The Grime Isles

Creator: Dylan Cormican

A Guide to the high-flying world of the Grime Isles.

This is a supplemental, homebrew material to the popular role playing game: Dungeons and Dragons.

Chapter 1: Welcome to the Grime Isles

FAR AWAY, UP HIGH ABOVE THE CLOUDS and through wisps of steam and smoke lies a realm of manufactured magic. The whirring of gears and clanking of metal fill the skies with an industrial ambiance as these behemoths putter on. The Grime Isles: a place where your greatest dreams can become reality, a place for fame and fortune.

Orbiting a shattered past, these islands comprise a steampunk society in the skies, one that is liberated from the dregs and monotony of ground landers, for it is in the air where people are truly free.

This floating archipelago is home to the world's finest inventors and craziest craftsmen. The skies are filled with the hustle and bustle of steam-powered ships and animatronics. As the action overhead putters on, the streets of the islands themselves are no less busy, as the inhabitants constantly work to keep their islands afloat and their well-being secured.

The majority of inhabitants within the isles live there for their entire lives, never once setting foot upon the ground. It is not that they don't know the world below exists. More so, it is that they do not wish to see such a bland sight. As if an ant to a human, the sky dwellers view the ground landers as being far inferior and not worth their time, for time is everything in the air. It cannot be wasted by giving a second thought to lower life.

Likewise, there have been few ground landers to ever set their eyes upon the wondrous floating enclave. With few sky dwellers ever visiting the ground, the world of the skies remains hidden from the ground landers' view.

The Inner Workings of the Isles

Much like a well-oiled machine, the sky dwellers have a society that functions unlike any other. It is comprised of 7 major floating islands -- the Analog Archipelago, Beastie Key, Brass Tower, Coal Skerry, Gear Enclave, Ruins of Razokath, and Twin Ships -- all of which are constantly in motion, communicating with one another and trading their respective goods/services.

The floating cities are all orbiting the Ruins of Razokath, as if in a cosmic dance; however, the brass tower remains at the top while the rest of the islands are held aloft beneath it. Most are at separate elevations and travel at different speeds, so traveling between islands takes anywhere from one hour to five or six days, depending on the time of year. Beyond the main islands, there are some smaller islands scattered throughout the sky. In addition, surrounding the isles is an area called the wisping wild.

The aforementioned sky islands all have separate cultures, traditions, practices, and specialties, each are discussed briefly here, but they are described in more detail in later chapters.

Analog Archipelago

Truly a spire of elegance and class, this floating palace is orbited by the spiraling rings of a clock, or perhaps it would be better described as time incarnate. With that being the case, it is thought to be held aloft by a strong convergence of spatial and temporal magic. The Analog Archipelago consists of silver spires and golden streets, attributed to the wealth of the people living there. In the daylight, it shimmers and gleams, and after sunset, its bright lights and late night celebrations can be seen for miles around.

While the island itself is undoubtedly elegant, the people who reside upon it are even more so, and nothing pleases them more than flaunting their deep pockets. They hold themselves to a higher standard than the other islanders, and they will not hesitate to voice their arrogance. Their posh behavior may be warranted, but it is because of their lavish lifestyles and constant bragging that other sky dwellers may have a distaste for them.

Beastie Key

Built on the back of a massive eldritch beast, the beastie key is indeed a spectacle and sight to behold. Upon a rigid shell that is tougher than steel crawls a unique cityscape that consists of a mash of gears, sinew, bone, and metal. After traversing the streets upon the back of the beast, it is evident that there is no sense of order to its construction, as the neighborhoods follow the natural curve of the creature's shell. Despite the disorder, houses and buildings along the street are eloquently constructed and it is evident that care was taken in the creation and upkeep of this island.

The sky dwellers of the beastie key have a respect for the beast whom they tread upon, and they provide it with sustinance and care. Consequently, this simbiotic way of living has bled into their society, as many people give openly and wholeheartedly. It is said that one who lives on the back of the beast will never be without a home.

CHAPTER 1 | WELCOME TO THE GRIME ISLES

Brass Tower

As a pinnacle of leadership among the islands, the brass tower exists at the top of the sky dwellers' society, both figuratively and physically. Orbiting from this high position, the leaders and representatives from each island gather and cohabitate in this titan of authority. Within the tower, truces, understandings, and rulings are passed to the sky dwellers.

Despite leading the ragtag society, the inner workings of the tower are often left unquestioned and mysterious. While the rulings and laws that emanate from the Brass Tower have been utilized for generations, there are very few who understand how politics within the tower function, and those who do refuse to discuss it.

Coal Skerry

What is a high-flying, gear-grinding, steampunk society without the coal and metal to build wild and interesting inventions? The mines of the Coal Skerry provide every sky dweller with the resources they need to live and prosper up high in the skies. Workers of the skerry pull almost every type of ore, gemstone, mineral, and material from their rich underground quarries.

Since the floating mountain has been being mined for centuries, the mines appear almost labyrinth-like, and many sections have been abandoned due to collapses or perhaps unwanted guests suddenly inhabiting the deeps. Without a guide, it is easy to become disoriented and lost in the depths of the mountain.

Gear Enclave

The Gear Enclave is often referred to as the capital of the skies. While they do not lead the sky dwellers, the flying city is certainly where all of the action happens. This dense island boasts the largest population of the skies, with around half a million inhabitants.

With the city itself turning and griniding away, the people that live there are constantly moving and keeping busy as well. Not a second of time goes to waste on this production in the sky.

Ruins of Razokath

Remnants of the isles’ sky-dwelling ancestors, the Ruins of Razokath are seldom traversed, spare a few travelers or criminals attempting to evade capture. Out of the ruins grows a massive tree whose thorny tendrils wrap around any untethered and floating debris.

Even though the ruins are a wasteland, they represent the beginning of the thriving society, so they are at the center of the action with the other six islands orbiting around them.

Twin Ships

Two enormous blimps are tethered together and slowly rotate in an eternal dance. Around them fly smaller, lighter ships. Many of them are tied together in a caravan while numerous others hover alone nearby. This massive fleet comprises the island known as the Twin Ships.

Over the years, the people of the Twin Ships have honed the craft of making airships and sky vessels, so they produce many of the vehicles that are used in the Grime Isles. Naturally, the sky dwellers that live in the ships have the best fleet of airships in the skies.

Wisping Wild

While the Wisping Wild is not one of the islands, it is still a large part of the society in the skies. Accross the islands, a constant Easterly wind blows and sends the fog, steam, and smog into a zone to the East of the islands called the Wisping Wild. After some time, the residual magic from the inventions and floating islands caused the clouds to become almost tangibe; that is, tangible enough to host all sorts of creatures, monsters, and manifestations. Many of these fantastical beasts are fey or elemental, spawning from or being summoned to the clouds due to excess magic.

Throughout the Wisping Wild shimmers the Great Aurora, magical beams of light that appear as rainbows and pierce the skies around. At night, it is especially beautiful, as it sends faint streams of light into the heavens and the stars above. This phenomenon is caused by the residual magic from the high-flying society pouring into the surrounding air and steam.

CHAPTER 1 | WELCOME TO THE GRIME ISLES

The World Around

A marvel in it of itself, the Grime Isles is truly a wonderous sight to behold. While undeniably beautiful, the area around the floating islands may be only thing that holds a light to it's overwhelming splendor.

Beyond lumbering clouds and wisping wind, up high above the white veil of vapor lies a brilliant display of magic and machinery. What makes the sky such a wonderous place are not the isles themselves, but rather the scenery and atmosphere surrounding the steampunk realm.

Scenery

Part of the beautiful mystique surrounding the isles comes from its location. Despite the awe of having an archipelago in the air, the sheer brilliance of the clouds, mists, sunshine, and magic surrounding the isles is breathtaking.

Cloud Cover

Since the islands are puttering away up above the clouds, they have the perfect cover from the groundlanders. Some magic is constantly streamed below the islands to generate a misty shield from prying eyes. It also provides a gorgeous white plane of fluffy wisping mist. Sweeping out almost as far as the eye can see, this cloudy expanse provides the Grime Isles with a serene way to avoid any unwanted attention.

Brilliant Sunbeams

Existing above the clouds is tough, not only from a concealment perspective, but there also arises the problem of the sun. Its harsh beams often beat down in every direction, with little to no protection. Luckily the smog and steam of the cities provide enough cover to prevent any serious sunburns.

With the threat of the sun kept at bay, the true beauty of the rays can be enjoyed by the sky dwellers. The beams descend upon the wisping landscape below in a dazzling white, illuminating the brilliant copper and iron inventions and shining a spotlight upon the brilliant blue backdrop of the isles. While bright, the sunlight is not unbearable, and most islanders become used and often welcome the many days of sunshine that the Grime Isles offer.

Wisping Wind

Many trade routes and airships rely on the wind streams that travel through the grime isles. Even though they have been made into an integral part of society, these wicked winds travel at high speeds and can be dangerous to stray solo vessels or lone travelers. Many aircraft have been fortified to prevent the gales from ripping them apart, but not much can be done for smaller craft.

Fauna of the Air

Throughout the high flying community, there are several creatures that glide along with the airships and Zepplins of the Grime Isles. Those beasts are unlike any other. The magic from the isles made a unique impact on the local ecology.



Dragons

A large part of the society revolves around these winged beasts as they soar through the skies. Dragons in the open air often look different from a classic dragon that adventurers may think of when they hear the name of the winged lizard uttered. There are many different varieties of these beasts. Some have massive wings that can stretch up to three times their length, while others might resemble a bumble bee with a fat body and small wings. A majority of dragons are colored white, as this helps them hide among the clouds, but some are colored black as night to blend into the starry sky.

Even though there are many different types of dragons, some dragons are major predators during the day, and they can often be sighted dipping above and below cloudcover while hunting. They will tend to avoid the islands, since the danger that the sky dwellers pose is too great. That being said, sometimes stray airships will be attacked if they are considered to be threatening or if their hull is slightly too shiny.

Among the sky dwellers, dragon hunting is a very lucrative buisiness. Dragon meat is considered a delicacy in the isles, and a slain dragon will fetch a pretty penny on any island. While the reward is great, the risk is perhaps even greater. Many crews head out in search of a dragon and never return, forever lost to the skies.

Fey of the Wisping Wild

The Wisping Wild is a magical place, filled with wonder and grace. The convergence of residual magic from the islands created the Wisping Wild, and among the cloud-like features, small creatures. Herds of cloud stag roam the misty mountains, small figments of frost and vulpeculas scurry away under foggy shelters, and small sentient mininumbi roam the everchanging cloudscape. These fey occupy the Wisping Wild, and they populate a once desolate sky.

A Seascape Above the Clouds

A wilderness made of clouds was not the only magical thing to happen as a side effect of the residual magic. As if the islands themselves were underwater, there are schools of fish that travel between the islands and through city streets. Pods of wind whales float lethargically overhead surrounded by floating jellyfish the size of skyscrapers.

Of course, many of these sea creatures have found a new home near the islands, and some have settled in the Wisping Wilds alongside the fey. For the most part, they are docile, but if provoked, some of them can be quite dangerous. In the open air, it is every pilot's worst nightmare to come across a wind kraken.

Elementals

Due to the magic mixed with high winds, wind and air elementals are not an uncommon occurance among the clouds. Though there are more fey, sometimes a whirling tumultuous cloud can be spotted in the distance.

While much more unique, the birthing of a sentient elemental known as a cloud jumper is possible. They are much less hostile than an air elemental, but they still do not appreciate the Grime Isles as much as the average sky dweller.

CHAPTER 1 | WELCOME TO THE GRIME ISLES

Night Terrors

Living beneath the less populated islands lies a horrific population of undestribable horrors and nightmares. Enormous spiders weave webs in the dangling stone, enormous cloakers and darkmantles lie in wait for unfortunate travelers, and gigantic mist moths are known to swarm bright lights in the night.

Often, creatures such as the cloakers appear at night, lying in wait to snag an unlucky passerby. They are often regarded as the predator of the night due to their distinct camouflage. With a cosmic pattern on their bellies, mimicking the galaxy above, and a jet black color on their backs to blend in with the pitch blackness of the sky below, they are almost impossible to see at night.

Creatures of the Deep

Hidden in the darkest of alleyways and the deepest of mineshafts, beneath the shadows of the islands and tucked away from the light lurk beasts even more terrifying than night terrors. While many of the night terrors fly through the skies at night, it is widely understood throughout the isles that even more dangerous and horrifying creatures lurk in the depths of the islands themselves.

Even though a sighting of one of these creatures is rare, the urban legends and myths surrounding these horrific beings are enough for many people to avoid any dark alleys or unnecessary adventure into the underside of the isles.

A Brief History of the Air

The Grime Isles was not always amongst the clouds, despite what some of its inhabitants may suggest. Neither did it apparate out of the clouds like the elementals it creates. Rather, it was uplifted into the sky long ago-- beginning with the great sky city of Razokath, then the other islands slowly began to follow.

Razokath, the Great

Long ago, there was a great mage named Razokath. The wise old man donned a billowing robe of elegant silver and white. From his neck hung several fine ornaments and jeweled necklaces from distant lands. The staff in his hand was carved and intricate, and a floating stone orbited among a twist of wood at the top. His beard was long and mighty, and its silvery-white shine matched that of his robes. From him constantly emminated an intricate golden magic that manifested in long strands of arcane prowess which encircled his entire being and traveled in his shadow. Needless to say, Razokath had a preponderant presence, and he was the most well-practiced mage in all the lands.

He was an inventor and scholar, devoting his life to the study and practice of magic. Not only that, but his tinkering skills were supposedly unrivaled, and several of his inventions' blueprints are still in use. His magic power surpassed any mortal and was said to rival that of the gods.

Razokath was able to accomplish many astounding feats for the ground landers. He helped bring about an industrial revolution, and he improved the life expectancy of those living at the time by a tremendous amount. Almost everyone benefitted from his experiments and projects. Over time, Razokath accomplished more and more amazing advances, and the more time went on, the more powerful he became.

As more time passed, the more the ground landers feared Razokath's omnipotence. Several mighty warriors were dispatched to render Razokath unthreatening, but to no avail. With a flick of one mighty finger, those warriors were defeated, and Razokath was branded as a criminal and outlaw, framed as a murderer by those who sent for his death.

It was then that he understood everything. That true power is feared by the masses, and that he no longer cared for the society in which he was living. As the people of the world could never truly understand what Razokath had become, he was forced to make a radical decision: either he would have to erradicate his enemies and finally become the evil wizard that he was branded, or he would have to leave the world to start anew.

CHAPTER 1 | WELCOME TO THE GRIME ISLES

The Great Uplifting

Having been fed up with the hatred of the ground landers, Razokath finally decided that something must be done. Of course, Razokath's disposition was not that of evil, but rather of good nature. He found that his view had shifted as well. Despite still being human himself, he viewed the mortal races in a fatherly light. He wished them to succeed and still had faith in their good nature.

That being said, it was evident that he could not coexist in that present world, so he decided upon a solution: to take to the skies and leave the hatred and monotony of the ground landers behind. His new society would be called the Island of Aether, and he brought only those most faithful to his cause.

Razokath would end up living peacefully among those who supported him and vouched for his good intentions while living on the ground.

Order From Chaos

It is said that in the years that followed, the Island of Aether was the most prosperous and kindly place to ever exist. Scholars and writers declared that it was akin to the holy emporium itself. The people who alighted the heavenly island were avid users of magic, much like Razokath was, and they viewed one's use of magic to be directly correlated with their potential. After all, their founder was the most powerful mage, and he accomplished the greatest feat ever known to the living world.

Lathloric's Slow War For Equality

Naturally, the Island of Aether could only be a perfect utopia for so long, as all good things must come to an end. A child was born on the island that would overturn the rule of magic and of Razokath. Her name was Lathloric. She could not use magic herself, and thus found the system with which the citizens were being judged to be unfair.

It would only be understood later that the people with little to no magic that lived on the island were being discriminated against. They were viewed harshly, and were often thought of as parasytes that leeched off of the hard work of mages. Because of the stigma surrounding non-magic users, they were not gifted all of the priveledges that magicians and wizards had access to, and they were all known to be heavily oppressed.

Lathloric would spend her entire life fighting for the equality of those who could not weild magic. She led a small group of revolutionists who were on her side, mages and non-magic users alike, to accomplish covert operations and key successes that eventually led to the group's victory more than one hundred years later. While Lathloric did not live to see the day that non-magic users were equal with magicians, she is often called the mother of steam.

Her actions allowed for a spike in steam technology and infused magic that allowed everyone who could use magic to share their gifts with those who couldn't, and it provided a channel for the people who could not weild such powers to contribute equally to society through craftsmanship and hard work.

Antequated Technology

Thank's to Lathloric's contributions to the flying Island of Aether, the technology of the world progressed so rapidly that it overtook the old magic used by Razokath to raise the original island into the air.

At this point, the island had visibly become older, and signs of decay began to become present. Parts and pieces were starting to crumble and float into the air, away from the main island. Razokath's Island of Aether was slowly shattering.

The leaders at the time proposed an easy fix. Because the island was already overpopulated and it was losing the battle against time, the most logical solution was to increase the number of islands in order to solve two problems in one decision. While the solution itself proved easy, the council disagreed on the method. What should the new island consist of? Should they source some land from below or should they build their own islands? Eventually, it was decided that six new islands would be brought into the skies. The council members themselves split up and each found a way to erect a new island into the sky. Some chose beasts or lands from down below or up in the stars while others decided to construct their own floating islands.

Finally, the people who inhabited the Island of Aether left and populated the other floating behemoths. They deemed the central island too unsafe for inhabitation and gave it the title "Runes of Razokath" in honor of their founding father. While the occasional historian doing some research or criminal searching for a reprieve may traverse this crumbling landscape from time to time, it is mostly left abandoned.

CHAPTER 1 | WELCOME TO THE GRIME ISLES

A Brief History of Below

Though the majority of sky dwellers could not care less about what happens on the ground, some major events were noted by the sky dwellers who were interested in the happenings below.

The Golden Era

Ground landers and sky dwellers alike refer to the golden era as the time when the whole world prospered together as a result of successful mages and skiled advisors helping powerful forces an skilled craftsmen. This time was even previous to Razokath and far before the great uplifting.

Though this time was prosperous, it was certainly not peaceful. The mortal beings which lived in the known world were at constant war with the ancient powers which resided there before. Old and powerful eldritch beasts resided in the depths of the sea, on the peaks of mountains, and in the shadows of the forest. Each night, they could be heard singing their chaotic and unwavering revelry into the otherwise silent darkness. Mortal lives were nothing but toys to them, and they would decide to attack based on nothing more than their whims and wishes in that exact moment.

Prodigious Magic

Driven by the fear of the old powers, the mortals developed new magic and cultivated it to be almost as powerful as that of the ancient ones. Rather than creating magic that is innately powerful like the eldritch magic which came before them, the ground landers created a magic which was superior if one were to master the techniques required to use it.

That is exactly what one mage in particular was very good at. Razokath was a natural at controlling this magic to the point where it was overwhelmingly powerful. He weilded it in such a way that is was able to beat back the eldritch beasts and seal them away at the bottom of the ocean where they were unlikely to ever come back.

A Long Reprieve

After Razokath defeated the eldritch monsters and sealed them away, several centuries passed under the protection of the best mages the mortal realm had ever seen. Though many of them were supposed to live for no more than one hundred years, their mastery of magic allowed them to live for several lifetimes longer than they normally would.

As time passed, the people of the ground began to forget the great deeds of those mages, and they started to fear what power they did not understand. With no understanding of their actions, they banished the mages to never return. This triggered the Great Uplifting and the birth of the Grime Isles.

The Great Maddening

After about a century-long absence of the most powerful mages and trusted advisors of the ground landers, their hubris finally got the better of them. Without anyone to guide them, and unbeknownst to the sky dwellers, they began to experiment with the same ancient eldritch powers which they could not fully comprehend or defeat previously.

The results were devastating. Eldritch mutations began to spread like a plague amongst the ground landers, and in less than a year nearly all of them were turned into eldritch mutations. Not only did they mutate into these creatures, but their mentality changed as well. Those who were turned became more irritable, and they started to become of one mind, destined to summon the cataclysm that would restore the world to what it once was and bring about a new age.

Though some of the sky dwellers knew about this epidemic, the majority of them were unconcerned about the goings on of the ground landers since it was happening a world away. Despite the fact that the eldritch plague did not end up spreading to the skies, it still closed any possibility of returning to the ground.

The Flooding of The World Below

After the great maddening had a hold on a majority of the population on the ground, those who were changed took part in a ritual to bring about the cataclysm to create the world anew.

Some of the most practiced in the art of eldritch magic rediscovered the seal at the bottom of the world's deepest ocean that Razokath had created long ago. It was wrought of a magic older than any they have ever known. When they released it, they let out those which were locked away. Many old and unfathomable beings were released into the world, and with them came a surge of oceans which toppled even the tallest mountains in its wake, leaving not a single piece of land above the surface of the new ocean.

The Current State of the World

Now, the ground is an open ocean as far as the eye can see. Beneath the surface, there are civilizations of eldritch peoples who don't need air to breath or food to eat. Upon the waters above, there exist any survivors who were lucky enough to board a sea-worthy vessel and survive the onslaught of waves which the breaking of the seal released.

