Player's Handbook


The World of Silverstone
Player's Handbook
Read Me FirstIf you are a prospective player reading this for a new game ad, please read over it in its entirety before asking a question about whether or not something is allowed, or whether or not I will allow a homebrew this or that. Also, please know that with homebrew my preference is to reskin something that already exists within the rules, rather than invent something new and potentially unbalanced.

Dungeon Master Disclaimer
Nothing posted here changes the game without DM/Player approval on both ends. This is just me cleaning up the original setting info, codifying the game as we've playing it, and exploring house rules that I like or would like to implement, etc.

Some items are for DM eye's only since they are still unknown in our game. So, if there are big blank spots where you think there is content, you're not wrong.

Also, a lot of the lore stuff is written in metagame format, using real world analogies, other game references, etc. Rather than attempt an exhaustive in lore write up, I've done my best to convey the look and feel of parts of the game world's lore and leave the player(s) room to collaborate with me on fitting their ideas for their characters into the game.

Also, when you see "not known to exist in known world" it means it is in the world, somewhere, and it will be playable, someday, somewhere, or for the right campaign set in this world. If you are interested in playing one of these races, let me know and I can provide enough background information privately for you to propose the character and go from there.

Intended Scope, Flavor and Feel of World of Silverstone
A world that includes nearly all that D&D has to offer, merged with real-life geography and versimilitude, epic battles and encounters of the ancient, divine and mysterious.

Something between Lord of the Rings, Game of Thrones, and King Arthur.

Approved Sources for Use
Player's Handbook
Monster Manual
Dungeon Master's Guide
Volo's Guide to Monsters
Xanathar's Guide to Everything
Mordenkainen's Tome of Foes
Sword Coast Adventurer's Guide
Elemental Evil Player's Companion
Xanathar's Guide to Everything Expanded Racial Feats
The Tortle Package
One Grung Above
World of Farland *Limited to class and race options as specified*
Adventures in Middle Earth - Player's Guide
War of the Burning Sky Player's Guide
Wayfinder's Guide to Eberron

Requires DM Approval for specific articles.
Unearthed Arcana Articles

Approved Races for Use

Player's Handbook
Dwarf
  • Hill
  • Mountain
  • Duegar (MToF)
Elf
  • High
  • Wood
  • Dark
  • Eladrin (MToF) **Not known to exist in known world**
  • Sea (MToF)
  • Shadar Kai (MToF) **Not known to exist in known world**
  • Avariel (UA: Elf Subraces)
  • Grugarch (UA: Elf Subraces)
HalflingHuman
  • Dragonmarked
  • Standard PHB
  • Variant Human
  • Human By Environment
Dragonborn **Are not known to exist in known world**
Gnome
  • Forest
  • Rock
  • Deep Gnome (MToF)
Half-Elf
Half-Orc
Tiefling
  • Asmodeus (PHB)
  • Baalzebul (MToF)
  • Dispater (MToF)
  • Fierna (MToF)
  • Glasya (MtoF)
  • Levistus (MToF)
  • Mammon (MToF)
  • Mephistopholes (MToF)
  • Zariel (MToF)

Volo's Guide
Aasimar**The only known family of Aasimar is the Sol dynasty of Silverstone. This race is restricted in use.**
  • Protector
  • Scourge
  • Fallen
Firbolg
Goliath
Kenku**Not known to exist in known world**
Lizardfolk
Tabaxi**Not known to exist in known world**
Triton
Bugbear
Goblin
Hobgoblin
Kobold As presented in the World of Farland
Yuan-ti Pureblood
Orc

Elemental Evil Player's Companion
Aarakocra**Not known to exist in known world**
Genasi**Not known to exist in known world**\
  • Air
  • Earth
  • Fire
  • Water

Mordenkainen's Tome of Foes
Gith **Not known to exist in known world**
  • Githyanki
  • Githerzerai

