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ELIZABETH CHAIPRADITKUL, MATTHEW DAWKINS , JACQUELINE PENNY HART,

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?”

8 – PROP THE DOOR! –


“Ye-es?” Cardinal queried dramatically. Then Terra finally moved, extending her arm straight
“Would you be offended if I played my new character out. Someone behind her gasped at the abrupt gesture,
as non-binary?” the little person asked. but all she did was point at the ground. “The light.”
“Absolutely not. Viva representation!” Cardinal added A rectangle of light cut across the grassy ground in
with a fist bump to the air. front of the door.
“So, professor,” Nichelle started, “Connor was telling “If it wasn’t real, the light wouldn’t fall on it,” Terra
me this part of the library is haunted?” concluded, as if that was what she needed to believe
what she was seeing.
Riku barked a laugh. “That is the legend, yes.”
“Terra, maybe you should back up,” Riku said, taking
“It happened in the 80s, is what I was told,” Terra added, charge as he moved toward the door. He set a hand on her
getting excited. “A group of engineering students and a shoulder, to indicate she should move backward, but instead,
janitor who helped them died in some sort of experiment.” the small woman surged forward a step into the grass, in spite
“It was in the 90s. And it was a group of pre-med stu- of the cries of dismay from her friends. When the ground
dents who were using this very room to study for exams,” didn’t swallow her whole or turn her into a puddle of ooze,
Cardinal cut in. “They came in to pull an all-nighter, and she bent down and pushed on the turf with her hand.
disappeared without a trace. All anyone ever found was “It feels real to me.”
their textbooks.”
With that confirmation, and the absence of dangerous
“And yet it was apparently in the 60s, or at least that’s creatures pouncing on their friend, the others hesitantly
what they told me when I was a student here in the 80s,” stepped across the threshold into the night-time forest.
Riku laughed. “A group of kids came down here to play
spin the bottle and just vanished. And all that they found “Look at that night sky!” Cardinal exclaimed, pointing
was the bottle.” up through the towering dark spires of trees to the stars
beyond.
“Yeah, that sounds like a curse to me,” Terra laughed.
“Every ten years, the library demands a sacrifice in stu- “It’s sweltering,” Nichelle said, removing her sweater
dent blood.” to tie around her waist.
“There would be evidence if it was real, like newspa- “Did any of you feel something when we passed
per clippings or something. Unlike you lot, I actually through the door?” Riku asked, turning in a circle to look
checked. It’s all just urban legend,” Connor muttered back into the library conference room just in time to see
without looking up as he pre-rolled his dice. Connor on the verge of crossing the threshold.
“Oh my lord, you are such a spoilsport,” Nichelle “This is amazing!” the young man breathed as he looked
laughed. left and right, trying to take it all in before stepping out
himself and letting the door fall shut behind him.
By now Terra has searched her bag and all her papers,
twice, and sighed resignedly: “I must have left my char- “Prop the door!” Riku called out too late, just as the
acter sheet in my room. I’ll go get it.” door slammed hard into its frame. It utterly disappeared
into the night.
“Well, please hurry,” Riku said, glancing at the cracked
standardized clock on the stained wall. “I have to pick “Oh my g...”
up my kids from their mother’s in the morning, so I can’t “Where’s the door?”
be up all night. Once we have Nichelle’s character sheet “I can’t see!”
done, we’re diving right in.”
“We’ve been lost forever and no one will ever know
“I’ll be ten minutes. Tops,” Terra assured as she picked what will happen to us!”
up her smartphone and went to the door. She hauled it
open, only to stop in place and stare. “It’s been five minutes.”

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.

– PROP THE DOOR! – 9


The Legendlore Roleplaying Game is based on The Realm
and Legendlore comics, in which four friends from Earth find
themselves teleported into a wholly unfamiliar world. They WHAT HAPPENED TO ….
embark on many adventures, suffering losses and finding love,
in the Realm before finding a way home — and some of them The Legendlore Roleplaying Game picks
never do, instead choosing to remain in this world of magic.
up at the first issue of The Realm. If you read
the comics, you might wonder what happened
The Legendlore comic started as a black-and-white pub- to Alex, Dom, Marjorie and Sandra. You may
lication with Arrow Comics in 1986, written by Stuart Kerr decide they’re out there fighting Darkoth,
and Ralph Griffith and illustrated by Guy Davis. It then and your players could encounter. Maybe
moved to Caliber Comics and saw several spin-offs such as they never Crossed, or your game is set in an
one shots featuring the elf Silverfawn, the Daemonstorm, alternate Realm, and it’s up to you to thwart
the Elf-Human War, and a mini-series crossover with the the Darklord. The world is yours to create.
supernatural zombie comic Deadworld titled Realm of the
Dead. Legendlore counts nearly 60 issues in all, which
were recently digitized, enhanced, and re-published in
five collected volumes. The roleplaying game before you Part 1: Character Creation and Play
is based on the first major arc of The Realm, collected in
Chapter 1, Legend, Background & Feats — This chap-
issues 1-22.
ter deals with Crossing, and transforming you the player
YOU, YOURSELF into You the character. Choose a Legend, and optionally
Backgrounds and Feats.
Legendlore sees you Cross from Earth into the Realm to Chapter 2, People of East Azoth — Choose any of the
become a changed version of yourself. A songwriter might seven new people for your character.
find themself a bard, a scientist a wizard, or an activist a
Chapter 3, Classes — Choose from two new classes, or
fighter. You may find your body changing to better match
fifteen subclasses to existing classes.
your true self, even adopting a new fantasy appearance if you
Chapter 4, Magic, Spells and Rituals — This chapter
so choose. Your identity and memories remain wholly your
details casting spells and performing rituals in the Realm.
own though, and you’ll find no gods or predetermined align-
ments forcing your actions. Crossing also imbues you with a Part 2: The East Azoth Gazetteer
Legend, which each player designs for themself, that propels Chapter 5, The Realm — An overview of the Realm’s
you to greatness and a full embrace of your chosen destiny. history and culture.
A Diverse World Chapter 6, Nations and Dangerous Places — This
The Legendlore Roleplaying Game presents a diverse and details the nations of East Azoth, plus Dangerous Places
inclusive world based on the Legendlore comics. You’ll find as adventure locales.
people, including all non-humans, of all colors, genders, and Part 3: Game Master Section
sexualities in East Azoth. You are always welcome in the Realm. Chapter 7, Allies, Adversaries, and Creatures —
Friendly and hostile NPCs, as well as mysterious creatures.
HOW TO USE THIS BOOK Chapter 8, Magic Items and Strange Things — Find
To run the Legendlore Roleplaying Game, you’ll need items of sorcery, alchemy, and artifice here.
a set of polyhedral dice and the player’s handbook (PHB) Chapter 9 Running the Game — The GM chapter, with
for the 5th edition of the fantasy roleplaying game. a starting adventure and five pregenerated characters.

– 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?”

12 – YOU ALL AREN’T FROM AROUND HERE, ARE YOU? –


clang. Connor stepped forward at the unofficial gong, again on their trail. “We have to hold them off until the
and shouted as he blocked the other sword-creature’s Disc moves.”
attack. The two archers took aim and before Riku could “The Disc?” Terra asked, staring down at herself
wrap a shaking hand around the handle of the knife, an reflected in the crystalline floor. She didn’t receive
arrow bloomed right beside it, forcing him to jerk back. any further clarification as a tree shook nearby — the
Instead, it was Nichelle who grabbed the knife. Hefting largest creature was coming toward them, using his
it in her palm as if she had been doing it all her life, she glaive as a machete. His blows sent shards of bark and
flipped the blade and threw, nailing one of the archers wood flying.
squarely in the body. The move distracted the other ar- “We need to run!” Riku said, laying a hand on Moira’s
cher long enough for Terra to bowl hard into their legs, shoulder.
knocking that one over as well.
She shrugged him off. “Stand your ground, elf,” she
“Give me back my treasure, dwarf!” the large creature growled through her teeth before shouting, “Come on,
roared as he tried to bring his glaive down on Moira’s head I’m ready for you!”
while she was still engaged by the other sword fighter.
The encouragement wasn’t needed as the creature
Lacking any other weapon, Riku grabbed the arrow bore down on the dwarf, swinging the glaive to take
still driven into the ground. The point was unbroken, so Riku’s head off.
he thrust it hard into the larger creature’s leg right above
Light shot up from the Disc into the sky.
the knee. The creature roared, but remained standing and
paused only a heartbeat before bringing the glaive down. For an eternity, there was nothing but radiating white
Riku’s effort bought Moira time though, allowing her to and the hollow lack of all sound.
shove off her other attacker and spin around in time to And then the world reformed around them, revealing
block the weapon with her shield. daylight rather than night. Blinking in the bright morn-
“Ha!” she crowed triumphantly. ing light, the small, bedraggled group took a collective
sigh of relief. Cardinal’s legs gave out and ze slumped
At that moment a new source of light flashed to illu-
onto the group. Terra stumbled forward and leaned on
minate the forest.
zir shoulder.
“What is that?” Cardinal shouted as ze turned toward
“Connor, are you alright?” Nichelle asked, kneeling
source of the light.
down beside her brother as he sat up.
“A way out of this mess,” Moira cried, and she kicked
Passing his hand in front of his eyes, he formed a re-
hard at the knee still bearing Riku’s arrow. Her opponent
lieved smile. “I’m starting to see again.”
bellowed, this time buckling enough for her to disengage.
Dropping her shield, she used her good hand to grab Riku. “Thank heaven,” she breathed in relief and sat down
next to him on the ground.
“Run!” she shouted, practically dragging Riku behind
her. “What? Why? What?” Riku gasped as he stared in a
daze at the dismembered arm of the creature, still hold-
With a quickness he hadn’t possessed even when he
ing the glaive.
was younger, Riku’s feet seemed to find the ground all on
their own and soon he was running beside the dwarf. He “Steady there, elf-boy,” Moira said, dropping her shield
slowed down only a bit to push Cardinal ahead of him. to the ground with a charming, crooked smile. “Don’t
need you passing out on us. Especially since I seem to
“Run! Towards the light!” Riku shouted.
be about to...” she fell, and would have tumbled to the
“How do you know that’s not...” Cardinal started to ground if Cardinal hadn’t caught her.
ask before ze dodged out of the way of a fresh arrow.
“Hey, lady!” Nichelle called, as she joined Cardinal on
“Connor!” Nichelle cried to her brother. Moira’s other side. “What was her name?”
“Just go!” he shouted, blocking another body blow that “That creature called her Moira,” Riku said, still looking
was strong enough to push him back a step, even though like he was about to faint.
the creature was far smaller than himself.
“Can you help her?” Nichelle asked, staring down at
“Back off!” Terra screeched, and then there was a flash. the arrow still in Moira’s shoulder.
The creatures shrieked, dropping their weapons as they
“I don’t know. I’m just pre-med. I start EMS training
covered their eyes.
this summer,” Cardinal said as ze pulled back the clothing
“I’m blind,” Connor said, standing in disbelief. “What around the arrow — and then zir hands ignited with a
was that?” warm, red light.
“…just my camera phone,” Terra said, shocked at how The light poured out into Moira’s wound, the puncture
effective that was, before turning to run again. She pulled closing up and pushing the arrow out. The next second,
Connor, still blinking to regain his sight, with her. Moira opened her eyes and sat up.
“This way!” Moira’s shout echoed off the trees. “Hurry, “How lucky am I to run into a Priest of Othaaris,” she
or you’re going to be left behind!” said, grinning and rubbing her shoulder.
Nichelle, Riku and Cardinal rushed forward to help “A who?” Cardinal asked, stunned, as the light faded
Connor up onto the source of the light, a smooth round from zir fingers. “How did I do that?”
platform seemingly made of crystal.
Now it was Moira’s turn to blink. She looked at each of
“Get behind me,” Moira ordered, placing herself and their faces. “You all are not from around here, are you?”
her shield between the group and the creatures once

– YOU ALL AREN’T FROM AROUND HERE, ARE YOU? – 13


T his chapter deals with your first forays into the Realm,
and transformation from you the player to You the
character. We talk about Crossings and Legends, as well as WHAT’S THAT
Backgrounds and Feats. While most Backgrounds and Feats
deal with characters hailing from Earth, you’ll find more
IN MY POCKET
than enough for Realmborn characters to choose from. You Cross into the Realm with whatever items
you have on you — your jacket (leather jackets can
Crossing count as light armor), whatever coins are in your
pockets, perhaps the book you were reading, and

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

The Many and inseparable from their condition. It is likewise possible


for a person who experiences nonverbal episodes, such as

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-

16 – CHAPTER ONE: LEGENDS, BACKGROUNDS, AND FEATS –


ry that a Realmborn elf would. Some elves will consider
this Earthborn elf akin to a distant cousin, while others
immediately classify them as a Visitor, but all accept the
Earthborn is one of them at heart.
SESSION ZERO
So what happens if you, the player, have a family? If you Characters in Legendlore are represen-
have a beloved partner who would come back home from tations, or aspects, of the players. That brings
work, or who would travel to your city for the weekend nuances and vulnerabilities to bear which require
only to see you missing and assume the worst — and with a Session Zero, detailed more fully in Chapter
no closure, no body to mourn and bury? What happens if
Nine. Get together before the campaign starts
you are a parent yourself? As time passes differently and
and talk about expectations for the game (which
themes would players like to explore), as well as
unpredictably between Earth and the Realm, You might
soft and hard boundaries. In a player asks the
not be able to stand being in another world for so long
Game Master to tread lightly around a certain
without the presence of your loved ones beside you, even
topic, they should do so — and check in frequently
in a fictional story. to confirm the player is still okay. If a player asks
Fortunately, You have options. the Game Master to avoid another topic entirely,
they should to that too. The characters in the game
One You, Many Stories are the people at the table, and people should
You contain many possibilities. In some timelines You be treated with kindness and respect.
took the first job you saw, even if it crushed you, and your
curiosity and ambition took years to recover from that harsh
environment. In other timelines, You came out earlier than taken, and so has the freedom to have adventures — and
you did in the present one. All of these, at their core, are possibly their own idiosyncrasies and baggage, from their
You: but they represent branches, different stories. different experiences — but is still fundamentally Your
personality and You all the same.
We call these instances Other You.
These ideas of “You” and “Other You” might seem a fine
Other You is a bit like an alternate version. A parent
distinction to players, but they are an important one. As a
who passes through a Crossing emerges as themself from
player making a version of yourself for a character, you are
a time in their life before they became a parent. Perhaps
empowered to bring only those aspects of yourself into the
this Other You does not have family to care for during
Realm that you wish to.
their illnesses and disability with all the obligations and
dynamics that might bring. This is a You before entering
the military, or before that cross-country move. This might
Endings
be a You who did not have estranged siblings due to family Empowerment and collaboration also are important if a
trauma. This might be a You who dumped their first love character dies during the game’s story. The group should
because they saw the red flags earlier, or who asked that avoid “Your character is dead now, Erik, join us again when
high school crush to prom, or that college sweetheart to we start a new campaign three months from now.” Leg-
the swing dancing class — or who refused to bow to the endlore is a game of collaborative storytelling, of finding
pressure of keeping your loves secret out of fear of hatred your character’s Legend, and the Realm can reincarnate a
and violence. This is a You who did not get kicked out of Visitor if their story isn’t over yet. Reincarnation doesn’t
their family — a You who was accepted early on for who you always mean the character returns exactly the same though,
were, or who got help instead of struggling for years. This or with all of their memories and experiences intact, and
is the You who decided to be an activist, or a You who went exploring this — via a quest to find someone who can
into dance, when the people all around you had told you reincarnate a group member, or questing for memories of
it was dangerous. This is the Other You who took another their old life — becomes part of the story. Other ways to
path, who wrote another branch, in the story in your life. handle character death include seeking out Othaaris to ask
The Crossing would reveal this You as well, and players for their return, or pursuing leads on ancient and secret
are encouraged to discuss their options and desires with magics. During these stories, the player of the deceased
the Game Master for their game. As the Game Master’s character can temporarily play an interim character, or
role is to help coordinate the stories of the characters and an existing NPC. The Game Master and player could also
their scenario, this is a perfect time to start talking about just decide that the Legend of that specific character isn’t
playful exploration, creativity, and the many possibilities finished yet, and some twist of fate kept them going when
of the game. all seemed lost.
Sometimes loved ones cannot be left behind; sometimes If reincarnation or returning from near death is not in
obligations are too great to just imagine You running off the proverbial cards, the player can also use an Other You.
suddenly to a realm of magic away from our own. This Other While the character’s death can be an opportunity for the
You comes from an alternate reality, one of many paths not players and the Game Master to explore themes of sacrifice

– The Many Possibilities of You – 17


and legend, bringing in an Other You ensures the player The nation of Ardonia embraced virtually every scien-
can stay within the game and enjoy themself. tific innovation it encountered, its artificers doing what
they could to perfect and integrate these advances into

Legacies their society. Magic-users are extremely rare within its


boundaries as hypotheses, statistics, and experiments now

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

18 – CHAPTER ONE: LEGENDS, BACKGROUNDS, AND FEATS –


spread any more violence than absolutely necessary for thought they were doing something good or justify the
self-defense, and you want their destiny to reflect that com- behaviors by saying that they are keeping order in the land.
mitment to peaceful solutions: thus, you choose the “Avatar Maybe the hero does not think they deserve their Legend.
of Peace” Legend. With a basic concept chosen, you should Maybe they feel like they have made too many mistakes in
now decide what kind of actions garner a Legend Point. their life. Stories abound of the reluctant hero who must
An Avatar of Peace could choose to defuse situations by learn about themself or get past their own preconceived
talking it out, or through other nonviolent means, thus gar- notions first to grow into their role. This is a chance for
nering Legend Points. They also build their Legend through You to grow into Your Legend and become such a hero!
relatively minor actions: the choice to get both sides of a story We offer five sample Legends below but encourage
before coming to conclusions, or getting more context about a players and Game Masters to design their own to fit their
situation before rushing in with swords drawn might seem like campaign. Every Legend has both a positive attribute and
small things, but are still steps toward realizing their Legend. a negative attribute, and grants proficiency to a combined
Likewise, if they helped a diplomat broker peace between two two skills, languages, or tools.
settlements, avoiding a blood feud or war, that momentous
action would also warrant gaining Legend Points. Avatar of Peace
Every Legend comes with one positive and one negative The Realm is preparing for war. The nations of the south
attribute, which inform how people within the Realm respond may not realize it yet, but Darkoth’s attack on Brachmon
to that Legend. There is great diversity in responses across the is only an opening salvo. If he conquers Brachmon, he’ll
peoples of the Realm. For example, the people of Brachmon move to Grey Hills and the Enchanted Forest next. You are
might think the Avatar of Peace is dragging their heels as going to stop him — not through war, but by persuading the
Darkoth attacks Brachmon. Meanwhile the people of Ardonia, people of Drohm to lay down their arms. Darkoth’s plans
committed to Othaaris as Goddess of Healing, might revere won’t go anywhere if he doesn’t have an army. As a negative,
them. The player can also choose an internalized positive and you are so committed to peace that this includes Darkoth
negative, such as a peacemaker who refuses to punch Nazis himself, who is unlikely to be dissuaded by your words.
even if they sometimes probably should. These positive and
Proficiencies: Choose Two: Intelligence (History),
negative attributes serve to further the character’s narrative,
Wisdom (Insight), Charisma (Persuasion), tea kit toolset
and a player may earn Legend Points by leaning into them in
(aids in peaceful talks)
a way that’s enjoyable for the group of players.
Lastly, the player should pick two skills, languages, or LEGENDARY REPUTATION
tools in which their Legend grants them proficiency. An
Thus far, East Azoth takes little notice of Drohm’s attack
Avatar of Peace might choose from Intelligence (History)
on Brachmon. As a result, most are initially unlikely to
to better navigate historical divides, Wisdom (Insight) to
have an opinion on your ideals. Once word spreads though,
see how to best coax an enemy from violence to negotia-
Brachmon’s immediate neighbors in Grey Hills and the
tions, and Charisma (Persuasion) to convince that enemy
Enchanted Forest will think you naive and blind to the facts.
to commit to such negotiations. Note that this gives player
Meanwhile the southern nations, who are not currently a
characters in Legendlore two extra proficiencies compared
target for Drohm, will embrace your ideals.
to characters in other games, should you wish to do a cross-
over game at some point. LEGEND POINTS
A group of players can also choose a communal Legend
for their characters. If the characters are dedicated to Examples of when this Legend grants Legend Points:
exploring all the nations of the Realm, their players might • When you refuse to commit violence even in self-de-
collectively decide on a Legend such as “The Four Corners,” fense
in reference to reaching the very edges of the Azothian
map. Legend Points from a shared Legend automatically • When you persuade others to lay down their arms
go into a communal pool, though the Game Master should
• When you lead negotiations for peace
still award a point for each character — if a group of four
travels to the far reaches of Brachmon, that warrants four
Legend Points for their communal pool. Bane of Ardonia
It is possible for a character to work against their destiny, Ardonia is a nation of great scientific advances, governed
or to try to refuse the call — after all, just because the player by a religion of peace under Othaaris. However, they’re
thinks it’s awesome to be the “Bane of Ardonia” doesn’t also isolationist and have physically walled themselves off
mean the character is immediately on board, despite their from East Azoth. Their wall will only keep good people
many similarities. Exploring a Legend and the character’s and legitimate ideas out — those who’d respect Ardonia’s
reactions toward it can be a way for a player to explore self-imposed isolation — while bad people and awful ideas
themes of will, perception, and complex motivations. If a will find a way to sneak through. In short, it needs to go.
character commits selfish or evil acts, they may have initially You are a revolutionary with ideals of a larger connected

– 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

• When you make a compelling case against the


wall, even if you go unheeded

• When you further your own understanding of


why the wall exists, and why the Ardonians
cling to it — you needn’t agree with them, but
you should know their reasons

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

• Repairing buildings in a destroyed village

20 – CHAPTER ONE: LEGENDS, BACKGROUNDS, AND FEATS –


• Defending one of of a city’s significant structures
from attack or disaster, to help preserve the city’s
Suzerain of Blossoms
history “Each person possesses their own worth.” This Legend
encourages people in seeking out their own paths, in en-
Regent of Dragons couraging and cultivating their own strengths and talents.
Among the Elves, the song of the Suzerain of Blossoms is
“Know thy own self.” Dragons in the Realm symbolize called the Song of Worth and sung when a family gains a
wisdom, justice, and ferocity. They passed into stories member or when an adult member goes off on their own.
long ago, though rumors abound of dragons waiting — or A Suzerain of Blossoms is often observant, thus more able
lurking — in isolated mountains and caves, furthering the to notice the actions and aspirations of those around them.
popular belief that dragons reward wisdom and destroy However, negative features of this Legend include not
the foolish. A Regent of Dragons is skilled at discerning the being able to tell when individual responsibility ends and
motives of people, and weighing how groups have acted in collective responsibility begins.
the past, to inform judgments and decisions in the present. Proficiencies: Choose two: Wisdom (Insight), Wisdom
Proficiencies: Choose two: Wisdom (Insight), Intelli- (Perception), a language, a musical instrument, a single
gence (History), a language of choice set of tools

LEGENDARY REPUTATION LEGENDARY REPUTATION


When people discover you are Regent of Dragons, many A Suzerain of Blossoms often knows what it is like
will come to ask questions of you and seek your judgment. to lose hope, or to be jealous of someone else’s skill,
However, a Regent of Dragons knows that the path to talent, or some other feature. Perhaps you realize you
wisdom is one of continual learning, and while you try are a Suzerain of Blossoms after years of acting as your
to judge fairly, fair judgments may not be what a person only cheerleader, and after several in the Realm benefit
seeks of you: nor can you advise everyone, for you are just from your encouragement. All people ostensibly esteem
one person. Elves especially try to make friends with a a Suzerain of Blossoms, but your Legend in encourag-
Regent of Dragons, though such a Legend is esteemed by ing others sometimes has unintended consequences.
all peoples. However, people from across the Realm might A person skilled at martial pursuits may later become
see a Regent of Dragons as too selfish when such a Regent a great war-master. A person skilled at performance
acknowledges the limits of their own emotional capacity, may become a renowned bard able to not only recite a
resources, or other capability, and these people will often lovely speech, but perhaps also turn demands for justice
try to undermine your Legend. into either halfhearted murmurs or riots. A Suzerain of
Blossoms thus often struggles with issues of boundaries
LEGEND POINTS and responsibilities.
Examples of when this Legend grants Legend Points:
LEGEND POINTS
• Dispensing justice and bringing reconciliation be-
tween two battling groups Examples of when this Legend grants Legend Points:
• Encouraging someone who is in despair or in the
• Teaching others a skill or subject for an extended
midst of failure
period of time (GM discretion)
• Helping a person or group practice a skill or subject
• Acknowledging the limits of your own knowledge,
for an extended period of time (GM discretion)
resources, and capacity; seeking out or recommend-
ing others who may be better able or better equipped • Acknowledging the limits of your own responsibility,
to help and that other people have their own choices to make
(GM discretion)

– 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

T hese backgrounds represent the life experience


Visitors bring with them, and how that translates
to skills in the Realm.
or social issues, you’re a born organizer, and you know how
to make people care about the issues you’ve dedicated your
life to. In your mind, this is just the Right Thing to Do.
After the Crossing, you found plenty of things rousing you
Academic Education to righteous action, be it slavery, wealthy nobles oppressing
Learning is center stage in your life. You probably own more humble peasants, or even simple antipathy between the
books than anyone you know, and you know your way around different peoples of the Realm. You never met a just cause
the cadences of academic writing and speech — in other words, you wouldn’t fight for, and this is no different — just be
you know how to sound erudite, informed on a subject even careful not to let your mouth write a check that you (and
when you’ve only got a surface-level understanding, and you’re your friends) can’t cash.
able to convince others you know what you’re talking about. Skill Proficiencies: Acrobatics, Sleight of Hand
In addition, that basic understanding is, for you, a gateway to Tool Proficiencies: Lockpicking kit and disguise kit
more learning, because you’ve done so much research you could Equipment: Common clothes, markers, a mask or
probably do it in your sleep at this point. balaclava
After the Crossing, you’re simultaneously the most out of
place and the readiest to adapt to meet the demands of the FEATURE: POWDER-KEG
strange world you’ve found yourself in. Free of deadlines Wherever you go, you have a natural sense for power
and lengthy papers, now you have adventure and danger dynamics, and Crossing to the Realm hasn’t changed that.
to see yourself and your friends through. Once per session, when encountering an NPC in a position
Skill Proficiencies: Choose two from Investigation, of authority, you may ask the GM what that NPC is most
History, Religion, Nature, or Persuasion disliked for, and by whom. The answer need not be specific
Tool Proficiencies: Choose two from alchemist’s tools, but should provide a starting point for you to dig deeper
navigator’s tools, cartographer’s tools into the social milieu for potential allies or enemies.
Equipment: Notebooks, textbooks, a set of common
clothes, your tools SUGGESTED CHARACTERISTICS
Activists start shit. Comforting the afflicted and afflicting
FEATURE: RESEARCHER the comfortable is your entire raison d’être. Empowered to
When you don’t know a particular piece of information, fix problems with direct action, you’re not about to back
you can deduce where you might find it. Typically, this is down. Remember, though, that direct action doesn’t have
from a sage, a library, a university, or another such source of to mean violence. You could just as easily organize tenant
learning. Your GM might rule that difficult-to-find knowl- farmers into a union or distribute food and medical supplies
edge is available but difficult to access, such as buried in a in the wake of a disaster and make as much difference or
forgotten temple or hidden in the library of a notoriously more than you might swinging a broadsword around.
wicked noble. The deeper the secret, the greater the effort
necessary to unearth it; only the deepest and most obfuscat- Artist
ed knowledge should be totally out of reach of a dedicated Creativity is your lifeblood. As a child, you doodled in the
researcher, however. margins even when you were told not to, and as an adult
you’ve trained your skills to the point where — if you want
SUGGESTED CHARACTERISTICS
to — you could actually make money doing this. You’re no
You’re curious, and usually highly motivated to learn — stranger to paint-stained fingers, hands that smell of pho-
especially if new information concerns your specialty. You tographic development chemicals, or wrist braces to guard
tend to be performance-oriented, and exceptional at work- against the repetitive stress injuries of creating digital art.
ing under pressure when it comes to an academic context. Your eye is ever on the lookout for inspiration, for some-

22 – CHAPTER ONE: LEGENDS, BACKGROUNDS, AND FEATS –


thing that will find its way into a piece you’re thinking of, Equipment: Well-made clothes, the latest gadgets,
directly or otherwise. credit card
One might think that in the Realm art is a luxury, but that’s
a far cry from the truth. Your eye for detail is sharp like few FEATURE: THE ONE TO KNOW
others, and your fine dexterity is the envy of thieves’ guilds You are hypersensitive to social milieus and pick up on
and wizards alike. Nobles will pay good money for portrai- little details of behavior very quickly. Whenever you’re in
ture, if that’s more your line, or you might turn your hand a novel social situation, you may ask the GM for a brief
to forgery. Either way, you’ve a set of indispensable skills. overview of the social network and power structure of the
Skill Proficiencies: Choose two from Insight, Investi- venue — specifically, who the movers and shakers within it
gation, Perception, or Sleight of Hand are. Cozying up to them is another story, but you can always
Tool Proficiencies: Two different sets of artisan’s tools pick the important people out of the crowd immediately.
(such as calligrapher’s supplies, glassblower’s tools, jewel-
er’s tools, painter’s supplies, potter’s tools, or woodcarver’s SUGGESTED CHARACTERISTICS
tools), or one set of artisan’s tools and a forgery kit You might come across as standoffish, but that’s only
Equipment: Artisan’s tools or a forgery kit because your first reflex is to put up a good appearance and
not cause a scene. You might be generous to a fault, simply
FEATURE: A THOUSAND WORDS because you’ve never had to account for expenditures
You’re adept at crafting pieces that speak to others, not before, or you might be very aware of how small a budget
in words but with a more direct connection. A piece of art you and your friends now have to work with.
is always a valid way for you to attempt to influence others.
Against crowds, you can only evoke general feelings, but when Entertainer
a piece is intended for a single recipient the effect can cut much You made a living doing what most people dread: getting
deeper. You may use Dexterity checks instead of Persuasion up in front of other people and performing. Whether you
when attempting to influence others through your art. were a musician, an actor, or a stand-up comic, you put
on your game face, got up, and wowed the room — or, at
SUGGESTED CHARACTERISTICS least, did your thing and got paid. You’ve got confidence
The stereotypical artist is flaky, weird, and always slightly and hard-earned skill on your side, and used them to carve
tuned out. You may or may not fit that stereotype, but others out a reliable niche to live in.
will probably ascribe it to you. In their defense, you are proba- After Crossing, that skill and confidence may still be
bly the type to take a moment to really appreciate a tree that’s the only things keeping you alive — but performing to pay
grown an interesting way, or a particular curve of a cloud at your way to things like rent and food is nothing compared
sunset, or the wild and frenzied warning signs painted around to being called on to ply your trade for life and limb! You
caves occupied by goblins (hey, technique is technique). know how to turn heads and hearts, and that might be the
only thing keeping you and your friends from imprisonment,
Born into Wealth exile, or worse. That’s a lot of pressure. Good thing show
You had the best of everything growing up, and you’ve business is one of the highest-pressure environments there
never had to go without. That’s not to say your parents went is — you’re used to that.
easy on you. From behavior down to hobbies and vocations, Skill Proficiencies: Performance, and Perception or
most of what you did was, at some point, planned or insist- Deception
ed upon by someone else. Most of your life was probably Tool Proficiencies: Choose two from any one musical
planned out for you before you could walk. instrument, disguise kit, or any one gaming set
The Crossing rips all of that away, good and ill. You Equipment: Your starting tools
aren’t beholden to anyone but yourself anymore. If you’re
fortunate, one or another of those highborn hobbies — FEATURE: ON EVERYONE’S LIPS
equestrianism, fencing, and so on — gave you some small Being the center of attention isn’t just a skill, it’s a pas-
preparation for the Realm. The upside, one that might take sion for you. When you perform, you always draw a crowd
a while to become apparent, is that in the Realm, there’s unless there’s literally no one around. If they’re unfriendly
no one making your decisions for you. The Earthborn can but not actively hostile, they even let you finish your set
write their own destiny here, and for the first time, you don’t before telling you to get lost.
know where your future will lead you, a kind of freedom
that may be totally alien to you. SUGGESTED CHARACTERISTICS
Skill Proficiencies: History, and either Insight or Per- It’s easy for you to fit in, even in places you wouldn’t normally.
suasion You’re an expert at leveraging parasocial relationships — the
Tool Proficiencies: One set of artisan’s tools (your asymmetrical relationship between audience and performer
choice), and a musical instrument

– 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.

24 – CHAPTER ONE: LEGENDS, BACKGROUNDS, AND FEATS –


Skill Proficiencies: Stealth and Investigation, or Ath- FEATURE: WHAT HAPPENED HERE?
letics and Perception
The past is a historian’s job. Usually, that’s the work of
Tool Proficiencies: One kind of gaming kit and one kind searching through documents, but sometimes it’s the work
of musical instrument of getting your hands dirty as well. Once per session, when
Equipment: Gaming kit or musical instrument, common confronted with a scene where action clearly took place
clothes in the past, you may ask the GM what happened there.
The GM will call out certain features of import, but the
FEATURE: BURNING THE MIDNIGHT OIL conclusion is yours to make.
You’re accustomed to weird hours and scads of work,
whether or not that work makes sense to you in terms of SUGGESTED CHARACTERISTICS
execution or application. You always find the time during History is a field for people who love to read. There’re
long rests to accomplish one extra task, be it reading an never enough books, and conversely, there’s never enough
ancient tome, repairing a broken tool or weapon, or mixing time to read the books you have. Put you in a library and
the appropriate reagents to create a potion. you can tell someone everything they need to know about
anything — of course, you’ll likely be all but impossible to
SUGGESTED CHARACTERISTICS remove from said library, because you’ll discover something
High schoolers have two settings: off, and high. When fascinating that you want to follow up on.
you’re on, you’re all energy, all fire and vinegar, ready to
start arguments and do things you probably shouldn’t. Medical Professional
When you’re not, you’re surly, recalcitrant, and generally
You save lives. At least, that’s what the general idea is.
unwilling to involve yourself. Cut yourself some slack,
Whether you have the all-important letters “Dr.” and “M.D.”
because growing up is tough, and you will eventually grow
next to your name or not, and whether or not you work in
up. Everything between now and whenever that happens
private practice or a group setting like a hospital, healing
is the process of finding yourself.
is your job, and you’ve dedicated a big chunk of your life to
training and preparation for it. You’ve probably seen some
Historian awful things, particularly if you worked in a trauma ward
You probably came to the study of history with Santaya- or emergency room.
na’s famous aphorism about those who cannot remember The Crossing didn’t change much about any of that ex-
the past being condemned to repeat it echoing in your ears. cept the setting. There are still people who need medical
Only after you got your degree and followed the same path care in the Realm, some much more so than back on Earth,
your professors took into the ivory tower did the irony of and you might be the only person for miles around ready
those words become fully clear to you. Yours is a life of to deliver that care. Even if this was just a paycheck to you,
arguing over the minutiae of primary source documents, compassion is something you can learn, and it’s calling out
building a picture of the world as it was to the best of your for you to make a difference.
ability, publishing lest you perish. Skill Proficiencies: Medicine and Perception
Then you Crossed to the Realm. No one here cares about Tool Proficiencies: Herbalism kit, and your choice of
Westphalia, the Kamakura Period, or whatever your pet one artisan’s tool, gaming set, or musical instrument
fascination was. It’s a good thing that the work of a historian Equipment: Common clothes, a first-aid kit
is far more than memorizing dates! You are an expert at
sifting fact from supposition, news from rumor. You have FEATURE: FIRST DO NO HARM
a built-in lie detector so finely honed you can sniff one out
Even in a world as chaotic as Azoth can be, some things
not only from thousands of miles away but across centuries
are still universal, and this is one: a good doctor is hard to
of time. Confronted with an entirely new world to study,
find. Even in situations where the lives of others might
your reaction is most likely, “I get to be the first person to
be held cheaply, such as when captured by bandits, if you
write about this!” Like most historians, you’re wrong about
make it clear that you are a healer, most foes will decline
that, but it’s not going to slow you down.
to do serious violence to you. They’re likely to put you to
Skill Proficiencies: Insight, History
work, but that’s better than a sword in the gut or confine-
Tool Proficiencies: Forgery kit, or your choice of one ment in a pit or cell — and it’s an opportunity for you to do
artisan’s tool something to rescue your friends.
Languages: A dead language of your choice
Equipment: Common clothes, pens, paper, and several SUGGESTED CHARACTERISTICS
dog-eared paperbacks Medical professionals often have dark senses of humor, par-
ticularly those who deal with serious injuries and trauma. It’s a
way for you to blow off steam, considering how high-pressure

– 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

FEATURE: WHAT OTHERS DON’T SEE


You’re always on the lookout for things others don’t see,
even if they’re not there. You may take a +1 to Perception
checks, but if you do so, your Perception check is rolled in
secret. The GM will tell you what you see, but you don’t
know if you succeeded or failed.

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

26 – CHAPTER ONE: LEGENDS, BACKGROUNDS, AND FEATS –


Languages: Any one fictional language SUGGESTED CHARACTERISTICS
Equipment: Common clothes, one kind of gaming set You tend to be situationally gregarious, close with people
or a disguise kit you know but distant with people you don’t. Trust matters,
and those who abuse it aren’t likely to win it back again.
FEATURE: METAKNOWLEDGE
Crowded urban areas may overwhelm you or make you
For practically every situation you find yourself in, you’ve otherwise uncomfortable, but you’ll be much less wor-
been through something at least a little bit like it in the realm ried about a gloomy-looking stretch of woods than your
of the imaginary, and you have ideas about how to tackle it. city-slicker friends.
Once per session, you may ask the GM any question about the
structure of the narrative. For example, you might ask “Is this
shady guy in the tavern going to backstab us?” After you ask
Scientist
The world is an orderly place, one that can be under-
your question, make an Insight check with a DC set by the
stood through trial-and-error application of the scientific
GM. If you’re successful, the GM will answer your question
method. You have a framework of reality in your head,
honestly. Whether you’re able to convince your friends of the
whether it stems from physics, chemistry, biology, or an-
accuracy of your metatextual intuition is another question.
other discipline (or even a combination of them), and you
SUGGESTED CHARACTERISTICS know how to test things within that framework. Whether
you’re well-known or just another lab-tech, you’re the
You’re often a bit more adventurous than is healthy, one people come to when they want to know the answer
seeing life as a wild adventure — at least at first. You might to some obscure science question.
maintain that zest for experience or learn the hard way
And then, you found out that magic was real. The
that real life is nothing like your fantasies. Even when you
Crossing was a wake-up call to you. Perhaps you’re the
suffer bad experiences, though, you retain a certain joie de
stubborn hidebound type, trying to fit magic into your
vivre that lifts the mood of your fellows. You can always
scientific framework, or maybe you’re the sort who is end-
count on a gamer to find some way to engage others in play.
lessly excited at the very idea of it because it means your
framework was wrong and you get to write the new one.
Rural Upbringing After all, knowledge advances as often from an “Oops!” as
You’re no stranger to the outdoors — you practically grew a “Eureka!” Who knows — maybe you’re the one to teach
up in them. You might have lived on a farm, or in a small the Realmborn something new!
town far from the city, the sort of place where a bonfire Skill Proficiencies: Arcana, Investigation
is the best entertainment on offer for a Saturday night. Tool Proficiencies: Navigator’s tools and herbalism kit
You’re pragmatic, because in a place like that, you have Equipment: Common clothes, a phone with various
to be. You’re probably more self-reliant than the average science apps on it
person, simply because help was more often than not too
far away to be of any real use. FEATURE: THE SCIENTIFIC METHOD
After the Crossing, you’re likely to be the one who calmly
You know how to test things, even things you’ve never
assesses the situation and acts accordingly, because after
seen before. As long as you have the opportunity to spend
fighting off a coyote that was after your dog, how scary can
time (a long rest, or longer) on a puzzle, problem, or riddle,
a few goblins really be? You likely won’t balk at sleeping
you gain advantage for the check.
out of doors or be afraid to get your hands dirty. Others
may come to rely on you, especially if you know your way SUGGESTED CHARACTERISTICS
around a weapon.
The stereotypical scientist is a nerd, plain and simple, full
Skill Proficiencies: Choose two from Animal Handling,
of interesting (if dry) facts. Few people consider that the
Nature, and Survival
essential kernel of science is wonder, a delight at the way
Tool Proficiencies: Choose one from cartographer’s
the natural world fits together in such an elegant way, from
tools, woodcarver’s tools, or herbalism kit, plus any one
the gravitational attraction between stars to the interplay
musical instrument of your choice
of atoms in chemical reactions. While certain elements of
Equipment: A multitool, common clothes, your tools the Realm are familiar, plenty are novel, and you want to
or instrument learn about all of them.
FEATURE: LAY OF THE LAND
You’re never entirely lost. Once per session, if you’re in a
Self-Educated
People joke about the School of Hard Knocks. You prob-
natural setting, you can ask the GM to point out a landmark
ably don’t, because you had to fight for opportunities that
or trail. This will always lead you to where you want to go,
none of them ever had to. Maybe you were homeschooled,
but the path will not necessarily be easy. You might run
and only when you got out on your own did you understand
into bandits, wild animals, or difficult terrain.

– 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.

SUGGESTED CHARACTERISTICS Writer


You may come off as ignorant, or have strange gaps in You are a weaver of words, perhaps a teller of tales, but
knowledge, simply because you didn’t learn the same things whether you write fiction or non-fiction you have an eye
at the same time as everyone else — but then, how useful is for both. You’re well-read — you have to be — and you have
memorizing the Magna Carta in day-to-day life? Conversely, a keen understanding of things like narrative structure
it’s likely that you have certain areas of expertise where and character development. Your handwriting might be
you dug deep into something that caught your interest, immaculate, or it might be a mess, but the content of your
usually but not always something practically applicable. writing is always incisive and on-point.
You’re likely very aware of how others see you, and will
You might think that, post-Crossing, you’re going to be
do whatever you can to steer conversations or situations
a hot mess, useless in every way compared to your more
away from areas you don’t feel comfortable in.
active and accomplished comrades, but consider the follow-

Urban ing: every writer is a trove of information gleaned during


the course of their career, from poisons and criminology
You lived in the bustling heart of the city, either in a house to physics to sociology. You know how things fit together,
or an apartment — but no matter which, it was probably a and you know how to tell stories — and more importantly,
little cramped. You lived cheek-to-jowl with your neighbors, you know how to make them interesting. That means a lot
and unlike so many in these times you might even have more in a pre-modern setting than you might think.
known their names, if only from running into them on the Skill Proficiencies: Choose two from Insight, Persua-
street or the stairs. The thrum of the city lulled you to sleep sion, History, Performance, or Perception
each night — every time you’ve tried to sleep without it, you Tool Proficiencies: Calligrapher’s tools, plus one set of
end up lying awake wondering why it’s so damned quiet. artisan’s tools of your choice
After the Crossing, you’re likely to feel out of sorts until Equipment: Calligrapher’s tools, a notebook full of
you’re fortunate enough to find a large city, at which point jotted-down ideas
you will feel like you’ve come home again. Sure, it’s not quite
the same, but people congregating in large numbers have FEATURE: SING, O MUSE
similar habits and similar problems, and you know them all
When you tell a story — whether it’s factual or fictional
like the back of your hand. You’re invaluable when it comes
— you know how to make it interesting and enthralling
to finding a safe place to stay, not getting ripped off by sleazy

28 – CHAPTER ONE: LEGENDS, BACKGROUNDS, AND FEATS –


for the audience. Storytelling is always a valid way for
you to influence others with Persuasion checks, assuming
you have a story you can tell supporting the moral or idea
Realmborn Backgrounds
T
you’re trying to convey. hese backgrounds represent the upbringing and
cultural experience of Realmborn characters. As
SUGGESTED CHARACTERISTICS
Realmborn, you’re also familiar with your home nation
You might be shy and retiring or boisterous and outgoing, which you can read more about in Chapter Six: Nations
but you definitely have an eye for stories that haven’t been and Dangerous Places. At GM discretion, Visitors who
told yet. You’re always curious to know more and will ask have spent a long time in the Realm may exchange their
questions that others might not think to. Attention to detail Visitor background for a Realmborn one.
is everything, and it’s invaluable in a crisis.

Working Poor Ardonian


The kingdom of Ardonia is notoriously mistrusting of
Life has always been a struggle for you, and it was al- outsiders and criminals. An individual hoping to become a
most certainly a struggle for your parents as well. You live citizen needs a clean background and must not be wanted as
paycheck to paycheck, and even things like unexpected a criminal in any locale, no matter how distant. Although a
car maintenance or doctor visits are major financial crises carefully crafted lie could fool Ardonian authorities, it would
for you. If you have any savings at all, they’re meager, just take a constant charade to maintain your citizenship. Those
enough to keep your head above water in the aforemen- with a keen interest in science and new bizarre inventions
tioned crises. You make do, and you stretch everything to are likely to find a welcome home inside the city. Anyone
make ends meet. who relies heavily on arcane power is viewed with suspicion
Things are different in the Realm. After the Crossing, however, and faces a difficult time earning the Ardonians’ trust.
you have the opportunity to write your own ticket here, Skill Proficiencies: History, Religion
backed with sword, bow, or spell. You may never shed
Tool Proficiencies: Your choice of one set of artisan’s
that hard-learned frugality, but in this world without the
tools, aeronautics
nine-to-five grind of alienated labor, that just means you’re
Equipment: A blank notepad, a bottle of black ink, a
more ready than most to make it through lean times. For the
quill, a set of practical but plain clothes, and a pouch of
first time in your life, you’ve got the chance to get ahead,
random crafting components
to hold a fortune in the palm of your hand, and nothing’s
going to hold you back. FEATURE: INFORMATION BROKERS
Skill Proficiencies: Choose two from Insight, Perception,
Deception, or Persuasion Nowhere in the Realm boasts such technology as Ardonia.
Having contacts within the kingdom means access to the
Tool Proficiencies: Herbalism kit, and one artisan’s kit
grandest inventions and brightest minds. If you don’t know
of your choice
how to build something, you know who does.
Equipment: Common clothes, painkillers
Ardonia’s habit of keeping strict records on anyone who
FEATURE: NEVER SAY DIE passes through its borders is also a major boon if you’re
trying to locate a traveler: if your quarry passed through the
You’re the champion of dealing with bad circumstances kingdom, there will be record of their points of entry and
and making do without everything you might otherwise departure, as well as their claimed destination. You have
need. When you’re in a tight spot, you may ask the GM to access to this record so long as you remain an upstanding
highlight a feature of the area that will provide at least lim- citizen, or at least appear to be one.
ited aid. This might be food for a day, an unnoticed dungeon
alcove where the party might take a sort rest, and so on. Brachmon
SUGGESTED CHARACTERISTICS A loosely aligned collective of twelve nations, Brachmon
is home to a brilliant diversity of people. From the warriors
You probably fiercely guard whatever you have and are
of Ashmedia to the peaceful Zu-Hurians, the mountain
on the lookout for anything that might be of use or value.
dwelling Judhani and the seafaring Epicians, many find
This isn’t greed but striving for security. Sometimes, this
their place in Brachmon. Despite the intense bickering
might evolve into hoarding, but the life of an adventurer
that often arises from decision-making, the kingdom pro-
isn’t conducive to possessions that aren’t immediately
vides a multifaceted front to anyone who tries to encroach
useful. You’re more likely to hand out what you have to
upon their freedom, each nation lending its strength to the
those you meet along your journey who have a need for
greater whole. Given the variety present, there is a place
those things, because you know what it is to go without.
for anyone willing to work together and not put off by the
bitter winters that grip the kingdom.

– 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

30 – CHAPTER ONE: LEGENDS, BACKGROUNDS, AND FEATS –


FEATURE: THE BELLY OF THE BEAST They would be foolish to think so, as the inhabitants are
keenly aware anytime someone new sets foot in their land.
No matter how compliant the kingdom’s citizens appear to
This whisper network stretches from the smallest beetle
the outside observer, nowhere is the movement to depose Lord
to the tallest oak, and all the way to the sovereigns of the
Darkoth more prevalent than within his own kingdom. Living
elves. If someone with ill intent strides into the Enchanted
under decades of his rule has only strengthened the rebels’
Forest, rarely do they walk back out again. And likewise, an
resolve. Although they are not public about their leanings,
explorer with good intentions may find themself guided as
secrecy being a necessary evil given the might of the Drohm
though by an unseen hand to their destination. Within the
military complex, the clues are there for those who know how
Enchanted Forest, you can easily find out about recent local
to read them. Within Drohm, you can always find basic supplies,
events as well as visitors to the Enchanted Forest. Further-
food, and a place to hide with other rebels and sympathizers.
more, both in the Enchanted Forest and outside its borders,
Enchanted Forest deciduous forest never counts as difficult terrain for you.

Massive and ancient, the Enchanted Forest is an un-


touched arboreal paradise. Its people, predominantly elves
Grey Hills
A grim and frozen land, some of the greatest warriors
and pixies, are naturally cautious of humans and, to a lesser
in history hail from the Grey Hills. Local dwarven culture,
extent, other people not native to the forest who have a
especially, values both physical and mental strength above
penchant for cutting down trees to make room for brick
all else. These dwarves welcome all warriors into their
buildings. Despite this, they are not closed off to outsiders
ranks, often putting them through the same trials as young
so long as they are respectful of the forest and its people.
dwarves. These rites vary by city but always involve trials of
It should come as no surprise that druids are drawn here
skill and strength, such as catching the great coastal fish or
more than most other kingdoms.
taming one of the massive bears they use as mounts. People
Skill Proficiencies: Arcana, Survival
of Grey Hills excel in mounted combat, and the nation’s
Tool Proficiencies: Herbalism kit, your choice of mu- cavalry is feared by all Realmborn.
sical instrument
Skill Proficiencies: Athletics, Intimidation
Equipment: A week’s worth of travel rations, 50 feet of
Tool Proficiencies: Mounts (Exotic), your choice of
hempen rope, a tent, and a bedroll
gaming set or musical instrument
FEATURE: THE FOREST HAS EYES Equipment: A week’s worth of animal feed (varies
according to mount type); bit, bridle, and military saddle;
Under the shade of the ancient trees, the sounds of nature fishing tackle
around them, travelers think themselves alone and unheard.

– 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

O’koth FEATURE: PORTSIDE LIFE

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.

32 – CHAPTER ONE: LEGENDS, BACKGROUNDS, AND FEATS –


Feats you can find items of the uncommon or rare rarity
values.

Adaptable Battlefield Glance


Prerequisites: Intelligence 13
Prerequisite: Earthborn character
Once per long rest, if you succeed on an Intelligence
Whether human, elf, dwarf, hairfoot, or some other of
(Investigation) check at DC 13, you may determine two of
Azoth’s people, you simply do not have the knowledge of
the following attributes of your surroundings: the nearest
local politics or history that others may already possess due
high ground, nearest adequate shelter, source of water,
to years of education or living in a particular area. However,
approximate hours until sunrise or sunset, any collapse
you are quick to adjust to your new surroundings. You gain
points or weaknesses in structures you are in or within
the following benefits:
30 feet of you, or number of hostile creatures or persons
• Increase your Intelligence score by 1 to a maximum within 30 feet of you.
of 20. If you fail the check, you may only determine one of
those attributes. This ability recharges after a long rest.
• You may select three from this list and gain profi-
ciency in your selections: Arcana, History, Nature,
Religion, any one language spoken in the Realm,
Brutal Hit
your choice of artisan’s tools. You must not already You are adept at dealing critical wounds, and maximizing
be proficient in these selections. the effectiveness of strikes that reach your target’s weak
spots. As such, you gain the following benefits:
This feat cannot be taken multiple times.
• Your Strength OR Dexterity increases by 1, to a
Aim maximum of 20.

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

Bargain Finder to combat.


• Increase Constitution by 1 point to a maximum of
You are adept at finding useful trinkets when you need
20.
them, or otherwise know who might be likely to have what
you seek. If you are a Visitor, perhaps you had a knack for • If an ally within 5 feet of you suffers damage from an
finding great deals in thrift stores or online bargains. attack, you may use your reaction to make a single
• You may claim advantage on Charisma (Deception) attack or cast a single spell upon the person or crea-
and Charisma (Persuasion) checks made when buy- ture who struck your ally. The spell effects allowed
ing, selling, or arranging deals involving payment or under this feat must be among the spells requiring an
trade, as well as Wisdom (Insight) checks to see if the attack roll. Spell effects that would ordinarily strike
merchant is telling the truth about the value of an item. multiple times at higher levels, such as eldritch blast,
may only strike once if cast using this feat.
• Once per long rest, you may choose to roll Intelli-
gence (History) at DC 13 with advantage to do one
of the following: see if there is an item within 1
Call of Community
mile of your present location that has a rarity value You can glean information and arrange to receive re-
of uncommon or rare, or to see if a friendly contact sources from your hometown, even if you are far away.
within 1 mile of your present location knows where Earthborn characters with this feat draw upon contacts in
the first friendly city or village they encountered.

– 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.