In addition to those who were changed and those who survived the Great Maddening and the cataclysm, there are many eldritch beasts and ancient ones. They lie in the deeps of the sea. Feeding on the eldritch-turned ground landers to their heart's content and any ground lander which was unlucky enough to find themselves beneath the surface of the water.

CHAPTER 1 | WELCOME TO THE GRIME ISLES

Magic in the Sky

Since the high flying society was built on magic itself, there are many aspects of the islands that are inherently magical. Being the magical connoisseurs that the sky dwellers are, they were able to analyze and chart zones of great magic potency as well as areas of lesser magic. They also were able to determine the causes for these fluctuations.

Magical Society

Razokath did not simply pick a random spot in the air to launch his new world, there was a great magic potency in the air where he chose to perch the Island of Aether, and around that strong magic area the rest of the islands were built up. It is now common knowledge that there are several leylines of magic that cross paths in the center of the islands, right where the Island of Aether resides.

Not only that, but the massive and widespread use of magic in the air has led to a residual magic effect. The magic that is not used or expelled properly is cast into the air and into the surrounding leylines. It is because of the convergence mixed with this residual magic that some rare phenomena occur in the misty glade.

The Great Aurora

The residual magic is so potent that it can actually be seen alighting upon the nearby clouds and in the skies. The mixing of magic often produces a myriad of colors that shoot straight up into the cosmos. This phenomenon is referred to as the "Great Aurora". It is truly a sight to behold, especially at night.

The Aurora mixed with leylines is certainly a marvel, but it can be awfully troublesome too. In certain areas of the skies, there are wild magic zones that can cause spells to be extra potent or have powerful side effects. These zones' effects are described more in later sections.

Religion of the Air

In the skies, there are many religious factions, but they are incredibly devout followers to the god in which they believe. Many followers devote their entire lives to serving a god because they have had divine revelations during their tinkering and crafting. The gods of this realm are gods of creation; they follow the process of imagining and creating an invention, each god blessing a certain aspect of the process.

While the gods are accepted as commonplace in the Grime Isles, the larger debate is which god is the best at crafting. Often, if an invention is not up to par, the inventor might blame it on a god or their own devotion to that god.

The Holy Emporium

The sky dwellers have a way of life that involves inventing and being creative. It is every inventor's dream to have eternity to work on their beloved projects, and as it so happens, the afterlife of the skies allows for just that.

After the people of the Isles would pass on, they are believed to travel to the Holy Emporium, spending eternity inventing and honing their crafts side by side with the gods themselves.

The holy emporium appears as an infinite labyrinth of blueprints, work benches, and tools. There are aircraft hangars as far as the eye can see and reference books to last many lifetimes. Staircases and ladders envelop and traverse the winding passageways of knowledge, and every being who has ever lived life in the air gets their own nook in the grand world of invention.

Those who fly high in the skies get to live an eternity fit for a king, but those who forsake their ways and travel to the ground below will not get a pass into this heavenly library. They are though to go on into a realm of eternal monotony and stagnation.

Titans of Industry

The pantheon of gods in this world follows after the three titans of industry. They were the main three dieties that existed before they invented time and the world which everyone knows today. The inventions of the titans are said to be so beautiful, complex, and complete that no mortal eyes could behold or comprehend such wonders in their entirety. Together, the titans made the material realm for the exploration of mortals, so that they could delight in the inhabitants' inventions.

They live in the Holy Emporium as overseers and as inventors themselves. It was in that very emporium that they invented all that is true to mortals. The following dieties are known as the Titans of Industry or the creators.

Thelena, Goddess of Creativity

Thelena is often portrayed as a mad scientist, pairing frizzy hair with half broken goggles and a torn lab coat. She is racked with ideas and beginnings of inventions that she was never able to finish because she thought of something better. Even though she seems to be forgetful, she has the smartest mind of the pantheon, and her short attention span is seen as a strength rather than a weakness. Thelena represents the idea phase of an invention, and she is represented with a clockwork mind.

Dhuen, God of Manifestation

Dhuen is a practical god. He takes ideas and turns them into reality. He is the most popular diety among the isles, as the creation of an invention often takes the longest and is the easiest to mess up. Dhuen appears as a serious man in a suit, and though he is a god, he is in a wheelchair, showing that even the best inventions can have mistakes. He is represented with a hammer and cog.

Kyzorr, God of Implementation

Kyzorr is the final titan of industry. He takes the form of a short plump halfling that wears an illustrious mustache. Safety goggles are strapped to his face as though he was born with them, and he always sports a cheeky grin. While he may seem unfriendly at first, he is approachable, and he is rumored to be able to sell almost anything. Kyzorr represents the buisiness aspect of an invention and how well it is used in the field. He is represented with a contract and a golden feather quill.

CHAPTER 1 | WELCOME TO THE GRIME ISLES

The Dreg

While all gods of the air are incredibly supportive of the sky dwellers, there is one who directly opposes the ideals of those gods. The Dreg is less of a diety and more of a concept. It represents the monotony of ground landers and their shallow ideals. Though it is not directly evil, it is portrain as a large lumbering beast with human-like qualities.

The Beast that is the Dreg is seen traversing the dreams and thought of ground landers, and it is occasionally found inhabiting the minds of an unsuspecting inventor. The Dreg is though to be older than the titans themselves, and this has provided it with other names such as "The Ancient One From Below", "Wanderer of the Dreamscape", or simply "The Lost One".

Much like the other gods, the Dreg survives by feeding off of the inventions and creativity of the people of the sky dwellers, but, rather than helping them to flourish, it will consume the most creative and outstanding thoughts, replacing them will duller, more repetitive ones.

Lesser Dieties

The titans are not alone in their emporium of invention. As the mortal realm grew, they realized that they needed more help to run the world of their own creation. They created lesser dieties to aid them in the upkeep of the material realm.

Since their design was to aid the functions of the mortal world, the lesser dieties have a more tangible form than the titans, and they can wander the boundry between the material plane and the emporium.

Aerifi, God of Aviation

Not only does Aerifi appear as a beautiful silver bird himself, he also represents all that flies. From the wind whales in the skies to the white dragons flying next to them, he is a master of all that defy gravity. Apart from living creatures, Aerifi is also responsible for giving the airships of the Isles flight. After creating an airship, it is commonplace to brand Aerifi's simbol of a feather into the hull in order to ensure that it floats.

Balphazam, God of Clockwork

Despite having an elaborate and wild name, Balphazam is also called the gentleman of the isles. He is depicted dawning a long tailcoat, complete with a top hat, shining monocle, and a clockwork cane. In his pockets, he holds many stopwatches, wrist watches, hourglasses, clocks, and any number of other timepieces. While his primary task is to oversee the timestream, he often also gets caught up with his hobby of creating elegant detailed inventions.

Drae, Goddess of the Forge

Drae is a master of metalworking. Not only that, but she is a key diety in the mines of the Coal Skerry. The workers pray that they may find the finest of metals, and she often provides. Being a goddess of the forge, she is the strongest of the gods, and her arrogant nature is a testament to that. She wears a black dress with embers flaring from her every footstep, as if a hammer to a sword.

CHAPTER 1 | WELCOME TO THE GRIME ISLES

Eagi, God of Curiosity

Eagi is a nosy god, often poking his head in where it doesn't belong. He works as a servant for Thelena, the goddess of creativity, and his personality reflects that. The two of them together think of wonderous inventions, but can rarely complete them. He takes the form of a small boy who has an unstoppable yearn for knowledge, often annoying those around him with questions.

Ether, Goddess of Steam

Ether is the goddess of steam, and she also vouches for those who are rekected by society, much like steam that is a biproduct of the machines that the Grime Isles makes. She is a free spirit who traverses between the mortal world and the Holy Emporium, coming and going as she pleases. Some traveling airmen and cloud jumpers tell tales of seeing her in the Wisping Wild, as she is also a huntress among the clouds.

Iraka, Goddess of Lucrativity

As the goddess of lucrativity, Iraka does not keep her wealth to herself. Instead, she shares it with the other gods and with mortals. It is because of her generosity that she is thought of as a motherly figure. She takes the form of a short plump woman with a large smile, dressed in fine clothes and jewelry. Iraka is prayed to by the wealthy and the miners of the Coal Skerry most of all.

Mevrodara, Goddess of Leadership

Mevrodara is a stern woman who is the leader of the lesser dieties. She represents excellent leadership and perfection itself. Sky dwellers who are making a life changing decision or perhaps taking a large risk will pray to Mevrodara to ensure that what they are choosing is the right path. She is viewed as a tall woman in a buisiness suit, and her face is incredibly strict.

Zastus, God of Sentience

As Zastus is the god of sentience, he is referred to as the father of automotons. His form is that of an automoton himself, and he is what gives life to machines.

Stigmas

The people of the skies are nothing if not egotistical and superstitious. While many may not appear to be, almost all of the sky dwellers view the ground landers with some form of distaste, and in some cases, outright bigotry.

There are many stigmas that exist in the air, but the biggest of which is the accepted truth that the ground is bland. The high fliers are often disgusted whenever the ground is brough up in conversation because the words "ground" or "below" are often tied to dullness and monotony.

It is because of this hatred of the ground that it is often tied to The Dreg. People of the air understand that the ground is the realm of The Dreg, and it roams the earth eating the creativity of the ground landers.

CHAPTER 1 | WELCOME TO THE GRIME ISLES

Chapter 2: Floating Islands and Beyond

CHAPTER 2 | FLOATING ISLANDS AND BEYOND

Analog Archipelago

CHAPTER 2 | FLOATING ISLANDS AND BEYOND

Analog Archipelago

The Analog Archipelago is a sight to behold, and possibly the most important location in the entirety of the Grime Isles. While only about a mile accross, the Archipelago hosts more esteemed individuals than the rest of the islands combined.

Additionally, their encouragement of research and understanding has produced many modern marvels that help to keep the Grime Isles running.

Temporal Masterpiece

The Analog Archipelago was built upon a time anomoly area, where a strong amount of time magic was leaking into the material world. That magic was harnessed and channeled into many elegant inventions from the sky dwellers. Most notably, the entire island of the Analog Archipelago is suspended in time, allowing it to never fall. The people who live atop of this suspended marvel are intellectuals, scholars, and successful individuals who made large sums of money. Often, the majority of the wealth of the inhabitants is contributed to the island, so with each passing generation, the island becomes more and more stunning.

In order to keep the island aloft, one would need a very large invention, and a large invention. That product became two giant rings that orbit the island in a clock-like fashion. These enormous rings are responsible for harnessing the leaking time magic and materializing it by keeping the island afloat.

Keepers of Time

Because of the Archipelago's direct access to a font of magic, the leaders of the island have a powerful role to play- not just in the sky, but in the time stream as well. In addition to a council of scientists, inventors, mathematicians, engineers, magicians and more, the island also appoints a head mage. One who is the most intellectual and successful among the elites to take charge of the island and the time stream. They watch over the stream and snuff out any spatial and temporal anomolies that are percieved as threatening.

Deep Pockets

The sky dwellers who found their way to the Analog Archipelago are incredibly wealthy. As such, there comes a bragging right with such wealth, and the residents are not afraid to discriminate against those who are less unfortunate. Throughout the island, there is an elitist mentality of those who are not first are last.

Even though this is the case, any good business person knwos that public image is everything, and they will donate and fund public betterment projects and non profit organizations throught the Grime Isles.

CHAPTER 2 | FLOATING ISLANDS AND BEYOND

Landmarks

Mechanist Harbor

The Mechanist Harbor is as far as most people get within the Analog Archipelago. Their strict security is a necessity, as many of the individuals who live in the Archipelago are crucual to the functioning of the sky islands. Many expensive goods are traded here as well, making security even more a pillar of the harbor.

District of Beginnings

Those who have just enough money to purchase a house in the Archipelago typically end up in the District of Beginnings. Though cheap cannot be used to describe the ornate houses in the district, this area has the most inexpensive prices for real estate on the island. Those who live in this part of the island are often looked down upon by those who are more well-off.

Orphellos Observatory

Founded by the wealthy businessman and astronomer, Orphellos, The observatory is responsible for discovery of the unknown. This includes scientific, engineering, technological, magical, and mathematical advances. The accumulation of the greatest minds in the Grime Isles has led to much of the cutting-edge research that has turned the sky into the place that it is today.

Chronowood

As an uninteded consequence of the magical rings, the Chronowood was brought forth. Since each ring is brimming with magic, the place where they collide sheds magic down onto the land of the Archipelago, which led to incredibly potent and beautiful plant growth.

Now regarded as a protected zone on the island, destroying the forest is illegal, and is often heavily repremanded. Only the most elite of the residents in the Analog Archipelago are allowed to build residences in the wood.

Palace of Time

As mentioned before, the residents of the Analog Archipelago elect a governing group, who are regarded as the most renouned individuals on the island. Then, the most famous and infuential individual is placed in charge of the Archipelago and all undertakings that it is tasked with.

In the palace, the governing body meets to discuss important political matters or any trials that are brought before them. This is where the heart of the device used to tap into the time stream is, so it is the most heavily guarded and fortified area of the Grime Isles. To reiterate this point, there is a saying that sky dwellers have about the palace that goes: "You would have better luck breaking into the Palace of Time," referring to a task or occurance that would be impossible.

CHAPTER 2 | FLOATING ISLANDS AND BEYOND

Beastie Key

CHAPTER 2 | FLOATING ISLANDS AND BEYOND

Beastie Key

The beastie key can only be as big as the beast beneath it, and, as such, it is one of the smallest islands in the Grime Isles, measuring less than half a mile in diameter. Even though it is smaller than most islands, it is more populated than its similarly-sized counterparts. This mix of a small island with a large population makes for a difficult and cramped living situation, and though it is not as busy as the Gear Enclave, the Beastie Key can feel as though it is even more chaotic at times.

Freed From Beneath

In ancient times, eldritch beasts and unspeakable monsters roamed the land and the sky. Their grandious presence and gigantic size were truly spectacles for any onlookers. Unfortunately, their enormous sizes were too much to sustain their populations, and they were thought to have become extinct.

This was the prevailing theory until a mountain of purple crystal was discovered in the far reaches of the known world. It towered over the world as if it were a master of all living things. Piece by piece, the energy-rich mountain of crystal was extracted until eventually a weak, but still living eldritch beast was found beneath the mountain. It was then realized that it was the beast itself that produced the crystal, but it was unable to remove its gemstones, so it sank from its own weight.

Once uncovered, it took to the skies and joined the Grime Isles. There it remains, floating through the sky and cohabitating with the sky dwellers.

Symbiotic

Since taking to the skies once again, the beast continues to produce the heavy crystals on its back. It is only because of the sky dwellers that it continues to soar on the high winds. They mine the purple, crystal-like minerals that it produces, and this allows it to stay afloat.

CHAPTER 2 | FLOATING ISLANDS AND BEYOND

In turn, the beast lets the sky dwellers reside on its back. It gives them protection and comfort for letting it live its days in the sky.

Full of Life

The eldritch beast upon which the people of the Beastie Key reside is brimming with an ecosystem of its own creation. Because of its slow, lumbering nature, life on the back of the beast began to sprout by itself. The fey origin of the beast attracts other fey life from the surrounding area, and the plant life sprouting on top appears to be otherwordly.

The Council

Life on the back of the beast would not be possible without some form of order. While most laws on the Beastie Key are taken as more of suggestions, there is one law that is upheld to the upmost degree, and that law is the law of mutual recognition. Essencially, if one being on the back of the beast is harmed by another, the same thing is done back to the perpetrator.

Since this system can be easily abused, a council was appointed to determine the fate of individuals in the case of a dispute. This council is small, but it is made up of the wisest people on the back of the beast.

Landmarks

Library of Thelena

The Library of Thelena was built in honor of one of the first members of the council who made it her sworn duty to uphold the law without any bias or prejudice for or agianst the perpetrator.

In it, there are thousands of specimens and information about species collected. Nearly anything that resides within the Grime Isles is documented in this library.

Neighborhoods

At first glance, the layout of the Beastie Key looks incredibly chaotic. there are houses and blocks everywhere, and they follow no normal building standards or even basic logic. Upon further inspection, one can see that rather than fighting the natural curves of the beast's shell, the people of the beast conformed their city to the shape of its back. Its shell twists and spins together into a tree-like flower at the peak.

The areas between ridges on its shell are referred to as neighborhoods, and they are densly packed with strange construction and architecture riddled throughout.

The Outer Rim

The outer rim is a dangerous place. It is the name for the very edge of the beast's shell, and it is often the most fragile. The shell crumbles and flakes off, and it is generally avoided.

The outer rim is treated as difficult terrain, and for every minute spent in the rim, roll 1d10. If it is a 1, then the shell crumbles beaneath the character in question and everything falls.

Port Nuuri

Port Nuuri is a recent construction, and it allows for more trade to occur within the beastie key. While it helps the people have more access to commerce, it is an incredibly controversial build, as it allows outsiders more access to the beast, and it is known that many of them do not respect the laws of the Key.

The Wandering Heart

Often described as a tree, the Wandering Heart is anything but. The shell of the beast splits and fractures at the peak, producing a fractal-like structure, with small, colored growths protruding from the sides. These growths pulse with energy, and they change color based on the health and mood of the beast.

Windy Saddle

Windy Saddle is the forward-facing side of the beast. While it does not have a face or forward-orientation, it always travels with the Windy Saddle at its front. This makes utilizing the wind incredibly easy. There are windmils stationed all accross the windy saddle to harness the power from the cool breeze drifing over the Key.

CHAPTER 2 | FLOATING ISLANDS AND BEYOND

Brass Tower

The Brass Tower stands tall as the epitome of authority and leadership among the islands in the sky. A colossal structure both figuratively and physically, it orbits at the highest position, overseeing the sky dwellers' society. Within its walls, the leaders and representatives from each island gather, cohabitate, and enact crucial truces, understandings, and rulings for the sky dwellers.

Sovereigns

The inner workings of the Brass Tower remain a closely guarded secret, shrouded in mystery. Those who comprehend the intricacies of the tower's politics form an exclusive group known as the Sovereigns. However, their lips are sealed, and they vehemently refuse to discuss the internal mechanisms, adding to the mystique that surrounds the Brass Tower.

Three Branches

With many different factions and ruling parties in the isles, it is difficult to maintain order without checks and balances. The sky dwellers realized this long ago and decided to make a series of checks and balances in their government with different branches keeping eachother in check. Those branches are the legislative, the divine, and the military.

Legislative. The legislative branch is better known as the Maestros. It is a place where leaders from around the Grime Isles converge to discuss the most pressing matters and pass important legislation.

Divine. The divine branch is meant to ensure that the Isles are being moral to their people while also appeasing the will of the gods. They are a judicial branch that also serves the will of their benevolent gods in the Holy Emporium.

Military. Heading the military faction is the Bureau of Mechanics. They listen to and enforce the laws of the isles, while also keeping the lawmakers in check by not being under their direct control. Their largest assets are the automotons stationed around the isles and the Leaden Burg, which houses a large portion of their military in a mobile fortress.

The Maestros

The Maestros is the governing body in the skies. They consist of elected leaders and officials throughout the Grime Isles. Each island, as long as it is recognized by the Brass Tower as being an incorporated island is provided a number of votes equivalent to their population size, divided amongst as many representatives as they see fit. Typically, Islands will elect a number of representatives equivalent to their number of votes, each representing a different province or faction on the island.

Currently the Brass Tower recognizes the following islands and allows them a number of votes as denoted in the table below. Additionally, each island's main governing method is described here

Island Voting Power
Gear Enclave 34
Coal Skerry 29
Twin Ships 17
Beastie Key 17
Analog Archipelago 14
Una Inga 6
Clockwork Atoll 5
Draking Guild 5

Gear Enclave. The Gear Enclave is primarily a republic. They send 12 representatives, each with a differing number of points under their control based on the status of the district they are representing. The government is highly corrupt, often accepting bribes from lobbyists to push for laws that might benefit their respective megacorps.

Coal Skerry. The Coal Skerry is a democracy, electing a number of representatives equivalent to their alotted voting points. However, they are divided among party lines, with each party representing the different ideals of Baerduhr (being proactive and open-minded) and Galduhr (being preventative and cautionary) See Coal Skerry for more details.

Twin Ships. The twin ships elects a number of representatives equivalent to their voting power, with a four party split between the four main districts (Command Fortress, Coach City, Pilot Point, and Greater Quarters) in the twin ships. The surrounding armada of civilians around the two main ships do not have representatives as they aren't recognized as being a part of the twin ships island.

Beastie Key. The Beastie Key is a democracy/republic, and they send 9 representatives, who are selected to best represent the full feelings of the people, to hear the hearings of the Maestros. If at least 7 of the 9 representatives agree on the laws or rulings passed by the Maestros, they will all vote with the majority. If their internal vote is a 3-6 or 4-5 split, they will report back to the Key for a full island vote, and the representatives will split the Beastie Key's voting power according to the full will of the people.

Analog Archipelago. The Analog Archipelago Selects their representatives based on the amount of money each individual makes. The top money makers in the archipelago will represent the island in the Maestros. It is common to see some of these people hire cabinets and officials to take their place so they can continue to earn money or conduct business elsewhere.

Una Inga. The chief of the village and their family are the ruling party on this small darven island. Therefore, the chief themselves or their most trusted advisor are present in the hearings. While they only have one representative, their vote uses all of their points, so this makes for one of the most influential voters in the Maestros.

Clockwork Atoll. This college is governed almost solely by the headmaster of the college, and this headmaster is sent to represent the college in the Maestros hearings.

