The Zephyr
The Zephyr
With a deck just over 80 feet in length and 20 feet wide, the Zephyr is a beautiful rosewood ship hanging by ropes and chains from a massive canvas balloon framed with wooden ribs. Within the balloon a massive air elemental enjoys their time raising, or lowering, or racing the airship to and fro at the whims of Captain Talune.
The upper deck is divided into the forecastle, 15 feet deep from the prow of the ship, the Aftcastle, 20 feet deep from the stern of the ship, and the main deck occupying the 85 feet between. Within the forecastle is the ship’s galley, where the cook Alphonse prepares delightfully inventive meals for the crew and guests. Within the aftcastle are both the Captain’s quarters and also their modest library. Atop the forecastle is a lookout’s station at the prow, and upon the aftcastle the ship’s wheel.
The amidships are largely given over to the crew’s comforts, as well as two state rooms just beneath the Captain’s quarters. While the lowermost section of the boat, the hold, contains the cargo. While the cargo can be brought to the upper deck for disembarking when the Zephyr sets to port on water, a watertight cargo bay door on the starboard side allows for a quicker loading so long as the airship hovers, or rests in a drydock cradle.
Stronghold Type: | Airship |
Size: | Gargantuan (Grade 3) |
Quality: | Luxurious |
Features: | Floating in the air, mobile |
Total Cost: | 40,000 gold |
Prestige Bonus: | +2 |
Staff: | 15 |
Weapon Properties
Weapon Properties
All weapons may deal the same basic types of damage, but they also have special properties that make each unique. You can only benefit from properties marked with † if you are proficient with the weapon.
Breaker. This weapon deals double damage to unattended objects, such as doors and walls. If this property only applies to a specific type of material, such as wood, it is stated in parenthesis after this property.
Compounding†. You use only your Strength modifier for attack and damage rolls made with this weapon.
Defensive†. This weapon is designed to be used with a shield of the stated degree or lighter (light, medium, or heavy). When you make an attack with this weapon and are using a shield designed for it, you can use a bonus action to either make an attack with your shield or increase your Armor Class by 1 until the start of your next turn.
Dual-Wielding†. This weapon is designed to be wielded in concert with another weapon. When wielding another weapon in your main hand that does not have the heavy property, you can use your bonus action to make an attack with this weapon (see Two-Weapon Fighting).
Finesse. You may choose to use your Dexterity modifier for attack and damage rolls made with this weapon.
Hand-Mounted†. This weapon is affixed to your hand. You can do simple activities such as climbing a ladder while wielding this weapon, and you have advantage on saving throws made to resist being disarmed. You cannot use a hand that is wielding a hand-mounted weapon to do complex tasks like picking a pocket, using thieves’ tools to bypass a lock, or casting spells with seen components.
Heavy. This weapon is too large for Small creatures to use effectively. Small creatures have disadvantage on attack rolls with heavy weapons.
Loading. This weapon must be loaded before it can be used. You may only make one attack with a loading weapon when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Mounted†. This weapon deals the damage listed in parenthesis when you are wielding it while mounted.
Parrying†. When you are wielding this weapon and you are not using a shield, once before your next turn you can gain an expertise die to your AC against a single melee attack made against you by a creature you can see. You cannot use this property while incapacitated , paralyzed , rattled , restrained , or stunned .
Parrying Immunity. Attacks with this weapon ignore the parrying property and Armor Class bonuses from shields.
Range. This weapon fires ammunition. The range lists two numbers after it, both measured in feet—the first is the weapon’s normal range, and the second is the weapon’s maximum range. You have disadvantage on attack rolls made beyond the weapon’s normal range, and you cannot make attacks against targets beyond the weapon’s maximum range.
Reach. This weapon can be used to make attacks against targets within 10 feet. If a weapon has a longer reach, it is stated in parentheses after this property.
Simple. This weapon can be used with very little skill or training, and all creatures gain proficiency with it.
Thrown. This weapon can be thrown as a ranged weapon attack. The thrown property lists two numbers after it, both measured in feet—the first is the weapon’s normal thrown range, and the second is the weapon’s maximum range. You have disadvantage on attack rolls made beyond the weapon’s normal range, and you cannot make attacks against targets beyond the weapon’s maximum range. Additionally, when using this weapon to make a ranged weapon attack, you may choose to use your Strength modifier or Dexterity modifier for its attack and damage roll.
Trip†. When used with a combat maneuver that trips a creature or the Knockdown attack, this weapon increases your Maneuver DC by 1. If the target is mounted, your Maneuver DC is instead increased by 2.
Two-Handed. You must use two hands to wield this weapon.