Supplements & Unearthed Arcana
Grung (One Grung Above)
Tortle (The Tortle Package) **Not known to exist in the known world**
Kor (Plane Shift: Zendikar) **Not known to exist in the known world**
Khenra (Plane Shift: Amonkhet)
Changeling (Wayfinder's Guide to Eberron)
Shifter (Wayfinder's Guide to Eberron) **Not known to exist in known world**
  • Beasthide
  • Longtooth
  • Swiftstride
  • Wildhunt
Warforged (Wayfinder's Guide to Eberron) **Do not yet exist in World of Silverstone**
  • Envoy
  • Juggernaught
  • Skirmisher
Centaur (Unearthed Arcana: Centaurs and Minotaurs) **Not known to exist in known world**
Minotaur (Unearthed Arcana: Centaurs and Minotaurs) **Not known to exist in known world**


Approved Classes & Subclasses

Barbarian
  • Path of the Berserker (PHB)
  • Path of the Totem Warrior (PHB) + Additional Options (WOF)
  • Path of the Ancestral Guardian (XGTE)
  • Path of the Storm Herald (XGTE)
  • Path of the Zealot (XGTE)
  • Path of the Battlerager (SCAG)
  • Path of the Rage Channeler (WOF)
Bard
  • College of Lore (PHB)
  • College of Valor(PHB)
  • College of Glamour (XGTE)
  • College of Swords (XGTE)
  • College of Whispers (XGTE)
  • College of Medicine (WOF)
Cleric
  • Credit to @Little_Rudo for the homebrew domain combination
  • Knowledge (PHB)
  • Life (PHB)
  • Light (PHB)
  • Nature (PHB)
  • Tempest (PHB)
  • Trickery (PHB)
  • War (PHB)
  • Death (DMG)
  • Forge (XGTE)
  • Grave (XGTE)
  • Arcana (SCAG)
  • Protection (UA: Cleric, Divine Domains)
  • Order (UA: Order Domain)
Druid
  • Circle of the Land (PHB)
  • Circle of the Moon (PHB)
  • Circle of Dreams (XGTE)
  • Circle of the Shepherd (XGTE)
  • Circle of Twilight (UA: Druid)
  • Circle of Spores (UA: Three Subclasses)
Fighter
  • Champion (PHB)
  • Battle Master (PHB)
  • Eldritch Knight (PHB)
  • Arcane Archer (XGTE)
  • Cavalier (XGTE)
  • Samurai (XGTE)
  • Banneret (SCAG)
  • Pikeman (WOF)
  • Witch Slayer (WOF)
  • Commander (WoTBS)
Monk
  • Way of the Open Hand (PHB)
  • Way of Shadow (PHB)
  • Way of the Four Elements (PHB)
  • Way of the Drunken Master (XGTE)
  • Way of the Kensei (XGTE)
  • Way of the Sun Soul (XGTE)
  • Way of the Long Death (SCAG)
  • Way of the East Wind (WoTBS)
  • Way of the West Wind (WoTBS)
Paladin
  • Oath of Devotion (PHB)
  • Oath of the Ancients (PHB)
  • Oath of Vengeance (PHB)
  • Oathbreaker (DMG)
  • Oath of Conquest (XGTE)
  • Oath of Redemption (XGTE)
  • Oath of the Crown (SCAG)
  • Oath of the Sentinel (WOF)
Ranger
  • Hunter (PHB)
  • Beastmaster (PHB)
  • Gloom Stalker (XGTE)
  • Horizon Walker (XGTE)
  • Monster Slayer (XGTE)
  • Longbowman (WOF)
Rogue
  • Thief (PHB)
  • Assassin (PHB)
  • Arcane Trickster (PHB)
  • Inquisitive (XGTE)
  • Mastermind (XGTE)
  • Scout (XGTE)
  • Swashbuckler (XGTE)
Sorcerer
  • Draconic Bloodline (PHB)
  • Wild Magic (PHB)
  • Divine Soul (XGTE)
  • Shadow Magic (XGTE)
  • Storm Sorcery (XGTE)
  • Pyromancer (PS: Kaladesh)
  • Giant Soul (UA: Giant Soul Sorcerer)
Warlock
  • Archfey (PHB)
  • Fiend (PHB)
  • Great Old One (PHB)
  • The Celestial (XGTE)
  • The Hexblade (XGTE)
  • The Undying (SCAG)
  • Ghost Pact (WOF)
Wizard
  • Abjuration (PHB)
  • Conjuration (PHB)
  • Divination (PHB)
  • Enchantment (PHB)
  • Evocation (PHB)
  • Illusion (PHB)
  • Necromancy (PHB)
  • Transmutation (PHB)
  • War Magic (XGTE)
  • Bladesinging (SCAG)
  • Lore (UA: Warlock-Wizard)
Scholar
  • Master Healer (Middle Earth)
  • Master Scholar (Middle Earth)