Draking Guild. Each of the top draking factions sent one representative to vote on matters in the Maestros, each of them getting a point to vote with.

CHAPTER 2 | FLOATING ISLANDS AND BEYOND

Court of Celestus

At the heart of the Brass Tower lies the Court of Celestus, where rulings passed by the Maestros are reviewed. There are 11 judges (one for each of the gods), each with the task of representing their chosen god's ideals in the laws and rulings in addition to determining if the law is valid to be passed. If found to be invalid, it is sent back to the Maestros for review and reconsideration.

The judges are appointed by the Maestros from among those who have recieved divine revalations from their gods. The most influential individuals from throughout the isles who preach the workings of their dieties are selected to determine if that god is being properly represented in the laws that are passed.

Additionally, the three head judges representing the Titans of Industry have the same voting power of the court, but some of the judges representing the lesser dieties who fall under the control of one of the Titans will often vote with that judge, giving the titans more control of the court than the other judges.

Military Division

The military division has multiple parts, each reporting to the Bureau of Mechanics, which controls the peacekeeping efforts in the isles. Their funding is approved by the Maestros annually.

Bureau of Mechanics. The head of the Military, the Bureau has a hand in every other part of the forces in the Air. They also directly control the peacekeeping automotons in the skies.

Leaden Burg. The leaden burg is ruled by The Warden of the High Skies, but they have a court of powerful individuals underneath them known as Hunters. Their large forces are primarily meant to defend the isles from external and existential threats.

Hunters. Reporting to the Leaden Burg, hunters are powerful individuals who wield both supernatural abilities and the latest technology in the skies. They are the first dispatched when an extreme threat is found in the isles.

Police Forces. The Bureau has little influence over the Police forces throughout the isles, but they are still kept in moderation and are audited to ensure that there is no abuse of power. The Police are in charge of keeping the peace, much like the automotons that roam the skies, but more personable.

Landmarks

Conclaves

Throughout the Brass Tower, hidden chambers known as Conclaves serve as meeting grounds for the secretive Sovereigns. These spaces are off-limits to all but the initiated, fostering an air of exclusivity and mysticism. These chambers are where the secretive business is conducted in the tower. There is an expectation that business and deals will be made with each Conclave invite to further the rulings of the isles or pass laws in favor of one party of another. Due to the chaotic nature of the ruling peoples of the Maestros, there are little to no restrictions on what bribes or deals can be made in exchange for someone's vote in a hearing.

Sovereign Spire

The Sovereign Spire reaches the highest point of the Brass Tower, offering a breathtaking view of the sky islands below. It serves as a symbol of the unyielding authority of the leaders who reside within the tower. Only the most distinguished guests are granted access to this towering pinnacle.

Unity Plaza

Unity Plaza, located at the base of the Brass Tower, is a meeting point for sky dwellers from all walks of life. Here, citizens gather to witness the occasional edicts and proclamations handed down from the Celestial Court. The plaza symbolizes the unity and strength of the sky dwellers under the Brass Tower's leadership.

Mystic Archives

Hidden within the labyrinthine halls of the Brass Tower, the Mystic Archives house ancient scrolls, tomes, and relics. Guarded by mystical wards, these archives contain the accumulated knowledge and secrets of generations, providing a resource for the leaders to draw upon when making decisions that shape the destiny of the sky dwellers.

In addition to sacred and powerful relics, the archives hold ancient and evil items that could have catastrophic effects if used improperly in the isles.

Radiant Chambers

Reserved for the most accomplished and revered individuals among the sky dwellers, the Radiant Chambers are opulent residences within the Brass Tower. Those granted access to these chambers are considered the elite of the elite, enjoying unparalleled luxury and prestige.

As the Brass Tower stands as an enduring beacon of authority, its enigmatic nature and guarded secrets continue to captivate the imaginations of the sky dwellers, ensuring that the allure of its power remains a central aspect of their society.

CHAPTER 2 | FLOATING ISLANDS AND BEYOND

Coal Skerry

CHAPTER 2 | FLOATING ISLANDS AND BEYOND

Inside the Soaring Heights

CHAPTER 2 | FLOATING ISLANDS AND BEYOND

Coal Skerry

Being the largest of all of the islands, the Coal Skerry is about 10 miles across its shortest cross-section, and approximately 15 miles at the longest. It was constructed from a mountain range rich with coal deposits.

While the land atop the Skerry is vast, the most important happenings occur inside the mountain, as this is where the mineral deposits are extracted. Not only is the land inside the Coal Skerry rich with ore, it is also bursting with action and work, which led to the construction of several cities and towns along the tracks of the underground colony.

Leaders of the Coal Skerry are decided in the annual confidence vote, where the residents of the Coal Skerry vote for their favorite representative, and the top 15 are chosen to form a council and govern the land till the next election.

Ripped From The Earth

As the Grime Isles began to run out of materials and fuel for their inventions, they decided that something must be done in order to sustain their way of life. After much debate, the sky dwellers decided to bring a mountain rich with materials, ore, and coal into the air. Using the last of their resources, they built a system that could float even a mountain, and they launched what came to be known as the Soaring Heights into the sky.

A Tale of Two Brothers

Heading the project of mining the Skerry were two dwarven brothers: Baerduhr and Galduhr. They originally started mining together, with the full force of the dwarves behind them. They made great progress and founded an underground city called Drukafaren Saman, or city of brothers in the common tongue.

While their brotherhood bonds had been strong their entire lives, about halfway through their project, they began to grow distant. It is believed that around the twenty-third year of mining, they discovered what came to be known as the Pit of Despair.

Upon its discovery, Baerduhr wished to explore the pit and discover its secrets while Galduhr wanted to seal it, as he sensed an evil presence coming from it. This split the brothers' bond, and they never talked again.

Howlingdark Tracks

Bewteen cities runs a series of what were once mining cart tracks, turned into a railway, and along those tracks run mechanical beasts called howlingdarks. They are trains of sorts, but with a larger and louder presence. Emminating screeches and smog exhalations can be heard throughout the caverns as they echo accross the ceilings.

These trains are used throughout the mines as a means of transportation, trade, supply, and lifeline for the people who live in the underground cities. They depend on the trains for their survival, though occasionally the train tunnels will collapse, causing them to go without supplies for some time.

Landmarks

The Soaring Heights

The Soaring Heights is the aptly-named mountain range that was lifted into the skies centuries ago. The highest peak of the Heights is The Hollow Summit, which stands at almost 1 mile. While there are some villages and residencies throughout the Soaring Heights, the majority of residents do not live atop the mountain range, so it is mostly natural. The land also hosts many natural animal species from when it was on the ground.

Mines of Baerduhr

The Mines of Baerduhr are mostly defined as being north of the tracks between Drukafaren Saman and the Pit of Despair. Since Baerduhr prioritized the exploration and exploitation of any resources he could get his hands on over quality infrustructure and careful planning, the mines in his care were haphazardly explored, with plenty of collapsed sections and dangerous areas that could cave in any second.

Baerduhr's aggressive mining and exploration pushed most monsters, living in the caves before the brothers began their operation, into the Southern section of the caves. While many of them were irradicated at the Stronghold of Bryllelin, some still lurk in the unexplored caverns of the Soaring Heights.

Mines of Galduhr

The Mines of Galduhr are the Southernmost mines of the Heights. While his brother was more careless in his mining expeditions, Galduhr was more forward-thinking and careful in his approach. As such, the Mines of Galduhr are kept in working condition to this day, and little-to-no resources are wasted in the Galduhr mines.

Fewer of the Galduhr mines are explored, which can lead to setbacks when expanding the mines. The majority of monster encounters are reported in the Galduhr mines as they are being expanded.

CHAPTER 2 | FLOATING ISLANDS AND BEYOND

Stronghold of Bryllelin

After the brothers split ways and resumed operations each on their own terms, a large number of monsters and beasts who lurked in the shadows of the caves were stirred and awakened, until eventually, they attempted to flee into the outer world, trying to escape the mines at the Northeast exit of the Mines of Galduhr.

These monsters did not escape very far, as they were stopped by the mighty pickaxe of Bryllelin, the fearsome miner. It is said that, with one great swing of her pickaxe, the caverns above the monsters was shattered and rained down stones upon her and monster alike, killing all living things in the mine shaft. Though she did not survive, her heroic actions were commemorated through the construction of the Stronghold of Bryllelin, which now stands as a barrier between any fearsome monsters of the underdark and the Grime Isles.

Smogwild

Centuries of exhaust from the propulsion jets used to suspend the Coal Skerry in the sky have turned the forest surrounding the Soaring Heights into a smoky, charred wasteland that has become known as the Smogwild.

Not much lives in the smogwild, but it is not entirely desolate either. Some creatures have made the Smogwild their home, though any monster that can live in the Smogwild is rumored to be incredibly strong, though they are elusive.

Aghast Chasm

During the great uplifting, the Soaring Heights was not expected to be as intact as it has been for the last century. Lifting an entire mountain range into the air is incredibly complex and a feat of engineering, but it was bound to have faults.

While there were many scars etched into the island, the largest one is the Aghast Chasm, which runs all the way through the island. As the only chasm to have done so, the Aghast Chasm is a sight to behold, and it is a major tourist destination for the sky dwellers who wish to learn of the island's past.

Inside the Soaring Heights

Drukafaren Saman

Drukafaren Saman, or "The City of Two Brothers" was the first underground metropolis to be founded during the exploration mission that was headed by Baerduhr and Galduhr. It is one of the largest cities in the Grime Isles, with over a million residents, making it larger than some islands.

It is the forefront of all mining activities underneath the Soaring Heights, and it is the hub for the Howlingdark Tracks.

Twin Forges of Baerduhr

At the Northernmost Corner of the Soaring Heights is the Twin Forges of Baerduhr, a city made to mine the Northern mines. It was made to refine the large amount of ore that Baerduhr's company was hauling in during their expeditions, and their smiths are the best of the best.

If any project requires fine metal, the highest quality can be sourced from the Twin Forges. Additionally, the Twin Forges smiths are sought out for their excellent craftsmanship and rigorous smithing practices.

The Pit of Despair

Despite Baerduhr's best efforts, the Pit of Despair remains mostly unexplored to this day. Early expeditions were cancelled after many reported deaths and mysteriouos happenings. Nobody knows what lies at the bottom of the Pit of Despair, though anyone who has been unfortunate enough to wander near the edge reports a bone-chilling feeling of fear.

CHAPTER 2 | FLOATING ISLANDS AND BEYOND

Gear Enclave

CHAPTER 2 | FLOATING ISLANDS AND BEYOND

Gear Enclave

The Gear Enclave serves as a hub of activity for the skies. Most of the trading and industry in the skies happens here. It is a melting pot of cultures and peoples, with merchants, traders, and industrialists from all over the world converging in the city to buy, sell, and exchange goods and services.

Hub of activities

The Gear Enclave is home to some of the most advanced and cutting-edge technology in the skies. The mega-plants that dot the skyline are massive factories that produce everything from copper piping and wires to gears and frames for all your steampunk needs. The factories are owned and operated by wealthy industrialists who hold tremendous power and influence in the city. The following are some of the megaplants on the island.

Coppersmiths

Renowned for their skill in crafting intricate copper pieces, they use traditional techniques to create copper piping, wires, gears, and frames that are used in a wide range of applications.

Steam, Inc.

Steam, Inc. is one of the largest and most powerful companies in the Gear Enclave. They generate electricity for the island and surrounding areas, using advanced steam engines and generators to produce power. They are also responsible for maintaining the great furnace, which keeps the island aloft.

Automoton Innovations

Automaton Innovations is a cutting-edge company that specializes in creating and producing advanced automatons. They have a deal with the Bureau, providing them with top-of-the-line automatons to use for their enforcers.

Grimy

The Gear Enclave is a city of contrasts. While it is home to some of the most advanced technology in the skies, it is also one of the grimiest and dirtiest places in the world. A layer of soot from the great furnace covers the poorer sections in the Gear Enclave, making them rather unpleasent to visit or to live in.

CHAPTER 2 | FLOATING ISLANDS AND BEYOND

Underground Trade

Though heavily discouraged by the Bureau of Mechanics, the underground has a large presence on the Gear Enclave, and especially in the Filth District. They pass many shady deals and host some questionable events that only some of the most corrupt people know about.

Landmarks

Filth District

The Filth District is the poorest part of the Gear Enclave, where the majority of the soot falls from the great furnace. The air is thick with pollution, and the streets are covered in a layer of grime and dirt. The people who live here are some of the poorest and most disenfranchised in the city.

Iraka Market

The Iraka Market is a bustling bazaar that operates year-round in the Gear Enclave. It sells a wide range of gadgets and gizmos, from the mundane to the fantastic. It is a place where you can find almost anything you need, as long as you're willing to pay the price.

Lower Harbor

The more high-end port at the other end of the gear enclave is the Lower Harbor. Though more expensive, your ship will have access to better shops, mechanics and security than at the Upper Harbor.

The Aurora

The Aurora is a luxurious skyscraper located in the Gear Enclave, boasting some of the best views in the city. It is home to many high-ranking officials and dignitaries, who enjoy the stunning vistas of the magical auroras that appear behind the island at night.

The Great Furnace

The Great Furnace is the heart of the Gear Enclave, keeping the island aloft with its tremendous heat and power. It burns a lot of fuel and produces plenty of residue. It is a symbol of the power and industry of the city.

Titan Heights

Titan Heights is the tallest building in the Gear Enclave, towering over the other buildings in the city. It is home to some of the most powerful and influential people in the city, with many businesses and corporations having their offices here. The upper floors offer breathtaking views of the city and the surrounding skies.

Upper Harbor

The Upper Harbor is the poorer and less-kept of the two ports in the Gear Enclave. Despite its rough exterior, it is a hub of activity, with many garages and mechanics lining the boardwalks.

CHAPTER 2 | FLOATING ISLANDS AND BEYOND

Ruins of Razokath

CHAPTER 2 | FLOATING ISLANDS AND BEYOND

Ruins of Razokath

Remnants of the isles’ sky-dwelling ancestors, the Ruins of Razokath are seldom traversed, spare a few travelers or criminals attempting to evade capture. Out of the ruins grows a massive tree whose thorny tendrils wrap around any untethered and floating debris.

Shattered Ground

The Ruins of Razokath stand as a testament to the passage of time, an island that has remained airborne for countless centuries. However, the ancient magic that once buoyed it aloft is gradually waning, causing the island to fracture and splinter. Massive chasms now scar its surface, revealing glimpses of the endless sky below.

Taken by the Wild

Nature has reclaimed the Ruins of Razokath with a relentless and unforgiving grip. Brambles and untamed wilderness now dominate the landscape, weaving their way through the crumbling ruins and filling the voids left by the decaying structures.

These hardy brambles seem to possess an innate knowledge of how to hold the fragmented island together, binding its shattered remnants in an intricate web of thorny vines. As if guarding their newfound territory, the wilds fiercely defend their dominion, making any attempts to explore the Ruins a treacherous and perilous endeavor.

Ruthless Way of Life

Within the confines of the Ruins of Razokath dwell a society born from a dark past. The island serves as a penitentiary for the isles' most heinous criminals and ruthless offenders. Over time, the inhabitants' brutal mentality has seeped into the very fabric of their society, shaping their way of life. Survival of the fittest reigns supreme in this unforgiving realm, where strength and cunning pave the path to authority. Those who display dominance and mastery over others ascend to positions of power, ruling with an iron fist over their fellow prisoners. Yet, in this crucible of cruelty, even glimmers of honor and camaraderie can be found among those who have embraced the relentless way of life imposed upon them.

CHAPTER 2 | FLOATING ISLANDS AND BEYOND

Landmarks

City of Zabalon

Once a bustling center of piracy and rebellion, the City of Zabalon now stands as a haunting echo of its former glory. The remnants of airships, their once-imposing frames now broken and rusted, create an eerie skyline that tells tales of fierce battles and daring escapes.

Among these dilapidated vessels, the inhabitants have constructed a ramshackle metropolis, a makeshift maze of scavenged goods and stolen treasures. As a refuge for outlaws and free spirits, the City of Zabalon remains a place of intrigue and peril, where lawlessness and anarchy thrive amidst the ruins.

Ruins of Peleus

Once the grand capital of the Island of Aether, the Ruins of Peleus now stand in stark contrast to its former glory. For centuries, this city has been a prized target for opportunistic raiders, drawn to its rumored wealth and secrets. Now, the Ruins of Peleus serve as a somber reminder of the island's glorious past, with its shattered spires and crumbling citadels whispering tales of forgotten grandeur.

Northern Bridge

A precarious marvel of engineering, the Northern Bridge is constructed from the broken and floating rocks that dot the landscape. As the Ruins of Razokath succumb to the forces of decay and fragmentation, this bridge stands as a lifeline, enabling travel between distant parts of the island.

Adventurers who wish to cross the island must either cross through the Grimmen Thicket or they can take the Northern Bridge.

Sky Runner Territory

A sanctuary for the daring and nimble sky runners, the Sky Runner Territory provides a vast expanse where practitioners of the parkour-like sport can hone their skills without restraint. Sky runners navigate the perilous landscape with breathtaking acrobatics and daring leaps, using the Ruins' fractured structures as their personal playground.

The territory serves not only as a training ground but also as a thriving community where sky runners, often young adults and children, share their experiences and techniques, fostering a sense of camaraderie among those who find solace in defying gravity.

Grimmen Thicket

A dark and foreboding expanse of wild growth, the Grimmen Thicket is a tangled mass of vegetation that covers vast swaths of the Ruins of Razokath. The thicket is notorious for its dangers, harboring hidden pitfalls and treacherous traps beneath its dense canopy.

Beneath the tangled vegetation lies a sense of foreboding darkness, as if an ancient malevolence resides within the heart of the Thicket, influencing the growth and behavior of its flora and fauna. The inhabitants of the Ruins speak of whispered legends of lost souls and dark creatures haunting the depths of these woods, instilling fear in the hearts of even the boldest explorers.

Brambleheart

At the heart of the Grimmen Thicket lies a place of great significance, known as Brambleheart. Here, a colossal network of thorny vines intertwines to form a central nexus that holds together the fragmenting island. The sight of Brambleheart is both awe-inspiring and unsettling, as the twisted vegetation seems to pulsate with an otherworldly energy.

Legend has it that the thorny heart of the Ruins possesses an ancient magic, a force that sustains the island's precarious existence. The brambles of Brambleheart are believed to hold not only the physical remnants of the island but also the memories and emotions of those who have died in its thorny embrace.

CHAPTER 2 | FLOATING ISLANDS AND BEYOND

Twin Ships

CHAPTER 2 | FLOATING ISLANDS AND BEYOND

Twin Ships

Two enormous blimps are tethered together and slowly rotate in an eternal dance. Around them fly smaller, lighter ships. Many of them are tied together in a caravan while numerous others hover alone nearby. This massive fleet comprises the island known as the Twin Ships.

Enormous Zepplins

The twin ships are not your average airships; they are colossal zeppelins that loom imposingly in the sky. Each zeppelin is a marvel of engineering, featuring massive hydrogen balloons that support the entire structure. The residents of the twin ships live beneath the gigantic hydrogen balloons, nestled within the belly of these floating giants.

The zeppelins' exteriors are adorned with intricate designs and symbols, showcasing the pride and identity of the people who call these vessels home. Living beneath the grandeur of these enormous zeppelins is an experience unlike any other, where the ever-changing skies become the backdrop of their daily lives.

Armada of Ships

The Twin Ships do not exist in isolation; they are the core of a vast armada of airships that encircle them. While the two main zeppelins serve as the anchor points, the armada comprises a diverse array of colossal ships, each with its distinct purpose and function. These ships range from cargo carriers to military vessels and luxurious pleasure crafts, creating a bustling community in the skies. The armada's formation ensures that the Twin Ships are well-protected and self-sufficient, fostering an interdependent society where trade, defense, and camaraderie thrive among the various airships.

Artificial Land

Living aboard the Twin Ships means adapting to a life where the sky itself becomes their homeland. With limited open land area touching the outdoor air, the islanders have ingeniously transformed the interior spaces of the zeppelins into a self-contained ecosystem. Here, they have established everything they need for sustenance and survival. From vast indoor gardens that produce food to well-designed living quarters that accommodate the populace, and from advanced electricity generation systems to water recycling facilities, the residents of the Twin Ships have mastered the art of creating a flourishing environment within the belly of these majestic airships.

Landmarks

Bomb Bay

The Bomb Bay, once designed for war, has found a new purpose as an airship hangar. Here, up to twenty normal-sized zeppelins can find shelter and maintenance. The repurposing of the Bomb Bay symbolizes the transformation of the Twin Ships' culture from a past marred by conflict to a present of unity and cooperation. The hangar bustles with activity, as various airships come and go, making it a vibrant center of technological innovation and camaraderie among pilots and engineers.

Command Fortress

At the front of one of the twin zeppelins, the Command Fortress stands as the nerve center of both ships. A magnificent structure of metal and glass, it offers panoramic views of the surrounding skies and the Grime Isles below. It serves not only as the command hub, orchestrating all activities in the vicinity, but also as a formidable stronghold against any potential threats. The Command Fortress houses advanced communication systems, sophisticated radar arrays, and an impressive defense arsenal, ensuring the Twin Ships' security and enabling them to maintain their prominent role in the skies.

