Plane Shift: Gielinor
1 2 3 11 15 23 25 26 27 28 29 31 39 40 42 43 45 47 49 51 54 55 56 58 61 62 64 66 67 68 71 73 75 77 78 87 89 91 95 100 101 103 106 110 119 125 131 140 155 162 Introduction The World of Gielinor Gielinor ............................................................................... The Gods ........................................................................... A Brief Gielinor History .................................... Tips for Players and GM's ................................. Class Options Deities .................................................................................. Channel Divinity Options ................................ Languages ........................................................................ Artificer: Crystal Singer .................................... Druid: Circle of Guthix ....................................... Monk: Way of Brutality ...................................... Wizard: Runecrafting ........................................... Races of Gielinor Airut ...................................................................................... Aviansie .............................................................................. Dorgeshuun .................................................................. Dwarf ................................................................................... Elf ............................................................................................ Fairy ....................................................................................... Gnome .................................................................................. Goblin .................................................................................. Gorajo ................................................................................. Hobgoblin ....................................................................... Human ................................................................................. Ilujanka .............................................................................. Ork .......................................................................................... Siren ...................................................................................... TzHaar ................................................................................. Ugthanatos .................................................................... Vampyre ............................................................................... Werewolf .......................................................................... Magic Items of Gielinor Weapons ............................................................................. Armor ................................................................................... Shields ................................................................................ Staves & Wands ............................................................ Wondrous Items ......................................................... A Gielinor Bestiary Aberrations .................................................................. Beasts ................................................................................. Celestials ........................................................................ Demons ............................................................................. Elementals .................................................................... Giants ................................................................................ Humanoids .................................................................... Monstrosities ............................................................ Plants ................................................................................ Undead ............................................................................. Contents
I n tro d u c t i o n W h e n I fi r s t s t a r t e d w r i t i n g t h i s d o c u m e n t m o r e t h a n n i n e m o n t h s a g o, I n e v e r i m a g i n e d t h a t i t w o u l d t u r n o u t t o t a ke t h i s m u c h t i m e a n d b e t h i s l o n g. C o u n t l e s s h o u r s o f r e s e a r c h i n g, t h i n k i n g, a n d w r i t i n g w e n t i n t o m a k i n g t h i s b e h e m o t h, b u t I r e a l l y d i d h av e a l o t o f fu n d o i n g i t. Th e p u r p o s e o f P l a n e S h i ft: G i e l i n o r i s t o p r o v i d e a c o m p r e h e n s i v e r e s o u r c e fo r c r e a t i n g g a m e s o f 5 t h e d i t i o n t h a t a r e s e t o n G i e l i n o r, t h e w o r l d fr o m t h e v i d e o g a m e R u n e S c a p e. Th i s d o c u m e n t c o n t a i n s b a s i c i n fo r m a t i o n a b o u t t h e s e t t i n g, including the world, its history, and its gods, and statistics for numerous playable races, items, and monsters. Prior to writing this document, there were a few small resources that had been shared by a handful of GM's, but none of this scale, at least to my knowledge. As a clarification, this document does not detail an original tabletop roleplaying game system based on RuneScape, but rather contains information useful for playing a game of 5th edition, with all of its standard rules, that takes place within the setting of Gielinor. It is neither a campaign module. I believe enough information exists on the RuneScape Wiki and other places that such a document would be moot. In order to create what I believe to be both more logical and more interesting content, I have taken certain creative liberties in designing much of what is in this document, so not everything here is an exact copy of what is in RuneScape. Some races, monsters, and items have features that are significantly different or missing from the video game. It is important to keep in mind that I am by no means an expert when it comes to 5th edition content creation, nor am I an expert on Gielinor's lore. Most of the statistics in this document have seen little, if any, playtesting. As with any homebrew, I encourage you to to examine what you find carefully and feel free to adapt it to best suit your campaign, players, and personal liking. I have a couple of people to whom I owe a huge debt of gratitude for my ability to complete this massive project. Firstly, I'd like to thank all the people at Jagex who took part in creating the wonderful world of Gielinor. Your creativity inspired me to take great interest in RuneScape's world. I'd like to thank the incredible editors of the RuneScape Wiki. Without this amazing resource, none of this would have been possible. I'd also like to thank my brother who first introduced me to RuneScape when we were kids. Nolen, I miss you dearly. My friend Unknown helped me out a few times with refining and coming up with ideas, so I'm thankful for them as well. Finally, I'd like to thank my wonderful significant other, whom I love greatly, for supporting me all the way. You are what makes life worth living. I really appreciate the time and effort you've taken to read this document and use its contents! I hope that with the help of other GM's and players, I can receive feedback on its contents and make lots of improvements and adjustments. If you want to discuss this document, share your content, or discuss the creations of other Gielinorian GM's and players, please join us in the RuneScape DnD Discord server or the RuneScapeDnD Subreddit! If you have feedback, questions, or would like to discuss this document with me directly, you can reach me on Reddit at u/DragonZaid or on Discord at DragonZaid#6934. I n t r o d u c t i o n — D r a g o n Z a i d 1
The World of Gielinor The World of Gielinor — DragonZaid 2
Gielinor Gielinor contains a very wide variety of environments and establishments ranging from snowy islands to temperate forests to scorching deserts. Any group of adventurers could spend their whole lives within a single region or travel across the world to witness its many wonders. Kingdom of Misthalin The Kingdom of Misthalin is one of Gielinor's three primary Human nations. It is ruled by King Roald Remanis III. Misthalin is a relatively peaceful place, where many people of all walks of life are able to lead decent lives. Like much of Gielinor, it is primarily inhabited by Humans, and the vast majority of its religious establishments worship Saradomin. Much of the land that surrounds Misthalin's cities and towns is used to farm crops and raise livestock. The capital city of Misthalin is Varrock. In northern Varrock lies the king's home, Varrock Palace, which also holds the kingdom's largest library and acts as its military center. Varrock is a very diverse city, containing both well-off neighborhoods in the north of the city and ghettos in the south. While the Varrock guard maintain a strong presence throughout most of the city, two rival gangs, the Black Arm gang and the Phoenix Gang, hold significant influence over the southwest and middle south areas of Varrock respectively. Varrock is also home to its huge and bustling market the Grand Exchange, a large temple of Saradomin, and the Varrock Museum. To the east of the city is a large Saradominist temple, Paterdomus, which lies upon the River Salve. The Salve was long ago blessed by Saradomin to prevent the evil creatures of Morytania from crossing over it into Misthalin. Not far to the northwest of Varrock lies the tiny village of Edgeville. It sits right at the border with the Wilderness to the north. South of Edgeville is a small barbarian village called Gunnarsgrunn. These Fremennik people's ancestors travelled from Kandarin many generations ago before settling here. They mostly remain peaceful with the people of Misthalin. South of Varrock is the town of Lumbridge, which sits along the River Lum. Lumbridge is ruled by Duke Horacio, who resides a small castle on the west side of the town. Lumbridge contains a small market and a church of Saradomin. The town is often plagued by pesky Goblins who steal from and sometimes even kill the people who live in and around it. To the southwest is the Lumbridge Swamp, in which dangerous giant rats and giant frogs roam. Beneath the swamp is a cave that contains cave crawlers, slimes, cave bugs, giant frogs, and the Grotesque, a massive creature so vile that it has warped its surroundings into the desolate swamp that exists now. A hermit priest named Father Urhney lives in a secluded shack within the swamp. To the west of Lumbridge lies the small village of Draynor. It is primarily a farming village and is in rough shape. It has a fairly large market for the village's size, a jail, and is home to The Skulls, a small group of violent mercenaries. North of the village is the abandoned Draynor Manor. Many believe the manor is haunted, though the exact specifics of the rumors vary. In truth, it is secretly home to an ancient Vampyre, Count Draynor, who emerges from the manor every so often to drink the blood of the village's inhabitants. His presence has also warped the environment around the manor and the village. Trees and plant life in the immediate vicinity of the manor have died or even become undead, and the manor and village are often covered in gray clouds and gloomy fog. Just to the south of Draynor sits the Wizards' Tower, a tall tower home to many students and masters of magic from all over Gielinor. The World of Gielinor — DragonZaid 3
Kingdom of Asgarnia Asgarnia is a Human and primarily Saradominist kingdom that lies to the west of Misthalin. It contains some farmland, but most of the land between its establishments consists of beautiful open fields and forests. Asgarnia is technically ruled by King Vallance, but the king has grown too old and ill to lead directly. Sir Amik Varze takes care of the majority of his administrative duties in his stead. Falador, also called the City of White Knights, is the capital of Asgarnia. Many of its citizens and rulers are very devout Saradominists, and the colors and symbols of the god can be found all throughout the city. The city also has a significant Dwarf population. They manage the enormous Dwarven mines beneath the city and produce much of Falador's massive volume of metalwork. At the center of the city is White Knights' Castle, a large fortress surrounded by a moat. The city has a strong military presence, which includes the White Knights and Temple Knights, two organizations that protect it and the rest of the kingdom from various threats such as the Kinshra, or Black Knights. Also beneath Falador is a large network of tunnels dug by the Giant Mole and its kin. North of the city is Ice Mountain, a small snowy peak. Port Sarim is a lively port town that lies to the southeast of Falador. It is one of the largest port towns on Gielinor, receiving ships from all over the world. South of the town is a peninsula called Mudskipper Point, from which the Asgarnian Ice Dungeon can be accessed. To the south of Falador is the tiny village of Rimmington. It is home to a few farmers and other working people as well as Melzar the Mad, a wizard who went insane after his home island of Crandor was destroyed by the green dragon Elvarg. Northwest of Falador is Taverley, a small village of peaceful Guthixian druids. A huge dungeon is accessible from just south of Taverley, which contains dragons, demons, giants, and a secret Kinshra base of operations. A stone's throw to the north of Taverley is Burthorpe. This village is occupied by an Asgarnian military force due to increasingly frequent attacks from the trolls to the north. It is ruled by Prince Anlaf, the son of King Vallance. White Wolf Mountain lies west of Taverley and Burthorpe, acting as the border between Asgarnia and Kandarin. Kingdom of Kandarin Kandarin is the largest of the Human kingdoms and sits west of Asgarnia. Like the others, the majority of its Human inhabitants are worshippers of Saradomin. Some of its open land is used as farmland, though much of it is untamed wilderness consisting of lush forests, tall mountains, sparkling lakes, and beautiful waterfalls. The capital city of Kandarin is Ardougne. The city is divided into East Ardougne, ruled by King Lathas, and West Ardougne, ruled by his brother King Tyras. East Ardougne is a prosperous city with a massive market, a zoo, a Saradominist temple, a port, and a castle in which King Lathas lives. Both the poor and the wealthy live within its walls, and while the city is successful, it is also home to numerous thieves. A large Saradominist monastery lies just south of the city. Most of the people of West Ardougne live in total poverty. After an Underground Pass leading under the impassable Galarpos Mountains was uncovered, King Tyras travelled through it to Tirannwn with some of his men, staying there for the majority of the time during the past several years. Even as a great plague struck the city, placing it on lockdown, forcing its citizens into poverty, and killing many people, King Tyras stayed in the western lands, leaving his incapable assistants to handle West Ardougne as his people's hatred toward him slowly grew. In truth, the plague was fabricated as part of an elaborate scheme conceived by King Lathas and the leader of the Iorwerth clan of Elves. Yanille is a small town south of Ardougne. A significant number of wizards live in Yanille due to the Wizards' Guild which is established there. Port Khazard is a tiny port village which sits between Ardougne and Yanille. Ships from Ardougne, Karamja, Port Sarim, and other places around Gielinor dock there. Nearby is the Khazard Fight Arena, a brutal fight pit controlled by a dastardly Zamorakian Mahjarrat named Khazard. To the northwest of Yanille lies Tree Gnome Village, one of two major Gnome establishments in Kandarin. It is surrounded by a huge labyrinth of hedges the Gnomes grew to keep enemies from reaching the otherwise vulnerable village. Tree Gnome Village is ruled by King Bolren. The World of Gielinor — DragonZaid 4
Seers' Village is a small village northeast of Ardougne. Many of its inhabitants are seers, mages that have the ability to predict the future in some limited capacity. Just east of Seers' Village is Camelot Castle, which is ruled by King Arthur and inhabited by him, his knights of the round table, and a powerful mage named Merlin, among a few other people. The people of Camelot arrived on Gielinor through a portal a few decades ago from another realm called Britain. The village of Catherby lies east of Camelot. It contains a port and a sizeable market, and acts as a hub for many fishermen from all over Gielinor. East of the village is White Wolf Mountain, a tall, snowy mountain that sits on the border between Kandarin and Asgarnia. The Fremennik Province is a region north of Seers' Village which is largely left alone by the people of Kandarin. It is controlled by various groups of Fremennik people. Rellekka, one of its largest towns, sits on the coast of the Lunar Sea, which stretches all along the northern coast of Kandarin. To its east is a set of mountains which holds a small Fremennik camp, a dungeon full of bizarre monsters, and a massive cavern containing the Dwarven city of Keldagrim. The Lunar Sea holds many islands. Waterbirth Island is overrun by dagannoth, wallasalkis, and other monsters. The adjascent Fremennik Isles of Jatizo and Neitiznot hold rival towns of Fremennik. Lunar Isle is home to the Moon Clan, a group of highly skilled Fremennik mages that were outcast by the other groups. Further north are icebergs which hold most of Gielinor's penguin population and their hidden base, from which they direct all their secretive operations. To the west of Seers' Village is the Tree Gnome Stronghold, the largest Gnome establishment on Gielinor. The stronghold surrounds the Grand Tree, an enormous and ancient tree which holds many of the Gnomes' homes and businesses. Tree Gnome Stronghold is ruled by King Narnode Shareen. The Gnomes of the stronghold raise animals including tortoises and terrorbirds, run many shops, restaurants, and bars, grow crops, and play games, such as gnomeball. East of the stronghold are the Baxtorian Falls, a beautiful and giant set of waterfalls named after an old Elven king. To the northwest of the Tree Gnome Stronghold is the small fishing colony of Piscatoris. The colony sits on the Lunar Sea and is often attacked by sea trolls. To its south are lush plains as well as a small, lone mountain called Eagles' Peak. Morytania Morytania is an evil and unholy land that lies to the east of Misthalin, across the River Salve. Much of its land is wet and boggy, and its sky is constantly covered in thick, gray clouds that block out the sun even at midday. The region is ruled by Lord Lowerniel Vergidiyad Drakan, an ancient and immensely powerful Vampyre whose cruelty knows no bounds. Most of the citizens of Morytania are subjected to harsh blood tithes, in which they are taxed in blood taken away for the Vampyres' consumption. Luckily for the people of Misthalin, the many evil creatures of Morytania are prevented from crossing the River Salve due to a powerful blessing placed on it by Saradomin long ago. Canifis is a small village located east of Paterdomus. The village's inhabitants are almost exclusively Werewolves, and they are not welcoming to outsiders. The village is governed on behalf of Lord Drakan by the Vampyre Lord Malak. Canifis has only a few shops and businesses, including a general store, taxidermist, tavern, and inn. Mort Myre Swamp is an enormous swamp region in western Morytania. Many dangers lurk the swamp, most notably its abundant ghasts. These undead creatures were formed from the souls of those who starved to death in the swamp. Due to their means of death, they will chase down anyone who enters the swamp and attempt to eat any food they are carrying, turning it rotten. This in turn may cause the victim to starve, creating even more ghasts. All manner of other dangerous beasts inhabit the swamp as well, including giant snakes and insects. The Haunted Woods is a large forest of dead trees east of Canifis. It is filled with dangerous leeches, feral Vampyres, and other creatures. The World of Gielinor — DragonZaid 5
