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Navia Chronicles Player's Guide página 1

Credits
──────────────────────────────────────
Lead Designer: Fernando A. Dolande
Game Designers: Samuel H. Gonzales, Julio A. Santamaria, Moises R. Montero
Cover Artwork: Environment 17: Ishtar Door, created by David Revoy and edited by
Fernando A. Dolande, used under the Creative Commons Attribution 3.0.
Produced by: Arcadia Publishing Company
Playtesters: Eric "Butter" Levy, Rossmary Nieto, Alessandro Alonso

And a very special mention to everyone that has supported us though participation on the
Open Gaming events. You are amazing, and we wouldn't be here without you.
Our eternal thanks.

Navia Chronicles, Navia Chronicles Player's Guide © 2015 Arcadia Publishing Company.
All Rights Reserved.

Open Gaming License Declarations


Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game
License 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names
(characters, deities, etc.), dialogue, plots, storylines, locations,
characters, artworks (including diagrams), and trade dress.
(Elements that have previously been designated as Open Game Content are not included in this declaration.)
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game
product are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d).
No portion of this work other than the material designated as Open Game Content may be reproduced in any
form without written permission.

D&D Compatibility License Declarations


Compatibility with the Dungeons & Dragons 5th edition game
requires the Dungeons & Dragons 5th edition game from Wizards of the Coast.
See http://dnd.wizards.com/products/legendary-fantasy-gaming for more information on
the Dungeons & Dragons 5th edition game.
Wizards of the Coast Does not guarantee compatibility, and does not endorse this product.
Dungeons & Dragons 5th edition is a registered trademark of Wizards of the Coast.
Contents
Preface 4 Chapter 5 - Backgrounds 34
────────────────────────────────────────────── ──────────────────────────────────────────────
Archeologist…………………….……..34
Chapter 1 - Chronicles 6
──────────────────────────────────────────────
Doctor……………………………....…35
Navia, Land in the Sky……………...…..6 Engineer……………………….…....…36
Faith……………………………….…..11 Faction-Born………………………......38
Magic………………………….….…...13 Sleuth…………………………..….…...39
Education………………………...…....14 Variant Backgrounds………………….40
Travel & Communication….……...….15
Chapter 6 - Factions 42
The Calendar of Thalantis……....…….16 ────────────────────────────────────────────
Renown & Rank………………......……43
Chapter 2 - Organized Play 18 Siegwulf Order………………………..45
──────────────────────────────────────────────
Lakehall College………………………46
Code of Conduct…………………....…18
Moonlight Coven…….………………..47
Necessary Resources…………………..18
Rhinehold Bank……………………….48
Character Creation………………....…18
Character Advancement……..….…….20
Downtime………….…………....……..21

Chapter 3 - Races of Navia 22


──────────────────────────────────────────────
Humans………………………………..22
Dwarves……………………………….22
Elves…………………………………....24
Halflings……………………………….25
Mortis………………………………….27

Chapter 4 - Class Options 30


──────────────────────────────────────────────
Darkness Domain………………….…..30
Spellbreaker Martial Archetype .…..….31
Scout Roguish Archetype.……….……..31
School of Magitech……………………32
Preface
We have come a long way since the time I sought out a I remember the first time I heard about pen and
friendly locale and gathered the a few attendees for paper RPG's I kind of scratched my head going
the very first Open Gaming event. I never thought "What, so you imagine everything that happens?
much about it, I merely wanted those who found joy what are the rules for that, what are the
on tabletop roleplaying games to have a place to share boundaries? what, you mean to tell me that in this
their love, experiences and enjoyment with others like game ANYTHING is possible?". To me that has
them. Several months later, we have grown into an always been the selling point to any pen and
active community. New groups were forged. paper game. Using you imagination to tell a story,
Friendships started and grew. The once humble event and have your friends or even a group of total
has now become a monthly tradition for many of us. strangers jump in and play a part of that story is
just the most fun thing ever.
And now, it'll become so much more.
The Chronicles of Navia is a setting that pays
The Chronicles of Navia Player's Guide is meant to homage to all of that. It's a combination of several
serve as an introduction to magical continents that fantasy themes, that I'm sure many of you might
flight soar the skies, ancient civilizations left behind by recognize immediately, into a rich setting with
time and more! enough space to expand and tell all kinds of
stories about its people, its creatures, and most
Using this supplement, in conjunction with the D&D important of all, its heroes.
5th Edition Basic Rules or Player's Handbook, you'll be
able to create a character of your own and, alongside And that's where you come in.
your friends, protect Navia from the wickedness that
threatens it, guide the lands into a prosperous future A game is nothing without its players and that's
or into the darkest night. why we want you to be front and center while
traveling through Navia, fighting the bad guys,
I have nothing but gratitude and respect for those that shaping the stories and the songs that the bards
supported our vision since the first day, and those that will sing in its not so distant future. The Chronicles
have only recently joined us. By participating and of Navia are yet unwritten. Because you are the
sharing these events with us, you have helped expand ones who will bring them to life.
the hobby in Panama more than you can imagine.
I've worked on this supplement with Samuel,
I look forward to sharing this brave new world with you Dulen and Moi, who are some of the most
creative guys I've ever had the privilege to work
Fernando A. Dolande. with. I've shared some of my ideas and concepts
Chronicles of Navia, Lead Designer with them and worked on some of theirs and I am
─────────────────────────────────────────── confident we've come up with a world that we
can all get lost in while rolling some dice.

Julio Santamaria.
Chronicles of Navia, Game Designer
────────────────────────────────────────

-4-
Since i was a kid I have been a fan of tabletop role "Are you serious?" was my first response when
playing games, but I was unable to play since a few our lead designer came up with this idea. Then i
years back, in dulen's campaigns, so in a sense he immediately thought "Why not" and jumped into
started my 'grown-up' attraction to Dungeon and their wagon.
Dragons.
Having 4 DM's in one room...or chatroom is
For me it's a blessing to be working in this setting you bound to have many ideas start popping into
have now in your hands. It started with a idea, a idea to existence and in no time we had the backbone of
expand the games we played into something to this player's guide. It has been no easy job
remember, and something to last. Now we can fulfill cultivating this into the whole setting it is now
that itch of creating a world from scratch. but when you enjoy what you're doing there is
no job too hard and no mountain too high...am I
My favorite aspect of this (and you can call me being cliché? Yes! I don't care.
megalomaniacal) is the building of nations and races,
what values do they hold, what relationships they keep I really enjoyed working on this with these 3 guys
with others, and what epic storylines can start in the who share my point of view into what an
blink of a eye, in a 20 or a 1 even. adventure worthy or future tales and bard songs
should be. I hope you enjoy playing it as much as
Playing many different sort of games have make me we enjoyed creating it.
think on how this one binds them all, what do you
mean I ask? Even many modern videogames are based Have a blast guys.
on the standard D&D gameplay (think on how many
games use hit points!) Moises Raúl Montero
Chronicles Of Navia, Game Designer
With chronicles we are striving to create a setting that ──────────────────────────────────────
evokes that sort of nostalgia and at the same time push
the envelope on what makes the old mazes and
monsters formula tick, not everything can be based on
old nostalgia, we must create new one!

I hope you enjoy this new story as much as we have


enjoyed writing it, because now what happens it's up
to you! yes! you! Don't be shy, come forth into the
light… This is just a beginning...

Samuel H. Gonzalez
Chronicles Of Navia, Game Designer
──────────────────────────────────────

-5-
Chapter 1 - Chronicles
As the sun sets over the horizon in the small town of "The Mother was the first, and will most likely be the
Crossriver, a group of children gathers around a last, but in her loneliness she gave birth to the Gods,
campfire. They've been playing all day, imagining the Apollonius the Sun and Celiane the moon, then Undol
adventures they will have once they grow up and leave and Aerwin, the gods of earth and the oceans. Then
town. Monsters, treasures, helpless peasants in need of Erastos, ruler of the winds and the sky. Along then came
saving, becoming a knight, a big hero or a dashing Balthazar, the shepherd of souls., followed by Yra that
adventurer. tricky goddess who was, and still is, up to all kinds of
mischief.
All this plays out in their imagination, but once a week,
they all gather around a campfire in the middle of the Then Zel, the first of the sages, manifested himself out
town square, for they know that she always comes of Celiane's curiosity and began studying all he could
around this time, and she always tells the best stories. get his hands on, while Tanith, the great battle mistress
was born out of Apollonius' love for war and strategy.
The old lady leans heavily on her crooked cane, she has
seen many years go by, however there are still many left For a long time, so long that many say there was no real
in her, as she loves to say, and if there's anything she idea of what "time" was back then, the gods kept to
loves more than meditating on a late evening by the themselves, creating things that amused them or
riverside, is telling the young ones a good story. somehow portrayed their innermost interests. Balthazar
created the souls that now belong to each one of you.
She sits on the wooden stump near the ashes of the Mostly thanks to Yra, who in a fit of creative mischief,
fireplace from the night before, points her hand at the released the souls simply to "see what happened", it
coals and speaks a short sharp word, sending sparks was there when we were truly born. The souls went into
from her fingers and lighting up the fireplace to the the world that Undol and Aerwin were creating, and
delight of the children around her. took on different forms. Some became what we call
Humans, others became elves, dwarves, and halflings.
"That one always does the trick" she says to herself, as Nobody really understands how this came to pass, but
she smiles at the cheering young ones around her. She that is a story for another time. For here, is where Navia
takes a long breath as she decides on which story she began…
will give them today.
The children huddle together and listen attentively.
"Many are the stories that are told around the They've heard this story from the old lady over and over
campfires of Navia. But there's one that remains as the again, yet they always enjoy this part of the tale the
tale of all tales. The story of how Navia came to be, how most.
the Gods measured their forces and how The Mother
finally decided the fate of the world." "Aerwin and Undol, the gods of the sea and the earth,
have a relationship you little ones are more than
By now the children are all silent, holding their breaths familiar with. Like brothers, they spent the time before
in anticipation of the magic that will follow. Navia came into existence trying to outdo each other in
front of their mother…"
She grabs some ashes from the ground near the
campfire and blows them in the air, creating a whirl of She pauses and smiles as she notices many a wicked
colors and shapes that follow her words as if directed by grin on the children's faces. She blows some air into the
a painter's hand. ashes of her hand as the figures become more vivid
above the fireplace.

-6-
"It all started innocently enough, with the two brothers "Then Zel, using his influence on the sentient peoples of
creating the type of creatures that you would see the world, gathered them onto the safest piece of land
swimming along Queen's Crossing, and grassing on the left on the world. And then lifted it into the skies."
shadow of mount Titan. But then their "friendly"
competition soon became a matter of who made the A loud "oooohhh…" from the children was heard as the
biggest and strongest beast, and then they kept arguing ashes on her hand created a floating piece of rock right
who would beat who and how and how many creatures in from of their eyes. They all loved this part of the story.
of what type would pose a challenge to one of the
other..." A little girl with big sparkling inquisitive eyes raised her
hand and asked "But Mama Talesong, what did the
She sighs with a weary smile… cloud monk had to say about that?"

"Kids…" "Ah, yes… Erastos the god of the wind and skies, or the
cloud monk as people like to call him, did not like this
Her tone becomes a bit sadder now, sadder than how idea at all. His big blue domain would only be tarnished
she usually tells this part of the story. The kids don't by the mere sight of a gigantic piece of rock. In the end
notice and she continues, using a darker tone of voice. he complied, but it is said that the wild winds that hit
Navia every now and then are his way of letting us know
"Once they realized that they were powerful enough to that we're but guests in his vast domain…"
actually make those fights happen, that's when
everything went wrong. The most horrible and powerful An eerie silence, interrupted only by the crackling of the
creatures they could come up with faced each other and burning wood in the fire, took over the scene. Mama
split the earth, parted the seas and almost wiped out Talesong smiled and stood up.
the ancestors you keep in your prayers to Balthazar at
night. " "Mama Talesong! Please don't go now we want another
story!"
She paused, noticing that the kids were a bit too scared,
and took a lighter tone "Ah but children, Mama needs to go now, maybe some
other day… if you want a story so badly why don't you
"Oh, don't worry little ones, this is the part where old craft one with one of your own? Our sky isles are full of
Zel comes in. After seeing how much destruction and secrets and lost tales of heroes and heroines. Maybe
how much knowledge was being lost on a petty God one day you'll even grow up to become one, and then
squabble, he first convinced Balthazar of the need to everyone will know your story."
make sure that his souls would get enough time to wash
off the taint, and a massive annihilation such as the one She smiles wearily and bids the children goodbye as she
going on was only going to delay the process for several slowly walks away from the fireplace.
thousands of years. Both of them convinced the other
gods like Apollonius and Celianne to persuade the two "The age in which the Gods took center stage in the
brothers and stop them from causing any more damage stories of the world is over, from now on it is time for
to the world they had been building together." mortals to shape their own destiny, and become the
heroes of their own legends… And the time for a new
"But they would not listen, and their battles raged on age is coming."
for what seemed like an eternity. It was then that
Zelaznog and the other Gods called upon the Mother to The old lady slips through the outskirts and into the
stop the conflict. The decision was quick and definite, darkness of the night, recalling memories of a different
for the Allmother had had enough of their foolishness. time, long past now, and of innocent children and their
First she confined Undol to the depths of the seas and games...
Aerwin to the land and the forests, where both they and
their creatures would not be able to fight each other."

-7-
Navia, land in the Sky There are passages, lifts and ways to enter the lower
──────────────────────────────────────────── levels, however after a certain point they remain
A cataclysmic event known as “The great divide” in unpopulated and are used mainly as hideouts for local
which two Gods fought over dominance of the world thieves, and slums for the lower classes.
was threatening to end all life on the material plane.
Seeing how all this destruction would eventually lead to Spire has earned its nickname "The city of Knowledge"
the absolute annihilation of the material plane; the mainly due to the amount of Scholars, temples, libraries
gods, led by the God of Knowledge, used their influence and places dedicated to keeping all types of knowledge
and lifted a portion of the land and held it aloft using from being lost. Scholars, inventors, Engineers and
part of their divine power. As a consequence the Archaeologists all find a place where to study and
divines are not able to manifest on the material plane, practice their craft in the city of knowledge.
and the dwellers of this floating island, were now left to
pick up the pieces and build their lives up from nothing. The city is divided in 4 main areas:
Thus, the land of Navia was born.
The Upper City: Seen from above, it looks like a giant
Most sentient races were “saved” and brought to Navia disc held above the ground level by massive pillars of
through the God of Knowledge’s influence, before the metal and stone. This area of the city is the home of the
continent was lifted into the sky. Humans, Elves, most powerful noble houses and the governing body of
Dwarves and Halflings found their place in the land in the city. The city guard, and most temples are found in
the sky, while the Mortis, a more reclusive civilization this part of the city as well. Access to the upper city
that shuns the aspect of death and renewal present in happens through mechanical systems of lifts, pulleys,
all other civilizations, took control of the deep and steam powered elevators.
underground locations in the floating continent.
The Merchant’s belt: Merchants, traders and most of
One thousand years have passed since the Great the middle class citizens are located in the Merchant’s
Divide, and many generations of Navians have come belt. It is the widest and busiest part of Spire, where
and gone. City states have risen from the ruins of their most of the commerce, trade and profit-seeking
previous ancestors, and their respective rulers now businesses take place. A particularly powerful branch of
control the villages inside their territories. The stories of the Rhinehold bank has its office in this level.
how the Gods saved all sentient beings have been
passed down through the families of those who now The lower city: Houses built mostly from scraps. A heap
live in Navia, and every city now pays tribute to a of mismatched styles of architecture that reflect over
different God, or the ideal behind one. 500 years of life. This is the lower city of Spire, a place
that exists is perfect contrast with the Upper city. For
Spire, The City of Knowledge every noble family, magic-powered construct, and every
──────────────────────────────────────────── elite guard; there's a family living under precarious
The largest and arguably most important city in the conditions, a malfunctioning elevator (also known as
whole of Navia is Spire, the city of Knowledge. Named "the deathtraps"), and an underpaid city guard who will
after the enormous spire around which the city is built, more than likely look the other way.
the mythical tower that has been in place since its
discovery by the first settlers of the floating continent. The Undercity: The underground slums of Spire are
Layer after layer, different noble houses have tried to located in the lower sections. The lower you go will be
reach the top of the Spire; however, after 1000 years the lower class you see around you. There is a black
the last level of the Spire is nowhere within sight. market said to operate in these parts of town as well as
a branch of the Midnight Coven. Dungeons from past
This desire to rise above the height of the tower has led civilizations have been found by Archaeologists in this
to the creation of several city levels on top of each area. Most of the Undercity still remains unexplored,
other, some of which have been unexplored for and whatever knowledge was found there, remains
hundreds of years. hidden from the current society.

