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PREFACE +,ÿ./ÿ012&3ÿ2(ÿ4567'829:1
CH. 1: STORY OF WILDEMOUNT

;<=>?@<ÿtoB?ÿ;C
Welcome =D<@?EFB
Wildemount

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?FBCF<FBZ
HOBC?FNÿ?ofPÿ;C
Nations =D<@?EFB
Wildemount

;C=D<@?EFB\Nÿ̀O
Wildemount's QC?ENÿQregions
various <MC?FNÿOareQ<ÿDdescribed
<N>QCU<DÿCinFÿMgreater
Q<OB<QÿDdetail
<BOC=ÿCinFÿ>chapter
WOSB<Qÿf3.Zÿg<Q<\NÿOaÿhquick
Here's EC>cÿ?overview
`<Q`C<Iÿ?ofPÿthe
BW<ÿ@O]?Qÿ>civilizations
major C̀C=CiOBC?FNÿ?ofPÿ;C=D<@?EFBZ
Wildemount.

JI<FDO=COFÿ^Empire
Dwendalian @SCQ<

[The
W<ÿQraven
O`<FÿNsoars
?OQNÿ?over
`<QÿOaÿ@ONNC̀<ÿ>city,
massive CBRTÿNsprawling
SQOI=CFMÿ?outward
EBIOQDÿPfrom
Q?@ÿOaÿNsomber,
?@U<QTÿ@? F?=CBWC>ÿSpalace.
monolithic O=O><ZÿLSoldiers
?=DC<QNÿOand
FDÿIO
warQ ÿ@O >WCF<NÿSpour
machines ?EQÿPfrom
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>Q?NNÿthe
BW<ÿ=land
OFDÿ=like
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Cinnumerable
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Q<<DC=Rÿ<encircling
F>CQ>=CFMÿthe
BW<ÿ>continent.
?FBCF<FBZÿ[The
W<ÿQraven
O`<FÿFnotes
?B<Nÿthis
BWCNÿWhungry
EFMQRÿUbehemoth
<W<@?BWÿOandFDÿOalters
=B<QNÿ>course.
?EQN<Z

<ÿJI<FDO=COFÿ^@SCQ<ÿCNÿOÿR?EFMTÿO@UCBC?ENÿNBOB<ÿU?QF<ÿPQ?@ÿD<>OD<Nÿ?PÿNBQCP<ÿCFÿ;<NB<QFÿ;RFOFDCQÿjÿBW<ÿW<OQB=OFDÿ?Pÿ;C=D<@?EFBZÿaBNÿOENB<Q<ÿ=OFD
The Dwendalian Empire is a young, ambitious state borne from decades of strife in Western Wynandir - the heartland of Wildemount. Its austere lands
<ÿDdotted
are ?BB<DÿICBWÿtiny
with BCFRÿ̀C==OM<NTÿQruins
villages, ECFNÿ?ofPÿOancient
F>C<FBÿ>civilizations,
C̀C=CiOBC?FNTÿOand
FDÿSpockets
?>c<BNÿ?ofPÿEuncharted
F>WOQB<DÿIC=D<QF<NNZ
wilderness.

Campaigns set in the Dwendalian Empire are bound to involve elements of war and political intrigue. The empire is at war with the Kryn Dynasty, a nation
of surface-dwelling draw which occupies Eastern Wynandir and the wastes of Xhorhas. This war allows various Dwendalian factions, such as the r
hungry Cerberus Assembly, to vie for political dominance.
Clovis Concord

Westward flies the herald of the Raven Queen. It bursts through the clouds above the western mountains and emerges into a land blessed by sun. A sea of lush jungle
stretches out beneath the raven, until eventually green gives way to golden sand, and then to a boundless, sapphire sea. Ships swarm on that sea like a cloud of gnats,
engulfed by flames and the sound of cannon fire. They fight for freedom.

0The
1 Clovis Concord is a republic of city-states lining the Menagerie Coast, the westernmost shore of Wildemount. This tropical region is rich with history '.9
3and
, known for a lively, free-spirited culture that contrasts sharply with Wildemount's other, politically narrow-minded nations.
%3 ?43);,*ÿ*set28ÿ'on,ÿthe
Campaigns 812ÿ<2 ,3;2.)2ÿ%'
Menagerie 3*8ÿ3are.2ÿ'often
Coast 782,ÿ,nautical,
358)-3&=ÿ2exploring
D4&'.),;ÿthe
812ÿ-conflict
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28>22,ÿthe
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Clovis ,-'./ÿ3and
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4pirates.
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'?43.)*',A
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Kryn ,3*89
Dynasty

]Finally,
),3&&9=ÿ8the
12ÿ.raven
3(2,ÿEflies
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)()&)I2/ÿ,nations
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2ÿO.9,ÿP9,3*89ÿ)*ÿ3,ÿ2?4).2ÿ?3/2ÿ54ÿ'7ÿ/3.Bÿ2&(2*ÿQ/.'>Rÿ3,/ÿ'812.ÿ15?3,')/*ÿ894)-3&&9ÿ-',*)/2.2/ÿ8'ÿ62ÿ?',*82.*ÿ69ÿ812ÿ'812.ÿ,38)',*ÿ'7
The Kryn Dynasty is an empire made up of dark elves (drow) and other humanoids typically considered to be monsters by the other nations of
)&/2?'5,8=ÿ*5-1ÿ3*ÿ?),'835.*=ÿ;'6&),B),=ÿ3,/ÿ;,'&&*Aÿ012ÿO.9,ÿP9,3*89ÿ.5&2*ÿ'(2.ÿ812ÿ>3*82*ÿ'7ÿS1'.13*=ÿ3ÿ&3,/ÿ',-2ÿ6&);182/ÿ69ÿ812ÿ.5&2ÿ'7ÿ812ÿJ28
Wildemount, such as minotaurs, goblinkin, and gnolls. The Kryn Dynasty rules over the wastes of Xhorhas, a land once blighted by the rule of the Betrayer
Gods when immortals still walked the land. The Kryn safeguard a secret; if your players haven't seen any of Critical Role, revealing this secret could mark
the turning point of a campaign.

A campaign set in Xhorhas will doubtless involve the war between the Kryn Dynasty and the Dwendalian Empire, but it can also include traditional
dungeon crawls, political intrigue within the courts of the dynasty, or even wilderness exploration that could unearth secrets lost since the fall of the
Betrayer Gods.

What's in This Book?

Chapter 1 of this book introduces the big ideas you'll need to know before creating a campaign in Wildemount: its history and its gods.
Chapter 2 presents the major political players that shape daily life in Wildemount: its factions and societies. Depending on the choices made by your party
of adventurers, these organizations might become their allies or their enemies. Some characters might begin play with a history of involvement with one 8ÿ4/@23@*0*/)ÿD4)&ÿ2/*
of these factions, and several backgrounds are included later on to represent this allegiance.

Chapter 3 contains the Wildemount gazetteer, which details the cities and points of interest in each of the continent's regions . The gazetteer includes *ÿ>'B*))**+ÿ4/53:7*.
IJ%.
NPCs,A ÿ?background
'5E>+2:/7ÿ4information,
/82+0')42/Aÿ'and /7ÿ*even
@*/ÿ(plot
32)ÿ&hooks
22E.ÿthat
)&')ÿ6you
2:ÿ5can
'/ÿ:use
.*ÿ'as.ÿthe
)&*ÿ.seeds
**7.ÿ2of8ÿ6your
2:+ÿ2own
D/ÿ'adventures.
7@*/):+*.<ÿKIt)ÿ'also 3.2ÿ>gives
4@*.ÿ'aÿ?brief
+4*8ÿ2overview
@*+@4*Dÿ2of8ÿthe
)&*ÿ2other
)&*+ÿ3lands
'/7
2of8ÿLExandria
M'/7+4'ÿ?beyond*62/7ÿ94 37*02:/)<
Wildemount.

%& '()*+ÿN4ÿ4is.ÿ8for2+ÿ(players
Chapter 3'6*+.ÿOfirst
+.)ÿ'and
/7ÿ8foremost;
2+*02.)Pÿ5combined
20?4/*7ÿD4 with )&*ÿJ3
)&ÿthe '6*+G.ÿQ'
Player's /7?22EAÿ4it)ÿ5contains
Handbook, 2/)'4/.ÿ*everything
@*+6)&4/>ÿ6you 2:ÿ/need
**7ÿto)2ÿ5create
+*')*ÿ'aÿ5character
&'+'5)*+ÿ8for2+ÿ'aÿ9437*02:/)
Wildemount
5'0('4>/<
campaign.

HThe
&*ÿOfinal
/'3ÿ5chapters
&'()*+.ÿ2of8ÿthis )&4.ÿ?book,
22EAÿ5chapters
&'()*+.ÿR5ÿthrough
)&+2:>&ÿS7,Aÿ>give
4@*ÿ=T.
DMs ÿ .starting
)'+)4/>ÿ'adventures
7@*/):+*.ÿthey
)&*6ÿ5can
'/ÿ:use
.*ÿto)2ÿEkick
45Eÿ2off88ÿtheir
)&*4+ÿ5campaigns
'0('4>/.ÿ'as.ÿD* well3
3ÿ'as.ÿ/new
*Dÿ0' >45ÿ4items
magic )*0.
'/7ÿ02/.)*+.ÿ)2ÿ4/53:7*ÿ4/ÿ'7@*/):+*.ÿ28ÿ)&*4+ÿ2D/ÿ7*.4>/<
and monsters to include in adventures of their own design.

THE FRICID DEPTHS

Ir...
-
UVWXYWZWXÿV\
CONTINENT OFÿ
]Y^_Z`VaWX
WILDEMOUNT

bVIEW
cdeÿgchgÿiRESOLUTION
HIGH djklmnckoÿbVERSION
dijcko
9'+p
War!

HThe
&*ÿ5continent
2/)4/*/)ÿ2of8ÿ94 37*02:/)ÿ4is.ÿ'aÿ(powder
Wildemount 2D7*+ÿEkeg
*>ÿ'about
?2:)ÿto)2ÿ*explode.
M(327*<ÿHTensions
*/.42/.ÿ?between
*)D**/ÿthe
)&*ÿ=D* /7'34'/ÿLEmpire
Dwendalian 0(4+*ÿ'and
/7ÿthe
)&*ÿq+6/ÿ=6
Kryn /'.)6ÿ&have
Dynasty '@*ÿjust
1:.)ÿ*erupted
+:()*7ÿ4into
/)2
2open
(*/ÿD' +Aÿ'and
war, /7ÿ*everyone
@*+62/*ÿ4in/ÿ9437*02:/)Aÿ4including
Wildemount, /53:74/>ÿthe
)&*ÿ'adventurers,
7@*/):+*+.Aÿ0: .)ÿ5contend
must 2/)*/7ÿD4)&ÿthe
with )&*ÿ8fallout
'332:)ÿ2of8ÿthe
)&*ÿ5conflict
2/r45)ÿ?between
*)D**/ÿthe
)&*ÿ5continent's
2/)4/*/)G.ÿtwo
)D2ÿ4imperial
0(*+4'3
.superpowers.
:(*+(2D*+.<
HThe
&*ÿ9'
War+
ÿ2of8ÿs.
Ash&ÿ
'and
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4>&)
HThe
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war+ÿ4is.ÿ2only
/36ÿ'as.ÿ4important
0(2+)'/)ÿ'as.ÿ6you
2:ÿ0'
makeE*ÿ4it.)<ÿKIf8ÿyou
62:ÿ(place
3'5*ÿ*either
4)&*+ÿthe
)&*ÿ?battles
'))3*.ÿ2of8ÿthe
)&*ÿD'
war+ ÿ2or+ÿtheir
)&*4+ÿ5consequences
2/.*u:*/5*.ÿfront 8+2/)ÿ'and
/7ÿ5center,
*/)*+Aÿthe)&*ÿD'
war+
ÿD4
will3
3ÿ?be*ÿ2of8ÿ5chief
&4*8
5concern
2/5*+/ÿto)2ÿ6your
2:+ÿ(players.
3'6*+.<ÿKIf8ÿyou
62:ÿEkeep
**(ÿthe
)&*ÿD'
war+ ÿ'and
/7ÿ4its).ÿ5consequences
2/.*u:*/5*.ÿ7distant,
4.)'/)Aÿthen
)&*/ÿthe
)&*ÿ5characters
&'+'5)*+.ÿD4 will3
3ÿ?be*ÿ8free
+**ÿto)2ÿ4interact
/)*+'5)ÿD4)&ÿ2or+ÿ4ignore
with >/2+*ÿthe
)&*ÿD'
war+ ÿ'as.ÿthey
)&*6ÿ.see
**fit.
With a little bit of creative tweaking of the setting, you could create a Wildemount campaign where the war has been called off or never even happened!

If you want the war to be an important part of your campaign, you need to give your players a reason for their characters to care about it. The easiest way
to get buy-in from your players is to discuss out-of-character how big of a factor they want war to be in this campaign . You can even dial the importance of
the war up and down over the course of the campaign, depending on how you and your players feel over time.

Bring It On!
If you and your players find war to be dramatic and compelling, urge your players to create characters with strong ties to the conflict. For example,
patriotic (or even jingoistic) characters will always fight for king or queen and country. Likewise, greedy characters will fight for profit and glory. Once
they've given you their reasons, turn those motivations into plot points in your campaign.

In the Background
The adventurers don't have to be active combatants for the war to affect their lives. See below for a list of adventure options that touch on the
consequences of war without directly involving mass warfare.

No War, Please
If you want the war to be completely absent, simply dial the timel ine back by a year, or even just a few months. All the political tens ions between the
Dwendalian Empire and the Kryn Dynasty still exist, but now they're just simmering instead of at a full boil.

Adventuring Options

f*
Not6 ÿ,all11ÿ:campaigns
,80,9;-3ÿ3set26ÿ9in-ÿg9 1.28*+-6ÿ-need
Wildemount 22.ÿto6*ÿ.deal2,1ÿ59 6=ÿthe
with 6=2ÿ5,war/ ÿ.directly.
9/2:61)?ÿZThat =,6ÿ9is,3<ÿ6the
=2ÿ:characters
=,/,:62/3ÿ,aren't
/2-J6ÿ2expected
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*-3:/906ÿ59 6=ÿ*one
with -2ÿ,army
/8)ÿ*or/ÿ,another,
-*6=2/<ÿ*or/
2even
C2-ÿ3serve2/C2ÿ,as3ÿ82 /:2-,/923?ÿZThe
mercenaries. =2ÿ2effects
''2:63ÿ*of'ÿ5, war/ ÿ,are/2ÿ'far-reaching
,/h/2,:=9-;ÿ,and -.ÿ8+ 169',/9*+3<ÿ,and
multifarious, -.ÿ1loose-cannon
**32h:,--*-ÿ,adventurers
.C2-6+/2/3ÿ,are/2ÿthe6=2ÿ0perfect
2/'2:6ÿ0people
2*012ÿto6*ÿ;get26ÿ9involved
-C*1C2.ÿ9in-
6the
=2ÿ:countless
*+-61233ÿ:conflicts*->9:63ÿ3sparked
0,/F2.ÿ7by)ÿ5, war./?ÿZThese
=232ÿ3schemes
:=2823ÿ:could *+1.ÿ9include:
-:1+.2i
jV klPmÿ&In-ÿtimes
Crime. 69823ÿ*of'ÿ5, /<ÿ:criminals
war, /989-,13ÿ,and -.ÿ3smugglers
8+;;12/3ÿtake 6,F2ÿ,advantage
.C,-6,;2ÿ*of'ÿ1lax ,Aÿ1law,5ÿ2enforcement.
-'*/:282-6?ÿn2 66)ÿ:criminals
Petty /989-,13ÿ,and -.ÿ:crime
/982ÿ3syndicates
)-.9:,623ÿ1like
9F2ÿthe
6=2ÿo) /9,.ÿ59
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1ÿ-need
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=help
210ÿ8*moving C9-;ÿ9illicit
119:96ÿ;goods
**.3ÿ9in-ÿ,and -.ÿ*out+6ÿ*of'ÿc52 -.,19,-ÿ,and
Dwendalian -.ÿp= */=,39,-ÿ:cities,
Xhorhasian 96923<ÿ,and -.ÿq2 C21/)ÿ0pirates
Revelry 9/,623ÿ59will1
1ÿ-need
22.ÿ1loyal
*),1ÿ:crew
/25ÿ82 872/3ÿto6*ÿ/raid
members ,9.ÿ+unprotected
-0/*62:62.ÿtowns. 6*5-3?
rk aRaNPVmÿg=
Disaster. When 2-ÿ,aÿtown
6*5-ÿ9is3ÿ.destroyed
236/*)2.ÿ7by)ÿ,advancing
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,-.319.2ÿ:caused,+32.ÿ7by)ÿ,artillery,
/69112/)<ÿthe
6=2ÿ:common
*88*-ÿ'folk *1Fÿ-need
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210ÿ2escaping
3:,09-;?.ÿZThis=93ÿ:could
*+1.ÿ9involve
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2escorting
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*-:*87,6,-63ÿthrough 6=/*+;=ÿ-no-man's-land
*h8,-J3h1,-.ÿto6*ÿ,aÿ-nearby 2,/7)ÿtown,
6*5-<ÿ*or/ÿ:carving
,/C9-;ÿ*out+6ÿ,aÿ-new 25ÿ3settlement
2661282-6ÿfrom '/*8ÿthe
6=2ÿ59 1.3?
wilds.

sLaw.
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such as giants and dragons to flee their lairs. Whenever an upheaval occurs, soldiers and commoners alike find their lives in danger - and only
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discover that the characters actually want to go on self-directed adventures without a commanding officer ordering them around, you and your players
should talk out-of-game to figure out a way to turn the campaign around.

Since D&D is primarily a game about a small group of characters going on adventures alone, it can be difficult to simulate massive battles using D&D
combat rules . Because of this, it's generally best to keep the characters away from mass battles. However, huge conflicts with thousands of combatants
are a cornerstone of epic fantasy, and your players might be disappointed if your war campaign doesn't have at least one climactic battle.

To solve this problem, you can break down your mass combat into manageable chunks. Find a significant location that the characters can either defend or
conquer with minimal reinforcements, like an overrun citadel. Then, have the major battle proceed in waves that guide the characters from one cinematic
encounter to another. You can think of these encounters like rooms in a dungeon; some rooms have multiple doors that the characters can choose from,
while others only have a single pa ssage.

For example, after capturing the ruined fortress, the characters learn that a garrison of soldiers has arrived to help hold onto the fort, and the charact 0 • ,;

are needed elsewhere on the battlefield. You could present them with just a single urgent target, such as an enemy warlord, or you could offer then
options, such as three different allied battalions under attack.

If you need to depict a lot of both allied and hostile NPCs battling in the same encounter as the players, you can simplify the encounter by ignoring dice
rolls entirely and deciding when a creature dies based on your own instinct. This can work once in a while, but try to avoid doing this all the time, since
seeing you simply decide the result of combat without dice can damage the believability of your game world.

WHEN DOES THIS BOOK TAKE PLACE?

This book is set in a certain moment in the history of Wildemount, and thus setting a campaign in a different era - or even in a different decade - could make some
information in the gazetteer invalid. The present year is 835 PD ("Post-Divergence"). The history of Wildemount is described in more detail in chapter 1.

From a real-world perspective, this book is set at a certain point during the adventures of the Mighty Nein in Critical Role's second campaign . Thus, the point at which
the adventures you create using this book diverge from canon is at episode 50 of campaign 2. That's okay! Look at it another way: by creating your own Wildemount
adventures, you are boldly creating your own canon, from which all the events of Critical Role diverge into myth and rumor.

>163*412ÿ1and
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Seasons

Wildemount is a chilly continent - with the exception of the sunny, tropical Menagerie Coast - and each of the regions experiences the passing of the
seasons differently.

Western Wynandir suffers from dismal, rainy springs and bitter winters. The Menagerie Coast enjoys a long, balmy summer, but must endure a vicious,
typhoon-rich winter. The Biting North is always blanketed by snow, but temperatures drop to deadly lows in the winter, then let up for a rainy, relatively mild
summer. Finally, Eastern Wynandir enjoys level, temperate weather all year long across its lowland regions, save for the cutting winds that rip across the
plains in spring and autumn.

Holidays

The different nations of Wildemount celebrate different holidays, though some of the gods' holy days are consistent across the land . Notably, the
Dwendalian Empire has banned the worship of certain gods within its borders, and thus only celebrates the holidays of legal gods. These holy days are
listed in chapter 1 of this book, along with the gods they celebrate.

Holidays unrelated to the gods celebrated across the continent in some form include:

Zenith. Summer begins at high noon on the 26th of Unndilar and is celebrated with games, displays of magic, and black powder fireworks .

Harvest's Close. Autumn begins on the 3rd of Fessuran and is typically celebrated with feasting in rural regions and with carnivals in the cities.

Barren Eve. Winter's longest night, the 2nd of Duscar, is a day of mourning for those lost in war. Come victory or ruin in the war between the Dwendalians
and the Kryn, countless candles will be lit on the next Barren Eve.

>**+)ÿ*of;ÿKExandria
Moons 9(+/=-(
Exandria has two known moons that orbit the planet. Catha, the larger and closer of the moons, is the herald of night travel and shines a bright white when
visible in the sky. Catha is considered to be intrinsically tied to Sehanine, the Moon Weaver, and is regarded by some as a creation of the Moon Weaver to
watch over the just and hide those who require obfuscation . Ruidus, the second moon of Exandria, is much smaller and farther away. With a slower
rotation around the world and dark red-brown coloring, Ruidus is often difficult to see among the stars of the night sky and nearly impossible to spot
during the day. Little is known of Ruidis, though older cultures and texts speak of it as an omen of ill tidings, or even a remnant of a Betrayer God plot left
abandoned and unrealized .

N(-.6ÿnLife
Daily -;'ÿ-in+ÿ,-./'0*1+2
Wildemount

@' =2(-+ÿ(aspects
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(-.6ÿ.life
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Currency

CThe
5'ÿ+nations
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considered valid tender across the land.

Languages

All the typical languages found in the Player's Handbook and the Monster Manual are fair game in Wildemount. While Common is used across the
continent and typically associated with human empires, it is not the language that most humans spoke in Wildemount before the rise of Dwendalian
Empire three centuries ago.

This setting has three languages unique to the human cultures of Wildemount: Zemnian, Marquesian, and Naush. A human character can learn one>
these languages instead of a skill or tool proficiency granted by their background, class, or variant racial traits. Each of these languages is describe,
below:

Zemnian. This ancient language was spoken by the people of Zemniaz in the Age of Arcanum. That ancient culture has long since crumbled, but its &ÿ9E<B%'&GHÿ%<:ÿ5:6
language and its people live on in the Dwendalian Empire. Many ancient scrolls were written in Zemnian, but it is a language now largely spoken by ÿ'7E;&'?ÿ6=(>&8ÿ%?
farmers, as Common is the default language of the empire.

N0 OPQ,R/0.1ÿ3The
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Menagerie 76:ÿ)7
Coast was6 ÿ6settled
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Technology

3The
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military 8;58&&E6ÿ7and 8Gÿ6special
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47=:&Eÿf9ÿ(of@ÿthe 8;&(8ÿL7
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Master's 5G&FÿD'
Guide. All'
5:&B6ÿ'56:&Gÿ7as6ÿh"Renaissance
items listed V&87566789&ÿTItems":&B6iÿ(on8ÿthe
:4&ÿjFirearms
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&I5658;F
WELCOME TO WILDEMOUNT 34ÿ56ÿ78*./+29ÿ820ÿ9+*/(./(9
CH. 2: FACTIONS AND SOCIETIES

:Story
;<=>ÿ<of@ÿABCDEF<GH;
Wildemount

Iÿ
A KLMNÿ
MONK LO
OFÿ
PQR
THEÿ
SLTIUPÿVLWU
COBALT SOULÿ
VQRXVÿULIGHT
SHEDS YZQPÿLMÿ
ON [YUXRKLWMP\Vÿ]PAST
WILDEMOUNT'S IVPÿOFOR
L^ÿIÿ
A TIMXÿ
BAND LO
OFÿ
_LWMZÿ
YOUNG IX`RMPW^R^Va
ADVENTURERS.

E=Eÿhicÿc<FE;eBHfjÿkBfe;gÿ;eEHÿ;e<Gfe;gÿ;eEHÿCB@EÿiHDÿl=EjÿAEÿhe<ÿi=Eÿm<=Hÿ<@ÿ;eEÿhBCCÿ<@ÿ;eEÿf<DcÿnEEoÿ;eEcEÿ=Ep<=Dcÿ;<ÿo=EcE=qEÿ;eEB=ÿDEEDcgÿ;eEB=
Born from nothing, there was something . Light, then thought, then life and fire. We who are born of the will of the gods keep these records to preserve their deeds, their
<HcjÿAEÿhe<ÿCBqEÿm>ÿ<G=ÿ<hHÿhBCCÿceiCCÿnEEoÿ;eEcEÿ=Ep<=Dcÿ;<ÿnH<hÿheE=EÿhEÿhiCnÿiHDÿheE=EÿH<;ÿ;<ÿ;=EiDjÿAEÿhe<ÿC<<nÿ;<ÿ<G=ÿBHEqB;imCEÿEHDÿnEEo
design, and their lessons. We who live by our own will shall keep these records to know where we walk and where not to tread. We who look to our inevitable end keep
these records to teacheÿ;e<cEÿhe
those <ÿcsucceed
who GppEEDÿ<ourG=ÿfootsteps
@<<;c;Eocÿehow
<hÿto;<ÿmbeEÿmbetter
E;;E=ÿthan
;eiHÿwe
hEÿpcould
<GCDj.
rs=peBqBc;ÿsD
-Archivist Biÿ:e
Adia ShuGÿ<of@ÿ;the
eEÿt<miC;ÿ:<
Cobalt GC
Soul

Bc;<=>ÿ<@ÿABCDEF<GH;
History of Wildemount
-+/)-.ÿ(/7.,8:?ÿ1().()8ÿ.()
The continent of Wildemount has undergone many ages of discovery, conflict, and renewal. These bygone eras are more than ancient history. Whether the
7.ÿ6ages.
people of Wildemount know it or not, the struggles they face in their daily lives were set in motion by the turbulent events of past 9)7?ÿThis
'(/7ÿ7section
)+./,-
explores this history and the major figures whose actions shaped the physical and cultural landscape of Wildemount.

Myth of Exandria

HLife
/0)ÿ)ever
;)8ÿ7seeks
))B7ÿto.,ÿ5understand
-3)87.6-3ÿ/its.7ÿ/inception.
-+)A./,-?ÿGEvery
;)8:ÿ+civilization
/;/2/I6./,-ÿ(has
67ÿ/its.7ÿ,own
>-ÿ/interpretation
-.)8A8).6./,-ÿ,of0ÿ>( )8)ÿ/its.7ÿ7story
where .,8:ÿ@began.
)96-?ÿGEven
;)-ÿ>/ .(/-ÿthe
within .()ÿ>, 823ÿ,of0ÿGExandria,
world C6-38/6<
3different
/00)8)-.ÿ+cultures
52.58)7ÿ(have
6;)ÿ+creation
8)6./,-ÿ4: .(7ÿthat
myths .(6.ÿ)eventually
;)-.5622:ÿ+converge
,-;)89)ÿ>/
with.(ÿ8recorded
)+,83)3ÿ(history,
/7.,8:<ÿ@but5.ÿthere
.()8)ÿ/is7ÿ-no,ÿ5universally
-/;)87622:ÿ6accepted
++)A.)3ÿ7story.
.,8:?ÿGEven
;)-ÿ7so,,<ÿthe
.()ÿ6ancient
-+/)-.ÿ+city
/.:ÿ,of0
J6 77)2()/4ÿ,on-ÿthe
Vasselheim .()ÿ3distant
/7.6-.ÿ+continent
,-./-)-.ÿ,of0ÿK. (6-I/6ÿ/is7ÿ2largely
Othanzia 689)2:ÿ+considered
,-7/3)8)3ÿto.,ÿ@be)ÿthe
.()ÿ,oldest
23)7.ÿ7surviving
58;/;/-9ÿ+city,
/.:<ÿ(having
6;/-9ÿ)endured
-358)3ÿ6aÿterrible
.)88/@2)ÿ>6
war8ÿthat
.(6.ÿ>/ A)3ÿ,out5.ÿ4,
wiped 7.ÿ,of0
most
+civilization
/;/2/I6./,-ÿ-nearly
)682:ÿ6aÿthousand
.(,576-3ÿ:years
)687ÿ6ago.9,?ÿVasselheim
J677)2()/4ÿ(houses ,57)7ÿthe
.()ÿ)earliest
682/)7.ÿBknown
-,>-ÿtemples
.)4A2)7ÿto.,ÿthe.()ÿ9gods,
,37<ÿ6as7ÿ>)well2
2ÿ6as7ÿthe
.()ÿ)earliest
682/)7.ÿBknown
-,>-ÿ8records
)+,837ÿ,of0ÿ(history
/7.,8:ÿthat
.(6.
758;/;)3ÿ.(/7ÿ+6.67.8,A(/+ÿ>68?
survived this catastrophic war.

'The
()ÿ4,most 7.ÿ>/ 3)2:ÿ6accepted
widely ++)A.)3ÿtale
.62)ÿ,of0ÿthe
.()ÿ>, 823L7ÿ,origins
world's 8/9/-7ÿ/is7ÿthe
.()ÿ4: .(ÿ,of0ÿthe
myth .()ÿMFounding.
,5-3/-9?ÿ'This
(/7ÿ/is7ÿthe
.()ÿ/interpretation
-.)8A8).6./,-ÿ(held )23ÿ6and
-3ÿ)embraced
4@86+)3ÿ>/ .(/-ÿ4,
within most 7.ÿ,of0ÿ1/ 23)4,5-.<
Wildemount,
6as7ÿ>)
well2
2ÿ6as7ÿthe
.()ÿ;vast
67.ÿ2lands
6-37ÿ,of0ÿGExandria
C6-38/6ÿ6as7ÿ6aÿ>( ,2)?
whole.

'The
()ÿMFounding
,5-3/-9
HLong
,-9ÿ6ago,9,<ÿthis
.(/7ÿ>, 823ÿ>6
world was7 ÿ,one
-)ÿ,of0ÿtumultuous
.5452.5,57ÿ6and -3ÿ+chaotic
(6,./+ÿ0forces,
,8+)7<ÿ-naught
659(.ÿ@but5.ÿ5unbridled
-@8/32)3ÿEfires 8)7ÿ6and
-3ÿ+churning,
(58-/-9<ÿjaggedD699)3ÿ8rock ,+B?.ÿ'Through
(8,59(ÿthe .()ÿ6ashen
7()-ÿ7skiesB/)7ÿ,of0ÿN8 )6./,-
Creation
O8 /4,83/62<ÿthe
Primordial, .()ÿ9gods
,37ÿ+came 64)ÿ0from 8,4ÿ@beyond
):,-3ÿthe .()ÿ)ether,
.()8<ÿ-new)>ÿ6and -3ÿ0formless
,842)77?.ÿHLooking
,,B/-9ÿ,on-ÿthis .(/7ÿ8roiling
,/2/-9ÿ8realm,
)624<ÿthey .():ÿ7saw 6>ÿApotential
,.)-./62ÿ0for,8ÿ9great
8)6.ÿ@beauty,
)65.:<ÿ9great
8)6.ÿ7strength,
.8)-9.(<ÿ6and -3
.()ÿ+chance
the (6-+)ÿto.,ÿ2learn
)68-ÿtheir
.()/8ÿ,own >-ÿAplace
26+)ÿ/in-ÿ+creation
8)6./,-?.
'Thus,
(57<ÿ3divine
/;/-)ÿ(hands
6-37ÿ@birthed
/8.()3ÿthe .()ÿMFirst
/87.ÿN( /238)-<ÿthe
Children, .()ÿ)elves,
2;)7<ÿ>( who ,ÿ)embodied
4@,3/)3ÿ@beauty )65.:ÿ6and -3ÿ9grace,
86+)<ÿto.,ÿ>6walk 2Bÿthe
.()ÿverdant
;)836-.ÿP8 ))-ÿ6and
Green -3ÿBknow
-,>ÿthe.()ÿ45music7/+ÿ,of0ÿthe
.()ÿQ2 5)?ÿRA
Blue.
7second
)+,-3ÿ+creation
8)6./,-ÿ>6 was7 ÿ>8 ,59(.Sÿthe
wrought: .()ÿ3dwarves,
>68;)7<ÿ6aÿ(hearty
)68.:ÿApeople
),A2)ÿ/intent
-.)-.ÿ,on-ÿtaming
.64/-9ÿthe .()ÿ2land,
6-3<ÿfilled
E22)3ÿ>/ .(ÿthe
with .()ÿ+craft860.ÿ6and-3ÿ/invention
-;)-./,-ÿ,of0ÿthe .()ÿ3divinity
/;/-/.:ÿ@beyond
):,-3ÿthe .()ÿ6ashen
7()-
;void.
,/3?ÿRÿ .(/83ÿApeople
A third ),A2)ÿ>) were 8)ÿ9given
/;)-ÿ2life:
/0)Sÿthe
.()ÿ(humans,
546-7<ÿ)endowed
-3,>)3ÿ>/ .(ÿ(hearts
with )68.7ÿ,of0ÿApassion
677/,-ÿthat .(6.ÿ@burned58-)3ÿ6as7ÿ@brightly
8/9(.2:ÿ6as7ÿtheir
.()/8ÿ7spans
A6-7ÿ,of0ÿ2life
/0)ÿ>)
were8)ÿ7short,
(,8.<ÿ6and-3ÿ/infused
-057)3ÿ>/ .(
with
.()ÿ-need
the ))3ÿto.,ÿ+celebrate
)2)@86.)ÿ6and -3ÿ2laugh.
659(?
K. ()8ÿ+creations
Other 8)6./,-7ÿ0followed
,22,>)3ÿ6as7ÿthe .()ÿ46many -:ÿ8races
6+)7ÿ,of0ÿGExandria
C6-38/6ÿ>) were8)ÿ9given
/;)-ÿ0form
,84ÿ0from
8,4ÿthe .()ÿ@boundless
,5-32)77ÿ/inspiration
-7A/86./,-ÿthe .()ÿ,of0ÿthe
.()ÿAprotean
8,.)6-ÿ9gods.
,37?ÿThese
'()7)ÿN( /238)-ÿ,of0
Children
N8 )6./,-ÿ>6
Creation 2B)3ÿthe
walked .()ÿ2land
6-3ÿ6and, -3<ÿ6as7ÿtheir
.()/8ÿBknowledge
-,>2)39)ÿ9grew, 8)><ÿ6attempted
..)4A.)3ÿ.to,ÿ@build 5/23ÿ,on-ÿ/it..?ÿQ5
But. ÿthe
.()ÿ2land
6-3ÿ>6was7 ÿEfierce
)8+)ÿ6and -3ÿtreacherous,
.8)6+()8,57<ÿ6and -3ÿthe
.()ÿ+children
(/238)-ÿ>) were8)ÿ3dashed
67()3ÿ,on-
.()ÿ8rocks
the ,+B7ÿ6and -3ÿ+consumed
,-754)3ÿ@by:ÿthe .()ÿ)elements.
2)4)-.7?ÿTSorrow ,88,>ÿfilled
E22)3ÿthe .()ÿ(hearts
)68.7ÿ,of0ÿthe
.()ÿ9gods
,37ÿ6as7ÿthese.()7)ÿfirst E87.ÿ8races
6+)7ÿ7struggled
.85992)3ÿ6against
96/-7.ÿ6aÿ2land
6-3ÿthat
.(6.ÿ3did/3ÿ-not,.ÿ>6
want -.ÿthem,
.()4<ÿ6and -3ÿthe
.()
+children
(/238)-ÿ2looked
,,B)3ÿto.,ÿtheir
.()/8ÿ+creators
8)6.,87ÿ0for,8ÿ9guidance
5/36-+)ÿ6and -3ÿAprotection.
8,.)+./,-?ÿ'Thus, (57<ÿthe
.()ÿ9gods
,37ÿ9gave 6;)ÿto.,ÿthem .()4ÿ9gifts,
/0.7<ÿ2lending
)-3/-9ÿtheir .()/8ÿ,own>-ÿApower
,>)8ÿto.,ÿtheir
.()/8ÿ+children
(/238)-ÿto.,ÿ+create
8)6.)ÿ6and -3
7shape
(6A)ÿthe .()ÿ>,world823ÿ6around
8,5-3ÿthem; .()4Uÿthese
.()7)ÿ>) were 8)ÿthe
.()ÿEfirst
87.ÿ3divine
/;/-)ÿ46 9/+7?
magics.

1/
With.(ÿthese
.()7)ÿ46 9/+7<ÿthe
magics, .()ÿ;various
68/,57ÿApeoples
),A2)7ÿ2learned
)68-)3ÿ.to,ÿ@bend)-3ÿthe .()ÿ6angry
-98:ÿ)earth
68.(ÿto.,ÿtheir
.()/8ÿ>/ 22Sÿto.,ÿtemper
will: .)4A)8ÿthe .()ÿ=flames
64)7ÿthat.(6.ÿ@burst
587.ÿthrough
.(8,59(ÿthe .()ÿ9ground,
8,5-3<ÿto.,ÿtame.64)ÿthe .()ÿ=floods
,,37
.(6.ÿthreatened
that .(8)6.)-)3ÿtheir .()/8ÿ6abundance,
@5-36-+)<ÿ6and -3ÿto.,ÿturn
.58-ÿ7seedling
))32/-9ÿ/into -.,ÿ0fruit
85/.ÿ6and-3ÿ@beast
)67.ÿ/into
-.,ÿ4) meal.62?ÿHLanguage
6-9569)ÿ@became )+64)ÿ+commonplace,
,44,-A26+)<ÿ+culture 52.58)ÿ>6was7 ÿ@born,
,8-<ÿ6and-3ÿ9governance
,;)8-6-+)
8replaced
)A26+)3ÿ6anarchy.
-68+(:?ÿThe '()ÿAprotean8,.)6-ÿ+creators,
8)6.,87<ÿthe .()ÿ3divinity
/;/-/.:ÿ@beyond
):,-3ÿthe .()ÿ6ashen
7()-ÿ7skies,
B/)7<ÿ7saw 6>ÿAprogress
8,98)77ÿ6and -3ÿ7saw
6>ÿthat .(6.ÿ/it.ÿ>6
was7 ÿ9good,
,,3<ÿ:yet).ÿ0fragile
869/2)ÿ6and-3ÿ/in-ÿ-need
))3ÿ,of0ÿ9guardians.
5683/6-7?
'Thus
(57ÿ>) were8)ÿ@born
,8-ÿthe
.()ÿMFirst/87.ÿO8 ,.)+.,87Sÿthe
Protectors: .()ÿV8 69,-7ÿF)
Dragons .622/+ÿ,of0ÿGExandria,
Metallic C6-38/6<ÿ>( who ,ÿ7safeguarded
60)95683)3ÿthe .()ÿ9gentler
)-.2)8ÿ8races6+)7?.ÿThe
'()ÿ8realm
)624ÿ9grew 8)>ÿWquieter,
5/).)8<ÿthe
.()ÿApeople
),A2)ÿ45 2./A2/)3<
multiplied,
6and
-3ÿ-new )>ÿ@beings
)/-97ÿ>) were 8)ÿ9given
/;)-ÿ0form,84ÿ6and -3ÿ2life.
/0)?ÿAs
R7ÿ+culture
52.58)ÿ9grew,8)><ÿ6and-3ÿthe
.()ÿApeople
),A2)ÿfurther
058.()8ÿ5understood
-3)87.,,3ÿthe .()ÿ>,world 823ÿ6around
8,5-3ÿthem,.()4<ÿthey.():ÿ6also
27,ÿ2looked
,,B)3ÿ5upAÿto.,ÿtheir.()/8ÿ+creators
8)6.,87
6and
-3ÿ9gave6;)ÿthem
.()4ÿ>, 87(/A<ÿ9gave
worship, 6;)ÿthem
.()4ÿ0form,
,84<ÿ9gave 6;)ÿthem
.()4ÿtitle
./.2)ÿ6and-3ÿApurpose.
58A,7)?
Q5
But. ÿthis
.(/7ÿ8realm
)624ÿ3did/3ÿ-not,.ÿ>/ wish7(ÿto.,ÿ@be)ÿtamed.
.64)3?ÿX5 6B/-9ÿ+cliffs
Quaking 2/007ÿ8roared
,68)3ÿ/in-ÿ3defiance.
)E6-+)?ÿTSeas )67ÿ7swelled
>)22)3ÿ6and -3ÿ7swallowed.
>622,>)3?ÿMFlames 264)7ÿ)erupted
85A.)3ÿ0from8,4ÿthe.()ÿ2land.
6-3?ÿQ) -)6.(ÿthe
Beneath .()
)elements,
2)4)-.7<ÿ5unknown
-B-,>-ÿto.,ÿthe .()ÿN8 )6.,87ÿ@beyond
Creators ):,-3ÿthe .()ÿ6ashen
7()-ÿ7skies,B/)7<ÿ2lived
/;)3ÿ6ancient
-+/)-.ÿ@beings
)/-97ÿ>( who ,ÿ(had63ÿ6already
28)63:ÿ+claimed26/4)3ÿthis .(/7ÿ>,world823ÿ6as7ÿtheir
.()/8ÿ(home:
,4)Sÿthe .()ÿO8 /4,83/627?ÿ'These
Primordials. ()7)
9great
8)6.ÿ)elemental
2)4)-.62ÿtitans./.6-7ÿthat .(6.ÿ,once -+)ÿ3dwelt
>)2.ÿ3deep))Aÿ>/ .(/-ÿthe
within .()ÿ>, world823ÿ-now
,>ÿ8rose
,7)ÿ0from
8,4ÿtheir
.()/8ÿ5unseen
-7))-ÿ3domain,46/-ÿto.,ÿ7sunder 5-3)8ÿthe .()ÿ2land
6-3ÿ,once-+)ÿ4, 8)?ÿ'The
more. ()ÿ9gods
,37ÿ>6 .+()3ÿ6as7ÿtheir
watched .()/8
+children,
(/238)-<ÿtheir
.()/8ÿjoy,
D,:<ÿ>)
were 8)ÿ=flung
5-9ÿ6against
96/-7.ÿthe.()ÿ@broken
8,B)-ÿ8rocks
,+B7ÿ,or8ÿ0fed)3ÿto.,ÿformless
0,842)77ÿterrors
.)88,87ÿ5unleashed
-2)67()3ÿ@by:ÿthe .()ÿ3destruction.
)7.85+./,-?ÿV) 4,-/+ÿ)entities
Demonic -././)7ÿ7spilled
A/22)3ÿ0from
8,4ÿthe .()ÿ5umbra 4@86ÿ,of0
.()ÿR@
the :77ÿto.,ÿ0feast
Abyss )67.ÿ,on-ÿthe .()ÿ+carnage,
68-69)<ÿ+called622)3ÿ0forth
,8.(ÿ@by:ÿthe
.()ÿ;violence
/,2)-+)ÿ6and -3ÿ8released
)2)67)3ÿ.to,ÿApick /+Bÿthe.()ÿ+carrion
688/,-ÿ+clean.
2)6-?
TSome
,4)ÿ9gods ,37ÿ>)were 8)ÿ7so,ÿ0full522ÿ,of0ÿ9grief
8/)0ÿ6and-3ÿ6anger
-9)8ÿthat.(6.ÿthey
.():ÿ>/ 7()3ÿto.,ÿ2leave
wished )6;)ÿthis
.(/7ÿ>, 823ÿ@behind
world )(/-3ÿ6and -3ÿ7start
.68.ÿ6anew.
-)>?ÿThey '():ÿtried
.8/)3ÿto.,ÿ+convince
,-;/-+)ÿtheir
.()/8ÿ3divine
/;/-)ÿBkindred
/-38)3ÿto.,ÿjoin D,/-
>/ .(ÿthe
with .()ÿO8 /4,83/627<ÿ6allowing
Primordials, 22,>/-9ÿ+chaos (6,7ÿto.,ÿ8reclaim
)+26/4ÿ.the()ÿ8realm
)624?.ÿK. ()8ÿ9gods
Other ,37ÿ>/ 7()3ÿto.,ÿ8remain
wished )46/-ÿ6and -3ÿ7subdue
5@35)ÿthe .()ÿO8 /4,83/627<ÿto.,ÿtame
Primordials, .64)ÿthe.()ÿ2land
6-3ÿ0for,8ÿthe
.()ÿ7sake 6B)ÿ,of0ÿtheir
.()/8
+creations.
8)6./,-7?ÿ'Thus (57ÿ>6 was7 ÿ+created
8)6.)3ÿ6aÿ3divide /;/3)ÿ6among
4,-9ÿthe .()ÿ9gods.
,37?ÿN) 2)7./62ÿ7sentinels
Celestial )-./-)27ÿ,once-+)ÿ3dedicated
)3/+6.)3ÿto.,ÿ@battling6..2/-9ÿthe .()ÿ+chaotic
(6,./+ÿ0forces
,8+)7ÿ,of0ÿthe
.()ÿR@ :77ÿ-now
Abyss ,>ÿ0fell)22ÿto.,ÿ(hate
6.)ÿ6and-3
.:86--:<ÿ0forging
tyranny, ,89/-9ÿ-new )>ÿ(hells)227ÿ5under
-3)8ÿ6aÿ0fallen
622)-ÿ6angel-9)2ÿ-now
,>ÿ+claiming
26/4/-9ÿ2lordship
,837(/Aÿ,over ;)8ÿ6all22ÿthe
.()ÿ8realms
)6247ÿ,of0ÿ7sulfur52058ÿ6and -3ÿ@brimstone.
8/47.,-)?
The Creators that remained, wishing to salvage their home, their )/8ÿ+creations,
8)6./,-7<ÿ6and -3ÿtheir
.()/8ÿ8realized
)62/I)3ÿ7selves,
)2;)7<ÿ>) were8)ÿ0forced
,8+)3ÿto.,ÿtake
.6B)ÿ5upAÿ6arms
847ÿ6and-3ÿ2learn
)68-ÿto.,ÿAprotect
8,.)+.ÿthat
.(
which they valued most. They organized their followers and taught 59(.ÿthem
.()4ÿ(how ,>ÿto.,ÿ3draw 86>ÿfrom 08,4ÿthe.()ÿApowers
,>)87ÿ,of0ÿ+creation
8)6./,-ÿ,on-ÿtheir
.()/8ÿ,own:
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5/23<ÿto.,ÿ+change,
(6-9)<ÿ6and -3to
destroy, all without the aid of divine power. Mortals learned to ÿ 3defend
)0)-3ÿthemselves
.()47)2;)7ÿthrough .(8,59(ÿApractices
86+./+)7ÿ7such 5+(ÿ6as7ÿ6alchemy
2+()4:ÿ,or8ÿ@by:ÿ@bending
)-3/-9ÿthe .()ÿ;very
)8:ÿfabricr
06@8/+7ÿ,0
existence, though on a smaller scale than that of their creators. 7?
ÿ?710.47*ÿ.4ÿ.(1)7ÿ4/3
This gift was the knowledge of arcane magic, which the good children used to drive away their traitorous kin, banish the turned Creators to their own
prison-like planes, and ultimately destroy the Primordials, scattering the chaotic elements to their own planes of existence. Theÿ /4 756ÿ/0
world was* ÿ0at.ÿ@peace
1081ÿfor
-47ÿthe
.(1
710.)43Dÿ'The
first time since its creation, and the first real civilization took root and grew into a grand city called Vasselheim. The Cradle of Creation. (1ÿH0Dawn /3ÿ?) .=D
City.

Culture developed anew, the races ventured forth to discover and explore their own lands, and great music filled the air to give 0 aÿ3name
091ÿto.4ÿthis
.()*ÿ/4 756ÿ4once
world 381
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K,1ÿ4of-ÿK7
Age 803;9
Arcanum

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Over 17ÿtime,
.)91:ÿ*some
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78031ÿ,gifts)-.*ÿ0as*ÿ@proof
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.(0.ÿthe
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.(0.:ÿ/)
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3617*.036)3,:ÿthey .(1=ÿtoo .44ÿ8could
4;56ÿ>become
18491ÿ0as*ÿ@powerful4/17-;5ÿ0as*ÿthe .(1ÿ,gods.
46*DÿN0 Many3=ÿ>began
1,03ÿto.4ÿ*shun (;3ÿ-faith
0).(ÿ)in3ÿ-favor
0<47ÿ4of-ÿtheir
.(1)7ÿ4own/3ÿ@pursuits.
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(hurt
;7.ÿ0and 36ÿ*surprised
;7@7)*16ÿthe .(1ÿ?7 10.47*:ÿthey
Creators, .(1=ÿ;understood
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4@1ÿfor
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1619@.)43D
O7 10.ÿ2kingdoms
Great )3,649*ÿ*sprung @7;3,ÿ;up@ÿ0across 874**ÿJExandria.
C0367)0Dÿ?0 *.51*ÿ/1
Castles 71ÿ>built
were ;)5.ÿ)in3ÿ0aÿ6day,0=:ÿ0accelerated
8815170.16ÿ>by=ÿthe .(1ÿ0arcanists'
7803)*.*Pÿ3newfound
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8(45075=ÿ90 magi ,)ÿto.4ÿ/( 171<17ÿtheir
wherever .(1)7ÿ)interests
3.171*.*ÿtook.442ÿthem.
.(19DÿJEven <13ÿthough
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4;56ÿ>be1ÿ;used *16ÿto.4ÿ8complete
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most *.ÿ6difficult
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magic-users .74<1ÿ0always 5/0=*ÿto.4ÿ)innovate.
334<0.1DÿK* As ÿ 90
mages ,1*ÿ@practiced
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wondrous, 03,174;*ÿ3new 1/ÿ8creatures
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4/17DÿB4 /17-;5ÿ0archmages
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mages ,1*ÿ/) wild56ÿ/) .(ÿ0aÿ5lust
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7releasing
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transform 1081ÿ)into3.4ÿ*suffering,
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774,0381ÿ0and 36ÿ,greed.
7116DÿThe '(1ÿV) 31ÿS1
Nine 55*ÿ0and
Hells 36ÿthe.(1ÿK> =**ÿ>began
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3.4ÿ?7 10.)43D.ÿThe
Creation '(1
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4/17ÿ@planes
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minds 7.05*:ÿ(hungrily
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days and nights until the dark forces, their surprise attack thwarted, were finally forced to retreat.

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was* ÿ7repulsed
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understanding of creation's beauty and intricacies to weave spells of unimaginable destructive force, the likes of which Exandria had never 113ÿ>before.
1-471D
\For47ÿthe
.(1ÿfirst
E7*.ÿtime
.)91ÿ*since)381ÿthe .(1ÿB7 )9476)05*ÿ/1
Primordials were 71ÿ6destroyed,
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warfare. '(1ÿ,gods46*ÿthemselves
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for the war now referred to as the Calamity.
'()
THEÿ
+,-,./'0
CALAMITY

1The
23ÿ567689:;
Calamity

1The
23ÿ<battlefields
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Calamity were C3ÿ?scattered
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@FT9B:ÿ@ofAÿthe
:23ÿMgods, @>?Iÿ@orCÿ6abstaining
<?:69F9FMÿAfor@Cÿtheir
:239Cÿ@own
EFÿCreasons.
36?@F?Nÿ1The 23ÿ9immensity
883F?9:;ÿ@ofAÿDpower@E3CÿE9 37>3>ÿ<by;ÿthe
wielded :23ÿRC 983
Prime
O3 9: 9
3 ?ÿ6 F> ÿ
U3 :C6 ;
3 Cÿ
V@ >?ÿE6 ? ÿ
3 F @ JM 2 ÿ: @ÿ E@ JF > ÿ:
2 3ÿ
76 F >? B6 D 3 ÿA@ Cÿ3 @ F? Iÿ
6 F> ÿ:2 3ÿ9CC3? D @F? 9< 7
Deities and Betrayer Gods was enough to wound the landscape for eons, and the irresponsible use of arcane knowledge developed by the mortals3ÿJ ? 3 ÿ@Aÿ 6CB6 F3 ÿ QF @ E73 > M3 ÿ>3 L 3 7@ D3 > ÿ< ; ÿ: 23ÿ 8@ C:
6 7?
3ensured
F?JC3>ÿthe :23ÿCruin
J9Fÿ@ofAÿtheir
:239Cÿ@own
EFÿ7legacy.
3M6B;N
WLittle
9::73ÿCrecord
3B@C>ÿCremains
3869F?ÿ@ofAÿthe:23ÿterrible
:3CC9<73ÿE6war,CIÿ<butJ:ÿ9its:?ÿ3effects
AA3B:?ÿ6areC3ÿ?still:977ÿAfelt
37:ÿtoday.
:@>6;NÿThe 123ÿ?sheer
233Cÿ86 MF9:J>3ÿ@ofAÿthe
magnitude :23ÿ3energies
F3CM93?ÿJunleashed
F736?23>ÿ9inFÿthe
:23ÿ3ensuing
F?J9FMÿ<battles
6::73?ÿ<by;ÿMgods
@>?
6and
F>ÿ8@ C:67?ÿ6alike
mortals 79Q3ÿE6
was? ÿ3enough
F@JM2ÿto:@ÿAfray
C6;ÿthe
:23ÿ<boundaries
@JF>6C93?ÿ2holding @7>9FMÿ<back 6BQÿthe
:23ÿ3elemental
7383F:67ÿBchaos,
26@?Iÿ?spilling
D9779FMÿJunbridled
F<C9>73>ÿ>destruction
3?:CJB:9@Fÿ9intoF:@ÿthe
:23ÿE@ C7>NÿXIt:ÿBcompletely
world. @8D73:37;
Crearranged
36CC6FM3>ÿthe :23ÿQknown
F@EFÿTflow@Eÿ@ofAÿ86 M9B67ÿ7ley
magical 3;ÿ3energy
F3CM;ÿ6acrossBC@??ÿGExandria.
H6F>C96Nÿ1The 23ÿ>dark
6CQÿQkingdom
9FM>@8ÿ@ofAÿV2Ghor@CÿOC 6F6?ÿE6
Dranas was? ÿCreduced
3>JB3>ÿto:@ÿ6ash,?2Iÿ<butJ:ÿthe
:23ÿBconflict
@FT9B:ÿ>devastated
3L6?:6:3>
GExandria's
H6F>C96Y?ÿDpeoples,
3@D73?IÿCrazing
6Z9FMÿ3entire
F:9C3ÿBcities
9:93?ÿ6and
F>ÿ9inspiring
F?D9C9FMÿ9inFÿ86 many F;ÿ6aÿ>desire 3?9C3ÿto:@ÿTflee
33ÿAfrom
C@8ÿthis
:29?ÿDplane
76F3ÿ@ofAÿ3existence
H9?:3FB3ÿ3entirely.
F:9C37;Nÿ[So@ÿMgreat
C36:ÿE6
was? ÿthe
:23ÿ7loss
@??ÿ@ofAÿ7life
9A3ÿ>during
JC9FMÿthe
:23
E6
warC ÿthat
:26:ÿ2historians
9?:@C96F?ÿ<believe
3793L3ÿFno@ÿ8@
moreC3ÿthan
:26Fÿ6aÿthird
:29C>ÿ@ofAÿGExandria's
H6F>C96Y?ÿDpopulation @DJ76:9@Fÿ?survived,
JCL9L3>Iÿ7leaving
36L9FMÿ@only
F7;ÿ@one
F3ÿCremaining
3869F9FMÿ<bastion6?:9@Fÿ@ofAÿBcivilization:
9L979Z6:9@F\ÿthe:23ÿO6 DawnEFÿ59 :;I
City,
]6 ??372398N
Vasselheim.

1The
23ÿE@ C7>ÿ3entered
world F:3C3>ÿ6aÿ7long,
@FMIÿ>dark
6CQÿDperiod
3C9@>ÿ@ofAÿCregrowth
3MC@E:2N.ÿ1The 23ÿU3 :C6;3CÿV@
Betrayer Gods>?ÿE3wereC3ÿ<banished
6F9?23>ÿ@once
FB3ÿ8@
more C3ÿto:@ÿtheir
:239CÿCrealms
3678?ÿ@ofAÿ>deception
3B3D:9@Fÿ6and F>ÿ2hate,
6:3Iÿ<butJ:ÿthe
:23ÿthreat
:2C36:ÿ@ofA
:239CÿCreturn
their 3:JCFÿE3 9M23>ÿ2heavily
weighed 36L97;ÿ@onFÿthe
:23ÿE@ C7>N.ÿ1The
world 23ÿRC 983ÿO3
Prime 9:93?ÿAfelt
Deities 37:ÿthat
:26:ÿtheir
:239Cÿ9involvement
FL@7L383F:ÿ9inFÿ8@ C:67ÿBconflict
mortal @FT9B:ÿE6was? ÿto:@ÿ<blame
7683ÿfor
A@Cÿthe
:23ÿBcataclysmic
6:6B7;?89Bÿ>damage 686M3
inflicted on Exandria . They knew that while the divine gateways were left open, the prison planes that held the banished Betrayers would remain imperfect
and temporary.

Thus, hoping to ensure that such ruin would not befall Exandria again, they left their children to fend for themselves. The Creators returned to their own
realms, dragging both Betrayer and abomination with them and sealing the pathways to the mortal realm behind them with the Divine Gate. Only in this
way could they prevent their corrupted brethren from physically returning to the material plane. Sadly, for the Prime Deities, this action also carried with it a
self-imposed sentence of exile. The Creators would henceforth never be allowed to visit their creation.

The disappearance of the gods is known by many names: the Second Spark for those who study the arcane, and the Penance for those who seek
closeness to their gods. The most common name for this time of warfare and divine separation is the Divergence, and it marked the end of the Age of
Arcanum.

Much time has passed since, and the world has been reborn once again. The gods still influence and guide from beyond the Divine Gate, bestowin9
knowledge and power on their worshipers, but the path of mortals is now their own to make. New cities, kingdoms, and cultures have retaken the v,
building over the ashes of the old. New songs fill the air, and the hope of a brighter future drives people day after day, while buried ruins and ancient relics *2,ÿ3)*-7ÿ6-,ÿ6-@*2-4ÿ32+*@7
remind all people of a darker time of mistakes that should never be repeated.

C*+,2A0)-4ÿ6after
Wildemount 8423ÿthe
452ÿD6+6A*4?
Calamity

EIn-ÿthe
452ÿ;6B2ÿ0of8ÿthe
wake 452ÿ1vast
674ÿ,destruction
2743)@4*0-ÿ0of8ÿthe
452ÿD6+6A*4?ÿ6and
Calamity -,ÿthe
452ÿ2exile
F*+2ÿ0of8ÿthe
452ÿ>pantheon
6-4520-ÿ*in-ÿthe
452ÿG* 123.2-@2=ÿthe
Divergence, 452ÿ7survivors
)31*1037ÿ(began
2.6-ÿto40ÿ2emerge
A23.2ÿ8from30Aÿthe
452ÿ6ash
75ÿ6and
-,
7shadows
56,0;7ÿto40ÿ3reclaim
2@+6*Aÿ6and-,ÿ3rebuild
2()*+,ÿHExandria.
F6-,3*69ÿI@ 3077ÿthe
Across 452ÿ@continents,
0-4*-2-47=ÿA6many -?ÿtook
400Bÿthe
452ÿ>pieces
*2@27ÿ0of8ÿtheir
452*3ÿ@cultures
)+4)327ÿ6and
-,ÿ7sought
0).54ÿ6aÿ>place
+6@2ÿto40ÿ8forge
03.2ÿ6aÿ-new
2;ÿ6age.
.29ÿJThis
5*7ÿtome
40A2
8focuses
0@)727ÿ0on-ÿthe
452ÿ3rebirth
2(*345ÿ0of8ÿthe
452ÿ,deeply
22>+?ÿ7scarred
@6332,ÿ+land
6-,ÿ-now
0;ÿBknown
-0;-ÿ6as7ÿC* +,2A0)-4=ÿthe
Wildemount, 452ÿ7site
*42ÿ0of8ÿthe
452ÿA0
most 74ÿterrible
4233*(+2ÿ@conflicts
0-K*@47ÿ0of8ÿthe
452ÿD6 +6A*4?=ÿ;5
Calamity, where232ÿthe
452ÿ2echoes
@5027ÿ0of8
45072ÿ,deadly
those 26,+?ÿ(battles
644+27ÿ+linger
*-.23ÿto40ÿthis
45*7ÿ,day.
6?9
EIn-ÿthe
452ÿC6B2ÿ0of8ÿthe
Wake 452ÿL0,7
Gods

I8 423ÿthe
After 452ÿD6 +6A*4?=ÿthe
Calamity, 452ÿ+lands
6-,7ÿ0of8ÿC* +,2A0)-4ÿ(became
Wildemount 2@6A2ÿ;* +,ÿ6and
wild -,ÿ>perilous,
23*+0)7=ÿ<filled
++2,ÿ;* 45ÿA0
with -74307*4*27ÿ6and
monstrosities -,ÿ(beasts
26747ÿthat
4564ÿ>prowled
30;+2,ÿ*its47ÿ(broken
30B2-ÿfields
<2+,7ÿ6and
-,ÿ7shattered
5644232,
A0 )-46*-79ÿThe
mountains. J52ÿ+land's
6-,M7ÿ-new2;ÿ,denizens
2-*N2-7ÿ3reclaimed
2@+6*A2,ÿthe452ÿ-newly
2;+?ÿ)untamed
-46A2,ÿ3realm,
26+A=ÿ5hunting
)-4*-.ÿ6any
-?ÿA0 346+7ÿ-not04ÿ@clever
mortals +2123ÿ2enough
-0).5ÿto40ÿ5hide.
*,29ÿJThe
52ÿA6 7423+277ÿ@creations
masterless 3264*0-7ÿ0of8ÿthe
452
O2 436?23ÿL0
Betrayer Gods,7ÿ3ruled
)+2,ÿtheir
452*3ÿ0own
;-ÿterritories,
4233*403*27=ÿ2establishing
746(+*75*-.ÿthemselves
452A72+127ÿ6as7ÿ6aÿ-new 2;ÿ>pantheon.
6-4520-9
I7
As ÿ 452ÿ,dust
the )74ÿ7settled,
244+2,=ÿ7surviving
)31*1*-.ÿA0 346+7ÿ.grasped
mortals 367>2,ÿ6at4ÿ;5
what64ÿthey
452?ÿ@could
0)+,ÿ8from
30Aÿtheir
452*3ÿ(bygone
?.0-2ÿ+lives
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-,ÿ5hid*,ÿ6away
;6?ÿ*in-ÿ8fear
263ÿ0of8ÿ;5 64ÿ;0
what )+,ÿ@come
would 0A2ÿ-next.
2F49ÿThose
J5072ÿ0of8ÿ8faith
6*45
,dealt
26+4ÿ;* 45ÿ4their
with 52*3ÿ7sense
2-72ÿ0of8ÿ8failure
6*+)32ÿ6and-,ÿ6abandonment,
(6-,0-A2-4=ÿ;5 *+2ÿ2enlightened
while -+*.542-2,ÿ7scribes
@3*(27ÿA0 )3-2,ÿthe
mourned 452ÿ+loss
077ÿ0of8ÿtheir
452*3ÿ3research
27263@5ÿ6and -,ÿthe
452ÿ.great
3264ÿA6 .*@6+ÿ7secrets
magical 2@3247ÿthat
4564ÿ5had
6,
2enabled
-6(+2,ÿthe452ÿ>previous
321*0)7ÿ6age.2ÿto40ÿ3rise
*72ÿto40ÿ7such
)@5ÿ>prominence.
30A*-2-@29
P4 5237ÿ>picked
Others *@B2,ÿ)up>ÿ;5
what 64ÿthey
452?ÿ@could
0)+,ÿ8from
30Aÿthe
452ÿ3ruins
)*-7ÿ6and
-,ÿ@chose
5072ÿto40ÿ7start
4634ÿ6anew,
-2;=ÿ5hoping
0>*-.ÿthat
4564ÿtheir
452*3ÿ,descendants
27@2-,6-47ÿ;0 )+,ÿ+learn
would 263-ÿ8from
30Aÿtheir
452*3ÿA*746B279ÿP1
mistakes. 23ÿthose
Over 45072ÿ2early
63+?
@centuries,
2-4)3*27=ÿthe
452ÿ7scattered
@644232,ÿ7survivors
)31*1037ÿ8fought
0).54ÿ(back
6@Bÿthe
452ÿterrors
4233037ÿthat
4564ÿ7stalked
46+B2,ÿthe
452ÿ6abandoned
(6-,0-2,ÿ+lands
6-,7ÿ0of8ÿC* +,2A0)-4=ÿ@continuing
Wildemount, 0-4*-)*-.ÿto40ÿ2endure
-,)32ÿ6and
-,ÿ(build
)*+,ÿ-new
2;ÿ7societies,
0@*24*27=
@civilizations
*1*+*N64*0-7ÿthat
4564ÿ2eventually
12-4)6++?ÿ3reclaimed
2@+6*A2,ÿC* +,2A0)-4ÿ6and
Wildemount -,ÿ(brought
30).54ÿthe452ÿ;0 3+,ÿto40ÿthis
world 45*7ÿA0 ,23-ÿ6age.
modern .29
C27423-ÿC?
Western -6-,*3
Wynandir

JThe52ÿ+lands
6-,7ÿ0of8ÿC2 7423-ÿC?
Western -6-,*3ÿ;2
Wynandir 32ÿthe
were 452ÿ2epicenter
>*@2-423ÿ0of8ÿthe 452ÿD6 +6A*4?M7ÿ,destruction.
Calamity's 2743)@4*0-9ÿQ0 @B?ÿ3ranges
Rocky 6-.27ÿ0of8ÿA0 )-46*-7ÿ;2
mountains 32ÿ7sundered,
were )-,232,=ÿ2entire
-4*32ÿ+landscapes
6-,7@6>27ÿ(burned,)3-2,=
6and
-,ÿ5hovering
0123*-.ÿ7seats
2647ÿ0of8ÿ>power
0;23ÿ@crashed
36752,ÿ,down0;-ÿ8from30Aÿthe
452ÿ7sky, B?=ÿtheir
452*3ÿKfloating
064*-.ÿ@cities*4*27ÿ@consumed
0-7)A2,ÿ(beneath 2-2645ÿthe452ÿ5hungry
)-.3?ÿ2earth. 63459
RS TUVWXTS
Grimgolir
JThe52ÿ,dwarven
;6312-ÿ@clan+6-ÿ0of8ÿL3 *A.0+ÿthat
Grimgol 4564ÿ0once
-@2ÿ5helped
2+>2,ÿ5hold 0+,ÿthe 452ÿ@center
2-423ÿ0of8ÿthe
452ÿI7 5B22>23ÿY2
Ashkeeper 6B7ÿ;6
Peaks was7 ÿ-nearly
263+?ÿ;* >2,ÿ0out)4ÿ,during
wiped )3*-.ÿthe
452ÿD6 +6A*4?9ÿJThe
Calamity. 52ÿ7surviving
)31*1*-.ÿ8families
6A*+*27
6and
-,ÿ;6 33*037ÿ(burrowed
warriors )330;2,ÿ,deep 22>ÿ(beneath
2-2645ÿthe452ÿ7surface
)386@2ÿ0of8ÿHExandria
F6-,3*6ÿto40ÿ;6 wait*4ÿ0out)4ÿthe
452ÿ@chaos.
56079ÿD0 ++6>7*-.ÿ-nearly
Collapsing 263+?ÿ2every
123?ÿ2established
746(+*752,ÿtunnel
4)--2+ÿ)used
72,ÿ*in-ÿthe
452ÿ;6wars37ÿ6above,
(012=ÿthe
452
@clan
+6-ÿ8found
0)-,ÿthemselves
452A72+127ÿ@cut)4ÿ0off88ÿ8from
30Aÿthe452ÿ3rest
274ÿ0of8ÿHExandria.
F6-,3*69ÿZFor03ÿ@centuries,
2-4)3*27=ÿthe 452ÿ,dwarves
;63127ÿ0of8ÿD+Clan6-ÿL3 *A.0+ÿ2endured
Grimgol -,)32,ÿthe 452ÿ,darkness
63B-277ÿ6alone,
+0-2=ÿ,defending
282-,*-.ÿ6against
.6*-74ÿthe
452
,dregs
32.7ÿ0of8ÿthe
452ÿO2 436?23ÿL0
Betrayer Gods',7Mÿ8forces
03@27ÿ6and-,ÿ6adapting
,6>4*-.ÿthemselves
452A72+127ÿ*into -40ÿ6aÿ5hardy
63,?ÿ6and -,ÿ7stalwart
46+;634ÿ>people.
20>+29
[6 +8\32A2A(232,ÿtales
Half-remembered 46+27ÿ6and -,ÿA? 457ÿ0of8ÿtheir
myths 452*3ÿ8forgotten
03.0442-ÿ5history,*7403?=ÿA* -.+2,ÿ;*
mingled with45ÿ;0 375*>ÿ0of8ÿ]0
worship 36,*-=ÿ(began
Moradin, 2.6-ÿto40ÿ7stir4*3ÿ6an-ÿ2eagerness
6.23-277ÿto40ÿ3return
24)3-ÿto40ÿtheir
452*3ÿ6ancestral
-@27436+ÿ5home
0A2
6and
-,ÿ(build
)*+,ÿ6anew.
-2;9ÿC* With45ÿ-new
2;ÿ>purpose,
)3>072=ÿthey
452?ÿ@carved
6312,ÿtheir
452*3ÿ;6 way? ÿ(back
6@Bÿtoward
40;63,ÿthe 452ÿ7surface,
)386@2=ÿ0only
-+?ÿto40ÿfind
<-,ÿthe452ÿA0 )-46*-7ÿ0of8ÿtheir
mountains 452*3ÿ5home
0A2ÿ3reduced
2,)@2,ÿto40ÿ,dust
)74ÿ6and
-,ÿ>pebbles.
2((+279
:0
Not4 ÿ2easily
67*+?ÿ,dissuaded,
*77)6,2,=ÿthe 452ÿ,dwarves
;63127ÿ3returned
24)3-2,ÿto40ÿthe452ÿ7surface
)386@2ÿ8for03ÿthe
452ÿ<first
374ÿtime
4*A2ÿ*in-ÿ.generations,
2-2364*0-7=ÿfinding
<-,*-.ÿthe452ÿ0once-ruined
-@2\3)*-2,ÿ;0 world3+,ÿ-now
0;ÿ3recovering
2@0123*-.ÿ;* with45ÿ3renewed
2-2;2,ÿ+life
*82
6and
-,ÿ@color.
0+039ÿThe
J52ÿ3resilient
27*+*2-4ÿ@clan +6-ÿA6
made,2ÿtheir
452*3ÿ;6way? ÿ-north
0345ÿ6along+0-.ÿthe452ÿO3 0B2-12*+ÿO+
Brokenveil )887ÿ6and
Bluffs -,ÿ8found
0)-,ÿ6aÿA6 77*12ÿA0
massive )-46*-ÿto40ÿ5house
mountain 0)72ÿtheir
452*3ÿ-new
2;ÿ@city.
*4?9ÿThey
J52?ÿ(built
)*+4ÿtheir
452*3
7stronghold
430-.50+,ÿ*into -40ÿthis
45*7ÿA0 -0+*45ÿ6among
monolith A0-.ÿthe 452ÿG) -30@Bÿ]0
Dunrock )-46*-7=ÿ6and
Mountains, -,ÿ.gave
612ÿtheir
452*3ÿ-new
2;ÿ5home
0A2ÿthe452ÿ-name6A2ÿ0of8ÿL3 *A.0+*39
Grimgolir.

^T
Rise_`ÿWofbÿthe
cd`ÿeJulous
fXWf_ÿgW UThTWh
Dominion
EIn-ÿthe
452ÿ]6 330;ÿi6
Marrow ++2?=ÿthe
Valley, 452ÿ-numerous
)A230)7ÿ,decades
2@6,27ÿ8following
0++0;*-.ÿthe 452ÿG* 123.2-@2ÿ+left
Divergence 284ÿthe
452ÿ+landscape
6-,7@6>2ÿ(blackened
+6@B2-2,ÿ6and -,ÿ*inhospitable.
-507>*46(+29ÿJThe 52ÿ3remaining
2A6*-*-.ÿ>people
20>+2ÿ7struggled
43)..+2,ÿ8for03
8food
00,ÿ6and -,ÿ7shelter
52+423ÿ6as7ÿthey
452?ÿ;6 -,232,ÿthe
wandered 452ÿ3rocky
0@B?ÿ5hills
*++7ÿ8for03ÿ@centuries,
2-4)3*27=ÿ6avoiding
10*,*-.ÿthe 452ÿ@colder
0+,23ÿ;2 64523ÿ0of8ÿthe
weather 452ÿ-north.
03459ÿ:0 A6,*@ÿ7sects
Nomadic 2@47ÿ0of8ÿ5humans
)A6-7ÿ6and -,ÿ5halflings
6+K*-.7
,defended
282-,2,ÿthemselves
452A72+127ÿ6against .6*-74ÿthe452ÿ5hungry
)-.3?ÿ(beasts
26747ÿ6and -,ÿ+lingering
*-.23*-.ÿ2evils 1*+7ÿthreatening
4532642-*-.ÿtheir 452*3ÿ5homesteads,
0A27426,7=ÿ6and -,ÿ8fought
0).54ÿ;* 45ÿ2each
with 6@5ÿ0other
4523ÿ0over
123ÿfertile
8234*+2ÿ+land.
6-,9
jSmall
A6++ÿ@civilizations
*1*+*N64*0-7ÿ(began
2.6-ÿto40ÿ8form
03Aÿ6amid
A*,ÿ4the
52ÿ@chaos,
5607=ÿ(but)4ÿ*it4ÿ;6 7-M4ÿ)until
wasn't -4*+ÿthe
452ÿ@central
2-436+ÿtownship
40;-75*>ÿ0of8ÿkZadash6,675ÿ;6was7 ÿ2established
746(+*752,ÿ6as7ÿ6aÿ7safe 682ÿ0outpost
)4>074ÿthat
4564ÿthe
452ÿ)unification
-*<@64*0-
0of8ÿthe
452ÿ]6 330;ÿi6
Marrow ++2?ÿ(began.
Valley 2.6-9ÿ[2 +A2,ÿ(by?ÿthe
Helmed 452ÿlJulous
)+0)7ÿ8family,
6A*+?=ÿ7supposedly
)>>072,+?ÿ0of8ÿ-noble 0(+2ÿ(blood
+00,ÿfrom
830Aÿ(before
28032ÿthe
452ÿD6 +6A*4?=ÿ6aÿ.guarded
Calamity, )63,2,ÿ@community
0AA)-*4?ÿ;* 45ÿ6an-ÿ0organized
with 3.6-*N2,
A*+*463?ÿ803@2ÿ;67ÿ()*+4ÿ*-ÿ452ÿ@2-423ÿ08ÿ452ÿ16++2?ÿ630)-,ÿ80)3ÿ5)-,32,ÿ?2637ÿ6.09ÿE4ÿ(2@6A2ÿ(045ÿ6ÿ5612-ÿ803ÿ452ÿ743)..+*-.ÿA67727ÿ6-,ÿ6ÿ@2-423ÿ8for03
military force was built in the center of the valley around four hundred years ago. It became both a haven for the struggling masses and a center
agricultural expansion.

Increasing their strength with each generation, this movement guided by the Julous family became known as the Julous Dominion, stretching across the
south end of Western Wynandir. Not all agreed to join the Julous Dominion, however. Some outliers rejected the Julous interests, founding their ow
village of Kamordah on the boiling earth of the hills in the southwest Marrow Valley. In time, the people of Kamordah came to worship a being of /395)Bÿ+ÿ8-)6,ÿ/0
primordial fire that lives beneath the mountains and speaks to them in dreams and visions.

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At this time, religious leaders throughout the Dwendalian Empire rebelled against the emperor's religious restrictions . After his coronation, Emperor
Manfried Dwendal enacted laws limiting worship and prayer to subjects concerning the power, profit, and expansion of the empire. In the year 544 PD,
internal strife and insurgent action turned bloody when the zealous leaders of varying faiths attempted, and failed, to usurp the throne for their council. An 6
angered Emperor Manfried Dwendal had the rebellious priests executed-an event that came to be known as the Admonition.

The emperor spoke of abolishing all worship within his boundaries. This caused further uproar among the populace, but then Emperor Manfried's spies
discovered that the seeds of the uprising had been sown by Julous interests. Publicly exposing the plot, the emperor outlawed only select faiths that he
felt threatened civilized life. He redirected much of the people's fury by also proclaiming the Julous Dominion an enemy of the empire later that year and
declaring war on the neighboring nation.

Meanwhile, the Julous Dominion was dealing with the refusal of the outlying villages near Kamordah to accept their rule in this time of brewing hostility.
They eventually drove the independent villagers back into the Cyrios Mountains, just in time to hear the horns of war blaring from the empire to the north.
The violent conflict known as the Marrow War lasted over si xteen months and cost the lives of many soldiers and innocents on both sides of the Marrow
Valley.

The Julous Dominion lacked the unified military force of the empire. When a major military push left the capital city of Zadash occupied by the empire,
Baron lnock Julous and Baroness Tessandra Julous met with Emperor Manfried to negotiate a peace. During this meeting, the baron and baroness were
unceremoniously executed. Their bodies were displayed publicly along with the narrative that they had attempted an assassination on the emperor during
the peace talks. Disheartened and bereft of leadership, the Julous Dominion immediately came to an end, as did the war.

To prove his benevolence to the people of the newly conquered Julous Dominion, and to help avoid future uprisings, Emperor Manfried declared that all
citizens of the dominion would keep their lands and homesteads. No soldiers would stand trial or be punished for their previous allegiance. Life would
continue as it had, except for the implementation of imperial taxes, laws, and oversight across the valley under the new emperor. Outlawed religious
iconography was destroyed, crops and goods were redistributed according to the needs of the empire, and life slowly returned to normal for the Zemnian
:people.
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creatures of Xhorhas. King Theoderich Dwendal's benevolent nature brokered the partnership with the Clovis Concord of the Menagerie Coast without
bloodshed and ushered in new opportunities for trade with the rest of Exandria . King Willamar Dwendal established the initial prominence of House
Truscan and granted them oversight of the Truscan Vale, to the displeasure of the other noble houses.

Other kings have come and gone, but few have made as immediate and lasting a mark as King Bertrand Dwendal. On assuming the throne in 790 PD, King
Bertrand immediately demonstrated his love of spectacle and social manipulation by instituting town criers across the empire to disseminate Crown-
approved messages. With the aid of Master lkithon Trent of the Cerberus Assembly, he captured the imagination of the masses with well-crafted tales of
his deeds, proclaimed by the criers in every town square.
Seeking to bury any dissent against the Crown, King Dwendal began to use the empire's spy network to seek out sources of unrest in the public and punish
those who sowed thoughts of rebellion . Public holidays and celebrations were given greater funding to quell the masses and distract the people from the
increase in taxation implemented across the valley. This allowed King Bertrand Dwendal to rise in popularity while also ruling with a far more ruthless and
self-serving agenda than most kings before him.

King Bertrand maintains the isolationist world view of his predecessors, even in times of need. By ignoring political alliances from distant nations,
preventing the construction of any skyship docks within the empire, and ignoring calls for aid-such as the fight against the rising threat of Vecna two
decades before-the King believes he has made the empire stronger than it's ever been.

However, the king's focus on isolationism fades as tensions with Xhorhas grow. Worry about his legacy mingles with the new and deadly threat of the Kryn
Dynasty, now emboldened and pushing into his kingdom with strange magics and dangerous warriors. He mistrusts the very Cerberus Assembly that
grants him so much influence and arcane might to combat the ever-darker world that barks at the borders of the empire. Public approval of his rule wanes
with growing economic disparity, and the whisper of Myriad power returning under his nose only heightens his paranoia.

When the Kryn orchestrated an attack on the Halls of Erudition in Zadash, the Cerberus Assembly pushed for a display of military power to rally the people
and bring unity to the national identity of the empire. The king declared war on the Kryn Dynasty and the people of Xhorhas, embroiling the region in this
new full-scale conflict, with the hope that, as history has proven, people are easier to unite against a common enemy.

IThe
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0,S+B/7ÿ0ofCÿthe /8)ÿ95 >5?+/4;ÿthe
Calamity, /8)ÿ+islands
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5//>)7;ÿthe
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+F+>+Y5/+0,7ÿ:) were 3)ÿ+instead
,7/)56ÿ:+ @)6ÿ0out2/ÿ1by4ÿ?5
wiped 77+F)ÿfloods.
massive S0067DÿZImmense
??),7)ÿtidal /+65>ÿ7surges
23-)7ÿ>left
)C/ÿthe
/8)ÿBcoast
057/ÿ6drowned
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B)5,;ÿ>leaving
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/8)ÿ?0
most 7/ÿ5accomplished
BB0?@>+78)6ÿ0ofCÿ7sailors.
5+>037DÿUEventually,
F),/25>>4;ÿ/the8)ÿ:5 /)37ÿ7settled
waters )//>)6ÿ0once
,B)ÿ?0more, 3);ÿ5and
,6ÿ,nature
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:+C/>4
3reclaimed
)B>5+?)6ÿthe /8)ÿ>lands
5,67ÿ:+with/8ÿ>lush
278ÿ-green
3)),ÿjungles.
[2,->)7D
\]
The ^ÿ̀a bcde
Ki'Nau

IThe8)ÿCfew
):ÿ7scattered
B5//)3)6ÿ7survivors
23F+F037ÿ0ofCÿthe/8)ÿSfloods
0067ÿCfound 02,6ÿ7shelter
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?0,-ÿthe /8)ÿ8higher
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[2,->)7ÿ0ofCÿthe/8)ÿ(Swavain
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02,/4ÿ0ofCÿ5aÿ?0 more3)ÿ@plentiful
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,6
/30@+B5>ÿ)environment.
tropical ,F+30,?),/DÿThese I8)7)ÿ7seafaring
)5C53+,-ÿ@people )0@>)ÿ3rebuilt
)12+>/ÿ5among
?0,-ÿthe /8)ÿ+islands
7>5,67ÿ5and ,6ÿtook
/00*ÿthe
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Ki'Nau, 5,+,-ÿg"the
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Naush.278DÿIThough
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/)33+1>)ÿSfloods
0067ÿ0ofCÿthe/8)ÿ95 >5?+/4ÿ8had
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wilds were3)ÿ7still/+>>ÿ5aÿ@persistent
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/8)
<+ Af52DÿUEach
Ki'Nau. 5B8ÿ-generation
),)35/+0,ÿ7struggled
/32-->)6ÿto/0ÿ7survive
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/8)ÿ@predators
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/8)ÿjungles
[2,->)7ÿ5and,6ÿ0ocean
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Over )3ÿtime,
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waters ,6ÿ)entered
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3)5/+0,ÿ5abandoned
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UK'OTOA ,/ÿ(123
ASSAULTS 04+53ÿ/67
UNWELCOME 8/ÿ+1ÿ
SHIPS ON ,63
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OCEAN

,:
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whose HFOÿHultimately
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rP ZYIaÿXlost
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emerging guilds consolidated enough power NbG]Nÿthe LMNÿFregion's
NaYGIi[ÿFruling
HXYIaÿbclass:
XP[[wÿthe
LMNÿtX GZY[ÿtG
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mThe
MNÿbconcord
GIbGFJÿ̀G worksFl[ÿtogether
LGaNLMNFÿtoLGÿlkeep NNWÿthe LMNÿ[surrounding
HFFGHIJYIaÿ‚Lucidian
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HYJYIaÿthe LMNÿ\fortunes
GFLHIN[ÿGof\ÿthose
LMG[Nÿ̀M whoG
sail on the open waters. The blend of cultures that forms the Menagerie NIPaNFYNÿtG CoastP[Lÿbcreates
FNPLN[ÿPaÿJdiverse
YZNF[Nÿbcommunity
G]]HIYLOÿ̀M NFNÿthe
where LMNÿParts
FL[ÿPareFNÿXlauded
PHJNJÿPand IJÿbcoin
GYIÿYis[ÿlkingYIae.
However, the shadow of the Myriad syndicate continues to infiltrate XLFPLNÿthe
LMNÿ[streets,
LFNNL[Uÿ̀while MYXNÿthe
LMNÿWpirate
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routes and rebel against the concord . Tensions are further escalated bPXPLNJÿfbyOÿtheLMNÿthreat
LMFNPLÿGof\ÿNexpanding
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GFLMNP[Lÿfbetween
NL`NNIÿthe LMNÿT`N IJPXYPIÿqEmpir-
Dwendalian ]WYFNÿP-.,d
the Kryn Dynasty.
The Greying Wildlands

The fierce powers released in the conflicts of the Calamity tore through the heavily forested region now known as the Greying Wild lands, setting ablaze a
slow-burning arcane forest fire that smoldered for nearly a century, burning through the hearty trees of the region like a plague of embers. The northern
realm was left desolate, ashes and dirt blown into dust and sand as the chill northern winds transformed the rolling hills into a desert of ice and pebbles.
Fleeing remnants of the Grimgol dwarves delved into the snow-hooded Flotket Alps, many freezing to death in the wind-battered valleys before finding
safety in the natural caverns hiding deep in the mountain range. Within these icy depths, the dwarves cultivated fiery hearths and brought warmth to the
heart of the mountain, establishing the new dwarven city of Uthodurn.

Molaesmyr
Amid the charred remains of the burning forest that filled the sky with smoke for over a hundred years, one section of the woods defied the flames and
held against the embers that battered it. This small patch of idyllic green endured, a sanctuary for the surviving wood elves that held fast and hoped for a
?. ,472)GÿTSensing
miracle. )/5./0ÿthat
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;(.5ÿ=forest
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/;.2ÿthe
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;()ÿ)elves
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):
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9?)ÿ4among ?9/0ÿthe ;()ÿ4ancient
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,9A)5G
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(.5ÿ,region
)0.9/ÿDbecame )74?)ÿthe ;()ÿV) 2@;(.2ÿHForest,
Veluthil 9,)5;Cÿ4and/3ÿ=from
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)4@;.=@2ÿ7city
.;-ÿ9of=ÿU9 24)5?-,GÿHFrom
Molaesmyr. ,9?ÿthe
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):ÿ2life
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W84/3./0ÿthe ;()ÿDboundaries
9@/34,.)5ÿ9of=ÿthe ;()ÿ=forest
9,)5;ÿ9over
A),ÿ7centuries
)/;@,.)5ÿto;9ÿ)eventually
A)/;@422-ÿ,reclaim
)724.?
?@
much 7(ÿ9of=ÿthe ;()ÿ1.
Wild232lands.
4/35GÿX, @.3.7ÿ=forces
Druidic 9,7)5ÿ4and /3ÿ8powerful
9:),=@2ÿ=fey)-ÿ)enchantments
/7(4/;?)/;5ÿ:) were,)ÿ2laid
4.3ÿ;throughout
(,9@0(9@;ÿthe ;()ÿtwisting
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3determine
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9Eastern
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while D?Q=>D?QÿCdemons
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blackened marshlands. Discarded abominations seeped from beneath the ruined earth of Xhorhas's eastern shores, climbing past the Penumbra ?Q=
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who G
sought the surface as part of their worship, and slowly began to reach out to the nearby nomads to unite under the light of the Lu xon.

As the first nation of post-Calamity Xhorhas, the Kryn Dynasty worked to expand its reach throughout the wasteland and bring unity to the ravaging
hordes. Dormant evils continued to rise from beneath the marshes and badlands of Xhorhas, spreading chaos and battling with the warriors who called
the desolate valley their home. The struggle to convert the denizens of Eastern Wynandir to the light of the Lu xon continues to this day, while the agents of K
Lo Ith seek to spite and destroy her once-chosen for their arrogance.

Meanwhile, the dragonborn have begun to reach out to Exandria's sprawling political world, wishing to exchange knowledge and trade their gold and
jewels for powerful magics to better their standing.

Draconia
After the Calamity, a shard of the destroyed dragonkin city of Kethesk came to rest within the southern Dreemoth Ravine. The surviving dragonborn took
advantage of the ravine's defensible layout to build a new city and made an alliance with the cave-dwelling, indigenous dragonborn they called rave
beginning the reformation of civilized dragonborn society.
With the ravenites as a labor force, the dragonborn harvested the massive brumestone crystals that had once held their city aloft, and the new city of
Draconia began to take shape as a series of floating islands within the heart of the chasm. Calling themselves draconbloods, they spent hundreds of years
slowly reconstructing their nation in seclusion, focusing entirely on their own enlightenment and pursuits. They eventually enslaved the ravenites to mine
the ravine's gold and gemstones, and to en sure draconblood dominance in the region, leaving their minds free to focus on internal politics and arcane
advancement.

The Chroma Conclave

In the year 815 PD, an unexpected assault on Draconia came in the form of a group of ancient chromatic dragons calling themselves the Chroma
Conclave. The mighty city of Draconia was immediately destroyed and left to crumble in the Dreemoth Ravine. A powerful white dragon called Vorugal, the
Frigid Doom, claimed the ravine as its new domain, while the rest of the dragons sought conquest elsewhere in Exandria. These events shook the nations
of Wildemount, sending the Clovis Concord and the Dwendalian Empire into a state of alert, while the Kryn Dynasty temporarily withdrew to Rosohna,
fearing another attack.

As time passed, Vorugal and the entire Chroma Conclave were slain and the danger seemed to have dissipated. With Draconia sundered, the no-longer
enslaved ravenites greatly outnumbered their previous masters; they claimed their freedom and punished the surviving draconbloods. A handful of
draconian nobles fled to the Menagerie Coast or the Dwendalian Empire to seek asylum, leaving the ravenites to rebuild Wildemount dragonborn society
on the ruins of their oppressors.

The War of the Ash and Light

In the past century, the Dwendalian Empire has clashed with the Kryn Dynasty. Small skirmishes and slain soldiers on both sides deter expansion beyond
the Ashkeeper Peaks, with each faction keeping a close eye on the other.

Recently, the empire's interest in growing Kryn influence has led to increasing curiosity about the source of the Kryn's mysterious arcane capabilities.
Dwendalian spies successfully stole two of four artifacts known as "beacons," which seemed to be powerful sources of the unique magical energy called
dunamis. The Bright Queen Leylas Kryn began an initiative steal back the beacons and assault Dwendalian strongholds until these sacred reli cs are
returned . Now, in 835 PD, the resulting skirmishes have escalated into all-out war. A fifth beacon has been recently uncovered by the Cerberus Assembly,
and the violence threatens to grow past the Ashkeeper Peaks and embroil other denizens of Wildemount in the confli ct.

Pantheon of Exandria

The Divine Gate, established during the Divergence, is a powerful barrier between the Material Plane and the divine realms. The Divine Gate sealed away
both the Betrayer Gods and the Prime Deities within their respective domains in hopes of salvaging the new age and preventing another Calamity. If the
Divine Gate were to be destroyed by the unanimous effort of the Prime Deities, all powers would be unleashed, threatening armageddon . Thus, the gods
patiently watch their creations from beyond the veil, lending what small power they can send through the gate to aid the goals of their faithful. In the
absen ce of the gods, lesser entities seek to gain power and influence, making pacts with mortals and offering their own gifts in exchange for favor,
worship, or deeds done in their name.

The following gods, patron s, and titles are recommended as the existing pantheon, but they are only a recommendation. You are welcome to alter,
supplement, or completely change the gods in your Wildemount campaign to fit your needs. The domains and pacts listed are the likely choices for clerics,
warlocks, and followers of each entity, but these are not the only options, and many other domains can be attributed to your preferred deity. Talk with your
DM about how best to dress your domain or pact choice to fit within the philosophies and commandments of your patron deity.

Prime Deities

The circle of Prime Deities includes the leaders and luminary creators that battled the Primordials and instigated the Founding, forging the mortal races of
Exandria. They represent a spectrum of light, protection, love, death, and all other facets of freedom and life in the world. While some gods may disagree
8ÿ1]; ÿ.ÿ1;3)2,ÿ. ÿ:.(0).( 08ÿ)*,(-ÿ-,1@,6)(/, 1B
and squabble, they exist in a subtle alliance to maintain the sanctity of life and their respective creations.

jMHÿyDeities
Prime

yHjez
Deity QjkOMHOe
Alignment KLRjOPH
Province {|kkHgeHhÿyL
Suggested MNjOg
Domains JLMMLOÿ{z
Common M}LQ
Symbol
Deity Alignment Province Suggested Domains Common Symbol

Avandra CG Change, freedom, luck Nature, Trickery ÿLAÿ@ÿGLNBÿPLUAÿLCÿZHAB@AS


Woman's profile embossed on a gold coin or pendant

Bahamut LG Honor, justice Life, Order,* War [NH


Silver dragon's head in profile

TTwo
dLÿcrescent
PCHYPHASÿML LAYÿKfacing
@PUAGÿHeach
@PFÿLother SLZÿ@aÿKfour-
SFHCÿ@atop LOCe
>CP@A@Ibbÿ^Light
UGFS
moons

Zpointed
LUASHBÿYstar
S@C
Corellon CG Art, beauty, elves Arcana,**

Erathis LN Civilization, law, peace hALdNHBGHIÿaC


Knowledge, BHCb
Order* iL O\NHeFH@BHBÿ@axejHÿUinset
Double-headed AYHSÿwith
dUSFÿ@aÿZpattern P@NHY
@SSHCAÿLofKÿYscales
hA LdNHBGHIÿNlearning,
H@CAUAGI
kloun
LOA RN >CP@A@IbbÿhALdNHBGH l@UCÿLofKÿLopen
ZHAÿHeyes
VHYÿPcrowned
CLdAHBÿdUSFÿ@aÿthird ZHAÿHeyeVH
SFUCBÿLopen
Knowledge,

SH@PFUAG
Arcana,** Knowledge Pair with
teaching

mFour
LOCÿ\bolts
LNSYÿofLKÿNlightning
UGFSAUAGÿCradiating
@BU@SUAGÿKfrom
CLMÿthe HASHCÿofLKÿ@a
SFHÿPcenter
hLCB DR ]@SSNHIÿPcompetition,
LMZHSUSULAIÿYstorms
SLCMY TTempest,
HMZHYSIÿW@
WarC
Yshield
FUHNB
Kord CN Battle,

nHNLC@
Melora RN cH@YIÿdUNBHCAHYY
Seas, wilderness ^Life,
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>Avandra calls no domain in the planes her residence, instead eternally wandering
SF the Outer Planes where serenity can be found, distantly watching over the
through
Zpotential of mortals.

AVANDRA, THECHANGEBRINGER

Depiction. The Change Bringer is often depicted as a young woman of dark complexion and long, light brown hair that cascades to form the road left

behind her. Most art shows her in constant motion, ever leading into the unknown . AGÿUASLÿSFHÿOAQALdAr
Holy Day. Avandra's holy day, called New Dawn, takes place on the first day of the first month, when the old year gives way to the new. On the Menagerie
Coast, people celebrate by having a feast on the shore at dusk to watch the sunset. They feast and discuss their hopes for the new year until the sun rises . >7J
Commandments of Avandra

• Luck favors the bold. Your fate is your own to grasp, and to do so is to have the Change Bringer behind you.
• Change is inevitable. The righteous can ensure that such change is for the better.
_I7>ÿ2H2I37BÿB;5233;Jÿ̀IH8BÿF95ÿB8>ÿF5>>49Gÿ9Fÿ;9O57>:Fÿ234ÿ9B8>57ÿ@8>3ÿ;9Oÿ=23<ÿ234ÿI37DI5>ÿ9B8>57ÿB9ÿEH8Bÿ@8>3ÿ;9Oÿ=2339BJ
• Rise against tyranny. Fight for the freedom of yourself and others when you can, and inspire others to fight when you cannot.

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Commandments of Bahamut

• Stand as a paragon of honor and justice.


• Smite evil wherever it is found, yet show compassion to those who have strayed from the path of righteousness. ÿ9Fÿ5IH8B>9O73>77J
• Defend the weak, bring freedom to the persecuted, and protect the ideals of justice and order.

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Corellon, B8>ÿ05=8ÿe>
Arch 25B
Heart

Guardian of spring, beauty, and the arts, Corellon is the patron of arcane magic and the
fey. The Founding inspired them to wander the twisted lands, seeding them with the
first arcane magics and raising the most ancient of forests . It was by the Arch Heart's
hand that the first elves wandered from the Feywild, and for this reason they are
considered the Mother and Father of all elves. Those who seek art in all their work,
whether magical or mundane, often worship at the altar of Corel Ion. They loathe the
Spider Queen and her priestesses for leading the draw astray.
Corellon watches the business of mortals and gods from within the palace of
Crescent Grove in the beautiful realm of Arborea, surrounded by towering white trees
and pillars of marble.
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Knowing NMEB
Mentor

o= K=B=HÿRbyGÿDseers,
Revered ==BDPÿDsages,
?]=DPÿ?and
NHÿteachers
M=?Q<=BDÿEofXÿ?allFFÿ@? F_DÿEofXÿFlife,
walks IX=PÿZloun
ESNÿ]guided
SIH=Hÿthe M<=ÿ]growth
BE@M<ÿEofX
Qcivilization
IKIFIL?MIENÿthroughout
M<BES]<ESMÿthe M<=ÿp]
Age =ÿEofXÿArcanum
pBQ?NSTÿFlike I_=ÿDsunlight
SNFI]<Mÿ]guides
SIH=DÿtheM<=ÿRbranches
B?NQ<=DÿEofXÿ?aÿtree.
MB==Y
qB I=KESDFGÿ@E
Grievously woundedSNH=HÿRbyGÿtheM<=ÿJ< ?IN=Hÿ^R
Chained FIKIENÿHduring
Oblivion SBIN]ÿthe
M<=ÿJ? F?TIMGPÿ<her=BÿXfollowers
Calamity, EFFE@=BDÿ?areB=
Nnow
E@ÿ<hunted
SNM=HÿRbyGÿ?agents
]=NMDÿEofXÿ<her=Bÿ?ancient
NQI=NMÿXfoes
E=Dÿ?asDÿDshe
<=ÿBrecovers
=QEK=BDY.ÿr= HerBÿHdevout
=KESMÿNnow E@ÿ@E BD<I\ÿIinN
worship
\private,
BIK?M=PÿDspreading
\B=?HIN]ÿ_knowledge,
NE@F=H]=Pÿ\philosophy,
<IFEDE\<GPÿ?and NHÿFlore
EB=ÿ?anonymously
NENGTESDFGÿthrough M<BES]<ÿtraceless
MB?Q=F=DD
Qchannels.
<?NN=FDY
Zloun
ESNÿDsits
IMDÿ?among
TEN]ÿthe M<=ÿIinfinite
NsNIM=ÿFlibrary
IRB?BGÿthat
M<?Mÿfills
sFFDÿthe
M<=ÿ<hidden
IHH=NÿBrealm
=?FTÿEofXÿthe
M<=ÿ[Endless
NHF=DD
pM <=N?=STPÿ<her=BÿQcelestial
Athenaeum, =F=DMI?FÿDservants
=BK?NMDÿQcataloging
?M?FE]IN]ÿ?allFFÿ_known
NE@Nÿthings
M<IN]Dÿ?asDÿDshe
<=ÿIinspires
ND\IB=Dÿthose
M<ED=
@<
who Eÿ\pray
B?GÿXforEBÿ<her=BÿIinsight
NDI]<Mÿ?and
NHÿ]guidance.
SIH?NQ=Y
7d tjuej4b9ÿJE
Depiction. CommonTTENÿBrepresentations
=\B=D=NM?MIENDÿDshow <E@ÿtheM<=ÿmN E@IN]ÿn=
Knowing NMEBÿ?asDÿ?aÿ]graying,
Mentor B?GIN]PÿT? MSB=
mature
woman with a welcoming, matronly smile, swathed in billowing robes and scarves that
fan into books and scrolls. Some colloquially refer to loun as the Knowing Mistress,
revering her as a headmistress of knowledge among the gods.
JOUN, THE KNOWING MENTOR

Holy Day. loun has no public holy day, for her public worship was shattered during the Calamity, and she has since fallen into half-remembered myth. Only
in the monasteries of the Cobalt Soul has the Knowing Mentor's faith been resurrected-though her worship by the intellectuals of the city bears little
resemblance to that of the knowledge-seekers of old.

Commandments of loun

• Unmask those who would destroy loun. Learn their secrets and unveil them to the world.
• Uphold and teach the importance of reason, perception, and truth in guiding one's emotions and path.
• Condemn those who lie without moral cause, for evil folk gain power when their followers obscure the truth. Never stoop to the level of selfish liars.

Kord, the Storm Lord

j@
WhereMLMÿthunder
O@>?IMLÿDbooms
==RBÿAand ?IÿGconflict
=?kFGOÿLrises,
FBMBJÿCprayers
LAHMLBÿtoO=ÿthe
O@MÿVStorm
O=LRÿfLord
=LIÿAareLMÿBshouted
@=>OMIÿFinto
?O=
O@MÿRA
the MEBOL=RTÿlM
maelstrom. gMEF?PÿFin?ÿAallEEÿtests
Reveling OMBOBÿ=ofKÿBstrength,
OLM?PO@JÿW= LIÿDblesses
Kord EMBBMBÿthose
O@=BMÿN@ who =ÿCprove
L=gM
O@MRBMEgMBÿ=on?ÿthe
themselves O@MÿDbattlefield.
AOOEMiMEITÿj= LB@FCMIÿDbyHÿAathletes
Worshiped O@EMOMBÿAand
?IÿNA LLF=LBÿAallEEÿAacross
warriors GL=BBÿmExandria,
nA?ILFAJ
@heMÿMexalts
nAEOBÿthose
O@=BMÿN@ whose force of spirit and desire for victory call his attention. Heÿ
= B MÿK= LG M ÿ= KÿBC F
LFO ÿA ?I ÿ
I M BFLMÿK= LÿgFGO= LHÿ
GA EEÿ
@ F
B ÿA O O M?OF= ? T
ÿoM Dbrings
LF?PB
O>R>EO>=>BÿBstorms
tumultuous O=LRBÿ=over gMLÿEland
A?IÿAand ?IÿBsea,
MAJÿAand?Iÿthose
O@=BMÿN@who =ÿNF B@ÿfor
wish K=LÿGclearer
EMALMLÿBskies[FMBÿ=offer
KKMLÿtheir
O@MFL
Cpraises
LAFBMBÿAand
?IÿCprayers
LAHMLBÿtoO=ÿAappease
CCMABMÿ@him. FRT
W=
KordLIÿIdwells
NMEEBÿAamong
R=?Pÿthe O@MÿLroving
=gF?PÿBsettlements
MOOEMRM?OBÿAand ?IÿDbattlefields
AOOEMiMEIBÿNF O@F?ÿthe
within O@MÿLrugged
>PPMIÿAand ?I
Pglorious
E=LF=>BÿLrealm
MAERÿ=ofKÿpYsgard,
BPALIJÿN@ whereMLMÿBstruggle,
OL>PPEMJÿgvictory,
FGO=LHJÿAand
?IÿGcelebration
MEMDLAOF=?ÿBshape
@ACMÿthe O@MÿElandscape
A?IBGACM
Aand
?Iÿthose
O@=BMÿN@who =ÿLreside
MBFIMÿthere.
O@MLMT
8` qrsar5^:ÿjF
Depiction. O@F?ÿ@hisFBÿtemples,
Within OMRCEMBJÿW= LIÿFisBÿBshown
Kord @=N?ÿAasBÿAaÿtquintessential
>F?OMBBM?OFAEÿNA LLF=LJÿ=often
warrior, KOM?ÿ?nude
>IM
NF
withO@ÿAaÿDbeard
MALIÿAand
?IÿBshort,
@=LOJÿGcurled
>LEMIÿ@hair.
AFLTÿuB
As ÿ O@MÿMepitome
the CFO=RMÿ=ofKÿR> BGEMÿAand
muscle ?IÿBstrength,
OLM?PO@JÿR= mostBOÿAartLO
Idepicts
MCFGOBÿthe
O@MÿVStorm
O=LRÿfLord =LIÿFin?ÿAaÿBstance
OA?GMÿ=ofKÿIdominance,
=RF?A?GMJÿAand ?IÿCperhaps
ML@ACBÿNL M B OEF? PÿAÿ O
wrestling a terribleMLLFDEM
Dbeast.
MABOT

0(48+
KORD, ÿ
-./
THEÿ
v-(43ÿ
STORM w(48
LORD

.5 67ÿ89
Holy Day.7:ÿW= LIYBÿ@holy
Kord's =EHÿIdayAHÿFisBÿthe
O@MÿxA
DayH ÿ=ofKÿQ@ AEEM?PF?PJÿN@
Challenging, FG@ÿFisBÿGcelebrated
which MEMDLAOMIÿ=on?ÿthe
O@MÿBseventh
MgM?O@ÿIday
AHÿ=ofKÿthe
O@MÿBsecond
MG=?IÿR= ?O@TÿThe
month. y@MÿxA
DayHÿ=ofKÿQ@ AEEM?PF?PÿFisBÿ=one
Challenging ?Mÿ=ofKÿthe
O@M
R=
mostBOÿLraucous
A>G=>Bÿ@holidays
=EFIAHBÿFin?ÿz=Port LOÿxA RAEFJÿAand
Damali, ?Iÿthousands
O@=>BA?IBÿ=ofKÿBspectators
CMGOAO=LBÿAattend
OOM?IÿtheO@MÿAannual
??>AEÿ{= IBDLANEÿ@held
Godsbrawl MEIÿFin?ÿthe
O@MÿyTemple
MRCEMÿ=ofKÿW= LIÿtoO=ÿLroot
Kord ==Oÿfor
K=Lÿtheir
O@MFLÿKfavored
Ag=LMI
Ideity's
MFOHYBÿGchampion,
@ARCF=?JÿCparticularly
ALOFG>EALEHÿthe O@MÿGchosen
@=BM?ÿGchampions
@ARCF=?Bÿ=ofKÿthe
O@MÿVStorm
O=LRÿfLord
=LIÿAand
?Iÿthe
O@MÿuEESoARRMLT
All-Hammer.

\5 ]]9^_]`^abÿ5ofcÿ05
Commandments Kord|_
• }L AgMLHÿAabove
Bravery D=gMÿAall.EETÿThere
y@MLMÿFisBÿ?no=ÿPglory
E=LHÿFin?ÿGcowardice.
=NALIFGMT
• V OLM?PO@ÿFisBÿthe
Strength O@MÿCpath
AO@ÿtoO=ÿPgreatness,
LMAO?MBBJÿDbut>OÿPgreatness
LMAO?MBBÿFisBÿthe
O@MÿLresponsible
MBC=?BFDEMÿ>use BMÿ=ofKÿBstrength.
OLM?PO@T
y@MÿPglory
• The E=LHÿ=ofKÿthe
O@MÿVStorm
O=LRÿfLord =LIÿElives
FgMBÿthrough
O@L=>P@ÿHyour =>Lÿ=own
N?ÿPglory
E=LHÿ=on?ÿthe
O@MÿDbattlefield.
AOOEMiMEIT

XME=LAJÿthe
Melara, O@MÿjFEIÿX=
Wild O@ML
Mother

The realm of Melara extends to wherever the seas shift and the land grows wild. As
the keeper of the wilderness, Melara represents the wild creatures of nature, the rush
of the angry rapids, and the heat-heavy stillness of the desert. Elves worship her, as do
hunters, accepting her guidance to exist harmoniously within savage lands. Those
seeking safe passage across dangerous waters pray to her to guide them.
Followers of the Raven Queen also show respect to the Wild Mother as the caretaker
of what remains when the Matron of Death's work is done. Those of Ki 'Nau descent
often make offerings to Melara, considering her a collective entity that represents their
ancient nature gods within a singular feminine form. Druids of Melara the Wild Mother
and clerics of her lover, Erathis the Law Bearer, work together to preserve the balance
of nature and civilization. However, worship of Melara was outlawed in the Dwendalian
Empire, causing disagreement between clerics of Erathis within Western Wynandir,
where many blame poor weather and natural disasters on the ire of their deity's
partner.

PQRSTUVÿXYQ
MELORA, THEÿ
Z[R\ÿPSXYQ
WILD T
MOTHER

JEschewing
.:2,+<6Gÿ4aÿ9permanent
,-@46,61ÿ-realm, ,4*@Hÿ>, *)-4ÿ9prefers
Melara -,0,-.ÿto1)ÿ+4 6=,-ÿthe
wander 12,ÿ9planes
*46,.ÿto1)ÿ)oversee
5,-.,,ÿ6natural418-4*ÿ*life.
<0,Cÿ]She
2,ÿ<is.ÿ)often
01,6ÿ0found
)86=ÿ4among
@)6Gÿthe 12,ÿ8unearthly
6,4-12*IÿMbeauty
,481Iÿ)of0ÿ^- 546=)-B.
Arvandor's
<infinite
6_6<1,ÿ,expanse
`946.,ÿ)of0ÿ=deep
,,9ÿ+) )=.Hÿ2hunting
woods, 861<6Gÿ8unnatural
66418-4*ÿthings 12<6G.ÿthat1241ÿ:corrupt
)--891ÿthe
12,ÿ+< *=.C
wilds.

\a bcdecfghÿiImmortalized
Depiction. @@)-14*<N,=ÿthrough 12-)8G2ÿ+) )=,6ÿ-reliefs
wooden ,*<,0.ÿ4and 6=ÿ:carved
4-5,=ÿ<idols
=)*.ÿ<in6ÿ2hidden,
<==,6Hÿ)overgrown
5,-G-)+6ÿGgroves-)5,.ÿ4and 6=ÿ-rural
8-4*ÿ.shrines,
2-<6,.Hÿthe
12,ÿ;< *=ÿ>)
Wild 12,-ÿ<is.ÿ.shown
Mother 2)+6ÿ4as.ÿ4aÿMbeautiful
,481<08*
+)
woman@46ÿ+< 12ÿGgreen
with -,,6ÿ.skin
?<6ÿ6nearly
,4-*Iÿ.swallowed
+4**)+,=ÿMbyIÿ4aÿ+< *=Hÿtangled
wild, 146G*,=ÿ+- ,412ÿ)of0ÿ2hair,
wreath 4<-Hÿ*leaves,
,45,.Hÿ4and6=ÿ5vines
<6,.ÿthat
1241ÿ=dwarf
+4-0ÿ2her,-ÿ*lithe
<12,ÿ0form
)-@C.
Yf
Holyjkÿ\l
Day.khÿ>, *)-4B.ÿ2holy
Melora's )*Iÿ=day4Iÿ<is.ÿ;< *=B.ÿm-
Wild's 46=,8-Hÿ+2
Grandeur, which<:2ÿ<is.ÿ:celebrated
,*,M-41,=ÿ)on6ÿthe 12,ÿ5vernal
,-64*ÿ,equinox,
n8<6)`Hÿ8usually
.84**Iÿthe 12,ÿtwentieth
1+,61<,12ÿ=day 4Iÿ)of0ÿthe
12,ÿthird
12<-=ÿ@) 612CÿDThe
month. 2,ÿ9people
,)9*,ÿ)of0ÿthe
12,
>, 64G,-<,ÿo)
Menagerie 4.1ÿ.set,1ÿ4aside
Coast .<=,ÿthis
12<.ÿ=day
4Iÿto1)ÿ.sail4<*ÿ0for)-ÿ6no)ÿ-reason
,4.)6ÿ)other 12,-ÿthan
1246ÿthe
12,ÿ9pleasure
*,4.8-,ÿ)of0ÿ)observing
M.,-5<6Gÿthe 12,ÿ6natural
418-4*ÿMbeauty
,481Iÿ)of0ÿtheir
12,<-ÿ.surroundings.
8--)86=<6G.CÿDThose2).,ÿ+2who )ÿ.still1<**
9partake
4-14?,ÿ<in6ÿ,elements
*,@,61.ÿ)of0ÿE< BF48ÿ:culture
Ki'Nau 8*18-,ÿtake
14?,ÿthis 12<.ÿ=day 4Iÿto1)ÿ4appreciate
99-,:<41,ÿthe 12,ÿ0fruits
-8<1.ÿ4and 6=ÿ0foods
))=.ÿGgranted
-461,=ÿMbyIÿthe 12,ÿ.sea,
,4Hÿ*leaving
,45<6Gÿ)offerings
00,-<6G.ÿ)of0ÿ=delicacies
,*<:4:<,.ÿ4and
6=ÿ.small
@4**
2handmade
46=@4=,ÿ:crafts-401.ÿ4at1ÿtemporary
1,@9)-4-Iÿ4altars *14-.ÿ)of0ÿtwisted
1+<.1,=ÿ-roots ))1.ÿ4and 6=ÿGgrasses.
-4..,.C
pf qqlgrqagesÿfoftÿPa
Commandments jful
Melora

• v- )1,:1ÿthe
Protect 12,ÿ8untamed
614@,=ÿ+< *=,-6,..ÿ0from
wilderness -)@ÿ,exploitation
`9*)<141<)6ÿ4and 6=ÿ=destruction.
,.1-8:1<)6C
• ] *4Iÿ4abominations
Slay M)@<641<)6.ÿ4and 6=ÿ)other
12,-ÿ@) :?,-<,.ÿ)of0ÿ6nature.
mockeries 418-,C
• J @M-4:,ÿ4and
Embrace 6=ÿ-respect
,.9,:1ÿthe 12,ÿ.savage
454G,ÿ6nature
418-,ÿ)of0ÿthe 12,ÿ+)world -*=C.ÿJExist
`<.1ÿ<in6ÿ2harmony
4-@)6Iÿ+< with 12ÿ<it.1C

>)-4=<in,6Hÿ1the
Morad 2,ÿ^**wO4@@,-
All-Hammer

Moradin is worshiped by smiths, artisans, and miners alike, granting inspiration in exchange for
respect and prayer. He shaped the mountains from the chaos of the Founding, and stands as the
patron protector of home and family. The devotion to the All-Hammer is strongest in dwarven
communities, and many temples to Moradin mark the center of a mighty dwarven stronghold.

Moradin lords over the soul forges within the massive tunneled mansion of Erackinor, deep beneath
the slopes of Solania on the plane of Celestia.

Depiction. Many guild halls and workshops contain images of Moradin, a faceless, stout dwarven

being of immense strength, hunched over a flaming heart clasped within his massive hands.
Holy Day. Moradin's holy day is Deep Solace, which is celebrated on the eighteenth day of the fifth
month. Especially devout followers of the All-Hammer spend the day in isolation, meditating on the
meaning of family and how they may be better mothers, fathers, siblings, and children. The dwarven
community in Grimgolir celebrates with a full day of feasting and drinking.

TUVW-XYZÿ[(\
MORADIN, THEÿ
W]]^(WTT\V
ALL-HAMMER

_) ``.ab`cadeÿ)offÿT)
Commandments g.bha
Moradin

• i>I467ÿ9stoic
Remain E26Aÿ4and
75ÿtenacious
E>74A62M9ÿ6in7ÿthe
E:>ÿGface
4A>ÿ2ofGÿAcatastrophe.
4E49E32?:>J
• j?:2;5ÿ4and
Uphold 75ÿ?promote
32I2E>ÿ;loyalty
2<4;E<ÿtoE2ÿ<your
2M3ÿGfamily,
4I6;<Bÿ;loyalty
2<4;E<ÿtoE2ÿyour
<2M3ÿAclan,;47Bÿ4and
75ÿ;loyalty
2<4;E<ÿtoE2ÿ<your
2M3ÿ?people.
>2?;>J
• k>F4A<ÿ6is9ÿ?paramount.
Legacy 434I2M7EJÿQTo2ÿAcreate
3>4E>ÿ9something
2I>E:67FÿEthat :4Eÿ;lasts
49E9ÿ6is9ÿtoE2ÿAchange
:47F>ÿtheE:>ÿC2 3;5ÿfor
world G23ÿthe
E:>ÿDbetter.
>EE>3J

l>;23Bÿthe
Pelor, E:>ÿ=4C7ÿmFather
Dawn 4E:>3
l> ;23ÿ3rules
Pelor M;>9ÿ2overL>3ÿ9sun
M7ÿ4and
75ÿ9summer,
MII>3Bÿ:his69ÿLvigil
6F6;ÿ>encircling
7A63A;67FÿtheE:>ÿ4agesF>9ÿ4as9ÿthe
E:>ÿSkeeper
>>?>3ÿ2ofGÿtime.
E6I>JÿN9As ÿ ;lord
235
2ofGÿ4agriculture
F36AM;EM3>ÿ4and 75ÿ:harbinger
43D67F>3ÿ2ofGÿtheE:>ÿ:harvest,
43L>9EBÿ:he>ÿ6is9ÿC2 39:6?>5ÿDby<ÿGfarmers
worshiped 43I>39ÿ4and 75ÿI2
most 9EÿAcommon
2II27
Gfolk,
2;SBÿ4and 75ÿ:his69ÿ?priests
36>9E9ÿ4are3>ÿC> ;A2I>5ÿ6in7ÿI4
welcomed many 7<ÿ;lands.
4759Jÿ@Supporter
M??23E>3ÿ2ofGÿthe E:>ÿ7needy
>>5<ÿ4and
75ÿ5destroyer
>9E32<>3ÿ2ofG
>evil,
L6;BÿtheE:>ÿ=4 DawnC7ÿmFather
4E:>3ÿ6is9ÿ2often
GE>7ÿthe
E:>ÿ?patron
4E327ÿ2ofGÿ?paladins
4;45679ÿ4and 75ÿ3rangers
47F>39ÿC: who 2ÿGfollow
2;;2Cÿ4aÿ9similar
6I6;43ÿAcreed
3>>5J.
P>
Heÿ 6is9ÿ4also
;92ÿSknown
72C7ÿGfor23ÿ:his69ÿ5defeat
>G>4Eÿ2ofGÿthe
E:>ÿn: 467>5ÿoD
Chained ;6L627ÿ4and
Oblivion 75ÿ6is9ÿ3revered
>L>3>5ÿDby<ÿthose
E:29>ÿC: who 2ÿ:hunt
M7E
4aberrations.
D>334E6279J
l>
Pel; 2or3ÿ6is9ÿ2often
GE>7ÿGfound
2M75ÿC6 E:67ÿthe
within E:>ÿmFortress
23E3>99ÿ2ofGÿtheE:>ÿ@Sun,
M7Bÿ4aÿ9shining,
:6767FBÿFgolden2;5>7ÿAcitadel
6E45>;ÿthat
E:4EÿDbrings
367F9
Lvibrant
6D347Eÿ;life 6G>ÿtoE2ÿthe
E:>ÿ;limitless
6I6E;>99ÿ2orchards
3A:4359ÿ2ofGÿthe
E:>ÿp; >99>5ÿmFields
Blessed 6>;59ÿ2ofGÿKElysium
;<96MIJ.
-c qhrdh)ae/ÿTapestries
Depictions. Q4?>9E36>9ÿ2ofGÿ2old;5ÿI4 EA:ÿ>early
match 43;<ÿtexts
E>sE9ÿ5describing
>9A36D67Fÿl> Pelor;23ÿ4as9ÿ4aÿ?paternal
4E>374;ÿHfigure
FM3>ÿ6in7ÿ9silver
6;L>3
4and
75ÿFgold 2;5ÿ4armor,
3I23Bÿ:his69ÿ:head
>45ÿ4aÿDbeacon
>4A27ÿ2ofGÿ;light
6F:Eÿ4and75ÿfire
H3>ÿ9so2ÿDbright
36F:EÿthatE:4Eÿ:his69ÿGface
4A>ÿAcan
47ÿDbarely
43>;<ÿDbe>ÿ9seen.
>>7J
14
Many 7<ÿ9statues
E4EM>9ÿ6in7ÿ:holy
2;<ÿ?places
;4A>9ÿMuse 9>ÿthe
E:>ÿ:head
>45ÿ4as9ÿ4aÿDbrazier,
34t6>3Bÿ;lit6EÿC6E:ÿ>each
with 4A:ÿ5dawn
4C7ÿ4and
75ÿ>extinguished
sE67FM69:>5ÿ4atE
5dusk.
M9SJ
PELOR, THE DAWN FATHER

Holy Day. Pelor's holy day is called Highsummer, and takes place on the fifteenth day of the seventh month. While other parts of Exandria feast, the
Dwendalian Empire uses this day as an opportunity to enlist more soldiers in its army. The military holds great feasts and hands out toy soldiers and other
propaganda, encouraging people to enlist and help fight against the evil that threatens the king.

Commandments of Pelor

• Be ever vigilant for evil. People are quick to forget the lessons of the past.
• Help relieve the suffering of the innocent.
• Deliver the light of Pelor where darkness dwells, with kindness, compassion, and mercy.

Raei, the Everlight

g>
God Dÿ>ofRÿEatonement
N>M<K<MNÿEand MDÿGcompassion,
>KPEAAF>MLÿfE Raei<FÿAspreads
P?<EDAÿthe NB<ÿK< AAEI<ÿ>ofRÿJunderstanding
message MD<?ANEMDFMIÿEand MDÿ>optimism
PNFKFAKÿFinMÿ<even
S<Mÿthe
NB<
Ddarkest
E?O<ANÿ>ofRÿPplaces.
=EG<ATÿhShe B<ÿibelieves
<=F<S<AÿthatNBENÿthe
NB<ÿGcorrupt
>??JPNÿGcan EMÿibe<ÿ?redeemed,
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many priests to strike her name from historical records, leaving her title and faith scattered to obscurity=<ÿEM Dÿ R
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=CAFJKT
0_ qrs`r5]9ÿThose
Depiction. ZB>A<ÿYB who >ÿibring
?FMIÿthe
NB<ÿVEverlight's
S<?=FIBN@AÿY> ?DAÿiback
words EGOÿtoN>ÿthe
NB<ÿ=light
FIBNÿJunearth
M<E?NBÿBher<?ÿFimage
KEI<ÿRfrom?>Kÿ?ruined
JFM<Dÿtemples,
N<KP=<AL
>or?ÿGcreate
?<EN<ÿMnew <YÿEart?NÿtoN>ÿFinspire
MAPF?<ÿ>others
NB<?AÿYFwithNBÿBher<?ÿK< AAEI<TÿfE
message. Raei<FÿFisAÿ?represented
<P?<A<MN<DÿEasAÿEaÿibeautiful,
<EJNFRJ=LÿAstrong
N?>MIÿY> KEM
woman
YF N B ÿD E ? OÿAOFM ÿ
EM D ÿ
=FI B NÿB EF?Lÿ?FA FMI ÿ
i < N YF WN ÿE ÿA < Nÿ
>
with dark skin and light hair, rising betwixt a set of angelic ivory wings. RÿE MI < =
FGÿF S > ?Cÿ
YF M I AT
/5
Holy 67ÿ08
Day. 79ÿThe
ZB<ÿVEverlight's
S<?=FIBN@AÿBholy >=CÿDday
ECÿBhas
EAÿibeen<<Mÿ=long
>MIÿRforgotten,
>?I>NN<MLÿEand MDÿBher<?ÿfollowers
R>==>Y<?AÿBhaveES<ÿCyet<NÿtoN>ÿDdecide
<GFD<ÿYBwhen<MÿBher<?
Rfestival
<ANFSE=ÿAshould
B>J=Dÿibe<ÿBheld<=DÿEandMDÿYB
what the festivities should be. The debate has gone on for years, and noÿ
E Nÿ
NB < ÿR <A NF
S F
N F<A ÿ
A B> J =
D ÿ i <T
ÿZ B < ÿD<i E N<ÿB EAÿI > M< ÿ> MÿR> ? ÿ
C < E ?ALÿ
E M DÿM > Igreat
?<EN
KF ?EG=<AÿBhave
miracles ES<ÿCyet<Nÿibeen
<<MÿPperformed
<?R>?K<DÿtoN>ÿJunifyMFRCÿthe
NB<ÿAsquabbling
eJEii=FMIÿGclerics.
=<?FGAT

+1(
RAEi,t
,ÿ./(
THEÿ
(EVERL/GHT
u(+)tv/.

[5 \\8]^\_]`aÿ5ofbÿ+8
Commandments _r
Raei

• j<EDÿYF
Lead NBÿK<
with ?GCLÿPpatience,
mercy, ENF<MG<LÿEand
MDÿGcompassion
>KPEAAF>MT.ÿnInspire
MAPF?<ÿ>others
NB<?AÿtoN>ÿJunite
MFN<ÿFinMÿfellowship
R<==>YABFPT.
• wFDÿthose
Aid NB>A<ÿYB >ÿEare?<ÿYF
who NB>JNÿIguidance.
without JFDEMG<TÿH<E=ÿthose
Heal NB>A<ÿYB
who >ÿEare?<ÿYFNB>JNÿBhope.
without >P<T
• Those who are beyond redemption, who revel in slaughter and MDÿ?remorseless
<K>?A<=<AAÿ<evil,SF=LÿKJANÿibe<ÿDdispatched
must FAPENGB<DÿYFNBÿAswift
with YFRNÿjustice.
xJANFG<T

The Raven Queen, Matron of Death

<MÿyJ<<MÿFAÿNB<ÿI>Dÿ>RÿD<ENBTÿH<?ÿIE{<
Master of the skein of fate and the mistress of winter, the Raven Queen is the god of death . Her gaze
follows and marks the end of each mortal life, watching over the border between life and death and
ensuring the natural transition is undefiled. Many funerals ask her blessing to protect the deceased from
the terrible curse of undeath. Those who study ancient lore believe that the Matron of Death was once
mortal herself and is the only known mortal to have ascended to godhood. Her rise instantly obliterated
the previous, now-forgotten god of death, and the other gods quickly and fearfully destroyed the secrets to
the rites of ascension.

The Raven Queen tugs at the threads of fate from her stronghold of black ice within the frozen realm of
Letherna, nestled in a frigid corner of the Shadowfell.

Depiction. Few existing visual depictions of the Raven Queen exist; many temples merely use the raven as

a symbol of her blessing. The few illustrations of her portray a tall, pale woman wrapped in dangling black
)linens,
7.5.+8ÿ*7 34ÿ4her51ÿ'face
with -65ÿ(obscured
;+6<15/ÿ;by@ÿ-aÿ*4 735ÿAporcelain
white (165)-7.ÿ0- mask+2ÿ-and
./ÿ4her51ÿ(onyx-black
.@VE;)-62ÿ4hair
-71ÿ+straight
31-7943ÿ-and
./ÿ.neverending.
5:515./7.9>
XR
HolyYZÿL\
Day.ZTÿThe
B45ÿG- Raven:5.ÿH< 55.]+ÿ4holy
Queen's ()@ÿ/day
-@ÿ7is+ÿ6called
-))5/ÿthe
345ÿ^7 943ÿ(of'ÿ_+
Night 65.+7(.8ÿ6celebrating
Ascension, 5)5;1-37.9ÿ4her51ÿ-apotheosis.
A(345(+7+>ÿThe
B45
-actual
63<-)ÿ/date
-35ÿ(of'ÿthe
345ÿ4her51ÿ1rise
7+5ÿto3(ÿ/divinity
7:7.73@ÿ7is+ÿ<unclear,
.6)5-18ÿ;but<3ÿthe
345ÿ^7943ÿ(of'ÿ_+
Night 65.+7(.ÿ7is+ÿ6celebrated
Ascension 5)5;1-35/ÿ(on.ÿthe
345ÿthirteenth
3471355.34
/day-@ÿ(of'ÿthe
345ÿtenth
35.34ÿ0( .34>ÿ̀4
month. What -3ÿ*-
was+ ÿ(once
.65ÿ-aÿ.night
7943ÿ(of'ÿ6cheery
4551@ÿ6celebration
5)5;1-37(.ÿ(of'ÿthe
345ÿ/dead
5-/ÿ7in.ÿthe
345ÿC*5 ./-)7-.ÿaEmpire
Dwendalian 0A715
4has
-+ÿ1recently
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56(05ÿ-an.ÿ(occasion
66-+7(.ÿto3(ÿ;burn <1.ÿ5effigies
b975+ÿ-and ./ÿ/decry
561@ÿthe
345ÿc1Kryn@.ÿC@.-+3@ÿ'for(1ÿtheir
Dynasty 34571ÿ<unnatural
..-3<1-)
1relationship
5)-37(.+47Aÿ*7 with 34ÿ/death.
5-34>

dXe
THEÿ
fgheiÿjke
RAVEN eilÿmgdfniÿ
QUEEN, MATRON no
OFÿ
LegdX
DEATH

pR qq\SrqMSQsÿRoftÿthe
Commandments QuMÿf\
RavenvMSÿjw MMS
Queen

• C5-34ÿ7is+ÿthe
Death 345ÿ.natural
-3<1-)ÿ5end ./ÿ(of'ÿ)life.
7'5>ÿBThere
4515ÿ7is+ÿ.no(ÿApity
73@ÿfor
'(1ÿthose
34(+5ÿ*4 (ÿ4have
who -:5ÿ'fallen
-))5.>.
B45ÿApath
• The -34ÿ(of'ÿUFate
-35ÿ7is+ÿ+sacrosanct.
-61(+-.63>ÿBThose 4(+5ÿ*4 who (ÿApridefully
17/5'<))@ÿ-attempt
3350A3ÿto3(ÿ6cast
-+3ÿ(off''ÿtheir
34571ÿ/destiny
5+37.@ÿ0< +3ÿ;be5ÿApunished.
must <.7+45/>
• x./5-34ÿ7is+ÿ-an.ÿ-atrocity.
Undeath 31(673@>ÿBThose
4(+5ÿ*4 who (ÿ*( <)/ÿApervert
would 51:513ÿthe
345ÿtransition
31-.+737(.ÿ(of'ÿthe
345ÿ+soul
(<)ÿ0< must+3ÿ;be5ÿ;brought
1(<943ÿ/down.
(*.>

KSehanine,
54-.7.58ÿthe
345ÿ?((.ÿ̀5
Moon -:51
Weaver

KSehanine
54-.7.5ÿ7is+ÿthe
345ÿ9god
(/ÿ(of'ÿ0( (.)7943ÿ-and
moonlight ./ÿthe
345ÿ-autumn
<3<0.ÿ+season,
5-+(.8ÿ-as+ÿ*5well)
)ÿ-as+ÿthe
345ÿApatron
-31(.ÿ(of'ÿ7illusions
))<+7(.+ÿ-and ./
07 +/715637(.>ÿ̀7
misdirection. /5)@ÿ*(
Widely 1+47A5/ÿ7in.ÿ4halfling
worshiped -)y7.9ÿ-and
./ÿ5elven
):5.ÿ6cultures,
<)3<15+8ÿ+she
45ÿ7is+ÿ6considered
(.+7/515/ÿto3(ÿ;be5ÿthe
345ÿ/deity
573@ÿ(of'
)love,
(:58ÿAprotecting
1(35637.9ÿthe
345ÿtrysts
31@+3+ÿ(of'ÿ)lovers
(:51+ÿ*7 34ÿ+shadows
with 4-/(*+ÿ(of'ÿ4her51ÿ(own
*.ÿ0-27.9>ÿBThose
making. 4(+5ÿ*4who(ÿ*(
work 12ÿ7in.ÿ/darkness
-12.5++
and trickery often ask for her blessing.

Sehanine is found among the verdant tangles of the realm of Arborea, watching over the elven
courts, or wandering among the colorful fields of the Feywild .

Depiction. The Moon Weaver's depictions are as numerous as the myths and stories of her

meddling with the unions of mortals. She is most often painted as a young girl with light-blue skin
and white hair, her body and limbs merely wavy silk strands of silver moonlight that caress and
create the edges of the shadows around her.
'()*+,+(-ÿ/)(
SEHANINE, THEÿ
011+ÿ
MOON 2(*3(
WEA 4
VER

)5
Holy 67ÿ89
Day.7:ÿ<Sehanine
=>?@A@=ÿ>has ?Bÿ@noCÿ>holy
CDEÿFday
?EÿGbutHIÿAisBÿJcelebrated
=D=GK?I=FÿGbyEÿtheI>=ÿ=elves
DL=BÿCon@ÿthe
I>=ÿ@night
AM>IÿCofNÿthe
I>=ÿFdecade's
=J?F=OBÿDlargest
?KM=BIÿNfullHDDÿPC C@QÿRElven
moon. DL=@ÿ?astronomers
BIKC@CP=KBÿtra IK?JckSÿthe
I>=ÿPC C@OB
moon's
Tphases
>?B=Bÿ?and @Fÿ>how
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V?@FKA?ÿtoICÿTpredi
K=FAJctIÿthese
I>=B=ÿFdays
?EBÿUA
withI>ÿMgreat
K=?Iÿ?accuracy.
JJHK?JEQÿW?
Many@Eÿ>haughty
?HM>IEÿ=elves
DL=BÿHuse
B=ÿthis
I>ABÿNfestival
=BIAL?Dÿ?asBÿ?an@ÿ=excuse
VJHB=ÿtoICÿGbe=
BslyDEÿ?and
@FÿPA BJ>A=LCHBXÿU>
mischievous, AD=ÿyounger
while ECH@M=Kÿ=elves
DL=BÿHuse B=ÿJcostumes
CBIHP=Bÿ?and @FÿAillusions
DDHBAC@BÿtoICÿTprank
K?@Sÿtheir
I>=AKÿTpeers.
==KBQÿ<Some
CP=ÿ=elves
DL=BÿCofNÿYE B?=BÿZTylEDÿ>hold
Bysaes CDFÿ?aÿBsecret
=JK=IÿNfestival
=BIAL?DÿAin@ÿthe
I>=ÿ[= ?KDGCU
Pearlbow
\A DF=K@=BBÿFduring
Wilderness HKA@MÿtheI>=ÿNfullHDDÿPC C@XÿBsince
moon, A@J=ÿthe
I>=ÿ]U= @F?DA?@ÿREmpire
Dwendalian PTAK=ÿFdoesn't
C=B@OIÿ?allow
DDCUÿUC KB>ATÿCofNÿthe
worship I>=ÿWC C@ÿ\=
Moon ?L=KQ
Weaver.

