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RIOTMINDS

SETTING COMPANION
CREDITS
Concept and Design
Theodore Bergqvist and Magnus Malmberg

Author
Theodore Bergqvist, Magnus Malmberg, Luca Cherstich
and Þorsteinn Mar Gunnlaugsson

5E conversion
Þorsteinn Mar Gunnlaugsson

Playtesters
Mattias Berglin, Dan Slottner, Magni Freyr Guðmundsson,
Jens Ívar Jóhönnuson Albertsson, Árni Sigurjónsson,
Alexandra Briem and Ólafur Garðar Rósinkarsson

Editing
John Marron

Art Concept and Direction


Theodore Bergqvist and Alvaro Tapia

Layout and Typesetting


Magnus Malmberg

Cover Art
Paul Bonner

Interior Art
Alvaro Tapia, Justin Gerard,
Peter Bergting and Niklas Brandt

Maps
Niklas Brandt

Additional Kudos
To Luca Cherstich for his
frenetic seeking and digging
and all our fans because #wearetrudvang.

Our style is to use “they” as a singular gender-neutral pronoun


when possible. This usage continues to gain ­mainstream
acceptance, including among major style guides such as
The Associated Press Stylebook and The Chicago Manual of
Style. We believe it is appropriate and practical, not just to
reflect common usage but to accommodate a more inclusive
view of gender identity. The Trudvang Adventures books also
use “he” or “she” when helpful for added clarity.
✦ THE LEGENDS ✦
A special thanks to the ­Honourable Ones who helped us fund this project.

Abigail Palen - Ábrai Barnabás - Acar Altinsel - Adam James Hybbert - AJ Tweeddale - Alan Reid - Aleksandra
Cvetanovski - Alex Fosth - Alexander Bjursell - Alexander Ciganovich - Alexander Höptner - Alexander Neumann
- Alexander Stevenson - Alexander Tollin - Alexander Ulbricht - Alexander Urbanek - Alexander Welsz - Alonzo
Craig Leisholmn Jr - Anderson Wheatley - Andreas Almroth - Andreas Goransson - Andreas Karlsson - Andrew C
Bogue - Andrew Hurley - Andrew Munafo - Angelo Cione - Angus Campbell - anthony a markesino - Anthony Nathan
Adkins - Asher Sylvia - Beau Sampson - Benjamin Fabian - Benjamin Petticord - Benoit Vogt - Blake Johnson - Bogi
Brimir Árnason - Bradford Whitaker - Branden Zwiers - Brandon D Wilson - Brent Tillotson - Bret Smilyk - Brett
Burke - Brian Bettle - Brian Foster - Brian G. Blackstone - Brian Kasper - Brian Ravnsgaard Riis - Byron Gaither -
Carlos Delgado - Carmine Laudiero - Charles Ball - Chris Miller - Chris Pitts - Christer Holm - Christer Malmberg
- Christian Lindke - Christian P Counts - Christian Trondman - Christofer Levall - Christoph Kirchmair - Christopher
Gunning - Christopher Neal Brunt - Cianan Sims - Clint Doyle - Collin Gump - Cory Williamsen - Daniel Eriksson
- Daniel Fernández García - Daniel Golbig - Daniel Jennings - Daniel Leggett - Daniel McCarthy - Daniel Sullivan
- Darian Jones - David A Speakman - David Bilenduke - David C Futterrer - david goncalves - David Jones - David
Lee Chambers - David S. Robinson - David W. Kaufman II - Dawid Wojcieszynski - Dennis Desinise - Devon Troeger
- Dolan Ross Scherfel - Dominik Oshowski - Donald Bleeker - Donald J Kiesling - Dylan Carlson - Dylan Rosier
- Edgardo A Montes Rosa - Edward Covarrubias - Edwin Stahlnecker - Einar Áki Stefánsson - Enrique Maiquesz
RodrÍGUEZ - EPS Laufenburg - Eric Eikmeier - Eric Fowler - Eric Heupel - eric m davis - Erik Olof Möller - Erik
Sundqvist - Ethan Zimmerman - Evan Doty - Fabrice Gatille - Fanny Lindström - Federico Compostella - Frederick
Lukoff - Gareth Thomas - Gavin Quinlan - Gavin Rojo - Gene Konczyk - Geoffrey Goffin - George DeLaMater -
Gerardo Medina - Giacomo Petrucci - Giovanni Melandri - Glenn Fleetwood - Gordon Decker - Gregory Feeney
- Gregory Jennings, BAH 9749 - Guillaume Moureaux - Hampus Bohman - Hampus Hessman - Harold Dean Hunter
- Heiko Baier - Henrik Palm - Henrik Sebring - Hjalti Nönnuson - Ian Case - Ian L McNesby - Ivan Potocnik - J Young
- James A Cram - James Adnitt - James Harrison Brown - James R Hayes - Jamie Norrish - Jan Artoos - Jan Senten
- Janos Kolarovszki - Jantje Brück - Jason Campbell - Jason Kingsley - Jason miller - Jason Shinn - Javier Hernández
Calvín - Javier Murillo Sanchez - Jayme Caruso - Jeff Robinson - Jeff Trisoliere - Jeff Vierra - Jeffrey Williams - Jens
Balslev - Jens Renberg - Jeremy R Haupt - Jesse E Terrell - Jessica Guthrie - Jessie Collin - Jessie Collin - Joachim Stahl
- Joakim Staffas - Joe Wood - Joel Eriksson - John Hickman - John Mettraux - John Michael Sunden - John R Timpson
- John Samonsky - John Stamatelos II - John Stella - Jonas Lundgren - Jonas Wuolo - Jonathan Boorman - Jonathan
Mowers - Jonathan Osborne - Jonathan Rust - Jonathon Naugle - Jonny Halvorsen Ree - Jose Calvo Muñoz - Josef
Tham - Joseph Irwin - Joseph J Vrooman - Joseph Tedford - Joshua Duren - Jourik Suy - Julien Mondoloni - Juljanna
Ollek - Justin Scott Ritchey - Jörgen Björk - Jörgen Jönsson - Kai Hellmeier - Karlo Yeager Rodriguez - Katherine
Chesney - Kayley Hill - Keith Justus - Ken Wallace - Kenneth Donaldson - Kenneth Klint - Kenneth Smith - Kerry
Freid - Kevin Coleson - Kim Fasting - Kim Hedberg - Kris Alexander - Kristopher Feric - Krzysztof Lipka - Kurt
Schubach - Kylar Salazar - Kyle Tasker - Lance G Buttars - Lance Stewart - Lars Gawronsky - Laurent Rosset - Lee
Kum Chuan - Leonard Lee - Lilly Ibelo - Luke Sprenger - Maciej Piwoda - Marco Behrmann - Marisa Iborra Colomino
- Mark Cockerham - Mark Jurkuhn - Markus Pettersson - Markus Ruetters - Martijn Heitling - Martin Bengtsson -
Martin Chodorek - Martin Kaiser - Martin Lazar - Martin Legg - Marvin Küppers - Mary McMurtrey - Matt Brooks
- Matteo Lucchini - Matteo Saletti - Matthew Bennett - Matthew Espinoza - Matthias Weeks - Mattias Reinholds
- Merijn Smit - Michael Gionfriddo - Michael Shannon - Michael Zebrowski - Micheal Haydon - Mick Evertsson -
Mikael Roope Ilmari Metsä-Tokila - Mike Butts - Mike Calarco - Mike Frisinger - Monte Young - Morten Straarup
- Natalia Utter - Nathan Woodward - Neal Fischer - Nicholas Dahl - Nicholas Dragisic - Nicholas Richert - Nicholas
Svan Larsson - Nicolas Belley - Nicolas Ezeyza-Alvear - Niels Visser - Nikolaj Lerche - nikolaos sotiriadis - Noah
Mullette-Gillman - Ole Simon - Oliver Hertel - P Andrew Fones - Pascal Michael Daniel - Patrick Pilgrim - Patrick
Sutton - Patrik Nordwahl - Paul Atkin - Paul Diaz - Paul McQuerry - Peter Fox - Peter Scholtz - Peter Scholtz -
Phillip Bailey - Phillip Jordan Smith - Phillip Wheeler - Pontus Amberg - Poupardin Eric - Radek Adamek - Rafael
R Loureiro - Randall Dorn - Randall Marlon Holmes - Randy Smith - Rasmus Moisejeff - Richard Halpin - Richard
Hedin - Richard Young II - Rick Osborne - Rob O'Rourke - Robert Bickford - Robert Cox - Robert Elliott - Robert
Fugiel - Robert John Litchfield - Robert M Miller - Robert Mendal - Robin Langholm - Robin M Mayenfels - Rod
Holdsworth - Rory Scott - Roy Collum - Samuel D Colechio IV - Samuel Gagnon - Samuel Wetter - Sandro Cipiccia
- Sara Persson - Scott Baker - Scott Calderon - Scott Giesbrecht - Scott Jakubowski - Sean McAuley - Sean Mitchell
- Sean Timm - Sean Werner - Sebastian Kaye - Seth Harris - Seth Harris - Shawn Penrod - Simon Dalcher - Simon
Hunter - Simon Mawdsley - Spencer Koroll - Spink II - Spyridon Gkiouzepas - Stefan Jonsson - Stepan Bulatov
- Stephane Scavee - Sturmi Runte - Sune Allermann Pedersen - Svante Moren - Terry Lane - Terry Pike - terry
roberts - Thayne Thomas III - Therese Toms - Thomas DuLaney II - Thomas G Gately - Thorsten Dellbrügge - Tia
Twigg - Timothy Sallee - Tobias junevall - Tod Sistrunk - Tom Brown - Tom Dodson - tommaso gollini - Torbjörn
Blixt - Trent MIchels - Troy Harvey - Tyge Sjöstrand - Tyler Bohanan - Tyler DeMarcus - Tyrel Datwyler - Tzah
druker - Ulf Lilienthal - Uriel Shashua - Vebjorn Albinson - Viktoria Rossi - Walter Croft - Wayne Naylor - Wes Ware
- William Charleroy - Zach McGriff - Zachary Andrew Forsyth.

WeAreTrudvang
CONTENT
INTRODUCTION 7 THE LANDS AND PEOPLES OF TRUDVANG 41
The Role of the Game Master............ 7 The Languages of Trudvang............. 41 Soj..................................................... 56
The Trudvang Game Master......... 7 Mittland............................................44 Toikalokke.................................... 59
How to use this book......................... 7 The Eald Tradition....................... 45 Soj Islands................................... 59
Spinning Myths............................. 7 The Mittlanders’ Territories........46 The Stormlands............................... 60
The Referee....................................8 Muspelheim.....................................49 Gerbanis...................................... 61
Treasures and Monsters...............8 Thuuldom.................................... 50 The Stormlanders’ Territories.....62
What makes Trudvang.......................8 The Dwarves’ Realms...................51 Westmark.........................................64
Make it fun, make it memorable, Nhoordland.......................................53 The TenetS of Nid........................ 65
make it yours.................................8 Haminges.................................... 54 Westmark’s Territories.................66
Creating a campaign..........................9 The Wildfolks’ Lands................... 54 Further Inspiration...........................69
Travel..............................................9
Exploration ..................................13 ADVENTURING IN TRUDVANG 71
Discovery......................................13 Environs of Trudvang........................71 Gifts and Rewards............................ 88
Opposition.................................. 14 Terrain and Natural Hazards.......71 Gifts............................................. 88
Friends and allies........................ 14 Weather............................................79 Rewards....................................... 88
Going beyond the adventure.......15 Weather Hazards ........................79 Vitner and Negations....................... 88
Trudvang Adventures....................... 16 Traveling the Wilderness..................80 Duels............................................... 90
Structure...................................... 16 Raud................................................. 85 The Challenge............................. 90
Honor.......................................... 85 The Duel..................................... 90
TRUDVANG 19 Obligation.................................... 85 The Outcome.............................. 91
Wilderness and Tradition................. 19 Fear and Madness............................86 Gambling.......................................... 91
The Worlds and the Mist................. 19 Levels of Fear...............................86 Cheating...................................... 91
Myths of the Past............................. 19 Madness......................................86
Trudvang’s History...........................20
The Age of Dreams ......................... 21 BETWEEN ADVENTURES 93
The Age of the Iron Wurm .............. 23 At the Market................................... 93 Training.............................................98
The Age of the Queen ..................... 25 Selling Items................................ 93 Training an Animal...........................99
The Age of the Prophets..................26 Buying an Item............................ 93 Tricks............................................99
The Age of Stars .............................. 32 Crafting.............................................94 Farming..........................................100
The Return of Sorrow ...................... 39 Crafting Items and Objects.........94 Types of Farms..........................100
Extracts and Potions...................94 Selling Goods............................100
Crafting Magical Items...............96 At Court..........................................100
Research........................................... 97 Gaining an Audience..................101
Simple Research.......................... 97 Joining a Court or Hird..............101
Complex Research.......................98 Resources...................................101

MAGICAL ITEMS 103


List of Magical Items .................... 103
MONSTERS AND ADVERSARIES 111
Beasts......................................... 111 Axeman............................................ 131
Dragons...................................... 111 Berserker......................................... 131
Fey............................................... 111 Commoner...................................... 131
Giants......................................... 111 Dimwalker.......................................132
Humanoids................................ 111 Dweller............................................132
Outsiders.................................... 111 Guard............................................... 133
Undead....................................... 111 Mythspinner.................................... 133
Converting monsters.................. 111 Noble............................................... 133
Barrow Wight...................................114 Ranger.............................................134
Braskelwurm................................... 115 Rogue..............................................134
Dark Dweller....................................116 Thug................................................134
Draugr.............................................118 Vitner Weaver.................................. 135
Forest Troll.......................................119 Warrior............................................. 135
Galtir............................................... 120 Bear................................................ 136
Giant Snake.....................................121 Deer................................................ 136
Goblin............................................. 122 Dog.................................................. 137
Gray Troll.........................................123 Drauglynx........................................ 137
Happja............................................ 124 Eagle................................................138
King Troll.........................................125 Falcon/Hawk...................................138
Lindwurm....................................... 126 Horse.............................................. 139
Sálhele.............................................127 Ram................................................ 139
Young Hrim Troll............................ 128 Snowboar....................................... 140
Stonehinje...................................... 129 Wulterfish....................................... 140
Warg Beast..................................... 130

5E RULES EXCERPT 143


Abilities............................................143 Making an Attack............................157
Advantage and Disadvantage.........143 Mounted Combat............................161
Proficiency Bonus.......................... 144 Underwater Combat....................... 162
Ability Checks................................. 144 Conditions...................................... 162
Saving Throws................................ 150 Spellcasting.................................... 169
Time................................................ 150 What Is a Spell?.............................. 169
Movement...................................... 150 Cantrips.......................................... 170
The Environment............................ 151 Rituals............................................. 170
Resting.............................................152 The Schools of Magic.................... 170
Combat............................................ 153 Casting a Spell................................ 170
Combat Step by Step...................... 153 Spell Saving Throws........................ 173
Reactions.........................................154 Spell Attack Rolls............................. 173
Movement and Position.................154 Combining Magical Effects............. 173
Actions in Combat..........................156 Magic Items.................................... 173

OGL 175
6
INTRODUCTION
Welcome to Trudvang! This is a world of mighty GM and you are in charge of the game. As long as you
hrimtolls, dark and foreboding forests, and unforgiving focus on ensuring that every participant has fun and that
nature. Where myth spinners sing and recite poems the narrative revolves around the player characters, their
about the heroic deeds of long gone adventurers. This actions and decisions, you can‘t go wrong.
is our world, for we are Trudvang!
THE TRUDVANG GAME MASTER
Trudvang is a world of epic adventure, where heroes live The most important task for the Trudvang Adventures GM
and die by the sword, where lindwurms and trolls prowl is to be the interface between the players and Trudvang.
the woods, where elves gaze at the stars in vain hope of Trudvang is a unique and spectacular setting, one that
receiving a message from the long-lost gods, where dwarves differs greatly from many traditional fantasy settings.
toil in great subterranean halls beneath soaring mountains, Therefore it is essential to get the right Trudvang mood, to
and humans eke out a meager living in an unforgiving make sure that the players get the feeling that they are a
environment. This is our world, this is your world. part of a world much larger than they are, that the world is
The Setting Companion assumes that you know the just as much alive as they are.
basics of how to play Trudvang Adventures and that you have Familiarize yourself with the content found herein and
access to the Hero Companion, which contains everything in the Hero Companion. If you have the time, read through
you need to create a player character for Trudvang. In this Oathbreaker by Steven Saville, to get a good glimpse at in
book you will find information about Trudvang, the rich what ways Trudvang differs from other fantasy settings. If
history of the world and description of many of the most you want to dig even further, read Beowulf, the Kalevala
important locations. It also includes information about and the Icelandic sagas, that have all inspired the creators
how to run a Trudvang game, descriptions of magical Trudvang. By familiarizing yourself with the setting,
items, monsters, villains and beasts. it becomes all the easier to deliver a great Trudvang
The information found in this book is aimed at the experience to your players.
Game Master, as it expands the rules found in the Hero It might seem a bit daunting at first, but being a Trudvang
Companion and presents them in greater depth. GM is an immensely satisfying role. The setting is rich
with history and offers a great canvas for your next epic
THE ROLE OF THE GAME MASTER adventure. The game is in your hands.

