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VALOREIGN
Valoreign
is
an
island
kingdom
known
for
its
chivalry
and
magic.
Human
knights
and
wizards
of
the
Severian
Empire
invaded
the
island
realm
over
a
thousand
years
ago,
wresting
control
from
the
indigenous
tribes
of
dwarves,
elves,
and
human
berserkers.
The
kingdom
has
since
established
its
supremacy
and
forged
tenuous
alliances
with
many
of
its
former
enemies,
in
particular
the
dwarf
clans
of
the
north.
It
has
survived
the
collapse
of
the
Severian
Empire
and
the
arrival
of
dragons
and
warlords
eager
to
stake
their
claim
on
the
rich
island
domain,
not
to
mention
threats
from
other
survivors
of
the
Severian
Empire’s
demise,
including
its
nearest
political
neighbor,
the
mainland
kingdom
of
Nirvan.
The
current
ruler
of
Valoreign
is
His
Royal
Highness
Thomas
Starhewen,
the
Manticore
King.
King
Thomas
is
95
years
old,
and
for
years
his
longevity
was
attributed
to
the
wizardry
of
the
Council
of
Magi.
The
seven
members
of
the
Council—each
one
a
powerful
archmage
of
noble
birth—serve
the
king
as
advisors
and
island
defenders.
The
king
also
relies
on
three
knightly
orders
to
defend
the
realm
and
hold
its
enemies
at
bay:
the
Order
of
the
Hearth,
which
defends
the
heavily
populated
lowlands
to
the
south;
the
Order
of
the
Flame,
which
defends
the
scarcely
populated
highlands
to
the
north;
and
the
Order
of
the
Grave,
which
is
comprised
of
dead
knights
who
can,
in
times
of
need,
be
revived
through
the
arcane
art
of
necromancy.
King
Thomas
rules
from
Valorstand,
the
academic
and
religious
heart
of
the
kingdom.
The
worship
of
God
is
prominent
here,
and
the
Archbishop
of
St.
Auvalon’s
Cathedral
has
great
influence
at
court.
Beyond
the
walls
of
Valorstand,
the
lowlands
are
comprised
of
farms,
forests,
rustic
towns,
and
backwater
villages
built
on
land
D
bequeathed
by
kings
to
noble
landowners
and
religious
abbeys.
Sylvan
forests
are
home
to
wood
elves
and
other
fey
creatures
that
shun
humanity
except
when
goblin
uprisings
demand
a
temporary
alliance.
By
stark
comparison,
the
highlands
are
a
vast,
untamed
frontier
where
civilization
has
barely
taken
root
and
where
dwarves
and
orcs
wage
open
war.
Dangerous
beasts
also
roam
these
cold,
mountainous,
god-‐forsaken
lands.
R
East
of
the
main
island
of
Engweald
is
the
island
of
Iyarlaan,
annexed
by
Valoreign
after
the
armies
of
Ronald
Starhewen,
the
Gorgon
King,
slaughtered
the
berserker
chieftains,
decimated
their
tribes,
and
subjugated
the
survivors.
In
his
advanced
age,
King
Thomas
has
neglected
the
berserker
tribes
of
Iyarlaan
and
allowed
them
to
grow
in
strength
and
number,
undoing
much
of
his
father’s
work
and
causing
great
consternation
at
court.
AF
A Brief Timeline
512:
The
Severian
Empire
invades
the
island
of
Engweald.
520:
The
empire
forges
an
alliance
with
the
Skorinfain
(the
dwarves
of
Engweald)
against
the
orc
hordes.
533:
Imperial
forces
storm
the
island
of
Iyarlaan
and
face
the
native
berserker
tribes
in
battle.
575:
Imperial
legions
conquer
Engweald
and
Iyarlaan,
and
the
vassal
kingdom
of
Valoreign
is
born.
576:
Kjerin
Ravenstorm,
the
Wyvern
King,
is
crowned
the
first
ruler
of
Valoreign.
825:
The
Severian
Empire
collapses,
causing
great
turmoil.
Valoreign
is
no
longer
beholden
to
Empress
Severia.
T
826:
Empress
Severia
seeks
asylum
in
the
kingdom
of
Nirvan
but
is
captured
and
executed.
888:
Nirvan
tries
to
politically
annex
Valoreign
but
fails.
A
military
coup
is
likewise
thwarted.
906:
The
berserker
tribes
of
Iyarlaan
oust
their
imperial
overseers,
ushering
in
“the
Wild
Years.”
1081:
When
the
House
of
Ravenstorm
produces
no
worthy
heir,
the
House
of
Starhewen
claims
the
throne.
1082:
Jocelyn
Starhewen,
the
Griffon
Queen,
becomes
the
first
sovereign
queen
of
Valoreign.
