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John’s “Age of Worms” Campaign Bible

Campaign Overview
The Age of Worms is an adventure path written for Dungeons and Dragons 3rd edition. At its heart, it is a
heroic fantasy epic with elements of cosmic horror woven in. Your characters will face off against the
forces of the undead god, Kyuss (KAI-us), and his allies as they try to bring about the end of days. I don’t
expect players to read everything in here before play, but to use this document as an introduction to the
world of Greyhawk where the campaign takes place. Please look at the table of contents below and read
through the BOLD sections to give you a quick idea of the tone and background information for the
game. You can review the other sections as you like later on- they’re chock full of fun hooks and should
inspire plenty of ideas for your character’s background and behavior, as well as giving a few hints about
the shape of things to come.

Table of Contents
Page Content
1 Table of Contents and Campaign Overview
2 Kyuss, the Worm that Walks
2 A (Very) Short History of Diamond Lake
3 Diamond Lake Political Leaders
4 Diamond Lake Locations- Entertainment
4-5 Diamond Lake Locations- Goods and Services
5 Diamond Lake Locations- Lodging
5-6 Diamond Lake Locations- Religious Sites and Services
6-7 Diamond Lake Locations- Other Areas of Interest
7-8 Diamond Lake Hinterlands
9 Character Class Story Suggestions
10 Character Race Story Suggestions and Fighting Spirit background feature
11-14 Greyhawk Deities
15 Arcana Domain
16 Order Domain
17 Protection Domain
18 Solidarity Domain
19 Strength Domain
20-21 Greyhawk Languages
22-23 House Rules
24 Dragonborn Background Traits
25 Dwarf Background Traits
26 Elf Background Traits
27 Gnome Background Traits
28 Half-Elf Background Traits
29 Halfling Background Traits
30 Tiefling Background Traits
31 Diamond Lake Map

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Kyuss, The Worm that Walks
In moldy tomes and crumbling scrolls, ancient tales speak of a forgotten jungle empire ruled over by a
divine king, Kyuss. Little is known about Kyuss, as those who study the lore are afraid to even speak his
name aloud. Some say he was a man. Others claim he was something much darker; some horrifying
thing wearing a man’s shape. What is known is that he was the absolute ruler of a jungle realm in a
faraway land, and mighty and terrible was his reign. His bloodlust knew no bounds, nor did his thirst for
power. From his jungle kingdom he sent his armies throughout the world, spreading terror and
slaughter in their wake. No one knows what finally stopped his empire’s advance or what brought about
Kyuss’ own end. Rumors speak of horrid rites being performed in the deepest reaches of his empire, of
wriggling things with no name whispering blasphemous secrets, and of beings whose very name brings
insanity. Whatever the truth of the matter, everyone agrees on one thing: it is fortunate indeed that
Kyuss no longer walks the land.

There is a reason his jungle empire has been forgotten; it is almost as if the very world itself is trying to
cover up his memory. Before he vanished, legends say Kyuss planted the seeds of his own resurrection,
and his return shall mark the end of days. It isn’t clear whether Kyuss is even mortal, or if Kyuss refers to
one being or is the name of a multi-part entity. Most writings on the subject contain equal parts insane
ramblings and verified lore, but it seems clear that the prophesied “Age of Worms” would bring on
horror the world has not yet seen: The sun swallowed by a worm so large it beggars the imagination;
Uncounted millions of worms forming a living sea of wiggling bodies. Nightmare beasts with shapes best
left undescribed swim through the sky. In the darkest corners of their hearts, the wise know that what
once was, is, and shall be again, and The Age of Worms draws ever closer.

A (Very) Short History of Diamond Lake


Diamond Lake has seen better days. Once, it was a prosperous mining boom town. Iron, silver, and even
more precious metals seemed to pour out of the ground. The glittering water of Diamond Lake (from
which the town derives its name) was full of fish, the farmlands in the hills were fertile and abundant,
and the town became one of the most prosperous in the region. When the first tomb was discovered in
the hills outside town, it was an oddity, but as more and more ruins were found, word spread. Explorers
of these sites faced terrible danger but gained fabulous wealth, and before long it was said that there
were as many treasure hunters as miners in town. No one knows for sure, but it is suspected that one of
those reckless glory seekers broke into the wrong tomb and brought the plague known as the Red Death
to Diamond Lake.

In the cramped confines of the mines, the disease spread like wildfire. Two out of every three died, and
the survivors were often left in crippling agony as the disease warped their bones into unnatural shapes.
Diamond Lake only recovered after a contingent of soldiers from The Free City instituted a brutally
effective quarantine of the entire region, burning huge swaths of countryside to eradicate any trace of
the plague. Decades of mine runoff had already poisoned the lake, and now most of the arable land was
burnt to cinders. On the brink of starvation, the town had neither the means nor will to resist when
Greyhawk officially annexed it. The Free City appointed a series of Governor-Mayors to oversee the
recovery, and after decades it is now possible-though only just- to make a decent life for yourself in
Diamond Lake with a bit of luck and a lot of hard work.

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Diamond Lake Political Leaders
Governor-Mayor Lanod Neff is the nominal leader of the town, appointed by the Free City of Greyhawk
to keep the mines open and productive. Neff is the worst combination of lazy, ignorant, entitled, and
spiteful. He largely leaves the day-to-day operations to his subordinates the six Mine Managers, but if he
takes a personal interest in someone, he can find extremely creative ways to make their lives miserable.

Allustan Neff is known as “the smartest man in Diamond Lake”, as if that were some kind of
achievement. He is a powerful wizard, and is likely the real reason his brother Lanod has been so
successful. While Allustan has no official position in the government, he is one of the very few people
who can criticize Lanod’s various rulings without fear of reprisal.

Sherif Cubbin is a thug in a fancy uniform, plain and simple. He is openly and aggressively corrupt, using
his office to line his pockets as much as possible. He has the dubious honor of being the single most
hated being in Diamond Lake, as he is tasked with enforcing the Governor-Mayor’s erratic (and usually
contradictory) decrees.

Captain Oliver Trask commands the garrison of soldiers from The Free City of Greyhawk, and is charged
with the safety of the ore shipments between Diamond Lake and the Free City. He has limited authority
in the town itself, and concerns himself more with keeping the road maintained and free of bandits. He
is no fan the Governor-Mayor or any of the Mine Managers, who he sees as hopelessly self-centered,
corrupt, and short-sighted, but he does not have the interest or authority to intervene in their affairs.

The Mine Managers: Balabar Smenk, Gelch Tilgast, Luzanne Perrin, Chet Gansworth, Ellival
Moonmeadow, and Rangolin Dourstone. The six Mining Managers are all nominally private citizens, but
since the Governor-Mayor takes such a hands-off approach to leadership, the actual operations of the
mines and Diamond Lake fall onto their shoulders. They engage in a never-ending series of political
intrigues against each other, with the people of Diamond Lake serving as both the pawns and prize. As
long as the power struggle between the Mine Managers doesn’t affect Diamond Lake’s ore production,
the Governor-Mayor seems to view their maneuvering as an amusing pastime.

Balabar Smenk is a fat, lecherous, conniving man, one who nurses a not-so-secret ambition of becoming
Governor-Mayor himself. He controls the largest share of the mines, and of all the Mine Managers, he is
the only one who co-operates with Neff’s program of using forced labor, though not out of the goodness
of his heart. He simply can’t keep his mines running at their current pace without it, though he’d never
let the Governor-Mayor know that. If there is a “power behind the throne” in Diamond Lake, it’s him.

Gelch Tilgast is the former Governor-Mayor of Diamond Lake, and his fall from grace still grates him. He
grumbles quietly about the fickleness of “the high and mighty Free City” and how some day he will
return and “reclaim what’s his,” but in reality, Tilgast doesn’t seem to be up to the challenge of deposing
Governor-Mayor Neff or holding off the increasing power of his rival, Mine Manager Balabar Smenk.

Luzanne Perrin inherited ownership of her family’s mines as a child when her parents were taken by the
Red Death. Gelch Tilgast acted as her steward, operating the mines “until such time as she was ready to
oversee them.” No one knows exactly what happened, but rumors say it’s no accident that Luzanne
regained control of her family’s mining operations shortly after the arrival of Governor-Mayor Neff.

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Chet Gansworth is the youngest Mine Manager, and by virtue of being a Halfling, he is also the shortest.
He and Luzanne Perrin have been carrying out a poorly concealed “secret” courtship for over ten years.
Some say he might be involved in the mysterious disappearance of Perrin’s other suitors, a rumor Chet
does nothing to disperse.

Ellival Moonmeadow operates the town’s only productive silver mine. He is an elf, and rumored to be
some sort of outcast noble or mighty hero who was exiled to Diamond Lake as punishment for some
unknown offense. He has a mocking nickname, “The Prince of Cups”, in reference to his habit of
spending time at Lazare’s gambling parlor.

Rangolin Dourstone is Diamond Lake’s most prominent dwarf, and manages his mining operations with
quiet efficiency. His face is drawn into a perpetual scowl, and he has a reputation of being an
insufferable pessimist. He is often seen attending services at the Church of St. Cuthbert in town and is
known to be friends with the new preacher, a humorless fire and brimstone type himself.