Nations of World of Silverstone
**I recommend opening in a new tab. **
The Eastern Kingdoms
Kingdom of Silverstone A kingdom on the eastern shore of the Middle Sea, centered on the great seven-walled city of Silverstone and well known for its noble traditions of chivalry. The ruling Sol dynasty is said be descended from the heavens themselves.

Kingdom of Goldstone A city-state with strong financial ties to both the Emerald Empire and the Eastern Kingdoms, ruled by an olligarchy of Tiefling noble houses. Often seen as a rival to the Kingdom of Silverstone.

The Elves of Fair Isle A small kingdom of Wood Elves with a strong chivalric tradition, closely allied with Silverstone.

The Copperhold A large and powerful Dwarven stronghold with a sizable Gnome population as well. Ruled by a triumvirate of three major clans that alternate the crown.

The Opal Delta A High Elven country ruled by a merit based mageocracy called the Numbered. Well known for their scholarship, art and magical pursuits. It is the rare noble house that does not covet an Elven tutor from the Delta.

Sea Elves of the Coral Sea A small kingdom of water-breathing Elves that make their home in the coral reefs that can be found in the Coral Sea, near the shores of Silverstone and surrounding the Fair Isle. Allied by marriage to the kingdom of Silverstone.

The Triton Enclave A small city of Tritons that live at the deepest part of the Coral Sea, at the very base of Mount Sol as it delves deep into the heart of the earth itself. Widely removed from worldly affairs, sometimes deals with the Coral Sea Elves.

The Dwellers Below A tribe of good to neutral aligned Kobolds that were long ago allowed to make their homes within the underdark and sewers of the City of Silverstone, a pact so old that many have forgotten it, but life is good for the Kobolds there and so they make little trouble for the land dwellers.

Lands of the Former Crystal Empire
The Emerald Empire The last surviving remnant of the ancient and nearly known world spanning Crystal Empire. Seated in the great city of Smaragdus that straddles two continents, the Imperial dynasty claims descent all the way back to the founders of the Crystal Empire itself. The Emerald Empire is a beacon of civilization, where magic has become like unto technology in some ways (a Lighting Rail system, everglowing lanterns on the streets, etc.) and is steeped in generations of tradition and pride. This portion of the world had once predominantly belonged to Elves whose tribal name has been long forgotten and the Jawatan Dwarves, and the Elves of the region have integrated almost completely with the humans of the Empire. Humans, Elves, Half-Elves and the occasional Dwarf are quite common all across Imperial lands.

The Fallen Ruby Empire (defunct) The western half of the once great Crystal Empire, that only survived the split by a few decades before it was carved up and split into many pieces by various invaders, civil wars, and competing warlords. Unlike the Emerald East, the peoples of the Ruby Empire have known nigh constant warfare and suffering since the Crystal Empire split.

Kingdom of Kuda Lands that stretch along the southern shore of the Middle Sea, as far East as the Elven Delta, and as far south as the Great Western Desert itself. A vast swath held together by the iron will and might of a Hobgoblin warlord calling himself Kuda and ruling from the great ancient city of Ilzul. He fashions himself after other feudal lords of the more civilized regions, and while he fights brutal and violent wars to pacify the various savage peoples and tribes within the lands that he considers his, in the ten years of his rule - he has not quarreled with his neighbors.

