Getting the Best from Aranthaes
This handbook is designed to help players get the most enjoyment from their adventures in Aranthaes. It is divided into two parts: a primer on the island and its glittering capital – covering geography, trade, and faith – and a guide to character creation, detailing common island races, popular classes, and unique Aranthaen sub-classes you can play.
Everything here is 100% spoiler-free – akin to the background knowledge any newcomer to the island might pick up before traveling, or upon arrival.
Yes you’ll find hints of the city’s tensions, opportunities, and dangers, but no secrets that would spoil the surprises ahead…
Before stepping into Aranthaes, a player should decide who their character is and why they are there.
Are you a native of Aranthaes? Were you born into one of the exalted True Born families – the Tiefling lines of Thorne, Drak, Morell or Lor, or the human Morleys – each descending from those divinely favored by Lady Bune?
Or do you hail from wealthy Aranthaen merchants, skilled craftsmen in Geldsan, or humble fisher folk from Sandmar – drawn by the promise of a better life?
Are you an outsider? A visiting merchant, scholar, or pilgrim? Perhaps you’re a mercenary seeking gold, or a stranger escaping past shadows?
Your answer will shape not just your station, but how others see you in this world where every coin, cloth, and prayer feeds into your destiny.
This guide can help build your story and give a background to the island, it’s power and it’s lore.
An Island of Adventure Awaits
Rising in gleaming tiers upon the holy mountain of Mon Arant, Aranthaes is the capital jewel of Great Aranthaes – an island famed for its trade in gold, silks, and scents.
Protected by a vast circular harbor known as the Aranthaes Cauldron, the city is a hub where merchant fleets, pilgrims, and fortune-seekers converge.
From the bustling lower Wynds, through the grand markets of Aranthaes City, to the sacred spires of High Aranthaes, wealth and worship intertwine.
Trade is not only the city’s lifeblood – it is considered sacred, shaped by devotion to Lady Bune, the city’s founding goddess and guardian of prosperity.
Beyond the city walls lie fertile fields, jagged mountains, deep valleys, and a necklace of ports and market towns connected by the Aranthaes Highway.
Here, fortunes are made, alliances forged, and destinies altered – for those with the courage to claim them.
Aranthaes – the City of Gold
Perched on the eastern shore of Great Aranthaes, the city of Aranthaes rises within the natural fortress of the Aranthaes Cauldron – a vast, sheltered bay formed by an ancient celestial event.
From the moment a ship sails through the narrow mouth of the Cauldron, the city’s terraced tiers gleam in the sun, crowned by the High Temple’s golden spires.
Aranthaes is very much a layered city in every respect – each tier a world unto itself:
Aranthaes Wynds
The city’s first tier, the Wynds sprawl from the water’s edge of the city harbor, tightly packed between two of the to the city walls, a riot of noise, color, and motion.
The Wynds Docks swarm with merchant vessels, fishing boats, and wealthy traders unloading exotic wares.
In the Wynds themselves, chaotic bazaars spill into narrow lanes where smoke and spices scent the air and silver-tongued vendors call out their prices, across crushing crowds.
Taverns and Inns abound, catering to every class of traveler, from weary sailors and new merchants, to bargain-hunting tourists and gnarled adventurers – while the seedy Red Lantern district caters to something else entirely.
Life in the Wynds is lively, dangerous, exciting and intoxicating – or just life as normal for it’s inhabitants.
Aranthaes City
Rising beyond the first wall, Aranthaes City is a realm of wealth, trade and governance.
Grand Markets brim with fine silks, jewels, goldwork, and mystical imports from distant lands.
Merchant Houses and banks with polished stone façades on wide boulevards guard their counting rooms and private vaults.
Civic Buildings house the city’s administration, where trade disputes are settled and tariffs decreed.
Here, coin and influence flow together, and even a casual encounter might lead to a lucrative opportunity or a costly misstep.
High Aranthaes
At the highest tier, beyond the second great wall, lies sacred ground.
The great High Temple of Lady Bune dominates the skyline, its spires and domes catching the light of the setting sun.
