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Published by Maria I C, 2023-03-29 16:21:15

Cailraon - Player's Handbook

Cailraon - Player's Handbook

PLAYER’S HANDBOOK CAILRAON A fantastical world designed by and for the DastardlyD&D Community


Credits Patreon Credits WhimsicalWisp, Chara’cter’ G. Dreemurr, Dan Hodge, Edward Barnett, Hale, Oguz Lacin, S-LD, The Drum Major, Toxxie, Wackyfire101 Foreward This book is a collection of information, ideas, and inspiration for those who seek to create and play in a campaign set in this fantastical realm. Please note that this book is not for profit and is simply a labor of love for the D&D community. Any images included in this book are credited to their respective creators and will be removed upon request. Please respect the hard work and copyright of these talented individuals. Additionally, please be aware that the contents of this book are currently in the playtest phase and may change as we continue to develop and refine the world of Cailraon. We welcome any feedback and suggestions you may have as we continue to shape this world into a rich and immersive setting for your adventures. Thank you for joining us on this journey through the realm of Cailraon. We hope that this book will serve as a helpful resource and inspiration as you create and play in your own campaigns in this magical world. Happy adventuring! On the Cover Deep in the bowels of Selfæta, a doctor fights off the sick and desperate as they attack him for the last of his Healing Crystals. Stepan Alekseev sheds light on the state of Cailraon during and after the Age of Plague. Artist Credits Stepan Alekseev, 招 阳 星 (Zhaostar), Amit Nitore, Guillermo Martínez, Corto Martial, Alex van der Linde, Metzae, Sylvain Sarrailh, Leesha Hannigan, Age of Pantheons Art Book, Jason Engle, MarmaduX, Magic the Gathering, IrenHorrors, Scott M. Fischer, Player’s Handbook, Mark Behm, Mordenkainen’s Tome of Foes, Scott M. Fischer, Lindsey Look, CatBat, Conceptopolis, Samyuktha Manikandan, Tode Sekuloski, Shop Heroes, Todd Lockwood, Daryl Mandryk, War of the Overworld, Pathfinder, Steve Bellshaw, Xanathar’s Guide, Wispers of the West, Pathfinder, Rorimac Pennywhistle, Lie Setiawan, Ekaterina Burmak, Windmaker, Thieves Refuge, Clint Cearley, Annadel Cinco, Loot Tavern, Lyz Dy, broutefoin, Maxim Vasilev, Warhammer Fantasy, Beatrice Nauli, Anastasia Mist, Cindy Avelino Discord Credits Memes da kobold, Ah Puch deez Nuts, S-LD, CharoGaming99, Dungeon Master, SAMSONITE775, PlaneswalkerTARDIS, Holly, Branded by the King, The Drum Major, Davester, JC - Maddhatt, WhiteDeath, Cheevil, ItsVairen, WhimsicalWisp, rubygamer08, Dustbunny, RedKnightMLG Not for resale. Permission granted to pr int or photocopy this document for personal use only. The contents of this document are unof f icial Fan Content permi t ted under the Fan Content Policy. Not approved by Wizards of the Coast . Por t ions of the mater ials used are proper ty of Wizards of the Coast . ©Wizards of the Coast LLC.


CAILRAON PLAYER’S HANDBOOK


w WELCOME to CAILRAON elcome to cailraon, a land filled with adventure and magic. I have lived here for all of my life, and I have seen so many incredible things. From the bustling cities and grand temples of Aradia, to the rugged mountains of Eastgard and the lush forests of Eryndor, there is always something new to discover. Whether you are a warrior seeking glory, a magic-user seeking knowledge, or simply a traveler seeking adventure, Cailraon has something for you. So come, join me in exploring the wondrous world of Cailraon. A New D&D Setting Cailraon is a new setting for your Dungeons & Dragons campaigns. Designed collectively by the DastardlyD&D community through a series of suggestions and polls. Cailraon is a whole world to explore, full of interesting new cultures and origins for races, new monsters and many unique cities and landmarks and of course, dungeons. The world is a living, breathing and ever changing ecosystem ready to be influenced by the actions of players in any official DastardlyD&D Campaign, with even more content over time. This document is for D&D players and Dungeon Masters of all experience levels. Even if you have been active in the DastardlyD&D community, Cailraon still holds many surprises. If you’re a Dungeon Master, this document will help you create a D&D campaign set in a world of fun and familiarity or one of disease and death. You could set your campaign in one of The Old World’s more traditional high fantasy countries or cities, or in the dark unforgiving wilderness of The New World. If you are a player, this document contains new options that will help your character fit into the world of Cailraon. You can choose from factions that offer unique rewards and and boons to your character while giving them purpose and goals to achieve. You will also find many new magic items, including alchemical guns. What’s Cailraon Like? Also known as The Twinned Realms, Cailraon is a massive world filled with ancient cities, devious gods and yet undiscovered marvels. It is split into two major continents, Aurrekoa and Hurrengoa and two smaller continents called Borrokatu and Öskular. Both major continents contain several countries and hundreds of cities to explore. An industrial revolution is underway with magic-powered trains and alchemical firearms at the forefront. Aurrekoa Aurrekoa is “The Old World” with High Elves, Dwarves and Humans as the primary superpowers of the land. Gnomes and Halflings have smaller communities away from the bustle of the cities. All manner of monsters and beasts lurk in the shadows, but are not nearly as populous as they used to be as they’ve been hunted for generations. Hurrengoa Hurrengoa is “The New World” , a yet untamed, wild and cursed land where Dark Elves and Highforged are at war, while the deadly plague “Lolth’s Gift” sweeps the land, mutating its victims into deadly monstrosities. The people here barter with the very medicine that keeps the plague at bay, becoming the defacto currency when The Old World cut ties. Monsters own this land and people are unwelcome guests. Borrokatu The middleground between the two major continents, Borrokatu was a battleground for generations as warring countries of Aurrekoa used it for easier access to The New World. Oskular The smallest of the continents, Öskular is famous for its supervolcano, Mount Asmodeus, and the fearless city of Dwarves that smelt and forge within its bowels. 1 WELCOME TO CAILRAON


NATIONS of the WORLD Country Region Capital City Dominant Races Biomes Aradia Aurrekoa Attercoppe Dwarf, Lizardfolk Desert, Forest, Mountain, Rainforest Arvandor Aurrekoa Brenendike Sun Elf Coastal, Desert, Forest, Plains Azurith Aurrekoa Lapurtua Human, Hobgoblins Coastal, Desert, Plains Ealdorian Empire Aurrekoa Earsling Human Coastal, Desert, Forest, Mountains, Plains Eastgard Aurrekoa Elracliff Dwarf, Human Coastal, Forest, Mountains, Plains Eryndor Aurrekoa Sylvandor Dwarf, Human, Elf Coastal, Forest, Mountains, Plains Fornaldar Aurrekoa Kaltrogh Duergar Forest, Mountains, Snow Frossföl Aurrekoa Candeltreow Dwarf Coastal, Forest, Snow Kechaboros Aurrekoa Aralbelle Wood Elves Forest, Mountains, Plains Stormwatch Aurrekoa Onfôn Human Coastal Thalandor Aurrekoa Ko’l Shahri Moon Elf Coastal, Forest, Islands Valtoria Aurrekoa Hleahtor Dwarf, Human Forest, Mountain, Rainforest Zakhara Aurrekoa Ezkutuan Hobgoblin Coastal, Desert, Snow Zamdik Aurrekoa Dengizlar Dwarf, Sun Elf Coastal, Desert, Forest Borrokatu Borrokatu Gestealla Dwarf, Human, Elf Coastal, Desert, Islands, Plains, Rainforest, Snow Akkad Hurrengoa Ekialdea Hobgoblin Coastal, Desert, Forest, Plains Aveline Hurrengoa Ko’chish Highforged, Orc Coastal, Desert, Mountains, Plains, Rainforest Drakakó Hurrengoa Herensuge Dragonborn, Hobgoblin Coastal, Desert, Forest, Snow Eisendorf Hurrengoa Gullhaf Dwarf Coastal, Mountain, Plains, Snow Fendatu Hurrengoa Kostaldea Drow, Hobgoblin Coastal, Mountain, Rainforest Galadrim Hurrengoa Marthammar Dwarf, Orc, Hobgoblin Coastal, Mountains, Plains, Rainforest, Snow Izotza Hurrengoa Lyfhamar Drow, Duergar Coastal, Forest, Mountains, Plains, Snow Tarantel Hurrengoa Lolth Sovg’a Drow Mountains, Rainforest, Underground Vanyarin Hurrengoa BasqaJer Highforged, Elf, Drow Coastal, Mountains, Plains, Rainforest Öskular Öskular Öskuhamar Dwarf Islands, Mountains, Snow Volcano 2 NATIONS OF THE WORLD


