a full-fledged member of the Order, he has been tasked with inserting himself into the Guard of House Stanley - the Order's attempt at garnering information on the recent events that seem to be tearing the world apart. Further, there's the group known as Shadowsong who's name and reputation seem to accompany any mention of these events.
Levi Stigen (Sparhawk)
Levi is young man standing at 5'11" with short brown hair, and a clean shaven face. He only has one Arm, as the other was magically disintegrated, and that same magic prevents it from ever being re-grown. He wears leather armor over top of commoners clothing, made up of linen and hides. While Levi is recharged from a mana well, glowing veins of what seem to be lightning appear, in almost a spiderweb pattern running from the stump of his right arm to his heart, as well as his eyes crackle with lightning, and glow blue ever so slightly.
Levi was born to a wealthy family in Limnea. His father was a retired adventurer, and his mother a scribe and historian at the temple of Epim in Cotza. Levi grew up listening to the tales of his fathers adventures, but the one about finding a magical well filled with a glowing substance truly fascinated him. His father and mother let him do what he wished to, and as such, he spent most of his time outdoors, sometimes fishing, sometimes visiting the market and watching the different craftsmen work, and sometimes still wandering the forests and valleys in the surrounding areas. During one of those little adventures in the woods, Levi, who was 7 at the time, felt like something was calling to him from a distance away, and being young and curious, he followed that call, which eventually led him to the a ruin, with a small pool of colored liquid in it. Remembering his father story, he excitedly reached out and put his right hand into the liquid. Pure Mana shot up his arm, and into his body, but his young body couldn't handle the raw mana, and his right arm disintegrated from the shock, and it knocked him out for an entire day. Being only 7 years old, the boy was so overwhelmed by this, he spent hours screaming and crying in pain, before his father found him, and took him home. Now permanently marked by the well, his father tried to get his name out of the running for the platinum contract, but even missing an arm, he was still considered able bodied, and three months later, he was shipped off to Pottersbee, and the Guild of Fine Carvers.
The next 13 years went by as a normal persons would. with being out contact with a mana well, his powers lay dormant and un-noticed, as he spent his time learning his trade.
On his 20th birthday, the contract finally ended, and unlike the usual workers who sign new adult contracts, Levi Left immediately, spent his money only on basic necessities, as he felt drawn to another well. Levi spent the next 2 years of his life traveling around, searching for more Mana Wells, and attempting to learn more about their power, and investigating the ruins that hold the wells.
One day, after he recharged his powers from a well, he felt a surge of magic, and found himself face to face with a Woman, who he would come to know as Ariel. She spoke words laced with raw mana, attempting to enslave his mind, but Levi resisted by resisting with all the mana in his body. However, Ariel just smiled, and tried again and again. Levi resisted the control a total of five times, before falling under her control, enslaved, and powerless. During the few months under her control, Levi fought many a creature she summoned for her own amusement, barely surviving every time, but unable to resist, until Victor appeared. Victor broke her Control over all of those enslaved there, and brought them back to relative safety, but at a great cost.
My father was a wine merchant which is why he was traveling up north on business wherein he stayed at my grandfathers inn where he met my mother and they fell in love with each other but life was not pleasant for parents with the racist overtones they had to endure, especially my mother and older sister. So my father decided that it would be best if he gave up focusing on selling his wines and move south to his vineyard and focus on production for my mother and sisters sake. My father paid for my older sisters platinum contract but despite our family having money it would have been a substatial cost and my father believed that serving the contract would build character and set me on my own path in life. At the time I thought he was being cheap and condemned him for it but after a few years I realized he was right and if he hadn't sent me I wouldn't have made so many friends.. or lost them. I left home before my younger sister came of age for her contract so I don't know what became of her.
Father: Isaac Glynnan
Mom: Renna Glynnan, née Dalar
Older sister: Ventora Glynnan
Younger sister: Iselyn Glynnan
I joined the LaRue noble family who were followers of Celesta (CGood), they were devout and thus hated Manjigore (CEvil). In the early days of when the cities were being rebuilt, packs of Wolven devout to Majigore were known to strike out at singled out travelers. As the cities grew, the need to fight off the packs grew. The Valiant Knights of LaRue were known to protect travelers on the high road, the long stretch between Anteria and Limnea. They took and gave refuge in small forts/camps set up along the road every few days travel, and would protect travelers from these. It was here that I served my platinum contract for ten years and stayed in service for another five years.
One particular trip up north escorting the LaRue family and a large population of travellers we made camp inside Direwood Fort, what I remember most about that night, besides the sounds of my friends dying was how supernaturally long as if the light was leeched from the sky too soon.. and the cold... the temperature was as biting as the Wolven.
At some point during the chaos after the wolven breached the courtyard and were slaughtering us and I realized I would die that night before I could fulfill my purpose that I did what I had to do, a pact was made on that evening for the power to survive. When the sun finally rose that day and I could see the gruesome scene laid out before me, the largest pack of wolven to ever attack. Their numbers were so vast that they used their dead to get over the stone walls. It took us several weeks to bury the dead in the frozen ground and with a just a handful of knights remaining and the LaRue family dead my brothers of the order quietly went their separate ways.
After some time wandering the pull that I've always felt about needing to be somewhere at a specific time kept getting stronger as I travelled north. As my legs took me to where I needed to be I eventually set upon a farm that was set ablaze, rounding the corner of a simple cottage stood before me a demon standing over a man wrapped in chains, as the demon monologued loudly he did not hear my footsteps as I approached and sent my halbred through him.
Tall and of Wiry build, with golden eyes shining out from grey skin, and a clean shaven head.
Covered in tattoos, and wearing an ugly mismatch of things, a tattered shirt, a kilt, a backpack made of a full sized wolven's head, and gleaming boots with cute little wings on them.
Born in the wilds of Limnia, to a family of nomads, outrunning the Wolven and exploring was part of his daily life as a lad, leading to his slightly feral personality, but strong sense of family and protecting those he considers such.
His family missed their luck in his teens, when he was out exploring on his own getting slaughtered by a pack of those fucking man-dogs... He began to train himself, relying on his body, and the few things he's found in ruins along the way, into a killing machine devoted to slaying any wolf kind he manages to find with a fervor.
Few years back he feel in with this group of other crazies... some kooky wizard who mutters to himself a lot, some odd witch lady... this dude in a metal suit he swears he built... well... they are all insane, and too reliant on their weird ways instead of themselves... but they try to do good work!
Think I may have to protect them until they see the light.
Anastasia Eva Ambrose (Deveraux)
Kurbag "The Hammer"
COMBAT & DAMAGE
Quick Reference (Actions/States)
5E Modern Reference
Loss of a hand or arm
- -6 penalty for any skill or dex based action requiring use of arms/hands.
- Archery is allowed, but requires 2 attack actions to prepare the arrow, and 2nd to fire. Preparing an arrow requires a Dex check DC 10 (-6 penalty applies). Two handed swords can not be used.
- Ability to lift weight over head is reduced by 1/3 total max.
Loss of a leg /
- 50% movement
- -6 penalty to any skill requiring use of legs
- Ability to lift weight over head is reduced by 1/3 total max.
All characters start with the normal gold per their class. Its expected that you spend what you make (much like real life). If you were rich, why are you adventuring? Jeeez
All characters start with Level + 1d4 Item Pts. Item Pts can be redeemed for magic items at start. You must be minimum character level for an item. GM discretion on all items finally selected to maintain balance.
Pt Cost of Magic Items Table
|Rarity||Min Character Level||Item Value||Pt Cost|
|Very rare||7+||2000-5000 gp||7|
Expanded Skill Proficencies
Expanded skill Proficincies allow us to delve into behaviors and make additional knowledges accessible and rewarding. These rules utilize a new layer system of specific sub-skills that apply on top of 5E abilities/proficiencies, representing a deeper knowledge, or highly tuned fine motor skill.
Sub-Skills and Points
- Proficiency in the main skill is not a pre-requisite to purchase a sub-skill.
- Each point spent represents +1 to the specific sub-skill roll attempt.
- Points do not count toward expertise doubling.
- Class restricted sub-skills are not allowed unless multi-classing to a valid class is planned w/ DM.
Each level a character will gain 2 points to spend on sub-skills. Example: a level 7 character will have 14 total add-on points to spend on specific sub-skills, and when he reaches the next level will have 2 more for a total of 16.
Maximum Point Spend
A character may not spend more add-on points into a specific sub-skill than their proficiency bonus -1. Example: a level 7 character with a +3 proficiency bonus, may not spend more than 2 points on a specific sub-skill.
Requirements to learn new skills
PHB Part 2 Adventuring p.187 (New languages/proficiency) First, you must find an instructor willing to teach you. The DM determines how long it takes, and whether one or more ability checks are required. The training lasts for 250 days and costs 1 gp per day. After you spend the requisite amount of time and money, you learn the new language or gain proficiency with the new tool.
All new skills will require in-game background stories to support it - each player should share their plans of how they spend free time (travelling or at rest in town) to support their skill changes.
If you do not have the required specific sub-skill, the GM may allow you to roll w/ the top level skill at disadvantage. Example: If "Physics" is required but missing, you would roll Investigation at disadvantage.