Diamond Lake Locations – Entertainment


Zalamandra’s Emporium hosts a startlingly wide array of curiosities, both living and… other. For those
with a few coins to spare, the Gallery of Science features an array of exotic delights, and for those with
deeper pockets, the Veiled Corridor is able to satisfy every physical pleasure imaginable.

Lazare’s House is the finest gaming parlor in town, and the focal point of the self-appointed Diamond
Lake elite. Try your luck at defeating the local Dragonchess champion or rub shoulders with the rich and
powerful. Everyone but Manager Smenk is welcome, provided they can afford the door price.

The Feral Dog is where the common man goes, as both Lazare’s House and the Emporium have a door
charge as a means of “keeping the riffraff away.” What the Feral Dog lacks in charm, it matches with
equally low quality ale, abysmal service, and bloody pit fights. Sheriff Cubbin turns a willfully blind eye to
this despicable pastime.

The Midnight Salute is a brothel that caters mostly to the men from the Garrison, and anyone seeking a
less exotic (and less expensive) partner to share their night with. It also serves as a temple to Istus, the
goddess of Fate. Everyone claims they visit purely to get their fortunes told, and some actually do.

The Spinning Giant is one of the oddest venues in town. Once, it boasted a “real, live hill giantess” who
performed on an oversized stage. The façade features a slightly larger-than-life version of her prancing
around. Now, it caters primarily to the soldiers of the Garrison and those who find places like The Feral
Dog offensive.

Diamond Lake Locations – Goods and Services


Tidwoad’s is the only jewelry store in Diamond Lake, and boasts about being the only theft-proof
building in town. The owner, Tidwoad, is a chipper gnome with a keen eye for appraisal and a reputation
as a tenacious negotiator.

Taggin’s General Store stocks the supplies you’d expect a mining community to have: picks, shovels,
wheelbarrows, rope, lanterns, gloves, and candles. Taggin takes great pride in the quality of his wares
and the fairness of his price. Anything he doesn’t have, he can order from The Free City.

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The Captain’s Blade is owned and operated by a self-proclaimed retired Watch Captain from The Free
City, Tyrol Ebberly. Ebberly is a no-nonsense sort of man obsessed with melee weapons. He will gladly
show off his fine collection of blades to anyone with the patience- and coin- to listen.

Vanelle’s is the place for anyone interested in archery and woodcraft. The proprietor, Vanelle, is
rumored to have a bit of elf blood, and is often seen in the company of Ellival Moonmeadow’s house
guard.

Osgood Smithy is known for the distinctive “O” maker’s mark of Manlin Osgood. He has a reputation for
honesty and gregariousness, and his enthusiastic back slaps and handshakes have been known to leave
bruises.

The Smelting House resembles a fortress more than the Garrison outside town. It is where all the ore
from Diamond Lake is refined before being shipped to The Free City. The smoke never stops pouring out
of the enormous smokestacks, but no one is ever seen entering or leaving.

Diamond Lake Locations – Food and Lodging


The Rusty Bucket is owned by Manager Chet Gansworth, and specializes in serving a dizzying variety of
soups and dumplings. If you believe the tales, the movers and shakers of Diamond Lake gather in the
Bucket’s back room to conspire against each other.

The Able Carter Coaching Inn has some rooms to rent, as well as reasonable food, stable services, and a
fleet of horse-drawn coaches for hire. It’s a good place to catch news of the world outside of Diamond
Lake, as it tends to attract a more low-key and less dangerous crowd than the town’s spicier alehouses.

The Hungry Gar is a restaurant whose owner claims serves the finest meals in town. He is extremely
mistaken. You would be well advised to avoid eating any of the seafood served here, as the waters of
Diamond Lake aren’t known for their purity, and the Gar isn’t known for its cleanliness.

Jalek’s Flophouse isn’t the nicest place to stay, but it’s definitely the cheapest. It’s an old warehouse
that’s been converted into a home for those poor enough to stomach the awful conditions but not poor
enough to be homeless. The followers of St. Cuthbert are often seen here recruiting new converts.

The Lakeside Stables are run by a foul-tempered man called Faraday, who seems to always be just shy
of flying into a rage. The animals under his care often show mysterious bruises, though Faraday insists
that nothing unseemly is going on.

Diamond Lake Locations – Religious Sites and Services


The Church of St. Cuthbert is run by a fire and brimstone style preacher, Jeremy Wierus. His sermons
preach about the virtue and values of the common folk while capitalizing on their fears and
superstitions. His most devout followers are often seen engaging in self-flaggelation and going on long
diatribes about the many evils of Diamond Lake to anyone who will listen.

The Boneyard of Wee Jas is the town’s graveyard, and while it doesn’t officially belong to the church of
Wee Jas, the Green Lady’s followers do maintain the grounds as part of their religious rites. Rumor has it
that one of the coffins- no one knows which- doesn’t hold a body, but gold bars, but the Green Lady’s
followers aggressively discourage any would-be grave robbers.

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The Chapel of Heironius is actually inside the Garrison just outside town. Most of the soldiers there are
followers of the god as the patron of justice and martial prowess. A few years ago, the high priest
disappeared under mysterious circumstances, and the chapel has had to make do with lay preachers
ever since.

Menhirs still stand in Diamond Lake and in the Cairn Hills nearby, and are sometimes used as a meeting
place by local couples. Most Diamond Lake residents have a story or two about seeing ghosts or demons
near these stones, and they are occasionally visited by members of the Bronzewood Lodge. No one
knows when or why they were built, but they seem to have something in common with the many graves
throughout the Cairn Hills.

Diamond Lake Locations – Other Areas of Interest


Sheriff Cubbin’s Office is a place most residents like to avoid if possible. Cubbin and his men aren’t
picked for their kindness or civic mindedness. Cubbin has expanded the formerly small jail into a larger
facility, with room for several prisoners in individual cells and a larger group in a common holding pit.

Balabar Smenk’s House is odd, in that the front door is always open and ready to receive visitors, but no
one takes him up on it. Maybe the rumors about his extensive collection of blasphemous and obscene
art keeps people away, or perhaps that has more to do with the trio of slavering dire apes trained to
guard the mansion.

Deepspike Mine is a popular place among Diamond Lake’s youth. It was long ago mined completely dry,
but local children still dare each other to explore its depths, and occasionally a desperate fugitive or
subterranean beast makes its home there. It is only one of many such Abandoned Mines in the region.
Some say that between the mines and the tombs, the Cairn Hills must have hundreds of caverns. Surely
at least one must still have some buried treasure waiting to be found!

The Garrison stands on a hillside outside Diamond Lake with a good view of the surrounding terrain, and
the soldiers there are charged with keeping the roads between Diamond Lake and The Free City of
Greyhawk open. They do not report to Governor-Mayor Neff, a fact which annoys him to no end.
Soldiers interact with town residents as little as possible, by order of Captain Trask.

Allustan Neff’s Residence is where the so-called “smartest man in Diamond Lake” spends much of his
time. He does indeed have a great wealth of knowledge, but being related to the Governor-Mayor keeps
most locals at arm’s length. They say Allustan’s real motive for returning to Diamond Lake to keep an
eye on things for his former mentor, the arch mage Tenser. Of course, “they” also say Allustan is actually
not a man, but a shape-shifting nightmare creature pursuing some evil plan in the mines below...

Gelch Tilgast’s Manor says everything you need to know about the former Governor-Mayor: It was once
a splendid, well-kept estate, but its best days are behind it and the owner seems resigned to that fact.
The stables are kept in absolute pristine shape, however, in sharp contrast to the manor itself. Is
Manager Tilgast actually a skillful breeder, or is he just preparing for a speedy escape from town?

The Old Piers stand as a forlorn reminder of the days when Diamond Lake’s name wasn’t a cruel joke.
Once, wealthy vacationers from The Free City sailed the sparkling waters of the lake on expensive
pleasure yachts. Now, mine runoff has made the lake a gloomy, polluted place, and the pier stands as a
rotting monument to days long past.

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The Parrin Residence is home to Diamond Lake’s most eligible bachelorette, Luzanne Parrin. In better
days, she lived in her family’s estate- the house Balabar Smenk now occupies- but was forced to move
when she could no longer maintain it. Her house is typically surrounded with an assortment of would-be
suitors, hoping for a visit, and is often where Manager Gansworth can be found.

Greysmere Covenant is a squat stone building that stands out in stark architectural contrast to the rest
of Diamond Lake. The marble stones are so cunningly laid the gaps are almost invisible and the whole
building seems to be chiseled out of a single piece of rock. They say each stone was transported to
Diamond Lake from Greysmere Hold itself.

Chet Gansworth’s House is a surprisingly modest affair, given his status as a Mine Manager. His estate is
occasionally mistaken for the Able Carter Coaching Inn, as it frequently hosts halfling caravans and
visitors. Luzanne Parrin is known to spend the occasional night here, much to the delight and dismay of
the local gossip mongers.

Moonmeadow Manse is a melodramatic title for this estate, but it fits the equally dramatic Ellival
Moonmeadow, the only elven Mine Manager. He rarely deigns to host visitors at his house, and indeed
rarely ventures out from it except to take on challengers at Lazare’s dragonchess tables.

