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Published by Maria I C, 2023-03-29 16:24:05

Cailraon - Campaign Setting Guide

Cailraon - Campaign Setting Guide

Campaign Setting Guide 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 Though forgotten, Lolth’s followers continued her dark work deep in the bowels of the underdark through out the ages bringing plague and famine to the world. Stu Harrington sheds light on the state of Cailraon during and after the Age of Plague. Artist Credits Stu Harrington, 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 Campaign Setting Guide


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. In this section there are several pre-made factions and guilds that fit into the world of Cailraon, but you may find your players want more to choose from or you have an awesome idea for a local guild! Creating your own faction is easy and can be done by following these simple points: Choose a name for your guild Determine the goals and motivations of your guild Choose the common races that make up your guild Determine the appearance and attire of your guild members Choose a location for your guild’s headquarters Determine any other locations your guild may have a presence in Choose a deity or patron to worship, if applicable Choose a leader or hierarchy system for your guild Determine relationships and alliances with other guilds Create a set of laws or code of conduct for guild members to follow Determine the process for joining the guild and the rewards and ranks available to members 26 FACTIONS AND GUILDS t o d d l o c k w o o d


T The Order of the Silvercoats he Silvercoats were founded by a group of human and dwarf hunters who banded together to fight against the threat of lycanthropes. Over time, they became a wellorganized guild with a strict code of conduct and a reputation for being ruthless and efficient in their hunt for these dangerous creatures. Goals The primary goal of the Silvercoats is to protect the people of the world from the threat of lycanthropes. To this end, they track down and kill any lycanthropes they come across, regardless of whether or not the creature has harmed anyone. The Silvercoats believe that all lycanthropes are inherently dangerous and must be eliminated in order to safeguard the innocent. Common Races The majority of Silvercoats are humans and dwarves, as these are the races most commonly associated with hunting and combat. However, members of other races may also be accepted into the guild if they demonstrate a willingness to uphold the Silvercoats’ code of conduct and show proficiency in combat. Appearance Silvercoats are easily recognized by the scars they bear on their left eyes. This scar is typically self-inflicted upon initiation into the guild, and more scars are added as the member rises in rank. In addition to the scars, Silvercoats often wear a silver-infused cloack and weapons, as well as a single silver coin. Headquarters The Silvercoats are headquartered in an ancient castle south of Earsling. This castle serves as the base of operations for the guild, and is where new recruits are trained and where the guild’s leaders meet to discuss strategy and plan their hunts. The Castle is split into four sections all connecting to the main hall where the Guild Master resides. The sections are: the war room, the quarters, the kitchen and the dungeon. Other Locations The Silvercoats have strongholds in various locations around the world, each of which is overseen by a leader chosen by the guild master. These leaders are responsible for coordinating the activities of the Silvercoats in their respective regions and for reporting back to the guild master on the status of their hunts. Religion & Worship The Silvercoats worship Tyr, the Eyeless One, who is believed to be the god of justice and the patron of hunters. They believe that by scarring their eyes and dedicating themselves to the hunt, they are serving the will of Tyr and protecting the innocent from the threat of lycanthropes. Current Guild Master The current Guild Master of the Silvercoats is Xavier Stonearm, an Ealdorian Human with years of experience as an officer of the Ealdorian Army. He is a skilled strategist and a formidable warrior, and he is respected and feared by both the Silvercoats and their enemies. Other Guilds The Silvercoats have a strained relationship with many other guilds and organizations, as their ruthless methods and dedication to their cause are often seen as excessive and misguided. However, they have a strong alliance with the Ealdorian Army, which provides them with support and resources in their fight against lycanthropes. Laws The Silvercoats have a strict code of conduct that all members are required to follow. Some of the key laws of the guild include: Kill all lycanthropes on sight Protect the innocent at all costs Respect the prey, but never show mercy Obey the orders of the Guild Master Scar left eye upon initiation Wear silver-infused gear and weapons Dedicate oneself to the hunt Serve the will of Tyr Hunt in pairs or groups for safety Report all lycanthrope sightings to the guild 27 FACTIONS - THE SILVERCOATS


Joining the Guild! To join the Silvercoats, an individual must first undergo a rigorous training process that includes physical and combat training, as well as instruction in the guild’s code of conduct and beliefs. After completing this training, the individual must then pass a series of tests and challenges that are designed to test their skills and determination. If they are successful, they will be initiated into the guild and will receive their first scar on their left eye. Ranks & Rewards The rewards for each rank in the Silvercoats would likely vary depending on the specific goals and priorities of the local guild. Members of the Silvercoats would earn enough gold to cover their basic needs and to support their training and equipment, but they may not necessarily become wealthy from their membership in the guild. Below are some recommended rewards: Level Rank Name Reward 1-2 1 Initiate Silvered Weapon 3-4 2 Hunter Lantern of Tracking 5-6 3 Tracker Durable or Slasher Feat 7-8 4 Scout Silvered Weapon of +1 9-10 5 Sentry Cloak of Protection 11-12 6 Commander Iron Bands of Binding 13-14 7 Guardian Silvered Weapon of +2 15-16 8 Elite Hunter Instant Fortress 17-18 9 Master Hunter Hunter’s Coat 19-20 10 Guild Master Silvered Weapon of +3 Guild Quests The Silvercoats are primarily focused on tracking down and killing lycanthropes, so most of their quests would likely revolve around this goal. This could include tasks such as gathering information on the whereabouts of lycanthropes, tracking down and ambushing lycanthrope dens, and engaging in combat with the creatures. The Silvercoats may also be called upon to assist other organizations or individuals in dealing with lycanthrope threats. Track and slay a pack of werewolves Capture a notorious lycanthrope criminal Investigate strange animal attacks in a nearby town Exterminate a group of vampires terrorizing a village Hunt down a shape-shifting assassin Retrieve a cursed object from a lycanthrope lair Rescue a village chief’s daughter from a werewolf kidnap Investigate a rumored lycanthrope cult Eliminate a group of wights terrorizing travelers Capture a rare and dangerous magical beast 28 FACTIONS - THE SILVERCOATS d a r y l m a n d r y k


