Professional Documents
Culture Documents
TRAVIS LEGGE, MEGAN MACKIE, ASHLEY MAY, KATRIEL PAIGE, ROMAN TREVISANUT,
STEFFIE DE VAAN, VERA VARTANIAN, ASHLEY WARREN
CREDITS
Developer: Steffie de Vaan
Writers: Elizabeth Chaipraditkul, Matthew Dawkins,
Jacqueline Penny Hart, Travis Legge, Megan Mackie,
Ashley May, Katriel Paige, Roman Trevisanut, Steffie de
Vaan, Vera Vartanian, Ashley Warren
Editor: Brian Johnson
Art: Alex Sheikman, Nate Pride, Tilen Javornik, Doug
Stambaugh, Gong Studios, Gunhip Revolution Studios,
Guy Davis
Art Direction and Design: Mike Chaney
Creative Director: Richard Thomas
© 2021 Onyx Path Publishing. All rights reserved. Reference to other copyrighted
material in no way constitutes a challenge to the respective copyright holders of
that material.
The Legendlore property and all related concepts are copyright 2021 by Caliber
Comics.
Open game content may only be used under and in the terms of the Open Game
License. Onyx Path, LLC are not affiliated with Wizards of the Coast™. Onyx Path,
LLC makes no claim to or challenge to any trademarks held by Wizards of the Coast™.
This printing of Legendlore is done under Version 1.0a of the Open Gaming License, and the System Reference Doc-
ument, by permission from Wizards of the Coast, Inc.
Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with
Section 1(e) of the Open Game License, version 1.0: Legendlore, all proper nouns, capitalized terms, italicized terms,
artwork, maps, symbols, depictions, and illustrations, except such elements that already appear in the System Reference
Document or have been released as Open Content.
Designation of Open Content: The Open Content in this issue includes the system text of all new classes, new peo-
ples, new monsters, new magic items, and new spells. All other material is Product Identity, especially place names,
character names, locations, story elements, and fiction. No other portion of this work may be reproduced in any form
without permission.
Some of the portions of this book which are delineated OGC originate from the System Reference Document and are
copyright © 2000 Wizards of the Coast, Inc. The remainder of these OGC portions of this book are hereby added to
Open Game Content and, if so used, should bear the COPYRIGHT NOTICE “Legendlore Core Rulebook,” copyright ©
2021 Onyx Path, LLC, all rights reserved.
Visit www.theonyxpath.com
2 – LEGENDLORE –
Introduction 11 Call of Community 33
Cautious 34
Chapter One: Compel 34
Legend, Backgrounds & Feats 15 Confident 34
Crossing 15 Conjunctive Attunement 34
The Many Possibilities of You 16 Contortionist 35
One You, Many Stories 17 Cutting Blow 35
Endings 17 Desperate Rites 35
Legacies 18 Diehard 35
Legends 18 Exposure 35
Choosing Your Legend 18 Expression Blank 35
Avatar of Peace 19 Flames of the Heart 35
Bane of Ardonia 19 Fleet of Foot 35
Caln of Stone 20 Gambler 35
Regent of Dragons 21 Great Fortitude 36
Suzerain of Blossoms 21 Halo Effect 36
Hear the Cries 36
Backgrounds and Feats 22
Hearthfinder 36
Visitor Backgrounds 22
Hearty Constitution 36
Academic Education 22
Hustler 36
Activist 22
Improved Initiative 36
Artist 22
Incredible Might 36
Born into Wealth 23
Iron Mind 36
Entertainer 23
Lightning Reflexes 36
Faithful 24
March of Will 37
Farmer 24
Mnemonic Mastery 37
High School Student 24
Mystical Multitask 37
Historian 25
Nature’s Favor 37
Medical Professional 25
Observant Heart 37
Occultist 26
Opportunist 38
Roleplaying Aficionado 26
Practiced Drinker 38
Rural Upbringing 27
Pure Mind 38
Scientist 27
Quicksilver Wit 38
Self-Educated 27
Rainbow Aura 38
Urban 28
Reasoned 38
Writer 28
Skill Focus 38
Working Poor 29
Skilled 38
Realmborn Backgrounds 29
Source Awareness 38
Ardonian 29
Source Tap 39
Brachmon 29
Speed Burst 39
Bryzine 30
Spellscholar 39
Carahill 30
Spellslinger 39
Drohm 30
Steadfast Companion 39
Enchanted Forest 31
Summoner’s Strength 39
Grey Hills 31
Sympathetic Sorcery 39
Isle of Fantasia 32
Thrown Weapons Master 39
O’koth 32
Olardell 32 Chapter Two: People of East Azoth 41
Feats 33
Bryzine Trolls 42
Adaptable 33
Aim 33 Dwarf 44
Bare-knuckled Brawler 33 Elves 46
Bargain Finder 33
Battlefield Glance 33 Hairfoot 48
Brutal Hit 33 Human 50
Broken Sword Initiate 33
– Table of Contents – 3
Orc 52 Monk 74
Fist of Othaaris 74
Pixies 54
Light of Othaaris 74
Chapter Three: Classes 57 Divine Fury 74
Inner Flame 75
Alchemist 58
Radiant Warrior 75
Class Features 58
Way of the Broken Sword 75
Gunslinger 62 Stalwart Protector 75
Skilled Warriors 62 Shatter the Sword 75
Self-Reliant Craftspeople 62
Paladin 76
Class Features 62
Oath of Fealty 76
Gunslinger Specialties 64
Guardians of the People 76
Barbarian 66 Swords of the Nation 76
Ocean Raider 66
Rogue 78
Seafaring Soul 66
Hidden Shadow 78
Undertow Sweep 66
Students of Endless Combat 78
Blood of the North 66
Masters ofthe Silent Death 78
Swirling Strike 66
Woad Painted 66 Sorcerer 80
Ritual Skin Painting 67 Sourceborn 80
Resilient Paint 67 Direct Connection 80
Frightful Symbols 67 Rare and Powerful 80
Protective Markings 67 Warlock 82
Bard 68 Demon of theShadow Lands 82
Bakhurun 68 Expanded Spell List 82
Keys to Ancient Power 68 Fickle Fortune 83
Artisans of Mystic Might 68 Taking One’s Time 83
Cloak of Chaos 83
Cleric 69
Demonic Audience 83
Eye of Othaaris 69
Your Pact Boon 83
Sense Mehella 69
The Last Unicorn 83
Holy Shield 69
Expanded Spell List 83
Channel Divinity: Gaze of Othaaris 69
Shield of the Wild 84
Divine Protection 70
Land’s Stride 84
Searing Mehella 70
Boon of Old Magic 84
Divine Mehella 70
Call to the Last 84
Druid 71 Your Pact Boon 84
Druid of Fantasia 71
Wizard 85
Touch of the Wilds 71
Arcane Artificer 85
Mark of Beasts 71
Affinity 85
Invasive Growth 71
Object’s Talent 85
Expansive Magic 71
Knowledge Objectum 87
Fighter 72
Chapter Four: Magic, Spells and Rituals 89
O’koth Ranger 72
Field Training 72 Menthruac 89
Precision Strike 72 Focus Items 90
Covered Track 72 Components 90
Lightning Reflexes 73 Spells 91
Instant Counter 73 Planar Magic 92
White Unicorn 73 Banned Spells 92
Battle Skirmisher 73 Altered Spells 92
Unwavering Dedication 73 Blink 92
Intervention 73 Conjure Animals 92
Fatal Striking 73 Conjure Woodland Beings 92
Unicorn Charge 73 Etherealness 94
4 – LEGENDLORE –
Secret Chest 95 The Orc War 116
New Spells 95 The Attack on Ardonous 116
New Spell Descriptions 95 The Plague War 116
Absorb Mana 95 The End of War 117
Alibi 95 The Geographyof East Azoth 117
Arcane Parry 95 The Seas of Azoth 119
Battlecry 97 Climate in East Azoth 119
Blood Trail 97 Culture 119
Body of Sand 98 Languages 120
Chains of Binding 98 Strange Things 120
Circle of Sounds 98
Chapter Six :
Cloak of Silence 98
Nations and Dangerous Places 123
Compost 98
Dark Flame 98 Ardonia 123
Enrage 99 Principals of Ardonia 123
Entrance Animal 99 The White Unicorns 124
Exile from Nature 99 Notable Cities 124
Eyeburst 99 Bloody Hills 126
Healing Interdiction 99 Welcome Village 127
Imbue Weapon 100 Marks of History 127
Magic Vestment 100 Brachmon 128
Rallying Respite 100 Ashmedai 128
Shield Ally 100 Cha’Tak 128
Shield the Gathering 100 Epicurus 129
Source Interference 100 Iodhan 129
Source Sink 101 Kamalak 129
Tenacity 101 Khur-Um 129
Violent Scream 101 Ormuzd 130
Wall of Mana 102 Popol-Vah 130
Eldritch Invocations 102 Seth 130
Breach the Impermeable 102 Tigonn 130
Coerce Confession 102 Val-Hur 131
Curse of Dead Blood 102 Zo-Hur 131
Familiar Steed 102 Bryzine 131
Seven League Step 102 Notable Locations in Bryzine 132
Azothian Rituals 102 Carahill 132
Learning an Azothian Ritual 103 Principals of Carahill 132
Casting a True Ritual 103 Notable Cities 133
True Ritual Descriptions 105 Drohm 135
Army of Darkness 105 House Spirits of Drohm 136
Banishment 105 A Guise of Propriety 136
Bind Planar Entity 105 Principals of Drohm 136
Coronation 106 Places to Visit 138
Open Crossing 107 The Enchanted Forest 139
Prison of the Ages 107 Principals of the Enchanted Forest 140
Reclamation of the Pool 108 Places to Visit in the Enchanted Forest 141
Summon Celestial Avatar 108 Grey Hills 141
Summon Demon 109 Principals of the Grey Hills 142
Summon Shinde Imas 109 Places to Visit 142
Twist the Flesh and Soul 110 Isle of Fantasia 143
Unleash Plague 110 Principals of the Isle of Fantasia 144
Notable Places 145
Chapter Five: The Realm 115 O’koth 145
The First Humans 115 Principals of O’koth 145
The Return of Magic and the Elf War 115 Notable Locales 146
The Forever War 116 Olardell 148
– Table of Contents – 5
Principals of Olardell 148 Shadow Blade 168
Notable Districts 150 Humans 169
Epician sea raider 169
Dangerous Places 151
Ranger of O’koth 170
The Black Mountains 151
Roadside bandit 170
The Disc of Mylnon 151
Vile cultist 170
Na Laetha Gael 151
Minotaurs 171
Orc Caverns 151
People of the Plains 171
Proud One’s Cave 151
Minotaur slaver 171
Delora’s House 152
Ogres 172
Children of the Highland 152
Great Ogre 173
Mine Trolls’ Hall 152
Orcs 173
Pristine Fountain of Fortune 152
Ambassador 174
Lost Library of Hanlin Yuan 152
Raid Master 174
Bandit Camp 152
Pixies 175
Black Mountain’s Peak 152
Prankster 175
Anomalin’s Library 152
Swarm of Pixies 175
Isle of Ardonous 153
Trolls 176
The Black Plague 153
Troll 176
Denizens of Ardonous 153
Notable Locations 154 Creatures 177
Kingdom of Thorin 154 Bat People 177
History 154 Demons 178
The Land of Thorin 155 Dragons 181
Night Land 156 Drakes 183
The Sanguine Marches 156 Gol-thim 183
The Well of Night 156 Griffons 184
Amaranth Hall 156 Night Creatures 185
Orc Lands 156 Rocs 186
The Boarelli 157 Sacred Beasts of the Seasons 187
Lost Places 157 Serpents 191
The Library of Alexandria 157 Shrieker Mushrooms 191
The Mansa’s Sea 158 Skeletons 192
Shambala 159 Spawn 193
The Skies Above 160 Werewolves 195
Statue of Zeus at Olympia 160 Wyrms 196
Thule 160 Zombies 197
A Legion Forgotten 161
Chapter Eight: Magic Items
Chapter Seven: and Strange Things 201
Allies, Adversaries, and Creatures 163 Amulet of the Sky Captain 201
Dwarves 163 Amulet of Weakness 201
Dwarven Bear Rider 163 Ardonian Air Ship 201
Elves 164 Armor of the Golden Warrior 202
Elven Bard 164 Beacon of the Undead 202
Grey Hills Giants 164 Book of Mena-Ran 202
Stone Giant Marauder 165 Book of S’ai Horthus 203
Stone Titan 165 Book of Wyrth 203
Goblins 165 Brachmon Travel Bag 203
Cave Goblin 166 Can of Refined Acid 203
Forest Goblin 166 Chest of Azoth 204
Skull Breaker 167 Cloak of Necromantic Aura 204
Hairfeet 167 Collapsible Boat 204
Tracker 167 Necklace of Truth 204
Cutpurse 168 Delayed Spell Box 205
Hobgoblins 168 Daemon Storm 205
6 – LEGENDLORE –
Daydream Orb 205 Crisis 217
Energetic Lamp 205 Climax 217
Ensorcelled Typewriter 205 Denouement 217
Flask of Unexpected Fortitude 206 End 217
Food Wave Machine 206 Running the Game 217
Gauntlets of Precision 206 The Rule of Cool 218
Glyph of Stealth 206 Laying Down the Law 218
Goggles of True Sight 207 Off the Rails 218
Granite Armor 207 Dealing with Death 219
Hydraulic Exoskeleton 207 Getting Home 220
Iron Mustang 207 Good and Evil, Law and Chaos 221
Key of Infinite Locks 207
Starting Adventure:
Lightning Concentrator 208
Voices from Afar 221
Mechanical Limb 208
Background 222
Mighty Bow 208
Overview 222
Mirror of Echoes 208
Chapter 1 222
Orb of Death 208
Chapter 2 222
Orb of Turning 209
Chapter 3 222
Phantomsong 209
Adventure Hook 222
Plague Ward 210
Chapter 1 — Strange New World 223
Ring of Safe Passage 210
Stampede! 223
Rod of the Heavens 210
A. The Enchanted Forest: Faerie Lights 224
Scope of Far Sight 210
B: The Great Field of A’zoth: Where the Ghosts Roam 225
Shard of Abraxas 210
C. Drohm: Bet on It 226
Sigils of the Gatekeeper 211
D. Brachmon: Wrong End of a Sword 227
Sling of Voltage 211
Chapter 2 — Where Worlds Collide 228
Sonic Cannon 212
Chapter 3 — A World Apart 230
Sword of Drohm 212
Conclusion 233
Sword of Golzim-Ra 212
Continuing Adventures in Azoth 234
Vampiric Rod 212
Pregenerated Characters 234
Ward of Sanctification 212
Cleric of Othaaris, Level 1 235
Watch of Precision 213
Cleric of Othaaris, Level 3 236
Were-Hide Cloak 213
O’koth Ranger, Level 1 237
Woodland Bow 213
O’koth Ranger, Level 3 238
Yu’lldian Blade 213
Grey Hills Barbarian, Level 1 239
Chapter Nine: Grey Hills Barbarian, Level 3 240
Running the Game 215 Fantasian Druid, Level 1 241
Fantasian Druid, Level 3 242
Session Zero 215
Warlock of the Last Unicorn, Level 1 243
Building Your Story 216
Warlock of the Last Unicorn, Level 3 244
Exposition 216
Drohm Rogue, Level 1 245
Inciting Incident 216
Drohm Rogue, Level 3 246
Rising Action 217
– Table of Contents – 7
“Are you ready for the greatest game of all time?” Con- Riku laughed. “Then this should be easy for you. Feel
nor couldn’t suppress his smile as he led the small group free to ask any questions you have.”
toward the farthest door in the campus library basement. “I have a question: can we exchange experience points
“Yeah, but where are we going?” Nichelle asked, her for grade improvements on the final?” Cardinal asked, as
arms aching from lugging her brother’s books the quarter ze moved past to deposit the grocery bags onto a second,
mile from the student parking lot, across the campus smaller table set up as their unofficial snack buffet.
green, down the three flights of stairs in the library, and “Still no — same as last week,” Riku returned to his
at last through the maze of book stacks to this singularly seat behind his game master’s screen.
unremarkable door.
“I still maintain an elective shouldn’t be held to the
“Isn’t this part of the library haunted?” Cardinal asked, same standards as required classes,” Cardinal waved
carrying zir own burden of snacks and drinks while zir multi-colored painted nails dismissively.
following zir friends.
“This coming from the strictest rules lawyer I’ve known
“What is ze talking about?” Nichelle asked, alarmed. in the past ten years,” countered Riku smoothly.
“Connor, what is Cardinal talking about?”
“Oh, and Nichelle, this is Terra,” Connor said, gesturing
The well-dressed young man rolled his eyes. “It’s just over the fifth member of the group patiently waiting on
an old rumor. Something they like to tell the freshmen the other side of the table. “She’s an engineering student.”
on orientation week.” Pulling the door open, the trio was
greeted by enthusiastic hails from the other two people Terra jumped down from her chair, her eyes just visible
already waiting inside. above the table as the little person came around Riku’s
chair with her hand outstretched.
“Professor, this is Nichelle, and Nichelle this is my
professor of medieval history, Riku Kobayashi,” Connor “Nice to meet ya,” Terra declared. “So what’s the story
introduced, as he set his stack of books on the small, between you two?” she asked Connor. “Did Kevin break
worn-out conference table. your heart for good this time?”
“Riku or Rickie when I’m the game master,” the pro- “She’s my sister,” Connor said with an edge, before
fessor said, the crinkle at the corner of his eye the only sliding his character sheet and notes out of a folder.
telltale sign of age on his handsome face. The Japanese “Sister?” Terra asked, now looking Nichelle up and
professor stood up to offer his hand to Nichelle, who down before glancing over at lily-white Connor.
blushed as she set down her own burden to shake it. “His mother married my father,” Nichelle explained.
“Thank you for inviting me,” Nichelle returned, sitting “We’re step-sibs.”
down at the table and pulling her black curls back into “Do you know what kind of character you’d like to
a bun. play?” Connor interrupted them, pulling out his player’s
“Always great to have a new player. I’ve been running guide book, ready to flip to the relevant pages.
this game for awhile now. It’s nice to get someone from “Oh, and Terra, did you bring your new character for
the outside.” me to check over?” Riku asked, still setting up a dice
“So it’s all right that I’ve never role-played before. I tower and miniatures behind his game master’s screen.
mean, I have played roles, but…” Nichelle stammered. “Yes, but I wanted to check one thing quick,” Terra
“She’s an actress,” Connor explained. said, returning to her own chair on the opposite side.
“Hey, Cardinal?”
Beyond the door was a nighttime forest bathed in “I have a paper to finish!”
moonlight. “Okay, everyone calm down,” Riku shouted over the
“What the…” Cardinal’s voice behind her was incred- frantic panic.
ulous, but Terra couldn’t tear her eyes away from the “Wow,” Terra breathed in awe. “Look!”
impossible scene. Fireflies were dancing about in the “What do you mean look? It’s pitch black!” Nichelle
warm summer air, where the chill winter frost outside squealed, her voice tight with panic.
the library should be.
“Two moons,” Terra replied.
“That…that can’t be real,” Nichelle said, rising from
The group looked up through the towering black trees to
her seat.
the expanse of stars, now dimming as a smaller, brighter
They all stared silently, unsure of what to do or moon rose to join the larger one in the sky.
say as the sounds of crickets and cicadas strung over
“We’re on another planet,” Nichelle breathed. She
a general humming chorus of night life filtering in
turned to look at each of the faces beside her, now much
through the door.
more visible in the new moonlight.
– Introduction – 11
The four students and their professor stood blinking “Nichelle? Cardinal? Anything?” Riku asked.
in amazement at the world before them. Both looked down at themselves but shook their heads.
“We walked through the door into a new world!” “No. Still feel like me,” Cardinal said.
Nichelle began, when a yelp from Terra interrupted.
An arrow shot out of the forest thicket, straight at
“My shoes!” the shorter woman cried as she yanked at Nichelle’s head.
the laces. “They hurt. Help me me get them off!” Cardinal
Before anyone could react to it, she whipped around
seized the heel of the shoe and pulled. Terra sighed as
to catch the arrow in midair. Staring at it with wide eyes,
the shoe came free, then stared. “What the hell happened
Nichelle’s hand holding the arrow began to shake.
to my foot!”
“Nichelle! Are you alright?” Her brother took a step
“Is that hair?” Cardinal asked, as ze continued to hold
forward, only to be cut off by another arrow burrowing
the shoe with both hands. “You look like a hobb-”
into the ground in front of him. At the same time a
“Don’t say it!” Terra cut them off. “Never say that to short woman burst through the trees, diving out of the
me!” Her face contorted with a pained expression while undergrowth.
Riku knelt down in front of her to get the other shoe off.
“Everyone get down!” she shouted as more arrows
“There! Does that feel better?” Riku asked, but Terra whistled after her. She turned in one smooth motion
didn’t respond right away. Looking up he saw both her and raised a large shield. Yet, even as several clunked
and Nichelle staring at him. against the metal, one of the missiles buried itself into
“What is it?” he asked, his voice edged with appre- her shoulder. The stranger screeched in pain but didn’t
hension. lower her only defense.
“Your ears...” Nichelle said. A raucous group of five creatures laughed and growled
Riku stiffened, before slowly raising his fingers to touch as they stepped forward. Two were armed with bow and
his ears. He withdrew them sharply only to touch them arrow, while the other two had jagged swords, leaving
again, grabbing the upper tips more firmly. the largest of them carrying what looked like a glaive
made from a small tree.
“They have points,” Riku reported. “My ears are
pointed...” “Nowhere to run, Moira!” the largest one cackled,
slapping the haft of his glaive into his empty hand.
“It’s not just that,” Nichelle said. Breaking all propriety,
she reached down and turned his face toward the light “You, lad,” the injured woman grabbed the back of Con-
from the second moon. “You look younger!” nor’s shirt to pull him up from where he had dived to the
ground. “You got muscle. You know how to use a sword?”
“That can’t be. It’s a trick of the moonlight,” Cardinal
said, only to join Nichelle in staring down at their profes- “What? No? Kind of?” Connor said frantically as he
sor. Using a painted thumbnail, ze rubbed gently at the regained his feet.
corner of Riku’s eye, where his crow’s feet had once been. “Well, you better decide that’s a yes. Take my sword,”
Riku pulled his head away. “Please stop probing me. Moira offered the hilt of her sword for him to take.
Anyone else had any changes?” Connor swallowed and raised the tip of steel level to
“Sort of,” Connor said. All eyes turned to him. his eyes. Drawing a steadying breath, he looked beyond
to the grinning creatures.
“What’s different about you?” Terra demanded, looking
him up and down. “You, elf,” Moira called, groaning as she forced her
arm to pull out a long dagger, only to drop it. The point
He shifted awkwardly before lifting up his arm into a
stuck into the ground, its handle directed toward Riku.
flexed position. The seams of his dress shirt creaked and
split, exposing slices of moon-pale skin. Moira turned to heft the shield with her good arm in
time to block a downward sweeping stroke from one
“Oh, man! That is beyond unfair!” Terra cried. “I get
of the creatures. The sword reverberated with a loud
monster feet and he just gets ripped?”
T
in all likelihood, your cell phone. Unfortunately,
he Realm touches many other planes, including Earth, the world-shifting energies involved in Crossing
and where it does, Crossings might appear. These are tend to short-circuit most technology. If the Game
pathways, naturally occurring or coaxed through magic, Master is so inclined, players may roll a d100 for
where people may move between Earth and the Realm. each piece equipment — modern technology has
Not every Crossing goes two ways, and people from a 15% survival rate, and anachronistic technology
Earth might find themselves inadvertently Crossed into 20%. The Game Master can also simply use
the Realm and then stuck there until they painstakingly their own discretion to name which pieces of
find a Crossing back home. technology did and did not survive, based on the
needs of their game. The Game Master can also
A Crossing can be anything. Storytellers from the Realm
use these items to give the characters a monetary
sing of strangers down on their luck, selling off their
head start in the Realm — a little searching can
possessions until they come across a bracelet from their always yield traders willing to purchase strange
childhood — in the time of their greatest need, that bracelet items from Earth, or exchange local currency for
became a Crossing so the stranger might enter the Realm Euros or Dollars.
and start their life anew. Tales from Grey Hills to as far
as the Erebus Sea tell of mirrors, or pools of water being
Crossings, other worlds lying just behind their surface
reflections. A Crossing can be a battered suitcase locked Another Crossing might only work for people over eighteen
in an attic and forgotten until just now, a hatbox, a crystal years of age. Another Crossing might have its condition
pendant necklace, a porcelain doll, a crayon drawing or hidden in plain sight, like a friendship bracelet that only
folded papercraft. A Crossing does not sit fully in either opens into the Realm in the presence of friends, or perhaps
Earth or the Realm, nor does it have a fixed value. The item when one friend decides to pass on the treasured gift to a
that acts as a Crossing can be worth five dollars or five new acquaintance. Some Crossings like to hide themselves,
hundred anything from a brightly colored bauble from a sitting in a forgotten corner of a cherished vacation spot,
vending machine, to a priceless family heirloom. only to appear when a group of friends travels there together.
This very book could be a Crossing. In the case of Alex, in the first issue of The Realm, the
treasure chest he finds on his late uncle’s property is a
Some Crossings have conditions to their use. A suitcase
Crossing capable of transporting him and his friends,
handed down from an adventuring uncle is a Crossing, but
though its specific activation mechanism remains unclear.
it only opens into the Realm when his nephew is present.
– Crossing – 15
It is, however, rare that an item is already known to be a
Crossing, as that would imply the person who knew of the
item not only discovered it was a Crossing, but used it to go
to another world, then successfully returned to Earth to tell
I KNOW THIS GAME
the tale. A hero returning from the Realm should keep the You, the player, might be an avid roleplayer.
importance of their Crossing under proverbial wraps, lest Your character can be too — roleplaying games
Earth governments travel to the Realm en masse for trade exist in Legendlore’s Earth — and this may
— or less innocuous motives. That’s if people even believe indeed give you a leg up as you should easily
them. Someone who is not discreet about their Realm adven- recognize the common threads from one fanta-
tures and the Crossing they used to travel between worlds sy game to another. In fact, the only thing that
could easily have family seek to disinherit them for telling does not exist in the version of Earth presented
lies or being prone to flights of fancy, have their own assets
in the Legendlore Roleplaying Game,
are the Legendlore comics. The reason for this
placed under conservatorship, or be forcefully committed to
is narrative — the Realm’s “now” is the same as
a hospital. Even if it does not go that far, rumors and gossip
when Alex, Dom, Sandra and Marjorie arrive,
about their “delusions” would easily spread. The returning
and we wouldn’t want your character to go in
hero might meet old friends who now turn away from them
with spoilers.
in the grocery store or on the street, afraid to be seen with
them. But suppose their friends and family believe them.
Now what? The hero can take them on their next Crossing,
may become a bard after the Crossing. Most modern tech-
and thus place their loved ones in mortal danger. They can
nology does not exist within the Realm, but a person who
refuse to take them, and see their envy grow with tales of
loves computer programming may find their calling as a
every new adventure. No, best to keep quiet.
bard or a wizard, speaking power and bending reality with
While you as a player have no fear of such things hap-
their words. Their personality does not change, but Crossing
pening to you, your character — your You in the game
offers new opportunities to bring their inside to the outside.
— might very well realize the danger of telling classmates,
Crossing also effects physical changes in your character
colleagues, or family about the Realm. Groups who want
to match You best. A girl assigned male at birth might find
to run an Earth-heavy campaign could also consider rivals
her body changed or remaining the same, depending on
following them into the Realm. If they do though, the rival
the player’s view of herself. If a player has glasses, and
should be wholly fictional — you can’t create simulacra of
their sense of self includes said glasses, the character
unconsenting people in your game.
retains them after Crossing — if not, they now have 20/20
Easing complications a little, time can pass differently in
vision. The same goes for hearing aids and other devices.
the Realm than on Earth depending on the group’s needs.
Crossing ensures that contacts, wheelchairs, joint braces,
A Realm-focused adventure may benefit from having very
pacemakers, and any other medical aids that might require
little time pass on Earth, while an adventure with more
power sources or precise and tiny electronics now run on
Earth intrigue, or an adventure that relies on a “getting back
a mysterious ancient magic so long as their bearer remains
home” plot may benefit from time passing at a similar rate
in the Realm. If someone has a chronic illness but wishes
in both worlds. Related to that, different times may Cross
to live a life without such constant pain, their self after the
from Earth to the same moment in the Realm — it’s wholly
Crossing simply does not have it. However, it is also possible
possible to encounter Allied forces from 1944 keen to get
for that same person to want to keep their chronic illness,
back home and fight some Nazis.
feeling that their life has been shaped and formed alongside
Possibilities of You via autism spectrum or trauma, to be verbal if they wish it,
just as it is entirely possible for these people to be nonverbal
in the Realm as well. Every Crossing accepts all without
C rossing brings out the You in you. That is to say, the judgment, and changes each to their most inner self.
fantasy version of you (or rather, the parts of yourself Likewise, You can be changed during the Crossing to take
you wish to share at the table) as a Legendlore character. a form more fierce, more elegant, hardier, or simply more
A woman taking martial arts classes to defend herself, sneaky, and transform from human into any of a number
and who possesses a strong sense of not wanting anyone to of other peoples not found on Earth. People of the Realm
control her ever again, sees those aspects of herself enhanced still distinguish these transformed individuals as Earthborn
after she crosses into the Realm. She may become a fighter, rather than Realmborn, despite them having the same
or she may show talent as a wizard due to her self-discipline physique as indigenous inhabitants — it takes only a short
and control. If a man puts on a show of being a gym rat, but conversation to realize the Earthborn elf doesn’t have the
secretly yearns to be in a band or loves to write poetry, he pre-existing connections and knowledge of Realm histo-
Y
carry Ardonia toward the skies using skillful manipulation
ou are not the first from Earth to travel to the Realm. of flame and air currents. Visitors may recognize these for
The Realm has had Visitors before, and each time what they are — scientific experiments harnessing prin-
these Visitors left something behind, whether it be science, ciples of alchemy and artifice instead of the Earth laws of
architecture, or even accidental technology. Some Visitors physics. Electricity becomes ambaric energy, or harnessed
became stranded and formed their own communities out aether. Scientists become alchemists and artificers. But to
of an immediate need for survival. These communities can many people within the Realm, the wonders of science are
still be found in the Realm, though they tend to be pockets still difficult to distinguish from the wonders of magic. If
of isolation and have their own customs and concerns. someone can produce a ball of flame on command, it matters
Sharp-eyed Visitors may recognize aspects of their own little to onlookers whether they do so through a controlled
world appearing in the Realm as inexplicable phenomena. reaction of the necessary chemical compounds, or a spell
In the depths of a forest, they may encounter a glider plane using more arcane components kept in a special pouch.
abandoned with vines anchoring it to the soil, its metal
rusting and markings faded under a strange sun its paint
was never meant to withstand. These phenomena are
Legends
C
considered Strange Things throughout the Realm. Another
Visitor may recognize the glider as a type of plane, even if
rossing doesn’t just change a Visitor; it attaches a
they do not recognize the exact make or precise time from Legend to them — threads of destiny and fate which
which it stems. A group of Earthborn may recognize the propel Visitors onward in their story. You can choose and
local word for the glider, borrowed from words they might design your Legend during character creation, meaning
recognize just as the words for “aeroplane” or “aluminum” you know what your character’s destiny is even if they
might sound similar between different languages on Earth. must still uncover it. Alternatively, you can wait until
Areas with previous contact with Visitors may have words you’re a few sessions in and you have a clear sense of
like these but see them misapplied. An airplane chassis may where you want to take your character. While you should
be identified with the word “aluminum.” A pack of military design a Legend at some point — it’ll contribute to your
rations may be called by words like “guard” or “emergency.” character’s story and give you a way to earn Legend
Not all places frequented by past Visitors are abandoned, Points — you’re under no obligation to do so immediately.
however. Living communities descended from stranded The Legend mechanic represents the character’s destiny,
Visitors grow and flourish, and some things Visitors brought such as Regent of Dragons or Avatar of Peace. Whenever a
are now considered part of the societies they connected character does something momentous like defeating Zarkon
themselves to. These can be as obvious as distinctive ar- (which grants Legend Points to all involved), or takes an action
chitectural styles brought over from times and places in that resonates with their own Legend such as refusing to let
Earth’s history. Styles of armor may also show influence their party members kill Zarkon because they’re the Avatar of
from different cultures from Earth, and an artisan within Peace, the player earns a Legend Point. Players can keep the
the Realm may know of several different styles and their point to themselves or place it in the communal Legend Pool.
relative strengths and weaknesses. Visitors may also Players can spend Legend Points, either from their own or
recognize the use of certain decorations and techniques, the communal pool, to gain advantage on an attack roll, saving
such as a specific flower pattern popular in Norway or the throw, or ability check. They can also spend it to introduce a
technique of making the paper room-partitions or thatched narrative element such as “The guard carries the keys to our
roofs traditional in Japanese architecture. There may be cell on his belt,” or add a friendly Game Master character to
gargoyle-like statuary from medieval Europe, or statues of the scene in the manner of Silverfawn, Diggorous, or Pilden
other fierce protectors with teeth bared that show inspira- from the Legendlore comics. A player who hasn’t chosen a
tion from India or China. Alchemists across the Realm are Legend yet can, so long as their character is part of this group
slowly discovering the facets of metalworking needed to of Visitors, still use Legend Points from the communal pool.
make intricate clockworks, and a rare few are tentatively Legend replaces the inspiration mechanic (not to be
perfecting the chemistry needed to make black powder, after confused with Bardic Inspiration).
Visitors brought knowledge of these innovations into the
Realm. It is even rumored that some Visitors came to the
Realm with their weapons, and in trying to find a way to
Choosing Your Legend
maintain them in their new lands inadvertently introduced The player works with the Game Master to design a
new martial disciplines. Legend for their character. Perhaps they’re trying to not
– Legends – 19
world. As a negative, you sometimes lose yourself in
your vision for Ardonia and forget that the Ardonians
need a little time to come around.
Proficiencies: Choose Two: Charisma (Intimida-
tion), Charisma (Persuasion), Intelligence (History),
Intelligence (Religion)
LEGENDARY REPUTATION
Ardonia’s neighbors in O’Koth, Carahill, and the
Enchanted Forest, as well as more open-minded
Ardonians, support your cause. Meanwhile Drohm,
which prefers Ardonia not interfere with its plans for
conquest, and more fearful Ardonians don’t like you.
LEGEND POINTS
Examples of when this Legend grants Legend Points:
• When you get an Ardonian to consider whether
a wall really protects them
Caln of Stone
“This far and no further.” Stone represents stability,
fortitude, and uncompromising will. This Legend’s pos-
itive features relate to construction and stability, whether
literally rebuilding a city’s structures or helping to “hold
the line” in a great battle. The negative features include
stagnation, isolation, and self-delusion. Great defenders
and spiritual leaders have been Calns of Stone: so too have
extremists, convinced what they do is right no matter what.
Proficiencies: Choose two: Charisma (Intimida-
tion), Strength (Athletics), tinker’s tools, mason’s tools
LEGENDARY REPUTATION
People from Ardonia, Drohm, and Grey Hills admire
your steadfastness, as they hold to the same determi-
nation and long-term vision. The people of Carahill,
the Enchanted Forest, Olardell and Brachmon take a
more ad hoc approach to life, and often find you too
set in your ways.
LEGEND POINTS
Examples of when this Legend grants Legend Points:
• Facing a great dilemma (internal or external)
and not compromising on your values
– Legends – 21
Backgrounds and Feats
H ere you’ll find backgrounds, for Visitors and Realmborn
alike, as well as feats to customize your character.
Activist
You always had a spark inside you, ready to kindle into
Visitor Backgrounds flame at the slightest hint of injustice. This probably got you
marked as a troublemaker, but you couldn’t care less — what
matters is the end result. Whether you fight for economic
– Visitor Backgrounds – 23
— and making yourself seem larger than life, allowing you to The Realm is not modern Earth. After Crossing, you’ve
bluster through situations where others might struggle. Many likely run into hundreds of people living lives similar
artists are notably different when not performing, but that’s enough to your own, tied to the rhythm of the land. They
a face only one’s closest friends get to see. see a kindred spirit in you, and you understand them bet-
ter than your fellows do. You know what it means when
Faithful goblin raiders threaten a harvest, or when night-creature
sorcery dims the sun’s light, and unlike so many, you’re in
You were a religious person, perhaps part of a formal order,
a position to do something about it.
or an informal leader in an affinity group. You might even have
been a solo practitioner of your faith, but let it occupy center Skill Proficiencies: Animal Handling, Nature
stage in your life regardless. You believe in higher powers, Tool Proficiencies: Herbalism kit, plus your choice of
such that you feel called to serve them. You may have had one artisan’s tool or one musical instrument
personal experiences of the divine, even before the Crossing. Equipment: Herbalism kit, common clothes, a farming
Azoth is a place of many faiths, some native, others implement
brought by travelers from elsewhere. You may discover
an affinity for one of those faiths, or you may hold fast to FEATURE: ONE WITH THE LAND
your own, but either way, your bearing as someone de- You’re familiar with all the ways the parts of an ecosys-
voted to the sacred is notable. Some faiths don’t tolerate tem work together, and you can identify most plants and
competition as well as others do, though, and that might mushrooms with a glance. You can always provide enough
be a cause for friction. food for yourself and a few others just by gathering it from
Skill Proficiencies: Arcana, Religion the environment, as long as you’re in a natural setting and
Tool Proficiencies: Choose two from any one artisan’s you don’t stay in the same place for more than a day or two.
tools, and any one musical instrument
SUGGESTED CHARACTERISTICS
Equipment: Common clothes, a religious icon
The stereotypical farmer is a quiet person who seeks
FEATURE: THE POWER OF BELIEF isolation. Maybe you’re like that, but odds are you’re not.
Miracles are hard to come by, even in Azoth, but the Even rural farmers are part of communities — specialization
Realm is more accustomed to them than Earth, and an is at the heart of agricultural life, after all. Urban farmers
amplified connection to a divine patron tilts the scales just are often adept at organizing to ensure that community
a little. Once per session, you may Channel Divinity, even gardens survive gentrification and development. Think of
if you’re not a cleric (choose a domain to represent your it as permaculture, creating a holistic and self-supporting
faith at character creation). If you are a cleric, you may use farm ecosystem, but with people instead of cows.
this feature to Channel Divinity again even if you’re already
expended all uses of Channel Divinity since your last rest. High School Student
Your life is defined by routine. You wake up earlier than
SUGGESTED CHARACTERISTICS anyone should be reasonably expected to so you can get to
The faithful are often called to aid others by their divine school on time. You learn what you’re told to learn, when
patron, and there are plenty of others in need of aid in Az- you’re told to learn it. Maybe you participate in extracur-
oth. Here, too, are obvious signs of evil, which may or may ricular activities — chess club, football, whatever’s your
not accord with your preconceptions but nonetheless are speed — or maybe you just go home to get a head start on
easily recognizable as such. You may feel that your divine the mountains of homework they give you, crawling into
patron or patrons called you here for a reason, but even if bed much later than you ought to. All this on top of the
you don’t believe you were chosen for some great work, social free-for-all of your peer group, combined with the
you have a bedrock of faith to fall back on in hard times. crucible of puberty. You have no idea why adults look back
wistfully on this, but you suspect it’s encroaching senility.
Farmer In the Realm, you gain a kind of freedom you’ve never
had. Most people treat you more or less like an adult, which
Agriculture transformed human society, and thenceforth
you’re likely totally unprepared for. You’ve been lectured
transformed the world. Nowadays, it’s a thing of massive
about responsibility, sure, but being expected to pick up a
corporations and mechanized superfarms, with what we
sword and defend a village is something else entirely. You
think of as the traditional family farm a distant outlier
might be a wallflower or a quarterback, but either way
crushed by capitalism, which loathes self-sufficiency. May-
there’s going to be something someone wants of you, O
be you are one of those farmers, living as far off the grid
Earthborn. Unfortunately, you’re just young enough that
as you can, or maybe you simply have a green thumb and
you probably haven’t realized you’re not immortal yet, but
have turned your tiny patch of suburban (or even urban)
hey, if magic’s real, that might be something you can fix!
dirt into a cornucopia that is the envy of your neighbors.