Port Phasmatys is a port town located in northeast Morytania that is inhabited almost entirely by ghosts. Stories say that the town wasn't always this way. At some time in the Fourth Age, the Vampyres of Morytania started demanding blood tithes of the port's citizens. They helplessly turned to a mage named Necrovarus, who constructed a magical barrier around the town. The barrier succeeded in keeping the Vampyres out, but it also trapped all the town's people inside. Completely cut off from the outside world, they eventually all died, an outcome planned by Necrovarus from the start. Just south of Mort Myre Swamp is the tiny village of Mort'ton. Most of Mort'ton's people are gravely ill, causing them to have green skin and remain in a semi-conscious, zombie-like state. These ill people are called the "afflicted". A man named Herbi Flax was able to create a serum that cured the affliction, but wasn't able to perfect it, as it only worked temporarily. Unknown to the village's citizens, the affliction is being caused by waste matter being dumped by the Vampyres upstream of their water supply. Burgh de Rott is another small village that lies to the south of Mort'ton. This village was established by refugees from Meiyerditch. Like most of Morytania's Human inhabitants, the people of Burgh de Rott live in complete poverty, barely able to forage enough food to live off of. Deaths by starvation are not uncommon in the village. Luckily, the village isn't presently known to the Vampyres, so its people aren't paying blood tithes. Sanguinesti is a region in southeast Morytania that is home to most of its Vampyres. It is split into two cities: Meiyerditch and Darkmeyer. Darkmeyer is where most of the Vampyres live and is home to Castle Drakan the home of the Drakan family of Vampyres. Meiyerditch is a ghetto where thousands of Humans are held captive. It is surrounded by high walls and sits against the Southern Sea. Its inhabitants live in deplorable conditions. They are treated and bred like cattle and barely fed for the sole purpose of providing blood for the Vampyres. It is said that Meiyerditch is as large and as populous as the city of Varrock. Vyrewatch keep a close eye on the people of Meiyerditch at all times, so escape is nearly impossible. A small rebellion group called the Myreque have set up a hidden base of operations below ground on the east side of the city. Viggora's Folly is a fortress in northwest Morytania near Canifis. It was constructed before the God Wars by Viggora, a Human general of Zaros' army in the Second Age. It is said that the fortress was given its current name a few years after its construction when it quickly began to fall apart as it sunk into the boggy earth it was built on. Presently, the fortress is occupied by Zamorakian forces, including gargoyles, crawling hands, banshees, and abyssal demons. A crackling portal to the Abyss can be found at its highest floor. Karamja Karamja is a large jungle island with a harsh and unforgiving environment. Much of the island has yet to be fully explored, especially its southern regions. Dangerous creatures such as jungle ogres, moss giants, giant spiders, snakes, and horned graahk lurk its deepest jungles. Musa Point, located on the island's northeast corner, is one of Karamja's two major ports. A small number of people live around this area of the jungle, which is somewhat safe compared to the rest of the island. Musa point contains a few businesses such as a banana plantation, fishing companies, and a tavern. The Karamja Volcano is located west of Musa Point. The volcano is active and also houses a few underground caverns. One such cavern is filled with monsters such as lesser demons, skeletons, and giant spiders. Another, much deeper cavern is the home of the TzHaar, a race of rock and lava elementals. The TzHaar are intelligent and peaceful creatures with a highly structured society, but they typically don't allow outsiders into their underground city. Brimhaven is a small town primarily inhabited by pirates, sailors, and fishermen located in northwest Karamja, west of the volcano. The rowdy town has a small port and a few businesses, including an inn. Tai Bwo Wannai is a small village of Karamjan natives located in central Karamja. While the people of the village are mainly peaceful, they are constantly under threat of attack from the jungle's many dangers, including neighboring tribes and various beasts. The village is also being faced with broodoo victims, people who have fallen victim to an ancient and murderous ritual, causing them to become undead and their skin to change color. The World of Gielinor — DragonZaid 6
Shilo Village is a large village deep in the heart of the Karamja Jungle, southeast of Tai Bwo Wannai. Like Tai Bwo Wannai, it faces many threats, but it is mostly protected by wooden walls that have been constructed all around it. It is the southernmost establishment in Karamja, and is often visited by explorers of the island. The coast to the east of the village is the habitat of the jadinkos. The Kharazi Jungle is a thick jungle at the southern end of Karamja. It is almost completely uncharted territory. Large, aggressive wolves and birds live in this part of the jungle. Kharidian Desert The Kharidian Desert is an enormous desert region south of Misthalin. It is massive, approximately as big as Misthalin and Asgarnia combined. Most of the desert south of Al Kharid is extremely hot, posing a serious threat to anyone within it. Most of the desert's citizens worship various gods of the Menaphite Pantheon, and temples dedicated to different gods are located all throughout it. Al Kharid is a city at the north end of the desert, southeast of Lumbridge. The terrain around the city is rocky and not too hot. Most of Al Kharid's people worship Het, the god of health, though small shrines to most of the other Menaphite gods can be found throughout the city. The city is ruled by Emir Shah, who is presently dying of an unknown illness. His son, Prince Ali Mirza, is next in line to the throne. Al Kharid is densely populated and has a large market, a royal palace, and a temple dedicated to Het. To the northeast of the city are the Mage Training Arena and the Duel Arena, a training ground for warriors constructed in Het's name. East of the city is the Citharede Abbey, a large Saradominist church that is home to several priestesses, or Citharede Sisters. Pollnivneach is a town south of Al Kharid sitting along the River Elid, which runs south through the center of the desert. Many of its inhabitants are a part of one of two rival gangs, the Bandits and the Menaphites, who control the northern and southern parts of the city, respectively. An entrance to the Smoke Dungeon can be found west of the town. The World of Gielinor — DragonZaid 7
A small group of people called Bedabin nomads travel throughout the northwestern area of the desert, west of Pollnivneach, setting up a camp wherever they go. They are peaceful, but due to their remote location few people encounter them. They are well known for one thing, however: Gielinor's most delectible type of pineapple, which is grown by them in a secret location. Also in the northwest corner of the desert is a large hive of dangerous kalphites and the home of the Kalphite Queen. To the south of the nomads' wandering area is a bandit camp. Unlike the Bedabins, these people are dangerous. They hold strong beliefs that all the gods other than Zaros were traitors to him and their followers should be killed. Anyone at the camp indicating any sign of worship of another god could be killed on sight. Uzer is a small set of ruins in the eastern desert, east of Pollnivneach. It dates back to before the God Wars, and a single, damaged golem can be found there. Nardah is a small town southeast of Pollnivneach first formed by refugees of the God Wars who swore an oath of fealty to the Menaphite goddess Elidinis. The town is normally able to draw water from the nearby River Elid, but an unusual drought has cut off the flow, causing major problems for its inhabitants. Unbeknown to the people of Nardah, their recent rejection of Elidinis in favor of worshipping Saradomin caused the spirits of the Elid to redirect the water as retribution for their betrayal. Sophanem is a large town at the southeast tip of the Kharidian Desert which sits on the east side of the Elid delta. It shares a government and border with Menaphos directly to its west. The town has several pyramids and is known for its elaborate burial rituals. While it was once a bustling hub of trade and commerce, the town has recently been struck with a strange plague and has been placed in quarantine. Practically no one is allowed in or out of the city. On the west side of the Elid delta is Menaphos, the largest city in the Kharidian Desert. It is ruled, along with Sophanem, by a Pharaoh. The city is divided into a worker district, imperial district, market district, and port district which all work together to make it a prosperous city. Some districts, however, prosper more than others due to this system. Due to the plague in Sophanem, Menaphos is under lock down and very few people are allowed in from the outside. Recently, the Pharaoh has been corrupted by Amascut, the Menaphite goddess of destruction, causing him to fall completely under her control. Amascut also created the plague of Sophanem. Feldip Hills Feldip Hills is a hilly jungle region south of Kandarin. It has only a few civilized establishments, most of which are controlled by Ogres. Aside from Ogres, a few dangerous beasts can be found in this region, including spined larupias, wolves, and snakes. Gu'Tanoth is a large Ogre town south of Yanille. It sits at the top of an active volcano and is heavily guarded, so entry is rather difficult. The Ogres of Gu'Tanoth are typically peaceful, but intolerant of unwelcome guests. The town has a market and a few shops, but few other facilities useful to most people. Beneath the town are the Ogre Enclave, a dungeon which holds blue dragons and greater demons, and the skavid caves, dirt caves inhabited by creatures enslaved by the Ogres called skavids. Oo'glog is a town in southern Feldip Hills, sitting near the Southern Sea, inhabited entirely by Ogresses. These Ogresses are tolerant of outsiders despite their intimidating appearance. The town contains several different spas which can provide those who bathe in them with various benefits. The World of Gielinor — DragonZaid 8
Tirannwn Tirannwn is the westernmost region of Gielinor and home of the Elves. The region is almost completely inaccessible to most people, so very few have seen or know very much about it. Isafdar is a massive forest region which makes up the majority of Tirannwn. The forest is said to be one of the most beautiful on Gielinor, but it can be easy to become lost in its winding pathways. The Elves who live there have also set up various well hidden traps throughout the forest to deter wanderers and outsiders, including pitfall and poisoned dart traps. Among other forest wildlife, Isafdar is home to grenwalls, a small type of beast similar to a large hedgehog. In the southwest of Isafdar is the Tyras Camp, a small encampment of Kandarin soldiers where King Tyras of West Ardougne currently resides. The Galarpos Mountains are a range of mountains on the east side of Tirannwn. The mountains are believed to be impassable, cutting off Tirannwn from the rest of Gielinor. In reality, there is a hidden pass called Arandar on the north side of the mountains that leads into northeast Isafdar. The mountains can also be bypassed through the Underground Pass in West Ardougne, though it is extremely dangerous. Lletya is an Elven village just east of Isafdar hidden at the foot of the Galarpos Mountains. The village was founded primarily by rebels of the Ithell and Cadarn clans during the early days of the Elven Civil War between the Iorwerth clan and the other clans. As such, many of its inhabitants are farmers and craftsmen. The leader of these rebels and of the village is a Cadarn clan Elf named Arianwyn. South of Isafdar is a large area of bubbling poisonous waste. The toxic sludge that covers the area originates from Arposandra, a hidden city of evil Gnomes that perform biological experiments and dump the waste produced into the southern forest. Before the time of the Elven Civil War, most Elves lived in the large and prosperous city of Prifddinas north of Isafdar. The city was constructed in large part out of sparkling crystal and was one of the earliest and most beautiful cities on Gielinor. However, due to the tragedies of the war the entire city and all the people within it were reverted into the form of a large crystal seed, a choice made by King Baxtorian and his council in order to preserve their people. The seed is hidden in a secret location that can only be accessed by assembling an elder member of each clan. A huge, empty crater was left behind in the city's former location. Just south of the crater on the north edge of Isafdar is a camp of Iorwerth Elves. Islands Entrana is a small island of pacifist Saradominist monks in the sea west of Falador. Ages ago, the island was blessed by Saradomin such that no weapons or other items designed for combat could be taken there. Even with the gods gone, the blessing still holds. Crandor is a small island south of Entrana. The island used to be inhabited before it was completely destroyed by the green dragon Elvarg in the year 139 of the Fifth Age. Many of its people fled to the mainland, but Elvarg followed them, killing almost all of them. Currently, she still rests in a cavern beneath the island. Mos Le'Harmless is a large island of pirates in the Eastern Sea east of the Kharidian Desert. It has a single rowdy town of the same name on its southwest side. The island is covered in untamed jungle and inhabited by dangerous horrors which occupy its surface and caves. Ape Atoll is a large island south of Karamja. It is inhabited by intelligent primates that have their own primitive society, including the town of Marim, named after the primate goddess Marimbo. Marim has several buildings, shops, and a temple of Marimbo. A variety of species live there, including monkeys and gorillas. They are ruled by a monkey called King Awowogei. The primates are not welcoming toward visitors, and will imprison or kill any humanoids they find on the island. The World of Gielinor — DragonZaid 9
Wilderness The Wilderness is a large, desolate region north of Misthalin. Before the God Wars, it was called Forinthry. At the very end of the God Wars, Zamorak destroyed the entire region in a last ditch effort, turning the once beautiful forests, plains, and hills of Forinthry into the now barren and lifeless Wilderness. It was this event that caused Guthix to awaken from his slumber establish his edicts, banishing the gods from Gielinor. In the Wilderness, the ground is black and gray, and little plant life exists. Dead trees dot the landscape and dangerous monsters, including demons, dragons, and undead, roam freely. Ruined buildings and streams of lava can be found all over. A small number of people live there, though they are typically only bandits, outlaws, and other evil folk that have fled from the law of other regions of Gielinor. In the center of the Wilderness is a large volcano, on top of which lies the blade of an enormous sword as large as a building impaled into the ground. This sword, the Sword of Edicts, was used by Guthix to establish his edicts at the end of the Third Age and left as a reminder to anyone who might dare to question his power. In the southwest Wilderness there lies a small castle called Dark Warriors' Fortress. The fortress is surrounded by a small trench and protected by a handful of cannons. It is inhabited by members of the Kinshra. North of Dark Warriors' Fortress is a large bandit camp. It is mostly inhabited by outlaws that have escaped other regions of Gielinor in search of a safe refuge from the law. Hardened by the conditions of the Wilderness, the bandits are vicious and cruel and should not be underestimated. To the northwest of the volcano is a large maze of streams of lava. Many dangerous creatures, including hill giants and demons, roam the maze. Nearby the maze is the entrance to an underground cavern which is the home of the King Black Dragon, the father of all dragons and one of the most powerful of Gielinor. To the east of the maze is a large peninsula that juts into a lake of lava known as Red Dragon Isle. As its name suggests, a handful of red dragons live there. In the north Wilderness, near the sea, there is a large structure called the Mage Arena. Cast away mages that are followers of Saradomin, Zamorak, and Guthix battle here to strengthen their skills. In the north Wilderness to the east of the Mage Arena there roams a unique creature called the Chaos Elemental. It is similar to a typical elemental, but is a being of pure chaotic energy. It is very dangerous and aggressive, and will attack anyone it sees. Wushanko Isles The Wushanko Isles, also called the Eastern Lands, are a large archipelago far to the east of Gielinor's mainland. The isles consist of tens of islands, each classified into a different group and containing their own diverse peoples and cultures. The westernmost group of islands and the one most well known by those from the mainland is called The Arc. Further east are The Skull, The Hook, The Scythe, The Bowl, The Pincers, The Loop, and The Shield. The World of Gielinor — DragonZaid 10