Neff Manor is unmistakable. It is the only building in Diamond Lake that is perpetually under
construction, as the Governor-Mayor seeks to keep up with and outdo his competition… and he sees
everyone and everything as competition. It is home to a small army of sycophants, advisors, and
administrative staff, and is the effective center of Diamond Lake’s government.

Dourstone Mine is Diamond Lake’s longest running mine shaft, operating constantly even through the
Red Death. Manager Rangolin Dourstone likes to keep a close eye on his operation, and typically only
has dealings with the dwarves of Greysmere Covenant.

The Old Observatory is a strange building high up on a hill on the outskirts of town. It was once home to
an order of monks obsessed with the night sky and the movements of the stars. The observatory has
seen many tenants throughout the years- usually whoever Manager Balabar Smenk is trying to curry
favor with. At the moment, that ally is Doctor Filge, a hunchbacked scholar from The Free City with an
interest in taxidermy. Diamond Lake’s children claim he wanders through town at night looking for stray
pets- or unwary children- to bring back to the observatory for horrid experiments.

Rangolin Dourstone’s Residence is unusual, for a dwarf- it’s a brick and timber building modeled after
an outdated Free City fad, and the vibrant, cheerful décor contrasts so much with Rangolin Dourstone’s
constantly irritated expression that it is something of a local joke. It is maintained with the same
obsessive care Manager Dourstone gives his mining operation, and looks like it was built yesterday.

Diamond Lake Hinterlands


The Twilight Monastery stands precariously perched on the edge of a rocky cliff about two hours north
of Diamond Lake. It is host to a small enclave of mystics who revere a strange philosophy from a distant
land. They are known for making surprisingly accurate predictions. Once a week, the monastery sends
representatives into town to re-supply, easily recognized for the dark veils they wear. The monks seem
completely uninterested in anything but maintaining their own privacy, which they enforce vigorously.

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The Bronzewood Lodge is a loose affiliation of nature worshipers and followers of The Old Ways. They
seem to have some connection with the various ruins in the surrounding area. Typically they are the
ones who escort wayward Diamond Lake youth back into town when they stray too near one of the sites
The Bronzewood Lodge guards. Like the Twilight Monastery, the townsfolk aren’t quite sure what to
make of this behavior: If they’re really as innocent as they claim, why skulk about in the wilderness?

The Cairn Hills refers to the rolling hills and valleys surrounding Diamond Lake, and they are rife with
hundreds of burial sites and ruins, the remnants of a civilization long forgotten. Local youth like to dare
each other to explore various cairns as a rite of passage, though they have to evade the roving patrols of
soldiers from the Garrison and The Bronzewood Lodge to do it. Every decade or so, someone comes
across an undisturbed cairn and lives to tell the tale. Lately, Diamond Lake youth have been having
especially vivid nightmares about green worms eating their brains after a night in the Cairn Hills.

Grossetgrottel is a gnome village located half underground and half above a few days northwest of
Diamond Lake. The village is home to a few hundred gnomes and a scattering of other races, and does a
fair amount of trade with Diamond Lake, swapping Diamond Lake ore for Grossetgrottel’s magnificently
cut gemstones. The village is better protected than it looks, as the gnomes have mastered the art of
constructing cleverly disguised guardian constructs, and sentries always greet visitors well before they
ever reach the village, no matter what time it is.

Greysmere Hold is a well-known dwarf city, completely occupying the top of a mesa and extending into
the hill below. It is extremely well-defended, as only a single path goes up the steep cliff to the top,
though doubtless the dwarves have well-concealed tunnels hidden away as well. Greysmere is rumored
to hold the secret to alchemically transform iron into adamantine, which could explain why they do so
much trade with Diamond Lake. Unusually for a dwarf settlement, their markets and gates are open to
all… above the surface. Only the dwarves of Greysmere Hold itself are allowed access to the true hold
inside the hollow mesa. Doubtless it is full of fabulous treasure and wonder!

The Cairn of the Green Lady is a reclaimed tomb on an island in the middle of Diamond Lake itself, and
is home to the local cult of Wee Jas. The servants of the death goddess honor a fallen saint who they say
is entombed there, and they care for it and the other tombs in the Cairn Hills, as well as the Diamond
Lake Boneyard. Governor-Mayor Lanod Neff seems to accept their presence as a necessary nuisance,
because they keep the worst of Diamond Lake’s residents from doing… whatever it is they might want to
do with Diamond Lake’s dearly departed.

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Character Class Story Suggestions
Barbarian: Diamond Lake has its share of bar-room brawlers, and the secluded valleys of the Cairn Hills
are full of “wild men,” as is the vast, swampy expanse of the Mistmarsh to the south. Diamond Lake is a
good place for someone with a strong body and willingness to use it.

Bard: The Emporium seems to be a natural fit for any bard PC’s, as do the other locations in the
Diamond Lake Entertainment section. Diamond Lake has a lively night life well suited for performing
types. You may also be one of the guards stationed at The Garrison, a clerk in the Governor-Mayor’s
administration, or be a member of one of the various street gangs in town.

Cleric: Heironeous, Wee Jas, St. Cuthbert, Obad-Hai, Ulaa, and Istus all have active religious followings in
town, but you could also be a lone preacher hoping for converts or a member of an allied faith filling in
at the Chapel of Heironeous in the Garrison until a new head priest arrives.

Druid: The Bronzewood Lodge is a loose affiliation of outdoorsmen who gather at an old set of standing
stones a few miles outside of town. Lately, the Lodge has had its hands full chasing down stories of “un-
killable undead” in the hinterlands outside the Garrison’s patrol routes.

Fighter: The Garrison is full of soldiers, and seems the immediate likely choice, but you could work for
one of the Mine Managers, The Able Carter Coaching Inn, or even be one of the few deputies of Sheriff
Cubbin who actually tries to do the right thing.

Monk: Monks are a bit unusual in Diamond Lake, but the Twilight Monastery nearby occasionally sends
someone into town to barter for necessary goods. You might be a feature performer at The Emporium
or a laborer who developed fighting skills in secret to avoid being noticed by Sheriff Cubbin.

Paladin: The Chapel of Heironeous in The Garrison regularly houses paladins, but depending on your
outlook, you could just as easily work for any of the Mine Managers, the Bronzewood Lodge, or even
The Midnight Salute or the Cult of the Green Lady.

Ranger: Diamond Lake is mostly a mining town, but they still appreciate the skills of canny outdoorsmen
in providing game, furs, fish, and the like, and The Bronzewood Lodge makes a natural gathering place.
You might also look at the barbarian, fighter, and druid entries for inspiration.

Rogue: Pretty much everything about Diamond Lake should fit a rogue easily. You might be a con artist
working for (or against) the house at Lazare’s, or perhaps you’re one of the feature entertainers at Thee
Midnight Salute or the Emporium. Every Mine Manager has at least a few toughs at their disposal, and
there are several street gangs active in town.

Sorcerer or Warlock: Mine Managers would love to have some magical muscle on staff, as would The
Emporium. Maybe you’re also part of a street gang that claims the Feral Dog as their headquarters, or
even a devotee of Istus working at The Midnight Salute. You’re simultaneously feared and respected for
your magic (if you practice it openly), or holding on to a terrifying secret weapon (if you hide it).

Wizard: You might be an apprentice to “the smartest man in Diamond Lake,” Allustan Neff. Maybe you
work for Lazare as an in-house dragonchess expert, or even as part of Governor-Mayor Lanod Neff’s
advisory staff. You could have studied in Greyhawk before returning to your birthplace in Diamond Lake.

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Character Race Story Suggestions
Dragonborn: Dragonborn make wonderful enforcers for the Mine Managers! Their strength makes them
well suited to mining, and they help keep malcontents in line. There’s not a business in town that
wouldn’t want a dragonborn helping keep things cool and make sure inventory doesn’t go missing. You
may find it hard to keep a low profile in town, but you probably like it that way.

Dwarf: No dwarves are really HAPPY to live in Diamond Lake, but those that do usually are connected to
Greysmere Covenant in some fashion- maybe a guard, advisor, or negotiator. You might even be a
criminal from the Free City working off your sentence in the mines.

Elf: Similar to dwarves, elves don’t really like Diamond Lake, as it represents the worst aspects of human
civilization: it’s dirty, boorish, and proud of it! Only Ellival Moonmeadow and his house guard seem to
spend much time here. You might be affiliated with them in some fashion.

Gnome: Gnomes could be lodgers at Tidwoad’s or work for any of the Mine Managers as technicians. A
few gnomes find steady work as clerical staff and advisors for the Governor-Mayor and the Mine
Managers, and they are also common sights at Lazare’s House and The Spinning Giant. Most have some
connection to Grossetgrottel.

Halfling: Halfling caravans are the backbone of Diamond Lake’s supply chain, and typically gather at The
Able Carter Coaching Inn and Manager Chet Gamsworth’s estate. Halflings in town often find roles in
hospitality as clerks, cooks, and servers. It’s rumored that a group of halflings has begun carving a niche
for themselves in Diamond Lake’s criminal world, but you wouldn’t be involved in that, would you?