Kingdom of Tengha A small but resourceful human kingdom that lays claim to the ancient seat of the Ruby Empire, a place where it never snows called Neverwinter. A once vast and marvelous city and realm, it is a poor excuse for its ancient glory.

The Sudhut Dwarves Calling the mountains north of Tengha home, the Sudhut dwarves are marvelous crafters and merchants and capable warriors in times of war. Less militant than their Jawatan cousins, they were a staunch client kingdom of the Crystal and Ruby Empires but mostly keep to themselves in these troubled modern times.

The Jawatan Dwarves A longstanding client kingdom of the Crystal and now Emerald Empire, renowned world-wide for their warriors and militant state. Many a young noble man or ruler to be has been sent to the Jawatan mountains to learn the fine art of a shield wall and the intricacies of commanding infantry. The Knights of Silverstone are the only warriors to rival the strength of a Jawatan shield wall, but Sol princes have for generations spent time among the Jawatan dwarves.

Imperial State of Walr A human dominated kingdom that incorporates the savage peoples of the region (gnolls, goblins, orcs, etc.) and looks to restore the glory of the Ruby and Crystal Empires. Highly organized, led by a somewhat successful string of warlords that have been conquering more and more territory in the name of the would be Imperial State.

Petty Kingdoms of Fil A collection of small kingdoms of various power, demographics and alliances that is nearly constantly shifting with the tides of battle, world events and the like. Impossible to map, and quite difficult to know to whom and to what land and peoples belong. A dangerous and tumultuous place.

Outlying Lands
The Queendom of Pembek A small cosmopolitan cognative realm ruled by a dynasty said to be powerful ice mages.

Rahsia A barbaric and strange land where human-like tigers rule over jackal headed men and enslave all those they can conquer or put to the sword. This land is far to the east, and south of the Jade Empire.

Isles of Artus A collection of tribes born with inkly black tattoo like markings on their bodies that grant them certain powers and skills. Long ago these marks divided them into tribes, but time and war and marriage has melded these people into where tribe is no longer determined by mark. They are woodland hunters and gathers with a small amount of agriculture, and were one of the last lands the Crystal Empire sought to conquer but was unable to ever do so completely.

The Jade Empire A vast human empire dominated by 12 clans, that values honor and tradition above all else. It is this rigid adherence to code the protects the empire from the powerful and organized Serpentine Horde to the north, and the jackals of Rahsia to the south. The Jade Emperors have also built a massive wall that surrounds the heartland of their lands, which provides some defense against the foes of civilization.

Northern Barbarian Tribes Not any one grouping of people, this includes human, orc, dwarf, halfling, kobold, gnoll, etc., groups of tribes that make the northern tundras and wastes their home. Constant warfare among them, constant raiding further south where they can. These people live a brutal and austere life in the cold.

The Serpentine Horde A massive and brutal force that has arrived from the farthest, northernmost and easternmost reaches of the land. They infiltrate the lands before them with humanoid agents and then when the defense have been weakened, come pillaging through with an army made of massive snakes, powerful mages and highly disciplined soldiers. It is better to fall in battle, than to be a captive of the Serpentine Horde.

Stonehill Shire A small, idyllic community of halflings, gnomes and dwarves on the northern shore of the Onyx Sea. They are a small attempt at representative democracy, keep to themselves, and will generally offer you a cup of tea if you stop by.

The Scattered Dark Elf Clans The dark elves, cousins of their land and forest loving cousins, keep to themselves and can often be found in odd places leading odd missions that no one can ever really explain. Its rumored that long ago the dark elves were a more powerful and coherent force, but with the clans scattered all about the world, and most respectable folk telling you that they can't be trusted - its a hard knock life for these people.

Pahlawani Elves Horse riding nomads of the northeast. Long regarded as some of the finest horsemen that world has ever seen, they are warlike and territorial but after some initial incursions hundreds or thousands of years where the Crystal then Emerald Empire fought them to a standstill, they have remained mostly content to remain in their vast plains-steppes. How the ever encroaching Serpentine Horde will affect this is hard to say.