The Gods A great number of gods exist within Gielinor and its universe. They are very diverse in appearance, ideology, and power. The Elder Gods The Elder Gods are a group of six ancient gods responsible for the creation of the universe. Little is known of these gods, except that they created Gielinor and left behind a handful of tools called Elder God Artifacts. The most infamous of these artifacts is the Stone of Jas, which was largely responsible for the God Wars and many of Gielinor's other major conflicts due to its ability to provide immeasurable power and ascend mortals to godhood. Another well known artifact is called the Siphon, better known as the Staff of Armadyl. Guthix Guthix is a god associated with balance and nature. He was once a mortal creature of the little-known Naragi race before he ascended by slaying a god that killed his daughter. His philosophies are that there must be balance in all things—good and evil, order and chaos, darkness and light, war and peace. He also believes that Gielinor and its people are better off without the gods. He frequently told many of his followers that they shouldn't worship him, and instead only learn from his teachings and forget about him. Most of them, however, continued to worship him regardless. Most Druids, Gnomes, and Fairies are followers of Guthix, as well as a smaller fraction of individuals of many other races. Guthix's iconography consists of green colors and a tear drop symbol. I am beyond good or evil, I am simply Guthix. The World of Gielinor — DragonZaid 11
Zaros Zaros, also called the Empty Lord, is a god associated with darkness, fate, and control. Under his philosophies, loyalty and order are of great value. Zaros came to Gielinor during the Second Age, where he established the largest empire the world has ever seen. During the time of his empire, he pushed for advances in industry, medicine, magic, and literacy. He was, however, known to be very cruel, going to any lengths necessary to expand his empire. Additionally, he almost never took charge of matters directly, instead leaving his underlings to do much of the difficult work. He was eventually defeated by the Mahjarrat Zamorak in a coup, fleeing in an extremely weakened state. Due to his disappearance and the extermination of his followers during the God Wars, very few people remain worshipers of Zaros in the 5th Age, though some Mahjarrat and demons still worship him. Zaros' iconography consists of purple colors and a circular symbol with a cross on the inside and four small juts along the outside. Zamorak Zamorak is a Mahjarrat god associated with chaos and destruction. He was one of the most prominent figures of the God Wars, having set them off at the end of the Second Age with the defeat of his former master, Zaros, which ascended him to godhood. He also inadvertently ended the wars at the end of the Third Age with the destruction of Forinthry. Zamorak's philosophies preach that the strong must not be hindered by the weak, and it is only through chaos and adversity that one can improve. Zamorak and Saradomin are archenemies, with the latter's followers typically believing the former's to be purely evil. People who openly worship Zamorak are often outcast or banished from predominantly Saradominist establishments. Zamorak's followers include a small number of individuals of all races, as well as many demons, Vampyres, Werewovles, and the Kinshra. His iconography consists of red colors and a symbol shaped like a pair of horns. Saradomin Saradomin is a Human god associated with order, wisdom, and light. He is the most widely worshiped god on Gielinor, especially within the Human kingdoms. Most predominantly Human settlements will have a church, temple, or shrine dedicated to him. His philosophies state that it is wisdom and devotion to him that will cause one to prevail above all else. His followers often view him as infallibly good, though in reality he has done a few cruel things in the name of peace that he later came to regret. Saradomin's archenemy is Zamorak, and his followers will often banish or ostracize those who worship Zamorak from their cities and villages. Saradomin's followers consist of celestial creatures like Icyene and unicorns, most of Gielinor's Humans, and a smaller portion of many other humanoid races. His iconography consists of blue, white, yellow, and silver colors and a fourpointed star symbol. He is depicted in many statues and other art as a bald, elderly man with a a white beard wearing long robes. Seren Seren is a goddess of crystal and light. She has a deep connection with Elves, viewing herself as a sort of maternal figure to them. Seren is a pacifist and distanced herself and her people as much as possible from the God Wars of the Third Age. It was Seren that taught the Elves how to perform crystal singing, a type of chanting that allows the Elves to shape crystal into a variety of useful objects. It is said that Seren is present in all Elven crystal and that its toughness comes from her unending devotion to her followers. Despite their strong friendship, Guthix asked Seren to leave Gielinor at the end of the God Wars. Unwilling to part with her Elves for whom she cared so deeply, Seren destroyed herself, shattering into thousands of shards of crystal, so that a part of herself might still remain with them. Most Elves worship Seren, as well as a very small number of outliers of other backgrounds. Seren's iconography consists of cyan colors, the same color as her crystals, and a diamond shape. The World of Gielinor — DragonZaid 12
Armadyl Armadyl is a god associated with justice and law that was ascended from an Aviansie. Because most of his followers were killed during the God Wars, he is not as widely worshiped as some of Gielinor's other gods. Armadyl's philosophies preach that all beings must be met with justice for their actions, and that all gods and mortals should be able to coexist peacefully. Armadyl and his followers favor negotiation and compromise over conflict, but aren't afraid to fight for what is right. Most of Armadyl's followers are Aviansie, but he also has a small number of followers of other races. His iconography includes a pair of wings symbol and pale blue, amber, silver, and gold colors. Bandos Bandos, also called the Big High War God by his followers, is a god of war. He is not only powerful but also cunning, a master of both strength and strategy in war. He highly values honor and bravery and severely punishes weakness and cowardice among his people. Bandos is known for being manipulative, bloodthirsty, and ruthless to both his enemies and his followers. He has caused countless wars on various worlds through the ages both for his benefit and for his entertainment. Bandos is primarily worshiped by creatures such as Goblins, Ogres, Orks, Hobgoblins, Trolls, Cyclopes, and other giants. A small number of humanoids also follow Bandos. His iconography consists of a crossed hook symbol and brown and dark green colors. V V is a god whose true name is unknown, even to his followers. Once a stunted and weak Fremennik seer, he grew stronger upon discovering the Stone of Jas in a cave on Lunar Isle, eventually ascending to godhood by unclear means. During this time, V became known as the Fremennik's greatest hero, slaying many horrible monsters to aid his people. V is worshiped almost exclusively by the Fremennik people. His iconography includes a dragon-like creature in the shape of the letter V and crimson and gold colors. Tuska Tuska is a boar-like goddess that is said to have ascended from a mindless beast. Her viciousness and lack of sympathy for her foes are traits she shares with her followers, Airut. If enough Airut gather together, it is said that they can summon Tuska in order to crush their enemies with ease. Long ago as Tuska wandered about the universe, she attacked the home plane of the Airut. Mutually impressed by one another's strength, Tuska and the Airut joined forces, traveling together to conquer more worlds. Tuska is worshiped almost exclusively by Airut. Her iconography includes a symbol shaped like her horned, boarlike head and teal, purple, and gray colors. Marimbo Marimbo is a goddess ascended from an ordinary gorilla that has a close relationship with the primates of Gielinor. Marimbo is a carefree goddess that loves to relax and enjoy life as she sees fit. Her followers are almost exclusively monkeys and apes. Her iconography includes a forked symbol and brown and yellow colors. Brassica Prime Brassica Prime is a god that is a giant head of cabbage. His power comes from deliciousness as well as highly concentrated nutrients, and has numerous cabbage followers all throughout Gielinor. In this regard, he is arguably among the most popular gods of Gielinor. Brassica Prime is a cheerful god, but is also vain, believing himself to be the most powerful of them all. Brassica Prime's followers are almost exclusively cabbages. His iconography includes a cabbage leaf symbol and green and gold colors. A roasted cabbage is a delicious cabbage, and deliciousness is power! The World of Gielinor — DragonZaid 13
The Menaphite Pantheon The Menaphite Pantheon is a group of eight deities worshiped primarily in the Kharidian Desert region. Many of these gods and their followers warred with the Zarosian Empire during the Second Age. Out of the eight, Tumeken and Elidinis were the only ones considered to be powerful enough by Guthix to be banished from Gielinor at the end of the Third Age. Tumeken Tumeken, god of light, is the leader of the pantheon and the most powerful of the Menaphite gods. He created many of the other desert gods and, during a key battle between the Zarosians and the Kharidians, sacrificed himself in a last stand in order to destroy most of the Zarosian forces. The process is believed to have destroyed him, leaving behind only a large diamond called the Kharid-ib. This diamond ended up in the possession of the royal family of Al Kharid. Tumeken is worshipped by people all throughout the Kharidian Desert. His iconography includes a symbol in the shape of a shining sun and yellow and gray colors. Elidinis Elidinis is Tumeken's wife and the goddess of fertility. The River Elid in the Kharidian Desert is named after her, and she is said to be "the water that gives life and soothes." Elidinis is worshiped throughout the desert, but especially by the people of Nardah. Her iconography includes a symbol shaped like waves of water and yellow and turquoise colors. Icthlarin Icthlarin is a jackal-headed god of the dead, the son of Tumeken and Elidinis, and the brother of Amascut. He is responsible for guiding the souls of the dead through the Grim Underworld, Gielinor's afterlife, so that they may rest peacefully. His iconography includes an ankh symbol and ocher colors. Amascut Amascut is the daughter of Tumeken and Elidinis and was once a lioness-headed goddess of rebirth. In this role, she granted the souls escorted to the Grim Underworld by her brother Icthlarin a new life. During the Second Age, however, she was corrupted, becoming a goddess of destruction. She abandoned her duties and instead began to steal souls from Icthlarin and devour them. This caused many of her worshipers to renounce her. In recent ages, she also began to meddle with some of the other gods. She killed off many of Apmeken's followers, corrupted Crondis, suppressed Het's senses and manipulated Scabaras' followers into attacking Sophanem. Amascut has a very small number of worshipers throughout the Kharidian Desert. Her iconography includes an inverted ankh symbol and pink, gold, and jade colors. Apmeken Apmeken is a monkey-headed goddess of social pleasures and friendship and one of the four minor Menaphite gods. Very little is known about her as most of her followers were killed by Amascut many years ago. She is worshiped by a very small number of individuals throughout the Kharidian Desert. Her iconography includes a symbol of a monkey's head. The World of Gielinor — DragonZaid 14
Het Het is a god of health, both physical and mental, and one of the four minor Menaphite gods. Many of his followers are soldiers and warriors, and his greatest concentration of worshipers are in Al Kharid, where the nearby Duel Arena was constructed in his name long ago. His iconography includes a Human's head symbol. Crondis Crondis is a crocodile-headed goddess of resourcefulness and modesty and one of the four minor Menaphite gods. Many of her worshipers are farmers, hunters, or sailors of the Kharidian Desert who value these traits and seek her blessings. Her iconography includes a crocodile's head symbol. Scabaras Scabaras is a beetle-headed god of isolation and wisdom and one of the four minor Menaphite gods. His philosophies teach that a tranquil, mental state of enlightenment can be achieved by isolating oneself completely from all other living beings. Because of how his followers adopt this lifestyle, very little is known about his beliefs by the general population. Additionally, during the Fourth Age it was thought that he had caused a conflict between himself and Elidinis, leading to he and his followers being banished from most Kharidian Desert settlements. Scabaras has a small number of followers throughout the desert in various isolated locations, particularly in its southeast region. A Brief Gielinor History Gielinor's history is divided into ages, each being at least a few thousand years long. It is currently in the year 169 of the Fifth Age. Before the First Age Gielinor was created along with many other worlds before the start of the First Age by the Elder Gods Jas, Ful, Wen, and Bik. After creating the world, they left it alone and left the Elder God Artefacts they used to create it, including the Stone of Jas and the Siphon, in various locations around Gielinor. Almost no intelligent life occupied the world before the First Age, with the exception of the Dragonkin, who lived in fairly advanced societies. The Dragonkin created the dragons during this time. First Age The First Age began with the discovery of Gielinor by Guthix. After traveling the universe and visiting numerous worlds, he was enthralled by Gielinor's beauty and wished for the world to be enjoyed by mortals. Guthix created a portal to bring various races to Gielinor, including Humans, Dwarves, Fairies, and Gnomes. He invited Seren and her Elves to inhabit the world as well, and they began the construction of the crystal city of Prifddinas in Tirannwn. Gielinor's people spread throughout the world and began to inhabit many of its regions in small villages as their population steadily grew. A few years after the start of the First Age, a man named Harold became the first person to die on Gielinor. Guthix granted the man immortality and tasked him with the responsibility of reaping the souls of Gielinor's dead so that they can travel to the Grim Underworld, Gielinor's afterlife. Harold is now known as Death or the Grim Reaper. The World of Gielinor — DragonZaid 15