T The Rankan Vile he Rankan Vile was founded by a group of elves who worshiped the archdevils and sought to harness their power to fight against the forces of good. Over time, the guild grew in size and influence, and it came to be seen as a necessary evil in the fight against demonic threats. Goals The primary goal of the Rankan Vile is to serve their archdevil masters and to use their power to combat the forces of good. To this end, they hunt down and destroy any demons or other evil creatures that pose a threat to their masters’ plans. The Rankan Vile also seek to increase their own power and influence, and will often take on dangerous quests or make deals with other evil entities in order to achieve their goals. Common Races The Rankan Vile are mostly composed of elves, as these are the races most commonly associated with demon worship and magical abilities. However, the guild also has a number of high-ranking tieflings, who are seen as particularly favored by the archdevils. Appearance Members of the Rankan Vile are easily recognizable by their red and black clothing, which is adorned with the symbols of their archdevil masters, which they often wear as tattoos or jewelry. Many also carry magical weapons and artifacts that they have obtained through their worship of the archdevils. Locations The Rankan Vile is divided into nine separate guilds, one for each of the archdevils. Each guild has its own leader, who is chosen by the archdevil they serve. These leaders operate from various locations around the world, and are responsible for coordinating the activities of the Rankan Vile in their respective regions. Religion & Worship The Rankan Vile worship the nine archdevils, and seek to serve their masters in all things. They believe that by dedicating themselves to the archdevils, they will be rewarded with power and influence in the mortal world. Archdevil Pact There are many benefits for joining the Rankan Vile, although these are only rewarded after one proves their worth. This is considered a trade of “life for a life” . The Archdevils each interpret it as follows: Archdevil Pact Reward Zariel None Dispater Cannot die of illness or old age Mammon Unimaginable riches Fierna Resurrection of one person Levistus Death of one person and prevent resurrection Glasya Win a game and pick a reward from this list Baalzebul Ruin one person’s life for you Mephistopholes Steal one persons life and identity Asmodeus Save one person from any Devil’s Pact Current Guild Master The current Guild Master of the Rankan Vile is Pitlord Rankan, a mysterious figure who operates from the shadows. Little is known about Pitlord Rankan, but it is rumored that he made a pact with all nine of the archdevils. Other Guilds The Rankan Vile have a difficult relationship with many other guilds and organizations, as their worship of the archdevils and their willingness to make deals with evil entities is seen as reprehensible by many. However, they are often able to find common ground with other evil organizations, and will sometimes ally with them in order to further their own goals. Laws The Rankan Vile have a strict code of conduct that all members are required to follow. Some of the key laws of the guild include: Worship the archdevils above all else Follow orders of archdevils and guild leaders Destroy any threats to archdevils’ plans Seek to increase power and influence Make deals with evil entities if necessary Protect the secrecy of the guild Do not reveal your true identity Offer sacrifices to your archdevil master Do not show weakness or mercy Always strive for victory in battle 29 FACTIONS - THE RANKAN VILE


Joining the Guild! To join the Rankan Vile, an individual must first demonstrate their devotion to their chosen archdevil. This can be done through acts of worship or by completing quests or tasks for their master. Once the archdevil is satisfied with the individual’s devotion, they will be initiated into the guild and will receive a tattoo or other marking that signifies their membership. Ranks & Rewards The rewards for each rank in the Rankan Vile would likely vary depending on the specific goals and priorities of the local sect. Members of the Rankan Vile would earn enough gold to cover their basic needs and to support their training and equipment, but they may not necessarily become wealthy from their membership in the guild. Unlike other guilds, Rankan Vile members must choose between Knight, Bishop and Rook. The choice each member makes will change their path in the guild. Below are some recommended rewards: Level Name Reward 1-2 Pawn Smoldering Armor 3-9 Knight Fey or Shadow Touched Feat 3-9 Bishop Summon Fiend Spell (1/day) 3-9 Rook Benign Transposition (1/day) 10-14 Elite Knight Weapon of +2 10-14 Elite Bishop Robe of Eyes 10-14 Elite Rook Helm of Teleportation 15-16 Queen Plane Shift Spell (1/day) 17-18 King Helm of Devil Command 19-20 Pitlord Black Crystal Tablet Guild Quests The Rankan Vile are primarily focused on serving their archdevil masters and advancing their own power and influence. As such, their quests would likely revolve around tasks that are designed to further these goals. This could include hunting down and destroying demons or other evil creatures, making deals with other evil entities, or carrying out the orders of their archdevil masters. The Rankan Vile may also be called upon to assist other evil organizations in their endeavors. Retrieve ancient tome of archdevil lore Defeat demon threat in abandoned temple Slay holy paladin to prove loyalty Collect the souls of ten good people Retrieve magical artifact from rival guild Summon powerful demon for archdevil’s bidding Track down rogue member who betrayed the guild Assassinate rival devil worshipper Capture soul of a virtuous individual Perform dark ritual to strengthen archdevil’s power 30 FACTIONS - THE RANKAN VILE w a r o f the o v e r w o r l d


T The Red Capes he exact origins of the Red Capes are shrouded in mystery. Some stories and rumors suggest that the guild was founded by a single illustrious brigand who wore a red cape while ransoming wealthy nobles. Others claim that the Red Capes were a group of rebels who wore red cloaks while fighting against the guards of their city, using subterfuge and trickery to take them down. Regardless of their true origins, the Red Capes quickly gained a reputation for their ruthless and effective tactics, earning them fear and respect from their fellow bandits. Goals The primary goal of the Red Capes is to make as much money as possible through their criminal endeavors. They are not above kidnapping wealthy individuals for ransom, or poisoning those who stand in their way. Common Races The Red Capes are primarily made up of elves, humans, and dwarves. However, members of any race are welcome to join as long as they can prove their worth and loyalty to the guild. Appearance The Red Capes are easily recognizable by their distinctive red leather armor and capes. They also often carry short blades and poisoned arrows. Headquarters The Red Capes maintain a hidden headquarters in the ruins of an ancient civilization, located deep in the mountains south of Ealdor-Bana. The ruins have been rebuilt and now serve as a small town, with armorers, alchemists, smiths, and healers providing services to the Red Capes. The largest building is reserved for the guild’s leader, Branbera Bloodmane. Other Locations In addition to their headquarters, the Red Capes have a number of hidden bases and safe houses scattered throughout the land, allowing them to operate in secret and avoid detection by their enemies. Religion & Worship The Red Capes worship Abbathor, the Great Master of Greed, who they believe grants them the strength and cunning they need to succeed in their endeavors. They regularly make offerings to Abbathor in order to gain his favor. Current Guild Master The current Guild Master of the Red Capes is Branbera Bloodmane, a Eryndorian Dwarf who claims a direct connection to Abbathor. Though elderly, Bloodmane has survived many attempts on her life at the hands of other Red Capes, cementing her position as the undisputed leader of the guild. Other Guilds The Red Capes are not on good terms with most other guilds, as their tactics are seen as ruthless and dishonorable by many. They do, however, have an alliance with a group of thieves known as the Shadowhands, with whom they occasionally work together on joint ventures. Laws The Red Capes have a strict code of conduct that all members are required to follow. Some of the key laws of the guild include: Silence is golden Loyalty to the guild is paramount Always honor a contract Leave no witnesses Practice discretion in all matters Protect the guild’s reputation Follow orders without question Use any means necessary to complete a job Do not seek personal gain from a contract Protect the identity of your fellow guild members 31 FACTIONS - THE RED CAPES