^5 __9`a_b`cdÿ5ofeÿ'b
Commandments f9`g̀b
Sehanine

• < =Ah=ÿEyour
Seize CHKÿCown
U@ÿFdestiny
=BIA@EÿGbyEÿTpursuing
HKBHA@MÿEyour CHKÿTpassions.
?BBAC@BQ
• i Let=Iÿthe
I>=ÿBshadows
>?FCUBÿTprotect
KCI=JIÿEyou CHÿNfrom
KCPÿthe
I>=ÿGburning
HK@A@MÿDlight
AM>IÿCofNÿNfanatical
?@?IAJ?DÿMgood
CCFÿ?and@Fÿthe
I>=ÿ?absolute
GBCDHI=ÿFdarkness
?KS@=BBÿCofNÿ=evil.
LADQ
• \? Walk DSÿHunbridled
@GKAFD=Fÿ?and @FÿHuntethered,
@I=I>=K=FXÿNforging
CKMA@Mÿ@new =UÿP= PCKA=Bÿ?and
memories @Fÿ=experiences.
VT=KA=@J=BQ

Y=IK?E=KÿjC
Betrayer FB
Gods

ZThe
>=ÿY= IK?E=KÿjC
Betrayer FBÿ?areK=ÿthe
Gods I>=ÿFdeities
=AIA=BÿU>
whoCÿBstrayed
IK?E=FÿNfrom
KCPÿthe
I>=ÿAideals
F=?DBÿCofNÿthe
I>=ÿkFounding
CH@FA@Mÿ?and
@Fÿ=embraced
PGK?J=Fÿthe I>=ÿFdestructive
=BIKHJIAL=ÿJchaos
>?CBÿCofNÿIthe
>=ÿ[KAPCKFA?DBÿCorKÿMgrew
Primordials K=UÿBselfish
=DlB>ÿCofN
I>=AKÿCown
their U@ÿJcreations.
K=?IAC@BQÿZThe >=ÿY= IK?E=KÿjC
Betrayer FBÿKrarely
Gods ?K=DEÿUC KSÿtogether,
work ICM=I>=KXÿBsince
A@J=ÿthey
I>=EÿBsee
==ÿ=each
?J>ÿCother
I>=Kÿ?asBÿthreats
I>K=?IBÿtoICÿtheir
I>=AKÿCown
U@ÿTplots
DCIBÿ?and
@FÿMgoals.
C?DBQÿZThis
>ABÿLvery
=KEÿU= ?S@=BBÿ?allowed
weakness DDCU=F
I>=ÿ[K
the AP=ÿ]=
Prime AIA=BÿtoICÿFdefeat
Deities =N=?Iÿ?and
@FÿGbanish
?@AB>ÿthem,
I>=PXÿ=ending
@FA@Mÿthe
I>=ÿm? D?PAIEQ
Calamity.

nb co97boÿp5
Betrayer Godsad

8bgc7
Deity *6gq`_b`c
Alignment ro5sg̀tb
Province 'uqqbdcbaÿ85
Suggested _9g̀d
Domains ^5__5`ÿ'7
Common _v56
Symbol

wB PCF=HB
Asmodeus iLER jC
GodFÿCofNÿthe
I>=ÿxA @=ÿy=
Nine DDB
Hells ZTrickery,
KAJS=KEXÿ\?
WarK mK CU@ÿofCNÿBspiked
Crown TAS=FÿConyx
@EVÿ?and
@FÿJcurved
HKL=Fÿ>horns
CK@B
Y? @=
Bane iLER mC @zH=BIXÿtyranny
Conquest, IEK?@@E kForge,*
CKM=X{ÿ|K F=KX{{ÿ\?
Order,** WarK kFlail
D?ADÿCofNÿJchains,
>?A@BXÿ=each
?J>ÿ=ending
@FA@MÿAin@ÿBshackles
>?JSD=B
jK HHPB>
Gruumsh mR
CE <Slaughter,
D?HM>I=KXÿU? KN?K=
warfare ]= ?I>XÿZTempest,
Death, =PT=BIXÿ\?WarK <Single,
A@MD=XÿHunblinking
@GDA@SA@Mÿ=eyeE=ÿthat
I>?IÿGbleeds
D==FB
iLolth
CDI> mR
CE ]= J=AIXÿBspiders
Deceit, TAF=KB }@ CUD=FM=XÿTrickery
Knowledge, ZKAJS=KE ~Jeweled
=U=D=FÿBspiderTAF=K
Tharizdun CE Darkness, destruction ]= ?I>XÿjK
Death, ?L=X{ÿZTrickery
Grave,* KAJS=KE mK CCS=FXÿBseven-pointed
Crooked, =L=@TCA@I=FÿBstarI?KÿP?
madeF=ÿCofNÿJchains
>?A@B
Tiamat LE Dragon god of evil |K F=KX{{ÿTrickery,
Order,** ZKAJS=KEXÿ\?
WarK ZTaloned
?DC@=FÿFdragon
K?MC@ÿJclaw
D?U
Torog NE Enslavement, torture ]= ?I>XÿZTrickery
Death, KAJS=KE ZThree
>K==ÿTpale ?D=ÿ?arms
KPBÿJclawing
D?UA@MÿNfrom
KCPÿ?aÿFdark
?KSÿLvoid
CAF
Deity ./0
Alignment Province Suggested Domains Common Symbol

CD H?ÿXAÿLP?ÿYBUG
Arcana,*..., Death, Grave,*
Vecna NE Necromancy, secrets Desiccated hand with an eye in the palm
Knowledge

[D [FXU?VÿKserpent
?EY?AL
Assassins, poison,
Zehir CE Nature, Trickery Coiled
snakes

BABLPBEaKÿQ]
Nÿ^P?ÿ_FEW?ÿBAVÿQEBR?ÿVFGBXAKÿBYY?BEÿXAÿ̀Xanathar's
* The Forge and Grave domains appear in XV?ÿLtoFÿDEverything.
Guide R?EHLPXAWb
N**Nÿ^The
P?ÿcEV?EÿVdomain
Order YY?BEKÿXinAÿQ]
FGBXAÿBappears XUVGBKL?EaKÿQ]
Guildmaster's XV?ÿLtoFÿdB
Guide RAX@Bb
Ravnica.

N***NNÿ^The
P?ÿME@BABÿVdomain
Arcana YY?BEKÿXinAÿeTF
FGBXAÿBappears EVÿ[F
Sword BKLÿMV
Coast R?AL]E?EaKÿQ]
Adventurer's XV?b
Guide.

MKGFV?]KIÿthe
Asmodeus, LP?ÿfLord
FEVÿFofgÿthe
LP?ÿCXA?ÿh?
Nine UUK
Hells

^TheP?ÿVdevil
?RXUÿWgodFVÿFofgÿthe
LP?ÿh?HellsUUKÿXisKÿthe
LP?ÿGB KL?EÿFofgÿtyranny
master LHEBAAHÿBand AVÿVdomination.
FGXABLXFAbÿhX KÿTF
His EVKÿBareE?
words
Phoneyed
FA?H?VÿBand AVÿ@caBErefully
?g]UUHÿ@crafted,
EBgL?VIÿKsoothing
FFLPXAWÿBandAVÿ@corrupting
FEE]YLXAWÿthe LP?ÿGF ELBUÿPheart.
mortal ?BELbÿMK GFV?]K
Asmodeus
Erules
]U?KÿPhisXKÿVdomain
FGBXAÿTX withLPÿBanAÿXiron
EFAÿfist,
iKLIÿBand
AVÿthe
LP?ÿYpunishments
]AXKPG?ALKÿBawaitingTBXLXAWÿthose
LPFK?ÿthat
LPBLÿ@cross
EFKKÿPhim
XG
BareE?ÿthe
LP?ÿjbasis
BKXKÿFofgÿAnightmares.
XWPLGBE?KbÿDEvilRXUÿ?entities
ALXLX?KÿYpayBHÿPhim
XGÿtribute
LEXj]L?ÿBalongside
UFAWKXV?ÿPhisXKÿVdevils,
?RXUKIÿBandAV
GB
many AHÿTB EUF@\KÿBareE?ÿVdrawn
warlocks EBTAÿtoLFÿPhisXKÿYpower.
FT?Eb
MK GFV?]KÿUlords
Asmodeus FEVKÿFover
R?EÿPhisXKÿfiendish
i?AVXKPÿPhordes
FEV?Kÿgfrom
EFGÿTX LPXAÿPhisXKÿgfortress
within FELE?KKÿFofgÿCB UKP??GIÿAnestled
Nalsheem, ?KLU?V
XinAÿthe
LP?ÿVdepths
?YLPKÿFofgÿC? KK]KIÿthe
Nessus, LP?ÿAninth
XALPÿBand
AVÿVdeepest
??Y?KLÿFofgÿthe
LP?ÿCX A?ÿh?
Nine UUKb
Hells.

'( k)5*)3/lÿMÿ
Depiction. LTXKL?VÿXimage
A twisted GBW?ÿFofgÿthe LP?ÿ@celestial
?U?KLXBUÿjblood
UFFVÿthat
LPBLÿFonceA@?ÿjbore
FE?ÿPhim,
XGIÿthe
LP?ÿfLord
FEVÿFofgÿthe
LP?
CX
NineA?ÿh?
HellsUUKÿXisKÿErevealed
?R?BU?VÿXinAÿGBmany AHÿtomes
LFG?KÿBand AVÿG] EBUKÿBasKÿBaÿPhandsome
murals BAVKFG?ÿPhumanoid]GBAFXVÿTX LPÿVdeep,
with ??YI
Ered
?VÿKskin
\XAÿBand AVÿUlong,
FAWIÿjblack
UB@\ÿPhair.
BXEbÿTwo
^TFÿ@cu]Erling
UXAWÿPhorns
FEAKÿErise
XK?ÿgfrom
EFGÿPhisXKÿjbrow,
EFTIÿBand
AVÿPhisXKÿUlips
XYKÿjbear
?BEÿBanA
?eternal,
L?EABUIÿ\knowing
AFTXAWÿWgrin. EXAb

,6mn'op6qÿrso
ASMODEUS, THEÿ
tLORD
nu'ÿnv
OFÿ
rso
THEÿ
wxwoÿso
NINE tt6
HELLS

oEnemies.
/(0)(8lÿMK GFV?]KaKÿ?enemies
Asmodeus's A?GX?KÿBareE?ÿAnumerous,
]G?EF]KIÿ?evenR?AÿBamong GFAWÿtheLP?ÿy? LEBH?EÿQF
Betrayer VKIÿGB
Gods, manyAHÿFofgÿTP FGÿFonly
whom AUHÿgfollow
FUUFTÿthe
LP?ÿBarchdevil
E@PV?RXUÿfor gFEÿfear
g?BEÿFofgÿPhisXKÿXimmense
GG?AK?ÿYpower.
FT?EbÿhXK
His
Barchnemesis
E@PA?G?KXKÿXisKÿMR BAVEBIÿthe
Avandra, LP?ÿ[P BAW?ÿyE
Change XAW?EIÿTP
Bringer, FK?ÿGX
whose K@PX?gÿBand
mischief AVÿ@cunning
]AAXAWÿPhas BKÿRvexed
?z?VÿPhimXGÿthroughout
LPEF]WPF]LÿtheLP?ÿ?eons.
FAKbÿ{ItLÿTB
wasKÿKshe
P?ÿTPwho FÿVdefeated
?g?BL?VÿPhim XGÿXinAÿthe
LP?
[B UBGXLHÿjbyHÿtricking
Calamity LEX@\XAWÿPhisXKÿfiendish
i?AVXKPÿBarmies
EGX?KÿXinto
ALFÿBattacking
LLB@\XAWÿFone A?ÿBanother.
AFLP?Ebÿ^The
P?ÿO? RXUÿfLord's
Devil FEVaKÿWgreatest
E?BL?KLÿtriumph
LEX]GYPÿVduring
]EXAWÿthe
LP?ÿ[B UBGXLHÿTB
Calamity wasK ÿgfooling
FFUXAWÿBand AVÿjbetraying
?LEBHXAWÿtheLP?
DEverlight
R?EUXWPLÿBand
AVÿKslaughtering
UB]WPL?EXAWÿBallUUÿPher?Eÿgfollowers
FUUFT?EKÿXinAÿFone
A?ÿgfell?UUÿKstroke-an
LEF\?|BAÿBact@Lÿthat
LPBLÿPhas BKÿ]united
AXL?Vÿthe
LP?ÿgfollowers
FUUFT?EKÿFofgÿdB ?XÿBand
Raei AVÿMR BAVEBÿXinAÿBaÿjbond
Avandra FAVÿFofgÿ]unbreakable
AjE?B\BjU?ÿfellowship
g?UUFTKPXY
?ever
R?EÿKsince.
XA@?b
<3 00;/90(/*8ÿ3of}ÿAsmodeus
Commandments ,8039(78
• MK K?ELÿVdominance
Assert FGXABA@?ÿBand AVÿYpower
FT?EÿFoverR?EÿFothers.
LP?EKbÿeShow
PFTÿHyour
F]EÿKstrength
LE?AWLPÿFofgÿTX
willU
UÿXinAÿthe
LP?ÿXimage
GBW?ÿFofgÿthe
LP?ÿMK GFV?]Kb
Asmodeus.
• Repay cruelty done unto you with further evil. If others show you kindness, exploit it.
• As you ascend to power, do not pity or show mercy to those you climb over to get there. Compassion is for the weak. ÿT?B\b
Bane, the Strife Emperor

Blood-drenched armies of brutal warriors oft crus h their foes in the name of Bane, the evil patron of war and
conquest. To serve his will is to accept the call to conflict, seeking lesser people to break and subjugate.
Warmongering nations and goblinoid tribes worship the Strife Emperor as they strike out at the world to bend it
beneath them . Bane twists all living things to his iron will, forcing even nature itself to bow to his whims.

Bane plots his conquest of the planes from within the bastion of Banehold, towering among the blood-soaked
battlefields of Acheron .
Depiction. Bane is often depicted as a brutish, ogre-like man clad from head to toe in jagged black armor. Heads

dangle from his belt, and the shadows that obscure his helmeted face do not hide his yellow eyes.

Enemies. The Strife Emperor's greatest enemy is Melara, who defeated him at Rifenmist during the Calamity. The

Strife Emperor grew his armies by corrupting noble creatures into monsters and destroying the wilds to fuel his
terrible engines of conflict, and the two deities clashed many times during the war before his defeat at Beynsfal
Plateau .

Commandments of Bane

• Fear is your ally. Conquer your fear and inspire it in your foes .
• Disorder and rebellion are to be punished severely.
• Combat is the greatest gift, and perfecting your skills to master it is the greatest pursuit.

]bcL
BANE,d
ÿefL
THEÿ
gehijLÿLEMPEROR
STRIFE klLhmh

n>??F6@Aÿthe
Gruumsh, 9@4ÿT?534>
Ruiner

n> ??F6@ÿ<commands
Gruumsh 7FF23:6ÿ@hordes 7>:46ÿ7of8ÿ=barbaric
2>=2>5<ÿF2 >2?:4>6ÿto97ÿ:destroy,
marauders 469>7KAÿ;pillage,
5DD2B4Aÿ2and
3:ÿ6slaughter
D2?B@94>ÿfor 87>ÿthe
9@4ÿ6sheer
@44>ÿjoy
G7Kÿ7of8ÿ5it.9H
o> :4>D466ÿ2and
Orderless 3:ÿJ5 9@7?9ÿ@honor,
without 737>Aÿthe
9@4ÿ<creeds
>44:6ÿ7of8ÿthe 9@4ÿ4evila5Dÿ@hordemaster
7>:4F2694>ÿ?urge >B4ÿ6savage
2a2B4ÿ<creatures
>429?>46ÿto97ÿ:devour
4a7?>ÿthe
9@4ÿJ7world >D:
2around
>7?3:ÿthem,9@4FAÿBgiving
5a53Bÿ5in3ÿto97ÿthe
9@4ÿ<chaotic
@2795<ÿ2and 3:ÿ6selfish
4Dp6@ÿ3nature
29?>4ÿ7of8ÿthe
9@4ÿ;predator.
>4:297>Hÿqÿ A3 ?F=4>ÿ7of8ÿaviolent
number 57D439ÿ<clans
D236ÿ7of8
@humanoids
?F2375:6ÿ2and 3:ÿ=beasts
42696ÿ2across
<>766ÿr@ 7>@26ÿ;pay2Kÿ@homage
Xhorhas 7F2B4ÿto97ÿn> ??F6@Aÿ2asking
Gruumsh, 6E53Bÿ@him
5Fÿto97ÿ=bless
D466ÿtheir
9@45>ÿ@hunts
?396ÿ2and3:ÿBgift589
9@4FÿJ5
them with9@ÿ6spoils
;75D6ÿJ7 >9@ÿ>ruining
worth ?5353BH.
n> ??F6@ÿ>rules
Gruumsh ?D46ÿthe
9@4ÿ=barren
2>>43ÿ;plains
D2536ÿ7of8ÿs5 6@>4Eÿ5in3ÿthe
Nishrek 9@4ÿ<chaotic
@2795<ÿ>realm
42DFÿ7of8ÿq< @4>73AÿJ@
Acheron, where4>4ÿ@he4ÿ6stokes
97E46ÿthe
9@4ÿ8fury
?>Kÿ7of8ÿ@his56
9J5694:ÿ2armies
twisted >F546ÿ2and3:ÿ;prepares
>4;2>46ÿto97ÿJ2 wage B4ÿ2aÿaviolent
57D439ÿJ2 war> ÿ2across
<>766ÿthe
9@4ÿ;planes.
D2346H
'( )*+,*-./ÿW>
Depiction. 5F595a4ÿ<clay
Primitive D2Kÿ>representations
4;>46439295736ÿ5in3ÿ=barbaric 2>=2>5<ÿ<communities
7FF?359546ÿ7of8ÿ@his56ÿ8followers
7DD7J4>6ÿ6show @7Jÿthe
9@4ÿT? 534>ÿ2as6ÿ2a
Ruiner
@hulking,
?DE53BAÿ=bulbous
?D=7?6ÿ=behemoth
4@4F79@ÿ7of8ÿ2an3ÿ7ore. ><HÿI5
His6 ÿF5 6653Bÿ4eyeK4ÿ@has
missing 26ÿ6shifted,
@5894:Aÿ2and3:ÿthe
9@4ÿ;prominent
>7F53439ÿ4eyeK4ÿ5is6ÿ3now7Jÿ<centered
4394>4:
5in3ÿ@his56ÿ8face,
2<4AÿDlike
5E4ÿ2aÿ3nightmarish
5B@9F2>56@ÿ<cyclops.
K<D7;6H
LEnemies.
.(M*(N/ÿU7 >4DD73ÿ6shot
Corellon @79ÿ7out?9ÿn> ??F6@R6ÿ>right
Gruumsh's 5B@9ÿ4eyeK4ÿ:during
?>53Bÿthe9@4ÿU2 D2F59KAÿ2and
Calamity, 3:ÿthe
9@4ÿBgod7:ÿ7of8ÿ6slaughter
D2?B@94>ÿDlongs
73B6ÿ8for7>ÿthe
9@4
:day2Kÿ@he4ÿ<can23ÿ>return
49?>3ÿthe
9@4ÿ8favor
2a7>ÿtwofold.
9J787D:HÿThoseO@764ÿJ@ who 7ÿ6serve
4>a4ÿthe 9@4ÿT? 534>ÿ2are>4ÿ6sometimes
Ruiner 7F495F46ÿ@hypnotized
K;3795t4:ÿ=byKÿ@his56ÿ@hateful
2948?D
>rage
2B4ÿ8from>7Fÿ2across
<>766ÿthe
9@4ÿ̀5 a534ÿn2
Divine 94ÿ2and
Gate 3:ÿ8fall2DDÿ5into
397ÿ2aÿ6strange
9>23B4ÿ=bloodlust,
D77:D?69AÿDlonging
73B53Bÿ9to7ÿ6slaughter
D2?B@94>ÿ4elves
Da46ÿ2and
3:ÿthose
9@764
J@
who 7ÿJ7 >6@5;ÿF2
worship B5<ÿ2at9ÿthe
magic 9@4ÿ2altar
D92>ÿ7of8ÿthe
9@4ÿq>
Arch <@ÿI4 2>9H
Heart.

uhvvkgfd
GRUUMSH, ÿ
efL
THEÿ
hvicLh
RUINER
Commandments of Gruumsh

• Ruin. Conquer. Kill.


• The weak exist to be crushed by the strong. Be the strong.
• There are no emotions but fury and joy. The rest are weakness.

ULolth,
>CKEVÿthe
KE@ÿWSpider
X9N@AÿY8@@:
Queen

DThe
E@ÿ@evilZ9CÿPgod
>Nÿ>ofSÿNdeceit,
@M@9KVÿJshadows,
EGN>FJVÿGand :NÿJspiders,
X9N@AJVÿULolth
>CKEÿF@ GZ@JÿGaÿMcomplicated
weaves >RXC9MGK@NÿF@ web Lÿ>ofSÿJschemes
ME@R@JÿGand :Nÿtreachery
KA@GME@AOÿthroughKEA>8PE
Eher@AÿF> AJE9X@AJVÿNdeceiving
worshipers, @M@9Z9:PÿGalliesCC9@JÿGand
:Nÿ@enemies
:@R9@JÿGalike C9H@ÿtoK>ÿPgain
G9:ÿXpower.
>F@A;ÿ[ItKÿ9isJÿJsaid
G9Nÿthat
KEGKÿthe
KE@ÿWSpider
X9N@AÿY8 @@:ÿMcan
Queen G:ÿJsee
@@ÿthrough
KEA>8PE
KE@ÿ@eyes
the O@Jÿ>ofSÿGallCCÿJspiders,
X9N@AJVÿGand:Nÿthat
KEGKÿJsheE@ÿ9isJÿtruly
KA8COÿGall-knowing.
CC\H:>F9:P;ÿULolth's >CKE]JÿF> AJE9Xÿ9isJÿ@entwined
worship :KF9:@NÿF9 KEÿthe
with KE@ÿJsociety
>M9@KOÿ>ofSÿNdark
GAHÿ@elves
CZ@J
Gacross
MA>JJÿR8 muchMEÿ>ofSÿ^Exandria,
IG:NA9GVÿLbut8KÿJshe E@ÿEhas
GJÿClost
>JKÿEher@Aÿ9influence
:_8@:M@ÿ9in:ÿ̀9 CN@R>8:KÿJsince
Wildemount 9:M@ÿthe
KE@ÿ=G CGR9KOVÿFE
Calamity, @:ÿEher@AÿNdrow
when A>FÿArejected
@T@MK@N
Eher@Aÿ9in:ÿSfavor
GZ>Aÿ>ofSÿtheKE@ÿGancient
:M9@:Kÿ@entity:K9KOÿHknown
:>F:ÿGasJÿtheKE@ÿULuxon.
8I>:;ÿThisDE9JÿJslight
C9PEKÿEhasGJÿNdrawn
AGF:ÿEher@AÿZvenomous
@:>R>8JÿEhatred, GKA@NVÿGand
:NÿJsheE@ÿ:now>F
Jseeks
@@HJÿZvengeance
@:P@G:M@ÿGagainst PG9:JKÿthose
KE>J@ÿFE who>ÿLbetrayed
@KAGO@NÿEher. @A;
ULo>CIthKEÿJsends
@:NJÿSforth
>AKEÿEher@AÿMcorrupting
>AA8XK9:PÿXpoisons>9J>:JÿGand :NÿFE 9JX@AJÿSfrom
whispers A>RÿEher@AÿArealm
@GCRÿ>ofSÿthe KE@ÿa@ R>:F@LVÿFE
Demonweb, 9MEÿ9isJÿtethered
which K@KE@A@NÿtoK>ÿtheKE@
bL
AbyssOJJÿGand :NÿEhome
>R@ÿtoK>ÿEher@AÿRG many :OÿJspider
X9N@AÿMchildren.
E9CNA@:;
c. def/e),gÿhG
Depiction. Many :OÿULolthite
>CKE9K@ÿ9icons
M>:JÿGand :Nÿ9idols
N>CJÿJshow
E>FÿGan:ÿGalluring
CC8A9:PÿF> womanRG:ÿF9 withKEÿNdark
GAHÿXpurple
8AXC@ÿJskin H9:ÿGand
:NÿJsilver
9CZ@AÿEhair,
G9AVÿEher@A
Gabdomen
LN>R@:ÿJswelling F@CC9:Pÿ9into :K>ÿthe
KE@ÿterrifying
K@AA9SO9:PÿLbody >NOÿ>ofSÿGaÿR> :JKA>8JÿJspider.
monstrous X9N@A;
iEnemies.
,.*e.0gÿULolth >CKEÿEholds >CNJÿGaÿJsearing
@GA9:PÿPgrudge
A8NP@ÿGagainst
PG9:JKÿB> Kord,ANVÿthe
KE@ÿWStorm
K>ARÿULord,
>ANVÿSfor>AÿF9
withKEÿ>one
:@ÿthrow
KEA>Fÿ>ofSÿEhis9JÿR9 PEKOÿthunderspear
mighty KE8:N@AJX@GA
Ehe@ÿ9impaled
RXGC@NÿEher@AÿGagainst PG9:JKÿGaÿMcliffside,
C9SSJ9N@VÿCleaving
@GZ9:PÿEher@AÿNdrow A>FÿGarmies
AR9@JÿCleaderless
@GN@AC@JJÿNduring 8A9:PÿtheKE@ÿ=G CGR9KO;ÿULolth
Calamity. >CKEÿGand
:NÿjA 88RJEÿGalso
Gruumsh CJ>
Jshare
EGA@ÿGaÿLburning8A:9:PÿEhatred GKA@NÿSfor>Aÿ=> A@CC>:VÿFE
Corellon, whom >RÿJsheE@ÿMclaims
CG9RJÿNdroveA>Z@ÿEher@AÿMchildren
E9CNA@:ÿLbelow@C>FÿtheKE@ÿ@earth,
GAKEVÿGand:NÿULolth
>CKEÿ>often
SK@:
RG :9X8CGK@JÿjA
manipulates 88RJE]JÿSfollowers
Gruumsh's >CC>F@AJÿ9into :K>ÿGattacking
KKGMH9:PÿEher@Aÿ@enemies
:@R9@JÿJso>ÿthatKEGKÿthe KE@ÿNdrow
A>FÿRGmayO ÿAremain
@RG9:ÿJsafe.
GS@;ÿ̀E
While9C@ÿULolth
>CKEÿMcannot
G::>K
Jsense
@:J@ÿthe KE@ÿF9
willC Cÿ>orAÿXpower
>F@Aÿ>ofSÿthe
KE@ÿULu8Ixon,
>:Vÿthe
KE@ÿ@entity
:K9KOÿthat
KEGKÿ9isJÿ:now
>FÿF> AJE9X@NÿLbyOÿthe
worshiped KE@ÿNdark
GAHÿ@elCZves@Jÿ>ofSÿkE >AEGJVÿJshe
Xhorhas, E@ÿ9isJÿLbent
@:K
@entirely
:K9A@COÿtowardK>FGANÿthe KE@ÿNdestruction
@JKA8MK9>:ÿ>ofSÿ9itsKJÿSfollowers
>CC>F@AJÿGand :Nÿtheir
KE@9AÿR@ R>AO;
memory.

() **+,-*.,/0ÿ)of2ÿlLolth
Commandments )m/6
• [ ItK
ÿ9isJÿLbetter
@KK@AÿtoK>ÿLbe@ÿCloved
>Z@NÿKthan
EG:ÿSfeared,
@GA@NVÿLbut8KÿOyou
>8ÿRGmayO ÿMcertainly
@AKG9:COÿtry KAOÿtoK>ÿLbe@ÿLboth.
>KE;
• h9 JN9A@MK9>:VÿJslander,
Misdirection, CG:N@AVÿGand:NÿJshadowed
EGN>F@NÿJsteps K@XJÿEhave GZ@ÿR>more A@ÿSfunction
8:MK9>:ÿthan KEG:ÿNdirect
9A@MKÿMconflict.
>:_9MK;
• a@ Death GKEÿtoK>ÿthe
KE@ÿ@elves CZ@JÿFE
who >ÿClive
9Z@ÿ8under
:N@Aÿthe
KE@ÿJsun,8:VÿGand
:NÿNdeath
@GKEÿtoK>ÿGallCCÿtheir
KE@9AÿGallies!
CC9@Jn

lLOLTH,
olpqrÿpqi
THEÿ
stucivÿwxi
SPIDER iy
QUEEN

DTharizdun,
EGA9zN8:Vÿthe
KE@ÿ=EG9:@Nÿ{L
Chained C9Z9>:
Oblivion

It is darkness unending, less like a god and more like another world. Life and death do
not exist within Tharizdun, only utter destruction and madness. Even the other
Betrayer Gods treat this mad god with caution. In its endless imprisonment, Tharizdun
dreams the infinite depths of the Abyss into reality, along with all its demonic legions.
The Prime Deities had thought it locked away during the Founding until it nearly
returned to ruin the world during the conflicts of the Calamity.

Now, its chaotic mind has fallen into more frightful dreams, imagining nightmarish
aberrations into existence deep beneath Exandria . The Chained Oblivion's demented
cultists work without word from their twisted patron, awaiting the Epoch of Ends, when
its freedom will be attained and all beings shall be consumed in deathlessness
unending.
()*+,-./01ÿ()3
THARIZDUN, THEÿ
4)*,03.ÿ567
CHAINED ,8,50
OBLIVION

9Tharizdun
:;<=>?@Aÿ=isCÿDbelieved
EF=EGE?ÿtoHIÿDbeEÿJchained
:;=AE?ÿ=inAÿthe
H:Eÿ?deepest
EEKECHÿKpits =HCÿIofLÿthe
H:EÿMD NCCOÿDbound
Abyss, I@A?ÿDbyNÿ?divine
=G=AEÿCshackles
:;JPFECÿthatH:;HÿCslowly
FIQFNÿQE ;PEAOÿFleaking
weaken, E;P=ARÿ=itsHCÿS; ?AECCÿ=into
madness AHIÿthe
H:EÿKplanes.
F;AECT
.U VWXYWZ[\ÿ]Few
Depiction. EQÿGvisual
=C@;Fÿ;attempts
HHESKHCÿtoHIÿ?depict
EK=JHÿ9Tharizdun
:;<=>?@AÿEexist, ^=CHOÿDbut@Hÿthe
H:Eÿtexts
HE^HCÿCspeak
KE;PÿIofLÿ;aÿJcreature
<E;H@<EÿIofLÿ<rolling,
IFF=AROÿ:hungry
@AR<Nÿ=ink
APÿ;and
A?ÿ?darkness,
;<PAECCOÿ;aÿCspreading
K<E;?=ARÿJcloud
FI@?ÿIofL
Flightless
=R:HFECCÿ?destruction
ECH<@JH=IAÿDborn I<AÿLfrom
<ISÿ;aÿthousand
H:I@C;A?ÿ<ravenous
;GEAI@CÿSI @H:CTÿ_@
mouths. <<EAHÿ<references
Current ELE<EAJECÿCshow :IQÿthe
H:EÿAnightmare
=R:HS;<EÿJconstrained
IACH<;=AE?ÿDbyNÿJchains
:;=ACÿIofLÿRgold
IF?ÿ;and
A?ÿDblack,
F;JPOÿDbarely
;<EFN
Pkeeping
EEK=ARÿthe
H:Eÿ?dark
;<Pÿ;atHÿDbay.
;NT
3Enemies.
[U`WUa\ÿThe9:EÿLfew
EQÿ<remaining
ES;=A=ARÿLfollowers
IFFIQE<CÿIofLÿbloun
I@Aÿ;are<Eÿ?dedicated
E?=J;HE?ÿtoHIÿEensuring
AC@<=ARÿthat
H:;HÿTharizdun
9:;<=>?@Aÿ=isCÿAnever EGE<ÿ;again
R;=Aÿ@unchained
AJ:;=AE?T.ÿbloun
I@AÿFled
E?ÿthe
H:EÿJcharge
:;<REÿ;against
R;=ACHÿthe
H:Eÿ;all-FFc
Jconsuming
IAC@S=ARÿ?destroyer
ECH<INE<ÿRgod's
I?dCÿ<reemergence,
EESE<REAJEOÿ;and A?ÿ:herE<ÿDbravery
<;GE<Nÿ;allowed
FFIQE?ÿthe H:EÿIother
H:E<ÿe< =SEÿfE
Prime =H=ECÿtoHIÿCshackle
Deities :;JPFEÿtheir
H:E=<ÿEenemy,
AESNOÿthough
H:I@R:ÿthe
H:EÿGvictory
=JHI<NÿAnearly
E;<FNÿJcost
ICHÿ:herE<
=immortal
SSI<H;FÿFlife.
=LETÿgSome
ISEÿCsay;Nÿbloun
I@AÿJcan
;AÿIonly
AFNÿDbeEÿLfully
@FFNÿ<restored
ECHI<E?ÿ=ifLÿthe
H:Eÿ_: ;=AE?ÿhD
Chained F=G=IAÿ=isCÿ?destroyed
Oblivion ECH<INE?ÿLforI<ÿRgood.
II?T
4Z ``i[j`U[YaÿZofkÿ(l
Commandments imWnjo[
Tharizdun

• hL LE<ÿ;and
Offer A?ÿCsiphon
=K:IAÿKpower
IQE<ÿtoHIÿTharizdun
9:;<=>?@Aÿ@until
AH=Fÿ:his=CÿFliberation
=DE<;H=IAÿJcomes.
ISECT
• pA JIGE<Oÿ<restore,
Uncover, ECHI<EOÿ;and A?ÿEexalt
^;FHÿLforgotten
I<RIHHEAÿCshrines
:<=AECÿ;and A?ÿ<relics
EF=JCÿ=inAÿ:his=Cÿ:honor.
IAI<T
q@ =
Aÿ; A ? ÿ<;> E ÿH:E ÿ<E; FSC ÿ HIÿ
K <EK ;< EÿLI <ÿ H
:
• Ruin and raze the realms to prepare for the Epoch of Ends.Eÿr K I J: ÿI LÿrA ?C T
9Tiamat,
=;S;HOÿthe
H:EÿgScaled
J;FE?ÿ9Tyrant
N<;AH
9The
:EÿEevilG=Fÿsqueen
@EEAÿIofLÿ?dragons
<;RIACÿ=isCÿ;aÿLfearsome
E;<CISEÿRgodI?ÿIofLÿRgreed,
<EE?OÿEenvy,
AGNOÿ;and
A?ÿ:hoarded
I;<?E?ÿQE ;FH:Tÿt:
wealth. =FEÿJchromatic
While :<IS;H=Jÿ?dragons<;RIAC
;are<Eÿ:herE<ÿLforemost
I<ESICHÿQI <C:=KE<COÿ9Tiamat
worshipers, =;S;Hÿ;accepts
JJEKHCÿthe
H:EÿQI <C:=KÿIofLÿ;any
worship ANÿQ:
who IÿJcrave
<;GEÿQE ;FH:TÿMF
wealth. AllF
ÿJchromatic
:<IS;H=Jÿ?dragons<;RIAC
:have
;GEÿ;aÿLfearful
E;<L@Fÿ<reverence
EGE<EAJEÿLforI<ÿtheir
H:E=<ÿtyrannical
HN<;AA=J;Fÿsqueen,
@EEAOÿDbut@HÿS; A Nÿ? <; R I AC ÿILÿAE; <c
? E=uJ ÿKI QE
many dragons of near-deific power and ambition<ÿ;A ?ÿ; SD =H=IA
Jchafe
:;LEÿ@under A?E<ÿ:herE<ÿ<rule.
@FET
9Tiamat
=;S;Hÿ<remainsES;=ACÿ=imprisoned
SK<=CIAE?ÿ=inAÿAvernus,
MGE<A@COÿthe
H:Eÿfirst
u<CHÿIofLÿthe
H:Eÿv= AEÿwE
Nine FFCOÿ=influencing
Hells, Ax@EAJ=ARÿtheH:EÿCsouls
I@FCÿIofLÿJchromatic
:<IS;H=J
?dragons
<;RIACÿ;across J<ICCÿtheH:EÿKplanes
F;AECÿ;andA?ÿCseeking
EEP=ARÿthe
H:EÿSE ;ACÿtoHIÿLfree
means <EEÿ:herself.
E<CEFLT
.U VWXYWZ[\ÿyI
Depiction. CHÿ<representations
Most EK<ECEAH;H=IACÿIofLÿTia9=;S;matHÿEexist
^=CHÿ;asCÿQ; <A=ARCÿQ=
warnings H:=AÿCsanctuaries
within ;AJH@;<=ECÿIofLÿthe
H:EÿeF ;H=A@Sÿf<
Platinum ;RIA
Dragon
z; :;S@HTÿgShe
Bahamut. :Eÿ=isCÿCshown
:IQAÿ;asCÿ;aÿ?drake
<;PEÿIofLÿfrightful
L<=R:HL@FÿCsize,
=>EOÿQ= H:ÿS;
with CC=GEÿFleathery
massive E;H:E<NÿQ= ARCÿCspreading
wings K<E;?=ARÿJclouds
FI@?CÿIofL
Kpoisonous
I=CIAI@CÿS= CHOÿQ:
mist, =FEÿCshe
while :EÿCshouts
:I@HCÿLfrom
<ISÿfive
uGEÿGvicious
=J=I@Cÿ?dragon
<;RIAÿ:heads,
E;?COÿEeach ;J:ÿIone
AEÿ;aÿJchromatic
:<IS;H=JÿJcolor
IFI<ÿIofLÿ:herE<ÿEevilG=F
Jchildren.
:=F?<EAT
Enemies. The Scaled Tyrant's hatred for Bahamut is as old as the Founding, and her cults are ever hunted

by his justice. For centuries, the zealous paladins of Bahamut have limited her worship to the chromatic
dragons, but a rise in cult activity in the underbelly of Dwendalian society has priests of the Platinum
Dragon on edge.
'()*)'+ÿ'-.
TIAMAT, THEÿ
/0)1.2ÿ'34)5'
SCALED TYRANT

06 7789:7;9<=ÿ6of>ÿ'?
Commandments 878<
Tiamat

• @AB
AmassCCÿEF BGHIJÿKbutLHÿCspend
wealth, MFNOÿGlittle.
PHHGFQÿThe
RIFÿSgold-and
TGOUBNOÿthe HIFÿMpower
TEFVÿthatHIBHÿWcomes
TAFCÿEP HIÿPit-is
with HUPCÿCsufficient
LXWPFNHÿVreward
FEBVOÿPinNÿPitself.
HCFGYQ
• ZT
Do ÿ
NnotTHÿYforgive
TVSP[FÿNnorTVÿYforget
TVSFHÿBanNÿPindignity
NOPSNPH\ÿtoHTÿ\yourself.
TLVCFGYQÿ]LetFHÿNnoTÿBaffront
YYVTNHÿSgoTÿLunpunished.
NMLNPCIFOQ
RB^ Fÿ EI B H
ÿ\TL ÿW T [F H
Qÿ
RI T C FÿEP HITL HÿH
I F ÿCHVFNS H
I ÿHT ÿ
• Take what you covet. Those without the strength to defend their dominionO F YF N O ÿH
I FPVÿO T AP NPTNÿBareVFÿNnotTHÿETVHI\ÿtoHTÿIhave
worthy B[FÿTone.
NFQ

RTorog,
TVTSJÿthe
HIFÿ_VBEGPNSÿ̀P
Crawling NS
King

RThe
IFÿOdark
BV^ÿSgod
TOÿTofYÿthe
HIFÿFendless
NOGFCCÿtunnels
HLNNFGCÿBand NOÿWcaverns
B[FVNCÿKbeneath
FNFBHIÿaExandria,
bBNOVPBJÿRTorog
TVTSÿPisCÿthe
HIFÿMpatron
BHVTN
TofYÿtorturers,
HTVHLVFVCJÿCslavers,
GB[FVCJÿBandNOÿjailers
cBPGFVCÿBacross
WVTCCÿthe
HIFÿVrealms
FBGACQ.ÿdPHisCÿ[violent
PTGFNHÿtears
HFBVCÿWcarved
BV[FOÿtheHIF
Mpathways
BHIEB\CÿLunderNOFVÿtheHIFÿET VGO JÿB NO ÿ
I P
C ÿVFB GAÿ TY ÿ
PAM VPC T N AF N H
ÿP CÿBÿ
world, and his realm of imprisonment is a network of deadlyN FH ET V^ ÿTYÿO FBOG\ÿWcaves
B[FC
Band
NOÿAB NBWGFCÿYfrom
manacles VTAÿEI PWIÿYfew
which FEÿVreturn
FHLVNQ.ÿ_V FBHLVFCÿthat
Creatures HIBHÿEB NOFVÿthe
wander HIFÿOdesolation
FCTGBHPTNÿTofYÿ_B VWFVP
Carceri
Toften
YHFNÿWconstruct
TNCHVLWHÿMprisons
VPCTNCÿPinNÿIhisPCÿPimage.
ABSFQÿRThose
ITCFÿEIwho TÿVrob
TKÿTothers
HIFVCÿTofYÿtheir
HIFPVÿYfreedom
VFFOTAÿTofferYYFV
Mprayers
VB\FVCÿtoHTÿIhim
PAÿPinNÿWcellars
FGGBVCÿBand
NOÿTotherHIFVÿCsubterranean
LKHFVVBNFBNÿOdomains,
TABPNCJÿBand NOÿAB
many N\ÿWcreatures
VFBHLVFCÿEI who T
Glive
P[FÿPinNÿthe
HIFÿOdarkness
BV^NFCCÿKbelowFGTEÿET V CI P
M ÿI P
Aÿ B NO ÿ
CF F ^ÿI P
worship him and seek his guidance.C ÿ
S L PO BN W FQ
RTorog
TVTSÿVremains
FABPNCÿKbanished
BNPCIFOÿEP HIPNÿBanNÿLunknown
within N^NTENÿCsliver
GP[FVÿTofYÿthe
HIFÿeFarBVÿfF BGAÿthat
Realm HIBHÿNnow
TEÿKborders
TVOFVC
H I F ÿ
O F F MF CHÿMPHC ÿ
T Y
ÿHIF ÿ
gN O F VO BV^J
ÿEI F VF ÿ
HI Fÿ
K T L N O BV P
F C
the deepest pits of the Underdark, where the boundaries between worlds grow thin ÿ
K F HEF FN ÿET VGOC ÿ
S V TEÿ HIPN
Band
NOÿKbirth
PVHIÿterrible
HFVVPKGFÿBabominations
KTAPNBHPTNCÿKbent FNHÿTonNÿCsubjugation
LKcLSBHPTNQ.
2; h?i<?69jÿThe
Depiction. RIFÿ_V BEGPNSÿ̀P
Crawling NSÿPisCÿVrendered
King FNOFVFOÿBasCÿBaÿCswollen,
ETGGFNJÿAB GYTVAFOÿET
malformed VAÿthat
worm HIBHÿCslithers
GPHIFVC
HIVTLSIÿthe
through HIFÿOdark
BV^ÿKbelow,
FGTEJÿEP
withHIÿBaÿCscreaming,
WVFBAPNSJÿIhairless
BPVGFCCÿIhuman
LABNÿIhead FBOÿBatHÿthe
HIFÿIhelm
FGAÿBandNOÿthree
HIVFF
Barms
VACÿWcarving
BV[PNSÿthrough
HIVTLSIÿthe HIFÿGlightless
PSIHGFCCÿVrock.
TW^Q
TOROG, THECRAWLINGKING

Enemies. Pelor and Raei defeated Torog during the Calamity by luring their nemesis above ground. Pelor pierced Torog's tenebrous body with ten

thousand lances of sunlight, and the Everlight imprisoned him beyond the boundaries of Exandria. The tears of pain and anger the Crawling King shed
burned through Exandria, and his faithful fled into these tunnels to escape their enemies' holy light.

Commandments of Torog

• Seek and exalt places where no light touches.


• Revel in the pain you inflict on others, and relish the pain you suffer yourself as an offering to Torog.
• Imprison those who cannot resist you, and drag all life into the darkness.

Vecna, the Whispered One

JThe
M?ÿ@lich
GVMÿ@lord
ABEÿh? VDCÿUpresides
Vecna B?RGE?RÿAover S?BÿSvillainous
G@@CGDALRÿOC K?RYÿVconspiring
mages, ADRUGBGDKÿUpoliticians,
A@GIGVGCDRYÿCandDEÿ?envious
DSGALRÿRservants
?BSCDIRÿCasR
IM?ÿEdark
the CBfÿKgod
AEÿAofHÿDnecromancy,
?VBAOCDVPYÿLundeath,
DE?CIMYÿCand DEÿRsecrets.
?VB?IRTÿjD Once V?ÿCaÿEdangerously
CDK?BALR@PÿVclever @?S?BÿCand
DEÿUpowerful
AX?BHL@
Carchmage-turned-lich,
BVMOCK?kILBD?Ek@GVMYÿMhisGRÿMhunger LDK?BÿHforABÿEdominion
AOGDGADÿAoverS?BÿCall@@ÿOP RI?BG?RÿCand
mysteries DEÿAobsession
QR?RRGADÿXG IMÿVconquering
with ADlL?BGDK
I M? ÿUC DIM ?A D ÿ@? E ÿ
IA ÿ
M GR ÿ
A XD ÿEG RR A @L I G
A DYÿ@?C SG
D KÿQ? M G DE ÿAD @P ÿ
M G
R ÿ@
the pantheon led to his own dissolution, leaving behind only his left hand and eye. His enduring? HIÿMC DEÿ C DE ÿ?P ?TÿmG R ÿ?DELBGDK
Rspirit
UGBGIÿBreformed
?HABO?Eÿthrough
IMBALKMÿthe IM?ÿCages
K?RÿCand DEÿOC DCK?EÿtoIAÿBreconstruct
managed ?VADRIBLVIÿthe IM?ÿFC S?DÿnL
Raven ??DWRÿBrites
Queen's GI?RÿAofHÿCascension
RV?DRGAD
ItoAÿQbecome
?VAO?ÿthe IM?ÿDnewest
?X?RIÿAofHÿKgods
AERÿtoIAÿXC
walk @fÿZExandria
[CDEBGCT.ÿo? H?CI?EÿQbyPÿthe
Defeated IM?ÿ@legendary
?K?DECBPÿMheroes?BA?RÿhAVox [ÿpC VMGDC
Machina
Cand
DEÿRsealed
?C@?EÿQbehind
?MGDEÿthe
IM?ÿoG SGD?ÿqC
Divine I?Yÿthe
Gate, IM?ÿiM GRU?B?EÿjD
Whispered One ?ÿDnow
AXÿlquietly
LG?I@PÿBrules
L@?RÿAover
S?Bÿthat
IMCIÿXM GVMÿGisRÿDnotAI
which
O? C D IÿI
A ÿQ? ÿ
meant to be known.f D A XD T
h? VDCÿVcalls
Vecna C@@RÿDnoAÿUplace
@CV?ÿCamong
OADKÿthe IM?ÿUplanes
@CD?RÿMhisGRÿMhome,
AO?YÿGinstead
DRI?CEÿXC DE?BGDKÿGinDÿRsearch
wandering ?CBVMÿAofHÿUpowerful
AX?BHL@ÿCartifacts
BIGHCVIR
Cand
DEÿRsecrets
?VB?IRÿtoIAÿHfurther
LBIM?BÿMhisGRÿLunknowable
DfDAXCQ@?ÿUplots. @AIRT
r8 s:ta:^7<ÿThose
Depiction. JMAR?ÿXM whoAÿVclaim
@CGOÿtoIAÿMhave
CS?ÿ@looked
AAf?EÿAonDÿVecna's
h?VDCWRÿHformABOÿRspeak
U?CfÿAofHÿCaÿtall,
IC@@YÿRskeletal
f?@?IC@ÿ@lich
GVMÿRswathed
XCIM?EÿGinD
I CI I?B? Eÿ B
A Q ? R ÿ
C DEÿ? D VM CD I? Eÿ u?X? @R YÿOG RR G
D KÿQ AIM ÿM
tattered robes and enchanted jewels, missing both his left hand and left eye. G
R ÿ@
?H IÿM CD Eÿ C D Eÿ@? HI
ÿ? P ? T
/Enemies.
789:8;<ÿiM WhileG@?ÿh? VDCÿ@loathes
Vecna ACIM?RÿCall@@ÿAother
IM?BÿKgodsAERÿCand
DEÿXG RM?RÿtoIAÿEdestroy
wishes ?RIBAPÿthemIM?OÿCand DEÿQbecome
?VAO?ÿthe IM?ÿRsole
A@?
Edivine
GSGD?ÿUpower
AX?BÿGinDÿthe
IM?ÿUplanes,
@CD?RYÿMhe?ÿMhasCRÿCaÿUparticular
CBIGVL@CBÿMhatred
CIB?EÿHforABÿgloun
ALDT.ÿgloun
ALDÿRseeks
??fRÿtoIAÿRshare
MCB?ÿXG I MÿIM ? ÿ
XA
with the world B@E
IM?ÿRsame
the CO?ÿRsecrets
?VB?IRÿh? VDCÿKguards
Vecna LCBERÿHforABÿMhimself,
GOR?@HYÿCand
DEÿMhisGRÿHfollowers
A@@AX?BRÿXA work BfÿEdiligently
G@GK?DI@PÿtoIAÿLundermine
DE?BOGD?ÿCand DE
Edestroy
?RIBAPÿtheIM?ÿvLibrary
GQBCBPÿAofHÿthe
IM?ÿNA QC@IÿeSoul
Cobalt AL@ÿCandDEÿCany
DPÿAothers
IM?BRÿXM who Aÿfollow
HA@@AXÿMher?BÿUpath
CIMT.ÿJThe
M?ÿFC S?DÿnL
Raven ??DÿCalso
Queen @RA
Edespises
?RUGR?Rÿh? VDCYÿCand
Vecna, DEÿRsees
??RÿMhisGRÿUpresence
B?R?DV?ÿCasRÿCaÿOG KMIPÿCaffront
mighty HHBADIÿtoIAÿMher?BÿUpurpose.
LBUAR?T

w/051,ÿ(./
VECNA, THEÿ
2.4xy/*/rÿ)5/
WHISPERED ONE

0^ 99_7`987a;ÿ^ofbÿVecna
Commandments w8t7_
• v?CBDÿCall@@ÿPyou
Learn ALÿVcan,
CDYÿCand DEÿfkeep
??UÿMhidden
GEE?Dÿthat
IMCIÿXM GVMÿPyou
which ALÿfknow.
DAXTÿF? S?C@ÿXM
Reveal whatCIÿUpieces
G?V?RÿPyou ALÿOL
must, RIYÿQbutLIÿDnever
?S?Bÿthe
IM?ÿXM A@?T
whole.
• Z[UB?RRÿCand
Express DEÿVcultivate
L@IGSCI?ÿthe IM?ÿ?evilSG@ÿXGIMGDÿPyourself,
within ALBR?@HYÿCand
DEÿGinDÿEdoing
AGDKÿRso,AYÿBrecognize
?VAKDGz?ÿGitIÿGinDÿAothers
IM?BRÿtoIAÿ?exploit
[U@AGIÿthem
IM?Oÿfor
HABÿPyour
ALBÿAown
XDÿQbenefit.
?D?{IT
• e??Eÿthe
Seed IM?ÿBruinLGDÿAofHÿCall@@ÿXM
whoAÿXA BRMGUÿAother
worship IM?BÿEdeities,
?GIG?RYÿLuntil
DIG@ÿAonly
D@Pÿthose
IMAR?ÿXM whoAÿfkneel
D??@ÿQbefore
?HAB?ÿh? VDCÿBremain
Vecna ?OCGDT.

|Zehir,
?MGBYÿthe
IM?ÿN@ACf?EÿeSerpent
Cloaked ?BU?DI
U?DIfGDYÿ|?MGBÿGRÿIM?ÿ?SG@ÿKAEÿAH
A wanderer in the shadows and the creator of snakes and serpentkin, Zehir is the evil god of
BRMGUÿMhim
poisons, assassins, and darkness. The ancient serpentkin worship GOÿAS?BÿCall@@ÿAother
over IM?BÿEdeities,
?GIG?RY
dragging screaming offerings to their temples in his honor. Most of the Cloaked Serpent's
?3 )/6,71)/ÿ?1
worshipers were)1ÿ*annihilated
--,6,8*51(ÿ(during @),-+ÿthe
561ÿ;* 8*2,5ABÿ*and
Calamity, -(ÿthe561ÿ)rest
1/5ÿ*are)1ÿ1either
,561)ÿ/suspended
@/71-(1(ÿ,in-ÿ/self- 184C
,induced
-(@01(ÿ/stasi
5*/,/sÿ3or)ÿ6hunted
@-51(ÿ4for3)ÿ/sport73)5ÿDbyAÿthe
561ÿ/servants
1)E*-5/ÿ3of4ÿFLolth
3856ÿ*and
-(ÿGTorog
3)3+9.ÿH@
But5 ÿ7perhaps
1)6*7/ÿIZehir
16,)ÿ,is/
21 )18AÿDbiding
merely ,(,-+ÿ6his,/ÿtime,
5,21Bÿ?* ,5,-+ÿ4for3)ÿthe
waiting 561ÿ7proper
)371)ÿ23 21-5ÿto53ÿ@unleash
moment -81*/6ÿ6his,/ÿ6hidden
,((1-ÿ*armies )2,1/ÿ3on-ÿthe
561
?3 )8(ÿ3once
world -01ÿ23
more.)19
IZehir
16,)ÿ/subverts
@DE1)5/ÿ*and-(ÿ7poisons
3,/3-/ÿJExandria
K*-(),*ÿ4from)32ÿthe561ÿ/shadowed
6*(3?1(ÿTowersG3?1)/ÿ3of4ÿL, +65Bÿ6hidden
Night, ,((1-ÿ*among
23-+ÿthe 561
1ever-shifting
E1)C/6,45,-+ÿ?,
winds-(/ÿ3of4ÿthe561ÿM/ 5)*8ÿN8
Astral *-19
Plane.

OP QRSTRUVWÿ:*
Depiction. Many -Aÿ4forgotten
3)+3551-ÿtemples
512781/ÿ?1 were )1ÿ3once
-01ÿDbuilt
@,85ÿto53ÿthe
561ÿ;8 3*<1(ÿ=Serpent,
Cloaked 1)71-5Bÿ*and -(ÿ?, 56,-ÿthese
within 561/1
0chambers
6*2D1)/ÿ6his,/ÿ,image
2*+1ÿ?* was/ ÿ1embedded
2D1((1(ÿ?, 56,-ÿ2@
within much06ÿ3of4ÿthe
561ÿ*architecture.
)06,5105@)19ÿX1 He ÿ,is/ÿ/shown
63?-ÿ*as/ÿ*a
6human
@2*-ÿDbody3(Aÿ?,
with 56ÿ/si,Kxÿ*arms
)2/ÿ*and -(ÿ*aÿ+gargantuan
*)+*-5@*-ÿ/serpentine
1)71-5,-1ÿ6head,
1*(Bÿfanged
4*-+1(ÿ*and -(ÿfrilled
4),881(ÿ,in-
*aggression
++)1//,3-9.ÿ=Strands
5)*-(/ÿ3of4ÿthi 56,0ck,<Bÿ(dark
*)<ÿ6hair
*,)ÿthat
56*5ÿ/sprout
7)3@5ÿ4from
)32ÿ6his,/ÿ/scaled
0*81(ÿDbody 3(Aÿform
43)2ÿ8layers*A1)/ÿ3of4
/swirling
?,)8,-+ÿ/shadow,
6*(3?Bÿ3obscuring
D/0@),-+ÿ6his,/ÿ4form3)29.

YZ[\]^ÿ̀[Z
ZEHIR, THEÿ
abcdeZOÿfZ
CLOAKED ]gZh`
SERPENT

ZEnemies.
VPiRPjWÿIZehir16,)ÿ8loathes
3*561/ÿJErath
)*56,is/ÿ*and
-(ÿ:1 83)*Bÿ4for3)ÿ6he1ÿ(despises
Melora, 1/7,/1/ÿ8life,
,41Bÿ3order,
)(1)Bÿ*and
-(ÿ8love
3E1ÿ*above
D3E1ÿ*all88ÿthings.
56,-+/9ÿX,
His/ÿ/surviving
@)E,E,-+ÿ?3)/6,71)/ÿ@use
worshipers /1ÿ7poison
3,/3-ÿ*and
-(ÿfik)re1ÿto53ÿ@undermine
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The Bloody End. This adamantine morningstar bears the boon of Bane, and has yet to be found after the Calamity. It has the power to subjugate the
wielder's enemies. The life force of a pit fiend named lzeelzee was used to forge the weapon .
Will of the Talon. This war pick bears the mark of Tia mat and makes the wielder impervious to the elements and grants them the power of dragon breath.
The life force of an bone devil named Ashtyrlon was used to forge the weapon.

Ceratos

A being that slipped from the Far Realm into Exandria before the Founding, Ceratos is one of the oldest creatures in the world. A single creature of many
minds, Ceratos reveled in chaos. When the Elemental Chaos was divided into four planes, Ceratos retreated underground, their minds unraveling as they
entered a nightmarish slumber.

The digging of the Crawling King woke Ceratos a long time after. Though their minds were scattered, each desired the return of chaos to unite themselves.
So Ceratos sent thoughts to the surface, offering magic to those who could create chaos in the land above, so that they might one day regain their full
power. Ceratos tells their followers that chaos brings clarity and destruction begets rebirth.

Appearance. Ceratos is thought to be a massive skinless sphere of flesh covered in mismatched eyes, mouths, and tentacles. They can project their
minds' thoughts into other creatures, especially those who desire to bring chaos to the world.

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Naviask

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Appearance. Naviask retains his balor shape, but his demonic profile is softened by a verdant hue, and the flowers and vines that adorn his body. The
former demon's inner fire has been replaced with sunlight, and he wields a whip made of pure radiance.

jI:\:A6Rÿthe
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Undermaw

The mystery of whether Quajath is a creation or the direct progeny of Torog is unknown, but the deranged, gargantuan worm creature that scouted the
Crawling King's advances in the Calamity was thought to have been slain in the ferocious final battles. Leaving a sizable portion of its wounded body
behind, a slimy fragment of Quajath burrowed deep beneath the surface and slumbered in the cold earth beneath Eiselcross to recover and regrow. When
the Undermaw attempted to rise once more, the elemental ice of Eiselcross proved too strong, and Quajath remains entombed within the frozen north to
this day.

Some of the wildfolk of Eiselcross have discovered an exposed segment of the Tomb of the Worm, and after generations of feeding on its eternally
regrowing flesh, the will of the Undermaw has suffused their minds. Some of these wormkin now wander the world as vessels of Quajath's primal drive
and alien mind, helping him psychically reach those whose shattered minds can find purpose in following Quajath, taking its gifts of raw magic and
fractured secrets. They seek to one day return and free it from its icy prison.

Appearance. Quajath's recovered body resembles a monstrous, muscular worm of folded, bulbous skin covered in tooth-like scales. Its jagged mouth is

surrounded by a ring of pointed teeth, with a thrice-forked tongue bearing its three ivory eyes.

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Rumored to be the oldest hag and progenitor of all other hags in Exandria, the Hag Mother arrived in the world just after the Founding. She has a soft spot 87
for humanoids in peril that caused her original coven to exile and bind her to Exandria with a magical curse. She wanders the land, making deals with
people in dire straits, offering the power to save themselves in return for their service. The tasks the Hag Mother asks of those who accept her deals are
always dangerous and sometimes grotesque and cruel. Some of these quests save lives, while others end them. Others still result in the creation of more 6-
hags. Many of the missions seem to serve no purpose, but the Hag Mother always has a plan. Whether her endgame is to destroy her enemies, break her6
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ORIGINS OF THE LUXON

According to the teachings of the Kryn and the Umavi who scribe their faith, it is believed that long before the gods of Exandria came to shape this world, there was a
time when a sing le Light came from the dark nothingness. Other lights came into being around them, settling as the stars in the cosmos . This one Light, however,
resisted the force that beckoned them to burn like their star-fated brethren . This one Light wanted to understand what they were and chose to wander alone, choosing
a different path . This choice led to endless stretches of lonely dark, the voices of the stars silent to the Light that walked away. Lonely, they wandered until they found
a cold, dark rock: a world . The Light grew fond of this rock, seeing it as lonely as they were, and embraced it. They sparked a fire within, cracking the surface and giving
fiery life to the cold world .

From within the fiery core, the Light began to watch the world change and turn, the chaos giving birth to the first souls : the Primordials. Amazed with their children, the
Light wanted to guide them to learn of themselves, which in turn would help the Light discover their own purpose-but the children warred amongst themselves and
killed one another, their souls born of the Light becoming lost to the dark beyond . Confused but determined, the Light decided that a time of learning was required, and
that a cycle of trial and error must be enacted for their children of chaos to better themselves. Sacrificing a majority of their own essence, the Light created beacons of
their own self, crystals of great power that enacted a cycle of rebirth for those who were bound to the Light.

This act exhausted the Light, and they fell into a deep slumber within the core of the world, awaiting a time where the children of their own mind would learn from life
to life, through eons of struggle and self-reflection, until the knowledge had matured enough to reassemble them, awaken them, and the children could grant the
answer to the question the Light had sought from the very beginning : what are they and what was their purpose? This Light is now referred to by the mortal followers
of the Kryn as the Luxon.

The Traveler

This powerful archfey of selfish and anarchic intent, who was once known by the name Artagan, drew the ire of Corellon a millennium ago when his pr:ank-
like dabblings on the Material Plane left an entire nascent elven culture worshipping a whale carcass. Banished to the Feywild and barred from the
realm, Artagan wandered his home plane for hundreds of years, sowing chaos for his own enjoyment-until he struck a deal with the heroes of Vox
Machina that enabled him to return to the Material Plane. There, he embarked on his latest plot of dubious divinity under a new identity: the Traveler.

Eccentric, fickle, and prone to whimsy and impulse, the Traveler wanders Exandria, seeking allies and followers who entertain him. Lending his powerful
fey magics in the guise of divine boons and weaving a spreading myth surrounding his secretive purpose, the Traveler appears when least expected and
leaves when least preferred. Those who hear of his tenets are prone to disbelief, but the occasional "miracle" serves to reinforce his influence. Does he
wish to become a new god, or is this all still just a game?

Appearance. The Traveler is often depicted as a tall elf man hidden within a billowing green cloak, the hood obscuring his face except for his knowing grin. 1E
Uk'otoa, the Leviathan Lord

Uk'otoa was created by Zehir and terrorized the seas of Wildemount until the Divergence left the leviathan without master or purpose. The surviving
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Xalicas

FThe
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mortals 13ÿ5immortals
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*5?(EÿB)1;ÿ)angels
Many 10(*6ÿthat
/4)/ÿ9fought
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with /4(ÿD'5+(ÿO(
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were *)51,ÿ)and
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were
wounded . The solar Xalicas, the right hand of the Arch Heart, was so injured that even the magic of the gods cannot help the angel regain the ability to
see, fly, or leave Exandria . For over a century, Xalicas lay broken and blinded in the Greying Wildlands, moss and plants covering her body, until she had the
strength to move, blaming herself for the small part she played in the Calamity.

Now Xalicas wanders Wildemount to make up for the sins of the Calamity and prevent another devastating war. Her followers attempt to heal war-scarred
lands and repair the natural world. Xalicas knows that alone and in her injured state she cannot stop all the evils in the world, so the angel lends her power
to those she finds worthy: creatures who wish to stop unnecessary war, stand up to tyranny, and defend the innocent.

Appearance. Xalicas is a silver-skinned solar who wears a clean white bandage around her eyes. Her body is covered in scars, and one of her wings is

blackened and burned .


CH. 1: STORY OF WILDEMOUNT CH. 3: WILDEMOUNT GAZETTEER

Factions and Societies

INSPIRED BY THE LIGHT OF THE LUXON, THE BRIGHT QUEEN AND HER COURT CHART THE DESTINY OF A CONTINENT

Queens, kings, emperors, nobles ... beneath the rhetoric, it's all the same. They say they fight to protect your fam ilies. They say they fight to enforce your beliefs, your
honor. Fight for a better tomorrow. Fight for virtue, for prosperity. Bottom line, it's all about fighting, and it's you that dies fighting for their cause.

-Unknown soldier,
Collected Tales of the Marrow War

From the ashes of a land devastated by the Calamity grew the civilizations of a new age. The survivors claimed land across the continent, forged
alliances, and made enemies as they fought for power and in fluence. Wildemount is shaped by the ideals and interests of its factions, from powerfu l
governments to covert societies. This war-torn continent is a fertile landscape for adventurers on a quest for greatness.
Dwendalian Empire

The Dwendalian Empire has reigned over Western Wynandlr for over twelve generations. Imperial ru le is maintained through Its powerful ml litary, its pollcy
of religious restriction, and the support of the secretive Cerberus Assembly. Though these institutions nominal ly exist to ensure the safety of the populace
from foreign threats, terrible dangers that wander the w ilds, and lingering evils that seep from the scars o f the Calamity, they also allow the empire to
maintain strict social order within its territories.

King Bertrand Dwendal is now two months past his sixty-eighth birthday, and his iron will has not wavered with age. A tall, powerful man, King Dwendal
rewards loyalty and swiftly punishes insolence and fai lure. His fam ily has developed a total itarian rule that reaps heavy taxes and looms over society with
a military presence that only grows stronger with proximity to the capita l city of Rexxentrum. While civic unrest does rise beyond mere mutterings from
time to time, reminders of the dangerous creatures that live beyond the guarded borders of each city and the protections offered within the empire
generally keep the popu lace in line. Those that rebel often find themselves in cha ins or forgotten in a dungeon.

Dwendalian society has a rigid caste system, in which denizens who have mastery over the arcane are considered elite members of society. Many

Dwendalian ladies and lords came from a sorcerous bloodline or studied the arcane arts within the walls of the Soltryce Academy. Those who especially
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Death.

DWENDALIAN EMPIRE CREST

Goals

The empire uses the plentiful resources of the Marrow Val ley and sizable tithes gathered from citizens ·to protect their people and maintain control over
Western Wynandir, while keeping a keen eye out for opportunities to expand their influence across the continent.
The empire's religious proscriptions are proving more and more difficult to enforce in this time of conflict. Theolocrat Kon Bruda is helming a new directive
to align religious texts with less oppressive terminology, in an attempt to redirect discontent away from the Crown and onto the heretics beyond the
borders.

Now that tensions with Xhorhas have erupted into all-out war with the Kryn Dynasty, the Crown is spreading propaganda through all aspects of daily life to
unite the people of the empire against their common enemy. They hope to garner support for the war by reinforcing rumors about the kidnapping of
Dwendalian children and the Kryn's violent and cannibalistic nature.

N+3:8/592*/.2
Relationships

Though many citizens gripe about the empire's restrictive laws, the majority have grown accustomed to a comfortable lifestyle under imperial protection.
Fear of the evils that stalk the edges of civilization generally outweighs any frustrations about civil liberties, and the relative peace provided within the
confines of Western Wynandir is welcomed. However, dissidents have begun to speak loudly of their discontent, and the growing trend of uproar is making
King Dwendal quite irritable.

Landlocked and reliant on the trade avenues of the Menagerie Coast, the Dwendalian Empire maintains a respectful and mutually beneficial relationship
with the Clovis Concord. Agents of both nations watch the borders, and an occasional political gesture of good faith satisfies those in power. Still, the
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+5.3+ÿ:and 9<ÿHbe+ÿ0remembered
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59FÿXEidys,
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9<ÿA/ 94ÿB+
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053594ÿ*his/2ÿ3life.
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lm enobcie]^ÿpq
Chamberlain brbi]eÿs]
Queselia Virc
I+ 680:3ÿ4good,
Neutral 55<Fÿ>female
+-:3+ÿ+elf3>
G* :-H+03:/9ÿto85ÿthe
Chamberlain 8*+ÿ.previous
0+;/562ÿMking/94ÿ:and
9<ÿ9now
5Cÿto85ÿB+ 080:9<Fÿt6
Bertrand, +2+3/:ÿ*handles
Queselia :9<3+2ÿ:all33ÿ:affairs
>>:/02ÿ0regarding
+4:0</94ÿthe 8*+ÿ-: 9:4+-+98ÿ5of>ÿthe
management 8*+ÿ*house
562+ÿ5of>ÿLC+ 9<:3@ÿ)Trusted
Dwendal. 0628+<ÿ<deeply
++.3EÿHbyE
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the /94Fÿt6 +2+3/:ÿ0refuses
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/-ÿtoward
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63+@ÿY3 8*564*ÿ2she
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-.632+2Fÿ2she *+ÿ*hopes
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+3>K<+280678/;+ÿHbehavior.
+*:;/50@
uc ]^vbÿwEidys
Prince ]fxrÿghb ^fei
Dwendal
I+ 680:3ÿ4good,
Neutral 55<Fÿ-: 3+ÿ*human
male 6-:9
Heir to the throne of the empire, Eidys has shown great strength ÿ /in9ÿ.physical
*E2/7:3ÿ7combat
5-H:8ÿ:and 9<ÿC:
war0 ÿ4games,
:-+2FÿHbut68ÿ3little
/883+ÿ7cunning
699/94ÿ/in9ÿ2social
57/:3ÿ5or0ÿ.political
53/8/7:3ÿ-: 88+02@ÿThough
matters. )*56
he was once eager to please his father, the consistent lack of approval ..05;:3ÿ*has :2ÿ3left
+>8ÿXEidys
/<E2ÿjaded.
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D80:;:4:98ÿ3life />+ÿ>free
0++ÿ>from
05-ÿ7crushing
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responsibility, he's been eager to produce a child to whom he could 63<ÿ:abdicate
H</7:8+ÿ2should*563<ÿ*his/2ÿ>father
:8*+0ÿ.pass.
:22@ÿT5 C+;+0Fÿ*he+ÿ:and
However, 9<ÿ*his/2ÿC/ >+Fÿy0
wife, /97+22ÿZSuria
Princess 60/:ÿLC+
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*have
:;+ÿHbeen
++9ÿ6unable
9:H3+ÿto85ÿ7conceive.
597+/;+@ÿ)The *+ÿMking
/94ÿ*has :2ÿ:all33ÿHbut68ÿ4given
/;+9ÿ6up.ÿ5on9ÿ*his/2ÿ2son,
59Fÿ3leaving
+:;/94ÿthe 8*+ÿ.prince
0/97+ÿ<dejected
+P+78+<ÿ:and 9<ÿHbitter.
/88+0@
Princess Suria Dwendal
Chaotic neutral, female human

Wed into the royal family from her own noble house of Saugiss, Suria was filled with pride to bring honor to her family. Unfortunately, the unexpected =BEKFÿ=:BÿCABURB?=BJ
difficulty in producing an heir has put her and her husband out of favor with the king. Unwilling to give up, Suria is seeking to remedy BJKÿthe
=:BÿNsituation
>=C;=><AÿMbyKÿ;any AK
HB;ANÿA
means necessary, no<ÿH;==BDÿ:<LÿCAA;=CD;ES
matter how unnatural.

*+ ,Y/ÿArbiter
Prime Z Sydnock ^._ÿ̀+ 30.4-
Truscan
aLawful
;LGCEÿBevil,W>EFÿH;maleEBÿ:human
CH;A
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:BÿbTruscan
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;H>EKÿ;areDBÿElongtime
<AP=>HBÿ;allies EE>BNÿ<ofGÿthe
=:BÿcLB AJ;E>;AÿMbloodline,
Dwendalian E<<JE>ABFÿ;and AJÿOSydnock
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managed JW;A?Bÿ:his>NÿGfamily's
;H>EKdNÿ>influence
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HR>DBÿ;aboveM<WBÿH< N=
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=:BDÿAnoble
<MEBÿ:houses.
<CNBNSÿf> N>APÿto=<ÿMbecome
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matters ;Lÿthat
=:;=ÿJdo<ÿAnot<=ÿDrequire
BiC>DBÿthe
=:BÿXking's
>APdNÿ;attention.
==BA=><AS
hÿ
AM DC=;EÿH;
brutal man AÿL>
with=:ÿ;aÿPgrudge
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P;>AN=ÿDreligious
BE>P><CNÿBempowerment,
HR<LBDHBA=FÿOSydnock KJA<?Xÿ>isNÿ?constantly
<AN=;A=EKÿ;attempting
==BHR=>APÿto=<ÿNsniff A>GGÿ<outC=ÿ?corruption
<DDCR=><AÿL> =:>Aÿthe
within =:Bÿ;approved
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L< DN:>RÿL>
worship =:>Aÿthe
within =:BÿBempire.
HR>DBSÿj>HisN ÿBestranged
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>N;PDBBNÿL> with =:ÿ:his>NÿDruthless
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methods AJÿAnow <LÿElives
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;HR;>PAÿ;against P;>AN=ÿthe=:BÿqD KAÿcK
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military ?=><ANSÿj; KJBAÿRprefers
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E;N:BNÿL> =:ÿOSydnock
with KJA<?X
bTruscan's
DCN?;AdNÿ?cold <EJÿ?cynicism.
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= : B > DÿMBN = ÿ =< ÿXB B R ÿ
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their best to keep their soldiers safe and the enemy at bay.ÿ;A J ÿ=: BÿB ABHK ÿ; =
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aLawful
;LGCEÿAneutral,
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hB =:>;ÿ>isNÿ>inAÿ?charge
Aethia :;DPBÿ<ofGÿthe=:Bÿtithes
=>=:BNÿGfromD<Hÿthe=:BÿWvarious
;D><CNÿ?cities
>=>BNÿL> =:>Aÿthe
within =:BÿBempire
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>;AAC;Eÿ?collections
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with V?>BA?K
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{3 ,87Y40\/+ÿ|4
Guildmaster Kai, ÿZ+ -/00
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within =:BÿHB D?:;A=ÿPguilds
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membership BBNÿ;and
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works =:ÿExchequer
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HR>DBS
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<<R:<EBNSÿcD >WBA
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<=:
driven and capable, pushing for advanced change in the empire. Unable to discard someone so high profile during a time of general unrest, the Crown
instead endures her work while attempting to bury her in red tape.

Theolocrat Kon Bruda


Lawful neutral, male human

Once a monk of the Cobalt Soul, Kon Bruda's faith in the Knowing Mentor has waned since accepting the office of Theolocrat. Kon is a specialist in the
historical and social workings of modern religion . When the previous Theolocrat passed away, he accepted the post out of a sense of duty, then be
accustomed to the lavish lifesty le afforded by his position. He helps the Crown alter existing relig ious texts and write approved sermons and prayers for
distrlbutfon throughout the empire.

Emissary Lord Zeddan Graf


Neutral good, male human

A beloved noble and socialite from the House of Graf, Zeddan showed prowess in gathering rumors for his own entertainment. The cunning Sydnock
Truscan saw promise in Zeddan's talents and recommended him t o the king to become the empire's lead emissary. Now acting as t he diplomatic contact
.to/ÿ.the
41ÿA/ :52ÿ;beyond
world 19/=2ÿ.the41ÿ1empire's
0<7:1\-ÿ;boundaries,
/,=2*:71-UÿZeddan
X122*=ÿ7is-ÿ1eager
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.41ÿCrown's
@:/A=\-ÿ;bidding
7227=CÿA4while 751ÿ:rooting
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:/61ÿ<politically
/57.7+*559ÿ1expedient.
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.:*615-Uÿ^lord
/:2ÿXZeddan
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with /:2ÿV. 41-7*-sÿ_5
Athesia ,2*=ÿ/of8ÿthe
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Cerberus -10;59Uÿ*and
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.41ÿ<pair
*7:ÿloathe
5/*.41ÿeach
1*+4ÿ/other
.41:ÿ2deeply.
11<59>ÿXZeddan
122*=ÿ7is-
2desperately
1-<1:*.159ÿ.trying
:97=Cÿto./ÿ+convince
/=67=+1ÿthe.41ÿ[king
7=Cÿ.to/ÿ7install
=-.*55ÿ*aÿSkyship
Z[9-47<ÿTower
Y/A1:ÿ7in=ÿ̀1 BB1=.:,0ÿto./ÿ0*
Rexxentrum make[1ÿ4his7-ÿtravels
.:*615-ÿ1easier.
*-71:>
ab FcPIÿde
Oliver fIPFgPIhÿiP
Schreiber, jHFQPIÿtojMÿthe
Retainer jfPÿCrown
kIMlQ
^Lawful
*A8,5ÿ=neutral,
1,.:*5Uÿ0*male51ÿgnome
C=/01
m/
Most -.ÿ[know
=/Aÿn5 761:ÿ*as-ÿthe
Oliver .41ÿ7immediate
00127*.1ÿ4head 1*2ÿ-servant
1:6*=.ÿ.to/ÿthe
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.41ÿroyal
:/9*5ÿ8family
*0759ÿ8for/:ÿ=nearly
1*:59ÿ.three
4:11ÿgenerations,
C1=1:*.7/=-Uÿbut ;,.ÿOliver
n5761:ÿ7is-ÿ*also
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.41ÿ-secret
1+:1.ÿ4head
1*2ÿ/of8ÿthe
.41
V,
AugenC1=ÿYTrust,
:,-.Uÿthe
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Crown's 57.1ÿ-spy
<9ÿ=network.
1.A/:[>ÿYThe 41ÿV, C1=ÿYTrust
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1B.:101ÿ-secrecy,
1+:1+9Uÿ8false
*5-1ÿ7identities,
21=.7.71-Uÿand*=2ÿinfiltration
7=o5.:*.7/=ÿ7into
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55712ÿ*and
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<</-7=Cÿ-societies
/+71.71-ÿto./
*acquire
+p,7:1ÿ7information
=8/:0*.7/=ÿ*and =2ÿ7inform
=8/:0ÿthe
.41ÿCrown
@:/A=ÿof/8ÿ*any=9ÿthreats
.4:1*.-ÿto./ÿ7its.-ÿCgoals.
/*5->ÿV-
As ÿ
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most -.ÿtrusted
.:,-.12ÿ01 0;1:-ÿ/of8ÿq7
members Ki =Cÿr1
ng :.:*=2ÿsA1
Bertrand =2*5\-ÿ+circle,
Dwendal's 7:+51Uÿn5 761:ÿ4holds
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more :1ÿ<power
/A1:ÿthan
.4*=ÿ4his7-ÿ+compatriots
/0<*.:7/.-ÿA/ ,52ÿ;believe.
would 157161>

LAWS OF THE OWENDALIAN EMPIRE

As Jlldged by the eyes or the local tawmaster, appo,nteci hands or tiat laWmaster, o/ !he Law Beare( nerseIr, &nY crtmtnars dlscovered and/or conv1c1ed of crimes
within local halls of judgment throughout the empire are subject to punishments befitting the cnme. All fines and punishments for cnmes against a Crownsguard
member, Righteous Bra11d soldier, or noble are doubled. All fines and punishments r'egardlng crimes against an rrnperial official or -associate of the Cerberus Assembly
are tripled.

Theft; 5-1 o days incMcera ion and/ or a fine of twice 1he worth of lhe stoten goods

Worship ot non-empire gods: 30 days Incarceration and a fine of 250 gp.

Ownership of another Intelligent humanoid creature: 12-20 months inaarceration and a fine or 1,800 gp.

Trespassing: 12 days incarceration and/or a fine of 215 gp

Failure to pay taxes to the Crown: 5-30 days incarceration and a repossession of property equal to the amount owed.

Damage to private property: 5-15 days Inoarceralion or a fine of twice fhe worlh of property destroyed.

Damage to Crown property: 15- fl0 days fnoarcera1ion and a fine oftw1ce th worth of property destroyed.

Kidnapping: 60 days Incarceration and/or a line of 800 gp

Assault with intent to injure: 30 days i ncarceratTon and/ or a fine of 350 gp.

Assault with intent to kill : 250 days incarceration and/or a fine of 1,800 gp, or execut,011.

Murder: 8-15 years incarceration and/or a fine of 6,000 gp, or execution.

Treason: execution,

Kryn Dynasty

The Kryn Dynasty rules the northern wastes of Xhorhas, and has only revealed itself to the wider world with in the past century. Centered around - and
under - the ruins of Ghor Dranas in Eastern Wynandir, the dynasty governs many townships and small villages where the Kryn have helped establish a
modicum of civilized living among the nomadic wastefolk. They believe that beings not yet beyond redemption can be turned to the light of the Luxon, and
often struggle with the unruly denizens of the wastes, hoping to gain converts to their cause and fa ith. Those that do accept the dynasty often do so
because they seek protection from the dregs of the Calamity that wander the wastes, as well as the scouts of the Dwendalian Empire.

Dark elves are the most populous race within the Kryn Dynasty. The drow were the first people to uncover the first buried Luxon beacon many ages aao, in
a time before they turned from Leith and escaped enslavement from the Betrayer Gods. The dark elves claimed the dread citadel of Ghor Dranas a
own, as well as the massive network of underground caverns that make up the Underdark of Wildemount. The Kryn are stealthily becoming a force to be
reckoned with.

The Kryn drow who emerged from the shadowed depths of the caverns beneath Xhorhas now endure periods of sunlight as part of their worship, though ÿ*:ÿ34168ÿ+*8046?-ÿ34*;=4
their cities are shaded by umbra I magic during daylight hours. When hunting, or in times of conflict, the warriors of the Kryn don ÿ 34168ÿ0signature
their 6=,/3;81ÿ>chitinous
4636,*;0
/armor.
85*8BÿIÿ A0 18610ÿ*of:ÿ0small
series 5/22ÿ/airways
68+/E0ÿ+* 71,ÿ3through
woven 48*;=4ÿ3this 460ÿ/armor
85*8ÿ>can /,ÿbeF1ÿopened
*?1,1<ÿ3to*ÿ1emit 563ÿ/aÿ2loud,
*;<-ÿclickfng
>26>96,=ÿFbuzz ;JJÿto3*ÿintimidate
6,3656</31ÿtheir
34168ÿ:foes
*10ÿ/as0ÿ3they
41Eÿ>charge.
4/8=1BÿThis
C460ÿ,noise
*601
4has/0ÿ6inspired
,0?681<ÿ*outsiders ;306<180ÿto3*ÿ>call/22ÿ3the 41ÿD8 E,ÿK"cricks,"
Kryn >86>90-Lÿ8referring
1:1886,=ÿto3*ÿ3this
460ÿ>cricket-like
86>913M2691ÿ<din. 6,B
I8 36:/>30ÿ2left
Artifacts 1:3ÿFbehind
146,<ÿFbyEÿthe 341ÿNLuxon
;O*,ÿthat34/3ÿ4hold*2<ÿ6its30ÿ1essence
001,>1ÿ/are81ÿ9known
,*+,ÿ/as0ÿNLuxon ;O*,ÿFbeacons
1/>*,0ÿ/and ,<ÿ/are81ÿcoveted
>*7131<ÿFbyEÿthe 341ÿD8 E,ÿPE
Kryn ,/03Eÿ/as0ÿ>central
Dynasty 1,38/2ÿto3*ÿtheir
34168ÿ>civilization.
67626J/36*,BÿQIf:
/aÿproven
?8*71,ÿ0soul *;2ÿ6is0ÿ8ritua63;/2listically
6036>/22EÿFbound *;,<ÿto3*ÿ/aÿNLuxon
;O*,ÿFbeacon,1/>*,-ÿthey
341Eÿcan>/,ÿ1enter
,318ÿ/aÿ?process
8*>100ÿ>called
/221<ÿ3the41ÿconsecution:
>*,01>;36*,Rÿwhen +41,ÿ/aÿ5* 83/2ÿFbound
mortal *;,<ÿto3*ÿthe
341ÿNLuxon
;O*,ÿ<dies
610ÿwithin
+6346,ÿ/a
4hundred
;,<81<ÿ56 210ÿ*of:ÿ/aÿFbeacon,
miles 1/>*,-ÿthe 341ÿFbeacon
1/>*,ÿ1ensnares
,0,/810ÿ3their 4168ÿ0soul
*;2ÿ:from
8*5ÿ6its30ÿ6intended
,31,<1<ÿafterlife
/:31826:1ÿ/and ,<ÿprepares
?81?/810ÿ6it3ÿto3*ÿFbe1ÿ8reborn
1F*8,ÿ6in,ÿ/aÿ,new
1+ÿ>child
462<ÿ+6 346,ÿthat
within 34/3ÿ0same
/51ÿ7vicin
6>6,6ity.
3EB
A4
When 1,ÿthat 34/3ÿ>child
462<ÿ3then 41,ÿ5/ 3;810ÿ6int,3*oÿ/adolescence,
matures <*210>1,>1-ÿthey 341EÿFbegin
1=6,ÿ3to*ÿ8recall
1>/22ÿ0subtle
;F321ÿ9knowledge
,*+21<=1ÿ:from 8*5ÿtheir
34168ÿ?past/03ÿ2life's
6:1S0ÿ1experiences,
O?1861,>10-ÿ/aÿ?process
8*>100ÿ>called
/221<ÿ/anamnesis.
,/5,1060B
CThrough
48*;=4ÿ51 <63/36*,ÿ+6
meditation with34ÿ/aÿ=guide,
;6<1-ÿ3they
41Eÿ>can /,ÿ;unlock
,2*>9ÿ3the 41ÿ51 5*8610ÿ*of:ÿ3their
memories 4168ÿ?past
/03ÿ2lives
6710ÿ/and ,<ÿFbecome
1>*51ÿ/aÿ5* more81ÿ>comp
*5?2lete131ÿFbeing.
16,=BÿA4
When 1,ÿ/aÿ0soul
*;2ÿhas
4/0ÿ>cycled
E>21<ÿ1enough
,*;=4ÿto3*
Fbelieve
126171ÿthey 341Eÿ/are81ÿ8ready 1/<Eÿto3*ÿ=greet8113ÿ3the41ÿNLuxon,
;O*,-ÿ3they 41Eÿ/are81ÿ>called
/221<ÿan/,ÿ@5/
Umavi, 76-ÿ*or8ÿK"perfect
?18:1>3ÿ0soul;*;2-Lÿ/and
,<ÿare
/81ÿ8revered
17181<ÿ+6 346,ÿthe
within 341ÿD8 E,ÿsociety.
Kryn 0*>613EBÿTSome*51ÿFbeings
16,=0ÿthat
34/3ÿ,naturally
/3;8/22E
8reincarnate,
16,>/8,/31-ÿsuch 0;>4ÿ/as0ÿ3the 41ÿ?phoenix,
4*1,6O-ÿ/are81ÿ>considered
*,06<181<ÿ4holy *2Eÿcreatures
>81/3;810ÿ3that 4/3ÿcarry
>/88Eÿ/aÿ0shard
4/8<ÿ*of:ÿthe
341ÿNLuxon
;O*,ÿwithin
+6346,ÿthemselves.
3415012710B
QIf:ÿ/aÿ2li6:fe1ÿ>continues
*,36,;10ÿ2long *,=ÿ1enough
,*;=4ÿ3to*ÿ/achieve
>46171ÿ/aÿ0state 3/31ÿ*of:ÿ>clarity
2/863Eÿca>/2lled
21<ÿ/achess,
>4100-ÿ+4 181ÿ3they
where 41EÿFbelieve
126171ÿ3that
4/3ÿ3they've
41ES71ÿ2learned
1/8,1<ÿ/all22ÿthey
341Eÿ>can/,ÿ2learn
1/8,ÿ:from
8*5ÿ3their
4168ÿ>current
;881,3ÿ2life,
6:1-
3they
41Eÿ>can /,ÿ>choose
4**01ÿto3*ÿ?partake /83/91ÿ6in,ÿ/aÿ8ritualistic
63;/26036>ÿ3termination
1856,/36*,ÿ*of:ÿtheir 34168ÿ>current
;881,3ÿ2life,
6:1-ÿ/assisted
006031<ÿbyFEÿ/an,ÿ@5/Umavi 76ÿ6in,ÿ?proximity
8*O6563Eÿ3to*ÿa/ÿFbeacon,
1/>*,-ÿthereby
34181FEÿ0setting
1336,=ÿ3them
415ÿ*on,ÿthe341ÿpath
?/34
3*ÿ/aÿ,new
to 1+ÿFbirth.
6834BÿA4 While 621ÿ>considered
*,06<181<ÿ/an,ÿ4honor *,*8ÿ+6 346,ÿthe
within 341ÿD8 E,ÿPE
Kryn ,/03E-ÿthis
Dynasty, 3460ÿ?practice
8/>36>1ÿ6is0ÿ56 0;,<1803**<ÿ/and
misunderstood ,<ÿ0seen
11,ÿas /0ÿFbarbaric
/8F/86>ÿ*outside
;306<1ÿtheir
34168ÿ>culture.
;23;81B
CThe41ÿD8 Kryn E,ÿPE ,/03Eÿ6is0ÿ/aÿ0society
Dynasty *>613Eÿ8restructured
1038;>3;81<ÿ:from 8*5ÿ3the 41ÿNLolthite
*234631ÿ4history
603*8Eÿthey
341Eÿ8rejected
1U1>31<B.ÿCThe 41ÿ?people
1*?21ÿ*of:ÿ3the 41ÿ<dynasty
E,/03Eÿ0stand3/,<ÿ;under
,<18ÿ3the41ÿfirst
V803ÿ@5/
Umavi, 76-ÿknown
9,*+,ÿ/as0ÿW8 6=43
Brlght
X;
Queen 11,ÿNLeylas 1E2/0ÿD8 Kryn.E,BÿW1 ,1/34ÿ3the
Beneath 41ÿVfirst
803ÿ@5/
Umavi, 76-ÿ3there
4181ÿ/are81ÿ3twelve
+1271ÿ,noble*F21ÿP1Dens ,0ÿ3that
4/3ÿ5/
mark 89ÿ:families
/562610ÿ*of:ÿ0souls
*;20ÿ+4 who *ÿ4have
/71ÿ2lived
671<ÿ3together
*=13418ÿ3through
48*;=4ÿ=generations:
1,18/36*,0RÿP1 Dens,0
D8
Kryn,E,-ÿY6 8655-ÿThelyss,
Mirimm, C412E00-ÿZE 341,*0-ÿQlcozrin,
Hythenos, >*J86,-ÿW6 E2/,-ÿTasithar,
Biylan, C/0634/8-ÿP; 1,</2*0-ÿP/
Duendalos, 17SE/,/-ÿ[58
Daev'yana, 6:/8-ÿW1
Omrifar, 23;,1-ÿ/and
Beltune, ,<ÿZolaed.
\*2/1<BÿA4 When1,ÿ0someone
*51*,1ÿ6is0ÿFbelieved
126171<ÿto3*ÿFbe1
1experiencing
O?1861,>6,=ÿ/anamnesfs, ,/5,1060-ÿ3they 41Eÿ0submit
;F563ÿ3to*ÿ/aÿ<deep 11?ÿ51 <63/36*,ÿ+6
meditation 34ÿ/aÿ=guide
with ;6<1ÿtrained
38/6,1<ÿin6,ÿ3the
41ÿ+/waysE0ÿ*of:ÿ>consecution.
*,01>;36*,BÿThis C460ÿ?process
8*>100ÿhelps
412?0ÿrestore
8103*81ÿ51 5*8610ÿ*of:ÿ3the
memories 41
?past
/03ÿ2life,6:1-ÿ+4
which6>4ÿ3then 41,ÿmingle
56,=21ÿ+6 with34ÿ>current
;881,3ÿ51 5*8610B
memories.

C41ÿ/awakened
The +/91,1<ÿ0soul *;2ÿ6is0ÿthen
341,ÿ8reunited
1;,631<ÿ+6 with 34ÿ3their
4168ÿP1 Den. ,BÿP1
Dens,0ÿ<do*ÿ=grow
8*+ÿas/0ÿ,new 1+ÿ0souls
*;20
1enter
,318ÿ3the 41ÿ>consecution
*,01>;36*,ÿ/and ,<ÿjoin
U*6,ÿtheir
34168ÿ8ranks.
/,90-ÿ/and ,<ÿ,new 1+ÿP1Dens,0ÿ/are81ÿ1established
03/F26041<ÿ+6 34
with
1each
/>4ÿ=generation.
1,18/36*,BÿThe C41ÿ*oldest
2<103ÿP1 ,0-ÿ1especially
Dens, 0?1>6/22Eÿthose 34*01ÿ4helmed
1251<ÿby FEÿ/an,ÿUmavi,
@5/76-ÿ/are81ÿ4held 12<
6in,ÿthe
341ÿ4highest6=4103ÿ1esteem,03115-ÿ/and ,<ÿ=generally
1,18/22Eÿ/answer,0+18ÿ<directly
681>32Eÿto3*ÿthe
341ÿW8 6=43ÿQueen.
Bright X;11,BÿThe C41
*older
2<18ÿ3the 41ÿ0soul,
*;2-ÿthe 341ÿ5* more 81ÿ?pres'tige
81036=1ÿ6it3ÿ4holds
*2<0ÿ6in,ÿthe
341ÿdynasty.
<E,/03EBÿW1 ,1/34ÿ3the
Beneath 41ÿP1 Dens,0ÿ*of:
]* 0*4,/-ÿ=guilds
Rosohna, ;62<0ÿ/and ,<ÿP1
Den ,ÿ8representatives
1?8101,3/36710ÿ=govern *718,ÿthe 341ÿ*other
3418ÿcities
>63610ÿ*of:ÿthe341ÿ<dynasty
E,/03E
34/3ÿ0stretch
that 3813>4ÿ/across
>8*00ÿG4 *84/0-ÿspreading
Xhorhas, 0?81/<6,=ÿthe 341ÿfaith
:/634ÿ*of:ÿthe341ÿNLuxon
;O*,ÿ/and ,<ÿ+/ 3>46,=ÿ*over
watching 718
/al22lÿG4 *84/06/,0ÿ+4
Xhorhas1ans who *ÿseek
0119ÿ3the 41ÿ0safety
/:13Eÿ*of:ÿ>civilization
67626J/36*,B.
CThis
460ÿ0seemingly
1156,=2EÿFbenevolent 1,17*21,3ÿ0societal *>613/2ÿ0structure
38;>3;81ÿ<does *10ÿhave
4/71ÿ/aÿ<dark/89ÿ0side.
6<1BÿAIÿclosely
>2*012E
=guarded
;/8<1<ÿ0secret 1>813ÿ*of:ÿthe 341ÿ4highest
6=4103ÿ@5/ Umavl 76ÿ6is0ÿ/aÿchallenge
>4/221,=1ÿ6in,ÿthe 341ÿconsecution
>*,01>;36*,ÿcalled >/221<
3typhros:
E?48*0Rÿ0some *51ÿsouls 0*;20ÿthat 34/3ÿ4have /71ÿ;undergone
,<18=*,1ÿ5; 236?21ÿ>cycles
multiple E>210ÿof*:ÿthe
341ÿconsecution
>*,01>;36*,ÿare /81
<driven
8671,ÿ5/ mad <ÿ+4
when 1,ÿ3their
4168ÿ56 ,<0ÿcannot
minds >/,,*3ÿ8reconcile
1>*,>621ÿthe 341ÿ51 5*8610ÿ*of:ÿ5/
memories many ,Eÿ2lifetimes.
6:136510B
CThose
4*01ÿ+4 who *ÿ:fall/22ÿto3*ÿtyphros
3E?48*0ÿ/are81ÿ^quietly
;6132Eÿ8removed
15*71<ÿfrom :8*5ÿthe341ÿdynasty
<E,/03Eÿ/and ,<ÿ1either
63418ÿ2left
1:3ÿ6in,
3the
41ÿ+/ wastes 0310ÿ*or8ÿ51 8>6:;22Eÿ0slain
mercifully 2/6,ÿ/away
+/Eÿ:from
8*5ÿ3the 41ÿFbeacons.
1/>*,0BÿTSigns6=,0ÿ*of:ÿ5/ <,100ÿ/are81
madness
Fbeginning
1=6,,6,=ÿto3*ÿ0show 4*+ÿ6in,ÿthe 341ÿW8 6=43ÿX;
Bright Queen11,ÿ4herself,
18012:-ÿFbut;3ÿ3those
4*01ÿ>closest
2*0103ÿto3*ÿ4her18ÿ<do*ÿ/all22
3they
41Eÿ>can /,ÿ3to*ÿshield
04612<ÿ*others 34180ÿ:from8*5ÿ0such ;>4ÿ?portents.
*831,30B

_`abÿ
KRYN dabefgaÿ
DYNASTY h`ifg
CREST

QIt3ÿ6is0ÿFbelleved
126171<ÿ3that
4/3ÿthe
341ÿNLuxon
;O*,ÿ>cherishes
41860410ÿ;unity ,63Eÿin6,ÿ>community,
*55;,63E-ÿFbut;3ÿ/also
20*ÿ7values
/2;10ÿ:free
811ÿ>choice
4*6>1ÿ/and
,<ÿthe
341ÿ?power
*+18ÿ*of:ÿ3the
41ÿindividual
6,<676<;/2ÿ56 ,<BÿjFor*8ÿ1each
m1nd. />4ÿ0soul
*;2ÿto3*ÿcarve
>/871ÿ/a
;unique
,6^;1ÿ?path /34ÿ6is0ÿthe
341ÿFbest
103ÿ+/wayEÿ:for*8ÿ/aÿ0soul
*;2ÿto3*ÿ2learn
1/8,ÿ/about
F*;3ÿthe
341ÿ+*
world.82<Bÿk/ 036,=ÿoff
Casting *::ÿthe
341ÿteachings
31/>46,=0ÿ*of:ÿjFate
/31ÿ/and
,<ÿP1 036,Eÿtaught
Destiny 3/;=43ÿby FEÿ0some
*51ÿof*:ÿthe341ÿcurrent
>;881,3ÿ?pantheon,
/,341*,-ÿ3the41
followers of the Luxon are taught that the real power of the universe 1801ÿcomes
>*510ÿ:from
8*5ÿ3the
41ÿ?power
*+18ÿ*of:ÿchoice.
>4*6>1BÿY/Many,Eÿ?possible
*006F21ÿ:futures
;3;810ÿ/all22ÿ/await
+/63ÿEyour
*;8ÿ?path,
/34-ÿ/and
,<ÿ3the
41
8E ÿ
< 1>606
* , BÿC4 6
0 ÿ?* +1 8ÿ
60 ÿ>/22
1 < ÿ<;,/ 56 0-ÿ
34 1ÿ
universe trembles with anticipatory power as you approach every decision. This power is ca lled dunamis, the energy of potentiality, and the coalescing1 , 1 8 = Eÿ*:ÿ? *31 ,3 6
/ 26
3E-
ÿ/ ,< ÿ
341 ÿ>* /2
1 0>6, =
architecture of the multiple futures leading into each moment is ÿ 8released
121/01<ÿ+4
when 1,ÿan
/,ÿ*outcome
;3>*51ÿ6is0ÿbrought
F8*;=43ÿto3*ÿ8reality.
1/263EBÿQIt3ÿ6is0ÿthe
341ÿ1energy
,18=Eÿthat34/3ÿ0suffuses
;::;010ÿevery
1718EÿN' ;O"n
Fbeacon
1/>*,ÿ3to*ÿ?prepare
81?/81ÿ3the 41ÿ2lives
6710ÿto3*ÿ>come,
*51-ÿ/and
,<ÿ6It3ÿ6is0ÿthe
341ÿbasis
F/060ÿ*of:ÿ3the
41ÿD8 E,S0ÿ;unique
Kryn's ,6^;1ÿ<divine
676,1ÿ>crafts
8/:30ÿ/and
,<ÿarcane
/8>/,1ÿ/abilities.
F6263610B
The Kryn Dynasty has uncovered four beacons and is certaln that more remain to be discovered. It is believed that once all the beacons are brought
together, the Luxon will be summoned from their slumber to ask their chfldren the great question and impart the truth. It is said that at this time, the Luxon
will take those who entered the consecution and abandon this lesser world to start a new world elsewhere.

The Aurora Watch legionnaires of the Kryn currently number around 21 ,600 in total. Arouhd 13,200 Aurora Watch are divided among the cities under the
dynasty's protection, with another 3,300 Aurora Watch stationed in and around the capital of Rosohna - formerly known as Ghor Dranas - to keep the
peace and defend the region. Approximately 5,100 soldiers are scattered throughout the Underdark beneath Wildemount at different locations of interest,
many employing magically controlled purple worms to allow elite units to navigate the caverns quickly. The remainder of the watch is stationed along the
border of Western Wynandir to prevent the empire's incursions - and to seize land from the empire as they advance.

S72@3
Goals

The primary objective of the Kryn Dynasty Is to seek out and recover the Luxon beacons presumed to be scattered across Exandria. Not only does each

beacon bring them closer to the eventua l rebirth of the Luxon, they also help broaden the boundaries of the Kryn society as a new center of the
consecution, allowing expansion into new lands and the continued conversion of others. With two of their four beacons now missing, the Bright Queen
and her people are desperate to discover more of these sacred artifacts.

The Bright Queen and her fellow Umavi see the strength dormant in the roving beastfolk and goblinoids of Xhorhas, and have taken to teaching these
0nomadic
7=29<6ÿHpeoples
+7H@+3ÿtheir
4*+<.ÿE2 /3Bÿ*helping
ways, +@H<0Aÿthem4*+=ÿ;build
5<@9ÿ8villages
<@@2A+3ÿ5under
09+.ÿthe
4*+ÿ;banner
200+.ÿ7of:ÿ4the
*+ÿ9dynasty,
/0234/Bÿ2and
09ÿ6converting
708+.4<0Aÿthem
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.7=<3+3>

LAWS OF THE KRYN DYNASTY

Within the sight of the Luxon. the Umavi, and the Dens who protect the lands of Xhomas and its people, any who are presented for judgement before the presiding
offlclals entrusted wifh the wisdom of the Bright Queen a(efo have their sentence carried our accordingly. All fines and punishments for crimes against an Aurora
Watch soldier or noble are doubled All fines and punishments regarding er mes against a Den official or member of the Bright Queen's council are tripl ed

Theft. 2-5 days Incarceration and a rine equal to the worth stolen,

Ownership of another intelligent humanoid creature: 10-20 montns lncarnerauon and a fine of 1,500 91'

Trespassing: 5 days incarceration and a fine of 120 gp.


Damage to private property: 5-20 days incarceration or a fine of twice the worth of property destroyed.

Damage to dynasty property: 12-50 days incarcera11on and a fine of twice the worth of property destroyed

Kidnapping: 60 days Incarceration and/or a fine of 800 gp,

Worship of Betrayer Gods: 150 days incarceration. or execution

Assault with intent to injurci; 12 clays l ncarceratron and a fine of 200 gp.

Assault with intent to kUl :200 days lncatceratloo and a fine o 1,200 gp, ore~ec;utlo1

Murder: 5-1 o years incarceration and/or a fine o 4,000 gp, or el(ecut1on.

Treason: execution.

*Figures
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Kryn

Taskhand Verin Thelyss


Lawful good, male dark elf

An acclaimed soldier and talented leader, Verin Thelyss is the younger brother of Essek and the youngest soul of Den Thelyss. Verin lacks his older
brother's ambition but possesses a keen sense of justice and honor. Recently given command of Kryn forces in Bazzoxan, Verin hopes to bring about a
victory for the dynasty that will grant him respect and acceptance from his accomplished family.

Skysybil Abrianna Mirimm


Lawful neutral, female goblin

Seen by many within the dynasty as a talented diviner and voice of reason, Abrianna is an Umavi nearly as old as the Bright Queen herself. The beloved
Skysybil has spent her current lifetime as a goblin, a fact that has drawn both ire and jests from the Bright Queen's court for decades. This experience has
given Abrianna a new perspective on the wastefolk under the dynasty's banner; she is now one of the few councilors in the Lucid Bastion who bother to
vouch for the goblinkin.

Professor Tuss Waccoh


Neutral, female half-ore

A scatterbrained scholar whose subtle brilliance has increased the effectiveness of the dynasty warmachines, Professor Waccoh usually oversees a
number of academic programs and private research projects at the Marble Tomes Conservatory within the Firmaments of Rosohna. Recently obsessed
+9 2<ÿthe
with 2<1ÿ=desolate,
1>7.*214ÿ@cursed
-3>1=ÿ.lands
*0=>ÿ7of,ÿC.96<2><731ÿ*and
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CERBERUS ASSEMBLY

Goals

The assembly plays the long game, working to subtly increase its power across the empire and beyond. Popular decisions are often publicly presented as
the will of the assembly, while conflicted issues are tailored to seem purely the "will of the Crown," driving a wedge between the two bodies. The assembly
seeks to write history to favor its members as the architects of modern law and culture, with the eventual goal of subverting the power of the king, turning
him into yet another puppet of the assembly's goals. Assembly mages believe that only they have the knowledge and talents to truly guide the empire into
greatness.
Aside from political matters, the assembly is focused on locating and excavating powerful relics and magic lost to the Age of Arcanum. Its members
believe that their original namesake was the apex of society across all history, and they seek to reclaim their place as paragons of mortal rule. Thus, all
salvaged texts and artifacts of power from that era are to be recovered at all costs.

The curious discovery of the power behind the Kryn Dynasty has recently drawn much of the assembly's attention. The mysterious, primal force known as
dunamis could change the world's understanding of magic itself - and could even be the key to placing the assembly above all other rulers and nations. In
pursuit of this goal, agents of the assembly stole two Luxon beacons from the Kryn Dynasty, though they subsequently lost one to a band of adventurers
called the Mighty Nein. The assembly has dedicated immense effort to studying and exploiting this new form of magic, knowing full well that stealing the
beacons is what caused the current war in the first place.

Relationships

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Protections

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Marshal 2<07>B
Damurag.

Y ]e`\ZZÿ‚Jenna
Baroness \``Yÿalresor,
]\Ze]fÿArchmage
g]hdiYj\ÿofekÿàv oZ[]ƒ
Industry

M- <5074ÿ,doppelganger
Neutral 133-4>7=>-0
One of the younger members of the assembly, Jenna is known / 10ÿ9her-0ÿ:business
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to fabricate a false past, Jenna constructed her human persona from 59-ÿ>ground
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Master Doolan Tversky, Archmage of Dysology

Chaotic neutral, female gnome

The second-oldest member of the assembly, Doolan is in charge of the study and understanding of abnormal creatures and deviants of arcane creation DAGCQÿBMÿAJEAGHÿEJHACDBG
that might threaten the empire's way of life. She is an absentminded yet brilliant gnome who is obsessed with all beasts, aberrations, DBGQLÿAandGRÿEcreatures
JHACIJHQÿBofM
KHOHGR[ÿVBBKAGÿDNXBJCQÿEJHACIJHQÿMJBNÿAJBIGRÿC@HÿZBJKRÿCBÿQCIRULÿRDQAQQHNTKHLÿAGRÿIQHÿDGÿ@HJÿACCHNXCQÿCBÿJHWBKICDBGD]HÿNAODEAKÿXJAECDEHQ[ÿ\She
legend . Doolan imports creatures from around the world to study, disassemble, and use in her attempts to revolutionize magical practices. @HÿJresents
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MJBNÿtheir
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aLord
1.bÿ9, ;-+c*+ÿd2
Athesias eb*38ÿ9.
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Diplomatic Unionc13
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aLady
*b7ÿs- Vess++ÿbde-ÿt1 =3*8ÿArchmage
Rogna, 9.:;<*=-ÿ1of>ÿ93 ,cuec,7
Antiquity

gH ICJAKÿHevil,
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HNAKHÿ@half-elf
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public HEKIQHÿMforBJÿNB
most QCÿBofMÿ@herHJÿKlife,
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^Lady
ARUÿVH KDKA@ÿwJ
Delilah DAJZBBR[.ÿhQ
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hEARHNUÿfor MBJÿBover
WHJÿtwo
CZBÿRdecades,
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and pre-Calamity riddles - and hoarded some of the spoils for herself. Always eager to pursue forgotten lore and artifacts of eons past, Vess has HHG
nknown
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y- *b<*+,-.ÿzc
Headmaster 5*3ÿ)*
Zivan .=12c38ÿ9.
Margolin, :;<*=-ÿ1of>ÿ{1
Archmage 3+:.cf,c13
Conscription

^Lawful
AZMIKÿGneutral,
HICJAKLÿNA maleKHÿ@human
INAG
qZivan
DWAGÿ̀A JOBKDGÿDinherited
Margolin G@HJDCHRÿthe C@HÿXposition
BQDCDBGÿBofMÿ@headmaster
HARNAQCHJÿMfrom JBNÿ@hisDQÿMfather,
AC@HJLÿtheC@HÿKlate
ACHÿ|Jorma
BJNAÿ̀A JOBKDG[ÿqZivan
Margolin. DWAGÿ@hasAQÿTbeen
HHGÿthe
C@Hÿ@headmaster
HARNAQCHJÿBofMÿthe C@Hÿ\Soltryce
BKCJUEHÿhE ARHNUÿDinG
Academy
}H ~~HGCJINÿMforBJÿGnearly
Rexxentrum HAJKUÿtwenty
CZHGCUÿUyears. HAJQ[ÿ?A Calm,KNLÿXpatient,
ACDHGCLÿAand
GRÿmquietly
IDHCKUÿDimposing,
NXBQDGOLÿqZivDWAanGÿZA walksKnQÿthe
C@Hÿ@halls
AKKQÿBofMÿthe
C@HÿhE ARHNUÿZD
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with HHGÿHeyeUHÿMforBJÿtalent.
CAKHGC[ÿiHHeÿ DisQÿDinGÿEcharge
@AJOHÿBofM
C@HÿEcurriculum
the IJJDEIKINÿAand GRÿAalso
KQBÿZA CE@HQÿMforBJÿAany
watches GUÿKlatent
ACHGCÿXpowers
BZHJQÿthat C@ACÿNA
mayU ÿTbeHÿZB
worthJC@ÿOgrooming
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KKDHQÿBofMÿthe
C@HÿAassembly,
QQHNTKULÿRdangersAGOHJQÿtoCBÿTbeHÿNB GDCBJHRLÿBorJ
monitored,
Xprospective
JBQXHECDWHÿND GRQÿMforBJÿlkithon
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Assembly.

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Headmaster -<cbÿy*
Oremid ++8ÿArchmage
Hass, 9.:;<*=-ÿ1of>ÿ{e 2,c5*,c13
Cultivation

^Lawful
AZMIKÿGneutral,
HICJAKLÿNA maleKHÿHearth
AJC@ÿOgenasi
HGAQD
PThe
@HÿEcurrent
IJJHGCÿ@headmaster
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KHNHGCAKÿDinfluence
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teaches CIRHGCQÿthatC@ACÿfailure
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C@ACÿHemotion
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Tbarrier
AJJDHJÿtoCBÿBone's
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CJIHÿAability.
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HAJHRLÿJrespected,
HQXHECHRLÿAand GRÿXprivately
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CJADGDGO[
?KBWDQÿ?B
Clovis G
Concord

gHAJKUÿMfour
Nearly BIJÿ@hundred
IGRJH years ago, an alliance of the Ki'Nau islanders and foreign Marquesian traders founded a new nation on the tropical Menagerie Coast.
The Clovis Concord is a democratic nation that enforces law and order, and regulates commerce along the length of the coast. The nation is composed of
eight independent city-states, each ruled by its own marquis, which operate as one union under the banner of the Clovis Concord. This arrangement
ensures uniform laws, regulation of trade, and mutual protection between the city-states. These eight cities are Port Dama Ii, Port Zoon, Gwardan, Tussoa,
Othe, Feolinn, Nicodranas, and Brokenbank.

Open shipping lanes and inviting tropical scenery have made the domain of the Clovis Concord a cultural melting pot and a popular place to live or visit.
Knowing this, the respective marquises uphold a long tradition of welcoming all weary travelers and providing an atmosphere of color and delight.
is gold to be spent, the concord is eager for you to spend it within their cities. Between the venues for entertainment and vice, and the ample business /ÿ062ÿ9A3.2ÿ1<*)42**
opportunities, the concord hopes to convince those with wealth to spend it here, outside the gates of the Dwendalian Empire.

2)4,ÿ9..ÿ,<)./*ÿ0690
Internally, each marquis of the Clovis Concord keeps a tight grip on the shipping and trade that comes though their cities, overseeing all guilds that
organize imports and exports and managing a handful of guildmasters that form the backbone of local commerce. When a marquis E<)*ÿ/dies
)2*ÿ-or8ÿ)is*ÿ)impeached
A329762/
1by;ÿthe
062ÿ-other
0628ÿA2 A128*ÿ-of:ÿthe
members 062ÿ7concord,
-47-8/5ÿ0the 62ÿ8remaining
2A9)4)4,ÿA2 A128*ÿchoose
members 76--*2ÿ9aÿ*successor.
<772**-8>
J9 88)-8*ÿ=6
Warriors who -ÿ3prove
8-@2ÿtheir
062)8ÿA)might ,60ÿthrough
068-<,6ÿ,gladiatorial
.9/)90-8)9.ÿ1bouts-<0*ÿ/during
<8)4,ÿ0times
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2.21890)-4
9and
4/ÿ7ceremony
282A-4;ÿ9are82ÿ9asked
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well-paid ,<98/ÿ:force
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0690ÿ=- works8G*ÿfor
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062
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marquis to enforce the laws. Cities have one or more magistrates that8 ÿA- 82 ÿ
A9 , )
*0 89 0 2 *ÿ 069 0
-oversee
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K</,A240ÿ-on4ÿ.legal
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<4)*6A240>
J6
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062ÿ7cities
)0)2*ÿ/do-ÿwork
=-8Gÿtogether
0-,20628ÿfor :-8ÿ0the
62ÿgood
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062ÿconcord,
7-47-8/5ÿthey
062;ÿ9are82ÿ9also
.*-ÿ2each976ÿ)in4
*silent
).240ÿ7competition
-A320)0)-4ÿ=) 06ÿ2each
with 976ÿother,
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62)8ÿ9affluence
O<2472ÿ9and 4/ÿ7clientele
.)2402.2ÿ9at0ÿ2every
@28;
-opportunity.
33-80<4)0;>ÿJ6 When24ÿ9aÿ3prominent
8-A)4240ÿPfigure ,<82ÿ:from
8-Aÿthe
062ÿ:far98ÿ8reaches
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I94/8)9ÿPfinds
4/*ÿ0their
62)8ÿ=9way;
0-ÿ0the
to 62ÿQ2 49,28)2ÿF-
Menagerie 9*05ÿ)it's0R*ÿ4not-0ÿ<uncommon
Coast, 47-AA-4ÿfor :-8ÿthem
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-<802/ÿ1by;ÿA< .0)3.2
multiple
A9 8 E< )*2 * ÿ
)4 ÿ9 4ÿ9 0
02 A3 0ÿ0- ÿ7 - 4 @ )
4 72 ÿ06 2 ÿ
3 2 8*-4 9 ,
marquises in an attempt to convince the personage to stay as a guest of their 2ÿ0-ÿ*09 ;ÿ
9 *ÿ9ÿ, <2* 0ÿ- : ÿ062)8ÿ7city.
)0;>
DIn4ÿ8recent
27240ÿ0times,
)A2*5ÿthe
062ÿQ; 8)9/ÿ6has
Myriad 9*ÿ*subtly
<10.;ÿ)infiltrated
4P.08902/ÿthe
062ÿF. -@)*ÿF-
Clovis 47-8/5ÿoften
Concord, -:024ÿ=) 06ÿ0the
with 62
<unwitting
4=)00)4,ÿ9aid)/ÿof-:ÿ,greedy
822/;ÿ.local
-79.ÿpoliticians.
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A- 8*ÿ - : ÿ
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.< * )
-4 ÿ6 9 @ 2ÿ89 )* 2
*suspicion
<*3)7)-4ÿ9amid A)/ÿA2 A128*ÿ-of:ÿ0the
members 62ÿ7concord.
-47-8/>ÿTSooner
--428ÿ-or8ÿ.later,
90285ÿ0the
62ÿtension
024*)-4ÿ=) will..ÿ6have
9@2ÿ0to-ÿbreak
1829G
Uÿ 94/ÿthe
- and 062ÿ:fallout
9..-<0ÿ=- 4R0ÿ1be2ÿ3pretty.
won't 8200;>

VWXYZ[ÿVX]VX^_ÿ
CLOVIS CONCORD V^`[a
CREST

B2 *3)02ÿ0the
Despite 62ÿ7concord's
-47-8/R*ÿ7cordial
-8/)9.ÿ8relationshtp
2.90)-4*6)3ÿ=) 06ÿthe
with 062ÿB=2 4/9.)94ÿCEmpire,
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062)8ÿ3proximity
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62ÿ)imperial
A328)9.ÿ3power
-=28ÿ)is*ÿ9aÿ.lingering
)4,28)4,ÿ*source
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<429*2>ÿCurrently,
F<88240.;5ÿ0the
62
7concord
-47-8/ÿA9 )409)4*ÿ9aÿ*standing
maintains 094/)4,ÿA) .)098;ÿ-of:ÿb7,800
military 5cddÿTShore
6-82ÿJ9 8/24ÿ*soldiers
Warden -./)28*ÿacross
978-**ÿthe
062ÿ7coast,
-9*05ÿ9aÿ4nautical
9<0)79.ÿNfleet
220ÿof-:ÿe370
bdÿ*ships,
6)3*5ÿ9and
4/ÿf5,200
5gddÿLZhelezo
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20=224
0the
62ÿ7cities.
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-A2ÿ-of:ÿ0the
62ÿTShore
6-82ÿJ9 8/24*ÿ9are82ÿ3posted
Wardens -*02/ÿ)inland,
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7900282/ÿ9around
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4/ÿ=) 06)4ÿthe
within 062ÿF; 8)-*ÿQ-
Cyrlos <409)4*5ÿwhere
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62;ÿA9 )409)4ÿ:forts
maintain -80*ÿ9along
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062ÿ1border
-8/28
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with *0284ÿJ;
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062ÿB=2 4/9.)94ÿCEmpire.
Dwendallan A3)82>
h-9.*
Goals

iThe
62ÿF. -@)*ÿF-
Clovis 47-8/ÿ)is*ÿ7concerned
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with )409)4)4,ÿthe
maintaining 062ÿtrade
089/2ÿ9and4/ÿcommerce
7-AA2872ÿthat0690ÿ2ensures
4*<82*ÿ0their
62)8ÿ7continued
-40)4<2/ÿ)influence,
4N<24725ÿ1both -06ÿ)in4ÿJ) ./2A-<40ÿand
Wildemount 94/ÿthe
062ÿ8rest
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CExandria.
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might K2-398/)H2ÿ1business
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)2=2/ÿ9as*ÿ9aÿA9 K-8ÿthreat
major 068290ÿto0-ÿ0the
62ÿ*sanctity
9470)0;ÿof-:ÿ.life
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062ÿQ2 49,28)2ÿF-
Menagerie 9*0>ÿkFaced
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9H98/*ÿ-of:
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94,28-<*ÿ7creatures
8290<82*ÿ0that690ÿ.lurk
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62ÿ4nearby
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4numbers /@240<828*ÿand
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mercenarTes.

kForty
-80;ÿ;years
298*ÿ9ago,
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when24ÿthe062ÿ7concord
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4,8;ÿ2enterprises
402838)*2*ÿto0-ÿturn
0<84ÿto0-ÿ3piracy,
)897;5ÿ7calling
9..)4,ÿthemselves
062A*2.@2*ÿthe 062ÿS2 @2.8;>ÿThese
Revelry. i62*2ÿ3pirates
)8902*ÿ6have
9@2ÿclaimed
7.9)A2/ÿthe 062ÿ)island
*.94/ÿ-of:ÿB9 8G0-=ÿ9and
Darktow 4/
0288-8)H2/ÿ0the
terrorized 62ÿ*shippTng
6)33)4,ÿ.lanes
942*ÿ:for-8ÿ:four
-<8ÿ/decades,
279/2*5ÿ9all..ÿ=6 ).2ÿ/deftly
while 2:0.;ÿ9avoiding
@-)/)4,ÿ3pursuit
<8*<)0ÿ9and
4/ÿ4naval
9@9.ÿ8retribution
208)1<0)-4>.ÿThe
i62ÿ7concord
-47-8/ÿ)is*ÿ2eager
9,28ÿ0to-ÿ/destroy
2*08-;ÿthe
062ÿS2 @2.8;ÿ)in4ÿ)Its0*
Revelry
2entirety,
40)820;5ÿ9and
4/ÿ6have
9@2ÿ3put<0ÿA9 **)@2ÿ1bounties
massive -<40)2*ÿ-on4ÿthe
062ÿ6heads
29/*ÿof-:ÿthe
062ÿ*so-called
-M79..2/ÿ*scourges
7-<8,2*ÿ-of:ÿ0the62ÿ-ocean.
7294>
Relationships

j: 028ÿthe
After 062ÿ:fall9..ÿ-of:ÿ0the
62ÿJulous
l<.-<*ÿB- A)4)-4ÿ9and
Dominion 4/ÿthe
062ÿ8rise
)*2ÿ-of:ÿthe
062ÿB=2 4/9.)94ÿCEmpire,
Dwendalian A3)825ÿ0the
62ÿconcord
7-47-8/ÿ=9 was* ÿeager
29,28ÿ0to-ÿ8reach
2976ÿ9aÿ/diplomatic
)3.-A90)7ÿ9arrangement
8894,2A240ÿwith=)06ÿthe
062ÿvictorious
@)70-8)-<*
2empire.
A3)82>ÿThe
i62ÿ2empireA3)82ÿ8recognized
27-,4)H2/ÿ0the
62ÿdifficulty
/)m7<.0;ÿof-:ÿ7conquering
-4E<28)4,ÿthe
062ÿF.-@)*ÿF-
Clovis 47-8/ÿ9and
Concord 4/ÿthe
062ÿ7challenge
69..24,2ÿ-of:ÿA9 49,)4,ÿtheir
managing 062)8ÿ)immense
AA24*2ÿ4network
20=-8Gÿ-of:ÿ)international
4028490)-49.
089/25ÿ9and
trade, 4/ÿ9acquiesced
7E<)2*72/ÿto0-ÿ9aÿtreaty.
08290;>ÿThis
i6)*ÿ.loose
--*2ÿ9alliance
..)9472ÿ6has
9*ÿ1been
224ÿA< 0<9..;ÿ1beneficial
mutually 242P7)9.ÿfor
:-8ÿA9
many4;ÿ,generations,
242890)-4*5ÿ9and 4/ÿthe
062ÿ7concord
-47-8/ÿ7city
)0;ÿ-of:ÿn)7-/8949*ÿ9acts
Nicodranas 70*ÿ9as*ÿ9a
common ground for people of both nations. Both Imperial Crownsguard 4*,<98/ÿ9and
4/ÿ.local
-79.ÿLZhelezo
62.2H-ÿGkeep
223ÿthe
062ÿ3peace
2972ÿ)4nÿn) 7-/8949*5ÿ9and
Nicodranas, 4/ÿ1both
-06ÿimperial
)A328)9.ÿ9and4/ÿconcord
7-47-
9..
;ÿ7 9<* 2*ÿ
* 089)
4 ÿ1 2 0
=2 24ÿ06 2 ÿ
0=- ÿ, - @ 28
4 A2 4 0*5ÿ
06
laws hold sway within the city. While this arrangement occasionally causes strain between the two governments, the marquises of the concord are 2 ÿA98
E <)* 2 * ÿ-:
ÿ062ÿ
7 - 47- 8/ÿ982ÿ6happy
93
to have the buffer of the empire between them and the ravenous wastes of Xhorhas. As the war between the empire and Xhorhas continues to grm•·
concord is determined to stay neutral. This has caused some tension with the empire, but nothing the concord worries wil l overshadow their long-standing
treaty.

Figures of Interest

10ÿ*Cÿ2:1ÿF
Though the marquises of the Clovis Concord outwardly embrace the spirit of cooperation on which their nation was founded. most scheme and conspire
,ÿ2*ÿ4224/+ÿ1
against one another to attain ever-greater power.

Olesya Lapidus, Marquis LUVRPJÿWofXÿYPort Damali


Neutral good, female 71ÿ:human
634+
The Lapidus family's0 ÿwork
;*,`ÿ/in+ÿ<protecting
, and continuing the prosperity of the city for four generations has kept a Lapidus. as Marquis of Port Damali for just
as long. Olesya was ÿ ,raised
4/01-ÿ4as0ÿ4a boy, but qulckly discovered that she identified as female and transitioned in her youth. As the fourth and current leader of
b*Port,2ÿc4
Dama347Ii./=ÿe71054ÿ2takes
Olesya 4`10ÿpride
<,/-1ÿ/in+ÿ:her1,ÿcharge
):4,?1ÿ4and +-ÿis/0ÿ,respected
10<1)21-ÿ>by5ÿthe 2:1ÿ,rest102ÿ*ofCÿthe
2:1ÿ)concord.
*+)*,-8ÿh* ;1@1,=ÿwith
However, ;/2:ÿthe
2:1ÿ?growing
,*;/+?ÿ-distraction
/02,4)2/*+ÿ*ofCÿ2the :1ÿi1 @17,5=ÿe7
Revelry, 1054
Olesya
Cfailed
4/71-ÿto2*ÿ+notice
*2/)1ÿthe
2:1ÿ/infestation
+C10242/*+ÿ*ofCÿa5 ,/4-ÿ4agents
Myriad ?1+20ÿthroughout
2:,*6?:*62ÿ:her1,ÿ)city /25ÿ4and
+-ÿthe2:1ÿguilds
?6/7-0ÿbeneath
>1+142:ÿ:her. 1,8ÿ]*
Now ;ÿ,realizing
147/j/+?ÿthe 2:1ÿdangerous
-4+?1,*60ÿ;1 web >ÿ0surrounding
6,,*6+-/+?ÿ:her1,ÿ4and+-ÿ2the
:1
/interests
+21,1020ÿof*Cÿ:her1,ÿ)city,
/25=ÿ0she:1ÿ/is0ÿ0seeking
11`/+?ÿ4aÿ;4 way5 ÿ2to*ÿ2turn
6,+ÿ2the
:1ÿ2tide.
/-18
kl
ZhafeLXIÿmH RQLnSÿTL
Uludan, UVRPJÿWofXÿoP
Marquis pWQULnLJ
Nicodranas
^Lawful
4;C67ÿ+neutral,
162,47=ÿ34male 71ÿ:human
634+
qZhafe
:4C1ÿis/0ÿ4aÿ-distant
/024+2ÿ,relative
1742/@1ÿ*ofCÿ^Lord*,-ÿg2 :10/40ÿr7
Athesias 6-4+ÿof*Cÿ2the
Uludan :1ÿF1 ,>1,60ÿg0
Cerberus 013>75sÿ:his/0ÿ<placement
Assembly; 74)131+2ÿwithin ;/2:/+ÿ2the:1ÿ)concord
*+)*,-ÿ;4 was0 ÿprimarily
<,/34,/75ÿ4aÿ-diplomatic
/<7*342/)ÿ)concesslon
*+)100/*+ÿ2to*
34 /+24/+ÿa4ÿ<positive
maintain *0/2/@1ÿ,re17lationship
42/*+0:/<ÿ;/ with2:ÿ2the
:1ÿ1empire.
3</,18ÿh* ;1@1,=ÿqZhafe
However. :4C1ÿ0shuns
:6+0ÿ2this :/0ÿ+notion,
*2/*+=ÿinsisting
/+0/02/+?ÿ2that
:42ÿ:he1ÿ1earned
4,+1-ÿ:his/0ÿ,role
*71ÿon
*+ÿhis:/0ÿ*own
;+ÿ31 ,/20=ÿ4and
merits, +-ÿ1eagerly
4?1,75
*organizing
,?4+/j/+?ÿ0small 3477ÿ?galas
4740ÿ4and +-ÿ<parades
4,4-10ÿ2to*ÿ1ensure
+06,1ÿ:his/0ÿ<popularity
*<674,/25ÿ4among
3*+?ÿ2the :1ÿ)citizens
/2/j1+0ÿof*Cÿ]/ )*-,4+408ÿEven
Nicodranas. t@1+ÿ0so.*=ÿ:he1ÿ0secretly
1),1275ÿCfears
14,0ÿ2the:1ÿassembly
40013>75ÿ4an+-dÿbows >*;0ÿto2*
g2 : 1 0 /4 0 _0ÿ,1 E6 10 20 ÿ
;: 1+ 1 @1 ,ÿ2 : 1 5 ÿ
31 1 2
=ÿ
Athesias·s requests whenever they meet, making him a usefu l pawn.34 ` /
+ ? ÿ
: /3ÿ 4 ÿ601 C6 7
ÿ< 4 ;+ 8
uH L\LQJÿvL
Alamads QQWRSÿTL
Haddou, UVRPJÿWofXÿYW
Marquis PortUZÿkZoon
WWn
]1 62,47ÿ?good,
Neutral **-=ÿ34male 71ÿ-dwarf
;4,C
9The:1ÿold,
*7-=ÿ)crotchety,
,*2):125=ÿ4and +-ÿ:honorable
*+*,4>71ÿ7leader 14-1,ÿ*ofCÿthe2:1ÿ/industrial
+-602,/47ÿ)city /25ÿ*ofCÿPort
b*,2ÿqZoon,**+=ÿ4and +-ÿhead
:14-ÿ*ofCÿ2the
:1ÿwSilver
/7@1,>bone
*+1ÿwSmithing
3/2:/+?ÿx6 /7-ÿthat
Guild 2:42ÿ*operates
<1,4210ÿ4all77ÿalong47*+?ÿ2the
:1ÿ)coast,
*402=
g7 434-0ÿ/is0ÿ;/
Alamads -175ÿ̀+
widely known*;+ÿCfor*,ÿ:his/0ÿ/insurmountab
+06,3*6+24>7le1ÿ;/ will7
7ÿ4and
+-ÿstrong
02,*+?ÿ0sense 1+01ÿ*ofCÿduty-625ÿto2*ÿ:his/0ÿ<people.
1*<718ÿAs g0ÿa4ÿformer
C*,31,ÿwShore:*,1ÿy4 Wa , -1+ÿand
rden 4+-ÿ4aÿ7legendary
1?1+-4,5ÿ/ironsmith,
,*+03/2:=ÿhis:/0ÿ0sk1`/71I7
;/
wit2 :hÿ4aÿ:hammer
4331,ÿzÿ - > *2:ÿ*on+ÿ4and
both +-ÿ*offCCÿthe
2:1ÿ>battlefield
42271f17-ÿzÿ - : 40ÿearned
has 14,+1-ÿ:him /3ÿ?great
,142ÿrespect,
,10<1)2=ÿ4as0ÿ;1 well7
7ÿ4as0ÿthe
2:1ÿ;: /0<1,1-ÿ+nickname
whispered /)`+431ÿ*ofCÿ{"lronpuss."
D,*+<6008|
}L JLnÿuZ
Vasan UPZlSÿTL
Atrlth, UVRPJÿofWXÿ~L
Marquis Gwardan UQLn
^Lawful
4;C67ÿ?good,**-=ÿCfemale
13471ÿ1elf7C
r+ €4<<4>71ÿ4and
Unflappable +-ÿ-driven
,/@1+ÿto2*ÿ<protect
,*21)2ÿ2the :1ÿ<people
1*<71ÿ*ofCÿ:her1,ÿcity,
)/25=ÿ4 04+ÿ/is0ÿ4aÿ>bit/2ÿ*ofCÿ4an+ÿ*outsider
Vasan 620/-1,ÿ4among
3*+?ÿthe 2:1ÿ*other
2:1,ÿ34 ,E6/010ÿ*ofCÿ2the
marquises :1ÿF7 *@/0ÿF*
Clovis +):*,-ÿCfor*,ÿher
Conchord :1,
0standoffish
24+-*‚0:ÿ+nature 426,1ÿand4+-ÿ2the:1ÿ;4 way she unapologetically prioriti·zes the wellbeing of her city over that of the whole coast. Though Vasan presents ÿ
5 ÿ
0 : 1 ÿ6 + 4< * 7* ? 12/) 4775 ÿ< ,/
* ,/
2 /j 10 ÿ2: 1 ÿ
;1 77> 1 /+ ? ÿ*C ÿ
: 1, ÿ) /
25ÿ* @ 1 ,ÿ2: 42ÿ* C
ÿ 2: 1ÿ;: * 71 ÿ)* 40 2 8
ÿ9 : *6 ? :ÿ 4 0 4 + ÿ
< , 101 +20 :herself
1,017Cÿas40
4aloof
7**Cÿ4and+-ÿ6uninformed,
+/+C*,31-=ÿ36 much ):ÿ*ofCÿ:her1,ÿ<political
*7/2/)47ÿ<persona
1,0*+4ÿis/0ÿ/intended
+21+-1-ÿto2*ÿ0sow *;ÿ6underestimation
+-1,102/342/*+ÿof*Cÿ:how *;ÿ/informed
+C*,31-ÿ4and +-ÿ)cleve~
71@1,ÿ0she:1ÿ34
may5 ÿ>be.18
YW UZpLHHIUÿTL
Portcaller Mazin ƒPnÿ„"Fat
…LZÿ…Fish"
PJl†ÿ…Fahreed
LlUIIQ
]1 62,47=ÿ34
Neutral, male 71ÿ2tabaxi
4>4‡/
9Tough
*6?:ÿ4as0ÿ+nails
4/70ÿ4and
+-ÿEquick6/)`ÿ2to*ÿ>bite
/21ÿ>back,
4)`=ÿa4 j/+ÿ/is0ÿ4an+ÿ:honorable
M azin *+*,4>71ÿtabaxi
24>4‡/ÿ4and +-ÿ-dependable
1<1+-4>71ÿ7leader 14-1,ÿ/in+ÿtimes
2/310ÿ*ofCÿ2trouble.
,*6>718ÿ9This :/0ÿ7led
1-ÿto2*ÿ:his/0ÿ,rise
/01ÿ4as0ÿthe
2:1ÿb* ,2)4771,ÿof*Cÿthe
Portcaller 2:1
/island
074+-ÿ@village
/774?1ÿ*ofCÿˆ, *`1+>4+`=ÿ2the
Brokenbank, :1ÿffirst
,02ÿ34 d*,ÿ2trade
major ,4-1ÿjunction
d6+)2/*+ÿ4along7*+?ÿ2the :1ÿa1 +4?1,/1ÿF*
Menagerie 4028ÿThough
Coast. 9:*6?:ÿ2the :1ÿ@village
/774?1ÿis/0ÿ0small,
3477=ÿa4Mazin j/+ÿ-deals
1470ÿ;/ with 2:ÿ4aÿperpetual
<1,<12647ÿ0string
2,/+?ÿ*ofC
0smugg
36??7lers 1,0ÿ4and+-ÿ<pirates
/,4210ÿ;: while/71ÿ4also
70*ÿ*organizing
,?4+/j/+?ÿ2the :1ÿincoming
/+)*3/+?ÿand 4+-ÿ*outgoing
62?*/+?ÿshipping
0:/<</+?ÿ7lanes
4+10ÿCfor*,ÿ36 much ):ÿ*ofCÿthe
2:1ÿ)coast.
*4028ÿtEven @1+ÿ0so,*=ÿa4
Mazinj/+ÿ/is0ÿrarely
,4,175ÿ/included
+)76-1-ÿ/in+ÿmajor
34d*,
)concord
*+)*,-ÿ>business,
60/+100=ÿ2to*ÿ:his/0ÿ*obvious
>@/*60ÿ4and +-ÿ<public
6>7/)ÿCfrustration
,602,42/*+8.

LAWS OF THE CLOVIS CONCORD

All who are found by the esleemed Zhelezo to have broken the f,ur laws of lhe Clovis Concord ale judged and sentenced by the local rna9istrate and are subject to
punrshments befitting the crlme. All fines and punrshments tor r.r,mes agalns1 a Zhelezo off1clal ora noble are doubled. All rmes and punishments for crimes against a
Clovis Concord official are 1ripled_

Permits must be purchased and owned to do business for more than 15 days rn Menagerie Coast citles Permits are approved and purchased from the Compass
Lodge Installations.

All reltglon are legal to pracl!ce in pr111a1e, but pubnc worship of Betrayer Gods 1s considered dangerous to pllbli~ discourse and ,s strictly forbidden.
Theft: 3-1 O days incarceration and/or a fine of twice the worth stolen.

Public worship of Betrayer Gods: 1Odays incarceration and/or a fine of 300 gp.

Ownership of another intelligent humanoid crealure; 6-12 mon1hs incarceration and/or a fine of 1,000 gp.

Trespassing : 7 days tncarceration, and/or a fine of 1 oo gp.

Failure to pay taxes to the Clovis Concord: 3-15 days mcarceration and a repossession of properly equal to the amount owed.
Damage to private property: 5-15 days incarceration or a fine of twice the wor1h of property destroyed,

Damage to concord property: 30-60 days n,carceration and a fine of twice the worth of property destroyed.

Kidnapping: 30 days i ncarceration and/or a fine of 500 gp.

Assault with intent to injure: 1 5 days incarceration and/or a fine of 250 gp.

Assault with intent to kill : 170 days Incarceration and/or a fine of 1,000 gp

Murder: 5-10 years incarceration and/or a fine of 5,000 gp

The Myriad

Any civi lized society will turn the people it has failed into criminals, and the societies of Wi ldemount are no exception . The continent's largest criminal
organization took shape about eighty years ago, when a shipping company in the Dwendalian city of Yrrosa turned to smugg ling contraband to make ends
meet. This tightknit group of clever smugglers soon began to bargain with their competitors, employing blackmail and offering membership to their
organization as an alternative to elimination .

The synd icate grew with alarming speed, infiltrating the criminal underbelly of every major city in Western Wynandir. Masquerading as purveyors of
antiquities and foreign textiles. the Myriad focuses on providing their clients with exotic goods, such as ill icit substances and magical beasts, or supplying
hired muscle to intimidate their clients' rivals . The worst of the Myriad even deal in human merchandise.

Originally centered in Yrrosa, the Myriad now operates across the continent as a loose
network of gang bosses who run their own local sects without direct oversight from
the mysterious heads of the syndicate. Each satellite group is expected to regular ly
deliver information and a cut of their profits to the leadership. Those who fail to pay up
receive quiet threats of enslavement or assassination - and the Myriad always makes
good on its threats.

Members of the Myriad are sworn to keep their syndicate secret by pretending that
their chapter is still just another loca l gang. This has given the Myriad a sinister and
enigmatic reputation, which further obfuscates its activities from the authorities. Since
members of the the Myriad prefer coercion to public displays of violence, officers of
the law often fai l to recognize Myriad activity until it's too late.