Gija Elves An extremely small, nearly mythical community of winged elves that make their homes within the thundering mountains of the Gija Peninsula, an extremely isolated community that is known for their art - indeed, Gija art is sought after throughout world, made from volcanic rock and the like.



Language in the World of Silverstone
DMI don't like the set up of languages in standard PHB. I'm still tinkering with a more realistic, meaningful system. For now we will use the standard presentation of languages.



Time
The year is 1182 Split Empire, 1182 years after the split of the Crystal Empire into the Ruby and Emerald Empires. The Ruby Empire fell in the year 202 Split Empire.


Religion in the World of Silverstone
The Church of Elishtar
Credit to @Little_Rudo for her building up of the initial idea of the Elishtar faith!
The Church of Elishtar and the Luminarians

One of the few surviving remnants of the Crystal Empire is the Church of Elishtar. One of many cracks that eventually caused the Crystal Empire to crumble was the formation of Elishtarians, a people who revere a single great goddess in eternal struggle with her dark twin Toldar. Many religions worshipping a single god have tried and failed to find a foothold among the pantheons, especially the Old Gods worshipped by many in the Crystal Empire, but Elishtar stood the test of time. Rather than paint the Old Gods as monsters or demons tempting mankind, her followers posited they were simply aspects of their goddess, a singular fragment of the beautiful crystalline form of the Lady of Light. Worshipping the Old Gods isn't blasphemous in their eyes, just ignorant at worst and stubborn at best. While many warmed to this kinder view of their goddess, others saw it as condescending and vain, and the Lady of Light was one of many chinks in the Crystal Empire that caused it to shatter in twain.

The followers of Elishtar generally remained in the Emerald Empire, which flourished by reaching out to the other kingdoms for trade. They bartered goods and knowledge and inventions, and the word of Elishtar spread, never overcoming the Old Gods but being seen by many as a more modern companion faith for a more well-traveled and well-learned world. In the capital of the Emerald Empire, a great temple was built to the goddess, the Crystal Temple, a name derived from their old kingdom. The dome of the massive one-room structure contains a number of lenses that focus the sun's light to a hearth, constantly enkindling a fire that burns a vivid bluish-white. This fire is worshipped as the physical embodiment of Elishtar on this world, a bridge between e divine and mundane, and the source of her follower's powers. It must be protected and never allowed to be doused, and all the hearths burning in Elishtar's temples across the kingdoms are lit with the cinders from this hearth.

Most know the Elishtars through their priests, men and women allowed to marry and serving as mothers and fathers of their communities, or the wandering monks who seek out good deeds and to spread their Lady's Light for her. Most don't know of a special sect within the Crystal Temple: The Luminarians. A sect of seven women, each with anywhere from one to a half-dozen acolytes beneath her, are responsible for tending the Crystal Temple's hearth. This light is the material world's purest connection to their goddess; while all are tainted with sin, and this is not a shameful thing in the eyes of the church, the Luminarians are held to a far higher standard. It's believed the sins that darken man's souls are placed there by Toldar himself, and any sinful taint that touches the Crystal Temple's hearth may harm the goddess herself. Thus, the Luminarians - both elders and acolytes - are tasked with living a life as free from the taint of sin as possible. They abstain from many physical pleasures, including alcohol, tobacco and opiates, for these may cloud the mind and make it easier to be tempted to sin. The pleasures of the flesh are also forbidden, for love clouds the mind and skews priorities towards the material world, when the Luminarians must be focused on the divine. They spend many hours of each day in prayer and meditation, though sometimes duty calls them to lead the Crystal Temple.

