Wyrlde has a few problems. Among them is that there is a shortage of iron and silver of a quality decent enough to make anything. Nearly all the steel and silver in weapons and gear found today is patched and reused, or derived from recycled materials.
The mines continue to dig for it, so the supply is increasing, but the sources are rarer and more difficult to find. Often, people will dig in ruins and abandoned places for it – scrap iron has high value.
Wealth
There are three types of starting wealth that determines a character’s starting wealth. The first kind is Family Wealth. The second kind is Regional Wealth. The third kind is Class Wealth.
Starting Wealth
Class wealth is found on page 143 of the PHB.
Family Wealth is determined by 3d6+1d8 sp.
Regional Wealth
Aztlan | 3d6+10gp |
Dorado | 2d6+10gp |
Durango | 3d6+10gp |
Islandia | 1d6+10gp |
Lemuria | 2d6+10gp |
Prussia | 4d6+10gp |
Shangrila | 3d6+10gp |
Thule | 2d6+10gp |
Wylde | 1d6+10gp |
Trinkets
Trinkets are simple items, lightly touched by a mystery that is very specific to the character. They sometime can become a Focus, or a potent symbol of the character, as well. Trinkets are often carried people in case one of the Gods spots it and places a blessing of some kind on it.
Typical Trinkets
The PHB has a table for trinkets on Page 160.
Gothic Trinkets
When rolling for a trinket, also use this table, which is designed for a game of this type.
Trinkets
d100 | Trinket |
01–02 | A picture you drew as a child of your imaginary friend |
03–04 | A lock that opens when blood is dripped in its keyhole |
05–06 | Clothes stolen from a scarecrow |
07–08 | A spinning top carved with four faces: happy, sad, wrathful, and dead |
09–10 | The necklace of a sibling who died on the day you were born |
11–12 | A wig from someone executed by beheading |
13–14 | The unopened letter to you from your dying father |
15–16 | A pocket watch that runs backward for an hour every midnight |
17–18 | A winter coat stolen from a dying soldier |
19–20 | A bottle of invisible ink that can only be read at sunset |
21–22 | A wineskin that refills when interred with a dead person for a night |
23–24 | A set of silverware used by a king for his last meal |
25–26 | A spyglass that always shows the world suffering a terrible storm |
27–28 | A cameo with the profile’s face scratched away |
29–30 | A lantern with a black candle that never runs out and that burns with green flame |
31–32 | A teacup from a child’s tea set, stained with blood |
33–34 | A little black book that records your dreams, and yours alone, when you sleep |
35–36 | A necklace formed of the interlinked holy symbols of a dozen deities |
37–38 | A hangman’s noose that feels heavier than it should |
39–40 | A birdcage into which small birds fly but once inside never eat or leave |
41–42 | A lepidopterist’s box filled dead moths with skull-like patterns on their wings |
43–44 | A jar of pickled ghouls’ tongues |
45–46 | The wooden hand of a notorious pirate |
47–48 | A urn with the ashes of a dead relative |
49–50 | A hand mirror backed with a bronze depiction of a medusa |
51–52 | Pallid leather gloves crafted with ivory fingernails |
53–54 | Dice made from the knuckles of a notorious charlatan |
55–56 | A ring of keys for forgotten locks |
57–58 | Nails from the coffin of a murderer |
59–60 | A key to the family crypt |
61–62 | A bouquet of funerary flowers that always looks and smells fresh |
63–64 | A switch used to discipline you as a child |
65–66 | A music box that plays by itself whenever someone holding it dances |
67–68 | A walking cane with an iron ferule that strikes sparks on stone |
69–70 | A flag from a ship lost at sea |
71–72 | Porcelain doll’s head that always seems to be looking at you |
73–74 | A wolf’s head wrought in silver that is also a whistle. |
75–76 | A small mirror that shows a much older version of the viewer |
77–78 | Small, worn book of children’s nursery rhymes. |
79–80 | A mummified raven claw |
81–82 | A broken pendent of a silver dragon that’s always cold to the touch |
83–84 | A small locked box that quietly hums a lovely melody at night but you always forget it in the morning |
85–86 | An inkwell that makes one a little nauseous when staring at it |
87–88 | An old little doll made from a dark, dense wood and missing a hand and a foot |
89–90 | A black executioner’s hood |
91–92 | A pouch made of flesh, with a sinew drawstring |
93–94 | A tiny spool of black thread that never runs out |
95–96 | A tiny clockwork figurine of a dancer that’s missing a gear and doesn’t work |
97–98 | A black wooden pipe that creates puffs of smoke that look like skulls |
99–00 | A vial of perfume, the scent of which only certain creatures can detect |
Gear & Equipment
Armor & Shields
All armor and shields found in the PHB are present.
Weapons
All weapons found in the PHB and XGE are present. In addition, however, there are three additional weapons.
Explosives
Doradan engineers in the Triskelion syndicate also developed Explosives, using the same principles that they used to create firearms. They have fashioned these into three forms, one of which has two additional variants.