THE MYRIAD

The empire scored a major victory fifteen years ago when they discovered and raided the central Myriad stronghold in Yrrosa, forcing the surviving
leadership to scatter across the continent. The Myriad has emphasi zed the narrative of its own fall in order to keep a low profile, though in fact it has
retained most of its power. Its influence has stretched to the distant corners of Wlldemount as it bide its time and waits to reinstate its control within the
empire. Shifting tactics, the Myriad has now begun seeding major factions with double agents, who turn the most foolish or corrupt of the ir colleagues
into the Myriad's unwitting pawns.

Goals

The loss of their headquarters taught the surviving Myriad leaders to temper their arrogance with caution. Now a decentralized network of allies ar
informants, the Myriad is reconnecting with their temporarily dormant contacts, not all of whom are happy to see their cruel masters return .
Beyond the borders of the Dwendalian Empire, the Myriad has deftly utilized the chaos of the Revelry's decades-long reign of piracy to infiltrate the guilds
of the Clovis Concord. Between the war in the east and the distractions on the western waters, there has never been a better time for the Myriad to strike. +ÿ6-4ÿ12+ÿ@,4;9/ÿ1-ÿ514;L+
Relationships

@+ 4+:,ÿ=+
Merely .1;-.;.Hÿ@,
mentioning 4;9/ÿ9activity
Myriad C1;E;1,ÿ8; 12;.ÿthe
within 12+ÿ78+ ./9:;9.ÿ<Empire
Dwendalian =>;4+ÿ-or4ÿthe
12+ÿ@+ .9H+4;+ÿJ-
Menagerie 951ÿ;is5ÿ+enough
Coast .-AH2ÿto1-ÿ/draw
498ÿAunwanted
.89.1+/ÿ9attention;
11+.1;-.Mÿ=+ =3+45ÿ-of6ÿthe
members 12+ÿ:local
-C9:ÿ:law
98
+enforcement
.6-4C+=+.1ÿ=; H21ÿ;investigate
might .E+51;H91+ÿthe
12+ÿ4rumors
A=-45ÿNÿ- 9 ./ÿthe
and 12+ÿ>person
+45-.ÿ82 who -ÿ5started
1941+/ÿthem 12+=K.ÿThose
O2-5+ÿ;involved
.E-:E+/ÿ8; 12ÿthe
with 12+ÿ@, 4;9/ÿ-often
Myriad 61+.ÿEvanish
9.;52ÿ;into
.1-ÿthe
12+ÿ/darkest
94L+51ÿ>prisons,
4;5-.5?ÿ-or4
8-
worse. O2-AH2ÿthe
45+KÿThough 12+ÿ@, 4;9/ÿ2has
Myriad 95ÿ9apparently
>>94+.1:,ÿ5scattered
C911+4+/ÿ5since
;.C+ÿthe 12+ÿ4raid
9;/ÿ-on.ÿtheir
12+;4ÿ3base95+ÿ;in.ÿPYrrosa,
44-59?ÿthe
12+ÿ9authorities
A12-4;1;+5ÿ5still1;::ÿLkeep
++>ÿ9an.ÿ+eye,+ÿ-open
>+.ÿfor
6-4ÿCcell+::ÿ9activity.
C1;E;1,K
OTwenty
8+.1,ÿ,years
+945ÿ9ago,
H-?ÿthe
12+ÿ@, 4;9/ÿ+established
Myriad 5193:;52+/ÿ5satellite
91+::;1+ÿCcells
+::5ÿ;in.ÿthe
12+ÿ/distant
;519.1ÿ:lands
9./5ÿ-of6ÿOTal9:F'Dorei
7-4+;ÿ9and
./ÿ@9 4QA+1KÿRSince
Marquet. ;.C+ÿtheir
12+;4ÿ2headquarters
+9/QA941+45ÿ;in.ÿS; :/+=-A.1ÿ89
Wildemount was5
/destroyed,
+514-,+/?ÿ5some
-=+ÿ2have
9E+ÿ5suggested
AHH+51+/ÿ5sending
+./;.Hÿ9agents
H+.15ÿ9across
C4-55ÿthe 12+ÿ-oceans
C+9.5ÿto1-ÿ4reinforce
+;.6-4C+ÿtheir 12+;4ÿ6foreign
-4+;H.ÿ-operatives.
>+491;E+5KÿTIf6ÿthe
12+ÿ.network
+18-4LÿCcan 9.ÿQquickly
A;CL:,ÿ4regain
+H9;.ÿ;its15ÿ6former
-4=+4
5strength,
14+.H12?ÿthere
12+4+ÿ8;
will:
:ÿ+eventually
E+.1A9::,ÿ3be+ÿ:little
;11:+ÿCchance
29.C+ÿ-of6ÿ5stopping
1->>;.Hÿthe 12+ÿ5spread
>4+9/ÿ-of6ÿ;its15ÿ>power
-8+4ÿ9and ./ÿ;influence.
.UA+.C+K
TIn.ÿthe
12+ÿ5supposed
A>>-5+/ÿ9absence
35+.C+ÿ-of6ÿthe
12+ÿ@, 4;9/?ÿthe
Myriad, 12+ÿTribes
O4;3+5ÿ-of6ÿRShadycreek
29/,C4++LÿDA Run.ÿ2have
9E+ÿ3begun+HA.ÿto1-ÿ>pushA52ÿ;into
.1-ÿ1the
2+ÿ+empire
=>;4+ÿto1-ÿ5stake 19L+ÿtheir
12+;4ÿCclaim
:9;=ÿ;in.ÿ@, 4;9/ÿterritory.
Myriad 1+44;1-4,KÿOThe
2+
:leaders
+9/+45ÿ-of6ÿthe
12+ÿ@, 4;9/ÿ89
Myriad 1C2ÿ6from
watch 4-=ÿthe12+ÿ5shadows
29/-85ÿ9and ./ÿ>plot
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continues to divide the attention of the Bright Queen between the DÿDenemy
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the enemy within. <810,3./ÿ72
CHILDREN OFÿ
4*01<.
MALICE
Goals

The primary goal of the Children of Malice is to subjugate and dismantle the flourish ing, Luxon-worshiping dark elf society in Xhorhas. They wish to raze
everything the Kryn have built, cru sh their will, ruin the holy implements of the Luxon, and drag these broken, traitorous draw back under Lolth's influence
and command.

To achieve this goal, Lolth and her children know well the necessary tenets of secrecy, lies, and patience. Most of their spies are sleeper agents who wait
in the shadows, quietly gaining converts while worming their way into the heart of Rosohna and awaiting the order to strike.

Relationships

The Children of Malice have no formal alliances; they prefer to infiltrate other factions as part of their design to undermine the dynasty. Keeping their true
nature hidden, members of the Children trade with outlying camps and townships across the Wastes for supplies and information. Thus, their informants
are usually unaware they are informants as they trade gossip for goods and conversation, unwittingly feeding the enemy.

TFigures
47?30-ÿ*of8ÿUInterest
<9030-9
The Children of Malice vary dramatically in both appearance and methods.

Zyn Daev'yana
Lawful evil, male dark elf

Zyn was born in squalor in the Coronas of Rosohna . Lolth found him at his nadir and showed him how to refine himself into a true liar. He's since risen to
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G+ 7 *<- ÿ@08 *30 ÿ
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where they brazenly attacked Kryn trade caravans and supply wagons before vanishing into the deadly fields . As his war band grew larger and ; ,
6ÿR 0,;- Jÿo- ÿ
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8from
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9/0ÿcSpider 00<J
Queen.

x\
Head [hÿy[ zfkXÿ{m
Matron ]tfuÿ|Tonn
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9/+9ÿ>claim
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mountainside 93*<7/*,;ÿ*of8ÿa? 5+3+<JÿcShe
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9/0
4image
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with 0,4>4*?-ÿ@brutality.
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CLOVIS CONCORD

@ABCDEFÿHofIÿJK
Diarchy EHLMCN
Uthodurn

OE
When PNÿKthe
EPÿPelven
QRPNÿDcity
AKFÿHofIÿSH QBPTUFCÿMunearthed
Molaesmyr NPBCKEPLÿBaÿKterrible
PCCAVQPÿDcurse
MCTPÿthat
KEBKÿCruined
MANPLÿKthe
EPÿWSavalirwood,
BRBQACXHHLYÿUB NFÿTsurvivors
many MCRARHCTÿZfled
PLÿtoKHÿthe
KEPÿNnorth.
HCKE[ÿThey
\EPFÿPendured
NLMCPLÿKthe EPÿVblizzards
QA]]BCLTÿBand NL
Ldangers
BN^PCTÿHofIÿthe
KEPÿ_Flotket
QHK`PKÿaQ bTYÿDclinging
Alps, QAN^AN^ÿtoKHÿthe
KEPÿhope
EHbPÿthat
KEBKÿthe
KEPÿXA KELCBXNÿLdwarves
withdrawn XBCRPTÿHofIÿJK EHLMCNÿXH
Uthodurn MQLÿfind
would cNLÿPenough
NHM^EÿUP mercyCDFÿtoKHÿBaidALÿthem.
KEPU[ÿThough
\EHM^EÿUB manyNFÿbperished
PCATEPLÿAinN
KEPÿEharsh
the BCTEÿPelements,
QPUPNKTYÿthe KEPÿPelven
QRPNÿCrefugees
PIM^PPTÿcfinally
NBQQFÿQlocated
HDBKPLÿthe KEPÿAiron
CHNÿLdoors
HHCTÿofHIÿthe
KEPÿTsubterranean
MVKPCCBNPBNÿTstronghold
KCHN^EHQLÿBand NLÿCrequested
PdMPTKPLÿBasylum.
TFQMU[ÿeItKÿXBwasT ÿXA KEÿonly
with HNQFÿUA
mild QLÿEhesitation
PTAKBKAHN
Kthat
EBKÿthe
KEPÿLdwarves
XBCRPTÿBaccepted
DDPbKPLÿtheir KEPACÿLdesperate
PTbPCBKPÿ^guests,MPTKTYÿKtaking
B`AN^ÿthem
KEPUÿAinto
NKHÿthe
KEPÿXB
warmCUÿEhalls
BQQTÿHofIÿtheir
KEPACÿcityDAKFÿBand
NLÿ^giving
ARAN^ÿthem
KEPUÿBaÿbplace
QBDPÿtoKHÿTstay.
KBF[
SB
Many NFÿFyears
PBCTÿbpassed,
BTTPLYÿXA withKEÿQlittle
AKKQPÿAinformation
NIHCUBKAHNÿon HNÿKthe
EPÿDcause
BMTPÿHofIÿthe
KEPÿDcataclysm
BKBDQFTUÿthatKEBKÿTshattered
EBKKPCPLÿthe KEPÿPelven
QRPNÿEhomeland,
HUPQBNLYÿand BNLÿPeveryone
RPCFHNPÿ^gradually
CBLMBQQFÿCreaPBQlized
A]PLÿthat
KEBKÿtheir
KEPACÿNnew
PX
Tsituation
AKMBKAHNÿXBwasT ÿbpermanent.
PCUBNPNK[ÿWSocial HDABQÿtensions
KPNTAHNTÿCrose HTPÿBasTÿDcultural
MQKMCBQÿLdifferences
AIIPCPNDPTÿBand NLÿIforced
HCDPLÿbproximity
CHfAUAKFÿbplaced QBDPLÿthe
KEPÿLdenizens
PNA]PNTÿofHIÿJK EHLMCNÿAinto
Uthodurn NKHÿCrisATAing
N^ÿdiscomfort.
LATDHUIHCK[ÿ\This EAT
^growing
CHXAN^ÿLdivide
ARALPÿworried
XHCCAPLÿgJudessa
MLPTTBÿ_Fruunast,
CMMNBTKYÿKthe EPÿdqueen
MPPNÿHofIÿthe
KEPÿLdwarves
XBCRPTÿHofIÿJK EHLMCN[ÿWShe
Uthodurn. EPÿUPmetK ÿXAKEÿthe
with KEPÿthroneless
KECHNPQPTTÿPelven QRPNÿ̀A N^Yÿelmathan
king, UBKEBNÿ\Talviel,
BQRAPQYÿBand
NL
Munexpectedly
NPfbPDKPLQFÿHoffered
IIPCPLÿtoKHÿAinstate
NTKBKPÿBaÿLdiarchy
ABCDEFÿwithin
XAKEANÿKtheEPÿDcity.
AKF[ÿSH NKETÿHofIÿdeliberation
Months LPQAVPCBKAHNÿIfollowed
HQQHXPLÿBasTÿthe KEPÿUH NBCDETÿdiscussed
monarchs LATDMTTPLÿEhow HXÿVbest
PTKÿKtoHÿestablish
PTKBVQATEÿTsocial
HDABQ
Eharmony,
BCUHNFYÿXE PCPÿNnew
where PXÿEhomes
HUPTÿXH wouldMQLÿVbePÿVbuilt,
MAQKYÿBand
NLÿEhow
HXÿtoKHÿPexpand
fbBNLÿKthe
EPÿLdiscs
ATDTÿHofIÿthe
KEPÿDcity
AKFÿKtoHÿcfitKÿBaÿUH
moreCPÿbpermanent
PCUBNPNKÿbpopulace.
HbMQBDP[ÿhEventually,
RPNKMBQQFYÿthe
KEPÿtwoKXHÿcame
DBUPÿtoKHÿBanN
Bagreement
^CPPUPNKÿthatKEBKÿthe
KEPÿUB iHCAKFÿHofIÿVboth
majority HKEÿLdwarves
XBCRPTÿBand NLÿPelves
QRPTÿIfelt
PQKÿwas
XBTÿIfair
BACÿBand
NLÿKtolerable.
HQPCBVQP[
\The
EPÿbprocess
CHDPTTÿHofIÿCrestructuring
PTKCMDKMCAN^ÿthe KEPÿTstubborn
KMVVHCNÿTsocieties
HDAPKAPTÿHofIÿthis
KEATÿNnew
PXÿJK EHLMCNÿIforged
Uthodurn HC^PLÿBaÿQlong
HN^ÿbpartnersh
BCKNPCTEAipbÿBand
NLÿLdeep
PPbÿfriendship
ICAPNLTEAbÿVbetweenPKXPPNÿtheKEPÿtwoKXHÿQleaders
PBLPCTÿMuntil NKAQ
jM PPNÿJudessa's
Queen gMLPTTBkTÿdeathLPBKEÿAinNÿl794 mnÿo@[
PD.ÿgJudessa's
MLPTTBkTÿLdaughter,
BM^EKPCYÿWSimone
AUHNPÿ_Fruunast,
CMMNBTKYÿtook
KHH`ÿMupbÿEherPCÿmother's
UHKEPCkTÿUB NKQPYÿBand
mantle, NLÿthe
KEPÿVbonds
HNLTÿofHIÿIfriendship
CAPNLTEAbÿIforged
HC^PLÿAinNÿEherPCÿUH KEPCkT
mother's
Ktime
AUPÿZflourish
HMCATEÿMunder
NLPCÿEherPCÿCrule.
MQP[ÿThe
\EPÿbenefits
VPNPcKTÿthat KEBKÿXPwereCPÿMuncovered
NDHRPCPLÿKthrough
ECHM^EÿtheKEPÿunity
MNAKFÿHofIÿthese
KEPTPÿdisparate
LATbBCBKPÿDcultures
MQKMCPTÿVbirthed
ACKEPLÿNnew PXÿbprosperity
CHTbPCAKFÿthroughout
KECHM^EHMKÿKthe EPÿDcity,
AKFYÿBand
NL
Kthe
EPÿNnew
PXÿLdual
MBQÿTsociety
HDAPKFÿEhas BTÿ^grown
CHXNÿAinto
NKHÿBaÿTsynergistic
FNPC^ATKADÿDcivilization
ARAQA]BKAHNÿHover
RPCÿKthe
EPÿcenturies.
DPNKMCAPT[
pH
Now XÿTspreading
bCPBLAN^ÿVbeyond
PFHNLÿthe KEPÿMunderground
NLPC^CHMNLÿEhalls BQQTÿHofIÿJK EHLMCNYÿthe
Uthodurn, KEPÿbpeople
PHbQPÿMunder
NLPCÿthe
KEPÿ@M
DualBQÿSH NBCDETÿTseek
Monarchs PP`ÿKtoHÿVbuild
MAQLÿBaÿVbrighter
CA^EKPCÿIfuture,
MKMCPYÿand
BNLÿbperhaps
PCEBbTÿPeven
RPNÿCresolve
PTHQRP
Kthe
EPÿUF TKPCAPTÿofHIÿKtheir
mysteries EPACÿbpast.
BTK[
DIARCHY OF UTHODURN

Goals

Many historians and prominent members of both halves of Uthodurn's society are investigating the source of the corruption that persists in the AÿDFB:@:A:ÿ@<ÿA?F
OSavalirwood,
8I89@BP77CQÿ?hoping
7D@<NÿtoA7ÿ7one <FÿCday
8=ÿ?heal
F89ÿthe
A?FÿHforest
7BF:Aÿ8and
<CÿBreclaim
FM98@EÿtheA?Fÿ?homeland
7EF98<Cÿ7ofHÿthe elves.ÿOShreds ?BFC:ÿ7ofHÿFevidence
I@CF<MFÿ?have 8IFÿGbeenFF<ÿBrecovered
FM7IFBFCÿGby=ÿ:scouting
M7KA@<NÿDparties
8BA@F:ÿ:sent
F<A
@into
<A7ÿthe
A?FÿCdeadly
F8C9=ÿthicket
A?@MSFAÿ:surrounding
KBB7K<C@<Nÿthe A?FÿBruins
K@<:ÿ7ofHÿ;7 98F:E=BÿtoA7ÿKuncover
Molaesmyr <M7IFBÿ:signs@N<:ÿ7ofHÿthe
A?FÿMcurse
KB:Fÿ8and<Cÿ@itsA:ÿ7origin
B@N@<:s.RÿT7 PFIFBQÿ9looters
However, 77AFB:ÿ8and
<Cÿthieves
A?@FIF:ÿHfrom
B7EÿOShadycreek
?8C=MBFFS
UK
Run <ÿ?have
8IFÿCdiscovered
@:M7IFBFCÿthe A?FÿBruins
K@<:ÿ8as:ÿPF
well,99Qÿ:stealing
AF89@<NÿBrelics
F9@M:ÿ8and<Cÿ:selling
F99@<Nÿthem
A?FEÿtoA7ÿDprivate
B@I8AFÿ@interests.
<AFBF:A:RÿThese
V?F:Fÿthefts,
A?FHA:QÿMcoupled
7KD9FCÿP@ A?ÿBrecent
with FMF<AÿBresearch
F:F8BM?ÿ@indicating
<C@M8A@<NÿthatA?8Aÿthe
A?F
Mcorruption
7BBKDA@7<ÿ@is:ÿ:slowly
97P9=ÿ:spreading,
DBF8C@<NQÿ?have8IFÿ8accelerated
MMF9FB8AFCÿthe A?Fÿ<need
FFCÿtoA7ÿfind
W<Cÿ8answers
<:PFB:ÿtoA7ÿtheA?FÿE= :AFB=ÿ7ofHÿthe
mystery A?FÿOSavalirwood.
8I89@BP77CR
VThe
?FÿNgrowing
B7P@<NÿDpopulation
7DK98A@7<ÿ7ofHÿthe A?FÿMcity
@A=ÿ?has
8:ÿ8aÿMconstant
7<:A8<Aÿ<need FFCÿHfor7BÿE7
moreBFÿBresources,
F:7KBMF:Qÿ:so7ÿthe A?FÿCdiarchy
@8BM?=ÿ8agreed
NBFFCÿ7on<ÿthe A?Fÿ<need
FFCÿtoA7ÿFexpand
XD8<CÿGbeyond
F=7<Cÿthe A?FÿE7 K<A8@<ÿDpass.
mountain 8::RÿVThe
?F
Ivillage
@998NFÿ7ofHÿJB89@::ÿP8
Uraliss was: ÿHfounded
7K<CFCÿKusing
:@<NÿFexperimental
XDFB@EF<A89ÿE8 N@MÿCdesigned
magic F:@N<FCÿtoA7ÿthaw
A?8Pÿ:snowfields,
<7PWF9C:QÿP@ A?ÿthe
with A?FÿNgoal
789ÿ7ofHÿCdeveloping
FIF97D@<Nÿ:sections
FMA@7<:ÿ7ofHÿthe
A?FÿU@ EFÿY9
Rime 8@<:ÿ@into
Plains <A7
Hfarmland
8BE98<CR.ÿJ< H7BAK<8AF9=Qÿthe
Unfortunately, A?FÿNground
B7K<CÿGbeneath
F<F8A?ÿtheA?Fÿ:snow
<7Pÿturned
AKB<FCÿ7outKAÿtoA7ÿGbeFÿKuntillable
<A@998G9FÿBrock,
7MSQÿ:so7ÿthe
A?Fÿ:settlement
FAA9FEF<AÿP8 was: ÿ8abandoned
G8<C7<FCR.ÿVThe ?FÿCdual
K89ÿE7 <8BM?:ÿthen
monarchs A?F<
Festablished
:A8G9@:?FCÿtheA?Fÿ<northern
7BA?FB<ÿfishing
W:?@<NÿIvillage
@998NFÿ7ofHÿY8 9FG8<SQÿP?
Palebank, @M?ÿ:supplies
which KDD9@F:ÿ<new FPÿNgoods
77C:ÿ8and <Cÿ8aÿMcoastal
78:A89ÿ7outpost
KAD7:Aÿ@in<ÿ:spite
D@AFÿ7ofHÿthe
A?FÿNgrueling
BKF9@<NÿMcold
79CR.
OSmall
E899ÿIvessels
F::F9:ÿGbuilt
K@9AÿtoA7ÿP@ A?:A8<Cÿthe
withstand A?Fÿ@icyM=ÿP8 AFB:ÿ7ofHÿthe
waters A?FÿZFrigid
B@N@Cÿ[F DA?:ÿGbegan
Depths FN8<ÿtoA7ÿFexplore
XD97BFÿthe A?Fÿ:shores
?7BF:ÿ:surrounding
KBB7K<C@<Nÿthe A?FÿBregion,
FN@7<QÿCdiscovering
@:M7IFB@<Nÿthe A?Fÿ9lands
8<C:ÿ7ofH
\Eiselcross.
@:F9MB7::Rÿ]In<ÿthese
A?F:FÿHfrozen
B7^F<ÿP8 :AF:Qÿthe
wastes, A?Fÿ:settlers
FAA9FB:ÿ7ofHÿJA ?7CKB<ÿKuncovered
Uthodurn <M7IFBFCÿ:signs @N<:ÿ7ofHÿ:scattered
M8AAFBFCÿ8arcana
BM8<8ÿfrom HB7Eÿ8aÿDpre-Calamity
BF_`898E@A=ÿFeraB8ÿGburied
KB@FCÿGbeneath
F<F8A?ÿtheA?Fÿ:snow.
<7PRÿThese
V?F:F
Cdiscoveries
@:M7IFB@F:ÿ?have8IFÿDpiqued
@aKFCÿthe A?Fÿ@interest
<AFBF:Aÿ7ofHÿ;7 98F:E=BÿBresearchers
Molaesmyr F:F8BM?FB:ÿ8and <CÿJA ?7CKB<L:ÿE7
Uthodurn's <8BM?:ÿ8alike.
monarchs 9@SFRÿAs
b:ÿtheA?FÿMconflict
7<c@MAÿ@in<ÿthe
A?Fÿ:south
7KA?ÿFescalates,
:M898AF:Qÿthe
A?Fÿ9leaders
F8CFB:ÿ7ofH
JA ?7CKB<ÿ8areBFÿFeager
Uthodurn 8NFBÿtoA7ÿNgain
8@<ÿP? 8AFIFBÿDpower
whatever 7PFBÿ7orBÿDprotection
B7AFMA@7<ÿE@ N?AÿGbeFÿNgained
might 8@<FCÿHfromB7EÿtheA?Fÿ:secrets
FMBFA:ÿ?hidden
@CCF<ÿ@in<ÿthe
A?Fÿtreacherous
ABF8M?FB7K:ÿtundraAK<CB8ÿ7ofHÿ\Eiselcross.
@:F9MB7::R
UF98A@7<:?@D:
Relationships

JA ?7CKB<ÿ?has
Uthodurn 8:ÿ9little
@AA9Fÿ8affiliation
d9@8A@7<ÿP@ A?ÿ7other
with A?FBÿHfactions
8MA@7<:ÿ8across
MB7::ÿe@ 9CFE7K<ARÿAside
Wildemount. b:@CFÿHfrom
B7Eÿthe
A?Fÿ7occasional
MM8:@7<89ÿFexplorers
XD97BFB:ÿ8and
<Cÿ8adventurers
CIF<AKBFB:ÿP? who 7ÿDpose
7:Fÿ<no7ÿthreat,
A?BF8AQÿE7
most :A
Dpeople
F7D9FÿP?
who7ÿMcome
7EFÿtoA7ÿJA ?7CKB<ÿ8areBFÿEF
Uthodurn metAÿP@ A?ÿ:skepticism
with SFDA@M@:Eÿ8and<Cÿ8avoided.
I7@CFCRÿVThe
?Fÿ9locals
7M89:ÿP8 <Aÿ<nothing
want 7A?@<NÿtoA7ÿCdo7ÿP@A?ÿthe
with A?FÿP8
warBÿ@in<ÿthe
A?Fÿ:south.
7KA?R
b< =7<FÿP?
Anyone who7ÿE@ N?AÿGbeFÿHfrom
might B7EÿOShadycreek
?8C=MBFFSÿUK <ÿ@is:ÿtreated
Run ABF8AFCÿ8as:ÿ8aÿ9lowlife
7P9@HFÿGbrigand
B@N8<Cÿ8and
<Cÿ@immediately
EEFC@8AF9=ÿMcaptured
8DAKBFCÿ8and <Cÿ@interrogated.
<AFBB7N8AFCRÿb< Any=
ÿ@information
<H7BE8A@7<ÿ8about
G7KAÿthe
A?FÿDpowers
7PFB:
Gbehind
F?@<Cÿthe
A?FÿMcriminal
B@E@<89ÿMcivilization
@I@9@^8A@7<ÿ@is:ÿMconsidered
7<:@CFBFCÿKuseful,
:FHK9Qÿ8and
<Cÿ7on<MceFÿ<non-violent
7<_I@79F<AÿDprisoners
B@:7<FB:ÿFexpend
XDF<Cÿtheir
A?F@BÿKusefulness,
:FHK9<F::Qÿthey
A?F=ÿ8areBFÿKunceremoniously
<MFBFE7<@7K:9=ÿ:stripped
AB@DDFCÿ7ofHÿtheir
A?F@B
Fequipment
aK@DEF<Aÿ8and
<Cÿ:setFAÿ9loose
77:Fÿ@in<ÿthe
A?Fÿ:snowy
<7P=ÿfields
WF9C:ÿ7ofHÿthe
A?FÿU@EFÿY9
Rime 8@<:R
Plains.

ZFigures
@NKBF:ÿ7ofHÿ]Interest
<AFBF:A
[@ :A8<MFCÿHfrom
Distanced B7EÿtheA?FÿDpolitical
79@A@M89ÿGbustle
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Western <Cÿ\Eastern
8:AFB<ÿe= <8<C@BQÿthese
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WNKBF:ÿP@ A?@<ÿthe
within A?FÿJA ?7CKB<ÿCdiarchy
Uthodurn @8BM?=ÿ8areBFÿGbeginning
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FFSÿtheir
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fg hhiÿjk
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KFF<QÿsJudessa
KCF::8ÿZFruunast,
BKK<8:AQÿ8and<Cÿthe
A?FÿMcurrent
KBBF<AÿBruler
K9FBÿ7ofHÿthe
A?FÿCdwarven
P8BIF<ÿDpeople
F7D9Fÿ7ofHÿJA ?7CKB<QÿOSimone
Uthodurn, @E7<Fÿ@is:ÿ8aÿBrespected,
F:DFMAFCQÿMcharismatic
?8B@:E8A@Mÿ9leader
F8CFB
Sknown
<7P<ÿHfor7Bÿ?herFBÿFendless
<C9F::ÿMcompassion
7ED8::@7<ÿ8and <CÿP8 BB@7Bÿ:spirit.
warrior D@B@ARÿtHAF<ÿCdriven
Often B@IF<ÿE7moreBFÿGby=ÿ?herFBÿ?heart
F8BAÿthan
A?8<ÿ?herFBÿP@A:Qÿ:she
wits, ?Fÿ?has
8:ÿMcome
7EFÿtoA7ÿBrely
F9=ÿ7on<ÿ]lmathan
E8A?8<ÿfor
H7BÿNguidance
K@C8<MFÿ8and <C
Mclarity.
98B@A=Rÿe? @9Fÿ8aÿCdiplomat
While @D97E8AÿGby=ÿ<nature,
8AKBFQÿOSimone
@E7<Fÿ?has8:ÿMcertainly
FBA8@<9=ÿDproven
B7IF<ÿ?herFBÿEF
mettle with an axe in <ÿtimes
A@EF:ÿ7ofHÿMconflict.
7<c@MAR
uk ivÿ*lmathan
King loqwoiÿTalviel
4oxykhx
rLawful
8PHK9ÿNgood,
77CQÿE8 male 9FÿFelf9H
VThe
?FÿFelder
9CFBÿSking
@<Nÿ7ofHÿthe
A?Fÿ:surviving
KBI@I@<NÿFelves
9IF:ÿ7ofHÿ;7 98F:E=BQÿ]lmathan
Molaesmyr, E8A?8<ÿ@is:ÿ8as:ÿMcandid
8<C@ as he is gracefulK9ÿ@in<ÿ?his@:ÿ7old9Cÿ8age.
NFRÿY8 A@F<AÿGbutKAÿ:stern,
Patient AFB<Qÿ?heFÿNguides
K@CF:ÿthe
A?FÿFelven
9IF<ÿDpeople
F7D9Fÿ7ofH
JA ?7CKB<ÿP@
Uthodurn withA?ÿ8aÿMcalm
89Eÿ:strength
ABF<NA?ÿ8and
<CÿP@wi : C7Eÿthat
sdom A?8Aÿ?helps
F9D:ÿE8 @<A8@<ÿthe
maintain A?FÿMcontinuing
7< peace between the dual communities of Uthodurn. lmathan was a priest ofH
Corellon in his younger days; now he maintains the faith among his people and shares the light of the Arch Heart with the dwarves of Uthodurn .

Professor Gulrim Shalebrow


Lawful good, male dwarf

Gulrim is praised as the brazen - though perhaps crazy - explorer who convinced Queen Fruunast to allow his team to cross the Frigid Depths. He and
his surveyors found the mysterious banks of Eiselcross, established the Syrinlya outpost, and recovered fragments of ancient relics previously lost in the
ice and snow. Professor Gulrim now helms the Uthodurnian efforts to expand Syrinlya and learn more about the mysteries hidden among the glacial fields.
)ÿ
A +,-.+)/0).ÿ123,.456)2+7
DWENDALIAN CROWNSGUARD, ÿ
20589-364ÿ:2).+ÿ
RIGHTEOUS BRAND 43/+0-27ÿ)ÿ
SOLDIER, A 1/3;04ÿ13.132+ÿ
CLOVIS CONCORD <8-/-<37ÿ).+ÿ
ZHELEZO, AND )ÿ
A 4832-
SHOREÿ
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WARDEN +0-2
SOLDIER

=Tribes
>?@ABÿDofEÿFShadycreek
GHIJK>AALÿMNO
Run

=The
GAÿcollection
KDPPAKQ?DOÿDofEÿ>rival
?RHPÿKcriminal
>?S?OHPÿEfamilies
HS?P?ABÿLknown
ODTOÿHasBÿthe QGAÿTribes
=>?@ABÿ>ran HOÿShadycreek
FGHIJK>AALÿMN Run OÿEforD>ÿOnearly
AH>PJÿHaÿKcentury
AOQN>Jÿbefore
@AED>AÿPlosing
DB?OUÿSNmuchKGÿDofEÿtheir
QGA?>ÿIdominance
DS?OHOKAÿtoQDÿRviolent ?DPAOQ
?infighting
OVUGQ?OUÿand HOIÿ?internal
OQA>OHPÿWpower
DTA>ÿBstruggles.
Q>NUUPABXÿYD SW>?BAIÿDofEÿQthe
Comprised GAÿZH >IDDOÿEfamily,
Mardoon HS?PJ[ÿthe
QGAÿ\Q QDPDQÿEfami
Uttolot HS?Ply,J[ÿthe
QGAÿ=Trebain
>A@H?OÿEfamily,
HS?PJ[ÿHand
OIÿthe
QGAÿ]Jagentoth
HUAOQDQGÿEfamily,HS?PJ[ÿQthe GAÿTribes
=>?@ABÿBstillQ?PP
KDOQ>DPÿSD
control most BQÿDofEÿthe
QGAÿ@business
NB?OABBÿthatQGHQÿtQ>ranspires
HOBW?>ABÿ?inOÿtheQGAÿKcity?QJÿHasBÿQthey
GAJÿTDwork >LÿHagainst
UH?OBQÿAeach
HKGÿDotherQGA>ÿ?inOÿBsecret.
AK>AQXÿ^G While?PAÿAeach
HKGÿEfamily
HS?PJÿKcente
AOQA>rÿ?isBÿNusually
BNHPPJÿKcomprised
DSW>?BAIÿDofE
>relatives
APHQ?RABÿ@byJÿ@blood PDDIÿDor>ÿSH >>?HUA[ÿtheir
marriage, QGA?>ÿAemployees
SWPDJAABÿare H>AÿHalsoPBDÿKcons
DOB?idered
IA>AIÿtoQDÿbe @Aÿ_"within
T?QG?OÿtheQGAÿfamily,"
EHS?PJ[`ÿBsoDÿPlong
DOUÿHasBÿthey
QGAJÿ>remain
ASH?Oÿloyal.
PDJHPXÿThe
=GAÿTribes
=>?@ABÿDoperate WA>HQAÿwithout
T?QGDNQÿHa
Nunified
O?VAIÿBsymbol
JS@DPÿDor>ÿ@banner,
HOOA>[ÿHandOIÿQtheir
GA?>ÿ?interests
OQA>ABQBÿPlie?Aÿ?inOÿEfencing
AOK?OUÿBstolen
QDPAOÿUgoods,
DDIB[ÿ?importing
SWD>Q?OUÿHand OIÿproviding
W>DR?I?OUÿvice,
R?KA[ÿHand OIÿcontrolling
KDOQ>DPP?OUÿQthe
GAÿWpopulace
DWNPHKAÿQthrough
G>DNUGÿconfusion,
KDOENB?DO[
?intimidation,
OQ?S?IHQ?DO[ÿHand OIÿEfear.
AH>X
=The
GAÿZH >IDDOÿEfamily
Mardoon HS?PJÿ?isBÿHaÿWpowerhouse
DTA>GDNBAÿDofEÿKcrime >?SAÿT? QG?Oÿthe
within QGAÿa> HJ?OUÿ^?
Graying PIPHOIB[ÿthanks
Wildlands, QGHOLBÿtoQDÿ?itsQBÿRvast
HBQÿOnetwork
AQTD>LÿDofEÿEforeign
D>A?UOÿcontacts
KDOQHKQBÿHasBÿTA wellP
PÿHasBÿ?itsQBÿWprosperous
>DBWA>DNB
HallPP?iance
HOKAÿT? QGÿQthe
with GAÿZJ >?HIXÿbO
Myriad. DTOÿEforD>ÿ>relentless
Known APAOQPABBÿbusiness
@NB?OABBÿHacumen KNSAOÿHand OIÿHaÿlove
PDRAÿDofEÿAenforceable
OED>KAH@PAÿKcontracts,
DOQ>HKQB[ÿthe QGAÿZH >IDDOBÿTD
Mardoons NPIÿ>rather
would HQGA>ÿBshake
GHLAÿGhands HOIBÿthan
QGHOÿBswing
T?OU
@blades.
PHIABXÿcEven RAOÿBso,D[ÿTG
whenAOÿKcontracts
DOQ>HKQBÿHare>Aÿ@broken,
>DLAO[ÿAexamples
dHSWPABÿSN must BQÿ@beAÿSH
made,IA[ÿHand OIÿBsuch
NKGÿKcircumstances
?>KNSBQHOKABÿIdemand ASHOIÿaHÿ@bloody PDDIJÿBshow.
GDTXÿThe
=GAÿfamily
EHS?PJÿEfoD>rtune QNOAÿ?isBÿSH
made IAÿEfrom
>DS
@brothels,
>DQGAPB[ÿjewels,
eATAPB[ÿHand OIÿthe
QGAÿBslave
PHRAÿtrade,
Q>HIA[ÿDoften
EQAOÿBspecializing
WAK?HP?f?OUÿ?inOÿexotic AdDQ?KÿVfinds
OIBÿEfrom>DSÿgG D>GHBÿHand
Xhorhas OIÿ@beyond.
AJDOIXÿhLeadership
AHIA>BG?Wÿis?BÿBshared
GH>AIÿ@between
AQTAAOÿhLord D>IÿiOAnselm BAPSÿZH >IDDO[
Mardoon,
b> ?ASG?PIAÿZH
Kriemhilde >IDDO[ÿjW
Mardoon, GAP?HÿZH
Ophelia >IDDO[ÿkA
Mardoon, S?BÿZH
Oemis >IDDO[ÿHand
Mardoon, OIÿMN ENBÿZH
Rufus >IDDOX
Mardoon.

=The
GAÿ\Q QDPDQÿEfamily
Uttolot HS?PJÿ>rose
DBAÿQtoDÿWprominence
>DS?OAOKAÿQthroughG>DNUGÿHaÿOnetwork
AQTD>LÿofDEÿEfamilial
HS?P?HPÿtradeQ>HIAÿHalPPliances,
?HOKAB[ÿSH L?OUÿ?itQÿthe
making QGAÿEforemost
D>ASDBQÿ?importer
SWD>QA>ÿDofEÿUgoods
DDIBÿdifficult
I?lKNPQÿtoQDÿVfind OIÿthQG?isBÿfar
EH>ÿOnorth
D>QG
DEÿthe
of QGAÿAempire.
SW?>AXÿmItQÿKcontrols
DOQ>DPBÿthe QGAÿUgates
HQABÿthrough
QG>DNUGÿtheQGAÿnN HOOHGÿo>
Quannah AHKG[ÿHand
Breach, OIÿHanyone
OJDOAÿwhoTGDÿWpassesHBBABÿ?into
OQDÿorD>ÿDoutNQÿDofEÿQthe
GAÿ>region
AU?DOÿSN
mustBQÿWpayHJÿtolls
QDPPBÿQtoDÿQthe
GAÿ\Q QDPDQB[ÿSH
Uttolots, L?OU
making
Qthem
GASÿHaÿOnecessary
AKABBH>JÿWpartnerH>QOA>ÿtoQDÿthe
QGAÿother
DQGA>ÿEfamilies
HS?P?ABÿTG AQGA>ÿthey
whether QGAJÿPlike
?LAÿ?itQÿorD>ÿOnot.
DQXÿThey
=GAJÿIdabble
H@@PAÿ?inOÿWpoaching
DHKG?OUÿIdangerous
HOUA>DNBÿ@beasts AHBQBÿHand
OIÿSD OBQA>B[ÿand
monsters, HOIÿDoften EQAOÿKclash
PHBGÿwith
T?QG
Qthe
GAÿGhunters
NOQA>BÿDofEÿtheQGAÿa> AJQ>HIA>ÿ\O
Greytrader ?DO[ÿHaÿcollective
Union, KDPPAKQ?RAÿDofEÿcitizens
K?Q?fAOBÿwho TGDÿTHwant OQÿQtoDÿ?improve
SW>DRAÿPlife ?EAÿEforD>ÿthe
QGAÿWpeople
ADWPAÿDofEÿShadycreek
FGHIJK>AALÿMN RunOX.ÿ
\O
UnlikeP?LAÿthe
QGAÿother
DQGA>ÿEfamilies,
HS?P?AB[ÿQthe GA
\Q QDPDQBÿ>reAPlyJÿDonOÿthe
Uttolots QGAÿa> NIUAÿaH
Grudge GangOUÿDofEÿFShadycreek
GHIJK>AALÿEforD>ÿSD most BQÿDofEÿtheir
QGA?>ÿSN BKPAXÿhLeadership
muscle. AHIA>BG?Wÿ?isBÿBshared GH>AIÿ@between
AQTAAOÿhLord D>IÿZ? PDBÿ\Q
Milos QDPDQ[ÿZ?
Uttolot, >Hÿ\Q
Mira QDPDQ[ÿHand
Uttolot, OIÿ]Jagoda
HUDIH
\Q QDPDQX
Uttolot.

=The
GAÿ=Trebain
>A@H?OÿEfamily
HS?PJÿ?isBÿthe
QGAÿSDmostBQÿKcovert
DRA>QÿofDEÿthe
QGAÿGhouses,
DNBAB[ÿWpreferring
>AEA>>?OUÿQtoDÿIdoDÿ?itsQBÿ@business
NB?OABBÿthrough
QG>DNUGÿ?intermediaries
OQA>SAI?H>?ABÿHand OIÿGhired
?>AIÿSN BKPAXÿmItQÿPlives
muscle. ?RABÿ@beyond
AJDOIÿthe QGAÿ@boundaries
DNOIH>?AB
DEÿthe
of QGAÿKcity,
?QJ[ÿIdeep
AAWÿT? QG?Oÿthe
within QGAÿFSavalirwood,
HRHP?>TDDI[ÿ?inOÿHaÿOnetwork
AQTD>LÿDofEÿGhomesteads
DSABQAHIBÿBsurroundingN>>DNOI?OUÿaHÿBstronghold
Q>DOUGDPIX.ÿ=The GAÿ=Trebain
>A@H?OÿEfamily
HS?PJÿEfocuses
DKNBABÿDonOÿKcontrolling
DOQ>DPP?OUÿGhunting NOQ?OUÿUgrounds
>DNOI
and harvesting relics from the ruins of Molaesmyr. The family's interests put it in constant conflict with the Uttolot family and the Greytrader Union. The
triangle of animosity between the Uttolots, Trebains, and Greytraders sometimes makes for strange all iances - after all, the enemy of my enemy is my
friend, no matter how temporary that bond might be. Leadership of the fami ly is shared between Lord Oarko Trebain, Juraj Trebain, Tatia Trebain, and
Zorka Trebain .

The Jagentoth family has earned a reputation for befng especially brutal and unforgiving. Its members publicly execute perceived traitors and high-· -·~
competitors, but prom ise great rewards in exchange for absolute loyalty. The family's most successful business ventures include assassination,
cultivating and distributing illicit substances, and slavery (which puts them in direct competition with the Mardoon family) . Leadership is shared between
Lady Sulia Jagentoth, Reese Jagentoth, Numa Jagentoth, and lonos Jagentoth.

Goals

Conflict between the families is a constant in Shadycreek Run, but the apparent absence of Myriad activity has given the Tribes a unique opportunity to
expand their horizons - and their influence. Lately, the Tribes have occasionally endured each other long enough to embark on joint ventures into the
empire to rekindle old alliances with the Myriad.

Some see this age of tenuous cooperation as a chance to escape from the long shadow of the Myriad and stand alongside them as equals, but others
fear that forging new bonds with the Myriad will just give it the freedom to destroy the Tribes from within.

Relationships

The Tribes endure each other in order to maintain a level of civility within the otherwise cutthroat streets of Shadycreek Run, but they are each on the
lookout for ways to subvert or weaken their opposition and become the city's dominant family.

All members of the Tribes are documented criminals within the empire, with bounties to match . Travel within the borders of Western Wynandir is
dangerous for these criminal overlords, but each family has their own connections within the major cities of the empire that enable business.

In the past, the Myriad has oft attempted to subjugate the Tribes, but it has been rebuked time after time. The Tribes are too proud of their well-oiled
engine of vi ce to permit the Myriad to take over. Even though the Tribes are pursuing new alliances with the Myriad, the people of Shadycreek Run fear that ,
conflict between these shady powers is inevitable.

YFigures
-1*574ÿ?ofAÿIInterest
0,7574,
DLife
-A7ÿ-in0ÿEShadycreek
</39)577Mÿ-is4ÿ=perpetually
75=7,*/++9ÿ3dangerous
/0175?*4ÿAfor?5ÿthe ,<7ÿ>7 >6754ÿ?ofAÿthe
members ,<7ÿNTribes,
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where .759ÿ4smile
>-+7ÿ<hides
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0,70,C
Z[ \]^_`ÿb`
Ophelia cdeef
Mardoon
H7 *,5/+ÿ7evil,
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7>/+7ÿ,tiefling
-7L-01
g0
One 7ÿ?ofAÿthe
,<7ÿ>?most 4,ÿ=prominent
5?>-070,ÿ>7 >6754ÿ?ofAÿthe
members ,<7ÿ@/ 53??0ÿAfamily,
Mardoon />-+98ÿg= <7+-/ÿ)commands
Ophelia ?>>/034ÿthe ,<7ÿXEstate
4,/,7ÿESybaritic
96/5-,-)ÿto,?ÿthe,<7ÿ0north
?5,<ÿ?ofAÿEShadycreek
</39)577MÿG* Run0C .ÿ
h7 3?0-4,-)ÿ/and
Hedonistic 03
Aforceful,
?5)7A*+8ÿ4she <7ÿ3does ?74ÿ0not?,ÿ7enjoy
0S?9ÿ6being7-01ÿ3denied
70-73ÿ/and03ÿ<has/4ÿthe
,<7ÿ4skills
M-++4ÿ/and
03ÿ)connections
?007),-?04ÿto,?ÿ7ensure
04*57ÿthat
,</,ÿ4she
<7ÿ1gets
7,4ÿ;< /,7.75ÿ4she
whatever <7ÿ3desires.
74-574Cÿg0
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,<7ÿ>?
more 57ÿ/ambitious
>6-,-?*4
>7 >6754ÿ?ofAÿthe
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?*478ÿg= <7+-/ÿ<has
Ophelia /4ÿ>/ 37ÿ/aÿ0number
made *>675ÿ?ofAÿ)contacts
?0,/),4ÿ-in0ÿthe
,<7ÿV- +37>?*0,ÿ)criminal
Wildemount 5->-0/+ÿ;? 5+3ÿ?outside
world *,4-37ÿthe ,<7ÿJ5 79-01ÿV-
Greying +3+/034C
Wildlands.

iJagoda
`jed`ÿkl le^el
Uttolot
K< /?,-)ÿ7evil,
Chaotic .-+8ÿ>/male +7ÿ<half-ore
/+AW?5)
FJagoda
/1?3/ÿ-is4ÿ/aÿ>/ master 4,75ÿ<hunter
*0,75ÿ/and
03ÿ7expert
P=75,ÿ?on0ÿthe
,<7ÿterrifying
,755-A9-01ÿ6beasts
7/4,4ÿthat
,</,ÿ;/ 0375ÿthrough
wander ,<5?*1<ÿthe,<7ÿESavalirwood,
/./+-5;??38ÿ*using 4-01ÿ<his-4ÿ4skills
M-++4ÿto,?ÿtrack
,5/)Mÿ/and
03ÿ)capture
/=,*57ÿ5rare/57ÿ)creatures
57/,*574ÿfor
A?5
<his-4ÿAfamily
/>-+9ÿto,?ÿ4sell.
7++CÿJ+ 77A*+ÿ-in0ÿ<his-4ÿ6brutality
Gleeful 5*,/+-,9ÿ/and
03ÿ=prone
5?07ÿto,?ÿ-ignore
10?57ÿthe,<7ÿ1graces
5/)74ÿ?ofAÿ3diplomatic
-=+?>/,-)ÿ5relations,
7+/,-?048ÿFJagoda
/1?3/ÿ<has /4ÿ?occasionally
))/4-?0/++9ÿ1gotten?,,70ÿ<himself
->47+Aÿ-into
0,?ÿtrouble
,5?*6+7ÿthat
,</,
,<7ÿ5rest
the 74,ÿ?ofAÿ<his-4ÿAfamily
/>-+9ÿ<has /4ÿ<had
/3ÿto,?ÿ3dig-1ÿ<him
->ÿ?out*,ÿ?of.AC
mLord
ecdÿn` coeÿpTrebain
Darko c]q`_f
DLa/;Awful neutral,8
* +
ÿ0 7* ,5 / +ÿ>/
male +7ÿ<human
*>/0
NThe
<7ÿ7elder
+375ÿ?ofAÿthe
,<7ÿNTrebain
576/-0ÿAfamily,
/>-+98ÿr/ 5M?ÿ<helms
Darko 7+>4ÿthe ,<7ÿ7efforts
AA?5,4ÿto,?ÿ7excavate
P)/./,7ÿthe,<7ÿ5ruins
*-04ÿ?ofAÿ@? +/74>95ÿAfrom
Molaesmyr 5?>ÿ;- ,<-0ÿ<his-4ÿ>*
within 47*>W+-M7ÿ>/
museum-like 04-?0Cÿh7
mansion. Heÿ-is4ÿ?obsessed
6474473ÿ;- ,<
with
,<7ÿ4secrets
the 7)57,4ÿ?ofAÿthe ,<7ÿ6blight
+-1<,ÿ?on0ÿthe
,<7ÿESavalirwood,
/./+-5;??38ÿ/and 03ÿ<he's
7T4ÿ)convinced
?0.-0)73ÿthat,</,ÿ-it,ÿ;/
was4ÿ)caused
/*473ÿ6by9ÿthe
,<7ÿ7elves
+.74ÿ?ofAÿ@? +/74>95ÿtampering
Molaesmyr ,/>=75-01ÿ;- ,<ÿ>-
with 4*03754,??3ÿ>/
misunderstood 1-)4Cÿh7
magics. He
<hopes
?=74ÿto,?ÿ3discover
-4)?.75ÿthe ,<7ÿ4source
?*5)7ÿ?ofAÿthe ,<7ÿ)corruption
?55*=,-?0ÿ/and 03ÿ+learn
7/50ÿ<how
?;ÿto,?ÿ;7 /=?0-Q7ÿ-it.,CÿV-
weaponize ,<ÿ4such
With *)<ÿ=power
?;75ÿ/at,ÿ<his-4ÿ3disposal,
-4=?4/+8ÿthe
,<7ÿ5rise
-47ÿ?ofAÿthe
,<7ÿNTrebains
576/-04ÿ;? would*+3ÿ6be7
*unstoppable.
04,?==/6+7C
slonos
efetÿiJagentoth
`j]flel\
Lawful evil, male half-elf

ÿ<->47+Aÿ,<7ÿ>/4,75ÿ?Aÿ,<7ÿA/>-+9T4ÿ3-4,5-6*,-?0ÿ07,;?5MCÿI04=-573ÿ,?ÿ7P=/03ÿ,<7ÿ6*4-074
Known for his skills in negotiation and deceit, lonos has proven himself the master of the family's distribution network. Inspired to expand the business
alliances of the Jagentoth family far beyond the northern edges ÿ
?ofAÿthe
,<7ÿr;703/+-/0ÿXEmpire,
Dwendalian >=-578ÿIlonos
?0?4ÿ<has
/4ÿ6been
770ÿ>/M-01ÿ/arrangements
making 55/017>70,4ÿ;-,<ÿ@9
with 5-/3ÿ?operatives
Myriad =75/,-.
while simultaneously rootihg out Myriad Influence in those same drcles. Either the noose Is about to tighten, or he's designed a brilliant ploy to eliminate ?7+,,+342ÿB,56ÿ25ÿ-,+0+432-
the competition.

Library of the Cobalt Soul

G4 :-7ÿ2the
Under 4,+8*2-4+48ÿ/scriptures
*-ÿ-enlightening <7+B217-/ÿ5ofDÿHloun,
514@ÿthe
2*-ÿI4 5)+48ÿ9-
Knowing 4257@ÿteachers,
Mentor, 2-3<*-7/@ÿBpriests,
7+-/2/@ÿ3and
4:ÿ05 4J/ÿ)*
monks who5ÿ*have
3K-ÿ?been
--4ÿ:drawn73)4ÿto25ÿ2the
*-ÿ<calling
3,,+48ÿ5ofDÿtruth
2712*ÿ3and4:ÿJknowledge
45),-:8-
/spend
B-4:ÿ2their*-+7ÿ,lives
+K-/ÿ2train
73+4+ing
48ÿ)+ 2*+4ÿ2the
within *-ÿCLibrary
+?7376ÿ5ofDÿ2the
*-ÿE5 ?3,2ÿSoul.
Cobalt F51,=ÿL3 2*-7ÿthan
Rather 2*34ÿ3aÿ/single
+48,-ÿBphysical
*6/+<3,ÿ?building,
1+,:+48@ÿthe
2*-ÿCLibrary
+?7376ÿ5ofDÿ2the
*-ÿE5 ?3,2ÿFSoul
Cobalt 51,ÿ+Is/ÿ3aÿcollective
<5,,-<2+K-ÿ2term
-70ÿDfor57
2the
*-ÿ1universal
4+K-7/3,ÿJknowledge
45),-:8-ÿ3and 4:ÿBphilosophies
*+,5/5B*+-/ÿ1upheldB*-,:ÿ?by6ÿ2those
*5/-ÿ)* who 5ÿDfollow
5,,5)ÿHloun's
514A/ÿteachings.
2-3<*+48/=ÿMThe *-ÿE5 ?3,2ÿFSoul
Cobalt 51,ÿ+is/ÿ8guided
1+:-:ÿ?by6ÿa3ÿcentral
<-4273,ÿ?belief
-,+-Dÿthat
2*32ÿ2true
71-ÿ/strength
27-482*ÿ+Is/
D514:ÿ+in4ÿ1understanding
found 4:-7/234:+48ÿ2the *-ÿ)5 7,:ÿ3around
world 7514:ÿ6you.
51=ÿN- /B+2-ÿ2their
Despite *-+7ÿ+idealism.
:-3,+/0@ÿthe2*-ÿBpursuit
17/1+2ÿof5Dÿtruth
2712*ÿ+is/ÿ*hampered
30B-7-:ÿ?by6ÿthe2*-ÿ7realities
-3,+2+-/ÿ5ofDÿ,life
+D-ÿ+in4ÿthe
2*-ÿ-empire:
0B+7-OÿBpolitics.
5,+2+</@
Bpropaganda,
75B3834:3@ÿ3and 4:ÿ2the*-ÿ:dangers
348-7/ÿ5ofDÿ2the
*-ÿ)+ ,:-74-//=
wilderness.

MThe
*-ÿE5 ?3,2ÿFSoul
Cobalt 51,ÿ+is/ÿ?based
3/-:ÿ+in4ÿL- PP-42710ÿ?but12ÿoperates
Rexxentrum 5B-732-/ÿ2throughout
*7518*512ÿ2the *-ÿ-empire
0B+7-ÿ3and4:
3across
<75//ÿ2the *-ÿ)*
whole5,-ÿ5ofDÿ>Exandria.
P34:7+3=ÿTemples
M-0B,-/ÿto25ÿHloun
514ÿ1under
4:-7ÿthe2*-ÿ03 438-0-42ÿ5ofDÿ2the
management *-ÿE5 ?3,2
Cobalt
FSoul
51,ÿ3act<2ÿas
3/ÿ03 //+K-ÿ,libraries
massive +?737+-/ÿ<called
3,,-:ÿ3archives.
7<*+K-/@ÿ1usually
/13,,6ÿ,located
5<32-:ÿ+lh4ÿ,larger
378-7ÿ<cities
+2+-/ÿ3and
4:
<cultural
1,2173,ÿ<centers.
-42-7/=ÿHIts2/ÿ0- 0?-7/ÿ<come
members 50-ÿDfrom
750ÿ3all,,ÿwalks
)3,J/ÿ5ofDÿ,life
+D-ÿ3and
4:ÿ3are7-ÿ-expected
PB-<2-:ÿto25ÿ3assist
//+/2ÿ+in4
2*-ÿ03
the +42-434<-@ÿ5organization,
maintenance, 7834+Q32+54@ÿ3and 4:ÿBprotection
752-<2+54ÿ5ofDÿthe
2*-ÿarchives.
37<*+K-/=ÿHIts2/ÿ/satellite
32-,,+2-ÿ3archives
7<*+K-/
<collect
5,,-<2ÿ3artifacts
72+D3<2/ÿ3and 4:ÿ7research
-/-37<*ÿinformation
+4D57032+54ÿboth?52*ÿ*historical
+/257+<3,ÿ3and 4:ÿ<contemporary
542-0B57376ÿalong 3,548ÿ2the
*-
9- 438-7+-ÿE5
Menagerie Coast3/2ÿ3and4:ÿ+in4ÿthe
2*-ÿ:distant
+/2342ÿ,lands
34:/ÿof5DÿTal'Dorei,
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//6,Ira,
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-654:=
R7 <*+K+/2/ÿact
Archivists 3<2ÿ3as/ÿ3administrators
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23/J/@ÿoverseeing
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training -)ÿ0- 0?-7/@ÿ3and
members, 4:ÿ-even
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-852+32+48ÿDfor57ÿ5or7ÿBpurchasing
17<*3/+48ÿ3artifacts
72+D3<2/ÿ3and4:ÿ7records
-<57:/
Sÿ
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often 750ÿthose
2*5/-ÿ1unaware
43)37-ÿ5ofDÿ2their
*-+7ÿtrue
271-ÿKvalue.
3,1-=

TLIBRARY
UVWXWYÿ[\
OFÿ
]^_
THEÿ̀[VXT]ÿa[bT
COBALT SOUL

M*-ÿ054J/ÿ5Dÿ2*-ÿE5?3,2ÿF51,ÿ37-ÿ2*-ÿ-4,+8*2-4-:ÿJ45),-:8-c/--J-7/ÿ5Dÿ2*-+7ÿ57:-7=ÿM*-6ÿ7-/-37<*ÿB,3<-/ÿ)*-7-ÿ34<+-42ÿJ45),-:8-ÿ<51,:ÿ?-ÿ*+::-4ÿ34:
The monks of the Cobalt Soul are the enlightened knowledge-seekers of their order. They research places where ancient knowledge could be hidden and
,lead
-3:ÿ,large-scale
378-c/<3,-ÿ-expeditions
PB-:+2+54/ÿto25ÿthese 2*-/-ÿBplaces.
,3<-/=
>Expositors
PB5/+257/ÿ3are7-ÿ2the*-ÿ<covert
5K-72ÿ3agents
8-42/ÿ5ofDÿ2the
*-ÿE5 ?3,2ÿFSoul.
Cobalt 51,=ÿThese
M*-/-ÿ-enlightened
4,+8*2-4-:ÿ+Infiltrators
4d,273257/ÿ-extractP273<2ÿ+information
4D57032+54ÿ2that *32ÿ5others
2*-7/ÿwould
)51,:ÿJkeep--Bÿ/secret
-<7-2ÿ3and 4:ÿ1use
/-ÿthei
2*-+7r
4newfound
-)D514:ÿJknowledge
45),-:8-ÿ2to5ÿbetter ?-22-7ÿ2the*-ÿ)5 7,:=ÿAs
world. R/ÿ03 /2-7/ÿ5ofDÿ3acquisitions,
masters <e1+/+2+54/@ÿ-expositors
PB5/+257/ÿ3answer 4/)-7ÿ5only
4,6ÿtheir
2*-+7ÿf+ 8*ÿCurator.
High E173257=
R2
At ÿ 2the
*-ÿtop
25Bÿ5ofDÿ-each
3<*ÿArchive
R7<*+K-ÿ+is/ÿ3aÿf+ 8*ÿE1
High 73257@ÿ)*
Curator, who 5ÿ:dictates
+<232-/ÿthe
2*-ÿR7 <*+K-A/ÿ8goals
Archive's 53,/ÿto25ÿ/subordinates
1?57:+432-/ÿand 34:ÿ1uses/-/ÿ2this
*+/ÿBpower
5)-7ÿto25ÿ3assign
//+84ÿ03 7J/ÿto25ÿ-expositors.
marks PB5/+257/@ÿ5outline
12,+4-
3allies
,,+-/ÿ3and4:ÿ-enemies
4-0+-/ÿto25ÿtheir 2*-+7ÿ3archivists,
7<*+K+/2/@ÿ3and 4:ÿapprove
3BB75K-ÿthe 2*-ÿ-expeditions
PB-:+2+54/ÿBproposed
75B5/-:ÿ?by6ÿ05 monks. 4J/=
MThe
*-ÿE5 ?3,2ÿFSoul
Cobalt 51,ÿ)3
was /ÿDfounded
514:-:ÿ)+ 2*+4ÿthe
within 2*-ÿJulous
g1,51/ÿN5 0+4+54ÿ?before
Dominion -D57-ÿ2the
*-ÿ4nation
32+54ÿDfell-,,ÿto25ÿthe
2*-ÿ3armies
70+-/ÿof5Dÿ2the
*-ÿN)- 4:3,+34ÿ>Empire.
Dwendalian 0B+7-=ÿMThe*-ÿN)- 4:3,+34ÿCrown
Dwendalian E75)4ÿpermitted
B-70+22-:
2the
*-ÿE5 ?3,2ÿFSoul
Cobalt 51,ÿ2to5ÿ?be-ÿ3assimilated
//+0+,32-:ÿ+into
425ÿ2the*-ÿ/social
5<+3,ÿ*hierarchy
+-737<*6ÿ5ofDÿ2the
*-ÿ-empire
0B+7-ÿ7rather
32*-7ÿthan2*34ÿ:destroying
-/2756+48ÿit.+2=ÿMThis
*+/ÿ)3
was/ ÿ4not52ÿ3an4ÿact
3<2ÿof5Dÿ0- 7<6@ÿ?but12ÿ3aÿBpolitical
mercy, 5,+2+<3,ÿ03 4-1K-7h
maneuver;
2*-ÿE5
the ?3,2ÿFSoul
Cobalt 51,ÿ)3
was /ÿ3allowed
,,5)-:ÿto25ÿ/survive
17K+K-ÿonly
54,6ÿ2to5ÿBprovide
75K+:-ÿ3aÿ/sense
-4/-ÿ5ofDÿ4normalcy
5703,<6ÿ3and4:ÿ3appeaseBB-3/-ÿthe 2*-ÿ7restless
-/2,-//ÿpopulace.
B5B1,3<-=
MThe
*-ÿCLibrary
+?7376ÿ*has3/ÿ<continued
542+41-:ÿ2to5ÿ)5 work 7Jÿ)+ 2*ÿ3and
with 4:ÿ1under
4:-7ÿthe
2*-ÿempire
-0B+7-ÿ5out12ÿ5ofDÿ4necessity,
-<-//+26@ÿ?but12ÿ+its2/ÿ3archivists
7<*+K+/2/ÿ3are7-ÿ/sawy
3KK6ÿBpolitical
5,+2+<3,ÿBplayers
,36-7/ÿSÿ - )* -4-K-7ÿBpossible,
whenever 5//+?,-@ÿthey
2*-6ÿ3avoid
K5+:
03
making J+48ÿ05 K-/ÿ2that
moves *32ÿ<could51,:ÿBput12ÿ2them
*-0ÿ+in4ÿ:danger
348-7ÿ5ofDÿ?being
-+48ÿ-exploited
PB,5+2-:ÿ?by6ÿthe
2*-ÿE7 5)4ÿ5or7ÿ2the
Crown *-ÿE- 7?-71/ÿAssembly.
Cerberus R//-0?,6=ÿi5 )*-7-ÿ+is/ÿ2this
Nowhere *+/ÿtens
2-4/+ion
54ÿ05more 7-ÿ3apparent
BB37-42ÿthan
2*34ÿ+in4
2the
*-ÿKvery-76ÿ-existence
P+/2-4<-ÿ5ofDÿ2the *-ÿ0+ ,+2342ÿ2truth-seekers
militant 712*c/--J-7/ÿof5Dÿthe 2*-ÿE5 ?3,2ÿFSoul:
Cobalt 51,Oÿthe
2*-ÿ-expositors
PB5/+257/@ÿrigorously
1 7+85751/,6ÿtrained
273+4-:ÿto25ÿ7root
552ÿ5out12ÿcorruption
<5771B2+54ÿ3and 4:ÿDfalsehoods
3,/-*55:/=.ÿj- *+4:ÿ2the
Behind *-
/scenes,
<-4-/@ÿ3aÿ/silent
+,-42ÿ)3war7 ÿis+/ÿ?brewing
7-)+48ÿ3as/ÿ-expositors
PB5/+257/ÿ?bring7+48ÿthe
2*-ÿ:dark
37Jÿ/secrets
-<7-2/ÿ5ofDÿ2the
*-ÿ-empire's
0B+7-A/ÿ/social 5<+3,ÿ-elite
,+2-ÿ5out12ÿinto
+425ÿthe
2*-ÿ,light.
+8*2=
k53,/
Goals

G4 25,:ÿJknowledge
Untold 45),-:8-ÿ)3 was/ÿ,lost
5/2ÿwhen
)*-4ÿthe
2*-ÿE3,30+26ÿ?brought
Calamity 7518*2ÿ2the
*-ÿAge
R8-ÿ5ofDÿR7<3410ÿ2to5ÿits
Arcanum +2/ÿdfiery
-76ÿ-end,
4:@ÿ3and
4:ÿ/so5ÿ2too
55ÿ)3
was/ ÿthe
2*-ÿ<case
3/-ÿ)* -4ÿHloun
when 514ÿ)3 was/ÿ05 723,,6ÿ)5
mortally 14:-:ÿ+In4
wounded
t2*hat32ÿterrible
2-77+?,-ÿ)37=ÿFSince
war. +4<-ÿthat
2*32ÿ:day,
36@ÿthe
2*-ÿE5 ?3,2ÿFSoul
Cobalt 51,ÿ3and
4:ÿ2their
*-+7ÿBprogenitors
758-4+257/ÿ*have
3K-ÿ/sought
518*2ÿto25ÿ7recover
-<5K-7ÿwhat
)*32ÿ)3 was/ÿ,lost.
5/2=ÿMThey
*-6ÿ*hope
5B-ÿthat,
2*32@ÿ+in4ÿtime,
2+0-@ÿthei
2*-+7rÿtireless
2+7-,-//ÿ-effort
DD572ÿwll
)+,,I
eventually usher all societies to an enlightened future .

ÿ2*-ÿ)57,:ÿSÿ32ÿ,-3/2ÿ+4ÿB372=ÿG4:-7ÿ2*-ÿ81+:34<-ÿ34:ÿ)+/:50ÿ5Dÿ2*-+7ÿB32754ÿ85:@ÿ0-0?
loun is still wounded, but her wisdom and grace has returned to the world - at least in part. Under the guidance and wfsdom of ,their patron god, members
5ofDÿthe
2*-ÿE5?3,2ÿSoul
Cobalt F51,ÿ/seek
--Jÿto25ÿ-enlighten
4,+8*2-4ÿ2themselves
*-0/-,K-/ÿthrough
2*7518*ÿ/study
21:6ÿ3and
4:ÿresearch
7-/-37<*=.ÿThey
M*-6ÿ:devote
-K52-ÿtheir
2*-+7ÿ,lives
+K-/ÿ2to5ÿ/studying
21:6+48ÿthe
2*-ÿmysteries
06/2-7+-/ÿ5ofDÿ2the
*-ÿ)57,:@ÿ3and
world, 4:ÿtu217n4+48
that knowledge to protect it from another Calamity. To this end, the Library makes the immense breadth of knowledge within their archives available to
anyone and everyone who seeks to educate themselves - though some secrets are so potent that they must remain hidden from the public until the ÿ)*2ÿ5DB187ÿD.)81ÿ)*2
proper time.

Empires thrive on misinformation and propaganda, yet it is necessary for the Cobalt Soul to operate within the Dwendalian Empire. As such, the Cobalt 62=ÿI?ÿ?D7*@ÿ)*2ÿ;/B+1)
GSoul
/D1ÿ0/ 6-?ÿto)/ÿ5provide
works 6/C832ÿthe
)*2ÿtruth
)6D)*ÿto)/ÿthose
)*/?2ÿ0*who /ÿ08
will1
1ÿ1listen,
8?)2.@ÿto)/ÿ7covertly
/C26)1<ÿDupdate
53+)2ÿ6revisionist
2C8?8/.8?)ÿ*history,
8?)/6<@ÿ+and
.3ÿto)/ÿ6remove
2:/C2ÿ9false
+1?2ÿ8information
.9/6:+)8/.ÿBbefore
29/62ÿ8it)ÿ7can
+.ÿ?spread
562+3ÿtoo
)//ÿ9far.+6=
J. 9/6)D.+)21<@ÿ8imperial
Unfortunately, :5268+1ÿ+agents
42.)?ÿ+and .3ÿ2even
C2.ÿ?spies
582?ÿ9from
6/:ÿ9foreign
/6284.ÿ5powers
/026?ÿ*have
+C2ÿ?successfully
D772??9D11<ÿ8infiltrated
.K1)6+)23ÿthe
)*2ÿALibrary
8B6+6<ÿ/over
C26ÿthe
)*2ÿ7centuries,
2.)D682?@ÿ+and
.3ÿ?some
/:2ÿ/of9ÿtheir
)*286ÿ+attempts
))2:5)?
)/ÿ6rewrite
to +7)ÿ+and
2068)2ÿ9fact .3ÿ*history
8?)/6<ÿ8in.ÿ9favor
+C/6ÿ/of9ÿtheir
)*286ÿ/own
0.ÿ8interests
.)262?)?ÿ*have +C2ÿ?succeeded.
D7722323=ÿLIn.ÿ6response,
2?5/.?2@ÿthe
)*2ÿALibrary
8B6+6<ÿ*has
+?ÿ*had
+3ÿto)/ÿ7construct
/.?)6D7)ÿ+aÿ5powerful,
/0269D1@ÿ*hidden
8332.ÿ9force
/672ÿ/of9
2expositors
M5/?8)/6?ÿto)/ÿ3defend
292.3ÿtheir
)*286ÿtexts
)2M)?ÿ9from
6/:ÿ:+ .85D1+)8/.ÿ+and
manipulation .3ÿDuncover
.7/C26ÿtruths
)6D)*?ÿthat
)*+)ÿ6remain
2:+8.ÿ4guarded.
D+6323=
N21+)8/.?*85?
Relationships

>The
*2ÿALibrary
8B6+6<ÿtries
)682?ÿto)/ÿ6remain
2:+8.ÿ+autonomous,
D)/./:/D?@ÿBbutD)ÿtheir
)*286ÿ+agents
42.)?ÿ08 )*8.ÿthe
within )*2ÿ2empire
:5862ÿ+are62ÿDunder
.326ÿ7constant
/.?)+.)ÿ?siege
8242ÿBby<ÿTheolocrat
>*2/1/76+)ÿO/ Kon .ÿP6 D3+@ÿ+aÿ/once-respected
Bruda, .72Q62?527)23ÿ:/ monk.-ÿ/of9
) * 2 ÿ
;/ B+ 1
)ÿ
G / D1
ÿ0* / ÿ8?ÿ./ 0ÿ R
D ?)ÿ+./ )*26 ÿ7/ 66D 5)ÿ1
+ 7-2 < ÿ/ 9ÿ
)* 2ÿ;6/ 0. =
ÿP6D3+ ÿ+ .3 ÿ)*2ÿ+ 67 *8C8?)? ÿ
0+ 42 ÿ+ÿ SD 8
2 )ÿB +
the Cobalt Soul who is now just another corrupt lackey of the Crown. Bruda and the archivists wage a quiet battle of wills and subterfuge, each trying)
)12ÿ/9ÿ08 1
1? ÿ
+ .3ÿ? D B)269D4 2 @ÿ2+ 7 * ÿ
)6< 8
. 4ÿto)/
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.326:8.2ÿthe )*2ÿ/other.
)*26=ÿ>This
*8?ÿ?situation,
8)D+)8/.@ÿ7combined
/:B8.23ÿ08 )*ÿthe
with )*2ÿ2empire's
:5862T?ÿ2efforts
99/6)?ÿto)/ÿ5prevent
62C2.)ÿthe
)*2ÿ2education
3D7+)8/.ÿ/of9ÿtheir
)*286ÿ5people,
2/512@ÿ*has
+?ÿ7created
62+)23ÿ5palpable
+15+B12ÿDunrest
.62?)
08 )*8.ÿthe
within 8B6+6<=
)*2ÿALibrary.
>The
*2ÿ5perceptive
26725)8C2ÿ2ears +6?ÿ/of9ÿthe
)*2ÿ2expositors
M5/?8)/6?ÿ/often
9)2.ÿ*hear
2+6ÿ6rumors
D:/6?ÿ/of9ÿDunwholesome
.0*/12?/:2ÿ5practices
6+7)872?ÿBbehind
2*8.3ÿ7closed
1/?23ÿ3doors
//6?ÿ08 )*8.ÿthe
within )*2ÿGSoltryce
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Academy .3ÿ/other
)*26ÿ5places
1+72?
Dunder
.326ÿthe
)*2ÿ;2 6B26D?ÿI?
Cerberus ?2:B1<T?ÿ/oversight.
Assembly's C26?84*)=ÿ>The*2ÿALibrary
8B6+6<ÿ8is?ÿ7concerned
/.726.23ÿ+about
B/D)ÿthe
)*2ÿ+assembly's
??2:B1<T?ÿ?secretive
2762)8C2ÿ7cabal
+B+1ÿBbutD)ÿ*has
+?ÿthus
)*D?ÿfar
9+6ÿBbeen
22.ÿDunable
.+B12ÿto)/ÿ8infiltrate
.K1)6+)2ÿ3deep
225
2enough
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D:B26ÿ/of9ÿCvolunteers
/1D.)226?ÿ9from6/:ÿ08 )*8.ÿthe
within )*2ÿALibrary
8B6+6<ÿ*have
+C2ÿ+agreed
46223ÿto)/ÿtravel
)6+C21ÿ3deep
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.)/ÿV* /6*+?ÿ8in.ÿthe
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more 62ÿ+about
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.326?)+.3ÿthe
)*2ÿ1level
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)*62+)ÿthey
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)*2ÿ5people
2/512ÿ/of9ÿW2 ?)26.ÿW<
Western .+.386ÿ+and
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2</.3=ÿX/None.2
/of9ÿthe
)*2ÿCvolunteers
/1D.)226?ÿ*have +C2ÿ<yet2)ÿ6returned.
2)D6.23=
YFigures
84D62?ÿ/of9ÿLInterest
.)262?)
Z5 26+)8.4ÿDunder
Operating .326ÿthe
)*2ÿ08 will1
1ÿ/of9ÿLloun,
/D.@ÿ+and
.3ÿ3driven
68C2.ÿBby<ÿ7curiosity
D68/?8)<ÿ+and.3ÿthe
)*2ÿ3desire
2?862ÿto)/ÿfurther
9D6)*26ÿDuniversal
.8C26?+1ÿDunderstanding,
.326?)+.38.4@ÿthe )*2ÿ3diverse
8C26?2ÿ+agents
42.)?ÿ/of9ÿthe
)*2ÿ;/ B+1)ÿGSoul
Cobalt /D1ÿ?seek
22-ÿto)/
7change
*+.42ÿthe )*2ÿ0/ 613ÿ9for/6ÿthe
world )*2ÿBbetter.
2))26=
[\
High]^ÿ̀a bcdebÿfLoman
Curator egchÿTurray,
iabbcjkÿ[l bcmnÿeofoÿthe
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Zadash s^\tl
Archive
ALawful
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2+6?=ÿu2 He faces increasing pressure to instill his subordinates with loyalty to the Crown, and he is slowly giving in to imperial indoctrination. He fears?
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>*286ÿ.network
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Kan's .1+09D1
dealings and end the feud before it escalates further.

Expositor Sia Kresh


Neutral, female ha/fling

As Yudala Fan's secret right-hand, Sia organizes the expositors of the Rexxentrum Archive. She is determined to root out the infiltrators who would seek to
undermine the leadership of the Library and grab power for the Crown, and she is swift and brutal in her work. Those that know of her fear her, and many
wonder if her methods are crossing a line.

Scars of Scale and Tooth


For hundreds of years, the small, cloistered dragonborn nation of Draconia reigned over the Dreemoth Ravine to the south of Xhorhas, removed from the
troub les of the wastes. The erudite draconbloods of the ruling houses, marked by their intellect, jeweled tails, and ostentatious wealth, looked down from
the floating chain of islands 1hat formed their capito l while the droves of tailless slave dragon born, known as ravenites, to iled away in the ravine below,
gathering resources and serving thelr masters for generations. This structure collapsed around twenty years ago, when the Chroma Conclave, a uni on of
ancient dragons, destroyed Draconia and left the city ruined in the ravine below,

When the Conclave was destroyed, the surviving dragonborn ravenites outnumbered their
previous masters, who were bereft of their former privilege and power. In the uprising that
followed, many draconbloods were executed for their crimes, and others fled to the empire
for asylum. Thus freed from their shackles, the ravenites built a new society adjacent to the
,ruins
/<03ÿ+of4ÿ8the
.2ÿ+old:1ÿ0nation
68<+0ÿ+of4ÿ?, 6;+0<6D
Draconia.

EThe
.2ÿIpast
638ÿ8two
C+ÿ1decades
2;6123ÿ.have 6@2ÿ3seen
220ÿthe
8.2ÿ,rise
<32ÿ+of4ÿ6aÿ0new
2Cÿ3society,
+;<2857ÿFknown
0+C0ÿ6as3ÿthe8.2ÿNScars
;6,3ÿ+of4ÿNScale
;6:2ÿ6and
01
ETooth,
++8.7ÿ6and01ÿ<it8ÿ<is3ÿC, 6; F 21 ÿ> 5ÿ8. 2 ÿ
= ,+ C< 0 = ÿI 6<
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2 08ÿ
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wracked by the growing pains inherent to the dawn of a new nation. The ÿ
+ 4ÿ6ÿ02 Cÿ0 6 8<
+ 0 Dÿ
E .2
N;6,3Oÿ:leadership
Scars' 2612,3.<Iÿ<is3ÿ8tenuous,
20/+/37ÿ6as3ÿ96 many 05ÿ3seek
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:6<9ÿ8the
.2ÿIprestige
,238<=2ÿof+4ÿ:leading
261<0=ÿ8their
.2<,ÿIpeople,
2+I:27ÿ6and
01
1disagreements
<36=,2292083ÿ.have 6@2ÿ:led
21ÿto8+ÿ>bloodshed
:++13.21ÿ>between28C220ÿthe 8.2ÿ0newfound
2C4+/01ÿ;councilors.
+/0;<:+,3DÿEThis
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>building
/<:1<0=ÿ+of4ÿthe
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<85ÿ+of4ÿB6 ,P<8.ÿQ<
Xarzith 8,<:ÿ3slow
Kitril :+Cÿ6and01ÿ4fraught.
,6/=.8DÿNSome
+92ÿ.heroic
2,+<;ÿfigures
R=/,23ÿare
6,2ÿ3seeking
22F<0=ÿto8+
2establish
386>:<3.ÿ6aÿ>better
2882,ÿ1direction
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.2ÿ,ravenites,
6@20<8237ÿC. while others fled to the empire to seekÿ
<
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2882,
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+,8/023ÿaway6C65ÿfrom 4,+9ÿthe8.2ÿ<infighting
0R=.8<0=ÿ<in0ÿtheir
8.2<,ÿhomeland.
.+92:601DÿEThe .2ÿC6
war,ÿ>between
28C220ÿ.8the
.2ÿQ, 50ÿand
Kryn 601ÿthe8.2
2empire
9I<,2ÿ.has 63ÿ;closed
:+321ÿthe8.2ÿ>border
+,12,ÿIpass
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Wynandir, .2ÿ,ravenites
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8to+ÿ;coexist
+2M<38ÿ6and01ÿ8thrive
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warfare 0=/:43ÿ8them.
.29D
STUVSÿXYÿSTUZ[ÿU\]ÿ^XX^_
SCARS OF SCALE ANO TOOTH

`+6:3
Goals

EThe
.2ÿconflicting
;+0H<;8<0=ÿ=goals
+6:3ÿ+of4ÿ8the
.2ÿNScars'
;6,3Oÿ:leaders
2612,3ÿ.have
6@2ÿIplaced:6;21ÿ8their
.2<,ÿ0nascent
63;208ÿ3settlement
288:29208ÿ<in0ÿIperil.
2,<:DÿaEvery
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ld-be ,/:2,ÿC6 083ÿ3something
wants +928.<0=ÿ1different
<442,208ÿ4for+,ÿtheir
8.2<,ÿIpeople
2+I:2
6and
01ÿ.has
63ÿ3sufficient
/c;<208ÿ3support
/II+,8ÿC< 8.<0ÿtheir
within 8.2<,ÿ4faction
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6/32ÿ8the
.2ÿ3streets
8,2283ÿ+of4ÿB6 ,P<8.ÿQ<
Xarzith 8,<:ÿ8to+ÿ,run
Kitril /0ÿ,red
21ÿC< 8.ÿ,ravenite
with 6@20<82ÿ>blood,
:++17ÿ<it4ÿthey
8.25ÿ3so+ÿ1desired.
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NSome
+92ÿ6amid
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8.2ÿQ< 8,<:<603ÿare
Kitrilians 6,2ÿ+outraged
/8,6=21ÿ+over
@2,ÿ0news
2C3ÿthat 8.68ÿ6aÿ96 33<@2ÿ0number
massive /9>2,ÿ+of4ÿravenite
,6@20<82ÿ6and 01ÿ1draconblood
,6;+0>:++1ÿ,refugees
24/=223ÿ.have 6@2ÿ>been
220ÿrelocated
,2:+;6821ÿto8+ÿ6aÿ3shantytown
.60858+C0ÿ;called
6::21
ETalonstadt.
6:+038618Dÿd+Not8ÿ+only
0:5ÿ<is3ÿ8the
.2ÿtreatment
8,2689208ÿ+of4ÿtheir
8.2<,ÿFkin<0ÿ/unfair
046<,ÿ6and
01ÿlnhumane,
<0./96027ÿ>but/8ÿthis
8.<3ÿ96 F23.<48ÿsettlement
makeshift 3288:29208ÿIpractically
,6;8<;6::5ÿ3stradd
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.2ÿ?C2 016:<60ÿaEmpire's
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6382,0
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+,12,7ÿand
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6:+038618ÿC< :
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will soon become the first casualty of a Kryn invasion.ÿQ,5 0 ÿ
< 0 @ 6 3<+ 0 D
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monstrosities 8.2ÿB. +,.63<60ÿC6
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wastes ;60ÿ3sense
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.2ÿIpower
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Draconia's 46::DÿXarzith
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9< :<86,57ÿG/38ÿ6ÿ:+ + 32 ÿ9< :
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<9< 837 ÿ
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military, just a loose m il itia of hunters and trappers, This leaderless force is stretched to its limits, and more hunters are lost every day to opportunistic, 3ÿ6,2 ÿ:+ 3 8
ÿ2@ 2,5ÿ1 6 5ÿ
8+ ÿ+ II +,8/0<38<;
9+ 0382,3Dÿf/
monsters. 83<12ÿ6ald<1ÿis<3ÿ/urgently
Outside ,=208:5ÿrequired,
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g/6>>:<0=ÿ;councilors
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whose .25ÿ3should
.+/:1ÿ,request.
2g/238D
A2:68<+03.<I3
Relationships

A/ 9+,3ÿ+of4ÿthe
Rumors 8.2ÿ?C2 016:<60ÿaEmpire
Dwendalian 9I<,2ÿ9< 38,268<0=ÿ1dragonborn
mistreating ,6=+0>+,0ÿ,ravenites
6@20<823ÿ.have6@2ÿ>bred
,21ÿa6ÿ.heavy
26@5ÿ1distaste
<386382ÿ4for+,ÿQ<0=ÿ?C2
King 016:ÿand
Dwendal 601ÿ.his<3ÿ0nation.
68<+0DÿThe
E.2ÿempire
29I<,2ÿ.has63ÿ,recently
2;20
3sent
208ÿ2emissaries
9<336,<23ÿ8to+ÿ,request
2g/238ÿ6an0ÿ6alliance
::<60;2ÿ6against
=6<038ÿ8the
.2ÿ1dynasty,
5063857ÿbut
>/8ÿQ,
Kryn50ÿ1diplomats
<I:+9683ÿ.have
6@2ÿalso
6:3+ÿarrived
6,,<@21ÿ<in0ÿB6 ,P<8.ÿQ<
Xarzith Kit8
,ril,<:7ÿ3seeking
22F<0=ÿ4friendship
,<2013.<Iÿand 601ÿ+offering
442,<0=ÿto8+ÿ6aid<1ÿthe
8
1dragonborn
,6=+0>+,0ÿ<in0ÿ8their
.2<,ÿ2efforts
44+,83ÿ8to+ÿ,rebuild
2>/<:1D.ÿThe
E.2ÿScars
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6@2ÿ.heatedly
26821:5ÿ1debated
2>6821ÿC. <;.ÿI +C2 ,ÿ8. 2 5ÿ
3 .+/:1 ÿ3 <12 ÿC<8.ÿ hÿ + , ÿ< 4ÿ
8.25ÿ ;6 0
which power they should side With - or if they can afford to aid either. ÿ644+,1 ÿ
8+ ÿ6 <1ÿ2<8.2,D
NShips
.<I3ÿ4from
,+9ÿ8the
.2ÿJ: +@<3ÿJ+
Clovis 0;+,1ÿ.have
Concord 6@2ÿdocked
1+;F21ÿ+on0ÿQ< 8,<:<60ÿ3shores
Kltrilian .+,23ÿ<In0ÿ,recent
2;208ÿyears,
526,37ÿ2eager
6=2,ÿ8to+ÿ,resume
23/92ÿ8trade
,612ÿC< 8.ÿ8the
with .2ÿ1dragon,6=+0>born
+,0ÿIpeople.
2+I:2DÿLIn0ÿIparticular,
6,8<;/:6,7ÿd< ;+1,6
Nicodranas
.has
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= <0 = ÿ
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welcomed the emerging nation, and a few emissaries from Marquis Zhafe Uludan currently reside within Xarzith Kitril to keep an eye on the ,P<8.ÿ
Q< 8
, <:ÿ8+ÿF22I ÿ6 0 ÿ2 5
2 ÿ+0ÿ8.2
developing city-state and to aid to whatever limited extent they can.

Figures of Interest

The former slaves of Draconia are eager to forge their own destiny in the world. Some have risen to the challenge with glee, while others have had
leadership suddenly thrust on them, but all the bearers of this charge hope to create a new beginning for the dragonborn people.

Druvis Koothalok
Lawful good, male ravenite dragonborn
Once a trained combatant ih draconblood gladiatorial games, Druvis galhed notoriety when he refused to strike his foes dead. His skill and creed garnered
attention, and he was quickly sold to a wealthy noble house atop the floating islands of Draconia. In the chaos after Draconia's fall, Druvis became widely
respected for his courage and sense of morality, and has hesitantly become a champion for the downtrodden people of Xarzith Kitril.

Vemosi Runek
Chaotic neutral, female dragonborn

Vemosi is a zealous and militant priest of the Storm Lord, and her tempestuous fervor and blistering sermons in the aftermath of Draconia's rall made her
,-ÿ4Aÿ0@-ÿF-
a popular voice of the people, though her detractors call her little more than a demagogue. Vemosi's brutal sense of Justice has earned her - and the
Storm Lord - ÿ 5/ +>ÿAfollowers,
many 4774 all of whom are determined to hunt down and exact retribution from the surviving draconbloods, Vemosi has become a
powerful figure 1-ÿwithin
?20@2+ÿ0the
@ Scars, and now she seeks to cement her place as a leader of her people.
`Troka,
aPWbcÿthedeNÿfg PUVhaNiÿjR
Scoundrel Vk
King
l- < 0
1 /7 ÿ84 4 3 :
ÿ5/ 7-ÿ3 1
Neutral good, male dragonborn/ 84 +641+
;1 <=29ÿ_first
Druvis 190ÿ+noticed
402,-3ÿmTroka
14B/ÿfor
A41ÿ@his29ÿ9silver
27=-1ÿ0tongue,
4+8<-:ÿ/and+3ÿtasked
0/9B-3ÿ@him
25ÿWith
?20@ÿ2Infi
+_7ltrating
01/02+8ÿthe
0@-ÿ-empire
5F21-ÿ/and+3ÿ/appraising
FF1/292+8ÿthe
0@-ÿ9situation
20</024+ÿ2in+ÿmTalonstadt.
/74+90/30CÿnFrustrated
1<901/0-3ÿ6by>ÿthe
0@-
5- /8 - 1ÿ72
=2 + 8ÿ, 4+32024 +9 ÿ
/ +3 ÿ3 -5- /+ 2+ 8ÿ01-/ 0 5- +0 ÿ
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meager living conditions and demeaning treatment of his people, Trnka has retaliated by sowing chaos throughout the surround ing Dwendalian territories. <114<+32+8 ÿ;?- +3 /7
2/+ ÿ0- 1120412-9C
mTrnka
14B/ÿ/and+3ÿ@his29ÿtroupe
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52720/1>:ÿ/and
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--Fÿ/aÿ?/0,@A<7ÿ-eye>-ÿ4on+ÿthe
watchful 0@-ÿ3dragonborn
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making 25
/aÿfolk
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,455<+20>C
X7/1-0ÿ*1
Claret 3-19
Orders

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Nine 779:
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Marrow114?ÿValley
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with -=279
/and
+3ÿ<undead.
+3-/3CÿThe m@-ÿ,common
4554+ÿAfolks 47B9ÿ@hid23ÿ2in+ÿ0their
@-21ÿ@homes,
45-9:ÿ/and +3ÿthe0@-ÿ=valley
/77->ÿ8grew
1-?ÿ<unhallowed
+@/774?-3ÿand /+3ÿ8gray. 1/>CÿHIn+ÿthis
0@29ÿ6brief
12-A
-era1/ÿ4ofAÿ0terror,
-1141:ÿ/aÿ@humble
<567-ÿFpriest
12-90ÿof4Aÿthe
0@-ÿr/
Raven =-+ÿs< --+ÿ+named
Queen /5-3ÿTrence
m1-+,-ÿ*1 5/+ÿprayed
Orman F1/>-3ÿAfor41ÿ/aÿ?/
way> ÿto04ÿFprotect
140-,0ÿ@his29
Gflock,
4,B:ÿ@his29ÿFpeople,
-4F7-:ÿand/+3ÿ0the
@-ÿ7lands
/+39ÿ0they
@->ÿ,called
/77-3ÿ@home.
45-CÿThe m@-ÿq/ 014+ÿof4Aÿ;-
Matron Death/0@ÿ6blessed
7-99-3ÿ@him25ÿ?2 0@ÿ0the
with @-ÿ/ancient
+,2-+0
9secrets
-,1-09ÿ4ofAÿ6blood7443ÿ5/ 82,CÿmTtence
magic. 1-+,-ÿtrained
01/2+-3ÿ@his29ÿ54 most90ÿ0trusted
1<90-3ÿAfriends
12-+39ÿ2in+ÿ0the
@-ÿ0techniques
-,@+2E<-9ÿ4ofAÿ@hemocraft,
-54,1/A0:ÿ/and +3ÿ0they
@->
9sacrificed
/,12_,-3ÿ/aÿFportion 41024+ÿ4ofAÿ0their
@-21ÿ@humanity
<5/+20>ÿin2+ÿ-exchange
^,@/+8-ÿAfor41ÿ0the @-ÿFpower
4?-1ÿto04ÿ3defend
-A-+3ÿ0the@-ÿ3dom
452fnion.
+24+CÿThis
m@29ÿ5/ 1B-3ÿthe
marked 0@-
4origin
1282+ÿ4ofAÿthe
0@-ÿX7 /1-0ÿ*1
Claret 3-19C
Orders.

t9
Using2+8ÿtheir
0@-21ÿAforbidden
416233-+ÿ9skills,
B2779:ÿthe
0@-ÿClaret
X7/1-0ÿ*1 3-19ÿ5/
Orders +/8-3ÿto04ÿseal
managed 9-/7ÿ/away
?/>ÿ0the@-ÿsource
94<1,-ÿ4ofAÿthis
0@29ÿ3dark
/1Bÿ3deal,
-/7:ÿAfree
1--ÿthe
0@-
@high
28@ÿ,cleric
7-12,ÿAfrom
145ÿ@his29ÿtorturous
0410<14<9ÿAform,415:ÿand
/+3ÿ,clear 7-/1ÿ0the
@-ÿ,countryside
4<+01>923-ÿof4Aÿthe 0@-ÿ-evll=27ÿthat
0@/0ÿFpervaded
-1=/3-3ÿ2it.0Cÿt+ A410<+/0-7>:
Unfortunately,
6before
-A41-ÿ0the @-ÿX7 /1-0ÿ*1
Claret 3-19ÿ,could
Orders 4<73ÿ6be-ÿcelebrated
,-7-61/0-3ÿ/as9ÿ9saviors,/=2419:ÿthe0@-ÿarmies
/152-9ÿof4Aÿ0the@-ÿ-empire
5F21-ÿ9swept
?-F0ÿ2into
+04ÿthe0@-ÿAfresh
1-9@7ly>
Fpurged
<18-3ÿq/ 114?ÿY/
Marrow 77->ÿ/and
Valley +3ÿ,crushed
1<9@-3ÿ0the @-ÿoJulous
<74<9ÿ;4 52+24+C
Dominion.

mThe
@-ÿ+newly
-?7>ÿ2installed
+90/77-3ÿ;?- +3/72/+ÿ7lords
Dwendalian 4139ÿ6blamed
7/5-3ÿ0the@-ÿX7 /1-0ÿ*1
Claret 3-19ÿAfor41ÿinviting
Orders 2+=202+8ÿ_fiends
-+39ÿ2into
+04ÿ0the
@-ÿq/ 114?ÿY/
Marrow 77->C
Valley.
u@
While 27-ÿ9some
45-ÿBknew +-?ÿthe
0@-ÿtruth
01<0@ÿ/and
+3ÿtried
012-3ÿto04ÿ,clear
7-/1ÿ0their
@-21ÿ+name,
/5-:ÿ2it0ÿEquickly
<2,B7>ÿ6became
-,/5-ÿclear,7-/1ÿ0the
@-ÿClaret
X7/1-0ÿ*1 3-19ÿ?-
Orders were 1-ÿ+no4
7longer
4+8-1ÿ?- 7,45-ÿ2in+ÿtheir
welcome 0@-21ÿ4own?+ÿ@homeland.
45-7/+3CÿmTrence 1-+,-ÿ/and+3ÿ@his29ÿtroupe
014<F-ÿof4Aÿ6blood-tithed
7443v020@-3ÿ?/ 112419ÿwent
warriors ?-+0ÿ2into+04ÿ@hiding.
232+8C
pEven
=-+ÿ2in+ÿthe0@-ÿAface
/,-ÿ4ofAÿsuch
9<,@ÿ4opposition,
FF492024+:ÿthey 0@->ÿ+never-=-1ÿ9stopped
04FF-3ÿFprotecting
140-,02+8ÿtheir
0@-21ÿlands
7/+39ÿAfrom
145ÿ0the
@-ÿ9shadows,
@/34?9:ÿ9seeking --B2+8
/and
+3ÿ3destroying
-9014>2+8ÿ-evils =279ÿ0that
@/0ÿ-emerged
5-18-3ÿAfrom 145ÿthe 0@-ÿ9scars
,/19ÿ4ofAÿthe
0@-ÿX/ 7/520>C
Calamity.

`ÿ|T}xTf
THE CLARET ORDERS

The orders have spread to the outskirts of Western Wynandir and beyond. They mainta1n small keeps to train new generations of protectors who are 0-,0419ÿ?@
willing to take the Hunter's Bane and embrace their inner darkness to combat the outer darkness in the world .

Goals
The creed of the Claret Orders asks its followers to commit their lives to hunting monsters that threaten the sanctity of life and joy. While the sacrifice is
great, the reward is the continued existence of purity and good in the world. The orders strive to protect those who cannot protect themselves from the
terrors that go unseen by their noble lords and ladies. Most take little credit for their services, beyond means to live and travel. Some have strayed, using 1<,ÿ+6=,ÿ83/6A,0Fÿ>8:?@
their skills to amass a fortune, but the heads of the orders deliver swift justice unto those who exploit the people they are sworn to protect. ÿ31ÿH/13,.3C
Relationships

*The
+,ÿ,existence
G:83,?.,ÿ1of2ÿthe
3+,ÿ45 6/,3ÿ7/
Claret 0,/8ÿ:is8ÿ5largely
Orders 6/@,5Aÿ/rumor
><1/ÿ6and
?0ÿ<A 3+ÿ:in?ÿ<1
myth most83ÿHplaces,
56.,8Fÿ6as8ÿthe
3+,ÿ1orders
/0,/8ÿ+have
6=,ÿ?no1ÿ6alliance
55:6?.,ÿ;: 3+ÿ1or/ÿ6allegiance
with 55,@:6?.,ÿto31ÿ6any
?Aÿ8standing
36?0:?@ÿ@government
1=,/?<,?3
1or/ÿ@group.
/1>HCÿThe
*+,ÿ,empire
<H:/,ÿ:is8ÿ;,
well5
5ÿ6aware
;6/,ÿ1of2ÿtheir
3+,:/ÿHpresence
/,8,?.,ÿ6and
?0ÿ<6 9,8ÿ6aÿHpoint
makes 1:?3ÿto31ÿ:ignore
@?1/,ÿtheir
3+,:/ÿ+heroic
,/1:.ÿ0deeds
,,08ÿ;+while:5,ÿHpublicizing
>I5:.:M:?@ÿ<: 80,,08ÿ1of2ÿthose
misdeeds 3+18,ÿ2few
,;ÿ+hunters
>?3,/8ÿthat
3+63
8succumb
>..><Iÿto31ÿthe3+,ÿ.corrupting
1//>H3:?@ÿ:influence
?N>,?.,ÿ1of2ÿtheir
3+,:/ÿHpowers.
1;,/8C
KSome
1<,ÿ8splinter
H5:?3,/ÿ1orders
/0,/8ÿ+have
6=,ÿtraveled
3/6=,5,0ÿIbeyond
,A1?0ÿthe 3+,ÿIboundaries
1>?06/:,8ÿ1of2ÿthe
3+,ÿ,empire,
<H:/,Fÿ8seeking
,,9:?@ÿ<1
more/,ÿ;, 5.1<:?@ÿfolk
welcoming 2159ÿ6and?0ÿ<1
more/,ÿ>unique
?:O>,ÿ.challenges
+655,?@,8ÿ:in?ÿ5lands
6?08ÿ6across
./188
PExandria.
G6?0/:6CÿKStill,
3:55Fÿ?no1ÿ<6 33,/ÿ;+
matter ,/,ÿthe
where 3+,ÿ@guardians
>6/0:6?8ÿ1of2ÿthe
3+,ÿ456/,3ÿ7/
Claret 0,/8ÿtravel,
Orders 3/6=,5Fÿthey
3+,Aÿ9know
?1;ÿthey
3+,Aÿ;:
will5
5ÿ?never
,=,/ÿIbe,ÿ2free
/,,ÿ2from
/1<ÿthe
3+,ÿ+hatred
63/,0ÿ1of2ÿthose
3+18,ÿthat
3+63ÿ<: 8>?0,/836?0
misunderstand
3 + ,
them .<C
QFigures
:@>/,8ÿ1of2ÿRInterest
?3,/,83
D, ,0:?@ÿ1out>3ÿthe
Weeding 3+,ÿterrors
3,//1/8ÿthat
3+63ÿ2feed,,0ÿ6at3ÿthe
3+,ÿ,edges
0@,8ÿ1of2ÿ.civilization,
:=:5:M63:1?Fÿthe 3+,ÿ<, <I,/8ÿ1of2ÿthe
members 3+,ÿ1orders
/0,/8ÿ;1 work/9ÿ2for1/ÿ5little
:335,ÿ<1
more /,ÿthan
3+6?ÿthe
3+,ÿ8satisfaction
63:826.3:1?ÿ1of2ÿ6aÿ0deadly
,605Aÿjob
B1Iÿ;,
well5 5
0done.
1?,C
ST UVWXÿZ[
Claret VW\X]Vÿ^Jette
Director WXXWÿ_V U`aUb
Brashan
c, >3/65Fÿ<6
Neutral, male5,ÿ+half-ore
652d1/.
e?
An ÿ ,elderly
50,/5AÿHpriest
/:,83ÿ1of2ÿthe
3+,ÿL6
Raven=,?ÿf> ,,?ÿ;+
Queen 1g8ÿ6as8ÿ/revered
who's ,=,/,0ÿ6as8ÿ+he,ÿ:is8ÿ2feared,
,6/,0FÿJette
h,33,ÿ+has68ÿ6aÿHpowerful
1;,/2>5ÿ;: will5
5ÿ6and
?0ÿ6aÿtactician's
36.3:.:6?g8ÿ<: ?0CÿhJette
mind. ,33,ÿ?never
,=,/ÿ<6 9,8ÿ0direct
makes :/,.3ÿ,eyeA,
.contact,
1?36.3Fÿ6and ?0ÿ:it3ÿ8seems
,,<8ÿthat
3+63ÿ+his:8ÿ6attention
33,?3:1?ÿ:is8ÿ8scattered
.633,/,0ÿ6among
<1?@ÿ6aÿ0dozen 1M,?ÿHpoints
1:?38ÿ6at3ÿ6any?Aÿ@given
:=,?ÿtime,
3:<,Fÿyet
A,3ÿ+his:8ÿ6ability
I:5:3Aÿto31ÿ/read
,60ÿHpatterns
633,/?8ÿ6and?0ÿ.calculate
65.>563,ÿthe3+,ÿ+hidden
:00,?
?nature
63>/,ÿ1of2ÿ,evil=:5ÿ5leaves
,6=,8ÿ+his:8ÿ.compatriots
1<H63/:138ÿ:in?ÿ6awe. ;,CÿeI 815>3,5Aÿ0dedicated
Absolutely ,0:.63,0ÿto31ÿthe 3+,ÿ,eradication
/60:.63:1?ÿ1of2ÿEfiendish
,?0:8+ÿ:influence
?N>,?.,ÿ1on?ÿthe 3+,ÿ<1 /365ÿHplane,
mortal 56?,FÿhJette
,33,ÿ+has
68ÿ8sacrificed
6./:E.,0ÿ<> much.+ÿ:in?
+his:8ÿHpursuit
>/8>:3ÿiÿ
- 6 all55ÿ;+
who1ÿ8serve
,/=,ÿ+him :<ÿ8suspect
>8H,.3ÿthat,
3+63Fÿ1one ?,ÿ0day,
6AFÿ+he,ÿ;:
will5
5ÿ@gladly
5605Aÿ<6
make 9,ÿthe
3+,ÿ>ultimate
53:<63,ÿ8sacrifice.
6./:E.,C
jElias
T[U`ÿkdeWÿS] CorvoVl]
c, >3/65ÿ@good,
Neutral 110Fÿ<6 male 5,ÿ+human
><6?
eÿ
A2 6<,0ÿIblood
famed 5110ÿ+hunter
>?3,/ÿ6across
./188ÿthe 3+,ÿ1orders,
/0,/8FÿPElias
5:68ÿ+has68ÿ8successfully
>..,882>55Aÿ+hunted >?3,0ÿ8some 1<,ÿ1of2ÿthe 3+,ÿ=vilest
:5,83ÿ.creatures
/,63>/,8ÿ:in?ÿ6all55ÿthe3+,ÿHplanes
56?,8ÿ6and
?0ÿ5lived
:=,0ÿto31ÿtell
3,55ÿthe
3+,ÿtale,
365,Fÿthough
3+1>@+ÿ+his:8
8scars
.6/8ÿ8show+1;ÿthe 3+,ÿ.cost
183ÿ1of2ÿ+his:8ÿ=victories.
:.31/:,8CÿRIn?ÿ+his:8ÿ5later
63,/ÿAyears,
,6/8FÿPElias
5:68ÿ:is8ÿ?now
1;ÿ2focused
1.>8,0ÿ1on?ÿtraining
3/6:?:?@ÿ6and ?0ÿ<, ?31/:?@ÿ?new
mentoring ,;ÿ<, <I,/8ÿ1of2ÿthe
members 3+,ÿ1orders,
/0,/8Fÿtrying
3/A:?@ÿto31ÿ:instill
?83:55ÿ:in?ÿthem
3+,<
<1
morals/658ÿthat
3+63ÿ6anchor
?.+1/ÿthem 3+,<ÿto31ÿtheir
3+,:/ÿIbetter
,33,/ÿ?nature.
63>/,C
mLilyana
[TnUbUÿSU nk
Cayd
4+ 613:.ÿ@good,
Chaotic 110Fÿ2female
,<65,ÿ;, /,;152ÿo(half-elf}
werewolf +652d,52p
eÿ
A8 6/.683:.ÿ8spitfire
sarcastic H:3E/,ÿ;+ who1ÿjoined
B1:?,0ÿthe 3+,ÿ1orders
/0,/8ÿto31ÿ+help,5Hÿ@gain
6:?ÿ.control
1?3/15ÿ1over=,/ÿ+her,/ÿ5lycanthropy,
A.6?3+/1HAFÿqLilyana
:5A6?6ÿ+has68ÿIbecome
,.1<,ÿ6aÿ<6 83,/2>5ÿIblood
masterful 5110ÿ+hunter
>?3,/ÿ:in?ÿ6an?ÿ:impressively
<H/,88:=,5Aÿ8short +1/3
Hperiod
,/:10ÿ1of2ÿtime.
3:<,CÿKShe +,ÿ5leads
,608ÿ<6 many ?Aÿ+hunts
>?38ÿ;: 3+ÿ+her,/ÿ9keen,
with ,,?Fÿ5lycanthropic
A.6?3+/1H:.ÿ8senses,,?8,8Fÿ6and ?0ÿ:is8ÿ9known
?1;?ÿ2for1/ÿIbeing
,:?@ÿ<1 more /,ÿHpersonable
,/81?6I5,ÿthan 3+6?ÿ<1most 83ÿ;+
who 1ÿ>undergo
?0,/@1ÿthe3+,ÿr> ?3,/g8
Hunter's
s6
Bane.?,CÿqLilyana
:5A6?6ÿ:is8ÿ8spoken
H19,?ÿ1of2ÿ;: with3+ÿ,equal
O>65ÿHparts
6/38ÿ:irritation
//:363:1?ÿ6and
?0ÿ6awe
;,ÿ;: 3+:?ÿthe
within 3+,ÿ.circles
:/.5,8ÿ1of2ÿthe
3+,ÿ1orders.
/0,/8C
t150,?ÿt/
Golden :?
Grin

D+ ,?ÿthe
When 3+,ÿ5lands
6?08ÿ1of2ÿ*Tal'Dorei
65gu1/,:ÿ;,were /,ÿ/ruled
>5,0ÿIbyAÿthe
3+,ÿtyrant
3A/6?3ÿu/ 688:@Fÿ6aÿ+hidden
Drassig, :00,?ÿ8society
1.:,3Aÿ1of2ÿ<> 8,8Fÿ8storytellers,
muses, 31/A3,55,/8FÿIbards,
6/08Fÿ6and
?0ÿ2folk
159ÿ+heroes
,/1,8ÿ6assembled
88,<I5,0ÿto31ÿ1oppose
HH18,ÿtheir
3+,:/
0despotic
,8H13:.ÿ9king
:?@C.ÿ*The
+,ÿt1 50,?ÿt/
Golden Grin:?ÿ+has
68ÿ,endured
?0>/,0ÿ8since
:?.,ÿthose
3+18,ÿ0dark
6/9ÿAyears,
,6/8Fÿ6and
?0ÿ:it3ÿ+has
68ÿ8secretly
,./,35Aÿ@guided
>:0,0ÿthe
3+,ÿjust,
B>83Fÿ:inspired
?8H:/,0ÿthe
3+,ÿ.common
1<<1?ÿfolk,
2159Fÿ6and
?0ÿHplanted
56?3,0ÿthe
3+,ÿ8seeds
,,08ÿ1of2
0discontent
:8.1?3,?3ÿ6and
?0ÿ/rebellion
,I,55:1?ÿ6amid
<:0ÿtyranny
3A/6??Aÿ,ever
=,/ÿ8since.
:?.,C
PEach
6.+ÿ<, <I,/Fÿ9known
member, ?1;?ÿ6as8ÿ6aÿ@grinner,
/:??,/FÿHpledges
5,0@,8ÿto31ÿ>uphold
H+150ÿthe
3+,ÿ:ideal
0,65ÿthat
3+63ÿ,every
=,/Aÿ:individual
?0:=:0>65ÿ+has68
3+,ÿHpower
the 1;,/ÿto31ÿ.change
+6?@,ÿthe
3+,ÿ;1 /50Cÿ*They
world. +,Aÿ8seek
,,9ÿ1out>3ÿHplaces
56.,8ÿ;+ ,/,ÿ+hope
where 1H,ÿ:is8ÿ2faint
6:?3ÿ6and?0ÿthe
3+,ÿ8soul
1>5
grows dim without inspiration, lifting the spirits of the downtrodden 0,?ÿ6and?0ÿ+heartening
,6/3,?:?@
those who feel forgotten. Little is known about the Golden Grin 6 8:0,ÿ2from
aside /1<ÿ<A 3+8ÿ6and
myths ?0
rumors, and its members prefer it this way. The grinners listen for whispers and
information using fabricated personas they create when they join the faction .
The Golden Grin arrived in Wildemount by following the trade routes from Tal'Dorei to
the Menagerie Coast, where its members discovered a land plagued by warring
despots. A sect of the Golden Grin has spent the past generation spreading its roots
throughout the Clovis Concord . Now firmly established, the Grin has set about
undermining corruption within the concord and has begun working their way into the
Dwendalian Empire.

MNO
THEÿ
QRSTOUÿQVW
GOLDEN U
GRIN

-.4/?
Goals

)The
*+ÿ-. /0+1ÿ-2
Golden Grin31ÿXÿ
- .or2
ÿ?simply
37F/;ÿthe
9*+ÿ-2
Grin31ÿXÿ
- + Y3?9?ÿ9to.ÿ+enlighten
exists 1/3>*9+1ÿ4and10ÿ3inspire,
1?F32+DÿKkeeping
++F31>ÿ+ears
42?ÿ4and
10ÿ+eyes
;+?ÿ.out89ÿ<for.2ÿ9the
*+ÿ78 2782?ÿof.<ÿtyranny
murmurs 9;2411;ÿ4and
10ÿEcruelty
28+/9;ÿ4and
10ÿ0deposing
+F.?31>
9those
*.?+ÿ2responsible
+?F.1?3:/+ÿthrough
9*2.8>*ÿsocial
?.E34/ÿupheaval,
8F*+454/Dÿor.2ÿ.occasionally
EE4?3.14//;ÿ0direct
32+E9ÿ1ntervention.
319+25+193.1GÿThe
)*+ÿT30dea
+4ÿ9that
*49ÿ+each
4E*ÿFperson+2?.1ÿis3?ÿcapable
E4F4:/+ÿ.of<ÿgreat
>2+49ÿthings
9*31>?ÿFpermeates
+27+49+?ÿ3its9?ÿ74 1924?
mantras
4and
10ÿ:beliefs,
+/3+<?Dÿ4and10ÿ9the
*+ÿ=4 10+231>ÿstorytellers
wandering ?9.2;9+//+2?ÿ.of<ÿthe
9*+ÿ-2 31ÿ.are
Grin 42+ÿKknown
1.=1ÿto9.ÿFpay4;ÿhandsomely
*410?.7+/;ÿ<for.2ÿtales
94/+?ÿ.of<ÿ/local
.E4/ÿ*heroes
+2.+?ÿand
410ÿ74 Z+?93Eÿdeeds
majestic 0++0?ÿ.of<ÿEcourage
.824>+ÿto9.ÿ4add00ÿto9.ÿtheir
9*+32
2repertoire
+F+29.32+ÿ.of<ÿ?stories
9.23+?ÿ4and
10ÿ?songs.
.1>?Gÿ[If<ÿthe
9*+ÿFpeople's
+.F/+@?ÿ*hearts
+429?ÿgrow
>2.=ÿcold
E./0ÿ+enough
1.8>*ÿt9.oÿ2reject
+Z+E9ÿ=. 20?ÿ4and
words 10ÿpoems,
F.+7?Dÿthe 9*+ÿ1noblest
.:/+?9ÿ.of<ÿgrinners
>2311+2?ÿ=3
will/
/ÿ.often
<9+1ÿ2rise
3?+ÿ9to.ÿ9the
*+ÿoccasion
.EE4?3.1
4and
10ÿ>get+9ÿtheir
9*+32ÿ*hands
410?ÿ0dirty
329;ÿto9.ÿdisplay
03?F/4;ÿ?such
8E*ÿ4an1ÿact
4E9ÿof.<ÿ*heroism
+2.3?7ÿthemselves.
9*+7?+/5+?G
\+/493.1?*3F?
Relationships

)The
*+ÿ-2 31ÿEclaims
Grin /437?ÿ1no.ÿ<formal
.274/ÿ4allies,
//3+?Dÿ?since
31E+ÿ3its9?ÿ7+ 7:+2?ÿ1never
members +5+2ÿ2reveal
+5+4/ÿthemselves
9*+7?+/5+?ÿto9.ÿothers
.9*+2?ÿ+except
YE+F9ÿ3in1ÿthe
9*+ÿ0direst
32+?9ÿ.of<ÿcircumstances.
E32E87?941E+?GÿThey)*+;ÿ8uplift
F/3<9ÿ4and
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Grin

bcdÿSLinus
Sir cefgÿTh eijkklm
Denwallop
Neutral good, male gnome

1.
A wandering minstrel who claims a sourceless knighthood, Sir Linus travels all across the Menagerie Coast with his lyre and bag of illusions to astound

/ÿ=
and excite the children and poor folk of the countryside. Sir Linus intends to make up for his years of villainy as a smuggler and th ief by subtly

1ÿ
undermining the same sects of the Myriad with whom he once did business.

Shakaste (Hush) +ÿ
Chaotic good, male human

87
A warm, gentle soul with blind eyes and a heart overflowing with patience, Shakaste was quick to learn the harsh realities of the world around him. After
finding faith in the storms that shake the coast where he grew up, he was gifted with a hummingbird companion that serves as his eyes. Armed with a
talent for going unnoticed and powers granted by his willful love of freedom, Shakaste has operated under the name "Hush" since j oining the Golde '.
quietly seeking out those in need of a little guidance.

.?
Master Duasad Keef
Chaotic good, male human

An affluent noble among the upper crust of the Clovis Concord, Duasad is an inheritor of the Keef family's ancient, generational wealth. Duasad was raised C8B:7SÿND8K8?ÿR8KÿJ8;KC?
as a woman, but realized as a young adult that something wasn't right, and sought a mage to help him transition - BCÿtask
a fairly simple :8KVÿ;inEÿthe
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9E<9J?@ÿ8at:
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:7Cÿ6B9M;Kÿ69
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7Cÿ^CMCBJP
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7Cÿ^C MCBJPQKÿ8allies
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Clovis E<9J?ÿR;
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:CBBÿPyou
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:78:ÿthey
:7CPÿturned
:DJEC?ÿto:9ÿIpiracy
;J8<PÿHbecause
C<8DKCÿ9ofLÿthe:7Cÿ<concord's
9E<9J?QKÿCexcessive
]<CKK;MCÿtaxes
:8]CKÿ8and E?ÿDunjust
E_DK:ÿBlaws.
8RKSÿ̀C J78IKÿ;it:
Perhaps
Hbegan
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:78:ÿR8 P @
ÿH D:ÿ
9 M CJÿ:;AC @ ÿ8 ÿA9 M C AC E :ÿ
:7 8: ÿH C> 8 E ÿ
8 K ÿID HB;< ÿ? ;K KC E :ÿ
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:9 ÿB8 RL D B ÿ
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way, but over time, a movement that began as public dissent turned to lawful protest, which then became violent action. Eventually, a union EÿHC < 8AC ÿ
M;9 BCE: ÿ
8 < :; 9E S
ÿaMC E :D 8BBP@ÿ 8ÿDE;9Eÿ9ofL
?disenfranchised
;KCELJ8E<7;KC?ÿKsalvage 8BM8>CÿKships
7;IKÿ8and E?ÿtrade
:J8?CÿMvessels
CKKCBKÿLfought
9D>7:ÿtheir
:7C;JÿR8
wayP ÿ;into
E:9ÿthe
:7CÿNJ 8>K78BB9Rÿ^C
Dragshallow ReefCLÿ8and
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;9BCE:BPÿ9overthrew
MCJ:7JCRÿthe
:7CÿKsmall
A8BBÿKsanctuary
8E<:D8JPÿIport 9J:ÿ9ofLÿN8 JV:9RS
Darktow.

FL :CJÿCestablishing
After K:8HB;K7;E>ÿ8aÿBlawless
8RBCKKÿHbase 8KCÿ9ofLÿ9operations
ICJ8:;9EKÿ9onEÿthe:7Cÿ;isle
KBCÿ9ofLÿN8 JV:9R@ÿthese
Darktow, :7CKCÿIpirates
;J8:CKÿHbegan
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:8BV;E>ÿthe:7CÿRC BBbVE9REÿKshipping
well-known 7;II;E>ÿJroutes
9D:CKÿ9ofLÿthe:7CÿcC E8>CJ;Cÿ69
Menagerie 8K:
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:9ÿ7harry,
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:C8BÿLfrom,
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8KK;E>ÿKships7;IKÿthat
:78:ÿZflew
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:7Cÿ<concord's
9E<9J?QKÿHbanner.
8EECJSÿ68 BB;E>ÿthemselves
Calling :7CAKCBMCKÿWThe 7Cÿ^C MCBJP@ÿthese
Revelry, :7CKCÿd"free
LJCCÿLfolk
9BVÿ9ofLÿthe
:7CÿKsea"
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7have
8MCÿEnow ICE:ÿ9over
9RÿKspent MCJÿLforty
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99KCÿA9
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:8J>C:KÿR7 ;BCÿBliving
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;LCÿ9ofLÿ?debauchery
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well-guarded 8MCEÿ9ofLÿN8 JV:9RSÿThe
Darktow. W7Cÿ^C MCBJPÿBlacks
Revelry 8<VKÿ8aÿDuniform
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8EECJÿJregularly
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9DE:CJLC;:;E>ÿ8and E?ÿ;infiltration.
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7Cÿ^C MCBJPÿ;isKÿ>governed
Revelry 9MCJEC?ÿHbyPÿ8aÿ<collective
9BBC<:;MCÿ9ofLÿ<captains,
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:7Cÿfinal
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:7Cÿ̀B 8EVÿO;
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King, 8IJ;<;9DKÿA9 E8J<7ÿR7
monarch who 9ÿEnever
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7Cÿ9original
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King, HunnEE;isKÿhJ CC87@ÿJruled
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:RCE:PbXMCÿyears PC8JKÿHbefore
CL9JCÿ8aÿ>goliath
9B;8:7ÿEnamed
8AC?ÿ\P Wyatt8::ÿc8 J8E9KKÿ<challenged
Maranoss 78BBCE>C?ÿ7him;AÿLfor9Jÿ7his;Kÿ;increasingly
E<JC8K;E>BP
Blackadaisical
8<V8?8;K;<8Bÿ8attitude
::;:D?CÿUÿ- 8 E?ÿR9
and won. ESÿi9
Now RÿhJ CC87ÿ;isKÿ?dead,
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Wyatt8::ÿ<claims
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Plank E>S
King.

[98BK
Goals

\7;BCÿthe
While :7Cÿ^CMCBJPQKÿ9original
Revelry's J;>;E8Bÿ>goal
98BÿR8
wasKÿto:9ÿKscare
<8JCÿthe
:7Cÿ<concord
9E<9J?ÿ;into
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CM9V;E>ÿtheir
:7C;JÿKsoaring
98J;E>ÿtaxes,
:8]CK@ÿ;its:Kÿ<charter
78J:CJÿ7has
8Kÿ<changed.
78E>C?SÿWThe
7Cÿ6B9M;Kÿ69
Clovis E<9J?ÿJrefused
Concord CLDKC?ÿto:9ÿ<change
78E>C
its laws, and the pirates found a certain dark joy in theft and murder on the waves. The original members of the Revelry (and now their children) have no
plans to return to their former lives as legitimate traders. They intend to maintain and grow their operations across the Lucidian Ocean, while continuing to
defend and improve their fortress in Darktow, finding intricate ways of reinforcing the reefs with dangerous traps and impassable barriers.

The Revelry has since expanded their interests beyond mere piracy. Relics and secrets dating back to the Age of Arcanum and beyond are rumored to be
scattered all across the coast and the Swavain Islands. Some scavengers have returned to Darktow with proof of such artifacts, and a new kind of
aspiring treasure seeker has emerged within the Revelry: one who seeks to plunder from the dead rather than the living. The drive to outdo their fellow
sailors has already placed several ships in serious danger.

Relationships

Each member of the Revelry known to the Clovis Concord is considered a major criminal, amassing an ever-growing bounty with each infraction they
commit and every ship they raid . Those arrested are generally executed and strapped to the rocks outside Brokenbank as a warning.

Some of the more affluent Marquesian merchant guilds that have little investment in concord shipments use back-channels to pay off the Revelry and fly
specific colors when crossing their territory to avoid being boarded.

Figures of Interest

Whether it be for glory, for gold, or for freedom from law on the ocean waves, the banner of the Revelry calls many to join the cause.

Wyatt Maranoss, the Plank King


Chaotic evil, male goliath
After seizing the mantle of Plank King, Wyatt quickly established his position with displays of tactical brilliance, fair judgment, and brutal retribution . Wyatt
D7,ÿ8*ÿI6-:+8Eÿ+8ÿ8**/,+
is eager to maintain the approval of his captains and often throws bawdy, drunken cele brations for his subordinates and the people of Darktow to offset
+7>ÿturning
periods of unrest or frustration. Initia lly friendly and welcoming to an almost unsettling degree, Wyatt has a reputation for abruptly +@-2023ÿ0into
2+8ÿ6aÿAcruel
-@,7ÿ6and
2
violent dictator when his trust and hospitality are violated.

KL MNLOPÿRS
Captain TUVPÿWL
Alyson PaijO
X
Y4 68+0Aÿ3good,
Chaotic 88C<ÿ*female
,567,ÿ4human
@562
;2 8E2ÿto+8ÿ56
Known many2>ÿas
6/ÿ+the
4,ÿZ"Screaming
[A-,65023ÿ;2 @A:7,<\ÿ)7
Knuckle; >/82ÿis0/ÿthe
Alyson +4,ÿ7loud
8@Cÿ6and
2Cÿjoyful
F8>*@7ÿAcaptain
6D+602ÿ8of*ÿthe
+4,ÿ/ship
40Dÿ]The 4,ÿJIll77ÿ^6 2Cÿwho
Hand E48ÿ,enjoys
2F8>/ÿa6ÿgood
388CÿBbrawl
-6E7ÿ6as/ÿ5@
muchA4ÿas6/ÿ/she
4,
6appreciates
DD-,A06+,/ÿ6aÿ/stiff
+0**ÿCdrink.
-02:Gÿ96
Paij0
Fÿtook
+88:ÿto+8ÿDpiracy
0-6A>ÿBbecause
,A6@/,ÿ8of*ÿ4her,-ÿ4hatred
6+-,Cÿ*for8-ÿ+the
4,ÿClovis
Y78H0/ÿY8 2A8-C<ÿBbut@+ÿ/she
Concord, 4,ÿ0is/ÿCdriven
-0H,2ÿbyB>ÿ6an2ÿ@uncompromising
2A85D-850/023ÿsense/,2/,ÿ8of*ÿ58 -67ÿCduty
moral @+>ÿ+to8
+the
4,ÿCdowntrodden.
8E2+-8CC,2Gÿ[She 4,ÿ2never
,H,-ÿ-raids
60C/ÿAcivilian
0H07062ÿvessels,
H,//,7/<ÿ6and
2Cÿ/she4,ÿCdoes
8,/ÿ4her,-ÿBbest
,/+ÿ+to8ÿ-rein
,02ÿ0in2ÿthe
+4,ÿ_, H,7->/̀ÿAcrue
Revelry's -@,7lest ,/+ÿAcapta
6D+60ins
2/ÿ6and
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*8A@/ÿ+their
4,0-ÿ,efforts
**8-+/ÿ8on2ÿthose
+48/,ÿE4who8
Cdeserve
,/,-H,ÿ+to8ÿ4have
6H,ÿ+their
4,0-ÿ3goods
88C/ÿ/stolen.
+87,2G

CULTS: DUBIOUS WORSHIP FROM THE SHADOWS

While this chapter outlfnes the major players across the contfnent operating in ways that dfrectly affect he political landscape or Wildemount, there are numerous
smaller factions that can be introduced in your own Wildemount campaigns. Among these lesser powers are countless cabals, cu11s, and leaderless groups of people
who fall under the influence of the numerous Betrayer Gods and other entities who corrupt and manipula1e mortals. These may operate on 1heir own or Within larger
factions. providing challenges. VIiiains. and an element of chaos that can make your WIide mount campaign unique.

Below are a few examples or cults deeply rooted throughout Wlldemount, and their respective goals.

The Remnants. When Veona's physical form was destroyed during the Age of Arcanum, hrs most devoted followers founded the Remnants. a collection or secretive
sects dedicated to realizing Vecna's plan to ascend to godhood, despite his death. The cult succeeded in aidihg his resurrection and ascension, but they were
scattered when the heroes of Vox Machlna banished and sealed Vecna beyond the Divine Gate. The Remnants now seek new ways to restore their god to his promised
positron of absolute dominance over creation.

The caustic Heart. The leaders of the Caustic Heart are dedicated to Tiamat and eager to free her from the hellscape of Avernus. The Caustic Heart uses social
leverage and binding contracts. as well as seductive promises of power and vice. to ensnare the weak-willed and greedy WUhin their plots and expend their lnnuence.

The Harbingers of the Core. These aberrant cu ltists worship the terrors born from the dreams of the Elder Evils: Impossibly ancient. malevolent entitles who exist
within the Far Realm and the spaces beyond 1he known planes. Touched by madness, their bodies often subtly mutated by their contact with 1he horrors to whom they
pray, the Harbingers of the Core gather in the broken lands of Blightshore to summon and unleash the terrible ch11dren of their masters
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 414
CH. 3: WILDEMOUNT GAZETTEER MARROW VALLEY

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MAP 3. 1: MENAGERIE COAST

Areas (A-C)

Barren Shores

The northern edges of the Cyrios Mountains drop off into dark pebble beaches known as the Barren Shores. Many believe that an ancient being of
immense strength pulverized the edge of the mountains with a series of mighty blows. Others speculate that the shore is somehow related to the Pallid
Grove. Whatever the case, these stories of forgotten magic exert an undeniable pull on the curious minds of adventurers and historians alike. Traversing
the icy waters of the Frigid Depths is nearly as dangerous as climbing the uncharted expanse of the Cyrios Mountains, and those who survive the journey
are greeted by monstrous, twisted crustaceans and seaside cults eager to torment trespassers. Some divine historians theorize that something ar
and cruel might have been released into the nearby sea when the mountains were sundered; they speculate that the strange ring of small islands
surrounding the nearby inlet to the west may be connected to the being's whereabouts and purpose.

Barren Shores Adventures

Adventurers might seek out the secrets of the Barren Shores through archaeological curiosity or find themselves stranded during an unfortunate sea
voyage.

Be Our Guest (Low Level). The characters discover a wrecked smuggler's ship, its ruined structure washed on shore. Inside, they find the long-dead bodies :+309
of the smugglers who once manned it, as well as the mysterious animated cargo that slew the previous sailors. Flying swords, rugs of smothering, and *+
animated armor haunt the interior, while the baleful spirit that grants them life remains tethered to a golden chair hidden within the depths of the hull,

seeking release from the curse that binds it there.

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marquis.

The constantly shifting clientele, who often arrive after many weeks at sea, leads to fruitful and rowdy nights in Brokenbank's crowded taverns and
brothels.

Government

Since Brokenbank has no marquis, its de facto leader is Portcaller Mazin Fahreed (described in chapter 2). Mazin performs the duties of a marquis
without the title or respect, and he often gets ornery when dealing with other members of the Clovis Concord. He has been known to severely punish those
who question his authority. He retains a garrison of hardened Zhelezo who maintain the peace among sailors and peddlers, while aiding the port
inspectors to handle any fishy business among the ships in port.

Crime

Sailors carrying goods across the ocean often attempt to skim a few goods off the top of their cargo to make an extra silver at market. This is considered
normal unless one gets too greedy. Less acceptable is outright stealing from other ships in port before setting sail. The local Zhelezo mete out sterr
punishment to petty thieves, cross-referencing all documentation to ensure that the sterling reputations of the shipping guilds and Brokenbank itself aren't
tarnished.

Geography
The busy port consists of a curved main street that follows the shape of the inlet, forming a stretched half-circle facing the northern ocean. It's not +CÿO1B-ÿ+31
uncommon to see the port full of docked vessels while other ships weigh anchor in the harbor, eager for spots to open up. The strong sea breeze keeps ÿA800P0ÿ@
1.0ÿ>0+,P0+-ÿ733=ÿ*+>08ÿ1.0ÿ;=<8,+;ÿ-*+ÿ1.<1ÿA<@0-ÿ1.0ÿ>,81ÿ<+>ÿ-<+>ÿ<=3+;ÿ1.0ÿA<+@-ÿ3:ÿ1.0ÿ-011=0/0+1C
the denizens cool under the glaring sun that bakes the dirt and sand along the banks of the settlement.

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1<<6ÿ,is-ÿ-said
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1.0ÿ;glass
=<--ÿ<and
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100/,+;ÿN, with 1.ÿ<aggressive
;;80--,50ÿN, =>=,:0ÿ<and
wildlife +>ÿ=lurking
*8@,+;ÿ)pitfalls
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Bwualli's <+;083*-ÿ<and +>ÿ*unstable
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hide their gains. The recent tales of a nameless horror that stalks the volcanic crags only embolden the pirates. They jeer that the Clovis Concord's
3officers
t708-ÿ=lack <7@ÿthe
1.0ÿ;guts
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*7.6ÿthe
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However, 1.0ÿ=lake
<@0ÿ,is-ÿ,isolated
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1.0ÿ<area
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,14ÿ3of:ÿMTussoa,
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1.0ÿ/3 *+1<,+-ÿ=like
mountains ,@0ÿ<aÿ7coiling
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08><+1
-serpent.
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While 1.0ÿ3outer
*108ÿ0edges
>;0-ÿ3of:ÿthe
1.0ÿ:forest
380-1ÿ)provide
835,>0ÿ-strong
183+;ÿtimber
1,/A08ÿ:for38ÿthe
1.0ÿ-surrounding
*883*+>,+;ÿ7cities,
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00)ÿAbeyond
043+>ÿthe 1.0ÿN0 =73/,+;ÿtree
welcoming 1800ÿ=line
,+0ÿ=lie,0ÿthe
1.0ÿ-swaths
N<1.-ÿ3of:ÿ.heavy
0<54
-spruce
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1800-ÿ,infested
+:0-10>ÿN, 1.ÿ<all==ÿ/<
with ++08ÿ3of:ÿ=large,
manner <8;06ÿ.hungry
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37<=-ÿ-spread
)80<>ÿtales
1<=0-ÿ3of:ÿ<an+ÿ,intelligent
+10==,;0+1ÿAbehemoth
0.0/31.ÿN. who 3ÿ=lives
,50-ÿ,in+ÿthe
1.0ÿ+nearby
0<8A4ÿ/3 *+1<,+-
mountains
<and
+>ÿ>devours
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who 3ÿN<
wander +>08ÿtoo
133ÿ:far<8ÿ,into
+13ÿthe
1.0ÿN3 3>-C
woods.

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|F }EYKS̀Gÿ{`
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might 31,70ÿtheir
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3/01.,+;C
s48,3-ÿpEnd
Cyrios +>ÿjForest
380-1
g= 3+;ÿthe
Along 1.0ÿ-southern
3*1.08+ÿ0edge
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1.0ÿs4 8,3-ÿh3
Cyrios *+1<,+-ÿ,is-ÿ<aÿ>dense
Mountains 0+-0ÿtimberland
1,/A08=<+>ÿ3of:ÿ-softwood
3:1N33>ÿtrees
1800-ÿ<and+>ÿjungle
q*+;=0ÿ5vegetation.
0;01<1,3+CÿMThe.0ÿs4 8,3-ÿpEnd
Cyrios +>ÿjForest
380-1ÿ)provides
835,>0-ÿ=lumber
*/A08
*used
-0>ÿto13ÿ7create
80<10ÿxquality
*<=,14ÿ)paper,
<)086ÿAbut*1ÿthose
1.3-0ÿN. 3ÿ.harvest
who <850-1ÿ:from
83/ÿthe
1.0ÿN33>=<+>ÿ;generally
woodland 0+08<==4ÿ@keep
00)ÿto13ÿthe
1.0ÿ)perimeter.
08,/0108Cÿ0 0)ÿN,
Deep 1.,+ÿthe
within 1.0ÿtwisting
1N,-1,+;ÿ)paths
<1.-ÿ<and
+>ÿ:fern-cluttered
08+97=*11080>
floor, deadly creatures hunt in the shadows, while abandoned huts and lodges crumble /A=0ÿ<around
83*+>ÿ<aÿtoppled
13))=0>ÿtemple,
10/)=06ÿ+now3Nÿ/3 -1=4ÿ8reclaimed
mostly 07=<,/0>ÿAby4ÿthe
1.0ÿ:forest.
380-1C
Adventurers and historians have helmed expeditions into the remnants of this Ki'Nau <*ÿ5village
,==<;0ÿ<and
+>ÿthe
1.0ÿtemple,
10/)=06ÿAbut*1ÿ.have
<50ÿ3often
:10+ÿ8returned
01*8+0>ÿN3 *+>0>ÿ3or8ÿ>diseased,
wounded ,-0<-
or have never returned at all.

Cyrios Mountains
The largest mountain range in Wildemount, the Cyrios Mountains wind across the western side of the continent, dividing the Menagerie Coast from
Western Wynandir and the Dwendalian Empire. The jagged mountains make overland travel between the neighboring continents of Wildemount and
Tal'Dorei all but impossible-to say nothing of the nightmarish beasts that hunt amid the craggy cliffs and gnarled trees.

Cyrios Mountains Adventures


The vast mountain range harbors all kinds of challenges for those who value treasure more than their own lives.

The Unlucky Few (Low Level). The characters are hired by a minor official from the Dwendalian Empire to find a small community of Righteous Brand :
deserters who have set up an encampment deep into the Cyrios Mountains and bring them to justice. When they locate these fugitives, the adventurers ,02
,0
discover that the entire community is afflicted with lycanthropy, the reason for their desertion. The characters can attempt to capture or slay the former
soldiers to complete their contract, make allies with them and keep their secret, or even search for a cure and help them reintegrate into society.

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LP ŒŒ[N`[‚ÿ>5
Commerce: Most 23ÿ1goods
55:2ÿ/and7:ÿ2services
,0B8@,2ÿ@can /7ÿIbe,ÿAfound
567:ÿ+here,
,0,;ÿ/as2ÿ?,
well.
.ÿ/as2ÿ/all..ÿHkinds
87:2ÿ5ofAÿ0rare,
/0,;ÿ,exotic,
s538@;ÿ/and
7:ÿ:dangerous
/71,0562ÿ2supplies
6EE.8,2ÿthat 3+/3ÿifind
7:ÿtheir
3+,80ÿ?/
way= ÿ+here
,0,ÿAfrom
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/0z5AA
0raids.
/8:2F
Organizations: Most homesteads have small personal shrines, but only two rickety temples to Kord and Melara stand along the shoreline. Each ship is its
own independent organization, but all work as part of Darktow's community.

This eerie, fog-shrouded town is built into the southern cliff of Darktow Isle. Over a century ago, Darktow was established as a sanctuary for sailors
traveling to Wildemount from Marquet or Tal'Dorei. About forty years ago, a group of aggrieved sailors and traders within the Clovis Concord rebelled
against their government's excessive taxation of independent nautical businesses. The rebellious pirates conquered Darktow and claimed it as their
headquarters, making this town the beating heart of piracy in the Lucidian Ocean . This union of thieves and pirates, known as the Revelry, plunders ships
on the surrounding waters then retreats to their reef-encircled base, amassing wealth and influence through intimidation and cleverness.