34 – CHAPTER ONE: LEGENDS, BACKGROUNDS, AND FEATS –


As a result of this technique, you can be attuned to a their weaknesses for all to see.
maximum of four magical items, rather than the normal
• You may claim advantage on Wisdom (Insight)
limit of three. Other attunement limitations still apply.
checks to determine a target’s current motivations,
and if they are intentionally deceiving you.
Contortionist
Through training or talent, you are adept at maneuvering • In addition, up to three times per long rest, you may
out of holds and grapples. You gain the following benefits: force a single enemy to reroll one of the following:
a check involving Charisma (Deception), Charisma
• Increase your Dexterity by 1 to a maximum of 20. (Intimidation), or Charisma (Persuasion); Dexterity
(Sleight of Hand); Wisdom (Insight); or a roll to see
• You may claim advantage on any checks made to
if an attack succeeds against you or an ally within
resist becoming grappled.
10 feet of you.
• In addition, once per short rest, you may claim ad-
vantage on any single saving throw made to resist
becoming restrained either through physical means
Expression Blank
You are skillful at causing others to underestimate your
such as rope, chains, or manacles or via spell effect
capabilities and disguising your true feelings. You receive
such as the hold person spell. This effect resets after
the following benefits:
a short rest.
• Increase your Wisdom score by 1 point to a maximum
Cutting Blow of 20.

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:

Exposure • Increase your Charisma score by 1, to a maximum of 20.

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.

Halo Effect • When a creature uses a spell, Wisdom (Medicine)


check, healer’s kit, or other means to stabilize you
Through study via a tutor, strict upbringing, or demands
when you are dying, you also regain hit points equal
of your profession, you know how to use your own personal
to your proficiency bonus.
charisma to make others regard your friends and allies
almost as well as yourself. You gain the following benefits:
• Increase Charisma by 1 point to a maximum of 20.
Hustler
Prerequisite: Proficiency with at least one gaming set.
• You may grant advantage up to three times per long You are well-practiced at lulling people into a false sense
rest on Charisma (Deception), Charisma (Intimi- of confidence, fleecing the easy marks, and earning stacks
dation), and Charisma (Persuasion) checks made of coin through games of chance.
by an ally of your choice if you are within 30 feet of
them. The ally does not need to perceive you, but • You have advantage on Charisma (Deception) checks to
you must be able to perceive them. bluff opponents in games of chance, and Charisma (Per-
suasion) checks to convince others to join you for a game.

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.

38 – CHAPTER ONE: LEGENDS, BACKGROUNDS, AND FEATS –


Source Tap turn. The movement involved in this feat is not subject to
movement restrictions caused by magical effects or difficult
Prerequisite: The ability to cast at least one spell terrain. It also does not provoke attacks of opportunity.
Your connection to the Source when casting magic of a If an ally within 10 feet of you suffers damage from an attack
particular school is potent. When you choose this feat, select while you are subject to movement restrictions caused by
a school of magic. When calculating your spell save DC for physical means, such as binding with chain or the grappled
spells of that school, you use double your proficiency bonus. condition, you instead may use a reaction to immediately
You may take this feat multiple times, selecting a different roll the appropriate check to see if you regain freedom of
spell school each time the feat is taken. movement. If you succeed on your check, you may choose
to move as per Steadfast Companion on your next turn.
Speed Burst
Drawing on emotional reserves, training, or force of sheer
Summoner’s Strength
will, you have learned to work more quickly — but you cannot Prerequisite: Character level 8th or higher, the ability
sustain this speed. Once per long rest, you may use haste, to cast spells
as per the spell, even if you do not have spell slots available. You are gifted and share a special rapport with creatures
This use of haste can only target yourself, but the other you magically summon. When you cast a spell such as
effects remain the same, including the inability to move or find familiar, conjure woodland beings, or conjure minor
take actions until after your next turn once the spell ends. elemental, you may add a bonus equal to your proficiency
bonus to either the attacks or Armor Class of the creatures
Spellscholar you summon. You must choose which of these you wish to
apply the bonus to at the time you cast the spell and may
Prerequisite: The ability to prepare, and cast, at least
not change it later. This bonus applies to all creatures sum-
one spell
moned with the same casting of the spell. If you choose to
Through intense study of your spellbook or holy texts,
apply the bonus to attacks, the bonus applies to all melee
you have learned a degree of flexibility in your spell prepa-
and ranged attack rolls made by the creatures but does not
ration. This allows you, in times of extreme duress, to alter
apply to damage dealt by those attacks.
your spell preparation for the day. As an action, you can
instantly prepare a spell from your available class spell
list (or spellbook, if you prepare spells from one) that you
Sympathetic Sorcery
did not have prepared. This spell choice must be of a level Prerequisite: Must be able to cast spells
for which you have spell slots remaining. You then lose If an attack is made against you and successfully hits,
preparation of a different spell of your choice of equal or you may roll a d20 as a reaction as if rolling to hit with an
higher spell level. attack against your attacker’s AC. If successful, the attacker
If you are multiclassed, you can only use Spellscholar to takes an amount of damage equivalent to the amount done
rapidly prepare and swap spells from a class that prepares to you before any modifiers such as resistances (minimum
spells. Once you use this ability, you must finish a short or of 1 hit point damage). You may use this ability up to three
long rest before you can use it again. times per day. This ability recharges at sunrise.

Spellslinger Thrown Weapons Master


Prerequisite: Character level 8th or higher Through combat training, practice, or natural athleticism,
Through intense focus, training, and dedication, you’ve you are able to maximize the effect of weapons that have
harnessed the techniques of rapid spellcasting. You are no been balanced for throwing. You may even throw weapons
longer limited to only one non-cantrip spell per turn. If that are not designed for such purposes, though with limited
you are able to access multiple actions, reduce the casting range. You gain the following benefits:
time of a spell to a bonus action, or by some other means • Increase your Strength OR Dexterity score by 1, to
introduce a second spellcasting action into your turn, you a maximum of 20.
may cast a second spell that requires the expenditure of
a spell slot. If you cast two or more spells in a single turn, • Simple and martial melee weapons without the
only one of them can use a spell slot of 3rd level or higher. thrown property can be treated as if they have the
thrown property. One-handed weapons have a range
Steadfast Companion of 20/60, while two-handed weapons have a range
of 15/30.
If an ally within 10 feet of you suffers damage from an
attack, you may as a reaction move to that ally even if you • Weapons that naturally have the thrown property
used your maximum movement capacity during your increase their range by +20/+40.

– 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.

– People of East Azoth – 41


Bryzine Trolls
Cho Jae ate most of her lunches alone in the bathroom. She was the daughter
of a second-generation Korean immigrant father and a mother so classically
European-American she traced her family back to no less than five Euro-
pean countries. Jae was awkward around the kids at school — not smart
enough to be a nerd, not athletic enough to be a jock, and not Korean
enough to be grouped with the “Asians” at school.

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.

Opening her new eyes for the first time,


surrounded by hairy trolls exclaiming that
she literally fell into their dinner, Jae made
a quiet promise to herself. Whatever these
creatures were, wherever she was, she
would be the person she always knew she
was.

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

42 – CHAPTER TWO: PEOPLE OF EAST AZOTH –


to be right, but you thrive on exploring competing ideas
and broadening your own view of the world. Traits
People See You • Ability Score Increase. Increase your Constitution

as Alien and Fearful score by 2, and your Charisma score by 1.

• Age. Trolls mature at sixteen years. Their, albeit

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.

• Trollish Tenacity. When you are reduced to 0 hit


points, you regenerate hit points equal to 1 class Hit
Die + your Stamina modifier at the end of your next
turn. You can’t use this feature again until you finish
a short rest.

– 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.

One evening, locking up at the com-


ic-book store at which she now worked,
Najda heard a rustling behind her. It came
from one of the new comics, pages softly
turning in the wind — except there wasn’t any.
She opened the book to a page of a vast hilly
landscape that seemed to steadily draw her in….

You are a Dwarf


Y ou might be short, stocky, and squat, like
a Realmborn dwarf, but stature alone has
very little impact on why you Crossed as one.
Your inherent drive for adventure, your natural
sense of right and wrong, a love of music and history,
or desire to define yourself through action are the
traits that ultimately determined that you would
become a dwarf upon Crossing over.
If you were an author, voracious reader, or
natural storyteller, these traits might also
have contributed, especially if your goal
is to contribute to the cultural tapestry,
not just consume it.
If you seek to make history, to amass
a wealth of personal adventures, see
all the world has to offer, or strive to
do what is just and right in all things,
you may find you’re one of the rare few
who are turned into dwarves upon the
time of Crossing.

44 – CHAPTER TWO: PEOPLE OF EAST AZOTH –


Reckless Storytellers, Traits
and Reliable Allies • Ability Score Increase. Increase your Constitution
or Strength score by 2, and your Charisma score by

D warves are thrill-seeking glory hounds, always


willing to join a fight, or adventure if it promises
fame or a good story. That’s often how others entice you
1.

• Age. Dwarves mature around twenty years of age,


to come along, and it works more often than you like to and on average live to about three hundred years
old.
admit. You’re also the person they expect to volunteer for
seemingly impossible tasks, because if you live, everyone • Size. Dwarves stand between four and five feet tall,
will get to hear about it. with broad, squat bodies that are nearly as wide as
Other people come to rely on you as a moral compass, they are tall. They can weigh up to 150 pounds. Your
since no matter what, you always do what you feel is right size is Medium.
or fair. You might be surprised at how willingly others take
you at your word, and you, like the Realmborn dwarves, • Speed. Your base walking speed is 25 feet.
don’t break agreements without good cause.
• Dwarven Mettle. You have advantage on saving
By the fireside, you’re the first people expect to start a
throws against fear, and resistance to psychic dam-
song or tell a tale. If you spent a lot of your time on Earth
age.
exploring and traveling, you have personal stories to tell,
and a little clever editing can turn any bit of pop culture • Dwarven Recovery. Once per turn as a reaction to
or Earth history into a thrilling story that nobody’s heard being damaged, if you’re not incapacitated, you can
before. spend and roll a Hit Die to immediately recover hit
points.

• Natural Performers. You gain proficiency in Per-


form (Charisma) and two musical instruments or
other performance tools of your choice.

– 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,

You are rivers, and the occasional field or mountain


spring. If a threat arises, they can move

an Elf quickly to avoid it. Rainbow elves — while


like forest elves in many ways — have a
more martial culture, preferring to root

E lves are otherworldly creatures, out threats whenever possible to make


associated with the scents of sure the danger does not follow them
home. While ideals like family and
woods, the colors of a sunrise over a
friendship hold true for every elf, their
mountain, and the light reflected from
connection to the land has shaped
a waterfall. Elves in the Realm consist
how forest elves interpret these ideals
of two broad groupings: elves of the
and how they structure their communi-
rainbow and elves of the forest.
ties. Homes and shelters are built with an
Elves embody pride and a love of per- eye toward rapid portability, to be able to
sonal freedom. They possess a strong take what few permanent possessions are
sense of personal space, boundaries, in the household and travel in the event
and sovereignty. While they are apt to that uncontrolled fire, flood, or famine hits
help strangers and view them as distant the community’s land.
relations, they view institutions
A proverb among elves is that family
like slavery and enchantments that
is in the heart, not in the blood. Not
affect the mind as transgressions
only is adoption common, but elves
of a fundamental boundary. To all
give hospitality to other elves. Elves
elves, for oaths of love and friendship to
treat each other with dignity, hospitality, and

46 – CHAPTER TWO: PEOPLE OF EAST AZOTH –


kindness whether encountering a stranger from elsewhere in space that you are able to see or otherwise sense.
the Realm, or one originally from Earth. Once you use this trait you cannot use it again until
Rainbow and forest elves both speak Forestspeak, though you finish a short or long rest.
with differences between them. For example, rainbow elves Starting at third level, Rainbow Step has an additional
have more words to describe nuances in martial situations, effect, determined by rolling a d6 on the table below,
while forest elves have three different words for “moss.” each time when used.

People See You as Proud Result Effect


1 Immediately after you use your

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).

Traits 3 Immediately after you use your


Rainbow Step, up to two creatures of
your choice within 10 feet of you must
succeed on a Wisdom saving throw
• Ability Score Increase. You allocate three +1 bo- (DC 13) or be charmed by you for
nuses, or one +2 and one +1 bonus among Charisma, 1 minute, or until you or any of your
Dexterity, Intelligence and Wisdom. companions do any damage to them.
• Age. Elves are long-lived. An elf may declare themself 4 Immediately after you use your
an adult anywhere from thirty years to one hundred
Rainbow Step, up to two creatures of
your choice within 10 feet of you must
years of age depending on their experiences; it is succeed on a Wisdom saving throw
rare for an elf to see 750 years, but not unheard, and (DC 13) or be frightened by you until
these elder elves are greatly respected or feared. the end of your next turn.
• Size. Elves range from 5.5 to 6 feet. Your size is 5 Immediately after you use your
Medium.
Rainbow Step, each creature of your
choice that you can see within 5 feet
• Speed. Your base walking speed is 30 feet. of you takes cold damage equal to
your Charisma modifier (minimum of 1
• Darkvision. The Enchanted Forest is lit only by damage).
stars and moon at night, and elves evolved to have 6 Immediately after you use Rainbow
superior vision in dark and dim conditions. You can Step, each creature of your choice
see in dim light within 60 feet of you as if it were that you can see within 5 feet of
bright light, and in darkness as if it were dim light. you must succeed on a Constitution
saving throw (DC 13) or take poison
You can’t discern color in darkness, only shades of damage equal to your Charisma
gray. modifier (minimum of 1 damage). If
the targeted creature fails the saving
• Seekers of Beauty. As beauty is revered by both throw, the creature is poisoned, suffers
forest elves and rainbow elves, You gain proficiency the damage, and at the end of its turn
in Charisma (Performance) and a single musical must succeed on a Constitution saving
instrument or other artistic tool set. throw (DC 10) or remain poisoned
until the end of its next turn.
• Sleepless: You do not sleep and may take a long rest
by meditating for four hours instead. You are also • Keen Mind. Prerequisite: forest elf. You always know
immune to effects, mundane or magical, that induce which direction is north, the number of hours left
sleep. before the next sunrise or sunset, and furthermore
can accurately recall anything you have seen or heard
• Rainbow Step. Prerequisite: rainbow elf. As a bonus in the past month.
action, you can teleport up to 30 feet to an unoccupied

– 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.

You are a Hairfoot


Y ou may have been short, or
possessed large feet to
begin with, but your physical
characteristics have less impact
on the fact you’ve become a
hairfoot than your personality does.
Your wit, unique perspective on the
world, and ability to puzzle out situations
are what transformed you into a hairfoot upon Crossing over.
You might have been a corporate troubleshooter, a veteran
member of a tech support team, a skillful salesman, or even a shady
con artist; either way, you have insights into people and problems
that others don’t, and this is the essential nature of a hairfoot.

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

48 – CHAPTER TWO: PEOPLE OF EAST AZOTH –


mean you’re not on their side. Sometimes you need to get • Speed. Your base walking speed is 25 feet.
a little tricky on someone else’s behalf.
• Nimble Digits. Thanks to your small hands you are
You’re the first one people look to for a wild plan or
exceptionally good at fine detail work that larger
bright idea, and you probably have at least the seed of one
folk couldn’t easily manage. You have advantage on
to start with. You’re also confident that you can play the
Dexterity-based checks that benefit from your agile
rest by ear without worry of the whole thing going wrong…
hands.
and even if it does, you’ll come up with a plan for that!

Traits • Unique Perspective. Thanks to your short stature


and keen eyes you often see ways to capitalize on
environments and situations others can’t. You can
give yourself advantage on a Dexterity (Stealth),
• Ability Score Increase. Increase your Dexterity or
Wisdom (Perception), or Intelligence (Investigation)
Charisma score by 2, and your Wisdom or Intelli-
check, and may do so three times per long rest.
gence score by 1.
• Shimmy and Slip. Once per turn as a reaction to
• Age. Hairfeet mature quickly, reaching adulthood
being attacked you can add +2 to your AC against
by sixteen, and can reach about a century in age.
that attack and move five feet without provoking
• Size. Hairfeet are especially short, standing no more opportunity attacks. If the attack misses due to this
than four feet tall. They are slightly squat with large, feature, the distance you can move increases to 10
hairy feet. Your size is Small. feet. This does not consume any of your movement
for the turn.

– 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.

Within a few minutes he had picked the door,


and as he nudged it open was immensely confused
by what was on the other side. Instead of a mainte-
nance room he found an old stone chamber with a
shimmering orb on an iron pedestal.

Pranks could wait, he thought, and scooped up


the orb to peer into it. In the reflection he saw
himself, though his surroundings seemed dark
and strange. He spun around to compare the
room to the reflection, only to find the door
was gone, replaced by more dim stone hall-
ways. Stuffing the orb into his backpack he set
off exploring the odd structure he’d somehow
stumbled into.

You are a Human


Y ou were a human before the Crossing, and you
stayed that way as you transitioned between worlds.
Though things about you may have changed to better
fit the idealized You in your head, you’re fundamentally
unchanged.

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

50 – CHAPTER TWO: PEOPLE OF EAST AZOTH –


you’re not from Azoth. So long as you keep your head • Size. Humans vary widely in height and build, from
down though, and don’t draw attention, all but the most less than five feet to well over six feet tall. Regardless
keen-eyed observers should overlook you. of your position in that range, your size is Medium.

Traits • Speed. Your base walking speed is 30 feet.

• Outsider Edge. Prerequisite: Earthborn. The fact you


• Ability Score Increase. Choose a cultural increase come from a world of pop culture, history, science
dependent on your nation, or increase 3 ability scores and technology often benefits you in the Realm. At
of your choice by 1, or one score by 2 and another GM’s discretion you gain advantage on ability and
score by 1. skill checks where your background as a human from
– Ardonia: Increase your Intelligence score by 2, Earth would provide insight or better methods of
and your Dexterity score by 1. handling a task.
– Brachmon: Increase your Constitution score by • Reckless Initiative. Humans are reckless and
2, and your Wisdom score by 1. seemingly immune to fear. Once per long rest you
– Carahill: Increase your Charisma score by 2, can double your initiative modifier, and also give
and your Constitution score by 1. yourself advantage on that initiative roll.
– Drohm: Increase your Constitution score by 2,
and your Strength score by 1. • Give Me A Second. When humans aren’t racing
– O’koth: Increase your Wisdom score by 2, and headlong into bad situations they are hanging back,
your Constitution score by 1. sizing things up. Once per long rest you can opt to
take an unmodified 1 as your initiative and go last in
• Age. Humans reach adulthood in their late teens the combat order. In exchange, you gain advantage
and live less than a century. and a +2 bonus on one roll you make on your first
turn of that combat.

• Versatile. Choose one extra language, tool or skill


proficiency.

– 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.

Luckily, Tommy wasn’t the bone crushing sort. He was a quiet,


even-tempered fellow, with a keen intelligence. He had particu-
lar love for puzzles and riddles, spending all his free time and
allowance on them as a young man. Even now he missed
doing the Sunday crossword with his dad more than any-
thing.

The current puzzle involved an ancient stone door,


and a set of revolving plates on a stone pedestal. His
new friends had been monkeying with it for the last
half hour. When you moved one plate all the others
would move on their own in some as-yet undiscerned
pattern. He’d offered help more than once, and they
brushed him off. Tommy was used to this, and it had
only become more common since he ended up in this
world.

It wasn’t until everyone had given up in disgust and


the notion of just smashing the door down was raised
that Tommy sidled up to the puzzle. With a few
minutes to figure out the patterns he quickly rolled
the plates around until they all could be pressed in,
unlocking the way forward.

“Y’know,” said Tommy, “pigs’re a lot smarter than


most folk give ‘em credit for.”

You are an Orc


Y ou may have started out tall or beefy to begin with, but
that was only a small factor in your transformation
when you Crossed over from Earth to the Realm. Your
untapped intelligence, natural empathy, and drive to
defy expectations had a much bigger impact on your
transformation into one of the towering porcine orcs of
the Realm.
You may have been constantly faced with preconcep-
tions based solely on an aesthetic, or expectations made
of your background. Goths, metal heads, punks, hipsters,
and most any group that may be easily misjudged for their
appearance have a strong chance of being remade as orcs
upon Crossing.

52 – CHAPTER TWO: PEOPLE OF EAST AZOTH –


Cunning, but Poorly Traits
Regarded • Ability Score Increase. Increase your Wisdom or
Intelligence score by 2, and your Strength score by 1.

T he first thing you learn about orcs in the Realm is


that they have a bad reputation. They are seen as
untrustworthy, brutish, violent, and crude. Your bearing
• Age. Orcs mature rapidly, reaching adulthood by
ten, and living about 70 years.
and personality get you lumped into the Bloody Hills Orcs, • Size. Orcs are large and muscular, they stand be-
confused with an ambassador for a people who think the tween six and seven feet tall, and weigh four to five
same way as you. This is to your advantage, as they appear hundred pounds on average. Your size is Medium.
to be given at least a little respect in the world, if warily.
Since the majority of other people are automatically on • Speed. Your base walking speed is 30 feet.
guard around you, making friends and allies may be initially
• Sensitive Snout. You have advantage on Wisdom
difficult. It takes effort to change their perceptions, but
(Perception), Intelligence (Investigation), and
you are used to this struggle. You know that appearances
Wisdom (Survival) checks that rely on your sense
are deceptive, and that actions can easily change minds.
of smell to search, scrutinize, or track something.
With your intelligence, conviction, and willingness to
work with others you will quickly make allies of your • Brutish Build. When you use the Attack action,
more open-minded critics. as a bonus action you can shove a creature you’ve
attacked, forcing them to make a DC 12 Strength
save or become unbalanced, which gives them dis-
advantage on their next attack, action, or save.

• Crushing Impact. When you use the Attack action


you can add an additional 1d10 to a single attack’s
damage. You can use this feature once per short rest,
unless the improved attack reduces the targeted
creature to 0 hit points, in which case the feature
is not expended.

– 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.

You are a Pixie


Y ou’re not good with bullies. In fact, you’re not
good with anyone who thinks they’re superior
to others and can make them feel bad about it. The
best medicine for bullies is a good prank or two, to
take them down a peg, and show them they’re just the
same as everyone else. Anyone you call a friend is a friend
for life, and you’ll do anything to protect them. Earning your
love isn’t easy though, and people must prove
themselves multiple times to you before you’re
willing to let them in.
You often see things others miss. You notice
the person frowning in the back, hear the words
left unsaid, or even read the faulty logic of an argu-
ment. When this happens, rather than doing nothing
— you act. It isn’t always appreciated by others and it’s
exceedingly hard for you to hold back or filter yourself.
You believe in utter, brutal honesty, and hope the people
around you do as well. When you find out they don’t it’s often
a startling let down.

People See You as


a Mischievous Rebel
P eople think you cause mischief and sow chaos — and they aren’t half
wrong. What the big folk don’t understand is the motivation behind
your actions. They think, small person, small motivation, merely acting on a
lark, but they couldn’t be more wrong. This isn’t a misapprehension you’re going
to correct them of though; it’s always to your advantage when people underestimate
how committed you can be.
Creatures larger than you assume you’re Realmborn and often give you the wary respect
afforded any pixie, but interactions with other pixies is more difficult. Pixie communica-

54 – CHAPTER TWO: PEOPLE OF EAST AZOTH –


tion is a complex form of verbal and non-verbal signals. • Geas. When you make a promise with someone,
More can be said in one movement than in fifty words, you may both agree to turn it into a supernaturally
and sometimes it’s impossible to get Realmborn pixies binding pact. If you or the other person breaks
to shut up. You feel you’ll spend your entire life trying to their word, the other knows. Many pixies use this
perfect blending in with them. ability to construct convoluted agreements, which
most always result in someone else breaking their

Traits promise and owing the pixie a boon.

• Pixie Magik. You know the minor illusion cantrip.


• Ability Score Increase. Increase your Dexterity When you reach 3rd level, you can cast faerie fire
score by 2, and your Intelligence score by 1. once per day. When you reach the 5th level, you can
cast the major image spell once per day. Intelligence
• Age. Pixies mature quickly, reaching adulthood is your spellcasting ability for these spells.
within a year of hatching from their egg. While
effectively immortal (though not indestructible) • Pixie Language. In addition to whatever languages
within the Enchanted Forest, pixies live to about a you speak and read, you can also speak and smell
century outside it. Pixie — pixies have no written language and commu-
nicate using a complex combination of vocalizations
• Size. Pixies stand roughly six to eight inches tall. mixing with an olfactory understanding of others to
Your size is Tiny. Adjust weapon damage accordingly. convey meaning behind what is said.
• Speed. Your base walking speed is 5feet. Your base • Small and Mighty. You can move through the space
flying speed is 30 feet. of any creature. Opportunity attacks made against
you by a creature that is a size larger than yours are
• Fey Ancestry. You have advantage on saving throws
made with disadvantage.
against being charmed, and magic can’t put you to
sleep. • Wings. You have wings and can fly.

– 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.

Class Option Ability Score Increase


Alchemist n/a +2 STR, +1 DEX
Gunslinger n/a +2 STR, +1 CON
Barbarian Woad Painted, Ocean Raider +2 STR or CON, +1 WIS
Bard Bakhurun +2 CHA, +1 CON or DEX
Cleric Eye of Othaaris +2 WIS, +1 CON
Druid Druid of Fantasia +2 WIS, +1 CON or DEX
Fighter O’koth Ranger, White Unicorn +2 CON, +1 DEX or STR,
Monk Fist of Othaaris, Way of the Broken Sword +2 WIS, +1 DEX or CON
Paladin Oath of Fealty +2 STR or CON, +1 CHA
Ranger n/a +2 DEX or STR, +1 WIS
Rogue Hidden Shadow +2 DEX, +1 INT
Sorcerer Sourceborn +2 CHA, +1 CON
Warlock Demon of the Shadow Lands, The Last Unicorn +2 CHA, +1 CON
Wizard Arcane Artificer +2 INT, +1 DEX

– 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 POINTS BASIC BANE

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.

• Alchemist’s bag and 20 gp SPELL POTIONS


At 2nd level, you have studied alchemical compounds
ALCHEMY in nature to understand the magical components within
Alchemy is the study of magic within science. Every them. With the right ingredients, an alchemist can distill
alchemist has an alchemist’s bag with everything they spells from the alchemist spell list into potions. You know
need to make potions and other items involved in those all Alchemist spells for which you have spell slots.
studies; this counts as a set of alchemist’s supplies. The The alchemist can craft a “quick potion,” or make a
alchemist’s bag also serves as focus item for spell potion sturdier potion ahead of time. Crafting a quick potion
making. Alchemists use their Intelligence modifier to takes one turn and consumes a spell slot of the same
calculate save DCs of any potions or other alchemist level as the spell being distilled. Quick potions must be
class features. used within ten minutes of their creation lest they decay.

58 – CHAPTER THREE: CLASSES –


CLASS ADVANCEMENT
Proficiency
Level Bonus Features Spell Slots Per Spell Level
Cantrips 1st 2nd 3rd 4th 5th
1st +2 Alchemy, Alchemical Tricks, Basic 3 — — — — —
Bane, Throw Anything
2nd +2 Spell Potions 3 2 — — — —
3rd +2 Field of Research 3 3— — — —
4th +2 Ability Score Improvement 4 3— — — —
5th +3 Extra Alchemical Attack 4 4 2 — — —
6th +3 Advanced Spell Potions 4 4 2 — — —
7th +3 Field of Research 4 4 3 — — —
8th +3 Ability Score Improvement 4 4 3 — — —
9th +4 Basic Bane Improvement 4 4 3 2 — —
10th +4 Expert Spell Potions 5 4 3 2 — —
11th +4 Dissertation 5 4 3 3 — —
12th +4 Ability Score Improvement 5 4 3 3 — —
13th +5 Basic Bane Improvement 5 4 3 3 1 —
14th +5 Applied Alchemy 5 4 3 3 1 —
15th +5 Extra Alchemical Attack 5 4 3 3 2 —
16th +5 Ability Score Improvement 5 4 3 3 2 —
17th +6 Basic Bane Improvement 5 4 3 3 3 1
18th +6 Research Doctorate 5 4 3 3 3 1
19th +6 Ability Score Improvement 5 4 3 3 3 2
20th +6 Doctor of Alchemy 5 4 3 3 3 2

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.

• Research Doctorate. At 18th level, you have cracked


the secret of granting life and can now create an
elemental spawn — see Spawn, Chapter Seven, p.
193 for stats. You need to have access to your alchem-
ical supplies, a sample of the element in which the
spawn’s seed is planted, and a month of downtime.

* 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.

60 – CHAPTER THREE: CLASSES –


ALCHEMIST SPELL LIST
CANTRIPS Fog Cloud 3RD LEVEL
Acid Splash Grease Fireball
Blade Ward Inflict Wounds Gaseous Form
Chill Touch Jump Haste
Fire Bolt Longstrider Protection from Energy
Light Purify Food and Drink Revivify
Mending Sleep Slow
Poison Spray 2ND LEVEL Stinking Cloud
Prestidigitation Acid Arrow Water Breathing
Ray of Frost Barkskin 4TH LEVEL
Shocking Grasp Blindness/Deafness Blight
True Strike Darkvision Confusion
1ST LEVEL Enhance Ability Freedom of Movement
Color Spray Enlarge/Reduce Polymorph
Cure Wounds Gust of Wind Stoneskin
Detect Magic Invisibility 5TH LEVEL
Disguise Self Lesser Restoration Awaken
Expeditious Retreat Levitate Cloudkill
False Life Protection from Poison Creation
Feather Fall Putrefy Food Insect Plague
Universal Potion Scrying

APPLIED ALCHEMY DOCTOR OF ALCHEMY


At level 14, you can logic your way through problems. At 20th level, you can select any two 1st-level alchemist
Take an action to temporarily gain proficiency with any spells and distill them into a potion without expending
tool. a spell slot, and treating all level-dependent effects as if
they were cast using a 5th-level spell slot.

– 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

PROFICIENCIES • (a) a dungeoneer’s pack or (b) an explorer’s pack

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

62 – CHAPTER THREE: CLASSES –


bullets according to a recipe. Provided you have sufficient
materials, you can craft up to 20 rounds of ammunition
over the course of a short rest. At 1st level, you know one
bullet recipe, the standard bullet. You gain additional
recipes at 6th level and 13th level. Certain gunslinger
specialties provide additional recipes as well. The
following recipes are available to gunslingers:
• Dragonsbreath: Deals the weapon’s damage
as fire instead of piercing. When loading this
ammunition, the weapon’s normal range becomes
its maximum range. Cost to create: 10 gp per 10
rounds

• Overload: Overloaded bullets include extra pow-


der for greater damage. Add 1 die to the weapon’s
damage, but the weapon misfires on a die result
of 1-4. Cost to create: 5 gp per 10 rounds

• Silver: Silvered rounds are often used to overcome


the damage resistances of supernatural beings such
as werewolves and some undead. Cost to create: 5 gp
per 10 rounds

• Standard: Standard rounds are made of copper


or lead. They deal the base damage listed for the
weapon. Cost to create: 2 gp per 10 rounds

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.

ABILITY SCORE IMPROVEMENT POINT BLANK SHOT

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

64 – CHAPTER THREE: CLASSES –


this ammunition, the weapon’s normal range is replaced Name Damage Weight Properties
by the 15-foot cone. 2 gp per 10 rounds
Pistol 1d8 3 lbs Ammunition
BOLT ACTION piercing (Firearms),
(Range 30/90),
At 11th level, you learn techniques that allow you to up- Reload (6)
grade your musket to incorporate bolt action technology.
This allows you to hold up to two rounds in each barrel of TWO GUN MOJO
your musket, permitting you to fire at up to four targets Beginning at 7th level, when you take the Attack action
before needing to reload. Upon gaining this feature, you with a pistol or a light melee weapon, you may use a bonus
may also reload one barrel as a free action at the end of action to attack with a revolver or flintlock pistol that you
your turn. are holding in the other hand. This feature otherwise
functions as two-weapon fighting.
SNIPER’S SHOT
At 15th level, you perfect your aim, maximizing your HAIL OF BULLETS
effectiveness within the weapon’s range. You no longer At 11th level, you can use your action to make a ranged
suffer disadvantage on attacks made at long range with attack against any number of creatures within 10 feet of a
firearms. point you can see within your weapon’s range. You must
= PISTOLEER have ammunition for each target, and you make a separate
attack roll for each target. Upon gaining this feature, you
The Pistoleer focuses on hand-held pistol-style weap-
may also reload one revolver as a free action at the end
ons.
of your turn.
REVOLVER REVOLUTION
FANNING SHOT
At 3rd level, you gain access to a new type of firearm.
At 15th level, you develop the ability to fan your shots,
Whether brought with you from Earth, handed down to
firing multiple rounds into a single target. You use your
you from a Visitor, or home-built after extensive study and
action to make a ranged attack against a single target within
failure, you acquired a Revolver. This weapon allows you
range of your revolver. On a successful hit, you expend
to load multiple rounds at once and perfect a number of
all remaining ammunition from your revolver, adding an
additional techniques. A standard revolver holds 6 bullets,
additional 2 damage dice to the weapon’s damage per
requiring less frequent reloading. You can reload a revolver
round expended this way.
as an action or a bonus action on your turn.

– 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

66 – CHAPTER THREE: CLASSES –


to master the runes. more paint. When far from Brachmon you may
While older warriors require an herbalist or alchemist to supply the
can take longer to rarer materials you need, paying 2 gp to obtain
learn the art, their what’s missing. If you regularly wear armor the
wisdom and greater price increases to 5gp due to the paint wearing
self-discipline easily off faster. If you cannot maintain your paint
makes up for what for any reason you may only apply half the
they lack in youthful number of unique markings until the
malleability. paint is restored to full potency.
All new members of
this path must first UNIQUE RUNES
master the mixing Rune of Armor — Your AC
and creation of mystic increases by 1.
pigments, and how to Rune of Bravery — You have
replicate the foundation advantage on saves against fear
symbols that will allow effects and being frightened.
them to empower the Rune of Health — You are im-
more complex runes of mune to poison and the poisoned
the path. While the paint condition.
is resilient and gener-
Rune of Wisdom — You have
ally waterproof, it’s
advantage on Wisdom-based
not immune to being
checks and saves.
rubbed or scraped
Rune of Life — You have
off in the heat of
advantage on death saving
battle, so most Woad
throws.
Painted avoid wearing
armor to protect the Rune of Secrets — You
integrity of the paint on have advantage on Dexterity
their skin. (Stealth) and Charisma (De-
ception) checks.
Ritual Skin Painting Rune of Elements — You gain resistance to your choice
of acid, cold, fire, lightning, or thunder. You can apply this
At 3rd level, during a long rest you can ritually apply rune multiple times, taking a different element each time.
magic symbols to your body, granting yourself a number
of advantages, listed below, equal to your proficiency
bonus. You can change or reapply symbols during a long
Resilient Paint
rest, and in combat can sacrifice them to gain temporary At 6th level you can sacrifice an applied rune to maintain
bonuses. You cannot stack the same rune multiple times. your barbarian rage if it would otherwise end because you
You only need to reapply paint once a week, and with had not attacked a hostile creature or taken damage since
a successful DC 10 Wisdom (Survival) check and a few your last turn. In addition to this you can now touch up
hours of time can find the materials necessary to make your paint during a short rest, restoring spent symbols.

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

68 – CHAPTER THREE: CLASSES –


Cleric
Eye of Othaaris Cleric Level
1st
Spells
Bless, Cure Wounds

T he church of Othaaris calls to a great many people,


but foremost among them are the Eyes of Othaaris,
a revered order of clerics that wield the power of their
3rd
5th
Scorching Ray, Warding Bond
Beacon of Hope, Daylight
goddess. They are primarily sages and oracles, guiding 7th Death Ward, Resilient Sphere
the people of Ardonia and bringing hope to those in need. 9th Commune, Flame Strike
Joining the Eyes of Othaaris takes a moment of divine
connection, such as having a vision of the goddess’ plan or Sense Mehella
manifesting a holy power for the first time. After this, the
When you choose this domain at 1st level, you gain the
established Eyes of Othaaris watch and study a hopeful,
ability to sense the Mehella, or auras of other creatures. By
gauging how true their connection to Othaaris is, and if
spending a minute studying a creature you can determine
legitimate, take them in for training. When this training
if they are good, neutral, or evil.
begins the young cleric often shaves their head, although
some may opt to leave a ponytail or mohawk.
Once sufficiently trained, clerics are free to travel, and
Holy Shield
help others as needed, though younger members of the Also at 1st level, you can create barriers of divine force to
order still receive guidance and gentle direction in the protect others. When you or an ally that you can perceive
proper methods of executing their duties. suffers damage, you can use your reaction to expend one
All clerics of this domain receive a divine spellcasting spell slot and reduce the damage by your Wisdom modifier
focus in the form of a staff topped plus the spell slot’s level.
with the Lily of Othaaris. This
exquisitely crafted flower is of-
ten made of silver or platinum Channel Divinity:
and glows faintly at all times.
Once per day it can be used to
Gaze of Othaaris
cast the light cantrip on itself, Starting at 2nd level, you can use your
and this light is pure enough to Channel Divinity to reveal the auras of all
harm undead as daylight would. beings around you.
The Eyes of Othaaris avoid As an action, you can evoke divine
the use of violence or magic as energy that grants you truesight
problem-solving tools, often for two minutes. You may also
preferring to observe and cause any living or undead
guide without being direct- creatures within 30 feet that
ly involved in the troubles you can sense to glow with
around them. Despite this, a visible dark aura, even if
they are no less potent than the creature is invisible or
other adventurers, and act otherwise imperceptible.
when they feel they have The glow cannot be seen
no other option. They through solid objects, or
don’t fear death, as they if the creature leaves
become one with the the current plane of
universe after death existence.
— indeed many refuse
the call of resurrec-
tion if slain.

– 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.

70 – CHAPTER THREE: CLASSES –


Druid
Druid of Fantasia Hooves. Your speed increases by five feet, and your
unarmed kick attacks deal 1d6 bludgeoning damage.
Sharp Claws. Your unarmed attacks deal 1d6 slashing
Druids of the Fantasian circle hail from the island of damage.
that name. People revere them for their connection to the Night Vision. You gain 60 feet of darkvision.
old magic and beasts of the world. These druids seek to Flexible Tail. You gain a tail that gives you advantage
safeguard nature, using their magic to mend wounds and on Dexterity (Acrobatics) checks.
bring life to beleaguered lands. They are welcome in all
Heightened Sense. You gain a feature such as pro-
realms, and gladly travel to regions where they can lend
nounced ears, wolf snout, forked tongue, or owl eyes which
assistance, but closely guard their secrets against outsiders.
grants you advantage on Wisdom (Perception) checks that
Touch of the Wilds use the associated sense. You may take this trait multiple
times, though it must be for a different sense each time.
At 2nd level, you can draw the power of nature into
yourself, restoring magical energy and causing any place Invasive Growth
you rest to experience new and faster growth a few days
Starting at 10th level, you can cast entangle, barkskin,
after your passing.
spike growth, blight, or tree stride once per short rest
During a short rest you recover a number of spell slots without expending a spell slot.
equal to half your druid level (rounded up). The spell
slots can have a combined level that is equal to or less
than half your druid level (rounded up), and none of the
Expansive Magic
slots can be 6th level or higher. You choose which spell Starting at 14th level, when you cast a spell of 1st level or
slots to recover within those limits. higher that has an area effect or radius, it increases by 10
You can’t use this feature again until you finish a feet.
long rest.

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.

72 – CHAPTER THREE: CLASSES –


Lightning Reflexes Unwavering Dedication
At 15th level, you get one free opportunity attack per Beginning at 7th level, your dedication to your fellow
turn which does not use your normal reaction, though adventurers is so ironclad that you can use it to shove
you can’t make two opportunity attacks against the same aside fear and mind control. You have advantage on saves
creature in a turn. to resist charm and fear effects.

Instant Counter Intervention


At 18th level, as a reaction to being attacked you can make At 10th level, you learn to protect your allies in battle
an opportunity attack against the creature attacking you as second nature. As a reaction to an ally being attacked,
if you haven’t already made one against them that turn. you may swap positions with them and apply the attack
to your AC instead. You must be adjacent to your ally to

White Unicorn do this. At 15th level you can use Intervention on an allied
creature up to 10 feet away.

B lessed by the Queen Mother of Ardonia, and clad in


shimmering white tabards, these elite warriors bear
the name and imagery of the White Unicorn, a mythical
Fatal Striking
Beginning at 15th level, you learn to capitalize on
weaknesses in your enemies. When you critically strike
protector of the kingdom which gave itself to protect the
a creature with a melee weapon attack and they aren’t
land and throne. When the revered Unicorn fell, this order
reduced to 0 hit points, you gain advantage on your next
rose to take its place as the tireless defender of Ardonia.
attack against them.
So great is the dedication of the white unicorns that
they suffer almost no cases of dereliction or insubordi-
nation, being hailed as the single most loyal force in the
Unicorn Charge
nation. The white unicorns have an ironclad hierarchy At 18th level, you can charge through battle lines fear-
and mandate of personal discipline that is often likened lessly, shattering formations with ease. As a bonus action
to putting chains on a thunderstorm. you can initiate a charge attack, gaining +1 to your
This women-only order trains for battle from next attack and damage roll for every 10 feet you
childhood, some beginning as young as five move before attacking, up to a +5 bonus. If you
years old, and are taught to love the Ardo- (or your mount if not on foot) take damage
nian monarchy with an unyielding ferocity. during this charge your first attack has
Hopeful recruits undergo grueling tests that advantage. If you do not attack after
weed out the few girls unsuited for the honor charging, then the bonus is lost.
of being a white unicorn. Those who make
it grow up within the ranks of the unicorns,
viewing their peers as sisters.
These defenders ride into battle upon
white steeds in silver barding and
horned helms that give their cavalry
the appearance of glittering unicorns.
Though they are not solely cavalry,
their endless training enables them
to fight easily on foot and by horseback.

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’

74 – CHAPTER THREE: CLASSES –


Inner Flame tradition’s principles, but generally wish to not meet a
monk of this tradition on the road and seek to avoid con-
Starting at 11th level you become so infused with frontation with them or the wards they guard.
Othaaris’ power that you are resistant to fire and radiant
damage. In addition, as a reaction to taking radiant or fire Stalwart Protector
damage, you can spend a ki point to further reduce the
At 3rd level, when an ally within 10 feet is attacked,
damage taken by your Constitution modifier.
you may use a reaction and spend a ki point to take any
Radiant Warrior one of the following actions: grant your ally +3 AC, give
the attacker disadvantage, or swap positions with your
At 17th level you can call upon Othaaris to empower ally (this uses no movement) to become the target of the
your attacks, causing divine light to envelope you until attack in their stead.
the end of your next turn. By spending 2 ki points, you
can grant all of your unarmed attacks the Reach quality, STUDY OF PEACE
and the first creature you hit on each of your turns takes Beginning at 6th level, you gain proficiency in two skills
extra radiant damage equal to 1d6 + half your monk level chosen from this list: Insight (Wisdom), Investigation (In-
(rounded up). During this time your body casts bright telligence), Perception (Wisdom), Persuasion (Charisma),
light to 10 feet, and dim light to 20 feet. Religion (Intelligence), Survival (Wisdom).

Way of the FOOTSTEPS OF THE GUARDIAN

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.

M any nations span the Realm, yet a common thread


rises among the paladins who serve each one. The
acceptance of duty as a paladin sworn to protect a nation
OATH SPELLS
You gain oath spells at the paladin levels listed.
is known as the Oath of Fealty.
CHANNEL DIVINITY
Guardians of the People When you take this oath at 3rd level, you gain the fol-
lowing Channel Divinity options.
Whether serving the crown of Ardonia, or laboring
under the absolute rule of Lord Darkoth of Drohm, the Decree of the Lawgiver. As a bonus action, you can
paladins of this oath swear an allegiance to serve their peo- declare one creature within 30 feet of you to be an enemy
ple. This service is generally accomplished by strict of the kingdom with your Channel Divinity. Each creature
adherence to the laws and duties laid forth of your choice within 30 feet of you that can hear you
by their superiors. Even when serving an gains advantage on attack rolls made against the target.
evil kingdom that is dismissive of its people, You can end this effect on your turn as part of any other
paladins of this oath justify their brutality as a action. If you fall unconscious,
kindness, teaching the peasantry how to be ideal this effect ends.
citizens through the use of force.

Swords of the Nation


When a nation goes to war, the paladins are
most eager to serve. Volunteering for front line
duty and never shying away from the opportuni-
ty to shed blood, be it that of the enemy or their
own, paladins of this oath are eager and dutiful
soldiers. Even paladins dedicated to peace and
reason can become engines of destruction if all
nonviolent options are denied to them.

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.

76 – CHAPTER THREE: CLASSES –


UNSHAKABLE AURA
OATH OF FEALTY SPELLS Starting at 7th level, you and friendly creatures within
10 feet of you can’t be stunned while you are conscious.
Paladin Level Spells
At 18th level, the range of this aura increases to 30 feet.
3rd cure wounds, heroism
5th battlecry, magic vestment HERO OF THE CROWN
9th arcane parry, spirit guardians Starting at 15th level, you can cast heroism at will without
using a spell slot.
13th shield the gathering, tenacity
17th dispel evil and good, geas CHAMPION OF THE CROWN
At 20th level, you become the manifestation of the will
Judgment of the Crown. As a bonus action, you imbue of your nation’s crown. You can use your action to gain
a weapon you hold with the judgmental power of your the following benefits for 1 hour:
office as a paladin. For 1 minute, the weapon is considered
1. You have resistance to bludgeoning, piercing, and
magical. Any creature you successfully deal damage to
slashing damage from nonmagical weapons.
using the weapon while it is so ensorcelled must make a
Wisdom saving throw. On a failed save, the creature suffers 2. You generate a zone of truth spell in a 15-foot radius
disadvantage on all attack rolls, ability checks, and saving sphere centered on you.
throws until the end of their next turn. You can end this
effect on your turn as part of any other action. If you are 3. You, and all allies within 30 feet of you, have advan-
no longer holding or carrying this weapon, or if you fall tage on Charisma saving throws.
unconscious, this effect ends. This effect ends early if you are incapacitated or die.
Once you use this feature, you can’t use it again until you
finish a long rest.

– 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

78 – CHAPTER THREE: CLASSES –


range of the original attack, you may designate that crea- once with this feature. Wisdom is your spellcasting ability
ture as the new target of the attack. The original attack for these spells. You regain all uses of this feature when
roll is compared to the new target’s Armor Class and the you complete a long rest.
attack is resolved normally against the new target.
SHADOW’S SILENCE
UNARMORED DEFENSE
By 14th level you gain such mastery of stealth that you
When you choose this archetype at 3rd level, while no longer generate sound unless you choose to. Blindsight
you are wearing no armor and not wielding a shield, your does not detect you and other creatures are considered
AC equals 10 + your Dexterity modifier + your Wisdom deafened with regard to you unless you choose to make
modifier. noise.

HIDDEN STEPS SILENT DEATH


Starting at 9th level, your mastery of Stealth has evolved When you reach 17th level you become a master assassin.
to mystical proportions. You may cast invisibility on yourself When you strike a target who cannot sense your presence,
without the need for spell components a number of times you may apply the maximum damage from your sneak
equal to your Wisdom modifier (minimum 1) using this attack dice. Once you use this ability you may not do so
feature. You may also cast greater invisibility on yourself again until you complete a long rest.

– 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.

Direct Connection SOURCE SHIELDING


Every other spellcaster in Azoth must find some At 1st level, you may draw on your innate con-
means of coaxing energy from the Source. nection to the Source of Magic to offer some
Through focus items, connections with protection against magical effects. When a
deities, or manipulation of music, these spell or magical effect requires you to make
casters draw forth wisps of magic. Not a saving throw, you may use this feature
so for sorcerers who draw directly as a reaction to grant yourself advantage
from the Pool. For these sorcerers, the on that saving throw. You may use this
Source springs within them. feature a number of times equal to your
Charisma Modifier (minimum 1) after
Rare and Powerful which time you may not use it again
It is difficult to make gener- until you complete a long rest.
alizations about Sourceborn
sorcerers, due to their rarity in ABSORB MAGIC
the Realm. At times throughout Starting at 6th level, when you
history, decades passed without a make a successful saving throw
single sorcerer on Azoth capable against a magical effect, you may
of drawing on magic in such a use your reaction to absorb some
blatant fashion. Arcane scholars of the incoming magic. Doing so
debate what may or may not cause adds one sorcery point to your
sorcerers to develop such power, available pool per level of the
but the truth remains elusive. spell, up to the maximum num-
The means by which those who ber of sorcery points you can
draw directly from the Source hold for your level. Using this
forge such connections seems feature does not otherwise
to be inscrutable and random. prevent or lessen the effects
Sorcerers of this origin have of incoming magic.
no answers themselves,
deepening the mystery REDIRECT SPELL
surrounding these mys- At 14th level, you gain
tical masters. the ability to alter the
flow of another cast-
er’s spell. When a
spell is cast that

80 – CHAPTER THREE: CLASSES –


targets you, you may use your reaction to spend a number

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.

Expanded Spell List


The Demon lets you choose
from an expanded list of spells
when you learn a warlock spell.
The following spells are added
to the warlock spell list for you.

82 – CHAPTER THREE: CLASSES –


Fickle Fortune particular patron’s lineage. It contains lore about the
bloodlines and history of your demonic noble, along with
Starting at 1st level, you can call on your patron to alter ways to manipulate and control lesser beings.
fate in your favor, if only briefly. As a free action you can
turn a successful attack into a critical hit or downgrade
an enemy critical hit into a non-critical hit. Once you use
this feature you can’t use it again until after a long rest.
The Last Unicorn
The Last Unicorn travels the Enchanted Forest of the
Taking One’s Time elves, though legends and folklore assert the blessed crea-
ture is also attracted to other places where light and pure
Starting at 6th level, when you reduce a hostile creature energies collect, such as remote, serene glades, or lands
to 0 hit points, you gain a single action that occurs in that hallowed by the priests of Othaaris. It is in these places
creature’s place in the initiative order. This action can be that fleeting images of a glowing mare with a golden horn
used to make a single attack, cast a cantrip, or move. You are seen, and the stories tell that if you see a unicorn while
can use this feature once per round. traveling the woods you will have good fortune.
The Last Unicorn holds true to its lore and legend, as it
Cloak of Chaos is a magical beast with good heart and great kindness. It
Starting at 10th level, you gain demonic protection. As presents itself to the mortals of the Realm very rarely, and
a bonus action you can give yourself either a +2 bonus to it is in these rare moments that a warlock may attempt to
your Armor Class, or a +1 bonus to all of your saves for 8 forge a pact with it.
hours. You can use this feature once per long rest. Though the Last Unicorn prefers to deal only with the
good and kind beings of the Realm, there are no shortages
Demonic Audience of foul creatures that attempt to claim its ancient magic for
nefarious ends. Few of these warlocks succeed, however,
Starting at 14th level, when you hit a creature with an
as the unicorn’s impossible age and wisdom allow it to
attack, you can use this feature to instantly envelope them
sense the true nature of others with ease. It is the last of
in a shroud of darkness drawn from the Shadow Lands.
its kind because of this careful wariness, and as such no
The target takes 10d10 psychic damage as they glimpse the
one of evil nature has successfully formed a pact with it.
Shadow Lands and are subjected to the timeless scrutiny
As a patron the unicorn makes few demands of the
of your demonic patron. The target remains shrouded in
warlock who serves it, only asking that they become
chaotic darkness until the start of your next turn, and
a force for good in the world, spreading kindness and
while enveloped can’t be targeted or affected by attacks
light wherever they go. Rarely, the unicorn may grant
and spells.
the warlock a vision of a place needing to be purified of
Once you use this feature, you can’t use it again until
evil, such as a cave or rotted wood overrun with undead.
you finish a long rest.
Such tasks are generally reserved for the most seasoned

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

84 – CHAPTER THREE: CLASSES –


Wizard
Arcane Artificer Object’s Talent
At 1st level, you can cast magic through your Affinity
Ever since the first Strange Thing arrived in the Realm object. An Artificer acquires wizard levels like other
from Earth, wizards have sought to understand them. wizards and has as many spell slots, starting with six
Strange Things and the artifacts inspired by them, especially known spells, but their magic is shaped and limited by the
technological ones, react differently in the Realm than on capabilities of the object itself — you can produce a fire
Earth, giving rise to a curious form of magic called Artifice. bolt from what was once a lighter, or blind someone with a
Artificers understand physics and chemistry, yet with the former camera’s flash. You are encouraged to be creative.
added comprehension of how magic influences those two You can cast these spells through the object, regardless
disciplines. This yields incredible results for a talented Arti- of whether you or someone else is holding it—or indeed
ficer, creating works of magic through the artifacts they love. if it’s placed somewhere. These spells otherwise follow
Unlike regular arcane traditions, Artificers develop their normal rules.
their talent at first level. They gain additional features at You may create attachments for your Affinity object,
6th level, and 10th, and 14th level. holding two new spells, each time you progress a level.
You might also encounter a Strange Item similar enough
Affinity to yours than you may decipher their workings and incor-
porate them into new attachments. Creating attachments
At 1st level, the Artificer develops an Affinity with an
costs an hour per spell level. You can switch out attach-
object. It must be an object from Earth that would not
ments after a long rest, but this does not
otherwise exist in the Realm, such as a camera or hair
replenish any spent spell slots.
curler, though by the time it’s fit to channel the Ar-
tificer’s magic the various crystals, carved bone,
and branded wood mean few people from Earth
could still recognize it. The Artificer always
has an innate directional sense of the object’s
location, which makes it difficult to steal or lose.
Most Artificers have one object with which they
have a bonded Affinity, and work their magic through
that object. Some Artificers begin as tradespeople,
who grew so close to the objects they worked
with that a magical connection formed over
time. Other Artificers simply
picked up the object once and
immediately established an
Affinity.
If the object is truly and irre-
coverably destroyed, this original
Affinity can be transferred to a
new object, or to a secondary ob-
ject gained through Multi-Affinity,
making the secondary object the new
primary. To an Artificer, destroying or
abandoning an Affinity object on purpose
is inconceivable. We present no hard rules
for creating a replacement object, but
rather encourage you and the GM to make
this part of a quest.

