Calendar Overview
Days and Months
| Days of the Week | Months of the Year | Season |
|---|---|---|
| Sunday | Jannissary | Winter |
| Moonday | Febrile | Winter |
| Earthday | Marche | Spring |
| Waterday | Angel | Spring |
| Thunderday | Maeve | Spring |
| Fireday | Jenue | Summer |
| Starday | Jules | Summer |
| Augustus | Summer | |
| Septimus | Fall | |
| Octagon | Fall | |
| Novus | Fall | |
| Descent | Winter |
Common Holidays
Spring Dawn 20 March
Battle Royale 13 Angel
Solstice (Summer Solstice) 10-20 Jules
Emperor's Festival 01 Augustus
Karneval (Night of the Dead) 30 Octagon
Vigilnacht (New Year's Eve) 30 Descent
Cycle of Years
Year of the Dragon, 504
Year of the Archon, 505
Year of the Sun, 506
Year of the Serpent, 507
Year of Storms, 508
Year of the Ravens, 509
Year of the Stars, 510
Karneval, Night of the Dead, Night of being Foolish and Wild.
The Prince of Karneval, "His Madness"
Culmination and biggest parade, Schoduvel, "Scaring away the Devil"
Karneval marks the end of the harvest season and beginning of winter or the 'darker half' of the year. It is when the boundary between this world and the Otherworld thins.
Festivals and events may also feature parody against the ruling class, but the emphasis in many regions is on traditional masks, and dressing up as devils, fools and wild beasts. In ancient times these figures and masks were part of an effort to drive out evil spirits in the dark of winter. Some of the costume wearers use the same masks and costumes year after year, keeping them in the family for generations.
In some places, there are special carnival bonfires, or “burning of the straw man”. These bonfires, which usually take place on the street in front of pubs, are a symbolic burning of any sins committed during Karneval.
Languages and Scripts
Your culture or heritage normally indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Your native language is usually the standard common language of the area or your species, and you are considered fluent. Other languages are learned at the basic level. If you are trained in a language, it is up to you if you are literate or not. (or based on background).
Languages are usually spoken at three standard levels;
Basic (can communicate basic concepts, heavy accent or poor grammar, INT check in certain situations)
Fluent (can speak normally about most things, slight or no accent)
Expert (can speak like a scholar or a noble)
Advantage/Disadvantage: can be applied in certain situations; elves may be impressed (advantage) with a persuasive conversation from a dwarf spoken in Eladryl, and vice versa. While speaking the basic form of Gaelic during an audience with a pompous noble who speaks it expertly may get you sneered at.
Special cases:
- Elves are born knowing Eladryl (the elven language) regardless of culture, in addition to any other languages they may know.
- Trade Tongue: Trade Tongue is believed to have originated with an ancient and widespread human trading empire now forgotten. Its use is limited to simple concepts and things that travelers would discuss, i.e. ordering food, talking about the weather, buying and selling. (basic only).
- Words and phrases of the Old Tongue remain in use throughout the region of Alyndrica, especially by followers of the Old Faith, who are the main users of its written form.
The most prevalent and "common" languages are; Wensharian, Gaelic, Eladryl, Dethek, Duende, and En'daki.
