Lantan
Heraldry
- THO 19/8/11, responding to query about what the steam engines on the heraldry look like
From my notes (which came from Ed), these exploding engines are described thus:
Ball (cloud) of steam with leaning smokestack protruding out of it on upper right, pistons and their linkages flying apart and out of it lower left and center left, pinwheel of flames in the center of the cloud.
- Ed 7/9/11
The arms of Lantan have varied over the years, depending on the dominance of the faith of Gond at the time, but for a long time in the later 1300s, they were:
A steel-silver shield with a vertical row of three devices down its center line. The upper most device is a steam engine, represented by a complex knot of continuous pipes and valves overlying a circular boiler, and surrounded by a scalloped circle of orange, representing steam lit by the flames of the engine's (unseen) firebox (that heats the boiler).
The center device is the symbol of Gond.
The lowest device is the exploding steam engine that THO described earlier (a fluffy ball of gray steam with a leaning smokestack protruding out of it on upper right, pistons and their linkages flying apart and out of the cloud lower left and center left, and a wild pinwheel of orange flames in the center of the cloud).
The banner of Lantan has three "endless" horizontal stripes: silver above, silver below, and white (representing steam) in the middle, with a symbol of Gond in gold "in its pride" (that is, nicely spaced away from the head of the banner, so it's almost always visible when the banneris moving, and being affected by wind) superimposed atop the white stripe.
Gnome Population
- GK 13/2/14
It's one of the great misconceptions of the Realms that Lantan has a sizable population of gnomes. During the ToT, an avatar of Gond in the guise of a gnome washed up on the island's shore. This did lead to an influx of gnomes for a time to the island - not sure the Lantar would have been too happy about that - but there shouldn't be an instant association between Lantan and gnomes.
Lantanese vs Lantanna
- THO 25/10/14
So, here we go. If one is being as proper and pedantic as a sage, "Lantanna" are the people, and "Lantanese" is something made in Lantan or recognizably from Lantan, such as a garment or sort of wine or cheese. However, over time, sloppiness in everyday speech on the part of folk from elsewhere in the Realms has made the two terms both mean the collective "people of Lantan" or that an individual is from Lantan, and the term "Lantar" has begun to be used for "things from/of Lantan." Such shifts and changes happen in all living languages, the Common Tongue in the Realms very much so.
Ayrorch
- THO 25/10/14
And the names of 1357 DR-era Ayrorch members are like real-world popes or English monarchs: they have their own longer names, but choose to serve or reign under a single name that may or may not have anything directly do with their "usual" names.
Lantan Book One: Introduction and Geography
.I. INTRODUCTION
Lantan is a southern nation some thousand miles south of the Moonshae Isles, known for its' merchant traders, which are found up and down the Sword Coast.
Lantan is also widely known for its' maroon-sailed, lateen-rigged ships, which ply the crystal and deep-green waters of the southern seas of the Realms. The Lantannas maroon sails are distinctive, and tell mariners that expert merchants are in their waters.
Lantan itself is a land of lush jungle and rock pinnacles, atop which perch the turreted aerial homes of the Lantanna. These homes are often joined to neighboring abodes by spidery, railless bridgespans. The islands are peopled by contented folk who worship Gond Wonderbringer, god of artificers. The Lantanna carry on energetic independant sea trading in order to make enough money to enrich their homes with splendid ornamentation and new ideas or inventions, which they are always encouraging the experimentation with and implementation of.
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. II. GEOGRAPHY and CLIMATE
Lantan is a grouping of three mountainous islands rising from the waters of the Trackless Sea north of Chult. Lantan, the largest and most heavily-populated of the islands, is ringed by a rugged ridge of mountains whose steep slopes are carpeted with rain forests. These verdant hills slope towards the sea, giving way to coconut plantations and sparkling white beaches on the coasts. The central part of the island is extremely low-lying, containing marshes and swampy forest criss-crossed with canals. To aid merchant traffic across the interior, the Lantanna have invented a substance remarkably similar to asphalt, which they have used to construct roads, raised safely above the marsh surface.
Suj, the southern island, is the more mountainous of the two, and is slightly more arid. A third island, Orlil, is heavily forested with baobab trees, and is almost uninhabited, save for thousands of wombats, a species found nowhere else in the known Realms.
Lantan's climate is maritime tropical, with daytime temperatures hovering around 80 degrees in the winter season, and rising into the 90's/100's in the summer. The warmer weather also brings more rainfall, which usually takes the form of passing tropical showers. It has never snowed in Lantan, although the rainy season sometimes brings in typhoons, which roar in from the Trackless Sea and dash themselves against the mountains of Lantan and western Chult.
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.III. LANDS SURROUNDING LANTAN
Although it sits surrounded by the waters of the sea, Lantan is located close to several powerful and influential nations. To the east lies mighty Calimshan, which has been, at different times in history, Lantan's biggest enemy and its' best trading partner.
To the south of Lantan, across the Baelrah Channel, is the Peninsula of Chult. Lantanese merchants have long profited from the hardwoods and exotic plants of the Chultan Jungles, which they export to the nations of the Shining Sea and farther north. Lantan sports a larger Tabaxi population than any other nation north of the Jungle Coast (the region between Chult and Halruaa), although persons of Tabaxi descent in Lantan are often looked down upon, and relegated to menial positions.