Specific Skill List
|Strength||Athletics||Running / Jumping|
|Swimming||Distance and Holding breathe|
|Lift, Push, Pull|
|Throwing||Non-combat attempts for accuracy/distance|
|Dexterity||Acrobatics||Rope Training||Tightrope walking, hanging from a boat|
|Contortionist||Fitting into tight areas, slipping out of bonds|
|Breakfall / Tumbling||Recover from awkward movement or falling|
|Intelligence||Arcana||Magical Item Lore|
|Magical Creature/Plant Lore|
|Mundane Crafting||Must specify the craft ex. carpentry, allows use of toolkit|
|History||Area Knowledge||Must specify the area ex. Limnean lakes|
|City Knowldege||Must specify the city/town|
|Organization Knowledge||Must specify the organization|
|Science Knowledge||Must specify the science ex. mechanics, alchemy|
|Nature||Creature Knowledge||Must specify creature type ex dragons|
|Plant Knowledge||Must specify the plant type ex. mushrooms|
|Religion||God/Pantheon & ritual Knowledge||Must specify the god ex. Manjigore|
|Culture knowledge||Must specify the culture ex. Anterorian Elven rituals|
Specific Skill List (cont)
|Wisdom||Animal Handling||Animal Training||Must specify creature type ex horses|
|Riding||Must specify creature type ex griffons|
|Insight||Tactics||Prepare for battle|
|Piloting||Must specify machine type ex flying ship|
|Perception||Keen Sense||Must specify the sense (sight, hearing, smell, touch)|
|Survival||Hunting / Fishing / Trapping|
|Foraging / Botanize|
|Find/Create Shelter||In a pinch|
|Navigation||By stars or ground to know direction|
|Acting||Butcher and the Baker will be in town all week|
|Musical Instrument||Must specify a specific instrument|
|Persuasion||High Society||Opposite of Streetwise|
|Oratory||Card carrying member of Toastmasters International|
|Streetwise||Opposite of High Society|
Pilot skill roles requires an appropriate Piloting skill (see expanded skill proficiencies), otherwise piloting attempts will roll Wisdom at disadvantage. The individual with the highest proficiency should roll on behalf of the crew for all actions, nother player with piloting skill may assist and provde advantage to the roll.
Travelling & Critical Fails
Each hex on the world map represents 100 miles of travel, and assumes the ship stops occassionally to rest/get supplies, etc. The pilot must make a piloting skill roll of DC 10 for each hex travelled. A natural 20 will bring the crew to the destination flawlessly. However, any critical failure will result in a bad event like below:
|1||Lightning strike hits the dirigible, deflating it in 1d20 turns, crashing into present hex.|
|2||Engine catastrophe & crash random hex adjacent or present hex. Requires full dry dock rebuild 3 months before it will work again|
|3||Engine failure & crash random hex adjacent or present hex. Will take X days to fix.|
|4||Wing falls off. Cannot turn a certain direction requiring wide hex turns or straight flight only.|
|5||An anchoring rope (which apparently wasn't trained) snags a tree and anchors the boat midst flight pulling it down to ground.|
|6||Man overboard. Take fall damage based on height.|
|7||Wandering encounter (in-flight)|
|8||Wandering encounter (on land while getting supplies).|
|9||"THE" navigation map flies out window (lose access to world map unless DC 15 Cartography roll to recreate).|
|10||Fire!! Must put it out in X turns or ship crashes/destroyed due to powder kegs.|
|11||Food poisoning / sickness hits entire crew for X days.|
|12||Bad weather spins the boat off course 1d3 hexes. Spend 2x fuel.|
|13||Terrible Fog and no wind. Boat stuck in place for X days. Roll again.|
|14||Wandering encounter (on land while getting supplies).|
|15||Birdstrike on propeller, forced to half-speed until new propeller crafted by carpenter.|
|16||Massive gust of storm wind tips boat 60 degrees|
|17||Navigation error with upside down map. Sent offcourse X tiles in random direction.|
|18||Pilot sick, can't pilot/assist for X days|
|19||Dirigible rope snaps, tilting boat 30 degrees for rest of trip until you can land and fix.|
|20||Weak spot in hull snaps, supplies are lost (1d6 barrels of coal/merchant goods/gear), and hull is not sea-worthy until repaired|
There are a number of different ways to obtain the ingredients that you will need in order to craft your substances, such as purchasing them within a civilised location or harvesting them yourself.
Provided you have access to a town or city, as well as the coin to spare, you may be able to find somewhere to purchase the ingredients you're after.
The safest option is generally to find a shop, although sometimes you might only be able to get to someone who is perhaps just a little less honest. Either way, the quality of the ingredients may vary - as will the price.
A Natural ingredient is the state you would generally find the ingredient in if you were to harvest it yourself, whereas a Pure ingredient has been altered slightly to rid it of most of its harmful toxins, making it safer for consumption (and usually increasing the price of the ingredient, too).
|Quality||Standard Price Per Unit|
Note that Herbalists' stores may vary slightly in price in accordance with the local economy.
Feeling frugal? Alright, here's an easy-to-use haggling guide to help you save some coin.
The Haggling DC is equal to 10 + the seller's Charisma Modifier + any modifier to repsent the rarity of the item. (Xanathar's guide pg 129 otherwise DM's discretion).
|Nat 1||Price moves against you by 50%, and Hmm... Best you leave now...|
|Fail >5||Price moves against you by 20%, shopkeeper aggravated (One try left)|
|Fail <5||Price moves against you by 10%|
|Succeed <5||Price moves in your favour by 10%|
|Succeed >5||Price moves in your favour by 20%, shopkeeper timid (One try left)|
|Nat 20||Price moves in your favour by 50%, final deal or I can't feed kids!|
Illegal Items From a Reputable Seller
Due to the complications that arise from these substances being not particularly legal, you may need to make a Charisma (Persuasion) or Charisma (Deception) check in order to make your purchases. The DC for this check is dependent on the number of ingredients you're looking to purchase.
A failed check will have you politely asked to leave the store, and you will have disadvantage on any checks made to purchase from this store again. Subsequent fails (or a Nat 1) may earn you attention from the law enforcement.
Upon a successful check, however, you will then be permitted to purchase a number of ingredients up to the amount you based your check off of. You can choose for these ingredients to be Pure or Natural.
Deception / Persuasion Check
|Units Requested||Check DC|
Maybe you don't have the Charisma to be testing your luck with legitimate stores, or maybe the town or city you're in just doesn't have one of those stores. Regardless, finding a shady seller is an alternative option for obtaining ingredients.
Finding a Dealer
In order to find a dealer, you will need to be somewhat clever and stealthy about it.
Make an Intelligence (Investigation) check (DC 10) to see if you can manage to find a local dealer. If you fail this check, your search is unsuccessful and you cannot try again within the next 24 hours.
Next, make a Dexterity (Sleight of Hand) check (DC 10), regardless of whether or not your Invesigation check was successful. This check will determine how subtle you were able to be in your search, and failing it may mean that you managed to draw the attention of law enforcement.
If you have previously found a dealer in the area before, you may forgo these checks and return to them, or do your checks with advantage to find a new dealer.
Each dealer will also have variable pricing for their products, from being cheaper than you'd find from an Herbalist to being twice the price. The DM rolls on the table below to determine the modifier to the price.
|D% Roll||Price Per Unit|
You will be unable to request for a particular quality of ingredient when purchasing through a dealer, as each dealer only has stock of a certain quality. These prices are not further modified by ingredient quality.
The quality of the dealer and their produce is also subject to change. The DM can either choose the quality of the dealer or roll for it on the following table.
DM Note: if the player failed their Sleight of Hand check but succeeded in their Investigation check, the DM may want to implement a Sting, roll with disadvantage for dealer quality, or impose disadvantage on any future rolls for dealer quality.
|D% Roll||Dealer Quality|
STING - Well, that wasn't a dealer at all! It seems you've walked into a set-up and gotten yourself into some trouble with the law! Player will realise this upon completion of deal.
SCAM - The dealer is happy to take your money, but the products you buy from them are duds. Player will realise this upon attempting to craft substance.
POOR - These ingredients would be turned down by an herbalist's store, although they're still useable - they're just of Poor quality. Player will realise this upon consumption of crafted substance.
AVERAGE - Ingredients are of Natural quality. Player will realise this upon consumption of crafted substance.
GREAT - Sweet find! Ingredients are of Pure quality. Player will realise this upon consumption of crafted substance.
Now, your campaign might not keep you in civilised areas (if at all), or maybe you just don't want to waste your coin on these ingredients that you could find yourself, so you may wish to Forage for ingredients instead. To do so, make a Wisdom (Survival) or Intelligence (Nature) check, and apply any relevant penalties to the total depending on the time and dedication spent looking.
Difficulty to Find
|Rarity||Ability Check Modifier|
|Method||Ability Check Modifier|
|Travelling at a Slow Pace||-2|
|Travelling at a Normal Pace||-5|
|Travelling at a Fast Pace||-8|
A Dedicated Search implies spending at least an hour doing nothing but looking for ingredients. This can be done during a short or long rest. Foraging takes 1 hour, and you can make up to 3 of these checks per day.
|Below 10||Nothing Found|
|10-14||1d4 units &|
|15-19||1d8 units &|
|20+||1d12 units &|
|Nat 20||1d20 units &|
(For & yields, continue re-rolling if you roll max die amount)
F antasy is such a rich genre full of unexpected concepts that remain, nontheless, familiar; the magic sword of flame, the cape of flight, the ring which grants invisibility. We love receiving these magic items, and many of us love even more to be able to make them ourselves.
