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Player’s Handbook
Character Generation and House rule
The current age has no all-encompassing empire. The world is shrouded in a dark age, between the
collapse of the last great empire of Nerath, and the rise of the next, which might be centuries away.
Minor kingdoms prosper, to be sure: baronies, holdings, city-states. But the world isn’t carved up
between nation-states that jealously enforce their borders. Each settlement appears as a point of light
in the widespread darkness, a haven, an island of civilization in the wilderness that covers the world.
Those centers of civilization are few and far between. The soldiers of the big towns and cities might do
a passable job of keeping the lands within a few miles of their settlements free of monsters and bandits,
but most of the outlying towns and villages are on their own. Trade and travel do occur, but these are
the purview of plucky merchants, brave souls, and the desperate. And even so, the most ambitious of
those individuals are careful to stick to better-known roads. It might be safe enough within a day’s ride
of a city or an hour’s walk of a village, but go beyond that and you are taking your life into your hands.
A few difficult and dangerous roads tenuously link neighboring settlements together, but if you stray
from them you quickly find yourself immersed in goblin-infested forests, haunted barrowfields, desolate
hills and marshes, and monster-hunted badlands.
Many small settlements and strongholds are founded, flourish for a time, and then fall into darkness.
The wild lands are filled with forgotten towers, abandoned towns, haunted castles, and ruined temples.
Lost knowledge and ancient magic might linger in these places and ordinary folk shun these locations,
fearing what might lie within. Even people living only a few miles away from such places might know
them only by rumor and legend.
Sometimes the smallest villages have a few capable individuals and a bit of magic at their disposal.
People believe in magic and accept its power. They benefit from a hedge mage’s ability to ward off evil
spirits, a wise woman’s talent for making effective herbal cures, and a priest’s capacity to call on the
power of the gods to bless crops. Like these minor magicians, warriors are widespread enough that
most villages enjoy adequate protection from day-to-day threats. Some such soldierly types trace their
skills back to their time in an army, while others carry on the martial tradition of their family that dates
to ancient times. Still others combine the old and the new, learning to fight as necessity dictates,
creating a unique path.
In such a world, adventurers are aberrant. They are truly extraordinary people, driven by a thirst for
excitement into a life that others would never dare lead. Commoners view them as brave at best and
insane at worst. But they are heroes, compelled to explore the dark places of the world and take on the
challenges that lesser women and men can’t stand against.
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Tales from the Vale
Player’s Handbook
Character Generation and House rule
Character Generation
Attribute generation
Roll 4d6, drop the lowest die rolled, for each Playable Races
Attribute and place as desired. Races from Core Rulebook
Choose your race Dwarves
The last great empire, old Nerath, was ruled by In time of Nerath, most of the dwarven kingdoms
humans, and it contained a place for all the and city-states were absorbed into the rule of the
common races. Even though it has fallen into human-controlled empire. Over countless years,
ruin, the remains of the empire still serve as home dwarves spread across the most remote regions of
to humans, elves, dwarves, and others. this realm, and they can be found throughout the
Collectively they are called the civilized races— former lands of Nerath to this day. A few dwarven
they’re the ones found living together in the strongholds still survive from ancient times, or
towns and villages of the Nentir Vale. have been rebuilt since the fall of Nerath. In the
The Nentir Vale is also a land of gender equity, Nentir Vale, many dwarves live in human towns,
where women can be found in all professions and but dwarven communities can be found to the
ranks. The inhabitants of the Vale value skill and east, the most important of all is the citadel of
fortitude, no matter its trappings. Nobles are Hammerfast.
respected, even revered, but to the common Physical Qualities:
person they are not untouchable. Respect must be Dwarves of the Vale have the same variety of
earned, and nowhere in the world is there a people skin, eye, and hair colors as humans, although red
as ready to demand their due as in the Nentir Vale. hair is more common among them. Male dwarves
Adventurers and heroes can arise from these are often bald and braid their long beards into
various peoples. If you’re a fighter, are you a elaborate patterns. Female dwarves braid their
stubborn canien knight, a graceful elf hair to show clan and ancestry. Dwarven attire
blademaster, or a fierce half-ogre gladiator? If and equipment, including weapons and shields,
you’re a spellcaster, are you a brave human spell- are decorated with bold geometric shapes, natural
for-hire, a pious mechanoid priest, or a demented gems, and ancestral faces.
dwarven spellcrafter?
