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The Lands of Albanion

T
he lands of Albanion are a place of magic and The Merchant Guild: It oversees most trading in the
mystery. Of great kings and diabolical plots. Of kingdom and outside of it. Traders, caravans and most town
magnificent beast and terrifying monsters. In merchants work with it.
this place, adventurers abound, but true heroes The Artisans Guild: It gathers most Alchemists,
come once in a blue moon. Now danger lurks Blacksmiths, Clobbers, Coopers, Tailors and other artisans of
behind the wall of secrecy that protects an evil the kingdom. It works closely with the Merchant Guild to
cult and as their claws reach further into provide buyers for the artisan's products and materials for the
Albanion, someone, somewhere will have to rise to the workers.
occasion and take destiny on their own hands. The Entertainers Guild: Bards, dancers, jugglers and
jester form the guild's members. They provide music and fun
Society and Politics for the different celebrations of the kingdom.
The Thieves' Guild: Though many will deny the existence
The society and politics of the realms of Albanion are as
of this guild, many more know they are real. They are allowed
varied as the people inhabiting it. There is a cultural
to exist by the police forces because they provide regulations
mishmash in most places. The races of Albanion are
for their members. Among their own rules is that they abhor
separated as follows:
violence and murderers are strongly punished.
The Adventurer's Guild: This guild oversees people who
Common Races: Humans, Dwarves, Elves. This work any kind of odd job. From recovering old artifacts from
comprise almost 90% of the population of Albanion. ruins to exploring ages-old catacombs.
Uncommon Races: Halflings, Half-Elves, Half-Orcs,
The Mercenaries' Syndicate: This loosely based guild is
Gnomes. They make up for the rest of the commonly
seen population. in charge of jobs that often requiere violent solutions. From
Rare Races: Dragonborn, Tiefling, Duergar. Mostly bodyguards to extermination of vermin, if you need
rumors and distrust around these. Seeing one is as rare something smaller than an army, the Syndicate can provide it
as watching a Unicorn humping a dolphin. for you.
Besides the guilds the only other place that holds any kind
of power is the College of Arcane Studies. This place is
Politically, the realms of Albanion are separated in five big where arcane apprentices and sorcerers apply for training
kingdoms. In the north, between the Forgotten Cliffs and the and a permit to use their abilities openly. This is because the
Finbel River is the human kingdom of yre. Below the kingdom, as well as other places, has banned the use of
Leviathan Spine mountain Range and the Tarrasque's Desert unauthorized magic. Mostly due to fear of the destructive
is the Kingdom of Dun Beag. Further south, between the power of spells and the study of dark magic, like necromancy
Dail Abhaich and the Rys Aiqua rivers, is the Elven kingdom or goetics (the summoning and dealing with fiends).
of Melfa-Thalas. Beyond lies the Kingdom of Umyh-Thalas
which borders the wall that keeps Asmodan isolated from Dun Beag:
the other kingdoms.
Capital: Seann Chathair (The Old Seat)
Important Towns: An Dun Beag; An Rubha Bhdaich.
Eyre: Important Places: An Uaimh Bhinn (the melodious cave),
Capital: Orkney Beinn Mhr (the great mountain).
Important Towns: Eas Shide, Dun Callahan, Bray. Racial Distribution: 95% Dwarf; 4 % Human; 1% Others.
Important Places: College of Arcane Studies, The Port in Political Situation: Dun Beag is a traditional kingdom,
the North. ruled by the King Cined and the council of elders. The
Racial Distribution: 90% Human; 5% Halfling; 2% Dwarf; council is comprised of selected people from the noble
2% Elf; 1% Others. families, that usually have some kind of influence in the day
Political Situation: Kingdom under the rule of King to day of common people.
Aodhan. Each town in under the rule of a chieftain who has
complete legal rule in his town as long as he doesn't
contradict the King rule. Productive town (those big enough
to warrant having a chieftain) pay a tax to the kingdom in
exchange for protection. Chieftains also have to provide
manpower in the case of war, providing soldiers for the army.
Society: The society of yre is considered the most relaxed
and less strict of the four kingdoms. The society is based
around agriculture and trading. There are no true nobility
and most positions are awarded by merit alone. It is also the
most accepting of other cultures and races, with Halflings
being an important part of most farming towns. Society is
organized by a series of Guilds that act as the most
prominent offices of power after the King. This guilds provide
its members with safety, regulations and contacts to develop
their trade. This guilds are:
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Society:The dwarven society is very traditional and follows Society: High elven society is strictly hierarchical and
an strict caste system with the nobility at the top and structured with little to no movement of the status quo.
