Heroes of the Heartland
Cultures of the Heartland
Most citizens of the imperial interior come from cosmopolitan or grasslands cultures. The noble families of the capital maintain a number of long-held Arcane Lineages. Half-elves are more common in the east, where the Old Wilds rise on the horizon, but much of the area was lost to Lion's Fall. Those born too close to that arcane wasteland may develop as Blood Inheritors of this new corruption.
Imperial Backgrounds
Life in the Capital serves as a beacon and a model to the rest of the Dream, or so the Lohrian insist. Their personal wayholding, the hilly slope at the center of a great lake splits the lanes of the great southward river road and serves as the heart of the imperial highway system - a hard-earned marvel of marble roads cutting to nearly every major hub on the continent, with guard posts at every horizon. This network facilitates travel, communication, trade, and the rapid flow of the empire’s professional soldiers. This network, built on relationships, ledgers, and communication, has shaped the lifestyles of its citizens.
Advocate/Magistrate
Either in the Capital itself, or in the countless wayholdings and territories under the Empire’s influence, it is up to you to uphold the public justice. Those who represent aggrieved or accused parties are known as advocates, and must meet certain standardized test requirements to be recognized by imperial courts. An advocate can be hired by parties or provided for free, but the quality of an appointed advocate relates directly to the wealth and good intentions of local governors. From civil conflicts to dire crimes, you speak for your charge to ensure a balanced and thoughtful review of all sides - at least, in theory.
These advocates present their arguments to a local judge or to an imperial magistrate - a wandering judge appointed by the Empress herself to decide these cases. While there are no technical requirements for a magistrate, the head of the Empire must be swayed by the testimonials of a trusted advisor and rarely appoints a magistrate without at least a brief personal interview. Folk tales about a wise elder being spooked into a heart attack by the sudden, spectacular appearance of an Empress or Emperor in a flash of magic abound, and especially in recent generations, have been entirely accurate.
Together, these advocates and magistrates seek public justice. In ideal circumstances, this is a negotiation to benefit all parties. At its worst? It becomes a dire, often petty, war over others’ lives.
Skill Proficiencies: Choose two from History, Insight, Intimidation, Investigation, and Persuasion
Languages: One of your choice
Tool Proficiencies: Calligrapher’s tools.
Equipment: A set of calligrapher’s tools (one of your choice), a set of fine clothes for public appearance, a set of traveler’s clothes, a book of regional case precedents, perfume, soap, a steel mirror, and a purse containing 10gp.
Legal Focus
No advocate can learn every facet of every law in the volumes on the imperial record or other systems. Choose a focus for your legal studies and arguments or roll on the table below.
d8 | Legal Focus |
---|---|
1 | Criminal law |
2 | Mercantile and Financial Disputes |
3 | International conflicts between varying laws |
4 | Family and inheritance law |
5 | Labor, municipal, and residence law |
6 | Property and land law |
7 | Tax law |
8 | Nature, health, and restitution law |
Feature: The Public Justice and the Public Benefit
While an advocate has the right to demand recompense for aggrieved parties and ensure the basic rights of the accused, a magistrate can make demands of individuals, businesses, and local leaders if a solution to a legal problem can be proved to all advocates’ satisfaction to be ‘of the public benefit’. Denying either of these rights and obligations would make an enemy of the Empress herself as high magistrate.
In addition, while pursuing a case, advocates and magistrates may receive food and lodging appropriate to a comfortable lifestyle for themselves and anyone actively contributing to the case’s swift resolution, paid for by local governors. All of these benefits are ultimately weighed against the quality of the case’s resolution for all parties.
Suggested Characteristics
Advocates and magistrates live by their words and decisions, for better or worse. The temperament and biases that drives these arguments can have a profound impact on the lives they touch. The conflict between what the law allows and what advocate and magistrates pursues is a constant challenge.
d8 | Personality Trait |
---|---|
1 | I prefer to wield the letter of the law, eliminating emotional arguments as too messy. |
2 | I revel in the outcome of any contest, seeking to change people by changing their lives. |
3 | No matter the stakes, the law is a game to me foremost. And I intend to win it. Always. |
4 | I now hold tools of justice I once tragically lacked, and strive to represent those in need. |
5 | I made a crucial mistake in a past case, and will do anything to avoid making another. |
6 | No one can guess my true feelings in any situation unless I choose to show my hand. |
7 | I despise my rivals and my peers, and strive to set myself apart from their behavior. |
8 | I tend to get too connected to my clients and wards, investing emotionally in their needs. |
d6 | Ideal |
---|---|
1 | Fairness. I want the best outcomes for everyone involved. (Lawful) |
2 | Compassion. I want to protect the vulnerable from abuse and injustice. (Good) |
3 | Victory. I want to advance my own agenda, regardless of the ‘truth’ of matters. (Evil) |
4 | Curiosity. I want to see and make interesting arguments, nothing more. (Chaotic) |
5 | Technicality. I want to know or decide what the laws truly intended. (Lawful) |
6 | Status. I’m focused on rising in prestige to have a larger impact. (Any) |
d6 | Bond |
---|---|
1 | I strive to follow in the footsteps of a parent or other mentor. |
2 | I was given a chance by a noble patron, and must be careful not to shame them. |
3 | I have a rival among the ranks, and want to match or exceed them at any turn. |
4 | A loved one was failed by the law once, and I’ve sworn to revisit their case somehow. |
5 | I once stood before a magistrate and was spared. I now strive to be that light to others. |
6 | I went too far and wronged an innocent, and I’d do anything to make it right. |
d6 | Flaw |
---|---|
1 | I love to flex my vocabulary, leveraging gargantuan language where brevity may suffice. |
2 | I take the outcome of even the most minor argument personally as a measure of my skill. |
3 | I try to avoid making personal commitments, as I could argue the opposite another day. |
4 | I can’t turn down a sob story, taking on trouble beyond my means if I run into it. |