– Visitor Backgrounds – 25
the job can be. You know how to hold that in but will let it out
among others who understand the spirit in which it’s meant.
You likely have a decent-enough bedside manner and will find
it hard to neglect someone in need of care.
Occultist
You’ve made the study of the strange your life’s work. Wheth-
er it’s magic, cryptids, demonology, or parapsychology, you’re
well-accustomed to the fringes of respectability. Even if you
never saw Bigfoot or conjured a demon, you know more about
this stuff than anyone you know. Maybe you’re a respected
thinker among your fellow-travelers, or maybe you’re the
weirdo no one wants to talk to. Ultimately, your dedication
to finding a truth that all others neglect is enough for you.
And lo, you were right: there is more to the world than what
our five senses show us! In the Crossing, you discovered some-
thing truly paranormal, beyond the ordinary, and you’re going
to do everything you can, not just to find out everything you
can, but to get back so you can prove yourself right to others!
Skill Proficiencies: Arcana, and Nature or Religion
Tool Proficiencies: Choose two from alchemist’s sup-
plies, cartographer’s tools, or forgery kit
Equipment: Common clothes, a camera, a notebook
SUGGESTED CHARACTERISTICS
You never quite know when to stop talking about your
favored topic, especially when you find evidence that what
you believe is real. You’re committed to discovering the
truth, but you often decide what the truth is well in ad-
vance, which can be problematic when you’re off base. On
the other hand, your stamina and conviction are second to
none, and if someone gets you on their side, you’re probably
going to be the person they trust the most.
Roleplaying Aficionado
You’ve gone through impossibly deadly dungeons with-
out suffering a scratch. You saved kingdoms and married
at least three grateful royal scions. You have been a master
swordfighter, a brilliant wizard, a compassionate cleric.
You played all these roles and more, sitting across the
table from your friends, and you know the ins and outs of
dozens of settings and systems. Your entire life has been
spent preparing for this moment. Regrettably, very little
of that preparation actually prepared you to do it for real.
Skill Proficiencies: Deception, Insight
Tool Proficiencies: One kind of gaming set, and a dis-
guise kit
– Visitor Backgrounds – 27
how lacking your parents’ educational expertise was. Maybe merchants or pickpockets, and navigating the winding streets.
you never even had that. Whatever your history, you are Skill Proficiencies: Perception, and Persuasion or
the champion of hustle. When you set yourself a task, you Intimidation
do it, because the alternative doesn’t bear thinking about. Tool Proficiencies: Choose two from any one set of
When people who rely on things outside themselves have artisan’s tools, one gaming set, or one musical instrument
their world turned upside down, there’s usually a period Equipment: Common (but stylish) clothes, pepper spray
of adjustment. When you Crossed to the Realm, it was just
another day. Sure, you probably lost some degree of a support FEATURE: GOOD NEIGHBOR
network, but you had built that from nothing, and you can do
People who grow up in urban neighborhoods are exposed
it again. This isn’t your first time hitting bottom, and unlike
to diversity not often found in rural or suburban areas, and so
so many others, when you do hit bottom, you hit it running.
consequently learn to adapt to new cultural circumstances very
You’ll adapt to this new world faster than anyone else, be-
quickly. When you encounter a new culture — which may be a
cause you know how to learn without anyone to teach you.
subculture within a larger group — you may ask the GM for a brief
Skill Proficiencies: Insight, Perception overview of local etiquette, enough to avoid being irretrievably
Tool Proficiencies: Any two rude or committing a faux pas. You might still put your foot in
Equipment: Common clothes, appropriate kit for a your mouth, but at least won’t completely embarrass yourself.
chosen tool proficiency
SUGGESTED CHARACTERISTICS
FEATURE: HOW’S THIS WORK?
You value and respect privacy, because the only way
You don’t approach anything with preconceived notions, you get any is through the social convention of everyone
which means that you can often make leaps of logic that others pretending they can’t hear exactly what’s going on not just
wouldn’t. Once per session, when confronted with something on their floor, but the floors above and below them. On the
unknown, unexplainable, or otherwise mysterious, you may other hand, sometimes that means you ignore things you
ask the GM one of the following questions: What’s the most shouldn’t. In times of crisis, though, even the most abrasive
dangerous thing here? How do I use or activate this? What’s people come together. You’re used to there being a lot of
the most important thing we haven’t noticed? people around and working hand in glove with them.
– Realmborn Backgrounds – 29
Skill Proficiencies: Survival, Perception peaceful existence since its founding. The kingdom is no-
Tool Proficiencies: Navigator’s tools, your choice of one torious for remaining neutral throughout the conflicts that
set of artisan’s tools gripped the rest of the Realm, provoking no small amount
Equipment: A set of cold weather clothes, flint and tinder, of resentment from the other nations.
a fishing net, and a pouch containing 20 gp in mixed coins Alongside their policy of open borders and welcoming
all, however, lies a sinister undercurrent beneath the shin-
FEATURE: THE SPICE OF LIFE ing façade. Publicly, the practice of dark magics is decried
From an outsider’s perspective, the kingdom is nothing here as in most other kingdoms, but behind closed doors
more than a collection of squabbling nations forced to- practitioners of dark magic abound, and are more likely to
gether under one banner. And they wouldn’t be entirely find a quiet welcome here than in any other kingdom in
wrong with that assessment. But the nations cooperate the Realm. That is not to say the kingdom is wholly evil,
more smoothly on the day-to-day level than they do with merely that in the absence of a strong stance against them
regard to the larger issues that plague the Realm. Trade is the seeds of darkness are allowed to flourish.
fierce and travel is fast. Becoming affiliated with one nation Skill Proficiencies: Deception, Arcana
all but guarantees access to the others, providing ample Tool Proficiencies: Your choice of gaming set, and a
opportunity for trade and connections to aid on a quest. forgery kit
These connections even carry across the confederation’s Equipment: A set of fine clothes, a component pouch,
borders, as enterprising Brachmon travel far and wide. If and an arcane focus worth 10 gp (crystal, rod, staff, or wand)
you’re currently in a large city or one that thrives on trade,
a short rest will lead you to a fellow Brachmon. FEATURE: IN THE SHADOWS
Beneath the streets of the grand capital city of Shamir,
Bryzine the seat of Lady Falla’s dynasty, lies a shadow city of dark
The majority of the population in Bryzine are trolls, both magic. Older than the city above, Abraxas controls much
the feral mine trolls and the friendly Bryzine trolls. The from the shadows. Here, dark warlocks can practice
nation is welcoming to outsiders however, particularly those openly and find all they might need for their magics,
interested in trade, and it’s not uncommon for residents to even the vilest of components. A hotbed of necroman-
speak multiple languages to assist in such endeavors. All tic activity, it thrives in utter secrecy. But not just dark
people are welcome in Bryzine, so long as they’re willing magic can be found here; any magic deemed dangerous
to live and trade in peace. finds a home in the capital’s demimonde, including many
Skill Proficiencies: Persuasion, Animal Handling powerful artifacts that can repel or control the undead.
You can always find a practitioner of dark magic when
Tool Proficiencies: Jeweler’s tools or mason’s tools,
in Carahill, and you know the secret hand signals which
plus navigator’s tools
can draw one to you abroad.
Equipment: A week’s worth of rations (usually mast-
odon jerky), a 50-foot length of silk rope, a headlamp, and
a pouch of gems worth 20 gp
Drohm
Once a bright and vibrant place to live, Lord Darkoth’s
FEATURE: TRADE GOODS reign now casts a deathly pall over Drohm. The kingdom
The largest exports of Bryzine are its precious gems. The lives in direct conflict with most of its neighbors, chewing
kingdom is home to the largest raw gem reserves in the at their borders to add to its own land, in some instances
Realm, providing the finest quality stones to all corners. directly invading them for territory and spoils. Drohm’s
They also trade in the meat of the large deer and mastodon military is considered the most formidable in the Realm,
predominantly used to sate the mine trolls. Gaining access and Darkoth’s generals use it to devastating effect.
to their extensive mercantile network is worth its weight in Even under the boot of a usurper like Lord Darkoth,
diamonds, quite literally. In addition to its many legitimate however, life flourishes and much of the kingdom goes on
trade connections, Bryzine sees a thriving black market for as best they can. Hope smolders in secret, and no usurper
nearly any item a person might need. It is said if it can’t be can ever completely compel the obedience of their subjects.
found in the markets of Bryzine, it isn’t for sale. You can Here, more than anywhere else, righteous rebellion awaits
access these connections anytime in Bryzine, or abroad those who know where to look.
with a short rest, at GM’s discretion. Skill Proficiencies: Deception, Insight
Tool Proficiencies: Choose two from disguise kit,
Carahill thieves’ tools, poisoner’s kit
One of the wealthiest nations in the Realm, Carahill arose Equipment: A flask of oil, a hooded lantern, an alms box
from the ashes of two war-torn kingdoms. United by the with a false bottom, and a set of costume clothing
original Lady Falla, the kingdom has enjoyed a relatively
– Realmborn Backgrounds – 31
FEATURE: JAWS OF DEATH kingdom at all costs. Although the rangers primarily consist
of humans and elves, this is not a prerequisite for joining
The prowess of Grey Hills’ warriors is known far and
and recent years have seen a deliberate push to allow other
wide, their mere mention conjuring up images of warriors
peoples into the rangers.
charging into battle atop massive steeds. They live for
adventure and the fight and take any excuse to leave their Skill Proficiencies: Religion, Survival
frozen homeland. Although Grey Hills does not produce Tool Proficiencies: Woodcarver’s tools, your choice of
much in the way of materials or goods, there are few better musical instrument
places to find weapons and other tools of war. In particular, Equipment: A hunting trap, a set of light or medium
there is no finer or hardier mount than those raised and armor (usually leather), and an adventurer’s pack
trained in the Grey Hills. While Grey Hills traders usually
drive a hard bargain, they always offer a fair trade to you — FEATURE: O’KOTH RANGERS
even more so abroad, where they’re happy to see a fellow Devout followers of the goddess Othaaris, the rangers
citizen. Furthermore, both in the Grey Hills and outside its are sworn to defend the dual forests of O’koth, even though
borders, mountains never count as difficult terrain for you. they’re not always welcomed with open arms in the Old
Forest. Sometimes viewed as traitors by those who still fol-
Isle of Fantasia low the old ways, the rangers are nevertheless an honorable
The druids of Fantasia are notoriously unfriendly toward order who view all residents of O’koth as their protected
outsiders treading on their lands, and anyone who happens charges. You always find a free meal and boarding in O’koth
upon their shores is met with suspicion and open hostility. and Ardonia and are treated as a welcome guest in all other
While they do not kill someone for simply trespassing nations excepting Drohm.
upon their land, they act swiftly if the person violates
their rules, even by accident. Druids from other nations Olardell
are often the only ones truly welcomed, and even the most The only true city on the Isle of Fantasia, Olardell enjoys
well-meaning non-druid is viewed dubiously. Gaining the an uneasy peace with the isle’s druids. So long as the citi-
trust of the islanders is a daunting task at best, and not to zens of Olardell stay to their portion of the isle, and don’t
be undertaken lightly. The isle holds many secrets, and the encroach onto the undisturbed wilds, the druids leave them
druids take their duty to protect it very seriously. alone. Given these tight restrictions, the city-state was built
Skill Proficiencies: Nature, Perception up rather than out, and houses some of the tallest buildings
Tool Proficiencies: Herbalism kit, navigator’s tools in the Realm. Coin, while still worth the metal in which it
Equipment: A druidic focus, a set of traveler’s clothes, was minted, holds less appeal here than in other kingdoms:
and a component pouch barter drives trade and it’s always better to offer material
goods than a pocket full of gold. Craftspeople are highly
FEATURE: THE WAYS BETWEEN valued here, as is anyone with skills to offer, although the
kingdom is relatively peaceful and has little need for a
All but the most primitive of tools are shunned on the isle,
standing army or warriors. Those who make battle their
with a strict prohibition against Strange items, but natural
trade are less likely to find a home here.
magic flourishes in every inch of the land and in every per-
son who calls it home. The boundaries between worlds are Skill Proficiencies: Persuasion, Insight
particularly thin here, and there are many rumors of people Tool Proficiencies: Your choice of gaming set, your
Crossing between them by pure accident. You know a bit choice of artisan’s tools
more about Visitors than most people. You also gain the Equipment: A deck of cards, an assortment of various
druidcraft cantrip to represent your connection to nature. goods worth a total of 30 gp, and a set of artisan’s tools
The kingdom of O’koth is split into three major sections: Although entry to the kingdom does not come with ac-
O’koth Forest, the Great Field of A’zoth, and the Old Forest. cess to the rest of the island, the port city is an excellent
The bulk of its citizens live in O’koth Forest, with the Great jumping off point to other coastal cities on the mainland.
Field seeing only a smattering of towns and Old Forest All trade to the isle comes through Olardell, providing a
besieged by man-wolves. Life in O’koth is dangerous no concentrated melting pot of people and goods. You can
matter which region one calls home, serving as a buffer always book passage with an Olardell ship, at reasonable
between Drohm and Ardonia. rates as one of the locals, to any port in the Realm. If you
Undoubtedly the most famous faction to ever hail from find too much trouble there, you can always return home —
the kingdom are the O’koth rangers, a highly skilled group Olardell is an excellent place to lie low, and citizens never
of fighters pledged to Othaaris and sworn to protect the tell on each other.
By taking your time and lining up a shot, you are able to • When you land a critical hit you double your ability
increase your accuracy with ranged attacks. You may use score modifier for damage, in addition to doubling
your action to aim. If you do, you may add your Wisdom the damage dice.
modifier to the result of your next ranged attack roll, as
long as you make that roll before the end of your next turn.
Broken Sword Initiate
Bare-knuckled Brawler Prerequisite: Cannot be a Way of the Broken Sword
monk
Prerequisite: Strength 13+
You studied briefly with the Broken Swords or otherwise
You are well practiced in tavern brawls, boxing, or some
share the ideal of the protective, defensive martial artist.
other form of unarmed combat. You gain +1 Strength, to a
However, you took a different path than the Broken Swords
maximum of 20. Additionally, your unarmed strike deals
themselves, whether through choice or through destiny,
bludgeoning damage equal to 1d6 + your Strength modifier.
and instead use their ideals to guide your own approach
– Feats – 33
Once per long rest, you may take an hour to make the
necessary preparations — whether it be a ritual con-
necting you to minds back home, or sending messages
to contacts — and make an Intelligence (Investigation)
roll at DC 13: if you succeed, you can choose two from
the following options: knowledge of the nearest land-
mark lying between you and your destination, a contact
who can assist you in your current quest, a used but
still functional shield (must be nonmagical), used but
functional armor (must be nonmagical) which you or a
chosen ally are proficient in, or a used but sturdy set of
tools (must be nonmagical).
If the check fails, you can only choose one benefit from
the options given. This feature resets after a long rest.
Cautious
Prerequisite: Dexterity 13+, proficiency with thieves’ tools
You are extremely careful when dealing with delicate or
dangerous devices. You have advantage on all checks that
use your proficiency with thieves’ tools.
Compel
You have a very compelling voice, or your
sign language flows with great beauty.
You may claim advantage on Charisma
(Deception), Charisma (Persuasion),
and Charisma (Performance) checks
that rely primarily on your spoken or
signed words.
Confident
Prerequisite: Charisma 13+
You are remarkably self-assured. Whether it be due to high
self-confidence, fearlessness, subconscious denial of the stakes
of your circumstances, or abject stupidity, you are unaffected
by nonmagical attempts to intimidate you. Charisma (Intimida-
tion) checks that target you automatically fail. This has no effect
whatsoever on magical effects, substances, or creature abilities that cause the
frightened condition.
Conjunctive Attunement
Through intensive study of the nature of magic and the process of creating and
maintaining magic items, you learn to circumvent normal attunement limits by joining
two items together in synchronicity. To do so, you must spend a short rest performing
various minor rituals, incantations, and meditation while touching two
magic items of different types. Once this short rest is completed you may
attune both items with a single attunement slot. These two items are
forevermore considered one item with regard to attunement by you.
If you break your attunement to one of the items, your attunement
to both items breaks. You may not later attune either of the items
unless you attune them both. If one of the items is cursed, both
items are considered cursed, requiring two castings of remove curse to
allow breaking attunement on both items.
Your blows cut deep, inflicting bleeding wounds and • Wisdom (Insight) rolls made against you to de-
granting you the following benefits: termine the intent behind your words are at a
disadvantage.
• Your Strength OR Dexterity increases by 1, to a
maximum of 20. • If you are within a magical effect that compels truth,
such as the zone of truth spell, you are automatically
• On a critical hit when using a slashing weapon, you
aware of the magical compulsion.
add an extra die of damage. The die type is the same as
that of the weapon used. This Cutting Blow damage
die is in addition to the critical hit, and not doubled. Flames of the Heart
The target continues to take the Cutting Blow die Drawing on passion, rage, or a mystical connection to
in damage each round at the start of their turn until the Source, you can choose once per long rest to manifest
they receive magical healing or receive treatment flame around yourself in a 5-foot radius.
via a successful DC 10 Wisdom (Medicine) check.
This ethereal flame moves with you, and you do not suffer
The DC of this check is increased by 1 for every 10
fire damage while the flames are active. While the flames
points of damage dealt in the initial strike.
persist, you may use your reaction to direct them to one
creature attacking you in melee range OR one attacking
Desperate Rites creature starting their turn within 5 feet of you. This cho-
Once per day, if an attack against you would otherwise sen target must succeed on a Constitution saving throw or
drop you to 0 hit points, you may drop to 1 hit point instead. suffer 2d6 fire damage.
Conditions which do damage over time such as poison Flames of the Heart lasts for a minimum of 1 round,
do not do damage until the end of your next turn. If your plus as many additional rounds as your Wisdom modifier.
opponent could take additional actions to inflict damage
on you, they cannot do so until the end of their next turn. Fleet of Foot
This ability recharges at sunrise each day. You are extremely fast. Your speed increases by 10 feet.
Diehard Gambler
Prerequisite: Constitution 13+ Spending countless hours winning and losing coin in
Whether due to a physiological quirk, a mystical blessing, ale-stained taverns has forged you into a consummate
or an incredible will to live, you are improbably hard to kill. gambler and chance-seeking addict. You gain the following
You have advantage on death saving throws. benefits and features:
You are skilled in manipulating reputations, including • You gain proficiency with two types of gaming sets
destroying the reputations of your enemies by displaying of your choice.
– Feats – 35
• You have a reputation as a card shark. Some folks
may avoid playing you for this reason, while other
Hearty Constitution
gamblers may seek you out specifically. You keep yourself in excellent health, to the extent
that you bounce back quickly from injury. You gain the
Great Fortitude following benefits:
• Increase your Constitution score by 1, to a maximum of 20.
You have incredible stamina beyond the norm. You
may add your proficiency bonus to all Constitution saving • Whenever you regain hit points as a result of a spell,
throws. This feat has no effect if you are already proficient potion, class feature, or other means, you regain
with Constitution saving throws. additional hit points equal to your proficiency bonus.
Hear the Cries • When you take the Carousing downtime action,
Whether through natural empathy, your oaths and you may reroll your result once, but must keep the
promises, or your personal outlook on the world, you have results of the second roll.
knowledge of the interdependence of all things. You gain
the following benefits: Improved Initiative
• Increase your Wisdom by 1 to a maximum of 20 You react with amazing speed. As such, you gain a +4
bonus on Initiative rolls.
• You may roll a Wisdom (Medicine) check with ad-
vantage when attempting to stabilize or heal yourself
or an ally.
Incredible Might
You are able to draw upon reserves of remarkable
• In addition, if you have racial or class features, or strength. You may add your proficiency bonus to all Strength
feats, that grant a restoration of hit points to yourself saving throws. This feat has no effect if you are already
or others, instead of rolling dice to determine the proficient with Strength saving throws.
amount restored you may restore the maximum
amount of hit points. You may use this ability three Iron Mind
times per long rest.
You are able to shrug off the most terrifying and blatant
assaults upon your personality and ego. You may add your
Hearthfinder proficiency bonus to all Charisma saving throws. This feat
You are accustomed to haggling for shelter and resources has no effect if you are already proficient with Charisma
in a variety of places — maybe due to a rough life, handling saving throws.
logistics for a team, or your role as the provider for others.
You gain the following benefits: Lightning Reflexes
• Increase your Constitution or Charisma ability score You are blessed with uncanny reflexes. You may add your
by 1, to a maximum of 20. proficiency bonus to all Dexterity saving throws. This feat
has no effect if you are already proficient with Dexterity
• You may claim advantage on Charisma (Persuasion) saving throws.
and Charisma (Intimidation) checks when used
toward finding food, shelter, or medicine for you
or your companions.
36 – CHAPTER ONE: LEGENDS, BACKGROUNDS, AND FEATS –
March of Will or half the damage you take, whichever number is higher.
On a failure, you lose concentration on both spells.
You are accustomed to physically intense work, or other-
wise have greater physical endurance than your peers. This
may be due to a history of athleticism, strength training, past
Nature’s Favor
injury, or force of will, but no matter the reason, you are You take to the forests, water, cities, mountains, or the
more resistant to exhaustion. You gain the following benefits: underground exceptionally well, whether due to your
upbringing, hobbies, or training.
• You may increase your Constitution score by 1 to a
maximum of 20. • Increase your Constitution by 1 to a maximum of
20.
• Once per short rest, if you would otherwise gain a
level of exhaustion due to environmental effect or • You gain advantage on Wisdom (Nature) checks.
spell, you may ignore it.
• Select your favored environment and gain an addi-
tional effect while within that environment.
Mnemonic Mastery
Environment Effect
Prerequisite: Spellscholar feat
Your study of the spells at your disposal has advanced to Cities Once per long rest you may roll
such a degree that you may hold a portion of magical energy in an Intelligence (History) check DC
13 to see if you know one of the
reserve, freeing you from the restrictions of spell preparation. following: a local figure of note, a
When you prepare spells, you may keep a number of open spells single point about local politics, or
on your prepared list equal to your spellcasting ability modifier a safe location within the city.
(minimum 1). As an action you may choose a spell you know
Forest You may cast hunter’s mark
but do not have prepared and make an ability check using your without magical aptitude or
spellcasting ability (DC = 10 + the level of the desired spell). If using spell slots once per long
successful, you may instantly prepare the desired spell. You rest.
must have at least one spell slot available of the desired spell’s
Mountains You may claim advantage
level or higher in order to use this feat to prepare a spell. on saving throws relating
to exhaustion while in the
Mystical Multitask mountains.
Prerequisite: The ability to cast at least one spell Underground Once per long rest you may roll
Due to intensive training, a deep connection to the an Intelligence (History) check
Source, sheer stubbornness, or natural talent, you are able
DC 13 to see if you know one of
the following: a weak structural
to maintain concentration on two spells or effects at the point such as in a cave or mine
same time. This is a taxing practice, and automatically system; a relatively safe location;
accrues one point of menthruac. a single fact about relevant
history or politics of the area.
• If you attempt to cast a spell that requires concen-
tration while already concentrating on an existing Water You may claim advantage on
spell, you can maintain concentration on both spells Strength (Athletics) checks to
simultaneously. You must spend your action each swim; you suffer no harm in
temperatures as cold as –20
subsequent round on maintaining this concentration degrees Fahrenheit while near a
or lose concentration for both spells. You may take major source of water such as a
bonus actions, reactions, and move normally while sea or ocean.
maintaining this concentration. You can take this feat
multiple times for additional
• At the end of each turn where you have two spells you environmental effects, but
are concentrating on, you must make a Constitution the Constitution bonus and
saving throw against a DC of 10 + the number of com- advantage to Wisdom (Nature)
plete rounds you’ve been concentrating on two spells. checks do not stack.
On a failure, you lose concentration for both spells. You
can drop concentration on one of your spells during Observant Heart
your turn as a bonus action to avoid this saving throw.
You more easily observe and notice the motivations of
• Any time you would be forced to make a Constitution your allies and enemies, social implications, and what can
saving throw to maintain concentration due to taking only be read between the lines of speech or a letter, and
damage, the DC equals 10 + both spells’ levels combined, thus gain the following benefits:
– Feats – 37
• Increase Charisma OR Wisdom by 1 point to a max- Result Effect
imum of 20.
1 You do cold damage equal to your
• No matter which ability score increased, you may Constitution modifier (minimum damage 1).
claim advantage on Charisma (Persuasion) and 2 You do fire damage equal to your
Wisdom (Insight) checks. Constitution modifier (minimum damage 1).
3 You do acid damage equal to your
Opportunist Constitution modifier (minimum damage 1).
Prerequisite: Intelligence 15 4 You do psychic damage equal to your
Constitution modifier (minimum damage 1).
You are constantly aware of the battlefield around you,
honing this awareness into lethal prowess. When a crea- 5 You do necrotic damage equal to your
ture within 5 feet of you takes damage from an attack, you Constitution modifier (minimum damage 1).
may use your reaction to make a melee attack against the 6 You do radiant damage equal to your
damaged creature. Constitution modifier (minimum damage 1).
Practiced Drinker If the original roll to hit was a critical success, double
The inns and taverns of the Realm are known for drinking the amount of additional damage dealt via this feat as well.
games. In your travels, you have played and won several, and
in doing so you’ve learned to slam drinks while minimizing Reasoned
their adverse effects. You gain the following benefits: Your powers of reason and ability to process information
• You can drink a potion as a bonus action, instead of make you incredibly resistant to mental manipulation. You
as an action. may add your proficiency bonus to all Intelligence saving
throws. This feat has no effect if you are already proficient
• You have advantage on any saving throws triggered with Intelligence saving throws.
by ingesting an alcoholic beverage or poisonous
substance. Skill Focus
Choose a skill, tool, instrument, or vehicle you are pro-
Pure Mind ficient with. Your proficiency bonus is doubled for any
Due to training, meditation, a natural gift, or dedication to the ability check you make that uses that proficiency.
Source, you are resistant to the charmed and frightened condi- Special: You can take this feat multiple times. Its effects
tions and may claim advantage on saving throws made against do not stack. Each time you take the feat, it applies to a new
these effects. If you are already resistant to these conditions, skill, tool, instrument, or vehicle. The effects of this feat
your next action after the saving throw is also at advantage. do not stack with the Expertise class feature or any other
feature that grants a doubled proficiency bonus.
Quicksilver Wit Skilled
Your mental reaction time is much faster than most folks.
You may add your proficiency bonus to all Wisdom saving You are remarkably adept with skills, tools, and vehicles.
throws. This feat has no effect if you are already proficient Choose any three skills, tools, instruments, or vehicles
with Wisdom saving throws. you are not proficient with. You gain proficiency with the
chosen skills, tools, instruments, or vehicles.
Rainbow Aura You can take this feat multiple times. Each time you select
three new skills, tools, instruments, or vehicles.
Natural flora and fauna are colorful and use those colors
as signals to defend themselves. You do likewise, albeit
somewhat more proactively.
Source Awareness
You increase your Constitution ability score by 1 up to You have an acute awareness of the flow of magical energy.
a maximum of 20. In addition, up to three times per long When a spell is cast within a number of feet of you equal
rest, when you successfully hit on an attack, you may roll to your passive Perception score × 10 feet, you are aware of
an additional 1d6. The result on the die determines the the general direction from which the spell is cast, as well as
additional damage of the attack as follows: the level of the spell. You may use a bonus action to make an
Intelligence (Arcana) check (DC = 10 + the spell’s level). If
successful, you recognize the school of the triggering spell.
– Feats – 39
T heRealmishometoawidevarietyofcreatures,frompixies
to orcs. As you Cross, physical characteristics, personality,
and skills and inclination all shape your body into the right one
raised by elves — you choose which cultural bonus applies.
You can also pick one as your people template and add a
Realmborn background from Chapter One for the other.
for You, letting you match the traits of a Realmborn. You may also decide your Visitor doesn’t have this affin-
After you select a people, you may choose to take their ity, or that your Realmborn’s talents simply run counter
noted ability score increase. This increase is cultural, to a traditional cultural upbringing. If this is the case, you
rather than innate. Bryzine trolls tend to be hardy due may forego your cultural ability score increase and instead
to growing up in harsh northern conditions, and good at refer to the table on p. 57 of Chapter Three: Classes to
haggling as they’re a trading people. Likewise, elves raise select a class-based increase instead.
their children in a way that favors increases to Charisma, As to languages—you start with whatever languages
Intelligence, and Wisdom. East Azoth supports adoption you know. Luckily, East Azoth’s tongues are very similar.
and fosterage between peoples, as different peoples cannot Refer to Languages in Chapter Five for more, but gener-
biologically conceive a twin-people child. If you play a ally you can assume most Visitors can make themselves
Realmborn adopted into a different culture — like a dwarf understood in the Realm.
What Jae desperately wanted was to be the person she was with
her family. The bright, hilarious young woman whose witty
comebacks always saved a conversation. Then one day she
fell out of a tree and instead of hitting the ground she kept
falling, until she landed in a cold, dark cave.
You are a
Bryzine Troll
Y ou’re a witty, friendly person who
is often misunderstood. Rather
than mistrusting you because of how
you act, people often judge you
because of your cultural background
and outward appearance. Entering
the Realm as a Bryzine troll changed
things very little for you.
While the Bryzine trolls are a unique
culture, people are unable to see past
the fact that you’re a troll. When you
encounter prejudice, you seek to
enlighten and teach others. You
put your best foot forward and
show people how their assumptions
are incorrect. Your efforts don’t always work,
but the hope that things can change drives you onward.
Deep within you is a strong, abiding love for others. There is
nothing you enjoy more than good conversation among good
friends. You meet new people with ease and forgive mistakes
easily, hoping other do the same for you.
One thing people don’t expect from you is your love of debate.
You love sparring ideas with other people and spending hours
discussing the fine points of very specific topics. You don’t need
C
limited, regeneration sees them reach a lifespan of
overed in hair from head to toe, though smaller than four to five centuries.
your troll cousins, people still see you as something
to fear. Sometimes you forget yourself, think you’re still • Size. Bryzine trolls range from six to seven feet tall
human, and walk directly up to someone and then wonder and weigh on average 220 to 280 pounds. Your size
at them backing away in fear. You’d do well to learn from is Medium.
the other Bryzine trolls and approach people with caution
• Speed. Your base walking speed is 30 feet.
lest they take advantage of your sensitivity to fire.
Among the Bryzine trolls you’re accepted, even though • Darkvision. Your trollish ancestry gives you supe-
they know you’re an outsider. After all, many consider the rior vision in dark and dim conditions. You can see
trolls outsiders themselves so who are they to judge? It’s in dim light within 60 feet of you as if it were bright
sometimes hard for you to understand why the Realmborn light, and in darkness as if it were dim light. You can’t
trolls are so peaceful, why they focus on mercantile pur- discern color in darkness, only shades of gray.
suits, and forgive grave offenses. Within Bryzine there is a
deep focus on changing others’ views on trolls and you only • Troll Resilience. You have advantage on saving
hope you can contribute to that in some meaningful way. throws against poison and cold damage. You also
have resistance against poison and cold.
– Bryzine Trolls – 43
Dwarf
Najda grew up poor in Los Angeles, and spent her time dodging the worst aspects of poverty by pouring her energy
into comics and writing. She loved it, and it appeased her mom’s mandate to stay out of trouble, which she immediately
broke by joining the military straight out of high school. She planned to go to college after a single tour in Afghanistan,
but never got that far.
While on patrol an IED flipped her truck, and Najda spent the next few years of her life fighting for veteran benefits.
It was some small blessing, at least, that Los
Angeles was one of the most wheelchair acces-
sible cities in the US.
– Dwarf – 45
Elves
As Aaliyah and her companions trudged matter in the first place, the individual must be free to
into the depths of the forest, Aaliyah saw the enter such relationships. An oath of protection does
remnants of the forest goblin camp; a mark not mean anything if the individual elf cannot make
here, a flint there. She halted and decisions for their own mind, heart, and body. Love
raised a hand to sign to her party spells are rightly taboo among elvenkind, and they
in a mix of ASL and Forestspeak. often avoid enchantments of suggestion too.
Her companions quietly loosened When Crossing, traits
swords in sheaths and arrows like pride, love of chosen
in quivers but didn’t make any family, a strong sense of
overtly aggressive moves — they boundaries and personal
had brought the ambassador with sovereignty, love of beauty, and
them for a reason. even love of personal explora-
tions of emotion, gender, and
Aaliyah gestured her
sexuality can help determine
translator to stand just behind
whether a Visitor becomes em-
her, in case the goblins didn’t un-
bodied as one of the elves.
derstand sign language, and took a
deep breath. She still remembered
her lessons from home, about
Community and Freedom
standing for what’s right Pride manifests itself in unique ways among
and making others see elves. In addition to quotidian accomplishments,
your point. It had taken they take pride in more abstract crafts as well,
her years to convince such as leadership, the ability to survey terrain
her family she was at a glance to discern its advantages in war,
a woman. Yes, she helping to heal disease, or alleviating hunger.
could do this. Forest elves are named such because their
culture revolves around wooded areas,
E
Rainbow Step, each creature of your
lves do have dealings with other people, though mostly choice that you can see within 5 feet
through trade, and the perceptions of elves can vary of you takes fire damage equal to
quite a bit. In general, people see elves as proud and fierce your Charisma modifier (minimum of 1
defenders of their communities. A human noble may regard damage).
an elf as less courteous or elegant than the human expects, 2 Immediately after you use your
just as it is possible for an elf to initially view a human as Rainbow Step, each creature of your
tragically short-sighted and crass. If an elf makes a friend choice that you can see within 5 feet
or pledges an oath however, those relationships are built
of you takes radiant damage equal to
your Charisma modifier (minimum of 1
on a strong foundation that might bend, but never break. damage).
– Elves – 47
Hairfoot
Taylor rolled the heavy gold coin over their knuckles; a trick they’d learned in college while dodging deadlines and
putting off studying. It was a worthless skill, sure, but they’d learned three valuable lessons on the road to their now
worthless degree. The first lesson was that a skill isn’t really worthless if nobody else has it.
The second lesson was that the right friend at the right time could make your life much, much easier. A friend made
in Carahill had graciously given them a bag of coins, and a hard-won friend in Drohm had given them information on a
wizard who might be able to get them back to Earth.
Sadly, they’d learned that wizards weren’t in the market for friends. They want-
ed things like ancient jeweled staves sitting in skeleton infested ruins.
This brought them to the third lesson college had taught them: You
can’t dodge the deadline forever; eventually you have to roll up your
sleeves and get the work done. So now Taylor sat in an Ardonian
pub tumbling one of their last coins over their knuckles, looking for
a friend or three who might help them with a dungeon.
Troublemakers and
Valuable Allies
H airfeet are practical by nature, they value solutions to problems,
and are inherently talented at examining situations to find a good
angle of approach. This also means they are viewed as opportunistic
and exploitative — a reputation that isn’t inaccurate, but far more
negative than they deserve. You know as well as any other hairfoot that
you can’t let a good opportunity pass you by, since being in the right
place at the right time can be the difference between success and failure.
Other people expect you to take advantage and exploit these oppor-
tunities, and many are guarded against you, thinking you’ve got an
angle or motive they haven’t spotted yet. You might, but that doesn’t
– Hairfoot – 49
Human
Miguel Lopez quietly worked on the lock of the school maintenance
building as his body rocked back and forth in a steady rhythm. Sure, he
was breaking into the maintenance shed, and yes, technically he was
going to dump food dye into the pool filters, but green is the school
color, and the swim team could use some extra school spirit for their
match tomorrow! As far as he was concerned this was
helping, and that’d be his defense if he was caught.
Reliable, Adaptable,
Stalwart
H umans of the Realm are no different from humans
of Earth: they are adaptable, intelligent, empathetic,
cruel, shortsighted, and petty, sometimes all at once. You
have your flaws, as does everyone else.
You find that your appearance may influence where
others think you’re from, but you’ve never heard of places
like Brachmon, Drom, or Ardonia. You might do your
best to lie and fit in, but most humans will know
if you’re out of place.
As an outsider you have a hard time keeping up
with the traditions and cultures around you, which
will be the first thing that tips off Realmborn folk
– Human – 51
Orc
Tommy Dufraine was born and raised on a pig farm in the southern US. The irony of this was not lost
on him. He was the runt of six brothers, and a full head shorter than the next oldest
brother; the running joke in the family was that Mrs. Dufraine was plain running
out of kid to have. Now he towered over everyone he saw, weighed as much as two
full-grown men, and could crush bones into dust with his hands if he wanted.
– Orc – 53
Pixies
As Jada’s hand made a very satisfying connection with the goblin’s cheek they immediately felt the smallest tinge
of regret in the pit of their very tiny stomach. Why were they always getting into these types of situations? One could
argue it all began in university when Jada stood up in front of the class and lectured the professor on the finer points of
feminism they heard their parents discussing at the dinner table. Or further back when they punched Tommy
Branson in 5th grade for telling them to go back to their own country…
Jada questioned their actions a million times per day, hundreds of hours over hun-
dreds of nights. Why did they always get into trouble? Were they in fact the one who
was wrong?
A deep growl from the goblin snapped Jada from their reverie. The crea-
ture’s eyes narrowed, and he flung the hairfoot he held to the ground.
Seeing the poor hairfoot cry, Jada remembered: No, they were definitely
not the one who was wrong.
– Pixies – 55
I n this chapter you’ll find two full classes, as well as customization options for the core classes of the 5th edition
fantasy system. Rather than take a cultural ability score increase from Chapter Two: People of East Azoth, you
have the option of choosing an increase based on your class.
– Classes – 57
Alchemist
E ver since the first Visitor brought notions of science
to Azoth, alchemists have blended it with the Realm’s
unique laws of reality to create alchemy. They work
Spell save DC = 8 + your proficiency bonus + your
Intelligence modifier
Spell attack modifier = your proficiency bonus + your
tirelessly to unlock the secrets of the natural world and Intelligence modifier
the magical properties within, seeking to make magic
available to all through potions, medicine, and in rare cases, ALCHEMICAL TRICKS
technology so advanced it’s indistinguishable from magic. You know a number of cantrips from the alchemist
This is a very common class — almost every village has spell list, depending on your level. You gain these effects
a low-level alchemist selling wares. not by casting spells, but by crafting potions on the spot
(requiring an action time equal to the cantrip’s casting
Class Features time) which contain the effect.
Hit Dice: 1d8 per alchemist level Basic Bane is a 1st-level potion that any alchemist can
make. For Basic Bane, an alchemist only needs their
Hit Points at 1st Level: 8 + Constitution modifier
alchemist’s bag, a piece from the body of a creature of
Hit Points at Higher Levels: 1d8 + Constitution modifier
the same type as the one being targeted, and a free spell
per alchemist level after 1st
slot to channel into the Bane. The material components,
including the piece of the creature of the targeted type,
PROFICIENCIES
are consumed in the crafting.
Armor: Light armor You can throw this potion up to 20 feet (or up to 60
Weapons: Simple weapons, alchemical items feet with disadvantage) as a ranged weapon, or apply it
Tools: Alchemist’s bag to a weapon or armor which gains the Bane effect when
Saving Throws: Dexterity, Intelligence it makes contact with a creature of the targeted type.
Skills: Choose three from Arcana, Deception, History, Once activated, Bane lasts 1 round per alchemist level + 2
Insight, Investigation, Medicine, Nature, Perception or rounds per level of the spell slot the alchemist expended
Stealth to craft the potion.
When a Bane potion, or weapon or armor to which Bane
EQUIPMENT is applied, makes contact with a creature of the targeted
You start with the following equipment, in addition to type, the target must make a Charisma saving throw. If
the equipment granted by your background: the target fails, they roll and subtract 1d4 from their at-
tack rolls and saving throws for the duration of the Bane.