Aradia Aradia is a vast and varied country, with a mix of mountains, forests, rainforests, and desert regions. Its landscape is dotted with ancient ruins, remnants of civilizations long forgotten, and these ruins are still being uncovered and studied by archaeologists today. In the desert regions, one can find the ancient city of Attercoppe, the capital of Aradia. This city is known for its grand sandstone temples and pyramids, which are believed to be dedicated to long-forgotten gods. One of the most interesting points of interest in Aradia is the Temple of the Sun, a massive structure located in the heart of the desert. It is said that the temple holds the power to harness the power of the sun, and that those who dare to enter its halls are granted great power and knowledge. Arvandor Arvandor is a sunny and beautiful country located in the region of Aurrekoa. Its capital city, Brenendike, is known for its stunning beaches and crystal-clear waters, and is a popular destination for tourists. The High Elves of Arvandor are known for their love of art and music, and they often hold festivals and celebrations to honor their gods and ancestors. One of the most interesting points of interest in Arvandor is the Temple of the Moon, a massive structure located on the highest peak in the country. It is said that the temple holds the power to control the tides and the phases of the moon, and that those who are able to reach its halls are granted great power and knowledge. Azurith Azurith is a vast and arid desert country, with few oases and little vegetation. Its landscape is dotted with ancient ruins and tombs, and the air is hot and dry. The capital city of Lapurtua is home to a mix of Humans and Hobgoblins, and these two races coexist in relative harmony. The Hobgoblins are organized into clans, each led by a powerful warrior known as a samurai. The humans that have settled in Azurith are very secretive, and little is known about them or their motivations for settling in the desert. One of the most interesting points of interest in Azurith is the Temple of the Sand, a massive structure located in the heart of the desert. It is said that the temple holds the power to control the winds and the sandstorms, and that those who are able to reach its halls are granted great power and knowledge. Ealdorian Empire The Ealdorian Empire is a large and powerful nation located in the region of Aurrekoa. Its capital city, Earsling, is known for its grand palaces and bustling markets, and is a hub of trade and commerce. The Ealdorian Empire was originally a nation of Dwarves, 3 NATIONS OF THE WORLD 招阳星 ( zha o s t a r )


but the Human population in Ealdori grew rapidly and became the dominant race, leading to the transformation of Ealdori into The Ealdorian Empire. In recent times, The Ealdorian Empire has continued to be a major player in the world of Cailraon. Its size and power make it a significant force to be reckoned with, and it is likely that it has continued to expand its territory and influence. One of the most interesting points of interest in the Ealdorian Empire is the Great Library, a massive structure located in the heart of Earsling. It is said to contain the knowledge and wisdom of generations, and those who are able to enter its halls are granted great power and knowledge. Eastgard Eastgard is a rugged and mountainous region, with a harsh climate and rugged terrain. The eastern coast is dotted with small ports and fishing villages, while the interior is home to deep forests and high peaks. The capital city, Elracliff, is located in the center of Eastgard and is known for its strong defense walls and bustling marketplaces. The people of Eastgard are known for their strength and resilience, and they value hard work and determination. One point of interest in Eastgard is the Great Forge, a massive forge located in the heart of the mountains. This forge is said to be the oldest in Eastgard, and is where the finest weapons and armor are made for the region’s soldiers. Eryndor Eryndor is a lush and verdant country, with dense forests, rolling hills, and sparkling rivers and streams. The capital city, Sylvandor, is located in the center of the country and is known for its grand elven architecture and beautiful gardens. The people of Eryndor are known for their love of nature and their respect for the environment, and they value harmony and balance above all else. One point of interest in Eryndor is the Great Tree, a massive tree located in the heart of the forest. This tree is said to be the oldest in Eryndor and is believed to be a sacred site by the elven people. Fornaldar Fornaldar is a country of Dwarves located in the region of Aurrekoa. It is known for its underground living conditions, which has led to the development of sickly gray skin and snow white beards among its Dwarf population. The capital city of Kaltrogh is located in the heart of the country, nestled deep in the mountains. It is a bustling hub of trade and industry, with grand underground halls and tunnels connecting the various districts of the city. One of the main points of interest in Fornaldar is the ancient library of Kaltrogh, which houses countless tomes and scrolls containing knowledge and secrets from ages past. 4 NATIONS OF THE WORLD a mit nit o r e


Frossföl Frossföl is a coastal country located in the region of Aurrekoa. It is known for its cold and snowy climate, with long winters and short summers. The capital city of Candeltreow is located on the eastern coast and is a bustling port city, with a large harbor and many fishing vessels. The people of Frossföl are a hearty and hardworking lot, with a strong tradition of seafaring and trade. One of the main points of interest in Frossföl is the ancient fortress of Klintar, which sits atop a rocky crag overlooking the sea. It is said to be haunted by the ghost of an old Dwarven king, who is said to protect the fortress from invaders. Kechaboros Kechaboros is a small Elvish country located in the region of Aurrekoa. It is known for its rapid evolution due to the influence of Chrono’s Razor, which led to the creation of the Wood Elves. The capital city of Aralbelle is located in the heart of the country, surrounded by dense forests and rolling hills. It is a peaceful and tranquil place, with grand elven mansions and lush gardens. One of the main points of interest in Kechaboros is the ancient tree of Aralbelle, which is said to be over a thousand years old and is revered as a symbol of the Elvish people. Stormwatch Stormwatch is a coastal country located in the region of Aurrekoa. It is known for its rainy and stormy climate, with frequent storms and high winds. The capital city of Onfôn is located on the western coast and is a bustling port city, with a large harbor and many trading vessels. The people of Stormwatch are a hardy and resourceful lot, with a strong tradition of seafaring and trade. One of the main points of interest in Stormwatch is the ancient lighthouse of Onfôn, which stands tall on a rocky outcropping overlooking the sea. It is said to be enchanted, with the ability to guide ships safely through even the fiercest of storms. Thalandor Thalandor is a peaceful country known for its laid-back and relaxed culture, with a strong emphasis on the importance of family and community. The High Elves of Thalandor are known for their love of music and dance, and they often hold festivals and celebrations to honor their gods and ancestors. The capital city, Ko’l Shahri, is located on the coast and is known for its beautiful sandy beaches and crystal clear waters. One of the most popular points of interest in Thalandor is the Temple of the Sun, a grand structure located in the center of the city. This temple is dedicated to the god Solis, and is a place of great spiritual importance for the people of Thalandor. 5 NATIONS OF THE WORLD g uil l e r m o m a r t í n e z