criminals ans slaves at the bottom. The castes are Noble, Servants and peasants are considered little more than
Soldier, Artisan, Peasant and Caitiff. Nobles are considered objects, while artisans and artists are held in high regard due
to be direct descendants of Moradin of The Forge, the first to the passion of the high elves for beautiful things. Creative
king. Dun Beag posses an active army composed of different people, like painters or bards, usually are welcomed and well
platoons of specialized troops. Archers, dragoons, knights received as long as their patrons are entertained. The nobility
and infantry are the main composition with war-clerics holds all the important political positions and are mostly
offering support. The army also follows an strict hierarchical untouchable, but the High King has made it a habit to make
structure with tons of titles and ranks so their soldiers are an example of those who overstep their place and abuse his
always above someone and under someone else. Dwarfs as a trust.
society do not study magic, and those inclined to the arcane High elves have a great interest in magic, and their history
arts have to leave for one of the schools in other kingdoms. is entwined with it in a deep level, thus the Academy of
For the same reason, the rules about practicing magic are Magicks is one of the most important places in the kingdom.
much stricter, and those found without a license or Even though it's mostly only high elves who attend here,
performing dark rituals are quickly put to the blade. Their sometimes promising students from outside are accepted as
economy is based around mining for resources and the students. Wizards and Sorcerers of great power are held in
construction of durable metal artifacts. Weapons, armor and great respect.
metal structures made by dwarves are among the most The army of Umyh'thalas is one of the most organized,
sturdy and are valued by people all around the continent. rivaling the dwarven one. All of its member have some kind of
Dwarven artisans sometimes take apprentices from other magical training, from clerics to battlemages and Eldritch
races that come to Dun Beag to learn their techniques. Knights. This martial and magical expertise makes this army
Both the Mercenaries' Syndicate and the Merchant's a force to be feared.
Guild have a standing office in the capital.
Asmodan:
Melfa'Thalas:
Capital: Schwarzierberg
Capital: Melfantheas. Important Towns: Diemaidorf; Eingenheim.
Important Towns: Ive Serine; Nathalas. Important Places: Kraunestein; The Great Wall; The
Important Places: The Forgotten Court; The Singing Precipice of Darkness; The Brimstone Forge.
River. Racial Distribution: 90% Human; 5% Duergar; 2%
Racial Distribution: 99% Wood Elves; 1% Others. Dwarven; 3% Others.
Political Situation: The northern Elven Kingdom is home Political Situation: Asmodan is ruled by the Tyrant king
to the Wood Elves, who follow an Elder Council. The Council Adalrik, who ascended to power thanks to the machinations
is made of the oldest living Elves in the kingdom, and they act of Asmodeus, Lord of the nine hells. Adalrik rules together
as governors and Judges of the different comunes. The most with the high council of the Cult of Asmodan, who work for
important Elders are: Lord Galebor Whisperwind; Lord the Lord and its mysterious desires.
Finrodre Grennbark; Lady Nellothel Of the River and Society: Even though Asmodan is a despotic, infernal
Lord Thirimbor of the High Guard. Theocracy, life in it seems good for its devoted followers.
Society: The wood elves distrust every other race in Thanks to the diabolical pact, Asmodan has access to a
Albion, even High elves. Even so, they are known to trade mythical element from the Nine Hells, known as Brimstone,
wood and animal hides with others for food or ores. The which provides magical energy and powers fantastical
Elven Army of Melfa'Thalas is known for its expertise in technologies in the kingdom. From weapons reinforced with
guerrilla tactics and their excellent trackers and hunters. it, to firearms that shoot it, to enhanced magicks, Brimstone
Their laws are very strict and those who are found breaking is a miracle substance, but the price paid for it is great.
them, especially outsiders, are quickly and harshly punished. Stories about human sacrifice, mutilation, flesh eating and
disgusting rituals often accompany those who flee Asmodan
UmyhThalas: to seek refuge in any of the other kingdoms, but those who
live in there deny any type of that kind of activity. The Cult
Capital: Umyntheas oversees all live aspects of those who live in Asmodan, and
Important Towns: Ina Thermar; Lylfaenas. assign people to their jobs and living spaces. Duergars who
Important Places: The Golden Bridge; The Academy of live above ground, work in the design and construction of
Magicks; The White Castle. huge castles and fortress for the terrifying army of Asmodan.
Racial Distribution: 95% High Elves; 4% Humans; 1%
Others.
Political Situation: The kingdom of Umyh'Thalas is ruled
by the High King, Lord Galadhor Borduan, protector of the
fountain, and chosen of Corellon Larethian. His rule is
absolute and his will is carried out by his elite guard.