• (a) a dagger, (b) a mace, or (c) a quarterstaff
Starting at level 9, you can create Bane potions which
• (a) studded leather armor or (b) leather armor additionally inflict the poisoned condition. At level 13 your
Bane potion also inflicts the blind condition. At 17th level
• (a) a scholar’s pack or (b) a diplomat’s pack it further inflicts the paralyzed condition.
Alternately, the alchemist may spend a short rest crafting FIELD OF RESEARCH
a number of potions (which also consume matching spell
At 3rd level, and again at 7th level, you can select one
slots) equal to their proficiency bonus, which last until
of the following research fields to study. At 11th level you
their spell slots next refresh.
also gain an ability reflecting your dissertation in each of
The alchemist regains all expended spell slots when your chosen fields of research. At 18th you gain a research
they finish a long rest. doctorate in your chosen fields.
ADVANCED SPELL POTIONS * BOMBMAKER
At level 6, your potion making has advanced to have You may expend a spell slot to create a thrown bomb that
twice the potency. You may double every potion’s damage has the same range as Basic Bane and does 3d8 damage
or duration at the cost of two spell slots of the same level within a 20-foot radius of impact.
as the spell being distilled. These potions are potent but
• Dissertation. At 11th level, you can create a bomb
unstable and can only be crafted as quick potions.
with your choice of added cold, fire, acid, or lightning
for an additional 2d8 damage of the chosen type for
ABILITY SCORE INCREASE
each level over 1st of the spell slot expended.
When you reach 4th level, and again at 8th, 12th, 16th
and 19th level, you can increase one ability score of your • Research Doctorate. At 18th level, you can create
choice by 2, or you can increase two ability scores of your bombs with an additional ability to do one of the
choice by 1. You can’t increase an ability score above 20 following: do psychic damage instead of physical,
using this feature. inflict the effect of Basic Bane with the same bomb
or cast counterspell. Once the additional ability is
– Class: Alchemist – 59
Add your proficiency bonus to its AC, attack rolls, and
damage rolls. Its hit point maximum and Hit Dice are half
your own. It has Intelligence and Wisdom scores of 10.
You can command your homunculus as a bonus action on
your initiative either mentally or verbally. It attempts
to complete commands until directed otherwise,
or until the task is as complete as it can be.
If the construct is destroyed, you can create
a new one in two weeks of downtime. If you
die the homunculus stands inert wherever it
is, activating temporarily only to defend itself.
• Dissertation. At 11th level, you are able to re-
shape your homunculus into a proper Gol-thim.
It otherwise functions with the same rules as
a homunculus and is created in three weeks
of downtime. See Gol-thim, Chapter Seven:
Allies, Adversaries, and Creatures, p. 183 for stats.
* POISON TASTER
You’ve interacted with so many noxious compounds
that you’ve become immune to the poisoned, paralyzed,
picked, it cannot be changed and applies to all bombs petrified, and stunned conditions. Anyone who touches
made using this feature. your skin becomes poisoned if they fail a DC (8 + your
proficiency bonus + your Intelligence modifier) Consti-
* MUTAGEN CRAFTER tution saving throw, or do not have poison immunity;
You may expend a spell slot to create a personal enhance- this condition lasts one minute per round of contact. A
ment mutagen that will either (a) grant your proficiency creature that saves against this effect is immune for the
bonus on rolls with one ability with which you are not remainder of the encounter.
already proficient for one minute, (b) gain resistance • Dissertation. At 11th level you can suppress your
against slashing, piercing, and bludgeoning damage, (c) poisonous touch for one hour per day. You are also
restore hit points equal to 2 per spell slot level. immune to all conditions caused by magical effects,
You can enjoy the effects of one mutagen at a time, and including the Innate Spellcasting of magical beasts.
may not craft additional ones ahead of time. The effect on
an ability does not carry over to skills using that ability. • Research Doctorate. At 18th level, your control
of poison allows you to grant poison immunity to
• Dissertation. Your mutagen has become more potent,
your allies for ten minutes; this can be applied to
also granting advantage on rolls with the ability of
any number of allies, but only once to each ally per
your choice, while healing potions you create restore
long rest. You are also able to generate a miasma of
an additional 4 hit points per spell slot level.
poison in a 30-foot radius around yourself with the
• Research Doctorate. Your self-discipline allows you same save DC and effects as your poisonous touch.
to enhance yourself to permanently gain advantage
on rolls with one ability of your choice. You can only EXTRA ALCHEMICAL ACTION
craft one such mutagen ever. Beginning at 5th level, you can act twice, instead of once
— allowing you to craft and use a potion in the same round.
* HOMUNCULUS At 15th level, you can act three times on your turn. You
You expend a spell slot to construct a small homunculus can only use these actions to either craft or use potions.
similar to a Gol-thim. This construct creature is crafted
from clay.
– Class: Alchemist – 61
Gunslinger
V isitors from Earth to Azoth brought a number of
strange technologies and new sciences to the Realm.
The deadliest among these innovations is the firearm.
CLASS ADVANCEMENT
Those rare individuals with the skill to wield and maintain Proficiency
such weapons are known across the Realm as gunslingers. Level Bonus Features
1st +2 Bullet Casting
Skilled Warriors 2nd +2 Fighting Style
Gunslingers are, by nature, skilled with violence and
3rd +2 Gunslinger Specialty
warfare. Though there are some who prefer to rely on
diplomacy and peaceful means to achieve their aims, each 4th +2 Ability Score Improvement
gunslinger carries the capacity for incredible destruction 5th +3 Extra Attack
holstered at their side. The wisest gunslingers see this as a 6th +3 Breathing Control, Bullet
righteous burden, only resorting to gunplay when all else Casting Improvement
fails. There are some, however, who take sadistic joy in
7th +3 Gunslinger Specialty Feature
flaunting the power of their terrible weaponry.
8th +3 Ability Score Improvement
Self-Reliant Craftspeople 9th +4 Firearm Feint
The creation and maintenance of firearms require 10th +4 Point Blank Shot
mastery of gunsmith’s tools. This unique toolkit combines 11th +4 Gunslinger Specialty Feature
aspects of alchemist’s supplies, tinker’s tools, smith’s tools,
and herbalist’s kits to allow the gunslinger to not only 12th +4 Ability Score Improvement
maintain their firearms, but to craft ammunition and even 13th +5 Bullet Casting Improvement
new weapons. Due to the danger presented by firearm 14th +5 Opportune Discharge
technology, most gunslingers jealously guard their secrets
from outsiders. This tendency leads many gunslingers
15th +5 Gunslinger Specialty Feature
to be loners or to maintain small groups of close allies, 16th +5 Ability Score Improvement
while shunning larger organizations. Get two or more 17th +6 Stowed Shot
gunslingers together though, and the conversation rapidly
18th +6 Firing Blind
turns to tips, tricks, and debates on the best methods for
casing ammo, cleaning weapons, and improving targeting. 19th +6 Ability Score Improvement
20th +6 Flawless Aim
Class Features
EQUIPMENT
HIT POINTS
You start with the following equipment, in addition to
Hit Dice: 1d10 per gunslinger level the equipment granted by your background:
Hit Points at 1st Level: 10 + your Constitution modifier • (a) shield or (b) leather armor
Hit Points at Higher Levels: 1d10 (or 6) + your Consti-
tution modifier per gunslinger level after 1st • (a) two shortswords or (b) two simple melee weapons
Armor: Light armor, shields • A flintlock pistol, a box of 20 bullets with powder,
Weapons: Simple weapons, martial weapons, firearms a set of gunsmith’s tools
Tools: Alchemist’s supplies, gunsmith’s tools
Saving Throws: Dexterity, Wisdom BULLET CASTING
Skills: Choose three from Athletics, History, Insight, The first thing a gunslinger learns is the proper method
Intimidation, Nature, Perception, Sleight of Hand, and for making bullets. Using gunsmith’s tools, gunpowder,
Stealth and metal, the gunsmith spends a short rest preparing
FIGHTING STYLE
At 2nd level, you adopt a particular style of fighting. choice by 2, or you can increase two ability scores of your
Choose one of the following options. choice by 1. As normal, you can’t increase an ability score
You can’t take the same Fighting Style option more than above 20 using this feature.
once, even if you later get to choose again.
Archery EXTRA ATTACK
You gain a +2 bonus to attack rolls you make with Beginning at 5th level, you can attack twice, instead of
ranged weapons. once, whenever you take the Attack action on your turn.
Defense
While you are wearing armor, you gain a +1 bonus to AC. BREATHING CONTROL
Duelist Beginning at 6th level, you achieve mastery of the art
When you are wielding a firearm in one hand and no of controlled breathing, which makes it easier to hit the
other weapons, you gain a +2 bonus to damage rolls with same target with subsequent shots. If you make a successful
that firearm. firearm attack against a target with your first attack when
Two-Weapon Fighting you take the Attack action, you may claim advantage on
When you engage in two-weapon fighting, you can add your second attack of the turn against the same target.
your ability modifier to the damage of the second attack. This also allows you to survive suffocating for an addi-
tional number of rounds equal to your proficiency bonus.
GUNSLINGER SPECIALTY
FIREARM FEINT
At 3rd level, you choose a specialty that dictates the type
of firearms you work with: the Pistoleer, the Musketeer, When you reach 9th level, you can lay cover fire to assist
or the Culverineer. These are detailed at the end of the allies in combat. You may take the Help action to aid any
class description. Your choice grants you features at 3rd ally who is engaged in melee combat within your firearm’s
level and again at 7th, 11th, and 15th level. normal range by firing a round in the direction of the scuffle.
When you reach 4th level, and again at 8th, 12th, 16th, At 10th level, you no longer suffer disadvantage on
and 19th level, you can increase one ability score of your ranged attack rolls when you are within 5 feet of a hostile
– Class: Gunslinger – 63
creature who can see you and who isn’t incapacitated as KAYO CANNON
long as you are attacking with a firearm.
Beginning at 7th level, when you use your Bullet Casting
OPPORTUNE DISCHARGE feature, you may create Kayo rounds. These specialized
rounds can only be fired from a culverin. When you hit a
Starting at 14th level, you may use a loaded firearm you creature with a culverin attack while using these bullets,
are holding to take an opportunity attack. the creature must make a Strength saving throw (DC 10 +
damage dealt). On a failed save the target is knocked prone.
STOWED SHOT
Beginning at 17th level, you may use your reaction EXPLOSIVE SHELLS
to fire a holstered or stowed firearm on your person in At 11th level, when you use your Bullet Casting feature,
response to any attack you can see, as long as you are not you may create Boomer rounds. These specialized rounds
surprised. Once you use this feature you may not do so can only be fired from a culverin. When firing these rounds,
again until you complete a long rest, during which time you choose a point within your culverin’s normal range.
you must repair the holster. All creatures within 20 feet of that point must make a
Dexterity saving throw (DC = 8 + your Dexterity modifier
FIRING BLIND + proficiency bonus). A target takes 8d6 fire damage on a
Upon reaching 18th level, you are no longer solely reliant failed save, or half as much damage on a successful one.
on sight for targeting. When you make a firearm attack
against a creature within your firearm’s normal range ENGINE OF DESTRUCTION
who you can’t see, your inability to see it doesn’t impose At 15th level, you are able to maximize the effectiveness
disadvantage on your attack rolls against it. You cannot of your culverin as a siege weapon. Shots fired from your
benefit from this feature if you are deafened. weapon deal double damage to constructs, objects, and
structures. This applies to all types of ammunition loaded
FLAWLESS AIM into the culverin.
At 20th level your aim is incredibly precise. Once on each
of your turns you may add your Wisdom modifier to either = MUSKETEER
the attack roll or the damage roll of an attack you make using The Musketeer focuses on two-handed rifle-style
a firearm. You can choose to use this feature before or after weapons.
the roll, but only before any effects of the roll are applied.
AGILE ARTILLERY
Gunslinger Specialties At 3rd level, you gain access to a new type of firearm.
Gunslingers focus their expertise on one of three spe- Whether brought with you from Earth, handed down to
cialties. you from a Visitor, or home-built after extensive study
and failure, you acquired a musket. This weapon allows
= CULVERINEER you to perfect a number of additional techniques. You can
The Culverineer focuses on large, bulky hand cannons. reload one barrel of your musket as an action or a bonus
action on your turn.
CULVERIN CRAFTING
At 3rd level, you gain access to a new type of firearm. Name Damage Weight Properties
Whether brought with you from Earth, handed down to Musket 1d12 10 lbs. Ammunition
you from a Visitor, or home-built after extensive study piercing (Firearms),
and failure, you acquired a culverin. This weapon allows (Range 40/120),
you to load massive rounds and perfect a number of ad-
Loading, Two-
Handed
ditional techniques. A standard culverin can only hold
one round at a time, requiring reloading after each shot. CROWD CONTROL
You can reload a culverin as an action or a bonus action
on your turn. Beginning at 7th level, when you use your Bullet Cast-
ing feature, you may create Salt rounds. When you fire a
Name Damage Weight Properties Salt round, all creatures within a 15-foot cone must make
Culverin 2d8 13 lbs Ammunition a Constitution saving throw (DC = 8 + your Dexterity
bludgeoning (Firearms), modifier + proficiency bonus). On a failed save, the target
(Range takes half damage from the weapon and is considered
40/120), restrained until the beginning of their next turn due to
Loading, Two- agony. On a successful save, the target is not restrained,
Handed but still takes half the weapon’s damage. When loading
– Class: Gunslinger – 65
Barbarian
Ocean Raider Seafaring Soul
At 3rd level you have become well versed in the ways of
T he Epician navy has a fearsome reputation; their sailing and navigation, gaining proficiency with vehicles
(water), and advantage on checks to navigate or survive at
sailors are courageous, deadly, and so mighty that
sea. In addition to this, while raging you cannot drown and
a small boarding party is enough to take most enemy
have a swimming speed equal to your normal movement.
vessels without issue. This terrible effectiveness is owed
to the ocean raiders that make up a majority of Epician
sailing crews. Like all barbarians they are fast, reckless,
Undertow Sweep
and wear next to no armor, which greatly benefits them At 6th level you learn to sweep the legs out from under
in ship to ship combat. your foes and drive them into the ground, amplifying the
Legends tell these raiders never drown, and that they force of your attack. Once per turn while raging when
have a penchant for diving overboard with enemy sailors, you successfully hit a target with a melee attack, you can
leaving them to drown deep underwater. Some survivors force them to make a Strength (Athletics) or Dexterity
of ocean raider attacks claim to have seen them do this, (Acrobatics) check against a DC of your attack roll or
others claim hogwash, and the raiders themselves like be immediately knocked prone. If the struck creature is
to feed their own legend enough that a straight answer knocked prone the attack is treated as a critical hit.
is impossible to get.
Blood of the North
At 10th level, while raging you become resistant to cold
damage, and your weapon attacks deal 1d6 cold damage.
On a critical hit, if you deal more damage than your target’s
Constitution score their movement is halved until the
end of their next turn.
Swirling Strike
At 14th level you learn to lash out with the
fury of a typhoon, delivering ruin to anyone
around you. While raging, as an action you
can force all adjacent enemies to make a
Dexterity save with a DC of 8 + your Strength
modifier + your proficiency bonus or take
10d6 bludgeoning damage. If you have a
slashing weapon in hand when using this
feature the damage type becomes slashing
instead. You can use this feature once per
short rest.
Woad Painted
The people of Brachmon have a longstanding belief
that symbols and runes hold power, and that adorning
clothing, jewelry, and buildings with the correct symbols
grants protection, luck, health, and the like. This was
indeed true once, long ago, and barbarians on the Path of
the Woad Painted still know how to use these symbols.
The path has no limitations on who may learn,
though purists of the path state all warriors should
begin practicing the art at a young age if they want
Frightful Symbols
WOAD PAINTED AND At 10th level, as a reaction to being attacked you can
sacrifice a painted rune to make a Charisma (Intimida-
BAKHURUN BARDS tion) check, forcing your attacker to make that attack
with disadvantage. If the creature is immune to fear this
The Bakhurun bards practice a style of magic feature has no effect.
that locks power into ancient runes, many of which
bear striking resemblance to those painted by
the barbarians of this path. Indeed, both groups
Protective Markings
acknowledge they use old magic that existed At 14th level, as a reaction to taking damage you can
long before the recorded history of present-day sacrifice a painted rune to reduce the total damage by
nations, and Woad Painted and Bakhurun bards 10. Additionally, when making a saving throw you may
each recognize the broad purposes of the symbols sacrifice a rune to gain a +10 bonus on the check.
the others use.
– Option: Barbarian – 67
Bard
Bakhurun activate a dormant rune within 5 feet of you. The rune’s
magic becomes active immediately, though depending
T he people of Azoth tap into the Pool of Magic through on the rune the effect may be delayed until a triggering
various methods. The bards practicing the art of event occurs.
Bakhurun weave together songs and runes, creating
LULL THE RUNE
mystical symbols that respond to the magic inherent in
each musical note and chord. At 6th level, you can use your music to lull runes
into dormancy. To do so, you must expend one use of
Keys to Ancient Power your Bardic Inspiration and use your action to make a
Charisma (Performance) check. The DC of this check
The practice of rune magic goes back to the first people
is (10 + the rune’s spell level.) If this check is successful,
of Azoth. Ancient spellcasters locked powerful magical
you deactivate an active rune within 30 feet of you. The
effects in runes throughout the land. Though the ravages
rune remains inactive until it is activated via Wake the
of war and time destroyed some of these runes, many lie
Slumbering Rune.
dormant awaiting activation by a Bakhurun bard.
Upon gaining this feature you may also use Wake the
Artisans of Mystic Might Slumbering Rune to activate a dormant rune within 30
feet of you.
The versatility of Bakhurun allows masters of this
college to create new and potent magical effects. By CRAFT RUNE
assembling magical secrets, master bards can c r e a t e At 14th level, you learn to craft your own magical
virtually any magical effect in rune form. runes. To craft a magical rune, you must spend
a use of your Bardic Inspiration and spend
BONUS PROFICIENCIES
one minute working on the rune. Once
When you join this college this time has elapsed, you spend a spell
at 3rd level, you gain profi- slot to cast any of your bard
ciency with calligrapher’s spells into the rune. The rune
supplies. You also gain is considered dormant when
proficiency in Runic, created and must be subse-
a written language of quently activated through the
ancient power, which is use of Wake the Slumbering Rune.
used across the Realm to store When creating a magical rune, you
powerful magic. must fulfill all components and
costs of the spell
WAKE THE SLUMBERING
normally. Any com-
RUNE
ponents consumed in
Also starting at 3rd level, the casting of the spell
you gain a fundamental are expended as usual.
understanding of rune If you are interrupted for
magic which allows more than one round while
you to activate existing creating a magical rune, all
runes. As a bonus action time, materials and your ex-
on your turn, you may penditure of Bardic Inspiration
expend one use of your are wasted.
Bardic Inspiration to
– option: Cleric – 69
THE RAVEN OF OTHAARIS
Part of Othaarian mythos speaks of a great priestess who will one day appear in the world, rising up as
a beacon of light which the darkness cannot withstand. In Azoth’s darkest hour she will stop a great evil
in the world.
Beyond this, little is known about the so-called Raven, her origin and time of arrival a mystery, with some
speculating that she is alive somewhere in the Realm right now.
Divine Protection you can deal 1d8 radiant damage to them. This damage
increases to 2d8 when you reach 14th level.
Beginning at 6th level, your magic energies shield and
protect others. When you cast a spell of 1st level or higher Divine Mehella
on a friendly creature, they also gain temporary hit points
Starting at 17th level, you can use your action to activate
equal to 2 + the spell’s level.
an aura of divine radiance that lasts for 1 minute, or until
Searing Mehella you dismiss it as a bonus action. You emit bright light in
a 60-foot radius, and allies within it deal 1d8 additional
At 8th level, your aura is suffused with divine energy radiant damage when making weapon attacks. In addition,
that burns anyone that attacks you. Once on each of your any healing effects that take place in the aura automatically
turns when you are hit by a creature with a weapon attack, reroll die rolls of 1.
Mark of Beasts
At 6th level, you begin to manifest physical ani-
mal traits as your connection to nature grows. You
initially select two traits, and an additional trait
at 10th and 14th level. You may also change
existing traits any time you gain a new one.
These traits are not lost when in your Wild
Shape, though they may be replaced by that
shape’s own features if they are inherently
better.
Additionally, you have advantage on
Wisdom (Animal Handling) checks with
any beasts that have similar traits to the ones
you’ve manifested.
PHYSICAL TRAITS
Antlers. If you move at least 10 feet be-
fore attacking, you can make an unarmed
head-butt attack for 1d8 bludgeoning
damage.
– Option: Druid – 71
Fighter
O’koth Ranger RANGERS
AND FIGHTERS
T he O’koth rangers count themselves among the most
keen-minded defenders in the Realm, leaving no
trail while on the move, losing no quarry when on the
Despite their name, O’koth rangers are
mechanically closer to fighters than the ranger
hunt, and slaying all foes with astounding speed. Despite
class, and thus are presented as a martial
their name, they serve more as a military to the nations of archetype. If you want to play a ranger as per
Ardonia and O’koth than traditional rangers. The O’koth that class, we recommend the Hunter archetype
rangers destroy evil with deadly precision so that good folk to represent an O’koth ranger.
may rest easy at night without fear of the dark. They are
dedicated protectors who consider themselves the Arm of
Othaaris, whose purpose is to protect folk from the worst
the forests of O’koth have to offer, and are widely respected
by commoners, many of whom volunteer themselves to
Field Training
the noble cause of this order. At 3rd level, you gain proficiency in the Intelligence
(Investigation) and Wisdom (Survival) skills if you don’t
The rangers train to be stunningly precise warriors,
already have them and double your proficiency bonus for
taking up the sword before anything else. They use
any checks you make using those skills.
fast and accurate strikes to end fights quickly,
with as little risk to the ranger as possible.
This rapid form of combat is meant to
Precision Strike
afford the ranger extra time to examine At 7th level, you have
their foes and the greater battle, as half learned to make precise
a second can mean the difference cuts that bite deeply into your
between life and death. foes. As a bonus action you
More impressive than their can double your proficiency
speed and precision, however, is bonus on your next weapon
the rangers’ intense mental attack and add your proficien-
acuity. Since they cannot be cy bonus to that attack’s damage.
everywhere at once, and
often arrive to handle Covered Track
situations days after At 10th level, you can mask your-
key events transpired, self and a number of creatures equal
O’koth rangers are to your Wisdom modifier, hiding your
extraordinary in- trail and imposing disadvantage on
vestigators, able to non-magical methods to track the
deduce the nature group. Additionally, you can apply
of incidents well after camouflage to the same number
trails have gone cold or evi- of creatures during a short rest,
dence has vanished. This gives adding your proficiency bonus
them a certain legend among commoners, to their Stealth checks for the
who insist no one can escape a ranger next hour.
once they’re on the trail. Naturally the
rangers are happy to uphold this belief,
since it makes their jobs easier.
White Unicorn do this. At 15th level you can use Intervention on an allied
creature up to 10 feet away.
Battle Skirmisher
At 3rd level, when you take this
archetype you gain the ability to fight
alongside others with incredible
ease. As a bonus action you can
move five feet in any direction,
and may swap positions with
any adjacent allied creature that
isn’t incapacitated. This movement
does not provoke opportunity
attacks from creatures you have
attacked on your turn.
– Option: Fighter – 73
Monk
Fist of Othaaris convictions and intentions. It is here that trouble with
a student most often presents itself, and it is up to the
veteran monk to correct them, since the Fists of Othaaris
T o many, the goddess Othaaris is one of healing and are holy warriors, and not cruel, heartless executioners.
pacifism, protecting the good folk of the world Most young students spend many years under a senior
without violence — however, this is but one aspect of monk’s guidance, until they prove themselves as capable
Her. The monks of Othaaris know the fury and might as their teacher. Even then, the masters of the tradition
of their goddess, and channel it through their bodies remain a guiding counsel as the new Fists travel far to
fight evil.
to purge evil from the world. These monks are figures
of decisive action, turning their religious devotion into
a weapon few can match. The Fists of Othaaris believe
Light of Othaaris
they are superior to the clerics because they are more Starting when you choose this tradition at 3rd level, you
willing to act, and do not waste energy preaching peace can use your ki to duplicate the effects of certain spells,
when it can be obtained more directly by obliterating using Wisdom as your spellcasting ability.
the evil of the world. You gain the guidance cantrip, and as an action, you
This mindset is also what attracts many of the tradi- can spend 1 ki point to cast the bane or guiding bolt spell.
tion’s new members. Those harmed by evil often turn to You may also spend a second ki point to cast them as
the church for guidance, and many among them want 2nd-level spells.
revenge, which the clerical Eyes of Othaaris simply will In addition to this you may cast prayer of healing once
not advocate. The Fists of Othaaris, however, gladly ac- per short rest.
cept these souls, promising them the opportunity to bring
justice to the bandits and raiders that wronged them. The Divine Fury
trouble though, is tempering this inherent hatred for evil At 6th level you can spend a
with the wisdom necessary to remain in their goddess’ ki point to infuse a single un-
good graces. armed attack with radiant
The early days of instruction for young members of this energy. Your next attack
tradition are consumed by exhausting physical training gains 1d6 bonus damage in
to the point they have no energy left for anger or sorrow. the form of radiant energy,
This, coupled with sacred mantras and regular prayer, or holy fire. At 11th
marries their desire for justice with their faith in Othaaris level this increases
as one empowers the other. Next, they press their bodies to 2d6 radiant or
to impossible limits, going days without food or rest, fire damage.
drawing on their faith to persevere. This further
deepens their understanding of their own souls,
and their connection to Othaaris.
Once a young Fist of Othaaris proves
they are capable, a seasoned
monk takes them into the
world to find and fight
evil. This mentorship
is key to granting
the Fists of Oth-
aaris practical
experience that
training cannot
provide, while
also serving as a
test of the young
martial artists’
Broken Sword At 11th level you learned how to tread lightly upon the
world, leaving it in peace as you pass. You may spend two
ki points to use either expeditious retreat, longstrider, or
T his monastic tradition holds to ideals of defense and sanctuary. The particulars of these spells, including target,
self-discipline. As such, practitioners do not seek to casting time, and duration, remain unaltered.
make the first strike and become the aggressor. However,
if bandits and robbers strike those under their protection, Shatter the Sword
these monks do their utmost to aid in defense and get Upon reaching 17th level, you know how to prevent
their wards to safety. attacks before they begin. You may strike pressure points
Within the Realm, the Broken Swords are known as on an opponent to temporarily stifle their ability to
guardians of the peace and often guard attack or cast spells. You must spend 3 ki points
pilgrims of knowledge or the most and roll as if to attack during your action. If the
marginalized in a village. They attack roll is a success, your target takes no
are the embodiment of “protect damage but instead suffers the paralyzed
and serve” but are not bound condition for a number of rounds equal
to cities or specific gov- to your Wisdom modifier.
ernments. As such, they Beginning on the second round of
are well regarded by paralysis, the target may make a
commoners and users Constitution saving throw on
of magics alike. Even their turn and when they
those selfish or osten- take damage, to break
sibly evil-aligned may free from the para-
admire the self-disci- lyzing effect.
pline inherent in the
– Option: Monk – 75
Paladin
Oath of Fealty Responsibility. The safety and prosperity of the nation
fall upon your shoulders to bear. Execute your duties
willfully and graciously.
TENETS OF FEALTY
Though the means by which Fealty
paladins uphold their oath’s tenets vary
greatly depending upon the mores of
the nation they serve, paladins of this
oath share these tenets.
Bravery. Fear is a weakness that
must not stand between orders and the
execution thereof.
Obedience. Obey the spirit and the
letter of orders issued by the governing
body and duly appointed represen-
tatives thereof.
Patriotism. Loyalty to the nation
supersedes personal bonds or feel-
ings. The nation is what matters.
– Option: Paladin – 77
Rogue
Hidden Shadow services. Those well trained in the arts of the Hidden
Shadow simply smirk at such accusations before offering a
demonstration to the doubtful. Few who take the Hidden
A zoth is a deadly and dangerous world. While there Shadow up on such an offer live long enough to retract
are a number of threats both magical and mundane, their disrespectful insinuations.
few are as universally feared as Hidden Shadow assassins.
DODGE MISSILES
Students of Endless Combat Starting at 3rd level, you can use your reaction to dodge
the missile when you are hit by a ranged weapon attack.
Hidden Shadows dedicate their lives to the study of
When you do so, the damage you take from the attack is
silent assassination. Rigorous training in physical combat,
reduced by 1d10 + your Dexterity modifier + your rogue
stealth, and weaponry are simple realities of daily life for
level. If you reduce the damage to 0 in this fashion, and
rogues who choose to walk this path. At first, such prac-
there is a hostile creature behind you within the effective
tices are dangerous, and at times deadly, as the teacher
trains the student largely through inflicting sudden and
brutal violence upon them. The student must be ready
to defend from any threat at any moment. Hidden
Shadow teachers randomly fire crossbows at
their students at odd times, such
as when the student is eating,
bathing, or sleeping. This is to
teach the student to dodge and
deflect incoming arrow fire while
also imparting the importance of
never letting one’s guard down.
Wearing armor merely slows
down the Hidden Shadow and gets
in the way of the silence upon which
their art depends. As such, the stu-
dent is forbidden from wearing such
protections during training, a tradition
most carry forth for the remainder of
their careers.
Masters of
the Silent Death
As the Hidden Shadow attains mas-
tery, they unlock the secrets of silent and
invisible movement. The greatest masters
of the Hidden Shadow are said to be
able to enter an open field in broad
daylight and kill a dozen targets
without being seen or heard.
Some outside this tradition of
study think that such rumors
are mere braggadocio, spread
to allow the Hidden Shadows
to demand higher rates for their
– Option: Rogue – 79
Sorcerer
Sourceborn MENTHRUAC CHANNEL
Beginning at 1st level, you draw magic directly from
the Source. This grants you unusual abilities regarding
All spellcasters draw from the Pool of Magic when casting.
menthruac, allowing you to channel magic in impressive
This Source of all magical energy is volatile, potent, and
ways. Each encounter, you may gain a number of levels
incredibly dangerous. The trappings of magic, including
of menthruac equal to your spellcasting ability modifier
focus items and spell components, act as filters between
with no ill effect. If you choose to continue to gain levels
the spellcaster and the Source, allowing the magic user to
of menthruac, you may do so, suffering 1d6 points of force
direct a minute portion of the Pool when a spell is cast. Even
damage per level of excess menthruac you gain. This hit
with these safety measures in place, mages must fear and
point loss cannot be prevented in any way but can be
respect menthruac (see Chapter Four: Magic, Spells, and
healed normally. Any levels of menthruac you accrue are
Rituals, p. 89) — a condition that overloads the sorcerer’s
removed when you complete a short or long rest. This also
mind. Unlike other spellcasters, however, Sourceborn can
allows you to ignore the focus component of any spells,
draw from the Pool directly without fear of mind-lock.
as you do not require a focus item in order to use magic.
SOURCEBORN of sorcery points equal to the spell’s level. If you do, you
may choose a creature within 30 feet that you can see,
SORCERERS AND making that creature the target of the spell rather than
SPELL COMPONENTS yourself. The spell’s original attack roll or save DC is used
against the new target and the spell is resolved normally.
Although sorcerers of this origin do not require Once you use this feature you may not do so again until
focus items to tap into the Pool of Magic, they still you complete a short or long rest.
direct spells like any spellcaster. A spell with a
verbal component still has a verbal component METAMAGIC MASTERY
when cast by a Sourceborn sorcerer. This can be Beginning at 18th level, your connection to the Source
overcome through the subtle spell metamagic becomes so strong that you may use any metamagic option
option. on spells you cast, as long as the metamagic option is valid
Sourceborn sorcerers can ignore the focus for the spell. You may also use a number of metamagic
component of all spells by virtue of their menthruac options on a single spell equal to half your Intelligence
channel feature. modifier (rounded up, minimum 1). You must pay all
normal sorcery point costs to use these options.
– Option: Sorcerer – 81
Warlock
Demon of the DEMON EXPANDED SPELLS
Shadow Lands Spell Level
1st
Spells
Command, Thunderwave
The Shadow Lands exist beyond reality and the flow
of time. This is an alien place shrouded in icy mist and
2nd Blindness/Deafness, Find Steed
darkness no mortal eyes can pierce. Here, a moment is an 3rd Bestow Curse, Blink
eternity which passes in an instant, and ancient demon 4th Black Tentacles, Confusion
kings and queens hold eternal court as they jockey for
5th Geas, Hallow
power in an unending political dance. To forge a pact with
one of these dark nobles is to invite a greedy and chaotic
darkness into your soul, one which numbs the fingers,
and chills the blood.
A pact with Shadow Lands demons is largely held as an
evil deed by most people within the Realm, though many
warlocks merely liken it to giving these alien nobles an
opiate, as they seem to be addicted to some quality inherent
to the pact and how energies flow between them and the
warlock. These demons find the sharp, ordered reality
of the Realm and the alien march of time intoxicating.
Forging a pact with a warlock that lasts
decades is merely a small breath
of perfumed air to the demons.
Other warlocks argue that re-
gardless of why the Shadow
Lords grant power, the power
itself can be used any way the
bonded caster likes — and
so long as the demon is kept
happy, the warlock can serve as a
potent force for good in the Realm.
In truth, the demons hardly care what
is done with the power, though they
often make demands of the warlock as
they seek to experience reality vicari-
ously through them. Denying a patron
is difficult, but a clever warlock soon
learns to keep their patron sated with
experiences, without risking their
own sanity or well-being.
Your Pact Boon and trusted warlocks, those who would stand a chance
against these dark forces.
Each Pact Boon option produces a special creature or
object that reflects your patron’s nature. Expanded Spell List
PACT OF THE CHAIN The Last Unicorn lets you choose from an expanded list
of spells when you learn a warlock spell. The following
Your familiar is dark and shadowy regardless of its form spells are added to the warlock spell list for you.
and reflects the personality and desires of your demonic
patron. Along with the standard forms, your familiar may
also take on the appearance of an undead Shadow. UNICORN
PACT OF THE BLADE
EXPANDED SPELLS
Your patron grants you a weapon (of player’s choice) Spell Level Spells
made of black metal with silver-blue threads running
1st Color Spray, Faerie Fire
through it in ever-shifting patterns, as though forged from
oil and liquid iron. 2nd Invisibility, See Invisibility
3rd Bestow Curse, Hallow
PACT OF THE TOME
4th Hallucinatory Terrain, Polymorph
Your Book of Shadows is a thin book, elegant in its
5th Commune, Hallow
simplicity, and adorned with the noble symbol of your
– Option: Warlock – 83
Shield of the Wild unicorn assists you as its abilities and features allow, and
in combat will prioritize attacking evil creatures it sees
Starting at 1st level, the energies of nature itself attempt or protecting good creatures that are near death. The
to keep you alive. When you are reduced to 0 hit points unicorn remains for 2 minutes, or until slain, at which
and are surrounded by nature or wilderness, you gain point it vanishes in a flash of light. You may call on this
advantage on death saving throws, and treat a critical unicorn again after the next sunrise.
failure as only a normal failure.
Your Pact Boon
Land’s Stride Each Pact Boon option produces a special creature or
Starting at 6th level, your patron subtly guides you object that reflects your patron’s nature.
through nature. Moving through non-magical difficult
terrain costs you no extra movement. You can also pass PACT OF THE CHAIN
through non-magical plants without being slowed by Your familiar is clearly of fey or natural descent and
them, and without taking damage from them if they have reflects the personality and desires of your goodly patron.
thorns, spines, or present a similar hazard. Along with the standard forms, your familiar commonly
In addition, you have advantage on saving throws against takes on the shape of a Sprite.
plants that are magically created or manipulated to impede
movement, such as those created by the entangle spell. PACT OF THE BLADE
The unicorn grants you a weapon (of player’s choice)
Boon of Old Magic constructed of gleaming silver or golden metal, with a
Starting at 10th level, your patron empowers your magic handle made of natural materials such as wood or pol-
with ancient energies. When casting a non-cantrip spell ished bone.
you can either give one affected creature disadvantage on
their saving throw or reroll any 1s in the spell’s damage PACT OF THE TOME
roll. You can use this once per short rest. Your Book of Shadows is rustic and heavy; the
materials used show little in the way of modern
Call to the Last technique but are no less artful or robust. It
Starting at 14th level, you can call contains lore about the forests, their deni-
upon your patron to manifest briefly. zens, and lost secrets, often accompanied
As an action you can summon a uni- by beautifully detailed illustrations of the
corn to a space adjacent to you. Unless subjects.
your intentions are cruel or evil the
– Option: Wizard – 85
Terra’s Diary
What an adventure!
I decided I’d start recording all the things my friends and I have been up to since arriving here, but to be
honest, I don’t have enough paper… or I guess, parchment, to describe it all. Just… Wow.
When we first arrived here, I was excited, but scared. Now I’ve discovered this place contains an infinite
number of wonders, equal to, or maybe surpassing the number of horrors lurking just over the horizon. Whenever
I feel gloomy or nervous, I just have to visit a market and sample a fruit I’ve never tasted before, with a flavor
like no other, or hear a song sung in a language I don’t understand, but with such emotion that I can discern
its meaning just from the musician’s tone and expression.
In some ways we have the advantage here. We retained our knowledge and some of our technology from our
world, and that makes the locals see us as people to be feared and respected. I was showing off my phone the
other day, but without a signal I was only able to let the local kids see photos I’d snapped. A few were afraid
I’d made doubles of them, trapped and miniaturized, in my phone. It didn’t take long for a clever youngling to
realize my phone was a Strange Thing, and they explained to the others that my phone was basically making
paintings, of sorts. After that all the younglings were having turns with it, snapping photos of the weirdest
things… Cabbages, close-ups of faces, parents, a lump of rock on the ground… Their capacity for genuine wonder
just makes me smile.
I realize I wrote “younglings.” It’s so easy to adopt the linguistic traits of these people. But I’ve also heard
words that I instinctively know mean danger. I’ve never met “Eophon,” but as soon as someone invoked her
name, I felt a chill in my heart and could smell death on the air. It sounds fantastical, I know, but everything
here is. Words have power in this place.
They call me an artificer and say I can work magic. I don’t know how much of that is true, except I know
my way around machines and can perform some tricks. It’s actually kind of nice though, for people to see
me for my skills rather than what might have got me picked on or ostracized back home. Here, I’m someone
special, valued by the community and trusted to accomplish great deeds. It beats getting shaken down, even if
my new form does come with hairy feet. And those didn’t really take me too long to get used to. I just don’t
wear socks quite as often, now.
The other night, I saw a shape in the sky swooping and fluttering its way past our camp. A few minutes
later, four more of them followed. I was told later that these were “bat people” and servants of some guy named
“Lord Darkoth.” You know, as much as these new things scare me, and sometimes a fella’s evil — I mean, his
name’s Darkoth — should make me want to go running home, I’m always split between that and wanting
to learn a little more.
I’ll have to go home at some point. I can’t stay here forever. But for as long as I’m here, and my friends
are here… well, diary, there’s a world in need of exploring, and people in need of saving. Somehow, my friends
and I are the people this world needs.
– Option: Wizard – 87
T he Pool of Magic, also known as the Source, feeds
mystical energy into all things on Azoth and reclaims
energy released through destruction and decay. The faint
Menthruac
Menthruac, also known as mind-lock, is a dangerous condi-
touch of magic can be felt throughout the Realm in the tion that affects spellcasters who try to draw too much from the
people and creatures that thrive there. The Crossings Source too quickly. Menthruac is a form of psychic exhaustion
are magical phenomena that bring interdimensional that degrades the spellcaster’s abilities. It is possible for a care-
immigrants to the Realm. In these manifestations, magic is less wizard to drain themself to the point of unconsciousness
a natural phenomenon no different than weather or gravity. or death by ignoring the dangers of menthruac.
