Player's Information (City-States In Chaos Supplement)

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A benefit granted to player characters that come from the region (When you create your character, select a region that defines your cultural heritage. You can choose only one region and its attendant benefit. Regional benefits are granted only to player characters from the region, not to all residents of that area.)


1.Empire of Dorinth

2.Helmskeep and Territory Regional Benefit

3.Bronze City and Territory Regional Benefit

4.Whitebeach and Territory Regional Benefit

5.Sidereal and Territory Regional Benefit

6.Elven Lorencete Homeland Regional Benefit

7.Elven Urie Treecircle Regional Benefit

8.Dwarven Gerhard Minecomplex Regional Benefit

9.Dwarven Goldemunde Citadel Regional Benefit

10.Dwarven Reinhart High-Kingdom Regional Benefit

11.Independent Towns and Hamlets Regional Benefit


If your character is a spell caster, take a close look at Whitebeach and Territory.

If your character is a warrior, take a close look at Helmskeep or Sidereal and the army or knighthood.

If your character is a religious class, take a close look at Bronze City and Territory.

If your character is a thief, take a close look at Helmskeep, Bronze City, or Whitebeach.

If your character is a barbarian or shaman, take a close look at Independent Towns and Hamlets.

If your character is Dragonborn, take a close look at the independent city of Leandertown or Helmskeep or Sidereal.

If your character is Tiefling, take a close look at the independent cities of Anakes-town, Setville, or Washmire.

If your character is Dwarf, take a close look at the Dwarven Gerhard Minecomplex, Goldemunde Citadel, or Reinhart High-kingdom, or the City-State of Bronze City.

If your character is Elf and Eladrin, take a close look at the Elven Lorencete Homeland, Urie Treecircle, or the City-State of Whitebeach.


Empire of Dorinth[edit]

To be from the Empire of Dorinth requires special permission. The Empire's culture is a melting pot of minor cultures. Primarily, the Empire is a society based on domination and is centered around the Emperor as a victory cult figure. Dorinth is an Empire dominated by Humans but also incorporating Dragonborn, Tiefling, enslaved Dwarves, Goblins, Orcs, and Lizardfolk. Although the basic common language is common, the northern continent has a distinctive accent that is recognizable with a Perception DC 10.

You add any two languages to your list of known languages; you can choose one weapon type to gain a +1 to attacks and +1 to damage.

Within the empire, there are five major human cities: Jodpur, Ajmer, Washim, Solapur, and Guntur. Each city has its own special military troops.


Helmskeep and Territory Regional Benefit[edit]

Helmskeep is a military frontier society on the west coast. It is a tolerant society toward other races, especially Dragonborn, although all other races, except Humans, are uncommon. Fashion in Helmskeep is flowing cotton robes and cloaks with leather boots and shoes. The common weapons of the culture are the Katar with a light-square shield and the Falchion. Although the basic common language is common, Helmskeep and its territories have a distinctive accent that is recognizable with a Perception DC 10.

You add Dragonic to your list of known languages, if you use a Katar or Falchion you gain a +1 to attacks and +1 to damage with these weapons.

• Rogue class only: to join costs 25 gold pieces and a sponsor from the membership; if you belong to a thieves' guild, you gain that guild's hand-finger language and gain a +1 bonus to Streetwise checks.

• Spell caster class only: to join costs 25 gold pieces and a sponsor from the membership; if you belong to the Four-Towers-Wizard-School, you gain a +1 bonus to Arcane checks.

• Religious class only: to join costs 25 gold pieces and a sponsor from the membership; if you belong to the Hill Monastery and University, and worship Goddess Pegay the Spring God, you gain a +1 bonus on Religion checks.


Bronze City and Territory Regional Benefit[edit]

Bronze City is an interior, mountainous, religious society influenced by the Dwarven culture. It is a tolerant society toward other races, especially Dwarves, although all other races, except Humans, are uncommon. Fashion in Bronze City is flowing wool robes and cloaks with mountain fur lining, fur hats, fur cloaks, and fur boots. The common weapons of the culture are the Handaxe with a heavy-square shield, the Glaive, and the Bastard Sword. Although the basic common language is common, Bronze City and its territories have a distinctive accent that is recognizable with a Perception DC 10.