1124:
Queen
Jocelyn’s
warships
sink
a
Nirvanan
naval
flotilla
transporting
supplies
to
Iyarlaan.
1125:
The
queen
staves
off
war
by
marrying
Prince
Leopold
Marciveau
of
Nirvan,
all
of
eleven
years
old.
1130:
Nirvanan
assassins
poison
Prince
Leopold
to
foment
war,
but
their
plot
is
foiled
with
the
aid
of
magic.
1259:
A
goblin
uprising
leads
to
the
first
formal
alliance
between
Valoreign
and
the
Engwealdar
(wood
elves).
1275:
Valorstand
hosts
a
diplomatic
visit
from
the
King
of
Nirvan,
ushering
in
an
era
of
peace
and
prosperity.
1280:
Ronald
Starhewen,
the
Gorgon
King,
wins
the
Battle
of
the
Red
Skies.
Valoreign
reclaims
Iyarlaan.
1283:
Following
the
death
of
his
father,
18-‐year-‐old
Thomas
Starhewen
is
crowned
the
Manticore
King.
1285:
King
Thomas
sires
the
first
of
five
children.
Prince
Theodore
is
declared
heir
to
the
throne.
1300:
King
Thomas
divorces
his
first
wife,
Nora
Brantham,
and
takes
a
much
younger
bride,
Alice
Ketteridge.
1302:
Queen
Alice
and
her
only
child
die
shortly
after
childbirth.
Oddly,
neither
receives
a
funeral.
1307:
The
Winter
Wars
ignite
as
Valoreign
allies
with
the
Skorinfain
dwarves
against
the
orc
hordes.
1311:
King
Thomas
and
his
knights
slay
the
white
wyrm
Ezenglaur
at
the
Battle
of
Tarnstead.
1323:
Tired
of
fighting
dragons,
King
Thomas
offers
tributes
to
all
the
great
wyrms
of
Valoreign.
1334:
King
Kristophe
Marciveau
of
Nirvan
marries
Lady
Evangeline
Dumonde,
thirty-‐five
years
his
junior.
1360
(Present
Year):
A
wave
of
arcane
energy
explodes
across
Valoreign
(the
Night
of
Wild
Magic).
1
Property
of
Wizards
of
the
Coast
LLC.
Do
not
distribute.
2
Property
of
Wizards
of
the
Coast
LLC.
Do
not
distribute.
People of Valoreign
T
The
population
of
Valoreign
is
mostly
comprised
of
humans
(70%),
dwarves
(10%),
halflings
(10%),
and
elves
(5%),
with
other
races
(including
half-‐elves
and
half-‐orcs)
making
up
the
remaining
5%.
Here
are
notes
and
common
names
for
each
major
race:
3
Property
of
Wizards
of
the
Coast
LLC.
Do
not
distribute.
4
Property
of
Wizards
of
the
Coast
LLC.
Do
not
distribute.
Important Figures
The
following
figures
play
prominent
supporting
roles
or
significant
peripheral
roles
in
the
campaign:
His
Royal
Highness
Thomas
Starhewen
(The
Manticore
King):
King
Thomas
has
ruled
Valoreign
for
83
years,
the
longest
reign
in
the
kingdom’s
history.
He
is
a
man
of
contradictions:
bright
yet
reckless,
jovial
yet
temperamental,
passionate
yet
self-‐centered,
God-‐fearing
yet
unbound
to
God.
The
Night
of
Wild
Magic
reinforced
these
contradictions
by
reverting
King
Thomas
to
his
17-‐year-‐old
self,
though
he
retains
95
years
of
memories
and
experiences.
King
Thomas
is
presently
unmarried.
The
Royal
Heirs:
King
Thomas
has
five
children
(Theodore,
Josie,
Percival,
Miranda,
and
Brantley),
all
fruits
of
his
first
marriage
to
the
late
Lady
Nora
Brantham,
whom
Thomas
divorced
sixty
years
ago.
His
Majesty’s
five
children
are
in
their
sixties
and
seventies,
and
all
have
children
and
grandchildren
of
their
own.
For
years,
King
Thomas
used
of
potions
of
longevity
to
prolong
his
life,
and
his
recent
transformation
during
the
Night
of
Wild
Magic
pretty
well
ensures
that—barring
unfortunate
happenstance—he
will
outlive
all
five
of
his
children.
Archbishop
Hyustus
Valentine
(High
Priest
of
St.
Auvalon’s
Cathedral):
The
archbishop
is
a
longtime
advisor
of
the
king
and
the
head
of
the
Church
of
God
in
Valoreign.
