Joining the Guild! To join the City Guard, an individual must meet certain requirements set by the city. These requirements may include physical and mental aptitude tests, a clean criminal record, and a commitment to upholding the laws of the city. Ranks & Rewards The rewards for each rank in the City Guard would likely vary depending on the specific goals and priorities of the local guild. Members of the City Guard 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 Recruit Armor of Gleaming 3-4 2 Patrol Horn of Silent Alarm 5-6 3 Watchman Sentinel or Alert Feat 7-8 4 Sentry Sentinel Shield 9-10 5 Guard Dimensional Shackles 11-12 6 Knight Badge of the Watch 13-14 7 Sentinel Weapon of +2 15-16 8 Protector Watchful Helm 17-18 9 Captain Animated Shield 19-20 10 Commander Defender Guild Quests The City Guard guild would be primarily focused on quests related to maintaining law and order within the city and protecting the citizens from external threats. Some specific types of quests that the City Guard might undertake might include: Track down a dangerous criminal Investigate a string of burglaries Defend the city from a monstrous invasion Escort a convoy through dangerous territory Capture a notorious criminal Search for a missing person Prevent a political assassination Investigate illegal activity in the city Defend the city from a rival attack Uncover a conspiracy to overthrow the government 48 FACTIONS - CITY GUARD win d m a k e r
T The Bardic Schools he Bardic Schools are a network of academies dedicated to the study and mastery of music, storytelling, and performance. They are located in major elven cities throughout the world and are renowned for their rigorous training and the exceptional talent of their graduates. Goals The primary goal of the Bardic Schools is to nurture and develop the artistic talents of their students and to promote the art of music and storytelling as a means of expression and cultural exchange. They also seek to preserve and protect the rich history and traditions of elven culture through their teachings. Common Races The Bardic Schools are primarily attended by elves, who have a natural affinity for music and performance. However, students of other races may also be accepted if they demonstrate a passion for the arts and a dedication to their studies. Appearance Students at the Bardic Schools are required to wear a uniform consisting of a black tunic with silver trim and a silver locket bearing the symbol of the school. The uniform is worn with pride as a symbol of the student’s commitment to their studies. Headquarters Each Bardic School has its own headquarters, typically located in a grand hall or theater in the city where it is located. These headquarters are home to the school’s faculty and staff, as well as to its students during the academic year. Other Locations The Bardic Schools have a presence in major elven cities throughout the world, with each school operating independently under the guidance of a Dean. The schools are known for their fierce rivalries and compete against one another in annual music competitions and performances. The winning school is awarded the prestigious “Golden Lyre” trophy, which is considered a great honor within the bardic community. Religion & Worship The Bardic Schools do not have a unified religion or deity that they worship. However, many students and faculty members do follow the elven pantheon and may incorporate elements of their faith into their art and performances. Current Dean The current Dean of the Bardic Schools is a renowned bard named Elora Silverstring, who has dedicated her life to the preservation and promotion of elven culture through music and storytelling. She is a skilled performer and a respected leader within the bardic community. Other Guilds The Bardic Schools have a cordial relationship with other guilds and organizations that promote the arts and cultural exchange. They often collaborate with these groups on projects and events, and are known for their support of up-and-coming artists. Rules Seek knowledge through the arts Preserve elven culture and traditions Use the arts to promote understanding Honor mentors and elders Do not hoard knowledge Do not misuse the power of knowledge Use talents for the greater good Seek to understand others Improve and expand knowledge and skills Do not bring shame to the Bardic Schools 49 FACTIONS - BARDIC SCHOOLS thi e v e s r e f u g e
T Joining the Guild o join the Bardic Schools, an individual must demonstrate exceptional talent in music, storytelling, or performance. This may include performing for a panel of judges or presenting a portfolio of work. In addition, an applicant must be able to commit to the rigors of the program and meet the academic and artistic requirements of the school. Ranks & Rewards The Bardic Schools have a tiered ranking system based on the progress and achievement of their students. As students advance through the ranks, they may receive additional privileges and opportunities within the guild, as well as recognition and respect within the wider bardic community. Some potential rewards for each rank might include: Level Rank Name Reward 1-2 1 Apprentice Instrument of Illusions 3-4 2 Novice Cloak of Many Fashions 5-6 3 Adept Actor or Lucky Feat 7-8 4 Journeyman Eyes of Charming 9-10 5 Master Hat of Disguise 11-12 6 Grandmaster Lyre of Building 13-14 7 Lorekeeper Staff of Charming 15-16 8 Archivist Wheel of Stars 17-18 9 High Bard Dancing Sword 19-20 10 Master of Lore Ollamh Harp Guild Quests The Bardic Schools may offer quests or assignments to their students and members as a way to encourage them to hone their skills and explore new creative avenues. These quests could take many forms, such as: Retrieve a stolen artifact of elven history Discover the lost lyrics of a legendary bard Uncover the mystery behind a cursed song Unite the bardic schools in a performance of peace Find a rare and ancient musical instrument Defend the Bardic Schools from a rival guild Create a new epic tale of elven heroics Perform at a royal court to secure funding for the schools Track down a notorious thief who has stolen a bardic relic Compose a new epic tale to honor a fallen hero 50 FACTIONS - BARDIC SCHOOLS c lin t c e a r l e y
