Season 2 Player's Guide

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There is some knowledge known to all about each race, class and background. However, some knowledge is known only those who count themselves among them. Follow the title link to any page to learn their secret knowledge (SPOILERS AHEAD).


The World Ship is populated by the Nine Bloods, lifeforms that inhabit the material world.


Of all the humanoid creatures of the world, Aasimar are the rarest. They are the cross between the divine and mortal. Aasimar resemble their mortal parentage, but develop more quickly than others of their parent race. The Aasimar are tied to the Astral wind, developing abilities unknown to most people. On sight, an Aasimar is clearly not a member of the more common races, but very few people would know to identify them as marked by the Astra.


Dragonborn are a reclusive people. They live in clans and tribes scattered across the 1000 Isles dwelling in the bones of fallen titans from which they draw primordial energies to work great feats of magic and wonder. For the most part, the Dragonborn keep to themselves. It is the uniformed traveler that mistakes this reclusivity for xenophobia. Most dragonborn have no qualms about interacting with strangers or visitors. Some have been known to travel beyond their elemental homes for one reason or another.

Unlike other younger races, the venerable and ancient dragonborn are hardly a unified people. Each variety of dragonborn tends to have a unique culture and temperament.


All Dwarves belong to The Coldiron Empire. They are the Unmoved, the only race living on islands that are still. The Stone Lords. The Dwarven Empire is vast. Originally stemming from four central islands, they now form a medium sized continent. Seizing on their ability to shape the islands and land they live upon, not only do the dwarven cities reach out towards other islands but also into the heavens above. The dwarven cities are old. Without the constant need to move from island to island, a vast civilization has flourished under imperial rule. The people of the empire are seen as one collective unit. Once they were Elves, Humans, and Half-orcs; now they are seen in the eyes of the Empire as one.

Dwarves pride themselves on their collection of information, lore, and history. They sail the world, discovering new tales and retelling old ones. They explore rich histories of places and people. Though the Dwarven ancestral raiders would take this knowledge by any means, now expedition and mercenary forays provide more recent discoveries.


Elves don’t die unless slain. They live on floating forest islands that nobody can find unless the they want to be found. Elves are not a race of sailors or travelers; they prefer to enjoy their immortality in revelry and learning on their own islands. Elven adventurers are normally on quests to bring things back to their home island, although some elves are exiled from their homelands. Although they may look youthful, they have been alive for centuries and can be terribly dangerous. You should never cross an elf: their memories are long, they guard their immortality zealously, and have learned things few mortals can dream of.


Through a gnome’s life, they design, construct, and eventually live in their own vehicles, either powered by whale oil, pressed kelp oils, or other magical material they find under the waves. Eventually these submersibles assemble together into a larger company. Their homes are well hidden by both clever construction and simple illusions. A constant hum of busy activity pervades these close knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise orf triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play. Gnomes who join a ship’s crew or settle outside of their communities are commonly artificers, engineers, sages, or tinkers.


Lords of the Sea, Halflings are the undisputed masters of sail and trade. From powerful mercenary vessels hunting Orc pirates to raucous trade families dominating the high seas, halfling ships are renowned for their efficiency, speed, and skill. Courageous and plucky to a fault, they rely on “the luck of the wind,” to get them out of trouble (and into good fortune). Halfling families are seagoing nomads, raised from birth on ships.


Half Elves are the rare bond between the immortal and the mortal. They are the ones who walk in both worlds but also walk in neither. Being the third most populous race in the world, Half Elves are a reminder that even the immortal Elves need to carry on their legacies and try to gain their morality, but as generations have passed, true half- blooded folks are far and few between.

“Half Elves” include not only the progeny of human and elven relationships, but also 2nd or 3rd generation half elves, or offspring of half elves with human or elven partners. This means there is wide variety in the looks for Half Elves, ranging from human skin tones to bluish-white, copper, or even bronze. Pointy ears are more or less pronounced in the variations, and some Half Elves even have body and/or facial hair. Names for Half Elves follow human standards because of the society they live in, but sometimes they do take liberties.