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.IV. LANGUAGES
The Lantanna know the common tongue of Western Faerun, and use it whenever they encounter foreigners or travel the mainland. However, they speak it in a rapid, melodic fashion, using an accent that some have jokingly called "human elvish." Whether this is a result of geographical isolation or an indication of other-planar origins is unknown. The common tongue of Lantan is also filled with odd slang words and aphorisms, similar to those found in Amn. These slang terms come from the mercantile and technological bent of the nation, and may be confusing to foreigners (for examples of such slang, see p.6 of Book Two, Lands of Intrigue box set).
When among their own people, the Lantanna sometimes use their native tongue, a dialect found nowhere else in Faerun. Although in decline, this language is still in evidence in the personal and place names of the island, such as the various titles of the Ayrorch.
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.V. MONEY and COMMERCE
Lantanna often barter, but among themselves mint and use coins, particularly electrum and platinum, as currency, although these are unusual in that they rarely ever leave the island. When they travel abroad, Lantan merchants typically carry trade bars of electrum and platinum, usually in the standard 25 gold-piece denominations, and marked with the symbol of Gond. This money is considered universal tender, but it has caused a number of fights when presented beneath the noses of individuals from Zhentil Keep, who have a long-standing grudge against the Lantanese.
As noted, Lantanna dislike traveling far inland, but they do have widely-roving agents who keep tabs on inland events and on caravan companies, mainly based in Amn and Waterdeep, authorized to trade for, and with the goods of, Lantan. (As an aside, these agents are believed responsible for the slaying of the merchant Arghul, who had a rather unscrupulous reputation for self-serving treachery. Arghul was a prominent merchant of Amn and Westgate, and thought to be a member of the Zhentarim. As a result, Lantanna are heartily disliked by that organization.)
Finally, the people of Lantan have a mania for invention and devices. An Artificer, alchemist, or inventor who comes up with a new device will soon have a very persuasive Lantanna (or his agents) on his doorstep, making inquiries. It is known that Lantan gained knowledge of the printing press from the magical southern nation of Halruaa, and it is hinted that this acquisition was neither legal nor proper.
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.VI. CITIES of LANTAN
1. Sambar
The capital city of Lantan, Sambar is a bustling city of some 24,000 people. Located on an excellent natural harbor, the city is divided roughly in half by the Sambar River. A showplace for civic inventions, Sambar is a clean, peaceful city. Even in the poorer sections the homes have running water, and the buildings and streets fairly gleam a blinding white, a result of the limestone that covers nearly every surface. Some of the more famous landmarks of the city are;
The Gondaur: The Gondaur is a colossal statue of Gond that guards the harbor. The statue, actually hollowed-out and used as a lighthouse, is rumored to be a giant bronze golem that can be used to defend the city from pirate attack.
Beshaba's Bridge: This bridge spans the Sambar River at its' busiest spot, between Gharel Square on the west bank and the High House to the east. Long a source of national humiliation for the Lantanna, the bridge is named for the Maid of Misfortune due to its' bizarre history; the current span is the ninth bridge on this site. No matter what the engineers do, or how many supports and new buttressing techniques are used, the bridge keeps collapsing.
The Dolphinleap: A series of strange rock formations located in the bay to the west of Sambar. Packs of dolphins regularly frolic here, jumping through and over the rock formations, putting on performances for the Lantanna who gather on the beaches here, or take pleasure-cruises in the evenings. It is unknown just what attracts the dolphins to this spot, but the Lantanna take great joy in their presence. It is a capital crime in the island nation to harm or kill dolphins swimming anywhere in Lantan waters.
The Sunken Gardens: This park is a recent addition to Sambar. The Lantanna obtained the secrets of these floating flower-beds from the Payit of Maztica, and have put them to good use further inland, as a replacement for the poor native soil.
The High House: While no longer the largest or most important temple of Gond (that honor now goes to the High Holy Crafthouse in Illul), the High House is still an impressive building. The windows of this temple comprise the largest stained-glass surface in the Realms. They are all glassteeled, and depict scenes of invention and Gond-worship. Inside, the huge domed hall is filled with clockwork gears in an exact replica of the cosmic gears of Mechanus.
Gharel Square: This large marketplace, once known simply as the High Market, was renamed during the Time of Troubles to commemorate Gharel Emberthann, the gnomish avatar that Gond took form in during the Troubles. A bronze statue of Gharel, looking suitably grand in an enormous sun hat and holding aloft a smith's hammer, stands in the center of the square.
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2. Illul
Long a center of the Lantan fishing industry and the "poor sister" of nearby Sambar, Illul is experiencing a renaissance of sorts. Since the Avatar Crisis, the city has become the center of worship for the Wonderbringer, making it a mecca for Gond's faithful. In the past twelve years, the population has doubled, to nearly 17,000. With the immigrants came an influx of money, making Illulites both newly rich and some of the snobbiest people on Lantan.
The High Holy Crafthouse of Inspiration: Built in Illul, on the spot where Gond's avatar washed ashore during the Time of Troubles, this large walled monastary is now the largest temple of Gond in the Realms, and the center of the Wonderbringer's faith.
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3. Anchoril
A fishing and shipping town on the eastern side of Suj, Anchoril is a shadow of its' former self. Once the hub of Lantanese maritime affairs, the city lost prominence some 200 years ago, when the Council moved the naval shipyards to Sambar. Today, the 8,000 or so citizens of Anchoril survive mainly by fishing, although several prominent merchant families (the Zunds, Medaiths, and Enthstars) still remain. Anchoril has the highest percentage of Tabaxi natives anywhere on the islands, and the town is now highly influenced by their customs and culture. The Triceratops Society of Chult is active among the Tabaxi here, as are agents of Ras Nsi.
