Telthien World Gazette
The year is 963 by the Gantrian Reckoning, and it is the 14th year of the reign of His Majesty King Kairan Damodred, By the Grace of the Twelve Sovereign of the Realm and all its Lands and Peoples.
Do this three times and take your pick.
Reroll if a total is lower than 65
In return for their life of luxury, nobles are responsible for the lands and peoples they oversee. All subjects are the King's Subjects, and the King's Nobles are charged with keeping the peace, enforcing laws, levying taxes, and raising troops to fight when required.
Character Generation
Stat Rolling
Roll 4d6 drop 1 six times.Do this three times and take your pick.
Reroll if a total is lower than 65
Races
Below are the races that are present in Telthien. The rarity indicates how likely you are to see one in polite society.Common Races
These Races can be found in most settlements. Their appearance elicits no special notice. Although not every settlement would have individuals of each of these races, their existence is generally well-known and unexciting.- Humans
- Elves
- Dwarves
- Half-Elves
- Halflings
- Gnome
- Tiefling
Uncommon Races
These races might elicit more reaction when they come into town. Children might stare and ask questions, but more the most part people will have heard of them. These races might have some tall tales told about them by travelling entertainers. Even people in remote villages have seen at least one individual from a few of these races in their lifetimes.- Dragonborn
- Half-Orc
Isolated Races
These Races aren't typically heard from because they tend to live in isolated colonies. Occasionally individuals venture off into the wider world, but they are few and far between, and attract a good deal of attention.- Tortle
- Aarakocra
- Satyr
- Tabaxi
- Leonin
- Triton
- Goliath
- Firbolg
- Genasi
- Aasimar
Monstrous Races
Because these races are mostly interacted with when they are attacking villages, burning crops, and raiding caravans they are very rarely seen in civilized settlements. If one of these were to try to ride into a city as a member of a party, they might be barred from entry, carefully watched by the city guard, refused lodging or trading, have stones thrown at them, or even attacked in the street by a mistaken guard or an angry mob.- Orc
- Lizardfolk
- Kobold
- Kenku
- Hobgoblin
- Goblin
- Bugbear
- Changeling
- Yuan-ti Pureblood
- Minotaur
- Centaur
Races not present
These races are not present in the world for one reason or another. Warforged were never invented. The Dream Realm which Kalashtar spirits come from doesn't exist. The Simic don't exist to make hybrids. Vedalken are dumb. Locathah are fish, literally just fish.- Ravnica Races (Loxodon, Simic Hybrid, Vedalken)
- Eberron Races (Kalashtar, Shifter, Warforged)
- Verdan
- Locathah
- Grung
Classes
Barbarian
Barbarians may be found wherever martial skill is required. Many Leonin of the Van'roq Desert Clans fight with a ferocity that leaves foes without much time to scream. Others, like those strengthened by work in the mines of Dolangren, make a performance of their prowess in colosseums for the entertainment of the masses. For some devout, religious fervor drives them to a frenzied state in battle, while others call upon the power of their ancestors, the creatures of the world, or the storms to aid them in their time of need.Bard
In a world of hoeing fields day in and day out until harvest or a goblin raid, entertainment is crucial to break up the monotony. More or less skilled travelling entertainers wander here and there around the kingdom with tales to tell and songs to sing. Some even manage to gild their silver tongues with a little magic to help out in a sticky situation here or there. From minstrels and court musicians to poets and spymasters, a little know-how and a bit of panache will get you a long way.Cleric
Clerics are the hand-picked servants of the Divines. Each of the Twelve Prime Deities might grant some of their power to a couple dozen Clerics at any given time. Clerics are greatly revered by the priests and other clergy of their faith because of the connection they have with their Divine. Because of the greatly restricted number of Clerics, each of them are chosen for a particular goal or set of goals.Druid
Druids tap into the natural, verdant energy of the Feywild. The Talenelat Forest in the central plain of Gantrick, as well as delta known as Dalan Marquilis are both home to druidic communities because of the strong natural presence. Some druids set themselves to watch over areas of wilderness and protect it from the threats of both society and more malevolent influences. Others travel through agricultural areas to help farmers deal with crop blights or livestock plagues.Fighter
