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Astrology

Proficiency with Astrology allows you to purchase these highly specialised sets of equipment.
 
Overland Pouch (5gp): A foldout leather weather-proof binder for fold maps, lodestone and spyglass. Proficiency allows you to determine northward, as well as scout out all appropriate local landmarks in the area. Add your proficiency to all Local areas that are above-ground. If you have access to a Star Orb, this extends to underground as well.


Seafearer Kit (13gp): Quicksilver-treated leather scroll case, a bronze sextant, oceanic almanac, small gnomework clock. Proficiency allows you to accurately read the astrological markers for heading and approximate location in the ocean, as well as the time of day both here and at home. Add your proficiency to oceanic map reading efforts.


Starmapping Equipment (35gp): A complex sextant and astrolabe, a masterwork scroll-book with metal corners and sealed bindings to protect against interference, and a Star orb. Proficiency allows you to accurately read all the astrological signs, astral omens and portents, planetary bodies, and wondering bodies. Add your proficiency to all starmap reading efforts.


Planewalker’s Case (65gp): A suitcase containing several magical reagents; a small spark of radiant energy, an inert seedling, several pieces of various metals, including starmetal and deathsteel, and cloth to measure elemental air content. Proficiency allows you to determine which plane of reality your are current on, as well as establish the specific perimeters to find your location in a map of the plane. Add your proficiency to all planewalker map reading efforts.


 

Maps



Overland


These are lists of expansive maps that cover decent-sized enough areas to be considered valuable. it is important to keep in mind a professional map is rarely updated with short-term hazards or events, and are updated (if ever) within 9 to 12 years. So while the territory of Rolercrir the Red Dragon will be noted, bandit camp #347 will not. Always recommend travelling with a Ranger familiar with the environmental requirements. A map with not prevent heat-stroke, but a local adventurer might. A familiarity with the Sword Coast maps is expected as of course for anyone with this proficiency.
 
The Dalelands (5sp): The expansive forests to the north and west of Cormyr, often populous with elves and small human settlements, as well as Thesk and the Dragonridge Mountains. Mostly a trade-based map, with market notes in the borders.


The Silver Marshes (1gp): The marshes cover from Illusk in the north, to Waterdeep in the south, and as far east as Immilmar, most of this map is dedicated to avoiding swampland and local monsters or worse.


Spine of the World (2gp): The great untamed north, from Kuldahar and Bryn Shandar, to Mithral Hall, dozens of greater and lesser passes through the mountain that might as well be impassable without this map.


Calimshan Desert (4gp): The many trade routes of The Shining South, this map concerns itself with avoiding Tomblands and the shoe-string of oasis’ that dot the Calim Desert. There are also some rudimental star-charts of airships headed to Halruaa and Myrmyr, since overland travel is difficult through the Blackston Mountains.


Kara-Tur (5gp): The official Map of State from the Shou Empire, showing all the major trade routes within Kara-Tur as well as a handy brief on the journey of the Ancient One and the Eight Lotus through it. Very little information of the local area or really anything beyond the major roads. Almost like they’re hiding something…


Maztica (15gp): A mess of several smaller maps cobbled together from Tabaxi legend and lore of the Maztica region. It’s difficult to even parse the document, but mostly concerns with local hazards and areas of safety from local monsters. You get the feeling this is even less detailed than they would have liked, but you can only put so much on one page.


Zakhara (20gp): A map of Zakhara mostly showing oasis locations in the Zukharan Desert and Purple Dust Worm Desert, as well as mountain passes in and out of Pyrados, Dambrath and Luiren. There is also extensive mapping of dragon territories and local ruins for the treasure-hungry.


Anchorome (25gp): The deserts of Anchorome hold several trading posts, and this map covers a swath of territory. All the way from the chilly northern post of Maxal, to the arid Tesix, to the verdant Sunstone just north of Maztica.


Western Underdark (50gp): Known as the Upper Underdark, these portions of the underdark are mostly settled with grim outposts and dwarven fortresses that slowly eradicate the local hazards and keep paranoia on their rivals. In details are passageways to avoid without a map of Torog’s Paths, and passageways that lead to the surface of relatively safe areas.


Southern Underdark (60gp): Known as the Lower Underdark, filled with realms of madness and death, Illithids, Aboleths and the remnants of Drow. Mostly marking the safest paths to rare metal nodes and gem farms, as well as a litany of warning to never ever go there and prompt strategies to exit as quickly as possible.
 

Oceanic



These are nautical maps that cover specific regions, often closely guarded by local merchants and governments who seek to monopolise trade to a specific city-state or region. Getting hold of these maps can be as much (if not more) trouble as using them often. Despite their great level of detail, they are relatively easy maps to read with even a little nautical knowledge. The main difficulty is knowning were you’re currently located in open ocean….
 
Sword Coast (5sp): Landmarks, Popular Trading Stops, and Coves for protection against storms all up and down the coast. Extremely popular map, even amongst hobby sailors in Waterdeep.


Sea of Fallen Stars (1gp): The trade posts, villages and major cities (Cormyr and Westgate amongst them) littering all along the Inner Sea. Also several notes of hidden coves and islands within the sea that have once or twice been used as pirate staging areas.