This guide exists to expand upon the newest rules for crafting items introduced in Xanathar's Guide to Everything. The rules outlined in this document are designed to work with those rules, not replace them entirely, and you will need a copy of Xanathar's Guide to fully understand everything here. In this guide you will find additional details for item creation such as exact methods of crafting, material components, and updated rules to speed up crafting times to more usable levels.
Throughout this guide we will be following Bruenor, the dwarf fighter from the opening pages of Chapter 1 in the Player's Handbook, as he sets about crafting himself a set of dwarven plate.
The practice of making a magic item is known as artifice, and individuals who specialize in crafting and inventing such items are artificers. And just as there are many different martial art forms, there exist more than one way to craft an item. Two techniques in particular are most common.
The first is to construct the item from scratch, building and shaping the raw materials yourself and infusing them throughout the crafting process with the arcane energies needed for the magic to hold. Some magic items, such as dragon scale mail, must be made in this way; the materials involved in its creation are so integral to the final item that it has to be made from scratch. This is the technique most often used by smiths or other artisans with tool proficiencies, as they have the needed technical skill.
The second technique is to enchant an existing item with magical energies, infusing an already finished product with magic in just the right way to grant it new properties. This is as simple as purchasing an already-made suit of armor or weapon and incorporating magic into it. Many wizards or sorcerers use this technique, as they do not have the knowledge necessary to create the item themselves but do have the arcane proficiency to properly infuse the item later.
Both techniques have their advantages, and the exact methodology you employ will depend on your own knowledge and the kind of item you are trying to craft.
Crafting items is an artform, and no artist can create a masterpiece without the proper tools.
Xanathar's Guide expresses item creation in a gold cost to help simplify the crafting process; it costs coin to procure the material necessary for making something. Mundane items (items which are not magical) require 1/2 their gold cost in
various materials in order to be crafted.
A regular longsword, for example, normally costs 15 gp, and so to craft one would require 7 gp and 5 sp worth of materials. These materials include the metal which will form the blade, hilt, and guard, leather for the grip, oil to quench and temper the blade, and perhaps even the fuel for the heat needed to work the metal. For mundane items, most DMs will be happy to allow you to simply deduct the final cost from your coin purse after a trip to the nearest supply shop, provided of course that logically required materials aren't in short supply.
Unlike with magic items, mundane items must be forged from scratch, and require the use of a tool.
Magic items are naturally complicated things, as you are attempting to bend the Weave around and within an object to create a magical effect. The rules concerning the material components for creating magic items in this document are nearly identical to the ones described in Xanathar's Guide (page 129). The differences lie in the use of residuum and the way formulas and exotic materials work.
Existing in older editions of Dungeons and Dragons, residuum is quite literally magic dust; pure arcana crystallized into a physical form. It is most often traded as a sparkling, silvery powder. Residuum can be found naturally in some locations such as the Astral Plane, or it can be created by disenchanting (destroying) existing magical items. Residuum can be traded like any other currency, and is very valuable due to its use in artifice and its high cost-to-weight ratio (residuum is described in its gold cost, and even 10,000 gp worth of it weighs less than a gold coin while taking up just slightly more space).
The gold cost of a magic item specifically describes the amount of residuum needed to craft it, rather than the cost of various other materials as described for mundane items. Disenchanting a magic item produces 20% of its crafting cost in residuum, and the process of disenchanting may require specific tools (such as a magical furnace) or a special ritual to complete.
If you are constructing a magic item from scratch, you must provide both the gold cost of the mundane version of the item and the residuum needed for the magic item's rarity.
Gold as Residuum
In my own setting, money and magic are mysteriously tied. Breaking down coinage results in the appropriate amount of residuum being created, and this can be done on the fly as part of the casting of a spell. Magic users can thus use gold directly to cast spells with a gold cost or craft magic items, as the gold provided simultaneously functions as the residuum needed. Your game may use a similar system.
Because of their complexity, magic items require the artificer to have access to a formula, a recipe which details how the item can be created. A crafting formula can exist in many forms. One could be found as a blueprint in a book, while another could be passed on through a magical transferance of knowledge. Magic items which confer only a bonus to AC or attack and damage rolls, such as +1 armor or a +3 arrow, do not require a formula to craft; they are simple enough to create.
If you wish to create a magic item you must have a formula of some kind to work from. If you do not, you can first make an Arcana check to try and determine if you can make the item from pure inginuity, before any materials are even collected. This check represents not only your knowledge of the item (such as if you even know it could exist), but how you believe it could function and what materials you may need to acquire for it. The DC of this check is determined by the item's rarity; 5 for a common item, 10 for uncommon, 15 for rare, 20 for very rare, and 25 for legendary. You have advantage on the check if you've already used or inspected the same kind of item in the past. If you are successful, you are considered to have a workable formula in your head to begin crafting, including knowing the residuum cost of the item, any exotic materials, the tools needed, and how long it will take to craft.
Failure means the knowledge of the item is beyond you, and you must find a formula through research (see page 132 in Xanathar's Guide) or whatever other means your DM may see fit. If you attempt to research it, you must get a number of successes determined by the item's rarity to find a proper formula; 3 for a legendary item, 2 for a very rare or rare item , and 1 for an uncommon or common item.
Powerful magical items require the use of exotic materials, either collected from monsters or taken from areas charged with magical energy. Most minor common and minor uncommon magic items (see page 140-145 of Xanathar's Guide) do not require them, though there are exceptions (such as a potion of hill giant strength). As with formulas, magic items which confer a bonus do not require exotic components to craft.
If your DM decides that the magic item you want to craft requires an exotic material, there are potentially ways to acquire it that do not require you to actually face the monster in question yourself. You can attempt to buy the material from a seller, exactly as if you were trying to find a seller of a magic item as described on page 126 of Xanathar's Guide (the cost of the exotic material can be determined from the Magic Item Price table on the same page, based on the target magic item's rarity; just divide the result by 10). Or you could potentially hire someone else to try and track the item down for you, though there is no guarantee they will be successful. If all else fails, you will need to hunt down the material yourself. Whatever you do to get it, the cost of acquiring this material is not included in the magic item's gold (residuum) cost.
Crafting an Item that Casts Spells
Some magic items can cast specific spells, such as a medallion of thoughts. When crafting such items, you (or at least one other person working on the item with you) must
know the spell or spells which the item will later cast, and must cast each spell into the item each day spent crafting it, expending a spell slot as normal. Potions are exempt from this rule, as their reagents and the exotic material which goes into them generally provides the magic for the one-time-use spell.
Some items require special equipment which cannot be easily carried on the road. Smithing and glassblowing, for example, require a forge or furnace of some kind to create the necessary heat to work metal or glass. It is generally impossible to craft items in the back of a bumpy wagon or on a horse due to the fine nature of the work. At minimum, most crafting requires a solid surface to work on such as a bench or table, but your DM may decide that you need other equipment that is not included in your artisan's tool kit.
Crafting Bruenor's Armor, Step 1
Bruenor decides he wants to craft a set of dwarven plate. He doesn't have a formula to work from, nor the arcana knowledge to figure it out himself. Instead, he spends a week researching the item and comes back with 2 successes, giving him access to a formula. He learns that he will need 20,000 gp worth of residuum, and essence from the elemental spirit of an iron golem to forge the armor. A few days later Bruenor returns home with the essence after visiting his wizard friend, who owns such a golem and owed Bruenor a favor.
The Crafting Process
Once all materials are gathered and you have a proper location to do your work, the crafting process can begin.
The Right Tool for the Job
Your DM helps determine which tool will be used for the crafting process. Weapons and metal armor typically require one to use smithing tools, capes or clothing require weaver's tools, and leather armor requires leatherworker's tools. The following table expands on the one found on page 129 in Xanathar's Guide with suggestions for which tool to use for crafting specific items.
|Herbilism kit||Antitoxin, potions of healing|
|Jeweler's tools||Amulets, gemcutting, rings|
|Leatherworker's tools||Leather armor, bags, boots|
|Potter's tools||Pottery, ceramics|
|Smith's tools||Armor, weapons|
|Tinker's tools||Wondrous items, clockwork|
|Weaver's tools||Cloaks, clothing, robes, bags|
This table assumes that you are creating the item from scratch using raw materials. When enchanting an existing item you instead use the Arcana skill, as there is no longer a use for tools in the process as the item is already made.
When crafting an item, a character must have proficiency in the appropriate tool. If you are enchanting an existing object, the character needs to have proficiency in the Arcana skill. Multiple characters can work together to make an item if the item is large or complex enough to allow it, but all characters involved must have the necessary proficiencies to contribute. When collaborating in this way, the time each individual contributes to the item is deducted from the remaining time before the item is complete.
More than one way to hammer a nail
The table on the previous page is a rough guideline, and is not designed to be a exhaustive list nor a final word on tool use. Goggles of night could be crafted with tinker's tools, but it would make more sense to use leatherworker's tools to fashion a bag of holding, or smith's tools to forge horseshoes of speed, even though all of these are wondrous items. Your DM may even decide that multiple tools could be used for a particular item; boots of levitation, for example, could potentially be made by a leatherworker or a cobbler, and some rings can be forged by a smith.