T The Sea Dogs he Sea Dogs are a guild of pirates who roam the seas in search of adventure and treasure. They are known for their bold and reckless nature, as well as their fearlessness in the face of danger. Goals The primary goal of the Sea Dogs is to acquire wealth and power through any means necessary. This may involve plundering ships and towns, negotiating with merchants and rulers, or even engaging in more nefarious activities such as smuggling and piracy. Common Races The Sea Dogs are made up of a diverse range of races, including humans, dwarves, halflings, and even a few members of more exotic races such as tieflings and dragonborn. What unites them is their love of the sea and their thirst for adventure. Appearance Sea Dogs are known for their distinctive style, which often includes tattoos, piercings, and other forms of body modification. They also often wear clothing that is practical and durable for life at sea, such as leather jerkins and boots. Headquarters The Sea Dogs do not have a permanent headquarters, as they are always on the move. Instead, they operate out of a fleet of ships that are equipped with everything they need to live and work at sea. Other Locations The Sea Dogs can be found in any part of the world where there is water, although they are most commonly found in the warmer climes of the southern seas. They are known for their ability to navigate even the most treacherous of waters and for their familiarity with the hidden coves and inlets that dot the coastline. Religion & Worship The Sea Dogs are a secular guild and do not follow any particular deity or religion. They are free to worship as they please and many members pay homage to the gods of the sea or of luck and fortune. Current Guild Master The current Grand Admiral of the Sea Dogs is a ruthless and cunning halfling named Captain Redbeard. He is a skilled navigator and a master tactician, and he is feared and respected by both his crew and his enemies. Other Guilds The Sea Dogs have a tumultuous relationship with other guilds, as they often come into conflict with merchants, traders, and other groups who have an interest in the seas. They are also known to have rivalries with other pirate guilds and are not above attacking and plundering their ships. Laws The Sea Dogs have a set of rules that all members are required to follow. Some of the key laws of the guild include: No mercy for those who cross us Loot and plunder to your heart’s desire Respect the authority of the captain Share all treasure equally among the crew Obey the code of the pirates Never reveal the location of our hideout Do not engage in unnecessary violence Do not betray the crew or the guild Honor the gods of the sea and luck Do not bring shame to the pirate way 51 FACTIONS - THE SEA DOGS thi e v e s r e f u g e
Joining the Guild! To join the Sea Dogs, an individual must demonstrate their bravery and loyalty to the guild. This may involve completing a series of challenges or tasks set by the current members, or proving their worth in battle. In addition, an applicant must be able to adapt to the harsh and dangerous lifestyle of a pirate, and be willing to follow the laws and traditions of the guild. Ranks & Rewards The Sea Dogs have a hierarchical ranking system, with each member’s rank determined by their skills, accomplishments, and reputation within the guild. As members advance through the ranks, they may receive additional privileges and opportunities, as well as a share of the loot and treasure that is acquired on raids and expeditions. Some potential rewards for each rank might include: Level Rank Name Reward 1-2 1 Deckhand Cartographer’s Tools 3-4 2 Swabbie Cartographer’s Map Case 5-6 3 Boatswain Spyglass of Clairvoyance 7-8 4 Quartermaster Elder Cartographer’s Glossography 9-10 5 First Mate Helm of Underwater Action 11-12 6 Captain Folding Boat 13-14 7 Admiral Hook of Fisher’s Delight 15-16 8 Commodore Weapon of +3 17-18 9 Lord Admiral Conch of Teleportation 19-20 10 Grand Admiral Wave Guild Quests The Sea Dogs are always on the lookout for new adventures and opportunities for plunder. Some specific types of quests that the guild might undertake might include: Find the lost treasure of Captain Redbeard Sink the ship of a rival pirate guild Negotiate with a wealthy merchant for loot Escape from a tropical island prison Steal the plans for a new naval weapon Rescue a captured crew member from pirates Seek revenge on a traitorous former crewmate Capture a ship full of valuable cargo Defend the guild’s hideout from naval attack Find the source of a mysterious ghost ship 52 FACTIONS - THE SEA DOGS a n n a d e l cin c o
T The Gunsmiths Guild he Gunsmiths are a skilled guild of artificers and sharpshooters. They specialize in the creation of both alchemical firearms and traditional firearms, and are highly respected for their expertise in these fields. The profession of gunsmithing is relatively new, and the Gunsmiths Guild is not yet very widespread. Goals The main goal of the Gunsmiths is to continue honing their craft and producing the finest firearms in the world. They are constantly seeking to improve their techniques and develop new and innovative designs. Common Races The Gunsmiths are mostly made up of gnomes and dwarves. These two races are known for their skill in crafting and engineering, and many of them are drawn to the profession of gunsmithing. Appearance Members of the Gunsmiths Guild are typically dressed in practical and durable clothing, such as leather aprons and work boots. They are often adorned with tools and implements that are used in their trade, such as hammers, chisels, and screwdrivers. Headquarters The headquarters of the Gunsmiths is located in the city of Ironforge. This city is known for its thriving blacksmithing and engineering industries, and is a natural hub for the Gunsmiths Guild. Other Locations The Gunsmiths Guild is not yet very widespread, and currently only has a central headquarters in Ironforge. However, they are seeking to expand their presence and establish outposts in other cities in the future. Current Guild Master The current Guild Master of the Gunsmiths Guild is Grenda Ironrack, a skilled gunsmith and master craftsman who has been with the guild for over 50 years. Grenda is highly respected by the members of the guild, and is known for her fair and just leadership. Other Guilds The Gunsmiths have good relationships with many other guilds, particularly those that are focused on crafting and engineering. However, their profession is somewhat controversial, and they are often viewed with suspicion by those who do not understand the value of their work. Laws The Gunsmiths Guild has a set of laws and regulations that govern the behavior and conduct of its members. These laws are designed to ensure the integrity and reputation of the guild, and to protect the interests of its members. Some of the key laws of the guild include: Prioritize the quality of work above all Respect the laws of the land Obey the Guild Master and guild laws Never betray the Gunsmiths Guild Share knowledge and techniques with guildmates Maintain strict confidentiality of client work Defend the reputation and interests of the guild Do not create or sell illegal firearms Use firearms responsibly and safely Respect the gods of crafting and engineering 53 FACTIONS - THE GUNSMITHS l o o t t a v e r n