Most temples, shrines and holy sites of Elishtar are reclaimed from abandoned buildings and ruins of the Old Gods, gifted to the Church by land owners - including kingdoms where the lands are owned by the state - to curry favor with the rising goddess. Each temple houses a hearth, lit by the cinders of the Crystal Temple's hearth. Only the Luminarians may draw fire from the hearth; anyone else drawing fire from the hearth is considered an act against Elishtar and therefore a sin worthy of death. Once the seven Luminarians themselves drew these fires and carried them to the temples, but as their church grew, the Luminarians began accepting acolytes to carry out these tasks. While bringing cinders to new temples or temples that have grown dark is their man task, the acolytes are also the eyes and ears of Elishtar, tasked with watching the important sights so they might know what prophecies to glimpse in the flames. It is tradition for important events - royal weddings and funerals, important laws signed into action, great wars and great acts - to invite the Luminarians to send their own to bear witness, a holy act often resting on the shoulders of the acolytes, as the elders continue to watch the flame. These holy women are one of the mysterious and most ancient parts of the otherwise young and open church; it is thought that where a Luminarian walks, great or terrible things are sure to follow.

Facts About the Elishtarians and the Luminarians:
  • Elishtarian rituals are typically written twice. One reading of the ritual is specific to Elishtar, while a second listed beside the first references "old gods and new", a kind way to refer to the Old Gods and be accepting of all faiths. Within the temples the first is used, while traveling priests and monks use the latter to preach to the public or when performing a rite for someone whom they are not sure about their faith. It is considered very rude for an Elishtar to not at least pay basic respect to the Old Gods and their followers.
  • Though Luminarians are traditionally women, men have been welcomed into their ranks a handful of times, as have non-Human peoples. Of the seven elder Luminarians, two have Elven blood and one is a Halfling woman. A number of other races serve as acolytes, though the church's public face is largely Human and Elven.
  • The role of Luminarian is a special role with great protections afforded to them in the Crystal Temple and while carrying Elishtar's sacred flame. When on their own adventures, Luminaries - both elders and acolytes - have the same standing and rights in the church as a priest not currently assigned to a temple. As they are not responsible for a temple (the Crystal Temple is overseen by its own clergy) they do not have the right to votes or to make decisions on behalf of the church, but they are empowered to perform a number of rites and ceremonies.
  • Many myths and legends exist about the Luminarians and their relationship with the sacred flame. In particular, burns are a common element, with many stories beginning with a Luminarian being burned by the sacred flame. In some cases, this is an omen or foreshadowing the Luminarian is corrupted. In others, it's a blessing, the fires marking the Luminarian as someone blessed and special. Needless to say, Luminarians are trained to be extremely careful with the flames, and do not suffer any jokes or jests about burns.
  • While the Sacred Flame spell is a common one among the clergy of all gods, it is iconic for the Elishtarians and especially the Luminarians. They believe the fire summoned by the spell is from the Crystal Empire's hearth itself, and being able to cast the spell successfully is a sign the caster is still favored by the goddess. In some kingdoms this is accepted in the court of law as proof the caster did not commit heresy.

The Old Gods
The Old Gods is a general term used by most people for any gods that aren't Elishtar by people who worship Elishtar. People who worship the Old Gods generally don't call them that, but instead just call them 'the gods', or just worry about the particular god they worship in that regard. Religious Scholars generally will divide The Old Gods into two primary groups. The Draconic gods aren't included in this category because evidence of their worship significantly predates that of even the Old Gods, and their worship is now so focused and smaller that they aren't generally considered within this group.

1) Idyllic Gods - these are gods that aren't tied to any one race. Examples are Heironeous, Pelor, Hextor, St. Cuthbert, Vecna, Kas, Kord, etc.
2) Racial Gods - deities tied to particular races such as Moradin, Corellon Larethian, Yondalla, etc.

This link to a master list of Greyhawk deities may help.

The Draconic Pantheon
The Dragon gods are generally regarded as older than even the 'Old Gods' and are in modern times worshiped by the Dragonmarked Humans of the Isles of Artus (and some of the usual suspects, Kobolds, etc).

The Cult of Toldar
A secretive religion that revolves around the belief in the overwhelming might of darkness, deception and shadows. The antithesis of everything that Elishtarans believe in.


History of the World of Silverstone



House Rules in Effect
FeatsPlayer Characters are allowed to select feats instead of ASI if they want to, and human variants that allow for a feat are also allowed.

You may also select feats from the World of Farland setting here.


Proposed and Developing House Rules
War and Victory Points




Encumbrance & Containers


Journey Mechanics