Crafting Bruenor's Armor, Step 2
Bruenor knows how to use many kinds of tools, from smith's tools to woodcarvers tools. However, he does not have proficiency in the Arcana skill. Bruenor and his DM decide the dwarf will need to use his proficiency in smith's tools to make his armor from scratch; they make the most sense for a suit of heavy armor, and Bruenor does not have the arcane knowledge to enchant an existing suit.
Determine Crafting Time
All items have a base crafting time, represented by the rules found on page 128 and 129 in Xanathar's Guide. Follow the rules as described to determine the time necessary for your item, and then convert that time to days (this makes the process easier to calculate later), where one workweek is equal to 5 days. A rare magic item, for example, has a base crafting time of 50 days, while a longsword would have a base crafting time of 1.5 days. If you are attempting to create a magic item from scratch, the base time for the item is the longest of the two options (in this case for a rare magic longsword, 50 days). Enchanting an existing object with your Arcana skill always uses the time giving for a magic item.
Once you and your DM have determined which skill or tool is used for the crafting process, divide the base crafting time by your proficiency bonus with that skill or tool. You do not include any ability modifiers; crafting an item often requires a complex combination of Dexterity, Intelligence, Strength, and Wisdom depending on the item in question, and so we focus solely on your proficiency overall. The final number is the number of days needed to craft the item, rounded up to the nearest whole number.
Normally, you will only spend 8 hours per day crafting an item, leaving you time to sleep, eat, make camp if in the wilderness, and other necessities. However, you can choose to spend additional time crafting if you have the hours available.
Crafting time is separated into 8-hour shifts, each of which represents a day of work toward the completion of the item; less time wouldn't allow you to get any proper work done. You can work multiple shifts a day to try and get work done faster, but you must make a Constitution saving throw after each extra shift, gaining a level of exhaustion if you fail. The DC starts at 10 after 2 shifts spent crafting, and increases by 5 for each additional shift without taking a long rest. The DC resets to 10 once you finish a long rest.
Once you have a level of exhaustion it is recommended that you stop attempting to craft, as you are fighting to stay awake and could easily make a catastrophic mistake. If you continue anyway you must make a relevant skill or tool check (with no ability modifiers included) after every shift you continue to craft while exhausted. The DC is equal to the item's rarity; 5 for mundane items and common magic items, 10 for uncommon items, 15 for rare, 20 for very rare, and 25 for legendary, and increases by 5 for every additional shift after that. Note that, due to the effects of exhaustion, you make this check with disadvantage. If you pass the check then you've managed to continue work without any destructive results. Consult the Overworking Consequences table if you fail, suffering an outcome based on how much you failed the check by. You suffer the outcome of that level and all relevant previous levels (for example; if you fail the check by 5 you lose all the residuum needed for the item and the item is damaged).
|<5||The item is cracked or damaged. Increase the time needed to craft it by 1/10 of its total (minimum one day), and its cost in materials by 1/10 to repair it|
|5||If a mundane item, the item is completely destroyed, and you must start your work over. If a magic item, the residuum used to craft the item is completely wasted, and you must acquire the full amount again before continuing|
|10||The exotic material is damaged or destroyed, and you must acquire it again before continuing|
|15 or more||The item explodes in an arcane backlash. It and all of its material components are completely destroyed. Each creature within 20 feet of the object must make a DC 15 Dexterity saving throw, taking 28 (8d6) force damage on a failed save, or half as much damage on a successful one. If the item would have dealt another kind of damage once completed, such as a flame tongue weapon dealing fire damage, your DM may decide that the damage is that type instead.|
Crafting in Batches
It always takes a minimum of a day to finish crafting a single item, no matter what your proficiency bonus is. The exception is for consumable items, such as potions, ammunition (mundane ammunition is crafted in batches as described in the Equipment section of the Player's Handbook), thrown weapons such as handaxes, and any other items which your DM decides wouldn't require a full day's work to complete.
For these, the number of items that can be made must be able to fit wholly within an 8-hour day, and you can make a maximum number of items per day equal to your proficiency bonus with the associated skill or tool. You must have the materials needed for each item as normal.
Crafting Bruenor's Armor, Step 3
Bruenor has his 20,000 gp of residuum, 750 gp worth of metal and other materials to forge the armor, and the essence of his iron golem. He spent the time to gather the knowledge needed to craft his armor, and is now ready to begin work.
Bruenor has a +4 proficiency bonus with his smith's tools. Dwarven plate is considered "very rare" for a magic item, and so has a base time of 25 workweeks, or 125 days. However, a set of mundane plate armor costs 1,500 gp. Divided by 50, it has a base time of 30 workweeks, or 150 days. This is the larger of the two, so we devide 150 by Bruenor's proficiency bonus, and determine that Bruenor will need 38 days to craft his armor.
Bruenor starts working, spending one leisurely shift (8 hours) each day crafting his armor. After 38 days of work he is the proud owner of a powerful, self-forged magic item
Spell Scrolls and Healing Potions
Scribing a spell scroll and brewing a potion of healing do not follow the same rules for other magic items described in this guide. The only change from the rules found in Xanathar's Guide for these items alters the crafting time. As with other items, simply convert the number of workweeks into days, and then divide that by your Arcana proficiency (for a scroll) or herbalism kit proficiency (for a potion of healing).
Variant: Hourly Rates
As a DM, you might decide that you don't want to limit crafting to full 8-hour shifts, instead opting to track crafting by the hour. Doing so gives characters more freedom with which to craft, as they no longer need to set aside full 8-hour shifts for the process. At the same time, tracking by the hour implies an extra amount of effort put into the work whenever the character is working.
If you wish to use this variant, simply calculate the number of hours needed to craft an item rather than the number of days (multiply the number of workweeks by 40), and then divide that result by the character's proficiency bonus. Bruenor's armor, for example, would require 300 hours to forge through this system, and Bruenor could spend any amount of hours a day to reach that goal. However, 8 hours remains the normal workday for most people, and working beyond that can cause fatigue. For each additional hour of crafting beyond 8 hours, the character must make a Constitution saving throw at the end of the hour. The DC is 10 for the first hour, and increases by 1 for each hour beyond that. On a failed saving throw, as before, the character suffers one level of exhaustion, and must stop crafting or roll on the Overworking Consequences table as normal. The DC for this table increases by 1 for each extra hour the character crafts while exhausted. DCs for overworking reset once the character finishes a long rest.
An item requires a minimum of 8 hours of work to be crafted using this variant, but you can still craft in batches. It takes a minimum of 8 hours to craft a batch of items, and the number of items you can craft per batch is still limited by your proficiency bonus. If, for example, a character could craft a single handaxe in 1.5 hours, then they could craft anywhere from 1-5 of them over 8 hours of crafting time (provided their proficiency bonus was high enough and they had enough materials for all of them). Over another 8 hours they could craft 1-5 more handaxes, and so on.
This supplement grants players the ability to craft more interesting mondane items, giving them additional bonuses through careful craftsmanship and wonderous materials. Additionally, the Traits and Materials in this module may also be added to weapons available at shops with skilled blacksmiths.
To craft an item, you need 60% of its gp value in a Material of your choice (including the Price mod of the chosen Material), and if it is a weapon/armor/shield, a Trait may be chosen from the respective Crafted Trait table. Most items will use your Strength modifier for the Smith's Tools checks to create them, but some items, Traits, and Materials are specifically marked with an alternate ability modifier. These will be marked as (D) for Dexterity or (C) for Constitution. The ability modifier for the chosen Material takes precedence over that of the Trait, and the ability modifier for the Trait takes precedence over that of the original item. Your Smith's Tools modifier is then as follows:
Smith's Tools Modifier = the denoted ability modifier
+ your proficiency modifier (if proficient)
Choose a number of hours you'd like to work on the item, rounding it down to the next lowest whole hour. Then, make a Smith's Tools check, adding the above modifier. The DC for the check is 13 + Material DC (if any) + Trait DC (if any). If you succeed, all the hours you spent crafting get subtracted from the Crafting Hours remaining to complete the item (including any added from Crafted Traits). If you fail, you only subtract 50% of the hours you spent, but if you fail by 10 or more, you make no progress. This may mean you are left with half of one hour left to complete an item, but since you round down the number of hours you may work towards an item, you will still need to work for one hour. Once the remaining number of Crafting Hours is 0 or less, the item is complete.
You can work on any number of items in a day, but if you work for a number of hours greater than your Constitution modifier + 1 (minimum of 1), you succomb to 1 level of exhaustion (before rolling your Smith's Tools check). If you continue to work beyond this, for every multiple of your Constitution modifier +1 (minimum of 1) that you work, you gain another level of exhaustion. This accumulation of hours is reset at the end of a long rest (but only 1 level of exhaustion is removed).
Non-Metallic ComponentsAt DM's discretion, you may also be required to acquire 10-20% of the item's gp value (before price mods) in wood and/or leather for handles, hafts, and other non-metal details. It is recommended that armor and two-handed weapons be closer to 20%
If you are proficient with Smith's Tools, you know how to craft any weapons, armor, or items with which you are proficient, and you know how to add any Crafted Traits that can be applied to those weapons. At DM's discretion, you may know all of the Crafted Traits. Additionally, you know how to craft items with the Crafting Materials listed on the chart to the below, as determined by your proficiency modifier.