Coach City

Once a humble section for the poorest passengers in normal vessels, Coach City has become a thriving residential district aboard the Twin Ships. Here, the industrious and close-knit community has turned their living space into a lively and vibrant neighborhood. Colorful and creative architecture adorns the area, reflecting the resilient spirit of its inhabitants.

Flood Zone

The Flood Zone is a haunting reminder of a tragic disaster that struck the Twin Ships. A burst pipe caused the once-luxurious first-class section to be submerged in an inky black sea. The eerie waters now hold a sense of mystery and sorrow, with rumors circulating about the haunting presence of the souls lost in the calamity. The Flood Zone serves as both a solemn memorial and a chilling cautionary tale, influencing the residents to cherish their unity and to be vigilant in the face of adversity.

CHAPTER 2 | FLOATING ISLANDS AND BEYOND

Generator Room

In the heart of the Twin Ships lies the mighty Generator Room, where the rhythmic hum of powerful machinery resonates. This room is the lifeblood of both zeppelins, providing the essential power required to keep them afloat and soaring through the skies. Engineers and technicians work diligently to maintain the complex system of engines, turbines, and magical converters, ensuring the continuous flight of the Twin Ships. The Generator Room is a testament to the islanders' ingenuity and resourcefulness, representing their ability to harness the forces of nature to overcome the challenges of their unique existence.

Greater Quarters

The Greater Quarters is made up of the first-class residents who faced the disaster of the Flood Zone. After the tragedy, they found refuge in the beautified coach section of the second ship. This area boasts lush green spaces, elegant architecture, and opulent amenities.

The Greenery

Nestled within the rear section of the first of the twin zeppelins is the Greenery. This indoor forest is nurtured and tended to by a group of skilled druids who have mastered the art of cultivating food within the confines of the ship. The Greenery produces an abundant supply of fresh fruits, vegetables, and herbs, sustaining the entire population of the Twin Ships. This lush oasis not only provides essential sustenance but also serves as a tranquil retreat for the islanders, connecting them with the natural world in the midst of the open skies.

Pilot Point

A bustling district within the armada, Pilot Point is dedicated to pilots and navigators, both from the Twin Ships and other airships in the vicinity. It serves as a residence for these skilled individuals, providing them with comfortable accommodations and facilities to unwind after their journeys.

Additionally, Pilot Point is home to the prestigious Pilot Academy, where aspiring aviators undergo rigorous training to become navigators of the vast skies. The district serves as a hub of knowledge exchange and camaraderie among the pilots, fostering a strong sense of community and solidarity among these daring adventurers.

Split District

The remnants of the once-majestic first-class section of the Twin Ships now form the Split District. Its ramshackle docks and haphazard tents speak of a bygone era. The Eastern edge near Coach City is the larger of the two, and it provides ferrying to the Command Fortress.

CHAPTER 2 | FLOATING ISLANDS AND BEYOND

Wisping Wild

CHAPTER 2 | FLOATING ISLANDS AND BEYOND

Wisping Wild

While the Wisping Wild is not one of the islands, it is still a large part of the society in the skies. Accross the islands, a constant Easterly wind blows and sends the fog, steam, and smog into a zone to the East of the islands called the Wisping Wild. After some time, the residual magic from the inventions and floating islands caused the clouds to become almost tangibe; that is, tangible enough to host all sorts of creatures, monsters, and manifestations. Many of these fantastical beasts are fey or elemental, spawning from or being summoned to the clouds due to excess magic.

Innately Magical

The Wisping Wild's essence is steeped in magic and steam, infusing the entire realm with an inherent arcane quality. Within its reaches dwell an array of magical creatures, each resonating with the mystical energy that courses through the clouds. As the heart of raw magic in the skies, the Wisping Wild also attracts majestic dragons, their presence adding to the mythical allure of this ethereal realm.

Wild magic zone

The potent concentration of magic in the Wisping Wild gives rise to various additional effects, collectively known as the Wild Magic Zone. Within this zone, casting spells becomes more challenging, as the overwhelming magical currents sometimes disrupt the control of spellcasters. However, the Wild Magic Zone can also bestow unexpected enhancements or alterations to spells, infusing them with unpredictable but powerful effects, listed in the table below.

If a creature has spent more than 24 hours in the wild magic zone and wishes to make an arcana check to stop these effects. They may do so to stop the affects for the next 24 hours. Reroll at the start of each day.

Each time a creature casts a spell in the wisping wild, they roll on this table. Instead of the damage type of the spell, it deals to fire, acid, cold, necrotic, radiant, lightning, thunder, or force, with respect to the die roll. If the spell doesn't deal any damage, it takes the appearance, color, and feel of that element for narrative purposes.

CHAPTER 2 | FLOATING ISLANDS AND BEYOND

Wild Magic Zone
1d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Necrotic
7 Radiant
8 Thunder

Great Aurora

An awe-inspiring spectacle that graces the skies of the Wisping Wild, the Great Aurora is a display of magical beams of light that resemble shimmering rainbows. These radiant lights dance and pierce through the clouds, creating an enchanting panorama that captivates all who witness it. During nighttime, the Great Aurora becomes even more mesmerizing, casting ethereal streams of light into the starry expanse above. The phenomenon is a manifestation of the residual magic from the high-flying society, intermingling with the surrounding air and steam to produce this captivating spectacle.

Landmarks

Starlit City

Visible from afar, the Starlit City stands as a breathtaking testament to the fae's presence in the Wisping Wild. This ethereal metropolis is constructed entirely of radiant light and delicate cloud formations, giving it an otherworldly and dreamlike appearance. The city serves as a haven for the fae, a place where they can embrace their magical nature and coexist in harmony. Only a fortunate few sky dwellers have the privilege of visiting the Starlit City, as it remains shrouded in an aura of mystery and enchantment.

Silver River

The Silver River weaves its way gracefully through the clouds, its location ever-shifting in tune with the cloud's movements. The river possesses an otherworldly chill, but its waters are pure and refreshing to drink. Its silvery surface sparkles with the magic that courses through its currents, and its serene beauty beckons travelers to embark on a journey of discovery along its enigmatic path.

Forest of Dreams

Enveloping the majority of the Wisping Wild, the Forest of Dreams is an enchanting and treacherous realm inhabited by dangerous fey monsters. The forest's flora and fauna seem to possess a will of their own, as if they are extensions of the realm's magical essence.

A word of caution echoes among sky dwellers who venture near: the Forest of Dreams can infiltrate dreams if one is not cautious enough, leading to mysterious and mesmerizing experiences that can be both wondrous and perilous.

Crystal Spires

Among the ever-shifting clouds, the Crystal Spires stand as magnificent crystallized formations that pierce the sky. Their mesmerizing beauty emanates from the fusion of cloud and light, creating structures that are both delicate and powerful. The Crystal Spires are the most stable and solid part of the Wisping Wild, forming a magical core within the ever-changing cloud landscape. Sky dwellers marvel at the sheer intensity of magic that resonates from these crystalline wonders.

Nest of the Dragon Queen

Within the depths of the Forest of Dreams, whispers abound of an elusive and legendary creature - the Dragon Queen. It is said that an enormous dragon makes its nest amidst the clouds, ruling over the realm with a majestic presence.

While none have borne witness to this fabled creature, the belief in the existence of the Dragon Queen is shared among many sky dwellers. The legend of the Nest of the Dragon Queen adds an air of mystique and wonder to the Wisping Wild, enticing adventurers and dreamers alike to seek out the elusive and magical presence rumored to reside within the clouds.

CHAPTER 2 | FLOATING ISLANDS AND BEYOND

Lesser Islands

While not as large or of import as some of the other islands in the skies, these islands are still found floating through the air, and do control much of the goings on in the isles.

Steamhaven

Steamhaven is an island shrouded in a perpetual mist of steam and smoke, making it challenging to locate amidst the cluster of other islands. Its mysterious atmosphere is attributed to its location, being often at the edge of the wisping wild. This mix of steam and magic makes an ethereal ambiance. Steamhaven serves as a crucial hub for alchemical research and experimentation, attracting scholars and scientists from all over the isles who seek to harness the power of steam and natural magic and use it for various applications.

Clockwork Atoll

Floating much like the Analog Archipelago, the Clockwork Atoll relies on a more rudimentary version of time magic to maintain its airborne status. Though smaller in size compared to other flying islands, it compensates with an aura of timeless charm, emanating from the intricate clockwork mechanisms that keep it afloat.

At the heart of the Clockwork Atoll stands the renowned Aetherian Institute of Technology and Mechanics, an esteemed college that only admits the brightest minds into its ranks. Here, students delve into the complexities of clockwork engineering and time manipulation, striving to unlock the secrets of temporal magic and develop innovative technologies for the betterment of the isles.

The Rust Belt

A haphazard congregation of ships lashed together, the Rust Belt resembles a bustling and overcrowded maritime city on the waters. It orbits around the twin ships, earning its name from the rusty metal structures that form its foundation. The Rust Belt serves as a melting pot of cultures, a vibrant community where sailors, traders, and adventurers from different corners of the isles converge. However, beneath the chaotic exterior lies an undeniable sense of camaraderie and resourcefulness, as its inhabitants have honed their skills in adapting to the ever-changing environment of the isles.

The Leaden Burg

Lofty and imposing, the Leaden Burg is an awe-inspiring flying castle and the domain of the esteemed Warden of the High Skies. This enigmatic figure commands a legion of skilled mech builders and cyborg artisans, who have mastered the art of creating impressive machinery and augmentations.

The Leaden Burg houses a select group of formidable warriors, akin to marines, where strength and prowess are the only currencies. A rigorous training regimen prepares these elite protectors to face any threat that may emerge from the skies or the isles below. Their reputation for indomitable strength and mechanical prowess is legendary across the lands.

Una Inga

Located off the coast of the Coal Skerry, Una Inga is an island steeped in the rich traditions of the dwarven dragon riders. Here, ancient arts of crafting legendary dragon saddles and draking gear are passed down through generations, each piece a masterpiece of engineering and artistry. The dwarves of Una Inga share an unparalleled bond with the majestic dragons, and their harmonious connection allows them to soar through the skies as one. Travelers from all over the isles journey to Una Inga, seeking to acquire the renowned dragon gear, which is said to amplify the abilities of both rider and dragon to astounding levels.

The Luck of the Skies

A marvel of engineering and opulence, the Luck of the Skies is an extravagant cruise ship and floating casino that gracefully sails through the grime isles. Its lavish exterior is adorned with glistening lights and decorative sculptures, making it a beacon of luxury amidst the otherwise rugged and rustic landscape.

Travelers aboard the Luck of the Skies are treated to a mesmerizing experience, enjoying lavish entertainment, world-class dining, and games of chance while taking in breathtaking views of the isles from its expansive observation decks. The ship occasionally ventures beyond the isles, exploring uncharted territories in pursuit of new adventures and opportunities.

Draking Guild

Nestled asjacent to the Gear Enclave, the Draking Guild stands as the paramount authority on all matters related to draking - the art and practice of dragon hunting. This institution faces frequent challenges from various factions who harbor disagreements over the ethics and methods of dragon hunting. Nevertheless, the Draking Guild remains steadfast in its purpose, offering essential services and resources to drakers, the intrepid individuals who undertake the perilous task of hunting dragons. The guild provides expert training, specialized gear, and invaluable knowledge about dragon behavior, ensuring that drakers are well-prepared to face these formidable beasts.

Dragon Nests

Scattered throughout the Grime Isles, there are several dragon nests where these magnificent creatures find their sanctuary. Dragons, with their inherent connection to magic, often select unique perches on floating debris from the isles or even among the ethereal clouds, as long as they possess enough magical energy to support their massive forms. Each nest is a natural wonder, surrounded by an air of mystique and awe. The presence of dragon nests serves as a testament to the delicate balance between the material realm and other more magical planes, where these creatures hold a revered and respected place in the ecosystem of the isles.

CHAPTER 2 | FLOATING ISLANDS AND BEYOND

Farring

Nestled as the lowest island among the isles, Farring has a rich history intertwined with the enigmatic influence of the Dreg. The island is cloaked in an aura of darkness, a consequence of its proximity to the Dreg's domain. Despite the challenges it faces, Farring is home to a resilient and resourceful community that has learned to navigate the perilous nature of its surroundings. The inhabitants have developed unique skills and magical abilities, some of which are inherited from their contact with the Dreg. While the island can be an unsettling place for outsiders, it is also a treasure trove of hidden knowledge and untapped potential regarding the world below.

Drae City

Dominating the horizon like a colossal, mechanized fortress, Drae City stands as the ultimate testament to industrial progress and innovation. This giant flying factory is a sprawling metropolis in the sky, hosting numerous companies that rent out specific sections to conduct their manufacturing endeavors.

The city operates like a well-oiled machine, constantly churning out a diverse range of technological marvels, from clockwork gadgets to advanced machinery powered by elemental magic. Visitors to Drae City are left in awe of the ingenious engineering and the ceaseless hum of productivity that fills the air, solidifying its reputation as the industrial heart of the Grime Isles.

Celestial Spire

The Celestial Spire stands as a breathtaking masterpiece, a grand concert hall suspended gracefully among the clouds. Its ethereal architecture and ingenious design elevate it to a realm of artistic wonder. The spire's construction is a harmonious blend of magical craftsmanship and skilled engineering, resulting in an acoustic marvel that transforms every note and melody into a celestial symphony.

The vast interior of the Celestial Spire is adorned with celestial motifs, intricate celestial patterns, and shimmering crystals that seem to radiate with an inner glow. Sunlight filters through delicate, enchanted stained glass windows, casting prismatic hues upon the musicians and the audience. This divine illumination creates an atmosphere of enchantment, as if the concert hall itself were a celestial realm where music and magic intertwine.

Junker Town

Junker Town is a sprawling and ever-changing floating junkyard, constantly shifting and evolving as new wrecks arrive, and old ones are dismantled for parts. The denizens of Junker Town have adapted to this ever-changing landscape, building their makeshift homes, workshops, and trading posts amidst the wreckage. The inhabitants are a diverse mix of races and backgrounds, all united by their resourcefulness and ingenuity in the face of adversity.

CHAPTER 2 | FLOATING ISLANDS AND BEYOND

The Ground Below

TODO!!!

CHAPTER 2 | FLOATING ISLANDS AND BEYOND

Events of the Skies

Grand Exhibition of Invention and Discovery

Held at the Clockwork Atoll, the Grand Exhibition of Invention and Discovery is a dazzling world fair that showcases the greatest advancements in technology and magical innovations. Inventors from across the skies converge at this grand event to present their latest groundbreaking creations. The exhibition serves as a hub of knowledge and inspiration, where visitors can witness breathtaking displays of wonders, marvels, and contraptions.

Celebration of Flight

A joyous festival, the Celebration of Flight takes place at the Beastie Key. This celebration is a colorful and lively affair, where sky dwellers from all walks of life come together to embrace the exhilarating freedom of flight. Attendees adorn themselves with fantastical costumes and take part in a plethora of aerial performances, including acrobatics, sky dancing, and soaring parades. The festival's ambiance is filled with music, laughter, and the exuberant sounds of joyous celebration, as participants revel in the boundless beauty of the skies.

Festival of the Leviathan

An awe-inspiring celebration dedicated to honoring the majestic dragons, the Festival of the Leviathan is a grand amalgamation of cultures and traditions. This majestic event occurs at the intersection of the Rust Belt, the Gear Enclave, and the Draking Guild, forming a powerful triad that symbolizes unity and reverence for these mythical creatures. Spectacular dragon displays and performances fill the skies, captivating the senses with a mesmerizing interplay of color, magic, and grace.

Thunderbird Grand Prix

An adrenaline-fueled extravaganza, the Thunderbird Grand Prix is a daring airship race that takes participants on an exhilarating journey around all the Grime Isles. Sky pilots, thrill-seekers, and seasoned aviators compete in this high-stakes event, navigating their nimble airships through treacherous aerial obstacles and competing for the coveted title of Thunderbird Champion. The Grand Prix is a true test of skill, courage, and ingenuity, as pilots must deftly maneuver their vessels while harnessing the whims of wind and weather. The event draws spectators from all over the skies, who gather to witness the breathtaking aerial spectacle and cheer for their favorite teams.

Sky Runner Playoffs

The Sky Runners, renouned for their death-defying parkour sport invite visitors to the Ruins of Razokath to watch as they run through the clouds, jump off of flying rock, and capture their opponent's flags.

The Great Bazaar

Situated in the heart of the Gear Enclave, The Great Bazaar is a bustling marketplace that serves as a commercial hub for sky dwellers and merchants alike. Run by a renowned merchant guild, the bazaar offers a dazzling array of goods, from exotic artifacts and rare magical artifacts to intricate clockwork gadgets and enchanting elemental charms. The atmosphere is vibrant and intoxicating, with the air filled with the aroma of delicious cuisines from different corners of the skies. The Great Bazaar provides a platform for traders to showcase their finest wares and strike prosperous deals while fostering a sense of camaraderie among the sky's merchants, creating an unforgettable shopping experience for all who visit.

Celestial Symphony Gala

Taking place in the ethereal Celestia Spire, the Celestial Symphony Gala is a transcendent musical extravaganza that unites maestros and musicians from all corners of the skies. The grand concert hall, suspended among the clouds, boasts awe-inspiring acoustics that lend an otherworldly quality to the performances. Guests are treated to a mesmerizing display of harmony as musicians blend the sounds of traditional instruments, enchanted melodies, and the resonant hum of celestial crystals. The Celestial Symphony Gala is not just a celebration of music but a spiritual experience that touches the hearts of all attendees, forging a deep connection between sky dwellers through the universal language of melodies.

The Shadows' Market

The Shadows' Market emerges from the darkness at intermittent periods of the year, cloaked in secrecy and nestled within the hidden corners of the floating isles. This clandestine bazaar is a realm of intrigue and danger, attracting criminals, outlaws, and those daring enough to seek forbidden wares. During this elusive event, the air is thick with whispers and hushed conversations, and the shadows themselves seem to whisper secrets to those who dare to venture into its midst.

Here, a myriad of illegal goods are on display, ranging from enchanted contraband to rare and exotic artifacts, and even forbidden arcane tomes. Smugglers and black-market traders showcase their most prized and perilous possessions, alluring potential buyers with the promise of power, secrets, and unimaginable wealth. The items for sale carry a heavy price tag, but the allure of the Shadows' Market lies not only in the rarity of its offerings but also in the thrill of engaging in a world of shadow and intrigue.

The highlight of the Shadows' Market is the notorious auction, an event where the most coveted and exclusive items are put up for bidding. The wealthiest and most influential individuals from the underbelly of the skies gather, their faces concealed by masks or veils to preserve their anonymity. Bidders engage in fierce and discreet competition, employing cunning, wealth, and sometimes, a touch of treachery to secure their desired treasures.

CHAPTER 2 | FLOATING ISLANDS AND BEYOND

Factions

Scattered throughout the isles, one may find many factions and groups, each pushing their own beliefs upon the world; some for better, and some for worse. The following are some of the more well-known factions that exist among the sky dwellers.

Malthusian Corps

A precursor to the, now well-regulated, Cog and Steam Research Division, the Malthusian Corps was founded by officials in the Brass Tower to push the boundaries of what was possible with technology.

Of course, they did just that, creating monstrosities and man-made horrors the likes of which the world has not seen before. These half-beast, half-machine creatures were released throughout the isles, and some can still be found alive through illegal trafficking or in the far reaches of the sky where many islanders avoid.

While the funding for the project was cut, and their research made illegal, there are many members in the Grime Isles still attempting to finish the work that was started long ago.

Dragon Hunters

A faction of skilled adventurers and warriors who specialize in hunting and capturing the dragons that are prevalent around the isles. They see themselves as protectors of the people, as dragons are known to wreak havoc and destruction on settlements and cities, and they might as well turn a profit while protecting them.

They are well-respected for their bravery and expertise, but there are some who question their methods and motives, since the way they hunt dragons is often cruel to the beasts.

Many Drakers are solo, and they join up at the Draking Guild to find and hunt dragons, but there are some notable draking teams that are renound throughout the skies.

The Ironclads

Hailing from the leaded burg, these heavyweight fighters are known for their brute strength and heavily armored ships. They prefer to engage dragons head-on in close combat, wielding massive swords and hammers rather than the classic harpoon loadout that many ships use.

Shadow Runners

This team specializes in capturing dragons alive, rather than killing them. They use specialized tools and techniques to tranquilize and restrain dragons, and they often work closely with the Cog and Steam Research Division to bring in live dragons for research purposes.

Firestorm Raiders

They are known for their recklessness and daring. They use explosives and incendiary devices to create chaos and confusion among dragons, and they often ride in separate, smaller aircraft that fly in groups.

CHAPTER 2 | FLOATING ISLANDS AND BEYOND

Crimson Hunters

This team is made up of skilled craftsmen and women who specialize in creating weapons and armor from dragon parts. They hunt dragons for the express purpose of harvesting their bones, scales, and teeth to create powerful equipment that is resistant to dragon breath and magic. They then use that same equipment in combat with the dragons.

Merchant Guild

A powerful and influential organization that controls much of the trade and commerce in the skies. The Merchant Guild has its own system of laws and regulations, and its members are primarily concerned with maximizing profits and expanding their influence. They are known to be shrewd negotiators and skilled merchants, but they can also be ruthless and cutthroat in their business dealings.

Their influence lies very close to the gear enclave, but it can be found throughout the isles.

Inventor Agency

The people of the Inventor Agency are dedicated to the protection and proliferation of inventions made by solo inventors thorughout the isles.