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Tales from the Vale
Player’s Handbook
Character Generation and House rule
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Tales from the Vale
Player’s Handbook
Character Generation and House rule
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Tales from the Vale
Player’s Handbook
Character Generation and House rule
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Tales from the Vale
Player’s Handbook
Character Generation and House rule
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Tales from the Vale
Player’s Handbook
Character Generation and House rule
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Tales from the Vale
Player’s Handbook
Character Generation and House rule
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Tales from the Vale
Player’s Handbook
Character Generation and House rule
A character may apply only one additional rank, The off-handed weapon normally does not get
when acquired, to increase his bonus to +2. This multiple attacks, even if allowed by
is the maximum of the advancement. specialization. Like a monster using an attack
routine (claw-claw-bite) the off-handed weapon
Armor Specialist attacks at the same time as the primary weapon.
A fighter character may spend a specialization
rank to consider a type of armor of his choice one Note: Off-handed weapon attacks (with no
step lighter in regards of movement rates. A primary hand attack) are at -3 penalty, with the
fighter can only apply one rank of specialization Dexterity bonus subtracted as above.
to each specific type of armor. As an option, a character using two-weapon
Combat options (all classes) combat may choose to use the off-handed weapon
as a defensive item similar to a shield. This must
Critical Hits be declared at the start of the round.
If a nature 20 is rolled then max damage of the
weapon die is added to the result rolled (if the In this case, no special penalty is applied to the
weapon is a d6 then 6 points is added to the primary weapon, and the off-handed weapon adds
amount rolled, ect...). +1 to the wielder's AC value against a single
melee attacker per round.
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Tales from the Vale
Player’s Handbook
Character Generation and House rule
If the character using two weapons at once has a Trip: The character tries to hook and pull
specialization bonus with the off-hand weapon he down a foe instead of inflicting damage.
is using to defend, add the specialization AB On a successful hit, the victim must make
modifier as well to the character's AC. a save vs. Paralyzation or fall to the
ground. Standing up again is equivalent to
Defending
When the character just wants to avoid being hit. a full move.
The player must declare that the character is Cleric Options
defending and is not making any attacks. Turning undead (Druids gets Befriend Animal)
bonus.
The defending character applies a bonus of +4 to
AC. If the character is holding/using a specialized The Cleric (and Druids) are allowed to add their
weapon, he or she may add the specialization "to wisdom (or charisma for the Druids) modifier to
hit" bonus to AC to reflect the additional parrying all turn/befriend rolls. This option is applied to the
skill. Also, magic weapons usually confer the number of HD affected also.
bonus to the AC of the defending character.
Bonus spells
Called Shots
Wisdom Bonus Spells Bonus Orisons
Called shots are all those kind of attacks that are
9 – 11 N/A 0
not performed with the intent of simply dealing
damage but rather to achieve “special effects” like 12 N/A +1
tripping, disarming, or otherwise subduing the 13 – 15 1x 1st level +1
target. 16 – 17 2x 1st level +2
A called shot makes a normal attack roll with a -4 18 2x 1st, 1x 2nd level +3
penalty on the roll.
Called shots may be resisted with a saving throw
of some kind but usually Paralyzation or Death
Ray.
Here are some samples of called shots:
Disarm: The character chooses to inflict
no damage and simply disarm the enemy;
the target is permitted to save vs.
Paralyzation to hang on to his or her
weapon.
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Character Generation and House rule
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Tales from the Vale
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Character Generation and House rule
Bonus spells for high Intelligence Roll 1d10 for each cantrip. Duplicates can be
Intelligence Bonus Spells Cantrips chosen instead of rerolled.
9 - 11 N/A 0 1. Exterminate
12 N/A +1 2. Mage Hand
3. Knot / Unknot (specific version must be
13 - 15 1 x 1st level +1
memorized to be used)
16 - 17 2 x 1st level +2 4. Irritate
18 st nd
2 x 1 , 1 x 2 level +3 5. Flavor
6. Clean / Dirty (specific version must be
memorized to be used)
Inherent Read Magic 7. Flare (very small ball of fire - can be used
Arcane spellcasters can read magic without
in an attempt to start a small campfire or
needing the spell but it takes ten times as long.
torch)
Inherent Detect Magic 8. Animate Tool
Arcane spellcasters can detect magic by holding 9. Inscribe (can not be used to write scrolls
said object in or with their hand. It takes a full or magical runes)
minute of concentration (no other action can be 10. Open / Close
performed) without interruption or disruption.