5 | I savor the luxuries of my station, but I swear these gifts won’t bias my decisions. |
6 | I draw my own conclusions immediately and fight viciously to defend them from the facts. |
Imperial JusticeCriminal justice within the empire is unlike that of most of its neighbors. While an appointed judge or a masked, anonymous magistrate oversees a public trial based on a history of common law and the various edicts and intricacies of an imperial code, not just the accused is under the scrutiny of the law. One or more defendants can be brought forth by the accuser as equal actors in a crime or crimes, with the state always standing as a defendant by default. As the trial proceeds, an appropriate measure of duty and restitution are allocated to all defendants, or none if no fault can be found. If a desperate bandit steals food from a merchant, the state is largely at fault for allowing such circumstances - both in public welfare and in poorly-defended roads. If the bandit murdered the merchant, however? Their wealth, service, or their own life is forfeit until justice is restored to the community. After all, Imperial law derives its power from a stated duty to provide a certain standard to all subjects. Just as the accused have some basic rights, the state and ruler have duties and a few key protections. The legal definition of justice is a ‘restoration to public wholeness’ or as close to it as possible, and so the state has a right to the just defense of all in need, a right to make its own arguments of a ‘public benefit’, and the right to intervene in any secondary consequences of even legal activities, such as communities hurt by the harmful acquisition of wealth by one or more parties. This communal narrative with the state as final arbiter of public justice is open to a great deal of abuse, but its spirit is the core of what has held the empire together and is exactly what may tear it apart. People have come to expect a great deal. The power to appoint or remove local judges or mendicant magistrates lies with the Empress and no one else. Justice for the Galasteri Empire must meet the Empress’ obligations and ambitions, first and foremost. RestitutionRestitution can be paid in a lump sum of gold, in trade goods, in a term of labor valuated by a neutral government assessor, or in rare cases by spilled blood. Guilty parties retain all imperial rights for any crimes shy of treason, including the right to accommodations and income equal to a modest lifestyle. Any and all wealth beyond that may be assessed to the aggrieved or the state until all debts are paid. A blood price paid in corporal punishment, ritual combat, or even execution must receive a "trinity of assent". The aggrieved, the guilty, and the state representative must all find the price acceptable. Many would rather take 20 lashes than five years working in a mine to pay an assault fine. Some would rather die than spend the remainder of their years indebted to a rival or their grieving kin. A notable flaw in this system is a small caste of "untouchable scoundrels". Those who due to resource limitations, job shortages, ethnic conflicts, or other factors that limit access to even the modest wealth that the imperial standard demands? Are arguably impossible to punish. They need not assent to violence, and while serious offenses may levy terms of hard labor to the state or lease to a third party? Little stops them from abandoning this duty until some sort of treason charge can be trumped up. "Being too poor to punish" is not treason, but "remaining too poor to be punishable" can become so if the system is pushed to the brink or a judge’s patience expires. As such, the criminal underworld must be careful not to offend the magistrates and advocates of the empire by reaching too far or too often. |
Benefactor
You have earned the largesse of a wealthy noble or merchant, on the promise of a gift or wonder that will bring them prestige, victory, or some other form of success that gold and soldiers cannot buy. This duty can be known or private, singular or over time, but patronage is a legal relationship with protections both for you and for your patron. So long as your promise to provide remains in good faith, your patron is duty-bound to provide for your personal and material needs. However, should you refuse, withhold, or keep this masterpiece of your own creation? You cross both a powerful enemy and the law.
Consider the nature and origin of your relationship as you develop the story of your benefice. Beyond the skill or craft that you provide, how did this gift become revealed to your patron? Were you the protege of a renowned crafter, or perhaps their child with a legacy of high expectations. Are you a concubine or mistress to someone powerful, expecting to provide them comfort or spy for secrets? Some benefactors are, in fact, the illegitimate children of powerful figures, whose silent service is their duty. How will your relationship end, and on what terms, if the choice is yours? Theirs? Another’s?
Skill Proficiencies: History, Insight
Tool Proficiencies: Two of your choice from artisan’s tools, musical instruments, gaming sets, or vehicles
Equipment: A set of artisan’s tools (one of your choice), a set of fine clothes for public appearance, a set of common clothes for your private work, a token of your patron’s favorite (usually a ring or other jewelry), and a purse containing 20 gp.
Patronage
Your life revolves around your patron, for better or worse, and the kind of patron you work for will determine how you approach the work you need to do. The quality of that relationship will impact you much more than it will affect them, so you have a vested interest in keeping your patron happy.
d8 | Patron |
---|---|
1 | A shy noble with a secret hobby or fascination |
2 | A powerful, but grieving figure seeking a memorial for the dead |
3 | A discerning collector who wants sole claim to your greatest works |
4 | A gambler who won your services in a heated game of cards |
5 | A demanding mentor disappointed by countless others before you |
6 | A lovestruck fool striving to immortalize their feelings for another |
7 | A decadent philanderer with only passing interest in your work |
8 | The Empress herself or another powerful figure in your region |
Feature: Duty-Bound
The focus of your recent life has been upon the thoughtful service of your patron, towards an ultimate goal. Whether this is the creation of a magic item, a work of art, a contract of marriage, the legitimacy of your birth, or some more esoteric goal, you know the next steps in your duty or at least the nearest threads to pull and people to question to fulfill it. Your patron is a powerful figure with broad social connections, which they are also duty-bound to provide... So long as you keep up your end of the duty.