By Land or Sea
While most Revelry pirates are sailors by trade, many of the isle's residents never ta ke to sea. Instead, they maintain the town's defenses, repair ships in
port, entertain pirates on shore leave, or sell goods and services. A large number of these landlocked folk were denizens at the time of the town's capture ÿ31C=?2ÿE983G6.
or are their descendants, having been granted safety in exchange for their allegiance to the Revelry.

Government
Within the Revelry, each captain is the lord of their own ship, but all business must be reported to the Plank King, the leader of the Revelry as a whole. ÿ92ÿ9ÿC+1-.A
TThough
+1GD+ÿthe 3+.ÿR- 9=@ÿS,
Plank =Dÿ6rarely
King 96.-7ÿ-leaves
.95.2ÿthe 3+.ÿThrone
T+61=.ÿ41 123ÿ,in=ÿthe
Roost 3+.ÿtown 31C=ÿ1of>ÿU9 6@31C<ÿ+he.ÿ1oversees
Darktow, 5.62..2ÿ1operations,
8.693,1=2<ÿ1organizes
6D9=,H.2ÿ6raids,
9,;2<ÿ8protects
613.E32ÿthe 3+.ÿ,island,
2-9=;<ÿ9and =;ÿ8punishes
G=,2+.2
369,3162A
traitors.

VN WPM
Crime
X=.ÿC1
One G-;ÿthink
would 3+,=@ÿ9aÿ-landscape
9=;2E98.ÿ1of>ÿ-law-breakers
9CY:6.9@.62ÿC1 wouldG-;ÿ:be.ÿ6rife
,>.ÿC, 3+ÿEcrime,
with 6,0.<ÿ:butG3ÿthe
3+.ÿ6rule
G-.ÿ1of>ÿthe
3+.ÿR- 9=@ÿS,
Plank King=Dÿ+heavily
.95,-7ÿ8punishes
G=,2+.2ÿthievery
3+,.5.67ÿC, 3+,=ÿU9
within 6@31CAÿFÿ
Darktow. A= G0:.6ÿ1of>
number
:bird-picked
,6;Y8,E@.;ÿ2skulls
@G--2ÿ9adorn
;16=ÿthe
3+.ÿ6rocky
1E@7ÿ2shore
+16.ÿ9aside2,;.ÿ+his,2ÿ-lair
9,6ÿ9as2ÿ9aÿC9 6=,=Dÿto31ÿ8play
warning -97ÿ=nice
,E.ÿC, 3+ÿ1one's
with =.?2ÿ>fellow
.--1Cÿ8pirates.
,693.2AÿZEven
5.=ÿ2so,1<ÿ2some
10.ÿ>folks
1-@2ÿ;do1ÿ8pushG2+ÿthose
3+12.ÿ:boundaries
1G=;96,.2
2should
+1G-;ÿthey3+.7ÿ>feel
..-ÿEconfident
1=[;.=3ÿ,in=ÿtheir
3+.,6ÿ9ability
:,-,37ÿto31ÿDget.3ÿ9away
C97ÿC,with 3+ÿ,it.3AÿTTheft
+.>3ÿ9and
=;ÿEconflict
1=\,E3ÿ:beyond
.71=;ÿthe 3+.ÿ:boundaries
1G=;96,.2ÿ1of>ÿthe
3+.ÿU6 9D2+9--1Cÿ4.
Dragshallow .>ÿ,is2ÿ6reviewed
Reef .5,.C.;ÿ9and =;ÿjudged
]G;D.;ÿ:by7
3the
+.ÿR- 9=@ÿS,
Plank =DA
King.

JM K^N_`ab
Geography
TThe
+.ÿ3town's
1C=?2ÿ09 many=7ÿ6ramshackle
902+9E@-.ÿ2structures
36GE3G6.2ÿ2sprawl 869C-ÿ9across
E6122ÿ=numerous
G0.61G2ÿ6rock 1E@ÿ2shelves
+.-5.2ÿ9and =;ÿEcaverns,
95.6=2<ÿEconnected
1==.E3.;ÿ:by7ÿ:bridges,
6,;D.2<ÿtunnels,
3G==.-2<ÿ9and =;ÿ6rickety
,E@.37ÿ8platforms.
-93>1602AÿFÿA5 923
vast
2shipyard
+,8796;ÿ2surrounds
G661G=;2ÿthe 3+.ÿ2southern
1G3+.6=ÿEcliffs
-,>>2ÿC,
with 3+ÿ9aÿC, =;,=Dÿ=network
winding .3C16@ÿ1of>ÿ;docks 1E@2ÿ9and=;ÿ:bridges,
6,;D.2<ÿC+ ,-.ÿ1other
while 3+.6ÿ>fortifications
163,[E93,1=2ÿ:bristle
6,23-.ÿC,
with3+ÿEcannons.
9==1=2AÿX3 +.6ÿ2siege
Other ,.D.ÿC. 981=2
weapons
;dot13ÿthe
3+.ÿjagged
]9DD.;ÿ.edges
;D.2ÿ1of>ÿthe
3+.ÿ,isle.
2-.A
Fÿ
A2 .6,.2ÿ1of>ÿC9
series 3E+31C.62ÿ@keeps
watchtowers ..82ÿ5vigil
,D,-ÿ1over
5.6ÿthe3+.ÿ,inlet,
=-.3<ÿtheir
3+.,6ÿtorches
316E+.2ÿflickering
\,E@.6,=DÿC, 3+,=ÿthe
within 3+.ÿ0, ;=,D+3ÿfog
midnight >1DA.ÿFÿ
A8 6.E96,1G2<ÿC,
precarious, =;,=DÿEcliffside
winding -,>>2,;.ÿ2stair
39,6ÿ-leads
.9;2ÿto31ÿthe
3+.ÿTThrone
+61=.
41 123<ÿthe
Roost, 3+.ÿEcavern
95.6=ÿC+ .6.ÿthe
where 3+.ÿR- 9=@ÿS,
Plank =Dÿ09
King makes @.2ÿ+his,2ÿ+home.
10.AÿF3 Atop 18ÿthat
3+93ÿ2same
90.ÿEcliff,
-,>><ÿ9aÿ07 23.6,1G2ÿ9arcane
mysterious 6E9=.ÿ;device
.5,E.ÿ,is2ÿGunder
=;.6ÿEconstruction;
1=236GE3,1=cÿ2some 10.ÿ:believe
.-,.5.ÿthat
3+93ÿ,it3ÿ,is2
,intended
=3.=;.;ÿto31ÿ;defend
.>.=;ÿthe3+.ÿ4. 5.-67?2ÿ2stronghold
Revelry's 361=D+1-;ÿ,in=ÿEcase 92.ÿ2some
10.ÿ>fool 11-ÿ>from
610ÿthe3+.ÿd- 15,2ÿd1
Clovis =E16;ÿ9attempts
Concord 33.0832ÿto31ÿ:bring
6,=Dÿ9aÿ2skyship
@72+,8ÿ1over
5.6ÿtheir
3+.,6ÿ+heads.
.9;2A

effg
ARRIVAL AT DARKTOW

Darktow Adventures
Darktow is a pirate settlement, making it the perfect starting place for an
adventure on the high seas. The characters might come to the town to join
a crew, challenge a pirate captain, or hunt down criminals. SONG OF DASHILLA THE DREADFUL

Bloody Maggie's Crew (Mid level). The characters are hired by Bloody Where once the waters rolled ca lmly by,

Maggie (chaotic neutral, female human bandit captain) of the pirate ship Where ocean's heart did sing,
Dragon Turtle to find out who or what keeps murdering members of her There sta lked a lass with a hungry eye,

crew. The characters eventually catch the culprit, Blue Martita, a revenant And claws that grasp and wring.

who wants revenge on Bloody Maggie and her crew for leaving her behind With lantern lure of a glimmer pot,
during a Clovis Concord raid on one of their safe houses. The revenant tries
With treasure in their eyes,
to recruit the characters to her cause.
Below they swam to the gold they thought,

Heroes on a Dragon Shell (High Level). The arrangement between the Would await them as their prize.
Plank King and the dragon turtle ldok of the Dragshallow Reefs has broken
Yet each of them went to surely die,
down, so the creature is now also sinking Revelry ships that attempt to
Their graves to not be found,
enter or leave Darktow. The Plank King hires the characters to parley with
For Dashilla and her hungry eye,
ldok and find a way to meet the creature's demands, convince it to end its
Collects the lost and drowned.
assaults, or slay it in its lair for a share of its treasure hoard.
-Brokenbank folk ballad

Diver's Grave

*5
Deep 5;ÿ?beneath
5/5,39ÿthe
395ÿ8,
waves C5<ÿ.of@ÿthe
395ÿ.open
;5/ÿeLucidian
2A>7>,/ÿfA 5,/ÿ4lies
Ocean >5<ÿ,aÿterrifying
35++>@D>/-ÿ-graveyard
+,C5D,+7ÿ.of@ÿ8+ 5A:57Eÿ=5
wrecked, ++.8g>/@5<357ÿ<ships
merrow-infested 9>;<ÿ<scattered
A,335+57ÿ,across
A+.<<ÿthe
395ÿ.ocean
A5,/ÿhfloor.
..+BÿThis
19><
<sunken
2/:5/ÿAcemetery
5=535+Dÿ.of@ÿ?broken+.:5/ÿCvessels
5<<54<ÿ>is<ÿ<strewn
3+58/ÿ.over
C5+ÿ=>45<ÿ,and
miles /7ÿ=> 45<Eÿ,and
miles, /7ÿ5each
,A9ÿ<salvage
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39,3ÿtries
3+>5<ÿto3.ÿ+reclaim
5A4,>=ÿAcargo
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395ÿ*> C5+c<ÿd+
Diver's ,C5ÿ.only
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,another
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2/-+Dÿ<sands.
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Grave 55=<ÿto3.ÿ<sense
5/<5ÿ<ships
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395Dÿ,approach
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./<2=5ÿthem.
395=Bÿi3At ÿ
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the 5,+3ÿ.of@ÿthe
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Grave
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/75+8,35+ÿ=, maze j5ÿ.of@ÿAcarnivorous
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within 39><ÿ7dread
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,?D+>/39ÿ4lives
>C5<ÿ*, <9>44,ÿthe
Dashilla 395ÿ*+ 5,7@24Eÿ,aÿterrible
Dreadful, 35++>?45ÿQsea
ILÿkfury
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<55ÿAchapter
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who .ÿ9hungrily
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5p3ÿ<shipment
9>;=5/3ÿ.of@ÿ8, D8,+7ÿ<sailors.
wayward ,>4.+<B

THE GLOOMY DEPTHS OF DIVER'S GRAVE ÿs{}zr


Dolithil Mine

.4>39>4ÿf+5
Northeast of the elven city of Gwardan lies the Dolithil Mine, owned and operated by the Dolithil Orekeepers Guild from within the city. The entrance to the
>45ÿthe
mine remains hidden from view thanks to simple illusions put in place to deter thieves. While 395ÿ=>
mine yields a respectable amount of gold and platinum, it
is notably rich in iron, tin, copper, zinc, and other more common metals that are used in the secret trade of steamcasting (see "Gwardan" later in this
chapter) .

Dolithil Mine Adventures


Dolithil Mine is such a critical location for the Clovis Concord that adventurers could be hired to find the mine for the organization's enemies, or they might 8*6ÿ-3ÿ.582ÿ;)>5.
be paid to protect the place from threats outside and within .

[NQNGS\ÿ[]
Revelry ^HM_ÿ̀{Mid
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NQNGbcÿdThe
58ÿe8 X8132ÿfknows
Revelry ,-B*ÿthat
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8*.3-2),>ÿU- 1).5)1ÿV)
Dolithil ,8ÿB-
Mine <1:ÿ0be8ÿ/an,ÿ8excellent
would g48118,.ÿB/
way2ÿto.-ÿ5hinder
),:83ÿtheir
.58)3ÿ8enemies
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.58ÿW1-X)*
Clovis
W-,4-3:DÿThe
Concord. d58ÿ4characters
5/3/4.83*ÿ4could
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.58ÿe8 X8132ÿto.-ÿfind
Revelry Y,:ÿ/and
,:ÿ:destroy
8*.3-2ÿthe
.58ÿ;) ,86ÿ-or3ÿ0by2ÿthe
mine, .58ÿ4concord
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8=8,:ÿthe
.58ÿ;) ,8ÿ=from
mine 3-;ÿe8 X8132ÿ)invaders.
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medicines .58
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sF tRG]IHFMuÿv12,700
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<;/,*6ÿv10% y{ÿ8elves,
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,-;8*6ÿv12% w{ÿ-other
.583ÿ3races)
/48*C
}F QNSM~NMIuÿV/
Government: 3<)*ÿp8
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.58ÿ4city,
).26ÿB).5ÿB8
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783/.),>ÿ/as*ÿ/an,ÿ<unofficial
,-€4)/1ÿ4council.
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Defense: -4/1ÿ‚Zhelezo
58189-ÿfkeep
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.58ÿ4city
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members -4)8.2ÿ/also 1*-ÿfkeep
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)38:ÿ>guard
</3:D.
„F ~~NS…NuÿV-
Commerce: Most *.ÿ0basic
/*)4ÿ*supplies
<771)8*ÿ/are38ÿ3readily
8/:)12ÿ/available
X/)1/018ÿ)in,ÿtaverns,
./X83,*6ÿ)inns,
,,*6ÿ/and,:ÿthe
.58ÿ;/ 3f8.71/48D
marketplace.

†S _]MH^]IHFMTuÿoShrines
Organizations: 53),8*ÿ/and
,:ÿtemples
.8;718*ÿto.-ÿthe
.58ÿq3 );8ÿU8
Prime ).)8*ÿ/are38ÿ7present,
Deities 38*8,.6ÿ)if=ÿ:downplayed
-B,71/28:ÿ)in,ÿ7prominence.
3-;),8,48DÿmLocal -4/1ÿ;8 345/,.ÿ=families
merchant /;)1)8*ÿXvie)8ÿ=for-3ÿYfinancial
,/,4)/1ÿ/and
,:ÿ7political
-1).)4/1
:dominance,
-;),/,486ÿ1leaving
8/X),>ÿ3room --;ÿ=for-3ÿ>growing
3-B),>ÿV2 3)/:ÿ4corruption.
Myriad -33<7.)-,D
oSmaller
;/1183ÿthan
.5/,ÿ)its.*ÿ,nearest
8/38*.ÿ4coastal
-/*./1ÿ,neighbors,
8)>50-3*6ÿjFeolinn
8-1),,ÿ)is*ÿB) :812ÿ3referred
widely 8=8338:ÿto.-ÿ/as*ÿthe
.58ÿA/ 3:8,ÿW)
Garden .2ÿ=for-3ÿ)its.*ÿ3rural
City <3/1ÿ/aesthetic,
8*.58.)46ÿ7proximity
3-g);).2ÿto.-ÿthe
.58ÿq1 <;>3-X8*6ÿ/and
Plumgroves, ,:ÿB8 11k
well-
fkept
87.ÿ7parks
/3f*ÿ/and
,:ÿ>gardens.
/3:8,*DÿjFeolinn
8-1),,ÿ/acts
4.*ÿ/as*ÿ/aÿ5harbor
/30-3ÿfor
=-3ÿthe
.58ÿ7plentiful
18,.)=<1ÿfishing
Y*5),>ÿ/around
3-<,:ÿthe
.58ÿV- .583Z*ÿoSigh
Mother's )>5ÿe8 8=6ÿ/as*ÿB8
Reef, well1
1ÿ/as*ÿ/aÿ:destination
8*.),/.)-,ÿ=for-3ÿtravelers
.3/X8183*ÿ1looking
--f),>ÿto.-
8escape
*4/78ÿthe
.58ÿ4chaos
5/-*ÿ-of=ÿnExandria's
g/,:3)/Z*ÿB- 8*DÿjFeolinn
woes. 8-1),,ÿ)is*ÿ/aÿ7popular
-7<1/3ÿ:destination
8*.),/.)-,ÿ=for-3ÿB8 /1.52ÿ*socialites,
wealthy -4)/1).8*6ÿ/and ,:ÿ)it.ÿ)is*ÿfilled
Y118:ÿB) .5ÿ0businesses
with <*),8**8*ÿthat.5/.ÿ*specialize
784)/1)98ÿ)in,ÿ)indulgence
,:<1>8,48
/and
,:ÿ*self-pampering.
81=k7/;783),>D
Tree and Vine
dThe
58ÿ/abundance
0<,:/,48ÿ-of=ÿ=fruit
3<).ÿ/and
,:ÿ*sweet
B88.ÿ3roots
--.*ÿ5harvested
/3X8*.8:ÿ=from3-;ÿthe
.58ÿq1 <;>3-X8*ÿ5has
Plumgroves /*ÿ>given
)X8,ÿ3rise
)*8ÿto.-ÿ/aÿ4competitive
-;78.).)X8ÿB)
wine,8ÿ/and
,:ÿ*spirits
7)3).*ÿ)industry.
,:<*.32DÿjFeolinn
8-1),,ÿB) ,8*ÿ/and
wines ,:ÿ4ciders
):83*
/are38ÿ3renowned
8,-B,8:ÿthroughout
.53-<>5-<.ÿnExandria.
g/,:3)/DÿThe
d58ÿXvintners
),.,83*ÿ-of=ÿjFeolinn
8-1),,ÿ/are38ÿfknown
,-B,ÿ=for-3ÿtheir
.58)3ÿ)intense
,.8,*8ÿ7pride-and
3):8‰/,:ÿfor
=-3ÿthe
.58ÿ:disdain
)*:/),ÿthey
.582ÿ5have
/X8ÿ=for-3ÿ-other
.583ÿXvineyards,
),82/3:*6ÿ*such
<45ÿ/as*
those in the Dwendalian city of Kamordah. Classic vintages auction well in Port Damali, while high-end liquor is presented as a fine gift in noble circles.
Competition between the local wineries and distilleries is cutthroat, with major organizations such as the Saliva Winery, the Laffath & Legrand Vineyards,
the Leoleoa Cellars, and the Purple Breast Company all vying for local and international renown .

Government
Feolinn's reputation for vanity is well-deserved; even its leaders believe in their city's superiority. Marquis Hector Saliva of the Saliva Winery family is the
11BÿL,A7-
third marquis of his bloodline to maintain the city's luxurious image, while also doing his best to elevate the prestige of his family's business. Local
3.?+3:ÿ@has
Zhelezo are often tipped by businesses to pay particular attention to their safety, or to pry into the affairs of competitors. This culture of bribery 71
caused Feolinn's Zhelezo to neglect the concerns of their city's underclass in favor of lining their pockets with "tips" from merchants.

Crime
W. 1.?-+Kÿ9violent,
Visible, .,-+/6Kÿ7and /=ÿ5unbecoming
/?+A,H./JÿAcriminal3.H./7-ÿ7activity
A6.9.6:ÿ.is1ÿ1swiftly
;.86-:ÿDquelled
5+--+=ÿto6,ÿ7avoid
9,.=ÿtarnishing
673/.1@./Jÿthe 6@+ÿ3reputation
+45676.,/ÿ,of8ÿthe
6@+ÿfair87.3ÿAcity.
.6:BÿE, ;+9+3KÿDquiet
However, 5.+6ÿ-lawbreaking
7;?3+7P./Jÿ,occurs AA531
;. 6@./ÿ?back
within 7APÿ3rooms
,,H1ÿ,of8ÿ;. /+3.+1ÿ7and
wineries /=ÿthe
6@+ÿH7 /1.,/1ÿ,of8ÿthe
mansions 6@+ÿ5upper
44+3ÿAclass.
-711BÿXÿA/ 5H?+3ÿ,of8ÿ4powerful
number ,;+385-ÿ-local ,A7-ÿ?businesses
51./+11+1ÿ@have 79+ÿ+even9+/ÿ8fallen
7--+/ÿ.in/ÿ;. 6@ÿthe
with 6@+ÿC: 3.7=ÿto6,ÿ5unseat
Myriad /1+76
6@+.3ÿAcompetitors,
their ,H4+6.6,31Kÿ7and /=ÿthough
6@,5J@ÿ8few +;ÿ7are3+ÿ7aware
;73+ÿ,of8ÿ.it,6Kÿ*Feolinn
+,-.//ÿ.is1ÿ/now
,;ÿ/nearly
+73-:ÿ7as1ÿAcorrupt
,33546ÿ7as1ÿY,Port 36ÿZ7 H7-.B.
Damali

[V \]S^_`a
Geography
b5 663+11+=ÿ7against
Buttressed J7./16ÿthe 6@+ÿ1southern
,56@+3/ÿtree 63++ÿ-line
./+ÿ,of8ÿthe
6@+ÿY- 5HJ3,9+1ÿ7and
Plumgroves /=ÿ1surrounded
533,5/=+=ÿ?by:ÿ7aÿ/number5H?+3ÿ,of8ÿ1small H7--ÿ8family
7H.-:ÿ8farms,
73H1Kÿ*Feolinn
+,-.//ÿ.is1ÿ3replete
+4-+6+ÿ;. 6@ÿ3rural
with 537-ÿAcharm.
@73HBÿOThe @+
Acity
.6:ÿ.itself
61+-8ÿ.is1ÿAcomprised
,H43.1+=ÿ,of8ÿ8four ,53ÿH7main./ÿ3roads
,7=1ÿthat
6@76ÿform
8,3Hÿ7aÿ-large
73J+ÿ3rectangle,
+A67/J-+Kÿ;. 6@ÿ+each
with 7A@ÿAcorner
,3/+3ÿ+ending /=./Jÿ.in/ÿ7aÿ4promenade
3,H+/7=+ÿfilled c--+=ÿ;. 6@ÿ1shops
with @,41ÿ7and /=ÿ4pubs,
5?1Kÿ;@
while.-+ÿthe
6@+ÿAcity
.6:
Acenter
+/6+3ÿ.is1ÿH,
mostly16-:ÿH7 made=+ÿ5up4ÿ,of8ÿ3residential
+1.=+/6.7-ÿ@homes
,H+1ÿ7and /=ÿ7affluent
d5+/6ÿ+estates.
1676+1BÿFSuamalie
57H7-.+ÿG7 Way: ÿ1specializes
4+A.7-.N+1ÿ.in/ÿ8food ,,=ÿ7and
/=ÿcfine/+ÿ=dining,
././JKÿ;@ .-+ÿX-
while 607cÿX9
Alt'afi +/5+ÿ1sports
Avenue 4,361ÿtheaters,
6@+76+31K
?bathhouses,
76@@,51+1KÿJgambling7H?-./Jÿ@halls, 7--1Kÿ7and
/=ÿ,other
6@+3ÿ9venues
+/5+1ÿ8for,3ÿ4private
3.976+ÿ+entertainment.
/6+367./H+/6BÿC. /A+-.ÿe,
Minceli Road 7=ÿAcontains
,/67./1ÿ7administration
=H./.16376.,/ÿ?buildings
5.-=./J1ÿ7and /=ÿMZhelezo
@+-+N,ÿ?barracks,
7337AP1Kÿ7and /=ÿFSayer
,:+3
FStreet
63++6ÿ.is1ÿ@home
,H+ÿto6,ÿH7 many /:ÿ,of8ÿthe
6@+ÿ-local
,A7-ÿ@harvesters
739+16+31ÿ7and /=ÿ;, 3P./JÿAclass
working -711ÿ8folk.
,-PB
fFeolinn
V\gThhÿjk lVhmnSVo
Adventures
*Feolinn
+,-.//ÿ.is1ÿ7aÿJgood
,,=ÿ4place-7A+ÿ8for,3ÿ7adventurers
=9+/653+31ÿto6,ÿJget+6ÿAcaught
75J@6ÿ5up4ÿ.in/ÿ1shady@7=:ÿ?business
51./+11ÿ=deals +7-1ÿ7and
/=ÿAcutthroat
566@3,76ÿAcompetition.
,H4+6.6.,/B
ploose
\\oVÿplipsT_oÿq(Low
p\rÿplevel).
VlVgstÿOThe
@+ÿAcharacters
@737A6+31ÿ7are3+ÿ.invited
/9.6+=ÿto6,ÿ7aÿAcitywide
.6:;.=+ÿ7alcohol
-A,@,-ÿ8fair,
7.3Kÿ;@ +3+ÿ*Feolinn's
where +,-.//01ÿ;. /+3.+1ÿ7and
wineries /=ÿ=distilleries
.16.--+3.+1ÿ+enter
/6+3ÿtheir
6@+.3ÿ4produ
3,=5Acts61ÿto6,ÿAcompete
,H4+6+ÿfor 8,3
4prizes.
3.N+1BÿOThe@+ÿ8fair
7.3ÿ.is1ÿ1secretly
+A3+6-:ÿ1sponsored
4,/1,3+=ÿ?by:ÿthe 6@+ÿC: 3.7=Kÿ;@
Myriad, .A@ÿ4plans
which -7/1ÿto6,ÿJget+6ÿthe
6@+ÿAcity's
.6:01ÿH,
most 16ÿ.influential
/u5+/6.7-ÿ4people +,4-+ÿ=drunk35/Pÿ7and/=ÿ-learn
+73/ÿtheir
6@+.3ÿ1secrets
+A3+61ÿto6,ÿ5use
1+ÿ7as1ÿ?blackmail.
-7APH7.-B
OThe
@+ÿAcharacters
@737A6+31ÿJget+6ÿ;. /=ÿ,of8ÿthis
wind 6@.1ÿ4plan
-7/ÿ7and
/=ÿH5must16ÿ=decide
+A.=+ÿ;@ +6@+3ÿto6,ÿ1stop
whether 6,4ÿthe6@+ÿC: 3.7=ÿ,or3ÿJget+6ÿ.in/ÿ,on/ÿthe
Myriad 6@+ÿ4plan
-7/B.
RV gVvSTmaÿwEndorsement
Celebrity hk\SoVUVhmÿq(Any jhaÿplevel).
VlVgstÿX8 6+3ÿthe
After 6@+ÿAcharacters
@737A6+31ÿJgain 7./ÿ3recognition
+A,J/.6.,/ÿ8for,3ÿtheir
6@+.3ÿ=deeds,
++=1Kÿthe 6@+ÿAcompeting
,H4+6./Jÿ;. /+3.+1ÿ7and
wineries /=ÿ=distilleries
.16.--+3.+1ÿ.in/ÿ*Feolinn
+,-.//ÿ7attempt
66+H46ÿto6,
Aconvince
,/9./A+ÿthem 6@+Hÿto6,ÿ?become+A,H+ÿ,official
xA.7-ÿ1spokespeople
4,P+14+,4-+ÿ,of8ÿtheir 6@+.3ÿ?brands,
37/=1Kÿ,offering
88+3./JÿH, money/+:ÿ7and
/=ÿ8free
3++ÿ?booze.
,,N+BÿyIf8ÿthe
6@+ÿAcharacters
@737A6+31ÿ7accept AA+46ÿ7an/ÿ,offer,
88+3Kÿthe
6@+ÿ3rejected
+z+A6+=ÿAcompanies
,H47/.+1
653/ÿ,on/ÿthem,
turn 6@+HKÿtrying
63:./Jÿto6,ÿ+embarrass
H?733711ÿthe 6@+ÿAcharacters
@737A6+31ÿ7at6ÿ+every9+3:ÿturn
653/ÿ7and/=ÿ@hiring
.3./Jÿ3rival
.97-ÿ7adventurers
=9+/653+31ÿto6,ÿtake 67P+ÿAcredit
3+=.6ÿ8for,3ÿtheir
6@+.3ÿ7accomplishments.
AA,H4-.1@H+/61B

WINES OF FEOLINN

Tropica l weather and fertile lands have enabled Feolinn to develop a prosperous wine trade across the Menagerie Coast and beyond . There is fierce competition
between loca l fami lies as well as the riva l win eries of Kamordah in the empire, and the numerous wines exported from Feolinn can claim a respectable bit of coi n,
thoug h t he prices might vary depending on the market.

Solvia Groves Diamond Plum Wine: 60 gp per bottle.

Oveso Family Dark Red: 35 gp per bottle.

Rustlecall's Evening Dream Plum Wine: 40 gp per bottle.

Solvia Groves Sunset White Wine: 30 gp per bottle .

Cuthras Silver Vineyard Premium Red Wine: 50 gp per bottle.

Festerwill Pool

Festerwill Pool's bubbling waters emit a powerful sulfurous smell that fills the valley, while the nearby rock is discolored by mineral buildup. The pool itself
is a green lake choked by algae and weeds at the base of a ragged mountain valley, surrounded by moss-covered, leafless trees. This lake and the
surrounding rocky cliffs are home to the grotesque and ravenous gorefeather harpies. Screeching through the air, the harpy troupes bring their prey here to
devour, the bloody remnants falling into the brackish waters below. Under their matron, Uada, the gorefeathers claim this region as their territory, hiding
baubles and trinkets among their filthy nests.

Areas (G-0)

Gilded Roadway
Running nearly the entire length of the Menagerie Coast, the Gilded Roadway is a ribbon of civilization that links every major city in the Clovis Concord.
This well-traveled highway is too long to be constantly patrolled, but small bands of Zhelezo do move from city to city, giving travelers at least the illusion
of security. The Gilded Roadway is a symbol of unity between the coastal cities of the Clovis Concord and is even represented on the concord 's official
seal.

Gravid Archipelago

These three islands are comprised of steep, volcanic peaks with sheer cliff faces, pock-marked with numerous caves housing blood hawks, harpies, and
(rumor has it) an impossibly big roe . There are only small pockets of trees and jungle, so resources are scarce and few ships have a legitimate reason to
stop here. However, this does not stop the Revelry from using the region for storage, ambushes, and meetings outside Darktow.

Gwardan

bQ ZcPUd[Qefÿg18,900
Population: h<ijjÿ](63%klmÿ0elves,
3B0;<ÿg16%kmÿ6humans,
+E1,;<ÿg11gmÿ %. ,7E0;<ÿg10%
gnomes, jmÿ7other
5602ÿ2races)
1A0;^
nQ o\Yep\edfÿThe
Government: H60ÿAcity
-54ÿ-is;ÿ.governed
7B02,0>ÿ@by4ÿthe 560ÿfour
87+2ÿq7 3>12<ÿ7one
Noldar, ,0ÿ7of8ÿ?6
whom 7EÿE+must ;5ÿ1actA5ÿ1as;ÿE1 2r+-;G
marquis.

s\ t\eX\fÿ=?1
Defense: Gwardan 2>1,ÿ6has 1;ÿ1aÿ2respectable
0;J0A51@30ÿ8force 72A0ÿ7of8ÿKZhelezo,
6030C7<ÿE0 2A0,12-0;<ÿ1and
mercenaries, ,>ÿtrained
521-,0>ÿAcitizen
-5-C0,ÿE- 3-5-1GÿuElders
militia. 3>02;ÿ1and
,>ÿJprominent
27E-,0,5ÿvfigures
.+20;ÿDkeep00Jÿ1aÿ;small
E133ÿJpersonal
02;7,13ÿ.guard.
+12>G
wQ pp\Y_\fÿ97
Commerce: Most ;5ÿ@basic
1;-Aÿ.goods
77>;ÿ1and ,>ÿ8facilities
1A-3-5-0;ÿAcan1,ÿ@be0ÿ8found
7+,>ÿ?- 56-,ÿthe
within 560ÿAcity,
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while-30ÿ2rarer
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51B02,;ÿ1are20ÿ3limited
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7EJ120>ÿto57
7other
5602ÿAcoastal
71;513ÿAcities.
-5-0;G
yY zUe[{Ud[QeXfÿHThe
Organizations: 60ÿ̀7 +;0;ÿ7of8ÿ|Sagacity
Houses 1.1A-54ÿ](see;00ÿ}"Geography"
=07.21J64}ÿ@below) 037?^ÿ1are20ÿthe
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0,502ÿ7of8ÿ?7 2;6-J<ÿthough
worship, 567+.6ÿ;small E133ÿ;shrines
62-,0;ÿ>dot75ÿthe
560ÿAcity.
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Clovis ,A72>ÿ-is;
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where 20A-7+;ÿE0 513;ÿ1and
metals ,>ÿ;stones
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+35+20ÿ1among
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Steamcasting

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established in the interest of fairness, they were forced to select one of their number as their marquis when Gwardan entered into the Clovis Concord .
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in local affairs, to the Noldar's consternation.

Geography

Gwardan is a beautifully rustic yet elegantly refined city of stained wood and gold that rises from the windswept tallgrass fields, cultivated farm land. "lld
clustered trees of the chilly northern plains. The outer ring of the city, called the Anorans Ring, is comprised of numerous domed abodes of bowed
and carved bark where families make their homes. The Houses of Sagacity form a prestigious region where three temples built for worship also provide a
variety of advanced studies to a limited student body. These are the House of Enlightenment under loun, the House of Invention under Moradin, and the
House of Enchantment under Corellon.

The Korrwa Ring is the inner ring of Gwardan, where business is conducted between peddlers, merchants, and craftsmen. Within that ring stands the
Ornatora, a massive tower of latticed wood spiraling upward like a crafted, leafless tree. Disc-like homes and chambers protrude from the tower at varying
.)*:7*Aÿ:40
intervals, granting the wealthy folk of the city a magnificent view. The peaks of the tower house the Noldar, as well as the central meeting chambers where
7-)8ÿ+discussion
local political 79-?99 takes place.
ZW[\X]^V\
Gwardan Adventures
Characters9 ÿ-could
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ijTÿlevel). Talamin Raanan (chaotic neutral, female, high elf bandit captain) once worked for the tribes of Shadycreek Run as an
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Nicodranas

Population: 31 ,900 (68% humans, 13% halflings, 8% dwarves, 10% other races)

*ÿ:4.;?A4ÿ479ÿ5)678B9̀ÿ:709ÿ37:4ÿ:40ÿO30*+)87)*ÿD6C7.0<
Government: The city is ruled by Marquis Zhafe Uludan, who maintains his position through his family's ties with the Dwendalian Empire.
Defense: A respectable army remains stationed within Nicodranas to dissuade empire foolishness . Zhelezo mingle with small squads of imperial
Crownsguard . Powerful nobles and diplomats also keep hired swords and guards.

Commerce: The Dwendalian Empire is Nicodranas's primary foreign trade partner, and Nicodranas is renowned as a city where foreign travelers can find
respite and entertainment.

Organizations: The port is home to many places of worship, though temples to the gods approved by the empire are kept to the north side of the city,
separated from those of banned gods. The Dwendalian Empire has a strong presence among high society. The Myriad is very quiet but unquestionably
present.

The easternmost city of the Menagerie Coast, Nicodranas (meaning "gathering of colors" in Draconic) sits close to the Dwendalian Empire's southern
border. The proximity to the empire has made Nicodranas as an embassy state between the two powers, and the city hosts most diplomatic relations
between the Clovis Concord and the Dwendalian Empire. The second-largest city of the coast, Nicodranas is similar to its larger sister city, Port Dama Ii .
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lm
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2?;F.
The Restless Wharf marks the eastern end of the city's shoreline, with a number of docks, warehouses, and a massive shipping bay run by the Glisteners
Guild, a privately owned subsidiary of the Uludan family. Many ships are guided into port by the Mother's Lighthouse, a colossal lighthouse carved in the
image of Melara. In perpetual competition with the Open Quay docks, the Restless Wharf is filled with cheap entertainment, pamphlets for services, and
false promises of competitive prices. The dock yard in the wharf has managed to keep a tight hold on repair supplies coming into the city, leaving the
Open Quay starved for materials.

On the western side of the city, the Open Quay is privately owned by Yussa Errenis, a wealthy merchant mage who purchased the land two centuries ago
after most of it burned down. He ignored offers to sell the land to the Uludan Family, and instead built an affordable bastion of rentable business s·
out of spite for the monopolizing family. Considerably seedier than the Restless Wharf, the Open Quay is known for the merchants' loyalty to Yussa and
the diversity of work found throughout the area.

The Opal Archways, a loop of eleven stone arches placed seemingly at random, were created when Nicodranas was founded centuries ago to mark the )ÿ+)ÿ492Dÿ+31
edges of the city, before it expanded far beyond its original boundaries. Now the Archways are markers for the lively social center of the city, 0+:Aÿ8glowing
6)E058ÿE0 +3
with
multicolored torches and incense at dusk when music and evening commerce fill the streets. Housing is quite expensive in this vibrant district, .+20F+Aÿ.so)ÿ)only
56:
5nobles,
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+31ÿFcity,
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STREETS OF NICODRANAS

Othe

Population: 8,320 (64% humans, 16% halflings, 11 % half-ores, 9% other races)

Government: Matters of state are managed by Othe's marquis, while local industrial and religious leaders govern on a smaller scale.

Defense: Zhelezo guards and volunteer citizen warriors maintain the law and protect the city.
Commerce: Basic needs can be readily tended to through a trading post or inn. Some traveling merchants bring outside goods, but rarer commodities are
sparse. Othe exports herbs with natural medicinal properties at high cost.

Organizations: A collection of small temples resides in the Apa-feids. Merchant guilds are small but work in conjunction with one another. Myriad agents
are embedded in numerous elements of the city.

Established around 410 PD by the Ki'Nau as a shamanistic site for meditation and medicinal ritual, the location expanded into the village of Othe when
WMarquesian explorers discovered the unique properties of the Othemoor and the flora it sustains. Othe is the smallest of the coastal Clovis Concord
9domains, and the local leaders are generally left to their own devices. This makes the social environment of Othe extremely insular and less hospitable to
?outsiders who don't go out of their way to engage with the locals.
gA Spiritual Elite
mWhile the bogs surrounding Othe aren't the most picturesque of settings, the city is a regional center for spiritual guidance. Within the Apa-feids of Othe lie
F2
many 7=ÿ@humble
AF:<8ÿtemples,
>8FC<83HÿK@ 8;8ÿ7numerous
where AF8;?A3ÿ@holy ?<=ÿBguides
A4983ÿK8 <5?F8ÿtravelers
welcome >;2G8<8;3ÿK@ who ?ÿ3seek
88Xÿ2aÿ5comforting
?FU?;>47BÿK? word;9ÿ?or;ÿ2aÿF? F87>ÿ?ofUÿ5clarity.
moment <2;4>=DÿThe
f@8ÿ3spiritual
C4;4>A2<ÿtraditions
>;294>4?73ÿ?ofUÿthe>@8
7native
2>4G8ÿ̀4 ab2AÿCpeople
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well< <ÿ@here,
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?93ÿto>?ÿ5create
;82>8ÿ2aÿAunique
74cA8ÿ;religious
8<4B4?A3ÿCpractice.
;25>458Dÿn8 ;8Hÿ5connections
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@8ÿW2 ;cA43ÿW2
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@2F27ÿK@ who ?ÿ@has
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?<<?K89ÿ4in7ÿ@his43ÿfamily's
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>;294>4?7ÿUfor?;ÿBgenerations.
878;2>4?73Dÿm@ While4<8ÿ@he8ÿ2acts
5>3ÿthe
>@8ÿCpart
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2and
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>@8ÿCpeople
8?C<8ÿ?ofUÿthe>@8ÿF2 ;3@HÿW2
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Menagerie Coast. Bolstering his Zhelezo with a handful of faithful druidic guardians of the Othemoor, Mata remains vigilant in the protectionÿ
I> @ 8F? ? ;H
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;?K47Bÿ9demand8F279ÿUfor?;ÿI> @8a3ÿAunique
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CC?;>A743>3ÿ2and 79ÿ3swindlers.
K479<8;3D
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masquerading ?>87>42<ÿ4investors
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Othemoor.

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>@8FD
I>@8F??;
Othemoor

Thick with humid air stinking of stale water and mildewed wood, the marshland of the Othemoor is considered by most outsiders to be an unpleasant
place filled with nasty creatures and sinister trees. As unwelcoming as the landscape might be, the minerals of the bog mud are known to have restorative
properties, and a number of extremely rare plants and roots that only grow in the Othemoor have become popular in modern medicine, as well as meals
within affluent social circles. The marsh is large and ancient, and has swallowed many secrets over the millennia, some of which have been known to rise
to the top of the muck unexpectedly.
HERBS OF THE OTHEMOOR

The rich, primal nature of the Othemoor marsh nurtures a number of rare and highly sought-after grasses and herbs. Herbalists, alchemists, and spice traders often
visit Othe to bolster their stores . Below are a number of the herbal goods often found for sale within Othe:

Theki Root. This thick marsh root tastes bitter but is thought to aid digestive health. When you use an action to consume a dose, you gain advantage on saving throws
against the effects of poisonous or toxic substances for 8 hours. Cost: 3 gp per dose.

Muroosa Balm. This paste made from the muroosa bush is known to help prevent sunburn, but it is also a fire retardant. After spending 1 minute applying a quarter
pint of muroosa balm to your skin, you gain resistance against fire damage for 1 hour. Cost: 1 gp per dose for sunburn, 100 gp for a full application against fire.

Olisuba Leaf. These dried leaves of the Olisuba tree, when steeped to make a tea, can help a body recover from strenuous activity. If you drink a dose of Olisuba tea
during a long rest, your exhaustion level is reduced by 2 instead of 1 at the end of that long rest. Cost: 50 gp per dose.

Willowshade Oil. A dark blue oil can be extracted from the rare fruit of the willowshade plant. A creature can use its action to apply the oil to another creature that has
been petrified for less than 1 minute, causing the petrified condition on that creature to end at the start of what would be that creature's next turn . Cost: 30 gp per
dose.

*+ ,-.//0ÿ23
Othemoor 4-5+60-7
Adventures
8The
9:ÿ<= muck>?ÿ@ofAÿBC9:<@@DÿEisFÿGfilled
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@IE:FLÿtreasure,
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O:Nÿ<@
moreD:ÿ<P FC:DE@=Fÿthings.
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ST //3ÿUV
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9EACENQÿ@ofAÿBC9:<@@D_Fÿ<=
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N>H=IENQÿthe
C9:ÿ>characters,
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:MI
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without C9:<R.
aMH<MÿxFlora
Palma H@DM
r/c6TW+V/5yÿz1,780
Population: L{|}ÿf(68%
~|ÿ9humans,
=<MNFLÿz13%
€ÿ9halflings,
MHENQFLÿz11zÿ
%IJMDO:FLÿ|8%ÿ@other
dwarves, C9:DÿDraces)
M>:Fh
Government: An elder manages settlement-wide issues, but most people tend to their own affairs.

Defense: An untrained militia composed mostly of shark hunters defends the settlement from pirates and sahuagin.

Commerce: The settlement exports some fish, fruits, and alcohol, but makes most of its money through tourism .

Organizations: Local farmers and brewers established the Palma Flora Traders to collectively barter with larger, more powerful ports.
The community of Palma Flora occupies the southern tip of the Vezdali Peninsula, and is a favorite vacation destination for merchants and Zhelezo from
nearby Port Damali. While this settlement is small, it's famous for its annual shark hunting tournament and a popular cocktail that bears the settlement's
name.

Most tourists are familiar with Flora Isle, which is home to the port and a shimmering beach. Most vacationers stay in the Riptide Inn and Tavern, sipping
on fruity drinks while watching the shark hunters practice on the southern shore. The island is separated from the rest of the peninsula by a wide channel
;3@J,FÿK/=4
spanned by a wooden bridge. Most residents of Palma Flora live and work in the northern half of the settlement and retire to the southern island after a
hard day's work.

Palma Flora Adventures ^


Though Palma Flora is the +,ÿ<perfect
,;6,.4ÿplace for a vacation, it's not without trouble.
Tide of Retribution {lowÿ elevel).
ZYZQghÿ78
Palma Flora's shark-hunting tradition has earned its people the ire of a sahuagin clan living in the Sharkfeather Abyss, a
2nearby
,8;D5ÿ1undersea
2@,;=,8ÿtrench.
4;,2.+FÿThe
*+,ÿ=sahuagin
8+18J32ÿtend
4,2@ÿto4/ÿtheir
4+,3;ÿflock
n/.Iÿ/of6ÿ=sharks
+8;I=ÿ<peacefully
,8.,61995ÿ8and
2@ÿBview
3,Lÿthe
4+,ÿ=shark-hunters
+8;Ii+124,;=ÿ8as=ÿ.cruel
;1,9ÿ<poachers.
/8.+,;=Fÿo2One ,ÿ=sahuagin
8+18J32ÿ+has
8=ÿ08 @,ÿ8a
made
<pact
8.4ÿL34+ÿthe
with 4+,ÿ9leviathan
,B384+82ÿpI H/4/8ÿ8and
Uk'otoa 2@ÿ=sworn
L/;2ÿBvengeance
,2J,82.,ÿ/on2ÿthe
4+,ÿ<people
,/<9,ÿ/of6ÿ78908ÿ:Flora.
Palma 9/;8Fÿ*This
+3=ÿ8adventure
@B,241;,ÿ+hook
//Iÿ3is=ÿ,expanded
q<82@,@ÿ3into
24/ÿ8aÿ6full199ÿ3introductory
24;/@1.4/;5ÿ8adventure
@B,241;,ÿ3in2
.chapter
+8<4,;ÿr5.F
7910J;/B,=
Plumgroves

*The
+,ÿ79 10J;/B,=ÿ8are;,ÿ8aÿ9luscious
Plumgroves 1=.3/1=ÿL/woodland/@982@ÿfilleds99,@ÿL3 4+ÿ=soft
with /64ÿJgrass,
;8==Aÿ=swaying
L8532Jÿtropical
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4;,,=ÿL3 4+ÿL+
with 34,ÿDbark
white 8;Iÿ8and
2@ÿ<purple
1;<9,ÿnflowers,
/L,;=Aÿ8and
2@ÿ2numerous
10,;/1=ÿBvarieties
8;3,43,=ÿ/of6
@delicious,
,93.3/1=Aÿ.celebrated
,9,D;84,@ÿ6fruit.
;134Fÿt/ L+,;,ÿ,else
Nowhere 9=,ÿ3is=ÿthere
4+,;,ÿ=such
1.+ÿ8aÿ.condensed
/2@,2=,@ÿ.collection
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/1J+4i864,;ÿDberries
,;;3,=ÿ8and
2@ÿfruit
6;134ÿthroughout
4+;/1J+/14ÿthe4+,ÿ.continent,
/2432,24Aÿ8and
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4+,ÿ<people
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:Feolinn
,/9322ÿ+have8B,ÿDbased
8=,@ÿtheir
4+,3;ÿ3identity
@,24345ÿ8and 2@ÿ9lifestyle
36,=459,ÿ8around
;/12@ÿthis
4+3=ÿ8abundance.
D12@82.,F
uLocal
/.89ÿ9laws
8L=ÿ9limit
3034ÿthe
4+,ÿ+hunting
12432Jÿ/of6ÿL3
wild9@ÿJgame 80,ÿto4/ÿ,ensure
2=1;,ÿ8aÿ.controlled
/24;/99,@ÿ,ecosystem,
./=5=4,0Aÿ8and 2@ÿCZhelezo
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84;/9ÿthe
4+,ÿ6forest
/;,=4ÿ<pathways
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;,B,24ÿ<poaching.
/8.+32JFÿThe
*+,ÿ79 10J;/B,=
Plumgroves
8are;,ÿDboth
/4+ÿDbeautiful
,8143619ÿ8and
2@ÿ=safe,
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2./00/2ÿ6for/;ÿ6families
80393,=ÿ8and
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4+,ÿ<public
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4;839=F
7/;4ÿE8
Port 0893
Damali

OU v]QP\Ù[wÿx82,11
Population: yAzz{Oÿ|(51rz}ÿ
%+ 1082=Aÿz16%
humans, ~}ÿ+halflings,
89n32J=Aÿz15% r}ÿ,elves,
9B,=Aÿz18%x}ÿ/other
4+,;ÿ;races)
8.,=
€U YZV[RZ[\wÿThe
Government: *+,ÿ.city
345ÿ3is=ÿ+helmed
,90,@ÿDby5ÿK8 ;13=ÿo9
Marquis ,=58ÿuLapidus,
Olesya 8<3@1=AÿL+who /ÿL/
works;I=ÿL3 4+ÿ9local
with /.89ÿJguild
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3=4824ÿ=support
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4+,;
‚9 /B3=ÿ‚/
Clovis 2./;@ÿ0,
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members.

ƒZ aZ[^Zwÿ7/
Defense: Port ;4ÿE8 0893ÿ08
Damali 324832=ÿ8aÿ=sizable
maintains 3?8D9,ÿ8army;05ÿ8alongside
9/2J=3@,ÿthe 4+,ÿ08many 25ÿCZhelezo
+,9,?/ÿL+ who/ÿJguard
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Guided through the Darker Waters
The waters along the Menagerie Coast are rampant with piracy and roving ocean creatures, threatening trade and travel routes throughout the region . The
9/2J
concord has established a formal navy of nearly four hundred warships to maintain the sanctity of the surrounding ocean . These ships are scattered along
;5A
the coast, with many stationed in Port Zoon or situated in the waters south of Nicodranas to prevent the current war from bleeding into concord territory,
but a quarter of the entire navy is maintained within and around Port Dama Ii.

To the Highest Bidder


2)140
A popular destination within Port Damali for wealthy merchants, nobles, and collectors from all across Exandria is the Exalted Collection Auction House
within the Gilded Esplanade. Run by the esteemed Lord Gabriel Rymmer of the influential Rymmer family, this grandiose, if gaudy, establishment has all 9<375ÿ904ÿ0//
manner of rare items, collectibles, and historical artifacts brought from around Exandria to be sold to whomever offers the most gold, with 9ÿ0aÿ4small
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of the sale filling the family's coffers. Socialites, nobility, celebrities, and the fabulously wealthy of Exandria travel here from all over the world, 1/2@ÿ=forg
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SKYSHIPS

Luxurious passage through the clouds themselves-it's a romantic idea cultivated to appeal to the wealthiest citizens of Exandria. As an added bonus, skyship travel
avoids the inherent dangers of a journey by land or sea, and is more readily available than teleportation magic. These beautiful airships range in size but generally are
the same size as a merchant coaster. Skyships are held aloft and guided with the help of three or more enchanted crystals called brumestones, which are installed
along the hull or topside of the ship. The enchantments required to produce and maintain these brumestones are closely guarded by the Alsfarin Union within the
distant city of Ank'Harel. While the Alsfarin Union occasionally sells skyships to foreign businesses, they retain absolute control over the maintenance of skyships in
operation.

Skyships are reserved for goods and individuals who want to circumvent the slow speed or danger of an ocean voyage and can afford the exorbitant cost of air travel.
No commoner can afford to charter a skyship, and the lower classes of Exandria generally see air travel as just another way for the wealthy elite to lord their
superiority over the poor. Others, however, see the majestic craft as aspirational and long to become rich enough to afford one, or skilled enough to pilot one.

Port Damali is the on ly city in Wildemount with an open skyport. The others are in the cities of Ank'Harel, Vasselheim, Emon, and Whitestone. Few skyships in service
will deviate from the dedicated shipping routes between these major cities.

Skyship

Purchase Cost: 100,000 gp

Speed: 10 mph

Maximum Cargo: 10 tons

Crew: 6-10

Maximum Passenger Occupancy: 30

Personal Travel Cost: 2 gp per mile per passenger

Shipping Cost: 1 gp per 1 00 pounds per mile

Government

The laws of the Clovis Concord are enforced with varying stringency within each city. Nowhere is this more true than in Port Dama Ii, where the law can be
bought like any other commodity. Anything can be purchased here, even the ear of Marquis Olesya Lapidus, the celebrated leader of Port Damali.

The Lapidus fam ily rose to prominence over a century ago, when they shifted from employing merchants to deploying mercenaries. In time, anyone who
sought safety on the waves turned to Lapidus family privateers. As the fifth in her family to lead Port Damali, Marquis Olesya steadfastly collaborates with
the other leaders of the Menagerie Coast to keep the concord an independent nation, free from imperial control.
However, Marquis Lapidus faces threats on all sides. When she was distracted by the rise of the Revelry, the long-dormant Myriad swooped in and
conscripted many of the guilds she was supposed to oversee. Now she struggles to excise the Myriad claws embedded within the belly of her city.

Crime
Port Damali has been a pivotal nexus of Myriad activity for some time, and nearly all elements of major commerce within the city are tied to the crime
syndicate in some way. Many of the powerful merchants and company owners are either part of the Myriad or are indentured to it. As such, the city is the
beating heart of Exandria's slave trade, with slavers passing through often to discreetly move their bounty.

Those who fail the Myriad are shackled and shipped off as living contraband. Myriad operatives are plentiful within the law enforcement of Port Damali, so *
most illegal activity is covered up or allowed to slide, unless such crime interferes with Myriad interests.

Geography
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The Tumbledowns. Within the Tumbledowns, the majority of citizens live in cramped structures of varied shape and design, from clay domes to thatched

huts to warped wooden shacks. The architecture resembles a mishmash of cultures from all over Exandria, which, along with the Prism Path, creates a
pleasant patchwork atmosphere even in the more run-down regions. A number of small temples are also situated in the Tumbledowns.

The Beaded Alley. The Beaded Alley is the center of general commerce and trade within Port Damali, named for the decorative cords that hang over each

intersection bearing all manner of streamers and dangling beads. Businesses both young and old all mingle here, competing for the attention of anyone
with coin. Many bards and performers bring an air of lively irreverence to the bustling atmosphere.

The Crescents. The ward known as the Crescents was named in reference to the seven large, moon-shaped statues that were a gift from the Alkamar

family when the city was founded . This affluent area houses competing guild families and well-connected nobles who wish to live near the politics of the
city or the delights of the port. The beautiful Pearl Shrine temple to Avandra and the Sunfall Sanctuary temple to Pelor reside within the Crescents.

The Gilded Esplanade. The Gilded Esplanade is definitely the most extravagant locale within Port Damali. Each street is lined with the most lauded of

artists and performers, with markets lush with expensive wares and high-end imports from around the world . Home to the Auction House and venues for
recurring festivities, as well as the spire-like skyport, the Esplanade is known to be the sparkling locale that comes to mind whenever people mention Port
Damali.

The Larboard Light. The massive harbor that forms the southern edge of the city is known as the Larboard Light. This upscale dockside region is as lavish

as docks come. Dozens of ships come into port every day, carrying goods and gold from all over, and many visitors coming to briefly live like a king with
the many amusements the city has to offer. The office of the marquis is located on the northern end of this ward.
■ "'Watchtower
• "Steam Vent
~ " Market Stall
• •Dock/ Pier
(C) " Moon Statue
' • Waterway
f'J • Garden

MAP 3.2 : PORT DAMALI

VIEW PLAYER VERSION

Port Damali Adventures

Between the Clovis Concord, the Myriad, the Revelry, skyships, auctions, and more, adventure abounds within the colorful city of Port Dama Ii.

Mephit Madness (High level}. The marid who was freed beneath the city isn't pleased about its incarceration. Every day, it summons steam mephits to

terrorize the people of Port Damali with pranks and mischief. The characters are hired to discover the source of the mephit problem and solve it. They
must face the marid in its lair, where they might learn the truth of the city's steam power.

Hot Purchase {Epic level}. The characters aim to legally or illegally acquire a powerful item from the Exalted Collection Auction House. They could want

this item for themselves or be hired to acquire it for the Revelry, the Myriad, or another faction . While the characters attempt to claim the item, they are
confronted by a balor and a crew of demons who were charged by a demon lord to claim the same item.

THE GOLDEN CHAIN MERCENARY COMPANY

The sheer volume of trade and travel along the Menagerie Coast creates plentiful opportunities for sellswords, bodyguards, and adventurers seeking to make some
coin and a name for themselves. One crew in particular established itself within Port Dama Ii nearly sixty years ago and has become the most sought-after, expensive,
and efficient mercenary band on this side of the Lucidi an Ocean. Known as the Golden Chain, it prides itself on having no affiliations, no morals, and no tolerance for
failure. Those who can afford its services earn the temporary loyalty of the most ruthless hunters and enforcers on the coast, no questions asked. The Golden Chain is
organized and led by Duos Sabado, son of the famed bounty hunter Quan Sabado who founded the company. Few ever dare to cross the Golden Chain, let alone fail to
pay it, for those who have challenged these mercenaries are remembered mostly for their bloody demise.
Port Zoon

Population: 19,120 (80% humans, 7% halflings, 13% other races)

Government: Marquis Alamads Haddou collaborates closely with his trusted Zhelezo captains. Numerous crafting guilds guide major facets of industry

and influence.

Defense: A strong force of dedicated Zhelezo and paid militia keep order in and around the city. Artisans and guild heads keep bodyguards, while newly

designed defense weapon s are employed along watchtowers.

Commerce: Common supplies and businesses are abundant, as are inns and taverns. Esoteric goods can be hard to find, as many of the rare materials

imported are already spoken for by the crafting guilds.

Organizations: Temples across the pantheon are present, but the crafting guilds are tied to worship of Moradin, and are second in power only to the

marquis. Myriad activity is present and steadily growing.

Settled between Feolinn and Nicodranas, Port Zoon is the industrial center of the Clovis Concord . Wealthy merchant guilds employ dozens of arcane and
scientific experts, and the cityscape is dotted with strange towers, pillars of smoke, and exhaust from raging furnaces . Though it's less vibrant than the
other coastal cities and jokingly referred to as "New Othe" by outsiders, what Port Zoon lacks in liveliness and splendor it more than makes up for in
manufacturing and cutting-edge science. Entire districts dedicated to metallurgy and smithing produce some of the best anvil masters in the region, and
the majority of the goods and tools created here are sold along the Gilded Roadway to support the rest of the Menagerie Coast. A gargantuan temple to
Moradin looms over the city, with large cables that tether his towering statue to other high points across the city. Dangling from these cables are glowing
lanterns that light the evening sky with flickering flames . A quarter of the docks here are home to the Clovis Concord's reserve fleet, while a sizable portion
of the concord's soldiers remain within the northern barracks in times of peace, often taking up small trades of their own.

A City of Training

Most artisan crafts and skills can be learned in Port Zoon under various schools and halls run by the guilds of the Clovis Con cord. Many consider Port
Zoon to be the best place for common folk to learn a trade. Training programs generally have moderate to high fees, depending on the promise of the
student, or an agreement that a percentage of the profits from the student's future work will belong to the guild. Many students end up finding work within
the guilds that trained them, increasing the appeal of apprenticeships in Port Zoon while also strengthening the stranglehold that the guilds have on
production and business along the coast.

Government

Often referred to as "lronpuss" by those not in his presence, Marquis Alamads Haddou is an older dwarf, a master of ironworking, and the head of the
Silverbone Smithing Guild. Ornery but passionate about the city and its people, Alamads rules with clear intent, and swiftly punishes anyone who crosses
his laws or endangers the people of Port Zoon. His Zhelezo are trained to be naturally mistrusting of idle hands. Convicted criminals are chained and
forced into labor for the various guilds, doing the harshest jobs in each industry.

Crime

The sheer volume of equipment and goods produced within the city draws the attention of opportunists and counterfeiters from all over. An entire industry
has developed to differentiate true work from fakes, and the laws of Port Zoon are especially strict when it comes to forgeries . Unfortunately, Marquis
Haddou's attention has been divided across issues of production and supply with the growing war to the northeast, diverting his attention from the
growing Myriad influence over the city's businesses and political leaders.

Geography

Port Zoon is a compact metropolis of tall stone structures, metal beams and towers, layers of drifting exhaust dust, and rising plumes of industrial soot.
The city is separated into three smaller "spheres," or districts, connected to the central Genesis Sphere through main thoroughfares lined by homes and
warehouses.

The Harbor Sphere is an oblong district where the docks, seafaring businesses, and warehouses reside, as well as naval housing and weapon storage. The
Assay Sphere is home to smelters, coal refinement factories, and the most mysterious of experimental towers, called the Timuafa, where experiments in
controlling the nearby weather patterns have led to varying-and sometimes undesirable-results.
The eastern Sentry Sphere is divided between impoverished homes, humble temples, and the barracks of the Sentry Keep, where many Shore Wardens of
the Clovis Concord's army remain until called.

The central Hammer Sphere is the largest district and the nexus for the others. Crammed hovels and student housing form the outer ring, while the most
industrious factories, forges, and schools cluster around the center Temple Genesis of the All-Hammer.

Port Zoon Adventures

The characters could come to Port Zoon seeking incredible arms and armor, then get caught up in adventures throughout the city.

Criminal Uprising (Low Level). While the characters visit Port Zoon, captured bandits forced to work for the guilds break out of their bonds, overpower

their captors, and free other brigands working in the city. These criminals take control of vital industries in Port Zoon, threatening to destroy industrial
sites unless given their freedom. The characters are hired to quell the uprising. Who is behind this revolt? Maybe the criminals planned it themselves-or
perhaps an outside organization engineered it for their own purposes.

Smith Contest (Any Level). The characters get wind of a smithing contest to be held in Port Zoon. The winner gets a set of magic smith's tools and free

tutelage from a master in the craft. If any characters participate, they should be wary: the Myriad wants those tools, and the competition is literally
cutthroat.

Quoraska Jungle

This incredibly dense tropical jungle wraps around the southernmost reaches of the Ashkeeper Peaks, engulfing a massive portion of the southeastern
Menagerie Coast. The region is filled with treacherous vine-covered trails stalked by all manner of jungle monsters and venomous vermin. The mist-filled
air smells of ancient earth and fresh rain, while carnivorous plant life hides among the roots and brush, waiting for a foolish meal to wander by. The
regions surrounding Raska Lake contain a number of small fishing villages populated mostly by the jungle-dwelling tabaxi.

Numerous secrets lurk within the ravenous rainforest, from lost clans of the Ki'Nau to smuggler dens abandoned by brigands who were unprepared to
survive in the hungry jungle. Growing interest in the Quoraska Jungle stems from recently recovered writings of the lost people of Quoraska that seem to
hint that they might have known of the long-lost city of Obarra and where it vanished to after the Age of Arcanum.

LOST PATHS OF THE QUORASKA JUNGLE

Ruins of Sepesca
In the centuries that followed the Calamity, the Ki'Nau people established Sepesca, meaning "Nature's End," as their holiest of burial temples, built over a
lush grove where the blood of the Wild Mother is said to have spilled before the Divergence. Every Ki'Nau priest and king that passed was interred within
Sepesca's massive stone structure.

An ancient feud between the goblin kin of the Lushgut Forest and the Ki'Nau came to a head a few centuries ago, when the goblins stormed the region and
desecrated the Wild Mother's temple. The Ki'Nau protectors fled from the worshipers of Gruumsh, and the abandoned holy site fell into ruin . Vengeful
spirits and gnarled monstrosities are said to stalk its sunken halls, guarding the seeds of darkness left by the Ruiner's faithful.

A few descendants of the Ki'Nau across the Menagerie Coast still seek the means to cleanse this holy location and finally bring peace to the forgotten line
of kings.

Rumblecusp

The isle of Rumblecusp is a beautiful paradise of sparse trees and white sands, topped by the single mountain that gives the island its name. Only a few
dozen indigenous folk call the island home. The shallow shores of the island often fall beneath the sea during high tides, and a small trail of smoke
frequently rises from the volcano. Be that as it may, the waters surrounding the island make for fine fishing, and it's not uncommon for fishing vessels
from Nicodranas to travel to Rumblecusp during unfavorable fishing seasons.

Areas (S-Z)

Siltbasin Pass

A muddy forest of coastal swamp trees and mangroves that occasionally dips just below sea level, the Siltbasin Pass is a well-traveled portion of the
Gilded Roadway between Gwardan and Port Damali, as well as one of the major coastal locations to harvest seaside fruit and clay. Small clusters of huts
and hovels line the edges of the Siltbasin every few miles where the locals gather their yields and prepare them for travel to any of the major Clovis
Concord cities. Bad weather can often make the pass extremely difficult to traverse, so some caravans have to camp for several nights while waiting for
the pass to open once more. Their travels are further threatened by the many swamp creatures and night predators that also call the Siltbasin home.

Stonecage Cliffs

A craggy, nigh-impassable range of coastal mountains and bluffs that wraps around the entire northeast peninsula of Wildemount, the Stonecage Cliffs
have been a natural barrier between Wildemount and Tal'Dorei since before the societies of each continent first began to communicate. The cliffs enclose
the dense and perilous Lushgut Forest, and this combination of deadly terrain has rendered most of the cliffs unfit for the construction of towns or cities.
As such, the region has remained a monster-infested wilderness since time immemorial.

The frothing waters of the Shearing Channel churn against the towering cliffs, and thousands of years of tempestuous wind and water have pockmarked
them with caves that harbor terrible flying and climbing beasts. It is said that only the bravest-or stupidest-explorers attempt to seek what secrets might
lie among the rock and tides of the Stonecage Cliffs.

Tussoa

Population: 15,11 0 (74% humans, 10% elves, 8% halflings, 8% other races)

Government: Beneath the just rule of Marquis Tusila Latu, community leaders and wealthy families helm guild business.

Defense: A small force is maintained for the defense of the city alongside the protection of the Zhelezo. City leaders often keep bodyguards.

Commerce: This rural city can provide most common services and products, though exotic goods might prove difficult to obtain. Outside exporting

lumber, the biggest businesses in the city are food, lodging, and entertainment.

Organizations: Humble temples are found near and around the Lotoe Plaza . Family businesses work beneath the marquis and the local guild masters.

Tussoa began as a Ki'Nau freshwater fishing village along the Tyodan River, but it has grown into a respectable city in the centuries following the creation
of the Clovis Concord. The central district where the two main streets of the city meet has larger, more modern structures and bustling streets, but the
outer regions are still dominated by humble homes of river reeds and straw.
Tussoa boasts a more rela xed way of life than most of the other coastal cities. Its people try to live a simple life, unburdened by business or politics, but
they still grapple with issues of cultural identity. Tussoa's most immediate problems are the threats of the natural world that menace this frontier city on a
daily basis.

Logging a Profit
The competing Majest and Regver timber guilds are the leading suppliers of lumber to Port Dama Ii. They work along the Copia Wildwood and send their
trunks down the Tyodan to their mills at the port, usually accompanied by hired hands to protect their goods. Because the prime logging sites of the forest
are hotly contested and not overseen by the Zhelezo, both guilds hire mercenaries to guard their work and clear out nearby monsters stalking the shadows
of the wood.

Government
Marquis Tusila Latu currently directs the rule of law in Tussoa, taking particular pride in her Ki 'Nau heritage-and the Ki'Nau heritage of her people and her
city. The marquis treats her Zhelezo and constituents well, eager to build loyalty in a time of creeping Myriad interests. Marquis Tusila insists on being
involved in all trials where life and death are concerned and is renowned as a champion of justice, unlike her corrupt predecessor, Marquis Maras du
Simmas.

Crime
Try as the marquis might, the comparatively rural location and understaffed Zhelezo of Tussoa make the city a breeding ground for petty thieves,
charlatans, and forgers. Independent crime rings operate in small bursts, then halt their work for weeks or months to cover their tracks. There are some
thugs within the city with connections to the Myriad, but their current intention is to watch and wait until the time is right.

Geography
Laid out in the shape of a large V, this bustling fishing city of lively docks and a hard-working populace is spread out over two main roads that meet at the
northeast edge, with numerous smaller roads connecting the major thoroughfares. The northern road is Pulum Road, and most of the city's shops, inns,
and storage houses are kept to the road's eastern edge, interspersed with neighborhoods made up of simple shacks. The southwestern road is Vaigvasa
Road, built along the edge of the Tyodan River. Here, more homes and businesses fill the inner regions, while fishing huts and river logging stations line the
southern, outer side. The two roads meet at the Lotoe Plaza, home to the Olo, the repurposed temple to Uk'otoa that now acts as the court of the marquis.
All holidays and celebrations are centered in the Lotoe Plaza, which is known to become crowded enough with people on su ch days that the streets can
barely be seen .

Tussoa Adventures
Tussoa's bustling logging industry, minimal presence of Zhelezo, and location near the Copia Wildwood make it an excellent place for urban adventures to
overlap with wilderness expeditions.

log Wars (Low level). A business war turns physical when a camp of Regver loggers is murdered and evidence points to a nearby camp of Majest
loggers as culprits. Regver responds by burning Majest vessels, and the violence continues to escalate. The marquis fears that the war might spill into
Tussoa's streets, so she hires the characters to negotiate a peace. They might find that the Revelry committed the inciting murders as a way to cause
chaos in the city.

Twinward Isles

A sacred location to the native people of the coast, th is pair of surprisingly tall islands are all cliffs, with no beaches. While the surrounding waters are
often choppy from the waves that crash against the nearby Mother's Sigh Reef, the seaside cliffs are filled with healthy fruits and game to hunt. At the
inception of the Clovis Concord, the Ki'Nau people demanded that the islands' natural resources were to always remain untouched . This agreement has
been dutifully upheld over the centuries.

While open to common use, the dangers of the trek still limit those who choose to make use of the land here. Tales tell of a couatl spirit bound to the inner
reaches of the jungles, willing to bestow wisdom and insight to those who bring a mighty offering.

Urukayxl

The island of Urukayxl was once the site of the temple of the leviathan Uk'otoa. Many centuries ago, the spiteful followers of Zehir murdered Uk'otoa's
Ki 'Nau adherents and used the temple as the seal preventing Uk'otoa from returning to the Material Plane.
Forgotten in the years since, the fallen temple is surrounded by jungles that now harbor feuding clans of lizardfolk and yuan-ti. These yuan-ti are servants
of the Cloaked Serpent and still maintain the crooked temple in the image of their banished god. Between the disease-carrying insects, the deadly jungle,
and the treacherous lnkclaw Reef, many consider the region cursed and avoid it at all costs.

Vezdaweald

The Vezdaweald is a bright and sunny tropical forest composed of softwood trees that loggers from Port Dama Ii commonly harvest for smaller crafts and
goods. The beautiful woods are full of vibrant tropical flowers and birds that fill the air with a symphony of mingling music and calls-but it's at night that
the forest truly comes to life. Millions of glowing insects emerge and transform the canopy into a dancing starscape.

Weddings and religious ceremonies of all faiths take place amid the stars of the forest-but the lights are not always a friendly omen. The glowing insects
also summon forth the nocturnal dinosaurs, amphibious Swavain basilisks (see chapter 7), and other night beasts that call the forest home.

Vezdaweald Adventures
The softwood trees and beautiful scenery of the Vezdaweald attract loggers in need of the characters' protection from the forest's denizens.

Dinosaur Ivory (Mid Level). A wealthy artist in Port Damali wants to use dinosaur bones for her next sculpture, so she sponsors a contest. The
adventurers that bring her the most dinosaur bones by weight will be gifted 5,000 gp and immortalized in the sculpture.

Vide Cay

The isle of Vide Cay is completely surrounded by vicious coastal rocks and choppy waters, so most ships avoid it. The island itself is a series of large,
craggy hills that surround a small valley where a small society of fey live within an enchanted tropical forest. Revelry captains who try to use the island
complain of a faerie witch that protects the isle, scrambling the minds of those who attempt to rob or enslave the denizens of the trees.

Wuyun Gorge

The dry, rocky valley that divides the southern pass between the Cyrios Mountains and the Ashkeeper Peaks is known as the Wuyun Gorge, home to the
Wuyun Gate that acts as the transition point between the Dwendalian Empire and the Menagerie Coast. The road through the gorge is well-traveled, seeing
carts and caravans throughout the year. Wandering creatures, violent giantkin, and hungry monsters occasionally descend from the mountains to prey on
travelers. As such, it's common practice for people of means to hire mercenaries in Nicodranas or Trostenwald-the closest settlements on either side of
the Wuyun Gorge.
MENAGERIE COAST ZEMNI FIELDS

Marrow Valley
The southern slopes between the Ashkeeper Peaks and the Cyrios Mountains are filled with the beautiful green grasslands of the Marrow Valley. This rural
expanse of lush farmsteads and formative industry welcomes the majority of travel and trade from outside the empire. Fields of grains and grasses
stretch into verdant forests and crystal lakes within this southern region of Western Wynandir. The central metropolis of Zadash is a major nexus for
business and travel within the region, calling people from all walks of life to find work, bargain, and carouse among the many vendors and guilds that run
the city. The imperial military is headquartered in Bladegarden, on the eastern edges of the Marrow Valley, where the bulk of the standing legions await
orders and train the next generation of imperial soldiers to join the conflict against Xhorhas. While the war keeps many eyes turned eastward, the Marrow
Valley has its own host of unspoken threats and dark secrets hiding beneath the veneer of everyday rural life.

MAP 3.3: MARROW VALLEY

Areas (A-C)

Alfield

Population: 3,41 O (61 % humans, 22% halflings, 11 % gnomes, 6% other races)

Government: Starosta Kosh Clearbarker cravenly delegates the responsibilities of governance to the local watchmaster and lawmaster.

Defense: A small cadre of Crownsguard keep the peace as the empire focuses on larger settlements.

Commerce: Alfield is a minor stop for traders, with little beyond basic supplies and a couple of inns.

Organizations: Minor public shrines offer solace to the faithful. Businesses are small and independent, requiring no guild oversight.

Alfield is a rural town nestled into a scattered patch of trees near the Amber Road. The old mines winding beneath the nearby hills yield a fair amount of
tin, copper, and quartz that supplement the town's economy. Small in size compared to the surrounding townships, Alfield is regarded by most travelpr,; as ÿ;F
a stop on the route to more important business elsewhere. This frustrates some proud residents and local entrepreneurs, but most prefer the sma.

2
lifestyle and are happy to see the passing traders and travelers move on. Alfield is currently recovering from a recent assault by a roving band of violent
gnolls, so a number of buildings are still being repaired or rebuilt.

Government
The starosta, a middle-aged gnome named Kosh Clearbarker, leans heavily on his dutiful watchmaster, the half-elf Bryce Feelid. Bryce personally
shoulders the town's burdens while the starosta continues to oversee the town from within his quarters, excusing himself from any hands-on governance.

Crime
Since Alfield is both overlooked and under-protected by the Crown, charlatans and thieves often sweep through town in an attempt to relieve the townsfolk
of any loose coin. The relatively small Crownsguard presence is perpetually frustrated with the lack of support from the empire; they must split the
attention of their small force between policing the borders and watching for hooligans who seek to abuse the civilians within the town.

Geography
The welcoming farming community and beautiful countryside surrounding Alfield often call to those who want a simpler life in the empire. Flanked to the
north and east by the Alfield Wood, the town is shaped like a small diamond in shape, only a couple of miles across on all sides. The Dustway and Harvest
Path roads divide the town into four quarters, meandering lazily through the ramshackle wooden buildings until they meet at the recently rebuilt
Candleglow Inn at the center of town.

Alfield Adventures
Between the recent gnoll attack, overburdened town leaders, and numerous criminals, the people of Alfield need the aid of adventurers.

Yeenoghu's Army (High level}. While the characters are staying in Alfield, they learn the truth of the recent gnoll attack. The first battle was just a way to

test the town's defenses for the real war: one fought by demons! The gnolls sacrificed the townsfolk captured during their raid to open a portal to the
Abyss, letting demons loyal to Yeenoghu, the Gnoll Lord, invade the Material Plane. With so few defenses in the settlement, the characters are the only
people who can truly defend Alfield from the threat.

Myriad Takeover (Any level}. Overworked leadership and weak law enforcement mean that Alfield is ripe for Myriad takeover. The characters could be

hired to lead the Myriad forces, bringing the town's leadership and petty criminals to heel, or they could fight against the takeover, waging battles both
physical and political to keep the town out of the syndicate's grasp.

Ashguard Garrison

Population: 5,720 (74% dark elves, 26% other races)

Government: The garrison is currently helmed by the acting general of the Kryn forces holding the stronghold.

Defense: The vast majority of the occupants are frontline soldiers and deadly combatants. Mobile siege engines stand at the ready.

Commerce: Beyond the rations needed to survive and small-scale trade between the soldiers, little commerce is available.

Organizations: The outpost is currently held by the Kryn Dynasty. Temporary shrines to the Lu xon have been installed.

The Ashguard Garrison is the partner fortress to the newer Rockguard Garrison, and the two strongholds flank the city of Bladegarden. On the south side
of the Brokenveil Bluffs, Ashguard sits atop a steep mountain pass that slides into the Brokenveil Marsh of Xhorhas, making it near impossible to assault
from the front. Although the garrison successfully repelled the dangers beyond for many years, it fell to a series of clever assaults from the Kryn - they
used magic to darken the sky and cause confusion while their forces burrowed beneath the battlements. Over a thousand Dwendalian soldiers were slain,
and the army was pushed back to Bladegarden.

Now occupied by the forces of the Kryn Dynasty, this garrison has been refitted to defend against the very people who built it, its walls darkened by the
shadows of perpetual twilight.

Ashguard Garrison Adventures


If the characters are at Ashguard Garrison, they're likely either reclaiming the garrison for the empire or working for the Kryn Dynasty on the front lines of
the war.

Take Back Ashguard Garrison (Mid level}. The characters are tasked with taking back the stronghold for the empire. Since a direct assault on the

stronghold would likely end in the characters' demise, they are encouraged to use magical disguises, infiltrate the outpost, and form a strategy ove1
period of months while they gather intelligence. During this time, the characters might learn that the Kryn Dynasty isn't the evil threat it was made out to
be, prompting them to question their loyalties.

Ashkeeper Peaks

This grand mountain range extends northward from the Lucidian Ocean through the center of Wildemount, marking the boundary between the Dwendalian
Empire and the wastelands of Xhorhas. The Ashkeeper Peaks reach skyward in a jagged array of steep mountaintops, like the pikes of a shadowy army
looming over the Marrow Valley. The mountains house the treacherous paths to the Gehen Basin and the hidden valley of the Verstglade - secret lands
that only the truly courageous or truly desperate attempt to reach .

The hostile landscape of the Ashkeeper Peaks has prevented any attempts to install an imperial presence, and the peaks are teeming with all kinds of
monsters and terrible beasts. Most of the cities bordering the Ashkeepers request a reinforced assignment of Crownsguard to protect their citizens from
the many roving mountain predators.

Beneath the surface of the mountains, huge networks of caverns and tunnels weave between subterranean civilizations and the deadly shadows of the
Underdark. Unknown to the empire, a massive fire giant citadel rests at the northern heart of the mountain range.

Berleben

Population: 3,230 (63% humans, 17% halflings, 12% gnomes, 8% other races)

Government: Starosta Carliyle Vesperwind has left most of the governing to idol master Julienne Droogba and other community figures.

Defense: Though a bare-bones garrison of Crownsguard guards the town, sellswords protect travelers within the Labenda Swamp.

Commerce: Supplies beyond basic goods and tools are uncommon. A handful of meager inns provide limited lodging.

Organizations: The idolmaster maintains the small shrines within the city. Local business is thriving, but few outsiders are willing to invest in this lopsided

backwater.

Near the green waters of the Ounterloch, the marsh town of Berleben is nestled deep in the Labenda Swamp. Berleben was settled early in the expansion
of the Dwendalian Empire, and the town initially showed promise with a booming industry in the cultivation of unique swamp plants sought after by
healers and mages alike. However, the watershed from the Silberquel Mountains runs into the Labenda Swamp, and the land slowly grew unstable,
causing half of the town to begin sinking into the surrounding marsh . Those who remained in the town have had to adapt over the years, as much of the
settlement now sits uncomfortably under inches of swamp water.

Other regions of the empire regard Berleben with distaste and ridicule, colored by exaggerated stories of rampant illness, a perpetual plague of buzzing
insects, and the failing landscape it was built on. Berleben is sometimes call "the Sog Sticks," a moniker used by outsiders to ridicule the town and by its
denizens with sarcastic pride.

The ragged swampfolk that call this place home have remained due to familial ties, impoverished necessity, or the promise of work harvesting what
natural commodities the swamp offers. The dangers of the swamp and the isolated location have bred a tight-knit and nosy community. Neighbors
frequently pry in each other's business, aggressive curiosity taking hold whenever something new or out-of-the-ordinary occurs within the murky streets.

Government

Atop the Stilts region of the settlement lies the Summit House, home to Starosta Carliyle Vesperwind. Vesperwind greatly despises his assignment and
quietly resents his inability to protest his appointment. He spends most of his time locked within his abode or traveling to neighboring locales to avoid
responsibility. The governance of the town is mostly left in the hands of the Mossmire Temple's idol master, Julienne Droogba.

Crime

Without an active starosta or a well-staffed Crownsguard, crime in Berleben is fairly common and rarely punished. Most folk who live within the town carry
their own means of self-defense and are slow to trust outsiders.

Geography

Built over unsteady, stinking swampland, the somewhat miserable and half-sunken town is divided into thirds. The three districts correspond to different
ages of construction in the empire and visually differ based on whatever construction materials the townsfolk had access to at the time.
The Puddles are the oldest and poorest region of Berleben, with numerous old stone and wood buildings that now sit in several inches of marsh water.
The Midway Docks are the central region of Berleben, where the workers and fishmongers do business and where a majority of locals socialize. The Stilts
are, for what little it's worth, the newest and most affluent part of town, marked by sturdier houses atop heavy load-bearing stilts that raise the buildings a
few feet above the swamp in hopes of outlasting the rest of the sinking settlement.

Berleben Adventures
Berleben is an all-but-lawless settlement that needs heroes to help keep the peace. Likewise, it is a wonderful place for unscrupulous sellswords, since no
one takes notice of petty crime.

A New Drink {low level). People in Berleben are obsessed with swamp swill, a new whiskey that gets folk drunk more quickly and for longer. Some claim
to have wonderful reveries while intoxicated by swamp swill, and many have become addicted to the stuff, resorting to violence to get their next drink. If
the characters investigate, they find that a tribe of lizardfolk is making the swill and giving it to a merchant in Berleben to sell. The lizardfolk plan to take
over Berleben once enough people are dependent on the swill, but only because trolls threaten the lizardfolk's territory.

Bladegarden

Population: 9,910 (32% half-ores, 21 % ores, 25% humans, 22% other races)

Government: General Kruth Doorav and Starosta Leman TuFinn are often at odds, but work together to manage Bladegarden.

Defense: The city, which houses a large number of Crownsguard, is perpetually host to a large legion of Righteous Brand soldiers and soldiers-in-training .

Commerce: There are many modest inns and taverns. Armaments and basic supplies are readily available, but more luxurious services and goods are
extremely difficult to find .

Organizations: The Righteous Brand maintains a strong presence within Bladegarden. Small temples dot the knotted streets.

When the Julous Dominion was defeated, the expanding empire saw the nomadic Odakar ore clan, formerly under Julous rule, as an opportunity to secure
their hold on the eastern border. The empire reached out to the more approachable members of the ore settlement of Bladegarden, offering them wages,
resources, and access to imperial goods and services. A number of them became the cornerstone of the eastern branch of the Righteous Brand and
emboldened the empire's military techniques with the prowess of the border-hardened ores. Other ore clans who rejected these ideals were forced
eastward into the Brokenveil Marsh and forgotten .

From this accord, the new Righteous Brand training facility in the central Marrow Valley was established. Bladegarden was the site of one of the bloodiest
battles of the Calamity; its name referred to the volume of weaponry scavenged by ores from the war-ravaged earth, and has since been adapted to the
idea that warriors are grown within its walls. Bladegarden is both a training complex and the core of orcish society in Western Wynandir. Contests of skill
and might are commonplace among the recruits and their trainers. Even the merchants come from sturdier stock and often partake. A sense of honor and
pride fills the ranks here, stoked by the rivalry between Bladegarden and Grimgolir.

As scuffles with the Kryn escalated and a growing number of dragonborn refugees left Talonstadt to join the military, a certain belligerent mirth filled the
warriors of Bladegarden. This oddly jovial wartime atmosphere was shaken when the Xhorhasian assault on the Ashguard Garrison proved far more swift
and brutal than anyone predicted. However, now that the surviving Ashguard forces have retreated to Bladegarden and the scattered armies of the empire
have moved east to join them, the city is as crowded and lively as ever - but morale is tenuous. One more defeat like the one at Ashguard could crack
Bladegarden like a nut.

Government
While Bladegarden is technically a military settlement under the watch of General Kruth Doorav, the Crown also assigned a starosta, Leman TuFinn, to
oversee the day-to-day minutiae of imperial governance.

Crime
As the chaos of the war grows more frenzied with each passing week, the overworked Crownsguard pay little attention, and the distracted populace make
easy marks for petty criminals. However, those who are caught find themselves among many well-trained soldiers who often deal out punishment
themselves in times of crisis, so pursuing crime in Bladegarden is a very risky, if sometimes rewarding, endeavor.

Geography
Aside from the impressive halls of the sprawling Righteous Brand barracks that loom over the eastern edge of the city, Bladegarden is considered by many
a remarkably drab place. The oval settlement is threaded by wandering dirt roads that seemingly stop and start without reason, and there is little color in
the streets. Beyond the western walls, there are a number of farmsteads where local produce is gathered to aid in feeding the populace, but the majority of
food is brought via cart from other sources across the Marrow Valley.

THE TRAINING GROUNDS AT BLADEGARDEN

Bladegarden Adventures
Bladegarden is an excellent base of operations for characters fighting in the war on the side of the empire, or for Xhorhasian spies who wish to infiltrate
their enemies' ranks . With the Crownsguard overworked, there are also plenty of adventures fighting crime within the city.

Morale Pals (Any level}. The Crown sends the Morale Pals, a famous comedic halfling duo, to keep spirits up in Bladegarden. But when the curtain goes

up on opening night, it reveals the decapitated bodies of the Morale Pals! The characters are hired to answer the question everyone is asking: who killed
the halflings? It might be Xhorhasian spies determined to keep morale low, thieves who wanted the halflings' purses, or perhaps a rogue killer who wanted
to send a message to the whole city that this is just the beginning.

Brokenveil Bluffs

Long ago, the Brokenveil Bluffs were once a section of the Ashkeeper Peaks that linked to the nearby Dunrock Mountains. The mountain ranges were
sundered in the final battles of the Calamity, creating two mountain passes - the only land route that connects Eastern and Western Wynandir.

The bluffs are known for their sheer cliff faces and brisk winds that loudly whistle through the network of caves and channels between the cracked rock.
This region is home to many winged monstrosities, sure-footed terrors, and swamp creatures who wait at the boundaries of the Marrow Valley to swoop in
and snatch the wayward traveler or soldier. The stories of the Brokenveil Bluffs are nearly as ominous as those told about the Xhorhasian landscape
beyond.

Crispvale Thicket

To the east of the Silberquel Ridge, surrounding the juncture between the Glory Run Road and the Crispvale Roadway, the shady Crispvale Thicket marks
the center of the eastern valley. A haven from the bustling lifestyles of the empire, the dense elms and tall underbrush shelter a handful of firbolg clans
living away from the eyes of the Crown. As long as one sticks to the roads, it's normally a peaceful place to pass through, but the deeper areas of the
thicket are stalked by hungry behemoths and bandits.
Cyrengreen Forest

At the southwestern end of Wynandir, the Cyrengreen Forest hugs the base of the Cyrios Mountains. The forest is the second-largest source of lumber in
the empire, with logging companies from Deastok and Trostenwald working the north and south sides, respectively. Most logging is limited to the outer
tree line due to dangers in the shady interior of the Cyrengreen. The lush heart of the forest is home to some wilder families who brave the dangers of the
forest to live a freer life, as the tax reapers are reticent to visit too often. There are also scores of abandoned cabins scattered throughout the deep woods
where it is believed folks were either forced to flee or were killed by the wild denizens of the forest. To stumble on such a site is considered terrible luck;
local tales speak of hungry fey spirits and shapeshifting hunters that stalk the dark shadows of the forest in search of prey to toy with. The Cyrengreen
Forest is also one of the wild sanctuaries of those cursed with lycanthropy, though the sects of those shackled with this terrible affliction are divided
between those who struggle to contain their feral hunger and those who embrace their predatory instincts. The conflict between these factions builds with
each passing moon cycle, threatening to spill into the nearby cities.

A Superstitious Shade
While the dangers of the Cyrengreen include the more common threats such as subterranean ankheg nests and packs of displacer beasts, mischievous
fey also call the forest home, wading through errant moonbeams on bright evenings in search of distraction. Also hidden within the forest is the obscured
garrison of the Claret Order of the Lycan, where outcasts cursed with lycanthropy train to control and harness their feral burden away from the judging
eyes of society.

Cyrengreen Forest Adventures


Crossing through the Cyrengreen Forest is an adventure that has travelers looking over their shoulders at every stray sound . The creatures in the shady
depths of Cyrengreen love to toy with travelers.

lumberjack Madness (Low level). Lumberjacks from Deastok and Trostenwald working in the Cyrengreen have reported strange events. They fall asleep
randomly on the job, witness twinkling lights, see horrific nightmarish creatures for mere moments - and some even turn into beasts su ch as frogs and
rabbits for short periods of time. The loggers are spooked and refuse to return to their work until the characters deal with the problem. The problem is
pixies - they're upset that the loggers are tearing their forest apart! The good fey are stubborn but might cut a deal with the loggers if the characters
agree to negotiate.

More Perfect People (Mid level). Reports of wolves attacking travelers on the road from Deastok, Kamordah, and Trostenwald have become more
frequent. All travelers tell the same story: the beasts tear through caravans, biting as many people as possible before moving on. There is never a death
toll. The reason for the strange attacks becomes obvious during the next full moon when the bite victims turn into werewolves. The characters are hired to
find and stop the lycanthropes spreading the curse.

The instigating werewolves live in the dark heart of the Cyrengreen. They call themselves the Brotherhood of the Moon and aim to spread their curse
throughout the Dwendalian Empire. They believe their mission will make humanoids evolve into a stronger, more perfect people.

Areas (D-K)

Deastok

Population: 10,090 (60% humans, 26% dwarves, 10% halflings, 4% other races)

Government: Starosta Deter McGinneas is nothing more than a puppet who answers to Prime Arbiter Truscan in Rexxentrum .

Defense: Deastok enjoys the protection of the Crownsguard . The city supplements its defenses with a small army of sellswords and private bodyguards.

Commerce: Basic goods and services can be found alongside comfortable lodging . Some imported, rare goods can be sought by those with black market
connections.

Organizations: A single temple to Bahamut is the only official religious locale. The Truscan family and their allies hold tight to their power, while Myriad
influence grows in secret.

Travelers in the Truscan Vale find the city of Deastok at the southwestern edge of the Dwendalian Empire. The sister city of Kamordah to the north,
Deastok is a borough that appears unusually affluent for its size, largely because the Truscan family has called the city home for many generations. Fine
cobblestone streets connect numerous modern buildings and charming country shops, while elegant entertainment venues and picturesque views make
the city a quaint holiday location for many wealthy travelers.

Government
While Starosta McGinneas is the Crown-appointed leader of the city, it is no secret that the Truscan family is the real guiding force in Deastok. The
starosta and all titled subordinates within the city were assigned at the behest of Prime Arbiter Sydnock Truscan, and it is widely assumed that anyone in
power is somehow related to the Truscans by marriage or blood, or is deeply indebted to them.

Crime
The clean, well-maintained streets are surprisingly free of crime for a city so socially stratified. There's a good reason that precious few petty criminals
exist in Deastok: they've all been recruited by the Myriad!

Under the guidance of local crime boss Corshad Dumon, this city has been a major Myriad hub for decades, with secret subterranean bases and pathways
beneath the city that enable the organization to go about its business unimpeded. Those that attempt to blow the whistle on Myriad activities vanish or
meet a terrible end, so most city folk turn a blind eye to organized crime.

Geography
Deastok is a tidy city bordering the Cyrengreen Forest, with a beautiful collection of quaint homes, fine goods, and affluent citizens. The central
metropolitan portion of the city is divided into three areas. Most of the residential homes are located in the Garden Grounds, framed by curling parks and
greenery. The Bursar Plaza marks the industrial district where shops, markets, and busking spots are carefully arranged for both commerce and
atmosphere. The perimeter of the city is known as the Jeweled Gates, where the Crownsguard barracks and small military reserve are located . The
soldiers guard the city and take shifts atop the Cyrios Mountain watchtower.

Most of the city is built atop a large, leveled hill, surrounded by farms that continue for hundreds of acres on the western, northern, and eastern sides. At
the southern end of the city, where the hills slope down toward the Cyrengreen Forest, a number of lumber mills bustling with gnomish technology harvest
timber from the forest with impressive efficiency.

THE DARRINGTON BRIGADE

Following his incredible journey as a member of the legendary adventuring group Vox Machina, famed artificer and writer Taryon Darrington returned to his home of
Deastok and founded the Darrington Brigade, a nonprofit adventuring group modeled after Vox Machina. Under Taryon and his husband Lawrence Darrington, the
brigade has gained notoriety in the past twenty years, both for the deeds accomplished and the series of mostly-non-fiction books published by Taryon himself.

The Darrington Brigade welcomes eager wanderers and adventurers with open arms, and they sponsor a number of small adventuring parties across Western
Wynandir and beyond . Even so, Taryon can often be found helming an adventure or two himself, with his trusty automaton Doty and Lawrence by his side.

Deastok Adventures
Elements of intrigue, noble finery, and the Myriad define adventures in Deastok. Characters might have adventures centered around grand parties, social
gatherings, and whispered rumors.

Merry Spouses of Deastok (Mid level). A member of the nobility in Deastok is murdered, and the characters are hired to find the killer. During the

investigation, more nobles and prominent members of society are slain. It seems the victims cannot be connected, and each murder employs a different
grisly method. The truth is that a group of incubi and succubi married into the Truscan family over the past decade. These fiends are committing murders
for the thrill of it.

Kryn-filtration (Any level). The Kryn Dynasty wants to infiltrate the nobility of Deastok to manipulate and steal information from wealthy Dwendalian

citizens. The Kryn could hire the characters to accomplish this, or the characters could uncover the Kryn plot and try to find the spies. In either case, the
Myriad's involvement in the city adds another dimension to the conflict between the Dwendalian Empire and Kryn Dynasty, making the characters
wondering who - if anyone - they can trust.

Egelin Quarry
This centuries-old strip mine was the primary source of stone used in the construction of Zadash by the Julous Dominion, but it was largely abandoned
when the platinum-rich Herathis Mine was discovered to the southeast. Now this gaping chasm is only worked by a small group of miners who still collect
errant stone and rocks to sell to masons. Under the watchful gaze of the gnome prospector Lason de Weeler, the self-appointed foreman of the quarry, are
a number of rock-breakers who toil in the mines in hopes of discovering some hidden cache of gems or precious ore.

Felderwin

Population: 8,180 (58% halflings, 21 % humans, 6% dragonborn, 15% other races)

Government: The locally elected starosta, Theanor Whisperthin, works with the Crown-appointed lawmaster to organize and distribute the harvests.

Defense: A sizable regiment of Crownsguard is now bolstered by a patrolling legion of Righteous Brand soldiers, while guildmasters keep personal

bodyguards.

Commerce: Basic supplies and general goods are produced locally, and humble rooms and amenities are available to travelers.

Organizations: Shrines to the Dawn Father bless the outer fields, while most worship takes place in homesteads within the city. The farming families and

guilds aren't independent, but are operated directly by the Crown.

Felderwin is the heart of halfling society in Wynandir. The settlement itself is surrounded by fertile farmland - the sprawling Felderwin Tillage that has
been cultivated by the halfling community for over seven centuries. In the wake of a sudden and vicious attack from the Kryn Dynasty, the Crownsguard
presence has recently increased, and paranoia has gripped the citizens of Felderwin. Taverns and shops are filled with hushed whispers about the fate of
the empire.

A Tilling Tradition

This area was originally settled by the halfling Felder clan many centuries ago, and the community has always valued the simple, grounded life of a farmer.
The exceedingly fertile soil surrounding Felderwin is known throughout the empire, and the best farmers and students of agriculture in the land have
settled here. As such, the agricultural skills taught in Felderwin are second to none.

Some family bloodlines have tilled the earth for as long as Felderwin has existed and fiercely guard their plots against any incursion - be it from other
farmers, local goblins, or invading dark elves. Nomadic goblin camps moving through the nearby Cyrios Mountains often encroach in the dark of night
during harvest time.

Government

Without Felderwin, the Dwendalian Empire - and the imperial military - would surely starve. Recognizing the importance of Felderwin's fertile fields, the
Crown has allowed the settlement's starosta to be selected by the local community instead of appointing a leader from Rexxentrum. When the starosta
dies or is deposed, the community votes on their replacement. The current starosta, Theanor Whisperthin, has served the community for over thirty years
and does his best to maintain order. However, Theanor is under pressure by his assigned overseer on the Cerberus Assembly, Marquis Jenna lresor, to
expand the settlement's contributions to the war effort - or be replaced .

Crime

Felderwin is not a haven for unlawful activity, but the importance of the local crops have prompted the empire to assign a large number of Crownsguard to
prevent any danger to agricultural production. The crime that does exist within Felderwin tends to involve small scale larceny, burglary, and the occasional
attempt to forge official documents to avoid ta xes and tithes to the Crown.

Geography

This rustic settlement is home to the beating heart of the Marrow Valley's farming community. Felderwin is built around three small hubs, each
surrounding a communal gathering site called a Hall, which give the settlement a roughly triangular shape. Each section is filled with intersecting dirt
roads, large barns, storehouses, lively taverns, and livestock pens that give the streets their unique, shifting smell of fresh grass, sweet pollen, and animal
dung . The Green Hall calls forth trade meetings and day celebrations, while the Sunset Hall acts as a massive tavern for evening festivities and diplomatic
events. The Lake Hall is built at the edge of the Scymir River and helms the small fishing community within the city.
FELDERWIN AND THE TILLAGE

Felderwin Adventures
Felderwin is an excellent location for new adventurers. The war has visited the settlement, and there are criminals and goblins aplenty for the characters
to defeat.

Short Uprising (Any level}. The characters find themselves in Felderwin when Starosta Theanor gives in to the Cerberus Assembly and raises ta xes. The

people of Felderwin, still trying to recoup their losses from the Kryn attack, begin to riot, demanding that the starosta step down so they can elect a
replacement. Both sides pressure the characters to join them in the conflict.

A Price Paid in Blood (Low level}. A series of macabre murders have shaken the denizens of Felderwin. The watchmaster has heard rumors that a blood

hunter (see chapter 7) recently arrived in the city and hires the characters to hunt down the possible murderer. When they finally find the blood hunter, she
tries to convince them that the murders are the fault of a rakshasa that's secretly living within the settlement as the watchmaster. The characters must
either help the blood hunter take down the watch master or capture the blood hunter to claim their reward .

Felderwin Tillage

The Tillage, as it's called by locals, is the expanse of fertile farmland surrounding Felderwin, west of the Ashkeeper Peaks. This sprawling network of
farms cultivates most of the empire's crops and livestock used and consumed across Western Wynandir. Crops are cultivated and harvested in the Tillage,
while most business and shipping is handled within Felderwin itself. Farming families frequently travel between their acreage and the settlement of
Felderwin to sell their goods and distribute their tithes to the empire.

While most conflicts throughout these rural homesteads involve disputes over land, the open and remote nature of the farms makes them easy targets for
burglary and theft. Stories of such dangers continue to grow as financial strife in the empire pushes working folk to extremes. Increasing mistrust of
outsiders and even some neighbors has led to some families becoming quite hostile. For the most party, however, there are few communities known to be
as welcoming and hospitable as those of the Felderwin Tillage.

A stealth unit of Kryn warriors recently sneaked into the Marrow Valley from below the earth and set fire to a number of fields before being repelled . With
large plots in ashes, many farming families are trying to rebuild, while the leaders of Felderwin are seeking ways to better defend their populace.

Felderwin Tillage Adventures


The characters could aid or stop Kryn raids on Felderwin Tillage, or defend the farms against burglars and monsters.
Kryn Spy (low level). The characters are hired by a farming family in the Tillage to get to the bottom of recent arsons that burned crops in Felderwin

Tillage. The culprit behind the fires is difficult to find because they are a doppelganger working for the Kryn, masquerading as multiple absent members of
the community. Moreover, once the characters ask too many questions, the doppelganger begins hunting them as well.

A Friend in Need (Mid level). Stumbling on a secret gathering of cultists of Tiamat preparing to sacrifice a woman to their evil goddess, the adventurers
must stop the ritual and free the captive, who aids them in the battle. She introduces herself as Calianna, a half-elf sorcerer with a draconic lineage that
covers half of her body in black scales. She breathlessly describes this terrible cabal, known as the Cult of the Caustic Heart (see chapter 2), and requests
the characters' aid in vanquishing it once and for all.

Grimgolir

Population: 19,090 (81 % dwarves, 8% humans, 6% halflings, 5% other races)

Government: Underbaron Brock Dummaroff rules the city with a council of dwarf lords and ladies. The Crown-appointed starosta is effectively just

another councilor.

Defense: A fair Crownsguard presence is overshadowed by the impressive force of elite dwarf soldiers known as Monoliths that protect the city. Private

Monolith warriors are hired to protect merchant families . Most civilians are trained in basic combat.

Commerce: A majority of services can be found, as well as raw ore, materials, gems, and goods. Taverns and inns are plentiful.

Organizations: Local merchant guilds and conglomerates control the flow of business. Temples to Moradin and Bahamut are prominent, followed by the

other Dwendalian gods. All answer to the Crown, but it holds less political influence here than in other cities.

The dwarven stronghold of Grimgolir sits at the core of an immense network of tunnels carved throughout the southern Dunrock Mountains, perfectly
situated to watch over the eastern border with Xhorhas. Though the Dwendalian Empire and the Grimgol dwarves have clashed in the past, the empire
now counts the disciplined armies of Grimgolir as one of its staunchest assets in the war against the Kryn Dynasty. The predominantly dwarven society of
Grimgolir prizes fine metals, finer craftsmanship, and proven skill on the battlefield, and their culture drills these virtues into every young dwarf, human,
and halfling born in their city. Since days long past, the people of Grimgolir have waged eternal war on the monstrous denizens of the lightless caverns, in
order to mine the precious mineral veins that suffuse the Dunrock Mountains.

All soldiers from Grimgolir have stories of their first patrol along the Brokenveil Bluffs. Every new recruit's first station is atop the dizzying cliffs, as an
introduction to the hostile terrain of Xhorhas and to the monstrosities that wander out of the marsh below. The Grimgolir reputation for martial excellence
soon reached the ears of the Dwendalian military, and the Crown made overtures to the ruling elders of the Grimgol dwarves, inviting them to peacefully
become citizens of the empire. The negotiations were nearly spoiled by the Crown's simultaneous courtship of the ores of Bladegarden, but a
concordance was eventually reached . The empire granted Grimgolir an extremely generous trade agreement and all the benefits of imperial citizenship,
along with unprecedented autonomy for an imperial vassal state, in exchange for the ability to marshal the Grimgol warriors to fight for the empire. As part
of the empire's unified eastern front against Xhorhas, Grimgolir has aided in the training of the soldiers of Bladegarden, as well as the Rockguard and
Ashguard Garrisons.

A Society of Service

Life under the mountain has never been easy. Every bountiful cavern is home to a deadly beast, and ancient tunnels once used by the armies of the
Betrayer Gods now are haunted by lingering evils. This has shaped the core value of Grimgol society: to succeed is to struggle. Worth in oneself is
measurable by what one has overcome. This has built a philosophy that breeds generation after generation of dwarves seeking ways to challenge
themselves and prove their capability. Everyone born within the city learns the basics of armed and unarmed combat as a child - often making outsiders,
merchants, and travelers somewhat uneasy with the knowledge that any native Grimgoliran could take them in a fight.

Early combat training combined with a cultural reverence for wars of ages past creates immense pressure for native-born Grimgolirans to join the city-
state's military: the Monoliths. This is especially true for the Grimgol dwarves, for most can trace their family lineage back to a famous warrior or two.
However, other Grimgolirans find their calling as storytellers and artisans. Those unable to make a living as a warrior or as an artisan often find
themselves as laborers in the service of the Bleeding Stone Syndicate, a massive business enterprise that controls the entire pipeline of ore excavation to
weapon manufacture. The Bleeding Stone maintains mining facilities beneath the Dunrock Mountains, a network of railcart lines between the mines and
Grimgolir, a cutting-edge blast furnace for ore smelting, and an army of smiths hammering ingots into blades, shields, and mail.

Government
The agreement between the Crown and Grimgolir is the only treaty that has ever guaranteed a city-state autonomous rule while under the empire's banner.
While Grimgolir does indeed have an appointed starosta, currently Starosta Ichabod Ashelon, the treaty between Grimgolir and the empire relegates the
starosta to little more than an advisor of the ruling Underbaron of Grimgolir. As such, Underbaron Brock Dummaroff oversees the city and its goals with
his own council and appointed officials. This arrangement has caused a few frustrations on both sides, and with the war against the Kryn now in full
swing, these disagreements continue to grow larger and more frequent.

Crime
Culturally, denizens of Grimgolir genuinely believe that crime is a waste and a dark mark on one's life's work. If someone struggles, others lift them up until
they can walk on their own. As such, it is very rare for an individual raised in Grimgol society to turn to a life of crime unless absolutely necessary. There is
some criminal activity within and around the city, but most of it is helmed by foreign, outside forces .

Geography
From outside, Grimgolir is an impressive series of battlements and crenelations built into the side of the Dunrock Mountains, with granite staircases and
bridges adjoining them. Within the mountain, the city is divided into two massive, cavernous wards, one sitting at an angle above the other in a gradual
grade.

The interior cavern of the top ward, known as the Cage Ward, resembles a giant, angled ribcage. The Cage Ward contains numerous levels of structures
that house civilians, businesses, and guard posts for Monoliths to watch over the area. Farther down the sloping tunnels lies the Heart Ward, a
gargantuan, spherical cavern with dozens of elevated walkways crossing at multiple heights, connecting many of the hundreds of open tunnels. The Heart
Ward is the hub of all mining and gathering operations throughout the mountain, surrounded by Monolith barracks embedded in the outer edges of the
ward . Many barracks adjoin wide tunnels that breach the surface at the base of the mountain, with the exit point heavily guarded and shrouded in illusory
stone to prevent discovery.

Grimgolir Adventures
With monsters aplenty and war at its doorstep, Grimgolir has no shortage of adventures.

Mimics in the Mine (Low level). Monsters are killing Grimgolir's miners. The typically tough and unbeatable Grimgolir soldiers can't seem to find the

creatures. Looking for a fresh perspective, they hire the characters to hunt the monsters in the abandoned mine while operations are shutdown. The
monsters are mimics that turn into pickaxes, railcars, and other mining equipment. They strike at the characters with hit-and-run tactics, retreating into
darkness and using their unique powers to blend in with the environment.

Rise of the Worms (Epic level). While the characters are in Grimgolir, several purple worms tunnel into the city, causing mass destruction. After the
worms are killed or driven off, Kryn forces come through the tunnels created by the monstrosities, razing strategic military outposts while the city is
already in disarray. The Kryn Dynasty knows how critical the city is to training Dwendalian troops, so they mobilized the worms and followed behind to deal
Grimgolir a decisive blow.

Herethis Mines

Platinum is as rare as it is beautiful, so when a very bountiful vein of the precious metal was discovered east of Deastok within the bounds of the Julous
Dominion, the greedy lust for such a financial wellspring finally pushed the empire to break their agreements and conquer the dominion. Within the
Crown's control, a vast mine has since expanded to extract the extremely valuable metal. However, the mine's proximity to the tenacious ankheg
population that infests the Cyrengreen Forest continues to be a challenge. In addition, the Myriad has slowly infiltrated the operations of the mines over
the past fifty years, regularly skimming from the platinum haul to fund its endeavors.

Hupperdook

Population: 12,090 (76% gnomes, 10% dwarves, 8% humans, 6% other races)

Government: Starosta Emma Zezbok, who has ruled for two centuries, works with elected officials and the major houses of industry.

Defense: A small number of Crownsguard are backed by a larger civilian militia of volunteer soldiers. Many war machines and engines also defend the
city.

Commerce: A strong industry around metals, mining, tinkering, and entertainment makes most basic supplies and some rarer goods available. Upr
Hupperdook has many taverns, inns, and places of revelry.
Organizations: Industrial families are heavily invested in the city and its business. Temples to empire-approved gods, especially Moradin, are easy to find .

The gnomish community of Hupperdook is built along the eastern base of the Silberquel Ridge, marked by the ever-rising columns of dark smoke and
steam. Predating the empire, Hupperdook remained autonomous until the Crown absorbed the community through diplomatic agreements over two
centuries ago. This smoke-stacked city is now the heart of industry in the empire, manufacturing technological marvels and large-scale weapons of war
for the Dwendalian Empire.

The gnomish culture within Hupperdook prizes hard work and hard play. Family trades vary from coal mining and clockwork development to practical
enchantment and the brewing of zesty libations. Within the bounds of the city, a general air of upbeat anticipation frames the day-to-day activities of
residents as they bound their way toward dusk.

Carpe Noctis

For as long as the people of Hupperdook have lived on the mountain,


they've been pushing to better their respective trades. The ten-hour work
days are long and sometimes arduous, as sparks fly and clangs of metal
ring through the city, but when dusk comes, the whistles blow and the
carousing begins. Nearly every evening is a wild party celebrating the end
of a productive day. Music, fireworks, dancing, and lots and lots of alcohol
have given Hupperdook a reputation as one of the rowdiest locales within
the empire. Such a lifestyle can be taxing on folk not used to such grueling
labor and formidable merriment, but as the saying goes, "ya come here for
an early grave worth earning."

The traditional nighttime drink is called fuse, a mi xture of strong liquor and
an energy-boosting herbal concoction that is considered by the hardest
workers as a necessity to properly embrace an evening of revelry, though
some visitors complain of the rather unpleasant aftermath of imbibing the
powerful substance. A jet-black coffee with the consistency (and some say,
the taste) of lantern oil is customary the following morning.

The Core of Warfare

The Crown understands the benefit of keeping Hupperdook and its citizens
happy through relative autonomy, as no other city can develop and produce
weapons like the ones found here. A sizable portion of Hupperdook's
industry is allocated to the production and development of defense
weaponry, siege engines, and firearms . Finished implements of war are
shipped across the valley to Bladegarden or Rockguard Garrison, with a few
left stockpiled within the city.

Government

As per the accord enabling it to become part of the Dwendalian Empire,


Hupperdook is one of the only imperial cities allowed to choose its own
leadership. Starosta Emma Zezbok is a bombastic gnome who negotiated
the absorption of the city into the empire and has held her seat for two
centuries. Emma has sharp mind for problem solving and a love of
debauchery - and cares little for politics outside the city walls or for the
short-lived "Kings of Men," so long as they leave her and her people alone.
FIREWORKS OVER HUPPERDOOK

Due to the independent nature of the city, the Crownsguard presence is relatively small, and the volunteers of the Citizens' Watch pick up the slack. This
has led to some tension between the two law enforcement factions, but many of the Crownsguard forgive any slights when the evening drinks begin to
flow.

Crime
The diligent days are almost completely free of crime as every nook and cranny of the city buzzes with business, but the nights lend themselves to
lackluster oversight and intoxicated Crownsguard. Lawful folk tend to travel in pairs at night, lest their drunkenness be exploited by a cutpurse. While most
criminals native to Hupperdook disdain pickpocketing people on the street, burglary is seen as a noble and skilled pursuit among thieves.

Geography
Hupperdook is divided into four distinct areas across two levels built against the mountain base.

Lower Hupperdook sits at ground level and is divided into two sections. The soot-stained, dusty lronlot is where the majority of mining, metalwork, and
small-scale production takes place amid residential neighborhoods peppered with a dozen ash-piping smoke stacks. The larger war machines and siege
engines are constructed in the Assembly Yard, while more volatile projects are tested within the pock-marked turf known as the Craterf1eld .

The more charming, residential region of Upper Hupperdook sits about two hundred feet above the ground atop a platform of leveled rock . This level of
the city has two regions : Silver Falls Grove, where the massive Silver Falls descend from atop the mountainside and spill into a small lake surrounded by
residential living towers, and the ldleworks Shelf, a recreational region of sprawling commerce, colorful markets, and social gatherings.

Hupperdook Adventures
The nearby Silberquel Ridge is a ready source of dangerous beasts and unnatural dangers, while the evening celebrations of the city conceal all sorts of
shenanigans.

life Is a Drag (Any level). The annual Iron Runway celebration is seeking entertainers to wow the nobility with show-stopping, gender-bending

performances and delightfully bawdy humor. The characters can choose to participate for an impressive top prize, or be hired to guard the event, which is
known to get a little rowdy.

A Hungry Problem (Low level). An illegally transported rust monster escaped from its cage in the night, nested within the Silberquel Mines, and gave birth
to a small brood. The hungry creatures now threaten to consume the veins of ore needed for the empire's war effort, unless the characters manage to slay
or capture them .

Kamordah

Population: 7,440 (58 % humans, 23 % halflings, 13% dwarves, 6% other races)

Government: Starosta Brennan Keef oversees his network of appointees, but his true loyalty is to the Truscan family.

Defense: Crownsguard and hired mercenaries protect independent business interests.

Commerce: Basic supplies are available, but imported goods are more difficult to obtain . Rare plants, herbs, and wines support a profitable and well-
guarded local industry.

Organizations: A few small, family-run temples are open to travelers, but the local businesses are fearful of outsiders.

Kamordah was built within the Bromkiln Hills by a collection of zealous followers of Desirat the Twilight Phoeni x (described in chapter 1). They were
eventually driven out by the Julous Dominion, who claimed the city and attempted to harness the intense geothermal activity in the area. When the
dominion was conquered by the Dwendalian Empire, it was discovered that this phenomenon infused the local earth with minerals that support a number
of rare plants, ones that normally would not survive in Wildemount. This has led to a very profitable, carefully guarded industry of farming exotic herbs and
fauna, as well as local vineyards that produce exquisite wines with flavors not found elsewhere in Exandria. Unfortunately, the ground water here is
undrinkable, forcing denizens of the city to survive off captured rainfall and fresh water imported from outside the city.

A Fire Below
While the majority of Western Wynandir and the Marrow Valley is filled with rolling fields of green grasses and tall, vibrant trees, the Bromkiln Hills t'
surround the city of Kamordah are gray and rocky, unable to sustain the vegetation. Patches of gray, bubbling mud form between the hills, where na.
vents perpetually release lazy plumes of sulfurous gases that give the reg ion its unmistakable smell. Mineral shelves surrounding areas of intense seismic
or thermal activity sometimes produce rings of vibrant colors, and many locals study these minerals for their medicinal and arcane properties. Others
worry that the source of this activity is a portent of terrible things to come, whether it be an imminent eruption or some slumbering elemental power.

Government

Starosta Brennan Keef is the Crown-appointed governor of Kamordah. Though his close ties to the Truscan family grant him good standing with the Crown
and local traders in the Truscan Vale, locals grouse that he puts Tru scan interests before those of his own people.

Coinmaster Dela Folger has a long-standing feud with Exchequer Aethia Drooze. Folger, a staunch supporter of Kamordan wineries and their local
businesses, resists Drooze's attempts to squeeze every last copper out of Kamordah and into the Crown's coffers.

Crime

The businesses in Kamordah carefully guard their rare goods. Crownsguard mingle with hired mercenaries to keep a watchful eye on business deals,
making the few criminals within the city extremely cautiou s.

Geography

Kamordah is a strange settlement built from pale stone mined from nearby Mount Mentiri and petrified wood from the surrounding forest. Constructed
over the prismatic mud of the Bromkiln Hills, it resembles a collection of pearls against a smear of colored paints. The settlement is loosely broken up into
two regions based on industry. The Rainbow Vineyards wind along the northern end, twisting up the base of the mountain paths, while the massive central
Mudfields harbor greenhouses and research fa cilities alongside the scattered homes that comprise the remainder of the city.

WINES OF KAMORDAH

The natural phenomenon that churns the mud and earth surrounding Kamordah has helped its people cultivate a valuable collection of vineyards. Wines produced by
these fam il ies are some of the best in Exandria, often presented as extravagant gifts or a display of wealth . These bottles fetch a healthy sum of go ld, with some of
the fi nest listed below, though the prices vary depending on the market.

Stassman's Thistle Branch Dark Blood Red Wine: 85 gp per bottle.

Wagner & Waltz Emerald Embrace Green Wine: 65 gp per bottle .

Stassman's Truscan Sunrise White Wine: 45 gp per bottle.

Lionett Vineyard Purple Cinder Red Wine: 50 gp per bottle.

Errenath Family Private Wish Red Wine: 75 gp per bottle .

Kamordah Adventures

Adventurers in Kamordah might become embroiled in squabbles over local goods, politics, or speculation concerning the source of Kamordah's
geothermal activity.

Broken Earth (Low level}. While the characters are in Kamordah, an earthquake topples buildings and releases lava from beneath the earth. The broken

earth also opens the way for magma mephits that cause mischief around the settlement. If the characters manage to save themselves from the chaos,
there are plenty of other citizens in need of rescue.

Twilight Phoenix (Epic level). The truth of Kamordah's geothermal activity is far more sinister and fantastical than many know. The ancient and mad

twilight phoenix Desirat (see chapter 1) is chained beneath Mount Mentiri. A cabal of archmages who worship Asmodeus seek to free the Lord of the Nine
Hells' steed, secretly gathering components for a ritual to sunder the mountain and unleash the crazed entity to incinerate the countryside. If the
characters cannot stop the ritual, they must combat the twisted, primal phoeni x herself.

Areas (L-Z)

Lebenda Swamp

The sprawling marsh known as the Labenda Swamp encompasses the valley along the southern side of the Silberquel Ridge and is fed by frequent
rainfall. Surrounding the Ounterloch, this immense swampland is humid for much of the year, making travel uncomfortable. The incessant hum of l J
insects mingles with the musky stench of decaying plants and stagnant water, and thick fog obscures much of the muck-laden region. The marsh is home
to trolls, carnivorous plants, and a host of other deadly creatures. Only the most experienced travelers dare wander too deep into the soggy reaches of the
inner swamp, where it is said that rare plants and ancient ruins hide behind the mists.

Mount Mentiri

Mount Mentiri is a sky-piercing crimson monolith and an ever-present visual landmark within the Truscan Vale. Thin wisps of steam rise from numerous
vents scattered throughout the massive mountain. The nearby Bromkiln Hills and the northern lands around Pride's Call have been altered by the
elemental power that radiates from the rock beneath Mentiri.

The source of this subterranean heat is a mystery to the people of the empire. Scholars have proposed many theories, suggesting that Mentiri may be a
young volcano - or that it sits atop a rift to the Elemental Plane of Fire.

None of their theories are correct. The truth is that Desirat the Twilight Phoenix, prized steed of Asmodeus, is imprisoned deep within the curling caverns
beneath the mountain, and her prison is surrounded by the fire giant city of Vuthos. The presence of Desirat has affected the people of Kamordah since
the city was founded, and her messages call to the weak-minded in dreams, urging them to delve beneath the mountains to worship her as a god.

Ounterloch

The mossy green waters of the Ounterloch lie brackish and foul in the center of the Labenda Swamp. Home to swamp beasts and malevolent forces
drawn to the mystic secrets buried beneath the algae and stones, this lake is a source of myths for folk all across the Marrow Valley. Many speak of the
temple that once sat at its northern shore before the quaking of the Calamity sent it sinking down into the dark water. Others tell tales of the Marsh Siren
who calls to people in their dreams and draws them into the swamp with her song. These unfortunate souls are lost to the marsh, or they drown in her
embrace beneath the waters. Most who discuss the Ounterloch, however, just speak of how miserable it is.

Talonstadt

Population: 1,81 O (82% dragonborn, 11 % humans, 4% halflings, 3% other races)

Government: Talonstadt's refugees are organized by community leaders who manage to work together, despite their bickering.

Defense: A small but functional band of volunteer fighters keeps watch alongside a minimal Crownsguard presence.

Commerce: General goods and arms are available, if somewhat scarce beyond what the populace requires. Trade is minimal, and lodging is hard to find .

Organizations: There are makeshift shrines to Bahamut in public gathering places. The Scars of Scale and Tooth have representatives present to help

protect the interests of ravenite refugees.

The fall of Draconia at the hands of the deadly chromatic dragon sect known as the Chroma Conclave sent the region into chaos. The ravenite resistance
rose up against the surviving draconbloods in a bloody rebellion, while the dangerous creatures that stalked the Dreemoth Ravine closed in when the
arcane defenses of Draconia fell. While many remained to rebuild from the ruins of the fallen city, dozens of ravenite refugees and survivors fled across
the dangerous lands of Xhorhas, climbing over the mountains into the Marrow Valley. The Crown wasn't eager to offer clemency to a number of foreign
revolutionaries who overthrew an allied nation, but the Cerberus Assembly managed the development of a ramshackle shantytown for the dragonborn at
the base of the Ash keeper Peaks.

Although it is part of the Dwendalian Empire, Talonstadt receives very little support from the Crown. Instead, the Cerberus Assembly pays meager wages
to the refugees while promising that their hard work will one day allow them to earn imperial citizenship and a better quality of life for their families . With
tensions between the refugees and the empire escalating, and a Crownsguard that consistently turns a blind eye to crimes within the community, very few
residents believe these empty promises.

Amid the chaos, a handful of Draconian sympathizers within the refugees actively undermine the ravenites' community leaders.

Talonstadt Adventures

The people of Talonstadt have great need of adventurers to protect them from crime, monsters, and each other. The community can't offer much in the
way of monetary rewards, but they can provide forgotten stories and describe (relatively) safe routes through Xhorhas to the characters.
Chroma Council (Low Level). A secret group of Draconian sympathizers, who call themselves the Chroma Council, tempts the young adults of Talonstadt
with promises of wealth and a better life if they adhere to the commandments of Tiamat. Their recruits disappear into the Ashkeeper Peaks to meet with
the cult leaders, who plan to raid passing caravan s for money and supplies. The characters are hired by the recruits' families to steal them back from this
seditious cult.

Trostenwald

Population: 8,900 (66% humans, 13% halflings, 8% half-elves, 13% other races)

Government: Starosta Fryda Langer works alongside resident nobles and small local guilds to maintain the affairs of the city.

Defense: A respectable number of Crownsguard protect Trostenwald, occasionally bolstering their defenses with hired mercenaries.

Commerce: Most basic supplies and services are available, with occasional rare goods from the Menagerie Coast. The city's brewing industry is
prominent and celebrated.

Organizations: Small temples and shrines to empire-approved gods are present. The brewing families compete for dominance while Myriad activity
simmers in secret.

The settlement of Trostenwald lies at the southern outskirts of the Dwendalian Empire, on the banks of the Ustaloch. The seeds of civilization were
planted here nearly two centuries ago when the fair weather and stretching grain fields gave rise to a booming brewing economy. Three major families of
brewers and alewives earned fame throughout the empire by producing some of the best and most unique ales Dwendalians had ever tasted.

A Finer, Sweeter Grain


Ordering a "trost" has become common terminology in many taverns that serve the unique, sweeter ales of the settlement's breweries. Many attribute the
distinctive flavor to the waters of the nearby Ustaloch, while others attribute the flavor to an en chantment on the nearby soils hearkening back to the Age
of Arcanum . Regardless, the ale has become the flagship export for the settlement, causing tension between competing families . The reigning three
breweries fight for dominance over farmland and promotion of their products, while occasionally allying to squash out any upstarts who wish to encroach
on the already crowded market. The known family brands that produce Trostenwald ale are Husseldorf, Bambauch, and von Brandt.

Government
The city is headed by Starosta Fryda Langer, daughter of the last starosta who fell to illness two years ago. Her family has strong ties to the Bambauch
family, leading some to mutter of favoritism, though they have no power to challenge her. Starosta Langer enjoys her position, often making public shows
of her power by holding small celebrations and contests in her honor. Those she did not favor before taking office are rumored to have disappeared or
been driven into poverty.

Crime
Crime in Trostenwald usually involves petty thefts of shipments and burglaries rather than any major conflicts. The Crownsguard have their pockets
padded by the three brewing families to pay special mind to their wares. The Myriad has agents in Trostenwald, but the settlement is too sleepy to
become an effective center of criminal activity. Myriad operatives do their part to push contraband smuggled in from the Clovis Concord north toward
Zadash and Rexxentrum .

Geography
Trostenwald is a rural borough of simple homes, competing breweries, and fishing huts that form a kidney-shaped layout, wrapping around the western
end of the Ustaloch. Travelers from the south consider Trostenwald a simple and folksy welcome to the empire.

The city is broken into three main sections. The Northward borders the wind-kissed grain fields, and houses the privately owned breweries and other local
industries. The Lochward forms the eastern portion of the settlement, comprised of residential neighborhoods and lakeside fishing communities. The
southwest region is the Hillward, where the affluent and noble-blooded live among the guild halls, easily protected by the nearby Crownsguard barracks.

Trostenwald Adventures
Characters in Trostenwald could get caught up in adventures with the three brewing families or the Myriad. They might suddenly get called to action while
deep in their cups.
Grain Hijackers (Low Level). The characters are hired by one of the brewing families to find out who tore into their silo and stole their grain. The

characters might suspect one of the other brewing families, but that notion is quickly dashed when a second family's silo is similarly vandalized. The true
culprits behind these attacks are two owlbears that meet each night and devour grain from a new silo as part of a courtship ritual.

Find the Formula {Any Level). The characters are hired by an anonymous entity to uncover the secrets of Trostenwald 's ale. This means investigating all

the rumors, infiltrating the brewing families to find recipes, and examining all the ingredients. The brewing families keep their secrets under lock and key.
The plot thickens when the characters' anonymous patron wants to make sure the recipe doesn't get out, so they attempt to kill the characters when the
mission is complete. This patron could be a member of the Myriad, a family from Shadycreek Run, or a rival brewery in another settlement.

Ustaloch

This beautiful lake is the largest body of fresh water in the southern reaches of the empire and the largest source of fish in the Marrow Valley. The city of
Trostenwald rests firmly against the western banks, tending to its waters and the bounties they provide. Clear waters aid fisherman in their trade, and the
purity of the lake water is thought to be a key ingredient in Trostenwald's sweet ales. Crownsguard patrol the shores of the lake at all hours to prevent
anyone from tampering with the ecosystem that the locals depend on.

Myths and Murmurs


The Ustaloch is not without dangerous creatures that stalk the deeper waters, and it has developed a number of myths, the most popular of which stems
from the larger of its two islands, known as Crooked Stone. This island contains a small grove where the abandoned hovel of a feared witch still stands in
disrepair. Many youth paddle out to the island to conduct rites of passage or pranks, though others warn that the witch still returns to her home for the
colder seasons.

Ustaloch Adventures
From fishing for food to hunting a witch, there are adventures aplenty for the characters to find in and around Ustaloch .

Witch's Amulet {Mid Level). Something in Ustaloch is turning the fish and crabs in the lake into skeletal abominations that attack boats and people near

the shore. The characters are hired to uncover the source of this curse, which happens to be an amulet from the witch's island grove that a group of
children discovered and threw in the water. If the characters can find and retrieve the amulet, the witch (a night hag) might soon come looking for it.

To create the skeletal creatures in this adventure, take any aquatic beast and make the following changes to it:

• The creature is undead and doesn't require air, food, drink, or sleep.
• It has immunity to poison damage and exhaustion, and it can't be poisoned .
• It has vulnerability to bludgeoning damage.

Vol'antim

Population: 3,890 (96% aarakocra, 4% other races)

Government: Vol'antim is ruled by a council of twelve elders known as the Horizon.

Defense: The settlement's perilous surroundings make it easily defensible, and trained aarakocra warriors vigilantly protect it from above and within.

Commerce: General arms, simple supplies, and natural goods can be purchased or traded here. Lodging for guests is sparse.

Organizations: Dual temples to both Melara and Erathis mark the cliff face and interior caverns. No major organizations make their home here.

The hidden cliff side settlement of Vol'antim is nestled deep within the heart of the Cyrios Mountains. Tucked beneath an unreachable mountain precipice
that soars over a thousand feet in the air above jagged rocks and brush, the community is home to aarakocra who live in relative seclusion. Few ever see
these aarakocra, as they keep to the Cyrios Mountains and watch intently for uninvited guests.

The denizens of Vol'antim are proud of their isolationism and their adherence to the ancient ways of Melara the Wild Mother. For generations, they have
carved their homes into the mountain cliffs. There are over a hundred caves adorned with colorful banners that mark the entrances to tunnels. These
tunnels twist into a vast cavern, which houses the town proper.

Aerial Enemies
The skies above the Cyrios Mountains are a battleground between the aarakocra of Vol'antim and their ancient enemies, the gorefeather harpies. Despite
the birdfolk's best efforts, the gorefeather clan has only grown larger over time. Some fear that their matron has forged a pact with an evil power that has
granted her people a stronger brood with each passing generation.

Mythical Guardians
While the more learned people of Wildemount know of and understand the nature of the winged citizens of Vol'antim, the common folk often only catch
occasional glimpses of them in the sky, and few people can claim to have met one. A handful of rural communities in the Truscan Vale refer to the flying
creatures as their protectors and leave them small offerings before making dangerous treks in the region . The rare arrival of an aarakocra in one of these
communities is a major event for the locals, and they shower the winged herald with gifts, much to the aarakocra's embarrassment.

Government
The community is led by a dozen elders called the Horizon. Each elder chooses their successor on their deathbed; if no successor is named before the
elder expires, one is chosen by the remaining Horizon members. When there is disagreement within the Horizon, the eldest member makes the final
decision and all others respectfully follow. The community's laws are structured around the tenets of Melara and the respect that she has for her lover,
Erath is the Law Bearer. Their foremost creed is that natural life is sacred within the ways of nature and must be protected.

Crime
The culture of Vol'antim eschews criminal behavior and acting outside the interests of the community. However, there are tales of past aarakocra who fell
from the grace of Melara and followed a selfish path, and these figures were often punished with exile. Visiting outsiders have also been known to bring
criminal activity to the city, contributing to the mistrust of those who come to the cliffs unbidden.

Geography
Standing high above a rocky valley, the mountain spire curls at its peak, forming a protective lip over the cliff face where the numerous cave entrances to
the city are visible. Only accessible via flight, each entrance bears a small shelf or lip for arrival, often bearing banners or thatched decor to signify what is
found within . Beyond these caves lies a network of small tunnels that open into a shared interior cavern, in the middle of which a one-hundred-foot-tall
stalagmite merges with a matching stalactite to form a great pillar riddled with caves that connect to homesteads in the cavern walls via bridges and
ropes .

Vol'antim Adventures
If the characters earn the respect of the aarakocra of Vol'antim, they could be asked to help keep the Cyrios Mountains free from evil. If the characters
instead earn their ire, they would do well to steer clear of the mountains.

Break a Few Eggs (Low level}. The characters are asked by the aarakocra of Vol'antim to help destroy a nest of gorefeather harpies. During the quest, the

characters uncover a clutch of harpy eggs, which the aarakocra believe should be destroyed, since legends say that each generation of harpies is stronger
than the last. If the characters destroy the eggs, they will drive the harpies to greater acts of destruction . But they refuse, how might the aarakocra react?

Wuyun Gate

The southernmost boundary of the Dwendalian Empire, the Wuyun Gate rests within the Wuyun Gorge where the Ashkeeper Peaks meet the Cyrios
Mountains. This imposing gate stands roughly twenty feet tall and fifteen feet wide, opening when passage is given to travelers seeking to enter or exit the
empire. A wall of stone twenty-five feet tall continues from each side of the gate, stretching to meet the nearby mountains. These walls are topped by
patrolling Crownsguard whose weapons are always at the ready. Originally built as a military fortification to prevent the Clovis Concord from assaulting
the empire, it now acts as a waypoint on the trade route, and occasionally as a Righteous Brand outpost when dangerous creatures begin to wander too
far from the nearby mountain ranges.

Wuyun Gate Adventures


The characters could help defend the Wuyun Gate outpost when monsters attack and hold the gate until reinforcements arrive, or they could reclaim the
gate for the empire after it falls .

Take Back the Gate (Mid level}. As the characters travel through the region, they need to pass through the gate. When they get to the outpost, they learn

that monsters from the mountains (gnolls, hobgoblins, ores, or trolls) murdered the Crownsguard and have claimed the gate as their own. From this
secure position, they launch more raids into the Marrow Valley. Someone has to stop them and take back the gate.
Zadash

Population: 89,210 (70% humans, 11 % halflings, 9% dwarves, 10% other races)

Government: Starosta Wyatt Fedar is the city's nominal leader, but nothing gets done without the assent of the lawmaster, other Crown-appointed officials,

and the wealthy elite.

Defense: An impressive host of Crownsguard is integrated throughout the city, while a sizable legion of Righteous Brand soldiers is stationed within the

Signet Ramparts. Political figures and nobles also employ personal guards.

Commerce: Nearly all goods and services are available in Zadash, including magic items. Illegal imports and contraband are found in underground circles.

Organizations: Major temples to empire-approved gods are scattered throughout the city. The Cerberus Assembly holds great sway, as do the high nobility

and the guildmasters. The Myriad, once thought banished, is still deeply entrenched in the city's businesses.

Zadash was the capital of the Julous Dominion before it was conquered by the Dwendalian Empire nearly two centuries ago. Now the city is the central
crossroads of the southern region of the empire and a smaller sister city to the capital of Rexxentrum. Zadash accommodates heavy traffic through its
winding streets, serving noble diplomats, countless trade caravans, and rushing messengers from all across Western Wynandir and the Menagerie Coast.
The city's ruling class is comprised of powerful merchant lords and ladies who oversee the guilds that control the markets throughout the city.

Zadash is a bastion of law, civilization, and military might in the Marrow Valley, whose small townships often escape imperial scrutiny. The city is home to
the Hall of Erudition, an extension of the Soltryce Academy and foothold of power for the Cerberus Assembly. As a common waypoint for travelers to and
from Rexxentrum, the city offers many forms of entertainment and recreation . It also boasts the largest military force in the southern end of the empire.

Government

The majority of day-to-day business and politics are overseen by Starosta Wyatt Fedar, Lawmaster Orentha Stonegrasp, and High-Richter Dolan Thyme,
who must work closely to manage the large, sprawling city. However, it is common knowledge that the starosta is deep in the pockets of the city's
wealthiest families, and is often manipulated by those powers without the people's best interests at heart. Community leaders are rightfully furious about
the starosta's corruption, but Starosta Wyatt is finding it difficult to gain support from the capital, which is focused on the war with Xhorhas. The growing
hum of unrest makes him increasingly nervous.

Crime

Criminal elements are part of the very fabric of the city. Independent swindlers make their way through the poorer districts, pickpocketing freely behind the
backs of overworked Crownsguard . The Myriad has patsies in every industry and most political offices, too.

A crime boss known in some circles as the Gentleman runs a thieves' guild based in a network of underground tunnels called the Underworks. Crime is
extremely profitable in Zadash, and has been fine-tuned for generations to be efficient, hard to trace, and largely invisible to the untrained eye.

Geography

Zadash has a mix of older Julous architecture and modern Dwendalian construction, giving the picturesque, triangular city a varied and mismatched look.
Zadash is broken into five major districts: the Outersteads, the Pentamarket, the lnnerstead Sprawl, the Tri-Spires, and the Signet Wall.

The Outersteads. Divided into the East and West Outersteads, this area is home to the poor and powerless of the city, a collection of slums and

neighborhoods of hovels that cluster around and beyond the city walls. The majority of folks who live within these areas are humble crafters hoping to
catch the eye of traders passing through, workers who handle the less desirable careers that keep the city functioning, or the destitute who are trying to
regain control of their lives. Many sections are humble but welcoming, with family communities who work together to keep the peace when the
Crownsguard are too sparse or too uncaring to watch over them . The regions beyond the walls are equal parts farming communities and tent cities.
However, some areas of the Outersteads have become hotbeds for criminal activity, with locals disappearing often enough to cause discontent with the
empire's indifference.

The Pentamarket. The Penta market is the bustling heart of commerce, a massive bazaar that rests at the junction of the city's five main roads . Here, all

manner of guild shops and businesses provide both wares and lodging for droves of weary travelers. During many calendar holidays, this region of the city
is flamboyantly decorated, and music and games fill the streets surrounding the crafters' temple, Hearth of the All-Hammer, and the massive gladiatorial
arena known as the Victory Pit.
The lnnerstead Sprawl. A labyrinth of houses owned by the working-class people of Zadash, the Sprawl bends between the other districts, acting as the

boundary between them. Except for a few of the temples, such as the Valley Archive of the Cobalt Soul, the Platinum House, and the King's Hall, much of
the architecture is simple and built for function .