Joining the Guild! To join the Gunsmiths Guild, an individual must demonstrate exceptional skill and knowledge in the art of gunsmithing. This may include completing an apprenticeship or other training program, or passing a rigorous assessment of their skills and knowledge. Ranks & Rewards The Gunsmiths Guild has a tiered ranking system based on the progress and achievement of its members. As members advance through the ranks, they may receive additional privileges and opportunities within the guild, as well as recognition and respect within the wider firearms community. Some potential rewards for each rank might include: Level Rank Name Reward 1-3 1 Apprentice Alchemical Revolver 4-8 2 Journeyman Firearm Specialist or Gunner Feat 9-13 3 Master Alchemical Blunderbuss 14-18 4 Senior Master Alchemical Sniper Rifle 19-20 5 Grandmaster Arcane Cannon Guild Quests The Gunsmiths Guild may offer quests or assignments to its members as a way to encourage them to hone their skills and explore new techniques and technologies. These quests could take many forms, such as: Create custom firearm for wealthy patron Repair ancient magical gun for adventurer Steal rival guild’s secret gun designs Hunt down and destroy malfunctioning guns Infiltrate enemy faction to sabotage guns Create a new type of alchemical ammo Test and evaluate new gun prototype Sell illegal guns to underground market Defend gunsmith workshop from thieves Investigate strange gun-related accidents 54 FACTIONS - THE GUNSMITHS l y z d y
T The Outcasts he Outcasts are a guild of ex-cons and prison escapees. They were formed by a group of prisoners who were fed up with the harsh and unfair conditions of the prison system. They banded together and rose up against their guards, taking control of a large prison in Borrowkatu. Since then, the Outcasts have grown in size and power, and now have supporters in many other prisons around the world. Goals The main goal of the Outcasts is to seek revenge against the upper echelon of society. They believe that the wealthy and powerful have wronged them, and want to take back what they feel is rightfully theirs. In addition to this, the Outcasts also seek to help their fellow excons and prison escapees, and provide them with a sense of community and support. Common Races The Outcasts are made up of various races, but there are a lot of half-orcs among their ranks. Half-orcs are often discriminated against and marginalized in society, and many of them feel a sense of solidarity with the Outcasts and their quest for revenge. Appearance The Outcasts are easily recognizable by their numerous tattoos, which are used as a symbol of rank within the guild. The more tattoos a member has, the higher their rank is within the organization. The Outcasts also often wear tattered clothing, and many of them have scars from their time in prison. Headquarters The headquarters of the Outcasts is a large prison in Borrokatu that they took control of after rising up against the guards. This prison serves as the hub of the organization, and is where the Guild Master, Rayne, resides. Other Locations In addition to their headquarters, the Outcasts also have members in many other prisons around the world, with the goal of liberating the imprisoned and fortifying the prison for their own use. These members are led by criminal leaders who are chosen by Rayne and serve as the local leaders of the Outcasts. Religion & Worship The Outcasts worship Beshaba, Lady of Misfortune. They believe that Beshaba is the deity of revenge, and that she will help them in their quest to bring down the wealthy and powerful. Current Guild Master The current Guild Master of the Outcasts is Rayne, a former prisoner who wants revenge against the upper echelon of society. Rayne is a charismatic and cunning leader, and has managed to rally many ex-cons and prison escapees to the cause of the Outcasts. Other Guilds The Outcasts have a strained relationship with many other guilds. Because of their focus on revenge and their criminal pasts, they are often seen as dangerous and untrustworthy by other organizations. However, they do have some allies among the criminal underworld, who share their desire to bring down the wealthy and powerful. Laws The Outcasts have a set of rules that all members are required to follow. Some of the key laws of the guild include: Always put fellow members first Never harm innocent people Obey Guild Master and Beshaba Never betray the Outcasts Share profits equally with guild Respect the rights of others Defend Outcast strongholds at all costs Do not engage in unnecessary violence Seek redemption for past wrongs Pay respects to Beshaba regularly 55 FACTIONS - THE OUTCASTS
Joining the Guild! To join the Outcasts, one must prove their loyalty and willingness to fight for the cause. This is typically done through a series of trials and tests, which are overseen by the Guild Master and other high-ranking members of the guild. Once an individual has been accepted into the guild, they will be expected to adhere to the guild’s laws and rules and to contribute to the guild’s activities and goals in any way they can. Ranks & Rewards The Outcasts have a loose ranking system that is based on contribution and dedication to the guild’s goals. Members who have shown exceptional skill or commitment may be recognized by the guild master and given additional responsibilities or privileges. The Outcasts offer their members a variety of rewards and benefits for their service to the guild. These may include: Level Rank Name Reward 1-2 1 Fresh Meat Illuminator’s Tattoo 3-4 2 Fugitive Masquerade Tattoo 5-6 3 Outlaw Coiling Grasp Tattoo 7-8 4 Desperado Eldritch Claw Tattoo 9-10 5 Cutthroat Shadowfell Brand Tattoo 11-12 6 Scoundrel Barrier Tattoo (Rare) 13-14 7 Con Artist Absorbing Tattoo 15-16 8 Criminal Ghost Step Tattoo 17-18 9 Outcast Lifewell Tattoo 19-20 10 Mastermind Blood Fury Tattoo Guild Quests The Outcasts may offer quests or assignments to their members as a way to further the guild’s goals and to provide opportunities for their members to make a difference. These quests could take many forms, such as: Break into high-security prison to free ally Steal valuable artifact from wealthy noble Assassinate corrupt government official Rob bank to fund Outcasts’ efforts Infiltrate rival criminal organization Rescue kidnapped member from wealthy abductor Sabotage rival guild’s plans for revenge Retrieve stolen documents exposing corruption Fight off rival guild’s attack on Outcast stronghold Capture and interrogate informant for information 56 FACTIONS - THE OUTCASTS b r o u t e f oin