Half-Elf: Half-elves could conceivably fit in anywhere in Diamond Lake. Maybe you’ve got connections
with the Bronzewood Lodge, or perhaps you work for Manager Moonmeadow as someone who’s
almost- but not quite- good enough to be worthy company. Many half-elves end up at Jalek’s Flophouse,
as Diamond Lake isn’t well known for its warmth and kindness towards them.

Human: Humans are the majority in Diamond Lake, and fill every role from the humblest of miners to
the most prominent citizens. Almost everyone in town is a miner or laborer who supports the mining
effort in some fashion, so the options are only limited by your imagination.

Tiefling: Tieflings aren’t completely unknown in Diamond Lake, but almost all of them are either
prisoners or indentured servants toiling in the mines or staff at The Emporium, The Midnight Salute, and
Lazare’s House, where they provide a bit of a dangerous, exotic flare. The Smelting House also seems to
have some sort of connection with tieflings, but no one is quite sure what it is.

Diamond Lake Background Feature


All characters in this campaign have the following feature (in addition to the feature provided by their
background):

Fighting Spirit: Growing up in Diamond Lake has made you tough. Life here is nasty, unforgiving, and
unfair, and you either break under the pressure or learn how to overcome it. Once per game, whenever
you fail a saving throw, you can choose to succeed instead.

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Greyhawk Deities
The following pantheon represents the majority of deities widely recognized and worshiped in the
world. Other divine beings may exist as regional gods, and many have been killed, banished, or simply
vanished without a trace. Sometimes, a deity is worshiped by another name; the dwarves know
Heironeous as Moradin, and the orc god Gruumsh is thought to be another form of Hextor.

Beory (bay-OH-ree), The Oerth Mother [N goddess of nature] - Symbol: Green disc or a full-bodied
female figurine - Domains: Nature, Solidarity - Weapons: club, druid weapons. Beory is the
manifestation of the will of Oerth itself, and she is concerned almost exclusively with the fate and
prosperity of the land and the natural cycle of life.

Boccob (BOK-kob), The Uncaring, Lord of All Magic [N god of magic] - Symbol: an eye within a
pentagram - Domains: Arcana, Knowledge - Weapons: dagger, quarterstaff. Boccob oversees the flow of
magical energy throughout the Oerth- and possibly beyond it- and sees himself as magic’s guardian.

Celesti (seh-LES-tee), The Far Wanderer [LN goddess of stars and wanderers] - Symbol: arc of 7 stars
within a circle - Domains: Order, Knowledge - Weapons: shortspear. Celesti is Farlanghn’s sister, and
concerns herself with the stars, planets, and the planes, making sure each maintains its rightful position
relative to the others. She seldom interferes in Oerthly affairs, and seems to be the only deity who
doesn’t find Pholtus insufferable.

Ehlonna (eh-LOHN-nah) of the Forests [NG goddess of the woodlands] - Symbol: unicorn horn -
Domains: Life, Nature - Weapons: longbow, longsword. Ehlonna is the protector of the woodlands, and
has a bitter rivalry with Obad-hai, who she sees as needlessly cruel and remote. She is generally allied
with the other good gods, and the only deity who seems to have any influence on Beory, however small.

Erythnul (eh-RITH-nul) the Many [CE god of envy, hate, and slaughter] - Symbol: a drop of blood -
Domains: Strength, War - Weapons: mace, Morningstar. Erythnul represents unchecked bloodlust, and
he revels in ugliness, brutality, and slaughter of all kinds.

Farlanghn (far-LANG-un) the Dweller on the Horizon [NG god of horizons and travel] - Symbol: circle
crossed by a curved horizontal line - Domains: Knowledge, Nature - Weapons: quarterstaff. Farlanghn is
the brother of Celesti, and allied with almost all the good aligned gods and gods of nature. He is the
patron of travelers, explorers, and wanderlust, and has occasional trysts with Olidammara.

Heironeous (hi-ROE-nee-us), The Invincible, The Valorous Knight [LG god of chivalry and valor] - Symbol:
lightning bolt - Domains: Protection, War - Weapons: longsword or battleaxe. Heironeous is the battle-
field champion of all that is right and good in the world, and wages an eternal war against the forces of
tyranny and evil embodied by his brother, Hextor.

Hextor (HEKS-tor) the Scourge of Battle, Herald of Hell [LE god of war and conflict] - Symbol: six arrows
facing downward in a fan - Domains: Order, War - Weapons: flail. Hextor is the dark mirror to his brother
Heironeous, and seeks to conquer and dominate all who oppose him. He is typically shown holding a
different weapon in each of his six arms.

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Incabulos (in-CAB-yoo-lohs) The Black Rider [NE deity of plague and famine] - Symbol: reptilian eye with
a horizontal diamond - Domains: Death - Weapons: war pick. Incabulos is the embodiment of disease
and blight. Some claim Incabulos is not actually a god, but something much darker and more primal.
Incabulos despises all other gods except Nerull, who finishes the work The Black Rider starts.

Istus (IS-tus) The Lady of Fate, The Colorless and All-Colored [N goddess of fate and destiny] - Symbol:
weaver’s spindle with three strands - Domains: Knowledge, Trickery - Weapons: whip. Istus is the keeper
of fate, and the only one who can see the future- ALL possible futures- clearly. She carries a golden
spindle with which she weaves new threads into the web of fate. She can seem remote and uncaring
because she alone knows how even small actions can have enormous effects. Whether you see her as
astonishingly beautiful or breathtakingly hideous is said to reveal something about your destiny.

Iuz (EYE-ooze) the Evil, the Old One [CE god of pain and oppression] - Symbol: a grinning skull - Domains:
Death - Weapons: greatsword. Iuz is one of several mortals who attained godhood, the son of a demon
prince and a powerful wizard. He is the seemingly invincible god-king of his own realm, and has a special
hatred for Vecna, St. Cuthbert, and the Free City of Greyhawk, all of whom oppose him.

Kord (KOHRD) the Brawler [CG god of athletics and strength] - Symbol: four spears and four maces
radiating out from a central point - Domains: Tempest, Strength - Weapons: greatsword, longsword.
Kord admires strength and prowess in all forms, and loves competition and sport above all other things.
He is rumored to have been the father of a number of mortals who became mighty heroes, and is said to
have once been Pyremia’s lover, though now the two hate each other with a passion.

Nerull (NEH-rul) the Reaper, Bringer of Darkness [NE god of death and murder] - Symbol: a rusty sickle
or scythe - Domains: Death - Weapons: scythe, sickle. Nerull hates all living things and even life itself. He
despises all gods except Incabulos, who he tolerates because disease eventually results in death. When
the time comes, Nerull shall harvest Incabulos last.

Obad-Hai (OH-bahd HI) the Shalm, the Gathering Storm [CN god of weather and beasts] - Symbol: an
oak leaf and an acorn - Domains: Nature, Tempest - Weapons: druid weapons, quarterstaff. Obad-Hai is
in many ways the male counterpart to Beory. He is affiliated with beasts and the weather, and has a love
for all wild things. He and Ehlonna have an unfriendly rivalry. He sees her as naïve and overly permissive,
protecting her flock from what should be the natural consequences of their own actions

Olidammara (oh-lih-dam-MAH-rah) the Laughing Rogue [CN deity of revelry, humor, and trickery] -
Symbol: a laughing mask - Domains: Trickery - Weapons: rapier. No one loves to comfort the afflicted
and afflict the comfortable more than Olidammara, and the deity’s faithful emulate that by making
wine, love, and mayhem wherever they see the opportunity. Olidammara has no gender, and seems to
enjoy taking on as many forms as possible. They have an on-again, off again relationship with Farlanghn.

Pelor (PAY-lor) The Sun Father, the Shining One [NG god of the sun and healing] - Symbol: the rising sun
- Domains: Life, Protection - Weapons: mace. Pelor, like the sun, is the embodiment of warmth, life, and
compassion, but he is willing to bring down righteous wrath on evil-doers and injustice. He despises
undead most of all, as they represent the opposite of everything Pelor stands for.

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Pholtus (FOHL-tus) of the Blinding Light [LN god of light and order] - Symbol: silver sun or a full moon
partially eclipsed by a crescent moon - Domains: Light, Order - Weapons: quarterstaff. Pholtus is a stern
god and sees himself as the undisputed lord of order, light, and law. His absolute, unflinching adherence
to hierarchy and protocol makes most of the other gods bristle, especially St. Cuthbert, but he seems to
get along well with Celesti.

Pyremia (pie-REH-mee-uh) the Blazing Killer, the Deadly Venom [LE goddess of assassination, storms,
and poison] – Symbol: a snake with fangs made of lightning – Domains: Trickery, Tempest – Weapons:
longsword, whip. Pyremia was once a minor servant of a now-forgotten deity of storms and destruction,
but after poisoning her master, she absorbed his portfolio and is now the patron goddess of assassins,
storms, and poison. She is justifiably distrusted by all the other gods, even Nerull, and is the arch-rival
(and some say ex-lover) of Kord.

Ralishaz (RAL-ih-shaz) the Unlooked For [CN deity of chance, bad luck, and insanity] - Symbol: three
sticks of bone for reading fate - Domains: Trickery - Weapons: trident. Ralishaz is ever-changing and
unpredictable, and worshiped only by the truly desperate and insane. Unlike Olidammara, Ralishaz does
not play tricks, but randomly rewards or punishes risk takers.