Half-elves are the World Ship’s great diplomats. They are welcome universally; their innate charisma and heritage granting them access to elven forest islands and human empires alike. Suffering from fewer of the drawbacks that both sides of their lineage presents (and more of the benefits), half elves are often welcome where their parents are not, even among Coldiron dwarves and Gnomish submarines.


In all societies where humans are, Half Orcs can be found as well. From bustling cities to small farming communities, Half Orcs are there. As the second most common race in the world, Half Orcs are rarely even considered “half” anymore. There are some that still see a tragic combination of orc pirates and human parent, but as generations have passed, true half- blooded folks are far and few between. “Half Orcs” are a range of 2nd or 3rd generation half orcs or even where half orcs have married with humans, allowing the “half” to be really a minor part of their lineage. Of course, this means the looks for Half Orcs vary from dark shades of green and grey to lighter, muted hints of green-tint under human skin tones. The underbite is more or less pronounced in the variations, and heights range from typical orcish towering stature to petite human sizes. Names for Half Orcs follow human standards because of the society they live in, but sometimes they do take liberties.


On the 1000 Islands, humans strive to match the immortal knowledge of the elves and the empires of the dwarves. Without the longevity to spend their generations building vast arboreal conglomerates to ride the currents like the elves and lacking the physical knowledge of stonework to bind their islands to the bedrock as do the dwarves, humans took a different approach to the world.

Humans have long worked to bring island spirits together and bind islands into larger and larger land masses. These spiritual bonds are the cornerstone of human imperialism. While dwarves meld their islands to the ocean floor, humans use magic and ritual to link their islands together. Other races, having seen the benefits of this close proximity for trade have agreed to bind their islands with the human island chains. Closeness brings ready trade and safety, and for thousands of years, humans have prospered along side the elves, dwarves, and other races willing to remain within the bound territory.


Tieflings are the progeny of those who have made deals with dark forces to gain advantage in life. Ignorant people believe them to be inherently Evil descendants of demons and devils, but in reality their soul is mortal and free to choose between Good and Evil. They have powers inherited from their dark mark and are blessed with an innate cunning.

Other Races

Tritons, Kenku, Tortles and countless other beings are scattered across The 1000 Stones.


The World Ship features its own take on the adventurer paths laid out in the Player's Handbook and Xanathar's guide. Some feature new abilities, while others contain lore adjustments designed to fit the backdrop of the Campaign.


Hardy warriors whose ferocity in battle is unrivaled. Their connection to the Primal Winds grants them strength and endurance known to no other.


n order to tell the tales of the world, Bards listen. The creak of the ship, the luffing of the sails, the sharp snap of a rope on a roaring sea – all these speak volumes to one who listens. And sometimes, in the quiet moments between the mundane sounds of life or in the screaming gale at the heart of the tempest, the well-trained Bard catches faint remnants of the world’s forgotten song, the very sound of creation. Bards seek each other out to swap songs and stories, boast of their accomplishments, and share their knowledge. Bards form loose associations, which they call colleges, to facilitate their gatherings and preserve their traditions. And within these groups, as the firelight dies, they share the ancient music of the world, the First Song.


Clerics are believers and adherents of the divine. Although they may see different faces and speak different names, all clerics believe in the Nine, whether they know it or not. Clerics are those souls who have pursued a close relationship with one or more of these enigmatic figures. Clerics serve either the 100 Planets and the 1000 Stars or the 100 Shadows and the 1000 Currents. The nature of that relationship can vary depending on the nature of the being to whom the Cleric has pledged service.

For most, the relationship is one of service, carrying out the ideals and tenets of their faith. These clerics venture out into the 1000 Islands beyond the walls of civilization and brave dangers there in the name of their deity. For some it is to spread their faith and find others of similar temperament and fortitude. For others, it is to combat the evils that stem from the ever-rising Shadows (or to progress their agendas as the case may be).

It is the goal of most religions that adhere to the 100 Planets and the 1000 Stars (in whatever manifestation) to bring their world closer to the divine and to uplift their faithful into the Astral Wind. Achieving this enlightenment is not easy, but Clerics are often the furthest along this path. As such, they are often the paragons of their faiths: they are warriors and healers, teachers and sages, prophets and oracles.