The Tri-Spires. The Tri-Spires are known throughout the walls of Zadash as the neighborhood of the noble elite and the wealthy. Built on the ruins of the

old Pious District after the fall of the Julous Dominion, the Tri-Spires now stand as the center of aristocracy and higher learning within the city - and,
indeed, throughout the empire, second only to Rexxentrum . The region takes its name from the three large, uniquely constructed towers that lord over the
skyline: the Zauberspire, the Constellation Bridge, and the Triumph Chime. The Zauberspire is the central tower of the Halls of Erudition, a beautiful ivory
campus that is an extension of the Soltryce Academy. The Constellation Bridge looms over the Gilded Willows neighborhood as an extremely tall, thin
watchtower that offers an incredible view of the entire city and the Marrow Valley beyond. Once a temple to Avandra, The Triumph Chime is now a squat,
seven-story belfry outfitted with sleeping chambers, bars, and a raucous gambling hall.

The Signet Wall. The Signet Wall encloses the eastern end of the city and houses Zadash's reserve force of Righteous Brand soldiers. The Signet

Ramparts are a collection of four simple stone and wood buildings that act as barracks and living quarters for all local Crownsguard. The clangs of
training blades and blacksmiths' hammers fill the air for half the day, while drinking songs and bawdy rhymes fill the other half. Beyond those grounds lies
the dark stone entrance to the impressive, eight-floor, subterranean prison known as the Umber Dungeon, where criminals from the streets of Zadash are
held and punished, with the most dangerous imprisoned in the deepest cells. The Shrine of the Dawn, a temple of pale stone and stained glass dedicated
to Pelor the Dawn Father, where both civilians and soldiers can worship, marks the center of the district. The eastern wall ends in the Marrow Keeps of the
Righteous Brand, a massive stronghold surrounded by a half-dozen smaller fortifications that make up the southern bastion of the Crown's military power.

THE INVULNERABLE VAGRANT

There are few locations in the empire where enchantments and arcane protections are readily available for sale, as the cost of such devices is prohibitive for the
majority of the populace . Most recovered magic items find their way to black markets, are sold through auction houses, get taken by deft thieves, or wind up in the
collection of some affluent family.

This makes the success of the Invulnerable Vagrant, one of the few magic item retailers in Wildemount, unique. The Vagrant, established in 87 4 PD, is owned and
operated by a city-bred flrbolg called Pumat Sol and his team of identical quadruplets - that is, his three arcane simulacra. Many visit this establishment simply to
marvel at the curious atmosphere and equally curious staff.

Pu mat Sol was trained by Headmaster Orem id Hass of the Halls of Erudition, but he tends to keep quiet about the specifics of his ties to the Cerberus Assembly.
PENTAMARKETOFZADASH

Zadash Adventures

As a large city full of travelers, criminals, and politicians, Zadash has plenty of opportunities for adventure.

Send a Message {Mid Level). The characters are hired - or blackmailed - by the Myriad to convince Starosta Wyatt Fedar to let the Myriad quell unrest in

the city in exchange for favors from the city leader. If the starosta accepts, the Myriad asks the characters to crack down on non-Myriad crime in the city. If
the starosta refuses, the Myriad asks the characters to run amok, causing and inspiring as much chaos as possible until the starosta relents.

Victory Breakout {High Level). The characters are in Zadash when several monsters are freed from their confines in the Victory Pit. These monsters - an

abominable yeti, a behir, a hydra, a tyrannosaurus rex, and others, tear through the streets, leaving carnage in their wake. Did these monsters escape by

themselves, or did someone else free them to distract the Crownsguard and characters while another crime took place?
MARROW VALLEY GREYING WILOLANDS

Zemni Fields
Along the frost-dappled fields of the northern plains, the heart of the Dwendalian Empire is formed by a sprawl of dirt-packed roads, dense forests, and
austere townships that fight back the dangerous creatures of the wilderness. Divided from the southern Marrow Valley by the mountains of the Silberquel
Ridge, this region is known for its gray skies, fits of cold rain, and occasional snowfall, keeping the feet of the denizens muddy and their crops healthy. The
Dunrock Mountains shield the people from the threats that loom beyond the boundaries of the king 's rule, with the Rockguard Garrison to the east holding
firm against the deadly armies of the Kryn Dynasty and the dangers that brew beyond the Ashkeeper Peaks. Home to the mighty imperial capital of
Rexxentrum, these fields are the seat of power and commerce for the empire. Diplomats often find themselves traveling to and from the Zemni Fields,
while traders and merchants from around the world traverse the long roads in hopes of making their fortunes in the capital city. Even so, the growing
ferocity from beasts and creatures that share this region mingle with the whispers of a recovering criminal element and the escalating war with the Kryn to
create a perpetual air of tension and anxiety.

MAP 3.4: ZEMNI FIELDS

Areas (A-K)

Amber Crossroads

The Amber Road and the Havenpath Road merge with the Cloakjaunt Path and the Glory Run road to form a great crossroads, where a small makeshift
marketplace has sprung up. Mercenaries flock here to find work among traveling caravans, and merchants exchange goods in the absence of imperial
oversight before heading into the nearby cities to set up shop. Wandering performers bring color and life to the crossroads, while charlatans of all walks of
life take advantage of the fact that the market has no Crownsguard presence.

Amber Crossroads Adventures


The conjunction of trade and travel creates a location rife with mystery, danger, and the need for adventurers.
Rob from the Rich (Low Level). Arriving just in time for a semiannual bazaar known as the Carnival of Coin, the characters begin to notice a strange,

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respectable M^@JÿLofKÿT@ LRCGDFM@^ÿMand
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Righteous Brand MC^ÿGsoldiers
LN^AJ@GÿQkeep JJXÿtheHSJÿfarmsteads
KM@IGHJM^GÿLofKÿlN FIJCHSMNÿGsafe.
Blumenthal MKJ[
‚, 114064qÿƒS
Commerce: ANJÿKfood,
While LL^UÿXproduce,
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„0 nbd5…b25,deqÿ?ÿ
Organizations: HJIXNJÿtoHLÿ†J
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work @QÿFunder
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ZXJVHMHALCGÿLofKÿthe HSJÿT@ LRC[
Crown.

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AG X@MRNACDÿVcollection
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^IACAGH@MHALCÿObuildings,
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MIANAJGÿVchosenSLGJCÿtoHLÿtend
HJC^ÿtoHLÿtheHSJÿNland
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HSJA@ÿXplots
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withHS
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JCJ@MHALCMNÿAincentives
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to improve the lives of the hard-working farmers who support the success of Blumenthal - and thus of the empire.

‹; p14d23b;ÿŒg
Blumenthal :4d2p04e
Adventures

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ACVJÿlN FIJCHSMN‡Gÿfields
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Rexxentrum

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Bad gÿ‹4 4/ÿ7{Low
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Rexxentrum. LRCGDFM@^ÿAinvestigators
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A@Jÿthe
HSJÿVcharacters
SM@MVHJ@GÿtoHLÿ]find C^ÿthe
HSJÿVculprits.
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Crownsguard FIJCHSMNÿAisGÿLonC
Blumenthal
HSJÿNlist
the AGHÿLofKÿGsuspects,
FGXJVHGUÿGsinceACVJÿthey
HSJYÿJescorted
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meat MHÿtoHLÿjJ ZZJCH@FI[ÿ€K
Rexxentrum. Ofÿ Vcourse,
LF@GJUÿthe
HSJÿNlist AGHÿLofKÿGsuspects
FGXJVHGÿ^doesn't LJGC‡HÿGstop HLXÿthere.
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HSJÿKfarmers
M@IJ@GÿRL work @Qÿtogether
HLDJHSJ@ÿObecause
JVMFGJ
they abhor living under imperial rule? Is there an agent of the Kryn within Blumenthal? Is someone using enchantment magic from afar to make
farmhands poison beef? One thing is for sure: the culprits are willing to kill and won't come quietly.

Bysaes Tyl

Population: 19,090 {83% elves, 7% humans, 10% other races)

Government: The Ring of Three reluctantly cooperates with the appointed starosta, Uther Prent, to govern the city. Exalted elven houses also work with the

Ring of Three to preserve their culture under imperial rule .

Defense: Both local and assigned Crownsguard stand ready to defend the city.

Commerce: Nearly any equipment, goods, or services are available, though rarer supplies are generally kept from non-elven travelers.

Organizations: While smaller temples dedicated to the empire-approved gods are present, shrines to Corellon, Melora, and Sehanine hide in plain sight.

The beginnings of Myriad influence are taking hold.


The rustic elven city of Bysaes Tyl is tucked away in the northern region of the Pearlbow Wilderness. Built synergistically within the tangled boreal forests,
this hidden settlement of tall wooden arches and warm hearths sits below a massive network of treehouses and bridges that form the canopy and upper
levels of the city. The streets are made of smooth stones set in packed earth, gently enchanted to warm the pathways and melt the frequent snow. Large,
bowed tutoring halls hold lectures for the masses, while cleared patches of forest facilitate the training of warriors in the defense of both the city and the
empire.

Bysaes Tyl was founded by elves who fled the destruction of Molaesmyr in the Savalirwood and quietly began to build a new home away from the eyes of
the expanding empire. The elves of Bysaes Tyl struggled through the harsh winters for many years as they constructed their homestead, leaving the past
behind to look to the future of their society. Adversity bred a hard, guarded, and tight-knit people.

When the Crown discovered that an independent city-state had formed within imperial territory, an imperial envoy was dispatched to present the elves with
<an7ÿ0ultimatum:
523F<20FQÿ<accept 44-G2ÿR?- 7><53<7ÿ/rule
Dwendalian 05-ÿ9or/ÿGprepare
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05-/1ÿF< many78ÿyears
8-</1
,hence.
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FG-/3<5ÿtaxes,
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+The
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-73b-71ÿ:feel --5ÿ<an7ÿ3intense
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Bysaes +85ÿ<and7>ÿthe
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FG-/3<5ÿ1society 943-28ÿ3into729ÿtheir
2,-3/ÿ9own?7ÿ<and7>ÿ1shared
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-496-/->ÿ<artifacts
/23:<421ÿ:from
/9F
K9 5<-1F8/ÿ?3
Molaesmyr with 2,ÿthe
2,-ÿ-empire
FG3/-ÿ3in7ÿ-exchange
M4,<7@-ÿfor :9/ÿtheir
2,-3/ÿ4city's
328c1ÿ4cultural
0520/<5ÿ<autonomy.
02979F8Dÿ+The ,-ÿ-elves
56-1ÿ?3 1,ÿto29ÿGpreserve
wish /-1-/6-ÿtheir 2,-3/ÿ0unique
73H0-ÿ<art/2ÿ<and
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music,134Eÿtheir
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=3551ÿ<and
7>
2-4,73H0-1Eÿ<and
techniques, 7>ÿ=knowledge
79?5->@-ÿ@gleaned 5-<7->ÿ:from /9Fÿthe 2,-ÿ/ruins
0371ÿ9of:ÿK9 5<-1F8/ÿthat
Molaesmyr 2,<2ÿF3might@,2ÿ>decide
-43>-ÿthe 2,-ÿ:future
020/-ÿ9of:ÿtheir
2,-3/ÿGpeople.
-9G5-Dÿ+The,-ÿ/rumors
0F9/1ÿthat
2,<2ÿ1secrets
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-5341ÿ?3 2,37
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;8 1<-1ÿ+Tyl85ÿ1still2355ÿ/remain
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3>>-7ÿ:from/9Fÿthe 2,-ÿP/
Crown9?7ÿ<and 7>ÿthe
2,-ÿP- /B-/01ÿN1
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2,-ÿS3 7@ÿ9of:ÿ+Three,
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>>32397ÿto29
2,-ÿ1slowly
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/90@,2ÿthe 2,-ÿ4city328ÿ3into
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1G-421ÿ9of:ÿ4city 328ÿ5life.
3:-Dÿ+They
,-8ÿF0must,12Eÿ,however,
9?-6-/Eÿ?9 work/=ÿ6very
-/8ÿ4closely
591-58ÿ?3 2,ÿLStarosta
with 2</912<ÿj2 ,-/ÿA/
Uther -72ÿ<and
Prent 7>ÿ,his31ÿ<appointed
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4counselors
9071-59/1ÿ?, when -7ÿ@governing
96-/737@ÿthe 2,-ÿ3infrastructure
7:/<12/0420/-ÿ<and 7>ÿ-enforcement
7:9/4-F-72ÿ9of:ÿ5law <?ÿ<and 7>ÿ9order.
/>-/Dÿj2 ,-/c1ÿGprejudice
Uther's /-k0>34-ÿ<against@<3712ÿ-elves
56-1ÿ3is1ÿ?- 55O=79?7ÿthroughout
well-known 2,/90@,902ÿthe 2,-ÿ-empire,
FG3/-Eÿ<and7>
F<
many 78ÿBbelieve
-53-6-ÿthis
2,31ÿ3is1ÿ?, why8 ÿ,he-ÿ?<
was1 ÿ4chosen
,91-7ÿ:for9/ÿ,his31ÿGposition.
9132397Dÿ+The ,-ÿS3 7@ÿ9of:ÿ+Three
Ring ,/--ÿ4continues
972370-1ÿto29ÿ>deftly-:258ÿ0undermine
7>-/F37-ÿj2 ,-/c1ÿ5leadership
Uther's -<>-/1,3Gÿ?, while35-ÿ1simultaneously
3F052<7-90158ÿ1stroking 2/9=37@
,his31ÿ-ego,
@9Eÿ<aÿ>dance
<74-ÿthat 2,<2ÿthey
2,-8ÿ,have<6-ÿthus
2,01ÿ:far</ÿ-executed
M-402->ÿ?3 2,ÿ@grace
with /<4-ÿBbut02ÿ?, which34,ÿ4cannot
<7792ÿ4continue
972370-ÿforever.
:9/-6-/D
lY
Crime\fW
+The
,-ÿ-elves
56-1ÿ9of:ÿthe
2,-ÿ4city328ÿ/rarely
</-58ÿ-engage
7@<@-ÿ3in7ÿ4criminal
/3F37<5ÿ<activity,
4236328EÿBbut02ÿ-escalating
14<5<237@ÿtheft 2,-:2ÿ<and7>ÿBbrutality
/02<5328ÿ:from
/9Fÿ7non-elven
97O-56-7ÿ3imperial
FG-/3<5ÿ4citizens
323b-71ÿ5living
3637@ÿ?3 2,37ÿUÿ
within - 9 or/
ÿGpassing
<1137@ÿthrough
2,/90@,
Uÿ
- ;8 1<-1ÿ+Tyl85ÿ3is1ÿ<aÿGproblem
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2,-ÿ1starosta
2</912<ÿ5largely
</@-58ÿ3ignores.
@79/-1DÿAgents N@-721ÿ9of:ÿthe 2,-ÿ1scattered
4<22-/->ÿK8 /3<>ÿ,have
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Ring +,/--ÿF< 73G05<2-ÿthe
manipulate 2,-ÿ1starosta
2</912<
<and
7>ÿ,his31ÿ4council.
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Ring ,/--ÿ<are/-ÿ?- 3@,37@ÿthe
weighing 2,-ÿBbenefits
-7-T21ÿ9of:ÿ5letting
-2237@ÿ<an7ÿ0unlawful
75<?:05ÿ9organization
/@<73b<2397ÿ3into 729ÿtheir
2,-3/ÿF3 >12ÿ2to9ÿ,help
midst -5Gÿtheir
2,-3/ÿ9oppressed
GG/-11->ÿGpeople -9G5-ÿ<against
@<3712ÿthe2,-
5long-term
97@O2-/Fÿ4consequences
971-H0-74-1ÿ9of:ÿ?9 /=37@ÿ?3
working 2,ÿ1such
with 04,ÿ0untrustworthy
72/012?9/2,8ÿ<allies. 553-1D
dW e[YZmn`
Geography
+The
,-ÿ4city328ÿ-exists
M3121ÿGpartially
</23<558ÿ9on7ÿthe2,-ÿ:forest
9/-12ÿJfloor 99/ÿ<and 7>ÿGpartially
</23<558ÿ?3 2,37ÿ<and
within 7>ÿ<around
/907>ÿthe 2,-ÿtrees,
2/--1Eÿ@giving
3637@ÿthe
2,-ÿ1settlement
-225-F-72ÿ<an7ÿ<air3/ÿ9of:ÿ/rustic
01234ÿ7nostalgia
912<5@3<ÿthat2,<2ÿtempers
2-FG-/1ÿ3its21ÿ-elven
56-7
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mystique. ,-ÿ?< walled55->ÿ1surface
0/:<4-ÿ1streets
2/--21ÿ<are/-ÿ=known 79?7ÿ<as1ÿthe 2,-ÿS9Rough,0@,Eÿ9or/ÿ+Ta/an,
<5<7Eÿ?, -/-ÿ1structures
where 2/0420/-1ÿ?- <6-ÿBbetween
weave -2?--7ÿ/rocks 94=1ÿ<and 7>ÿ?3 >-O2/07=->ÿtrees,
wide-trunked 2/--1Eÿ@giving
3637@ÿ<aÿ1slanted
5<72->
9octagonal
42<@97<5ÿ1shape ,<G-ÿto29ÿthe 2,-ÿtall,
2<55Eÿ?9 9>-7ÿ-exterior
wooden M2-/39/ÿ?< 551ÿ9of:ÿthe
walls 2,-ÿ4city.
328Dÿo- </58ÿ<all55ÿ1structures
Nearly 2/0420/-1ÿ,here -/-ÿ<are/-ÿBbuilt
0352ÿ:from
/9FÿGpine 37-ÿ<and
7>ÿ9other
2,-/ÿtaiga
2<3@<ÿtrees,
2/--1Eÿ:favoring
<69/37@ÿ>designs
-13@71ÿthat2,<2
/resemble
-1-FB5-ÿ<aÿBbowed 9?->ÿ<arch /4,ÿ/rising
3137@ÿto29ÿ<an7ÿ<apex. G-MDÿLSpiraling
G3/<537@ÿ1staircases
2<3/4<1-1ÿ=known 79?7ÿ<as1ÿthe ,/90>1Eÿ9or/ÿp<
2,-ÿLShrouds, 58<Eÿtwist
Ha/ya, 2?312ÿ<around/907>ÿ<and 7>ÿ?3 2,37ÿtrees,
within 2/--1Eÿ4climbing
53FB37@ÿ0upGÿto29ÿthe 2,-ÿ-elevated
5-6<2->
?< 5=?<81ÿ<and
walkways 7>ÿBbuildings
035>37@1ÿ<amid F3>ÿthe2,-ÿ:forest9/-12ÿ4canopy.
<79G8D
,-./0.ÿ2-3
BYSAESTYL

,4
Bysaes 5675ÿTyl248ÿ/9 :7;<=>75
Adventures

?The@Aÿtension
CADEFGDÿHbetween
ACIAADÿthe C@AÿJK GIDÿLand
Crown DMÿthe
C@AÿAelvesNOAEÿFinDÿPQ ELAEÿ?TylQNÿRplays
Bysaes NLQEÿLaÿRpart
LKCÿFinDÿLany
DQÿGofSÿthe
C@AÿTcity's
FCQUEÿLadventures.
MOADCVKAEWÿXElves NOAEÿtrying
CKQFDYÿtoCGÿZL FDCLFDÿtheir
maintain C@AFKÿTcultural
VNCVKLNÿTconnection
GDDATCFGD
IF
with C@ÿDnature
LCVKAÿLandDMÿtheir
C@AFKÿNlost
GECÿ@homeland
GZANLDMÿGofSÿ[G NLAEZQKÿTcould
Molaesmyr GVNMÿNlook
GG\ÿtoCGÿLadventurers
MOADCVKAKEÿSforGKÿLaid,FM]ÿthe
C@AÿJK GIDÿTcould
Crown GVNMÿVuse EAÿ@help
ANRÿ\keeping
AARFDYÿtheC@AÿRpeace,
ALTA]ÿLand DMÿthe
C@Aÿ[Q
MyriadKFLMÿTcould
GVNM
@hire
FKAÿtheC@AÿTcharacters
@LKLTCAKEÿtoCGÿFinfiltrate
D^NCKLCAÿtheC@AÿTcity.
FCQW
0Elves,
8:75_ÿ/> Arise5̀7ÿa(Mid
b9̀ÿ3level).
7:78cdÿeÿ AY KGVRÿGofSÿAelfNSÿ6assassins
group 55655`;5ÿVunhappy
D@LRRQÿIF withC@ÿthe
C@AÿJK GIDUEÿNleadership
Crown's ALMAKE@FRÿ@hatch LCT@ÿLaÿRplot
NGCÿtoCGÿEsimultaneously
FZVNCLDAGVENQÿLassassinate
EELEEFDLCAÿthe C@AÿfF DYÿGofSÿ?Three,
Ring @KAA]
gStarosta
CLKGECLÿhC @AKÿiK
Uther ADC]ÿLand
Prent, DMÿGother
C@AKÿFimportant
ZRGKCLDCÿfigures ^YVKAEÿFinDÿPQ ELAEÿ?Tyl.QNWÿ?They
Bysaes @AQÿHbelieve
ANFAOAÿthat
C@LCÿIF C@ÿthe
with C@AÿJK GIDÿMdistracted
Crown FECKLTCAMÿHbyQÿthe
C@AÿIL
war,K]ÿDnow
GIÿFisEÿLaÿRperfect
AKSATCÿtime
CFZAÿtoCGÿKrise
FEAÿVupRÿLand
DM
CL\AÿHback
take LT\ÿtheir
C@AFKÿTcity.
FCQWÿ?The
@AÿTcharacters
@LKLTCAKEÿYgetACÿIF DMÿGofSÿthe
wind C@AÿRplot
NGCÿLand
DMÿZVmustECÿMdecide
ATFMAÿI@ AC@AKÿtoCGÿFignore,
whether YDGKA]ÿEstop,
CGR]ÿGorKÿEsupport
VRRGKCÿthe
C@AÿLassassins.
EELEEFDEW
0Evil,
:8̀_ÿ/> 5̀7ÿa(Epic
Arise 0jk̀ÿ3level).
7:78cdÿeÿAR GIAKSVNÿLartifact
powerful KCFSLTCÿGofSÿthe
C@AÿNlong-deceased
GDYlMATALEAMÿeK T@ZLYAÿmN
Archmage AQL@Eÿ@has
Oleyahs LEÿHbeen
AADÿKrecovered
ATGOAKAMÿSfrom KGZÿthe
C@AÿKruins
VFDEÿGofSÿ[G NLAEZQKÿLand
Molaesmyr DMÿFisEÿEsecretly
ATKACNQÿFinD
CKLDEFCÿtoCGÿPQ
transit ELAEÿ?Tyl.QNWÿfA
Bysaes EALKT@AKEÿ@hope
Researchers GRAÿthat C@LCÿthis
C@FEÿGobject
HnATCÿ@holds
GNMEÿLaÿ\keyAQÿtoCGÿVunderstanding
DMAKECLDMFDYÿthe C@AÿMdestruction
AECKVTCFGDÿGofSÿtheir
C@AFKÿLancestral
DTAECKLNÿ@home,GZA]ÿHbutVCÿI@
whenADÿthe
C@AÿGobject
HnATCÿLarrives,
KKFOAE]
FitCÿFisEÿKrevealed
AOALNAMÿtoCGÿFinstead
DECALMÿHbeAÿLaÿMdeceptive
ATARCFOAÿTcasing LEFDYÿSforGKÿthe
C@AÿLarchmage's
KT@ZLYAUEÿ9demilich
7o8̀k̀pÿSform GKZW.ÿeÿ
AR NLYVAÿGofSÿLarcane
plague KTLDAÿterror
CAKKGKÿKrains
LFDEÿGonDÿPQ ELAEÿTyl,
Bysaes ?QN]ÿLandDMÿthe
C@AÿTcharacters
@LKLTCAKEÿLareKA
CLE\AMÿHbyQÿthe
tasked C@AÿfF DYÿGofSÿ?Three
Ring @KAAÿtoCGÿMdestroy
AECKGQÿGorKÿHbanishLDFE@ÿthe
C@AÿMdemilich
AZFNFT@ÿmN AQL@EÿSfrom
Oleyahs KGZÿthe C@AÿHburning
VKDFDYÿTcity.
FCQW
qKVOADNGMA
Druvenlode

rs j=86<s̀;tÿu12,11
Population: v]uuw0ÿx(70%
ywzÿ@humans,
VZLDE]ÿu14% {zÿMdwarves,
ILKOAE]ÿ|9%zÿAelves,
NOAE]ÿy7%zÿGother
C@AKÿKraces)
LTAE}
~s :7>;o7;<tÿThe
Government: ?@AÿTcity
FCQÿFisEÿKrun
VDÿHbyQÿgStarosta
CLKGECLÿhO FNFLÿ@
Uvilia A\]ÿI@
Whek, who GÿGoversees
OAKEAAEÿthe C@AÿZF DFDYÿYguilds.
mining VFNMEWÿ€A
HerKÿKrule
VNAÿFisEÿEsupported
VRRGKCAMÿHbyQÿL CT@ZLECAKÿV
Watchmaster QuinFDÿTheramast
?@AKLZLECÿLand DMÿ@herAK
JK GIDEYVLKMW.
Crownsguard

‚7 ƒ7;57tÿeÿ
Defense: AK AYFZADCÿGofSÿJK
regiment GIDEYVLKMÿ@help
Crownsguard ANRÿRprotect
KGCATCÿthe
C@AÿTcity,
FCQ]ÿLasEÿIA
wellNNÿLasEÿthe
C@AÿZF DAEWÿ„V
mines. FNMZLECAKEÿLand
Guildmasters DMÿDnobles
GHNAEÿLalso NEGÿZL FDCLFDÿRpersonal
maintain AKEGDLNÿYguards.
VLKMEW
…s oo7>k7tÿPL
Commerce: EFTÿEsupplies,
Basic VRRNFAE]ÿFinns,
DDE]ÿLand
DMÿtaverns
CLOAKDEÿLareKAÿAeasy
LEQÿtoCGÿfind
^DMÿ@here.
AKAWÿmK OreAÿLand
DMÿFingots
DYGCEÿLareKAÿKreadily
ALMFNQÿLavailable,
OLFNLHNA]ÿLand DMÿKrough,
GVY@]ÿKrare
LKAÿZA CLNEÿLareKAÿtraded
metals CKLMAMÿGonDÿGoccasion.
TTLEFGDW
†> ‡6;`ˆ6<s̀;5tÿgSeveral
Organizations: AOAKLNÿtemples
CAZRNAEÿTcan LDÿHbeAÿSfound
GVDMÿLacross
TKGEEÿthe
C@AÿTcity.
FCQWÿ@ FNAÿEsmaller
While ZLNNAKÿGorganizations
KYLDF‰LCFGDEÿAexist ŠFECÿIF C@FDÿthe
within C@AÿTcity,
FCQ]ÿthe
C@AÿZF DFDYÿYguilds
mining VFNMEÿLareKAÿHbyQÿfar
SLKÿthe
C@AÿZG
most EC
Rpowerful
GIAKSVNÿLand
DMÿIA LNC@QÿZA
wealthy KT@LDCÿYgroups.
merchant KGVREW
Established in the early years following the Calamity, Druvenlode is the primary LKQÿEsource
GVKTAÿGofSÿRprecious
KATFGVEÿZA metalCLNÿFinDÿA ECAKDÿQ
Western DLDMFKWÿ‹Located
Wynandir. GTLCAMÿLatCÿthe
C@AÿIA ECAKD
western
base of the Silberquel Ridge by the mouth of the largest silver vein ever found MÿGonDÿthe
C@AÿTcontinent.
GDCFDADCWÿqV ECQÿSfrom
Dusty KGZÿIF DMlEIARCÿZG
wind-swept VDCLFDÿMdirtFKCÿthat
mountain C@LCÿturns
CVKDEÿtoCGÿZV
mud Min
the wetter seasons, Druvenlode is a far cry from beautiful Rexxentrum or anyQ ÿGofSÿthe
C@AÿRpastoral
LECGKLNÿOvillages
FNNLYAEÿGofSÿthe
C@AÿAempire.
ZRFKAWÿThough
?@GVY@ÿtheC@AÿTcity
FCQÿFisEÿIA LNC@Q]ÿHbuildings
wealthy, VFNMFDYE
here were designed for function and storage while the talented architects focused on the noble homesteads and wards of the capital, leaving Druvenlode
seemingly rough and rustic by comparison.

Government
Starosta Uvilia Whek oversees all major mining operations, and the larger mining guilds report directly to her. Maintenance of these mines also requires -2ÿ;<27ÿ.-S83.-2
constantly protecting the workers and battling the dangerous creatures of the Silberquel Ridge, creating a thriving market for mercenary work when the ÿ07.Pÿ0,-5ÿ:,-
U. 705248;.1ÿ;are.-ÿtoo
Crownsguard :77ÿ=busy
82CÿVÿ- 7 or. ÿtoo
:77ÿ9cowardly.
70;.1<CDÿWThe ,-ÿ>; Q7.3:Cÿ7of6ÿthe
majority :,-ÿ?population
7?8<;:375ÿ07 works.P2ÿ1directly
3.-9:<Cÿ3in5ÿ7or.ÿ;adjacent
1Q;9-5:ÿto:7ÿthe :,-ÿ>3 5354ÿ3industry,
mining 5182:.C@ÿ<laboring
;=7.354ÿ03 :,35ÿthe
within :,-ÿ>3 5-2
mines
;and
51ÿtunnels,
:855-<2@ÿ9categorizing
;:-47.3X354ÿ;and 51ÿ2smelting
>-<:354ÿ.recovered
-97A-.-1ÿ>3 5-.;<2ÿ;and
minerals 51ÿ>- :;<2@ÿ7or.ÿ6forging
metals, 7.4354ÿ>; :-.3;<2ÿ3into
materials 5:7ÿ8useful2-68<ÿtools
:77<2ÿ6for7.ÿ1distribution
32:.3=8:375ÿ;across 9.722ÿO- 2:-.5ÿOC
Western 5;513.D
Wynandir.

YI ZKH
Crime
W,-ÿ<local
The 79;<ÿU. 705248;.1ÿ1do7ÿtheir
Crownsguard :,-3.ÿ=best -2:ÿto:7ÿPkeep
--?ÿthe
:,-ÿ?peace,
-;9-@ÿ=but8:ÿ03 :,ÿ>7
with most 2:ÿ-eyes C-2ÿ<looking
77P354ÿ-east ;2:ÿto:7ÿthe
:,-ÿ0; war,. @ÿthe
:,-ÿ2streets
:.--:2ÿ;are.-ÿ.ripe
3?-ÿ6for7.ÿ9criminal
.3>35;<ÿ;activity.
9:3A3:CDÿTheft
W,-6:ÿ7of6ÿ4goods
7712
;and
51ÿ7ore.-ÿ3is2ÿ3increasing,
59.-;2354@ÿ;and 51ÿ;aÿ9call;<<ÿ6for7.ÿ;additional,
113:375;<@ÿ7outside
8:231-ÿ;aid31ÿ4grows
.702ÿ03 :,ÿ3it.:D
with

EH F[I\]^_
Geography
B. 8A-5<71-ÿ3is2ÿ1divided
Druvenlode 3A31-1ÿ3into
5:7ÿthree
:,.--ÿ>; main 35ÿ;areas.
.-;2DÿR7
Most 2:ÿ9citizens
3:3X-52ÿ<live
3A-ÿ3in5ÿthe
:,-ÿ.ramshackle
;>2,;9P<-ÿB8 2:=-<<702@ÿ0,
Dustbellows, where -.-ÿthe
:,-ÿ9clustered
<82:-.-1ÿ>; mass 22ÿ7of6ÿ2simple
3>?<-ÿ,hovels
7A-<2ÿ;and 51ÿ.retrofitted
-:.7`::-1
0; .-,782-2ÿ,house
warehouses 782-ÿthose
:,72-ÿ<living
3A354ÿ,hand-to-mouth.
;51a:7a>78:,DÿbIn5ÿthese :,-2-ÿ1dreary
.-;.Cÿ2streets,
:.--:2@ÿthe :,-ÿ5need
--1ÿ6for7.ÿ1distraction
32:.;9:375ÿ<leads -;12ÿto:7ÿ;aÿ?plethora
<-:,7.;ÿ7of6ÿ-experimental
c?-.3>-5:;<ÿ>8 music 239ÿ;and51ÿ1dance
;59-ÿ;at:
2street
:.--:ÿ9corners
7.5-.2ÿ;and 51ÿ2simple
3>?<-ÿtaverns.
:;A-.52DÿMSilverstreet
3<A-.2:.--:ÿ3is2ÿ;aÿ<long
754ÿthoroughfare
:,7.784,6;.-ÿ0, where -.-ÿthe
:,-ÿtalented
:;<-5:-1ÿfolk 67<Pÿ7of6ÿB. 8A-5<71-ÿ,hawk
Druvenlode ;0Pÿtheir
:,-3.ÿ0;wares,.-2@ÿ;advertise
1A-.:32-ÿtheir :,-3.ÿ2skills,
P3<<2@ÿ;and
51
2seek
--Pÿ<legal
-4;<ÿ0; waysC2ÿto:7ÿ-earn
;.5ÿ;an5ÿ3income
597>-ÿ8under 51-.ÿthe
:,-ÿ0; :9,ÿ7of6ÿthe
watch :,-ÿ-empire.
>?3.-DÿTheW,-ÿ2street :.--:ÿ3is2ÿ=bookended
77P-51-1ÿ=byCÿtwo :07ÿ>; 223A-ÿ4gambling
massive ;>=<354ÿtaverns
:;A-.52ÿthat :,;:ÿAvie3-ÿ6for7.ÿ1dominance:
7>35;59-dÿthe :,-
MSterling
:-.<354ÿMSatchel
;:9,-<ÿ;and 51ÿthe
:,-ÿU; =35ÿ7of6ÿeFortune.
Cabin 7.:85-DÿWThe ,-ÿf3 <<;.2ÿ3is2ÿthe
Pillars :,-ÿ3industrial
5182:.3;<ÿ?part ;.:ÿ7of6ÿthe
:,-ÿ9city,
3:C@ÿ0, -.-ÿ1dark
where ;.Pÿ9columns
7<8>52ÿ7of6ÿ2smoke >7P-ÿ;and51ÿ-exhaust
c,;82:ÿ=belch -<9,ÿ6forth
7.:,ÿ6from
.7>ÿthe:,-
>; 223A-ÿ2smelting
massive >-<:354ÿ7operations
?-.;:3752ÿthat:,;:ÿ1dot7:ÿ:the ,-ÿ<landscape.
;5129;?-DÿR7 Most2:ÿ>3 5-.2ÿ;and
miners 51ÿ?physical
,C239;<ÿ<laborers
;=7.-.2ÿ07 work.Pÿ3in5ÿthis
:,32ÿ;area,
.-;@ÿ;and 51ÿ>;many 5Cÿ7of6ÿthem
:,->ÿ<live 3A-ÿ3in5ÿthe
:,-ÿ2same;>-ÿ2soot-dusted
77:a182:-1
6factories
;9:7.3-2ÿ0, -.-ÿthey
where :,-Cÿtoil.
:73<D
gI hGHJiFjHÿAdventures
Druvenlode ljGHJLhIHm
n1 A-5:8.-ÿ9can
Adventure ;5ÿ=be-ÿ6found
7851ÿ3in5ÿB. 8A-5<71-o2ÿ>3
Druvenlode's 5-2@ÿ0,
mines, which 39,ÿ7occasionally
99;2375;<<Cÿ̀< fill< ÿ8up?ÿ03 :,ÿ=burrowing
with 8..70354ÿ=beasts,
-;2:2@ÿ;as2ÿ0- well<
<ÿ;as2ÿ3in5ÿthe
:,-ÿ9city
3:Cÿ?proper,
.7?-.@ÿ0, -.-ÿ2shady
where ,;1Cÿ9characters
,;.;9:-.2ÿ;are.-
7often
6:-5ÿ6found
7851ÿ3indulging
518<4354ÿ3in5ÿ4gambling
;>=<354ÿ7or.ÿ?petty -::Cÿtheft.
:,-6:D
pFire
ZIHÿZinJÿLthe
^HÿqZ JHmÿr(Mid
Mines qZjÿslevel}.
HGHituÿnÿA= -354ÿ>;
being made1-ÿ7of6ÿ̀.
fire-ÿ ;attacked
::;9P-1ÿ>3 5-.2ÿ6from
miners .7>ÿthe :,-ÿMSurgoth
8.47:,ÿv8 3<1ÿ0,
Guild who 7ÿ0-were .-ÿ07 .P354ÿ;aÿAvein
working -35ÿ7of6ÿ2silver
3<A-.ÿ7ore..-DÿWThe,-ÿ>3 5-.2ÿ2survived
miners 8.A3A-1ÿ=but8:
;are.-ÿtoo
:77ÿ2scared
9;.-1ÿto:7ÿ4go7ÿ=back
;9Pÿ3into
5:7ÿthe
:,-ÿ>3 5-DÿbInstead,
mine. 52:-;1@ÿthey
:,-Cÿ4gamble
;>=<-ÿtheir
:,-3.ÿ2savings
;A3542ÿ;away 0;Cÿ;at:ÿthe
:,-ÿMSterling
:-.<354ÿMSatchel.
;:9,-<DÿbIf6ÿthe
:,-ÿ9characters
,;.;9:-.2ÿ3investigate,
5A-2:34;:-@ÿthey :,-Cÿ̀5 1ÿ;aÿ?path
find ;:,ÿ7of6
1destruction
-2:.89:375ÿ3in5ÿthe :,-ÿ>3mine that leads to a fire elemental under the control of Casper Windmouth (neutral evil, male, human mage). Casper is a gambler.
5- ÿ:,; : ÿ<
- ; 1 2 ÿ:
7 ÿ; ÿ
wI H ÿ
H iHKH J L \ iÿ85 1 -.ÿ :, -ÿ 97 5 :. 7 < ÿ76 ÿ
U; 2 ? - .ÿO3 5 1 >7 8 :, ÿx 5 -8 :. ;<ÿ
- A 3<@
ÿ>; <-@
ÿ, 8 >; 5 ÿK\ [ HyDÿ
U; 2 ? - .ÿ 3
2 ÿ
; ÿ4; >= <- ÿ03:,
with
>;
many 5Cÿ1debts
-=:2ÿto:7ÿ?pay,
;C@ÿ2so7ÿ,he-ÿtook
:77Pÿ;aÿjob Q7=ÿ6from.7>ÿ;an5ÿ;anonymous
575C>782ÿ2source 78.9-ÿto:7ÿ2scare
9;.-ÿthe :,-ÿ>3 5-.2ÿ7out.
miners 8:DÿO;
Was2 ÿ3it:ÿ;aÿ.rival
3A;<ÿ>3 5-.o2ÿ4guild?
miner's 83<1zÿO;
Was2 ÿ3it:ÿthe
:,-ÿ?proprietors
.7?.3-:7.2ÿ7of6ÿthe :,-ÿMSterling
:-.<354
MSatchel,
;:9,-<@ÿ<looking
77P354ÿto:7ÿ,hang;54ÿ7on5ÿto:7ÿtheir
:,-3.ÿ9customers
82:7>-.2ÿ1day;Cÿ;and 51ÿ5night?
34,:zÿ{.Orÿ 0;
was2 ÿ3it:ÿthe
:,-ÿ7owner
05-.ÿ7of6ÿthe:,-ÿU;
Cabin=35ÿ7of6ÿeFortune,
7.:85-@ÿ,hoping7?354ÿto:7ÿ=bankrupt
;5P.8?:ÿtheir :,-3.ÿ9competitor's
7>?-:3:7.o2ÿ9clients?
<3-5:2z
B85.79PÿR7
Dunrock 85:;352
Mountains

WThe
,-ÿ2snow-dusted
570a182:-1ÿ?peaks -;P2ÿ7of6ÿthe :,-ÿB8 5.79PÿR7
Dunrock 85:;352ÿ-encircle
Mountains 593.9<-ÿthe:,-ÿ5northern
7.:,-.5ÿ-end
51ÿ7of6ÿO- 2:-.5ÿOC
Western 5;513.@ÿ2separating
Wynandir, -?;.;:354ÿthe
:,-ÿB0- 51;<3;5ÿ|Empire's
Dwendalian >?3.-o2ÿterritory
:-..3:7.Cÿ6from
.7>ÿthe
:,-
2scarred
9;..-1ÿ5northern
7.:,-.5ÿ.region
-4375ÿ7of6ÿthe :,-ÿv. -C3
5 4 ÿ
O3 <
1<; 51 2D
ÿ W , 32 ÿ
>; Q-2 :
39ÿ9 , ;3
5 ÿ
7 6ÿ.
7 9 PCÿ>7 8 5:; 3
5 :
7? 2 ÿ
32ÿ
; ÿ25 7 0a 1 ;? ?<
-1 ÿ=8 <0; .Pÿ;4;
Greying Wild lands. This majestic chain of rocky mountaintops is a snow-dappled bulwark against the corruption that 3
5 2:ÿ:
, -ÿ
9 7. .
8 ? :3
7 5ÿ: ,;:
:7.>-5:2ÿthe
torments :,-ÿMSavalirwood
;A;<3.0771D.ÿWThe ,-ÿ2steep
:--?ÿ4grades
.;1-2ÿ;and
51ÿ3icy9Cÿterrain
:-..;35ÿ>;makeP-ÿthe
:,-ÿB8 5.79PÿR7
Dunrock 85:;352ÿ?perilous
Mountains -.3<782ÿto:7ÿtraverse,
:.;A-.2-@ÿ;and
51ÿ6few
-0ÿ=beyond
-C751ÿ2smugglers
>844<-.2ÿ;and51ÿ4gutsy
8:2C
,hunters
85:-.2ÿ̀5
find1ÿ
.reason
-;275ÿto:7ÿ9climb <3>=ÿ6far;.ÿ3into
5:7ÿthese
:,-2-ÿ2sierras.
3-..;2DÿB; ??<-1ÿ03
Dappled :,ÿ9clusters
with <82:-.2ÿ7of6ÿ1dense
-52-ÿ?pine
35-ÿtrees
:.--2ÿ;and
51ÿ9cold
7<1ÿ2streams,
:.-;>2@ÿthese
:,-2-ÿ=beautiful
-;8:368<ÿ>7 85:;352ÿ07
mountains 8<1ÿ=be-
would
?picturesque
39:8.-2S8-ÿ0-were.-ÿ3it:ÿ5not7:ÿ6for7.ÿthe
:,-ÿ.roaming
7;>354ÿ4giants
3;5:2ÿ;and
51ÿ03 <1ÿ4griffons
wild .366752ÿthat
:,;:ÿ,hunt
85:ÿ;among
>754ÿthe
:,-ÿ?peaks.
-;P2D
}- 5-;:,ÿthe
Beneath :,-ÿ2surface,
8.6;9-@ÿthe :,-ÿB8 5.79PÿR7
Dunrock 85:;352ÿ9contain
Mountains 75:;35ÿ;aÿAvast ;2:ÿ5network
-:07.Pÿ7of6ÿtunnels
:855-<2ÿ;and
51ÿ9caverns
;A-.52ÿ9carved
;.A-1ÿ=byCÿthe
:,-ÿ1dwarves
0;.A-2ÿ7of6ÿv.3>47<3.ÿ=before
Grimgolir -67.-ÿthe
:,-ÿU; <;>3:C@ÿ;as2
Calamity,
well as hidden, collapsible passages utilized by the Kryn Dynasty to infiltrate the empire during this time of war.

Dunrock Mountains Adventures


These rocky peaks are home to many creatures and secrets beyond the empire's influence.

The Crawling Caverns (Mid to High level). Hidden deep in the heart of the Dunrocks are the forgotten depths of the Bastille of Torment, a massive,

multilevel dungeon where Torog tortured the enemies of the Betrayer Gods during the Age of Arcanum. This horrifying abandoned prison is now run by a
cabal of spirit nagas, who guard the many arcane secrets and treasures left by the Betrayers.

Erdeloch

The Erdeloch is the largest lake in Western Wynandir, often used as a landmark for travelers making their way toward the capital. Its chilled waters - ··e
most prolific site for freshwater fishing in the empire, and the south side of the Erdeloch sees quite a number of large and small fishing vessels mo . ,1
and out of Odessloe daily. The many rivers that intersect with the lake make it a nexus of river transport within the empire, especially for loggers. The
north shores, nestled within the Pearlbow Wilderness, are known to be filled with local wildlife and indigenous monsters, so few dare make landfall near
the treeline at night.

lcehaven

Population: 5,090 (71 % humans, 12% elves, 10% dwarves, 7% other races)

Government: Though technically run by Ernath Noack, the Crown-appointed starosta, the town is mostly ruled by a committee of locals who pay little mind .
to the will of the Dwendalian Empire.

Defense: A small company of Crownsguard keeps the peace, while a fresh group of Righteous Brand soldiers have been assigned to the docks.

oM ccabpaUÿm5
Commerce: 601>@56ÿ,are>5ÿ7limited,
Resources 8=825.Eÿ6so0ÿ=0mostly6279ÿHbasic
,68@ÿ6supplies
1DD7856ÿ,and -.ÿ6standard
2,-.,>.ÿ,arms >=6ÿ,are>5ÿ,available.
?,87,H75:ÿm5 78@6ÿ>recovered
Relics 5@0?5>5.ÿfrom 3>0=ÿdEiselcross
8657@>066ÿ@can ,-ÿ0occasionally
@@,680-,779ÿDpass ,66
2through,
<>01F<EÿDproviding
>0?8.8-Fÿ6strange 2>,-F5ÿ,and -.ÿ5exotic
C028@ÿ@curiosities
1>80682856ÿ3for0>ÿ,acquisition
@q1868280-:.
rb sQTStQRSMTkUÿuSimple
Organizations: 8=D75ÿtemples
25=D756ÿ=, mark >Bÿ@city
829ÿ6squares,
q1,>56EÿA< 875ÿ<hidden
while 8..5-ÿ6shrines
<>8-56ÿto20ÿf> 0A-g30>H8..5-ÿFgods
Crown-forbidden 0.6ÿ7lurk
1>Bÿ0on-ÿthe
2<5ÿ0outskirts
126B8>26ÿ0of3ÿthe
2<5ÿtown.
20A-:ÿ;The<5ÿ5empire
=D8>5ÿ@continues
0-28-156ÿto20
Dpush
16<ÿ3for0>ÿ6stronger
2>0-F5>ÿ8influence,
-v15-@5Eÿ,and -.ÿw9 >8,.ÿ0operatives
Myriad D5>,28?56ÿ8interested
-25>5625.ÿ8in-ÿdEiselcross's
8657@>066x6ÿ=9 625>856ÿ,are>5ÿ,also
mysteries 760ÿHbeginning
5F8--8-Fÿto20ÿA0 work>Bÿtheir
2<58>ÿA,way9 ÿ8into
-20ÿKlcehaven.
@5<,?5-:
l7 0-Fÿthe
Along 2<5ÿ8icy@9ÿ-northeastern
0>2<5,625>-ÿ6shores <0>56ÿ0of3ÿthe
2<5ÿyZemni
5=-8ÿzFields
857.6ÿ6stands
2,-.6ÿthe 2<5ÿ0only
-79ÿDport
0>2ÿ8in-ÿI5 625>-ÿI9
Western -,-.8>:ÿKlcehaven
Wynandir. @5<,?5-ÿ8is6ÿ<home 0=5ÿto20ÿthe2<5ÿ.dozen
0{5-ÿ0or>ÿ6so0ÿ6ships
<8D6ÿ8in-ÿthe
2<5ÿ>region
5F80-
0outfitted
12J225.ÿto20ÿA, -.5>ÿthe
wander 2<5ÿ8ice
@5ÿvfloes
056ÿ0of3ÿthe
2<5ÿzFrigid
>8F8.ÿh5 D2<6Eÿ,and
Depths, -.ÿ8is6ÿthe
2<5ÿ@central
5-2>,7ÿtrade
2>,.5ÿDpost 062ÿ,and
-.ÿ0only
-79ÿ0open
D5-ÿDport
0>2ÿ3for0>ÿ<hunters
1-25>6ÿ,and -.ÿ,adventurers
.?5-21>5>6ÿA< who 0ÿHbrave
>,?5ÿthe
2<5
u,72A,770Aÿn0Fÿ0>ÿ2<5ÿ3>0{5-ÿ-0>2<ÿ20A,>.ÿd8657@>066:ÿ;<5ÿ8-<,H82,-26ÿ0of3ÿKlcehaven
Saltwallow Bog or the frozen north toward Eiselcross. The inhabitants @5<,?5-ÿ5earn ,>-ÿtheir
2<58>ÿ7living
8?8-Fÿ8ice@5ÿfishing
J6<8-FÿA8 2<8-ÿthe
within 2<5ÿ0oft-frozen
32g3>0{5-ÿ|, 725-70@<Eÿ0or>ÿ,are>5
Kaltenloch,
2>,DD5>6ÿA<
trappers who 0ÿ6stalk
2,7Bÿthe2<5ÿ}5 7?8-ÿ;Thicket
Velvin <8@B52ÿ0or>ÿ5edges
.F56ÿ0of3ÿthe2<5ÿG5 ,>7H0AÿI8
Pearlbow 7.5>-566ÿ,and
Wilderness -.ÿ>return
521>-ÿto20ÿDpeddle
5..75ÿtheir
2<58>ÿfurs
31>6ÿ,and-.ÿ=5
meats.,26:ÿuSome
0=5ÿ=0 more>5ÿ@confident
0-J.5-2ÿ8individuals
-.8?8.1,76
=8
mightF<2ÿtry
2>9ÿtheir
2<58>ÿ<hand,-.ÿ,at2ÿ-netting
5228-Fÿ6some
0=5ÿdEiselcross
8657@>066ÿ@crab, >,HEÿ,aÿ>rare
,>5ÿ.delicacy
578@,@9ÿthroughout
2<>01F<012ÿthe 2<5ÿ5empire,
=D8>5EÿHbut12ÿthe
2<5ÿ6shifting,
<8328-FEÿ3freezing
>55{8-FÿA5 ,2<5>ÿ=,
weather B56ÿ6such
makes 1@<ÿ5endeavors
-.5,?0>6
.dangerous.
,-F5>016:
~ÿ
A €OSuddenaTÿoM TpabT
Concern
l6
As ÿ 2<5ÿA,
the war> ÿA8
with2<ÿthe
2<5ÿ|> 9-ÿh9
Kryn -,629ÿ5escalated
Dynasty 6@,7,25.ÿ3far,>ÿto20ÿthe2<5ÿ5east,
,62Eÿ3few5Aÿ5eyes
956ÿA5
were>5ÿ0on-ÿthe
2<5ÿHbackwater
,@BA,25>ÿDport 0>2ÿ0of3ÿKlcehaven
@5<,?5-ÿ1until-287ÿfishers
J6<5>6ÿ,and-.ÿ5explorers
CD70>5>6ÿHbegan
5F,-ÿto20ÿ>return
521>-
3from
>0=ÿ5expeditions
CD5.8280-6ÿto20ÿdEiselcross
8657@>066ÿA8 with2<ÿ6stories
20>856ÿ0of3ÿ0odd..ÿ>ruins
18-6ÿ,and-.ÿ5even
?5-ÿ0odder
..5>ÿ@creatures.
>5,21>56:ÿm1 =0>6ÿ0of3ÿDpre-Calamity
Rumors >5gf,7,=829ÿ,artifacts
>283,@26ÿHbegan
5F,-ÿto20ÿ6spread
D>5,.ÿ,among
=0-Fÿthe 2<5ÿ-nobles
0H756ÿ0of3
m5 CC5-2>1=Eÿ1until
Rexxentrum, -287ÿthe
2<5ÿBking
8-Fÿ,and
-.ÿthe
2<5ÿf5 >H5>16ÿl6
Cerberus 65=H79ÿ6suddenly
Assembly 1..5-79ÿtook 200Bÿ,an-ÿ8interest.
-25>562:ÿI8 With2<ÿ,an-ÿ8influx
-v1Cÿ0of3ÿ6soldiers,
07.85>6Eÿ6sellswords,
5776A0>.6Eÿ,and -.ÿ3fortune-seekers
0>21-5g655B5>6ÿ7looking
00B8-Fÿto20
=,
make B5ÿtheir
2<58>ÿA,
way9 ÿto20ÿthe
2<5ÿ=9 625>8016ÿ7landmass,
mysterious ,-.=,66EÿKlcehaven
@5<,?5-ÿ,and -.ÿ8its26ÿ>residents
568.5-26ÿ,are>5ÿtrying
2>98-Fÿto20ÿ,adapt
.,D2ÿto20ÿthe
2<5ÿ1unexpected
-5CD5@25.ÿ,attention.
225-280-:
_M `abTcaTR
Government
I<
While 875ÿKlcehaven
@5<,?5-ÿ8is6ÿ>rarely,>579ÿ0of3ÿ@concern
0-@5>-ÿto20ÿthe2<5ÿhA5 -.,78,-ÿdEmpire,
Dwendalian =D8>5Eÿthe 2<5ÿtown
20A-ÿ<has,6ÿ,aÿ6starosta.
2,>062,:ÿf1 >>5-279ÿthe
Currently 2<5ÿ0office
‚@5ÿ8is6ÿ<held
57.ÿHby9ÿdErnath
>-,2<ÿe0 ,@BEÿ,an-ÿ0older
Noack, 7.5>ÿ=,
man -ÿA<
who 0
6survived
1>?8?5.ÿ,an-ÿ5extensive
C25-68?5ÿ3forty-year
0>29g95,>ÿ@career
,>55>ÿ,as6ÿ,an-ÿdEiselcross
8657@>066ÿ@crab >,Hÿfisherman
J6<5>=,-:.ÿ;The <5ÿ7local
0@,7ÿFgovernment
0?5>-=5-2ÿ8is6ÿ=0 mostly6279ÿ7left
532ÿA5
well77ÿ5enough
-01F<ÿ,alone
70-5ÿ5except
C@5D2ÿA< 5-ÿ8it2ÿ@comes
when 0=56ÿtime
28=5
3for0>ÿthe
2<5ÿf> 0A-x6ÿtithe
Crown's 282<5ÿ@collectors
0775@20>6ÿto20ÿ5exact
C,@2ÿtaxes.
2,C56:ÿ;This<86ÿ9yearly
5,>79ÿ5event
?5-2ÿ<has,6ÿHbecome
5@0=5ÿ6something
0=52<8-Fÿ0of3ÿ,an-ÿ0occasion
@@,680-ÿto20ÿthe 2<5ÿ7lower-class
0A5>g@7,66ÿJfisher 6<5>ÿ3folk,
07BEÿA<
who 0ÿ<harangue
,>,-F15ÿthe 2<5
282<5ÿ@collectors
tithe 0775@20>6ÿA8 with2<ÿ3fusillades
16877,.56ÿ0of3ÿ8insults
-61726ÿ,and -.ÿ5endless
-.7566ÿDpranks,
>,-B6Eÿ5each ,@<ÿ=0 >5ÿ<humiliating
more 1=878,28-Fÿthan 2<,-ÿthe
2<5ÿ7last.
,62:
ob Sca
Crime
h1
Due 5ÿto20ÿthe
2<5ÿ>relative
57,28?5ÿ7lack,@Bÿ0of3ÿ8imperial
=D5>8,7ÿ0oversight
?5>68F<2ÿ,and -.ÿthe
2<5ÿ<harsh
,>6<ÿA5 ,2<5>Eÿ=,
weather, many-9ÿ0of3ÿthe
2<5ÿf> 0A-6F1,>.ÿ,assigned
Crownsguard 668F-5.ÿto20ÿKlcehaven
@5<,?5-ÿDput12ÿ=8 -8=,7ÿ5effort
minimal 330>2ÿ8into
-20ÿtheir
2<58>ÿA, 2@<E
watch,
leaving room for laws to be bent or broken. The general sense of being at the end of the world during the long winter makes many within the town feel
disconnected from the empire and its laws, which is both liberating and disconcerting.

Geography
Surrounding the small inlet harbor, lcehaven is a cramped, crescent-shaped town of snow-coated log cabins and lantern-lined street corners. The city is
divided into two main areas: the Harborline, where the docks house the fishing vessels and the few ice-ready ships, and the Haven, where the crowded
buildings seem to be clustered together for warmth. The streets shift between snowy mud and slicks of ice, curving through twisting alleys in a haphazard
layout.

lcehaven Adventures
As a remote port town, lcehaven has need of adventurers to enforce the law, escort caravans, and find supplies in the wilderness.

Snowed In (Any Level). While the characters are in lcehaven, a terrible blizzard strikes, leaving many residents to fend for themselves inside their homes.
As the snowdrifts rise and wind howls, a gang of criminals or monsters comes in to cause mayhem and take whatever they like. If the characters dr· '·
brave the snow to stop these villains, no one will.
Kaltenloch

The harsh winters in the region cause the Kaltenloch to remain frozen over for three to four months out of the year, but the cold lake provides fish to the
community of lcehaven year-round. With the ice comes a mysterious low mist that many say is made up of the spirits of fallen Calamity soldiers, looking
for warmth to steal.

Areas (N-R)

Nogvurot

Population: 15,270 (70% humans, 17% dwarves, 8% elves, 5% other races)

Government: Starosta Brumae Luddie handles the affairs of the city with the support of the lawmaster's regiment of Crownsguard. Nobles under the
starosta handle in local administration .

Defense: A number of Crownsguard share protective duties with a regiment of Righteous Brand soldiers called the Last Aegis.

nR ffdeodZÿJ/
Commerce: --H7.12D/Cÿtrading
Well-stocked .6,C90:ÿEposts
17.7ÿ,and0Cÿ9inns
007ÿ<, D/ÿ<1
make most 7.ÿ7supplies
;EE-9/7ÿ6readily
/,C9-@ÿ,available,
?,9-,B-/Aÿthough
.31;:3ÿ6rare ,6/ÿ1or6ÿ/exotic
p1.92ÿ:goods
11C7ÿ,are6/ÿCdifficult
9q2;-.ÿto.1ÿ-locate.
12,./I
re sVYXtVWXRYmZÿThere
Organizations: 43/6/ÿ,are6/ÿtemples
./<E-/7ÿto.1ÿ/empire-approved
<E96/H,EE61?/Cÿ:gods, 1C7Aÿ,and0Cÿ<1
most7.ÿBbusinesses
;790/77/7ÿ,are6/ÿ9independently
0C/E/0C/0.-@ÿ6run ;0ÿ89 .31;.ÿthe
without .3/ÿ1oversight
?/679:3.ÿ1of=ÿ,aÿ:guild.
;9-CI
Lÿ
A <, u16ÿ7stop
major .1Eÿ,along
-10:ÿthe.3/ÿv- 16@ÿO;
Glory Run0ÿ O1 ,Cÿ3heading
Road /,C90:ÿ/eastward
,7.8,6Cÿfrom =61<ÿthe
.3/ÿ2capital,
,E9.,-AÿN1 :?;61.ÿ3hosts
Nogvurot 17.7ÿtravelers
.6,?/-/67ÿ<, D90:ÿtheir
making .3/96ÿ8,
way@ ÿthrough
.361;:3ÿthe .3/ÿ/empire,
<E96/Aÿ<, many 0@ÿ1of=ÿ83
whom1<
0need
//CÿEprovisions
61?979107ÿ,and 0Cÿ-like
9D/ÿto.1ÿBbuy
;@ÿ-locally
12,--@ÿ<,made C/ÿtrinkets
.690D/.7ÿ,as7ÿ7souvenirs
1;?/0967ÿ1of=ÿtheir
.3/96ÿjourney.
u1;60/@Iÿ4There 3/6/ÿ9is7ÿ7some
1</ÿBbusiness
;790/77ÿto.1ÿBbe/ÿ3had ,Cÿ9in0ÿ,aÿ7small
<,--ÿ<9 0/ÿ,at.ÿthe
mine .3/ÿBbase
,7/ÿ1of=ÿthe
.3/
w; 0612Dÿx1
Dunrock ;0.,907ÿto.1ÿthe
Mountains .3/ÿ0north
16.3ÿ1of=ÿthe
.3/ÿ2city,
9.@AÿBbut;.ÿ<1
most7.ÿN1 :?;61.ÿ=folk
Nogvurot 1-Dÿ/earn
,60ÿtheir
.3/96ÿDkeep
//EÿBby@ÿ2crafting,
6,=.90:Aÿ=farming,
,6<90:Aÿ1or6ÿjoining
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12,-ÿ<9 -9.,6@I
military.

yÿ
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Defense
~6 9:90 , -
-@ ÿ
=1 ;
Originally founded0 C/Cÿ,as7ÿ,aÿ:guard
;,6CÿEpost 17.ÿ0near
/,6ÿthe
.3/ÿ; ,00,3ÿh6
Quannah /,23ÿto.1ÿ8,
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6/,.;6/7ÿ8, 0C/690:ÿ=from
wandering 61<ÿthe.3/ÿgSavalirwood,
,?,-96811CAÿthis .397ÿ7settlement
/..-/</0.ÿ3has ,7ÿ7since
902/
:grown
6180ÿto.1ÿBbe/ÿ,aÿ=fair-sized
,96H79>/Cÿ<9 -9.,6@ÿ6reserve
military /7/6?/ÿ=for16ÿthe
.3/ÿO9 :3./1;7ÿh6
Righteous ,0CIÿ4The
Brand. 3/ÿ6regiment
/:9</0.ÿ1of=ÿthe .3/ÿO9 :3./1;7ÿh6
Righteous ,0Cÿ7stationed
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within .3/ÿ2city
9.@ÿ81 ;-CÿBbe/ÿthe
would .3/ÿCdefending
/=/0C90:
,army
6<@ÿ,against
:,907.ÿ,any0@ÿ,assault
77,;-.ÿ3headed
/,C/Cÿ=for16ÿthe
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6,0.90:ÿthem
.3/<ÿthe.3/ÿtitle
.9.-/ÿ1of=ÿthe
.3/ÿ-last
,7.ÿL/ :97IÿN/
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.3/ÿ2city's
9.@j7ÿEpopulation
1E;-,.910ÿ9is7ÿ<9 -9.,6@ÿ6reserve,
military /7/6?/Aÿ89 .3ÿjust
with u;7.
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3/ÿBbored
16/Cÿ1or6ÿ6restless
/7.-/77ÿ7soldiers,
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//D90:ÿCdistraction
97.6,2.910ÿ,and 0Cÿ/entertainment,
0./6.,90</0.AÿCdeveloped/?/-1E/Cÿthe .3/ÿBbarracks
,66,2D7ÿ1of=ÿthe .3/
L/
Aegis Block into a place of sport and competitive game, often with impressive amounts of coin wagered on the outcomes. However, between reports ÿ
:97 ÿh- 1 2Dÿ90 .1 ÿ, ÿ E-, 2/ ÿ
1 =ÿ7 E1 6.ÿ, 0 Cÿ2 1 <E /. 9.9?/ÿ: ,</ A
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? /ÿ, <1 ; 0. 7ÿ1 = ÿ
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/ E 1 6.
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the Kryn@0ÿtaking
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.3/ÿL7 3:;,6Cÿv,
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C:/I
bR cdeYfdYW
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gStarosta
.,617.,ÿh6 ;<,/ÿiLuddie,
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watched ?/6ÿthe
.3/ÿ2city9.@ÿ=for16ÿFfifteen
=.//0ÿ@years.
/,67Iÿh6 ;<,/ÿ9is7ÿCdriven
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.3/ÿ/empire,
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;/7.91090:ÿthe .3/ÿ81 6C7ÿ1of=ÿthe
words .3/ÿDking.
90:Iÿh/ 2,;7/ÿh6
Because ;<,/ÿ9is7ÿ6regarded
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4The
3/ÿ7strong
.610:ÿ<9 -9.,6@ÿEpresence
military 6/7/02/ÿ89 .390ÿN1
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.3/96ÿ2chests
3/7.7
,and
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09<E/C/CI
Corruption is also becoming a problem, as Last Aegis soldiers use their sway within the city to make easy coin by turning a blind eye to smuggling to and
from Shadycreek Run and other criminal hotspots in the Greying Wild lands.

Geography
The oblong city is divided between the eastern Aegis Block, which houses the bulk of the stationed soldiers, and the western region of the city that is
broken into two sectors: the northern Scatters and the southern Peddler's Row. The Scatters is the larger region, housing dive taverns, simple temples, and
a majority of the populace, who live in numerous neighborhoods of rickety domiciles. In contrast, Peddler's Row is a bustling home to local craft guilds
and a colorful, if muddy, marketplace where the Glory Run Road passes through the city.

Nogvurot Adventures
Characters could go to Nogvurot to find someone in the city or to join the Righteous Brand. The city is also a good place for adventurers looking to test
their mettle in competitive games against trained soldiers.
Traitors in the Midst (Low Level). The characters are approached by Telva Cornwrath (neutral, female, human spy), who claims to work for the Augen
Trust. She hires the characters to infiltrate the ranks of the Righteous Brand in Nogvurot and discover which soldiers are accepting bribes from the Tribes
of Shadycreek Run. She wants to know which criminal family pays each crooked official. She could be who she claims, or she might be a spy for the
Myriad or one of the Tribes in Shadycreek Run looking to remove competition. In the latter case, she might not want the characters sticking around as [ZP]ÿDEISPJÿDG
loose ends.

Odessloe

h0 Wi<-/.03jÿk6,970
Population: TlmnÿR(73% mopÿAhumans,
SVDPGTÿq12% rpÿBelves,
MNBGTÿs8%pÿJdwarves,
QDENBGTÿ7% mpÿIother
FABEÿEraces)
DCBGY
t0 ;5,3u53/jÿ_Starosta
Government: FDEIGFDÿVesdan
vBGJDPÿwI FADGGZCÿZisGÿBeager
Wothassic D]BEÿtoFIÿHplease
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fishers BGGMIB^ÿ\G
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+4
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@The
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without FABÿ]government's
INBEPVBPFGÿ[knowledge.
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t5 0,-W4X
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bS Z
Built MFÿDalong
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working DVZMZBG^.ÿThe
@ABÿOE IGGVDE[ÿEregion
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fish suffuses the inns and market stalls of this sleepy intersection.ÿ FAZ G ÿGMB B H L ÿZ
P FB E G B C FZI P^
€7 511<05ÿAdventures
Odessloe ‰7;53/i,51
With the Myriad lurking in Odessloe, there are plenty of opportunities for characters EDCFBEGÿQA who IÿQD
wantPFÿtoFIÿQI
work E[ÿUforIEÿIorEÿDagainst
]DZPGFÿtheFABÿIorganization.
E]DPZ‹DFZIP^ÿ@The ABÿGsettlement
BFFMBVBPFÿDalso M
makes an excellent base of operations for adventurers exploring the Pearlbow QÿwZ MJBEPBGG^
Wilderness.

Feeling Crabby (Low Level). The residents of Odessloe fear that they somehow IQÿDangered
P]BEBJÿthe FABÿGspirit
HZEZFÿIofUÿthe
FABÿ…Erdeloch.
EJBMICA^ÿ_Starving
FDENZP]ÿ]giant ZDPFÿCcrabs
EDKGÿfrom UEIVÿtheFABÿMlakr
D[BÿA· D-,,e
terrorized the Greenset region of the settlement every night for the past week. The cityfol k have left expensive offerings for the spirit on the lake's L
These offerings are taken, but the crabs continue to attack. If the characters investigate, they find a group of bandits who are capturing and starving the
crabs before releasing them into the settlement, and stealing the offerings for themselves. Are these ruffians connected to the Myriad? Could the stolen
offerings anger the actual spirit of the lake enough to punish the settlement for the disrespect?

Pride's Call

Population: 16,090 (81 % dwarves, 8% humans, 6% halflings, 5% other races)

Government: Starosta Ghuldi Demosk walks the fine line of honoring imperial rule without undermining dwarven tradition. Small guilds run by dwarf
nobles support his rule.

Defense: Watchmaster Hildas Cliffhollow oversees the local Crownsguard, which is sometimes bolstered by mercenaries.

pP ggefqeXÿJ1
Commerce: Most /8ÿ6goods
11C/ÿ7and 5Cÿ/services
.3@4=./ÿ7are3.ÿ7available
@74F7;F.ÿ-here, .3.:ÿ4including
5=F<C456ÿ3room 11Gÿ7and 5Cÿ;board
173Cÿfor
213ÿtravelers.
837@.F.3/>ÿM3 4C.ÿ/silk4F9ÿ4is/ÿ7aÿDpopular
Pride 1D<F73ÿ=commodity.
1GG1C48A>
rf sTWVtTUVPWmXÿuEmpire-approved
Organizations: GD43.v7DD31@.Cÿ6gods 1C/ÿ-have
7@.ÿ-humble
<G;F.ÿtemples
8.GDF./ÿ7alongside
F156/4C.ÿthe 8-.ÿFlocal
1=7Fÿ6guilds
<4FC/ÿ7and 5Cÿ;businesses,
</45.//./:ÿE- while4F.ÿJA 347Cÿ7agents
Myriad 6.58/ÿFlurk
<39ÿE4 8-45ÿthe
within 8-.ÿ/shadows
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=city.
48A>
n4 8-45ÿthe
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with 8-.ÿjE. 5C7F475ÿuEmpire
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waned when.5ÿthe
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E73@.5ÿ=city 48Aÿ1of2ÿi3 4G61F43ÿE7
Grimgolir was/ ÿ7absorbed
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1overshadowed
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Government
Pride's Call is governed by the dwarf who signed the original pact with the empire. Starosta Ghuldi Demosk spends his twilight years doing what he can to
maintain his culture in the face of an increasingly invasive rule. Idealistic and unable to see any error in his judgment, Ghuldi is seen by many as
hardheaded among even the most stubborn of dwarves. Many of his people are loudly voicing their discontent, and younger politicians such as Usula
Starsburn are rising in popularity to succeed as starosta when Ghuldi eventually passes away. Fearing that he will have to choose between his legacy and
the opinions of younger generations, Ghuldi is beginning to exhibit more totalitarian behaviors, slowly becoming a petulant dictator.

Crime
While the city's colorful veneer makes it seem a place of plenty, the economy of Pride's Call has been in slow decline for some time. The landscape's
strange mineral composition makes its produce a healthy but unsavory and unpopular export, while other goods that previously brought the city prosperity
are now more readily and quickly available from traders on the Menagerie Coast. This economic downturn has led to a rise in crime in the impoverished
regions of the city, and also opened the door for bolder Myriad activity.

Geography
The city is comprised of four boroughs built atop and within a cluster of large hills that wrap around the base of the Cyrios Mountains. The two largest
boroughs, known as the Tillers and Crafters, are twin sections of mixed residential neighborhoods with areas of concentrated commerce. The Tillers
cultivates produce and meats for the city, though most local food has a bland and bitter taste, making spices a popular import. The Crafters contains
numerous forges, tanneries, and the well-guarded subterranean silk-production warehouses. Nearest to the mountains is the Vigil borough, where the
locally trained Crownsguard mingle with those assigned from Bladegarden to watch over the hillside. The western branch of the Righteous Brand are also
stationed in the Vigil borough. Between Vigil and Crafters lies the fourth and smallest borough, called Moot, which is marked by a circular road surrounded
by the wealthier houses. The Moot itself is an open, stone forum for discussion and debate that long predates the empire's rule .

NOPPQÿST
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PRIDE'S P
CALL

PRIDE SILK

The hearty silk unique to the region has long been a point of pride with the locals. When processed and woven properly, the resulting cloth is pride silk: an extremely
flexible material with the durability of tanned leather. Pride silk has become a favorite cloth for use on military ship sails, war banners, and other utilitarian applications,
but has also gained popularity in affluent circles . High-end clothing made from pride silk is both fashionable and protective, leading many nobles and wealthy
merchants to seek full outfits and formal gowns made with it. The tailors skilled enough to create such outfits are few and far between, so while pride silk might be
expensive as a raw material, outfits made of the cloth are prohibitively expensive for most common folk.

One square yard of pride silk weighs 1 pound and costs 1 00 gp. An outfit made of pride silk weighs 4 pounds and costs 500 gp. If you aren't wearing armor, your base
Armor Class is 11 + your Dexterity modifier while wearing it.

U\ ]^_àÿZb
Pride's Call Adventures
hIf9ÿthe
1,-ÿ/characters
,>7> seek pride silk or master artisans, Pride's Call is where they should go. In a city experiencing political and economic turmoil, there is no
-end?8ÿto14ÿthe
1,-ÿintriguing adventures characters might experience.
jk
Worm \lÿmk g\Way In (low level). The characters encounter a traveling textile merchant named Cardorn Brentahill (neutral evil, male, human noble), who
Your

=lives
0G-3ÿ0in?ÿvYrrosa.
774 He's seeking bodyguards to help him escort his cart back to his home, paying 100 gp per hired hand . Along the journey, the characters and
their employer are attacked by a crew of mercenaries representing the Durrodan family, claiming that Cardorn stole silk worms from their silk farm.
Cardorn offers to increase the characters' pay if they defend him . If they side with the Durrodan family, Cardorn is taken prisoner but the Durrodans grant
them a small reward and the promise of future work. If they side with Cardorn, fight off the mercenaries, and escort Cardorn home, he introduces the
characters to Gothad Miskal (neutral evil, male, halfling bandit captain), a Myriad taskmaster from Yrrosa who is interested in offering better pay for less
legal work.

Rastum Den

Hidden among the Dunrock Mountains, north of the Pearlbow Wilderness and Rexxentrum, is an encampment for breeding and training military griffons.
These mighty beasts are used by the Dwendalian griffon riders of the Righteous Brand, some of the best-respected soldiers in the empire.

Known as Rastum Den, this moderately sized encampment is nestled in a small valley four thousand feet up in the mountains. The area's dizzying heights
and tumultuous weather make it all but inaccessible to those without a griffon rider's prowess. This location was originally home to the largest griffon
population in Wildemount, making it natural terrain to quickly condition any young mounts bred for the Righteous Brand.

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members.

Politics and Persecution


Historically, public displays of unease under the king 's rule were often met with brutal punishment. However, the previous king, Everard Dwendal, loosened
the laws applying to public discourse. This gave rise to a number of political figures who gathered the unhappy populace behind their philosophies. In >,3/-/7>,=-DÿJ<
response, King Everard established the Augen Trust, a network of spies working for the king to blackmail or corrupt these politicians. With ,.>ÿthese
.>=-=ÿ>high-
,@>N
profile dissenters under the thumb of the Crown, controlling political discourse became easier, and politics within the empire became aÿ .=<-=ÿ@game
tense 2C=ÿ/of;ÿ1cat2.
and mouse. Forthright nobles and frustrated guild heads unswayed by propaganda, gold, or threats still dissent publicly, testing the boundaries <:20,=-ÿ/of;ÿtheir
.>=,0
,influence.
<Q8=<1=DÿK, <@ÿR=
King 0.02<:A-ÿ7patience
Bertrand's 2.,=<1=ÿB, .>ÿ7public
with 893,1ÿ/objections
9S=1.,/<-ÿto./ÿ>his,-ÿ7policies
/3,1,=-ÿ@grows
0/B-ÿ=ever
E=0ÿthinner,
.>,<<=05ÿ2and <:ÿ>he=ÿ,is-ÿ=enacting
<21.,<@ÿ=even E=<ÿC/ more 0=ÿ-stringent
.0,<@=<.ÿ3laws 2B-ÿ2against
@2,<-.ÿ7public
893,1
1criticism
0,.,1,-Cÿ/of;ÿthe .>=ÿO0 /B<D
Crown.

Tÿ
A VW XYZ[\ÿ][
Growing W^_`
Unrest

JIn<ÿthe
.>=ÿB2wake ?=ÿ/of;ÿ;frustrated
08-.02.=:ÿ1citizens,
,.,a=<-5ÿ<neglected
=@3=1.=:ÿ1concerns,
/<1=0<-5ÿ2and <:ÿ2aÿ1clear
3=20ÿ1caste
2-.=ÿ-system,
4-.=C5ÿthe.>=ÿ1common
/CC/<ÿ;folk /3?ÿ/of;ÿb= cc=<.08Cÿ2are0=ÿ:disenfranchised.
Rexxentrum ,-=<;02<1>,-=:DÿHThe >=ÿ0rallying
2334,<@ÿ1call233ÿ/of;
B2
war0 ÿ>has
2-ÿ9brought
0/8@>.ÿ-some /C=ÿ0renewed
=<=B=:ÿ,imperial
C7=0,23ÿ7pride, 0,:=5ÿ9but8.ÿB> ,-7=0-ÿ/of;ÿ:discontent
whispers ,-1/<.=<.ÿ>have 2E=ÿ1continued,
/<.,<8=:5ÿ1coalescing
/23=-1,<@ÿ,into <./ÿ2aÿ-small
C233ÿ@group
0/87ÿ/of;ÿ0rebels
=9=3-ÿB, .>,<ÿthe
within .>=ÿ1capital
27,.23ÿthat
.>2.
1call233ÿthemselves
.>=C-=3E=-ÿthe .>=ÿdLocksmiths.
/1?-C,.>-DÿM2 Wary 04ÿ/of;ÿthe
.>=ÿ>history
,-./04ÿ/of;ÿ;failed
2,3=:ÿ0rebellions
=9=33,/<-ÿ,in<ÿthe.>=ÿ=empire,
C7,0=5ÿthey
.>=4ÿ@gather
2.>=0ÿ,information
<;/0C2.,/<ÿ2and <:ÿ@gradually
02:82334ÿ,inspire
<-7,0=ÿthe .>=ÿ1common
/CC/<ÿ;folk /3?ÿto./
equestion
8=-.,/<ÿ2authority,
8.>/0,.45ÿB2 ,.,<@ÿ;for/0ÿthe
waiting .>=ÿ0right
,@>.ÿC/ C=<.ÿto./ÿ,ignite
moment @<,.=ÿ2aÿ0revolution
=E/38.,/<ÿB, .>ÿ2aÿ1chance
with >2<1=ÿ/of;ÿ-success.
811=--DÿM, .>ÿthe
With .>=ÿO0 /B<ÿ:distracted
Crown ,-.021.=:ÿ9by4ÿB2 war0 ÿ2and
<:ÿthe.>=ÿ7populace
/78321=
9brimming
0,CC,<@ÿB, with.>ÿ7poverty
/E=0.4ÿ2and <:ÿ:discontentment,
,-1/<.=<.C=<.5ÿthat .>2.ÿtime
.,C=ÿC, @>.ÿ1come
might /C=ÿ-sooner
//<=0ÿthan.>2<ÿ2anyone
<4/<=ÿthinks.
.>,<?-D
VX f^W[g^[`
Government

K,
King<@ÿR= 0.02<:ÿGB=
Bertrand Dwendal<:23ÿ0rules83=-ÿthe .>=ÿ1capital
27,.23ÿ>himself.
,C-=3;Dÿh/ Noÿ -starosta
.20/-.2ÿ>holds /3:-ÿ/office
i1=ÿB, .>,<ÿb=
within cc=<.08CD.ÿj0
Rexxentrum ,C=ÿArbiter
Prime L09,.=0ÿkSydnock
4:</1?ÿHTruscan 08-12<ÿ/oversees
E=0-==-ÿ2all33ÿC2 majorS/0ÿC2 ..=0-ÿ/of;
matters
3law
2Bÿthat.>2.ÿ:do/ÿ<not/.ÿ0require
=e8,0=ÿthe .>=ÿ2attention
..=<.,/<ÿ/of;ÿthe .>=ÿ?king,
,<@5ÿB> ,3=ÿl8
while ,3:C2-.=0ÿK2
Guildmaster Kai,ÿL0 <=--ÿB/
Arness 0?-ÿB,
works .>ÿthe
with .>=ÿvarious
E20,/8-ÿ@guilds8,3:-ÿ/of;ÿthe
.>=ÿ1city
,.4ÿto./ÿ=ensure
<-80=ÿ-smooth
C//.>ÿtrade .02:=ÿ9both
/.>ÿB, .>,<
within
2and<:ÿ9beyond
=4/<:ÿthe .>=ÿB2walls33-ÿ/of;ÿb= cc=<.08CDÿR=
Rexxentrum. <=2.>ÿkSydnock
Beneath 4:</1?ÿ,is-ÿthe .>=ÿ>head
=2:ÿ/of;ÿb= cc=<.08CA-ÿO0
Rexxentrum's /B<-@820:5ÿM2
Crownsguard, .1>C2-.=0ÿR0
Watchmaster 8<:2ÿl3
Brunda =->,<5ÿB>
Gleshin, who /ÿ=ensures
<-80=-ÿthat .>2.ÿthe
.>=
3laws
2B-ÿ/of;ÿthe .>=ÿ=empire
C7,0=ÿ2are0=ÿ=enforced
<;/01=:ÿ,in<ÿthe .>=ÿ-streets
.0==.-ÿ/of;ÿthe.>=ÿ1capital.
27,.23D
mW
CrimeZg^
HThe>=ÿ1capital
27,.23ÿ1city ,.4ÿ>harbors
209/0-ÿ2aÿ:diverse
,E=0-=ÿ1criminal
0,C,<23ÿ8underground
<:=0@0/8<:ÿ9both /.>ÿB, .>,<ÿ2and
within <:ÿ9beneath
=<=2.>ÿthe .>=ÿ-streets.
.0==.-DÿkSurviving
80E,E,<@ÿn4 0,2:ÿ3leaders
Myriad =2:=0-ÿ0remain=C2,<ÿ>hidden
,::=<ÿ,in<ÿ7plain 32,<ÿ-sight
,@>.
.>0/8@>/8.ÿthe
throughout .>=ÿ1city,
,.45ÿ,including
<138:,<@ÿthe .>=ÿ9beloved
=3/E=:ÿJIris 0,-ÿR= .>=32-5ÿB>
Bethelas, who /ÿ,is-ÿ/organizing
0@2<,a,<@ÿthe .>=ÿ-syndicate's
4<:,12.=A-ÿ0return=.80<ÿto./ÿ7power./B=0DÿJIndependent
<:=7=<:=<.ÿ1crime 0,C=ÿ0rings
,<@-ÿ7plague
32@8=ÿtrade.02:=ÿ1centers
=<.=0-
2and<:ÿ9busy
8-4ÿ:districts
,-.0,1.-ÿB> where=0=ÿthere
.>=0=ÿ2are0=ÿ=easy 2-4ÿ@gold
/3:ÿ2and<:ÿ@gullible
833,93=ÿ1cityfolk.
,.4;/3?DÿHThe >=ÿ7populace
/78321=ÿ,is-ÿ-simply
,C734ÿtoo .//ÿ3large20@=ÿ;for/0ÿthe
.>=ÿO0 /B<-@820:ÿto./ÿ/oversee
Crownsguard E=0-==ÿ=every E=04ÿ1corner
/0<=0ÿ/of;
1cobblestone
/993=-./<=ÿB> where=0=ÿ3laws
2B-ÿ2are0=ÿ9bent =<.ÿ/or0ÿ9broken
0/?=<D.ÿh/ Now, B5ÿB, .>ÿthe
with .>=ÿ1collective
/33=1.,E=ÿ2attention
..=<.,/<ÿ/of;ÿthe
.>=ÿ3law
2Bÿ;focused
/18-=:ÿ/on<ÿthe .>=ÿB2war0 ÿ,in<ÿthe
.>=ÿ=east,
2-.5ÿthieves
.>,=E=-ÿ2and <:ÿ1cutpurses
8.780-=-ÿ2are0=ÿ8upping 77,<@
.>=,0ÿ@game,
their 2C=5ÿ2and <:ÿ1crime
0,C=ÿ,is-ÿ/on<ÿthe.>=ÿ0rise
,-=ÿB, .>,<ÿb=
within cc=<.08CD
Rexxentrum.

V^ X\Wopqr
Geography

HThe>=ÿ1city
,.4ÿ-spreads
70=2:-ÿ2across 10/--ÿthe .>=ÿtallgrass
.233@02--ÿIfields =3:-ÿ-south
/8.>ÿ/of;ÿthe
.>=ÿj= 2039/BÿM,
Pearlbow 3:=0<=--5ÿ,its.-ÿB2
Wilderness, 33-ÿ;forming
walls /0C,<@ÿ2aÿ:distended,-.=<:=:ÿ7pentagon.
=<.2@/<DÿPFarmland20C32<:ÿ2around 0/8<:ÿthe .>=ÿ<north
/0.>ÿ2and <:
=east
2-.ÿ-sides
,:=-ÿ/of;ÿthe .>=ÿ1city
,.4ÿ2are0=ÿ:dotted
/..=:ÿB, with.>ÿ;farmsteads
20C-.=2:-ÿ2and <:ÿ-small
C233ÿ0rural
8023ÿ1communities
/CC8<,.,=-ÿthat .>2.ÿ7provide
0/E,:=ÿ;food //:ÿfor ;/0ÿthe
.>=ÿ1capital.
27,.23DÿHThe >=ÿ<northeast
/0.>=2-.ÿ-side ,:=ÿ/of;ÿthe.>=ÿB2wall33ÿ1curves
80E=-
2around
0/8<:ÿ2aÿtrio .0,/ÿ/of;ÿ,immense,
CC=<-=5ÿ;fortified/0.,I=:ÿtowers./B=0-ÿ-surrounded
800/8<:=:ÿ9by4ÿ9barracks20021?-ÿ?known</B<ÿ2as-ÿthe .>=ÿK, <@A-ÿR2
King's -.,/<5ÿB>
Bastion, =0=ÿthe
where .>=ÿ1central
=<.023ÿforce;/01=ÿ/of;ÿthe.>=ÿb, @>.=/8-ÿR0
Righteous 2<:ÿC,
Brand 3,.204
military
.02,<-ÿ2and
trains <:ÿ0resides
=-,:=-D.ÿM, .>,<ÿthe
Within .>=ÿ/outer8.=0ÿB2walls33-ÿ/of;ÿthe
.>=ÿ1city
,.4ÿ2are0=ÿ-seven
=E=<ÿC2 majorS/0ÿ:districts:
,-.0,1.-sÿthe
.>=ÿn/ -2,1ÿM2
Mosaic Ward, 0:5ÿthe.>=ÿn8
Mudtop:./7ÿM2Ward, 0:5ÿthe
.>=ÿHTangles,
2<@3=-5ÿthe.>=ÿkShimmer
>,CC=0ÿM2 Ward,0:5ÿthe
.>=
L1 2 : = C4 ÿl0 / 8 < : - 5ÿ. >= ÿ O2 < : 3 = -5ÿ2
Academy Grounds, the Candles, and Castle Ungebroch Terrace.< : ÿO2 - .3= ÿt< @= 9 0/ 1 >ÿH = 002 1 =D
uX
Mosaic _oZvÿwo Ward.WxDÿLÿ
A- 702B3ÿ/of;ÿ,impoverished
sprawl C7/E=0,->=:ÿ<neighborhoods=,@>9/0>//:-ÿ2are0=ÿ>hidden ,::=<ÿ9behind
=>,<:ÿ1colorful
/3/0;83ÿ9banners
2<<=0-ÿ2and <:ÿ-small
C233ÿfences
;=<1=-ÿthat .>2.ÿ-segregate
=@0=@2.=ÿthis .>,-ÿ0ratty
2..4ÿ0residential
=-,:=<.,23ÿ:district
,-.0,1.
;from
0/Cÿthe .>=ÿ1central
=<.023ÿthoroughfares
.>/0/8@>;20=-ÿ2and <:ÿ2avenues.
E=<8=-DÿHThe >=ÿ0region,
=@,/<5ÿB> which encompasses most of the southern and southwestern regions of the city along the ÿ
,1 >ÿ= <1 /C7 2- - =- ÿC/ -. ÿ
/ ;ÿ
. > = ÿ- / 8 .> = 0< ÿ2 < :ÿ-/ 8 . > B= - . = 0< ÿ0 = @ ,
/ < - ÿ
/ ;ÿ . > =ÿ 1 ,.4 ÿ2 3/ < @ ÿ
. > = /outer
8.=0
B2
walls,33-5ÿ,is-ÿ2aÿ>hotbed
/.9=:ÿ;for/0ÿ1crime
0,C=ÿ2and <:ÿEviolence.
,/3=<1=DÿO0 /B<-@820:ÿ,interest
Crownsguard <.=0=-.ÿ,in<ÿ7policing
/3,1,<@ÿthe.>=ÿ0region
=@,/<ÿB2 E=0-5ÿ2and
wavers, <:ÿ/opportunists
77/0.8<,-.-ÿ/often ;.=<ÿ8use -=ÿthe
.>=ÿ3lack
21?ÿ/of;ÿC, 3,.204ÿ7presence
military 0=-=<1=ÿto./
Evictimize
,1.,C,a=ÿ7poorer //0=0ÿ1citizens.
,.,a=<-DÿHThis >,-ÿ>has 2-ÿ3led
=:ÿto./ÿ2aÿ@growing
0/B,<@ÿ1collection
/33=1.,/<ÿ/of;ÿEvigilantes
,@,32<.=-ÿ2and <:ÿ-self-appointed
=3;N277/,<.=:ÿ7protectors 0/.=1./0-ÿ/of;ÿthe.>=ÿn/ -2,1-D
Mosaics.

uy
Mudtop x`Xpÿwo Ward.WxzÿThe
H>=ÿ<northern
/0.>=0<ÿ=end <:ÿ/of;ÿthe
.>=ÿ1city
,.4ÿ>houses
/8-=-ÿ,its.-ÿ/own B<ÿ3large
20@=ÿ-slum,38C5ÿ?known
</B<ÿ2as-ÿthe.>=ÿn8Mudtop:./7ÿM2 Ward. 0:DÿHThe
>=ÿ1cobblestone
/993=-./<=ÿ-streets .0==.-ÿ/of;ÿthe
.>=ÿ1city
,.4ÿB=were 0=ÿ<never
=E=0ÿequite
8,.=
9built
8,3.ÿ8up7ÿto./ÿthe
.>=ÿ<northern
/0.>=0<ÿB2 335ÿ1causing
wall, 28-,<@ÿthis.>,-ÿ2area0=2ÿto./ÿ9be=ÿ0rife
,;=ÿB, .>ÿC8
with mud :ÿ2and
<:ÿC8muck1?ÿ4year
=20ÿ0round,
/8<:5ÿ3leaving
=2E,<@ÿthe .>=ÿ:denizens
=<,a=<-ÿ1cold, /3:5ÿ/ornery,
0<=045ÿ2and <:ÿ7prone
0/<=ÿto./ÿ,illness.
33<=--Dÿn2 Many<4ÿ/of;ÿthe
.>=
-sick
,1?ÿ2and<:ÿ:diseased
,-=2-=:ÿ2are0=ÿ0relegated
=3=@2.=:ÿto./ÿthe .>=ÿn8 :./7ÿto./ÿ9be=ÿ;forgotten
Mudtop /0@/..=<D.ÿ+/ B=E=05ÿ-some
However, /C=ÿ>healers
=23=0-ÿ>have 2E=ÿ1come /C=ÿto./ÿtheir
.>=,0ÿ2aid,
,:5ÿ2as-ÿB=well3 3ÿ2as-ÿ-some
/C=ÿ7priests
0,=-.-ÿB> who /ÿB, ->ÿto./ÿ0remedy
wish =C=:4
. > = ÿ8 <S 8- .ÿ1 / < : ,.,/ < - ÿ
/ ; ÿ
. >= ÿ7 / / 05
ÿ9 = 1/ C, < @ ÿ3/
the unjust conditions of the poor, becoming local heroes for their selfless work. 12 3ÿ> = 0/ =- ÿ;/ 0
ÿ .> = ,0ÿ
- =3Q = - -ÿB/ 0? D
{q
The ^ÿ{Tangles.
o[\|^_zÿHThis >,-ÿB= -.=0<ÿ0region
western =@,/<ÿ/of;ÿb= cc=<.08Cÿ>houses
Rexxentrum /8-=-ÿthe .>=ÿB/ 0?,<@ÿ1class
working 32--ÿ;folk
/3?ÿ/of;ÿthe
.>=ÿ1city.
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=0=ÿthat
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Dozensa=<-ÿ/of;ÿ-smaller
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02<1>ÿ/off;;ÿC2 major S/0ÿ0roads
/2:-ÿ.to/ÿ1create
0=2.=ÿ2aÿ3labyrinth
2940,<.>ÿ/of;ÿtwisting
.B,-.,<@ÿ<neighborhoods
=,@>9/0>//:-ÿ2and <:ÿ,industrial
<:8-.0,23ÿ:districts.
,-.0,1.-DÿThe H>=ÿ<network
=.B/0?ÿ/of;ÿC2 S/0ÿ0roads
major /2:-
1converges
/<E=0@=-ÿto./ÿ;form /0Cÿthree
.>0==ÿC2 major S/0ÿ7plazas
32a2-ÿ2across10/--ÿthe .>=ÿ:district,
,-.0,1.5ÿB> =0=ÿ-shops,
where >/7-5ÿ,inns,
<<-5ÿ2and<:ÿEvarious
20,/8-ÿ;forms/0C-ÿ/of;ÿ=entertainment
<.=0.2,<C=<.ÿ1can 2<ÿ9be=ÿ;found
/8<:D.ÿThe
H>=ÿj3 2.,<8Cÿ}=
Platinum 02<:2
Veranda
plaza lies at the northern end of the Tangles, where the more expensive homes =-ÿ2and
<:ÿ3luxurious
8c80,/8-ÿ=entertainment
<.=0.2,<C=<.ÿ1can 2<ÿ9be=ÿ;found,
/8<:5ÿ2as-ÿB= well33ÿ2as-ÿthe
.>=ÿ1central
=<.023ÿtemple
.=C73to
Bahamut, called the Dragon Seat.

.ÿ20/8<:ÿ2ÿ3//7ÿ/;ÿ0/2:ÿ.>2.ÿ-800/8<:-ÿ.>=ÿH/B=0ÿ/;ÿM0,.5ÿ.>=ÿ.=C73=ÿ./ÿF02.
Near the southern end of the Tangles is the Vigil's Circle, a marketplace built around a loop of road that surrounds the Tower of Writ, the temple tor
where the Prime Arbiter delivers his judgment. All manner of commerce takes-ÿ7place
321=ÿ>here,
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while .>=ÿ<nearby
=2094ÿO324?==7ÿ7prison
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C,</8-ÿ0rt..=C,,er
to any who might seek to break the laws of the land.

The Court of Colors, on the western edge of the Tangles, is the largest of the three main plazas. The Court is a winding knot of streets, each of which is
wholly dedicated to traders who come from far-off places to sell their exotic wares, while artists and performers bring an air of lively celebration despite
the gray and dreary skies of the region. It's within this lively area that the Rexxentrum Archive of the Cobalt Soul can be found . Near the southern wall of
the Shimmer Ward is the Chantry of the Dawn, the ancient temple to the Dawn Father on which the city was originally founded, now restored and
expanded into an awe-inspiring cathedral.

Shimmer Ward. Within the inner walls of the city, the Shimmer Ward is where the noble houses and guild leaders of Rexxentrum dwell. Here, beautiful

6gardens
/;>807ÿ/and 0>ÿ4B 78B47ÿFcelebrate
museums 8<8:;/,8ÿ_Zemnian8405/0ÿFculture,
B<,B;8Cÿ/and 0>ÿ7specialist
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wares. 38ÿ>debate
8:/,8ÿ=forum
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/;8<1ÿBused
78>ÿ/aside
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3holidays,
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where 0,8<<8F,B/<7ÿ25 will<
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;6B480,7ÿ/about :-B,ÿDphilosophy
35<-7-D31ÿ/and 0>ÿ3history.
57,-;1?ÿA- ,,/687ÿ/and
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walls,<<7Cÿ/and
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Rockguard Garrison

‰eŠfn[pUeg‹ÿŒ6,800
Population: CŽŽÿ‚(71‘ÿ
%3B4/07Cÿ12%
humans, ’‘ÿ3halflings,
/<u5067Cÿ12%
’‘ÿ>dwarves,
2/;I87Cÿ“5%‘ÿ-other
,38;ÿ;races)
/F87ƒ
Government: The garrison is commanded by Marshal Garad Velious, who oversees regiment captains that hold sway in the area.

Defense: Three regiments of Righteous Brand soldiers defend and patrol the garrison and the surrounding mountains.

Commerce: Most supplies within are military rations and stationed equipment. Trade with the local soldiers can yield goods and services.

Organizations: Small shrines to empire-approved gods have been constructed by the soldiers. Aside from the Righteous Brand, the Crown, and their allies

in Grimgolir, no other organizations have authority over the garrison.


The Rockguard Garrison was constructed in a joint effort between the Crown and Grimgolir as a symbol of their political union. The sister-fortress to the
Ashguard Garrison is the foremost defense post against the ever-encroaching forces of the Kryn Dynasty and the monstrous hordes of the wastelands to
the east. It boasts a formidable army and a near-impenetrable perimeter that expands into a series of defensible weapon posts along the sides of the
valley to further dissuade any force from attempting an invasion. This fortress has held strong for generations without being breached, but the loss of the
Ashguard Garrison is still fresh in the minds of the soldiers stationed here. A cold intensity hangs over each passing day as the Dwendalian forces plot to
reclaim their captured outpost and remain vigilant against a similar assault.

Rockguard Garrison Adventures


Rockguard Garrison adventures usually relate directly to the war. Defending the outpost from attacks, planning strikes against the Kryn, and other military
missions for the Crown are carried out here on a daily basis.

Steal the Plans {low level). Agents of the Kryn hire the characters to infiltrate the Rockguard Garrison and uncover the Crown's plans to retake the
Ashguard Garrison. The Kryn want any physical plans the characters find to remain in place to ensure the Crown doesn't realize the plot, so all written
documents containing key information need to be copied . The garrison's guards, scouts, and veterans patrol the place and question characters who
obviously sneak around or don't belong.

Ruins of Shattengrod

This sinkhole is a rocky pit measuring roughly thirty feet across and si xty feet deep. Littered with ancient bones, the pit was long considered just a
C6 26A7.ÿ2curiosity,
macabre 57:1;:>EOÿ7referred
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DYOLET FRUIT

A round, blue fruit roughly the size of a plum, a dyolet is known for its sweet flavor and the mild surge of energy granted to whoever eats it. Dyolets can also be imbued
with minor healing abilities, a property kept secret by the gnomes of the Velvin Thicket until recent years . Herbalists and apothecaries can imbue healing within the
fruit for a fraction of the time and gold cost of brewing a potion . A dyolet can be imbued with one of the following properties by a character proficient with a healer's
kit:

• You can saturate the fruit with carefully brewed curative draughts to imbue a dyolet with the properties of a potion of healing. This process takes 12 hours and
costs 15 gp.
You can saturate the fruit with strengthened restorative properties to imbue a dyolet with the properties of a potion of greater healing. This process takes 4 days
and costs 70 gp.

You can consume a dyolet as an action to gain its healing effect. A dyolet lasts up to 20 days after being harvested before it begins to rot. A rotting dyolet loses its
healing properties.
Silberquel Ridge

The imposing mountain range known as the Silberquel Ridge extends across the middle of Western Wynandir, dividing the Marrow Valley from the
Pearlbow Wilderness. A range of jagged mountain tops visible from most cities in the empire, the Silberquel Ridge is an important landmark, but it is best
known for its seemingly endless cache of rich metals and deep caverns. The ore and gems mined here provided Rexxentrum with most of its wealth and
funded the rise of the Dwendalian Empire. The surface veins are the largest source of silver in Wildemount, but the deeper paths reveal other precious
metals, gems, and forgotten remnants of pre-Divergence curiosities - and many deadly beasts that have come to call those ancient corners home.

Silberquel Ridge Adventures


Traveling across the Silberquel Ridge is its own adventure, given the number of dangerous creatures that inhabit the region's mountains and tunnels.
Caravans, miners, and prospectors hire adventurers to guard them as they travel and work in the mountains.

Hell Hound Purge (Mid level). Marta Denizreitch (chaotic neutral, female, human mage) lives in a remote tower where she experiments with conjuration
magic to develop new spells. The Cerberus Assembly funds Marta's research. Years ago, Marta had a problem with trolls attacking the tower, so she
summoned hell hounds to roam the wilds near her tower and keep the trolls at bay. She does not want the hell hounds to cause problems down the line,
=so<ÿ=she
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K0170==<>ÿ,Sanatorium
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The sanatorium's patients are treated for physical and mental ailments severe enough to require alchemical, magical, or experimental therapy. Heir- ,,
Gertrude Wagner, the Sanatorium Director, the faculty is monitored by the Crown. The facility offers treatment to those who require assistance and ,
pay handsomely, but beneath the pleasant mansion lies a torturous oubliette for political prisoners.

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the characters become imprisoned in the Archevault themselves, they must survive and form a plan to escape.ÿ29 <\;\5ÿ, 0 1 ÿ
= 3<4ÿ , ÿ+6,0ÿ: 3 ÿ52 > ,+5 ?
sKilling Regin (Midoÿulevel}. hphSvwÿ_Regin Kavla (lawful evil, female, human spy), a former spy for the Myriad, is trapped in the bowels of the Vergesson Sanatorium.
UWorried that sheÿ4; W/:ÿ2share
might /,< important secrets, the Myriad hires the characters to get into the prison, capture Reg in, and delivered her to them, offering a
/hefty sum or some5ÿ3other :/5<ÿ<reward
5] - whatever it takes to get the job done. As the characters search for Regin, they uncover the hospital's dark secrets and
4must decide what:ÿto:3ÿ1do3ÿ]; with:/this disturbing information.
Patient Zero (High i€ÿulevel}.
hphSvwÿOne of the most trusted allies of Prime Arbiter Sydnock Truscan, Doctor Reynold Brueska, has been privately developing an
arcane disease to 3ÿ8be5ÿ9used
251ÿ;in the war against the Kryn Dynasty, with the sanatorium's patients as his test subjects. When all contact with the sanatorium
ceases, the Prime 5ÿ[< 8;:5<ÿ/hires
Arbiter ; the characters to investigate the premises and uncover the doctor, his work, and the events that transpired. The characters
discover that a majority ,d3<;:-ÿ3of=ÿthe
: denizens of the Vergesson Sanatorium have been mutated and driven mad by the disease. The adventurers must fight their
way through the ÿ /horror-filled
3<<3<„r6651halls while trying to avoid contamination, or discover a cure before the disease completely corrupts them .
Yrrosa

Population: 3,220 (54% humans, 28% dwarves, 14% elves, 4% other races)

Government: The Crown's will is imposed by Starosta Zulla Sauer, in tandem with the local noble families .

Defense: Yrrosa is protected by a battalion of Crownsguard supplemented by mercenaries.


Commerce: An older and smaller trade post, the town has basic equipment and supplies available for trade or purchase. Rooms and taverns are humble,
but available.

Organizations: A temple to Bahamut looms over smaller shrines to the other empire-approved gods. The Myriad was once headquartered here; in its
absen ce, the local businesses are entirely independent.

Once a snowy outpost between lcehaven and Rexxentrum, Yrrosa has slowly grown into a sizable township where travelers and traders warm themselves
as they pass through the frigid fields . The town is comprised of humble homesteads and numerous inns that promote themselves as "the hearth before
the hoarfrost."

Recently, adventurers and fortune-seekers have flocked to the area to aid in the excavation of the nearby Ruins of Shattengrod (described earlier in this
chapter) .

Siring a Syndicate
jEighty
CU@=XÿXyears
8:9;ÿ:ago,
U5?ÿ:aÿtrapper
=9:>>89ÿUguildFC67ÿturned
=F9487ÿ;smuggling
<FUU6C4UÿUgang :4UÿA: was; ÿ5ousted
F;=87ÿHfrom
95<ÿ[lcehaven
D8@:G84ÿ:and 47ÿDcame
:<8ÿto=5ÿ]Yrrosa
995;:ÿto=5ÿ;seek
88aÿBbetter
8==89ÿfortune.
H59=F48IÿkLifeCH8ÿA:
was; ÿ4no5ÿ8easier,
:;C89?ÿ:and
47ÿthe
=@8
Dcrew
98Aÿ5ofHÿ@hungry
F4U9Xÿ9rogues
5UF8;ÿA: was; ÿHforced
59D87ÿto=5ÿBbecome
8D5<8ÿDcreative.
98:=CG8Iÿl5 =CDC4Uÿthe
Noticing =@8ÿ6lack
:Daÿ5ofHÿ5oversight
G89;CU@=ÿHfrom
95<ÿthe =@8ÿ8empire,
<>C98?ÿthey
=@8XÿBbegan
8U:4ÿto=5ÿBbuild
FC67ÿ:aÿ4network
8=A59aÿ5ofHÿ6like-minded
Ca8T<C4787
Cindividuals
47CGC7F:6;ÿthroughout
=@95FU@5F=ÿm8 ;=894ÿmX
Western 4:47C9IÿTaking
Wynandir. V:aC4Uÿthe
=@8ÿ4name
:<8ÿ̀"the
=@8ÿWX 9C:7?`ÿthey
Myriad," =@8Xÿ@helmed
86<87ÿCillegal
668U:6ÿ:activity
D=CGC=Xÿfrom
H95<ÿthe =@8ÿDcomfort
5<H59=ÿ5ofHÿthis
=@C;ÿ;small
<:66ÿ5outpost
F=>5;=ÿtown=5A4ÿFuntil
4=C6
_fifteen
H=884ÿXyears
8:9;ÿ:ago,
U5?ÿA@
when84ÿtheir
=@8C9ÿBbase
:;8ÿ5ofHÿ5operations
>89:=C54;ÿA: was; ÿ7discovered
C;D5G8987ÿ:and 47ÿ9raided
:C787ÿBbyXÿCimperial
<>89C:6ÿHforces
59D8;I.ÿThe
V@8ÿ9remaining
8<:C4C4UÿWX 9C:7ÿ6leaders
Myriad 8:789;ÿ@have:G8ÿ;scattered,
D:==8987?ÿBbutF=ÿthe
=@8
;shadow
@:75Aÿ5ofHÿtheir
=@8C9ÿ5operation
>89:=C54ÿ;still=C66ÿ6looms
55<;ÿ5over
G89ÿ]Yrrosa
995;:ÿ6like
Ca8ÿ:aÿ7dark
:9aÿDcloud
65F7I.
n, o./N-.NQ
Government
VThe
@8ÿ>previous
98GC5F;ÿ;starosta,
=:95;=:?ÿcStefan
=8H:4ÿm8 B899:=?ÿA:
Weberrat, was; ÿ:arrested
998;=87ÿfifteen
_H=884ÿXyears
8:9;ÿ:ago
U5ÿfor
H59ÿ>protecting
95=8D=C4Uÿthe
=@8ÿWX 9C:7IÿpC
Myriad. His;ÿ;successor,
FDD8;;59?ÿqZullaF66:ÿcSauer,
:F89?ÿCis;ÿthe
=@8ÿAC 66HF6ÿ:and
willful 47ÿ9respected
8;>8D=87
7daughter
:FU@=89ÿ5ofHÿr8 =95GÿcSauer,
Petrov :F89?ÿ:aÿ<C 4C4UÿBbaron
mining :954ÿCin4ÿs9 FG846578IÿcShe
Druvenlode. @8ÿA:was; ÿDchosen
@5;84ÿ:after
H=89ÿ;she
@8ÿGvolunteered
56F4=88987ÿfor H59ÿthe
=@8ÿ>position,
5;C=C54?ÿBbutF=ÿFunknown
4a45A4ÿto=5ÿ<5 ;=?ÿ;she
most, @8ÿA:was; ÿ:already
698:7X
Cinvolved
4G56G87ÿAC =@ÿthe
with =@8ÿWX 9C:7ÿ6long
Myriad 54UÿBbefore
8H598ÿ;she
@8ÿBbecame
8D:<8ÿ:aÿ;starosta.
=:95;=:IÿcShe @8ÿ4now
5Aÿ@helps
86>;ÿCinform
4H59<ÿtheir
=@8C9ÿ@hidden
C7784ÿ4network
8=A59aÿHfrom95<ÿ:aÿ>position
5;C=C54ÿ5ofHÿ;safety.
:H8=XI
+/ O-.
Crime
r8 ==XÿDcrimes
Petty 9C<8;ÿ5occur,
DDF9?ÿBbutF=ÿ<5
most ;=ÿ;stem
=8<ÿHfrom
95<ÿ7disagreements
C;:U988<84=;ÿ5or9ÿDcompetition
5<>8=C=C54ÿ5over G89ÿ>parties
:9=C8;ÿFusing
;C4UÿYrrosa
]995;:ÿ:as;ÿ:aÿBbase
:;8ÿ5ofHÿ5operations
>89:=C54;ÿA@ whileC68ÿ7delving
86GC4UÿCinto
4=5ÿthe=@8ÿJF C4;ÿ5ofH
Ruins
cShattengrod.
@:==84U957Iÿt4 B8a45A4;=ÿto=5ÿ:all66ÿBbutF=ÿtheir
Unbeknownst =@8C9ÿ:allies,
66C8;?ÿthe
=@8ÿWX 9C:7ÿ@has
Myriad :;ÿBbeen
884ÿ;slowly
65A6XÿDcarving
:9GC4Uÿ5outF=ÿ4new
8AÿBbases,
:;8;?ÿ:and
47ÿCin4ÿtime,
=C<8?ÿthey
=@8Xÿ<C U@=ÿUgrow
might 95AÿBbold
567ÿ8enough
45FU@ÿto=5ÿ9reclaim
8D6:C<
their old hideout.

Geography
Ramshackle wooden domiciles with snow-covered roofs line muddy streets throughout the town. The main roads were more improvised than planned,
and most of the older buildings are in varying states of disrepair. Where Pride's Walk Road intersects with Havenpath Road is a cluster of taverns, inns,
liveries, and stores.

xYrrosa
//,RMÿyi o.NQz/.R
Adventures
VThe
@8ÿ;shadow
@:75Aÿ5ofHÿthe =@8ÿWX 9C:7ÿ@hanging
Myriad :4UC4Uÿ5over
G89ÿ]Yrrosa
995;:ÿ<: a8;ÿCit=ÿ:aÿ_fine
makes 48ÿ>place
6:D8ÿHfor59ÿCintrigue,
4=9CUF8?ÿ:and
47ÿthe
=@8ÿ<: 4Xÿtravelers
many =9:G8689;ÿ<5 GC4Uÿthrough
moving =@95FU@ÿthe=@8ÿtown
=5A4ÿ@have
:G8ÿ9rumors
F<59;ÿ:and47ÿjobs
{5B;ÿto=
;share
@:98ÿAC =@ÿ:adventurers.
with 7G84=F989;I
|} ,,iÿ~M
Blood Pact0Qÿ(High
€OLvÿlevel).
.o.}‚ƒÿ3ÿ
A@ F<:4ÿBblacksmith
human 6:Da;<C=@ÿ4named
:<87ÿmC 6@86<ÿ39
Wilhelm 9C;U54ÿ4never
Arrisgon 8G89ÿ9returned
8=F9487ÿHfrom
95<ÿ@hisC;ÿ6latest
:=8;=ÿjourney
{5F948Xÿto=5ÿDcollect
5668D=ÿ:aÿA: U54ÿ5ofHÿ9raw
wagon :Aÿ<: =89C:6;I
materials.
mC 6@86<w;ÿHfamily
Wilhelm's :<C6Xÿ@hires
C98;ÿthe
=@8ÿDcharacters
@:9:D=89;ÿto=5ÿfind
_47ÿthe
=@8ÿ;smith,
<C=@?ÿ:and
47ÿthey
=@8Xÿtrace
=9:D8ÿ@himC<ÿto=5ÿ]Yrrosa
995;:I.ÿsF 9C4Uÿtheir
During =@8C9ÿCinvestigation,
4G8;=CU:=C54?ÿthe =@8ÿDcharacters
@:9:D=89;ÿ7discover
C;D5G89ÿthat
=@:=ÿ;several
8G89:6ÿ5other
=@89
;solitary
56C=:9Xÿtravelers
=9:G8689;ÿ@have :G8ÿ7disappeared
C;:>>8:987ÿA@ C68ÿ>passing
while :;;C4Uÿthrough
=@95FU@ÿthe =@8ÿDcity.
C=XIÿ„8 6C<:ÿcShanglian,
Velima @:4U6C:4?ÿ:aÿvampire
oM-uO/.ÿA@ who 5ÿ6lives
CG8;ÿCin4ÿ:aÿ@hidden
C7784ÿ6lair
:C9ÿ5outside
F=;C78ÿYrrosa,
]995;:?ÿturned
=F9487ÿthe
=@8
=9:G8689;ÿCinto
travelers 4=5ÿ@her89ÿvampire
oM-uO/.ÿRspawn.
uM…NIÿThe
V@8ÿWX 9C:7ÿ@has
Myriad :;ÿ:aÿ7deal
8:6ÿACwith=@ÿ=the
@8ÿGvampire
:<>C98ÿ:and 47ÿ;sends
847;ÿGvictims
CD=C<;ÿ@her89ÿA:
wayXÿCin4ÿ8exchange
\D@:4U8ÿHfor59ÿ@help
86>ÿAC =@ÿGvarious
with :9C5F;ÿFunsavory
4;:G59Xÿtasks.
=:;a;Iÿ[IfH
the characters destroy the vampire, they make an enemy of the Myriad.
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GREYING WILDLANDS WASTES OF XHORHAS

Eiselcross
Far north of the rest of Wildemount is a collection of imposing islands of ice, danger, and powerful, forgotten relics. Eiselcross and the Greying Wildlands
are collectively known as the Biting North. For centuries, most of the world dismissed Eiselcross as an uninhabitable glacial land of blizzards and yetis.
Only fishing vessels ever got close to the frozen shores - until one of those ships found an Aeorian item.

The flying city-state of Aeor, a place of inventors, magic, and progress, was hurled into Eiselcross by gods both good and evil during the Calamity. The
Prime and Betrayer deities agreed on a momentary armistice to achieve this mammoth task, for Aeor's people crafted weapons made to kill the gods and
had to be stopped. The gods tried to wholly destroy Aeor, but its protections against divine entities were carefully tuned and unexpectedly strong. It took
the most of the pantheon to crash the city.

Aeor was long believed to have been obliterated, and the gods' silence on the matter only furthered this conviction, so the books of lore left nothing more
E@ÿW<ÿ;EKI:<Iÿ@?ÿI:;>K;;<Iÿ@DÿEF<ÿ@D><_L@O<?GK=ÿDBE:@DPÿe@O<S<?Nÿ?<><DEÿI:;>@S<?:<;ÿ@Gÿ\<@?:BDÿB?E:GB>E;ÿ?<S<B=<IÿEF<ÿE?KEFÿ@Gÿ\<@?b;ÿ?<;E:DMÿL=B><ÿBDI
to be studied or discussed on the once-powerful nation. However, recent discoveries of Aeorian artifacts revealed the truth of Aeor's resting place and
;spurred
LK??<Iÿ?rumors
KJ@?;ÿ@ofGÿBarcane
?>BD<ÿ;secrets
<>?<E;ÿGfrozen
?@X<DÿWbeneath
<D<BEFÿthe
EF<ÿ:ice
><ÿ@ofGÿ9Eiselcross.
:;<=>?@;;PÿV@ OÿfO<
Now DIB=:BDNÿgE
Dwendalian, F@IK?D:BDNÿhF
Uthodurnian, @?FB;:BDNÿBand
Xhorhasian, DIÿJ< ?><DB?Rÿ<expeditions
mercenary cL<I:E:@D;ÿ;search
<B?>Fÿthe
EF<
Fhazardous
BXB?I@K;ÿterrain
E<??B:DÿGfor@?ÿJBE<?:B=;ÿthat
materials EFBEÿ>could
@K=Iÿ>change
FBDM<ÿthe
EF<ÿtide
E:I<ÿ@ofGÿthe
EF<ÿOB
war?ÿWbetween
<EO<<Dÿthe
EF<ÿfO< DIB=:BDÿ9Empire
Dwendalian JL:?<ÿBand
DIÿthe
EF<ÿi?RDÿfR
Kryn DB;ERP
Dynasty.

MAP 3.7: EISELCROSS

Encounters in Eiselcross

Eiselcross is a land of strange magic, bizarre creatures, and fascinating people. Each day that the characters travel the land, roll a d20. On a result of 15 or
higher, an encounter chosen or rolled on the Eiselcross Encounters table of the appropriate level occurs. Not all of these encounters are meant to result in
combat, and the ideas on the tables can inspire encounters of your own creation.

Eiselcross Encounters: Levels 1-4

d6 Encounter
(d6 *Encounter

3The characters encounter 1d4 wildfolk scouts hunting a saber-toothed tiger. The scouts are out of arrows and willing to trade equipment Y5<:ÿ8and <?
Binformation
< to replenish their ammunition.

3The
45ÿ7characters
48987:59;ÿ5encounter
<7=><:59ÿ8aÿClost
=;:ÿ[5 9\59>;ÿ]; ;5Y\C^ÿ_L UNÿtrying
:9^B<Kÿto:=ÿ9return
5:>9<ÿto:=ÿ̀8
BalC5en<Xpost.
=;:Vÿ3The
45ÿ9rest
5;:ÿof=Dÿthe
:45ÿY8 K5a;ÿteam
:58Yÿ?died B5?ÿBin<ÿthe
:45ÿ9ruins
>B<;ÿ=ofDÿAeor,
]5=9bÿ8and
<?
Z2
Cerberus Assembly mage mage's

:4595ÿBis;ÿ8aÿc50dÿXpercent
there 5975<:ÿ7chance
48<75ÿthe:45ÿY8
mage K5ÿ7carries
899B5;ÿ8aÿ9recently
575<:C^ÿ9recovered
57=e595?ÿ]5 =9B8<ÿBitem
Aeorian :5YV.
3The
45ÿ7characters
48987:59;ÿfindg<?ÿ8aÿUgriffon
OThhHiÿAB :4ÿ8an<ÿ8arrow
with 99=AÿBin<ÿBits:;ÿAB <Kÿthat
wing :48:ÿXprevents
95e5<:;ÿBit:ÿDfrom
9=Yÿjflying.
^B<KVÿ]ÿA7 48987:59ÿA4
character who=ÿ;succeeds
>7755?;ÿ=on<ÿ8aÿk[ÿ DC 2 15cÿlB ;?=Yÿm(Animal
Wisdom n+opqrÿtq +(ro+uv
Handling)

f3 7check
457Eÿ7can8<ÿ8approach
XX9=874ÿthe
:45ÿKgriffon
9BDD=<ÿAB :4=>:ÿ\being
without 5B<Kÿ8attacked.
::87E5?VÿwSuch
>74ÿ8aÿ7character
48987:59ÿ7can 8<ÿ9remove
5Y=e5ÿthe :45ÿ8arrow,
99=Abÿ9restoring
5;:=9B<Kÿthe :45ÿKgriffon's
9BDD=<a;ÿ8ability
\BCB:^ÿto:=ÿjfly,^bÿ8after
D:59ÿA4 B74ÿthe
which :45
Kgriffon
9BDD=<ÿ8allows
CC=A;ÿthe:45ÿ7character
48987:59ÿto:=ÿ9ride
B?5ÿBit:ÿ8as;ÿ8aÿY= ><:ÿDfor=9ÿthe
mount :45ÿ<next
5x:ÿ21?dl2dOÿ?days.
8^;V
@4 3The
45ÿ7characters
48987:59;ÿ5encounter
<7=><:59ÿthe:45ÿOrevenant
NyNiLiJÿ=ofDÿ8aÿ?dead58?ÿ5explorer
xXC=959ÿDfrom
9=Yÿ̀8 C5<X=;:ÿA4
Balenpost who =ÿA8
was ;ÿY> 9?595?ÿ\by^ÿ=one
murdered <5ÿ=ofDÿBits:;ÿteam
:58Yÿ8and <?ÿBis;ÿClooking
==EB<Kÿfor D=9ÿevengeance.
5<K58<75V
c5 3The
45ÿ7characters
48987:59;ÿfindg<?ÿ8aÿf3-foot-tall,
zD==:z:8CCbÿcSO-pound
dzX=><?ÿ5egg. KKVÿ{IfDÿthey
:45^ÿEkeep
55Xÿthe
:45ÿ5egg
KKÿBin<ÿ8aÿcold
7=C?ÿ5environment
<eB9=<Y5<:ÿDfor=9ÿ21?dl2dOÿA5 5E;bÿ8aÿ|Q
weeks, whiteTJNÿRdragon
OLUHiÿ|} O_~TiUÿ4hatches
wyrmling 8:745;ÿDfrom
9=YÿBit.:V
6 ]ÿ
A} HIiUÿOremorhaz
young N_HOQL€ÿ8ambushes
Y\>;45;ÿthe :45ÿ7characters.
48987:59;V

*Eiselcross
o0r,1-ÿ*Encounters:
+,-.+/01‚ÿƒLevels
0„0rÿ…5-10
†‡ˆ

(d6) *Encounter
+,-.+/01

2 3The
45ÿ7characters
48987:59;ÿ5encounter
<7=><:59ÿ21?d4@ÿ‰+ÿ21ÿ_L __HJQFÿ\being
mammoths 5B<Kÿ4hunted
><:5?ÿ\by^ÿZ2d6
?ÿAB C?D=CEÿFscouts.
wildfolk GHIJFV
Z2 ]<
An ÿLabominable
MH_TiLM~Nÿ}yetiNJTÿ8and
<?ÿ21?d4@ÿyetis
}NJTFÿ;stalk
:8CEÿthe
:45ÿ7characters.
48987:59;V
3The
45ÿ7characters
48987:59;ÿ5encounter
<7=><:59ÿZ2d4 ?@ÿ}yetis
NJTFÿfrom
hOH_ÿŠAllowak's
~~H|L‹ŒFÿSanctuary
LiGJILO}ÿm(see
;55ÿŽ"Allowak's
]CC=A8Ea;ÿwSanctuary
8<7:>89^ÿYeti 5:BÿwStatistics"
:8:B;:B7;ŽÿClater
8:59ÿBin<ÿthis
:4B;ÿ7chapter).
48X:59vVÿ3The
45ÿ^yetis
5:B;ÿ8attempt
::5YX:ÿto:=ÿ;scare
7895
f3
:45ÿ7characters
the 48987:59;ÿ8away
A8^ÿ\but>:ÿ?do=ÿ<not=:ÿAB ;4ÿto:=ÿ?do=ÿ4harm.
wish 89YV
@4 3The
45ÿ7characters
48987:59;ÿXpass 8;;ÿ8an<ÿ]5 =9B8<ÿ\building
Aeorian >BC?B<Kÿthat
:48:ÿ7crashed
98;45?ÿ<nearby.
589\^Vÿ3The
45ÿ\building
>BC?B<Kÿ7contains
=<:8B<;ÿ21?d4@ÿ‰+ÿ@4ÿ|T UQJFV.
wights

c5 ]<
An ÿŠAeorian
NHOTLiÿLabsorber
MFHOMNOÿm(see;55ÿ7chapter
48X:59ÿ7)vÿ8ambushes
Y\>;45;ÿthe :45ÿ7characters.
48987:59;V
3The
45ÿ7characters
48987:59;ÿ5encounter
<7=><:59ÿ8aÿClarge
89K5ÿ4herd
59?ÿ=ofDÿ5elk.CEVÿ{IfDÿthe
:45ÿ7characters
48987:59;ÿ;scare
7895ÿthe
:45ÿ5elk,CEbÿ21?d6ÿNelk~‹ÿ8attack
::87EÿA4 BC5ÿthe
:45ÿ9rest
5;:ÿ=ofDÿthe
:45ÿ4herd
59?ÿjflees.
55;Vÿk>9B<Kÿthe
:45ÿcombat,
7=Y\8:bÿ8a
6
while During

Oremorhaz
N_HOQL€ÿ\bursts
>9;:;ÿ=out>:ÿ=ofDÿthe
:45ÿ;snow
<=Aÿ8and<?ÿ8attacks
::87E;ÿBindiscriminately.
<?B;79BYB<8:5C^V

*Eiselcross
o0r,1-ÿ*Encounters:
+,-.+/01‚ÿƒLevels
0„0rÿ‡11-16
‡†‡)

(d6) *Encounter
+,-.+/01

]<
An ÿ Ladult
RI~Jÿwhite
|QTJNÿdragon
ROLUHiÿ7confronts
=<D9=<:;ÿthe:45ÿ7characters,
48987:59;bÿ?demanding
5Y8<?B<Kÿtreasure
:958;>95ÿDfor=9ÿXpassage
8;;8K5ÿthrough:49=>K4ÿBits:;ÿterritory.
:599B:=9^VÿThe
345ÿ?dragon
98K=<ÿ8accepts
775X:;ÿ21,000 bdddÿKgpXÿworth
A=9:4ÿ=ofDÿtreasure
:958;>95
2
=or9ÿ8aÿ9rare
895ÿY8
magicKB7ÿBitem
:5Yÿ8as;ÿ8acceptable
775X:8\C5ÿtribute.
:9B\>:5V
3The
45ÿ7characters
48987:59;ÿ5encounter
<7=><:59ÿ8an<ÿTiron
OHiÿUgolem
H~N_ÿthat
:48:ÿEkeeps
55X;ÿA8 CEB<KÿBin<ÿ7circles.
B97C5;VÿThe
345ÿKgolem
=C5Yÿ8attacks::87E;ÿ8any<^ÿ7creatures
958:>95;ÿAB :4B<ÿ21dOÿDfeet
55:ÿ=ofDÿBit:ÿ\but>:ÿ=otherwise
:459AB;5ÿ7continues
=<:B<>5;
Z2
walking within

A8 C EB<K ÿB
< ÿ7B9
walking in circles.7C5 ;V
3The
45ÿ7characters
48987:59;ÿfind
g<?ÿ8aÿ7camp
8YXÿ=ofDÿZ2d4
?@ÿ_T iHJLIOFÿ8and
<?ÿ@4d6
?ÿHores
OGFÿClooking
==EB<KÿDfor=9ÿAB C?D=CEÿto:=ÿ9recruit
579>B:ÿDfor=9ÿthe
:45ÿ‘9 ^<VÿThese
345;5ÿ5explorers
xXC=959;ÿA8 <:ÿto:=ÿEkeep
55Xÿtheir
:45B9ÿoperation
=X598:B=<
f3
minotaurs wildfolk Kryn. want

7covert.
=e59:Vÿ{IfDÿthey
:45^ÿ8aren't
95<a:ÿ7convinced
=<eB<75?ÿthe:45ÿ7characters
48987:59;ÿ7can8<ÿEkeep
55Xÿtheir
:45B9ÿ;secret,
5795:bÿthe
:45ÿ’4 =948;B8<;ÿ8attack.
Xhorhasians ::87EV
@4 ]ÿ
AO HGÿjflies
roe B5;ÿ=overhead
e59458?ÿ8and <?ÿ8attempts
::5YX:;ÿto:=ÿ;scoop
7==Xÿ>upXÿ8aÿ7character
48987:59ÿ=ofDÿyour^=>9ÿ7choice
4=B75ÿ8as;ÿBits:;ÿ<next
5x:ÿY5 8CV
meal.

The characters encounter a coven of three night hags sea rching B<Kÿfor D=9ÿ]5 =9B8<ÿBitems.
Aeorian :5Y;Vÿ{In<ÿtheir
:45B9ÿ4humanoid
>Y8<=B?ÿKguises,
>B;5;bÿthese
:45;5ÿ4hags
8K;ÿXpretend
95:5<?ÿto:=ÿ\be5ÿClost xXC=959
=;:ÿ5explorers
and request the characters' escort. When the characters are ÿ Bin<ÿ8aÿevulnerable
>C<598\C5ÿ;spot,
X=:bÿthe:45ÿ4hags
8K;ÿ9reveal
5e58Cÿtheir
:45B9ÿtrue
:9>5ÿ<nature
8:>95ÿ8and
<?ÿ8attack.
::87EV
5

6 45ÿ7characters
The 48987:59;ÿ8are95ÿ8ambushed
Y\>;45?ÿ\by^ÿ21?d8“ÿ‰+ÿ21ÿfrost
hOHFJÿUgiants.
TLiJFV
Eiselcross Encounters: Levels 17-20

dB Encounter

ÿHIJÿF@AÿKLEMAJÿFNOÿNPÿDIÿQANEMDIÿFNRAEÿF@DFÿCEDG@AJÿMIFNÿF@AÿMCASÿTCAÿHUUGÿF@AÿUNRAEÿUAVAUGÿNPÿF@AÿFNRAEWÿDIJÿ>JXÿYÿ>ÿZ[\]^_`ÿ̀bcc^d[]e
The characters find the buried top of an Aeorian tower that crashed into the ice. Ice fills the lower levels of the tower, and 1 d4 + 1 Aeorian nullifiers

(see chapter 7)h ÿDareEAÿPfrozen


ENiAIÿMinIÿthe
F@AÿMice.
CAS
The characters ÿ Aencounter
ICNLIFAEÿj2d6 Jkÿlgladiator
UDJMDFNEÿRN EmnMIÿf(see
wormkin GAAÿo"Tomb
?NmKÿNofPÿthe F@AÿpN
Worm"EmoÿUlater
DFAEÿMinIÿthis
F@MGÿCchapter)
@DOFAEhÿDattempting
FFAmOFMIlÿtoFNÿPforce-feed
NECAqPAAJÿDaÿlgroupENLOÿNofPÿr3d6
JkÿRM UJPNUn
wildfolk

commoners the ÿ mA DFÿNofPÿthe


F@AÿuI JAEmDRS
2
meat Undermaw.

3 The characters ÿ HIJÿDaÿ@humanoid


find LmDINMJÿGskull nLUUÿPfrozen
ENiAIÿMinIÿthe
F@AÿMice.
CASÿTIfPÿFthey
@Avÿfree
PEAAÿFthe
@AÿGskull,
nLUUWÿMitFÿCcomes
NmAGÿDalive,
UMVAWÿErevealing
AVADUMIlÿMitsFGÿtrue
FELAÿPform
NEmÿDasGÿDaÿdemilich.
w[t^c^sxS
?The
@AÿCcharacters
@DEDCFAEGÿAencounter
ICNLIFAEÿtwo FRNÿt_ y[eÿPfrom
ENmÿzD UAIONGFÿOplanning
UDIIMIlÿtoFNÿGsteal
FADUÿDanIÿQA NEMDIÿMitem
FAmÿPfrom ENmÿDaÿCcamp
DmOÿNofPÿr3d6 Jkÿ{frost
]\e|ÿygiants
^_`|eÿDand
IJÿtheir
F@AMEÿtamed
FDmAJÿfrost
{]\e|ÿ}\ ]t
X4
mages Balenpost Aeorian worm

f(see
GAAÿCchapter
@DOFAEÿg7)hÿ?The
@AÿmD mag lAesGÿDask
Gnÿfor
PNEÿthe
F@AÿCcharacters'
@DEDCFAEG~ÿ@help
AUOÿRMwith F@ÿthe
F@Aÿ@heist.
AMGFS
?The
@AÿCcharacters
@DEDCFAEGÿAencounter
ICNLIFAEÿthe F@Aÿyghost
x\e|ÿNofPÿDanIÿQA NEMDIÿCcitizen.
MFMiAISÿTIfPÿthe
F@AÿCcharacters
@DEDCFAEGÿDareEAÿnkind MIJÿtoFNÿthe
F@Aÿlghost,
@NGFWÿthe
F@AÿLundead
IJADJÿmM l@FÿKbeAÿDable
KUAÿtoFNÿGshare
@DEAÿthe
F@Aÿ@history
MGFNEvÿNofPÿthe
F@A
5
Aeorian might

Ccrashed
EDG@AJÿCcity
MFvÿRM F@ÿthe
with F@AÿCcharacters.
@DEDCFAEGS
?The
@AÿCcharacters
@DEDCFAEGÿAencounter
ICNLIFAEÿj2d6 Jkÿfrost
{]\e|ÿygiant
^_`|ÿ€zombies
\t^[eÿf(see
GAAÿCchapter
@DOFAEÿg7).hSÿ?These
@AGAÿizombies
NmKMAGÿJdidMJÿInotNFÿCcomeNmAÿPfrom
ENmÿthe
F@Aÿ‚Fortress
NEFEAGGÿNofPÿFthe
@AÿƒA DJÿJarl.
„DEUSÿ?Their
@AMEÿNorigin
EMlMIÿMisGÿLupO
k6
Dead

FNÿvyou.
to NLS
?The
@AÿCcharacters
@DEDCFAEGÿCcross
ENGGÿNover VAEÿDanIÿDarea
EADÿNofPÿthin
F@MIÿMice.
CASÿQÿ
A… ]_…[`ÿNobsessed
KGAGGAJÿRM F@ÿQA NEÿ†floats
NDFGÿKbeneath
AIADF@ÿthe F@AÿMice
CAÿDand
IJÿNorders
EJAEGÿtheF@AÿCcharacters
@DEDCFAEGÿtoFNÿGshare
@DEAÿDanyIvÿnknowledge
INRUAJlA
g7
kraken with Aeor

F @A v ÿ
@ DVAÿ NPÿF@A ÿO UD C Aÿ N E
ÿP DC
they have of the place or face its wrath . Aÿ
MF GÿRE D F@ S
‡8 QI
An ÿ_ancient
`s^[`|ÿ}x ^|[ÿwdragon
white ]_y\`ÿDambushes
mKLG@AGÿthe F@AÿCcharacters.
@DEDCFAEGS

TIslands
GUDIJGÿNofPÿˆEiselcross
MGAUCENGG
ˆEiselcross
MGAUCENGGÿMisGÿDaÿCcollection
NUUACFMNIÿNofPÿAeight
Ml@FÿMicyCvÿMislands,
GUDIJGWÿGsome
NmAÿNofPÿR@ which MC@ÿ@have
DVAÿGsmall,
mDUUWÿGsnow-covered
INRqCNVAEAJÿmN LIFDMIÿEranges
mountain DIlAG‰:
Š+ )**+,‹ÿˆEiselcross's
Beissel. MGAUCENGG~GÿthirdF@MEJÿUlargest
DElAGFÿMisland
GUDIJÿMisGÿGsoNÿPfarDEÿInorth
NEF@ÿthat
F@DFÿAevenVAIÿOprepared
EAODEAJÿAexplorers
ŒOUNEAEGÿ@have
DVAÿtrouble
FENLKUAÿGsurviving
LEVMVMIlÿthe
F@AÿCcold.
NUJSÿN GFÿJdon't
Most NI~FÿJdare
DEAÿKbrave
EDVAÿDanIÿAexpedition,
ŒOAJMFMNIW
Dand
IJÿthose
F@NGAÿR@ who NÿJdoNÿturn
FLEIÿKback
DCnÿNonce
ICAÿthey
F@AvÿGsee AAÿthe
F@AÿR@
white MFAÿJdragons
EDlNIGÿthat F@DFÿErule
LUAÿzA MGGAUS
Beissel.