Valtoria Valtoria is a diverse and varied country, with a mix of forests, plains, and desert regions. The eastern coast is home to bustling ports and cities, while the interior is home to sprawling farmlands and vast forests. The capital city, Hleahtor, is located in the center of the country and is known for its impressive libraries and universities. One of the most popular points of interest in Valtoria is the Great Library of Hleahtor, a massive structure housing thousands of books and manuscripts from all over the world. This library is a center of learning and research, and is a must-see destination for anyone interested in knowledge and scholarship. Zakhara Zakhara is a vast and arid desert country, with few oases and little vegetation. The landscape is dotted with ancient ruins and tombs, and the air is hot and dry. Zakhara is diverse, with a mix of Humans and hobgoblins living in the country. The hobgoblins are organized into clans, each led by a powerful warrior known as a samurai. The humans that have settled in Zakhara are very secretive, and little is known about them or their motivations for settling in the desert. The capital city, Ezkutuan, is located in the center of the country and is known for its grand palaces and temples. One of the most popular points of interest in Zakhara is the Tomb of the Pharaohs, a massive complex of tombs and pyramids located in the desert. This tomb is home to the remains of many ancient rulers, and is a place of great mystery and fascination for travelers. Zamdik Zamdik is a diverse country with a mix of Coastal, Desert, Forest, and Plains biomes. The capital city, Dengizlar, is located on the coast and is known for its bustling port and beautiful beaches. The people of Zamdik are known for their love of music and dance, and the city is home to many lively festivals and celebrations. One of the most popular points of interest in Zamdik is the Temple of the Moon, a grand structure located in the center of the city. This temple is dedicated to the goddess Luna, and is a place of great spiritual importance for the people of Zamdik. Borrokatu Borrokatu is a country located in the desert region of the same name. It is known for its diverse landscape, which includes coastlines, deserts, islands, plains, rainforests, and snow-capped mountains. The capital city of Gestealla is located in the mountains and is known for its grand elven architecture and beautiful gardens. One interesting point of interest in Borrokatu is the ancient ruins of the forgotten city of Gornakar, which is said to be filled with treasure and guarded by powerful magical constructs. 6 NATIONS OF THE WORLD c o r t o m a r tia l


Akkad Akkad is a country located in the Hurrengoa region. It is known for its hot and dry climate, with a mix of coastal, desert, forest, and plains biomes. The capital city of Ekialdea is located on the coast and is known for its bustling ports and markets. One interesting point of interest in Akkad is the Great Pyramid of Akkad, which is said to be the final resting place of the ancient godking Akkad. The pyramid is said to be filled with traps and hidden chambers, and only the bravest adventurers dare to enter. Aveline Aveline is a country located in the Hurrengoa region. It is known for its mix of coastal, desert, mountain, and plain biomes. The capital city of Ko’chish is located in the mountains and is known for its highforged and orcish population. One interesting point of interest in Aveline is the Great Forge of Aveline, which is said to be the largest and most advanced forge in the world. The forge is guarded by powerful constructs and only the most skilled blacksmiths are allowed to enter. Drakakó Drakakó is a country located in the Hurrengoa region. It is known for its mix of coastal, desert, forest, and snow biomes. The capital city of Herensuge is located on the coast and is known for its dragonborn and hobgoblin population. One interesting point of interest in Drakakó is the Temple of the Dragon God, which is said to be the holiest site in the country. The temple is said to be guarded by powerful dragons and only the most devout followers are allowed to enter. Eisendorf Eisendorf is a cold and icy country located in Hurrengoa. Its landscape is characterized by frostcovered mountains and snow-covered plains. The capital city, Gullhaf, is known for its impressive ice sculptures and annual winter festivals. One point of interest in Eisendorf is the Great Glacier, a massive sheet of ice that covers much of the country. This glacier is home to many rare and exotic creatures, and it is said to hold secrets and treasures that have yet to be discovered. Fendatu Fendatu is a mysterious country located in Hurrengoa, known for its dark and tangled forests, treacherous mountains, and hidden underground caves. The capital city, Kostaldea, is home to the powerful Drow and Hobgoblin clans who rule the country. One of the most notable points of interest in Fendatu is the Maitagarri Tree, a massive and ancient tree located in the heart of the forest. The Maitagarri Tree is said to possess great magical powers, and it is revered by the people of 7 NATIONS OF THE WORLD a l e x v a n d e r lin d e


Fendatu as a sacred site. However, the tree has been corrupted by the influence of Lolth’s Gift causing it to twist and warp. Those who dare to approach the Maitagarri Tree risk now being consumed by its darkness. Galadrim Galadrim is a harsh and rugged country located in Hurrengoa. Its landscape is characterized by mountains and dense forests. The capital city, Marthammar, is known for its large stone fortresses and powerful armies. One point of interest in Galadrim is the Fire Mountains, a range of active volcanoes that are said to be home to dragons and other powerful creatures. It is rumored that these volcanoes hold great treasures and magical artifacts. Izotza Izotza is a cold and remote country located in Hurrengoa. Its landscape is characterized by icy mountains and frozen tundras. The capital city, Lyfhamar, is known for its harsh and unforgiving climate. One point of interest in Izotza is the Crystal Caves, a series of underground caverns filled with sparkling crystals and rare minerals. It is said that those who brave the dangers of the Crystal Caves may be rewarded with great wealth and magical powers. Tarantel Tarantel is a hidden country located in the mountains of Hurrengoa. It is home to the Drow, a race of dark elves who live in underground cities and worship the spider goddess, Lolth. The capital city, Lolth Sovg’a, is located deep in the heart of a mountain and is only accessible through a network of tunnels and caves. The city is known for its grand temples and elaborate underground gardens, which are said to be tended by the spider servants of Lolth. One interesting point of interest in Tarantel is the Hall of the Spider Queen, a massive temple dedicated to Lolth and said to be guarded by giant spiders. Vanyarin Vanyarin is a country located in the mountains of Hurrengoa, known for its beautiful and expansive forests. The dominant races in Vanyarin are the Highforged, a race of sentient constructs, the Elves, and the Drow. The capital city, BasqaJer, is located in the heart of a large forest and is known for its towering trees and grand elven architecture. One interesting point of interest in Vanyarin is the Crystal Caves, a network of underground caves filled with sparkling crystals and rare minerals. The caves are said to be home to a group of powerful druids who guard the natural beauty and resources of the caves. 8 NATIONS OF THE WORLD m e t z a e


Oskular Öskular is a small country located in the northern seas. It is home to the Dwarves, a race known for their skill in crafting and their love of gold and treasure. The capital city, Öskuhamar, is located on the largest island and is known for its grand halls and elaborate treasure chambers. One interesting point of interest in Öskular is Mount Asmodeus, an active volcano located on one of the main island. The volcano is said to be home to a group of fire giants who offer sacrifices to the volcano in exchange for its blessings. The dwarves of Öskular often venture to the volcano to trade with the giants and seek their favor. Drapágos Isles The Drapágos Isles are a group of small islands located in off the coast of Drakakó. They are known for their rugged landscape and harsh climate, with strong winds and frequent storms. The capital city of the islands, Draconis, is home to the grand palace of the dragonborn king, who rules over the islands with wisdom and justice. The city is also known for its beautiful gardens and ancient temples dedicated to the dragon gods. One of the most interesting points of interest on the islands is the Dragon’s Nest, a hidden valley where dragon eggs are rumored to be guarded by powerful, magical dragons. Thánatar Isles The Thánatar Isles are a group of lush, green islands located between Borrokatu and Hurrengoa. The islands are home to a diverse range of plant and animal life, including a species of giant, sentient trees known as the Treant. The capital city of the islands, Sylvara, is known for its grand treehouses and the Tree of Life, a massive Treant that is said to have magical powers. One of the most interesting points of interest on the islands is the Thánatar Observatory, a tower hidden among the trees where skilled archers keep watch over the surrounding seas and report any incoming threats. Kotópoulo Isle Kotópoulo Isle is a small, rocky island located east of Thalandor. It is known for its tropical climate and sandy beaches. The capital city of the island, Port Haven, is a bustling port town that is home to a hardy and independent people. One of the most interesting points of interest on the island is the Haven Caves, a network of underground tunnels and chambers that are rumored to hold ancient artifacts and treasures. 9 NATIONS OF THE WORLD s y l v ain s a r r ail h