Suggested Characteristics
Benefactors are as varied as the goods or services they provide, so the focus must fall on what you bring to the life of your patron. Consider how you’ll align or conflict with the patron you have in mind with all things, as any of your choices might come back to bite you or them in the end.
d8 | Personality Trait |
---|---|
1 | I tend to defend and idolize anyone I owe to soften the blow of being in their debt. |
2 | I strive to do my absolute best for those who believe in me, no matter the consequences. |
3 | I have no time for the criticisms of the ignorant, and suffer no fools the sight of my work. |
4 | I want to change things with my actions, leaving a lasting impact as my legacy. |
5 | I believe that work is the best I’ve ever seen, and if it isn’t, it will soon rise to become it. |
6 | To me, every failure is a catastrophic tragedy for a day, before it’s entirely forgotten. |
7 | I put a little bit of myself into everything I do, a mark or flourish to brighten the moment. |
8 | I stand by tried-and-true methods and principles, despising the avant-garde or innovative. |
d6 | Ideal |
---|---|
1 | Fidelity. I owe my patron, and I’ll do whatever it takes to honor them. (Lawful) |
2 | Mastercraft. I want to be recognized as the best, no matter the cost. (Chaotic) |
3 | Memory. I want to honor someone worthy with what I do. (Good) |
4 | Survival. I want to stay in my patron’s good graces as long as possible. (Neutral) |
5 | Defection. I intend to squeeze my patron dry and run. (Evil) |
6 | Excellence. I want to perform work that satisfies me to my core. (Any) |
d6 | Bond |
---|---|
1 | I live in terror of being found unworthy by my patron, and strive to impress them. |
2 | I prefer my work to people, only reluctantly stepping outside of my comfort zone. |
3 | I was given the good life through patronage, and I want to invite everyone to the party. |
4 | My predecessor disappointed my patron, but I won’t make the same mistakes. I can’t. |
5 | One day I’ll make my patron eat their words. My vengeance will live on through my work. |
6 | I have a secret relationship that my patron would not approve of. They must never know. |
d6 | Flaw |
---|---|
1 | I much prefer the benefits of my work to actually performing it, if it can be helped. |
2 | I live for praise, and will fall for any schemer who flatters me enough first. |
3 | I share my opinion without reservation, certain that my patron’s status will protect me. |
4 | I hesitate to make my own decisions, so reliant on the will of others I’ve become. |
5 | Anyone who doubts me or my patron is worse than filth, and should be treated as such. |
6 | I’m torn about who should really own my work, and the wrong choice will cost me dearly. |
Bureaucrat
The empire of Galastaire was won with spears, bound in marble, and made fertile by sweat and blood, but it breathes and lives on countless reams of paper. The central authority of the Lohrian nobles, the military, the merchants - all of it relies on clear records, precise figures, and accurate forecasts for future plans. From dawn to dusk, you sort the sheets and turn garbled reports into actionable information. To you, the world not only can, but must be reduced to its most elemental terms. In this way? The wilderness and fancies of the Dream can be tamed, tilled, and made to provide its bounty to the people.
The fundamental curse of your work is that few people can understand it without doing it. To the less engaged, your work can be byzantine, arbitrary, or even absurd. Perhaps worst of all? People often find it boring. While the guildhalls and palaces across the Empire are full of figure-scratchers with bent necks and spines, those lucky (or unlucky) enough must go out and find those figures. Scribes, surveyors, tax collectors, and assessors keep the Dream aware of its wealth, its dangers, its opportunities, and more. No one will be sent to fend off a growing menace of gnolls if no one does a sensible count of them. And that’s what it means to be you - you understand that someone has to be accountable. Probably you.
Skill Proficiencies: Insight, Investigation
Languages: One of your choice
Tool Proficiencies: Calligrapher’s tools
Equipment: A bottle of ink, several candles, a quill, an abacus or similar counting tool, a blank book for tracking figures, a set of traveler’s clothes, and a coin pouch containing 15 gp
Bureaucratic Specialty
You aren’t just an interchangeable cog in the world of paper and figures. There are particular papers, documents, rules, and ledgers that speak your language and you theirs. While you can certainly make out the work of other fields, you’ll always be more comfortable in your native territory, as all other fields are full of liars, incompetents, fiends, and obstructionists of the highest order. Unlike yourself, of course.
d8 | Bureaucratic Specialty |
---|---|
1 | Financial documents |
2 | Inventories and procurement of goods |
3 | Personnel registers and name lists |
4 | Historical and legal dispute archives |
5 | Agricultural and natural reports |
6 | Military information and communications |
7 | Government edicts and records |
8 | Government and civil communications, letters |
Feature: Tally-taker
You have received training or have a natural knack for quickly sorting numbers. You can make precise number counts of most objects or creatures you can see, based on a smaller section-count followed by a count of the sections. Barring intentional deception, you can create a clear and accurate reporting of the areas and events that you witness, or build a clear one from conflicting accounts. You also have intimate knowledge of who’s responsible for certain information - within your homeland, you know the legal, financial, and guild authorities and their territory. Outside of it, you know the signs to look for and likely have an idea of any familiar resources like an embassy or trade group who does business in both areas.
Suggested Characteristics
Bureaucrats are tireless advocates of the importance of their own work. This isn’t just a matter of pride, but a side effect of understanding what the pieces of paper they work with represent. To them, it isn’t a stack of paper, but the weight of lives in their hands - or at the very least, the weight of your afternoon.