Joining the Guild! In order to join the Red Capes, potential recruits must prove their worth by completing a series of tasks and challenges set by the guild’s leaders. These tasks often involve using their skills in poisoning, kidnapping, or ransom to achieve the desired result. Ranks & Rewards Each Red Cape base around the world will have its own leader called a Bloodmaster, although there is little communication between them, they are still known to rank and reward their guild in similar ways. In general, members of a guild who take on more responsibilities and higher-risk missions are likely to earn more gold than those who take on lower-level tasks. Members who excel at their roles and contribute significantly to the guild’s success may also receive bonuses or other financial incentives. Some rewards per rank might include the following: Level Rank Name Reward 1-2 1 Recruit Poisoner’s Kit 3-4 2 Initiate Poisoner or Sharpshooter Feat 5-6 3 Thief Gloves of Thievery 7-8 4 Infiltrator Boots of Elvenkind 9-10 5 Assassin Cape of the Mountebank 11-12 6 Enforcer Dagger of Venom 13-14 7 Master Thief Handy Haversack 15-16 8 Master Infiltrator Heward’s Hireling Armor 17-18 9 Master Assassin Rotor of Return 19-20 10 Bloodmaster Cloak of Invisibility Guild Quests As a guild of bandits specializing in poisoning, kidnapping, and ransom, the Red Capes likely undertake a wide variety of quests and missions that allow them to utilize their unique skills. Some examples of quests they might undertake include: Retrieve a rare and powerful artifact from a rival guild Assassinate a corrupt politician Infiltrate a high-security facility and gather intel Sabotage a rival guild’s operation Protect a VIP from assassination attempts Steal valuable documents from a wealthy merchant Assassinate a notorious crime boss Retrieve a kidnapped member of the guild Disrupt an enemy guild’s meeting Infiltrate and destroy a rival guild’s base It’s worth noting that the Red Capes are a ruthless and unscrupulous guild, and they are likely to undertake any quest or mission that will further their goals, regardless of the legality or morality of the task. 32 FACTIONS - THE RED CAPES p a thfin d e r


T The Scaled Ones he Scaled Ones were founded by a group of fierce kobold rebels who were fed up with being treated as inferior and enslaved by other races. They banded together and vowed to fight for the freedom and dignity of all scaled races. Over time, they grew in strength and numbers, attracting dragonborn, lizardfolk, and tortles to their cause. Today, The Scaled Ones are a formidable force, feared and respected throughout the land. Goals The main goal of The Scaled Ones is to free enslaved kobolds and other scaled races from bondage. They also seek to establish a society where all scaled races are treated as equals and have the opportunity to thrive. Common Races The Scaled Ones are composed primarily of kobolds, dragonborn, lizardfolk, and tortles. While kobolds are not as intelligent as the other races, they are fiercely loyal and make up the bulk of the guild’s ranks. Dragonborn and tortles, on the other hand, are known for their wisdom and strategic thinking, and often hold leadership roles within the guild. Appearance Members of The Scaled Ones are known for their rugged and savage appearance. They wear very little clothing, usually just rags, and have a dragon’s wing tattooed on their chests as a symbol of their devotion to their cause. Headquarters The headquarters of The Scaled Ones is located deep beneath the mountains of Borrokatu’s desert region, in a network of underground tunnels and caverns that were once used by dwarves as a mining complex. Over the years, The Scaled Ones have expanded and fortified these tunnels, turning them into a veritable fortress that is nearly impregnable to outside attack. Other Locations The Scaled Ones have a presence in many different lands, with small cells and outposts scattered throughout the world. They often operate in secret, working to free enslaved kobolds and gather intelligence on their enemies. Religion & Worship The Scaled Ones worship Zorquan, the Essence of Dragons, as their patron deity. Legends tell of Zorquan’s castle somewhere in Cailraon, and it is said that those who prove themselves worthy may be granted an audience with the great dragon god. Current Guild Master The current Guild Master of The Scaled Ones is Danxuthuulur “Danx” Uroxan, a white dragonborn from the Drapágos Isles. Danx gained his rank through battle and is known for his fierce leadership and strategic mind. Other Guilds The Scaled Ones have a reputation for being fiercely independent and not afraid to make enemies. They often clash with guilds that enslave or mistreat scaled races, but are also willing to ally with those who support their cause. Laws The Scaled Ones have a strict code of conduct that all members must follow. Some of their most important laws include: Respect all scaled races as equals Never enslave or mistreat others Protect and defend the freedom of all Support and aid fellow guild members Fight for justice and fairnes Honor Zorquan and follow his teachings. Seek knowledge and wisdom Always be prepared for battle Stand strong and united Defend the guild and its ideals 33 FACTIONS - THE SCALED ONES