The Game Master (GM) has a bit more complicated role to HOW TO USE THIS BOOK
fulfill in Trudvang Adventures than the players do. The GM
is the creative force of the game, it is their role to create This book is organised in several chapters, which can help
epic narratives, describe scenes and play out the non- you create your own Trudvang adventures and campaigns.
player characters that the player characters encounter In all, the book is divided into three main parts: in the
on their adventures. It is also the GM‘s role to introduce first part you will learn about Trudvang, the rich history
and referee the rules of the game, organize and oversee of the setting, the many cultures of the people who live
gaming sessions. In short, the GM gets to wear many hats, there and find information about many locations. In the
but please don‘t feel intimidated by it, because it is just as second part you will find information about how to run
much fun as being a player. Trudvang games and campaigns. In the final part you will
If you are taking on the role of a GM for the first time, find information about magical items and monsters.
please remember that as long as everyone at the table
(you included) is having fun, you have succeeded in your SPINNING MYTHS
first and most important task. Focus on the things you One of the GM’s roles is to create scenes and encounters
most enjoy and get help from the players, for example if that fit with the overarching narrative that they are telling.
you are still learning the rules of Trudvang Adventures It is the players’ role to play out their characters, act and
don‘t hestitate to ask some of your players to help you react in situations created by the GM, whether these are
out. The rules introduced in the 5E ruleset and in the life-threatening fights against trolls or a simple game of
Trudvang Adventures are not set in stone, you are the chance in a shady tavern.

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To bring these scenes to life, to make them feel authentic sacrifice something special to them, for example a part of
and true to Trudvang you will find information about the themselves, to make the magic permanent.
setting, its people and their culture, and many locations In the final part of the book you will find information
in the first part of this book. Trudvang’s history spans about monsters, villains, beasts and magical items.
thousands of years and much of it has survived through
poems, myth, and word of mouth, passed on from one WHAT MAKES TRUDVANG
generation to the next.
The player characters stand a chance to become one of Trudvang is a place of magic, wilderness and ancient
those selected few that become immortal, living forever on traditions, where trolls and other monsters lurk in the
in the mythspinners’ songs, to become heroes and legends. night. Trudvang is a place of mystery and adventure, yet
the world is getting old, sad and weary.
THE REFEREE One of the things that makes Trudvang stand out is
Another role that the GM must fulfill is being the referee. the stark difference in adventuring sites. Whereas many
In every session the GM must make many rulings to keep traditional fantasy games emphasize exploring bleak and
the narrative going. Trudvang Adventures, just as any dusty dungeons, Trudvang puts dark and forlorn forests
other roleplaying game, is composed of rules combined at the fore. Weather and nature are just as dangerous as
with many social and storytelling conventions. The GM king trolls and hrimtursirs. To put it short, the forest is
must always be ready to be the referee, whether the player your dungeon.
characters are crafting a capital Barda Axi or exploring a Another thing worth noting, is the fact that Trudvang
desolate part of the Darkwoods. is not inspired by the same sources as many traditional
Being an arbitrator is also more than just knowing the fantasy games. It is inspired by Nordic myths, by epic
rules and the narrative. The GM must also be willing to poems such as Beowulf and Kalevala, by the Icelandic
take on behavioral issues and disputes among the players. sagas, Celtic myths, and, last but not least, the art of John
Every participant is there to have fun and it is important Bauer. Many modern fantasy games are inspired by more
to keep this in mind. However, one person’s sense of fun traditional sources, such a Roman, ancient Greek, and so
can have a negative effect on another person’s enjoyment. on.
It is therefore important to have a common understanding For the third part, in Trudvang there are many different
on what topics or themes are sensitive. In most cases, if cultures and religions, which do not always tolerate each
a player oversteps their boundaries, a friendly word in other. There is often a stark difference in culture from
private explaining the issue can sort things out. one location to the next which can offer a multitude of
In the second part of this book, you will find both rules roleplaying opportunities. For example the Stormkelt’s
for running Trudvang adventures and modules. You will need for blood sacrifice might not be welcomed or well
find information about how to create your own adventures seen in Westmark, where such practices are considered
and campaigns in Trudvang later in this chapter. barbaric. Portraying this difference is essential to
Trudvang.
TREASURES AND MONSTERS Finally, magic, both vitner and the dimwalker prayers, is
Essential to all roleplaying games are adversaries, special. It is shamanistic, ritualistic and dangerous. Even
monsters and villains. The player characters are in most a lowly cantrip might cause a negation, one that might
cases heroic, eager to undo whatever wrong has been affect the spellcaster, their vicinity or even family in a bad
passed unto them or someone they care about. Trolls, way. The gods of Trudvang are also quick to anger if their
Tursirs, Wurms and Giants roam the wilderness, not gifts are abused, sometimes making an example of their
to mention other dangerous beasts, villains, thugs and dimwalkers in the most horrible way.
bandits, all eager to either rob those who brave the open
roads or simply eat them. MAKE IT FUN, MAKE IT MEMORABLE,
And, of course, there’s treasure. Though magical items MAKE IT YOURS
are rare in Trudvang, there are many great craftsmen Roleplaying games are supposed to be fun, both for you
who can fashion items of greater quality and there are and your players. Empower their characters and involve
Thuuls that can create sacred items. The reason why the players, make sure that their player characters are in
magical items are rare in Trudvang is the cost of creating the lead role of the narrative. Thus you ensure that your
them. When crafting a magical item, the spellcaster must players are invested in your game.

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Trudvang is filled with interesting non-player characters, haunting auroras dance are but a few of the sights
incredible and breathtaking locations, clashing cultures which might meet the adventurers on their way. They
and religions, and epic narratives. Whether you create might experience a natural hazard; an avalanche might
your own adventures or use one of the many published hit them, or they might become stuck in a troll-bog. Not
modules, it is up to you to make the narratives and stories to mention the many beasts, monsters, and villains that
memorable. the adventurers might encounter.
Remember to make Trudvang yours. There is ample Travel also allows the player characters to encounter
room for you to add your own creations, for your players different cultures and get to know other parts of Trudvang.
to experience a living, breathing setting, for your player A Virann, that has been raised knowing that the people
characters to become heroes that the myth spinners will in Stormlands are barbaric and uncivilized, practising
sing about all across Trudvang. human sacrifices and so, might experience a culture
We are Trudvang. shock when their travels bring them into contact with
Stormlanders, and vice versa. A Mittlander living in fear
CREATING A CAMPAIGN of trolls all their lives, might be full of prejudice when they
encounter a small camp of renegade half-trolls enroute to
Creating a campaign in Trudvang is fun. Trudvang is a Fengsale from Ildebaad.
unique fantasy setting, where blot kings, stave churches, It is your role, as a game master, to bring to life the
shamans of nature and other creatures and things unique wilderness, the nature, the cultures, and the environment
to Trudvang play a pivotal role in our narratives. Emphasize of Trudvang, both for you and your players. It is fun and it
role-play and storytelling and weigh the narrative towards enhances the experience of you and your players, it helps
the player characters playing a part of something bigger them seeing in their mind’s eye what their characters are
than themselves, something that they are invested in, experiencing.
rather than chasing experience points or treasures in
massive underground dungeons. Approaches to travel
A campaign in Trudvang can consist of many short There are many ways to include travel in your campaign
adventures, be an overarching and long narrative, spanning and make it interesting. One of the first things to take note
years or somewhere in between. What form you choose of, is the length of the travel. If the player characters are
for your Trudvang narrative is up to you. The following are trekking for a few days, from one village to the next, you
ideas and pointers on how to make your campaign bring might approach such a journey differently than a travel
forth what makes Trudvang unique. across all Mittlands.
It is also a good idea to have a good understanding of the
TRAVEL players' expectations for the game. The downside of travel
in roleplaying games is, that it favours some characters
“It’s not about the destination, it’s about the journey.” above others, not to mention that it can slow down the
narrative.
This quote is especially true when it comes to Trudvang Keeping pace and using description to point out things
narratives. Traveling from one place to the next, of interest is therefore paramount. Allow the player
facing nature and finding the right path through dark characters to investigate and explore different places, if
and forlorn forests, making camp, and getting a good they wish, or move fast if they like. By giving the player
night’s rest is important in Trudvang. It is not always characters a chance to explore and experience the
easy finding the right path and making sure that you nature and wilderness, it is easier to make it come alive
don’t run out of food, water and arrows. Having to fight and become more than something that they quickly
your way through a score of forest trolls, after three pass by.
sleepless nights and exhausted after a long march, is However, the wilderness in Trudvang is a dangerous
not a situation even the most experienced adventurers place and there is an ever-present threat hanging in
wish to be in. the air, almost like invisible hammer ready to fall on
Nature in Trudvang can be both breathtakingly them. There might be forest trolls hiding behind the
beautiful and deadly, even at the same time. Dark next rock outcropping, a drauglynx might be stalking
forests, white-water rivers, soaring snow-capped them, or the adventurers might be ambushed by a
mountains, roaring geysers, and clear night skies where group of thugs.

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10
11
The montage approach the north. When the weather finally seized, you found the
Sometimes a group either needs to travel a long distance pass covered in snow and as you see your destination, you
or you might want to move fast-forward to get the narrative feel exhausted and drained.”
moving. Many game masters use the montage approach, Remember, that even if you use the montage approach,
they get the characters to the destination without any that the travel should drain the characters and take a
encounters, neither planned nor random. toll on their resources. The player characters need to
This approach is simple, you describe the journey as you find places to sleep, eat rations, and drink water along
like, telling the players what their characters see, feel and the way. Even though they might find creeks where they
experience along the way. It is a good idea to point out can fill their waterskins, stopping to hunt for food or to
places and things of interest, especially something that forage, slows the party down. Even the simple fact, that
might interest the player characters. The landscape and sleeping outside on the ground takes a toll should be
the surrounding area might set the tone for the following enough to encourage most player characters to push on
narrative. when they have their destination in sight.
This approach is used at the start of the Wurmtongue
module. The narrative starts with the game master reading The crawl approach
the following text: Sometimes the travel or the trek itself becomes the focus
of the narrative. Then you need to put more focus on each
You have journeyed across the open plains for at least a day, even each hour, of travelling, creating encounters
week. The beautiful rolling hills are covered in flowers and descriptions that fit each location, to make the
in dazzling colours. The sun is high in the sky and not a dangers of journeying in the Trudvang wilderness come
single cloud has been seen for days. The summer is at its alive. You might want to take note of down the party’s
peak, and there is nothing to complain about, other than marching order and their provisions, how they plan to
that your stomachs hunger for a well-cooked meal, and stand guard at nights or during rests, and the roles of
your bodies crave a proper bed. You have been following each party member (who is on the look-out, who scouts
a trail that is only marked by intermittently spaced ahead and so on).
wooden poles driven into the ground, or by cairns, Using this approach, the journey becomes a centre of
indicating directions to places in the surrounding area. the narrative, where each location and encounter matters.
Not far from where you stand is a large and impressive It is more complex than the montage approach, since
cairn, made from special Mittlandian limestone. Next you need to be prepared and plan ahead, draw maps and
to the rocks there is a thick pole, on top of which create encounters.
someone has attached a heavy, braided rope that sways This approach is the focus of the module The Great
in the wind A simple sign indicates that this is where Shadow. In the module the party needs to track a group of
the lands belonging to the town of Heorhall begin, and Joaring tribesmen that have abducted three children from
that the settlement is not far off. the village River’s End. The module contains pre-scripted
encounters, some of them are tied to the narrative whilst
The player characters have been travelling and start other help make the setting come alive.
in media res, or the narrative assumes that the player Wilderness journeys typically include a combination
characters have been travelling and are at the end of their of planned encounters and random encounters. Planned
trek and description sets the scene for the events that later encounters are what you have decided and prepared
unfold in the module. before the session, are part of the narrative and further it.
It is also a good idea to call attention to the weather. The Often you prepare maps, for example showing where the
weather in Trudvang, especially in the northern regions, encounters takes place, and handouts with information
is unpredictable and in a matter of moments a raging that the player characters need or might find. A random
blizzard might engulf the player characters, which might encounter does not need as much preparation, since often
slow them down considerably. “You spend the next ten days you only need to roll on a table to see if and what kind of
crossing the Great Iron Tooth,” sounds far less harrowing encounter occurs. Many published modules for Trudvang
and dangerous than, “You spend the next ten days digging come with such premade tables.
your way through knee-deep snow, while crossing the pass Wilderness journeys, such as the one that takes place
in the Great Iron Tooth. The first three days you spent in The Great Shadow, might take two or more sessions to
waiting in a small cave, as a terrible blizzard raged from complete. However, it is a good rule of thumb, that if a travel