Upon a successful INT ability roll, the spellcaster First level spells
can feel a warm, tingling sensation, or have some Arcane spellcasters begin with 2 + bonus. Half
other unusual tactile effect (GM's call). the beginning spells are randomly rolled by the
player while the rest is chosen by the GM.
Starting Spellbooks
Saving Throw Bonus (single classed only)
All arcane spellcasters start with the following in Magic-Users get a bonus on saving throws vs.
their spellbooks: Starting number of Cantrips: 1d4 Spells equal to their intelligence bonus. This
+ Bonus represents their greater understanding of magic
and ability to predict and therefore avoid spells
cast at them.
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Player’s Handbook
Character Generation and House rule
House Rules
Hit points Racial class restriction is abolished.
Max HP for first level A character can be any of the listed classes no
matter their race. Some races will have
Character death
• At 0 hp, a character becomes unconscious preferences but that is not stopping the player
• At negative hp, a character loses 1 hp per characters from being something else.
round until dead or stabilized. Combination classes (core rules pg 10)
• Happens at -10 hp as per the Death and To become a member of a combination class, a
Dying optional rules on page 152 (pdf character must meet the requirements of both
page 156). classes with one of the classes being a core rule
class. Combination class characters use the best
Ability score advancement values of their two classes (to the limit of any
Only humans can increase their ability scores. racial limitations).
The underlying logic of this criteria is that Subclasses can not combo with their parent class
humans are the most adaptable race and the
fastest learners. The other races have longer Divine/Arcane caster combinations is not
lifespans and other natural abilities that preclude allowed. Their approaches to magic is
them from having to improve their stats. incompatible.
A player (with a human character) may choose to Arcane caster based combinations may cast spells
increase one ability score by one point at levels 4, while wearing leather or lighter armor that is
7, 10, and 15. specially made. This based on the fact that the
additional class includes training in the use of
No score may be raised over an "18." armor.
Alignments
Armor Cost Weight AC
The conflict of good versus evil is a common
motif in D&D and other fantasy fiction. Although Padded or Quilted 30 GP 10 12
player characters can and probably will act for Hide 20 GP 30 13
personal gain rather than from altruistic motives,
Leather 40 GP 15 13
it is generally assumed that the player characters
will be opposed to evil and will tend to fight evil Studded Leather 60 GP 25 14
creatures. In that light, Good and Neutral
alignments are being allowed for player Initiative
characters. Evil alignment is not allowed.
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Initiative roll is 1d10+dex modifier. This will be a pound while 5 crowns will fit in a cubic inch
simple roll every round as combat is chaotic. (game wise). Copper and Silver coins weigh half
as much but still take up approximately the same
Poison
Poison causes damage instead of instant death. volume. Gems and jewelry are a more portable
form of wealth favored by adventurers. Among
Poison damage is *d6 per round for 1d6 rounds (* commoners, “portable wealth” usually means
= number of hit dice divided by 2 rounded down livestock (a cow is worth about 10 gold pieces in
with a minimum of 1d6). A successful Save vs trade).
Poison (Apply Con modifier to the roll as
mentioned in the core rules) reduces the damage Languages of the Vale
There are seven languages used by civilized races
by half with the minimum of 1 point of damage.
in the Nentir Vale. These languages are
Example: A 4 hd monster that has a poison attack transcribed in different scripts, most of which are
would have poison damage of 2d6. A 2hd or less alphabets. Goblin is the only language of the
monster's poison attack would be 1d6. realm that lacks its own script, owing to the brutal
Armor Worn and barbaric nature of the goblin race. The Giant
It's weight is not counted for encumbrance if language uses the Davek runes of the dwarves,
worn as that is accounted for with the base dating from the dwarves’ long servitude to the
movement change. Armor carried (in backpack or giants.
so) is counted for encumbrance though.
The gods have their own language, Supernal,
Coins and currency which they share with their angelic servants.