Versatile. This weapon may be wielded with one or both hands. If wielded with both hands, it deals the damage listed in parentheses.
Vicious. A vicious weapon scores a critical hit on a roll of 19 or 20. If you already have a feature that increases the range of your critical hits, your critical hit range increases by 1 (maximum 17–20).
Frilled Lizard
Frilled Lizard
Poltergeist (Eleanour)
Poltergeist (Eleanour)
Spring-Heeled Jack
Spring-Heeled Jack
Faun
Faun
Laskian Sled Dog
Laskian Sled Dog
Airship Crew
Airship Crew
Those who ply the skies above many worlds travel further and longer than most, some even bringing their families aboard. Passing over not only vast seas, but forests, vales, and deserts just as vast—and just as unforgiving for those who fall. You were born into a life as unforgiving as the plummet.
Characters raised in the airship pirate culture share a variety of traits in common with one another.
Sharp-Eyed Lookout. When in an elevated vantage capable of seeing over obstacles in your environment your vision extends out to two miles. You cannot make out fine details, such as writing or the exact appearance of a face, at that distance, but you can make out broad details, like the colors of a flag or the shape of a person.
Skysailor. You are proficient with air vehicles and tinker’s tools. You also gain an expertise die when using tinkers tools to make repairs to vehicles. In addition, you are acclimated to high altitude, including elevations above 20,000 feet and gain an expertise die to saving throws caused by being at high altitude, such as cold or vertigo.
Swing into Action. When you use Athletics or Acrobatics to move toward an enemy, such as leaping over a railing or swinging from a rope, you gain expertise on the roll.
Weapons of the Trade. You have proficiency with rapiers, shortswords, and either ballistas or canons, as determined appropriate to the setting by the Narrator.
Languages. You can speak, read, sign, and write Common and one other language.
Keeper of the Land
Keeper of the Land
Keepers of the land inhabit ancient territories where crowded settlements and large-scale agriculture have not yet taken a foothold. These can be very different locations, like large swathes of grassland, cave systems deep underground, or thick and unexplored jungles, but they all share the same characteristic: a sense of an ancient, almost forgotten history that permeates through every corner.
They are not only their inhabitants, they are the protectors, keeping traditions and stories alive and defending the lands from being corrupted or conquered. While their numbers seem to be few, these cultures are generally decentralized and more powerful than they appear at first sight, their true strength hidden until it is absolutely necessary. Their long histories give them the wisdom to know that survival is a waiting game, and their people have seen enough to understand that all creatures die, all empires fall, and even the worst situation is just a matter of resilience and patience.
Characters raised in the Keepers of the Land culture share a variety of traits in common with one another.
Characters raised as itinerants share a variety of traits in common with one another.
Ancestral Wisdom. The words of your elders accompany and guide you. You can cast guidance once per day
Lay of the Land. Choose a region from the list in Chapter 4: Exploration of Trials & Treasures that represents the land where you grew up. You have advantage on rolls made to overcome Exploration Challenges in that type of region.
Storytellers. You gain proficiency in Performance and your choice of Culture or History. If you already have proficiency, you instead gain an expertise die .
Strong Conviction. You have a strong sense of self and purpose. You gain an expertise die on saving throws against spells of the compulsion spell school.
The Land Provides. You know where to find food. You gain an expertise die on checks to perform the Harvest and Hunt and Gather journey activities.
Languages. You can speak, read, write, and sign Common, and one additional language.
Oxfolk
Oxfolk
Oxfolk are a tall, bovine-esque people with large, curving horns. Many have longer hair on their heads and about their shoulders and most have furry coats, the length and texture of which varies with the seasons, the climate they hail from, and their lineage. This fur is largely similar to that seen on oxen and domesticated cattle, with bands, splotches, and solid colors being equally common, though some might look more akin to bison, water buffalo, or yaks
While oxfolk are easily mistaken for minotaurs, scholars of both natural sciences and the divine have long ago concluded that this resemblance is strictly superficial, though there is still debate as to whether one god or another created them as a peaceable, straightforward counterbalance to the violent, maze-loving creatures of demonic origin. The oxfolk themselves have several origin stories, ranging from a nature goddess deeming the ox the wisest of all beasts and raising them to sapience as a reward to errant nature spirits choosing a bovinelooking form to explore the world through.
While there are always individual exceptions, most oxfolk tend to prefer calm and quiet environments with enough room that their large frames and wide horns pose no accidental risk to property or passersby. They are rarely seen 10 inside large cities, preferring the open terrain and a small town or even nomadic lifestyle and a communal atmosphere. Generally of quiet and gentle demeanor, they are slow to make friends but even slower to forget them. Their wrath, too, is slow to rouse, but usually quick to cool after a noisy confrontation.