12
or a journey includes long periods with no encounters, you woodlands and unexplored glaciers, waiting to be explored
should use the montage approach. Sometimes, it might be in Trudvang.
appropriate to use an approach that is a little bit of both, Exploration can be, at times, a bit overwhelming for
you might want to use the montage approach to cover a bit game masters, especially when the player characters are
of the journey while using the crawl approach describing exploring a vast area with little information to begin with.
other parts of the journey. The area might be in the form of a large unmapped forest
or a labyrinthine dwarven complex. The players might
EXPLORATION even be just as perplexed as the game master, where to
start or where to go.
“If in doubt, Meriadoc, always follow your nose!” In such cases, it can be a good idea to create a trail
of breadcrumbs for the player characters to follow. The
Exploration is an important part of roleplaying games, breadcrumbs might be in the form of clues, such is the
whether the player characters are exploring and case in The Great Shadow, or in the form of skill checks
investigating long forgotten tombs of ancient dwarven that allow the player characters to find information, that
kings, a dark and forbidden forest, or the surroundings helps them find their way and keep on moving from one
of a small village in Stormlands. This allows the player location to the next.
characters to learn more about the situations they are in In other cases, when the player characters are well
and give them agency to further the narrative. within a defined area, it is easier to give them free reigns
In exploration, the player characters have usually some to explore locations and places as they like, in whatever
reasons tied to the narrative and free reigns to investigate, order they choose. This hold especially true when the
inspect and learn more about both the setting and the party is within set boundaries, for an example while
narrative, as they visit places or locations that they have staying in a village. The players might even have a map
not visited or explored before. The party moves from to refer to and can easily decide what location to visit. At
one location to the next, picking up clues and gaining each location they might find information that helps them
information that help them understand the why’s, who’s move the narrative forward.
and how’s of the narrative. Sometimes this means that the Of course, there are more approaches to exploration.
party is moving from one room to the next in a dungeon However, it is important to remember that the player
while at other times the party might be exploring different characters are in the lead and should make all decisions
locations within a bustling city. In effect, the exploration regarding how, where and what to explore. When you
abides the same principles, the party moves from one remove that agency from them, you take the risk of the
location to the next, in search of information that might players feeling railroaded.
help them on their mission.
As you read through both The Great Shadow and DISCOVERY
Wurmtongue this becomes evident. In The Great Shadow In a world as old as Trudvang, there is so much lore, so
the party needs to follow the trail left by the Joaring tribe, much knowledge and so much information, that is lost
exploring both River’s End and the surrounding area, and hidden deep beneath the sands of time. There are
while in Wurmtongue the party must explore Heorhall and creatures, monsters, sagas, epic poems, magical items
the surroundings of Skjutvattna lake to figure out what and even formulas to create magical items, that await
has happened to Fangshake. being discovered by curious adventurers, willing to dig
Exploration allows the player characters to take reign deep enough and go the extra mile to glean what has been
and lead the narrative. It is the game master’s role to hidden under dust, earth or within lairs and dungeons.
describe and react to the choices the player characters Discoveries help you establish Trudvang as an old, weary
make. setting with rich history. Your player characters might find
Exploration is a cornerstone in Trudvang adventures a shield inlaid with old futhark runes telling them where
and campaigns. Trudvang is a place of mystery and to find the final resting place of a dwarven hero. Or they
adventure, yet the world is getting old, sad, and weary. might discover a scroll in a Gavlian monastery holding a
Through exploration the player characters might come poem written in ancient Rona with information about the
to understand this, feel it in their very bones, and yet feel true lineage of a Mittlander hero. Whatever discoveries
awed and excited by it. There are ruins of bygone ages, your player characters make, they make your game more
lairs of troll kings and lindwurms, miles of uncharted interesting and exciting.

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All discoveries must have two things in common. First, something upsets this balance, breaks the status quo.
the player characters must explore and go through great There are kidnappings in River’s End. A new power, in the
lengths to make a discovery. A discovery is not common form of the Gavlian Intrund enters the stage in Heorhall
knowledge, it is rare and hard to come by, and even and Fangshake, the lindwurm, seemingly starts to attack
something that no one else knows. If the player characters local farms.
easily access the discovery it isn’t as valuable to them and This disrupts the balance and now there is a need for
therefore has less meaning. Many discoveries must be heroes. The player characters are informed of how the
hard fought for, especially those that confer a great power balance has been disrupted and must figure out who and
or treasure to the player characters. why. These oppositions, balance versus chaos, light versus
Second, the discovery must change the perspective of dark, is at the heart of every fantasy narrative.
the player characters, or they must gain an understanding It is the heroes’ role to restore the balance, to bring
that changes the way they experience the narrative. The back status quo, just as it is the opposition’s role to bring
player characters have new information, have gained an disorder. These two forces are always at an opposition, the
insight that no one else has and can therefore make more player characters as agents of order or balance and the
enlightened decisions. adversaries as agents of chaos or disorder. This opposition
In Wurmtongue, once the player characters discover is the force that drives or moves narratives in Trudvang
the fate of Fangshake, it changes their perspective of forward.
what has been transpiring around Heorhall. In The Great Each side has its own reasons, and sometimes the
Shadow, once the player characters find the Joaring tribe reasons are understandable, forcing the player characters
and discover what has happened there, it changes the way to reconsider their approach. Perhaps what is status quo
they experience the narrative. for one side is disorder for the other (and vice versa) and it
It is a good rule of thumb to refrain from overusing might take a while to unwind or unravel every part of such
discoveries. If the player characters are always making a puzzle. Perhaps the reason for repeated forest trolls’
ground-breaking discoveries, two or three in every session, attacks on the player characters’ village is that the forest
they start to lose their meaning. One or two discoveries, trolls’ status quo is upset by the arrival of a lindwurm in
that change the course of the narrative, per adventure is a the forest, which is demanding sacrifices from the trolls.
good rule of thumb. Of course, in a longer campaign you Perhaps the strange disease afflicting the villagers is a
need more, but it can also be good stay true to this and part of a negation caused by a local vitner weaver, who is
not have too many or too frequent discoveries, since it can trying to help the farmers with their crop.
affect how your players experience the narrative. Adversaries, villains, and monsters make great
opposition, but there is more to Trudvang. Nature itself
OPPOSITION can be an adversary as well, as is the case in Wildheart,
At the heart of every Trudvang narrative is the opposition, where the forest itself is the main antagonist. Remember
or the player characters’ adversaries. Sometimes the that everything happens for a reason and the opposition
adversaries are corrupt dimwalkers, eager to have has just as good reasons (in their own mind) as the player
everyone join their religion. At other times, the adversaries characters for becoming agents of balance or order.
are monsters and at other times the main antagonist is
as elusive and insubstantial as an ancient, brooding FRIENDS AND ALLIES
forest. However, it is one thing to have adversaries and As much as adversaries and enemies are important to
opposition, the player characters must understand and create suspense and threat, friends and allies are even
experience why they must act and take actions against more important. Embarking on a great journey, exploring
the opposition. In a game of no alignments, you no longer many different locations, and fighting against stinking grey
have easy escapes or simple excuses, such as the need for trolls makes more sense when there are friends and allies
eradicating the opposition just because it is evil. back home that celebrate you and cheer you on, who make
Before every Trudvang narrative starts you have balance, it worth risking your life.
a status quo, where people go about their everyday Some player characters might be a part of a chieftain’s
business and there is no apparent need for heroes. This is hird, while others might have a family, even children that
evident in both The Great Shadow and Wurmtongue. The look up to them. Yet another is betrothed while one player
society in River’s End is getting though winter, as usual, character is friends with the local innkeeper. By ensuring
while the people in Heorhall go about their business. Then that the player characters have ties and connection to the

14
people that they are trying to help, they are not only more and queens, deal with swindling Storm-Hansa or wrestle
invested in the narrative, but it also shows that they are half-trolls in taverns. Or, they might have to solve riddles,
making a difference. consult maps, interpret ancient Futhark runes, or even
Non-player characters help you build the setting, by partake in wars that will shape the future of Trudvang. A
portraying the people and their culture, and a memorable Trudvang adventure might force the player characters to
character can make repeated appearances, helping you travel far away from home, even further than they have
build consistency within the narrative. In Wurmtongue the ever travelled before.
player characters get to know the people of Heorhall, first But where is home? Why does it matter?
through the Maglanon, then later as they start investigating Player characters in Trudvang are just as much a part
and helping the villagers with the problematic lindwurm. of Trudvang and the cultures that shape it, as the cultures
The people of the village are grateful for the player and Trudvang are part of them. The player characters
characters for helping them and characters like the laird might have a family, a farm or business, to attend to, some
Skyld or Eowalt, the innkeeper, are not likely to forget the profession they have and something to do while not out
player characters anytime soon, if they manage to solve adventuring. There are but few people who do not have
the problem poised by the narrative (and just as well if they a place that they call home, a place to go to when the
fail or run away from the problem). adventure is over.
To help the players remember and familiarize themselves A hero is defined by more than the heroics they perform.
with each friend or ally, it is good to try and give everyone A hero is a part of a culture, a society and, often, a family
a distinct and unique feature. It is one thing to interact as well. This fact makes the heroics seem even more great,
with a Stormlander chieftain called Ulfgar, another thing since they are not performed for fame, glory, or treasure,
to deal with Ulfgar, a balding chieftain, with a deep scar but for something or someone else. Something that the
beneath his left eye, that speaks with inbred authority of hero holds dear to their heart.
one who was born to lead others in battle. Even simple By going beyond the adventure and giving your players a
things, as using different letters of the alphabet as starting chance to become invested in the society that their player
initials for every non-player character's name can help characters belong to, you empower them and help them
players better remember them. find motivation for the actions of their player characters.
In the Great Shadow there are a few non-player In a game where treasure is scarce, where commerce is
characters that the player characters can easily befriend. mostly through barter and trade in products (and not coins
Each has one distinct feature, Ivar the Stormkelt is one or valuable gemstones), this is important. There are very
handed, Thorri the Dwarf always mumbles to himself few places in Trudvang where heroes might find loads of
and Vindmey smiles a lot. Simple things can make treasure and valuable items, and for most parts, these
the characters come alive and become more than just places are either jealously guarded by powerful beings
names. like lindwurms or hidden deep within castles and keeps of
Finally, by having these friends and allies acknowledge kings and queens.
and celebrate the player characters’ deeds and heroics, However, when the player characters have had the
cheer them on and compliment them, you help the player chance to interact, partake in other non-adventure related
feel a sense of accomplishment, when they succeed on social activities and are invested in the society and have
their missions. This is important, as it helps the player feel their honour to look after, they might find it easier to find
that their player characters are a part of something much motivation for risking their lives fighting monsters and
bigger than themselves. Not to mention, it helps them feel other adversaries. A player character that has a business,
as their player characters, the heroes, do. a family or even some political or social responsibilities,
might be more willing to defend their village from a
GOING BEYOND THE ADVENTURE Wildfolk attack, than someone who just happens to be
Trudvang is a living and breathing world, where the player passing by.
characters have the chance to gain fame and become Take time to explore the possibilities of Trudvang, give
true heroes, have their praise sung in taverns and inns, the players and player characters a chance to become
and their names forever remember by their people. They invested in the setting and your narrative. Allow them to
might take on mighty wurms, battle jotuns or king trolls build relationships and become a part of whatever society
deep in Darkwoods or discover long forgotten tombs of they wish to belong to and use this to further your narrative
dwarven kings. They might need to interact with kings and make each adventure stand out.

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Downtime Activities A great Trudvang adventure is where all your players
Being a part of a living, breathing world, the player feel invested and emerged in the setting, liking their player
characters have something to do between adventures. By characters and eager to play again. Familiarize yourself
giving the players a chance to explore and get to know with the setting, tell a story you would love to hear yourself,
Trudvang in the downtime, they become more invested and enjoy being the storyteller of.
in the narrative, the setting and the story become two Before running a Trudvang adventure, whether you
integral parts of a larger picture. create one yourself or run a published one, there are a
In the chapter Between Adventures, you can find few things that can be good to keep in mind. Trudvang
many ideas for things that the player characters might stories and adventures have a few things in common, and
do in between adventures. It is your role, as a Game knowing this, can help you deliver an even better Trudvang
Master, to build a narrative that takes these activities into experience.
consideration and adds them to the narrative, so that every
player character has something at stake and sees the need STRUCTURE
for risking their life, next time a threat arises and there is Published Trudvang adventures are often divided into
a need for heroes. three different acts, both formally and figuratively
However, there should be more to the downtime activities speaking. The acts each have a specific role in
than just revisiting your hometown, paying attention to the narrative structure, the first one serves as the
your business, or researching a formula for a magical introduction, the second act is where the player
item. By building a narrative, by making the downtime characters unfold the narrative, and the last act contains
activities an integral part of the narrative, you make the the confrontation against the opposition.
setting come even more alive. A vitner weaver returning Trudvang adventures and modules have more in
home might find their hometown’s crop withered and common. They contain a credible threat, one that is
ruined, only to discover that their very own use of vitner firmly rooted in myths and history of Trudvang, where
has caused this (this being the effect of a vitner negation), the opposition has goals that the player characters can
a dweller might find their shop dusty and the tools in uncover and battle, if they so wish.
disarray, a Stormkelt might find their blotpole fallen and The player characters are also central to the narrative,
the stave church in dire need of repair, a warrior returning this is their story, and their actions count. The people of
home after years of being away might be celebrated as a Trudvang acknowledge the player characters as heroes
hero upon their return. and it is their role to restore the status quo or the balance.
There is more to the narrative of every player character Also, it is important to remember to pose different
and use the time in between adventures to help the types of problems, or problems that emphasise different
player characters build theirs. Though these intermission solutions, where each player characters have a chance to
narratives are short, they help the players to flesh out shine and stand in the limelight. A rogue might find use for
and develop their character, invest in them, and truly their skills within a dungeon, a warrior takes the centre
experience Trudvang as a setting. stage during combat, a mythspinner has a chance to shine
while translating an old poem and so on.
TRUDVANG ADVENTURES Finally, it is good to keep in mind to incorporate different
campaign elements within a narrative. Make sure you have
All adventures are stories, and, in these stories, you set up a your player characters travel from one place to another, give
problem that the player characters need to solve. As a game them a chance to explore a location and make discoveries,
master you run the show, you call the shots when designing create an opposition that is believable and easy to stand
an adventure and decide how the narrative unfolds. against, and, last but not least, ensure that the player
Trudvang is a unique fantasy setting, heavily inspired by characters make friends and allies along the way, and have
Nordic myth, the Icelandic sagas, Kalevala and Beowulf. other things to attend to between adventures.
Many Trudvang adventures are inspired by this literature,
in one way or another. Whether you look for something Act 1
fantastical, family feuds, cultural differences, or other In the first act the player characters get drawn into
themes, these are a great place to start. Many monsters in the narrative, through a hook which contains enough
Trudvang are inspired by these stories and epic poems, as information to pique their interest. It is also important
are the cultures and people of Trudvang. that the hook provides enough information about how the

16
opposition has disrupted the balance or the status quo for make discoveries that change their perspective and
the player characters, since it can help them find a good understanding of what is going on around them.
reason for acting upon the information received. At the same time, the adversaries are trying to execute
It is important to kick-off an adventure, and the first act their plans and it becomes ever more apparent how fragile
often opens with scenes that are exciting and fun. These the balance is. The opposition uses different methods to
first scenes can be followed by more introduction, with the enact their plans, resorting to all sorts of skullduggery,
player characters receiving more information on how the threats, misleads and even trying to kill the player
balance has been disrupted. The player characters might characters outright.
seek information from different sources, or even receive
information unasked for, such as via dreams or visions. Act 3
The first act usually ends when the player characters In the final act, the tension reaches its peak – where the
have received enough information about how the player characters finally confront the opposition and try
opposition has disrupted the balance to make decision to defeat it. A strong climax has the players sitting on the
on how and where to pursue their goals in thwarting the edge of their seat, the fate of not only the player characters
opposition’s plans and restoring the balance. hangs in the balance but also the fate of other people, the
player character’s families, friends and allies. Should they
Act 2 fail the balance cannot be restored. The outcome can only
In the second act the player characters start to investigate be decided through multiple rolls of dice, which is why
and explore different locations, to discover who is behind many roleplaying narratives end in great battles and is
disrupting the balance. This might entail long journeys, not one that has been prescripted. If the player characters
exploring massive, ruined complexes or dark forests, succeed, mythspinners should be singing the player
digging through dusty tomes, or following leads and clues characters’ praise for a long time and their heroic actions
to piece the puzzle together. acknowledged by many people.
Tension gradually builds, as the player characters get Often there are threads of the narrative left hanging,
closer to discovering who the main antagonist is, just which allow you to build on, to create more Trudvang
as they unravel more how and why the villainous forces adventures. Such threads help you link from one adventure
have disrupted the balance. Here, the player characters to the next and build an even longer narrative.

