Base Requirements

  • Races: Human, Gnome
  • Classes: Any
  • Ability Requirements: none
  • Alignments: Any
  • Starting Cash: By class x2
  • Bonus Languages: Lantanna, Gnim
  • Recommended Languages: Alzhedo, Cosh, Halruaan, Shaartan, Tabaxi, Thorass


  • Weapon Slots: By class
  • Non-weapon Slots: By class
  • Available Categories: By class
  • Bonus Proficiencies: Appraising, Navigation, Seamanship, Tumbling
  • Required Proficiencies: none
  • Recommended Proficiencies: Naval Combat, Rope Use, Spellcraft

Overview: Lantan is a nation located about a thousand miles south of the Moonshaes. It is renowned up and down the Sword Coast for its merchant trading ships. The ships’ maroon sails are distinctive, and tell mariners that expert merchants are in their waters. The nation of Lantan consists of two islands called Lantan and Suj. Both islands are made up of lush jungles and rocky pinnacles, which contain the aerial homes of the Lantanna.

Description: The Lantanna are humans with large green or black eyes and light yellow skin. They are a people of great grace and balance, although this does not prevent some of them from being rather muscular. In fact, they move with a fluidity that often times belies their musculature.

In general, the Lantanna favor shades of yellow in their clothing, which has made more than one ignorant foreigner believe that they walk around unclothed. Lantanna wear loose robes, eschewing armor as something too confining. Even helms are rejected, in favor of traditional wide sun hats.

Lantanna speak in a rapid, melodic fashion, using an accent that some have jokingly called “human-elvish.”

Role-Playing: Lantanna have a “fight if we must” attitude, as they consider combat as a wasteful and expensive enterprise. They are more disposed towards resolving disputes with soothing words and rounds of drinks at a tavern. Failing at this option, they will not hesitate to fight. Lantanna dislike travelling too far inland. The sea is their source of life, commerce, and it is a constant comfort to them. They truly dislike being separated from it for too long.

Adventurers from Lantan relish the mercantile traditions of their people. They are always on the lookout for a good bargain or a new potential market for Lantanna traders to exploit.

Special Abilities:

  • Lantanna are extremely nimble and well-balanced. Consequently, they gain a +2 bonus to their starting Balance score (maximum 19).
  • Lantanna also enjoy a +1 bonus to any proficiency check involving a Dexterity-based proficiency.
  • Lantanna are noted for their use of firearms, even though they are hardly subtle weapons. Lantanna of any class may become proficient with these weapon. If such a character is proficient in the use of a firearm, he receives a +2 bonus on all attack and damage rolls made with it.
  • A Lantan character can purchase any manner of ocean-going vessel at 75% of the listed price. This discount applies only if the craft is constructed or purchased in Lantan or is from a Lantanna national.
  • Characters from Lantan can purchase the Naval Combat proficiency for only 1 slot, regardless of their class or proficiency groups.

Special Disadvantages:

  • All Lantanna share a love of the sea. No Lantanna will venture more than 150 miles inland at any given time, and he must return to a coastal area within 30 days of when they last saw the sea. If a Lantanna fails to meet the above conditions, he grows listless and despondent. For every 30 days away from the sea, he suffers a cumulative -2 penalty on all attack rolls, damage rolls, saving throws, and any ability checks against Wisdom or Intelligence.
  • As all Lantanna do not view violence as their first or best option, they are surprised on a roll of 1-4 on a d10, but only in situations where combat is not immediately evident: a city street, a tavern common room, a quiet pasture, or a peaceful forest.
  • The warm climate of Lantan makes its people susceptible to cold. A Lantanna suffers an extra hit point of damage per die of cold damage inflicted upon him.
  • In the minds of many enemies, the Lantan desire to avoid conflict translates to cowardice. Because of this, any force battling a Lantan-led group gains a +2 bonus on its Morale checks.
  • Lantanna never wear armor, regardless of class. They find it too constricting. At best, the only armor they may use are small or medium shields. The same restriction applies to headgear: Lantanna warriors do not wear helms or helmets, even if they are magical.

Return to Homelands.


Ruins of Adventure Brand_Darklight Brand_Darklight