While they have faced backlash from large companies trying to run them out of business, they persist since the protection of individuals' works is valuable and important in order to facilitate growth and progess. Additionally, even though many companies may try to disregard these agents and do as they please, defying the decisions of reputable agents may mean a massive uphill legal battle. Outright legal issues of this sort are generally avoided, so an agent's word is often seen as law.

A.I.L. Anti-Inventors League

A faction of individuals who are opposed to the rapid progress of technology and science. They see technology as a threat to humanity, and believe that it is the cause of many of the world's problems. They are often viewed as Luddites by those who support technological progress.

The A.I.L. is known for their protests and acts of sabotage against inventors and inventing agencies. Their protests are often illegal and very dangerous, as they often go to extremes to show their hatred of technology. They resort to illegal art exhibits that depict people and animals who died as a cause of technology.

Upper Echelon

A secretive and exclusive group of wealthy and influential individuals who hold significant power and influence in the region. The Upper Echelone operates behind the scenes, using their wealth and connections to manipulate events and control the political and economic landscape. They are known to be extremely wealthy, powerful, and influential, and their members include some of the most prominent figures in the region.

While they are known to exist, any announcements they make are annonymous, and their members are completely secretive.

Cog and Steam Research Division

A group of inventors and technitians who spend their time inventing the latest and most popular inventions in the Isles. They are government funded, and a public company. Their inventions often define the standard of what the private companies will choose to produce until their next release.

They also hold the annual Grand Exhibition of Innovation and Discovery, at which, there are many wonderous inventions and discoveries unveiled.

Airstream Dispatch

The A.D. is a faction that delivers mail throughout the Grime Isles. Though there are others which do the job (typically more high-end jobs which require more secrecy or protection), this band of pilots is often reliable and fast, as they promise to never take more than a week to deliver whatever parcel or package you have in store. Of course, since the distance between islands changes frequently, their payments often vary quite a bit as well.

Wind Reavers

Though not an organized group of people, the wind reavers are sky pirates. They often will hide on the underside of islands or stow away on airships to hijack them and steal their goods. There are multiple famed reavers and their crews who sometimes will make an appearance.

These reavers have a home base where most people tend to avoid. The City of Zabalon on the Ruins of Razokath is where most pirates live, since the Ruins are a lawless place.

Captain Orion Blackwood

Captain Blackwood is a charismatic leader who commands the airship "The Starlight" and is known for daring heists against the wealthy elite. His crew is made up of some of the most talented individuals in the sky.

Lady Aurelia Silverwind

She is a noblewoman turned pirate who was betrayed by her own family, so she took up pirating, and made an empire of her own.

The Clockwork Crew

This ship functions without a captain, since it is only automotons which inhabit the ship. They often raid cargo ships to perfect their metalwork bodies.

Bureau of Mechanics

The Bureau is funded directly by sky-wide leaders at the Brass Tower They keep watch over the workings of the Grime Isles and ensure that nothing dark is happening. They are often seen as a peacekeeping force, but in some places, they are more strict than in others. Their workers are often automotons that work for very little compensation.

The Bureau is often looking for those who would be using illegal technology or who would be in the Malthusian Corps, A.I.L, or Wind Reavers. As such, it is dangerous to speak ill of inventions or creativity near one of the enforcers, since they may mark you as being part of one or more of those groups.

CHAPTER 2 | FLOATING ISLANDS AND BEYOND

Megacorps

Megacorps are found in all parts of the world above. They are involved in everything from manufacturing quality and exclusive goods to underground trade and criminal activity. They have enough money to be able to do what they please without the government interfering. Below are some of the megacorps in the world of the Grime isles.

Steam, Inc.

Steam, Inc. is one of the largest and most powerful companies in the Gear Enclave. They generate electricity for the island and surrounding areas, using advanced steam engines and generators to produce power. They are also responsible for maintaining the great furnace, which keeps the island aloft.

Though they are known widely for this action, the majority of their business is involved in underground schemes and dirty money. Since they control where power goes and where it doesn't, they have a lot of say in the Gear Enclave and beyond.

Automoton Innovations

Automaton Innovations is a cutting-edge company that specializes in creating and producing advanced automatons. They have a deal with the Bureau, providing them with top-of-the-line automatons to use for their enforcers.

Leviathan Corp

Leviathan Corp is a massive conglomerate that has its roots in the Rust Belt. They have a dominating presence in the booming industries of airship manufacturing and engineering. With many massive facilities and a vast network of poorly-paid technicians and engineers, Leviathan Corp is renowned for crafting the cheapest and highest volume of airships in the skies.

Leviathan Corp is deeply involved in the black market, discreetly trading in illegal arms, experimental technologies, and smuggling high-value goods. Their shady dealings extend to underworld connections, and they maintain an army of skilled mercenaries and mercenaries for hire, capable of protecting their interests and enforcing their will across the Grime Isles.

Seraphic Systems

Seraphic Systems is a tech giant that operates from the Clockwork Atoll. They are at the forefront of innovation in time magic and clockwork technology. Seraphic Systems has revolutionized communication, transportation, and even medical advancements through their time-altering inventions. Their devices and gadgets allow users to manipulate time for various practical purposes, such as instantaneous travel, temporal communication, and even temporal healing.

Despite their seemingly benevolent contributions to society, Seraphic Systems has a tight grip on the flow of information and data. They use their influence to monitor communications, gather sensitive intel, and maintain an extensive surveillance network. Many believe that they possess an archive of classified information, and rumors circulate that Seraphic Systems may manipulate historical records to suit their interests.

Umbra Syndicate

Operating out of the island of Farring, the Umbra Syndicate is a secretive and elusive organization known for its prowess in information brokering, espionage, and clandestine operations. They have an intricate network of spies, hackers, and informants, capable of infiltrating the most secure of systems and obtaining valuable secrets for their clients. No one knows the true extent of their reach or the identities of their leaders, as they operate under a veil of anonymity and are skilled at erasing any traces of their actions.

While their primary business revolves around information and intelligence, the Umbra Syndicate has a notorious involvement in organized crime. They facilitate illegal deals, smuggling operations, and money laundering, ensuring that their interests are protected while remaining elusive to law enforcement. It is said that those who cross paths with the Umbra Syndicate often find themselves entangled in a web of intrigue, unable to escape their grasp.

Skyward Salvage

Skyward Salvage is a well-established faction that specializes in salvaging and repurposing discarded or damaged airship parts. They operate out of Junker Town. Skyward Salvage employs skilled mechanics, engineers, and scavengers who meticulously inspect and refurbish salvaged materials to create functional and cost-effective airship components.

The Arcane Cartographers

The Arcane Cartographers are a group of skilled cartographers and explorers who are dedicated to mapping the ever-changing skies and documenting the shifting positions of the isles. Their airships are equipped with advanced mapping equipment and enchanted compasses that allow them to navigate the unpredictable and mystical currents of the sky.

Their maps are highly sought after by traders, explorers, and factions alike, as the information they provide can mean the difference between success and failure in the skies. The Arcane Cartographers are fiercely protective of their knowledge and maps, and they take great care to ensure the accuracy and integrity of their cartographic work.

Church of the One True God

The Church of the One True God is a radical and secretive cult that challenges the prevailing beliefs in the Grime Isles, asserting that there is only one divine being responsible for the world's creation and destiny. They vehemently reject the worship of multiple gods, considering them fraudulent usurpers.

The Church's doctrine proclaims that the gods worshipped by other factions are not true deities but rather manipulative entities seeking to maintain control over the sky dwellers. They believe that these so-called gods have concealed their true identities and origins to keep their followers subservient and obedient.

CHAPTER 2 | FLOATING ISLANDS AND BEYOND

Chapter 3: The Magic of Technology

T TODO!!!

Chapter 3 | The Magic of Technology

Firearms

In a world of steampunk and tinkering, the sky dwellers have made guns a reality. Below is a list of the rules that surround guns in the Grime Isles.

General Rules

These are universal rules for every gun found in this book.

Akimbo. If you are proficient with firearms or ranged weapons and are wielding two light firearms or ranged weapons, after you fire one, you can use a bonus action to attack with another light firearm you are holding. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

Misfire (Optional Rule). This rule is made only for games where firearms are prominent, and you wish to emphasize inferiority of primitive firearms. These rules only apply to them in this instance.

If you make an attack roll and the roll matches or is lower than a firearm's misfire number (excluding bonuses), your gun jams. You cannot make an attack with it again until you spend an action to clear the chamber. Your firearm's misfire number then goes up by 1, to a maximum of 10. You can spend 1 minute and make a Dexterity (Tinker's tools) or Intelligence (Tinker's tools) check equal to DC 10 + your gun's misfire number to reduce your gun's misfire number back to the original misfire number.

Primitive Guns (Optional Rule). In games where firearms are prominent, you can use this optional rule. Primitive Firearms with the flawed property are not properly built for extended combat. If you make more than two attacks with these weapons in a single round, the firearm's misfire number goes up by 1, to a maximum of 10.

Reload & Long Load. The reload and long load properties specify the number of attacks that can be made with the weapon before it runs out of ammunition. After making the number of attacks specified by the gun's reload/long load number, you must reload the weapon using ammunition on hand before it can be used again.

Ranged weapons with the reload property must be reloaded using an action or bonus action. Ranged weapons with the long load property take an action to reload its ammunition.

If you wield two light ranged weapons with the reload property, you can reload them both at once as an action during your turn.

If you are wielding a light ranged weapon with the reload property in one hand and have your hand occupied by something other than another light ranged weapon with the reload property, the ranged weapon takes an action to reload.

Shell Loading. Firearms with the shell loading property must be reloaded after a certain number of attacks, just like weapons with the reload property. However, reloading must be done by inserting each piece of ammunition in at a time. Fully reloading your gun this way takes an action during your turn. Alternatively, as a bonus action, you can reload up to two pieces of ammunition into the weapon.

Firearm Properties

The following properties will not be featured universally on every firearm and will vary from gun to gun.

Automatic. Automatic firearms can make a separate attack that releases a salvo of bullets per pull of the trigger. As an action, you can force any creatures of your choice in a 25-foot square centered on a point within your gun's maximum range to make a Dexterity saving throw, taking the gun's automatic damage (listed in parentheses) on a failed save, or half as much damage on a success. This action subtracts rounds from your gun equal to the number of creatures affected.

Additionally, guns with the automatic property always expend six rounds per attack.


  • Automatic Save DC (Not Proficient) = 12
  • Automatic Save DC (Proficient) = 8 + your proficiency bonus + your Dexterity modifier

Bayonet. These firearms are built with a blade that can be used for a melee attack. The damage and any other properties of the weapon when used in melee are listed in parentheses. You are not considered proficient in melee attacks made with a bayonet unless you are proficient with improvised weapons.

Bolt-Action. When using a bolt-action firearm, you can fire only one piece of ammunition from it when you make an attack with it, regardless of the number of attacks you can normally make. After making an attack with this weapon, you must use an action or bonus action to clear the spent cartridge from the weapon before you can fire it again.

Burst Fire. Burst fire firearms are able to make a special attack that releases a stream of multiple bullets. As an action, you can force up to 6 creatures of your choice in a 15-foot square centered on a point within your gun's maximum range to make a Dexterity saving throw, taking your gun's burst fire damage (listed in parentheses) on a failed save, or half as much damage on a success. This action subtracts rounds from your gun equal to the number of creatures affected, to a maximum of 6.

Additionally, guns with the burst fire property always expend 3 rounds per attack.


  • Burst Fire Save DC (Not Proficient) = 12
  • Burst Fire Save DC (Proficient) = 8 + your proficiency bonus + your Dexterity modifier

Bulky. Firearms and ranged weapons with the bulky property have to be made stable via going prone or taking a bonus action to stablize it in order to be fired effectively due to their weight. You cannot attack more than once during your turn while wielding a bulky firearm.

Scatter. Firearms with the scatter property have two types of damage, a regular damage roll and a scatter damage roll. When you make an attack roll with one of these guns against a creature, compare your attack roll to the AC of all creatures within 5 feet of the target. If your attack would hit them, deal the firearm's scatter damage roll to the creatures. You do not add your ability score modifier to the damage of this attack, unless that modifier is negative.

Chapter 3 | The Magic of Technology

Proficiency with Firearms

Firearms are not typical weapons. The nature of their construction and the complexity of their use and care require a special kind of training required to become proficient with them. Unless otherwise specified by the DM, firearms count as a separate proficiency from martial and simple weapons.

There are two types of proficiencies associated with firearms: longarms, which include Two-handed firearms, and sidearms, which include every other kind of firearm. Sidearms can be wielded in one hand.

The general rule of a firearm using Dexterity vs. Strength depends on its weight. If the fire arm weighs 9 lbs. and under it is considered a dexterity Weapon. If the firearm weighs 10 lbs. and over it is considered a Strength weapon.

 

Mundane Ammunition Types
Name Cost Usable with Weight  Properties
Bullets (10) 15 gp Colt Revolver, Magnum, Lever-Action Rifle, Single-Shot Rifles, 1 lb Piercing
Fuel (10) 20 gp Flamethrower 6 lbs -
Gundpowder & Lead Ball (20) 10 gp Arquebuses, Dragoon, Flintlock, Muskets, Pepperbox Wheellock Guns 1 lb Piercing
Pellets Shots (20) 10 gp Blunderbusses, Shotguns 2 lbs Bludgeoning
Slugs (10) 20 gp Shotgun, Sawn-Off Shotgun 3 lbs Bludgeoning (Removes the scatter property)

Chapter 3 | The Magic of Technology

Primitive Firearms
Name Damage Cost Weight  Properties
Sidearms
Derringer 1d6 piercing 250 gp 2 lbs Ammunition (range 20/40), Flawed, Reload 2, Light, Misfire 3, Hidden
Dragoon 1d8 bludgeoning 300 gp 4 lbs Ammunition (range 30/90), Flawed, Reload 6, Misfire 4
Flintlock Pistol 1d8 piercing 200 gp 3 lbs Ammunition (range 30/60), Flawed, Light, Reload 1, Misfire 4
Pepperbox 2d4 piercing 450 gp 4 lbs Ammunition (range 30/60), Flawed, Long Load 8, Misfire 6
Longarms
Arquebus 2d4 piercing 200 gp 13 lbs Ammunition (range 50/150), Flawed, Two-Handed, Long Load 1, Bulky, Heavy, Misfire 4
Blunderbuss 1d10 bludgeoning 900 gp 7 lbs Ammunition (range 20/50), Flawed, Long Load 1, Misfire 3, Scatter (1d8)
Musket 2d6 piercing 500 gp 10 lbs Ammunition (range 70/200), Flawed, Two-Handed, Long Load 1, Misfire 5
Wheellock Gun 1d10 piercing 400 gp 5 lbs Ammunition (range 40/160), Flawed, Two-Handed, Long Load 1, Misfire 2
Moderate Firearms
Name Damage Cost Weight  Properties
Sidearms
Colt Revolver 1d10 piercing 400 gp 2 lbs Ammunition (range 40/100), Reload 6, Light
Magnum 2d6 piercing 460 gp 3 lbs Ammunition (range 60/120), Reload 8
Sawn-Off Shotgun 3d4 bludgeoning 480 gp 4 lbs Ammunition (range 20/40), Reload 4, Scatter (1d6)
Longarms
Lever-Action Rifle 2d10 piercing 600 gp 10 lbs Ammunition (range 100/200), Two-Handed, Long Load 6
Single-Shot Rifle 3d6 piercing 540 gp 6 lbs Ammunition (range 150/300), Two-Handed, Reload 1
Shotgun 2d8 bludgeoning 800 gp 7 lbs Ammunition (range 30/60), Two-Handed, Scatter (1d8),
Shell Loading 6

Chapter 3 | The Magic of Technology

Advanced Firearms
Name Damage Cost Weight  Properties
Sidearms
Automatic Pistol 2d6 piercing 420 gp 3 lbs Ammunition (range 40/120), Light, Reload 18, Automatic (6d4)
Burst Pistol 1d10 piercing 420 gp 3 lbs Ammunition (range 30/90), Light, Reload 15, Burst Fire (3d8)
Revolver 2d8 piercing 440 gp 3 lbs Ammunition (range 50/180), Light, Shell Loading 6
Hand Cannon 2d6 piercing 540 gp 4 lbs Ammunition (range 60/200), Heavy, Shell Loading 6
Longarms
Automatic Rifle 2d8 piercing 700 gp 8 lbs Ammunition (range 90/300), Two-Handed, Reload 24,
Automatic (6d6)
Burst Rifle 1d12 piercing 700 gp 8 lbs Ammunition (range 90/300), Two-Handed, Reload 18,
Burst Fire (3d12)
Double Barrel Shotgun 2d6 bludgeoning 480 gp 11 lbs Ammunition (range 90/300), Two-Handed, Scatter (1d8), Shell Loading 2 , Special
Handheld Cannon 2d12 bludgeoning 1,300 gp 30 lbs Ammunition (range 60/200), Two-Handed, Loading 1, Bulky, Special
Tesla Rifle 2d8 lightning 700 gp 8 lb. Ammunition (range 40/120), Burst Fire (4d6), Long Load 10, Two-Handed
Tesla Cannon 3d12 piercing 1,100 gp 18 lbs Ammunition (range 300/1,800), Two-Handed, Long Load 4,
Bolt-Action, Heavy, Bulky
Rifleblade 1d12 piercing 1,000 gp 10 lbs Ammunition (range 90/300), Two-Handed, Reload 6, shortsword (1d6 piercing), special
Gunlance 2d6 piercing 1,200 gp 16 lbs Ammunition (range 70/230), Two-Handed, Long Load 3,
lance (1d12 piercing), Special
Nock Gun 1d10 piercing 1,100 gp 20 lbs Ammunition (range 70/210), Two-Handed, Shell Loading 7, Bulky, Special

Double Barrel Shotgun Special Rules

Double barrel shotguns can be fired twice per attack. When you make an attack roll with a double barrel shotgun, you can make two attack rolls at the same creature. The second attack roll is made with disadvantage, and on a hit, you do not add your ability score modifier to the damage of that attack, unless your modifier is negative.

Gunlance and Rilfeblade Special Rules

The gunlance and rilfeblade are equipped with firearms built into the weapon itself giving each the ability to be fired similarly to a firearm. If either is fired within melee range you the weapon deals the melee weapon damage along with the base damage as fire damage. After either is fired the weapon must be reloaded before it can be fired again.

Handheld Cannon Special Rules

Rather than make a regular attack with this weapon, you can use an action to fire the cannon with extreme force. The round shoots forward in a line, which is 5 feet wide and has a length equal to half the cannon's maximum range. Each creature in that line must make a Dexterity saving throw. The DC of this saving throw is equal to 8 + your proficiency bonus + your Dexterity modifier. On a failed save, a creature takes 1d12 bludgeoning damage and is knocked prone. On a successful save, a target takes half as much damage and isn't knocked prone.

Additionally, handheld cannons are considered siege weapon that has advantage on attacks against structurs and always crits on a hit.

Nock Gun Special Rules

You can use your action to fire all 7 barrels of this gun at once. Make an attack roll with disadvantage. If you succeed, roll 7d10 piercing damage. However, the recoil from making this attack deals 7d4 bludgeoning damage to you and forces you to make a DC 10 Strength saving throw or be knocked prone.

Chapter 3 | The Magic of Technology

Air Vehicles
Item Cost Speed Size Crew and Properties Capacity
Standard Air Vehicles
Cargo Ship 30,000 gp 40 ft (flying) 50 ft x 260 ft 12/15 (passive) 100 Tons
Carrier Ship 23,000 gp 40 ft (flying) 35 ft x 250 ft 9/12 (carrier) 40 Tons
Explorer's Ship 20,000 gp 80 ft (flying) 60 ft x 30 ft 3/6 (combatant) 20 Tons
Feathered Galley 63,000 gp 80 ft (flying) 35 ft x 80 ft 4/6 (passive) 3 Tons
Longship 16,000 gp 80 ft (flying) 35 ft x 150 ft 6/9 (carrier) 25 Tons
Merchant Ship 12,000 gp 40 ft (flying) 25 ft x 50 ft 4/6 (versatile) 9 Tons
Personal Vessel 2,500 gp 60 ft (flying) 30 ft x 15 ft 1/2 (versatile) 1 Ton
Skyboard 2,000 gp 40 ft (flying) 5 ft x 5 ft 1/1 (passive) 300 lbs
Warship 30,000 gp 100 ft (flying) 25 ft x 80 ft 6/9 (combatant) 20 Tons
Sky Yacht 40,000 gp 60 ft (flying) 35 ft x 80 ft 2/4 (passive) 5 Tons
Zeppelin 45,000 gp 80 ft (flying) 20 ft x 150 ft 12/15 (versatile) 40 Tons
Zeppelin, War 70,000 gp 80 ft (flying) 20 ft x 150 ft 15/18 (combatant) 60 Tons
Unique Air Vehicles
Aerial Screw 5,000 gp 30 ft (flying) 5 ft x 10 ft 2/4 (versatile) 5 Tons
Alchemical Dragon 100,000 gp 120 ft (flying) 20 x 75 ft 4/6 (versatile) 10 Tons
Glider 500 gp 80 ft (glide only) 10 x 10 ft 1/1 (passive) 300 lbs
Ornithopter 1,000 gp 30 ft (flying) 5 ft x 5 ft 1/1 (passive) 300 lbs
Zephyr 50,000 gp 80 ft (flying) 10 x 70 ft 2/4 (passive) 5 Tons

Airships and Sailing

Air Vehicles

Cargo Ship. These bulky vessels are designed for the transit of large amount of heavy cargo, typically for commercial purposes. They have a large rear hatch that folds down into a broad ramp, and typically carry enough equipment - rope, pulleys, carts and dollies - to ease the loading and unloading of the ship. Though they are slow moving, they are designed to protect the cargo they are transporting.