17
18
TRUDVANG
Trudvang, a world of sagas, legends, and myths. A place cross the borders. The Elves speak about “Sarvisa” or
where nature rules over all with greater power than “The Other Side”, the place where one goes after death.
Men, Elves, Dwarves, and Trollfolk combined. A world However, the fog usually leads the incautious travelers
of magnificent mountains, roaring rapids, and deep, to a far more dangerous world, which ancient scholars call
enchanted forests. “Misthall” or, as it is more commonly known, “Dimhall”,
the place between life and death, where demons and
undead dwell.
WILDERNESS AND TRADITION Dimhall and Sarvisa are not simple realms, they both
consist of hundreds, maybe thousands, of different places
Trudvang is a land of extreme wilderness and ancient and smaller kingdoms, each reflecting some human
tradition. Trolls lurk behind moss-covered rocks and mythology or religious variant, with its own nature, good
pierce the cover of night with their yellow eyes in search or bad, but always mysterious to mortals. Some parts of
of unwary travelers on the muddy Darkwood roads. Dimhall are Himhall and Othwa, where the fallen in battle
Great horsemasters with swords and shields thunder go according to the ancient Mittlander myth, and also
across the plains of Mittland upon their mighty steeds, Stormvakk, also called Jarnglimma, the blessed hall of the
in search of conquests that will allow them to take their mighty god Stormi. Darker parts are Helgardh, the dark
place among the heroic kings of old. To the east, in the kingdom of death for the Stormlanders, and Bloodheim,
Stormlands, a hard and grizzled folk sheds blood in the sometimes called Blotheim, where demons are said to
name of the gods of storm and chaos. Bound by ancient dwell according to the Gavlians.
customs, they seek to honor their forebears and clan in Beyond Trudvang, Sarvisa, and Dimhall some wisemen
defying the untamed wilderness that they call home. To claim that a fourth major realm exists – Raudins – the
the west, the Viranns sit in lofty towers of stone, seeking World of Dawn, the World of Destiny. They say that the
ancient knowledge that mankind thought lost forever, ones who have not yet been born but have already received
while in the south the Elves seek to understand why their a fate, exist there, in Raudins.
gods once left them in their time of greatest need. Under
mountain, rock, and stone, the sons of soot hammer MYTHS OF THE PAST
away at their anvils by the roaring logi furnaces in the
underbelly of the world. And to the farthest north, there Trudvang’s history is not just a series of events, but it is
is only the Great Ice Plain, a place so cold and dark that it rather the product of sagas told by old men around the
is said that none can remain alive there longer than they fire, of sermons delivered by priests and of poems sung
can remain awake. by inspired skalds in the halls of kings. Opinions, legends,
As a campaign setting, the world of Trudvang is imbued lies, and myths, all combine to make history, and only the
with great mystery and adventure, but also sadness and gods know how everything truly was at the beginning,
weariness to a certain extent. In contrast to many other when Trudvang was a young world. There is not just one
fantasy worlds, Trudvang is highly influenced and colored cosmogony in Trudvang, but there are as many cosmogonic
by Norse and Celtic mythology and history in all forms. myths as there are cultures and religions. However, all
In creating the world, great inspiration has been drawn those narratives seem to have some recurring details,
from many places, but none are more apparent than the which may underline a common foundation on the same
art of John Bauer, the Finnish national epic Kalevala, and facts. But who is going to record and tell all those facts?
the story of Beowulf. The Wildfolk’s perception of the past relies primarily
on the blurred reality of orally transmitted myths, and the
THE WORLDS AND THE MIST same is true for most Stormlanders, who have no interest
in exact chronologies, while their sagas about earlier
Trudvang is and ancient and wide world, but it is not the times clearly intermix different events and ages. Dwarves
only existing one. When the mists fill the land, the barriers never cared about anything beyond their mines and the
between realms are weaker, and lost wanderers may Mountain’s roots, while nobody dares ask the Bastjurs,
perceive glimpses of what is beyond or even, unexpectedly, Trolls, and Giants about what they know.

19
Elves are the only ones who have a faint idea of how it was
in the beginning, since their recorded history spans through
the millennia, but their perspective is an alien one, as they
see things through the lens of the passing seasons and
natural cycles, rather than in terms of years and the meager
events of human lives. Elves nowadays do not like sharing
their wisdom, but there was a time when human ears were
allowed to listen, especially among the Thronelanders of old,
whose kings had elven brides. Their scholars were the first
Humans to use the Elven method of dividing history into
Great Ages, but adapting it into year-by-year chronologies
written in big tomes, mostly lost to today’s scholars.
Scraps of that ancient knowledge were inherited
by learned Mittlanders, especially in Majnjord, where
chronicles were compiled and updated with new events,
recognizing New Eras as they arose. They also struggled
to coordinate the old wisdom with the ancient oral tales of
heroes and kings, as sung by the skwilde, whose sagas are
still preferred today by most Mittlanders, over the stories
written in dusty books. On the other hand, more accurate
scholarly attempts at understanding history were done
in the monasteries of Westmark, although the Viranns’
perspective is nowadays based on a clear-cut difference
about the “Dark Ages” before Siro Werte, and the “Light
of Gave” which came afterwards.
Given the complexity described above, one single,
true and objective narration of the whole history of
Trudvang is impossible to write. What follows is just a
compromise, displaying a sequence of some of the main
facts which happened in the past of this world. The list
is not comprehensive, and most events are unknown to
most people, or told and re-told through sagas and poems
which may have distorted the original reality of the facts.
For many events, no year is shown, but only the generic
chronological position during the ages: this is done since
nobody but the oldest Elves know everything, and they
often are not willing to tell, or did not care about what
humans were doing elsewhere.

TRUDVANG’S HISTORY
Cosmogony: When Trudvang was a young world…

This is an ancient world, far older than its inhabitants, and all
cultures have their own myth about how everything started.
Stormlanders speak of the “Vonjor”, when the efforts of
Stormi and of his mother Windinna against Storm and
Chaos allowed the birth of Trudvang. On the other hand,
the Eald Tradition stresses the role of Whote, whose spear
became the mighty tree Yggdhraasil and who is reputed to

20
be the Father of Mankind. Dwarves laugh at such stories, Gave was nailed by demons and from where salvation and
since they know that, like themselves, those despicable knowledge spread. This may even be a later appropriation
Humans were born from sparks from the mighty anvil of an ancient symbol, or even pure heresy for other, more
of Borjorn, while the Mountain is much older than what orthodox Gavlians. Whatever the truth (which is nowadays
others believe. But all of this is just childish idiocy for the impossible to ascertain, hidden as it is among myths and
initiates to the Tenets of Nid, who are aware that only Gave, legends), the Tree and its cult are fundamental in Trudvang,
the One, created everything, since he was the only One who whatever form the “Tree Myth” takes.
could divide light from darkness, existence from un-being.
All these different cosmogonies are told and believed by ✦ The Arrival: The Elves, led by Wellithelli (Vainemojna),
the people of Trudvang today, however, sometimes old songs arrived in Trudvang from the starry sky. They were not alone,
or badly weathered inscriptions in ruined cities seem to as their gods, the 900 Vanirs, were with them. The world
reveal scraps of other, different stories, which were told and was already ancient at the time, but much of what Trudvang
forgotten a long time ago. Nobody knows or believes those is today was shaped by those travelers. Elves spread all over
old tales nowadays. However, it may happen that crazy seers Trudvang and spent the following 1000 years building 900
have visions about the “Misturelves”, which are sometimes spiral cities in the crowns of Trudvang’s mightiest trees: a
also called “Serguronts” in old scrolls. These Creatures of city to honor each god. The Elves were happy to live with
the Mist supposedly created the world, where the Giants their creators, as they were also immortal, like the Vanirs
were later born from ice, stone, earth, and sea, while from themselves, and they did not know suffering or sadness.
the stars in the sky the Misturelves created the Vanirs, the
ancient gods of the Elves. Whether this is truth or just the ✦ The Awakening: Down below, in the roots of earth, the
ramblings of madmen is difficult to ascertain, but sometimes Dwarves awoke from darkness, stone, and fire, claiming
foolishness may hide some fragment of forgotten truth. to have been created by mighty Borjorn. Their independent
culture thrived for millennia without any care for the surface
THE AGE OF DREAMS dwellers.

(Infinite amount of years ago) ✦ The First Thuul: The Dwarf Isgjard Onehand of Grim’s
blood, after hearing whispers of long-forgotten gods from
This era encompasses most of the history of Trudvang, the depths of Muspelheim, inscribes the first Rune of Power
as it lasted for an unknown number of eons, long before on a stone slab. A tradition was born.
the first Man ever walked the world. There are countless
events whose protagonists were Creatures of the Mist, ✦ The Great Kingdom under the Mountain: Two great
Gods, Dragons, Giants, and Demons, wandering Trudvang Dwarven leaders, Tvolog Bigbeard of the Borjornikka and
even before the rise of Elves and Dwarves. Their actions Master Smelter Semjalinka of the Buratja, led their armies
had important consequences for today’s Trudvang, and in a long war under the roots of the Great Iron Tooth.
sometimes the few and mysterious signs of their past The victorious Tvolog was proclaimed “Storthune” and
presence can be seen in ruins so ancient that they seem founded the Kingdom of Tvologoya (later called “Trilheim”
like natural features, mistaken for mountains and hills. by Humans), destined to become the mightiest of
Humans know nothing of this mythic time, and even the Dwarven realms. As Tvologoya prospered, more Dwarven
sequence of the few recorded events is unclear. colonies appeared everywhere in the underground world of
Muspelheim, usually maintaining a link of vassalage with
✦ The Tree: The mighty oak, Yggdhraasil, appeared in the the Great Kingdom of Tvologoya.
mists betwee the worlds. According to some of the earliest
legends sung by bards in Trudvang, the appearance of the ✦ Kirov Djatkovo: The “Battle of the Thousand Hammers”
tree led to the gods leaving the world, while others say that starts in Tvologoya: a millennia-long period of growth and
everything which exists is a fruit of that tree. According to expansion throughout Muspelheim.
the Ealdfolk mythology, the tree spread from the Spear of
Whote, the Mittlander and Thronelander god, who was ✦ The Lost Troll Realm: At some point during the Age of
perhaps also a Vanir according to some Elven-influenced Dreams a Troll civilization flourished in the land today
scholars. On the other hand, some later Gavlians say that known as Djughart. Fjoll Trolls lived there, but how those
Yggdhraasil was nothing but the same Black Oak on which lost cities fell, nobody today knows.

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✦ The Long Storm: The forces of darkness were sickened the flight of the gods as a test, the task of the Elves, they said,
by the light-worshipping Elves, and smoke rose from the was to find their way back to the stars to reunite with the
smithies of evil where countless Trolls and Jotuns forged gods: they were the first Illmalaini. There are hints about the
weapons for the final battle. The Storm that followed existence of other Elven lineages, but they are unknown to
would tear the Elves’ world asunder, as the Logiwurms and most people in Trudvang.
their foul spawn rose from their dark pits to devour the
champions of the Elves. A foul cloud spread across the land, ✦ The Coming of Death: The Elves soon learned that they were
so that neither sun nor starlight could reach the earth. It no longer immortal, as death took more and more of their
was pure Darkness. The war meant that the immortal Elves kin, even outside of warfare. As the centuries passed, an
experienced pain, sorrow, and the death of their siblings for increasing number of Elves started experiencing disease,
the first time. On the other hand, the Vanirs were unscathed old age, and suffering. Only a score of Elves remained
by the fire and sorcery of the Logiwurms, but their gaze was immortal, like Queen Valki, but their number diminished
darkened, as they withdrew to their cities, leaving the Elves through the millennia, even among Elven kings and queens.
to fight alone against the Dragons.
✦ Ginnungagap:. At the end of the age, some Dwarves left
✦ The End of Parkashajlo: The Star of the East, located in their underground realm for the first time, witnessing the
present-day Fynnheim, was burnt down by the Wurms. immensity of the open sky and the terrifying light of the sun.
Wildheart and the Bjarnwoods were split into two forests As they, half-blinded, walked over the surface of Trudvang,
by the many battles that took place there. the Dwarves met the Elves for the first time.