Noble Estates of the True Born families cluster along wide avenues, guarded by gates and manicured gardens.
Quiet Cloisters and Gardens offer respite to the faithful, though only the privileged few may linger here.
High Aranthaes is a place of reverence and power, where the city’s spiritual heart beats in time with its political pulse.
Faith & the Church of the Mother
Religion in Aranthaes is not simply a matter of quiet devotion, but is integral to daily life, trade, and politics.
At its center stands Lady Bune, the patron goddess who founded the city and blessed it with prosperity, protection, and a safe harbor for all who deal in honest trade.
Lady Bune
Lady Bune is revered as The Mother, a divine matron of commerce, guardianship, and the dignity of work. She is believed to walk unseen among her people, guiding the hands of merchants, protecting sailors at sea, and watching over the weak and the poor.
In every marketplace, on every ship’s prow, and above the doors of countless homes, her sigil is displayed as a call for her blessing.
The Mother’s Blessing
Each day, the faithful gather to receive The Mother’s Blessing – a ritual act of giving, receiving and protection.
For the Poor: The Church distributes food, clean water, and a single gold piece to any in need, regardless of faith or origin.
For the Faithful: Those who swear to honor the Mother’s principles are offered protection under the Church’s shield, a promise that transcends the city’s politics.
This daily act cements the Church’s place in every heart and household, ensuring that no citizen or visitor is truly without aid.
The High Temple
Standing at the heart of High Aranthaes, the High Temple is the island’s spiritual and cultural crown.
Architecture: White marble, gold inlay, and intricate mosaics depicting the founding of the city.
Purpose: A place of worship, judgment, and celebration – where trade agreements are blessed, disputes mediated, and marriages sanctified.
Pilgrimage: Merchants, sailors, and travelers from across the seas make offerings here before beginning their ventures.
From its golden dome, the temple’s bells toll across the Cauldron, marking the rhythm of city life.
The Holy Mother
The living leader of the Church is the Holy Mother, the voice of Lady Bune on earth. She is both spiritual guide and political force, often consulted by nobles and merchants alike.
Her words can sway markets, end feuds, or rally the people in times of need. In ceremony, she is the embodiment of the Mother’s will – a figure of grace, wisdom, and unshakable authority.
To see her speak in person is said to be both humbling and inspiring, for her presence carries the weight of divinity.
Aranthaen Trade & Economy
In Aranthaes, commerce is not just a means to wealth but an act of literal worship. The exchange of goods, ideas, and coin is considered a sacred duty, honoring Lady Bune’s gift of prosperity.
Every honest deal, from a fisherman selling his morning catch to a merchant sealing a contract for a thousand gold bars, is viewed as both a gift to and from the Mother – a key component of the “Mother’s blessing”.
Sacred Commerce
Trade is seen as the lifeblood of the city forming a divine cycle of giving and receiving. Haggling is expected, but deceit is considered not just unlawful, but sinful.
The Church blesses major trade agreements, lending spiritual weight to contracts and protecting honest merchants under its authority.
Principal Exports
Aranthaes is famed for goods that fetch fortunes in distant lands:
Aranthaen Gold refined into coin, bars, and masterfully worked jewelry.
Silks and Fine Laces often dyed in radiant colors, some said to rival the sunset over the Cauldron.
Scents – Aranthaen perfumes, incense, and rare aromatics distilled from island flora and known across the world.
Principal Imports
The city’s ports bustle with incoming cargo from faraway kingdoms:
Exotic Goods such as ceremonial and magical artifacts.
Rare Metals – typically platinum, mithral, and enchanted alloys not found native to Aranthaes.
Foreign Spices like cinnamon, saffron, and blends unknown beyond homes of the city’s elite.
Knowledge – maps, books, magical scrolls, and the wisdom of foreign scholars.
Markets
Trade thrives across the island, from the grand to the humble. From the famed Bazaars of Aranthaes City, to the market towns of Lantear and Geldcrass, the fishing centers of Cove and Sandmar and the deep water harbors of New Haven and Geldpont.