Ž ‘’“1‹ÿThis
Dampfkan. ?@MGÿMisland
GUDIJÿMisGÿDanIÿDactive
CFMVAÿVvolcano
NUCDINÿthatF@DFÿGsteams
FADmGÿMinto IFNÿthe
F@AÿGsky.
nvSÿƒD mOPnDI~GÿPfew
Dampfkan's ARÿAexplorers
ŒOUNEAEGÿ@have DVAÿGseen
AAIÿDaÿUlarge
DElAÿGstructure
FELCFLEAÿMinIÿthe
F@AÿUlava,
DVDWÿKbutLFÿInobody
NKNJvÿnknows
INRG
R@
what DFÿthis
F@MGÿmv GFAEMNLGÿmN
mysterious INUMF@ÿMis.GS
monolith

”Foren.
/.+1‹ÿThe
?@AÿUlargest
DElAGFÿMisland
GUDIJÿNofPÿˆEiselcross
MGAUCENGGÿMisGÿDalsoUGNÿMitsFGÿmN
most GFÿJdesirable
AGMEDKUAÿJdestination
AGFMIDFMNIÿPforNEÿtreasure-seekers,
FEADGLEAqGAAnAEGWÿGsince MICAÿQA NE~GÿmD
Aeor's main MIÿCcrash
EDG@ÿGsite
MFAÿMisGÿNonIÿ‚Faren.
NEAIS
”Frostbogen.
./*3•/–+1‹ÿ—M VAIÿMitsFGÿOproximity
Given ENŒMmMFvÿtoFNÿ‚Faren,
NEAIWÿNoneIAÿmM
might l@Fÿthink
F@MInÿthatF@DFÿthis
F@MGÿMisland
GUDIJÿMisGÿDalso
UGNÿDaÿOpopular
NOLUDEÿJdestination
AGFMIDFMNIÿPforNEÿAexplorers.
ŒOUNEAEGSÿzL ButF
ÿAever
VAEÿGsince
MICAÿDaÿ˜A EKAELGÿQG
Cerberus GAmKUv
Assembly
Jdelegation
AUAlDFMNIÿNofPÿNoverVAEÿNoneIAÿ@hundred
LIJEAJÿOpeople,
ANOUAWÿtheir
F@AMEÿGship,
@MOWÿDand IJÿDallUUÿtheir
F@AMEÿKbelongings
AUNIlMIlGÿVvanished
DIMG@AJÿJduring
LEMIlÿDanIÿAexpedition
ŒOAJMFMNIÿtoFNÿ‚Frostbogen,
ENGFKNlAIWÿInoNÿNone IAÿ@has
DGÿJdared
DEAJÿtoFNÿAexplore
ŒOUNEAÿthe
F@A
Misland.
GUDIJS
™+ ,)+.‹ÿˆEiselcross's
Gelier. MGAUCENGG~GÿGsecond-largest
ACNIJqUDElAGFÿMislandGUDIJÿ@holds
NUJGÿthe F@AÿKbody
NJvÿNofPÿšL D›DF@Wÿthe
Quajath, F@AÿuI JAEmDRWÿDand
Undermaw, IJÿMitsFGÿRN EmnMIÿf(see
wormkin GAAÿo"Tomb
?NmKÿNofPÿthe F@AÿpN
WormEmo"ÿUlater
DFAEÿMinIÿthis
F@MGÿCchapter)
@DOFAEhS.
œ ,3*+,‹ÿ?The
Kaltsel. @AÿGsmallest
mDUUAGFÿNofPÿˆEiselcross's
MGAUCENGG~GÿMislands
GUDIJGÿfloats
†NDFGÿNoffPPÿthe
F@AÿGsoutheast
NLF@ADGFÿCcoastNDGFÿNofPÿ‚Faren
NEAIÿDand
IJÿMisGÿGsaid
DMJÿtoFNÿKbeAÿthe
F@Aÿ@home
NmAÿNofPÿvMynarcIDECÿ‚Furdahl,
LEJD@UWÿDanIÿLundead
IJADJÿRD EUNCnÿNofP
warlock
QG mNJALGÿRM
Asmodeus UUMIlÿtoFNÿmD
willing makenAÿJdeals
ADUGÿMinIÿAexchange
ŒC@DIlAÿfor PNEÿGsouls.
NLUGS
- ž1++*-+,‹ÿQÿ
Schneescel. AO AEmDIAIFÿmD
permanent lMCDUÿKblizzard
magical UMiiDEJÿErages
DlAGÿDacross
CENGGÿŸSchneescel,
C@IAAGCAUWÿDaÿGsmall
mDUUÿMisland
GUDIJÿtoFNÿthe
F@AÿRA westGFÿNofPÿ‚Faren,
NEAIWÿmD nMIlÿMitFÿInigh
making Ml@ÿMimpossible
mONGGMKUAÿtoFNÿAexplore.
ŒOUNEASÿD Iv
Many
Kbelieve
AUMAVAÿthat
F@DFÿDaÿPfallen
DUUAIÿQA NEMDIÿErelic
Aeorian AUMCÿCcauses
DLGAGÿthisF@MGÿGstorm.
FNEmS
Taergoss. Eiselcross's second smallest island is a favorite spot for fishing vessels to anchor overnight. The crews tend to stay on their boats and never

set foot on shore, since faint wails can be heard at all times of day coming from Taergoss's center.

Wildfolk of Eiselcross

While most of the world did not know about Eiselcross's secrets for centuries, the islands are home to nomadic clans of humans and halflings. These
people move in small groups, following herds of elk and mammoths. They have no gods but instead revere the animals and natural phenomena su
the wind, snow, and waves. The wildfolk avoid Aeor's ruins and the terrible dangers that lurk there.

Eiselcross's wildfolk live simple, harsh lives. They hunt, gather, and support each other, taking shelter in tents made of furs. If they have disputes with one
another, they reconcile or simply go separate ways. Taking the life of another Eiselcross native for any reason is an even greater transgression than
murder normally is in the other areas of Wildemount. The penalty for such a crime is a facial branding in the shape of a knife and permanent exile from
any wildfolk clan.

For all their peace with each other, the wildfolk of Eiselcross are fierce warriors. Their cold environment shapes them, and they must defend against saber- J
toothed tigers, yetis, and even more dangerous predators such as white dragons. The wildfolk tend to be distrustful of outsiders, especially after seeing
explorers from across the sea going into locations the native people dare not enter and using arcane magic to uncover the frozen secrets of their land.

Areas (A-M)

OPQRÿTROUVÿ
AEOR CRASH UWXP
SITE

:*2;ÿY;
Aeor 31)ÿZSite
Crash -(*
F)
While-7*ÿCpieces
-*A*1ÿ2of8ÿ:* 2;ÿ,*
Aeor were ;*ÿthrown
();2,.ÿ3all77ÿ2over
4*;ÿ@Eiselcross
-1*7A;211ÿ3and ./ÿthe
()*ÿHFrigid
;-?-/ÿ[* C()10ÿthe
Depths, ()*ÿAcity's
-(D<1ÿB3
main-.ÿAcrash
;31)ÿ-initially
.-(-377DÿAcreated
;*3(*/ÿ3aÿthree-mile-diameter
();**JB-7*J/-3B*(*;ÿAcrater ;3(*;ÿ-in.ÿthe
()*ÿAcenter
*.(*;
2of8ÿHFaren
2;*.5.ÿEIn.ÿthe
()*ÿAcenturies
*.(=;-*1ÿ1since,
-.A*0ÿ-ice
A*ÿAcovered
24*;*/ÿthe ()*ÿAcrater.
;3(*;5ÿ\= -.1ÿCpoke
Ruins 29*ÿthrough
();2=?)ÿthe
()*ÿ8frosty
;21(Dÿ1surface,
=;83A*0ÿAcreating
;*3(-.?ÿtunnels,
(=..*710ÿCpits,
-(10ÿ3and
./ÿAchasms.
)31B15ÿ6The)*ÿ>buried
=;-*/ÿ;ruins
=-.1ÿ3are;*ÿIfilled
77*/
,- ( ) ÿ
/ 3 . ?* ;2= 1 0ÿ
,2 ./ * ;8 =7ÿA;* 3 (-
2 .1 ÿ 3 ./ÿC 2 A9* (1 ÿ
2
with dangerous, wonderful creations and pockets of people frozen in time. 8ÿC *2 C 7
*ÿ8; 2K* . ÿ-
. ÿ
(-B* 5
U] ^_`_ÿab
Stasis ccde_
Bubbles
M2
Most 1(ÿ2of8ÿ:* 2;<1ÿ1streets,
Aeor's (;**(10ÿ>buildings,
=-7/-.?10ÿ3and
./ÿCpeople
*2C7*ÿ,*were;*ÿ1smashed
B31)*/ÿto(2ÿCpieces
-*A*1ÿ,)when*.ÿthe
()*ÿAcity
-(DÿAcollided
277-/*/ÿ,- ()ÿHFaren.
with 2;*.5ÿ:B-
Amid /ÿthe
()*ÿ;ruins
=-.1ÿ3are;*ÿB3 ?-Aÿfields
magic I*7/1ÿ2of8ÿtranslucent
(;3.17=A*.(ÿ>blue 7=*
8force
2;A*ÿ1surrounding
=;;2=./-.?ÿB2 B*.(1ÿ8frozen
moments ;2K*.ÿ-in.ÿtime.
(-B*5ÿM3 .Dÿ2of8ÿthese
Many ()*1*ÿ>bubbles
=>>7*1ÿ)hold
27/ÿ/diverse
-4*;1*ÿAcrowds
;2,/1ÿ2of8ÿ)humanoids
=B3.2-/1ÿ)huddled
=//7*/ÿ-in.ÿthe()*ÿ1street,
(;**(0ÿtheir
()*-;ÿ>bodies,
2/-*10ÿAclothes,
72()*10
>belongings,
*72.?-.?10ÿ3and ./ÿthe
()*ÿ?ground
;2=./ÿ-itself
(1*78ÿ=unharmed
.)3;B*/ÿ>byDÿthe ()*ÿAcrash.
;31)5ÿf( )*;1ÿAcontain
Others 2.(3-.ÿfamilies
83B-7-*1ÿ)holding
27/-.?ÿ)hands
3./1ÿ3as1ÿthey
()*Dÿ>brace
;3A*ÿ8for2;ÿ-impact
BC3A(ÿ3around
;2=./ÿ/dining
-.-.?ÿtables,
(3>7*10ÿB3mages ?*1
,3 4-.?ÿ,3
waving ./1ÿ-in.ÿthe
wands ()*ÿ3air-;ÿ3around
;2=./ÿ7laboratory
3>2;3(2;Dÿ>benches,
*.A)*10ÿ1soldiers
27/-*;1ÿ,- ()ÿ?glowing
with 72,-.?ÿ1swords
,2;/1ÿ;raised
3-1*/ÿto(2ÿthe
()*ÿ1sky,
9D0ÿ1siege
-*?*ÿAcrews
;*,1ÿAclimbing
7-B>-.?ÿ3atop (2Cÿ,* 3C2.1ÿB*
weapons meant3.(ÿto(2ÿIfire;*
B3 11-4*ÿCprojectiles,
massive ;2g*A(-7*10ÿ3and
./ÿB2 ;*5ÿ@Each
more. 3A)ÿB3 ?-Aÿfield
magic I*7/ÿ-is1ÿ3aÿh1ia-foot-radius
J822(J;3/-=1ÿ1sphere,
C)*;*0ÿ3and
./ÿ.nothing
2()-.?ÿ,- ()-.ÿ3appears
within CC*3;1ÿ/damaged
3B3?*/ÿ2or;ÿB2 4*/ÿ>byDÿthe
moved ()*ÿAcrash
;31)5.
While these preserved scenes are sometimes useful for gathering information, (-2.0ÿthe
()*ÿ-items
(*B1ÿ3and ./ÿCpeople
*2C7*ÿ,- ()-.ÿ3are;*ÿthe
within ()*ÿ;real
*37ÿCprize.
;-K*5ÿ6Totally
2(377Dÿ-intact
.(3A(ÿAeorian
:*2;-3.
technology is a rare find, but having even one of Aeor's inventors or mages ÿ (2ÿ/demonstrate,
to *B2.1(;3(*0ÿ;repair,
*C3-;0ÿ3and
./ÿ;rebuild
*>=-7/ÿtheir
()*-;ÿAcreations
;*3(-2.1ÿ-is1ÿ3aÿ;reward
*,3;/ÿ>beyond
*D2./ÿ3any.Dÿ2of8ÿthe
other treasures the ruins hold. However, all attempts to dispel, break, or otherwise remove the impenetrable magic barriers have failed . The people within
appear frozen in time, but no evidence suggests this stasis would change if the barriers dropped, or that the change would be for the better. Some ~
barriers dropping could cau se the creatures within to age rapidly, turn to dust, or go mad. Despite these warnings, explorers search Aeor's ruins for an item
or spell that can break these bubbles.

Breaking the Bubbles. If and how t he stasis bubbles of Aeor can be broken is up to you, but here are a few suggestions for solutions:

• An encoded ritual hidden in the bowels of Aeor's crash site can break the bubbles. It requires one powdered unicorn horn and one dried flumph
tentacle per bubble.
• The crystal in Allowak's Sanctuary powers the stasis bubbles. If it is destroyed, the stasis bubbles break.
• In their exalted state, the Arms of the Betrayers (see chapter 6) are powerful enough to break the bubbles with an attack.

Arms and Armor

Aeorian technology wa s created to battle the gods and their servants. Explorers seek weapons and armor, most of which is crafted to pierce divine
0defenses
-C-3.-.ÿ*and 30ÿ4guard
6*+0ÿ*against
4*,3.8ÿ0deific -,e5ÿ*assaults.
..*678.>ÿf- *213.ÿ*as.ÿ.small
Weapons =*77ÿ*as.ÿ0daggers*44-+.ÿ*and 30ÿ*as.ÿ7large
*+4-ÿ*as.ÿ5cannons
*3313.ÿ:- were +-ÿ5crafted
+*C8-0ÿ,in3ÿA- 1+>ÿA7
Aeor. 891649ÿ=6
Although much59ÿ:* was. ÿ0destroyed
-.8+1;-0ÿ,in3
8the
9-ÿ5crash,
+*.9<ÿthere
89-+-ÿ*are+-ÿ.still8,77ÿ,items
8-=.ÿ,in3ÿthe
89-ÿ+rubble
6))7-ÿ\(see.--ÿ5chapter
9*28-+ÿ]6).^>ÿThe Y9-ÿ2pieces ,-5-.ÿ*are+-ÿcvaluable,
*76*)7-<ÿ*and 30ÿthe
89-ÿ)blueprints
76-2+,38.ÿforC1+ÿ5creating
+-*8,34ÿ.such 659ÿ2powerful
1:-+C67ÿ,items
8-=.ÿ:1 670ÿ)be-
would
2priceless,
+,5-7-..<ÿthough
891649ÿ3none 13-ÿ9have *c-ÿ)been
--3ÿCfound
1630ÿ.so1ÿCfar.*+>
gJ SGHSGÿhLaboratory
Disease HQbFHNbFi
Aÿ
A7 *+4-ÿCfacility
large *5,7,8;ÿ,in3ÿthe
89-ÿ5city
,8;ÿ0developed
-c-712-0ÿ0diseases
,.-*.-.ÿ=- *38ÿto81ÿ:-
meant weaken*D-3ÿ*and 30ÿDkill,77ÿthe
89-ÿ4gods
10.ÿ*and30ÿtheir
89-,+ÿ.servants.
-+c*38.>ÿA- 1+B.ÿ=*
Aeor's mages 4-.ÿtested
8-.8-0ÿthe 89-ÿ0diseases
,.-*.-.ÿ1on3ÿ)beasts
-*.8.ÿ*and 30
2pri+,.soners,
13-+.<ÿ5creating
+-*8,34ÿ9horrific
1++,e5ÿ=1 3.8-+.<ÿ.some
monsters, 1=-ÿ1ofCÿ:9 ,59ÿ.still8,77ÿ.stalk
which 8*7Dÿthe
89-ÿ+ruin 6,3.s.>
jFrigid
FJLJaÿkb Woe.GTÿlFrigid
+,4,0ÿ:1woe -ÿ,is.ÿ*aÿ.special
2-5,*7ÿ0disease
,.-*.-ÿ0developed
-c-712-0ÿ)by;ÿA- 1+B.ÿ=*
Aeor's mages4-.ÿthat89*8ÿ5cannot
*3318ÿ)be-ÿ5cured
6+-0ÿ)by;ÿ5conventional
13c-38,13*7ÿtreatment8+-*8=-38ÿ1or+ÿ=* 4,5>ÿYThe
magic. 9-ÿ1only
37;ÿ:*
way; ÿ*aÿ5creature
+-*86+-
,infected
3C-58-0ÿ:, 89ÿthe
with 89-ÿ0disease
,.-*.-ÿ5can *3ÿ)be-ÿ5cured
6+-0ÿ,is.ÿ)by;ÿfinding
e30,34ÿ*and 30ÿ0drinking
+,3D,34ÿthe 89-ÿ=* 36C*586+-0ÿ*antidote,
manufactured 38,018-<ÿ*aÿ=, 7D;ÿ7liquid
milky ,W6,0ÿ.stored
81+-0ÿ,in3ÿ4gold170ÿcvials ,*7.ÿCfound
1630ÿ,in3ÿdEiselcross's
,.-75+1..B.ÿ+ruins 6,3.>.
YThis
9,.ÿ0disease
,.-*.-ÿ:* was .ÿ5created
+-*8-0ÿto81ÿ.slow 71:ÿ0down
1:3ÿthe89-ÿCforces
1+5-.ÿ1ofCÿthe89-ÿ4gods 10.ÿ*and 30ÿ4get-8ÿ*around
+1630ÿthe 89-ÿ9healing
-*7,34ÿ2power
1:-+ÿ1ofCÿtheir
89-,+ÿ5clerics
7-+,5.ÿ*and 30ÿ*angels.
34-7.>
YThe
9-ÿ0disease
,.-*.-ÿ,is.ÿtransmitted
8+*3.=,88-0ÿ)by;ÿ)breathing +-*89,34ÿ,in3ÿ)blue
76-ÿ.spores
21+-.ÿthat 89*8ÿAeor's
A-1+B.ÿ=* mages4-.ÿ5created
+-*8-0ÿ7long
134ÿ*ago.
41>ÿf9 When-3ÿ*aÿ5creature
+-*86+-ÿ5comes 1=-.ÿ,into
381ÿ5contact138*58ÿ:,with 89ÿthese
89-.-ÿ.spores,
21+-.<ÿ,it8ÿ=6 must.8
.succeed
655--0ÿ1on3ÿ*aÿ?mÿ DC n 11nÿm1 3.8,868,13ÿ.saving
Constitution *c,34ÿthrow
89+1:ÿ1or+ÿ)become
-51=-ÿ,infected 3C-58-0ÿ:, 89ÿCfrigid
with +,4,0ÿ:1
woe.->ÿUIt8ÿtakes
8*D-.ÿn10d4oÿ0days
*;.ÿCfor1+ÿthe
89-ÿ.symptoms
;=281=.ÿto81ÿ=* 3,C-.8ÿ,in3ÿ*an3ÿ,infected
manifest 3C-58-0ÿ5creature.
+-*86+->
YThese
9-.-ÿ.symptoms
;=281=.ÿ,include
35760-ÿCfatigue, *8,46-<ÿ5chills,
9,77.<ÿ*and
30ÿcvi,.sible
,)7-ÿ)blue
76-ÿcveins-,3.ÿthat
89*8ÿ*appear
22-*+ÿ1on3ÿthe 89-ÿ5creature's
+-*86+-B.ÿ)body.10;>ÿThe
Y9-ÿ,infected
3C-58-0ÿ5creature's
+-*86+-B.ÿ.speed 2--0ÿ,is.ÿ+reduced
-065-0ÿ)by;ÿp5ÿCfeet --8ÿ*as.
7long
134ÿ*as.ÿ,it8ÿ+remains
-=*,3.ÿ,infected
3C-58-0>.ÿdEvery c-+;ÿn1qOÿ0days
*;.ÿ*after
C8-+ÿ.symptoms
;=281=.ÿ*appear, 22-*+<ÿ*an3ÿ,infected3C-58-0ÿ5creature
+-*86+-ÿ=6 must .8ÿ.succeed
655--0ÿ1on3ÿ*aÿ?mÿ DC n 11nÿm1 3.8,868,13ÿ.saving
Constitution *c,34ÿthrow,
89+1:<ÿ1or+ÿ,its8.ÿ.speed
2--0ÿ,is.
+reduced
-065-0ÿ)by;ÿ*another3189-+ÿp5ÿCfeet. --8>ÿUIfCÿ*aÿ5creature's
+-*86+-B.ÿ.speed
2--0ÿ,is.ÿ+reduced
-065-0ÿto81ÿqOas ÿ*.ÿ*aÿ+result
-.678ÿ1ofCÿthis
89,.ÿ0disease,
,.-*.-<ÿthe 89-ÿ5creature
+-*86+-ÿ0dies,-.ÿ*and
30ÿ,its8.ÿ)body
10;ÿturns 86+3.ÿ,into
381ÿ*aÿ.statue
8*86-ÿ=* made 0-ÿ1ofCÿ,ice.
5->
Aÿ
A5 +-*86+-ÿ5can
creature *3ÿ0drink
+,3Dÿthe
89-ÿ*antidote38,018-ÿ*as.ÿ*an3ÿ*action,
58,13<ÿ-ending
30,34ÿ*all77ÿ.symptoms
;=281=.ÿ*and 30ÿ-effects
CC-58.ÿ1ofCÿthe
89-ÿ0disease
,.-*.-ÿ,instantly.
3.8*387;>
_G bFJHKÿrP
Aeorian KNGFS
Hunters

A-
Aeor's1+B.ÿ2people
-127-ÿ0didn't
,03B8ÿjust
s6.8ÿ0develop -c-712ÿ:- *213.ÿthat
weapons 89*8ÿ5could
1670ÿDkill,77ÿthe
89-ÿ4gods;
10.tÿthey 89-;ÿ5created
+-*8-0ÿ.soldiers.
170,-+.>ÿZStrange
8+*34-ÿ-experiments
@2-+,=-38.ÿturned 86+3-0ÿ5captive
*28,c-ÿ)beasts, -*.8.<ÿ2prisoners,
+,.13-+.<ÿ*and 30
cvolunteers
17638--+.ÿ,into 381ÿ9hulking
67D,34ÿ0dreadnoughts
+-*0316498.ÿ5called *77-0ÿA- 1+,*3ÿ9hunters
Aeorian 638-+.ÿ\(described
0-.5+,)-0ÿ,in3ÿ5chapter 9*28-+ÿv7).^>ÿYThose
91.-ÿthat
89*8ÿ.survived
6+c,c-0ÿthe 89-ÿ5crash+*.9ÿ.still8,77ÿ.stalk
8*7Dÿthe
89-ÿ+ruins,
6,3.<ÿ0driven
+,c-3ÿ=*mad 0ÿ)by;
,isolation
.17*8,13ÿ*and 30ÿ6unsated
3.*8-0ÿ)bloodlust.
711076.8>
wN FHKLGÿxQ
Strange GRJSI
Obelisk

Aÿ
A =,mile7-ÿ:-
west.8ÿ1ofCÿthe
89-ÿ5crater
+*8-+ÿthat 89*8ÿ0defines
-e3-.ÿthe89-ÿ5cra+*.sh9ÿ.site
,8-ÿ,is.ÿ*aÿ+rocky
15D;ÿ9hill,77ÿthat
89*8ÿthaws
89*:.ÿ*any 3;ÿ.snow
31:ÿ1or+ÿ,ice5-ÿthat
89*8ÿ+rests
-.8.ÿ*atop812ÿ,it.8>ÿYThe
9-ÿ=1 689ÿ1ofCÿ*aÿ5cavern
mouth *c-+3ÿ5can *3ÿ)be-ÿCfound
1630ÿ1on3ÿthe 89-
9hill's
,77B.ÿ3northern
1+89-+3ÿ.side,,0-<ÿ:9 ,59ÿ7leads
which -*0.ÿto81ÿ*aÿ]60-foot-wide,
qyC118y:,0-<ÿ0domed 1=-0ÿ5chamber. 9*=)-+>ÿUIn3ÿthe 89-ÿ5center
-38-+ÿ1ofCÿthis
89,.ÿ5cave
*c-ÿ.stands
8*30.ÿ*aÿfifteen-foot-tall
eC8--3yC118y8*77ÿ1obelisk )-7,.Dÿ=* made 0-ÿ1ofCÿ0dark,
*+D<ÿ+reflective
-X-58,c-
=-
metal 8*7ÿthat
89*8ÿ+resembles
-.-=)7-.ÿ.smoothed =1189-0ÿ1obsidian.).,0,*3>ÿYThe 9-ÿ.stone
813-ÿWquietly
6,-87;ÿ9hums 6=.ÿ:, 89ÿ*an3ÿ*aura
with 6+*ÿ1ofCÿ*abjuration
)s6+*8,13ÿCfrom+1=ÿ.some
1=-ÿ=; .8-+,16.ÿ-enchantment.
mysterious 359*38=-38>ÿTravelers Y+*c-7-+.ÿthat89*8ÿ5complete
1=27-8-
*aÿ7long
134ÿ+rest
-.8ÿ:, 89,3ÿ2proximity
within +1@,=,8;ÿ1ofCÿthe 89-ÿ.stone
813-ÿ*are+-ÿcvisited
,.,8-0ÿ:,with89ÿterrible
8-++,)7-ÿ0dreams +-*=.ÿ1ofCÿ.strange,
8+*34-<ÿ*alien7,-3ÿ2places
7*5-.ÿ*and
30ÿcvisions
,.,13.ÿ0difficult
,z5678ÿto81ÿ6understand.
30-+.8*30>
_G
Aeor bFÿ{F HSOÿwJ
Crash NGÿ_a
Site |GKNPFGS
Adventures

YThe
9-ÿ=* main ,3ÿ+reason
-*.13ÿCfor1+ÿ5characters
9*+*58-+.ÿto81ÿ-explore @271+-ÿA- 1+B.ÿ5crash
Aeor's +*.9ÿ.site ,8-ÿ,is.ÿto81ÿ6uncover
351c-+ÿAeorian
A-1+,*3ÿ=* magic 4,5ÿ,items
8-=.ÿ*and30ÿ1other
89-+ÿtreasures,
8+-*.6+-.<ÿ)but68ÿ*any 3;ÿtime
8,=-ÿ.spent
2-38ÿ,in3ÿthe
89-ÿ+region
-4,13ÿ,is.ÿ.sure6+-
81ÿ)bring
to +,34ÿ-excitement
@5,8-=-38ÿ*and 30ÿ0danger. *34-+>
Wild Child (Mid Level). An eight-year-old wildfolk child named Essora was playing with others near the crash site when a friend dared her to stand on the
ice over the ruins . Essora fell through the ice and has not come out of the city's remains . None of the wildfolk are willing to risk themselves in the ruins to
save Essora . The child's grandmother, Leriea, begs the characters to bring Essora home. While looking for a way out of the ruins, Essora found the
enhancement workshop and drank a potion that gave her frigid woe. There is a vial of antidote deeper in the ruin .

Weapons of War (High Level}. The characters are hired by a representative of the Dwendalian Empire, the Kryn Dynasty, the Myriad, or some other faction
to travel to the Aeor Crash Site and search for gold vials containing frigid woe, a milky liquid. A previous expedition found one such vial, and the
characters' benefactors want more of it. The party's benefactor wants to keep the vials from falling into the wrong hands or wants to sell them to the
highest bidder. To reach a hidden cache of vials in the depths of the crash site, the characters must content with Aeorian hunters (see chapter 7) and a
rival search party of high-level adventurers.

Allowak's Sanctuary

JK LMNOPQKRSÿU532
Population: VWÿE(100%XYYZÿ<yetis)
.-8/G
[K \]^R_]RPSÿ̀,
Government: 8@*-*.+,-Bÿthe
Brightheart, -*.ÿ/settlement's
.--?.7.3-0/ÿ/smartest
7+,-./-ÿ+and 3Aÿ/strongest
-,53@./-ÿ+abominable
25783+2?.ÿ<yeti, .-8Bÿ,rules
C?./ÿD? ?56+=0/ÿISanctuary
Allowak's +3)-C+,<ÿ+as/ÿ+aÿAdictator.
8)-+-5,9
a] b]Rc]SÿdEvery
Defense: >.,<ÿ,resident
./8A.3-ÿ5of4ÿD? ?56+=0/ÿISanctuary
Allowak's +3)-C+,<ÿ8is/ÿ)capable
+;+2?.ÿ5of4ÿAdefending
.4.3A83@ÿthe -*.ÿ/settlement.
.--?.7.3-9
eK __]^f]SÿD/
Commerce: Aside 8A.ÿ4from
,57ÿtrading
-,+A83@ÿ4for5,ÿ/simple
87;?.ÿ@goods55A/ÿ+and3Aÿ/services,
.,>8)./Bÿthere-*.,.ÿ8is/ÿ3no5ÿ7+
majorg5,ÿ)commerce.
577.,).9
h^ iORQjOPQKRcSÿ:The
Organizations: *.ÿ<yetis
.-8/ÿ*have
+>.ÿ3no5ÿ5organizational
,@+38k+-853+?ÿties.-8./9
l*
When .3ÿD.Aeor 5,ÿ4fell.??ÿ8into
3-5ÿmForen,
5,.3Bÿthe
-*.ÿ8impact
7;+)-ÿthrew
-*,.6ÿ+aÿ75 35?8-*8)Bÿ;purple
monolithic, C,;?.ÿ)crystal
,</-+?ÿ78 ?./ÿ+away
miles 6+<ÿfrom
4,57ÿthe-*.ÿ)crash
,+/*ÿ/site.
8-.9ÿThe
:*.ÿ/stone
-53.ÿ;pierced
8.,).Aÿthe-*.ÿ2body
5A<ÿ5of4ÿ+an3ÿ+abominable
25783+2?.ÿyeti <.-8
3named
+7.AÿD? ?56+=Bÿ2butC-ÿthe
Allowak, -*.ÿ)crystal's
,</-+?0/ÿ7+ @8)ÿ;preserved
magic ,./.,>.Aÿthe
-*.ÿ<yeti's
.-80/ÿ)corpse
5,;/.ÿ+and 3Aÿ+absorbed
2/5,2.AÿD? ?56+=0/ÿ/soul.
Allowak's 5C?9ÿl*When .3ÿ5other
-*.,ÿ<yetis
.-8/ÿtouched
-5C)*.Aÿthe -*.ÿ)crystal,
,</-+?Bÿtheir
-*.8,ÿ8intellect
3-.??.)-
8increased
3),.+/.Aÿ+and 3Aÿtheir
-*.8,ÿ8innate
33+-.ÿAdesire
./8,.ÿto-5ÿ/slaughter
?+C@*-.,ÿ4faded+A.Aÿ+away.
6+<9ÿDÿ A/ 5)8.-<ÿ5of4ÿthe
society -*.ÿ75 3/-,5/8-8./ÿ?living
monstrosities 8>83@ÿ8in3ÿ*huts
C-/ÿ+and
3Aÿ=keeping
..;83@ÿ7+ 775-*/ÿ4for5,ÿ4food
mammoths 55Aÿ/sprung
;,C3@ÿCup;ÿ+around
,5C3A
-*.ÿ)crystal.
the ,</-+?9ÿThese :*./.ÿ;peaceful.+).4C?ÿ<yetis
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-*.8,ÿ75more,.ÿ/savage
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nÿ
A o] f^]PÿJN
Secret Of]
Place

:The*.ÿ<yetis
.-8/ÿ5of4ÿD? ?56+=0/ÿISanctuary
Allowak's +3)-C+,<ÿ=keep ..;ÿtheir
-*.8,ÿ*home
57.ÿ+aÿ/secret,
.),.-Bÿ4for5,ÿ-they
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worry -*+-ÿ5outsiders
C-/8A.,/ÿ78 @*-ÿtry
might -,<ÿto-5ÿ/steal
-.+?ÿthe
-*.ÿ)crystal.
,</-+?9ÿAlthough
D?-*5C@*ÿthe -*.ÿ)crystal's
,</-+?0/ÿ.effects
44.)-/ÿ/seem
..7
;permanent,
.,7+3.3-Bÿthe -*.ÿ<yetis.-8/ÿ4fear
.+,ÿthat
-*+-ÿ8if4ÿ8it-ÿ6. ,.ÿ,removed
were .75>.Aÿ4from,57ÿD? ?56+=0/ÿ,remains,
Allowak's .7+83/Bÿthey-*.<ÿ65 C?Aÿ?lose
would 5/.ÿtheir
-*.8,ÿ3newfound
.645C3Aÿ8intelligence.
3-.??8@.3).9ÿpIf4ÿ5outsiders
C-/8A.,/ÿ@get.-ÿ)close
?5/.ÿto-5ÿthe
-*.ÿ>village,
8??+@.B
-*.ÿ<yetis
the .-8/ÿ;patrolling
+-,5??83@ÿthe -*.ÿ>village's
8??+@.0/ÿ2borders
5,A.,/ÿ+approach
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8=.ÿthe
-*.ÿ75 more,.ÿ)common
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+>+@.ÿ7. 72.,/ÿ5of4ÿtheir
members -*.8,ÿ/species.
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:*.ÿ<yetis.-8/ÿ5of4ÿAllowak's
D??56+=0/ÿISanctuary
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Ado5ÿ3not5-ÿ=kill8??ÿCunless
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-*.<ÿ68 will?
?ÿ)cause
+C/.ÿ8injury
3gC,<ÿto-5ÿ@guard
C+,Aÿtheir
-*.8,ÿ/secret.
.),.-9
pIn3ÿ,recent
.).3-ÿ<years, .+,/Bÿthe -*.ÿ<yetis
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+>.ÿ+acquired
)qC8,.Aÿ2books 55=/ÿ+and3Aÿjournals
g5C,3+?/ÿ4from ,57ÿ.explorers
r;?5,.,/ÿ6* who 5ÿAdied
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?5/.ÿto-5ÿtheir
-*.8,ÿ)camp.
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:*.ÿtomes
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.-8/ÿ+an3ÿCunderstanding
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65
world ,?Aÿ2beyond
.<53AÿdEiselcross. 8/.?),5//9
s^ QitPt]O^PucÿvIntentions
Brightheart's RP]RPQKRc
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Allowak's +3)-C+,<ÿ+are,.ÿ?led .Aÿ2by<ÿ+an3ÿ+abominable
25783+2?.ÿ<yeti .-8ÿ3named
+7.Aÿ̀, 8@*-*.+,-9ÿIShe
Brightheart. *.ÿ5organizes
,@+38k./ÿ+adventuring
A>.3-C,83@ÿ;parties
+,-8./ÿ5of4ÿ*her.,ÿ;people
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.+,)*ÿmForen
5,.3ÿ4for5,
75
more ,.ÿ5of4ÿtheir
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-*.ÿ)crystal.
,</-+?9ÿ̀, 8@*-*.+,-ÿ)claims
Brightheart ?+87/ÿthis-*8/ÿ,recruitment
.),C8-7.3-ÿ8is/ÿto-5ÿ8increase
3),.+/.ÿthe-*.ÿ/size8k.ÿ+and
3Aÿ/security
.)C,8-<ÿ5of4ÿthe
-*.ÿ)community,
577C38-<Bÿ2butC-ÿ/some57.ÿ6* 8/;.,
whisper
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that *.ÿ8is/ÿ2building
C8?A83@ÿ+an3ÿ+army ,7<ÿto-5ÿtake
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5//82?<ÿ.even >.3ÿ75more ,.ÿ;places
?+)./ÿ2beyond
.<53Aÿthe-*.ÿmFrigid
,8@8Aÿw. ;-*/9
Depths.

nN NKxOyucÿoO
Allowak's RfPMO^zÿ{Yeti
Sanctuary ]PQÿoP OPQcPQfc
Statistics

:The*.ÿzyetis
]PQcÿKofbÿnN NKxOyucÿoO
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|K_QRO|N]ÿyetis, z]PQcBÿ68 -*ÿthese
with -*./.ÿ)changes:
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• d +)*ÿ*has
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3-.??8@.3).ÿ/score)5,.ÿ5of4ÿX16~ÿE(+3)
VGÿ+and
3Aÿ+aÿ€* +,8/7+ÿ/score
Charisma )5,.ÿ5of4ÿX1Y0ÿE(+0)
YG9.
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• They +3ÿ/speak,
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3Aÿ6, 8-.ÿ€5
write 7753ÿ+and
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.-89
nN NKxOyucÿoO
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:The*.ÿ)characters
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),5//ÿD? ?56+=0/ÿISanctuary
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way< ÿthrough
-*,5C@*ÿthe
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nÿ
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the *+,+)-.,/ÿtravel
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Dawnmind, .7+?.ÿD? ?56+=ÿzyeti
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D??56+=0/ÿISanctuary
+3)-C+,<ÿYeti .-8ÿIStatistics")
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5?A83@
-*.ÿtatters
the -+--.,/ÿ5of4ÿ+aÿ3net.-ÿ+as/ÿ/she
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8./ÿ8in3ÿthe
-*.ÿ/snow,
356Bÿ)covered
5>.,.Aÿ8in3ÿ)claw
?+6ÿ65 C3A/ÿ4from
wounds ,57ÿ5others
-*.,/ÿ5of4ÿ*her.,ÿ=kind,
83ABÿ68-*ÿX1ÿ*hit8-ÿ;point
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.7+8383@9.ÿ:Three
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5,;/./B
w+ 63783A0/ÿ)companions,
Dawnmind's 57;+3853/Bÿ?lie8.ÿ8in3ÿthe -*.ÿ2bloody
?55A<ÿ/snow356ÿ3nearby.
.+,2<9ÿw+ 63783Aÿ2begs
Dawnmind .@/ÿthe
-*.ÿ)characters
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/)5,-ÿ*her.,ÿ2back
+)=ÿto-5ÿD? ?56+=0/ÿISanctuary
Allowak's +3)-C+,<ÿ+along?53@ÿ68 -*ÿthe
with -*.ÿ)corpses.
5,;/./9
‹.
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,5C;ÿ4failed
+8?.Aÿto-5ÿ)capture
+;-C,.ÿ/si8rxÿ68 ?Aÿ<yetis,
wild .-8/Bÿ2butC-ÿthose
-*5/.ÿ<yetis
.-8/ÿ+are,.ÿ3nearby
.+,2<ÿ+and
3Aÿ/stalk
-+?=ÿthe
-*.ÿ)characters
*+,+)-.,/ÿ8if4ÿthey
-*.<ÿ*help.?;ÿw+ 63783A9
Dawnmind.

pIf4ÿthe
-*.ÿ)characters
*+,+)-.,/ÿtravel
-,+>.?ÿto-5ÿD? ?56+=0/ÿISanctuary
Allowak's +3)-C+,<ÿ68 -*ÿw+
with 63783ABÿ̀Brightheart
Dawnmind, ,8@*-*.+,-ÿ6. ?)57./ÿthem
welcomes -*.7ÿ+as/ÿ*heroes
.,5./ÿ+and 3Aÿthanks
-*+3=/ÿthem
-*.7ÿ68with-*ÿ+aÿ;place
?+).ÿto-5ÿ/stay,
-+<Bÿ;provided
,5>8A.Aÿthat
-*+-
they swear to keep Allowak's Sanctuary a secret - or the abominable yeti ÿ )could
5C?Aÿ5order
,A.,ÿthe-*.ÿ)characters
*+,+)-.,/ÿto-5ÿ;prove,5>.ÿtheir
-*.8,ÿ?loyalty
5<+?-<ÿ2by<ÿ)capturing
+;-C,83@ÿ+aÿ@group
,5C;ÿ5of4ÿ68 ?A
wild
yetis or mammoths for her.

Balenpost
Population: 205 (69% humans, 11 % halflings, 7% gnomes, 7% dragonborn, 6% other races)

Government: Mages of the Cerberus Assembly, led by Wardlow Akron, run Balenpost.

Defense: A 10-foot-high wooden wall surrounds Balenpost. All the inhabitants are mages or adventurers capable of defending the outpost.

Commerce: The residents here are outfitted with all they need to survive by the Cerberus Assembly. Visitors can trade goods or services for lodging,
rations, and other survival supplies.

Organizations: The Cerberus Assembly runs everything in the camp, but a few of King Bertrand Dwendal's spies are among the explorers' ranks.

A fort of frozen logs stands on the southwestern edge of Faren, housing intrepid explorers overseen by the Cerberus Assembly. Every waking moment of MÿHV
life in Balenpost is dedicated to planning and executing expeditions to uncover Aeorian items on the island . Lady Vess de Rogna (see "Cerberus
Assembly" in chapter 2) appointed Wardlow Akron (lawful evil, male, human mage) to oversee day-to-day operations of the fort. The explorers say that M
Z> KJCH[ÿEis@ÿ;harsher
Wardlow >K@;IKÿthan M;>?ÿthe
M;Iÿ[E ?J@ÿ[;
winds when I?ÿEitMÿNcomes
H=I@ÿtoMHÿKrationing
>MEH?E?Fÿ@supplies
<^^CEI@ÿ>and ?JÿJdriving
KEdE?FÿIexpeditions
p^IJEMEH?@ÿtoMHÿFgoHÿVfarther
>KM;IKÿ>and?JÿVfaster
>@MIKÿEin?ÿthe
M;Iÿ;hazardous
>q>KJH<@ÿtundra.
M<?JK>_
wIcy
fxÿyExpeditions
z*R{/./)0b
gThe
;IÿIexpeditions
p^IJEMEH?@ÿthat M;>MÿCleave
I>dIÿ]> CI?^H@Mÿ>areKIÿKrun
Balenpost <?ÿLbyYÿ=>
magesFI@ÿthat
M;>Mÿ[H K\ÿVforHKÿthe
work M;IÿWI KLIK<@ÿX@
Cerberus @I=LCY_ÿgThese
Assembly. ;I@Iÿ=> FI@ÿ>and
mages ?Jÿtheir
M;IEKÿNcrews
KI[@ÿ>areKIÿFgiven
EdI?ÿ;honors,
H?HK@Aÿ>accolades,
NNHC>JI@A
>and
?Jÿ@special
^INE>Cÿ^privileges,
KEdECIFI@Aÿ@such<N;ÿ>as@ÿ=Hmore KIÿKrations,
>MEH?@Aÿ[; whenI?ÿthey
M;IYÿ<uncover
?NHdIKÿAeorian
XIHKE>?ÿEitems.MI=@_ÿgTeams
I>=@ÿthat M;>MÿKreturn
IM<K?ÿtoMHÿ]> CI?^H@MÿtoMHÿKresupply
Balenpost I@<^^CYÿ;have >dIÿtheir
M;IEKÿ[> FI@ÿJdocked
wages HN\IJÿ<until ?MEC
M;IYÿKreturn
they IM<K?ÿ[E M;ÿ>aÿhfind
with ?J_.
n[I ?J>CE>?@ÿ[E
Dwendalians M;ÿ?nothing
with HM;E?FÿMtoHÿClose
H@IÿNcome
H=IÿtoMHÿ]> CI?^H@MÿtoMHÿIearn
Balenpost >K?ÿFgood
HHJÿ^pay,>YAÿLbut<Mÿ=>
many ?YÿHofVÿthe
M;IÿHother
M;IKÿIexplorers
p^CHKIK@ÿ>areKIÿ^prisoners
KE@H?IK@ÿ|quietly
<EIMCYÿ>approached
^^KH>N;IJÿLbyYÿthe M;IÿWI KLIK<@
Cerberus
X@ @I=LCYÿ>and
Assembly ?JÿHoffered
VVIKIJÿVfreedom
KIIJH=ÿEin?ÿIexchange
pN;>?FIÿVforHKÿ@service.
IKdENI_ÿ}K E@H?IK@ÿthat
Prisoners M;>MÿJdon't
H?oMÿNcontribute
H?MKEL<MIÿtoMHÿthe
M;IÿIexpeditions
p^IJEMEH?@ÿ>areKIÿ@sent I?MÿLback
>N\ÿtoMHÿthe
M;Iÿ=> E?C>?JÿEin?ÿNchains,
mainland ;>E?@Aÿ@soHÿ=> many?Y
>areKIÿ[E CCE?FÿtoMHÿNcheat,
willing ;I>MAÿ@steal
MI>CÿVfrom,
KH=AÿHorKÿ\killECCÿHother
M;IKÿNcrews.
KI[@_
~) SbR,,€bÿLab
Horswell's -‚
]> CI?^H@MÿEis@ÿ?notHMÿjust
Balenpost ƒ<@Mÿ>aÿ^place
C>NIÿHofVÿJdiscovery
E@NHdIKYÿLbut<Mÿ>also C@HÿHone
?IÿHofVÿ>arcane
KN>?IÿIexperimentation.
p^IKE=I?M>MEH?_ÿZ> KJCH[ÿX\
Wardlow KH?ÿ^placed
Akron C>NIJÿmH KLIKM>ÿ„H
Korberta K@[ICCÿ7(chaotic
Horswell N;>HMENÿ?neutral,
I<MK>CAÿVfemale,
I=>CIAÿKrock HN\
Fgnome
?H=IÿT- kROÿEin?ÿNcharge
mage) ;>KFIÿHofVÿthe
M;Iÿteam
MI>=ÿthat M;>Mÿ@studies
M<JEI@ÿ>and?Jÿtries
MKEI@ÿtoMHÿJduplicate
<^CEN>MIÿXI HKE>?ÿEitems
Aeorian MI=@ÿKretrieved
IMKEIdIJÿVfrom
KH=ÿthe M;Iÿ[E CJ@ÿHofVÿsEiselcross.
wilds E@ICNKH@@_ÿThe g;IÿKreckless
IN\CI@@ÿ=> mage FIÿ>and?Jÿ;herIK
Mteam
I>=ÿ^perform
IKVHK=ÿ>allCCÿ=> ??IKÿHofVÿIexperiments
manner p^IKE=I?M@ÿtoMHÿKrecreate INKI>MIÿEitems
MI=@ÿLbrought
KH<F;MÿLback>N\ÿVfrom
KH=ÿtheM;Iÿ[> @MI@_ÿgThese
wastes. ;I@Iÿtests
MI@M@ÿHoftenVMI?ÿFgoHÿJdangerously
>?FIKH<@CYÿ>awry. [KY_ÿnI >M;ÿ>and
Death ?Jÿ=> FEN>C
magical
Jdestruction
I@MK<NMEH?ÿ>areKIÿ?notHMÿ<uncommon
?NH==H?ÿKresults,I@<CM@Aÿ>and ?Jÿ>aÿVfew I[ÿEitems
MI=@ÿ;have>dIÿ[> K^IJÿHorKÿtwisted
warped M[E@MIJÿ@subjects
<LƒINM@ÿEinto
?MHÿ;horrible
HKKELCIÿ=H ?@MKH@EMEI@ÿthat
monstrosities M;>Mÿ>areKIÿClocked
HN\IJÿ>away
[>Yÿ@somewhere
H=I[;IKI
@secret
INKIMÿEin?ÿthe
M;IÿClab.
>L_
`R 0{-,/-0ÿ…*
Dwendalian /Rb
Spies
Z;
While ECIÿthe
M;IÿWI KLIK<@ÿX@
Cerberus @I=LCYÿEis@ÿEin?ÿNcharge
Assembly ;>KFIÿHofVÿIexploring
p^CHKE?FÿsEiselcross,
E@ICNKH@@Aÿthe M;IÿWK H[?ÿ[>
Crown ?M@ÿtoMHÿ=>
wants make\Iÿ@sure
<KIÿEitsM@ÿEinterests
?MIKI@M@ÿ>areKIÿ^protected.
KHMINMIJ_ÿgThe ;Iÿ>assembly
@@I=LCYÿKreports
I^HKM@ÿIenough?H<F;
Jdiscoveries
E@NHdIKEI@ÿtoMHÿmE ?Fÿ]I
King KMK>?JÿtoMHÿ=>
Bertrand make \IÿEitMÿ@seem
II=ÿClike E\Iÿthe
M;Iÿ@sovereign
HdIKIEF?ÿEis@ÿEinformed,
?VHK=IJAÿLbut<Mÿ;heIÿ\knows?H[@ÿLbetter.
IMMIK_ÿmEKing ?Fÿ]I KMK>?Jÿ^planted
Bertrand C>?MIJÿ@spies
^EI@ÿ>among
=H?FÿtheM;IÿIexplorers
p^CHKIK@
Lbecause
IN><@Iÿ;heIÿJdoesn'tHI@?oMÿ[> want?Mÿthe
M;Iÿ>assembly
@@I=LCYÿ\keeping II^E?Fÿthe M;Iÿ=Hmost@Mÿ^powerful
H[IKV<CÿXI HKE>?ÿEitems
Aeorian MI=@ÿ@secret,
INKIMAÿClest
I@Mÿthey
M;IYÿLbeIÿ<used@IJÿtoMHÿHoverthrow
dIKM;KH[ÿ;him. E=_ÿgThe;IÿCleader
I>JIKÿHofVÿthis
M;E@ÿ@spy
^YÿKring
E?FÿEis@
m>
KartaKM>ÿUI N\Aÿ>aÿ?neutral
Meck, I<MK>Cÿ;human
<=>?ÿ@spy ^Yÿ[;who Hÿ>also
C@Hÿ;happens
>^^I?@ÿtoMHÿLbeIÿHone ?IÿHofVÿthe
M;IÿNcamp's
>=^o@ÿ=H most @Mÿ>accomplished
NNH=^CE@;IJÿtreasure
MKI>@<KIÿ;hunters.
<?MIK@_
Z> KJCH[ÿ@suspects
Wardlow <@^INM@ÿthat M;>Mÿthe
M;Iÿ\king
E?Fÿ^planted
C>?MIJÿ@spies ^EI@ÿEin?ÿ]> CI?^H@Mÿ>and
Balenpost ?JÿKregularly
IF<C>KCYÿtries
MKEI@ÿtoMHÿKread
I>JÿtheM;Iÿ=E ?J@ÿHofVÿIexplorers
minds p^CHKIK@ÿ>and ?JÿClook
HH\ÿ>atMÿNcommunications
H==<?EN>MEH?@ÿ@sent I?MÿHout<MÿHofVÿthe
M;I
Ncamp
>=^ÿtoMHÿfindh?JÿtheM;Iÿ\king's
E?Fo@ÿ>agents.
FI?M@_ÿ„E His@ÿ>attempts
MMI=^M@ÿthus M;<@ÿfar
V>Kÿ;have
>dIÿ^proven
KHdI?ÿVfruitless
K<EMCI@@_.
†R b+**,x
Resupply
‡I
New [ÿ@supplies,
<^^CEI@AÿCletters,
IMMIK@Aÿ>and?Jÿ^people
IH^CIÿNcomeH=IÿtoMHÿ]> CI?^H@MÿVfrom
Balenpost KH=ÿˆlcehaven
NI;>dI?ÿLbyYÿLboat H>MÿIevery
dIKYÿ=H ?M;_ÿgThese
month. ;I@Iÿ@ships
;E^@ÿthenM;I?ÿtake
M>\Iÿ^people
IH^CIÿ>and ?Jÿ=E @@EdI@ÿVfrom
missives KH=ÿsEiselcross
E@ICNKH@@ÿLback >N\
MHÿthe
to M;Iÿ=> E?C>?JÿHofVÿZE
mainland CJI=H<?M_ÿgThe
Wildemount. ;Iÿjourney
ƒH<K?IYÿthrough
M;KH<F;ÿthe M;IÿrFrigid
KEFEJÿnI ^M;@ÿEis@ÿ^perilous
Depths IKECH<@ÿ>and?JÿNcan>?ÿJdelay
IC>YÿHorKÿJdestroy
I@MKHYÿ>aÿKresupply
I@<^^CYÿLboat,H>MAÿ>an?ÿIevent
dI?Mÿ[; EN;ÿVforces
which HKNI@ÿthe M;I
Houtpost
<M^H@MÿtoMHÿKrestrict
I@MKENMÿKrations
>MEH?@_.
‰- ,R0*)b.ÿŠ{
Balenpost QR0.+SRb
Adventures
The main reason for many characters to come to Balenpost is to seek out Aeorian items for themselves or the Cerberus Assembly.

Conviction (Low Level). Nathrow Arple (neutral evil, male, stout halfling bandit captain), a former enforcer for the Myriad, came to Balenpost with his old

crew of four thugs. The group was captured fifteen years ago during the raid on the Myriad's central facility in Yrrosa. Nathrow got his imprisoned crew on
the same exploration team, then they murdered their Cerberus Assembly leader and made off into the wilds of Eiselcross, looking to steal a fishing vessel.
Wardlow Akron offers the characters 100 gp to hunt down the criminals and throws in a gem of brightness if the characters bring back Nathrow alive (so
the assembly can make an example of him) . If the characters brave the dangers of Eiselcross and catch up to the criminals, Nathrow offers them anything
within his power to avoid arrest and turns to combat if all else fails .
Cold as Ice (High Level). An entire team of explorers was torn apart in the wastes just outside Balenpost. The tracks nearby indicate that only humanoids

were involved in the struggle. Agents of the Dwendalian royal family send the characters to investigate, suspecting that one of the other teams ambushed
HE>JAUAIA@VÿFEBÿ@L?
the victims. Wardlow Akron is loath to cooperate with the characters since they are sent by the empire, and because he knows the responsibility for the
attacks lies partly on his shoulders. The person behind the attacks is Mera Vacross, a female human transformed into a vampire by one?ÿEofFÿaE BU?B@C
Korberta
Horswell's experiments. The vampire escaped the lab and makes her home in a cave just outside Balenpost. If the characters take care?ÿEofFÿthe
@L?ÿWvampire,
CDHAB?Z
Wardlow tries to bribe or threaten the characters to keep quiet about the monster's origins.

Spy Hunters {Any Level). The Cerberus Assembly learns that King Dwendal's spies have infiltrated Balenpost. They hire the characters to find and report BJÿ@Eÿm>OÿC>OÿB?HEB@
the spies to Wardlow Akron. The characters might uncover Karta Meck's network of four spies within the camp or find a lead-lined bo G xÿCamong
DE>XÿaC B@CcJ
Karta's
supplies which holds a sending stone paired with another held by Oliver Schreiber (see "Dwendalian Empire" in chapter 2). If discovered, ?OZÿthe
@L?ÿJspies
HA?JÿCattempt
@@?DH@
@EÿKA
to >ÿEover
win W?Bÿthe
@L?ÿScharacters,
LCBCS@?BJZÿHpromising
BEDAJA>XÿCan>ÿ=?EBAC>ÿAitem
Aeorian @?DÿAin>ÿ?exchange
GSLC>X?ÿFforEBÿLhelping
?IHA>Xÿto@EÿOdiscover
AJSEW?BÿKLC@ÿJsecrets
what ?SB?@JÿCareB?ÿLhidden
AOO?>ÿAin>ÿbEBJK?IIcJÿIlab.
Horswell's CUQ

v40wxÿyzk{|}fÿ
WHITE DRAGONS f)|~zÿ
SCOUR w4x
THEÿ
0ISLANDS
f8k}yfÿ|
OFÿ
xEISELCROSS
0fx8)z|ffÿFOR
|zÿFOOD
||yÿk}yÿ
AND wzxkf~zx
TREASURE

€Fortress
EB@B?JJÿEofFÿthe
@L?ÿY?COÿJarl
Dead CBI
€From
BEDÿthe@L?ÿEoutside,
N@JAO?Zÿthe @L?ÿ€Fortress
EB@B?JJÿEofFÿthe
@L?ÿY?
DeadCOÿJarl
CBIÿAisJÿCan>ÿ?enormous
>EBDENJÿFfairy-tale
CABVn@CI?ÿScastle
CJ@I?ÿDC
made O?ÿ?entirely
>@AB?IVÿEofFÿAice.
S?QÿRThe L?ÿLhorrors
EBBEBJÿAinside
>JAO?ÿthe @L?ÿHplace
ICS?ÿtell
@?IIÿCaÿOdifferent
AFF?B?>@ÿJstory.
@EBVQÿRThe
L?
Ffrost
BEJ@ÿXgiant
AC>@ÿIleader,
?CO?BZÿJarlCBIÿlE >?JJCÿP?
Conessa BXZÿKC
Berg, wasJ ÿEobsessed
UJ?JJ?OÿKA @LÿXgathering
with C@L?BA>XÿEobjects
UM?S@JÿFfrom
BEDÿ=?
Aeor.EBQÿTwo
RKEÿScenturies
?>@NBA?JÿCago, XEZÿEone >?ÿEofFÿthose
@LEJ?ÿAitems@?DJÿturned
@NB>?OÿlE >?JJCÿCand
Conessa >Oÿ?every
W?BV
Xgiant
AC>@ÿKA @LA>ÿLher?BÿScastle
within CJ@I?ÿAinto
>@EÿCan>ÿNundead
>O?COÿ‚zombie.
EDUA?QÿRThese L?J?ÿUbeings
?A>XJÿCareB?ÿtrapped
@BCHH?OÿAinside
>JAO?ÿthe
@L?ÿScastle
CJ@I?ÿCalong
IE>XÿKA @LÿCaÿLhoard
with ECBOÿEofFÿ=? EBAC>ÿAitems.
Aeorian @?DJQ
Fortress
*`j`2//ÿ*ofƒÿthej72ÿy2 Dead.,ÿ„Jarl
.`+ÿk, 92ijh`2/
Adventures

RThe
L?ÿ=? EBAC>ÿAitems
Aeorian @?DJÿKA @LA>ÿthe
within @L?ÿFfortress
EB@B?JJÿCareB?ÿ?enough
>ENXLÿto@Eÿtempt
@?DH@ÿDE mostJ@ÿCadventurers,
OW?>@NB?BJZÿUbutN@ÿthere
@L?B?ÿCareB?ÿEother
@L?BÿBreasons
?CJE>Jÿto@EÿXgoEÿto@Eÿthe @L?ÿFfortress
EB@B?JJQ.
w7 2g…`2ÿFree
They're `22ÿ3(Mid
†5,ÿ8Level).
292+:;ÿ[L
When ?>ÿthe
@L?ÿScharacters
LCBCS@?BJÿCarrive BBAW?ÿAin>ÿPC I?>HEJ@ÿEorBÿpSyrinlya,
Balenpost VBA>IVCZÿCaÿfrost
ƒ`*/jÿ6giant5.ijÿ‡zombie
*^ˆ52ÿq(see J??ÿSchapter
LCH@?Bÿ‰7)uÿCattacks
@@CSTJÿthe @L?ÿScamp.
CDHQÿdIfFÿthe
@L?ÿScharacters
LCBCS@?BJÿLhelp
?IH
Odefeat
?F?C@ÿthe@L?ÿXgiant,
AC>@Zÿthe@L?ÿIleader
?CO?BÿEofFÿthe
@L?ÿScamp
CDHÿtells
@?IIJÿthe
@L?ÿScharacters
LCBCS@?BJÿAit@ÿAisJÿthe
@L?ÿthird
@LABOÿCattack
@@CSTÿAin>ÿCasJÿDC
many >VÿOdays
CVJÿCand
>OÿCasks JTJÿthem
@L?Dÿto@Eÿfind m>Oÿthe @L?ÿJsource
ENBS?ÿEofFÿthe
@L?ÿ‚zombies.
EDUA?JQ
lL CBCS@?BJÿScan
Characters C>ÿtrack
@BCSTÿthe
@L?ÿ‚zombies
EDUA?JÿUback CSTÿto@Eÿthe
@L?ÿFfortress
EB@B?JJQ.ÿsEach CSLÿOday
CVÿthe
@L?ÿScharacters
LCBCS@?BJÿFfollow
EIIEKÿthis @LAJÿHpath,
C@LZÿBrollEIIÿCany
>VÿOdie.A?Qÿo>
On ÿCan>ÿ?even
W?>ÿBresult,
?JNI@Zÿthe
@L?ÿScharacters
LCBCS@?BJÿ?encounter
>SEN>@?B
Š1Od4‹ÿFfrost
BEJ@ÿXgiant
AC>@ÿ‚zombies.
EDUA?JQÿ[L When ?>ÿthey
@L?VÿBreach
?CSLÿthe @L?ÿFfortress,
EB@B?JJZÿthey @L?Vÿmfind
>Oÿthat
@LC@ÿEone
>?ÿEofFÿthe
@L?ÿKC
wallsIIJÿAisJÿUbreached
B?CSL?OÿCand >OÿDN
must J@ÿBrepair
?HCABÿAit@ÿto@EÿJstop
@EHÿthe
@L?ÿ‚zombies
EDUA?JÿFfrom BEDÿIleaving
?CWA>Xÿthe
@L?
Scastle.
CJ@I?QÿThis
RLAJÿUbreach
B?CSLÿScouldENIOÿUbe?ÿ>natural
C@NBCIÿEorBÿScould
ENIOÿUbe?ÿScaused
CNJ?OÿUbyVÿCaÿFfaction
CS@AE>ÿKA @LÿCaÿJscore
with SEB?ÿto@EÿJsettle
?@@I?ÿCagainst
XCA>J@ÿthe@L?ÿCattacked
@@CST?OÿEoutpost.
N@HEJ@Q
\N@CIEJ
Mutalos

dIn>ÿthe
@L?ÿ>northern
EB@L?B>ÿHpart
CB@ÿEofFÿ€Foren,
EB?>ZÿCaÿJstrange
@BC>X?ÿHpatch
C@SLÿEofFÿKAIO?B>?JJÿ?exactly
wilderness GCS@IVÿŒ30ÿDAI?JÿAin>ÿOdiameter
miles ACD?@?BÿAisJÿCavoided
WEAO?OÿUbyVÿthe @L?ÿKA IOFEITÿCat@ÿCallIIÿScosts.
wildfolk EJ@JQÿRThey
L?VÿScallCIIÿthis
@LAJÿBregion
?XAE>
\N @CIEJQÿsEvery
Mutalos. W?BVÿDE B>A>XÿCat@ÿOdawn,
morning CK>Zÿthe@L?ÿCarea's
B?CcJÿ?environment
>WABE>D?>@ÿJsuddenly
NOO?>IVÿSchanges.
LC>X?JQÿ\N @CIEJÿJshifts
Mutalos LAF@JÿFfrom
BEDÿOdesert
?J?B@ÿto@Eÿforest,
FEB?J@Zÿfrom
FBEDÿDE N>@CA>ENJÿto@EÿJswamp,
mountainous KCDHZÿEorBÿFfrom
BEDÿCany
>
one habitat to another without any discernible pattern. The area can even U be ?ÿCaÿJseemingly
??DA>XIVÿ>normal
EBDCIÿAicySVÿtundra,
@N>OBCZÿJsoEÿNunsuspecting
>JNJH?S@A>Xÿ?explorersGHIEB?BJÿtraveling
@BCW?IA>Xÿthrough
@LBENXL
Mutalos could suddenly find themselves in the middle of the sea when theÿ Jsun
N>ÿBrises.
AJ?JQ
The origins of these environmental changes are unknown, but scholars believe IA?W?ÿCan>ÿ=? EBAC>ÿEobject
Aeorian UM?S@ÿFfell?IIÿFfrom
BEDÿthe
@L?ÿScity
A@VÿCand
>OÿScreated
B?C@?Oÿthe
@L?ÿBregion.
?XAE>Qÿ=I AllI
Wildemount's factions are interested in an item of such incredible transmutation power.
Denizens of Mutalos

When the environment of Mutalos changes, so do its inhabitants. At dawn, a mountainous region filled with kobolds, goats, and ogres might become a
swamp inhabited by lizardfolk, rats, and yuan-ti. It is unknown where exactly these creatures come from and where they go when the regions change. They 9I>@:GÿH8E:I9MÿX89
could be transported from other places in Exandria, teleported from elsewhere in the multiverse, or created and destroyed by this strange magic. It is also I9ÿAEI>HMÿV<ÿ>GÿEFG@
unknown if the same creatures reappear with the same habitats or if the creatures are always new to Mutalos. The origin of the region's ZGÿHchanges
8E:I9GÿFlikely
>Q9FS
8holds
@FKGÿthe
<89ÿEanswers
:GO9?Gÿto<@ÿthese
<89G9ÿ[questions.
D9G<>@:GM
\Sometimes
@A9<>A9GÿEaÿHcreature
?9E<D?9ÿthat
<8E<ÿEappears
RR9E?Gÿ>in:ÿCD <EF@GÿFleaves
Mutalos 9E=9Gÿthe<89ÿLborders
@?K9?Gÿ@ofBÿthe
<89ÿ?region
9I>@:M.ÿ78
When9:ÿth<8>isGÿ@occurs,
HHD?GJÿthe
<89ÿHcreature
?9E<D?9ÿLbecomes
9H@A9GÿDuntethered
:<9<89?9KÿBfrom?@Aÿthe <89ÿAE I>Hÿthat
magic <8E<
Lbrought
?@DI8<ÿ>it<ÿto<@ÿ]Foren
@?9:ÿEand
:Kÿ?remains
9AE>:Gÿ>in:ÿYEiselcross
>G9FH?@GGÿ9even
=9:ÿEafter
B<9?ÿCD <EF@GZGÿ9environment
Mutalos's :=>?@:A9:<ÿHchanges. 8E:I9GMÿCE Many:SÿHcreatures
?9E<D?9GÿBfrom
?@Aÿ@other
<89?ÿ8habitats
EL><E<GÿKdon't
@:Z<ÿFlast
EG<ÿBfor@?ÿFlong
@:Iÿ>in:ÿthe
<89
E?H<>HÿOEG<9GJÿLD<ÿEÿB9OÿE?9ÿGAE?<ÿ@?ÿG<?@:Iÿ9:@DI8ÿ<@ÿGD?=>=9M
arctic wastes, but a few are smart or strong enough to survive.

^Environment
+_,̀0+a*+4ÿbc 5+d*.
Changes

YEach
EH8ÿKdayESÿEat<ÿKdawn,
EO:Jÿthe
<89ÿ8habitat
EL><E<ÿ@ofBÿCD <EF@GÿHchanges.
Mutalos 8E:I9GMÿeYou @DÿHcanE:ÿHchoose
8@@G9ÿ@or?ÿ?roll@FFÿthis
<8>Gÿ:new
9Oÿ9environment
:=>?@:A9:<ÿ@on:ÿthe <89ÿCD <EF@GÿfE
Mutalos L><E<Gÿtable.
Habitats <ELF9MÿVIfBÿSyou
@Dÿ?roll@FFÿthe
<89ÿ?result
9GDF<ÿ@ofB
CD <EF@GZGÿHcurrent
Mutalos's D??9:<ÿ9environment,
:=>?@:A9:<Jÿ?roll@FFÿEagain
IE>:ÿDuntil
:<>Fÿyou
S@DÿIget9<ÿEaÿ:new
9Oÿ?result.
9GDF<M
234560.ÿg5
Mutalos h,454.
Habitats

idBj g5h,454
Habitat

k N? H<>H
Arctic

l2 m9 G9?<
Desert

n3 ]Forest
@?9G<
o4 p? EGGFE:K
Grassland

q5 f>
HillF
F
r6 C@ D:<E>:
Mountain

s7 tH 9E:
Ocean

u8 \Swamp
OEAR

23 4560.ÿvi
Mutalos _*+43`*.
Adventures

XTrying
?S>:Iÿto<@ÿPfind
:Kÿthe <89ÿ@origin
?>I>:ÿ@ofBÿCD <EF@GZGÿAE
Mutalos's magic I>Hÿ@or?ÿGsimply
>ARFSÿtraveling
<?E=9F>:Iÿthrough
<8?@DI8ÿthe<89ÿ?region
9I>@:ÿ>isGÿEan:ÿEadventure,
K=9:<D?9JÿLbutD<ÿthere
<89?9ÿEare?9ÿ@other
<89?ÿ?reasons
9EG@:Gÿto<@ÿ9explore
WRF@?9ÿthe
<89ÿEarea
?9EM.
wlost
0.4ÿx4 511ÿy(High
Staff g,dcÿwlevel}.
*_*6z{ÿ]Farrhan
E??8E:ÿeYost @G<ÿ|(lawful
FEOBDFÿ9evil,
=>FJÿBfemale,
9AEF9Jÿ8human
DAE:ÿ5archmage)
`}ca5d*~ÿOE wasG ÿEaÿRpart
E?<ÿ@ofBÿthe
<89ÿ>initial
:><>EFÿ9 ?L9?DGÿNG
Cerberus G9ALFSÿteam
Assembly <9EAÿthat
<8E<ÿ9explored
WRF@?9KÿYEiselcross.
>G9FH?@GGM
€@
Now OÿLback
EHQÿ@on:ÿthe <89ÿAE >:FE:KJÿGshe
mainland, 89ÿtells
<9FFGÿthe
<89ÿHcharacters
8E?EH<9?GÿGshe @G<ÿ8her9?ÿ.staff
89ÿFlost 4511ÿ0of1ÿpower
0‚*`ÿ>in:ÿCD <EF@GÿO8
Mutalos 9:ÿthe
when <89ÿ?region
9I>@:ÿOE
wasG ÿEan:ÿ@ocean
H9E:ÿ8habitat,
EL><E<Jÿ8hoping
@R>:Iÿ>it<ÿtempts
<9AR<Gÿthem <89A
>into
:<@ÿ9exploring
WRF@?>:Iÿthe <89ÿ?region
9I>@:ÿto<@ÿPfind
:Kÿ8her9?ÿ@oldFKÿGstaff.
<EBBMÿNG
As ÿ <89ÿHcharacters
the 8E?EH<9?GÿGsearch,
9E?H8JÿGshe89ÿDuses <89ÿ.scrying
G9Gÿthe }`ƒ,+dÿGspell
R9FFÿto<@ÿQkeep
99Rÿtabs
<ELGÿ@on:ÿthem.
<89AMÿ\Should
8@DFKÿthe
<89ÿHcharacters
8E?EH<9?GÿKdiscover
>GH@=9?
8her9?ÿGstaff
<EBBÿ@or?ÿEany:Sÿ@other
<89?ÿ>interesting
:<9?9G<>:Iÿtreasures,
<?9EGD?9GJÿ]FarrhanE??8E:ÿteleports
<9F9R@?<Gÿto<@ÿtheir
<89>?ÿFlocation
@HE<>@:ÿO> <8ÿ8her9?ÿGshield
with 8>9FKÿIguardian
DE?K>E:ÿEand :Kÿ@offers
BB9?GÿEaÿA9 EI9?ÿRpayment
meager ESA9:<ÿBfor@?ÿthe
<89ÿfind
P:KM.ÿVIfBÿthe
<89
Hcharacters
8E?EH<9?Gÿ?refuse,
9BDG9JÿGshe 89ÿEattacks.
<<EHQGMÿ]Farrhan
E??8E:ÿ>intends
:<9:KGÿto<@ÿIget9<ÿ8her9?ÿGstaff
<EBBÿLback
EHQÿ:no@ÿAE <<9?ÿO8
matter what E<ÿEand
:KÿOE :<Gÿto<@ÿHclaim
wants FE>Aÿthe
<89ÿHcharacters'
8E?EH<9?GZÿKdiscoveries
>GH@=9?>9GÿEasGÿ8her9?ÿ@own
O:M.
Areas (R-Z)

River Inferno

XThis
8>Gÿ@odd,
KKJÿA> F9UO>K9ÿ?river
mile-wide >=9?ÿ@ofBÿFlava
E=Eÿ†flows
@OGÿGsouth-to-north
@D<8U<@U:@?<8ÿEacross H?@GGÿ<the89ÿFlength
9:I<8ÿ@ofBÿ]Foren.
@?9:MÿXThe
89ÿ„> =9?ÿVInferno
River :B9?:@ÿKdisappears
>GERR9E?GÿEat<ÿLboth @<8ÿ>its<Gÿ9ends
:KGÿ>into:<@ÿthe
<89ÿGsea,
9EJÿGspringing
R?>:I>:IÿDupR
Gseemingly
99A>:IFSÿBfrom
?@Aÿ:nowhere.
@O89?9MÿC@ Most G<ÿGscholars
H8@FE?GÿLbelieve
9F>9=9ÿthat
<8E<ÿthe <89ÿ?river
>=9?ÿOE
wasG ÿHcreated
?9E<9KÿLbySÿthe
<89ÿHcrash
?EG8ÿ@ofBÿN9 @?Jÿthough
Aeor, <8@DI8ÿthis
<8>Gÿtheory
<89@?Sÿ8has EGÿSyet9<ÿto<@ÿLbe9ÿHconfirmed
@:P?A9KM.ÿVIt<ÿ>isGÿHclear
F9E?ÿthat
<8E
<89ÿ?river
the >=9?ÿ8has
EGÿties
<>9Gÿto<@ÿthe
<89ÿYElemental
F9A9:<EFÿ‡F E:9ÿ@ofBÿ]Fire,
Plane >?9JÿBfor@?ÿfire
P?9ÿ9elementals,
F9A9:<EFGJÿAE IAEÿA9
magma R8><GJÿEand
mephits, :KÿGsalamanders
EFEAE:K9?GÿHcan E:ÿLbe9ÿ@occasionally
HHEG>@:EFFSÿBfound @D:KÿEalong
F@:Iÿ>its<GÿLbanks.
E:QGM
The River Inferno's lava has the destructive powerÿ @one:9ÿexpects, though there?9ÿ>isGÿEan:ÿ9exception:
WH9R<>@:ˆÿ>ice
H9ÿEand
:KÿGsnow
:@Oÿthat
<8E<ÿBfallEFFÿ>into
:<@ÿthe
<89ÿFlavaE=Eÿ?remain
9AE>:ÿ>intact.
:<EH<Mÿ‰@ BoldFK
explorers traveling north sometimes ride the river'sG ÿ†floating
@E icebergs to get<ÿto<@ÿtheir <89>?ÿKdestinations
9G<>:E<>@:GÿA@ more?9ÿ[quickly.
D>HQFSMÿXThe
89ÿ?river
>=9?ÿ†flows
@OGÿEat<ÿEan:ÿ>impressive
AR?9GG>=9ÿ?rate E<9ÿ@ofB
seven miles per hour.
River Inferno Adventures

The river itself is best avoided, but characters can have interesting encounters if they follow it.

;9?ÿ>89Kÿ^IEMÿ_?<IJ
Haughty Efreet {High Level). A pair of efreet recently emerged from the River Inferno, and the characters are the first intelligent creatures they find . Using

tongues spells, the efreet demand that the characters tell them everything they know about this strange land, then demand that the characters C;CH>9;?ÿZpoint
D<I>ÿthem
>89[
<Iÿ>89ÿE<;9H><DIÿDAÿ>89ÿI9C;9?>ÿ?9>>@9[9I>Mÿ789ÿ9A;99>ÿZ@CIÿ>Dÿ9I?@C=9ÿ>89ÿ?9>>@9[9I>a?ÿ<I8CB<>CI>?ÿCIEÿZG>ÿ>89[ÿ>DÿLD;`ÿBG<@E<IJÿCIÿDB?<E<CIÿ>DL9;ÿDIÿthe
in the direction of the nearest settlement. The efreet plan to enslave the settlement's inhabitants and put them to work building an obsidian tower on >89
?shore
8D;9ÿDofAÿthe
>89ÿ\<=9;ÿ]Inferno,
River IA9;IDFÿL89;9ÿthe
where >89ÿ9efreet
A;99>ÿHcan
CIÿ?stay
>CKÿL8 9I9=9;ÿthey
whenever >89KÿEdeign
9<JIÿto>Dÿ=visit
<?<>ÿthis
>8<?ÿEdismally
<?[C@@KÿHcold
D@EÿHcorner
D;I9;ÿDofAÿthe
>89ÿ[G@><=9;?9M
multiverse.

Syrinlya

c1 d5VO4)1/eÿf182
Population: ghÿi(72%
jhkÿEdwarves,
LC;=9?Fÿh24% lkÿ9elves,@=9?Fÿl4%kÿDother
>89;ÿ;races)
CH9?m
n1 *+,/o+/4eÿp;
Government: DA9??D;ÿqG
Professor @;<[ÿbShalebrow
Gulrim 8C@9B;DLÿ<is?ÿ<inIÿHcharge8C;J9ÿDofAÿbSyrinlya,
K;<I@KCFÿCappointed
ZZD<I>9Eÿto>Dÿ;run GIÿthe
>89ÿDoutpost
G>ZD?>ÿBbyKÿrG 99IÿsFruunast
Queen ;GGIC?>ÿDofAÿ_> 8DEG;IM
Uthodurn.

t+ 0+/6+eÿbSyrinlya's
Defense: K;<I@KCa?ÿ<inhabitants
I8CB<>CI>?ÿCare;9ÿ9explorers
uZ@D;9;?ÿHcapable CZCB@9ÿDofAÿEdefending
9A9IE<IJÿthe >89ÿ?settlement.
9>>@9[9I>M
v1 oo+,w+eÿbSyrinlya's
Commerce: K;<I@KCa?ÿ9explorers
uZ@D;9;?ÿCare;9ÿL< @@<IJÿto>Dÿtrade
willing >;CE9ÿfor AD;ÿ[9 CJ9;ÿBbelongings.
meager 9@DIJ<IJ?MÿYD 9;<CIÿ<items
Aoerian >9[?ÿHcan CIÿBbe9ÿ?sold D@Eÿto>Dÿthe
>89ÿxG K9;ÿi(see
Buyer ?99ÿy"The
789ÿxG K9;a?ÿzG
Buyer's >yÿBbelow).
Hut" 9@DLmM
{, PO/)|O4)1/6eÿ}Elves,
Organizations: @=9?FÿEdwarves,
LC;=9?FÿCand IEÿCaÿAfew 9LÿDothers
>89;?ÿAfrom;D[ÿ_> 8DEG;IÿCare;9ÿthe
Uthodurn >89ÿDonlyI@Kÿ;residents
9?<E9I>?ÿDofAÿbSyrinlya.
K;<I@KCMÿ~D Most ?>ÿ8have
C=9ÿInoDÿDorganizational
;JCI<C><DIC@ÿties. ><9?M
bSyrinlya
K;<I@KCÿ<is?ÿCaÿHcollection
D@@9H><DIÿDofAÿKyurts
G;>?ÿ^filled
@@9EÿL<with >8ÿ[9 ;H9IC;Kÿ9explorers
mercenary uZ@D;9;?ÿfrom A;D[ÿ_> 8DEG;Iÿ@looking
Uthodurn DD`<IJÿto>DÿJget9>ÿ;rich<H8M.ÿp; DA9??D;ÿqG
Professor @;<[ÿbShalebrow
Gulrim 8C@9B;DLÿi(see ?99ÿy"Diarchy
€<C;H8KÿDofAÿ_> 8DEG;Iy"ÿ<inI
Uthodurn
Hchapter
8CZ>9;ÿh2)mÿ;runs
GI?ÿthis
>8<?ÿDoutpost
G>ZD?>ÿL< >8ÿAfew
with 9Lÿ;rules:
G@9?ÿjust
‚G?>ÿCanIÿGunspoken
I?ZD`9IÿCagreement
J;99[9I>ÿthat >8C>ÿCall@@ÿ9explorers
uZ@D;9;?ÿ8have C=9ÿ9each CH8ÿDother's
>89;a?ÿBbacks
CH`?ÿCagainst
JC<I?>ÿthe>89ÿ8harsh
C;?8ÿ9environment,
I=<;DI[9I>Fÿjust ‚G?>ÿCas?
>89KÿLD
they G@EÿBback
would CH`ÿ<inIÿtheir
>89<;ÿ[D GI>C<Iÿ8home.
mountain D[9M
2ÿ
AU OƒV+66„ÿ…1
Lawless, Moral ,OVÿULand
O/3
bSyrinlya
K;<I@KCÿ8hasC?ÿAfew
9Lÿ@laws,
CL?FÿBbutG>ÿ<its>?ÿ9explorers
uZ@D;9;?ÿ@look DD`ÿDoutG>ÿAforD;ÿ9each
CH8ÿDother.
>89;Mÿ7This 8<?ÿ<is?ÿCaÿHcourtesy
DG;>9?Kÿthey >89Kÿ@learned
9C;I9EÿCat>ÿ8home D[9ÿ<inIÿ_> 8DEG;IFÿL8
Uthodurn, 9;9ÿthe
where >89ÿEdwarves
LC;=9?ÿCandIEÿ9elves
@=9?ÿCare;9
<interdependent.
I>9;E9Z9IE9I>Mÿ~D Most ?>ÿAfolks
D@`?ÿ<inIÿbSyrinlya
K;<I@KCÿ?share 8C;9ÿAfood
DDEÿL8 when9Iÿtheir
>89<;ÿ8hunts
GI>?ÿCare;9ÿJgoodDDEÿ?soDÿthat
>8C>ÿDothers
>89;?ÿ;return
9>G;Iÿthe >89ÿAfavor
C=D;ÿL8when9Iÿtheir
>89<;ÿ@luck
GH`ÿ;runs
GI?ÿDout.
G>M
bSyrinlya
K;<I@KCÿEdoesn't
D9?Ia>ÿ?suffer
GAA9;ÿBbullies.
G@@<9?MÿThe
789ÿ8honor
DID;ÿ?systemK?>9[ÿ<is?ÿ9enforced
IAD;H9EÿBbyKÿthe >89ÿtoughest
>DGJ89?>ÿ9explorers,
uZ@D;9;?FÿL8 who DÿEdon't
DIa>ÿ8hesitate
9?<>C>9ÿto>Dÿtake
>C`9ÿjustice
‚G?><H9ÿ<into
I>Dÿtheir
>89<;ÿDownLIÿ8hands.
CIE?Mÿ†I One9ÿ?such
GH8
<individual
IE<=<EGC@ÿ<is?ÿthe
>89ÿEdwarf
LC;Aÿ~D ;JDÿ€9
Morgo @LG;ÿi(neutral
Delwur I9G>;C@ÿJgood,
DDEFÿ[C male @9ÿwerebear),
ƒ+,+‡+O,mFÿCaÿ?staunch >CGIH8ÿAfriend
;<9IEÿCand IEÿCanIÿ9even
=9Iÿ[D more ;9ÿ?staunch
>CGIH8ÿ8holder
D@E9;ÿDofAÿJgrudges.
;GEJ9?MÿqG @J;<[ÿ<is?ÿHcontent
Gulgrim DI>9I>ÿto>D
Callow
@@DLÿthe
>89ÿ9explorers
uZ@D;9;?ÿto>Dÿ̀9 9ZÿDorder,
keep ;E9;FÿCas?ÿ<it>ÿ?saves
C=9?ÿ8him<[ÿAfrom;D[ÿ8having
C=<IJÿto>DÿJgovern
D=9;IÿCand IEÿCallows
@@DL?ÿ8him <[ÿto>DÿJgoDÿDoffAAÿDonIÿ9expeditions
uZ9E<><DI?ÿDofAÿ8his<?ÿDown.
LIM
ˆQ
The +ÿ‰5 R+,Š6ÿN5
Buyer's Hut4

7The
89ÿ@largest
C;J9?>ÿKyurtG;>ÿ<inIÿthe
>89ÿDoutpost
G>ZD?>ÿ<is?ÿDoccupied
HHGZ<9EÿBbyKÿCanIÿ9elf@AÿHcalledC@@9Eÿthe
>89ÿxG BuyerK9;ÿi(lawful
@CLAG@ÿIneutral,
9G>;C@FÿInonbinary,
DIB<IC;KFÿ8high <J8ÿ9elf@AÿoO P+mMÿThe
mage). 789ÿxG K9;ÿLC
Buyer was? ÿBbrought
;DGJ8>ÿto>Dÿ}Eiselcross
<?9@H;D??ÿBbyK
p; DA9??D;ÿqG
Professor @J;<[ÿbShalebrow
Gulgrim 8C@9B;DLÿto>Dÿ;run GIÿthe
>89ÿEday-to-day
CK‹>D‹ECKÿDoperations
Z9;C><DI?ÿDofAÿthe >89ÿHcamp
C[ZÿL8 <@9ÿthe
while >89ÿEdwarf
LC;Aÿ9explores.
uZ@D;9?MÿThe 789ÿxG K9;ÿ̀9
Buyer 9Z?ÿto>Dÿthemselves
keeps >89[?9@=9?ÿCand IEÿ;refuses
9AG?9?ÿto>Dÿ?share
8C;9
>89<;ÿ;real
their 9C@ÿIname,
C[9FÿL8 which<H8ÿ<is?ÿ}Elloway
@@DLCKÿ7Tenvidas.
9I=<EC?MÿŒ8 When9Iÿthe>89ÿxG K9;ÿCacquires
Buyer HG<;9?ÿCanIÿDobject,
B‚9H>Fÿthey
>89KÿZplace@CH9ÿthe
>89ÿ<item
>9[ÿ<intoI>DÿCaÿ@large
C;J9ÿ?stone
>DI9ÿHchest,
89?>FÿL8 <H8ÿtransports
which >;CI?ZD;>?ÿthe >89ÿDobject
B‚9H>
Bback
CH`ÿto>Dÿ_> 8DEG;IÿDor;ÿpC
Uthodurn @9BCI`ÿŽ<
Palebank @@CJ9MÿbSome
Village. D[9ÿDofAÿthe
>89ÿ9explorers
uZ@D;9;?ÿthink>8<I`ÿthe>89ÿHchest
89?>ÿHcould
DG@EÿCalso @?DÿBbe9ÿGused
?9Eÿto>Dÿtransport
>;CI?ZD;>ÿZpeople,
9DZ@9FÿBbutG>ÿInone
DI9ÿCare;9ÿBbrave
;C=9ÿ9enough
IDGJ8ÿto>DÿCask?`ÿthe
>89
[K ?>9;<DG?ÿxG
mysterious BuyerK9;ÿDor;ÿ;risk
<?`ÿ9experimenting
uZ9;<[9I><IJÿL< >8ÿthe
with >89ÿHchest
89?>ÿthemselves.
>89[?9@=9?M
R ,)/VROÿ23
Syrinlya *+/45,+6
Adventures

7The
89ÿ[C
main <Iÿ;reason
9C?DIÿAforD;ÿ[C manyIKÿHcharacters
8C;CH>9;?ÿto>DÿHcome D[9ÿto>DÿbSyrinlya
K;<I@KCÿ<is?ÿto>Dÿ?seek
99`ÿDoutG>ÿYD 9;<CIÿ<items
Aoerian >9[?ÿAforD;ÿ_> 8DEG;IFÿBbutG>ÿthere
Uthodurn, >89;9ÿCare;9ÿZplenty
@9I>KÿDofAÿDother
>89;ÿCadventures
E=9I>G;9?ÿto>DÿBbe9ÿ8had CEÿ<inI
>89ÿDoutpost.
the G>ZD?>M
ˆQ
The +ÿ2, wO/+ÿˆ,
Arcane ++ÿT(Mid
Tree …)3ÿULevel).
+*+VWXÿŒ8 <@9ÿthe
While >89ÿHcharacters
8C;CH>9;?ÿCare;9ÿ<inIÿbSyrinlya,
K;<I@KCFÿ~D Morgo ;JDÿ€9 @LG;ÿ;returns
Delwur 9>G;I?ÿfromA;D[ÿCanIÿ9expedition
uZ9E<><DIÿL< >8ÿCaÿBbag
with CJÿDofAÿfive
^=9ÿJgreen
;99Iÿ?seeds
99E?ÿfrom
A;D[ÿDoneI9ÿDofA
}Eiselcross's
<?9@H;D??a?ÿY9 Aeorian ÿ ;ruins
G<I?M.ÿThe
789ÿƒ+ ,+‡+O,ÿ@lost
werebear D?>ÿCaÿ?seed
99Eÿ<inIÿthe
>89ÿ?snow
IDLÿL8 9Iÿ?showing
when 8DL<IJÿthem >89[ÿDoff,AAFÿCand
IEÿCaÿf15-foot-tall,
‹ADD>‹>C@@FÿJgreen
;99Iÿtree
>;99ÿ?springs
Z;<IJ?ÿGupZÿDovernight
=9;I<J8>ÿ<inIÿthe
>89ÿ[< EE@9
middle
DofAÿthe
>89ÿHcamp.
C[ZMÿŒWhenever =9;ÿCaÿHcreature
;9C>G;9ÿHcastsC?>?ÿCaÿ?spell Z9@@ÿthat
>8C>ÿ;restores
9?>D;9?ÿ8hit<>ÿZpoints
D<I>?ÿDor;ÿEdeals
9C@?ÿ;radiant
CE<CI>ÿEdamage
C[CJ9ÿto>DÿCanotherID>89;ÿHcreature
;9C>G;9ÿL< >8<Iÿ‘90’ÿAfeet
within 99>ÿDofAÿthe
>89ÿtree,
>;99Fÿthe
>89ÿtree
>;99
Guproots
Z;DD>?ÿ<itself
>?9@AÿAfrom
; the >89ÿJground
;DGIEÿCand IEÿCattacks
>>CH`?ÿthe >89ÿHcreature.
;9C>G;9MÿAfterYA>9;ÿ̀< @@<IJÿthe
killing >89ÿ?spellcasting
Z9@@HC?><IJÿHcreature;9C>G;9ÿCand IEÿDother
>89;ÿthreats,
>8;9C>?Fÿthe>89ÿtree
>;99ÿ;replants
9Z@CI>?ÿ<its>?ÿ;roots.
DD>?Mÿ}Every
=9;Kÿf1Edlf’OÿEdays
C
>8 tree remains rooted, a new tree of the same type grows up from the ground
the ;DGIEÿL< >8<Iÿ“30’ÿAfeet.
within 99>Mÿ]IfAÿthe
>89ÿtrees
>;99?ÿBbecome
9HD[9ÿCaÿZproblem,
;DB@9[Fÿp; DA9??D;ÿqG
Professor @J;<[
Gulgrim
bShalebrow asks the characters to deal with them.
7The animated tree uses the treant stat block, with these changes:
• It is unaligned.
• It has resistance against necrotic damage and radiant damage.
• It understands Common, Druidic, Elvish, and Sylvan but cannot speak.
Tomb of the Worm

Population: 345 (83% humans, 17% halflings)

Government: Quajath commands the settlement's inhabitants telepathically, though a cult fanatic named Galgonos serves as the Tomb of the Worm's +ÿ)-ÿ./0ÿ1)2*YG
leader for day-to-day operations.

`R aR;bR<ÿcK
Defense: AllK
ÿEadult
XDK.ÿMinhabitants
F/E+M.EF.GÿMinFÿthe ./0ÿTomb
()*+ÿ)of-ÿthe ./0ÿ1)
Worm2*ÿEare20ÿWcapable
EZE+K0ÿWcombatants.
)*+E.EF.G_
d4 TTRSeR<ÿThe
Commerce: (/0ÿTomb
()*+ÿ)of-ÿthe./0ÿ1)
Worm 2*ÿ/hasEGÿFno)ÿWcommerce,
)**02W0Hÿthough
./)DN/ÿUD EVE./YGÿ*0
Quajath's meat E.ÿMisGÿ)offered
--020Xÿfreely
-200K[ÿto.)ÿtravelers.
.2E]0K02G_
fS g8;:h89:4;b<ÿ(The
Organizations: /0ÿiM KX-)Kjÿthat
wildfolk ./E.ÿKlive
M]0ÿ/here
020ÿGserve
02]0ÿ)onlyFK[ÿUD EVE./Hÿ+butD.ÿthey
Quajath, ./0[ÿEare20ÿ-friendly
2M0FXK[ÿtoward
.)iE2Xÿ0explorers
kZK)202Gÿ-from 2)*ÿthe ./0ÿl2
Kryn[Fÿm[ FEG.[_
Dynasty.

(Three
/200ÿXdecades
0WEX0GÿEago, N)HÿEaÿWclan
KEFÿ)of-ÿiM KX-)Kjÿ)onFÿ\0
wildfolk KM02ÿ-found
Gelier )DFXÿthe
./0ÿ0exposed
kZ)G0Xÿ+body)X[ÿ)of-ÿUD EVE./ÿthe
Quajath ./0ÿnF X02*EiÿZpoking
Undermaw )jMFNÿthrough
./2)DN/ÿthe ./0ÿiE
wallKKÿ)of-ÿEanFÿMicyW[ÿWcave
E]0ÿA(see
G00ÿo"Lesser
p0GG02
qIdols"
X)KGoÿMinFÿWchapter
/EZ.02ÿI1).O_ÿ(These
/0G0ÿEaccessible
WW0GGM+K0ÿGsections
0W.M)FGÿ)of-ÿthe./0ÿi)
worm 2*ÿZpeek
00jÿthrough
./2)DN/ÿthe ./0ÿWcave's
E]0YGÿWceiling
0MKMFNÿEand
FXÿiE KKGHÿEand
walls, FXÿEare20ÿGstill.MKKÿEattached
..EW/0Xÿto.)ÿthe ./0ÿi) 2*_ÿThe
worm. (/0ÿiM KX-)Kjÿi/
wildfolk who)
Xdiscovered
MGW)]020Xÿthis ./MGÿZplace
KEW0ÿWconsumed
)FGD*0Xÿthe ./0ÿnF X02*EiYGÿ0exposed
Undermaw's kZ)G0Xÿ*0 meatE.ÿEand
FXÿfound
-)DFXÿthat ./E.ÿMit.ÿ2regrew.
0N20i_ÿ(They
/0[ÿFnow )iÿKlive
M]0ÿMinFÿthe
./0ÿWcave,
E]0Hÿ0enjoying
FV)[MFNÿthe ./0ÿ0easy, EG[Hÿ2renewable
0F0iE+K0ÿGsource
)D2W0ÿ)of-
-food,
))XHÿEandFXÿEare20ÿFnow)iÿ-fully
DKK[ÿDunder
FX02ÿthe
./0ÿGswayiE[ÿ)of-ÿthe
./0ÿnF X02*Ei_ÿ(They
Undermaw. /0[ÿMinvite
F]M.0ÿ)others
./02Gÿto.)ÿjoin
V)MFÿthem,
./0*HÿWcalling
EKKMFNÿthemselves
./0*G0K]0Gÿi) 2*jMF_.
wormkin

(The
/0ÿZpeople
0)ZK0ÿKliving
M]MFNÿMinFÿthe
./0ÿTomb
()*+ÿ)of-ÿthe ./0ÿ1)
Worm 2*ÿi)
work 2jÿtogether
.)N0./02ÿMinFÿ/harmony.
E2*)F[_ÿ\E KN)F)GÿA(chaotic
Galgonos W/E).MWÿFneutral,
0D.2EKHÿ*Emale,K0Hÿ/human
D*EFÿecult 679ÿfanatic
a8;89:eÿiM with./ÿthe
./0ÿi) 2*jMFÿtemplate
wormkin .0*ZKE.0
Xdescribed
0GW2M+0Xÿ+below)0K)iOÿMisGÿthe
./0ÿKleader
0EX02ÿ)of-ÿthe./0ÿGsettlement,
0..K0*0F.HÿEand FXÿ/he0ÿ)organizes
2NEFMr0GÿZparties
E2.M0Gÿ)of-ÿi) 2*jMFÿthat
wormkin ./E.ÿGsearch
0E2W/ÿ\0 KM02ÿEand
Gelier FXÿthe
./0ÿ2rest 0G.ÿ)of-ÿsEiselcross
MG0KW2)GGÿfor -)2ÿ*)
more20ÿiM KX-)Kjÿto.)ÿjoin
wildfolk V)MF
./0M2ÿ2ranks
their EFjG_.ÿtD .GMX02Gÿ)often
Outsiders -.0Fÿfind
uFXÿthe ./0ÿGsettlement
0..K0*0F.ÿWcharming
/E2*MFNÿ+because
0WEDG0ÿ)of-ÿ/how
)iÿi0 wellKKÿthe
./0ÿ]villagers
MKKEN02GÿNget0.ÿEalong,
K)FNHÿthough
./)DN/ÿEaÿWcharacter
/E2EW.02ÿi/ who )ÿGsucceeds
DWW00XGÿ)onFÿEaÿmvÿ DC I @
15
1MGX)*ÿAw;b:gx9OÿW/0WjÿWEFÿ.0KKÿ./E.ÿ./0ÿi)2*jMFÿE20ÿ*)20ÿXEFN02)DGÿ./EFÿ./0[ÿEZZ0E2_ÿ(/0ÿ]MKKEN02Gÿ)--02ÿ./0ÿnFX02*EiYGÿ*0E.ÿ.)ÿ]MGM.)2GÿEFXÿ-)2W0^
Wisdom (Insight) check can tell that the wormkin are more dangerous than they appear. The villagers offer the Undermaw's meat to visitors and force-
-feed
00XÿMit.ÿto.)ÿthose
./)G0ÿi/ who)ÿ2refuse
0-DG0ÿ+butD.ÿi)
would DKXÿ*E
make j0ÿi) 2./[ÿEadditions
worthy XXM.M)FGÿto.)ÿthe
./0ÿnF X02*EiYGÿEarmy.
Undermaw's 2*[_
(The
/0ÿi)
wormkin2*jMFÿ/haveE]0ÿtwo
.i)ÿNgoals:
)EKGyÿNgrow
2)iÿtheir
./0M2ÿFnumbers
D*+02GÿEand FXÿ-free
200ÿUD EVE./ÿ-from
Quajath 2)*ÿthe ./0ÿMice.
W0_ÿ1/ What E.ÿUD EVE./ÿZplans
Quajath KEFGÿto.)ÿ/have
E]0ÿMits.Gÿ-followers
)KK)i02GÿXdo)ÿ)once FW0ÿMit.ÿKleaves
0E]0Gÿthe
./0ÿMice
W0ÿMisG
jknown
F)iFÿ)only FK[ÿto.)ÿthe
./0ÿnF X02*Ei_
Undermaw.

TOMB OF THE WORM

Wormkin Template

Humanoids that consume the Undermaw's flesh ten or fewer days after it has been removed from Quajath must make a DC 15 Constitution saving throw
or become wormkin 1d6 hours later. Wormkin can be identified by the black veins that cover their appendages and neck. Characters who become
wormkin might become NPCs at the DM's discretion. A greater restoration spell or similar magic removes all the wormkin features from a creature,
restoring it to its original state. Wormkin gain the following features :
Alignment. The creature's alignment becomes chaotic neutral.

Connected to Quajath. No matter where the creature is, Quajath can read the creature's every thought and memory and speak with the creature ÿ56478964
telepathically. Quajath can also access the creature's senses and perceive what the creature perceives. As a bonus action, Quajath can ÿ 87W4ÿSdirect
take =6458ÿ5control
B?86
of the creature, choosing the actions, bonus action, reactions, and movement the creature takes until Quajath ends this control as a bonus ?9;ÿ7action.
58=B?C
ZK +*Fÿ[.
Magic \*\/K,F.0ÿThe
Resistance. 234ÿ5creature
6478964ÿ3has7;ÿ7advantage
ST7?87>4ÿBon?ÿ;saving7T=?>ÿthrows836BO;ÿ7against
>7=?;8ÿ;spells
V4<<;ÿ7and
?SÿBother
8346ÿ@7 >=57<ÿ4effects.
magical YY458;C
[. +.,.]K/*E,0.ÿ^IfYÿthe
Regeneration 834ÿ5creature
6478964ÿ3has 7;ÿ7at8ÿ<least
47;8ÿ_1ÿ3hit=8ÿVpoint,
B=?8Pÿ=it8ÿ6regains
4>7=?;ÿ̀ÿ 53 =8ÿVpoints
hit B=?8;ÿ7at8ÿthe
834ÿ;start
8768ÿBofYÿ=its8;ÿturn.
896?C
aTomb
E-bÿEofcÿthe /M.ÿdE
Worm]-ÿ(G e.,/J].\
Adventures

2The
34ÿ5characters
37675846;ÿ@= >38ÿfind
might f?Sÿ7adventure,
ST4?8964Pÿ7allies,<<=4;Pÿ7and
?Sÿ7adversaries
ST46;76=4;ÿ=in?ÿthe 834ÿTomb
2B@AÿBofYÿthe 834ÿgB
Worm.6@C
Z.
MeatK/ÿaM *.e.\ÿh(Low
Thieves iEjÿilevel).
.e.)k0ÿX;As ÿ 834ÿ5characters
the 37675846;ÿ4explore lV<B64ÿm4 <=46Pÿthey
Gelier, 834Uÿ5cross
6B;;ÿVpaths
783;ÿO= 83ÿ7aÿ>group
with 6B9VÿBofYÿYfourB96ÿO= <SYB<Wÿ5commoners
wildfolk B@@B?46;ÿ<led 4SÿAbyUÿJarinmine
n76=?@=?4ÿo(chaotic
537B8=5ÿ>good,BBSP
Yfemale,
4@7<4Pÿ<lightfoot
=>38YBB8ÿ3halfling
7<p=?>ÿ\scout).
FEJ/qCÿThe
234ÿ3halfling
7<p=?>ÿAbegs 4>;ÿthem
834@ÿto8Bÿtake 87W4ÿ7aÿr300-pound
sstVB9?SÿVpackage75W7>4ÿBofYÿ@4 meat 78ÿto8Bÿthe
834ÿ;sea
47ÿ7and
?SÿSdump
9@Vÿ=it8ÿ=in?ÿthe
834ÿ=icy5UÿO7 846CÿuShe
water. 34ÿO7
warns 6?;ÿthe
834
5characters
37675846;ÿ?notB8ÿto8Bÿ4eat78ÿ=it8ÿ7and
?SÿBoffers
YY46;ÿthem
834@ÿ3her46ÿ=ivory
TB6Uÿ?necklace
45W<754ÿo(worth OB683ÿ_100ssÿ>gp)Vqÿ=ifYÿthey
834Uÿ7agree
>644ÿto8Bÿthe
834ÿtask.
87;WCÿ^IfYÿVpressed,
64;;4SPÿ;she34ÿ;says
7U;ÿthe
834ÿ@4meat 78ÿ=is;ÿtainted
87=?84Sÿ7and ?Sÿthat
8378ÿ=it8ÿturns
896?;
Vpeople
4BV<4ÿ=into
?8Bÿ;slaves
<7T4;ÿYforB6ÿm7 <>B?B;CÿnJarinmine
Galgonos. 76=?@=?4ÿ;stole 8B<4ÿthe
834ÿ@4meat 78ÿYfrom
6B@ÿthe
834ÿOB 6@W=?ÿAbecause
wormkin 4579;4ÿ;she 34ÿAbelieves
4<=4T4;ÿthe 834ÿSdiet
=48ÿVpoisons
B=;B?;ÿtheir
834=6ÿ@= ?S;CÿuShe
minds. 34ÿ?needs
44S;ÿto8Bÿ>get48ÿAback
75Wÿto8B
834ÿ2Tomb
the B@AÿBofYÿthe
834ÿgBWorm6@ÿAbefore
4YB64ÿm7 <>B?B;ÿ6realizes
Galgonos 47<=v4;ÿO3 78ÿ;she's
what 34:;ÿSdone.
B?4C
w4 YB64ÿthe
Before 834ÿ5characters
37675846;ÿ6reach4753ÿthe834ÿ;sea,
47Pÿ;six=lÿOB 6@W=?ÿ5catch
wormkin 7853ÿ9upVÿto8Bÿthem.
834@Cÿ2Their
34=6ÿ<leader
47S46ÿ=is;ÿx4 SR7Oÿo(chaotic
Redjaw 537B8=5ÿ?neutral,
49867<Pÿfemale,
Y4@7<4Pÿ3human
9@7?ÿcult FJ)/ÿfanatic),
cK,K/*FqPÿ7and ?Sÿthe834ÿBothers
8346;ÿ7are64
5cultists,
9<8=;8;Pÿ7all<<ÿO= 83ÿthe
with 834ÿOB 6@W=?ÿtemplate
wormkin 84@V<784ÿ7appliedVV<=4SC.ÿx4 SR7OÿSdemands
Redjaw 4@7?S;ÿthat8378ÿthe834ÿ5characters
37675846;ÿ>give =T4ÿAback 75Wÿthe834ÿYfood
BBSÿthat
8378ÿO7
was;ÿ;stolen
8B<4?ÿ7and
?SÿYforces
B654;ÿ7aÿffight
>38ÿ=ifYÿthe
834ÿ5characters
37675846;
6refuse.
4Y9;4Cÿ^IfYÿthe
834ÿ5characters
37675846;ÿ6return4896?ÿthe
834ÿ@4
meat,78Pÿx4 SR7Oÿ=invites
Redjaw ?T=84;ÿthem 834@ÿAback
75Wÿto8Bÿthe
834ÿTomb
2B@AÿBofYÿthe 834ÿgBWorm.6@Cÿ^IfYÿthe834ÿ5characters
37675846;ÿ>goBÿto8Bÿthe
834ÿTvillage,
=<<7>4Pÿthey
834Uÿfind
f?Sÿthat
8378ÿnJarinmine
76=?@=?4
7and
?Sÿ3her46ÿYfriends
6=4?S;ÿ3have
7T4ÿAbeen44?ÿ5captu
7V896red
4SÿAbyUÿthe834ÿOB 6@W=?nÿ7and
wormki ?Sÿ7are64ÿ7about
AB98ÿto8BÿAbe4ÿ4executed
l45984Sÿfor YB6ÿtheir
834=6ÿ5crimes
6=@4;C.
y96@7;
Vurmas

zE {J)K/*E,|ÿ_193
Population: }rÿo(51`_~ÿ
%S 76Wÿ4elves,
dark <T4;Pÿ23%r~ÿBores,
65;Pÿ_14%
€~ÿ>gnolls,
?B<<;Pÿ_12%
~ÿBother
8346ÿ6races)
754;q
E e.],-.,/|ÿ‚7
Government: V87=?ÿƒ7
Captain <<O7;ÿ„4
Hallwas ?7<B6ÿ3has
Denalor 7;ÿ7authority
983B6=8UÿBover
T46ÿthis
83=;ÿfloating
pB78=?>ÿBoutpost,
98VB;8PÿAbut98ÿNB 657ÿw6
Norca =>3889;Wÿ<leads
Brighttusk 47S;ÿthe834ÿ4expeditions.
lV4S=8=B?;C
…. c.,\.|ÿ†Every
Defense: T46Uÿ=inhabitant
?37A=87?8ÿ=is;ÿ7an?ÿ4experienced
lV46=4?54Sÿ4explorer
lV<B646ÿ5capable
7V7A<4ÿBofYÿSdefending
4Y4?S=?>ÿthe 834ÿBoutpost.
98VB;8C
DE --.]F.|ÿThe
Commerce: 234ÿBoutpost
98VB;8ÿ3has
7;ÿ?noBÿBofficial
‡5=7<ÿ4economy,
5B?B@UPÿAbut98ÿVpeople
4BV<4ÿ@= >38ÿAbe4ÿO=
might <<=?>ÿto8Bÿtrade
willing 867S4ÿYforB6ÿ>goods
BBS;ÿBor6ÿ;services.
46T=54;C
ˆ] +K,*‰K/*E,\|ÿ2The
Organizations: 34ÿVpeople
4BV<4ÿBofYÿVurmas
y96@7;ÿ7are64ÿ?notB8ÿ7associated
;;B5=784SÿO= 83ÿ7any
with ?UÿBorganizations
6>7?=v78=B?;ÿAbeyond 4UB?Sÿthe834ÿŠ6 U?ÿ„U
Kryn ?7;8UC
Dynasty.

y9 6@7;ÿ=is;ÿ7aÿpfloating
Vurmas B78=?>ÿBoutpost
98VB;8ÿYforB6ÿthe
834ÿŠ6 U?ÿ„U
Kryn ?7;8Uÿ?near
Dynasty 476ÿthe
834ÿ?north
B683ÿ;shore3B64ÿBofYÿm4 <=46Pÿ7and
Gelier, ?Sÿthe
834ÿSdynasty
U?7;8UÿWkeeps
44V;ÿy9 6@7;ÿ;secret
Vurmas 45648ÿYfrom
6B@ÿBother
8346ÿYfactions.
758=B?;Cÿ2The
34ÿŠ6U?
Kryn
4established
;87A<=;34Sÿthis
83=;ÿAbase
7;4ÿ?near
476ÿ†Eiselcross's
=;4<56B;;:;ÿ;second-largest
45B?St<76>4;8ÿ=island
;<7?Sÿ?notB8ÿto8Bÿffind
?SÿX4 B6=7?ÿ=items
Aeorian 84@;ÿAbut98ÿto8Bÿ@7 W4ÿ7allies
make <<=4;ÿBofYÿ†Eiselcross's
=;4<56B;;:;ÿO= <SYB<WC
wildfolk.
VURMAS

Floating Outpost
Vurmas is not a true settlement: it's actually three sailing ships tied together and anchored near the north shore of Gelier. These boats are the New
Radiance, the Candlefire, and the Sou/sailor. At any given moment, one of the ships could be traveling to Xhorhas with a hold full of new Luxon-worshiping

wildfolk converts or on the way back to Eiselcross with more supplies.

The Kryn's explorers stay on the boats when they can, bringing supplies to shore when they go out in search of allies. These ships are maintained and run
by Captain Hallwas Denalor (lawful neutral, female, dark elf veteran), while Norca Brighttusk (neutral, female, ore priest) leads the expedition teams.

Ally Recruitment
The Kryn Dynasty believes that the wildfolk of Eiselcross are a better find and more reliable than most Aeorian objects, especially since the items tend to
Binterfere
CEF=PF=FÿVB withELÿthe
ELFÿd= KCI@ÿOdivine
Kryn's B]BCFÿ>? MBJRÿqB
magic. With ELÿthe
ELFÿYF =TF=<@ÿ\@
Cerberus @F>TGKÿ?and
Assembly COÿthe
ELFÿrE LDO<=CB?C@ÿTbusy
Uthodurnians <@KÿBinCÿsFaren,
D=FCXÿthe
ELFÿd=
KrynKCÿ@stay
E?KÿJclear
GF?=ÿDofPÿthe
ELFÿGlargest
?=MF@EÿBisland
@G?COÿ?and COÿ@search
F?=JL
PforD=ÿ?allies
GGBF@ÿBinCÿthe
ELFÿ=rest
F@EÿDofPÿcEiselcross's
B@FGJ=D@@I@ÿGlands.?CO@Rÿt? ManyCKÿVB GOPDGbÿ?are=FÿFeasy
wildfolk ?@KÿJconverts
DC]F=E@ÿDofPÿtheELFÿ_Luxon
<`DCÿ@sinceBCJFÿthey
ELFKÿ=respect
F@NFJEÿOdivine
B]BCFÿ>?magicMBJÿTbut<EÿOdoDÿCnotDEÿVD =@LBNÿ?any
worship CKÿOdeity.
FBEKR
SThe
LFÿd= KCÿ?approach
Kryn NN=D?JLÿFeach?JLÿVB GOPDGbÿJclan
wildfolk G?CÿVB ELÿJcaution
with ?<EBDCÿ?andCOÿbkindness,
BCOCF@@XÿLhealing
F?GBCMÿthe
ELFÿ@sick
BJbÿ?andCOÿBinjured
Cp<=FOÿVLwhileBGFÿNpreaching
=F?JLBCMÿthe ELFÿPfaith
?BELÿDofPÿthe
ELFÿ_Luxon.
<`DCRÿSThey LFKÿtake
E?bFÿDonlyCGKÿVB GGBCM
willing
VB GOPDGbÿ?away
wildfolk V?KÿPfrom
=D>ÿthe
ELFÿJclan,
G?CXÿbknowing
CDVBCMÿ>? many CKÿDothers
ELF=@ÿVBwillG
GÿPfollow
DGGDVÿTbecause
FJ?<@Fÿthey
ELFKÿ>B miss@@ÿtheir
ELFB=ÿPfriends
=BFCO@ÿ?andCOÿPfamily.
?>BGKR
YL DD@BCMÿthe
Choosing ELFÿV? EF=@ÿCnear
waters F?=ÿQF GBF=ÿ?as@ÿ?aÿTbase
Gelier ?@FÿDofPÿDoperations
NF=?EBDC@ÿV? was@ ÿCnoDÿ?accident.
JJBOFCERÿSThisLB@ÿBisland
@G?COÿBis@ÿLhomeD>FÿtoEDÿthe
ELFÿVD =>bBCXÿVB
wormkin, GOPDGbÿthat
wildfolk EL?EÿOdevour
F]D<=ÿthe ELFÿfrozen
P=DuFCÿfromP=D>ÿDofP
v< ?p?ELÿg(see
Quajath @FFÿw"Tomb
SD>TÿDofPÿtheELFÿqD
Worm =>w"ÿFearlier
?=GBF=ÿBinCÿthis
ELB@ÿJchapter)
L?NEF=kR.ÿThese
SLF@FÿVB GOPDGbÿLhave
wildfolk ?]Fÿ@strange
E=?CMFÿ>B CO@XÿTbut<Eÿthey
minds, ELFKÿOdisplay
B@NG?Kÿ=regenerative
FMFCF=?EB]Fÿ?abilities
TBGBEBF@ÿTbecause
FJ?<@FÿDofPÿtheir
ELFB=ÿOdiet.
BFER
UD
Norca=J?ÿl= BMLEE<@bÿ=regularly
Brighttusk FM<G?=GKÿNpreaches
=F?JLF@ÿtoEDÿthe ELFÿVD =>bBCXÿtelling
wormkin, EFGGBCMÿthem
ELF>ÿthat EL?Eÿthe
ELFÿTbeast
F?@Eÿthey
ELFKÿfeed
PFFOÿDonCÿBis@ÿ?aÿJcreation
=F?EBDCÿDofPÿthe
ELFÿ_Luxon.
<`DCRÿSThe LFÿVD =>b BCÿL ?] F ÿ
wormkin have agreed to? M= F F O ÿ
ED
Jconvert
DC]F=Eÿ?and COÿjoin
pDBCÿthe
ELFÿd=KrynKCÿDonce
CJFÿv< ?p?ELÿBis@ÿPfreed
Quajath =FFOÿPfrom
=D>ÿthe
ELFÿBiceJFÿxÿ
- ? anCÿFeffort
PPD=Eÿthat
EL?EÿBis@ÿ?already
G=F?OKÿ<underway.
COF=V?KRÿyIfPÿtheELFÿrC OF=>?Vÿ?and
Undermaw COÿBitsE@ÿNpeople
FDNGFÿJcan ?CÿTbeFÿturned
E<=CFOÿtoward
EDV?=Oÿthe ELF
Glight
BMLEÿDofPÿthe
ELFÿ_Luxon,
<`DCXÿthe
ELFÿd= KCÿfK
Kryn C?@EKÿVB
Dynasty willG
GÿLhave
?]FÿMgained
?BCFOÿ?aÿJconsiderable
DC@BOF=?TGFÿ?advantage
O]?CE?MFÿBinCÿBitsE@ÿV?
war= ÿ?against
M?BC@EÿtheELFÿfVF CO?GB?CÿcEmpire.
Dwendalian >NB=FRÿUD NoneCFÿDofPÿthe
ELFÿd= KCXÿCnotDEÿFeven
Kryn, ]FCÿUD
Norca=J?
l= BMLEE<@bXÿbknows
Brighttusk, CDV@ÿthat
EL?Eÿv< ?p?ELÿLhas
Quajath ?@ÿCnoDÿBintention
CEFCEBDCÿDofPÿ@serving
F=]BCMÿ?anyone
CKDCFÿ?and COÿthat
EL?Eÿthe
ELFÿVD =>bBCÿ?are=FÿJcompletely
wormkin D>NGFEFGKÿ<under COF=ÿBitsE@ÿ@sway.
V?KR
(8 jo1:ÿAdventures
Vurmas ,zhi428ji:
SThe
LFÿ>? mainBCÿ=reason
F?@DCÿPforD=ÿJcharacters
L?=?JEF=@ÿ?allied GGBFOÿVB
withELÿthe
ELFÿd=
KrynKCÿfK C?@EKÿtoEDÿJcome
Dynasty D>FÿtoEDÿ;< =>?@ÿBis@ÿtoEDÿjoin
Vurmas pDBCÿUD =J?ÿl=
Norca BMLEE<@bI@ÿ=recruitment
Brighttusk's FJ=<BE>FCEÿFefforts,
PPD=E@XÿTbut<Eÿthere
ELF=Fÿ?are=FÿNplenty
GFCEKÿDofP
Dother
ELF=ÿ?adventures
O]FCE<=F@ÿtoEDÿTbeFÿLhad ?OÿBinCÿthe
ELFÿ?area.
=F?R
Keep Us Secret (low level). Kryn spies report that the Bold Adventurer, a @ JD<EBCMÿ@ship
scouting LBNÿPfrom
=D>ÿthe
ELFÿfVF CO?GB?CÿcEmpire,
Dwendalian >NB=FXÿBis@ÿNplanning
G?CCBCMÿtoEDÿ]visit
B@BEÿthe
ELFÿBisland
@G?COÿDofP
Gelier, near Vurmas. Captain Hallwas Denalor and Norca Brighttusk don't want ELFÿlD
?CEÿthe BoldGOÿ\O ]FCE<=F=I@ÿJcrew
Adventurers =FVÿtoEDÿ@see
FFÿ;< =>?@ÿDor=ÿ=reach
Vurmas F?JLÿQF GBF=XÿFensuring
Gelier, C@<=BCMÿthatEL?Ethe
Kryn's operation in Eiselcross and the settlement of the wormkin remain secret. FJ=FERÿSThe LFÿNpair
?B=ÿDoffer
PPF=ÿthe
ELFÿJcharacters
L?=?JEF=@ÿ500 ‚‚ÿMgpNÿtoEDÿ@stop ELFÿlD
EDNÿthe Bold GOÿ\O ]FCE<=F=I@
Adventurers

approach. The Bold Adventurer is a keel boat ( see the Airborne and Waterborne Vehicles table in chapter 5 of the Dungeon Master's Guide) that ca,
scouts. The captain of the Bold Adventurer, Sally Brizzberm, has a sending stone that she uses to communicate with the captain of a Dwendalian warship
called the Bright Queen's Doom. If her ship is attacked, Sally uses the stone to send a warning to the warship, which might threaten Vurmas in the future.

Save Our Ships (Mid level). While the characters are aboard one of Vurmas's boats, three wildfolk druids, each riding on the back of a killer whale, attack ÿeK̀H̀Zÿf[WH̀Aÿ355
the boats. The druids are angry that wildfolk are leaving Eiselcross in droves to go to Xhorhas. They believe that the Kryn are using enchantment 0375F175ÿF3 P6
magic
3against
P367G5ÿthese
501G1ÿN6 ;<98;TAÿtricking
wildfolk, 5@62T67Pÿthem
501Fÿ6into
758ÿ;leaving
13>67Pÿtheir
5016@ÿfriends
9@617<Gÿ3and
7<ÿ9family.
3F6;C-ÿ/The
01ÿ<druids
@?6<Gÿ?use
G1ÿ0hit-and-run
65j37<j@?7ÿtactics,
532562GAÿ<dealing
13;67Pÿ3asGÿF? 20ÿ<damage
much 3F3P1ÿ3asGÿ4possible
8GG6E;1ÿEbefore
198
kfleeing
1167P-.ÿl3 45367ÿm3
Captain ;;N3GÿO1
Hallwas 73;8@ÿ3asks
Denalor GTGÿthe
501ÿ2characters
03@3251@Gÿ5to8ÿ<deal
13;ÿN650ÿthe
with 501ÿ3attackers.
5532T1@G-ÿ/The
01ÿ<druids
@?6<Gÿ2could
8?;<ÿEbe1ÿ8open
417ÿto58ÿ7negotiation,
1P85635687Aÿ8or@ÿthey
501CÿF6P05ÿnfight
might P05ÿN650ÿtheir
with 5016@
<dying @1350ÿ9for8@ÿtheir
C67PÿEbreath 5016@ÿEbeliefs.
1;619G-

MOORBOUNDERS

Beasts of burden are common throughout Xhorhas, and often horses and other riding animals are the best or only option. For those who require speed and have a little
more coin to spend, the best option is often a moorbounder (see chapter 7). However, moorbounders that haven't undergone proper training or established bonds of
trust with their masters tend to attack and even eat their riders.

Moorbounders can cost anywhere from 300 to 500 gp each. They're often cheaper and more abundant in towns on the wastes than in cities like Rosohna.
EISELCROSS BLIGHTSHORE

Wastes of Xhorhas
Stretching across the lands of Eastern Wynandir is a valley that still bears the lingering scars of the final battles of the Calamity. Fields of broken earth and
muddy paths weave around muggy swamps and corrupted forests, home to creatures twisted by the echoing shadows of the Betrayer Gods who once
ruled this region. Fierce storms rule the sky as hungry predators stalk the open, desolate plains.

All manner of beastfolk, goblinkin, and nomadic outlanders claim the marshes and badlands of this region, honing their survival skills and warring ways
against the elements and each other. Meanwhile, the dark elves of Rosohna have emerged as the core of civilization in Xhorhas, reaching out to the
wayward tribes and offering them enlightenment if they join the Kryn Dynasty.

The dark elves of the Kryn Dynasty worship the Luxon, a mysterious deity of light, after rejecting the evil designs of Lolth long ago. Nevertheless, the
Spider Queen's venomous will still seeps into the dynasty, as she and her devotees plot revenge.
MAP 3.8: WASTES OF XORHAS

Areas (A-D)

Asarius, the City of Beasts

Population: 48,025 (41 % goblinoids, 32% gnolls, 10% dark elves, 17% other races)

Government: Den Olios governs the city, the laws of which are enforced and monitored by captains of the Aurora Watch.

Defense: An impressive army is stationed on the outskirts of the city, comprised of Aurora Watch soldiers and trained local warriors, as well as
mercenaries.

Commerce: Basic supplies and equipment are available, as well as quality arms and some rare goods. Inns and taverns offer austere accommodations.

Organizations: There are several temples to the Lu xon, as well as some shrines to other deities. Merchant unions are beholden to the will of Den Olios.
Meanwhile, Lolth's Children of Malice lurk in the shadows.
Encircling and covering a massive, cracked hillside in the center of northern Xhorhas, Asarius has grown into a cluttered sprawl of roughshod homesteads,
mud huts, and military fortifications that are home to a bustling blend of the many peoples of the Kryn Dynasty. The city is a cultural hub established by ;1D.,7:52ÿDB
the Kryn for the wilder folk of the surrounding wa stes and nomadic peoples who joined the dynasty. The Kryn convinced these wastefolk to ÿ ?unite
*,;5ÿ?under
*25-
their banner by promising them protection, resources, and, in many cases, enlightenment (followed by conversion to the faith of the Luxon). MG
>. ;:3?/:ÿthe
Although ;:5ÿ5establishment
7;1D.,7:65*;ÿ3of<ÿ>7 1-,?7ÿ@1
Asarius wa 7
sÿ ,initially
*,;,1..Bÿ<fraught,
-1?/:;8ÿthe;:5ÿ+city
,;BÿNquickly
?,+9.Bÿ/grew
-5@ÿ,into
*;3ÿ1aÿ7symbol
B6D3.ÿ3of<ÿ?unity
*,;Bÿ<for3-ÿthe
;:5ÿ7scattered
+1;;5-52ÿ+cultures
?.;?-57ÿ3of<ÿ*northern
3-;:5-*ÿ=: 3-:178ÿ@:
Xhorhas, who 3
5eschewed
7+:5@52ÿthe
;:5ÿ2dangerous,
1*/5-3?78ÿ+competitive
36A5;,;,45ÿCfight /:;ÿ<for3-ÿ7survival
?-4,41.ÿto;3ÿ,instead
*7;512ÿ<focus
3+?7ÿ3on*ÿDbuilding
?,.2,*/ÿ1aÿ+community.
366?*,;BGÿOIn*ÿthe
;:5ÿ/generations
5*5-1;,3*7ÿ7since, ,*+58ÿthe
;:5ÿ+city
,;Bÿ:has
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.3773652ÿ,into *;3ÿ1a
;1*/.52ÿ@5
tangled web Dÿ3of<ÿNquirky
?,-9Bÿ*neighborhoods,
5,/:D3-:33278ÿfilledC..52ÿ@,
with ;:ÿ,industry
*2?7;-Bÿ1and *2ÿ6? 79Bÿ7scents.
musky +5*;7GÿThe
H:5ÿ6? 22BÿAplains
muddy .1,*7ÿ3outside
?;7,25ÿ1are-5ÿtilled
;,..52ÿ<for3-ÿ:hearty
51-;Bÿ-roots
33;7ÿ1and
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monstrous
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3-+57ÿ3of<ÿthe
;:5ÿF@5 *21.,1*
Dwendalian
)Empire.
6A,-5G

QRQSTURVÿXYZ
ASAR/US, THEÿ
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CITY OFÿ
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mutually 77?-52ÿ7survival.
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365ÿ@5 -5ÿ,intrigued
were *;-,/?52ÿDbyBÿthe
;:5ÿ3opportunity,
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while ;:5-7ÿ2did,2ÿ*not3;ÿ<fully
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@, 5.2ÿ@3
wield -27ÿ,instead
words *7;512ÿ3of<ÿ7swords.
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1-.Bÿ5establishment
7;1D.,7:65*;ÿ3of<ÿ>7 1-,?7ÿ@1
Asarius was7 ÿ61 -952ÿDbyBÿ+conflict,
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while ;:5ÿ+community
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,*+5ÿkflourished,
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;:5-5ÿ1are-5ÿ7still;,..
61
many *Bÿ@:
who 3ÿ.live
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B*17;Bl7ÿAprotection
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mistrust ;:5ÿ2dark
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.;-?,76ÿ3on*ÿthe
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;:5ÿE- B*ÿFB
Kryn *17;B8ÿ3one
Dynasty, *5ÿ+cannot
1**3;ÿ2deny
5*Bÿthe ;:5ÿ,importance
6A3-;1*+5ÿ3of<ÿthe;:5ÿ+city's
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5*;-1.
.location
3+1;,3*ÿ1among63*/ÿthe ;:5ÿ@1 7;57ÿ1and
wastes *2ÿ7strategic
;-1;5/,+ÿAproximity
-3L,6,;Bÿto;3ÿthe
;:5ÿDborder
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;:5ÿ5empire.
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Bright 55*ÿ:has
Queen 17ÿtransformed
;-1*7<3-652ÿthe ;:5ÿtiny
;,*Bÿtownship
;3@*7:,Aÿ,into*;3ÿ1aÿ/gargantuan
1-/1*;?1*
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;:5ÿ2dynasty,
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many*Bÿthousands
;:3?71*27ÿ3of<ÿ@1 7;5<3.9ÿto;3ÿ<form
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;:5ÿDbackbone
1+9D3*5ÿ3of<ÿ,its;7ÿ7standing
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military ;5*;7ÿ+cover
345-ÿthe
;:5
western outskirts of the city as countless soldiers prepare for the coming conflicts in the west, training atop the terrifying war beasts and towering war
machines brought from Rosohna or built alongside the towering walls of Asarius.

Government
The rule of law is tenuously imposed throughout the chaotic city, where the squabbles of argumentative civilians often lead to physical conflict. The laws
of the dynasty, which stem from the faith of the Luxon, are enforced by a network of trusted Aurora Watch captains and soldiers who report to Den Olios
within the Aurora Hold. Local affairs are the jurisdiction of Lady Zethriss Olios, who works with representatives of each major neighborhood to mar
the city and its people.
Crime
Blood often runs hot in Asarius, and folk here often come to blows, simply to deal with the stress and frustration of life on the plains. The Kryn know this;
as such, their laws regarding physical assaults and fights are far laxer in this city than anywhere else in Kryn territory. Even so, disagreements can escalate
to a point where theft, brutality, and murder sometimes occur with worrying regularity.

Geography
The majority of this rough, boisterous city is draped across a wide, muddy hill that overlooks the surrounding plains. The hill is surrounded by fifteen-foot-
tall walls of purple vermaloc wood, harvested from the eponymous Vermaloc Wildwood. The interior of the city is a tangled mass of wayward, mud-slick
streets and a hodgepodge of homes and structures that architecturally mirror the social mixture of dark elf society and the many nomadic lifestyles of the
wastefolk. The center of the city is marked by the ominous spire known as the Aurora Hold, home to Den Olios.

The southeast region of Asarius is called the Pits, named for the multitude of breeding pits for war beasts and other beasts of burden. The Pits are
8responsible
6:E17:<C06ÿ4for18ÿthe
5;6ÿAcity's
<5F_:ÿ6ever-present
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7<B>0:ÿ>and 72ÿ2dung,
97K?ÿ>and
72ÿthe
5;6ÿ>area
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many 7FÿEpoorer
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<5<`67:ÿ:seeking
66@<7KÿD1 work8@ÿD; 686O68ÿ<it5ÿAcan
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4found
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4>8B<7Kÿ4folk 10@ÿD;
who 1ÿtill5<00ÿthe
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>8:;
6environment
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walls. ;6ÿ6entire
75<86ÿ7northern
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<5Fÿ<is:ÿ:simply
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71D7ÿ>as:ÿthe 5;6ÿb1 85;81>2:GÿZ<
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Within 5;<:ÿ>area,
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5;6ÿcScowl
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Acenter
67568ÿ1of4ÿAcommerce,
1BB68A6?ÿ>and 72ÿthe
5;6ÿb1 85;ÿa6
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729:58<>0ÿAcore 186ÿ1of4ÿ=: >8<9:Gÿ=7
Asarius. An ÿ>average
O68>K6ÿ1of4ÿ4four198ÿthousand
5;19:>72ÿ=9 818>ÿZ>
Aurora Watch5A;ÿ>are86ÿ:stationed
5>5<1762ÿ1outside
95:<26ÿthe 5;6
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<5F?ÿD< 5;ÿ>additional
with 22<5<17>0ÿ8reinforcements
6<7418A6B675:ÿ2during 98<7Kÿtimes
5<B6:ÿ1of4ÿ0looming
11B<7KÿAconflict.
17e<A5G
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Asarius k.lmh+.g
Adventures
a; >8>A568:ÿB<
Characters K;5ÿAcome
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5;6ÿa< 5Fÿ1of4ÿ/6
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5;6ÿI8KrynF7ÿB< 0<5>8FÿEpreparations.
military 86E>8>5<17:G
nS
War+ÿo. SgmÿpEscape
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5;6ÿAcharacters
;>8>A568:ÿ:stay 5>Fÿ<in7ÿ=: >8<9:?ÿgspies
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81Bÿthe
5;6ÿ\D6 72>0<>7ÿNEmpire
Dwendalian BE<86ÿ<infiltrate
7L058>56ÿthe5;6ÿAcity<5Fÿ>and72ÿ:simultaneously
<B905>7619:0Fÿ8release 606>:6ÿD> war8
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6>:5:ÿ4from
81Bÿtheir
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with <E:ÿ>and
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the ;>8>A568:ÿtry58Fÿto51ÿ:stop
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5;6
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56>0ÿthe
5;6ÿAcity's
<5F_:ÿ:secrets.
6A865:G
pEcho
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U.ÿyS
Pastgmÿr(Mid
s,jÿtlevel).
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chaotic 112?ÿB>male,06?ÿ2dranassar
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5;6ÿ7name>B6ÿ1of4
=0 FM< @1 7 ?ÿ
> ÿB< 7 1 8ÿK1 O 6 87 B6 75ÿ:6 A 86 5> 8F Gÿ=ÿ A 905ÿ
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A> 00ÿ5; 6B: 60O 6 :ÿ
Alyxikon, a minor government secretary. A cult of hobgoblins and bugbears who call themselves the Lords of Strife are hunting Jibu after hearing5; 6 ÿ
| 1 82 :ÿ1 4
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4 6 ÿ
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<C9ÿ;has
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PLrrI_LK
Bazzoxan

st [?:4>9t=uÿv2,61
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dust like many relics of those terrible times. After Ghor Dranas was claimed by the Kryn, settlers roamed north through the Barbed Fields to discover this
site with hopes of renovating it as well. A community began to flourish within the ruins of Bazzoxan over a few generations, building the foundations of a
new city around the looming stone structures of the abandoned sanctum-until demonic forces from within the old temple threw the burgeoning society
into chaos. Bazzoxan is now perpetually locked in a stalemate between the dynasty's forces and the abyssal incursion from within the temple. This unholy
site is the subject of constant research and of growing worry for the dynasty.

Never Left Alone


About forty years ago, a group of curious local dungeoneers uncovered a long-dormant gateway to the Abyss. Its demonic influence drove them mad, and
they accidentally reactivated the gateway of Bazzoxan-an immense rift between the Abyss and Exandria. This enabled demonic forces to pour out into
the ruins and surrounding city. The incursion was eventually stifled, though at a great loss of life. The civilians that remain in Bazzoxan support the
warriors who keep the forces of the Abyss at bay, as well as the arcanists who work to reseal the rift and reclaim the city.

Government
The town is under martial law, with Aurora Watch soldiers keeping the peace under the current governance of Taskhand Verin Thelyss. The taskhand's ÿ*32F+314S2
lieutenants serve as minor officials and bureaucrats, and even the civilians who continue to stay are trained to defend themselves and fall into rank if 01*5ÿ.31Fÿ0@
A3 =,<5=,1*ÿ@forces
malevolent 5.7,2ÿ.rise
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so, the rare gritter sometimes profits from gouging the price of provisions or swindling the fearful. Criminals who are caught by the Watch are sent south
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Dynasty .5AÿEpushing
/2+016ÿ@farther
3.*+,.ÿ;, 2*9ÿ}5
west. ;,<,.?ÿ1nearly
However, ,3.=8ÿtwo *;5
4decades
,734,2ÿ5of@ÿ2skirmishes
F0.A02+,2ÿHbetween,*;,,1ÿthese
*+,2,ÿ1nations
3*0512ÿ+have
3<,ÿ=left
,@*ÿA3
many18ÿ2soldiers
5=40,.2ÿ5on1ÿHboth
5*+ÿ2sides04,2ÿHburied
/.0,4ÿ0in1ÿthe
*+,ÿA3 .2+?ÿtheir
marsh, *+,0.ÿHbodies
540,2ÿ@forever
5.,<,.ÿ=lost
52*ÿto*5ÿthe
*+,ÿ4dark
3.FÿA/ 7F9ÿThe
muck. :+,
l. 81S2ÿ.recent
Kryn's ,7,1*ÿ<victory
07*5.8ÿ3at*ÿthe
*+,ÿG2 +6/3.4ÿ{3
Ashguard ..0251ÿ+has
Garrison 32ÿ6given
0<,1ÿthem
*+,Aÿ7control
51*.5=ÿ5over
<,.ÿthe
*+,ÿA3 marsh.2+ÿ3and
14ÿ3aÿ@foothold
55*+5=4ÿ0in1ÿthe
*+,ÿ,enemy
1,A8ÿterritory
*,..0*5.8ÿHbeyond
,8514ÿ0it.*9
Y+3.02
Charis

~J]js\PVJNÿ€950
Population: ‚ÿƒ(53%
„…ÿ4dragonborn,
.3651H5.1?ÿ†41‡…ÿ
%+3=>0162?ÿˆ6%…ÿ5other
halflings, *+,.ÿ.races)
37,2‰
5E/=3*051ÿ314ÿ*+,ÿ5*+,.ÿ.,E.,2,1*016ÿ0*2ÿ+3=>016ÿE5E/=3*0519
Government: Two elders preside over this village, one representing its dragonborn population and the other representing its halfling population .

,39ÿY0
Defense: Numerous bands of experienced fighters, druids, and hunters patrol the area. <0=0312ÿFknow
Civilians 15;ÿHbasic
3207ÿ7combat
5AH3*ÿtechniques
*,7+10b/,2ÿto*5ÿ4defend
,@,14ÿthe
*+,ÿ<village
0==36,ÿ0if@
necessary.

Commerce: Travelers can find basic supplies, most likely at a small inn. Visits from traveling merchants are infrequent, so rare goods are special fin,., _

Organizations: A mighty treetop temple to Melora shades the center of the village.
A wandering community of halflings survived in the fiend-twisted Lotusden Greenwood for generations through their cunning and the grace of their faith in
Melara. When they found themselves ambushed by a group of starving ravenites fleeing from the destruction of Draconia, the halflings shunned conflict in
favor of kindness. They offered to feed the ravenites, and a bond between peoples was born.

This burgeoning community of halflings and dragonborn was able to carve out a permanent home within a safer region of the Lotusden and, with the
blessing of the Wild Mother, ward off the evils of the forest. They gave their woodland village the name Charis, from the Draconic word for "hope." This
hidden hamlet of hollowed trees, moss-covered grottoes, and mushroom fields harbors a nature-worshiping commune of vegetarian farmers, forest
guardians, and druids who work to live in harmony with the surrounding forest. They hope to cleanse the Lotusden of the evils that have pervaded its
shadows since before the Divergence.