| Standard Languages | Typical Speakers | Notes (script/flavor) |
|---|---|---|
| Language | ||
| Wensharian | Varencian Empire | (standard/English) (runes: Runes New Roman) |
| Anguisian (d) | Anguis Imperium | (standard/Russian) |
| Ancient Wensharian (d) | Scholars, Historians, Arcanes, Nobility | (standard/Kannada) |
| Gaelic | Tuathan Feudal Kingdoms, ?Savahge Coast | (standard/S. Gaelic) |
| King's Gaelic (d) | Mystics, Seers, Prophets, Records, Kyriea | (standard/S. Gaelic) |
| Eladryl (Elven) | Elves, Eladrin | (Zhayad/French) |
| Eldar | Elder Alfar | (Elder Runes/French) |
| Druasian (d) | Shadow Elves | (Barazhad/French) |
| Davek | Giants, Giantkin | (Davek/Norwegian) |
| Jotun | Goliaths | (Davek/Danish) |
| Dethek (Dwarven) | Dwarves, Korsics | (Dethek/German) |
| Duende (Goblin) | Goblins, Hobgoblins, Bugbears | (Infernal/Spanish) |
| En'daki | Ogres, Fomorians, Trolls, Hags, Kromag | (En'daki/Esperanto) |
| Khitani | Atruaghin, Nomads, Kromag (mongolian) | (LTibetan/Mongolian) |
| Sindara (d) | Rakasta, Tabaxi, Leonin (sinhala) | (Clavat/Sinhala) |
| Foreign Languages | ||
| Sindara | Sindh | (Far East/Sinhala) |
| Kamil | Aratur | (Far East/Chinese) |
| Tochi (d) | Shenagowa | (Far East/Korean) |
| Indus (d) | Aztindia | (RK Sanskrit/Hindi) |
| Trade Tongue | Traders, Travelers, Adventurers (basic, usually not written) | (Daedric/Sanskrit) |
| Exotic Languages | Typical Speakers | |
| Abyssal |
Demons, demonic fiend |
(Barazhad/Turkish) |
| Anglic (Old Tongue) | semi-lost language from pre-Wenshar | (standard/Anglic, Old English) (Ultima Runes) |
| Elemental (type/dialect) | Aquan, Auran, Ignan, Terran | (Agatho/Greek) |
| Eternal | Celestials, Infernal fiends, Gods | (Angelic/Latin, DnDInfernal/Latin) |
| Gnomish | semi-lost language of gnomes/scholars | (Agatho/Italian) |
| Iokharic (Draconic) | Dragons, dragonkin, Mystic Creatures | (Iokharic/Arabic) |
| Roduin | Rover/Roduin nomads | (standard/Romanian) |
| Sylvan | Fey and Magical beasts | (Elven Olatic/Irish) |
| Eladryl (d) | Elves, Eladrin | (Zhayad/French) |
| Umbral (d) | Shadow Fey, other denizens of shadow and darkness | |
| Druidic (d) | secret language of druids | (Angerthas/Breton) |
Glassteel: Made by the artificers and craftsmen in an alchemical process requiring extensive knowledge of both metallurgy and glassblowing, glassteel combines strength beyond iron with the transparency of glass. Mostly used as a building material in fantastic castles, glassteel can also be fashioned into weapons and armor. Glassteel is stronger and lighter than iron—but it’s fantastically expensive.
Amaratha: Also known as shieldstone, amaratha is a soft, greenish white or very pale green, sparkling type of jewel. It is most often found in exposed canyon walls or in the Underdark. Affinity: resistance or immunity to acid, cold, lightning, fire, or thunder energy. Material Cost: 5,000 gp.
Beljuril: Beljurils, also known as fire flashes, are large gems (typically 4 inches in diameter). Normally a deep, pleasant, sea water green, they periodically blaze with a sparkling, winking, flashing light. This discharge is pleasantly eye catching in a candlelit great hall or a lantern-lit dancing grove, but in a dark chamber or the murky night, it is dazzling. Affinity: lightning. Material Cost: 5,000 gp.
Black Opal: Black opal is a greenish type of opal with black mottling and gold flecks, usually found in ancient hot springs or their dry remnants. Affinity: force. Material Cost: 1,000 gp.
Black Sapphire: Black sapphire is a rare variety of sapphire that is a deep, rich black with yellow or white highlights. Affinity: darkness. Material Cost: 5,000 gp.
Bloodstone: provides blood/life energy, Essence.
Material Cost: 200 gp.
Diamond: Diamonds are hard, translucent stones that can be clear (appearing bluewhite), rich blue, yellow, or pink, among other hues. Affinity: healing, divination. Material Cost: 5,000 gp.
Emerald: A brilliant green beryl, the emerald is usually cut square. Affinity: enchantment. Material Cost: 5,000 gp.
Fire Agate: Iridescent red and rainbow colors. Affinity: fire. Material Cost: 10 gp.
Fire Opal: Brilliant orange/red gems, fire opals are usually uniform in hue or contain golden or greenish flecks. They are most often found near active hot springs and geyser activity. Fire opals are an essential part of producing helms of brilliance. Affinity: fire. Material Cost: 1,000 gp.