A BRIEF HISTORY The Age of Creation Cailraon was a godless place filled with monsters, raw magic, and unknown civilizations. The creator gods took notice and created people to inhabit it. The elves and dwarves would eventually call Cailraon their home, settling on the continent of Aurrekoa and wiping out the ancient beings that once resided there. The Age of War As the elves and dwarves settled in Aurrekoa, they began to fight over resources and land. The conflicts between the two races were fierce and destructive, with each side determined to emerge victorious. The wars between the elves and dwarves continued for generations, shaping the history of Cailraon. The Age of Exploration As the elves and dwarves continued to fight, new people arrived on the shores of Cailraon. These people, known as humans, brought with them hope that there was room enough for all and together they ventured into the open seas, discovering Borrokatu and Öskular. The Age of Conquest With the discovery of Hurrengoa, the people of Cailraon began to explore and discover new lands and civilizations. The Ealdorian Empire, a nation of dwarves that eventually became dominated by humans, sought to expand its borders and gain power and influence. There was a race to discover and conquer the new world, with various countries and empires competing for resources and territory. Eventually, a new land was discovered, Aurrekoa’s twin continent Hurrengoa, also known as “The New World. ” The Age of Darkness As the people of Cailraon explored Hurrengoa, they encountered strange creatures known as orcs. The moon elves, who were the first to encounter the orcs, were driven underground and became twisted and cursed, eventually emerging as dark elves. The dark elves worshipped a new god, Lolth, and waged war on the surface in her name. In time, the war was brought to them, and their god was killed. In her death, Lolth left a final parting gift, a plague that would one day destroy all of Cailraon. The Age of Plague The plague, known as Lolth’s Gift, began to spread throughout Hurrengoa, mutating its victims into deadly monstrosities. The Cure Seekers guild was formed in response to the outbreak, with the goal of finding a cure for the deadly plague. Despite their efforts, the plague continued to ravage the land, causing widespread suffering and death. The Age of Industry As the plague began to recede, the people of Cailraon turned their attention to rebuilding and moving forward. An industrial revolution swept across the land, with magic-powered trains and alchemical firearms at the forefront. The people of Kechaboros discovered chronomancy, the ability to manipulate time, and used it to accelerate their evolution, becoming wood elves. The humans of Hurrengoa began their transformation into the highforged, a race of humans with metallic bodies and advanced technological capabilities. The Current Age The people of Cailraon continue to live and thrive in a world filled with ancient cities, devious gods, and yet undiscovered marvels. The industrial revolution continues to advance, bringing new technologies and opportunities to the people of Cailraon. However, Lolth’s Gift is spreading faster than ever and threatens the whole world once more. The people of Cailraon must work together to find a cure and ensure the survival of their world. 10 A BRIEF HISTORY l e e sha ha n nig a n


CALENDAR & TIME Month Days Major Holidays Season Frostmoon 31 Frostmoon Festival (1-3) Winter Icebloom 28 Day of Remembrance (14) Winter Solstice 31 Belenus’s Bright Day (21) Winter Thaw 30 Thawing Festival (1-3) Spring Bloom 31 Spring Sunreturn 30 Summer Harvest 31 Harvest Festival (21-23) Summer Firesky 31 Summer Stormfall 30 Day of Giving (14) Autumn Leafshed 31 Day of the Dead (31) Autumn Moonrise 30 Warrior’s Day (21) Autumn Snowfall 31 Oghma’s Day (14) Winter Holidays in Cailraon Frostmoon Festival: A celebration of the winter solstice, honoring the Daghdha, god of weather and crops. The festival features feasts, games, and giftgiving, as well as rituals to appease the Daghdha and ensure a bountiful harvest in the coming year. Day of Remembrance: A day to honor the dead and pay respects to Arawn, god of life and death. Some people visit cemeteries or gravesites to pay their respects, while others observe the day with quiet contemplation or prayer. Belenus’s Bright Day: A festival honoring Belenus, god of sun, light, and warmth. The festival features bonfires and outdoor gatherings, as well as rituals to ensure good fortune and prosperity in the coming year. Thawing Festival: A celebration marking the end of winter and the beginning of spring. The festival honors Brigantia, goddess of rivers and livestock, and features rituals to ensure a healthy and productive year for both humans and animals. Harvest Festival: A celebration of the autumn harvest, honoring Goibhniu, god of smiths and healing. The festival features feasts, games, and rituals to ensure a successful harvest in the coming year. Day of Giving: A day of charity and generosity, honoring Math Mathonwy, god of magic. People are encouraged to donate food, money, or other resources to those in need, or to perform acts of kindness for others. Day of the Dead: A day honoring the dead where in some parts of Cailraon they are ritualistically and controversially risen for one day a year to speak with the living, while in other parts of Cailraon it is celebrated with masks depicting the dead and treats. Warrior’s Day: A day honoring Nuada, god of war and warriors. Some people observe the day by participating in mock battles or other martial activities, while others honor Nuada through acts of courage or bravery. Oghma’s Day: A day honoring Oghma, god of speech and writing. Some people observe the day by engaging in intellectual pursuits or learning new things, while others honor Oghma through acts of communication or creativity. Time of Day In the world of Cailraon, the 24 hour clock system is based on the movement of the sun and moon. The day is divided into two 12 hour periods: the sun period, from sunrise to sunset, and the moon period, from sunset to sunrise. The exact times for each increment may vary depending on the location and season, but a typical day in Cailraon might look like this: Time Part of Day 6:00 AM - 9:00 AM Morning 9:00 AM - 12:00 PM Midday 12:00 PM - 3:00 PM Afternoon 3:00 PM - 6:00 PM Dusk 6:00 PM - 9:00 PM Evening 9:00 PM - 12:00 AM Night 12:00 AM - 3:00 AM Midnight 3:00 AM - 6:00 AM Pre-dawn In addition to the standard 24 hour clock, some cultures in Cailraon may use other methods of measuring time, such as water clocks, hourglasses, or even the positions of the stars. 11 CALENDAR & TIME