Shipgrave Bay: Located to the south of town, this quiet inlet was once the home of Lantan's naval fleet, as well as a large number of merchant ships. Today, the area is a sprawl of abandoned buildings, characterized by silent docks and rotting warehouses, many of which are home to gangs of smugglers, thieves, and slavers. Many ships running slaves out of Chult stop in Anchoril before heading north, and the area is controlled by two powerful crimelords, Nharim Resanth (a Calishite native who is connected to much of the shadier elements of that country), and Taumoea "Father of Coins" (a Tabaxi underling of Ras Nsi. Taumoea controls the underworld of Anchoril's Tabaxi society, and his forces constantly clash with the Triceratops Society).
The Zaeldome: The town council-hall and meeting-place, the Zaeldome is known for its' unique ceiling; in the dome overhead runs a giant clockwork depiction of the movements of the stars and planets as they spin around the heavens.
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4. Baelrah
The city of Baelrah is divided into two sections, the Port and Northtown (also commonly referred to as Hightown). The port area is a frantic, lively affair, where raw timber and other goods from Chult are constantly unloaded, and miners, prospectors, and adventurers wait to take passage on ships bound for the Jungles. Here, one can watch exotic goods being unloaded and traded, from heaps of gemstones, to rare flowers and fragrant spices, to exotic beasts like leopards, zebra, and even mighty elephants. Many foreign mages and alchemists travel here or send proxies to buy rare spell components or specimens for experiments.
By contrast, Northtown is a picturesque, relaxed community. Perched high on the hills that run down to the bay, this area is home to many of the merchants who make their living off of the Chult trade, and to many seacaptains who have ended their careers here. The two sections of town are neatly divided by Amalthea's Belt (see below). The population of Baelrah hovers around 6,000 people (although that number is often almost doubled or tripled by the numerous merchants, mercinaries, sailors, and traders who pass through during the height of the summer season).
Amalthea's Belt: The Belt is a crescent-shaped band of parkland that encircles the Port, dividing it from Northtown. Named for a former Ayrar of the Council, the Belt is a favorite place for bards, lovers, picnickers, and others who enjoy the beauty of their surroundings. The Belt is famed in the nations surrounding the Shining Sea for housing the largest zoo in Lantan. This zoo, and the nearby Dunkathel House, boast the largest collection of Chultan birds, animals, reptiles, and related lore anywhere in Faerun.
Dunkathel House: Home of the Naturalist's Guild, an association of sages, scholars, botanists, and zoologists who specialize in the wildlife of the Chultan Peninsula. Within the walls of the guild can be found the largest collection of lore dealing with Chult anywhere in Faerun. The head of the Naturalist's Guild is Liliphar Lulhannon, a sage specializing in the flora of Chult. Liliphar is head of a council of nine master sages, all of them specializing in a different field. Several members of the Naturalist's Guild are suspected of affiliating with the terrorists known as the Green Band, and the Council of Lantan has many spies and informants active in the city as a result.
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.VII. PLACES of INTEREST
1. The Irodo
An immense canyon running through the middle of the island. It is unknown exactly how the Irodo was formed, although the melted appearance of the canyon sides and a high concentration of the rare mineral known as starmetal leads most Lantanese sages to believe that a large meteorite crashed to Faerun here, eons ago. Several mining towns exist here, most of which are directly controlled by the Lantanese government.
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2. Smokemount
A semi-active volcano lying on the northernmost tip of Lantan. High atop the Smokemount lies Morethlas, a small and highly-guarded monastary of Gond. For many years now, the priests here have been working in concert with the Lantan authorities to harness and control the power of the Smokemount, for a variety of purposes. Already, Morethlann experiments with elementals and steam engines have led to several inventions, such as the crude steam locomotives that haul goods from Sambar to Illul.
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3. The Sarelar
East of the Gulf of Leth lies the Sarelar, an area of deep foliage and hidden canyons where huge serpents are rumored to lurk. Several varieties of flying snakes are also found here in great profusion. Perhaps the most dangerous area of Lantan, the Sarelar claims many victims each year, from hunters and trappers to botanists searching for the rare plants that grow in the forest depths.