Magic can also be utilized and directed through spell- When an arcane caster (commonly bards, sorcerers,
casting and ritual. An alchemist uses scientific principles warlocks, and wizards) of any origin other than Sourceborn
to coax magical essence from mundane reagents. A casts a spell, they may choose to gain one or more levels of
wizard guides magical force through intensive study menthruac in exchange for access to additional spellcasting
and mastery of formulae. Clerics and warlocks lean on features listed in the table below. A spellcaster may only
connections to powerful entities through faith or pact, use one menthruac effect at a time. A spellcaster may never
bringing the will of their deities and patrons into being accumulate more than eight levels of menthruac, regardless
through the use of spells and prayers. In all of these of how they divide their uses of this arcane energy.
cases, the magician relies on a focus item, such as an orb,
crystal, holy symbol, staff, or wand, to direct their will Level Effect
and cast spells. Without such an item, magic is nearly 1 Choose one: Careful Spell, Distant Spell,
impossible to access. Empowered Spell, Extended Spell, Subtle
Among those who manipulate magic, the strongest and Spell, Twinned Cantrip
most dangerous are sorcerers of the Sourceborn origin. 2 Choose one: Quickened Spell, Twinned
Tied directly to the Pool of Magic, these spellcasters 1st-level spell, increase Spell Attack Bonus
open a primal channel to the Source, allowing them to or Spell Save DC by 1 for the targeted
perform truly spectacular acts of mystical might. Though spell
all magic in the Realm draws from the Source, only these 3 Choose one: Heightened Spell, Twinned
rare sorcerers are able to do so without the need for the 2nd-level spell, increase Spell Attack
tools and props that other spellcasters use to guide the Bonus or Spell Save DC by 2 for the
raw power of the Pool of Magic.
targeted spell
Drawing on the Pool of Magic is a dangerous prop- 4 Choose one: Maximize a number of
osition. Alchemists, bards, druids, and rangers use the damage dice equal to your spellcasting
inherent magic in nature to insulate them from the rig-
ability modifier for one spell, increase
Spell Attack Bonus or Spell Save DC by 3
ors of accessing magic. Their crafts, while potent, are for the targeted spell
indirect. Clerics, paladins, and warlocks rely on gods
and patrons to shield them from the worst effects, as When a character gains levels of menthruac, the energy
none draw from the Source directly. Sourceborn sor- building within them threatens to tear them apart as un-
cerers, through the accident of their birth, fate, or some chained magic flows through the spellcaster’s body and soul.
magical anomaly, exhibit an uncanny immunity to these At the end of the combat, or if casting outside of combat
dangers. All other spellcasters must exhibit great care when the spell ends, all levels of menthruac the spellcaster
when tapping into the Source, lest they suffer menthruac. gained are expended, applying the effects on the table below.
– Menthruac – 89
SPELLCASTING CLASSES MATERIAL
AND MENTHRUAC COMPONENTS (M)
The basic menthruac rules assume that Material components are not used for casting
wizards and most sorcerers are the only classes spells in the Realm and are instead replaced by
directly impacted by menthruac. Sorcerers of the Focus component. When using a spell from
the Sourceborn origin (see Chapter Three: another source, such as the PHB, replace any
Classes, p. 80) interact with menthruac very material components with the focus component.
differently due to their connection to the Pool Material components are used for True Rituals
of Magic, and other spellcasting classes are (see below) but function according to the rules
protected by the nature of their tools. and systems presented in that section and have
no bearing on spellcasting in general.
SOMATIC (S) their focus item. A spellcaster must have a hand free to hold
their spellcasting focus, but it can be the same hand that
Spellcasting gestures might include a forceful gestic-
they use to perform somatic components or sign-language
ulation or an intricate set of mudras. If a spell requires a
verbal components.
somatic component, the caster must have free use of at
least one hand to perform these gestures.
FOCUS (F)
Spells
While all spellcasters other than Sourceborn sorcerers
require access to their focus item in order to cast spells,
some spells require specific manipulation of the focus item.
S pells are singular magical effects that utilize energy
from the Pool of Magic to achieve a specific expression.
The PHB introduces dozens of spells. Though most of
Generally speaking, as long as a caster is in physical contact these function exactly as described when used within
with their focus item, they may cast their spells normally; the Realm, some merit special discussion.
however, if a spell requires a focus component, the spell-
caster must hold and brandish or otherwise manipulate
– Spells – 91
Planar Magic
Azoth is a unique plane that connects with the larger LINE OF EFFECT
multiverse through Crossings. As a result, a number of spells
Several spells require an unimpeded line of
work differently, or do not work at all in the Realm. Spells effect between the caster and target. For a target
that do not function in the Realm simply do not exist as far to be within line of effect, the target must be able
as the inhabitants of Azoth are concerned. They may be nei- to be perceived by the caster and must be at
ther learned nor prepared. Note that effects similar to some least partially exposed. Walls and other objects
of these spells can be learned as True Rituals (see p. 102). that provide total cover prevent the caster from
establishing a line of effect to the target.
Banned Spells
Spells that may not be learned or used in the Realm are:
spaces that you can perceive within 60 feet. Choose one of
Astral Projection, Banishment, Commune, Conjure
the following options for what appears:
Celestial, Conjure Fey, Contact Other Plane, Demiplane,
Gate, Imprisonment, Magnificent Mansion, Maze, Planar • One beast of challenge rating 2 or lower
Ally, Planar Binding, and Plane Shift.
• Two beasts of challenge rating 1 or lower
Altered Spells • Four beasts of challenge rating 1/2 or lower
Spells that function differently than presented in the
• Eight beasts of challenge rating 1/4 or lower
PHB are detailed below.
These beasts disappear when the spell ends. If a sum-
- BLINK moned beast drops to 0 hit points, it dies, leaving behind
3rd-level transmutation a corpse as normal.
Casting Time: 1 action The summoned beasts are friendly to you and your com-
Range: Self panions. Roll initiative for the summoned creatures as a
Components: V, S group, which has its own turns. They obey any verbal com-
Duration: 1 minute mands that you issue to them (no action required by you). If
you don’t issue any commands to them, they defend them-
selves from hostile creatures, but otherwise take no actions.
Roll a d20 at the end of each of your turns for the duration
The GM has the creatures’ statistics. Sample creatures
of the spell. On a roll of 11 or higher, you become invisible,
by environment can be found below.
insubstantial, and unable to make sound. While insubstantial
At Higher Levels. When you cast this spell using certain
you are immune to all forms of damage and can take no action
higher-level spell slots, you choose one of the summoning
that would deal damage or affect another creature in any way.
options above, and more creatures appear: twice as many
At the start of your next turn, and when the spell ends if you
with a 5th-level slot, three times as many with a 7th-level
are insubstantial, you stop being insubstantial and appear in
slot, and four times as many with a 9th-level slot.
an unoccupied space of your choice you can perceive within
10 feet of the space you vanished from. If no unoccupied - CONJURE WOODLAND BEINGS
space is available within that range, you appear in the nearest
unoccupied space (chosen at random if more than one space 4th-level conjuration
is equally near). You can dismiss this spell as an action. Casting Time: 1 action
While insubstantial, you can perceive your surroundings, Range: 60 ft
which are dull and muted. While in this state you can’t Components: V, S, F
perceive anything more than 60 feet away regardless of Duration: Concentration, up to 1 hour
other sensory abilities, spells, or effects.
You summon fey creatures who are tied to the nearby
- CONJURE ANIMALS
environment and appear in unoccupied spaces that you
3rd-level conjuration can perceive within 60 feet. Choose one of the following
Casting Time: 1 action options for what appears:
Range: 60 ft • One fey creature of challenge rating 2 or lower
Components: V, S
Duration: Concentration, up to 1 hour • Two fey creatures of challenge rating 1 or lower
1/2 Forest ape, black bear, giant wasp, swarm 1/2 Underground swarm of insects
of insects 1 Underground giant spider, giant toad
1 Forest brown bear, dire wolf, giant hyena, 2 Underground giant constrictor snake, polar bear
giant spider, giant toad, tiger
0 Underwater octopus, quipper
2 Forest giant boar, giant constrictor snake,
giant elk, swarm of poisonous 1/4 Underwater constrictor snake
snakes 1/2 Underwater giant sea horse, reef shark
0 Grassland cat, deer, eagle, goat, hyena, 1 Underwater giant octopus, swarm of quippers
jackal, vulture
2 Underwater giant constrictor snake, hunter shark,
1/8 Grassland blood hawk, flying snake, giant plesiosaurus
weasel, poisonous snake, stirge
0 Urban cat, goat, rat, raven
1/4 Grassland axe beak, boar, elk, giant
poisonous snake, giant wolf spider, 1/8 Urban flying snake, giant rat, mastiff, mule,
panther, pteradon, riding horse, pony, stirge
wolf
1/4 Urban draft horse, giant centipede, giant
1/2 Grassland giant goat, giant wasp, swarm of poisonous snake, riding horse,
insects swarm of bats, swarm of rats, swarm
of ravens
1 Grassland giant eagle, giant hyena, giant
vulture, lion, tiger 1/2 Urban crocodile, giant wasp, swarm of
insects, warhorse
2 Grassland allosaurus, giant boar, giant elk,
rhinoceros 1 Urban giant spider
– Spells – 93
A summoned fey creature disappears when it drops to
0 hit points or when the spell ends.
The summoned creatures are friendly to you and your com-
panions. Roll initiative for the summoned creatures as a group,
which has its own turns. They obey any verbal commands that
you issue to them (no action required by you). If you don’t
issue any commands to them, they defend themselves from
hostile creatures, but otherwise take no actions.
The GM has the creatures’ statistics. Sample creatures
by environment can be found below. If this spell is cast in
an environment that does not list available fey creatures,
the GM may decide to pull creatures from the nearest
environment to the spellcaster. The GM may also choose
to utilize beasts appropriate to the environment in lieu
of fey creatures (see conjure animals) though in this case,
the beasts are also considered fey creatures and respond
to being reduced to 0 hit points as described in this spell.
Lastly, the GM may rule that there are no fey spirits in the
region able to be summoned, in which case the spell fails,
and the slot is wasted.
At Higher Levels. When you cast this spell using certain
higher-level spell slots, you choose one of the summoning
options above, and more creatures appear: twice as many with
a 6th-level slot and three times as many with an 8th-level slot.
- ETHEREALNESS
7th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 8 hours
You become invisible, insubstantial, and unable to make
sound. While insubstantial you are immune to all forms of
damage and can take no action that would deal damage or
affect another creature in any way. You remain insubstantial
for the duration or until you use your action to dismiss the
spell. During this time, you can move in any direction. If you
move up or down, every foot of movement costs an extra foot.
You can perceive your surroundings, but everything looks
gray, and you can’t see anything more than 60 feet away.
While you are insubstantial, other creatures can’t per-
ceive you and can’t interact with you, unless a special
ability or magic has given them the ability to do so. You
ignore all objects and effects, unless those objects or effects
are stated to affect the Ethereal Plane. This allows you to
pass through solid objects.
New Spells creature for each slot level above 2nd. The creatures must
be within 30 feet of you when you target them. Alternatively,
T
you may increase the duration of the false memory for an
he following section details new spells found in the additional hour per higher slot level spent. You must choose
Realm. It begins by presenting these spells in lists whether to affect additional creatures or extend duration
according to class and is followed by descriptions of the for each additional slot level you expend. For example, if
new spells. casting alibi with a 5th-level spell slot, you could affect one
additional creature, implanting false memories of you being
New Spell Descriptions in the presence of all affected creatures for three hours.
– New Spells – 95
BARD 4th Level 8th Level
2nd Level Shield the Gathering Healing Interdiction
Alibi Tenacity WARLOCK
Battlecry RANGER 2nd Level
Dark Flame 1st Level Chains of Binding
Enrage Blood Trail Compost
Entrance Animal 2nd Level Dark Flame
3rd Level Circle of Sounds 3rd Level
Cloak of Silence Entrance Animal Violent Scream
Violent Scream 3rd Level 4th Level
7th Level Cloak of Silence Tenacity
Eyeburst SORCERER WIZARD
CLERIC Cantrip Cantrip
2nd Level Imbue Weapon Imbue Weapon
Compost 2nd Level 2nd Level
Magic Vestment Absorb Mana Absorb Mana
3rd Level Alibi Alibi
Arcane Parry Chains of Binding Chains of Binding
Cloak of Silence Compost Compost
4th Level Dark Flame Dark Flame
Shield the Gathering Enrage Enrage
Tenacity Entrance Animal Entrance Animal
7th Level Magic Vestment Magic Vestment
Rallying Respite Shield Ally Shield Ally
DRUID 3rd Level 3rd Level
1st Level Arcane Parry Arcane Parry
Blood Trail Body of Sand Body of Sand
2nd Level Cloak of Silence Cloak of Silence
Circle of Sounds Violent Scream Violent Scream
Compost 4th Level 4th Level
Enrage Shield the Gathering Tenacity
Entrance Animal Tenacity Wall of Mana
3rd Level Wall of Mana 5th Level
Body of Sand 5th Level Source Sink
Exile from Nature Source Sink 6th Level
PALADIN 6th Level Source Interference
2nd Level Source Interference 7th Level
Battlecry 7th Level Eyeburst
Magic Vestment Eyeburst Rallying Respite
3rd Level Rallying Respite 8th Level
Arcane Parry Healing Interdiction
– New Spells – 97
- BODY OF SAND whistles of the forest. This spell is in high demand among
scouting parties and small traveling groups seeking to pass
3rd-level transmutation
through natural areas undetected.
Casting Time: 1 reaction
Choose a number of creatures to whom you have line
Range: Touch of effect within 30 feet of you who share a language with
Components: V, S, F you. For the duration, you and each creature you choose
Duration: Concentration, up to 1 hour can communicate verbally in your shared language, but
to anyone not included in the spell your words sound like
Some Visitors to Azoth tell fables from their homeworld the normal, natural sounds of the local fauna. Any creature
claiming that humans were created from dust. Upon hearing affected by this spell may choose to speak normally or speak
this story, a quirky sorcerer with a flair for the dramatic under the cover of the circle of sounds.
created this spell.
- CLOAK OF SILENCE
You touch a willing creature. Until the spell ends, the
target’s body turns to sand. This sand retains the creature’s 3rd-level illusion
size and shape and is cohesive, but the sandform grants Casting Time: 1 action
the target resistance to slashing and piercing damage from Range: Self
nonmagical weapons. Furthermore, the target has advan- Components: V, S, F
tage on Stealth checks made in sandy terrain. Duration: Concentration, up to 10 minutes
- CHAINS OF BINDING
When casting this spell, you create an invisible mobile
2nd-level conjuration
zone of silence that surrounds you. The spell functions by
Casting Time: 1 action bending all types of noise and sound around you but allows
Range: 90 feet you to hear yourself speak. Because the spell stops all sound,
Components: V, S, F it provides immunity to thunder damage, and renders you
Duration: Concentration, up to 1 minute deafened with regard to other creatures. Casting a spell that
includes a verbal component is possible while under the
Spellcasters in service to the Darklord favor this brutal effects of this spell, but any spell or effect that requires your
and gruesome method for restraining those enemies whom target to be able to hear you automatically fails.
they wish to keep alive for interrogation or imprisonment.
- COMPOST
This spell causes hooked chains to explode from the
ground within range, latching onto a single creature to 2nd-level necromancy
whom you have line of effect. The target must succeed on a Casting Time: 1 action
Strength saving throw or suffer 2d6 bludgeoning damage. On Range: Touch
a failed save, the target also gains the restrained condition. Components: V, S, F
The caster may choose to inflict an additional 2d6 Duration: Instantaneous
bludgeoning damage on a creature who begins their turn
restrained by the chains. A creature restrained by the chains When you cast this spell, you touch a corpse, ac-
can use its action to make a Strength check against your celerating its decay and reducing it to a fine dust.
spell save DC. On a success, it frees itself. The corpse can then no longer be magically animated or
When the spell ends, the chains fade away into noth- otherwise become undead. Thus, such spells as animate
ingness. dead and raise dead have no effect upon a corpse affected
At Higher Levels. When you cast this spell using a spell by this spell. Compost does not interfere with resurrection.
slot of 3rd level or higher, you may choose an additional The spell has no effect on living matter. If the spell is cast
target within range for each slot level above 2nd. upon an undead creature, the target must make a Constitution
saving throw, suffering 5d6 radiant damage on a failed saving
- CIRCLE OF SOUNDS throw, or half as much on a success. If the spell inflicts enough
2nd-level illusion damage to reduce the undead to 0 hit points, the corpse turns
Casting Time: 1 action to a fine dust and can no longer be animated or raised again.
Range: 30 feet
Components: V, S, F
- DARK FLAME
Duration: 10 minutes 2nd-level evocation
Casting Time: 1 action
The druids and rangers of Azoth learned to cloak the Range: Touch
sounds of their communication among the chirps and Components: V, S, F
• Coast
You touch an object which begins producing flames of
darkness that encircle the object to a 20-foot radius. These • Desert
flames produce no heat and do not consume oxygen. For the
duration, all creatures within the flames have darkvision • Forest
within the affected area.
• Grassland
- ENRAGE
• Jungle
2nd-level transmutation
Casting Time: 1 action • Mountain
Range: Touch • Subterranean
Components: V, S, F
Duration: 1 minute • Swamp
A remove curse spell ends this effect.
A willing creature you touch immediately enters a rage as At Higher Levels. If you cast this spell using a spell
though they were a 1st-level barbarian, gaining all the ben- slot of 4th level or higher, you may choose an additional
efits and restrictions of that class feature. This rage lasts for environment for each slot level above 3rd.
1 minute, though the target may end it early if they succeed
on a Wisdom saving throw. Any condition that would cause a - EYEBURST
barbarian’s rage to end causes this spell to end as well. 7th-level evocation
Casting this spell on a barbarian does not affect their Casting Time: 1 action
normal uses of rage. Range: 30 feet
- ENTRANCE ANIMAL Components: V, S, F
Duration: Concentration, up to 1 minute
2nd-level enchantment
Casting Time: 1 action
Choose a creature to whom you have line of effect within
Range: A 30-foot-radius sphere centered on you
30 feet. A spark of blinding light leaps from your hand and
Components: V, S, F explodes in the target’s face, searing its visage and causing
Duration: Concentration, up to 1 minute the fluid in its eyes to boil and possibly rupture. The vic-
tim of eyeburst must make a Constitution saving throw or
Your swaying motions and music, singing, or chanting suffer 10d10 points of radiant damage and be permanently
compel all beasts within range to make a Wisdom saving blinded. A successful save halves this damage and avoids
throw. On a failure, the affected beasts are charmed by you. the blindness effect.
A beast charmed in this fashion can take no actions or bonus Eyes destroyed by this spell can only be restored by a
actions and its movement is reduced to 0 until the spell ends regenerate or wish spell, or another spell or effect that
or you or your companions do anything harmful to it. permits the regrowth of missing body parts.
You touch a creature, and that creature must succeed on a Healing interdiction is a powerful curse that prevents
Wisdom saving throw or become cursed for the duration of all forms of healing, magical or otherwise. When casting
the spell. A creature cursed in this way suffers disadvantage this spell, you choose a creature you can see within range.
on all Intelligence (Nature), Wisdom (Animal Handling), The target must succeed on a Constitution saving throw or
Wisdom (Survival), Dexterity (Stealth) and Wisdom (Per- become cursed. While under the effects of this curse, the
ception) checks made while in an environment you choose target is unable to regain hit points by any means. All cure
from the following list: spells and spells that cause the target to regain hit points
– New Spells – 99
automatically fail when directed at the target. Even spells or be knocked prone within the affected area. Any creature
such as remove curse and regenerate fail. Nothing short of a attempting to enter the affected area from outside bounces
wish spell or divine intervention can heal the target while off the perimeter of the affected area and must make a Consti-
this spell is affecting them. tution saving throw, suffering 11d10 force damage on a failed
save and half as much on a success. Nonmagical projectiles
- IMBUE WEAPON fired or thrown into the area burn to ash while magical pro-
Transmutation cantrip jectiles fired or thrown into the area are unharmed, but land
Casting Time: 1 action harmlessly as soon as they are fully within the area of effect.
Range: Touch If your concentration is broken while maintaining this spell,
Components: V, S, F you must succeed on a Wisdom saving throw, suffering 11d10
psychic damage on a failed save and half as much on a success.
Duration: 1 minute
- SHIELD ALLY
You channel magical energy into a melee weapon you hold. 2nd-level abjuration
When you cast this spell, choose one of the following dam-
Casting Time: 1 reaction, which you take when a
age types: acid, cold, fire, force, lightning, necrotic, poison, friendly creature is hit by an attack or targeted by the
psychic, radiant, or thunder. For the duration, the weapon magic missile spell
gains that damage type in addition to its normal damage type. Range: 30 feet
The weapon also becomes magical, if it isn’t already. The
Components: S
spell ends if you cast it again or if you let go of the weapon.
Duration: 1 round
At Higher Levels. You may choose an additional damage
type when casting this spell when you reach 5th level, 11th
level, and 17th level. An invisible barrier of magical force appears and protects
a friendly creature within range who you can see. Until
- MAGIC VESTMENT the start of their next turn, the target has a +5 bonus to
2nd-level transmutation AC, including against the triggering attack, and takes no
damage from magic missile.
Casting Time: 1 action
Range: Touch - SHIELD THE GATHERING
Components: V, S, F 4th-level abjuration
Duration: Concentration, up to 1 hour Casting Time: 1 action
Range: 120 feet
You touch a nonmagical garment or suit of armor. Until Components: V, S, F
the spell ends, that garment becomes magic armor with a
Duration: Concentration, up to 10 minutes
+1 bonus to AC.
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the bonus increases to +2. A shimmering field appears and surrounds a number of
When you use a spell slot of 6th level or higher, the bonus creatures of your choice within range equal to your spell-
increases to +3. casting ability modifier, granting each creature a +2 bonus
to AC for the duration.
- RALLYING RESPITE At Higher Levels. When you cast this spell using a spell
7th-level transmutation slot of 5th level or higher, you may choose an additional
target within range for each slot level above 4th.
Casting Time: 1 action
Range: 30-foot sphere centered on you - SOURCE INTERFERENCE
Components: V, S, F 6th-level abjuration
Duration: Concentration, up to 1 minute Casting Time: 1 action
Range: Self
By channeling potent magical forces, you compress time in Components: V, S, F
your immediate vicinity. When you cast this spell, the flow of
Duration: Concentration, up to 1 minute
time is altered for all creatures within a 30-foot-radius sphere
centered on you. While you concentrate, time is sped up for the
affected creatures, giving them one hour of respite, allowing all By manipulating connections to the Pool of Magic in an
creatures in the area to complete a short rest. Doing so confers area, this spell slows down the ability of all nearby spell-
all benefits of completing a short rest normally. casters to cast spells and access the Source.
Once the spell has begun, any creature attempting to leave This spell allows you to create an aura of magical interfer-
the affected area must succeed on a Strength saving throw ence which causes an increase in the casting time of spells.
Eldritch Invocations rituals dive deep into the Pool of Magic, pulling raw power
forth and directing its flow into truly fantastic effects far
beyond those which can be accomplished through simple
T he warlocks of the Realm are able to access a variety spellcasting. The effort required to complete an Azothian
of magical secrets. The following invocations are ritual is monumental by comparison to that invested in
available for warlocks. a spell. Azothian rituals require intensive preparation,
masterful execution, incredible will, and the expenditure of
- BREACH THE IMPERMEABLE vast resources in terms of both time and materials. All rituals
Prerequisite: 5th level, Pact of the Demon require some form of sacrifice. Sometimes this is a sacrifice
Your body briefly becomes a shadow, allowing you to pass of material, such as a rare gem or valuable item. Sometimes
through solid objects and barriers. When you use a bonus it is a personal sacrifice such as a prized possession or
action to activate this invocation, you gain the benefits treasured, storied weapon. The darkest of Azothian rituals
of the etherealness spell for one round, or until you move may only be completed with sacrifices of life energy from
True Ritual Descriptions This dangerous ritual allows the caster to banish planar
A selection of Azothian rituals available on Azoth are intruders to their home plane. The ritual is generally used
presented in alphabetical order. to remove extremely powerful and malevolent fiends from
Azoth. Due to the extreme dangers in pursuing such a
- ARMY OF DARKNESS course of action, this ritual has only been performed a
3rd-level necromancy (arcane, Azothian ritual) handful of times throughout the history of the Realm.
Casting Time: 3 hours Some arcane scholars believe that this ritual could be
Range: Self (150-foot radius) repurposed to send Visitors back to their plane of origin.
History does not record any incidents where this theory
Components: V, S, M (jewelry and treasure stolen
from graves and tombs totaling 750 gp, which is has been tested, and few Visitors are willing to be the
consumed when casting the ritual) first to take the risk.
Duration: 3 days (see below) You attempt to send one creature within 60 feet to whom
you have line of effect to another plane of existence. The
target must succeed on a Charisma saving throw or be
This ritual allows the caster to raise a veritable army
banished. Generally speaking, the target of this ritual is
of undead servants at once. This ritual is often cast on
unwilling and must be prevented from leaving the area by
battlefields, in charnel houses, or in graveyards to allow
some means for the duration of the ritual. Usually, when
for maximum density of undead forces. Some particularly
this ritual is cast on a planar entity, the entity is placed
evil spellcasters have been known to send troops into
within an inverted magic circle and restrained with both
small villages to slaughter the innocent inhabitants in
mystical and mundane means prior to the beginning of the
preparation for the performance of this ritual.
ritual. If the target is bound within a magic circle but does
You must cast this ritual so that it ends during nighttime.
not suffer the restrained condition, they receive advantage
Corpses and bones of Tiny, Small and Medium humanoids
on their saving throw to resist banishment.
within a 150-foot radius of you animate as up to 40 undead
If the target succeeds on their Charisma saving throw,
under your control, assuming enough remains are present.
the primary caster may accept a level of menthruac,
Bones become skeletons and corpses become zombies.
applied to the total menthruac generated by the ritual,
Alternatively, you can assert control over uncontrolled
in order to force another Charisma saving throw. The
skeletons or zombies in the area, but the maximum number
primary caster may do this repeatedly a number of
of undead created and controlled remains limited to 40.
times equal to the number of secondary casters (in-
You can use a bonus action to mentally command any
cluding those replaced by vessels) until the target fails
creature created or controlled with this ritual, as long as
a saving throw or the primary caster uses all available
the creature is within 150 feet of you. To command multiple
repeat attempts, at which point the ritual completes
creatures at one time, you must issue them all the same
(be it success or failure) and menthruac is applied to
command. When the duration ends, 75 % of the undead
the participants normally.
created with this ritual are destroyed and turn to ash.
If the banishment is successful and the target is native
The remaining undead become uncontrolled. However,
to a different plane of existence than the Realm, the target
if uncontrolled undead have a clear task remaining when
returns to its home plane with a faint popping sound.
they become uncontrolled, they tend to keep performing
that task. If the target is native to the Realm, the ritual’s energy
backfires dealing 4d10 radiant damage to the primary
At Higher Levels. When you cast this ritual using a spell
caster, all secondary casters, and all vessels involved in
slot of 4th level or higher, the ritual’s radius and range of
casting this ritual.
control doubles for each slot level above 3rd, to a maximum
of 9,600 feet using a 9th-level slot. In addition, you can At Higher Levels. When you cast this spell using a spell
animate up to 10 more undead per slot level above 3rd and slot of 5th level or higher, you can target one additional
the percentage of undead who are destroyed after 3 days creature for each slot level above 4th.
decreases by 10% per slot level above 3rd, to a minimum
- BIND PLANAR ENTITY
of 15% using a 9th-level slot.
6th-level abjuration (arcane, Azothian ritual)
- BANISHMENT Casting Time: 6 hours
4th-level abjuration (arcane, Azothian ritual) Range: 30 feet
Casting Time: 4 hours Components: V, S, M (a relic or item of symbolic
Range: 60 feet importance to the target creature; or a physical portion
of the creature such as an amputated limb, horn, hoof,
– Azothian Rituals – 105
or lock of hair) a different plane of existence, it returns to the place where
Duration: 3 days you bound it and remains there until the spell ends.
At Higher Levels. When you cast this spell using a spell
Some potent spellcasters throughout the ages have woven slot of a higher level, the duration increases to 30 days with
rituals designed to compel the service of various fiends and a 7th-level slot, to a year and a day with an 8th-level slot,
celestials, compelling obedience and directing these planar and to permanent with a 9th-level spell slot.
forces to achieve incredible ends. This ritual may be utilized
- CORONATION
to gain temporary access to divine or infernal power. The
most prideful and brave ritualists of ages past placed perma- 3rd-level transmutation (divine, Azothian ritual)
nent effects on some planar entities, compelling obedience Casting Time: 3 hours
to present and future descendants who acquire and execute Range: 30 feet
the proper steps when summoning a creature. Components: V, S, M (a crown, badge of office,
When the ancient Y’lldan Elves drove Shinde Imas from throne, or other symbol of power that is not consumed
Azoth, they employed this ritual with a permanent effect while casting the ritual)
that would ensure protection for, and obedience to, any Duration: Instantaneous
who brought forth the elf slayer with summoning magic.
Though this was intended to be a safety measure at the Several nations on Azoth ascribe divine authority to tem-
time, it proved to be a grave mistake when Darkoth used poral power. Nations like Brachmon, which are led through
those same rituals to summon and compel Shinde Imas to democratic processes, see a variant of this ritual performed
act as his personal weapon. when an election is decided to legitimize the Headman’s
With this spell, you attempt to bind a celestial, an elemental, tenure. Likewise, as the title of Lady Falla is passed from
a fey, or a fiend to your service. The creature must be within mother to daughter in Carahill, this ritual is observed. Even
range for the entire casting of the ritual. Often, the creature the nation of Ardonia, embroiled in the pursuit of science
is first summoned into the center of an inverted magic circle over magic, recognizes the authority of the goddess Othaaris
in order to keep it trapped while this spell is cast. At the as the source of the crown’s power and performs this ritual
completion of the casting, the target must make a Charis- in deference to the will of the Church of the Light. Virtually
ma saving throw. On a failed save, it is bound to serve you every kingdom on Azoth observes this ritual when a new
for the duration. If the creature was summoned or created leader is selected, granting power and authority to the throne.
by another spell or ritual, that spell or ritual’s duration is This ritual, performed when the leader of a nation as-
extended to match the duration of this ritual. cends to office, grants mystical weight to the powers and
If the target succeeds on their Charisma saving throw, position of the new head of state. The ritual is couched in
the primary caster may accept a level of menthruac, applied the various traditions of the nation and may not appear
to the total menthruac generated by the ritual in order to to outside scrutiny as a magical affair at all. Music and
force another Charisma saving throw. The primary caster dancing to celebrate a coronation, the counting of votes to
may do this repeatedly a number of times equal to the complete an election process, or the ritualized abdication
number of secondary casters (including those replaced by of mother and elevation of daughter are all manifestations
vessels) until the target fails a saving throw or the primary of this ritual.
caster uses all available repeat attempts, at which point the The coronation ritual for each nation is unique to that
ritual completes (be it success or failure) and menthruac nation, worked into the mystical fabric of the country itself.
is applied to the participants normally. This prevents pretenders to the throne from committing
A bound creature must follow your instructions to the a magical coup. Each participant in the ritual must be
best of its ability. You might command the creature to duly appointed to the function they fulfill in order for the
accompany you on an adventure, to guard a location, or to coronation to take effect.
deliver a message. Your instructions may be as simple or as When this ritual is completed, the coronated individual
complex as you like, and may contain conditional clauses, gains the ability to legitimize paladin oaths made in ser-
such as “return to your plane of origin upon completing this vice to their nation, thus imbuing the Oath of Fealty (see
task.” The creature obeys the letter of your instructions, but Chapter Three, p. 76). This may be done at any time and
if the creature is hostile to you (likely once you have bound is frequently done in a ceremony of its own.
it into service, particularly if the creature is of an opposing The coronated party may also scribe laws that are re-
alignment to your own), it strives to twist your words to inforced with mystical might, granting any duly elected
achieve its own objectives. If the creature carries out your representative advantage on Intelligence (Investigation)
instructions completely before the spell ends, and you have checks, Wisdom (Perception) checks, and Wisdom (Insight)
not given a clear directive for the creature to complete at checks made to gather and process evidence of such laws
the end of your instructions, it travels to you to report this being violated.
fact if you are on the same plane of existence. If you are on Once per day, the coronated party may issue a geas (as the
The Forever War with each other, but it did sow the seeds for alliances to
Even as the elves and humans settled into their new lands, come later.
rumors rose in the east of a great black dragon attacking
the goblin coast of Drohm. No records survive to reveal
whether the goblins never sent a plea to their neighbors
The Attack on Ardonous
A
for help, or if the other nations simply ignored them. While
s the Forever War continued, a plague spread on
reports of a “black dragon” went unconfirmed, a young
warlock named Darkoth did conquer the goblin coast, and the Isle of Ardonous. This Black Plague wasn’t born
from there all of Drohm. from any natural cause, but rather magically summoned
by the demon Terrorek. He sought the destruction of
Darkoth’s arrival and obvious thirst for conquest set off
a series of territorial disputes, armed conflicts, and battles the followers of Othaaris, whom he despised for their
now summarized as the Forever War. Using the threat of dedication to goodness and light. Unable to stop the plague
Darkoth as a pretense for their own thirst for conquest, sweeping their island, the people of Ardonous fled to the
nascent human nations turned against each other with the mainland. Here they settled among other humans and
intention of conquering all of East Azoth. The Forever War founded a new nation which they named Ardonia. Now
lasted centuries, and saw empires rise and fall. Not a single deeply wary of magic, Ardonia became a nation known
truce was forged in this time, and any period of peace was for its technological advances as well as deep-seated
both accidental and temporary. Generations of humans faith in Othaaris. In an effort to shield themselves from
lived and died knowing nothing but war and bloodshed. the Forever War, the Ardonians began to build a wall on
the borders of their nascent state.
The Orc War
The orcs rose on the ashes of warring human nations,
The Plague War
marching through the human lands and taking advantage By now, most nations began to withdraw from the For-
of their depleted resources and population. They might ever War and settled into the lands they held. Lady Falla,
have won, too, had they threaded more carefully around the an accomplished spellcaster and Queen of the Kingdom of
other inhabitants of East Azoth. Eager to defeat the humans Shamir, was the first to do so, claiming both Shamir and
now, the orcs had marched forth from the Bloody Hills Carahill as her own. Scattered armies and displaced people
with no heed to the dwarven or elven armies they passed in the north formed the Brachmon coalition. To the south,
through — in fact, perhaps bitter about being abandoned O’koth, the “Minister of Peace” who had negotiated many
to their fate as the humans seized their larger lands, they of the alliances which now held between nations, claimed
took glee in leaving a path of destruction behind them. The a nation of his own in the wilderness of the southern coast.
dwarves and elves in turn looked to an alliance with the The people of Ardonia had by now withdrawn behind
humans to drive the orcs back. their wall.
The Orc War culminated in a final battle on the Great Of the warring nations, only Drohm under Lord Darkoth,
Field of A’zoth. The battle lasted for weeks, and the Great and Thorin under Prince Thoragg, remained. Darkoth stood
Field remains stained with blood to this day. The orcs poised to win, when Thoragg found a new ally in Terrorek.
were defeated, and the dwarves, elves, and various human The tide quickly turned on Darkoth, as Terrorek taught
nations found themselves as they had not since the arrival Thoragg the dark magic of bringing the dead back from their
of Darkoth — united. This was not the end of the Forever graves. Drohm’s armies could cut down as many of Thorin’s
War, as the humans wasted little time in returning to war as they might, but the next night they — and Drohm’s own
THE PASSAGE OF TIME that sees even most Epicians turn back. The heated water
warms West Azoth’s coasts, and temperatures tend to be
much higher than in their latitude counterparts in East
The GM should take advantage of the
quicker passing of seasons where it makes for a Azoth. Beyond that, if the ship survived the Boiling Sea, lies
compelling narrative. Azoth’s punishing winters the Whirlpool. Explanations for the Whirlpool range from
cripple any northern travel, so the characters must magic — perhaps the same that caused Storm’s Bay — to
hustle to reach their destination before fall ends. boiling water clashing with much colder northern waters,
They must protect the Elvish Deer from hunters to underwater rifts and rock formations. No ship has ever
until summer changes to fall — which should take gotten close enough to get a definitive answer, and most
just long enough to be challenging, but not so give the massive whirlpool a wide berth. Skragg’s Reef
long it becomes tedious or impossible. However, extends along the west coast of Azoth, its shallow waters,
the designation “month” is Azothian, and no teeming with ocean life and reef sharks, far too dangerous
records reveal if a month in the Realm resembles to navigate without a proper map. The black waters of the
the 30-to-31-day span Earthborn are used to. Onyz Sea extend down the southwest shoreline of Azoth,
For that matter, there’s no indication how long before flowing back into the Naldonian Sea.
a “day” in the Realm lasts as it turns around its
beautiful, pale sun. The quickly flowing seasons
are a gift to the GM, rather than something to
meticulously track day by day.
Climate in East Azoth
T he land of Azoth goes through a cycle of four short
seasons which are designated as First Month (spring),
Second Month (summer), Third Month (fall), and Fourth
call it “the moon.” It’s the smaller one people refer to by its
name, Ysgawyn, only in hushed voices, for folklore claims Month (winter).
this is the moon that lends the Realm its magic. The Great River, branching from Storm’s Bay into the
With the exception of a few islands, the continent of Az- Black Adder River, marks the passage into the north and the
oth is all the known land in the Realm. No recorded travel nations of Grey Hills and Brachmon. Weather conditions
indicates lands beyond the great seas. Azoth is divided in are harsh here all year through, with the Ormuzd forest
half by the great range of the Black Mountains, and our marking the last of the deciduous trees. Further north lie
adventures take place in East Azoth. tundra and mountain ranges, and beyond that an area of
perpetual snow and ice which even summer cannot warm.
The Seas of Azoth The Enchanted Forest, Drohm, and the Great Field of
A’zoth count toward central East Azoth. This area sees
heavy snowfall in winter, and hot summers. Here, more
– Ardonia – 123
Queen Gera holds it in an iron grip. Though Ardonia is a land
of science and faith, the queen herself has a strong command
of arcane magic and does not hesitate to use any tools at her ADVENTURE:
disposal in the ruling and protection of her kingdom. FOUNDATION OF
KING DAELIN INDOCTRINATION
The hereditary ruler of Ardonia, the gentle King Daelin Gelwurth, a refugee from Drohm, fell in love
devotes much of his time and energy to the worship of with a woman named Agna in Medellin. The two
Othaaris. Though he lacks power and influence as a ruler, had a daughter together, and Gelwurth took to the
his unwavering dedication to the goddess has earned his road as a merchant to support her family. Gelwurth
nation the protection of the rangers of O’koth and brings returned home recently to find that her beloved
peace and joy to his people. Though some might see Daelin wife had given away their daughter Myran to the
as “weak willed”, especially beside his wife, Daelin simply White Unicorns to train as a soldier. Gelwurth was
recognizes the failings of a hereditary system and is more appalled — her Drohm perspective on recruiting
than happy to leave the governance of his land in the hands five-year-olds was far different from the Agna’s
of someone with the resolve to make tough decisions. Ardonian view — and left her wife but refuses to
abandon her child. She asks the adventurers to
HALLAMDA rescue Myran from the White Unicorns. Gelwurth
is willing to pay most of what she’s earned as a
As a captain of the White Unicorns, Hallamda serves merchant to have her daughter back.
as the primary teacher of recruits. She is both a source of
Unbeknownst to Gelwurth, Myran is,despite
warmth and a strict instructor, drilling the teachings of her youth, deeply dedicated to Othaaris, and
Othaaris and the virtues of sisterhood into her students. doesn’t want to leave her new friends and
When deciding who will be inducted into their ranks, or teachers, having been taught by her mother
who will receive mercy for their wrongdoings, Hallamda’s that service to the White Unicorns is the greatest
word is perhaps the most powerful in all of Castle Dyonissis. blessing one can receive.