Merchants and Nobles use gold pieces as the When a god or angel speaks Supernal, it can
standard unit of currency for most transactions. choose to speak so that any creature that
The exchange of large amounts of money might understands a language can understand this divine
be handled by letters of credit or gems and speech, as if the speaker used their own
jewelry, but the value is always measured in gold languages. Immortals who speak Supernal can
pieces. The common people deal with silver understand speech and writing in any language.
pieces and copper pieces more but an occasional The Supernal script is a system of hieroglyphics.
electrum piece is seen. A gold piece is worth 10
silver pieces, an electrum piece is worth 5 silver The primordials have their own language as well,
pieces, and a silver piece is worth 10 copper with none of the special qualities of Supernal. The
pieces. titans and giants adopted a debased version of this
language for their own tongue, and Abyssal is a
The current gold coin (known as a crown) is form of Primordial warped and twisted by the evil
about an inch across, and weighs about a 10 to a at the heart of the Abyss.
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Character Generation and House rule
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worldwide theological authorities that oversee all way to power. The weak do not deserve
practitioners of a given faith. compassion.
Asmodeus is the evil god of tyranny and Luck favors the bold. Take your fate into
domination. He rules the Nine Hells with an iron your own hands, and Avandra smiles upon
fist and a silver tongue. Aside from devils, evil you.
creatures are drawn to his dark cults. His rules are
Strike back against those who would rob
strict and his punishment harsh:
you of your freedom and urge others to
Seek power over others, that you might fight for their own liberty.
rule with strength as the Lord of Hell
Change is inevitable, but it takes the work
does.
of the faithful to ensure that change is for
Repay evil with evil. If others are kind to the better.
you, exploit their weakness for your own
Bahamut
gain.
Alignment: Good
Show neither pity nor mercy to those who
are caught underfoot as you climb your Areas of Influence: Justice, honor, nobility,
protection
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Character Generation and House rule
Holy Symbol: Dragon’s head in profile, facing to Hone your combat skills to perfection,
the left whether you are a mighty general or a lone
mercenary.
Called the Platinum Dragon, Bahamut is the good
god of justice, protection, nobility, and honor. Corellon
Paladins often revere him, and metallic dragons
worship him as the first of their kind. Monarchs Alignment: Good
are crowned in his name. He commands his Areas of Influence: Arcane magic, spring,
followers thus: beauty, the arts
Uphold the highest ideals of honor and Holy Symbol: Starburst
justice.
The good god of spring, beauty, and the arts,
Be constantly vigilant against evil and Corellon is the patron of arcane magic and the
oppose it on all fronts. fey. He seeded the world with arcane magic and
planted the most ancient forests. Artists and
Protect the weak, liberate the oppressed,
musicians worship him, as do those who view
and defend just order.
their spellcasting as an art, and his shrines can be
Bane found throughout the Feywild. He despises Lolth
and her priestesses for the leading the drow
Alignment: Evil astray. He urges his followers thus:
Areas of Influence: War, conquest Cultivate beauty in all that you do,
Holy Symbol: Claw with three talons pointing whether you’re casting a spell, composing
down a saga, strumming a lute, or practicing the
arts of war.
Bane is the evil god of war and conquest.
Militaristic nations of humans and goblins serve Seek out lost magic items, forgotten
him and conquer in his name. Evil fighters serve rituals, and ancient works of art. Corellon
him. He commands his worshipers to: might have inspired them in the world's
first days.
Never allow your fear to gain mastery
over you, but drive it into the hearts of Thwart the followers of Lolth at every
your foes. opportunity.
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Tame the wilderness to make it fit for Areas of Influence: Knowledge, prophecy, skill
habitation, and defend the light of Holy Symbol: Crook shaped like a stylized eye
civilization against the encroaching
darkness. Ioun is the neutral goddess of knowledge, skill,
and prophecy. Sages, seers, and tacticians revere
Seek out new ideas, new inventions, new her, as do all who live by their knowledge and
lands to inhabit, new wilderness to mental power. Corellon is the patron of arcane
conquer. Build machines, build cities, magic, but Ioun is the patron of its study.
build empires. Libraries and wizard academies are built in her
Gruumsh name. Her commands are also teachings:
Holy Symbol: Unblinking triangular eye with Accumulate, preserve, and distribute
bony protrusions knowledge in all forms. Pursue education,
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build libraries, and seek out lost and Areas of Influence: Spiders, shadows, lies
ancient lore.