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.VIII. LANTANNA ARTIFICE
under construction
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.IIX. BIBLIOGRAPHY
The information in this "gazetteer" has been compiled from a number of Forgotten Realms products, most notably those listed below. It has been further fleshed with my own custom material, most notably in the descriptions of people and places. Official supplements used are:
A Grand Tour of the Realms (2nd edition boxed set)
DM's Guide to the Realms (1st edition boxed set)
FRM1 Jungles of Chult
Fighters and Priests of the Realms
Wizards and Rogues of the Realms
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Lantan Book Two: People and Groups .I. GOVERNMENT and POLITICS Both islands of the nation, Lantan and Suj, are ruled from the capital of Sambar by the Ayrorch, a Council of Twelve, whose members serve for life and themselves select replacements to their ranks. The head of the Aryrorch, the "Ayrar," speaks for the council in Lantan; another member of the council, the "Lantar," is its traveling envoy to other lands. Neither position is traditionally given by seniority or as a reward for service of merit; the Ayrorch seems to sort out its duties on a pragmatic basis, those with a talent or liking for certain tasks undertaking them. The current known Ayrorch of Lantan is; Ayrar: Thagr Lantan: Bloenin Santar (an ancient Lantan word meaning "others"): Bhaemul, Thonn, Meskal, Ghundal, Ormthess, Kuthil, Ramatar, Lothna, Ulmreen, and Threshna. [ Back to Top ] .II. PEOPLE and CUSTOMS Lantan is peopled by contented folk who worship Gond Wondermaker, the Patron of Artificers. The Lantanna prefer to avoid conflict, viewing combat as wasteful and expensive. However, as is often sarcastically noted across Faerun, this has not prevented them from introducing weapons like the arquebus and bombards to the rest of the world (OPTIONAL: the merchants of Lantan are well known for their desire to avoid combat at any costs. In the minds of many enemies, this translates to cowardice. Because of this, any force battling a Lantan-led group gains a +2 bonus on its Morale checks). Lantanna as a race have large green or black eyes, copper-colored hair, and skin the color of parchment or old ivory. They are a people of great grace and balance, although this does not prevent some of them from being rather muscular. In fact, they move with a fluidity that often times belies their musculature. This natural grace has enabled the Lantanna to safely maneuver across both the railless bridges of their homes, and the swaying rigging of their ships. Lantanna dislike travelling too far inland from the Sea of Swords. The sea is their source of life and commerce, and it is a constant comfort to them. They truly dislike being separated from it for too long. The warm climate of Lantan makes its people susceptible to cold temperatures, which is why Lantanna who trade with the North almost always use proxies and intermediaries (OPTIONAL: in game terms, Lantanna suffer an extra hit point of damage per die of cold damage inflicted upon them). The Lantanna wear loose robes and large sun hats when at home on their islands, and anything practical when on ship or trading ashore elsewhere. In general, they favor shades of yellow in their clothing (similar to their skin color), which has made more than one ignorant foreigner believe that they walk around unclothed. Warriors wear loose robes, eschewing armor as something too confining. Even helms are rejected, in favor of the traditional wide sun hats favored by all Lantannas. Lantanna as a whole tend to share a dislike for armor; not only is it uncomfortable, but they believe that armor puts off customers and lowers the price they receive for their merchandise. [ Back to Top ] Warriors of Lantan Warriors of Lantan have a "fight if we must" attitude, as they consider combat as a wasteful and expensive enterprise. They are more disposed towards resolving disputes with soothing words and rounds of drinks at a tavern. Failing at this option, they will not hesitate to fight. Warriors of Lantan relish the mercantile tradition of their people. They are always on the lookout for a good bargain or a new potential market for Lantanna traders to exploit. Lantanna warriors are extremely nimble and well-balanced. Consequently, they gain a +2 bonus to their Dexterity (maximum Dexterity of 19 with this bonus). They also enjoy a +1 bonus to any proficiency check involving a Dexterity-based proficiency. Each Lantan warrior also starts out with a choice of one of the following nonweapon proficiencies for free: tumbling, swimming, rope use, or navigation. All Lantanna warriors share a love of the sea. No warrior will venture more than 150 miles inland at any given time, and he must return to a coastal area within 30 days of when they last saw the sea. If he does not, he grows listless and despondent, and may grow irrational or suffer from violent outbursts. As all Lantan warriors do not view violence as their first or best option, they are surprised on a roll of 1-4 on a d10, but only in situations where combat is not immediately evident: a city street, a tavern common room, a quiet pasture, or a peaceful forest. Lantanna warriors never wear armor. They find it too constricting. At best, the only armor they may use are small or medium shields. The same restriction applies to headgear: Lantanna warriors do not wear helms or helmets, even if they are magical. As with other Lantanna, its' warriors are adversely affected by cold temperatures. A Lantan warrior suffers an extra hit point of damage per die of cold damage inflicted upon him. [ Back to Top ] Rogues of Lantan Lantanese rogues are noted for their use of the wheel-lock pistol, even though it is hardly a subtle weapon. If such a character is proficient in the use of the wheel-lock, he recieves a +2 bonus on all attack and damage rolls made with it. In addition to this bonus, these characters receive twice the normal amount of starting money and can purchase any manner of ocean-going vessel at 75% of the listed price. This discount applies only if the craft is constructed or purchased in Lantan, or is from a Lantanna national. These characters all begin play with the seamanship and appraisal proficiencies. These are bonus skills and the character need not expend any slots to obtain them. Additional slots may be allocated to increase their chances of success with them. They can purchase the naval combat proficiency (given in the Wizards and Rogues of the Realms accessory, p.115), but must allocate an extra slot when doing so since it is in the Warrior NWP group. Like Lantanna as a whole, rogues are not used to wearing armor. With the exception of elven chain mail, they cannot wear any form of armor. Magical defenses, like cloaks of protection, are acceptable, however. [ Back to Top ] Mages of Lantan under