Noble trading dynasties and independent guilds keep caravans and fleets moving along the Aranthaes Highway, binding the island’s fortunes together.
Here, the clang of coin and the scent of spice are as much a part of worship as prayer itself.
The Great Families & Power
No mention can be made of coin without mentioning the names of Arathaen True Born. Power in Aranthaes is a layered thing – layered from gold, bloodline, and devotion to Lady Bune.
The highest tier of society is occupied by the True Born – families who claim direct descent from Aranthaes’s founders.
Many live within the walls of High Aranthaes, presiding over grand halls and controlling vast swaths of land, fleets, and trade. Their influence shapes politics, religion, and even the island’s foreign policy.
Political Reach – Many nobles sit on the Council of High Aranthaes, advising the Holy Mother on civic matters.
Trade Dynasties – Some families run entire industries, from gold refining, to banking, to silk weaving.
Religious Stewards – Certain houses maintain shrines or fund the Church’s charitable works to enhance their honor.
While their prestige is formidable, the nobles are also bound by expectations – to protect the city, uphold its traditions, and ensure that Aranthaes thrives under the Mother’s gaze.
The Island Beyond the City
Beyond the walls of Aranthaes lies a land of mountain passes, deep valleys, and bustling trade routes. Whether by caravan along the Aranthaes Highway or by ship hugging the coastline, travelers will encounter a variety of ports, crossroads, and hidden corners of the island.
Lantear & Geldcrass
These inland hubs sit at the heart of the island’s trade network.
Lantear is known for its sprawling open-air markets and caravanserais, where merchants from every corner of the island — and beyond — gather to trade.
Geldcrass, further east, straddles the main crossing into the Geldcrass Plains. Its busy roads and warehouses handle the movement of grain, textiles, and raw ore from the interior to the coasts.
New Haven & Geldpont
These are the south’s deep-water lifelines – and for non-Arathaen traders the ONLY legal deep-water shipping route to and from the island
New Haven thrives as a cosmopolitan port, bringing in exotic goods from far-off lands. Known for its skilled shipwrights and eclectic taverns, it’s a melting pot of cultures.
Geldpont, perched on the edge of Geldpont Bay, is a fortified port famous for its spice markets and the distinctive Dragon’s Ridge headland that guards its harbor.
Draktun
Tucked against the jagged southern cliffs, Draktun is unique on the island, in that it’s essentially an independent state, free from the laws of Aranthaes.
Draktun is the domain of the Red Cloaks – a loosely organized but fiercely territorial group who control all dock fees, cargo inspection, and local “protection.”
Its lawless reputation keeps many honest merchants away, but those willing to risk its waters can find rare goods and dangerous opportunities – or the shortest land route to the capital.
Fishing Towns
Dotting the coasts are countless fishing villages, each with its own flavor and traditions.
Cove – A shallow bay favored for pearl diving.
Sandmar – Known for its salt pans and smoked fish.
Fairpont – A lively northern harbor where fishing boats and smaller merchant schooners share the docks.
Rochpont – Perched on rocky cliffs, Rochpont is famed for its crab catches and whitewashed charm.
The Aranthaes Highway
The spine of island trade, this road runs from Aranthaes in the west to Geldpont in the southeast, linking every major settlement along its length.
Caravans, mounted couriers, and traveling pilgrims use its well-patrolled stretches, while some more remote sections and tributary roads skirt wild forests and lonely highlands where danger still lingers.
Travel on the Island
Movement across Great Aranthaes is swift by sea but much slower by land. The island’s jagged ridges, dense forests, and high passes mean even the famed Aranthaes Highway can be treacherous beyond the city walls.
Caravans move steadily, but heavy wagons slow travel to about 15–20 miles per day, with armored gold caravans being slower still.
Mounted couriers can cover 40 miles in a day if conditions are good, riding from Geldpont to Aranthaes in as litte as 2-3 days (versus 4-7 for caravans)
Mountain passes like the Geldcrass Pass or Draktun Pass are prone to rockslides and sudden weather changes – with other hazards including the many bandits who lurk in the more remote or forested stretches – some petty thieves, others seasoned brigands.