You add Dwarven to your list of known languages, if you use a Handaxe, Glaive, or Bastard Sword you gain a +1 to attacks and +1 to damage with these weapons.

• Rogue class only: to join costs 25 gold pieces and a sponsor from the membership; if you belong to a thieves' guild, you gain that guild's hand-finger language and gain a +1 bonus to Streetwise checks.

• Spell caster class only: to join costs 25 gold pieces and a sponsor from the membership; if you belong to one of the College of the Orb, College of the Wand, College of the Staff, or College of the Sword and use its specialty implement, you gain a +1 to attacks with that implement.

• Religious class only: to join costs 25 gold pieces and a sponsor from the membership; if you belong to the Holy Cathedral of Hope and worship Spring Goddess, Summer God, Autumn Goddess, or Winter Goddess, you gain a +1 bonus on Religion checks and a +1 bonus on all rolls (attack or damage or saving throws) against undead.


Whitebeach and Territory Regional Benefit[edit]

Whitebeach is a spell caster and scholar society on the east coast. It is a tolerant society toward other races, especially Elves and Eladrin, although all other races, except Humans, are uncommon. Fashion in Whitebeach is silk robes and wool or fur cloaks although capes are the most common fashion. The common weapons of the culture are the Short Sword and the Scimitar with a light-round shield and the Halberd and the Crossbow. Although the basic common language is common, Whitebeach and its territories have a distinctive accent that is recognizable with a Perception DC 10. Within Whitebeach's city wall, no weapons are allowed, except by Whitebeach military.

You add Elven to your list of known languages, if you use a Short Sword, Scimitar, Halberd, or Crossbow you gain a +1 to attacks and +1 to damage with these weapons.

• Rogue class only: to join costs 25 gold pieces and a sponsor from the membership; if you belong to a thieves' guild, you gain that guild's hand-finger language and gain a +1 bonus to Streetwise checks.

• Spell caster class only: to join costs 25 gold pieces and a sponsor from the membership; if you belong to one of the six colleges of wizardry, you gain 3 hit points and +1 to attack rolls involving spell casting [at 7th level gain 3 hit points; at 11th level gain +1 on all defenses].


Sidereal and Territory Regional Benefit[edit]

Sidereal is the center of civilization and is an orderly noble society at the mouth of the major river of the continent. Society of Humans, governed by laws with three social-classes: peasants, merchants/craftsmen, and nobles. It is a tolerant society toward other races, especially Dragonborn, although all other races, except Humans, are uncommon. Fashion in Sidereal is sandals and tunics with very expensive furs from Bronze City in the winter. The common weapons of the culture are the Rapier, the Javelin, the Long Spear, and the Longbow. Although the basic common language is common, Sidereal and its territories have a distinctive accent that is recognizable with a Perception DC 10.

You add Dragonic to your list of known languages, if you use a Rapier, Javelin, Long spear, or Longbow you gain a +1 to attacks and +1 to damage with these weapons.

• Rogue class only: to join costs 25 gold pieces and a sponsor from the membership; if you belong to a thieves' guild, you gain that guild's hand-finger language.

• Spell caster class only: to join costs 25 gold pieces and a sponsor from the membership; if you belong to the White Crystal Tower, you gain +1 to Arcane checks.

• Religious class only: to join costs 25 gold pieces and a sponsor from the membership; if you are a worshipper of Goddess Pegay, the Spring Minor God, and belong to the Golden Cathedral, you gain a +1 bonus on Religion checks.


Elven Lorencete Homeland Regional Benefit[edit]

You must be an Elf, Eladren, or Half-elf; you add +50 gold pieces to your starting money; you add a +1 to Arcana checks.

• Ranger class only belonging to The Green Archers: to join costs 50 gold pieces and a sponsor from the membership; if you belong to the Green Archers, you gain a +1 to nature.

• Rogue class only: to join costs 25 gold pieces and a sponsor from the membership; if you belong to a thieves' guild, you gain that guild's hand-finger language.