DELLAN
Though formally known as the Royal Minister of In-
formation, spymaster would be a more accurate title for Recruits for the White Unicorns are selectively drafted
Dellan. While the library of Isliadril is the repository for as children. Girls begin their training at the age of five, old
all of the collected knowledge of the world, Dellan deals enough for trans girls to realize they’re girls, living together
in the information that no one wants recorded. Though in spartan dormitories, dining in communal mess halls,
Dellan is but one man, he has eyes, ears, and nimble fingers and spending most of their days in each other’s company.
all across Ardonia, and relies on them regularly to meet the In the beginning, even games are designed to teach the
ever-growing demands of his queen. young girls combat skills, strategy, and noble behavior. As
they grow older, their lives become strict daily exercises
TUWATHA in discipline and honor.
A priestess of Othaaris, Tuwatha lives a calm and Those select few who endure thirteen years of train-
peaceful life of devotion and prayer within the protected ing under the head instructor, Captain Hallamda, take a
walls of Ardonia. However, she is eager to offer guidance knee before the queen mother and are blessed upon their
to newcomers passing through, as the chaotic lifestyle of induction into the White Unicorns. Soldiers of the White
adventurers is attractive to her. Her attention is easily won Unicorns are respected as holy warriors and called “sister”
by sharing stories of travels and encounters in the wilds even by people not of their order. For most, their service to
outside of Ardonia’s safe walls. Ardonia is a lifelong appointment, and sees them interred
at Castle Mesmar when their noble watch has ended.
The White Unicorns Notable Cities
The majestic White Unicorns serve as the holy knights
of the Church of of Othaaris and are blessed by the queen
mother. The people of Ardonia are well acquainted with
CASTLE MESMAR
the image of the armored women riding upon white or Though the name would imply a single structure, Castle
dappled warhorses, adorned with unicorn-horned barding. Mesmar refers not only to the sprawling castle upon the
Headquartered in the majestic Castle Dyonissis in the city hilltop itself, but also the town built around the base of the
of Medellin, under the command of the high council of five hill, in support of the holy royal house. The people enjoy
veteran warriors, the all-female military force serves as the some unique comforts by living in close proximity to their
most respected bastion of Ardonia. nation’s seat of power, not limited to bustling trade, the se-
– Ardonia – 125
wines. Warmaiden White is a famed semi-sweet and floral
riesling that is produced only in Medellin and is often drunk
when toasting to battle or victory, while Blushing Banneret ADVENTURE:
is a locally popular rosé. ACCURSED SHORES
SEMIRMAS Off the coast of Vesta lies the Isle of Ardonous,
Though many cities in Ardonia border the wall, Semirmas shrouded in darkness. The people of Vesta firmly
is unique in that it is literally divided by the wall itself. As believe that anyone who steps foot on the island
the largest port of entry into Ardonia, the centerpiece of becomes corrupted by its evil. Entire schools of
Semirmas is a massive gate through which a tributary of dead and rotting fish now wash up on Vesta’s
the Sirilian River flows. Ships and boats enter from the shores, and the birds picking at them and carrying
river and are welcomed to the sprawling city of Semirmas them off are beginning to spread sickness to the
in Ardonia, while a local ferry carries people back and forth surrounding area.
through the gate to visit the O’koth side of Semirmas on the The Vestans are not a warlike folk, and instead
other side of the river, which is home to the famous rang- reach out to adventurers passing through to
ers. Many of the residents of Semirmas provide necessary investigate the illness which they feel certain
services as bowyers and fletchers, blacksmiths, herbalists,
is coming from the Isle of Ardonous. If a party
and farmers. While they work in close conjunction with
can get to the root of the issue (whether it lies on
Ardonous or not), they are promised both the
the Rangers of O’koth, most of Semirmas’ residents enjoy
blessings of Othaaris and of the nature spirits
the protection of Ardonia’s side of the wall, rather than
that suffer under the blight.
living within O’koth proper.
KIRKWOOD
Though Ardonia as a nation is known for its wine, Kirk- people within the city also pay respects to the spirits of the
wood is famed for its ale, and you’ll find no finer ale than forest and the sea, not unlike the people of the Old Forest
what they pour in the hamlet’s most renowned tavern, The in O’koth. Though they do not worship the forest or the
Golden Fleece. Though the small town possesses little more sea itself, they believe the oldest trees and deepest waters
than farms, taverns, and a church to Othaaris, its happy are inhabited by powers beyond their understanding and
residents, merry atmosphere, and plentiful fields place it could be helpful or harmful to humans depending on how
on the precipice of becoming a major landmark. Just pay they are treated.
no mind to the unsettling fog blanketing the town at night,
or rumors of undead desecrating the local church…
Kirkwood’s penchant for ale likely stems from the fact
that early vineyards around the town produced rather
Bloody Hills
unpleasant wine. The only remainders of this early era of
failed grape cultivation in Kirkwood are found in the local
sweet and chewy favorite, malt loaf, made with raisins and
B loody Hills sits within the borders of Drohm, nestled
between the Orus river and Daath. The Bloody Hills
are the ancestral lands of the orcs, who were forced
malted barley flour. to retreat to the Black Mountains after their defeat in
the Great Field of A’zoth at the end of the Orc War. In
VESTA recent years, orc ambassadors have descended from
At the southern tip of continental Azoth sits the oldest the mountains and returned to Bloody Hills. These
known Ardonian city, Vesta. It was here that refugees arrived ambassadors now travel East Azoth to petition other
from the Isle of Ardonous, before spreading throughout the nations to formally recognize Bloody Hills as a sovereign
rest of the lands that they would eventually surround by orc nation.
the wall. Though Vesta sees no protection from the wall, The response from other nations to this request has been
it is perhaps even more defensive, surrounded on all sides lackluster, as none of them are keen to see orcs return to
by the sea and the mountains that separate the Vestan central East Azoth from where they could more easily ha-
peninsula from the rest of the continent. rass other nations. They also realize, however, that Darkoth
Far from the eyes and governance of Castle Mesmar, the might consider it a small trade-off to give the orcs their
people of Vesta live quiet and peaceful lives. The lack of land back in exchange for loyalty in battle. If that happens,
arable land on the peninsula has led them to build a strong the other nations might offer the orcs the smaller hills just
fishing and hunting culture, replacing livestock with fish west of the Orus, in the Great Field of A’zoth, instead. The
and wild game, and substituting foraged goods in place of main debate is over whether they should make that offer
cultivated produce. Though the Vestan people worship now, both as a show of good will to the orcs and to remove
Othaaris like the rest of the Ardonian population, many Darkoth from the equation or wait in hopes Darkoth does
not recognize them either.
126 – CHAPTER SIX: NATIONS AND DANGEROUS PLACES –
Welcome Village in their inn though and has asked traveling ambassadors
to collect recipes from other nations’ cuisine so they can
Welcome Village sits near the foot of Bloody Hills, its make travelers feel at home.
name deliberately chosen to invite ambassadors, traders, Kig’ara D’Marko is the first, and admittedly so far only,
and travelers from other nations. Few have taken the orcs orc officially accepted into the Arcana Academy of Abaroxas
up on their offer. Welcome Village is a testament to orc in Ardonia. This signifies the first serious outreach between
craftsmanship, with sturdy wooden buildings beautifully Bloody Hills and Ardonia.
decorated in bright patterns. Travelers to Welcome Village
find inns and taverns clean, very reasonably priced, and
the food quite exquisite. Orc craftspeople are keen to show
Marks of History
Orcs were a largely nomadic people before the arrival
their wares, from woodworking to silversmithing. The orcs
of humans. They traveled between the territories of other
politely, but very eagerly, ask all travelers to recount to other
peoples, alternately foraging and herding, trading with
people how good their experience in Welcome Village was.
them, or raiding to meet their needs. As humans settled
DENIZENS OF WELCOME VILLAGE into nations with borders and armies, orcs were increas-
ingly pushed to the center of their territory in Bloody Hills.
La’ars K’Mor is the elected leader of Welcome Village. Traces of this history are still visible in the architecture of
She carefully keeps track of the ambassadors’ travels and Bloody Hills — while the oldest orc buildings show careful
results, and of which places seem welcoming and which craftsmanship, the land around them is dotted with piles
are best avoided for now. La’ars is wholly dedicated to of rubble where hastily erected structures once accommo-
the ambassadors’ diplomatic work, and outright rejects dated a rapidly growing population.
the notion of forcing the issue through violence. She has
a deep-seated belief that the other nations, once they THE STONE OF NE’STRA
recognize the ambassadors’ good intentions, will do the
The Stone of Ne’stra sits atop the tallest of the Bloody
right thing.
Hills, carved with pictoglyphs narrating the legend of
Fe’ilar T’Nar runs the Home Inn, which is the largest
Ne’stra, the first orc. Ne’stra descended to Graakahorda,
of several inns in Welcome Village. The inn doesn’t pull
the orcish word for hell, where she visited three demons
quite the numbers Fe’ilar needs to make a profit, owing to
and blinded them to her presence — two she fooled with a
low visitor numbers in general. Fe’ilar takes great pride
B
to conquer the others. It’s a testament to the council’s
rachmon is a coalition of twelve nations, forged skill, as well as generations of working together, that the
by scattered armies and displaced people after the Ashmedai have not.
Forever War. Geographically cut off from other nations
Currently the Ashmedai have left their home plains and
by the Great River and its icy location, Brachmon finds are marching en masse to the Brachmon coast to lend aid
itself often ignored by the other nations. This is fine by the to the beleaguered Cha’ks and Epicians. The other nations
Brachmon, as their land provides near anything they need, provide them with food and fresh horses along with way
and people of Grey Hills make excellent trade partners. but even so the Ashmedai are racing against winter as the
The 12 nations of Brachmon have little in common with northern ice comes down.
each other, but the northern cold leaves little room for Galensh and Bratash, after proving themselves in sin-
internal strife. Nor do the Brachmon feel the need for an gle combat against other Ashmedai, serve as the nation’s
over-arching culture or political ideals. Instead, they con- envoys to the Brachmon council. Galensh, a one-armed
sider their diversity one of their great strengths — where warrior, is also a great tactician, a trait that serves her well
one nation struggles, another can step in. Working together, as Ashmedai marches to war. Meanwhile Bratash is more
they’ve carved out a place for themselves where no other suited to peace — a farmer in addition to a warrior — and
humans could. As the Epician saying goes, the rising tide it’s likely Brachmon will call on them once the nation can
lifts all ships. recover from the war with Drohm.
The Council of Brachmon consists of two members of
each nation, as well as one Headman. The Headman can
be of any nation and, despite the archaic nomenclature,
Cha’Tak
Cha’Tak is the nation closest to Drohm, separated from
of any gender. Each nation elects its councilors by its own
Darkoth’s land only by the Great River. General Ramus of
methods, but Headman is elected by popular acclaim of
Drohm recently attacked their coastal cities in an effort
all nations. The Headman is also impeached by the same
to gain a foothold in Brachmon, and so far has been very
process, and a disgraced leader holding onto power will
successful — in fact, the general is close to conquering the
find themself quietly lifted from their bed at night. The
capital city Cha’Tak.
council votes on all issues regarding the military defense of
Brachmon, treaties with other nations, and trading between What Ramus doesn’t understand — how could he, learning
the twelve nations. The council meets on an ad hoc basis at the feet of Darkoth — is that a people are not their stone
as the need arises, and these meetings can get very heated cities. The Cha’ks are deliberately retreating to the western
as the vote is won by simple majority. The Headman serves forest and the nation of Ormuzd beyond, surrendering their
as tie-breaker if need be, and ensures the debate does not cities as they go. Their goal is threefold: suffer as little loss
devolve into physical violence, though physical posturing of life as possible, draw the Drohm forces further north, and
is both allowed and encouraged. await the arrival of either the Ashmedai or winter — either,
they believe, should make short work of Ramus’ army.
Drohm recently launched an attack on Brachmon’s coast
from both the sea and across the Great River, as Darkoth The Cha’ks are some of the finest jewelry smiths in all
considers its twelve nations divided and weak. The other of Azoth, and their retreat leaves behind a treasure trove
human nations have so far turned a blind eye, as most for the taking. While this both fuels and pays for Darkoth’s
consider Brachmon a far-away blip on the map. The elves drive for conquest, the Cha’ks had no choice but to abandon
and dwarves take far greater note though, as conquering their wares as food is a far more precious commodity on
Brachmon would leave the Great River controlled by Drohm their journey. Their fabled armaments, as their weapon-
– Brachmon – 129
determined to prove herself, Kiri embellishes her successes far, their massive stores have provided all the armies need,
in the reports she sends back to Darkoth. She may stand and Popol-Vah is far enough from the front lines it needn’t
poised to conquer the Khurmi, who have no army to speak fear an imminent attack.
of, but is at great risk of being cut off if Hormok’s cavalry The Popoli are the only Brachmon who elect their
succeeds in pushing San Vulba back. councilors for life, barring impeachment, believing this
Khur-Um is led by a council of seven democratically prevents them from leaving future councilors to deal with
elected officials, in addition to two more elected councilors their predecessors’ problems. As a result, both councilors
serving in the Brachmon council, as well as ambassadors are very old. Councilor Wu’u is blind and nearly deaf,
to various Grey Hills peoples. The two councilors are though their mind remains as sharp as ever and they can
Latash and Joshin, both successful traders. Latash was perfectly recount every treaty they ever signed. Councilor
born without the use of their legs and uses an enchanted Kic’e is a decade younger, and even his back is bent and
chair to move about. crooked with age.
No Khurmi official may serve for more than two terms of
three years each, both to encourage innovation and prevent Seth
corruption. Right now, Khur-Um’s small population lets The Sethites are some of the few Azothians to believe
every adult cast a vote in the election. As the population in a deity other than Othaaris. Specifically, they believe
grows, they’ll either have to invest in infrastructure to in Brachman the all-father (or all-mother, as Brachman
facilitate elections or move to a representative system. doesn’t care about gender) and the warrior-scholar Set.
It’s the latter they named their nation after, and who sees
Ormuzd worship in Sethite temples. Set is responsible for keeping
The Ormuzd claim to be descendants of the first humans the Brachmon safe, so they in turn may keep the natural
to travel to East Azoth. Their land holds few temples or order of the world. In their many legends, Set uses a com-
other buildings to serve as evidence to this claim though, bination of cleverness and physical prowess to accomplish
and in Brachmon, where every nation hails back to some this task. When Brachman rests in winter, Set comes down
great army or cavalry, deep historical roots would lend to his temples to stand guard.
the Ormuzd great prestige — as such, their tale is hotly Seth sees a divide between those who own property, and
contested. those who do trade. The former are responsible for keep-
The Ormuzd are stalwart people, and they offered to take ing homes, lands and businesses in order, while the latter
in any refugees from Cha’Tak, but not aggressors. They have take the surplus to trade for other goods. The traders are
no fit response to general Kiri taking their coastal lands to all priests of Set, owing to the belief that Set’s cleverness
secure her passage to Khur-Um — they know they need to will aid them in trade. As a result, most travelers to Seth
reclaim the coast and cut Kiri off, but lack the army to do so. mistakenly believe it’s a nation of priests.
The Ormuzd are led by Beotach and Gurdel, who double Seth always sends one property owner and one trader
as envoys to the Brachmon council. Both are scholars, and to the Brachmon council. The former is currently Amun,
their knowledge of history led to their election by popular a troll as clever as he is stingy. The latter is Nefertu, and
acclaim. Beotach petitioned Hormok of Kamalak for aid, their cleverness is only matched by their glib tongue. Both
but Hormok is currently fighting to protect her own na- are priests of Set — though this is not strictly a requirement
tion from advancing Drohm forces. Orcish Gurdel is now to serve as councilor, tradition gives priests an advantage
imploring the Ashmedai to travel to Ormuzd rather than in getting elected.
Epicurus and Cha’Tak.
Tigonn
Popol-Vah Tigonn is the northernmost nation of Brachmon, spread
Popol-Vah is the breadbasket of Brachmon, raising across the ice field between two vast mountain ranges.
everything from grains to fruit and maize in green lands This is a desolate land where nothing grows and even
warmed by underground volcanoes. The Popoli have little prey is sparse. The Tigonni are as brusque as their land,
in the way of any other produce but trade their crops for preferring to be left alone and declining to attend the last
anything else they need. So great is their harvest, that they twelve meetings of the Brachmon council as it “did not
even established trade beyond Brachmon’s borders. concern them.”
The Popoli keep a treasure trove of seeds, collected through- The Tigonni believe crossing into their land relieves
out the generations, in their capital of Popol-Vah. These a person of their past, and the nation draws a small but
include seeds of plants long extinct, as well as hybrid seeds. steady trickle of immigrants seeking to wipe their slate.
The Popoli hold the long-term view on agriculture, avoiding Many of them are genuinely reformed criminals, others,
monoculture and leaving wild greenfields in-between crops. people who seek the northern solitude to forget some pain
The war with Drohm sees the Popoli called on to provide inflicted upon them. All must adhere to the strict Tigonn
food for the moving armies of Ashmedai and Kamalak. So laws, which outlaw all forms of abuse. Tigonni punishments
– Bryzine – 131
was derogatorily referred to as “troll territory” by much of and intends to pass on the magic of her bloodline and her
Azoth; although the phrase is still used, it lacks its former teachings to her daughter who will one day take her place.
bite. To accomplish this, Bryzine trolls had to placate the
mine trolls who have, in the past, eaten annoying trespass- BROTHER WILLIARD
ing humans. As such, Bryzines trade food and money for Brother Williard is a traveling Priest of Othaaris, and a
gemstones sourced by the mine trolls. keeper of a rare early copy of the sacred Book of Tindiani.
He travels in the company of his adult son, a warrior named
Notable Locations in Bryzine Mykel, and his adult daughter, a healer named Ella. Their
wandering mission leads them to protect and heal the
BRYZINE TRADING HARBOR hearts, minds, and bodies of the people of Carahill. Often
Bryzine Harbor presents a welcoming scene upon arrival: traveling in the company of local guards and eager students
the bay is normally calm, and tides gently sweep in ships of Othaaris, the wheels of their wooden carriage never stop
toward the docks. Rows of straw-covered huts line the in one place for long.
harbor, each peddling a specific ware. Travelers can find
TALDWELL
most common items here, including an impressive array
of Bryzine-crafted armor and weapons, and have a higher Taldwell serves as chief commissioner of the Noble Peo-
chance of finding a masterwork item than elsewhere. ples’ Exchange, the world’s most powerful singular financial
institution. Though he led the NPE to an era of unforeseen
GEMSTONE MINES prosperity, Taldwell does not sit comfortably upon his pedestal;
Bryzine’s mountains are one of Azoth’s main sources of financial decisions made by the bank are generally agreed upon
gemstones. The spectacular gemstone ores are a dazzling, by the board, and while Taldwell holds the singular power to
vibrant surprise for adventurers or brave merchants seek- overrule a decision, he uses it sparingly in the knowledge that
ing wealth. The mostly blind mine trolls, however, detest if he were to lose them money, he could easily be overthrown
their vivid sparkle. and replaced. Taldwell is prone to hand flapping when he gets
excited and anxious.
– Carahill – 133
HEYDON SELTHOR
Though Ardonia to the south may be famous for their A town in rural Old Carahill, Selthor sits nearest to the
wines, the town of Heydon is famous for their appreciation border of Drohm, surrounded by orchards of mulberry trees.
of wine. Indeed, Heydon is known for its wine stewards, Refugees from Drohm brought the secrets of silkworm
recognized as sommeliers by Earthborn, who elevated the cultivation to Carahill long ago. Now, these flourishing
tasting, enjoyment, and pairing of wine with other flavors to mulberry orchards are the most common indicator of a
a high art form. Practices like decanting and allowing wine thriving silk-weaving business. Such orchards hold small
to breathe are slowly beginning to gain traction outside of mansions at the center, paid for with noble and royal gold,
Heydon, but the ever-evolving fashions of wine tasting make as silk has become the most prestigious material produced
it difficult for those abroad to keep up with the trends. in the land.
The local wineries bottle a prized rosé made only of Though most well-known for its silk cultivation, Selthor
grapes that survive the harsh winter, and the bitter cold has not forgotten its roots. The town continues to uphold
imparts a remarkable sweetness to the wine. Though each its practice of sheltering refugees, and the local guards
individual winery may have their own name for their par- frequently clash with hunters from Drohm who’ve come
ticular bottles, the type of wine is known in foreign lands to take back “missing citizens.” Under almost every wine
as The Rose of Heydon. cellar is an additional hidden passage buried under floor-
boards or loose pieces of stone, leaving just enough room
RUBATON for two or three folk to hide themselves until the coast is
Rubaton is the foremost trade city at the end of the clear. The residents of Selthor have grown to show no fear
Sirilian River, in the lands of Old Carahill. Farmers from to the hunters from Drohm and stand their ground with
as far away as Heydon make the trip to sell their produce the knowledge that if they come to harm, the wrath of their
and livestock, and non-perishable goods are imported from queen will be soon to follow.
even more distant locales. Even the locals will tell you, it’s
ELOHIM
impossible to walk a block in Rubaton without someone
trying to sell you something. Nestled between Ardonia’s wall and the Silvertip Moun-
For a city its size, Rubaton actually has a very small tains in Old Carahill, the town of Elohim flourishes a mere
number of permanent residents, and a very large transient mile from a well-traveled entrance gate to Ardonia. Though
population. For this reason, the primary economic forces not a famed locale in its own right, it serves as the primary
of Rubaton are the services that cater to travelers. Inns, funnel for travel between Carahill and Ardonia. Many local
eateries, stables for beasts of burden, and money exchanges businesses have sprung up around the transportation of
are the most thriving businesses in Rubaton, once you take goods, ranging from cart rentals and repairs, to strapping
a few steps off of the merchant-lined main roads. young men and women willing to sell their services in
The Purple Heather Inn and Eatery loading and unloading cargo.
A father and two daughters run this pleasant, albeit After a fire devastated Elohim roughly thirty years ago,
middling inn with comfortable rooms and a fine kitchen. leaving naught but its foundations and cellars, the locals
Four silver pieces will rent you a two-bed room for the endured the arduous process of rebuilding. However, local
night, generally free of rats and fleas, while the dining culture was strongly influenced by the event, and it drove
downstairs is hearty and likewise decently priced. You’ll many people to build their own wine cellars as a form
find no luxuries, but little to complain about either. of investment; even if they were to lose everything they
Garkin’s Inn owned, they’d keep enough wine buried and protected to
recover their lives. Though many cellars are kept hidden as
A comfortable inn that deals only with merchants, and
protection against thieves, one can assume even the poorest
only those whom they know, at that. Once a merchant has
hovel has a few bottles of mediocre wine from both Ardonia
built up a trustworthy reputation in Rubaton and met with
and Carahill kept under the floorboards.
hairfoot Garkin himself, they may be honored with having
their name kept on the guest list. Though Garkin’s Inn is DENDARA
not especially luxurious, it keeps the riff raff out, and pro-
vides a comfortable place for merchants to rub shoulders Before the lands of Carahill and Shamir merged, Denda-
and make deals. ra was Carahill’s capital, and many people call it the old
The Pig & Whistle capital to this day. Though lacking the political clout of the
proper capital in Shamir, Dendara established itself as the
Named by its orcish owner with tongue firmly in cheek,
financial focal point of the kingdom. While the streets are
the Pig & Whistle is a large, two-story bar with an active,
not paved with gold as some rumors claim, the city seems
noisy atmosphere. With brightly burning hearths, frequent
almost entirely devoid of poverty, with hardly a blemish on
entertainment from a variety of performers, and some kind
the cream-colored plaster walls and the sweeping brown
of gambling (legitimate and otherwise) happening at any
shingle roofs.
hour of the day or night, there is no shortage of excitement.
– Drohm – 135
past, centered on the family and the many permutations hides a sinister heart beating within his chest. With an
family takes. It’s the eldest’s job to protect the youngest, and innate charisma and startling magical abilities Darkoth
the duty of the youngest to pay respect to their elders. This could be a beloved ruler feared by none and embraced by
extends outside the family to encompass all of society. At the all — finding a nice husband or wife to rule with, focusing
very top of the hierarchy are mages, lords and ladies with on improving the lives of Drohm’s peoples — but instead
extraordinary powers beholden to the people beneath them. he is utterly consumed by his voracious appetite for power.
Next are the scholars, then a strong merchant class, and There are few within Drohm who dare stand up to Darkoth
finally the rest of society ranging from warriors to farmers. and even his most trusted advisors know to hold their tongues
Goblins and Dragons lest they anger him. With a keen intelligence and cruel wit,
Ancient historical records reveal the easternmost tip of the Darklord understands how to bide his time and wait until
Drohm once held a coastal land predominantly populated revenge is its sweetest. Darkoth’s greatest enemy is his own ego,
by goblins. The goblins reported attacks by a black dragon, which is so inflated he truly believes no one would ever defy him.
before abruptly ceasing all communication with the rest of Within higher circles it’s whispered the ageless lord is
Drohm. When other people of Drohm went to investigate, of draconic lineage, a half-dragon prince nearly impossible
they found a massive castle floating above a new bay. From to kill. The truth is far more sinister. Darkoth is in fact a
here, the warlock Darkoth rose to power in the politics of black dragon of legend, a powerful beast born at the dawn of
Drohm, enslaving the goblins to serve as his guards and magic and carefully plotting his way toward the end of time.
assassins.
Few humans still remember this tale, but some goblins do. ZARKON
Grand Wizard Zarkon is the right-hand sorcerer of Darklord
House Spirits of Drohm Darkoth. A member of one of the great families of Drohm, in
Traditional Drohm households, though the practice has his younger years Zarkon attempted to overthrow Darkoth
fallen by the wayside among Darkoth’s followers, do their and take the throne from him. The Darklord defeated Zarkon,
best to attract house spirits. These spirits may inhabit most blinding him in the process, and only spared the young wiz-
any object when a place is imbalanced. Most citizens go out ard’s life because of the sheer power he exhibited. Years in
of their way to imbalance their home for the good — giving Darkoth’s employ twisted Zarkon’s mind and ambitions for
to charity, growing plants, laughing with one another in the throne — he still hungers for power but believes the only
hopes of drawing house spirits to them. Caretaker spirits way to a free Drohm is through becoming a bigger monster
inhabit baby rooms to care for especially beloved children than his master. To that end he bides his time until he can
and festival spirits love nothing more than swimming in battle Darkoth once more.
the giant mead casks brought out for Drohm’s Festival of
FVAN, APPRENTICE TO ZARKON
Flowers. As long as spirits are kept happy, they bless a place
with life, love, and most importantly fun. Fvan is Zarkon’s unfailingly loyal apprentice, groomed by
Zarkon from an early age in the magical arts. Zarkon was sure
A Guise of Propriety to pick an apprentice with enough raw talent to impress, but a
weak enough will to mold into a loyal sycophant who would
People of all walks of life in Drohm wear masks. Some
choose simple fabric face-coverings hiding their nose and
mouth, whereas nobility prefer elaborately carved wooden
masks painted in warm hues. Wearing a mask around a ADVENTURE:
person is a sign of respect, and while most people don’t
don a mask for everyday life, there isn’t a social occasion A SORCERER’S WILL
in Drohm without at least one masked attendant. A woman
Lord Darkoth’s goal is to control all of Azoth.
may wear a mask to visit her wife’s grandfather as a sign
He’ll start with Brachmon and work his way
of respect, and a minister may cover his face when making
forward until all lands are under his control. One
an important speech. The type of face covering or mask a of Darkoth’s greatest oppositions are the rainbow
person wears comes down to regional preferences within elves of the Enchanted Forest, whose standing
Drohm, however Earth masks do make appearances when army rivals his own, but he plans to wipe them
people are in the mood for something “exotic.” out once and for all. Darkoth plans to summon
the demon Shinde Imas, the elven destroyer,
Principals of Drohm who was bound by the elves so long ago, but
he needs a powerful Earthborn sorcerer in order
LORD DARKOTH to do so. If he can find this person his plans will
finally be set in motion — but he needs one of
Darkoth the great Darklord of Drohm rules his lands
the Visitors first.
with an iron fist. A queer man with a love of extravagant
headdresses and dramatic eye make-up, Darkoth’s beauty
– Drohm – 137
ADVENTURE: ADVENTURE:
UNREMARKABLE FLYING HOME
General San Vulba is by all accounts an It’s said Castle Darkoth is not of the Darklord’s
unremarkable human being. That is, until you creation, but a place he stole from a people
realize he is secretly working with the resistance long forgotten. The only thing holding the castle
in his city to shake off Darkoth’s rule. San Vulba’s stationary is the portal linked to the gulf, wreathed
persona is a carefully constructed set of lies aimed in deep magics powered by Darkoth himself. If
at making him seem completely uninteresting to the portal were ever to break, the castle would
the Darklord. San Vulba hopes to turn general fly off. Where would the castle go? Most likely
Kiri to his cause by appealing to her ambitions. it would return home to its people, who hold a
Kiri’s warrior spirit reminds San Vulba of the tales deep grudge against the Darklord.
of warriors in the Drohm long forgotten before
the appearance of Darkoth. If San Vulba could
get Kiri on the side of the resistance she’d be a
If they were ever removed it would strike a devastating
powerful ally.
blow at Darkoth’s powerbase.
DRAKHOL
does far too much bemoaning of his own fate and ignores The capital of Drohm, Drakhol, is a sprawling city rife
his true duty — ensuring the glory of all Drohm. Kiri has a with crime and corruption. The city’s leader, Leanna, is
strong preference for wearing all white, sometimes leaving also its biggest crime boss, reporting only to Darkoth who
only her eyes uncovered. cares little for how she runs the city as long as it continues
Rounding out the trio of officers is Admiral Cebran, to be profitable. Whether they know it or not, every gang
commander of Thraldor. Hardened in battle against Epi- in Darkhol is ultimately answerable to Leanna, who uses
curus, Cebran is one of Drohm’s most celebrated warriors. a cadre of ruthless guards and the threat of reprisals from
Set on dealing the deathblow to the Epicians, Cebran now the Darklord himself to keep the gangs in check.
calls on wizard Norvose to aid in the fight and defeat them Drakhol’s main economic base is the slave markets where
once and for all. raiders from all over Azoth come to sell and buy people
from all walks of life. Harboring the most detestable, but
Places to Visit sadly profitable, trade in Drohm, any self-respecting citizen
would not be caught dead in Drakhol, leaving the capital
CASTLE DARKOTH to criminals and ne’er-do-wells. With the recent military
victories under Drohm’s belt much of the citizenry cries
Castle Darkoth rests on a flying island floating above
to quash the slave trade and essentially shut down the
an inlet filled with submerged skeletons and guarded by
capital once and for all. Leanna and her guards quiet any
goblins. The only entrance is via a magical portal directly
dissenters they find, however, making sure their business
under the island and any uninvited guests must first deal
ever continues.
with the skeletons and goblins before even spying that gate.
If one embraces Drakhol’s lawless nature there are a
Once atop the island, Castle Darkoth is a sight to behold.
few bright spots within the city to enjoy. Most of the jovi-
Surrounded by sprawling gardens filled with all manner
ality within Drakhol comes from its impressive bar scene.
of strange and magnificent topiary, Castle Darkoth is an
Travelers with a strong stomach could visit the Gilded Ram
impressive glass and stone structure reaching far into the
which serves some of Drohm’s best ale. Or perhaps take a
heavens. Within the castle a rainbow of giant windows
trip to the Grinning Gargoyle where raucous music plays
wreathed in carvings of long-forgotten dragons light gen-
till all hours of the morning and people tend to lose limbs
erously appointed hallways. Tiled floors leading through
during arm-wrestling competitions.
the castle seamlessly transition from one hue of crimson,
to a burnt auburn, to a sunny lemon, giving any visitor the ADORN
feeling they’re walking upon fire trapped in stone.
The mining city of Adorn is a shining jewel of diversity
Deep within the heart of Castle Darkoth dwell the
within Drohm. Within the city all manner of people live
Perceivers. In a cave still part of the castle, but alien in its
peacefully together and feel very little influence of the
darkness and dampness, the Perceivers sense the flux of
Darklord’s power. Weapons forged within the city are sold
arcane magic across Azoth. These four humans are blind
Azoth-wide, permitted by Darkoth for the steady source
to everything save the ebb and flow of magic, and Darkoth
of income they provide Drohm.
uses them as a powerful tool to manipulate the tides of fate.
LIGHT THROUGH but are the children of a former monarch. Due to the elves’
democratic form of monarchy, the twins remain connected
THE TREES to King Greenbough, who does not have children of his own
blood, but are not in line for succession. Unlike the willowy
Rumors abound of the Last Unicorn that lives Alieandor Goldtree, King Greenbough is stockier, although
in the deepest, densest part of the Enchanted he still moves with the grace that most elves possess.
Forest. This great beast is intelligent and capable
of conjuring powerful arcana. Those who seek SERENE SILVERFAWN
out the unicorn to earn its respect may become
one of its chosen paladins, infusing them with its Serene Silverfawn, renowned elven ranger, hails from
power. But the unicorn is hunted by those who Hulsing. After escaping a kidnapping and reclaiming her
want to ravage and loot its corpse for their own life, Serene now serves others by helping them navigate
nefarious purposes. The unicorn can fend off most Azoth. She is a highly skilled archer and wields a trusty
hunters, but a hunting party from Drohm may be bola. Serene is highly empathetic and in tune with Azoth
a tougher battle. Can the unicorn be found and — if something is wrong anywhere in the realm, Serene is
protected before its kind are lost to Azoth forever? among the first to sense it.
ADVENTURE: copse filled with various fruit trees and vines. The creatures
make their homes out of these plants; peering into a bird’s
RIDDLE ME THIS nest on a low branch may instead reveal a small group of
pixies spying on visitors while munching on a tart apple.
Not far from the village of Hulsing is a small
clearing containing a curious sight: a tiny cottage
perched in a tree. Vines spiral down the log
construction of the wee home, and flower beds
Grey Hills
are perched on its two adjacent windows. It is not
an elven residence: it belongs to a satyr named
Mim, who sits in a hand-carved wooden chair
T he rolling terrain of the Grey Hills is traditionally
the domain of the dwarves, though today they share
it with trolls from nearby Bryzine, as well as humans,
on the porch of his cottage, eagerly peering for elves and hairfeet drawn by the excellent trade prospects.
new friends. Mim is a clever and jovial fellow One look at the region justifies its name: the hills appear
who is happy to chat with anyone who crosses
slate colored in the shadow of the ever-present snow
his path. Mim often challenges visitors to a game
of riddles — whoever can best him and solve his clouds that loom above. The dwarves live around and
most mind-bending puzzles earns a unique item within these hills, finding shelter and resources deep
of Mim’s making. within them, building intricate fortresses that reflect
their reverence for battle. Dwarves are fiercely proud of
their homeland and call upon it to give strength in battle,
often shouting, “For the Grey Hills!” as they face down
an enemy, warhammer drawn.
Places to Visit in the Enchanted Forest The Grey Hills are covered in a thin layer of ice and snow
most of the year, and the frigid atmosphere makes dwarves
HYLJARDIN crave adventure and travel. The harsh environment inspires
Spired towers stretch up toward the sky, towering above a love for any activity that stirs the blood — notably combat,
the forest canopy, heralding the Enchanted Forest’s largest although imbibing ale while listening to stories in front of a
city, Hyljardin. Also known as the Ivory City, Hyljardin is large stone hearth is also a favored pastime. Most dwarves
a picturesque city with a distinct elven style. Its largest travel far from home, earning reputations across Azoth as
building is the Ivory Castle, which serves as its seat of fearsome warriors. Tales of the Forever War still recount
government. The city is encircled by high walls, almost as the most powerful armies breaking at the sight of dwarven
tall as the towers, and the buildings are all quite uniform, warriors astride large beasts, such as mastodons and bears.
built out of sun-bleached chalk stone. There is a lively Those living in Grey Hills tend not to be the most rev-
marketplace in the heart of the city, along with several erent creatures when it comes to organized religion, but
universities and training institutions. they are united in their devotion to revelry. There are many
taverns throughout the Grey Hills in which to spend the
HULSING cold evenings. The dwarves are a practical bunch and are
Hulsing is a mid-sized city located in the southlands of distrusting of any fancy arcane magic. They feel this way
the Enchanted Forest. Its inhabitants live in humble abodes, tenfold toward magical creatures and monsters found be-
although it boasts a larger citizenry than any of the Forest’s yond the spectrum of the natural world. They see demons,
other cities save Hyljardin. This region sits amid three hills, undead, and other unnatural scourges as monsters to be
which differentiates it from the tree-packed terrain that rooted out like mold, lest they spread their influence across
covers the rest of the kingdom. Azoth. The Grey Hills dwarves especially have no qualms
about taking up the mantle of protector and sacrificing
PIXIEGROVE themselves for the greater good.
Grey Hills is a monarchy led by dwarven King Tyros
As the name implies, this region of the Enchanted Forest
Kaeron, who enjoys the advice and counsel of other leaders
is the domain of pixies. Marked by a pixie ring — a magically
from across the nation. The king actively recruits heads of
created circle of fungi — wanderers stumble upon this grove
major families to serve as his aides, though his dwarven
more often than actively seeking it out. It’s easy to miss
disposition to battle sees many of these advisors drawn from
these tiny creatures, as the wee pixies are quite stealthy and
the ranks of former warriors. Other retired warriors want
capable of hiding. Those who are captivated by the grove’s
to die the way they lived: on the battlefield. It is considered
sparkling dew-drenched trees and flowers may be caught
customary and moral to grant these fighters an honorable
off guard by a pinecone bonking on their head, followed by
death by agreeing to a duel should they request it. Death
the sound of a tinkling laugh. The pixies are friendly little
in the Grey Hills is treated with ceremony, and several
tricksters who like to toy with visitors before revealing
sprawling graveyards in the lowlands mark the resting place
Places to Visit
of some of the most respected warriors in Azoth history. HALITHOR
Much of the culture in the Grey Hills is centered on proving Halithor sits on the border of the Grey Hills and Brach-
one’s worth. Each village has its own coming-of-age ritual mon. Many years ago, the territory was disputed in a minor
which requires some display of bravery and strength. All conflict between the two nations. But despite Brachmon’s
young people are called to participate, and youths from all sprawling influence, they relegated Halithor to dwarven
peoples go through these challenges together. control, where it firmly remains. Still, this mixed history
Grey Hills has an active trade agreement with the king- is evident in the architecture.
dom of Brachmon and enjoys trading with the trolls of
Bryzine. Its primary threat lies in the population of stone BLACK ADDER RIVER
giants who dwell in the northern reaches and occasionally Black Adder River flows along the southern border,
storm Grey Hills towns. When this happens, a combined forming a natural boundary between the Grey Hills and the
force of dwarves (predominantly) and other people ride to Enchanted Forest. The climate of this region is milder and
defend their homeland. Those who survive and succeed in more pleasant than the northern coast, and many dwarves
three of these encounters are drafted into an elite group of migrate to the river during the warmer months.
warriors known as the Giantkillers. They sport a custom Varkoruss is the major city of Grey Hills and the heart
emblem on their armor to mark their status. Young warriors of its governance. Located underground in the heart of the
often aspire to join the ranks of the Giantkillers. largest mountain — after which the city was named — Var-
koruss is a testament to dwarven ingenuity. Constructed
Principals of the Grey Hills entirely of stone, the spacious great hall is where the king
holds meetings with his council. Visitors can peruse galler-
KING TRYOS KAERON ies of sculptures of notable Grey Hill heroes and nobility.
Tyros follows in the footsteps of his father, Akmos, who Characters who earn the respect of the Grey Hills dwarves
perished in the great war between humans and elves. Like may someday discover their own likeness depicted in stone
the dwarven leaders who came before him, he continues within a gallery.
to foster alliances with elves. Tyros is a formidable leader,
KAERON
and while he is less gruff than his father, his people treat
him with respect and admiration. The Kaeron dynasty is Kaeron is a coastal village named after the Kaeron ruling
known for their amber-colored beards that they adorn family, and sees a roughly equal population of dwarves,
Isle of Fantasia show that appears above the island every night at sundown.