He
also
oversees
the
monasteries
and
abbeys
raised
by
the
king
to
foster
religious
obeisance
and
goodwill
throughout
the
land.
The
archbishop
is
a
cautious,
quiet
man
who
is
fond
of
quoting
St.
Auvalon.
One
of
his
favorite
quotes
is,
“There
is
no
excuse
for
war.”
Council
of
Magi:
Seven
archmages
comprise
the
Council
of
Magi,
which
advises
the
king
and
defends
the
realm.
Few
can
challenge
the
power
of
one
archmage,
let
alone
all
seven.
When
summoned
by
the
king,
they
gather
in
a
D
tower
of
the
royal
palace
called
the
Mancery,
which
is
protected
by
all
manner
of
magical
wards.
The
seven
current
council
members
are
Llewellyn
Dragonstaff,
Magnus
Filgray,
Millicent
Hawksworth,
Elliot
Lynch,
Corwin
Strome,
Alicia
Thistledown,
and
Jacqueline
Vicard.
None
claim
any
hand
in
the
events
surrounding
the
Night
of
Wild
Magic,
although
many
find
such
claims
hard
to
believe.
R
Sir
Douglas
Tynebridge
(Retired
Royal
Master-at-Arms):
The
king’s
closest
friend
and
former
hunting
companion
is
also
the
retired
Royal
Master-‐at-‐Arms.
It
is
believed
that
King
Thomas
holds
Sir
Douglas
in
higher
regard
than
any
other
subject.
It
is
also
widely
known
that
Sir
Douglas
is
the
only
living
soul
at
court
allowed
to
call
the
king
“Tommy”
to
his
face.
Now
in
his
eighties,
Sir
Douglas
still
trains
every
morning,
occasionally
AF
teaching
the
current
Royal
Master-‐at-‐Arms
(his
swarthy
grandson,
Lewis
Tynebridge)
a
thing
or
two.
Sir
Everley
Falkonmore
(Duke
of
Warfield):
Duke
Everley,
a
knight-‐commander
of
Valoreign,
leads
the
Order
of
the
Hearth.
He
also
presides
over
the
provincial
lands
of
Warfield,
which
his
father
earned
after
helping
the
king
to
slay
the
dragon
Ezenglaur
at
the
Battle
of
Tarnstead.
Sir
Everley
resides
at
court
with
his
mistress
for
most
of
the
year,
returning
to
his
estates
only
when
the
mood
to
see
his
wife
strikes
him.
Abbán
the
Horrible
(Warchief
of
the
Living
Cairn
Tribe):
Arguably
the
most
powerful
and
dangerous
warrior-‐chieftain
of
Iyarlaan,
Abbán
was
hideously
transformed
by
the
Night
of
Wild
Magic.
The
druids
of
his
T
tribe
claim
it
was
a
gift
from
Ogrémoch,
the
elemental
spirit
of
earth,
but
even
they
are
horrified
by
the
acts
committed
by
Abbán
against
the
other
berserker
tribes,
in
particular
the
devouring
of
their
children.
His
Royal
Highness
Kristophe
Marciveau
(King
of
Nirvan):
Kristophe
was
born
one
year
after
the
coronation
of
King
Thomas
of
Valoreign.
Now
76
years
old
and
barely
able
to
walk,
he
is
nearing
the
end
of
his
reign
as
sovereign
of
Nirvan.
For
many
years,
Kristophe
was
Thomas’s
bitter
(and
younger)
rival,
and
word
of
King
Thomas’s
recent
transformation
into
a
young
man
does
not
sit
well
with
Kristophe,
who
longs
to
discover
how
the
Night
of
Wild
Magic
came
to
pass.
Her
Royal
Majesty
Evangeline
Marciveau
(Queen
of
Nirvan):
Lady
Evangeline
Dumonde
married
the
King
of
Nirvan
at
the
tender
age
of
15.
Now
41
and
still
a
specimen
of
towering
beauty,
she
rules
Nirvan
by
her
husband’s
side.
Though
Kristophe
can
no
longer
satisfy
her
womanly
needs,
her
love
for
him
has
never
tarnished.
Unfortunately,
the
king
and
queen
have
no
living
heirs
(having
lost
their
children
to
sickness,
war,
and
misfortune),
and
thus
the
Marciveau
dynasty
is
at
risk
of
coming
to
an
end.
Her
Royal
Highness
Vyorna
Mithralvein
(Dwarf
Queen
of
Skorinholm):
A
proud
descendant
of
Skorin,
the
First
King
of
the
dwarves,
the
venerable
Queen
Vyorna
is
attended
by
the
Graybeard
Council,
made
up
of
elders
from
the
various
dwarf
clans.