f DAILY LIFE in CAILRAON rom the currency used to purchase goods and services, to the languages spoken by the various races and cultures, to the level of technological advancement present in different parts of the world, these details all play a role in shaping the unique societies and environments of Cailraon. Currencies There are two major currencies in the world of cailraon. The continent of Aurrekoa use a traditional decimal system of coins, ranging from copper (CP), silver (SP) and gold (GP). However, the continent of Hurrengoa was cut off from its twin realm after the plague known as Lolth’s Gift infected the land, making that currency worthless. Instead, the people of Hurrengoa barter with Healing Crystals that have the effect of slowing down the plague. The healing crystals contain insects, as though trapped in amber, and they’re value is made obvious by their coloration, brown, grey and amber, which they refer to as copper (CC) silver (SC) and gold (GC) respectively. Languages Ealdori Common is the most widely spoken language in Cailraon, with many different dialects and variations depending on the region. It is the primary language of trade and diplomacy, and is spoken by most humans, as well as many other races. Moon Elvish is the language of the elven people, and is known for its complex grammatical structure and musical quality. It is primarily spoken by high elves and wood elves, although some other races may also learn it. Dark Elvish, also known as Drow Elvish, is the language of the drow, a secretive and reclusive subrace of elves that dwells in the underground realms. It is a harsh and guttural language, with a complex system of clicks and glottal stops. Dwarvish is the language of the dwarves, and is known for its strong and guttural sounds. It is primarily spoken by dwarves, but is also learned by some other races who have close ties to the dwarven clans. Hobgoblin is the language of the hobgoblins, a militaristic race of humanoid monsters. It is a harsh and guttural language, with a complex system of clicks and glottal stops similar to Dark Elvish. It is primarily spoken by hobgoblins, but is also learned by some other races who have close ties to them. Living with Lolth’s Gift The people of Hurrengoa live in constant fear of the looming plague known as Lolth’s Gift. Many have developed various rituals and practices in order to protect themselves and their loved ones from the disease. Some may wear charms or amulets to ward off the plague, while others may recite protective spells or incantations. Many people in Hurrengoa also rely on the properties of Healing Crystals to help slow the spread of the plague, and may go to great lengths to obtain them. In order to protect their communities, many people in Hurrengoa have strict quarantine and isolation measures in place. Those who become infected with the plague are often quarantined in special hospitals or facilities, in order to prevent the disease from spreading. Some communities may also have strict travel restrictions in place, in order to prevent outsiders from bringing the plague into their towns or cities. Technology Since the Age of Industry, Cailraon has seen significant technological advancements. Many of these technologies are focused on improving the lives of the people living in the world, and making their daily tasks easier and more efficient. Some of the technologies present in Cailraon include: Steam power: The use of steam power has revolutionized transportation and industry in Cailraon. Steam-powered trains and ships have made it much easier to travel between cities and countries, and steampowered factories have increased the efficiency of manufacturing. Alchemical engineering: Alchemical engineering is a field of study that combines alchemy and engineering in order to create new technologies and devices. Alchemical engineers in Cailraon have developed a range of advanced technologies, such as alchemical guns and magic-powered automatons. Astral Rift: Astral Rifts are extremely rare magical devices that allow for instant travel between two locations. However, the use of these portals is not without its risks - there have been instances of travelers dying, disappearing or arriving in an altered state. 12 PANTHEONS


Deities of Cailraon Cailraon is home to a diverse pantheon of deities that are worshipped across the Twinned Realms. This pantheon includes gods of law, trickery, knowledge, life, death, and many more domains. Each deity has their own unique alignment, symbol, and portfolio of domains that reflect their powers and influence. The deities of Cailraon range from benevolent and altruistic beings, such as Apollo, Brigantia, and Balder, to malevolent and self-serving deities such as Asmodeus, Mammon, and Lolth. Many of these deities have intricate histories and relationships with one another, and their followers often find themselves caught in the middle of the conflicts and agendas of their chosen deity. Deity Alignment Domains Symbol Abbathor NE Luck, Trade, Trickery Jeweled dagger pointing downward Arawn NE Life, Death Black star on gray background Apollo NG Knowledge, Light, Life Lyre Asmodeus LE Law, Domination, Magic Gold scepter Baalzebul LE Insects, Corruption, Magic Fly Balder NG Life, Light Gem-encrusted silver chalice Brigantia NG Life Footbridge Clíodhna NE Death Spectral face of a woman Dispater LE Law, Trickery, Magic Gold key Dunatis N Nature Red sun-capped mountain peak Fierna LE Lust, Envy, Magic Red rose Glasya LE Deception, Politics, Magic Gold crown Helm LN Life, Light Staring eye on upright left gauntlet Levistus LE Cold, Ice, Magic Icicle Lolth CE Spiders, Darkess Spider Lugh CN Knowledge, Life Pair of long hands Maglubiyet LE Goblins, Order, War Bloody Axe Mammon LE Wealth, Greed, Magic Gold coin Mask CN Trickery Black mask Mephistopheles LE Fire, Magic, Trickery Flaming pentagram Morrigan CE War Two crossed spears Najm CN Adventure, Curiosity Single arrow Sehanine CG Nature, Darkness, Light Crescent Moon Shaundakul CN Air, Chaos, Travel Man walking on clouds Tiamat LE Dragons, Wrath, Greed Dragon head with five claw marks Tymora CG Trickery Face-up coin Tyr LN Knowledge, War Sword Umberlee CE Tempest Wave curling left and right Zariel LE War, Death, Destruction Flaming sword with wings Zorquan N Power, Pride, Dragons Black circle inside a white circle 13 DEITIES a g e o f p a n the o n s a r t b o o k


Abbathor, the Dwarf-Father Abbathor is a deity associated with greed, envy, and avarice. He is often depicted as a male dwarf with a greedy expression and a large gemstone in his hand. His followers are often dwarves who seek wealth and power at any cost. Arawn, the Lord of the Hunt Arawn is a deity associated with hunting, the wilderness, and the cycle of life and death. He is often depicted as a male humanoid with the head of a stag, representing his connection to the natural world. His followers are often rangers, druids, and other individuals who have a deep connection to the wilderness. Apollo, the Sun God Apollo is a deity associated with the sun, music, prophecy, and healing. He is often depicted as a handsome, youthful male with golden hair and radiant skin. His followers are often bards, paladins, and other individuals who value creativity, inspiration, and the power of the sun. Asmodeus, Lord of the Nine Hells Asmodeus is a deity associated with tyranny, domination, and evil. He is often depicted as a male humanoid with horns, wings, and a serpentine tail, representing his connection to the Nine Hells. His followers are often evil individuals who seek to gain power and control over others. Baalzebul, Lord of Flies Baalzebul is a deity associated with corruption, decay, and pestilence. He is often depicted as a male humanoid with the upper body of a humanoid and the lower body of a fly, representing his connection to decay and disease. His followers are often those who seek to spread corruption and decay throughout the world. Balder, God of Light Balder is a deity associated with light, beauty, and goodness. He is often depicted as a handsome, radiant male with golden hair and a halo of light around his head. His followers are often paladins, clerics, and other individuals who value goodness and seek to spread light and beauty throughout the world. 14 DEITIES a r a w n b y j a s o n e n g l e


Brigantia, Lady of the Bridge: Brigantia is a deity associated with rivers, water, and fertility. She is often depicted as a female humanoid with water flowing around her body, representing her connection to the natural world. Her followers are often druids, rangers, and other individuals who value the natural world and seek to protect it. Clíodhna, Goddess of the Dead: Clíodhna is a deity associated with the sea, beauty, and death. She is often depicted as a beautiful, ghostly female with long hair and a cloak of seaweed. Her followers are often sailors, merfolk, and other individuals who have a connection to the sea. Dispater, Lord of the Second: Dispater is a deity associated with iron, industry, and control. He is often depicted as a male humanoid with a metallic appearance, representing his connection to iron and industry. His followers are often those who value control and seek to dominate others through the use of industry and technology. Dunatis, the Horned God: Dunatis is a deity associated with mountains, earth, and endurance. He is often depicted as a male dwarf with a rugged and dirty appearance, representing his connection to the earth. His followers are often dwarves, fighters, and other individuals who value endurance and the natural world. Fierna, Lady of Flame: Fierna is a deity associated with fire, passion, and emotion. She is often depicted as a female humanoid with flames emanating from her body, representing her connection to fire. Her followers are often those who value emotion and seek to harness the power of fire. Glasya, Lady of Malbolge: Glasya is a deity associated with deception, manipulation, and power. She is often depicted as a female humanoid with a devious expression and a crown of flames on her head, representing her connection to the first layer of Hell. Her followers are often those who value power and seek to gain it through deceit and manipulation. 15 DEITIES c l í o dhn a b y m a r m a d u x