For a long time, Guthix occasionally checked up on Gielinor and its inhabitants, often speaking with them directly. Many of them chose to worship him, though he always told them they should instead forget about him and enjoy a peaceful world free of the gods. After about 4,000 years, Guthix was displeased with the increasing number of worshipers and decided to enter a slumber deep beneath the earth in an attempt to be forgotten. Second Age Some time after Guthix entered his slumber, other gods began take notice of Gielinor, marking the start of the Second Age. Tumeken arrived early in the age and established the rest of the Menaphite pantheon. Armadyl arrived with his Aviansie and found the Siphon, the Elder God Artefact which would become better known as the Staff of Armadyl. The staff was later stored in an underground temple. Bandos arrived with his Goblins, Orks, Hobgoblins, Ogres, and other races of followers. Other minor gods including Brassica Prime and Marimbo also travelled to Gielinor throughout the Second Age. All these gods and their followers began to have clashes over territory and power. During the early Second Age, Zaros discovered Gielinor and began building his empire. Because he was significantly more powerful and cunning than the other, younger gods, he was able to take control of a massive portion of Gielinor with relative ease. The capital of his empire was established at a city called Senntisten, located in what is now eastern Misthalin. During the rise of his empire, Zaros amassed a following of Humans, demons, Vampyres, and other races. At its height, the empire was the largest Gielinor has ever seen, spanning most of modern-day Misthalin, Asgarnia, and the Wilderness and parts of western Morytania. Also during the early Second Age, the Elves began to expand eastward beyond Tirannwn, making use of the Underground Pass to traverse the impassable Galarpos Mountains. Further into the Second Age, tensions rose between the northern settlements of what is now the Kharidian desert and the Zarosian empire. Fearing invasion, the Kharidians attacked the Zarosians with the aid of the Menaphite Pantheon, leading to the Kharidian-Zarosian War. Although the Menaphite gods were numerous, their forces were greatly outnumbered by the Zarosians, so Icthlarin and Amascut set out for additional help. Icthlarin managed to convince the Mahjarrat, a race of combative humanoids that hold immense magical power, to come to Gielinor and fight in the war. Some time later, the Mahjarrat betrayed the Kharidian forces, instead choosing to help the Zarosians. With his armies even more greatly outnumbered than at the start of the war, Tumeken sacrificed himself in a last stand in order to destroy most of Zaros' army, including many Mahjarrat. The process is believed to have destroyed him and turned the once lush Kharidian region into the scorching desert it is now. In the mid-late Second Age, Saradomin arrived with the Icyene. Saradomin, the Icyene, and some Humans established the peaceful kingdom of Hallowvale in what is now Morytania. In the late Second Age, Viggora, the only Human general of Zaros' army, constructed a fortress in modern-day northwest Morytania to prove the capabilities of Humans, who were typically looked down upon by Zaros and his other followers. However, due to the marshy land the fortress was constructed on, it quickly began to sink into the ground and dilapidate. This caused Viggora great humiliation and earned the fortress its nickname of Viggora's Folly. Near the end of the Second Age, a Zarosian Mahjarrat general named Zamorak began to grow more and more upset with the strict way Zaros was ruling. He gathered support and began to carefully plan a revolt. His new group of rebels included high ranking Zarosians such as Viggora, the Tsutsaroth demon Thammaron, the Vampyre Lord Lowerniel Drakan, and several Mahjarrat. Around this time, a Saradominist explorer stumbled upon the Staff of Armadyl in its hidden temple. He took it, hoping to be able to give it to Saradomin, but it was stolen from him by a simple thief. The thief was later overheard at a pub bragging about his acquisition by a Zarosian messenger that was a part of Zamorak's rebellion group. The messenger purchased the staff from the thief and brought it to Zamorak. With an Elder God Artifact in his possession, Zamorak now stood a serious chance of being able to defeat Zaros. The rebellion began to slowly pick off many of Zaros' most loyal officers who couldn't be converted to their cause. Zamorak also managed to obtain the Stone of Jas by unknown means, which he used to increase his power significantly. He then confronted Zaros under the pretense of discussing war plans. Taking him by surprise, Zamorak plunged the Staff of Armadyl into Zaros' back while his allies in the rebellion kept Zaros' bodyguards at bay. The two dueled, eventually resulting in Zaros being destroyed and Zamorak siphoning a portion of his power, causing him to ascend to godhood. In reality, Zaros was not killed, but sacrificed his corporeal form in order to flee in a severely weakened state. At the end of the age, Zamorak left Gielinor to recruit hordes of Avernic demons from the demon world Infernus, and the Zarosian empire quickly began to collapse in his absence. Upon his return, Zamorak discovered that Saradomin had stolen the Stone of Jas from him. He quickly declared war on Saradomin, sparking the God Wars and beginning the Third Age of Gielinor approximately 2,000 years after the start of the Second Age. The World of Gielinor — DragonZaid 16
Third Age The Third Age of Gielinor was a period of about 4,000 years of widespread chaos and war. Millions—if not billions—of people were killed, cities were destroyed, and races were extincted all in the name of the gods. Different gods and armies constantly formed and broke shaky alliances. At the start of the age, some races, such as Gnomes and Dwarves, hid from the tragedies of the wars by living underground. The Elves retreated from their settlements east of the Galarpos Mountains and back into the safety of remote Tirannwn. During the early years of the Third Age, the remains of the crumbling Zarosian empire were swiftly converted to Zamorak's allegiance. Those who remained loyal to Zaros were hunted down and slaughtered throughout the age. In the early Third Age, a battle between a Saradominist army and a Zarosian army, lead by the monstrous general Nex, broke out north of Trollheim in northwest Asgarnia. Believing that defeating Nex was impossible, the Saradominists lured her and her army into a nearby cave and magically sealed them within a prison, trapping them inside. To celebrate their victory, they constructed the large Temple of Lost Ancients on top of the prison. Also near the start of the age, Lord Drakan began leading a massive army of Vampyres into Hallowvale. The Icyene put up a good fight for a long time, leading to many casualties on both sides. Eventually, Drakan was able to kidnap Ascertes, husband of the Icyene Queen Efaritay, forcing the queen to surrender. Ascertes was then turned into a powerful Vampyre now known as Vanstrom Klause and Efaritay was imprisoned in Castle Drakan. With Drakan in power, the beautiful Hallowvale region began to transform into Morytania. The Sanguinesti region was constructed, countless Icyene were killed and Humans imprisoned within Meiyerditch, thick clouds began to cover the sky at all times, and the Mort Myre Swamp was formed. In the mid to late Third Age, Saradomin began to gain momentum as he executed a campaign to conquer southwest Forinthry and modern day Asgarnia and Misthalin. His armies were lead by the Icyene Commander Zilyana and six warrior brothers, Ahrim, Dharok, Guthan, Karil, Torag, and Verac. The six brothers then began attempts to liberate Morytania from the Vampyres. They were approached by the Mahjarrat Sliske and given superhuman powers, allowing them to strike deep into Morytania with few casualties. However, Sliske later took their powers away, resulting in their deaths. He then transformed them into powerful wights now known as the Barrows Brothers. Also in the mid to late Third Age, one of the twelve Goblin tribes serving Bandos, the Dorgeshuun, were ordered to fight to the death in a battle they could not possibly win. Rather than face certain death, they defied Bandos and fled to a cavern near modern day Lumbridge Swamp. The furious god of war sealed the cavern closed, trapping them inside. The Dorgeshuun established a new life underground where they flourished, eventually developing one of Gielinor's most socially and technologically advanced societies. Starting in approximately the year 3000 of the Third Age, Zamorak and his armies launched a large campaign to cleanse the Kharidian Desert of any Kharidian forces and establishments. Flourishing cities such as Uzer, in the northeast desert, and Ullek, in the southeast desert, were completely destroyed. Despite the God Wars raging all around Gielinor for thousands of years, the Zarosian capital of Senntisten managed to remain standing and in Zarosian hands until around the year 3700 of the Third Age. It was at this time that it was finally successfully besieged by Zamorakian and Saradominist forces working in unison. The city was not destroyed, but captured and converted by Zamorak. The World of Gielinor — DragonZaid 17
About 100 years after the capture of Senntisten, it was attacked by Saradominist forces and destroyed. With this act, almost all traces of the once glorious Zarosian empire were destroyed, a major goal of Saradomin during the Third Age. A new devoutly Saradominist city called Saranthium was constructed over its ruins. Throughout the late Third Age, the Feldip Hills region was conquered by Bandos and settled primarily by Ogres. The Ogre city of Gu'Tanoth was founded as well. Throughout the Third Age, Zamorak grew increasingly powerful at an alarming rate. Near the end of the age, his power became the primary concern of Saradomin, Bandos, and Armadyl. They temporarily collaborated to forge a magical blade powerful enough to kill Zamorak called the godsword. As general Kree'arra of Armadyl's army and his flock were transporting it near Trollheim, they were ambushed by Zamorak's forces, lead by the demons, including K'ril Tsutsaroth. The Aviansie quickly fled into the nearby Temple of Lost Ancients. Soon after, Zilyana and Bandos' general, Graardor, arrived with Saradomin's and Bandos' forces, respectively, to offer Kree'arra aid. The four forces entered the cave beneath the temple unknowing of its contents. After not long, each of the four forces set up a defensive camp within the cave. Fighting broke out into a free-for-all between all sides as each tried to claim the godsword for themselves. The cave is better known now as the God Wars Dungeon. Amidst the fighting within the God Wars Dungeon, a group of Saradominist priests were fooled by the Mahjarrat Sliske into freeing Nex from her prison below. Because of her immense power, the four forces within the dungeon were forced to form a shaky alliance to fend her off. Together they managed to lock her back inside the prison before resuming fighting with one another. Near the very end of the Third Age, Zamorak somehow managed to find the Stone of Jas where Saradomin had hidden it at the end of the Second Age. During a large battle at the center of Forinthry fought over the Elder Artifact, Zamorak became surrounded by Saradomin's, Bandos', and Armadyl's forces. In a last ditch effort to repel them, he harnessed the full power of the Stone of Jas to unleash a gargantuan wave of destruction all around him. This single act saw the greater part of Forinthry completely obliterated in an instant. Thousands of warriors from all sides were killed and the land became the charred, black, and lifeless Wilderness it is known as now. A force as destructive as this had never before been seen on Gielinor. Such was its power that the Anima Mundi, the very life force of Gielinor itself, literally cried out in agony. This woke Guthix, by this time having slumbered for approximately 6,000 years, who returned to the surface to find his world bloodied and scarred from millennia of wars caused by the gods. Guthix instantly amassed an army of followers and charged into the Wilderness and the surrounding areas, defeating many members of the Saradominist, Zamorakian, Bandosian, and Armadylean armies with ease. Guthix's forces reached the God Wars Dungeon and began to fight to confiscate the godsword from the four other factions. However, a powerful mage named Aeternam managed to cast a spell on the entire dungeon, freezing it and everyone inside. Guthix then moved his focus to the Wilderness, defeating most members of the other armies and stopping the fighting. He then established his edicts, which banished all the other gods from Gielinor permanently, leaving the blade of an enormous sword impaled into the ground at the center of the Wilderness as a reminder of his power. The World of Gielinor — DragonZaid 18
With the other gods gone, Guthix descended back beneath the ground. He sat in a cave for a short while and, overcome by grief, began to weep. His anguish was so great that the very rocks of the cave themselves began to weep alongside him. Eventually, he relocated the Elder God Artifacts and returned to his slumber, hoping again that the people of Gielinor would forget him and the other gods and finally live in peace. The noise of the conflict woke Guthix from His deep slumber, and He rose and stood in the centre of the battlefield so the splendour of His wrath filled the world, and He called for the conflict to cease! Silence fell, for the gods knew that none could challenge the power of the mighty Guthix; for His power is that of nature itself, to which all other things are subject, in the end. Guthix reclaimed that which had been stolen from Him, and went back underground to His sleep and continued to draw the world's power into Himself. But on His way into the depths of the earth He sat and rested in this cave; and, thinking of the battlescarred desert that now streched from one side of His world to the other, He wept. And so great was His sorrow, and so great was His life-giving power, that the rocks themselves began to weep with Him. Fourth Age The Fourth Age saw a Gielinor free of the gods' intervention for the first time ever. Many of the present day's kingdoms were founded during this age, which lasted approximately 2000 years. With the gods gone and the wars quickly winding down, the Gnomes emerged from their underground hiding places and established the Tree Gnome Stronghold at the beginning of the Fourth Age. For a few hundred years, the Saradominist city of Saranthium flourished with fairly advanced societal structure, technology, and art. Some time during the early years of the age, however, it was completely destroyed, most likely by Zamorakians. During the early Fourth Age, a small civil war broke out in Feldip Hills between the Ogres and Goblins that inhabited the area. The former won, forcing the latter northward out of the region. Also during the early Fourth Age, the Elven King Baxtorian began a peaceful expedition to the east side of the Galarpos Moutains. He instated good relationships with the Gnomes and Humans there and built a few establishments in modernday central Kandarin. He had worse luck with the Ogres of the nearby Feldip Hills, eventually choosing to withdraw from that area completely. From approximately the years 500 to 900 of the Fourth Age, Humans began to settle in permanent establishments for the first time, a significant change from their formerly nomadic lifestyle. As their popoulation increased rapidly, their settlements began to span almost all of Gielinor, including present-day Kandarin, Misthalin, Asgarnia, Fremennik Province, Kharidian Desert, Crandor, Entrana, and Karamja. The World of Gielinor — DragonZaid 19
Around the year 700 of the Fourth Age, a tribe of Humans settled in what is now Misthalin, forming a village called Avarrocka. In 730, a young warrior named Arrav helped to defend the village with the help of a special magical shield and some Imcando Dwarves from the Mahjarrat Zemouregal and his undead army. Arrav pulverized the undead creatures, but Zemouregal killed him before retreating and raised him into an undead warrior. As the middle of the Fourth Age progressed, Avarrocka conquered many of the neighboring Human tribes, eventually growing to form the first, tiny Human Kingdom of Misthalin, ruled by a monarch. During the mid Fourth Age a massive dragon called Garak attacked several Human settlements near the Wilderness, killing many people. A heroine named Camorra eventually slayed it, instantly becoming one of Gielinor's most famous heroes. During approximately the years 1100 to 1200 of the Fourth Age, Lord Drakan attacked Misthalin with a huge Vampyric army. The two countries' armies fought at Silvarea near the River Salve and many lives are lost. The Misthalin army, including seven priestly warriors, fought the Vampyres back across the River Salve. It was at this point that the River Salve gained its blessing which to this day prevents all evil creatures, including Vampyres, from crossing it, protecting Misthalin from further attacks. Around the year 1669 of the Fourth Age, the Dwarven King Alvis of Keldagrim died. Although Alvis had a son, his true identity was not known, so there was no heir to replace the king. The Dwarves decided to restructure their government to allow it to be governed by a Consortium, a group of eight mining companies. This new government lead the Dwarves into an era of prosperity as their population and wealth grew. Around the year 1777 of the Fourth Age, many people began to migrate from Misthalin into Morytania. Although warned about the region's Vampyric ruler and the Misthalin - Morytanian War, they believed the stories to be myths. A few towns in northern Morytania, including Canifis and Port Phasmatys, were founded at this time. Unfortunately, most of them were quickly subjected to Lord Drakan's blood tithes, and those who refused to comply were slaughtered. The people of Port Phasmatys turned to a mage named Necrovarus for protection from the Vampyres. He constructed a magical barrier around the town to keep the Vampyres out, but it also kept the citizens locked inside. Eventually, they all died due to being cut off from the outside world. The magical barrier even prevented their souls from leaving the town, so each person who died became a ghost unable to rest peacefully. In the late Fourth Age, the Gnomes became involved in a war with local violent tribes of Goblins. At the Battle of Atarisundri in modern-day Kandarin, a powerful Gnome illusionist named Glouphrie fooled the Goblins into thinking they had a huge battalion of war tortoises, causing the Goblins to retreat in fear. The successful battle resulted in a peaceful and prosperous golden age of the Gnomes. Some time later, Glouphrie was exposed for trying to cover up his murder of a very important spirit tree in the Gnome Stronghold. He was banished from the kingdom and retreated to the Galarpos Mountains, where he established the hidden city of Arposandra. The World of Gielinor — DragonZaid 20