The Red Cloaks, based in Draktun, operate raiding parties inland, demanding “tolls” from travelers who can’t or won’t pay.
Merchant Police patrol the highway and key trade routes, ostensibly to protect caravans, but in reality some commanders run protection rackets, charging inflated fees for “safe passage.” Refusal can mean being left unguarded… or worse.
Character Ties to the Setting
(Optional Background Elements)
When creating a character for an Aranthaes-based campaign, consider how your history ties you to the island. These threads can give you allies, enemies, or deeply personal stakes in the adventures to come.
Native of the City
Born among the bustling streets and tiered walls of Aranthaes itself, you grew up under the shadow of Mon Arant and the ever-present bells of the High Temple. You might be the child of a noble house, a merchant apprentice, a trained soldier in the City Guard, or a dockside hustler who learned to survive in the Wynds. You know the city’s shortcuts, customs, and perhaps a few secrets.
Islander from a Port or Inland Town
Your roots are in one of the island’s many settlements – maybe a rugged fishing village like Sandmar or Fairpont, a crossroads like Lantear, or even lawless Draktun. You know the rhythms of island trade, the dangers of the highway, and the smell of salt and spice on the wind.
Foreign Merchant or Mercenary
You came from far-off shores, drawn by the promise of gold, silk, and opportunity. Perhaps you work a stall in the Grand Bazaar, crew a trading vessel, or sell your sword to the highest bidder. You may be welcomed as an exotic curiosity… or eyed with suspicion.
Pilgrim or Scholar Seeking the Great Temple
The High Temple of Lady Bune draws the faithful and the curious from across the known world. You have come to pay homage, seek divine guidance, or study the sacred archives. The temple steps are open to all – but true devotion and secret knowledge both come at a price.
Adventurer Seeking Fortune in the City of Gold
The name “City of Gold” is no idle boast. To treasure-hunters and thrill-seekers, Aranthaes is a place where fortunes can be made in a single daring gamble… or lost just as quickly. You may have come chasing whispered rumors of unclaimed riches, secret patrons, or dangerous work.
No matter your upbringing, your trade or your history – Aranthaes has promise for all. A promise of adventure and fortune!
Choosing Your Race & Class in Aranthaes
In the City of Gold, who you are shapes how the world sees you – and how you move through it. Whether you were born among the sunlit spires of High Aranthaes, raised in the bustling merchant streets of the City tier, or stepped off a ship from foreign shores, your origins will influence your opportunities, your allies, and your challenges.
Races of the City and Island
Some races are common sights in the winding markets and marble halls; others draw stares and whispered speculation. Certain neighborhoods, guilds, and temples favor specific lineages, and long-standing traditions mean that your heritage may open – or close – doors in subtle ways.
Classes in a City of Trade and Faith
Every profession carries weight here. Fighters may find themselves recruited as caravan guards or private enforcers for merchant houses. Paladins and clerics might walk the path of the Mother’s service, sworn to protect her faithful. Rogues could thrive in the city’s shadow markets, while sorcerers, wizards, and warlocks navigate a maze of political intrigue and ancient pacts.
In Aranthaes, your class is as much your skill set, as your role in a vast living, breathing machine of commerce, faith, and power.
Your choice of race and class will affect not only how you survive the island’s dangers but also how you fit into its tightly woven social fabric.
Local guilds, noble families, and even the Church itself offer training, generous sponsorship, or high quality equipment – if you can prove your worth or pledge your loyalty.
Common Races of Aranthaes
The City of Gold is a crossroads of the world – a place where merchants from across the seas bargain in the same streets as pilgrims, mercenaries, and nobles. While all manner of folk can be found here, some races are far more common than others:
Tieflings
Tieflings are the lifeblood of Aranthaes. Their horns and tails are as familiar in the markets as the ringing of gold coins. A lucky few are part of 4 of the 5 ‘True Born’ families with roots tracing back to the birth of the city. Many more are born into merchant dynasties or the Church’s service, while others arrive seeking the wealth and opportunity the city promises – without the prejudices often aimed at their race.