Rao (RAU) the Mediator, the Calm [LG goddess of peace and reason] - Symbol: a white heart - Domains:
Life, Solidarity - Weapons: mace. Rao sees herself as the ally of and advocate for all beings, even the
gods. She believes that all beings can be redeemed, and is said to be so serene, even Nerull and Erythnul
are calmed by her presence. Rao is the ultimate negotiator and always tries to achieve a non-violent
resolution to a problem.

St. Cuthbert (saint CUTH-bert) of the Cudgel [LN god of discipline and zeal] - Symbol: a circle at the
center of a starburst of lines - Domains: Protection, Order - Weapons: club, bludgeoning weapons. Saint
Cuthbert was once a mortal follower of Pholtus who ascended into godhood. Like his former patron, he
is a strict god who speaks his mind plainly and has little tolerance for nonsense. The surest way to incite
a follower of St. Cuthbert to violence is to compare them to devotees of Pholtus.

Tharizdun (tha-RIZ-dun) the Dark God, the Eternal Darkness [CE god of entropy and insanity] - Symbol: a
dark spiral or an inverted ziggurat - Domains: Death, Trickery (though he cannot grant power to his
followers at the moment) - Weapons: scimitar. Tharizdun is the embodiment of entropy, decay, chaos,
and unmaking, and thus far is the only entity capable of uniting all the other gods, who have imprisoned
him- for now- in a place so removed from reality that even a god cannot break free. Tharizdun is patient,
though, and knows that like all things, his prison will eventually decay. Some say Ralishaz is actually a
fragment of Tharizdun’s will that managed to escape.

Tritherea (tri-THEH-ree-uh) the Summoner [CG goddess of liberty and retribution] - Symbol: three
interlocking spirals - Domains: Tempest, War - Weapons: shortspear, longsword, greatclub. Tritherea is
worshiped by prisoners and the oppressed, as she is vehemently opposed to tyranny and abuse
wherever it arises. She sometimes even opposes gods like Heironeous, Pholtus, and St. Cuthbert when
their need for order becomes stifling. She is the wife of Ulaa.

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Ulaa (OO-lah) the Stonewife [LG goddess of the mountains and gemstones] - Symbol: a mountain with a
circle at its heart - Domains: Life, Forge - Weapons: Warhammer. Ulaa is the favorite god of dwarves,
gnomes, and miners, and she loves them in turn. She loves craftsmanship and honest labor and despises
greed and materialism. She loathes slavery most of all, a view she shares with her wife Tritherea.

Vecna (VEK-nah) the Arch-Lich, the Whispering One [NE god of forgotten lore and evil secrets] - Symbol:
a left hand clutching an eye - Domains: Arcana, Knowledge - Weapons: dagger, quarterstaff. Vecna was a
lich whose unrelenting study of magical rituals and forbidden secrets eventually revealed to him the
means of attaining godhood. He hates the other gods in general, and Iuz in particular, but as is fitting for
a god of secrets, no one knows why.

Wee Jas (WEE jas) the Witch Goddess, the Green Lady [LN goddess of magic and death] - Symbol: a skull
in front of a green fireball - Domains: Arcana, Grave - Weapons: dagger. Wee Jas is as beautiful as she is
deadly, and she serves as the judge for all souls upon death. She is allied with Boccob and Istus, both of
whom she respects, and opposes Vecna, who she despises.

Deities by Alignment and Gender (Male, Female, N/A)


Lawful Good Neutral Good Chaotic Good
Heironeous (M) Ehlonna (F) Kord (M)
Rao (F) Farlanghn (M) Tritheria (F)
Ulaa (F) Pelor (M)

Lawful Neutral True Neutral Chaotic Neutral


Celstia (F) Beory (F) Olidammara (N/A)
Pholtus (M) Boccob (M) Ralishaz (N/A)
St. Cuthbert (M) Istus (F) Obad-Hai (M)
Wee Jas (F)

Lawful Evil Neutral Evil Chaotic Evil


Hextor (M) Incabulos (N/A) Erythnul (M)
Pyremia (F) Nerull (M) Iuz (M)
Vecna (M) Tharizdun (M)

Deities by Domain
Arcana – Boccob, Vecna, Wee Jas Death – Incabulos, Iuz, Nerull
Forge – Ulaa Grave – Wee Jas
Knowledge – Boccob, Celesti, Farlanghn, Istus, Vecna Life – Ehlonna, Pelor, Rao, Ulaa
Light – Pholtus Nature – Beory, Ehlonna, Farlanghn, Obad-Hai
Order – Celesti, Hextor, Pholtus, St. Cuthbert Protection – Heironeous, Pelor, St. Cuthbert
Solidarity – Beory, Rao Strength – Erythnul, Kord
Tempest – Kord, Obad-Hai, Pyremia, Tritherea Trickery – Istus, Olidammara, Pyremia, Ralishaz,
War – Erythnul, Heironeous, Hextor, Tritherea

I have done a fair amount of work in trying to make the overwhelmingly male-centric Greyhawk
pantheon a bit more diverse, and have also put in some effort to make what seems to me to be a more
interesting series of relationships between the deities, their domains, and the mortal world.

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New Domains: Arcana
Magic flows through all things and is part of the fabric of reality itself, and no one knows that better
than a cleric with the Arcana domain, who knows the secrets and potential of magic intimately. Some
gods see magic as a great responsibility to be granted to those who understand the nature of reality,
while others see it as pure power, to be used however the wielder sees fit.

Cleric Level Domain Spells


1st Detect Magic, Magic Missile
3rd Magic Weapon, Nystul’s Magic Aura
5th Dispel Magic, Magic Circle
7th Arcane Eye, Leomund’s Secret Chest
9th Planar Binding, Teleportation Circle

Arcane Initiate – when you choose this domain at 1st level, you gain proficiency in the Arcana skill and
you gain two cantrips of your choice from the Wizard spell list. For you, these count as Cleric cantrips.

Channel Divinity: Arcane Abjuration – Starting at 2nd level, you can use Channel Divinity to abjure
otherworldly creatures. As an action, present your holy symbol and one celestial, elemental, fey, or
fiend of your choice that is within 30 feet of you must make a Wisdom saving throw if they can see or
hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
Turned creatures must spend their turns moving as far away from you as possible, and can’t willingly
end its turn within 30 feet of you or take reactions. For its action, it can only use the Dash action or to
try and escape from effects which prevent it moving. If there’s nowhere to move, it can use the Dodge
action. When you reach 5th level, when a creature fails its saving throw against Arcane Abjuration, the
creature is banished for 10 minutes (as in the Banishment spell, no concentration required) if it isn’t on
its home plane and it is below a certain Challenge Rating threshold:
Cleric Level Banishes Creatures of CR…
5th ½ or lower
th
8 1 or lower
11th 2 or lower
th
14 3 or lower
17th 4 or lower

Spell Breaker – Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or
higher, you can also end one spell of your choice on that creature. The spell must be equal to or lower
than the level of the spell slot you used to cast the healing spell.

Potent Spellcasting – Starting at 8th level, you add your Wisdom modifier to the damage you deal with
Cleric cantrips.

Arcane Mastery – at 17th level, you choose four spells from the Wizard spell list, one each from the
following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain
spells, they are always prepared and count as Cleric spells for you.

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New Domains: Order
The Order domain represents discipline, devotion to a society or institution, and strict obedience to the
laws that govern it. It is used by those who seek to maintain and enforce the law, as well as those who
seek to exploit the law for their own personal gain. Law establishes hierarchies; Leaders must be obeyed
and subjects must perform to the best of their ability. In this way, the web of obligations which binds
society together can continue to hold the chaos of the universe at bay.

Cleric Level Domain Spells


1st Command, Heroism
3rd Hold Person, Zone of Truth
5th Mass Healing Word, Slow
7th Compulsion, Locate Creature
9th Commune, Dominate Person

Bonus Proficiencies – You gain proficiency with heavy armor and the Intimidation or Persuasion skill-
your choice.

Voice of Authority – Starting at 1st level, you can invoke the power of law to drive an ally to attack. If
you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use
their reaction immediately after the spell to make one weapon attack against a creature of your choice
that you can see. If the spell targets more than one ally, you choose the ally who can make the attack.

Channel Divinity: Order’s Demand – Starting at 2nd level, you can use your Channel Divinity to exert an
intimidating presence over others. As an action, you present your holy symbol and each creature of your
choice that can see or hear you must succeed on a Wisdom saving throw or be charmed by you until the
end of your next turn or until they take any damage. You can cause any charmed creatures to drop what
they are holding when they fail the saving throw.

Embodiment of the Law – at 6th level, you become remarkably adept at channeling magical energy to
compel others. If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you
can change the spell’s casting time to 1 bonus action for this casting, provided the spell’s casting time is
normally 1 action. You can use this feature a number of times per day equal to your Wisdom modifier
(minimum of once), and you regain all uses of it when you finish a long rest.

Divine Strike – at 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on
each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an
extra 1d8 psychic damage to the target. When you reach 14th level the extra damage increases to 2d8.

