Professional Documents
Culture Documents
Setting Guide 3
o Historic Events 3
o Geography 9
o People 20
Character Creation 26
o Playable Race 26
o Sub-classes 29
o Backgrounds 32
o Feats 35
Campaign Outline 36
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SETTING GUIDE
The Drifting City is a unique and have maintained their power by minimizing
interesting location to place your the ability to record and pass along
adventures. The constraints of the city knowledge. The Five are able to quell
push the gamemaster to look at things a rebellion and decrease the likelihood of
different way and find creative ways to tell anyone developing enough power to
a story. This setting guide expands on the challenge them. The Five work to make
information found in the Rebels of the sure that to the people of the Drifting City,
Drifting City adventure in order to give the the only option for their survival is the
gamemaster a stronger foundation on Drifting City, and by extension the Five.
which to build stories.
Within this setting guide you will find short
Timeline
sidebars providing information such as
A specific calendar of events in the history
advice to gamemasters, including secret
of the Drifting City has never been
history, tips on players interacting in this
established due to the ban on written
world, and comparisons to real-world
materials by the Five and the early focus
examples.
on simple survival.
Unknown Neighbors
The Orta culture remains a mystery to
Decades after the Raising, the Orta were most outside their race. They are
found living deep within the perpetually organized in a tight-knit clan structure
dark recesses of the city in natural caverns with a predominantly matriarchal
that existed before the people of the leadership structure. A society developed
Drifting City started moving downwards. in isolation, where true intent is always felt
Dwarven expansion of the Warrens during telepathic conversations, the Orta
discovered many strange things within the are honest with each other and find the
stone of the Drifting City, the Orta being deception, even small lies, used by other
the strangest. Initially, communication races to be distasteful. Permission to leave
with the Orta was difficult, because the Escada, the Orta enclave, is only granted
Orta speak telepathically to each other and with approval of the clan leader, and only
they had no spoken language before they for a specific purpose. If choosing to play
first started interacting with the people of an Orta, discuss with your gamemaster
the city. Even their name, Orta, is taken what your reason would be for leaving
from the dwarven word for "unknown". Escada.
They quickly adapted though, mastering
Common, and the other languages over Unknown Faces
time.
Natural shapeshifters and mimics,
knowledge of the original form of the Orta
has been lost to time. From the moment
the first dwarves carved through the rock
into the Orta chambers, they have only
been seen in the forms of other races. someone of their own race. For simplicity
Though an Orta can take on the when dealing with other races, the Orta
appearance of any race they’ve seen, each will choose a name that can be spoken that
individual usually has a preferred form. may come from any other race.
Even though they may look like the other
races, they're distinctly identifiable due to Orta Traits
their pale, mottled skin and red eyes, a
likely byproduct of having evolved Your Orta character has a number of traits
underground in the darkness. in common with other Orta.
The Orta are intelligent and soft-spoken Ability Score Increase
but often find themselves at a
disadvantage in social situations with Your Intelligence score increases by 2.
other races. Emphasis and expression are Ability Score Decrease
carried through their telepathic speech
within their race and their experience with Your Charisma score decreases by 1.
verbal language can be limited. As a Age
result, Orta have a somewhat flat affect
when compared to other races. Between Orta appear to mature at approximately
their appearance and their interactions, the same rate as humans, but live
they can often be unsettling to those not somewhat longer, typically 120-140 years.
familiar with them. Despite their It is difficult to tell an Orta’s age due to
integration into the society of the Drifting their shapeshifting abilities.
City, rumors persist that they are undead
Alignment
creatures because of their appearance and
behavior, but they live and breathe like Most Orta are lawful good. The Orta have
any other. This has led to fear and developed as a race where deception is
mistrust of them, even though there is no easily identified and honesty is dominant.
record of any conflict ever started by the They typically prefer order but have a
Orta. strong streak of independence as well.