T The Ovlazod Clan he Ovlazod Clan is a group of Hobgoblin samurai who are dedicated to the extermination of all orcs. They have been hunting orcs on Hurrengoa since before the arrival of humans, and they believe that orcs are a brutal and savage race that pose a threat to the peace and stability of the world. The Ovlazod Clan has made it their mission to rid the world of this threat. Goals The primary goal of the Ovlazod Clan is to kill every orc in Cailraon. They believe that orcs are a cancer that must be cut out in order to ensure the safety and prosperity of the world. To this end, the Ovlazod Clan has dedicated itself to tracking down and killing any and all orcs that it comes across. Common Races The Ovlazod Clan is made up primarily of Hobgoblin samurai and Goblin warriors. However, members of other races may also be accepted into the clan if they demonstrate a willingness to uphold the Ovlazod Clan’s code of conduct and show proficiency in combat. Appearance Ovlazod Clan members are easily recognized by their distinctive red armor and weapons, which are infused with the essence of the sun. They believe that the power of the sun is anathema to orcs, and that it will help them in their quest to exterminate this race. In addition to their armor and weapons, Ovlazod Clan members often wear a golden medallion with the symbol of the sun on it as a symbol of their devotion to their cause. Headquarters The Ovlazod Clan is headquartered in the snowy city of Ehiztari, located off the coast of Galadrim. This city serves as the base of operations for the clan, and is where new recruits are trained and where the clan’s leaders meet to discuss strategy and plan their hunts. Other Locations The Ovlazod Clan has outposts in various locations around the world, each of which is overseen by a leader chosen by the clan master. These leaders are responsible for coordinating the activities of the Samurai Guild in their respective regions and for reporting back to the guild master on the status of their hunts. Religion & Worship The Ovlazod Clan worships Maglubiyet, the Battle Lord, as their patron deity. They believe that Maglubiyet has granted them the strength and determination to pursue their quest to exterminate the orcish race. Ovlazod Clan members often pray to Maglubiyet before embarking on a hunt, and they offer up the heads of their slain enemies as a sign of their devotion. Current Clan Master The current Clan Master of the Ovlazod Clan is Rhordol The Beast, a fierce and skilled Hobgoblin samurai. Rhordol is a seasoned warrior with years of experience in the art of the sword, and he is respected and feared by both the Ovlazod Clan and their enemies. Other Guilds The Ovlazod Clan has a strained relationship with many other guilds. Because of their focus on orc hunting and their militarized nature, they are often seen as aggressive and violent by other organizations. However, they do have some allies among the hobgoblin communities, who share their hatred of orcs and appreciate the protection provided by the Ovlazod Clan. Laws The Ovlazod Clan has a strict code of conduct that all members are required to follow. Some of the key laws of the clan include: Exterminate all orcs, no exceptions Never harm innocent people Obey Clan Master and Maglubiyet Defend hobgoblin communities Respect the rights of others Defend Ovlazod Clan strongholds at all costs Honor clan traditions and customs Pay respects to Maglubiyet regularly 57 FACTIONS - THE OVLAZOD CLAN
Joining the Guild! To join the Ovlazod Clan, an individual must demonstrate exceptional skill in combat and a willingness to dedicate themselves to the clan’s goals. This may involve participating in a trial by combat or presenting a portfolio of their battle experience. Once accepted into the clan, new members must swear an oath of loyalty to the clan and to its code of conduct. They will then be trained in the ways of the samurai and will be expected to adhere to the clan’s laws and rules at all times. Ranks & Rewards The Ovlazod Clan has a hierarchical ranking system that is based on skill and achievement in battle. As members advance through the ranks, they may be given additional responsibilities and privileges within the clan, as well as recognition and respect within the wider hobgoblin community. Some potential rewards for each rank might include: Level Rank Name Reward 1-2 1 Initiate Horn of Silent Alarm 3-4 2 Hunter Adamantine Armor 5-6 3 Tracker Tough or Heavy Armor Master Feat 7-8 4 Scout Bracers of Archery 9-10 5 Sentry Weapon of Warning 11-12 6 Commander Gauntlets of Ogre Power 13-14 7 Guardian Helm of Teleportation 15-16 8 Elite Hunter Battle Standard of Infernal Power 17-18 9 Master Hunter Sword of Sharpness 19-20 10 Silvercoat Orcsplitter Clan Quests The Ovlazod Clan frequently embarks on quests or missions to hunt orcs and eliminate them from the world.. These quests could take many forms, such as: Capture and interrogate orc spy Destroy orc-infested village Assassinate orc warlord Defend hobgoblin village from orc raid Sneak into orc stronghold to gather intel Retrieve stolen hobgoblin artifact from orcs Rescue hobgoblin prisoners from orc captors Sabotage orc weapons shipment Locate and destroy orc hidden base Capture and bring in wanted orc criminal 58 FACTIONS - THE OVLAZOD CLAN c o n c e p t o p o lis
T The Ealdorian Army he Ealdorian Army is a highly trained and disciplined military force that serves the kingdom of Ealdor and protects its citizens from external threats. The army is made up of soldiers from all walks of life, and is known for its bravery, loyalty, and honor. Goals The primary goal of the Ealdorian Army is to defend the kingdom of Ealdor and its citizens from external threats. To this end, the army is charged with maintaining a strong and effective military presence on the borders of the kingdom, and with responding to any threats or attacks that may arise. Common Races The Ealdorian Army is made up of soldiers from all races, although humans and dwarves are the most common. Other races, such as elves and halflings, may also serve in the army, and are valued for their unique skills and abilities. Appearance Ealdorian Army soldiers are easily recognized by their distinctive uniforms, which consist of a red and gold tunic with black trousers and boots. They also often wear a helmet with a plume of feathers, and carry a shield and sword as their primary weapons. Headquarters The Ealdorian Army is headquartered near the capital city of Earsling, in a large castle that serves as the base of operations for the army. The castle is home to the army’s leadership, as well as a variety of training and support facilities. Other Locations The Ealdorian Army maintains a presence in various locations around the kingdom, including border towns and outposts, and has a network of fortifications and defenses to protect the kingdom from external threats. Religion & Worship The Ealdorian Army is a secular organization, and does not have an official religion or deity that it worships. However, many soldiers may choose to worship a deity of their own choosing, and the army does not discriminate based on religion. Current Guild Master The current Guild Master of the Ealdorian Army is Sir Gareth Ironfist, a seasoned warrior and military strategist who has served the kingdom for many years. Sir Gareth is highly respected by the soldiers of the army, and is known for his courage and leadership. Other Guilds The Ealdorian Army has strong relationships with other military and law enforcement organizations within the kingdom, including the Royal Guard and the City Watch. These relationships are based on mutual respect and cooperation, and are designed to promote the safety and security of the kingdom. Laws The Ealdorian Army has a strict code of conduct that all soldiers are required to follow. Some of the key laws of the army include: Obey all orders from superiors Protect the kingdom and its citizens Respect and honor the chain of command Maintain discipline and professionalism Do not engage in cowardice or treachery Do not abuse power or authority Treat all comrades with respect Follow all laws and regulations Serve with pride and honor Protect the kingdom 59 FACTIONS - THE EALDORIAN ARMY