Order’s Wrath – Starting at 17th level, enemies you designate for destruction wilt under the combined
efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can
curse that creature until the start of your next turn. The next time one of your allies hits the cursed
creature with an attack, the target also takes 2d8 psychic damage and the curse ends. You can curse a
creature in this way once per turn.

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New Domains: Protection
A strong shield and suit of armor can protect the wearer from harm, but their true purpose is when they
are used to defend those who do not have such protection. Sheltering the weak from the powerful and
responding to violence in kind, clerics with the Protection domain act as a bulwark against the forces of
evil. They often seek out villages on the outskirts of society, where they can make the largest impact.

Cleric Level Domain Spells


1st Compelled Duel, Protection from Evil and Good
3rd Aid, Protection from Poison
5th Protection from Energy, Slow
7th Guardian of Faith, Otiluke’s Resilient Sphere
9th Antilife Shell, Wall of Force

Bonus Proficiency – At 1st level, you gain proficiency with heavy armor.

Shield of the Faithful – Starting at 1st level, you gain the ability to hinder attacks intended for others.
When a creature attacks a target other than you that is within 5 feet of you, you can use your reaction
to impose disadvantage on their attack roll. To do so, you must be able to see both the attacker and
their target. You interpose an arm, shield, or some other part of yourself to try and throw the attack off
target.

Channel Divinity: Radiant Defense – Starting at 2nd level, you can use your Channel Divinity to cloak
your allies in radiant armor. As an action, you channel blessed energy into an ally you can see within 30
feet of you. The first time that ally is hit by an attack in the next 10 minutes, the attacker takes radiant
damage equal to 2d10 + your Cleric level.

Blessed Healer – Beginning at 6th level, the healing spells you cast on others heal you as well. When you
cast a spell with a spell slot and it restores hit points to any creature other than you this turn, you regain
hit points equal to 2 + the level of the spell slot you used.

Divine Strike – At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once
on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an
extra 1d8 radiant damage to the target. When you reach 14th level the extra damage increases to 2d8.

Indomitable Defense – At 17th level, you gain resistance to two damage types of your choice, choosing
from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a long or short rest, you
can change the damage types you chose. As an action, you can temporarily give up this resistance and
transfer it to one creature you touch. The creature keeps the resistance until the end of your next short
or long rest or until you transfer it back to yourself as a bonus action.

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New Domains: Solidarity
Clerics with the solidarity domain see the common cause that unites all living beings. They are natural
negotiators and emissaries between different cultures, and their guidance forges clusters of individuals
into a cohesive group with a unified purpose.

Cleric Level Domain Spells


1st Bless, Sanctuary
3rd Aid, Warding Bond
5th Beacon of Hope, Crusader’s Mantle
7th Aura of Life, Guardian of Faith
9th Circle of Power, Mass Cure Wounds

Bonus Proficiencies – At 1st level, you learn two languages of your choice. You also become proficient in
Persuasion and Performance. Your proficiency bonus is doubled for any ability check that uses either of
those skills.

All For One – At 1st level, when you take the Help action to aid an ally’s attack, you can cast one Cleric
cantrip as a bonus action. You can use this feature a number of times per day equal to your Wisdom
modifier (minimum of once). You regain expended uses when you finish a long rest. When you reach
17th level, you regain expended uses on a short or long rest.

Channel Divinity: Preserve Life – Starting at 2nd level, you can use your Channel Divinity to heal the
badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a
number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you,
and divide those hit points among them. This feature can restore a creature up to no more than half its
hit point maximum, and you cannot use it on undead or constructs.

Channel Divinity: Blessing of Unity – At 6th level, when a creature within 30 feet of you makes a saving
throw or ability check, you can use your reaction and one use of Channel Divinity to grant that creature
a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the
roll succeeds or fails.

Potent Spellcasting – Starting at 8th level, you add your Wisdom modifier to the damage you deal with
any Cleric cantrip.

One for All – Starting at 17th level, your divine insight lets you understand all spoken languages, and any
creature that can understand a language can understand what you say. Additionally, when you use the
Help action, you can lend your aid to two creatures of your choice within 30 feet of you. If they use the
attack action, they must target a creature you can see within 30 feet.

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New Domains: Strength
Strength cannot be taught; it must be built through rigorous practice and training. Clerics with the
Strength domain see their bodies as living temples to this ideal, and work tirelessly to make themselves
as healthy and powerful as possible, as to make the most fitting tribute to their divine patron.

Cleric Level Domain Spells


1st Divine Favor, Shield of Faith
3rd Enhance Ability, Protection from Poison
5th Haste, Protection from Energy
7th Dominate Beast, Stoneskin
9th Destructive Wave, Insect Plague

Bonus Proficiencies – At 1st level, you gain proficiency with heavy armor.

Acolyte of Strength – At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in
one of the following skills of your choice: Animal Handling, Athletics, Intimidate, Nature, or Survival.

Channel Divinity: Feat of Strength – At 2nd level, you can use your Channel Divinity to enhance your
physical might. When you make an attack roll, ability check, or saving throw using Strength, you can use
your Channel Divinity to gain a +10 bonus to the roll. You can make this choice after you see the roll, but
before the DM says whether the roll succeeds or fails.

Channel Divinity: Blessing of Might – At 6th level, when a creature within 30 feet of you makes an attack
roll, ability check, or saving throw using Strength, you can use your reaction and a use of Channel
Divinity to grant that creature a +10 bonus to the roll. You make this choice after you see the roll, but
before the DM says whether the roll succeeds or fails.

Divine Strike – At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once
on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an
extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level the
extra damage increases to 2d8.

Avatar of Battle – at 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from
non-magical attacks.

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Greyhawk Languages
All characters begin play knowing Common, based on Ancient Baklunish grammar structure, with large
amounts of Old Oeridian vocabulary. You likely speak ow one or more of the following languages:

Abyssal – Abyssal is the language of demons, and is so hopelessly contradictory almost no one uses it for
communication, least of all the demons themselves! Why bother with words when you can use
telepathy? It uses the Infernal alphabet.

Baklunish, Ancient – Despite “donating” its grammatical structure to its descendant, Common, this
language has surprisingly little in common with it. It is frequently used in religious texts and ceremonies,
as well as in historical records, though not typically spoken by everyday folk. It has its own alphabet.

Celestial – the language of the angels and good outsiders is called Celestial, and some claim it is the
oldest and purest language, as it is shared by all outsiders with a more benign outlook, unlike the more
vile languages of Abyssal and Infernal. It has its own alphabet.

Draconic – The language of the dragons. Only races with breath weapons can truly speak draconic as it
was truly intended, but other races can imitate most of the sounds reasonably well… to non-dragon
ears, at least. It has its own alphabet.

Druidic -- Druidic has an extensive set of vocabulary relating to the natural world, animals, the cycles of
weather, and similar topics. Anyone who speaks Druidic can understand bits of Flan, but the reverse is
not true; it seems Druidic has some magical safeguards built into the language to keep it secret.

Dwarven – Dwarven has a lot in common with Primordial, and the dwarf rune alphabet is even used for
both, leading some scholars to think dwarves may be related to elementals somehow. It has a large set
of pictograms and runes for its written form.

Elven – the elves from the nation of Celene use this lilting, musical sounding language, and many non-
elves find it aesthetically pleasant. It is thought to be derived from Sylvan, the language of the fey, and
speakers can communicate with each other with a bit of effort (disadvantage on ability checks). It has its
own script.

Flan – Flan is likely the oldest spoken language, and is thought to be related to Druidic. It is far more
common in rural areas than in cities, and is considered a “low tongue” unworthy of the aristocracy.
There is no written form.

Gnomish/Giant – gnomish, funnily enough, shares a great deal with Giant. When magic is used to make
gnomes and giants the same size, the differences between their tongues disappear, revealing that they
are in fact the same language spoken at different pitches and speeds. It uses elvish script.

Goblin – goblins, bugbears, and hobgoblins all speak slight their own dialect of this language. It is a
shockingly complex, tonal language, where inflection and pitch make a huge difference in meaning.
Goblin operas are incredibly beautiful if you ignore the plot. It uses dwarven pictograms.

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Infernal – Infernal is the language of devils, and has a great deal of extremely precise grammar and
tenses. When conjugated correctly (an extremely difficult thing to do), it is possible to be unbelievably
exact, and as such sometimes legal documents are drafted in Infernal. It has its own alphabet.

Old Oeridian – The language of the former Great Kingdom to the east, Old Oeridian remained
surprisingly free from outside influence until recently, and is extremely hard to translate into anything
except Common. It has its own alphabet.

Orc – Orc is an exceptionally descriptive language for curses and acts of violence, but because it has so
many terms for degrees and types of pain, it is also a very useful language for healers and anatomists. It
uses dwarven pictograms.

Rhopan – halflings call their language Rhopan, and find the term “halfling” used to describe their tongue
offensive. While it borrows terms from many other languages and even criminal slang, it is not related to
any other known language. It has no written form.

Suloise, Ancient – Ancient Suloise is a dead language, but it is still widely used by scholars of magic for
its extensive vocabulary on various aspects of mystical theory and practice. It uses the Draconic
alphabet.