Joining the Guild! To join The Scaled Ones, one must prove their worth through deeds and trials set forth by the guild. This may include completing a series of tasks, undergoing physical and mental challenges, and demonstrating loyalty and devotion to the cause. Ranks & Rewards The rewards that players receive for achieving different ranks within The Scaled Ones could vary depending on the specific guild and its leadership. However, some potential rewards that players might receive for achieving different ranks could includes: Level Rank Name Reward 1-2 1 Wyrmling Horn of Silent Alarm 3-4 2 Dragonling Dragon’s Wrath (Slumbering) 5-6 3 Dragon’s Fang Dragon Vessel (Slumbering) 7-8 4 Dragon’s Scale Savage Attacker Feat 9-10 5 Dragon’s Talon Dragon’s Wrath (Stirring) 11-12 6 Dragon’s Eye Dragon Vessel (Stirring) 13-14 7 Dragon’s Tongue Dragontooth Dagger 15-16 8 Dragon’s Heart Dragon’s Wrath (Wakened) 17-18 9 Dragon’s Fire Dragon Vessel (Wakened) 19-20 10 Dragon Keeper Dragon Mask Guild Quests As a guild that is dedicated to freeing enslaved kobolds and other scaled races, The Scaled Ones may undertake a variety of quests that align with this goal. Some examples of quests that they might pursue could include: Rescue enslaved kobold miners in the mountains Inflict vengeance on orcish slavers Protect tortle village from humanoid raiders Assist lizardfolk in reclaiming ancestral lands Sabotage enemy guild’s slave trade operation Capture rogue dragon for guild training Uncover and destroy secret slave camps Gather intelligence on enemy guilds and leaders Bring down corrupt officials who support slavery Defeat rival scaled guild leader in honor duel 34 FACTIONS - THE SCALED ONES s t e v e b e l l sha w


T The Cure Seekers he Cure Seekers guild was founded in response to the outbreak of Lolth’s Gift, a deadly plague that transforms its victims into monstrous Ettercaps. The plague had already claimed countless lives, and the people were desperate for a solution. A group of clerics, doctors, and craftsmen came together to form the Cure Seekers, with the goal of finding a cure for the plague and helping those affected by it. Goals The primary goal of the Cure Seekers is to find a cure for Lolth’s Gift and help those affected by the plague. They also seek to provide medical care and assistance to those in need, regardless of their ability to pay. In addition, the Cure Seekers work to educate the public about the dangers of the plague and how to prevent its spread. Common Races The Cure Seekers guild is open to people of all races, but they have a particular affinity for kobolds due to their natural immunity to the plague. Many kobolds have joined the guild in the hopes of finding a cure and helping those affected by the plague.. Appearance Members of the Cure Seekers guild are easily identifiable by their blue and white vestments, which they wear as a symbol of their dedication to healing and helping others. They also wear a brooch depicting a blue and gold star, which represents their belief in the power of hope and optimism in the face of adversity. Headquarters The Cure Seekers guild is headquartered in a monestary located east of Selfæta, a city known for its numerous temples and shrines. The monestary serves as a hub for the guild’s operations, including research and development, medical care, and education. Other Locations In addition to their headquarters in Selfæta, the Cure Seekers also have small Priories located in heavily infected areas of Hurrengoa, a region known for its dense forests and high incidence of plague. These Priories serve as local centers for the guild’s operations, providing medical care and assistance to those in need. Religion & Worship The Cure Seekers guild worships Apollo, The Healer, a deity revered for his ability to bring hope and healing to those in need. However, they also respect and honor the beliefs of others, and welcome members of any faith who share their commitment to finding a cure for the plague and helping those affected by it. Current Guild Master The current Guild Master of the Cure Seekers is Keavalur Sagespell, a Wood Elf from the TarantelBasatiak border. Keavalur was among the earliest to be infected by Lolth’s Gift, but through his magic he was able to keep it at bay. Despite his success in keeping the plague at bay, Keavalur has not made a public appearance in some time. Other Guilds The Cure Seekers guild enjoys a generally positive reputation among the people of the region, and is respected for their dedication to finding a cure for the plague and helping those affected by it. However, they are not without their enemies. The Scaled Ones, a group of kobold rebels, accuse the Cure Seekers of holding kobold members against their will and exploiting their immunity to the plague. The Cure Seekers strongly deny these allegations, but relations between the two groups are often strained. Laws The Cure Seekers have a strict code of conduct that all members must follow, including: Seek and research cures for the plague. Help and provide medical care to those in need. Educate the public on plague prevention and care. Respect and honor the beliefs of others. Protect guild members and the public from infection. Collaborate with other guilds for the greater good. Promote hope and optimism in the face of adversity. Treat all beings with compassion and respect. Serve the greater good above personal gain. 35 FACTIONS - THE CURE SEEKERS


Joining the Guild! To join the Cure Seekers, individuals must demonstrate a strong desire to help others and a willingness to put the needs of others before their own. Prospective members must also pass a series of tests and interviews to determine their suitability for the guild. Ranks & Rewards It is important to note that the primary focus of the Cure Seekers guild is not on earning gold, but rather on providing medical assistance and support to those in need and finding a cure for the plague known as Lolth’s Gift. Members of the guild may be motivated by a sense of service and a desire to make a positive impact on the lives of others, rather than by financial rewards. Below are some recommended rewards: Level Rank Name Reward 1-2 1 Apprentice Healer Alchemist’s Supplies 3-4 2 Journeyman Healer Alchemy Jug 5-6 3 Master Healer Healer of Inspiring Leader Feat 7-8 4 Senior Healer Decanter of Endless Water 9-10 5 Head Healer Goggles of Object Reading 11-12 6 Chief Healer Periapt of Proof against Poison 13-14 7 Arch-Healer Ring of Resistance 15-16 8 Grand Healer Ring of Regeneration 17-18 9 Healer Supreme Ioun Stone of Vitality 19-20 10 Healer of the Realm Icon of Ravenloft Guild Quests The Cure Seekers, a guild of clerics, doctors, and craftsmen, undertake quests for a variety of reasons, including: Seek out rare herbs for possible cure Assist with medical care in infected village Find missing Cure Seeker member Investigate rumored plague cure Protect medical convoy from bandits Aid with disaster relief efforts Escape danger while transporting infected patient Discover source of new plague outbreak Defeat group seeking to weaponize plague Find missing research on plague cure 36 FACTIONS - THE CURE SEEKERS x a n a tha r ’ s g uid e