Carrier Ship. Essentially "longer longboats", carrier ships are designed with a long flat surface and covered shelters positioned abovedeck. This design provides a long runway for the launching of the many flying mounts that are stored in the shelters, as well as a mobile supply station for airborne troops.

Explorer’s Ship. These light, maneuverable ships are designed to accommodate a small crew for both short scouting ventures and long away missions exploring uncharted areas. Their cabins are designed to accommodate multiple possible uses.

Feathered Galley: This sleek galley features sails made of feathers. The figurehead depicts a beautiful harpy flying above the jaws of a snapping sea drake.

Longboat. Ships designed exclusively for carrying men quickly. Often little more than just platforms and sails, these ships may not even use a balloon and may use sails angled to provide lift. These ships are only lightly armed, but are fast and maneuverable.

Merchant Ship. Designed for transit of moderate, easily accessible loads, these ships often double as a traveling storefront. Ships such as these can act as traveling restaurants if equipped with a well stocked galley. They have a collapsible ladder and boarding plank to be used to conduct business while in the air. These ships are not especially fast or maneuverable, but offer a smooth, comfortable ride, and are armed for self-defense.

Personal Vessel. A smaller ship, designed to be easily controlled and sailed by a small number of operators. These ships are simple and unarmed, and do not hold much personnel or cargo. This category of ships includes fishing boats and small caravels.

Skyboard. This is a flat longboard with a sail attached. It hovers in the air using special enchantments and is pushed either using wind power or boosters, depending on the model. The skyboard comes in many different styles, and is target towards younger audiences seeking aerial stunts and acrobatics.

Chapter 3 | The Magic of Technology

    Warship. These airships are designed to be the pinnacle of aerial combat. They are fast, maneuverable, and well armed. Large fleets of warships are typically owned by governments, but lone ships can typically be found sailed by pirates, merchants and adventurers.

Sky Yacht. Luxury vessels designed for the rich. These ships are for comfortable, luxurious travel and not much else. These ships prioritize comfort over any kind of defensive capability, but are typically fast enough to make a getaway at the sign of trouble.

Zeppelin. These airships are blimps built for cruising and luxury. They are crewed by around 15 aeronauts and boast comfortable seating and scenic views.

Zeppelin, War. This massive rigid skinned blimp is built for combat up high in the air. The gas bags are divided into multiple compartments so that a single puncture will not deflate an entire balloon. The war zeppelin is commonly crewed by around 18 aeronauts.

Aerial Screw. Built of soarwood and canvas, this flying marvel has a rapidly turning rotor that keeps it airborne. There are no blades but rather a large, fairly flat apparatus of spiraling sail that thrusts air downward to generate lift.

Alchemical Dragon. This ship is made of wood and is usually crafted in the shape of a dragon. It is held aloft purely by its alchemical engine, a complicated and dangerous device that has a tendency to explode when the vehicle becomes wrecked. If an alchemical dragon crashes, the DM can choose make a DC 24 Constitution check using the Constitution modifier of the pilot. If the check fails, the alchemical engine explodes, dealing 10d10 points of fire damage to all objects and creatures within a 60-foot radius of the alchemical engine. A creature can make a DC 17 Dexterity save to try to halve this damage.

Glider. A glider is basically a large piece of sail stretched out with a frame and connected to a handhold and straps. The only way to get a glider flying is to jump off a steep incline, allowing the glider to pick up the air current. Gliders have no power of their own, and must rely on these currents to remain aloft. When moving with the wind, a glider loses 5 feet of altitude for every 40 feet of movement. Against the wind, the glider loses 5 feet of altitude for every 10 feet of movement. In either case, gliders cannot ascend on their own.

Ornithopter. These devices are typically powered by
intricate clockwork mechanisms that simulate the
flapping of a bird's wings. Powered by one man (with
some rudimentary enchantments, of course), these
devices compete with skyboards for domination of
the recreational flight market.

Zephyr. A massive balloon containing a bound air
elemental is connected by chains to the ship below.
This ship is similar to a sailing ship, complete with
an open top, and is propelled by commanding
or persuading the elemental to move.


Propulsion Methods

  • Arcane Engine. A unique blend of science and magic created this powerful engine. Arcane engines do not produce heat in the same way alchemical or steam engines do, and their fewer moving parts lead to fewer breakdowns, but maintenance requires the constant attention of powerful spellcasters, and a midair collision between two vehicles running arcane engines is far more disastrous.
  • Alchemical Engine. Powerful but high on fuel consumption, these engines burn a very precise blend of chemicals to generate power. The fuel must be created by skilled crafters knowledgeable in the alchemical arts. Its production requires a successful DC 20 Intelligence (Alchemist's tools) check. On a failed check, the fuel is either completely nonvolatile or could cause the ship's engines to fail or even explode catastrophically.
  • Steam Engine. The most basic of all the engines, this engine is the namesake of the current age. It is powered by two things - water and heat. Regardless of configuration, steam engines consist of a large boiler filled with water, hundreds of pounds of coal to bring the water to temperature, and a condenser to minimize the loss of energy to the open air. Steam-powered vehicles typically require a full crew to power and steer, and their construction has many points of failure requiring skilled technicians to repair.
  • Solar Sails. These sails are made using powerful enchantments and are much more expensive than your average canvas, costing up to 5,000 gp a sail. Despite the cost, many a sailor will argue their incredible utility, as the sails themselves absorb solar energy and output power, eliminating the need for an engine almost entirely.

Chapter 3 | The Magic of Technology

Airship Stats

With Airships being a necessity for life in the steampunk realm of the grime isles, they are crucial to account for when it comes to interactions with the world. Here are some base rules that all airships follow.

Larger Than Life

Airships roam the skies and carry cargo, passengers, and goods accross the grime isles. These vessels are, often times, incredibly large and present in the skies. Any airship that wishes to interact with any non-airship creature or object, or vice versa must adhere to the multiplier rule:

Multiplier. Any airship attacking anything outside of another airship must multiply its damage dealt by 10. Consequently, any creature that is attacking an airship must divide their damage dealt by 10, rounded down. Effects or damage from airships that affect other airships ignore this rule and use their base stats.

Airship Stat Blocks

Airships typically only use three stats: Strength, Dexterity, and Constitution. Similarly to character creation, those stats affect certain attributes of a ship.


Example Ship

Zeppelin, medium condition


  • Armor Class 11
  • Hit Points 195
  • Speed 85ft.

STR DEX CON
12 (+1) 10 (0) 16 (+3)

Armored. This zeppelin has additional +1 armor plating on its hull.

Boosted Engines. This zeplin has 5 additional movement with stronger engines.

Actions

Ram. Make an attack against the target using Strength (add the ship's Strength modifier and the attacker's Strength modifier). On a hit, the target suffers damage equal to 5 times the ship's Strength modifier. On a miss, the target and the ship both take half that damage.

     Ability Scores. Each ship starts with base stats of 10 accross all attributes. Then, based on the quality and shape of the ship, points may be added to any stat among Strength, Dexterity, and Constitution based on any upgrades, repairs, or otherwise betterment of the ship. It is important to note that each ship starts with a number of points as seen fit by the DM. An average ship will start with 5-6 additional points while an above-average ship will start with 8-10.

Hit Points. Hit points for an airship are determined by the optimal number of crew members to crew the vessel multiplied by 10 plus the ship's constitution modifier. For example, if a vehicle required an optimal number of 5 crew members to crew it, and it had a constitution score of 12 (+1), then its hitpoints would be calculated by 5 X (10 + 1) or 55.

Airship Systems

Any airship has three systems that it uses to function. If any of them fail or are not attended to, it could be detrimental to the ship. If any ability or skill check is required for the following system, the crew member making the check must make the check using the defined ability for that system.

Engines. Prolulsion is a major factor in any airship, and it is a high priority system that requires an intellectually-inclined crew member to man it. The checks to boost, repair, or overhaul an engine are made using intelligence, adding the ship's Constitution modifier. Additionally, the difficulty of those repairs are determined by the type of engine. The more complex an engine is, the higher the roll will need to be.

Hull. The hull is the central system for all airships, as it joins the systems together and allows them to function. It is also the most vulnerable, typically taking the most damage in a fight. Hull checks are made using Constitution, adding the ship's Constitution modifier.

Steering. Second to engines, the piloting role ensures that the airship can move in the correct direction. Steering an airship takes finesse and presicesness, and is incredibly difficult to master. Steering checks are made using Dexterity, adding the ship's Dexterity modifier, and larger ships (typically, those with higher carrying capacities) require higher rolls in order to succeed.

Firing. When in combat, firepower is invaluable. A good gunner can sometimes singlehandedly win combats. Since a lot of the work of gunner goes into getting ammunition and loading heavy rounds, the gunner can use either Strength or Dexterity as an attack roll, adding the ship's corresponding ability modifier.

Initiative

The airship rolls separate initiative than the crew. It uses its Dexterity ability score for those rolls.

Crew Actions

During a round of combat, a crew member may either act during the airship's turn or during their turn. While acting during their turn, a crew member may only use their abilities, and may not take any crew actions. However, while acting during the airship's turn, a crew member may take one crew action availible to them, but each crew action may only be taken by one crew member at a time, with the exception of boosting, overhaulting, and attacking. If multiple crew members act during the airship's turn in combat, they can decide who goes first. This order may change from round to round. The crew actions are defined below.

Chapter 3 | The Magic of Technology

Boosting a System

Boosting a system requires a roll corresponding to the system's tied ability, as defined in the previous section. The crew member must make an ability check using the correstponding ability and must beat DC 14 (+2 for a complicated system or -2 for a simple system, up to the DM's discretion). If that player succeeds, the next ability check made with that system is made with advantage. This can only be done once per round for each system.

Overhauling a System

Much like boosting a system, overhauling requires an ability check using the ability corresponding to the target system. The roll has DC 14 (+2 for a complicated system or -2 for a simple system, up to the DM's discretion). On a success, the system gains its corresponding benefits for the round. This can only be done once per round for each system.

Engines. the airship's speed is increased by 10ft. until the beginning of the airship's next turn.

Steering. the airship's Dexterity modifier is increased by 2 until the beginning of the airship's next turn.

Firing. any attacks made by the airship's weapons deal an extra 3 damage until the beginning of the airship's next turn.

Moving

In order for the airship to move, one crew member must take the movement crew action. The ship moves a number of spaces equal to its speed. No check is required. Then, the same crew member may attempt to dash or ram.

Dashing

After using a movement action, the same crew member may also attempt to dash. They make a DC 16 steering check. If they succeed, they can take another movement action. If they fail, the ship takes 6 (2d6) points of damage, and the ship's movement is halved, rounded down, until the beginning of the airship's next turn.

The Dash ability can be used a number of times equal to the ship's Constitution modifier per day.

Ramming

After using a movement action, the same crew member may also attempt to ram a target. They make an attack against the target using Strength (add the ship's Strength modifier and the attacker's Strength modifier). On a hit, the target suffers damage equal to 6 times the ship's Strength modifier (minimum 6). On a miss, the target and the ship both take half that damage.

Stealthing

One crew member may make a steering check with disadvantage. This is used as a Stealth check, and any creature can see the ship with an equivalent or higher Wisdom (Perception) check. This action may not be taken if the ship has moved or will move this turn.

Dodging

One crew member may make a steering check with DC 16. On a success, the ship successfully takes the dodge action. There are no effects on a failure. This action may not be taken if the ship has moved or will move this turn.

Attacking

A crew member may use a mounted weapon to attack another ship. They make a firing check as an attack roll. On a hit, they roll damage using the mounted weapon's damage stats, applying the multiplier if applicable.

Repairing During Combat

A crew member may repair the ship during an encounter. They make a DC 15 Hull Check. On a success, the ship regains a number of hitpoints equal to 6 times the ship's Constitution modifier (minimum 1).

Chapter 3 | The Magic of Technology

Crew and Properties

The crew and properties section of the table describes how many crew members each air vessel requires to be able to fly. It also gives each air ship a class that describes what it can carry and what loadout it can have.

Much like with ranged weapons, there are two numbers listed under the Crew and Properties section. The first number represents the minumum number of aeronauts needed to crew a ship, and the second is the optimal number needed to crew. If there are not enough crew members to sail the ship, it cannot take off. If the airship is in the air, the DM may roll on the disaster table and a disaster may occur.

Airship Disasters
d6 disaster Type
1 Engine Explosion. The ship's engine overheats and explodes. Anyone on the ship makes a DC 15 dexterity saving throw. They take 8d6 fire damage, and half as much on a success.
2 Steering Malfunction. For the remainder of the time while the ship is in the air, it moves in a random direction, decided by rolling a d6. (up, down, North, South, East, and West)
3 Broken Balance. The ship loses control and starts to flip over. Anyone on deck makes a DC 12 dexterity saving throw to grab on to a fixed object. On a failure, they are thrown from the airship and begin to fall.
4 Unavoidable Obstacle. An obstacle appears such as a flying beast, floating debris, or another ship that cannot be avoided. Each creature in the ship makes a DC 12 constitution saving throw, then they take 5d8 force damage, or half as much on a success.
5 Sail Tear. The ropes and sails tear due to unnecessary strain. The ship stops moving, and they are either stranded until help arrives or until they run out of fuel and the ship begins to fall.
6 Turbulent Weather. Either the airship finds itself in a large storm or it is struck by an enormous wind current. Everyone makes a DC 10 dexterity saving throw and a DC 8 constitution saving throw. If the dexterity saving throw is failed, they are thrown off of the ship and begin to fall. If the constitution saving throw is failed, they become seasick and take one level of exhaustion.
7 Lucky Day. Nothing happens when this option is chosen. Any additional affects that are chosen still happen.
8 Unlucky Day. Roll twice more on the table and both happen. If this option is chosen again, or if the same two options are chosen, then instead reroll the dice and use the new roll.

Airship Properties

The properties section is also important to what the airship can carry. Some airships are designed for carrying goods and some are designed for battle. While some may look similar, they may not all have the same function. The following are some descriptions on what the properties mean.

Chapter 3 | The Magic of Technology

     Passive. An airship with the passive ability cannot be equipped or carry other vahicles. It is simply for transporting goods and people throughout the skies. The capacity referrs to how many goods it can carry.

Carrier. A carrier air vessel can carry other vehicles or airships. It can carry a weight up to its carrying capacity. For simplicity sake, each airship weighs twice what it can carry. This type of airship cannot be fitted with any weapons.

Combatant. An air vehichle with a combatant property is specifically designed for war. It cannot carry other airships, but it can have weapons installed and it can carry cargo.

Versatile. Versatile airships are able to be both a carrier and a combatant airship. They can carry other airships with the rulses specified above, and it can have weapons installed.

Aeronaut Officers and Positions

Crewing an airship takes a lot of work, and there are many roles that must be filled for many airships to be able to take to the skies. Below are some possible positions that can be taken in order to contribute to the crewing of the aircraft.

If a player would try to crew an airship, they might be required to make a check based on what position they are attempting to fulfill. This is up to the discretion of the dungeon master.

Crewing an airship depends on the size, but some require more aeronauts than others. The minimum and the optimal number of crew members are displayed in the table above. While any role would work to crew an airship, the DM may choose to make some more important roles have more priority over the less important ones.

On a vessel with a smaller crew of one or two crew members, the crew piloting the vessel may be allowed to take on more than one of the roles at once.

Arms Master. The Arms Master commands melee combat, and is very important when another ship boards their own airship, or when they would like to board another airship.

Bosun. The Bosun is responsible for the sails, ropes, and rigging on a ship. They issue commands to sailors in order to keep the ship afloat.

Carpenter. A Carpenter is responsible for the upkeep of the woodwork on an airship. They build and maintain the structure of the ship, and they are in charge of repairing the damage to the hull, masts, and rigging.

Captain. In command of the airship, the Captain is responsible for leadership on the vessel.

Cook. The Cook is responsible for feeding the crew and passengers.

Doctor. While they are more rare on some vessels, the doctor looks after the well-being of the crew. Doctors sometimes have to preform surgery on injured or unwell airmen.

Engineer. The Engineer is in charge of the engines on the ship. They ensure that the propulsion systems are in working order.

First Mate. The First Mate is second in command of the vessel. They are responsible for keeping the crew in line and damage control.

Gunner. The gunner maintains the ship's weapon systems, and they fire on the enemy in an air battle.

Lookout/Navigator. The Lookout or Navigator is responsible for determining the ships course and surveying the air around to keep an eye out for dangers.

Pilot. They are responsible for steering the ship in the proper direction. The Pilot follows the navigators course. A pilot often will make the dexterity rolls for the ship since they are at the helm and are in charge of how the ship flies. The captain may be obliged to fill this role as well.

Purser. The Purser is in charge of the restocking and maintinence of supplies. When docked, they restock the ship's food, ammunition, and supplies, and they keep track of how much is used during the journey.

Activity While Traveling

The activities available to a ship's crew and passengers are a bit different from the options available to a group traveling by land. A number of activities are restricted to certain officers, unless the DM rules otherwise.

Draw a Map

A ship's captain often undetakes this activity, producing a map that records the ship's progress and helps the crew get back on course if they get lost. No ability check is required, but this action takes a large amount of time-- up to the DM's discression-- in order to ensure an accurate map.

Forage

The crew can cast out wind fishing lines, keeping an eye out fir sources of food, making Wisdom (Survival) checks when the DM calls for them. A successful Wisdom (Survival) check would ensure a certain amount of food proportional to the amount of time spent fishing and the roll of the dice.

The navigator can try to prevent the group from becoming lost while in the skies, making a Wisdom (Survival) check when the DM calls for it. (See "Becoming Lost" in chapter 5 of the Dungeon Master's Guide for more information.)

Noticing Threats

Use the passive Wisdom (Perception) score of the crew to determine whether anyone on the ship notices a hidden threat. The DM may decide that a threat can only be noticed by crew in a specific area of the ship. For example, only characters below deck might have a chance to hear or spot a stowaway.

Repair (Bosun, Carpenter, or Engineer)

The ship's bosun, carpenter, or engineer can undertake this activity. At the end of the day, the respective officer can make a strength check using carpenter's tools. On a 15 or higher, any damaged components that are within the specialty of the officer making the check (up to the DM's discression) regain a number of hitpoints equal to 2d6 + their proficiency bonus + their strength modifier.

Stealth (Pilot Only)

If there are objects in the air that may restrict visibility such as other airships or clouds, the pilot can make a stealth check using the ship's dexterity to determine if it can hide. The steakth check functions as a regular check against the perception of an opposing crew or enemy.

Chapter 3 | The Magic of Technology

Mounted Weapons

The Archivist
Weapon Damage Range Weight
Artillery Cannon 4d8 Bludgeoning 600 ft./800 ft. 8 Tons
Ballista 2d6 Piercing 400 ft./600 ft. 1000 lbs
Bombard, Light 2d8 Bludgeoning 200 ft./300 ft. (fixed) 2 Tons
Bombard, Heavy 4d8 Bludgeoning 200 ft./300 ft. (fixed) 4 Tons
Cannon 3d8 Bludgeoning 400 ft./500 ft. (fixed) 5 Tons
Death Ray 2d4 Fire 300 ft./500 ft. 500 lbs
Firespout 2d6 Fire 200 ft./300 ft. 1 Ton
Gatling Gun 2d12 Piercing 150 ft./300 ft. 2 Tons
Harpoon 1d4 Piercing, grapple target 400 ft./600 ft. 200 lbs
Mangonel, Light 2d8 Bludgeoning 500 ft./700 ft. 3 Tons
Mangonel, Heavy 4d8 Bludgeoning 500 ft./700 ft. 5 Tons
Railgun 5d12 Lightning (5-6 recharge) 800 ft./1200 ft. (fixed) 12 Tons

Some air vehicles allow for weapons to be mounted to them. These weapons can be used with proficiency by a gunner or a powder monkey, but crew in other roles must make a normal attack without proficiency unless otherwise specified. Since the mounted weapons are ranged, any attacks are made with your dexterity bonus + your proficiency bonus, if proficient. Otherwise, it is just made with your dexterity bonus.

Airships can only carry a certain weight and amount of weapons equal to their carrying capacity. Anything above that and the airship will start to drift downward.

Loading and reloading weapons takes a bonus action unless otherwise stated. Firing them takes a regular attack action by a crew member if it is loaded. Otherwise, the weapon cannot be fired and must be loaded first.

Artillery Cannon Artillery Cannons are mounted heavy machinery that have a hightened range and power over other mounted weapons onboard a vessel. They are designed to pack a punch in fortifications, forces on the islands, or other airships.

Additionally, since Artillery Cannons require many resources to reload, it takes an action to reload the cannon.

Ballista A Ballista is essencially a large heavy crossbow mounted on a turret. It is normally used to attack passengers onboard an airship or enemies that may be out in the open.

Bombard, Light The Light Bombard is designed to launch projectiles that explode on impact. These nasty weapons are used to disorient and damage crew as well as open holes in ships and fortifications. When a bombard hits, it explodes and each creature in a 10 foot radius must make a dexterity saving throw. They take 2d10 fire damage on a failed save or half as much on a successful one in addition to the damage taken from the attack.