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Religion

I
n the realms of Albanion, religion is setup in a The gods of Order are:
triumvirate of power, representing the powers of
Chaos, Order and Entropy. Order and Chaos each is Toutatis: God of order and civilization. He is a
defined by three Gods, while Entropy is the dominion Legal/Good god. Credited with creating the first tribes
of only one. This panteon seeks to strike balance and held as the spiritual center of every town and city.
between the elemental forces that drive the divine Toutatis is worshiped by those seeking enlightenment
will into existence. Whenever one of this powers through study, artisans, alchemists, scientists and
grows too strong, calamity ensues. arcanists. He is responsible for all modern
improvements of society, like medicine, law and
engineering. Domains: Knowledge, Life.
Chaos
Chaos is understood as the things that mortals cannot Boda: Goddess of justice and balance. She is a
control directly and exist outside of their abilities. It deals Legal/Neutral goddess. She is the warrior defender, the
with nature, emotions, life and growth. It also can be violent image of true blind justice and righteous retribution.
and destructive as a force of nature, like a storm or an Those who defend and enforce the law often pray for
earthquake. Followers of Chaos tend to be free spirits, living her guidance. Her will is believed to be always true and
their lives like everyday is the last one, following their her followers despise lies and deceit. Domains:
instincts and preferring the wilderness to the cities. Knowledge, War.

The gods of Chaos are: Taranis: God of tyranny and power. He is a Legal/Evil
god. He is the tyrant's will incarnated. The powerful
Belenos: God of health, life and fertility a Chaotic/Good king, the army general. He represents the worst of
god that is mainly followed by everyone who makes civilization, the corruption that comes with power.
their life outside civilization. Healers and midwifes Slavers, dictators and commanders are his most
usually pray to him for assistance. Domains: Life, Light. common followers. The order of marching armies are
his church, the sound of weapons clashing, his prayers.
Domains: War, Tempest.
Epona: Goddess of nature and wilderness. She is a
Chaotic/Neutral goddess that represents how nature is.
Life and death, pain and joy, beauty and beast. She
condemns those who kill without necessity, but knows Entropy
no mercy nor cruelty when she has to kill. Hunters,
Druids and whoever lives from and for the wild pray to Entropy, also known as decay is the dominion of only one god,
her. Domain: Nature. but is also the most important role in the pantheon. Entropy
brings balance to the metaphysical powers that rule the
multiverse. It is associated with death, natural destruction
Nuada: God of savagery and brutality. Nuada is a and rebirth.
Chaotic/Evil god that stands for everything that makes
nature scary. Bloodlust, primal instincts and
debauchery are his trademarks. Destruction like The god of Entropy is:
wildfires, rampaging monsters, tsunamis and towns
razed down by nature are how he makes his mark. Evil Baal Zebub: God of death, rebirth, decay and balance.
barbarians, killers, sport hunters and gladiators often He is a completely Neutral god. His followers believe in
ask for his help. In other words, anyone who enjoys the cycle of birth-death-rebirth and strive to keep
fighting and killing for the rush and the blood. balance between the forces of order and chaos. Undead
Domains: Tempest, Nature. creatures are anathema to them as they escape the
cycle and unbalance the powers, so they seek to
destroy them on sight. Domain: Death.
Order
Order gives purpose, direction and motivation to life. It Minor gods and saints.
studies, changes and create things that are useful for mortals.
The study of arcane secrets, natural phenomenons and Some races also worship other deities. These "gods" are
classification of creatures all put order into things that are more akin to saints, often appearing in the history of the race
naturally chaotic. Civilization, laws and cities, give sense to and being more closely related to them than the Mayor
the wilderness and armies, cults and guilds give purpose to Pantheon. Normally this gods do not offer any kind of power
mortal lives. to their followers, but sometimes stories of blessings or
miracles can be heard from places where they are worshiped.

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Humans: The mayor cults between the human realms are
the cult of Pelor, a healer and prophet who is said to heal the
sick and restore the dying, and Saint Cuthbert, the first
paladin and defender of the kingdom.

Elves: The elves observe the worship of the sisters Corellon


Larethian and Sehanine Moonbow. These are warrior
princesses from the early history of the elves and according
to their tales Corellon became the sun and Sehanine, the
moon, in order to watch and protect the elves from their
enemies.

Dwarfs: The dwarfs hold in divine respect their first Grand


King, Moradin of the Forge and his Wife Brigit. It is said
that he united the dwarven tribes and founded the first great
Empire.