construction [ Back to Top ] 2E Kit - The Spy Due to their great interest in acquiring new inventions, and their slight paranoia towards other nations, both the government and private merchants of Lantan frequently employ spies to gather information from other countries or competitors and relay it back to their superiors. A Spy might work directly for a government official, for a merchant house, or for a guild or other organization. The Spy is an expert infiltrator and can generally be trusted by an employer; a Spy who betrays a contract can quickly gain a bad reputation. Character Class: Any thief, bard, fighter, or wizard can take the Spy kit. Thieves are by far the most common Spies, and those thieves with magical skills are quite good as Spies. Requirements: Spies can come from any social class, alignment, or gender. Lawful Spies are more common than those of other alignments. In addition to any requirements for character class, the Spy must have an Intelligence of 11 or more. Role: Some Spies retire from that endeavor when they become professional adventurers, using their skills to infiltrate and gather information for companions. Others still serve as Spies for a government or other institution, going on adventures between jobs, but essentially remain "on call" for their primary employers. Spies are naturally very secretive. Because they take on many different roles and must keep a tight rein on what information they disseminate, they tend to talk infrequently, especially about themselves. Many Spies have a cover identity or even a number of different aliases; they might try to maintain one or more of these when with an adventuring party. The Spy can be smooth and sophisticated, or crude and brutal, depending on the roles he takes the most often. Most Spies become specialists of sorts, and can take an assignment that lasts for years. In some cases, the Spy might even choose to be an adventurer as a cover, because adventurers are often given a sort of grudging respect that allows them passage when others are restricted; in this case, the Spy might never reveal his true name, character class, or motivations to companions. Though the thief, with superb infiltration and acquisition skills, seems to be the perfect character to become a Spy, other classes can take the kit as well. Thieves are probably the most mercenary of Spies, changing employers slightly more often than others. A Spy bard has a natural cover, as a wondering entertainer, allowing them to travel widely and listen to tales and conversations, often at the courts of nobles. A Spy wizard augments his skills with magic, often disguising the character's true class. Class Modifications: Since the profession can lead the character into many diverse situations, the Spy thief usually acquires a fairly even distribution of skills. A bard receives no special modifications to class abilities. A Spy wizard automatically learns the change self spell at 1st level, and alter self when he reaches 3rd level; these two spells are available even to specialists who would normally be unable to learn them. Many Spy wizards concentrate on illusions and alterations. Weapon Proficiencies: Spies are restricted to the weapon proficiencies normally allowed because of character class. Because of the need for a cover identity, they can carry weapons not allowed but use them with a non-proficiency penalty. At the DM's option, a Spy who carries a weapon for a very long time (at least three experience levels) can be allowed to spend a proficiency slot for that one weapon, even if it is not a weapon normally allowed to that character class. Nonweapon Proficiencies: The character gains bonus proficiencies in disguise, information gathering, and observation. Most Spies take the acting proficiency, especially if they plan to imitate another race, nationality, or character class for any length of time. Recommended proficiencies include alertness, etiquette, forgery, heraldry, local history,reading/writing, reading lips, trailing. Equipment: Spies receive no special equipment restrictions or allowances. However, a Spy wizard can wear leather armor for disguise purposes; because the armor is uncomfortable and unusual for the character, though, he receives no bonus to Armor Class. Magical bonuses and those for Dexterity apply normally. Even though leather armor provides no protection, it still prevents certain magical items, such as bracers of defense, from functioning. Spies enjoy special or magical gadgets and often have custom equipment made, such as a cane that conceals a rapier or a staff that houses a spring-loaded blade. A Spy often carries more than he appears to carry. For some ideas, see CTH and CFH. Special Benefits: The Spy has no special benefits other than those listed elsewhere. Special Hindrances: The Spy has no special hindrances other than the profession itself, which often warrants the death penalty from the victims of the spying and which requires the character to perform tasks for an employer. Wealth Options: The Spy receives standard starting funds. [ Back to Top ] .III. LANTANNA RELIGION under construction [ Back to Top ] .IV. NOTABLE NPC's Bloenin (N,HM,P24): The Lantar of the Council, Bloenin delights in the interaction of systems, in particular human systems such as governments, politics, and economics. Those fortunate enough to encounter the man will find him reserved and almost alien in his dealings, as if wheels were physically turning behind his green eyes. Zalarem Imristar (CN,HM,F6): Zalarem is head of the Green Band, a terrorist group dedicated to ridding Lantan and Lantanese society of the "corrupting effects" of technology. He is missing his left arm, which was horribly mangled in a smokepowder explosion and had to be amputated. Formerly a cleric of the Wonderbringer, Zalarem was cast out for unknown transgressions, and shortly afterwards came up with his new mission in life. Danactar (N,HM,SP17): The High Artificer, and the highest-ranking mortal priest of the Wonderbringer. Danactar runs the High Holy Crafthouse in Illul. [ Back to Top ] .IV. SECRET SOCIETIES The Rundeen The Rundeen is a very old secret society of human merchants, most numerous in the Shining South, but with widespread adherents everywhere in Faerun, including Lantan. Thier recognition-sign is the clenched fist (more formally, two clenched fists crossed at the wrists, held up in front of one's chest). They stand for the common gain of merchants who must travel and face perils, and so include many merchants of Lantan among their ranks. The Rundeen are sometimes opposed by the Harpers and the Ytepka (see below), especially in cases of Rundeen-sponsored piracy against rival merchants (the suspected cause of Lantan's last war with Calimshan), or Rundeen slave trading. [ Back to Top ] The Ytepka (Triceratops) Society The Ytepka (or Triceratops) Society is active among the Tabaxi population