TEXT:  
   
   
   
   
   
   
  
   
  TABLE OF CONTENTS 
   Setting Guide 
   
   
   
   
   
   
   
   
  3 
  o Historic Events 
   
   
   
   
   
   
   
  3 
  o Geography   
   
   
   
   
   
   
   
  9 
  o People 
   
   
   
   
   
   
   
   
  20 
   Character Creation 
   
   
   
   
   
   
   
  26 
  o Playable Race 
   
   
   
   
   
   
   
  26 
  o Sub-classes  
   
   
   
   
   
   
   
  29 
  o Backgrounds 
   
   
   
   
   
   
   
  32 
  o Feats  
   
   
   
   
   
   
   
   
  35 
   Campaign Outline  
   
   
   
   
   
   
   
  36 
   
   
   
   
   
  All rights reserved. No part of this publication may be reproduced, 
  stored in a retrieval system, or transmitted in any form or by any means 
  electronic, mechanical, photocopying, recording or otherwise, without the 
  prior permission of the copyright owner. 
   
  This product contains Open Content taken from the Systems Reference Document under the Open Game License.   
  No other portion of this work may be reproduced in any form without permission. 
   
  Designed and Written by Justin Spath 
  Edited by Kristen Clute 
  Cartography by Dyson Logos 
   
   
   
   
   
   
   
   
   
  Copyright © Space Daddy Games 2019 
   
  https://www.spacedaddygames.com 
  
   
  SETTING GUIDE 
  The Drifting City is a unique and 
  interesting location to place your 
  adventures.  The constraints of the city 
  push the gamemaster to look at things a 
  different way and find creative ways to tell 
  a story.  This setting guide expands on the 
  information found in the Rebels of the 
  Drifting City adventure in order to give the 
  gamemaster a stronger foundation on 
  which to build stories. 
  Within this setting guide you will find short 
  sidebars providing information such as 
  advice to gamemasters, including secret 
  history, tips on players interacting in this 
  world, and comparisons to real-world 
  examples. 
  Known History  
   
   
   
  One of the most strictly enforced rules 
  within the Drifting City is the ban on 
  written materials.  Early in the history of 
  the city, the Five conducted a purge of all 
  books, scrolls, and other records they 
  could find.  No written information exists 
  from the World Before because of this 
  purge.  Since this knowledge purge, the 
  Five and their underlings have continued 
  to enforce this dictate with brutal 
  efficiency.  Most writing, and learning, 
  happens on an ephemeral basis, commonly 
  done with chalk and slate.  History and 
  knowledge are passed down through oral 
  traditions. 
  Secret History The ban on written 
  materials is a coordinated effort by the 
  Five, and most specifically Draga, to 
  destroy any information regarding the 
  World Before.  This limitation on 
  information is a method by which the Five 
  have maintained their power by minimizing 
  the ability to record and pass along 
  knowledge.  The Five are able to quell 
  rebellion and decrease the likelihood of 
  anyone developing enough power to 
  challenge them.  The Five work to make 
  sure that to the people of the Drifting City, 
  the only option for their survival is the 
  Drifting City, and by extension the Five.  
  Timeline  
   
   
   
   
  A specific calendar of events in the history 
  of the Drifting City has never been 
  established due to the ban on written 
  materials by the Five and the early focus 
  on simple survival. 
  Generally speaking, most people in the 
  Drifting City measure time and history as a 
  reference to specific events that affected 
  the city as a whole such as the Raising, the 
  Great Famine, or the founding of enclaves.  
  Another way to measure time on the macro 
  scale is counting the generations of the 
  races.  As an example, the elves of the 
  Drifting City refer to the current time 
  period as the 3rd Generation, indicating it 
  has been three generations of elves since 
  the Raising, roughly 1,800 to 2,000 years. 
  HISTORIC EVENTS 
  The Raising 
   
   
   
   
  As the war of the gods raged, the detritus 
  of their battles fell to the world below 
  causing widespread disasters.  Wildfires, 
  tsunamis, tornadoes and earthquakes 
  ravaged the lands. The damage wrought by 
  
   
  the disasters nearly wiped the world clean 
  of its inhabitants. Those who survived 
  made their way high into the mountains to 
  seek shelter and escape the rising flood 
  waters. At the peak of a high mountain, 
  five powerful wizards gathered at a place of 
  power and undertook a ritual never before 
  attempted. After a time spent in deep 
  meditation, their voices came together, and 
  their hands moved in unison weaving a 
  spell of incredible complexity. The first 
  visual sign on the spell began as a small 
  glowing speck of light hovering above 
  them.  As they worked the spell, they drew 
  in the energy released by the gods and 
  began us it in their ritual.  It slowly 
  trickled into the speck of light into it began 
  to grow into a globe. The seconds turned to 
  minutes, minutes turned to hours, hours 
  turned to days and the globe of light slowly 
  grew. 
  After a time, the five wizards were finally 
  able to charge the orb of light with enough 
  eldritch energy to sustain their ultimate 
  goal, raising the refuge mountain high 
  above the dying world. The very power of 
  the gods that nearly destroyed them gave 
  them their last hope. The moment their 
  voices stopped, the earth rumbled and the 
  mountain they stood upon raised into the 
  sky, creating a refuge for those people who 
  remained in the world. 
  Secret History While the people of the 
  Drifting City lived their lives, raised 
  families, and struggled for survival, the 
  Five fought a battle against themselves.  
  While it is true that the Five did raise the 
  Drifting City from the ground to float above 
  the world below, their motivations were not 
  altruistic as the legends tell.  The Five were 
  indeed very powerful wizards, but their 
  motivations were dark and selfish.  They 
  wished to have a private world to practice 
  their dark magic with subjugated people 
  under their control.  They staged the 
  destruction of the world below as a ruse to 
  draw people to them. 
  Once the Drifting City was raised and the 
  Five successfully cut off the outside world, 
  they eventually began fighting with each 
  other, as none believed the others to be 
  their equal.  No one truly knows how each 
  of them died, but ultimately Draga 
  remained as the sole surviving member of 
  the Five, though he had traded his true life 
  for the un-life and power of a lich.  He 
  maintained the illusion of the Five for 
  reasons only he knows. 
  The Founding of Fabrica 
   
   
  In the early years after the Raising, simple 
  survival was the goal of everyone.  As such, 
  few considered anything other than food 
  and shelter.  The dwarves, with their 
  excellent building and engineering 
  knowledge, quickly established the first 
  structures on the Surface and did their 
  part to make sure everyone was protected 
  from the elements.  They pulled their 
  weight in establishing the Drifting City as a 
  safe haven from the horrors below.  Once 
  the Drifting City found itself in a more 
  stable position from a survival standpoint, 
  many dwarves began to long for their 
  homes underground that they had left 
  behind in the World Before.   
  After a bit of surveying and tunneling, 
  natural caverns within the body of the 
  Drifting City were discovered and many of 
  the dwarves laid claim to an area and 
  began to move in.   These caverns sat far 
  enough below the Surface to be separate 
  and distinct but were still close enough 
  that the dwarves frequently interacted with 
  those on the Surface.  The dwarves began 
  to rebuild their culture, based on what was 
  remembered. 
  
   
  Under the leadership of the first true 
  dwarven leader in the Drifting City, 
  Abarrak Turnstone, Fabrica became the 
  founding enclave of the Warrens.   
  The Culling 
   
   
   
   
  Before the majority of people started 
  moving underground, there were already 
  concerns of overcrowding and resource 
  management.  The elves were especially 
  concerned because many other species 
  procreated at a faster pace than them and 
  they feared the overpopulation would reach 
  dire levels before they themselves had 
  reached a significant population.  
  A large group of elves, joined by leaders 
  from the other races, approached the 
  Tower of the Five and demanded the Five 
  address the issue. Though the group was 
  not allowed into the Tower, the Five did 
  come outside to address them, the first 
  time the Five had been seen in months.  
  The group outlined their concerns to the 
  Five, providing a detailed plan on what 
  they thought the best course of action 
  should be.  The Five indicated they did not 
  agree with the proposal and they had a 
  more immediate solution to the concerns.   
  Their solution was as simple as it was 
  brutal. With what seemed like little effort, 
  they released a burst of magical energy 
  that destroyed everything in its path. 
  Buildings and people disintegrated in an 
  instance. Nearly 20% of the total 
  population at that time and nearly 80% of 
  the elves overall, simply ceased to exist due 
  to the Five.  The final words spoken by 
  Isolde to the gathered group before the Five 
  returned to their Tower were “Return here 
  when you wish for us to solve further 
  issues you may have.”  
  Hundreds of years later, some rebuilding 
  in the area has begun, but most of this 
  area still stands empty and charred.  Now 
  known as the Cull, it stands as a solemn 
  reminder of the power of the Five.  An 
  additional result of the Culling was the 
  retreat of most of the remaining elves from 
  the public spaces of the Drifting CIty.  
  After the tragedy of the Culling, most elves 
  moved into the Warrens and founded the 
  elven enclave, Helica. 
  Haggardee’s Rebellion 
   
   
  The first generation born within the 
  Drifting City, never knowing the World 
  Before, grew up with a different perspective 
  on the life they had. Without a basis for 
  comparison, most accepted their lives as 
  normal without reservations, especially in 
  the shorter-lived races such as humans.  
  Some did not though, believing they 
  deserved more than what they had.  
  Specifically, they believed that the Five, 
  who had become increasingly absent in the 
  day-to-day running of the Drifting City, 
  should give the authority in the Drifting 
  City to the people. 
  The dwarves have always been a stalwart 
  pillar of the Drifting City community.  
  There is no one in the city who would not 
  acknowledge the contribution of the 
  dwarves to the success of the city.  But 
  even with this acknowledgment, some of 
  their ranks believed they should be 
  elevated above others in influence and 
  power, perhaps even that they should be in 
  control of the city. 
  This growing sentiment reached a peak 
  with the actions of Haggardee Turnstone, 
  son of the dwarven leader.  By the time 
  Haggardee came of age, the Five had 
  mostly retreated to their Tower and were 
  rarely seen in public, with the Cadre 
  
   
  primarily keeping order.  Haggardee 
  believed that the fealty his father showed 
  to the Five was unearned and that they 
  had grown weak and undeserving of their 
  station.  He gathered a group of other 
  disenfranchised people, of many races, and 
  led an assault on a group of Cadre 
  gathered at the Fighting Pit.  Many Cadre 
  died that day, and Haggardee was quick to 
  claim victory and rally more people to his 
  cause.   
  If the response had come from the Cadre 
  alone he perhaps would have been 
  successful.  But it was the mages of the 
  Dark Sky that brought the short rebellion 
  to a close.  Haggardee believed he knew 
  what to be prepared for, but being young 
  and born in the Drifting City, he had very 
  little knowledge of the power of high-level 
  mages.  Even the Dark Sky, far below the 
  might of the Five, were able to rain terrible 
  horrors upon those following Haggardee.   
  Haggardee and his followers ultimately 
  retreated to the Warrens and hid within 
  the Fungal Grottoes.  Their fate was sealed 
  the moment they shed the blood of the 
  Cadre though, and the Dark Sky mages 
  easily defeated them, with considerable 
  collateral damage.  The Dark Sky mages 
  were spiteful as well, turning on the 
  dwarves as a whole after Haggardee’s 
  death.  It was only through great sacrifice 
  that Abarrak was able to appease the Dark 
  Sky and end their assault on the dwarves. 
  The Great Famine 
   
   
   