Druids use the bond between islands and the life that is drawn there, often times at odds with the 100 Oaths. Life teems wherever they travel. They are the caretakers of the natural world, and it is said that in time a druid becomes the voice of nature, speaking the truth that is too subtle for the general populace to hear. At some point they begin to embody the natural forces, producing magical phenomena that link them to the spirit of nature and the flow of life. Because of their strange and mysterious power, druids are often revered, shunned, or considered dangerous by the people around them.


The ring of sword on shield, the slam of maul on armor, blood, sweat, and pure will. Through mastery of their own bodies, fighters become masters of the combative arts. Specializing in either archery, dueling, defense, great weapon, protection, or two weapon fighting styles, these warriors come from any and all walks of life.

Fighters can choose their own paths for physical training. Some choose to focus on perfecting their martial skills as Champions, while others turn toward the study of the art of war and tactics as Battle Masters. A few gifted fighters known as Eldritch Knights and Arcane Archers incorporate select spells from the 100 Oaths to enhance their attacks, defenses, and arrows with magic. Proud Cavaliers are master riders, bonded with their mounts to form a single instinctive fighting unit. Hailing from islands from the far eastern seas, the noble warrior class of Samurai seek to find perfection and harmony both in honorable combat and in their bond with their home island.


Warriors trained to hone their bodies and minds to become perfect embodiments of their ideals.


“Divine Casters are servants of the Planets (Good) or the Shadows (Evil), gaining access to magic through the will of the Gods. The Planets reward faithful service and servitude, while the Shadows reward sacrifice and obedience.”

A Paladin’s power comes from the ideals and oaths they swear, not from gods or monsters. Following the Ideals they set forth will determine the advancement and power of the Paladin. Each order of Paladin strongly differ from one another in their ideals and goals.

The Paladin orders fall between good and evil. The power that is granted to the wielder is open to interpretation.

A Paladin’s Ideals are sworn at 1st, 3rd, and 7th level. Their progression reflects upon the mission they have taken upon themselves and should impact their decisions and virtues in order to maintain control of their power. If a Paladin falls away from their beliefs they become an Oathbreaker.


Rough and wild looking, a human stalks alone through the shadows of mangrove trees, hunting the orcs pirates she knows are planning a raid on a nearby port town. Clutching a shortsword in each hand, she becomes a whirlwind of steel, cutting down one enemy after another.

Rangers draw on the energies inherent in the Nine Bloods, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s talents and abilities are honed with deadly focus on the grim task of protecting border islands.


There are many reasons someone would want to become a rogue. Perhaps you were always nimble and quick witted, or you decided to turn your natural lucky streak into a basis of a career. Maybe you were wronged by a thief, and so you focused your training on mastering the skills of your enemy. An experienced rogue might have seen potential in you and decided to take you under their tutelage, or you have always been and will forever be a sucker for shiny treasure. One way or another, your path lies far from the straight and narrow.

Every town, city, and port has its share of rogues. Most live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artist. Often, these scoundrels are organized into thieves guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heist. A few rogues make an honest living as locksmiths, investigators, or exterminators. Life on a ship sailing the tides between islands provides plenty an opportunity for the agile and sly to make a bit of extra coin by indulging in a bit of crime.


Magic casters with the silver tongue. Sorcerers know how to say the right words, to glamour those around them and even seem like they know the right things to say to make magic happen. People around them aren’t sure how it happens, but their magnetism tends to cast that other sort of curiosity aside.


Warlocks are the strange people that turn up randomly in unexpected places. Weird things occur where warlocks wander, and though one or two may be a cause for curiosity, most people become inexplicably nervous when three or more start gathering in one location. Of all classes they tend to be among the most active travelers and can be found anywhere around the Ten-Thousand Isles. Because of this and because their power comes from secret deals they make with mysterious, godlike entities, many people regard warlocks with either great fascination or high anxiety - rarely apathy or disinterest.


Wizards are the researchers and practitioners of the 100 Oaths, the edicts by the Fey to bring order to the Universe. Wizards dedicate their lives in study of one of the schools of magic, gaining knowledge and understanding of the rules and bylaws of the 100 Oaths. They can be invaluable on ships: providing insights into the natural world and the ability to bend the 100 Oaths to their will.