✦ The Illjjnaika’s Fate: The “Illjjnaika”, the wingless albino


Logiwurms, were among the most powerful enemies the THE AGE OF THE IRON WURM
Elves faced. The most famous was Nifelfang, reputed to
have been defeated by both Elves and Gods (although (19,890 elven seasons or 4,972 years)
which gods it is difficult to ascertain, given the Vanirs’
general passivity). He took refuge in Helgardh, where his ✦ Year 1: A group of Dwarves led by the greedy Tankockz
own essence was transmuted by the Kingdom of Death. On of Faldrin’s blood dug too deep into the Mountain’s
the other hand, Nifelfang’s sister, Bloodfang, took refuge in roots, awakening a previously unknown breed of wurms
a small cave not far from the Ymergate Mountains, where of a long-forgotten age. The first Jarnwurm, now called
she entered a slumber, waiting for future millennia. “Tankockzbane”, brought devastation and despair to the
whole of Tvologoya. Even the Storthune, Tvologrim the
✦ The Sad Victory: At the end of the Long Storm, the Elves Usurper, perished.
were victorious but had saved only five of their 900 cities,
a small part of their people, and a mere fragment of the ✦ The Great War: The first centuries of this era are called the
knowledge which had been brought to Trudvang. The war “Great Tribute” by Dwarves and the “War of the Singing
was won at the gates of Valtoris, when Jepua Jokipihi slew Strings” by Elves. Every year new Jarnwurms appeared,
the dragon called Grymskjafte. So many Logiwurms were bringing death and mayhem all over Trudvang. The Bastjurs
slain that their kin were not seen again in Trudvang until (Trolls and Giants) exploited the situation, sometimes acting
the Age of Prophets. as servants to the Wurms, at other times just occupying the
mighty Dwarven halls which were emptied by the Wurms’
✦ The Great Betrayal: When the Elves finally emerged victorious, fire. Dwarves were the main victims, as the Jarnwurms and
the Vanirs decided to leave Trudvang behind. The Elves on Trolls were envious of the Dwarves’ wealth, but the Elven
the other hand, found that they couldn’t follow their masters, forests suffered too, as the Bastjurs longed to eat Elven flesh.
as they had been bound to Trudvang for too long. As Death
and Sorrow has entered their once fully immortal lives while ✦ The Rise of the Blood of Vurfim: As a new ruling bloodline
their Gods did nothing to save them, the Elven worldview assumed power in Tvologoya, the Dwarves tried to face the
was shaken. In the proud city of Turvanaika, the gods were Jarnwurms. Master smiths developed a new kind of Black
cursed, and the Elves there “left the world behind”: their Mitraka armor, resistant to dragon fire. These were given
descendants became the Korpikalli. The remaining Elves to selected Dwarven warriors, bound by holy vows: the
gathered around Queen Valki, and these Elves instead viewed Zvordorkûm were born.

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✦ The Coming of Glaupkelp (“Yttamari” to the Elves): One sung in Ealdfolk sagas. Elves and Dwarves, on the other
huge Jarnwurm attacked the Elves on the island of Samia. hand, report that the first Humans during this age were
The hero Annilas was sent to kill the beast. Both hunter and not glorious heroes, but rather, animals invading lands
dragon died in the struggle on the island nowadays known left unoccupied by the older races, after the devastations
as Daalheim. brought by both Wurms and Bastjurs. Truth be told, a
few Men remembered myths from the mists, and their
✦ Circa Year 402, The Old Alliance: Dwarves and Elves formed wanderlust was fueled by dreams of the lost Yggdhraasil.
an alliance against both Jarnwurms and Bastjurs.
✦ The Great Migrations: Elven songs report how, at the end of
✦ Circa Year 565, Broken Vows: The Elves withdrew and left this age, there were many different Human tribes wandering
the Dwarves to continue the fight alone, beginning an throughout Trudvang’s wilderness. Possibly originating
eternal grudge between the two races. There are many from today’s Runewiik, the ancestors of the Bults colonized
conflicting tales about the Elven betrayal, but Elven songs the plains of Sylvan while the first Arks climbed Jarngand
speak about how the sacred island of Osklo was defiled (the Great Iron Mountains). The Arks’ savage way of life,
by the Dwarven hero, Fudorov Skiljov, who came there to including consumption of Thorn Root and breeding of
hunt down a Jarnwurm. Having lost their Elven allies, all the Thorn Beasts, started at this time, and continues, almost
upper levels of Tvologoya were lost to Trolls and Dragons. unchanged, until the Age of Stars.
Dwarven sagas tell of how more Dwarves died during that
year than during the previous five centuries. ✦ The First Horse-Tamers: The Wildfolk known as “Hanirs”
possibly originated in the eastern part of what is today’s
✦ The “Gydadunn”: As the Blood of Vurfim was extinguished, Runewiik. Their ancestors were kin-blooded of the Viranns’
power came into the hands of the Blood of Bomin, and the ancestors. They were possibly the first Humans to tame
Dwarves launched a new counter-offensive, which the sagas horses (although this claim is disputed by the Okis of
call the “Battle of Gydanski” against the Bastjurs, which Bydland). A mythic figure, Troglass Hwin, lead the Hanirs
lasted sixty years. The Sons of Borjorn were victorious in eastward, colonizing the lands which are now known as
the end, but their kingdom was now in ruins. Fylges, Arji, and Dranvelt. Some say that they even colonized
Bysent. In the East, they fought the Bults of Sylvan. Later
✦ The Conquest of Muspelheim: After all the centuries of on, a tribe of rough hunter-gatherers, the Kremors, came
separation due to the war, the old Dwarven colonies elsewhere from the West to colonize the easternmost coastal areas of
in Muspelheim became independent kingdoms, with their the lands today known as Arji and Dranvelt. The Kremors
own Thunes and Storthunes. They remain so until the present had friendly relationships with the Hanirs, and from them
day. After the Gydadunn, the colonizing efforts of Dwarves they learned horsemanship.
also gained momentum, as the clans looked for new resources
elsewhere, spreading their communities throughout the ✦ The East: Different waves of Wildfolk invaded the lands now
underground world. The power of Tvologoya was weaker, and called the “Stormlands” and once known as “Östheim”.
the new communities were usually independent. Nearly all First to come were the furious Wildbrons (who stories say
these ventures were led by Borjornikka Dwarves, founding had already mastered the berserkergang fury), followed
legendary realms such as Glitzmakulji (later called “Glitthamn” by a wave of horse-riding Kremors, blood-kin to those
by Humans) in the West or Grunkovorda (“Graydeep”) in which remained nearby the lands of the Hanirs. Later, the
the East, although one single Buratja bloodline, the Blood of mysterious Broths came from an unknown land beyond
Angor, founded a legendary kingdom, Lovlinjikka (“Sparklur” the Grim Sea, bringing with them a cult of both Death and
to the Elves) in the North-East. Fertility.

✦ The Rise of Men: At some unknown point during the second ✦ Bloedis’ Dunn (the “Day of the Red Snow”): New savages
half of the age, Humans mysteriously appeared, stepping migrated to the East, the Agroths, blood-relatives of both
from the mists, possibly originating from the fruits of the Arks and Bults. Led by the legendary Grimur Moonfriend,
lost Yggdhraasil. The old legends of the Eald Tradition speak they faced in battle an alliance of Broths and Kremors near
of Nine Kings of Men who, following the Star of Whote, the edge of the Bjarnwoods. The Agroths were victorious,
left in different directions to discover the world. “Majne” but decided to journey northward, where they eventually
the First King was among them, and his mythic feats are settled in Wildland.

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✦ The Battle of Betmold: Around the Silferspiir Mountains one leaf of it, they established the heavenly throne of Ard
a collection of quarreling chiefdoms, somehow related Kampu in the West, after having defeated many Wildfolk
to later Viranns, prospered due to the immense silver tribes. Hutiger did not want to be king, so Whotgall took
deposits which were found in the area. The Dwarves of the power, establishing a dynasty which would rule for
Glitthamn descend from the Fjaldgand Ridge, expecting millennia. The heroes took Elven brides of high, immortal
a quick victory, but they were surprisingly defeated by the lineage (like Savilloha, the King’s bride) and they sired sons
Humans in Betmold. whose lifespans were unnaturally long. Throneland was
born: the first real Human kingdom. Elves taught wisdom
✦ The Fury of Unghorvin: As the age closed, the number of to the Thronelanders, who thrived and enjoyed a prosperity
newly awakened Jarnwurms diminished. One of the last unknown to the rest of humanity. Some scholars suggest
was the great and old Unghorvin, who awoke in the depths that even the cult of Whote has Elven roots, but this cannot
of Tvologoya. However, after having heard of the riches of be said for sure. The myth of Yggdhraasil was still sung
Lovlinjikka, the Jarwurm moved eastward. It was the end for by the Thronelanders, and their culture would later be the
the Buratja kingdom. basis for the Eald Tradition in Mittland. Other Human tribes
looked at Thronelanders with admiration and, according to
some scholars, individual Thronelander heroes founded
THE AGE OF THE QUEEN isolated colonies northward to Silvtronder (in Elbir) and
eastward, although almost no knowledge remains today of
(24,001 elven seasons or 6,000 years) those early expansions, which were lost in later centuries.

✦ Year 1: The immortal Elven queen Valki, for the first time ✦ Whotgall’s Death: The first Thronelander king died and his
in millennia, gave birth to a daughter, born with the gift of widow, the immortal Queen Savilloha, decided to return to
immortality. Dreams and hopes of a renewal of their world the blessed forest of Valtoris, leaving her son as the new
filled the Elves’ hearts, and they named the child “Valaijna”, king.
which means “Queen”. With her birth, a new age began.
✦ The Rise of the Hrimwurms: For the first time in millennia,
✦ The Hanir Dominion: During the earliest part of this age, a new breed of Dragon appeared in the far north. The
the Hanirs reached the peak of their prosperity in the plains Dwarves and Elves trembled, remembering what the wurms
of today’s Fylges, especially after they learned how to mine did in the previous ages.
salt. They were mostly horse-riding nomads, but their way
of life was far more advanced and civilized than that of ✦ The Great Plague: A thick mist swept across large parts of
other tribes. They were feared by the wild Bults, and lived in Trudvang, and all those who were engulfed became ill and
harmony with the coastal-dwelling Kremors and the nature- died. It came directly from Dimhall, according to some sagas.
worshipping tribes, which were often peacefully absorbed Whole tribes and clans were extinguished, while others
into their own society. It is safe to say that the Hanirs had a fled, causing a series of migrations and invasions. Groups
kind of primitive empire, but their culture was always open of refugees established three kingdoms in what is today
to foreign influences. Viranno. From nearby Throneland, they took the worship
of Whote, but they did not experience the same success as
✦ The Blood of Bomin and the Grimlaws: The mighty their neighbors. The Viranns’ life was mostly miserable for
Storthunes of the Blood of Bomin still ruled Tvologoya for centuries, as they experienced long years of warfare against
the first two millennia of this age. They did not have political Trolls and countless raids by Wildfolk slavers.
power over the other Dwarven kingdoms, but they retained
a cultural authority. They proclaimed the “Grimlaws” which ✦ The Great Bults’ Invasion: The war loving Bults were now
have been copied by all Dwarven kingdoms. This collection powerful in Sylvan, and they launched a conquering attempt
of laws gave the Thuuls great power, and whoever refused against all the nature-worshipping tribes which inhabited
to accept their dictates was punished severely. the lands nowadays known as Mittland. Even the mighty
Hanir horsemen could not resist the violent Bult invasion,
✦ The Foundation of Throneland: Early during this age, a whose strength and violence ended the Hanir dominion on
legendary Human hero, Hutiger Bearsoul, led his eight the plains. After news of these events arrived, the legendary
companions in the search for Yggdhraasil. Having found Thronelander warlord Hadliard Starson led a brave army

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eastward, where he repelled the Bults, forcing them back how Gave raised himself from death, defeating all demons.
into the Dragon Forest. Unlike what was to occur in the After the vision ended, the young Werth was no more, and
following age with the Ealdfolk, the Thronelanders of this the legend of Siro Werte began. He went everywhere and
age were not interested in conquest, so they retreated, but spoke to the suffering and to the desperate. The new faith
their fame started to be sung in the sagas of the Hanirs, gave Siro Werte the strength to unite his fellow Viranns and
and of the local nature-worshipping clans, foreshadowing to defeat the tyranny of the Wildfolk and Trolls. Everyone,
the early roots of future Mittlander culture. knights and farmers alike, raised their heads and followed
his lead against the heathen slavers. As a new god was
✦ Tir´Na Nogg: The land today known as Runewiik, during being accepted in Viranno, the old age was finally over.
this age was known as “Tir´Na Nogg,” the “Land of the
Eternally Young.” The local human tribes worshiped ancient ✦ The Death of Valaijina: Roughly at the same time as Siro
spirits, and tried to live in harmony. They resisted centuries Werte was having his visions, the immortal Elven queen
of attacks by the ferocious Arks, Kandovs, and other unexpectedly died in Soj. Disease, poison, or curse: the
Wildfolk from the mountains which were envious of the exact cause is unknown. Her few immortal sons and
land’s prosperity. heirs disappeared, nobody knew whether they were killed
or hidden for their own protection. The grieving Elves
✦ Silvtronder’s Foundation: At the end of the age, a single understood that the world was irreversably changed.
“Silverking” managed to unite all the many minor chiefdoms
south of the Silferspiir Mountains. Silver produced the
prosperity of what is now the second-oldest realm in the THE AGE OF THE PROPHETS
West. The “Knight’s Laws” were established, and with them,
only the Silverking controls who gets shares of the silver (12,678 elven seasons or 3,169 years)
trade by awarding the “ronder” or royal seal. Ironlords,
Knightly houses, and orders will thrive in Silvtronder from ✦ Year 1, The First Ovus: Siro Werte was proclaimed the
now onwards. first Ovus, and spent his life sending missionaries to
the unbelievers, fighting the forces of evil, and writing
✦ Sangd Ribland: Legends speak of this mythical man, a the nucleus of what would become the “Rhowtann,” the
farmer’s son, who became a noble and started the knightly Holy Scriptures of the Tenets of Nid. During the next few
tradition in Silvtronder. His chronology is unclear, but many years, the faith was peacefully spread in both Silvtronder
are his deeds. His most famous venture was the slaying and Whistergalp, exploiting the regions' common Virann
of the wurm called “Gummersheld” (Black Fire) with his ancestry and hatred toward Trollkin and Wildfolk. From
mighty Tongerslip sword. As the hero returned to the now onwards all these westerners recognized the concept
Dwarves the treasures stolen by the dragon, a new era of of “Westmark,” and started calling themselves “Viranns,”
friendship started with Glitthamn. encouraged by the new faith.