Fulminating Lapis: Dark red with yellow flecks. Affinity: fire. Material Cost: 10 gp.
Jacinth: Also called hyacinth or flamegem, this fiery orange stone is a relative of the sapphire and other corundum stones. At the heart of every jacinth a tiny flame flickers and dances—not enough to illuminate surroundings, but enough to be seen from afar. This property of the stone forms the basis for many splendid cloaks and gowns worn by wealthy nobles. Affinity: major fire. Material Cost: 5,000 gp.
Jade: translucent light green, deep green, or white. Affinity: strong purity, Ghost Touch, Spirit Bane. Material Cost: 100 gp.
Jade (Pearled): pearlescent light green. Affinity: strong water, wisdom. Material Cost: 150 gp.
Jade (Umbral): dark green to greenish black. Affinity: darkness, mind, protection. Material Cost: 150 gp.
Jasmal: Jasmal is a durable, very hard gem found in small veins or, very rarely, larger seam deposits in the peaks and mountains. When polished, jasmals catch sunlight or torchlight and give off haloes of amber light, although they themselves remain transparent and colorless. Hard enough to hold a cutting edge, jasmals are often worked into clasps on cloaks or tunics. Affinity: weapon, armor, protection. Material Cost: 1,000 gp.
King’s Tear: Sometimes called frozen tears or lich weepings, these very rare stones are clear, teardrop-shaped, smooth-surfaced, and awesomely hard; in fact, none have as yet been fractured, cut, or chipped, even by hammer and forge. The origin of these stones is unknown, but folklore believes they are the crystallized tears of long-dead necromancer kings and queens. Affinity: necromancy, strong divination. Material Cost: 5,000 gp.
Magicite: radiates magical energy (limited uses). Affinity: strong magic, essence. Material Cost: 200 gp.
Nethicite: absorbs magical energy (recharges). Affinity: strong magic, essence. Material Cost: 200 gp.
Moonbar: Moonbar crystals are pearly white, opaque gems found in desert and tropical areas of the world. Moonbars are naturally large and rectangular with curved corners, most of these gems are approximately 1 foot long and 4 inches wide. Affinity: conjuration (summoning). Material Cost: 1,000 gp.
Opal: Opaque, smooth gems, opals are pale blue with green and gold mottling. They are related in type to fire and black opals, but are only slightly more common. Opals are used in a number of magic items and spells, including helms of brilliance. Affinity: enchantment(charm). Material Cost: 1,000 gp.
Orblen: Orblen crystals yield deep golden gems of large size that can be faceted or cabochon cut. The hue of this gem has earned it the nickname honeystone, and it is much favored in the Savage Coast. Though found in large masses, it is quite rare. The largest known honeystone in existence, a huge hunk of rock 6 inches in diameter, is in the possession of the royal family of Sidheon. Affinity: creation. Material Cost: 1,000 gp.
Orl: A gem believed unique to the northern half of Alfaysia, orls are found only in blue or green limestone caves. Orls occur in the softest rock as sharp-edged, spindle-shaped, symmetrical crystals. These crystals are of red, tawny, or orange hue, but red-hued orls are the most valued. Some orl fanciers prefer to wear the unfaceted, natural crystals rather than faceted cuttings, but most orls are finished into faceted forms. Affinity: chaos, luck. Material Cost: 1,000 gp.
Ravenar: Ravenar, a glossy, black variety of tourmaline that is also called schorl, is highly valued in the southern half of Alydryca. The gem is less prized in other lands, where it carries little value. Ravenar is commonly used for inlay work on daggers, buckles, and the like. Affinity: thunder. Material Cost: 1,000 gp.
Red Tear: These teardrop shaped, glossy crystals of vivid cherry-red, blood-crimson, or fiery orange hue are found in deep mines or gorge walls where old rock has been exposed. Legends say they are the tears of lovers shed for their beloveds who were slain in battle, stained red by the spilled blood of the fallen. Affinity: strong transmutation. Material Cost: 1,000 gp.