– 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.

Artificers channel Spell Mastery gained at 18th level, ADDITIONAL TALENT


and Signature Spell gained at 20th level, through their
At 6th level, you can modify the object of your primary
Affinity object.
Affinity to turn it into something capable of performing
This replaces the need for a Spellbook. spells beyond its prior ability, like a lighter casting ray of
frost, or a camera casting invisibility. There are no lim-
itations on what kinds of spells the object can perform.

86 – CHAPTER THREE: CLASSES –


You also create a permanent upgrade for your Affinity
object. Choose a first level spell with a casting time of 1
Knowledge Objectum
action. You can now cast it as a bonus action. This expends At 10th level you acquire Knowledge Objectum, which
spell slots as usual. allows you learn the history of any object you touch, such
as the object’s maker, one fact about the last person who
MULTI-AFFINITY touched it, and the object’s general use. When you use
As an alternative to Additional Talent, at 6th level, you Knowledge Objectum, roll 1d4 and ask that many questions
have the option of creating multiple Affinities objects of the GM. You may use this feature once per short rest.
instead. This serves as a guard if you lose your Affinity
OBJECT RECOVERY
item, or if someone steals it from you — at least all your
spells are not tied to one object. You can also create an At 14th level you can restore any deteriorated or broken
item for someone else, allowing them to cast spells with object, including your own Affinity objects, with all magic
it. These castings count towards your used spell slots, but intact so long as you have a single piece of it of at least
you can limit the number of spell slots available to the a square inch in size. Any other pieces then crumble to
item when creating it. dust. Object Recovery takes a standard action to perform
If you choose Multi-Affinity, select which spells are tied for handheld objects. Your GM determines time to repair
to which item. You may have as many additional Affinity larger objects, whether it’s an ancient wizard’s tower or
items as you like. a crashed airship. In all cases, you are preternaturally
fast at it. You can use Object Recovery once per long rest.

– 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.

Menthruac has the following effects:


time is cut in half and rounded down, to a minimum of
Level Effect one day of work. The caster must pay the purchase cost of
1 Disadvantage on saving throws to resist the new focus item before beginning the work of replacing
spells and magical effects their old focus item.
2 Disadvantage on all saving throws Optional rule: Casting Without Focus
3 Disadvantage on ability checks Under the normal rules, casters are unable to cast without
access to their focus item. Some troupes may find this a bit
4 Disadvantage on attack rolls
too harsh, so this optional rule allows for spellcasters to
5 Hit point total reduced to 0, must make gain minimal access to cantrips at a price.
death saves as normal Each time a spellcaster who does not have their focus
6 Hit point total reduced to 0, first death item wishes to cast a cantrip, they may do so. When they
save automatically failed, must make do, they must immediately suffer a level of menthruac due
death saves as normal to tapping directly into the Source without protection.
7 Hit point total reduced to 0, first and This allows the spellcaster a limited ability to access
second death saves automatically failed, some spells, albeit at a very steep price.
must make death saves as normal
The Game Master should be sure to let players know
8+ Instant death during character creation if this variant rule is being used
in the campaign.
A character removes all current effects of menthruac
after completing a long rest.
Components
Focus Items A spell’s components are the physical requirements
you must meet in order to cast it. Each spell’s description
Each spellcaster must have a magical focus item that al-
indicates whether it requires verbal (V), somatic (S), or
lows them to draw from the Pool of Magic in order to work
Focus (F) components. If you can’t provide all of a spell’s
their spells. This focus is unique to the spellcaster and is
components, you are unable to cast the spell.
typically crafted or attuned when the spellcaster first learns
to use magic. Bards rely on musical instruments, druids on VERBAL (V)
objects like wooden staves and wands, clerics and warlocks
on the symbols and icons of their deities and patrons. A full Most spells require the chanting of mystic words. The
list of focus items by class is presented on the facing page. words themselves aren’t the source of the spell’s power;
rather, the particular combination of sounds, with specific
Focus items are unique. Spellcasters can’t carry a spare
pitch and resonance, sets the threads of magic in motion.
or keep a backup handy. If a spellcaster’s focus item is
Thus, a character who is gagged or in an area of silence,
destroyed or lost, they can no longer cast spells until they
such as one created by the silence spell, can’t cast a spell
construct a replacement. Doing so is a costly and time-con-
with a verbal component.
suming endeavor, taking a number of days equal to 21 – the
character’s level in the relevant spellcasting class. This Characters who use sign language due to being deaf or
assumes the caster works on their new focus item during mute can utilize sign language to fulfill the verbal compo-
all short and long rests. If the spellcaster goes into total nent of spells. They can also cast within an area of silence
isolation, forgoing all activity other than eating, sleeping, by using more forceful signing to “break” the silence, but
and working on their new focus item, the construction this requires them to have both hands free.

90 – CHAPTER FOUR: MAGIC, SPELLS, & RITUALS –


Purchase Purchase
Class Focus Item Cost Weight Class Focus Item Cost Weight
Alchemist Alchemy Bag 50 gp 8lb. Ranger Component 25 gp 2 lb.
Bard Bagpipes 30 gp 6 lb. pouch
Bard Citole 35 gp 2 lb. Ranger Herbalism kit 5 gp 3 lb.
Bard Drum 6 gp 3 lb. Ranger Sprig of mistletoe 1 gp -
Bard Dulcimer 25 gp 10 lb. Ranger Wooden staff 5 gp 4 lb.
Bard Flute 2 gp 1 lb. Sorcerer Component 25 gp 2 lb.
pouch
Bard Lute 35 gp 2 lb.
Sorcerer Crystal 10 gp 1 lb.
Bard Lyre 30 gp 2 lb.
Sorcerer Orb 20 gp 3 lb.
Bard Horn 3 gp 2 lb.
Sorcerer Rod 10 gp 2 lb.
Bard Hurdy-Gurdy 30 gp 4 lb.
Sorcerer Spellbook 50 gp 3 lb.
Bard Pan flute 12 gp 2 lb.
Sorcerer Staff 5 gp 4 lb.
Bard Shawm 2 gp 1 lb.
Sorcerer Wand 10 gp 1 lb.
Bard Viol 30 gp 1 lb.
Warlock Component Pouch 25 gp 2 lb.
Cleric Amulet 5 gp 1 lb.
Warlock Crystal 10 gp 1 lb.
Cleric Emblem 5 gp -
Warlock Orb 20 gp 3 lb.
Cleric Reliquary 5 gp 2 lb.
Warlock Rod 10 gp 2 lb.
Cleric Staff 5 gp 4 lb.
Warlock Spellbook 50 gp 3 lb.
Cleric Vestments 5 gp 4 lb.
Warlock Staff 5 gp 4 lb.
Druid Herbalism kit 5 gp 3 lb.
Warlock Wand 10 gp 1 lb.
Druid Sprig of mistletoe 1 gp -
Wizard Component 25 gp 2 lb.
Druid Totem 1 gp - Pouch
Druid Wooden staff 5 gp 4 lb. Wizard Crystal 10 gp 1 lb.
Druid Yew wand 10 gp 1 lb. Wizard Orb 20 gp 3 lb.
Paladin Amulet 5 gp 1 lb. Wizard Rod 10 gp 2 lb.
Paladin Emblem 5 gp - Wizard Spellbook 50 gp 3 lb.
Paladin Shield 10 gp 6 lb. Wizard Staff 5 gp 4 lb.
Paladin Vestments 5 gp 4 lb. Wizard Wand 10 gp 1 lb.

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

• Four fey creatures of challenge rating 1/2 or lower


You magically summon beasts, pulling them from the
nearby environment, causing them to appear in unoccupied • Eight fey creatures of challenge rating 1/4 or lower

92 – CHAPTER FOUR: MAGIC, SPELLS, & RITUALS –


CR Environment Creature Name CR Environment Creature Name
0 Arctic owl 0 Hill baboon, eagle, goat, hyena, raven,
vulture
1/8 Arctic blood hawk
1/8 Hill blood hawk, giant weasel, mastiff,
1/4 Arctic giant owl mule, poisonous snake, stirge
1/2 Arctic - 1/4 Hill axe beak, boar, elk, giant owl,
1 Arctic brown bear giant wolf spider, panther, swarm of
bats, swarm of ravens, wolf
2 Arctic polar bear, saber toothed tiger
1/2 Hill giant goat, swarm of insects
0 Coastal crab, eagle
1 Hill brown bear, dire wolf, giant eagle,
1/8 Coastal blood hawk, giant crab, poisonous giant hyena, lion
snake, stirge
2 Hill giant boar, giant elk
1/4 Coastal giant lizard, giant wolf spider,
pteradon 0 Mountain eagle, goat
1/2 Coastal - 1/8 Mountain blood hawk, stirge
1 Coastal giant eagle, giant toad, plesiosaurus 1/4 Mountain pteradon, swarm of bats
0 Desert cat, hyena, jackal, scorpion, vulture 1/2 Mountain giant goat
1/8 Desert camel, flying snake, mule, 1 Mountain giant eagle, lion
poisonous snake, stirge 2 Mountain giant elk, saber toothed tiger
1/4 Desert constrictor snake, giant lizard, giant 0 Swamp rat, raven
poisonous snake, giant wolf spider
1/8 Swamp giant rat, poisonous snake, stirge
1/2 Desert swarm of insects
1/4 Swamp constrictor snake, giant frog, giant
1 Desert giant hyena, giant spider, giant lizard, giant poisonous snake,
toad, giant vulture, lion swarm of rats, swarm of ravens
2 Desert giant constrictor snake 1/2 Swamp crocodile, swarm of insects
0 Forest baboon, badger, cat, deer, hyena, 1 Swamp giant spider, giant toad
owl
2 Swamp giant constrictor snake, swarm of
1/8 Forest blood hawk, flying snake, giant rat, poisonous snakes
giant weasel, mastiff, poisonous
snake, stirge 0 Underground giant fire beetle
1/4 Forest boar, constrictor snake, elk, giant 1/8 Underground giant rat, stirge
badger, giant bat, giant frog, giant
lizard, giant owl, giant poisonous 1/4 Underground giant bat, giant centipede, giant
snake, giant wolf spider, panther, lizard, giant poisonous snake,
swarm of ravens, wolf swarm of bats

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.

CR Environment Creature Name


2 Coastal sea hag
1/4 Forest blink dog, sprite
1/2 Forest satyr
1 Forest dryad
2 Underwater sea hag

- 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.

94 – CHAPTER FOUR: MAGIC, SPELLS, & RITUALS –


When the spell ends, you immediately become solid Magic in the realm is a measurable, palpable, and deadly
in the spot you currently occupy. If you occupy the same force. This spell allows the caster to redirect a portion of a
spot as a solid object or creature when this happens, you spell’s energy for both defense and offense.
are immediately shunted to the nearest unoccupied space The spell captures some of the incoming energy of a spell
that you can occupy and take force damage equal to twice attack, lessening its effect on you and storing it for your next
the number of feet you are moved. spell attack. You have resistance to the damage type of the
At Higher Levels. When you cast this spell using a spell triggering spell until the start of your next turn. Also, the
slot of 8th level or higher, you can target up to three willing first time you hit with a spell attack on your next turn, the
creatures (including you) for each slot level above 7th. The target takes an extra 1d6 damage of the triggering type, and
creatures must be within 10 feet of you when you cast the the spell ends. If you do not deal damage with a spell attack
spell. All creatures targeted with the same casting of this on your next turn this extra damage is lost and wasted.
spell can see one another for the duration, though they still At Higher Levels. When you cast this spell using a spell
cannot communicate audibly. slot of 3rd level or higher, the extra damage increases by
1d6 for each slot level above 2nd.
- SECRET CHEST
4th-level conjuration - ALIBI
Casting Time: 1 action 2nd-level enchantment
Range: Touch Casting Time: 1 action
Components: V, S, F Range: 30 ft
Duration: Instantaneous Components: V, S, F
Duration: Until dispelled
You hide a chest (or similar container) you touch, and all
its contents, by making the chest invisible and insubstan- The nations of Azoth are no strangers to deception and
tial. The chest can contain up to 12 cubic feet of nonliving intrigue. Through the use of this spell, the caster can magi-
material (3 feet by 2 feet by 2 feet). cally provide a believable cover story for nefarious activity.
While the chest remains invisible and insubstantial, you You attempt to charm a number of humanoids equal to
can use an action to manipulate your focus item to recall your spellcasting ability modifier (minimum 1) within 30
the chest. It appears in an unoccupied space on the ground feet to whom you have line of effect. Each targeted crea-
within 5 feet of you. You can return the chest back to its ture must make a Wisdom saving throw and does so with
invisible and insubstantial state by using an action and advantage if you or your companions are fighting it. If a
touching the chest. creature fails the saving throw, it will recall the caster being
After 60 days, there is a cumulative 5% chance per day within eyesight and earshot for a duration of the caster’s
that the spell’s effect ends. This effect also ends if you choosing (up to one hour), though it will not recall directly
cast this spell again, or if you choose to end the spell as interacting with the caster. This false memory remains until
an action. If the spell ends while the chest is invisible and removed with dispel magic, remove curse, or a similar effect.
insubstantial, it is irretrievably lost. At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, you can target one additional

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.

- ABSORB MANA - ARCANE PARRY


2nd-level abjuration 3rd-level abjuration
Casting Time: 1 reaction Casting Time: 1 action
Range: Self Range: Self
Components: S Components: V, S, F
Duration: 1 round Duration: Concentration, up to 1 minute

– 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

96 – CHAPTER FOUR: MAGIC, SPELLS, & RITUALS –


This spell allows the caster to skim a small portion of - BLOOD TRAIL
mystical energy from the Source which can act as a shield to
1st-level divination
incoming damage. By drawing on the Source for protection,
even the mightiest of blows can be reduced to harmlessness. Casting Time: 1 reaction
You create a field of protective magical energy around Range: 120 feet/Special
yourself. If you are struck by an attack, spell, or effect while Components: V, S, F
this spell is in effect, you may use your reaction to reduce Duration: 1 hour
the damage by 6d6. The spell’s effect ends once it is used.
At Higher Levels. When you cast this spell using a spell The Pool of Magic is connected to all things. Students
slot of 4th level or higher, you may reduce the incoming of mystic arts can utilize this connection to aid in tracking
damage by an additional 1d6 for each slot level above 3rd. a wounded foe.
Blood trail allows you to magically track a wounded foe
- BATTLECRY so long as you witnessed the injury. If a creature to whom
2nd-level evocation you have line of effect suffers hit point damage while within
Casting Time: 1 action range, you may use your reaction to cast blood trail. For
Range: Self (15-foot cube) the duration of the spell, you have advantage on Wisdom
Components: V, S (Survival) checks to track the target. If the creature travels
Duration: Instantaneous to another plane of existence, you are immediately aware
that they have left the plane, though you do not know
where they went. If they return to the plane you are on,
By infusing a fervent shout with mystical energy from the or you travel to the plane they are on, you are immediately
Source, you can overwhelm your enemies. Confronted with aware that they are again on the same plane and may make
your mystical might, lesser foes find themselves stunned. a DC 20 Wisdom (Survival) check to pick the trail back up.
You let out a thunderous cry that strikes fear into the heart Success allows you to resume tracking the target normally,
of your enemies. Each creature in a 15-foot cube originating while failure causes the spell to end immediately.
from you must make a Constitution saving throw. On a failed At Higher Levels. When casting blood trail using a
save, a creature is stunned until the end of their next turn. higher-level spell slot the duration increases as follows:
3rd level: 8 hours, 5th level: 24 hours, 7th level: 30 days,
9th level: until dispelled.

– 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

98 – CHAPTER FOUR: MAGIC, SPELLS, & RITUALS –


Duration: 1 hour • Arctic

• 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.

- EXILE FROM NATURE - HEALING INTERDICTION


3rd-level transmutation 8th-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 120 feet
Components: V, S, F Components: V, S, F
Duration: Until dispelled Duration: 1 minute

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.

100 – CHAPTER FOUR: MAGIC, SPELLS, & RITUALS –


The aura is an invisible 60-foot sphere centered on you. The by an attacker within the sphere. If a magic weapon or a
aura moves with you, though it does not affect you. While piece of magic ammunition fully leaves the sphere (for
in the affected area, spells with a casting time of a bonus example, if you fire a magic arrow or throw a magic spear
action take 1 action to cast. All spells with a casting time of at a target outside the sphere), the magic of the item ceases
1 action or longer take twice as long to cast. Reaction spells to be suppressed as soon as it exits.
cast while in the affected area are cast normally. Magical Travel. Spells permitting magical travel, ac-
A creature using Metamagic effects to impact the casting cessing extradimensional spaces, or impacting the passage
time of their spells while within the area of effect treats of time, are counterspelled upon making contact with the
the spell’s longer casting time as the casting time being area affected by the sphere.
modified by their Metamagic. Creatures and Objects. A creature or object summoned
or created by magic from a spell cast with a 5th-level or
- SOURCE SINK lower spell slot winks out of existence upon contact with the
5th-level abjuration sphere. Such a creature is effectively destroyed. Creatures
Casting Time: 1 action or objects summoned or created by magic from a spell cast
Range: Touch with a 6th-level or higher spell slot require you to make an
Components: V, S, F ability check using your spellcasting ability. The DC equals
10 + the spell’s level. On a success, the creature is destroyed.
Duration: Concentration, up to 1 minute
Dispel Magic. Spells and magical effects such as dispel
magic have no effect on the sphere. A sphere created by an
This spell creates a centralized point of energy that
antimagic field spell will suppress the source sink’s effect if
draws all nearby magical energy into it, feeding that power
the affected areas overlap.
harmlessly back to the Source.
At Higher Levels. When you cast this spell using a spell
A darkly flickering, stationary 1-foot-radius orb of mys-
slot of 6th level or higher, impacted spells and effects have
tical energy appears around the point you touch. This orb
no effect if their level is less than or equal to the level of
taps into the Source, redirecting the magical energy of all
the spell slot you used.
spells cast within a 15-foot-radius sphere around it. This
causes the magical energy of those spells to be siphoned - TENACITY
into the central orb, acting like an ongoing counterspell
4th-level transmutation
effect. This functions as a counterspell cast using a 5th-lev-
el spell slot. Within the sphere, spells and other magical
Casting Time: 1 action
effects, except those created by an artifact or a deity, are Range: 30 feet
counterspelled as described, as are effects that protrude Components: V, S, F
into it. A slot expended to cast a counterspelled spell is Duration: 1 minute
consumed as normal.
Targeted Effects. Spells and other magical effects, such This spell allows the target to shrug off horrendous pain,
as magic missile and charm person, that target a creature or debilitating injury, and the limitations of the mortal form
an object in the sphere, or pass through the area of the spell, for a brief time. When you cast this spell, you choose one
are counterspelled upon making contact with the sphere. creature within range that you can see. For the duration of
Areas of Magic. The area of another spell or magical effect, the spell, the target is immune to the paralyzed, poisoned,
such as fireball, can’t extend into the sphere. If the sphere and stunned conditions, suffers no effects from exhaustion,
overlaps an area of magic, the part of the area that is covered and gains 2d8 temporary hit points. If the target is paralyzed,
by the sphere is suppressed. For example, the flames created poisoned, or stunned when this spell is cast, those conditions
by a wall of fire are suppressed within the sphere, creating a are suppressed for the duration. When the spell’s effect ends
gap in the wall if the overlap is large enough. the target becomes incapacitated and their speed is reduced to
Spells. Any active spell or other magical effect on a crea- 0 until the end of their next turn. In addition, the target gains
ture or an object in the sphere is subjected to a 5th-level one level of exhaustion, which can be recovered normally.
counterspell when the creature or object enters the sphere. At Higher Levels. When you cast this spell using a spell
For spells or effects of 6th level or higher, make an ability slot of 5th level or higher, you may choose an additional
check using your spellcasting ability. The DC equals 10 + the target within range for each slot level above 4th.
spell’s level. On a success, the spell fails and has no effect.
Magic Items. The properties and powers of magic items - VIOLENT SCREAM
are suppressed while inside the sphere. For example, a 3rd-level evocation
longsword +1 inside the sphere functions as a nonmagical Casting Time: 1 action
longsword. Range: Self (20-foot cone)
A magic weapon’s properties and powers are suppressed Components: V, S, F
if it is used against a target inside the sphere or wielded Duration: Instantaneous
– New Spells – 101
60 feet, whichever comes first. Once you have used this
You release a horrific scream. Each creature in a 20-foot invocation you can’t do so again until you finish a long rest.
cone must make a Constitution saving throw. A target takes
3d6 thunder damage and becomes deafened for one minute - COERCE CONFESSION
on a failed save, or half as much damage on a successful Prerequisite: 5th level
one and is not deafened. You can cast zone of truth without expending a spell slot.
At Higher Levels. When you cast this spell using a spell Once you use this invocation, you can’t use it again until
slot of 4th level or higher, the damage increases by 1d6 for you finish a short or long rest.
each slot level above 3rd.
- CURSE OF DEAD BLOOD
- WALL OF MANA Prerequisite: 15th level
4th-level transmutation You can cast healing interdiction once without expending
Casting Time: 1 action a spell slot. Once you use this invocation, you can’t use it
Range: 20 feet again until you finish a long rest.
Components: V, S, F
- FAMILIAR STEED
Duration: Concentration, up to 1 minute
Prerequisites: 5th level, Pact of the Last Unicorn
Drawing on the defensive principles and properties of the If you have an active familiar, you can cast find steed as
Pool of Magic, you create a barrier of raw mystical energy. an action without expending a spell slot or using compo-
nents. When you do, your familiar dissipates in a puff of
An invisible wall of magical energy springs into existence
acrid smoke and is replaced with a unicorn. This steed
at a point you choose within range. The wall appears in any
retains all benefits of being your familiar. If the unicorn is
orientation you choose, as a horizontal or vertical barrier or
reduced to 0 hit points, it disappears as described in the find
at an angle. It can be free-floating or resting on a solid sur-
familiar spell. If you dismiss the unicorn it dissipates in a
face. You can form it into a hemispherical dome or a sphere
puff of smoke, and is instantly replaced with your familiar’s
with a radius of up to 10 feet, or you can shape a flat surface
previous form, which appears in an unoccupied space you
made up of ten 10-foot-by-10-foot panels. Each panel must
choose within 60 feet of you. Once you use this invocation,
be contiguous with another panel. In any form, the wall
you can’t use it again until you finish a long rest.
is 1/4-inch thick. It lasts for the duration. If the wall cuts
through a creature’s space when it appears, the creature - SEVEN LEAGUE STEP
is pushed to one side of the wall (your choice which side).
Prerequisite: 15th level
Spells cast from the side of the wall where you stand pass
through the wall normally. Spells of 4th level or lower cast You can cast teleport, affecting only yourself, without
in your direction from the side of the wall opposite you are expending a spell slot or material components. Once you
stopped by the wall, their magical energy harmlessly imped- use this invocation, you can’t use it again until you finish
ed by the wall. The wall is immune to all damage and can’t a short or long rest.
be dispelled by dispel magic. A disintegrate spell destroys
the wall instantly, however. The wall also extends into the
Ethereal Plane, blocking ethereal travel through the wall.
Azothian Rituals
S
At Higher Levels. When this spell is cast using a spell
pells connect to the Pool of Magic for a brief moment to
slot of 5th level or higher, it impedes spells of the level at
achieve magical effects. Even the strongest spells only
which it is cast and lower from passing through the wall.
skim the surface of potential within the Source. Azothian

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

102 – CHAPTER FOUR: MAGIC, SPELLS, & RITUALS –


sentient beings. the Azothian ritual; any special components or sacrifices
Azothian rituals are rare secrets that are typically guarded the ritual requires; and sufficient casting time.
closely by those who have unearthed or designed them.
These are not simple tricks to be uncovered by the mildly CASTERS
curious. Acquiring the knowledge and components to The following rules apply for those who would cast
perform an Azothian ritual should be a campaign-span- Azothian rituals.
ning undertaking, as the casting of such magic can have Primary Caster. Only one spellcaster who knows the ritual
world-altering consequences. can be designated as primary caster. Some Azothian rituals
may benefit from other participants such as secondary casters
Learning an Azothian Ritual or vessels (see below) but ultimately the primary caster is the
Learning an Azothian ritual is a far more painstaking, one who guides the ritual and connects the pageantry and
complicated, and expensive proposition than learning a pomp to the Source in order to direct the ritual’s magic. The
simple spell. Once the ritual is discovered, the real work primary caster must be of an appropriate class and of suffi-
begins. cient level to cast spells of the ritual’s level. Where relevant,
the ritual uses the primary spellcaster’s spell save DC, spell
DECIPHERING TRUE RITUALS attack bonus, and spellcasting ability modifier. Each ritual
description addresses the primary caster as “you.”
Provided the Azothian ritual is found in written form,
the writing uses complex notation much like that used by When the ritual is complete, the primary spellcaster
wizards to record spells in their spellbooks, or by other must expend a spell slot of the ritual’s level to fuel the
spellcasters to record their spells onto scrolls. Due to their magic. They also gain one point of menthruac per level of
length and complexity, Azothian rituals require much more the ritual. This means higher-level rituals are potentially
space than normal spells. A typical Azothian ritual fills lethal. Some ritualists fall dead on completion of the ritual,
up at least an entire book, and mightier rituals might fill sacrificing their life energies to make one final, massive act
several volumes. Some rituals are even stored in multisen- of magic, consequences be damned. Fortunately, secondary
sory formats, incorporating art objects and even musical casters can share the burden of menthruac.
compositions into their notation. Only by collecting and Secondary Casters. Azothian rituals are complex,
studying all the component pieces of the ritualist’s notes draining, and extremely challenging. Due to the incredible
does one have a hope of unlocking the ritual’s power. effort that rituals require, multiple spellcasters can work in
To decipher an Azothian ritual, you must make one concert to share the risk of accessing the Pool of Magic so
Intelligence (Arcana) check (DC 12 + the ritual’s level) blatantly. Each ritual can support a number of secondary
per hour of the ritual’s casting time. Each check requires casters equal to the ritual’s level, each of whom must have
three days of downtime and costs 1,000 gp in materials, an available spell slot equal to or higher than the ritual’s
including rare inks, paper, and book bindings, expended level in one of the classes shown on the True Ritual Casting
spell materials, and other supplies the process may require. table on p. 104.
Success indicates you’ve deciphered that 1-hour section When a ritual utilizing secondary spellcasters is complete,
of the ritual’s casting time. Failure indicates the time and the primary spellcaster and each secondary spellcaster suf-
resources have been wasted and the process must begin fer menthruac equal to the ritual’s level minus the number
anew for the section of the ritual in question. of secondary spellcasters involved, with a minimum of 1.
If, while attempting to decode the Azothian ritual, you have Vessels. Unless an Azothian ritual states otherwise, it
access to aid from the original writer, or other esoterica inscribed allows vessels for the caster’s magic — participants who
by the original writer, you may claim advantage on these checks. need not be spellcasters. To act as a vessel, a creature must
Once the ritual is fully deciphered and understood, you have an Intelligence, Wisdom, or Charisma score of at least
now have a copy of the ritual using your own symbols and 12, as appropriate for the type of ritual being cast. Vessels
shorthand, which you may use to cast the ritual. Some can be of any people, class, and character level.
spellcasters shun the idea of creating a separate copy of For a given ritual, vessels can replace up to half of the
the ritual, preferring to add their own notes and shorthand secondary casters allowed for the ritual, rounded down. To
into the original text. This can be confusing to subsequent replace a single secondary caster, vessels must have a com-
casters who attempt to decipher the notes of two or more bined number of Hit Dice equal to twice the level of the ritual.
authors in addition to the main text. Vessels do not reduce or suffer menthruac in the same
fashion as secondary casters. The primary caster can chan-
Casting a True Ritual nel menthruac into them as levels of exhaustion though,
making participation in a ritual far more dangerous for
You can attempt to cast an Azothian ritual only once per
vessels. These levels are transferred on a one for one basis.
day, regardless of the ritual’s actual casting time. Casting
The primary spellcaster determines which vessels suffer
an Azothian ritual requires at least three elements: a min-
exhaustion and how much, though no single vessel may
imum of one spellcaster who knows and has deciphered

– Azothian Rituals – 103


be assigned more than 6 levels of exhaustion. At the end
of the process, all menthruac (translated into exhaustion
as willed) must be accounted for.
TRUE RITUAL CASTING
For example, a 7th-level Azothian ritual permits up to
Ritual
seven secondary casters, each of whom has an available Type Skill Caster Classes
spell slot of at least 7th level in any acceptable caster class.
Up to three of those casters can be replaced by vessels. Arcane Arcana Alchemist, bard,
sorcerer, warlock,
To replace a single secondary caster, the vessels involved wizard
must have a total of 14 Hit Dice (or 42 HD to replace all
three casters).
Divine Religion Bard, cleric, paladin
If two secondary casters aid in the ritual, the ritual gener- Druidic Nature Alchemist, bard, druid,
ates 15 total levels of menthruac — 5 levels for the primary ranger
caster, and 5 levels for each secondary caster. Now let’s say
the ritual also involves 7 vessels with 2 HD each, replacing
one more secondary caster. The primary caster may channel The typical casting time for an Azothian ritual is 1 hour
up to 15 levels of menthruac into exhaustion for the vessels per level of the ritual, although some rituals differ.
in any way they choose: dealing 2 exhaustion to six vessels
and 3 exhaustion to the seventh vessels, or dealing 6 levels AT HIGHER LEVELS
of exhaustion to (and thereby killing) two of the vessels and Most Azothian rituals can be cast at higher levels by more
3 levels to a third. The primary caster may also keep 4 levels powerful primary spellcasters, in which case the ritual’s
of menthruac per caster, ensuring none of them die, and dis- effective level changes to the level of the spell slot used
tribute the remaining 3 levels as exhaustion over the vessels. to cast it. Any such change in level requires proportionate
Any combination is valid, as long as all menthruac is changes in primary caster level, secondary caster numbers
accounted for at the end of the ritual. and levels, vessel requirements, menthruac accumulation,
Ritual Type. Azothian rituals are arcane, divine, or and component cost.
druidic. Some rituals may have more than one of these The skill check DC to cast the ritual also changes to
three types. match the level at which the ritual is cast.
This classification limits the type of spellcaster that can
undertake the ritual, whether as the primary caster or a ENDING A TRUE RITUAL
secondary caster, as shown on the True Ritual Casting table. Due to an Azothian ritual’s great complexity, anyone who
successfully casts spells like dispel magic, counterspell, or
KNOWLEDGE antimagic field on the primary caster or a secondary caster
Azothian rituals require a deep knowledge of the under- during the ritual’s casting can interrupt the ritual as if it were
lying magic to make them function. To cast an Azothian a normal spell. If the ritual is disrupted in this way, it fails
ritual, the primary caster must succeed on a skill check entirely, and the casting of the ritual must be started anew.
based on the ritual type, as shown on the True Ritual Cast- Reducing the number of participants once the ritual
ing table. The DC for this check is 10 + the ritual’s level. has begun, but prior to the completion of the ritual, such
If there are secondary casters involved in the ritual, the as knocking out or killing one or more participants, also
primary caster may claim advantage on this check. Using causes the ritual to fail. Similarly, if an interloper or sab-
only vessels does not grant this benefit. oteur ruins, steals, or destroys the required materials or
special focus before the ritual is complete, the ritual fails.
COMPONENTS Dispelling a successful Azothian ritual’s magic once it is
All Azothian rituals have verbal, somatic, and mate- in place, however, is a far different matter. Anyone using
rial components. Unlike spells, rituals consume these dispel magic on a completed Azothian ritual must use a
components and require material components typically spell slot of at least the same level as that of the ritual,
costing 250 gp per level of the ritual. These are normally and then make a spellcasting ability check against a DC
consumed once the ritual is complete, regardless of its of 15 + the ritual’s level (even if the Azothian ritual is 3rd
success, unless otherwise noted. Casters performing a level or lower).
ritual must also remain in contact with their focus item An antimagic field or similar effect can suppress an
during the casting. Azothian ritual as it would a normal spell, but only if the
Some rituals also require an additional, special object caster of antimagic field succeeds on a spellcasting ability
as a focus, from which the magic of the ritual emanates check against a DC of 10 + the ritual’s level. If this check
after the ritual is complete. fails, the Azothian ritual continues normally, despite the
antimagic effect.
CASTING TIME If an area under the effects of a source sink spell overlaps

104 – CHAPTER FOUR: MAGIC, SPELLS, & RITUALS –


with an area affected by an Azothian ritual, the source sink Components: V, S, M (a relic, item, or the remains of
spell acts as a dispel magic spell cast upon the Azothian a creature from the targeted plane)
ritual, using the systems above. Duration: Instantaneous

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

106 – CHAPTER FOUR: MAGIC, SPELLS, & RITUALS –


spell) affecting up to 10 willing creatures who must swear the creature, and it is free to act as the GM deems appro-
fealty to the nation upon accepting the geas (though the priate. It might leave, attack you, or help you.
geas itself is usually an unrelated quest, undertaken for the
good of the nation and its people). This geas is cast as an - PRISON OF THE AGES
innate spell using the coronated party’s Wisdom as their 7th-level conjuration (arcane, Azothian ritual)
spellcasting ability. Casting this spell does not require a spell Casting Time: 7 hours
slot or any components and does not generate menthruac. Range: 30 feet
Once per day, while sitting in the seat of their office (such Components: V, S, M (the material component of
as the throne room, the council chamber, or any other space the prison is detailed under the variant of the ritual; the
considered to be a seat of government) the coronated party component is not consumed by the casting of the ritual)
may cast zone of truth as an innate spell using the crowned Duration: Until dispelled
party’s Wisdom as their spellcasting ability. Casting this
spell does not require a spell slot or any components and
Y This group of rituals offer the means of mystically re-
does not generate menthruac.
straining and preserving a creature. This ritual is often used
This spell’s effects (and all spell effects generated by the as a punishment but is occasionally used to preserve a great
coronated party) end if the coronated party dies, or if the hero so that they might rise again to face a future threat.
coronated party abdicates of their own free will. If another Each type of prison described below is created through a
party is coronated according to the procedures and tradi- different ritual, which must be learned, deciphered, and
tions of the nation while their predecessor has neither died cast separately.
nor abdicated, the spell’s effect applies to both of them.
ou create a magical restraint to hold a creature within
- OPEN CROSSING 30 feet to whom you have line of effect. The creature must
be within range for the entire casting of the ritual and is
9th-level conjuration (arcane, Azothian ritual) often restrained via mundane or magical means while the
Casting Time: 9 hours ritual is performed. The target must succeed on a Wisdom
Range: 30 feet saving throw or be bound by the ritual.
Components: V, S, M (a relic, item, or the remains of If the target succeeds on their Wisdom saving throw, the
a creature from the targeted plane) primary caster may accept a level of menthruac, applied to
Duration: Concentration, up to 1 minute the total menthruac generated by the ritual in order to force
another Wisdom saving throw. The primary caster may do
Most Crossings leading to the Realm occur naturally this repeatedly a number of times equal to the number of
and are remarkably challenging to predict. This ritual al- secondary casters (including those replaced by vessels)
lows for the opening of a temporary Crossing, targeted to until the target fails a saving throw or the primary caster
connect the Realm to a particular plane of existence. For uses all available repeat attempts, at which point the ritual
Visitors seeking to return to their plane of origin it is the completes (be it success or failure) and menthruac is ap-
most reliable means of going home. plied to the participants normally. If the target successfully
You conjure a portal linking an unoccupied space within resisted the ritual, they become immune to the variant of
range to a precise location on a different plane of existence. this ritual cast by the same primary caster.
The portal is a circular opening, which you can make 5 to 20 If Prison of the Ages binds its target, the creature doesn’t
feet in diameter. You can orient the portal in any direction need to breathe, eat, or drink, and they don’t age. Divination
you choose. The portal lasts for the duration. spells can’t locate or perceive them.
The portal has a front and a back on each plane where As noted above, several variants of this ritual exist. Each
it appears. Travel through the portal is possible only by must be discovered separately. The variant rituals, and the
moving through its front. Anything that does so is instantly material components required to perform them, are:
transported to the other plane, appearing in the unoccupied Burial. The target is entombed far beneath the earth in a
space nearest to the portal. sphere of magical force that is just large enough to contain them.
Deities and other planar rulers can prevent portals Nothing can pass through the sphere, nor can any creature
created by this spell from opening in their presence or teleport or use planar travel to get into or out of it. The special
anywhere within their domains. component for this version of the spell is a small mithral orb.
When you cast this ritual, you can speak the name of a Chaining. Heavy chains, firmly rooted in the ground,
specific creature (a pseudonym, title, or nickname doesn’t hold the target in place. The target is restrained until the
work). If that creature is on a plane other than the one you spell ends and can’t move or be moved by any means until
are on, the portal opens in the named creature’s immediate then. The special component for this version of the spell
vicinity and draws the creature through it to the nearest is a fine chain of precious metal.
unoccupied space on your side of the portal without the Hedged Prison. The spell transports the target into a
chance for a saving throw. You gain no special power over

– Azothian Rituals – 107


tiny demiplane that is warded against teleportation and equivalent of a small star, shedding bright light for 600 feet
planar travel. The demiplane can be a labyrinth, a cage, and dim light for an additional 600 feet. While performing
a tower, or any similar confined structure or area of your this ritual, the ritualist has resistance to all forms of damage
choice. The special component for this version of the spell except radiant damage, to which the caster becomes vul-
is a miniature representation of the prison made from jade. nerable. Any creature starting their turn within 10 feet of
Minimus Containment. The target shrinks to a height of 1 the caster suffers 5d10 radiant damage. Any creature who
inch and is imprisoned inside a gemstone or similar object. Light makes a melee attack against the caster likewise suffers
can pass through the gemstone normally (allowing the target to 5d10 radiant damage.
see out and other creatures to see in), but nothing else can pass Once the ritual has begun, the caster may not move more
through, even by means of teleportation or planar travel. The than 5 feet from the spot where they began casting. If they
gemstone can’t be cut or broken while the spell remains in effect. do, the ritual stops immediately, dealing 15d10 radiant dam-
The special component for this version of the spell is a large, age to the caster and 5d10 radiant damage to any secondary
transparent gemstone, such as a corundum, diamond, or ruby. casters and vessels involved in the ritual.
Slumber. The target falls asleep and can’t be awoken. The Upon completing the ritual, the caster’s body becomes a
special component for this version of the spell consists of direct portal into the center of the Source. A 10-mile-radius
rare soporific herbs. sphere, centered on the caster, fills with brilliant magical
Ending the Ritual energy. Every creature and item in the area suffers the
During the casting of this ritual, in any of its variants, following effects:
you can specify a condition that will cause the spell to end All spells and magical effects are subject to a dispel magic
and release the target. The condition can be as specific or effect, as if cast using a spell slot of the level used when
as elaborate as you choose, but the GM must agree that casting this ritual and, if needed, the ritualist’s spellcasting
the condition is reasonable and has even a remote likeli- ability modifier to resolve whether a spell persists.
hood of coming to pass. The conditions can be based on a All magic items of legendary rarity or lower are disen-
creature’s name, identity, or deity but otherwise must be chanted. Artifacts are unaffected.
based on observable actions or qualities and not based on All creatures in the region must make a Constitution
intangibles such as level, class, or hit points. saving throw, suffering 20d10 radiant damage and 20d10
You can use a particular special component to create thunder damage on a failed save, half as much on a success-
only one prison at a time. If you cast the ritual again using ful save. A creature made of glass, crystal, wood, or stone
the same component, the target of the first casting is im- makes this saving throw at disadvantage. This damage is
mediately freed from its binding. considered siege weapon damage and deals double damage
to objects and structures.
- RECLAMATION OF THE POOL The affected region is under the effects of an antimagic
5th-level evocation (arcane, Azothian ritual) field for 2d6 weeks.
Casting Time: 5 hours Neither the primary caster, nor any secondary casters
Range: Self (10-mile radius) or vessels enjoy any special resistance to the damage or
Components: V, S, M (the focus item of a spellcaster effects of this ritual.
who can cast 9th-level spells) At Higher Levels. When you cast this spell using a
Duration: Instantaneous 6th-level or higher spell slot, you increase the effect’s radius
by 10 miles per spell slot level above 5th.
This extremely dangerous ritual opens a direct con-
- SUMMON CELESTIAL AVATAR
nection to the Pool of Magic in an area. The resulting
destruction is legendary in scope and all but guarantees 7th-level conjuration (divine, Azothian ritual)
the death of the ritualists performing this horrific magic. Casting Time: 7 hours
History records only one casting of this ritual in ancient Range: 30 feet
Azoth, when a sorcerer sought to destroy a terrible demon Components: V, S, M (a holy symbol, blessed item,
who had taken root in the wake of Shinde Imas’ reign of or other relic significant to the faith or disposition of the
terror. According to the legends, this sorcerer lured the being you seek)
demon to a remote mountain range before casting the Duration: Instantaneous
spell. Those same legends claim that the Great Field now
lies where that mountain range once stood. This ritual allows you to make the briefest contact with
This ritual opens a direct line between the Pool of Mag- a higher plane of existence, allowing you to call forth the
ic and the physical plane, exposing the land to the raw, servant or representative of a divine or celestial entity. This
unfiltered power of the Source. Once the ritualist begins ritual, on its own merit, does not compel the entity to obey
the process of casting, their body is transformed into the your commands, nor does it grant the ability to dismiss the

108 – CHAPTER FOUR: MAGIC, SPELLS, & RITUALS –


entity. In order to achieve either of those aims, tain ceremonies, garb, offerings, and badges
other powerful magic must be employed. of office can alter the fiend’s attitude at GM’s
You summon a celestial being, which ap- discretion. If the summoner and any secondary
pears in an unoccupied space within 30 feet casters and vessels bear the accouterments of
to which you have line of effect. This celestial a religious order or other organization whose
being is neutral toward you and your com- ideals align with the demon’s, such parties do
panions. Certain ceremonies, garb, offerings, not suffer disadvantage on Charisma ability
and badges of office can alter the celestial’s checks made to alter the fiend’s attitude, but
attitude at GM’s discretion. If the summoner all other parties present do.
and any secondary casters and vessels bear This ritual, on its own, does not summon
the accouterments of a religious order or oth- a specific creature, but rather a random de-
er organization whose ideals align with the mon bearing the fiend type. Seeking greater
celestial’s social rolls to impress or befriend specificity in the summons requires the
them gain a +2 bonus. expenditure of a higher-level spell slot when
This ritual, on its own, does not summon a performing this ritual.
specific creature, but rather a random creature When the fiend is summoned, it is brought
of the celestial type. Seeking greater specificity to the material plane and given free reign.
in the summons requires the expenditure of It may only leave the material plane by its
a higher-level spell slot when performing own power, or through a banishment ritual.
this ritual. At Higher Levels. When you cast this
When the celestial is summoned, it is ritual using an 8th-level spell slot you can
brought to the material plane and given free choose what type of fiend you wish to sum-
reign. It may only leave the material plane by mon (such as a demon or a devil). When you
its own power, or through a banishment ritual. cast this ritual with a 9th-level spell slot, you
At Higher Levels. When you cast this ritual summon a specific fiend (e.g. Shinde Imas,
using an 8th-level spell slot you can choose the Elf Slayer).
what type of celestial you wish to summon
(such as a pegasus or an angel). When you - SUMMON SHINDE IMAS
cast this ritual with a 9th-level spell slot, 9th-level conjuration (arcane, Azothian
you summon a specific celestial (e.g. Azrael, ritual)
Angel of the Dawn). Casting Time: 9 hours
Range: Self (Shinde Imas bursts forth in
- SUMMON DEMON a cloud of vapor from the mouth of the
7th-level conjuration (arcane, Azothian summoner)
ritual) Components: V, S, M (a living creature
Casting Time: 7 hours who must be sacrificed during the ritual’s
completion)
Range: 30 feet
Duration: Instantaneous
Components: V, S, M (a desecrated
item, a broken holy symbol, and the
sacrifice of a living being) This variant of the summon demon ritual
Duration: Instantaneous allows for the Elf-Killer, Shinde Imas to be
summoned forth to the material plane. If per-
This ritual allows you to make the briefest formed properly, the ritual does allow Shinde
contact with the Shadow Lands, allowing you Imas to be controlled by the summoner and
to call forth the servant or representative of any secondary casters involved in the ritual,
a demon lord. This ritual, on its own merit, due to commands placed upon Shinde Imas
does not compel the entity to obey your com- by the ancient Y’lldan Elves in ages past.
mands, nor does it grant the ability to dismiss This variation of the summon demon ritual
the entity. In order to achieve either of those targets Shinde Imas specifically and brings
aims, other powerful magic must be employed. it into existence in the material plane. At the
You summon a demon, which appears in GM’s discretion, other variants summoning
an unoccupied space within 30 feet to which different lords of the Shadow Lands might
you have line of effect. This fiendish being is exist.
hostile toward you and your companions. Cer-

– Azothian Rituals – 109


- TWIST THE FLESH AND SOUL - UNLEASH PLAGUE
4th-level transmutation (druidic, Azothian ritual) 5th-level necromancy (druidic, Azothian ritual)
Casting Time: 4 hours Casting Time: 5 hours
Range: 30 feet Range: Self (1-mile radius)
Components: V, S, M (art objects depicting the desired Components: V, S, M (the corpse of a humanoid who
quality and the desired sacrifice, with a total value of died from an infectious, virulent plague)
1,000 gp, which are destroyed in the casting of this ritual) Duration: Instantaneous (see below)
Duration: Instantaneous (see below)
Druids of old were tasked with the protection of the
Through the transformative power of druidic magic, natural world from the encroaching forces of Visitors
this ritual allows the caster to make the meek mighty and and humankind. This dangerous ritual was employed,
the mighty wise. In times of great strife and war, some historically, as a means of population control on Azoth.
ancient Azothians sought out this type of druidic magic Now viewed as blasphemous to all but the most broken
to gain an edge in combat. One legend speaks of a warrior and evil of beings, the secrets of plague-work are virtually
who was deep in love with a poet. The poet rebuffed the lost to history.
warrior’s advances, for while the warrior was physically Through the power of this blasphemous ritual, you un-
a pleasing specimen of athleticism, she was, to quote the leash the effects of a magically enhanced disease into an
poem, “dumb as a stump.” To win the poet’s heart, the area. The spread of the disease is magically aided, ensuring
warrior sought out a wise druid to trade her muscles for maximum infection. Upon completion of this ritual, each
mindfulness. Through this ritual, the wish was granted, humanoid within a one-mile radius who is not a primary
and the poet’s heart was won. caster, secondary caster, or vessel involved in casting the
This ritual allows the caster to alter the fundamental ritual (all of whom are immune to the disease spawned by
abilities of the target, transmuting ephemeral traits into the ritual) must succeed on a Constitution saving throw or
physical acumen, or vice versa. The target of the ritual become poisoned. While poisoned in this way, the subject
must remain present and still throughout the casting of suffers the effects of one of the diseases detailed below and
the ritual. When the ritual begins, the caster selects one is extremely contagious. After 24 hours, those infected by
ability score from Constitution, Dexterity, and Strength, the initial casting of this ritual must make an additional
as well as one ability score from Charisma, Intelligence, Constitution saving throw. If successful, they become
and Wisdom. Upon completion of the ritual, the target secondary infected and resolve their infection as such. If
receives a +2 bonus to one of the chosen ability scores (to this second Constitution saving throw fails, however, the
a maximum score of 22) while suffering a –2 penalty to target is permanently infected and contagious, and will
the other chosen ability score (to a minimum of 3.) These remain so until death or until a wish spell or similar magic
changes are permanent and may only be reversed with is used to defeat the infection.
another casting of this ritual, or with a wish spell. Any creature coming into contact with a creature poi-
If the target wishes to resist this ritual, they must succeed soned by the infection created through this ritual must
on a Wisdom saving throw. If they do, the ritual fails, and also make a Constitution saving throw, becoming infected
the components are wasted. The primary caster and any with the disease on a failure. People so infected become
secondary casters and vessels suffer menthruac as normal. poisoned and suffer the effects of the disease, including
This will likely result in a very angry group of ritualists, as causing any creature they come into contact with to make
this ritual is typically performed at the request of the target. a Constitution saving throw to resist infection. Non-hu-
At Higher Levels. When you perform this ritual using manoid creatures become contagious carriers who are
a 5th-level spell slot, you may choose an additional set of not poisoned and suffer no ill effects but may pass their
ability scores to affect. When you perform this ritual using infection on to others as detailed above.
a 6th-level spell slot, you may choose a third set of ability At the end of each day, the secondary infected must
scores to affect, permitting changes to all the target’s ability make a Constitution saving throw. If the target succeeds on
scores. When you perform this ritual using a 7th-level spell three of these saves, they are no longer poisoned, and the
slot, the bonuses and penalties to the affected ability scores ritual’s effect upon them ends. Going forward, the subject
become +3/–3, +2/–2, +2/–2. When you perform this ritual is immune to reinfection from this instance of the ritual’s
using an 8th-level spell slot, the bonuses and penalties to disease. If the secondary infected fails three of these saves,
the affected ability scores become +3/–3, +3/–3, +2/–2. they are now infected until they die or receive treatment
When you perform this ritual using a 9th-level spell slot, for their illness.
the bonuses and penalties to the affected ability scores Since this ritual induces a natural disease in the secondary
become +3/–3, +3/–3, +3/–3. infected, any effect that removes a disease or otherwise
ameliorates a disease’s effects applies normally, though the

110 – CHAPTER FOUR: MAGIC, SPELLS, & RITUALS –


strain of infection is particularly resilient. Any attempts body. The creature has disadvantage on Strength checks,
to treat the illness with Wisdom (Medicine) checks suffer Strength saving throws, and attack rolls that use Strength.
disadvantage. While suffering this disease, the creature cannot regain
The GM should afford saving throws to NPCs important hit points.
to the characters but may roll a d100 to determine how Flesh Rot. The creature’s flesh decays. The creature has
large a percentage of unnamed NPCs is affected. They can disadvantage on Charisma checks and vulnerability to all
make this roll at advantage or disadvantage based on the damage. While suffering this disease, the creature cannot
average health and fitness of the NPC population — taking regain hit points.
the lowest roll for advantage, and the highest roll for dis- Mindfire. The creature’s mind becomes feverish. The
advantage. The outcome of this roll determines how many creature has disadvantage on Intelligence checks and
of the present NPCs become primary infected. The second Intelligence saving throws, and the creature behaves as
day sees half that percentage as secondary infected. While if under the effects of the confusion spell during combat.
the number of primary infected remains the same unless While suffering this disease, the creature loses 1d6 from
a wish cures them, the rate of secondary infected shrinks their hit point maximum upon completing a long rest. If
or grows by 2d10% each day based on successful efforts the creature’s hit point maximum is reduced to 0, they die
(by the characters or local authorities) or lack thereof to immediately.
contain and treat the contagion. Slimy Doom. The creature begins to bleed uncontrolla-
When this ritual is cast, select one of the following dis- bly. The creature has disadvantage on Constitution checks
eases to be unleashed with its effects: and Constitution saving throws. In addition, whenever the
Blinding Sickness. Pain grips the creature’s mind, and creature takes damage, it is stunned until the end of its
its eyes turn milky white. The creature has disadvantage on next turn. While suffering this disease, the creature loses
Wisdom checks and Wisdom saving throws and is blinded. 1d6 from their hit point maximum upon completing a long
Body Wrack. The creature is overcome with shaking. The rest. If the creature’s hit point maximum is reduced to 0,
creature has disadvantage on Dexterity checks, Dexterity they die immediately.
saving throws, and attack rolls that use Dexterity. While At Higher Levels. When you perform this ritual using
suffering this disease, the creature cannot regain hit points. a spell slot of 6th level or higher, you may inflict one ad-
Filth Fever. A raging fever sweeps through the creature’s ditional disease per level of the spell slot spent above 5th.

– Azothian Rituals – 111


Riku stopped in his tracks: “That’s a 1966 Ford Mustang “Don’t know until I look at it,” she harrumphed just as
GT in Tahoe Turquoise.” softly, then fished her former smart phone, whirring with
“A what?” Moira asked. luminescent tubes and silver gears, out of her pocket.
“A car. It’s a kind of vehicle in my world,” the elf replied, “What are you doing?” Riku asked, putting his hand
still gazing in awe. over the screen just as Terra prepared to channel her magic.
“Ah, I see,” the dwarf nodded. “A Strange Thing. Your “Running a search,” Terra answered.
artificer will be very interested in that.” “Don’t. It takes too much out of you. This isn’t that
“Yes, I’m sure she will be. Terra?” Riku said into the important,” Riku said, his immaculate eyebrows pinching
device of crystals and stone wires Terra insisted was a in worry.
walkie-talkie. “But I don’t know anything about last-century cars….”
“Hey! Good, you’re still alive. Did you find something?” “That’s alright, I do,” Riku grinned. “My uncle had one
Terra’s voice crackled. The static was horrible, but that’s of these. I spent a whole summer rebuilding the engine
what they got for building a walkie with alchemy and magic. with him.”
“More or less. Bring the group. They will want to see this.” “Lot of good that will do without gasoline,” Cardinal
Soon enough the whole party had joined them, staring added flatly. Zir voice would have been barely audible if
at the old-timer covered in overgrowth. it wasn’t for the sharp diction.
“How long do you think it’s been here?” Connor mused, Terra and Connor both eyed zir.
rubbing the stubble on his chin with a gauntleted hand. “You know, if you don’t crack a joke soon, everyone will
“Thirty years? Forty?” Nichelle guessed, setting her fists think your humor went with your hair,” Connor quipped,
on her belt of small pouches, all fitted tight and muffled forgetting to whisper.
for stealth. “Who’s there?!” a cry sounded from the Mustang.
“Why don’t you go over and have a look-see, rogue?” Nichelle froze five feet from it, before turning murderous
Moira asked. eyes toward her brother.
“I thought rogues were the scum on the bottom of your “It’s always the paladin that blows the stealth check,”
boot?” Nichelle replied icily. Cardinal muttered to Connor’s stunned face. “How’s that
for a joke?”
“Aye, they are, but might as well use them when you got
them,” the dwarf replied, grinning tooth-achingly sweet. Atop the car stood a short man, the hair on his feet
proudly declaring his heritage, the shortbow in his hands
“Hey, it’s okay,” Connor interceded, softening his voice declaring his intentions.
for his sister. “She’s just trying to rile you up. I can….”
“This is my Strange Thing!” he shouted, face hollow
“No, I got this. Watch out Mr. Clunky-Paladin,” she with bruised eyes. “Now shove off before I and my mates
answered, pushing his hand aside to crouch down as she feather you from top to stern.”
had learned from Cartieré the Quick. She moved forward
soundlessly. “We mean you no harm-” Riku started as the stranger
leveled his arrow at him.
The others watched her, standing clustered together by
the tree line. “I know, elf. And you’re going to stay meaning me no
harm.”
“What do you think artificer?” Moira asked, leaning over
to whisper in Terra’s ear. “I don’t think there’s anyone else with him,” Nichelle
said softly.
The hairfoot shifted away, rolling a discomforted
shoulder. “What kind of engine does that thing have — 200 CU?”
Riku asked.