Their natural charisma often makes them successful traders, diplomats, or performers. Infernal is widely spoken here, making Aranthaes unusually welcoming to tiefling travelers.
Humans
Humans are found in every tier of the city – from wealthy nobles in High Aranthaes (One of the true-born’ families is human) to dockhands in the Wynds. Their adaptability sees them thriving in trade, faith, politics, and adventuring alike.
Humans often serve as a bridge between cultures and races, and many guilds actively recruit them for their flexibility.
Dragonborn
The presence of Lady Bune, a draconic deity, makes Dragonborn especially revered here. They are respected as living symbols of the Mother’s protection, often rising to positions of honor within the city guard or the Paladin orders.
Half-Orcs
Half-orcs are valued for their strength and reliability, and many serve as caravan guards, city watch, or hired muscle for merchant houses. While prejudice can exist in the more refined circles, in the docks and markets their skill and loyalty speak louder than heritage.
Elves & Half-Elves
Elves are most often seen in roles requiring grace, precision, and patience — artisans, navigators, and scholars. Half-elves move easily between cultures, often finding themselves in diplomatic or mercantile positions. Elvish is a common tongue among high-value traders.
Dark Elves (Drow)
Though far less common, drow are not an unusual sight in Aranthaes. Their skill in crafting, stealth, and magic gives them a place in both legitimate commerce and the city’s shadow markets. While some keep to the underways beneath the city, others rise to prominence in mercantile ventures.
Choosing Classes in Aranthaes
Adventurers in Aranthaes find themselves in a city unlike any other – one where trade is sacred, faith shapes law, and opportunity rewards the bold.
Whether you are a seasoned warrior, a cunning rogue, or a devotee of the divine, the City of Gold offers unique paths to power. Guilds, noble houses, and the Church itself often provide specialized training, rare equipment, and lucrative contracts to those who earn their favor…
Fighter — The City’s Blade
In Aranthaes, being a fighter is more than mastering arms. Here, warriors are hired, sworn, or consecrated to protect. Whether you patrol temple halls, guard merchant convoys, or stand as the sword of the city, your skills are in demand—and your allegiance matters.
Paths Available in Aranthaes:
City Guard
As part of the well-organized regular army of Aranthaes, you uphold law and safeguard the capital’s walls, streets, and gates. Recruits endure years of disciplined training in swordsmanship, tactics, and civic tradition under commanders such as Eryndor, Champion of Aranthaes. A Fighter here bears high-quality armor, gains strategic authority, and earns respect – so long as they maintain honor.
Issued with a full suit of polished plate or chain mail, each piece edged and riveted in gold to mark the city’s wealth and pride. Their shields bear the crest of Aranthaes in deep green enamel. Every guard is armed with either a longsword or greatsword of excellent local steel, and draped in a deep green cloak enchanted for minor protection (+1 to AC). This uniform is as much a symbol of order as it is practical defense.
Merchant Police
Sponsored by powerful merchant families, these private forces protect trade routes and maintain order – usually – but not always, transparently so.
Zephyr Battalion (Morely family): Elite, corrupt, and wealthy – often enforcing pay-to-play protection.
Ironheart Battalion (Thorne family): Disciplined, respected, less corrupt.
Crescent Moon Battalion (Oudasi family): Stealthy and ruthless, focused on eliminating threats.
Merchant Volunteers: Civilian-funded patrols covering petty theft and street disorder.
Depending on the battalion, issued gear ranges from light chain and hardened leather (for swift pursuit) to full chain mail reinforced with gold filigree. Merchant Police carry shields embossed with their sponsoring guild’s insignia, a shortsword or scimitar for close work, and a crossbow for ranged enforcement. All wear the battalion cloak – green trimmed in their house colors, treated with weatherproofing and mild dust-resistance enchantments to keep them sharp in the streets.
The Dragon’s Hand
A discreet yet noble guild dedicated to protecting the Church of the Mother. Funded by the Defenders of the Mother, members train in combat and loyalty, sworn to defend religious spaces and clergy. Shared operations with the City Guard enhance their clandestine prestige.