In the year 1930 of the Fourth Age, the Elven King Baxtorian, who at the time was in modern-day Kandarin, was suddenly cut off from returning to Tirannwn. After sending some scouts through the Underground Pass, he learned that the Iorwerth Clan of Elves had started a rebellion and taken over Prifddinas. King Baxtorian launched a campaign, aided by the Cadarn Elves that were with him, to retake Prifddinas, but was defeated by Lord Iorwerth's forces. To make matters worse, his wife, Queen Glarial, went missing in 1935. It was believed she was captured and likely killed by the Humans of the present-day Kandarin area, who were unhappy with the Elves' rule. With the majority of his kingdom lost and his wife dead, Baxtorian entered a deep depression, eventually sealing himself away in a cavern beneath a waterfall in northern modern-day Kandarin. In the year 1937 of the Fourth Age, the town of Lumbridge was founded in Southern Misthalin along the River Lum and quickly flourished under the rule of its duke, Polonius. Also around this time, Avarrocka was renamed to Varrock. Near the end of the Fourth Age, the small Morytanian town of Mort'ton was struck by the strange disease that still afflicts it presently. The disease caused all of the town's inhabitants to enter a mindless, zombie-like state. A local herbalist named Herbi Flax attempted to find a cure, but was ultimately unsuccessful. Also near the end of the Fourth Age, the Dwarves finally came out from their hiding due to the God Wars. They began to make regular contact with various surface civilizations and established mining colonies in several locations, including White Wolf Mountain and Ice Mountain. A Human organization of Saradominist warriors was formed in modern-day Asgarnia close to the end of the Fourth Age. Although the city did not yet exist, they would eventually become known as the White Knights of Falador. The Fourth Age concluded with a discovery that would skyrocket Humans to being the most populous and powerful race on Gielinor. This discovery gave their race, which formerly had extremely limited magical capabilities, the ability to use magic almost limitlessly. The discovery spread extremely quickly throughout Gielinor, beginning the age of Humans. Fifth Age The Fifth Age of Gielinor is the current age. It has progressed for only 169 years as of the present day. Due to their increased ability to use magic to its fullest potential, different groups of Humans quickly gained control over a huge portion of the world. Not only could they use magic to better defend their increasing numbers of villages, towns, and kingdoms, but they could also use it to improve their everyday lives. During the early Fifth Age, the Kinshra, also known as the Black Knights, was formed. They were a Zamorakian organization that worked in harmony with the Saradominist White Knights to bring peace and order to the newly formed Kingdom of Asgarnia. The kingdom was founded as a monarchy with King Raddallin as its first ruler and Falador as its capital. In the year 7 of the Fifth Age, a group of peasants in modern-day central Kandarin, lead by a man named Carnillean, banded together to drive out the aggressive Mahjarrat Hazeel from his stronghold. They succeeded, forcing him to retreat in a weakened state. The city of Ardougne was founded around the captured stronghold soon after. Some time during the early years of the Fifth Age, four orders of wizards, the Saradominist Blue Order, the Zamorakian Red Order, the Guthixian Green Order, and the Grey Order of other gods, were formed. The four orders constructed a Wizards' Tower in Southwest Misthalin where they worked together to advance the understanding of magic. In the year 9 of the Fifth Age, the four orders also constructed the Mage Training Arena near Al Kharid to serve as a place where wizards could safely practice more dangerous forms of magic. In the year 19 of the Fifth Age, a powerful demon called Delrith was summoned by a group of dark wizards and attacked Varrock. He was quickly intercepted by a common miner named Wally. Wally managed to obtain the magical sword Silverlight and used it to defeat and banish Delrith back to the Infernal Dimensions. In the year 23 of the Fifth Age, Lord Drakan's Vampyric forces managed to take full control of northern Morytania. It was at this time that the people of Canifis all became Werewolves, but the means by which this happened are still unknown. In the year 42 of the Fifth Age, a powerful group of Fremennik began a campaign to destroy any who used magic, believing that only the gods were worthy to use it. They were relatively successful, slaughtering a significant portion of Gielinor's few remaining Imcando Dwarves as well as many other magic users of various races. By the year 62, however, their forces had significantly dwindled, and they settled in the small barbarian village in west Misthalin that would eventually be named Gunnarsgrunn. Some time during the early Fifth Age, the golden age of the Gnomes came to a close as the Gnome King Healthorg died. The Gnomes hold an election between his son, Prince Argenthorg, and Bolrie, ruler of the Tree Gnome Village. Unbenknown to Bolrie, his advisor turned out to actually be Glouphrie in disguise, who was planning to gain power so as to manipulate the kingdom, so Bolrie ashamedly conceded the election. Bolrie eventually returned to Tree Gnome Village, where he was pulled into the Khazard - Gnome War, an ongoing conflict between the Tree Gnome Village and the forces of the Mahjarrat Khazard. In the year 70 of the Fifth Age, a horrific magical accident occurred at the Wizards' Tower, resulting in its destruction and the death of all but two of the wizards present at the time. The Zamorakian mages were blamed for the incident, resulting in widespread discrimination against Zamorakians within Misthalin and Asgarnia, with many being exiled from towns or even slaughtered. The trusting relationship between the Kinshra and the White Knights was also tainted by this event, never to fully recover. One of the wizards that survived the accident, Perien the Blue, began the construction of a second Wizards' Tower and became its first archmage. The World of Gielinor — DragonZaid 21
During the years 95 to 98 of the Fifth Age, a group of Zamorakians conducted several attacks on various villages around Ardougne in an event known as the Dreaded Years of Tragedy. Eventually, the city sent an army to destroy them, and the resulting battle killed all but one person on either side. The remaining Zamorakian and Ardougnian established a truce. Three years later, in 101, the same two men made significant changes to Ardougne. Together they founded the Kingdom of Kandarin, established a monarchy to rule it, and created the Ardougne Market. The kingdom quickly began to flourish under this new rule. During the mid Fifth Age, the Kharidian Desert became engulfed in a politically motivated war between Al Kharid and Menaphos. Sometime later, a shaky peace treaty was established, but their relationship since the war would never fully recover. In the year 132 of the Fifth Age, King Arthur and the knights of the round table arrived in northeast Kandarin after travelling through a portal from another realm called Britain. King Ulthas Ardignas of Kandarin, impressed by their sense of good and morality, gifted them a large castle called Camelot in northeast Kandarin near where they arrived. In the year 136 of the Fifth Age, King Ulthas died in a hunting accident, leaving his two sons Lathas and Tyras to decide who should rule Kandarin next. The two were unable to come to an agreement, and instead split Ardougne into East Ardougne, ruled by King Lathas, and West Ardougne, ruled by King Tyras. Not long after, King Tyras ventured with a small army through the Underground Pass into Tirannwn. Unfortunately, a powerful Zamorakian mage named Iban took control of the Underground Pass, and Lord Iorwerth of the Elves blocked off the Arandar Pass, so the king and his men became trapped in Tirannwn. They established the small village of Port Tyras on the west side of Isafdar for the time being, eventually getting into a stalemate with the Iorwerth Clan. During the time King Tyras was trapped in Tirannwn, King Lathas took temporary control of West Ardougne. A mysterious plague also struck West Ardougne at this time and it was placed under strict quarantine, forcing its citizens into poverty and resulting in the death of many people. Even still, King Tyras stayed in the western lands, leaving his incapable assistants to handle West Ardougne as his people's hatred toward him slowly grew. In truth, the plague was fabricated as part of an elaborate scheme conceived by King Lathas and the leader of the Iorwerth Clan. In the year 139 of the Fifth Age, an unfortunate man explored the caves beneath the peaceful and thriving Isle of Crandor. He accidentally found and woke the green dragon Elvarg, which proceeded to kill him and lay waste to the island. Many of the island's inhabitants fled to southern Asgarnia, but Elvarg followed them and killed almost everyone. Only three Crandorians were known to have survived, the wizards Thalzar, Lozar, and Melzar. Each were given a part of the only surviving map leading to Crandor so that Elvarg might never be disturbed again. In the early 160's of the Fifth Age, a huge battle between the Dwarves of Keldagrim and a large, local colony of trolls broke out. The fighting was so prolonged and so bloody that ordinary citizens of the city were drafted into the battle. The end of the battle saw the Dwarven commander, Colonel Grimsson, defeating the leader of the trolls before seemingly going mad and killing his own men. The World of Gielinor — DragonZaid 22
In the year 162 of the Fifth Age, King Vallance of Falador fell ill and could no longer directly rule over Asgarnia. Sir Amik Varze, leader of the White Knights and steward to the king, took over most of his duties. Also around this time, the Kinshra attacked the Misthalinian village of Edgeville. This act eventually lead to the Asgarnian Civil War in 163 followed by the War of 164 between the Kinshra and Asgarnia. During the War of 164, the Kinshra raided several settlements in and around Asgarnia including Taverley and the Edgeville Monastery under the command of Lord Sulla. Their final attack struck Falador with the aid of Zamorakian Dwarves and several tribes of Goblins. The Asgarnians managed to repel the attackers, but not without the loss of numerous lives. The Kinshra organization survived, but Lord Sulla was killed and their power significantly dwindled. Tips for Players & GM's Campaigns set in worlds based on video games give rise to a number of potential problems, and it can be important to recognize and address these problems effectively. When playing a campaign set in a world such as Gielinor, keeping in mind the handful of tips detailed here may help both the players and the GM get the most out of their experience. Game Mechanics Video games and tabletop roleplaying games are fundamentally very different media, and it can often be difficult to translate content between them. When designing stories, encounters, locations, and other content for their players, the GM should keep in mind that an exact replica of what is present in RuneScape doesn't always result in the most cohesive or entertaining campaign. Many stories within RuneScape involve a significant amount of travel and backtracking that can become tedious to do in a 5th edition campaign. Some stories have other issues such as plot holes, often due to the fact that RuneScape is a continuously updating and evolving game, which should be avoided when possible. The GM might consider adjusting or entirely ignoring a wide variety of game mechanics from RuneScape. For instance, in the true lore of Gielinor, small stones imbued with elemental magic called runes are required for the casting of most spells. This mechanic, however, directly clashes with the spellcasting mechanics laid out in 5th edition. Because of this, it is suggested that runes (and by extension, the lore related to them) are ignored in favor of 5th edition spellcasting rules. Many other mechanics from RuneScape, such as its skill leveling system, should also be ignored in favor of the 5th edition rules. It is entirely possible that a different and very successful system could be created to better match these mechanics, but that is not the purpose of this document. The World of Gielinor — DragonZaid 23
Player and Character Knowledge With any campaign, not just one set on Gielinor, it is important for the players to keep in mind the differences between their own knowledge and their characters' knowledge. A player might know information about a campaign, such as a particular monster's weakness or the location of a hidden item, but their character would not know this information unless they had a specific reason to. If players abuse this, it can be detrimental to a campaign. The GM should confront the players in a friendly manner if they notice this type of behavior and explain why it is problematic. If the players still find it difficult not to take advantage of the information they know, the GM should consider making changes to the campaign's stories and statistics of monsters and other content. This will force the players' knowledge to be more aligned with their characters' knowledge. Shaping the Story The GM should feel at liberty to shape the stories of their campaign to best fit their liking. The GM should try not to restrict themself to following as exactly as possible the source material from which they are shaping their campaign. Make changes to the setting, monsters, items, and other content liberally wherever it benefits the campaign. Tabletop roleplaying games often rely much more heavily than video games and other media on a world that is logical, cohesive, and immersive, and it is recommended that the GM shapes their campaign to value these concepts more highly than accuracy to the source material. For example, in RuneScape, many towns do not have facilities such as a tavern, inn, church, general store, or market. In a more realistic world that better suits a 5th edition campaign, these facilities might be much easier to find in most places. The players should be allowed the power to shape the story of their campaign as a result of their actions. It is highly recommended that the GM not force the players down a particular path just because that is the course of action that is taken in the source material. This stifles creativity and can make the players feel like they have no reason to be in the story at all. The GM should try to reward the players for coming up with creative solutions to problems whenever possible, even if it catches them off guard. Scale Theory Scale theory is a relatively lesser known theory concerning RuneScape (and other fictional universes) which states that what is seen within the video game is not all that exists within its universe, but merely a simplified representation of a larger, more cohesive, and more complex world. This implies a number of things which, for a great campaign, should be taken into account. Firstly, the true size of Gielinor is much larger than how it is represented in RuneScape. Towns are also much larger and much farther apart than how we see them in the video game. In reality, they should be separated by vast tracts of farmland or wilderness, and traveling between two adjascent towns could take an entire day or even a week or longer. Second, there are far more things that exist within Gielinor than are seen in the video game. The GM should feel free to fill in these large gaps in their campaign's setting with whatever they choose, as doing so could drastically improve their campaign. The World of Gielinor — DragonZaid 24
< --> Class Options Class Options — DragonZaid 25
This section details a handful of player character class options, including a few original subclasses. Practically any standard 5th edition class should be suitable for the Gielinor setting, but the forbiddance of any class is at the discretion of the GM. Members of any race could potentially be any class. However, more brutish races such as Orks and Airut may be more predisposed toward physically combative classes like the Barbarian or Fighter, rather than more articulate classes like the Wizard or Bard. The Druids of Gielinor are usually Humans and followers of Guthix, but could conceivably be of any race and worship other gods or no god at all. A Fremennik Human character should not be of any spellcasting class unless they are part of the Moon Clan or an outcast, because they strongly believe only the gods are worthy of its use. Most Keldagrim Dwarves are incapable of magic due to an ages old curse placed on them by Zamorak, so spellcasting classes may not be a good fit for them either. Deities The Cleric, Paladin, Warlock, and some other classes' subclasses usually involve a relationship with a god or deity that is integral to their abilities. These classes can easily be reflavored from standard 5th edition classes to incorporate elements of Gielinor. For example, a Cleric of the Life Domain might worship Saradomin, Guthix, or Elidinis rather than one of the standard 5th edition deities. Warlock patrons are typically more loosely defined than a Cleric's deity. A patron could be a god, but it is often a less powerful creature. The player and GM can use the information provided in this document to choose or create an appropriate creature to be the Warlock's patron. For example, a Warlock of the fiend might have a powerful demon from Infernus as their patron. More examples of classes and suggested associated deities are given in the Cleric Deities, Paladin Deities, and Warlock Patrons tables. Cleric Deities Subclass Suggested Deities Knowledge Elder Gods, Guthix, Saradomin, Zaros Life Elidinis, Guthix, Het, Saradomin Light Saradomin, Seren, Tumeken Nature Guthix Tempest Armadyl, Guthix Trickery Amascut, Apmeken, Marimbo, Zamorak War Bandos, Zamorak, Zaros Paladin Deities Subclass Suggested Deities Ancients Elder Gods, Guthix, Seren, Zaros Conquest Bandos, Saradomin, Zamorak, Zaros Devotion Armadyl, Guthix, Saradomin, Seren Vengeance Saradomin, Zamorak Class Options — DragonZaid 26