-8-
Spirian Government Some of their lest reputable ventures include houses of
──────────────────────────────────────────── pleasure and gambling halls, both of which are legal
Spire is ruled by the head representatives of the six thanks to their political influence.
major Noble houses. These have changed throughout the
House Holster. Masters of the magical and scientific
years, as the powers have shifted and some houses
arts since the Era of Seclusion began, and now during
have gone into ruin due to their own foul play, or due to
the era of exploration, many of their investments in the
the workings of other houses that have worked their
city of knowledge can be seen either adorning the
way up the power ladder. Currently, the Noble houses
streets of the higher ring, or providing means of
that rule Spire are:
transportation within the merchant's belt and down to
House Reliquium. A religious family with a long line of the lower levels. Technological advances and the
reputable leaders and heads of houses. Their gathering of knowledge have always been part of their
representatives are often inclined towards taking leaders' goals.
courses of action that would please the Gods. Especially
Although their motivations and ideals are sometimes
Zelaznog, God of Knowledge, whom they revere and
different from each other, the city council has managed
pay tribute to publicly.
to keep the order and peace of Spire at functional levels
House Daena. Ruled by a Matriarch, who is throughout its existence. Any decision taken by the
accompanied by her future successor in the council. council must be done so through a majority vote in
They often sponsor any type of enterprise that has the which the consent of at least 4 houses must be reached
wellbeing of the common folk as its priority. This has in order to proceed.
aided them into becoming the most loved noble house
in Spire's lower levels. Points of interest
────────────────────────────────────────────
House Dinim. The Dinim have a history of being in the Spire is arguably the most important city in all of Navia.
center of most conflicts between the ruling houses of The four factions have a representative's office in this
Spire. The mysterious ways in which their enemies are city. The Hall of Swords, The house of Learning, and The
"taken care off" has led some of the other houses to Rhinehold bank's office of acquisitions can all be found
accuse them of being in cahoots with the Moonlight in the highest level of the city.
Coven. These accusations, however, have never been
confirmed. They always sponsor whatever cause that The Merchant's belt main point of interest is the
will benefit them in some way. Bazaar. A myriad of merchants, craftsmen and traders
find their posts inside a giant elliptical construction
House Valorien. A proud family with a long line of structure that once served as a fighting arena. The
warriors who have fought and guarded the city of Spire Bazaar is the busiest trading post in all of Navia, second
for many generations. The promise of a good fight and only to Rivercross.
glory in the battlefield is often good enough to move
their forces into action. Their leaders, however look to The lower city is what most would call a cesspool of vice
uphold order more than anything else, as they believe and corruption. A place where only those most
that only through order can they bring prosperity to the desperate to make their living would go to. And
city. although there are honest people in the lower city,
these values are exemplified by the Lower city's most
House Ironbriar. The youngest, and perhaps richest, of
famous establishment: The Devil's Groin. This fighting
the noble houses. The Ironbriar were born as traders
pit and house of pleasures has anything any self-
during the Era of Seclusion, and used coin and
deprecating citizen of Spire might want to spend their
treachery to reach their current status. They are best
money on. With more dark corners than any other inn
known as patrons of the arts, and in truth there are
or tavern in Spire, this is the perfect meeting place for
very few pieces though the city of knowledge that have
anyone who does not want to be seen meeting anyone
not been commissioned by the Ironbriar.
else.

-9-
Villages Bluedale. Found close to spire, this village is, by rights and
──────────────────────────────────────────── history, one of the oldest, perhaps the oldest, to belong to
Spire has many nearby villages that pay taxes in the demesne of the Spirian capital.
exchange for protection and access to the great bazaar
for their local traders, farmers, and craftsmen. When foreigners ask why Bluedale they have assumptions It
may be due to the Queen's crossing and its crystal clear
Giant's Bridge. A village found near the western water, but the town's mayor is quick to correct that the name
border of the Spire region. Located mostly on the comes from the famed dale blueberries. As such most of the
bank of Queen's Crossing, this village gets its name small folk are farmers and merchants, the easiest way to get
because of the great stone bridge that is used to cross wealthy here is to own tracts of land harvesting fruits for the
the river. capital.

The bridge looks as if a giant had sunk almost neck- Relationship with other city states
deep into the river, extended its arms from left to ────────────────────────────────────────────
right, then turned into stone as if to connect both Other city states keep regular diplomatic relationships with
sides with its arms. Spire, some have made it clear that if war were to be
declared, they would side with the Spirian Forces.
A Dwarf will tell you this is only a bunch of half-witted
nonsense, since a bridge of such impossible shape and Spear's Point, home of the Ghazir, is Spire's most renown ally,
size could only be made by Dwarven stoneworkers. although their respective governments do not see eye to eye
The Bridge, as the town is commonly known; is run by on certain issues, due to the Ghazir views regarding religion
a mayor, elected every 5 years from among the most and military prowess.
prominent traders who live in it. Most of the small
folk are fishermen, peons who work for the major
merchants in the region, or self-sustaining families
that grow their own food.

Hillfort. The youngest settlements around Spire.


House Valorien adapted the ruins of an ancient Giant
Tower to serve as a Fort that guards the Spiran
territory from threats that may escape from the
wilderness.

The settlement works as an enormous barracks and


training ground for those who wish to join the City
Guard of Spire.

All city guards of Spire are sent to Hillfort for two


years before they are sent to their permanent
position and it is considered a great honor to stay in
order to protect Spire.
The main authority figure is appointed by the head of
House Valorien, currently being Greil Valorien, the
youngest son of the current head of the house.

-10-
Faith The Scions
────────────────────────────────────── ──────────────────────────────────────
Faith means to trust, to trust an object, a person, a It is written on the holy Thalantian texts that after the
deity, or something that might even go uncategorized. mortal world was so, Balthazar, began working on a
In very few places this concept is so well known and new being, one that could care for the world that his
embraced as in the Sky Isles. siblings and nephews had created. His kindness earned
him the gratitude of his family, but the resentment of
Religions have been created and destroyed over the his wife, Yra, who envied his creativity.
millennia since the first rocks flew, but there has never
been a time where a major faith was unheard of. And it Balthazar began creating the first souls, but before he
would be simple to understand why, as prayers rarely could finish his creations, Yra released the souls into the
go unanswered. mortal world. Unfinished, these souls entered the
bodies of beasts, and became the first humans,
And although many theories exist regarding why this is dwarves, elves and halflings. However, as they stood,
so, the most commonly accepted one among scholars they were incomplete, tarnished, and unperfected.
deals with a group of beings so powerful, that their
mere existence shapes not only the mortal world, but To remedy this, Balthazar created what is now known
those behind the ethereal veil. The Nine Divines. as the Circle of Ascension, where souls are to be born
and reborn into mortal bodies, until they can naturally
The Nine Divines become complete, feeding of the experiences it had in
────────────────────────────────────── life. Once a soul becomes complete, it becomes a new
At the beginning there was nothing. And that void was being, a celestial, a demon, a devil or other kind of
The Mother. She was everything. She was naught. And creature bound somewhere beyond the mortal plane.
from her were born beings of immeasurable power:
Apollonius, the lord sun. Celiane, the lady moon. And yet, some of these perfect beings are stronger than
Balthazar, the tinkerer. Yra, the hundred eyes. others. The Strongest among them become Scions,
They were the first of the Divines, the inheritors of the guides to the souls of mortal kind.
Mother's will.
Listed on this chapter are four Celestial Scions, as well
Apollonius and Celiane bore three children: the land, as the best known, but this is hardly a complete list, as
the sea, and the sky, known on the holy texts as Aerwin, many more Celestial Scions exist, as well as Demonic
Undol and Erastos. Balthazar and Yra bore two children, and Diabolic Scions.
war and knowledge, known as Tanith and Zelaznog.
Together, these two families, all descendants of the Ideologies
Mother, are known as the Nine Divines, the shapers of ──────────────────────────────────────
the cosmos. Although powerful beings are known to exist, and
religions that are commonly associated with them are
It is well known that the Divines are mostly absent on found far and wide across Navia, some have all but
the mortal world, and most of the cosmos. However, forsaken devotion to these creatures, instead adopting
their power can be felt throughout creation, and ideologies, the reverence of ideas.
various religions, cults and sects have been created
over the centuries. Some have venerated a single The best known ideologies are the Dwarven Ancestral
Divine, while others pay homage to singular aspects of Worship, where some individuals that excelled in life
each entity. Most of these doctrines, however, didn't are regarded as guide for Dwarven society, and The Will
know that they were venerating the Divines of the Imperias, which is almost exclusively professed
themselves, as one need not ask the air to breathe. by the Mortis, who claim their ruler, the Imperias,
In recent history, the biggest and most influential of the guides them in every turn of their lives.
navian religions is the Thalantian Church, often referred Lastly, the Verdant Circles are a community of druids
simply as "the Church", who guides navians from any and nature worshipers, that seek to protect the purity
path of life into the way of the Divines. of nature.

-11-
Faiths of the Navia chronicles
────────────────────────────────────────────────────────────────────
The Nine Divines Alignment Portfolios Suggested Domain Symbol
Aerwin CN Divine of hunting, beasts, travel Nature Soaring arrow
Apollonius LN Divine of light, valor, justice Light Golden sun
Balthazar LN Divine of life, redemption, mercy Life Silver four-pointed
star
Celiane CN Divine of darkness, dreams, Darkness Moon covered by a
mischief white veil
Erastos CN Divine of storms, freedom, Tempest An eagle carrying a
independence lightning bolt.
Tanit LN Divine of battle, strategy, victory War A spear over an
iron shield
Undol CN Divine of rivers, rains, respect Tempest Deep blue droplet
Yra CN Divine of change, premonition, pain Trickery An snake's eye with
six wings
Zelaznog LN Divine of knowledge, discovery, Knowledge An open book
curiosity surrounded by
three stars
Celestial Scions Alignment Portfolios Suggested Domains Symbol
Adellum, the NG Scion of guidance, Light A shining star
Starlight who brings the lost home.
Sareash, The LG Scion of resilience, War, Knowledge Silver Banner and a
Harbinger of Victory who fights in the face of the golden sword
Impossible.
Ophanias, the Quiet CG Scion of harvest, Tempest, Nature Cloud with a
Rain who gives nurture to the world. woman's face
Zalariel, the NG Scion of love, Life A pair of scarlet
Everchanging. Who guides the hearts of all beings. wings
Ideologies Alignment Portfolios Suggested Domains Symbol
Ancestor Worship LN Reverence of the Ancestors, the Life, Knowledge Varies depending
wisest, strongest and determinate on the culture
of us all.
Verdant Circles N Reverence of Nature, and all of its Nature, Tempest Amber tree with
glory. emerald leafs
The Will of the LN Reverence of the Imperias, true Darkness, War, Smooth, horned,
Imperias ruler of the Mortis, and eternal lady Knowledge ivory mask
of the under cities.

-12-
Magic Education and Tuition
────────────────────────────────────── ──────────────────────────────────────
In the Sky Isles, magic is as common as swords and Although the level of education varies greatly between
axes. The known oldest cities were built by magical realms, it's common to find at least basic education
architects. Beasts have been born out of the curiosity of available in one form or another throughout the sky
all matter of sorcerers, warlocks and witches. Potions isles. Most people learn how to read a few words at the
are readily available, and those who wield the power to very least. Higher education, as well as magical
shape the element of the weird can be found almost in education, is easily available on bigger settlements,
every corner of the isles. But this is not to let you specially human cities. Spire, the City of Knowledge, is
assume these individuals are beyond the laws of well regarded for having the most educated citizens of
mortals. On the contrary, every nation has dealt with Navia, with almost every child learning how to read and
magicians long enough that laws and regulations on write before reaching adolescence.
magic are as commonplace as those these laws seek to
administer. And regardless of the origin of their magic, almost every
caster is asked to attend a learning faculty, in order to
Mages of all walks of life are expected to register with learn how to best control their powers.
the government of the lands where they reside. Once
registered, these casters are given permits, that allow Magical Outlaws
them to use their magic as long as they follow the laws
──────────────────────────────────────
of that region.
Unregulated casters are not unheard off, as many
would rather avoid the law to keep their freedom to do
Normally these laws are built around each school of
whatever they please with their magic. Normally these
magic. Although each nation may have variations of
mages can be found uncivilized areas, where there is
these laws, the following are the most basic and
nobody to persecute them. Although each region and
consistent regulations found throughout the Sky Isles:
race has a different name for these outlaws, on the city
of Spire they are known as Nihilysts.
• Abjuration: There are very few regulations on
the abjuration school, as it serves mostly as a
Although many of these unregulated casters are born
defensive mechanism.
on their current state, to parents that, like them, were
• Conjuration: Any damage caused by a
outlaws, some choose to escape civilization after
summoned creature is considered to be inflicted
committing a crime.
by the caster.
Regardless of condition, all of these mages are
• Divination: It's commonly seen as rude to give a
commonly pursued by bounty hunters, who seek to
false reading of the future.
make gain quick money by bringing these outlaws to
• Enchantment: This school is highly regulated,
justice.
and it's use is considered illegal on many regions
due to its ability to deny others the use of free
thought and consent. Outside of the Regulations
• Evocation: This highly destructive school is the ──────────────────────────────────────
most regulated of all, and very few are given Some organizations, such as the factions presented on
permission to use, or even learn, spells from it Chapter 6 - Factions, grant its members permits to use
outside of the government. their magic in any way as long as doing so brings benefit
• Illusion: The creation of mirages is very regulated to their ranks. In many ways, the mages belonging to
outside of the harmless, but not as much as these organizations are allowed to function outside of
enchantment or evocation spells. local law systems, as long as they don't actively
• Necromancy: While there is no real taboo jeopardize the peace, or threaten officials.
against using necromancy spells, it is expected
that undead created are to be kept under Other organizations that grant looser regulations to
control by its master. mages are the local governments, who, much like the
• Transmutation: It's expected that transmutation factions, are fond of using magic to further their goals
spells are to be casted on willing targets. and interests.

-13-
Education Languages of the Sky Isles
────────────────────────────────────── ──────────────────────────────────────
For the last century the realms of Navia existed on quiet The following languages replace the list of standard
isolation. Although the Era of Valor bought peace and languages presented on Chapter 4 of the Player's
freedom to human, dwarves, elves and halflings, the Handbook and the D&D 5th Edition Basic Rules:
atrocities of the Era of Titans would not go unforgotten,
feeding mistrust and suspicion among all nations. Standard Languages
Turning camaraderie into doubt, forcing each nation to ──────────────────────────────────────
nurture their strength separated from the others.
Language Typical Speaker Script
Only recently have the borders of these nations opened Aerglorr Scholars, Giants, Ogres Aerglorr
up as a whole, ending the Era of Seclusion, and bringing Fauril Citizens of the Ronfaure of Necris
forth the dawn of a new age, the Era of Exploration. the Halflings
Hevaelefna Citizens of the Twin Cities of Necris
The Written Word the Elves
────────────────────────────────────── Ghazir Citizens of the Ghaz region Aerglorr
A farmer wife sending a letter to her son on the big city.
Necris Citizens of the Mortis Necris
A wealthy noble commissioning an elaborate piece of
Imperium
art to exhibit on his estate. A military commander
receiving orders to mobilize her troops and attack the Riveni Citizens of the Riverlands Aerglorr
enemy during the dark of the night. All of these people Skandsor Citizens of the Thanes of the Aerglorr
have something in common: they can read. Dwarves
Spiran Citizens of the Spire region Aerglorr
To the people of Navia, no skill is more basic and
necessary as the ability to understand the written word.
Navian languages find their origin on one of two ancient
There was a time when it was rare, nay, dangerous, for
dialects: Aerglorr and Necris.
the common folk to learn such things, but with the end
of the Era of Titans, and the fall of the halls of the
Aerglorr is the tongue of the Giants that once ruled
giants, the freedom to learn became a necessity in
over the smaller races. It's script has characters that are
order to rebuild the great empires of old.
straight and can be easily written with a single
movement of the hand. All races that were at one point
Although the different cities, kingdoms and empires
or another enslaved by the Giants adopted the
may approach education differently, all nations within
language of their masters. Nowadays the original
the sky isles provide at least basic level of schooling to
Aerglorr language is but a near-dead tongue, spoken
their citizens within their capital cities. Human cities,
only by scholars and the remaining Giants of the sky
especially Spire, are well regarded for having an almost
isles. For writing purposes use the Dwarvish Script
nonexistent rate of illiteracy.
alphabet found on Chapter 4 of the Player's Handbook.
Smaller settlements may host a single school, funded by
Necris is the tongue of the Mortis Imperium, which has
the local authorities, that may teach not only how to
ruled the underworld of the Sky Isles for over a
read and write, but agriculture, architecture, arts,
millennia. The characters of its script tend to be curved
military sciences and trading as well.
in nature. During the Era of Titans only the mortis were
The most prestigious of these houses of learning are
able to avoid the conquest of the Giants, providing
the colleges located throughout Navia. And the largest
sanctuary to a vast amounts of elves and halflings, who
and most influential of all colleges is the college of
had lost their homes to the Titans. The once unruly
Lakehall, located close to the borders of the Spirelands
races found themselves welcomed by the race they
and the Riverlands. Members of the Lakehall College
once feared, and the friendship born of their kindness
hardly go unemployed, and a single teacher from the
lead to an alliance that blood has not forgotten. For
college is said to be capable of turning a simple town
writing purposes use the Elvish Script alphabet found on
into a bastion of enlightenment.
Chapter 4 of the Player's Handbook.