Holy Symbol: Eight-pointed star with a web
Be watchful at all times for the followers motif; also, a spider
of Vecna, who seek to control knowledge and
Lolth is the evil goddess of shadow, lies, and
keep secrets. Oppose their schemes, unmask their
spiders. Scheming and treachery are her
secrets, and blind them with the light of truth and
commands, and her priests are a constant force of
reason.
disruption in the otherwise stable society of the
Kord drow. Though she is properly a goddess and not a
demon, she is called “Demon Queen of Spiders”.
Alignment: Neutral She demands that her followers:
Areas of Influence: Storms, strength, battle Do whatever it takes to gain and hold
Holy Symbol: Sword with a lightning bolt cross power.
guard
Rely on stealth and slander in preference
Kord is the neutral storm god and the lord of to outright confrontation.
battle. He revels in strength, battlefield prowess,
Seek the death of elves at every
and thunder. Fighters and athletes revere him. He
opportunity.
is a mercurial god, unbridled and wild, who
summons storms over land and sea; those who Melora
hope for better weather appease him with prayers
and spirited toasts. He gives few commands: Alignment: Neutral
Be strong, but do not use your strength for Areas of Influence: Wilderness, sea
wanton destruction. Holy Symbol: Seashell with a wavelike swirl
Be brave and scorn cowardice in any Melora is the neutral goddess of the wilderness
form. and the sea. She is both the wild beast and the
peaceful forest, the raging whirlpool and the quiet
Prove your might in battle to win glory
desert. Scouts, hunters, and elves revere her, and
and renown.
sailors make offerings to her before beginning
Lolth their voyages. Her strictures are these:
Alignment: Evil
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Demonstrate loyalty to your family, your Areas of Influence: Death, fate, winter
clan, your leaders, and your people.
Holy Symbol: Raven’s head in profile, facing left
Strive to make a mark on the world, a
The name of the neutral goddess of death is long
lasting legacy. To make something that
forgotten, but she is called the Raven Queen. She
lasts is the highest good, whether you are
is the spinner of fate and the patron of winter. She
a smith working at a forge or a ruler
marks the end of each mortal life, and mourners
building a dynasty.
call upon her during funeral rites, in the hope that
Pelor she will guard the departed from the curse of
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undeath. She expects her followers to abide by Seek new horizons and new experiences,
these commandments: and let nothing tie you down.
Hold no pity for those who suffer and die, Alongside Corellon, Sehanine is at the head of the
for death is the natural end of life. Seldarine, the fey pantheon.
Alignment: Evil
Keep to the shadows, avoiding the blazing
light of zealous good and the utter Areas of Influence: Wealth, greed, vengeance
darkness of evil.
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Holy Symbol: Five clawed star Delight in the giving of pain, and consider
pain you receive as homage to Torog.
Tiamat is the evil goddess of wealth, greed, and
envy. She is the patron of chromatic dragons and Bind tightly what is in your charge, and
those whose lust for wealth overrides any other restrain those who wander free.
goal or concern. She commands her followers to:
Vecna
Hoard wealth, acquiring much and
spending little. Wealth is its own reward. Alignment: Evil
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Zehir is the evil god of darkness, poison, and Etch Avandra's symbol on a path to
assassins. Snakes are his favored creation. He indicate a safe course or on a building to
urges his followers to: show it is a safe house.
Shout at the heavens during a storm to
Hide under the cloak of night, that your
prove your bravery to Kord.
deeds might be kept in secret.
Wear golden jewelry during the day and
Kill in Zehir's name and offer each murder silver at night, to please both Pelor and
as a sacrifice. Sehanine.
Inter a raven’s feather with a corpse to
Delight in poison, and surround yourself keep undeath from claiming the body.
with snakes. If you tell a lie, splay wide the fingers of
the left hand under a table or behind your
Common rites to the deities of back, to ask Lolth for help to make sure
the untruth is not discovered.
the Pantheon Place the weapon of a fallen warrior in the
corpse's hand. This will show Bane of war
The people of the vale worship the deities in that he or she died fighting and therefore
different ways. The listed ones below are various deserves honor.
common practices in the Nentir Vale.
When you are proven wrong, write down Many believe that to speak the noble name of
two copies of the truth you discover, Bahamut is a sign of disrespect, so instead they
keeping one and taking the other to a call him the Platinum Dragon.
shrine to loun.