d8 | Personality Trait |
---|---|
1 | I take delays personally, building wild theories as to why someone’s out to get me. |
2 | I stopped caring about meaning a long time ago, preferring clear tasks to big goals. |
3 | There is nothing more satisfying to me than stamping a task as complete. Any task. |
4 | I strive to see every side of every situation, lest I risk leaving someone underserved. |
5 | I judge people by their handwriting and general literacy, fairly or not. |
6 | I explain everything I do, just in case someone doesn’t understand. Even if they do. |
7 | I take a little thrill in shortcuts, tricks, and any other way to get past problems quickly. |
8 | I’m not above a good lie or two to get the job done, so long as the work gets finished. |
d6 | Ideal |
---|---|
1 | Accuracy. I will take as long as it needs to do a task correctly. (Lawful) |
2 | Efficacy. Getting the job done is the first and last priority. (Chaotic) |
3 | Impact. I care more about what my work does than what it says. (Good) |
4 | Self-Interest. Information is worth gold, and can be peddled to the right person. (Evil) |
5 | Attention. I don’t care if I win, as long as everyone feels my presence. (Neutral) |
6 | Success. I want everything I touch to thrive, whatever it takes. (Neutral) |
d6 | Bond |
---|---|
1 | I have a genuine love for the people I work with and want them to succeed in all things. |
2 | I have a petty rivalry with someone no one else has met and it colors any of my moods. |
3 | A personal friend was once harmed by my work and I think of them in future decisions. |
4 | I covered up a costly error and keep a secret pact with another bureaucrat to maintain it. |
5 | I was thrown out of a comfortable position and live to make my superiors regret it. |
6 | I’m running away from the dullness of office living and find the best in any other lifestyle. |
d6 | Flaw |
---|---|
1 | I struggle to see the importance of anything, as I’m used to dealing with abstracts only. |
2 | I tense up before hard decisions, paranoid that I’ll be the only one held responsible. |
3 | I try to find the safe middle in any situation, even if there isn’t one. |
4 | I support the decisions of others so I never have to make hard choices on my own. |
5 | I agree to long-shot plans because I want them to work, not because they might work. |
6 | A pretty face goes a long way in getting my approval for anything. |
Griot
It’s not just your job, but in your nature or your very blood to know things. Before this age of paper and pampered minds, your tradition has crafted the songs, stories, poetry, and histories that have lasted for ages against the constant tide of the Dream’s fickle passing. Knowledge put to the dead flesh is dead, and while it can be revived by an awakened mind? Too few minds are taught or can be bothered to awaken in these days, or so many elder griots fear. And so, they train their charges harder than ever.
While many griots are also bards or troubadours skilled in magic and defense, just as many rely on the strength of their communities and safe travel through the empire for their livelihood. It isn’t the power to defeat others that matters, after all - it is the power to remember and to be remembered, to maintain a living legacy with a spirit that can touch hearts and guide souls along the path of wisdom and fullness. You take bare information and you bring it to life. The great treasure of your work is a proper context. Whether you wander from town to town or advise kings and warriors by blood tradition, you shape history through how you speak it to others. In turn, you must understand how it may shape others.
Skill Proficiencies: History, Performance
Languages: Two of your choice, or one language and proficiency with a musical instrument
Equipment: A set of comfortable robes and a set of fine clothes, a steel mirror, perfume, a waterskin, a week’s rations and 1sp worth of soap, in a sack containing 15 gp
Lore Focus
Griots (and modern librarians) tend to have a focus to their studies. Trying to know everything is an excellent way to know a great number of things, if poorly. Only by mastering one field could one hope to begin the proper study of another, and most are content with a single focus for their professional lives.
d8 | Lore Focus |
---|---|
1 | Historical poetry and sagas |
2 | Religious and spiritual lore |
3 | Object lore and appraisal |
4 | Military history and tactics |
5 | Moral and ethical philosophy |
6 | Extraplanar beings and magics |
7 | Arcane practices and curses |
8 | Folklore and ‘common’ tales |
Feature: Memory of Ages
You may not know the particulars of one dungeon, creature, or spell, but you likely know a song or story that can shed light on the deeper meaning behind a mystery. You can read the intent in the colors chosen by a warrior, or the origin of codenames used by a group of mercenaries. You have a legend for every situation, and rarely is one less than relevant if it comes to you. Work with your DM to shape the lore and oral histories that reflect back on the themes, mood, and challenges you’re likely to face. Details remain the province of ability checks or research, but the heart of a thing is never fully hidden from you.
Variant Griot: LibrarianFounded by the Empress Sarenna before the rise and fall of Savrias, the Imperial Library was started with the task of sharing the most obscure knowledge with any friend of the Empire who might benefit. This decision was a slap in the face to many wayholding families and the griots who serve them. Although you aim to serve the same function as a griot in preserving precious knowledge, you believe that all information must belong to those who seek it. You strive for a dispassionate translation and taking down of lore in ways that can be collected, copied, and distributed. While bias or abuse is inevitable, so are all evils. Your task is to beat ignorance and fanciful storytelling to the corners of the information, so that the real truths hidden in euphemism, superstition, and forgetfulness are never lost to us again. If this means upsetting generational traditions, sacred roles in government, or the heart of the empire? All the better. Librarians trade one language for proficiency with calligrapher’s tools and Performance for Investigation. Alternate Feature: Restricted AccessInstead of a long oral tradition, you know how to carry yourself and respect the knowledge taken down on paper, parchment, or stone. Your scholarly contacts and bearing go a long way towards earning a chance to read once-lost information or assist in the recovery of lore others would be reluctant to share otherwise. With access (or often before it) comes the expectation that knowledge you have, you share. |
Suggested Characteristics
Regardless of their methods and traditions, griots and librarians share a common passion for knowledge. This passion can lead them down many roads, figuratively and literally, and how one approaches the idea of knowledge and how best to preserve or present it can change a great deal in how one pursues it.