112 – ALWAYS THE PALADIN THAT BLOWS THE STEALTH CHECK –


The hairfoot paused. “What do you know about it?” Moira blew out an appreciative breath. “Magical things
“Quite a bit, actually. If you’d like some help?” from the land of the gods. Humbles a soul, it does.”
Shaking his head, the stranger renewed tension on his Riku smiled indulgently, not interested in rehashing
bowstring. “You’re trying to trick me.” arguments about Earth being the “land of the gods.”
Thankfully it was an opinion mostly confined to Moira. His
Riku raised his hands, even as the rest of the group face turned to worry as he glanced at Connor still cradling
renewed their grips on their weapons. “Not at all,” he Cardinal in his arms.
reassured. “We don’t want to take your Strange Thing.”
“Just friends, my axe. I got a flying castle for sale if you
“I kind of do,” Terra muttered. believe that,” Moira commented, waggling her eyebrows
“I think we can help you,” Riku called, ignoring Terra. at Riku.
“If we get the car working, would you give us a ride?” “Best we stay out of it,” Riku said sternly.
The stranger seemed to mull it over, then lowered his A short distance away, Connor smiled to himself as
bow. “No funny business, or I’ll...” The hairfoot passed Cardinal stirred.
out and tumbled down in the thickets. The group rushed
forward to help. “What happened?” Cardinal groaned.
“Don’t touch him. We don’t know what’s wrong with “You passed out. I thought healing magic wasn’t sup-
him,” Cardinal said as ze kneeled beside the hairfoot. Closing posed to do that?”
zir eyes, Cardinal set zir hand on the man’s forehead. “He’s “I haven’t tried to cure poison before. Must have done
been poisoned,” ze said after a moment, slapping zir palms something wrong.”
together. Light emerged from zir hands as ze laid them over “That’s okay. I got you buddy.”
the stranger’s chest. Ecstatic bliss washed over Cardinal’s
face. The stranger took a deep, easy breath in and Cardinal Cardinal stiffened and sat up to pull zirself out of Con-
released zir healing, stumbling backward into Connor’s arms. nor’s arms. “Yeah, thank you.” Ze got up, readjusting zir
knee-length robe, giving every indication that ze were
“Cardinal!” Nichelle cried. heading back to the group.
“I got zir,” Connor said, lifting his unconscious friend “Hey. Hey Card, wait a minute.”
up into his arms.
“Don’t call me that.”
“Well, that was exciting,” Moira commented from beside
the Mustang. “Cardinal, sorry. Can you just wait a second. I think we
should talk.”
“He’s doing better.” Nichelle checked on the hairfoot.
“Those Othaarian incantations Cardinal learned in Medellin “What is it?” Cardinal turned back to Connor, folding
are powerful.” zir hands into the wide sleeves of the robe.
“Soul of a healer, that one,” Moira agreed. “Well, this Connor looked down, shuffling his feet. “Sorry. I just
fellow is subdued, let’s check out our spoils.” can’t seem to get used to seeing you this way.”
“Sure, you do that,” Nichelle replied coolly, “I’ll keep “What way is that exactly?” Cardinal narrowed zir eyes.
an eye on the real owner.” “Don’t be like that. You’ve changed. A lot. It’s been really
Moira didn’t seem bothered by Nichelle’s rebuke as she hard to adjust to it all.” Closing his eyes, Connor knew he
chuckled to herself. said the wrong thing the moment after he said it.
Riku and Terra had already moved to the front of the “You of all people should know...” Cardinal started to
Mustang, tromping through partially crushed undergrowth growl, but stopped and took a deep breath to force seren-
to flip open the hood. ity into zir voice. “It’s nobody’s business what I change
about myself. Especially someone who is supposed to be
“Yup, 200 CU engine,” Riku said, nodding approvingly. my friend.”
“Tires are rotted away. That’s an easy enough fix,” “It’s all just coming really fast,” Connor tried again.
Terra said, kneeling down to lay her hand on it, much like “You’ve gone from atheist to religious practically overnight.
Cardinal had with the hairfoot. Her purple glow of magic I barely know you anymore! No matter what changes on
channeled into the tire, and the decayed rubber undulated the outside, you’ve always been Cardinal.”
the tire reknit and hissed as it refilled with air.
“Just stop it...”
“Oh, yes, beautiful!” Terra whooped as she stood up and
beamed at her handiwork. “I love magic. Have I ever said “No, Cardinal! You stop it. I’ve been right beside you
that? I love magic so much.” She beamed and proceeded every step of the way, but this is more than that.”
to the next tire. “I’m sorry I’m such a burden!” Cardinal yelled, all pre-
Riku shrugged and turned back to the engine, only to tense of serenity gone.
be distracted by movement in the cab. “Moira, what are The Mustang roared as it burst into life, interrupting
you doing?” their fight — and for the better as Connor was regretting
“Not much for spoils,” the dwarf’s voice sounded muf- every stupid, entitled word he said.
fled. “That hairfoot was obviously living in here though. “Come on guys! We got ourselves a new ride!” Terra
So what is this thing exactly?” called cheerily.
“Think of it like a wagon with no need for horses or Cardinal didn’t look back at Connor as ze marched away.
oxen.” Riku said.

– ALWAYS THE PALADIN THAT BLOWS THE STEALTH CHECK – 113


M uch of the early history of Azoth is shrouded in
myths and legends, which vary considerably from STRANGE THINGS
one people to another so a true accounting is hard to
find. Of all the peoples, the short-lived humans show the
AND LOST PLACES
greatest interest in recording and documenting history as Regardless of whether humans are native to the
it unfolds around them. Let us start our tale, then, when Realm, many of them later Crossed from Earth into
the first humans arrived in East Azoth. the Realm. They left behind legacies still visible
in architecture and customs across East Azoth,
The First Humans as well as Strange Things — objects hailing from
Earth that have Crossed into the Realm. Several
Visitors from Earth even set up their own little

H umans first appeared in the northwest of East Azoth,


crossing from West Azoth over the Black Mountains
and Grey Hills. No written records survive of this age,
corners in East Azoth, where they retained much
of their own culture.

and oral tradition varies on what drove them — famine,


war, and great winged monsters are all named in various
legends. This time is known as the Great Crossing, leading asm, greater than any other people. They used their magic
Wanderers who hear of it to speculate as to whether all to exploit, displace, and destroy East Azoth’s indigenous
these people were displaced from Earth. Earth itself, peoples. The elves, East Azoth’s dominant people before
after all, is rife with legends of people and nations who the coming of humans, were the first to stand up to them.
disappeared seemingly without a trace. The Elf War (or Human War in the elves’ history) is the
Northern East Azoth was as inhospitable then as it is now, earliest recorded military conflict in East Azoth.
and the arriving humans migrated slowly to the warmer The elves, more knowledgeable about East Azoth and
climes of the south. As they did so, they passed through with far more resources at their disposal, expected to win
the territory of East Azoth’s indigenous people. If the the war quickly and decisively. They did not count on the
indigenous trolls and dwarves objected to this incursion, humans’ knack for magic though, nor on their willingness
their scholars keep mum about it now. Modern orc ambas- to use it to dire effect. Magic is dangerous to both the
sadors, on the other hand, cite displacement at the hands spellcaster and their environment, and the natives of East
of humans as the reason for their culture’s collapse, and Azoth never predicted how far the humans were willing
ask for the return of their homeland in the Bloody Hills. to go. They summoned the demon Shinde Imas from the
Meanwhile Darkoth’s reign keeps the goblins silent — if darkness of the Netherworld, and the creature ripped
the Dark Lord allowed any of their historical knowledge through the elven armies before turning its destructive
to survive at all. The elves’ response to the newcomers, power on the rest of the elves. Only by the forging of the
however, is well-documented on both sides. Yu’lldian Blade were the elves able to defeat the demon,
who went down in history as The Elven Slayer.
The Return of Magic and the Elf War The humans, rightly appalled by the slaughter they
unleashed, offered peace to the elves. The elves accepted
As humans moved south, they delved into the arcane arts
and moved to the Enchanted Forest where to this day
for which they have a talent, or at least a reckless enthusi-
– The first humans – 115
humans find little welcome. They hid the Yu’lldian Blade
and destroyed any record of its location. Then, they quietly
turned to the study of magic to stop the humans if they ever
THE ORIGINS
did such a thing again. OF OTHAARIS
After the Elf War, humans continued to move south.
Many generations had passed since their first appearance, Othaaris was a Wanderer, even if no Azothian
and a new religion sprung up among them — the worship remembers this. Other Wanderers might
of Othaaris, goddess of healing and fire. The Othaarians
recognize traces of Buddhism in her teachings
though, revealing to the clever scholar that she
abandoned the use of arcane magic, instead turning to a
hailed from Earth. Her fate is unknown, though
simpler and more natural lifestyle. They retreated to the Isle
likely she really did ascend to godhood — the
of Ardonous, where they built a nation founded on peace and
Realm has a way of forcing grand destinies on
harmony. The remaining humans remained in East Azoth,
Wanderers who remain too long.
now living in relative peace with the indigenous people.

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

116 – CHAPTER FIVE: THE REALM –


dead soldiers — would rise to fight for Thoragg again. second-generation elven migrants have never seen the
Repulsed and afraid of Terrorek’s arrival in East Azoth, Enchanted Forest. Times are good, and East Azoth is quiet
Ardonia offered an alliance to Darkoth. Together they de- and peaceful.
feated Terrorek and banished him back to the dark world Nothing lasts forever though. Lord Darkoth has not
from whence he came. Darkoth continued to conquer the abandoned his desire to rule all of East Azoth. Held at
kingdom of Thorin, though its darkness was too great even bay by the great magic of Lady Falla in the south, and un-
for the Dark Lord to control and he eventually withdrew willing to launch a conquest to the west where the elves
— to this day, the Kingdom of Thorin remains a stretch of and — perhaps — his old enemy Thoragg await, he instead
the Great Field to be avoided. The defeat of Thorin, and launched an attack on the Brachmon nations in the north.
the alliance between Ardonia and Darkoth, marked the This is the world that greets the characters when they Cross
end of the Forever War. from Earth into the Realm — beautiful, full of adventure
and wonder, and with old evils poised to rise again.

The End of War The Geography


E ast Azoth has been at peace since the Forever War.
Most nations were happy to finally turn inward,
advancing their technology and magic, and rebuild after
of East Azoth
generations of war. Cities flourished, and the various
people of Azoth commenced diplomatic, though not T he Realm sits at an unstable crossroads on the axis
of reality connecting to countless worlds. Visitors
from Earth are frequent, and have brought marvels of
always cordial, relations with each other. If anyone, such
as the orcs or goblins, still believed they had a claim to architecture, art, and science. Visitors from other worlds
land now held by others, the nations were too battle-weary — the Netherworld, or the Shadow Lands — also travel
to make anything of it. to the Realm, and their gifts are not nearly as welcome.
The end of war has been a boon to travel and trade. Peo- Still, the people of Azoth take these incursions in stride,
ple now live side by side in major cities of all nations. The merely referring to the occasional otherworldy oddity
one exception is the Enchanted Forest, where humans are as a “Strange Thing.”
quickly met at the border — the elves may have forgiven A low pale sun rises over the Realm to paint the sky in
them for Shinde Imas, but they have not forgotten. Still, magnificent pastels every sunrise and sunset. Twin moons
the elves themselves do settle in other nations, and some grace the sky. The large moon has no name, as people simply

– The Geography of East Azoth – 117


118 – CHAPTER FIVE: THE REALM –
hot lava into the sea, creating a barrier of smoke and steam

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

T he continent of Azoth is completely surrounded


by water, and the names of the seas hearken back
to ancient tales rather than any proper geographical
than in the rest of Azoth, people live in accordance with
the seasons. Most crops are fast-growing, planted in spring
and harvested in fall, though a few plant multi-seasonal
designations. Only the Epicians of Brachmon have crops which can weather the hard winters.
circumnavigated the full continent, though the harrowing The south, comprising O’koth, Ardonia, and Carahill,
journey is usually only undertaken to show the crew’s sees the warmest climate. Its countryside is dotted with
prowess rather than for any practical purpose. vineyards and olive trees. In summer, social activities take
South of the continent lies the Naldonian Sea, flowing place near dusk when the temperature drops, and smaller
counterclockwise from Qaiwain in West Azoth, to O’koth villages seem completely abandoned at noon when the
and the southern coasts of Ardonia and Fantasia in East scorching sun bears down. Even winter cannot bring snow
Azoth. From here the water continues to the Erebus Sea to the south.
along the coastlines of Ardonia, Carahill, the west coast of
Fantasia, and Drohm. Storm’s Bay is an inlet of the Great
River, named for the constant storms that thrash above
Culture
R
the water. These storms are magical rather than natural in
essence, though no records survive of the cataclysm that ealmborn come in all skin colors regardless of
caused them. The Epicurean sea, named for the ancestors geographical location, as the various peoples used to
of the Epicians, lies in the north and extends along the cover all of East Azoth before humans arrived. Grey Hills
northern coast crossing from East to West. and the Enchanted Forest, despite their northern locales,
If the Black Mountains make travel overland from East see as many black people as they do white. Likewise,
to West Azoth near-impossible, the Boiling Sea in the Realmborn come in all genders and sexual orientations.
northwest does the same. Active volcanoes spew white- Where an organization is women-only, such as Ardonia’s

– Climate in East Azoth – Culture – 119


White Unicorns, no Realmborn need ask if that includes Move further inland though, and the traces of Earth
cis and trans women — of course it does, because women languages stop — perhaps there are no Crossings here, or
are women. The people of East Azoth accept and welcome they’re so dangerous Visitors don’t survive long enough to
this diversity. That’s not to say individual bigotry doesn’t leave their mark. The people of the Enchanted Forest speak
exist, but it’s against the norm and yields anything from what’s known as Forestspeak, though with a smattering
a quick admonition to social exclusion depending on of Waorani and regional differences between rainbow
the severity. and forest elves. The people of Grey Hills likewise speak
Families in the Realm come in all variations. A Hillpeak, though it sees a wider divide in dialects owing
cross-people couple might adopt, as they cannot conceive to its orc and troll populations. Dwarven Hillspeak, the
biologically. Alternately, like same-sex cis couples, they most dominant dialect, is a sprawling language that lends
might use a surrogate or donor. While East Azoth knows itself well to stories and song with an immense catalog of
of no magic to alleviate biological incompatibility, fertility synonyms that singers, songwriters, and poets utilize to
potions ensure it takes only one try to conceive. All families compose epics. Meanwhile, Bryzine is more staccato and
in East Azoth are wanted, as even the smallest village has direct. Orcs spoke a variety of languages before the arrival
a physician versed in birth control for all sexes. of humans but have developed a patois since retreating to
the Black Mountains. Minotaurs historically speak Plain-
Realmborn are quite physical in their expressions of
speak, a singsong language that conveys meaning through
affection. They’re quick to welcome new people with hugs
harmonies as much as through words, though nowadays
or cheek kisses, and it’s common to see friends lean against
most are also fluent in Drohm.
each other as they enjoy a meal, or a musical performance.
Depending on their Earth culture, Visitors may find this In addition to local languages, traders, travelers, and inn
jarringly intimate. Fortunately, Realmborn also have a and tavern keepers share a language called Cant. Cant finds
strong sense of individual boundaries, and an Earthborn its basics in Spanish — and if this seems odd because none of
need only imply — through speech or body language — Azoth’s nations speak the Spanish language, the Realmborn
once that they’re uncomfortable. Likewise, an Earthborn never seem to question it — but takes phrases and words
mistakenly believing this physical intimacy is an invitation from every other language. Olardell especially has a heavy
to more is quickly corrected. presence in Cant, as the hairfeet are such prolific travelers
and traders. Cant is a little different everywhere you go,
Fashion preferences, while they differ from people to
adding more Brachman in the north or more Carahall in
people, extend across all genders. Elves take great pride
the south, but the Spanish at its core remains.
in their magnificent hair, and a trader in alchemical hair
potions does excellent business visiting the Enchanted Most people in East Azoth are multilingual. The hairfeet
Forest. The people of Brachmon like to braid their hair and of Olardell all speak Olardell, as well as the sign language
beards. Meanwhile people from Carahill favor revealing prevalent among their druidic neighbors. A hairfoot doing
attire and sweet-scented perfumes, while the Ardonians regular trade with Carahill would also have that language
prefer a sterner fashion. in their repertoire. An elf living in Ardonia speaks both
Forestspeak and Ardonian, and second-generation immi-
The one thing that seems universal to all nations is a
grants often devise a new language that combines both.
love of stories. Realmborn are happy to offer free passage
Likewise, Ardonians living in a city alongside elves would
on a cart or ship, food and accommodations, and even tools
have learned a few common phrases at the least. The rangers
and trinkets in exchange for a riveting new tale. Earthborn
of O’koth speak both O’koth and Ardonian, the language
with a talent for stories, who read many books or simply
of their allies, as well as the Werespeak common to the
paid attention to the plot of the latest movie they watched,
werewolves of the forest. Learning at least the basics of
need never find themselves down on their luck.
the language of people you regularly deal with is simple
Languages courtesy in East Azoth.
Visitors who speak the Earth equivalent of any East
The coastal tongues of East Azoth are remarkably like Azothian language can immediately understand its coun-
languages from Earth. Ardonian resembles English, Cara- terpart, and with a little practice become fluent. Any who
hall is a mixture of French and Italian, and Drohm shares speak Spanish or Portuguese can pick up Cant. Earthborn
traits with Japanese — if all a more old-fashioned version do retain an accent though.
than spoken on Earth today. The O’koth speak several
Mongolic languages, of which Mongolian is predominant
on the Great Field. The hairfeet of Olardell speak a very fast
and chattering form of Portuguese. While each Brachmon
Strange Things
nation speaks its own language, from ancient Egyptian to
the proto-Mayan tongue, their shared Brachman language
bears an uncanny resemblance to Old Norse.
S ometimes, people from Earth bring their technology
with them, such as cell phones, portable batteries, or
digital cameras. They might not work for long — even if
Crossing didn’t fry them, the Realm has no power outlets

120 – CHAPTER FIVE: THE REALM –


— but they’re still physically in East Azoth. These items zeppelins, which occasionally accommodate passenger
are Strange Things. Other times, Realmborn use an arcane travel, as well as ornithopters. It may have given them much
combination of technology and magic to invent something more — rumors abound of massive light orbs that could
wholly new. These are also Strange Things. illuminate city streets at night — if not for their distrust of
While Realmborn make no distinction between the two magic. Any invention whiffing too much of magic rather
kinds of Strange Things, it’s easy enough to spot the differ- than science is shut down and banned.
ence as the concept of “smaller is better” never caught on in Meanwhile the trolls of Bryzine in Grey Hills sell more
East Azoth. Ardonia’s massive zeppelins are Realm-made, Strange Things than all other nations combined — which
but that small black box recognizable only to Visitors as a admittedly still isn’t a lot. These items are invariably small,
portable battery hails from Earth. The former are far more definitely hail from Earth right down to the “made in”
prevalent than the latter. stamp, and can be quite anachronistic, such as a flip phone
While each nation sees Strange Things and accepts them or a transistor radio. These items are quickly snapped up by
— much as it does Visitors — as part of living in the Realm, traders, for they fetch good money either as oddity items,
Ardonia and Grey Hills stand out. Ardonia is expert at or as objects to be taken apart for research or components
creating Strange Things, to the extent it doesn’t even name for Realm-made Strange Things. Asked where they get
them that anymore — to the Ardonians, these are simply these items, the Bryzine trolls merely shrug and say their
the products of science. Science has given Ardonia, so far cave-dwelling cousins find them where the Grey Hills
the only such nation in Azoth, an aerial fleet replete with connect to the Black Mountains.

– Strange Things – 121


T he end of the Forever War saw East Azoth coalesce
into ten nations. While initially the various peoples
retreated to “their corner” of the half continent, the years
land. Likewise, exiles know that there is no going home,
and they would be apprehended the instant they laid foot
on Ardonian soil.
of peace following saw great trade, travel and migration. Ardonia is a land of both faith and knowledge. Scholars,
Recent years have seen the rise of an eleventh nation, thinkers, and scientists enjoy access to massive libraries,
though so far it goes unrecognized by the others. academies, and forums to exchange thoughts and discov-
In this chapter you’ll find the principals of each nation, eries. Steps from these institutions are cathedrals built to
interesting and dangerous locations to visit, and adventure the Religion of Light, worshiping the goddess Othaaris
seeds to draw inspiration from. who blesses their holy land. While science and religion
do not come into conflict with one another, magic itself is

Ardonia considered a less desirable path. Though magicians suffer


no persecution, the people of Ardonia generally do not
trust magic to protect them, in favor of their priesthood

L ong ago, a group of humans settled on the Isle of


Ardonous. Living in relative seclusion, the people
devoted themselves to the worship of Othaaris, and tended
and technology.
The kingdom is ruled by a hereditary monarchy, and King
Daelin and Queen Gera enjoy virtually unlimited power.
to a land that knew no war or strife. However, war found They are honored as the Avatars of Ardonia, symbolizing
them instead. While Darkoth’s Forever War swept across the will of their entire nation, and enjoy the support and
all of civilization, the remote Isle of Ardonous fell under political advisement of the Priesthood of Othaaris.
the spectre of the Black Plague engineered by the evil Ardonia is the most regulated, but also the safest land
demon Terrorek. The humans knew that if they stayed, in Azoth. It benefits from the pledged protection of the
the island would be their grave. rangers from the nearby land of O’koth, but also the internal
Traveling north across the water, the surviving humans defense of the elite White Unicorns. Without the looming
found a land they came to call Ardonia. Clinging to their threat of war constantly at their doors, the people of Ardonia
peaceful ways, they sought defense rather than war, and enjoy fine wine from their renowned vineyards, a nearly
they marked the edges of their territory by building a universal worship of Othaaris woven into their very society,
massive wall to protect themselves. However, a wall can- respect for education and the keeping of knowledge, and
not offer security. The first rulers of Ardonia struck a deal an amicable attitude toward the practices of polyamory
with Darkoth: When the Forever War ended, he would not and free love.
cross their walls, and they would not interfere with his
designs on Azoth. Darkoth has kept his word to this day, Principals of Ardonia
but one can only guess how long the agreement will hold
if the nations around Ardonia fall to him. QUEEN GERA
Ardonia’s isolationist policies have relaxed over the years, Queen Gera, a devoted servant of Othaaris, sits on the
and access to the nation can be secured at any border cross- throne of Ardonia. Called the “queen mother” by her people,
ing station, simply by providing one’s name. However, the she functions as a guiding figure to the entirety of her nation,
border guards diligently record the names and descriptions though her personal motherhood has been mired in tragedy;
of all outsiders, and the identities of criminals or exiles are her only daughter died at birth, her eldest son Kajig was ban-
distributed to all border stations. Anyone who commits a ished for an unspeakable crime, and her youngest son Bakta
crime within Ardonia has almost no hope of escaping the died in war. The future of the throne is uncertain, but for now,

– 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-

124 – CHAPTER SIX: NATIONS AND DANGEROUS PLACES –


curity of the finest military presence, and any royal decree
or celebration being an excuse to throw a local festival.
ADVENTURE:
ABAROXAS THE VALUE OF
Abaroxas is the nearest large city to the wall, and the first
major locale travelers encounter if crossing into the coun-
REPUTATION
try from the Sirilian River. It is the educational center not An old, established merchant family of elves, the
only of Ardonia, but all of East Azoth. It holds this position Silverscales, fell victim to burglary, but they refuse
not because Abaroxas is exclusive with its curriculum, but to go to the local guard about the matter. Only a
because no other repositories of knowledge are as safely single item was stolen from their possession: their
guarded as those behind the wall. The academies of Abaroxas intricate, one-of-a-kind mercantile seal, which is
close their doors to no one, and openly invite outsiders to used to mark goods inspected and authorized by
study and debate within their walls, in the interests of free their house. With the seal, any smuggler or low-
thought and the trade of information. It is not uncommon quality dealer could mark their wares as having
to see groups of intellectuals walking between libraries and been approved by the Silverscale family. If rotten
eateries, enthusiastically debating philosophy and physics. produce or flawed fabrics flood the market with
The most wondrous collection of knowledge within the city, their crest on the crates, their reputation could be
however, is housed in the monastery of Isliadril. ruined within months. However, if knowledge of
the theft gets out, no one will buy anything with
That being said, Abaroxas is not limited to purely scholars.
the Silverscale emblem on it, even if the goods
The surrounding city comprises merchants, farmers, crafts-
are legitimate.
men, and the like, who dispense their necessary services to
The Silverscale family will pay a hefty reward
the learned types. Young academics who wish to study in
for the seal’s return, but they require the utmost
Abaroxas often travel to the city as day laborers and earn
stealth and secrecy.
their room and board by serving the scholars whose ranks
they one day hope to join.
Isliadril
Dwarfing the surrounding buildings by its sheer size, the
fill the streets, and the sky is dotted with hot air balloons
gargantuan monastery of Isliadril houses a famous library,
ferrying small but valuable cargo over the wall or the
and is also home to the Scribes of Isilarilin. The scribes are
O’koth forest. Nearly all imported or exported goods in
blessed by the queen mother, not unlike the White Unicorns,
Ardonia first pass through Gichtel, where trademasters
and their dedication to the preservation of knowledge is
weigh, value, and record it. Though a branch of the Noble
as vital to Ardonia as the knights’ protection of the people.
Peoples’ Exchange of Carahill is established here, it is not
The Scribes of Isilarilin have sworn a sacred oath to seek
the foremost financial power in town; houses of trade exist
out and record knowledge, and as such, count the world’s
all over the city, and each blazons its own seal of approval
foremost experts on Crossings, and the legacies left behind
on goods that pass through its oversight.
by Visitors, among their numbers. Isliadril is truly “The
Jewel of Abaroxas” as Ardonians name it. The residents of Gichtel want for very little, and even the
poorest folk can easily find work helping to carry crates,
Tongues wag that a different manner of archive lies in
care for draft horses, and tend to the needs and wants of
chambers constructed deep under Isliadril. Local legend
the wealthy merchants that pass through, contributing to
says that the Scribes of Isilarilin maintain a massive wine
a booming service economy. Conspicuous consumption is
cellar, keeping barrels of all the rarest and most exquisite
the name of the game in Gichtel, where money flows even
wines ever produced in Ardonia or abroad. Though inven-
more freely than the wine.
tive thieves have attempted to tunnel under Isliadril in the
past, they are usually discovered when they cause a sinkhole
MEDELLIN
that brings a cobblestone road down on their heads before
they ever reach the theorized cellars. In truth, the cellars Built around Castle Dyonissis, the seat of the White
hold something far more valuable and more dangerous, as Unicorns, Medellin is a city swelling with military pride.
the Disk of Mylnon makes a stop there once a year. Families pray to Othaaris that their daughters will be cho-
sen to serve the White Unicorns, even knowing their little
GICHTEL ones will be selected at the age of five and taken away to
the castle barracks. Though this practice may be appalling
Located at the base of the O’koth Mountains where
to Visitors, the people of Medellin see no fault with the
they intersect with the wall and surrounded by rolling
concept, justifying it with the fact the girls won’t actually
hills and flourishing vineyards that produce the finest red
be fielded until the age of eighteen.
wines, wealthy Gichtel serves as the trade center for all of
Ardonia. Carts and wagons drawn by horse and ox alike Next to the White Unicorns, Medellin is also well known
for its vineyards, producing some of Ardonia’s finest white

– 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

– Bloody Hills – 127


clever disguise, and the third she stabbed through the eye. — opening the way for incursions into the Enchanted
Her descendants still enjoy this “invisibility” to demons, Forest and, beyond that, Grey Hills. Neither of them lend
and Graakahorda can never claim orc souls. any aid to the Brachmon so far, nor have the Brachmon
asked. The war has gone badly for the Brachmon to this
HU’THAR’S PALACE point, though the approaching winter may turn the battle
Little remains of Hu’thar’s palace above ground, though in their favor as Darkoth’s forces are ill-prepared to deal
the hills below remain riddled with passages and storage with the punishing cold.
halls. Hu’thar was the last orc queen and receives little
mention in orcish history as hers was the shameful act Ashmedai
of admitting defeat and leading her people to the Black The Ashmedai are proud warriors who pride themselves
Mountains. Na’ier of the Boarelli believes Hu’thar left her on their legendary fighting skills. They alone never suffered
crown in Bloody Hills and has quietly sent agents to comb a single defeat in the Forever War, and they carry that
the palace for it. legacy to this day. Every Ashmedai is a skilled warrior in
additional to learning a conventional trade such as farm-
Brachmon ing or blacksmithing, and the other Brachmon nations
fear the day the Ashmedai break the coalition and move

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-

128 – CHAPTER SIX: NATIONS AND DANGEROUS PLACES –


smithing is also second to none, they either melted down As perpetual nomads in frozen conditions, the Io-
or carry west with them. They also left several painted dhani carry their culture through oral tradition. Little
Woad warriors to harass the Drohm forces whenever they wonder then that their councilors are always their lead
threaten to move too far into Brachmon. storyteller and their apprentice. The current pair is Iman,
The Cha’ks appoint their councilors through direct great-grandmother to more children than she can count,
elections, each for a staggered four-year period. Council- and a genderfluid person Iodhani named Guran.
or Ha’ta is a dwarven silversmith, and one of the richest
men in Cha’Tak, currently leading the civilian retreat to Kamalak
Ormuzd. Meanwhile the old warrior Ka’ta has come out of Kamalak sits near the heart of the twelve nations, on a
retirement to lead the Woad warriors into battle. vast steppe plain. The Kamlak are the descendants of a
great cavalry, and renowned horse breeders in peace time.
Epicurus They trade, and occasionally gift, horses of any color save
The Epicians are masters of the sea, and their naviga- black to leaders of other Brachmon nations in exchange
tional command of the waters of Azoth is legendary. They for food supplies the steppe only grudgingly provides. The
are the only nation to map out all of the seas surrounding Kamlak’s military heritage shows now, when Brachmon is
the continent, even venturing to West Azoth in longships under attack, as the warriors ride out on their black horses.
called Dracos. While the Brachmon coalition forbids them The Kamlak cavalry is led by General Hormok, who also
from attacking other Brachmon villages, the other nations serves as one of Kamalak’s councilors. Her warriors ride
they pass on their journeys don’t fare as well. The Epicians black horses, the traditional mark of Kamalak’s ancestral
engage in trade or raiding as it suits them, and many coastal cavalry, and paint their bodies, weapons, and shields black
villages have a shelter for when the Epicians arrive, while as well. They attack under the cover of darkness, using
others offer very favorable trade. The hairfeet from Olardell, their superior knowledge of the terrain to attack and re-
meanwhile, adopted an “if you can’t beat them” attitude, treat in a single night — leaving the Drohm forces to find
and hired the Epician ships for their own maritime trade. the battlefield riddled with arrows and corpses, with no
Epicurus is the second Brachmon nation under attack by trace of the attackers.
Drohm, and unlike the Cha’ks cannot simply give way lest Hormok has ridden her army south, with the intent of
Darkoth push further north to other Brachmon nations. halting the attack of Drohm generals Kiri and San Vulba
The Epicians must hold the line, and so far have weathered on Khur-Um. Instead she found San Vulba pushing north
every attack Drohm’s Admiral Cebran has launched. In fact, hard, with their armies meeting on the border between
they stand poised to win the war at sea, prompting Darkoth Khur-Um and Kamalak. Hormok is determined not to
to send field wizard Norvose to join Cebran. let San Vulba advance any further and holds a hard line
The Epicians always select one trader and one raider as regardless of any risks or losses.
their councilors, recognizing that both are needed for Epi- Kamalak’s second councilor is a horse breeder named
curus to thrive. Trader Canute, a second generation hairfoot Azrok. While in peacetime they would be the leading voice
immigrant who suffers from severe anxiety, now sails for of the Kamlak, war has pushed them into a secondary
Olardell to secure a loan to build more Dracos. Meanwile position to Hormok. Azrok doesn’t mind, as they realize
raider Lagarth leads the Epician fleet against Drohm. different times require different leaders, though they’re
eager to rebuild once the war is done.
Iodhan
Iodhan is the second most northern of Brachmon’s
Khur-Um
nations, stretching from the frozen coast to the towering Khur-Um is a relatively new nation formed from Brach-
ice mountains to its west. Iodhan sees perpetual snow and mon traders along the Black Adder river. The Khurmi are
has little in the way of agriculture. Instead, the Iodhani a communal people who share resources and assets to the
are great hunters who migrate in the trail of their favored betterment of all, and poverty and homelessness do not
prey. They use every part of the animals they kill, dressing exist in Khur-Um. Meanwhile trade with dwarves, orcs,
in skins and furs, and likewise using skins to create their and trolls from Grey Hills has made Khur-Um very rich —
signature domed huts. so rich, in fact, the other Brachmon nations question what
While their northern position sees the Iodhani safe from they plan to do with all that gold.
most of Drohm’s incursion, a single Drohm ship made it Khur-Um’s wealth proved irresistible to Darkoth, who
past both the Epician blockade and the nation of Seth be- demanded his generals push past Cha’Tak and Ormuzd to
fore Iodhani vessels stopped it. The Drohm survivors, few take the nascent nation. Of all Darkoth’s generals, only Kiri
as they were, returned with tales of cannibals who wear presented a plan with even a remote chance of success, and
the skin of their enemies — none of them true, but rather even then, her troops are stretched precariously thin as she
deliberate propaganda to dissuade Drohm captains from must take Khur-Um and simultaneously prevent Ormuzd
invading Iodhan a second time. from cutting off her supply ships. Young, ambitious, and

– 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

130 – CHAPTER SIX: NATIONS AND DANGEROUS PLACES –


are hard, though none harder than against criminals who
brought bodily harm to others directly, or indirectly by
denying needed food or shelter.
Bryzine
T
The Tigonni currently have no envoys to the Brachmon he sound of metal on stone echoes as the people
council. of Bryzine mine the ores found deep in the Black
Mountains. Rich in resources, this city on a bay along
Val-Hur East Azoth’s north coast serves as a trading post between
While officially Val-Hur controls a thin stretch of land mine troll communities and visitors from across Azoth.
between Ashmedai and the mountains that border Iodhan Several peoples work the mining trade, but none have the
and Tigonn, in reality they cluster in several partially advantage of the Bryzine trolls who are distantly related to
submerged villages on the coast. The Val-Huri themselves mine trolls. Bryzine trolls work hard to change Azoth’s per-
are semi-aquatic, with webbed feet and hands, and gills to ception of trolls, which is largely unfavorable thanks to violent
facilitate short underwater sojourns. They can also commu- precedents. Bryzine trolls are peaceful and visiting Bryzine
nicate with the great northern whales and have forbidden is considered very safe for outsiders. Additionally, they are
the Iodhani from hunting them. This puts Val-Hur at odds exceptional traders and well-versed in commerce owing to
with the Brachmon council, who allow the Iodhani a strict the potential wealth in the resources they live amidst. Many
hunting quota. Bryzine trolls are multi-lingual to help facilitate trade.
The Val-Huri are a people divided, who see no peace Bryzine’s proximity to the Enchanted Forest and Grey
between them. None of the Val-Huri, nor their faction Hills made it a useful trade depot for all three regions. The
leaders, know what set off the violence — only that it goes rainbow elves and Grey Hill dwarves maintain friendly re-
back many generations and provides ample reason for ven- lationships with Bryzine trolls’ elected council, comprising
geance. On four separate occasions, the Brachmon council six members who oversee commerce, trade, and wellness.
held a peace summit to broker an armistice between the Visitors from farther locales who only know of trolls from
Val-Huri, but no treaty ever held. As the mountain ranges children’s books painting them as monsters may be taken
to the north, and Ashmedai to the south, keep Val-Hur’s aback at first, but one interaction with a Bryzine troll is
violence contained within its own borders, few Brachmon all it takes to prove their fears unfounded. The Grey Hills
see the issue as pressing enough to try again. dwarves have passed along some of their blacksmithing
Val-Hur changes councilors as easily as the wind chang- knowledge, and Bryzine trolls produce well-crafted, albeit
es direction, based on who recently defeated whom. The simple, armor and weapons.
Brachmon council welcomes them with proper decorum, Making Bryzine an inviting place to visit and conduct
but otherwise largely relegates them to the sidelines as business was a battle hard won. For centuries, Bryzine
the next Val-Huri councilor is likely to ignore any treaties
their predecessor signed.

Zo-Hur ADVENTURE: NOT MY


The Zo-Huri are peaceful shepherds, descended from
BRETHREN’S KEEPER
people running the supply trains which fed northern Deep in the mines of Bryzine’s largest mountain
armies in the Forever War. Officially they control the fertile is a rich gemstone vein. Those who can source the
land between Kamalak, Seth, and Epicurus. In reality, the precious resource easily find wealth, prosperity,
Zo-Huri are nomadic and travel all of Brachmon with their and power in Azoth. But mining the ore is tricky:
vast herds — though in Popol-Vah they must strictly keep to Not only are the mines themselves an obstacle
areas currently not readied for crops. As they always adhere course that fells even the nimblest of adventurers,
to local laws, and carefully replant after their animals graze but the mine trolls who live under the mountain
an area, none of the other nations take offense. are hostile to wanderers who attempt to loot and
With war come to Brachmon, the armies of Ashmedai claim their treasure.
and Kamalak called upon Zo-Hur to provide food. The When a traveling Ardonian merchant is
Zo-Huri stepped up, herding their cattle in the wake of reported as missing after venturing into the mines,
the great armies as they marched south — close enough a local Bryzine troll named Egra offers to serve
to supply the Brachmon, but out of reach of Drohm forces. as a guide for adventurers who want to find the
The Zo-Huri tend to send “whomever is closest” to merchant. But Egra worries the mine trolls killed
serve as envoys whenever the Brachmon council convenes. the Ardonian. Egra and her people work hard to
Unlike the Val-Huri, however, councilors always keep to change the public perception of trolls, and she
agreements their predecessors made. As such, the council
must find a way to help the adventurers without
doesn’t object to these rotating appointments.
confirming their worst fears about her people.

– 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 WILD KALDA


Kalda is a wide-eyed young woman with a perpetually

L ong ago, the nations of Shamir and Carahill clashed in


war. In the end, Shamir was the victor, and its leader,
Lady Falla, sought to unite both lands under a single
clay-smeared face, muddy boots, and dirt under her nails.
She fancies herself an “archaeologist,” a term she read in
a book when her family visited Isliadril in her youth and
banner. In an effort to appease the defeated population,
she named the new kingdom Carahill, while its capital
was named Shamir. Generations of Lady Fallas would
continue to serve Carahill as queen regnant, establishing
ADVENTURE:
a country that protected itself not with walls, but instead SHE DOESN’T KNOW
with a well-funded military, a prosperous population
loyal to the crown, and a royal bloodline known for its
WHAT SHE KNOWS
arcane magic. Kalda is accustomed to getting arrested. She’s
Carahill is a pleasant land full of beautiful sights and also rather used to being picked on or having
sounds, and the nation’s residents live happy and pros- rocks thrown at her by locals. What’s new to her
perous lives. is someone trying to legitimately murder her. A
week ago, someone tried to cave in one of her
Principals of Carahill tunnels with her inside, and she’s seen black-
cloaked figures showing up wherever she goes.
LADY FALLA None of these things discouraged Kalda’s
exploration. To the contrary, she now feels certain
The honored descendant of the first Lady Falla who that she must be getting close to the dark city of
united Shamir and Carahill, the current Lady Falla is no Abraxas, and that they don’t want her to find it.
less driven toward the peace and prosperity of her collec- While the existence of “them” is questionable,
tive lands. Upon the death of her mother, she inherited the there have been some credible attempts on
title and all of the obligations that come with it, and the Kalda’s life recently, causing damage and injury
current Lady Falla continues to uphold Carahill’s policies of to bystanders, and the party is asked to look into
accepting all outsiders and travelers with open arms, while them if for no other reason than to keep collateral
remaining neutral in the political strife of other nations. As damage to a minimum.
a powerful sorceress, Lady Falla is not to be trifled with,

132 – CHAPTER SIX: NATIONS AND DANGEROUS PLACES –


spends much of her time digging in exposed ground and ex-
ploring the cisterns of Shamir. Though frequently arrested
for the destruction of property and being a public nuisance,
ADVENTURE:
Kalda quickly returns to her ways as soon as she’s set free A TIME TO REAP,
again. Kalda’s self-appointed quest leads her in search of A TIME TO SOW,
the rumored lost city of Abraxas that she believes still lies
somewhere under Shamir. A TIME TO PARTY
Notable Cities Seasonal farmhands work hard, and they play
hard. The harvesting season has drawn to an end,
and the itinerant workers are planning one last
SHAMIR big festival to celebrate together before going
The capital of Carahill is located in Old Shamir. The city their separate ways. This is generally a time when
is a thriving metropolis built around a towering castle. The major landholders become generous and donate
architecture is stunningly unique; nearly every building has food or wine to the celebration out of gratitude.
a narrow street-facing front that extends deeply behind However, a local landholder has become
and is two or three stories tall. These houses were built concerned that his storehouses may be targeted
as such to dodge the property taxes levied by the second for damage or arson, after he forced a separation
Lady Falla, which charged based on the road-facing area between his child and the pretty farmhand they
of a building’s ground floor. Though Lady Falla the Fourth
fell in love with. During the festival would be a
prime opportunity for the jilted young woman
rescinded this tax law, the architectural styling of Shamir
to sabotage the storehouse then slip away into
had already become quite popular and fashionable.
the crowds.
While the city of Shamir lacks protective walls, the castle
But there is more to this story than meets the
is sheltered by a different layer of defense. The streets of eye. The land-holder’s wife intimates her husband
Shamir are a narrow, weaving tangle, not unlike the vines doesn’t pay seasonal workers a fair wage —
that crawl the antique walls of its houses and shops. While does that mean other workers might also have
the city guard and the locals know these winding paths reason to be resentful? Meanwhile his husband
well, outside invaders never penetrated the city more admits the landholder is a sometimes overly strict
than a few blocks before being boxed in by the guard and parent — perhaps his child seeks revenge for
summarily slaughtered. their broken heart? It’s up to the adventurers to
Abraxas figure this mess out!
Buried beneath Shamir, accessible only by a few hidden
stairwells, lies the lost ancient city of Abraxas. Some say the
dark sorcery practiced in Abraxas gave the first Lady Falla
the power to conquer and unite Carahill, but her daughter they can, homes in Meung use their cool, dark basements
collapsed and buried Abraxas out of fear that such dark to store sealed jars containing pickled fruits, vegetables,
power could be used against her one day. For most, that and dried meats.
is where the story ends, but a few believe Abraxas was
sealed away, rather than destroyed. Though kept secret TI-BOR
from most, the matriarchal line is well aware of the old A coastal city in Old Shamir, and the largest port in Carahill.
powers that lie under their feet and know they might call At any given time, one can look to the eastern horizon and
upon them some day. see dozens of ships, sails unfurled, traveling to and fro. Their
cargo ranges from valuable imports and exports (especially
MEUNG
on NPE ships coming from Olardell), to civilian and military
A quiet, peaceful town, Meung is considered the bread- transport, to the freshest catch from Ti-bor’s coast.
basket of Carahill. Though not famed for any particular Ti-bor’s thriving seafood market produces many del-
exports or delicacies, the rich soil and wide-open lands icacies popular throughout Carahill. Though nearly any
produce abundant crops and feed hearty livestock. Meung coastal eatery in Azoth can serve you some manner of fish,
often draws seasonal labor from miles away, and planting only those in Ti-bor serve unique offerings like red-wine
and harvesting seasons can multiply the town’s population braised octopus with clams. Though Ti-bor is popular with
by three-fold. This can lead to tent towns springing up near a growing community of connoisseurs, the tourism busi-
the largest growers. ness is hobbled by certain other factors. Chiefly, the odor
Pickling and preservation are common pastimes in from the fishmongers and its tendency to travel far beyond
Meung, as abundant harvests sometimes mean not all of the docks has contributed to a striking local phenomenon
their goods can be distributed before they begin to rot. known as “fish rain.”
Whereas most homes in Carahill keep a wine cellar if

– 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.

134 – CHAPTER SIX: NATIONS AND DANGEROUS PLACES –


The people of Dendara want for very little, though this
was not always the case. Among bored nobles, conspicuous
consumption is the name of the game. Rich women flaunt ADVENTURE:
white silk gowns, knowing they’ll be easily dirtied and FOR WHOM
never worn again. Garden parties are catered with more
food than the guests could possibly eat. Though the city
THE TOLL TROLLS
seems horrifically wasteful, it fuels a unique export economy Though Torluck’s bridge is generally safe, a
of its own, namely that of recycling what the rich throw fearsome threat decided to make its homestead
away. The historic poor of Dendara realized a white silk in the shadows beneath the span. Showing a
gown with a stained hem could be pulled from the trash modicum more intelligence than his brothers,
and made into luxurious curtains, to be sold to a well-to-do this particular river troll decided to charge an
merchant the next town over. Realizing that a noble’s trash unreasonably expensive toll upon travelers
could be a middle-class treasure, the impoverished people crossing the bridge. When the Dendaran Guard
of Dendara were soon wealthy by anyone else’s standards. comes in search of him, however, he hides under
Dendara’s greatest claim to fame today is the presence the bridge again until they are gone. The troll’s toll
of numerous banks, the most important of which being the is cutting into the profit margin of the merchants
Noble Peoples’ Exchange, which offer funding to not only who have to take the route, and they’re willing
the people of Carahill, but foreign political, mercantile, to pay to see him gone.
and military powers as well. Though the troll can be handled with violent
The Noble Peoples’ Exchange means, its massive size and quick regeneration of
wounds will make it a fearsome enemy. It would
A solitary tower stands in the center of Dendara, built in
be best to strike a deal with the troll and convince
what was once a tower of the royals’ palace in Old Carahill.
it to leave, without having to pay it more than the
The most powerful financial institution in Azoth, The Noble
merchants’ gratitude could cover.
Peoples’ Exchange is responsible for not only the minting of
coin and collection of taxes within Carahill, but also makes
investments in businesses and neighboring territories that
it feels will promise a meaningful return. The exchange has city guards make regular visits to the bridge, so even though
not become the wealthiest institution in Azoth by making such a bottleneck would usually make easy pickings for thieves,
poor decisions and will demand recompense from anyone the local bandits tend to leave the bridge alone.
who fails to deliver a return on those investments.
Coins produced by the NPE are known for the crest of
the swan on gold, the crest of the egret on silver, and the
crest of the hawk on copper. These intricate crests stand as
Drohm
confirmation that the coins are pure and properly weighed,
as promised by the exchange itself. Though Carahill may
not be as rich and prosperous as the neighboring nation
U pon eastern shores buffeted by bitter ocean winds
lies the great nation of Drohm — a vibrant land
forged in the fires of the Forever War and ruled by the
of Ardonia, the Noble Peoples’ Exchange has worked hard cruel Lord Darkoth. While Darkoth hatches plans for
through the guarantees of their exclusive coinage to create the rest of Azoth, the people of Drohm cling desperately
the widespread belief that Carahill’s economy is in fact to their way of life attempting to salvage what they can
more stable than Ardonia’s. from their insatiable ruler’s hunger.
The NPE’s most revolutionary practice is the concept of Before the arrival of Darkoth, Drohm was a land of
paying interest to those who allow the bank to hold their disparate city-states bound by similar culture and fa-
money, rather than solely collecting interest on loans the milial bonds. The people of Drohm fiercely valued their
bank makes. The NPE allows their customers to be inves- independence from one another and the uniqueness each
tors in the bank’s various trades and pays them a cut of city-state brought to their combined culture. When the
the profits earned by the bank’s various financial endeav- Forever War began, the warlord Darkoth antagonized
ors (investments in construction, import and export of other nations and Drohm’s leaders widely condemned his
goods, etc). No other budding financial institution in the actions. Unfortunately, those outside Drohm’s borders did
world can mimic this practice, as only the Noble Peoples’ not differentiate between Darkoth’s forces and the rest of
Exchange has the resources to pay interest regardless of Drohm. When outside forces invaded Drohm, indiscrim-
how successful their own endeavors are. inately attacking different city-states as if they were one
Torluck’s Bridge force, the confederation’s leaders had no choice but to rally
Torluck’s bridge is a well-known landmark on the path behind Darkoth to save what they could of Drohm. Drohm
between the trade city Rubaton and Dendara. Though the became one true nation united in protecting its borders
stream it crosses is a not a large one, the bridge allows safe, and keeping its people safe.
comfortable and dry passage for carriages and carts. Dendara’s Today, Drohm’s culture is a hold-over from its ancient

– 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

136 – CHAPTER SIX: NATIONS AND DANGEROUS PLACES –


do anything for Zarkon. Fvan is ambitious, but only so far as GENERAL RAMUS
his ambitions serve to bolster Zarkon. What Zarkon doesn’t
The military leader of Drohm’s forces, General Ramus
realize is that his schemes worked far too well, leaving Fvan
strives to win the Darklord’s favor. Despite his numerous
at best an insecure, murderous wizard with a terrible jealous
military victories, the general is always overshadowed by the
streak. If Fvan’s position as Zarkon’s second were ever threat-
wizards who fight by his side — Norvose, Desvilba, the list
ened there is no telling what he would do.
goes on…. Darkoth has yet to show his true appreciation for
NORVOSE everything the ground troops do, and it sours Ramus’ mood
regularly. Together with his adjunct Captain Parkham, Ramus
A dark obsidian demon mask decorated with fierce tusks is works to change the Darlord’s perception of his rank-and-file
synonymous with the Son of Fire, Wizard of the Sun — field soldiers and show him who is truly doing all the work.
wizard Norvose, one of Darkoth’s most trusted aides. Where
Zarkon stays at Darkoth’s side, harboring furious ambition, THE COMMANDERS OF ADORN, DAATH,
Norvose glady rides into battle for Darkoth with unfailing loyalty. AND THRALDOR
Norvose truly believes in Darkoth’s vision of a united Azoth
Rounding out the leadership of Darkoth’s forces are gener-
under Drohm’s banner and is ruthless in accomplishing this goal.
als San Vulba and Kiri, and Admiral Cebran. Each controls a
When Norvose failed his lord early in his career Dar- different city within Drohm and all are prized by the Darklord
koth scarred him terribly for the misstep. Out of respect for their various skills and ambitions. The least impressive of
for Darkoth’s judgment Norvose donned his demon mask Darkoth’s generals is San Vulba, commander of Adorn, who is
permanently and continues to wear it until Darkoth’s plan a competent strategist, but content with doing the bare mini-
comes to fruition. Only then will he remove his mask and mum to maintain his position. San Vulba carries just enough
rest knowing his actions helped bring about a united Realm. military victories to escape Darkoth’s wrath and just enough
losses to ensure he’ll never be seen as a threat.
DESVILBA, APPRENTICE TO NORVOSE
Unlike San Vulba, General Kiri, commander of Daath, is a
Like his mentor, Desvilba believes in uniting Azoth under bright, energetic woman. She’s currently leading campaigns
Drohm’s rule and is eager to prove himself to Darklord against Ormuzd and Khur-um and is poised to win at any
Darkoth. In order to do this Desvilba actively puts himself moment. While her ambition isn’t overtly obvious, Kiri’s
forward for missions against lesser targets Norvose is too eyes are firmly set on General Ramus’ position. The old man
important to handle.

– 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.