T The Darkwood Outlaws he Darkwood Outlaws were founded by Briar Darkwood, a human from Breóst-Hord, hundreds of years ago. He was known for his cunning and ruthless tactics, and his band of thieves and bandits quickly gained a reputation for being feared throughout the land. After Briar’s death, the title of Bandit Master was passed down to his adopted son, and it has become tradition for the role to be passed down through the family ever since. Goals The primary goal of The Darkwood Outlaws is to acquire wealth and power through any means necessary, including robbery, extortion, and other illegal activities. They are known for preying on travelers, merchants, and small villages, and have no qualms about using violence to get what they want. Common Races The Darkwood Outlaws are open to any race capable of wielding a blade, and as such, their ranks are made up of a diverse group of individuals. Humans, dwarves, and half-orcs are the most common races found within the guild, but there are also members of other races such as elves, halflings, and even the occasional gnome. Appearance The Darkwood Outlaws are heavily armed and wear leather armor to protect themselves in combat. Each brigade is led by a Bandit Lord, who wears a skull of a local large fauna as a symbol of their power and status. These skulls are typically taken from elk, bears, or owlbears, and are often worn as a helmet or mounted on a pole as a banner. Headquarters The Darkwood Outlaws are based in a large forest just east of Breóst-Hord, where they have built a settlement from their broken down caravan. This settlement serves as their primary base of operations and is where they plan and execute their raids. It is also where new recruits are taken for training and initiation. Other Locations The Darkwood Outlaws can be found operating in various locations throughout the land. They have a network of informers and spies that help them keep track of potential targets and plan their attacks. Religion & Worship When joining The Darkwood Outlaws, members are told to leave their gods behind and focus on the guild. The Darkwood Outlaws do not follow any particular deity, and they do not have a formal system of worship. Current Guild Master The current Bandit Master of The Darkwood Outlaws is Elyra Blackwood, a Half-Elf known for her ruthless tactics and cunning mind. She has held the position for several years, and is considered to be the most formidable Bandit Master in the guild’s history. Other Guilds The Darkwood Outlaws have a reputation for being ruthless and aggressive, and as such, they are often at odds with other guilds and organizations. They have been known to engage in conflicts with other bandits and thieves, and have even been known to attack and plunder caravans and villages belonging to other guilds. Laws The Darkwood Outlaws have a strict code of laws that all members are expected to follow. Some of these laws include: Don’t talk about the guild Don’t double cross the guild Pay your cut to the guild Follow orders from higher ups Don’t steal from fellow guild members Protect the guild’s interests Don’t reveal guild secrets Don’t betray the guild Obey the Bandit Master Honor the traditions of the guild 37 FACTIONS - THE DARKWOOD OUTLAWS wis p e r s o f the w e s t


Joining the Guild! To join The Darkwood Outlaws, one must prove their worth and loyalty to the guild. This typically involves completing a series of tasks or challenges set forth by the guild’s leaders, such as completing a successful raid or stealing a valuable item. Those who pass these tests and prove their worth are then initiated into the guild and become full-fledged members. Ranks & Rewards The Darkwood Outlaws may generate wealth through a variety of illegal activities, such as robbery, extortion, smuggling, and counterfeiting. The amount of gold that a member might earn would depend on their share of the profits from these activities, as well as any additional rewards or bonuses that may be offered by the guild’s leadership. It is worth noting that the life of a criminal can be unpredictable and dangerous, and the guild’s members may face risks and setbacks that could impact their earnings. Below are some recommended rewards: Level Rank Name Reward 1-2 1 Thug Thieves’ Tools 3-4 2 Thief Alert or Piercer Feat 5-6 3 Bandit Ring of Obscuring 7-8 4 Highwayman Cloak of Elvenkind 9-10 5 Outlaw Weapon, +1 11-12 6 Commander Iron Bands of Binding 13-14 7 Sergeant Ring of Evasion 15-16 8 Lieutenant Armor of +1 17-18 9 Captain Oathbow 19-20 10 Bandit Master Weapon of +3 Guild Quests The Darkwood Outlaws, as a criminal organization, would likely engage in quests in order to acquire wealth and power through illegal means. These quests may be initiated by the guild’s leaders or may be undertaken at the request of a client who is willing to pay for their services. Steal valuable artifact from guarded mansion Rob wealthy merchant’s caravan on the road Burgle high-security bank in city center Extort protection money from local businesses Pillage and plunder small village for loot Hijack supply shipment bound for rival guild Hold wealthy individual for ransom Sabotage rival gang’s illegal operations Steal rare ingredients for mysterious potion Kidnap wealthy noble for ransom money 38 FACTIONS - THE DARKWOOD OUTLAWS p a thfin d e r


T Guild Of Emissaries he Guild of Emissaries was founded in the early days of the Ealdorian Empire as a means of sending orders to the far-flung military units of the Empire. Over the years, the Guild has evolved to become a vital part of the realm’s communication and transportation infrastructure, delivering messages and packages throughout the land. Goals The main goal of the Guild of Emissaries is to provide reliable and efficient delivery of messages and packages to all corners of the realm. The Guild prides itself on its ability to get important documents and packages to their destinations on time, no matter how far they need to travel or how difficult the journey may be. Common Races The Guild of Emissaries is predominantly made up of Gnomes and Halflings, who are known for their quick feet and nimble fingers. These small races are wellsuited to the work of the Guild, as they are able to move through crowded streets and tight spaces with ease. Appearance Guild couriers are easily recognized by the silver quills they wear in their hats or hair. When traveling through more dangerous terrain, many couriers will hide their quills to avoid attracting bandits. In addition to the quills, Guild couriers also wear leather armor and carry a dagger for protection. Headquarters The Guild of Emissaries has its main headquarters in the cities of Earsling and Selfæta, with large warehouses at the docks in both cities. The Guild also has offices in almost every town, village, and city throughout the realm, often relying on local guards for protection. Other Locations In addition to its many offices and warehouses throughout the realm, the Guild of Emissaries also maintains a network of waystations and safe houses where couriers can rest and resupply during long journeys. These waystations are located in remote and often dangerous areas, and are essential for the Guild’s operations. Religion & Worship The Guild of Emissaries does not follow any particular deity, but members may pray to different gods depending on the situation. For example, couriers may pray to Umberlee, Queen of the Sea, for safe passage on the water, or to Shaundakul, Rider of the Winds, for safe land travel. Current Guild Master The current Guild Masters are Calvyn “Willie” Wilddwadle, a Gnome from Earsling, and Riara “Riri” Warmspark, a Halfling from Selfæta. These two have a longstanding rivalry, and are known for sending each other dangerous pranks in the mail. Despite their rivalry, they are both highly respected leaders within the Guild and are dedicated to its success. Other Guilds The Guild of Emissaries has good relationships with most other guilds, as it is seen as a vital part of the realm’s infrastructure. However, the Guild has had some issues with the Darkwood Outlaws in the past, as couriers are often targeted by thieves looking to steal valuable packages. The Guild works closely with the city guards to protect its members and prevent such incidents. Laws The Guild of Emissaries has a strict code of conduct that all members must follow. Some of the more important laws include: Protect and deliver all messages with utmost care Charge fair rates for services rendered Respect the privacy of clients Refuse any illegal or immoral requests Maintain strict confidentiality Foster positive relationships with other guilds Protect the reputation of the guild Follow all local laws and regulations Do not engage in sabotage or espionage Adhere to the guild’s code of conduct at all times 39 FACTIONS - GUILD OF EMISSARIES