Sylvan – The language of the fey is a lilting and musical tongue, and it has an incredibly large number of
subtle variations of tone and vocabulary which let fluent speakers convey- or conceal- a wide range of
intents and emotions. It is a favorite tongue of conspirators, lovers, and poets. It uses elvish script.

Thieves’ Cant – This is not actually a spoken language at all, but a set of gestures and extremely subtle
body postures. Thieves’ Cant was originally developed by the Lamplighters Guild in the Free City of
Greyhawk as a means of efficiently communicating at night without needing to make noise- a useful
thing when trying to avoid waking sleeping residents- but the obvious applications for criminals and
covert actors has led them to develop it into a fully realized written language as well.

Undercommon – the trade tongue of the Underdark. Some claim it is the first language, from which all
others are derived, because it has literally thousands of dialects. It is a bizarre fusion of dwarven, elven,
and orc, with many unique sounds not found in any other language. It uses elvish script.

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House Rules
Sources allowed for character creation:
You can use anything in the Player’s Handbook and Xanathar’s Guide to Everything (in addition to this
document) when making characters. Summoning spells and wild shape options can be picked from those
books as well as the Monster Manual, Mordenkainen’s Tome of Foes, and Volo’s Guide to Monsters.

Dragonborn have the following additions and changes to their racial traits:
ABILITY SCORE INCREASE: Your Strength score increases by 2 and your Constitution and Charisma scores
increase by 1.
AWESOME PRESENCE: You are proficient in Insight and Intimidation. Your proficiency bonus is doubled
for any ability check you make using those skills.

Initiative is now an Intelligence check instead of a Dexterity check.


Making Initiative an Intelligence check makes sense: characters who are able to process the battlefield
situation faster act faster.

Tactical Wit (War Wizard Subclass) now reads:


Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You
can add your proficiency bonus to your initiative rolls.

Critical Hits now do maximum normal damage plus 1 die.


Critical hits are fun, and usually result in more damage than you’d normally do, but rolling a 1 on your
damage die takes a lot of the wind out of your sails. With this rule, critical hits become awesomely
powerful blows that feel good without slowing the game down or requiring a lot of extra calculation.

Hit Points are now called Vitality. Player Characters also have a number of Wound Points equal
to twice their character level plus their Constitution score.
Vitality Points represent your character’s luck, will to live, and ability to fight through pain. Wound
Points represent actual physical injuries to your body. All damage is applied to Vitality first until it is
reduced to zero- that’s the point when you just can’t avoid getting hit anymore and the next sword
strike is going to cut you. Hold on to your Vitality Points, because

When you have 0 Vitality, you get a new condition called “Staggered”:
• A staggered creature has disadvantage on attack rolls.
• Saving throws against a staggered creature’s spells, attacks, and abilities have advantage.
• A staggered creature gains 1 level of exhaustion that lasts until they are no longer staggered.
• This condition ends as soon as the staggered creature regains at least 1 Vitality Point.

All magical healing applies to Vitality OR Wound Points (target’s choice), never both.
Creatures can’t exceed their VP and WP maximum, so any healing gained in excess of that number is
lost. “Extra” healing does not carry over from Wounds to Vitality.

During a short rest, characters may spend Hit Dice to restore Vitality, but not Wound Points.
Wound Points can only be regained with magical healing or by resting over time. Each long rest, a
character regains a number of Wound Points equal to their Proficiency Bonus plus their Constitution
modifier (minimum of 1) until their Wound Point maximum is reached.

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Characters receive Inspiration for acting in accordance with their Background Traits.
Any time a character takes an action that is in accord with their Personality Trait, Ideal, or Bond, they
can use Inspiration to give themselves an edge. Inspiration can be used to make an attack roll, saving
throw, or ability check with advantage, to grant an ally advantage on an attack roll, saving throw, or
ability check if your character can help them in some way, OR to impose disadvantage on an enemy’s
attack roll, saving throw, or ability check if your character can hinder them in some way.

If a player does not have Inspiration, they can Claim a Setback to gain it.
To Claim a Setback, the character must take an action related to their Flaw in some way. They suffer
disadvantage on a single attack roll, ability check, or saving throw but they gain Inspiration afterward.

At the beginning of every session, players may change their Background Traits if they wish.
As their characters grow and change, players can reflect this by changing their Background Traits to
reflect the new directions they would like to focus on (and the new types of actions to be rewarded with
Inspiration).

Combat rounds now last 1 minute instead of 6 seconds.


This has a few trickle-down effects. Generally speaking, any spell or ability measured in rounds now lasts
an equivalent number of minutes. Spells with a casting time or duration of 1 minute now have a casting
time or duration of 10 minutes. Spells whose duration is 10 minutes or longer remain unchanged. The
only odd one out that I have found is the Tsunami spell, which now takes 1 minute (1 action) to cast and
lasts for 6 minutes. This may have a few effects here and there, but generally speaking buff spells should
still last for an entire combat if they are measured in minutes or a significant chunk of the day if they are
measured in hours. Unless I have overlooked something, all times in this document reflect this change
already.

Rangers get a few quality of life improvements to Favored Enemy and Favored Terrain:
Favored Enemy: At level 6, rangers add their proficiency bonus to damage rolls against their favored
enemies. At level 14, they threaten a critical hit on a 19-20 when attacking a favored enemy. At level 20,
they threaten a critical on an 18-20 and can add their Wisdom modifier to their attack roll when
attacking their favored enemies. Rangers gain proficiency with 1 language of their choice at levels 1, 6,
14, and 20.
Favored Terrain: At level 6, rangers have advantage on all initiative rolls. At level 10, on the first turn of
combat they have advantage on attack rolls against creatures that haven’t acted yet. At level 20, on the
first turn of combat, attacks against creatures that haven’t acted yet are automatic critical hits.
Rangers can choose new favored enemies and favored terrains after a long rest.
Foe Slayer: At 20th level, rangers can add their Wisdom modifier to all weapon damage rolls.

Warlocks add the spells on their Patron’s bonus spell list to their spells known for free, and
can cast each of them once per long rest without using a spell slot.
This is a quality of life improvement that adds more versatility and flavor to warlocks of different
patrons, without being a tax on their limited number of spells known and spells slots per day.

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You can select background traits based on race in addition to your character’s profession.
Feel free to use the following traits in addition to or instead of your chosen background:

Dragonborn Background Traits


D6 Personality Trait
1 I take great pride in my appearance and always look my best.
2 I see omens from my draconic ancestors everywhere.
3 My deeds are unimportant- what matters is the reputation of my clan.
4 Simple, direct solutions are better than complicated plans.
5 It is up to each individual to solve their own problems.
6 I am always polite and respectful.

d6 Ideal
1 HONOR. If I dishonor myself, I dishonor my whole clan. (Lawful)
2 MIGHT. The strongest are meant to rule. (Evil)
3 GLORY. I must earn glory in battle, for myself and my clan. (Any)
4 ORDER. It is my duty to respect the authority of those above me, just as I am owed respect
from those below me. (Lawful)
5 GREATER GOOD. Everyone must do what they can to make the most happiness for the
entire clan. (Good)
6 INDEPENDENCE. My draconic ancestor acts as they will, and so shall I. (Chaotic)

d6 Bond
1 Nothing is more important than my clan.
2 I will bring down terrible wrath upon those who slew my draconic ancestor.
3 I would die to recover an ancient relic of my draconic ancestor.
4 I will face any challenge to win the approval of my elders.
5 My honor is my life.
6 One day I will be as famous as my draconic ancestor, and my name will be as revered.

d6 Flaw
1 I secretly believe everyone is beneath me.
2 Too often, I hear veiled insults and threats in ordinary conversations.
3 I’m convinced of the greatness of my destiny, and blind to the possibility of failure.
4 I put too much trust in the wisdom of my draconic ancestors and elders.
5 I am inflexible in my thinking.
6 It is right that the weak perish while the strong survive.

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Dwarf Background Traits
D6 Personality Trait
1 Dwarf craftwork is the best, and I want everyone to know it.
2 If you insult my friend, you insult me!
3 Flesh crumbles; stone endures.
4 Anything worth doing is worth doing right, however long it takes.
5 Once I make up my mind, there’s no use trying to change it.
6 I can recite the history of my entire clan. The problem is getting me to stop!

d6 Ideal
1 JUSTICE. Justice is about truth and fairness. Mercy doesn’t enter into it. (Lawful)
2 TRADITION. Do things the right way; the way dwarves perfected centuries ago. (Lawful)
3 COMMUNITY. It is the duty of every dwarf to stand in defense of their clan, kin, and
community. (Good)
4 TOLERANCE. Good artisans are too invested in their own craft to pry into the affairs of
others. (Neutral)
5 GREED. Wealth is the only real right in this world. (Evil)
6 PERFECTION. I will be the best at my craft. (Any)

d6 Bond
1 My clan is the most important thing in the world to me, even when they are far away.
2 I’m the last of my clan, and it is up to me to keep their traditions and memories alive.
3 Someday, I will have my revenge against those who insulted my family.
4 My honor, and the honor of my clan, is my life.
5 Those who fight beside me are worth dying for.
6 Someday, I will repay all of my family’s debts and restore our honor.

d6 Flaw
1 I respect the feelings of my clan and kind. To everyone else, I speak my mind.
2 I’m never wrong! (Or at least, I’ll never admit that I’m wrong.)
3 Once I start drinking, it’s hard for me to stop.
4 When someone questions my courage, I can’t back down, no matter what.
5 I am suspicious of non-dwarves and expect the worst from them.
6 Once I set my mind upon a goal, I pursue it to the detriment of everything else in my life.