✦ Siro Werte: At the end of the Age of the Queen a boy was born ✦ Years 46-56, The Rhowtann: After long years of study and
in Viranno that would change the world forever. His name prayers, the Third Ovus, Algowis, completed the Rhowtann
was “Werth”, and he would later become more commonly in its final form, with everything that was revealed to
known as “Siro Werte”. By looking for the Fjoll Trolls, Siro Siro Werte, including both the First Ovus’ writings and
Werte received a vision from Gave, the previously unknown everything which was orally transmitted until that time.
god. Gave had been sleeping for countless millennia, since
before the Age of Dreams and, as the right time arrived, ✦ Years 92-99, The Vitnerbane: The Sixth Ovus, Hupard,
Gave woke up, listening to Siro Werte’s cry. He was there to dedicated his life to fighting the vitner weavers. From this
save the world from darkness, and the fallen men from the moment onward, they were banished from Westmark as
sorrow of their lives. Siro understood that it was He, Gave, wicked beings.
the “One” who existed before anything else existed, even
before the myths of Whote and the Yggdhraasil Tree, which ✦ Year 140, The Old Elven Pact: In what the Elves consider the
were perhaps nothing but deformations of the truth. It was 562nd Season of the age, a previously unknown number
on a Tree, in fact, that Gave died, nailed by demons, and of Giants charged down from the Trollridge Mountains,
from Gave’s blood Siro gained the knowledge, and he knew aiming at conquering the whole peninsula which would

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later become Ejdland. Unexpectedly, for the first and only ✦ Year 927, Halawén’s Exile: Halawén, one of the sons of the
time in history, the wild Korpikalli Elves from Copperwood, Thronelander King Vidaris Kulhjan, killed his best friend
usually unfriendly toward Humans, made an alliance with Iohéin Tagilfarí for the hand of the fair princess Bewan
the savage Wildbrons, to face united the common threat. Swanwing. Halawén punishes himself with self-exile,
After the alliance’s victory, the Elves withdrew back into the leaving Throneland for the East. He was so loved that
woods, refusing further contact with Humans. 10,000 Thronelanders followed him, and his exile caused
the end of the Kulhjan dynasty as kings.
✦ The Return of the Logiwurms: The ancient enemies of the
Elves were seen again, wandering Trudvang after they were ✦ Year 927, New Whotgall Dynasty: The Whotgall were made
thought to have been extinguished in the Age of Dreams. Kings of Throneland again, but their once almost immortal
Most dangerous among them was Bloodfang the Illjjnaika, blood was now thinned and their lives became increasingly
the albino wingless she-Wurm, who had slept since the shorter in the following centuries.
wars against the Elves, so many millennia before. After her
awakening, she began terrorizing the lands today known as ✦ Year 950, The Foundation of King’s Call: After more than
Bydland. twenty years of wandering, Halawén Longlife and his
Thronelanders founded the mighty city of King’s Call in the
✦ Trilheim’s Vicissitudes: During this whole age the Dwarves land which would later be known as Vortland. He planted a
of the Great Kingdom of Tvologoya experienced an famous Iron Oak which is still visible today. The inhabitants
incredibly varied successions of bloodlines, each bearing of the city were sometimes called “East-Throners” but they
the Storthune’s power. All the ancient and legendary ruling still identified themselves as Thronelanders.
bloodlines (Tvolog, Vurfim, and Bomin) were reputed to be
extinguished. ✦ Years 1204-1215, Ovus Valtoi and Carlonn: For centuries the
missionaries of the Tenets of Nid had been slaughtered in
✦ Nidhist’ Failure in Thoorkaal: At some point during the first the land of Carlonn, torn by the eternal conflict between
half of this age, the Viranns tried to conquer the heathens the tribes of Tervings and Grethings. Under Valtoi, the 74th
of Thoorkaal, but they were defeated in the battle of Ovus, and the leadership of Widur Longhair (who severely
Farygghala. Later Nidhist chronicles apparently downplayed ravaged the lands) the Viranns finally conquered Carlonn
the dimensions of this failure. As a matter of fact, from that after a long war.
moment onward, the Thoorkaals were labeled as hopeless
savages, more similar to beasts than to Men, without any ✦ The First Blood Crusade (or “Bloodståg”): Under the reign
hope of being enlightened by Gave’s light. of the 75th Ovus, Margall IV (1215-1233), a holy war was
launched against the land of Tir´Na Goragg. A huge holy
✦ The Kulhjan Ascendance: In Throneland, the royal power army was led by the heroic Rennas Iljo, mostly including
passed from the Whotgall clan to the Kulhjan clan, as the farmers from Viranno and the recently converted Carlonn.
immortal elven Queen Savilloha returned to marry into the This war was different from all the previous conquests, as
Kulhjan bloodline. The new royal dynasty would rule for five the Ovus explicitly declared the Blood Crusade, summoning
generations of long-lived human kings with immortal Elven all the faithful (and not just those living in Viranno) for
blood in their veins. the clear purpose of expanding the faith. The crusade was
a success, and the land was re-named “Runewiik”. Many
✦ Tir´Na Goragg: During the early Age of the Prophets, lands were awarded to faithful Viranns. The subjugation
the land once known as “Tir´Na Nogg” became known of Runewiik took years, as heirs to the old Urgnall’s line
as “Tir´Na Goragg”, the “Land Without Peace”. The emerged, but finally the land accepted the new faith and
inhabitants turned to rougher ways of life after centuries only a small minority clung to their old beliefs.
of warfare against Arks, Kandovs, and other Wildfolk. The
most powerful ruler was the mythic Urgnal the Arkslayer, ✦ Year 1394, The Big Quake: Exactly 3,333 years ago, a powerful
who in his heyday united the land, ruling over more than earthquake was felt throughout Trudvang. There are legends
ten thousand warriors after having defeated the Arks more which connect this tremendous happening with the birth of
than once. His legend did not end well, as he eventually an Elven, immortal queen, somewhere in the far North. The
died a prisoner in an Ark’s slave camp, while his country mythical “Norim Elves” (if they ever existed) are connected
was torn between Wildfolk and quarreling warlords. to this myth, but the details of this saga are nowadays lost.

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✦ Years 1427-1727, The Fall of Palliolanta: The Elves say that Call” in Old Thronelandish. Some skalds sing of how the
at some point in this period the mythic Norim kingdom of name was also chosen because it recalled the name of
Palliolanta fell in the north, destroyed by hordes of Bastjurs “Majne”, one of the mythic nine kings who came from the
and the power of an unknown evil entity. mists and Yggdhraasil, during the Age of the Jarnwurm.
According to legend, Majne ruled in this area many millennia
✦ Year 1437, King’s Call Fall: Halawén Longlife died after before the coming of the Ealdfolk, and Malhewen dreamed
almost half a millennium of ruling. An enormous horde of the ancient hero. Whatever its real origin was, Majnjord
of Trolls swarmed from the Bjarnwoods and King’s Call was destined to become Trudvang’s mightiest city ever, more
fell. Halwin, Halawén’s son, was forced to flee. The important than any city or fortress in Throneland. They allied
Thronelanders were scattered throughout the countryside, with local clans from whom they learned the best arts, riding
where they fought Trolls for more than a century: four of on the steppes with the Okis and mining the Great Iron Tooth
their kings fell in battle against the Bastjurs. with the Kandovs. On the other hand, their culture influenced
the local tribes, creating what we know as the “Eald Tradition”
✦ The Law of Oathronder: In the middle of this age in in which the old Thronelandic cult of Whote intermixed
Silvtronder, huge parts of the Rhowtann were included with reverence for natural spirits like the Flowras. The new
in local laws, as the Tenets of Nid was now clearly the religion was the hallmark of the Ealdfolk, but its myths and
dominant religion of the realm, having also influenced and legends were far more ancient, with roots hailing from both
modified the local knightly traditions. Throneland and old local tribes. The Kulhjan dynasty thrived
and Malhewen’s son, Malw Malhewens, even travelled
✦ Years 1588-1606, Malhewen’s Long Road: Six hundred years to Valtoris, where he took a fair Elven bride, Korillasja, the
after the first Thronelanders disembarked from their ships, most beautiful woman the world had ever seen. The Kulhjan
they decided to abandon the lands of the East. Half of them crown, “Perkaloka,” was a wedding present given by the
sailed out on the stormy Oster Ocean and were never seen Queen of the Elves of Soj. With the passage of time, the High
again, taking with them treasures unknown. The other group, Thronelandic blood thinned among the Kings of Majnjord of
led by Malhewen Trollseeker, descendant of Halawén of the the Kulhjan dynasty, shortening their lifespans, although they
Kulhjan dynasty, went north to the border of the Darkwoods, still lived longer than normal humans.
and then took the overland route westward. Malhewen’s people
never forgot their origins, but they began to call themselves ✦ The Eald Tradition Expands: At the peak of its power,
“Eadlfolk” rather than Thronelanders. For eighteen long years Majnjord ruled lands spanning from eastern Carlonn to
Malhewen led his people in wars and wanderings. Along the Dranvelt. Even when direct domination ended, the mighty
road some decided to stay, however, most of the other Ealdfolk kingdom remained the most important realm in Trudvang.
followed Malhewen in his wanderings. Through its influence, the Eald Tradition, the cult of heroes,
and the Ealdfolk civilization influenced huge parts of what
✦ The Ealdfolk Invasion: The Ealdfolk entered the land known is today Mittland, eastward, soutward, and westward,
today as Dranvelt, defeating the local Kremors many of including the few remaining non-Nidhist communities
which, crossing the sea, sought refuge among their blood- in north-eastern Runewiik, and even beyond, reaching
kin in what is today Vortland. Malhewen continued his Bysent to the north-west. There was a reason for the Eald
wanderings, but some groups of Ealdfolk, led by Berngall Tradition’s success. The newly converted Eald Followers
and his younger brother Arlglaff, decided to remain. could recognize it as a new religion, as well as something
They managed to make an agreement with the horse- which was incredibly familiar, as it included nature cults
riding Hanirs, while they conquered the proud Kremors and old myths, like the Yggdhraasil cult, which were already
of Dranvelt with sword and spear. The Ealdfolk invasion millennia old and spread among many tribes and peoples.
pushed southward, to the coastline of the land today
known as “Arji”. Here, they came to the city of Morringen ✦ Bydland’s Heroes: Possibly due to the influence of the
where, finally, the remaining Kremors managed to stop the Ealdfolk’s heroic culture, the nomadic horse-riding Okis of
Ealdfolk conquest of the area. Bydland founded two cities: Outwind and Blodt. The second
city was built on the tomb of Bloodfang, the dreaded albino
✦ Year 1606, Majnjord: When the Ealdfolk arrived in a fertile logiwurm, finally killed by the Oki hero Jowja or Jowjahims.
area south of the Great Iron Tooth, Malhewen finally decided His mighty deeds will be sung for millennia by Bydlander
to stay and found the city of Majnjord which means “King’s skalds, becoming a basis for the Bydlander ethnic identity.

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✦ Little Westmark: About half a century after the Ealdfolk’s ✦ The Rise of Fynnheim: A man of Broth’s kin, Vrungir
failed invasion of Morringen, a ship arrived from Erviddor, Redbeard, called the “Iron Hand” by the Trolls, managed to
bearing Godobald, the first Virann missionary of the Tenets tame both Bastjurs and Wildbrons. The land once known as
of Nid. Nidhist missionaries noticed how the locals’ myths the Elven Parkashajlo became Fynnheim.
about Yggdhraasil could be easily exploited, by emphasizing
the idea that Gave was nailed to a Black Oak. This syncretic ✦ The Eje Alliance: Eje Rudshort managed to unite all the
idea helped the Tenets of Nid to spread, but it also laid the Clan Lords and Shieldjarls living on the borders of both the
foundation for heresy, as unfortunately became clear only Wildheart and the Copperwoods in a war against the Trolls.
in the following age. During the following decades the local The land of Ejdland was born.
Kremors became so receptive of this new religion that the
land became known as “Little Westmark”. ✦ Haakon Hagtorn, and Wildland: For all the previous millennia
the Agroths of Wildland had lived their own primitive life
✦ The Dragon Kings of Bysent: During the previous centuries, in the north of Wildland. At some point during this age,
the Kandovs of Bysent had prospered due to their abilites the legendary Agroth leader, Haakon Hagtorn, managed to
in mining. At some point in this age, a single king, named unite all the local tribes and encouraged the migration of
“Daurglung Blackbeard,” managed to unite them all into Wildbron clans from the south. These newcomers brought
one realm. After his death, his three sons, the “Dragon new ideas and technologies northward. Agroths became
Kings,” ruled jointly but in the end, they fought each other parts of the Stormlander culture, albeit keeping their own
for ten years. At the end, the Arks and other Wildfolk traits: the Wildlanders were born. On his deathbed Haakon
exploited the situation, raiding and pillaging the lands for Hagtorn was crowned as the first King of Wildland.
years. Thousands of Bysentians ended up as slaves in Ark
camps. Peace and prosperity were lost. ✦ Saukka the Conqueror: In the dark realm of Sootbrand,
a proud Buratja Storthune rose: Saukka, whose armies
✦ The Bysent Pacts: To save their own people, a council of spread over the North-East, defeating both Humans and
desperate Bysentian elders traveled southward to Carlonn. Elves alike. Only the mighty Njal Hagtorn managed to unite
Here, they make a vow to abandon their own religion (a the Wildlanders and stop the raging Dwarves by using the
harsh version of the Eald Tradition, mixed with old nature legendary Korlajon sword, crafted long before by none other
worshipping) and to convert to the Tenets of Nid. So they than Saukka’s ancestors. The Buratja had sworn revenge
did, and the forces of the Ovus came to Bysent and defeated against the Wildlanders and only the gods know how many
the Arks. In the following centuries the Tenets of Nid were millennia a Dwarven grudge may last.
forced on Bysentians with torches and weapons, but the
locals never forgot the legend of the Three Dragon Kings ✦ Circa 2720, The Fall of Amur: An army of Hrimtursirs
who were bound to return. destroyed the city of Amur, in today’s Fjaal. The Amurs
were forced to return to the wilder lifestyle of their Wildfolk
✦ The Troll Wars: Every year, for the whole second half of brethren.
this age, the Trollridge Mountains and the Bjarnwoods
vomited hordes of Bastjurs. Later Stormlanders would ✦ The Second Blood Crusade: So much knowledge has been
recall that their ancestors fought the “Troll Wars,” a never- lost about this second holy war whose exact date is even
ending series of battles and skirmishes which lasted for unclear, especially since different reports speak about
centuries. The fabled “Dragon Horns” are the most famous the reigns of two Ovus with similar names. Elven songs
relics of those times. The conflicts were instrumental for speak about the 11,009th season of the age, which should
the evolution of tribal identities. Except for a few pure- correspond to Year 2752, when Ovus Uventi Salbia was
blooded Wildbron and Agroth, by the end of the age the ruling. On the other hand, Westlanders chronicles attribute
wars had allowed the turning of Kremors, Broths, and most this Blood Crusade to the famous Ovus Uventi Salvias,
Wildbrons into Ejdlanders, Vortlanders, and Fynnheimers. whose long reign spanned from 3105 to 3159. Whatever the
Even so, the local clans were not conscious yet of being part exact date, two facts are clear: the Kandovs of Bysent were
of the same culture. also conscripted by the Ovus and the target were the wild
Arks. Of that Blood Crusade, which basically failed, nothing
remains but a few scant ruins in Arkland, which is still today
a country ruled by wild savages.