138 – CHAPTER SIX: NATIONS AND DANGEROUS PLACES –


of chess in one of the many squares, or perhaps a picnic
with their family.
ADVENTURE: One of the garden’s most recent features is the spirit
JOIN THE RESISTANCE living within it. Drawn to the overt sense of calm in a sea
of war the spirit made a home for itself in the gardens,
Deep in the ancient parts of Adorn’s mines, long focusing its efforts on giving each visitor a sense of peace
since stripped of anything valuable, the Drohm to leave with. The spirit schemes to increase this area of
Resistance grows, conducted by its dwarven tranquility until Daath is overrun with trees and flowers.
leader Red Stonehammer. Red’s resistance is just Already vines grow over the garden’s walls, inching ever
starting, but they’re supported by General San closer to the military barracks.
Vulba who ignores any overt actions they take
within the city. Red’s goal is simple to understand, THRALDOR
but exceedingly difficult to accomplish — liberate
Drohm from the Darklord and make sure no one Before Darkoth controlled all of Drohm and instated
worse takes his place. Red gathers a group of loyal Drakhol as the capital city, Thraldor was the largest city
supporters around them and stockpiles whatever in Drohm. When Drohm was invaded the Thraldor family,
they can skim off the weapon shipments going who gave the city its name, sought to unite the city-states
out of Adorn. They’re looking for allies to help under one banner — forming a council in Thraldor who
them deal with their first high-profile target — the ruled as one governing body, negotiating with their neigh-
slave markets of Drakhol. bors to exile Darkoth for his deeds. Before the Thraldors
had a chance to enact their plan, Darkoth used spies to
manipulate invading elven forces into targeting the family,
pinning many of Darkoth’s own actions on them.
Wide stone-paved streets lead to sturdy homes built Now, the city of Thraldor stands as a reminder of what
without a single nail, the architecture fitting together Drohm was before the Darklord took over. While Darkoth
in a fluid manner that makes the buildings immune to killed their leading family the people of Thraldor remain
earthquakes or other catastrophes. Life seems slower in defiant of his rule to this day. Allowed no political leeway
Adorn, people friendlier and more relaxed. Unlike the due to Darkoth’s deep grudge against the city, Thraldor is
mostly homogenized culture experienced in the rest of instead a commercial and industrial powerhouse.
Drohm, every street in Adorn is unique, rife with different Giant wooden houses four stories tall, maintained from
languages, songs, and decorations. Most visitors to the city the time before the Forever War, house a plethora of differ-
may think they’ve stepped into a perfectly peaceable place, ent companies, merchants, and traders, each of them with a
ignorant to the revolution brewing within Adorn’s bowels. different specialization, each of them trading, exchanging,
working to improve Drohm’s economy. If not for Thraldor
DAATH moving business in and out of the nation, Drohm would not
have the resources it does today and the people of Thraldor
A city of fading beauty, Daath was once a great kingdom.
make sure the Darklord never forgets that.
When Darkoth defeated Daath and annexed the city, its
populace fled and the city fell into disrepair. General Kiri
now oversees Daath and works to make the city-kingdom
once prized for its artisans into an efficient, militarized
The Enchanted Forest
F
machine. lanked by the Black Adder River and the Great River,
First order of business was closing the artists’ studios the verdant Enchanted Forest is home to many
to create barracks for her troops and setting any skilled people and several mythical species. Most notably, it’s
tradespeople left within the city the task of creating armor the Kingdom of the Elves. This is a whimsical region and
and weapons for the war effort. While the general doesn’t
visitors flock to its lush glades and vales. This whimsy
hate art, she is devoted to warfare and prizes anything
reflects in the style of the elves, both in their individual
created in furtherance of it, and believes the best way to
aesthetics and the architecture of their cities; however,
protect her troops is to make sure they possess the best
the elves take themselves quite seriously. They claim to
weapons, armor, and training.
be the oldest creatures to populate East Azoth and take
A few small hints to Daath’s past still remain in the city,
pride in their extensive and venerable history.
cared for by an aging populace too weak to leave during
the exodus. One of them is the city gardens located in the The Enchanted Forest is one of the most beautiful and
center of Daath and one of the only pristine green places lively forests in Azoth, filled with strange and colorful flora.
left for miles around. Within the gardens people enjoy the It houses many fey creatures, including fairy folk, pixies,
simple pleasures in life — a walk among the trees, a game satyrs, and griffons. Visitors who treat these creatures with
respect may enjoy a memorable experience — and perhaps
earn a trusty new friend. Fey creatures maintain a close
– The Enchanted Forest – 139
relationship with the elves who also reside in the forest, monarchy, or an act of service. Letters of renown from
and although the more martial rainbow elves consider the notable figures (especially rainbow elves) can aid in this
fey and the forest elves to fall under their leadership, they crossing. The ferrymen take their role very seriously and
maintain mutually respectful and protective relationships. believe they are helping to protect the kingdom. When the
Those who harm these creatures earn the wrath of the ferrymen do not permit travel, they report back to Hyljardin,
rainbow elves, who do not take such offenses lightly. which can result in legal action and even imprisonment —
Some of the creatures who live in the forest are rare, such not ideal for adventurers eager to continue on their way.
as the legendary Last Unicorn, and therefore draw poachers. To the west of the forest lie the Black Mountains and
The rainbow elves employ skilled groups of archers to keep the region derisively known as troll territory. The rainbow
an eye on such occurrences. Hunters are allowed, within elves have a prosperous trade agreement with the Bryzine
reason, and to aid in population control for some of the trolls to the northwest, but occasionally have to fend off
more populous species, such as deer and rabbits. attacks from other trolls that emerge from the mines just
Much of the region remains wild, although the rainbow south of Bryzine. Fortunately for the elves, the Enchanted
elves have a large capital, a few large settlements, and a Forest is well-fortified by natural landmarks: two large
smattering of smaller villages. Structures and buildings rivers merge and cover most of the north, east, and south
in the Enchanted Forest’s villages often display similar borders, and a small mountain range slows down enemies
architectural features: spires, gables, and large windows. emerging from the west. Adding to this, the rainbow elves
Most are constructed of sun-bleached chalk stone, which have the third largest standing army in East Azoth, next to
makes the buildings stand out like white beacons among Drohm and Ardonia.
the green trees. The rainbow capital, Hyljardin, boasts
some of the tallest structures outside of Ardonia and Cas- Principals of the Enchanted Forest
tle Darkoth. The forest elves eschew an official capital,
instead preferring to live in a non-hierarchical community ALIEANDOR GOLDTREE
of smaller villages governed by one monarch. Every elven
Alieandor Goldtree is the leader of the Goldtree dynasty,
village displays memorials, often in the form of statues,
which rules over the rainbow elves. Alieandor sired three
depicting warriors fallen to Shinde Imas. The forest’s pixies
sons: Randal, Arrior, and Yovan. Yovan was killed by Shinde
live in Pixiegrove, which for a city on their scale is quite
Imas in the war between humans and elves. Randal and
big, even if most other people consider it small in scope.
Arrior are learned and skilled diplomats; however, they
None of the Enchanted Forest’s other people have a large
are not guaranteed successors. The rainbow elves have
enough presence to necessitate their own capitals, and
an elected monarchy, and sovereigns who do not act in
instead live among the elves.
the best interest of their people can be forced to abdicate.
The Great River forms the southern border of the En- That said, those appointed the position hold it for life even
chanted Forest, separating the domain of the elves from the if it’s not passed down to their children.
Great Field of A’zoth. The river is guarded by ferrymen and
passage across requires a payment to support the rainbow KING GREENBOUGH
King Greenbough, alongside twins Princess Rhian and
Prince Randell, rules over the Enchanted Forest’s villages of
ADVENTURE: forest elves. The twins are not related by blood to the King

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.

140 – CHAPTER SIX: NATIONS AND DANGEROUS PLACES –


themselves. Pixies tend to favor fruit, and Pixiegrove is a

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

– Grey Hills – 141


with beads and intricate braids. King Tyros is married to
his Prince Consort, and the two men have a daughter and
ADVENTURE: heir in their daughter Rayos, who is decidedly less gruff
ROLLING STONES than her father, although her sharp tongue makes her a
shrewd diplomat.
The air grows colder as the mild lowlands
transition into the rocky, frigid coastal region ROLAND TUNKIK
of the Grey Hills. During the winter months, the Roland, a human, has a reputation for being a fearsome
warriors of Grey Hills leave the region in search fighter, using a battle axe as her chosen weapon. Roland has
of adventure — the remaining families hole up in humble beginnings and hails from the less hostile region
their cottages or retreat deep into the hills. of the Grey Hills, in a small village near the Black Adder
This is the opportune time for the stone giants River. Because many travelers pass through this area, Ro-
to raid the far reaches. The ground rumbles with land learned fighting techniques of people from beyond the
the movement of the goliaths — they traverse the Grey Hills, which has given her a unique flair in combat.
rocking terrain like mountains in movement. With
clubs raised, the stone giants strike, preparing to DIGGOROUS GOREY
ravage the vulnerable families whose warriors
have left in search of riches. Diggorous Gorey is a mighty dwarven warrior from the
Before the raid begins, however, the giants Grey Hills. Diggy, as he is affectionately referred to by his
lower their clubs and instead set up camp. The friends and kin, is on a constant search for adventure. Never
people wonder if the giants have changed, one to forego an opportunity for battle, his great skill with
despite the odds and the lengthy, turbulent history a battle axe has saved other people numerous times. Diggy
between them. They enlist the help of adventurers is always excited to meet new people and share a drink.
to speak to the giants and forge a peaceful path He serves as a stalwart travel companion and is a great
forward. addition to any party.

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,

142 – CHAPTER SIX: NATIONS AND DANGEROUS PLACES –


ADVENTURE: FISTICUFFS! ADVENTURE:
In the milder lowlands, near the Black Adder BREAKING THE ICE
River, is an old tavern called the River Rock.
Beneath the frozen surface of the ocean lurk
Although it is welcoming to outsiders, most of
great fish that provide sustenance for the dwarves
its current patrons are dwarves traveling from
of Kaeron. Catching the fish is a sign of maturity
the high hills, in search of quests. At one of the
and might, and the community oversees an annual
wooden tables sits a dwarf with a bushy white
ritual in which the young dwarves must prove their
beard; the tavernkeeper calls him “Diggy.”
mettle by hauling one in.
Bedecked in dented armor and sporting a large
satchel filled with traveling wares, the dwarf eyes But this year, something below the surface is
the door, eager to find a new party with whom killing the great fish. Locals suspect that a creature
to adventure. they thought existed only in legends — a giant sea-
beast — does, in fact, lurk below the surface. They
In front of Diggy are several empty goblets. As
worry it may pose a greater threat to Kaeron and
he stands to make his way to the bar for another
eventually rise above the inky depths in search of
round, an unassuming visitor accidentally bumps
a more substantial food source.
into the intoxicated dwarf. Diggy grins and
swings! A bar brawl breaks out immediately;
anyone sitting in the tavern is pulled into the scuffle.
However, the unsuspecting visitor is an elven
diplomat, traveling to the Grey Hills from the Many of the island’s inhabitants are druids who are selec-
Enchanted Forest. Elves and dwarves have long tive about whom they permit entry — only fellow druids are
shared an alliance, and Diggy’s attack confounds allowed to live among Fantasians. The druids are hostile toward
the elven visitors who wonder if the hill dwarves outsiders, and unwitting visitors may find themselves at their
are secretly hostile to this truce. Savvy adventurers mercy. Despite their innate understanding and reverence for
who step in and mitigate the fight may earn the nature, the druids dislike science, especially the experiments
respect of both the Grey Hills and the Enchanted concocted in Ardonia, and refuse to use technology or tools
Forest. and weapons that they deem unnatural. Most of the druids are
spellcasters; their magic is rooted in the island itself, although
powerful druids can carry it with them wherever they go. Some
employ simple weapons composed of organic materials, such
as wooden longbows, when they deem it necessary.
humans, and hairfeet. Youths ascend to adulthood through
Fantasia’s environment is lush and moody. Deep green
an annual ritual: during the Third Month, when the shores
willow trees are clustered in the dense forests. Although
freeze over, they must capture one of the great fish that
the island is sparsely inhabited by humanoids, it teems
swim below the icy surface. Kaeron citizens have a taste for
with life. Those who listen identify a cacophony of sounds:
fermented and pickled foods, and visitors often purchase a
leaves rustling in the sea breeze, rivers trickling over rocks,
local delicacy — a jar of moldering fish heads — upon their
birds chirping, and fungi blooming from the loamy soil. The
travels to Kaeron.
weather remains cool, even within the dense tree line that
Intricate knitwear is also a Kaeron specialty. Kaeron
serves as a natural wall against sea spray.
trades fish with Halithor for baskets of wool, and local
Strange things occur on the Isle of Fantasia, adding to
weavers process the wool and make beautiful, intricate
its mysterious reputation. This is a place where Crossings
sweaters, scarves, and gloves to help fend off the chilly
happen with more frequency than other locations in Azoth.
breeze from the coast. These wares are highly prized
The sunsets on the isle are truly spectacular — those who
elsewhere in Azoth and only sold in Kaeron.
travel there and back excitedly describe the hypnotic color

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

O ff the eastern coast of Azoth, surrounded by the azure


waves of the Erebus Sea, lies the Isle of Fantasia, a place
shrouded in dark mystery. Little is known about this elusive
shelters, such as the trunk of a tree that has partially rotted
away or a cave in a hillside. They subsist on diets of foraged
morsels and refuse to hunt, farm, or cultivate gardens. The
island, which remains veiled by an ever-present embankment druids live mostly independent from one another, although
of mist. Still, its tantalizing wild magic is a lure for adventurers, occasionally they form families. They use a sign language
who find themselves drawn to this enigmatic locale. among themselves so their voices don’t disturb the natural
world around them.

– Isle of Fantasia – 143


ADVENTURE:
SHIPWRECKED
A storm captures the adventurers’ ship and
runs it aground on the shores of the beautiful
and mysterious island. No one comes to greet
the survivors, but strange voices emanate from
the forest.
Beyond the treeline is a beautiful scene: a
serene, verdant vale appears, through which
trickling rivers run and tiny fey creatures flit about.
But the vale is not unoccupied — a group of
hostile druids kidnaps one of the unsuspecting
adventurers, or their companion, and holds them
hostage deep in the forest.
Characters can negotiate for the return of their
companion, or the kidnapped character can
befriend the druids, which may prove a harder
task than finding an escape.

Principals of the Isle of Fantasia


HYREK
Hyrek, druid of the forest Nylle, appears as old as the
forest itself. They’re a stoic person who carries a staff
through which they conjure natural arcana. Although they
sport elven features, other animalistic attributes such as ear
tufts lead many to wonder about their heritage. Similarly,
their age remains a mystery, although it is clear by their
stark white, wispy beard that they’ve seen many strange
things in their long life.

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

144 – CHAPTER SIX: NATIONS AND DANGEROUS PLACES –


Notable Places Rather than serving as an aggressive army, they function as
a protective barrier around their land, scouting and warding
off threats before they can cause damage.
FOREST NYLLE
Though generations of O’koth had honored the spirits of
The forest Nylle is home to the druids whose sacred, nature, the rangers were highly receptive to the teachings
natural magic is sourced from the island itself. The trees of Othaaris. The teaching of a goddess who encouraged
here are among the oldest found anywhere across the entire people to unlock their own inner power was a lesson that
Realm, and the druids linked to these trees are among the resonated with the rangers, who quickly incorporated Oth-
most powerful. The trees bear succulent fruit, which has aaris into their faith, and the rest of O’koth soon followed.
healing properties. Their shared faith served as a bridge with the nation of
Ardonia, and the rangers soon folded Ardonia’s west wall
THE VALE within their protection.
An enchanting vale lies in the heart of the isle. This area
slopes downward, forming a basin where the rain and dew Principals of O’koth
collect, encouraging the growth of bright flora and fungi.
When the sun emerges, breaking through the mist, the NILSON RADEER
vale becomes a vivid sea of color. The water here is crisp Nilson Radeer is a commander of the O’koth Rangers and
and fresh and offers a +2 boost to Charisma; consuming is one of their most respected leaders. Nilson leads blended
mushrooms raises Wisdom by the same. The effect lasts a troops comprising both rangers and Ardonia’s White Uni-
day, and both water and mushrooms keep for a week away corns, and his skills are acknowledged by anyone who has
from the island. had the pleasure of working with him. Ever the consummate
soldier, Nilson is as skilled in the arts of survival and tactics
OLARDELL
as he is in direct combat. Though often working peacekeep-
The hairfoot kingdom of Olardell sits on the western tip of ing missions, patrolling Ardonia and O’koth alike to protect
Fantasia. The druids tolerate their presence, or perhaps the them from bandits and other threats, Nilson is no stranger
hairfeet tolerate the druids — neither puts too fine a point to battle. He is a man of honor and integrity who pledges his
on whom the island “belongs” to. While the kingdom is far life to the defense of those who cannot defend themselves.
busier than the druids like, the Olardellians’ willingness
to build up rather than out — thus keeping to their little TESSA BLACK
corner — wins their tacit approval. To a stranger, Tessa is an unremarkable looking old wom-

O’koth an with a hunched back, bony fingers gnarled by arthritis,


and clouded, half-blind eyes. To the rangers, she is one of
the most fearsome to ever stand among their ranks and

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.

146 – CHAPTER SIX: NATIONS AND DANGEROUS PLACES –


with the lower bodies of horses and torsos of humans, were fields, often with herds of cattle or goats. A few brave souls
thought to only be creatures of myth before rangers found have settled villages, often near the occasional forest or
Qaiwain beyond a deep thicket. The centaurs themselves hill, but they do so knowing they likely plow their fields
tell tales of a time when their people roamed freely across over unmarked graves.
the Great Field of A’zoth, before disease decimated their Given the violent history of the Great Field, its residents
numbers. Fleeing from ill bands, a few centaurs founded are under no illusion they will live peaceful lives. They know
the hidden village and from there, their numbers would the field’s central location and wide-open terrain mean
flourish in secret. Though they feared discovery by out- that they could see soldiers marching across their pastures
siders would bring disease and war, instead, the priests of again at any time. Still, the people who make their homes
Othaaris brought them a renewed faith which the centaurs here consider war to be akin to natural disasters. Much
enthusiastically embraced. like a great flood or a windstorm sweeping over their land,
The architecture of Qaiwain is rather unique, owing to wars of other kingdoms are something they have no hand
the centaurs’ anatomy. Most buildings are proportionally in, war cares not for their humble lives, and war will leave
quite tall, even as single-floor structures, and utilize a great them solemnly picking up the pieces when it’s through.
deal of overhead storage. Multi-story buildings have ramps
rather than stairs. Centaur homes lack beds, as their people THE GRASSBLADE TRAVELERS
tend to subsist on short, standing naps. When laying down The Grassblades are both a nomadic people and the
is required, in times of illness, injury, or weakness, they use name of their homesteads. They are known for traveling
beds of straw that can be readily replaced. Centaurs are across the Great Field for days or weeks at a time and set
repulsed by the human tradition of laying on unwashable up where and whenever best suits the herds. Though they
cushions that collect shed skin flakes, dirt, dust, and hair. seem to be focused on cattle as their primary livestock, the
culture of their people is built entirely around the elegant
THE GREAT FIELD OF A’ZOTH
horses they breed. Unlike nomadic groups that travel by
One might look upon The Great Field of A’zoth, admiring foot, the Grassblades live surprisingly comfortable lives,
the rolling green hills and wildflowers, babbling brooks, in large tents and huts with considerable amenities. The
and ancient dirt roads being reclaimed by nature, and ability to draw wagons behind their horses allows them
think of this as a peaceful place. However, the Great Field to travel with more personal belongings than the average
has seen more bloodshed than almost any other part of nomad could carry on their back.
the Realm, and several stretches of land are still stained The equine bloodline records kept by Grassblade house-
red. The weeks-long final battles of the Orc War, the great holds are carefully guarded, and every family has their
war between humans and elves, and the war which pitted own advice and practices for breeding horses to produce
Drohm against Thorin, have soaked the soil with blood. The the fastest, sturdiest steeds. Some families claim that their
Great Field lies at the center of East Azoth, and as such, the teachings are descended directly from the ancient centaurs
fields have been trampled underfoot in nearly every major who roamed the fields hundreds of years ago. Before the
conflict in the land’s history. The peace that one finds here teachings of Othaaris spread to the Great Field, these ancient
is only after so much dust has settled. centaurs kept and trained horses as a matter of religious
Signs of this bloody history are found dotted across the practice, believing wild horses to be closer to nature and
land, in the form of ruins that stand where towns once spiritually superior to themselves. Other families have an-
flourished. The Great Field is not devoid of civilization, cient books with strange writing that an Earthborn might
however. Nomadic groups travel far and wide across the recognize as Arabic, suggesting some of their knowledge
was gifted by early Visitors.

ADVENTURE: AWAY WITH THE FERRIES


Traffic between West and East Semirmas has increased over the recent months, and additional ferries opened
to meet the demands of travelers. However, there have been reports of merchants boarding ferries and then
arriving on the other side feeling disoriented and having lost hours of their day. They often don’t realize until
later that they’re missing coin or goods from their cargo.
A bold thieves’ guild has constructed a ferry that they can easily disguise by hanging banners representing
other legitimate ferrying businesses. Once every few weeks, they select a mark and drug them once they’re
out on the open water, before the ferry pulls into a boat house and their wares are picked over to see what
can be fenced with ease. Because they regularly change their look and strike so seldom, they’re impossible
to pick out on sight, but attractive bait might do the trick to draw them out.

– o'koth – 147
they aren’t on any major trade routes, as they are less than

ADVENTURE: enthused by the idea of selling their harvest to people who


do not show the same respect for nature.
A FISH IN A POKE
A mysterious merchant traveled to various
locations in O’koth and beyond, selling something
Olardell
they call grakafish. These large, tuna-like fish
with red scales are sold cheaply and can feed
a family for relatively little cost. However, days
W hile the Isle of Fantasia is not generally welcoming to
outsiders, Olardell itself is a beacon of warmth and
prosperity. Set on the west coast of the mysterious island,
after the merchant leaves and the grakafish has the sprawling hairfeet metropolis of Olardell is known
been consumed, those who ate it begin to suffer for its gleaming white plaster walls, sweeping roofs, and
fevers and hallucinations of armies of undead bustling port. Rather than being supported by outlying
orcs attacking their homes. towns, Olardell is a single city comprising numerous districts.
The mysterious merchant must be tracked down
The hairfoot people consider every member of their
and stopped. One could gather from speaking
society equal, from the lowliest beggar to the wealthiest
to nomads in the Great Field of A’zoth that his
grakafish are likely coming from The Pit, which merchant. Every citizen is entitled to the same rights, the
is known to the orcs as Graakahordamauh, or same protections, and the same oversight of the law. Like-
“hell mouth.” The merchant himself is a sorcerer, wise, every citizen is intended to work for their share and
an orc hiding under magical disguise, driven to contribute generously to taxes, and the hairfeet generally
seek revenge on humans for the miserable and lack ideas of inheritance; a business owner’s children are
bloody ends his ancestors met. not entitled to a share of their parent’s business unless
they have proven themselves skilled enough to continue
running it. Olardell welcomes all people in its midst, so
long as they adhere to these laws. Buildings in Olardell
THE PIT historically being designed for hairfeet, the city sees very
few of the larger people move there permanently.
Nestled in the valley between two hills is a large, appar-
ently man-made pit dug deep into the earth. Over time, Though a prosperous kingdom, the city maintains a small
collected rain formed a muddy pond, though most times of footprint, not only on behalf of its diminutive people, but
the year the water level remains at least ten feet below the in order to not push their luck with the druids that inhabit
grassy edges around the hole. Sometimes called “the pig the rest of the island. For this reason, the city has built up-
pit,” nomads claim the hole was a mass grave dug to throw ward rather than outward, resulting in the construction of
the bodies of orcs into after a great battle of the Orc War, tenement buildings where homes are literally built on top
in order to keep the corpses from spreading disease. Local of their neighbors. The concept of an “apartment build-
nomads refuse to pass too near to the pit, and some claim ing” may not seem strange to Earthborn, but it’s actually
after camping in the area that they have seen orc-shaped quite revolutionary in Azoth. Likewise, most commercial
spectres wandering the crests of the hills around the pit. locales like shops and artisans feature storefronts on the
ground floor, and homes for their owners and sometimes
REDADRA employees on the floors above.
The residents of Olardell learn to barter as early as they
Redadra was the original capital of O’koth, before the
can count, and a popular childhood game involves bartering
land’s conversion to worship of Othaaris. Its people are
various game pieces among siblings rather than taking turns;
highly spiritual, and it is not uncommon to find small
half a deck of cards for a set of red checkers, a handful of
roadside shrines throughout the old city. Each of these
marbles for the board, and three wooden soldier figurines
shrines might be decorated with flowers, small rocks, or
for the black checkers is a good way to keep the children
offerings of food, in gratitude to whatever nature spirits
entertained for an afternoon. As such, very little of the city’s
were thought to inhabit this land before humans and elves
internal trade is done with coin. Monetary instruments are
built their homes here. Though a small minority of residents
typically used for trading with foreigners.
in Redadra do worship Othaaris, they often do so quietly
in the privacy of their own homes.
Redadra’s produce is considered universally superior. The
Principals of Olardell
tomatoes are more flavorful, the potatoes heartier, and every
KING BORDENGAM & KING PHILPENPHIO
leafy green is large and rich with nutrients. The people of
Redadra believe their gratitude to the land blesses them Though seemingly an oxymoron, the kings Bordengam
with this food, and they live well on a primarily vegetarian and Philpenphio serve as the egalitarian monarchs of Olar-
diet. The farmers of Redadra are unconcerned with the fact dell. Though most would assume having a king wouldn’t

148 – CHAPTER SIX: NATIONS AND DANGEROUS PLACES –


mesh with the idea that all people are equal, King Bor- TILDIE MERDIWELL
dengam and King Philpenphio are beloved by their people
The tough-as-nails dockmaster of Olardell, Tildie over-
for precisely the reason that they do not behave as though
sees every ship that comes and goes from her domain, and
they are superior. They raised all of their children to pay
her militant crew of dock guards are responsible for ver-
their own ways in the world, and the kings are paid a salary
ifying the inventory of every foreign ship to pass through
from taxes only because the governing and betterment of
their port. Though smuggling is not be tolerated by any
the kingdom is their full-time job.
ship flying a foreign flag, she’s more inclined to ignore it
GRAPPO PILDEN from her elven kin.

Grappo is a traveling merchant, and loving husband of BRADNEN SILDIVER


one of the royal princesses of Olardell, Princess Millanie.
Sildiver is an employee of The Noble Peoples’ Exchange,
Unlike other royal couples in Azoth, the low-born Grappo
a business native to Carahill, and the proprietor of the
and his wife must work to provide for their family just like
Olardell branch of the exchange. Though they appear old
any commoners would. While Princess Millanie runs a
and bumbling, the human remains a genius of numbers,
moderately successful clothing shop in Olardell, Grappo’s
capable of making quick calculations in their mind at a
efforts to provide for his family lead him far and wide across
moment’s notice.
Azoth, on both mundane and illicit business ventures.

ADVENTURE: DON’T COUNT YOUR CHICKENS


Silver coins, one of the most common denominations, have been showing up with strange properties in
foreign lands. People first began to notice that the graceful egret borne on coins from Carahill seemed sloppily
shaped, and more closely resembled a chicken. A deeper investigation revealed these coins to be thin stone
disks plated in silver, rather than solid silver coins.
The Noble Peoples’ Exchange of Carahill is deeply embarrassed by this forgery and launched an investigation.
However, evidence is beginning to point to the coins coming from Olardell, passing through the hit-or-miss
policing of its port and directly into Carahill, without the oversight of the NPE. Unfortunately, no one will talk
to NPE officers about who might be involved, so the exchange must send adventurers to do their questioning
for them. Get to the bottom of the fake coins, and a pile of real ones will be waiting for you in Rubaton.

– 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.

Notable Districts trade. Merchants enthusiastically hawk their wares, and


the deafening shouts and advertisements can be quite
shocking for foreign visitors, though the locals consider it
THE ROYAL QUARTER part of the ordinary atmosphere.
At the center of Olardell lies the royal quarter, built
around the impressive villa and gardens of the kings. Con- THE NOBLE PEOPLES’ EXCHANGE,
trary to the title, the remainder of the area is not populated OLARDELL BRANCH
entirely by the royal couple’s many children, but instead by While Carahill’s NPE has few post-and-beam outlets
the wealthiest and most influential residents of Olardell. outside of their nation, the bustling trade of Olardell called
for a permanent expansion. While much of Olardell’s
THE PORT internal economy runs on bartering, the Noble Peoples’
The jewel of the kingdom is its port, which sees dozens of Exchange is a vitally important institution for converting
ships come and go every single day, traveling to ports across local goods into currency usable abroad. The officers of the
Azoth. Olardell’s hairfoot sailors are more accustomed to NPE are tasked with tracking the market value of various
long-haul journeys than almost any others, though some local goods, paying people for their wares in coin, and then
attribute this to their small sizes, leaving them more car- exporting those goods to Ti-bor in Carahill to be sold there
go space to carry food, fresh water, and other amenities. at a profit. Likewise, when Olardellian merchants return
Their most important trade route is their longest, with home from abroad, their first stop is the NPE to turn their
large fishing vessels traveling around the northeast coast glittering coins into goods to feed their families.
of Brachmon, west past the Grey Hills, and meeting with
the Bryzine trolls. Along the way, they fill their hold with THE CRAFTSMEN’S DISTRICT
fresh caught fish, which they trade with the trolls in ex- Clanging, sawing, scorching, hammering, and dozens of
change for every kind of ore that can be mined from the other sounds of production ceaselessly echo through these
Black Mountains. streets from sun-up to sun-down. Almost any non-perish-
able material goods that are produced in Olardell come from
THE SIREN’S TALE this section of the city; goods made for local distribution are
A sign shaped like a mermaid’s tail hangs above the door, sold out of storefronts in the market, while goods made for
hammering home a pun that only the proprietor thinks is export are etched with the mark of their maker and carted
funny. Still, The Siren’s Tale is famed as the most important off directly to the port or the NPE.
tavern and inn in Olardell. Conveniently located at the docks,
the local sailors gather here as soon as they step off their THE FARMING DISTRICTS
boats. Consequently, it’s not uncommon for the spouses Farms with sprawling fields of crops, pastures for live-
and families of sailors to show up here, angrily seeking out stock, facilities for preserving food, producing cheeses,
sailors who decided to stop in for a drink before coming processing cereals into flour, and more, are wrapped along
home. As such, The Siren’s Tale has numerous trapdoors, the outer limits of Olardell. Though there are formally five
empty barrels, and other places to hide that make it popular different farming districts, the lines between them have
with its clientele. grown blurry over time as farmers diversify their businesses
and are generally only recognized by couriers seeking out
THE OPEN MARKETS specific addresses.
The main streets of the district are lined with stalls and
wagons, overflowing with a variety of goods for sale and

150 – CHAPTER SIX: NATIONS AND DANGEROUS PLACES –


E ast Azoth is a land of adventure and danger. The
locations below can serve as part of a greater campaign
— take the fight directly to Thoragg in the Kingdom of
66-70
71-80
Pristine Fountain of Fortune
Lost Library of Hanlin Yuan
81-90 Bandit Camp
Thorin, or quest to the Black Mountains for a Crossing
home — as well as smaller quests for groups seeking a 91-95 Black Mountain’s Peak
change of pace. 96-100 Anomalin’s Library

The Black Mountains Na Laetha Gael


T
Na Laetha Gael is set in the foothills and serves as en-
he Black Mountains sit on the western border of East trance into the Black Mountains. The gate is not hidden,
Azoth, an impenetrable end of the known world for but nor is it on any maps. Carved of ancient stone with
most people. Few travelers know what lies beyond the writing lost to time, the entrance leads to the once mighty
Black Mountains and their mysteries, as monster-infested halls of an ancient dwarven kingdom, now inhabited only
tunnels and snow beasts hunting the towering crests by mine trolls and the shrieker mushrooms that symbiot-
above deter most visitors. ically depend on them.

The Disc of Mylnon Orc Caverns


One of the ancient artifacts of the Realm, the Disc of The orc caverns exist beneath the southernmost peak of
Mylnon is a translocating disk which roams Azoth in a the Black Mountains. Constantly antagonistic to the mine
semi-predictable pattern. It’s also the quickest and safest trolls, they infringe on each other’s territories in a never-
way to reach the Black Mountains, if one catches it on time. ending turf war. Woe unto the unlucky adventurer who
Thus, adventurers who learn of an appealing destination finds themself caught in between. Currently the orcs are
or possible treasure within the Black Mountains may seek also in turmoil among themselves as they try to determine
the disk for travel. who is their new queen, often erupting into skirmishes.
Ardonia’s Minister of Information tracks the disc’s move- There has not been a new queen of the orcs for over a
ment so people don’t accidentally get caught on it, and to hundred years, which has kept them from controlling the
ensure Ardonia’s enemies don’t use it to transport troops. mountains entirely.
The disc is approximately eight feet wide and can trans-
port any weight as long as it fits on the disk itself. Anything Proud One’s Cave
not in the confines of the disk gets left behind when the Proud One is an ancient dragon, grown so large and
disk shifts. so old that her wings have become crippled and merged
While the disc traverses all of East Azoth including the with the rock walls of her cavern itself. Thus unable to
library of Isliadril in Ardonia, the table below lists several shapeshift, she is too large to leave her cave. Proud One is
places within the Black Mountains frequented by the far from defenseless though. Where her fire breath cannot
disc. If adventurers step onto the disc from any location defend her, her magic serves against anyone who comes to
in Azoth, the Game Master can roll a percentile die to see slay her and steal her treasure. Since her only diet tends
where they arrive. to be knights errant and impolite adventurers who attack
first and ask questions never, she is excessively friendly
01-10 Na Laetha Gael to anyone who brings her something tasty to eat. In truth,
11-20 Orc Caverns Proud One would much rather gossip and play chess with
anyone willing to spend the time. She often rewards those
21-25 Proud One’s Cave
who manage to beat her in a game or tell her a story that
26-30 Safe and sound in the middle of nowhere either surprises or makes her laugh. She has a great deal of
31-35 Delora’s House knowledge about the Realm in general and will sometimes
answer questions if the mood suits her and her guests are
36-45 Garbage Pit of the Children of the
Highland charming enough. She even knows the truth about Darkoth.
Her cave lies between the mine trolls’ territory and the orcs’
46-55 The Disc doesn’t move caves. Both groups avoid crossing paths with the dragon,
56-65 Mine Trolls’ Hall since they’re all terrible at chess.

– Dangerous Places - The Black Mountains – 151


Delora’s House Crossed to the Realm, transported into one of the many
caverns within the Black Mountains.
Delora, talented daughter of the wizard Anomalin, is a The library contained over 11,000 individual volumes
powerful wizard in her own right. She is curious and spe- covering hundreds of years of Chinese history. Some of
cializes in scrying spells as Anomalin does not allow her to these volumes, retrieved by Realm adventurers, made it to
leave the Black Mountains for fear his enemies will harm the library of Isliadril which paid handsomely for each copy.
her. Adventurers who end up at her house find assistance There is a high bounty to any adventurer who retrieves fur-
as long as they are polite. If there is a wizard in the party, ther books from the collection, but none have ever been able
that person gets special attention, and she will teach them to make the return trip. The book that brought the library to
a spell for free if she likes them. the Realm attained sentience during the Crossing and now
manifests itself as the Keeper of the Library. Those who
Children of the Highland escaped with stolen books previously did not encounter the
Founded by a group of former Drohm slaves who attained Keeper as it only learned and grew in its power with time. It
their freedom by legitimate and illegitimate means, the sees the books as its family and guards them as such.
Children of the Highland built their village in the safety of
the upper reaches of the Black Mountains. Most members Bandit Camp
of the Children are of the hairy yak-like minotaur people, Bandit camps dot the mountainsides in the Black Moun-
but they welcome other peoples as well. Because of their tains, which offer excellent places to hide from the law. New
origins, the village is suspicious of strangers, for they fear ones crop up every so often, while others disappear without
slavers and bounty hunters come to take them back to their a trace as there are many dangers in the Black Mountains.
old lives, but do not attack unless threatened. A bandit returned alive to a law-enforcement office in
one of the foothills villages is worth one gold, and bandit
Mine Trolls’ Hall leaders are worth five. Dead bandits are worth half bounty.
Once the home of an ancient dwarven civilization, the
Mine Trolls’ Hall’s origins are lost to rumors and legends. Black Mountain’s Peak
The trolls have claimed and held the Hall for many years At the tallest point of the Black Mountain sits a shrine to
now, destroying what historical information might have an unknown god. Those unlucky enough to find themselves
been left there. Several families of dwarves have laid a claim on the top of the Peak can get a quick trip back down to
on the hall, but no single one is able or willing to expend another location in the Black Mountains if each person
the resources needed to take it. makes a sacrifice to the shrine of something they need.
Rumors make claim of a great treasure held the in the This allows the adventurers to choose any one of the Disc
deepest vaults of the Hall, though scholars cannot agree of Mylnon’s natural destinations, including — at the Game
what it is. The Axe of Mighty Clothar, and the Orb of Anom- Master’s discretion — one not listed on the disc table.
alin are the most popular claims. A scholar at the library An eternal flame burns within the shrine, and the sac-
of Isliadril is currently compiling a dissertation based on rifice must be thrown into the brazier where it instantly
both these stories. burns up. The instructions for this are written in several
languages on a cover stone outside the shrine, including
Pristine Fountain of Fortune modern English, Tibetan, and Mandarin, but the words
Set somewhere on the lower flanks of the mountains, are often buried under the mountaintop snows and need
where pine trees still grow, the Fountain is said to only to be dug out before reading.
reveal itself to the worthy. Those who drink from it gain all
health back and have advantage on all rolls for one day. Any Anomalin’s Library
item dipped in its water gives its bearer magic resistance Adventurers who find this grand library must be wary of
for one day. Dipping any cursed item into the Fountain entering without Anomalin’s guidance, as the place is bespelled
removes the curse for one day. The fountain’s water holds to whisk intruders around randomly every time they pass
its potency for a week if flasked. through a door or window. Since Anomalin is frequently gone
Once the party leaves the Fountain’s location, they will from his home, more than one intruder had the unfortunate
not be able to find it again for one year. fate to aimlessly wander its halls until they starved or went mad.
Anomalin is unusually tall and very eccentric, and often
Lost Library of Hanlin Yuan acts out of sync with this world. Apart from his strange
This library is a Lost Place from Earth. The Library of clothing, he also carries around on his person a mood ring, a
Hanlin Yuan was supposedly destroyed in a fire during Mad Magazine from 1969, and a draft card. He is constantly
the Boxer Rebellion. In reality, an item within the library researching the Crossings and is always interested in any
activated during the battle and a good portion of the library new information on them. Anomalin considers himself a
scientist as well as a wizard.

152 – CHAPTER SIX: NATIONS AND DANGEROUS PLACES –


Isle of Ardonous ADVENTURE:
MODERN MEDICINAL
M iles off the tip of the Vestan peninsula on the southern
edge of Ardonia, lies the ancient Isle of Ardonous.
Dark clouds swirl around the island, which is constantly
MIRACLES
pelted with rain, and the air itself hangs heavy with the A traveling healer in Ardonia believes the
warning that this isle welcomes no travelers. Not one inch
black plague will eventually make its way to the
mainland, and that prayer alone cannot hold
of the Isle of Ardonous has escaped the taint of death itself.
the evil at bay. He believes a combination of
Long ago, Ardonous was an early cradle of the goddess Othaaris’ teachings, magic, and science could
Othaaris’ worship. It is said her mortal toes touched the soil, find a cure for the black plague, but in order to
bringing teachings of enlightenment to the people, before she test it, you need to bring him samples.
was elevated to the status of a goddess. However, a strong light Armed with Plague Wards and three specially
draws stronger shadows, and a demon known as Terrorek was warded clay jars, the healer orders you off to the
provokedbythehappinessandgoodnessofOthaaris’worshipers. Isle of Ardonous to retrieve his specimens, ideally
The first legions of Terrorek’s armies did not come as foot sol- live rats carrying the infection, but corrupted
diers, but instead as sickness that swept the island and claimed plants or chunks of festering undead flesh will
many lives. Crops began to rot, animals terrorized people, and do. He seems a tad unstable, especially to want
soon the graveyards overflowed. The great cathedral built to to take on such a dangerous task, but he seems
Othaaris became shadowed by dark storm clouds, and the grassy convinced that it’s necessary for the good of
fields around it filled with hundreds of cross-shaped grave civilization. If you pull this off, you’ll practically
markers. By the time Terrorek’s undead soldiers arrived, the become famed heroes overnight, or so he says.
last surviving people were already fleeing the island.
Though no living creatures besides rats and other vermin
call Ardonous their home today, demons and undead are Appearing as a bipedal dragon skeleton, Terrorek sits
found at every turn, and they have no love for breathing upon his throne in what was once the holiest of all places,
mortals. The remnants of abandoned villages are now now tainted down to its foundations. Learn more of the
haunted by the specters of the past. Places of worship that demonic Terrorek in Chapter Seven: Allies, Adversaries,
once filled people with hope have been desecrated in the and Creatures, p. 180.
name of Terrorek. Only the bravest or the most foolhardiest
dare venture to the Isle of Ardonous, and no one takes the THE WAILING MOTHER
journey on lightly.
The sobs of this creature can be heard when the wind
whips through the deadened forests and dried branches
The Black Plague screech against one another. The passage of time robbed
Similar to the black death that plagued Earth during the her of her identity, and no one truly knows if the Wailing
14th-century pandemic, this horrid disease spread through Mother is the ghost of one woman, or the amalgamation
all remaining animals on the island, leaving them vicious of the souls of parents who mourn for their children lost
and diseased. Unlike Earth’s black death, the black plague to war. Regardless, the Wailing Mother roams the island in
of Terrorek is entirely magical in nature, rotting away flesh search of her lost children, and flies into a rage when faced
and leaving only undead creatures where the living once with anyone she might interpret as a soldier.
stood. Furthermore, in places where Terrorek’s evil is at its
most distilled, even the air itself is saturated with plague. HOLY KNIGHTS OF RUST
Travel on the Isle of Ardonous is only possible for the These men and women once dedicated their lives to the
living through the use of a plague ward, a holy amulet service of Othaaris, and while the black plague rotted their
blessed by the priesthood of Othaaris. Learn more about bodies, their souls would not be so easily defeated. Though
the plague ward in Chapter Eight: Magic Items & Strange their holy duty was an affront to Terrorek’s rule, he found
Things, p. 210. their miserable, shambling existences entertaining, and
allowed them to continue inhabiting the island. The ages
Denizens of Ardonous have eroded their crumbling skeletons, their armor, and
their purpose. The once-noble order of knights now seek
TERROREK fresh mortal bodies to bear their rusted armor, possessed
of souls seeking purpose once more.
Though naming himself a god, Terrorek is nothing more
than a demon who poisons and corrupts all that he surveys.

– Isle of Ardonous – 153


Notable Locations
ADVENTURE:
PLAGUE CATHEDRAL
BURIED, BUT
Worshipers of Othaaris believe that at one time, the
goddess herself walked the hallowed halls of this cathedral. NOT FORGOTTEN
The cathedral’s vaulted ceilings, flying buttress design,
Bellamira, a skilled young crafter, and
and intricate stained-glass windows are like nothing else
descendant of one of the residents of the Isle of
in Azoth, and Earthborn visitors will recognize it as a rea-
Ardonous, has settled in Vesta. They spent their
sonable facsimile of the Notre-Dame de Paris.
entire life seeing the dark shadows of the Isle
When the forces of Ardonia and Drohm defeated Terrorek, of Ardonous on the southern horizon. Family
they used the vestiges of the place’s holy aura to bind Terrorek legend claims they are descended from an artist
within the Cathedral. However, over the years, Terrorek’s evil of Ardonous who sculpted and painted pottery
seeped into the very stone of the edifice, grinding away at the that featured the imagery of Othaaris, and that
blessing that trapped him, until the halls were saturated with some of the clay vessels even bore the hand prints
undead taint. Now, the renamed Plague Cathedral no longer of the goddess on them.
imprisons Terrorek, but serves as the seat of his power. Believing such holy relics mustn’t be allowed
to become tainted under Terrorek’s plagues,
THE MUDGRAVES Bellamira wishes for you to venture to their ancestral
The ruins of this inland town are now half-buried in mud, home, now buried under mud, in search of a hidden
caught under a mudslide created by the seemingly ceaseless cellar to retrieve these priceless artifacts. If such
rain of the Isle of Ardonous. The town’s hillside cemetery was treasures were to come to light, it could bolster the
swept into the mudslide as well, leaving the streets scattered powers of Othaaris among the people.
with bones sticking out of the mud. At night, angry spirits
roam the town whose name is long since lost, searching for
their homes in the filth. As the residents of the cemetery
perished long before the black plague came, their confused of the fallen and a horde of vicious, half-bestial night
and wandering souls do not understand why their homes creatures who slake their thirst on those unfortunate
are gone. Confusion breeds anger, and the ghosts will take enough to be captured or foolish enough to wander into
out their rage on anyone who wanders into their territory. this domain. From his dark tower, Thoragg rules over
a land he shattered out of desperation. For many years,
THE HANGING FORESTS he has waited to take revenge. Now, he hears the call of
When Terrorek’s forces invaded the Isle of Ardonous, Terrorek, and soon the armies of Thorin will march the
entire communities were unable to evacuate in time. One Great Field of A’zoth once more.
such seaside village realized that to be infected with the black
plague would be a fate worse than death, and so, they chose History
to end their lives by their own hand rather than become part
Thorin was one of the early human nations, which rose
of Terrorek’s undead army. By the time one of Terrorek’s
out of the chaos of the war against the elves. Its people
lieutenants by the name of Vespacious arrived, he found the
never shed their warlike culture, and this served them well
village empty, and soon after discovered its residents hanging
after Darkoth rose to conquer Drohm, as it wasn’t long
from the branches of the forest just inland from their homes.
before he set his sights elsewhere. Though other nations
Not one to be made a fool, Vespacious borrowed from his
fell (and some rose) during the Forever War, Thorin stood
dark lord’s power to ensure he had the last laugh.
firm, protected by the thick forest that came to symbolize
Passage through the hanging forests today is treacherous. the kingdom to all who marched upon it. For centuries,
What seems like a mundane, gnarled oak may suddenly none could pierce its shadows, and so the kingdom itself
come alive to grapple adventurers passing under its barren enjoyed relative peace even as its children marched to
branches. The screams of the tormented echo from the war elsewhere.
skulls embedded in the knots of the bark, and only fire can
Thorin’s finest hour came during the Orc War, when its
free them from Vespacious’ curse.
armies led the charge on the Field of A’zoth, but that great-

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

154 – CHAPTER SIX: NATIONS AND DANGEROUS PLACES –


rebuild, Darkoth had other ideas. huddle together to sleep in common, sharing warmth and
For the first time, Thorin Forest was felled, with armies the illusion of security. They are suspicious of strangers,
marching only steps behind legions of foresters and wizards fearing either that they will be charged with treason for
hacking and burning away the thick, thorny brush. Thorin aiding Thoragg’s enemies or that these travelers are merely
itself was under siege for the first time, farms pillaged and night creatures toying with them before the kill.
destroyed, towns and cities razed. Thoragg, the young
king of Thorin who only succeeded to the throne after his THE TOWER OF NIGHT
father had fallen against the orcs, was as unprepared as The fortress that is the Tower of Night rises high above the
the broken army he theoretically commanded. His study ruins of the capital it was built from, a tall and foreboding
of dark magic, born of curiosity, turned to deadly serious edifice of stone supported by a foundation built into the
desperation as he scoured every book and scroll he could former royal palace. The only mortals who live here are
find. As the armies of Drohm marched on his capital, fear prisoners, stock to be spent on necromantic rituals or to
drove Thoragg to blasphemy. He conducted a great ritual, feed Thoragg’s bloody thirst, or supplicants hoping against
sacrificing hundreds to prepare the way for the dread hope for his favor. Each of the tower’s levels contains new
demon Terrorek to enter the Realm. horrors, from necromantic experiments to blasphemous
altars to unholy machines. Night creatures and other mon-
THE PLAGUE WAR sters wait to do Thoragg’s bidding day and night, not that
It began with a sickness among the armies of Drohm, one there’s much difference between the two here at the heart
that enfeebled and tortured the victims until they finally of Thoragg’s power. Half-buried within alcoves throughout
succumbed to a slow, lingering death. Worse, the fallen are corpses, deathmasks stitched to their faces, compelled
soon rose, commanded by dark magic to turn against their by magic to play musical instruments for eternity — some-
former allies, and soon Drohm was forced to retreat. Thick times, though, rot catches up, and the music falters ever so
clouds swirled around the capital, blotting out the sunlight slightly. The scent of death is omnipresent, overwhelming
and leaving the land filled with shadow and mist. Seemingly within the tower itself but detectable for miles around.
from nowhere, a pestilence spread without mercy, felling The remains of the old capital surround the Tower. Most
even the healthy and tainting the land irretrievably. Survi- of the buildings have been thoroughly denuded of any stone
vors from the isle of Ardonous, now united in the nation of useful in the Tower’s construction, but enough remains that
Ardonia, recognized the illness for the same one that had the general plan of the city is still discernible. A wall here,
forced them to the mainland: the black plague of Terrorek. a cellar there, market squares where merchants once sold
None were prepared for the horrors that emerged from their goods — all of it broken beneath Thoragg’s heel, its
Thorin Forest. Under cover of darkness, armies of the dead people dispersed, enslaved, or sacrificed. Only a few des-
marched tirelessly, burying themselves to avoid the sun’s perate squatters still remain here, hiding from Thoragg’s
light by day. Led by Thoragg, himself transformed into a minions and eking out a scant existence, too terrified to
terrible undead creature by his pact with Terrorek, this flee the city for fear they’ll be captured.
army was virtually unstoppable — the full might of Drohm
was only just enough to hold it back, until Ardonia offered THE OUTER REACHES
them an alliance to defeat Terrorek. Together, the two na- Once prosperous and fertile, the Outer Reaches are now
tions turned the tide, binding Terrorek in the cathedral on a barren wasteland. The few people who survive here do
the Isle of Ardonous, and Thoragg’s army was seared and so at the mercy of Thoragg’s minions, many of them night
driven back by the sacred light of Othaaris. Thoragg fled, creatures. Herded like cattle, they’re forced to till the dry
humiliated and furious, back to the Kingdom of Thorin. and cracked ground for enough food to feed themselves.
Still monstrously powerful, he descended even further In turn, the night creatures feed on them, turning their
into blasphemy, creating legions of creatures like himself corpses over to Thoragg’s necromancers.
to dominate the surviving mortal population. Immortal, he Beyond these villages and towns, the empty fields stretch
bided his time, building a terrible army with which he will away out to the horizon, and thence to the Forest of Thorin.
strike out at Azoth when next his master calls. Virtually every inch of this territory has been given over
to Thoragg’s military ambitions, and is rife with traps,
The Land of Thorin fortifications, and caches meant to be used by his terrible
The sun only rarely shines in Thorin, and then only army should Drohm or Ardonia invade once more. Buried
through thick clouds and mist. By night, darkness swallows beneath the surface are preserved corpses, ready to be
everything: neither of the moons shine in the sky, and the called back to unlife should an unwary traveler disturb
light of a torch carries only a few feet. Rarely, one finds a them. Many trees within the forest, seemingly dead, are
town — none of the cities have survived war, plague, and cunningly worked effigies of bone and dry flesh, and will
Thoragg’s ambitions. Cobbled streets and stone walls don’t attack without warning should any living creature tread
hold back the chill of night as they ought to, and people within range.

– Kingdom of Thorin – 155


Night Land light carried into the depths struggles to illuminate even
the next few steps. This terrifying descent never truly ends,
though betimes the steps lead to new chambers of stone

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.

– Night Land - Orc Lands - Lost Places – 157


THE TOWN OF ALEXANDRIA
Those who visit the Great Library marvel at the architecture
of the town, and most who come from Earth instantly recog-
nize the blending of Greek, Roman, and Egyptian iconography
that the rest of the Realm calls Alexandrian style. The town
itself is much like it was on Earth, with people coming from
all over the Realm to study at the library and the Mouseion
institute. The town is run by a mayor and city council, who
take their orders from the Chair of the Library. Adventurers
and merchants who have excavated or found artifacts from
the Great Library elsewhere in East Azoth do brisk trade with
the library, the sub-market, and the rat market.

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 RAT MARKET


Alexandria sees its own underground trade in the rat
market. More than one artifact has been “discovered” in
rat market’s stalls. Forgers, thieves, and smugglers also
do a lively business here, and those who deal with the rat
market must be cautious.

