This is a preview of Olan Taa, our D&D 5E worldbook coming soon to Kickstarter.
These articles are by Fanky and Giacomo. We are non-native English speakers, so you might spot quirky phrases. No worries—the RPG book is crafted by pro native writers. Enjoy!

Finishing our walk in Olan Taa

This is the second half of our walk in Olan Taa in which we are giving you a taste of Chapter 2: the Gazetteer, one of the key chapters of the book.

(Sidenote: this chapter, that’s about 50% of the book, or 125 pages, is almost system agnostic… barring for a some info boxes with D&D-specific mechanics.)

Each of the four realms in Olan Taa is covered with these sections:

  1. General Introduction
  2. The Land
  3. The History
  4. The People
  5. The Threats
  6. Important Locations + Adventure Hooks

In the previous article we gave you a sneak peek of the first 3 sections.

Today it’s time to see the remaining 3 sections… and stick until the end for a bonus peek at the Free Islands, the “blank spaces” we left for you to fill.

(4) The People 

This section is all about the society, the factions and the distinctive traits of the Realm’s inhabitants.

This part is quite articulated for the Grialth Realm and is explained across a general introduction + 8 key themes and 3 info boxes:

About the Grialths Info Box – In the “About the…” boxes you can find a selection of quotes to grasp what other people of Olan Taa think about each other.

“They’re odd folk. They run everywhere, gibber loud, beat hard, then gone. No plans, but deep roots. You can trust them… just find a common objective and expect a lot of mess at the end.” — Clox, poison trader of Tlanuatz.

Embracing the Inner Beast – This is one of our favorite key themes: The Totems! Grialthans, thanks to their bond with the god Liothan, may shapeshift, taking on features of animals: wings, claws, horns and so on. Every clan is tied to a specific totemic beast, worshipped like one of the many forms of Liothan. This theme will be explored also as a game mechanic in Chapter 3 with the Lvl 1 Transmutation spell – Hybrid Form of Liothan and the Liothan’s True Shapeshift ability of the custom Barbarian subclass – The Pact Leader.

Totem and Symbolism Info Box- It gathers all the Major Totems and divides them into three groups: Totems of Ballance , Totems of Power and Totems of Growth. There is a lot of room for the customization for a Grialthian character. Roar!

The Ice Rune of Liothan – In every The People section of the Realms we added a focus on one of four Runes of the Gods. The Ice Rune of Liothan is one of the most revered creations of the Grialthan shamans, crafted through sacred war paintings inscribed on skin, garments, or carved talismans.

Hearts and Tribes –  Since Queen Freyhel’s Everwinter ritual completely changed their land, Grialthans are divided into two groups: the Citizens of the Hearts and the members of the Tribes. We can say that they have a… complicated relationship.

Tradition and Codes – Across all Grialth, nature is given highest respect. Killing animals for sport is an offense again Liothan, and their torture or unnecessary consumption disrespects the land itself. The traditions of Grialth are not simply rules but living bonds between people, land, and the god Liothan. Each tribe, each noble House of the Cities, each family carries its own variations.

Language – Just like the land, the spoken and written language has also changed a lot since the arrival of the Everwinter. Grialth is indeed a Realm rich in diverse cultural traits. Many of the tribes have highly unusual ways of speaking, while the citydwellers’s language remains close to the Old Grialthan.

Songs of the Iced Land Info Box- Focus about the characteristics and favourite subjects of the famous sung poetry of Grialth. If your Grialthan character has chosen the path of the Bard, this is something they can’t miss.


Trade and Resources – Barter in Grialth is strictly forbidden. The priests of Liothan declare that comparing one substance to another is sacrilege, an act that reduces the divine order of creation to mere equivalence. Behind these religious dogma lies the interests of the most important factions of the Hearth: the Noble Houses and Liothan’s Clergy of the Cult of the Kelpie and the Cult of the Icefish.