If you wish to craft items or add Traits that you do not yet know, you can either gain proficiency in the item (and gain knowledge of all the Crafted Traits applicable to it), or you may create the item without adding your proficiency modifier to your Smith's Tools check. Once the item is successfully created, you now know that item (and it's Traits) and may add your proficiency to further Smith's Tools checks to make it. Materials will continue to not use your proficiency on Smith's Tools checks until your proficiency meets the requirement.
Known Materials by Proficiency
|Proficiency Modifier||Known Crafting Materials|
|+2||Deepiron, Iron, Meteoric Iron, Steel|
|+3||Argentium, Erudite, Quixotium|
If you work a number of hours equal to your daily maximum or the remaining number of Crafting Hours for the item (whichver is lower), you may gain a bonus to your Smith's Tools check equal to 1/2 your Consitution modifier (rounded down) as long as you've worked at least two hours on that item. You may not gain this benefit if you are exhausted or if you have disadvantage on your Smith's Tools check.
New Traits on Existing Items
Crafted Traits may be added to items that have already been forged as long as they do not already have a Crafted Trait on them and you know how to craft items out of the Material of which it is made. The DC mods of the Trait and Material, the Price mod of the Material, and the needed Crafting Points for the item remain the same as per the normal rules. You will only need 10% of the item's gp value (including Price mod) in matching Material, but this does not count towards its final cost once the Trait is added. The DC mod of the item is increased by 2 if you did not craft the original item yourself and +5 if the item is magical (+7 if both).
Furthermore, if the item is magical, the Crafting Hours required to complete the item is multiplied by 5, and the gp cost of the item is based on the item's rarity (DMG p135).
When adding new Traits in this manner, if you failed your Smith's Tools check by 10 or more, the item is ruined, leaving 50% of its gp value in material if the item was mundane or 0% if it was magical.
Listed below are the detailed rules for Crafting Materials. All benefits to characters only apply when the item is being worn or weilded.
Adamantine is said to be the strongest substance in the realm. Due to its incredible weight and durability, this barely-malleable metal requires Smith's Tools checks made to create items out of it to be made with Constitution.
All items made of adamantine weigh 1.5x the normal amount, have twice the hit points, and are magical.
Weapons made of adamantine lose the light property if they have it, otherwise they gain the heavy property. Additionally, such weapons (and hunting traps made of adamantine) have their damage die increased by one size. The item's versatile die is also increased, if it has one.
Armors made of adamantine turn any critical hit against the wearer into a normal hit but gain a Strength requirement equal to the armor's base AC (before enchantment bonuses).
Shields made of adamantine gain heavy when used as a weapon and small creatures do not gain their AC bonuses. They also grants resistance to damage from critical strikes as long as the wearer is aware and able to raise the shield against the attack.
Also known as "Puresteel," argentium is a highly reflective metal with magical properties. Often used to craft holy symbols and regalia, argentium is commonly used by paladins and clerics. It makes for great armor, especially against spellcasters, as the metal itself draws in magical effects and converts their energy into a magical barrier.
Weapons (and hunting traps) made of argentium count as silvered for the purposes of overcoming Resistance and Immunity. In addition, critical strikes from argentium weapons deal their damage as radiant damage.
Armor made of argentium grants resistance to all damage from cretures vulnerable to silvered weapons.
Shields made of argentium grant advantage on saving throws against effects from creatures vulnerable to silvered weapons as long as the wearer is aware and able to raise the shield against the source of the effect.
Found fairly commonly within the depths of the Underdark, deepiron is found in drow and duergar societies. Ruddy brown when found in veins, deepiron turns fiery red when heated and is a dark copper color when cooled. For the most part, it functions much the same way iron or steel might (when forged properly), but the metal has a uniquely resistant property towards Fey and Celestial creatures.
Weapons made of deepiron allow the wielder to reroll any damage rolls made against Fey or Celestial creatures, keeping either result.
Armor made of deepiron imposes disadvantage on attacks made by Fey or Celestials against the wearer.
Shields made of deepiron grant advantage on saving throws against effects from Fey and Celestials while the wearer is aware and able to raise the shield against the source of the effect.
Erudite crystal is unlike most other crystals in that when it is heated up to a high enough temperature, it becomes malleable and ductile without being brittle - much like metal. A careful craftsman can form the crystal into shape before it cools, it returns to its crystalline structure, holding its new shape. As it is not actually metal, this crystal is popular among druidic cultures (those that can find it, anyway), but the crystal's arcane properties also make it a favorite among wizards and other spellcasters. Due to the finesse required to craft items with Erudite, all items forged with this Material require Dexterity for any Smith's Tools checks.
All items made of erudite may be used as arcane foci.
Weapons made of erudite grant +1 to the wielder's Spell Attack modifier when used as an arcane focus for the spell.
Armor made of erudite grant their wearer advantage on Constitution saving throws made to maintain concentration for spells when used as an arcane focus.
Shields made of erudite grant +1 to the wearer's Spell Save DC when used as an arcane focus for the spell.
Also known as "Voidstone" or "Magebane," finimagus can temporarily separate creatures from the weave. Finimagus has been used to make prisons for spellcasters. Simply touching the metal is not enough to trigger the effects, so a mount with barding made of finimagus won't affect the rider.
Wielded or worn items made of finimagus render the user unable to cast or concentrate on spells. Any spell that is currently being maintained by a creature who draws such a weapon or dons such an armor ends immediately. The same also applies to creatures bound in (i.e. chain) or trapped by (i.e. hunting trap) items made of finimagus.
Weapons made of finimagus impose disadvantage on Constitution saving throws to maintain concentration for spells from damage caused by them.
Armor made of finimagus grant the wearer advantage to saving throws to avoid effects of spells.
Shields made of finimagus cause spells that deal half damage to the wearer on a successful save to deal no damage to the wearer instead as long as the wearer is aware and able to raise the shield against the source of the spell.
A sturdy metal overall, iron is inferior to steel in practical regards. Any item made with iron will cost less than a steel equivalent, but will be less effective.
All items made of iron have 1/2 their expected hit points (see DMG p246 for details on objects and their hit points).
Weapons (and hunters traps) made with iron gain -1 to their damage rolls (to a minimum of 1).
Armor and shields made with iron gain -1 to their AC value.
Rarer than rare, meteoric rocks make for a powerful arsenal. Discovered to harbor much of the same properties as fire within its surface, meteoric iron weapons are said to burn as they cut flesh. Meteoric iron makes strong weapons, if a smith is lucky enough to find sufficient rock to make one.
Items made of meteoric iron are resistant to fire (this does not translate to a benefit for the holder/wearer).
Weapons made of meteoric iron deal one additional weapon die of fire damage on a critical strike.
Armor made of meteoric iron grants the wearer resistance to fire damage.
Shields made of meteoric iron grant the wearer advantage on saving throws against taking fire damage while the wearer is aware and able to raise the shield against the source of the damage.
Favored by dwarven kingdoms for armor and items denoting station and honor, mithral is a lightweight, silvery metal. Mithral is a unique metal in its low weight and high ductility, making it difficult to manipulate properly if you are not careful. As such, items made with Mithral require Dexterity for their Smith's Tools check.
All items made of mithral weigh one half the normal amount.
Two-handed weapons made of mithral lose the heavy property, other weapons gain light.
Armor made of mithral have no Strength requirement. In addition, medium armor made of mithral allow the user to add a maximum of +3 from their Dexterity modifier to their AC, instead of +2.
Shields made of mithral gain light when used as a weapon. In addition, the wearer adds the AC bonus of their shield to their Dexterity saving throws to avoid any effect while aware and able to raise the shield against the source of the effect.
Also known as "Blessed Gold," skyrite is silvery-gold in coloration but as strong as steel. Skyrite is used by paladins and clerics who can afford the precious metal most commonly because of its "anti-evil" properties.
Any Fiend, Aberration, or Undead creature that tries to break an item made of skyrite take d4 radiant damage. Additionally, such creatures take an additional d4 radiant damage when attempting to escape a hunting trap made of skyrite.
Weapons made of skyrite force Fiend, Aberration, and Undead to take a Constitution saving throw when a critical strike is scored with it. If the save is failed, the creature is stunned until the start of the attacker's next turn.
Armor made of skyrite grants the wearer otherworldly protection when worn within direct sunlight for 10 minutes, granting the wearer d8 temporary hit points that last 12 hours or until the armor is doffed. These effect may only occur again after the following dawn.
Shields made of skyrite grant advantage on saves against frightened or charmed conditions while the wearer is aware and able to raise the shield against the source of the effect.
Smelted alloys are combinations of the materials listed in this section, and can contain the powers of both, neither, or a mix thereof. Some materials do not mix well, some make a more powerful material than either component was individually. The rules for creating these alloys yourself are described in the next section.
Steel is the ubiquitous choice for blacksmiths when arming a soldier or warrior. Strong and durable, smiths can always put their trust in steel.
Items made with steel follow the same rules as their Player's Handbook equivalent (excluding the New Items in this module), as well as any special rules granted by a Trait crafted into the item.