The Mansa’s Sea


The Epicians may be masters of the sea, but they are
far from the only power to sail upon Azoth’s oceans. In
the oceans of West Azoth, beyond Onyz Sea, lies another
kingdom, one that exists almost entirely upon open water

158 – CHAPTER SIX: NATIONS AND DANGEROUS PLACES –


— hence why none have ever found it, for it moves with the Mansa, for they are far too addicted to their own comfort
the currents and the winds. Lashed together with rope to take such a risk themselves.
and woven kelp, maintained by an army of carpenters
who replace its components plank by plank, New Niani is Shambala
a capital built of ships that once set out from the western
No records reveal when Shambala appeared in the Realm.
coast of Africa. Commanded by the former Mansa of Mali
A contingent of White Unicorns found this beautiful king-
himself, Abu Bakr II, who gave up his throne for the sake
dom in the mountains in Ardonia, nestled in a valley shaped
of exploration, this fleet sailed outward to seek the furthest
like a perfect eight-petaled lotus blossom. At the center of
reaches of the ocean, and to brave what a previous expe-
this blossom exists the holy city of Kalapa.
dition had called an impassable whirlpool that destroyed
Shambala is ruled by a tsenpo whose influence and con-
any ship that fell into it.
trol extends only to the tiny kingdom itself, as part of the
History records that no ship ever returned from that
agreement under which the monarchy of Ardonia agreed to
expedition. This is true enough, but those ships were not
let Shambala maintain its autonomy. This is in part because
lost. Instead, they made a Crossing, and emerged near
Kalapa, which sees both Hindu and Buddhist inhabitants,
Skragg Reef. To date, these are the only ships that have
shares many religious practices — specifically a dedication
successfully navigated the Whirlpool, but the way to Earth
to pacifism — also upheld by the religion of Othaaris.
seems to have closed since, for none of the Mansa’s ships
Most people of Shambala still claim to trace their heritage
which attempted to navigate home survived. Faced with a
all the way back to the Crossing, though many followers
new world to explore, Abu Bakr chose to continue sailing,
of Othaaris have immigrated to join them since. While the
and though he took lovers and had children to continue his
Othaarians of Shambala adopt elements from both Bud-
line, he never truly settled down. His descendants continued
dhism and Hinduism, descendants of the original people
the tradition even unto the modern day, with sleek ships
still practice the religions separate as they were on Earth.
darting to and fro amidst the archipelago of their home
waters, where they practice agriculture to support their SOCIAL STRUCTURE
sea-centric lifestyle. They raise staple crops like dates and
sorghum, but they also grow kola and coffee, which are given Shambala conducts itself as an enlightened society. While
freely to sailors serving night watches to keep them alert. there is a tsenpo, nobility and other roles in the government
Interactions between the Niani fleet and the rest of Azoth and society are based on merit, worth, and need. Children
have been few and far between, and mainly between the do not inherent their parents’ position or title.
Niani and Epicians, who typically regard the few isolated Economically, very little money is exchanged within
ships they’ve sighted as natives or pirates rather than a Shambala. Instead, a citizen’s reputation and contributions
sophisticated sailing culture. The Niani, for their part, have to society determine the goods and services available to
no desire to let on just how many of them there are, and them. Shambala also ensures all people have their basic
so the Epicians’ tales have only a limited penetration into needs met, which makes citizenship in Shambala highly
the wider cultural knowledge of East Azoth. sought after.
Mansa Fatimatou intends to change all that. New to her
CITIZENSHIP
office, she is a passionate and fiery young woman with an
expert sea-sense and a strong desire to push outward and Children born in Shambala or to Shambala citizens are
force the rest of the world to acknowledge her as rightful automatically considered citizens themselves. Others who
ruler of the high seas. She commands great respect from wish to join Shambala must demonstrate how they can
her common crew, with whom she dines on the same fare. contribute to Shambalan society or must be able to demon-
She’s busy making preparations to unbind New Niani for strate Shambalan ancestry beyond a reasonable doubt. The
the first time in decades, but for now her advance scouts third way to gain citizenhip in Shambala is a Devotion of
are sailing east over the Onyz Sea in numbers unlike ever Time. Disciples who have permission to visit Shambala can
before, and even folk who never look upon the ocean have swear a Dedication of Time to work as servant to a citizen of
heard rumors of strange things afoot in the south. Shambala. After ten years of service, the Disciple is granted
Her viziers, however, privately question her decision. citizenship. Those who swear a Dedication may leave at any
Breaking up the fleet to sail to new waters would disrupt time, but once they do, if they wish to go this route again,
established patterns of patronage, and they have no desire must swear a new Dedication and completely start over.
to lose those networks and the privileges that come of ex- The Disciples are provided for as if they were citizens, but
ploiting them. None have yet openly moved against Mansa they cannot marry, have children, or own anything of value
Fatimatou, but two — Seydou and Amadou, both more than unless it is permitted by their sworn Master.
a decade Fatimatou’s senior — are in accord that something
must be done to disrupt the Mansa’s plans. They are ever on
FESTIVAL OF LOTUSES
the lookout for opportunities to subvert or suborn others The Festival of Lotuses is held annually to commemorate the
into performing the dangerous task of openly challenging appearance of Shambala in Ardonia. It takes place over eight

– Lost Places – 159


days, one day for each petal of the lotus. As part of the final currently headed by the twins Edward and Abigail Earhart,
celebration, a designated party, usually a White Unicorn or Amelia’s grandchildren, who were practically raised as
Eye of Othaaris, receives a crystal lotus from Ardonia’s queen much in the air as they were on the ground. Abigail dabbles
mother. They must carry the lotus to the palace of Shambala in magic and is considering how it might be used to bridge
after passing through eight shrines in each of the eight “petals” the technology gap. Edward, meanwhile, internalized the
of the kingdom and place it into the tsenpo’s hand. They are Ardonian sentiment against the use of magic and considers
then granted one boon from the tsenpo, which is only limited it cheating. This issue, one of the few things the twins dis-
by the tsenpo’s power to grant it. Very few requests have ever agree upon, is a perennial one, and much of the extended
been outside the tsenpo’s power. Adventurers are known to Earhart family has already staked out a side to support.
compete for the honor, and reward, and this competition is
encouraged as part of the ceremony to signify the trials and Statue of Zeus at Olympia
tribulations that Shambala has survived.
This enormous statue of Zeus at Olympia was one of

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.

160 – CHAPTER SIX: NATIONS AND DANGEROUS PLACES –


This leaves no time and little esteem for cultural pursuits. The two sides were at odds for several years afterward. It
Status is determined by one’s ability to hunt and acquire was only in the wake of a terrible storm that all but wiped
trophies. Resources only go to the most powerful. out both Boudica’s fortress and the legion’s encampment
Thule is ruled by a dictator, believing might makes right, that the two sides put down their weapons and began to
and between three and five of his lieutenants. Everyone else aid one another. This brief truce grew into a lasting peace,
is left scrabbling for status and resources among themselves. which eventually gave way to the two camps slowly merging
More charismatic leaders build a cult of personality among as legionnaires took spouses from among Boudica’s troupe.
the Thulians, maintaining control through a toxic sense of Leadership was shared at first, but Boudica quickly became
brotherhood. Anything not human is killed on sight with the focal point of influence, and within her lifetime, the two
the exception of the occasional captives the Thulians use sides were practically inseparable, with children unable to
as short-lived slave labor. believe that their parents had once been at odds. When Bou-
dica passed, her child, who had taken as their husband the
THE THULIAN COMPOUND son of the legion’s general, was chosen to succeed her. This
The compound itself is approximately a mile long and marked the beginning of the settlement’s practice of elective
wide, with its back against a rough cliff face riddled with leadership — when one passes or is otherwise deemed unfit
tunneled-out caves. When the original expedition Crossed to rule, the people come together to choose another.
to the Realm, these caves were the only refuge they had Over the centuries, the descendants of Boudica’s people
against the night creatures of the nearby Tower of Thor- and the legion have built a society together, and the two
agg. This story is etched into the walls of the caves, along have blended into a syncretic culture that harmoniously
with symbols of every soldier who died in the fight against combines Celtic and Roman traits. While their architec-
the darkness. The complex also holds a shrine created by ture is almost universally derived from Roman sources,
the last survivor of the Nazi expedition to come to Thule, deities from both cultures are represented in statuary and
which tells a mythologized story of the Third Reich and cult practice — a deified Boudica is considered the patron
the prophesied coming of the Führer to at last claim Thule. ancestress and guardian of Perditum, the initial settlement
Based on these teachings, each soldier believes it their duty which has since grown into a small city and which serves
to continue their march of conquest. as a capital. Locals speak a language that began as a patois
Between the compound and the rest of East Azoth stand the of Brythonic and Latin, and while it still has recognizable
Tower of Thoragg and, beyond that, Thorin Forest filled with traits of each, it’s developed in novel ways.
night creatures. If these evil undead have ever done anything Perditum retains many Roman techniques, such as the
good, it’s been to keep the Nazis firmly hemmed in. The Disc formula for concrete and the knowledge of smelting iron
of Mylon may visit Thule if heroes desire to punch Nazis. and steel. Unlike Rome, however, the culture is thoroughly
egalitarian, with people of all genders serving as leaders,
A Legion Forgotten advisors, and military commanders. All genders serve in the
legion, which conscripts all Perditans between the ages of
Stationed in Britain after the Roman invasion of 43 CE, the 20 and 25. Those who choose to seek officer rank remain
Ninth Legion vanished from history sometime during the next with the legion thereafter — everyone who commands has
century. While divisions or detachments of that legion seem dug latrines and built earthworks, just like everyone else.
to have made appearances elsewhere, the legion as a whole
Despite their policy of universal military service, the
does not exist in any surviving records beyond about 100 CE.
Legion of Perditum has only rarely gone to war. They long
Sometime around then, the main force of the legion set out to
since cemented their hold on the island, either driving off or
deal with an uprising fixated on rumors of Boudica’s return. She
absorbing the few locals who remained, but do not have the
was said to be somewhat aged, but still hale and firm. Indeed,
numbers or resources to expand beyond that. They do have
the rumors of her death had been greatly exaggerated, as she
a small navy, one just able to transport the legion, but the
has Crossed to Azoth with a handful of her followers, finding
few times they’ve attempted landings on the Isle of Fantasia,
themselves on an island just off the south-east coast of the Isle
they’ve been thoroughly rebuffed by the druids. The last
of Fantasia. She returned, hoping to drive the Romans from
attempt, made some 100 years ago, was such a catastrophe
her native land, only to find that decades had passed instead
that Perditum has spent the interval rebuilding their navy and
of mere years. She lured the Ninth Legion into what they
preparing the legion in military and magical tactics designed
believed was a blind valley, and together they made another
to overcome the enemy. The current consul, who remembers
Crossing, where her reinforcements lay waiting. The battle
well the warnings of the elders who were there, is aged and
was fierce and ground to a stalemate, but when the legion
approaching infirmity, and the youth of Perditum are champ-
attempted a retreat, they found the way behind them closed.
ing at the bit to prove themselves. Someday soon, there’ll be
Both sides were now trapped in Azoth.
an election, and a wild young consul may seek to rectify the
failures of the past — Fantasia delenda est!

– Lost Places – 161


E ast Azoth is home to a wide variety of people, who might
aid, hinder, or even attack the adventurers. These people
all come in a variety of skin colors similar to those of humans
and similar artistic renderings of events that shaped
their culture.
Any dwarf worth their salt knows a couple songs and
on Earth, with the exception of the goblins whose coloration stories about something important to them, or their family.
is more uniformly suited for camouflage in forests or caves. Dwarves eagerly craft their own legend and lore, as it’s not
enough to seek out adventure and accomplishment — you

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

D warves are usually good-natured and well-


intentioned glory hounds, ready to lend aid to
others when it might serve their own quest for renown
their greatest deeds, so that their names are remembered
by their fellows.

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)

Dwarves grow up surrounded by grand epics, music, ACTIONS


and songs about their history. There are few history Multiattack. The bear rider makes one pike attack,
books that dryly cover the origins of the dwarves; preferring to charge first if mounted. Their bear can also
instead they have songbooks, paintings, tapestries, make a claw attack if it’s being ridden.

– Adversaries and Allies – 163


Pike. Melee Weapon Attack: +5 to hit, reach 10 ft., and adults change over time, these arrangements may hold
one target. Hit: 8 (1d10 + 3) piercing. If the bear rider no love or affection. Marriages serve to bond households,
is mounted and moves at least 10 feet in a straight line not necessarily hearts — and to bind hearts, the hearts must
immediately before attacking they gain a +5 bonus to the be willing. Thus, elves practice polyamory, recognizing
attack’s damage roll. that a heart may feel multiple bonds, or just one, but each
Bear Claws. Melee Weapon Attack: +5 to hit, reach 5 relationship is valued for its own sake.
ft., one target. Hit: 11 (2d6 + 4) slashing damage. Elven society recognizes all genders and consenting attrac-
Dismount. As a bonus action the bear rider can tions. Family households may encompass multiple parents,
dismount their bear. While dismounted, the bear acts as a children from any of them, as well as live-in grandparents. A
normal combatant, sharing initiative with the bear rider, single elf raising children, co-parenting elves, and elves living
and using the stats for a brown bear. The bear rider may in large chosen families are all accepted as family among
mount up again as an action. the elves. Each household develops a unique song, much
like an epic poem. These songs recount the histories and

Elves relationships of the household’s members, and sometimes a


member might hire a scribe to write verses to preserve spe-
cific memories. Due to the importance of these songs, elves

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.

NAMES AND CEREMONIES


5 ELVEN BARD
Medium people (forest elf), chaotic good
Elves go by several names, though they don’t share them
all with outsiders. At birth, caretakers or parents gift the Armor Class 13 (leather)
child with a child-name. No kind of toy, clothing style, or
Hit Points 18 (4d8)
hair style is kept from these children, and their curiosity
about various occupations is freely indulged. As these Speed 35 feet
children age, they learn more about their history, society,
and values, and can explore the different roles and jobs that STR DEX CON INT WIS CHA
are available to them: from scouting hunting and gathering 10 (+0) 14 (+2) 10 (+0) 14 (+2) 14 (+2) 16 (+3)
grounds, to serving as a lorekeeper, warrior, or tree speaker.
Skills Performance +5, Perception +4
Adults may change occupations based on interest or need:
no vocation is considered lesser than another, each has its Condition Immunities Advantage against being
own place in the web of elven society. charmed, immune to magical sleep effects
Elves hold various ceremonies to mark occasions such Senses darkvision 30 ft., passive Perception 14
as the passing of the seasons, reaching maturity, assuming Languages Cant, Forestspeak (forest elf dialect)
a gender, and other personal and communal milestones. At Special Abilities Fey Ancestry, Trance, Keen Mind
approximately thirty years of age, an elf starts being considered
Challenge Rating 1/8 (25 XP)
an adult, and so might mark the transition with another ritual
name to signify their experiences. Some occupations take ACTIONS
on additional names or nicknames only used in ritual, be it a
Rapier. Melee Weapon Attack: +2 to hit, Reach 5 ft. Hit:
secret name whispered to the trees to commune with the air
4 (1d8) piercing damage.
and soil, a name intoned over the tempering of a blade, or a
name of power intimated in carvings on a bow. Vicious Mockery. Range 60 ft., Spell DC 12, 2 (1d4)
psychic damage.
FAMILY PEOPLE
Elves consider family ties a major virtue. However, family
does not strictly mean biological relations, as some elves
Grey Hills Giants
T
cannot, or choose not to, have children. Family can also mean he giants in Grey Hills aren’t usually openly hostile,
adult members or youths who choose to live as siblings, form- but their selfish nature means that anything that
ing a chosen family. Likewise, while elven society is prone might be food will eventually be eaten if it sits still long
to making alliances between households via marriages and
enough to be grabbed. Giants have been observed to eat
promises, the elves also acknowledge that as children grow
bears, sheep, dwarves, even whole trees, and as such

164 – CHAPTER SEVEN: ALLIES, ADVERSARIES, & CREATURES –


most believe they are like goats in that they can consume Stone. Ranged Weapon Attack: +4 to hit, range 60/150
nearly anything. ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Despite their legend, these creatures are surprisingly rare,
turning up infrequently to menace and attack communities 5 STONE TITAN
or travelers, but otherwise remain in the most remote areas Huge giant (Grey Hills giant), neutral
of the region. When they do turn up in settled lands the
communities take all reasonable action to encourage the Armor Class 17 (natural armor)
giants to wander elsewhere, short of picking fights for fear Hit Points 126 (11d12 + 55)
of being eaten by the fistful. Speed 40 ft.
STONE GIANT MARAUDERS
STR DEX CON INT WIS CHA
With little care for the people and lands around them, the 23 (+6) 15 (+2) 20 (+5) 10 (+0) 12 (+1) 9 (-1)
marauder wanders down from the hills seeking livestock,
people, and plant life to consume. What they don’t eat on Saving Throws Dex +5, Con +8, Wis +4
the spot they may steal for later consumption. Skills Perception +4
Senses passive Perception 14
STONE TITANS
Languages Black Mountainspeak
The eldest of the stone giants become more stone than Challenge 8 (5,000 XP)
flesh, attaining a natural camouflage when sitting still. These
ancient titans are lethargic, and do not brazenly wander Stone Camouflage. The giant has advantage on
like the younger giants. Most ancient stone giants seem to Dexterity (Stealth) checks made to hide in rocky terrain.
be the anchors of their community, serving as leaders, and
Sleeping Giant. The giant can remain perfectly
recipients of excess food taken by marauders.
motionless to become undetectable. While in this state it
When ancient stone giants are seen traveling the lands, it can’t attack or move, but it also can’t be detected without
is often with other giants in tow, and though they are hard magical means, appearing to be part of the surrounding
to provoke, they are substantially more potent than their stone.
smaller, younger brethren. These ancient giants are even
ACTIONS
capable of serving as walking siege engines, laying waste
to whole towns from afar. Multiattack. The giant can make two melee attacks, or
one ranged attack per turn.
Overhand Smash. Melee Weapon Attack: +9 to hit,
5 STONE GIANT MARAUDER reach 15 ft., up to four adjacent targets in a 2x2 square.
Large giant (Grey Hills giant), chaotic evil Hit: 19 (3d8 + 6) bludgeoning damage. If the target is
a creature, it must succeed on a DC 17 Strength saving
Armor Class 13 (natural armor) throw or be knocked prone.
Hit Points 85 (10d10 + 30) Rock. Ranged Weapon Attack: +9 to hit, range 60/240
Speed 40 ft. ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
This attack deals double damage to structures. If the target
is a creature, it must succeed on a DC 17 Strength saving
STR DEX CON INT WIS CHA
throw or be knocked prone.
21 (+5) 8 (-1) 17 (+3) 6 (-2) 10 (+0) 8 (-1)
Skills Perception +3
Senses passive Perception 13
Goblins
G
Languages Black Mountainspeak oblins have hairless, mottled green skin pulled tightly
Challenge 5 (1,800 XP) over short, skinny frames with stringy muscles, little
fat, and a bulbous belly. Their faces are similarly gaunt,
ACTIONS
with skin pulled tight enough to give them eternal, toothy
Multiattack. The marauder makes two attacks: smashing grins. Their eyes are black, with small glittering pinpricks
offending creatures with its fists or throwing any heavy
at their centers.
objects at hand.
Goblins are highly adaptable, cropping up in various
Palm Smash. Melee Weapon Attack: +8 to hit, reach regions around the world, though they’re predominantly
5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. seen in the Darklands of Drohm. Everywhere they appear
If the target is a creature, it must succeed on a DC 12 they hunt and raid, gaining a taste for the blood, meat, and
Strength saving throw or be knocked prone. bone of the beasts and people in the region.

– Adversaries and Allies – 165


There are rumors of goblins that trade with communities STR DEX CON INT WIS CHA
peacefully, asking for their dead to eat, and in exchange
the living are left alone, or even protected by the goblins. 16 (+3) 14 (+2) 16(+3) 7 (-2) 11 (+0) 10 (+0)
Senses darkvision 60 ft., passive Perception 10
CAVE GOBLINS Languages Drohm
With pale, almost translucent skin, and large glittering white Challenge 1/2 (100 XP)
pupils, cave goblins are often mistaken for undead risen to attack
or punish a community. In truth they are a subset of the goblin Aggressive. As a bonus action, the goblin can move up
genus that has taken refuge in the dank darkness of caves. to its speed toward a hostile creature that it can see.
They never fight alone and prefer to attack at night. When Rampage. When the goblin reduces a creature to 0 hit points
engaged they don’t show mercy and believe that anything with a melee attack on its turn, it can take a bonus action to
they kill is theirs to eat, which sometimes leads to internal move up to half its speed and make a spear attack.
fights over who got the killing blow on a victim. ACTIONS
FOREST GOBLINS
Spear. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) piercing damage.
Their mottled green skin and thin, lanky limbs allow
Javelin. Melee or Ranged Weapon Attack: +5 to hit,
forest goblins to blend in among saplings and ground cov-
reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 +
er in forests with worrying ease. The forest goblins are a
3) piercing damage.
growing population in the O’koth forests but live in almost
any wooded region of Azoth. 5 FOREST GOBLIN
Forest goblins prefer to lay traps for unsuspecting trav- Medium people (forest goblin), chaotic neutral
elers, attacking them all at once with spears and swords,
hoping to immediately weaken their victims and make the Armor Class 14 (leather)
following fight all the easier.
Hit Points 27 (5d8 + 5)
GOBLIN SKULL BREAKERS Speed 30 ft.
The skull breakers are the largest, meanest, and smartest
STR DEX CON INT WIS CHA
of the goblins, and count among them the goblin generals
that serve Darkoth, such as General Bonecrack and his 16 (+3) 16 (+3) 13 (+1) 8 (-1) 11 (+0) 9 (-1)
successor Skullcraze. Senses darkvision 60 ft., passive Perception 10
Skull Breakers rarely travel without their cadre of chosen Languages Drohm
fighters picked from the strongest and most cunning in
Challenge 1 (200 XP)
their number. In combat the skull breakers fight smartly,
calling out priority targets to their minions while picking Natural Camouflage. The forest goblin has advantage
the best victims for their next attack. on stealth checks when in forests.
Cunning Action. The forest goblin can use a bonus
5 CAVE GOBLIN action to take the Dash, Disengage, or Hide action.
Medium people (cave goblin), chaotic evil Ambush Attack. If the forest goblin surprises a creature
and hits it with an attack during the first round of combat, the
Armor Class 12 (unarmored) target takes an additional 7 (2d6) damage from the attack.
Hit Points 22 (3d8 + 9) Sneak Attack (1/Turn). The forest goblin’s weapon
Speed 30 ft. attacks deal 7 (2d6) extra damage if that attack was

166 – CHAPTER SEVEN: ALLIES, ADVERSARIES, & CREATURES –


made with advantage, or if the goblin had an ally within 5
ft. of the target and that ally is not incapacitated.
ACTIONS
Hairfeet
Javelin. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6
+ 2) piercing damage in melee or 6 (1d6 + 3) piercing
T here are few peoples in the world that understand
the chaos of life as well as the hairfeet, and few that
can capitalize on it so well. Even the smallest hairfoot
damage at range. communities boast large numbers, partially because they
Longsword. Melee Weapon Attack: +5 to hit, reach 5 are a boisterous and loving people, and also because hairfeet
ft., one target. Hit: 8 (1d10 + 3) slashing damage. tend to have twins and triplets with unexpected regularity.
Nearly every hairfoot is born to a large family, with
5 SKULL BREAKER more siblings than they know what to do with. These huge
Medium people (goblin), chaotic evil households create environments where natural leaders
and diplomats will be discovered just as quickly as trou-
Armor Class 14 (leather) blemakers and rogues.
Hit Points 75 (10d8 + 30)
OPEN YET INSULAR
Speed 30 ft.
In a society with so many competitors and rivals it rarely
STR DEX CON INT WIS CHA pays to give away an edge, and so a hairfoot is not quick to
share their secrets, but they happily put what they know
16 (+3) 16 (+3) 16 (+3) 10 (+0) 12 (+1) 15 (+2)
to use for you if asked (and properly paid).
Saving Throws Str +5, Dex +5, Con +5 Hairfeet tend to collect friends with skills and unique knowl-
Senses passive Perception 11 edge that they can call on when needed, trading favors and coin
Languages Drohm, Cant to get things done. With so many potential friends and allies
Challenge 4 (1,100 XP) in their lives hairfeet are open and welcoming to strangers.

Aggressive. As a bonus action, the skull breaker can


move up to its speed toward a hostile creature that it can 5 TRACKER
see. Small people (hairfoot), any alignment
Brute. A melee weapon deals one extra die of its
Armor Class 13 (leather)
damage when the skull breaker hits with it (included in the
attack). Hit Points 18 (4d6 + 4)
ACTIONS Speed 20 ft.
Multiattack. The skull breaker makes two melee attacks
or two ranged attacks. STR DEX CON INT WIS CHA
Longsword. Melee Weapon Attack: +6 to hit, reach 5 11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)
ft., one target. Hit: 11 (2d8 + 3) slashing damage, or 13 Skills Survival +3, Perception +3
(2d10 + 3) slashing damage if used with two hands to Senses passive Perception 13
make a melee attack.
Languages Olardian
Javelin. Melee or Ranged Weapon Attack: +6 to hit,
reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + Challenge 1/2 (100 XP)
3) piercing damage.
Skirmisher. On each of its turns, the tracker can use a
Call Target. As a bonus action, the skull breaker can bonus action to take the Dash, Disengage, or Hide action.
designate a hostile creature that it can see as a priority
ACTIONS
target. All other goblins fighting with the skull breaker will
Multiattack. The tracker makes two melee attacks or two
gain advantage on their attacks against this enemy until
ranged attacks.
a new one is called. The skull breaker can only have one
priority target called at a time. Shortbow. Ranged Weapon Attack: +4 to hit, range
REACTIONS 150/600 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Overpower. If the creature that attacked the skull Shortsword. Melee Weapon Attack: +2 to hit, reach 5
breaker is Medium or smaller, they must succeed on a DC ft., one target. Hit: 5 (1d6 + 2) piercing damage.
14 Strength saving throw or be knocked prone as the skull REACTIONS
breaker retaliates, attempting to throw them off their feet. Sidestep. As reaction to being attacked the tracker adds
+2 to their AC. If the attack misses, they can move 10 feet
without provoking opportunity attacks.
– Adversaries and Allies – 167
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 5 (1d4 + 3) piercing damage.
REACTIONS
Sidestep. As reaction to being attacked the cutpurse
adds +2 to their AC. If the attack misses, they can move
10 feet without provoking opportunity attacks.

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.

168 – CHAPTER SEVEN: ALLIES, ADVERSARIES, & CREATURES –


or launch a navy as quickly as the humans. This coupled with
STR DEX CON INT WIS CHA their capacity to exploit a region for resources makes them an
often-worrying force for change in the world.
18 (+4) 16 (+3) 16 (+3) 12 (+2) 12 (+2) 10 (+0)
Humans may be second best to many of the most talented
Saving Throws Str +7, Dex +7, Con +6 artisans of the world but being second best at twice the pace
Skills Acrobatics +7, Athletics +7 has certainly had its uses, and contributed to the dominance
Senses passive Perception 11 of nations like Drohm. It is fortunate that they make good
neighbors and stalwart allies under most circumstances.
Languages Cant, Drohm
Challenge 6 (2,300 XP) FIGHT ONE, FIGHT THEM ALL

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)

Humans Skills Athletics +5, Survival +2


Senses passive Perception 10

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,

– Adversaries and Allies – 169


turn, but attack rolls against them have advantage until the Longsword. Melee Weapon Attack: +5 to hit, reach
start of their next turn. 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8
Resilient. The sea raider adds their Con modifier to their (1d10 + 3) slashing damage if used with two hands.
armor class (already included). Shortsword. Melee Weapon Attack: +5 to hit, reach 5
ACTIONS ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Multiattack. The sea raider can make two attacks per
5 ROADSIDE BANDIT
turn.
Medium people (human), chaotic evil
Hand Axes. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 9 (2d6 + 3) slashing damage. Armor Class 12 (leather)
Sweeping Strike. Melee Weapon Attack: +5 to hit, Hit Points 13 (2d8 + 4)
reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Speed 30 ft.
The targeted creature must make a DC 12 Strength saving
throw or be knocked prone.
STR DEX CON INT WIS CHA
5 RANGER OF O’KOTH 13 (+1) 12 (+1) 14 (+2) 12 (+1) 10 (+0) 12 (+1)
Medium people (human), lawful good Skills Intimidation +3, Stealth +3
Armor Class 15 (banded mail) Senses passive Perception 10
Hit Points 58 (8d8 + 18) Languages Cant, plus 1 local language
Speed 30 ft. Challenge 1/8 (25 XP)

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)

170 – CHAPTER SEVEN: ALLIES, ADVERSARIES, & CREATURES –


Skills Investigation +3, Perception +2, Stealth +3 other peoples have joined the People of the Plains and often
Senses passive Perception 10 symbolize their affiliation by wearing horns themselves.
Languages Carahall, Cant Ironically, the new communities are often targets for
slavers, sometimes pitting minotaur against minotaur as
Challenge 1/8 (25 XP) these refuges become an increasingly popular destination
ACTIONS for escaped slaves. While these communities are willing to
aid any slave in need, they are very suspicious of strangers
Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft.,
in general. Minotaurs also have a difficult time escaping the
one target. Hit: 3 (1d4 + 1) piercing damage.
association with slavers, despite numbering fewer slavers
Chill Touch. Ranged Spell Attack: +3 to hit, range 120 among them than the humans of Drohm, which has led
ft., one target. Hit: 4 (1d8) necrotic damage, and the them to face discrimination whenever they go into villages
target can’t regain hit points until the start of the cultist’s other than Drakhol to trade their goods or services.
next turn.
Shocking Grasp. Melee Spell Attack: +3 to hit, reach
5 ft., one target. Hit: 4 (1d8) lightning damage, and the 5 PEOPLE OF THE PLAINS
target can’t take reactions until the start of its next turn. Large people (minotaur), lawful good

Minotaurs Armor Class 14 (studded leather)


Hit Points 52 (7d10 +14)

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

– Adversaries and Allies – 171


Saving Throws Str +7, Dex +4, Con +5 Their immense size, strength, and tendency to travel in
Skills Perception +5, Intimidation +4 groups create a formidable force, even if taken by surprise.
Senses darkvision 60 ft., passive Perception 15 Ogres live in roaming communities, utilizing their size
and numbers to ward off dangers. While it might seem
Languages Drohm, Cant strange that such a formidable creature needs numbers
Challenge 6 (2,300 XP) to keep their predators at bay, their general lack of
cleverness means that they are quite easily tricked and
Herd sense. Minotaurs fighting in a group of four or captured.
more allies within 10 ft. gain advantage on attack rolls.
Perception increases by +2 when Herd Sense is active. NEVER UNDERESTIMATE AN OGRE
ACTIONS Despite their profound lack of subtlety they aren’t to
Multiattack. The minotaur makes two axe attacks per be written off as unthreatening. Ogres know their own
turn. When using a bonus action to make an attack, the weaknesses quite well and are smart enough to only pick
minotaur may use the Gore ability. fights they can win.
Hand axe. Melee Weapon Attack: +7 to hit, 5 ft. reach, It’s not uncommon to see remote towns tested by probing
one target. Hit: 11 (2d6 + 4) slashing. attacks from ogres who are sizing up their future victims,
Gore. Melee Weapon Attack: +7 to hit, 5 ft. reach, and their chances of victory. In battle ogres are quite fond
one target, Hit: 8 (1d8 + 4) piercing. Can be made as a of working together and will quickly abandon a fight if it
second attack in a turn with disadvantage. isn’t going their way.

Ogres GREAT OGRES


What the great ogre lacks in intelligence they make up

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.

172 – CHAPTER SEVEN: ALLIES, ADVERSARIES, & CREATURES –


5 GREAT OGRE women shepherd and protect their young, put them to work,
and teach them all they are meant to know as adults. Men
Large giant (ogre), chaotic evil
travel in bachelor groups, raiding, hunting, and patrolling
Armor Class 10 (leather) the lands, taking on young men to teach them their role in
society. Non-binary orcs join either group as they desire,
Hit Points 73 (7d10 + 35)
or as they believe their aid is needed.
Speed 40 ft.
AN EMPIRE BROKEN
STR DEX CON INT WIS CHA Long before the orcs rose up to war against the humans,
20 (+5) 8 (-1) 20 (+5) 5 (-3) 7 (-2) 7 (-2) the largely nomadic people lived in relative harmony with
Senses darkvision 60 ft., passive Perception 8 their neighbors. They traded, farmed, and hunted through-
out East Azoth without issue. When the humans arrived
Languages Black Mountainspeak
in East Azoth the orcs were caught off guard by a new foe
Challenge 4 (1,100 XP) they didn’t understand, who wanted their fertile lands to
hunt and farm for themselves and were expanding far more
ACTIONS
quickly than the orcs could handle.
Tree Swipe. Melee Weapon Attack: +7 to hit, reach
They were driven out of their homes, and many became
10 ft., up to two adjacent targets. Hit: 18 (3d8 + 5)
raiders preying on settlements just to get by, while others
bludgeoning damage. The great ogre sweeps its tree-club
collected in the Bloody Hills.
in a wide arc, hitting up to two creatures that are within
5ft. of each other. It was only natural that they would one day rise up and
make a final push back against the people that had claimed
Rock. Melee or Ranged Weapon Attack: +7 to hit, reach their homelands. The orcs waited until the humans were
5 ft. or range 30/120 ft., one target. Hit: 12 (2d6 + 5) weakened by the Forever War to launch this campaign,
bludgeoning damage. and for a brief moment they enjoyed great success, before

Orcs a coalition of other nations drove them off.


The allied armies shattered the orcs and drove them to
the Black Mountains. Despite all this, the orc people are

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.

174 – CHAPTER SEVEN: ALLIES, ADVERSARIES, & CREATURES –


Pixies Stop Hitting Yourself. As an action the pixie targets someone
within 30 ft. The target must make a DC 11 Wisdom saving
throw or attack themself with their weapon (or fists if they have

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.

– Adversaries and Allies – 175


Trolls stories of these creatures say they live in sizeable communities
and see themselves as protectors of the swamps. Some reports
say swamp trolls are able to speak with all animals and even

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.

176 – CHAPTER SEVEN: ALLIES, ADVERSARIES, & CREATURES –


Creatures
E ast Azoth is full of creatures, both natural and created
through magic or alchemy. Some live in dungeons
or forests, some on the dead shores of Ardonous, and
J BAT PERSON
Large beast, evil alignments generally

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

Bat People Challenge 2 (450 XP)

From the Darkness. Bat people attack at night and

E very child in East Azoth heard the same threat from


their parents: “Behave or the bat people will get you.”
Every child knows this could be true. The creatures, very
always in groups.
Limited Speech. They squeak and pip to each other in
their own language, but can imitate spoken words when
large bats rather than people despite the name, come in discoursing with Darkoth, or Darkoth’s servants.
the night. As large as an average person, they fly on silent Silent Wings. Bat people use their gliding flight to their
wings, capturing their prey before it is aware of the danger. advantage. Their favored tactic is to pick up prey and
There’s never just one either. If anything remains of their drop it to its death.
prey, it is a bloodless corpse with very little left to identify
Echolocation. Bat people cannot use blindsight if
the victim. To see a bat person and live is a rare thing, to
deafened.
kill a bat person an even rarer thing. A few adventurers
tell tales of seeing the creatures being ridden by favored
Keen Hearing. Bat people have advantage on
Perception checks that rely on hearing.
servants of Lord Darkoth, though no one knows how he
controls them. Everyone else is potential food as far as Scent of Magic. Their heightened senses allow them to
most bat people are concerned. smell arcane magic, making them especially deadly to
arcane practitioners.
USED AS MOUNT Night Prowler. Bat people have advantage on Stealth
Bat people still act independently as mounts and retain checks in dim light or darkness.
their own place in the initiative order. Bearing a rider ACTIONS
puts no restrictions on the actions bat people can take Multi-attack. Bat people make two attacks: one with
unless Lord Darkoth ordered specifically to the contrary. their bite and one with their claws.
Otherwise, they move and act as they wish. They might flee Coordinated attack. Bat people gain advantage when
from combat, rush to attack and devour a badly injured foe, attacking from the sky with one or more others of their
or otherwise act against the rider’s wishes. If so inclined, kind.
a bat person can attempt to throw their rider, in which
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
case they must make an Acrobatics (Dexterity) check vs.
target. Hit: 6 (1d8 + 2) piercing damage.
the rider’s Dexterity.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
In either case, if a bat person provokes an opportunity
target. Hit: 9 (2d6 + 2) slashing damage.
attack while bearing a rider, the attacker chooses whether
to target the rider or the bat person.

– 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.

178 – CHAPTER SEVEN: ALLIES, ADVERSARIES, & CREATURES –


THE PLAGUE BRINGER: TERROREK J EOPHON
Cruel, selfish, and incapable of compassion, Terrorek is Large fiend, neutral evil
the very embodiment of death and decay. While he is near
impossible to destroy, he can be beaten back, and has been by Armor Class 19 (natural armor)
champions of the light, forcing him to rebuild his army anew. Hit Points 210 (20d10+100)
TerrorekhailsfromtheNetherworld,whereonlythedeaddwell, Speed 40 ft.
and East Azothian scholars have been unable to determine if
the Netherworld is part of, or separate from, the Shadow Lands.
STR DEX CON INT WIS CHA
Terrorek looks like the skeleton of a bipedal dragon. He
considers himself a god and believes it his divine right to
18 (+4) 20 (+5) 20 (+5) 20 (+5) 18 (+4) 16 (+3)
conquer and destroy all of the Realm, starting with the kingdom Saving Throws Con +10, Wis +9, Cha +8
of Ardonous where his reign of carnage and destruction began Skills Deception +8, Intimidation +8
so long ago. Were it not for the uneasy alliance between Ardonia Damage Resistances All non-magical attacks; cold,
and Drohm, Terrorek might have succeeded in his dark plans electricity and fire damage
back then. For now, he is imprisoned on the ruined island of
Ardonous, limited by the holiness of the Cathedral of Othaaris
Condition Immunities charmed, frightened
that was used to bind him and his power. All bindings decay in Senses truesight 50 ft., passive Perception 14
time though, and darkness stirs anew. Languages Telepathy (120 ft.), Cant
Challenge 14 (11,500)
J DRAWAS ACTIONS
Large fiend, chaotic evil Heed unto me (recharge 5-6). Eophon possesses the
ability to summon forth 2d10 tormented souls to fight for
Armor Class 18 (natural armor) her. Each soul has the statistics of a zombie.
Hit Points 200 (16d10+112) Necromancer. Eophon is a 20th-level necromancer.
Speed 40 ft. As an action, she can cast any necromantic spell by
sacrificing summoned souls equal to the level of the
STR DEX CON INT WIS CHA necromancer spell she wishes to cast. The save DC for
24 (+7) 20 (+5) 24 (+7) 22 (+6) 22 (+6) 16 (+3) Eophon’s spells is 19.
REACTIONS
Saving Throws Con +12, Wis +11, Cha +8
Eophon may cast counterspell by sacrificing summoned
Skills Deception +8, Intimidation +8 souls equal to the level at which she wishes to cast it.
Damage Resistances All non-magical attacks; cold,
electricity, and fire damage J KI’OAJA
Condition Immunities charmed, frightened Large fiend, lawful evil
Senses truesight 50 ft., passive Perception 16
Armor Class 20 (natural armor)
Languages Telepathy (120 ft.), Cant
Hit Points 243 (18d10 +144)
Challenge 14 (11,500)
Speed 30 ft.
From the Shadows. When Drawas is in his shadow
form, he adds +11 to his AC, but he cannot attack. When STR DEX CON INT WIS CHA
he transitions from this shadow form to his more skeletal 24 (+7) 18 (+4) 26 (+8) 22 (+6) 20 (+5) 16 (+3)
form, he loses this AC bonus but can attack.
Saving Throws Con +14, Wis +11, Cha +9
ACTIONS
Skills Deception +9, Intimidation +9
Multiattack. Drawas can make three attacks per turn.
Damage Resistances All non-magical attacks; cold,
Deadly Harvest. Drawas, when in skeletal form, is armed electricity and fire damage
with a giant scythe. This is treated as a two-handed slashing
weapon. Melee Weapon Attack: +12 to hit, reach 15 ft., one Condition Immunities charmed, frightened
target. Hit: 20 (2d12 + 7) slashing damage. If the initial target Senses truesight 50 ft., passive Perception 15
is hit, the slash attack continues through to strike an adjacent Languages Telepathy (120 ft.), Cant
second target for half damage. Challenge 17 (18,000)
REACTIONS
Reactive. Drawas can take one reaction on every turn in Endless Darkness. Ki’oaja has the natural ability to
a combat. grow or shrink using the enlarge/reduce spell at will.

– 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.

180 – CHAPTER SEVEN: ALLIES, ADVERSARIES, & CREATURES –


LAIR ACTIONS J ADULT DRAGON
Plague Cathedral on Ardonous Huge dragon, any alignment
Summoning (recharges on 6). Terrorek can summon a horde
of zombies to his aid. Alternatively, he can summon eight skeleton Armor Class 19 (natural armor)
knights. The undead fall inert if Terrorek is banished or destroyed. Hit Points 256 (19d12 +133)
Speed 40 ft., climb 40 ft., fly 80 ft.
Dragons STR DEX CON INT WIS CHA

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.

182 – CHAPTER SEVEN: ALLIES, ADVERSARIES, & CREATURES –


Drakes Camouflage. Drake coloration changes over the course of
a few hours to match the background of any new environment
they enter, with no conscious effort on their part. This effect

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

Griffons Armor Class 12 (natural armor)


Hit Points 59 (7d10+21)
“Luck follows a friend of a griffon,” is a well-known
proverb in the villages and towns near the Enchanted Speed 30 ft., fly 80 ft.
Forest, and there is much truth in the saying. Griffons are
friends to the elves of the Enchanted Forest, which the two STR DEX CON INT WIS CHA
share as their home. Toward the end of the Forever War, 18 (+4) 15 (+2) 16 (+3) 13 (+1) 14 (+2) 12 (+1)
the leader of the griffons even gave the elves a mystical egg Skills Perception +4
that could summon them if the elves were in need. This
egg is enshrined in the Temple of the Griffon in Hyljardin.
Senses darkvision 60 ft., passive Perception 14
Griffons can serve as riding mounts but are more like Languages Cant, Forestspeak, Griffon
partners or companions than obedient animals. To ride Challenge 3 (700 XP)
a griffon without consent is akin to assault. When they
consent to be ridden, they usually refuse to leave the forest Forest Symbiosis. Griffons have a deep connection to
for long, as it is harder for them to find safety or hunt outside the forest, and have an additional +4 AC, +2 Wisdom
their natural habitat. Griffons hunt for small prey but are (Perception), and heal 2d6 hit points after a long rest,
also partial to fruit. within forests. Forests with griffons in them are lusher and
more vibrant.
GRIFFON FRIENDSHIP Forest Magic. Griffons have access to druidic magic and can
Griffons form life-long friendships with people. This cast any cantrips, plus three 1st-level druid spells per day.
friendship usually begins with an act of service to the Keen Sight. Griffons have advantage on Wisdom
griffons, such as protecting a young griffon from danger, (Perception) checks that rely on sight.
184 – CHAPTER SEVEN: ALLIES, ADVERSARIES, & CREATURES –
ACTIONS Polymorph. Night creatures can transform into a small
Multiattack. The griffon makes two attacks: one with its bat, wolf, mist, or a member of the people they were
beak and one with its claws. before their death. While in bat form, the night creature
can’t speak, its walking speed is 5 feet, and it has a
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one
flying speed of 30 feet. Its statistics, other than its size
target. Hit: 8 (1d8 + 4) piercing damage.
and speed, are unchanged. Anything it was wearing
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one transforms with it, but nothing carried does. It reverts to its
target. Hit: 11 (2d6 + 4) slashing damage. true form if it dies.

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

186 – CHAPTER SEVEN: ALLIES, ADVERSARIES, & CREATURES –


solved this by making regular offerings of meat to the rocs, Visitors from Earth. The Seasonal Beasts are considered
and one village even extended this to a yearly roc festival. holy, sacred creatures and most people — good and evil
— tend to leave them be. Bards tell stories of four unholy
DEATH FROM ABOVE beasts too, but only a few and unconfirmed sightings of
Rocs are vicious hunters, often attacking creatures larger them have been reported in centuries.
than themselves or even people. Rocs are solo hunters and
it is rare outside of their mating season to see more than BIRD OF SPRING
one in the wild at a time. People who ride rocs always have The Primavera Pájara is a bird only seen during the spring
to be wary of letting the rocs get too close to one another month. It is a large bird of prey that sports a brilliant rainbow
for fear that the creatures will attack each other because of feathers. Often as large as a horse, they are considered
of their territorial nature. a sacred symbol of spring and to find one of their feathers
is considered a sign of good luck.
USED AS MOUNT
Primavera Pájara leaves spring in the shadow of its wings.
Ridden rocs do not act independently but are treated like The lushest forests and meadows are often a riot of plants
any other mount. However, if a roc is too close to another and flowers, with the Primavera Pájara singing in the midst
of its kind there is a 10% chance it will attack the other bird of it all. The Primavera Pájara is considered a sacred animal
despite its rider’s wishes. If so inclined, a roc can attempt and those who have a dead or captured bird as a trophy are
throw its rider, in which case it must make an Acrobatics considered abhorrent, but to have one of their feathers on
(Dexterity) check vs. the rider’s Dexterity. display is considered a blessing.
Each spring sees only one Primavera Pájara, yet each
year may see a different one. To see a black and gold bird is
J ROC extremely rare. This sacred bird almost never fights when
Large beast, neutral it can run or hide. It will bite or claw in order to escape.

Armor Class 15 (natural armor) DEER OF SUMMER


Hit Points 114 (12d10 +48) Contrary to their name, the giant “Elvish Deer” seen in
Speed 20 ft., fly 160 ft. the summer month do not have any direct associations with
the elvish people. There is, however, a legend of giant elves
STR DEX CON INT WIS CHA who rode upon their backs — a feat best not emulated as
the majority of Elvish Deer do not tolerate riders and try
16 (+3) 12 (+1) 19 (+4) 7 (-2) 10 (+0) 9 (-1)
to kill whomever they can throw from their backs. Some
Saving Throws Dex +4, Con +8, Wis +3 noble people have attempted at various times to hunt or
Skills Perception +3 ride Elvish Deer for sport, usually with disastrous results.
Senses passive Perception 13 Elvish Deer are sacred animals seen only in the summer
Challenge 8 (3,900 XP) month. Those who keep one as a mount or trophy are
considered abhorrent by other people. To see a golden deer
Keen Sight. The roc has advantage on Wisdom is extremely rare and considered a blessing.
(Perception) checks that rely on sight. Elvish Deer move in herds of eight to fifteen, and when
ACTIONS attacked they tend to flee as a group. Herds have been known
Multiattack. The roc makes two attacks: one with its to befriend people, or even whole villages that spend a lot
beak and one with its talons. of time interacting with the herd, and often extend their
blessings more frequently upon them. No one knows where
Beak. Melee Weapon Attack: +6 to hit, reach 10 ft., one
the herd disappears to during the other seasons.
target. Hit: 21 (4d8 + 3) piercing damage.
Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one CHIPMUNKS OF FALL
target. Hit: 17 (4d6 + 3) slashing damage.
As large as a raccoon, Dire Chipmunks are the sacred

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

188 – CHAPTER SEVEN: ALLIES, ADVERSARIES, & CREATURES –


alone. Those on a journey find themselves losing the path. target is restrained, and the Primavera Pájara can’t use its
The encounter can be no more than a sighting that lasts talons on another target.
moments, or a conversation that strings out for days. If the
Sphinx talks to the adventurer, there is always a test, either J ELVISH DEER
physical or mental, required to end the strange rendezvous. Huge celestial, good alignments
Librarian Pfixer of the Great Library, who is the foremost
expert on the Sphinx, theorizes that these challenges have Armor Class 15 (natural armor)
something to do with the changing of the seasons, like a Hit Points 95 (10d12 +80)
rite of passage worked through sympathetic magic. Their Speed 60 ft.
theory also speculates that the people who fail the Sphinx
tests are erased from memory and forgotten, but no one has STR DEX CON INT WIS CHA
ever been able to confirm this. People adhering to Pfixer’s
theory view Sphinx meetings as something that inevitably 19 (+4) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 14 (+2)
happens to everyone, eventually. No one knows if anyone has Skills Perception +5, Stealth +6, Insight +5
ever failed the test, as there are no such stories forthcoming. Damage Immunities fire
Senses darkvision 60 ft., passive Perception 15
J PRIMAVERA PÁJARA Languages telepathy
Large celestial, good alignments Challenge 5 (1,800 XP)

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.

Skeletons Shortbow. Ranged Weapon Attack: +3 to hit, reach


80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

O ften roaming battlefields, skeletons haunt the bravest


soldiers’ dreams. These creatures are of limited
intelligence, only retaining whatever skills and classes the
J SKELETON KNIGHT
Large undead, alignment of controller

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.

HENCHMEN STR DEX CON INT WIS CHA

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.