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Elf Background Traits
D6 Personality Trait
1 I am patient in ways shorter-lived races will never be able to understand.
2 I’ve seen so much in my lifetime that I fear there are no surprises left to discover.
3 There is wisdom in caution, and I consider my options carefully when making choices.
4 It is better to resolve problems through diplomacy than violence.
5 The best way to appreciate the beauty of the natural world is to live in harmony with it.
6 I laugh easily and often. Live long enough and you see the humor in everything.

d6 Ideal
1 BEAUTY. What is beautiful also reveals what is true. (Good)
2 CREATIVITY. The world needs new ideas and bold actions. I certainly do! (Chaotic)
3 TRADITION. The stories, legends, and lore of the past must not be forgotten, lest we make
the same mistakes again. (Lawful)
4 GREATER GOOD. My gifts are meant to be shared with all, not used for my own benefit.
(Good)
5 CONTEMPLATION. If you know yourself, then there is nothing left to know. (Any)
6 POWER. The wise have a right to rule, and I am the wisest. (Evil)

d6 Bond
1 Someone I loved died because of a choice that I made. That must never happen again.
2 I worked the land, I love the land, and I will protect the land.
3 An injury to my beloved wilderness home is an injury to me.
4 I am the guardian of a powerful secret that must not fall into the wrong hands.
5 I’ve been searching my whole life for the answer to a certain question.
6 Someone gave their life to save mine. To this day, I will never abandon a friend.

d6 Flaw
1 I am slow to trust members of other races.
2 I’ve lived so long I’m convinced I’m immortal. One day my recklessness shall be my undoing.
3 I value my own life over the lives of others… and it shows.
4 I can’t resist a pretty face.
5 I never forget an insult, no matter how much time passes.
6 I have an insatiable appetite for physical pleasure.

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Gnome Background Traits
D6 Personality Trait
1 I am easily excited by trees! And rocks! And insects! And birds! And…
2 SometimespeoplesayIspeaktoofast
3 I love a good joke, even at my own expense.
4 Sometimes I get so wrapped up in my own thoughts I don’t realize someone’s talking to me.
5 I work hard so I can play hard when the work is done.
6 My friends know they can rely on me, no matter what.

d6 Ideal
1 INQUISITIVE. There’s no such thing as too much knowledge. (Any)
2 NO LIMITS. Nothing should fetter the infinite possibility inherent in all existence (Chaotic)
3 ASPIRATION. I work hard to be the best there is at my craft. (Any)
4 LOGIC. Emotions should not cloud our judgement of what is right and true, nor should they
unduly affect our reasoning. (Lawful)
5 COMMUNITY. The world is a better place when everyone helps their neighbors. (Good)
6 DANGER. The greater the risk, the greater the reward! (Chaotic)

d6 Bond
1 I have a friendly rival. Only one of us can be the best, and I intend to prove that it’s me!
2 The workshop where I learned my trade is the most important place in the world to me.
3 Someday, I will return to my guild and prove I am the greatest expert of them all.
4 My life’s work is a series of tomes related to a specific field of lore.
5 I would do anything for the other members of my guild.
6 My tools are the symbols of my past life, and I carry them with me so I never forget my
roots.

d6 Flaw
1 Others are put off by my obvious intellectual superiority. I don’t know why.
2 I’m so used to talking to- and arguing with- myself, it’s hard to make new friends.
3 I worked too hard to gain my knowledge to give it away for free!
4 I have trouble keeping my true feelings hidden, and my sharp tongue lands me in trouble.
5 Most people scream and run when they see a demon. I stop and take anatomical notes.
6 There’s no room for caution in a life lived to the fullest!

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Half-Elf Background Traits
D6 Personality Trait
1 Every stranger is just a friend I haven’t met before.
2 I get along better with animals than people.
3 I like to listen to every side of an argument before I make up my mind.
4 My mood changes like the weather.
5 I like elves more than humans; humans are so rude! (Re-roll a 7)
6 I like humans more than elves; elves are so aloof! (Re-roll a 6)

d6 Ideal
1 PEOPLE. The people who love you are worth fighting for. (Neutral)
2 FAMILY. Blood is thicker than water. (Any)
3 INDEPENDENCE. Nobody tells me what to do. I am the master of my own destiny! (Chaotic)
4 NATION. My city, nation, or family are all that matter. (Any)
5 TRADITION. No one knows or follows the ways of my people better than I do. (Lawful)
6 NEUTRALITY. Meddling in the affairs of others only leads to trouble. (Neutral)

d6 Bond
1 I owe my life to the family that took me in when my parents rejected me.
2 Somewhere out there, I have a child who doesn’t know I exist. I make the world a better
place for their sake.
3 I idolize a hero of old, and measure my deeds against theirs.
4 I will face any challenge to win the approval of my people.
5 Someday, I will be reunited with my family. My REAL family, I mean.
6 I am the last of my family line, and it is up to me to preserve their legacy.

d6 Flaw
1 I judge myself by impossible standards.
2 People who can’t take care of themselves get what they deserve.
3 I am inflexible and dogmatic in my thinking.
4 It’s not that I think I’m better than everyone else. I know I am.
5 I would kill to get a noble title. Now THAT’s recognition!
6 I have a weakness for vice that I indulge a little too often.

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Halfling Background Traits
D6 Personality Trait
1 Whenever I come to a new place, I collect new stories and catch up on the local gossip.
2 I’m always picking things up, fiddling with them, and occasionally breaking them.
3 I enjoy fine food, drink, and comfort whenever I can.
4 I get restless if I stay in one place for too long.
5 I’m a hopeless romantic. There’s someone special out there for everyone- probably more
than one, when you think about it. I mean, the world is a big place!
6 I like to squeeze into small spaces where bigger folk can’t go.

d6 Ideal
1 COMMUNITY. We have to look out for each other, because nobody else will. (Lawful)
2 FRIENDSHIP. The friends you make are more important than the things you own. (Good)
3 SINCERITY. Judge someone by their actions, because they reveal the true self. (Neutral)
4 LIBERTY. Everyone should be free to pursue their own lives without interference. (Chaotic)
5 REDEMPTION. There’s a spark of good in everyone, no matter what they’ve done. (Good)
6 GREED. It’s my right to have whatever you can’t stop me from taking. (Evil)

d6 Bond
1 My caravan is my home, and I’ll fight to defend it.
2 I protect those who can’t protect themselves.
3 I would do anything to prove myself worthy to the object(s) of my love.
4 My caravan’s trade agreements must be maintained at all costs.
5 A powerful person hurt someone I love, and someday I shall make them pay for it.
6 Something important was taken from me, and I intend to get it back.

d6 Flaw
1 When I see something valuable, I can’t think about anything except how to steal it.
2 A scandal keeps me from ever going to a particular city again. For some reason, that kind of
trouble seems to follow me around.
3 I’m quick to assume someone is trying to cheat me, because they usually are.
4 I can’t keep a secret to save my life, or anyone else’s. The gossip is just too juicy!
5 I’ll say or do just about anything to avoid having to do extra work.
6 There’s nothing I hate more than a fair fight.

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Tiefling Background Traits
D6 Personality Trait
1 Everything has a price. Everything.
2 The first thing I notice in a room is where the exits are.
3 Sarcasm and insults flow off my tongue easier than praise.
4 I lie about almost everything, because no one would believe me even if I told the truth.
5 I am always calm, no matter the situation. I never raise my voice or let emotions control me.
6 I judge someone by their deeds, not their appearance.

d6 Ideal
1 PEOPLE. I’m loyal to my friends, not to any ideals. (Neutral)
2 POWER. If I can attain more power, no one will tell me what to do. (Evil)
3 REDEMPTION. Everyone deserves a second chance. (Good)
4 ASPIRATION. I’m going to rise above the sins of my ancestors. You’ll see. (Any)
5 LIVE AND LET LIVE. Ideals aren’t worth killing or dying for. (Neutral)
6 INDEPENDENCE. To hell with your rules, I’m going to carve out my own destiny! (Chaotic)

d6 Bond
1 Those who fight beside me are worth dying for.
2 I suffer awful visions of a coming disaster, and will do anything to stop it.
3 No one else should have to endure the hardships I have survived.
4 I can feel the evil inside me. It must never be unleashed!
5 I want to become famous, but I’ll settle for infamy.
6 I owe a debt I can never repay to the first person who saw me for who I truly am.

d6 Flaw
1 Despite my best efforts, I am unreliable to my friends.
2 I judge others harshly, and myself even more severely.
3 I am suspicious of strangers and expect the worst from them.
4 I’m convinced no one can fool me the way I fool others.
5 I’ll do anything to win fame and renown.
6 When someone questions my courage, I never back down no matter the danger.

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