-14-
Travel Communication
────────────────────────────────────── ──────────────────────────────────────
Some claim that the land beyond their homes is Without a way to move information about, neither
infested with beasts, that could eat a person whole progress nor peace can ever be achieved. Over the
without much of an effort, and these people are not centuries methods have changed, evolved, and become
often wrong, for in the uncharted lands of Navia dwell perfected. Only now, at the turn of a new Era, are the
all manner of monsters, beasts and savage. advances of the last few centuries showing it's true
benefits, for the Era of Exploration is also the Era of
The century of isolation led to shrinking borders, and Communication.
areas that were once civilized reverting to a more
primitive past as their former owners abandoned them. The Printing Press
With only two years since the beginning of the Era of ──────────────────────────────────────
Exploration, these ruins now pose a threat to travelers, None know better the ways of replicating text than the
for they might host new masters that could be as Mortis, whom devised the technology centuries ago,
dangerous as the stories tell. during the Era of Wurms. The devices, called Vox Silenis
by its creators, combine mechanical and magical work
Regardless, those who venture forth find rewards of all to enable the reproduction of text, as well as images.
shape and form, and such is the way of Navia travel. The oldest and most elaborate Vox are even capable of
Dangerous but very rewarding. creating moving images, but these are found only
within the Imperium and some of the richest capital
Civilized Lands cities, such as Spire and the Rivercross.
──────────────────────────────────────
Moving between cities, and on regions in-between Books & Newspapers
settlements, is relatively safe. Brigands and monsters ──────────────────────────────────────
are not a common occurrence on civilized land, but For centuries each copy of a tome had to be manually
safety in numbers is advised. copied, which was slow, or magically copied, which was
expensive. Since the origin of the Vox, books became
Most people tend to join traveling caravans in order to cheaper commodities, allowing the average commoner
move from place to place, paying with coin, goods or to purchase anything between two to a dozen books a
labor for the security that the caravan provides. A lone year, depending on the length and manufacture of the
traveler may find some nuisances along the way, but tome in question. But where the Vox became truly
otherwise safety is assured. powerful, was when the newspaper was invented.
Simply put, an average newspaper are thin pages of
The Wilderness paper filled with text and images detailing the daily
────────────────────────────────────── events, news and updates from the country or city of
Unlike the civilized lands, traveling though the origin, folded together. The cost of producing a single
wilderness has many dangers. Patrols rarely go out to copy is obscenely low, allowing for it to be massively
the farthest reaches of the sky isles, allowing bandits, distributed though the land at a very low cost.
monsters, salvages, cannibals and nihilists to thrive.
Smaller settlements rarely have their own newspaper,
Smaller caravans rarely go into the wilderness, for they but do receive the daily copy from its nearest city, with
lack the numbers to keep themselves safe on longer a few days of delay at worst. The bestselling
journeys, even without the threat of attacks, they rarely newspapers on the Spire region are which are:
have enough supplies to sustain themselves for long. The Sage. Simplistic and to the point, the Sage is the go-
Larger caravans, those with at least six or more wagons, to newspaper for most people on Spire; known to
usually go into the wilderness only to reach other publish only well researched facts and unbiased
civilized lands in order to engage in trade. However, this opinions on regional events.
practice is relatively new; the Era of Isolation made it The Judgment. A sensationalist publication that often
impossible for traveling merchants to enter other exaggerates the truth, and is known for providing a
realms for a whole century; destroying trade. great degree of anonymity to its sources.

-15-
The Calendar of Thalantis
────────────────────────────────────────────────────────────────────
Monday Tuesday Wednesday Thursday Friday Saturday Sunday
1 2 3 4 5 6 7
8 9 10 11 12 13 14
15 16 17 18 19 20 21
22 23 24 25 26 27 28

Month Name Season Known As


1st Byrthys Spring Month of Birth
2nd Florys Spring Month of Flowers
3rd Ventys Spring Month of the winds
4th Sundul Summer Month of the Sun
5th Ranysul Summer Month of the Rain
6th Thumdul Summer Month of the Thunder
7th Mondul Summer Month of the Moon
8th Firhadan Autumn Month of the Fire
9th Terdan Autumn Month of the Erath
10th Drendan Autumn Month of Dreams
11th Congaler Winter Month of Coldness
12th Forunter Winter Month of Luck
13th Danerter Winter Month of Death

Created during the initial reform of the ancient At the end of each year, a single day is added to the
church of Baltados, which would later turn into the calendar, which belongs to neither the old year or
Elder Oliverias Empire, by St. Thalantis, the patroness the new. This day was attributed to, the Mother and
of healers, shepherds and sages. Legend states that is commonly referred to as Mother's Day, and marks
Thalantis, formerly a wise woman who distributed the end of the year and the start of the next.
healing and alms to those in need, received a vision
from a Celestial Scion. Eras: All eras must last an even number of years.
In this vision, Thalantis was shown how to account Why this is, is beyond all scholars. The rule was
for time, and the divine ordinances of days, months, created by St. Thalantis herself, and by a
years and the concept of Eras. combination of faith, tradition, and convenience, it
has remained so until the present day. By her
Simply put, an Era is a lapse of time during which account, the years between the elevation of the land
certain events on the land of Navia became defining and her divine visions are known as the Era of
to its inhabitants. Each year was then divined into Darkness. Very little is known about this era. All of
13th months, each with 28 days divided into 4 weeks the known Eras are:
of 7 days each.

-16-
Era of Darkness (Lasted 450 years): Ends when the
divine revelation of St. Thalantis grants her knowledge
of time. This period of time is clouded in mystery, as the
ruins of ancient civilizations were already dotting the
landscape of Navia.

Era of Visions (Lasted 20 years): This era is known for


the intervention of various Saints though the lands of
Navia. These Saints would go on to create the Church of
Baltados, the first church to revere the Divines on
Navia. This era came to an end with the death of St.
Thalantis, who passed away from natural causes.

Era of Wurms (Lasted 50 years): This era marks the rise


and fall of the Draconic Empire on Navia. As the oldest
and wisest creatures the Metallic Dragons thought their
magical secrets to the other sentient races giving birth
to the teachings of magic. The War of the Wurms
between chromatic and metallic dragons happened
here.

Era of Titans (Lasted 210 years): With the dragons gone


the Giants rose to power seeking to conquer the island
of Navia for their own. The organized clans started to
enslave the sentient species that dared oppose them
and the Titan Empire rose.

Era of Valor (Lasted 40 years): The Era of Valor marks


when the sentient Species decided to rise up against
their tyrants and heroes of legend were born. Driven
into the mountains and the other lands of Navia the
Titan Empire fell to give rise to the Human Settlements.

Era of Seclusion (Lasted 100 years): Not achieving


peace among the different lands that humans took for
themselves after the end of the war, Human
settlements entered the Era of Seclusion, when people
didn't venture far from their cities and trade was
nonexistent. The era lasted 100 years and cultures
further separated themselves from each other not
going even near the borders or their land.

Era of Exploration (Current Era, has lasted for 2 years):


The Era of Seclusion ended when adventurers were
born. Founding towns in the outskirts of their own
realms they have opened trade routes and a greater
sense of curiosity dominates the new generation.
Seeking to know what's "out there" members of all
races venture into the unknown to unite Navia under
one map.

-17-
Chapter 2 - Organized Play
This section contains general rules and guidelines on Necessary Resources
how to create a character to play in the Navia ──────────────────────────────────────
Chronicles Living Setting games. The rules we will be using to run every game session
within the Chronicles of Navia living world are the D&D
Code of Conduct 5th edition rules. This includes the Basic Rules PDF,
────────────────────────────────────── released for free by Wizards of the Coast, and any other
We're all avid gamers and we love to play with other variant rule included in this supplement.
gamers. The Navia Chronicles experience is supposed to
be a fun, entertaining, way of Roleplaying with other Important: The 5th edition core rulebooks contain
members of our comunity. In order to achieve this, information on character creation, feats, backgrounds,
there are a few rules we must all respect: and other useful information.

Be nice to each other. If there's one rule that we want The resources presented on the Player's Handbook may
you to remember at all times it's this one: be nice. No only be used after providing proof of ownership of a
offensive name-calling, no hurtful comments, if you physical copy of the 5th edition's Player's Handbook,
have nothing good to say, don't say anything at all. and after consulting with the Dungeon Master running
your game before the game begins.
No undermining other characters. All characters have
the option to choose a faction at the beggining of the If you own a D&D 5th edition Player’s Handbook, you
game. This, however, means that some player's will may direct yourself to one of the dungeon masters,
choose diferent factions, yet will end up playing in the who will then register you, and a maximum of three
same party. Keep in mind that even though these other friends who will then be able to use that player’s
factions have different goals, this does not mean they handbook and all the information within when creating
cannot work together as a team. characters and playing within the Navia Chronicles
Living Setting.
Be present at all times. Being present means paying
attention to your gaming group. This includes your DM If you don't own a copy of the D&D 5th edition Player's
and your fellow players. We understand you may get Handbook, feel free to ask one of the dungeons
distracted sometimes, but if you start paying more masters about ways to acquire one. Links with more
attention to your phone, or your portable gaming information are presented on the Appendix A, at the
device than to the gaming session, you'll become "that end of this book.
one player" who slows everything down everytime it's
his or her turn. Be present, get involved, look for ways Pirated copies of the Player's Handbook, in the form of
to add to the fun of the game, and help others get scans or a similar format, cannot, and will not, be
involved as well. allowed to be used on the Navia Chronicles Living
Setting games.
Don't cheat. A natural 20 is a natural 20, and a natural
1 is a natural 1. There's no need to lie in a game As new books are released by Wizards of the Coast,
session. Be honest. No loaded dice, no lying about your these guidelines may change, if any change is needed.
rolls, no need for any of that at the table.
Character Creation
Don't steal. This should be obvious. If you want to use a ──────────────────────────────────────
dice that's not yours, ask for it, then return it once Player Characters (often referred as PCs) are created
you're done. People who take other people's dice, using the rules presented on the Basic Rules PDF or the
pencils, pens or any other possesions and fail to return Player's Handbook, but under the following changes, as
them will be given a warning. If they repeatedly show to make the characters fit within the world of the Navia
this type of behavior they will be banned from any Chronicles.
future Open Gaming events.

-18-
Ability Scores Generation Backgrounds
────────────────────────────────────── ──────────────────────────────────────
Generate your ability scores using the point buy system Your character's background helps you tell others
presented on the basic rules or the Player's Handbook. through roleplaying what kind of person you were
After assigning ability scores, apply your racial benefits before becoming an adventurer. These can range from
to derive your starting ability score at 1st level. You a heroes of the common folk to witty scoundrels and
cannot roll your ability scores. wise priests.

Races Much like your class, you may choose any background
────────────────────────────────────── presented on the Player's Handbook. If you lack the
Choose a race, alongside with a subrace, from the book, you are limited to the content available within
following list: the Basic Rules PDF.

• Human (or Human Variant). In addition to the backgrounds presented on those


• Dwarf books, you may choose a Navia Chronicles background,
○ Stonebound Ruler which can be found on Chapter 5 of this supplement.
○ Stonebound Commoner You may modify existing backgrounds only with
○ Skybound approval from a Dungeon Master, before the start of a
• Elf game.
○ Dawn
○ Dusk Factions
• Halfling ──────────────────────────────────────
○ Highguard When the lands of Navia are endangered, and the local
○ Merryway population is unable to face off against these menaces,
• Mortis that's when the forces of the factions are rallied.
○ Arcanum
○ Machina When you create your character, choose one fo the
factions presented on Chapter 6, factions. As a member
More information on these races and their subraces is of these presigious organizations, you gain perks that
presented on Chapter 3 - Races of Navia. Races not few on the Sky Isles have, such as freedom of travel,
presented on this list are not allowed within the Navia sponsorship and supplies, as well as the backing of your
Chronicles Living Setting games. brothers and sisters in arms.
Player Characters are not allowed to be Factionless, for
Classes it defeats the purpose of the organized play games,
────────────────────────────────────── which function strictly on mission given by the factions.
Your class determines your occupation as an
adventurer, but more so, exmplify your area of focus Alignments
within the party, how you character was trained, and ──────────────────────────────────────
their perfered methods to solve problems. When you create your character, you may pick from any
When creating your character, choose from any class non-evil alingment as long as it fits your chosen faction.
available to you. The exception to this rule are characters that belong to
the Rhinehold Bank faction, who may choose the Lawful
If you own a registered copy of the Player's Handbook, Evil alignment under DM approval.
you may use any class presented in that book. If you
don't own a copy of the Player's Handbook, you are Equipment
limited to the classes presented on the Basic Rules PDF. ──────────────────────────────────────
When you create your character at 1st level, you may
You may choose to use the Class Options, presented on choose to take the starting packages of your class and
Chapter 4 of this PDF if you so desire. background, or the maximun gold your class can start-

-19-
-with, as presented on the Basic Rules pdf or Player's Leveling & Hit Die
Handbook, Chapter 5: Equipment. You may spend this ──────────────────────────────────────
gold however you wish. Any remaining gold you have Every time an Organized Play character levels up, the
left unspent is kept on your character in the form of character gains the average number of hit points it
coins. would have gained from its class. The average number
is always presented to the right of the hit die of the
Character Advancement class found on Class Features.
──────────────────────────────────────
After creating your player character, you are ready to Feats & Multiclassing
participate on the Navia Chronicles Living Setting
──────────────────────────────────────
games. However, although your 1st level character is
The optional feat system is allowed within the Navia
more powerful than the average commoner, as you
Chronicles games, as long as the player has access to
contininue to play, your character is meant to grow in
the contents of the Player's Handbook, chapter 6. The
power, and as a person, shaped by the adventures it
Multiclass option is also allowed, but only with the
has lived through.
permission of the DM, and it also requires the player to
own the Player's Handbook.
Missions & Growth Points
────────────────────────────────────── Retirement
Unlike regular games of D&D, the Navia Chronicles
──────────────────────────────────────
player characters do not collect expirience points by
Retiring a character from play means that said character
killing mosters. Instead, they gain Growth Points by
won't be playable anymore. It can become an NPC
compleating mission goals during each session of play.
within the Navia Chronicles setting if the owner of the
character allows it, but otherwise it'll remain only on
Missions and their diferent goals are further explained
the annals of Navian history.
on Chapter 6 - Factions. The diferent goals grant
Growth Points as follows:
The maximum character level of the Navia Chronicles
Living Setting games is 12th level. Once a character has
• Mission Goals, if completed, grant 2 Growth
reached this milestone, it must be retired, and the
Point per character.
player must create a new character, starting at 1st level.
• Faction Goals, if completed, grant 1 Growth
This rule serves to keep the difficulty of the living
Point per character.
setting consistent, and allows for old player characters
to continue their stories outside of the main story
• Secret Goals, if completed while no member of
missions. It also allows the player a chance to try out
other factions knew of them, grant 1 Growth
something new, again, and tell a new story.
Point.