T Joining the Faction! o join the Ealdorian Army, an individual must meet certain physical and mental requirements and pass a series of rigorous training and evaluation processes. This may include physical fitness tests, weapons training, and leadership development. Once an individual has been accepted into the army, they will be assigned to a unit and will be expected to serve their country with honor and dedication. Members of the Ealdorian Army are often rewarded with promotions, pay increases, and other benefits for their service. Ranks & Rewards The Ealdorian Army has a strict hierarchy of ranks, with higher ranks indicating more responsibility and authority. Soldiers may be promoted to higher ranks based on their performance, experience, and leadership abilities. The Ealdorian Army offers its soldiers a variety of rewards and benefits for their service, including pay increases, housing, education opportunities, and healthcare. Soldiers who distinguish themselves in combat or other situations may also receive medals or other accolades for their bravery and dedication. Level Rank Name Reward 1-2 1 Initiate Horn of Silent Alarm 3-4 2 Hunter Adamantine Armor 5-6 3 Tracker Tough or Heavy Armor Master Feat 7-8 4 Scout Bracers of Archery 9-10 5 Sentry Weapon of Warning 11-12 6 Commander Bracers of Defense 13-14 7 Guardian Horn of Blasting 15-16 8 Elite Hunter Battle Standard of Infernal Power 17-18 9 Master Hunter Spellguard Shield 19-20 10 Silvercoat Armor of Invulnerability Army Quests The Ealdorian Army frequently embarks on quests or missions to expand or protect their territory. These quests could take many forms, such as: Defend the kingdom from enemy invasion Safeguard trade routes from bandits Eliminate orc threat in the mountains Rescue kidnapped noble from enemy kingdom Retrieve stolen magical artifact from thieves Investigate strange occurrences in abandoned fortress Eradicate group of monsters terrorizing villages Assist in peace negotiations with neighboring kingdom Protect royal caravan from assassination attempt Search for missing reconnaissance team in enemy territory 60 FACTIONS - THE EALDORIAN ARMY m a xim v a sil e v
T The Tarantelian Army he Tarantelian Army is a military force composed of Dark Elves from the kingdom of Tarantel, located in the continent of Hurrengoa. The army is known for its dark and mysterious ways, and is rumored to be seeking to raise the deity Lolth from the dead in order to stop the spread of the deadly plague known as “Lolth’s Gift. ” Goals The primary goal of the Tarantelian Army is to stop the spread of the plague known as “Lolth’s Gift, ” which has decimated the Dark Elf population of Hurrengoa. To this end, the army is seeking to raise the deity Lolth from the dead, believing that her return will bring an end to the plague. Common Races The Tarantelian Army is composed primarily of Dark Elves, as these are the dominant race in the kingdom of Tarantel. However, other races may also serve in the army, provided they are willing to adhere to the army’s strict codes and rituals. Appearance Tarantelian Army soldiers are easily recognized by their distinctive black and purple uniforms, which are adorned with dark symbols and runes. They also wear masks to protect themselves from the plague, and carry a variety of dark magic-infused weapons and artifacts. Headquarters The Tarantelian Army is headquartered in the capital city of Tarantel, in a large fortress that serves as the base of operations for the army. The fortress is home to the army’s leadership, as well as a variety of training and support facilities. Other Locations The Tarantelian Army maintains a presence in various locations around the kingdom, including border towns and outposts, and has a network of fortifications and defenses to protect the kingdom from external threats. Religion & Worship The Tarantelian Army is a deeply religious organization, and worships the deity Lolth as the patron of the Dark Elves. The army believes that by raising Lolth from the dead, they can bring an end to the plague and restore the Dark Elf population to its former glory. Current Guild Master The current Guild Master of the Tarantelian Army is Lady Vashti, a powerful and ambitious Dark Elf who is determined to see Lolth resurrected. Lady Vashti is feared and respected by the soldiers of the army, and is known for her ruthless tactics and unwavering devotion to the cause. Other Guilds The Tarantelian Army has strained relationships with many other guilds and organizations, as its quest to raise Lolth from the dead is seen as controversial and dangerous by many. However, the army does have a strong alliance with the Dark Elf resistance groups that are also fighting against the Ealdorian Empire and the Highforged. Laws The Tarantelian Army has a strict code of conduct that all soldiers are required to follow. Some of the key laws of the army include: Worship of Lolth is mandatory Obey superiors without question No dissent or insubordination Protect the kingdom at all costs Follow orders without hesitation Loyalty to the army is absolute Plagued are to be quarantined Non-Drow Elves are second-class citizens Training is mandatory for all soldiers Disobedience will not be tolerated 61 FACTIONS - THE TARANTELIAN ARMY
Joining the Guild To join the Tarantelian Army, an individual must first demonstrate their loyalty to the kingdom of Tarantel and their devotion to the deity Lolth. This may involve participating in rituals or completing quests on behalf of the army. Once an individual has been accepted into the army, they will be expected to adhere to the army’s laws and codes and to contribute to the army’s goals and missions in any way they can. Ranks & Rewards The Tarantelian Army has a strict ranking system, with promotions and demotions based on merit and performance. Members who have shown exceptional skill or dedication may be recognized by the Guild Master and given additional responsibilities or privileges. The Tarantelian Army offers its members a variety of rewards and benefits for their service to the army. These may include: Level Rank Name Reward 1-2 1 Initiate Horn of Silent Alarm 3-4 2 Hunter Adamantine Armor 5-6 3 Tracker Tough or Heavy Armor Master Feat 7-8 4 Scout Bracers of Archery 9-10 5 Sentry Weapon of Warning 11-12 6 Commander Claws of the Umber Hulk 13-14 7 Guardian Scorpion Armor 15-16 8 Elite Hunter Battle Standard of Infernal Power 17-18 9 Master Hunter Cloak of Arachnida 19-20 10 Silvercoat Nightbringer Army Quests The Tarantelian Army frequently embarks on quests or missions to expand or protect their territory. These quests could take many forms, such as: Search for ancient artifacts to raise Lolth Destroy Ealdorian Empire outposts Defend against Highforged attacks Investigate rumors of plague cures Retrieve stolen plague antidotes Infiltrate enemy camps to gather intel Rescue captured Dark Elf resistance fighters Assassinate key Ealdorian figures Disrupt Highforged supply lines Sabotage Ealdorian plague research facilities 62 FACTIONS - THE TARANTELIAN ARMY w a rha m m e r f a n t a s y