  The battle that ended Haggardee’s 
  Rebellion had a lasting impact beyond 
  further cementing the Five’s control over 
  the Drifting City.  The collateral damage of 
  the Dark Sky’s attack on Haggardee’s 
  fighters resulted in the largest of the 
  Fungal Grottoes being decimated, with all 
  crops lost, and several connected 
  chambers being polluted as well. 
  Despite the best efforts of the Mycelists, it 
  was several years before these chambers 
  were able to be used for food growth again.  
  In the best of times, food grown in the 
  Drifting City has barely kept up with the 
  demand.  The loss of these chambers and 
  crops had a cascading effect on the food 
  security of all people in the city and 
  ultimately resulted in widespread famine.   
  Many deaths occurred, mostly in the 
  young, old and sick, but the 
  malnourishment of those who did survive 
  would negatively affect their health for 
  years to come.  And the memory of Great 
  Famine would haunt generations. 
  The Orta Discovery 
  Though it seems exploration of the Drifting 
  City would have run its course quickly, it 
  took many decades after the Raising before 
  anyone made their way into the deepest 
  portions of the Warrens.  Expecting to 
  possibly find resources they might be able 
  to use, the explorers were shocked when 
  they broke through stone wall and entered 
  into a cavern full of homes and movement, 
  though completely in the dark.  The leader 
  of the explorers, a human name Draften, 
  described the discovery this way,  
  “As we waved our lights around the 
  entrance we had created into the large 
  cavern, shapes moved in the darkness 
  drawing closer to us.  As one of the shapes 
  moved in front of the others, it stepped 
  forward morphing into a humanoid shape 
  and by the time it entered the light fully, it 
  looked just like me, though its skin was 
  pale and its eyes red.  Many more began to 
  enter the light, taking the form of my 
  companions, though again with pale skin 
  
   
  and red eyes.  Most of us drew our 
  weapons, but one dwarf stepped forward 
  and said to the one in front, ‘We mean you 
  no harm, you are unknown to us.’  He tried 
  it in Common first, and then in Dwarvish.  
  The one in the front looked at him and 
  responded mixing the phrase in Common 
  and Dwarvish, ‘We are Orta.” 
  In the years after, that dwarf, Rikon 
  Luthregon, became something of a 
  champion to the Orta, protecting them 
  from persecution and working to integrate 
  them into the world of the Drifting City.  
  And though few acknowledge their 
  contribution, the Orta were vital to the 
  ongoing sustainability of the Drifting City.  
  Their knowledge and experience with the 
  raising of fungus as a food source, as well 
  as the varieties they shared, were crucial 
  to the food security of the Drifting City.   
  Even hundreds of years later, rumors still 
  persist that the Orta are undead creatures 
  because of their appearance and behavior, 
  but they live and breathe like any other.  
  Their appearance and interactions are 
  often unsettling to others.  This has led to 
  fear and mistrust against them, even 
  though there is no record of any conflict 
  ever started by the Orta. 
  The First Turning 
   
   
   
  Periodically throughout the history of the 
  Drifting City, unrest will reach a 
  crescendo.  Sometimes it is driven by a 
  single charismatic leader, such as 
  Haggardee Turnstone, but others are more 
  nebulous and arise out of loose affiliations 
  of people.  Such was the precipitating 
  event of what eventually became known as 
  the First Turning. 
  Civil unrest had been building throughout 
  the Drifting City for months, held mostly in 
  check by the Cadre and Dark Sky.  Their 
  unflinching methods of enforcement were 
  ultimately the spark that lit a fire under 
  many people.  The death of a prominent 
  and well-liked merchant who refused the 
  demands of the Cadre, prompted large-
  scale rioting throughout the Drifting City, 
  culminating in hundreds rushing the 
  Tower of the Five, demanding change.   
  It had been long enough since the Culling 
  and their energy was so heightened that 
  the rioters did not consider the risk they 
  were putting themselves in.  As they 
  gathered around the Tower, the Five exited 
  through the upper balcony door, floating in 
  the air above the gathered mob.   
  As they hovered, the Fire began to grow 
  brighter, and the Drifting City began to 
  rotate on its axis.  Many tried to escape, 
  hold on, or anything else that might save 
  them.  Very few succeeded.  The hundreds 
  gathered in the square that day fell from 
  the Drifting City to the horrors waiting for 
  them below.  Hundreds more, not part of 
  the riots, died as well, falling from the 
  Surface, or sustaining injuries within the 
  Warrens. 
  The Second Turning  
   
   
  No one is really sure why the people 
  gathered in the Raising Square 
  surrounding the Tower of the Five on the 
  day of the Second Turning, but regardless 
  hundreds were there, all pounding at the 
  walls of the Tower.  Unlike before, the Five 
  did not exit the Tower, but the Fire did 
  glow with greater intensity and the Drifting 
  City did pivot on its axis again, killing the 
  hundreds gathered, and more throughout 
  the city. 
  Secret History The second turning was a 
  result of the final battle between Draga and 
  
   
  Requis.  Requis had used considerable 
  magical coercion to draw people to the 
  tower in an effort to distract Draga from 
  his plans.  Ultimately though, Draga was 
  not distracted and in fact used the deaths 
  of the gathered to power his spell to fully 
  become a lich.  Once he had taken on this 
  un-life, he was able to defeat Requis and 
  become the sole ruler of the Drifting City. 
  
   
  GEOGRAPHY  
  In the early days, the people of the city 
  survived and thrived on the Surface.  
  Eventually though, with such limited space 
  and limited resources, more and more 
  people moved underground.  With the high 
  winds around the city and the unstable 
  nature of the city’s movement through the 
  sky, underground proved to be the safest 
  place.  Known as the Warrens, the 
  underground space has become limited as 
  well. The city above ground is large enough 
  that a person can walk for about an hour 
  from edge to edge and underground is far 
  larger due to its volume. 
  Swirling around the Drifting City are dark 
  storm clouds, streaked with violet 
  lightning, remnants of the eldritch war of 
  the gods that led to the city’s creation.  The 
  thick cloud cover obscures the ground 
  below, and none have seen the surface in 
  known history.  In general, the city floats 
  above the worst of the storm clouds, but 
  occasionally the heavy storms surge up 
  over the city and buffet it about.  The cloud 
  cover commonly extends above the city and 
  limits sunlight to only a few hours a day.  
  The high winds across the surface city can 
  become exceptionally dangerous and many 
  lives have been lost this way. In the 
  underground portions of the city, the 
  storms create earthquake-like 
  reverberations. 
  The Surface 
   
   
   
   
  The oldest part of the Drifting City, and the 
  part most like a traditional city, the 
  Surface is the smallest portion overall. It is 
  primarily inhabited by the species that 
  prefer the open air, such as halflings, elves 
  and humans, though there is a mix of all 
  races on the Surface and in the Warrens.  
  Broadly speaking, the Surface is laid out in 
  concentric rings with roads and avenues 
  connecting them.  The structures are 
  tightly packed together, and gaps between 
  buildings usually only exist due to natural 
  disasters, such as the frequent lightning 
  strikes and windstorms, or natural rock 
  formations that pierce through the surface 
  making building difficult.  Most surface 
  buildings are low to the ground, to avoid 
  the danger of the winds. 
  For many years, much of the Surface was 
  abandoned by the people of the Drifting 
  City.  Over time, most people have moved 
  into the Warrens, both for the safety of its 
  structures and to move further from the 
  Five and their underlings, all of whom live 
  on the Surface.  But as the space in the 
  Warrens is getting tighter, more have 
  moved back to the Surface, with all the 
  dangers inherent with it. 
  Many buildings on the Surface have 
  private entrances into the Warrens, and 
  public access points exist throughout the 
  Surface city as well. 
  The Tower of the Five 
  The most visible landmark and a constant 
  reminder of the tyranny of the Five, their 
  Tower stands high above all other 
  structures on the Surface.  Multiple stories 
  high, the Tower of the Five has an organic 
  quality to it.  Unlike the other buildings on 
  the Surface, the Tower was not built, but 
  rather mystically pulled from the ground 
  through the arcane powers of the Five.  
  The Tower sits centrally surrounded by the 
  largest open area on the Surface, the 
  Raising Square. 
  Atop the Tower, an occult light shines at 
  all times, emitted from the artifact known 
  as the Fire. It crackles with eldritch 
  
   
  lightning, casting a twilight hue across the 
  City even in the darkest hours.  Pieces of 
  stone circle the Fire, remnants of the spell 
  that formed the city originally.  Imbued 
  and sustained through the magic of the 
  Five, the Fire gives them complete control 
  over the Drifting City. 
  The Cull 
  One of the darkest events in the history of 
  the Drifting City left not only a deep 
  emotional scar in the hearts of the people 
  but also a dark gash across the landscape 
  of the Surface. The blackened remnants of 
  the Five’s destruction of this area is clearly 
  visible even hundreds of years later.  The 
  rebuilding that has begun is spreading 
  from the center of the surface outward. 
  A strange repercussion of the magical force 
  that decimated this portion of the city is 
  that the darkness permeating this area is 
  something beyond natural.  Those who 
  enter it report that light has a much more 
  difficult time penetrating the darkness, 
  and cannot travel as far as expected.  If 
  one stays too long in it, they report hearing 
  whispers in the darkness and seeing 
  movement out of the corner of their eyes.  
  Perhaps it was the large number of victims 
  here, perhaps it is a side effect of the 
  magical energy in the attack, or perhaps 
  the devastation released something sinister 
  and unknown.  Regardless of the reason, 
  The Cull is one of the most avoided areas 
  in the Drifting City. 
  The Grove of the Sun 
  The soil in the Drifting City is rocky and 
  poor. The growth of plants is difficult 
  except for one area maintained by a group 
  of highly protective and militant druids. 
  Originally the Grove was open to all, and 
  the halflings, in particular, found solace 
  there.  But over time, as demand for the 
  resources of the Grove grew stronger, the 
  druids began to reject the others of the 
  city, becoming aloof and cold.  As the 
  druids fought against the outside 
  influences on the Grove, they ultimately 
  chose to seal it off from everyone but their 
  order.  
  Roughly pentagonal in shape, the Grove of 
  the Sun is full of trees and plants seen 
  nowhere else in the Drifting City. The 
  Druids allow no one other than their order 
  in, and a thick, tall hedge full of razor-
  sharp thorns circles the entire grove.  The 
  Druids in the grove are self-sufficient and 
  rarely leave it. They do offer a bit of trade 
  periodically with the greater city, allowing 
  some wood and other products to be 
  shared, sold, or bartered.  They are also 
  known to provide materials to the Five and 
  their subordinates, as the price to be 
  allowed to function on their own. 
  Over time, many have attempted to enter 
  the Grove to exploit its treasures.  Few 
  have returned from their excursions, and 
  those who have spoke of the very plants of 
  the Grove turning against them, seeking 
  their blood and flesh as fertilizer. 
  Dark Sky Lyceum 
  A group of interconnected obsidian 
  buildings on the Surface contains the Dark 
  Sky Lyceum, a facility for teaching the 
  arcane arts to those who will become 
  mages.  Some come to the Lyceum as 
  adults, but the preference is to take 
  children with magical potential from their 
  parents and raise them in the ways of the 
  Dark Sky.  These children train to become 
  the most loyal and powerful servants of the 
  Five, enforcing their will through coercion 
  and fearsome magic attacks.   
  Life in the Lyceum is dualistic in nature.  
  The students there live a life of luxury not
  