Worshipers of Avandra, Ioun, and the Raven
After you take fruit, herbs, or wood from a
Queen pay them homage as the three deities of
forest, trace a star in the soil so Corellon's
destiny. In the Feywild, however, the three deities
magic can replace what you've taken.
of destiny, or the Three Fates as they are called by
Swear by Bahamut when you make an
the fey, are Sehanine (as the Maiden), Melora (as
oath to bring someone to justice.
the Mother), and the Raven Queen (as the Crone).
When you agree to an alliance or a
Inhabitants of the Feywild believe those three
business arrangement, interlock your
deities are patrons of the Wild Hunt, and they will
fingers like the teeth of two gears—
declare Wild Hunts against someone who breaks
forming the symbol of Erathis.
an oath, because oaths in the Feywild are
powerful things.
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The Primal Spirits gods exist in their astral dominions, the spirits in
the mortal world, and each is worthy of respect,
veneration, or worship as appropriate to its
The gods are sometimes known by different
station.
names in isolated cultures that follow the spirit
way. For example, Kord is called Wild Storm
Those who follow the spirit way often blend that
Father by some barbarian tribes, and Melora is
path with the worship of gods such as Corellon,
known as Great Mother in certain remote regions.
Kord, Melora, Sehanine, and even Bane or Zehir.
However, people who learn the lore of such folk
As long as the practice of primal magic and the
can easily note that those people speak of Wild
proper relationship with the spirits are
Storm Father and Great Mother differently from
maintained, both ways can easily coexist.
how they speak of Stormhawk or Dark Sister. The
latter are treated as familiar allies or even family;
the former are more powerful and distant Known Primal Spirits in the Nentir
monarchs. Vale:
The primal spirits are not gods. They are plentiful Always Falling, a spirit of water in
beyond counting, unlike the limited pantheon of motion, strongest around rivers and
gods. They do not demand worship, and their waterfalls.
power is limited to the natural world. Followers Blood Cousin, a spirit dedicated to
of the spirit way do not limit their veneration to a maintaining harmony between disparate
single spirit in the way that some people devote savage tribes.
themselves to the worship of one deity. Even so, Deep Winds, great elder spirits that dwell
some people confuse the primal spirits with in the wild areas of the Underdark.
deities, referring to the spirit way as “the old Earth Wheel, a spirit that provides for
faith”—as if, somehow, worship of the pantheon nomadic tribes.
of gods was destined to supplant and replace Everflame, the only one of the fire spirits
reverence for the primal spirits. that is eternal, he protects the world of the
lesser fire spirits. He was one of the most
In fact, most of the time the spirit way and the active spirits during the Dawn War.
worship of the gods do not conflict. The gods Fate Weaver, the Grandmother Spider
have no vested interest in stamping out the spirit that control destiny and is said to have
way, and the primal spirits certainly feel no need created the bindings between the planes
to argue against the teachings of the gods— The Grandmothers, an extended group
indeed, they rarely argue much of anything. The of female ancestor spirits.
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Great Bear, a powerful warrior and Soul Serpent, keeper of the gate of
protector spirit who defends the world in dreams.
the way that a she-bear ferociously Spirit Drake, a spirit revered by savage
defends her cubs. dragonborn.
Great Watcher, a mysterious, formless Stoneroot, the ageless force that thrust
spirit said to see and hear everything. mountains toward the sky.
The Hunter Twins, a mortal brother and Stormhawk, a spirit who fought the gods
sister that have been reincarnating into and the primordials to protect the world at
mortals and animals, taking turns on their the end of the Dawn War.
roles. Tree Father, an ancient and trusted spirit
Hunter of Winter, a sabretooth tiger who created the forests.
revered by the barbarians of the Whisper, also known as the Dark Sister,
Winterbole Forest, it is believed he is the a capricious spirit, a trickster, and a
ancestor of the Tigerclaw tribe. bringer of monsters.
The Monster Slayers, a group of heroic World Healer, the force that mended the
ancestor spirits that warriors and world after the Dawn War.
adventurers of all tribes look up to. World Serpent, the most powerful of the
Old Grandfather, also known as the primal spirits. He surrounds and protects
Sand Father, a spirit that claims he was the World.
first ancestor spirit. World Tree, the spirit of the World itself.
Primal Beast, a predator from the dawn
era, when the first sentient races were just
another kind of prey for the mighty beasts.
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