192 – CHAPTER SEVEN: ALLIES, ADVERSARIES, & CREATURES –


Greatsword. Melee Weapon Attack: +4 to hit, reach Light Crossbow. Ranged Weapon Attack: +4 to hit,
5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. If this range 80/320 ft., one target. Hit: 4 (1d8 + 0) piercing
attack brings a creature down to 0 hp, the skeleton knight damage, and the target must make a DC 15 Constitution
may automatically make an attack against an adjacent saving throw, taking 24 (7d6) poison damage on a failed
creature. save, or half as much damage on a successful one.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit,
reach 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing
damage.
Spawn
Created from a magical seed, spawn grow when planted
J SKELETON ASSASSIN
into an element. There are four common types of spawn;
Medium undead, alignment of controller terraspawn, cryospawn, infernospawn, and aetherspawn,
though some legends speak of shadowspawn, lightspawn,
Armor Class 14 (leather)
and deathspawn as well.
Hit Points 42 (8d8 +16)
Speed 30 ft. Where to bury the
Element Spawn seed
STR DEX CON INT WIS CHA Air Aetherspawn In a person’s last
breath
11 (+0) 16 (+3) 14 (+2) 6 (-2) 8 (-1) 5 (-3)
Earth Terraspawn In a precious gemstone
Skills Perception +3, Stealth +7
Fire Infernospawn In a burning coal
Damage Vulnerabilities bludgeoning
Damage Resistance piercing, slashing damage Ice Cryospawn In a solid icicle
Damage Immunities poison
COME FORTH
Condition Immunities poisond, exhaustion
A spawn is created by planting its seed, and reciting the
Senses darkvision 60 ft., passive perception 13
following incantation within one minute:
Languages none, but they understand the language of “First we plant them in the (element) / so the magic gives
their controller them birth. / Then we wait and watch them grow, / show
Challenge 2 (450 XP) them whose blood to make flow.”
Spawn are under the control of the one who planted
Assassinate. During its first turn, the skeleton assassin them and invoked the spell. One elemental rises for each
has advantage on attack rolls against any creature that seed planted and they act collectively on the invoker’s
hasn’t taken a turn. Any hit the assassin scores against a initiative. They revert back to seeds after ten minutes, or
surprised creature is a critical hit. upon reaching 0 hit points. The spawn can be invoked again
Evasion. If the skeleton assassin is subjected to an effect that a day later, if the seed was not destroyed.
allows it to make a Dexterity saving throw to take only half
damage, the assassin instead takes no damage if it succeeds
on the saving throw, and only half damage if it fails. J AETHERSPAWN
Sneak Attack. Once per turn, the skeleton assassin Large elemental, alignment of its creator
deals an extra 14 (4d6) damage when it hits a target with
a weapon attack and has advantage on the attack roll, or Armor Class 14 (natural armor)
when the target is within 5 feet of an ally of the assassin Hit Points 85 (10d10 +30)
that isn’t incapacitated so long as the assassin doesn’t Speed 60 ft.
have disadvantage on the attack roll.
Undead Nature. A skeleton assassin doesn’t require air, STR DEX CON INT WIS CHA
food, drink, or sleep.
16 (+3) 18 (+4) 16 (+3) 7 (-2) 10 (+0) 7 (-2)
ACTIONS
Damage Resistances bludgeoning, piercing, and
Multiattack. The skeleton assassin can make two attacks
slashing from non-magical weapons
per turn.
Damage Immunities lightning, poison
Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d8 + 0) piercing damage, and the target Condition Immunities exhaustion, grappled,
must make a DC 15 Constitution saving throw, taking 24 paralyzed, petrified, poisoned, prone, restrained,
(7d6) poison damage on a failed save, or half as much unconscious, blind
damage on a successful one. Senses darkvision 60 ft., tremorsense 60 ft., passive
Perception 10
– Creatures – 193
Challenge 5 (1,800 XP) Damage Resistances bludgeoning, piercing, and
slashing from non-magical weapons
Electric Body. The aetherspawn is an air elemental, Damage Immunities poison
wreathing the air within 5 ft. around itself with electricity.
Anyone who comes within 5 ft. of an aetherspawn takes Condition Immunities exhaustion, paralyzed, petrified,
5 (1d10) lightning damage. Anyone who makes contact poisoned, unconscious, blind
with or attacks the aetherspawn in melee suffers an Senses darkvision 60 ft., tremorsense 60 ft., passive
additional 5 (1d10) lightning damage. Perception 10
Weaknesses. The aetherspawn is susceptible to tremors Challenge 6 (2,300 XP)
that disturb the air around it. When hit with an earthquake
or shifting terrain, they dissolve for three rounds and Earth Body. The terraspawn is made of earth and
cannot act until they reform. disturbs the terrain around it within 5 ft., making this
difficult terrain. Anyone who comes within 5 ft. of a
ACTIONS
terraspawn must make a DC 15 Dexterity saving throw or
Multiattack. The spawn makes two attacks per round. become prone. They must make this saving throw every
Whirlwind. Melee Weapon Attack: +6 to hit, reach 5 ft., round they are within 5 ft. of the terraspawn. Instead of
one target. Hit: 12 (2d8 + 3) bludgeoning damage. If the attacking, terraspawn can cause an earthquake within a
target is prone, they take double damage. 30-ft. radius that knocks prone all creatures touching the
ground who fail a DC 15 Dexterity saving throw.
J TERRASPAWN Weaknesses. The terraspawn is susceptible to lightning.
Huge elemental, alignment of its creator When hit with a lightning attack they take an additional 5
lightning damage.
Armor Class 15 (natural armor)
ACTIONS
Hit Points 114 (12d12 +36)
Multiattack. The spawn makes two attacks per round.
Speed 60 ft.
Knock. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 16 (2d10 + 5) bludgeoning damage. If the
STR DEX CON INT WIS CHA target is prone, they take double damage.
20 (+5) 10 (+0) 16 (+3) 7 (-2) 10 (+0) 7 (-2)

194 – CHAPTER SEVEN: ALLIES, ADVERSARIES, & CREATURES –


J INFERNOSPAWN Ice Body. The cryospawn is made of ice crystals and
Large elemental, alignment of its creator freezes whoever is within 5 ft., doing 5 (1d10) cold
damage per turn. Anyone who makes contact with or
Armor Class 14 (natural armor) attacks the cryospawn in melee suffers an additional 5
(1d10) cold damage. The cryospawn can form its body
Hit Points 85 (10d10 +30)
into a wall up to 10 ft. in length.
Speed 60 ft.
Weaknesses. The cryospawn is susceptible to fire. For
every 5 ft. the spawn moves in fire, or if it is hit with a
STR DEX CON INT WIS CHA torch-sized or larger flame, it takes 1 fire damage (in
16 (+3) 18 (+4) 16 (+3) 7 (-2) 10 (+0) 7 (-2) addition to any damage a creature would normally take
Damage Resistances bludgeoning, piercing, and from the environment or an attack).
slashing from non-magical weapons ACTIONS
Damage Immunities fire, poison Multiattack. The spawn makes two attacks per round.
Condition Immunities exhaustion, grappled, Freeze. Melee Weapon Attack: +6 to hit, reach 5 ft.,
paralyzed, petrified, poisoned, prone, restrained, one target. Hit: 14 (2d10 + 3) cold damage. If the target
unconscious is a creature or a freezable object, it acquires a layer of
Senses darkvision 60 ft., passive Perception 10 ice and is stunned from cold shock for one round. Until a
creature takes an action to break off the ice, they will take
Challenge 4 (1,100 XP) 5 (1d10) cold damage at the start of each turn.
Fire Body. The infernospawn is made of fire and burns
whomever is within 5 ft. of it, doing 5 (1d10) fire damage
per turn. Anyone who makes contact with or attacks the
Werewolves
L
infernospawn in melee suffers an additional 5 (1d10) fire
egend claims that the werewolves of O’koth were
damage. It can compress its body through spaces as small
originally simply wolves, but some great magic
as one inch.
enabled them to shift into people. Other legends tell of a
Weaknesses. The infernospawn is susceptible to water. Great Wolf who was so old and so wise that they achieved
For every 5 ft. the elemental moves in water, or for every true sentience, and the werewolves of O’koth are their
gallon of water splashed on it, it takes 1 cold damage. descendants. As mysterious as the forests they reside in,
ACTIONS and despite what the stories may say, werewolves keep
Multiattack. The spawn makes two attacks per round. mostly to themselves. What little people know of them
Ignite. Melee Weapon Attack: +5 to hit, reach 5 ft., one is sparse. Some say that while young werewolves cannot
target. Hit: 14 (2d10 + 3) fire damage. If the target is a control their shifting, the Great Wolf and their Council
creature or a flammable object, it ignites. Until a creature of Elders can shift at will.
takes an action to douse the fire, the target takes 5 (1d10) The werewolves of O’koth view themselves as wolves,
fire damage at the start of each of its turns. not people, and will attack if angry, threatened, or hungry
enough. Hence venturing into O’koth Forest is strongly
J CRYOSPAWN discouraged by those who live nearby, and the O’koth
Large elemental, alignment of its creator rangers have special patrols to keep unsuspecting people
out. Rumors persist of other shapeshifters, such as
Armor Class 13 (natural armor) werebears or weredeer, but no one can confirm having
Hit Points 95 (10d10 +40) seen these.
Speed 60 ft.
THE PACK
STR DEX CON INT WIS CHA Werewolves are social creatures. They have a high
16 (+3) 18 (+4) 19 (+4) 7 (-2) 10 (+0) 7 (-2) intelligence, though they identify as wolves rather than
people. It is not unheard of for people to disappear in O’koth
Damage Resistances bludgeoning, piercing, and Forest, though rumors and stories vary as to whether they
slashing from non-magical weapons were eaten or joined the wolves themselves.
Damage Immunities cold, poison Those who venture into O’koth Forest may eventually
Condition Immunities exhaustion, paralyzed, petrified, find their way to the moving village of the werewolves,
poisoned, unconscious called the Pack. The Pack is ruled by a mated poly pair
Senses darkvision 60 ft., passive Perception 10 and serves as the first line of defense protecting a deeper
secret inside O’koth Forest.
Challenge 5 (1,800 XP)
Werewolves always fight in packs, encircling their prey

– Creatures – 195
ACTIONS

THE SECRET Multiattack (person or hybrid form only). The


werewolf makes two attacks, only one of which may be a
OF O’KOTH FOREST bite attack.
Bite (wolf or hybrid form only). Melee Weapon
With the werewolves clearly protecting Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 +
something, whispers abound as to what it might 3) piercing damage. If the target is a person, they must
be. If the characters investigate, they might hear succeed on a DC 12 Constitution saving throw or be
any of the following: that a lost bejeweled city cursed with werewolf lycanthropy.
sits at the heart of the forest (false), the forest Claws (hybrid form only). Melee Weapon Attack: +5
holds a Crossing to Earth (false), or that a secret
to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing
community of were-creatures of all kinds live in
damage.
the forest (true).
Spear (person form only). Melee Weapon Attack:
+5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 4) piercing
damage.
before killing. When confronting a group, they try to
separate party members from each other and take them
down in twos or threes. Wyrms
W
J WEREWOLF yrms are often mistaken for their true dragon
Medium beast, any alignment cousins, especially as true dragons have not
been seen in centuries and even wyrms are rare. Semi-
Armor Class 11 in person form, 14 in hybrid or wolf form intelligent, they are less clever than a proper dragon or
(natural armor)
person, but certainly smarter than a dog. Wyrms also
Hit Points 65 (10d8 +20) differ from true dragons in their lack of photo-adaptive
Speed 30 ft. in person form, 40 ft. in wolf or hybrid form scales, but rather come in variations on green, red, or
blue coloring. They cannot breathe fire, which is the
STR DEX CON INT WIS CHA surest sign the adventurer is not dealing with a dragon.
15 (+2) 13 (+1) 14 (+2) 15 (+2) 14 (+2) 12 (+1) They have vestigial wings that can’t carry their weight,
Saving Throws Con +4 and no access to magic.
Skills Perception +4, Stealth +3, Survival +4 Wyrms are solitary except during mating time. A mated
pair of wyrms raises their young to independence, before
Senses darkvision 60 ft., passive Perception 14 going their separate ways again.
Languages Werespeak, Wolf
Challenge 3 (700 XP) SCAMMED BY WYRMS
Wyrms are not intelligent in the traditional sense, but
Shapechanger. The werewolf can use its action to they are clever and conniving. Natural swindlers, they
polymorph into a wolf, a person, or a hybrid form. The tend to use their dragon-like appearance to trick, rob,
hybrid always appears as an upright creature with a or scare off people. They almost never engage in a fight,
wolf’s head, claws and tail, but the arms, legs and torso of preferring to run away, hide or deflect. This does not make
a person. Their statistics, other than their AC, are the same them inherently evil, but many of them tend to become so.
in each form. Any equipment they are wearing or carrying
isn’t transformed. When they die, they remain in whatever J WYRM
form they died in, which has made them an exotic hunting Large dragonkin, any alignment
target for pompous nobles and hunters.
Shifting Heal. When a werewolf shifts forms, they Armor Class 13 (natural armor)
automatically heal themself to full without a rest. However, Hit Points 65 (5d10 +10)
if they are attacked before the beginning of their next turn Speed 30 ft., climb 30 ft.
after shifting they receive double damage, and they are
at disadvantage for all other rolls during the transition
STR DEX CON INT WIS CHA
interval.
14 (+2) 12 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
Keen Hearing and Smell. The werewolf has advantage
on Wisdom (Perception) checks that rely on hearing or Skills Perception +2, Stealth +3, Deception +2
smell. Senses blindsight 30 ft., darkvision 120 ft., passive
Perception 12
196 – CHAPTER SEVEN: ALLIES, ADVERSARIES, & CREATURES –
Languages Cant, Draconic
Challenge 3 (700 XP)

Snake Eyes. Wyrms are masters of manipulation and


subterfuge. They can hypnotize a target if they hold eye
contact, gaining advantage on all Charisma (Deception)
checks. This hypnotism lasts 1 minute after eye contact
is broken, or immediately if the target is attacked. This
is often the most effective tool the Wyrm uses to escape
violent encounters.
ACTIONS
Multiattack. The wyrm makes two attacks: one with its
bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 7 (1d10 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 11 (2d8 + 2) slashing damage.

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.”

198 – ALWAYS THE PALADIN THAT BLOWS THE STEALTH CHECK –


“Indeed it is,” Anomalin nodded. “You understand “I can’t choose. I don’t want to,” Cardinal turned away,
that once you return to Earth, it will be like starting over and Connor wilted visibly as he accepted zir rejection.
again. A good portion of what you learned here will be “But wherever I go, I want Connor to be there.”
useless.” Ze turned around, wrapping zir arms around Con-
Terra blinked, “Are you trying to talk me into staying?” nor’s neck. Connor only realized what was happening
“There are no guaranteed doors between your world a moment later, before crowing with joy as he spun his
and the Realm. Once you leave, you may never be able love around. The others cheered as they rushed to hug
to return. I’m just making sure you understand the im- the reunited couple.
plications of your choice.” At last they settled, and everyone realized Anomalin
“What’s the point of telling me, if it doesn’t matter was staring fixedly at Nichelle.
anyway? Since I’m going to make a snap judgment no Discomfited, she looked to her brother, who squeezed
matter what, right?” her hand reassuringly.
That stopped the wizard for a moment. Chuckling a “I suppose that leaves me,” she said.
laugh, he bowed his head to the young woman: “And “And what about you, Nichelle?” Anomalin asked.
very clever indeed.” He winked and moved on to Connor.
“Well, I don’t know, you tell me,” she sassed, crossing
“Sir paladin. Resplendent in your fine armor. You have her arms defensively.
harnessed the strength within yourself and brought it out
to defend that which you love.” That made him laugh. “No one tells you anything, O
Queen of the Shadows, Duchess of the Streets, Hero of
“Well, yeah. I mean, I try,” Connor shrugged. the People. You took on so much, and with such speed
“Is it enough for you?” the wizard asked. and urgency. This world was moved by you. You shook
Connor blinked at the question, then furrowed his brow it into action in a way I have not seen since I became a
as he thought about it. The wizard offered no further mover and shaker myself. The rogue who has been the
help. Cardinal looked away. heart of this group.”
“Love is always enough,” Connor concluded suddenly, Nichelle blushed as the others murmured their agree-
before turning away from Anomalin to stand by Cardinal. ment.
“Connor, what are you doing?” ze said, looking ner- “Wherever you choose to go, you will bring that heart
vously at everyone but Connor. with you. It was what you brought with you, and what
you take with you,” the wizard intoned.
“I’m not truly a paladin,” Connor declared.
Nichelle nodded, laying her hand over her heart.
“Connor, what are you talking about?” Nichelle asked. “Yeah, it is.”
“A paladin dedicates themself to something higher, and “And maybe that will do it,” Anomalin broke the
while I’ve practiced the formalities, I could never dedicate figurative spell that had enveloped the group, to turn to
myself to something like that. There never seemed to be the actual one he had been casting.
anything that truly called to me.”
“The cave!” Terra declared in surprise.
“Darkoth called to you,” Cardinal spat, finally looking
at Connor’s pained face. Around the entrance of the cave, five glyphs had ap-
peared, each glowing its own color. With an imperious
“Cardinal, we all agreed to forgive him for that,” Terra finger, Anomalin pointed to each. “Wisdom. Intelligence.
started, but Connor cut her off. Strength. Constitution. Dexterity. And,” now Anomalin
“I lost my way, and I made a stupid decision that hurt grinned a smile of a much younger and more devious man
you. My best friend. My best love.” as he laid a hand on his own chest, “Charisma, obviously.”
He looked at Cardinal, his eyes caught between hope A sixth glyph appeared, completing the arch around the
and uncertainty. Behind him, his sister squealed. cave entrance. A shimmer of light came into being, with
Cardinal looked at the wizard for help, but Anomalin’s sparks and sparkles drifting down like falling stardust.
face remained a cross between stoic and high-as-a-kite. “Is it really a door home?” Riku asked, stepping closer
No help there. “What do you expect me to say to that?” to examine the shimmering.
ze answered Connor. “Probably,” Anomalin answered.
The silence lasted an eternity. “You say that a lot,” Terra said sharply.
“You don’t have to say anything. I intend to stay by “I’ve never walked through this doorway. In fact, this
your side if you allow me, no matter where you go. And is the first time I’ve managed to open it.”
if you won’t let me, I’ll still love you, but I’ll go.”
“So why did it open now?” Nichelle asked.
“Connor,” Cardinal’s eyes filled with tears.
“Cardinal Cohen-Abrigo, the child who stands between “No idea. I suppose it opens only when the circum-
two families, and now two worlds. Singularly talented at stances are right.” Anomalin replied. “Now, my final
enduring the shifts and complications of life,” Anomalin question! Do you stay, or do you go?”
cut in. “Which world do you choose?”

– ALWAYS THE PALADIN THAT BLOWS THE STEALTH CHECK – 199


T he world of Legendlore is compatible with all magic
items from the 5th edition fantasy roleplaying game,
save those that allow travel between planes. This chapter
sigils across its face become warped and backwards, and
its true nature is revealed.
The wearer becomes easily fatigued and sickly, reducing
introduces additional magic items and Strange Things, their’ Constitution score by 4 points to a minimum of 8.
as well as cursed items, unique to the Realm. If their Constitution score is already at 8 or lower, the
amulet has no mechanical effect but still remains stuck to
` AMULET OF THE SKY CAPTAIN the unfortunate wearer. Removing the amulet is difficult,
Wondrous item, common as its curse causes it to fuse to the wearer, requiring it to
be countered with a remove curse or destroyed through
Mostly used by the navigators of air ships, though the otherwise extraordinary means in order to be removed.
occasional maritime navigator may possess one too, this Once removed or destroyed, the penalized Constitution
amulet allows the wearer to navigate without visible land- score persists for a further 2d6 rounds before returning
marks of any sort. The wearer fixes a point in their mind to its previous level.
and the amulet gives a sharp tug in the correct direction.
It must be on their person at all times to work, and remov- ` ARDONIAN AIR SHIP
ing the amulet negates the most recent destination and
Strange thing (vehicle), rare (must be proficient in aero-
necessitates recalibrating. The amulet does not account
nautics tools to pilot)
for roads or walls, which makes it difficult to use on land,
although it can still provide at least a general direction. A non-magical vessel built exclusively in Ardonia, these
In order to work, the location must be one known to the air ships are rare in other nations. The air ship ignores all
wearer, such as a town or castle or landmark; they must ground-based hazards such as mud or deep snow. However,
either have visited it before, or it must be a location it’ is still beholden to the weather conditions in the air or
known to the general populace. The amulet cannot be at sea. To convert the ship from flight to sea-faring mode
used to locate an item or person, nor can it be used to find requires at least four \Medium-sized creatures and 10
a lost location (such as a forgotten city or altar) unless rounds focused on hauling in and deflating the air balloon
the wearer has been there previously. The amulet can be before raising the mast and sails. For every two people
used to bypass locational wards that would prevent the over the minimum, decrease conversion time by 1 round.
place from being found by any normal means, although it The ship can hold up to 20 Medium people with enough
does not allow the wearer to cross any wards that prevent provisions (both food and water) for two weeks. It travels
them from entering. at an average rate of 4 miles per hour or 30 miles per day,
however a skilled pilot can push the ship to higher speeds
` AMULET OF WEAKNESS for short durations. This requires a DC 10 Intelligence
Wondrous item, rare, cursed check by a character proficient with aeronautics tools,
which can push the ship to a speed of 6 miles per hour
A small but ornate gold necklace, to all outward ap-
for a number of hours equal to their Intelligence modifier.
pearances this is clearly an amulet of health. However,
Augments of both magical and mundane origin, such
this amulet crafted by Darkoth’s sorcerers is masked by
as canons and magically tacking sails, can be added onto
powerful illusion magic and hides an insidious curse. The
the basic ship for increased cost. However, it is difficult
illusion woven into the amulet extends to the wearer,
to find anyone skilled in working on such vessels outside
disguising the curse as a more mundane illness, often
Ardonia, and proper augments would be difficult to install
making the true source difficult to ascertain. Upon closer
for an amateur. Any attempts to repair or augment the
examination with the use of an identify spell, the healing

– Magic Items and Strange Things – 201


ship requires a craftsperson proficient with aeronautics hidden away only through magical means such as a bag
tools to succeed on a DC 25 Intelligence check unless of holding or other ensorcelled container.
they possess the Ardonia background, in which case the Crafted by a spy of Terrorek in centuries past, the orb
DC is reduced to 10. was designed to call the night creatures and other undead
down upon an unsuspecting army. The orb does not make
` ARMOR OF THE GOLDEN WARRIOR the undead more ferocious or more inclined to attack the
Armor, artifact unlucky bearer than they already might be. Dispelling
the orb will temporarily quiet the malignant magics that
Crafted for a great warrior in the far reaches of history,
swirl within, but all attempts to destroy such items have
this armor confers a powerful blessing upon the wearer.
so far failed. Dozens, if not hundreds, were produced but
Appearing as a suit of golden plate armor, the suit provides
most were lost to the sands of time. Every so often one
a +4 to all Constitution saving throws, as well as a +4 to
shows up in the hands of a merchant who doesn’t know
Strength checks. In order to benefit from its blessing, the
what they have found, assuming it to be worth no more
intended wearer cannot be of any evil alignment. If worn
than the gold from which it was cast, but more commonly
by an evil being, it loses all benefits.
they’re found in abandoned places long since overrun by
All creatures, after wearing the suit for 1 round, fall
the undead. Legends speak of a lich queen notable for
under the effect of dominate person as though cast as an
wearing one as a necklace.
8th-level spell (DC 13 Wisdom saving throw to resist). If
the subject fails their saving throw, they are compelled to ` BOOK OF MENA-RAN
render aid to any individual they perceive to be in need. If
Wondrous item, artifact (requires attunement by any
successful at resisting the spell, the wearer must repeat the
arcane spellcaster)
roll after every 12 hours they continuously wear the armor.
A leather-bound tome that feels heavier than its size
` BEACON OF THE UNDEAD would suggest, this tome is filled with dark and powerful
Wondrous item, very rare spells. It can function as a spellbook for a wizard with-
out the need to transcribe its spells into their personal
This fist-sized gold orb acts as a beacon to any undead
spellbook. Only those of evil alignment can use the book
within a half mile of it. It does not require activation and
and its contents without suffering dire consequences. If
has a constant passive effect, and can be dampened or

202 – CHAPTER EIGHT: MAGICAL ITEMS AND STRANGE THINGS –


someone of a non-evil alignment uses the book to cast or and offensive spells usable only by divine spellcasters.
prepare a spell, they must succeed on a DC 13 Wisdom To activate the book, the caster must spend 2d6 rounds
saving throw to avoid having their alignment shifted (good mediating on its contents, during which time they may
moves to neutral, and neutral moves to evil, though it does take no actions, including speaking, signing, or otherwise
not alter lawful or chaotic alignment). If successful, the communicating. If interrupted, they must start over. While
user repeats the saving throw every time they attempt to the book is in their possession, the caster is granted 2
use the book again. additional dice (of the same type as the other dice) to
In order to prepare a spell from the book a wizard must roll on every healing or fire-based spell they cast. The
have a spell slot of the appropriate level available, howev- benefit is lost if the caster and book separate more than
er the time to memorize the spell is halved as compared 10 feet from each other. Any creature capable of reading
to other sources. The book only shows the reader spells Ardonian can use the book as a research tool, though the
within their class limits. For those incapable of using contents of the book are always shifting. The reader must
magic, the text appears to shift and move under their make a successful DC 13 Intelligence (History) check to
gaze, forcing them to make a DC 13 Constitution saving locate the desired information. A failed roll results in
throw to avoid becoming dazed for 2d6 rounds. The only ancient cooking recipes or dry, long-winded descriptions
constant spell contained within the tome, regardless of the of farming harvests.
reader’s class, is power word kill. Preparing power word
kill from the tome reduces the spell slot level required ` BRACHMON TRAVEL BAG
from level 9 to level 8. The book holds nine other spells Wondrous item, uncommon
of the GM’s choice.
An army marches on its stomach and this sack is a major
` BOOK OF S’AI HORTHUS boon for larger groups striking out into the unforgiving
wilds, especially in locales where the harsh climate means
Wondrous item, artifact
game and foraging are scarce at best. Three times per day,
This small, battered black tome holds a single level 9 spell reaching into the bag will produce food or water as desired
effect within its pages: Summon Shinde Imas. This is one by the user. The food is plain and bland but nourishing and
of only two ways to summon Shinde Imas, the other being will always be of a type that the user can consume. It can
an ancient Azothian ritual (see Chapter 4: Magic, Spells, also produce feed for up to 6 mounts. The water comes
and Rituals, p. 109). Unlike the ritual, which offers a slim out in a waterskin holding up to 4 pints of water. Once
chance at survival, the Book of S’ai Horthus holds certain removed from the sack, the food cannot be put back in and
death for the caster. The demon known as the Elf-Slayer must be eaten within 24 hours or it will spoil. No items
was imprisoned by the ancient Y’lldian elves before they can be stored inside the bag without destroying the bag.
were lost to history, binding it from returning to wreak
havoc upon the material plane. The summoning requires ` CAN OF REFINED ACID
immense power and not one but two blood sacrifices: that Strange thing, uncommon
of a white dove, and that of the caster themself. When cast,
An enchanted metal can filled with a potent acid orig-
the spell turns the caster into a portal through which the
inally distilled from a particular tree once found in the
demon can move from its prison dimension into the same
Enchanted Forest, now produced by highly skilled alche-
plane as the caster, regardless of which plane that may be.
mists. Although the acid itself is not magical in nature,
Once the ritual is complete, the caster is dealt 100 points
spells are carved into the metal to contain the potent
of force damage. If this is enough to reduce their health
substance within. When the top is depressed, a 10-ft.
to 0, they die outright. If it is not enough to drop them to
stream of acid is released, lasting for one round during
0, they instead falling unconscious for 1d6 rounds.
which the user cannot use that hand for anything else.
Upon entering this plane of existence, the demon is The acid deals 2d6 damage per round for 4 rounds or until
stunned for 1 round before it begins laying waste to every washed off the target. The acid can destroy some locks and
living creature it comes across, including its summoner small items. Using it to open a lock does not negate any
if still alive. The demon attempts to secure the book if traps attached to the lock, only the locking mechanism
possible, as it can also be used to banish the demon back itself, and all traps must be dealt with normally. If the
to whence it came. It has a special hatred for elves. canister is punctured, a cloud of acid spreads over a 30-ft.
` BOOK OF WYRTH diameter circle, lingering for 6 rounds and dealing 2d6
acid damage per round to all creatures within the area. It
Wondrous item, artifact (requires attunement by a divine can serve as an improvised throwing weapon, exploding
spellcaster) on a successful DC 13 Strength check and expending all
Written by Tindiani, a pupil of Othaaris, this ancient text remaining uses. The canister comes loaded with 5 uses,
is a powerful artifact of good. The text functions as both or 1+1d4 uses if found as loot.
history book and spellbook, containing a mix of healing

– Magic Items and Strange Things – 203


` CHEST OF AZOTH use by or upon an undead, such as cure wounds and some
magic weapons, also treat the cloak’s wearer as undead.
Wondrous item, artifact
If worn by a cleric of good alignment, they are unable to
This plain and worn steamer chest is one of the few use any class features until the shroud is removed.
items that exists on multiple planes at once, specifically on Although the cloak is tougher than its gauzy appear-
Earth and in the Realm. Upon opening the Chest, all living ance would suggest — resisting all attempts to cut, tear,
creatures within 10 feet are immediately transported from or otherwise destroy it — it is highly flammable and will
Earth to the Realm or vice versa. The Chest transports any burn rapidly if set ablaze.
non-living items touched by the targets as well, as evidenced
by the existence of the Iron Mustang. It is the most reliable ` COLLAPSIBLE BOAT
method for transitioning between the two worlds, if one Strange thing (vehicle), uncommon in Epicurus, rare in the
of the more difficult to locate. The Chest cannot be sensed rest of East Azoth
or located by any magical means, requiring the seekers
to physically find the Chest if they wish to make use of A good adventurer is always ready to take on any chal-
it. When used from the Earth side, the Realm landing is lenge no matter the weather or terrain. This non-magical
random and rarely if ever corresponds with the location of boat is made of a waterproofed wood and fabric composite.
that plane’s Chest — the GM can choose a location based on The boat folds down into a square packet that can be stored
the needs of their story, or roll on the table below. If found inside a standard backpack. Assembling the boat takes 1
and entered in the Realm, the Chest transports the targets round and a successful DC 15 Strength (Athletics) check.
back to the location of the Chest on Earth. While the Chest The boat unfolds into a roughly 10 ft. long, shallow-hulled
is not sentient, it seems to have a knack for showing up rowboat capable of holding 4 Medium creatures at a
in the right place at the right time — or at the worst time. combined weight of up to 800 lbs. It does not come with
oars, and those must be acquired and stored separately.
Die Roll(d10) Result The boat has a speed of 3 miles per hour, or 24 miles per
1 Ardonia day on calm water.
While mainly used for crossing rivers and lakes, in a
2 Brachmon
pinch the boat can be used for short coastal trips. Oper-
3 O’koth ating it during a storm or otherwise rough waters instills
4 Bryzine disadvantage on Wisdom (Survival) rolls to navigate, as
5 Enchanted Forest the boat is not as stable as a normal vessel of the same
size would be. The hull has an AC of 3 against attackers
6 Grey Hills and cannot be repaired if punctured except by an excep-
7 Isle of Fantasia tionally skilled craftsperson, requiring a successful DC
8 Olardell 25 Dexterity (Sleight of Hand) check. If the weight limit
is exceeded by more than 40 lbs., the boat is destroyed.
9 Carahill
10 Drohm ` NECKLACE OF TRUTH
Wondrous item, rare, cursed
` CLOAK OF NECROMANTIC AURA
This amulet creates a personal zone of truth upon on
Wondrous item, very rare (requires attunement)
the wearer. While wearing it, they cannot tell a deliberate
Stitched together from funeral shrouds, this ragged lie, nor can they lie by omission, but must tell the whole
cloak casts a deathly pall over the wearer. The wearer truth as they know it. If the wearer is misinformed on a
becomes pale and drawn in appearance, their skin cold particular subject, they give incorrect information. Addi-
to the touch. While worn, all undead treat the wearer as tionally, any use of a discern truth spell will always show
one of their own and do not react aggressively to their the target’s words as truth, even if they’re not. Appropriate
presence, even if commanded to attack them. Powerful divination spells still reveal unwitting lies.
undead, such as a lich or a mummy lord, may make a DC Creatures touching the wearer with either bare skin or
20 Wisdom saving throw to resist this effect. through thin cloth must make a DC 20 Charisma saving
The wearer does not need to sleep for a full night to throw or become afflicted with the same effect for 2 rounds.
regain any spells, instead gaining this benefit of a long rest Any material thicker than canvas protects against the curse
after only 4 hours. However, the wearer becomes sensitive jumping to other targets, so it cannot be transferred through
to all effects to which the undead are susceptible, such as armor or even a pair of modest leather gloves. The necklace
Turn Undead, forbiddance cast against undead, and radiant itself can only be removed from the wearer with successful
damage. Detect evil and good and similar effects used on use of remove curse. If the target dies, the necklace can be
the wearer will likewise indicate the target’ is undead. Any removed, although it attaches itself to the next person who
spells or equipment that are explicitly prohibited from makes the mistake of touching it.

204 – CHAPTER EIGHT: MAGICAL ITEMS AND STRANGE THINGS –


` DELAYED SPELL BOX ` DAYDREAM ORB
Strange thing, very rare Wondrous item, very rare
This mechanized box of Carahillian origin functions The daydream orb is, to all appearances, a common scry-
as a spell bomb. The interior of the box is outfitted with ing orb. To activate it, the user holds it in their hands and
several focusing crystals and lined with runes to protect speaks or signs the name of the person they wish to view.
and shield its contents. A spell is cast into the box, where it Each successful activation appears to show a moving image
is held in stasis until activated by the code word set by the of the target, complete with sound and scent, at the exact
creator. Once the word is spoken or signed, the ensorcelled moment of activation wherever they are in the world. After
locking mechanism releases as the box opens and deploys activating, the orb cannot be activated again for 5 rounds.
the spell. The caster does not have to be present when The orb does not work across planes and cannot be used to
the box is activated but they must be on the same plane. view people back on Earth. A successful DC 20 Intelligence
All normal costs and components must be expended to (Arcana) check reveals the true nature of the orb. All images
cast the spell. Once used, the box is drained and cannot be shown in the orb’s surface are false, showcasing an elaborate
re-enchanted, becoming a useless wooden box filled with illusion of the requested targets. This illusion shows what
dead parts. The spell cast into the box does not need to be the user hopes to see. Once the orb is proven false to a user,
offensive in nature, and the box can contain spells such as it no longer functions for them and they can never reacti-
circle of death or any spell that targets an area rather than vate the orb, but that doesn’t prevent others from using it.
a singular target. The box can only enclose arcane spells, If more than one person lays hands on it at a time, they roll
as the enchanted mechanism cannot capture the divine. opposing Wisdom checks for control of the orb. In the event
of a tie, the orb is thrown into chaos and shows a series of
` DAEMON STORM rapidly changing illusions for 2 rounds before going dark
Wondrous item, artifact and becoming inert for a full day.

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

– Magic Items and Strange Things – 205


imperfection can manifest in retail price, an increased risk Eatery in Carahill also have one. Enterprising adventur-
of spell failure, or the scroll disintegrating after a number ers can barter for one — even novelty doesn’t outweigh
of days as determined by the GM. The typewriter itself is impromptu fires very long.
bulky and difficult to travel with, unless using a wagon or if The food wave machine is the size of a small microwave,
placed inside a bag of holding or similar container. Despite and surprisingly light owing to wood bark, crystals, and
its drawbacks, the typewriter can be useful for disseminating copper wire replacing most of the traditional Earth design.
spells among a larger network at a cheaper overall cost. Activate the machine and open the door after 60 seconds
(a loud ping will alert you) to find one of the following
` FLASK OF UNEXPECTED FORTITUDE dinners, which can theoretically serve up to four people:
Wondrous item, rare
Roll(d10) Result
Sometimes magical items are worth taking a risk, and
1 Vegan Mac and Cheese
sometimes they backfire in unexpected and spectacular
ways. Often known as the Trickster’s Flask, this simple 2 Chicken Dinner
metal flask is filled with an everchanging supply of a 3 Indian Curry
random potion or elixir. Upon their character uncorking 4 Baked Potato Wedges
and drinking the entire contents, the player rolls for the
result. Drinking from the flask is a free action.
5 Lasagne
The flask can only be used twice per day, and only once 6 Beef Fajitas
per day by any given person. The potion cannot be poured 7 Instant Noodles
into another vessel but must be drunk directly from the 8 Chocolate Pudding
flask. If poured into a cup or another flask, the potion is
rendered into brackish water. All effects gained from this 9 Unidentifiable (but edible) Mulch
flask last for 30 minutes instead of their normal duration 10 The machine catches fire. It still works if
but cannot be dismissed even if they normally could. you put it out, though the next meal has a
distinctly smoky flavor.
Roll(d10) Result
1 Elixir of Health ` GAUNTLETS OF PRECISION
2 Potion of Diminution Strange thing, rare (requires attunement)
3 Philter of Clairvoyance Precisely balanced and calibrated, these gauntlets are a
4 Potion of Animal Friendship gorgeous marriage of science and art. Constructed from
5 Potion of Storm Giant Strength hardened steel and precious metals, delicate-looking
filigree hides a system of whirring gears and cogs, and
6 Potion of Gaseous Form (flask is
each pair is utterly unique in appearance. The gauntlets
immediately dropped, but all other items
provide advantage on all Dexterity-based attacks. Addi-
are carried over)
tionally, the wearer can use their Dexterity in place of
7 Potion of Mind Reading Strength on melee attacks. Any electrical damage suffered
8 Potion of Poison by the wearer removes the attunement, rendering them
inoperable.
9 Potion of Climbing
10 Potion of Supreme Healing ` GLYPH OF STEALTH
Wondrous item, rare
` FOOD WAVE MACHINE
Sometimes the best fight is the one avoided altogether,
Strange thing, uncommon in Ardonia
but not all people are so equipped for sneaking past their
Visitors might recognize the “food wave machine” as enemies. Invented by the people of Olardell, the glyph of
a microwave under all the crystals and copper coils. It’s stealth envelops a group of up to 4 people with the pass
a new arrival to the Realm, brought by a very confused without trace spell so long as they do not speak (though
college student looking for Sam’s Repair Shop. The youth they can sign), and do not move more than 3 feet from the
eventually found their way home, leaving the microwave person carrying the glyph. The bearer must make a DC
behind. The machine has since been taken apart, reassem- 15 Charisma (Deception) or Dexterity (Stealth) check to
bled, redesigned, and copied by several Ardonian artificers. activate the glyph for one scene. Any interactions with
Despite the food wave machine’s tendency to catch their environment such as opening a door, attacking an
fire, the convenience (and novelty) is enough for them enemy, or picking something up off of a table immediately
to be found in several inns and taverns across Ardonia. ends the glyph’s effect for the person who performed the
The Smoky Dragon Inn in Olardell and the Purple Glyph action. If the bearer of the glyph performs one of these

206 – CHAPTER EIGHT: MAGICAL ITEMS AND STRANGE THINGS –


actions, the entire effect immediately ceases. The glyph lbs., but to compensate for the immense weight the armor
cannot be used again until after a long rest. is equipped with a hydraulics system that artificially as-
sists the wearer’s movement. Although speed in the suit
` GOGGLES OF TRUE SIGHT is reduced by 1/3, rounded up, the wearer takes twice as
Strange thing, rare long to reach exhaustion. The suit takes 2 rounds to don
and 2 rounds to remove, though each can be reduced by
This pair of brass and leather goggles bear crystal lenses,
1 round if assisted by another Medium or Large person.
which are etched with numerous layers of spellcraft and
While wearing it, the wearer gains a +4 Strength bonus
secretive concoctions meant to bind spells to the crystal.
(maximum 22) and +1 bonus to AC. The system requires no
Wearing them allows the user to see the unseen within
power source, as it runs entirely on magic. If the wearer is
50 feet as per the spell true seeing. The goggles do not see
targeted by any magic-dispelling effects, they are unable to
through walls or extensive cover, and the wearer must
walk or attack until the effect ends, although they can still
have a direct “line of sight” in order for the goggles to
exit the suit. The suit is equipped with manual controls
work. The goggles work for blind wearers.
in order to escape the suit in the event of a malfunction.
While wearing them, the wearer is incredibly sensitive
to bright light, particularly from unexpected flashes, and ` IRON MUSTANG
the goggles are entirely useless in full sunlight. If the area
Sentient strange thing (vehicle), artifact (requires attune-
within 50 feet of the wearer rapidly brightens, such as from
ment)
a fireball or wall of light spell, or moving into full sunlight,
the wearer is immediately blinded for 1d6 rounds. The Iron Mustang is a strange horseless carriage from
The goggles are fitted for creatures with two eyes in a parts unknown, bearing a rusted and pitted metal skin.
horizontal line, though it’s easy to remove a lens to accom- Beneath the hood, however, still rumbles the heart of a true
modate a person with one eye. Eyes that are significantly champion. Once, it had been a simple car, one of thousands
different (such as more than two, or not in a horizontal line) to roll off the assembly line. Owned by a young woman
can’t make use of the goggles unless specifically modified. who accidentally found a gap between worlds, the car
Crossed with her. It served her faithfully for many years,
` GRANITE ARMOR the magic of the world slowly infusing its very being. But
Armor, very rare as none had seen such a machine before, the car began
to die as its mundane parts degraded and replacements
Carved from a special magic-dampening stone found were impossible to come by. As a final resort, her cham-
in isolated pockets around East Azoth, this unusual suit pion brought her to the scientists of Ardonia, who had
of armor is dull gray and provides immense protection never seen its like before. They took to tinkering with it,
from both physical and magical attack. Its origins are magically enhancing its engine and converting it to run off
hotly disputed, with both dwarves and trolls laying claim magic. Years passed and stories fell into legend until the
to its creation. Both favor the armor over metal given the car was forgotten and it drove itself away. Now it waits for
freezing climate in Grey Hills. a new driver, a new champion to serve, in the Enchanted
The armor requires Strength 14 to wear and reduces forest. This sentient muscle car requires no fuel to run.
speed by half, rounded down. The armor provides an AC The car is chaotic good and will fight the attempts of any
of +1 and halves all force and radiant damage, rounded evil creature to attune to it, giving them disadvantage on
up. Due to its design the wearer needs to use an exotic all checks to drive the car.
saddle, regardless of mount type, or suffer disadvantage
on riding checks. The wearer cannot cast any arcane ` KEY OF INFINITE LOCKS
spells while wearing the armor, owing to its natural magic Wondrous item, uncommon
resistance, though the armor offers no protection against
being targeted by a spell. The ultimate thief’s tool, this key resembles a long, thin
metal rod with a series of small dials set into the handle.
` HYDRAULIC EXOSKELETON Once inserted into a lock, the dials can be turned to ma-
Armor, very rare nipulate the tumblers of the lock, each dial controlling a
section of the tool’s teeth. The thief gains advantage on all
Crafted from heavy plates of a secretive blend of met- checks to open a mundane lock. The key does not allow
als, these massive suits of mechanized armor provide the bypass of any magically triggered traps or spells, which
increased protection as well as strength. Often used in must be dealt with separately. It does allow for the bypass
large-scale construction projects, such as building castles of any mundane traps that using the correct key would
and forts, they can be found in mines around the Realm normally circumvent. The key counts as a set of thieves’
and particularly Grey Hills. The entire suit weighs 300 tools for the purpose of determining proficiencies.

– Magic Items and Strange Things – 207


` LIGHTNING CONCENTRATOR The wielder of this bow gains a +2 bonus to attack and
damage rolls and may substitute Strength for Dexterity on
Strange thing (weapon), very rare
the damage roll if they choose. Furthermore, a critical hit
The lightning concentrator is a combined backpack and from this bow knocks the target prone. The wielder may
blaster unit consisting of a back-mounted lightning rod, expend a charge from the bow, declared before the attack
storage cells, and an electricity extruder. roll, to deal an additional 1d6 force damage on a hit. The
When placed outside during a thunderstorm, the con- bow regains all lost charges after a long rest.
centrator has a 70% chance to be struck by lightning. If
successfully struck, it gains 2d10 electricity charges. The
` MIRROR OF ECHOES
battery pack can hold a maximum of 8 charges, and any Wondrous item, rare in the Enchanted Forest, very rare
attempt to store additional charges results in an overload elsewhere in Azoth
and renders the unit unusable for 10 rounds while it re-
Crafted from pure silver, this palm-sized mirror was
calibrates. The charges remain stored until used, or the
created to investigate crimes and can be used to scry into
unit is destroyed.
the past. When used in a location, the mirror can show an
Once per round, the wearer can make a ranged attack event that had previously occurred there. The user makes
against any target within 30 feet, dealing 2d6 lightning an Intelligence (Arcana) check, with difficulty depending
damage on a successful attack. On a critical hit, the tar- on how old and strong the event’s temporal echo is. If suc-
get becomes dazed and unable to take any action for 1d6 cessful the mirror will show exactly the event the caster
rounds. All creatures adjacent to the target must make a DC wishes to see, provided they are in the correct location.
15 Dexterity saving throw in order to avoid being caught
The difficulty of the roll increases depending on how
in the blast and taking half damage rounded down, how-
long ago the event was, but decreases based on how
ever they are not impacted by the daze effect on a critical.
powerful the imprint it left on the surrounding area was,
If the unit is destroyed, all creatures (including the with death and birth providing the deepest imprint. The
wearer) within a 10-foot radius are dealt (x)d10 lightning GM should set this difficulty as 10 (easy), 15 (medium),
damage, X being the number of charges remaining within 20 (hard), 25 (very hard), or 30 (impossible).
the unit.
The mirror can only show the truth, when it shows
` MECHANICAL LIMB anything at all, even if an illusion was used during the
recounted event — e.g. a person using disguise self at the
Strange thing, rare (requires attunement) time is now shown in their true form. The user must catch
This is a magically augmented metal arm or leg that can the reflection of the area in the mirror and can only see
be surgically installed onto a willing or unconscious target, what happened in the area reflected back, though they are
either in the place of a missing limb or as an additional free to move around the scene in order to get a better view.
limb. These augments are fairly rarely seen, though most The mirror can only be used once per long rest and
people know of their existence. functions for 10 minutes before going dark.
If attached as an additional limb, all armor and clothing
must be modified to fit around the new extremity. The
` ORB OF DEATH
bearer of an additional arm can use an additional weapon Wondrous item, artifact
and gains one additional attack per round. The new arm
Forged by the demon Terrorek from solidified hate and
cannot be used for spellcasting or any skills that require
darkness, this orb appears as a perfect obsidian sphere. It
fine manual dexterity such as lock picking.
requires the sacrifice of a sentient creature, willing or oth-
A Medium person can support up to two additional erwise, in order to function. The orb draws in their life force
arms, not including ones used to replace missing arms but and corrupts it beyond repair, spewing the transformed
can only support legs that replace missing ones of their life force back into the world as a necromantic plague.
own. The arms are waterproof and protected by their
The first victim is the sacrifice itself, immediately raised
enchantments, but in the event they are broken can be
again as a night creature, before spreading to any dead
repaired by an artificer (see Chapter Four).
within a 50-foot radius. This includes previously animated
` MIGHTY BOW undead, such as liches or zombies, as well as corpses in
various states of decay. Usually the orb is activated inside
Weapon (longbow), rare, requires attunement a cemetery for maximum effect.
This bow is crafted from ironwood mined in Brachmon. Once it has infected the dead and converted them into
The nations of Brachmon keep most of these bows them- night creatures, the plague begins to spread among the
selves, though they trade some to trolls in Bryzine — who living. All living people within the area must make a DC
usually sell them as bows are useless in their underground 20 Constitution saving throw to avoid contracting the ne-
habitats — and happily wager them with friends and rivals crotic infection. If they contract the disease, they become
in contests of strength. carriers forcing a DC 20 Constitution saving throw from
208 – CHAPTER EIGHT: MAGICAL ITEMS AND STRANGE THINGS –
all living people they encounter. An unarmed attack by a Roll(d10) Result
night creature also has the ability to pass on the plague;
the target must succeed on a DC 15 Constitution saving 1-4 No additional effect
throw for every successful attack or become infected. 5-7 Destroy Undead (maximum CR 1)
While the disease itself doesn’t kill, the infected rise 8-10 Command Undead for 1 minute
after their death (which, if they’re near any night crea-
tures, might be very imminent) to become a night creature ` PHANTOMSONG
controlled by whomever holds the Orb of Death. Wondrous item, artifact
` ORB OF TURNING Sometimes it is better to turn your enemies against
Wondrous item (orb), uncommon each other than it is to destroy them. Made for a bard who
fought in the Forever War, Phantomsong is a magical zither
A fist-sized lump of clay covered in dimly glowing runes; that entrances all undead who hear it. A successful DC 20
this crude throwing weapon has a range of 20 feet. Cre- Charisma (Performance) check causes all undead to fall
ated from divine magic and housed within a sturdy hull, under the command of the performer as per the cleric’s
orbs of turning are designed to fight undead, and are often Turn Undead feature. Phantomsong cannot be used to
carried by patrols in known hot spots of undead activity. destroy the undead, nor does it repulse them.
While they can’t be used to kill any but the weakest of The GM may grant major undead a Constitution saving
the undead, they are incredibly useful for regrouping or throw against the bard’s rolled Charisma (Performance).
securing a retreat. If they successfully save, they immediately recognize
Once thrown, the orb shatters upon impact, repelling all Phantomsong’s effect and act accordingly.
undead within 20 feet of the impact point as per a cleric’s The turning lasts for as long as the bard continues to
Turn Undead feature. All undead must succeed on a DC play, after which the affected undead are dazed for 1d4
20 Wisdom saving throw or be forced to flee for 1 minute. rounds before resuming their previous actions. If the
Additionally, the user’s player rolls from the table below zither is destroyed, the effect immediately comes to an
to determine additional effects. If the undead failed their end with a piercing shriek, and the affected undead skip
saving throw, the turning does not break upon damage the usual dazed rounds.
being dealt to the undead, but will immediately end if the
user falls to 0 hp or loses consciousness.

– Magic Items and Strange Things – 209


` PLAGUE WARD The rod can only be used with a clear view of the sky:
outside, through a hole in a roof, or through a glass or
Wondrous item, very rare
crystal ceiling. The blast does not emanate from the rod
Dedicated to Othaaris, this silver amulet with lily motif pro- itself but is rather a bolt from the heavens. While the rod
vides a powerful protection against the effects of Terrorek’s does not automatically give the user the ability to detect
death plague (see the Orb of Death) and his night creatures. the alignment of their target, it won’t work if the target
When worn, it prevents the wearer from being infected by is of good or neutral alignment. If the target is currently
the death plague, even if the wearer is already dead, in which using an item that would impact how their alignment is
case it prevents them from being raised as a night creature. perceived, the rod functions on their apparent alignment.
The wearer cannot be infected by either the initial wave of If an evil individual attempts to attune the item, the rod
plague emanating from the orb, nor the infected claws of the explodes in their hands with the effects above.
night creatures themselves. Although this does not protect
against night creatures outright killing the target through ` SCOPE OF FAR SIGHT
normal damage, it does nullify the plague from their claws. Strange thing, uncommon
An item of purification and light, the amulet provides
Most commonly a magically enhanced telescope, these
advantage on Constitution rolls against other magical and
are invaluable to any adventurer who happens to get their
mundane diseases.
hands on one. Although not rare, they are difficult to make
The ward can be worn by anyone regardless of class, and tricky to maintain as they are delicate and require
alignment, type, or size. Reportedly, the ward once pre- constant care. The scope functions as a normal, albeit
vented a lich from being turned into a night creature. Much high quality, spyglass, magnifying targets to 3 times their
as the Orb of Death itself was eventually lost to history apparent size. Each scope comes with three crystal filters
and thought to be nothing more than a myth, so was the that can be inserted into a slot right behind the front lens,
secret of making the plague wards. The queen of Ardonia each one bespelled with one of the three following spells:
holds the last known plague wards among her personal locate animals or plants, locate creature, locate object.
possessions. Should Terrorek rise again, rediscovering
The user may insert a lens and automatically activate
how to make the amulets should become high priority,
the spell inlaid into its face. The spell remains active for
dropping their rarity as time passes.
the next 10 minutes and can be used by any creature with
` RING OF SAFE PASSAGE eyes even if they are blind. The lens cannot be switched
out or re-activated until after a short rest. If purchased,
Ring, very rare (requires attunement) most scopes will come with all three lenses, but if found
This ring so perfectly matches the wearer’s body tem- as loot will usually only contain a single lens — the player
perature it hardly feels like metal, and the wearer often can choose one or roll 1d3 to determine a lens randomly.
forgets they even have it on. The wearer leaves no trace It is possible to buy new lenses from an artificer.
of their passage. Footprints blur into nothing, twigs only
bend and do not break, the sound of their armor is muf-
` SHARD OF ABRAXAS
fled as if someone wrapped them in wool, and even the Cursed item, very rare
thickest mud seems to slide off them without a stain. This
Once part of a building built of pure evil, all that remains
masking does not prevent them from being seen or heard,
now is a palm-sized fragment of stone imbued with an
nor does it hide the signs of their camp.
ancient malevolence. The people of Carahill believe the
The ring masks only accidental traces, and the wearer curse carried by the stone is the result of living sacrifices
can still leave deliberate signs of passing by purposefully being mixed into the malefic edifice’s foundations. Upon
breaking twigs or writing words in the dust as they go. touching the stone, the bearer is stricken with ill fate, and
The protection will extend to a mount and its equipment all their saving throws suffer disadvantage. They are unable
as long as the wearer is riding it but fades once the rider to rid themself of the stone, casting it into a nearby river
dismounts. only to find it in their pocket within 1d2 hours.
` ROD OF THE HEAVENS The stone acts as a homing beacon for evil. Although
it does not exert any control over evil beings and they
Wand, legendary (requires attunement by a good creature) are still free to go about their business, anyone with an
A powerful weapon against evil beings, this rod is nearly evil alignment within a half mile of the shard senses its
2 feet of pure silver inlaid with gold sigils. Once per long general location. They do not know who or what has it,
rest, the rod can deliver 3d10 radiant damage to any evil or even what the shard is (unless they have encountered
target within 30 feet to which it has line of effect. The target it previously), only that it calls to them. The siren call can
may make a Dexterity saving throw against DC 20 for half be silenced by placing the stone inside a bag of holding or
damage. The attack leaves the target stunned for 1d4 rounds. other pocket dimensions. Remove curse allows the victim
to finally discard the stone.

210 – CHAPTER EIGHT: MAGICAL ITEMS AND STRANGE THINGS –


` SIGILS OF THE GATEKEEPER granted by metal armor (banded mail, due to its backing,
does not fall under this category). The sling can only be
Wondrous item, very rare
used to full effect with metal ammunition of any kind,
The Realm holds doors to many different worlds, most including silver and mithral. If used with non-metal
older than the mortal kingdoms, and not all these doors ammunition, the sling deals 1d4 damage as normal.
are left unguarded. Some of the more volatile portals Set into the hilt of the sling is a battery pack, charged
are sealed with a sigil, carved onto a smooth palm-sized by the kinetic energy generated by the motion of spinning
stone set near or on the portal. Who created the sigils is a the sling before releasing it. Each battery pack lasts for 1
mystery lost to the eons. Over the years, treasure hunters year before it needs to be replaced by an artificer. In the
have located and removed the majority of them, selling event the battery goes bad or is destroyed, the sling works
them for extravagant prices on the black markets. Although as a perfectly functional mundane sling.
there were once rumored to be hundreds, today they are The sling should not be used if the wielder is standing
incredibly rare outside of the shadier circles. in water, as this will cause them to be shocked, taking
These sigils can be used to lock any door, magical or 2d4 damage as well as burning out the battery. If de-
mundane, and once in place are difficult to remove short stroyed by water, the sling is not fixable and becomes
of destroying the sigil itself. Each sigil is unique, and a an ordinary sling, albeit a strange looking one. The
successful DC 13 Intelligence (Arcana) or Intelligence standard sling is sized for a Medium person, but they
(History) check will reveal which portal the sigil came can be found in larger or smaller sizes and the damage
from. Once the sigil is removed from its portal of origin, is adjusted accordingly.
the portal becomes unstable and will open at random,
often spewing forth unimaginable horrors. As such, it Size Damage
is considered a crime in every kingdom to remove or be Fine n/a
caught trafficking in these sigils, although that doesn’t Diminutive 2
stop determined thieves or rich buyers with things they
would rather keep hidden.
Tiny 2d2
Small 2d3
` SLING OF VOLTAGE Medium 2d4
Strange thing (weapon), uncommon Large 2d6
This sling is composed of metal alloys and insulated Huge 2d8
wires and requires metal ammunition in order to conduct
Gargantuan 4d6
a powerful electric shock. The sling deals 2d4 lightning
damage with each successful attack, and bypasses any AC Colossal 6d6

– Magic Items and Strange Things – 211


` SONIC CANNON if the bearer’s last save was at DC 15 re-attuning the sword
invokes an immediate DC 20 save. Upon succumbing to
Strange thing (weapon), rare
the sword’s influence, the wielder’s alignment changes to
Often found mounted on Ardonian air ships to be used chaotic evil. De-attuning the sword at this point does not
in aerial battles, a sonic cannon can be mounted to wagons change their alignment back.
and carts in a pinch. It is generally a bad idea to use it from Some experience the blade’s influence as a voice within
a wagon drawn by most beasts of burden however, as they their mind, egging them on to worse ends. Others don’t
tend to bolt when the cannon is fired. even realize the blade is intelligent, not recognizing the
Once every ten minutes, the cannon can produce a thun- poison it drips into their heart. The sword adjusts its
derwave as per the spell. The operator is mostly protected method of attack to best take advantage of the wielder’s
at their post, only taking 1d4 damage. When used against own inner weaknesses. Many have wielded the blade
an air ship, the navigator of the targeted ship, who must thinking to prove themselves it’s master, but in the end,
be proficient with aeronautics tools, must make a DC all succumb to its evil.
13 Intelligence check to avoid being knocked off course The blade has a particular hatred toward elves of any
by the sound wave. If struck by the sonic pulse, the air type, pressing its wielder to hunt and kill any that cross
ship is knocked back 40 feet away from the cannon and its path. All attacks with the sword against elves are made
all unsecured passengers on the deck of the ship must with advantage, and any successful strike immediately
make a Wisdom (Survival) check at DC 15 to avoid being forces a death saving throw.
tossed overboard.
` VAMPIRIC ROD
` SWORD OF DROHM Wand, rare (requires evil alignment to use)
Weapon, legendary
A blackened and sickly-looking wand dripping black
Before the coming of Darkoth, Drohm was a nation of ichor, this rod stains the hands of anyone who touches it.
artisans who took great pride in all their creations, from The rod produces a ray of enfeeblement, which unlike the
its beautifully roofed houses to these unbreakable swords. regular spell lets the wielder leech their victim’s strength.
Each sword of Drohm acts as a +1 sword of defending, If the spell is successful, the user gains a Strength bonus
enabling the wielder to confer the blade’s bonus to their equal to one half of the target’s normal Strength modifier,
AC at the start of their turn. Additionally, some of these rounded up. The benefit lasts for 1d6 rounds.
swords (30%) have a secondary effect on a successful hit.
` WARD OF SANCTIFICATION
Die Roll (d10) Result
Wondrous item (pillar), legendary
1-2 Axiomatic, deals +2d6 damage
against chaotic creatures The ward of sanctification is enspelled into a one-foot-
tall marble pillar engraved with runes and emanating
3-4 Disruption, deals +2d6 damage divine energy. Once per day the pillar can be activated by
against creatures not native to the any non-evil creature by laying hands on the pillar and
Realm passing a DC 10 Intelligence (Religion) check. Activating
5-6 Flaming, deals +1d6 fire damage the pillar takes a full round and creates a 20-foot-radius
7-8 Shocking, deals +1d6 lightning zone into which no undead can enter. The zone lasts
damage for 8 hours, or until the activator leaves the zone. Once
deactivated, either through its duration elapsing or the
9-10 Wounding, deals 1 point of
user leaving the circle, the ward cannot be activated again
Constitution damage
until the sun next rises.
` SWORD OF GOLZIM-RA The ward is powerful enough to keep out even the most
potent undead, but the barrier does not prevent them from
Sentient weapon, artifact (requires attunement) sending magic or projectiles through the barrier. The pillar
This +3 blade is a weapon possessed by an immortal can be activated with undead inside the affected area, and
mind of pure hate and malice. Immediately after attuning all undead within the area take 6d6 radiant damage and
to the sword, the wielder must succeed on a DC 5 Charisma must succeed on a DC 15 Constitution saving throw or flee.
saving throw. This save repeats with the DC increasing Wards of sanctification dot East Azoth, presumably as
by 5 every week they possess the sword. If they kill any- a relic of Terrorek’s war on the living. While the pillars
one with the sword, the wielder must immediately make are rare, libraries and temples of Othaaris keep a record
another saving throw with the DC increased by another of all known pillars and pay handsomely for knowledge
increment of 5. De-attuning does not reset the save DC, so of new locations.