Rogue Stone: Rogue stones are small stones of a shifting, rainbow-colored, iridescent hue. Their fluid shades of color appear almost liquid under normal sunlight. Rogue stones are extremely rare and always found as single stones among others in stone hoards or in cold regions or underwater in swamps; no more than one is ever found in one place at one time. No one has as yet managed to determine in what sort of rock they are most likely to be found. Rogue stones cleave into natural facets, and it is these surfaces that are iridescent. Some human tribes believe rogue stones to be the sentient essences of dragons or mighty heroes, but sages hold this view to be folk nonsense. Affinity: strong chaos, teleportation. Material Cost: 5,000 gp.
Ruby: This clear to deep crimson red corundum stone is highly valued because of its sparkling shine and vivid hues. Folklore generally holds rubies to be lucky objects. Affinity: strong evocation. Material Cost: 5,000 gp.
Sapphire: Sapphire is a brilliant blue, translucent corundum mineral. Sapphires vary from a clear, pale blue to a radiant azure. Affinity: summoning. Material Cost: 1,000 gp.
Star Ruby: A variation of the ruby (red corundum), this stone is less translucent than a normal ruby and has a white star highlighted at its center. Such stars are caused by the optical properties of the mineral crystal. They most commonly have six points, though other even-numbered combinations are possible. Of every hundred rubies, one is a star. Affinity: strong illusion. Material Cost: 5,000 gp.
Star Sapphire: An exceedingly valuable variation of the sapphire (blue or black corundum), this stone is less translucent than a normal sapphire and has a white star of four or more points highlighted at its center. Such stars, caused by the optical properties of the mineral, always have an even number of points— most commonly six. Affinity: strong abjuration. Material Cost: 5,000 gp.
Sunstone: translucent shades of orange, gold, red and brown, with an iridescent glimmer. Affinity: light, warmth, luck. Material Cost: 50 gp.
Tomb Jade: This rare, highly prized gem is jade that has turned red or brown from being buried for great lengths of time. Buried jade can also be turned green if bronze objects are buried near it; jade of such hue is no more valuable than normal jade. Affinity: enchantment (charm). Material Cost: 1,000 gp.
Water Opal: Water opal is a clear, translucent variety of opal with only a play of color to it, like oil on a clear puddle. Water opals are rare and valuable gems used as ornaments around mirrors and windows or in the crafting of magical scrying devices (such as crystal balls). Affinity: divination. Material Cost: 1,000 gp.
Zendalure: A mottled blue-white gem, zendalure is found as large, egg-shaped crystals 2 to 6 inches in diameter in solidified lava flows. Polished to a glassy finish, zendalures are used for inlay work and as tiny cabochons in rings, earrings, and pendants. Affinity: strong necromancy. Material Cost: 1,000 gp.
5e Ship Table
DMG Ship Table plus custom ships.
| Ship | Cost | Speed | Maneuverability | Crew | Passengers | Cargo (tons) | AC | HP | Damage Threshold |
|---|---|---|---|---|---|---|---|---|---|
| Airship | 20,000 gp | 8 mph | 10 | 20 | 1 | 13 | 300 | ||
| Barge | 6,000 gp | 1/2 mph | 5/40 | 80 | 50 | 15 | 200 | 15 | |
| Cargo Ship | 5,000 gp | 2 mph | 10 | 10 | 50 | 15 | 150 | 15 | |
| Galley | 30,000 gp | 4 mph | 80 | - | 150 | 15 | 500 | 20 | |
| Keelboat | 3,000 gp | 1 mph | 1 | 6 | 1/2 | 15 | 100 | 10 | |
| Longship | 10,000 gp | 3 mph | 40 | 150 | 10 | 15 | 300 | 15 | |
| Pinnace | 4,500 gp | 3 mph | 3 | 7 | 30 | 15 | 100 | 15 | |
| Rowboat | 50 gp | 1 1/2 mph | 1 | 3 | - | 11 | 50 | - | |
| Sailing Ship | 10,000 gp | 2 mph | 20 | 20 | 100 | 15 | 300 | 15 | |
| Warship | 25,000 gp | 2 1/2 mph | 60 | 60 | 200 | 15 | 500 | 20 |