Quixotium is a multicolored ore that produces vibrant, prismatic metal. This ore is not commonly used for its unpredictably volatile nature. This metal causes surges of Wild Magic as if a Wild Magic Sorcerer just cast a spell of 1st level or higher (PHB p103).
Failures on Smith's Tools checks to make an item with quixotium cause a Wild Magic Surge roll. If you failed Smith's Tools check by 10 or more, the Wild Magic Surge effect triggers without a roll.
Weapons and other items created with quixoticum cause a Wild Magic Surge roll after every successful attack (or on a failed save, in the case of a hunting trap). If a Wild Magic Surge effect is triggered, any damage dealt by the weapon is treated as force damage.
Armor and Shields created with quixoticum cause a Wild Magic Surge roll every time the wearer is dealt damage. If a Wild Magic Surge effect is triggered, reduce all damage taken by your proficiency until the start of your next turn.
One unit of a Material is an amount worth 1gp before price mods are factored. When combining metals, you will gather units of each metal. It is suggested that you gather a number of units total between all your chosen Materials equal to the gp value of the item you'd like to create with the resulting alloy, as you will only be able to combine alloys whose results are identical. If you have more units of one Material than any other, that one is your Major Material and the others are Minor Materials. If you have two Materials tied for the highest, they are both Major Materials, but if you have more than two tied, all of the Materials are considered Minor.
Then, roll a Smith's Tools check (using Constitution as the required ability modifier) at DC 13 + the DC modifier for each Major Material + 1/2 the DC modifier for each Minor Material (rounded up). If you succeed, roll a d% for each Material, and consult the Smelting Table below for results, adding 10% if you are rolling for a Major Material.
|1-67||The alloy gains this Material's Alloy properties.|
|68-100||The alloy gains this Materia's Alloy properties.|
The alloy's DC mod is now equal to the sum of the DCs for the Major Materials + 1/2 the sum of the DCs for the Minor Materials (rounded up). The required ability modifier for Smith's Tools checks with the new alloy is the same as that of the Major Material. If there are two Major Materials with differing ability modifiers, the resulting alloy requires Strength.
All: Items are 1.5x their normal weight, have twice the HP, and are magical.
Weapon: The damage die of the weapon is increased by one size, but all attacks made with the weapon take a -1 penalty to damage rolls (to a minimum of 0).
Armor: If you are crit by a non-magical attack, it is a normal strike instead.
Shield: Reduces damage taken from critical strikes by 2 (maximum of 1/2 the damage taken) while you are aware and able to move the shield between you and the attacker.
Weapon & Other Items: Attacks made with this weapon count as silvered.
Armor: Reduce damage from creatures vulnerable to silvered weapons by 2 (maximum of 1/2 the damage taken).
Shield: If you would gain roll a saving throw against an effect from a creature vulnerable to silvered weapons, roll without disadvantage instead.
All: Same as deepiron's natural effect, but only for Fey or Celestials, determined randomly.
All: May be used as a spell focus.
All: You can cast but not concentrate on spells while weilding (if weapon) or wearing (if armor/shield) this item.
Weapon: Successful attacks that deal damage make enemies suffer a -1 penalty to their Constitution saving throws to maintain concentration for spells.
Armor: If you would roll a saving throw against an effect from spell with disadvantage, roll without disadvantage instead.
Shield: If you would roll a Strength or Dexterity saving throw against an effect from a spell with disadvantage, roll without disadvantage instead.
Meteoric Iron Alloy
All: Fire damage taken by these items is reduced by 2.
Weapon: Critical hits deal d4-1 (minimum of 1) additional fire damage.
Armor: Reduces fire damage taken by 2 (maximum of 1/2 the damage taken).
Shield: If you would roll a saving throw against an effect that causes fire damage with disadvantage, roll without disadvantage instead.
All: Items are 1/2 their normal weight are magical.
Weapon: Item loses heavy, if it has it.
Armor: -2 to the Strength requirement to wear the armor (to a minimum of 10), if the armor has one.
Shield: You add 1/2 shield AC (rounded down) to your Dexterity saving throws while aware and able to move your shield between you and the source of the effect.
All: Items are magical.
Weapon: Critical hits on Fiends, Aberrations, and Undead reduce the target's speed to 0 until the start of your next turn.
Armor: Gain d4 temp HP for 6 hours after spending 10 mintues in direct sunlight. This cannot trigger again until the following dawn.
Shield: If you would roll a saving throw to avoid being frightened or charmed with disadvantage, roll without disadvantage instead.
All: No added benefit (still reduces Price Mod).
All: Causes Wild Magic Surge rolls on damage (for Weapons&Other Items) or when damaged (for Armor&Shields).
Mithral and Adamantine. When mixing mithral with adamantine, take the weight effects (including light or heavy properties) of whichever is the Major Material. If both are Major or both are Minor, take neither weight effect.
Erudite and Finimagus. When mixing erudite with finimagus, the result always hardens into a brittle, charcoal-like metal of absolutely no use.
Erudite and Any Other. This alloy no longer counts as being non-metal.
Iron. Iron cannot be alloyed.
|Item Name||Crafting Hours||Classification|
|Breastplate (C)||29 hours||Medium|
|Chain mail (D)||7 hours||Heavy|
|Chain shirt (D)||6 hours||Medium|
|Half plate (C)||52 hours||Medium|
|Scale mail||6 hours||Medium|
|Splint (C)||16 hours||Heavy|
|Tower Shield (C)||6 hours||Shield|
|Plate (C)||102 hours||Heavy|
|Item Name||Crafting Hours||Classification|
|Chain (10 ft) (D)||2 hours||Other Item|
|Hunting Trap||2 hours||Other Item|
|Manacles||1 hour||Other Item|
|20 Crossbow Bolts||1 hour||Ammunition|
|50 Blowgun Needles (D)||1 hour||Ammunition|
|100 Sling Bullets||1 hour||Ammunition|
Other Non-metal Items†
|Item Name||Crafting Hours||Classification|
|20 Arrows||1 hour||Ammunition|
* At DM's discretion, additional items may be added. Items 1gp or below should take 1 hour, 5gp or below should take 2 hours, and any value higher than that should take a number of hours equal to the item's gp value÷15+3 (rounded down).
† You may only craft metallic versions of these (with DM's consent).
|Item Name||Crafting Hours||Classification|
|Dagger (D)||2 hours||Sword|
|Kukri (D)||4 hours||Sword|
|Light Hammer||2 hours||Hammer|
|Item Name||Crafting Hours||Classification|
|Falchion (D)||4 hours||Sword|
|Rapier (D)||4 hours||Sword|
|Shortsword (D)||3 hours||Sword|
|Trident (D)||2 hours||Spear|
|War pick||2 hours||Axe|
|Falchion||25gp||1d8 slashing||4 lbs||Finesse|
|Kukri||25gp||1d6 slashing||2 lbs||Finesse, light|
|Tower Shield||50gp||+3||13||10 lbs||Special|
Shield Special Properties
Buckler. When struck in melee combat, you may use your reaction to interpose this shield between you and the attacker to gain AC equal to your proficiency bonus. Any attack made with a Buckler suffers -1 to damage rolls (to a minimum of 1). A buckler requires 1 bonus action or 1 action to don/doff.
Tower Shield. Requires proficiency in Heavy Armor as well as in Shields. Wearing this shield gives disadvantage to stealth checks and reduces your speed by 5 feet. Small creatures cannot gain the AC bonus from wearing this shield. Any attack made with a Tower Shield gains +1 to damage rolls. A tower shield requires both 1 action and 1 bonus action to don/doff.
(Count as magical)
|+6||Armor: Reduces crits to normal hits, requires Strength equal to the armor's AC
Shields: Heavy, no +AC if small, resist dmg from crits while aware/mobile
Weapons: Loses light/gains heavy, increases dice size by one (including versatile)
Other Items: Increases damage dice size by one (even when used as improvised weapon)
|Argentium||+3||Armor: Resistance to damage from creatures vuln to silvered weapons
Shields: Adv on saves from creatures vuln to silvered weapons while aware/able to move
Weapons & Other Items: Counts as silvered, crits deal radiant damage
|Deepiron||+4||Armor: Imposes disadvantage on attacks from Fey and Celestials
Shields: Advantage on saves against effects from Fey and Celestials while aware/mobile
Weapons & Other Items: May reroll damage on Fey and Celestials, keep either result
|+5||Armor: Grants advantage on saves to maintain Concentration when used as focus
Shields: Grants +1 to Spell Save DC when used as focus
Weapons: Grants +1 to Spell Attack modifier when used as focus
|+4||Armor: Advantage on saving throws against spells
Shields: Successful spell saves take no damage (instead of 1/2) while aware/mobile
Weapons: Damage imposes disadvantage on concentration
Other Items: While bound or trapped, creatures cannot cast spells
|-2||Armor & Shields: -1 to AC
Weapons & Other Items: -1 to damage rolls (minimum 1)
|+4||Armor: Grants resistance to fire damage
Shields: Advantage on saves against fire damage while aware/mobile
Weapons: Crits deal +1 weapon damage die of fire damage
(Count as magical)
|+5||Armor: Removes Strength requirement, add +3 Dex instead of +2 to medium armor
Shields: Light, +shield AC to Dexterity saves while aware/mobile
Weapons: One-handed weapons gain light, two-handed weapons lose heavy
(Count as magical)
|+6||Armor: d8 temp HP for 12 hours or until doffed after 10 minutes in sunlight (once/day)
Shields: Advantage on saves against being frightened or charmed while aware/mobile
Weapons: Crits stun Fiend, Aberration, Undead (Constitution save)
Other Items: Fiend, Aberration, Undead take d4 radiant damage on attempts to break/esc
|Steel||-||All Items: No additional rules for items (see PHB p143 for base rules).||x1|
(Fails trigger WM)
|+3||Armor & Sheilds: Roll Wild Magic if damaged; on trigger, reduce dmg by 2 until next turn
Weapons & Other Items: Roll Wild Magic on hit/failed save; on trigger, deal force damage.