Joining the Guild! To join the Guild of Emissaries, an individual must undergo a rigorous application process that includes both physical and written tests. Physical tests may include a run or other endurance test, as well as a demonstration of the applicant’s agility and strength. Written tests may include questions about geography, communication, and problem-solving. Only after completing these steps can an applicant be accepted into the Guild as a full member. Ranks & Rewards In general, members of the Guild of Emissaries would likely earn a modest wage, as the work of delivering messages and packages can be physically demanding and often requires travel to distant or dangerous locations. However, successful members of the Guild could potentially earn more through bonuses or incentives for successful deliveries or for taking on additional responsibilities. Below are some recommended rewards: Level Rank Name Reward 1-2 1 Runner Riding Horse 3-4 2 Courier Chest of Preserving 5-6 3 Wayfinder Athlete or Mobile Feat 7-8 4 Scout Bag of Holding 9-10 5 Envoy Emerald Pen 11-12 6 Elite Courier Horseshoes of Speed 13-14 7 Elite Envoy Boots of Speed 15-16 8 Postmaster Horseshoes of a Zephyr 17-18 9 Quartermaster Timepiece of Travel 19-20 10 Guild Master Bookmark Guild Quests The Guild of Emissaries is primarily focused on delivering messages and packages to their destinations as efficiently and safely as possible. This might involve carrying important documents or packages over long distances, navigating through difficult or dangerous terrain, and dealing with various challenges and obstacles along the way. Below are a few example quest hooks: Deliver a mysterious package to a distant land Retrieve a stolen letter from a group of thieves Escort a merchant convoy through dangerous territory Transport a VIP to a secret location Investigate a series of missing courier cases Deliver a love letter to a forbidden romance Uncover a plot to intercept important messages Help a family reunite after years of separation Assist with the evacuation of a village under attack Protect a guild courier from assassination attempts 40 FACTIONS - GUILD OF EMISSARIES r o rim a c p e n n y whi s t l e


T Adventurer’s Guild he Adventurer’s Guild was founded over a century ago by a group of brave and chivalrous adventurers who sought to bring honor and glory to their profession. Over the years, the guild has grown in size and influence, attracting members from all walks of life and every corner of the realm. Goals The Adventurer’s Guild is dedicated to upholding the virtues of courage, honor, and selflessness. Its members are expected to put the needs of others before their own and to always strive for excellence in all their endeavors. The guild also aims to promote peace and prosperity throughout the realm by helping to defend against threats and by providing aid to those in need. Common Races The Adventurer’s Guild is open to members of all races, although humans, dwarves, elves, and halflings are the most common. The guild values diversity and encourages its members to learn from and respect one another, regardless of their differences. Appearance Members of the Adventurer’s Guild are expected to maintain a high standard of personal grooming and appearance. Most members wear the guild’s official badge, which is a gold coat of arms emblazoned with a winged sword, as a symbol of their membership. Adventurers are also encouraged to wear armor and other protective gear when on quests, although the specific type and style is up to the individual. Headquarters The Adventurer’s Guild is headquartered in a large castle in the city of Eorpæla. The castle houses the guild’s Adventurer’s Academy, which is used to train new members, and the Adventurer’s Council, which is responsible for passing judgement on guild members. The local guild members also serve as the city guard for Eorpæla when they are not on a quest. Other Locations Almost every major city in the realm has an Adventurer’s Guild Hall, which serves as a hub for local guild members and as a place for locals to request the aid of an adventurer. Smaller cities, towns, and villages often have official Guild Notice Boards for the same purpose. Religion & Worship The Adventurer’s Guild does not force its members to worship any particular deity, although it does encourage them to consider Najm, The Adventurous, as their patron if they do not already have one. Members are free to worship whichever deity they choose, provided they do not let their religious beliefs interfere with their duties to the guild. Current Guild Master The current Guild Master of the Adventurer’s Guild is Cedric Proudheart, a Forûtanian human from Eorpæla. The title of Guild Master is awarded by voting of the Adventurer’s Council and is often given to experienced adventurers. Other Guilds The Adventurer’s Guild enjoys good relations with many other guilds and organizations, including the Magical Academies and the Guild of Emissaries. The guild also has a close relationship with the Silvercoat stronghold in Ealdorian. Laws The Adventurer’s Guild have a strict code of conduct that all members are required to follow. Some of the key laws of the guild include: Protect the innocent and uphold justice Maintain honor and integrity in all actions Selflessly serve others and put their needs first Strive for excellence in all endeavors Respect the rights and beliefs of others Do not abuse or misuse power Uphold the values and traditions of the guild Obey the laws and regulations of the guild Protect and defend the realm from threats Maintain discretion and confidentiality in all matters 41 FACTIONS - ADVENTURER’S GUILD


Joining the Guild! To join the Adventurer’s Guild, interested individuals must first complete an application process. This typically involves providing proof of their skills and experience, as well as passing a series of tests and interviews. New members are then required to take an oath to uphold the guild’s values and to abide by its laws. Ranks & Rewards Some guilds may offer tangible rewards such as gear, weapons, or magical items, while others may offer more intangible rewards such as recognition or prestige within the guild. Some guilds may also offer a combination of both tangible and intangible rewards. Level Rank Name Reward 1-2 1 Novice Rope of Mending 3-4 2 Apprentice Pole of Collapsing 5-6 3 Journeyman Bag of Holding 7-8 4 Master Decanter of Endless Water 9-10 5 Grandmaster Lantern of Revealing 11-12 6 Guild Knight Weapon of +1 13-14 7 Guild Champion Armor of +1 15-16 8 Guild Sage Helm of Brilliance 17-18 9 Guild Legend Weapon of +3 19-20 10 Guild Master Ring of Three Wishes Guild Quests In general, the Adventurer’s Guild is likely to focus on quests that involve danger, adventure, and the opportunity to serve the greater good. This could include quests that involve defending communities from threats, helping those in need, or exploring uncharted territories. Ultimately, the specific types of quests that the Adventurer’s Guild focuses on will depend on the needs and goals of the guild and its members. Some quests an adventuring party may take include: Rescue princess from dragon-infested castle Retrieve ancient artifact from sunken ship Defeat warlord and his army of orcs Discover secret of mysterious island Clear out goblin-infested mines Uncover conspiracy to overthrow kingdom Destroy Ettercap nests to slow the plague Prevent a cult from summoning dark god Protect merchant caravan from bandits Explore ancient ruins in search of lost treasure Disrupt plans of evil necromancer 42 FACTIONS - ADVENTURER’S GUILD lie s e tia w a n