of Lantan. Similar to the Harpers, this Neutral-Good aligned secret society is made up mostly of warriors, and acts as a sort of vigilante police force, keeping unsavory individuals and groups from harrassing good members of society. They also act against slavers and, especially in Anchoril, work to combat the agents of Ras Nsi. When the society feels that a member of Tabaxi society is on the verge of committing a great social wrong, they will mark his or her home with the symbol of a triceratops. It is then up to the marked individual to figure out the error and correct it. If the crime is not prevented, the Society will act against the offender; they favor gathering compensation for the victim rather than exacting physical punishment, but in extreme cases, assassination is not unknown. [ Back to Top ] The Green Band The Green Band is a terrorist group dedicated to ridding Lantan and Lantanese society of the "corrupting effects" of technology. They believe that such craft can only bring ruin to Lantan, and that the island should be returned to a pristine, primitive state. There has always been a small but vocal minority in Lantan who dislike the study of Artifice and favor a more traditional, magic-dominated society, but they have always been relatively harmless. However, in recent years, the Band, led by a former cleric of Gond named Zalarem Imristar, has arisen and found support among the Lantanna, from the poor to jaded young members of Lantan's upper class. Even more disturbing are whispers that the Band is being aided by Halruaan interests. Although many, including Lantan's few druids, the Ytepka and the Harpers, are sympathetic to their cause, the Band's use of violence and terror to achieve their objectives has made alliances with these groups difficult. Their favorite targets include rich merchants, gunsmiths, smokepowder refineries, and shrines and temples of the Wonderbringer. [ Back to Top ] .V. CURRENT CLACK Several explosions rocked the annual Wonderbringer Festival in Illul yesterday, killing three and wounding at least twenty. Members of the terrorist Green Band claimed responsibility for the attack, and vowed to continue their campaign against the "Souless Theocratic Automatons" of the Ayrorch. There have been increasing attacks on the Lantanna colony in Chult, and logging operations there have been severely hampered. Fort Chaelan, a Lantanese supply station on the River Sashenstar, was attacked and sacked in a midnight raid by unknown forces. The reason behind these sudden attacks is not yet known, although speculation runs from rival Calishite merchant concerns, to a new leader amongst the native Tabaxi, to an army of Sword Coast bandits looking to carve a realm of their own out of the jungle. Strange lights and flashes have been reported in the skies above Orlil for the last fortnight. The disturbances seem to be centered around the Raven Ring, yet their cause is yet to be determined, as the phenomena only occurs when no humans are around. The Raven Ring is a circle of ancient stone plinths located deep in a vale on Orlil. The plinths, which consist of a strange type of granite found no where else in Faerun, are inscribed with mysterious pictograms and glyphs. The most prominent (and most-repeated) of these glyphs is that of a large, raven-like image, from which the ring takes its' name. The ground within the ring of stones is charred and blackened, and nothing ever grows there. For many centuries, the Raven Ring has fascinated Lantanese archeologists and sages, who constantly search for clues to its' origin and purposes. The wombats, the isles' only permanent residents, have never been seen to go near the site, and remain silent on the subject even when magically questioned. [ Back to Top ]
Lantan Book Two: People and Groups .I. GOVERNMENT and POLITICS Both islands of the nation, Lantan and Suj, are ruled from the capital of Sambar by the Ayrorch, a Council of Twelve, whose members serve for life and themselves select replacements to their ranks. The head of the Aryrorch, the "Ayrar," speaks for the council in Lantan; another member of the council, the "Lantar," is its traveling envoy to other lands. Neither position is traditionally given by seniority or as a reward for service of merit; the Ayrorch seems to sort out its duties on a pragmatic basis, those with a talent or liking for certain tasks undertaking them. The current known Ayrorch of Lantan is; Ayrar: Thagr Lantan: Bloenin Santar (an ancient Lantan word meaning "others"): Bhaemul, Thonn, Meskal, Ghundal, Ormthess, Kuthil, Ramatar, Lothna, Ulmreen, and Threshna. [ Back to Top ] .II. PEOPLE and CUSTOMS Lantan is peopled by contented folk who worship Gond Wondermaker, the Patron of Artificers. The Lantanna prefer to avoid conflict, viewing combat as wasteful and expensive. However, as is often sarcastically noted across Faerun, this has not prevented them from introducing weapons like the arquebus and bombards to the rest of the world (OPTIONAL: the merchants of Lantan are well known for their desire to avoid combat at any costs. In the minds of many enemies, this translates to cowardice. Because of this, any force battling a Lantan-led group gains a +2 bonus on its Morale checks). Lantanna as a race have large green or black eyes, copper-colored hair, and skin the color of parchment or old ivory. They are a people of great grace and balance, although this does not prevent some of them from being rather muscular. In fact, they move with a fluidity that often times belies their musculature. This natural grace has enabled the Lantanna to safely maneuver across both the railless bridges of their homes, and the swaying rigging of their ships. Lantanna dislike travelling too far inland from the Sea of Swords. The sea is their source of life and commerce, and it is a constant comfort to them. They truly dislike being separated from it for too long. The warm climate of Lantan makes its people susceptible to cold temperatures, which is why Lantanna who trade with the North almost always use proxies and intermediaries (OPTIONAL: in game terms, Lantanna suffer an extra hit point of damage per die of cold damage inflicted upon them). The Lantanna wear loose robes and large sun hats when at home on their islands, and anything practical when on ship or trading ashore elsewhere. In general, they favor shades of yellow in their clothing (similar to their skin color), which has made more than one ignorant foreigner believe that they walk around unclothed. Warriors wear loose robes, eschewing armor as something too confining. Even helms are rejected, in favor of the traditional wide sun hats favored by all Lantannas. Lantanna as a whole tend to share a dislike for armor; not only is it uncomfortable, but they believe that armor puts off customers and lowers the price they receive for their merchandise. [ Back to Top ] Warriors of Lantan Warriors