i MAGIC ITEMS n this chapter, you will find a list of unique and powerful magic items that are specifically designed for use in the world of Cailraon. These items have been crafted by skilled artisans and imbued with ancient magical powers. Some are relics of a bygone age, while others are the product of more recent discoveries. Alchemical Firearms Here is an example of the effects and cost of various types of alchemical flasks for Alchemical Firearms: Flask Cost (gp) Damage Bonus Effect Saving Throw Fire 25 Fire Set on fire CON (DC 11) Poison 25 Poison Poisoned CON (DC 9) Ice 25 Cold Paralyzed CON (DC 10) Shock 25 Lightning Stunned CON (DC 11) Acid 75 Acid Ongoing Damage DEX (DC 12) Necrotic 100 Necrotic Half speed CON (DC 13) Radiant 200 Radiant Blinded CON (DC 14) Force 200 Force Knocked prone STR (DC 15) Additionally, as an action, the user can reload the Alchemical Firearm with one new alchemical flask. Alchemical Blunderbuss Wondrous item, very rare This heavy, brass-plated firearm is adorned with intricate engravings and glowing alchemical runes. It is capable of firing a variety of alchemical flasks, each imbued with a different magical effect. The Alchemical Blunderbuss has a range of 30 feet and can be used to make a single ranged attack dealing 2d6 damage. When making an attack with the Alchemical Blunderbuss, the user can choose one of the alchemical flask types to determine the damage type. Alchemical Revolver Wondrous item, rare This sleek, brass-plated revolver is adorned with glowing alchemical runes and a rotating chamber that holds six alchemical flasks. It is capable of firing a variety of alchemical flasks, each imbued with a different magical effect. The Alchemical Revolver has a range of 60 feet and can be used to make a single ranged attack dealing 1d6 damage. When making an attack with the Alchemical Revolver, the user can choose one of the alchemical flask types to determine the damage type. After using the Alchemical Revolver, the user must use their bonus action to rotate the chamber to the next flask. Alchemical Sniper Rifle Wondrous item, very rare This sleek, silver-plated rifle is adorned with intricate engravings and glowing alchemical runes. It is capable of firing a single powerful alchemical flask with incredible accuracy, each imbued with a different magical effect. The Alchemical Sniper Rifle has a range of 500 feet and can be used to make a single ranged attack dealing 2d12 damage. When making an attack with the Alchemical Sniper Rifle, the user can choose one of the alchemical flask types to determine the damage type. 63 MAGIC ITEMS s a m y u k tha m a nik a n d a n
Archdevil’s Temptation Wondrous item, very rare (requires attunement by a creature with a Charisma score of at least 15) This small, intricately carved figurine depicts a powerful archdevil, its wings spread wide and a sly grin on its face. The figurine is made of a dark, shimmering material that seems to absorb light. While attuned to the Archdevil’s Temptation, the user gains advantage on Charisma (Intimidation) and Charisma (Persuasion) checks when interacting with fiends. The figurine also has the ability to cast the confusion spell once per day, affecting all creatures within a 30-foot radius of the user. Curse: The Archdevil’s Temptation is cursed, and cannot be removed from the user’s possession once attuned. The user becomes increasingly susceptible to the influence of fiends, and must make a DC 15 Wisdom saving throw whenever they are confronted with the opportunity to commit an evil act. If the saving throw fails, the user must succumb to the temptation and commit the act. The Assassin’s Blade Weapon (dagger), rare (requires attunement by a creature with proficiency in the Stealth skill) This slender, curved dagger has a blade that seems to shimmer and change color depending on the angle at which it is viewed. The hilt is adorned with intricate symbols and markings, and the blade is sharp enough to cut through most materials with ease. While attuned to the Assassin’s Dagger, the user gains a +1 bonus to attack and damage rolls with the dagger, and has advantage on Dexterity (Stealth) checks made to hide the dagger on their person. The dagger also has the ability to cast the pass without trace spell once per day, allowing the user to move through an area without leaving any tracks or traces behind. Cape of the Crimson Storm Wondrous item, very rare This vibrant red cape is made of a soft, flowing fabric that seems to almost have a life of its own. It is adorned with gold trim and a clasp in the shape of a golden dragon’s head. When worn, the Cape of the Crimson Storm grants the wearer the ability to fly at a speed of 60 feet for up to 10 minutes per day, which must be used in 1-minute increments. The cape also allows the wearer to control the direction and intensity of the wind within a 100-foot radius, as if using the gust of wind spell. This ability can be used a number of times equal to the wearer’s proficiency bonus, and replenishes at the end of a long rest. Eldritch Pistol Wondrous item, very rare (requires attunement) This wooden pistol is adorned with glowing eldritch runes that seem to shift and change with each passing moment. It is said to have been created by a powerful warlock. While attuned to the Eldritch Revolver, the user gains the ability to cast the eldritch blast cantrip at will from the revolver. Additionally, the user can choose to expend a charge to imbue their eldritch blast with one of the following effects: Annihilating Blast: The eldritch blast explodes upon impact, dealing an additional 2d10 force damage to the target and all creatures within a 10-foot radius. Enfeebling Blast: The eldritch blast saps the strength of the target, causing them to have disadvantage on attack rolls until the end of their next turn. Frightening Blast: The eldritch blast unleashes a burst of terror, causing the target to become frightened until the end of their next turn. Necrotic Blast: The eldritch blast drains the life force of the target, dealing an additional 2d10 necrotic damage and healing the user for an equal amount. The Eldritch Revolver has 6 charges, and regains 1d6 charges at dawn. 64 MAGIC ITEMS f e r a l b o r n t r a din g