   
  
   
  seen anywhere else in the Drifting City.  
  They want for nothing and answer to no 
  one but their superiors.  But the sheer 
  brutality of their training offsets any 
  positivity found in it.  Few rise to the rank 
  of a full mage of the Dark Sky and those 
  that do are the most powerful and brutal of 
  them all.  The Dark Sky clearly believe in 
  the concept that only the strong survive 
  and those who live through their training 
  are powerful and strong.  Students of the 
  Lyceum are as likely to die from the 
  machinations of their fellow students as 
  they are from the lessons they are learning. 
  Cadre Barracks 
  The Cadre, like other servants of the Five, 
  live on the Surface.  More than a dozen 
  Cadre Barracks are spread through the 
  Surface city with the greatest 
  concentration being close to the Raising 
  Square and the Tower of the Five.  Each 
  barrack is self-contained serving as home, 
  training center, and administrative offices 
  of Cadre officers.  Most barracks house a 
  dozen or more Cadre along with a 
  Lieutenant and possibly other officers.  
  The Cadre maintain manned outposts 
  within several areas of the Warrens, 
  including a contingent in the Central 
  Bazaar, but do not maintain living quarters 
  in the Warrens. 
  Archive of the Acolytes 
  Tucked away near the Tower of the Five is 
  a nondescript building that has no 
  entrances, exits, or windows.  The common 
  citizen has no knowledge of what is in this 
  building and pays it no mind.  But within 
  Archive of the Acolytes lies the secrets of 
  the Five, of history, and of the World 
  Before. 
  The Archive serves as both a repository of 
  information, maintained by the Acolytes, 
  as well as the primary place of worship 
  that the Acolytes use for their rituals to the 
  Five. 
  Secret History The ban on written 
  material in the Drifting City appears to 
  most to be one built on destruction, when 
  it is in fact built on collection.  All of the 
  written materials taken by the Five and 
  their underlings ultimately end up in the 
  Archive of the Acolytes where it is reviewed 
  and cataloged.  A vast repository of 
  information from the World Before is found 
  here as well.  History, science, and magic 
  all have references within the shelves of 
  the Archive.  After centuries of the 
  prohibition on the written word, very few 
  people in the Drifting City would even 
  know what to look for if they gained access 
  to it. 
  The Acolytes themselves do not know why 
  the Five require them to keep and maintain 
  the information in the Archive.  Though 
  periodically a request will come from the 
  Five to bring a tome, scroll, or other 
  references from the Archive to the Tower 
  for some arcane, and likely malevolent, 
  purpose. 
  Aviaries 
  With most livestock and other 
  domesticated creatures long gone from the 
  Drifting City, the only “traditional” animals 
  raised in the city are birds, and even then 
  only two species have survived.  The 
  aviaries are primarily maintained by the 
  halflings, who have found a successful 
  niche in the society by maintaining the 
  small bird colonies. 
  The first species of birds, primarily used as 
  food supplies, is called a faloon.  Faloons 
  are short, squat birds, rarely reaching a 
  foot tall.  They are considered delicacies 
  within the city and can fetch quite a price 
  
   
  at market.  They produce many eggs, 
  which are more common and less costly, 
  but their fertilization rate is very low, so 
  their population is never significant.    
   
  The second species of birds, the goran, is 
  large, generally standing around 4 feet tall, 
  with thick, strong legs. Though not nearly 
  as strong as the giant beetles, it can still 
  be easily used for moving small loads, and 
  the smaller races, such as halflings and 
  gnomes, will often train them to be used as 
  steeds.  Unfortunately, the meat of these 
  birds is not useful for food as their muscle 
  tissue contains a toxin that is deadly to 
  most.  Both species of birds are flightless. 
  Panaker’s Row 
  Several dozen merchants and shopkeepers 
  have set up storefronts along this street 
  now known as Panaker’s Row to sell their 
  wares.  Most prominently, the sellers from 
  the aviaries sell meat, eggs, feathers, and 
  more here.  Very rarely do they make their 
  way into the Warrens for selling these 
  items. 
  Though not nearly as large or bustling as 
  the Central Bazaar in the Warrens, 
  Panaker’s Row is the biggest merchant 
  area on the Surface.  Named after the first 
  merchant on this street, a halfling name 
  Tiron Panaker, it has experienced 
  substantial growth due to its proximity to 
  the Dark Sky Lyceum and several Cadre 
  Barracks.  The followers of the Five find it 
  far more convenient to purchase their 
  supplies there rather than venture into the 
  Warrens. 
  Fighting Pit 
  At some point in the history of most 
  cultures, gladiatorial combat has 
  developed as an entertainment for the 
  masses and the Drifting City is no 
  different.  Situated in an indention in the 
  Surface, the Fighting Pit serves as a 
  natural stadium, and many small vendors 
  have set up around it serving those who 
  patronized the fights.  While people from 
  all walks of life are spectators at the 
  Fighting Pit, the Dark Sky and the Cadre 
  are particularly fond of it and their 
  attendance is commonplace.   
  Fighters in the Pit are there for many 
  reasons.  Some are prisoners brought in by 
  the Cadre, sentenced to fight for the 
  chance at freedom through winning.  
  Others are the poor and unfortunate with 
  no other option than to fight in order to 
  earn a meal.  Some portion of the fighters 
  are there simply because they enjoy 
  inflicting harm on others.  Bouts are not 
  necessarily to the death, but those with the 
  highest stakes are generally the most well-
  attended.  And the winners of them are the 
  most rewarded. 
  Enclaves  
   
   
   
   
  Most people in the Drifting City live in 
  groupings of connected buildings or 
  chambers known as enclaves.  Some are 
  built around a family structure, some by 
  
   
  race, some by an occupation, still others 
  by shared beliefs.  Ultimately the only 
  defining characteristics of the multitude of 
  enclaves is that those living in them have 
  enough in common that they are willing to 
  live in close proximity and share their lives 
  with the others.   Dozens of enclaves exist, 
  but other than the largest of them, few 
  have proper names.   
  Lacala, Enclave of the Humans 
  Some races do better in the open air than 
  they do underground, which is why 
  humans have predominantly stayed on the 
  Surface. Unlike the dwarves or elves, the 
  humans did not found their enclave 
  through specific decision, but rather by 
  default.  As the other races primarily 
  moved underground, the humans found 
  themselves spreading across the Surface.   
  This has led to no specific concentration of 
  humans like the other races.  Ultimately, 
  the focus of their enclave is a 
  neighborhood named after its founder, 
  Savannel Lacala.  This neighborhood 
  became the hub of human activity due to 
  Lacala’s willingness to take in anyone who 
  needed assistance.  Lacala was a healer by 
  nature and her positivity and support were 
  fundamental to the overall human 
  influence on the Drifting City. 
  Dryka, Enclave of the Halflings 
  The race with the greatest difficulty in 
  adapting to life on the Drifting City were 
  the halflings.  An amiable people 
  accustomed to a life of farms, fields, 
  orchards, and sun, the steady darkness 
  and despair of the Drifting City weighs 
  heavily upon them.  The halflings sought 
  out a space to build their homes that gave 
  them the ability to remember what they 
  had lost.  As such, they gathered their 
  people and built their homes around the 
  Grove of the Sun.  In the early days, the 
  halflings came and went throughout the 
  Grove, but as the Druids of the Grove 
  became more isolationist and militant, the 
  halflings settled into living near the Grove.  
  Naming the community Dryka, meaning 
  “vista” in their language. Each day the 
  halflings can look upon the Grove though 
  they are unable to enter it anymore. 
  The Warrens 
   
   
   
   
  Underground, in the Warrens, is where 
  most people live.  In fact, some have never 
  gone to the Surface before.  In the early 
  days of the Drifting City, most lived on the 
  Surface, but it didn’t take long before the 
  dwarves began excavating and discovered 
  many natural caverns within the body of 
  the city.  Between the natural caverns and 
  the new chambers and tunnel pathways 
  created by the dwarves and others, the 
  Warrens quickly grew to accommodate the 
  burgeoning population of the Drifting City.   
  For many years, this allowed the 
  population to grow without issue, but 
  eventually, after generations, the Warrens 
  grew crowded like the Surface.  From an 
  area and volume perspective, the Warrens 
  are 3-4 times larger than the Surface. 
  Central Bazaar 
  The largest natural cavern within the 
  Drifting City, located somewhat center of 
  the stone base, the Central Bazaar has 
  grown into a large gathering place for 
  people looking to work, trade, and to 
  socialize on a daily basis.  The craftsman of 
  the Drifting City have learned their trades 
  for generations and there is always 
  someone willing to trade for the right price. 
  Likely the remnants of an eons-old caldera, 
  the Central is composed of a large floor 
  and a handful of tiers rising up the sides. 
  
   
  Rows of tents crafted by the stoneweavers 
  stretch out across the large space and the 
  majority of commerce in the city happens 
  here.  Hundreds of merchants sell wares 
  and supplies of any type available in the 
  Drifting City.  On one end, a stone fence 
  contains the livestock available for sale, 
  mostly giant taurus beetles.  The smells of 
  cooking food waft from small stalls and 
  carts throughout.  Though the tents 
  themselves absorb some sound, there is a 
  low hum of noise reverberating off of the 
  walls of the bazaar, acting something like a 
  quiet, white noise in the background.  A 
  dim light always 
  glows from the 
  cavern ceiling due 
  to bioluminescent 
  lichen growing on 
  the rocks, but the 
  merchants are 
  likely to have 
  lamps of their own 
  outside their tents 
  to light the paths 
  more clearly. 
  A side effect of 
  being near Fabrica 
  and the forges 
  there, the Central 
  Bazaar maintains a 
  warmer 
  temperature than 
  most parts of the 
  Warrens, and 
  substantially higher than found on the 
  Surface.  This warmth contributes to the 
  social aspect of the Central Bazaar by 
  creating a comfortable environment for 
  gathering. 
  Real World Example To describe it in real-
  world terms, imagine the Central Bazaar to 
  be the size of a professional sports stadium 
  and filled with tents and merchants like 
  the largest flea market you can imagine. 
  Fungal Grottoes 
  Dozens of interconnected caverns, 
  spreading across multiple levels of the 
  Warrens, produce most of the foodstuffs of 
  the Drifting City in the form of 
  mushrooms, molds, lichens, and yeasts.  
  The environmental conditions needed for 
  successful growth vary due to the types of 
  crops grown within, and the Mycelists 
  work diligently to maintain the necessary 
  equilibrium in the caverns for their 
  success.  It is 
  only through the 
  dedication of this 
  group that the 
  people of the 
  Drifting City 
  have managed to 
  thrive as they 
  have and the 
  Mycelists 
  maintain a 
  status in the 
  Drifting City that 
  few have. 
  Though fungus, 
  and the other 
  species grown 
  within the 
  Fungal Grottoes, 
  have been part 
  of the Drifting 
  City diet since the very beginning, it was 
  not until the Orta became an integrated 
  part of the city that true success in 
  growing crops was found.  The Orta had 
  been growing fungus as a primary food 
  source for most of their existence, and the 
  crops they had quickly became staples for 
  everyone. 
  