Explosive | Cost | Weight | Range | Radius | Damage | Save Vs |
Charge – Basic | 300 gp | 5 lb. | 10’ | 25’ | 4d6 | Dexterity, DC12 |
Charge – Sharp | 500 gp | 5 lb. | 10’ | 5’/10’ Cone | 6d6 | Dexterity, DC15 |
Grenade | 175 gp | .5 lb. | 60’ | 10’ | 3d6 | Dexterity, DC15 |
Grenade – Smoke | 200 gp | .5 lb. | 60’ | 30’ | 1d6 | Dexterity, DC 18 |
Grenade — Fire | 200 gp | 1 lb. | 60’ | 5’ | 2d6 + 1d6/trn | Dexterity, DC15 |
Ordnance Kit | 15 gp | 1 lb. | 0 | 3’ | 1d6 | Dexterity, DC10 |
Charges
Charges come into types. Basic and Sharp. A Basic Charge can be of any basic shape, is around twelve inches (1 foot) in diameter, and when detonated affects an area in a 25 foot radius, dealing 4d6 damage to any creature who fails a Dexterity throw. A Sharp Charge is built to push most of the blast in a single direction, though it still has an effect. Sharp Charges are built for knocking holes in things. Due to their nature, charges can only be thrown about 10 feet.
Grenades
Grenades are small objects of basic shape that are about 4 inches in diameter that can be thrown up to 60 feet away. A typical grenade will do damage in a 10 foot radius. A Smoke Grenade releases a thick, colored smoke that fills an area in a 30 foot radius. A Fire grenade spreads a thick, viscous gel that is ignited and will burn for up to ten minutes. In each case, a Dexterity save can be made to avoid it, but it is hard. Fire grenades will do an additional 1d6 in dmge for each turn the person is covered in the burning gel. The gel can be washed off, smothered, or otherwise treated like typical fire.
Firearms
Wyrlde Firearms are fairly standardized, but extremely difficult to make. It is said that the Gods interfere. There are no burst fire weapons, though all are a form of revolver or breech loader. Reloading takes an action.
Ammunition comes in two sorts: Rounds and Shakes. Shakes are assembled through the firearms proficiency to break up, but they do not scatter widely. Rounds are hard pellets, typically of stone, shaped by the firearms proficiency with a toolkit. It takes an hour to shape 10 rounds unless one has a feat.
Weapon | Cost | Damage | Weight | Range | Shots | Notes |
Hand Cannon | 250 gp | 1d10 piercing | 5 lb. | 20/60 | 2 | Reload, dual allowed |
Rifle | 500 gp | 1d12 piercing | 10 lb. | 40/120 | 5 | 2 handed, reload |
Longtom | 750 gp | 3d4 piercing | 15 lb. | 60/180 | 1 | 2 handed, reload |
Snuffer | 250 gp | 1d10 piercing | 3 lb. | 5/15 | 1 | Rogue only, reload |
Ammunition – Rounds | 15 gp | — | 1 lb. | — | 10 | 10 rounds |
Ammunition – Shakes | 30 gp | +2 piercing | 1 lb. | — | 10 | 10 rounds |
Pistol, Doradan | — | 1d12 piercing | 5 lb. | 30/90 | 5 | Only Paladins, reload |
Firearms were developed in Dorado, building on some ideas originally developed in Durango. They are made and sold chiefly there. Aside from the snuffer, the secrets to making firearms remain with the Doradan Syndic Kurgan, head of the Triskelion syndicate.
Hand Cannon
This is a large bore, two shot weapon, breech loading. Loading takes two hands. It can be dual wielded, but reloading takes 2 turns per cannon.
Rifle
This is a large bore, revolver cartridge, version of the same, two handed, pop out revolver cartridge. It has a longer range.
Longtom
This is an even longer-range rifle, used for hunting. It is typically loaded with Shakes rounds.
Snuffer
This is a smaller, lighter version of the Hand Cannon, developed in secret and found only in use among Rogue Assassins. Possession of a Snuffer is generally considered to be punishable by death. It can also be dual wielded.
Doradan Pistol
This is the height of firearms, and they are not made any longer, belonging to a very select group of Doradan Paladins. The skills to make them were lost in the God’s War, so every single pistol is a Legendary weapon. Someone who has one that is not of that group is subject to being hunted by someone from the Order of Roland and slain, without mercy or remorse. They can be dual wielded.
Glaives
A glaive, on Wyrlde, is a simple melee weapon, a staff, weighted on one end with a large bulbous weight and bladed top on the other end with a variety of different configurations, notably sword tip, spear point and axe head. Glaives are as tall as the shoulder of the person who uses it. They are a two handed weapon, and the main form of weaponry used on Wyrlde – even more than swords.
Glaives on Wyrlde have the finesse property. This means that when attacking with one, you add your dexterity modifier to your Attack Roll and to your damage roll. Glaives have the Reach property, so your reach is extended five feet. Should an extra action be gained, the base can be used for a second, blunt damage attack. This is especially useful is you have the Polearm Master Feat.
Wyrlde Glaives are not heavy, though – they often have blades made from vitredur. They are often highly decorated and very personalized weapons.
Variant | Cost | Damage | Weight | Properties | Base |
Sword Glaive | 15 gp | 1d10 slashing | 3 lb. | 2 hands, reach | 1d6 bludgeoning |
Spear Glaive | 15 gp | 1d10 piercing | 3 lb. | 2 hands, reach | 1d6 bludgeoning |
Axe Glaive | 15 gp | 1d10 slashing | 3 lb. | 2 hands, reach | 1d6 bludgeoning |
Hammer Glaive | 15 gp | 1d10 bludgeoning | 4 lb. | 2 hands, reach | 1d6 bludgeoning |
Gear
As listed in the PHB.
Packs
Item | Cost | Weight |
Firearms Toolkit | 100 gp | 15 |
Explosives Toolkit | 160 gp | 15 |
Tools
As listed in the PHB.
Mounts & Vehicles
As listed in the PHB.
Coinage
Wyrlde coinage follows the standard exchange rates.
Trade Goods
As listed in the PHB.
Expenses
Lifestyle
As listed in the PHB.
Lodging
As listed in the PHB.
Services
As listed in the PHB.