d8 | Personality Trait |
---|---|
1 | I tend to fall into a lecturer’s cadence, eager to tell a relevant story given any opportunity. |
2 | The opportunity to collect new information gives me a childlike glee. |
3 | I’m a skeptic at heart, demanding evidence before committing a word to song or paper. |
4 | I feel that a little romance makes any lore more memorable, the saucier the better. |
5 | I believe that knowledge without a moral or lesson or warning is just plain irresponsible. |
6 | I use loud, bombastic language to assault the senses and command others’ attention. |
7 | I believe in trading lore for lore, and never leave a bit of knowledge unrewarded. |
8 | The only thing I like more than uncovering secrets in lore is leaving a few of my own. |
d6 | Ideal |
---|---|
1 | Truth. Above all else, I want people to know what truly happened. (Lawful) |
2 | Education. A knowledgeable people are a stronger, wiser people. (Good) |
3 | Acquisition. I’ll do anything to expand the lore that I alone possess. (Evil) |
4 | Rivalry. I strive to prove that my position on lore has more merit than any other. (Chaotic) |
5 | Posterity. The purpose of knowledge is to be reviewed by future minds. (Neutral) |
6 | Adventure. I don’t just want to see history - I yearn to make it. (Any) |
d6 | Bond |
---|---|
1 | A dear friend is also a lorekeeper of a rival tradition, a conflict we both try to balance. |
2 | I carry the stories of a parent into a new generation, honoring them in the best way I can. |
3 | Some of the secrets I was given are the last of their kind, and might best die with me. |
4 | A mentor holds me in high regard, and I live to prove myself their eventual equal. |
5 | A loved one has gone missing in search of lore, and I aim to find both them and it. |
6 | I collect the stories of the dying and the dead, so that nothing will be lost to cruel time. |
d6 | Flaw |
---|---|
1 | I doubt anything that I don’t already know - if it were true, I’d already know it. |
2 | Once I know there’s a gap in my knowledge, I can’t rest comfortably until the gap is filled. |
3 | I can’t help correcting people at the worst times, even people with authority over me. |
4 | I see no harm in ‘little embellishments’ to keep an account interesting, even if it’s untrue. |
5 | I avoid taking lives if possible, since their knowledge would die with them. |
6 | I absolutely hate to be interrupted, and will finish what I have to say no matter what. |
Messenger
The Galasteri Empire has achieved something that has never been done before in the Dream - it has connected it. Countless kingdoms have risen and fallen, but most remained a mystery to all but their immediate neighbors. Now, rumors and legends fly across the imperial highway instead of meandering down the wild rivers. Each resting post and toll station along the roads lays in spyglass-sight with another, allowing for a network of semaphore messages to flow with near-immediacy at a fraction of a spell’s cost and rarity. The Dream has never been smaller than it is now, and the network can only grow.
Your work is to expand the signal towers, mirror poles, and odder tricks to expand the common voice of Galastaire. Much of this network is under threat, as Elvenkind has severed communication in response to Savrias’ war. Many nations and peoples fear that being connected makes them easy targets for the rapid surge of imperial soldiers or whatever nightmares make claim the roads for their own ends. You must go forth to share messages, expand the network and its defenders, and keep the Dream bound together. Should the Dream return to disconnection, it may not just end the Empire. The Empire may be forgotten.
Skill Proficiencies: Choose two from Animal Handling, Perception, Persuasion, and Survival
Languages: One of your choice or the message cantrip
Tool Proficiencies: Choose one from cartographer’s tools, navigator’s tools, or a vehicle
Equipment: One set of either cartographer’s or navigator’s tools, traveler’s clothes, a hooded lantern, a map case with 10 sheets of parchment, ink and an ink pen, and a coin purse containing 10gp
Feature: Ciphers and Signals
You can convey and interpret information with another messenger or outpost along the imperial roads via hand gestures, semaphore flags, whistles, or even coded taps and pulses. If you possess a secret language like Druidic or Thieves’ Cant, you can also use those tricks with another versed in those languages, so long as they can see or hear you. The messages must be brief and simple, and take up to 1 minute per 25 words at a rough estimate. You may be able to pick up on or create a distress cipher to those in the know, but if the signal ciphers are compromised, you won’t be the only one left vulnerable.
Suggested Characteristics
Messengers vary greatly, from letter-carriers to semaphore technicians to range-riding adventurers who set up remote stations and survive long enough enough to get them established and properly defended. At their heart, however, lies a common connection to communication and how that shapes their lives.
d8 | Personality Trait |
---|---|
1 | I love hiding little secret messages in random communications for other messengers. |
2 | I can’t help reading some of the messages I’m given. I'm sure it won’t hurt anything. |
3 | I’m always in a hurry - every second wasted feels like an eternity to me. |
4 | I’m a stickler for procedure, and hate rushing my work. That’s how things get missed. |
5 | Once I accept a message, it must be delivered, and I’m reluctant to let others take over. |
6 | I believe that nonmagical solutions are the best solutions to any problem, if possible. |
7 | I’m eager to set up new stations or relays wherever I end up, even the middle of nowhere. |
8 | I won’t refuse the chance to carry on a message, even from a mortal enemy. |
d6 | Ideal |
---|---|
1 | Duty. Once accepted, every message must be delivered in due time. (Lawful) |
2 | Progress. I intend to connect the Dream, shrinking it down to size. (Chaotic) |
3 | Connection. I strive to bring distant people together. (Good) |
4 | Expansion. The profit of rapid communication is boundless. (Evil) |
5 | Stability. Nations rely on the smooth flow of information. (Neutral) |
6 | Exploration. I want to see new places and make them accessible. (Any) |
d6 | Bond |
---|---|
1 | I maintain regular correspondence with a paramour that I’ve never met in person. |
2 | I carry on my person important words from a friend to their distant, missing loved one. |
3 | Another messenger saved my life, so I owe it to them to risk mine as part of the job. |
4 | My parents don’t understand my work, but one day I’ll show them its true value. |
5 | I want to find someone to give a love letter, and treasure passing such messages along. |
6 | I carry someone’s difficult last words, and I have a duty to bring them home... One day. |
d6 | Flaw |
---|---|
1 | I tend to take on more work than I can reasonably finish if no one holds me back. |
2 | I have no problem falsifying a message if it will get the job done. |
3 | I’m quick to trust people to pass on letters or other information as loyally as I would. |
4 | I refuse to share information with anyone I don’t trust completely unless I have to. |
5 | I like to brag, sometimes sharing hints of things I shouldn’t know to show off. |
6 | I’m bad at delivering bad news, but I’ve never let that stop me before. |
Servant
Galastaire is a massive city of remarkable wealth. Outside of the muddy, warren-infested seawall of the docks, every available inch of the island is covered in ever-expanding boarding houses, tenements, inns, and markets. On the summit, the Palace Quarter holds more mansions and manors than the rest of the Dream combined. You’d think that servants would be plentiful and poorly regarded. You’d be very wrong. The few wealthy souls who don’t learn this lesson find themselves on a blacklist. Peers notice. And talk.