T The Benefactors he Benefactors are a guild of cultists that was founded over fifty years ago by a group of Dark Elves and intelligent Ettercaps who believed that the only way to bring back the deity Lolth from the dead was to spread the deadly plague known as “Lolth’s Gift. ” Since then, the guild has grown in size and influence, attracting followers from all over the realm who are willing to do whatever it takes to fulfill their mission. Goals The primary goal of The Benefactors is to spread the plague known as “Lolth’s Gift” in order to bring back the deity Lolth from the dead. They believe that the spread of the plague is necessary in order to achieve their ultimate goal, and will stop at nothing to see it happen. In addition, The Benefactors are dedicated to the experimentation and perfection of the plague, and will go to great lengths to ensure that it is as virulent and deadly as possible. Common Races The Benefactors are composed mostly of Dark Elves and intelligent Ettercaps, as these are the races most receptive to the guild’s twisted ideology. However, members of other races may also join if they are willing to swear their allegiance to the guild and its goals. Appearance Members of The Benefactors are easily recognized by their diseased and corrupted appearance, as well as the distinctive purple and black robes that they wear. Many of them are also covered in scars and wounds from their experiments, and carry a variety of dark magic-infused artifacts. Headquarters The headquarters of The Benefactors is located beneath an island north of Eisendorf. The guild has gone to great lengths to keep the location of their headquarters a secret, and it is believed to be a place of great evil and darkness. Other Locations The Benefactors maintain a presence in various locations throughout the realm, often setting up secret bases in remote areas where they can conduct their experiments in peace. They are also suspected to be located at the epicentre of many outbreaks of the plague. Religion & Worship The Benefactors worship the deity Lolth, believing that she is the key to saving the Dark Elf race from extinction. The Benefactors believe that by suffering through the plague and sacrificing themselves, they can appease Lolth and bring her back to life. They also believe that once Lolth has returned, she will bring an end to the plague and restore the Dark Elf population to its former strength and power. Current Guild Master The current Guild Master of The Benefactors is a Dark Elf named Valtor, who is widely regarded as the most diseased and insane member of the guild. Despite his illness, Valtor is a master of manipulating and controlling others, and is able to maintain his sanity and free will despite the ravages of the plague. Other Guilds The Benefactors are hated and feared by all, and have no allies among the other guilds and organizations in the realm. They are seen as a threat to the safety and stability of Cailraon, and are often the target of attacks by other guilds and the Tarantelian Army. Laws The Benefactors have a strict set of laws that all members are expected to follow, including: Lolth’s will must be fulfilled The plague is a gift, not a curse Non-believers are unworthy Doubt is punishable by death The infected must be venerated The strong shall rule the weak Obedience to the guild is absolute Loyalty to Lolth is paramount The Benefactors are above the law Betrayal is punished by plague 43 FACTIONS - THE BENEFACTORS


Joining the Guild! The Benefactors are not actively seeking new members, as they believe that only those who have already been infected with the plague can truly understand their goals and mission. However, it is rumored that those who seek out the guild and offer their services may be accepted into their ranks. Ranks & Rewards The Benefactors Guild uses a ranking system based on the level of infection of the guild member. The more infected a member is, the higher their rank within the guild. However, members must also be able to maintain their sanity and free will in order to advance in rank. Members who succumb to the plague and lose their minds are considered failures and are cast out of the guild. Level Rank Name Reward 1-2 1 Infected 3-4 2 Infector 5-6 3 Contaminator 7-8 4 Pestilence 9-10 5 Diseased 11-12 6 Plaguebearer Claws of the Umber Hulk 13-14 7 Scourge Scorpion Armor 15-16 8 Contagion 17-18 9 Affliction Cloak of Arachnida 19-20 10 Gifted One Guild Quests The Benefactors Guild quests are typically shrouded in secrecy, with members only being informed of the details once they have been accepted into the guild. These quests often involve seeking out new sources of the plague, experimenting on infected subjects, and spreading the disease to new locations in an effort to bring about the return of Lolth. Members of the guild are expected to put their own lives at risk in service of the cause, and failure or hesitation is not tolerated. Some potential quest hooks for The Benefactors Guild could include: Discover ancient plague rituals to spread Lolth’s Gift Infiltrate city guard to facilitate plague outbreaks Capture and experiment on plague victims Steal artifacts needed for plague resurrection ritual Sabotage efforts to cure or contain the plague Spread propaganda to convert more followers Assassinate leaders who stand in the way of the plague Invade and conquer uninfected territories Eliminate rival cults vying for Lolth’s favor Offer sacrifices to appease Lolth and hasten her return 44 FACTIONS - THE BENEFACTORS