Oxfolk Traits
Characters with the oxfolk heritage share a variety of traits in common with one another.
Age. Oxfolk mature faster than humans, reaching adulthood around age 15, and age at a similar rate to humans
Size. Oxfolk are taller than humans, typically standing between 7 and 8 feet.
Speed.Your base walking speed is 30 feet
Goring Horns. You possess a pair of curving horns. These horns are natural weapons, which you can use to make unarmed strikes that deal piercing damage equal to 1d4 + your Strength modifier.
Heavy Lifter. When determining your carrying capacity and the weight that you can push, drag, or lift, your size is considered to be Large.
Tough Hooves. You have a pair of cloven hooves instead of bare feet, meaning you cannot wear regular footwear such as boots and other shoes. However, your hooves are naturally hard and tough. You are immune to damage from sharp terrain hazards (such as caltrops, broken glass, or the spike growth spell) and ignore difficult terrain caused by then. Additionally, other kinds of difficult terrain reduce your movement speed by 5 feet instead of halving it.
Oxfolk Gifts
In addition to the traits found in your oxfolk heritage, chose one of the following gifts.In addition to the traits found in your oxfolk heritage, chose one of the following gifts.In addition to the traits found in your oxfolk heritage, chose one of the following gifts.
Connected to the Land
In addition to the traits found in your oxfolk heritage, chose one of the following gifts.
Blessing of the Land. Choose a type of terrain that represents the land you are in tune with: arctic, desert, mountain, plains, or swamp. You know one cantrip based on this choice: ray of frost (arctic), produce flame (desert), resistance (mountains), druidcraft (plains), pestilence (swamp).
Terrain Attunement. You gain an expertise die on Perception, Nature and Survival checks while in the terrain you chose for Blessing of the Land. You also ignore naturally-occuring difficult terrain in that environment.
Pillar of Strength
You are particularly physically powerful and sturdy, even among oxfolk.
Powerful Stance. You gain an expertise die on saving throws against the Shove, Knockdown, or Overrun maneuvers, as well as against any effect that would impose the prone condition on you. You can also use the Knockdown or Shove basic maneuvers on creatures up to two size categories larger than you.
Resilient Hide. While you aren’t wearing armor, your AC equals 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
Oxfolk Paragon
Starting at 10th level, you are an exemplar amongst your people. You gain the following traits:
Emissary of the Land
Choose one of the followings spells: find the path , move earth , wall of ice , or wall of thorns . You can cast the chosen spell once without any material components once per long rest . Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (whichever is highest).
Long Horn
Your horns have grown to truly impressive size, allowing you to deal piercing damage equal to 1d8 + your Strength modifier. On a successful hit, the creature must roll a Strength saving throw against your maneuver DC. On a failure, you also deal basic melee damage and knock the target prone.
Tireless Endurance
Your body and mind have become highly resistant to physical toil and mental strain. Once per long rest , you can use an action to reduce your fatigue ] and strife levels by 1. Additionally, when you reduce your fatigue or strife with a long rest, you reduce each by 2 levels instead of 1, even if you are not at a safe haven.
Oxfolk Culture
Oxfolk peoples tend to be divided between two main lifestyles: nomadic and sedentary. While each subgroup within them has its own characteristics, all share the main feature of a strong focus on family, a concept indistinguishable from tribe for the oxfolk; for them, a neighbor is as much family as a direct blood relative. Children are raised communally and are brought up as much by their vast network of honorary and literal aunts, uncles, cousins, and the like by as their immediate family
They rarely follow any large organized religions, instead being devoted to less powerful but more numerous pantheons of regional spirits and local fey creatures. A people with a heavy focus on tradition, leadership of the group almost always falls on the elders. Violence is widely avoided, and expulsion from the tribe is seen as a penalty worse than death; even the worst crimes are punished with exile. Whenever an oxfolk is seen living far from their own kind, a tragic event in the past is likely to have been the cause.
While their clothing, culture, and art are as diverse as any other heritage’s, oxfolk share a general inclination to horn decorating, ranging from delicate jewelry to jangling piercings to careful trimming and intricate carvings filled in with inks and dyes. Oxfolk youth, with their fastgrowing horns, are more given to experimentation, with the trend being that they eventually settle on an aesthetic as they age. Regardless of the individual expression, an oxfolk’s horns are an immense source of personal pride, and those exiled for the worst crimes are often also divested of their horns, which would otherwise connect them to the family they wronged.
Suggested Cultures
While you can choose any culture for your oxfolk character, the following cultures are linked closely to the heritage: keeper of the land , nomad , stoneworthy , villager .