• Druid class only: to join costs 25 gold pieces and a sponsor from the membership; if you belong to the Enlightened Hand, you gain a +1 bonus on Religion checks.


Elven Urie Treecircle Regional Benefit[edit]

You must be an Elf, Eladren, or Half-elf; you add +50 gold pieces to your starting money; you add a +1 to Nature checks.

• Ranger class only belonging to the Shadow Knights: to join costs 50 gold pieces and a sponsor from the membership; if you belong to the Shadow Knights, you gain a +1 to Nature checks.

• Rogue class only: to join costs 25 gold pieces and a sponsor from the membership; if you belong to a thieves' guild, you gain that guild's hand-finger language.

• Druid class only: to join costs 25 gold pieces and a sponsor from the membership; if you belong to the Eternal Moon-Trees, you gain a +1 bonus on Religion checks.


Dwarven Gerhard Minecomplex Regional Benefit[edit]

You must be a Dwarf or raised by Dwarves, you add +100 gold pieces to your starting money, you add +1 to Religion checks.

• Paladin class only belonging to the Foldendeath-Dealers, the royal guard: to join costs 100 gold pieces and a sponsor from the membership; if you belong to the Foldendeath-Dealers, you gain a +1 to Intimidate checks.

• Warden class only belonging to the Rock Mountain Wardens: to join costs 100 gold pieces and a sponsor from the membership; if you belong to the Rock Mountain Wardens, you gain a +1 to Intimidate checks.


Dwarven Goldemunde Citadel Regional Benefit[edit]

You must be a Dwarf or raised by Dwarves, you add +100 gold pieces to your starting money; you add Goblin to your list of known languages.

• Paladin class only belonging to the Red Guard, the royal guard: to join costs 100 gold pieces and a sponsor from the membership; if you belong to the Red Guard, you gain a +1 to Intimidate checks.

• Fighter class only belonging to the Platinum-Axes, mostly heavy infantry: to join costs 100 gold pieces and a sponsor from the membership; if you belong to the Red Guard, you gain a +1 to Intimidate checks.


Dwarven Reinhart High-Kingdom Regional Benefit[edit]

You must be a Dwarf or raised by Dwarves, you add +100 gold pieces to your starting money, you add Giant to your list of known languages.

• Paladin or Fighter class only belonging to the Silver Dungeoneers: to join costs 150 gold pieces and a sponsor from the membership; if you belong to the Silver Dungeoneers, you gain a +1 to Intimidate checks and +1 to Dungeoneering checks.


Independent Towns and Hamlets Regional Benefit[edit]

You can choose one weapon type to gain a +1 to attack with this weapon and you add +1 to your Constitution.


Temples/Religious[edit]

The Major God and Minor God have temple complexes and religious systems built around the number 4 (a sacred number). In or near megacity/capital, there may be Temples (4+ clerics lead by a Bishop), Cathedrals (10+ clerics lead by a Cardinal), Monastery (10+ clerics lead by a Cardinal), and/or Spiritual University with 30+ clerics lead by a Patriarch/Matriarch. Because 4 is a sacred number, the altars are four by four feet squares with four attending priests. Cathedrals, Temples, Monasteries, and shrines are built in squares. With the destruction of the City-State of Phobos, leaving four City-States against the Evil Empire, it is believed to be a positive omen from the Gods: four against one.

The hierarchy of the temples and religious organizations from lowest to highest are as follows: Worshipper, Laity, Novitiate, Acolyte, Adept, Apprentice Priest, Priest, Curate, Bishop Elect, Bishop, Cardinal Elect, Cardinal, High Priest/Priestess, and Patriarch/Matriarch.

Most (although not exclusively) organizational clerics are Devoted Clerics. Most (although not exclusively) organizational paladins (except for knightly orders) are Ardent Paladins, Protecting Paladins, and Virtuous Paladins. Rarely for any avengers or invokers belong to religious organization.


Thieves/Assassin Guild[edit]

A thieves/assassin guild is an organized group of rogues who pool their resources and work co-laboratory toward greater security and greater wealth.