of Lantan have a "fight if we must" attitude, as they consider combat as a wasteful and expensive enterprise. They are more disposed towards resolving disputes with soothing words and rounds of drinks at a tavern. Failing at this option, they will not hesitate to fight. Warriors of Lantan relish the mercantile tradition of their people. They are always on the lookout for a good bargain or a new potential market for Lantanna traders to exploit. Lantanna warriors are extremely nimble and well-balanced. Consequently, they gain a +2 bonus to their Dexterity (maximum Dexterity of 19 with this bonus). They also enjoy a +1 bonus to any proficiency check involving a Dexterity-based proficiency. Each Lantan warrior also starts out with a choice of one of the following nonweapon proficiencies for free: tumbling, swimming, rope use, or navigation. All Lantanna warriors share a love of the sea. No warrior will venture more than 150 miles inland at any given time, and he must return to a coastal area within 30 days of when they last saw the sea. If he does not, he grows listless and despondent, and may grow irrational or suffer from violent outbursts. As all Lantan warriors do not view violence as their first or best option, they are surprised on a roll of 1-4 on a d10, but only in situations where combat is not immediately evident: a city street, a tavern common room, a quiet pasture, or a peaceful forest. Lantanna warriors never wear armor. They find it too constricting. At best, the only armor they may use are small or medium shields. The same restriction applies to headgear: Lantanna warriors do not wear helms or helmets, even if they are magical. As with other Lantanna, its' warriors are adversely affected by cold temperatures. A Lantan warrior suffers an extra hit point of damage per die of cold damage inflicted upon him. [ Back to Top ] Rogues of Lantan Lantanese rogues are noted for their use of the wheel-lock pistol, even though it is hardly a subtle weapon. If such a character is proficient in the use of the wheel-lock, he recieves a +2 bonus on all attack and damage rolls made with it. In addition to this bonus, these characters receive twice the normal amount of starting money and can purchase any manner of ocean-going vessel at 75% of the listed price. This discount applies only if the craft is constructed or purchased in Lantan, or is from a Lantanna national. These characters all begin play with the seamanship and appraisal proficiencies. These are bonus skills and the character need not expend any slots to obtain them. Additional slots may be allocated to increase their chances of success with them. They can purchase the naval combat proficiency (given in the Wizards and Rogues of the Realms accessory, p.115), but must allocate an extra slot when doing so since it is in the Warrior NWP group. Like Lantanna as a whole, rogues are not used to wearing armor. With the exception of elven chain mail, they cannot wear any form of armor. Magical defenses, like cloaks of protection, are acceptable, however. [ Back to Top ] Mages of Lantan under construction [ Back to Top ] 2E Kit - The Spy Due to their great interest in acquiring new inventions, and their slight paranoia towards other nations, both the government and private merchants of Lantan frequently employ spies to gather information from other countries or competitors and relay it back to their superiors. A Spy might work directly for a government official, for a merchant house, or for a guild or other organization. The Spy is an expert infiltrator and can generally be trusted by an employer; a Spy who betrays a contract can quickly gain a bad reputation. Character Class: Any thief, bard, fighter, or wizard can take the Spy kit. Thieves are by far the most common Spies, and those thieves with magical skills are quite good as Spies. Requirements: Spies can come from any social class, alignment, or gender. Lawful Spies are more common than those of other alignments. In addition to any requirements for character class, the Spy must have an Intelligence of 11 or more. Role: Some Spies retire from that endeavor when they become professional adventurers, using their skills to infiltrate and gather information for companions. Others still serve as Spies for a government or other institution, going on adventures between jobs, but essentially remain "on call" for their primary employers. Spies are naturally very secretive. Because they take on many different roles and must keep a tight rein on what information they disseminate, they tend to talk infrequently, especially about themselves. Many Spies have a cover identity or even a number of different aliases; they might try to maintain one or more of these when with an adventuring party. The Spy can be smooth and sophisticated, or crude and brutal, depending on the roles he takes the most often. Most Spies become specialists of sorts, and can take an assignment that lasts for years. In some cases, the Spy might even choose to be an adventurer as a cover, because adventurers are often given a sort of grudging respect that allows them passage when others are restricted; in this case, the Spy might never reveal his true name, character class, or motivations to companions. Though the thief, with superb infiltration and acquisition skills, seems to be the perfect character to become a Spy, other classes can take the kit as well. Thieves are probably the most mercenary of Spies, changing employers slightly more often than others. A Spy bard has a natural cover, as a wondering entertainer, allowing them to travel widely and listen to tales and conversations, often at the courts of nobles. A Spy wizard augments his skills with magic, often disguising the character's true class. Class Modifications: Since the profession can lead the character into many diverse situations, the Spy thief usually acquires a fairly even distribution of skills. A bard receives no special modifications to class abilities. A Spy wizard automatically learns the change self spell at 1st level, and alter self when he reaches 3rd level; these two spells are available even to specialists who would normally be unable to learn them. Many Spy wizards concentrate on illusions and alterations. Weapon Proficiencies: Spies are restricted to the weapon proficiencies normally allowed because of character class. Because of the need for a cover identity, they can carry weapons not allowed but use them with a non-proficiency penalty. At the DM's option, a Spy who carries a weapon for a very long time (at least three experience levels) can be allowed to spend a proficiency slot for that one weapon, even if it is not a weapon normally allowed to that character class. Nonweapon Proficiencies: The character gains bonus proficiencies in disguise, information gathering, and observation. Most Spies take the acting proficiency, especially if they plan to imitate another