Once a character has acumulated 4 Growth Points it Using & Modifying Pre-gens
advances to the next level, and the ammount of Growth ──────────────────────────────────────
points it posseses resets to 0. Any excess of Growth You can find pre-generated characters of 1st level on
Points are carried over. our Navia Chronicles Dropbox folder, which players of
the Navia Chronicles Living Setting games may use
For example: If Rene's character had 3 Growth Points freely. These pregens allow newcomers to play the
before finishing her current mission goal, and she gains game without need to read the Player's Handbook or
2 Growth Points after the mission is over, her character the Basic Rules PDF.
levels up, and she's left with 1 Growth Point that
carried over. You may change any aspect of your chosen pregen,
For more details on other ways to spend Growth Points except for the race and name, before you reach 3rd
please refer to the Downtime section of this chapter. level. No further changes can be made after you have
acquired 3rd level, and you may only level up normally.

-20-
Downtime Once the dice result is known, the player may work with
────────────────────────────────────── the dungeon master to establish what exactly took
Tales of heroism, valor and glory tell much of its place and how it would have affected the character.
protagonists. Many a time have we heard of how a
warrior fought and defeated a dragon, armed only with Downtime Rewards
his will and his blade. ──────────────────────────────────────
Of the cunning thief, who robbed ancient tombs of old If a player provides an interesting and engaging answer
without ever being seen. Of masters of the arcane to the downtime result, the dungeon master could
changing the cosmos itself with a single wave of their reward the player in a number of ways. The following
hand. are a few examples of such rewards.
Yet, the story of how the heroes prepared supper
around a campfire, surrounded by the shadows of trees • Growth Points: 1 Growth Point could be awarded
and the sounds of nightly crickets goes untold. for good and engaging storytelling.
• Faction Renown: Up to 2 points of Renown can
Beyond Adventuring be gained through this methods.
• Mundane Items: A dungeon master can reward
──────────────────────────────────────
you with any mundane item it feels you have
Although there is plenty of time for players to build the
earned by performing downtime.
personalities of their characters within the games, the
same time cannot be said for the events that take place
In the event that the player reaches the Completion of
on the lives of each individual character.
its quest, the dungeon master may provide the
following reward, in addition to any of the rewards
In-between Organized Play games, players may choose
presented above.
to designate what their characters will be doing until
their next adventure. Since each character is associated
• Magical Items: In the rare event that your
with a faction, and they move only when a faction
downtime may have given you access to a
commands them to complete a mission, most
magical item, you may be awarded one by the
characters will either return to the faction's regional
dungeon master. Magical items gained though
headquarters, remain where the last Organized Play
the completion of a Downtime Quest cannot
ended, or go on a quest of their own, among other
exceed a rarity of Rare. It also bears
activities.
consideration that the rarity of the item is closely
related to the amount of real months that
Once a player returns to an Organized Play game, the
character has been in the pursuit of its quest.
player has the option to roll on the following table to
determine the progress of the character's chosen
activity during downtime. Downtime Example
──────────────────────────────────────
D20 Result "Pedro has always attended the Living Setting games,
but due a family complication he missed the last game.
1-5 Setback. Something stood in the way of Before leaving the game, however, he explained to the
your objective, preventing you from making DM that his character would go on a downtime quest
any relevant progress. to find information about his lost sibling, the DM
6-10 Progress. You managed to gain some agreed. Pedro manages to attend the game the
advancement in the pursuit of your goals. following month, and rolls his d20 to see how his
character's quest go. He rolls a 13, meaning the
11-15 Breakthrough. Although your objectives
character made an important Breakthrough. Pedro
were not completed, you gained insight on
explains that his character may have found some
new and exciting ways to complete them.
friends his character's sibling had made, and is
16-20 Completion. You succeeded on your rewarded with 1 Growth Point for giving the table an
objectives and completed your mission. engaging story."

-21-
Chapter 3 - Races of Navia
From the chivalrous halflings to the stern mortis, the Traits
lands of Navia are filled with life. In the Sky Isles various ──────────────────────────────────────
kingdoms battle each other for supremacy, land and Age: Navian Humans tend to live up to 90 years. Most
resources. Yet, each of these domains is shaped not by humans reach adulthood around their 15th year.
the words of kings, counts or warlords. But by the Alignment: In the federations they are more often good
traditions, faiths and decisions of their common folk. than not, but if they are subjects of the king of the ever
fire they are more often evil or neutral than good.
During this chapter, we expand on each race's position Languages: Humans speak, read and write the dialect of
within Navia, as well as introduce changes to existing their region of origin.
sub-races, and we will also present a setting-original Classes: Humans are so diverse that they can belong to
race: The Mortis, the chosen children of the Imperias. any class. However, different ethnic groups may favor
specific classes.
Humans Statistics: Human characters may use the human traits
────────────────────────────────────── presented on the Basic Rules. If the player has access to
Masters of the biggest and most populous cities of the Player's Handbook, it may use the standard human
Navia, the humans are a varied sort. Adaptable, traits or the Human Variant traits.
confident and curious, are all traits commonly
associated with this race. Dwarves
──────────────────────────────────────
Physically, Humans are considered the most varied Often, one is forced to take a life unlike what is
among the known races of Navia. Some are blonde and expected, or worse, desired. Few know this better than
ashen eyed, a look most prevalent on the southern the Dwarves of Navia.
freeholds. As one travels further north complexions
turn darker, even obsidian, as one reaches the flying A dwarf, regardless of gender, stands at 1.25 meters at
isles, the end of the world. Unlike their complexions, worst and 1.45 meters at best. Their kind tends to gain
human culture often remains constant regardless of weight rather easily, but most lead a life of heavy labor,
location, with certain local alterations and traditions allowing them to easily develop stronger muscles. Male
being added, but maintaining its basic tenants: dwarves grow long beards, often decorated with beads
expansion and control. or rings if one can afford it. Female dwarves lack the
This is not to say that humans were travelers, for the density of facial hair of males, but can easily grow their
average human rarely left it's place of birth. manes faster than males.

In the first Eras of the flying lands, humans were Their ancient halls, filled with statues of ancestors,
nomads, folk without a home of their own. Their paragons and regalia of ages past, could be easily seen
peoples traveled across the lands, and many clans were as dour and cold by outsiders. Yet, it's on their
created during those days. Eventually, each clan underground cities where the Ironbound feel most at
claimed land of their own, returning to them every home. When the land below them was raised into the
cycle or so. This tradition became norm, and soon the sky to travel above the mountains they once cherished,
once nomadic humans ceased to be. Centuries later, the dwarves saw no opportunity, no joy, only unwanted
nations now exist where the clans laid their roots. Their change.
oldest cities, now easily hundreds of times larger than
the thorps they once were. The generations passed, paragons born, and cities built.
And still the disdain of the Divines remain. Like a
It's not often seen, a human traveling the lands of sickness, it grew and infected all around it. Leading the
Navia. At least it wasn't until very recently, and even so, vast majority of Dwarves away from common religious
it remains uncommon for them to walk away from their practices, and giving birth to their long-standing
homes. Their cities call to them, like flowers to bees. tradition of ancestor worshiping.

-22-
Traits Skybound Dwarves
────────────────────────────────────── ──────────────────────────────────────
Age: Navian Dwarves tend to live up to 150 years, Some grow content with tradition, finding in it solace
reaching adulthood at their 25th year. and peace. Others seek to free themselves from the
Alignment: Dwarves dislike extremes, or so they tend grasp of these old rules, and in turn become rebels,
to preach. Thus, most of them favor neutral alignments, unwanted by the society they have denied. Skarr
depending on their station. dwarves are those who embraced the flying lands of
Languages: Dwarves speak, read and write Skandsor, as Navia, and sought to explore these new expanses,
well as the dialect of their region of origin. instead of remaining hidden on the black citadels of
their foreparents.
The following are the subraces of Dwarves that exist on
Navia. Unlike other subraces, dwarven ones are based Their culture welcomes and hones creativity. Children
around their culture, and their traits are not inherited grow learning of hundreds of ways to work, live and
by blood, but learned after years of social conditioning. love, but are not expected to choose unless they truly
want to. To the Skybound, a free mind is the most
Stonebound Dwarves productive mind, a freer mind knows how to build the
────────────────────────────────────── tools of its survival.
The lords of the black thrones, and masters of metal
and stone. The Ironbound identify themselves as Truu, Unlike their Truu cousins, the Skarr have abandoned the
real dwarves. The society their Ancestors, whom they caste system so commonly associated with dwarves by
pay zealous devotion to, created is based on castes that outsiders. Instead, the social station of the Skybound is
each dwarf is born into, but capable of moving up or based on merit. Those who prove themselves in the
down from it, albeit, with a lot of difficulty. eyes of the Skarr grow in power and prestige. Those
that fail to do so, find themselves on lower stations, but
Above the rest lie the ruler caste, which further divides are very rarely abandoned. The Skarr know better than
into the lords and warriors castes. Below the rulers lie to allow their numbers to grow thinner than they
the common folk, who craft, farm and sell what they already are.
can. Below all others lies the broken, which is not so
much a caste, as it's the bulk of individuals that have Classes: The Skybound Clans ask nothing of its members
been expelled from the Ironbound society. Thus, this but to seek out and satisfy their curiosity. Many walk
caste is comprised by exiles, branded criminals and the path of the warrior, while others prefer the arcane
deserters. paths. In general, the Skarr can be seen as members of
any class.
The Stonebound society, although strict, holds a great
sense of fairness when dealing with its members. It Statistics:
expects individuals to serve the needs of the many, and Ability Score Increase. Your Dexterity score increases
to bring honor and glory not just to oneself, but to their by 1.
family and ancestors. In turn, an Stonebound never Crafter. Skybound dwarves have a natural knack for
stands alone, for it has the support of its people, building weapons, armor and the items they need for
always. their constant drive for survival.

Classes: The Stonebound society drives its members to They gain proficiency In a set of tools they use for their
excel in their field, and most commonly this field tends day to day work, and can apply double their proficiency
to be martial, with many Ironbound Dwarves favoring bonus to this particular set.
the barbarian, fighter, monk and paladin paths. In addition to this after checking the number of days
Statistics: Stonebound Dwarf characters born into the needed to craft something using their chosen tools, cut
Ruler caste use the Mountain Dwarf statistics. this time to 2/3 of the amount, make these the number
Stonebound Dwarves born into the common caste use of days a sky bound needs to complete the crafting, it
the Hill Dwarf Statistics. Both can be found on the Basic doesn't apply to magical items, as their complexity
Rules or the Player's Handbook. takes time.

-23-
Elves Traits
────────────────────────────────────── ──────────────────────────────────────
Faith and religion can shape the lenses from which one Age: Navian Elves tend to live up to 180 years, reaching
sees the world. To those truly devoted, it'll change the adulthood at their 30th year.
way in which they talk, think and feel. It will guide their Alignment: Elves mimic the values and conduct of the
actions and drive their lives. None understand this Divines they pledge allegiance to and, more often than
better than the Aelefn, who are said to be children of not, will take on that Divine's alignment.
the sun and moon. Heralds of the Divine in the world of Languages: Elves speak, read and write Hevaelefna, and
mortals. the language of their region of origin.
Two subraces of Elves populate the sky isles of Navia.
Elves stand taller than most races, with adult males The Dawn Elves, guardians of the sun, and the Dusk
ranging between 1.60 meters to 1.85 meters, and adult Elves, servants of the moon.
females ranging between 1.65 meters to 1.95 meters.
Their bodies are normally slender, with their arms and Dawn Elves
legs being significantly longer than those of other races.
──────────────────────────────────────
Elven pupils and irises are slightly bigger than those of
Some see the sun, shedding its light from above the
other races, and can be of any color. The Aelefn do not
clouds, and see a nuisance. Heat, fire, death. Others
possess body hair in any shape or form, and what little
find on it warmth and growth. And to the Aráelefn it is
they can grow on their heads is fashioned based on the
more. It's their guiding light.
individual's lifestyle. For example, warrior cuts are such
that stops hair from covering the eyes during battle,
Long hours below the sun have caused generations of
while scholars and nobles allow themselves to groom
Dawn Elves to be born of amber, copper and obsidian
their hair into outrageous forms.
skin. They see in it as a canvas, and are prone to
decorate it with inks of all sort of color imaginable.
Elven cities tend to be warm and welcoming. Buildings
Their clothes are made of thin fabrics, allowing their
flow into one another as if to give the impression that
flesh to breath, yet covering enough that it'll not get
the city itself is all but a single entity, not a collection of
burnt.
buildings.
Families of Dawn elves are closely tied, and they are
known to have more children per couple than their
And yet, the key and center of all of these cities are its
Dusk cousins. Young ones who lose their parents are
temples. Their deeply religious roots makes the elves go
quickly adopted by a foster family, and such is an
to great lengths to display the majesty of each Divine as
example of how their society works. Always in support
best they can.
for one another.
And while they keep every one of these divine entities
Aráelefn leaders are always priests, as their
on the highest of regards, none are more connected
government is entirely ruled by the Divine Orders. The
and influential to their societies than The Living Sun and
highest ranking individual on their society is known as
The Moon Dancer.
the Voice of the Sun, or Aráilaimen in elven, who holds
absolute authority over the Dawn Elves lands, laws and
Elvish folk can take things to extremes far more easily
way of life.
than any other mortal race, their love, their hatred and
all their sorrow is not comparable to a human's in their
However, they fervor, although often seemed as
excess. This influences their worship of their chosen
zealous by others, has never stopped the Dawn Elves
DIvine too, a fanatical elf is a fearsome thing indeed.
from peaceful interaction with other races. As such,
their cities, few that they are, can be found close to
Elven folk do not take prayer lightly, and perform sacred
Human, Dwarven and even Halfling settlements.
rites daily. Although participation is entirely optional in
Classes: Their integration with other races and cultures
most cities, not joining them is seen as disrespectful.
allows a Aráelefn to easily train into any class, but their
Not only to the Aelefn, but to the Divines as well.
culture often drives them become Clerics and Paladins.

-24-
Rarely do Dawn Elves become Warlocks, and the few Eldritch Knight (Fighters), Arcane Tricksters (Rogues)
that exist do so out of fiendish pacts that are are common martial traditions among the Dusk Elves.
considered a foul mimicry of the Sun's might. On rare occasions a Dusk Elf will take on the path of the
Statistics: Dawn Elves use the Wood Elf statistics, Totem Barbarian, seeking to overcome the magic of its
presented in the Basic Rules or the Player's Handbook. enemies with raw physical might.
Statistics: Dawn Elves use the High Elf statistics,
Dusk Elves presented in the Basic Rules or the Player's Handbook.
──────────────────────────────────────
The darkness of the night fills the mind of all beings
Halflings
with dread. They fear what dwells in shadow and ──────────────────────────────────────
coldness. Monsters, phantasms and worse are said to Freedom to love, to forgive, to travel, to wonder, to
exist only in lands where shine never reaches. None explore, to understand. Freedom to give to those who
know better than the Lómelefn, as their lives are forged need it, and share it with those around us. Freedom is
by obscurity. the true Halfling belief. Although each individual has a
different outlook on what true freedom means and
how it is achieved, their cultures and society are so
The flesh of the Dusk Elves has taken a teal color over
generations, turning paler as they age. They actively focused on it, that it can't be simply ignored. Although
avoid the sun-lit days, and if they ever need to come some have tried, and failed miserably.
out during bright hours, they do so with care, covering
themselves enough as to avoid harming their sensible Halflings stand as the smallest of the civilized races of
skin. Navia. Both males and females stand between 0.8
meters (80 centimeters) and 1 meter. Halfling
The teachings of Celiane, Divine of the night, the moon complexion and skin tones tend to mirror those of
and darkness, has guided the Lómelefn culture since humans, to whom they are somewhat related, even
times immemorial, and with each passing century, the though the link between both races has all to being
Moon Dancer cements herself as their most prominent forgotten by time. Halfling hair naturally curly, and
mistress. The tenants she gives her children are few. although traditions vary from one aldea to the next, it's
Key amongst them is the concept of self above others. common, and welcomed, by Halflings to allow body
Individuals are taught to look after themselves first, and hair to grow, only to later fashioned into wild styles and
succeed even at the expense of others. The strong shall dye it of all mater of color. Male halflings, however, are
rule the weak, is a commonly said expression among incapable of growing full beards, instead growing
the children of the moon. mustaches and sideburns.