   
  Of note is a species of lichen, Harkot’s 
  Folly, grown specifically for its properties 
  in fermentation.  After brewing, it is 
  blended with other ingredients to create a 
  thick, dark, highly alcoholic drink, full of 
  vitamins and minerals that is typically 
  referred to as “murk.”  Murk is very 
  commonly offered and drank throughout 
  the Drifting City. 
  The Great Famine occurred when one of 
  the largest caverns was thrown into 
  disarray due to a clash between Cadre 
  forces, supported by the Dark Sky, and the 
  supporters of Haggardee’s Rebellion who 
  had taken refuge there. 
  Insectariums 
  Livestock and other domesticated 
  creatures, in the traditional sense, faded 
  from the Drifting City many generations 
  ago.  What few animals remained in the 
  city after the Raising were not of sufficient 
  population to be sustained nor were there 
  adequate resources to sustain them. The 
  need for animals for food, as well as work 
  animals, never went away though, 
  especially as the population of the city 
  grew.  Creative solutions were eventually 
  developed and sections of the Warrens 
  were partitioned off for the breeding of 
  domesticated beasts. 
  While most nutritional needs within the 
  city are met by the Fungal Grottoes, they 
  do not provide sufficient protein for most 
  races.  Through the domestication of 
  insects, both normal size and giant, a 
  solution was found.  Selective breeding, 
  coupled with subtle magic influences, has 
  led to the creation of large insect species 
  capable of providing the resources 
  historically provided by domestic 
  mammals.   
  Many species are bred for food and several 
  species of horned beetles have been 
  propagated to serve as draft animals, and 
  even pets.  The giant taurus beetle is the 
  most widespread and will often be seen 
  pulling carts through the tunnels of the 
  Warrens.   
  Another common species is the giant 
  rhinoceros beetle, which are much 
  stronger than the taurus breeds, but also 
  much more prone to violence.  They are 
  most commonly used by the dwarves 
  because their strength and resistance to 
  heat makes them essential in the operation 
  of the forges.  Occasionally, giant beetles 
  will escape their enclosures and wreak 
  havoc in more populated areas and those 
  that escape capture may roam the tunnels 
  of the Warrens. 
  Fabrica, Enclave of the Dwarves 
  The largest and most respected of the 
  enclaves is Fabrica.  Part home, part 
  factory and forge, part mining and 
  recycling operation, Fabrica provides most 
  of the raw materials used within the city.  
  The dwarves and gnomes heavily populate 
  this enclave, though some others can be 
  found here as well. This enclave is the 
  industrial heart of the city.  The two most 
  prominent roles in Fabrica are those that 
  work the forges producing and recycling 
  metal and metal products for use and the 
  miners excavating the rock from deep 
  within the Drifting City, finding raw ores 
  and coal.  Another important trade is that 
  of the stoneweavers.  These skilled 
  craftspeople have learned to spin the 
  molten stone runoff from the forges into 
  very strong, but light and soft, fabrics that 
  are used for everything from tents to 
  armor. 
   
  
   
  Unlike some of the other enclaves, Fabrica 
  is open to any who wish to enter and many 
  do, seeking out the dwarven expertise for a 
  variety of reasons.  When one enters 
  Fabrica, a large chamber serves as the 
  main plaza with side chambers and 
  tunnels branching off from it.  A large 
  stone statue of Abarrak Turnstone stands 
  inside the main plaza.  Fabrica is located 
  centrally in the Drifting City, not too far 
  below the Central Bazaar, giving it easy 
  access for the commerce resulting from the 
  manufacturing in Fabrica. 
  Helica, Enclave of the Elves 
  The enclave of the elves is the most 
  secretive of all the communities in the 
  Warrens.  Originally, most elves had lived 
  on the Surface, but after the events of the 
  Culling, the remaining elves gathered 
  together in what seemed like the safest 
  place.  The elves took a different approach 
  to their enclave than most races have.  In 
  general, most enclaves in the Warrens are 
  built around a central hub space with 
  chambers and tunnels spreading out from 
  there, as Fabrica did.   
  Helica is different though, occupying a 
  fairly narrow band of chambers that 
  spread across a much larger area.  Most 
  people do not wish to be near the edges of 
  the Drifting City, but the elves have 
  embraced it, utilizing the very outer stone 
  of the city as a functional part of their 
  enclave.  Helica spirals around the outer 
  edge of the Warrens with portions of it 
  built to be exposed to the exterior of the 
  stone structure.  This affords the elves of 
  Helica a view outside that others in the 
  Warrens do not have, though they see 
  nothing but the heavy storm clouds 
  surrounding the Drifting City. 
  Though the elves come and go from their 
  enclave as they please, and some live 
  outside of it, non-elves are not allowed in 
  Helica and even the Dark Sky and the 
  Cadre appear to follow this rule with little 
  argument.  To the common knowledge, the 
  Five themselves have never attempted to 
  enter it, and it would be a historic day if 
  they attempted. 
  Pyrma, Enclave of the Gnomes 
  The development of industry and trade in 
  the Drifting City was most strongly 
  influenced by the dwarves, but the gnomes 
  were a close second to them.  Another race 
  comfortable in the Warrens, the gnomes 
  have succeeded in taking the raw materials 
  sourced by the dwarves and turning them 
  into processed commodities.  Due to their 
  close working relationship, the gnomes 
  developed their enclave near the dwarves 
  and named it Pyrma, in honor of a 
  gnomish city from the World Before.  
  Pyrma is located directly above Fabrica, 
  between the Surface and the dwarven 
  enclave, allowing the gnomes easy access 
  both above and below. 
  Access to Pyrma is difficult for most 
  because it has been built to gnomish size 
  and few other races can comfortably enter 
  it.  The gnomes do have several chambers 
  near their enclave entrance that are of a 
  size that any can visit it.  Visitors to these 
  chambers occasionally sneak glimpses 
  further into the gnome enclave where they 
  can see clockwork contraptions and 
  automatons moving about.  The gnomes 
  stick to their kind more than most. They’re 
  not aloof, like the elves, or purposefully 
  withdrawn like the Druids of the Grove of 
  the Sun, but they nonetheless prefer the 
  company of their kind over others. 
   
   
   
  
   
  Escada, Enclave of the Orta 
  Little is known about the Orta enclave 
  because few visit it other than the Orta.  
  Deep in the farthest reaches of the 
  Warrens, the Orta live in a cavern network 
  completely devoid of light, as they do not 
  need it.  The few who have visited it have 
  witnessed little there because of the lack of 
  illumination.
  
   
  
   
  PEOPLE 
  The remnants of all civilized races found a 
  place in the Drifting City.  Dwarves, 
  humans, and halflings are common.  Less 
  plentiful but still common are the elves 
  and gnomes, and other races even less 
  than them.  Each has found their niche in 
  the city, but due to the majority of people 
  living underground, races comfortable 
  there have done best.  Though no formal 
  census has been completed, there are 
  clearly thousands of people in the Drifting 
  City. 
  There is a constant dark cloud over the 
  Drifting City, both literally and figuratively, 
  and it mutes the colors of life to those that 
  live there. Despite the issues of scarcity 
  and the oppression of the Five and their 
  minions, the people of the Drifting City live 
  their lives as any others might.  Despite 
  the hardships, people still raise families, 
  still work and trade, and still take joy in 
  living.  The bright light that is the 
  resilience of citizens of the Drifting City is 
  something that can never be snuffed out 
  by the tyranny of the Five. 
  Tip One interesting component to use 
  during adventures set in the Drifting City 
  is the low population.  Even with 
  thousands of people living in the city, it is 
  likely that players will run into people they 
  know throughout their encounters.  For 
  example, if combating a large group of 
  Cadre, it is definitely possible that a player 
  may see someone they grew up with.  If 
  that Cadre dies, then the player may have 
  to deal with seeing the family of soldiers on 
  a regular basis, knowing that they caused 
  the death. 
   
   
  Real World Example 
  While life in the Drifting City is difficult, 
  the people still live and love.  If I were to 
  give an overall tone to be used in a Drifting 
  City adventure, perhaps it could be 
  compared to East Berlin during the Cold 
  War and before the fall of the Berlin Wall.  
  Or to use an example from fiction, I might 
  compare it to the reimagined Battlestar 
  Galactica series from 2004.   While there 
  was definitely a sense of oppression there, 
  people still lived their lives as best they 
  could. 
  Major Non-Player Characters 
   
  Brogan Turnstone (male dwarf thug) 
  Brogan is a member of the Turnstone 
  family, leaders of the dwarves, but 
  descends from the line of Haggardee 
  Turnstone.  As such, he carries a stigma 
  within the dwarven enclave even hundreds 
  of years after Haggardee’s failed rebellion.  
  Brogan has chosen to live outside of 
  Fabrica, and make his way as a tavern 
  owner of the Bright and Bold Tavern rather 
  than live with the whispering and distrust 
  of other dwarves around him. 
  Haggardee Turnstone was the firstborn of 
  Abarrak Turnstone, and Brogan has the 
  rightful claim to the leadership of the 
  dwarves.  He has made no effort to ever 
  claim it and his cousin Turvan sits in 
  leadership.  Brogan is rude and standoffish 
  to most, but treats people fairly.  He 
  dislikes gossip and will typically not spread 
  it, even though as a barkeep he hears a 
  great deal of it. 
  Turvan Turnstone (male dwarf noble) 
  Turvan descends from Abarrak 
  Turnstone’s second son Urmir and serves 
  as the current leader of the dwarves.  
  
   
  Turvan has served as a capable leader for 
  many years and Fabrica has prospered 
  under him.  He takes a very active role in 
  the workings of the enclave and can be 
  found pitching in at any job that needs to 
  be done.  He is well respected by his 
  people.  Turvan’s biggest weakness is a 
  nearly overwhelming fear of the Dark Sky.   
  The stories of reprisals against the dwarves 
  after Haggardee’s rebellion that he heard 
  throughout his childhood have lingered 
  with him his whole life.  His greatest fear is 
  that the dwarves might come to the same 
  fate while he is leading. 
  Other dwarf non-player characters: 
   
  Krumdren Stonebender, mining 
  foreman 
   
  Grenmun Holdanvil, forge master 
   
  Nyssiel Luthregon, stoneweaver 
   
  Lylinn Luthregon, lore keeper 
   
  Ebberest Broadblade, ore dealer 
   
  Solia Grimhammer, secret cleric 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Marissa Talidar (female elf spy) 
  For over 200 years, Marissa has been the 
  public face of Helica to the rest of the 
  Drifting City in her role as Speaker for the 
  Elves.  Any significant decision that 
  involves the elves runs through her.  She is 
  often seen outside of Helica interacting 
  with the other enclave leaders as well as 
  the common people.  She is highly 
  regarded by most and few have issues with 
  her, not even the underlings of the Five.  
  Marissa does not lead the elves though, 
  but merely carries out the will of the elves’ 
  true leader. 
  Tragarash Grafissar (male elf 
  archmage) 
  At the time of the founding of Helica, in the 
  aftermath of the Culling, the remaining elf 
  leaders decided that there must be a 
  contingency plan to address the gross 
  negligence and fatal indifference of the 
  Five.  The choice was made to raise an elf 
  child to receive all knowledge the elves 
  had, all training they could give, and every 
  advantage they could find so that one day 
  this child would be able to defeat the Five.  
  This child was secreted away in Helica, 
  never to leave it or be known to outsiders. 
  This child now serves as the secret leader 
  of the elves and has for centuries.   Few 
  elves within the Drifting City know the full 
  extent of the elves’ plan, but many know 
  that Tragarash is their true leader and 
  keep this secret. 
  Tragarash is extremely old, even for an elf.  
  In his early years, it became clear to them 
  that the Five were using the natural cycle 
  of life and death as a method of keeping 
  the people of the city uneducated.  He 
  focused on learning ways to extend his life 
  and now is well over 1,000 years old.  His 
  great age has not decreased his mental 
  facilities though and he has used his long 
  
   
  lifespan to retain information and make 
  connections that few others have.   
  His age is not the most striking thing 
  about him.  His size is.  Tragarash is a 
  grossly obese elf.  Most elves are slender 
  and graceful and with the periodic food 
  shortages in the Drifting City, it is truly 
  rare to see anyone who is overweight, and 
  definitely no one as morbidly obese as 
  Tragarash.  Each elf in Helica gives a 
  portion of their food to Tragarash to 
  maintain his weight.  This is not tribute or 
  an offering for his leadership though.  It 
  has a much more practical purpose.  With 
  the strictly enforced ban on paper and 
  other written materials in the Drifting City, 
  Tragarash uses his body as a living history 
  book.  Tattoos cover his body, recording 
  the history of the elves, the Drifting City, 
  and the World Before. He has grown so 
  obese that his movement is impeded in the 
  narrow confines of his enclave. 
  Tragarash is a powerful magic user, 
  though few would know this due to his 
  seclusion.  In addition to the history 
  tattooed on his body, he is covered in 
  arcane symbols and spells that he has 
  learned and developed.  His abilities rival 
  that of the most powerful of the Dark Sky 
  and possibly even the Five themselves, but 
  due to his physical limitations, he cannot 
  actively seek to combat them himself.  
  Tragarash realized hundreds of years ago 
  that directly fighting the Five was never 
  going to produce a desirable conclusion.  
  He has bided his time, gathered 
  information and worked through 
  intermediaries.  Few know it, but 
  Tragarash created the Lawless and 
  perfected their cell structure in order to set 
  motion to the plan he had been preparing 
  for centuries.  It was only after years of 
  divination finally allowed him to pierce the 
  mystic clouds around the Drifting City and 
  learn the real truth of the world that he 
  knew it was time to act.  
  Other elf non-player characters: 
   