Vyorna
has
never
agreed
to
a
meeting
with
King
Thomas
of
Valoreign,
nor
has
she
ever
seen
the
sun.
However,
ties
between
her
people
and
the
humans
of
Valoreign
have
never
been
stronger.
5
Property
of
Wizards
of
the
Coast
LLC.
Do
not
distribute.
Dragons of Valoreign
The
advance
of
civilization
throughout
the
mainland
realms
of
the
Severian
Empire
drove
many
dragons
to
the
outer
fringes
of
the
known
world.
A
few
settled
on
the
islands
of
Engweald
and
Iyarlaan,
and
they
fought
each
other
for
territory
while
enslaving
the
hapless
indigenous
folk
(humans,
orcs,
dwarves,
goblins,
elves,
you
name
it).
Eventually,
the
Severian
Empire
set
its
mind
to
conquering
these
remote
islands,
and
the
dragons
that
were
not
slain
by
Severian
swords
and
magic
were
driven
back
to
their
cavernous
lairs.
Every
few
years,
a
dragon
would
emerge
from
its
lair
to
challenge
its
neighbors
and
stake
a
claim.
The
last
dragon
to
die
on
Valoreign
was
the
great
white
wyrm
Ezenglaur,
whose
death
in
Tarnstead
(well
south
of
the
dragon’s
frigid
lair
in
the
Sundown
Mountains)
marked
the
end
of
the
Winter
Wars.
The
kings
of
Valoreign
have
always
lived
with
dragons,
which
are
rightly
feared
and
respected.
However,
King
Thomas
was
the
first
sovereign
lord
to
realize
that
slaying
dragons
is
hard
and
costly,
and
thus
he
sought
a
peaceful
coexistence.
Many
at
court
thought
the
king
mad
for
pursuing
such
a
treaty,
but
the
majority
of
the
Council
of
Magi
believed
that
dragons
could
be
bribed
into
helping
defend
the
realm
against
mainland
threats.
It
took
years
for
representatives
of
the
king
to
treat
with
the
dragons,
but
all
were
promised
generous
tributes
in
exchange
for
their
allegiance.
These
tributes
are
paid
annually,
and
the
citizens
of
Valoreign
carry
the
burden
of
paying
taxes
not
only
to
fill
the
king’s
exchequer
but
also
to
“plump
up”
the
dragons’
hoards.
The
Council
of
Magi
keeps
a
watchful
eye
on
the
dragons
of
Valoreign,
through
magic
and
spies.
Since
dragons
are
prone
to
hibernate
for
years
on
end,
it’s
not
a
particularly
taxing
endeavor.
However,
once
in
a
red
moon
a
new
dragon
will
rear
its
ugly
head
and
catch
the
archmages
by
surprise.
Some
of
the
most
notorious
and
feared
dragons
of
Valoreign
include
the
following.
Arkynaster:
The
fabled
Red
Dragon
of
Riddle
Peaks
is
so
old
that
none
but
the
king’s
emissaries
have
seen
it
in
D
this
lifetime.
Its
lair
is
filled
with
winged
kobolds
that
flutter
around
nervously
like
bats
and
collect
the
treasure
delivered
to
the
dragon’s
doorstep.
Cryovain
and
Dreadfrost:
Believed
to
be
the
offspring
of
Ezenglaur,
the
White
Wyrm,
these
cruel
siblings
live
R
among
the
orcs
and
giants
in
the
snowcapped
Sundown
Mountains.
One
or
the
other
is
occasionally
sighted
flying
high
over
the
mountain
cluster
known
as
Dwarf
Crown.
Harrowfel:
Once
mated
to
Venomeer,
the
“Green
Queen”
hired
adventurers
to
kill
her
mate
shortly
after
giving
birth
and
sneaking
off
with
her
clutch
of
wyrmlings.
She
has
taken
up
residence
near
the
Emerald
Cradle,
a
AF
sylvan
woodland
in
the
Duchy
of
Brightmeadows.
Immoldroth:
The
offspring
of
Arkynaster
slaughtered
her
siblings
and
claimed
their
hoards
as
her
own,
but
she
lacks
the
strength
and
will
to
challenge
her
father.
She
lairs
in
an
abandoned
dwarven
fortress
where
the
Riddle
Peaks
meet
the
Sundown
Mountains.
Lyursigul:
Rangers
in
Gorgonhold
refer
to
her
as
“Black
Beauty,”
although
this
mold-‐encrusted
black
dragon
of
the
Shadowcrowns
is
anything
but
beautiful.
The
goblins
enslaved
by
her
carry
shields
bearing
her
skull-‐like
visage,
and
they
call
her
Skullface,
the
Dread
Mate
of
Maglubiyet.