Most of the island is wild, and the druids do what they can
to leave it undisturbed, living in simple, naturally occurring
ADVENTURE: PASSAGES
The adventurers overhear a rumor in a bustling
port city, alluding to a strange, ancient willow
tree on the Isle of Fantasia. According to the
rumor, an ornate door large enough for a
humanoid is built into the trunk of the tree. No
one knows who built the door or why it is there,
but those who pass through the door end up in
other places far beyond the reaches of Azoth.
No one can substantiate the rumor, but the
idea persists: the Isle of Fantasia may hold the
key to traveling through dimensions. But finding
the door means traversing the wild terrain and
avoiding the wrath of the island’s powerful
druids — and risking a leap into the unknown
on the other side
F
remains their most invaluable teacher. In her lifetime, Tessa
rom wide open fields to rolling hills and dense forest,
has outlived her two husbands and one wife, seven sons,
O’koth — which encompasses both O’koth Forest
and two daughters, most of whom were rangers who died in
and the south of the Great Field of A’zoth — seems like a
the line of duty. Instead of being consumed by grief, Tessa
land of unburdened nature. However, this land has been
focuses on teaching future generations of rangers. Though
touched all too much by the hands of man, scarring the her body may be bent from age and old war-wounds, her
earth deep with war, bloodshed, disease, and destruction. mind remains sharp, and she teaches the skills of survival
O’koth’s neighbors long used the Great Field as the most to her students with painful repercussions; a failed test
convenient ground for battle between themselves and results in an immediate rap across the knuckles with her
their enemies, with no concern for the people who called cane, though Tessa reminds them that the forests offer far
it their home. harsher punishments than she could ever mete out.
When the “Minister of Peace” returned home after
brokering truces between the human nations following WIN’AQAI
the Forever War, he formally declared the forest and fields Though the rangers typically comprise humans and elves,
a nation in their own right. In honor of him, the nomadic Win’aqai, the son of the current leader of the centaurs, seeks
people renamed their land O’koth. They still faced threats to change that. Not (yet) an official branch of the rangers,
both external and internal, as the Great Field was teeming Win’aqai and his “light riders” bear the mark of Othaaris
with undead from the war, and the werewolves of O’koth on their caparisons, the cape-like fabric draped over their
Forest had not grown any friendlier either. For this reason, equine torsos, and they work as scouts and defenders of
the O’koth Rangers formed from among dedicated men and the woods around Qaiwain. It is Win’aqai’s sincerest wish
women who sought to protect their homes and families. To to prove his people’s particular talents to the Othaarian
this day, the rangers train in swordsmanship, archery, and priesthood and see them inducted into the official rangers.
working with the natural terrain and creatures of their land.
– o'koth – 145
CANDELLIS town. The biggest industries in the village are the local
beer breweries, taverns, and the fighting pit.
Candellis is a petite forest elf who travels the Great Field
solo. Quick, nimble, small-framed, and with a penchant SEMIRMAS
for hiding in small holes or tall grass, they have a habit of
living through situations that their teammates don’t. This When most people think of Semirmas, they think of the
led them to dislike working with others. They glibly claim grand port town within the protective walls of Ardonia.
that it’s difficult at their small size to bury so many bodies, Most give little thought to the side of Semirmas that lies
but the flask they keep on their hip suggests it bothers them outside of Ardonia, on the west bank of the Sirilian River.
more deeply than that. Though bitterly antisocial, there is West Semirmas serves as the capital for the rangers, housing
no better guide in the Great Field. their families and providing the best training in O’koth.
Many younger rangers live in communal housing, while
Notable Locales older and more established rangers have houses of their
own along the riverbank.
O’KOTH FOREST The streets of West Semirmas are seemingly lined with
services catering to the rangers, from blacksmiths, to
The canopy of the woods is thick with the rich green fletchers and bowyers, leatherworkers, grocers and general
leaves of old oaks. Occasionally, one might come across a stores, and of course, places of worship. Small shrines to
large tree, immeasurable in its age, and too large for even a Othaaris sit at nearly every street corner, and almost every
dozen people to wrap their arms around the trunk. At other store displays some reverence to the goddess.
times, one might find a clearing covered in burned-out
At the center of West Semirmas is the town square. On the
cinders, with green sprouts peeking through the blackened
southern side lies the largest training school of the rangers,
soil. The cycle of nature has proven itself careful steward
and on the northern side a grand temple built to Othaaris.
of O’koth Forest, while humans, elves, and other folk are
Within the cathedral, the high priests and highest-ranking
merely grateful guests within these woods.
officers of the rangers work in unison to oversee O’koth’s
The dense woods of the O’koth Forest can be as fearsome military and guide their sacred mission.
as they are protective. Though the forests have avoided the
wars of other lands, one must still be mindful of the dark QAIWAIN
shadows and mysteries that lie beyond each fallen log.
Qaiwain, meaning “home,” has been applied to several
The Old Forest
locales across Azoth, but the Qaiwain hidden deep within
In the oldest forest on the western side of O’koth, the the O’koth Forest is the most famed. The village of Qaiwain
mixed communities of humans and forest elves practice a is hidden far from the eyes of outsiders and stands as the
form of animism, believing the forest is filled with spirits only bastion of East Azothian centaurs. These tall folk,
to be respected and honored. Though they do not worship
the spirits, they believe these spirits that inhabit the trees,
the wind, the flowing waters, and even the rocks, hold a far
heavier sway over their lives than the teachings of a goddess ADVENTURE:
who no living person has ever actually seen.
Those who live in the Old Forest, far from the protection
YOU CAN RUN,
of the priests of Othaaris and their army of rangers, do so BUT YOU CAN’T HIDE
at great risk to themselves. They know that the woods are
also home to werewolves, who travel in groups and can
A dishonored ranger by the name of Kaelorn fled
from the order. Though his absence would hardly
tear full grown humans and elves apart with their teeth
be noticed otherwise, when he fled Semirmas,
and claws or bring them into the fold of their packs.
he took with him an ancient sacred relic from the
Tattered Lily Run Church of Othaaris. The priests and rangers alike
Honored and respected as they may be, the life of a rang- are concerned about what his plans might be; he
er isn’t for everyone. Abandoning one’s noble and sacred could attempt to sell it off on the way to Tattered
responsibility is a shame that sees faithless rangers outcast. Lily Run, but he might also be planning to desecrate
For this reason, ex-rangers fled deep into the old forest and it to win favor with his fellow renegades.
built a village of their own, known as Tattered Lily Run. The Priests of Othaaris offer a reward for the
The arched wooden gate of the village is decorated with return of the relic, but the rangers themselves offer
scarred or broken crests of Othaaris, hanging there as a an additional bounty for proof of Kaelorn’s death.
warning that “the good word” is not welcome here. Though Though abandoning his post was a dire sin deserving
generations have come and gone, and children have been of punishment, his choice to throw away everything
born and raised in Tattered Lily Run, it is hardly a family the rangers believe in has marked him for death.
– o'koth – 147
they aren’t on any major trade routes, as they are less than
– Olardell – 149
ADVENTURE: ALL TOO HIDDEN
A friendly and much-loved local sailor by the name of Lem was drinking with her buddies in The Siren’s
Tale when five of her lovers burst in the door, seeking her explanation for the fact that none of them knew
about each other’s existence until recently. Lem hid under a trapdoor in the kitchen to avoid the wrath of her
ladies and gentlemen, and to the kitchen staff’s horror, the women and men overturned every barrel and
crate in search of her. When they opened the trapdoor, Lem wasn’t there either.
The angry exes have since moved on, but now, the staff of The Siren’s Tale are wondering what happened
to Lem? Strange scratching can be heard under the floorboards and the locals are beginning to suspect the
tavern is haunted. It’s up to the party to get to the bottom of this before the local watering hole dries up.
Kingdom of Thorin ness also spelled the kingdom’s doom. Whether through
superior planning or scheming on the part of Drohm,
Thorin’s armies bore the brunt of the heaviest fighting.
T horin was one of the great kingdoms once, a stalwart When the dust settled and an accounting was taken, it
was Thorin that had suffered by far the worst casualties.
opponent of Drohm and Ardonia in the Forever
Though many hoped for peace, if only for long enough to
War. Now, it is a shattered ruin, populated by the ghosts
B etween Thorin and the Enchanted Forest lies a land with cyclopean walls emblazoned with blasphemous sigils
that is spoken of only in whispers and half-believed and paeans. No one has ever reached the bottom, if indeed
there is one, but the Well itself seems to promise power
myth, a land that is found on no map save as a warning
and riches to those who look upon it.
not to venture there. The Night Land itself is as elusive
as the night creatures who call it home, changing its
face and slipping away into shadow beneath the light of
Amaranth Hall
the sun. Only by night can one enter the Night Land and At the heart of the Night Land lies a great citadel, built
behold its face, which waxes and wanes as do the twin on the skeleton of a nameless and forgotten castle, its tall
moons. When the moons are full, the Night Land seems spires reaching into a starless sky. Bells toll the hours,
almost normal, with homely villages to lure travelers their low and mournful peals ringing out across the land.
to their doom. When dim, the Night Land is a lightless The queen of the Night Land, Carmilla, holds court here,
nightmare where the darkness seems almost alive, able surrounded by bloodthirsty courtiers; her vast throne room
to snuff out a weak torch of its own accord. echoes with the screams of the mortals on whom they feed.
Beneath this abattoir, catacombs stretch for miles, where
Scholars of the Realm know little of the Night Land, for
mortals are held prisoner alongside the remains of their
few who venture there return to tell the tale. Those who
dead, ever chiseling out new chambers to make space for
do have invariably only seen a small part of the vast horror
those Carmilla has slaked her thirst on that day. Gardens
that is the Night Land, for the longer one remains within,
radiate out from the palace for miles, immaculately tended,
the harder it is to find one’s way out. The lands shift with
seemingly ordinary until one sees the living statuary —
the phases of the moons, and what was once an easily nav-
mortals bound in place and fed upon slowly enough that
igable pass might in three days’ time become a dangerous
death takes weeks to come.
and unstable slope, and in three more a treacherous cliff.
Adventurers attempting to navigate this haunted land suf- The only tie Carmilla’s court has to the outside world is
fer disadvantage on Wisdom (Survival) checks to navigate the embassy of Thorin, part of Amaranth Hall’s grounds,
after a number of days equal to their Wisdom modifier. where cloaked officials from Thoragg’s own court parley
Only a few landmarks stay relatively unchanged, bastions with the night creatures. Most of these ambassadors are
of terror that the land itself seems to be anchored around, night creatures themselves, or souls bound to corpses
and these are the features most often spoken of by the with necromancy — mortals who are sent to serve in the
lucky few to escape. Thorin embassy rarely survive the posting, and many of
them believe that Thoragg sends them not as ambassadors
The Sanguine Marches but as tribute. The embassy contains an enormous altar in
Terrorek’s honor, spattered in blood and decorated with
The first notable feature most travelers in the Night skeletal remains.
Land encounter is the Sanguine Marches, a stretch of low
hills dotted with stands of foreboding and leafless trees.
Wreathed in mist by day and night, night creatures and
their mortal slaves patrol the Marches, capturing travelers
Orc Lands
to offer up in their place. A few villages, consisting of little
more than a few clustered hovels, host the closest thing
to a free mortal population in the Night Land, one that
O rcs were once the most talented people at the
agrarian arts, but this changed after humans drove
them from their fertile lands. Pushed to the desolate
survives indirectly (and, in sparse times, directly) on the barrens, the orcs survived using all of their farming talent
flesh of their fellow people. Night creatures watch these to yield food from dry, acidic soils. During the Forever
settlements carefully, ever wary of their mortal cattle daring War, the orcs amassed an unprecedented army under their
to rise above their decreed station. leader, General Kron, in an effort to take back their land.
They failed, as the people of east Azoth came together and
The Well of Night defeated them on the Great Field. General Kron fought
Utterly abandoned even by the night creatures who call valiantly to the end, but the orc army was decimated and
this accursed land home, the Well of Night is a low structure, driven into the Black Mountains, the range dividing East
resembling a modest church fallen into disrepair. Within, and West Azoth, and the Bloody Hills in Drohm.
there are no pews and no altar, but simply an enormous The Orc Lands themselves are not very valuable, mostly
and perfectly circular hole in the ground, plunging so deep foothills which can only support a handful of farmers. This
into the earth that its bottom is obscured by shadow. Steps forced most orcs to adopt a nomadic lifestyle, herding
are chiseled into its sides, allowing one to descend. What livestock or raiding to survive. Since no one else is very
little light leaks in from above quickly vanishes, and any
156 – CHAPTER SIX: NATIONS AND DANGEROUS PLACES –
interested in this land though, the orcs have been able to
exist mostly unmolested by the other nations.
In recent times, a group of orcs calling themselves the
Lost Places
T
Boarelli rose to leadership in the Orc Lands. The Boarelli hroughout history, people and objects from Earth
have since carved out a stretch of the Black Mountains have Crossed into the Realm. On even rarer occasions,
that extends from Grey Hills to the Great Field of A’zoth. whole sections of Earth Crossed. These lost pieces of Earth
They’ve even navigated the passages under the mountains, bring with them a slice of the civilizations occupying
ranging from East Azoth into the West. None of this, how- them at the time.
ever, means anything if the other peoples stand poised
Some places are as large as the lost Tibetan kingdom of
to take their hard-earned gains. Thus, the Boarelli have
Shambala, while others are a single monument such as the
encouraged their smaller cousins to return to Bloody Hills,
statue of Zeus at Olympia. Other mysterious Lost Places
the orcs’ ancestral land, and petition the other nations to
seem to come and go from the Realm and much has yet to
recognize their sovereignty. If this goes well, the Boarelli
be discovered about them outside of their names, such as
might try the same with the Orc Lands, or perhaps all orcs
the island of Avalon. A few lost places stem from people
will finally abandon the mountains and return home. They
Crossing from Earth en masse and founding pockets of
have not yet decided what they’ll do if it does not go well.
civilization in the Realm.
The Boarelli The Library of Alexandria
The Boarelli are almost twice as tall as other orcs, with
Of all the lost wonders that Crossed into the Realm, the
tusks that jut out from their lower lips. The Boarelli are
Library of Alexandria is the most well-known and acces-
also smarter and more skilled in crafting than most orcs.
sible. It sits at the top of the Great Field, at the trident of
With the help of some other orcish bands, the Boarelli the Great River. The library was one of the largest and
partially mapped the maze-like passages of the Black Moun- most significant repositories of knowledge in the ancient
tains, enabling them to establish tentative trade routes into world, and part of a larger research institution called the
West Azoth. The Boarelli also have a fragile commercial Mouseion. Earth legend claims the Great Library was lost
relationship with the Children of the Highland, who live in a fierce battle. There is much speculation about what
in the Black Mountains. Last but not least, they have found happened during the ensuing blaze, but the more supersti-
an important trade partner, if through several degrees of tious tell the story of how the Egyptian god Thoth, a beloved
separation, in the library of Isliadril due to their trading of patron of the library, could not bear for it to burn away. He
Strange Things found in the Black Mountains. transported a portion of the library, the Mouseion, and a
bit of the surrounding town to the Realm, thus saving those
NA’IER OF THE BOARELLI
within from the total destruction of Alexandria.
The orcs haven’t had a queen since the Orc War but At first, when the library Crossed to the Realm, most of
admiring whispers among the Boarelli increasingly name it appeared buried near the trident. It took several gener-
Na’ier as worthy of the position. Na’ier was the first Boarelli ations of digging, and even then, only a third of the library
to negotiate trade with the library of Isliadril, bringing with has been recovered, with more chambers being discovered
her the secrets of orc farming techniques as well as Strange and excavated every year. Other rooms and parts of the
Things. In exchange, she uses the library to advance her library Crossed to other parts of the Realm, where they’re
own education. Na’ier seeks the Crown of the Orcs, which discovered every few years. These new discoveries often
would force all orcs to follow her. She supports the Bloody cause great excitement amongst the scholars, library re-
Hills’ ambassadors but has made it clear she intends to lead searchers, and artificers who currently occupy the library
her people home one way or the other. and the surrounding town.
THE LIBRARY
The Chair runs the library itself and is always an elected
scholar. The position is held for 10 years. The rest of the
library sees a hierarchy of librarians and researchers. The
institute is officially under the authority of the Chair but
has functioned under its own autonomy for the last couple
of centuries. There is an ongoing, yet non-violent — outside
of a few bar skirmishes — dispute between the librarians,
artificers, and alchemists of the Mouseion Institute. Any
object brought to the library goes through a rigorous as-
sessment process by an alchemist, artificer, and librarian
to decide which faction should research it, with the most
valuable objects or knowledge sometimes being claimed
by all three. If the three cannot reach consensus, the topic
is presented and voted on by the heads of the three depart-
ments. If there is still no consensus, it goes up to the Chair
for a final decision or a decree of joint claim with terms for
sharing laid out between the departments.
THE SUB-MARKET
When the library declines to buy items on offer, adventur-
ers can sell them in the sub-market district of Alexandria.
In some cases, this can be more profitable too, as nobles
and the wealthy are always looking for the next rare oddity.
Many of the sub-market’s parlors serve as gathering places
for the cream of society, complete with performances by
famous musicians, orators, and the occasional retired ad-
venturer. The most notorious of these sub-market parlors
is run by the scholar gentlewoman Nitocris.
The Skies Above the Seven Ancient Wonders of Earth. The statue, created
from ivory and gold, attracted worshiping pilgrims from
On July 2nd, 1937, Amelia Earhart and Fred Noonan across the Mediterranean. It mysteriously disappeared
departed from Lae in Papua New Guinea in a Lockheed some time during the 5th century, though accounts vary
Electra 10E, on course for Howland Island in the South from destruction in a fire, to pillaging by Constantinople
Pacific, 2,500 miles distant. They never arrived. Only 7,000 as to its final fate.
miles remained in Earhart’s planned circumnavigation of The statue now sits buried up to mid-chest in Grey Hills.
the globe, and though speculation and wild theories have The dwarves of Grey Hills claim it is a legacy of the legendary
abounded since Earhart’s disappearance, numerous expe- dwarven queen Ironshield. The Grey Hills dwarves take a
ditions and searches failed to find convincing evidence of great deal of pride in this claim and take grave offense at
a crash. Most simply believe that the Electra ran out of gas anyone who says otherwise.
and ditched at sea, unable to locate Howland Island due to Those who visit the statue are moved emotionally at
poor planning and radio problems. viewing the work of art and receive one point of Legend.
While the Electra did run out of gas not far from Howland, Those who attempt to steal any of the statue’s gold or ivory
it came down not at sea but in another world altogether, are cursed by a spectral laugh — which would-be thieves
having made the Crossing. It came down in the Ardonian insist emanated from the statue. This terrible laughter
hinterlands, battered by a rough landing, its engines haunts the thief every time they touch anything made of
cracked and its electronics burned out — but Earhart was gold or ivory, causing them to take disadvantage on their
no slouch as a pilot, and despite it all she put the Electra next roll, and lasts for a Realm year, or until the trespasser
down smoothly enough that she and Noonan survived with returns to the statue, falls on their knees and begs for for-
only a few minor injuries and broken bones. Discovered giveness. The statue will give them three tasks to complete
by O’koth rangers and nursed back to health in Abaroxas, as atonement. Once the tasks are completed, the redeemed
Earhart made a quick recovery and was soon the delight person gains a point of Legend and may immediately grant
of the local scholars and engineers, who marveled at the a Legend point to one other person who aided them.
concept of aerodynamic lift.
Though they were unable to rebuild or replicate the Pratt Thule
& Whitney engines, enough of the Electra’s wing structure
The story of the land of Thule predates the formation
had survived the crash that within a few years, Ardonian en-
of the Thule society, but it was these servants of the Third
gineers could (with Earhart’s guidance) construct a reliable
Reich who gave its history a sinister bent. The Thule So-
airfoil light enough to serve as a gliding surface for soaring
ciety spent countless resources to finance expeditions to
flight. While this hasn’t replaced aerostatic lift (buoyancy)
find and prove the existence of the country, not knowing
as the most common method of flight in Ardonia, it has
Thule had Crossed into the Realm ages ago. Each of these
significant synergy with it — hot-air balloons can lift gliders
expeditions succeeded in their goals — they found the dead
into the sky, where they can be dropped and begin gliding
city of Thule in the Black Mountains — but not one could
of their own accord. Such glideplanes are still uncommon
find a Crossing back to Earth to report their findings.
enough that they’re an unusual sight in Ardonian skies.
Thule is a land of monsters. Those Nazis who survived
Most independent glideplane flight in Ardonia takes place
to reach Thule banded together in a survivalist compound.
in the south, near Vesta, where Ardonia’s best pilots ride
Any and all peoples who appear in the lands of Thule, and
thermals and test new designs. New Kitty Hawk, a hamlet
who are not human, are treated with immediate hostility.
established and named by Earhart herself, is still populated
with many of her descendants and their families. The site SOCIAL STRUCTURE
is dedicated to perfecting the craft of flight and, one day,
reinventing the internal combustion engine and bringing Thule is a grossly patriarchal society. Strength, fighting
powered flight to Azoth for the first time. The project is ability, and aggressiveness are hailed as the only virtues.
Dwarves must also tell others about it, otherwise it might as well
have never happened! Regardless of background, upbring-
ing, and class, all dwarves craft songs and stories about
and recognition. This makes them a tightly woven and BEAR RIDERS
cooperative people, with a selfish streak that is sometimes If anyone was going to slap a saddle and reins on a moun-
at odds with their desire to do right by their fellows. tain bear and ride it into battle, it was going to be a dwarf.
Dwarves take their oaths and commitments seriously, if The taming of bears as mounts was not a decision made out
only because to do otherwise would harm their good name. of practicality, but because someone thought it’d make a
These bonds are not unbreakable however, as a dwarf will good story. It was. Bear riders are not common, but they are
turn their back on old allies to do what they feel is right always among the most brazen and fearless of the dwarves.
at the time. It wasn’t so long ago that the previous king of
the Grey Hills chose to break off lucrative peacetime trade
with Drohm to stop its campaign to eradicate the elves. 5 DWARVEN BEAR RIDER
Medium people (dwarf), chaotic good
SHORT, ROBUST, AND DEADLY
Standing less than 5 feet on average, dwarves are broad Armor Class 15 (breastplate)
and stocky, weighing almost as much as a human despite Hit Points 58 (9d8 + 18)
being quite a bit shorter. Their dense, muscular builds lend Speed 20 ft. (40 ft., climb 30 ft. while mounted)
them an unparalleled hardiness that lets them shrug off
blows that would kill most other people. STR DEX CON INT WIS CHA
Their hair is typically thick and wavy and grows excep-
16 (+3) 16 (+3) 14 (+2) 10 (+0 11 (+0 10 (+0)
tionally fast. Dwarves are hairy by nature, a protection
against the cold of the higher altitudes and piercing winds Skills Animal Handling +2, Perception +2
of the Grey Hills, and a dedicated dwarf can easily grow a Senses passive Perception 12
beard that’s almost as long as they are tall. Languages Hillspeak
A HARD-FOUGHT LEGACY Challenge 3 (700 XP)
T he elves divide into two separate peoples, the martially may volunteer to scribe for members of other households in
minded rainbow elves and the more reclusive forest order to learn their songs, considering the knowledge and
elves. Despite each maintaining their own governance, preservation of these verses a great honor. The names for
the two cultures value many of the same things, which these songs vary, but a gloss in the common tongue renders
them as “maps of the heart.”
is how they’ve been able to share the Enchanted Forest
so peacefully between them.
Hobgoblins
T hough they share the same origins as their goblin
brethren, they were transformed by the will and
might of Lord Darkoth into brutal, cunning warriors that
are among the most fearsome enemies known to Azoth.
Hobgoblins stand straighter and taller than normal goblins,
with a yellowish cast to their mottled skin instead of a sickly green.
Their ropy muscles are lashed to lanky frames with almost no
fat to speak of. Their skull-like faces are often adorned with dark
markings and streaks of pigment around the eyes and temples.
FAVORED WARRIORS
The hobgoblin ranks serve under General Kor, a highly
prized military advisor to Lord Darkoth directly. Her keen
tactical mind and desire for near perfection in battle has not
only earned her a place of respect among her human peers
5 CUTPURSE but has resulted in the hobgoblin forces becoming an elite
Small people (hairfoot), chaotic neutral army of deadly fighters. Fearless, brutal, and efficient, they
are rarely seen beyond the borders of Drohm, but within
Armor Class 14 (leather armor) that nation they are viewed with awe and given a wide berth.
Hit Points 29 (8d6) Shadow Blades
Speed 30 ft. Equipped with light armor, and long, single-edged
swords, the elite hobgoblin shadow blades prefer mobility
STR DEX CON INT WIS CHA and aggressive fighting styles over a more balanced ap-
10 (+0) 16 (+3) 10 (+0) 12 (+1) 14 (+2) 16 (+3) proach to combat. Each shadow blade trains with the same
sword from the moment they are able to hold one and must
Skills Sleight of Hand +7, Stealth +7, Perception +6 be capable of killing a target in no more than two strikes
Senses passive Perception 16 to be considered for active duty in General Kor’s ranks.
Languages Cant, Olardian
QUIET DISSENT
Challenge 1 (200 XP)
A small but growing faction of hobgoblins rebel against
Cunning Action. On each of its turns, the cutpurse can Darkoth’s brutal rule, and undertake secret work to sow
use a bonus action to take the Dash, Disengage, or Hide dissent and a desire for freedom among their kin. These
action. disloyal hobgoblins trade in stories of the lands glimpsed by
Pilfer (1/Turn). If the cutpurse has advantage agents sent beyond the borders of Drohm, and actively seek
on an attack roll or has an ally within 5 ft. that isn’t out others who dream of being more than soldiers. Such a
incapacitated, and hits their target with a weapon attack cause is often fatal when discovered, but no punishment is so
they can take a single item from that target’s carried severe that it can quell the desire to be free of Darkoth’s evil.
belongings. The target can make a Wisdom saving
throw with a DC of 10 or half the cutpurse’s attack roll,
whichever is higher, to notice the item being taken. 5 SHADOW BLADE
ACTIONS Medium people (hobgoblin), lawful evil
Multiattack. The cutpurse makes two melee attacks.
Armor Class 16 (studded leather)
Sling. Ranged Weapon Attack: +5 to hit, range 30/120
Hit Points 112 (15d8 + 45)
ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
Speed 30 ft.
Improved Criticals. The shadow blade’s weapon Humans are deeply social creatures that are strongest
attacks score a critical hit on a roll of 19 or 20. when working together. One need look no further than
the militaries of Brachmon and Drohm to see how brutally
Overhead Lunge (1/turn). The shadow blade can
effective humans can be when united against an enemy.
extend the range of their weapon, gaining the Reach
No matter how cruel and callous a human can get there
property for one attack.
will always be another with the unwavering dedication to
ACTIONS triumph over the evil their people are capable of.
Multiattack. The shadow blade makes three melee
attacks.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 5 EPICIAN SEA RAIDER
ft., one target. Hit: 12 (2d8 + 4) slashing damage, or 14 Medium people (human), any chaotic alignment
(2d10 + 4) slashing damage if used with two hands to
make a melee attack. Armor Class 14 (unarmored)
REACTIONS Hit Points 67 (9d8 + 27)
Riposte. When a creature misses the shadow blade with Speed 30 ft., swim 30ft.
a melee attack, the shadow blade can make a melee
weapon attack against the creature. To do so they must be STR DEX CON INT WIS CHA
able to see the attacker and be wielding a melee weapon.
16 (+3) 12 (+1) 17 (+3) 9 (-1) 11 (+0) 9 (-1)
F
Languages Epician, Brachmon, Cant
rom Brachmon to Ardonia, humans dominate the eastern
Challenge 3 (700 XP)
shores of Azoth. Their tendency to travel and explore
means they can be found living in almost every nation of Azoth. Rain of Axes. If the sea raider attacks a creature while
they are prone the attack is an automatic critical hit.
REMARKABLY INDUSTRIOUS
Reckless. At the start of their turn, the sea raider can gain
None of the other peoples can match the raw output of human advantage on all melee weapon attack rolls during that
production. No people on Azoth can raise a city, equip an army,
ACTIONS
STR DEX CON INT WIS CHA
Short Sword. Melee Weapon Attack: +4 to hit, one
16 (+3) 14 (+2) 14 (+2) 10 (+0) 14 (+2) 10 (+0) target. Hit: 4 (1d6 + 1) slashing damage.
Skills Investigation +2, Perception +4, Stealth +4
5 VILE CULTIST
Senses passive Perception 14
Medium people (human), any evil
Languages O’koth, Cant
Challenge 3 (700 XP) Armor Class 11
Hit Points 9 (2d8)
ACTIONS
Speed 30 ft.
Multiattack. The ranger makes two longsword attacks. If
it has a shortsword drawn, it can also make a shortsword
attack. STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 10 (+0) 12 (+1) 11 (+0) 10 (+0)
W
Speed 40 ft.
hile people of East Azoth are quick to call the
minotaurs monsters, this grossly oversimplifies
STR DEX CON INT WIS CHA
the long and complicated history of these bovine people.
While many other people of East Azoth associate 14 (+2) 16 (+3) 14 (+2) 8 (-1) 10 (+0) 10 (+0)
minotaurs with slavers, few spare a thought to how this Saving Throws Str +5, Dex +6, Con +5
came to be. Skills Perception +3
Early in the history of the slaving city of Drakhol in Senses darkvision 60 ft., passive Perception 13
Drohm, various minotaur communities were prime tar-
gets for parties of slavers, decimating whole villages at a
Languages Cant, Plainspeak
time. Prior to this, the minotaurs were a diverse people Challenge 2 (450 XP)
that ranged in appearance and attributes, from the long-
haired, woolly minotaurs who inhabited the mountains to Herd sense. Minotaurs fighting in a group of four or
the short-haired, long-horned minotaurs of the plains. Yet, more allies within 10 ft. gain advantage on attack rolls.
the demand for the sturdy, docile, and plentiful workforce Perception increases by +2 when Herd Sense is active.
was so great that all minotaurs were targeted by slavers, ACTIONS
then mixed together with no care for their differences or Multi-shot. As an action, the minotaur may fire up to
individual cultures. Because of this, many of the individ- three arrows at a single opponent at a –2 penalty to hit.
ual communities’ cultures and languages were lost as the All arrows use the same attack roll.
generations passed, with only a few traditions passed down For a full-round action, the minotaur can time their shots in
in syncretic forms as the minotaurs were forced to create such a way as to hit up to three separate targets at the same
new families at their masters’ whim. –2 penalty to hit. Targets can be no more than 30 ft. apart.
In the decades since, the minotaurs have worked their Shortbow. Ranged Weapon Attack: +6 to hit, range
way up in their masters’ ranks as capable laborers, claiming 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
power and status in the city of Drakhol. These changes
have allowed many to gain, or take, their freedom back. 5 MINOTAUR SLAVER
This has resulted in some minotaurs who were once slaves Large people (minotaur), lawful evil
becoming slavers themselves.
Armor Class 16 (chain mail)
THE FREE PEOPLE OF THE PLAINS
Hit Points 112 (15d10 + 30)
A few minotaur families chose to leave Drakhol altogether
Speed 40 ft.
once they claimed freedom, returning to the plains or the
mountains to reform their old communities. The most suc-
STR DEX CON INT WIS CHA
cessful of these are the People of the Plains, a diverse group
of minotaur warriors and artisans that managed to claim 18 (+4) 12 (+1) 14 (+2) 10 (+0) 14 (+2) 13 (+1)
and hold enough territory to sustain themselves. Slaves of
O
for in strength and resilience over their more common
gres stand over ten feet fall, with broad shoulders, brethren. They wield a club made from a small tree ripped
and hugely muscular bodies layered with dense fat. out of the ground, and carry a collection of large rocks in
They bear curiously similar features to dwarves, and some a deer hide tied to their waist. The great ogre is often the
scholars believe they may be distantly related with some head of a wandering troupe of ogres, and rarely travels
shared heritage in Azoth’s long history. without a few of them in tow.
Were it not for their lack of foresight and planning,
the ogre might be the most dominant creature on Azoth.
T he orc nation is a broken one, long vilified by history not defeated. Now they strive to return to their old ways
of peace and prosperity in the Bloody Hills. They have no
and twice driven to the verge of collapse. Their
taste for war, and certainly no interest in being ruled by
homelands in the Bloody Hills are under the rule of
humans, but they also know that conquest is not an answer.
Drohm, and orcs not content to struggle in that harsh
Orc Ambassadors
land instead roam East Azoth preying upon people or
serve the interests of Lord Darkoth. The orcs are attempting to get their native lands in the
Bloody Hills returned to them as sovereign land, and their
In Azoth most people take a dim view of orcs, remem-
communities send out ambassadors to win over the other
bering only the time when they were marauding across the
nations. It is their hope to restore their crumbled nation,
lands, sacking villages and burning fields. The reputation
and to rebuild trust in the orcs, to make it clear that a
and image of the orcs is one they earned, but not one they
unified orc people will not simply give rise to another war.
truly deserve, as they were once the victims of aggressive
expansion which nearly ended them as a people. The orcs recognize this will be a slow process, and that
the wounds of the past will take many years to heal, if they
Now the orcs are a fractured, disparate people caught in
even can be. As such, orc ambassadors are chosen for their
the shadow of their own history.
wisdom, charisma, and patience more than their martial
POWERFUL PIGMEN ability, though they rarely travel without at least one pro-
tector to safeguard them and their mission.
Orcs are tall, muscular pigmen with skin of brown, black
or pink color, though they are often covered with splotches SOULS TO GRAAKAHORDA
of other hues. They have beady eyes, thin bristly hair, and
There is not much in the way of orc religion, though one
large snouts.
belief does persist in most every community of them, and
They are naturally organized and social creatures, which
that is Graakahorda, orc hell. When a non-orc is slain by
is what has made them so effective at adapting and conquer-
an orc, this is where they are said to go, cast into a realm
ing in the past. They are not territorial or selfish by nature,
of blackness and shame.
except in mating season when the men compete with each
For many orcs, belief in this hell is not a serious one and the
other fiercely to win the approval of their women, who
curse of damnation to Graakahorda is merely meant to express
control the homes and families of orc society.
their hatred or contempt for a particular foe. There are small
Orcs are frequently born in multiples, often three at
numbers of orcs that truly believe in this place, however, and only
a time, but six or more children are not unheard of. Orc
– Adversaries and Allies – 173
damn others to the eternal shame of this hell if they are deemed 5 RAID MASTER
truly deserving. Of course, to curse someone to Graakahorda is
Medium people (orc), any chaotic alignment
only the first step, as an orc must then kill them.
Strangely, the orcs have no hell or plane of damnation of Armor Class 13 (hide armor)
their own, death itself being shame enough under the right Hit Points 30 (4d8 + 12)
circumstances. When an orc dies naturally of age or illness
they are mourned quite deeply, but warriors and soldiers Speed 30 ft.
that die in battle are never openly mourned or honored,
as their death is seen as a fundamental failure to execute STR DEX CON INT WIS CHA
their very purpose as fighters and protectors. 16 (+3) 12 (+1) 16 (+3) 10 (+0) 12 (+1) 12 (+1)
Skills Intimidation +3, Perception +3
5 AMBASSADOR Senses passive Perception 10
Medium people (orc), chaotic good Languages Cant, Drohm
Challenge 1 (100 XP)
Armor Class 11 (unarmored)
Hit Points 13 (2d8 + 4) Aggressive. As a bonus action, the raid master can
move up to their speed toward a hostile creature that they
Speed 30 ft.
can see.
STR DEX CON INT WIS CHA Call the Charge. If the raid master uses their Aggressive
feature, any orc that can see them gains +10 ft. of
15 (+2) 12 (+1) 12 (+1) 14 (+2) 12 (+1) 12 (+1) movement on their next turn.
Skills Insight +3, Persuasion +3 ACTIONS
Senses passive Perception 11 Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Languages Cant, Drohm, O’koth one target. Hit: 9 (1d12 + 3) slashing damage.
Challenge 1/4 (50 XP) Javelin. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 +
ACTIONS 3) piercing damage.
Long Sword. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 6 (1d8 + 2) slashing damage.
P ixies are small fey creatures native to the Enchanted no weapon). The pixie may do this once per target, per day.
Forest. They love nothing more than to play pranks ACTIONS
on hapless adventurers, especially those who do not Tiny bow. Ranged Weapon Attack: +4 to hit, range 30
respect the forest or its inhabitants. Pixie pranks take a ft., one target. Hit: 1 (1d4–2) piercing damage, 4 poison
deadly turn when a creature is overtly evil or destructive, damage. Pixie arrows are no larger than a toothpick, and
but these tiny creatures are not above mercy and will in order to take down larger opponents they dip them
negotiate with any intelligent creature. in poison. Enemies hit by the arrows must make a DC 11
Within the Enchanted Forest pixie society is communal. Constitution saving throw or fall asleep. Victims who’ve
Each pixie contributes to the collective and takes what they fallen asleep may be woken by allies with the equivalent
need from the shared resources they contribute to. There’s of a good nudge. Once a person has fallen prey to the
nothing a pixie enjoys more than to laugh at a good story, poison’s sleep effects, they’re immune, but still take the
surrounded by good friends and delicious treats. Anyone additional poison damage each time they’re hit.
overly greedy or selfish finds themself ostracised from
5 SWARM OF PIXIES
pixie society until they find a way to make amends. Mak-
ing amends can entail anything from bringing something Large swarm of Tiny fey (pixies), chaotic neutral
of high value back to the community, to returning home,
Armor Class 13 (leather)
antenna bowed, with a hilarious story about how you just
can’t cut it in the big folk’s world. Hit Points 75 (10d10 + 20)
Pixies are born asexual with a small antenna on their Speed 30 ft., flying
head. If a pixie decides on a gender, they grow sex char-
acteristics similar to those of humans and male pixies lose STR DEX CON INT WIS CHA
their antenna. Most pixies decide on a gender when they 9 (-1) 15 (+2) 12 (+1) 14 (+2) 11 (+0) 12 (+1)
wish to procreate with a partner but may switch during
Skills Acrobatics +4, Deception +4, Insight +2
their lifetime. The transition from one gender to another
takes roughly a season. Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, grappled
Senses passive Perception 10
5 PRANKSTER
Languages Cant, Pixie
Tiny fey (pixie), any chaotic alignment
Challenge 2 (450 XP)
Armor Class 13 (leather)
Innate Spellcasting (Fey Magik). The swarm’s innate
Hit Points 28 (8d4+8)
spellcasting ability is Intelligence (spell save DC 13). The swarm
Speed 30 ft., flying can innately cast the following spells, requiring no components:
At will: minor illusion, 1/day each: dispel magic, dancing
STR DEX CON INT WIS CHA lights, major image
4 (-3) 14 (+2) 12 (+1) 11 (+1) 14 (+2) 14 (+2) Split. As a bonus action the swarm can split into two
Saving Throws Dexterity +4, Wisdom +4 Medium sized swarms. Each new swarm has hit points
Skills Acrobatics +4, Deception +4, Perception +4, equal to half the original swarm’s, rounded up. Each swarm
Persuasion +4 maintains the rest of its stats including AC, attack bonus, etc.
The 1/day spells of the swarm’s innate spellcasting may
Condition Immunities charmed
only be used once by either swarm, not by both.
Senses passive Perception 13
Swarm of Chaos. The swarm can occupy another creature’s
Languages Cant, Pixie, Forestspeak space and vice versa, and the swarm can move through
Challenge 1/2 (100 xp) any space large enough for a Tiny pixie. It is impossible to
Disengage within the cloud and anyone trying to leave it
Disappear. As a bonus action the pixie may disappear provokes an opportunity attack. Standing adjacent or within
and become invisible. They may reappear at will, and the the pixie cloud negates the rogue’s Sneak Attack feature.
invisibility ends if they make any overt actions which give ACTIONS
away their position.