Thanks to Galastaire’s wealth and common standards of education, an elite class of caretakers, tutors, stewards, and managers have arisen. With a careful eye and a handful of cantrips, they can manage ten times the area of even experienced attendants. With that skill comes a demand for respect, not just for the ‘master servants’, but for their peers across all social classes. Managing intimate teams, a fine staff will remain with a palace or leave as a troupe rather than tolerate mistreatment, underpayment, or tone. In return, you have an honor as keen as any warrior - careful, efficient, timely, and ever flawless at the appointed hour. Always. Hell itself treads lightly when a servant goes out on a worthy master’s business.
Skill Proficiencies: Choose two from Animal Handling, Insight, Investigation, and Perception.
Languages: Choose two from any language or fromthe mending, message, and prestidigitation cantrips.
Equipment: Fine clothes that signify your station, a bell, a book to keep notes and schedules, a 1-ounce vial of ink and an ink pen, a hooded lantern, perfume, soap, a steel mirror, and a purse containing 10gp.
Household Role
Servants have their own roles and specialties, as sure as any army. Choose the role you perform, or roll a e10, taking a role from the chart below.
d10 | Household Role |
---|---|
1 | Steward of a property or primary housekeeper |
2 | Cook |
3 | Head Nurse, nanny, or tutor |
4 | Maid/cleaning staff |
5 | Valet or chambermaid |
6 | Butler/wine steward |
7 | Coach or stable staff |
8 | Gardener, groundskeeper, or gamekeeper |
9 | Foot staff, with light duties focused on an impressive appearance |
10 | Storekeeper |
Feature: Good Help
There’s a peerage of sorts among servants, and your deeds both within and beyond your household will follow you. So long as your ambitions are reasonable, other servants will see to it that you’re granted shelter and that your messages or concerns reach the ears of their masters if they should. If there is a reason why your presence is unwelcome, it will be made known to you without causing a crude scene. Be ready to trade in favors, labor, and the indulgences of the wealthy that you’ve developed a taste for.
Servants heading outside of areas where connections will help may instead take the Retainers feature temporarily, as a hand-picked staff aids them in their master’s care or in serving their interests.
Suggested Characteristics
Servants can be a family of their own, or treated like part of a master’s family, but their lives are strongly tied to nature of the families they work with. Their relative wealth, their idiosyncracies, and the laxity or strictness of their expectations will make a servant’s personality either perfect or doomed from the start.
d8 | Personality Trait |
---|---|
1 | I love to gossip, especially about the household I work with and my companions. |
2 | I’m absolutely loyal, to a fault, once I’ve given my support or services to another. |
3 | I tend to rush my work - I still get it done, but it’s important to get it done faster. |
4 | I tend to dominate those I work for with a quiet word or a silent look. |
5 | I’m not above a little flirting to get what I want or need. It’s just part of the job. |
6 | I take my work very seriously, and place my personal pride on how everyone performs. |
7 | I act more like a family caretaker than a hired servant, fretting over everyone around me. |
8 | I tend to draw attention to my best work - a little recognition wouldn’t kill anyone. |
d6 | Ideal |
---|---|
1 | Service. The quality of my work reflects upon my honor. (Lawful) |
2 | Kindness. The people I work with and my employers are family. (Good) |
3 | Opportunity. Proximity creates changes to catch a noble’s ear. (Chaotic) |
4 | Leisure. If they aren’t using it, the rest of the household is mine. (Evil) |
5 | Tradition. I come from a long line of loyal stewards. (Lawful) |
6 | Employment. I do the jobs that need doing, because they need to be done. (Any) |
d6 | Bond |
---|---|
1 | A member of the household is secretly in love with me. Returned or not, it’d be a scandal. |
2 | My entire family works together in a single household, leaving me with little other choice. |
3 | The steward of the house is convinced that I’m no good and schemes to get rid of me. |
4 | I help to protect the secrets of the less-powerful spouse of the head of house. |
5 | I perform tasks outside the home that a member of the household isn’t allowed to do. |
6 | I’m only a servant as restitution for a crime, and no one in the household trusts me. |
d6 | Flaw |
---|---|
1 | I aim to live the kind of life of the people I work for, jealous of their wealth and status. |
2 | Sometimes, I pretend to be a noble of the house. If I’m caught, the costs could be dire. |
3 | I don’t take sides in the arguments of peers or masters, even when I probably should. |
4 | I take what people of higher station tell me at face value, trusting to a fault. |
5 | I focus on the last task I was given, often forgetting what I was doing before it came up. |
6 | I’m madly in love with one of the masters of the house, and I’m terrible at hiding it. |
Adepts
The mind is the weapon, wealth, and wonder of the empire, as the saying goes. Those who demonstrate cunning, leadership, or guile are often respected even as enemies or criminals. This doesn’t soften the fines, lashes, or executions that follow, but there’s a pragmatic understanding that the difference between a noble thief and a nimble prince is where the powers and fates have aligned them.
Ability with magic is often seen as a special blessing or achievement, and this is no different among those with the will to change the story. From the chosen few to the diamonds in the rough, magic and fate often come as one when they leave their mark upon the next generation of heroes, villains, and rivals.