Provided with lightweight, masterwork half-plate under flowing ceremonial robes, designed for both mobility and reverence. Their shields are polished steel etched with the holy dragon sigil of Lady Bune, capable of shedding dim light in darkness. Each member carries a longsword blessed by temple clergy (counts as magical for overcoming resistance) and a hidden dagger for close protection duties. Their cloaks are pure green silk, woven with protective runes that offer minor resistance to fire and radiant damage.
Adventurer’s Guild – Swords and Silver
For fighters seeking camaraderie and risky work, this famed guild operates from The Serpent’s Nest in the Wynds. Joining requires proving yourself through trials; members take on challenging missions and are tightly bonded by loyalty.
New members are gifted 200gp to help equip themselves with better armor and weapons.
Roleplay & Background Hooks for Fighters
Temple Sentinel: Raised within High Aranthaes, you took vows to defend the Great Temple, earning respect—and expectation.
Convoy Protector: You earned your spurs ensuring merchant caravans survived the perils of the Aranthaes Highway.
Under-Role Enigma: Disguised as a merchant police recruit, you serve hidden agendas – maybe righteous, maybe self-serving.
Adventurer Forged: As a member of Swords and Silver, you seek challenge, gold – but also purpose among like-minded blades.
Cleric – Defender of the Mother
In Aranthaes, clerics are not confined to the walls of a temple – they are protectors, guides, and living conduits of Lady Bune’s divine will.
The Defenders of the Mother are the Church’s most visible arm, dedicated to providing aid, maintaining order, and safeguarding the sacred. Their presence is felt in every tier of the city, from the bustling Wynds to the quiet halls of High Aranthaes.
Most clerics enter the Defenders of the Mother, which is divided into several specialized units:
Doctrine Enforcement Unit – Gently but firmly reminds citizens of Lady Bune’s doctrines, offering spiritual counsel and subtle correction where faith falters.
Temple Security Unit – Protects the city’s sacred sites and relics, ensuring religious ceremonies remain undisturbed and pilgrims remain safe.
Carriers of the Basket – Distribute food, gold, and supplies to the needy, and deliver the daily Mother’s Blessing to the faithful—often placing gold directly into the hands of believers.
Equipment & Attire
Defenders are issued both ceremonial and functional gear: Chain mail trimmed with green and gold, or reinforced leather embossed with the Mother’s emblem. Silvered mace or heavy staff engraved with holy verse; wooden shield painted with the symbol of Lady Bune.
Defenders wear a heavy green silk cloak woven with blessing runes, offering mild protection against radiant damage and marking the wearer as an official servant of the faith.
They also carry a Holy symbol of Lady Bune, satchel for distributing alms, and scripture scrolls for public recitation.
Child of the Mother (Cleric Subclass)
Lady Bune is the benevolent draconic patron of Aranthaes, revered as the Mother of Trade and the Guardian of the Faithful. Clerics of this domain serve as protectors of commerce, keepers of prosperity, and fierce defenders of the city and its people.
While they are healers and peacemakers, the Mother’s wrath is as swift and fiery as her blessing is warm.
Domain Spells
You gain domain spells at the cleric levels listed.
Cleric Level Spells
1st Blessing of the Trade Winds†, Shield of Faith
3rd Mother’s Breath†, Spiritual Weapon
5th Mother’s Bounty†, Beacon of Hope
7th Golden Scales†, Guardian of Faith
9th Weight of the Mother’s Gaze†, Flame Strike
†New Aranthaen spell
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with heavy armor and two martial weapons of your choice.
Mother’s Protection (1st Level)
When you or an ally within 10 feet is hit by an attack, you can use your reaction to grant them resistance to the damage from that attack. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all uses after a long rest.
Channel Divinity: Prosperity’s Favor (2nd Level)
You can use your Channel Divinity to bless allies with the fortune of trade.
As an action, choose up to three creatures within 30 feet. For the next minute, each rolls 2d4 and adds the result to all attack rolls, saving throws, and ability checks.
If a creature rolls the same number on both dice, they also regain 1d8 hit points.