T
Malastrom:
The
“Storm
Dragon
of
Norn”
is
a
temperamental
blue
wyrm
that
lives
in
a
crumbling
stone
lighthouse
on
the
northern
cape,
overlooking
the
wrecks
of
ships
that
were
dashed
upon
the
rocks.
Harpies
sing
to
her
constantly,
requiring
the
king’s
emissaries
to
fill
their
ears
with
wax
when
treating
with
the
dragon.
Shiver:
This
female
white
dragon
lives
in
the
northern
mountains
of
Iyarlaan
amid
the
remains
of
a
berserker
stronghold
that
she
ravaged
long
ago.
Her
treasure
is
kept
in
an
ice-‐covered
lodge,
the
interior
of
which
is
“plastered”
with
frozen
corpses.
The
Winter
Wolf
tribe
believes
she’s
possessed
by
the
spirit
of
Cryonax.
Sinister:
This
black
wyrm
haunts
the
Drackmire,
a
fetid
swamp
that
dominates
a
long,
finger-‐shaped
peninsula
in
northeastern
corner
of
the
Ducky
of
Warfield.
The
lizardfolk
that
inhabit
the
Drackmire
are
vile,
wicked
creatures
that
worship
Sinister
as
a
god.
Venomeer:
This
green
dragon
was
rumored
to
have
died
over
a
hundred
years
ago,
killed
by
adventurers
during
the
reign
of
Ronald
Starhewen,
the
Gorgon
King.
However,
the
wood
elves
of
Engweald
believe
the
scheming
dragon
is
very
much
alive,
though
it
receives
no
tribute.
Voltaran:
Dubbed
“Big
Blue”
by
the
fisherfolk
of
Brightmeadows,
Voltaran
has
taken
a
shine
to
the
islands
off
the
southern
cape
of
Engweald
and
pretty
much
devoured
everything
that
once
lived
there.
He
occasionally
“beaches”
on
the
south
shore,
to
bask
in
the
sun
after
eating
a
killer
whale
or
two.
6
Property
of
Wizards
of
the
Coast
LLC.
Do
not
distribute.
D
R
AF
T
AUTHOR’S
NOTE:
The
Valoreign
campaign
is
inspired
by
Arthurian
legends
and
medieval
England.
Rather
than
create
an
original
map,
I
decided
to
take
a
map
of
the
United
Kingdom
and
rotate
it
180
degrees,
creating
something
that
is
familiar
yet
disconcerting.
Only
after
doing
so
did
I
realize
that
Valoreign
has
a
very
obvious
“V”
shape,
which
is
nice.
7
Property
of
Wizards
of
the
Coast
LLC.
Do
not
distribute.
8
Property
of
Wizards
of
the
Coast
LLC.
Do
not
distribute.
which
imbued
many
of
them
with
strange
abilities
and
ghastly
deformities.
Most
of
the
tribal
druids
agree
that
the
“Storm
of
Fire”
was
sent
by
Imix,
the
Great
Elemental
Flame,
to
reward
the
strong
and
punish
the
weak.
Duchy
of
Gorgonhold:
This
duchy
was
formed
in
1280
after
the
Gorgon
King’s
victory
over
the
indigenous
berserker
tribes
in
the
Battle
of
the
Red
Skies.
Protecting
the
farms
and
foundling
villages
of
this
realm
is
the
Duchess
of
Gorgonhold,
Dame
Anne
Dunwarren,
and
the
knight
cavaliers
of
Order
of
the
Hearth.
Gorgonhold
is
also
home
to
Llewellyn
Dragonstaff
of
the
Council
of
Magi.
Duchy
of
Westreach:
The
king’s
foothold
in
Iyarlaan
is
a
rich
domain
populated
by
an
adventurous
breed
of
settlers
from
Engweald,
whose
interests
and
holdings
are
tended
to
by
a
formidable
Knight
of
the
Hearth
named
Duke
Thomas
Thistledown
and
his
eldritch
knights,
all
of
them
wealthy
earls
with
coastal
estates.
Westreach
is
also
home
to
the
duke’s
third
wife,
Alicia
Thistledown,
the
youngest
member
of
the
Council
of
Magi.
Shadowcrowns,
The:
This
primeval
forest,
the
largest
in
all
of
Valoreign,
is
home
to
the
Iyarlandar
wood
elves,
as
well
as
treants,
dryads,
satyrs,
druids,
and
ancient
supernatural
monsters.
Berserker
tribesfolk
come
here
to
hunt
as
part
of
their
rites
of
passage,
but
otherwise
the
domain
is
largely
avoided.
Rangers
from
the
Duchy
of
Gorgonhold
also
come
here
to
treat
with
the
wood
elves
and
test
their
mettle.