race, nationality, or character class for any length of time. Recommended proficiencies include alertness, etiquette, forgery, heraldry, local history,reading/writing, reading lips, trailing. Equipment: Spies receive no special equipment restrictions or allowances. However, a Spy wizard can wear leather armor for disguise purposes; because the armor is uncomfortable and unusual for the character, though, he receives no bonus to Armor Class. Magical bonuses and those for Dexterity apply normally. Even though leather armor provides no protection, it still prevents certain magical items, such as bracers of defense, from functioning. Spies enjoy special or magical gadgets and often have custom equipment made, such as a cane that conceals a rapier or a staff that houses a spring-loaded blade. A Spy often carries more than he appears to carry. For some ideas, see CTH and CFH. Special Benefits: The Spy has no special benefits other than those listed elsewhere. Special Hindrances: The Spy has no special hindrances other than the profession itself, which often warrants the death penalty from the victims of the spying and which requires the character to perform tasks for an employer. Wealth Options: The Spy receives standard starting funds. [ Back to Top ] .III. LANTANNA RELIGION under construction [ Back to Top ] .IV. NOTABLE NPC's Bloenin (N,HM,P24): The Lantar of the Council, Bloenin delights in the interaction of systems, in particular human systems such as governments, politics, and economics. Those fortunate enough to encounter the man will find him reserved and almost alien in his dealings, as if wheels were physically turning behind his green eyes. Zalarem Imristar (CN,HM,F6): Zalarem is head of the Green Band, a terrorist group dedicated to ridding Lantan and Lantanese society of the "corrupting effects" of technology. He is missing his left arm, which was horribly mangled in a smokepowder explosion and had to be amputated. Formerly a cleric of the Wonderbringer, Zalarem was cast out for unknown transgressions, and shortly afterwards came up with his new mission in life. Danactar (N,HM,SP17): The High Artificer, and the highest-ranking mortal priest of the Wonderbringer. Danactar runs the High Holy Crafthouse in Illul. [ Back to Top ] .IV. SECRET SOCIETIES The Rundeen The Rundeen is a very old secret society of human merchants, most numerous in the Shining South, but with widespread adherents everywhere in Faerun, including Lantan. Thier recognition-sign is the clenched fist (more formally, two clenched fists crossed at the wrists, held up in front of one's chest). They stand for the common gain of merchants who must travel and face perils, and so include many merchants of Lantan among their ranks. The Rundeen are sometimes opposed by the Harpers and the Ytepka (see below), especially in cases of Rundeen-sponsored piracy against rival merchants (the suspected cause of Lantan's last war with Calimshan), or Rundeen slave trading. [ Back to Top ] The Ytepka (Triceratops) Society The Ytepka (or Triceratops) Society is active among the Tabaxi population of Lantan. Similar to the Harpers, this Neutral-Good aligned secret society is made up mostly of warriors, and acts as a sort of vigilante police force, keeping unsavory individuals and groups from harrassing good members of society. They also act against slavers and, especially in Anchoril, work to combat the agents of Ras Nsi. When the society feels that a member of Tabaxi society is on the verge of committing a great social wrong, they will mark his or her home with the symbol of a triceratops. It is then up to the marked individual to figure out the error and correct it. If the crime is not prevented, the Society will act against the offender; they favor gathering compensation for the victim rather than exacting physical punishment, but in extreme cases, assassination is not unknown. [ Back to Top ] The Green Band The Green Band is a terrorist group dedicated to ridding Lantan and Lantanese society of the "corrupting effects" of technology. They believe that such craft can only bring ruin to Lantan, and that the island should be returned to a pristine, primitive state. There has always been a small but vocal minority in Lantan who dislike the study of Artifice and favor a more traditional, magic-dominated society, but they have always been relatively harmless. However, in recent years, the Band, led by a former cleric of Gond named Zalarem Imristar, has arisen and found support among the Lantanna, from the poor to jaded young members of Lantan's upper class. Even more disturbing are whispers that the Band is being aided by Halruaan interests. Although many, including Lantan's few druids, the Ytepka and the Harpers, are sympathetic to their cause, the Band's use of violence and terror to achieve their objectives has made alliances with these groups difficult. Their favorite targets include rich merchants, gunsmiths, smokepowder refineries, and shrines and temples of the Wonderbringer. [ Back to Top ] .V. CURRENT CLACK Several explosions rocked the annual Wonderbringer Festival in Illul yesterday, killing three and wounding at least twenty. Members of the terrorist Green Band claimed responsibility for the attack, and vowed to continue their campaign against the "Souless Theocratic Automatons" of the Ayrorch. There have been increasing attacks on the Lantanna colony in Chult, and logging operations there have been severely hampered. Fort Chaelan, a Lantanese supply station on the River Sashenstar, was attacked and sacked in a midnight raid by unknown forces. The reason behind these sudden attacks is not yet known, although speculation runs from rival Calishite merchant concerns, to a new leader amongst the native Tabaxi, to an army of Sword Coast bandits looking to carve a realm of their own out of the jungle. Strange lights and flashes have been reported in the skies above Orlil for the last fortnight. The disturbances seem to be centered around the Raven Ring, yet their cause is yet to be determined, as the phenomena only occurs when no humans are around. The Raven Ring is a circle of ancient stone plinths located deep in a vale on Orlil. The plinths, which consist of a strange type of granite found no where else in Faerun, are inscribed with mysterious pictograms and glyphs. The most prominent (and most-repeated) of these glyphs is that of a large, raven-like image, from which the ring takes its' name. The ground within the ring of stones is charred and blackened, and nothing ever grows there. For many centuries, the Raven Ring has fascinated Lantanese archeologists and sages, who constantly search for clues to its' origin and purposes. The wombats, the isles' only permanent residents, have never been seen to go near the site, and remain silent on the subject even when magically questioned. [ Back to Top ]
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