The Crown Army offers many a chance at greatness while serving their King. The more enterprising might use their martial skills to either protect or waylay merchant caravans as they travel along the Crown's Circuit. Others could opt for a generally safer life as a guard or armsman for a local noble or guild. And of course wherever there is coin to be had, mercenaries are available for hire for a day or a decade, depending on how much gold you bring.Monk
The monastic lifestyle in Telthien is a fairly prevalent vocation. These typically follow more of a European influence, with Abbeys, friars, priests and Saints. Many Orders venerate one of the many Saints: mortals who have been transformed by the Divines after their death into a Celestial of one form or another that have the power to intercede on the Prime Material Plane. Some Orders follow The Rule of St. Mattathias which proscribes a life of protecting the world from "creatures of wickedness and corruption," while others follow the examples of the Venerable Bodelus or the Blessed Tarron.Paladin
Paladins can be found in a variety of areas. Some take their Oaths based solely on their own determination and will. Others do so within the context of monastic or military orders or religious clergy. Paladins draw their magic from whatever deity or force they make their oath to, and as such can come in many forms.Ranger
Rangers might be found in a number of different walks of life. The Crown's Wardens patrol the frontiers of the Kingdom, and act as a sort of law and order in areas that might not otherwise see any sign from the crown for a generation. Others are simple huntsman or trappers making a living in the Gwern Timberlands to the north or traders with the hill nomads of the Durakk Basin to the south. Though their circumstances differ, their sense for thriving where others cannot is what sets them apart and makes them valuable. (also revised Ranger Rules)Rogue
From scouts to assassins and spies, rogues can be found in many areas of the world. Whether you're an influential merchant who wants to get a leg up on their competition or a Lord who needs to silence a rival, you might look to a Rogue for the job. Some groups of thieves and criminals exist in the Sutol, the capital, and beyond and some powerful organizations have been rumored to employ them for dirty work.Sorcerer
Those with a strong innate magical ability will eventually manifest their power in one form or another. When a youth exhibits the signs that they might have the spark many are sent to learn from a sorcerer in the area if there is one. Wizards, including those at the Gold Tower, can also help budding sorcerers through their early years. If a sorcerer has no one to aid them in learning, they may run into troubles during this time. Some unfortunately die or burn the magical ability out of themselves without a mentor to assist them.Warlock
Numerous extraplanar entities employ warlocks to further their ends on the Prime Material Plane. Most of these agents of influence hide the existence of their patron, since a demon's lackey or a Hag's servant wouldn't be welcomed many places. Warlocks in service of a Celestial are embraced by the clergy and face no resistance in society. Those who serve a Saint hold a large amount of influence in the monastic orders they are a part of.Wizard
The Gold Tower is the principle institution where people learn magic. The most promising up-and-coming wizards are Tower-trained, but it isn't the only way to gain a magical education. Wizards around the continent can occasionally be convinced to take on an apprentice. The Palanaeum of Ioun in the city of Obbas takes great care to educate mages of strong character in addition to arcane mastery. Beyond the borders of Gantrick, The Collegium in Isenrond has recently boasted a number of skilled mages among its members, and may soon come to parity with the Tower.Artificer
Some who study magic do so with a knack for gadgets and gizmos. In this area The Collegium outpaces the Tower, which never gave the study much credence. Masters can also be found to study under outside of the major academies and institutions. Other artificers simply tinker away in workshops and manage to invent something useful.Blood Hunter
Certain fringe monastic orders hold very different traditions and goals. Rather than simply watching over the surrounding area, these orders send out members to hunt down and vanquish monstrosities which pose a threat to civilized life. These orders have typically foregone devotion to a deity, or may emphasize certain Divine's commandments in a way that does not mesh with conventional doctrine. Lone blood hunters may have found their way to the magics they wield on accident, or as a result of some past life event.Thinking of your Backstory
Who are you?
- Where were you born?
- Who are your parents?
- Are they still alive?