Amongst most, the Lómelefn stand out as keen Traits


thinkers, and adept casters. Individual cells of Dusk ──────────────────────────────────────
Elves tend to form scholarly circles, dedicated to the Age: Navian Halflings tend to live up to 100 years,
study or the arcane arts and its influence in the world reaching adulthood at their 20th year.
around them. Alignment: Halflings' peaceful demeanor and love for
themselves and others gives them an inclination
When it comes to relating to others, the Lómelefn towards Good alignments as a whole. Highguard
almost always find themselves at odds with anyone Halflings tend to favor the Lawful Good alignment,
who's not one of their own. Their cousins, the Arálefn, while the Merryways find themselves easily on the
are too social for their liking, and other races are worse Chaotic Good side of the spectrum.
still. In the end, their individualism can shape the Languages: Halflings speak, read and write Fauril, a
children of the moon into loners, or worse, hermits. colloquial variation of Necris, as well as the language of
their region of origin.
Classes: Mastery of the energies around them drives
the Lómelefn more so than any other race. They are Two subraces of Halflings are found on Navia: The
naturally and socially inclined into classes capable of chivalrous Highguards and the nomadic Merryways.
arcane manipulation, such as Bards and Wizards.

-25-
Highguards Merryways
────────────────────────────────────── ──────────────────────────────────────
Guided by an ancient code of honor established by the Long ago, there was a road passing though the green
first of their kings, the Highguard Halflings were once a lands of old, or so it is told. And thought that road,
humble family of warriors. Driven to see their people there traveled a Halfling, the first of the Merryways.
grow in power and prestige what they could not in size, And travel they would continue to do until today, for it
the Highguards would only grow stronger with each is what they do best. Few have seen more of the world
passing generation. around them than the Merryways, as their families
grow ever larger aboard their ox-pulled wagons.
Centuries later, their people still remain, eager to Decorated with all sort of trinket and memento, these
continue their foreparents' quest. moving homes represent the spirit of its people as a
whole. Adventurous, tenacious, carefree and brave.
The Ronfaure, the proper Halfling term for their
domains, are each ruled by a King or Queen, whose' When it comes to government, the Merryways lack one
position is passed down to their firstborn child upon almost entirely. To them, each caravan is its own
death or resignation of the royal crown. Each of these domain. It's owners are all equal as long as they
rulers is advised by councils of loyal knights, often contribute to the journey ahead. When several
referred as Knight Tables. These advisors deal with all caravans band together, be it to keep safety in
matter of affair. From economics and more scholarly numbers, or to move a greater number of supplies,
fields to military tactics and combat. each one chooses a representative, known as the
Wayseeker, who represents the best interests of its
Yet, the knights and rulers they serve are merely caravan. In the event that the Wayseekers need to
guardians of their society. Highguards see themselves decide on a course of action, they are to vote, with the
as keepers of their peoples' freedom. Though Eras past, majority leading the decision.
whenever a Halfling found itself robbed of liberty,
armies of Highguards would amass to free them from The merry folk are regarded almost everywhere as
the clutches of tyranny. excellent merchants, entertainers, soothsayers and
beast masters. In fact, some attribute the creation of
Highguard cities tend to be heavily fortified, with each trade to them, as no other race has remained such as
Halfling hole being a highly secured keep of its own. constant traveler, ever. Themselves, they claim no such
The common folk and their knightly protectors never honor, instead taking great pride in their expertise and
find themselves separated from one another, unlike honesty when it comes to dealing with strangers.
what is commonly seen in human, dwarven and elven
settlements. As the old Highguard proverb goes: "Our In the past, the Highguards have tried to integrate the
peoples are one. We fight, eat, love and grief as one.". Merryways into their society, but to no avail. While
their intentions are good, the calling of wanderlust is
In truth, it would be difficult to tell apart a noble from a too strong for the merry folk to resist it.
commoner on a Highguard village, if one didn't know
the individual's profession beforehand. Classes: The life of a Merryway is always on the road,
and thus, they tend to avoid classes that require a long
Classes: While the Highguards are not taken to any term commitment to a single place, or that would
class in particular, they are, however, to paths that require an equally long amount of study. The paths
allows them to keep others from harm. Defense and most commonly pursued by the merry folk are those of
Heavy armor are preferred fighting styles, as well as the Barbarian, Bard, Fighter, Ranger, Rogue and
spells from the school of abjuration, transmutation and Warlock, for none need them to remain stationary, and
those which provide healing and shelter. can be easily studied while traveling.
Statistics: Highguard Halflings use the Stout Halfling Statistics: Merryways Halflings use the Lightfoot
statistics, presented in the Basic Rules or the Player's Halfling statistics, presented in the Basic Rules or the
Handbook. Player's Handbook.

-26-
Mortis The shape, and overall design of the masks, are left to
────────────────────────────────────── each individual to devise. Newly born Mortis tend to be
Relics of an Era long past, the Mortis are remnants given simple and plain masks of whichever material is
of a civilization almost swallowed whole by a easier to come by on their province of origin.
deadlier plague than any seen since the fall of their
empires. When faced by their own frail mortality, Servants of the Imperias
their leaders cursed the Divines that had ──────────────────────────────────────
abandoned them to such rotten fate. They began The Mortis lands expand through thousands of miles of
studying the nature of the soul, and how it's bound underground caverns and passages. Some created by
to the bodies of all living things. them, others still in their natural form. Their cities tend
to be built in the biggest caverns, which they later
In time, they learned how to bind the souls to the expand to create vast living spaces. The skill of the
bodies of their dead, creating, albeit unknowingly, Mortis on terraforming has led them to create huge
a new form of life. The first of the Mortis were structures that make any surface castle seem like a hut
born during those days, and as the years passed, in comparison.
the new shells proved resistant to the plague that
had almost consumed them. Now, several The Mortis domains are divided into provinces, each
millennia later they remain strong, but hidden ruled by a noble house, and it's servants. Above the
away from others that do not comprehend them. noble houses, are the Courts, alliances made by several
noble families in order to amass power and influence
Born of Magic over others. Lastly, above all others stands the
────────────────────────────────────── Imperias, supreme rulers of all Mortis, who sits on the
Mortis are not born, they are created. Few crystal throne, passing judgment and keeping the
amongst them know the ancient rites that allow free Courts from destroying one another on needless wars.
souls to be bound to a body, which the mortis
often refer to as a Helica, a shell. Arcane energies Family and Legacy
are used to guide the soul into the shell, granting it ──────────────────────────────────────
a semblance of life. The ritual has some side Their inability to reproduce renders the concept of
effects on the shell, leaving linear markings all over gender useless to them, so Mortis do not form
it and turning skin and metal paler in tone. conventional households by other races' standards. A
family, in truth, is a group of Mortis that has sworn
Upon this forced rebirth, the soul retains no fealty to one another. In their eyes, they fight, live and
memories of its past lives. Their minds are blank die as a one.
canvases, and their personalities ready to be
forged by Mortis culture. To formalize the unions and establish the new
household, it's members are called to swear an oath in
Masked Faces the presence of a court representative. Once the
────────────────────────────────────── process is finished, the new family is added to the
To the Mortis, their faces are not their own. They Court's records, and allowed to adopt newly created
belong to someone else, someone who no longer mortis into its fold.
exists, or someone who never really existed. To
give themselves a sense of identity, Each Mortis Each family is called to provide to its members and
wears a mask named Veritas, specially made for teach them in the ways of their kind. Those found
each individual. incapable of either or both risk finding their Court
displeased and their bonds broken by force.
These masks tend to be made of metals, such as
iron, steel, bronze or gold. Other materials, such as Breaking the union is similarly easy, as it requires only a
wood and bone, can be used to create Veritas but formal request from all founding members or proof
are rarely used due to their frailty. that one has broken the original oath.

-27-
Mortis Names Large Mortis are rare, but some do exist. No variation
────────────────────────────────────── of the old rituals exist that allows souls to inhabit shells
A Mortis' name is commonly provided by its Binders, bigger than large or smaller than small.
those who created it using the magic rituals of old. Speed. Your base walking speed is 30 ft.
These names tend to be only transitory, however, for Darkvision. Either by magic or other means your eyes
every Mortis tends to adopt several names through its have become attuned to the darkness where the cities
existence. Family names, be it noble or not, are treated of the Mortis lie. You can see in dim light within 60 feet
with a lot more care, for they represent not the of you as if it were bright light, and in darkness as if it
individual, but their closest friends. were dim light. You can’t discern color in darkness, only
shades of gray.
To bring shame to its family, is to hurt not only Shards of the Past. You gain proficiency with two skills,
themselves, but others. Mortis' who repeatly do so end or one skill and one set of tools, of your choice.
up exiled from their respective family, becoming Spiritual Vessel. You have the advantage on saving
kinless. throws against being paralyzed and magic cannot put
you to sleep.
Unlike other races, there is no gender associated with Languages. You can speak, read and write Necris, the
Mortis names. tongue of the dead as well as one other language. Older
than most languages, Necris is filled with serpentine
Names: Aelia, Albus, Aquila, Balbus, Brutus, Caira, Cato, sounds and open vowels. It possesses its own alphabet,
Celius, Cneus, Decima, Drusa, Einnus, Fabrius, Florus, which served as the basis for the elvish and halfling
Laelio, Nero, Octavia, Quitina, Rufus, Seneca, Sergia, tongues and alphabets.
Taurus, Tiberius, Xiros. Subrace. Two subraces of the Mortis currently exist in
Family Names: Alatrias, Babudios, Betecis, Caecinas, the world of Navia: The Arcanum Mortis and the
Corunacainus, Dossenias, Geranes, Hirtios, Livilus, Machina Mortis. Choose one of these subraces.
Modias, Numeries, Pollius, Raminas, Serperis, Titanias,
Volpulas. Arcanum Mortis
──────────────────────────────────────
Mortis Traits As an Arcanum Mortis, your soul joined this race when
────────────────────────────────────── it was bind to a physical body by the ancient rituals.
Your Mortis character has an array of racial abilities, the Your shell is flesh and capable of decay, as it was once a
result of modifications to their host body after its soul living body. The race to which it once belonged is
was detached after death. irrelevant now. Empowered by arcane forces beyond
Ability Score Increase. Your Constitution score the control of few but the mightiest casters, your soul is
increases by 2. now a conduit which increases the potency of any
Age. Since the Mortis are, at their most basic level, magic you might wield, regardless of source or nature.
souls bind to a [soulless] shell, they can continue to Classes: The Arcanum are known to be keen sages and
exist as long as the shells remain mostly whole. This has scholars. Any spell casting class, except for Cleric and
granted the race a level of quasi-immortality. The Druid, are commonplace amongst them. Those who
oldest member of the Mortis are close to 1000 years prefer a martial approach choose the Fighter class.
old, and continue to age to this day.
Alignment. Taught that their society has solely survived Ability Score Increase. One mental ability score of your
the passing of time by staying strong as a group, most choice increases by 1.
Mortis tend to favor Lawful alignments. There are Humanoid Shell. Your body was once that of another. A
individuals, however, that deny this claim and favor person that has since passed away. Your memories are
individualism above the betterment of their culture, your own, but you bear the face of a stranger.
leaning towards chaos. Your shell is humanoid in nature, but you need not
Size. Unlike other races, the Mortis vary greatly in sleep in order to rest. However, you must feed on the
weight and size from one another. Most members of magical energies of the world to acquire sustenance.
this race are small or medium, depending on the shell Feed off Magic. Whenever you are targeted by a spell
selected to host their souls. of 1st level or higher, you recover 3 HP.

-28-
Magical Conduit. Raw magical power flows constantly Mortis Spells
though you, empowering your abilities and magic. You ──────────────────────────────────────
gain one cantrip of your choice. Additionally, as a Bonus The following spells use the same rules presented on
Action, you may increase the DC of an ability or spell the D&D 5th edition rulesets, and are available of any
you possess by 2. Once you have used this feature, you character of the allowed class, but are considered rare
must finish a long rest before you use it again. outside of the Mortis society.

Machina Mortis Mend the Shell


────────────────────────────────────── 1st level transmutation spell
As a Machina Mortis, your soul was bind to a Casting Time: 1 action
constructed body, and united with it by a combination of Range: Touch
magical forces and the manipulation of technological Components: V, S, M (a pinch of powdered metal)
forces beyond the understanding of most. In essence you Duration: Instantaneous
are the pinnacle of Magitech studies. Your body is Classes: Sorcerer, Warlock, Wizard
truly everlasting and difficult to destroy, but is equally
difficult to repair without the necessary tools and the A Mortis shell you touch regains a number of hit points
hand of skilled smiths, engineers or sages. equals to 2d4 + your spellcasting ability modifier. This
Classes: Built resilient and sturdy, the Machina often spell cannot be casted on unwilling recipients. If this
find themselves driven towards martial classes that spell is casted on a creature which is not a Mortis, it'll
allow them to make the best use of their inborn regain only half as many hit points, and becomes
hardness. Those capable of channeling their energy in poisoned for 1d4 rounds.
battle make fearsome Barbarians, while weapon At Higher Levels: When you cast this spell using a spell
specialists find themselves without match when trained slot of 2nd level or higher, the healing increased by 2d4
as Fighters or Paladins with oaths sworn in the name of and the duration of the poisoned condition increases by
the Imperias or the Courts. 1d4 for each spell slot above 1st.

Ability Score Increase. Choose between Strength or Mortis Equipment


Dexterity, your chosen score increases by 1. ──────────────────────────────────────
Constructed Shell. The body you now inhabit was built The equipment presented here is commonly used by
out of steel in the shape of a humanoid. You have two members of the Mortis race, and it's rare to find it
arms and two legs, as well as a torso and head, allowing outside of their domains or settlements with a high
you to use weapons and armor normally. You are a population of Mortis.
sentient construct, and are affected by spells and class
abilities accordingly. You do not need to eat, but in Mask, Veritas: (Cost: 5 to 1,000 gold pieces) The masks
order to function your body requires fuel and at least worn by all Mortis are not simply pieces of metal or
four hours of rest in order to process it and turn it into wood that they use to cover their faces. It's their very
energy. identity. Each mask is carefully crafted, and in reality
Armored Body. The materials used to craft your shell one cannot simply purchase it, as the Maskmakers will
are sturdy and difficult to damage. Any damage dealt by only take commissions and sculpt a new mask when
nonmagical weapons is reduced by 3. requested.
Versatile Limb Structure. Because of your construction This leads to each mask being vastly different from one
you have the ability to shape and reshape your body as another, and in reality, no two masks are created
needed. Once per short rest, you may reshape any limb equally.
into a natural weapon (1d4), a shield, or any nonmetal
tool that you are proficient with. This requires a bonus A Mortis without it's mask is as badly seen as a naked
action and lasts until it is canceled as a bonus action or member of any other race. And since there is no real
until you take a short rest. This does not stack with the need to remove them outside of eating, most Mortis
monk’s martial arts class feature. At your DMs are never seen without it. A newly made Mortis
discretion you may also use this feature to create any character always begins play with a Veritas worth
shape or object you can think of. anything between 5 and 10 gold pieces.