  Dareth Alonian, artist 
   
  Lieon Felthwin, Cadre soldier 
   
  Salia Tyrios, insect wrangler 
   
  Paviron Walynn, mycelist 
   
  Markan Teliar, alchemist and 
  merchant 
   
  Holmin Sianok, deathgroom 
   
  Xopher Thornleaf (male halfling 
  commoner) 
  Xopher works each day raising birds in the 
  aviaries.  He loves his work, but as a 
  descendent of halflings who once lived in 
  the Grove of the Sun, Xopher grew up 
  hearing stories of the wonders of the 
  Grove.  Each day he gazes upon the Grove 
  from the roof of his home, braving the high 
  winds and the storms just for the chance 
  to view the Grove.  Over the years, he has 
  been secretly breeding a goran subspecies 
  to reintroduce flight capabilities.  After 
  many generations, this may be the one 
  where they achieve it. 
  Kelwis Shanderleap (female halfling 
  commoner) 
  Since her twin sister Telis went missing, 
  Kelwis has been the complete opposite of 
  the traditional halfling.  Sullen, withdrawn 
  and short-tempered, she goes through the 
  motions of her day in Dryka but doesn’t 
  really participate.  Many have told her to 
  forget about her sister, that the winds 
  pulled her off the Drifting City, or perhaps 
  she threw herself off, a not uncommon 
  occurrence.  But Kelwis knows her sister 
  was too careful and too smart to ever let 
  that happen.  Kelwis has never gone into 
  
   
  the Warrens, but she thinks it is time to go 
  looking for her sister there. 
  Other halfling non-player characters: 
   
  Lavia Harshmal, plumer (feather 
  dealer) 
   
  Tonyak Durrienian, butcher and 
  merchant 
   
  Andrie Underflow, glassblower 
   
  Telis Shanderleap, tunnel rat and 
  runaway 
   
  Nela Horngage, brewer and barkeep 
   
  Perric Highgather, Cadre Initiate 
   
  Trina Hartrove (female human 
  berserker) 
  There is always an underbelly to every city, 
  and if one person knows it well, it is Trina 
  Hartrove.  Getting her start as a gambler, 
  Trina has proven to be ruthless enough to 
  start her own criminal organization and 
  more than willing to take chances.  She’s 
  got her fingers in extortion, contraband 
  and, rumors say, even murder. Her gang 
  has dozens of members, all willing to do 
  what she asks, as long as she keeps the 
  money rolling in. 
  Lieutenant Jakon Teeve (male human 
  bandit captain) 
  Second in command to Captain Meltik, 
  Jakon is a skilled soldier and proficient 
  leader, but he lacks the moral compass 
  and honor of Captain Meltik.  All of the bad 
  traits that people accuse Captain Meltik of 
  having can be found in Jakon.  He often 
  takes bribes, conducts extortion, and has 
  no problem inflicting pain on others for his 
  own gain.  Jakon is very careful to make 
  sure that Meltik doesn’t become aware of 
  his behavior, though it is only a matter of 
  time before she finds out. 
  Other human non-player characters: 
   
  Philo Cashan, mason and bricklayer 
   
  Barden Dotsch, baker and miller 
   
  Alkara Heldraven, criminal 
   
  Ambeth Berskamble, carpenter 
   
  Jianjun Taledel, Cadre Soldier 
   
  Acton Domio, metalsmith, partner of 
  Waylun Derfol 
   
  Burgeftel Cardonan (male gnome spy) 
  Burgeftel, Burgie to his friends, is pleasant 
  to talk to and wonderful to have at a party, 
  which is probably why he was chosen to be 
  the Gnome Greeter.  While having no 
  formal authority within the gnomish 
  community, he’s been given the 
  responsibility of being the person to greet 
  outsiders when they come to the greeting 
  chambers of Pyrma. As such, he’s probably 
  one of the most well-known gnomes in the 
  entire city.  He relishes this notoriety and 
  loves to spend time telling stories and 
  jokes to anyone who takes the time to 
  listen.  Those who pay careful attention 
  though, may find that Burgie’s stories are 
  so engaging that they often find themselves 
  running out of time for their purposes at 
  Pyrma, and leaving with resolving 
  anything. 
  Lishi Felstrig (gnome commoner) 
  A mechanical genius, even by gnomish 
  standards, Lishi has created devices and 
  contraptions that improved the lives of 
  gnomes and others.  They never seek credit 
  for it though, preferring to spend their time 
  tinkering on the next project rather than 
  basking in the accolades.  Their most 
  visible invention seen by others is the iris-
  like doors leading into Pyrma made of 
  metal and stone.  The smoothness by 
  which they move makes them almost seem 
  
   
  fluid in nature.  Unfortunately, their skills 
  have begun to catch the eyes of some of 
  the more unsavory inhabitants of the 
  Drifting City. 
  Other gnome non-player characters: 
   
  Rosee Flipnibber, painter and artist 
   
  Breaca Derfol, gemcutter 
   
  Timmon Timbon, cartographer and 
  amateur astronomer 
   
  Waylun Derfol, silversmith, partner 
  of Acton Domio 
   
  Hepelto Toshweevil, tailor in the 
  Central Bazaar 
   
  Simaron Dawted, gear maker 
   
  Tasha Sallad (female Orta/elf shape 
  noble) 
  One of the few Orta that are well known, 
  Tasha Sallad is the primatriarch of the 
  Orta, serving as both cultural and political 
  leader.  She maintains the appearance of a 
  human woman in her thirties, though she 
  has looked that way for more than 30 
  years.  She holds authority over all Orta, 
  though clan leaders under her may make 
  decisions as well. 
  Rouniton Feedmeer (male Orta/halfling 
  shape assassin) 
  An outlier among the Orta, Rouniton is a 
  jovial, lively, and very charismatic 
  individual.  He has become a celebrity in 
  the city because of his skill in singing and 
  playing the harama, a stringed instrument. 
  He can often be found on a small stage in 
  the Central Bazaar or performing in 
  taverns and bars throughout the Drifting 
  City.  To the common people, he is seen as 
  a fool and joker.  Those in positions of 
  authority have serious concerns about him 
  though, because he acts as no other Orta 
  does.   
  Other Orta non-player characters: 
   
  Kreth Grekli, mycelist 
   
  Rondo Tapper, the only Orta serving 
  in the Cadre 
   
  Mangeron Teerf, tanner 
   
  Siphew Shrit, apothecary  
   
  Kienel Tennus, clan leader 
   
  Klara Vilagree, aviary worker 
  Other Races 
  All civilized races found a place in the 
  Drifting City.  As the dungeon master, you 
  can decide how widely to interpret that.  
  The races detailed here are the most 
  common, and you should decide if the less 
  common races are an important part of 
  your story.  If a player wishes to be a 
  tielfing or dragonborn, for example, you 
  can allow it, but their numbers would be 
  few in the Drifting City. 
  
   
  Nonplayer Character Statistics 
  Statistics for most characters and 
  monsters referenced in this setting guide 
  can be found in the Monster Manual or the 
  free resource System Reference Document 
  (SRD).  Non-player characters and 
  monsters specific to the Drifting City are 
  found in either the Rebels of the Drifting 
  City adventure booklet or listed below. 
  TAURUS BEETLE Large beast 
  Armor Class 11 (natural armor) 
  Hit Points 26 
  Speed 40 ft., climb 15 ft. 
    
  STR 
    DEX    CON     INT     WIS    CHA 
  18(+4)  10(+0)  16(+2)    2(-4)  13(+1)   7(−2) 
    
  Senses Blindsight 60ft., Passive Perception 11 
   
  Actions  
   
   
   
   
   
  Multiattack The taurus beetle makes two 
  attacks, one with its horns and one with its 
  pincers. 
   
  Pincers. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit 1d8+4 piercing damage. 
  Horns. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 1d8+4 slashing damage. 
  RHINOCEROS BEETLE Large beast 
  Armor Class 15 (natural armor) 
  Hit Points 53 
  Speed 40 ft. 
    
  STR 
    DEX    CON     INT     WIS    CHA 
  19(+4)  13(+1)  15(+2)    1(-5)   9(-1)    3(−4) 
    
  Senses Blindsight 60ft., Passive Perception 9 
   
  Actions  
   
   
   
   
   
  Multiattack The rhinoceros beetle makes three 
  attacks, two with its horn and one with its 
  pincers. 
   
  Pincers. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit 1d8+4 piercing damage. 
  Horn. Melee Weapon Attack: +5 to hit, reach 10 
  ft., one target. Hit: 1d10+4 slashing damage. 
  
   
  CHARACTER CREATION 
  THE ORTA  
  “Many years ago, there was only darkness.  
  The stones were solid and the world was 
  simple.  The great quake caused concern for 
  many, as did the shaking that continued, 
  but over time we learned to adapt to them, 
  as we always do.  Life became somewhat 
  normal again until the pounding began.  It 
  did not take much time until the Others 
  entered the dark, bringing light and noise 
  with them.  But we adapted to that as well, 
  as we always do.”  Tanisk Hurrando, Orta 
  shaman 
  Unknown Neighbors 
  Decades after the Raising, the Orta were 
  found living deep within the perpetually 
  dark recesses of the city in natural caverns 
  that existed before the people of the 
  Drifting City started moving downwards.  
  Dwarven expansion of the Warrens 
  discovered many strange things within the 
  stone of the Drifting City, the Orta being 
  the strangest.  Initially, communication 
  with the Orta was difficult, because the 
  Orta speak telepathically to each other and 
  they had no spoken language before they 
  first started interacting with the people of 
  the city.  Even their name, Orta, is taken 
  from the dwarven word for "unknown".  
  They quickly adapted though, mastering 
  Common, and the other languages over 
  time. 
   