Orcs: The orcs believe in his own god, Grummsh, who is said
to have lead the orcs and transformed them from a bunch of
weak tribes into an powerful army that almost conquered the
lands. He was stopped by the elven princess Corellon, who
took his left eye with an arrow. This event has made
realtionship between the elves and the orcs impossible and
almost always ending in war. The orcs also worship Luthic,
Grummsh consort and first Shaman, who is said to have
taught them the ways of the spirits. spiritual leaders of the
orcish tribes often pray for her assistance.

The cult of Asmodeus


The cult of Asmodeus deserves a special mention due to the
impact that it has had in the development of the realm.
Asmodeus is the Lord of the Nine Hells a Devil Lord with
powers akin to a demigod. His cult is spread trough pacts
made with his servants, cultists or devils summoned by an
arcanist or warlock. Devils respect power and hierarchy and
the Kingdom of Asmodan was founded under the tyrannical
rule of Adalrik, who somehow was able to attract the
attention of Asmodeus to forge a pact between his people and
the devils under Asmodeus' rule. Cultists believe, as his Lord,
in power. Their mantra is "Might makes Right" and believe
that the strongest, most powerful has the right to control,
enslave or kill the weak. Other than that they are not openly
destructive or deceivers but tend to mislead or bend the truth
for their own ends.

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The Map of the Land

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The Emporium
FOR ALL YOUR ADVENTURING NEEDS! Potion of Hill Giant Strength
Potion, Uncommon
Welcome to The Emporium, your one stop to get anything
you may need in the darkest of dungeons. Besides the items When you drink this potion, your Strength score changes to
displayed here, you can also find all the adventuring gear and 21 for 1 hour. The potion has no effect on you if your
tools found in the Players Handbook (page 150) - Alchemist Strength is equal to or greater than that score. This potion's
Fire, Antitoxin, arrows and ropes are recommended buys - . transparent liquid has floating in it a sliver of fingernail from
The rarity indicates how easy is to find the items in the world. a Hill giant.
Common items can be found in most towns where there is a
store or artisan. Uncommon items can only be found in the Potion of Resistance
bigger cities, usually in the hands of journeyman artisans or Potion, Uncommon
well stocked merchants. Rare items must be crafted on
demand by Master artisans, great Wizards and sages. Very When you drink this potion, you gain resistance to one type of
rare items can only be bought from the most powerful damage for 1 hour. The DM chooses the type or determines it
merchants and Archmages and normally only after doing randomly.
some kind of favor for them.
Damage Types: Acid, Cold, Fire, Force, Lighting,
Necrotic, Poison, Physic, Radiant, Thunder.
Potions
Different kinds of magical liquids are grouped in the category
of potions: brews made from enchanted herbs, water from Potion of Water Breathing
magical fountains or sacred springs, and oils that are applied Potion, Uncommon
to a creature or object. Most potions consist of one ounce of You can breathe underwater for 1 hour after drinking this
liquid. Potions are consumable magic items. Drinking a potion. Its cloudy green fluid smells of the sea and has a
potion or administering a potion to another character jellyfish-like bubble floating in it.
requires an action. Applying an oil might take longer, as
specified in its description. Once used , a potion takes effect
immediately, and it is used up.
Potions Table
Potion of Healing
Potion, Common Name Cost Rarity
Potion of Healing 50g Common
You regain 2d4+2 hit points when you drink this potion. The
potion's red liquid glimmers when agitated. Potion of Climbing 75g Common
Potion of Fire Breath 125g Uncommon
Potion of Climbing Potion of Hill Giant Strength 125g Uncommon
Potion, Common
Potion of Greater Healing 150g Uncommon
When you drink this potion, you gain a climbing speed equal
to your walking speed for 1 hour. During this rime, you have Potion of Resistance 150g Uncommon
advantage on Strength (Athletics) checks you make to climb. Potion of Water Breathing 100g Uncommon
The potion is separated into brown, silver, and gray layers
resembling bands of stone. Shaking the bottle fails to mix the
colors.

Potion of Fire Breath


Potion, Uncommon

After drinking this potion, you can use a bonus action to


exhale fire at a target within 30 feet of you. The target must
make a DC 13 Dexterity saving throw , taking 4d6 fire
damage on a failed save, or half as much damage on a
successful one. The effect ends after you exhale the fire three
times or when 1 hour has passed.
This potion's orange liquid flickers, and smoke fills the top
of the container and wafts out whenever it is opened.