Bombard, Heavy A cousin to the Light Bombard, a Heavy Bombard does the same thing, but better. When a bombard hits, it explodes and each creature in a 10 foot radius must make a dexterity saving throw. They take 4d10 fire damage on a failed save or half as much on a successful one in addition to the damage taken from the attack.

Death Ray These weapons use concentrated light from reflections to direct a concetrated beam of light toward a target. As such, it does not use ammunition, nor does it require an action or bonus action to reload. This weapon does not need an attack roll. Rather, each creature or object in a 20 foot radius circle centered on a point within range must make a dexterity saving throw. They take 3d8 fire damage on a failed save, or half as much on a successful one. It ignites flammable objects in the area that aren’t being worn or carried.

Since this weapon requires sunlight to work, it is not active during the night or when there is a lack of sunlight. It also must be mounted in an area of the ship that recieves adequate sunlight.

Firespout

Gatling Gun

Gale Cannon

Harpoon

Mangonel, Light

Mangonel, Heavy

Railgun

Chapter 3 | The Magic of Technology

Mounted Weapon Properties

Chapter 3 | The Magic of Technology

Ship Additions and Improvements

Engine upgrades

Stealth Drive

Armor Plating

Capacity Increase

Chapter 3 | The Magic of Technology

Land Vehicles

Chapter 3 | The Magic of Technology

Pre-Built Vehicles


Warship

Gargantuan Airship, Combatant


  • Armor Class 21
  • Hit Points 120 (Threshold 18, ignore if damage is dealt by another vehicle)
  • Speed 100 ft (flying)
  • Carrying Capacity 20 Tons
  • Crew 6/9

STR DEX CON INT WIS CHA
20 (+5) 4 (-3) 20 (+5) 0 0 0

Armored. This airship has additional +3 damage threshhold.

Actions

Ram. Make an attack against the target using Strength (add the ship's Strength modifier and the attacker's Strength modifier). On a hit, the target suffers damage equal to 5 times the ship's Strength modifier. On a miss, the target and the ship both take half that damage.

Dash. After using a movement action, the same crew member may also attempt to dash. They make a DC 16 steering check. If they succeed, they can take another movement action. If they fail, the ship takes 6 (2d6) points of damage, and the ship's movement is halved, rounded down, until the beginning of the airship's next turn. This ability may only be used up to 5 times per day.


Weapons

Ballista. 2d6 Piercing 400 ft./600 ft.

Bombard, Heavy (x2) 2d8 Bludgeoning 200 ft./300 ft. (fixed, each side)


Airships

Explorer's Ship. (x2) 80 ft (flying) 30 ft x 15 ft 3/6 (combatant) 20 Tons


Zephyr

Gargantuan Airship, passive


  • Armor Class 20
  • Hit Points 120 (Threshold 10, ignore if damage is dealt by another vehicle)
  • Speed 90 ft (flying)
  • Carrying Capacity 5 Tons
  • Crew 2/4

STR DEX CON INT WIS CHA
10 (0) 8 (-1) 10 (0) 0 0 0

Boosted Engines. This airship has 10 additional movement with stronger engines.

Actions

Dash. After using a movement action, the same crew member may also attempt to dash. They make a DC 16 steering check. If they succeed, they can take another movement action. If they fail, the ship takes 6 (2d6) points of damage, and the ship's movement is halved, rounded down, until the beginning of the airship's next turn. This ability may only be used up to 5 times per day.

Chapter 3 | The Magic of Technology


Merchant Ship

Gargantuan Airship, versatile


  • Armor Class 20
  • Hit Points 120 (Threshold 10, ignore if damage is dealt by another vehicle)
  • Speed 80 ft (flying)
  • Carrying Capacity 12 Tons
  • Crew 4/6

STR DEX CON INT WIS CHA
12 (+1) 7 (-2) 20 (+5) 0 0 0

Lighly Armored Threshhold is reduced by 3, but carrying capacity is increased by 3 tons.

Boosted Engines. This airship has 40 additional movement with stronger engines.

Surge. This airship may take an additional dash action or weapon attack during its turn in combat. It can do this a number of times equal to its constitution modifier.

Actions

Dash. After using a movement action, the same crew member may also attempt to dash. They make a DC 16 steering check. If they succeed, they can take another movement action. If they fail, the ship takes 6 (2d6) points of damage, and the ship's movement is halved, rounded down, until the beginning of the airship's next turn. This ability may only be used up to 5 times per day.


Weapons

Railgun. 5d12 Lightning (5-6 recharge) 800 ft./1200 ft. (fixed, forward)

Chapter 3 | The Magic of Technology


Van

Large Vehicle, Carrier


  • Armor Class 20
  • Hit Points 30 (Threshold 10, ignore if damage is dealt by a vehicle)
  • Speed 40 ft
  • Carrying Capacity 1 Ton
  • Crew 1

STR DEX CON INT WIS CHA
10 (0) 10 (0) 10 (0) 0 0 0

Actions

Dash. After using a movement action, the same crew member may also attempt to dash. They make a DC 12 steering check. If they succeed, they can take another movement action. If they fail, the vehicle takes 6 (2d6) points of damage, and the vehicle's movement is halved, rounded down, until the beginning of the vehicle's next turn. This ability may only be used up to 5 times per day.


Motorcycle

Medium Vehicle, Passive


  • Armor Class 20
  • Hit Points 15 (Threshold 8, ignore if damage is dealt by a vehicle)
  • Speed 50 ft
  • Carrying Capacity 1/2 Ton
  • Crew 1

STR DEX CON INT WIS CHA
10 (0) 16 (+3) 10 (0) 0 0 0

Actions

Dash. After using a movement action, the same crew member may also attempt to dash. They make a DC 14 steering check. If they succeed, they can take another movement action. If they fail, the vehicle takes 6 (2d6) points of damage, and the vehicle's movement is halved, rounded down, until the beginning of the vehicle's next turn. This ability may only be used up to 5 times per day.

Chapter 3 | The Magic of Technology

Chapter 4: Races of the Air

T TODO!!!

Chapter 4 | RACES OF THE AIR























Aarakocra

Sequestered in the highest points of the Isles, the aarakocra, sometimes called birdfolk, evoke fear and wonder. Many aarakocra aren’t even native to the Material Plane. They hail from a world beyond — from the boundless vistas of the Elemental Plane of Air.

They are immigrants, refugees, scouts, and explorers, their outposts functioning as footholds in a world both strange and alien.

Beak and Feather

From below, aarakocra look much like large birds. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing upright, aarakocra might reach 5 feet tall, and they have long, narrow legs that taper to sharp talons.

Feathers cover their bodies. Their plumage typically denotes membership in a tribe. Males are brightly colored, with feathers of red, orange, or yellow. Females have more subdued colors, usually brown or gray. Their heads complete the avian appearance, being something like a parrot or eagle with distinct tribal variations.

Sky Wardens

Nowhere are the aarakocra more comfortable than in the sky. They can spend hours in the air, and some go as long as days, locking their wings in place and letting the thermals hold them aloft. In battle, they prove dynamic and acrobatic fliers, moving with remarkable speed and grace, diving to lash opponents with weapons or talons before turning and flying away.

Once airborne, an aarakocra leaves the sky with reluctance. On their native plane, they can fly for days or months, landing only to lay their eggs and feed their young before launching themselves back into the air. Those that make it to a world in the Material Plane find it a strange place. They sometimes forget or ignore vertical distances, and they have nothing but pity for those earthbound people forced to live and toil on the ground.

Avian Mannerisms

The resemblance of aarakocra to birds isn’t limited to physical features. Aarakocra display many of the same mannerisms as ordinary birds. They are fastidious about their plumage, frequently tending their feathers, cleaning and scratching away any tiny passengers they might have picked up. When they deign to descend from the sky, they often do so near pools where they can catch fish and bathe themselves.

Many aarakocra punctuate their speech with chirps, sounds they use to convey emphasis and to shade meaning, much as a human might through facial expressions and gestures. An aarakocra might become frustrated with people who fail to pick up on the nuances; an aarakocra’s threat might be taken as a jest and vice versa.

The idea of ownership baffles most aarakocra. After all, who owns the sky? Even when explained to them, they initially find the notion of ownership mystifying. As a result, aarakocra who have little interaction with other people might be a nuisance as they drop from the sky to snatch livestock or plunder harvests for fruits and grains. Shiny, glittering objects catch their eyes.

They find it hard not to pluck the treasure and bring it back to their settlement to beautify it. An aarakocra who spends years among other races can learn to inhibit these impulses.

Confinement terrifies the aarakocra. To be grounded, trapped underground, or imprisoned by the cold, unyielding earth is a torment few aarakocra can withstand. Even when perched on a high branch or at rest in their mountaintop homes, they appear alert, with eyes moving and bodies ready to take flight.

Homelands

Most aarakocra live on the Elemental Plane of Air. Aarakocra can be drawn into the Material Plane, sometimes to pursue enemies or thwart their foes’ designs there. Accident might also send a nest of aarakocra tumbling into a world on that plane. A few find their way to such a world through portals on their own plane and establish nests in high mountains or in the canopies of old forests.

Once tribes of aarakocra settle in an area, they share a hunting territory that extends across an area up to 100 miles on a side, with each tribe hunting in the lands nearest to their colony, ranging farther should game become scarce.

A typical colony consists of one large, open-roofed nest made of woven vines. The eldest acts as leader with the support of a shaman.

Chapter 4 | RACES OF THE AIR

Great Purpose

Aarakocra enjoy peace and solitude. Most of them have little interest in dealing with other peoples and less interest in spending time on the ground. For this reason, it takes an exceptional circumstance for an aarakocra to leave his or her tribe and undertake the adventurer’s life. Neither treasure nor glory is enough to lure them from their tribes; a dire threat to their people, a mission of vengeance, or a catastrophe typically lies at the heart of the aarakocra adventurer’s chosen path.

Aarakocra Names

As with much of their speech, aarakocra names include clicks, trills, and whistles to the point that other peoples have a difficult time pronouncing them. Typically, a name has two to four syllables with the sounds acting as connectors. When interacting with other races, aarakocra may use nicknames gained from people they meet or shortened forms of their full names.

An aarakocra of either gender may have one of these short names: Aera, Aial, Aur, Deekek, Errk, Heehk, Ikki, Kleeck, Oorr, Ouss, Quaf, Quierk, Salleek, Urreek, or Zeed.

Aarakocra Traits

As an aarakocra, you have certain traits in common with your people. Being able to fly at high speed starting at 1st level is exceptionally effective in certain circumstances and exceedingly dangerous in others. As a result, playing an aarakocra requires special consideration by your DM.

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age. Aarakocra reach maturity by age 3. Compared to humans, aarakocra don’t usually live longer than 30 years.

Alignment. Most aarakocra are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.

Size. Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.

Speed. Your base walking speed is 25 feet.

Flight. You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.

Talons. Your talons are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Languages. You can speak, read, and write Common, Aarakocra, and Auran.

Chapter 4 | RACES OF THE AIR

Clockwork Automaton

Credit: u/Maxhydro

There was once an ambitious master engineer who wanted to create life. The engineer gave their all to birth such a creation, until finally, using clockwork prosthetics, the scientist created fully sentient automatons. At first they were mindless machines, blindly following orders, but eventually they grew consciousness, thoughts, and emotions. They'd ask questions and wonder if they too were living beings. No such answer was found, and the scientist died in the wake of their creations - or so it is thought.

The future of this race of machines is a mystery; only a few automatons were made to the complexity of the scientist's original design, and all of their schematics, blueprints, plans, and notes vanished with their death, save for a single note, telling of a secret apprentice that would continue their work where no one could find them. Few automatons exist claiming to have a "soul", but it's likely more will appear when the apprentice comes out of hiding.

Physical Description

Made of gears, metal, and cogs held together by magic, Clockwork Automatons are beings unlike any other. They are constructed out of combinations of thick ceramic and metal filaments built around a metallic skeletal frame, with a mysterious fibrous material acting as a muscular system. A network of tubes runs through the Automaton's body, filled with a blood-like fluid designed to lubricate and nourish their gears.

Automatons are completely sexless and genderless. Though their bodies may have been designed with masculine or feminine features, these are considered by the Automatons to be little more than aesthetics. Automatons are able to be repaired and modified by those with the right training, which makes for an endless array of possible changes to their appearances in the hands of capable engineers.

A Clockwork Automaton on average stands little taller than their creator's race's height and weighs in at 100 - 300 lbs. These numbers will vary among specific Automatons.

Personality

Clockwork Automatons have unique personalities and experience anger, pain, fear, and hatred, just like their human creators. But Automatons naturally seem reserved, stoic, and pensive, hiding an array of emotions behind their minorly inexpressive metallic faces. Their faces were not designed to display facial expressions, merely to replicate talking, so at times they appear to be distant to the conversation. Despite their lack of physical facial expressions, they're not completely without them, as their eyes tend to brighten when experiencing strong or specific emotions. Some Automatons have their faces modified to be more expressive for their companion's comfort, but these expressions are learned rather than natural and often appear stilted and awkward.

Some Automatons can be incredibly naive and lack a sense of introspection. However, many others are the opposite and question their existence, they wonder if, as constructs, they have souls, and ask what becomes of them in the afterlife. More intelligent automatons create complex philosophies about what they perceive and learn. Though they can show loyalty to religions and organizations, typically they become loyal to a small group of comrades.

Automatons built for war understand duty, the chain of command, and conflict. But aside from this, many Automatons often have little life experience as they have spent most of their time working towards one specific duty. If there is one interest all Clockwork Automatons share it is their love of working and the satisfaction of a job well done. Many create endless lists of goals and chores to feed that feeling. They take pride in their work and can work incredibly hard, both traits that make them dislike idleness and failure. Automatons can excel at most tasks, having a single-minded efficiency, especially in combat related roles. But this same single-mindedness can often translate to a lack of creativity and they can be easily surprised or "outflanked."

Clockwork Automatons dislike being called "it" and usually accept the gendered pronoun that they most closely resemble. Some Automatons adopt names from the culture they were created in, though most of their names were assigned at construction and are straightforward and related to their job, abilities or rank. Many Automatons simply accept the nicknames given to them by their comrades while others seek more meaningful names that best describe them.

Automaton Names

Clockwork Automatons are usually given names by their creators, either named for their purpose or rank or adopted from the naming tradtions of the race that created them.

Some Automatons adopt a "personal name," chosen for themselves after long periods of soul-searching. This name is usually a special designation an Automaton reserves only for their friends and carries sentimental meaning to them.

Examples of names given in this fashion may be seen below:

Names: Andromeda, Hunter, Legacy, Loki, Babylon, Raven, Harmony, Hercules, Exarch, Nexus, Legionnaire, Vagabond, Vice

Names of Automatons can also be chosen by trusted companions or by parental figures that hold a sort of close bond. Examples of names given in this fashion may be seen below:

Names: Prime, Alpha, Gears, Tick Tock, Brass, Spirit, Silver, Gold, Plexi, Bronze, Steel, Id

Automaton Traits

Ability Score Increase. Your Constitution score increases by 2.

Age. Automatons are created as adults; they have no childhood or adolescence. Automatons may show signs of physical deterioration after about 150-200 years, but have no further aging effects.

Chapter 4 | RACES OF THE AIR

Alignment. Automatons tend toward lawful alignments, as they were constructed to be built for one purpose, usually to help their creator or other sentient beings.

Size. Automatons who are gendered as "male" tend to have broader and heavier builds while "female" gendered automatons are thinner, looking more like the race they were modeled after, with more elegant facial features. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Living Construct. Even though you were constructed, you are a living creature. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish.

Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.

Composite Plating. When you aren't wearing armor, your AC is 11 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Languages. You can speak, read, and write Common and your creator's native language (select one language at random if your creator is human).

Overclocking. Whenever you take lightning damage, the power surges through your mechanical parts and magical circuitry. You gain the benefits of the haste spell until the end of your next turn - that is, your speed is doubled, you get a +2 bonus to AC, you have advantage on Dexterity saving throws, and you get an additional action, which you can use to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

However, at the end of your turn, as the energy dissipates, the damage becomes apparent. Make a Constitution saving throw. The DC of this save is equal to 15 or half the lightning damage dealt to you earlier, whichever is higher. On a failed save, you are completely immobilized until the end of your next turn; on a success, you are still negatively affected and can't take any actions or bonus actions, though you can still move your speed as normal.

Subraces. Only three configurations for Automatons were known to have been created or altered, each quite unique in their own respect, built for different jobs.

Robust Frame

Clockwork automatons with robust frames were built to protect and serve others. They fight off foes and can physically carry the helpless out of harm's way.

Ability Score Increase. Your Strength score increases
by 1.

Evacuation Subroutine. Your frame is built for carrying people and items to safety. Your speed cannot be reduced due to being overencumbered or when lifting, carrying, or dragging another creature.

Hulking Build. You gain proficiency in your choice of either Athletics, Intimidation, or Survival.


Finesse Frame

Automatons with this frame type are agile, small, and quick on their feet. These types were primarily built for entertaining crowds with their daredevil stunts, though their speed can easily be put to other uses.

Ability Score Increase. Your Dexterity score increases
by 1.

Bounce Back. Your are designed to take a tumble. It only takes you 5 feet to stand up from being knocked prone, instead of half your movement.

Nimble and Lightweight. You gain proficiency in your choice of either Acrobatics, Sleight of Hand, or Stealth.

Mystical Frame

Using the magic inside them to their full potential, these Automatons were built to assist those that were more magically inclined, with a greater capacity for learning as well as the ability to store and use magic themselves.

Ability Score Increase. Your Intelligence score increases
by 1.

Keen Intellect. You gain proficiency in a single skill chosen from the following: Arcana, History, Investigation, Nature, or Religion.

Magical Processing. Your exposure to magical power has manifested itself in the ability to replicate parts of it with your own abilities. You learn a wizard cantrip of your choice. Intelligence is your spellcasting ability for this spell.

Chapter 4 | RACES OF THE AIR

Augmentations

TODO!!!

Chapter 4 | RACES OF THE AIR

Cloud Jumper

The vast amounts of magical aura pouring from the floating islands and into the clouds and skies nearby not only altered the local fauna and beings nearby, but in some rare cases, the magic provided sentience to a passing wisp of steam and smoke. These wisps slowly gained a corporeal form and consciousness until eventually, they became humanoid. These manifestations of mist are what are known as Cloud Jumpers, and they are a product of the Grime Isles.

Some Cloud Jumpers are found among the floating islands, though it is rare. More often than in the city, Cloud Jumpers can be seen wandering the wisping wild and hunting for food or exploring their native terrain.

Lone Wanderers

Billowing into existence from seemingly thin air, these beings share many similarities to genasi, but without a parent, cloud jumpers tend to be solitary creatures. Cloud Jumpers spend their days wandering the Wisping Wild or soaring through the skies.

Typically, they will not concern themselves with relations among other creatures except to gain something for themselves. Cloud Jumpers are even wary of their own kind. They don't have family relations, so this causes them to dissociate from their kin as well.

Light as Air

Cloud Jumpers have a tangible and sturdy form, yet they are built from mist and condensed air. This causes them to be incredibly light creatures. Though this generally does not have an affect on a cloud jumper's day-to-day life, it is certainly notable since they weigh around 2 to 3 times less than a human would.

It is because of their light build that it is rare for a Cloud Jumper to wear armor. In many cases, it would double their weight and inhibit their usually free spirits.

Stunning Artists

Being comprised of smoke themselves, it is easy to manipulate smoke and steam as if it were a part of their bodies. Cloud Jumpers can make beautiful works of art in smoke or clouds that are within their reach that dazzle everyone.

Their artistry is known throughout the Grime Isles and if a cloud jumper is seen, curious sky dwellers might request a mural to see their talents up close, for it is rumored to be one of the most beautiful things one could lay their eyes upon.

Running Hot

Due to their condensed nature, these creatures exist at a considerably high temperature to sustain their corporeal form. They run around double the temperature of a normal human.

This high temperature seems to have an affect on their personality, as they would often be described as hot-headed and aggressive. While not hostile to other creatures, they might come off as disagreeable.


Cloud Jumper Traits

Ability Score Increase. Your Dexterity score increases by 2.

Age. Cloud Jumpers are manifested from the magic around them. They gain sentience centuries before they are able to move around and interact in the world. They live for around 300 years after becoming sentient till their stored magic dissapates and they return to the skies.

Alignment. Being alone most of their lives, the Cloud Jumpers tend toward a neutral alignment.

Size. Cloud Jumpers come in all sorts of shapes and sizes, though the most common is around 5 feet tall. Cloud Jumpers weigh about 30-40 pounds. Your size is medium.

Speed. Your base walking speed is 30 feet.

Flight You have a base flying speed of 30 feet while you are not wearing armor.

Living Manifestation. Even though you were born of magic, you are a living creature. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish.

Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.

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

One With Steam. You learn to control the fog and steam around you. At 3rd level, you are able to cast fog cloud at will and without using verbal, somatic or material components.

At 5th level, you also gain the option to cast misty step at will and without using verbal, somatic or material components.

Once you use either of these traits, you can't do so again until you finish a short or long rest.