Emissary Amulet Wondrous item, rare (requires attunement) This golden amulet is in the shape of a stylized sun, with rays emanating out from the center. It is set with a single, large ruby in the center. The Emissary Amulet grants the wearer the ability to communicate with any intelligent creature, as if using the tongues spell. The amulet also allows the wearer to cast the comprehend languages spell at will. Skull of the Wild Hunt Wondrous item, rare (requires attunement) This deer skull is carved out to be worn as a mask. It is intricately engraved with symbols of the natural world, and the eye sockets seem to glow with a faint, green light. The Skull of the Wild Hunt grants the wearer the ability to cast the conjure animals spell once per day, summoning 4d4 deer. These deer are loyal to the wearer and will follow their commands for 1 hour before disappearing. The skull also grants the wearer advantage on all Wisdom (Survival) checks made in the wilderness. To attune to the Skull of the Wild Hunt, the wearer must spend at least 24 hours in the wilderness with the skull in their possession, and perform a ritual to appease the spirits of the wild. This ritual involves offering a sacrifice of a live deer to the skull, and reciting a prayer to the spirits of nature in the presence of the skull. Mask of the Ettercap Wondrous item, rare (requires attunement) The Mask of the Ettercap is made of a dark, oily-looking material that seems to shift and writhe in the light. It is shaped like the face of an ettercap, with two large mandibles extending from either side of the mouth. While attuned to the Mask of the Ettercap, the wearer is immune to the Etterpox disease, gains darkvision up to 120 feet and gains a climb speed of 15 feet, allowing the wearer to climb on walls and cielings. Additionally, ettercaps must succeed on a DC 15 Wisdom Saving Throw or believe the wearer is an ettercap. Curse: If the wearer continues to wear the mask for 24 hours it will become attached to their face, transforming into an ettercap in 1d8 days. This effect can be removed with a remove curse spell or similar effect, but if the transformation is complete, only a wish spell can remove the effect. Fiendish Chess Set Wondrous item, very rare (requires attunement) This intricately carved chess set is made of black and red marble, with each piece depicting a different devilish figure. The board itself is made of a glossy, black stone, and the edges are adorned with silver inlaid with dark gems. The Fiendish Chess Set allows the ownerr to challenge a willing creature to a game of chess, with the stakes being their soul. If the owner wins, the creature’s soul becomes trapped in the chess set and can be used to power the set’s abilities. If the creature wins, the owner’s soul becomes trapped instead. The set has a number of abilities that can be used, each requiring the soul of a specific type of creature to activate. These abilities include: Telekinesis: Using the soul of an intelligent creature, the wearer can cast the telekinesis spell at will. Shapechange: Using the soul of a shapechanger, the wearer can cast the shapechange spell once per day. Control Undead: Using the soul of an undead creature, the wearer can command undead within a 60-foot radius as if using the animate dead spell. Eldritch Blast: Using the soul of a demon or fiend, the wearer can cast the eldritch blast spell at will. To attune to the Fiendish Chess Set, the wearer must successfully win a game of chess against a creature, trapping their soul in the set. The abilities of the Fiendish Chess Set can be used a number of times equal to the wearer’s proficiency bonus, and replenish at the end of a long rest. The set does not need to be recharged in any other way. ” 65 MAGIC ITEMS
The Mask of the Werewolf Wondrous item, very rare (requires attunement) This intricately carved wooden mask is shaped like a wolf’s head, with sharp teeth and glowing eyes. The mask is adorned with intricate symbols and markings, and seems to pulse with a faint, otherworldly energy. While attuned to the Mask of the Werewolf, the user can expend a charge to transform into a werewolf at will. In werewolf form, the user gains a +2 bonus to Strength, a +1 bonus to AC, and darkvision up to 60 feet. If the user of the Mask of the Werewolf successfully kills a creature while in werewolf form, the mask regains 1d4 charges. The Mask of the Werewolf has 3 charges and regains 1d4 expended charges at dawn. The Scholar’s Cap Wondrous item, rare (requires attunement by a creature with an Intelligence score of at least 13.) This plain, woolen cap appears unremarkable at first glance. However, upon closer inspection, small symbols and markings can be seen embroidered along the brim. While attuned to the Scholar’s Cap, the user gains proficiency in any two Intelligence-based skills or tools of their choice. The cap also has the ability to cast the comprehend languages spell once per day. The Scholar’s Robes Wondrous item, rare A set of plain, unassuming robes made of soft, durable cloth. The robes have a faint, magical aura about them. When worn, the robes grant the user a +2 bonus to Intelligence checks and saving throws. The robes must be left in a library or similar place of learning for 24 hours to regain their daily use of the “comprehend languages” spell. The Scholar’s Satchel Wondrous item, uncommon This small, leather satchel is adorned with intricate symbols and markings. It appears to hold an endless amount of items, despite its modest size. The satchel can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its Contents. Retrieving an item from the bag requires an Action. The Scholar’s Satchel holds an infinite amount of the material Components you need to cast your Spells, except for those Components that have a specific cost (as indicated in a spell’s description). The satchel also has the ability to produce a quill and parchment at the user’s command, allowing them to take notes or write letters at any time. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its Contents are scattered in the Astral Plane. Silvercoat’s Blade Weapon (longsword), rare (requires attunement by a member of The Silvercoats) This sleek, silver longsword is etched with intricate symbols and markings. Its hilt is adorned with wolf’s teeth, and the blade seems to gleam with a faint, otherworldly light. While attuned to the Silvercoat’s Blade, the user gains a +1 bonus to attack and damage rolls against lycanthropes. Silvercoat’s Cloak Wondrous item, rare (requires attunement by a member of The Silvercoats) This long, silver cloak is made of a shimmering, silver material that seems to gleam in the moonlight. The cloak is adorned with intricate symbols and markings, and is lined with wolf’s fur. While attuned to the Silver Hunter’s Cloak, the user gains a +1 bonus to AC. The cloak also has the ability to cast the speak with animals spell at will, allowing the user to communicate with wolves and other canines. 66 MAGIC ITEMS t o d e s e k u l o s ki