Sting. Ranged weapon attack: +4 to hit, reach 0 ft.,
Innate Spellcasting. The pixie may use the cantrip every target in the swarm’s space. Hit: 5 (2d4) piercing
mage hand at will. damage.
T rolls inhabit many different places within Azoth. Most plants, but that has never been substantiated.
prefer life in nuclear groups with a few other trolls of
the same people whom they can stand being around. Larger
5 TROLL
groups of trolls are almost always exclusively mine trolls
Large giant (troll), chaotic neutral
who work together to mine valuable resources, or Bryzine
trolls, the smaller, more amicable members of the troll family.
Armor Class 15 (Natural Armor)
MINE TROLLS Hit Points 105 (10d10+50)
Mine trolls are hairless, virtually blind, and lack regenerative Speed 30 ft.
abilities. They spend most of their days digging the hideous
eyesores of glittering ore and gems out of the caves they live STR DEX CON INT WIS CHA
in. Mine trolls detest anything that reflects light and as such 18 (+4) 13 (+1) 20 (+5) 7 (-2) 9 (-1) 7 (-2)
have a natural tendency to mine for precious ore and gems, to Skills Perception +2
clear out their otherwise beautifully dank living quarters. Smart
Senses darkvision 60 ft., passive Perception 12
enough to know how much other people value ore and gems,
mine trolls work with their Bryzine cousins who sell off the ore Languages Bryzine, Cant, Rock Stacks
for a good price and relay shared profits back to the mine trolls. Challenge 5 (1,800 XP)
Mine trolls are peaceful insofar as they’d never take offensive
actions against other creatures but are fiercely territorial. If Keen Smell. The troll has advantage on Wisdom
an uninvited guest enters their mines, they make short work (Perception) checks that rely on smell.
of them, desperately wanting to be left alone. Regeneration. Prerequisite: river, rock, or swamp troll.
The troll regains 10 hit points at the start of its turn. If the
RIVER TROLLS troll takes fire damage, this trait doesn’t function at the
River trolls are the largest and most aggressive of trolls. start of the troll’s next turn. The troll dies only if it starts its
They live in small groups of two or three and make riv- turn with 0 hit points and doesn’t regenerate.
erbanks their home. Their motivation is simple, wanton Mine Senses. Prerequisite: mine troll. The mine troll does
destruction. River trolls love nothing more than to destroy not regenerate, it has tremorsense, and can live up to a
someone’s good day, take their valuables, and most often, month eating nothing but mineral ore. Bright flashes of
take their lives. They despise fair fights and will do anything light stun mine trolls for 1 round.
in their power to pick off weaker targets and leave stronger River’s Might. Prerequisite: river troll. River trolls
foes without support. Luckily, river trolls are a short-lived, regenerate 20 hit points per round rather than 10. As an
cowardly lot who, facing insurmountable odds, will always action the river troll may double in size gaining +40 hit
run away to fight another day. points, +15 ft. speed, and +1d6 (3) damage. River trolls
are considered Challenge 7 (2,900 XP).
ROCK TROLLS
Rocky Hide. Prerequisite: rock troll. If the rock troll suffers
Rock trolls are the most populous trolls in Azoth. A nat- a critical hit, the attacker must roll a d20. On a result of
ural stony hide covers their bodies, with dense patches of 1-2 their weapon, whether axe or fist, breaks on the troll’s
fur sprouting through the cracks in their flesh like grass rocky hide. If the attack was a spell, the spell bounces off
between cobble stones. They make their homes around the troll’s hide and hits the caster instead.
rocky outcroppings or mountainous regions. Their favoured
dwellings are caves, and each rock troll marks their home
Swamp Walk. Prerequisite: swamp troll. The swamp troll
with a unique stacking of stones only legible to other trolls.
ignores difficult terrain in its natural habitat – the swamp. If the
The way in which a rock troll stacks their rocks details
swamp troll is standing in water, on dirt, or any combination
their lineage, victories, and also whether they’re amicable
of the two, rather than moving on its turn the swamp troll may
to receiving visitors or not. The other people of Azoth,
melt into the ground and reappear anywhere within 30 ft.
ignorant of this trollish tradition, tend to misread these ACTIONS
signposts and anger the rock trolls who happily punish Multiattack. The troll makes three attacks: one with its
intruders for their rudeness. bite and two with its claws.
Bite. Melee weapon attack: +7 to hit, reach 5 ft., one
SWAMP TROLLS target. Hit: 7 (1d6+4) piercing damage.
While populous in the Fetid Swamps of West Azoth, little is Claw. Melee weapon attack: +7 to hit, reach 5 ft., one
known about the enigmatic swamp trolls in East Azoth. Most target. Hit: 11 (2d6+4) slashing damage.
others exist only in legend. Those who adventure into Armor Class 13 (natural armor)
the wilds of the Realm must be aware of the dangers and Hit Points 42 (5d10 + 15)
beauties that lie in wait. Here is a small compendium of
Speed 20 ft., fly 90 ft.
possible creatures encountered in East Azoth. Groups gain
experience points fitting the creature’s challenge rating if
STR DEX CON INT WIS CHA
they overcome it as an obstacle, whether that’s through
combat, negotiations, trickery or general cleverness. 15 (+2) 16 (+3) 16 (+3) 11 (+0) 12 (+1) 7 (-2)
Legendlore encourages avoiding combat by talking to Skills Intimidate +0, Perception +3, Stealth +4
creatures or going around them. Damage Resistances cold
You can also add any creatures from the 5th edition Condition Immunities poisoned
fantasy roleplaying game, though beware demons and devils
Senses blindsight 120 ft., darkvision 60 ft., passive
in the Realm hail from the Shadow Lands, and Azoth has
Perception 11
its own dragons.
Languages Bat Speak, Cant
– Creatures – 177
Demons Shadow Lands, he desires to conquer reality, yet has failed
in all of his previous attempts.
With a bulbous and rotting body and a skull for a face,
S cholars of Azoth refer to the Shadow Lands as “the gap Eophon is one of the most vile demon sovereigns ever to
which is neither reality nor thought.” Only demons emerge from the Shadow Lands. Where there is life, she
can exist in this anti-world of cold, dark mist. Time has brings death, and a smell of toxic decay follows her wherever
no meaning here, and every moment lasts an eternity. she goes. She made previous attempts to conquer and claim
The Shadow Lands’ three rulers — they style themselves reality, only to be vanquished back into the Shadow Lands.
two kings and a queen — crave reality and this fuels their The most stoic of the rulers of the Shadow Lands, Ki’oaja
desire to conquer the Realm. stands like a tall, imposing statue of living brass. Their evil
is clinical and calculating, their actions often expressing
Demons can be summoned by a mage or a group of mages
little emotion. Ki’oaja came closest to conquering reality
(see Chapter Four: Magic, Spells, and Rituals, p. 109),
with their precise, methodical strategy and it is hard to
often at peril to the arcanists’ own lives. There is never a
determine where Ki’oaja stands with Terrorek now.
good reason to summon a demon.
THE ELVEN SLAYER: SHINDE IMAS
RULERS OF THE SHADOW LANDS:
DRAWAS, EOPHON, KI’OAJA Shinde Imas, also known as the Elven Slayer, is a great beast of
pure evil. It was brought forth with black magic and is considered
Of the illusive rulers of the Shadow Lands, Drawas is the
the greatest of the human’s’ sins. Raised from the fringes of exis-
most vicious. Those that perceive this demon sense a being
tence, Shinde Imas almost succeeded in its dark purpose to wipe
made entirely of shadows, except for the sharp-toothed
all elvenkind from existence. It only failed when vanquished by a
smile that cuts across his black, formless face — that is,
great elven hero wielding the Yu’lldian Blade. With the sword’s
until he moves out of his shadow, revealing a skeletal torso
magic, Shinde Imas was banished from the Realm. The rainbow
that seems to float above his shadowy lower half, and the
elves hold the Yu’lldian Blade in trust against the day Shinde Imas
vicious scythe he wields. Like the other sovereigns of the
should be summoned to fulfill its purpose once more.
– Creatures – 179
When they shrink, they do not take disadvantage or any J TERROREK
other penalties from being smaller. Huge fiend, lawful evil
ACTIONS
Multiattack. Ki’oaja can make 3 attacks per turn. Armor Class 19 (natural armor)
Brutal Smash. Melee Weapon Attack: +13 to hit, reach Hit Points 304 (21d12 +168)
15 ft., up to three adjacent targets. Hit: 17 (2d8 + 8) Speed 40 ft.
bludgeoning damage plus 11 (2d10) necrotic damage.
REACTIONS STR DEX CON INT WIS CHA
Reactive. Ki’oaja can take one action on every turn in a 22 (+6) 15 (+2) 26 (+8) 22 (+6) 20 (+5) 18 (+4)
combat.
Saving Throws Str +12, Con +14, Wis +11, Cha +10
J SHINDE IMAS Skills Deception +10, Intimidation +10
Large fiend, chaotic evil Damage Resistances All forms of non-magical
damage, and all damage from magical weapons.
Armor Class 18 (natural armor) Condition Immunities charmed, frightened, poisoned,
Hit Points 230 (20d10 +120) stunned
Speed 30 ft. Senses truesight 50 ft., passive Perception 15
Languages Telepathy (120 ft), Cant
STR DEX CON INT WIS CHA
Challenge 20 (25,000)
20 (+5) 10 (+0) 20 (+5) 19 (+4) 12 (+1) 15 (+2)
Saving Throws Con +12, Int +10, Wis +7, Cha +8 Orb of Death. Terrorek wields the Orb of Death and can
also give the artifact to his loyal servants. See Chapter
Skills Intimidation +8 (Additional +4 Intimidation against
Eight: Magic Items and Strange Things, p. 208, for
elves)
details.
Damage Resistances bludgeoning, piercing, and
Legendary Resistance (3/Day). If Terrorek fails a
slashing from non-magical attacks
saving throw, he can choose to succeed instead.
Condition Immunities charmed, frightened
Rejuvenation. If Terrorek is destroyed in the Realm, he
Senses blindsight 120 ft., passive Perception 11 reforms in the Plague Cathedral on Ardonous in 1d10
Languages Cant, Telepathy years, regaining all hit points and becoming active again.
Challenge 15 (13,000 XP) ACTIONS
Disease Cloud. When he first appears, Terrorek
Elf Scent. Shinde Imas can scent an elf clearly from 180 emanates a plague cloud with an 80-ft. radius. A creature
ft. away and can track by that scent alone. It can also that ends its turn completely within the cloud must succeed
sense how many elves it’s hunting by scent. Spells that on a DC 18 Constitution saving throw or take 14 (4d6)
obscure all senses, such as pass without trace, allow for necrotic damage and become stunned until the start
Shinde Imas to make a Wisdom (Survival) check against of its next turn, unless they hold a plague ward (see
the spell’s save DC. Chapter Eight). Constructs and undead are unaffected.
ACTIONS This cloud remains until Terrorek is banished back to the
Multiattack. Shinde Imas has four arms and can make Netherworld.
an attack with each arm, though it prefers to only wield Disintegrate. As an action, Terrorek can shoot black
two swords. If it only makes two attacks, those attacks do rays to disintegrate a target he can sense within 60 ft.
twice the damage as it uses both hands on each side to If he targets a creature who is able to dodge, the target
give the attack more power. may attempt a DC 19 Dexterity saving throw. If they fail,
Longswords. Shinde Imas fights with two +1 they take 75 (10d6+40) damage. If this brings them
longswords. Melee Weapon Attack: +12 to hit, reach 10 to 0 hit points, the target is disintegrated into a pile of
ft., one target. Hit: 30 (2 × (2d8 + 6)) slashing damage. If dust, including anything they were wearing or holding.
Shinde Imas scores a critical hit, it rolls damage dice three Terrorek’s disintegrate can chain to another creature
times, instead of twice. Shinde Imas preferentially targets who is touching the first and also fails the save, for half
elves. damage. All non-magical objects are immediately
REACTIONS disintegrated.
Reactive. Shinde Imas can take one reaction on every Multiattack. Terrorek can attack with two claws.
turn in a combat. Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one
target. Hit: 13 (2d6+6) slashing damage.
D ragons are mythical beings, in that none of the 27 (+8) 10 (+0) 25 (+7) 16 (+3) 13 (+1) 21 (+5)
people of East Azoth have ever seen one. They are Saving Throws Dex +6, Con +13, Wis +7, Cha +11
commonly thought to be extinct, though rumors persist of Skills Perception +7, Stealth +6, Deception +11
a dragon’s lair in the Black Mountains as well as dragons
Damage Immunities Fire
still dominating the sky in West Azoth. Bards worth their
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 17
salt can recount that dragons are long serpentine creatures
with wings and four limbs. Dragons are also rumored to Languages Cant, Draconic, Telepathy
be multi-colored, but most historians and magicians know Challenge 17 (18,000 XP)
the truth: true dragon scales were photo-adaptive, taking
on the colors of the environments they lived in or changing Shapechange. All dragons can shapechange into any
at the dragon’s will. An ancient song describes a dragon living form they choose indefinitely.
dance, reporting that such performances were considered ACTIONS
the most beautiful expressions of art in ancient times. Multiattack. In dragon form, dragon’s get three possible
All dragons breathe fire, are natural-born shapeshifters attacks, only one of which may be a bite attack. When in
(though legend claims artifacts and trickery can trap them an alternative form, adult dragons can form dragon claws
in person form) and possess telepathic powers. Young on their hands and get one attack with each.
dragons are called wormlings, which is still used as a term Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one
of endearment for small children throughout East Azoth. target. Hit: 19 (2d10+8) piercing damage.
Dragons are neither inherently good nor evil, though tales Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one
do often revolve around a few who became incredibly self- target. Hit: 15 (2d6+8) slashing damage.
centered and eventually evil as a result.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one
DRAGON MAGIC target. Hit: 17 (2d8+8) bludgeoning damage.
Fire Breath (Recharge 5-6). The dragon exhales fire in a
Based on their environment, all dragons have the ability
60-foot cone. Each creature in that area must make a DC 21
to access natural magic or abilities per the table below. If
Dexterity saving throw, taking 63 (18d6) fire damage on a
a dragon spends a year in a new environment, they can
failed save, or half as much damage on a successful one.
switch their current dragon magic for the dragon magic
of the new environment. J YOUNG DRAGON
Environment Additional abilities Large dragon, any alignment
Cave Can cast darkness at will. Is blind Armor Class 18 (natural armor)
itself and has blindsight
Hit Points 136 (16d10 +48)
River As an action, water magic drowns a target,
Speed 40 ft., climb 40 ft., fly 80 ft.
Strength (Athletics) DC 15 to break free
Desert Can cast confusion at will STR DEX CON INT WIS CHA
Forest As an action, self-heals 4d6+3 hp
19 (+4) 12 (+1) 17 (+3) 16 (+3) 13 (+1) 15 (+2)
Plains +4 Constitution bonus
Saving Throws Dex +4, Con +6, Wis +4, Cha +5
Swamp Can cast pass without trace at will Skills Perception +4, Stealth +4, Deception +5
Urban +4 Dexterity bonus Damage Immunities Fire
Ocean As an action, gravity magiccrushes a Senses blindsight 30 ft., darkvision 120 ft., passive
target, Constitution DC 13 to endure Perception 14
the deadly weight
Languages Cant, Draconic, Telepathy
Mountain As an action, ice magic freezes a target,
Challenge 10 (5,900 XP)
Wisdom (Survival) DC 15 to survive
– Creatures – 181
Shapeshifting. All dragons can shapechange into STR DEX CON INT WIS CHA
any living form they choose indefinitely. Young dragons
14 (+2) 10 (+0) 12 (+1) 12 (+1) 12 (+1) 16 (+3)
appear as an adolescent of whatever people they’re
imitating. Saving Throws Dex +2, Con +2, Wis +3, Cha +5
ACTIONS Skills Perception +3, Stealth +2
Multiattack. In dragon form, dragon’s get three possible Damage Immunities Fire
attacks, only one of which may be a bite attack. When Senses blindsight 60 ft., darkvision 120 ft., passive
in an alternative form, young dragons can form dragon Perception 13
claws on their hands and get one attack with each.
Languages Telepathy
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one
Challenge 3 (700 XP)
target. Hit: 15 (2d10+4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one Dragon Magic. Wormlings do not have access to dragon
target. Hit: 11 (2d6+4) slashing damage. magic yet, but Detect Magic reveals their magical potential.
Tail. Melee Weapon Attack: +7 to hit, reach 15 ft., one Shapeshift. All Dragons can shapechange into any living
target. Hit: 13 (2d8+4) bludgeoning damage. form they choose indefinitely. Wormlings always shapechange
Fire Breath (Recharge 5-6). The dragon exhales fire into a child of whatever people they are imitating.
in a 30-foot cone. Each creature in that area must make ACTIONS
a DC 17 Dexterity saving throw, taking 56 (l6d6) fire Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
damage on a failed save, or half as much damage on a target. Hit: 11 (2d6+4) piercing damage.
successful one.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
J WORMLING DRAGON target. Hit: 9 (2d4+4) slashing damage.
Medium dragon, any alignment Tail. Melee Weapon Attack: +4 to hit, reach 10 ft., one
target. Hit: 11 (2d6+4) bludgeoning damage.
Armor Class 15 (natural armor) Fire Breath (Recharge 5-6). The dragon exhales fire
Hit Points 65 (10d8 + 10) in a 15-foot cone. Each creature in that area must make
a DC l3 Dexterity saving throw, taking 24 (7d6) fire
Speed 15 ft., climb 15 ft., cannot fly yet
damage on a failed save, or half as much damage on a
successful one.
T hese dragonkin are wingless four-legged creatures grants them advantage on Dexterity (Stealth) checks.
resembling, to people from Earth, car-sized Komodo ACTIONS
dragons.Inthewild,underoptimalconditions,drakescangrow Multiattack. Drakes can make either a tongue and a
even larger. Like their more mythical dragon cousins, their wing attack, or a bite and a wing attack.
scales are photo-adaptive and take on the colors of whatever Tongue. Melee Weapon Attack: +6 to hit, reach 15 ft.,
environment they inhabit. When changing environments, it one target. The drake shoots out it’s sticky tongue and
may take from a few hours to a few days for their scales to adjust. tries to grab the target. Hit: The target must make a DC
Unlike their cousins the dragons, drakes do not breathe fire 13 Dexterity saving throw to dodge. On a failed roll, the
and they do not fly, though they have vestigial wings. Drakes drake draws them within melee range for a bite attack.
are not very intelligent, and people of Azoth consider them Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
animals. In the wild, they are territorial, dangerous, and found target. Hit: 14 (2d10 + 3) piercing damage.
throughout East Azoth. Merchant caravans use a domesticated Wing Attack. The Drake can attack with its vestigial
variety, called desert drakes, to carry goods and some nobles wings. Each creature within 10 feet of the drake must
think it fashionable to ride in palanquins on their back. succeed on a DC 20 Dexterity saving throw or take 13
(2d6 + 4) bludgeoning damage and be knocked prone.
DESERT DRAKES
These common drakes are a livestock breed. They tend to
be smaller and squatter than their riding or wild cousins and
are only as dangerous as any livestock animal. These drakes
Gol-thim
are not magical and have no special abilities, but do have
photo-adaptive scales. Drake stables are colorfully painted in
order to promote the colors the stable owner wants to offer
G ol-thim are huge creations of stone, guarding ruins of
long forgotten civilizations or a particularly wealthy
noble’s vacation home. They are also named Column Born
to clients. This is purely for vanity’s sake and some festivals since in their dormant state they reside within columns
even have competitions for the most colorful desert drakes and walls. No one knows exactly where most of the gol-
shown. They are omnivores, eating dragongrass mostly, but thim come from. The gol-thim themselves can’t reveal
occasionally snack on a barnyard cat that’s not quick enough. this either, as they do not seem to have anything more
than a rudimentary intelligence. When destroyed they
WILD DRAKES
eventually regenerate in the same spot, even if their pieces
Most encounters with wild drakes are dangerous, though are scattered or crushed. Some alchemists have managed
the smaller forest drakes often ignore other creatures to create their own gol-thim, but closely guard the secret
or people unless attacked. Drakes in the wild are often of how to make them. Gol-thim are especially prevalent
solo predators, but it is not uncommon — and far more in old Abraxas under Castle Shamir.
dangerous — to encounter a mated pair in the spring month
during laying time. Contrarily, domesticated drakes cluster
together in herds of about six to eight. Unless protecting J GOL-THIM GUARDIAN
their eggs, drakes do not fight to the death, but are not Huge construct, same alignment as its creator
squeamish about eating the adventurers they kill.
Armor Class 17 (natural armor)
Hit Points 121 (12d12 +55)
J DRAKE
Speed 30 ft.
Large dragonkin, any alignment
Armor Class 15 (natural armor) STR DEX CON INT WIS CHA
Hit Points 93 (11d10 +33) 20 (+5) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5)
Speed 30 ft. Damage Immunities poison; bludgeoning, piercing,
and slashing from non-magical attacks
STR DEX CON INT WIS CHA Condition Immunities charmed, exhaustion,
17 (+3) 10 (+0) 16 (+3) 8 (-1) 11 (+0) 12 (+1) frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 11 Senses darkvision 120 ft., passive Perception 10
Challenge 5 (1,800 XP) Languages Can understand any language of creator,
telepathic communication only with creator
– Creatures – 183
Challenge 9 (5,000 XP) reconciling an exiled griffon with their nestmates, or
composing a particularly amazing ballad. The griffon grants
Telepathic Bond. The gol-thim can magically convey their new friend a feather when the deed is done. Those
what they sense to their master, and the two can who hold feathers may be able to beg a ride from a griffon
communicate telepathically. from the same nest. If the feather is ever destroyed, lost,
Immutable Form. The gol-thim is immune to any spell or or sullied the griffon is likely to take offense and end the
effect that would alter its form and can only be reshaped friendship. Griffons greet thieves who pass stolen feathers
by its creator. off as earned with beak and talon.
Magic Resistance. The gol-thim has advantage on
FORCE OF THE FLOCK
saving throws against spells and other magical effects.
Magic Weapons. The gol-thim’s fists are magical Griffons tend to be defensive fighters and work in
attacks. coordination with other griffons and their riders. Rarely
does a griffon outright attack unprovoked and they even
Cutting the Stone. Gol-thim are only defeated, albeit
refrain from engaging in a fight if they do not deem it
temporarily, when their glowing eyes are destroyed.
necessary.
Taking out one eye weakens a gol-thim by half its total hit
points. Even if both eyes are destroyed though, the gol- USED AS MOUNT
thim regenerates in approximately three days.
Ridden griffons act independently. Griffons retain their
Disturbing the Rock. Gol-thim step out of their column
own place in the initiative order, and bearing a rider puts
when a certain trigger is met, such as saying an ancient
no restrictions on their actions. They work in coordination
phrase, or trespassing somewhere.
with their riders, but otherwise move and act as they
ACTIONS wish. They might flee from combat, rush to attack a foe,
Multiattack. Gol-thim make two attacks per round. or otherwise act against the rider’s wishes.
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one Attacking a griffon bearing a rider provokes an
target. Hit: 21 (3d10 + 5) bludgeoning damage. opportunity attack. After that attack of opportunity is
Standing Sentinel. If a gol-thim’s creator dies, the gol- resolved, the attacker can target the rider or the griffon.
thim attempts to merge into the nearest wall or column and If so inclined, a griffon can attempt to throw their rider,
then goes inert. It does not move again unless attacked in which case they must make an Acrobatics (Dexterity)
or disturbed, in which case it automatically attacks until check vs. the rider’s Dexterity.
the gol-thim is destroyed, or the threat neutralized. It then
returns to its inert state. If the creator should come back for
any reason, they can reclaim their gol-thim. J GRIFFON
Large beast, good alignments
Night Creatures While in mist form, the night creature can’t take any
actions, speak, or manipulate objects. It is weightless,
has a flying speed of 20 feet, can hover, and can enter
N ight creatures have not been seen since the Forever a hostile creature’s space and stop there. In addition, if
War, over 800 years ago, but the dark-dwelling air can pass through a space, the mist can do so without
creatures that once terrorized all of East Azoth now
squeezing, though it can’t pass through water. It has
advantage on Strength, Dexterity, and Constitution saving
slowly return to stalk the shadows. Night creatures can
throws, and is immune to all non-magical damage, except
disguise themselves as one of the living, but their true
the damage it takes from sunlight.
form is that of a walking corpse with parchment skin
and white hair. They have fangs, and can turn into bats, Spider Climb. The night creature can climb difficult
wolves, and mist. They feed on the blood of the living. surfaces, including upside down on ceilings, without
needing to make an ability check.
Night creatures are led by their elders, who are very
alluring creatures, often surrounded by followers eager to Haste. For a total of one minute per day, the night
serve or be turned into another undead. Night creatures are creature’s speed is doubled, it gains a +2 bonus to AC,
resistant to most damage, save a stake through the heart has advantage on Dexterity saving throws, and gains
and fire. They cannot cross running water, and the light of an additional action on each of its turns. The action can
day weakens them dramatically regardless of what form be used to attack (one weapon attack only), Dash,
they’re in. Common night creatures need not sleep during Disengage, Hide, or Use an Object. The minute does not
the day — though their elders do — but strong sunlight have to be continuous.
does burn them. Weaknesses. The night creature takes 20 acid damage
Night creatures tend to gravitate where the living collect, if it ends its turn in running water. If the night creature
usually villages or towns. passes through running water, it takes 10 acid damage
and can make a DC 19 Dexterity saving throw to halve
this. A stake to the heart immediately paralyzes a night
J NIGHT CREATURE creature until removed. If a night creature begins its turn
Medium undead, evil alignments in direct sunlight, it takes 20 radiant damage. While in
sunlight, it has disadvantage on attack rolls and ability
Armor Class 15 (natural armor) checks. Each round it is in indirect sunlight the night
Hit Points 60 (8d8+24) creature must make a DC 15 Constitution saving throw, or
take 1 radiant damage.
Speed 30 ft., climb 30 ft.
ACTIONS
STR DEX CON INT WIS CHA Multiattack. Night creatures can make two attacks, only
one of which can be a bite attack.
18 (+4) 18 (+4) 19 (+4) 16 (+3) 15 (+2) 18 (+4)
Unarmed Strike. Melee Weapon Attack: +6 to hit,
Saving Throws Dex +6 reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning
Skills Perception +4, Stealth +6, Deception +4 damage. Instead of dealing damage, the night creature
Damage Vulnerabilities piercing, fire can grapple the target to facilitate a bite attack (escape
Damage Resistances slashing and bludgeoning from DC 14).
non-magical weapons Claws. Night creatures can form retractable claws at the
Damage Immunities cold ends of their fingers. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
Condition Immunities poisoned
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Senses darkvision 120 ft., passive perception 15 creature that is grappled by the night creature, incapacitated,
Languages whatever language they spoke before or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10
becoming a night creature (3d6) necrotic damage. The target’s hit point maximum is
Challenge 3 (700 XP) reduced by an amount equal to the necrotic damage taken,
– Creatures – 185
and the night creature regains hit points equal to that amount. Weaknesses. The night creature takes 20 acid damage
The reduction lasts until the target finishes a long rest. A if it ends its turn in running water. If the night creature
person slain in this way and then buried in the ground rises passes through running water, it takes 10 acid damage
the following night as a night creature. and can make a DC 19 Dexterity saving throw to halve
this. A stake to the heart immediately paralyzes a night
J ELDER NIGHT CREATURE creature until removed. If a night creature begins its turn
Large undead, evil alignments in direct sunlight, it takes 20 radiant damage. While in
sunlight, it has disadvantage on attack rolls and ability
Armor Class 16 (natural armor) checks. Each round it is in indirect sunlight the night
Hit Points 114 (12d10 +48) creature must make a DC 15 Constitution saving throw, or
Speed 30 ft., climb 30 ft. take 1 radiant damage.
ACTIONS
STR DEX CON INT WIS CHA Multiattack. Elder night creatures can make three
attacks, only one of which can be a bite attack.
18 (+4) 18 (+4) 19 (+4) 17 (+3) 15 (+2) 18 (+4)
Unarmed Strike. Melee Weapon Attack: +7 to hit,
Saving Throws Dex +7, Wis +5, Cha +7
reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning
Skills Perception +5, Stealth +7, Deception +7 damage. Instead of dealing damage, the night creature
Damage Vulnerabilities piercing, fire can grapple the target to facilitate a bite attack (escape
Damage Resistances slashing and bludgeoning from DC 14).
non-magical weapons Claws. Night creatures can form retractable claws at the
Damage Immunities cold ends of their fingers. Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
Condition Immunities poisoned
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Senses darkvision 120 ft., passive perception 17
one creature that is grappled by the night creature,
Languages whatever language they spoke before incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing
becoming a night creature damage plus 20 (6d6) necrotic damage. The target’s hit
Challenge 7 (2,900 XP) point maximum is reduced by an amount equal to the
necrotic damage taken, and the night creature regains hit
Polymorph. Night creatures can transform into a small points equal to that amount. The reduction lasts until the
bat, wolf, mist, or a member of the people they were target finishes a long rest. A person slain in this way and
before their death. While in bat form, the night creature then buried in the ground rises the following night as a
can’t speak, its walking speed is 5 feet, and it has a night creature.
flying speed of 30 feet. Its statistics, other than its size
and speed, are unchanged. Anything it was wearing
transforms with it, but nothing carried does. It reverts to its
true form if it dies.
Rocs
While in mist form, the night creature can’t take any
actions, speak, or manipulate objects. It is weightless,
has a flying speed of 20 feet, can hover, and can enter
T he majestic rocs inhabit the Black Mountains, though
they venture into East Azoth on the summer winds.
They look and behave like pterodactyls to Earthborn.
a hostile creature’s space and stop there. In addition, if Legend speaks of a singular and huge King Roc, but no
air can pass through a space, the mist can do so without one has seen it in recent times.
squeezing, though it can’t pass through water. It has Roc eggs go for a fair price, as people try to tame them,
advantage on Strength, Dexterity, and Constitution saving but the danger inherent to collecting eggs often leaves a
throws, and is immune to all non-magical damage, except dead egg thief. Rocs can serve as flying mounts, and some
the damage it takes from sunlight. royal households have attempted to create roc rookeries,
Spider Climb. The night creature can climb difficult but the creatures usually refuse to lay eggs in captivity.
surfaces, including upside down on ceilings, without
needing to make an ability check. CREATURES FROM THE BLACK MOUNTAINS
Haste. For a total of one minute per day, the night Rocs are symbolically associated with the Black Mountains
creature’s speed is doubled, it gains a +2 bonus to AC, and some see them as a totem for the wizard Anomalin who
has advantage on Dexterity saving throws, and gains dwells there. They make their nests in the upper crags of the
an additional action on each of its turns. The action can Black Mountains, which make them very precarious to reach.
be used to attack (one weapon attack only), Dash, While the rocs principally remain in the mountains, it is not
Disengage, Hide, or Use an Object. The minute does not unheard of for a roc to fly 50 miles to farmlands in search of
have to be continuous. easy prey, harrowing a farmer’s flock. Some nearby villages
Sacred Beasts of creatures of fall. Though they run around in the spring and
summer months, they are only the size of ordinary chipmunks
the Seasons then. Once the fall month comes, they grow in size seemingly
overnight. Dire Chipmunks are not particularly dangerous,
but they are fearless and will pillage garbage bins and sheds
T he five Beasts of the Seasons exist throughout East with no care for the dangers. They create large stockpiles of
Azoth and appear only during their designated food and stolen shiny objects. Some of the greatest treasures
are found in Dire Chipmunk stockpiles. Many villages hold
season. No one knows why this is, but it has always been
harvest festivals that center around that theme.
thus, and everyone takes it as a matter of course except
– Creatures – 187
Unlike the other seasonal beasts, Dire Chipmunks are treated with abhorrence for having defiled a sacred animal.
not rare to see, but are still considered lucky when they are Snow Beasts live in small, mobile families, often consisting
around. There is usually a dozen in any one place, gobbling of a mated pair and smaller Snow Beasts that may or may
up nuts and fruits. Despite their abundance, to see a black not be related to them. It is rare to see a Snow Beast calf, and
and white one is quite rare and is considered a sacred to do so is considered a blessing. Even rarer is to see a blue
experience. No one hunts Dire Chipmunks unless they are a Snow Beast, which hasn’t been sighted in over a hundred
true monster or an idiot. They are semi-intelligent, probably. years. Snow Beasts fight and survive in groups, banding
All Dire Chipmunks in an area bring their treasures to the together if anyone goes after one of their family. They are
same hidden stockpile. Anyone who finds it is considered semi-intelligent and never seek out conflict.
very lucky, and could make a fortune off the valuable items
in the pile. However, people who try to take more than SPHINX OF ALL SEASONS
one thing from the stockpile are quickly overrun by Dire The Sphinx is an odd beast that seemingly only appears
Chipmunks seemingly appearing from everywhere. Most at the turning of the seasons. Every Realmborn sees at
would-be thieves wake up far away, without their own least one in their lifetime, and many Earthborn tell tales of
possessions, and a Dire Chipmunk’s claw mark on their similar meetings. The Sphinx is a creature with a leonine
face. These greedy transgressors never find the stockpile body and wings, though its head is always that of a person.
a second time. A Sphinx can take on any gender they like. Male Sphinxes
prefer to set a physical challenge, female Sphinxes like
BEAST OF WINTER
riddles, two-gender Sphinxes offer challenges that play
The Snow Beasts are seen only during winter in East to the mortal’s strength, and no-gender Sphinxes choose
Azoth, though they appear year-round at the top of the something that pushes the mortal’s skills. Adventurers that
Black Mountains. Snow Beasts group together in families succeed in these challenges are rewarded with something
of three to eight. They are large and roughly bear-like in they are desperately looking for, be it knowledge, an item,
appearance but have curved horns curling around their or directions to lead them on a great quest.
broad flat faces. Their coat is white like pristine snow. The Pfixer Theory of the Sphinx
Snow Beasts are a sacred animal. That doesn’t mean there When one encounters a Sphinx, it’s always during the day
aren’t those who seek to hunt one, but doing so comes at on which the season changes. Something always feels off. The
great peril, as killing one can result in permanent damage to world seems brighter, the edges sharper. There is no sound.
the hunter. Those that have a Snow Beast trophy are usually Those in the middle of a fight suddenly find themselves
Armor Class 15 (natural armor) Summer’s Bounty. Elvish Deer can bestow a blessing
Hit Points 65 (10d10 +10) upon those they choose, be it for a good deed done or
reasons indiscernible to others. The Elvish Deer seems to
Speed 10 ft., fly 120 ft. breathe a grass- and loam-scented fog over the person.
Those blessed receive a temporary +2 Strength bonus,
STR DEX CON INT WIS CHA become immune to fire damage, have all hit points
20 (+5) 17 (+3) 13 (+1) 10 (+0) 14 (+2) 14 (+2) restored, and all spells they cast do maximum damage or
Skills Stealth +5, Insight +4, Perception +4 cure maximum health. The Strength bonus, immunity, and
spell effect last for a day.
Damage Immunities lightning
Summer’s Curse. When an Elvish Deer is killed, a burst
Senses darkvision 60 ft., passive Perception 14 of fiery heat erupts from its body across a 50-ft. radius.
Languages telepathy Those hit by this fog receive a permanent –2 to Strength
Challenge 4 (1,100 XP) and take 3d10 fire damage. The Elvish Deer’s killer’s
alignment shifts to either evil, or unlawful (player’s choice).
Blessing of Spring. Primavera Pájara can bestow a ACTIONS
blessing upon those it chooses, be it for a good deed Multiattack. The Elvish Deer can make two attacks per
done or reasons indiscernible to others. The Primavera turn.
Pájara seems to breathe a perfumed fog over the person.
Those blessed receive a temporary +2 Dexterity bonus, Ram. Melee Weapon Attack: +7 to hit, reach 10 ft., one
become immune to lightning and poison damage, have target. Hit: 11 (2d6 + 4) bludgeoning damage.
all hit points restored, and all spells reset as if the target Kick. Melee Weapon Attack: +7 to hit, reach 5 ft., one
had taken a long rest. The Dexterity bonus and immunity prone creature. Hit: 22 (4d8 + 4) bludgeoning damage.
last for a day.
J DIRE CHIPMUNKS
Curse of Spring. When a Primavera Pájara is killed, a
burst of rotten-smelling fog erupts from its body across a Small celestial, good alignments
50-ft. radius. Those hit by this fog receive a permanent –2
Armor Class 12 (natural armor)
to Dexterity and take 1d10 poison and 2d10 lightning
damage. The Primavera Pájara’s killer’s alignment shifts to Hit Points 54 (12d6 +12)
either evil, or unlawful (player’s choice). Speed 30 ft., climb 30 ft.
ACTIONS
Beak. Melee Weapon Attack: +7 to hit, reach 10 ft., one STR DEX CON INT WIS CHA
target. Hit: 23 (4d8 + 5) piercing damage. 12 (+2) 15 (+2) 12 (+1) 10 (+0) 12 (+1) 13 (+1)
Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., Skills Perception +3, Stealth +3, Insight +3
one target. Hit: 19 (4d6 + 5) slashing damage. The target Damage Immunities bludgeoning
is grappled (escape DC 15). Until this grapple ends, the
Senses darkvision 60 ft., passive Perception 13
– Creatures – 189
Languages telepathy and take 3d10 cold damage. The Snow Beast’s killer’s
Challenge 3 (700 XP) alignment shifts to either evil, or unlawful (player’s choice).
ACTIONS
Fall’s Cornucopia. Dire Chipmunks bestow a blessing Multiattack. The Snow Beast can make two gore
upon those they choose, be it for a good deed done or attacks, or one trample attack per round.
reasons indiscernible to others. The Dire Chipmunk leads
Gore. Snow Beasts can charge with their horns. Melee attack:
the person to their stockpile. Upon touching the pile they
+8 to hit, one target. Hit: 17 (2d10+6) piercing damage.
are blessed and receive a temporary +2 Charisma bonus,
become immune to bludgeoning damage, have all hit Trample. Snow Beasts can attempt to trample a target in
points restored, and may pull the exact item they most their path as a full round action. The target can either make
desire from the stockpile. The Charisma bonus and damage a DC 17 Dexterity saving throw to dodge out of the way
immunity lasts for a day, and the item lasts forever. or make an attack of opportunity before getting trampled.
Those trampled take 30 (4d10+8) bludgeoning damage.
Fall’s Scarcity. When someone pillages a Dire
Chipmunk stockpile, or kills a Dire Chipmunk, an J SPHINX
overwhelming horde of Dire Chipmunks bursts from
Large celestial, neutral
everywhere to attack the transgressor. The villain receives
a permanent –2 to Charisma, takes 3d10 slashing Armor Class 15 (natural armor)
damage, and loses one item of the GM’s choice. Their
Hit Points 85 (10d10 +30)
alignment shifts to either evil or unlawful (player’s choice).
ACTIONS Speed 30 ft., climb 30 ft., fly 60 ft.
Multiattack. Dire Chipmunks can make one claw and
STR DEX CON INT WIS CHA
one bite attack per turn.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one 18 (+4) 15 (+2) 16 (+3) 18 (+4) 19 (+4) 18 (+4)
target. Hit: 8 (2d4 + 3) piercing damage. Skills Perception +7, Stealth +5, plus any 2 knowledges +7
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one Damage Resistance bludgeoning, piercing, and
target. Hit: 10 (2d6 + 3) piercing damage. slashing from non-magical weapons
Damage Immunities psychic
J SNOW BEAST
Condition Immunities charmed, frightened
Large celestial, good alignments
Senses truesight 120 ft., passive Perception 17
Armor Class 16 (natural armor) Languages All
Hit Points 105 (10d10 +50) Challenge 5 (1,800 XP)
Speed 40 ft., 40 ft. climb
ACTIONS
STR DEX CON INT WIS CHA
Multiattack. The sphinx makes two claw attacks per turn.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
22 (+6) 13 (+1) 20 (+5) 10 (+0) 12 (+1) 7 (-2)
target. Hit: 13 (2d8 + 4) slashing damage.