While some Orta have become part of the Size
greater community, most continue to live
in the deepest caverns of the Drifting City, Orta take on the size characteristics of the
keeping to themselves. Few non-Orta have race they are currently mimicking.
entered the darkness of their home. No Speed
one is quite sure of their numbers, but
they're one of the smallest minorities in the Orta take on the speed characteristics of
city. the race they are currently mimicking.
Superior Darkvision Accustomed to dark
Orta Names caverns and tunnels, you have superior
vision in dark and dim conditions. You can
The true name of an Orta is not expressed see in dim light within 120 feet of you as if
through verbal language and can only be it were bright light, and in darkness as if it
understood through telepathic
communication, most commonly with
were dim light. You can discern color in
darkness.
Languages
Racial Traits
Shapeshift
The Balance domain focuses on achieving You have a unique way about you that
harmony in the world around it. The gods puts people at ease, causing them to be
of balance sought to enrich the world by more attentive around you. Starting when
maintaining the equilibrium necessary for you choose this domain at 1st level, you
all creatures to thrive. Power is meant to can use your action to give a willing
be spread to all, and only through the creature, including yourself, advantage on
distribution of power, political, magical, Charisma (Persuasion) checks.
social, can a utopia be reached. If power
Channel Divinity: Life Balance
or influence tips too far one way it becomes
necessary to redistribute it in order to Starting at 2nd level, you can use your
maintain the equilibrium. Channel Divinity to transfer life energy
from one creature to another. Present the
In the Drifting City, it is known that the
symbol of your domain and evoke a life
gods are dead, destroyed in the final war
energy transference up to 5 times your
that rendered the World Before
cleric level from one creature to another.
uninhabitable. Nonetheless, the traditions
The creature receiving the energy receives
of the clerics continue to be practiced in
hit points equal to the amount and the one
secret, because belief and knowledge are
transferring loses hit points equal to the
two very different things. Those in the
amount.
Balance domain continue to work to bring
peace and balance to the world that Razors Edge
remains and address the imbalance of
At 6th level, your mastery of balance gives
power in their own way.
you the ability to use an opponent’s attack
Order Domain Features against them. As a reaction when you are
attacked, you may make one melee attack
1st level Calming Presence, Cantrip against your opponent or you may use the
2nd level Channel Divinity: Life Balance attacker's momentum to throw them to the
6th level Razor’s Edge ground, rendering them prone. They may
8th level Divine Strike not stand up until their next turn, even if
17th level Flow Walker they have movement left. You may use
this feature a number of times equal to
your Wisdom modifier and regain expended attack and damage rolls you make with an
uses after a long rest. unarmed strike.
Divine Strike
3rd level Fists of Steel, Sucker Punch Starting at 15th level, your unarmed
7th level Counterpunch, Fancy Footwork strikes score a critical hit on a roll of 19 or
10th level Going the Distance 20. Additionally, when receiving a critical
15th level Knock Out Punch hit the target must succeed on a
18th level Rope-a-Dope Constitution saving throw, DC 10 + your
Strength modifier, or be rendered
Fists of Steel Unconscious.
Beginning when you choose this archetype Rope-a-dope
at 3rd level, your unarmed strikes use a d8
for their normal damage. You have reached the pinnacle of your
combat prowess and endurance. Your
Sucker Punch attack die for unarmed strikes increase to
Once per turn, you can deal an extra 1d6 d12 at this level. Additionally, you may
damage to one creature you hit with an take the Dodge action as a bonus action.
unarmed strike if you have advantage on
the attack roll. You don’t need advantage
on the attack roll if another enemy of the
target is within 5 feet of it, that enemy isn’t
incapacitated, and you don’t have
disadvantage on the attack roll.
Counterpunch
When another creature hits you with a
melee attack, you can use your reaction to
make one unarmed strike against them.
Your attack die for unarmed strikes
increases to d10 at 7th level.