Potion of Greater Healing


Potion, Uncommon
You regain 42d4+4 hit points when you drink this potion. The
potion's red liquid glimmers when agitated.
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Spell Scroll Special Weapons and
A spell scroll bears the words of a single spell , written in a
mystical cipher. If the spell is on your class's spelll list, you
Enchants
can use an action to read the scroll and cast its spell without
having to provide any of the spell's components. Otherwise ,
the scroll is unintelligible. Silvered Weapon
common
If the spell is on your class 's spell list but of a higher level
than you can normally cast, you must make an ability check Cost: 3 times the normal cost of the weapon or 100g per ten
using your spellcasting ability to determine whether you cast ammunition pieces.
it successfully. The DC equals 10 + spell's level. On a failed Type: Any weapon.
check, the spell disappears from the scroll with no other Effect: Some monsters that have immunity or resistance to
effect. non magical weapons are susceptible to silver weapons, so
Once the spell is cast, the words on the scroll fade, and the cautious adventurers invest extra coin to plate their
scroll itself crumbles to dust. weapons with silver.
The level of the spell on the scroll determines the spell's
saving throw DC and attack bonus, as well as the scroll's
Adamantine Weapon
uncommon
rarity, as shown in the Spell Scroll table.
Cost: 5 times the normal cost of the weapon.
Type: Any weapon.
Effect: Weapons made of adamantine are extraordinarily
Spell Scroll Table strong, being capable of overcoming certain monsters
resistances to non magical weapons.
Spell Level Rarity Save DC Attack Bonus Cost*
Cantrip Common 13 +5 100g Magic Weapon (+1)
uncommon
Level I Common 13 +5 150g
Cost: 500g.
Level II Uncommon 13 +5 300g Type: Requieres a Masterwork Weapon.
Level III Rare 13 +5 400g Effect: An enchanted magical weapon with a +1 bonus to
attack and damage.
Level IV Rare 13 +5 500g
Level V Rare 13 +5 750g
Sharp Weapon
rare
Level VI Very Rare 13 +5 800g Cost: 1000g.
Level VII Very Rare 13 +5 1000g Type: Requieres a Masterwork Weapon.
Level VIII Very Rare 13 +5 1250g Effect: An enchanted magical weapon with an increased
critical threshold. This weapon attacks are considered
Level IX Legenday 13 +5 1500g critical in the roll of a 19 or 20 in the dice.
*plus components costs Vicious Weapon
rare
Cost: 1500g.
Type: Requieres a Masterwork Weapon.
Effect: An enchanted magical weapon with an increased
Wands critical damage. When you roll a critical with this weapon
A magic wand is about 15 inches long and crafted of metal, add and additional 7 damage of the same type of the
bone, or wood. It is tipped with metal, crystal, stone, or some weapon.
other material. The cost of a made-to-order wand depends on
several factors as per the following table:
Name Cost
Base Materials 100g
Spell Level (per level) 100g
Charges (per charge) 50g
Recharge capacity (per charge) 50g

Example: Wand of Burning Hands (Level I); 5 Charges;


1d3 Recharge = 600g

100g + 100g (Spell Level) + 250g (Five charges) + 150g (3


reacharges)

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Special Armors and
Enchants
Magic Armour (+1)
uncommon
Cost: 750g.
Type: Requieres a Masterwork Armor.
Effect: This set of magical armor provides an extra +1 to AC,
beyond its normal AC.
Adamantine Armor
rare
Cost: 10 time the normal cost of the armor.
Type: Can only be a set of Medium or Heavy armor, but not
Hide armor.
Effect: This suit of armor is reinforced with adamantine, one
of the hardest substances in existence. While you're
wearing it, any critical hit against you becomes a normal hit
Spellthread
rare
Cost: 750g.
Type: Can only be light armor or normal clothing.
Effect: This magical clothes provide a bonus +1 to saving
throws against magical effects.
Dragonscale
legendary
Cost: 2000g.
Type: Can only be a set of Hide armor or Scale Mail Armor.
Effect: This set of magical armor is made from the leather
and hide from a Dragon. While wearing, you have
resistance to a type of damage determined by the dragon
from which it was made.
Dragonplate
legendary
Cost: 3000g for Splint Mail; 4500g for Full Plate.
Type: Can only be a set of Splint Mail or full Plate armor.
Effect: This set of magical armor is made from the hardened
scales from a Dragon. While wearing, you have resistance
to a type of damage determined by the dragon from which
it was made.

Dragon Types:
Red / Brass / Gold: Fire
Blue / Bronze: Lighting
Black / Copper: Acid
Green: Poison
White / Silver: Cold

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