  The Orta culture remains a mystery to 
  most outside their race.  They are 
  organized in a tight-knit clan structure 
  with a predominantly matriarchal 
  leadership structure.  A society developed 
  in isolation, where true intent is always felt 
  during telepathic conversations, the Orta 
  are honest with each other and find the 
  deception, even small lies, used by other 
  races to be distasteful.  Permission to leave 
  Escada, the Orta enclave, is only granted 
  with approval of the clan leader, and only 
  for a specific purpose.  If choosing to play 
  an Orta, discuss with your gamemaster 
  what your reason would be for leaving 
  Escada. 
  Unknown Faces 
  Natural shapeshifters and mimics, 
  knowledge of the original form of the Orta 
  has been lost to time.  From the moment 
  the first dwarves carved through the rock 
  into the Orta chambers, they have only 
  
   
  been seen in the forms of other races.  
  Though an Orta can take on the 
  appearance of any race they’ve seen, each 
  individual usually has a preferred form.  
  Even though they may look like the other 
  races, they're distinctly identifiable due to 
  their pale, mottled skin and red eyes, a 
  likely byproduct of having evolved 
  underground in the darkness. 
  The Orta are intelligent and soft-spoken 
  but often find themselves at a 
  disadvantage in social situations with 
  other races.  Emphasis and expression are 
  carried through their telepathic speech 
  within their race and their experience with 
  verbal language can be limited.  As a 
  result,  Orta have a somewhat flat affect 
  when compared to other races. Between 
  their appearance and their interactions, 
  they can often be unsettling to those not 
  familiar with them.  Despite their 
  integration into the society of the Drifting 
  City, rumors persist that they are undead 
  creatures because of their appearance and 
  behavior, but they live and breathe like 
  any other.  This has led to fear and 
  mistrust of them, even though there is no 
  record of any conflict ever started by the 
  Orta. 
  While some Orta have become part of the 
  greater community, most continue to live 
  in the deepest caverns of the Drifting City, 
  keeping to themselves.  Few non-Orta have 
  entered the darkness of their home.  No 
  one is quite sure of their numbers, but 
  they're one of the smallest minorities in the 
  city. 
  Orta Names 
  The true name of an Orta is not expressed 
  through verbal language and can only be 
  understood through telepathic 
  communication, most commonly with 
  someone of their own race.  For simplicity 
  when dealing with other races, the Orta 
  will choose a name that can be spoken that 
  may come from any other race. 
  Orta Traits 
  Your Orta character has a number of traits 
  in common with other Orta. 
  Ability Score Increase 
  Your Intelligence score increases by 2. 
  Ability Score Decrease 
  Your Charisma score decreases by 1. 
  Age 
  Orta appear to mature at approximately 
  the same rate as humans, but live 
  somewhat longer, typically 120-140 years.  
  It is difficult to tell an Orta’s age due to 
  their shapeshifting abilities. 
  Alignment 
  Most Orta are lawful good. The Orta have 
  developed as a race where deception is 
  easily identified and honesty is dominant.  
  They typically prefer order but have a 
  strong streak of independence as well. 
  Size 
  Orta take on the size characteristics of the 
  race they are currently mimicking. 
  Speed 
  Orta take on the speed characteristics of 
  the race they are currently mimicking. 
  Superior Darkvision Accustomed to dark 
  caverns and tunnels, you have superior 
  vision in dark and dim conditions. You can 
  see in dim light within 120 feet of you as if 
  it were bright light, and in darkness as if it 
  
   
  were dim light. You can discern color in 
  darkness. 
  Languages 
  You can speak Common and Orta.  
  Additionally, the Orta can communicate 
  telepathically with others of their race. 
  Racial Traits 
  Shapeshift 
  Once per day, you can change your 
  appearance to that of another race you 
  have seen before.  You can choose to 
  duplicate the features of another 
  humanoid creature, or an appearance 
  of your own devising. 
  You decide what you look like, 
  including your height, weight, facial 
  features, the sound of your voice, 
  coloration, hair length, sex, and any 
  other distinguishing characteristics. 
  When you make yourself appear as a 
  member of another race, you take on 
  the Size and Speed traits of that race as 
  well as their physical racial traits, for 
  example, Dwarven Resilience, Halfling 
  Nimbleness or Elven Fleet of Foot.  Your 
  ability scores do not change as a result 
  of shapeshifting. 
  You also cannot appear as a creature of 
  a size other than Small or Medium, and 
  your basic body shape and limb count 
  stays the same.  Your clothing and 
  other equipment does not change in 
  appearance, size, or shape with you.  
  Regardless of which species you are 
  mimicking, you will always have pale, 
  spotted skin and red eyes.
  
   
  SUB-CLASSES 
  Balance Domain Cleric 
  Divine Domain 
  At 1st level, a cleric gains the Divine 
  Domain feature. At the DM’s discretion, 
  the following domain option is available to 
  a cleric, in addition to those offered in the 
  Player’s Handbook. 
  Balance Domain 
  The Balance domain focuses on achieving 
  harmony in the world around it.  The gods 
  of balance sought to enrich the world by 
  maintaining the equilibrium necessary for 
  all creatures to thrive.  Power is meant to 
  be spread to all, and only through the 
  distribution of power, political, magical, 
  social, can a utopia be reached.  If power 
  or influence tips too far one way it becomes 
  necessary to redistribute it in order to 
  maintain the equilibrium. 
  In the Drifting City, it is known that the 
  gods are dead, destroyed in the final war 
  that rendered the World Before 
  uninhabitable.  Nonetheless, the traditions 
  of the clerics continue to be practiced in 
  secret, because belief and knowledge are 
  two very different things.  Those in the 
  Balance domain continue to work to bring 
  peace and balance to the world that 
  remains and address the imbalance of 
  power in their own way. 
  Order Domain Features 
   1st level Calming Presence, Cantrip 
   2nd level Channel Divinity: Life Balance 
   6th level Razor’s Edge 
   8th level Divine Strike 
   17th level Flow Walker 
  Domain Spells 
   1st level Divine Favor, Sleep 
   3rd level Calm Emotions, Suggestion 
   5th level Counterspell, Nondetection 
   7th level Fabricate, Resilient Sphere 
   9th level Modify Memory, Mislead 
  Bonus Cantrip 
  When you choose this domain at 1st level, 
  you gain the Guidance cantrip if you do 
  not already know it. 
  Calming Presence 
  You have a unique way about you that 
  puts people at ease, causing them to be 
  more attentive around you.  Starting when 
  you choose this domain at 1st level, you 
  can use your action to give a willing 
  creature, including yourself, advantage on 
  Charisma (Persuasion) checks. 
  Channel Divinity: Life Balance 
  Starting at 2nd level, you can use your 
  Channel Divinity to transfer life energy 
  from one creature to another.  Present the 
  symbol of your domain and evoke a life 
  energy transference up to 5 times your 
  cleric level from one creature to another.  
  The creature receiving the energy receives 
  hit points equal to the amount and the one 
  transferring loses hit points equal to the 
  amount. 
  Razors Edge 
  At 6th level, your mastery of balance gives 
  you the ability to use an opponent’s attack 
  against them.  As a reaction when you are 
  attacked, you may make one melee attack 
  against your opponent or you may use the 
  attacker's momentum to throw them to the 
  ground, rendering them prone.  They may 
  not stand up until their next turn, even if 
  they have movement left.  You may use 
  this feature a number of times equal to 
  
   
  your Wisdom modifier and regain expended 
  uses after a long rest. 
  Divine Strike 
  At 8th level, you gain the ability to infuse 
  your weapon strikes with divine energy. 
  Once on each of your turns when you hit a 
  creature with a weapon attack, you can 
  cause the attack to deal an extra 1d8 
  radiant damage to the target. When you 
  reach 14th level, the extra damage 
  increases to 2d8. 
  Flow Walker 
  At 17th level, your ability to redistribute 
  power becomes even more potent.  When 
  you receive damage from a successful 
  attack roll, spell, or effect, you may 
  redistribute the damage, up to half of the 
  total, to other creatures, including your 
  attacker, within 30 feet of you, dividing it 
  as you choose.  
   
  Pit Brawler Fighter 
  The Pit Brawler is a fighter that has 
  survived and thrived by always being the 
  winner in the gladiatorial combat of the 
  Fighting Pit.  An unwillingness to yield and 
  sheer brutality have proven your worth.  
  While you have learned to master many 
  weapons, your skill with your fists is what 
  has put you above the rest.   
  You have the additional fighting style 
  option. 
  Fighting Style: Unarmed but Deadly 
  At 1st level, you can roll a d6 in place of 
  the normal damage of your unarmed 
  strike.  You use Strength as your modifier 
  and are proficient. You gain a +2 bonus to 
  attack and damage rolls you make with an 
  unarmed strike. 
   
  
   
  Pit Brawler Features 
   3rd level Fists of Steel, Sucker Punch 
   7th level Counterpunch, Fancy Footwork 
   10th level Going the Distance 
   15th level Knock Out Punch 
   18th level Rope-a-Dope 
  Fists of Steel 
  Beginning when you choose this archetype 
  at 3rd level, your unarmed strikes use a d8 
  for their normal damage. 
  Sucker Punch 
  Once per turn, you can deal an extra 1d6 
  damage to one creature you hit with an 
  unarmed strike if you have advantage on 
  the attack roll. You don’t need advantage 
  on the attack roll if another enemy of the 
  target is within 5 feet of it, that enemy isn’t 
  incapacitated, and you don’t have 
  disadvantage on the attack roll. 
  Counterpunch 
  When another creature hits you with a 
  melee attack, you can use your reaction to 
  make one unarmed strike against them.  
  Your attack die for unarmed strikes 
  increases to d10 at 7th level. 
  Fancy Footwork 
  Survival in the Fighting Pit is as much 
  about avoiding deadly attacks as it is 
  about dealing them.  Your speed, battle 
  sense and agility protect you.  You gain +2 
  to AC while you are wielding no weapon 
  other than your fists. 
  Going the Distance 
  You gain an additional Second Wind. On 
  your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your 
  fighter level. Once you have used this 
  feature, you must finish a short or long 
  rest before you can use it again. 
  Knock Out Punch 
  Starting at 15th level, your unarmed 
  strikes score a critical hit on a roll of 19 or 
  20.  Additionally, when receiving a critical 
  hit the target must succeed on a 
  Constitution saving throw, DC 10 + your 
  Strength modifier, or be rendered 
  Unconscious. 
  Rope-a-dope 
  You have reached the pinnacle of your 
  combat prowess and endurance. Your 
  attack die for unarmed strikes increase to 
  d12 at this level.  Additionally, you may 
  take the Dodge action as a bonus action. 
  
   
  BACKGROUNDS 
  Deathgroom 
  In a world where the resources are finite, 
  everything must be used to its fullest, 
  including the bodies of the dead. You learn 
  to speak with the mourning and comfort 
  them in public, while in private you 
  prepare the bodies of the dead for their 
  roles in the success of the city.  Parts to 
  the compost to feed the plants, parts to the 
  masons to build the walls, parts to the 
  family to remember the lost. 
  While the people of the Drifting City 
  recognize, and even respect, the skills you 
  have in your role, most will keep you at a 
  distance because your work is unpleasant 
  to them.  As such, being a deathgroom can 
  be something of a lonely life.  You feel 
  camaraderie with the few others in your 
  profession, but each of you has learned to 
  live a life of solitude, and so even when 
  together you feel apart.  The skills of a 
  deathgroom are commonly passed down 
  through apprenticeships, often within 
  families. 
  Skill Proficiencies Insight, Medicine 
  Tool Proficiencies Deathgroom’s Tools 
  (undertaker’s tools) 
  Equipment Insignia of the Deathgroom, 
  small carving knife, leather apron 
  Feature: Death comes for all 
  Over a long enough timeline, everyone will 
  come in contact with deathgroom in the 
  Drifting City.  As such, you have interacted 
  with a multitude of people and have many 
  contacts in many walks of life.  Typically 
  you will know who to go to when seeking 
  information. 
  Suggest Characteristics 
  Use the tables for the guild artisan 
  background in the Player’s Handbook as 
  the basis for your traits and motivations.  
  Adjust them as appropriate for your 
  setting. 
  Cadre Washout 
  The odds of survival are always against 
  you in the Drifting City and few paths will 
  guarantee success.  Choosing to serve in 
  the Cadre is rarely popular with a person’s 
  friends and family, but it is a near 
  guarantee that you’ll get by.  There is an 
  inherent danger in the role, but you know 
  you’ll be fed, sheltered, and clothed.   
  You went through the training, learning 
  weapons, tactics, and the skills needed to 
  keep the order, as the Five see fit.  But it 
  wasn’t enough and you failed out of the 
  program.  You turned your back on the 
  common folk to join the Cadre, and now 
  the Cadre has discarded you.  You carry 
  the dishonor, and a few scars, with you as 
  you go through life now.  Choose a reason 
  you were washed out of the Cadre during 
  the initiate phase, such as: your 
  personality traits, an unwillingness to 
  follow orders, discrimination against your 
  race, etc. 
  Skill Proficiencies Athletics, Animal 
  Handling (Giant Insects) 
  Tool Proficiencies One type of gaming set 
  Equipment Gaming set, Cadre Initiate’s 
  uniform, 4 teeth taken from a foe 
  Feature: Service Knowledge 
  Though you never became a full member of 
  the Cadre, you’ve received all of the 
  training they have.  You have knowledge of 
  their organization, distribution, and 
  