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✦ The Visenthic Blood Crusade: Not so much is known about was finally achieved between Dwarves and Elves when the
this Blood Crusade, whose existence is so uncertain that Great Thune of Trilheim sent a mighty rune-carved gate for
historians do not count it among the six known Blood the defense of Valkalainen as a reconciliation offering, after
Crusades. Led by the legendary Sang Herrtaug of Silvtronder ages of spite. The Elven queen accepted the gift.
an army of thousands of faithful Nidhists came to Visenthia
to purge the land of demonic presences, but they were ✦ Trilheim’s Ruling Bloodlines: The old Great Dwarven
defeated and disappeared. Later Ovus proclaimed a Kingdom of Tvologoya did not know peace throughout
prohibition to all the faithful to not explore this cursed land. the Age of Stars, continuing the unsettled conditions of
the previous ages. A series of ruling bloodlines succeeded
✦ Gerban Hvungdir: At some point during the last quarter of one another, often experiencing peace and unity for a
this age, a Vortlander seer and a warrior, Gerban Hvungdir, few centuries but, sooner or later, they all failed, were
proclaimed Stormi and his pantheon as the supreme extinguished, or defeated. The most famous are the Blood
religion, the “Great Faith”. He did not invent Stormi (who of Dvakk and, later in the age, the Blood of Illwir. They all
was possibly venerated in the East in some form, at least fell, leaving the kingdom in ruins.
by some of the Stormlanders’ ancestors), but Gerban
has the merit of having spread his cult. This new religion, ✦ Heresy in Little Westmark: The “Fjatterlaran” doctrine of
“Gerbanis” or “the Great Faith” is fundamental in building the Gavlian known as “Koldobikka” spread at the beginning
the Stormlander cultural identity which, for the first time, is of the age, among the Kremors in Morringen, in the land
recognized in this period. today known as Arji but which at the time was called “Little
Westmark”. The fanatic cult of the martyrs turned to angels
✦ The Battle of Brownhills’ Moor: This was the first real encouraged sacrifice in the wars against the wild Bults in
battle in Stormlander history. A huge horde of Trolls and the south. Orthodox Gavlians declared this to be a heresy,
still untamed Wildbrons invaded Vortland with the aim of and called Koldobikka a “demon”. They accused him of
destroying the new faith. The army of the mighty Vidrik venerating the martyrs more than Gave, possibly hiding
Blacktongue (Gerban’s famous follower) was destroyed at an old ancestor cult, something like the Ealdfolk’s cult of
Brownhills’ Moor. Stormlander sagas tell of how the mighty heroes. The 185th Ovus, Galli (who reigned from Year 3159
city of King’s Call was also destroyed by the same horde, of the previous age to Year 10 of this age) sent investigators,
before they turned their ferocity to the lands of Nojd. This and they found out that lies were intertwined in the faith of
cannot be true, since the Thronelander city fell in 1437, many the Kremors, even before the spreading of the heresy. Many
centuries earlier. On the other hand, it is certainly possible people in Little Westmark in fact believed the Black Oak
that Trolls and Wildfolk sacked a Stormlander settlement where Gave was nailed to be nothing but the Yggdhraasil of
resting on the ruins of that ancient city. Whote, and Gave to be nothing but Whote’s lost son. There
were even those who accused the heretics of practicing
✦ Glimmerford: As the horde returned from Nojd, Gerban’s blood sacrifices like the Stormlanders, maybe due to their
new army of Stormlanders faced it on Glimmerford’s Kremor ancestry. That was too much for the pure Nidhists
shore. The mighty seer died with a sword in his hand, but to hear. A new Blood Crusade was proclaimed.
the enemy was finally defeated. With the death of the last
prophet the age closed, but the Stormlander culture was ✦ The Third Blood Crusade: After Ovus Galli’s proclamation,
finally built upon Gerban’s heritage. the Holy warriors took five years to gather in Erviddor.
While the forces were coming together, Morringen was
razed to the ground by the wild Bults led by Warlady Halagu
THE AGE OF STARS and, when the Westlander holy warriors led by the zealous
Thrynn arrived, they found only ruins. They did not know
(6,634 elven seasons or 1,558 years until present day) that chieftain Ardarik has led the few surviving Kremors
into the hinterland, where their descendants would become
✦ Year 1: Two new stars showed up in the night sky, and the the people of Arji.
Elves named them “Talka” and “Hrinnu”. The Elves hoped
that the new stars were a sign from the gods that they were ✦ Saint Thrynn: After the Third Blood Crusade was revealed to
returning to Trudvang. The new age was declared based on have been just a failure, most of the holy warriors came back
this hope. In the same year, after many millennia, peace to Westmark, but a few Viranns, led by Thrynn, remained

32
in the area, rebuilding what they could of Morringen, and different groups competed for land. The old “Fjatterlaran”
sending missionaries everywhere along the coast, including doctrine (as a heresy of the Tenets of Nid) was preserved in
Sylvan. The missions had mixed success, and many holy some parts of Arji, although the Eald Tradition’s influence
men were slain or lost. After decades, Thrynn came back to changed it further.
Viranno, where he already had the fame of a saint. Here he
founded the stronghold known today as “Elcali”, destined ✦ The East Vammel Dream: Around the middle of this age
to become an important site in Westmark’s history. the Paater of Vortland was Vjal Avlotsbarn, a man who
envied the strong organization of the Nidhist Church
✦ The Fylges War: During the early part of this age the wild and its dominion over Westmark. During his long reign,
Bults of Sylvan, led by Chief Gurglagg, invaded the land of Paater Vjal planned to unite the whole of the Stormlands
the Hanirs of Fylges again. The horse-riding people asked under his direct, religious, Stormi-empowered authority,
for help from the King of Majnjord, Morda Gwendan (who following a dream called the “East Vammel Kingdom”.
ruled during the years 102-174). The King sent his son, Brand Many chieftains and jarls submitted to the Paater, from
Gwendansir, with numerous ironclad Ealdfolk horsemen Wildland to Ejdland. He made the city of Driik his capitol,
and, together with their Hanir allies, they defeated the Bults and established or reinforced five great fortresses, the
in the battle of Cer’Da. The Ealdfolk horsemen were awarded “Torch Towers”, in different Stormlands, to act as bases for
with fine lands and, from then onward, they lived together the stormhirdsmen. Examples were Jornwind in Vortland,
with Hanirs and Okis on the beautiful Fylges plains. Tjute in Ejdland and the mythic Jarnrytti, built on the border
between northern Wildland and the Great Iron Mountains.
✦ The Arjis: In the two centuries following the Third Blood In the end, the East Vammel Kingdom started falling
Crusade the Arjis (the “Broad Spear People”) prospered even before Paater Vjal’s death. Warfare and rebellion
by intermarrying with Ealdfolk, and the Eald Tradition spread from Ejdland to Fynnheim and Wildland, as all the
strengthened among them. A few pure-blooded Kremors Stormlanders are a quarrelsome, independent lot, not
(now known as “Rippers”) remained, while others, known made for obeying a single ruler, even if blessed by Stormi.
as the Hrejds, married with horse-riding Okis. The realm After this failed attempt, no Paater of Vortland ever tried to
also suffered a period known as the “Ground Wars” when unify the Stormlands again.

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✦ Circa 750, The Fall of Dalmtatzba: Due to an unexpected the city of Majnjord. Here, the heroes of Mittland defeated
cataclysm, a huge part of this Dwarven kingdom in what is the Cloakmaster’s horde in what is remembered as the
today Daalheim was lost, drowning under the sea waters “Throne’s Battle”.
which filled the tunnels.
✦ Year 1140, The Battle of Elcali: After the defeat in Mittland,
✦ Circa 850, Dorg Gromitza Invasion: An incredible number the Cloakmaster’s hordes spread westward, bringing
of Trolls invaded the subterranean Dwarven Kingdom in mayhem to Runewiik and Carlonn. As they entered Viranno,
the Gunnra Mountains. Of the original Eight cities, only the Cloakmaster’s horde laid siege to the city of Elcali. The
five would still stand in the future, untouched by the Troll incredibly old and famous 264th Ovus, Visenti (reigning for
menace. 37 years from Year 1103 to Year 1140) led the defenders. The
Thronelanders decided to help the Viranns, attacking the horde
✦ Year 993, Turmoil in Majnjord: King Manawyddan Kulhjan from the south. The clash was incredibly fierce. A poisoned
the “Traitor” loses power. A War Council, later led by a arrow killed the venerable Ovus and, while he was lying in bed,
Warmaster, would rule the lands while the Kulhjan scions his perplexed subjects did not allow the Thronelanders to take
were in exile. refuge in the town. Consequently, the betrayed Thronelanders
were crushed, captured, and enslaved by Arks.
✦ Circa Year 1000, Gerbanis in Fjaal: Stormlanders sailed to
colonize the far-away Fjaal. After that tumultuous venture, ✦ Years 1140-1146. The Greatest War of the Age: For years
the Gerbanis religion was diffused among the Amurs, the Cloakmaster’s hordes devastated both Westmark and
although the Great Faith was perverted into a cult where Mittland, bringing mayhem also to both dark forests and
Chaos Gods were worshipped more than Stormi. the underground world. Through countless minor victories
and severe defeats, the peoples of Trudvang suffered.
✦ Year 1108, Glitthamn’s Sufferings: The great jarnwurm There seemed to be no limit to the number of Bastjurs and
Borsjev, or “Bloodmaw”, invaded the southern parts of the Wildfolk which the mountains vomited forth every season.
Dwarven underground realm of Glitzmakulji. Hundreds
of Dwarves died, and the lost holdings remain under the ✦ Year 1146, The Battle of the Five Spears: A previously
wurm’s control until the present day. unheard-of alliance was formed, and five armies marched
together: the Viranns led by the 265th Ovus Ialhis den
✦ Year 1135 onward: The Great War Starts. A powerful Helige, the Ealdfolk of Majnjord, the Thronelanders from
vitner weaver, the “Cloakmaster”, rose in power. the West, the Dwarves from Trilheim, and the Korpikalli
According to later Viranns’ legends, the Cloakmaster’s Elves from the Darkwoods. The dire threat turned old
power originated from the knowledge of “Tunnorsgam”, enemies into friends: even the most fanatic Gavlians
the Black Song which in the ancient ages gave birth to recognized the need to fight alongside the wild Korpikalli,
demons. The Cloakmaster slowly gathered an army of and the Thronelanders decided to forget the Viranns’
Trolls, Giants and even Wurms. He also allied with both betrayal at the Battle of Elcali. The final confrontation
Arks and Bults from Sylvan. The army increasingly grew happened on the Plains of Bohain, in Runewiik, where
every year, attacking minor kingdoms and chiefdoms. the Cloakmaster’s dreaded army was finally defeated in
Encouraged by the Cloackmaster’s growing power, even the largest and bloodiest battle ever fought on Trudvang.
other, unrelated Bastjurs increased the pressure on the Corpses of warriors and monsters from all over Trudvang
Dwarven strongholds in Muspelheim. No Human on the were spread for miles, and their half-buried remains,
surface realized how large the threat was. rusted weapons, and old bones, would be found by future
farmers for centuries to come. The plains became haunted
✦ Year 1139, The Assault on Majnjord: The Cloakmaster’s by ghosts and spirits, both evil and good. The Elves
great horde was ready, and aimed to conquer the great planted a golden willow to mark the spot where their great
kingdom of Majnjord. The hero Eoláin Aothwéin Kulhjan, commander, Aniota Starborn, had died together with his
not a king but an ancestor of the Majnjordian king of today, beloved Salviperka. The tree would become a landmark,
blocked half of the horde in Gunnershaal for five weeks. visited by all travelling Elves. The events of this battle
Hrimtursirs tore Gunnershaal’s walls down. The hero died, would be sung for centuries in the sagas of all peoples. On
but his sacrifice bought time, allowing the Ealdfolk to face the other hand, prophecies were diffused, warning about a
the other half of the horde on the fertile plains just south of future return of the Cloakmaster.

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✦ The Tenets of Nid in Majnjord: During the previous ✦ Circa 1200, The Copper Kingdom: Copper mining and
centuries Majnjord had already taken in its own share trading brought wealth to Wildland, where the Hagton kings
of Virann migrants and missionaries. However, after (or Great Fylkjarls) prospered in their “Copper Kingdom.”
the Battle of the Five Spears, exploiting the renewed
relationships, the Tenets of Nid spread strongly across ✦ Circa 1250, The Times of the Untamed: The Black Ice Cult,
Majnjord. A key figure in this movement was Ovus Jallis venerating the dark goddess known as the “Snow Queen,”
the Holy, who fervently desired to bring Gave’s light to spread in Wildland, corrupting the hearts, some say, of half
the whole of Mittland through the announced word, rather of the Wildlanders. The Snow Queen invaded Wildland
than with weapons. Oakchurches were built everywhere in with an army of previously unknown creatures known
Majnjord, and Gavlians were more frequently seen in both as “Orkhirs.” Two Hagtorn Brothers (the Great Fylkjarl
streets and noble courts. In the following centuries, the Vurmahj and Sajfrund, the bearer of the mighty sword
Tenets of Nid would not replace the Eald Tradition among Koraljon) led the resistance.
the people, but it would certainly contend with it for the
hearts of the Majnjordians.

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✦ Naginolika (“The Last Stand”): On the plains of Eidlunn ✦ Circa 1308, The Fourth Blood Crusade: The dreams of Ovus
the Wildlanders together with their unlikely allies, the Jallis about a united Mittland enlightened by Gave were
Hrim Trolls, faced the hordes of the Snow Queen. The Ice repeated by the mouths of thousand Gavlians, but the
Cult was defeated by the Hagtorn dynasty, but they were urgency to convert the heathens led later Ovus to distort
impoverished, due to their debt to the Trolls. The “Copper Jallis’ vision. Stories came to the West of how the Eald
Kingdom” would continue, as long as the copper flowed, but Tradition in Dranvelt was even further perverted by the
the monarchy ended and a “Fylk-Thing” composed of the Gerbanian influences and the Stormi cult from the East.
main Fylkjarls took the power in Wildland. In the following Enraged at the possibility that another religion would steal
centuries, all Orkhirs would be purged from Wildland. The Mittlanders’ hearts, a new Blood Crusade was proclaimed
role of the Brycker of Wildland was reinforced, to keep watch. under the leadership of a great Westlander warlord,
Majorann of Erkhast, who led an enormous army toward the
✦ Circa 1260, The Filgeting: The council of all petty lords of shores of Dranvelt. There were more than 10,000 forcefully
Fylges was established, bringing a loose kind of unity to recruited Bysentians, fanatic Carlonnians, and even a huge
the country. number of Ark mercenaries. The whole eastern part of
Dranvelt was pillaged, until a Stormlander army appeared
✦ Circa 1300, The Foundation of Daalheim: The son of Vret on the eastern front. It was Paater Grejvur Bloodneck
Stormbeard, Rauk Gollstone, an exiled Ejdlander arrived on leading Vortlander warriors to defend the Dranveltians,
the island today known as “Daalheim”, previously avoided in honor of their common Kremorian blood ties. The two
by both Bults and Stormlanders due to superstitions armies faced each other at the Battle of Draparmark, also
connected with the Elves. Here, Rauk found an uninhabited known as Graankul’s Hills. The Stormlanders suffered
land (if not for the Dwarves hidden in the mountains) and incredible losses, and everyone despaired under the claws
soon many more colonists, especially from Ejdland, came of the Arks’ Thorn Beasts. However, at the end of the day,
to settle the island. the Viranns’ horde was defeated, even if at a dire cost in