-29-
Chapter 4 - Class Options
In addition to the various class options presented on Channel Divinity: Snuff out the Light
the D&D 5th edition Basic Rules pdf or the 5th edition ──────────────────────────────────────
Player's Handbook, the Navia Chronicles Player's Guide Starting at 2nd level, you can use your Channel Divinity
presents new options for Players to choose from. This to extinguish magical and non-magical sources of light
chapter lists these options by class order. around you. As an action, you create an area of magical
darkness that extends 30 ft. around you, and lasts for 1
Darkness Domain - Cleric minute, or until you lose your concentration (as if you
────────────────────────────────────── were concentrating on a spell).
Shadows, fear and the unknown are the weapons of
darkness, for there is nothing quite a traumatic as what Any non-magical light source within this area is
our eyes cannot see, but our ears can hear and our skin instantly extinguished. Magical light sources must roll a
can feel. charisma save (using the save modifier of the caster
which conjured them) against your spell DC. On a failed
Darkness Domain Spells save, the magical lights are extinguished. This result
Cleric Level Spells remains even after the area of darkness has faded or
moved.
1st Sleep, Unseen Servant
3rd Darkness, Darkvision Channel Divinity: Dream Evil
5th Blink, Fear ──────────────────────────────────────
Starting at 6th level, you can use your Channel Divinity
7th Confusion, Hunger of Hadar to turn dreams into nightmares. When you cast the
9th Dream, Mislead Sleep spell, each creature that fall asleep also takes
1d10 psychic damage once they wake, plus an
additional 1d10 per spell slot level above 1st used to
Bonus Proficiencies
cast the spell.
──────────────────────────────────────
When the cleric chooses this domain at 1st level, he or
Passages of Darkness
she gains proficiency with martial weapons.
──────────────────────────────────────
Starting at 8th level, you can cover your body with a veil
Nightmare Armaments
of darkness that allows you to easily move without
────────────────────────────────────── being seen.
Starting at 1st level, you can coat a weapon you are You can activate this ability as an action, and it lasts for
currently wielding with the force of fear, horror and a number of minutes equal to your cleric level. You can
despair, turning it into a nightmare weapon. You can jump from one area of dim light or darkness to another
activate this ability as an Action, and it lasts for a by expending 1/4 the normal amount of feet you would
number of rounds equal to your wisdom modifier have needed to move there normally. If you are
(minimum of 1). incapable of reaching the new area of darkness, you are
pushed back to the area you where before attempting
While this ability is active, whenever you successfully the jump. You can use this once per long rest.
strike an enemy with your nightmare weapon that
enemy must make a charisma save or take 1d10 of
Call Forth Dreamland
psychic damage, and one additional 1d10 when you
reach level 5, 11 and 17, in addition it becomes ──────────────────────────────────────
frightened for 1d4+1 rounds. Starting at 17th level, as an action, you can create an
If the enemy succeeds it's charisma save, it takes half as area of darkness and weird imaginary. This field has an
much psychic damage and doesn't become frightened. area of 90 ft. Centered around you. Your enemies
You cannot use this ability again until you finish a long within this field have disadvantage on saving throws
rest. against any necromancy or enchantment spell you cast.

-30-
Spellbreaker Martial Spell Reflection
Archetype - fighter ──────────────────────────────────────
────────────────────────────────────── At 18th level you have learned to fight against magic
Wicked people that wield powerful magic have always and to use this magic against your enemy. Whenever
claimed ruleship over those that don't. This is the reason you are targeted by a spell you roll a d6. On a roll of 1-4
why specialized fighters have been trained in ways to you take the full effect of the spell.
deal with this threat. They are the spellbreakers. The On a roll of 5 or 6 you reflect the spell back to the
live by a single tenant: No fear in the face of wavy hand original source of the spell.
gestures and weird words.
Scout Roguish
Resist the Enemy Archetype - Rogue
────────────────────────────────────── ──────────────────────────────────────
At 3rd level, as a reaction you may choose a specific In times of war, in dungeon exploration or in any
type of elemental damage (acid, cold, fire or lighting). expedition in general it is always required to have the
You gain resistance to spells that deal that type of information necessary to prepare for what's ahead.
damage. A scout navigates any type of terrain swiftly and is a
master of detecting foes without being detected. Be it
This effect lasts until you are hit with the damage you in the wild or inside a dungeon you will never see a
specified or until the start of your next turn. You may scout until it's too late.
use this ability a number of times equal to your
constitution modifier (Minimum of 1). Bonus Proficiencies
──────────────────────────────────────
Magical Rebuke At 3rd level, when you choose this archetype , you gain
────────────────────────────────────── proficiency with the Perception and Investigation skills.
At 7th level whenever you are hit by a spell that deals If you are already proficient with these skills select two
elemental damage, your weapon is imbued with the more from the Rogue Skill Proficiency list.
power that damaged you.
Ambush
On your next attack your weapon deals an extra 1d10 ──────────────────────────────────────
per spell level from the damage received in the You are great at planning ambushes and surprising the
previous turn. enemy. At 3rd level if you and your allies surprise an
enemy you scouted beforehand, each member of the
Wall of Blades party gains 1d6 extra damage to their attacks this turn.
──────────────────────────────────────
At 10th level your knowledge of magic is enough to use If an enemy notices you, you will have to make a
your enemies strength against them. Whenever you are Dexterity (Stealth) check vs. his Wisdom (Perception)
targeted by a ranged spell you may use your Action for the ambush to be successful. If you do not beat his
Surge as a reaction. check then you lose all benefits of the surprise round.

Make an Attack Roll. You may choose to use either this Distracting Shot
result or your AC, whichever is higher. You may only use ──────────────────────────────────────
this ability before the success or failure of the enemy You are trained to help your team escape from dire
roll is known. situations if the need arises.

Magic Eater At 9th level, as a reaction, you may use a prepared


────────────────────────────────────── ranged weapon to fire a distracting shot at an enemy
At 15th level you may use your action surge as a who is attacking an ally within range of your weapon.
reaction to absorb the damage you receive from a spell You make a ranged attack against the enemy's AC, if
cast against you. You regenerate 1d8 hit points per spell you succeed the enemy gains disadvantage on the
level from the spell cast against you. attack.

-31-
Expert Scout Create Arcane Crystal
────────────────────────────────────── ──────────────────────────────────────
You are expert in finding enemies that might be a At 6th level, and once per long rest, you gain the ability
threat to your party. At 15th level you have advantage to spend a spell of 2nd level or higher to create an
on perception and investigation checks. Arcane crystal infused with one of the following
elemental energies: Fire, Cold, Lightning or Acid. You
Additionally you have advantage on initiative checks must use a gem worth at least 50gp, and use a spell that
against enemies you have surprised. If you would gain inflicts some type of elemental effect (fire, cold,
the benefit of the ambush ability, you have advantage electricity or acid).
on the attack roll against that enemy.
The crystal you make may be used to power certain
Bullseye Magitech machines or items, infusing them with the
element of your choosing. Weapons gain 1d6 extra
──────────────────────────────────────
elemental damage, and defensive items gain Resistance
You are a master sniper and deadly with any ranged
to the crystal’s element.
weapon. At 17th level, as an action, you take your time
to aim a shot against your opponent that is within Due to the volatile nature of this type of craft, the
range of your weapon. Crystal only lasts for 1 hour + spell level of the spell slot
you used to create it. After this the crystal disintegrates
If your attack is successful, you treat the attack as if it and item becomes a regular defensive item or a regular
were a critical hit. You cannot move or perform weapon of its kind.
anything except bonus actions during the turn you
make this attack. Animated constructs that are powered by the crystal
stop functioning after the crystal becomes unusable.
School of magitech - Wizard You may also use the Arcane crystal as a Spell focus.
────────────────────────────────────── You may add 2d8 damage to spells cast during the time
Navia is a world that is striving towards change and that this spell focus is active, and that match the
progress. In a world where magic and technology go element of the crystal.
hand in hand, wizards have found a way to concentrate
magical and elemental forces into gems, creating Not all weapons or machinery are compatible with
crystals that serve as power sources for magitech Arcane Crystals, and the misuse of this type of power
machinery. source will lead to the destruction of the item, and
They strive to find ways to augment their own spells more often than not, physical harm to its wearer.
through the use and creation of these Arcane crystals,
to the extent of finding a way to surpass the fragile Craft Iron Servant
nature of every learned spellcaster, by fusing their art ──────────────────────────────────────
with technology and becoming a force to be reckoned Magitech is no longer an "Experimental technology" or
with. "just a theory" for you. At 10th level you gain the ability
to animate a suit of armor to serve you as a defender.
Magitech Savant
────────────────────────────────────── For all effects, this Sentient Armor has the stats
At 2nd level, when handling constructs or structures presented below, except when fused with an Arcane
that have an Arcane crystal as its power source crystal.
(Magitech) you may use your intelligence score to
When this happens the armor gains resistance to the
handle them instead of your dexterity. You may apply
element of the Arcane crystal used to empower it. It
your proficiency bonus on these rolls.
also gains +2d8 elemental damage on each of its
You also have advantage when identifying an item or attacks. You must use an existing Suit of full plate armor
construct of this sort. You also spend half the regular for this ability to work.
amount of time and resources copying a spell with
When acting on its own, the armor must be directed by
elemental components (fire, cold, electricity, acid).
the master, using a bonus action once per round.

-32-
Iron Mage
Iron Servant
────────────────────────────────────── Large Construct, unaligned
At 14th level you gain the ability to use the suit of ──────────────────────────────────────
armor as both a way of protecting yourself and to Armor Class: 18
enhance some of your spellcasting abilities. Donning Hit Points: 90 (12d10 + 24)
the suit of armor takes up one action and happens Speed: 30 ft.
when speaking the command word within 20 feet of
──────────────────────────────────────
the animated armor.
STR DEX CON INT WIS CHA
This only works if the armor has an arcane crystal core 16 (+3) 11 (+0) 15 (+2) 1 (-5) 3 (-4) 1 (-5)
created by you. You gain extra hit points equal to
whatever the armor's hit points were at the time of ──────────────────────────────────────
fusing with it, its AC. You inherit the physical abilities of Damage immunities: poison, psychic
the armor (STR, DEX and CON) and keep your mental Condition Immunities: blinded, charmed, deafened,
abilities (INT, WIS and CHA). In addition to that, you exhaustion, frightened, paralyzed, petrified, poisoned
gain the armor's enhanced physical attacks along with Senses: blindsight 60 ft. (blind beyond this radius), passive
the Crystal's enhancements. Perception 6
Languages: Understands only the master's language, but does
You may cast element-neutral spells while in the suit of not speak
armor, however spells with elemental effects are Challenge: 6 (2,300 XP)
limited to those matching the Arcane crystal's core ──────────────────────────────────────
element. You are immediately proficient with the armor Antimagic Susceptibility. The armor is incapacitated while in
type for the duration of this ability. the area of an antimagic field. If targeted by dispel magic the
armor must succeed on a Constitution saving throw against
This ability lasts for a number of turns equal to half your the caster's spell save DC or fall unconscious for 1 minute.
caster level + your Intelligence modifier, after this time False Appearance. While the armor remains motionless, it is
is up, the armor becomes a regular suit of full plate indistinguishable from a normal suit of armor.
armor and you incur any penalties you normally would Arcanotech. The armor contains a socket in the middle of the
while wearing any such type of armor without chest piece, where an Acane crystal may be placed. The armor
proficiency. Enemy spellcasters may dispel this effect, gains Elemental resistance and +2d8 elemental damage on
however they do so rolling against your Intelligence each attack, based on the crystals' element. Its slam attack
saving throw. counts as a magical weapons for the duration of the crystals'
effect.

Actions
──────────────────────────────────────
Multiattack. The Iron Servant makes three melee attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.


Hit: 8 (2d6+3) bludgeoning damage.

-33-
Chapter 5 - Backgrounds
In addition to the various class options presented on When you find ancient items like pottery, glass
the D&D 5th edition Basic Rules pdf or the 5th edition sculptures and other fragile objects, you know exactly
Player's Handbook, the Navia Chronicles Player's Guide how to keep those things safe, or at least where you
brings new backgrounds to choose from, based in the can bring them to keep them safe. You know where the
daily lives and experiences of the people of the Sky local museums are, and the names of all renown
Isles. Feel free to ask our Dungeon Masters about the curators in your field of study.
integration of your character into the lore of Navia, and
how certain aspects of the backgrounds work in the big Suggested Characteristics
picture.
As someone who has spent more time underground
Archeologist dusting through old gyro glyphs and cryptic puzzles, it is
────────────────────────────────────── very likely that you have developed some quirks when
You have spent your life studying what little history is dealing with people, particularly since they are not
known of Navia and its cities. Swimming through dead or properly mummified. Maybe you are annoyed
mountains of books regarding the history of the by their blatant disregard of the details that are lying
creation of the world, the first known settlements, and right in front of them when searching through a
civilizations now long extinct that have left their mark dungeon. You could have developed a certain affection
on the settlements and cities that have been built on towards a certain type of architecture (everyone knows
top of them, this is what your life has been until now. how much dwarves love their stonework). Or you could
But books are not enough. The lust for knowledge has be the type of explorer that has to narrate out loud
pushed you forward and out of the comfort of your every single thing that is going through his mind while
study and into the world of fallen civilizations, ancient trying to solve a puzzle. But above all, you are an expert
ruins and strange artifacts. You must uncover new facts at what you do, and you don't mind getting your hands
about how the world came to be, and how people used dirty while doing it.
to live before the current civilization came into
existence, and what better way to do so than with field d8 Personality Trait
research?
1 I get very irritated when I need to explain
Work with you DM to determine what kind of something more than once.
Archeologist you have been until now. Are you a book
worm, all smarts and no practical knowledge? Did you 2 I love to cite texts- including volume, chapter
decide to take to the field after many years of study? number, and line- whenever trying to make my
Are you in it to share knowledge with the world or are point.
you just itching to get your hands on every strange 3 Everything I do is for the betterment of our
artifact out there, simply to sell it to the highest bidder? society, he who ignores history, is doomed to
Skill Proficiencies: Investigation, History repeat it.
Languages: Two of your choice 4 I love nothing more than a well elaborated
Equipment: A bottle of black ink, a quill, a small puzzle.
notebook containing your most relevant notes that also
5 I have very little regard for superstition,
serves as a journal, a small knife, a small trinket from
explorers do not need to fear old dead people,
your first expedition, an oil lantern, a set of common
or Gods.
clothes, and a belt pouch containing 10 gp.
6 I hate reptiles, I just can't help it.
Feature: Curator Knowledge 7 I am horrible at judging the character of
someone to whom I'm attracted to.
You have handled ancient artifacts for so long, it has
8 If money is involved, I might try a bit harder to
become second nature to keep them safe and well
get the job done.
preserved. When you find ancient items like pottery,

-34-
d6 Ideal Doctor
──────────────────────────────────────
1 Knowledge. What I do is only to help further the
general knowledge of our civilization. (Neutral)
Across the land doctors are a welcomed sight where
healers are scarce. Be it divine, magical or through
2 Beauty. I admire and respect a beautiful work of knowledge of plants you have sworn the oath to help
art more than anything else. (Good)
cure the ill until their souls are ready to depart into the
3 Logic. Emotions must not cloud our logical cycle of Balthazar.
thinking. (Lawful)
4 No Limits. Bridges are meant to be crossed, traps As a Doctor you are knowledgeable enough in the fields
are meant to be bested. (Chaotic) of medicine to know that magic is not always the
5 Power. He who knows and deals in information, answer to cure properly a disease.
has power over those who don't. (Evil)
Skill Proficiencies: Insight, Medicine, Nature
6 Wealth. What is adventure if not a way to enrich
Tool Proficiencies: Herbalism kit
oneself?. (Any)
Equipment: A healer's kit, a herbalism kit, a symbol
identifying you as a traveling healer, a book of notes
d6 Bond about herbs, book on illnesses, a set of clean sheets,
and a belt pouch containing 10 gp
1 Once I take a job, I must do anything to see it
completed.
An Oath to Aid
2 I have a small part of a relic that could change
the world as we know it.
Doctor and travelling doctors cannot ignore a person in
need. The sick seem to flock to them as flies flock a
3 The knowledge I gain in my travels must be corpse. As a travelling doctor you must always treat the
shared with the world.
injured and the ill until they are better of health. You
4 I do what I do to provide sustenance for my may accept payment for your services but knowing the
loved ones. person is well is reward enough.
5 I’ve been searching my whole life for the answer
to a certain question. Feature: A Welcomed sight
6 Once my life is over, my tombstone will read Anywhere that a doctor is needed a Doctor will be
"Here lies the greatest explorer that ever lived". welcomed. Anywhere from big cities to towns a person
identifying themselves as doctor will be welcomed into
any town.
d6 Flaw Because of this you may find a person willing to lodge
1 I am a very, VERY greedy treasure hunter. you in rustic towns or a fellow doctor who you can stay
2 I love traps, so much so that I occasionally spring with in larger cities. In exchange you are expected to
them just to see how they work. help tend to the sick in the visited town.
3 I don't mind running away once things start to
get ugly. Suggested Characteristics
4 I keep changing my plans - and everyone else's
plans - on the go. Every doctor has his or her way of experiencing the
5 If you didn't get my explanation after the oath to aid. Some may do this with a smile. Others may
second time I explained it to you, I'll ignore you start to lose faith as more and more sick and injured
forever. flock to their aid. Others don't feel sorry for their
6 I share information with only those whom I trust, patients anymore and just want the suffering to end for
which happen to be almost no one. all the people they receive.