Weapon Crafted Traits
|Attached Chain (D)*||+2||+1||Grants advantage on checks/saves to hold onto weapon||Any|
|Chain Handle (D)*||+3||+2||Grants versatile(same size), gain reach when using two hands||Any w/out two-handed|
|Balanced Weight||+4||+2||Adds thrown (15/40)||Any w/ light|
|Slim Design||+4||+1||Gain advantage on skill checks to conceal this weapon||Any w/ light|
|Deep Fuller||+4||+1||+1 to Save DC of poisons inflicted by attacks||Swords|
|Weighted End||+4||+2||On Crit, knock target prone (Strength save)||Hammers, Axes|
|Spiked End||+4||+3||On Crit, reduce target AC by 1 (solid armor only)||Hammers|
|Hooked Blade (D)||+4||+2||On Crit, grapple target (Strength save)||Axes|
|Sleek Design (D)||+5||+3||On Massive Crit, roll twice the dice and keep higher half||Any|
|Counterbalanced||+5||+4||On Massive Crit, roll 1d12 and add to the totaled damage||Any w/ two-handed|
|Wide Head||+5||+4||On Massive Crit, target is stunned (Strength save)||Hammers|
|Thick Blade/Haft||+5||+2||Grants adv on shove/push attempts with this weapon||Any w/ two-handed|
|Extended Grip||+5||+3||Lose finesse, inc. versatile die size or gain versatile(+2 sizes)||Swords w/out two-handed|
|Extended Haft||+5||+2||Gain reach and unwieldy||Axes, Hammers w/ two-handed|
|Serrated Edge (D)||+5||+4||If atk roll = AC +10 or higher, +1 weapon die of slashing dmg||Swords, Spears, Axes|
|Keen Edge (C)||+6||+3||+1 to Crit range||Swords, Spears, Axes|
|Fitted Grip (D)||+6||+3||May take -3 to attack roll for +Dex mod to damage rolls||Any|
Armor & Shield Crafted Traits
|Sturdy Leg Plates (C)||+3||+1||Armor: Gain adv to resist push/knock prone. -5 ft speed (unless worn by dwarf)||Heavy|
|Plate/Ring Padding||+3||+2||Armor: Removes disadvantage for Stealth checks||Medium|
|Spiked||+4||+2||Armor: Deal d4 piercing damage at start of turn while grappled or grappling
Shields: Counts as weapon and shield, may be used for attacking, d4 piercing
|Reinforced (C)||+5||+2||Armor: Adv on push/shove attempts if moved 15 or more ft in a straight line
Shields: May use bonus action to push target 5ft after making melee attack
|Extra Plating (C)||+5||+3||Armor & Shields: Reduce non-magical damage taken by 1.||All|
Definition of Terms
Crit Range. Increases to Crit Range lower the target number required to roll a Critical Strike. These effects are cumulative with each other and are added after any change made to the default Critical Strike range (such as the Fighter Champion Archetype's Improved Critical feature).
Massive Crit. An attack is considered a Massive Critical Strike when an attack with advantage scores a critical hit and the other attack roll would have beaten the Target's AC.
Unwieldy. Attack rolls with this weapon of 5 are a critical failures (auto-miss) unless you have more than 20 Strength.
Dice Sizes. A weapon's dice size is the dice rolled naturally for a basic attack with it. In order, they are:
When gaining versatile, the dice size is listed in reference to the weapon's original dice size.
Save DC. Saving throws caused by crafted items come in two forms, either Weapon Item Saves or Armor Item Saves.
Weapon Item Save DC = 8 + wielder's Attack modifier
Armor Item Save DC = 8 + crafter's Smith's Tools modifier used to craft the item
Rerolls. You cannot reroll any dice once you have rerolled some/all of your dice. You cannot reroll rerolls.
Ammunition. Crafted ammunition gains the Weapon benefits from Crafting Materials but cannot gain any Trait.
Spiked (Shield Trait). Shields with spiked count as weapons as well as a shield.
Extra Plating (Armor Trait). You can benefit from Extra Plating from up to one shield and up to one armor at the same time. This effect can be combined with resistance, but cannot be combined with other flat damage reductions.
Sleek Design. The extra dice do not count as "rerolls." When choosing half, you must take one of each die that was doubled (i.e. you must be left with the same dice you would have rolled if this property did not trigger).
Hooked Blade. If successful, the weapon cannot be used to attack until the grapple is ended (see PHB p195).
Attached Chain* and Chain Handle*. These Traits require at least 10ft of chain as additional components. Bonuses from Crafting Materials used to make the chain do not contribute to the weapon, but passive effects do (including the inability to cast spells when weilded).
Games of Skill & Chance
Money makes the world go 'round , and how better to grease the wheels than to play a few games of chance with new friends, potential enemies and even a few monsters. You'll find included in this manuscript some games of chance from across the realm to try your hand against and, with luck, hopefully come out with more coin than you started with. You can't lose every game, can you?
Optional Rule: Altering minimum bets and payouts
If your players are in a town or a location that is more well off than normal consider increasing the payout amounts compared to the local economy, and vice versa if the location is more run down or on hard times. Let the payout and minimum bets reflect the status of your world. You could even alter these based on who the party is gambling with, if it's a shady character have the minimum bet be higher and the payout be lower.
|Town Wealth||Minimum Bet||Payout Mulitplier|
The games contained under this section of the manuscript use dice both in-game and out of game. If any character has proficiency with gaming set (dice) they would generally be considered proficient while playing any of these and add their proficiency bonus on skill checks, such as slight of hand or deception, whilst playing any game that uses dice.
Slight of hand & Deception
Using sleight of hand during the "raise, call, or fold" phase allows anyone to reroll one of their last dice; Deception can be used to force a fold from the other players or the dealer. At the DM's discretion any of these checks may have advantage or disadvantage.
25 gold pieces minimum buy-in.
This dice game is deceptively simple and an easy way to lose gold in a hurry. “Roll the dice and may Avandra be with you!”
- Rules: Players roll 2d6. If they add to a 7 or 12, the player wins. Gamblers can double the bet to add 1d6 to the total. Payout for winning players is 1:1
Crown and Anchor
10 gold piece minimum buy-in.
One of the least played chance games due to the odds being staked ever so slightly against you. Anyone offering to play is most likely just out to take your money. While the game is very quick to play, it is almost impossible to get maximum payouts.
- Rules: Pick a number and place a bet. The dealer rolls 3d6. If 1 die lands on your number, you get your money back. If 2 dice land on your number, you double your money. If all 3 dice land on your number, you triple it.
No minimum buy-in, betting is common.
Sometimes used to settle bets or just pass time while you are waiting for a caravan to travel with for the day. This game has existed for as long as anyone can remember, originially invented by sailors bored during their downtime while on long voyages.
- Rules: Everyone rolls 2d10 and your score is the higher number you rolled. If you get doubles, you get to add you numbers together. Rolling two 0s is called Portholes, and that's the highest roll allowed. If there is a draw, the tied players get a single die each to break the tie.
10 gold pieces minimum buy-in.
- Rules: Each player chooses one of two options: choose a number between 1 and 20, or choose whether the result of the die roll will be odd or even. The dealer then rolls a d20. If a player chose a specific number, they win triple their bet if the die lands on said face. If a player chose between even or odd, they win 1.5 times their bet if the die lands on a correct face. A player loses otherwise.
5 gold pieces minimum buy-in.
- Rules: Players put in a bet then everyone who bet rolls a d10. Anyone with the same roll is out. Rounds continue with a d8, then d6, then d4. Any remaining people after that split the pot. If everyone is out, the pot carries over into the next game.
Ship, Captain, and Crew
Drinking game, but betting is common
Also referred to as Ship of Fools, played in salty water-logged taverns and in the cramped quarters of a sea faring vessel. A favorite of pirates after a good haul of their latest bounty, or the rank and file of the Empire's Navy. People that get caught cheating usually end up with a knife lodged firmly between their ribs... you've been warned.
- Rules: The game can be played with as few as two people, but is usually played in a group of five or more. You will need 5d6, the object of the game is to roll a six (the "ship"), a five ("captain"), and a four ("crew") with three dice, and get the highest score with the other two dice ("the ship's cargo") over the course of 3 rolls. All players must score their dice in the order of 6, 5, 4, afterwards they score their "Cargo".
The games contained under this section of the manuscript use cards in-game and the cards are represented by dice out of game. If any character has proficiency with gaming set (playing cards) they would generally be considered proficient while playing any of these and add their proficiency bonus on skill checks, such as slight of hand or deception, whilst playing any game that uses cards.