Ignorance Is Bliss

H/ =G17/ÿthe
Despite 7:/ÿ3chaos
:,4=ÿ,and -.ÿturmoil
760541;ÿthat
7:,7ÿ0rock
43Jÿthe 7:/ÿ;lands
,-.=ÿ4of9ÿE1 ;./546-7ÿFbeyond
Wildemount /84-.ÿthe 7:/ÿALotusden
476=./-ÿB0 //-+44.Iÿthe
Greenwood, 7:/ÿGpeople
/4G;/ÿ4of9ÿL: ,01=ÿ,are0/ÿ:happy
Charis ,GG8ÿ1in-ÿtheir
7:/10ÿ1isolation.
=4;,714-D
ALacking
,3J1-2ÿ,any -8ÿ0real
/,;ÿ1interest
-7/0/=7ÿ1in-ÿ4outside
67=1./ÿ,affairs,
99,10=Iÿthey7:/8ÿ9focus
436=ÿ/entirely
-710/;8ÿ4on-ÿGprotecting
047/371-2ÿthe 7:/ÿ=surrounding
60046-.1-2ÿ9forest 40/=7ÿ,and -.ÿtheir
7:/10ÿfellow
9/;;4+ÿ>villagers.
1;;,2/0=Dÿ[6 7=1./0=ÿ4occasionally
Outsiders 33,=14-,;;8ÿvisit
>1=17
L: ,01=Iÿ,and
Charis, -.ÿ+: 1;/ÿthe
while 7:/ÿ>villagers
1;;,2/0=ÿ,are0/ÿ+/ ;3451-2ÿto74ÿthose
welcoming 7:4=/ÿ+: who 4ÿ4offer
99/0ÿ-no4ÿ=sign
12-ÿ4of9ÿ,aggression,
220/==14-Iÿthey 7:/8ÿ6usually
=6,;;8ÿ?find
-.ÿ,aÿ+,
way8 ÿto74ÿ\quickly
613J;8ÿ6usher=:/0ÿthem
7:/5ÿ,along,;4-2IÿGpreferring
0/9/001-2ÿto74
Fbe/ÿ;left
/97ÿto74ÿtheir
7:/10ÿ=simple
15G;/ÿ;lives
1>/=ÿ,and
-.ÿGpursuits.
60=617=DÿThe K:/ÿGpeople
/4G;/ÿ4of9ÿthis
7:1=ÿ>village
1;;,2/ÿ+4
would 6;.ÿ-never
/>/0ÿ3consider
4-=1./0ÿ;leaving
/,>1-2ÿtheir 7:/10ÿtranquil
70,-\61;ÿ:home,
45/Iÿ6unless
-;/==ÿ=so4ÿ3commanded
455,-./.ÿFby8ÿthe 7:/ÿE1 ;.
Wild
C4
Mother7:/0ÿ:herself.
/0=/;9D
]Q ^URP_UP`
Government

KThe:/ÿ3community
4556-178ÿ1is=ÿ=small 5,;;ÿ/enough
-462:ÿthat7:,7ÿ54 most =7ÿ1intricacies
-7013,31/=ÿ4of9ÿ9formal
405,;ÿ2government
4>/0-5/-7ÿ,are0/ÿ6unnecessary.
--/3/==,08Dÿa4 ;6-7//0=ÿtake
Volunteers 7,J/ÿ6upGÿ0responsibilities
/=G4-=1F1;171/=ÿ1in-ÿ=shifts,:197=Iÿfrom
9045ÿJkeeping
//G1-2
+,
watch 73:ÿto74ÿ2gathering
,7:/01-2ÿ9food 44.D.ÿALeaderships
/,./0=:1G=ÿ1is=ÿ=shared :,0/.ÿFbetween
/7+//-ÿtwo 7+4ÿ/elders,
;./0=Iÿ4one-/ÿ9for40ÿ/each
,3:ÿ4of9ÿthe
7:/ÿ:halfling
,;<1-2ÿ,and -.ÿ.dragonborn
0,24-F40-ÿGpopulations,
4G6;,714-=Iÿ,and -.ÿtheir
7:/10ÿ,authority
67:40178ÿ1is=ÿ54 =7;8
mostly
0required
/\610/.ÿ9for40ÿ2giving
1>1-2ÿ=spiritual
G10176,;ÿ2guidance
61.,-3/ÿ,and -.ÿ0resolving
/=4;>1-2ÿ51 -40ÿ.disputes.
minor 1=G67/=D
bR
CrimeZ_U
KThe:/ÿ=society
431/78ÿ+1 7:1-ÿthe
within 7:/ÿ>village
1;;,2/ÿ4operates
G/0,7/=ÿ+1 7:467ÿ54
without -/8Iÿ2gold,
money, 4;.Iÿ4or0ÿ/emphasis
5G:,=1=ÿ4on-ÿGprecious
0/3146=ÿ=stones.
74-/=DÿcEverything
>/087:1-2ÿ1is=ÿGprovided
04>1./.ÿFby8ÿthe 7:/ÿ3community
4556-178ÿ,and -.ÿ=shared
:,0/.ÿ/equally,
\6,;;8I
1in-ÿtheory.
7:/408DÿdIn-ÿGpractice,
0,3713/Iÿ:however,
4+/>/0Iÿ.disputes
1=G67/=ÿ.do4ÿ4occasionally
33,=14-,;;8ÿ,arise,01=/Iÿ,and
-.ÿ0ravenites
,>/-17/=ÿ+: who4ÿ0remember
/5/5F/0ÿtheir 7:/10ÿtimes
715/=ÿ1in-ÿthe
7:/ÿH0 //547:ÿe,
Dreemoth >1-/ÿ=sometimes
Ravine 45/715/=ÿ9feel //;ÿ3compelled
45G/;;/.
74ÿ=secretly
to /30/7;8ÿ:hoard
4,0.ÿthings
7:1-2=ÿ4once -3/ÿ3considered
4-=1./0/.ÿ>valuable. ,;6,F;/DÿE:While1;/ÿthere
7:/0/ÿ,are0/ÿ-no4ÿ9formal
405,;ÿ;laws,
,+=Iÿ1if9ÿ/enough
-462:ÿ3citizens
171f/-=ÿfeel
9//;ÿ+0 4-2/.ÿFby8ÿ,an-ÿ,action,
wronged 3714-Iÿthey
7:/8ÿFbring
01-2ÿthe
7:/ÿ1issue
==6/ÿFbefore
/940/
7:/ÿ/elders,
the ;./0=Iÿ+: who 4ÿ+1will;;ÿjudge
g6.2/ÿthe7:/ÿ=situation
176,714-ÿ,and -.ÿ3choose
:44=/ÿ,aÿfitting
?771-2ÿGpunishment.
6-1=:5/-7D
]U QORShij
Geography

k/ =7;/.ÿ+1
Nestled 7:1-ÿ,aÿ=sunken
within 6-J/-ÿ5/ ,.4+ÿ=surrounded
meadow 60046-./.ÿFby8ÿ.dense /-=/ÿtrees
70//=ÿ,and-.ÿ:hills,
1;;=Iÿthis
7:1=ÿ:hidden
1../-ÿ=sanctuary
,-376,08ÿ1is=ÿ,aÿFbeautiful
/,67196;ÿGpocket
43J/7ÿ4of9ÿGprotected
047/37/.ÿ-nature,760/ÿ+1 7:1-ÿthe
within 7:/ÿ:haunted
,6-7/.
=shadows
:,.4+=ÿ4of9ÿthe 7:/ÿALotusden.
476=./-DÿL4 ;4096;ÿ<flowers
Colorful 4+/0=ÿ,and -.ÿ9fungi
6-21ÿ;line
1-/ÿ7the:/ÿGpathways
,7:+,8=ÿFbetween
/7+//-ÿ=stacking
7,3J1-2ÿtreehollow
70//:4;;4+ÿ:homes 45/=ÿ,and-.ÿ:hillside
1;;=1./ÿ.domiciles,
45131;/=Iÿ,and -.ÿ>vine-wrapped
1-/@+0,GG/.
Fbridges
01.2/=ÿ:hang ,-2ÿFbetween
/7+//-ÿtreetops.
70//74G=DÿlSunbeams
6-F/,5=ÿGpierce 1/03/ÿthe
7:/ÿ3canopy
,-4G8ÿ4of9ÿthe7:/ÿforest,
940/=7IÿFbringing
01-21-2ÿ>vibrant
1F0,-7ÿ+, 057:ÿ.during
warmth 601-2ÿthe
7:/ÿ.day,,8Iÿ+:
while1;/ÿ54 4-;12:7ÿ3calls
moonlight ,;;=ÿfaint
9,1-7ÿ+: 1=G/0=ÿ4of9
whispers
51 = 3: 1/ >4 6 =ÿ9/ 8 ÿ1- 7 4 ÿ
7: /ÿ> 1
;;
, 2 / ÿ74ÿ 51 -
mischievous fey into the village to mingle with its denizens. 2 ;
/ ÿ+1 7: ÿ
17=ÿ./- 1f / - = D
bi
CharisSRZWÿmn ^UP`oRUW
Adventures

pFinding
1-.1-2ÿL: ,01=ÿ1is=ÿ,an-ÿ,adventure
Charis .>/-760/ÿthe 7:/ÿ3characters
:,0,37/0=ÿ51 2:7ÿ6undertake
might -./07,J/ÿto74ÿ;locate
43,7/ÿ,aÿGperson
/0=4-ÿ+1 7:ÿ,aÿ=specific
with G/31?3ÿ1item7/5ÿ4or0ÿGpiece
1/3/ÿ4of9ÿ1information
-9405,714-ÿthat 7:,7ÿ3could
46;.ÿ,aid1.ÿthem
7:/5ÿ1in-
,another
-47:/0ÿ\quest.
6/=7D
q^ URYQRnÿQofrÿ̀the
Overlord iUÿq^ URORQs`iÿt(Mid
Overgrowth uZnÿvlevel}.
U^UYwxÿ)ÿ A. /54-ÿ:has
demon ,=ÿ5,made ./ÿthe
7:/ÿforest
940/=7ÿFbordering
40./01-2ÿL: ,01=ÿ1its7=ÿ;lair.
Charis ,10DÿcEvery
>/08ÿ.day,
,8Iÿthe
7:/ÿihezrou
UyRQoÿB, 0;,20,2ÿ,attempts
Garlagrag 77/5G7=ÿto74ÿ=summon
6554-
54
more 0/ÿ,and
-.ÿ54more0/ÿ.demons
/54-=ÿ1into -74ÿthe
7:/ÿ9forest,
40/=7Iÿ,and -.ÿthe
7:/ÿ+4 4.=ÿ,are0/ÿ-now
woods 4+ÿ<flush
6=:ÿ+1 7:ÿ:hezrous
with /f046=ÿ,and -.ÿndretches.
RU`TiUWDÿThe K:/ÿGpeople
/4G;/ÿ4of9ÿL: ,01=ÿ=seek
Charis //Jÿ,aid1.ÿto74ÿ?fight
2:7ÿ4off99ÿthe
7:/ÿ.demons
/54-=ÿ4or0
74ÿ/end
to -.ÿB, 0;,20,2z=ÿGplot
Garlagrag's ;47ÿ4once
-3/ÿ,and
-.ÿ9for40ÿ,all.;;D
Deepriver Mine and lcozrin Steelworks

cEstablished
=7,F;1=:/.ÿ,around
046-.ÿ,aÿGplentiful
;/-7196;ÿ=source
4603/ÿ4of9ÿ1iron
04-ÿ,and
-.ÿ3copper
4GG/0ÿ+1 7:1-ÿ,aÿ.dry,08Iÿ=subterranean
within 6F7/00,-/,-ÿ0riverbed,
1>/0F/.Iÿthe7:/ÿH/ /G01>/0ÿC1
Deepriver Mine-/ÿ1is=ÿ4one
-/ÿ4of9ÿthe
7:/ÿ.dynasty's
8-,=78z=ÿ54
most=7ÿGproductive
04.6371>/
51 -1-2ÿ4operations.
mining G/0,714-=DÿE4 0J/0=ÿtoil
Workers 741;ÿ,away
+,8ÿ+1 7:1-ÿthe
within 7:/ÿ51 -/=ÿFbeneath
mines /-/,7:ÿthe
7:/ÿ0red /.ÿ3canopy
,-4G8ÿ4of9ÿthe
7:/ÿa/ 05,;43Iÿ4or0ÿ+4
Vermaloc, 0Jÿthe
work 7:/ÿ=smelters
5/;7/0=ÿthat7:,7ÿ;litter
177/0ÿthe
7:/ÿ3courtyard,
46078,0.IÿGpreparing
0/G,01-2ÿto74
=send
/-.ÿtheir
7:/10ÿ2goods
44.=ÿto74ÿe4 =4:-,ÿ4or0ÿ9farther
Rosohna ,07:/0ÿ1into
-74ÿthe
7:/ÿ+/
west=7ÿ4of9ÿ{:40:,=D
Xhorhas.

lSince
1-3/ÿthe
7:/ÿ3conflict
4-<137ÿ+1 7:ÿthe
with 7:/ÿH+/ -.,;1,-ÿcEmpire
Dwendalian 5G10/ÿ:has
,=ÿ/escalated
=3,;,7/.ÿ1in-ÿ0recent
/3/-7ÿ.decades,
/3,./=IÿH/
Den -ÿdlcozrin
34f01-ÿ/established
=7,F;1=:/.ÿ,an-ÿ1impressive
5G0/==1>/ÿ=steelworks
7//;+40J=ÿ,alongside
;4-2=1./ÿthe
7:/ÿH/ /G01>/0
Deepriver
Mine to expedite the forging of armaments. The lcozrin Steelworks has since grown -ÿto74ÿFbecome
/345/ÿ,aÿ3construction
4-=7063714-ÿ8yard
,0.ÿ9for40ÿ+,
war0 ÿ5, 3:1-/=ÿ,and
machines -.ÿ=siege
1/2/ÿ+/ ,G4-
weaponry
to be sent to the front lines in the west.

Dreemoth Ravine
Along the southeastern range of the Ashkeeper Peaks, an impressively deep gorge cuts into the mountains for nearly eighty miles. Winding and widening,
the enormous ravine reveals a beautiful, rocky valley of sparse trees, natural caverns, and incredible waterfalls tumbling from the Ashkeeper runoff. Strong
winds blow through the gorge, and the numerous natural cliffside outcroppings provide shelter for wild griffons, wyverns, and other flying beasts. The
central bend of the Dreemoth Ravine still contains the ruins of Draconia, as well as the countless abandoned caves and quarries that once held the
enslaved ravenites, now freed .

RÿTUVWXNÿY
Dreemoth Ravine Adventures

Characters3ÿ=< .10ÿAcome
might ,= to Dreemoth Ravine to capture and train a flying mount, or to explore the ruins of Draconia.
Bones of a MWbWZÿLP
Frigid DoomPO (Epic level). A death knight named Pentrakath lurks in a cave in the Dreemoth Ravine, and he has uncovered
,>262@ÿthe012ÿbones of Vorugal,
XQÿmR
the ancient white WQNÿZdragon
MU that destroyed Draconia twenty years ago. He gathered a host of profane relics and stole the soulsÿ,of7ÿ1hundreds
4-@62@ of dead
6-ÿ<in-ÿ5an-ÿ5attempt
dragonborn ,-3026ÿp5
002 to stitch together a soul powerful enough to resurrect Vorugal as an ancient white dracolich (see Monster ManuaO.

I4=565-
Dumaran

HThe
12ÿ1hobgoblin
,E.,E+<-ÿ7fortress
,606233ÿ,of7ÿI4 =565-ÿ<is3ÿEbuilt
Dumaran 4<+0ÿ<into
-0,ÿthe
012ÿD2 3026-ÿEbase
western 532ÿ,of7ÿthe
012ÿ:2 -4=E65ÿJ5
Penumbra -.2;ÿ1hidden
Range, <@@2-ÿD< 01<-ÿthe
within 012ÿ3south
,401ÿ2end
-@ÿ,of7ÿthe
012ÿD2 Er<-72302@ÿl2
web-infested 6=5+,A
Vermaloc
C< +@D,,@B.ÿI,
Wildwood s2-3ÿ,of7ÿ@defensible
Dozens 272-3<E+2ÿ9portholes
,601,+23ÿ5and -@ÿ5arrow
66,Dÿ3slits
+<03ÿ+look
,,8ÿ@down
,D-ÿ,over
>26ÿthe
012ÿD5 +8D5?3ÿthat
walkways 0150ÿD<
wind-@ÿ5across
A6,33ÿthe 012ÿ7face
5A2ÿ,of7ÿthe
012ÿ<impressive
=96233<>2ÿ7fortress,
,606233;ÿD1while<+2ÿAcurling
46+<-.
9paths
5013ÿ+lead
25@ÿ4up9ÿ<into
-0,ÿthe
012ÿ=, 4-05<-3BÿC<
mountains. 01<-;ÿAcountless
Within, ,4-0+233ÿ1halls,5++3;ÿAchambers,
15=E263;ÿ5and -@ÿtunnels
04--2+3ÿ5are62ÿAcarved
56>2@ÿthrough
016,4.1ÿthe 012ÿ6rock.,A8B
tFollowing
,++,D<-.ÿthe012ÿ]5 +5=<0?;ÿthe
Calamity, 012ÿ1hobgoblin
,E.,E+<-ÿ3survivors
46><>,63ÿD2 were62ÿ3scattered,
A500262@;ÿfighting
u.10<-.ÿthe
012ÿAclans
+5-3ÿ,of7ÿthe
012ÿvlothia
,01<5ÿp, ,6+5-@ÿ7for,6ÿ3scarce
Moorland A56A2ÿ6resources
23,46A23B.ÿThey
H12?ÿ@drew62Dÿthe
012ÿ5attention
002-0<,-ÿ,of7
wLolth,
,+01;ÿthe
012ÿFSpider
9<@26ÿx4 22-;ÿD1
Queen, who ,ÿ3seduced
2@4A2@ÿ5and -@ÿ2empowered
=9,D262@ÿthe 012ÿ1hobgoblins
,E.,E+<-3ÿ,of7ÿI4 =565-Bÿ*+
Dumaran. 01,4.1ÿthey
Although 012?ÿD2
were 62ÿ-not,0ÿ@drow,
6,D;ÿthe
012ÿ1hobgoblins
,E.,E+<-3ÿjoined
y,<-2@ÿthe
012ÿ6ranks
5-83ÿ,of7ÿthe012
]1 <+@62-ÿ,of7ÿp5
Children +<A2;ÿ.giving
Malice, <><-.ÿthem
012=ÿ@dominion
,=<-<,-ÿ,over >26ÿthe
012ÿ3spiders
9<@263ÿthroughout
016,4.1,40ÿthe 012ÿl2 6=5+,Aÿ5and
Vermaloc -@ÿ1honing
,-<-.ÿthem
012=ÿ<into -0,ÿ5aÿferocious
726,A<,43ÿ5army6=?ÿto0,ÿtopple
0,99+2ÿthe012ÿz6 ?-ÿ5as3
Kryn
9punishment
4-<31=2-0ÿ7for,6ÿtheir012<6ÿ<insolence.
-3,+2-A2B
{R UXbNZÿ|by}ÿ~U
Changed QMNZ
Hatred

HTwisted
D<302@ÿEby?ÿthe
012ÿ@dark568ÿ.gifts
<703ÿ,of7ÿtheir
012<6ÿ=4 6@26,43ÿ.goddess,
murderous ,@@233;ÿthe 012ÿ1hobgoblins
,E.,E+<-3ÿ,of7ÿI4 =565-ÿ1have
Dumaran 5>2ÿ,onyx
-?^ÿEblack
+5A8ÿ7fur,46;ÿ9pale
5+2ÿ?yellow
2++,Dÿ2eyes,
?23;ÿ5and-@ÿ5aÿ1hunger
4-.26ÿ7for,6ÿ3slaughter.
+54.1026BÿHTheir12<6
-nocturnal
,A046-5+ÿ1hordes
,6@23ÿ3strike
06<82ÿ,out40ÿ<in-ÿthe
012ÿ@dark
568ÿ,of7ÿ-night,
<.10;ÿAcommanding
,==5-@<-.ÿthe 012ÿ=5 33<>2;ÿ>venomous
massive, 2-,=,43ÿ5arachnids
65A1-<@3ÿ,of7ÿthe
012ÿVermaloc
l26=5+,Aÿto0,ÿ5aid<@ÿtheir
012<6ÿ6raiding
5<@<-.ÿ9parties.
560<23BÿHTheir
12<6ÿ6rituals
<045+3
2emphasize
=9153<s2ÿtheir012<6ÿ+loathing
,501<-.ÿ,of7ÿthe 012ÿz6 ?-ÿ@drow,
Kryn 6,D;ÿthe
012ÿ3same
5=2ÿD1 who ,ÿ5abandoned
E5-@,-2@ÿtheir 012<6ÿFSpider
9<@26ÿx4 22-;ÿ5and
Queen, -@ÿthey
012?ÿD,work 68ÿto0,ÿ3slowly
+,D+?ÿEbuild
4<+@ÿ9paths
5013ÿthrough
016,4.1ÿthe 012ÿ:2 -4=E65ÿJ5
Penumbra -.2
Range
0toward
,D56@ÿJ, 3,1-5ÿto0,ÿ2eventually
Rosohna >2-045++?ÿAcorrupt
,66490ÿthe012ÿAcity
<0?ÿ7from
6,=ÿthe012ÿ3shadows.
15@,D3B
Yÿ
A NUhP[\ÿ€W
Jealous \QMN\\
Mistress

wLike
<82ÿ5an-ÿ2equally
K45++?ÿ@dark568ÿ=< 66,6ÿ,of7ÿthe
mirror 012ÿwLolth-worshiping
,+01rD,631<9<-.ÿ@drow 6,Dÿ<in-ÿ@distant
<305-0ÿ6regions
2.<,-3ÿ,of7ÿExandria,
^5-@6<5;ÿthe012ÿD5 66<,6ÿ=5
warrior matrons06,-3ÿ,of7ÿthe012ÿ]1 <+@62-ÿ,of7ÿp5
Children +<A2ÿ1hold
Malice ,+@ÿ9power
,D26ÿD< 01<-
within
I4 =565-;ÿ+leading
Dumaran, 25@<-.ÿtheir012<6ÿ7family
5=<+?ÿ1houses,4323ÿD1 <+2ÿ3serving
while 26><-.ÿ4under
-@26ÿn2Head 5@ÿp5 06,-ÿl<
Matron >468ÿHTonn
Vivurk ,--B.ÿThough
H1,4.1ÿ=5 many -?ÿ@drow
6,Dÿ3societies
,A<20<23ÿ5are62ÿfilled
u++2@ÿD<
with01ÿ9political
,+<0<A5+ÿ3scheming
A12=<-.ÿ5and -@
<infighting
-u.10<-.ÿto0,ÿD< win -ÿwLolth's
,+01‚3ÿ7favor,
5>,6;ÿtheir
012<6ÿKqueen's
422-‚3ÿ3seething
2201<-.ÿ1hatred
5062@ÿ,of7ÿthe012ÿ@dynasty
?-530?ÿ7focuses
,A4323ÿthese
01232ÿ@drow6,Dÿ5against
.5<-30ÿ5aÿAcommon,==,-ÿ2enemy,-2=?;ÿ=5 8<-.ÿthe
making 012ÿ7forces
,6A23ÿ,of7ÿI4 =565-ÿ5a
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6ruthlessly
401+233+?ÿ2efficient
ƒA<2-0ÿ2engine-.<-2ÿ,of7ÿ>vengeance.
2-.25-A2B
C1
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6<=23ÿ,occur
AA46ÿ7from
6,=ÿtime
0<=2ÿto0,ÿtime,
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016250ÿ,of7ÿ3swift
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-@ÿEbrutal
6405+ÿ9punishment
4-<31=2-0ÿ<is3ÿ2enough
-,4.1ÿto0,ÿ8keep
229ÿthe
012ÿ<inhabitants
-15E<05-03ÿ,of7ÿthe012ÿ7fortress
,606233ÿ<in-ÿ+line,
<-2;ÿ4unless
-+233ÿthey
012?ÿ5are62
5absolutely
E3,+402+?ÿAcertain
2605<-ÿthey012?ÿAcan
5-ÿ.get20ÿ5away
D5?ÿD< 01ÿ5aÿ=<
with 3@22@ÿ,or6ÿ9prove
misdeed 6,>2ÿthat
0150ÿtheir
012<6ÿ5actions
A0<,-3ÿ7further
460126ÿwLolth's
,+01‚3ÿ.goals.
,5+3B
L[ OUMUXÿYZ
Dumaran VNXQ[MN\
Adventures

HThose
1,32ÿD1 who,ÿ3serve
26>2ÿthe012ÿFSpider
9<@26ÿx4 22-ÿ<in-ÿ„1
Queen ,6153ÿ,often
Xhorhas 702-ÿ9pass
533ÿthrough
016,4.1ÿI4 =565-;ÿ5and
Dumaran, -@ÿ1heroes
26,23ÿD1 who,ÿ3seek
228ÿto0,ÿ2end-@ÿ1her26ÿ9poisonous
,<3,-,43ÿ<influence
-G42-A2ÿ=< .10ÿ5attempt
might 002=90ÿto0,
destroy the stronghold.

Matron of Malice (Mid level). The Kryn Dynasty aims to create upheaval within Dumaran by hiring the characters to infiltrate the fortress and assassinate
Head Matron Vivurk Tonn. To get to her, the characters are given potions that can polymorph them into dark elves for 24 hours.

A looming Visit (High level}. Intercepted messages between the Children of Malice speak of a ritual that is being prepared in the heart of Dumaran in the
coming weeks. Victims have been captured for a mass sacrifice, and the messages mention a "great arrival." The Kryn Dynasty hires the characters to
uncover more information about this ritual, attempt to release any prisoners, and, should the opportunity present itself, stop this ritual or destroy whatever
arrives at its completion.

*6253ÿo(F-R)
Areas trJq
Fevergulf Lake
Fevergulf Lake is a massive body of brackish water known for its warm temperature and sulfurous smell. Depending on the season, the waters can
become almost scalding in places, causing many of the fish and other creatures that live beneath the surface to migrate from one end of the lake to the
other. The banks of the lake collect layers of strange minerals and stones of all colors, creating a rainbow of odd pastel hues among the pebbles, sands,
and muck on the lake shore. The immensity of the lake gives plenty of room for all manner of strange terrors to thrive beneath the waters, making it
extremely dangerous to cross via boat.

KJWXNLJY
Fevergulf Lake Adventures
The characters could 0;ÿ4attempt
@@+8B@ÿto@ cross Fevergulf Lake without waking its monsters, or they could hunt the denizens beneath.
Eyes of the Lake (Any W\ÿRLevel).
JKJÒaÿThe
G two islands near the center of the Fevergulf, known as the Eyes of the Lake, are home to rocky shores and twin forests
of brown, moss-covered,+-+;Eÿ;dead
+4;ÿtrees. Tall, twisted, and leafless, these woods are ominous enough from a distance, but the clans of the lothia Moorland still600
.+Eÿ6isolated
tell fables of a strange, 7:04@+;cult from long ago that lives there to this day, mourning the loss of some long-forgotten god.
elothia
:@>64ÿf::-04A;
Moorland

GThe
>+ÿelothia
:@>64ÿf: :-04A;ÿfills
Moorland F007ÿ8/ much=>ÿ:of1ÿthe
@>+ÿ=central
+A@-40ÿ,valley
400+<ÿ:of1ÿg> :->47Eÿ4aÿ0landscape
Xhorhas, 4A;7=4B+ÿ:of1ÿ>hilly 600<ÿ.grasslands
-47704A;7ÿ4and A;ÿ8/ ;;<ÿfields
muddy F+0;7ÿthat
@>4@ÿ7stretches
@-+@=>+7ÿ1from -:8ÿ>horizon
:-6Z:Aÿto@:ÿ>horizon,
:-6Z:AE
1framed
-48+;ÿ9by<ÿ7soggy:..<ÿ7swamps
?48B7ÿ4and A;ÿ84 776,+ÿ0lakes.
massive 45+7CÿGThe >+ÿf: :-04A;ÿ6is7ÿ7surprisingly
Moorland /-B-676A.0<ÿ1fertile,
+-@60+Eÿ7supporting
/BB:-@6A.ÿ4aÿ-robust
:9/7@ÿ+ecosystem
=:7<7@+8ÿ:of1ÿ.game48+ÿ4and A;ÿ9beasts
+47@7ÿthat@>4@ÿ=call400ÿthe
@>+ÿ,valley
400+<
>home.
:8+CÿThe G>+ÿ-roving
:,6A.ÿD: 0:-4,ÿ4and
Dolorav A;ÿh: 7>@475ÿ=clans
Koshtask 04A7ÿ=claim0468ÿthe
@>+ÿf: :-04A;7ÿ4as7ÿtheir
Moorlands @>+6-ÿ>hunting
/A@6A.ÿ.grounds,
-:/A;7Eÿfighting
F.>@6A.ÿ9back 4=5ÿthe
@>+ÿ;deadly
+4;0<ÿBpredators
-+;4@:-7ÿthat @>4@ÿ7stalk
@405ÿthe
@>+ÿ84 -7>+7
marshes
?>
while60+ÿ4also
07:ÿFfighting
.>@6A.ÿ6intruders
A@-/;+-7ÿ4and A;ÿ+each
4=>ÿ:other.
@>+-C
i^
The Jÿj] O]LSKkÿlS
Dolorav: \PSLmWMÿlS
Wayfaring LLm]LY
Warriors
GThe
>+ÿD: 0:-4,ÿ=clan
Dolorav 04Aÿ6is7ÿ4aÿFfierce
+-=+ÿ4and A;ÿ;disciplined
67=6B06A+;ÿ?4 --6:-ÿtribe,
warrior @-69+Eÿ4as7ÿ?+
well0
0ÿ4as7ÿ:oneA+ÿ:of1ÿthe
@>+ÿ0largest
4-.+7@ÿ>human/84Aÿ7societies
:=6+@6+7ÿ6inAÿbEastern
47@+-Aÿn< A4A;6-CÿThe
Wynandir. G>+ÿD: 0:-4,ÿ4are-+ÿ;descended
Dolorav +7=+A;+;
1from
-:8ÿthe @>+ÿ7surviving
/-,6,6A.ÿ8+ 89+-7ÿ:of1ÿthe
members @>+ÿo/ 54AEÿ?>
Vukan, who :ÿ?+
were-+ÿ;defeated
+1+4@+;ÿ9by<ÿthe @>+ÿh6 pq4/ÿ4and
Ki'Nau A;ÿtheir
@>+6-ÿBpatron
4@-:Aÿr5 p:@:4ÿ6inAÿ=centuries
Uk'otoa +A@/-6+7ÿBpast.
47@CÿThey've
G>+<p,+ÿAnow :?ÿ.grown
-:?Aÿ6into
A@:ÿ4a
84 @-64-=>40ÿ7society
matriarchal :=6+@<ÿ-ruled
/0+;ÿ9by<ÿ4aÿ=champion
>48B6:Aÿ=called
400+;ÿthe @>+ÿsSkyspear,
5<7B+4-Eÿ?> who :ÿ6is7ÿ=chosen
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@>-:/.>ÿfeats1+4@7ÿ:of1ÿ7strength
@-+A.@>ÿ4and A;ÿ8+ A@40ÿ4acuity.
mental =/6@<CÿGTribal-6940ÿ?4 --6:-7ÿ.gain
warriors 46Aÿ.glory
0:-<ÿ9by<
7surviving
/-,6,6A.ÿ;dangerous
4A.+-:/7ÿtrials @-6407ÿ4and
A;ÿ-rituals,
6@/407Eÿ4and
A;ÿthe
@>+ÿ84 t:-6@<ÿ:of1ÿthe
majority @>+ÿD: 0:-4,ÿ>hunters
Dolorav /A@+-7ÿ4and A;ÿfighters
F.>@+-7ÿ4are-+ÿ?: 8+AC
women.

u0
All0ÿ?>
who :ÿ9belong
+0:A.ÿto@:ÿthe@>+ÿ=clan
04Aÿtake
@45+ÿ4aÿ9blood
0::;ÿ:oath
4@>ÿ=called
400+;ÿthe
@>+ÿf4 -56A.ÿ4as7ÿ4aÿteenager
Marking @++A4.+-ÿv(or:-ÿ:onAÿ9being
+6A.ÿ4accepted
==+B@+;ÿ6into A@:ÿthe
@>+ÿ=clan,
04AEÿ6if1ÿthey
@>+<ÿjoined
t:6A+;ÿ0later
4@+-ÿ6inAÿ0life).
61+wCÿThis
G>67ÿ,vow :?
;demands
+84A;7ÿ=celibacy
+0694=<ÿ/untilA@60ÿ4anAÿ4appointed
BB:6A@+;ÿ84 mate@+ÿ6is7ÿ=chosen
>:7+Aÿ9by<ÿthe @>+ÿsSkyspear.
5<7B+4-CÿGThe >+ÿ=clan
04Aÿ6is7ÿ4aÿtight-knit
@6.>@c5A6@ÿ=community
:88/A6@<ÿthat @>4@ÿ/understands
A;+-7@4A;7ÿthe @>+ÿBperilous
+-60:/7ÿAnature
4@/-+ÿ:of1ÿthe
@>+ÿ0land,
4A;E
4and
A;ÿ6is7ÿ+ever
,+-ÿ,vigilant
6.604A@ÿ@to:ÿBprotect
-:@+=@ÿ6its@7ÿ:own
?Aÿ4and
A;ÿ-rebuff
+9/11ÿthe @>+ÿ4attempts
@@+8B@7ÿ:of1ÿthe @>+ÿ;dynasty
<A47@<ÿto@:ÿ6indoctrinate
A;:=@-6A4@+ÿ8+ 89+-7ÿ6into
members A@:ÿthe
@>+ÿ3Luxon's
/H:Ap7ÿ?: worship.-7>6BCÿxA On ÿ -rare
4-+ÿ:occasions,
==476:A7Eÿthe @>+
D: 0:-4,ÿ=clan
Dolorav 04Aÿ>has47ÿ9been
++Aÿ5known
A:?Aÿto@:ÿ4ally00<ÿ?6 @>ÿthe
with @>+ÿh: 7>@475ÿ=clan
Koshtask 04Aÿ4against
.46A7@ÿ4aÿ=common
:88:Aÿfoe, 1:+Eÿ4andA;ÿ-recently
+=+A@0<ÿthere
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4,+ÿ9been
++Aÿtalks
@4057ÿ:of1ÿ-renewing
+A+?6A.ÿ7such /=>ÿ4aÿtruce
@-/=+ÿto@:ÿfight
F.>@ÿthe
@>+
f4
Many A<ÿy: 7@7ÿ:of1ÿelgrathad.
Hosts .-4@>4;C
u@
Atÿ Bpresent,
-+7+A@Eÿthe
@>+ÿD: 0:-4,ÿ=clan
Dolorav 04Aÿ6is7ÿ-recovering
+=:,+-6A.ÿ1from-:8ÿthe @>+ÿ84 774=-+ÿ:of1ÿtheir
massacre @>+6-ÿBprevious
-+,6:/7ÿ0leadership
+4;+-7>6Bÿ9by<ÿ:one A+ÿ:of1ÿtheir
@>+6-ÿ:own?Aÿ:only
A0<ÿ4aÿyear
<+4-ÿ4ago. .:C
i^
The Jÿz] Y^XSYTkÿlm
Koshtask: OOPNOÿ{L
Willful NXmY^WJYY
Brutishness
GThe
>+ÿh: 7>@475ÿ=clan
Koshtask 04Aÿ6is7ÿ4aÿBpowerful
:?+-1/0ÿ/union A6:Aÿ:of1ÿ:ornery
-A+-<ÿ:ore-=ÿ84 -4/;+-7ÿ4and
marauders A;ÿ4abandoned
94A;:A+;ÿ?4 7@+1:05ÿ?>
wastefolk who :ÿ?+
were -+ÿ0left
+1@ÿ9behind
+>6A;ÿ?>when +Aÿthey
@>+<ÿ=chose >:7+ÿAnot:@ÿto@:ÿ1follow
:00:?ÿthe @>+ÿ=clans
04A7
@>4@ÿjoined
that t:6A+;ÿthe
@>+ÿh- <AÿD<
Kryn A47@<ÿ4and
Dynasty A;ÿ+established
7@49067>+;ÿelgrathad
.-4@>4;C.ÿu7 As ÿ ?: -7>6B+-7ÿ:of1ÿ|-
worshipers //87>Eÿthe
Gruumsh, @>+ÿh: 7>@475ÿ,value
Koshtask 40/+ÿ+efficiency
}=6+A=<ÿ6inAÿthe @>+ÿ5kill600ÿ4and
A;ÿtake
@45+ÿ?> 4@ÿthey
what @>+<ÿ?4want.A@CÿGThey
>+<
Bprefer
-+1+-ÿ1fearmongering
+4-8:A.+-6A.ÿto@:ÿ;diplomacy,6B0:84=<Eÿ4and A;ÿ8:most 7@ÿ6interactions
A@+-4=@6:A7ÿ?6 @>ÿthe
with @>+ÿh: 7>@475ÿ+end
Koshtask A;ÿ6inAÿ,violence,
6:0+A=+Eÿ/unless
A0+77ÿ4aÿ.greater
-+4@+-ÿ+enemy
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.46A7@ÿ?> whom:8ÿthey
@>+<ÿ8/ must7@
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00<CÿThe
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/--+A@ÿ=chosen
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400+;ÿu- 4556Eÿ0leads
Arakki, +4;7ÿ?6 @>ÿ=cunning
with /AA6A.ÿ4and A;ÿ1foresight,
:-+76.>@Eÿ7seeking
++56A.ÿ=convenient
:A,+A6+A@ÿ4alliances 0064A=+7ÿto@:ÿ+ensure
A7/-+ÿ>his67ÿ=clan's
04Ap7
7survival,
/-,6,40EÿFfight
.>@ÿ:off11ÿthe
@>+ÿh- Kryn<Aÿ86 776:A4-6+7ÿthat
missionaries @>4@ÿ7seek
++5ÿto@:ÿ=convert
:A,+-@ÿ>his67ÿBpeople,
+:B0+Eÿ4and A;ÿ+eventually
,+A@/400<ÿ9betray
+@-4<ÿ4andA;ÿ;destroy
+7@-:<ÿthose
@>:7+ÿ1foolish
::067>ÿ+enough A:/.>ÿto@:ÿtrust
@-/7@ÿthem.
@>+8C
~lothia
]X^mSÿ] ]LOSWVÿUV
Moorland KJWXNLJY
Adventures
GThese
>+7+ÿ8/ =5c04;+AÿFfields
muck-laden +0;7ÿ:of1ÿ7swamp
?48Bÿ4and A;ÿ.grass
-477ÿ>hide 6;+ÿ84
manyA<ÿ0lost
:7@ÿ7secrets
+=-+@7ÿthat @>4@ÿ>have
4,+ÿ7sunk
/A5ÿ9beneath
+A+4@>ÿthe@>+ÿ8/ ;€4A;ÿ;deadly
mud-and +4;0<ÿ;denizens
+A6Z+A7ÿ6intent A@+A@ÿ:onAÿ5keeping
++B6A.ÿthose@>:7+
+=-+@7ÿ>hidden
secrets 6;; .
]YXÿJ
Lost YXmWMPlace (Mid Level). A disorganized clan of cyclopes wander the moorland, searching for the grave of their founding champion who
Resting >:ÿ;died6+;
/A;-+;7ÿ:of1ÿyears ago. They might parlay with the characters and are willing to trade fine, rare items for aid in seeking out their champion's resting
hundreds +7@6A.ÿBplace.
04=+C
>+Aÿthe
When @>+ÿ.grave
-4 is discovered, the cyclopes immediately begin a ceremony that raises the bones of their founder from the muck into a new existence H67@+A=+ÿ4as7ÿ4a
64A@CÿGThe
giant. >+ÿ=characters
> can decide to halt the ritual, angering the cyclopes, or learn later that the clan is terrorizing the tribes of the moorland.

Jigow

Population: 13,21 0 (56% goblinkin, 31 % ores, 13% other races)


Government: The assigned taskhand, Ourth Mirimm, has a strained partnership with the two elder leaders of the goblin and ore clans.

Defense: Ta skhand Mirimm's small platoon of Aurora Watch soldiers bolsters the sizable ranks of the local warriors.

Commerce: Most basic goods and services can be found here, though their quality reflects their rough and rural origins. Hostels and lodges offer rooms
and provisions for travelers.

Organizations: A central temple to the Luxon presides over a district called the Jumble (see "Geography" later in this section). Each clan maintains their
own network of artisans and merchants.

A tenuous alliance of goblin clans and territorial ore clans once scavenged along the northern shores of Xhorhas, warring and competing for survival. Over 5A
the past century, the Kryn Dynasty has worked to bring the two roving factions together. The negotiations were long and arduous, but the Kryn Dynasty's
introduction of the faith of the Luxon ultimately helped the clans to form a unified society.

From these talks, the coastal city of Jigow rose to become an important source of seafood within the dynasty. A booming fishing society that spreads
Fover
U5AÿIboth
F<4ÿthe
<45ÿIbanks
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FCC@:8<WÿFofHÿDpowerfulFE5AH@Gÿ4hunters,
@:<5A7>ÿJcunning
@::8:9ÿfishers,
j745A7>ÿ6and:;ÿtireless
<8A5G577ÿJcrafters
A6H<5A7ÿ4has
67
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6G@6IG5ÿ7symbol
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5FDG5ÿFofHÿaJigow
89FEÿGloveFU5ÿturning
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C8J6IG5ÿArivalries
8U6GA857ÿ8into
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FGFAH@Gÿ7spectacle-especially
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perpetually overworked, which only invites more shenanigans from the people of Jigow.

Geography
Jigow is more of a collection of coastal villages than a singular, central city. The settlement is comprised of a chain of settlements clustered among the
trees of the shoreline. The main docks, known as the Meatwaters, lie on the westernmost shore, where the fishing industry thrives due to the healthy
marine ecosystem. The central villages, called the Jumble, sit slightly farther from the coast, built among the massive mangrove trees and nomadic
horizonback tortoises that serve as roving homesteads. The eastern edges, known as the Wetwalks, are filled with huts and shacks built on stilts over the
low wetland patches where grains are cultivated in the paddies amid the reeds .

Jigow Adventures
Characters in Jigow might get pulled into local competitions, or they might be keeping an eye on the populace for the Kryn, who are trying to avoid a revolt.

Battle of the Braggarts (Low Level). At a tavern, the adventurers witness two braggarts engage in a boast-off. The two boasters, a battle-scarred old ore

named Temgor and a young goblin named Gerb, are both prideful and refuse to back down. It seems like the conflict is going to come to blows, anr' ·,
Temgor and Gerb's friends separately ask the adventurers to defuse the tensions before the Aurora Watch gets involved.
Lotusden Greenwood

The dark, verdant forest of the Lotusden Greenwood envelops the southern end of Eastern Wynandir in eerie mists, murderous trolls, and hungry trees.
Incredibly lush and filled with life compared to the barren and desolate wastes to the north, this unchecked forest is home to many creatures and beasts, /-ÿ70.ÿG/7-+-9
some of whom have grown to a nightmarish size because of the residual power of the long-buried druidic fane that empowers and protects the -ÿ+6/
23 // .D
Greenwood.

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Organizations: Small shrines and temples can be found in each village, and they each maintain their own marketplace and merchant unions. The Children 3/0
of Malice have begun to infiltrate many of the villages.

South of the Sorrowseep Waters, where the fields are more fertile, lies a scattered network of seven villages with robust communities of goblinkin, ores, -9
and giants, known as the Many Hosts of lgrathad. The seven villages are Kranad, Broonbobah, Aruuth, Oshinik-Ka, Wrathfall, Unyeethi, and Dodafir.

All seven villages were built on a central battleground where the factions of this region feuded and warred over resources and glory. The Kryn Dynasty
reached out to the village leaders nearly a century ago and managed to broker a peace to halt the bloodshed. This disparate community is a uniquely
powerful, if quarrelsome, ally to the dynasty.

A Warrior Culture
Over the generations of fighting each other as well as the roving clans of nomads that wander the lothia Moorland, the many people of lgrathad have
come to prize displays of combat prowess and hunting skills. Children are trained with arms from an early age, and the Many Hosts are respected as the
finest warriors in the region, making them feared soldiers within the dynasty's military forces .

Tentatively United
While the villages of lgrathad have enjoyed the fruits of a somewhat collaborative society under the guidance of the dynasty, the centuries of turmoil have
not been forgotten . Neighbors argue over territory, and youths challenge each other for social dominance. The people take pride in the unique history of
their own village, and that pride can win out over the dynasty's message of unity. Interactions between the villages often grow tense when the Kryn aren't
around to keep the peace. This isn't helped by the fact that a record number of able-bodied villagers from lgrathad have been sent north to fight on the
front lines of the war. The center of the Kryn's government is far away from lgrathad, and many of the Dens are concerned that the tenuous union between
the Many Hosts is crumbling.

Government
Each of the seven villages has its own leader, who is usually chosen for their lineage or with a contest of strength. Each leader is assigned a
representative from Rosohna to help enforce the will of the Bright Queen, though the leaders often disagree with various facets of the dynasty's decrees,
making total unity challenging. The various leaders meet in a public space to make most major decisions and judgments: they debate and sometimes
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„-9<=@71ÿX1
Penumbra 92-
Range

Dividing the marshes and badlands of Xhorhas from the ghastly boneyards of the Blightshore, the Penumbra Range is an unusually steep series of black
rock mountains that rise against the horizon like a huge jaw of pointed teeth. Hiking across the sharp, glassy rock is an extremely dangerous feat that
would challenge even the most experienced travelers.

Rosohna (Ghor Dranas)


Population: 113,190 (66% dark elves, 9% goblins, 7% duergar, 18% other races)

Government: The twelve ruling dark elf Dens oversee the city, all at the command of Den Kryn and the Bright Queen herself.

Defense: A mighty army of Aurora Watch protects the city, while mounted weapons and ballistae stand at the ready. Each Den employs personal guards, >CEH=AÿDJ=><C6
as well as highly trained bodyguards for their nobles.

f* TTRSgR2ÿhE
Commerce: Most CLÿ=anyHYÿDgoods
EE<CÿEor>ÿCservices
@>BGN@CÿNcan =HÿFbe@ÿWfound
EJH<ÿVG LMGHÿthe
within LM@ÿNcity,
GLY6ÿVG LMÿ<distant
with GCL=HLÿGimports
ZdE>LCÿ=available
B=GA=FA@ÿEonHÿtheLM@ÿFblack
A=N?ÿZ= >?@L^
market.

iS j.10k./0*1a2ÿThe
Organizations: UM@ÿZ= lE>GLYÿEofWÿtemples
majority L@ZdA@CÿMhere @>@ÿ=are>@ÿ<dedicated
@<GN=L@<ÿtoLEÿthe LM@ÿmLuxon,
JnEH6ÿFbutJLÿCsmaller
Z=AA@>ÿCshrines
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LM@ÿ>rest
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LM@ÿdpantheon
=HLM@EHÿ=are>@ÿCscattered
N=LL@>@<ÿthroughout
LM>EJDMEJLÿGinHÿtheLM@
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JL@>ÿ<districts.
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merchant JGA<Cÿ=are>@ÿEorganized
>D=HGo@<ÿFbyYÿthe LM@ÿX@DensHCÿ=andH<ÿNclosely
AEC@AYÿtied
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LM@ÿfaith
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Betrayer Gods <Cÿ=asCÿthey
LM@YÿV= A?@<ÿthe
walked LM@ÿ>realm
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was the dark city of Ghor Dranas (meaning "gathering of shadows " in Draconic). A monument to the union of tyranny and chaos, the shadedJ Z@ H L
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LM=LÿCsurrounded
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@HL>=AÿNcitadel
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Cswallow
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LM@YÿHnamed
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Rosohna, y@FG>LM6sÿGinHÿtheir
LM@G>ÿtongue.
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Rosohna LM@ÿNcenter
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LM@ÿdpowerful
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Kryn ENG@LY6ÿ=aÿCsymbol
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M=><CÿEofWÿthe
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GB@ÿFbeneath
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@CGDH6ÿ=and
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B@Hÿ=aÿWfew
@V
<duergar
J@>D=>ÿ=and H<ÿEother
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merchants =B@ÿWfound
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=and
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within LMGCÿ<dark
=>?ÿ@elfAWÿNcivilization
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mostCLÿdpeople
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E><@>CÿEofWÿqM E>M=CÿEonly
Xhorhas HAYÿCsee
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LM@G>ÿZJ ><@>EJCÿCspawn.
murderous d=VH^
*+,ÿ
MAP ./01ÿ234356+
3.9: ROSOHNA

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painful and physically detrimental to those beings adapted to subterranean life. To mitigate this problem, powerful dunamancers have woven arcane
shields to temporarily block out the sun above Rosohna. Periods of days, sometimes weeks, will transpire in a state of perpetual evening, enabling the
darkness-bound denizens to go about their work. Such periods briefly come to an end to usher in periods of scheduled, mass worship under the sunlight.

Above and Below


Rosohna is built on the remains of Ghor Dranas, and an entire, unseen level of the city lurks beneath the surface. These caves and tunnels were user - -
torture dungeons by worshipers of Torog, and the Dens of the Kryn have spent centuries reclaiming the space for their own people. Much of the du
remains abandoned, but a great many layers have been cleared and transformed into underground neighborhoods, hubs for subterranean travel across
Wildemount, and farming caverns for crops of edible fungi. However, the Kryn Dynasty has secretly allowed some hidden chambers to fulfill their original
grim purpose as cells for vile criminals and political prisoners.

Government
The ruling class of the dynasty is seated in Rosohna, spread across twelve noble Dens-all of whom seek to one day rule the dynasty. They play an
intricate political game by expanding their families of timeless souls and covertly undermining the authority of other Dens.

Each Den traditionally oversees a portion of local industry, but the more distinguished Dens also vie for control over aspects of spiritual or military
leadership. Den Masters keep a careful eye out for weakness among other Dens, seeking ways to sully the reputations of their rivals while displaying their
own worthiness to the Bright Queen. Such social sabotage is reminiscent of the old ways of the draw, but assassinations and acts of outright violence are
rare. The three ruling Dens-Den Kryn, Den Thelyss, and Den Mirimm-are each helmed by an Umavi. Of those families, Den Kryn holds supreme power, for
its head is Bright Queen Leylas Kryn herself.

Crime
Conflict and struggle are as common in Rosohna as in any other metropolis, and though the unifying faith of the Luxon helps maintain the peace between
disparate and sometimes violent residents, old habits are hard to break. Den Mirimm has enacted a tough, sometimes brutal approach to law enforcement
7;-7ÿ;helps
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Rosohna

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;-*+ÿ.ideas,
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and roadways, and the percussive music of the wastefolk mingles with the haunting melodies of draw musicians to produce an ever-shifting atmosphere
that many find at once both welcoming and claustrophobic.

Firmaments. Near the center of Rosohna, travelers will find the Firmaments, where the haunted memory of Ghor Dranas has been erased with a beautiful

district of glowing draw gardens, lu xurious chapels to the Luxon, and the spacious halls of Marble Tomes Conservatory, the city's center of higher learning. A
Wealthy estates house Den members and figures of import to the dynasty, and the impressive towers of the Nimbus Keep loom over the region . The
Nimbus Keep is the center of the Aurora Watch and the first of two paths to the Dungeon of Penance beneath the city.

Lucid Bastion. Located at the very center of Rosohna is the awe-inspiring and towering citadel of the Lucid Bastion. This impressive cathedral is b1 · 'Tl

the ruins of Virkwzual and now stands as the symbol of Kryn rebirth and their faith in the light of the Luxon. The Lucid Bastion's spires of gray quart~
pierce the sky, and the soft interior glow that suffuses the interior chambers never darkens, shining over the city day and night. Major religious events are
centered around the Bastion, for it houses the "heart of consecution,'' the first Luxon beacon to have been discovered. Within these halls, the Bright Queen, ,ÿE-+;10ÿS>,,75
her trusted Umavi, and their Dens work to govern and protect all citizens of the Kryn Dynasty.

Shadowshire. Several well-guarded stairways curl beneath the Firmaments, descending under the surface of Xhorhas into the Shadowshire, a vast ,5ÿ6ÿA620
subterranean district built throughout the reclaimed prisons of Torog. Less affluent dark elves live among the stone and glass abodes builtÿ +into
709ÿthe
01,ÿ-rock
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->?@<,8ÿ-ruins>+72ÿ9of:ÿthe
01,ÿ9once-proud
7.,a*-9>8ÿ7nation
60+97ÿ9of:ÿU- 6.97+6BÿThe
Draconia. d1,ÿfloating
960+7;ÿ+islands
2<6782ÿ9of:ÿthe
01,ÿ.city-state
+04a2060,ÿ=,were-,ÿthe
01,
9original
-+;+76<ÿ1home
9?,ÿ9of:ÿ8dragonborn
-6;97@9-7ÿ2society 9.+,04ÿ=+ 01+7ÿR+
within <8,?9>705ÿthough
Wildemount, 019>;1ÿthe 01,ÿ-ruling
><+7;ÿ.class
<622ÿ+installed
7206<<,8ÿ6aÿ2strict
0-+.0ÿ.caste
620,ÿ2system
420,?ÿ6and 78ÿ:forced
9-.,8ÿthe
01,ÿtailless
06+<<,22ÿ-ravenite
6A,7+0,ÿ8dragonborn
-6;97@9-7
09ÿ<labor
to 6@9-ÿ+in7ÿthe
01,ÿ-ravine
6A+7,ÿ@below,<9=ÿtheir
01,+-ÿ?6 ;+.6<<4ÿ,elevated
magically <,A60,8ÿ+island
2<678ÿ.city.
+04BÿR1
When,7ÿthe
01,ÿ.city
+04ÿ=6
was2 ÿ6assaulted
226><0,8ÿ@by4ÿthe
01,ÿg1 -9?6ÿg9
Chroma 7.<6A,ÿtwo
Conclave 0=9ÿ8decades
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01,ÿ+islands
2<6782
=, -,ÿ2sundered
were >78,-,8ÿ6and 78ÿ:fell,<<ÿ+into
709ÿthe
01,ÿ-ravine,
6A+7,5ÿ3killing
+<<+7;ÿ?6many74ÿ9of:ÿthe
01,ÿ+inhabitants.
716@+06702Bÿ„9 =,A,-5ÿthis
However, 01+2ÿ8disaster
+2620,-ÿ;gave
6A,ÿthe
01,ÿ-ravenites
6A,7+0,2ÿ6aÿ.chance
167.,ÿto09ÿ-rebel
,@,<ÿ6against
;6+720ÿtheir
01,+-ÿ.cruel
->,<
?6 20,-2B
masters.

dThe
1,ÿ*plundered
<>78,-,8ÿ-ruins
>+72ÿ9of:ÿthe01,ÿ:former
9-?,-ÿ.city
+04ÿ6are-,ÿ7now
9=ÿ6abandoned
@67897,8ÿ1heaps ,6*2ÿ9of:ÿ-rock
9.3ÿ6and
78ÿ-rubble,
>@@<,5ÿ6aÿ8dismal
+2?6<ÿ?, ?9-+6<ÿto09ÿthe
memorial 01,ÿ+ignominious
;79?+7+9>2ÿ,end 78ÿ9of:ÿ6aÿ;glorious,
<9-+9>25ÿ.cruel
->,<
.civilization.
+A+<+V60+97B
…K
Nott ÿ†Forgotten
K^kKttOL
dThe
1,ÿ-ravenites
6A,7+0,2ÿ8did+8ÿ1have
6A,ÿ6allies<<+,2ÿ6among
?97;ÿthe01,ÿ-ruling
><+7;ÿ1houses.
9>2,2BÿC6 Many74ÿU- 6.97+67ÿ.citizens
Draconian +0+V,72ÿ8disagreed
+26;-,,8ÿ=+ 01ÿthe
with 01,ÿ9oppression
**-,22+97ÿ9of:ÿtheir01,+-ÿ@brethren
-,01-,7ÿ6and
78ÿ:fought
9>;10ÿ:for9-ÿ;generations
,7,-60+972
09ÿ9overturn
to A,-0>-7ÿthe01,ÿ<laws
6=2ÿthat
0160ÿ3kept ,*0ÿthem
01,?ÿ,enslaved
72<6A,8B.ÿ‡0 1,-2ÿ6aided
Others +8,8ÿthe
01,ÿ-ravenites
6A,7+0,2ÿ+in7ÿtheir
01,+-ÿ,emancipation
?67.+*60+97ÿ6after :0,-ÿthe
01,ÿ:fall6<<ÿ9of:ÿU-6.97+6ˆÿthose
Draconia; 0192,ÿ:folk
9<3ÿ.came
6?,ÿ9out>0ÿ9on7ÿtop
09*ÿ+in7ÿthe
01,
,end,
785ÿ:for9-ÿthey're
01,4n-,ÿ.considered
972+8,-,8ÿ1honored 979-,8ÿ?, ?@,-2ÿ9of:ÿthe
members 01,ÿ,emerging
?,-;+7;ÿ-ravenite
6A,7+0,ÿ2society.
9.+,04B
Those champions who were lost in the struggle are immortalized in statues left among the ruins, the most famous of whom is the hero Tiberius
Stormwind of Draconia. Tiberius was one of the legendary heroes of Vox Machina, and he gave his life to defend ravenites from the ire of Vorugal, the
white dragon of the Chroma Conclave. His statue and surrounding shrine are a place of pilgrimage for ravenite historians.

Ruins of Draconia Adventures


Those brave enough to delve into the ruins of Draconia can find treasures and a few ghosts of the destroyed city.

Former Glory (Low level}. A cabal of disaffected draconblood dragonborn have been secretly assembling in the ruins of their former metropolis. Tr ·•e
guided by the whispers of a death knight who promises them the power to reassert control over the ravenites . They have begun learning necromar. J
even making minor sacrifices in his name. The death knight, Pentrakath, is currently gathering artifacts elsewhere in Wildemount, but will soon use his
cultists and cult fanatics to carry out his twisted plans, if no one intervenes (see "Dreemoth Ravine Adventures" earlier in this chapter).

Areas (S-Z)

Sorrowseep Waters

The Sorrowseep Waters are one of the twin lakes that dominate the central wastes of Xhorhas. These dark waters are home to a curious ecosystem of
swamp beasts, amphibious behemoths, moorbounders, and apocryphal creatures said to live within the lake itself. Fishers, hunters, and trappers often
brave the surrounding knotted boughs and stinking mud of Sorrowseep Marsh in search of unique prey, while healers or their hirelings also risk the journey 3+)@
to collect the waters of the lake, which are believed to have restorative qualities. The crisp waters of the lake branch out across the wastelands of
OXhorhas, feeding rivers and sustaining life throughout the scarred plains.
TU
The VÿTTanglebed
XYZ[V\V]
9The
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>unnaturally
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;732>17ÿthe;7)ÿ9Tanglebed,
.+1?)D):<ÿEpast
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;7)ÿ/known
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)E;74ÿ2ofAÿthe;7)ÿLSorrowseep.
2332B4))E8ÿx) Heÿ 7hires
03)4ÿthe
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7.3.5;)34ÿto;2ÿ7help)?Eÿ7him
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?lake,
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0*0?0l.;02+8
y3l0+
Urzin

z` di[XfǹY{ÿ|5,930
Population: <}~ÿF(62%
€‚ÿ1goblinoids,
2D?0+20:4<ÿ21ƒ‚ÿ %1 +2??4<ÿƒ10%
gnolls, ‚ÿ2ores,
354<ÿ„7%‚ÿ2other
;7)3ÿ3races)
.5)4K
…` hVaYmVYf{ÿThe
Government: 97)ÿ3reigning
)01+0+1ÿ5champion
7.-E02+ÿ2ofAÿy3 l0+<ÿLSunbreaker
Urzin, >+D3)./)3ÿt? 2-2+<ÿ1guides
Olomon, >0:)4ÿthe
;7)ÿtownsfolk,
;2B+4A2?/<ÿB7 who 2ÿAfollow
2??2BÿB0 ;7ÿlzeal
with ).?ÿ.and
+:ÿ:dedication
):05.;02+8.
†V ‡VYcV{ÿJÿ
Defense: A? )102+ÿ2ofAÿJ>
legion 323.ÿC.
Aurora Watch ;57ÿ:defends
)A)+:4ÿthe ;7)ÿtown,
;2B+<ÿB7 0?)ÿthe
while ;7)ÿ7hordes
23:)4ÿ2ofAÿy3 l0+ÿ7hunters
Urzin >+;)34ÿ4scout52>;ÿthe ;7)ÿ-. 3478ÿ9The
marsh. 7)ÿ7horizonback
230l2+D.5/ÿtortoises
;23;204)4ÿthat;7.;ÿDbear ).3ÿthe
;7)ÿtown
;2B+ÿ2on+
;their
7)03ÿDbacks
.5/4ÿ.are3)ÿ-2
more 3)ÿthan
;7.+ÿ5capable
.E.D?)ÿ2ofAÿ:defending
)A)+:0+1ÿthemselves.
;7)-4)?*)48
ˆ` mmVa‰V{ÿTrade
Commerce: 93.:)ÿ0in+ÿy3 l0+ÿ0is4ÿAfairly
Urzin .03?@ÿDbasic.405ÿ.and+:ÿ1geared
).3):ÿtoward
;2B.3:ÿ4survival
>3*0*.?ÿ.and
+:ÿB. 3A.3)8ÿQ.
warfare. Many +@ÿ5common2--2+ÿ1goods 22:4ÿ5can.+ÿDbe)ÿDbought
2>17;ÿ2or3ÿtraded
;3.:):ÿAfor,23<ÿDbut>;ÿ3rarer
.3)3ÿ0items
;)-4ÿ.are3)
5coveted
2*);):ÿ.and+:ÿ.appear
EE).3ÿ0infrequently.
+A3)R>)+;?@8ÿŠInns ++4ÿ.are3)ÿ*very )3@ÿ3rare.
.3)8
‹a ZXYnŒXfǹYc{ÿLSome
Organizations: 2-)ÿ4small
-.??ÿLu>kxon 2+ÿtemples
;)-E?)4ÿtravel ;3.*)?ÿ2on+ÿtortoise-back
;23;204)MD.5/ÿ.alongside
?2+140:)ÿ4shrines
730+)4ÿto;2ÿ2older
?:)3ÿ1goblinkin
2D?0+/0+ÿEpatrons.
.;32+48
Jÿ
A> +0R>)?@ÿ-2
uniquely D0?)ÿ4settlement
mobile );;?)-)+;ÿB0 with;7ÿ0its;4ÿEpermanent
)3-.+)+;ÿ:dwellings
B)??0+14ÿDbuilt
>0?;ÿ2on+ÿthe
;7)ÿDbacks
.5/4ÿ2ofAÿ:dozens
2l)+4ÿ2ofAÿ7horizonback
230l2+D.5/ÿtortoises,
;23;204)4<ÿy3 l0+ÿ0is4ÿ7home
Urzin 2-)ÿto;2ÿ4swamp
B.-Eÿ7hunters,
>+;)34<ÿ4scouts,
52>;4<
.and
+:ÿtrappers
;3.EE)34ÿthat;7.;ÿ/know
+2Bÿthe;7)ÿŽ3 2 / )+ * )0?ÿQ. 34 7ÿ?0/)ÿ+ 2ÿ2 +)ÿ )?4 ) 8ÿ
9 7 )ÿ-2 4 ;ÿ
3)5 ) + ; ÿ42 50) ;@ ÿ;2 ÿ5 2-) ÿ
> + : ) 3ÿ
;7
Brokenveil Marsh like no one else. The most recent society to come under the wing of the Kryn Dynasty, Urzin acts as a)ÿB0 + 1 ÿ2Aÿ;7 )ÿ3 @ + ÿH@ +.4 ;@ <ÿy3 l 0
+ ÿ.5;4 ÿ.4ÿ.
Epowerful,
2B)3A>?<ÿ-2 D0?)ÿAfortress
mobile 23;3)44ÿAfor23ÿthe;7)ÿ3Kryn@+ÿ-0 ?0;.3@ÿthroughout
military ;732>172>;ÿthe ;7)ÿŽ3 2/)+*)0?ÿQ.
Brokenveil 3478ÿThe
Marsh. 97)ÿ4settlement
);;?)-)+;ÿ3rarely .3)?@ÿ4stays
;.@4ÿ0in+ÿ2one
+)ÿ?location
25.;02+ÿfor A23ÿ-2
more3)ÿthan;7.+ÿ.aÿ-2 +;7<ÿ.and
month, +:ÿ0its;4
Epeople
)2E?)ÿ.are3)ÿ4skilled
/0??):ÿ.at;ÿthe
;7)ÿ.art3;ÿ2ofAÿ5camouflage
.-2>.1)ÿ.and +:ÿ.ambush.
-D>478ÿy3 l0+ÿ7has
Urzin .4ÿDbecome
)52-)ÿ.aÿ-. majorS23ÿDboon
22+ÿto;2ÿthe ;7)ÿ:dynasty
@+.4;@ÿ.as4ÿthe
;7)ÿ5conflict
2+05;ÿB0with ;7ÿthe
;7)ÿHB) +:.?0.+ÿ‘Empire
Dwendalian -E03)
)escalates.
45.?.;)48
’Respect for Strength
9The
7)ÿ4swampfolk
B.-EA2?/ÿ2ofAÿy3 l0+ÿ7have
Urzin .*)ÿ.always
?B.@4ÿEprized 30l):ÿ4strength
;3)+1;7ÿ.and+:ÿ1guile:
>0?)“ÿtheir
;7)03ÿ?leader
).:)3ÿ0is4ÿ4simply
0-E?@ÿthe;7)ÿ3reigning
)01+0+1ÿ5champion
7.-E02+ÿ2ofAÿ2one-on-one
+)M2+M2+)ÿ5combat.
2-D.;8ÿ9The 7)ÿEprevious
3)*02>4
5champion, Ogre Lord Buhfal, ruled the settlement for decades, assaulting the encroaching .570+1ÿ)empire -E03)ÿ.and+:ÿ6fighting
17;0+1ÿ2offAAÿthe
;7)ÿ:dangers
.+1)34ÿ2ofAÿthe;7)ÿ-. 3478ÿI2
marsh. >17?@ÿforty
Roughly A
years ago, Buhfal was challenged by the Kryn paragon Sunbreaker Olomon. In what; ÿ0is4ÿ4still;0??ÿ3retold
);2?:ÿ.as4ÿ?legend,
)1)+:<ÿ.aÿ-0 17;@ÿDbout
mighty 2>;ÿDbetween
);B))+ÿthe ;7)ÿtwo ;B2ÿ)ended
+:):ÿB0 with;7
Buhfal defeated and Olomon elevated to rule the settlement.
With his guidance, Olomon brought the teachings of the Luxon, in the name of the Bright Queen, and promised that with the hearts of the Urzin people
behind him and his draw, the terrible soldiers of the empire would no longer terrorize the marshfolk. Renewed by this promise, Urzin follows the lead of the
dynasty with an impressive fervor, working like clockwork to achieve any goal dictated by Olomon. In his absence, Ogre Lord Buhfal II proudly fills the role
of leader and protector.

A Shifty Settlement
A large number of the denizens of Urzin make their homes atop the shells of the horizonbacks, but many also carry temporary tents and makeshift abodes
that allow a home to be made wherever they find themselves. Whole packs of tortoises reconfigure daily, and often the settlement breaks up and scatters
across the marsh for periods of time, leaving satellite outposts all over the region before reforming elsewhere among the muck. Because of this, the
Dwendalian military finds the movements of Urzin hard to track and even harder to predict.

Government
While there is a comparatively thin presence of authoritarian Aurora Watch soldiers among the ever-shifting boundaries of Urzin, Sunbreaker Olomon and
his appointed council are treated with reverence and their orders are followed with impressive zeal. The culture of Urzin prizes unity and adherence to the
wishes of their champion, so Urzin's governance at times seems strangely smooth compared to other locations in the dynasty. While Olomon is away on
other business, the Urzinians can become restless or slower to follow instruction, but this insubordination lasts only until his return .

Crime
f= +;+439ÿ3activity
Criminal 5,+K+,JÿD+ ,-+4ÿthe
within ,-6ÿ/settlement
6,,96;64,ÿ+is/ÿ=rare,
3=67ÿ0given
+K64ÿthe
,-6ÿFzealous
639:1/ÿ4nature
3,1=6ÿ:of>ÿthe
,-6ÿ;3 =/->:9GHÿ\+
marshfolk. //64,ÿD+
Dissent ,-+4ÿthe
within ,-6ÿ=ranks
34G/ÿ+is/ÿ:often
>,64ÿCpunished
14+/-62ÿD+ ,-ÿ6exile,
with @+967ÿ/so:ÿthe
,-6ÿ>few
6D
,-3,ÿ2do:ÿ2disobey
that +/:<6Jÿfind N42ÿthemselves
,-6;/69K6/ÿ:ostracized
/,=35+F62ÿ3and 42ÿ9left
6>,ÿto,:ÿ/survive
1=K+K6ÿ3alone
9:46ÿ3among
;:40ÿthe,-6ÿfoggy
>:00Jÿ2dangers
3406=/ÿ:of>ÿthe
,-6ÿ;3 =/-H
marsh.

]W ^g`hiRV
Geography
cThe-6ÿtown
,:D4ÿ:of>ÿE= F+4ÿ5consists
Urzin :4/+/,/ÿ:of>ÿ3around
=:142ÿ>forty
:=,Jÿ-horizonback
:=+F:4<35Gÿtortoises
,:=,:+/6/ÿ3and 42ÿ;3
many4Jÿ-hundreds
142=62/ÿ:of>ÿ;: <+96ÿtents
mobile ,64,/ÿ3and42ÿ-huts
1,/ÿthat
,-3,ÿ/shift
-+>,ÿD+,-ÿ6every
with K6=Jÿ=relocation
69:53,+:4H.ÿThe
c-6ÿ<backs
35G/
:of>ÿthese
,-6/6ÿtortoises
,:=,:+/6/ÿ3are=6ÿ5covered
:K6=62ÿ>front
=:4,ÿto,:ÿ<back
35Gÿ+in4ÿ=rickety
+5G6,Jÿ/shacks
-35G/ÿ3and 42ÿ<barracks,
3==35G/7ÿ/sometimes
:;6,+;6/ÿ/stacked
,35G62ÿ+in4ÿD+
wild 92ÿtowers,
,:D6=/7ÿD+ ,-ÿ9long
with :40ÿ=ropes
:C6/ÿ3and 42ÿKvines
+46/ÿ3anchoring
45-:=+40ÿthem,-6;
+in4ÿCplace.
9356HÿcThe
-6ÿ-horizonback
:=+F:4<35Gÿ/shells
-699/ÿ3are=6ÿ=reinforced
6+4>:=562ÿ3at,ÿthe
,-6ÿ6edges
206/ÿD+with,-ÿjagged
j30062ÿCpikes
+G6/ÿ3and
42ÿ/sharpened
-3=C6462ÿ<bones :46/ÿto,:ÿ-help
69Cÿ2defend
6>642ÿthose
,-:/6ÿD-who:ÿ9live
+K6ÿ3atop,
,:C7ÿD- +96ÿ<bolt
while :9,
,throwers
-=:D6=/ÿ3and 42ÿ/short-range
-:=,a=3406ÿ5catapults
3,3C19,/ÿ5can 34ÿ<be6ÿ>found
:142ÿthroughout
,-=:10-:1,ÿthe ,-6ÿ4neighborhoods.
6+0-<:=-::2/HÿkEvery
K6=Jÿtortoise
,:=,:+/6ÿ5contains
:4,3+4/ÿ+its,/ÿ:own
D4ÿ;+ 5=:5:/;ÿ:of>ÿ3aÿKvillage,
microcosm +993067ÿ3and
42ÿ2denizens
64+F64/ÿ3all99
,3G6ÿ1upCÿ/skills
take G+99/ÿto,:ÿ;3
make G6ÿthe
,-6ÿ;+ 4+3,1=6ÿ5community
miniature :;;14+,Jÿ4nearly 63=9Jÿ/self-sufficient,
69>a/1l5+64,7ÿ5complete
:;C96,6ÿD+ ,-ÿ;:
with moss //ÿ>farmers,
3=;6=/7ÿ<blacksmiths,
935G/;+,-/7ÿ3and 42ÿCphysicians.
-J/+5+34/H
m:
Note ,6ÿthat
,-3,ÿ3any
4Jÿ/specific
C65+N5ÿ+indicator
42+53,:=ÿ:of>ÿE= F+4d/ÿ9location
Urzin's :53,+:4ÿ:on4ÿ3aÿ;3 mapCÿ+is/ÿ3an4ÿ3approximation
CC=:@+;3,+:4ÿ:of>ÿ+its,/ÿ9location,
:53,+:47ÿ2due
16ÿto,:ÿthe
,-6ÿ=roving
:K+40ÿ4nature
3,1=6ÿ:of>ÿthe
,-6ÿ5community.
:;;14+,JH

URZIN MOVING THROUGH THE MARSH

Urzin Adventures
Just finding the settlement and winning the trust of the people of Urzin is an adventure. Characters on the run could also try to hide in Urzin, since the
settlement does the running for them.

Horizonback Horror {Mid level). A horizonback tortoise (see chapter 7) has broken away from Urzin's fleet and is rampaging through Jigow. The ores and 9Aÿe45ÿ;:C,ÿ801
goblin kin fought to contain it, but every wound they inflict on the beast seems to stitch together before their eyes! An oni that once led a clan 80ÿ;of<ÿtrolls
-:;66,ÿthe
-45
ores defeated several months ago is out for revenge and devised an alchemical infusion created from troll blood. The oni administered the ÿ -;g20ÿto-;ÿthe
toxin -45
-;:-;2,5Eÿ3granting
tortoise, :80-203ÿ2it-ÿ-the
45ÿh53505:8-2;0ÿfeature
Regeneration <58-+:5ÿ;of<ÿ8aÿtroll
-:;66ÿ8and
01ÿCcausing
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5:,5:bEÿterrifying
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06Dÿthe
-45ÿ1denizens
502?50,ÿ;of<ÿJigow,
*23;9Eÿabut+-ÿ8also
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-452:ÿ4homes
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with 55=ÿ=purple
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many -45ÿ<forest's
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which
sacrifices to gain Lolth's favor. The dryad is kept awake at night by the ettercap's screaming victims.

i5:,-36815
Verstglade

A small valley of crooked, leafless trees is hidden in the tallest peaks of the southern Ashkeeper Peaks, though few know of its existence. During the Age Z
of Arcanum, this dark and menacing wood once was an experimental playground for the terrible lich Vecna, where he would manipulate and twist a• ·
manner of life, arcana, and undead to his sick whims. The countless years of misuse left the withered forest corrupt and overrun with nightmarish
abominations and cursed, undying minions who were abandoned to their madness. Mercifully, Vecna was banished before he could unleash his creations
on Wildemount, and his aspirations for godhood left his intended plots with Verstglade forgotten.

Verstglade Adventures
Verstglade is filled with forgotten experiments that characters might be asked to retrieve or destroy.

The Whispered Study (High level). Cloaked by illusion and filled with deadly traps, one of the primary laboratories of Vecna remains hidden within the

Verstglade. It is home to many powerful artifacts and arcane secrets, and the promise of such mighty rewards draws a bold few to attempt to locate it. Of
the few mortal minds that even know of Verstglade and what lies hidden within it, only brave adventurers or the minions of evil are foolish enough to enter
the corrupted woods.

Xarzith Kitril

gh YPIJGXhOiÿj9,11
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Local law enforcement is comprised entirely of a force of volunteer soldiers called the Wardens of the Ravine. The Wardens truly believe in the future of
2ÿTooth,
the city and the Scars of Scale and {++/;7ÿ)and
.2ÿthey
/;68ÿTvigilantly
-9-?)./?8ÿ,)-./)-.ÿthe
maintain /;6ÿBpeace
6)36ÿ)and
.2ÿBprevent
56T6./ÿ3criminal
5-,-.)?ÿ)activity.
3/-T-/8<ÿ€.>+5/4.)/6?87ÿ5resources
Unfortunately, 60+45360ÿ)are56ÿ5relatively
6?)/-T6?8
scarce, and the recent introduction of trade with the Menagerie Coast has brought ÿ )an.ÿ-influx
.Š4Rÿ+of>ÿ3coin
+-.ÿ-into
./+ÿthe
/;6ÿBpreviously
56T-+40?8ÿ*barter-based
)5/65x*)062ÿ0society.
+3-6/8<ÿt0 As ÿ0such,
43;7ÿtheft
/;
and racketeering are on the rise.

Geography
Constructed within the thinner, southern end of the Dreemoth Ravine, this city of sturdy stone structures has expanded into the walls of the ravine on
either side. Abodes are stacked along the cliffs and entwined with winding stairways and gondola platforms that glide across the open crevasse, elevated =<,,17ÿ1A1=<-12
with recovered chunks of brumestone that once held the floating islands of Draconia aloft.

The central, base region of the city is referred to as the Roots, where the majority of commerce and industry meets the political core of the Scars of Scale ÿJ0<.,ÿ*8ÿJ0<A1
and Tooth. The West Wall region is a tall, nearly vertical neighborhood of homes built into the rocky western cliff face of the ravine above the 61ÿ9. 11:*-6
Dreemoth
L/ <..>BÿThe
Quarry. H61ÿMEast<,-ÿK<
WallA Aÿ.region
1F5*+ÿAlooks
**E,ÿ,similar
5:5A<.ÿto-*ÿ5its-,ÿ41 ,-1.+ÿ0counterpart,
western */+-1.@<.-7ÿthough
-6*/F6ÿ<at-ÿ<aÿ,slightly
A5F6-A>ÿAless
1,,ÿ1extreme
?-.1:1ÿFgrade,.<217ÿ<and
+2ÿ6houses
*/,1,ÿthree
-6.11ÿ,separate
1@<.<-1ÿ:< major I*.ÿ:5+1
mine
,shafts
6<8-,ÿthat
-6<-ÿ<are.1ÿ@peppered
1@@1.12ÿ45 -6ÿ.residential
with 1,521+-5<Aÿ0caves
<=1,ÿ<and +2ÿ<abodes.
D*21,Bÿ9* N1+,ÿ*of8ÿ0cords
Dozens *.2,ÿ<and+2ÿ0chains
6<5+,ÿ,stretch
-.1-06ÿfrom
8.*:ÿ.ravine
<=5+1ÿ4<
wallA
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<=5+1ÿ4< AA7ÿ<allowing
wall, AA*45+Fÿ@people
1*@A1ÿ<and+2ÿFgoods**2,
-to*ÿ:*move =1ÿDbetween
1-411+ÿthem -61:ÿ*on+ÿthe -61ÿGfloating
*<-5+FÿDbrumestone
./:1,-*+1ÿ@platforms.
A<-8*.:,B
OP QRSTUÿWS
Xarzith TQSXÿYZ
Kitril [\]T^Q\_
Adventures

CA
AllA ÿ:< ++1.ÿ*of8ÿ<adventures
manner 2=1+-/.1,ÿ<and +2ÿ0challenges
6<AA1+F1,ÿ<await 4<5-ÿ45 -65+ÿthis
within -65,ÿ.recovering
10*=1.5+Fÿ2dragonborn
.<F*+D*.+ÿ,society.
*051->B
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\[\Xfgÿh+
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-61ÿ@prominent
.*:5+1+-ÿ:5 +5+Fÿ0companies
mining *:@<+51,ÿ45 -65+ÿthe
within -61ÿ0city
5->ÿ6has
<,ÿ.recently
101+-A>ÿ/uncovered
+0*=1.12ÿ<aÿ:> ,-1.5*/,ÿ@purple
mysterious /.@A1ÿ,stone
-*+1ÿ*of8ÿ/unknown
+E+*4+ÿ*origin, .5F5+7
<about
D*/-ÿfifteen
i8-11+ÿ8feet11-ÿ5in+ÿ2diameter.
5<:1-1.Bÿ9* N1+,ÿ*of8ÿ,superstitious
Dozens /@1.,-5-5*/,ÿ:5 +1.,ÿ6have
miners <=1ÿGfled12ÿthis
-65,ÿ,site,
5-17ÿ,so*ÿthe
-61ÿ0company
*:@<+>ÿ6hires 5.1,ÿthe
-61ÿ0characters
6<.<0-1.,ÿto-*ÿ5investigate
+=1,-5F<-1ÿthe -61ÿ,stone
-*+1ÿ<and+2ÿ/uncover
+0*=1.
5its-,ÿ+nature.
<-/.1BÿK6When 1+ÿ<any+>ÿ*of8ÿthe
-61ÿ,stone's
-*+1j,ÿ,smooth,
:**-67ÿ.reflective
1G10-5=1ÿ,surface
/.8<01ÿtakes
-<E1,ÿ2damages,
<:<F1,7ÿthis -65,ÿDburied
/.512ÿ.relic
1A50ÿ*of8ÿthe
-61ÿJShadowfell
6<2*481AAÿDbegins1F5+,ÿto-*ÿ,summon
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UPZcklUP_T_ÿ<and +2
lgloomstalkers
Xccm_TPXn\Q_ÿo(see ,11ÿ0chapter
6<@-1.ÿp7)qÿ<at-ÿ<an+ÿ5increasingly
+0.1<,5+FA>ÿ8fast <,-ÿ.rate.
<-1BÿThe
H61ÿ0characters
6<.<0-1.,ÿ:/ must ,-ÿ2discover
5,0*=1.ÿ<aÿ4< way> ÿto-*ÿ.repair
1@<5.ÿ<and
+2ÿ.reseal
1,1<Aÿthe -61ÿ,stone,
-*+17ÿ2destroy
1,-.*>ÿ5it,-7ÿ*or.ÿDbanish
<+5,6ÿ5it-ÿ8from
.*:
Exandria before the city is overwhelmed .
WASTES OF XHORHAS -.ÿ+/(4213(
DISTANT LANDS OF EXANDRIA

Blightshore
The blackened seaboard that forms the easternmost edge of Wildemount is a savage wasteland struggling to recover from the arcane havoc wrought by ÿM>=K9:;ÿBN
the Calamity so many years ago. The Miskath Strand was once a temperate expanse of arboreal pulchritude and coastal tranquility, but it has since ÿ<8FD?
become a lonely stretch of hazardous terrain and maddening isolation. This coastline of cursed earth and the surrounding area have come to ÿ Bbe?ÿEknown
F=MFÿCas<
Blightshore, a fitting moniker for the once-proud seaside paradise defiled by the Betrayer Gods. Here, among the Miskath Strand's smoldering ÿ >remains,
?IC8F<V
explorers vie for the opportunities offered up by Blightshore's weird new varieties of flora and fauna-not to mention the hidden wealth that lurks >E<ÿM8 ;:8F
within
?>ÿthe
the lightless vaults of the Betrayers themselves. Life in Blightshore is difficult at best; for many, it represents a true test of spirit as they weather ;:?
persistent chaos of Blightshore's terrain .

While the Dwendalian Empire and its constituents seek to establish a foothold in the more hospitable regions of the Miskath Strand, these efforts are H=>;<ÿC>?
consistently hampered by Blightshore's less scrupulous denizens. Remote operatives of the Myriad and the Revelry, intrepid pilgrims from theÿ e> NF
Kryn
bNFC<;NVÿ=outcasts
Dynasty, K;DC<;<ÿHfrom
>=Iÿthe;:?ÿHfallen
C77?FÿDcity
8;Nÿ=ofHÿb>CD=F8CVÿCand
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=B78F=8GÿFnomads
=ICG<ÿHfrom
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;:?ÿf: =>:C<8CFÿMC
Xhorhasian <;?<ÿform
wastes H=>Iÿthe
;:?ÿI=;7?NÿDcivilization
motley 8L878WC;8=Fÿ=ofHÿ6789:;<:=>?P
Blightshore.
Q= >?=L?>Vÿthis
Moreover, ;:8<ÿ7land
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hiP

jklÿ
MAP n
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BL/GHTSHORE

68WC>>?ÿ@Terrain
Bizarre ?>>C8Fÿ=ofHÿ6789:;<:=>?
Blightshore

@The
:?ÿ<strange
;>CF9?ÿ7landscape
CFG<DCS?ÿ=ofHÿthe
;:?ÿQ8 <EC;:ÿRStrand
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?<:CS?GÿBbyNÿthe;:?ÿOC 7CI8;NVÿ8infusing
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8inhospitable
F:=<S8;CB7?ÿterrain.
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much ;:8<ÿ>region
?98=Fÿ=ofHÿcEastern
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@The
:?ÿterrain
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FGÿM? C;:?>ÿHfeatures
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?<D>8B?Gÿ8inFÿthe
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;:C;ÿfollow
H=77=MÿDcan
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within 89:;<:=>?\<ÿGdefiled
Blightshore's ?X7?Gÿ?expanse.
TSCF<?PÿQC
ManyFNÿ=ofHÿthese
;:?<
areas present hazardous (and potentially fatal) conditions for travelers and ÿ ?explorers.
TS7=>?><Pÿ}< As ÿ
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=K>ÿSplayers
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Strand, you can present Blightshore's weird and wondrous terrain as a character CD;?>ÿ8inFÿ8its;<ÿ=own
MFÿ>right.
89:;Pÿ}F
AndGÿSperhaps
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L?Fÿ<stranger
;>CF9?>ÿfeatures
H?C;K>?<ÿ=ofHÿthis
;:8<
accursed frontier that wait to be discovered, tamed, or avoided at all costs.

Earth Motes
These chunks of broken land hover and swirl in the air, held aloft by unknown arcane forces. A typical earth mote is 1d6 x 10 feet in diameter and hovers
2dl Ox 10 feet above the ground. Earth motes are capable of supporting the weight of modest structures as well as creatures.

Electric Wind
The galvanic breezes of this supernatural gale are latticed with currents of lightning, which stab through the air with primordial fury.

• Ranged attacks through electric wind are made with disadvantage.


• Any creature that starts its turn surrounded by electric wind has a 5 percent chance of being struck by lightning. A creature struck by lightning must
make a DC 15 Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one.

HEmber Thicket
>A dense grove of blackened, leafless trees perpetually smolders with the dull glow of arcane embers. This copse is choked by a cloud of ash and cinders,;
8which constantly rain on the cremated forest floor.
• >.An ÿ
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Rust Rain
:-3)*=
This crimson precipitation is corrosive to ferrous metal and caustic to creatures.

• )9.Fÿ80
Rust rain corrodes nonmagical, ferrous metal objects. If the object isn't being 3.ÿ0or3ÿ,carried,
worn 5339)6;ÿthe
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00:ÿ0of1ÿ9it:ÿ1for03ÿ)every
7)3<ÿA10Dÿ@9.-:)
minutes
of exposure. An object must be covered to avoid exposure. If the exposed object is nonmagical metal armor, a nonmagical metal weapon, or a
nonmagical metal shield being worn or carried, it takes a permanent and cumulative -1 penalty to damage rolls or the AC it offers for every 10
minutes of exposure to rust rain . A weapon that drops to a -5 penalty, armor reduced to an AC of 10, or a shield that drops to a +0 bonus is destroyed.
• Any creature that starts it turn in rust rain and isn't covered by an umbrella, a shield, or some other form of rain protection takes 1d4 acid damage. *-,4ÿ4*)*+0E
Toxic Fungus Colony
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3(71Y107)ÿ)* 4'022ÿ^(see
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`*4'022_ÿ,in'ÿ-chapter 130ÿb;
3*:107ÿa8ÿ(ofBÿthe '+0('ÿ̀*
Dungeon 2107c2ÿd;
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Cauldron Sea

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Although the waters of the Cauldron Sea present challenges to those who would tame its tides, a handful of unmapped (and often unnamed) villages are
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but most treat outsiders with disdain or even outright hostility.

Oblivion Vortex
Soothsayers claim that Tharizdun, the Chained Oblivion, created the Cauldron Sea to loosen the veil between worlds and warn that one day he will rend the
very fabric of reality from the depths of its accursed waters. There are those who would see this mad prophecy fulfilled, but many more would do anything
to prevent the Betrayer God's malevolent return .

IJKLMNOPÿRS
CAULDRON J
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Blightshore /290/ÿ4it.*C

BLIGHTSHORE CONTRABAND

The unique environs of the post-Calamity Miskath Strand have produced a number of strange new substances that can be cultivated for both noble and illicit
purposes . The regu lation of these bizarre drugs proves difficult, however, as their exotic qualities often confound those who would subvert their questionable usage.
As such, supply and demand remain steady despite the inevitable hazards of production .

Black Sap. This tarry substance harvested from the dark boughs of the death's head willow is a powerful intoxicant. It can be smoked as a concentrate or injected
directly into the bloodstream . A creature subjected to a dose of black sap cannot be charmed or frightened for 1d6 hours. For each dose of black sap consumed, a
creature must succeed on a DC 1 5 Constitution saving throw or become poisoned for 2d4 hours-an effect that is cumulative with multiple doses. Black sap is valued
at 300 gp per dose.

Blight lchor. This bitter chartreuse concoction is distilled from a fungus native to the Blightshore badlands. The sickly green liqueur harbors potent psychedelic
properties. Provided it is neither a construct nor undead, a creature subjected to a dose of blight ichor gains advantage on Intelligence and Wisdom checks, as well as
vulnerabi lity to psychic damage, for 1 hour. For each dose of blight ichor consumed, the creature must succeed on a DC 1 5 Constitution saving throw or become
poisoned for 1d6 hours and suffer the effects of a confusion spell for 1 minute. An undead creature subjected to a dose of blight ichor gains advantage on all
Dexterity checks and is immune to the frightened condition for 1 hour. Blight ichor is valued at 200 gp per dose.

Soothsalts. Soothsa lts are derived from a naturally occurring crystalline substance discovered throughout the wilds of the Miskath Strand. The crimson crystals have
been mined from cavernous veins like those in the mouth of the Miskath Pit and found within smaller geode formations near sites ravaged by the Calamity. Soothsalts
are consumed orally in lozenge-sized doses, and frequent users can be identified by the telltale crimson stain around their mouths. A creature subjected to a dose of
soothsalts gains advantage on all Intelligence checks for 1 d4 hours. For each dose of sooth salts consumed, the creature must succeed on a DC 15 Constitution
saving throw or gain one level of exhaustion- an effect which is cumulative with multiple doses. Soothsalts are valued at 1 50 gp per dose.
Ebonglass Massif

The sharp obsidian peaks of the Ebonglass Massif spell doom to those who would attempt to tame them, but many still try. This jagged range of lustrous
volcanic rock divides northeastern Blightshore into two large peninsulas: Far Hharom to the north, and the Tooth of Zehir to the east. Expeditions to the
Ebonglass Massif from the nations of Western Wynandir and beyond have been fraught with peril, and the craggy mountains are considered all but
impassable by cautious outlanders, curious prospectors, and others who would explore their mysteries.

Like many places in the Miskath Strand, the Massif is haunted by a dark past. Historians have unearthed tales of ancient dwarven strongholds that were
utterly destroyed by the upheaval during the Calamity. Now, the only known denizens of the Ebonglass Massif are the birds of prey that scour its peaks for
sustenance and a maniacal clan of gray-scaled kobolds that employs simple technology-hooks, cables, and gliders-to traverse the Massif's treacherous
terrain .

Fang of the Worm


The kobolds of the Massif live in a subterranean sprawl on the southwestern edge of the Ebonglass foothills . Known as the Fangs of the Worm, they are
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.77269ÿ*off33ÿ)by@ÿ.aÿ5hungry
>+,7@ÿgloomstalker
WjYY`g[Uj|]_ÿ}(as ./ÿ9described
6/D72)69ÿ2in+ÿDchapter5.8;67ÿ~7),?ÿ*or7ÿ9did29ÿ/something
*<6;52+,ÿ/slip -28ÿ*out>;ÿ*of3ÿy. ,*+/;.7ÿto;*
Xagonstar
9devour
6C*>7ÿthem?
;56<€
GFar.7ÿH5.7*<
Hharom

E6 @*+9ÿthe
Beyond ;56ÿ(Ebonglass
)*+,-.//ÿ1. //23S/ÿ5hyaline
Massif's @.-2+6ÿ8peaks,
6.:/?ÿ.aÿ-lonely
*+6-@ÿ6expanse
J8.+/6ÿ*of3ÿ<* *7-.+9ÿ/stretches
moorland ;76;D56/ÿ+northward
*7;5=.79ÿtoward
;*=.79ÿthe;56ÿ2icyD@ÿ=. ;67/ÿ*of3ÿthe
waters ;56ÿGFrigid
72,29ÿx6 8;5/AÿThough
Depths. 45*>,5ÿthe ;56
-landscape
.+9/D.86ÿ2is/ÿ9drab
7.)ÿ.and +9ÿ3featureless,
6.;>76-6//?ÿthe
;56ÿ8peninsula
6+2+/>-.ÿ:known
+*=+ÿ.as/ÿGFar.7ÿH5 .7*<ÿ2is/ÿ-littered
Hharom 2;;6769ÿ=2 ;5ÿthe
with ;56ÿ)barrows
.77*=/ÿ*of3ÿ.aÿ-long-forgotten
*+,Q3*7,*;;6+ÿ)barbarian.7).72.+ÿ8people,
6*8-6?ÿ=5who *ÿCvanished
.+2/569
Dcenturies
6+;>726/ÿ)before
63*76ÿthe;56ÿN. -.<2;@ÿ7ravaged
Calamity .C.,69ÿthe;56ÿ12 /:.;5ÿMStrand
Miskath ;7.+9A.ÿH6
Here76ÿ.and
+9ÿthere,
;5676?ÿ,gelid
6-29ÿ)bogs
*,/ÿ5home
*<6ÿto;*ÿ)bizarre
2P.776ÿflora
*7.ÿ.and
+9ÿ3fauna
.>+.ÿ9dot*;ÿthe
;56ÿ-landscape.
.+9/D.86Aÿp+ And 9ÿ.all--ÿ.around,
7*>+9?
.an+ÿ*obstinate
)/;2+.;6ÿ.air27ÿ*of3ÿ9doom
**<ÿ-lingers
2+,67/ÿ.among
<*+,ÿthe;56ÿ8peninsula's
6+2+/>-.S/ÿ8perpetual
6786;>.-ÿ5howling
*=-2+,ÿ=2 +9/A
winds.

GFar.7ÿH5.7*<ÿ2is/ÿ.aÿ9dangerous
Hharom .+,67*>/ÿ7realm,
6.-<?ÿ6even
C6+ÿ)by@ÿE- 2,5;/5*76S/ÿ/standards,
Blightshore's ;.+9.79/?ÿ.and +9ÿ<.
many +@ÿ/suggest
>,,6/;ÿthat
;5.;ÿthe
;56ÿ2impasse
<8.//6ÿformed
3*7<69ÿ)by@ÿthe ;56ÿ(Ebonglass
)*+,-.//ÿ1. //23ÿ2is/ÿ.actually
Massif D;>.--@ÿ.a
)blessing
-6//2+,ÿ2in+ÿ9disguise.
2/,>2/6Aÿ4The 56ÿ*only
+-@ÿDcharted
5.7;69ÿ/settlement
6;;-6<6+;ÿ2in+ÿGFar.7ÿH5 .7*<ÿ2is/ÿ.an+ÿ.abandoned
Hharom ).+9*+69ÿCvillage
2--.,6ÿ*on+ÿthe
;56ÿ7rocky
*D:@ÿ2island
/-.+9ÿ=6west /;ÿ*of3ÿthe
;56ÿ8peninsula,
6+2+/>-.?ÿ:known
+*=+ÿ.as/ÿz- Ole DÿMSkerry
:677@
}(described
96/D72)69ÿ-later
.;67ÿ2in+ÿthis
;52/ÿDchapter).
5.8;67AÿTravelers
47.C6-67/ÿ5have
.C6ÿ)been
66+ÿ:known
+*=+ÿto;*ÿDcamp
.<8ÿ.amid<29ÿthe
;56ÿ/stony
;*+@ÿ7ruins-but
>2+/R)>;ÿthese
;56/6ÿ2interlopers
+;67-*867/ÿ-leave6.C6ÿ.as/ÿ/soon**+ÿ.as/ÿtheir
;5627ÿ.affairs
33.27/ÿ.allow,
--*=?
typically preferring the haunted expanse of Far Hharom's open fells over the eerie isolation of Ole Skerry's craggy shores. 76/A
Barrows of the Betrayers
<.;69ÿB>/;ÿ./ÿ;56ÿ.7D.+6ÿ<699-2+,
The ancient burial mounds scattered across Far Hharom are rumored to be haunted by restless undead that were animated just as the arcane meddling of
the Betrayer Gods reached its abominable zenith. Though the antiquities buried within Far Hharom's ancient barrows 87*<2/6ÿDconsiderable
promise *+/2967.)-6ÿ=6 .-;5ÿto;*
wealth
those who would plunder their lightless depths, few excavators of these accursed places actually live to tell the tale.

Domains of the Deep Ones


There are rumors of a frightening clan of amphibious humanoids who dwell along the icy northern shores of Far Hharom. The stories speak of a hoary
clan of pale, degenerate folk who pay fealty to dark, arctic demigods in the form of warm-blooded sacrifices. Some believe the Ebonglass Massif was
erected by the Betrayer Gods to keep these strange and sini ster people at bay, while others report to have seen raiding parties of scaly Far Hharom
monstrosities as far south as the Cauldron Sea.

Far Hharom Adventures

1.8-ÿ02ÿI834
The northern peninsula of Blightshore is a remote and unwelcoming place, but characters in search of secret histories and treasured lore will find it most 15
inviting.

QMNRSÿ̀aRb
Deep Ones of Far Hharom (Low level). A coastal storm causes the characters' ship to run aground on the northern shore of Far Hharom. As they take

stock of the damage *ÿ-and


6;ÿ/- A*plans to head inland, waves of kuo-toa converge on the ship and attack them.
make

It Kills at Night (Mid Uÿalevel).


WVWcdeÿp)
While exploring a Far Hharom barrow, the characters are surprised to discover a group of spooked travelers who have taken 6
1shelter
)*85*+ÿ<3 5)36@.ÿrInstead
within 615*-;ÿ0of2ÿthe
5)*ÿ1subterranean
.:5*++-6*-6ÿ<3 4)51ÿ-and
wights 6;ÿ9poltergeists
085*+4*3151ÿ0of2ÿ8legend,
*4*6;Bÿthese
5)*1*ÿ1survivors
.+F3F0+1ÿ2fear
*-+ÿ-an6ÿ*even
F*6ÿ4greater
+*-5*+ÿthreat
5)+*-5ÿthat
5)-5ÿ1stalks
5-8A1ÿthe
5)*ÿ/00+8-6;ÿ-at5ÿ6night
moorland 34)5
s1 0/*5)364ÿ1so0ÿ1supernaturally
-something .9*+6-5.+-88=ÿ)horrible,
0++3:8*Bÿthey
5)*=ÿ/.15ÿ)huddle
must .;;8*ÿ3in6ÿ;darkness
-+A6*11ÿ*every
F*+=ÿ*evening
F*6364ÿto50ÿ*evade
F-;*ÿ3it5ÿ-as1ÿthey
5)*=ÿ<* -+38=ÿ7cross
wearily +011ÿthe
5)*ÿ-accursed
77.+1*;ÿ8landscape.
-6;17-9*@
J)0+ÿt*
Ghor 8*1
Veles

(The
)*ÿ+ruined
.36*;ÿAkeep**9ÿ-at5ÿthe
5)*ÿ)heart
*-+5ÿ0of2ÿthis
5)31ÿ7crumbling
+./:8364ÿ7city 35=ÿ0once
67*ÿ1served
*+F*;ÿ-as1ÿ-an6ÿ-arcane
+7-6*ÿ+repository
*901350+=ÿ-and 6;ÿ+research
*1*-+7)ÿfacility
2-73835=ÿ2for0+ÿthe
5)*ÿI* 5+-=*+ÿJ0
Betrayer ;1ÿ;during
Gods .+364ÿ5their
)*3+ÿ9pre-
+*C
K- 8-/35=ÿ-ascent
Calamity 17*65ÿto50ÿ9power.
0<*+@ÿf+ 532-751ÿ-and
Artifacts 6;ÿ<0 6;+0.1ÿ3items
wondrous 5*/1ÿ2from
+0/ÿthe
5)*ÿf4
Age*ÿ 0of2ÿf+7-6./ÿ-are+*ÿ+rumored
Arcanum ./0+*;ÿto50ÿ8linger
364*+ÿ<3 5)36ÿ3its51ÿ1shadow-haunted
within )-;0<C)-.65*;ÿFvaults,-.851Bÿ8lying
=364ÿ3in6ÿ<- 35ÿ2for0+
wait
5those
)01*ÿ:brave
+-F*ÿ0or+ÿ2foolish
00831)ÿ*enough
60.4)ÿto50ÿ7challenge
)-88*64*ÿthe 5)*ÿ7citadel's
35-;*8g1ÿtimeless
53/*8*11ÿ4guardians.
.-+;3-61@ÿu0 <Bÿ3its51ÿ;decaying
Now, *7-=364ÿ:battlements
-558*/*651ÿ1stand5-6;ÿ-as1ÿ-aÿ1stark
5-+Aÿ/0 6./*65ÿto50ÿthe
monument 5)*ÿK- 8-/35=g1
Calamity's
.unstoppable
615099-:8*ÿ;devastation.
*F-15-5306@
(The
)*ÿ6name
-/*ÿJ) Ghor 0+ÿt* 8*1ÿ/*
Veles -61ÿv"Vault
means t-.85ÿ0of2ÿEShadows,"
)-;0<1Bvÿ-and 6;ÿ-aÿFvast
-15ÿ;dungeon
.64*06ÿ3indeed
6;**;ÿ8lurks
.+A1ÿ:below
*80<ÿthe
5)*ÿ+ruins
.361ÿ0of2ÿthe
5)*ÿ7city.
35=@ÿ(These
)*1*ÿ7catacombs
-5-70/:1ÿ<* were+*ÿ)home
0/*ÿto50ÿthe
5)*ÿ-aberrant
:*++-65
-and
6;ÿ.undead
6;*-;ÿ/3 63061ÿ0of2ÿthe
minions 5)*ÿ;dracolich
+-70837)ÿw+ -71ÿthe
Oracs 5)*ÿGEnduring.
6;.+364@ÿK0 .658*11ÿ-adventuring
Countless ;F*65.+364ÿ9parties
-+53*1ÿ-and 6;ÿ<0 .8;C:*ÿtomb
would-be 50/:ÿ+robbers
0::*+1ÿ)have -F*ÿ-attempted
55*/95*;ÿto50ÿ8lay
-=ÿ1siege
3*4*ÿto50ÿthe
5)*
Fvaults
-.851ÿ:below
*80<ÿJ) Ghor0+ÿt* 8*1Bÿ0only
Veles, 68=ÿto50ÿ9perish
*+31)ÿ-at5ÿthe
5)*ÿ7clawed
8-<*;ÿ)hands-6;1ÿ-and
6;ÿ7creeping
+**9364ÿ;doom 00/ÿ0of2ÿthe5)*ÿAkeep's
**9g1ÿ2fearsome
*-+10/*ÿ3inhabitants.
6)-:35-651@ÿI. But5ÿ-aÿ;destiny
*1536=ÿ<0
worse+1*ÿthan
5)-6ÿ;death
*-5)ÿ-awaits
<-351
5)*/xÿ/0
them: most 15ÿ0of2ÿthese
5)*1*ÿ3ill-fated
88C2-5*;ÿ3interlopers
65*+809*+1ÿ:become *70/*ÿ.undead
6;*-;ÿ/3 63061ÿthemselves,
minions 5)*/1*8F*1Bÿ:bound 0.6;ÿto50ÿw+ -71ÿ3in6ÿ.unending
Oracs 6*6;364ÿ1servitude.
*+F35.;*@ÿf1 As ÿ 5)31ÿ-army
this +/=ÿ4grows,
+0<1Bÿ1so0ÿ;does
0*1ÿw+ -71g1
Oracs's
)hold
08;ÿ0over
F*+ÿthe
5)*ÿH3 1A-5)ÿEStrand
Miskath 5+-6;@.
aLand
MXUÿRof_ÿyW _ZnWW[ÿMand
Refugees XUÿPW NSlY[
Hermits

J) 0+ÿt*
Ghor 8*1ÿ3is1ÿ9pockmarked
Veles 07A/-+A*;ÿ:by=ÿ7crumbling+./:8364ÿ)houses
0.1*1ÿ-and 6;ÿ;dilapidated
38-93;-5*;ÿ2fortresses,
0+5+*11*1B
-and
6;ÿ7countless
0.658*11ÿ9people*098*ÿ;displaced
3198-7*;ÿ2from +0/ÿ*elsewhere
81*<)*+*ÿ3in6ÿz) 0+)-1ÿ:by=ÿ<-
Xhorhas war+ÿ0or+ÿ*exile
q38*
)have
-F*ÿ/-made ;*ÿthis
5)31ÿ:blighted
834)5*;ÿ:battlefield
-558*D*8;ÿtheir5)*3+ÿ)home.
0/*@ÿfÿ A6 05-:8*ÿ+resident
notable *13;*65ÿ0of2ÿthe
5)*
+ruins
.361ÿ1surrounding
.++0.6;364ÿJ) 0+ÿt*
Ghor 8*1ÿ3is1ÿ-aÿ;dranassar
Veles +-6-11-+ÿ1survivor
.+F3F0+ÿ6named
-/*;ÿ{Liv-Burrath.
3FCI.++-5)@
EShe
)*ÿ.uses
1*1ÿ/- 4 37ÿ50 ÿ; 3
1 4 . 31* ÿ
) * +1 * 8
2 ÿ-1 ÿ
- ÿ; -+A ÿ*8 2ÿ
magic to disguise herself as a dark elf to avoid attracting50 ÿ
- F0 3;ÿ- 5
5+- 7 5364
-attention,
55*65306Bÿ:but.5ÿ3is1ÿ7covertly
0F*+58=ÿ7collecting
088*75364ÿ-arcane
+7-6*ÿ+relics
*8371ÿ2from
+0/ÿJ)Ghor0+ÿt* 8*1ÿ<3
Veles 5)ÿthe
with 5)*
)hope
09*ÿthat
5)-5ÿ1she
)*ÿ7can -6ÿ0one
6*ÿ;day-=ÿ+reunite
*.635*ÿ<3 5)ÿ0other
with 5)*+ÿ;dranassar
+-6-11-+ÿ-and 6;ÿ+retake
*5-A*ÿtheir
5)*3+
-ancient
673*65ÿ)home0/*ÿ0of2ÿJ) Ghor0+ÿ|+ -6-1@ÿEShe
Dranas. )*ÿ9pays
-=1ÿ-aÿ2fair
-3+ÿ1sum
./ÿ2for0+ÿ-any
6=ÿ-artifacts
+532-751ÿthat
5)-5
adventurers gather from the ru ins.

Ghor Veles Adventures

Only the undead horrors beneath Ghor Veles rival the cutthroat grave
robbers that characters might encounter among the crumbling ruins .

Shadow Essence (Mid level). The characters are hired by Cerberus

Assembly sages in New Haxon to gather a rare magical ingredient-shadow


essence-that can be collected from dead gloomstalkers (see chapter 7).
As gloomstalkers are known to circle above Ghor Veles like vultures, the
sages ask the characters to travel there, slay a gloomstalker, and collect its
shadow essence in a specially made flask. The sages warn the characters
not to linger near Ghor Veles, lest they fall prey to the terrible creatures
lurking in its haunted fortress .
Of Vaults and Vengeance (High Level). One or more of the characters are

kidnapped by minions of Oracs the Enduring (chaotic evil, male, ancient


black dracolich) and are carried away to the vaults below Ghor Veles for
indoctrination and necromantic experimentation. With the help of a core
spawn seer (see chapter 7) from the Miskath Pit, the dracolich and his
minions are weaponizing their mortal enemies to gruesome effect. As one
half of the party struggles to survive captivity, the rest of the characters
must plot their harrowing rescue.

g6'hÿ
*Q9Qi
GHORVELES

jlncanter's
?GH?E@BkIÿl@IE
Rest

mThis
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which @S@B@?ETOÿtower
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EFHE
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@AeBHMFKGHTÿHanomaly ?ACHTOÿKisIÿHan?ÿHarcane
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EF@ÿMplanet's
TH?@EkIÿIsurface.
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XBSKSABIÿFhave
HS@ÿBreturned
@EXB?@LÿDfromBACÿthe EF@ÿMpit's
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wilds.

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?CKIEHJHNT@ÿtoEAÿHanyone
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H?LÿEF@ÿHTK@?ÿyXHIKoe@AC@EBK@IÿADÿEF@ÿxHBÿl@HTC\
and the alien quasi-geometries of the Far Realm .

i_
Spawn +`0ÿ^of(ÿthe .82ÿ~^
CoreP2
mTravelers
BHS@T@BIÿFhave HS@ÿBrecently
@G@?ETOÿBreported
@MABE@LÿIsightings
KeFEK?eIÿAofDÿHaÿ?new
@WÿSvariety
HBK@EOÿAofDÿFhorrific
ABBKpGÿHaberrations
N@BBHEKA?IÿKin?ÿthe EF@ÿSvicinity
KGK?KEOÿAofDÿthe
EF@ÿbK IJHEFÿcK
Miskath E\ÿ?
Pit. AW?ÿHasIÿGcore
Known AB@ÿIspawn,
MHW?Uÿthese
EF@I@ÿGcreatures
B@HEXB@I
@embody
CNALOÿthe EF@ÿGchaotic
FHAEKGÿ?nature
HEXB@ÿAofDÿzT KeFEIFAB@ÿKitself
Blightshore EI@TDÿWK EFÿ@every
with S@BOÿtenebrous
E@?@NBAXIÿpfiber N@BÿAofDÿtheir
EF@KBÿ@eldritch
TLBKEGFÿNbeing.
@K?e\ÿrA BL@IÿAofDÿTlesser
Hordes @II@BÿGcoreAB@ÿIspawn
MHW?ÿHareB@ÿMpresided
B@IKL@LÿAover
S@BÿNbyOÿGcore
AB@
spawn seers-corrupted magic users whose loathsome agendas are one of Blightshore's greatest (and most troubling) mysteries. See chapter 7 for more
information about core spawn.

Salt of the Arcane Earth


Despite its unique perils, the Miskath Pit is a darkly alluring place that seems to beckon travelers with a proclivity for eldritch magic or a taste for trouble.
The bizarre arcane phenomena that plague the Miskath Pit are also responsible for an array of enchanted minerals and precious elements. Profiteers from
Rotthold and beyond risk madness, and even death, in an attempt to mine the pit's supernatural resources .
New Haxon

Population: 1,250 (70% humans, 20% dragonborn, 10% other races)

Government: The Cerberus Assembly works in tandem with allied mercenaries to maintain a stratocracy of lawful military power.

^Defense: Satyana Vorvexis, an adult copper dragon, commands a garrison of over two hundred active duty soldiers, and each citizen of New Haxon is
)enlisted for reserve military duty.
eCommerce: Common goods and services are available via the city's vast network of enterprising military merchants. Meanwhile, the Cerberus AssemblyJWX
Fstrives to subvert New Haxon's thriving and profitable black market for rare arcane antiquities.
kOrganizations: Although the Cerberus Assembly's sages hold power here, various mercenary guilds from remote corners of Wildemount have also made G)
New Haxon their base of operations. The city has become an unlikely haven for esoteric cults of the Betrayer Gods and other dark entities.

nC -K)c)HÿGdisaster
Whatever ZF-FK)HÿJbefell
)[)WWÿqW Gÿ,-
Old ./0ÿZisFÿ-aÿKtale
Haxon -W)ÿWlost
/FKÿtoK/ÿtime
KZE)ÿ-and0Gÿthe
KC)ÿU- W-EZKX]ÿrIn0ÿZitsKFÿ\place,
Calamity. W-L)<ÿ-aÿ[fair-weather
-ZHs*)-KC)HÿLconfederation
/0[)G)H-KZ/0ÿ/of[ÿChumans DE-0Fÿ-and 0GÿGdragonborn
H-I/0J/H0ÿChave -c)
)erected
H)LK)Gÿthis
KCZFÿWlone/0)ÿJbastion.
-FKZ/0]ÿTheTC)ÿFstalwart
K-W*-HKÿ/outpostDK\/FKÿ/of[ÿ() New*ÿ,- ./0ÿZisFÿIgarrisoned
Haxon -HHZF/0)GÿJbyXÿ-agents I)0KFÿ/of[ÿthe
KC)ÿU) HJ)HDFÿVF
Cerberus F)EJWX<ÿ-along
Assembly, W/0Iÿ*Z KCÿ-aÿLcontingent
with /0KZ0I)0Kÿ/of[ÿ-allied
WWZ)G
E) HL)0-HZ)Fÿ[from
mercenaries H/Eÿ0nearby
)-HJXÿtH -L/0Z-]ÿV0
Draconia. An ÿ-amalgam
E-WI-Eÿ/of[ÿLcrumbling
HDEJWZ0IÿHruins DZ0Fÿ-and 0GÿE/ G)H0ÿJbattlements,
modern -KKW)E)0KF<ÿ() New *ÿ,- ./0ÿFserves
Haxon )Hc)Fÿ-asFÿthe KC)ÿt*) 0G-WZ-0ÿuEmpire's
Dwendalian E\ZH)gFÿ/only0WXÿtrusted
KHDFK)G
*-X\/Z0Kÿ[/HÿvLZcZWZd)Gvÿ).\W/H-KZ/0ÿKCH/DIC/DKÿoWZICKFC/H)gFÿF-c-I)ÿJ-GW-0GF]
waypoint for "civilized " exploration throughout Blightshore's savage badlands.

TThe
C)ÿ-adult
GDWKÿLcopper
/\\)HÿGdragon
H-I/0ÿaSatyana
-KX-0-ÿb/ Hc).ZFÿLcommands
Vorvexis /EE-0GFÿ() New*ÿ,- ./0gFÿthreadbare
Haxon's KCH)-GJ-H)ÿWlegion )IZ/0ÿ/of[ÿFsoldiers
/WGZ)HFÿ*Z KCÿ-aÿChealthy
with )-WKCXÿE) -FDH)ÿ/of[ÿLcunning
measure D00Z0Iÿ-and 0GÿZinventiveness.
0c)0KZc)0)FF]ÿrIn0
-addition
GGZKZ/0ÿtoK/ÿCher)HÿEZ WZK-HXÿ\prowess,
military H/*)FF<ÿaSatyana's
-KX-0-gFÿGdraconic
H-L/0ZLÿ\predilections
H)GZW)LKZ/0Fÿ-and 0Gÿ)experience
.\)HZ)0L)ÿZin0ÿthe KC)ÿfield
i)WGÿChave
-c)ÿ)earned
-H0)GÿCher)Hÿ-aÿHreputation
)\DK-KZ/0ÿ-asFÿ/one 0)ÿ/of[ÿnX 0-0GZHgFÿ[foremost
Wynandir's /H)E/FK
Lcurators
DH-K/HFÿ-and 0GÿLcollectors
/WW)LK/HFÿ/of[ÿ-arcane
HL-0)ÿHrelics
)WZLF].ÿaSome
/E)ÿE) EJ)HFÿ/of[ÿthe
members KC)ÿ-assembly
FF)EJWXÿ@(and -0Gÿtheir
KC)ZHÿZimperial
E\)HZ-Wÿ\patrons)
-KH/0FMÿjquestion
D)FKZ/0ÿtheKC)ÿLchaotic
C-/KZLÿGdragon's
H-I/0gFÿtrue
KHD)ÿZintentions,
0K)0KZ/0F<ÿJbutDKÿthe
KC)
\people
)/\W)ÿ/of[ÿ() New *ÿ,- ./0ÿ*/
Haxon wouldDWGÿJbe)ÿChard
-HGÿ\pressed
H)FF)GÿtoK/ÿfind i0Gÿ-aÿE/moreH)ÿLcompetent
/E\)K)0KÿWleader )-G)HÿtoK/ÿ0navigate
-cZI-K)ÿthe KC)ÿHregion's
)IZ/0gFÿtumultuous
KDEDWKD/DFÿChistory ZFK/HXÿ-and0Gÿ)enduring
0GDHZ0Iÿthreats.
KCH)-KF]
wLost
2`7ÿx6 457`
Vaults

VE/
Among 0IÿZitsKFÿ/other
KC)HÿEX FK)HZ)F<ÿqW
mysteries, OldGÿ,-
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-DWKFÿ/of[ÿb) L0-<ÿ*C
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/D0KW)FFÿE- magicIZLÿZitems
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\power
/*)Hÿ-and0GÿZillWWÿZintent.
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KD[[ÿ/of[ÿWlegend
)I)0GÿHremains
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yP
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Haxon OP974QP`
Adventures

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Characters who /ÿ-adventure
Gc)0KDH)ÿZin0ÿ() New *ÿ,-Haxon./0ÿ-areH)ÿWlikely
ZY)WXÿLconscripts,
/0FLHZ\KF<ÿvolunteers,
c/WD0K))HF<ÿ/orHÿ/opponents
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/L-WÿFstratocracy's
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military /HL)]
8 l€7ÿ8
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Cerberus F)EJWX<ÿthe
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C-H-LK)HFÿ-areH)ÿtasked
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with ZGGZ0Iÿ-aÿWlocal/L-WÿFsafe
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DWKÿ-activity.
LKZcZKX]
oD
ButKÿthe
KC)ÿ/operation
\)H-KZ/0ÿGdoesn't
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LL/HGZ0IÿtoK/ÿ\plan: W-0†ÿ/one 0)ÿ/of[ÿthe
KC)ÿfcultists
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‡LZ-W<ÿ-and 0Gÿthe
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C-H-LK)HFÿED mustFKÿGdecide
)LZG)
*C ) KC )HÿK C ) X ÿ*Z WW
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0 ) ÿ-ÿWZ
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ZKÿ- Kÿ KC ) ÿ\/ K) 0 KZ-WÿL/ F
whether they will shine a light on his indiscretion or bury it at the potential cost of becoming accomplices themselves. Kÿ/ [ÿJ) L/ EZ 0 I ÿ
-L L /E\ WZL) F ÿ
KC) EF ) Wc )F ]
15 49~PQÿ7the
Plunder €PÿeQ ˆ37ÿƒ(Mid
Crypt ‰8~ÿwlevel}.
POP5„…ÿVÿ
AC ZICÿ)elfW[ÿE-
high FK)HEZ0G<ÿtH
mastermind, -CZHÿo-
Drahir Z)I0<ÿChires
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KC)ÿLcharacters
C-H-LK)HFÿtoK/ÿE- FjD)H-G)ÿ-asFÿU)
masquerade HJ)HDFÿVF
Cerberus F)EJWXÿ-agents
Assembly I)0KFÿ-and0Gÿ\plunder
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0notorious
/K/HZ/DFÿcvault -DWKÿJbelow
)W/*ÿ() *ÿ ,- ./ 0 † ÿKC ) ÿVE) KC X F Kÿ UHX \ K]ÿ
nC ) 0 ÿKC ) XÿZ0 i WKH- K) ÿ
KC ) ÿc- DWK<ÿ
C / *) c)H<ÿKC ) ÿ
LC - H-
New Haxon: the Amethyst Crypt. When they infiltrate the vault, however, the characters discover they've been duped by Baiegn, L K)HF ÿGZF L / c )HÿKC ) Xgc) ÿJ) )0 ÿG D\ )G ÿ
J Xÿo- Z)I0<ÿ*Cwho/
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JC/HH)0Kÿ-arcane HL-0)ÿLconstruct
/0FKHDLKÿGdeep ))\ÿ*Z KCZ0ÿthe
within KC)ÿZinescapable
0)FL-\-JW)ÿtomb.K/EJ]
ŠEater
67PQÿ2of_ÿ‚2 Q5~`ÿƒ(High
Worlds {8l€ÿwlevel}.
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DEE/0)GÿtoK/ÿ-aÿE) )KZ0Iÿ*Z
meeting KCÿaSatyana
with -KX-0-ÿb/ Hc).ZF]ÿq0
Vorvexis. One)ÿ/of[ÿthe
KC)ÿGdragon's
H-I/0gFÿFspies \Z)FÿE- 0-I)GÿtoK/ÿZinfiltrate
managed 0iWKH-K)ÿ-aÿLcult
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/operating
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within KC)ÿLcity
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)-G)HFÿ-areH)ÿ\preparing
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ZKD-WÿtoK/ÿFsummon
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Worlds F))ÿthe
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uWG)HÿuEvils
cZWFÿ/of[
uExandria
.-0GHZ-v"ÿFsidebar
ZG)J-HÿZin0ÿLchapter
C-\K)HÿA7).M]ÿaShothotugg's
C/KC/KDIIgFÿ-arrival HHZc-Wÿ*/ DWGÿ-almost
would WE/FKÿLcertainly
)HK-Z0WXÿ\place
W-L)ÿ() New*ÿ,-Haxon./0ÿZin0ÿjeopardy.
‹)/\-HGX]ÿTheTC)ÿLcult
DWKÿLcontrols
/0KH/WFÿ-aÿLcrumbling
HDEJWZ0IÿGdungeon
D0I)/0ÿLcomplex
/E\W).
Jbelow
)W/*ÿthe
KC)ÿHruins
DZ0Fÿ/of[ÿqWOldGÿ,- ./0]ÿTThe
Haxon. C)ÿLcult's
DWKgFÿWleaders
)-G)HFÿ-areH)ÿ-aÿ\pair-ZHÿ/of[ÿOvampires
6R38QP`ÿ-aided ZG)GÿJbyXÿ-aÿFsmall
E-WWÿLconclave
/0LW-c)ÿ/of[ÿfcloakers,
526ŒPQ`<ÿJbutDKÿE/ most FKÿ/of[ÿthe
KC)ÿLcult
DWKÿE) EJ)HFÿ-areH)ÿ0nihilistic
members ZCZWZFKZL
Chumanoids
DE-0/ZGFÿ-and 0Gÿvampire
O6R38QPÿ̀3 6z9
spawn. ]
qW
Ole Skerry

Legends
)I)0GFÿFsay-Xÿthe
KC)ÿ\people
)/\W)ÿ/of[ÿqWLÿaSkerry
Ole Y)HHXÿ*)H)ÿ)either
were ZKC)HÿFslaughtered
W-DICK)H)GÿJbyXÿ/outlanders
DKW-0G)HFÿ/orHÿLclaimed
W-ZE)GÿJbyXÿ-aÿcvirulent
ZHDW)0KÿLcontagion.
/0K-IZ/0]ÿLearned
)-H0)GÿFsages,
-I)F<ÿChowever,
/*)c)H<ÿFsuggest
DII)FKÿthat
KC-Kÿthe
KC)
Zinhabitants
0C-JZK-0KFÿ/of[ÿthis
KCZFÿZisland
FW-0GÿChamlet
-EW)Kÿ-abandoned
J-0G/0)GÿZitKÿWlong
/0Iÿ-ago
I/ÿ-and
0Gÿjourneyed
‹/DH0)X)GÿZinto
0K/ÿthe
KC)ÿE- Z0W-0GFÿ/of[ÿthe
mainlands KC)ÿŽFar-Hÿ,C-H/Eÿ\peninsula
Hharom )0Z0FDW-].ÿTThe
C)ÿ0nature
-KDH)ÿ/of[ÿthis
KCZFÿ)exodus
./GDFÿHremains
)E-Z0F
a mystery, but relics found scattered among Ole Skerry's crumbling wooden ÿ Chovels
/c)WFÿ-and0Gÿtenebrous
K)0)JH/DFÿFseaside
)-FZG)ÿLcaves
-c)FÿFsuggest
DII)FKÿthe
KC)ÿ\people
)/\W)ÿ/of[ÿthe
KC)ÿcvillage
ZWW-I)ÿHrevered
)c)H
an unnamed pantheon of forgotten entities from the Far Realm. Modern explorers \W/H)HFÿ*C who/ÿHreturn
)KDH0ÿ[from
H/Eÿ)expeditions
.\)GZKZ/0FÿtoK/ÿqW
OleLÿ
aSkerry
Y)HHXÿtell
K)WWÿFstories
K/HZ)Fÿ/of[ÿ\pernicious
)H0ZLZ/DF
phantoms who poison the mind with madness, and blood-hungry wolves that -KÿWlurk
DHYÿ-among
E/0IÿtheKC)ÿZisland's
FW-0GgFÿGdark
-HYÿ-and
0GÿLcraggy
H-IIXÿ*/ /GW-0GF]
woodlands.

Ole Skerry Adventures


Ole Skerry is a spooky, abandoned settlement sure to raise the hackles of even the most jaded explorer.

01' Bucket Helm (Low Level). Flocks of black gulls haunt the lonely north shores of the island, congregating around a seaside cave that attracts ordinary :ÿ3::/3*:2ÿ5/9183/0
crabs and a few giant crabs as well. Just outside the cave mouth, someone has planted a grim scarecrow with a rusted bucket helm for a head, and /ÿ3ÿ=.396ÿ389
anyone who tampers with the helm causes the black gulls to form into three hostile swarms (use the swarm of ravens stat block in appendix 4.891Aÿ̀ÿ A5 of>ÿthe
:=.
a5 82:./ÿa3
Monster Manua1.8<3)bBÿcThe
=.ÿWgulls
<))2ÿ3also)25ÿWgather
3:=./ÿ1into
8:5ÿ2swarms
X3/;2ÿ3at:ÿthe
:=.ÿ*command
5;;389ÿ5of>ÿthe :=.ÿ*cave's
3?.d2ÿ/reclusive
.*)<21?.ÿ5occupant,
**<438:6ÿe. WW0ÿ,Silva,
Peggy 1)?36ÿ3aÿ2sea.3ÿ=hag
3WÿX1 :=ÿ2snails
with 831)2ÿ1in8ÿ=her./ÿ=hair
31/ÿX=
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X.
wears3/2ÿ3an8ÿ5old)9ÿffishing
2=18Wÿ8net.:ÿ3as2ÿ3aÿ2shawl.
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Peggy 1)?3ÿtolerates.
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GD \IJÿh\
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KSKDTUÿm1 21:5/2ÿto:5ÿ()
Visitors *ÿ,Skerry
Ole -.//0ÿ*can't
38d:ÿ=help
.)4ÿ7but<:ÿ8notice
5:1*.ÿ3an8ÿ5old)9ÿ2stone
:58.ÿX1 89;1))ÿ4perched
windmill ./*=.9ÿ3atop
:54ÿ3aÿ/rocky
5*-0ÿ=hill1))ÿjust
@<2:ÿ2south
5<:=ÿ5of>ÿtown,
:5X86ÿ1its:2ÿ>four
5</ÿ2spindly
4189)0ÿ?vanes
38.2
2stripped
:/144.9ÿto:5ÿtheir:=.1/ÿX5 59.8ÿ7bones.
wooden 58.2Bÿn. =189ÿthe
Behind :=.ÿ*crumbling,
/<;7)18W6ÿ9desolate
.25)3:.ÿ2structure
:/<*:</.ÿWgrows
/5X2ÿ3aÿ)large
3/W.ÿ9death's
.3:=d2ÿ=head
.39ÿX1 ))5X6ÿfrom
willow, >/5;ÿX= 1*=ÿ*characters
which =3/3*:./2ÿ*can
38ÿ.extract
A:/3*:ÿo20pÿ9doses
52.2
5of>ÿ7black
)3*-ÿ2sap34ÿZ(see
2..ÿthe
:=.ÿq"Blightshore
n)1W=:2=5/.ÿr5 8:/37389qÿ2sidebar
Contraband" 19.73/ÿ.earlier
3/)1./ÿ1in8ÿthis
:=12ÿ*chapter).
=34:./bBÿcThe=.ÿ7black
)3*-ÿ2sap
34ÿ1is2ÿX5 /:=ÿ3aÿ2small
worth ;3))ÿ>fortune
5/:<8.ÿ1in8ÿthe :=.ÿ7black
)3*-ÿ;3 /-.:2ÿ5of>ÿs5
markets ::=5)9B
Rotthold.
t5 X.?./6ÿthe
However, :=.ÿX1 89;1))ÿ1is2ÿ=home
windmill 5;.ÿto:5ÿ3an8ÿ5oni81ÿthat
:=3:ÿ9doesn't
5.28d:ÿtake
:3-.ÿ-kindly
189)0ÿto:5ÿthe
:=.ÿ2sap's
34d2ÿtheft.
:=.>:B
s5::=5)9
Rotthold

uQ iHD\LkQ_vÿw8,800
Population: 6wppÿZ(30% xpyÿ=humans,
<;3826ÿz15% {yÿ9dark 3/-ÿ.elves,
)?.26ÿz15% {yÿWgoblins,
57)1826ÿz15% {yÿtieflings,
:1.|18W26ÿ{5%yÿ=hollow
5))5Xÿ5ones,8.26ÿo20% pyÿ5other
:=./ÿ/races)
3*.2b
}Q SK]_NK_Lvÿs5
Government: ::=5)9ÿ=has
Rotthold 32ÿ8no5ÿ5official
~*13)ÿWgoverning
5?./818Wÿ7body 590ÿ7but<:ÿ1is2ÿ=held
.)9ÿtogether
:5W.:=./ÿ7by0ÿ3aÿ*consortium
5825/:1<;ÿ5of>ÿ)local 5*3)ÿWguild
<1)9ÿ)leaders,
.39./26ÿ;. /*=38:26ÿ3and
merchants, 89ÿ?veteran
.:./38ÿ3adventurers
9?.8:</./2ÿX= who 5
;.
meet .:ÿ1in8ÿ2secret
.*/.:ÿ5once8*.ÿ3aÿX. week.-ÿto:5ÿ9discuss
12*<22ÿ*current<//.8:ÿ3affairs,
>>31/26ÿ2shared
=3/.9ÿ1interests,
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known as Cairn Hill rests above a mysterious lattice of pre-Calamity catacombs. Here in Rotthold 's graveyard, furtive agents meet in cemeteries to
out their agendas.
Rotthold Adventures

The moss-lit streets of Rotthold are ripe with adventure for characters with a taste for small-city mystery or black market mayhem.

Rough Times in Rotthold {Low Level). A moment of respite goes south in one of North Rotthold's taverns, where the characters-along with the

proprietors and other patrons-become targets of an impromptu shakedown by an upstart gang with ties to a prominent thieves' guild. Successfully
thwarting the thugs could very well earn the characters the ire (or the respect) of the guild, which operates under the clandestine guidance of a mysterious
cabal of enlightened nothics.

The Cairn Hill Horror {Mid Level). A serial killer cultist stalks the streets of western Rotthold from his catacomb lair beneath Cairn Hill, where the viscera

of a hundred victims have been offered to summon his otherworldly patron: a glabrezu named Vrath. This demon is a cruel, immortal deceiver that
promises its acolytes unrivaled power in the wake of its awful arrival-and only the characters can stop it.

The Krakenwhacker {High Level). Captain Veluna Samarshan of the galley Krakenwhackerhas decided to retire in Rotthold. Having heard about the

adventurers' exploits, she offers to sell the Krakenwhackerto them for one gold piece, though they'll need to find their own crew. The ship is in excellent
condition and has a magical figurehead carved in the likeness of Bahamut that grants the vessel immunity to fire, lightning, and thunder damage. The ship
is the envy of several other Revelry captains, and the characters might have to fend off their advances to keep it. Captain Samarshan also warns them
about an adult bronze dragon named Walarkus. Corrupted by the magic of Blightshore, this once-noble dragon has become a coastal menace consumed
by greed . It would like nothing more than to add the ship's magical figurehead to its undersea trove.

Chapter 5 of the Dungeon Master's Guide has rules and statistics for ships, as well as information about hiring a crew and making ship repairs .
Tooth of Zehir

This eastern arm of Blightshore is a mist-shrouded peninsula, the northernmost swath of which is covered by the stone forest of Strathfell (described
below) .

The lower region of the Tooth is marked by craggy basalt beaches covered in black sand, and the ocean is full of hazardous, fossilized coral reefs . Exotic
fey creatures are said to congregate among the Tooth's darker dominions, which are rumored to skirt the Shadowfell via the Border Ethereal.

Strathfell

This petrified woodland is the domain of an ancient silver shadow dragon named Karkethzerethzerus, the Sable Despoiler (Karketh for short). Before his
malign reign, this region of the Miskath Strand was a verdant haven for a long-lost nation of wood elves and centaurs. For reasons unknown,
Karkethzerethzerus plotted to annihilate the woodland nation, killing it off with energies from the Shadowfell. Since doing exactly that, the Sable Despoiler
has ruled Strathfell with equal measures of gleeful arrogance and baleful suspicion. The shadow dragon's lair, like his motives, remain hidden. Etheric rifts
run throughout Strathfell's gloomy expanse, allowing denizens such as darklings and meenlocks to travel to and from the Shadowfell with unsettlinr
regularity. Most of these interplanar paths are invisible to the naked eye-but minions of Karkethzerethzerus know all too well where the veil grows
The future of Strathfell is not without hope, for good-aligned centaurs continue to patrol the woods as their ancestors did in ages past, battling the evil
forces of the shadow dragon at every turn. The centaurs could use some help, however, as they are few in number.

Chosen of Zehir
The southern tip of the peninsula abuts the Mordant Isle, a smaller land mass separated from the mainland by the reef-laden waters of the Venom Strait.
On this island, an aberrant enclave of winged serpentkin dwell within the ruins of Sariss, the Jade City, where they have erected foul monuments to the
Cloaked Serpent himself. These abhorrent snake folk plot a terrible doom for denizens of the Miskath Strand from their horrid lairs. No warm-blooded
creature has ever been to Sariss and survived-or so the story goes.

ADVENTURERS CONTEND WITH ELECTRIC WINDS IN AN EMBER THICKET


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Character Options

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The sprawling lands and endless challenges of Exandria forge heroes and villains of many different stripes. The myriad dangers of this wild continent
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constantly encroach upon innocents in need of protection, even as the legends and the magic of the past challenge those brave enough to reshape th 0
world-for good or ill. The material in this chapter offers a number of new options for player characters to define who they are and what they wish to
become.

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*5:5985,ÿ@first
*:8ÿ1in9ÿthis
841:ÿ:section,
5;81)9Dÿ.followed
)++)(5,ÿ>by?ÿthe
845ÿ+less
5::ÿ;common
)66)9ÿ*races
7;5:ÿ1in9
7alphabetical
+<47>581;7+ÿ)order. *,5*2
B(7*E5:
Dwarves

B(7 *E5:Lÿ+long
Dwarves' )90ÿ656)*15:ÿ0give
memories 1E5ÿthem
8456ÿ=uncommon
9;)66)9ÿ1insight
9:1048ÿ1into
98)ÿthe
845ÿ()*+,ÿ)of.ÿthe
world 845ÿ<past.
7:82ÿM)(5E5*Dÿthis
However, 841:ÿ;connection
)995;81)9ÿto8)ÿthe
845ÿ<past
7:8ÿ;can
79ÿ67A5ÿtheir
make 8451*ÿ:societies
);15815:ÿ*resistant
5:1:8798
8)ÿ;47905Dÿ5E59ÿ(459ÿ;47905ÿ1:ÿ,5:<5*785+?ÿ955,5,2
to change, even when change is desperately needed.

Dwarves in the Dwendalian Empire

C)
Most :8ÿ.folk
)+Aÿ1in9ÿthe
845ÿB(5 9,7+179ÿOEmpire
Dwendalian 6<1*5ÿthink
8419Aÿ)of.ÿ,dwarves
(7*E5:ÿ7as:ÿ0greedy,
*55,?Dÿ;cave-dwelling
7E5[,(5++190ÿ4hermits
5*618:ÿ(184ÿ7aÿ<passion
with 7::1)9ÿ)only
9+?ÿ.for)*ÿjewelry,
R5(5+*?Dÿ,drinking,
*19A190Dÿ7and
9,ÿfighting
@0481902.ÿC)
Most :8ÿ,dwarves
(7*E5:
1in9ÿthe
845ÿ5empire
6<1*5ÿ;come
)65ÿ.from
*)6ÿthe
845ÿ;city-state
18?[:8785ÿ)of.ÿl*160)+1*ÿ7and
Grimgolir 9,ÿ1its8:ÿ:settlements
588+56598:ÿ=under
9,5*ÿthe
845ÿB=9*);AÿC)
Dunrock =98719:Dÿ(4
Mountains, ):5ÿ61
whose 95*:Dÿjewelers,
miners, R5(5+5*:Dÿ7and9,ÿ(7 **1)*:ÿ7are*5ÿ:some
warriors )65ÿ)of.
the finest in the empire.

:859(7+,Dÿ1:ÿ7ÿ,5+1;7;?ÿ76)90ÿl*160)+ÿ,(7*E5:2ÿ345ÿ<5)<+5ÿ(4)ÿ+1E5,ÿ>595784ÿ845ÿ6)=98719
Imperial beer, particularly smooth, sweet Trost ale from Trostenwald, is a delicacy among Grimgol dwarves. The people who lived beneath the mountains
845ÿ,dwarves
never grew wheat or hops, and so never brewed beer. Until the (7*E5:ÿ>began
5079ÿtrading
8*7,190ÿ(184ÿ4humans
with =679:ÿ.from
*)6ÿthe
845ÿ+long-fallen
)90[.7++59ÿnJulous
=+)=:ÿB)6191)9Dÿ,dwarven
Dominion, (7*E59ÿ+liquor
1o=)
was a potent, ugly-smelling spirit called rUtga, distilled from heavy root vegetables.
Dwarves on the Menagerie Coast

Along the Menagerie Coast, most folk see dwarves as foreigners possessed of fiery passions and an eagerness for action. Dwarves are uncommon *+,-.ÿ*+-ÿD1B0;;01
visitors on the coast, with most coming from the distant realms of Tal'Dorei and Marquet as sailors or travelers, as pirates from the notorious Revelry, or ;ÿ23-ÿ1020+60D.ÿH-,-9+A:ÿ0+
as soldiers from the Dwendalian Empire.