Character Origins
You
character
can
come
from
anywhere
within
the
world.
If
you’re
looking
for
guidance,
here
are
some
likely
points
of
origin
based
on
race
and
class.
Race
Origins
All
races
are
widespread
throughout
Valoreign,
meaning,
for
example,
that
you
can
play
a
human
who
grew
up
D
in
the
dwarven
Thane
Holds
of
Invernia
or
a
dwarf
who
was
raised
in
the
capital
of
Valorstand.
Here
are
some
typical
points
of
origin
for
the
different
races:
Dwarf,
Hill:
You
grew
up
outdoors,
in
the
cold,
wintry
Thane
Holds
of
Invernia,
protected
in
your
youth
by
a
great
stone
wall
the
separates
the
Thane
Holds
from
the
lands
to
the
south.
Eventually
you
decided
to
leave
the
safety
of
home
and
hearth
and
strike
out
into
a
larger
world.
Conversely,
you
may
have
grown
up
in
one
of
the
R
human
duchies
east
of
the
mountains,
where
work
is
plentiful
and
human
friendship
common.
Dwarf,
Mountain:
As
a
“son”
or
“daughter”
of
Skorin,
the
First
King
of
the
dwarves,
you
spent
most
of
your
life
underground
in
the
dwarven
city
of
Skorinholm
until
the
call
of
adventure
brought
you
to
the
surface,
where
the
dwarves
have
been
waging
constant
war
against
the
orcs
and
giants
of
the
Sundown
Mountains.
Elf,
High:
You
left
the
Elder
World
(the
Feywild)
voluntarily
to
live
among
mortals
and
escape
the
madness
of
AF
the
fey
courts,
finding
a
home
among
the
wood
elves
or
wandering
the
land
in
search
of
arcane
lore.
The
Night
of
Wild
Magic
wrought
a
terrible
transformation
upon
Valoreign,
and
you
might
seek
to
further
understand
or
undo
what
has
occurred.
Elf,
Wood:
You
grew
up
in
the
forests
of
Engweald
or
Iyarlaan,
but
unlike
your
reclusive
kin,
you
wish
to
experience
more
of
the
world
and
kill
time
with
other
races.
Maybe
you
feel
it’s
high
time
the
elves
came
out
of
hiding
and
took
their
place
as
one
of
the
proud
peoples
of
Valoreign,
or,
if
you
are
a
prince
or
princess,
maybe
you
seek
to
show
your
people
that
you
are
worthy
enough
to
be
their
sovereign
ruler.
Half-Elf:
You
are
a
rare
breed,
indeed.
Elves
so
rarely
interbreed
with
humans
that
your
presence
is
enough
to
T
raise
eyebrows
and
foment
whispered
speculation
on
the
circumstances
of
your
origin.
You
may
be
the
offspring
of
diplomats
residing
in
Valorstand,
the
kingdom’s
capital,
or
the
product
of
an
elf
wood-‐maiden
who
chanced
upon
a
rakish
human
ranger
in
the
wild.
Half-Orc:
Half-‐orcs
are
the
product
of
forced
breeding
with
humans,
goblinoids,
and
dwarves
primarily.
Turns
out,
orcs
will
mate
with
just
about
anything.
As
orcs
are
well
and
truly
despised
throughout
Valoreign,
it’s
better
to
claim
that
you
were
deformed
by
the
Night
of
Wild
Magic
than
to
admit
your
true
parentage.
If
you
were
not
reared
by
savage
orcs,
you
were
probably
raised
by
humans
or
dwarves
in
northern
Engweald.
Halfling,
Stout:
You
hail
from
a
hill-‐village
in
the
Duchy
of
Brightmeadows
or
Warfield,
and
leaving
the
pastoral
comfort
of
your
home
is
a
big
step
for
such
a
small
person.
While
you
might
be
accustomed
to
visiting
the
capital
and
treating
with
humans,
dwarves,
and
elves,
it
takes
a
courageous
stout
to
resist
the
call
of
home.
Halfling,
Tallfellow:
Your
family
plies
the
rivers
of
Valoreign,
and
in
your
short
life
you’ve
seen
many
wondrous
things
and
met
many
peculiar
folks.
Leaving
the
river’s
edge
to
explore
the
land
beyond
is
not
such
a
big
step,
for
as
you
know,
it
is
the
only
way
to
find
new
rivers!
Human:
The
humans
of
the
northern
duchies
of
Engweald
(Spearpoint
and
Torskott)
are
hardy
folk
accustomed
to
cold,
damp
weather
and
simple
rural
life.