Currencies – In Grialth each coin is crafted from wood, bark, or bone rather than metal, carved with runes and sacred emblems of Liothan. Their textures, colors, and forms reflect the harsh land and the people’s devotion. You may find yourself conducting your business dealing in Bone Claws, Sapphire Moons, or, if you’re very good at your job or just lucky, even the precious Silver Eclipses. And, as always, watch out for pickpockets!

Treuti – Grialthan legends tell that this species was once close to humankind, but their actions brought down the divine punishment of Liothan upon them. In present days they are considered as dangerous outsiders, brutish and unreliable, forever cursed. Yet not all Treuti live only to fight or raid, some seek to live among humans, offering strength and labor in return for shelter and coins. Treuti are a playable species and they seem perfect for doing some heavy lifting in combat with traits like Thick-skinned and Natural Born Killer.

The People section is thought to provide both the DM and the player with the narrative tools to add extra depth to playable and non playable characters and anchoring their stories in the lore of Olan Taa. Ideally you want enough creative freedom to do your own thing but also ties to a coherent, evocative, shared narrative base.

(5) The Threats 

These are the internal and external enemies that threaten the stability of the Realm.

Kaeno, for example, has to deal with two major threats tied to its history: a ruthless internal struggle for power and the undead armies led by the Death Dealer. Let’s take a closer look at:

Cults of Destruction – Kaeno “perfect society” is to be honest quite full of tensions and factions with conflicting agendas: Foreign spies, scheming nobles, radical cults of war… the list of “enemies within” is long. 

The Haunting Past – The most scary threat is for sure the appearance of the Undead Hordes of the Death Dealer, legendary lieutenant of Temrup. The Returned, as they are called by Kaenite citizens, feel neither pain nor fatigue. Cut down, they rise again, puppets moved by necrotic threads, waging war against the very homeland they once protected. The former soldiers of Kaeno, brought back from the grave, are not the only undead hunting the living, the Shadeborn Covens, entities shaped by shadows and hatred, are spreading their dark Lairs in every place untouched by the sunlight.

You can find the creatures that embody the threats in Chapter 5- Monsters and Outsiders. In this case adventurers exploring Kaeno might have to face new custom monsters such as: The Returned Ashigaru, Returned Marksman (undead skeletons + sniper rifles = big problems, trust us), The Shadeborn, the Umbral Hounds teleporting between the shadows or even the Scourge of Puido! Maybe you remember him from Skytear or the Onward? 

Anyway we will dedicate one article (or more! Please let us know what you are most curious about!) about monsters and their lore but also Lairs, Traits and Attack Actions.

(6) Important Locations 

This section is the one that takes more space in each Realm. It always starts with the Capital City with its full color map and the description of the important districts and buildings. Then we continue with the major cities and other relevant locations the players could explore during their adventures. Here you can also find the adventure hooks and extra custom rules tied to these places. Let’s have a sneak peek.

Beraph, the Capital of Grialth.

  • Population: 20,000 (55% humans/2% Deepdwellers, 18% Dairns, 15% Treuti, 10% other species)
  • Majority Faiths: Liothan (official religion), Taulot (tolerated), Nupten (tolerated).
  • Minority Faiths: Grialthan Totems, Cult of Lady Freyhel, Church of the Kelpie, Church of the Icefish.
  • Imports: Silk and fine textiles, spices, weapons, wine, glassware, stones, pottery.
  • Exports: Wood, cereals, berries, amber, metals, precious gems, jewelry, leather, fur, wool, feathers, ivory.
  • Skytear in the environment: regular.

A vast city, the seat of the White Castle of Queen Freyhel, protected by her trusted Everguard (and for convenience their stats and attacks are included in the same page). Through the districts, forming a perfect ring, Anvar’s Path circles the palace and the road is always filled with traders and travelers. This type of place can be a good starting point for a new formed group of adventurers but also the end of the road after a long campaign. The six districts which surround the White Castle on all sides are named upon the major Totems of Balance:

The Hawk District
Home to the great five Explorer’s Houses of Grialth, owners of ancient Flying Ships. Freyhel still considers the presence of the Explorer’s Houses so close to her castle an affront. They in fact refuse to yield to her summons, and do not fight alongside the army.