Skills Perception +4, Stealth +4, Insight +4
Spellcasting. The sphinx can cast one spell per turn. Its
Damage Immunities cold spellcasting ability is Intelligence (spell save DC 15, +7 to
Senses darkvision 60 ft., blindsight 30 ft., passive hit with spell attacks). It requires no material components
perception 14 to cast its spells. The sphinx has the following wizard spells
Languages telepathy prepared:
Challenge 6 (2,300 XP) • Cantrips (at will): mage hand, minor illusion,
prestidigitation
Winter’s Blessing. Snow Beasts can bestow a blessing
upon those they choose, be it for a good deed done or • 1st level (4 slots): detect magic, identify, shield
reasons indiscernible to others. The Snow Beast seems to • 2nd level (3 slots): darkness, locate object,
breathe an icy crystal fog over the person. Those blessed suggestion
receive a temporary +2 Constitution bonus, become
• 3rd level (3 slots): dispel magic, remove curse,
immune to cold damage, have all hit points restored, and
tongues
any existing ailments or conditions cured. The Constitution
bonus and immunity last for a day. • 4th level (3 slots): banishment, greater invisibility
Winter’s Curse. When a Snow Beast is killed, a burst of • 5th level (1 slot): legend lore
icy fog erupts from its body across a 50-ft. radius. Those
hit by this fog receive a permanent –2 to Constitution
190 – CHAPTER SEVEN: ALLIES, ADVERSARIES, & CREATURES –
Serpents Shrieker Mushrooms
T o those who fear snakes, the serpents of East Azoth These annoying creatures come in a variety of types, and
are truly terrifying. Serpents come in just as many shriek when disturbed. Though they look like mushrooms,
they are in fact a symbiotic insect that lives on cave walls,
varieties as Earth snakes, but range in size from no bigger
warning a larger predator of potential prey and then
than a branch to as thick as a tree. Serpents are semi-
scavenging off the remains. When a creature nears them,
intelligent and use deliberate tactics to capture prey.
they emit a very nasty scream at ear-piercing volume to
Brave — and foolhardy — adventurers may try to train
herd victims toward the greater threat. People living outside
them, but serpents know no loyalty and it is not unheard
cities and villages sometimes cultivate these mushrooms as
of for a trainer to end up in their pet’s belly. That same alarm systems for homes or shops. There are even unverified
quality makes serpents excellent treasure guards though, rumors of one old orc who is trying to cultivate them into
and the flashier of the rich merchants and rulers tend to a singing variety.
prefer them over complicated booby traps.
Serpents vary in length from 20 to 50 feet. There is one docile, KEEPING SHRIEKER MUSHROOMS
non-venomous variety which may serve as a mount, typically Shriekers can be cultivated as an early warning system,
only found in the desert. Most serpents are solitary, but they but there are a few rules to remember. Always plant
have been known to hunt in groups, and rattlers they tend to shriekers in a place with 24-hour shadowy conditions;
congregate in the same spaces to stay warm. In caves, constrictor they shriek when exposed to light. Best if fed daily, meat
serpents can hang from the ceiling to catch their prey. paté is preferred. Starving shriekers become violent and
scream at a frequency that induces seizures, aneurysms,
USED AS MOUNT
and sometimes insanity, in order to seize whatever meat
Ridden serpents do not act independently but are treated is available to feed.
like any other mount.
J SHRIEKER MUSHROOM
J SERPENT Small annoying mushroom (beast). Definitely evil.
Large beast, neutral
Armor Class 11 (unarmored)
Armor Class 15 (natural armor) Hit Points 10 (3d6)
Hit Points 84 (8d10 +40) Speed 0
Speed 30 ft., climb 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
1 (-5) 1 (-5) 10 (+0) 1 (-5) 3 (-4) 1 (-5)
18 (+4) 18 (+4) 20 (+5) 7 (-2) 10 (+0) 3 (-4)
Condition Immunities blind, deafened, frightened,
Saving Throws Dex +6, Con +7 paralyzed
Senses blindsight 10 ft., darkvision 120 ft., passive Senses blindsight 30 ft. (totally blind beyond this radius)
Perception 11 Challenge 1/8 (25 XP)
Challenge 4 (1,100 XP)
Camouflage. When shrieker mushrooms are still, they
ACTIONS look like everyday fungi and sometimes hide among
Multiattack. The serpent makes two attacks per turn, normal mushrooms.
only one of which may be a constrict attack. Mircomovements. Shrieker mushrooms can move, but
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., ’too slowly to register as having a speed. They move about
one target. Hit: 11 (2d6 + 4) piercing damage, plus 3d6 on millions of little legs, shifting one at a time to position
poison damage if the serpent is poisonous. themselves in the best spot to alert the larger creatures with
Constrict. Melee Weapon Attack: +7 to hit, reach 5 ft., whom they cohabit of the presence of something tasty. It
one creature. Hit: 13 (2d8 + 4) bludgeoning damage, is not unheard of for adventurers to pass through a cave
and the target is grappled (escape DC 16). Until this of shriekers one week and then find the same shrieker
grapple ends, the creature is restrained, and the serpent mushrooms in another spot the next week, especially if the
can’t constrict another target. creatures they are symbiotic with have been slain. This limited
motility also enables the shriekers to move and consume the
remains of whatever was killed by their symbiotic partners.
– Creatures – 191
ACTIONS STR DEX CON INT WIS CHA
Shriek Symbiosis. Shriekers try to position themselves in 12 (+1) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)
such a way as to help herd victims toward a killing zone,
where the creature they have a symbiotic relationship with Damage Vulnerabilities bludgeoning
dispatches the prey. When something comes into range, Damage Resistance piercing, slashing damage
they scream and screech at a frequency painful for most Damage Immunities poison
hearing creatures within 30 ft. The shriek itself is audible Condition Immunities poisoned, exhaustion
from 300 ft. away. The mushrooms continue to shriek until
Senses darkvision 60 ft., passive perception 9
whatever disturbed them has moved out of their 30-ft.
range. Languages none, but they understand the language of
their controller
Eardrum Bursting. After three rounds, anyone still within
30 ft. of the shrieker mushrooms starts taking 1d4+1 damage Challenge 1/4 (50 XP)
every round they remain within the radius. Deaf people with
intact eardrums do not perceive the shrieking as auditorily Undead Nature. A skeleton doesn’t require air, food,
painful but do still suffer damage from bursting and bleeding drink, or sleep.
eardrums. Normal ear protections do not help to counter the ACTIONS
effects. Shortsword. Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 4 (1d6 + 1) piercing damage.
skeleton possessed in life. They strictly obey orders and will Armor Class 15 (breastplate)
not act without them. Popular with necromancers, they are Hit Points 68 (8d10 +24)
primarily used as guards and servants. They cannot perceive
Speed 30 ft.
other undead, and never respond to them as a threat.
Skeletons must be summoned via necromantic sorcery, often 15 (+2) 12 (+2) 16 (+3) 6 (-2) 8 (-1) 5 (-3)
from the corpses of fallen warriors. When summoned, the Damage Vulnerabilities bludgeoning
skeletons slough off whatever flesh still clings to them until Damage Resistance piercing, slashing damage
only bones remain. Like constructs, skeletons obey commands Damage Immunities poison
to the best of their abilities and can follow complicated
instructions if ’the orders are something they would have
Condition Immunities poisoned, exhaustion
understood in life. They cannot communicate in any way. Senses darkvision 60 ft., passive perception 9
Languages none, but they understand the language of
BONE DEEP their controller
Skeletons are used for the most menial of household labor, Challenge 3 (700 XP)
as standing guards, or as a personal army of undead. They
only perform these tasks with the skill level the skeleton Command Undead. If the skeleton knight leads a contingent
possessed in life. Therefore, the necromancer who controls of skeleton minions, the minions seem to take commands and
them can order warrior skeletons to cook and clean, and fight in a more organized fashion. All skeleton minions have an
peasant skeletons to fight, but they will function poorly additional +2 AC, and +2 to hit doing 1d6 additional damage
because they do not possess those skills. (which also raises their CR to 2).
Warriors in Arms. When two or more knights fight
together, they get advantage on saving throws vs.
J SKELETON MINION Channel Divinity.
Medium undead, alignment of controller Undead Nature. A skeleton knight doesn’t require air,
food, drink, or sleep.
Armor Class 13 (leather)
ACTIONS
Hit Points 13 (2d8+4)
Multiattack. The skeleton knight makes two attacks per turn.
Speed 30 ft.
– Creatures – 195
ACTIONS
Zombies
Zombies are the lowest form of undead, and the most
common. Popular with necromancers as guards and
servants, they are mindless creatures with no skills retained
from their previous existence. Zombies can obey simple
commands and are as much cannon fodder as they are the
most menial of workers. STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 3 (-4)
ZOMBIE ROT
Damage Immunities poison
Any living creature can become a zombie in theory, though
Condition Immunities poisoned
very small or very large creatures seem more resistant to
zombie infection. If a person dies at the hands of a zombie, Senses darkvision 80 ft., lone zombie passive Perception
and there’s anything of them left, the Game Master rolls 8, horde passive Perception 9
a d100 to see if they become a zombie: the chance is 20% Languages Understands its controller, mostly.
for Tiny people, 30% for Small or Large people, and 50% Challenge lone zombie: 1/4 (50 XP); horde: 5 (1,800
for Medium people. If the deceased is a player’s character, XP)
they may veto the roll.
Fear of the Horde. Prerequisite: horde. People seeing
LIKE HERDING ZOMBIES a zombie horde for the first time in a scene must make a
Unlike skeletons, zombies are completely mindless. They DC 15 Wisdom saving throw or become frightened. They
can follow simple commands, but only for a few minutes may repeat this saving throw at the beginning of every
before they need to be ordered again. The only time they act round until successful, or until they can no longer see the
of their own volition is if there is something for them to eat. zombies.
ACTIONS
J ZOMBIE Multiattack. Prerequisite: horde. The horde makes a bite
Medium undead, evil alignments attack against everyone within a 30-ft. radius of its center.
Bite, lone zombie. Melee Weapon Attack: +3 to hit,
Armor Class 13 (remains of armor)
reach 5 ft., one target. Hit: 4 (1d6 + 1) plus zombie rot.
Hit Points lone zombie: 18 (2d8 +9); horde: 90 (12d8
Bite, horde. Melee Weapon Attack: +4 to hit, reach 5
+ 36)
ft., one target. Hit: 8 (2d6 + 1) damage plus zombie rot.
Speed 20 ft.
– Creatures – 197
“So this is it? The end of the line?” The wizard chuckled and shrugged.
“The moment of truth?” “So that’s the way home?” Terra asked, pointing at the
“The time of cliché questions?” cave behind the wizard.
Everyone looked at Terra, who only smiled and “Right now it’s just a cave,” Anomalin answered.
shrugged. “Come on guys, I’m not going to see most of Terra narrowed her eyes. “And what will it be later?”
you again, gotta give you all one more joke for the road.” At that the wizard laughed, “I forgot. You did say
Nichelle hugged Terra, tears dripping down her face. you ran into my brother Malinon. That one does love
“You will always be in my heart,” she whispered to the his tricky questions.”
young woman who had become a closer friend than she He moved to stand in front of Riku, and Terra realized
ever thought possible. he wasn’t going to answer her question. “Wait, you didn’t
“You’ve decided to stay then?” Terra asked, tears answer me. You’re just deflecting...”
pooling in her own eyes. “Riku Kobayashi, elf of Earth and adopted son of the
“When it comes to any decision, you can gather all the rainbow elves. The oldest and possibly wisest of your
data you want and think it over, calculate thoughtfully, group,” Anomalin declared.
and it will all be useless. You will never have enough Riku shrugged with a smile, “That’s debatable.”
data to make a decision,” Anomalin, the Wizard of the
Black Mountains interjected before Nichelle could answer. “See, elf,” Anomalin smiled. “And you are certainly
wiser now than when you began. The tatters and tears
“Why is that?” Nichelle asked. of your cloak support the story of your travels.”
“Because when it comes to the moment of choice, you’re “I suppose,” Riku said warily.
going to make a snap judgment, whatever you do.” He
smiled and walked away from the two now-pensive women. “Anything else you would like to add?” Anomalin
prompted.
“I’m still not sure he’s a wizard,” Terra said to his
retreating back. “What is this? An after-school special?” Terra asked.
“That’s what everyone says he is,” Nichelle countered, “No idea what that is, but probably.” The wizard
and not for the first time since they met the strange man readjusted his glasses. “Riku?”
in the Black Mountains. The elf knit his eyebrows. “I didn’t find wisdom in
“Look at his clothes! The modern glasses alone make my time here, master wizard,” Riku said firmly, but not
him seem more like an old hippie who wandered into disrespectfully. “But I found peace, a kinship I had never
a ren faire than the kindly, portly wizard I pictured in really known before.” Riku looked at each of his compan-
my mind.” ions. “I learned so much from each of you. Thank you for
that. I need to take that back to my life on Earth. There
“I would still recommend you all say good-bye now just is too much I left undone. I need to be a better father to
the same,” the wizard called back, leaving both women my kids and a better friend to my ex-wife.”
wondering if he’d heard them.
“That sounds like great wisdom to me,” Anomalin nod-
Anomalin stopped in front of a cave entrance, and ded, and moved on to Terra before Riku could say more.
turned dramatically to look at each of the group.
“And you, hairfoot? Feisty and funny, and always
“Congratulations all. You have reached the end of your straightforward. You’ve unlocked the secrets of artifice
quest. Probably,” he added with a shrug. and your own potential.”
“Probably?” Connor asked, sharing a glance with Riku Terra shrugged, “I learned a few tricks, but you know
as he crossed his arms, the proper beard on his face mak- what, old man? There’s a lot more I want to learn and I
ing him look imperious. “What’s going to jump out at can’t do it here. Playing with old technology is fun, but
us now? Goblins and trolls, or more librarians? Because limited.”
I’ve definitely had enough of librarians to last a lifetime.”
This large wooden box is carved with ornate designs ` ENERGETIC LAMP
that shift and flicker across the wood. The box features no Strange thing, uncommon
lock, keyhole, or obvious hinges. In order to open it, the
character must cast knock using an 8th-level spell slot. If A gas-powered lamp, commonly used in the gem mines
successful, the box opens, spewing forth 1d8 demons per of Bryzine. Once lit, the lamp is immune to all but the most
round until someone closes it with an arcane lock spell powerful wind and stays lit even when tipped over. The
using an 8th-level spell slot. lamp emits bright light in a 10- to 100-foot radius, and dim
While the box is open, a 20-foot radius surrounding it is light to twice that distance, depending on how the hood is
under the effects of a secondary spell (see table), though adjusted. The illuminated area is cast in a circle centered on
the box itself is immune and remains stuck in the spot the lamp, although it can be outfitted as a bullseye lantern
where it was opened. in order to focus the light into a 150-foot cone. Most often
If arcane lock closes the box, any demons that escaped these lanterns are used underground, where their light is
remain until killed. Any area effects caused by the box end more easily contained; using one outside often brings un-
once the box closes, regardless of normal duration for the wanted attention down upon a party. The added benefit to
given spell. The box cannot be destroyed or dispelled by these lamps is that mine trolls and some other subterranean
any means outside the successful use of a cleric’s Divine creatures tend to shy away from the brilliance, providing
Intervention. safer travel when venturing into such territory. Occasionally
mine trolls will still brave the light in instances of extreme
Die Roll(d10) Result hunger or if the adventurers encroach too close to their
1 Reverse Gravity dens, but reports of such instances are rare, although that
could be due to a lack of survivors.
2 Black Tentacles
3 Fog Cloud ` ENSORCELLED TYPEWRITER
4 Incendiary Cloud Strange thing, rare
5 Plane Shift Occasionally Azoth’s inventors branch into ventures that
6 Confusion combine their brand of strange science with the wizardly
arts. This magically enhanced typewriter is used to create
7 Earthquake
or copy spell scrolls. Making a scroll in this way reduces the
8 Fire Storm crafting time, and associated gp cost, by half. The spell being
9 Ice Storm transcribed must be known by the user, as per normal scroll
10 Time Stop creation. Any scrolls created in this way are imperfect and
less durable due to the rushed nature of their creation. This
Session Zero within the comfort zones of your players. During your
session zero, you may want to discuss with your players
two elements known as lines and veils. Roleplaying au-
Building Your Story them time to come to grips with the new development,
but not so much time that they begin to meander.
W
Keep in mind that the starting equipment associated with
ith the interests and feelings of your players in an adventurer’s class does not simply materialize on their
mind, you can now craft your adventure. If you bodies in the realm after the Crossing. As the Game Master,
already had a story in mind before session zero, you should it’s your duty to see that whatever equipment a character
take time to look over your notes and see if anything should is owed is delivered into their hands in relatively short
be modified with the knowledge that you’ve now gained. order. They might be confronted with a minor conflict and
Knowing what classes your party will comprise can help conveniently discover their starting equipment among the
you tailor experiences and NPC interactions, such as loot of the battle. It could be discovered in a cache hidden
providing mentors for the inexperienced adventurers. by a thieves’ guild. Equipment might be given to them by
In fact, as brand-new arrivals in a world they’d never a more experienced Visitor who came to the Realm long
even heard of, the characters may rely on mentors to ago and recognizes the confusion in the eyes of the party.
get them started. For more experienced parties who have already estab-
The tools of storytelling can be as simple or as complex lished themselves in the Realm, the exposition phase will
as you choose. Some Game Masters may utilize props, involve meeting new people, visiting new lands, or being
images, music, miniatures, maps, and other aides. Others introduced to a newly developing situation.
may confine their game entirely to the theatre of the mind.
All that your players need to bring to the table are their
character sheets, pencils, dice, and a willing suspension
Inciting Incident
of disbelief. When crafting a story, you should ask yourself, “Why
Suspension of disbelief refers to a person’s willingness would my players care?” The inciting incident is your
to accept things that may not be realistic, in favor of the answer. This event functions as a sort of “call to action,”
narrative. Most people who consume any form of media, which will drive the party forward. Though mere curiosity
including books, movies, and TV shows, are willing to sus- may sometimes be enough (causing a commotion in the
pend disbelief in order to enjoy the presented story without street, under the assumption that they will investigate),
question. When the hero of a story survives a shipwreck you can craft a more predictable story by bringing the
and washes up on the shore of a deserted island, no one conflict directly to the party, such as a pickpocket lifting a
balks at how unrealistic his survival was; they accept that party member’s belongings, or a tense visit from the local
this unlikely event is necessary for the story to be told. guard. This incident will bring the party’s attention to the
That being said, suspension of disbelief can be stretched overall conflict of the story.
too far. Most people who sit at your table will be willing This is also a great time to utilize the information you
to accept magic, dragons, and mysticism with an open learned in your session zero. If your players seem driven to
Crisis lets the story wind down at a more natural pace, giving
The clock is ticking, and the party can no longer afford time to tie up loose ends of the plot. This is also a time to
to dawdle in the tavern. The “do or die” moment propels reward the adventurers for their victory. Depending on
the party to action, giving them a sense of urgency — per- the scope of their success, they may be awarded treasures
haps the advisor’s co-conspirator has arrived with their or gold, be granted titles or property, or win less tangible
troops. Though a moment of crisis is not always neces- prizes, like the favor of a prince or the admiration of a town.
sary to a story, it can help focus the party on what needs
to be done if they’ve begun to meander. Take care to not
introduce the crisis element too early in the story, or your
End
party may feel unnecessarily rushed, and will press on Once everything is wrapped up, you and your players
toward the climax of the story without interacting with can decide if their story has ended, or if it’s simply “to be
other important NPCs or elements, properly preparing continued” until the next adventure comes their way. In
or gearing up, etc. Legendlore, the ending may involve the party finding a
Crossing back to Earth, or that may be relegated to a tale
for another day. Even if the party does return home after
Climax the end of the adventure, this does not necessarily mean
Not every story climaxes with the beheading of the evil that their story is finished; dreams, omens, or other phe-
monster. Depending on the story you’re crafting, the cli- nomena may draw them to return to the Realm.
max might involve the public presentation of undeniable
proof of political treachery. Or, the story might climax at
the height of an epic battle. Take cues from your players
Running the Game
T
here and give the characters a chance at reaching the
solution they want. If they seek a peaceful resolution, here is no single correct way to be a Game
you needn’t hand it to them on a platter, but you should Master. Some Game Masters may eschew detailed
give them a fair shot at it. Everything the party has done descriptions of scenery in order to jump to the “meat and
throughout their adventure has led them to this point, potatoes” of their story, while others may invest great
and it functions as a sort of payoff for their labors. For time and detail into describing the party’s surroundings.
many players, the satisfaction of the story’s climax may Likewise, some Game Masters may flex their dramatic
be more valuable than any loot or experience points the muscle by acting out every NPC the party encounters,
adventurers may accrue. while others may prefer to simply describe the gist of
the information an NPC delivers. The best style for you
Denouement will be influenced by what your players enjoy most, but
in the end, your personal tastes and comfort must prevail
Most epics don’t end with “and then she stabbed the in order for you to deliver consistent content from session
demon king in the heart. The End.” The denouement phase to session.
The Rule of Cool players and they will often behave in ways you might not
have expected.
Because the Crossing brings out the You of the players This can happen a variety of ways. Sometimes, adventur-
in the Realm, players are encouraged to play the version ers may become fascinated with an unimportant side-NPC
of themselves that they are most happy with. If a player because you attached a clever personality or a funny voice
imagines themself as a powerful wizard or a mighty to them, and will align themselves with that NPC, even
warrior, that is how they will be portrayed. In the end, if they have nothing to do with the plot. At other times,
people generally like to perform epic feats, overcome great they’ll follow an unintended red herring and be convinced
obstacles, and generally just feel cool. that something you mentioned offhandedly two sessions
The “rule of cool” dictates that the Game Master may ago is the key to the plot, no matter how many other clues
sometimes allow for minor breaches of the rules in order and plot threads you put in front of them. Or sometimes,
to allow for a particularly epic moment. These situations they may even decide that, for whatever reason, a vital
need to be handled with care, not only because they can NPC needs to die.
lose their spark if overused, but also because too much
wiggle room in the rules can create the sense that the game INDULGE AND REDIRECT
is not properly governed. However, if your rogue wants If your players are having a good time, there’s nothing
to cut the rope holding the chandelier and ride it to the wrong with indulging them. After all, the whole point of
rafters as the chandelier crashes down, this may not be the game is to be entertained. If the party is having more
the time to calculate the character’s weight, the weight fun chatting with the town drunkard than they are with
of the chandelier, and other matters of physics. Instead, the bartender who holds all of the valuable information,
think of whether or not it would cause any damage to the you don’t need to shut down the drunkard’s dialogue en-
integrity of your game to just let something cool happen. tirely. Find a way to bring the conversation and focus back
around to the important plot threads without throwing
Laying Down the Law roadblocks.
As the Game Master, you are the first and final word on CREATE CONSEQUENCES
the rules of the world. Not only is your interpretation of the
Because the party is composed of people playing a
Realm and its culture the primary source for your players,
version of themselves, you generally hope that this means
but you will also be called upon to make determinations
they’re reticent to kill, steal, or harm innocent people.
on rules, skills, and abilities. It is important for the Game
However, some players may treat the game as a sort of
Master to be comfortable with the rules of the 5th edition
catharsis, allowing them to behave in ways that would
fantasy roleplaying system, and also become familiar with
not be socially acceptable in the real world. The problem
the classes your players have chosen.
is, these behaviors aren’t socially acceptable in the Realm
When there is a dispute at the table over how an ability either, and can be highly disruptive to an adventure or
functions, or how a rule should be interpreted, the Game campaign.
Master’s decision is final. More importantly, the Game
If your party is behaving badly, killing and stealing from
218 – CHAPTER NINE: RUNNING THE GAME –
whomever they please, you need to make it clear that there the mystery, there are plenty of entertaining tavern events
will be consequences for their actions. Seeing their faces you can throw at them.
on wanted posters may sufficiently impress upon them that
their behavior won’t be tolerated. An overnight stay in a
local jail may also straighten them up. Be sure to provide
Dealing with Death
adequate warning before bringing a strict punishment Death comes for everyone eventually, and the more
crashing down on their heads; they need to know that their characters throw themselves into dark dungeons and
actions are not compatible with the story you’re telling, tense political climates, the more likely it will come to
before their heads are on chopping blocks. them. Death is an ever-present threat in most roleplaying
games, and can add a sense of tension to every encounter;
OPEN A DIALOGUE conversely, if the players have a sense that their characters
Not every in-character issue needs to be addressed won’t be killed no matter what they do, they can become
in-character. If one or more of your players are being ac- more reckless, or simply less invested. When death does
tively disruptive to your game, take the time to approach darken the door of the party, there are several ways of
them between sessions to talk about their behavior. In- dealing with it.
stead of being accusatory, instead ask if they feel they’re
WHOOPS, DIDN’T MEAN TO
avoiding the thread of the story, and why. It’s possible
that they’re simply not able to see the direction the story ANNIHILATE YOU THERE
is taking and need a little extra guidance to get back on Learning to balance difficulty is a complicated subject.
track. However, they may also simply not be enjoying While the 5th edition fantasy roleplaying system does
the story, and losing interest. If players lose interest, it’s provide tools such as challenge ratings (CR) to help
time to determine whether you should alter your plot to determine what your party can handle, it can’t take into
be more entertaining to them, or if they’re simply not a account variables such as how well equipped the party is,
good fit for the style of game you’re trying to run. or how skilled the players may be. It can be frustrating to
watch your players easily tear through every challenge you
GUESS WE’RE DOING THAT NOW place in front of them, but it can be even worse to realize
If your party is uncooperative and seems resistant to that you may be about to accidentally kill the entire party.
following the story, maybe it’s time to write a new story. One method of mid-game re-balancing can be to adjust
Not every party is suited to every campaign. There’s noth- the total hit points of a monster, lowering the threshold
ing wrong with shelving your previous idea and writing the party must reach to succeed. You may also choose to
a new adventure that will better suit the tastes of your make the monster’s dice rolls in secret (behind a screen) in
players. If they’d rather get drunk in the tavern than solve order to fudge the rolls. If a critical hit will instantly kill a
Chapter 2:
Azoth has seen its fair share of threats in its rich and
varied history. More than 800 years ago, night creatures In Chapter 2, characters travel to Ardonia to find out
from the darkest reaches of the Realm spread across Azoth. how to get back to Earth and are enlisted by the Library of
The Plague War is but a memory to most of Azoth, but Isliadril in Abaroxas to help thwart an evil plot concocted
some of its older inhabitants remember the threat of the by cultists of Terrorek.
demon Terrorek and the darkness he brought to the Realm.
After centuries of relative peace, a new cult has arisen
around Terrorek, seeking to complete his mission. The
Chapter 3:
cult has been infiltrated by spies who serve the council of Chapter 3 transports characters from Ardonia to the
Abaroxas, Azoth’s trade city and academic hotspot. The Black Mountains via an interesting mode of teleportation
spies, and the cult, have learned of a strange artifact: an called the Disc of Mylnon. A dungeon crawl through the
arcane device that speaks the language of demons. The mountains results in an exciting chase, and the chance
scholars in Abaroxas fear the cultists will use the artifact to return to Earth.
in a dark ritual to expand the borders of the sinister and
mystical Night Lands, letting the vicious night creatures
loose upon Azoth, wreaking havoc while the cultists work
Adventure Hook
to resurrect Terrorek himself. The strange artifact is cur- The adventure begins with a Crossing, which transports
rently found in an abandoned mine in the Black Mountains. the characters from Earth to Azoth, where they remain
The device is, in fact, a radio. Objects from Earth oc- for the duration of the adventure. Players can come up
casionally Cross to East Azoth, and the Realm refers to with their own motivations for embarking on the main
these items as Strange Things. This is in part what made quest. The classes they choose to play may also provide
Ardonia a nation that prizes science. them with insight and motivations.
A teleportation circle called the Disc of Mylnon roams Upon arrival in Azoth, characters have a choice in where
across Azoth and allows its inhabitants to quickly travel they travel first, although all of the encounters eventually
across the continent. When the disc passes near the radio, lead them to Ardonia, where they receive the main quest,
a portal between Earth and Azoth temporarily opens, and and then to the Black Mountains. Although the adventure
the radio waves pull in a broadcast from Earth. To people is designed to be completed in a few hours, the in-game
who have no knowledge of radios, these unknown voices time will likely span days or even weeks. At the end of the
talk of war and violence and sound like they are speaking adventure, the characters have a chance to return to Earth.
Strange New World large dead tree that has fallen sideways. The roots form
a woven canopy, and the hollow tree is large enough to
successfully hide in.
B: The Great Field of A’zoth: • She often travels alone and is quite capable of de-
Where the Ghosts Roam fending herself, although she prefers to abstain from
fighting.
Heading southeast means crossing the river. Small
docks on each side offer two canoes and two rafts; two • Orcs are relatively rare now in the plains East Azoth,
Medium humanoids fit in a canoe, and four fit on a raft. though many reside in the Black Mountains. Her people
The river current is steady but not swift and crossing here live in small, tight-knit communities after the orcs were
is relatively simple. The party can travel by river for quite almost thoroughly defeated during the Orc Wars.
a ways, although they should disembark before it takes
them toward the west. This travel eventually leads them • The rest of her family are ambassadors working
to the Great Field of A’zoth. to claim the Bloody Hills for the orc people. This
takes them all over East Azoth, pleading their case
ARRIVAL IN THE GREAT FIELD OF A’ZOTH to leaders of other nations.
The Great Field of A’zoth is a stark change from the • Kig’ara knows nothing about “Earth” but suggests
lush forest. The expansive grasslands ripple in the breeze going to the Library of Isliadril in Ardonia, which
THE GREAT WARS the decades that have passed. Patches of the earth are
devoid of grass and remain bare, the enduring scars of
Several notable wars took place in this region: magical damage.
The Forever War; the Plague War in which the A DC 13 Wisdom (Perception) check spots three zom-
nations of Drohm, Ardonia and Thorin collided bies lurking on the battleground. The zombies can sense
over good and evil; the Great War between the party’s presence and attack the characters. Kig’ara
humans and elves; and the Orc War, which can serve as an ally if the party needs aid (she uses the
eradicated much of the Realm’s orc population. Orc Ambassador stats from Chapter Seven p. 174) al-
Because the fields are not within the borders of though you should ensure she remains alive to escort
any one nation, this makes it a natural place for the characters. A DC 16 Wisdom (Investigation) check
armies to meet. It is difficult to fortify because of spots something shiny protruding from the loamy soil:
its openness. Kig’ara’s family dagger. The blade bears the symbol of a
spiral, which Kig’ara confirms is linked to her family. The
party gains advantage on this roll if they employ some
systematic method of searching.
is a place that embraces science and the pursuit of
knowledge. The scholars there may be able to help. DEVELOPMENT
This is a different academy than the one she works
for — Abaroxas is home to many institutions that Helping Kig’ara earns the characters passage to Ardo-
each have their own scholarly focus. nia. Proceed to Chapter 2 to facilitate travel and arrival
in Ardonia.
• Kig’ara plans to return to Ardonia after she com-
pletes her mission and asks the characters to help.
In exchange, she will escort them to Abaroxas and
C. Drohm: Bet on It
serve as an ally until they get there. Traveling east brings the party to the widest crossing
point in the Great River. A small dock has three canoes
KIG’ARA’S QUEST and two rafts tied to it. Give characters the chance to
figure out how to cross. The boats are easiest to control
She is on a mission to find a special artifact, a dagger,
but only hold two Medium humanoids in each; the rafts
that belonged to her family but was lost during the Great
can hold up to four Medium humanoid creatures but are
Orc War. The final battle between humans and orcs raged
more difficult to steer.
in the Great Field, and the orcs were defeated. However,
The river runs with tenacity — each canoe has a 20%
many of the battle sites remain identifiable many years
chance of tipping over, and the rafts each have a 50%
later. Because the plains remain open and wild and mostly
chance. If the canoes or rafts tip over, the characters
absent of settlements and villages, save for a few nomadic
fall into the river. A DC 13 Strength saving throw lets
populations that occasionally settle on the fields, the war
the character grip a rock to avoid being pulled further
grounds are mostly untouched and serve as stark reminders
down the river; an additional DC 15 Strength check lets
of this history. She asks the characters to remain on alert
them swim and climb onto the shore. Failing this check
while traversing the battlegrounds. The dagger itself lacks
results in the current carrying them down the Orus River
much value, but to Kig’ara it is special and one of the few
until they are tossed upon the bank, suffering 1 point of
relics that belong to her family. A Wisdom (Insight) check
bludgeoning damage.
at DC 11 confirms this to be genuine.
She describes the dagger as a 9-inch-long blade with a ARRIVAL IN ADORN
short wooden handle. A spiral is engraved onto the heel
of the dagger, right above the guard. Upon crossing the river, and after a day’s worth of travel
through wild lands, the characters arrive in the city of
THE BATTLEGROUNDS Adorn in Drohm. This is a curious city that differs from
the rest of the nation. It’s a common traveling depot, so
To the southeast, near the O’koth border, lies one of
many of the people here are from around the Realm. Most
the grimmest of the remaining battlefields. The grass that
who travel to Adorn and live here are miners, which is a
grows here is slightly red from the dry soil still saturated
common profession for many people across East Azoth
with blood — that’s how gruesome the battle was in this
thanks to its rich ore deposits. This is a good place for char-
region. Over the years, many have created make-shift
acters to learn more about Azoth. Speaking with people in
tombstones and markers that hint at the various religions
Adorn (most of whom are human, but the characters can
practiced in the Realm.
spot members of any other people if they look for them)
The golden grasslands fade into a somber gray as the learns the following information:
battlegrounds come into view. Even without prior knowl-
THE DISC OF MYLNON Terrorek returning to Azoth. If this is the first the
characters have heard of Terrorek, Draya conveys
that the demon’s influence on the Realm was devas-
This strange arcane phenomenon is less of
tating and she will do anything to prevent him from
an object and more of a disc-shaped aura.
returning.
The 8-foot-wide disc traverses the Realm in a
semi-predictable pattern. When a creature steps • Draya has a theory that the item the cultists dis-
into the aura, they are instantly transported to covered was a Strange Thing — this is what people
another area of the Realm. Most of the time, this
in Azoth call items that have come from Earth.
takes people to the entrance of Na Laetha Gael
Such items are brought to Abaroxas for study and
in the Black Mountains.
safekeeping. Since the characters are from Earth,
Draya hopes that they can find the artifact before
the cultists can get to it.
travelers from Earth. The disc’s orbit is predictable, • All she knows about the artifact is that it is a box
not unlike the orbit of Earth around the sun. through which demonic voices can be heard.
• The third theory is more in the spirit of a legend — • The Disc of Mylnon can transport the characters to
they muse that the Disc is composed of moonlight, the abandoned mine in the Black Mountains — if they
and the Realm’s two moons tug and toss the disc can get in and retrieve the artifact quickly enough,
around, a predictable ebb and flow that mirrors the the Disc of Mylnon can also transport them back to
tides. Abaroxas. Meanwhile, while they are on this quest,
Draya’s workspace is a large chamber with huge win- Draya will locate a portal back to Earth.
dows looking out onto the city; occasionally, an air ship
• Draya does not know what else they may find in
floats by. The walls are lined with books. In the middle of
the mines but urges caution in case they encounter
the chamber is a device called an Orrery — it resembles
creatures like mine trolls. She suggests the charac-
a model of the solar system that the characters may have
ters prioritize speed over combat — she has no idea
seen in a science class back on Earth. Draya’s Orrery has
how powerful the cultists are and doesn’t want the
fragments of ore that each represent a region of Azoth,
characters to get killed in a fight against them.
along with a piece of gold that represents the Disc. With
this tool, ’Ardonia’s scholars able to track their where- • Upon accepting this deal, Draya gives the charac-
abouts of the Disc in the Realm. ters rations and any additional items they require
Roleplaying Draya before they depart. The Disc of Mylnon is currently
• Draya is warm but not very chatty. ’She’s articulate in Abaroxas. In two days, it will be near the Black
and has a pleasant, low voice. Mountains again, and the characters can use it to
get back to the Academy.
• She’s met Earthborn before — she suspects her own
ancestors may have come to Azoth from Earth. Most DEVELOPMENT
Earthborn who come to Azoth eventually visit Draya
Stepping onto the disc immediately transports the char-
to find a way home.
acters to the Black Mountains. The sensation is similar
Draya is happy to help them return to Earth but requests to that of a Crossing, but slightly less chaotic since the
their aid with a pressing matter in return. She tells the party remains in the same plane. Proceed to Chapter 3.
characters the following information:
• Draya works with the Rangers of O’koth to sleuth
out potential threats to the Realm. One ranger infil-
Chapter 3 — A World Apart
trated a cult and learned of a potentially dangerous In this chapter, characters travel into the Black Moun-
artifact located within the Black Mountains. The tains to find the artifact, which Draya Muralis calls a
cultists plan to use the artifact in a ritual that would “Strange Thing.”
expand the borders of the Night Lands — a shadowy
ARRIVAL IN THE BLACK MOUNTAINS
region of the Realm that is home to vicious creatures,
including the night creatures. The Black Mountains serve as the natural border be-
tween West and East Azoth. This region is dangerous
• By doing this, the cultists can work to summon the and home to mine trolls, among other enemies. The
demon Terrorek back to the Realm while the night atmosphere is blustery and cold. Wind whistles through
creatures spread like a plague across Azoth. the narrow valleys between the mountains.
EARTHQUAKE!
Two of the cultists mutter something strange and
move their hands — they cast an earthquake spell which
threatens to bring down the mountain. This becomes a
timed challenge for the party, who need to find a way out
before the mine collapses. This happens in three phases.
This should be an adrenaline-inducing scene for the
characters — that said, reward creativity and quick think-
ing. Suggested DCs are included, and depending on the
party’s choices, rolls can and should receive advantage or
disadvantage. Encourage urgency; give players 30 seconds
in real time to make a decision for each phase. Dawdling
too long in the collapsing mine most certainly ends badly.
Phase 1: Quaking
The ground begins to rumble and tremble. A successful
DC 12 Dexterity saving throw ensures that the characters
don’t fall. If they fall, they are knocked prone. This makes
them more vulnerable to the rocks that start to fall a mo-
ment later, and they’ll make the Dexterity saving throw
with disadvantage.
PROFICIENCY BONUS
ARMOR
INSPIRATION
CLASS INITIATIVE SPEED
PERSONALITY TRAITS
HIT POINT MAXIMUM
SAVING THROWS
ATHLETICS
SAVING THROWS
ACROBATICS
TEMPORARY HIT POINTS
SLEIGHT OF HAND BONDS
STEALTH
DEXTERITY TOTAL SUCCESSES
FAILURES
SAVING THROWS
HIT DICE DEATH SAVES FLAWS
CONSTITUTION
NAME ATK BONUS DAMAGE/TYPE
SAVING THROWS
ARCANA
HISTORY
INVESTIGATION
NATURE
INTELLIGENCE RELIGION
SAVING THROWS
ANIMAL HANDLING
INSIGHT
MEDICINE
PERCEPTION
WISDOM SURVIVAL
SAVING THROWS
DECEPTION
INTIMIDATION
PERFORMANCE
CHARISMA PERSUASION
T he Realm of Legendlore sits on an unstable nexus of reality and sees many visitors
from other worlds. You are such a visitor. In Legendlore, you have Crossed from
Earth into East Azoth and become a changed version of yourself — a songwriter finds
themself a bard, a scientist a wizard. You might find yourself in a whole new body to
better match your true self, including adopting a new fantasy race.
Legendlore offers a diverse and inclusive world filled with adventure and mystery.
Fight megalomaniacal dictators, explore magic and strange science, and claim your
Legend as you find a way back home.
LL001