T Magical Academies he Academies were founded over a thousand years ago by a group of powerful and knowledgeable mages who sought to create a place where magic could be studied and taught safely and responsibly. They believed that by fostering a love of knowledge and a desire to understand the underlying principles of magic, they could help prevent the misuse and abuse of magical power. Goals The primary goal of The Academies is to promote the study and understanding of magic. They strive to provide a safe and inclusive environment where people of all races and backgrounds can learn and grow as mages. In addition to their focus on education, The Academies also work to promote the responsible use of magic and to prevent its abuse. They believe that by teaching their students to respect the power of magic and to use it ethically, they can help create a safer and more harmonious world. Common Races The Academies are open to anyone who is willing to put in the time and effort to study magic, regardless of their race. However, it is common to find a higher proportion of Elves among the student body and faculty, as Elves have a natural affinity for magic and tend to live longer, allowing them to study and teach for longer periods of time. Appearance Each Academy has its own unique color scheme, which is featured heavily on the robes or uniforms worn by students and faculty. Many students and alumni wear their robes outside of school with pride, and it is not uncommon to see people wearing the robes of their Academy in public. Locations Over time, the Academies have grown and expanded, establishing branches in many cities Aurrekoa. Today, there are nine Academies in total, each with its own unique focus and specialty. Location Academy Color Specialty Sæflod Harpy’s Bluff Blue Chronomancy Earsling Cloudarry Purple Illusion Anfloga Dawnsoul Academy Orange Transmutation Hleahtor Cinderpaw Hill Red Evocation Eorpæla The White Vine White Divination Location Academy Color Specialty Elracliff Institute of Magic Grey Abjuration Ealdor-Bana Enchanted Halls Yellow Enchantment Comfeorm Serpent’s Point Green Conjuration Selfæta Gloomgate College Black Necromancy Teachers & Headmasters Each academy will have eight teachers, one for each core school of magic and a headmaster. Teachers and Headmasters will often be Elves due to their long lifespan and natural affinity to magic. The teachers for each school may change over time but the headmaster’s will usually maintain their position for close to a millenium. Academy Headmaster Harpy’s Bluff Cresent O’luneander Cloudarry Wysafina Bronzesmile Dawnsoul Academy Sarfir Stoneshadow Cinderpaw Hill Ravavaris Goldflow The White Vine Phifina Ambermind Institute of Magic Fengeiros Boldwatcher Enchanted Halls Magthana Stargift Serpent’s Point Elzeira of Sharq Gloomgate College Shalana of Neye Velt Rules Magic must be used ethically and responsibly Respect the power of magic Do not misuse or abuse magic Seek knowledge and understanding of magic Promote the safe and responsible use of magic Follow the code of conduct of The Academies Do not reveal Academy secrets to outsiders Protect the safety and wellbeing of others Use magic for the greater good Do not use magic for personal gain or gain of others 45 FACTIONS - MAGIC ACADEMIES


Joining the Guild! To join one of The Academies, interested individuals must first pass an entrance exam. This exam is designed to test the applicant’s magical aptitude and ability to learn. The exam may vary from Academy to Academy, but it typically includes both written and practical components. Once an applicant has passed the entrance exam, they will be accepted into the Academy and will begin their studies as a novice. Novices are expected to adhere to the rules and regulations of the Academy, and they must complete their studies in order to advance to the next level. Ranks & Rewards The Academies may offer rewards or bonuses to students who excel in their studies or who make significant contributions to the Academy. These rewards could take the form of gold or magical items. Some possible rewards include: Level Rank Name Reward 1-2 1 Novice Bottle of Boundless Coffee 3-4 2 Apprentice Robe of Useful Items 5-6 3 Adept Metamagic or Eldritch Adept Feat 7-8 4 Journeyman Bag of Holding 9-10 5 Master Goggles of Object Reading 11-12 6 Grand Master Professor Orb 13-14 7 Arch Mage Ring of Spell Storing 15-16 8 Sage Crystal Ball 17-18 9 Prodigy Eldritch Staff 19-20 10 Mythic Robe of the Archmagi Guild Quests The Academies are primarily focused on education and the study of magic, so they are not typically involved in quests or other adventures in the same way that other guilds might be. However, they may occasionally sponsor research expeditions or other projects that involve the use of magic in some way. These projects could potentially take the form of quests, but they would be focused on furthering the knowledge and understanding of magic rather than on achieving some specific goal or defeating a specific enemy. Some possible quest hooks may be: Investigate reports of illegal magic use Retrieve stolen magical artifacts Assist with a research project related to magic Investigate a magical disturbance or anomaly Assist with the containment of a magical beast Protect The Academies from external threats Investigate a potential magical threat to the city Assist with the training of new mages Help to prevent the misuse or abuse of magic Assist with the resolution of a magical crisis 46 FACTIONS - MAGIC ACADEMIES e k a t e rin a b u r m a k


T City Guard he City Guard has a long history dating back to the early days of city-states and kingdoms. The first City Guards were created to protect the citizens of a city from external threats such as bandits, monsters, and rival cities. Over time, the role of the City Guard has evolved to include maintaining order within the city, enforcing laws, and ensuring the safety of the people. Goals The primary goal of the City Guard is to maintain order and safety within the city. This includes responding to emergencies, patrolling the streets, and enforcing the laws of the city. The City Guard also works to prevent crime and protect the citizens from harm. In addition, the City Guard may be called upon to defend the city from external threats or to assist in times of natural disaster. Common Races The City Guard of any given city will usually reflect its most populous race, with rare exception. Appearance City Guard members are easily identifiable by their uniforms, which consist of a tunic with the city’s symbol emblazoned on the chest, along with a helmet and other protective gear. The tunic and helmet are typically made of a sturdy, durable material, such as leather or metal, and are designed to withstand the rigors of the job. In addition, City Guard members often carry a shield and a variety of weapons, depending on their rank and assignment. Headquarters The City Guard has a central headquarters located in the heart of the city. This is where the City Guard Captain and other high-ranking officials have their offices, and where important meetings and decisions are made. The headquarters is also home to a training facility, where new recruits are taught the skills and knowledge they need to become effective guards. Other Locations In addition to the central headquarters, the City Guard has a number of other locations throughout the city. These include watchtowers, which are used to keep a lookout for any potential threats or problems, and barracks, where City Guard members live and work. The City Guard also maintains a large jail house, where criminals are held until they can be brought to trial. Towns and villages may also hire the City Guard from the closest city to provide protection and maintain order. Religion & Worship While individual City Guard members are free to worship whichever deity they choose, the City Guard as an organization often encourages its members to pray to Helm, The Vigilant One. Helm is the god of protection and vigilance, and is seen as a fitting patron for those who serve as guards. City Guard members are typically expected to pray to Helm at least once per day, in order to seek his guidance and protection. Other Guilds The City Guard has a complex network of relationships with other guilds and organizations within the city. It often works closely with the local Guild of Emissaries, protecting them from robbery. The City Guard also has a good working relationship with the city’s merchants, as it helps to keep their businesses safe and secure. However, the City Guard may sometimes come into conflict with other guilds, such as the Adventurer’s Guild, if their actions cause problems or disrupt the peace of the city. Laws The City Guard is responsible for enforcing the laws of the city, which may vary from one place to another. Some common laws that are often enforced by the City Guard include: 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 47 FACTIONS - CITY GUARD


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