Draconic Resilience (6th Level)
Your bond with Lady Bune infuses you with a hint of her draconic might:
You gain resistance to fire damage.
When you cast a spell that deals fire damage, add your Wisdom modifier to one damage roll.
Golden Aura (8th Level; Potent Spellcasting Replacement)
When an enemy within 10 feet of you targets one of your allies with an attack, they must first make a Wisdom saving throw against your spell save DC. On a fail, they have disadvantage on the attack roll. This does not affect attacks against you.
Incarnation of the Mother (17th Level)
You can manifest a partial draconic form of Lady Bune’s blessing.
As an action, you take on radiant golden wings and your skin glitters with scaled light. For 1 minute:
You gain a fly speed of 60 feet.
You emit bright light in a 30-foot radius and dim light for another 30 feet.
Once per turn when you deal fire or radiant damage, you deal an additional 2d10 damage of the same type.
You can use this feature once per long rest.
Playing a Cleric of the Mother
As a cleric in service to Lady Bune, your role is as much protector of prosperity as it is champion of faith. You will find yourself called to mediate disputes, escort valuable shipments, investigate threats to the city’s wealth, or hunt down those who defy the Mother’s laws.
While your healing is vital, your fire is feared – you are the velvet glove over a dragon’s talon.
Role-Playing Hooks for Clerics
Temple Emissary: Sent to broker peace or assist in charitable works beyond the city walls.
Ceremonial Officer: Oversees rites at the Great Temple and keeps order among pilgrims.
Field Minister: Travels between settlements carrying supplies and teachings, sometimes under dangerous conditions.
Paladin – The City’s Golden Shield
In Aranthaes, Paladins are the visible embodiment of Lady Bune’s justice, prosperity, and divine protection. Most serve in the City Guard, defending the streets, gates, and walls from threats both mundane and supernatural.
Their shining gold-plated armor and crested shields are a constant reminder that the Mother’s gaze is upon the city.
City Guard Paladins are provided with the same equipment as fighters, with weapons magically enhanced to +1.
The Order of the Golden Scales (Aranthaes Subclass)
Paladins who swear their oath to the Golden Scales pledge to defend the city’s balance – protecting trade, punishing treachery, and ensuring Lady Bune’s blessings flow to the faithful.
While they uphold the law, they also safeguard the city’s commerce, seeing both as sacred trusts.
Prosperity is Sacred: Theft from the faithful or disruption of honest trade is an affront to the Mother.
Justice Without Fear or Favor: Uphold the law regardless of wealth, title, or influence.
The City First: Aranthaes and its people are the heart of the Mother’s domain.
Trade is Trust: Treat fair bargains as holy contracts; break them only at peril of divine wrath.
Subclass Features:
3rd Level – Mother’s Judgement: Once per long rest, you can channel divinity to mark an enemy as Bune’s Foe. All allies within 30 ft gain +2 damage against them until the end of your next turn.
7th Level – Golden Aegis: Allies within 10 ft gain resistance to fire damage and advantage on saving throws against fear.
15th Level – Prosperity’s Shield: When you or an ally within 10 ft takes damage from a critical hit, you can reduce that damage by half (reaction).
20th Level – Avatar of the Mother: For 5 minutes, radiant golden light surrounds you. Enemies within 10 ft have disadvantage on attacks against anyone but you, and allies regain 5 HP at the start of their turns if they are below half health.
Typical Paladin Roles in Aranthaes
City Guard Commander: Protecting the city walls and keeping the peace within.
Sacred Trade Escort: Guarding high-value caravans or treasure fleets.
Temple Protector: Standing watch over the Great Temple and other sacred sites.
Aranthean Rogue – The Entrepreneur’s Edge
In the City of Gold, a sharp wit and a keener eye for opportunity can be just as deadly as a dagger in the dark. Aranthaen rogues often thrive in the bustling markets, on the docks, or in the shadowed alcoves of high-stakes negotiation rooms.
Many operate as dealmakers, discreet problem-solvers, and facilitators of “unofficial” trade. Some work hand-in-hand with merchant guilds, others under the protection of the Red Cloaks – and a rare few dance between both worlds.