Slight of hand & Deception
Using sleight of hand during the "raise, call, or fold" phase allows anyone to reroll one of their last dice; Deception can be used to force a fold from the other players or the dealer. At the DM's discretion any of these checks may have advantage or disadvantage.
Gambit of Ord
50 gold pieces minimum buy-in.
You bet against your fellows as well as the dealer in this game, aim high and you shall claim all of their coin for your own.
- Rules: Each card player rolls 1d8 , keeping the die hidden. Each player has the chance to raise the bet, call the bet (meet it) , or fold . The game continues when all bets are equal. Then each player rolls a 1d6, keeping it secret as well. A final chance to raise, call, or fold . Each remaining player rolls 1d4, then all players reveal the d8, d6, and d4, adding them all together . Winner takes 80% of the pot (the other 20% goes to the casino) . Ties split the 80%.
Beat the Dealer
1 gold piece minimum buy-in.
- Rules: You get two cards and the dealer gets two cards. You bet on which card you think will beat his then you turn it over. Automatically beat the dealer if he pulls an Ace
25 gold pieces minimum buy-in
- Rules: Player rolls 2d10. The dealer does the same, keeping the first die hidden. Each player, including the dealer, takes turns rolling any number of additional d10s. All die faces are face value, except for the 1, which can be worth 1 or 11. If the dealer scores a 21, all players lose. If a player scores a 21, they win. If neither occurs, a player loses if their total is less than the dealer’s, and wins if their total is greater than the dealer’s. Payout for winning players is 2 times their bet. If both the dealer and a player score a 21, that player wins their bet back 1:1.
Hand of Fate
30 gold pieces minimum buy-in
- Rules: Each player rolls 1d12 and keeps their roll secret, the players have the chance to raise the bet, call the bet, or fold. This continues until all bets are equal. A d12 is then rolled which all players can see. Each player has a second chance to raise, call, or fold. A second and final d12 is rolled secretly and each player gets one last chance to raise, call, or fold. Once all bets are equal, all dice are revealed. The player with the highest combined total of their dice and the public die wins the pot. Ties split the total pot.
Has anyone seen my Herring?
You may notice the public die doesn't really matter since it gets added to everyones roll. The real intention of it is to build the confidence of the players because it buffs up their total if the roll is high. It is there to distract the players away from their secret rolls and get caught up in the game to prompt an extra round of betting because chances are that a high public roll will mean more money flowing across the table.
Minimum buy-in determined by first person to bet.
The game would be described as being dealt 3 cards, discarding one and drawing another, then being dealt two cards face-up.
- Rules: Players decide the ante, and everyone places the same bet as the first. All players roll 3d10, keeping their rolls to themselves. Each player has the chance to raise the bet, call the bet (meet it) , or fold. Players must re-roll one of their die (of their choosing). Another chance to raise the bet, call the bet (meet it) , or fold. Dealer publicly rolls 2d10. Another chance to raise the bet, call the bet (meet it) , or fold. Players pick their best 3 rolls: (3 of a Kind > Straight > Pair > High Card)
Hand games are very rarely, if ever, bet upon. They are most often used by children playing together and having fun, although the rare exception does exist. The hand games most likely to have money involved are games of strength.
Boulders, Parchment, Shears
No minimum buy-in, betting is very rare.
Another classic game played by children and those wishing to quickly settle an argument or make a decision about something. Mostly played light-heartedly or could be used to as a subtle way to settle a score or very small debt.
- Rules: Played between two people, in which each player simultaneously forms one of three shapes with an outstretched hand. These shapes are "boulder" (a closed fist), "parchment" (a flat hand), and "shears" (a fist with the index finger and middle finger extended, forming a V). On the count of three each player chooses a shape by making it with their hand, the winner is decided as follows: Boulder beats Shears, Shears beats Parchment, and Parchment beats Boulder. If both players choose the same shape it is a draw and no winner is declared for the round.
The games contained under this section of the manuscript use coins both in-game and out of game.
What can I use as coins?
Any coin-like object (something with two sides) can be used to represent the coins in-game. It can be a actual coin in whatever currency you use in real life, or another option is some fantasy coins you may have picked up. If you use this choice you can enhance realism by letting the players keep any coin(s) they win. If you have nothing else you can use a small circle or strip of paper with heads written on one side and tails written on the other.
1 silver piece minimum buy-in.
The favorite game of a traveling merchant who picked it up from a circus act during his travels. The concept is fairly simple although it's execution is more luck than anything else. If you ask him though, he'll say he found a foolproof way to win.
- Rules: Played between two people. One even, the other odd. Each player has a coin and must secretly turn the coin to heads or tails. The players then reveal their choices simultaneously. If the coins match (both heads or both tails), then Even keeps both coins, so wins one from Odd (+1 for Even, −1 for Odd). If the coins do not match (one heads and one tails) Odd keeps both coins, so receives one from Even (−1 for Even, +1 for Odd). This trend continues until either player is out of coins or decides to stop playing.
Place holder text, fill in later.
Quon A Drensal, “Run of Luck”
Racing lizards game, 25 gold pieces minimum buy-in.
Quon a Drensal is an age-old traditional game and the namesake of the casino your party finds themselves in. Four small desert lizards are released in a small maze-like track that rests upon the table. The lizards themselves are in separate cages at the end of a table until released to race.
- Rules: Roll 1d4 for each lizard three times, describing the stages of the race at each round of rolls. The lizard with the highest roll total wins, and those who bet on it double their bet as winnings. Second place bet gets half of their bet back, rounded down.
Chess game, no minimum buy-in, betting is rare.
Refined, intelligent and gentlemanly are words typically associated with this entertaining game. Most often used as a test of wits and social grace, there is very little if any luck involved and most of the game is using tactics to move your pieces into the proper positions so they can finish off your opponents pieces. You'll find this game within the social elites that think gambling to be "low class" and beneath them.
- Rules: Played between two people who see who gets the best 2 out of 3 in a series of Intelligence (Dragonchess), Wisdom (Insight), and Charisma (Deception) checks.
|Garden||Eco barrier construct built by engineers for varied purpose, but mainly creation and sustenance of life in a controlled environment.|
|Ark||Another name for the ring world. Distance across Ark is equivalent to 1 million miles wide.|
|Engineer||A race of superior humans who would create and maintain the Ark|
|Keeper||Robot constructs with specific duties within a garden.|
|Scrith||The hard metal which forms the outside of the Ark, and various engineer creations.|
|Softener||A device capable of rendering Scrith passable as if air|
|Ring||Powerful tools used by engineers to control, manipulate, or travel within the garden.|
1,609,347.09 km or 1,000,000 miles wide, radius of 187.5 million km, rotating at 843 miles/sec, rotates every 10 days, 1 hours, 12 minutes, 24 hour days, 12 hour sun due to 20 shadowsquares 29.45243113 million km wide at 150 million km radius.
A garden is an eco barrier construct built by engineers for varied purposes, mainly creation and sustenance of life. The number of gardens is unknown, but each is self sufficient. The outer barrier of the garden is constructed in a frame of scrith which supports a strong and lightweight crystal window.
At far enough distance (approximately 10 miles) the frame is not discernable. Most gardens utilize dangerous landcaping or weather generators to obfuscate the wall approach.
30'x50x1' thick metal grating surface of a unknown metal, holes are 1' square. Pedestal in corner, but can be reconnected into points anywhere on sleight, has 5 levers. 3 levers control directional force (X, Y, Z), 1 for force amplitude, 1 for lock/engage. If lock is engaged, the sleigh will not move by any known force (magnetic lock to ring), and becomes translucent. Sleigh may be controlled remotely, Its top speed is 40mph. The sleigh does have a small locker that will become accessible to an engineer request, and houses small arms.
Genetically locked to a single individual at a time, rings have varied powers but generally allow some control of the garden terrior. Telepathy to others wearing a ring and known, Detect Ring, Detect Lie, Change Weather, Plant Growth, .. and other stuff not yet found.
Grapes in a Bag of Holding
A bag of holding can hold 40,000 grapes, or its 500lb max. 80 grapes = 2.5 cups. 1cup = 0.00835503 cf
This is the starting area of world known as Lataria. It was slated for decommission 1482 rotations ago. It is 6000 x 2400 miles in size and resembles an island within a scrith dome.
Observation Post 1100
The observer unit will answer questions, and utilize a regenerator chair to heal the players. It is not connected to the "archive", which is a database managed by engineers to oversee multiple locations. Observation post 1100 is 74 miles west of the eastern wall.
The Eastern Breach
Along the eastern wall of garden 642 is a breach, a section of scrith ecology window dome that has shattered. The shatter is nearly a mile wide, an unapproachable glass shard nightmare strewn for miles inside and outside the garden. Outside the garden is a deep trench into the ocean. Random lifeforms, both plant and aquatic inhabit the area. Prominantly is a Large Skorned Hive.
Anteroria UnderCity Maintenance Tunnel
Below the Anteroria Under City is a large complex which houses a seed maintenance location and Garden control station. Seed locations include genetic soups and experiments to implant new creatures within a garden to maintain balance. Garden control stations maintain power, water, oxygen to sections of the garden to ensure sustained life.