The
humans
of
the
southern
duchies
(Hundredhill,
Warfield,
and
Brightmeadows)
are
peasants,
farmers,
artisans,
merchants,
traders,
and
nobles
living
in
the
cradle
of
chivalry
and
magic,
sheltered
against
the
perils
of
the
world.
The
humans
of
southern
Iyarlaan
are
bold
frontier-‐folk,
willing
to
tolerate
their
angry
neighbors
in
search
of
adventure,
prosperity,
and
autonomy.
The
proud
berserkers
of
northern
Iyarlaan
crave
freedom
and
battle,
calling
upon
elemental
spirits
to
fuel
their
never-‐ending
thirst
for
blood.
Some
berserkers,
upon
realizing
that
the
spirits
they
serve
are
evil
and
corrupt,
turn
their
anger
on
the
spirits
in
the
hopes
of
freeing
their
people.
9
Property
of
Wizards
of
the
Coast
LLC.
Do
not
distribute.
Class
Origins
When
creating
an
origin
based
on
your
class,
consider
the
following.
Barbarians:
Commonly
found
in
the
northern
reaches
of
Engweald
and
Iyarlaan,
barbarians
are
accustomed
to
survival
in
harsh
climes
with
little
or
no
contact
with
civilization.
King
Thomas
relies
on
the
barbarians
of
northern
Engweald
to
keep
the
orcs
and
giants
of
the
Sundown
Mountains
at
bay,
while
the
berserker
tribes
of
Iyarlaan
seek
to
oust
their
island’s
Valish
invaders
and
worship
evil
elemental
spirits.
It’s
uncommon
but
not
unheard
of
to
encounter
a
barbarian
in
southern
Engweald;
in
ages
past,
barbarians
were
used
as
mercenaries
to
fend
off
invading
forces
from
mainland
nations
such
as
Nirvan,
and
a
few
settled
in
remote
corners
of
the
southern
reaches,
including
the
islands
east
of
Brightmeadows.
Cleric:
The
Severian
Empire
propagated
a
monotheistic
religion
based
on
faith
in
God,
the
Father
of
All,
a
divine
humanoid
figure
believed
to
have
created
all
humanoid
life
from
the
elements
of
the
world.
That
religion
is
alive
and
thriving
in
the
remnants
of
the
empire,
including
the
kingdom
of
Valoreign.
The
Father
of
All
has
many
manifestations—the
Lifegiver,
the
Warbringer,
and
many
others.
Some
clerics
choose
to
devote
their
faith
to
a
particular
manifestation,
while
others
embrace
all
manifestations.
The
center
of
religion
in
Valoreign
in
St.
Auvalon’s
Cathedral
in
the
capital
of
Valorstand,
although
most
clerics
hail
from
the
kingdom’s
many
churches
and
monasteries,
all
of
which
are
named
after
pilgrim
saints
who
followed
St.
Auvalon
to
Engweald
and
founded
religious
worship
in
Valoreign.
With
threats
all
around,
the
faith
and
healing
of
clerics
are
in
great
demand.
Druid:
The
druids
were
practicing
“natural
magic”
on
Engweald
and
Iyarlaan
long
before
the
Severian
Empire
arrived.
They
are
descendants
of
the
indigenous
peoples—the
human
berserker
tribes,
the
Skorinfain
dwarven
clans,
and
the
Engwealdar
and
Iyarlandar
wood
elf
nations.
Today,
they
are
considered
pagan
snake-‐handlers
and
hedge
wizards
who
study
the
stars,
tame
the
elements,
and
practice
uncivilized
magic,
but
powerful
wizards
(including
the
Council
of
Magi)
respect
their
power
and
right
to
honor
their
traditions.
Druids
keep
a
low
profile
D
but
are
found
throughout
Valoreign,
living
on
the
fringes
of
every
culture,
taming
the
beasts
and
elements
that
would
threaten
their
homes
and
restoring
balance
in
times
of
great
chaos
and
upheaval.
Fighter:
Fighters
of
common
birth
are
the
soldiers
and
militia
of
the
realm,
while
those
born
with
noble
blood
are
the
knights
and
cavaliers.
The
adventuring
fighter
may
have
aspired
to
become
one
or
the
other,
but
chose
the
path
of
an
adventurer
instead.
They
are
wily
warriors
and
proud
defenders,
using
their
courage
and
puissant
R
skill
at
arms
to
quell
monstrous
threats.
Monk:
Monasteries
and
abbeys
throughout
Valoreign
give
rise
to
highly
trained,
God-‐fearing
monks
who
are
sent
abroad
to
seek
out
lost
lore,
expand
their
libraries,
and
answer
some
“higher
calling.”
Because
of
their
neutral
disposition
and
mental
discipline,
monks
are
also
called
upon
from
time
to
time
to
serve
as
peacekeepers,
negotiators,
and
ambassadors
in
farflung
places.