The Mammoth District
After Lord Saogoth’s siege and the betrayal of some of the Adventurer’s House, this District remains abandoned. Its ruins looming within Beraph like a scar left unhealed. In Grialthan city, where every span of land is precious, the emptiness is a strange anomaly.

The Owl District
The Owl District is distinguishable by the smell of smoke and the absence of wood. The middle-class of Beraph live here and the all district’s primary purpose is to provide arms and armor for the Army of the Queen, and Skytear powered forges prove vital for this task.

The Ox District
The commercial heart of the city, it is a sprawling open air market where trade never ceases. Its wide squares and narrow alleys are lit and warmed by countless braziers and cooking fires, tended by vendors who prepare hearty stews, roasted meats, and spiced breads. Are you looking for new equipment or some rare ingredient? That’s the place.

The Reindeer District
Secret societies and illicit businesses thrive here. The Reindeer District in truth serves as a bridge between Beraph and the rest of Grialth; more than anywhere else in the city, people from all over Olan Taa are found. A dangerous place filled with opportunities.

The Steed District
The oldest, grandest district in Beraph, The Steed district is dominated by the Great Cathedral of the Cult of the Kelpie, built around the original shrine to Liothan. The district is guarded by the Kinghts of the White Iron Order, their Peace by any means trait and their Black Star Mace attack action pretty much tell you what they’re all about.

The rest of the section contains the stories of The Explorer’s Houses and the Hero Reha Hagfan, the Beraph Star (here, she is busy fighting the Hordes exactly like in Skytear: Horde) plus three Adventures Hooks linked to the Capital and its inhabitants. After Bearph, other five important locations of Grialth are covered in the book with their corresponding custom rules (The Endless Night Encounters Table) and/or Adventure Hooks.

The Free Islands, you do your own

While the Four Realms are explained quite in detail, The Free Islands, thousands of small territories that have yet to be claimed by the Four Realms, the ultimate frontier! Some of these are inhospitable ( they got drained of all Skytear and now considered dead, thus called Dead Islands), others have been settled by peoples that wish to remain independent. Unfortunately many Free Islands have suffered devastation and casualties due to wars with or between the Realms. The most fortunate have started trades with one or more Realms and  become melting pots of different cultures. The islands are classified with Danger Tiers based on merchants and explorers reports. Hold on tight and watch out for the rough ride ahead, matey!

Trading Lands – Though not always warm or welcoming, these territories are open to trade and may provide military support to a cause they consider just or profitable enough.

Scorched Soils – The inhabitants of these islands are openly hostile toward all Realms like the The Flying Daggers (Cullian pirate-rebels armed to the teeth! And yes Cullian is a playable species too! Quite a bunch of Skytear-resistent big fellas!) and their massive flying ships. Some even follow the Temrup’s commands…

Loose Clouds – Exploration is always a gamble with those, and outcomes are impossible to predict. Just a couple of examples: Ovana that technically is not an island but a gigantic Skytear infused Sting Ray. Three Sisters is composed of three warped Dead Islands: The Throne of the Black Heart, The Flame of the Old World and the Throat of Demonia. The story of these nefarious places are deeply connected to the origin of the great Disaster.

In the section there are more infos about the factions, the creatures and weird places to explore. The main point of the Free Islands, though, is to serve as a blanket canvas for DMs to use.

We have reached the last stop, for now, in this new journey through Olan Taa – The Worldbook!

If you have read this far, we thank you.

We hope we have sparked your interest!

Let us know in our Discord if you have specific questions you would like answered and what you would most like to read about in the next article.