Fancy Footwork
Survival in the Fighting Pit is as much
about avoiding deadly attacks as it is
about dealing them. Your speed, battle
sense and agility protect you. You gain +2
to AC while you are wielding no weapon
other than your fists.
Going the Distance
Languages Common, plus two of your Years of sneaking around have helped you
choice learn of a little place that is often
overlooked by others. It gives you the
Equipment Ink, Paper and a spellbook, opportunity to take a short break without
fine clothes being found. It’s not too big, but you could
fit a handful of your closest friends in it. If
Feature: More Knowledge than Most
you ever make any friends.
You have spent years studying books,
scrolls and being taught by more senior
Suggest Characteristics treated as a welcome guest, or at least a
novelty, when you’re seeking someone’s
Use the tables for the criminal or urchin
favor. But you also find it difficult to hide
backgrounds in the Player’s Handbook as
even when in a large group.
the basis for your traits and motivations.
Adjust them as appropriate for your
setting.
This outline does not necessarily give the Rather than detailing specific experience
detail for everything needed to run this point quantities for character
campaign, but rather is a broad overview advancement, this campaign uses the
for you to build upon. These encounters alternative milestone method, with players
are primarily linear, action-oriented ones. advancing a level of experience after each
You are encouraged to add your own episode. This would result in the players
encounters or downtime as needed to allow being at level 5 at the beginning of the final
the players to explore the Drifting City in episode. This may progress players
your campaign. For information regarding slightly faster than the typical structure,
the Drifting City and its inhabitants, refer but it keeps the energy and momentum of
to the Rebels of the Drifting City Adventure the adventure moving.
Booklet and the Drifting City Setting
Booklet.
This adventure is divided into episodes,
each with several scenes, culminating in
episode 5, the original Rebels of the
Drifting City adventure module. Players
begin as members of a cell of the Lawless,
the rebel organization of the Drifting CIty.
As members in this group, they are
assigned missions via dead drop in a
lantern on the rear exterior wall of the
Bright and Bold Tavern.
EPISODE 3
Once beyond the hedge wall, the players
will find that there are four concentric
rings leading to the center of the Grove,
each with smaller plants as they go, trees
Forest for the Trees in the first ring, shrubs in the second,
flowers and grass in the third, and the
A couple of days after the encounter with final is the druid homestead, a huge tree in
the Orta, another dead drop reveals a new the center of the Grove. The glorown flyers
mission. The message says, “We’re close grow in the shade of the homestead tree.
now. But we need the nectar of the
glorown flower. It can be found in the
Each ring is difficult terrain and takes the homestead tree. Three Druids (1 human, 1
players around 2 hours each to travel halfling, 1 half-elf) will fight until there is
across if they’re traveling slowly and only one druid left. The final living druid
stealthily, 1 hour each if they’re moving will invoke the homestead tree, which
quickly but not masking their presence. awakens as a treant.
Players may rest, long or short, in any ring
Ultimately, the players must gather as
if they so choose, this includes if they
many glorown flowers as they can and
escape combat. A successful DC 13 group
escape the grove. The amount doesn’t
Stealth check is required to hide.
matter; whatever they gather will be
For every 2 hours the players are in the enough to take to the alchemist. The treant
Grove, roll on the encounter table below for will pursue the players, but will not leave
what they encounter. Roll only once if the the Grove. Once the players leave the
players are taking a long rest. Roll 1d4 Grove, it will return to its original spot and
each time to determine encounters, become immobile again.
rerolling if the same encounter is chosen
When the players leave the Grove, they are
more than once.
observed and followed by a Cadre Soldier.
Ring One (Trees) The soldier does not engage, but watches
and identifies the players. A successful DC
1. One awakened tree
19 Wisdom (Perception) check will discover
2. Two awakened trees
him, but he will escape if the players try to
3. One druid
pursue.