Silvercoat’s Gauntlets Wondrous item, rare (requires attunement by a member of The Silvercoats) These gauntlets are made of shimmering silver and adorned with intricate engravings. When worn, they seem to almost blend in with the wearer’s skin. Once per day, the wearer may use a bonus action to coat their hands in a layer of silver that lasts for 1 minute. While coated, their unarmed strikes deal an additional 1d6 radiant damage to lycanthropes. The gauntlets also grant the wearer resistance to radiant damage. To attune to the Silvercoat’s Gauntlets, the wearer must spend at least 24 hours wearing them. Silver Talisman Wondrous item, rare (requires attunement by a creature with a good alignment) This small, silver coin is intricately etched with symbols and markings. The coin is cool to the touch, and seems to radiate a faint, otherworldly energy. While attuned to the Silver Talisman, the user gains resistance to radiant damage and a +1 bonus to saving throws against charm and fear effects. The coin also has the ability to cast the protection from evil and good spell, expending one charge. The Silver Talisman has 3 charges and regains 1d4 expended charges at dawn. Lolth’s Bane Weapon (longsword), very rare (requires attunement by a creature dedicated to opposing the drow and the deity Lolth) This ornately decorated longsword is made of a shimmering, silver material that seems to gleam in the darkness. The hilt is adorned with intricate symbols and markings, and the blade is etched with the name “Lolth’s Bane. ” While attuned to Lolth’s Bane, the user gains a +2 bonus to attack and damage rolls with the longsword, and has advantage on saving throws against spells and other magical effects cast by drow or creatures affiliated with Lolth. The longsword also has the ability to cast the banishment spell once per day, targeting a drow or creature affiliated with Lolth within 60 feet of the user. If the user falls from their dedication to opposing the drow and Lolth, the longsword will become dull and lose its magic, becoming a nonmagical weapon. Lolth’s Gift Wondrous item, uncommon A small, intricately carved black spider figurine made of obsidian. It is cool to the touch and exudes an aura of dark power. Once per day, the user can cast the “ web” spell as if they were a 3rd level caster. The user can communicate with spiders as if under the effect of the “speak with animals” spell. The figurine must be placed in a nest of spiders for 24 hours to regain its daily use of the “ web” spell. ” Ettercap Venom Potion, rare A small vial of green liquid that appears to be constantly moving and swirling. The liquid gives off a faint, acrid smell. When consumed, the user gains the ability to produce a deadly venom from their fingertips for the next hour. Any creature struck by the venom must make a Constitution saving throw or take 3d6 poison damage. The user can use this ability a number of times equal to their Constitution modifier (minimum of 1). The user also gains resistance to poison damage while under the effects of the potion. If the user fails a Constitution saving throw while under the effects of the potion, they become poisoned for the duration of the effect and unable to use the venom ability. 67 MAGIC ITEMS sho p he r o e s
Kobold’s Flight Wondrous item, rare (requires attunement by a kobold) These small, leathery wings are attached to a small wooden handle. When held, the wings appear to be beating rapidly, as if they could take flight at any moment. While attuned to the Kobold’s Flight, the user can use their action to cause the wing to beat faster and lift them off the ground, giving them a flying speed of 30 feet. The wing can be used for a duration of 10 minutes, after which it becomes inactive for 1 hour. The wing also has the ability to detect any nearby hidden or invisible flying creatures within a radius of 30 feet. The Kobold’s Flight has 3 charges and regains 1d4 expended charges at dawn. Curse: Kobold Scales Wondrous item, uncommon A small bag filled with shimmering, iridescent dragon scales. The scales are about the size of a coin and feel slightly warm to the touch. The user can use an action to sprinkle a single scale on a creature within 5 feet. The creature must make a Constitution saving throw or be transformed into a kobold for 1 hour. While transformed, the creature gains a +2 bonus to their Dexterity and Charisma scores, and a +1 bonus to their Armor Class. The transformation can be ended early by the use of a remove curse spell or a similar effect. The bag contains 20 scales. It takes 24 hours for the bag to refill itself, during which time it cannot be used. Curse: If the user fails a Wisdom saving throw while using the scales, they become compulsively greedy and hoard the scales, refusing to use them on anyone else. This effect can be removed with a remove curse spell or similar effect. The Tome of Magical Study Wondrous item, rare (requires attunement by a creature with an Intelligence score of at least 13) This thick, leather-bound tome is filled with handwritten notes and diagrams detailing various spells and magical techniques. Its cover is adorned with intricate symbols and markings. While attuned to the Tome of Magical Study, the user gains proficiency in the Arcana skill and has advantage on Intelligence (Arcana) checks. The tome also has the ability to cast the find familiar spell once per day. The Thunderous Yo-Yo Wondrous item, uncommon A small, intricately crafted yo-yo made of wood and brass. It has a smooth, effortless spin and a faint, magical aura. The yo-yo can be used as a ranged weapon, with a range of 30 feet. When thrown, it returns to the user’s hand after hitting its target. It deals 1d6 bludgeoning damage on a hit. The yo-yo can also be used to cast the “thunderwave” spell as an action, with a range of 30 feet. The yo-yo must be spinning to use this ability. Recharge mechanics: The yo-yo has an unlimited number of uses, but it must be returned to its owner’s hand as an action to reset its spin before it can be used again. The Infernal Yo-Yo Wondrous item, uncommon This yo-yo appears to be made of a shimmering, coallike material and is constantly burning with a small but intense flame. When played with, the yo-yo emits a trail of sparks and flames as it moves. Magical properties: The Infernal Yo-Yo can be used as a ranged weapon, with a range of 30 feet. When thrown, it deals 1d6 fire damage to the target. The yo-yo can be commanded to return to the user’s hand as a bonus action. The Infernal Yo-Yo has 3 charges and regains 1d4 expended charges at dawn. 68 MAGIC ITEMS sho p he r o e s
CAILRAON BESTIARY The Bestiary is a work in progress, more will be added to this section as new monsters are discovered in the world of Cailraon. 69 BESTIARY
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The Death of God For millenia Cailraon was a godless place of monsters, raw magic and unknown civilisations. The Elves and Dwarves would eventually call Cailraon their home, warring over the continent of Aurrekoa and wiping out the ancient beings that once resided there. The world expanded as never before seen people arrived on the shores; humans. With this, there was hope that there was room enough for all and together they ventured into the open seas. Eventually new land was discovered, Aurrekoa’s twin continent Hurrengoa “The New World”. It was strange, wild and dangerous. The Moon Elves first to set foot there were met by strange creatures and driven undergound where they became twisted and cursed. The now Dark Elves worshipped a new god and waged war on the surface in her name. In time the war was brought to them and their god killed. In her death Lolth left a final parting gift, a plague that will one day destroy all of Cailraon. For use with the fifth edition Player’s Handbook, Monster Manual, and Dungeon Master’s Guide. Compatible with D&D 5e