-35-
d8 Personality Trait 5 My whole family was wiped by a strange disease.
I will not let future generations fall to the same
1 I have a saying for almost every situation. Most
fate.
of them learned on the job.
6 We are a community. I am going to make all
2 Empathy towards the injured is strong in me.
doctors proud.
3 I keep myself emotionally distant from others
because everyone is just one breath from death
in the end. d6 Flaw
4 I never lose hope. Even in the most dire 1 I secretly wonder if all I'm doing is worth it.
situations.
2 I have strong fears related to the many diseases I
5 I believe everything happens for a reason and I'm have encountered.
especially good at finding that reason.
3 I often think I'm above others because of the
6 Every person and town I travel to is a new power I have of curing and ending lives.
experience. That's why I enjoy helping others.
4 Showing my lack of knowledge in a subject is
7 I enter into too much detail regarding the inexcusable.
treatments, illnesses and cures encountered.
5 I get extremely frustrated in situations when I
8 I am solution driven. My answers are very dry feel powerless.
and direct.
6 I am still haunted by the ghost of a mistake I
made in the past.

d6 Ideal
1 Greater Good: I must help all those who are in Engineer
need. (Good) ──────────────────────────────────────
An Engineer has devoted his life to finding new ways to
2 Dignity: We are all connected and deserve a
dignifying live (or death). (Good) improve already existing processes. They use their
knowledge of Mechanical contraptions to create new
3 Charity: I donate most of my time and gold to
machines and improve the technologies that keep the
charity and helping others. (Good)
wheels of the world turning. In Navia, the spark of
4 Practicality: I help everyone who I am allowed to invention has ignited the creativity in you, and by now
help. I do not help the terminally ill or the you have spent most of your life either learning a craft,
enemy. (Lawful)
or practicing it long enough to be very proficient in it.
5 Mercy: "Heal quickly or find peace quickly"
(Neutral) Choose one of the following specialties as your own, or
6 Change: Death is a normal part of our life cycle. roll a d6 to choose a random one. The Specialty you
Pastor knows when to take a soul (Chaotic) choose will define the type of art you character will
focus his efforts on. Speak with your DM to get a
general idea of how these different crafts work in the
d6 Bond world of Navia.
1 I have a duty to leave no soul suffer in this world.
2 I want to meet my mentor again in order to give d6 Specialty d6 Specialty
proper thanks for all the effort invested in me.
1 Hydraulics 4 Mechanical
3 I have adopted a child of a mother I could not
2 Thermodynamics 5 Architectural
save. I would do anything for that child
3 Aerodynamics 6 Magitech
4 I am a very pious man even though I am blessed
with their healing powers.

-36-
Skill Proficiencies: Dexterity checks to fix or craft
Engineering Schools devices, Investigation, Proficient in one type of tool
────────────────────────────────────── related to your craft.
Hydraulics: This school studies the use of pressurized liquids to Languages: Two of your choice
generate, control and transmit power with the use of Equipment: Traveler's clothes, a tool belt with your
pressurized liquids. Navian uses: lifts, cranes, management of
water supplies, gate opening mechanisms, etc.
preferred craft's tools and 15gp

Thermodynamics: This school studies the relation of heat with Feature: Scavenger
forces acting between different parts of a whole structure. It
basically studies ways in which heat can be controlled to
increment the efficiency of a machine. Or how to transfer You always seem to find a way to fix broken things and
power in the form of heat. Navian uses: Living space heating, create new one out of scraps. When in populated areas
forges, steam-powered machinery. you know exactly who to ask for supplies and where to
go and get them. You also recognize other Engineers by
Aerodynamics: This school studies the motion of air, merely looking at them. When working together, two
particularly its interaction with solid objects. Sometimes known
Engineers get the job done twice as fast than two other
as gas dynamics, this field is relatively new in Navian society,
since airspace travel is extremely dangerous due to the violent regular crafters
nature of the winds that surround the floating Continent.
Navian uses: Steam powered engines (along with Suggested Characteristics
Thermodynamics), Eolic energy generation (such as mills and
other agricultural uses). Land transportation (sail-powered
carts). As much as they love to get things done quickly,
Engineers may be cranky and jealous of their work and
Mechanical: Mechanical engineering is the discipline that their beloved blueprints. An Engineer may be slow to
applies the principles of engineering, for the design, analysis, trust others, introverted, and generally not a people
manufacturing, and maintenance of mechanical systems, person.
machinery and tools. You have the honor of saying that your
branch of engineering is the oldest of them all. Navian uses:
On the other hand, they may also be way too loud and
Mechanical engineering overlaps with all other types of
engineering. Where other engineers concentrate on making the overly inquisitive of other people, as their thirst for
parts of the machine, you design it and put it together. knowledge grows, their sense for moral boundaries
seems to become a lot more lenient.
Architectural: Architectural Engineers study how to better
implement different types of materials on buildings. Where a
mason builds it, an Architectural engineer makes sure it will
d8 Personality Trait
stand the test of time, the elements, and sometimes the 1 I talk using words that are very specific to my
eventual Wild Mage. Each race has its own aesthetic particular specialty, and I act as if everyone
preferrences when it comes to how a building should look, and knows exactly what I'm talking about.
it's the job of their Architectural Engineers to make sure they
comply with those as well. Navian uses: Any type of small or big 2 I keep a notepad where I draw all my ideas for
scale construction work. Halls, towers, plazas, all of these are future projects, and I talk about them non-stop.
designed and planned by Architectural Engineers throughout 3 I think of myself as a patient teacher surrounded
Navia.
by a bunch of dim witted fools.
Magitech: Magitech Engineers are those who have studied the 4 I love building new things just as much as I love
properties of magic and harnessed the power generated by the taking them apart.
arcane currents that flow throughout every material in
5 I treat my constructs as if they were my children.
existence. Through the infusion of the basic energy elements
into specially carved Arcane crystals, the magical energy is 6 I hate it when people touch me.
channeled through machines, contraptions and constructs;
creating motion and other effects. Navian uses: Due to the 7 It's not that I don't like people... It's that people
rarity of the materials required, and the volatile nature of seem to be very uncomfortable around me for
magic, Magitech Engineers are very few, and usually work with some reason...
sponsors or patrons who have a specific interest in mind when it 8 I share my knowledge only with those that I
comes to infusing machines with magical power sources. deem intelligent enough to understand it.
Security systems for important buildings, Golem creation, and
Vehicular improvement are some of the known uses of Magicite.

-37-
d6 Ideal Faction-Born
──────────────────────────────────────
1 Knowledge. Knowledge points us towards
absolute truth. (Neutral)
The four factions of Navia are a lifelong commitment
for anyone who decides to join. Yet the common
2 Altruism. The things we create, must aid a yearning of the sentient species to congregate and
greater purpose. And what greater purpose
create families is strong. This leads to romance and
than helping people?. (Good)
procreation within each faction. As a faction-born you
3 Logic. Emotions only help you make mistakes. were born inside the ranks of one of these factions and
Stay Focused. (Lawful) trained since you were old enough to stand:
4 No Limits. Boundaries are meant to be
surpassed. (Chaotic)
d4 Faction Skill
5 Power. Power must be taken, regardless of the
consequences. (Evil) 1 Siegwulf Order Athletics

6 Self-Improvement. We are but mortals encased 2 Lakehall College History


in flesh, why should we not improve on that?. 3 Moonlight Coven Acrobatics
(Any)
4 Rhinehold Bank Insight

d6 Bond Skill Proficiencies: Survival, your faction related skill


1 My notes will carry on my legacy, I must protect Tool Proficiencies: One type of Gaming Set
them. Languages: One of your choice.
2 I seek to find source of power that would change Equipment: Uniform, symbol identifying you as a
the world as we know it. member of your faction, explorer pack or
dungeoneering pack, pouch containing 15 gp
3 I work to collect all of my findings and share
them with the world.
4 My methods are very... misunderstood... I will
Feature: Owed Favors
change that.
As a member of your faction you have likely traveled
5 There is a certain blueprint that I must get my
hands on. and met a great deal of personalities from Navia.
Depending on the faction you choose you may have a
6 I owe a very large debt to one of my patrons, I specific type of contact to help you in tasks.
must pay it to free myself from his service.
Military for the Order, scholars for the College, black
market for the Coven and guild members for the Bank.
d6 Flaw
Whenever you find yourself on a settlement where
1 I am easily distracted by unknown contraptions,
your faction has a significant presence, you may call on
and I lose valuable time taking notes about them.
your contacts for help, healing or other such tasks.
2 Most people scream and run when they see a They are not bound to help you, but they could be
demon. I stop and take notes on its anatomy. convinced to do.
3 The acquisition of knowledge is worth paying any
price. Suggested Characteristics
4 I always make a complicated drawing of the plan
at hand, and don't let anyone start until I've
As you parent's child, you were taught early on the
shown every detail of it.
ways of your faction, and perhaps you grew to idolize it,
5 I tend to share valuable information with the first or to detest it, but very rarely would you find anyone
one who shows the slightest of interests. settling in between.
6 I usually misplace important tools and artifacts, Depending on your stance regarding your faction, you
you can't expect me to remember everything. may have become close minded, abhorring to see the
world in the eyes of anyone that doesn't comprehend
your ways or those of your faction.

-38-
d8 Personality Trait d6 Flaw
1 My faction is the only true path that exists 1 I am too narrow minded.
2 I seek to destroy/find/collect and ancient artifact 2 If you wish to speak ill of my faction you will
answer to me.
3 All my life is dedicated for the betterment of my
faction 3 I shoot first and ask questions later.
4 I wish to escape from the chains that currently 4 I only believe everyone has a potential to be evil
bind me and I don't trust others.
5 I seek to prove my worth inside the ranks of my 5 I don't explain what I'm about to do before I do
faction. it.
6 I dislike meeting members of a specific faction. 6 I have a very short temper.
7 I am very narrow minded and often avoid talking
more than necessary. Sleuth
8 I like to be referred by my rank title rather than ──────────────────────────────────────
my name Cities tend to be dangerous places. The vast amounts of
people is certain to lead to trouble. Sometimes the
enforcers of the settlement will be able to deal with a
d6 Ideal
crime.
1 Purpose. I wish to find the true purpose behind When they can't justice tends to fall into the hands of a
my faction's goals (Neutral) less official kind of investigator.
2 Aid. I seek to aid the common folk and those
downtrodden (Good) That is where you come in. You solve crimes for a living.
3 Law. The tenants of my faction should be You might be a private detective, a troubleshooter or
practiced across all of navia. (Lawful) anything related to investigations working for the
highest bidder or for one, or several, of the various
4 Boundless. I wish to escape the narrow view
groups, organizations and mafias in control of the
people have of my faction. (Chaotic)
underground circles.
5 Fame. I seek recognition for my deeds and to be
known throughout the land. (Neutral) Skill Proficiencies: Insight, Investigation
6 Wealth. I want to save in order to help my Tools: Disguise kit, Forgery Kit
parents retire once their service is done. (Any) Equipment: A Journal with 20 paper pages, a toolkit of
you your choice, a vial of ink, five ink pens, a crowbar,
fifty feet of hempen rope, a set of common clothes, and
d6 Bond 10 gp.
1 My best friend within the Faction is always there
for me. Feature: Private Eye
2 I owe my life to my mentor who taught me all I
know.
You have gained fame for solving a crime that the
3 My parents are the only family I know. I wish to
authorities of the city or settlement where you live in
make them proud.
could not solve. The details are up to you but you have
4 The weapon I hold in my hand was used by my gained the renown to be a reliable person to call when
father when he first joined the ranks of the times are needed.
Faction.
5 I wish to complete a quest my deceased parents Because of your reputation it is easy for you to find
never completed information of the most recent crimes within the city
6 I consider my faction's base my true home and and you have at least the reluctant assistance of the
always return when necessary. authorities within the settlement where you are
currently.

-39-
Suggested Characteristics d6 Ideal
1 Justice. Bring all criminals to justice is my final
Some people might say you don't trust people. The goal. (Lawful)
truth is, they are not entirely wrong. But that's only 2 Altruism. I don't expect rewards for my work.
because you've made it your job to look for every clue, Doing what is right is the best thing. (Good)
every detail, and every little thing that might escape the 3 Logic. Sometimes the widow is the murderer, no
common eye. matter how much she cries. (Lawful)
4 Anarchy. Rules are not broken. They are bent in
As a Sleuth it's usually your job to study other people's
order to achieve the final result. (Chaotic)
behavior and use that to your advantage when trying to
solve a case. You might think of yourself as an individual 5 Control. Power must be taken, regardless of the
that's above the rest. consequences. (Evil)
You may have trouble trusting others, given the fact 6 Self-Improvement. I always try to get harder
that you have seen the ugly side of people who were cases in order to prove myself better each time.
once thought to be the prime examples of spotless (Any)
behavior in Navian society.
d6 Bond
You may have soft spot for a certain person, a contact
in a major city that has helped you at some point. 1 I keep tabs with all the families who I have
helped solve a case.
You may be a rugged private detective, down on your 2 The leaders of military organizations. still seek
luck, trying to find that one good case that will put your me for work.
name back in business. 3 I work to collect all of my findings and share
Or you could be a very famous investigator, a them with the world.
personality who has, or claims to have, solved dozens of
4 I possess a family heirloom and I cherish it very
crimes, and is now looking for a real challenge of the much.
mind.
5 I seek to solve a mystery that has been part of
my family for generations.
d8 Personality Trait
6 I have adopted an orphaned child who is now
1 I always try to find the bright side of every under the care of one of my patrons.
situation no matter how dire.
2 I don't share my plans with people I don't think
need to know the full details. d6 Flaw
3 I tend to analyze every situation even if the 1 I am too cold when dealing with deaths and
answer is simple. tragedies.

4 I keep a journal of all my findings and even 2 There is an unsolved case that still haunts me to
quotes from people this day.

5 I would go through all measures to finish my 3 One of the relatives of a criminal I captured has a
investigation and conclude a case vendetta against me.

6 My favorite cases are cold cases that seem to be 4 I treat everyone as a suspect when dealing with a
lost causes case. Even my companions.

7 I have a sense of entitlement because of my fame 5 I cannot work without writing down every little
and expect people to treat me accordingly. detail first.

8 I always treat others as if they were my 6 I have an enormous hatred for magic I cannot
assistants. seem to shake off.

-40-
Variant backgrounds To some, the truth is not even all that important, and
────────────────────────────────────── what matters the most is making sure the truth is what
Aside from the new backgrounds presented on this they makes of it.
chapter, you may also choose from one of the
background variants listed below. Variant Feature: News Source

These variants replace certain aspects of their mother Over the years you have become known within the
backgrounds, such as the proficiencies and starting journalist circles, and can easily find a place to make
equipment, but use the personal traits, ideals, bonds your voice be heard and your words read. Whenever
and flaws of their backgrounds of origin. you find yourself in a settlement that has a newspaper,
bulletin board or some other form of mass
Variant Acolyte: Templar communication, you can use your expertise and
reputation to sell your stories, tales and reports for
──────────────────────────────────────
Every church and every temple needs swords to protect profit.
their lands, spears to safeguard the passage of pilgrims
and shields to stave off those who would damage them,
priesthood and laity both.
That’s where you step him, you are the mailed arm of
your religion, maybe since you have been able to hold a
blade or earlier. Depending on your religion you may be
knighted even.

That’s where you step in, you are the mailed arm of
your religion, maybe since you have been able to hold a
blade or earlier. Depending on your religion you may be
knighted even.

Skill Proficiencies: Athletics, Religion, Perception


Tool Proficiencies: Vehicles (Land)
Equipment: Uniform, Cape, Holy Symbol, Any heavy
weapon, Certificate of Rank, Purse containing ten gold
pieces.

Variant Feature: Paragon

Your actions in defending your religion has reached the


ears of those in high places, and can make the
difference when you ask a boon from them, you can
count on their support as long as your objectives are
aligned to those of your religion.

Variant Sleuth: Journalist


──────────────────────────────────────
A journalists seeks the truth in order to make it public,
to use it to inform others, while remaining impartial.
Some, however, seek information to fuel blackmail and
scandal, using the information they gather only for their
own selfish gains.