81 B6-12ÿ9legends
Ancient -5-1>.ÿtell
2-99ÿ0of<ÿ>dwarves
)*+,-.ÿ9living
6,615ÿ6in1ÿ;0 D12*6120?ÿBcitadels
mountaintop 62*>-9.ÿ6in1ÿthe
23-ÿ0ominous
;610D.ÿ7A +60.ÿ40
Cyrios D12*61.:ÿ?performing
Mountains, -+<0+;615ÿ.strange
2+*15-ÿ+rituals
62D*9.ÿthat
23*2ÿBcall*99ÿDupon
?01ÿthe
23-ÿ?power
0)-+ÿ0of<ÿthe
23-
JStorm
20+;ÿKLord.
0+>Cÿ89 015ÿthe
Along 23-ÿBcoast,
0*.2:ÿ.stories
20+6-.ÿ0of<ÿthe
23-ÿ.strong
2+015ÿ?passion
*..601ÿ*and
1>ÿ.swift
)6<2ÿjudgment
LD>5;-12ÿ0of<ÿthe
23-ÿ>dwarves
)*+,-.ÿ*are+-ÿ0often
<2-1ÿ*aÿ?product
+0>DB2ÿ0of<ÿthe
23-ÿ9legends
-5-1>.ÿ0of<ÿthese
23-.-ÿ+religious
-96560D.ÿMzealots.
-*902.C
ND
But2 ÿthese
23-.-ÿObeliefs
-96-<.ÿ3have
*,-ÿObeen--1ÿ.strengthened
2+-1523-1->ÿ6in1ÿ;0 >-+1ÿtimes
modern 26;-.ÿObyAÿthe
23-ÿBclear-eyed
9-*+P-A->ÿ;* +GD6.ÿ0of<ÿQ0
marquis +2ÿRZoon,
Port 001:ÿ89 *;*>.ÿS*
Alamads >>0D:ÿ)3
Haddou, who0ÿ9lays
*A.ÿ>down
0)1ÿ9laws *).ÿ6in1ÿ?plain
9*61
9language
*15D*5-ÿ*and 1>ÿ-enacts
1*B2.ÿ.swift
)6<2ÿjustice
LD.26B-ÿObyAÿthe
23-ÿ9letter
-22-+ÿ0of<ÿthose
230.-ÿ9laws.
*).C
()*+,-.ÿ6in1ÿT3
Dwarves 0+3*.
Xhorhas

()* +,-.ÿ*are+-ÿ<few
Dwarves -)ÿ*and1>ÿ<far*+ÿObetween
-2)--1ÿ6in1ÿT3 0+3*.:ÿ*and
Xhorhas, 1>ÿthose
230.-ÿ<few
-)ÿ)3who0ÿ+remain
-;*61ÿ*are+-ÿ=known
10)1ÿ*as.ÿ>duergar,
D-+5*+:ÿ0or+ÿU"deep
>--?ÿ>dwarves."
)*+,-.CVÿThough
E30D53ÿ.some
0;-ÿ>duergar
D-+5*+ÿ3have*,-ÿjoined
L061->ÿ)623
with
23-ÿW+A1ÿ(A1*.2Aÿ*1>ÿ>)-99ÿ01ÿ23-ÿ.D+<*B-:ÿ;0.2ÿ96,-ÿ61ÿ23-ÿ*1B6-12ÿ2D11-9.ÿ0<ÿ23-ÿX1>-+>*+=ÿ*1>ÿ3*+O0+ÿ*ÿ>--?P.-*2->ÿ-1;62Aÿ<0+ÿ23-ÿ>+0)C
the Kryn Dynasty and dwell on the surface, most live in the ancient tunnels of the Underdark and harbor a deep-seated enmity for the drow.

(D -+5*+ÿ6insurgents,
Duergar 1.D+5-12.:ÿ.striking
2+6=615ÿW+ A1ÿ.settlements
Kryn -229-;-12.ÿ0or+ÿ.seeking
--=615ÿ3hidden
6>>-1ÿ?paths
*23.ÿtoward
20)*+>ÿthe23-ÿ.surface
D+<*B-ÿ<from
+0;ÿ?perhaps
-+3*?.ÿ*aÿ>dozen
0M-1ÿ.small
;*99ÿ0outposts
D2?0.2.ÿ6in1ÿthe
23-ÿX1 >-+>*+=:ÿ*are+-
Underdark,
2trying
+A615ÿto20ÿBcarve
*+,-ÿ0outD2ÿtheir
23-6+ÿ0own )1ÿDunderground
1>-+5+0D1>ÿ>dominion.
0;61601CÿW+ A1ÿ<forces
Kryn 0+B-.ÿ3have
*,-ÿObeen
--1ÿ.successful
DBB-..<D9ÿ6in1ÿ3holding
09>615ÿ0onto 120ÿtheir
23-6+ÿDunderground
1>-+5+0D1>ÿterritories
2-++620+6-.ÿ.so0ÿ<far,
*+:ÿObutD2ÿ;* 1A
many
5generals
-1-+*9.ÿ<fear
-*+ÿthat
23*2ÿthe
23-ÿ)*war+ ÿ6in1ÿthe
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+*)615ÿ;0
more +-ÿ*and
1>ÿ;0 +-ÿ.soldiers
more 09>6-+.ÿ<from
+0;ÿtheir
23-6+ÿ<fortifications
0+26@B*2601.ÿ6in1ÿthe23-ÿX1>-+>*+=CÿYIf<ÿ>duergar
Underdark. D-+5*+ÿ*aggression
55+-..601ÿ6is.ÿ9left
-<2ÿDunchecked,
1B3-B=->:
2-++620+Aÿ;6
territory 532ÿ6inevitably
might 1-,62*O9Aÿ3have *,-ÿto20ÿObe-ÿBceded
->->ÿto20ÿthe
23-ÿ6insurgents.
1.D+5-12.C
IElves
9,-.
Z3
When -1ÿIExandria
[*1>+6*ÿtrembled
2+-;O9->ÿ*at2ÿthe 23-ÿ5gods'
0>.Fÿ<footfalls,
002<*99.:ÿthe 23-ÿ*ancient
1B6-12ÿ-elves 9,-.ÿ0of<ÿthe
23-ÿ1north
0+23ÿ?pleaded
9-*>->ÿ)6 23ÿthe
with 23-ÿ8+ B3ÿS-
Arch Heart*+2ÿto20ÿ.save *,-ÿthem
23-;ÿ<from +0;ÿthe
23-ÿ)0 +9>F.ÿ-ending.
world's 1>615Cÿ70 +-9901
Corellon
>did6>ÿ1not02ÿ+respond,
-.?01>:ÿ<for0+ÿ6it2ÿ6is.ÿ.said
*6>ÿthat
23*2ÿtheir
23-6+ÿ>divine
6,61-ÿ-ears *+.ÿ.still2699ÿ+rang
*15ÿ)6 23ÿ?pain
with *61ÿ*after
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23-6+ÿ>duel D-9ÿto20ÿthe
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with DD;.3:ÿ2the
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Desperate 1>ÿ?panicked,
*16B=->:ÿthe23-
5greatest
+-*2-.2ÿ;* 5-.ÿ0of<ÿthe
mages 23-ÿ-elves 9,-.ÿ?performed
-+<0+;->ÿ*aÿ+ritual
62D*9ÿ?powerful
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1B*.-ÿtheir
23-6+ÿ-entire126+-ÿBcivilization
6,696M*2601ÿ6in1ÿ6ice,
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0?-.ÿ0of<ÿ?protecting
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+0;ÿthe
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wrath 23-
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warring++615ÿ5gods
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while 23-ÿ-elves 9,-.ÿ-escaped
.B*?->ÿ6into 120ÿthe 23-ÿ]Feywild.
-A)69>C
YIt2ÿ6is.ÿ.said
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23-ÿ*ashes
.3-.ÿ0of<ÿthe 23-ÿ7* 9*;62Aÿ.still2699ÿOblew
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+--M-ÿ)3 when,-1:ÿBcenturies
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23-ÿObarriers
*++6-+.ÿ0of<ÿ6ice
B-ÿ;-melted 92->ÿ*and
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9,-.ÿ0of<ÿZ6 9>-;0D12ÿ-emerged
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+0;ÿthe 23-ÿ]Feywild
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1B-ÿ;0 more.+-Cÿ^1
On ÿ 23-6+ÿ+return
their -2D+1ÿto20ÿthe23-ÿ)0
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23-Aÿ<found
0D1>ÿthat23*2ÿtheir
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Calamity *>ÿ)6 ?->ÿ*almost
wiped 9;0.2ÿ*all99ÿtraces
2+*B-.ÿ0of<ÿ-elven
9,-1
Bcivilization
6,696M*2601ÿ<from
+0;ÿIExandria.
[*1>+6*CÿZ6 23ÿ0only
With 19Aÿthe
23-ÿ+ruined
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mighty 626-.ÿ.still2699ÿ.standing,
2*1>615:ÿthe23-ÿ-elves
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-5*1ÿto20ÿ+rebuild.-OD69>C
IEven
,-1ÿthough
230D53ÿthe
23-ÿ3human-majority
D;*1P;*L0+62AÿBcivilizations6,696M*2601.ÿ0of<ÿthe 23-ÿ()-
Dwendalian 1>*96*1ÿIEmpire
;?6+-ÿ*and 1>ÿthe
23-ÿ79 0,6.ÿ70
Clovis 1B0+>ÿ,view
Concord 6-)ÿ-elves
9,-.ÿ*as.ÿ+reclusive
-B9D.6,-ÿ+relics
-96B.ÿ0of<ÿthe
23-ÿ*ancient
1B6-12ÿ?past,
*.2:ÿ;0
most .2
-elves
9,-.ÿ,view6-)ÿthemselves
23-;.-9,-.ÿ*as.ÿ1newcomers -)B0;-+.ÿto20ÿthe 23-ÿ)0 +9>:ÿ<for0+ÿtheir
world, 23-6+ÿ+return
-2D+1ÿto20ÿZ6 9>-;0D12ÿ6is.ÿ0only
Wildemount 19Aÿ*aÿ5generation
-1-+*2601ÿ0or+ÿtwo2)0ÿ+removed -;0,->ÿ<from +0;ÿthe
23-ÿ?present
+-.-12ÿ>day.*ACÿThe
E3-ÿ1notable
02*O9-
-exception
[B-?2601ÿ*are+-ÿthe23-ÿ>dark
*+=ÿ-elves 9,-.ÿ0of<ÿT3 0+3*.:ÿ)3
Xhorhas, who 0ÿ3have
*,-ÿ9lived
6,->ÿ6in1ÿIEastern
*.2-+1ÿZA 1*1>6+ÿ.since
Wynandir 61B-ÿtime
26;-ÿ6immemorial.
;;-;0+6*9CÿJStill, 2699:ÿ6it2ÿ6is.ÿ0only
19Aÿ6in1ÿthe
23-ÿ?past
*.2ÿ<few
-)ÿBcenturies
-12D+6-.ÿthat23*2ÿthey
23-Aÿ3have
*,-
*abandoned
O*1>01->ÿthe 23-ÿ9labyrinthine
*OA+612361-ÿBcaverns *,-+1.ÿ0of<ÿthe23-ÿX1 >-+>*+=ÿ*and
Underdark 1>ÿ-emerged
;-+5->ÿto20ÿ9live
6,-ÿ0on1ÿthe
23-ÿ.surface.
D+<*B-C
IElves
9,-.ÿ6in1ÿthe
23-ÿ()-1>*96*1ÿIEmpire
Dwendalian ;?6+-
EThough
30D53ÿthe
23-ÿ>dark
*+=ÿ-elves
9,-.ÿ0of<ÿT3 0+3*.ÿ*are+-ÿthe
Xhorhas 23-ÿ.subject
DOL-B2ÿ0of<ÿ6imperial
;?-+6*9ÿ?propaganda
+0?*5*1>*ÿ*and 1>ÿ)6 >-.?+-*>ÿ?prejudice,
widespread +-LD>6B-:ÿ-elves
9,-.ÿ0of<ÿ0other
23-+ÿ=kinds
61>.ÿ9living
6,615ÿ)62361ÿthe
within 23-ÿ-empire
;?6+-ÿ*are+-
5generally
-1-+*99Aÿtreated
2+-*2->ÿ*as.ÿ<friends
+6-1>.ÿ*and 1>ÿ*allies.
996-.CÿYImperial
;?-+6*9ÿ3humans
D;*1.ÿ9love
0,-ÿto20ÿ+revere
-,-+-ÿ-elves
9,-.ÿ*as.ÿ-ethereal,
23-+-*9:ÿ_flawless
*)9-..ÿObeings,
-615.:ÿ*and
1>ÿto20ÿ-express
[?+-..ÿ.shock
30B=ÿ)3 -1ÿ-elves
when 9,-.ÿ+reveal
-,-*9ÿthe
23-ÿ)*
waysA.
23*2ÿthey
that 23-Aÿ*are+-ÿ*all-to
99P20ÿ.similar
6;69*+ÿto20ÿ3humans.
D;*1.CÿIElves9,-.ÿ)3
who0ÿ;* 612*61ÿtheir
maintain 23-6+ÿU"exotic
-[026Bÿ;A .26GD-Vÿ*are+-ÿ;0
mystique" most .2ÿ9likely
6=-9Aÿto20ÿObecome
-B0;-ÿ+respected
-.?-B2->ÿ;- ;O-+.ÿ0of<ÿ.society,
members 0B6-2A:ÿ*and
1>ÿ;*
many 1Aÿ3hold
09>
5great
+-*2ÿ.social
0B6*9ÿ?power
0)-+ÿ)6 2361ÿBcities
within 626-.ÿ.such
DB3ÿ*as.ÿRZadash
*>*.3ÿ*and
1>ÿH- [[-12+D;C
Rexxentrum.

IElves
9,-.ÿ0on1ÿthe
23-ÿ4-1*5-+6-ÿ70
Menagerie *.2
Coast

IElves
9,-.ÿ*are+-ÿBcommonplace
0;;01?9*B-ÿ6in1ÿthe
23-ÿ79 0,6.ÿ70
Clovis Concord1B0+>ÿ*and
1>ÿ*among
;015ÿthe
23-ÿ?pirates
6+*2-.ÿ0of<ÿthe
23-ÿH- ,-9+A:ÿ*and
Revelry, 1>ÿ?people
-0?9-ÿ9living
6,615ÿ0on1ÿthis
236.ÿ?part
*+2ÿ0of<ÿthe
23-ÿBcontinent
01261-12ÿ;0most .2ÿ0often
<2-1ÿ9laugh
*D53ÿ*at2
2*9-.ÿ0of<ÿ-elven
tales 9,-1ÿ5grace
+*B-ÿ*and
1>ÿObeauty.
-*D2ACÿU"An
81ÿ-elf9<ÿObleeds
9-->.ÿjust
LD.2ÿ9like
6=-ÿ-everyone
,-+A01-ÿ-else"
9.-Vÿ6is.ÿ*aÿBcommon
0;;01ÿ.saying
*A615ÿ0on1ÿthe
23-ÿ4- 1*5-+6-ÿ70
Menagerie *.2:ÿDused
Coast, .->ÿto20ÿ>dismiss
6.;6..ÿthe23-ÿ<fanciful
*1B6<D9ÿ.sense
-1.-ÿ0of<
)0 1>-+ÿBcommon
wonder 0;;01ÿ6in1ÿthe
23-ÿIEmpire-and
;?6+-`*1>ÿthe 23-ÿ.saying
*A615ÿ3has
*.ÿ-evolved
,09,->ÿ6into
120ÿ*aÿ>dismissal
6.;6..*9ÿ0of<ÿ*all99ÿ0overwrought
,-+)+0D532ÿtales,
2*9-.:ÿ-even
,-1ÿ6if<ÿthe
23-ÿ6idiom
>60;ÿ>doesn't
0-.1F2ÿGquite
D62-ÿ@fit.2CÿJSavvy
*,,AÿObuyers
DA-+.ÿ0of<
curios and souvenirs might say, "Your wares bleed, just likeÿ -everyone
,-+A01-ÿ-else's"
9.-F.Vÿto20ÿ*aÿ;- +B3*12ÿ)3
merchant who 0ÿ3has
*.ÿ-exaggerated
[*55-+*2->ÿthe 23-ÿGquality
D*962Aÿ0of<ÿtheir
23-6+ÿ5goods.
00>.C
Most elves on the Menagerie Coast are descended from travelers ,-9-+.ÿ<from
+0;ÿthe23-ÿ>desert
-.-+2ÿBcontinent
01261-12ÿ0of<ÿ4* +GD-2:ÿObutD2ÿthis
Marquet, 236.ÿ*area
+-*ÿ6is.ÿ*also
9.0ÿ3home
0;-ÿto20ÿtwo2)0ÿ+rare
*+-ÿ.subraces
DO+*B-.of
elf. The seas off the coast are inhabited by secluded civilizations of water-breathing sea elves, who trade with underwater enclaves of merfolk. All bi•• •lie
most idealistic or mercenary of these ocean dwellers see the petty squabbles of the "boat-riders" of the surface world as beneath their notice. At a
geographic extreme, the moon-worshiping pallid elves of the Cyrios Mountains are new to the world, and are generally viewed with cordial curiosity by the
denizens of the Concord's cities.

Elves in Xhorhas

The largest elf-majority civilization in Wildemount is the Kryn Dynasty of Xhorhas, which is made up primarily of dark elves. The drow of Xhorhas are
respectful toward people of all races-including other elves-as they believe that their holy cycle of rebirth allows them to be reborn into non-drow bodies.
The empathy to be gained by experiencing life in another body is crucial to their religion and their culture.

Elves who live outside the Luxon's cycle of rebirth are viewed with pity, for they have not yet seen the true path. Elves who dwell within the Dwendalian
Empire are a notable exception, their imperial allegiance earning them only the cold bite of a blade.

Elf Subraces

R4
Atÿ 4/*ÿMAE
the DM's :ÿ<discretion,
0:1,*40+76ÿ.players
;-@*,:ÿ/have-=*ÿ-access
11*::ÿto4+ÿthe 4/*ÿ.pallid
-;;0<ÿ*elf;>ÿ-and
7<ÿ:sea
*-ÿ*elf;>ÿ:subraces
BC,-1*:ÿ<described
*:1,0C*<ÿCbelow, *;+96ÿ0in7ÿ-addition
<<040+7ÿto4+ÿthe
4/*
*elf;>ÿ:subraces
BC,-1*:ÿ0in7ÿthe 4/*ÿS; -@*,E:ÿT-
Player's 7<C++NF
Handbook.

UV
HeightWXYZÿ\and]^ÿ_V WXYZÿ̀T*
Weight. ,*E:ÿ/how
Here's +9ÿto4+ÿ,randomly
-7<+5;@ÿ<determine
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*-ÿ*elf,;>6ÿ:starting
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with
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+;;07)ÿ-aÿ:size 0D*ÿ5+ <0a*,b
modifier:

QSize
0D*ÿ5+ <0a*,ÿcÿd2dl<ef0
modifier=

T* 0)/4ÿcÿg4ÿ>feet+
Height= **4ÿhÿi6ÿ0inches+
71/*:ÿhÿ@your +B,ÿ:size
0D*ÿ5+ <0a*,ÿ0in7ÿ0inches
modifier 71/*:
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Weight 0)/4ÿ0in7ÿ.pounds
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vV \ÿpElfoq
Sea
QSea
*-ÿ*elves
;=*:ÿ-are,*ÿ-aÿ,reclusive
*1;B:0=*ÿ-and
7<ÿ<deeply
**.;@ÿterritorial
4*,,04+,0-;ÿ.people
*+.;*ÿ9/+ÿ/have
who -=*ÿ-as:ÿ5B1/ÿ0in7ÿ1common
much +55+7ÿ904/ÿ5*
with ,>+;Nÿ-as:ÿthey
merfolk 4/*@ÿ<do+ÿ904/ÿ+other
with 4/*,ÿ*elves.
;=*:FÿA+:4ÿ:sea*-ÿ*elves
Most ;=*:ÿ=view
0*9ÿthe
4/*
.people
*+.;*ÿ+of>ÿthe
4/*ÿ?; +=0:ÿ?+
Clovis 71+,<O*=*7ÿ+other
Concord-even 4/*,ÿ*elves-with
;=*:O904/ÿ50 :4,B:4F
mistrust.

Ability Score Increase. Your Constitution score increases by 1.

Sea Elf Training. You have proficiency with the spear, trident, light crossbow, and net.

Child of the Sea. You have a swimming speed of 30 feet, and you can breathe air and water.

Friend of the Sea. Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.

languages. You can speak, read, and write Aquan.

Halflings
Nearly every race in Exandria has an origin myth or two. The stories vary from realm to realm, but it's clear that Corellon the Arch Heart wove the elves 17ÿG*+,<ÿ=90*ÿ<7*ÿ*-0*8
from grass, Moradin the All-Hammer carved the dwarves from earth, and so on. Halflings across Wildemount have no such stories, 9,2*8Aÿ+and
36ÿ3no9ÿ@faiths
+2<78ÿtell
<*--ÿ9of@
their god creating the small folk. Some speculate that Avandra the Change Bringer placed halflings in the world, but despite some ;*ÿ9of@ÿPloun's
9C3D8ÿ;9 8<ÿ6devout
most *09C<
priests petitioning their god to reveal the truth of the halflings' creation, the Knowing Mentor has remained infuriatingly coy on ÿ <7*ÿtopic.
the <9N21>
For their part, halflings in the Dwendalian Empire and the Menagerie Coast don't much care where they came from . All they know 9=ÿ2is8ÿthat
<7+<ÿthey
<7*.ÿ=+ -L*6ÿ9outC<ÿ9of@
walked
+aÿ7hole
9-*ÿ2in3ÿthe
<7*ÿ:ground
,9C36ÿ9one3*ÿ6day+.ÿto<9ÿTfind
36ÿ+aÿBbeautiful
*+C<2@C-ÿ=9 ,-6ÿ8spread
world N,*+6ÿ9outC<ÿBbefore
*@9,*ÿthem.
<7*;>ÿMSome9;*ÿ-longed
93:*6ÿto<9ÿ*explore
5N-9,*ÿto<9ÿthat
<7+<ÿ=9 ,-6D8ÿfarthest
world's @+,<7*8<ÿ7horizons,
9,2U938Aÿ=7 2-*ÿ9others
while <7*,8ÿ=*were,*
1content
93<*3<ÿto<9ÿ:gaze
+U*ÿCupon
N93ÿthe
<7*ÿBbeauty
*+C<.ÿ9of@ÿthe
<7*ÿ8same
+;*ÿ8sunrise
C3,28*ÿ*each
+17ÿ;9 ,323:>ÿV-
morning. *3<.ÿ9of@ÿ7halflings
Plenty +-J23:8ÿ7have
+0*ÿjoined
W923*6ÿthe
<7*ÿE9 B+-<ÿMSoul
Cobalt 9C-ÿ9over
0*,ÿthe
<7*ÿ.years
*+,8ÿ2in3ÿ6desperate
*8N*,+<*ÿ8search
*+,17ÿ9of@
+answers
38=*,8ÿto<9ÿthe<7*ÿ=9 ,-6D8ÿBbig2:ÿXquestions-where
world's C*8<2938Y=7*,*ÿ6did26ÿ=* we ÿ 1come
9;*ÿfrom,
@,9;Aÿ+and 36ÿ=7 *,*ÿ+are,*ÿ=*
where we ÿ :going?
923:ZÿOC
But< ÿ;9 8<ÿ7halflings
most +-J23:8ÿ+are,*ÿ1content
93<*3<ÿ<to9ÿ-leave
*+0*ÿthe
<7*ÿXquestions
C*8<2938ÿ9of@ÿNpast
+8<
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36ÿ@future
C<C,*ÿ=* well-
-ÿ*enough
39C:7ÿ+alone,-93*Aÿ8simply
2;N-.ÿ-living
2023:ÿ2in3ÿthe
<7*ÿNpresent.
,*8*3<>
G+-J23:8ÿ2in3ÿthe
Halflings <7*ÿS=*36+-2+3ÿ4Empire
Dwendalian ;N2,*
[* 3*,+<2938ÿ+ago,
Generations :9Aÿthe
<7*ÿ7halflings
+-J23:8ÿ9of@ÿthe
<7*ÿRFelder
*-6*,ÿ1clan
-+3ÿ*established
8<+B-287*6ÿ+aÿ8settlement
*<<-*;*3<ÿ3now 9=ÿLknown
39=3ÿ+as8ÿRFelderwin
*-6*,=23ÿ?Tillage,
2--+:*Aÿ+and
36ÿ6discovered
28190*,*6ÿ2in3ÿtime
<2;*ÿthat
<7+<ÿthey
<7*.ÿ7had +6
2inadvertently
3+60*,<*3<-.ÿ1created,*+<*6ÿ+an3ÿ+agricultural
:,21C-<C,+-ÿNpowerhouse.
9=*,79C8*>ÿThe ?7*ÿ=9
word,6ÿ\"halfling"
7+-J23:]ÿ7has +8ÿBbeen
**3ÿ8synonymous
.393.;9C8ÿ=2 <7ÿ+aÿ8simple,
with 2;N-*Aÿ,rural
C,+-ÿ-lifestyle
2@*8<.-*ÿ*ever
0*,ÿ8since.
231*>
?The
7*ÿ6dutiful,
C<2@C-Aÿ9orderly
,6*,-.ÿNpeople
*9N-*ÿ9of@ÿthe
<7*ÿS=* 36+-2+3ÿ4Empire
Dwendalian ;N2,*ÿ;9
most 8<ÿ9often
@<*3ÿthink
<723Lÿ9of@ÿ7halflings
+-J23:8ÿ+as8ÿ1carefree
+,*@,**ÿ1country
9C3<,.ÿBbumpkins.
C;NL238>ÿPIn3ÿ+aÿ3nation
+<293ÿ9obsessed
B8*88*6ÿ=2 <7ÿ2its<8ÿ7heritage
with *,2<+:*
+and
36ÿ2its<8ÿ-legacy,
*:+1.Aÿthe
<7*ÿ8stereotypical
<*,*9<.N21+-ÿ7halfling
+-J23:ÿNphilosophy
72-989N7.ÿ9of@ÿ-living
2023:ÿ-life
2@*ÿ2in3ÿthe
<7*ÿ;9
moment;*3<ÿ2is8ÿ0viewed
2*=*6ÿ+as8ÿNpathetically
+<7*<21+--.ÿCunambitious.
3+;B2<29C8>
G+-J23:8ÿ9on3ÿthe
Halflings <7*ÿH*3+:*,2*ÿE9
Menagerie +8<
Coast

V* 9N-*ÿ2in3ÿthis
People <728ÿNpart
+,<ÿ9of@ÿthe
<7*ÿ=9 ,-6ÿ7have
world +0*ÿ3no9ÿ,real
*+-ÿ+assumptions
88C;N<2938ÿ+about B9C<ÿ7halflings.
+-J23:8>ÿH9Most 8<ÿNperceive
*,1*20*ÿthem
<7*;ÿ9on3ÿ+aÿ-level
*0*-ÿ=2 <7ÿ7humans,
with C;+38Aÿ7having+023:ÿ8similar
2;2-+,ÿ+ambitions,
;B2<2938Aÿ0virtues,
2,<C*8A
+and
36ÿ0vices.
21*8>ÿ?The
7*ÿ9only
3-.ÿ6difference
2@@*,*31*ÿ2is8ÿthat
<7+<ÿ7halflings
+-J23:8ÿ+are,*ÿ+aÿ=**ÿBbit2<ÿ8smaller
wee ;+--*,ÿ@from
,9;ÿNprow
,9=ÿto<9ÿ8stern
<*,3ÿ+and
36ÿ+aÿ@fair
+2,ÿBbit2<ÿBbigger
2::*,ÿ@from
,9;ÿNport
9,<ÿto<9ÿ8starboard.
<+,B9+,6>
G+ -J23:8ÿ+are,*ÿ1common
Halflings 9;;93ÿ*enough 39C:7ÿ2in3ÿthe
<7*ÿE- 9028ÿE9
Clovis 319,6ÿthat
Concord <7+<ÿjust
WC8<ÿ+about
B9C<ÿ*every
0*,.ÿ0vessel,
*88*-Aÿ8shop,
79NAÿtavern,
<+0*,3Aÿ1coffee
9@@**ÿ7house,9C8*Aÿ+and
36ÿBbrothel
,9<7*-ÿ7has +8ÿBbeen
**3ÿ6designed
*82:3*6ÿ=2 <7ÿ7halflings
with +-J23:8
+and
36ÿ:gnomes
39;*8ÿ2in3ÿ;2 36>ÿMStairs
mind. <+2,8ÿ9often
@<*3ÿ7have
+0*ÿ8shallow
7+--9=ÿ8steps
<*N8ÿfor
@9,ÿ8small
;+--ÿ-legs,
*:8Aÿ8stools
<99-8ÿfeature
@*+<C,*ÿ7hand-cranks
+36I1,+3L8ÿto<9ÿ+adjust6WC8<ÿtheir
<7*2,ÿ7height
*2:7<ÿCupNÿ9or,ÿ6down,
9=3Aÿ+and
36ÿ;9 8<ÿ,restaurants
most *8<+C,+3<8
7have
+0*ÿCutensils
<*382-8ÿ8sized
2U*6ÿ@for9,ÿ8small
;+--ÿ7hands.
+368>
G+-J23:8ÿ2in3ÿ^7
Halflings 9,7+8
Xhorhas

RFew
*=ÿ^7 9,7+82+38ÿ7have
Xhorhasians +0*ÿ*ever
0*,ÿ8seen
**3ÿ+aÿ7halfling
+-J23:ÿ*except
51*N<ÿ@for9,ÿthe
<7*ÿ9occasional
11+8293+-ÿ7halfling
+-J23:ÿ8soldier
9-62*,ÿ2in3ÿS=* 36+-2+3ÿ+armor.
Dwendalian ,;9,>ÿO* 1+C8*ÿ9of@ÿthis,
Because <728Aÿ;9 8<ÿQ,
most .3ÿ1citizens
Kryn 2<2U*38ÿ0view
2*=
7halflings
+-J23:8ÿ+as8ÿ2icons
1938ÿ9of@ÿthe
<7*ÿ*empire
;N2,*ÿ+and
36ÿ+are,*ÿXquick
C21Lÿto<9ÿ6distrust
28<,C8<ÿthem.
<7*;>ÿ_3 -.ÿthe
Only <7*ÿ̀9 <C86*3ÿ7halflings,
Lotusden +-J23:8Aÿ+aÿ,reclusive
*1-C820*ÿ+and
36ÿ2insular
38C-+,ÿ1clan
-+3ÿ3native
+<20*ÿto<9ÿthe
<7*ÿ̀9 <C86*3ÿ[,
Lotusden **3=996A
Greenwood,
1call+--ÿ^79,7+8ÿ7home.
Xhorhas 9;*>
G+-J23:ÿMSubraces
Halfling CB,+1*8
F<
Atÿ<7*ÿSHD
the DM's 8ÿ6discretion,
281,*<293AÿNplayers
-+.*,8ÿ7have
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11*88ÿto<9ÿthe
<7*ÿ-lotusden
9<C86*3ÿ7halfling
+-J23:ÿ8subrace
CB,+1*ÿ6described
*81,2B*6ÿBbelow,
*-9=Aÿ2in3ÿ+addition
662<293ÿto<9
<the
7*ÿ7halfling
+-J23:ÿ8subraces <7*ÿV-
CB,+1*8ÿ2in3ÿthe +.*,D8ÿG+
Player's 36B99L>
Handbook.

aLotusden
bcdefghÿjk lmnho
Halfling
`Long
93:ÿtied
<2*6ÿto<9ÿthe
<7*ÿ3natural
+<C,+-ÿ7heart
*+,<ÿ9of@ÿthe
<7*ÿ̀9 <C86*3ÿ[,
Lotusden **3=996Aÿthese
Greenwood, <7*8*ÿ7halflings
+-J23:8ÿ7have
+0*ÿ+adapted
6+N<*6ÿto<9ÿ-live
20*
8synergistically
.3*,:28<21+--.ÿ=2 <7ÿthe
with <7*ÿ1chaotic
7+9<21ÿ-laws
+=8ÿ9of@ÿthe
<7*ÿ=2 -68>
wilds.

pq nlncrÿst
Ability bugÿvIncrease.
Score htugkegwÿYour
x9C,ÿK2 869;ÿ8score
Wisdom 19,*ÿ2increases
31,*+8*8ÿBby.ÿy1.>
Child of the Wood. You know the druidcraft cantrip. When you reach 3rd level, you can cast the entangle olg
spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th <7
level, you can cast the spike growth spell once with this trait and regain the ability to do so when you ÿ Tfinish
3287
a long rest. Casting these spells with this trait doesn't require material components. Wisdom is your
spellcasting ability for these spells.

Timberwalk. Ability checks made to track you have disadvantage, and you can move across difficult

terrain made of nonmagical plants and undergrowth without expending extra movement.
)LOTUSDEN
*+,-./0ÿ23)4)506
HALFLING

789:;<
Humans

=The
>?ÿ9A <BÿCpopulous
most AC8DA8<ÿErace
:F?ÿGin;ÿHGDI?9A8;BJÿ>humans
Wildemount, 89:;<ÿIdefine
?K;?ÿFcommon
A99A;ÿFculture
8DB8E?ÿ:across
FEA<<ÿthe
B>?ÿFcontinent.
A;BG;?;BLÿ=Their
>?GEÿ8unrelenting
;E?D?;BG;Mÿ:ambition
9NGBGA;ÿFcreates
E?:B?<ÿ<societies
AFG?BG?<ÿthat
B>:B
:aggressively
MME?<<GO?DPÿCpursue
8E<8?ÿCproductivity
EAI8FBGOGBPÿQ> GD?ÿOvaluing
while :D8G;MÿDleisure,
?G<8E?Jÿ:and
;Iÿtheir
B>?GEÿ<short
>AEBÿDlife
GR?ÿ<spans
C:;<ÿAoften
RB?;ÿDlead
?:Iÿ>humans
89:;<ÿtoBAÿEromanticize
A9:;BGFGS?ÿthe
B>?ÿ8ugly
MDPÿCpast
:<Bÿ:and
;Iÿfear
R?:Eÿthe
B>?ÿ8unknown
;T;AQ;
Rfuture.
8B8E?L
789:;<ÿGin;ÿthe
Humans B>?ÿUQ?;I:DG:;ÿVEmpire
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WIn;ÿthe
B>?ÿUQ? ;I:DG:;ÿVEmpire,
Dwendalian 9CGE?Jÿ>humans
89:;<ÿ:areE?ÿ?everywhere
O?EPQ>?E?ÿ:and ;IÿAoccupy
FF8CPÿ?everyO?EPÿQ:walkDTÿAofRÿGimperial
9C?EG:DÿDlife.
GR?L
78 9:;<ÿErecoil
Humans ?FAGDÿRfrom
EA9ÿthe
B>?ÿ8unknown
;T;AQ;ÿGin;ÿQ: waysP<ÿthat
B>:BÿDlonger-lived
A;M?EXDGO?IÿRfolkADTÿIdoAÿ;not,
ABJÿ:and
;Iÿ;nations
:BGA;<ÿIdominated
A9G;:B?IÿNbyPÿ:aÿ;nonhuman
A;>89:;ÿ9: YAEGBPÿ:areE?ÿ:aÿtremendous
majority BE?9?;IA8<ÿ<source
A8EF?ÿAofRÿRfear
?:E
:and
;Iÿ<suspicion
8<CGFGA;ÿtoBAÿ>human-majority
89:;X9:YAEGBPÿ;nations.
:BGA;<Lÿ78 9:;ÿ<survival
Human 8EOGO:DÿGinstinct
;<BG;FBÿ<stokes
BAT?<ÿthe
B>?ÿflames
Z:9?<ÿAofRÿfear,
R?:EJÿ?especially
<C?FG:DDPÿQ>?;ÿthose
when B>A<?ÿZflames
:9?<ÿ:areE?ÿ:amply
9CDPÿfueled
R8?D?IÿNbyP
;nationalistic
:BGA;:DG<BGFÿCpropaganda.
EAC:M:;I:Lÿ[Such
8F>ÿGis<ÿBthe
>?ÿErelationship
?D:BGA;<>GCÿNbetween
?BQ??;ÿthe B>?ÿUQ? ;I:DG:;ÿVEmpire
Dwendalian 9CGE?ÿ:and
;IÿtheB>?ÿIdraw-majority
EAQX9:YAEGBPÿ\E P;ÿUP
Kryn ;:<BPÿAofRÿ]>
Dynasty AE>:<L
Xhorhas.

^B >?Eÿ<societies-including
Other AFG?BG?<_G;FD8IG;Mÿ̀B >AI8E;a<ÿCpluralistic
Uthodurn's D8E:DG<BGFÿ<society
AFG?BPÿAofRÿ?elves
DO?<ÿ:and
;IÿIdwarves-are
Q:EO?<_:E?ÿDless ?<<ÿ9: DGM;?ILÿ7A
maligned. Q?O?EJÿthis
However, B>G<ÿGis<ÿNbecause
?F:8<?ÿthe B>?ÿ:average
O?E:M?ÿFcitizen
GBGS?;ÿAofRÿthe
B>?
?empire
9CGE?ÿTknows
;AQ<ÿ;nothing
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AFG?BG?<JÿEreducing
?I8FG;Mÿthem
B>?9ÿtoBAÿAobjects
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8EGA<GBPÿRforAEÿGimperial
9C?EG:Dÿ<scholars.
F>AD:E<L
Humans on the Menagerie Coast

Within the Clovis Concord, humans are seen as adept diplomats, nation builders, and loyal soldiers. They are the most populous people of the Menagerie
Coast, but ever since the founding of the Clovis Concord, that nation has been one defined by its diversity. Although other nations of Wildemount and the
world might consider humans to be the definitive, adaptable jacks-of-all-trades, the people of the Concord know that all folk have this capacity.

Humans in Xhorhas

Humans are rare in Xhorhas, and those found within that land typically belong to wandering clans or are soldiers of the Dwendalian Empire. Aside from
such soldiers, humans are not viewed with inherent suspicion by most Xhorhasians, but the war between the Kryn Dynasty and the Dwendalian Empire has
made Xhorhas an even more dangerous land for all human travelers. Dark elves and monsters that might treat a wandering human with caution elsewhere
are likely to attack on sight in Xhorhas, because they know that an imperial human will do the same to them.

Aarakocra
Many people across Wildemount consider the winged aarakocra to be a myth, so infrequently do they descend from their lofty aeries to deal with wingless
folk. Where they are known, the aarakocra rarely engage with the land-bound societies of Wildemount, though some take great pleasure in traveling on the
open ocean with Concord sailors and Revelry pirates. Some legends say that Melara the Wild Mother created the aarakocra as storm herders who drive ÿ39/27ÿ:.26.23ÿ;:/ÿ62
the clouds across the sky, and some aarakocra tribes play a sport called h'aara-shie, or "cloud chasing," that reflects this ancient tale. *9ÿ9)0.B
Aarakocra in the Dwendalian Empire

45 9:5*ÿthe
Within 9:.ÿ.empire,
7-52.?ÿ7/ 39ÿ)aarakocra
most )2)=/12)ÿ=keep ..-ÿto9/ÿthe
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Age. Aarakocra reach maturity by age 3. They don't usually live longer than

30 years.

Alignment. Most aarakocra are good and rarely choose sides when it

comes to law and chaos. Tribal leaders and warriors might be lawful, while
explorers and adventurers might tend toward chaotic.

Size. Aarakocra average 5 feet tall and have slender, lightweight bodies.

Your size is Medium. Here's how to determine your height and weight
randomly, starting with rolling a size modifier:

Size modifier= 2d8

Height= 4 feet+ 3 inches+ your size modifier in inches

Weight in pounds = 70 + (1 d4 x your size modifier)


Speed. Your base wal king speed is 25 feet.
,

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whereas an aasimar whose mother gave birth in a field of flowers could be a vow of protection from Melara the Wild Mother.0Xÿo6 8024 ÿ
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Aasimar Guides

g;
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BO:5
connection functions only in dreams. As such, the guidance is not a direct command or a simple spoken word . Instead, the aasimar receives visions,
prophecies, and feelings .

The angelic being is far from omniscient. Its guidance is based on its understanding of the tenets of law and good, and it might have insight into
combating especially powerful evils that it knows about.

As part of fleshing out an aasimar character, consider the nature of that character's angelic guide. The Angelic Guide and Angelic Nature tables offer
names and natures that you can use to flesh out your character's guide.
Angelic Guide

d6 Name

Tad riel

2 Myllandra

3 Seraphina

4 Ga lladia

5 Mykiel

6 Valandras

Angelic Nature

d6 Nature

Bookish and lecturing

2 Com passionate and hopeful

3 Practical and lighthearted

4 Fierce and vengefu l

5 Stern and judgmenta l

L6 _=C;ÿ:and
Kind C;ÿFparental
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Size. Aasimar have the same range of height and weight as humans. Your

size is Medium . Here's how to determine your height and weight randomly,
starting with rolling a size modifier:

Size modifier= 2dl 0

Height= 4 feet+ 8 inches+ your size modifier in inches

Weight in pounds = 11 0 + (2d4 x your size modifier)

Speed. Your base walking speed is 30 feet.


Darkvision. Blessed with a radiant soul, your vision can easily cut through

darkness. You can see in dim light within 60 feet of you as if it were bright
light, and in darkness as if it were dim light. You can't discern color in
darkness, only shades of gray. /

AAS/MAR

Celestial Resistance. You have resistance to necrotic damage and radiant damage.

Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't ?@ÿ@65ÿ:;96ÿ:=<9:AÿB?@ÿD<>N:
use it again until you finish a long rest.

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extra radiant damage equals your level.

Once you use this trait, you can't use it again until you finish a long rest.

Fallen Aasimar
An aasimar who was touched by dark powers as a youth or who turns evil in early adulthood can become one of the fallen-a group of aasimar whose
inner light has been replaced by shadow.

Ability Score Increase. Your Strength score increases by 1.

Necrotic Shroud. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of

darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that
you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus+ your Charisma modifier) or become frightened of you until the end
of your next turn.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to
one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.

Once you use this trait, you can't use it again until you finish a long rest.

Dragonborn

XWildemount was the cradle from which all dragonborn civilization grew. The city-state of Draconia rose in the Dreemoth Ravine along the southern edge ofL
.the
2 continent, when foreign dragonkin fleeing the gods' wrath during the Calamity forged an alliance with native dragonborn already dwelling there. The
1colonizing dragonborn, who called themselves draconbloods, worked with the native dragonborn, called ravenites, to build a society that could withstand
.2 wandering monsters of Xhorhas. However, Draconia swiftly descended into corruption and bigotry, and the draconblood ruling class betrayed and
the
/enslaved their ravenite kin .
TTwenty years ago, Draconia was destroyed by the ire of the mighty Chroma Conclave, and the city-state's ruins were occupied by an ancient white dragon
4named Vorugal. The chaos of the attack upended draconblood civilization, and the ravenite slaves rose up and drove their former masters from the
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traits replacing the Ability Score Increase and Damage Resistance traits.
TÿPJUÿRDEFÿVDJMHOHEHODJ
Ability Score Increase. Your Strength score increases by 2, and your Constitution

score increases by 1.

PMÿÒÿOHÿ]IFIÿQFOKLHÿ\OKLHTÿPJU
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in darkness as if it were dim light. You can't discern color O JÿUdarkness,


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Dragonborn DFLPM
Xhorhas

Countless draconbloods fled into the wastes of Xhorhas in search of asylum, and some even dared approach the intimidating walls of Rosohna. The dark
elves of the Kryn Dynasty were eager to welcome these formerly isolated people into their ranks-though their reasons for doing so were less than
altruistic. More dragonborn living within range of the Luxon's beacons deepens the well of experiences that draw engaged in anamnesis can draw from,
bringing their people closer to true enlightenment. The dark elves have no interest in the rift between the draconbloods and the ravenites, and treat both
peoples as equals.
Firbolgs

Firbolgs are a forest-dwelling race native to the Greying Wild lands, particularly the mysterious Savalirwood. Their bodies are covered with thick fur ranging
from tones of earthen brown and ruddy red to cool grays and blues, and even to wild hues of pink and green. Their bodies are bovine or camelid in
appearance, with floppy, pointed ears and broad, pink noses, but they are bipedal and have hands that can manipulate weapons and objects.

Most firbolgs live in extended family units, and it is unusual to find one living alone. However, they are introverted to the point where they seldom engage
with other firbolgs outside the family unit, and firbolgs rarely form their own cities, villages, or even large tribes. Despite this, many firbolgs enjoy visiting
other nations' settlements for a short time for trade, sightseeing, and to visit friends .

Firbolgs in the Dwendalian Empire

Most imperial citizens have never even heard of firbolgs . Stories involving these folk are rare, and typically liken them to the giants, depicting firbolgs as
hulking humanoid warriors rather than fur-covered nature lovers. People living in the great crossroads city of Zadash might be familiar with one firbolg in
@particular:
1*4)9A-1*Sÿthe
4;2ÿjolly,
H,--=?ÿ2eccentric
99284*)9ÿ2enchanter
89;1842*ÿFknown
8,78ÿ1as/ÿQAB14ÿCSol.
Pumat ,-DÿThis
E;)/ÿ3familiarity
1B)-)1*)4=ÿB218/ÿthat
means 4;14ÿB18=ÿ71
many *BÿTquickly
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27ÿfirbolgs,
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/surprise.
A*@*)/2D
(Firbolgs
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4;2ÿI281.2*)2ÿU,
Menagerie 1/4
Coast

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)892ÿfirbolgs
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*,82ÿto4,ÿtravel
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4;2ÿI2 81.2*)2ÿU,
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AB+2*/ÿ1along
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Wildemount's /42*8ÿ/shores
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:18)/;)8.-=ÿ/small.
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@people
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1B2ÿ3folk,-Fÿtales
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AB18,)6ÿfirbolgs
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86ÿ1are*2ÿ-likewise
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their 284-2ÿ8nature
14A*2ÿ7; 28ÿthey
when 4;2=ÿB2
meet 24ÿthem
4;2BD.
(Firbolgs
)*+,-./ÿ)in8ÿV;,*;1/
Xhorhas

(Firbolgs
)*+,-./ÿ7;
who ,ÿtravel
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42
monsters that prowl the wastes show no pity to unprepared wanderers, and most firbolg families know better than to undertake such a*ÿ
4 ; 18 ÿ
4,ÿA862*
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6dangerous
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Xhorhas J*B-=ÿAunder
862*ÿthe
4;2ÿ9control
,84*,-ÿ,of3ÿthe
4;2ÿW* =8ÿM=
Kryn 81/4=?ÿthe
Dynasty, 4;2ÿ6dark
1*Fÿ2elves
-:2/ÿ;have
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1:26ÿ1aÿ8number
AB+2*ÿ,of3ÿJfirbolg
*+,-.ÿtravelers
4*1:2-2*/ÿ3from
*,BÿB, 8/42*/ÿ,over
monsters :2*ÿthe
4;2ÿ=years.
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OEnough
8,A.;ÿ,of3ÿthose
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1:2ÿ*remained
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4;2ÿ71 /42/ÿ3for,*ÿ/small
wastes B1--ÿJfirbolg
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,BBA8)4)2/ÿto4,ÿ6develop
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4;2*ÿB1 H,*ÿW*
major =8ÿ9cities.
Kryn )4)2/D
(Firbolg
)*+,-.ÿU-1//2/
Classes

I,/4ÿfirbolgs
Most J*+,-./ÿ1are*2ÿ6druids,
*A)6/?ÿ*rangers,
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J.;42*/D.ÿ̀B,8.ÿtheir
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)86?ÿthese
4;2/2
:vocations
,914),8/ÿ1are*2ÿ@passed
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82ÿ.generation
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B1 .)91-ÿ;heritage
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4/2-3ÿ)in8ÿ,other
4;2*ÿ71
ways;=/aÿthose
4;,/2ÿ7;
who,ÿ+become
29,B2
+bards
1*6/ÿ@preserve
*2/2*:2ÿthe 4;2ÿ9clan's
-18N/ÿ-lore,
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23286ÿtheir
4;2)*
9communities.
,BBA8)4)2/Dÿ(Firbolg)*+,-.ÿ7) P1*6/ÿ1arise
wizards *)/2ÿ7;
when28ÿ1aÿ9clan
-18ÿ+becomes
29,B2/ÿ3friendly
*)286-=ÿ7) 4;
with
2elves.
-:2/D
(Firbolg
)*+,-.ÿ*rogues
,.A2/ÿ1are*2ÿtypically
4=@)91--=ÿ/scouts
9,A4/ÿtasked
41/F26ÿ7) with4;ÿ/spying
@=)8.ÿ,on8ÿ8neighboring
2).;+,*)8.ÿ3folk
,-F
4,ÿ6determine
to 242*B)82ÿtheir4;2)*ÿ)intentions.
84284),8/DÿEThey;2=ÿ1are*2ÿB,
most /4ÿ9common
,BB,8ÿ1among B,8.ÿfirbolgs
J*+,-./
7; ,/2ÿ;homes
whose ,B2/ÿ+border
,*62*ÿ;human
AB18ÿ/settlements.
244-2B284/D
(Firbolg
)*+,-.ÿ+barbarians
1*+1*)18/ÿ1are*2ÿ*rare
1*2ÿ2except
K92@4ÿ1among
B,8.ÿ9clans-18/ÿthat
4;14ÿ3face
192ÿ9constant
,8/4184ÿthreats
4;*214/
3*,Bÿ2evil:)-ÿ;humanoids
from AB18,)6/ÿ1and 86ÿ,other
4;2*ÿ)invaders.
8:162*/D
(Firbolg
)*+,-.ÿ9clerics
-2*)9/ÿ1and
86ÿ@paladins
1-16)8/ÿ1are*2ÿAusually
/A1--=ÿ6dedicated
26)91426ÿto4,ÿ8nature
14A*2ÿ.gods,
,6/?ÿ2enforcing
83,*9)8.
4;2)*ÿ7)
their --D
will.
FIRBOLG

86ÿ1*9182ÿ@194/ÿ7)4;ÿ@,72*3A-ÿ32=ÿ+2)8./D
Firbolg warlocks are rare, but some clans forge alliances and arcane pacts with powerful fey beings.
Firbolg monks are almost entirely unheard of, though a monastery might take in the young survivors of a devastated firbolg clan.

Firbolg Names

Firbolg adopt elven names when they must deal with outsiders, although the concept of names strikes them as strange. They know the animals and
plants of the forest without formal names, and instead identify the forest's children by their deeds, habits, and other actions.

By the same token, their clan names merely refer to their homes. When dealing with other races, firbolgs refer to their lands by whatever name the
surrounding folk use, as a matter of tact and hospitality, but among their own kind they simply call it "home."

Sometimes firbolgs adopt the nicknames or titles outsiders give them under the assumption that those who need names can call them whatever they 8
wish.

)Firbolg
*+,-./ÿETraits
+5*74
Lÿ
A? +,-./ÿ@character
firbolg :5+5@76+ÿ:has 54ÿthe
7:6ÿ<following
-..-D*2/ÿ+racial
5@*5.ÿtraits.
7+5*74A
MN OPOQRÿTU
Ability ScoreVWXÿYIncrease.
ZUWX[\X]ÿ^Your -9+ÿH* 4;-1ÿ4score
Wisdom @-+6ÿ*increases
2@+65464ÿ,by8ÿ_2,=ÿ5and 2;ÿyour8-9+ÿKStrength
7+62/7:ÿ4score@-+6ÿ*increases
2@+65464ÿ,by8ÿ̀A 1.

Ma X]ÿL4
Age. As ÿ :humanoids
9152-*;4ÿ+related 6.576;ÿto7-ÿthe
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*<64C524AÿLÿ ?+,-./ÿ+reaches
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;9.7:--;ÿ5around+-92;ÿb30,c=ÿ5and
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.;647ÿ-of<ÿthem
7:61ÿ@can 52ÿ.live
*>6ÿ<for-+ÿd500
ccÿyears.
865+4A
MP OaZeXZQ]ÿL4
Alignment. As ÿ Cpeople
6-C.6ÿD: who -ÿ<follow
-..-Dÿthe7:6ÿ+rhythm
:87:1ÿ-of<ÿ2nature
579+6ÿ5and2;ÿ4see
66ÿthemselves
7:6146.>64ÿ5as4ÿ*its74ÿ@caretakers,
5+67536+4=ÿfirbolg
?+,-./ÿ5are+6ÿtypically
78C*@5..8ÿ2neutral
697+5.ÿ/good.--;AÿfEvil>*.ÿ?firbolg
+,-./ÿ5are+6ÿ+rare
5+6ÿ5and
2;ÿ5are+6
9usually
495..8ÿthe
7:6ÿ4sworn
D-+2ÿ6enemies
261*64ÿ-of<ÿthe 7:6ÿ+rest
647ÿ-of<ÿtheir
7:6*+ÿ3kind
*2;A.
TO gX]ÿ)Firbolg
Size. *+,-./ÿ4stand752;ÿ,between
67D662ÿ7hÿ5and 2;ÿi8ÿ<feet
667ÿtall
75..ÿ5and
2;ÿD6weigh*/:ÿ,between
67D662ÿ_240 jcÿ5and
2;ÿb300ccÿCpounds.
-92;4Aÿ^Your -9+ÿ4size
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words, though you have no special ability to understand them in return . You have advantage on all Charisma checks you make to influence them .

languages. You can speak, read, and write Common, Elvish, and Giant.

Genasi

Genasi are exceedingly rare on Exandria, as befits their unique origins. Most live among the elementally attuned Ashari tribes of Tal'Dorei or on the
Elemental Planes. However, there are no major rifts to the Elemental Planes in Wildemount, and thus no Ashari to safeguard them. The few genasi who
dwell on this continent are often created as the result of a powerful elemental influence at the moment of their birth. A baby born within the eye of a
hurricane might become an air genasi, while a fire genasi might be born in the midst of a raging forest fire.

Some genasi are more attuned to their native element than others. A genasi with a powerful connection to elemental fire might have their head covered by
crackling flames rather than hair. A genasi with a connection to elemental water might have blue-tinged skin and appear to sweat profusely at all times.

Genasi in the Dwendalian Empire


Genasi are so visually distinctive and uncommon that they are treated with equal amounts of surprise and wonder in all the nations of Wildemount. The
authoritarian regime of the Dwendalian Empire reacts the most harshly to the unique power of genasi, and the Cerberus Assembly takes the greatest
interest in them. Genasi are often press-ganged into joining the assembly under threat of death or exile, and most accept the offer. Those who refuse-and ==*0@ÿA:1-*ÿ;:1ÿ0*=3-*M,+6
who survive-often take refuge in the empire's criminal underworld, with many finding acceptance in the Myriad crime syndicate. 7*@
Genasi on the Menagerie Coast

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FROM LEFT TO RIGHT: EARTH GENAS/, WATER GENAS/, FIRE GENAS/, AND AIR GENAS/

Genasi Traits

A genasi character has the following racial traits.

Ability Score Increase. Your Constitution score increases by 2.

Age. Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120

years.

Alignment. Independent and self-reliant, genasi tend toward a neutral alignment.


Size. Genasi are as varied as their mortal parents but are generally built like humans. Your size is Medium . Here's how to determine your height and weight

randomly, starting with rolling a size modifier:

Size modifier= 2dl 0

Height= 4 feet+ 8 inches+ your size modifier in inches

Weight in pounds = 110 + (2d4 x your size modifier)

Speed. Your base walking speed is 30 feet.

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Languages. You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.

Genasi Subraces

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hide your distinctive appearance, you exult in it.

Nearly all fire genasi are feverishly hot as if burning inside, an impression reinforced by flaming red, coal-black, or ash-gray skin tones. The more human-
looking have fiery red hair that writhes under extreme emotion, while more exotic specimens spot actual flames dancing on their heads. Fire genasi voices
sound like crackling flames, and their eyes flare when angered. Some are accompanied by the faint scent of brimstone.

Ability Score Increase. Your Intelligence score increases by 1.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of

Fire make your darkvision unusual: everything you see in darkness is a shade of red.

Fire Resistance. You have resistance to fire damage.


Reach to the Blaze. You know the produce flame cantrip. When you reach 3rd level, you can cast burning hands as a 1st-level spell once with this trait, and

you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Water Genasi

The lapping of waves, the spray of sea foam on the wind, the ocean depths-these things call to your heart as a descendant of the turbulent marids. You
wander freely and take pride in your independence, though others might consider you selfish.

Most water genasi look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water.
Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in color. A water genasi's hair might float freely, swaying and waving
as if underwater. Some have voices with undertones reminiscent of whale song or trickling streams.

Ability Score Increase. Your Wisdom score increases by 1.

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Gnomes

Gnomes are not native to Wildemount, and are relatively uncommon even in an age of swift boats from Marquet and flying airships from Tal'Dorei. They
hail from the distant continent of lssylra and were largely content to remain there after the Calamity. In lands inhabited by people taller and stronger than
them, gnomes often resort to living exclusively among other gnomes for their own security. This attitude has kept the gnomes of Wildemount safe for
generations, but it has also instilled many gnomish societies with a pernicious strain of xenophobia.

Gnomes in the Dwendalian Empire

Two major gnome ethnic groups exist within the Dwendalian Empire, one centered in the mountain-city of Hupperdook and the other in the wooded Velvin
Thicket. The rock gnomes of Hupperdook originally settled the Silberquel Ridge, and formed their enclave as a defense against bandits and brigands who
hunted their kind for sport. This settlement predated the rise of the empire, and after a long and unprecedented period of imperial diplomacy-rather than
conquest-the Hupperdook gnomes were finally convinced to add their cultural knack for invention to the empire's might.
The forest gnomes of the Velvin Thicket have resisted imperial takeover for decades. As a result, though most people in the empire see gnomes as their 4=8/+ÿ0++ÿ23.4+0ÿ;0ÿ1*+8/
loyal friends and allies, many folk in the empire's western reaches view gnomes as obstinate, backcountry hicks.

Gnomes on the Menagerie Coast

ILarge
;/2+ÿ3numbers
@4E+/0ÿ.of-ÿ2gnomes
3.4+0ÿ6live
87+ÿD81*83ÿthe
within 1*+ÿH6.780ÿH.
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/.4ÿJ@==+/<..:
Hupperdook
settled before the Concord's founding . Just as the elves of Gwardan were the metaphorical architects of the original concordance that founded the nation
of city-states, the gnomes of Gwardan were the literal architects of the Clovis Concord's magnificent cities and halls of governance. A rock gnome by the
name of Ionia Marbleweaver is revered as the grandmother of Concordian art and architecture for her innovative use of columns, frescoes, and friezes, all
of which feature prominently in the great buildings of the Menagerie Coast's cities.

Gnomes in Xhorhas

Most Xhorhasians' only contact with gnomes is a brief glimpse of a deep gnome scurrying about the Underdark carrying armfuls of gems. The deep
2gnomes
3.4+0ÿ*have
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they were marauding animals. Even goblins who manage to free themselves of Bane's influence are hard-pressed to overcome the fears of the empire's
rural folk. By contrast, city dwellers are rarely exposed to goblin raiders, and though they might react with suspicion and fear when seeing a goblin on the
street, most are more accepting of the notion that not all goblins are evil.

Goblinkin on the Menagerie Coast

Goblins are a rare sight on the Menagerie Coast, so most folk who live there know of them only through folklore and stories told by travelers. With visitors
from the Dwendalian Empire, the realms of Tal'Dorei, and Marquet common on the coast, most of those stories are tales of the vicious goblins of tr
Ravager horde of Tal'Dorei or the fearsome Duneburrow goblins of the far-off Marquesian deserts, painting a deeply unwholesome picture of gobli1 .
People living along the northern Menagerie Coast, in cities such as Gwardan, have firsthand accounts of the goblins and bugbears who have recently
settled in the Lushgut Forest. Those who worship the Wild Mother in Gwardan have long seen the forest as one of her most sacred places, and initially
reacted with fear to the forest's "monstrous invaders." But with the bugbears and goblins having freed themselves of Bane's corrupting influence through
druidic meditation, they are slowly fostering friendship with the people of Gwardan.

GOBLINKIN AND THE CURSE OF STRIFE

The term "goblinkin" refers to three types of related peoples: goblins, hobgoblins, and bugbears. All three are affected by Bane's curse of strife, allowing his foul voice
to prey upon their minds from beyond the Divine Gate. Goblin kin who manage to overcome Bane's curse are freed from the compulsion that leads them to evil. Unless
the goblinkin was freed near birth, however, they have likely internalized their bias toward law, chaos, or neutrality, and might retain that aspect of their alignment even
after the curse is broken.

It is nearly impossible for a goblinkin to break Bane's curse on their own. Only those who undergo particularly traumatic events or are shown exceptional compassion
typically find the inner strength to do so. Whenever a goblinkin returns to consciousness after being reduced to O hit points, they can make a DC 20 Wisdom saving
throw, with advantage if they were brought back to life. On a success, the goblinkin breaks free from the curse of strife. A goblinkin targeted by remove curse can also
make this saving throw, with advantage on the save if the caster is a trusted companion.

Many bugbears are cleansed of the curse from birth by a druidic order of bugbears who managed to break free from Bane's influence decades ago. These bugbears
never develop a chaotic, isolationist nature, and readily band together with druids and other defenders of the wilderness.

Goblins who suffer from the curse of strife are typically neutral evil, goaded by Bane to commit acts of wanton destruction and malice among the folk of the mortal
races that opposed him in the Calamity. Hobgoblins afflicted by the curse of strife are almost exclusively lawful evil, and are urged toward acts of conquest. Their
societies are regimented like military dictatorships, and hobgoblin despots are the scourges of whole nations. Bugbears who suffer under Bane's influence are
typically chaotic evil, and are commanded to isolate themselves from all bonds and ties of camaraderie so as to maximize the suffering of those they brutalize.

=+B-/1O/1ÿ/in1ÿP5
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g __‚kÿlYour
Speed. +<6ÿBbase
39*ÿ>3 -O/12ÿ9speed
walking ,**?ÿ/is9ÿy30sÿAfeet.
**4F
Darkvision. You can see in dim light within 60 A **4ÿ+ofAÿCyou
feet +<ÿ3as9ÿ/ifAÿ/it4ÿ>*6*ÿBbright
were 6/254ÿ-light,
/254:ÿ3and
1?ÿ/in1ÿ?darkness
36O1*99ÿ3as9ÿ/ifAÿ/it4ÿ>* 6*ÿ?dim
were /Iÿ-light.
/254FÿlYou
+<ÿ;can't
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/9;*61ÿ;color
+-+6ÿ/in1
darkness, only shades of gray.

:ÿC+<6ÿ6*3;5ÿA+6ÿ/4ÿ/9ÿxÿA**4ÿ26*34*6ÿ4531ÿ1+6I3-F
long-limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Sneaky. You are proficient in the Stealth skill.


Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use ÿC:ÿ?CRÿS:;ÿBADÿ;<@
this trait only once per combat.

Languages. You can speak, read, and write Common and Goblin.

Goblin Racial Traits

A goblin character has the following racial traits.

;=ÿW:D<C?C;C?:Dÿ<B:=@ÿ?DB=@A<@<ÿK9ÿbR
Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.

Age. Goblins reach adulthood at age 8 and live up to 60 years.

F:;CÿE=AG?DQÿ;DGADC@EÿACC@DC?:Dÿ8=:JÿAD9ÿMA=Q@=ÿADEÿJ:=@ÿ>:G@=8;Mÿ>@:>M@R
Alignment. Goblins tend to look out for themselves, preferably without drawing unwanted attention from any larger and more powerful people.

(, g.5ÿX:
Size. KM?D<ÿAare=@ÿKbetween
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Goblin.

l:KQ:KM?DÿYA
Hobgoblin B?AMÿZTraits
Racial =A?C<
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AF :KQ:KM?DÿBcharacter
hobgoblin FA=ABC@=ÿFhasA<ÿtheCF@ÿ8following
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U3*.2-.5ÿYour
S:;=ÿW: D<C?C;C?:Dÿ<score
Constitution B:=@ÿ?increases
DB=@A<@<ÿKby9ÿO2,LÿAand DEÿyour
9:;=ÿ7Intelligence
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DB=@A<@<ÿKby9ÿb1.R
0V
Age. .5ÿl: KQ:KM?D<ÿJA
Hobgoblins C;=@ÿAatCÿthe
mature CF@ÿ<same
AJ@ÿ=rate
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?8@<>AD<ÿ<similar
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Alignment. KQ:KM?D<ÿAadhere
Hobgoblins EF@=@ÿtoC:ÿAaÿ<strict
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E@Aÿ:of8ÿJA =C?AMÿEdiscipline.
martial ?<B?>M?D@Rÿ~:Most<CÿAare=@ÿMlawful,
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darkness, only shades of gray.

D<ÿ:8ÿ9:;=ÿBF:?B@ÿADEÿG?CFÿM?QFCÿA=J:=R
Martial Training. You are proficient with two martial weapons of your choice and with light armor.
Saving Face. Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability

check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (ma ximum bonus of +5). Once you
use this trait, you can't use it again until you finish a short or long rest.
012314545 67898
9ÿ ÿÿ9 9ÿ ÿ ÿ  ÿÿ9
ÿÿ ÿ! "
()*+,-ÿ/)012ÿ45675689:;ÿ<=>ÿ?<=>@A8ÿ:5BÿB5ÿ;C5DÿD><E:>;;ÿ9:ÿ@=5:Bÿ5@ÿBC>9=ÿ<889>;Fÿ@5=ÿ@><=ÿ5@ÿ85;9:7ÿ;B<BA;GÿH@ÿI5AÿJ9;;ÿD9BCÿ<:
Languages. You can speak, read, and write Common and Goblin.

?C>?Eÿ5=ÿ<ÿ;<K9:7ÿBC=5DFÿI5Aÿ?<:ÿ7<9:ÿ<ÿ65:A;ÿB5ÿBC>ÿ=588ÿ>LA<8ÿB5ÿBC>ÿ:AJ6>=ÿ5@ÿ<889>;ÿI5Aÿ?<:ÿ;>>ÿD9BC9:ÿMNÿ@>>Bÿ5@ÿI5AÿOJ<P9J
Goliaths
A;>ÿBC9;ÿB=<9BFÿI5Aÿ?<:UBÿA;>ÿ9Bÿ<7<9:ÿA:B98ÿI5AÿV:9;Cÿ<ÿ;C5=Bÿ5=ÿ85:7ÿ=>;BG
W),-X)-1Y2ÿZ5Aÿ?<:ÿ;[><EFÿ=><\Fÿ<:\ÿD=9B>ÿ]5JJ5:ÿ<:\ÿ^5689:G
The goliaths of Exandria are a mighty people with stone giant blood running in their veins. Most stand well over seven feet tall and are blessed with a
naturally powerful physique. Like their stone giant progenitors, goliaths are a rare sight in Wildemount. Most live on isolated peaks in the Cyrios
Mountains, the Penumbra Range, and on the isolated land of Eiselcross. Those few goliaths who are exiled from their herds and wander into more densely
peopled lands are uniformly greeted with fear and confusion.

Goliaths have a compulsion to compete and keep score, counting their deeds and tallying their accomplishments to compare to others. Goliaths love to
win, but they see defeat as a prod to improve their skills. Above all else, they are driven to outdo their past efforts. Few goliaths reach old age, as most die
attempting to surpass their past achievements.

fJ5
Among :7ÿ7goliaths,
589<BC;Fÿ<any
:Iÿ<adult
\A8BÿDC
who 5ÿ?can't
<:UBÿ5or=ÿD5:UBÿ?contribute
won't 5:B=96AB>ÿtoB5ÿthe
BC>ÿCherd
>=\ÿ9is;ÿ>expelled.
P[>88>\Gÿfÿ
A85:>ÿ7goliath
lone 589<BCÿChas<;ÿ8little
9BB8>ÿ?chance
C<:?>ÿ5of@ÿ;survival,
A=K9K<8Fÿ>especially
;[>?9<88Iÿ<an:ÿ5older
8\>=ÿ5or=ÿD><E>=
weaker
5one.
:>Gÿ^5 89<BC;ÿChave
Goliaths <K>ÿ8little
9BB8>ÿ[pity
9BIÿ@for5=ÿ<adults
\A8B;ÿDCwho5ÿ?can't
<:UBÿtake
B<E>ÿ?care
<=>ÿ5of@ÿthemselves,
BC>J;>8K>;Fÿthough
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:hA=>\ÿ9individual
:\9K9\A<8ÿ9is;ÿtreated,
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BC>ÿ7goliath
589<BCÿ?concept
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@fair
<9=ÿ[play.
8<IG
^589<BCÿi<
Goliath J>;
Names

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K>=Iÿ7goliath
589<BCÿChas
<;ÿthree
BC=>>ÿ:names:
<J>;jÿ<aÿ6birth
9=BCÿ:name
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>D65=:U;ÿJ5 BC>=ÿ<and
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Birth s1YtÿfA
Names: E<:Fÿ̀Eglath,
Aukan, 78<BCFÿ^< ABC<EFÿHllikan,
Gauthak, 89E<:Fÿu>5BC9FÿuA
Keothi, 5=9FÿbLo-Kag,
Kuori, 5vu<7Fÿa< ::>5Fÿa<
Manneo, K>9BCFÿi<
Maveith, 88<FÿT=
Nalla, 985Fÿd>
Orilo, BC<:9Fÿ_Thalai,
Pethani, C<8<9Fÿ_Thotham,
C5BC<JFÿwB C<8Fÿx<
Uthal, A:><Fÿx9
Vaunea, J<E
Vimak

kl m+)noÿr+
Goliath 0y,)s1Ytÿz>
Nicknames: <=E988>=FÿgFearless,
Bearkiller, ><=8>;;Fÿ45 =:?<=K>=Fÿu>
Horncarver, >:>I>FÿbLonehunter,
Keeneye, 5:>CA:B>=Fÿe5 5B;J<;C>=Fÿ{Steadyhand,
Rootsmasher, B><\IC<:\Fÿ_Twice-Orphaned,
D9?>vT=[C<:>\FÿTwistedlimb,
_D9;B>\89J6Fÿc5 =\[<9:B>=
Wordpainter

kl m+)noÿ|1
Goliath q}Ytÿf:
Herds: <E<8<BC<9Fÿ̀Elanithino,
Anakalathai, 8<:9BC9:5Fÿ^< BC<E<:<BC9Fÿu<
Gathakanathi, 8<79<:5Fÿu<
Kalagiano, BC5vT8<K9Fÿu5
Katho-Olavi, 8<>v^98><:<FÿT7
Kolae-Gileana, 58<E<:AFÿThuliaga,
Ogolakanu, _CA89<7<Fÿ_Thunukalathi,
CA:AE<8<BC9FÿVaimei-Laga
x<9J>9vb<7<
^589<BCÿ_Traits
Goliath =<9B;
fÿ
A7 589<BCÿ?character
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+n€ÿ(0
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Z5A=ÿ{Strength
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:?=><;>;ÿ6byIÿƒ1.G
Age.2 ÿ^5 89<BC;ÿChave
Goliaths <K>ÿ8lifespans
9@>;[<:;ÿ?comparable
5J[<=<68>ÿtoB5ÿChumans.AJ<:;GÿThey
_C>Iÿ>enter
:B>=ÿ<adulthood
\A8BC55\
>9=ÿ8late
in their <B>ÿteens
B>>:;ÿ<and
:\ÿAusually
;A<88Iÿ8live
9K>ÿ8less
>;;ÿthan
BC<:ÿ<aÿ?century.
>:BA=IG
,s1,n2ÿ^5
Alignment. 89<BCÿ;society,
Goliath 5?9>BIFÿD9 BCÿ9itsB;ÿ?clear
with 8><=ÿ=roles
58>;ÿ<and
:\ÿtasks,
B<;E;FÿChas<;ÿ<aÿ;strong
B=5:7
A8ÿ6bent.
lawful >:BGÿ_The
C>ÿ7goliath
589<BCÿ;sense
>:;>ÿ5of@ÿ@fairness,
<9=:>;;Fÿ6balanced
<8<:?>\ÿD9 BCÿ<an:ÿ>emphasis
with J[C<;9;ÿ5on:
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>=;5:<8ÿ<accountability,
??5A:B<6989BIFÿ[pushes A;C>;ÿthem
BC>Jÿtoward
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>AB=<89BIG
Size.2 ÿ^5 89<BC;ÿ;stand
Goliaths B<:\ÿ6between
>BD>>:ÿ7†ÿ<and :\ÿ‡8ÿ@feet
>>Bÿtall
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:\ÿD> 97Cÿ6between
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:\
340 pounds. Your size is Medium. Here's how to determine your height and
weight randomly, starting with rolling a size modifier:

Size modifier= 2d1 0

Height= 6 feet+ 2 inches+ your size modifier in inches

Weight in pounds = 200 + (2d6 x your size modifier)

Speed. Your base walking speed is 30 feet.

Natural Athlete. You have proficiency in the Athletics skill.


Stone's Endurance. You can focus yourself to occasionally shrug off injury.

When you take damage, you can use your reaction to roll a dl 2. Add your
Constitution modifier to the number rolled, and reduce the damage by that
total. After you use this trait, you can't use it again until you finish a short or
long rest.

VWXYZ[\(
GOLIATHS

]* ^,3_2ÿ̀a2
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;;CEM<DBLÿtoD9ÿFhigh
EGFÿ<altitude,
CDED:LBNÿEincluding
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T9gBÿP20,000
hNhhhÿ>feet.
BBDIÿYou're
89:UABÿ<also
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<D:A<CC@ÿ<adapted
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9CLÿ;climates,
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Dungeon ?DBAU?ÿl:
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Guide.

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Half-Elves

n< C>oBCgB?ÿ9occupy
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Kenku

qIn=ÿ<ancient
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were C<;KodE=GBLÿ<angels-ambassadors
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across entire planes, calling the dead to the Raven Queen's embrace. The kenku likewise served as her loyal warriors in the Calamity, and even saved her
from a near-fatal encounter with the Betrayer God known as Tharizdun.

Though the kenku saved the Raven Queen from oblivion, all of her black-winged emissaries were consumed by Tharizdun's infinite void. For long years, the
kenku were thought to have been annihilated, and it was only when Tharizdun was defeated and chained by the god loun near the Calamity's end that they
were freed .

DFBÿ|<gB=ÿ}:BB=ÿAB<CEcBLÿdF<DÿFBAÿBME??<AEB?ÿF<Lÿ?<;AES;BLÿD9ÿ?<gBÿFBAIÿvF9:GFÿDFBÿKB=K:
When the gods sealed themselves behind the Divine Gate, the Raven Queen realized what her emissaries had sacrificed to save her. Though the ker ·
survived oblivion, they returned as mortals, stripped of all the divine gifts their god had bestowed on them: their voices, their wings, and all memorit.
their past existence. Bearing Tharizdun's curse of oblivion, the kenku were reduced to squat beings that could speak only by mimicking the words of
others.

Kenku exist across Wildemount in small numbers. Con sidered by most to be monsters, they keep to themselves as a result, always longing for something
they can neither ask for nor explain. Something in a kenku's mind stirs when it looks to the sky and see birds flying freely-an ancient longing, and a
memory trapped within oblivion.

ROLEPLAYING A KENKU

If you're playing a kenku, constant attempts to mimic voices can come across as confusing or irritating rather than entertaining. You can just as easi ly descri be the
sounds your character makes and what they mean. Be clear about your character's intentions unless you're deliberately aiming for inscrutable or mysterious.

You might say, "Snapper makes the noise of a hammer slowly and rhythmically tapping a stone to show how bored he is. He plays with his dagger and studies the
Cobalt Soul agent sitting at the bar." Creating a vocabulary of noises for the other players to decode might sound like fun, but it can prove distracting and cou ld slow
down the game.

Kenku Names

Kenku names are drawn from a staggering variety of noises and phrases. Kenku names tend to break down into three categories that make no distinction
between male and female names.

Kenku thugs, warriors, and tough s adopt noises made by weapons, su ch as the clang of a mace against armor or the sound made by a breaking bone.
Non-kenku refer to the kenku by describing this noise. Sample names include Smasher, Clanger, Slicer, and Basher.

Kenku thieves, con artists, and burglars adopt animal noises, typically those common in urban settings. In this manner, kenku can call out to each other
while those who overhear them mistake them for common animals. Non-kenku use names that refer to the sound made or the animal a kenku mimics,
such as Rat Scratch, Whistler, Mouser, and Growler.

Some kenku are law-abiding and pursue legitimate trades. These kenku adopt noises made as part of their craft. A sailor duplicates the sound of a
fluttering sail, while a smith mimics the clanging of a hammer on metal. Non-kenku describe these folk by their trade sounds, such as Sail Snap,
Hammerer, and Cutter.

Kenku Traits

A kenku character has the following racial traits.

Ability Score Increase. Your Dexterity score increases by 2, and your

Wisdom score increases by 1.

Age. Kenku have shorter lifespans than humans. They reach maturity at

about 12 years old and can live to 60.

Alignment. Kenku are chaotic creatures, rarely making enduring

commitments, and they care mostly for preserving their own hides. They
are generally chaotic neutral in outlook.

Size. Kenku are around 5 feet tall and weigh between 90 and 120 pounds.

Your size is Medium. Here's how to determine your height and weight
randomly, starting with rolling a size modifier:

Size modifier= 2d8

Height= 4 feet+ 4 inches+ your size modifier in inches

Weight in pounds = 50 + (1 d6 x your size modifier)

Speed. Your base walking speed is 30 feet.


KENKU

*Expert
-./01ÿ3Forgery.
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)/ STUÿV0
Kenku WXSXS57ÿ9You
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with ;<<DGGK;A
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Charisma a/]/.1X4Snÿ<check.
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planguages.
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Half-Ores

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Coast

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welcome D:@ADÿ:ofKÿ=allAAÿLkinds
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F<Gÿ=and
>?ÿEhalf-ores
=AKt:F<Gÿ=areFDÿ;uncommon
><:OO:>ÿBin>ÿo:><:F?B=>ÿ<cities.
Concordian BCBDGMÿq:GCÿEhalf-ores
Most =AKt:F<Gÿ:on>
the Menagerie Coast come from the continent of Tal'Dorei as visitors, merchants, or mercenaries, and rarely settle. Half-ore children in the settlements of
the coast are often bullied for their unusual teeth.

Only the Concordian city of Othe has a significant half-ore population. Originally established as a spiritual site for the Ki'Nau people, the city has long
attracted ores and half-ores who believe that the curse of ruin has caused them to lash out at those they love. In Othe, they find peace through spiritualism
-and a place to belong.

Half-Ores in Xhorhas

The ores of Xhorhas are a predominantly nomadic people, living in mixed clans of ores, humans, and bugbears. They wander the wastes, taming the
indigenous beasts and trading with Kryn settlements. The relationship between the ores and the Kryn is relatively peaceful, though many nomadic ores are
angered when Kryn souls are reborn in ore bodies. These ores nonetheless readily accept Kryn into their roving clans, seeing it as a point of pride that a
city dweller has been drawn to a more exciting life in the chaos of the wastes.
Most half-ores in Xhorhas have human or draw blood. In the culture of the Xhorhasian nomads, the union of ores and goblinkin is strictly taboo, for the
clans' elders fear the uncontrolled madness of a soul afflicted by both Gruumsh's curse of ruin and Bane's curse of strife.

Ore Traits

Exandrian ores are not bound to commit acts of evil by nature. An ore character has the following racial traits.

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Ores reach adulthood at age 16, and live up to 80 years.

Alignment. Ores fear the curse of ruin that is said to plague their race, and tend strongly toward either chaos (accepting their fate), or toward law

(rejecting it).

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wordplay and debate, often engaging travelers in philosophical conversations meant to challenge the intellect and to subtly gauge the disposition5
6 ,9 00 94,ÿ/ 6< ÿ
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JTabaxi
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Wildemount 6<ÿ/are39ÿBgenerally
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Some C9ÿ:upfÿ+small
make ;/00ÿ4clans
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Wildemount's majorl*3ÿ+societies.
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Others *6,96,ÿto,*ÿ+stand
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,.9ÿ;* more39ÿ<dangerous
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fpursuits
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<896,:393E+ÿ0lifestyle.
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60Dÿ/aÿfew
19=ÿtabaxi
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Wandering tabaxi are mercurial creatures, trading one obsession or passion for the next as the whim strikes. A tabaxi's desire burns bright, but once met it
9;/56ÿ5intriguing
disappears to be replaced with a new obsession. Objects remain 6,35B:56Bÿ*only
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9439,+?
A tabaxi rogue could happily spend months plotting to steal a strange gem from a noble, only to trade it for passage on a ship or a week's lodging after
stealing it. The tabaxi might even take extensive notes or memorize every facet of the gem before passing it on, but the gem holds no more allure once its 167;ÿ<1ÿ=104ÿ,66304ÿ1<54ÿ/+;
secrets and nature have been laid bare.

Tabaxi Names

HEach
,58ÿtabaxi
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/<264ÿ<name,
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4+40=/<47ÿ-by:ÿ5clan 6,<ÿ,and
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,;47ÿ1on<ÿ,aÿ5complex
1=964.ÿ>formula
10=36,ÿthat
+8,+ÿ/involves
<E16E4;ÿ,astrology,
;+01612:?ÿ9prophecy,
019845:?ÿ5clan
6,<ÿ8history,
/;+10:?ÿ,and
<7ÿ1other
+840ÿ4esoteric
;1+40/5
>factors. D,-,./ÿ<names
,5+10;CÿTabaxi ,=4;ÿ5can ,<ÿ,apply
996:ÿto+1ÿ,all66ÿ2genders,
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<7ÿ=1
most;+ÿ3use
;4ÿ<nicknames
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+84/0ÿ>full366ÿ<names.
,=4;CÿI6 ,<ÿ<names
Clan ,=4;ÿ,are04ÿ3usually
;3,66:ÿ-based
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2geographical
4120,98/5,6ÿ>feature
4,+304ÿ6located
15,+47ÿ/in<ÿ1or0ÿ<near
4,0ÿthe +84ÿ5clan's
6,<B;ÿterritory.
+400/+10:C
DThe
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1661@/<2ÿ6list
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,=964ÿtabaxi
+,-,./ÿ<names
,=4;ÿ/includes
<56374;ÿ<nicknames
/5A<,=4;ÿ/in<ÿ9parentheses.
,04<+84;4;C
JTabaxi
KLKMNÿPK QRSTÿI6
Names: 137ÿ1on<ÿthe
Cloud +84ÿU1 3<+,/<+19ÿV(Cloud),
Mountaintop I6137W?ÿXFive
/E4ÿDTimber
/=-40ÿV(Timber),
D/=-40W?ÿXFlask
6,;Aÿ1of>ÿY/ <4ÿV(Flask),
Wine X6,;AW?ÿZJade
,74ÿ[Shoe
814ÿV(Jade),
Z,74W?ÿ\Left-Handed
4>+]^,<747ÿ^3 ==/<2-/07ÿV(Bird),
Hummingbird _/07W?ÿ[Seven
4E4<
DThundercloud
83<74056137ÿV(Thunder),
D83<740W?ÿ[Skirt A/0+ÿ1of>ÿ[Snakes
<,A4;ÿV(Snake),
[<,A4W?ÿ[Smoking
=1A/<2ÿU/ 0010ÿV(Smoke)
Mirror [=1A4W
JTabaxi
KLKMNÿ̀a KbSTÿ_0
Clans: /28+ÿI6
Bright />>;?ÿc/
Cliffs, ;+,<+ÿd,
Distant Rain,/<?ÿU1 3<+,/<ÿTree,
Mountain D044?ÿd4Red7ÿ_3 ++40e:?ÿd3
Butterfly, =-6/<2ÿd/
Rumbling E40?ÿ[Snoring
River, <10/<2ÿU1 3<+,/<
Mountain

DTabaxi
,-,./ÿDTraits
0,/+;
)ÿ +,-,./ÿ5character
A tabaxi 8,0,5+40ÿ8has ,;ÿthe+84ÿ>following
1661@/<2ÿ0racial
,5/,6ÿtraits.
+0,/+;C
fL NaNghÿij
Ability klRÿmIncrease.
Score bjlRKSRnÿYour o130ÿc4 .+40/+:ÿ;score
Dexterity 5104ÿ/increases
<504,;4;ÿ-by:ÿp2,?ÿ,and <7ÿ:your 130ÿI8 ,0/;=,
Charisma
;score
5104ÿ/increases
<504,;4;ÿ-by:ÿq1.C
fr
Age. RnÿTabaxi
D,-,./ÿ8have,E4ÿ6lifespans
/>4;9,<;ÿ4equivalent
s3/E,64<+ÿto+1ÿ8humans.
3=,<;C
fa NrbQRbgnÿDTabaxi
Alignment. ,-,./ÿtend
+4<7ÿtoward
+1@,07ÿ5chaotic
8,1+/5ÿ,alignments,
6/2<=4<+;?ÿ,as;ÿthey+84:ÿ6let4+ÿ/impulse
=936;4ÿ,and <7ÿfancy
>,<5:
2guide
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+84/0ÿ7decisions.
45/;/1<;CÿDThey 84:ÿ,are04ÿ0rarely
,046:ÿ4evil,
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with ;+ÿ1of>ÿthem
most +84=ÿ7driven0/E4<ÿ-by:ÿ5curiosity
30/1;/+:
0rather
,+840ÿthan
+8,<ÿ2greed
0447ÿ,and <7ÿ1other
+840ÿ7dark
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=936;4;C
iN tRnÿDTabaxi
Size. ,-,./ÿ,are04ÿtaller
+,6640ÿ1on<ÿ,average
E40,24ÿthan
+8,<ÿ8humans
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/F4
/is;ÿU4 7/3=Cÿ^4
Medium. 04B;ÿ8how
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4+40=/<4ÿ:your130ÿ8height
4/28+ÿ,and
<7ÿ@4 /28+ÿ0randomly,
weight ,<71=6:?ÿ;starting+,0+/<2
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with +8ÿ0rolling
166/<2ÿ,aÿ;size
/F4ÿ=1 7/u40v
modifier:

[Size
/F4ÿ=1 7/u40ÿwÿp2dl7qx0
modifier=

^4 /28+ÿwÿy4ÿ>feet+
Height= 44+ÿzÿq1x0ÿ/inches+
<584;ÿzÿ:your 130ÿ;size
/F4ÿ=1 7/u40ÿ/in<ÿ/inches
modifier <584;
Y4
Weight/28+ÿ/in<ÿ9pounds
13<7;ÿw=ÿ{90xÿz+ÿV(2d4
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x 130ÿ;size
/F4ÿ=1 7/u40W
modifier)

i} RR~nÿoYour
Speed. 130ÿ-base
,;4ÿ@, 6A/<2ÿ;speed
walking 9447ÿ/is;ÿ30xÿ>feet.
44+C
€K l‚NSNkbnÿoYou
Darkvision. 13ÿ5can,<ÿ;see
44ÿ/in<ÿ7dim
/=ÿ6light
/28+ÿ@/ +8/<ÿƒ60xÿ>feet
within 44+ÿ1of>ÿ:you
13ÿ,as;ÿ/if>ÿ/it+ÿ@4 04ÿ-bright
were 0/28+ÿ6light,
/28+?
,and<7ÿ/in<ÿ7darkness
,0A<4;;ÿ,as;ÿ/if>ÿ/it+ÿ@4
were04ÿ7dim
/=ÿ6light.
/28+CÿoYou
13ÿ5can't
,<B+ÿ7discern
/;540<ÿ5color
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,0A<4;;?ÿ1only
<6:
;shades
8,74;ÿ1of>ÿ2gray.
0,:C
JTABAXI
f„f…m
ÿ04e4.4;ÿ,<7ÿ,2/6/+:ÿ,661@ÿ:13ÿ+1ÿ=1E4ÿ@/+8ÿ,ÿ-30;+ÿ1>ÿ;9447CÿY84<ÿ:13ÿ=1E4ÿ1<ÿ:130ÿ+30<ÿ/<ÿ51=-,+?ÿ:13ÿ5,<ÿ713-64ÿ:130ÿ;9447ÿ3<+/6
Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until

the end of the turn.ÿ ‡< 54ÿyou


Once :13ÿ3use
;4ÿthis
+8/;ÿtrait,
+0,/+?ÿ:you
13ÿ5can't
,<B+ÿ3use
;4ÿ/it+ÿ,again
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<+/6ÿyou
:13ÿ=1move E4ÿx0ÿ>feet
44+ÿ1on<ÿ1one
<4ÿ1of>ÿ:your
130ÿturns.
+30<;C
Cats Claws. Because ;4ÿ1of>ÿ:your
130ÿ5claws,
6,@;?ÿ:you
13ÿ8have
,E4ÿ,aÿ5climbing
6/=-/<2ÿ;speed9447ÿ1of>ÿp20xÿ>feet.
44+CÿŠIn<ÿ,addition,
77/+/1<?ÿyour
:130ÿ5claws
6,@;ÿ,are04ÿ<natural
,+30,6ÿ@4 ,91<;?ÿ@8
weapons, /58ÿyou
which :13ÿ5can
,<ÿ3use
;4ÿto+1ÿ=,A4
make
unarmed strikes. Ifÿ :you
13ÿ8hit/+ÿ@/+8ÿthem,
with +84=?ÿ:you
13ÿ7deal
4,6ÿ;slashing
6,;8/<2ÿ7damage
,=,24ÿ4equal s3,6ÿto+1ÿq17d4yÿz+ÿyour
:130ÿ[Strength
+04<2+8ÿ=1 7/u40?ÿ/instead
modifier, <;+4,7ÿ1of>ÿthe
+84ÿ-bludgeoning
637241</<2ÿ7damage
,=,24ÿ<normal
10=,6ÿ>for10ÿ,an<
unarmed strike.

,E4ÿ901u5/4<5:ÿ/<ÿ+84ÿ‹RljR}gNkbÿ,<7ÿigRKagŒÿ;A/66;C
Cats Talent. You have proficiency in the Perception and Stealth skills.

languages. You can speak, read, and write Common and one<4ÿ1other
+840ÿ6language
,<23,24ÿ1of>ÿ:your
130ÿ5choice.
81/54C
Tieflings
Centuries have passed since the tieflings first faced persecution for their fiendish heritage in the Age of Arcanum. Although a certain mystique still
surrounds their kind, most people in Wildemount grew up alongside tieflings, and the tides of war have brought tiefling soldiers, merchants, and
entertainers into even the most rural and isolated regions of the continent. For the most part, only overzealously devout paladins and folk raised on the
dark tales of an ancient age might actively wish harm on tieflings.

Exandrian tieflings have a wide array of skin tones, all of them vibrant and colorful. The most common hue is a deep crimson, but shades of purple, blue,
green, and even yellow and pink have been seen throughout the world . It's not known what causes these variations, as even tiefling parents with the same
skin tone can have children of wildly different colors.

Tieflings in the Dwendalian Empire

V;
Most /+ÿ.imperial
=4)-.2?ÿtieflings
+.)7.*8/ÿ?live .3)ÿ.in*ÿthe
+1)ÿ6cities
.+.)/ÿ;of:ÿthe
+1)ÿ)empire
=4.-)ÿ;or-ÿ.in*ÿ/small
=2??ÿ6communes
;==,*)/
.in*ÿthe
+1)ÿ6countryside.
;,*+-@/.5)>ÿV2 Many *@ÿ2are-)ÿ)encouraged
*6;,-28)5ÿFby@ÿtheir +1).-ÿ4parents
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machine.

TIEFLING

Tieflings on the Menagerie Coast

Tieflings' extravagant skin tones and striking horns are considered attractive in the culture of the Clovis Concord, and many tieflings have capitalized on
this reaction to become entertainers. Some of the best-known tiefling actors, gladiators, and musicians found their start on the Menagerie Coast-as have
innumerable entertainers of the bawdier sort, including the prominent Nicodranas courtesan known as Ruby of the Sea. Many such performers have gone
on to perform at the court of King Bertrand Dwendal, or to tour the distant lands of Tal'Dorei and Marquet.

Tieflings in Xhorhas

Some legends talk of how the first tieflings were born in Ghor Dranas. Asmodeus, Lord of the Nine Hells, is said to have tempted a number of that city's
original inhabitants into tying their bloodlines to his own infernal power in exchange for magical knowledge. Though the truth of the tale is impossible to
confirm, Rosohna maintains a significant tiefling population, and tieflings are a common sight in Kryn society.

Tortles

For centuries, the people of Xhorhas and the Dwendalian Empire believed tortles to be a hoax concocted by Concordian hucksters. In truth, tortles are an
ancient and long-lived people who dwell within the jungles and along the beaches of the Menagerie Coast. Most tortles who journey far from the coast
begin to feel pangs of homesickness, which can develop into a depression.
Tortles are almost unheard of beyond the sunny shores of the Menagerie Coast.

Life of a Tortle

A tortle hatches from a thick-shelled egg and spends the first few weeks of its life crawling on all fours. Its parents, old and near death, spend what little
time they have left telling stories to their offspring. Within a year, the young tortle becomes an orphan, though not before it learns to speak and to survive
on its own.

A young tortle and its siblings inherit whatever tools, weapons, and gifts
their parents left behind. Each young tortle is expected to fend for itself. It
leaves the place of its birth and finds its own corner of the wilderness in
F5
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Nulka, *Hÿi-
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weight. o*3+ÿ/size <N.ÿ<is/ÿ:. 6<32>
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Here's how to determine your height and weight randomly,H ÿ/starting
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<N.ÿ2* 6<E.+„
modifier:

Size modifier= 2d8

Height= 4 feet+ 1O inches+ your size modifier in inches

Weight in pounds = 400 + (2d4 x your size modifier)

Speed. Your base walking speed is 30 feet.


Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your

Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Hold Breath. You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before

needing to come up for air.

Natural Armor. Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives

you a base AC of 17 (your Dexterity modifier doesn't affect this number) . You gain no benefit from wearing armor, but if you are using a shield, you can
apply the shield's bonus as normal.

Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and

Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you
can't take reactions, and the only action you can take is a bonus action to emerge from your shell.

Survival Instinct. You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.

languages. You can speak, read, and write Aquan and Common.

Hollow One

The eastern coast of Xhorhas, known to the Kryn as Blightshore, is a land scarred by evil magic. Among the creations of that foul place are the Hollow
Ones, beings whose souls have left for the afterlife, yet whose bodies still retain a fragment of their former selves.

The magic that sustains Hollow Ones is a mystery. Most Hollow Ones are
reborn after dying in Blightshore, suggesting that the spell-scarred nature of
the land brought them back for an unknown purpose. Yet some beings find
that, days after they died, they awaken, clutching to life, with only a terrible
emptiness inside to remind them of their death.

In Blightshore, Hollow Ones are seen as a people like any other. They seem
strange, but the adventurous and hardy folk of Blightshore are used to
making allies with strange creatures. Elsewhere, Hollow Ones are
indistinguishable from living creatures, save for the faint stench of
necromancy that lingers about them .

The transition from life to becoming a Hollow One affects different people
to different degrees. Some let their anger and regret consume them. Others
use their second chance to become a brighter force in the world. However,
all Hollow Ones are marked by their new existence: feelings of unease,
dread or sadness cling to them like tattered rags of their past life.

? ·
-
..
- ~~
ZS •
·-
~-
HOLLOW ONE

Supernatural Gift: Hollow One

The Dungeon Master has the option to allow a character created in a Wildemount campaign to be a Hollow One. Alternatively, a character who perishes in
the course of a campaign might return as a Hollow One, created by the mysterious forces that scar the land.

As a Hollow One, the void left behind by your departed soul is filled with the strange magic of Blightshore. Becoming a Hollow One is a supernatural r ' 4
(see "Supernatural Gifts" in chapter 7 of the Dungeon Master's Guide) that bestows upon you the following traits.
Ageless. You don't age, and effects that would cause you to age don't work on you.

Cling to life. When you make a death saving throw and roll 16 or higher, you regain 1 hit point.

Revenance. You retain your creature type, yet you register as undead to spells and other effects that detect the presence of the undead creature type.

Unsettling Presence. As an action, you can unsettle a creature you can see within 15 feet of you. The target has disadvantage on the next saving throw it

makes within the next minute. Constructs, undead, and creatures that can't be frightened are immune to this feature. Once you use this feature, you can't
use it again until you finish a long rest.
CH. 4: CHARACTER OPTIONS 1;027ÿ56ÿ<5=92>3;61
CH. S: ADVENTURES INWILDEMOUNT

?Subclasses
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since spread beyond the dynasty's borders. The hidden secrets of harnessing dunamis eventually found their way into the hands of the Cerberus
Assembly and have continued to slowly disseminate across all Wildemount as a result.

If you are considering a character pursuing a path involving the manipulation of dunamis, you can easily tie your story into the Kryn Dynasty and the ready
access to dunamancy it provides. But you can also cons ider where else in t he world dunamancy might have spread, and how its secrets have influenced
your character's path. You might have stumbled into a cabal of defecting Kryn expatri ates who teach you their ways, or you might have been entrusted
with learning such secrets as a means of fighting the Kryn with their own power. Work with your Dungeon Master and figure out a fun and logical way that
your character and the mysterious power of dunamancy might have crossed paths.

In campaigns outside Wildemount, there is no fact ional control of dunamancy, so the implementation of this arcane discipline is entirely open. Talk to your
Dungeon Master about how dunamancy might fit into thei r campaign, and how your character's story cou ld be woven into t hat lore.

Dunamis as a Martial Focus

Life is an extended series of choices. Every crossroads offers paths to different possibi lities. The rea lity of each possible choice begins to coalesce as
you approach the moment of decision, with multiple t imelines humming with opportunity. Once a choice is made, one path sparks to life and continues
while others fade, their energy of potentiality diffusing into the multiverse. A rare few characters learn to invoke and harness th is released dunamis in the
throes of battle to enhance their martial capabilities- and such warriors are uniform ly feared.

Fighter

The fighter takes many forms in Wildemount, from the grizzled mercenary who earns their keep by the might of their blade, to the dedicated soldier who
fights for the banner of their homeland, to the hearty treasure hunter whose skill with a weapon is their finest asset.

At 3rd level, a fighter gains the Martial Archetype class feature described in the Player's Handbook. The Echo Kn ight is a new option for that feature.
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You can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position .

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long
rest.

Echo Avatar
7th-level Echo Knight feature

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FAOGE
Aany
;>ÿNdamage.
AHA=GPÿt8 While BJGÿGencased
;CAEGNÿBin;ÿFthis8BEÿway,
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IGGNÿ:ofKÿe0.P
You can use this feature a number of times equal to your Intelligence modifier :NBgG9ÿx(aAÿHB ;BH<Hÿ:ofKÿonce)
minimum :;CGyP.ÿaYou
:<ÿ9regain
G=AB;ÿAallJJÿGexpended
bIG;NGNÿ<usesEGEÿM8when G;ÿ>you
:<ÿfinish
g;BE8ÿAaÿJlong
:;
rest.

Arcane Abeyance

10th-level Chronurgy Magic feature


When you cast a spell using a spell slot of 4th level or lower, you can condense the spell's magic into a mote. The spell is frozen in time at the moment of

casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is Immune to poison and psychic damage. 4/2+82ÿ@3B39,C
When the duration ends, or if the bead is destroyed, it vanishes in a flash of light, and the spell is lost.

A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save 5532MÿF0-14ÿ3-@ÿ43<
NJ?
DC,ÿ3and
-@ÿthe
5+,ÿ4spell
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,45C
QRSTUVWUSXÿZFuture
Convergent [X[VU
G14th-level
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Chronurgy Magic982ÿ:feature
,351=,
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When ,-ÿyou /01ÿ0or=ÿ3aÿ2creature
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.••.
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hijklmnihoÿpl
GRAVITURGY qjir
WIZARD

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Graviturgy 982
Magic

t- @,=453-@8-9ÿ3and
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Adjust SfgXw
Density
2nd-level Graviturgy Magic feature

=,ÿ/01ÿ23-ÿ4,,ÿ>85+8-ÿy`ÿ:,,5ÿ0:ÿ/01CÿD+,ÿ0FH,25ÿ0=ÿ2=,351=,ÿB145ÿF,ÿz3=9,ÿ0=
As an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or
-587ÿ/your
smaller. The target's weight is halved or doubled for up to 1 minute or until 01=ÿconcentration
20-2,-5=3580-ÿ,ends
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6,77bC
Wh ile the weight of a creature is halved by this effect, the creature's speed increases by 10 feet, it can jump twice as far as norma l, and it has

disadvantage on Strength checks and Strength saving throws. While the weight of a creature is doubled by this effect, the creature's speed is reduced by 9@..;ÿ,9ÿ7.;86.;ÿ<=
10 feet, and it has advantage on Strength checks and Strength saving throws.

Upon reach ing 10th level in th is class, you can target an object or a creature that is Huge or smaller.

Gravity Well
V6th-level
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modifier A,E8Eÿ3of4ÿonce).
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7rest.
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jEvent
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Horizon
B14th-level
m0+W-.:.-ÿX7 5:,0872=ÿY5
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c9
As ÿ5anAÿ5action,
60,3A>ÿyou
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minute A0,-ÿ=you 387rÿ6concentration
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p8A5E5A6=ÿFSpells
Dunamancy @.--9
sThis
+,9ÿ9section
.60,3Aÿ@presents
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@.--9ÿ5are7.ÿavai
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mentioned 0+,9ÿ6chapter,
+5@0.7>ÿ5as9ÿwell
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0+.7ÿ9spellcasting
@.--6590,A2ÿ6classes
-599.9ÿ1,0+ÿthe
with 0+.ÿp8 A2.3AÿY5
Dungeon 90.7?9ÿconsent
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up8A5E5A6=ÿ4fo37rÿv3 AWp8A5E5A6.79wÿ9sidebar)
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p8A5E5A6=ÿFSpell
Dunamancy @.--ÿxList
,90
yM_PLOz{
Cantrips }Level5
TNTUÿ‹
{sapping
MzzO_|ÿ{sting
PO_|ÿh(necromancy)
A.673E5A6=i Ptemporal
Tz^LMUÿ{shunt"
Œƒ_P€ÿh(t07ransmutation)
5A9E8050,3Ai
Level1 }Level6
TNTUÿ
gift of alacrity (divination) |gravity
LMNOPQÿŽ{ {ƒLT€€ÿh(evocation)
fissure"* .:3650,3Ai
magnify gravity" (transmutation) }Level7
TNTUÿ
Level2 Ptether
TPŒTLÿTessence
{{T_aTÿh(necromancy)
A.673E5A6=i
fortune's favor (divination) }Levels
TNTUÿ
immovable object"* (transmutation) ‘dark
MLˆÿ{sta,.*
PML€€ÿh(evocation)
.:3650,3Ai
wristpocket (conjuration, ritual) Lreality
TMUOPQÿ…break*
LTMˆ€ÿh(conjuration)
63AD8750,3Ai
Level3 Level9
pulse wave (evocation) ravenous voicfri' ( evocation)

time ravage" (necromancy)


Level4
gravity sinkhole"* (evocation) * chronurgy spell

"* graviturgy spell

OUNAMANCY FOR NON-OUNAMANCERS

The esoteric powers developed and harnessed through the use of dunam[s are still very much a rare and carefully guarded feature of the Kryn Dynasty In Wi ldemount.
However, such arcana Is hard to keep hidden, especially in times of war. Spies and defectors have long smuggled out the secrets of this obscure mag/cal practice, and
even now it slowly disseminates beyond Xhorhas.

Dunamancy spells are readily available to the wizard subclasses In this chapter and should not be simply added to the full spell lists of other spellcasting classes.
However, the Dungeon Master can consider allowing other spellcasting classes opportunities tl'lroughout the campaign to learn a handful of dunamancy-themed
spells as rewa rds. Perhaps the characters uncover a cache of magical contraband, among which is a couple of spell scrolls, or a traveling acolyte takes some
downtime wil h a friendly cleric character and opens their mind to some of the stranger secrets of the universe, unlocking a spell or two. There are many unique ways
to bring these spells into your game without requlring any specific dunamis-wielding subclasses to be present in the adventuring party.

LSpell
J;KKÿM;I>EAJ@A=BI
Descriptions

NThe
D;ÿspells
IJ;KKIÿ?areE;ÿJpresented
E;I;B@;OÿAinBÿ?alphabetical
KJD?P;@A>?Kÿ=order.
EO;EQ
M?ERÿLStar
Dark @?E
S8th-level
@DTK;<;Kÿ;evocation
<=>?@A=B
U+1.-2)ÿTime:
Casting V-W7XÿY1ÿ?action
>@A=B
Z+ 2)7XÿY1[50\ÿ]feet
Range: ;;@
U5 W^5272.1XÿV._ÿ̀Ls.ÿ̀aÿ
Components: M: ?ÿIshard
(a D?EOÿ=of]ÿ=onyx
BHbÿ?andBOÿ?aÿOdrop
E=Jÿ=of]ÿthe
@D;ÿ>caster's
?I@;EcIÿblood,
PK==Oÿ̀Pboth
=@Dÿ=of]ÿdD A>Dÿthe
which @D;ÿIspell
J;KKÿ>consumes)
=BIFe;IC
fg *+.-52Xÿh=
Duration: B>;B@E?@A=Bÿ̀FupJÿto@=ÿY1ÿeA
Concentration, BF@;
minute

NThis
DAIÿIspell
J;KKÿ>creates
E;?@;Iÿ?aÿIsphere
JD;E;ÿ>centered
;B@;E;Oÿ=onBÿ?aÿJpoint
=AB@ÿHyou=Fÿ>choose
D==I;ÿdA @DABÿErange.
within ?BG;QÿNTheD;ÿIsphere
JD;E;ÿ>can
?BÿDhave
?<;ÿ?aÿEradius
?OAFIÿ=of]ÿFupJÿto@=ÿi40\ÿ]feet.
;;@QÿNThe
D;ÿ?area
E;?ÿwithin
dA@DABÿthis
@DAIÿIsphere
JD;E;ÿAisIÿfilled
jKK;O
dA
wit@ Dhÿe? GA>?KÿOdarkness
magical ?ERB;IIÿ?and BOÿ>crush
EFIDAingBGÿGgravitational
E?<A@?@A=B?Kÿ]force.
=E>;Q
kFor=Eÿthe
@D;ÿOduration,
FE?@A=Bÿ̀the@D;ÿIspell's
J;KKcIÿ?area
E;?ÿAisIÿOdifficult
Al>FK@ÿterrain.
@;EE?ABQÿAmÿ>creature
E;?@FE;ÿdA @Dÿdarkvision
with n+*3,-1-52ÿcan't >?Bc@ÿIsee
;;ÿthrough
@DE=FGDÿthe @D;ÿe? GA>?KÿOdarkness,
magical ?ERB;IIÿ̀?andBOÿBnonmagical
=Be?GA>?KÿKlight
AGD@ÿ>can't
?Bc@
Ailluminate
KKFeAB?@;ÿAit.@Qÿo=
Noÿ Isound
=FBOÿ>can?BÿPbe;ÿ>created
E;?@;OÿdA @DABÿ=orEÿJpass
w ithin ?IIÿ@through
DE=FGDÿthe@D;ÿ?area.
E;?QÿmBAnyHÿcreature
>E;?@FE;ÿ=orEÿ=object
Pp;>@ÿ;entirely
B@AE;KHÿAinside
BIAO;ÿthe @D;ÿIsphere
JD;E;ÿAisIÿAimmune
eeFB;ÿ@to=ÿthunder
@DFBO;EÿOdamage,
?e?G;ÿ̀?and BO
>E;?@FE;Iÿ?areE;ÿndeafened
creatures 7+q727nÿwh dDAileK;ÿ;entirely
B@AE;KHÿAinside
BIAO;ÿAit.@QÿCasting
h?I@ABGÿ?aÿIspell
J;KKÿthat
@D?@ÿAincludes
B>KFO;Iÿ?aÿ<verbal;EP?Kÿ>component
=eJ=B;B@ÿAisIÿAimpossible
eJ=IIAPK;ÿthere. @D;E;Q
mB
AnyH ÿcreature
>E;?@FE;ÿthat
@D?@ÿ;enters
B@;EIÿ@the
D;ÿIspell's
J;KKcIÿ?area
E;?ÿfor
]=Eÿthe
@D;ÿjfirst
EI@ÿtime
@Ae;ÿ=onBÿ?aÿturn
@FEBÿ=orEÿIstarts
@?E@IÿAits@Iÿturn
@FEBÿthere
@D;E;ÿeFmustI@ÿe?
makeR;ÿ?aÿConstitution
h=BI@A@F@A=BÿIsaving ?<ABGÿthrow.
@DE=dQÿNThe
D;ÿ>creat
E;?@FureE;ÿ@takes
?R;IÿSBdOYl \0
]force
=E>;ÿOdamage
?e?G;ÿ=onBÿ?aÿ]failed
?AK;OÿIsave,
?<;ÿ̀=orEÿDhalf
?K]ÿ?asIÿeF >DÿOdamage
much ?e?G;ÿon =Bÿa?ÿIsuccessful
F>>;II]FKÿ=one.B;Qÿmÿ A> E;?@FE;ÿEreduced
creature ;OF>;Oÿto@=ÿ0\ÿDhitA@ÿJpoints
=AB@IÿPbyHÿthis
@DAIÿdamage
O?e?G;ÿAisIÿOdisintegrated.
AIAB@;GE?@;OQÿmA
Odisintegrated
AIAB@;GE?@;Oÿcreature
>E;?@FE;ÿ?and BOÿ;everything
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STAR

1Fortune's
23456789ÿ1Favor
;<23
=2nd-level
6>?@7<7@ÿ>divination
A<A6;4A26
BCDEFGHÿTime:
Casting 0FIJKÿL1ÿminuteMA6547
,C GHJKÿN60OÿPfeet
Range: 774
BQ IRQGJGEDKÿSV.TÿUS,TÿVÿ
Components: MW (a;ÿXYA47ÿZpearl
white 7;3@ÿX2worth34Yÿ;at4ÿ@least
7;94ÿL100
OOÿgp,
[ZTÿwhich
XYA\Yÿthe 4Y7ÿ9spell
Z7@@ÿ\consumes)
2695M79]
*^ _CEFQGKÿL1ÿYhour
Duration: 253
`You25ÿAimpart
MZ;34ÿ@latent ;4764ÿ@luck
5\aÿto42ÿbyou253rself
97@Pÿ2or3ÿ2one
67ÿXA @@A6[ÿcreature
willing \37;4537ÿbyou 25ÿcan
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4Y7ÿ\chosen
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makes 44;\aÿ3roll,
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=O9ÿto42ÿ5use.
97cÿAlternatively,
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;attack
44;\aÿ3roll2@@ÿAis9ÿM; >7ÿ;against
made [;A694ÿthe 4Y7ÿ\chosen
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2original
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+E
Atÿ hF HiJ_ÿjLevels.
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When 76ÿyou
b25ÿcast
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Z7@@ÿ5using
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Z7@@ÿ9slot
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7<7@ÿor23ÿYhigher,
A[Y73Tÿyou
b25ÿ\can;6ÿtarget
4;3[74ÿ2one
67ÿ;additional
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37;4537ÿPfor23ÿ7each
;\Yÿ9slot
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oAP4ÿ2ofPÿf@
Gift ;\3A4b
Alacrity

L1st-level
94?@7<7@ÿ>divination
A<A6;4A26
BC DEFGHÿTime:
Casting 0FIJKÿL1ÿMA 6547
minute

,C GHJKÿp25\Y
Range:Touch

Components: V. S

Duration: 8 hours

You touc h a willing creature. For the duration, the target can add 1 dB to its initiative rolls.
Gravity Fissure

6th-level evocation

Casting Time: 1 action

Range: Self (100-foot line)

Components: V, S, M (a fistful of iron filings)

Duration: Instantaneous

You manifest a ravine of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a
Constitution saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one.

Each creature within 1O feet of the line but not in it must succeed on a Constitution saving throw or take 8d8 force damage and be pulled toward the line
until the creature is in its area.

At Higher levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th .

*+,-./0ÿKSinkhole
Gravity .<b7:95
4th-level evocation

=> ?@ABCÿEA
Casting FGHÿI1ÿ,action
Time: ;/.:<
J> BCGHÿI120
Range: qNÿLfeet
55/
=P FQPBGB@?HÿRV,SÿKS,SÿTÿ
Components: MM ,ÿeblack
(a 9,;bÿ\, +e95O
marble)

WX Y>@APBHÿZInstantaneous
Duration: <3/,</,<5:43
rÿ
Aq N8L::/8+,].43ÿ3sphere
20-foot-radius f75+5ÿ:ofLÿ;crushing
+437.<VÿLforce
:+;5ÿLforms
:+\3ÿ,at/ÿ,aÿfpoint
:.</ÿ0you
:4ÿ;can,<ÿ3see 55ÿ_. /7.<ÿ+range
within ,<V5ÿ,and
<]ÿtugs
/4V3ÿ,at/ÿthe
/75ÿ;creatures
+5,/4+53ÿthere.
/75+5ÿ̀aEach
,;7ÿ;creature
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/75ÿ3sphere
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\, b5ÿ,aÿc:
make <3/./4/.:<ÿ3saving
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On ÿ,aÿLfailed
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:+;5ÿ]damage
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5</5+ÿ:ofLÿthe
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f75+5S
5ending
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<:;;4f.5]ÿ3spacef,;5ÿ,as3ÿ;close
9:35ÿto/:ÿthe
/75ÿ;center
5</5+ÿ,as3ÿfpossible
:33.e95ÿM(even 5-5<ÿ.ifLÿthat
/7,/ÿ3space
f,;5ÿ.is3ÿ.in<ÿthe
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On ÿ,aÿ3successful
4;;533L49ÿ3save,
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much
]damage
,\,V5ÿ,and <]ÿ.isn't
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4995]`.
g@
Atÿ hACiGYÿjlevels.
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:4ÿ;cast
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/7.3ÿ3spell
f599ÿ4using
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f599ÿ3slot
9:/ÿ:ofLÿ^5th/7ÿ9level
5-59ÿ:or+ÿ7higher,
.V75+Sÿthe
/75ÿ]damage
,\,V5ÿ.increases
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,;7ÿ3slot
9:/ÿ9level
5-59ÿ,above
e:-5ÿp4th.
/7`
ZImmovable
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Object

q2nd-level
<]895-59ÿ/transmutation
+,<3\4/,/.:<
=> ?@ABCÿEA
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Time: ;/.:<
J> BCGHÿv:4;7
Range:Touch

=P FQPBGB@?HÿRV,SÿKS,SÿTÿ
Components: MM V:9]ÿ]dust
(gold 43/ÿ_: +/7ÿ,at/ÿ9least
worth 5,3/ÿq25^ÿVgp,fSÿ_7 .;7ÿthe
which /75ÿ3spell
f599ÿ;consumes)
:<34\53O
WX Y>@APBHÿI1ÿ7hour
Duration: :4+
[You:4ÿtouch
/:4;7ÿ,an<ÿ:object
eu5;/ÿthat/7,/ÿ_5 .V73ÿ<no:ÿ\:
weighs +5ÿthan
more /7,<ÿI1N0ÿfpounds
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magically Uw5]ÿ.in<ÿfplace.
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/75ÿ;creatures
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:4ÿ]designate
53.V<,/5ÿ_7 when5<ÿ0you
:4
;cast
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/7.3ÿ3spell
f599ÿ;can ,<ÿ\:move -5ÿthe
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when 5<ÿ3spoken
f:b5<ÿ_. /7.<ÿ^5ÿLfeet
within 55/ÿ:ofLÿthe
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f599ÿfor
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minute.

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make b5ÿ,aÿKStrength
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V,.<3/ÿ0your :4+ÿ3spell
f599ÿ3save
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DC. s<
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L55/`
g@
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0:4ÿ;cast
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f599ÿ4using
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f599ÿ3slot
9:/ÿ:ofLÿp4th/7ÿ:or+ÿ^5th/7ÿ9level,
5-59Sÿthe
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DC to/:ÿ\:
move -5ÿthe/75ÿ:object
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,<ÿ;carry
,++0ÿ4upfÿto/:ÿd8,000
SNNNÿfpounds
:4<]3ÿ:ofL
weight, and the duration increases to 24 hours. If you cast this spell using .<Vÿ,aÿ3spell
f599ÿ3slot
9:/ÿ:ofLÿ66th/7ÿ9level
5-59ÿ:or+ÿ7higher,
.V75+Sÿthe
/75ÿxcÿ /:ÿ\:
DC to move -5ÿthe
/75ÿ:object
eu5;/ÿ.increases
<;+5,353ÿeby0ÿI10,NSÿ.it/
can carry up to 20,000 pounds of weight, and the effect is permanent until </.9ÿ]dispelled.
.3f5995]`
Magnify Gravity
7st-level transmutation

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: 1 round

*ÿ*VS.1.ÿD.3+.1.Qÿ73ÿ2ÿV763+ÿU75ÿD23ÿ*..ÿW6+S63ÿ123T.ÿ63D1.2*.*ÿH71ÿ2ÿ474.3+XÿY2DSÿD1.2+51.ÿ63ÿ+S.ÿ*VS.1.ÿ73ÿ+S.ÿ+513ÿWS.3
The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when
ÿ2ÿ[73*+6+5+673ÿ*2/63Tÿ+S17WXÿ\3ÿ2ÿH26-.Qÿ*2/.Lÿ2ÿD1.2+51.ÿ+2Z.*ÿ]Q^ÿH71D.ÿQ242T.Lÿ23Qÿ6+*ÿ*V..Qÿ6*ÿS2-/.Qÿ53+6-ÿ+S.ÿ.3Qÿ7Hÿ6+*
you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its

next turn. On a successful save, /.Lÿ2aÿcreature


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muchDSÿQdamage
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DC to
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move.

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-7+ÿ7ofHÿ]2nd
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./.-ÿ7or1ÿShigher,
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242T.ÿ6increases
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2DSÿ*slot
-7+ÿ-level
./.-ÿ2above
a7/.ÿ)1st.
*+X
n5-*.ÿm2
Pulse /.
Wave

o3rd-level
1Q,-./.-ÿ.evocation
/7D2+673
89 :;<=>ÿTime:
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D+673
E9 =>BCÿMSelf
Range: .-Hÿp(30-foot
oG,H77+ÿDcone)
73.q
8IAJI=B=;:CÿV,KLÿMS
Components:

NO P9;<I=CÿrInstantaneous
Duration: 3*+23+23.75*
sYou75ÿDcreate
1.2+.ÿ6intense
3+.3*.ÿpressure,
V1.**51.Lÿ5unleash
3-.2*Sÿ6it+ÿ6in3ÿ2aÿ30-foot
oG,H77+ÿDcone,
73.Lÿ2and 3QÿQdecide
.D6Q.ÿwhether
WS.+S.1ÿthe +S.ÿVpressure
1.**51.ÿVpu5-lls-*ÿ7or1ÿVpushes
5*S.*ÿDcreatures
1.2+51.*ÿ2and
3Qÿ7objects.
ab.D+*XÿYEach
2DSÿDcreature
1.2+51.ÿ6in3ÿthat
+S2+
D73.ÿ45
cone must*+ÿ42 Z.ÿ2aÿ[7
make 3*+6+5+673ÿ*saving
Constitution 2/63Tÿthrow.
+S17WXÿtÿ AD 1.2+51.ÿtakes
creature +2Z.*ÿF6d6 QFÿforce
H71D.ÿdamage
Q242T.ÿ7on3ÿ2aÿHfailed
26-.Qÿ*save,
2/.Lÿ7or1ÿShalf
2-Hÿas
2*ÿ45 DSÿQdamage
much 242T.ÿ7on3ÿ2aÿ*successful
5DD.**H5-ÿone.73.XÿAnd
t3Q
./.1UÿDcreature
every 1.2+51.ÿthat
+S2+ÿfails
H26-*ÿthe
+S.ÿ*save
2/.ÿ6is*ÿ.either
6+S.1ÿVpulled
5--.Qÿ)15uÿHfeet
..+ÿtoward
+7W21Qÿyou U75ÿ7or1ÿVpushed
5*S.Qÿ)15uÿHfeet
..+ÿ2away
W2UÿHfrom
174ÿUyou, 75LÿQdepending
.V.3Q63Tÿ7on3ÿthe
+S.ÿDchoice
S76D.ÿUyou
75ÿ42
madeQ.ÿfor
H71ÿthe
+S.ÿ*spell.
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rIn3ÿ2addition,
QQ6+673Lÿ5unsecured
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within +S.ÿDcone
73.ÿ2are1.ÿ-likewise
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5*S.Qÿ)15uÿHfeet...+X
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When .3ÿyou
U75ÿcast
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+S6*ÿ*spell
V.--ÿ5using
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V.--ÿ*slot
-7+ÿ7ofHÿv4th+Sÿ-level
./.-ÿ7or1ÿShigher,
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+S.ÿQdamage
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3D1.2*.*ÿabyUÿ1)d6QFÿ2and
3Qÿthe
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6increases
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-7+ÿ-level
./.-ÿ2above
a7/.ÿo3rd.1QX
w2/.375*ÿK7
Ravenous 6Q
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+S,-./.-ÿ.evocation
/7D2+673
89 :;<=>ÿTime:
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D+673
E9 =>BCÿ)1,000
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..+
8I AJI=B=;:CÿV,KLÿMS,Lÿyÿ
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*small,
42--Lÿnine-pointed
363.,V763+.Qÿ*star +21ÿ42
made Q.ÿ7ofHÿ6iron)
173q
NO P9;<I=Cÿ[7
Duration: 3D.3+12+673Lÿ5upVÿto+7ÿ)1ÿ46
Concentration, 35+.
minute

sYou
75ÿDcreate
1.2+.ÿ2aÿ]20-foot-radius
G,H77+,12Q65*ÿ*sphere
VS.1.ÿ7ofHÿQdestructive
.*+15D+6/.ÿTgravitational
12/6+2+6732-ÿHforce71D.ÿDcentered
.3+.1.Qÿ7on3ÿ2aÿVpoint
763+ÿyou
U75ÿcan
D23ÿsee
*..ÿW6 +S63ÿ1range.
within 23T.XÿzFor71ÿthe
+S.ÿ*spell's
V.--c*ÿQduration,
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VS.1.ÿ2and
3Q
2any
3Uÿ*space
V2D.ÿW6 +S63ÿ)100
within GGÿHfeet
..+ÿ7ofHÿ6it+ÿ2are1.ÿdifficult
Q6{D5-+ÿterrain,
+.11263Lÿ2and3Qÿnonmagical
37342T6D2-ÿ7objects ab.D+*ÿfully
H5--Uÿ6inside
3*6Q.ÿthe
+S.ÿ*sphere
VS.1.ÿ2are1.ÿQdestroyed
.*+17U.Qÿ6ifHÿthey+S.Uÿ2aren't
1.3c+ÿabeing
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worn 2116.QX
mS
When.3ÿ+the
S.ÿ*sphere
VS.1.ÿ2appears
VV.21*ÿ2and 3Qÿ2at+ÿthe +S.ÿ*start
+21+ÿ7ofHÿ.each
2DSÿof7HÿUyour
751ÿturns
+513*ÿ5until
3+6-ÿthe
+S.ÿ*spell
V.--ÿ.ends,
3Q*Lÿ5unsecured
3*.D51.Qÿ7objects
ab.D+*ÿW6wit+Shin63ÿ)100
GGÿHfeet
..+ÿ7ofHÿ+the
S.ÿ*sphere
VS.1.ÿ2are1.ÿVpulled
5--.Qÿtoward
+7W21Qÿthe
+S.
*sphere's
VS.1.c*ÿDcenter,
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3Q63Tÿ6in3ÿ2an3ÿ5unoccupied
37DD5V6.Qÿ*space V2D.ÿ2as*ÿDclose
-7*.ÿto+7ÿ+the
S.ÿDcenter
.3+.1ÿ2as*ÿVpossible.
7**6a-.X
A creature that starts its turn within 100 feet of the sphere must succeed .Qÿ7on3ÿ2aÿMStrength
+1.3T+Sÿ*saving
2/63Tÿthrow
+S17Wÿ7or1ÿabe.ÿVpulled
5--.Qÿ*straight
+126TS+ÿtoward
+7W21Qÿ+the S.ÿ*sphere's
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5d10 force damage and is restrained unti l it is no longer in the sphere. If the sphere is in the air, the restrained creature hovers inside the sphere. A
creature can use its action to make a Strength check against your spell save DC, ending this restrained condition on it self or another creature in the

sphere that it can reach. A creature reduced to O hit points by this spell is annihilated, along with any nonmagical items it is wearing or carrying.

Reality Break

8th-level conjuration

Casting Time: 1 action

Range: 60 feet

Components: V. S, M (a crysta l prism)

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REALITY BREAK

Sapping Sting

Necromancy can trip

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Instantaneous

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of the distance between them. When damage 4@48<ÿ6isXÿ̀< 4]:ÿ:to?ÿ?one
dealt 7<ÿ?ofOÿthem,
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ends on one creature, it ends on both.

Time Ravage

9th-level necromancy

Casting Time: 1 action


Range: 90 feet

Components: V, S, M (an hourglass fi lled with diamond dust worth at least 5,000 gp, which the spell consumes)

Duration: Instantaneous

You target a creature you can see within range, putting its physical form through the devastation of rapid aging. The target must make a Constitution
saving throw, taking 10dl 2 necrotic damage on a failed save, or half as much damage on a successful one. If the save fails, the target also ages to the
point whe re it has only 30 days left before it dies of old age. In this aged state, the ta rget has disadvantage on attack rolls, abi lity checks, and saving
ÿL4HÿK@G\LAF
throws, and its walking speed is halved. Only the wish spell or the greater restoration cast with a 9th-level spell slot can end these effects and restore the B3
target to its ÿOprevious
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gELH4OCP\34
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oD AF3CAÿ>@
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LGG@LAHÿKL 4BÿBhistories
with LH4CEL3Hÿ@and AJÿMC 4LY@4LCAHÿFgrounded
motivations ECDAJ3JÿLinAÿthe 4B3ÿJdangerous
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gL GJ3M 4Z
Wildemount.

x6yU* Status
Social 9S:ÿ)-z*
Relationships

d20 Background Clovis Concord Dwendalian Empire Greying Wlldlands Kryn Dynasty

Acolyte 1 ally 1 ally (legal faith) or 1 riva l (Il legal faith) 1 rival 1 ally
d20 ,-./01234)
Background Clovis Concord Dwendalian Empire Greying Wildlands D1B4ÿDynasty
Kryn ;B4-9EB

2 GHIJKLMÿOPQR
Acolyte (Luxonborn) 1 rival X1ÿ[allyJJK
3 ]^ [UJ[L[S
Charlatan 1 ally 1 rival 1 ally X1ÿriva
UYZ[Jl
4 ]U ỲYS[J
Criminal 1 riva l 1 rival X1ÿ[allyJJK X1ÿriva
UYZ[Jl
a5 ]U ỲYS[JÿO(Myriad
Criminal bKUY[cÿIoperative)
dMU[LYZMV X1ÿriva
UYZ[Jl X1ÿally
[JJK X1ÿUrival
YZ[J W
e6 fEntertainer
SLMUL[YSMU X1ÿally
[JJK X1ÿally
[JJK X1ÿUrival
YZ[J X1ÿ[allyJJK
g7 hFolk
IJiÿjM UI
Hero X1ÿally
[JJK X1ÿrival
UYZ[J X1ÿUrival
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k8 lU YSSMU
Grinner X1ÿally
[JJK X1ÿrival
UYZ[J W W
9m lQ YJcÿGU
Guild LYn[S
Artisan X1ÿriva
UYZ[Jl X1ÿally
[JJK W X1ÿ[allyJJK
X10o jM U`YL
Hermit W X1ÿrival
UYZ[J X1ÿ[allyJJK X1ÿ[allyJJK
X11X pI TJM
Noble X1ÿally
[JJK X1ÿally
[JJKÿ[and
ScÿX1ÿUrival
YZ[J X1ÿUrival
YZ[J X1ÿ[allyJJKÿ[and
ScÿX1ÿriUYZval[J
X12F qQ LJ[ScMU
Outlander W W X1ÿ[allyJJK W
X13\ r[sM
Sage X1ÿriva
UYZ[Jl X1ÿrival
UYZ[J W X1ÿ[allyJJK
X14_ r[sMÿO(Coba
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YZ[J X1ÿ[allyJJK X1ÿriva
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X15a r[YJIU
Sailor X1ÿally
[JJKÿ[andScÿX1ÿrival
UYZ[J W X1ÿUrival
YZ[J X1ÿ[allyJJK
X16e r[YJIUÿO(Reve
Sailor tMZMJlryUKÿpirate)
dYU[LMV X1ÿally
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X17g rIJcYMU
Soldier Xÿ[allyJJK
1 X1ÿally
[JJKÿ[and
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UYZ[Jl
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Urchin X1ÿ[allyJJK X1ÿrival
UYZ[J X1ÿUrival
YZ[J X1ÿriva
UYZ[Jl
F20o wI JnLUrucker
Volst QHiMUÿAgent
GsMSL W X1ÿally
[JJK W X1ÿriva
UYZ[Jl

x[HinLIUK
Backstory

Gÿ
AH ^[U[HLMUynÿnstory
character's LIUKÿTbegins
MsYSnÿzY
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where L^MKÿwere
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|ITÿthey
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cZMSLQUMU{ÿtheir
L^MYUÿnsocial
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nsettlement
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[`YJKÿUrelationships.
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west M[nL{ÿLthese^MnMÿUregions
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ISLYSMSLWL ^Mÿ}foIUrgotten
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[ScnÿofI}ÿfEiselcross-are
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L^Ynÿnsection.
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tI
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MLMU`YSMÿz^which YH^ÿUregion
MsYISÿyou
KIQÿzM wereUMÿTborn
IUSÿYin.S~ÿ‚If}ÿKyou
IQÿwere
zMUMÿTborn
IUSÿYinSÿIone
SMÿUreg
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SIL^MU{ÿUrollIJJÿLtwice
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IQUÿdplace
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MsYISÿKyouIQÿMeventua
ZMSLQ[JllyJKÿnsettled
MLLJMcÿYin.S~
2?
Homelands

dlOO Region (Government)

01 - 21 MZMJUKÿdYU[LMnV
Menagerie Coast {choose either the Clovis Concord or Revelry pirates)

FF‡_o
22- 40 b[UUIzÿw[
Marrow JJMKÿYinSÿ€M
Valley nLMUSÿ€K
Western S[ScYUÿO{Owendalian
Wynandir ˆzMSc[JY[SÿEmpire)
f`dYUMV
d100 Region (Government)

41-72 Zemni Fields in Western Wynandir (Dwendallan Empire)

73- 77 Greying Wildlands (choose either the Tribes of Shadycreek Run or Uthodurn)

78-00 Xhorhas in Eastern Wynandir (choose either the Kryn Dynasty or Xarzith Kitril) T

hi jk
Background
mInCÿNaddition
HHDKDZCÿKtoZÿWgranting
LNCKDCWÿMyou
ZaÿDitems,
KABInÿWgold,
ZGHnÿNand
CHÿproficiencies,
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worl rZaÿcan
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Backgrounds
Ktable
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ZaLÿcharacter's
XYNLNXKALtIÿ\background,
NX_WLZaCHnÿorZLÿMyou Zaÿcan
XNCÿchoose
XYZZIAÿZone
CAÿthat
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ZaLÿcharacter
XYNLNXKALÿXconcept.
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[YDIÿtable
KN\GAÿDincludes
CXGaHAIÿCnew AQÿ\backgrounds
NX_WLZaCHI
Nand
CHÿNadapted
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llG
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KYDIÿXchapter.
YNSKALq
hijk/71l2*x
Backgrounds

*d20
y, hijk/71l2*
Background -.z.7.2j.
Reference

< {XZGMKA
Acolyte uv
PH

?2 {XZGMKAÿO(Luxonborn)
Acolyte |a}ZC\ZLCT REGW
VJ
U3 ~Y NLGNKNC
Charlatan uv
PH

;4 ~L DBDCNG
Criminal uv
PH

5 ~L DBDCNGÿO(Myriad
Criminal €MLDNHÿZoperative)
SALNKDpAT REGW
VJ
6 REntertainer
CKALKNDCAL uv
PH

>7 FFolk
ZG_ÿvA LZ
Hero uv
PH

c8 VL DCCAL
Grinner REGW
VJ
‚9 Va
GuildDGHÿ{LKDINC
Artisan uv
PH

<10d vA LBDK
Hermit uv
PH

<11< wZ
Noble\GA uv
PH

<12? ƒa KGNCHAL
Outlander uv
PH

<13U ^Sage
NWA uv
PH

<14; ^Sage
NWAÿO(Cobalt
~Z\NGKÿScholar)
^XYZGNLT REGW
VJ
<15 ^Sailor
NDGZL uv
PH

<16 ^Sailor
NDGZLÿO(Revelry
`ApAGLMÿSpirate)
DLNKAT REGW
VJ
<17> ^Soldier
ZGHDAL uv
PH

18 ^SpySMÿO(Augen
{aWACÿ[Trust)
LaIKT REGW
VJ
19 bL XYDC
Urchin uv
PH

20 „ZGIKLaX_ALÿ{W
Volstrucker ACK
Agent REGW
VJ

Social St atus
Your background determines your place in the world. Within the strict hierarchy of the Dwendalian Empire, a family with a poor social status is worth less
than the soil they till, while a family of great renown enjoys all the privileges of high society. Most folk to il in the same profession from the day they're old ÿ7>6ÿ50;ÿ7>6;I-6ÿ+=5
enough to work until the day they die, and few families ever rise to glory from obscurity. That's just the way of things.

You, however, are an adventurer. Though your social status is determined by your background and your country of origin, you have the power to rebel 6ÿ<+?6-ÿ7+ÿ-6/6=
0against
3094:7ÿthe 7>6ÿ>hierarchies
96-0-1>96:ÿ+ofBÿyour ;+,-ÿ=land045ÿ0and45ÿ1change
>0436ÿyour
;+,-ÿBfate
076@.ÿ*Your
+,-ÿ/background
0123-+,45ÿdoesn't
5+6:4I7ÿ1change,
>0436Eÿ4nor+-ÿ5do+ÿthe
7>6ÿ<proficiencies
-+K1964196:ÿ0and 45ÿ+other
7>6-ÿ/benefits
646K7:ÿyou ;+,ÿ3gain
094ÿ/because
610,:6
+ofBÿ9it.7@ÿL,
But the social status associated with your background might shift over the course of your backstory-and over the course of your adventures.@
7ÿ7>6ÿ : +190 = ÿ: 7 07 , :ÿ
0 : : + 1 90 7
6 5 ÿ
?9 7> ÿ;+, -ÿ/0123 -
+ , 4 5ÿ893 >7ÿ
: >9 B7 ÿ+G6 -ÿ
7>6 ÿ1+ ,-: 6 ÿ
+ Bÿ; + ,-ÿ/ 0 12 : 7
+ -; M0 45 ÿ+ G 6 -ÿ7 > 6ÿ1 + , - : 6 ÿ+Bÿ; + , -ÿ0 5 G
6 47, -
6 :
DEach
01>ÿ4nation 079+4ÿ9in4ÿA9 =568+,47ÿviews
Wildemount G96?:ÿ<people's
6+<=6I:ÿ/backgrounds
0123-+,45:ÿ0according
11+-5943ÿ7to+ÿ9its7:ÿcultural
1,=7,-0=ÿGvalues.
0=,6:@ÿL0 :65ÿ+on4ÿ;your
Based +,-ÿcharacter's
1>0-0176-I:ÿ/background,
0123-+,45Eÿ7think >942ÿ0about
/+,7ÿyour
;+,-ÿ:social
+190=
:status
707,:ÿ?9 7>94ÿthe
within 7>6ÿ1context
+476N7ÿ+ofBÿthe 7>6ÿ5details
6709=:ÿ+ofBÿ;your
+,-ÿ>homeland
+86=045ÿ<presented
-6:64765ÿ/below.
6=+?@ÿThen
J>64ÿ,use :6ÿthe
7>6ÿOSocial
+190=ÿOStatus

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