Similar to Classes, The World Ship has adjusted many classic Backgrounds to fit into our world. You'll also find a variety of unique, custom classes designed just for our campaign.

Alizarin Legionnaire

Training for war in the name of the Alizarin Imperium has shaped your life. You strove as a youth to know the methods of war and learned to thrive on the harsh volcanic home islands of Alizarin. Your service in the Legions taught you strict discipline and a deep camaraderie with your fellow Legionnaires. Forged in the fires of the Alizarin lava fields, the Alizarin Legions spread the word, law, and protection of the Imperium. Island by island, the Legions bring the lost and misguided into the Imperial fold - sometimes with a stern word, but often with a sharpened spear.

Agent of the Black Croc Ale Company

The Black Croc Ale Company is a vast conglomerate that stretches across the known world. While the origins of the Company are shrouded in legends and hearsay, the sign of the Black Croc can be found in almost all corners of creation. Every inn worth staying in sells their ale, as does every tavern worth drinking in, and all roadside establishments need product. Often simply called The Company, the faction deals in foodstuffs but has been known to operate construction companies, shipwrights, and a wide variety of infrastructure businesses, all of which amount to shell companies providing access and influence.

Bond Bearer (Noble Variant)

Free souls that may choose between Good and Evil have the ability to magically bond with the Islands known as “The 1000 Stones.” This bond makes the Mortal a sort of “Captain” of that aspect of the Great Ship, and they are custodians of the Life that grows upon this Ship. You or someone inf your family is bonded to such a Stone.

You understand wealth, power, and privilege. You carry a noble title because your family is bonded to one of The 1000 Stones and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or, you could be an honest, hard-working Islandowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them. Work with your DM to come up with an appropriate title and determine how much authority that title carries.


Possessed of an intense training that borders on the religious, Companions take acts of romance, lovemaking, entertainment, and empathic connection to the realm of high art. These exemplar courtesans have earned great renown and respect in most civilized regions as clients who contract with the Guild of Companions earn an evening of pleasure which often goes far beyond mere sexual encounter.

Dwarven Watcher

In service of the Dwarven Empire, you seek to further the vast stores of knowledge kept within the dwarven halls. You use the advantages of the empire to further your goals, persuading those with new information to part with it.


You are among the few mortals who have gained standing with the Fey, whether by inherited right of blood from a parent, from time spent among the Fey, or as a gift. In the Feywild, you have can move more readily through the precarious web of social obligation and courtly comportment practiced by the Fey. Work with your DM to decide how you earned the feymark and if you have served in a Fey Court.

Operative of the Shadow

The Shadow is a network of spies and renegades who advocate personal freedom and oppose the abuse of power in all forms. Formed from an ancient order of assassins, The Shadow has survived for thousands of years by remaining out of common knowledge. Their exploits are discussed only in rumor, couched in superstition.

The Steel Reserve

Wars have been fought throughout lifetimes, but few have kept you up at night save for those your family has seen. Your parents were in the Steel Reserve, just as their parents were, and now the legacy has passed to you. You join a long tradition of opposing tyrants, standing up for the common folk, and pushing back against the encroach of empirium rule. You’ve traveled far and wide, met many in your same predicament, but the tale you all remember is how you were forced from the comforts of civilization and into a life where you now see the evils of the world.

Wind Speaker

The Seven Winds call to you, and you reply. From a young age, you have seen the myriad spirits that tend the winds and can sense their effects on the world. Each Wind Speaker describes the spirits’ presence differently - some tell of a faint scent that presages each gust; others visualize a minute figure that rides the breeze. Whatever the manifestation, your connection to these titanic forces has visibly marked you. Wind Speakers are afforded privileged positions for their abilities to read the winds, though many see the gift as a form of madness. Wind Speakers are rare, and many go years without formal tutelage in their gift. There are rumors of more experienced Wind Speakers who display greater control over the winds, but few have met these legends if they even truly exist.

Other Campaign Features

Campaign Class & Racial Feats