4. Three swarms of insects
Ring Two (Shrubs)
1. Five (5) awakened shrubs
EPISODE 4
2. Fifteen (15) awakened shrubs
3. One (1) druid The Deal in Fabrica
4. Six (6) giants wasps
Upon dropping off the flowers with
Ring Three (Flowers and grass)
Markan, he informs them that their next
1. One (1) shambling mound dead drop message is already waiting at
2. Three (3) swarms of insects the Tavern.
3. One (1) druid
“One final component and we’ll be ready to
4. Twenty (20) Shrieking Flowers (use
put everything in motion. Go to Fabrica
Shrieker statistics from the Monster
tomorrow and purchase all of the trayk
Manual (MM) or SRD)
gravel they have. Brogan has the money.
Deliver it as with the other components.”
Druids of the Grove
As the players leave the tavern, the Cadre
If the players do not move with stealth, or Soldier that has been following them is
encounter a Druid or the Shrieking waiting in the tunnel. He confronts them,
Flowers, the Druids of the Grove are aware accusing them of conspiring against the
of their presence when they enter the third Five and being members of the Lawless.
ring and will be waiting in ambush at the He grabs an amulet he’s wearing and
states that unlike others, he came Turvan begins to become very agitated. As
prepared. He summons a Shield the dwarves bring in the bags of trayk
Guardian to his aid. gravel, Turvan looks at the players and
accuses them of being the rebels. If the
The patrons of the tavern watch through
players try to convince him they are not, it
the window. If the players do not
will require a successful DC 18 Charisma
understand that removing or destroying
(Deception or Persuasion) check. If he
the amulet is the key to stopping the
doesn’t believe them, he calls out to the
Shield Guardian, Brogan yells at them
Dark Sky. If he believes them, he’ll let
from the tavern doorway explaining it to
them go on their own way, but they will be
them. Once the Shield Guardian is
spotted by the Dark Sky because of the
defeated, the Cadre Soldier runs away
large heavy bags they are carrying.
unless stopped.
Once combat begins, Turvan reaches a
Upon entering Fabrica, the players must
fevered panic. He runs toward the statue
seek out an ore dealer who can provide the
of Abarrak Turnstone in the center of the
trayk gravel. Several alcoves off of the
hall while screaming, “You won’t hurt the
main hall of Fabrica have such dealers in
dwarves again.” When his hand touches
them, though not all deal in trayk. Once
the statue, a blue glow engulfs it and the
the players find someone to speak with
statue begins moving. Turvan states to it,
about it, their request for all of the trayk
“On dwarven honor, I command you, kill
gravel eventually leads the ore dealer to tell
all the non-dwarves.” The statue is
them that he must get Turvan Turnstone’s
actually a stone golem carved into the
personal approval on that. The players are
likeness of Abarrak.
told to hang around the main hall until the
ore dealer returns with Turvan. The golem will attack whatever non-dwarf
is nearest it, including the players. If the
When Turvan returns, he’s friendly but
players position the mages or shield
very cautious about the players’ request.
guardians near the golem, it will
Ultimately, the quantity of money they’re
essentially assist them, but if they get too
offering convinces him and he sends
near it will attack them. If one of the
several dwarves to gather all of the trayk
players is a dwarf, the golem will not
gravel they have.
attack that player. A successful DC 15
Intelligence (Arcana or History) check, and
The Moving Stone the dwarf knows that it can take control of
the golem by taking an action to touch it,
As they are waiting, two Dark Sky mages saying “On dwarven honor, I command
(1 human, 1 half-elf mages), with a Shield you,” followed by a command. Commands
Guardian, arrive into the main hall of must be simple and direct.
Fabrica. One raises his voice announcing
that they are seeking a group of rebel Once the players escape and deliver the
traitors and that all harboring them will be gravel they move into the final episode,
executed as well. The mages and guardian the original Rebels of the Drifting City
begin circulating through the people in the adventure. They receive the dead drop
main hall seeking out the players. message that starts off that adventure.
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