Exceptional Boons
Cultured
You’ve honed your bearing, presence, and skills to represent the ideal of a cultured soul - a person worth telling stories about. Whether you live up to the image you’ve cultivated is up to you and fate. You gain the following benefits:
- You learn two cantrips from the following list: light, mage hand, mending, message, prestidigitation, or thaumaturgy
- You can speak, read, and write two additional languages
- You gain proficiency in one set of artisan's tools and one gaming set of your choice
Diplomatic Immunity
Prerequisite: the noble/knight background, the spy background, the benefactor background, the servant background, or the sponsorship of a major political power such as the empress, a crime boss, or a god
You gain the sanctuary spell, which you may cast with only verbal components. Once used, you regain the ability to do so again once you complete a long rest. However, this use is not expended if you cast this spell in an official capacity. Choose Wisdom or Charisma as your spellcasting ability for this spell.
Paragons
The Galasteri military is composed of elite archers, cavalry, and then a volunteer force of spear-bearers. The bow and spear are the cornerstone of the Galasteri way of war, with their shortened ‘brave spears’ as the signature weapon of an imperial officer or champion. The military ‘rents’ its forces out to tributary wayholdings and annexed nations, placing those funds in turn to improve the military’s equipment and training. Since the war, soldiers’ loyalties tend towards their local commanders before the Throne itself.
Outside of the military, the most renowned warriors of the Galasteri combine their martial prowess with a bond to the ‘sagely’ forces beyond. Arcane knights, idealistic paladins, and others stand as ‘sages of war’, respecting spiritual development as much as or more than victory in petty skirmishes or duels.
Ancestral Boons
Spear and Shield
You’ve mastered the use of a shield and spear in tandem, guarding yourself while bringing a threat to bear. You gain the following benefits:
- Shields can be treated as an open hand for the versatile property of spears
- While holding a shield, proximity to hostile creatures doesn’t impose disadvantage on thrown ranged attacks
- While holding a spear, enemies provoke opportunity attacks when they first move adjacent to you
Opening Gambit
You’ve honed and practiced the timing to make the most of thrown weapons to close the gap. This is a standard of Galasteri spear training, as well as knife and axe throwers across the Dream. You gain the following benefits:
- You may add the ability modifier you use with a thrown weapon you’re holding to your initiative
- As a bonus action, you may make a ranged attack with a thrown weapon and move up to your speed in the direction of your throw. You stop if you step into a square adjacent to your target.
- If you pass your discarded weapon or move adjacent to a target of your ranged attacks with a thrown weapon that hasn’t yet moved, you can retrieve your weapon as part of your movement.
Sages
The magical traditions of the Galasteri are varied, but the conflict arising among them is a shared threat. Bards, smiths, leatherworkers, and sorcerers have maintained a longstanding oral tradition, but a new style of magic ‘born of paper, not of the flesh’ has grown popular. New sages keep their lore in forms that can be easily copied and shared - perhaps too easily for that lore to be respected and fully absorbed. The Throne supported transcribing knowledge for posterity and exchange while respecting the traditions of the past, but it was that same grand repository of knowledge that inspired Mansa Savrias to craft the failed working that devastated the Dream and lost the fabled Tower of Art to Lion's Fall.
In the recent era, arcane military magic has risen to superiority, and recognition as a Mage of the Court is awarded by the Empress or Master Heiwa alone. Nobles, promising volunteers, and troublemaking sages often find themselves thrust into the discipline of the arcane mantle, and then into the heart of conflicts.
Supernal Source: The Three Queens
A common figure of veneration as goddesses, ancestors, or a single tripartite being, the Queens are the bringers of the palm, the grape, sorghum, and millet to the heartland and the peoples of the capital. She fills the belly and warms the throat. In her chaste aspect, her gifts are sown and swallowed wisely as she patronizes landowners and purposeful study. In her bared aspect, her gifts are sown abroad and swallowed deeply as raw fuel for art, love, vengeance, sex, and warfare. And in the dawn? One sows little and swallows not at all. Called The Mother of Regrets, Lady Hangover, or whispered profanities? She sits with grace, bringing reflection, renewal, regret, and a thoughtful silence.
Source Feature: Aspects of the Queen
As three beings in one, you may choose which goddess to venerate before taking a long rest. Once your long rest is completed, your bonus spells change to those of your chosen aspect. Should your long rest be interrupted and you’re unable to get at least 8 hours of sleep, you take on the Queen at Dawn’s spells.
Bonus Spells of the Three Queens
Spell Level | The Chaste Queen | The Bared Queen | The Queen at Dawn |
---|---|---|---|
1st | bless, goodberry | charm person, heroism | bane, create or destroy water |
2nd | aid, calm emotions | mirror image, zone of truth | blur, silence |
3rd | counterspell, plant growth | bestow curse, hypnotic pattern | revivify, slow |
4th | control water, divination | confusion, stoneskin | banishment, blight |
5th | commune with nature, hold monster | contagion, mislead | dispel evil and good, dream |
Supernal Boons
Way of the Imperial Arcanist
One of the benefits and limits of formal magical education is that common curricula emerge. Based on the arcane practices of wayholders, the studies of an imperial arcanist are to demonstrate power, not just for the sake of knowledge. By demonstrating strength, wealth, and prowess, a court mage brings respect to their family, an asset to those sworn to their name, and a threat to any potential rivals.
Subclass Features. These boons are available to the sorcerer, warlock, and wizard classes as subclass features. For other classes, work with your DM about exchanging other subclass features at the proper level or purchasing these boons as part of an ability score increase. Sorcerers are often pushed to emulate ‘proper’ magical study by appearance-conscious parents or mentors, replacing one or more of their usual features, while a warlock may seek or copy the earned gifts of other mages as part of their patron’s rewards. Warlocks. You retain your patron’s expanded spell list, though you may replace any of their patron’s 1st-level spell options with feather fall, jump, or shield. |
Arcane Mantle
Level 1+ Imperial Arcanist FeatureYou can weave a protective mantle out of lingering magical energies. Upon casting, countering, or dispelling a spell of 1st level or higher, you gain temporary hit points equal to twice the spell’s level. This mantle of protection lasts for up to 1 minute or until no temporary hit points remain. While it mantle remains, you roll with advantage on Constitution saving throws. You may expend all of your temporary hit points to cast expeditious retreat, feather fall, jump, or shield without material components.