212 – CHAPTER EIGHT: MAGICAL ITEMS AND STRANGE THINGS –


` WATCH OF PRECISION with their new shape and are not usable until they shift
back, unless otherwise stated in the item description. The
Strange thing, very rare (requires attunement)
cloak, due to its material, makes a perfectly serviceable
The face of this pocket watch lacks any numbers, instead cloak for keeping the weather off.WOODLAND BOW
slowly swirling with the depth of the cosmos — one could
get lost staring into this infinite universe. The watch of ` WOODLAND BOW
precision reduces the casting time of 1st- and 2nd-level Weapon (shortbow), rare, requires attunement
spells from an action to a bonus action; spells with a casting
This bow is grown from living wood from the Enchanted
time of less than 1 action are unaffected. Additionally, it
Forest, branches twining around each other with green leaves
halves the casting time of any spell that takes longer than
and white blooms still sprouting — an Intelligence (Nature)
a minute to cast normally. In order to use the watch, the
DC13 check identifies these as the poisonous night flowers.
caster must keep it open and within arm’s reach. A sighted
Several woodland bows made their way to other people,
caster must be able to see the watch, while a blind caster
some as a reward for aiding the elven kingdoms and others
must know its exact location.
stolen by thieves. The Blood Bow, named for its scarlet rather
The watch must be wound on every full moon, when
than white flowers, was stolen during the first human war.
the moon is at its peak. Winding takes 5 rounds, during
Returning the bow, which rests on the Isle of Ardonous — now
which the winder can do nothing else including speak-
occupied by Terrorek — immediately earns the elves’ favor.
ing or signing. If interrupted, even by conversation, the
The wielder of this finely made bow gains a +2 bonus
process must be started over. The character must make
to attack and damage rolls. If the elven nations officially
a successful DC 15 Intelligence (Arcana) check in order
declare war, the bow deals an additional 1d6 poison dam-
to reset the watch for another month. The roll can be
age against the enemy. The bow also grants the wielder
repeated until the hour of the moon’s peak has ended,
the ability to cast pass without trace once per long rest.
though if unsuccessful the watch is rendered useless until
the next full moon. ` YU’LLDIAN BLADE
` WERE-HIDE CLOAK Weapon, artifact (requires attunement)
Wondrous item, uncommon (normal animals), rare (swim- This blade is the only weapon capable of killing Shinde
ming), or very rare (flight) (requires attunement) Imas, the Elf-slayer. This +3 bastard sword deals an addi-
tional 3d6 radiant damage against demons. When wielded
Different pelts stitch together to form this cloak, the
by an elf, the blade also grants advantage on attack rolls.
colors of its fur shifting and changing beneath the eye.
Wielded by an elf, any critical hit against the demon Shin-
Once per long rest, the wearer may use Wild Shape as
de Imas immediately kills its corporeal form and trap its
though they were a druid. The limitations of the forms
essence within the blade. It is possible to destroy Shinde
they may adopt depend upon the cloak’s specific type. They
Imas fully, even trapped within the Yu’lldian Blade, with
can remain in this shape for up to 2 hours, until they lose
the help of the Book of S’ai Horthus, but to do so would
consciousness, or until they decide to shift back. To shift
require immense sacrifice from all involved and has never
back before the time limit has elapsed requires the use of
been successfully performed.
a bonus action. All items on the wearer’s body are merged

– Magic Items and Strange Things – 213


W elcome, Game Master. This is your chapter,
where we’ll talk about the ins and outs of running
Legendlore for your players. While this chapter is
not have voiced if they hadn’t been asked. If you decide
to speak with your group of players in an open, public
forum, make sure they know that they’re also welcome to
invaluable to starting Game Masters, even experienced come to you privately if they would be more comfortable.
ones should read it to capture the experiences that set It’s important to remember that the Realm is a diverse
Legendlore apart from other games. We’ve also included and welcoming place, where sexism, racism, homophobia,
a starting adventure, named Voices from Afar. ableism, and such are considered cruel abnormalities. That
being said, you still want to make sure that you’re working

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-

A s the Game Master of a new campaign, it’s both


exciting and intimidating to take on the challenges
of telling a story within the Realm. A world of endless
thor Ron Edwards coined these phrases in 2003, and in
Legendlore, these terms are used to signify elements of
storytelling that a player is uncomfortable with; a veil is a
possibilities lies before you, with a million stories just “soft limit,” an element they can tolerate as long as they’re
waiting to be told. You likely already have some ideas of not having to deal with it explicitly or directly, while a line
the stories you want to tell, and your players will have is a “hard limit,” an element they prefer to avoid entirely.
their own ideas of the adventures they want to go on. For example, if a player is terrified of insects, he may
Sometimes these ideas may come into conflict. consider bugs to be a line. In this situation, there will be no
The term session zero refers to a “planning meeting” roaches skittering across the cellar floor, and no maggot-in-
prior to the start of a Legendlore campaign. This is a time fested carrion lying on the roadside. If you had plans for a
for you, the Game Master, to sit down with your players giant centipede enemy, axe it now; your player’s comfort
and make sure you’re all on the same page as far as what is your top priority. Likewise, an arachnophobic player
you plan to put into the campaign, and what you hope may consider spiders to be a veil, in which case they’re
to get out of it. This is a wonderful opportunity not only okay with walking into a cobweb-lined hall, as long as they
to make sure that everyone’s schedules mesh with one won’t be dealing with a direct focus on spiders. If a veil
another, but also their expectations of the game. How seems vague to you, ask for further detail or clarification;
much political intrigue or interpersonal drama do your you’re always better off discussing these things up front,
players expect, as opposed to smashing monsters and rather than tripping over a raw nerve during the game.
gathering loot? How do they feel about conflict between Another useful safety tool while playing is the “X
party members? These are important subjects to cover card” originally designed by John Stavropoulos. Placing
before you begin rolling dice. a piece of paper or index card with an X in the middle
This is also the time to figure out the type of content of the table grants a “bailout button” for players, and if
your players are comfortable with, including how vio- at any time they feel uncomfortable with the content of
lently you describe combat outcomes. Rather than just a scene, they can tap the X to nonverbally signal to the
approaching an individual player whom you think may Game Master that they aren’t okay with it. This allows
have concerns with certain content, broach the subject you to alter your content, dial back your descriptions, or
with every player on a level playing field. Not only does this skip a scene on the fly.
reduce the anxiety of being singled out, but you may find Because players are playing themselves in Legendlore,
that players have personal needs and concerns they may session zero is a good time to figure out how they view

– Session Zero – 215


themselves in the Crossing. While in Chapter One we mind. They might not be willing to accept more familiar
discussed how the Crossing brings out the You in you, things, like unrealistic social interactions. If a seemingly
it’s important for Game Masters to fully grasp how play- strong-willed and independent NPC suddenly becomes
ers want differences in their characters to be handled. helpless and in need of the party’s rescue, your players
For example, a wheelchair-bound player may choose to may look for more depth (a trick, an impostor, etc.) than
play an able-bodied character, or they may feel that their you intended. Consistency is key in storytelling, and when
chair is a part of their identity and will preserve it in their you establish facts and rules in your world, you need to
adventurer. This is the time for you to figure out with follow them more often than you break them, in order to
the player how they want it addressed. They may prefer build a cohesive storyline that your players can follow.
having regular obstacles to overcome, such as rough ter- Try to remember that at the heart of your campaign is a
rain or stairs, or they might appreciate having access to story, and it should follow the same basic flow of a written
levitation magic or other tricks to give them mobility in story. There must always be some form of conflict for the
spite of their unique situation. This is the player’s choice party to seek a resolution to.
to make, and as the Game Master, it is your obligation to
craft your storytelling around it.
That being said, not all of the stories that you tell will
Exposition
always make your players happy or comfortable. They In the beginning of every campaign, you should intro-
may face challenges that will frustrate them, they may duce characters to the setting and situation. For most
endure tragedy, lose party members, or fail to achieve parties in Legendlore, this involves their Crossing. The
their goals. The key difference is whether you’re drawing new party may be surprised by their situation, and shocked
drama from the personal discomfort of your players, or by the changes they see in themselves. A budding adven-
from the adventure itself. turer may also be pleased with the changes in their new
form, reflecting the “self” they have always known. Give

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

216 – CHAPTER NINE: RUNNING THE GAME –


become heroes, give them an opportunity to do something
heroic, like saving kidnapped children or defending a helpless
village. If they’re more driven by coin and glory, provide them GAINING EXPERIENCE
with an irresistible opportunity to pursue riches and fame.
Legendlore encourages creativity and
You never want your players to feel as if they’re being led
cooperation, and that holds for the characters’
by the nose and giving them motivation to get involved on
problem solving. Negotiating a treaty with a
their own is preferable to strong-arming them into the story.
hostile creature or sneaking around their territory
instead of confronting them head-on, should net
Rising Action full experience points for that encounter. Likewise,
encounters shouldn’t all be based on overcoming
Now that the party has become involved in the story, other creatures. Designing an aquaculture system
it’s time to raise the stakes. If the party previously learned to combat drought, guiding a merchant across
that the queen’s advisor was unhappy, now is the time the Great Field, or setting up a trade agreement
to reveal the fact that the advisor is actively planning a between two villages are all reasons for character
coup d’état. This is also the time to involve the personal advancement. You can reward a big accom-
storylines and interests of the party with the overall plot. plishment as you would a hard encounter, and
This may take some planning and careful navigation, but smaller accomplishments as easy encounters.
the rising action phase of storytelling allows you to secure
the party’s investment in the adventure.

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.

– Building Your Story – Running the Game – 217


Note-taking is one of the most valuable skills a Game Master controls the pace of the game and discussion. There
Master can hone. Whether you utilize digital aids like a are times when the Game Master has to make a quick
laptop or tablet or prefer the classic tactile experience ruling in the interests of not slowing down the game, and
of a pen scratching on a ruled notebook, you’ll find that then discuss or research the matter in greater detail later.
you benefit from writing quick notes before, during, and You may find that there are certain rules that simply
after the session. don’t work well with your group. For example, your
Pre-session notes allow you to create reminders of im- group may decide that resetting death saves every time a
portant details in your story, statistics for monsters that character is stabilized is too easy. In a situation like this,
you know will appear during the session, and mechanics you’re welcome to create a house rule that says death
or rules that you find yourself frequently referencing in saves only reset after a long rest. Consistency is key in any
the books. During a session, you’ll want to write reminders rulings, and it’s important that you make your preferred
for yourself of character actions that will impact the story house rules known to the party from the beginning (or as
later, such as adventurers making positive or negative soon as they’re established) so that no one is unpleasantly
impressions on important NPCs. After the session, be sure surprised by a rule being different from what they expect.
to write down reminders while they’re fresh in your mind.
Make notes as to how easy or hard combat was, when
you felt player attention or enthusiasm may have lulled,
Off the Rails
and any elements of the story that your players seemed Rolling with the punches is the true challenge in run-
to have really grabbed onto. ning an adventure. While you’re in control of the world,
the situations, and the NPCs, you are not in control of the

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

– Running the Game – 219


party member when you don’t want to, you don’t actually for some time now, and only now are crossing paths with
have to tell the players that you rolled a 20. the rest of the party.
It can be tempting to bring in additional help in the
form of NPCs to bolster the party or heal fallen allies. TOTAL WIPE-OUT
Tread carefully here though, because it quickly becomes In situations in which the party suffers a “total party
obvious to the players that they’re being saved, and the kill,” it may be difficult to pick up and carry on. First, you
attention and glory will fall to an NPC rather than their need to decide if you want to carry on; for most campaigns,
own characters. the death of all of the involved characters is an end to the
story. However, if you as the GM and your players all wish
RESURRECTION to proceed with the story, you have some options.
Dying and coming back from the dead is not a journey Consider whether an interested third party has a reason
for the faint of heart. In Legendlore, characters who have to want to resurrect the adventurers and has the means
been resurrected often return changed in some way; the to arrange for the resurrection of that many people. This
revival of the body does not necessarily imply that their third party may do so for entirely benevolent reasons
memories and personality will remain intact. Resurrection (not wanting the party to fail in their important mission),
is seldom as incidental as casting a spell; instead, it is a or they may have a more selfish drive (wanting to have
narrative journey that may involve the recovery of one’s control over the would-be heroes).
remains, the preservation of their soul, and perhaps even If a full-party resurrection simply isn’t feasible, you
the search for the memories and fragments of their per- might consider introducing an entirely new party of ad-
sonality that made them who they were in their previous venturers via the Other You mode of character creation.
life, before restoring them into a new one. These new characters may closely resemble the old ones
That being said, you may choose to make resurrection or have some significant differences. What’s important
as painstaking or as nonchalant an endeavor as you like. is that they arrive in a world that has been significantly
If you feel that a complex quest for resurrection would be altered by the failures of the previous party and are given
an unnecessary speed bump in the story you’re telling and sufficient motivation to try to fix the damage done. This
you’d rather just get things back on track, you’re welcome allows players to see what sort of impact their previous
to gloss over the trials in favor of expediency. That being characters had on the world (and the devastation wrought
said, try to keep your handling of death and resurrection in their absence), and may also give the new party the
consistent; if one character’s death is hand-waved and opportunity to come across abandoned gear left behind
quickly reversed, but another is turned into a complicated by the old party, or meet NPCs who they once knew in a
ordeal, it can be disruptive to your story and quickly throw different light.
players out of their suspension of disbelief.
If the party must embark on a series of trials to restore
their deceased friend, consider ways you can continue
Getting Home
to involve the player of the dead character. By allowing People will have varying reactions to suddenly being
them to play accompanying NPCs, rolling for monsters dropped into a world of fantasy, and this will be influ-
along the way, or involving them in the creation of their enced by how positive their new lives in the Realm are
resurrection quest, you can make sure that death isn’t compared to the mundane lives they left behind. It’s not
punishing the player. unreasonable for inexperienced adventurers to react to
the Crossing with a distinct cry of “I want to go home!”
NEW CHARACTER Of course, there is no drama without conflict, and your
If resurrection seems unreasonable, is too difficult for the job as the Game Master is to provide them with reasons
party to manage, or isn’t desired by the player for whatever to stay in the Realm, or significant barriers to returning
reason, you can always allow a player to introduce a new home. While there are many Crossings into the Realm,
character via the Other You method of character creation. there are far fewer leading out, and those that do won’t
Essentially, this is a version of the same person who comes always send someone back to Earth.
from an alternate dimension, or an earlier or later point How you handle your party’s desires to return home
in their life. They may be just like the previous version will be determined by the kind of story you want to tell.
of themself, or they may have distinct differences, some If you want the Crossing to be a pivotal plot point and
of which may not be apparent at first. The new version finding another Crossing home to serve as the end goal,
who arrives will lack any of the knowledge or experiences then you’ll want to provide additional trials for the party
the previous one had acquired since Crossing and may to overcome in pursuit of their homecoming. However, if
have differing impressions of their friends from Earth. you want to run a more lighthearted campaign, you may
In cases where a newcomer to the Realm would have a want to provide a more quick and reliable Crossing home,
significant level gap separating them from the rest of the thus encouraging your adventurers to come back to the
party, you might establish that they’ve been in the Realm Realm in-between their “ordinary world” obligations.

220 – CHAPTER NINE: RUNNING THE GAME –


PASSAGE OF TIME and impact the world around them. That being said, most
people are not wholly good or evil, and while nearly all
Though the sands never stop flowing through the hour-
living beings have the capacity for goodness within them,
glass, there is nothing to say that time passes in the Realm
it can be shocking to realize the potential for evil they
and on Earth at the same rate. If the goal of your story is
possess as well.
for the adventurers to return home, your story will likely
benefit from a 1:1 ratio where time passes on Earth and in No one is inherently good or evil in the Realm. No peo-
the Realm at the same rate. This introduces a heightened ple are predisposed to evil or goodness, and there are no
sense of pressure, in that the adventurers know that the deities that predetermine the actions of people. Everyone
weeks or months they’re spending in the Realm will be is responsible for their own choices. Not only will good
weeks or months that their friends and family on Earth people do bad things, or bad people do good things, but
are worrying about their disappearance, not knowing if often times one person’s hero is another’s villain.
they’re alive or dead. If you’re seeking some form of designation or alignment,
However, if you’re looking to run adventures in the consider the ideas of law and chaos instead. While “good”
Realm in which your party Crosses regularly without a and “evil” are highly subjective, a person who is lawful is
high degree of tension associated, your story may benefit generally one who obeys the orders of their society, while
from an asymmetric flow of time. If a month’s journey in one who is chaotic shirks these guidances in favor of the
the Realm can be completed over one weekend on Earth, freedom of anarchy. The actions of a lawful individual may
it can encourage players to pursue more in-depth stories be more predictable, while a chaotic person is more prone
without the need to return to one’s career, education, or to listening to their intuition and behaving in unexpected
social obligations. An asymmetric timeline can also benefit ways. In Legendlore, we even see this on a large scale
the party in terms of large-scale political developments; with Ardonia and Drohm both being lawful (the former
the adventuring party may return to the Realm after a having strict laws, the latter an unrelenting dictator). The
work-week to discover that in the two months of their dichotomy presented by the most “good” and the “evilest”
absence, there was a massive attack that changed the nation both being lawful could be interesting to explore.
territorial lines of the map. Try not to impose ideas of good, evil, law, or chaos upon
your party. People are multi-faceted and may behave in
unexpected ways when under duress. It is not your place
Good and Evil, Law and Chaos to tell a player they are playing their character wrong,
In both Earth and the Realm, there are obvious examples but instead, to provide guidance if they’re behaving in a
of good and evil almost everywhere you look. Charity and way that’s harmful to their fellow players’ enjoyment of
selfishness, love and hatred, kindness and cruelty, and the game.
countless other dichotomies sway the hearts of people

– Running the Game – 221


Voices from Afar is an adventure for four to six charac- from another realm. Whether or not the radio can be used
ters of 1st level. in the ritual remains to be seen, for magic in Azoth defies
The adventure begins on Earth when a Crossing trans- the laws of science.
ports characters to the trident of Azoth’s Great River, Will the characters find the artifact in time and find
allowing the characters to forge their own path. From their way back to Earth — or remain in Azoth forever?
here, they’ll explore several places in the Realm, embark
on an epic quest, and become heroes of Azoth as they find
a way back to Earth.
The world of Legendlore is vast. There are infinite paths
Overview
Voices from Afar is an adventure told in three chapters.
to explore and a multitude of places to visit, each seeding Here is a general breakdown of the main events.
its own campaign. This adventure is designed to acquaint
characters with the world of Azoth. There is a little bit of
everything in this introductory adventure: exploration, Chapter 1:
intrigue, combat, and more. Characters will visit some Chapter 1 begins with a Crossing and introduces char-
of the Realm’s most notable locations and help uncover a acters to Azoth through several short encounters in some
lost relic that has curious ties to Earth. of the Realm’s most notable locations. While there, the

Background characters are given a quest which leads into Chapter 2.

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.

222 – CHAPTER NINE: RUNNING THE GAME –


Chapter 1 — telling the characters to run, for two goblins are chasing
him. He beckons the characters to a hiding area below a

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.

T he adventure begins in an unidentified city on


present-day Earth. If the players are physically
meeting to play, this is their city and you should adapt the
Characters may want to fight the goblins (use stats for
cave goblins, Chapter Seven, p. 166) and can do so, but
the battle is challenging for brand new characters who
opening scene as needed. Otherwise, the city is the very do not even possess weapons yet. Laeren encourages the
picture of modernity; tall skyscrapers cast long shadows party to hide rather than confront the goblins. Once the
over the streets below. Sounds of buses, cars, and trains threat passed, Laeren introduces himself.
intermingle with the noises of human life: doors opening Roleplaying Laeren
and closing, espresso machines brewing coffee in cafes, • Laeren is a young rainbow elf. His voluminous hair,
and people having conversations with one another in which many of his people share, is wrapped into
person or via telephones. natural dreadlocks. He has small, pointed ears.
The characters are walking down the street when they
pass an abandoned lot which, curiously, has a large, ancient • He is dressed in simple clothing — a tunic and trou-
tree in the center of it. The tree has a door embedded in sers, with sandals strapped to his feet — and carries
the trunk, and it is partially open. Through it, they see a a child-sized bow and arrow.
beautiful forest. A child’s voice calls for help; the sound • He is cheeky, precocious, and curious. Laeren knows
emanates from beyond the door. nothing about Earth and eagerly interrogates the
They approach the door — as it opens for them, a grav- characters.
itational pull tugs them through.
Read or paraphrase the following: • He possesses basic knowledge about East Azoth and
has a simple map that he swiped from his parents
back in Hulsing. If asked, Laeren gladly shows them
Sounds and colors swirl around you in this chaotic the map.
tumble through space and time. You fall hard through
the door into plush underbrush, and the world around • Laeren tells the characters that they are in the En-
you is suddenly much quieter. You’re surrounded by trees chanted Forest, near the Great River, which runs
and not skyscrapers; the pleasant aroma of damp foliage through the continent of Azoth. From their hiding
overwhelms the scent of gasoline that, until a moment place, the characters can hear the rushing river.
ago, had permeated the atmosphere. You hear the click of
a latch as the ornate wooden door shuts behind you, and • The nearest village is Hulsing, which is in the En-
the handle disappears. You stand in an unknown forest. chanted Forest.

• Laeren can name several nations in East Azoth but


The characters arrive at a nexus on the Great River, has only elementary knowledge about each one.
on the trident bordered by the Enchanted Forest (their
current location), the Great Field of A’zoth, Drohm, and • He reluctantly admits his parents are probably
Brachmon. At this time, players can consult their char- worried about him, and asks the characters to escort
acter sheets — we’ve provided pregenerated characters him back to Hulsing.
on pp.234-246.
DEVELOPMENT

Stampede! Show the characters an unmarked map of this location


and allow them to make a choice of where they would like
The party has little time to act as a dozen deer come to venture. Encourage them to make a choice based on what
charging through the forest. The rumbling gives the char- they want to do; they don’t have to fulfill Laeren’s request.
acters just enough warning; a successful DC 10 Dexterity
Depending on where they go, there is a unique encounter
saving throw ensures they jump out of the way. A failure
in each location. Whomever they meet upon completion
results in the character tripping over a branch and taking
of the side mission eventually directs them to Ardonia.
1 point of bludgeoning damage.
The letters on the Map for Game Masters correspond with
On the deer’s tails is a young elven boy named Laeren the following encounters. The characters won’t know the
Everfall — his voice is what the characters heard com- names of the cities to which they want to travel, and Laer-
ing through the portal. He shouts and waves his arms, en’s map is unmarked, so skip to the numbered section.

– Starting Adventure: Voices From Afar – 223


A. The Enchanted Forest:
Faerie Lights THE ENCHANTED FOREST
Laeren leads the party to Hulsing, which is about a The Enchanted Forest is home to rainbow
half mile from their starting point. Read or paraphrase elves, who rule over the forest elves and other
the following: fey creatures that share their lands. The rainbow
elves are among Azoth’s oldest populations; their
history is ingrained in Azoth itself. The Enchanted
The forest is cool, pleasant, and quiet. Other than the Forest is not unlike Earthen forests — tall alpine
strange boy you’ve befriended, and the stranger creatures trees tower over the villages down below. The
that chased you into hiding, the forest feels mostly familiar buildings are beautifully crafted and constructed
and not unlike Earth. mostly of wood. Life in the Enchanted Forest is
This feeling is short-lived, as you come upon a large village mostly peaceful, but there are threats in the more
that looks like it came straight from the Middle Ages — except remote areas.
that most of the inhabitants sport the same pointed-tipped
ears as Laeren. On the outskirts of the village is a ring of
rustic homes with ornately carved white doors and window on where the characters are from on Earth, they may be
frames. The forest continues through the village, with various familiar with lightning bugs.
buildings constructed in-between the pines. In the Enchanted Forest, lightning bugs tend to cluster
near Pixiegrove, named after the creatures who also reside
there: pixies! Pixiegrove is located about two miles west
ARRIVAL IN HULSING of Hulsing. The grove is signified by a ring of violets and
Although Hulsing is not the largest city in the Enchanted lilies. The Everfalls provide the characters with a glass
Forest, it’s a decent sized village and home to many elves, bottle and request that the lightning bug is returned alive.
including the legendary Serene Silverfawn. It’s pictur- Finding Pixiegrove
esque, and the weather is pleasantly cool. The western gate out of Hulsing leads back into the for-
est. After a half mile, the trail peters out. A DC 13 Wisdom
LAYOUT OF HULSING (Survival) check ensures that the party continues in the
right direction. Otherwise, the characters become lost. If
The village is designed in a circle. The residential area
this occurs, the pixies find the characters first.
surrounds the interior, which contains a market district
and a temple. If the party gets lost in the forest:
Five pixies begin following the party, who can spot these
MEETING THE EVERFALLS trickster creatures with a DC 14 Wisdom (Perception)
check. If the pixies remain unseen, they taunt and tease
Laeren’s parents, Liyara and Mikrael, own an alchemy
the characters, tossing pinecones at their heads (which
shop in Hulsing called The Rose Vial. Laeren leads the
don’t cause damage, but do hurt), poking their ears, and
party to it, or the characters can roll a DC 12 Wisdom
tugging on their hair or clothing. The pixies are not hostile,
(Perception) check to find it in the market district.
merely mischievous.
Laeren’s parents are elated to see him, though Mikrael
If the party stays on track:
reprimands her child for running off into the forest. The
Everfalls are friendly and hospitable to the characters, al- A DC 13 Wisdom (Perception) OR (Survival) check
though curious about their dress and any signs they exhibit draws the party’s attention to a ten-foot-wide circle of
from Earth. If asked about how to return to Earth, Mikrael violets and lilies, surrounded by a copse of densely clus-
has no knowledge of this. Liyara, however, suggests that the tered pine trees.
characters go to Ardonia and speak with the scholars at the The lightning bugs are aplenty in the copse and the
Library of Isliadril in Abaroxas — Liyara has traveled there golden light they emit provides an additional light source
herself and heard word about a scientific device that can in the shaded grove.
transport people across realms. She calls it the Disc of Mylnon. A DC 12 Wisdom (Perception) check hears the giggling
This information is mostly correct, although Liyara is and rustling of pixies flitting around the copse.
missing some details: the Disc is a translocation device Capturing a lightning bug requires a successful DC 14
that roams around Azoth and can transport people around Stealth (Dexterity) check. The pixies do what they can to
the Realm. Even the scholars at the Library of Isliadril thwart this effort, swatting at the lightning bugs and trying
are unsure if it can be used to travel beyond the Realm. to distract the characters; characters roll with disadvantage
The Everfalls offer to organize and pay for the characters’ unless they can somehow keep the pixies at bay. Give the
passage to Ardonia if they can retrieve an item they need characters three chances to try to catch a lightning bug; if they
for an alchemical experiment: a lightning bug. Depending are unsuccessful, a DC 11 Intelligence (Nature) check suggests

224 – CHAPTER NINE: RUNNING THE GAME –


that they can use a violet to lure the bug into the bottle — the beneath a wide, blue sky. The party may find it a familiar
bugs are attracted to the violet pollen. Additionally, a DC 11 sight; it resembles the sprawling fields found in Mongo-
Wisdom (Perception) check notices a pixie pluck a violet and lia and China. The fields are sparsely populated — most
use it to lure a lightning bug toward it. If the characters try people encountered in the fields are passing through on
this approach, they can roll again with advantage. trade routes, and several well-trodden trails lead across
the grasslands, leading toward each of the major regions.
PASSAGE TO ARDONIA A DC 13 Wisdom (Perception) check spots a figure — a
Returning to the Everfalls with the lightning bug earns rather imposing orc woman named Kig’ara D’Marko —
the party passage to Ardonia. The family furnishes them crossing the fields. Kig’ara approaches them warily but
with a guide — an elf named Emriel, who is a traveling is not hostile unless provoked. She needs assistance to
merchant — a cart, and some food. complete a project.
Roleplaying Kig’ara
DEVELOPMENT
• Kig’ara is an orc and an archaeologist who works
Proceed to Chapter 2 to facilitate travel and arrival in out of an academy in Abaroxas.
Ardonia.
• She is somewhat gruff but not unkind.

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

– Starting Adventure: Voices From Afar – 225


edge, it is not hard to guess what transpired here despite

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-

226 – CHAPTER NINE: RUNNING THE GAME –


• The city is built upon a rich vein of iron. Mining kidnap one of the horses before it participates in the race.
is lucrative, but unlike other mining communities, The figure is a ranger named Alia Roan who hails from
those who mine here come for short periods of time. O’koth. Alia witnessed one of the horses, a black stallion
They leave when they’ve mined enough iron to sell named Nightingale, being mistreated. If Alia can get him
for a hefty sum. to the Carahill border, he can be set free among the other
wild horses who are native to the open area that straddles
• Few here are familiar with Earth and have no O’koth and Carahill.
idea how to get back there. Most are unaware that
Alia offers the party 500 gp and passage to Ardonia if
there are other such realms that can be traveled to.
they can successfully sneak Nightingale out of the stables
Speaking openly about Earth generates suspicion,
before the race. Should the characters succeed on a DC
and Drohm is filled with many spies working for
10 Wisdom (Insight) check, they find that ’Alia is genuine
Darkoth.
in their offer and desires to see Nightingale freed. They
• Whomever the characters speak to suggests that agree to meet the party behind a local tavern called The
they go to Abaroxas, which is in Ardonia. Abaroxas Horseshoe that night with travel supplies and rations for
is quite far — about a week’s journey south. They can their journey.
earn some coin to rent a cart that can take them to
FREEING NIGHTINGALE
Carahill, whence they can then go on horseback or
foot to Abaroxas. Nightingale is housed in a stable near the racetrack. A
DC 13 Stealth check is enough to sneak into the stable,
• A quick way to earn coin is by mining, which requires where there are two stable assistants (both goblins).
a hefty initial investment in supplies and equipment Nightingale is a black horse whose stall is just inside the
and can be quite dangerous for inexperienced min- stable — characters can identify him with a DC 11 Wisdom
ers. Another way is by visiting the horse races and (Perception) check.
making bets. The right bet can result in a big payoff. The horse is distrustful at first but can be softened with
a DC 10 Wisdom (Animal Handling) check. Nightingale
THE RACES isn’t hostile, so even with an unsuccessful roll he still lets a
A popular activity in Adorn is attending the horse races. character steer him, but makes more noise, which can alert
Placing Bets the goblins. Should the goblins take notice, they confront
the characters with hostility. In addition to combat, the
Betting on horses works similarly to a derby on Earth.
goblins are easily bribed and coerced.
There are 20 horses total, and each character can bet on
one horse to win. Upon Nightingale’s successful release, the party can
meet up with Alia at The Horseshoe, which is about a
• Make up names for the horses or have the characters half-mile away from the racetracks. They’re out back and
make up a name for their chosen horse. delighted to see Nightingale.
• Use straight wagers only, although if your party DEVELOPMENT
enjoy betting, you can add more complicated bets.
Alia and Nightingale lead the party to Carahill, where
• Each character who wants to make a bet contributes Alia delivers Nightingale to the plains outside of Denda-
coin to the pool. ra, where he joins the other roaming horses. Proceed to
Chapter 2 to facilitate travel and arrival in Ardonia.
• To determine how large the total pool is, roll a d4 and
multiply by 100. Be sure to then add the character’s’
contributions. D. Brachmon: Wrong End of a Sword
Crossing the river and heading to the northeast takes
• To determine which horse wins, roll a d20 for each
the characters to Ormuzd in the nation of Brachmon. Ven-
horse that the characters bet on. Once a number is
turing into Brachmon is dangerous and its environment,
rolled, it can’t be rolled again — meaning, if you roll
like much of northern Azoth, is cold and harsh. The vast
a 15 for one horse, that is that horse’s placement;
area is divided across various borders that are hard to
reroll any duplicate results. Whichever horse rolls
distinguish for those who are not from Brachmon. Read
the lowest number wins (since a low number equals
or paraphrase the following:
a higher placement), and the character wins half of
the total pool. The other 50% is split among the two
runner-ups. The river behind you rushes to the east; where it deltas
Another Offer remains unclear. The sound of its rushing is punctuated
with the occasional tap, like a hammer on stone, that
Before the race begins, a cloaked figure approaches the
echoes in the air. The tap is consistent and rhythmic.
party who offers them a substantial sum if they can help

– Starting Adventure: Voices From Afar – 227


Following the noise brings the party to a crumbling
ruin of a stone structure — a DC 13 Intelligence (Reli-
gion) check discerns it was once a temple. It’s not unlike
BRACHMON
ancient Persian temples that characters may recognize This expansive region is divided into twelve
from museums on Earth, with remains of pillars and two nations, which remain allied mostly because of
Persian-style manticore statues flanking the door. The their proximity to one another. The culture varies
roof is gone, and the interior is open to the elements, but wildly between the nations — some, like Cha’Tak,
the temple is not unoccupied — several people sit around are artisans who forge beautiful weapons and
a huge forge set up in the middle of the structure. The jewelry, whereas others like Ashmedai prioritize
plume of smoke billows into the bleak sky above. The fighting. This encounter centers on the nation of
metronomic tapping ceases as the characters approach Ormuzd, which is home to several ancient tem-
and interrupt the forging. ples, including the one the characters discover.
The Brachmon are dressed in furs and thick coats. The
oldest is a human woman named Arban, who is currently
hammering a molten sword; another woman beside her
prepares a bucket of water for the sword to be plunged • Arban will accompany them on their journey south
into. Three additional Brachmon people, including an orc, if the characters help her with a project.
are busy stoking the forge and stacking ingots. Another
comes up behind the party and brandishes a greatsword TRIAL BY FIRE
threateningly. Arban demands to know who the characters
are and what they are doing in Ormuzd. Arban wants to create another experimental weapon but
is uncertain how the forge will react. She wonders if the
Roleplaying Arban
character’s’ relationship to Earth will result in something
• Arban speaks in short sentences. She avoids eye new. She gives them each the chance to forge a simple
contact, and any character insistent on seeking eye weapon — a shortsword. They can keep the weapons they
contact makes her deeply uncomfortable. If this create if she can document the findings.
happens, Huthar, the woman preparing the bucket, She gives them each the materials necessary to make
steps in and asks the character to stop. a shortsword and teaches them the basics. Successfully
forging a sword requires a DC 12 Strength check — failure
• If the party says they are from Earth, Arban’s de-
results in a broken weapon.
meanor changes — while still gruff, she wants to know
all about weapons from Earth. The more characters Each character has a 20% chance of creating a magical
can tell Arban, the more she warms to them. weapon, which results in a +1 iron shortsword.

• Arban and her compatriots are from Cha’Tak, which DEVELOPMENT


is about a day’s journey to the east, through the Regardless of the outcome, the characters now possess a
forest. Cha’Tak is a different nation from Ormuzd, weapon and an ally who takes them to Abaroxas. Proceed
where the characters currently are. Ormuzd and to Chapter 2 to facilitate travel and arrival in Ardonia.
Cha’Tak are under attack by Drohm and the nations
temporarily forged an alliance.
Chapter 2 —
• Cha’k are expert weaponsmiths.

• Arban has made another curious discovery: forging


Where Worlds Collide
I
weapons in temples occasionally imbues the weap-
n this chapter, the party arrives in Abaroxas, Ardonia’s
ons with magical properties. She recently made a
academic city. The characters travel by foot or by cart and are
weapon that heals the wielder when it harms the
accompanied by the ally they met during their first encounter.
target.
Depending on their starting location, this journey takes
• Arban suggests the party go to Abaroxas in Ardonia the following number of days:
to find out how to return to Earth. She was planning
to venture there anyway to deliver her experimental Starting Location Travel to Ardonia
weapon to an academy in Abaroxas for further study. Brachmon Eighteen Days
The scholars in Abaroxas study all topics pertaining Enchanted Forest Fifteen Days
to science and magic, and that’s the characters’ best
Great Field Twelve Days
bet for returning home.
Drohm Twelve Days

228 – CHAPTER NINE: RUNNING THE GAME –


You should ask whether the characters take turns
keeping watch and roll for a random encounter every
third night. Each has a 20% chance of an encounter or ARDONIA
attack; this is increased to 50% if the characters choose
not to keep watch. The nation of Ardonia is unique — it has openly
embraced science more than anywhere else in
If the group has an encounter on their journey, you can
Azoth. Ardonians have the most understanding
roll a d6 on the Random Travel Encounters table below: of science and technology, and to visitors from
Earth, visiting this region is almost like seeing
RANDOM ENCOUNTERS TABLE
what Earth could have been in an alternate uni-
d6 Encounter verse where airships still roamed the skies and
the skyscrapers sported a fantastical, almost Art
1 A Bryzine troll on a trading route (Not hostile, Deco-esque aesthetic. Because of this commit-
Chapter Two p. 42) ment to science, it’s rare to encounter spellcasters
2 A cave goblin (Hostile, Chapter Seven p.166) and mages. However, a few of Ardonia’s many
3 Swarm of pixies (Not hostile unless provoked, academies and institutions are dedicated to
Chapter Seven p. 175) studying the arcane arts. The arcanists approach
it like any other scientific study. The vast majority
4 2 orc ambassadors (Not hostile unless of these academies are in Abaroxas, which is
provoked, Chapter Seven p.174) the intellectual heart of Ardonia — and Azoth.
5 A zombie (Hostile, Chapter Seven, p. 197)
6 2 bandits (Hostile, Chapter Seven p. 170)
The building before you is so tall that it punctuates the
Depending on their travel route south, the party may
clouds that hang overhead. The brick structure is built in
pass through other regions, including the following:
the shape of a helix, spiraling upward. Scholars wearing
• Drohm: Characters who start in Brachmon pass midnight blue robes filter in and out of the building,
through Drohm and Carahill during their journey engrossed in conversation. The scholars are of varying
south. Depending on the pacing of the adventure, species you’ve seen so far in this strange Realm — many
you can adapt the Drohm encounter outlined in are human, but the occasional elf and hairfoot remind
Chapter 1. you how far you are from home.

• The Great Field of A’zoth: Characters who start in the


Enchanted Forest pass through the Field of A’zoth.
THE LIBRARY OF ISLIADRIL IN ABAROXAS
You can adapt that encounter, outlines in Chapter
1, for the journey. This institution is home to a hallowed group of schol-
ars and historians — if anyone knows about the Disc of
ARRIVAL IN ARDONIA Mylnon, it’s these people. The library has a reception area
where an elven person named Remla sits at the desk and
Passage into Ardonia means crossing a river, either the
greets the party pleasantly, inquiring about their visit. If
Dendara river from the north or the Sirilian River from
they share that they are from Earth, Remla immediately
the west. Abaroxas is located just past these rivers — the
takes them upstairs to meet the head of Teleportation and
city rises up from the lowlands, a fantastical metropolis
Interplanar Studies (TAIS).
comprising towers, spired buildings, and air ships flying
TAIS is headed by a human woman named Draya
overhead.
Muralis. Draya is an older woman whose auburn hair is
The city is surrounded by a wall; guards are posted on the
streaked with gray and pulled into a tight braid. She is
parapets above. Several gates serve as points of entry. The
keen and highly educated and oversees the goings-on of
party is stopped by guards but are permitted entry if they
the academy. Draya works with Ardonia’s Minister of In-
don’t seem overtly suspicious or violent. Characters with
formation to track the whereabouts of the Disc of Mylnon.
spellcasting abilities are regarded with suspicion but are
Theories about the Disc of Mylnon
still allowed in the city with a warning. The guards record
the characters’ names and reasons for being in the city. There are three main theories about how the Disc works.
Upon arrival, the party’s friend leads them to the intel- • Some scientists claim the force is magnetic and that’s
lectual district, which is filled with towered structures what keeps it circulating — the metallic ore veins
built in close proximity. The Library of Isliadril is marked found around the Realm repel and attract the aura.
by a large symbol of an eye emblazoned on the top of the
building. The party’s ally bids farewell and departs to • Another theory is that the pull is gravitational —
conduct their own business in the city. Ardonian scientists have a vague understanding of
how gravity works, thanks to books given to them by

– Starting Adventure: Voices From Afar – 229


• Draya is extremely concerned about the threat of

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.

230 – CHAPTER NINE: RUNNING THE GAME –


Regional Information begins after about 50 feet and slopes down into the second
Although the foothills of the Black Mountains are harsh, level. This area is uneventful if the characters can get past
they are not desolate. Trickling creeks and bushes laden the shrieker mushroom.
with berries abound, and the party should be able to Shrieker Mushrooms. The mine trolls have set up a
subsist on foraging to sustain themselves if they choose trap that alerts them to intruders. A singular shrieker
to camp nearby. Deer and goats also roam this area and mushroom sits 10 feet from the door — when exposed to
can be hunted for food. However, the rations provided by light, it emits an ear-splitting shriek, which then triggers
Draya are enough for three days. an additional row of four shrieker mushrooms to follow
suit. The party must make a DC 13 Constitution saving
WHAT THE PARTY KNOWS throw or be deafened for one hour. For characters unac-
Before the characters enter the mountains, recap the customed to deafness, this causes temporary disadvantage
mission and what they have learned. on Wisdom (Perception) checks.
In the second row of shrieker mushrooms, the fifth has
• The cultists hope that using the strange artifact
been trampled. A DC 12 Wisdom (Investigation) check
in proximity to the Disc, along with an additional
spots the shape of a boot on the mushroom debris, sug-
arcane ritual, will let them expand the borders of
gesting the presence of other people hastily traversing
the Night Lands.
the mine.
• With a plague of night creatures set upon Azoth, the Mine Carts. The track has three carts that can each
cultists can work to bring back Terrorek. hold up to three Medium people. The mine carts each
have a lever, which can be used to move the cart forward.
• Draya suspects the artifact is from Earth and has The track slopes downward beginning 100 feet from the
requested the characters return it to her. entrance, leading into the second level.
Lighting. The doors let in light for about 20 feet. After
• In two days’ time, the Disc will return to the Black
that, the area is dark. Sconces with torches still remain
Mountains. If the party remains in the mountains
on the walls and can be ignited to provide light.
longer than that, the Disc will have moved on and
they’ll have to travel back to Ardonia by foot, which Second Level: Mining Area
is a journey of roughly three weeks. Three mine trolls have been alerted to the characters’
arrival. When the party enters this area, the trolls attack.
THE GATES OF THE BLACK MOUNTAINS Lighting. This area already sports lit torches on the walls,
hinting at the cultists’ activity through here. However, the
The Disc transports the party to the entrance of Na cultists themselves are not in this area.
Laetha Gael. This happens immediately, so the time of
The second level serves as the primary mining level in
day is the same as it was in Ardonia. Read or paraphrase
this mountain. There are several rich ore veins that run
the following:
parallel — namely, gold and iron. Additionally, there are
several pockets of crystals and gemstones. A few pickaxes
Colossal stone doors cast a long shadow over the valley remain in this room. Mining is a noisy activity, but the party
below, marking the entrance into the mountain. They can partake if they so choose. It takes an hour, along with
loom over you like stone giants. Curiously, one of the a successful DC 15 Strength check, to dislodge a sizable
doors is already partially open. chunk of ore or gemstone.
Terraspawn. One wall of the mine glitters with beauti-
ful, sparkling sapphires. A DC 14 Wisdom (Investigation)
A group of five cultists (see Chapter Seven p. 176) are
check spots something very curious: some of the gem-
already in the mountain and have gotten about three
stones appears to be growing appendages that look oddly
hours’ head start. A roc flies overhead — a DC 12 Stealth
humanoid. A DC 16 Intelligence (Nature) OR (Arcana)
check ensures the party remains undetected. If they are
check discerns that these gems are terraspawn, which
spotted by the roc, they can seek shelter in the mountain
are gemstones that, when planted, grow earth elementals
as the roc won’t follow them inside. See Chapter Seven,
(see Chapter Seven p. 194).
p. 186, for rocs.
Part of the mine floor has caved in, forming a natural
LAYOUT OF THE MINE ramp that leads into a lower area of the mines. It is a pre-
carious floor that wobbles a bit when walked on. If the
The mine is three levels deep, and the radio is located
party walks on it all at once, the floor has a 50% chance
in the lowest level.
of completely crumbling. Characters must make a DC 14
Entry Level Dexterity saving throw or suffer 1 point of bludgeoning
The entry level continues for about 100 feet past the damage from the fall.
entrance. This area is relatively flat, and a mine cart track

– Starting Adventure: Voices From Afar – 231


Third Level
The third level of the mountain remains cavernous. It is pre-
carious to mine down here — groundwater seeps up through
the soil and the walls can be prone to rockslides. Veins of ore
serve as natural scaffolds that keep the cavern from caving in.
When the characters enter, they quickly see that they
are not alone.
The Ritual. A group of five robed cultists surround a
glowing artifact in the center of the 50-foot-wide chamber.
Although they are cloaked, a DC 12 Wisdom (Perception)
check perceives they are human based on their height. The
cultists clasp hands and chant something sinister — if a
character speaks Latin, they can translate it as: “We call
upon the darkness / Release the shadows.” Even from a
distance, characters can easily discern that the artifact
in the middle of the circle is a transmitter radio. A DC 13
Intelligence (History) check suggests it might be from the
1940s. How and why it is here is a mystery for another day.
Give the party a chance to plan. Tactics may include:
Breaking the ritual by causing a distraction. Making
any noise alerts the cultists, who have a contingency plan
— detonating an explosion while they make a getaway.
Proceed to Earthquake!
Sneaking into the circle, grabbing the radio, and fleeing.
The cultists have their eyes closed during their ritual,
although the characters won’t be able to see this unless
they sneak very close to them. A DC 15 Stealth check
allows the characters to near the cultists without being
detected — an additional DC 17 Stealth check is enough
to grab the radio and leave the circle without being seen.
Attacking the cultists. The party may decide to ambush
the cultists. Three of the five are able to use a spell scroll to
immediately vanish. Two remain behind to fight the party.
Reward creativity as you see fit.

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.

232 – CHAPTER NINE: RUNNING THE GAME –


Phase 2: Rocks Fall Roleplaying Rosa Waterborn:
The falling rocks cause 1d4 bludgeoning damage, which • Rosa is friendly and talkative when the sea is calm,
is avoided with a DC 11 Dexterity saving throw. but all business and commands when bad weather
Phase 3: Collapse brews. Her crew thinks she makes a good captain.
The mine begins to crumble and it should be an all-
out sprint to the second level of the mine. After three • She has two fiancés back in Olardell but has been
minutes in-game, the bottom level completely collapses. putting off marriage because she thinks herself too
After an additional minute, the second level collapses. young. She also has six sisters, five brothers, and
Once the characters reach the first level near the shrieker seven other siblings.
mushrooms, they are safe, for the ground here is tightly
• She has a crystal embedded behind one ear. If asked,
compacted. However, there is now a 100-foot drop where
she says it aids her hearing.
the second and third levels once were and falling down
into it means instant death. • Rosa is new to captaining, but she worked as crew
Depending on the party’s choices, they can make their member to other Olardell tradeships. She can tell
way out of the mountain with or without the radio. The the characters the following about East Azoth: The
information they gleaned is still valuable. nation of O’koth is bad for trade as they’re largely
self-sufficient; Ardonia’s scientists pay well for
DEVELOPMENT Strange Things to take apart, but Rosa never had one
If the party completed the mission within two days’ time, to sell; Carahill is great for wine business; Drohm
a DC 13 Wisdom (Survival) check finds the Disc of Mylnon makes excellent silks, but has grown increasingly
hovering about a half mile away from Na Laetha Gael. isolationist lately; Brachmon’s twelve nations offer
If they spent more than two days in the mines, the Disc a wide variety of imports and exports, if you can
is long gone. The party can travel north, which brings them strike a deal with the Epician raiders to let you pass.
to the mining region called Bryzine. Although Bryzine is Upon arrival on Fantasia’s shore, read or paraphrase
settled by trolls, Bryzine trolls are very hospitable and the following:
used to meeting visitors who come to Bryzine to trade.
The trolls tell the party that the Disc was recently spotted
near the border of the Grey Hills, which is about a day You are submerged into mist, so dense it chokes the shore
away. If they hurry, they can catch it before it moves on. of the island onto which you have just arrived. At first,
If the party makes an effort to catch the Disc, reward everything around you appears gray in the shroud of fog,
them accordingly. but then the green begins to show as the treeline comes
into view. The island is a deep, emerald green, dotted with
Regardless of how the characters find the Disc, it
golden lights emitting from an unknown source. It is a
transports them back to Abaroxas. The party arrives in
breathtaking view that pulls at you, luring you closer.
Draya’s office. If they do not possess the radio, they can
still communicate everything they’ve learned. Draya is
grateful for their help and can help them return home. A figure emerges from the forest, an old druid named
Hyrek. He rests heavily on his staff and occasional strokes
Conclusion his long, black beard. Hyrek doesn’t speak to the characters
but beckons them to follow.
The academy identified a portal back to Earth, which
lies in the heart of the Isle of Fantasia, an island off the THE VALE
coast of Ardonia where druids live. Although the druids Hyrek leads the party through the forest. He leads them
are not friendly to outsiders, Draya is able to arrange for through a lush vale and eventually they come upon an
safe transport as the druids agreed to let the characters ancient tree that resembles the one that first led them to
pass if they do not dawdle on the island. Azoth. In its trunk is a beautiful door. As the characters
Travel from Ardonia to Fantasia takes three days approach the door, read or paraphrase the following:
overland, with no chance for random encounters as
Ardonia is the safest nation in East Azoth. Characters
then depart on an Olardell trading vessel named Golden A tree, not unlike the one through which you first entered,
Gull, crewed predominantly by hairfeet, to the Isle of stands before you. Embedded in its ancient trunk is an
Fantasia. After this week-long journey, the Golden Gull arched, ornately carved wooden door. It cracks open just
drops them off on Fantasia’s shore before continuing to enough to let in the familiar sounds and scents from the
Olardell proper. The Golden Gull is captained by Rosa city you departed weeks prior. The aroma washes over
Waterborn, who’s eager to get back home to her extended you and tugs at your viscera, similar to the pull that first
family in Oldardell. tugged you through the door.

– Starting Adventure: Voices From Afar – 233


At this point, ask the players what they want to do. • A war is brewing between Brachmon and Drohm
Two choices, two paths, and two futures lie before them — why is Drohm attacking some of the Brachmon
— what do they choose? nations?
The end…or just the beginning for new adventures in
• The orc ambassadors in Azoth want to claim the
Azoth!
Bloody Hills. What issues may arise around this

Continuing Adventures effort?

in Azoth Pregenerated Characters


T his adventure can serve as starting point for further
adventures. Based on the party’s interactions and
encounters, use these story points as seeds for your own
T he following pregenerated characters are for use in
the starter adventure. We excluded backgrounds so
that players can select two more proficiency skills and
campaign: one group of contacts to represent their own background.
While Legends (see Chapter One: Crossing) aren’t
• A cult has arisen around the demon Terrorek. Who
needed for the starter adventure, we encourage you to
started the cult and why?
design them for a larger campaign.
• How did a radio from the 1940’s end up in the Black The adventure is suited to first-level adventurers, but
Mountains? we’ve also presented third-level characters for groups
who prefer starting at a higher power level.
• If the Night Lands, where the night creatures and
other undead reside, can be expanded, can they also
be closed? Is there anything worth saving in this
region?

234 – CHAPTER NINE: RUNNING THE GAME –


CHARACTER NAME:
CLASS : PRONOUNS:
PEOPLE: LEVEL:
BACKGROUND: EXPERIENCE POINTS:
ALIGNMENT: LEGEND:

PROFICIENCY BONUS

ARMOR
INSPIRATION
CLASS INITIATIVE SPEED
PERSONALITY TRAITS
HIT POINT MAXIMUM
SAVING THROWS
ATHLETICS

CURRENT HIT POINTS IDEALS


STRENGTH

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

PASSIVE WISDOM (PERCEPTION)


ATTACKS AND SPELLCASTING FEATURES & TRAITS

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT & CHARACTER NOTES


OPEN GAME LICENSE Version 1.0a represent that Your Contributions are Your original creation
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248 – CHAPTER NINE: RUNNING THE GAME –


“You are a healer, Marjorie. One of the gods is with you.”

— Silverfawn to Marjorie after her first healing spell

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.

In this book you’ll find:

• 18 backgrounds to play as yourself in Legendlore, such as activist or scientist

• Legend mechanics to represent your destiny, plus 5 sample Legends

• Seven player races, including pixies and orcs

• Two new classes, the alchemist and gunslinger, and 15 sub-classes

• A starting adventure with five pregenerated characters

LL001

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