- What did you do before now?
- Why aren't you at home? What keeps you away?
- What did you leave behind?
- Are you a hero?
- Are you religious?
Where are you going?
- What is important to you?
- What are your immediate goals?
- What do you want?
World Information
Geography
Religion
The Twelve Prime Deities
The Twelve Prime Deities make up the most commonly worshipped Divines in Telthien.- Avandra, the Changebringer
- Kord, the Storm Lord
- Melora, the Wild Mother
- Raei, the Everlight
- Pelor, the Dawn Father
- Corellon, the Arch Heart
- Moradin, the Allhammer
- Erathis, the Lawbearer
- Ioun, the Knowing Mentor
- Sehanine, the Moonweaver
- Bahamut, the Platinum Dragon
- The Raven Queen, the Matron of Death
The Betrayer Gods
In the time before time, as the Gods were fighting to establish themselves against the primordial forces that ruled the universe, dissention appeared within their ranks. By the urgings of Tharizdun, a number of the gods turned on their fellows as the last of the Primordials were defeated. After they were defeated, the new Betrayer Gods took up what powers were left to them, and took the Lower Planes for their own. Among their number are:- Asmodeus, the Lord of the Nine Hells
- Bane, the Strife Emperor
- Gruumsh, the Ruiner
- Lolth, the Spider Queen
- Tharizdun, the Chained Oblivion
- Tiamat, the Scaled Tyrant
- Torog, the Crawling King
- Zehir, the Cloaked Serpent
Saints: The Heavenly Host
When it became clear to the gods that their influence on the Prime Material Plane was greatly lessened after the Sealing, they developed a new plan. Because it was easier for beings with less power to interact with the Prime Material than it was for more powerful ones, the gods began to create more celestials. When a mortal who had followed the commandments and ideals of a particular god died, that god would sometimes reconstitute their soul into a Celestial, allowing them to continue to serve that god after death. In the period after the Sealing, the mortal priests and clergy began to recognize some of the messengers from their god as those who had recently passed on. This led to the creation of the Canon of Saints by various religious institutions as the new Saints were venerated and prayed to for their intercession. The more powerful Saints sometimes even granted a portion of their powers to select mortals to further their goals.Religious Institutions
A number of religious institutions can be found in Gantrian society. Temples to specific deities can be found in some larger towns and cities. Numerous monastic orders can be found scattered around the kingdom, providing a way of life for those who wish to devote themselves to one of the Divines. Priests of the Twelve belong to the Twelvefold Sanctuary, a religious organization founded after the end of the First Age in an effort to preserve worship of the Prime Deities during a tumultuous time. Now, their priests can typically be found all over the far reaches of the kingdom, giving spiritual guidance from the teachings of each of the Divines.Baran't Ancestor Worship
In the southeastern hill-country, the population venerates the spirits of their ancestors rather than worshipping the Twelve. This has led to the Baran't people retaining a distinct culture from the rest of the Kingdom, while other, newer conquests have long since been assimilated.Government
The Crown: Blessed by the Twelve
The Dragon Crown of Gantrick is currently held by Kairan of House Damodred. Damodreds have been ruling for nearly 350 years, and have expanded the Kingdom's borders and brought peace and prosperity to the realm. His Majesty has continued this trend, most recently by approving the founding of a colony on the newly discovered lands to the West. His heir, the Crown Princess Maraine III, is expected to continue the tradition of strong leadership tempered by good sense.Nobility: the long reach of the King
Nobles of the realm are invested with their titles by the King for great deeds or acts of virtue. Instead of being passed on to a noble's heir, Gantrian Tradition holds that the title diminishes each time it is inherited: starting as high as a Duke, then down to a Margrave, a Count, and a Baron. To maintain a noble family's rank in the upper echelons of society, an heir must prove that they are worthy and earn the rank of their forebears for themselves.In return for their life of luxury, nobles are responsible for the lands and peoples they oversee. All subjects are the King's Subjects, and the King's Nobles are charged with keeping the peace, enforcing laws, levying taxes, and raising troops to fight when required.
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