The Guild Entrepreneur (Aranthaes Subclass)
Where others see rules, you see margins. Guild Entrepreneurs specialize in making profitable arrangements, reading the table in a negotiation, and getting in and out of situations with both coin and skin intact.
Features & Perks
3rd Level – Silver Ledger: Once per short or long rest, you can add double your proficiency bonus to any Charisma (Persuasion) or (Deception) check when negotiating trade, contracts, or illicit deals.
9th Level – Market Ghost: In any busy market or crowd, you can hide as a bonus action, even if only lightly obscured.
13th Level – Favor Broker: Once per long rest, call in a “marker” – an NPC contact who will grant you safe passage, cover a debt, or provide a small but crucial resource.
17th Level – Closing the Deal: When you score a sneak attack, you can choose to instead disable (disarm, knock prone, or silence) your target for 1 round without dealing damage.
Standard Equipment – Guild-Backed Entrepreneur
Clothing: Fine merchant attire (tailored doublet or cloak lined in silk) with concealed pockets.
Weapons: Slim rapier or short sword, hidden dagger(s), and a light crossbow for “persuasion.”
Gear: Ledger book with ciphered entries, set of thieves’ tools, merchant’s scales, and a signet ring marking guild affiliation.
Optional Perk: A writ of safe passage from a guild or faction – valid until the winds of politics shift.
Typical Rogue Roles in Aranthaes
Merchant’s Agent: Handles the delicate or dangerous parts of a deal.
Smuggler for Hire: Gets goods in or out without attracting unwanted attention.
Fixer: Arranges introductions, favors, and debts for those with coin or leverage.
Wizard – Arcane Artisans of Aranthaes
In Aranthaes, magical learning is institutionalized. All wizards must belong to the Company of Magicians, the city’s central arcane guild. Membership grants access to vast libraries, tutoring, and public prestige, while ensuring the responsible use of magic throughout the city.
The Company of Magicians
Headquartered in a marble hall in High Aranthaes, this guild offers its members:
- Access to an extensive library of arcane texts and legendary spells.
- Workshops, training, and arcane research (aiding both novices and masters alike).
- A mandate to register all spellcasters entering the city; non-citizens are fitted with a magical amulet that dampens harmful spells within city limits.
While the guild welcomes magic users of all backgrounds, they enforce strict codes – no crime or harassment of citizens through magic is tolerated
Typical Wizard Roles and Roleplay Hooks in Aranthaes
Merchant Enchanter – Enhances trade goods with wards or useful enchantments.
Temple Scholar – Helps maintain the magical defenses of sacred sites or inventories ritual spells.
Arcane Researcher – Pursues hidden lore, new enchantment techniques, or collaborates with the city’s artisans for new magical crafts.
Guild scribe cataloging rare tomes in The Company’s grand library.
Traveling spell-for-hire who joined the guild to legally ply arcane services.
Forbidden-seeker skulking among the restricted sections, tempted by apocryphal knowledge.
Standard Wizard Starter Package
Members of the guild are typically well-equipped and new members are provided with the following as a minimum:
- A fine spellbook bound in dark green leather, embossed with the guild’s seal.
- Standard arcane gear: ink, quills, arcane focus, and parchment arranged for study on the move.
- A translating lens – a magical magnifier allowing temporary reading of foreign or coded texts.
- The guild cloak – a heavy black robe with green sigils that provides advantage on checks to trace magical residue.
Your Story Begins Here
Whether you came by ship, walked the Aranthaes Highway, or descended from bloodlines tied to its founding, the City of Gold welcomes you with open arms – and tests of fate.
Here, every deal is a choice, every prayer a path, and every ally or adversary a part of a larger tapestry woven with faith, ambition, and gold.
Forge your legacy among the tiers of tribute, temple, and trade. Stand as a guardian of prosperity, a seeker of arcane secrets, or a secret broker in the shadows. The Mother watches, her breath upon the market stalls and temple halls alike – and her blessings are earned, not given.
In Aranthaes, the question is not whether your story matters but where it will lead.