Helm, the Watcher: Helm is a deity associated with protection, vigilance, and duty. He is often depicted as a male humanoid with a stern expression and a helmet on his head, representing his role as a guardian. His followers are often paladins, fighters, and other individuals who value duty and seek to protect others. Levistus, the Lord of the Frozen Hells Levistus is a deity associated with cold, ice, and revenge. He is often depicted as a male humanoid with icy blue skin and a crown of icicles on his head, representing his connection to the Frozen Hells. His followers are often those who seek revenge and harness the power of cold and ice. Lolth, the Demon Queen: Lolth died, marking the end of the Age of Darkness and the beginning of The Age of Plague. She was a deity associated with spiders, darkness, and deceit. She is often depicted as a female drow with spider-like features, representing her connection to the spider-like drow race. Despite her death, her followers remain loyal, are often Dark Elves and other individuals who value deceit and seek to spread darkness throughout the world. Lugh, the Shining One: Lugh is a deity associated with the sun, sky, and knowledge. He is often depicted as a male humanoid with radiant skin and a crown of sunbeams on his head, representing his connection to the sun. His followers are often those who value knowledge and seek to understand the mysteries of the sky. Maglubiyet, the Mighty One: Maglubiyet is a deity associated with goblinoids, war, and strength. He is often depicted as a male goblin with a fierce expression and a weapon in his hand, representing his connection to war and strength. His followers are often goblinoids and other individuals who value strength and seek to conquer through war. Mammon, Lord of Avarice: Mammon is a deity associated with wealth, avarice, and greed. He is often depicted as a male humanoid with a greedy expression and a pile of gold at his feet, representing his connection to wealth. His followers are often those who value wealth and seek to acquire it at any cost. 16 DEITIES l o l th b y m a gic the g a the rin g


Mask, Lord of Shadows: Mask is a deity associated with thieves, deception, and stealth. He is often depicted as a male humanoid with a mask covering his face, representing his connection to deception and secrecy. His followers are often thieves and other individuals who value stealth and seek to acquire wealth through stealth and deception. Mephistopheles, Lord of the Eighth: Mephistopheles is a deity associated with temptation, deceit, and betrayal. He is often depicted as a male humanoid with horns, wings, and a tail, representing his connection to the Eighth Layer of Hell. His followers are often those who value temptation and seek to gain power through deceit and betrayal. Morrigan, the Great Queen: Morrigan is a deity associated with war, death, and prophecy. She is often depicted as a female humanoid with raven wings and a crown of raven feathers on her head, representing her connection to death and prophecy. Her followers are often those who value war and seek to bring about death and destruction. Najm, the Starborn: Najm is a deity associated with stars, magic, and knowledge. He is often depicted as a male humanoid with stars twinkling in his eyes and a crown of stars on his head, representing his connection to the stars. His followers are often those who value knowledge and seek to understand the mysteries of magic. Sehanine, the Moon Goddess: Sehanine is a deity associated with the moon, magic, and illusion. She is often depicted as a female elf with a crescent moon on her forehead and a crown of moonbeams on her head, representing her connection to the moon. Her followers are often those who value magic and seek to understand the mysteries of illusion. Shaundakul, Rider of the Winds: Shaundakul is a deity associated with travelers, exploration, and adventure. He is often depicted as a male humanoid with a map in his hand and a staff on his back, representing his connection to travel and exploration. His followers are often those who value adventure and seek to explore the unknown. 17 DEITIES m o r rig a n b y i r e nho r r o r s


Tiamat, the Queen of Dragons: Tiamat is a deity associated with evil dragons, greed, and tyranny. She is often depicted as a female dragon with five heads, representing her connection to evil dragons and her power. Her followers are often evil dragons and other individuals who value greed and seek to dominate others through tyranny. Tymora, Lady of Good Fortune: Tymora is often depicted as a tall, beautiful humanoid with long hair and a mischievous expression. She is typically shown carrying a face-up coin, which symbolizes her association with luck and chance. She is also sometimes depicted with wings, representing her connection to the divine and the heavens. Tyr, the Eyeless One: Tyr is a deity associated with war, justice, and honor. He is often depicted as a male humanoid with a sword in his hand and a crown of battle on his head, representing his connection to war and justice. His followers are often those who value honor and seek to bring justice to the world through warfare. Umberlee, Queen of the Sea: Umberlee is a deity associated with the sea, storms, and destruction. She is often depicted as a female humanoid with seaweed in her hair and a crown of waves on her head, representing her connection to the sea. Her followers are often those who value destruction and seek to bring about storms and devastation. Zariel, Lady of the First: Zariel is a deity associated with vengeance, justice, and redemption. She is often depicted as a female humanoid with wings of fire and a crown of flames on her head, representing her connection to vengeance and justice. Her followers are often those who value redemption and seek to bring justice to the world through acts of vengeance. Zorquan, the Overlord: Zorquan is a deity associated with dwarves, earth, and tradition. He is often depicted as a male dwarf with a rugged, earthy appearance and a crown of diamonds on his head, representing his connection to dwarves and the earth. His followers are often dwarves and other individuals who value tradition and seek to preserve the cultural traditions of their people. 18 DEITIES t y r b y s c o t t m . fis che r


CHARACTER CREATION Welcome to the character creation chapter of the Cailraon campaign guide! As you begin to build your character, you will have access to the wide range of races, classes, backgrounds, and feats from the official Dungeons & Dragons material. Your Dungeon Master may also allow you to use additional options from other sources, or even introduce new options specific to the Cailraon campaign. As you journey through the world, you may even discover exotic options that can be added to your character as you progress. Races Cailraon is home to a diverse array of races, each with their own unique cultural traditions and physical characteristics. Choose from classic races like humans, elves, and dwarves, or play as one of the more exotic races such as dragonborn, tieflings, or genasi. Consider how your character’s race will impact their appearance, abilities, and relationships with other races in the world. Classes The class you choose for your character will determine their primary role in combat and adventure. Are you a powerful warrior, able to stand toe-to-toe with the deadliest foes? Or perhaps you prefer the role of a stealthy rogue, using your cunning and agility to outmaneuver your enemies. Maybe you are a divine spellcaster, using the power of the gods to protect and heal your allies. No matter what class you choose, be sure to consider how it will fit into your character’s backstory and personality. Backgrounds Your character’s background is an important part of their identity, shaping their motivations, skills, and relationships. Choose from backgrounds like soldier, criminal, or noble, or create your own custom background to truly make your character your own. Think about how your character’s background will affect their role in the world and their interactions with other characters. Feats Feats are special abilities that allow your character to excel in specific areas or perform exceptional feats. Some feats provide a bonus to specific skills or abilities, while others grant access to new spells or abilities. Consider which feats will help your character achieve their goals and fit their character concept. 19 FACTIONS AND GUILDS b e a t ric e n a u li


Race Highforged “Even the gods themselves could not have crafted such beauty. ” -Highforged artisan The Highforged are a race of living constructs in the fantasy world of Cailraon. They were created in response to the deadly plague known as Lolth’s Gift, as their bodies would not succumb to disease. The nobles and elites of Hurrengoa transferred their souls into the Highforged, giving them sentience and leaving their original bodies behind. This act has made the Highforged disliked by many, as they are seen as having allowed the lower classes to succumb to the disease while they protected themselves. It is said that the Highforged lost part of their humanity when they became living constructs. The Golden Diplomats The Highforged are beautifully crafted, often made from gold or other precious metals, and are designed to be a representation of human perfection. Each Highforged looks different, but they are all works of art, with intricate details and intricate carvings. Their facial features are more finely crafted than those of other constructs, with expressive eyes and delicate features. Despite their elegant appearance, the Highforged are just as capable in combat as other constructs. Highforged Personality The Highforged are typically haughty and superior, due to their elite status as the chosen few who were able to transfer their souls into these living constructs. They view themselves as above others and often look down upon those who were not chosen to become Highforged. However, they can align with any alignment. They are intelligent and articulate, and are often sought out for their diplomatic skills and ability to mediate conflicts. Quirks 1 You constantly analyze and assess the potential threat posed by every creature you meet. 2 You struggle to understand and interpret emotional cues. 3 You are fiercely protective of your allies. 4 You try to apply a sense of discipline to every situation. 5 You have difficulty filtering your feelings and are prone to dramatic emotional outbursts. 6 You don’t understand clothing beyond its utility and assume it denotes a person’s function. 7 You are obsessed with your appearance and constantly polish and buff yourself. 8 You are always looking for a way to use your abilities for good. Highforged Names The Highforged typically retain their names from their past life as a human, although some choose to change it. Highforged Names: Platinum, Diamond, Ivory, Opal, Onyx, Jade, Gold, Silver, Bronze, Copper. Highforged Traits Your Highforged character has the following racial traits. Ability Score Increase. Your Constitution score increases by 2. Age. A typical Highforged is around 100 years old. You do not age and do not suffer the effects of aging. Alignment. Highforged tend towards lawful alignments, as they were created to serve and protect. However, they are capable of any alignment. Size. Your size is Medium. Highforged are about the same size as humans, standing around 6 feet tall. Speed. Your base walking speed is 30 feet. Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits: You have advantage on saving throws against being poisoned, and you have resistance to poison damage. You don’t need to eat, drink, or breathe. You are immune to disease. You don’t need to sleep, and magic can’t put you to sleep. Sentry’s Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal. Highforged Defense. You have natural armor that provides a base AC of 11 + your Dexterity modifier. You can enter a defensive stance as a bonus action, giving you an additional +1 bonus to AC until the end of your next turn. Languages. You can speak, read, and write Common and one other language of your choice. 20 CHARACTER CREATION - RACE c a t b a t