Warlock Patrons Subclass Suggested Patrons Celestial A powerful Icyene, Saradomin Fiend A demon lord from Infernus or the Abyss Great Old One A Dragonkin, Mahjarrat, or true Vampyre, Elder Gods, Guthix, Seren, Zaros Undying A Mahjarrat or Dragonkin, Death, Icthlarin Channel Divinity Options Many Gielinorians practice the art of prayer in order to protect themselves, bolster their abilities, wreak havoc upon their foes, or otherwise aid them in combat. Most understand that these powers come as blessings sent directly from the gods, though others believe that it is actually the spirits of the dead who distribute them. It may even be a combination of both or something more complex, but the true source of these powers remains a mystery. The GM may allow a player to use any of the Channel Divinity options listed here in place of one of their existing Channel Divinity options. At the discretion of the GM, some options may be restricted to followers of certain deities. Channel Divinity: Prayer of Deflection Using a bonus action, you call out to your god to deflect certain attacks back toward your enemies. For one minute, when you take damage of certain types (as detailed below) from a creature you can see within 60 feet, the creature takes 1d6 damage of the same type. Choose one of the following: Deflect magic. Acid, cold, fire, lightning, or thunder damage from a spell. Deflect melee. Bludgeoning, piercing, or slashing damage from a melee weapon attack. Deflect missiles. Bludgeoning, piercing, or slashing damage from a ranged weapon attack. While this effect is active, you can use a bonus action to change to a different deflection option. The effect ends early if you are incapacitated or choose to end it using a bonus action. The deflected damage increases to 2d6 when you reach 5th level in the class that granted you this Channel Divinity, 3d6 at 11th level, and 4d6 at 17th level. Channel Divinity: Prayer of Leeching Using an action, you can call upon your god to leech power from your enemies, weakening them while empowering yourself. Each creature of your choice within 30 feet of you must make a Wisdom saving throw. On a failure, a creature suffers disadvantage on either spell attack rolls, melee weapon attack rolls, or ranged weapon attack rolls they make for the next 1 minute (choose one for all affected creatures before saving throws are made). An affected creature can repeat the saving throw at the end of each of their turns, ending the effect for them on a success. Additionally, you gain advantage on the next attack roll of the same type you make within 1 minute. The effect ends early if you are incapacitated or choose to end it using a bonus action. Channel Divinity: Prayer of Protection Using a bonus action, you call out to your god for protection from certain attacks. For one minute, when you take damage of certain types (as detailed below), you have resistance to that damage. Choose one of the following: Protection from magic. Acid, cold, fire, lightning, or thunder damage from a spell. Protection from melee. Bludgeoning, piercing, or slashing damage from a melee weapon attack. Protection from missiles. Bludgeoning, piercing, or slashing damage from a ranged weapon attack. While this effect is active, you can use a bonus action to change to a different protection option. The effect ends early if you are incapacitated or choose to end it using a bonus action. Class Options — DragonZaid 27
Channel Divinity: Retribution When you are reduced to zero hit points, you can use a reaction to smite nearby creatures with a retaliatory blast of radiant magic. Each creature other than yourself within a 10- foot radius, 40-foot high cylinder centered on you must make a Dexterity saving throw. On a failed save, a creature takes radiant damage equal to 2d6 + twice your level in the class that granted you this Channel Divinity, or half as much on a successful one. Channel Divinity: Soul Split Using a bonus action, you call upon your deity to replenish your life as you deteriorate that of others. For 1 minute, whenever you deal damage to a creature with an attack or spell, you regain 1d6 hit points. You can only regain these hit points once per round. The effect ends early if you are incapacitated or choose to end it using a bonus action. The healing increases to 2d6 when you reach 5th level in the class that granted you this Channel Divinity, 3d6 at 11th level, and 4d6 at 17th level. Languages A wide variety of languages are spoken on Gielinor. Common is the primary language of most people, especially Humans. Many languages from standard 5th edition can be reflavored into a language native to this setting, such as Celestial to Icyene. The Gielinor's Languages table lists many of Gielinor's most common and most unique languages, their speakers, and any of their mutually intelligible languages. While almost the entirety of communications in RuneScape are made in the Common language, it is recommended that a campaign make more liberal use of a variety of languages so as to not detract from the features and abilities of some player characters. In reality, there could be a significant number of humanoids on Gielinor that do not speak Common or that make frequent use of other languages in addition to Common. Speaking to an aggressive Goblin in its native language may facilitate peaceful negotiations, and speaking to an untrusting Elf in its native language may help to earn its confidence. Gielinor's Languages Language Speakers Mutual Intelligibility Aviansie Aviansie Aarakocra Common Most humanoids — Draconic Dragonkin, Dragons — Dwarvish Dwarves — Elvish Elves — Gnomish Gnomes — Goblin Goblins, Hobgoblins — Gorajo Gorajo — Icyene Icyene Celestial Infernal Demons, Vampyres, Zamorakians, Zarosians Abyssal Ork Orks, Hobgoblins — Primordial Elementals Aquan, Auran, Ignan, Terran, TzHaar TzHaar TzHaar Ignan, Primordial, Terran Ugthanki Ugthanatos — Vampyre True Vampyres — Werewolf Werewolves — Class Options — DragonZaid 28
Artificer: Crystal Singer Before the First Age of Gielinor, the crystal goddess Seren taught the Elves of Tarddiad a method of shaping Elven crystals into any form desired called crystal singing. The technique is performed by chanting at a variety of specific frequencies inaudible to some humanoids. The Elves used this skill to great advantage, using crystal singing to craft tools, armor, weapons, art, structures, and even entire cities. Among Elves, skilled crystal singers most often belong to the craftspeople and artists of the Ithell clan. Though it comes most easily to Elves, artificers of all races can utilize crystal singing to augment their abilities. Crystal equipment they make has remarkable properties and can be further augmented with their infusions. Their spells often take on a crystalline appearance, especially those that conjure up objects or structures. Tool Proficiency When you adopt this specialization at 3rd level, you gain proficiency with mason's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. Crystal Singer Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Crystal Singer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. Crystal Singer Spells Artificer Level Spell 3rd distort value, floating disk 5th cloud of daggers, spiritual weapon 9th minute meteors, tiny hut 13th grasping vine, polymorph 17th bigby's hand, conjure volley Crystal Tools At 3rd level, you've learned how to craft tools with incredible precision more quickly than other artificers using your crystal singing. When you use your The Right Tools for the Job feature, instead of spending 1 hour to make the tools, you can create them out of crystal using an action. You are always considered proficient with tools made in this way. Once you use this feature, you can't use it again until you finish a long rest. Class Options — DragonZaid 29
Crystal Seeds Also at 3rd level, you've learned how to craft crystal seeds that can be transformed into sophisticated pieces of equipment. Whenever you finish a long rest, you can create an acorn-sized seed of concentrated crystal, provided you have mason's tools in hand. Choose one of the following options when you create the seed: Crystal Weapon Seed, Crystal Armor Seed, or Crystal Shield Seed. Using an action, you can sing into the seed, transmuting it into its true form. You are proficient with any seed you create while it is in its true form. The seed's true form has the same statistics as the item it was modeled after, but its weight is reduced by half. You can grant the seed one of your infusions as if it were a mundane item, following the usual restrictions, either upon creating the seed or at the end of another long rest after activating it. Any infusion placed on a seed is dormant until the seed is activated. Once activated, the crystal cannot be reverted into its seed form. Whether or not it had been activated, your crystal seed disappears if you craft a new seed or if you die. At 9th level, you can craft and maintain up to two crystal seeds at once, and at 15th level, you can craft and maintain up to three. Crystal Weapon Seed. Upon crafting the seed, you choose any mundane simple or martial weapon to be its true form. You can add your Intelligence modifier, instead of Strength or Dexterity, to attack and damage rolls made with the weapon. Crystal Shield Seed. The seed's true form is a mundane shield. You can don the shield as part of the action you take to transform the seed. When you or another creature you can see within 5 feet are hit with an attack while you are wielding the shield, you can add your proficiency bonus to the AC against that attack as a reaction. Crystal Armor Seed. Upon crafting the seed, you choose any mundane light or medium armor to be its true form. You can don the armor as part of the action you take to transform the seed. If the armor type you choose has a Strength requirement, the crystal armor lacks this requirement. While you are wearing the armor, you gain a bonus to initiative rolls equal to your Intelligence modifier (minimum of 1). When you reach 5th level, you can also choose any heavy armor as the seed's true form. Versatile Singing At 5th level, you've learned how to create almost anything using your crystal singing techniques. You can use your action to conjure up any mundane, inanimate object in your hand or in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 5 feet on a side and its shape must resemble that of an object that you have seen. The object is crystalline in appearance, emanating a soft magical hum. It disappears after 1 hour, when you use this feature again, or if it takes more than 5 damage (AC 13). Cunning Seeds At 9th level, you can craft your seeds with such skill that they can be transformed without the need for further crystal singing. When you create a crystal seed, you can craft it such that any creature can activate it. If you craft it in this way, the creature that activates it gains all the benefits of using its true form that you would for one hour. If you instead choose a specific creature that you touch while crafting the seed, that creature gains those benefits until the seed disappears. Wherever a seed calls for an Intelligence modifier or proficiency bonus, your statistic is always used, rather than another user's. Masterwork Seeds At 15th level, your mastery of crystal singing techniques has allowed you to gain further benefits from the equipment you craft. Crystal Weapon Seed. Crystal weapons you craft move through the air so swiftly that you can make one additional attack with one of them when you take the attack action. Crystal Shield Seed. An activated crystal shield you craft can be operated during your turn as a free action, causing it to transform into a compact shape, quickly freeing your hand. It can be reactivated with another free action, returning the shield to your hand. Crystal Armor Seed. Crystal armor you craft grants the wearer incredible grace and agility. The armor never imposes disadvantage on stealth checks, and grants a bonus to Dexterity saving throws and Dexterity (Acrobatics) checks equal to your Intelligence modifier. Class Options — DragonZaid 30
D r u i d: C i r c l e o f G u thi x D r u i d s o f t h e C i r c l e o f G u t h i x a r e fo l l o w e r s o f t h e g o d o f t h e s a m e n a m e. I n a c c o r d a n c e w i t h G u t h i x i a n p h i l o s o p h i e s, t h ey s e e k t o p r e s e r v e t h e b e a u t y o f n a t u r e a n d a c h i e v e b a l a n c e i n a l l t h i n g s: b o d y a n d m i n d, c h a o s a n d o r d e r, d a r k n e s s a n d l i g h t, and good and evil. Members of the Circle of Guthix also practice the art of herblore, or potion making, and have a strong connection to the spirit plane, from which they can summon a variety of otherworldly beings to aid them. Infuse Pouch At 2nd level, you gain the ability to imbue pouches with a connection to the spirit plane in order to conjure familiars. When you finish a long rest, you can infuse up to two ordinary cloth pouches you touch with magic, transforming them into summoning pouches. You must be holding a druidic focus or material pouch to do so. When you make the pouches, choose one of the following familiars for each pouch: spirit meerkats, spirit spider, spirit terrorbird, or spirit wolf. You can activate a summoning pouch using an action to summon the chosen familiar, causing it to appear in an unoccupied space of your choice within 10 feet. The pouch then loses its magic, returning to its original state. The familiar lasts for 1 hour or until you die or dismiss it using an action. If you summon a familiar while you already have one active, the first one vanishes. If you attempt to infuse a new pouch while you've already made two that haven't yet been activated, the oldest pouch vanishes. Th e fa m i l i a r i s fr i e n d l y t o y o u a n d y o u r c o m p a n i o n s a n d o b ey s y o u r c o m m a n d s. I n c o m b a t, t h e fa m i l i a r a c t s d u r i n g y o u r t u r n. I t c a n m o v e, u s e i t s r e a c t i o n, a n d u s e a ny av a i l a b l e b o n u s a c t i o n s o n i t s o w n, b u t t h e o n l y a c t i o n i t t a ke s i s t h e d o d g e a c t i o n, u n l e s s y o u t a ke a b o n u s a c t i o n o n y o u r t u r n t o c o m m a n d i t t o t a ke a n o t h e r a c t i o n. Th a t a c t i o n c a n b e o n e i n i t s s t a t b l o c k o r s o m e o t h e r a c t i o n. I f y o u a r e i n c a p a c i t a t e d, t h e fa m i l i a r c a n t a ke a ny a c t i o n o f i t s c h o i c e, n o t j u s t d o d g e. Be a s t S p e e c h A l s o a t 2 n d l e v e l, y o u r b o n d w i t h n a t u r e's c r e a t u r e s a l l o w s y o u t o e a s i l y c o m m u n i c a t e w i t h a n i m a l s. Yo u a l w ay s h av e t h e sp e a k wi th a n im a ls s p e l l p r e p a r e d, a n d i t d o e s n't c o u n t a g a i n s t t h e n u m b e r o f s p e l l s y o u c a n p r e p a r e e a c h d ay. W h e n e v e r y o u c a s t sp e a k wi th a n im a ls, y o u c a n s p e a k t o a n d u n d e r s t a n d y o u r fa m i l i a r s i n a d d i t i o n t o b e a s t s. Herblore Apprentice Also at 2nd level, you gain proficien cy w i t h a l c h e m i s t's s u p p l i e s. Great e r F a m i l i a r s At 6 t h l e v e l, y o u r c o n n e c t i o n w i t h t h e s p i r i t p l a n e h a s s t r e n g t h e n e d, a l l o w i n g y o u t o s u m m o n m o r e p o w e r fu l fa m i l i a r s. W h e n y o u i n fu s e a s u m m o n i n g p o u c h, y o u c a n a l s o c h o o s e t h e fo l l o w i n g fa m i l i a r s: b u ny i p, fr u i t b a t, s p i r i t g r a a h k, steel minotaur, and war tortoise. C l a s s O p t i o n s — D r a g o n Z a i d 3 1
Spirit Weapons Also at 6th level, damage dealt by your familiars is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage. Herblore Prodigy At 10th level, when you use your alchemist's supplies or herbalism kit to brew a potion, you only need half the normal amount of materials and can make it twice as quickly as normal. Inner Balance Also at 10th level, you can use an action to allow a creature you touch to achieve true balance of body and mind. For the next 10 minutes, whenever that creature makes an ability check or saving throw in which they are not proficient, they can add half their proficiency bonus to the roll. Once you use this feature, you cant use it again until you finish a short or long rest. Titanic Familiars At 14th level, you are so in tune with the spirit plane that you can summon and command some of its most powerful beings. When you infuse a summoning pouch, you can also choose the following familiars: geyser titan, pack yak, steel titan, and unicorn stallion. Familiars Statistics for each of the familiars are provided in this section. The stat blocks use your proficiency bonus (PB) in several places. Class Options — DragonZaid 32 Spirit Meerkats Medium swarm of tiny celestials, neutral Armor Class 8 + PB Hit Points 17 + 5 times your PB Speed 30 ft., burrow 5 ft. STR DEX CON INT WIS CHA 9 (-1) 11 (+0) 9 (-1) 2 (-4) 10 (0) 3 (-4) Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Senses passive Perception 10 Languages Understands the languages you speak Challenge — Keen Hearing and Smell. The meerkats have advantage on Wisdom (Perception) checks that rely on hearing or smell. Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny meerkat. The meerkats can't regain hit points or gain temporary hit points. Sense Treasure. While they are standing on dirt, sand, stone, or other natural terrain, the meerkats can sense the presence of any nonnatural objects underground within 10 feet. Actions Bites (meerkats have more than half HP). Melee Weapon Attack: PB to hit, reach 0 ft., one target in the meerkats' space. Hit: 7 (2d6) piercing damage. Bites (meerkats have half HP or less). Melee Weapon Attack: PB to hit, reach 0 ft., one target in the meerkats' space. Hit: 3 (1d6) piercing damage.
Class Options — DragonZaid 33 Spirit Spider Medium celestial, neutral Armor Class 11 + PB Hit Points 11 + 5 times your PB Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 13 (+1) 3 (-4) 12 (+1) 4 (-3) Skills Perception +3, Stealth +7 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13 Languages Understands the languages you speak Challenge — Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. Actions Bite. Melee Weapon Attack: 1 + PB to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage plus 7 (2d6) poison damage. The target must make a DC 11 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Magical Web (1/Day). The spider magically creates a spiderweb as in the web spell in a cube of length equal to 5 times your PB feet. Creatures in the web make saving throws against your spell save DC. The web disappears after 1 hour, if the spider dies, or if you dismiss the spider. Spirit Terrorbird Medium celestial, neutral Armor Class 10 + PB Hit Points 11 + 5 times your PB Speed 40 ft. STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 12 (+1) 2 (-4) 12 (+1) 5 (-3) Skills Perception +3 Senses passive Perception 13 Languages Understands the languages you speak Challenge — Beast of Burden. The terrorbird is considered to be a Large creature for the purpose of determining its carrying capacity. Actions Bite. Melee Weapon Attack: 2 + PB to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. Tireless Run (1/Day). The terrorbird places an enchantment on a creature it touches, increasing its speed by 10 feet for one hour. During this time, the creature's speed cannot be reduced unless its speed becomes 0 or the creature is completely unable to move.