Many
monks
living
in
Valoreign
were
actually
AF
born
in
foreign
countries,
having
only
reached
the
island
kingdom
after
a
long
pilgrimage.
Paladin:
Paladins
are
noble
warriors
(noble
in
spirit
if
not
in
blood)
with
an
unflinching
love
of
God
and
country.
They
pledge
allegiance
to
the
church
and
are
invested
with
power
and
title
by
the
king
and
by
the
archbishop
of
St.
Auvalon’s
Cathedral.
Young
paladins
are
often
assigned
to
protect
monasteries,
abbeys,
and
villages
beset
by
evil.
Others
are
sent
on
pilgrimages
to
bring
the
faith
in
God
to
places
where
others
fear
to
tread.
A
few
find
kinship
and
strength
in
the
ranks
of
the
Order
of
the
Hearth
or
the
Order
of
the
Flame,
where
their
charisma
and
healing
ability
make
them
welcome
additions
as
knights
of
the
realm.
Ranger:
Rangers
are
well-‐respected
citizens
of
the
kingdom,
charged
with
protecting
civilization
from
the
T
wilderness
and
vice
versa.
Many
rangers
are
wealthy
nobles
with
a
taste
for
the
freedom
of
the
outdoors
and
large
parcels
of
land
on
which
to
hunt
game.
Others
are
basically
homeless,
simple
folk
who
live
in
the
woods
and
hills,
helping
those
in
need.
Kings
have
been
known
to
employ
rangers
as
wilderness
assassins,
hunting
down
and
slaying
troublesome
orc
leaders,
berserker
chieftains,
and
monsters.
Rogue:
Rogues
tend
to
congregate
in
heavily
populated
areas,
and
there
is
no
place
more
heavily
populated—
and
rife
with
intrigue
and
opportunity—than
the
capital
city
of
Valorstand.
That’s
where
the
action
is.
However,
a
rogue
looking
to
“make
it
big”
needs
to
strike
it
rich,
and
the
best
way
to
do
that
is
to
steal
a
dragon’s
hoard
or
plunder
the
ruins
of
some
half-‐forgotten
dungeon
or
ruin.
Rogue
gangs
are
common,
and
the
bigger
ones
have
such
colorful
names
as
the
Threefinger
Gang
(so
named
because
members
must
cut
off
their
third
fingers
to
join),
the
Mock
Royals
(whose
members
mock
the
nobility
by
calling
themselves
“Lords”
and
“Ladies,”
“Sirs”
and
“Dames”),
and
the
Underlords
(who
run
a
black
market
out
of
the
sewers
of
Valorstand).
Wizard:
Magecraft
is
a
common
practice
in
Valoreign,
and
wizards
command
respect.
Most
wizards
aspire
to
sit
on
the
Council
of
Magi,
and
such
ambitions
create
fierce
competition
between
them.
A
wizard’s
career
has
modest
beginnings,
with
one
serving
as
apprentice
to
another
until
such
time
as
the
pupil
rivals
the
master
and
seeks
out
a
more
powerful
master
to
learn
from.
A
few
outsiders
eschew
apprenticeships
and
are
self-‐taught,
but
they
lack
the
references
and
the
reputation
to
sit
on
the
council.
However,
power
is
often
its
own
reward.
High
elf
wizards
have
little
interest
in
the
council;
they’re
more
interested
in
lost
lore
and
magical
discovery.
Dwarf
wizards
hone
the
magic
for
battle
against
orcs,
trolls,
and
giants,
and
with
victory
and
age
comes
the
opportunity
to
join
the
Graybeard
Assembly
in
Skorinfain
or
strike
it
rich
in
Valorstand.
10
Property
of
Wizards
of
the
Coast
LLC.
Do
not
distribute.
Noble Blood
Human,
dwarven,
and
elven
societies
have
class
structures
that
include
both
commoners
and
nobility.
When
creating
a
character,
you
may
choose
to
have
noble
blood
flowing
through
your
veins.
This
comes
with
certain
advantages.
Potential
disadvantages
might
also
arise
as
the
campaign
unfolds.
Elven Firearms
AF
The
elves
of
Valoreign
hunted
with
bows
for
ages,
and
many
of
them
still
do.
However,
the
Sylvandar
(high
elves)
have
created
new
weapons
that
use
magical
blast
powder
to
propel
round
projectiles,
specifically
iron
or
silver
bullets.
These
devices
are
still
new
to
the
world,
and
few
folks
in
Valoreign
have
seen
them
in
action.
11
Property
of
Wizards
of
the
Coast
LLC.
Do
not
distribute.
12