Moonshae Isles (10gp): The many reef-infested islands that are ruled over by Great Sun Elf Houses of Moonshae Isle. While monsters and weather are less of a concern, a careless hand at the tiller can mean death here as you scrape out your hull on jagged rocks beneath the waves.


Zakhara Cape (15gp): The cape of Zakhara extends southward, adding considerable length to the travel between the Sword Coast and Kara-Tur, and has many a stray dragon or genie-beast that harasses the trade routes. A marking of popular areas that are attacked will keep a sharp ship safe through the region.


Velen Isles (25gp): The Jungles of Chult and most of the coast-land of The Shining South are filled with many dangerous areas and ancient tombs. Here is marked the most dangerous, as well as safe coves to take on more freshwater for longer sea journeys.


Karaturian Seas (35gp): The official Map of State from the Shou Empire, showing all the major seafarer routes within Kara-Tur as well as a handy brief on expected conduct within Mai Yuan. Very little information of the local area or really anything beyond the major routes. Almost like they’re hiding something…


Evermeet Ocean (50gp): The great continental map, crossing from Waterdeep to Sunstone in Anchorome. Although this journey has been taken up many times since the original Baldurian expidition, it still remains treacherous for the inexperienced or uninitiated. The map itself is more valuable than some gemstones from being so closely guarded.


 

Starmaps


Extremely complex magical maps that have illusionary magics woven into them to enhance the information or go into incredibly expansive details. Each have a plethora of information and even some magical abilities to harness from the stars themselves.
 
Constellations (3gp): A collection of the 12 great constellations, as well a some rudimentary information on astral drift. Can use this starmap with the night’s sky to determine the time of year, and learn some rudimental information about the fortune of each of the 12 birth signs of the Harptos Calender (Wisdom DC 12):


The Boar; the Midwinter Feast, sign of stubbornness and calmness.


The Badger; the Endwinter, sign of anger and passion.


The Elk; the Spring Equinox, sign of nervousness and fortune.


The Fox; Midspring Festival, sign of duplicity and friendliness.


The Moth; the Endspring, sign of passion and scatter-brained.


The Raven; the Summer Solstice, sign of quiet and shyness.


The Eagle; Shieldmeet, sign of creativity and mistrusting.


The Snake; the Endsummer, sign of wisdom and coldness.


The Wolf; the Autumn Equinox, sign of brotherhood and cruelty.


The Bull; Harvestide, sign of hardworking and thoughtlessness.


The Owl; Feast of the Moon, sign of curiosity and envy.


The Dragon; the Winter Solstice, sign of leadership and greed.


 
Greater Planetary Bodies (14gp): These are realities close to our own in terms of core rules and power that are either beneficial or benign. Massive coloured stars that can be measured in conjecture with the constellations to infer major events currently going on in Toril (Wisdom DC 14) or determine the fortune of a specific person (roll a d20 once per month, you may substitute this d20 roll with any one roll used by the person within that month). They fortell major spheres of reality and move drawn to other stars that invoke their type of power. These Astral Realms can also be visited through use of spelljammer technology or epic spellcraft.


Wondering Bodies (55gp): These are celestial objects that are unattached to the celestial dome, covered in this rather impressive tome of lore. They roam where they will, and can appear at random, as appropriate for the Elder Evils. Powers that grew so massive they overrun their own realities and hunger for new ones. Using them can unlock madness, or lead to items of chaos magic and rifts in and out of the realm (Intelligence DC 14), or even track down people protected from magical spellcraft of the school of divination (Wisdom DC 16).


 

Planeswalker


Multidimensional Maps of ex-reality locations. Most of them fail to follow our rules of dimension and reality, and have locations that fold-upon themselves.
 
Forest of the Summerlands (80gp): The gardens of the Eladrin, in the heart of the Feywild and connects to numerous locations in our realm’s deeper forests. Home to the Courts of Summer and Spring, and has instructions for travelling amongst the realm and avoiding the more malevolent creatures within.


Torog’s Paths (100gp): An extra-dimensional space of the Planes of Earth within the Elemental Sphere and the Underdark overlapping. Created by an elder being called Torog. His legs are a mess of broken bone and weeping flesh, and his titanic power allows him to carve stone as he slowly crawls, attempting to escape his eternal agony. He leaves behind massive tunnels with puddles of blood to mark them.


The Kingdoms of Letherna (120gp): The undead kingdoms of the Incunabulum in the Shadowfell, the Court of Twilight, and the merchant city-states that surround them. Few is any areas have crossings between your realm and this midnight place. But a good marking of all the noble houses and trade routes will keep you safe until you find a way home.


Quar’tala (150gp): The great city of the Djinn State within the Elemental Sphere, and ways of traversing the Plane of Air without access to flight. Clearly marking out the dangerous zones of toxic gas and minions of darkness and filth that litter the plane.


City of Brass (350gp): The ultimate marketplace of the experienced Planewalker. The temperature means certain death for those without fire immunity, but the trading posts and fortresses nearby have some of the greatest magical goods and supplies for masterclass items.

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Falme.

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