Class Options — DragonZaid 34 Spirit Wolf Medium celestial, neutral Armor Class 11 + PB Hit Points 11 + 5 times your PB Speed 40 ft. STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2) Skills Perception +3, Stealth +4 Senses passive Perception 13 Languages Understands the languages you speak Challenge — Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Bite. Melee Weapon Attack: 2 + PB to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. Howl (1/Day). The wolf emits a magical howl that can scare off enemies. Each creature of its choice within 30 feet must make a Wisdom saving throw against your spell save DC or become frightened of the wolf until the start of the wolf's next turn. Bunyip Medium celestial, neutral Armor Class 10 + PB Hit Points 26 + 5 times your PB Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 13 (+1) 12 (+1) 14 (+2) 3 (-4) 10 (+0) 5 (-3) Skills Perception +2 Senses darkvision 60 ft., passive Perception 12 Languages Understands the languages you speak Challenge — Amphibious. The bunyip can breathe air and water. Mend Wounds (2/Day). Using the magic of the spirit plane, the bunyip slowly mends the wounds of its allies. For the next 1 minute, the bunyip can use its bonus action to cause one creature of its choice that it can see within 30 feet to regain 1d6 hit points. Slippery. The bunyip has advantage on ability checks and saving throws made to escape a grapple. Actions Claws. Melee Weapon Attack: PB to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. Reactions Intercept Healing. When a creature the bunyip can see within 30 feet casts a spell that restores hit points, it can use its reation to intercept and redirect some of the healing magic, causing a creature it can see within 30 feet other than a target of the spell to regain 1d4 hit points.
Class Options — DragonZaid 35 Fruit Bat Medium celestial, neutral Armor Class 10 + PB Hit Points 18 + 5 times your PB Speed 10 ft., fly 60 ft. STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 11 (+0) 2 (-4) 12 (+1) 6 (-2) Senses blindsight 60 ft., passive Perception 11 Languages Understands the languages you speak Challenge — Echolocation. The bat can't use its blindsight while deafened. Flyby. The bat doesn't provoke opportunity attacks when it flies out of an enemy's reach. Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing. Fruitfall (1/Day). The bat conjures nourishment from the spirit plane, causing various fruits weighing a number of pounds equal to 10 times your proficiency bonus to appear on the ground or in containers within 10 feet. The fruit spoils if uneaten after 24 hours. Actions Bite. Melee Weapon Attack: 2 + PB to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) piercing damage. Spirit Kyatt Large celestial, neutral Armor Class 9 + PB Hit Points 22 + 5 times your PB Speed 40 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 15 (+2) 3 (-4) 12 (+1) 8 (-1) Skills Perception +3, Stealth +6 Senses passive Perception 13 Languages Understands the languages you speak Challenge — Keen Smell. The kyatt has advantage on Wisdom (Perception) checks that rely on smell. Pounce. If the kyatt moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the kyatt can make one bite attack against it as a bonus action. Ambush (3/Day). The kyatt can use a bonus action to teleport to a creature it can see within 30 feet, landing in an unoccupied space within 5 feet of it. It must then immediately make an attack against that creature as part of the same bonus action. Actions Bite. Melee Weapon Attack: 3 + PB to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage. Claw. Melee Weapon Attack: 3 + PB to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Class Options — DragonZaid 36 Steel Minotaur Large celestial, neutral Armor Class 13 + PB Hit Points 25 + 5 times your PB Speed 40 ft. STR DEX CON INT WIS CHA 18 (+4) 11 (+0) 16 (+3) 6 (-2) 13 (+1) 9 (-1) Senses darkvision 60 ft., passive Perception 11 Languages The languages you speak Challenge — Charge. If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away or knocked prone. Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled. Actions Greataxe. Melee Weapon Attack: 3 + PB to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) piercing damage. Gore. Melee Weapon Attack: 3 + PB to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Steel Bull Rush (3/Day). The minotaur rushes at a creature, moving up to its speed and immediately making a greataxe attack against it. If the attack hits, the target must succeed on a Constitution saving throw against your spell save DC or be incapacitated until the start of the minotaur's next turn. War Tortoise Large celestial, neutral Armor Class 14 + PB Hit Points 28 + 5 times your PB Speed 15 ft. STR DEX CON INT WIS CHA 18 (+4) 6 (-2) 16 (+3) 4 (-3) 16 (+3) 7 (-2) Skills Athletics +6, Perception +5 Senses passive Perception 15 Languages Understands the languages you speak Challenge — Beast of Burden. The tortoise is considered to be a Huge creature for the purpose of determining its carrying capacity. Sure-Footed. The tortoise has advantage on Strength and Dexterity saving throws that would knock it prone. Testudo (1/Day). The tortoise magically enhances the defenses of a number of creatures of its choice within 30 feet equal to your proficiency bonus, granting them a +2 bonus to AC for 1 minute. Actions Bite. Melee Weapon Attack: 3 + PB to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Withdraw. The tortoise withdraws into its shell. While in its shell, it gains +5 to its AC. It can emerge using a bonus action.
Class Options — DragonZaid 37 Geyser Titan Large celestial, neutral Armor Class 12 + PB Hit Points 35 + 5 times your PB Speed 30 ft., swim 90 ft. STR DEX CON INT WIS CHA 20 (+5) 22 (+6) 18 (+4) 5 (-3) 10 (+0) 8 (-1) Damage Resistances acid Damage Immunities poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained Senses passive Perception 10 Languages Aquan, the languages you speak Challenge — Amphibious. The titan can breathe air and water. Water Form. The titan can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Actions Multiattack. The titan makes two weapon attacks. Slam. Melee Weapon Attack: 2 + PB to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Water Spout. Ranged Weapon Attack: 3 + PB to hit, range 60 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage. The target must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet away from the titan. Boil (3/Day). The titan douses a creature within 30 feet in boiling hot water. The creature must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 18 (4d8) bludgeoning damage plus 18 (4d8) fire damage and has disadvantage on the next attack they make before the end of their next turn. On a success, the creature takes half as much damage and suffers no further effect. Pack Yak Large celestial, neutral Armor Class 9 + PB Hit Points 40 + 5 times your PB Speed 40 ft. STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 19 (+4) 3 (-4) 12 (+1) 5 (-3) Senses passive Perception 11 Languages Understands the languages you speak Challenge — Beast of Burden. The yak is considered to be a Huge creature for the purpose of determining its carrying capacity. Pouches of Holding. The yak is equipped with two magical pouches which are larger on the inside than the outside. Each bag uses the statistics of a bag of holding. If a pouch is separated from the yak, its contents spill forth, unharmed, and the bag must be returned to the yak's possession before it can be used again. Actions Gore. Melee Weapon Attack: 2 + PB to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. Winter Storage (1/Day). The yak opens a portal to an extradimensional space in an unoccupied space within 30 feet. The space can hold as many as 8 Large or smaller creatures. The yak can use a bonus action to close or reopen the portal. While closed, the portal disappears from view outside the space. Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 6-foot-by-10- foot window. The space lasts until the yak vanishes, dies, or dismisses it using an action, at which point anything inside drops out.
Class Options — DragonZaid 38 Steel Titan Large celestial, neutral Armor Class 14 + PB Hit Points 35 + 5 times your PB Speed 30 ft. STR DEX CON INT WIS CHA 22 (+6) 9 (-1) 18 (+4) 5 (-3) 10 (+0) 8 (-1) Damage Immunities fire, poison Condition Immunities exhaustion, paralyzed, petrified, poisoned Senses passive Perception 10 Languages Primordial, the languages you speak Challenge — Fire Absorption. Whenever the titan is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. Actions Multiattack. The titan makes two melee attacks. Slam. Melee Weapon Attack: 4 + PB to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. Steel of Legends (2/Day). The titan conjures a barrage of steel that hurtles toward a creature it can see within 30 feet. The target must make a Dexterity saving throw against your spell save DC. On a failed save, it takes 22 (5d8) bludgeoning damage and is restrained as the steel bends itself around the creature. The creature can use an action to make a DC 15 Athletics or Acrobatics check (target's choice) to free itself from the steel. On a successful save, the target takes half as much damage and isn't restrained. Unicorn Stallion Large celestial, neutral Armor Class 11 + PB Hit Points 32 + 5 times your PB Speed 60 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 15 (+2) 10 (+0) 15 (+2) 13 (+1) Senses passive Perception 12 Languages Understands the languages you speak Challenge — Charge. If the unicorn moves at least 20 feet straight toward a creature and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Healing Aura (2/Day). As a bonus action, the unicorn can emit a mending light around itself, shedding bright light in a 20-foot radius and dim light for another 20 feet. For 1 minute, each creature of the unicorn's choice regains 1d6 hit points when the creature enters the area of bright light for the first time on a turn or starts its turn there. Creatures inside the same area have advantage on saving throws against being poisoned and have resistance to poison damage. Actions Hooves. Melee Weapon Attack: 2 + PB to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Horn. Melee Weapon Attack: 2 + PB to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Monk: Way of Brutality Monks of the Way of Brutality follow a tradition that values the complete domination of one's enemies. Favoring sheer strength over the nimbleness of other monks, they are masters of physical combat. Many monks of this tradition are followers of chaotic gods that value individual prowess such as Bandos, Zamorak, and Tuska. Intimidating Presence Your ruthless combat techniques have taught you how to better manipulate others' fears. When you choose this tradition at 3rd level, you gain proficiency in Intimidation. Brutalize Also at 3rd level, each time you attack a creature with your Flurry of Blows, you can showcase your brutal fighting skills to attempt to strike fear into their mind. Make a Charisma (Intimidation) or Strength (Intimidation) check (your choice) against that creature contested by their Wisdom (Insight) check. If you succeed, the target is frightened until the end of your next turn. If the creature succeeds, it is immune to this feature until the end of your next turn. Strength Techniques Also at 3rd level, you have learned to take advantage of your physical prowess in a wider variety of ways than other monks. You can use your Strength modifier instead of your Dexterity modifier when determining your AC from Unarmored Defense and the damage reduced by Deflect Missiles. Brutal Strikes At 6th level, your strength allows you to deliver devastating blows more frequently. Your weapon attacks and unarmed strikes score a critical hit on a roll of 19 or 20. Once per turn when you score a critical hit with an unarmed strike or monk weapon, you can spend 1 ki point to immediately make another unarmed strike or monk weapon attack as a free action. Brutal Presence At 11th level, you can make a Strength (Intimidation) check in place of a Charisma (Intimidation) check wherever it is deemed appropriate by the GM. When you do, your proficiency bonus is doubled for that check. Adrenaline Rush At 17th level, you can gain a burst of adrenaline at the sight of your enemies being brutalized. When you reduce a creature to 0 hit points, you can spend 5 ki points to gain temporary hit points equal to twice your monk level. While you have these temporary hit points, your monk weapons and unarmed strikes deal one additional die of damage and your speed increases by 10 feet. The temporary hit points are lost after 1 minute unless you use this feature again. Class Options — DragonZaid 39
Wizard: Runecrafting While many spellcasters rely on runes, small stones imbued with pure magical energy of a particular force, wizards of the arcane tradition of runecrafting use them to even greater effect. They devote their studies to learning how to create special, empowered runes out of the ambient magical energy in all things. These runes can then be used to supplement their spells with a variety of additional effects. The most expert of runecrafters can coax extra power out of their runes and even combine the effects of multiple runes simultaneously. Runecrafting At 2nd level, you have unlocked the secrets of crafting special empowered runes which can be used to augment and empower your spells. When you finish a long rest, you gain a number of runecrafting points equal to your wizard level which can be spent to create any combination of available runes of your choice. You can instantly craft any number of runes at the end of your long rest or use an action at any time to craft one rune. The next time you finish a long rest, any leftover runecrafting points you have are lost, and any remaining runes disappear. When you cast a wizard spell on your turn, you can consume one rune to gain its effect for that casting. If the rune's effect targets an unwilling creature, that creature must have been hit with an attack or failed a saving throw to be affected. Unless specified otherwise, the rune's effect takes place just after the spell's instantaneous effects. Basic Runes At 2nd level, you can craft basic runes at a cost of 1 runecrafting point each, which produce the following effects: Air Rune. You add a gust of air to the spell. One target of the spell is pushed 5 feet in a direction of your choice. This movement does not provoke opportunity attacks. Water Rune. Your spell splashes a target with ice-cold water. One target of the spell becomes drenched in water. The water extinguishes any uncovered flames on objects they are wearing or carrying and they have disadvantage on the next weapon attack they make before the start of your next turn. Earth Rune. You manifest heavy and cumbersome stones which cling to one of your victims. One target of the spell is laden with stones which reduce their speed by 10 feet. The stones disappear after 1 minute or if any creature uses an action to remove them. Fire Rune. You weave harmful flames into the spell. One target of the spell takes an additional 1d4 fire damage when you cast the spell and another 1d4 fire damage at the start of its next turn. Mind Rune. You add an enchantment to the spell that sharpens the wit. Either you or one target of the spell has advantage on the next Charisma, Intelligence, or Wisdom saving throw they make within the next 1 minute. Body Rune. You augment the spell with protective magic. Either you or one target of the spell gains 1d6 temporary hit points. Advanced Runes At 6th level, you can also craft advanced runes at a cost of 2 runecrafting points each, which produce the following effects: Cosmic Rune. You weave an additional enchantment into the spell which temporarily enhances the target's equipment. Choose a weapon, armor set, or shield that either yourself or one target of the spell is wielding to receive the enchantment. The enchantment lasts 1 minute and grants a +1 bonus to the AC of a chosen shield or armor set or a +1 bonus to attack and damage rolls made with a chosen weapon. Chaos Rune. You strengthen the spell with chaotic magic. One target of the spell that took damage from it takes an additional 1d6 damage of one of the spell's damage types. If you instead choose to deal damage of a random type, the extra damage increases to 2d6. Astral Rune. You enhance the spell with a magical vengeance effect. Choose either yourself or one target of the spell to receive the effect. The next time the chosen creature takes damage from an attack, the attacker receives half of the same damage. Class Options — DragonZaid 40
Nature Rune. You add restorative nature magic to the spell. Either you or one target of the spell regains 2d6 hit points and their maximum hit points increases by the same amount for 1 hour. Law Rune. You augment the spell with a short-range teleportation. Either you or one target of the spell teleports up to 15 feet to an unoccupied space that you can see. Master Runes At 10th level, you can also craft master runes at a cost of 3 runecrafting points each, which produce the following effects: Death Rune. You weave powerful necrotic magic into the spell, hastening the inevitability of death. One creature targeted by the spell takes an additional 1d6 necrotic damage, and any hit points they regain for the next 1 minute are reduced by half. Blood Rune. You augment the spell with blood magic, siphoning the life force of your target into an ally. One creature targeted by the spell takes an additional 2d6 necrotic damage, and you can then choose for another creature within 30 feet of the target to regain hit points equal to the necrotic damage dealt by the rune. Soul Rune. You enhance the spell to temporarily strengthen the bond between body and soul. Choose either yourself or one creature targeted by the spell. For the next 1 minute, when the chosen creature drops to 0 hit points, they are not knocked unconscious. They still must make death saving throws, and they suffer the normal effects of taking damage while at 0 hit points. However, if the creature would die due to failing death saving throws, they instead become unconscious and stable, and the effect ends. Wrath Rune. You strengthen the spell with intense emotional magic. One target of the spell that took damage from it takes an additional 2d6 damage of one of the spell's damage types and the target becomes frightened of you for 1 minute. The target makes a Wisdom saving throw against your spell save DC at the end of each of its turns, ending the effect on a success. Runeweaving At 14th level, you have mastered two highly advanced methods of utilizing the runes you craft: runesplitting and combination runes. You can use only one of these effects at once when you cast a spell. Runesplitting. You coerce even more power out of each rune you expend. If you consume a rune which affects one target of your spell, you can spend 1 runecrafting point to instead cause it to affect two targets of the spell. Combination Runes. You fuse the magic of two runes together before unleashing a greatly empowered spell. When you consume a rune, you can consume one additional basic rune to also gain its effects for that spell against the same or another target. You cannot combine the effects of two of the same rune. Class Options — DragonZaid 41