The hierarchy of thieves/assassin guilds from lowest to highest is as follows: Apprentice Rogue, Footpad, Robber, Burglar, Thief, Master Thief, Assistant Guild Master, Guild Master, and Grand Guild Master. There is only one Guild Master per guild. A Grand Guild Master supervises and manages more than a single guild.

There are a multitude of jobs within the guilds such as recruitment, assignments, security, training, teaching, spying, treasurer, etc.


Monk Monastic Order[edit]

The class of monk can be from a monk monastic order. A monk monastic order is a society and school devoted to a monastic tradition and/or fighting style.

The hierarchy of monk monastic orders from lowest to highest is as follows: Novice, Initiate, Brother/Sister, Disciple, Immaculate, Master, Superior Master, and Grand Master. There is only one Grand Master per monastic order.

There are a multitude of jobs within the guilds such as recruitment, assignments, security, training, teaching, ambassador to civil courts, librarian, treasurer, etc.

Monk: Monastic Tradition, Unarmed Combatant, Unarmored Defense


Warrior Circle[edit]

The warrior circle maybe anything from a basement fight club, gladiator circus, weapon’s school, military school, Fighter Order, Ranger Order, Warden Order, or Knight Order.

The hierarchy of warrior circles from lowest to highest is as follows: Trainee, Weapon’s Master, Gallant Master, Defender, Veteran, Hero, Guardian, Champion, Lord, and Lord Champion.

Fighter: Battlerager, Great Weapon, Guardian, Tempest

Ranger: Archer, Beastmaster, Two-Blade

Warden: Earth (worship Stone, Fire, Autumn), Life (worship Water, Spring), Storm, Wild (worship Wind)


Knights of the Land[edit]

A player character may be from a knight order. The knight order must belong to the character's homeland.

There are five requirements to belong to a knightly order:

1. Only available to heavy-armored cavalry: paladins, fighters, warlords, etc. with Mounted Combat feat.

2. Must belong to the City-State sponsoring the knightly order (must be from there or own a permanent residence).

3. Must be sponsored by nobility or a knight of the order.

4. Must pay 300 gold pieces to apply (receive a banner, a seat in the Hall, and free admittance into all tournaments).

5. Must pay for and train a squire (initial cost of squire 25 gold pieces with 10 gold pieces per year).

Benefit to belong to a knightly order is that you add +5 to Intimidate checks (you are immune to intimidate and fear checks and saving throws) and you gain resist 2 cold, fire, acid, thunder, and lightning (at 11th level, you resist 5 cold, fire, acid, thunder, and lightning; and at 21st level, you resist 10 cold, fire, acid, thunder, and lightning). All allies adjacent to you gain a +2 bonus to saving throws. You gain a +2 to Initiative rolls and you receive 4d20 gold pieces per year from the Order and you pay 4d20 gold pieces per year in Order expenses.

• At 5th level, you gain as an encounter power Inspirational Presence giving you and your allies gain a +2 to defenses until your next turn and +5 temporary hit points until the end of the encounter (at 11th level, you and your allies gain a +5 to defenses and +10 temporary hit points).

• At 7th level, you gain as an encounter power Rallying Attack giving you double damage and your allies gain a +2 to attack and +2 to damage against the same target until your next turn (at 11th level, you triple damage, and allies gain +3 to attacks/damage).

Within each Knight Order are titles, positions, and responsibilities. Tribute High Knight (head of the order), Tributus High Knight (second in command), Weapons Master, Lore Master, Treasurer, Champion of the Year, Honor Guard, High Judge and Executioner, and Master of Ceremonies.


Military/Army Structure:[edit]

A player character may be from the military/army. The military/army is only available to fighters, warlords, wardens, etc. but a player character cannot belong both to a knightly order and the military/army. The military/army must belong to the character's homeland. Benefit to a player character who belongs to the military/army is an additional 25 gold pieces in start money, add a +1 to Constitution, and gain a +1 bonus to Athletics checks.

Senior Officers of the Roman Legion: At 5th level, a player character may be a Senior Officer. A player character's benefit to belong to the military/army as a senior office is that you add +3 to Intimidate checks and you gain resist 2 cold, fire, acid, thunder, and lightning. You and all allies adjacent to you gain a +2 bonus to saving throws.



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