Chapter 4 | RACES OF THE AIR

Chapter 5: Character Classes

Chapter 5 | CHARACTER CLASSES

Gambler

With a glittering bag of gold clutched tightly in his hand, a dapper halfling saunters into a heavily guarded prison where his companions are held captive. Unfazed by the looming danger, he boldly approaches the guards and tosses a small purse of coins at their feet, offering up a challenge. After a few heart-stopping moments of tension, the halfling emerges victorious with his comrades in tow and an even weightier bag of gold.

Amidst a fierce battle, a hapless human warrior misses attack after attack against his ferocious foe, until finally, in a moment of intense concentration, he lands a single blow. With the precision of a master, he quickly dispatches his enemy, who becomes inexplicably weak and unable to mount any kind of retaliation, stumbling, falling, and dropping their weapon with every move.

Deep within a mystical dungeon, an ethereal elf approaches a trio of ominous doors, each leading to untold danger. Drawing a deck of cards from her belt, she shuffles them and selects one at random, using it to open a door. To her surprise and delight, the card glows with a dazzling light and the deadly trap behind the door fails to activate, defying all odds and expectations.

Gamblers are daring adventurers who possess the rare ability to bend the very fabric of reality itself, manipulating fate and harnessing the unpredictable power of luck to create their own destiny.

Weilders of Luck

With their unwavering reliance on the whims of fate, gamblers have become inextricably linked to the very fabric of destiny itself. This mysterious force flows through all things, but its true power lies in the choices and actions of individuals. Through daring gambles and bold wagers, these intrepid adventurers can seize hold of fortune and bend it to their will, shaping the very course of events to suit their desires. What was once deemed impossible becomes achievable in the hands of a skilled gambler, who can command luck with the ease of a magician conjuring spells. Their mastery over the capricious nature of fortune is such that they can even imbue their allies with good luck, while cursing their foes with the most terrible misfortune imaginable.

High Risk, High Reward

A true gambler knows no limits when it comes to placing their bets, whether it's their own precious life, a hoard of glittering treasures, or the very fate of their soul. Dancing dangerously close to the edge of oblivion, these brave souls are driven by a relentless thirst for adventure and the tantalizing allure of unimaginable rewards. The greater the risk, the greater the potential payoff, and gamblers are not afraid to lay it all on the line for a chance at greatness.

Such fearless abandon often makes other adventurers hesitant to join forces with a gambler, for fear of becoming mere pawns in their dangerous games of chance. It's not unheard of for a gambler to bet on the lives of their own companions, using them as bargaining chips in their relentless pursuit of victory. But despite their recklessness, gamblers are often rewarded with the most incredible feats of luck, defying the odds and emerging victorious against all odds.

Chapter 5 | CHARACTER CLASSES

The Gabmbler
Level Proficiency Bonus Luck Points Dice of Destiny Features
1st +2 - - Charming Defense, Fate Manifestation
2nd +2 2 1d4 Well of Fortune, Dice of Destiny
3rd +2 3 1d4 Saving Face, Fate Manifestation feature
4th +2 4 1d4 Ability Score Improvement
5th +3 5 1d6 Extra Attack, Gift of Fortune
6th +3 6 1d6 Fate Manifestation feature
7th +3 7 1d6 All or Nothing
8th +3 8 1d6 Ability Score Improvement
9th +4 9 1d6 Dance With Death
10th +4 10 1d8 Fate Manifestation feature
11th +4 11 1d8 Dirty Deal
12th +4 12 1d8 Ability Score Improvement
13th +5 13 1d8 Triple Threat
14th +5 14 1d8 Second Chance
15th +5 15 1d8 All or Nothing Improvement
16th +5 16 1d10 Ability Score Improvement
17th +6 17 1d10 Fate Manifestation feature
18th +6 18 1d10 Bottomless Fortune
19th +6 19 1d10 Ability Score Improvement
20th +6 20 1d10 Fortune's Favor

Creating a Gambler

When creating a gambler, it is important to think about the lifestyle that requires the need for luck.

Did you need luck out of the necessity for survival? Was your need stemming from your desire for wealth or fame? Does your luck begin through a dangerous or reckless lifestyle?

Quick Build

You can make a gambler quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the noble background.

Class Features

As a gambler, you gain the following class features.

Hit Points

Hit Dice: 1d8 per gambler level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit points at Higher Levels: 1d8 (or 5) + your Constitution modifier per gambler level beyond the first.

Proficiencies

Armor: Light armor

Weapons: Simple weapons, rapier, simple firearms, rifles, colt revolver

Tools: Playing card set, dice set

Saving Throws: Charisma, Dexterity

Skills: Choose three from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuation, Sleight of Hand, and Stealth.

Equipment

You start the following equipment, in addition to the equipment granted by your background:

  • (a) a flintlock pistol and 20 gunpowder & lead ball or (b) any simple weapon
  • (a) a deck of cards or (b) a pair of bone dice
  • (a) a diplomat's pack or (b) a scholar's pack
  • Leather armor and two daggers

Charming Defense

At 1st level, while you are wielding no armor, but you are wearing fine clothing, your AC equals 12 + your Charisma Modifier.

Chapter 5 | CHARACTER CLASSES

Fate Manifestation

At 1st Level, your extreme luck manifests in a certain way. Choose one of the three fates: the dealer, the broker or the hapless. Your choice gains features at 1st level, 3rd level, 6th level, 10th level, and 17th level.

Dice of Destiny

Several features in the gambler class use the dice of destiny listed in the class table. At 2nd level, the dice begin as a d4 and increase as described by the table. They may be used in combination with luck points, as defined in the next feature.

Well of Fortune

Starting at 2nd level, you are able to manifest your fortune into a tangible form. This is represented by luck points. You start with 2 luck points and you gain more as you reach higher levels, as shown in the Luck Points section of the class table. When you expend luck points, they are unavailable to you until you finish a short or long rest. You can spend these points to potentially achieve a desired fate.

Fortunate Opening. Whenever you make an attack roll, you can expend 1 luck point to roll a Destiny Die and add it to your attack roll. You can use this after you roll but before you know the outcome and only once per turn.

Untouchable. You can use a reaction when an attack is made against you to expend 1 luck point to roll a Destiny Die and add the result to your AC. This bonus lasts until the end of the current creature's turn.

Lucky Break. Whenever you fail a saving throw, you can expend 1 luck point to roll a Destiny Die and add it to the result. This can be used after the roll is made but before the outcome is determined.

Saving Face

At 3rd level, you have advantage on luck checks and you may add your charisma modifier to any luck checks made for either you or your party.

Beginning at 6th level, whenever you make an attack roll, an ability check, or a saving throw, you may spend 1 luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Gift of Fortune

At 5th level, you learn how to twist the fate of your allies along with yours. You learn an additional ability for your Well of Fortune feature.

Rebound. Whenever an ally you see within 60 ft of you makes an attack roll, ability check or saving throw, you use your reaction to expend 2 luck point to roll a Destiny Die and add the result to their roll. This can be used after the roll is made but before the outcome is determined.

All or Nothing

At 7th level, whenever you roll a d20, you can treat a roll of 19 or 20 as a critical success. However, you treat a roll of 2 or lower as a critical failure.

At 15th level, an 18 or higher is a critical success and a 3 or lower is a critical failure.

Dance With Death

At 9th level, whenever you would roll a death saving throw, you can expend 3 luck points to roll a Destiny Die and add the result to the total in an attempt to turn a failure into a success. If you succeed, you automatically stabilize. If you still fail, you gain 2 failed death saves, and a critical failure gives you three. This can only be used before you make the roll.

Once you use this feature, you can’t use it again until you finish a long rest.

Dirty Deal

At 11th level, whenever you fail an attack roll, ability check or saving throw, you can choose to succeed instead. If you do, once you use this feature, your future will be tainted with misfortune. At any point between using this ability and the next day, at the DM’s discretion, whenever you succeed on an attack roll, ability check, or saving throw, you will fail instead.

Once you use this feature, you cannot use it again until the next day.

Triple Threat

At 13th level, whenever you make an attack roll, ability check or saving throw with advantage, you can expend 3 luck points to roll an additional d20 and take the highest roll of the three. You can use this feature a number of times equal to your charisma modifier (minimum of 2) per long rest.

Second Chance

At 14th level, whenever you roll your Destiny Dice and get a 1 or a 2 on the die, you can reroll your Destiny Dice and you must use the new result.

Bottomless Fortune

At 18th level, when you roll for initiative and have no luck points remaining, you regain 4 luck points.

Fortune's Favor

At 20th level, your luck is immovable. You can treat any roll of your Destiny Dice of 5 or lower as a 6.

Chapter 5 | CHARACTER CLASSES

Fate Manifestations

As you delve deeper into the mysteries of luck and chance, you will find that your own fate becomes more closely intertwined with the fabric of the universe itself. At 3rd level, you are given the choice of three paths to follow: that of the dealer, the broker, or the hapless.

Fate of the Broker

Gamblers who belong to money are masters of manipulating the odds and making shrewd deals to ensure that fortune always favors them.

Coin Toss

Your gold becomes multivalued, working as both a weapon and a business asset. At 1st level, you become proficient in coin tossing as a weapon. Below are the stats for one of those coins.

Tossed Coin. Ranged Weapon Attack: + your Dexterity modifier + your Proficiency bonus to hit, range 30/60 ft., one target. Hit: 1d6 + your Dexterity modifier piercing damage.

Since the weight of the coin aids in your attacks, you must use a coin worth at least 1 gp in order for the attack to deal any damage.

Additionally, your eye for business has led you into more riches than your colleagues. You gain an extra 15 gp when you gain this feature.

Money Talks

At 3rd level, you know how to make your money do the talking. You learn 2 additional languages of your choice.

Additionally, when making a Charisma (Persuasion) or Charisma (Deception) check, you may spend 5gp. If you do, you can make that check with advantage.

Easy Income (optional)

You know how to live more lucratively than your peers. Starting at 3rd level, whenever you spend more than 24 hours in a place with creatures who have a monetary system of any kind, you learn the intricacies of how it works, if you do not already, and can start to make money.

Once per long rest, you may spend one hour attempting to make money. Roll one of your Destiny Die. You get a number of gp (or gp equivalent) equal to five times your roll.

Place Your Bets

At 6th level, you begin to read the destiny surrounding you and are able to use it to your advantage. Once you finish a short rest or long rest, you can spend 10 gp a number of times equal to your Proficiency bonus. For each 10 gp spent in this way, you gain an additional luck point. This can bring the total over the number of luck points that you have available to you at your Gambler level.

Loan Shark

At 10th level, as an action, you can spend 50 gp to choose a creature within 30 ft of you to become the bearer of insurmountable magical debt. For each hour until it is paid back, the loan accumulates interest of 10gp.

Additionally, you and your allies have advantage on attack rolls against this creature and know the exact location of the creature regardless if they are visible or not so long as they are on the same plane of existence as you. This feature lasts for a number of hours equal to your gambler level, until you use this feature again, or until the creature pays the debt back. Once you use this feature, you cannot use it again until you finish a long rest.

The creature may be able to pay the loan. When you mark it as the bearer of the debt, it makes an intelligence saving throw of DC equal to 8 + your Proficiency bonus + your Charisma modifier. On a successful save, it learns the nature of the loan and can attempt to pay you back. Each hour, it makes the save again, but the DC increases by 1 each time. If it cannot pay you back before the time runs out,

Fate of the Dealer

Gamblers who share the fate of the dealer are masters at manipulating fate to their advantage. They can use fate and luck to manifest powerful physical effects and wonders.

Card Throw

Your cards are more than a way to earn some quick cash. They can be weapons in the most capable hands. At 1st level, you become proficient in card throwing as a weapon. Below are the stats for one of those cards.

Thrown Card. Ranged Weapon Attack: + your Dexterity modifier + your Proficiency bonus to hit, range 30/60 ft., one target. Hit: 1d6 + your Dexterity modifier slashing damage.it takes a level of exhaustion and you get your 50 gp back.

Chapter 5 | CHARACTER CLASSES

Card Shark

At 3rd level, you can use your luck points to activate special effects with your cards.

Flurry of Cards. Immediately after you take the Attack action on your turn, you can spend 1 luck point to make two card throws as a bonus action.

Accidental Fortune. Once per turn, when you hit a creature with an attack using your playing cards, you can spend 2 luck points to have the card curve to instead damage a different creature within 10ft of the creature you hit. You do not need to make an attack roll for the damage to happen.

52 Card Pickup. You can use an action to spend 3 luck points to throw a large volley of cards at once. All creatures in a 20ft cone, must succeed on a dexterity saving throw or take slashing damage equal to 3d6 + your gambler level, or half as much on a successful save.

Save DC = 8 + your proficiency bonus + your Dexterity modifier.

Infused Cards

Starting at 6th level, your playing cards count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Poker Hand

At 6th level, you can shape your fortune through your cards. At the end of a long rest, roll five d4 and take note of the values. Depending on the numbers (suits) rolled, you gain certain effects, shown below.

Suit Values
d4 Suit
1 Clubs
2 Spades
3 Hearts
4 Diamonds
Card Hands

Pair (2 of one suit). Until the end of your next long rest, you get +1 to all ability checks and saving throws.

Two Pair (2 pairs of two different suits). Until the end of your next long rest, you get a +1 bonus to all attack rolls and damage.

Three of a Kind (3 of one suit). You roll two Destiny Dice and gain a number of temporary hitpoints equal to the result.

Full House (2 of one suit and 3 of a different suit). Until the end of your next long rest, you can add your Charisma modifier to your attack rolls, ability checks and saving throws.

Four of a Kind (4 of one suit). Until the end of your next long rest, you have advantage on attack rolls and saving throws.

Flush (5 of one suit). Until the end of your next long rest, you can treat any attack roll, ability check or saving throw that is 9 or lower as a 10.

Chapter 5 | CHARACTER CLASSES

Arcane Joker

Starting at 10th level, you are able to infuse your cards with magic. At the end of a long rest, you can choose a number of cards equal to your Charisma modifier (minimum 2). For each of them, choose a suit. The suit represents the damage type that the card uses. This damage counts as magical.

Suit Values
d4 Suit Type
1 Clubs Bludgeoning
2 Spades Slashing
3 Hearts Fire
4 Diamonds Cold

When you make an attack with one of your cards, you may declare that you are using one of your marked cards, and the type that was chosen for that card. On a hit, you deal extra damage equal to your Destiny Die plus your Charisma modifier of the type that was chosen to the target.

Stacked Hand

At 17th level, the cards are always in your favor. Whenever you roll for you Poker Hand, you can spend up to three luck points to reroll to a number of d4’s equal to the total chosen in this way whenever you roll for your Poker Hand. You must use the new rolls.

Fate Bargaining

At 17th level, your deal making can even appeal to the fates themselves. You may use your action and spend any number of gp in order to ask the aid of destiny itself. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than one tenth of the money you spent (rounded down), destiny intervenes. The DM chooses the nature of the intervention; the effect of any known spell would be appropriate. If destiny intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

Fate of the Hapless

Those who are hapless are often seen as cursed, and a bad omen, as they often imbue their poor luck on those that surround them.

Unfortunate Punch

Your misfortune often causes others pain, intended or not. This also means that your fists can deal unintentional damage to their targets. At 1st level, you can use that misfortune as a weapon, and your fist strikes are described below.

Unfortunate Strike. Melee Weapon Attack: + your Strength modifier + your Proficiency bonus to hit, reach 5 ft., one target. Hit: 1d6 + your Strength modifier bludgeoning damage.

Misfortune's Curse

At 3rd level, your luck has reversed and has led to great hardship. You don’t gain the benefits of Saving Face and once per round, the first attack made against you has advantage.

Additionally, whenever you make an ability check or attack roll, roll an additional d20. On a 1, you automatically fail the roll regardless of the roll of the original check.

Beginning at 6th level, any roll that would normally result in a critical success is instead treated as a normal roll. This does alter any feature in this class that would cause a critical success automatically, but it would override All or Nothing, for example.

Drag Down

Starting at 3rd level, you may expend 2 luck points to cause a number of creatures you can see to suffer the effects of your Misfortune's curse equal to your Charisma modifier (minimum 2). This effect lasts one minute.

Once you use this feature, you cannot use it again until you finish a short or long rest.

Tough Love

At 6th level, your misfortune has increased your vitality. Your hit point maximum increases by your charisma modifier, and it increases by your charisma modifier every time you gain a level in this class.

Lucky Break

At 10th level, you can spend 3 luck points to temporarily change your luck. For 1 minute, you ignore the effects of Misfortune’s Curse, all creatures attacking you have disadvantage, and if you would have disadvantage on an attack roll or ability check, you roll one dice instead.

Once you use this feature, you cannot use it again until you finish a long rest.

Rebound Calamity

At 17th level, you cause your misfortune to rend apart those who harm you. Whenever you are hit with an attack, you can use your reaction to spend 2 luck points to make the next attack against that creature with advantage. On a hit, the attack is treated as a critical success. Once you use this feature, you cannot do so again until you finish a long rest.

Chapter 5 | CHARACTER CLASSES

Warlock: Pact of the Dreg

TODO!!!

Chapter 5 | CHARACTER CLASSES

Chapter 7: Beasts Among the Clouds

Chapter 6 | BEASTS AMONG THE CLOUDS

Dragons

White Dragons

Blue Dragons

Night Dragons

Wyverns

Deep Dragons

Cockatrice

Amphithere

Sky Leviathan

Fauna of the Light

Aarakockra

Mist Moth

Windsea Creatures

Flying Jellies

Wind Fish

Wind Whale

Wind Kraken

Fauna of the Night

Aboleth

Cave Fisher

Cloakers

Retriever

Spider Bats

In the Wisping Wild

Cloud Stag

Cloud Nymphs

Doppledo

Couatl

DroplHorse

Elder Tempest

Elementals

Air Elemental

Air Elemental Myrmidron

Figment of Frost

Flumph

Furfly

Mephits

Mininimbus

Vulpecula

Winter's Whelp

Crafted

Drones

Ichor Draugr

Chapter 6 | BEASTS AMONG THE CLOUDS

Chapter 8: Dungeon Master's Tools

Items

C.A.T.A.C.L.Y.S.M.

Abbreviated from the Cosmic Augmentation Technology and Catastrophic Lethal Yield Suit Module, the C.A.T.A.C.L.Y.S.M. is a full-body augmentation suit imbued with the power of a fragment of starstone, this technological marvel is designed to replace and enhance the user's physical capabilities in every way. The suit features a central chamber adorned with intricate magical runes encircling a small fragment of starstone, which is suspended within the chest cavity. Vein-like lines of energy connect the shard to the rest of the suit, seemingly empowering it. However, the suit's immense power comes at a price, as the user must regularly consume the starfall drug to maintain their sanity and mental faculties while wearing it.

The C.A.T.A.C.L.Y.S.M. is powered by starstone. This means that it has certain psychic attributes about it. If someone were to use detect thoughts within 300 ft. of the armor, they take 1d6 psychic damage and they can only hear loud and terrifying screams eminating from the Starstone.

Rarity. Legendary

Attunement. Requires attunement by a creature capable of wearing heavy armor, but the creature doesn't have to be proficient in heavy armor to wear it.

Armor Class. 21 (Natural Armor)

Enhancements

Weilding the armor provides several powerful abilities to the wearer as it greatly enhances their physical abilities. In addition, they are able to channel the power of the starstone for a short time.

Strength Enhancement. While wearing the Starfall Augmentation Suit, your Strength score increases by +4 to a maximum of 24.

Dexterity Enhancement. While wearing the Starfall Augmentation Suit, your Dexterity score increases by +2 to a maximum of 22.

Constitution Enhancement. While wearing the Starfall Augmentation Suit, your Constitution score increases by +2 to a maximum of 22.

Resistance. You have resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.

Starstone Empowerment. Once per day, as an action, you can activate the suit's starstone empowerment. For the next minute, you gain the following benefits:

  • You have advantage on Strength, Dexterity, and Constitution saving throws.
  • Your melee weapon attacks and unarmed attacks deal an additional 2d10 psychic damage.
  • You have a flying speed of 60 feet.

Drawbacks

While the enhancements are great, such power comes at a cost to the weilder. As their mind struggles to keep up with the enhancements of the armor, they must rely on external powers or fall victim to madness.

    Starfall Dependency. To maintain your sanity and prevent mental deterioration, you must consume a dose of the starfall drug every 24 hours, and whenever you use the starstone empowerment, while wearing the Starfall Augmentation Suit. Failure to do so will result in madness and a gradual decline in mental faculties.

Madness. If you fail to consume the starfall drug, you must make a DC 20 Intelligence saving throw at the end of each day without it. On a failure, you suffer from indefinite madness (as described in the Dungeon Master's Guide), and you get an additional indefinite madness if you already have one. The DC for this saving throw increases by 5 for each subsequent day without the drug. This madness cannot be cured for as long as the suit is installed.

Chapter 8 | DUNGEON MASTER'S TOOLS

Star Weapon Effect

When you reduce a creature to 0 hit points with this weapon, you gain 6 temporary hit points, and the weapon gains a charge. You can expend a charge to deal an additional 1d6 psychic damage on a successful hit. All charges are reset after a long rest.

Sky Running

Chapter 9: Credits

Section of where I have taken material from

Fluffy Folio- monsters

U/Maxhydro - airships, firearms, automotons

U/ThePumpkinator87 - airships, firearms, automotons

U/Resdamalos - airships, firearms, automotons

https://media.wizards.com/2018/dnd/downloads/UA_ShipsSea.pdf - activity while traveling

https://triplecrit.fandom.com/wiki/Airship_Armaments_and_Accessories - mounted weapons