Races of Gielinor Races of Gielinor — DragonZaid 42
Airut Airut are strange, boar-like humanoid creatures that somewhat resemble the minotaur. Their bizarre mouths, many horns, skin colors, and bulkier physique, however, distinguish them. They are cruel, chaotic creatures that take great pleasure in combat. They are proud warriors who love not only to brawl and battle with one another, but to completely pulverize their enemies in combat. Appearance Airut are similar in appearance to the minotaur, but actually bear more resemblance to the boar than to the bull. They have between four and six front-curving horns, one larger pair sprouting from just behind the eyes, and one to two smaller pairs along the side of the jaw. They have strange mouths with mandible-like flaps that open laterally, revealing their small, pointed teeth within. Many Airut wear masks made of poorly fashioned together bits of metal or leather; they are better warriors than craftsmen. Their heads are small in comparison to their massive bodies, even wider and bulkier than most Minotaurs. They have massive, bulging necks, a huge torso, bulky arms, large hands, and small, comparatively thin legs. Their skin is either a pale purple or beige color and they have no hair, but they usually cover their bodies partly with crude clothing made from black fur around their chest, back, hands, and waist. Airut can walk bipedally or on all fours, similar to an ape. Airut Names Airut use a single given name, typically of just one or two syllables. Typical Airut names: Cormes, Durzag, Krar, Tuz. Tuska Most Airut praise Tuska, a powerful beastly goddess that shares not only their boar-like appearance, but their viciousness and lack of sympathy for their foes. If enough Airut gather together, it is said that they can summon Tuska in order to crush their enemies with ease. Long ago as Tuska wandered about the universe, she attacked the home plane of the Airut. Mutually impressed by one another's strength, Tuska and the Airut joined forces, traveling together to conquer more worlds. Upon approaching their enemies, the Airut would repeatedly chant the name of their goddess in order to incite fear upon them. After much bloodshed, the Airut would leave the mark of Tuska branded on their victims bodies and carved into the walls of buildings, a permanent reminder of the Airut's dominance. Gradually, the Airut became more reliant on their newly formed symbiotic relationship with the goddess, taking giant hairs from her body and forming them into clothing and armor, supposedly to increase their strength. This behavior continued for many millenia. Races of Gielinor — DragonZaid 43
Airut Traits Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1. Age. Airut reach maturity at the same age as Humans, and live about 80 years on average. Alignment. Most Airut are chaotic in nature and are typically evil. Size. Airut are similar in size to minotaurs, but are considerably shorter and more bulky. They average about 6 feet tall when standing upright, and weigh between 400 and 500 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Horns. Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. All Fours. You can drop down on your hands and feet, running quadrupedally, in order to move more quickly. Your movement speed increases by 10 feet while both of your hands are free. Relentless Strikes. You can occasionally attack with blazing speed, using your hands, feet, head, and horns— whatever is available—to pulverize your foe. When you deal damage with your horns on your turn, you can use a bonus action to follow up with a flurry of relentless strikes, causing the target to take an extra 3d4 bludgeoning damage. After you use this trait, you can't use it again until you finish a short or long rest. Hulking. You have proficiency in the Athletics and Intimidation skills. Hybrid Nature. You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types. Languages. You can speak, read, and write Common and one other language of your choice. Year 1239, The Week of Lightglow It's been a week or so since the arrival of the beast, and there are hundreds of them now. Some Naragi in the camp are calling them "Airut" - since they wear masks, like the warrior Airut from our histories. The Airut have been attacking the camp, killing our people, and we've been fleeing when we can. It does not help. The first Airut was a harbinger: now they are flooding into our world. Some of us have been tasked with scout duty, trying to anticipate their attacks. I am one of them, and I was among those who made the latest discovery. Through the Airut's portal, a new breed of their race appeared, dressed in furred robes, carrying a staff. They looked something like priests, and their leader - her face without a mask - gathered the Airut about her. She raised her staff and shouted, in a language that our light-weaver twisted and reformed as: "Tuska will eat of them, and they will be of Tuska! They will fill the belly of a god! This is the gift of Tuska!" The leader then led the Airut in a chant of "Tus-ka, Tus-ka, Tus-ka", waving her arms to encourage them to shout louder and louder. Races of Gielinor — DragonZaid 44
Aviansie Aviansie are a race of avian humanoid creatures that were originally from a world of floating islands called Abbinah. They bear a strong connection to Armadyl, god of justice, who was once an ordinary Aviansie as well. They are a majestic and dexterous people, capable of maintaining free flight nearly constantly. They generally share Armadyl's belief in upholding law, justice, and the greater good. Appearance Aviansie have humanoid shaped bodies, but bear many distinct, bird-like features. Their bodies are completely covered with feathers, they have talon-like hands and feet, and their small heads are shaped like those of birds. Sprouting from their backs are a large pair of wings powerful enough to give them fully mobile flight, even while wearing light combat equipment. Though the majority of the Aviansie on Gielinor have an appearance that resembles the hawk, with brown plummage and large, curved beaks, many different types of Aviansie are known to exist. Some have appearances that more closely resemble owls, herons, phoenixes or other birds. In Aviansie culture, it is considered very rude to point out such differences in appearance. From Chaos to Order The Aviansie lived on Abbinah in a tribal society for many centuries. They constantly struggled to survive on this world. Deadly storms ravaged the skies, water was scarce, food needed to be competed for with other creatures and one another, and the floating islands frequently collided with one another, causing massive destruction. Armadyl sought to improve the chaotic lives of his people, so during the Second Age, he united the species and brought almost the entirety of their people to Gielinor, promising that this new world would allow them to live and thrive in peace. While uncomfortable in their new environment at first, the Aviansie adjusted quickly to life on Gielinor, making new friends and allies with some groups of Humans. Near Extinction Despite Armadyl's best efforts to avoid any involvement in the conflicts of the Third Age, he and the Aviansie were inevitably pulled into the God Wars. The Aviansie proved to be capable and wise warriors, fighting valiantly under their god and hoping to be able to bring long lasting peace to Gielinor. During the largest battle of the wars, forces from all sides involved fought at Forinthry. Zamorak destroyed the entire region in a last ditch effort, turning the once beautiful landscape of Forinthry into the now barren and lifeless Wilderness, and taking the lives of almost the entire Aviansie race among countless others. With the weight of these lost lives on his shoulders, Armadyl quickly gathered up as many of the surviving Aviansie as he could and returned them to Abbinah. A small number of Aviansie who were separated, forgotten, or thought to have died remained on Gielinor. With the gods now banished from the world, they had little hope of ever rejoining their people. Races of Gielinor — DragonZaid 45
Aviansie Names Aviansie use a single gendered given name typically between one and three syllables. Their names often utilize apostrophes. Male Names: Gere'dyl, Hasma'dae, Kree'arra, Kree'gal, Obi'sooth, Skree, Taka'ara, Tepras Female Names: Gee'ka, Geerin, Ka'larma, Kilisa, Len'ulen, Ra'ath, Taw'paak Aviansie Traits Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1. Age. Aviansie mature at around the same rate as Humans, and can live as long as 80 years. Alignment. The teachings of Armadyl are deeply ingrained in Aviansie culture, giving most of them a strong sense of justice and a lawful bent. They are most often good, striving to achieve the greater good for everyone. Size. Aviansie have light and slender builds. They weigh around 80 pounds and are between 5 and just over 6 feet tall. Your size is Medium. Speed. Your base walking speed is 35 feet. Flying. You have a flying speed equal to your walking speed. You can't use this speed if you're wearing medium or heavy armor. Aviansie Weapon Training. You have proficiency with the javelin, hand crossbow, shortbow, and longbow. Talons. You can use your talons as natural weapons to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Languages. You can speak, read, and write Common and Aviansie. Kree'arra - the war's gone on too long. I can't recall how many months have passed since we got trapped here. In those first weeks, we only had K'ril to worry about. We held his forces back with little trouble, but we struggled to break from him. You requested aid from our allies, and they neglected to come; you told them of the Godsword and they rushed to help us. We should have anticipated their greed. Graardor joined forces with K'ril, and Zilyana staged her own attack. I feared for our own survival. Yet, Armadyl be praised, we survived. We repelled their attacks. You made peace with Zilyana. A wise decision; we couldn't battle on three fronts at once. Soon after, your decisions became much more questionable, but it wasn't my place to criticise, so I did not speak. Look where it's got me: both wings broken, my body and arm trapped beneath a rockfall. The stones hide me from my enemies, but not the view of the battle. There are no words to describe watching your flock die... Races of Gielinor — DragonZaid 46
Dorgeshuun The Dorgeshuun, often referred to as Cave Goblins, are a race and tribe of subterranean Goblins that inhabit networks of tunnels beneath the surface. The name Dorgeshuun in the ancient Goblin language means "Goblins of the Strong Spears." They share ancestry with typical Goblins, but their tribe became separated from the rest long ago. Ordered by the war god Bandos to kill an enemy they could not possibly defeat, the Dorgeshuun tribe faced certain death. They then decided to defy these orders, hiding underground and starting a new life for themselves. Appearance Dorgeshuun appear similar to ordinary Goblins, but with a few differences that developed as a result of living exclusively underground. They are of the same approximate height, have hunched backs, pointed ears, and large noses. However, due to never being exposed to sunlight, they have much paler graygreen skin as opposed to the much more vivid green skin of surface Goblins. They are also a little less bulky and their limbs are slightly longer, aiding them in climbing and navigating underground caverns. The most distinguishing feature of the Dorgeshuun, however, is their eyes. They have incredibly large, bulbous eyes in comparison to the size of their heads, an important adaptation for effective vision while living underground. Isolated Advancement Over the course of several thousand years, the isolated Dorgeshuun deviated greatly from their ancestors. Whereas ordinary Goblins stagnated in advancement, the Dorgeshuun thrived culturally, biologically, and technologically. They established the city of Dorgesh-Kaan, a thriving underground capital in which nearly the entirety of the race lives. They are ruled by the Dorgeshuun Council, an elected group of seven Dorgeshuun that have been largely successful since their establishment. The Dorgeshuun are non-religious in nature, preferring to base their decisions on logic and reason rather than religion. Most maintain no religious devotion to any deities, some even going so far as to teach their children that the gods are a myth. The Dorgeshuun adapted wide, bulbous eyes to allow them to see in the darkness of the underground. They also have longer arms than normal Goblins and are adapted to climbing and scaling the vast cave walls of their underground home. While slightly less sturdy than their surface-dwelling counterparts, they are much more intelligent. City of Innovation Some time after beginning their new life beneath the surface, the Dorgeshuun established their capital city of Dorgesh-Kaan, which is home to almost every member of their race. For an underground establishment, the city is incredibly large, rivaling many moderately-sized surface cities. The city's design is very intricate, and its maze-like layout and strange architecture could confuse those unfamiliar with it. Its citizens live as councilmembers, miners, artisans, cooks, hunters, teachers, merchants, and inventors. Dorgesh-Kaan is lit by a complex system of magical light orbs, an ingenious design which utilizes a combination of magic and technology in order to illuminate the city with soft light. The Dorgeshuun have even harnessed geothermal energy from below the city to begin to develop primitive forms of steam powered machinery. Dorgeshuun Names Dorgeshuun typically use a single gendered name with two syllables. Male Names: Barlak, Dartog, Fandom, Gamdin, Kazgar, Oldak, Turgok, Undak. Female Names: Andil, Caldi, Elzik, Gundik, Inglin, Kenti, Torzek, Zanik. Races of Gielinor — DragonZaid 47
Dorgeshuun Traits Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1. Age. Dorgeshuun reach adulthood at age 8 and live up to 60 years. Alignment. Dorgeshuun typically maintain peace with any other race they happen to come by while living underground. The structured society in which they live gives them a slightly lawful bent. Most Dorgeshuun are good and are more often lawful than neutral or chaotic. Size. Dorgeshuun possess a similar short and thin stature to other Goblins. They are between three and four feet tall and weigh between 40 and 80 lbs. Your size is Small. Speed. Your base walking speed is 25 feet. Darkvision. Dorgeshuun have large, powerful eyes adapted to seeing in the dim underground. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray. Natural Tinkerer. You have proficiency with Tinker's Tools. Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to two such devices active at a time. When you create a device, choose one of the following options: Portable Light Orb. This device is a smaller, more compact version of the light orbs used to illuminate the city of Dorgesh-Kaan. It has the appearance of an ordinary sphere of cloudy glass and is small enough to be held in your hand. When operated using an action, the light orb casts bright light in a 30-foot radius, and dim light for an additional 30 feet. The orb can be deactivated at any time (no action required) so long as you are holding it. The light can't be extinguished by a lack of oxygen, such as from being submerged in water. Dorgeshuun Alarm. This device appears similar to an ordinary hourglass. It can be activated using an action and, after a delay, emits a very loud metal rattling noise for 1 minute or until deactivated using an action. The delay can be set to 1 minute or 1 hour when activated. Oldak Coil. This device has a rectangular base with a thin, vertical rod tipped with a round metal ball. The base of the device contains a set of tiny and complex switches and dials. You can activate and deactivate the device using an action. While active, the device will deliver a small shock to any creature within 5 feet of it when it enters the area for the first time on a turn or starts its turn there, dealing 1d4 lightning damage. You can safely activate and deactivate the device provided you don't start or end your turn within its range while it's active. Wide-Eyed. Your eyes are better adapted to dim underground caves than bright sunlight. When you make a Wisdom (Perception) skill check relying on sight while you and whatever you are trying to perceive are in dim light or darkness, you can add your proficiency bonus to the roll. If you are proficient in Perception, you double your proficiency bonus for the roll instead. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Languages. You can speak, read, and write Common and Goblin. Races of Gielinor — DragonZaid 48