   
  general practices.  You can use this 
  knowledge to your advantage such as 
  identifying Cadre in disguise, identifying 
  their weapons, and guessing their tactics. 
  Suggest Characteristics 
  Use the tables for the soldier background 
  in the Player’s Handbook as the basis for 
  your traits and motivations.  Adjust them 
  as appropriate for your setting. 
  Black Sky Savant 
  Magical skill of any significance is closely 
  regulated in the Drifting City.  If magical 
  talent is recognized in childhood, the child 
  is typically taken from the parents and 
  raised within the Dark Sky Lyceum.  
  Having been raised this way, you were 
  afforded privileges that few received.  You 
  never wanted for food, water, or shelter.  
  You had access to fine clothes and goods.  
  Most of all, you had access to knowledge 
  and the most forbidden of items, books. 
  While the life was luxurious, the 
  punishments were also brutal.  You have 
  many scars representing your past 
  mistakes, and bruises of recent ones, 
  inflicted to teach you the limitations of the 
  knowledge you have received.  As a mage 
  in training, you also possess a paper 
  spellbook, something the common person 
  in the Drifting City is forbidden from 
  having. 
  Skill Proficiencies Arcana, Perception 
  Languages Common, plus two of your 
  choice 
  Equipment Ink, Paper and a spellbook, 
  fine clothes 
  Feature: More Knowledge than Most 
  You have spent years studying books, 
  scrolls and being taught by more senior 
  mages.  Your knowledge of history is 
  limited, as is the case for all in the city, but 
  you have well-learned knowledge of magic 
  and what remains of the natural world.  If 
  it exists in the Drifting City, you probably 
  know something about it. 
  Suggest Characteristics 
  Use the tables for the sage background in 
  the Player’s Handbook as the basis for 
  your traits and motivations.  Adjust them 
  as appropriate for your setting. 
  Tunnel Rat 
  Orphans, outcasts, and others who simply 
  don’t have an enclave in the Drifting City 
  can get by moving through the tunnels and 
  chambers and living on the scraps left 
  behind. You’ve likely scrounged your way 
  through life from childhood to adulthood 
  all on your own.  You’ve become 
  experienced in thieving, hiding, and most 
  of all surviving.  The people you know best 
  are those like you, but they’re also the 
  people you like least.   
  Skill Proficiencies Deception, Sleight of 
  Hand 
  Tool Proficiencies Forgery Kit, Thieves 
  tools 
  Equipment disguise kit, common clothes 
  with a hood, worry stone rubbed smooth 
  Feature: Hidden Sanctuary 
  Years of sneaking around have helped you 
  learn of a little place that is often 
  overlooked by others.  It gives you the 
  opportunity to take a short break without 
  being found.  It’s not too big, but you could 
  fit a handful of your closest friends in it.  If 
  you ever make any friends. 
   
  
   
  Suggest Characteristics 
  Use the tables for the criminal or urchin 
  backgrounds in the Player’s Handbook as 
  the basis for your traits and motivations.  
  Adjust them as appropriate for your 
  setting. 
  Last of Your Kind 
  This background option is intended to be 
  used as an addition to another 
  background.  Not available if playing 
  human, elf, dwarf, half-elf, halfling, or 
  gnome. 
  The remnants of all civilized races found 
  refuge in the Drifting City at the end of the 
  World Before.  Over the centuries, some 
  races have thrived, but unfortunately, 
  others have not.  You are part of a race 
  that has been in decline since the 
  beginning of the city.  You find yourself in 
  the position of being the last of your race 
  in the Drifting City, and ultimately the 
  world. 
  Languages The language of your people 
  that no one else knows 
  Equipment An heirloom of your family and 
  people that is only important to you 
  Feature: Infamous and Known 
  Though the citizens of the Drifting City 
  number in the thousands, few are as well 
  recognized as you.  You represent 
  something that all of the people of the city 
  fear whether they acknowledge it or not, 
  extinction.  Your notoriety has positives 
  and negatives.  You often find yourself 
  treated as a welcome guest, or at least a 
  novelty, when you’re seeking someone’s 
  favor.  But you also find it difficult to hide 
  even when in a large group. 
  
   
  FEATS 
  A feat represents a talent or an area of 
  expertise that gives a character special 
  capabilities. It embodies training, 
  experience, and abilities beyond what a 
  class provides. 
  At certain levels, your class gives you the 
  Ability Score Improvement feature. Using 
  the optional feats rule, you can forgo 
  taking that feature to take a feat of your 
  choice instead. You can take each feat only 
  once, unless the feat’s description says 
  otherwise.  
  Close Quarters Fighter 
  You have mastered combat in the narrow 
  confines of the caverns and caves you live 
  in.  When you are in a space that has at 
  least one dimension of 20 feet or less, 
  excluding height, you may gain one of the 
  following benefits per round: 
   
  You gain a +5 to successful melee 
  attacks’ damage rolls; or 
   
  You may take the dodge action as a 
  bonus action. 
  Unflappable 
  The life you have led has prepared you to 
  handle nearly anything without an issue. 
  You are able to remain calm and focused 
  in almost all situations.  You gain the 
  following benefits: 
   
  You have advantage on Charisma 
  (Deception) checks and checks to 
  resist Intimidation. 
   
  You have advantage on saving 
  throws against being frightened. 
   
  Minor Magic  
  Years of practice have fixed minor magic 
  spells in your mind and you are able to 
  cast them at will.  You know up to 4 
  cantrips from spellcasting classes that use 
  your lowest spellcasting ability score as the 
  spellcasting modifier.  Charisma for bard, 
  sorcerer, or warlock; Wisdom for cleric or 
  druid: or Intelligence for wizard.  
  You may choose the cantrips from the spell 
  lists of multiple classes, but all classes 
  must use the same spellcasting modifier.  
  Cantrips learned this way do not increase 
  in strength as your experience level 
  increases. 
  Bloodlust 
  The thrill of combat excites you to a 
  frenzied level that you barely keep 
  contained.  As a bonus action, you can 
  succumb to your bloodlust, dealing an 
  additional 1d8 of damage with each melee 
  attack you make.  When the bloodlust is 
  upon you, you may only take the attack 
  action on your turn, though you may 
  move.  You will continue to attack the next 
  nearest creature to you, regardless of 
  whether they are friend or foe.  The 
  bloodlust ends if you are rendered 
  unconscious or after you have made an 
  attack against an ally or an ally attacks 
  you. 
  
   
  CAMPAIGN OUTLINE 
  The Rebels of the Drifting City adventure 
  module was intended to be played as a 
  one-shot adventure for players at level 5.  
  Due to the popularity of this adventure 
  setting, this outline provides a brief 
  thumbnail sketch for a small campaign, 
  taking characters in the Drifting City from 
  level 1 through Level 5. 
  This outline does not necessarily give the 
  detail for everything needed to run this 
  campaign, but rather is a broad overview 
  for you to build upon.  These encounters 
  are primarily linear, action-oriented ones.  
  You are encouraged to add your own 
  encounters or downtime as needed to allow 
  the players to explore the Drifting City in 
  your campaign.  For information regarding 
  the Drifting City and its inhabitants, refer 
  to the Rebels of the Drifting City Adventure 
  Booklet and the Drifting City Setting 
  Booklet. 
  This adventure is divided into episodes, 
  each with several scenes, culminating in 
  episode 5, the original Rebels of the 
  Drifting City adventure module.  Players 
  begin as members of a cell of the Lawless, 
  the rebel organization of the Drifting CIty.  
  As members in this group, they are 
  assigned missions via dead drop in a 
  lantern on the rear exterior wall of the 
  Bright and Bold Tavern.   
  Encounters in this outline are mostly 
  scaled to be deadly to the players.  They 
  will need to think, plan, and sometimes 
  run, in order to succeed.  This is not an 
  adventure for simply being “murder 
  hoboes.” If you find that the encounters 
  are too difficult for your players, use your 
  discretion to rescale by decreasing the 
  number of monsters in encounters, or 
  decreasing the hit points of the monsters 
  listed.  Another way to rescale the 
  encounters can be to introduce the 
  optional flanking rule as found in the 
  Dungeon Master's Guide (DMG), which 
  gives the players a greater chance at 
  successful attacks. 
  Rather than detailing specific experience 
  point quantities for character 
  advancement, this campaign uses the 
  alternative milestone method, with players 
  advancing a level of experience after each 
  episode.  This would result in the players 
  being at level 5 at the beginning of the final 
  episode.  This may progress players 
  slightly faster than the typical structure, 
  but it keeps the energy and momentum of 
  the adventure moving.
  
   
  EPISODE 1 
  Race through the Bazaar 
  The players begin in the middle of action, 
  being chased down a major tunnel toward 
  the Central Bazaar.  They have just stolen 
  several bags of potatoes from a Cadre 
  storeroom and are being pursued by 4 
  Cadre Initiates (2 human guards, 2 dwarf 
  guards). 
  As the players enter the Central Bazaar, 
  they can either choose to run and hide or 
  fight the Cadre. If they choose to fight, 
  complete the combat and as they defeat 
  the final Cadre Initiate, 2 Cadre Soldiers 
  (human veterans) and 4 more Cadre 
  Initiates ( 2 human guards, 2 dwarf 
  guards) arrive as reinforcements.   
  If they choose to hide, a successful DC 15 
  Wisdom (Perception) check will identify a 
  merchant who has a yellow sash across the 
  entrance to their tent stall.  This indicates 
  they are supportive of the Lawless and will 
  give the players a place to hide.  
  Attempting to hide with a merchant who is 
  not supportive of the Lawless will require a 
  successful Intimidation or Persuasion 
  Check.   
  Alternatively, the players may attempt to 
  hide in a pen used for 2 taurus beetles.  
  These large, bull-sized beetles are upset by 
  the players' presence in their pen and will 
  attack unless a successful DC 12 Wisdom 
  (Animal Handling) check is made.  If the 
  taurus beetles attack the players, the 
  Cadre are made aware of the characters’ 
  location by the noise. 
  Ultimately, the players are to escape the 
  Central Bazaar and make their way to the 
  Bright and Bold Tavern with the potatoes.  
  They give the potatoes to Brogan 
  Turnstone, owner of the Tavern, and take 
  some downtime at the tavern to wait for 
  their next dead drop message. 
  After a short time at the tavern, a lean 
  human bumps into one of the players, 
  spilling his drink.  He’s quite intoxicated as 
  are his two companions, a female halfling 
  and a male gnome.  All three are Thugs, 
  armed with daggers and clubs, and will 
  fight with the players until all are rendered 
  unconscious, or one of them is killed.   
  If the players kill one of the drunken bar 
  patrons, rather than knocking them 
  unconscious, Brogan throws the players 
  out through the back entrance of the bar 
  and tells them they owe him for cleaning 
  up their mess.  As they leave, they see a 
  message is waiting for them in the dead 
  drop.  If they dispatch the Thugs without 
  significant incident, they notice the signal 
  for the dead drop a bit later. 
  The message says,  
  “We’re in the end game.  We need to get 
  supplies from several places.  Go to 
  Escada, the Orta enclave, and negotiate for 
  the glittering dust.  They are expecting 
  you.  When you receive it, leave it at 
  Markan’s tent in the Bazaar.” 
  Though the players do not know this at the 
  time, glittering dust is a mineral deposit 
  deep within the Drifting City that can be 
  used as an alchemical component to make 
  explosives. 
   