If you gain temporary hit points while the mantle is active, these hit points apply as part of the mantle.
Embodied Art
Level 1+ Imperial Arcanist FeatureYou no longer need an arcane focus – or, in effect, you are the focus. Through tattoos that gleam with your workings, draughts of herbs turned to smoking breaths of internal alchemy, or an inner fire that shines through your eyes? Magic flows through a visible conduit from your body.
You also gain proficiency in one skill of your choice from Deception, Intimidation, Performance, or Persuasion.
Iron Hand
Level 6+ Imperial Arcanist FeaturePrerequisite: Embodied Art
Arcane authority imbues your flesh with power, turning the art into a weapon. You may cast any spell that requires a ranged spell attack roll as a melee spell attack instead. Once you do so, you may not do so again until you complete a short or long rest.
In addition, you may absorb a wand, rod, or magical staff into your body. The item shines as a spectral shade of its true shape as it is activated. You may use its effects as if you were attuned and wielding the item – including replicating a potential weapon as a spell attack that deals force damage. Use your spellcasting modifier for attack and damage rolls with such a weapon.
If the item becomes non-magical, is destroyed, or otherwise vanishes, it leaves your body. It also leaves on death or if subject to an antimagic field. You may only absorb one object at a time.
Sorcerer. Sorcerers may also spend sorcery points to recharge magical items that hold charges - 2 sorcery points to add a charge to an uncommon magic item, 4 points for a rare item, 6 for a very rare item, and 7 for legendary items or artifacts. |
Mastery of Breath
Level 10+ Imperial Arcanist FeaturePrerequisite: Arcane Mantle
You have now learned how to consume and internalize arcane might thrown against you. As your reaction, you may replicate the effects of a counterspell, regaining 5 hit points per spell slot level of a spell targeting a creature, object, or area within 30 feet of you should you succeed. If this would exceed your maximum hit points, your Arcane Mantle is restored with the rest gained as temporary hit points.
Once you use this feature, you may not do so again until you finish a long rest.
Sorcerer. A sorcerer may also choose to regain sorcery points equal to the level of the consumed spell. |
The Living Art
Level 14+ Imperial Arcanist FeaturePrerequisites: Level 14, Arcane Mantle and Iron Hand
Your arcane mantle no longer fades after 1 minute. While your mantle is active, you also have a flying speed equal to your walking speed, but must land at the end of your turn.
You may now also embody an artifact, gaining all of its benefits and detriments. You must still attune to it and face the risks of such power, but you roll with advantage on any rolls to resist its influence or saving throws related to its detrimental effects. Rolled detrimental effects are rolled twice, with you taking your preference of the potential outcomes. Artifacts have a habit of freeing themselves in time, regaining their form. Its departure will not harm you, if unprovoked. If wronged, the separation may be harsher.
Sorcerer. Additionally, each time a sorcerer’s arcane mantle is broken or expended, you regain 1 sorcery point. |
Imperial Backgrounds
Adepts
Exceptional Boons
Paragons
Ancestral Boons
Sages
Supernal Source: The Three Queens
Supernal Boons
The Rise of Savrias
Mansa Savrias of House Lohrian, called the Kith-Born, the Ramparteer, First of the Blooded, Dragon-born, the Chosen Prince of Galastaire - it makes for an impressive name to match the man, or so many would have once said. To some, the name is still a legend. To others, it’s become a nightmare.
Raised among the collectives of Elvenkind, the boy who would become Savrias was trained in the arcane arts from an early age. To attain recognition as a mage to the elves can take decades, so he opted for the riskier alternative - military service. After a term full of danger and distinction, he returned to his people with the combat and magical experience necessary to earn his adult name.
However, his time atop the Ramparts colored his views. He was no longer satisfied with the isolated world of the Old Wilds, not when the threats the Dream faced were common ones. He made his way, and made a name for himself along the way, to the seat of the Empire. Suspicious of his origins and motives, the Silver Queen kissed his cheek and gave him a fool’s errand - to stabilize the Scarlet Coast. To the surprise of everyone, he did so, by bringing warring half-orcen families together under his name and by adopting their most promising youth Thelwen as his own son. Impressed, the Queen decided.
The capital and Empire were shocked to hear of the marriage of the empress’ own daughter Samira with this elf-born outsider flanked by his orc-blooded thugs, but no one would deny the empress’ will. As the prince returned to Elvenkind as the Empire’s envoy, he established many Galasteri holdings along their borders - an outstretched hand and a wall of defense in one. Some part of these dealings led to a second child - Kovraza the half-elf. The queen consort embraced her as her own child, forcing Savrias to do the same. Already with child herself, perhaps she sympathized. A golden peace followed.
But as with all others, this age of wonders could not last. When the old, avaricious Galasteri houses of the Steppes demanded that their newly arisen Emperor march against encroaching draconic armies, Savrias’ refusal rocked the nobility and earned him the love and loyalty of his armies. His controversial entreaties for a peace with the Orcish Horde ended in a costly naval war and doubts among his allies. The sudden, tragic suicide of Queen Samira distanced him from the Empress Emperitus and her family. It’s assumed that a mix of pride, grief, isolation, and arrogance led him to strike out once more to reshape the Dream. He set about on his most ambitious project yet - to forge a new Throne, from which he could unite the entire Dream. This great, final war ended in absolute tragedy for all parties.
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