Background Plagued You have been infected with a deadly plague that has left you with a permanent mark on your body. Despite being ostracized and feared by others, you have learned how to survive and even thrive with the disease. You have a deep understanding of how to treat and prevent the spread of the plague, and you use your knowledge to help others who are also suffering from it. Skill Proficiencies: Medicine, Survival Languages: One of your choice Equipment: A set of common clothes, a healer’s kit, a vial of the Lolth’s Gift (in a secure container), and a pouch containing 10 gp. Feature: Mark of the Plague Your permanent mark from the plague serves as a constant reminder of your struggles, but it also allows you to gain the trust and respect of others who have suffered from the disease. You have a +2 bonus to any Charisma checks made to interact with those who are suffering from the plague or have survived it. Additionally, you have advantage on Survival checks made to find food and water in areas affected by the plague. However, your mark also attracts negative attention from those who fear and hate the diseased. You have disadvantage on Charisma checks made to interact with those who do not understand or accept your condition. Suggested Characteristics Plagued individuals are shaped by their experiences with the disease and the discrimination they face because of it. They may have a deep understanding of the plague and its effects on the body, or they may have a more fatalistic view of their own mortality. Their flaws may be a lack of empathy for those who are healthy, or a willingness to do whatever it takes to survive.dsds Personality Trait: d6 Personality Trait 1 I am constantly paranoid and worried about contracting the plague again. 2 I am overly cautious when it comes to interacting with others, always worried about catching something. 3 I am fiercely independent, preferring to rely on myself rather than seeking help from others. 4 I have a deep-seated hatred for those who caused me to be infected with the plague. 5 I am haunted by my past experiences with the plague and struggle to sleep peacefully. 6 I am constantly seeking new ways to prevent myself from getting sick, and often go to extreme lengths to avoid illness. Ideal: d6 Ideal 1 Survival. I will do whatever it takes to stay alive, even if it means sacrificing my own morals. (Neutral) 2 Responsibility. It is my duty to protect others from the plague and prevent its spread. (Good) 3 Purity. I will do anything to stay clean and pure, to avoid being infected again. (Lawful) 4 Self-Preservation. My own safety is the most important thing, and I will do whatever it takes to protect myself. (Neutral) 5 Revenge. I will make those who caused my infection pay for what they did. (Evil) 6 Helpfulness. I want to use my experiences to help others who have been affected by the plague. (Good) Flaw: d6 Flaw 1 I am prone to extreme anxiety and panic attacks when faced with situations that remind me of my past experiences with the plague. 2 I struggle to trust others and often push people away, fearing that they will get me sick. 3 I am obsessed with staying clean and sanitized, to the point where it affects my daily life and relationships. 4 I am paranoid and overly suspicious of others, always thinking they are trying to harm me in some way. 5 I am prone to making rash decisions in the heat of the moment, driven by my desire to survive. 6 I struggle with feelings of worthlessness and self-hatred, blaming myself for my infection. Bond: d6 Bond 1 I will do anything to find a cure for the plague and save others from suffering as I did. 2 I am deeply grateful to the person who helped me survive my bout with the plague and owe them my life. 3 I am determined to track down and bring to justice those responsible for spreading the plague. 4 I have a loved one who is currently suffering from the plague and will stop at nothing to save them. 5 I have a deep-seated fear of getting sick again and will do whatever it takes to avoid it. 6 I want to use my experiences with the plague to help others who are going through the same thing. 21 CHARACTER CREATION - BACKRGOUND


Feats Infectious Strike Prerequisite: Have at least one disease Your body is a breeding ground for disease, and you can transfer your infections to others through your attacks. When you hit a creature with a weapon attack, you can choose to infect them with a disease you have. Forge in Flame Prerequisite: Autognome, Highforged or Warforged You have mastered the art of manipulating the forgefire, the magical energy that fuels the highforged. You can cast the fireball spell once per day, and you have advantage on all checks made to control or extinguish fires. Highforged Heritage Prerequisite: Autognome, Highforged or Warforged You are descended from a long line of highforged artisans, and you have inherited their skill and talent. You gain proficiency in one artisan tool of your choice, and you have advantage on all checks made with that tool. Highforged Resistance Prerequisite: Autognome, Highforged or Warforged You have been exposed to the intense heat and magical energy of the highforges, and your body has adapted to withstand the harsh conditions. You have resistance to fire damage, and you are immune to the effects of extreme heat. Plague Affinity Prerequisite: Have at least one disease You have a deep connection to the plagues of Cailraon, and you have learned to harness their power. You can cast the contagion spell once per day, and you have advantage on all checks made to resist or spread disease. Plague Resistance You have developed a resistance to the various plagues of Cailraon. You have advantage on saving throws against disease, and you are immune to the effects of Lolth’s Gift. Plagueborn You were born during a plague outbreak, and your body has developed a natural immunity to disease. You are immune to the effects of common diseases, and you have advantage on saving throws against poison. 22 CHARACTER CREATION - FEATS a n a s t a sia mis t


l LOLTH’S GIFT olth’s gift, also known as etterpox, is a devestating disease that transforms its victims into mindless ettercaps. Initially it was carried by the wind and water, infecting a large portion of Hurrengoa, but has since slowed down. The disease is now a contagion, transferred through the bite of the infected. While many are already infected, staving off the symptoms of the disease with Healing Crystals, some have managed to avoid it entirely by isolating themselves from the world. The only known cure is the Wish spell, and only on one person at a time. Healing Crystals are now the primary currency in Hurrengoa, with brown, grey and amber variants, known as copper, silver and gold respectively. They are known to prevent the disease from progressing in an infected person, but the crystals themselves lose their potency and become dull after a while. When a person is infected and has no access to healing crystals, they begin experiencing stage 1 symptoms after one week, progressing to stage 2 in another week and so on. Stages of the disease: Stage 1: The infected character experiences minor flulike symptoms, including a fever, chills, and fatigue. They suffer a -1 penalty to their Strength and Constitution scores. Stage 2: The character’s skin begins to harden and thicken, and they begin to develop Ettercap-like features, including mandibles and spinnerets. They suffer a -2 penalty to their Charisma score and a -1 penalty to their Strength score. Stage 3: The character’s transformation into an Ettercap accelerates, and they begin to lose control of their body. They suffer a -2 penalty to their Intelligence score and a -1 penalty to their Dexterity score. Stage 4: The character becomes fully transformed into an Ettercap, losing all of their previous racial traits and gaining the Ettercap traits. They suffer a -4 penalty to their Charisma score and a -2 penalty to their Strength and Constitution scores. Stage 5: The character’s mind becomes fully consumed by the Ettercap transformation, and they lose all sense of their former self. They become an NPC under the control of the DM. 23 LOLTH’S GIFT