   
  
   
  EPISODE 2 
  A Long Walk in the Warrens 
  This episode consists of several random 
  encounters, as detailed in the table below, 
  as the players descend through the 
  Warrens to the Orta enclave, culminating 
  in a social encounter with the Orta 
  leadership.  It takes several hours of 
  walking through the tunnels in the 
  Warrens to the Orta enclave near the 
  bottom.   
  Play out two encounters from the Upper 
  Encounters list and two encounters from 
  the Lower Encounters list. The first two 
  encounters, when the players are in the 
  more populous areas, may be resolved 
  through social interaction.  The encounters 
  lower in the Warrens are more combat-
  oriented.  Roll 1d4 each time to determine 
  encounters, rerolling if the same encounter 
  is chosen twice. 
  Upper Encounters  
   
   
   
  1. A friend of a player’s mother 
  (commoner) sees them, wants to chat, 
  and will not leave them alone. 
  2. A Cadre Soldier (dwarf veteran) and 2 
  Cadre Initiates (human guards) are 
  stopping people at a checkpoint, 
  searching for contraband. 
  3. A group of 4 Thugs (2 dwarf, 1 human, 
  1 halfing), led by Trina Hartrove (female 
  human Berserker), confront the players 
  about a gambling debt one player owes.  
  Trina will escape after 2 Thugs go 
  down. 
  4. A group of 4 dwarf miners 
  (commoners) have a cart with a broken 
  wheel that is blocking the path. 
   
  Lower Encounters 
  1. A glaber bursts through a wall of the 
  tunnel 
  2. A feral rhinoceros beetle charges down 
  the tunnel  
  3. In a narrow tunnel space, a Gelatinous 
  Cube is fully blocking the players path. 
  4. The players stumble across 4 Acolytes 
  of the Five (2 human, 1 gnome, 1 
  tiefling) transporting a large, locked, 
  metal box.  The lock of the box contains 
  a Poison Needle Trap as described in 
  the Dungeon Master’s Guide or the 
  System Reference Document (SRD).  
  The box contains the skull of a 
  minotaur, a creature the players do not 
  recognize. 
  Players may take rests after these 
  encounters, at dungeon master’s 
  discretion. 
  Conversation in the Darkness 
  Upon arriving at the Orta enclave, the 
  players are met by several Orta guards at 
  the entrance.  The guards will not attack 
  unless provoked.  When the players 
  request to speak to someone about the 
  glittering dust, they are escorted into the 
  Orta enclave proper and a request is made 
  for them to wait in a room.  They are 
  locked in the room.  There is no light 
  beyond the entrance to the enclave as the 
  Orta have superior darkvision and have no 
  need for light.  It is also eerily silent 
  because the Orta communicate with each 
  other telepathically. 
  The players are kept waiting for an hour or 
  so.  When the Orta return, it is one female 
  Orta in elf form and two guards in human 
  form.  The female is clearly in charge and 
  begins to ask the players why they are 
  interested in glittering dust.  The players 
  
   
  must convince the Orta to provide the 
  glittering dust.   It is integral to the 
  Lawless plan.  The Orta value honesty and 
  the more the players lie, the more difficult 
  it becomes to convince the Orta to provide 
  the glittering dust.  If the players reveal 
  they are with the Lawless, the Orta will 
  confer with each other telepathically and 
  the leader will leave.  Two more guards will 
  enter and wait with the players.   
  Eventually, the leader will return with a 
  bag of glittering dust.  She explains that 
  the players’ honesty and willingness to 
  endanger themselves by revealing their 
  affiliation proved they were worthy of 
  receiving the dust.  If questioned, the 
  leader will explain that the glittering dust 
  has many properties, but the one she 
  expects the Lawless wants it for is that, in 
  the proper combination with a few other 
  rare substances, it makes a potent 
  explosive. 
  NOTE: If a player is playing an Orta 
  character, the encounter will play out the 
  same, but the Orta player character must 
  explain to the Orta leader why they are 
  aligned with the Lawless. 
  As the players leave the Orta enclave to 
  make their way back, they have one more 
  encounter based on the Lower Encounters 
  table above, again rerolling if a duplicate is 
  chosen. 
  EPISODE 3 
  Forest for the Trees 
  A couple of days after the encounter with 
  the Orta, another dead drop reveals a new 
  mission.  The message says, “We’re close 
  now.  But we need the nectar of the 
  glorown flower.  It can be found in the 
  Grove of the Sun.  Get as much as you 
  can.” 
  This is a mission based on infiltration and 
  stealth.  Though the Druids of the Grove 
  will periodically leave for trade, no such 
  day is currently scheduled.  The players 
  must successfully get through the thick, 
  tall hedge wall full of razor-sharp thorns, 
  find the glorown flowers, and escape back 
  to Markan’s tent in the Central Bazaar. 
  Dryka, the halfling enclave, is near the 
  Grove of the Sun and the halflings may 
  have some information regarding the best 
  way to enter it.  A successful Charisma 
  (Persuasion) DC 13 check and a halfling 
  will describe to them the layout of the 
  grove from what they know. 
  The hedge wall itself is not guarded other 
  than the physical dangers of which it is 
  composed.  The wall is 40 feet high, 40 feet 
  thick, and covered in razor-sharp thorns, 
  equivalent to a dagger, on all surfaces.   
  Players may attack with weapons or spells 
  to cut through the hedge wall ( AC 13).  If 
  an attack against it is successful, players 
  cut through 1 foot per point of damage, but 
  it regenerates at a rate of 5 feet per round. 
  Players take 1d4+2 damage each time they 
  touch the thorns.  Players caught in the 
  hedge as it regenerates are grappled and 
  must make a DC 12 Strength (Athletics) or 
  Dexterity (Acrobatics) check to break free. 
  Once beyond the hedge wall, the players 
  will find that there are four concentric 
  rings leading to the center of the Grove, 
  each with smaller plants as they go, trees 
  in the first ring, shrubs in the second, 
  flowers and grass in the third, and the 
  final is the druid homestead, a huge tree in 
  the center of the Grove.  The glorown flyers 
  grow in the shade of the homestead tree.   
  
   
  Each ring is difficult terrain and takes the 
  players around 2 hours each to travel 
  across if they’re traveling slowly and 
  stealthily, 1 hour each if they’re moving 
  quickly but not masking their presence.  
  Players may rest, long or short, in any ring 
  if they so choose, this includes if they 
  escape combat.  A successful DC 13 group 
  Stealth check is required to hide.   
  For every 2 hours the players are in the 
  Grove, roll on the encounter table below for 
  what they encounter.  Roll only once if the 
  players are taking a long rest.  Roll 1d4 
  each time to determine encounters, 
  rerolling if the same encounter is chosen 
  more than once. 
  Ring One (Trees) 
  1. One awakened tree 
  2. Two awakened trees 
  3. One druid 
  4. Three swarms of insects 
  Ring Two (Shrubs) 
  1. Five (5) awakened shrubs 
  2. Fifteen (15)  awakened shrubs 
  3. One (1) druid 
  4. Six (6) giants wasps 
  Ring Three (Flowers and grass) 
  1. One (1) shambling mound 
  2. Three (3) swarms of insects 
  3. One (1) druid 
  4. Twenty (20) Shrieking Flowers (use 
  Shrieker statistics from the Monster 
  Manual (MM) or SRD) 
  Druids of the Grove 
  If the players do not move with stealth, or 
  encounter a Druid or the Shrieking 
  Flowers, the Druids of the Grove are aware 
  of their presence when they enter the third 
  ring and will be waiting in ambush at the 
  homestead tree.  Three Druids (1 human, 1 
  halfling, 1 half-elf) will fight until there is 
  only one druid left.  The final living druid 
  will invoke the homestead tree, which 
  awakens as a treant. 
  Ultimately, the players must gather as 
  many glorown flowers as they can and 
  escape the grove.  The amount doesn’t 
  matter; whatever they gather will be 
  enough to take to the alchemist. The treant 
  will pursue the players, but will not leave 
  the Grove.  Once the players leave the 
  Grove, it will return to its original spot and 
  become immobile again. 
  When the players leave the Grove, they are 
  observed and followed by a Cadre Soldier.  
  The soldier does not engage, but watches 
  and identifies the players. A successful DC 
  19 Wisdom (Perception) check will discover 
  him, but he will escape if the players try to 
  pursue. 
  EPISODE 4 
  The Deal in Fabrica 
  Upon dropping off the flowers with 
  Markan, he informs them that their next 
  dead drop message is already waiting at 
  the Tavern. 
  “One final component and we’ll be ready to 
  put everything in motion. Go to Fabrica 
  tomorrow and purchase all of the trayk 
  gravel they have. Brogan has the money. 
  Deliver it as with the other components.” 
  As the players leave the tavern, the Cadre 
  Soldier that has been following them is 
  waiting in the tunnel.  He confronts them, 
  accusing them of conspiring against the 
  Five and being members of the Lawless.  
  He grabs an amulet he’s wearing and 
  
   
  states that unlike others,  he came 
  prepared.  He summons a Shield 
  Guardian to his aid. 
  The patrons of the tavern watch through 
  the window.  If the players do not 
  understand that removing or destroying 
  the amulet is the key to stopping the 
  Shield Guardian, Brogan yells at them 
  from the tavern doorway explaining it to 
  them.  Once the Shield Guardian is 
  defeated, the Cadre Soldier runs away 
  unless stopped. 
  Upon entering Fabrica, the players must 
  seek out an ore dealer who can provide the 
  trayk gravel.  Several alcoves off of the 
  main hall of Fabrica have such dealers in 
  them, though not all deal in trayk.  Once 
  the players find someone to speak with 
  about it, their request for all of the trayk 
  gravel eventually leads the ore dealer to tell 
  them that he must get Turvan Turnstone’s 
  personal approval on that.  The players are 
  told to hang around the main hall until the 
  ore dealer returns with Turvan. 
  When Turvan returns, he’s friendly but 
  very cautious about the players’ request.  
  Ultimately, the quantity of money they’re 
  offering convinces him and he sends 
  several dwarves to gather all of the trayk 
  gravel they have. 
  The Moving Stone 
  As they are waiting, two Dark Sky mages 
  (1 human, 1 half-elf mages), with a Shield 
  Guardian, arrive into the main hall of 
  Fabrica.  One raises his voice announcing 
  that they are seeking a group of rebel 
  traitors and that all harboring them will be 
  executed as well.  The mages and guardian 
  begin circulating through the people in the 
  main hall seeking out the players. 
   
  Turvan begins to become very agitated.  As 
  the dwarves bring in the bags of trayk 
  gravel, Turvan looks at the players and 
  accuses them of being the rebels.  If the 
  players try to convince him they are not, it 
  will require a successful DC 18 Charisma 
  (Deception or Persuasion) check.  If he 
  doesn’t believe them, he calls out to the 
  Dark Sky.  If he believes them, he’ll let 
  them go on their own way, but they will be 
  spotted by the Dark Sky because of the 
  large heavy bags they are carrying. 
  Once combat begins, Turvan reaches a 
  fevered panic.  He runs toward the statue 
  of Abarrak Turnstone in the center of the 
  hall while screaming, “You won’t hurt the 
  dwarves again.”  When his hand touches 
  the statue, a blue glow engulfs it and the 
  statue begins moving.  Turvan states to it, 
  “On dwarven honor, I command you, kill 
  all the non-dwarves.”  The statue is 
  actually a stone golem carved into the 
  likeness of Abarrak. 
  The golem will attack whatever non-dwarf 
  is nearest it, including the players.  If the 
  players position the mages or shield 
  guardians near the golem, it will 
  essentially assist them, but if they get too 
  near it will attack them.  If one of the 
  players is a dwarf, the golem will not 
  attack that player.  A successful DC 15 
  Intelligence (Arcana or History) check, and 
  the dwarf knows that it can take control of 
  the golem by taking an action to touch it, 
  saying “On dwarven honor, I command 
  you,” followed by a command. Commands 
  must be simple and direct. 
  Once the players escape and deliver the 
  gravel they move into the final episode, 
  the original Rebels of the Drifting City 
  adventure.  They receive the dead drop 
  message that starts off that adventure.
  
   
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Space Daddy Games/Rebels of the Drifting City - Setting Guide.pdf