-41-
Chapter 6 - Factions
No hero stands alone, and you are certainly not the Secret goals, much like faction goals, are driven by each
exception. In Navia there's a history of outstanding faction's approaches and solutions to problems that
individuals forming covenants between themselves, may arise during the mission, but they are only revealed
first the party becomes the group and with time and to members of that specific faction. A secret goal is only
luck it may become a faction. When you create your completed if it's requirements are fulfilled without
character you begin play as a rookie member of one of members of other factions discovering it.
the factions presented within the following pages, to
give you a quick look of each read the following:
Sample Order of Siegwulf Mission
The Siegwulf order is the sword on a mailed fist of the
island, courageous and lawful, they tend to prefer The Plague Bringers
direct methods to confront their problems. If your ──────────────────────────────────────
character likes to solve problems and confront evil this "The lands are tarnished as they continue their cursed
may be your choice march of destruction and conquest. These goblins
The Lakehall college thinks of knowledge first and know nothing but pain, and are more than willing to
everything else second, not knowledge for its own sake share their insights. They must be stopped.
but for the difference it can make into the future. If you You are to travel a village named Adai, east of Spire,
want to play a character who takes a profound interest across Hangman's Pass. A hive has been sighted
in the arcane this may be your choice nearby, and the local forces have neither the numbers
The Moonlight coven values subterfuge, and guile, they or training to stop it's advance. You are the last hope
are not commonly seen as heroes by the small folk but of this village. Fight Bravely, and may the bladesoul be
in their own way they may find the time to do heroic with you.
deeds, if your character it’s a thief or a person of not
much repute you may find the coven arms to be open Mission Goal: Protect the village of Adai from the
to help you. goblin hive, and ensure the safety of its' people.
The Rhinehold bank seeks business opportunity on Faction Goal: Destroy the goblin hive.
every turn. They open trade routes, hire artisans and Secret Goal: Gather intelligence of the hive's tactics,
enforcers to have their objectives met. Money is their equipment and resources. Ensure that this knowledge
language and treasure is their priority. If you want to doesn't fall into the wrong hands.
see gold in your pockets the bank is your best bet.

Faction Missions & Objectives Completing your objectives will not only increase your
────────────────────────────────────── prestige within your faction, but also strengthen Its
Your faction may give you missions and perks based on standing with the various governments, suppliers and
your rank, and these will help you fulfill the patrons needed to keep these organizations functioning
responsibilities, that surely may appear to be few at the at the best of their ability.
beginning but with time will grow, power begets
responsibility after all. Inter-faction Cooperation
During these missions, each player is given 3 kinds of ──────────────────────────────────────
goals: mission goals, faction goals, and secret goals. To A word of warning: You must remind yourself that even
complete a mission goal, a player must simply complete if members of a same party work better if they belong
the scenario prepared by the dungeon master during to the same faction as you, this is not completely
play. It's common that these scenarios last a single necessary, and tales of inter factional companionship
session. Faction objectives are publicly known to the are quite common. The factions all pursue the same
table, and are driven by the faction's approaches and objective, to protect Navia and its inhabitants. What
solutions to complete the tasks at hand. varies, it's their methods and motivations for doing so.

-42-
Renown & Rank 25 4 Teach others what they have
────────────────────────────────────── learned.
Your faction rank represents your current standing in
50 5 Lead the faction to the best of
the hierarchy of the organization. This rank
their ability.
determinates who are your immediate superiors and
subordinates, as well as the overall level of influence
you might be able to use when interacting with non- In addition to renown, each faction requires a character
members of your faction. A higher ranking individual is to possess a certain degree of ability before having
very likely to gain a greater degree of respect from them advance into a higher rank. The level
outsiders than a greenhorn. This is partially due to the requirements for advancing in rank are as follows:
overall reputation of the factions, as well as the amount
of fame an individual gains by completing missions. Rank Minimum Level Required

When your character is created, and you have selected 0 No level requirement.
a faction, you possess a rank 0 in that faction. At this 1 No level requirement.
point you are an applicant, and have not yet proven
yourself worthy of admission. 2 No level requirement.
3 5th level character.
In order to advance in rank, you must gain renown, 4 11th level character.
which can be earned by:
5 17th level character.
• Completing Missions.
• Faction & Secret goals award players additional Once a character has gained enough renown and levels,
renown if both are completed. a ceremony where the new rank is bestowed will take
• Advancing the organization's interests. place once he returns to a faction's base.

Petty squabbles never lead to the loss of renown, but Perks & Benefits
Renown can be lost if a serious offense is committed.
──────────────────────────────────────
Examples of acts that might lead to the loss of renown
As your character grows in influence and prestige, you'll
are:
find various rewards provided by your factions
• Willingly hurting, or killing another member of
becoming available. In the most basic level, the factions
your faction. In the latter it's common for the
provide lodging and food for all its members whenever
aggressor to be severely punished or even
possible, allowing most of its members to lead a
expelled from the faction.
moderate lifestyle without much worry. In exchange,
• Conspiring against your faction in the benefit of
they'll always take a cut of whatever you might earn
evil causes or individuals.
during your missions.
Ranks & Duties Higher ranking individuals gain could gain access to
────────────────────────────────────── hidden knowledge, gain temporal ownership of magical
There are a total of 6 ranks per factions, counting rank items and more.
zero. The following are the renown thresholds needed
to gain a higher rank: Faction Identifiers
──────────────────────────────────────
Renown Rank Duties & Responsibilities Each faction provides its members, no matter the rank,
0 0 Gain admission to the faction. an item that identify them as such. Such identifiers are:

1 1 Learn as much as possible. • Siegwulf Order: Ceremonial Sword


3 2 Prove themselves capable. • Lakehall College: Pin
• Moonlight Coven: Medallion
10 3 Advance the faction's objectives.
• Rhinehold Bank: Signet Ring

-43-
Living Standards many learn the ways of their faction from very early on.
────────────────────────────────────── These children grow to idolize or hate their factions, but all
Although each faction expects its members to perform are given a choice of joining when they reach adulthood,
missions and help in the advancement of its goals, and and not before.
they are well aware that the commitment its members
take comes at a cost. And then there are those that change their minds after a
Each faction will cover the lifestyle expenses of their few years, those who, despite the benefits of their station,
members, as shown on the table below. This ensures simply wish to leave. But it's never that simple.
that faction members need not worry about when their
next meal is going to be, and focus their efforts only Each faction has many secrets, the like only it's members
into advancing the goals of their faction. can learn. Letting these people go freely would jeopardize
the faction as a whole. Thus, there is only one way to end
one's service; death.
Faction Member's Lifestyle
Siegwulf Order Modest Some choose it willingly, preferring to die with their honor
untouched. Other escape, foolishly thinking they can evade
Lakehall College Modest
their former brothers and sisters. Those that are captured
Moonlight Coven Poor are swiftly executed, and their remains destroyed as to
Rhinehold Bank Comfortable ensure their bodies may not speak by the command of
magic. Those that manage to evade their pursuers continue
to live, but on a constant chase. One they can never truly
Once a character reaches Rank 3, it's lifestyle improves escape.
by one steep. Once Rank 5 is reached, a member's
lifestyle improves by another step. More information
on the various lifestyles can be found on Chapter 5:
Equipment, on the Player's Handbook or the Basic Rules
PDF.

Note that although faction members may have their


basic expenses covered, the factions can only provide
this support when its members are close to a faction
headquarters or supply office.

Banishment
──────────────────────────────────────
The duty of those within the factions is not one that
easily ends. After joining, members are expected to
serve the faction for life, or until life is taken from
them. Although older members may go into a pseudo
retirement, and some are known to be granted leaves
off duty for several years, even then a faction may call
on these individuals for aid if needed.

Children born of faction members are not forced to join


as their parents did, but is common that they do, for

-44-
Siegwulf Order
──────────────────────────────────────
The Siegwulf Order is an organization composed of
nobles, warriors and peasants. Brave souls, who strive
to protect the lands of Navia from the wickedness of
savages, monsters and evil-doers.

Anyone who shows commitment to the cause of light, a


will to fight the good fight, and bring righteous
punishment to any who dares bring harm upon those
unable to protect themselves, is welcomed to join the
Order.

Many a time has a horde of monsters attacked a village,


only to find knights bearing the shield of blades ready
to fight back. The Order is vigilant and ever ready to
move their forces at a moment notice. Their members
are disciplined and trained daily, leaving little time for
idleness.
Member Traits
Fighters, monks, paladins and rangers are the most ──────────────────────────────────────
common disciplines practiced by the knights of the The Siegwulf Order was built upon the bonds crafted
Seven Swords. between its members. Most who join soon find
themselves not as soldiers in an army, but as members
Members of the Siegwulf Order are easily recognized by of a big extended family. Initiates are communally
their black iron armors and their ceremonial swords, trained, a tradition which eases the new members into
which they value more than their lives. Some members a camaraderie mindset, allowing them to see their
have go as far as to say their swords are their souls. equals not as rivals, but as friends. Once they acquire
the rank of apprentice, they'll will go on to be trained by
Goals a Sword Master. Skilled and resourceful apprentices
• Be vigilant and protect the land we all share. eventually become Edge Knights, true warriors of the
• Find and punish evil, wherever it may dwell. Order, and are allowed to perfect their arts on their
• Be kind to those who are kind. own, seeking their own path and style.
• Do what is necessary, not what is pleasant.
• Seek peaceful solutions - do not attack Longtime members of the Order are perfectionists, who
preemptively. seek to further improve their skills beyond what they
have already mastered. Their close bonds allows for a
vast amount of knowledge to be shared regularly, but
Beliefs
never with outsiders, as the secrets of the orders are to
• Defend those that cannot defend themselves.
be safeguarded from the hands of greedy and power-
You are the shield of the weak.
hungry.
• Seek those who bring wickedness into our world,
and banish them. You are the sword of justice.
Ranks
• A warrior stays judgment until the guilty are
proven to be so. Condemning innocence only • Recruit (rank 1)
leads to suffering. • Apprentice (rank 2)
• A sword is a weapon used to kill. Draw it only • Edge Knight (rank 3)
when you intend to fulfil its purpose. • Sword Master (rank 4)
• Wise is to speak. It's wiser to listen. • Blade Consular (rank 5)

-45-
Lakehall college
──────────────────────────────────────
The Lakehall College was founded as a means to gather
information into their vast library. As with many
Universities and research centers, this is mainly an
inside job. Yet, the wonders of the world are out there
ready to be discovered.

They provided the world of Navia with the upmost


education as long as their fees are paid. The money
goes to the maintenance of the College, but part of it is
dedicated to funding expeditions to the uncharted
regions and wild expanses. Recently the faction has
been interested in the trouble brewing in the lost
continents for they can provide information so valuable
that once recorded will be the best piece of their
collection.

What lies deep inside the unexplored parts of the world


is something that no scholar can resist. They have Member Traits
founded the settlement known as “The Cellar” where ──────────────────────────────────────
adventurers can directly report their findings to their Individuals joining the college find themselves
patrons in the City. becoming gears on an elaborate, never-resting, ideal
machine of learning, exploration and discovery. They
The Erudite Circle rules the organization and direct the are commonly educated in all fields of lore until they
efforts of the faction. The circle is currently presided by can choose an area to specialize. When reaching this
Etheras Starshine, known as the Wishmaster. age members are then separated into the scholars and
the explorers.
Goals
• Feed the great library of the college. Scholars spend most of their time either teaching new
• Explore the past civilizations of Navia. recruits or researching into their own fields of expertise.
• Discover the mysteries of the unexplored
continents. Explorers are trained as well into trap disabling, caring
• Deliver a quality education to the ones for objects found and basic survival skills so they can
who seek it. live though their expeditions.
• Discover new areas of knowledge to pass down
among generations. The eldest of the members are considered experts in
their respective field and have access to the most
prestigious parts of the libraries and the college. They
Beliefs
will often form teams and expeditions to retrieve items
• The mind is sharper than the blade, and it must from ruins, dungeons and everything in-between.
be trained daily.
• Seek knowledge beyond what is known, and
Ranks
share it among the common folk.
• Recognize that each person is a master in its own • Initiate (rank 1)
craft, in its own way. • Neophyte (rank 2)
• Magic is to be used responsibly, and not by the • Cerulean Scholar (rank 3)
corrupt and power hungry. • Teal Sage (rank 4)
• Keep enough secrets to be indispensable, yet • Azure Erudite (rank 5)
share enough to have people seek you.

-46-
Moonlight coven
──────────────────────────────────────
The Moonlight Coven started as a guild of thieves and
robbers in the early days of Spire, the City of
Knowledge. The movements of its members started to
gain too much notice and with their savings they
founded a city deep in the mountains of “The Divide”
the gap between this part of the continent and the
Mortis lands.

There they met the Hags. Their magic proved to be a


great asset to the group and their numbers increased
under the leadership of three powerful hags. Morrigan,
Badb and Mara. They gathered many followers and
started infiltrating the cities of Navia in order to gain
control through blackmail, arson and dark magic. The
Siegwulf Order took notice of the covens' dark nature
and launched an all-out war against it in order to
eradicate it from existence. This ended with the deaths
of Morrigan and Babd and the escape of the third sister, Member Traits
Mara, into the mountains forever lost to the minds of ──────────────────────────────────────
the intelligent races. Everyone is welcome to the coven. From the highest
nobles to the lowliest urchins we are all a big family. No
The Coven has recently resurfaced as a Thieves guild one is hungry, no one is in need and no one backs down
once again. Under the leadership of Elros Serpenthelm from the coven.
they keep they information brokerage business. The
Order keeps them in check at all times, fearing their Acquiring the treasures from among the world for the
dark nature might resurface and their members have covenant is the most important task a member can
the difficult task of proving the common folk otherwise. have and stealth and discretion is advised at its best.
Always be on the lookout and trust no one that is not a
Goals member of the coven.
• The Coven is your family. Your relinquish all past
lives once you join Higher ranking officers will take promising members for
• Never trust anyone outside the coven their particular teams and expand the network of
• Loot is to be shared to the member who needs it intelligence within the organization. If this happens to
the most. Yet trying not to is encouraged you, consider yourself lucky.
• Never lie to the elders.
• Every man for himself if the situation is dire. Ranks
• Robber (rank 1)
Beliefs • Lunar Bandit (rank 2)
• Power is the gold of fools. Secrets are the true • Snake Eye (rank 3)
currency • Moonlight Assassin (rank 4)
• The circumstance justify the means. • Shadow Hand (rank 5)
• All people deserve a second chance. But three
failures means out.
• Things are not impossible. There just hasn't been
someone creative enough.

-47-
Rhinehold Bank
──────────────────────────────────────
The Rhinehold Bank is a centuries old institution,
created with the desire to bring wealth and prosperity
to the, once trade-less, lands of Navia. Their ranks hold
the wisest accountants, canniest merchants and
fiercest collectors on the face of the Sky Isles.

Among the various factions, the Bank is the most


careful when it comes to recruitment. Not just anyone
can serve the bank, for many who wish entry have
fingers stickier than slimes. Those that prove their value
to the institution, are granted a chance to prove they
are more than opportunists. Only then, they are
trusted.

On their never-ending quest to keep their coffers, and


those of their patrons, investors and partners, filled, the
Bank goes on great lengths to ensure that all trade is
fair, regulated and taxed. No coin exchanges hands Member Traits
without an agent of the Bank taking notice. Which is all ──────────────────────────────────────
made easier for they are the ones minting them. The Rhinehold Bank members are often driven and
strict. As the bank is built upon the backs of its many
Members of the Bank can be of any class, for the workers, all of them know they burden they carry, and
institution doesn't care for your specialty, as long as it shows not only on their faces, but on their very
you put it to their service. Members of the Bank can be presence.
recognized by their rich clothing and their signet rings,
which bear the Golden Scales & Hammer, displaying the Bankers see their colleagues as rivals, or even peons to
fair nature of their dealings, and the punishment they use in order to move up the ranks of the institution.
can deliver to those who cheat them. These rivalries, however, are never meant to become
malicious. Every member knows that. As, much like
Goals trade, advancement within the ranks of the Bank
• Expand the reach of the Bank. happens by hard work, dedication, and manipulation.
• Bring fairness into a trade, by peace or by force.
• Protect the interests of the Bank, it's investors, Amongst its members, the bank has a great deal of
partners and patrons. diversity, but regardless of training and background,
• Ensure that due payments are made. No debt most members tend to carry blunt weapons, of which
goes forgotten. the most popular are hammers and mauls. Although
these tools are rarely used, they serves as a reminder
that those who forget their debts to the Bank will be
Beliefs crushed, sooner or later.
• It's not our place to tell you how to manage your
wealth. Everyone must be capable of doing so. Ranks
• Display what wealth you have, and take pride on
• Clerk (rank 1)
it. To have little, or a lot, matters not, as long as
• Agent (rank 2)
you are honest about your positions.
• Key Bearer (rank 3)
• Business and friendship never go hand in hand.
• Vault Keeper (rank 4)
Keep one away from the other.
• Guardian of the Ark (rank 5)
• A promise, once given, should not be broken.

-48-

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