ANIMAL COMPANIONS Animal companions are typically already trained animals that serve as loyal companions to their owners. They are often bought from shops or bartered for with the original owner. These animals can be found in a variety of forms, including horses, mastiffs, and cats. However, it is also possible to tame wild animals and recruit them as animal companions. These creatures are typically tamed by player characters and serve as loyal companions and helpers during the course of the game. In combat, animal companions are controlled by the player that owns them and share their initiative, but outside of combat they are typically controlled by the DM. Animal companions have access to death saving throws, just like player characters, and can be a valuable addition to the party in terms of both combat and utility. However, it’s important to note that typically, only one animal companion is allowed per party, so players must choose wisely if they decide to include one in their group. Companion personality These personality traits can help to make the animal companion feel more like a real creature with its own personality, rather than simply a tool or piece of equipment. d20 Personality Description 1 Acrobatic Advantage on Acrobatics checks 2 Affectionate Advantage on Medicine checks 3 Aggressive +5 to attack rolls 4 Alert Advantage on Initiative rolls 5 Brave Advantage on Saving Throws against Fear 6 Combat-Ready Advantage on Initiative rolls 7 Confident Advantage on Charisma checks 8 Curious Advantage on Investigation checks 9 Daring Advantage on Strength checks 10 Efficient Extra action on each turn 11 Energetic Extra ½ movement speed 12 Fearless Immunity to Fear effects 13 Fierce Advantage on attack rolls 14 Observant Advantage on Perception checks 15 Playful Advantage on Performance checks 16 Protective +2 to AC when within 5 feet of an ally 17 Tenacious Advantage on Constitution checks 18 Trainable Advantage on Animal Handling checks 19 Vengeful +1 to damage to foes that damaged it 20 Vicious +1d4 to damage rolls Taming wild beasts Choose an animal. The animal you choose must be a beast no bigger than Large, and it cannot be hostile towards you. Make an animal handling check. To tame the animal, you must succeed on an animal handling check with a difficulty class (DC) based on the animal’s CR. You can use the table you provided to determine the DC for the check. Spend a long rest with the animal. After making the animal handling check, you must spend a long rest with the animal in order to complete the taming process. CR DC Example Creature 0 15 Badger, Deer, Hare 1/8 20 Camel, Giant Weasel, Goat 1/4 25 Boar, Elk, Wolf 1/2 30 Ape, Black Bear, Crocodile It’s important to note that taming an animal is not a guaranteed process, and the DM may decide to impose additional requirements or challenges depending on the specific circumstances of the taming attempt. However, with the right approach and a bit of luck, taming an animal can lead to a strong and lasting bond between the tamer and the animal, making it a valuable and trusted companion in the journey ahead. 24 ANIMAL COMPANIONS cin d y a v e lin o


Herbivores vs. Carnivores Herbivorous animals, such as deer and goats, are typically easier to tame and more docile than carnivorous animals, such as wolves and bears. Herbivores may have a lower DC for the animal handling check required to tame them, and they may also be more likely to be friendly or neutral. Carnivores, on the other hand, are generally more aggressive and difficult to tame. They may have a higher DC for the animal handling check, and they may also be more likely to be hostile. To represent this, offering appropriate food to an animal may lower the DC by a factor of 5 and may even make carnivorous animals more friendly. Customizing Companions Players may also have the option to customize their animal companions with specific skills or abilities. This could include training them to have specific personality traits (such as those listed in your table), or giving them special abilities or feats. Some examples of customization options might include: Tracking: Training an animal to have enhanced senses of smell or hearing can allow it to track and locate specific objects or individuals. This could be represented by giving the animal the Scent or Blindsight ability. Hunting: Some animals, such as wolves or hawks, may be trained to hunt and bring back prey. This could be represented by giving the animal the Multiattack ability. Riding: Players may choose to train their animal companions to be ridden, allowing them to travel more quickly and efficiently. This could be represented by giving the animal the Mounted Combatant feat. Healing: Animals with a natural affinity for healing, such as dogs or cats, may be trained to provide basic first aid or assist with medical procedures. This could be represented by giving the animal the Healer feat. Overall, by adding options for customizing animal companions, players can tailor their companions to fit their specific needs and preferences, making them even more valuable and unique additions to the party. Riding Companions Riding animal companions can be a thrilling and convenient way to travel. To ride an animal companion the following criteria must be met: The mount must be a size larger than the rider. The mount must be trained for riding. The mount must have an appropriate saddle. 25 ANIMAL COMPANIONS v n b


FACTIONS and GUILDS Welcome to the chapter on factions and guilds in the world of Cailraon! In this world, players have the option to join one of the many guilds and factions scattered throughout the various regions. Each of these groups have their own laws, rules, and goals, and it is up to the players to decide which one aligns with their character’s values and goals. The honor system from D&D 5e can be implemented in playing with factions and guilds in Cailraon. Players can choose to use this system to keep track of how their actions align with the laws and values of their chosen guild or faction. A character’s honor score should increase when they adhere to the rules and laws of their guild, even if it goes against their personal values. Conversely, a character’s honor score should decrease if they go against the guild’s rules or laws. High honor can be used to gain influence and prestige within the guild or faction, gain followers or allies, and even receive discounts at guild stores. However, low honor may result in expulsion from the guild or even assassination. It is important for players to carefully consider their actions and how they may affect their honor score. It is worth noting that not every guild or faction is available in every region, so players should consider the location of their campaign when choosing a guild or faction to join. Only one guild or faction can typically be joined at a time, so players will need to weigh the pros and cons of each group before making a decision. Earning Honor Maintaining or increasing your honor score stems from both completing quests and following the guild’s laws. Breaking guild laws or failing guild quests will lower your honor score. Some example guild laws are below: Serve and protect the city’s citizens Maintain order and safety within the city Enforce the laws of the city Obey orders from superiors Use force only when necessary Do not abuse authority or power Treat all citizens with respect Do not accept bribes or engage in corruption Do not bring shame to the City Guard Be vigilant and ready to defend the city Ranks & Rewards There are typically 10 ranks per guild, each one with it’s own reward for reaching it. Each guild has a recommended starting rank per level. Some example ranks and rewards are below: Level Rank Name Reward 1-2 1 Recruit Armor of Gleaming 3-4 2 Patrol Horn of Silent Alarm 5-6 3 Watchman Sentinel or Alert Feat 7-8 4 Sentry Sentinel Shield 9-10 5 Guard Dimensional Shackles 11-12 6 Knight Badge of the Watch 13-14 7 Sentinel Weapon of +2 15-16 8 Protector Watchful Helm 17-18 9 Captain Animated Shield 19-20 10 Commander Defender 26 FACTIONS AND GUILDS t o d d l o c k w o o d


The Death of God For millenia Cailraon was a godless place of monsters, raw magic and unknown civilisations. The Elves and Dwarves would eventually call Cailraon their home, warring over the continent of Aurrekoa and wiping out the ancient beings that once resided there. The world expanded as never before seen people arrived on the shores; humans. With this, there was hope that there was room enough for all and together they ventured into the open seas. Eventually new land was discovered, Aurrekoa’s twin continent Hurrengoa “The New World”. It was strange, wild and dangerous. The Moon Elves first to set foot there were met by strange creatures and driven undergound where they became twisted and cursed. The now Dark Elves worshipped a new god and waged war on the surface in her name. In time the war was brought to them and their god killed. In her death Lolth left a final parting gift, a plague that will one day destroy all of Cailraon. For use with the fifth edition Player’s Handbook, Monster Manual, and Dungeon Master’s Guide. Compatible with D&D 5e


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