38
terms of Stormlander lives. The crusade was over, and from Whote himself, which gave Morva power over crows. Morva
that time onward the Stormlanders started shaving their led an army of Trolls and Wildfolk. The fortress of Aillung
heads, after their first killings, as a memory of that bloody in Viranno was occupied, and the Viranns could not hunt
day: the “skulljood” ritual was born. him. A curse was laid on the warriors of Viranno, making
them lose many unborn sons, therefore creating a serious
✦ Circa 1360, The Fifth Blood Crusade: About half a century problem due to the lack of male heirs.
after the failure of the previous crusade, a new one was
proclaimed, under the leadership of the pious warrior and ✦ Circa 1540, The Blood of Adakk: By might of arms and
Rowthguard called Eldemarr, a totally different man from skillful intrigue, the Dwarf called Sosyra Blood of Adakk,
his predecessor Majorann. He first came to Bysent, where from a minor clan, ascended to the position of Great
he did not force the Bysentians to fight for Gave. In fact, Thune in Trilheim, but his rule was not undisputed over
Eldemarr spent a whole year cleansing Bysent from Ark the whole of Tvologoya. Many ancient bloodlines conspired
warbands, gaining in this way the Bysentians’ hearts. Later, and amassed armies and weapons on the fringes of the
with his new allies, he went to Dranvelt where he faced and underground realm. War was bound to start.
killed Godegisel, a dreaded wurm which was threatening
the lands. Through his knightly example he showed the ✦ Year 1553, The Sixth Blood Crusade: A new crusade was
Dranveltians the rightfulness of the Tenets of Nid. Through proclaimed by Ovus Sulpi to bring Gave’s light to the
his actions the whole of Dranvelt was united under a single, lands of Arji, where possibly not just heathens, but also
local King, Olden Beardlakk, faithful to Gave and who was the old Fjatterlaran heretics of Morringen were hiding,
crowned by the Ovus himself. On his deathbed, Eldemarr having escaped from the rightful wrath of the Third
was proclaimed to have turned into an angel, assuming the Blood Crusade, at the start of the age. Rowthguard Salak
name of “Belo Seoth”, the “White warrior”, venerated as a led the army through Fylges to the western part of the
Saint by all those who are faithful to Gave. Dragon Forest, aiming at surprising the warriors of Arji by
arriving from an unexpected direction. The holy warriors
✦ Year 1321, The Kulhjan Return: The ancient Majnjordian disappeared in the forest and nobody ever knew what
monarchy was re-established, and Weól Kulhjan was the first happened to them.
to wear again the crown and wield the mighty Roggdrasil,
the ancient spear of Halawén Longlife, in three centuries. ✦ Circa 1528-1538, The End of the Copper Kingdom: The
However, the kingdom was different from what it once was. copper in Wildland was almost depleted. Despair and
Its influence could still be felt throughout Mittland, but poverty spread among the old communities too tied to the
many of the farthest, ancient holdings and fortresses were copper economy, while power shifts were common. The
lost. The realm was also culturally divided by religion, as situation was ready for a disaster.
the Tenets of Nid became a firm component of Majnjordian
society together with the ancient Eald Tradition. Usually, ✦ Circa Year 1553, Visenthian Plague: A mysterious disease
the two components did not wage open wars against each spread among the few Westlander settlements on the
other, but tensions and problems became common. Western Visenthian border. Crises and poverty spread, as
the Raubritters, outlaws from Whistergalp, started ravaging
✦ Circa Year 1450, The Fall of Whistergalp: The lands of the cities.
Whistergalp unexpectedly started to decay. Earthquakes
became common, and vegetation become poisonous in ✦ Year 1558: The Present Day.
some areas, as if the curse of nearby Thoorkaal has started
slowly to spread. Gavlians left the country, which fell into
civil war. THE RETURN OF SORROW
✦ Year 1478, The Coming of Morva: A sorcerer came to Nobody knows what lies in the future, but seers and mad
Viranno, His name was Morva and he claimed to descend prophets throughout Trudvang have been proclaiming
from the Thronelanders betrayed by the Viranns at the the coming of an age of swords and axes, an age of cold
Battle of Elcali, more than three centuries earlier. He wore a winds and raging wolves. Whether this is true or not,
dark mantle, said to have belonged to the Cloakmaster, and and whatever will happen, it is possible that the face of
held a sacred horn, reported to have belonged to the god Trudvang may be bound to change forever.

39
40
THE LANDS AND PEOPLES OF TRUDVANG
Trudvang is made up of the Stormlands to the east, “Ancient Vrok”, once spoken by the primitive heathens at
Westmark to the west, and Mittland between the two. the end of the Age of the Iron Wurm and which, moving
There is also the archipelago of Soj in the south, where from the area around the Great Iron Tooth, spread
the Elves make their home, and the wild Nhoordland to everywhere.
the north where Trolls, Wildfolk, and all sorts of unsavory “Wild Vrok”, the language of today’s Wildfolk, is certainly
characters dwell in the shadow of the Great Iron Mountains the modern tongue which is most similar to its ancient
and the deepest forest of them all: the Darkwoods. To the predecessor. Primitive and rough, this barbaric language
farthest north, where only Hrimtursirs roam, there is the seems to have been spread out of the mists of time, almost
Great White, where few dare to venture. To travel across unchanged, just like the violent and savage culture of
such a vast continent is no light matter. Merely traveling those who speak it. Surprisingly enough, variants of Wild
from city to city or from forest to forest can be the focus Vrok can be heard in places as far apart and different
of an entire campaign. The wanderers and heroes who as Arkland, Sylvan, and Fjaal, a testimony to the brutal,
undertake such a magnificent trek will soon find that common origin of all Wildfolk.
nature itself can prove to be the mightiest adversary of all. On the other hand, “Vrok” is what Ancient Vrok became
in the east, in the lands which the Thronelanders called
THE LANGUAGES OF TRUDVANG “Östheim”, and which now are the Stormlands. Its roots
are in the tongue of the Kremors and Wildbrons, but highly
The long, complicated history of this world has shaped the modified by the influence of sea-faring Broths. Today, even
languages spoken by its people today. By looking at who the few remaining tribes of wild Agroths and Wildbrons
speaks what and where, it is possible to trace reflections speak Vrok, as it has become the common language of the
of millennia of migrations, influences, and conquests. East. This language has a written form in runes, albeit the
“Futhark”, the tongue of the Dwarves, is the only system is completely different (and far simpler) than the
language reputed to have remained unchanged through millennia-old runic system of the Dwarves
the millennia. Unmovable and stern as the people who Looking westward, the situation is different. Here, the
speak it, this language is like the Mountain’s stone and the ancestors of the Viranns spoke the “Ancient Rona”, while
runes in which it is written have remained the same since “Thronelandic” (or more accurately, “Old Thronelandic”),
time immemorial. a western Human language influenced by Old Elven
On the other hand, the Elves today speak “Eika”, a Forneika, was the most diffused and prestigious tongue of
beautiful, musical language which has evolved from the all, as its fame was definitively linked to the mighty, long-
“Forneika” spoken by the legendary immortal Elves of living Kings of Throneland. Those two western languages
the Age of Dreams. The old language is nowadays mostly are dead today, but they mingled, intermixed, and evolved
not used. It is a melancholic relic filled with sadness, a into “Rona”, a tongue which, due to Ealdfolk influence,
testimony of a time when the world was a better place to became the main language from Westmark to Central
live. Mittland, from Viranno to Majnjord, including Carlonn,
The Bastjurs, Trolls, and Giants, speak the dreaded Bysent, Runewiik, Bydland, and Fylges.
“Bastjumal”, whose cavernous sound is painful for the The strength of the Rona tongue obscured and replaced
Elves to listen to. However, there’s the sound of another the Ancient Vrok-related tongues of the once-wild and
language that Elves fear to hear more: “Dragearthian”, the proud peoples like the horse-riding Okis and Hanirs in the
ancient and obscure tongue of the wurms, today known west, while their eastern descendants, who mixed with
only by a few scholars. Dragons use it only when speaking Kremors, still speak Vrok, in Dranvelt and Arji. These are
among themselves, and only about important topics, the only two Mittlander countries where Vrok is spoken,
especially since no other living being is reputed to be even among those who converted to the Tenets of Nid.
worthy of listening to its sound, or even to try using it in The reason behind this peculiarity is not just the proximity
their impure mouths. to Vortland, but also the common origins from Kremor
The languages of Men are even more different and bloodlines.
numerous, as different and numerous as Trudvang’s It is worth remembering here that Trudvang is a vast,
peoples. One of the earliest tongues definitively was enormous world, and all the above-described languages

41
should be considered more like “language groups”, Ancient Rona, spoken at the time of Siro Werte. Even so,
than tongues which are perfectly homogeneous all Rona speakers will understand each other, as well as
everywhere. The Vrok spoken in Wildland will recognize the specific differences.
contain Agroth-derived words which may sound like Furthermore, there are even rarer, more obscure
Wild Vrok, while the Vrok spoken in Dranvelt will languages. One of them is “Estiatic,” a learned language
certainly have more Rona-imported terms. Even developed by the wisemen of old times, as they were taught
so, both Vrok speakers would almost perfectly the old Elven lore and tried to adapt it to their own Human
understand each other, even if regional variability ways of thinking. There is also the “Fjettirspá,” an advanced
will be clear to both. The same is true for the and poetic version of Vrok, used for Gerbanian holy books,
archaic tongue spoken in today’s Throneland or albeit written in common Vrok runes. Finally, in a few and
the Rona spoken in the royal court of Majnjord, very remote corners of Trudvang, it is possible to find small
certainly richer in Elven and Old Thronelandic enclaves speaking very ancient tongues, unrelated to any of
words, than the Rona spoken in Whistergalp, the above-mentioned idioms, like the exotic and mysterious
Silvtronder or Viranno, which is more like the tongue of the Joarings of Dain. Nobody knows where those
very rare languages and cultures came from, but they may
well be relics of old times, before the Ancient Vrok-speaking
heathens spread throughout Trudvang, making the world
become what is today.

MITTLAND
Mittland is, above all else, a land of great heroes and
mighty deeds, a place sprung from legend and myth
where plains of high grass spread out as far as the
eye can see, upon which wild horses roam, majestic
and free. Gryphons soar above mighty mountain
peaks that cut open the red sun in the sky as if it
were an open wound. Rapids thunder forth and
grow ever wider as they slither across and around
the hills and cairns that stand testimony to the lost
warriors and kings of old that all Mittlanders seek to
join in glory. Mittland is a place almost frozen in time,
greater and wider than any other realm in Trudvang. A
place where danger is as connected with death as
it is with the chance for glory and great deeds. A
place where skalds record and immortalize the
people who lead their lives by the sword in
search of the moment where all will be counted and
they will go down in history for what they have done. It
is an awe-inspiring place unlike any other, savage and
civil all at once, caught between the Stormlands and
the Westmark, not only geographically, but also in spirit.
To the east, the faith in the Eald Tradition is strong, but
from the west the influence of the Westmark and the One
god Gave grows ever stronger. Just as religion unites the
Stormlands, it divides Mittland.
Mittland is also very fertile, considered to be the
greatest farmland in all of Trudvang. Wheat and rye
and a man’s harvest will determine his riches, and the
greatest families and clans are often made by the land

44
that they own and farm. So even though Mittland is iconic grow up listening to the stories, like those of the Exiled
in its tradition of heroes and legends, its true power lies Prince Halawén Longlife, the first Ealdfolk Malhewen
within the earth, and sets it apart from other lands as a Trollseeker, the mythic of the First King Majne, Jowja the
place of prosperity and great fertility. Wurm-Killer of Bydland, and Adarik the Conqueror of
But even so, the Mittlander is defined by battle. Here, Arji. Bravery in one’s heart is the greatest trait that one
all men and women are created equal under the sun as can possess, and lone warriors and heroes often have
long as they can wield a weapon and use it to strike down more power and respect than kings and lords that hold
their enemies. Courage and bravery are considered to be great riches. The old hero kings who lived their lives by
traits that all great Mittlanders must possess, and death the sword before they rose to power are truly respected.
by old age or sickness is considered a great dishonor. One will often hear in the songs of the skalds that a battle
This is perhaps why most Mittlanders welcome death was won by a single hero or a beast was slain by a lone
in battle gladly, as it might be their chance to claim a warrior. The greatest wish of a warrior from Mittland
glorious end. This has led many Mittlanders to use their is to have a song or tale written about their deeds. To
shields to deal blows instead of parrying them. reach such status is the ultimate proof that you will live
However, no death is worth much unless a skald on forever.
or skwilde sings of it. The skalds are as revered as Not only are heroes revered within the Eald Tradition,
dimwalkers (the most common name for holy men among but so too are the weapons and objects they wield. They
all the peoples of Trudvang) might be in other cultures, as are inscribed, decorated, and given names and legends of
they hold power over people’s destinies. Legends told by their own. Items are often passed down from generation
skalds have come to define Mittland and its people, as to generation, and continue the legacy of a family or clan.
many religions, gods, and systems of belief have sprung It is not uncommon that such a weapon or object will
from them. In this fashion, most things are legendary and become more famous than the hero who wields it. People
mythological in Mittland. Beasts, people, objects, and who set out to make names for themselves as heroes of
poems all hold power and legacy. Mittland often seek such items.
Eald Followers are not organized in a uniform, well-
THE EALD TRADITION organized church like the Tenets of Nid, and its structure
The Eald Tradition is a complex belief system that is almost non-existant, being even looser than what
still rules over the eastern parts of Mittland, while the Gerbanis has. Furthermore, the dividing line between
western parts (and Dranvelt in the east) are slowly but secular lords, heroes, and dimwalkers is more blurred
surely being converted to the Tenets of Nid. The rituals, than in other lands, since heroic kings and chieftains
culture, and so much of what Eald followers believe may have a role unknown in other religions.
and practice have their origins in what Malhewen Even the terms used for describing holy persons
Trollseeker and his Ealdfolk established in Majnjord. among the Eald Followers are various. The word “Bruid”
However, that belief system succeeded in spreading over is the term most commonly used for dimwalkers, but they
Mittland, since its roots were much older than the Age of are more “heroes to be” than formalized priestly figures,
Prophets. The Eald Tradition syncretized ideas hailing as in the Tenets of Nid and Gerbanis. There are also
from both Thronelander culture and the numerous spirit- the “Lairds” which are often clan and village chieftains,
worshipping cults which were spread over hills, forests, and the “Malhewens” (called after the ancient hero) are
and plains, on all sides of the Great Iron Tooth since heroes who wander for a higher purpose or to fulfill an
the time when men first appeared in the area, during important oath. Bruids which are nearer to the Flowras
the late Age of the Jarnwurm. What started as a simple take other names (like Curadd, Rigfhennid, and Teyrn)
worship of Whote has developed into a pattern of myths but these are rare these days, and the rarest of all is the
and customs that are deeply connected with nature and “Ardirgh,” a hero so beloved by the Flowras that he must
the four seasons. The Eald Tradition has evolved into not obey any earthly king.
the worship of great deeds and battle due to the hostile The Eald Tradition recognizes the existence of old
climate of Mittland. Gryphons soar high in the sky, gods, but the vast majority of those ancient beings
lindwurms lurk in the marshes, and thorn beasts come are nowadays mostly too far from men to be properly
down from the mountains to swallow people whole. understood. As a consequence, the Ealdfolk religion is
The Eald Tradition is centered around reverence of more based on the worship of dead heroes and of the
heroes and their accomplishments. All Mittlanders nature spirits known as “Flowras” or “Creatures born

45
in flowers.” Some say that there are countless Flowras, guardian. He takes the shape of a great wight, with a
but five of them are major and most popular: Nyneveh cuirass of skulls and a huge axe, or as a black lindwurm
the Mistress of Lakes, Thanja the Lady of Forests, Magh that lurks in the shadows. In the mists between Othwa
the Spinner of Fate, Nema the Wind of the Plains, and and Trudvang, he stands watch. He enters Trudvang only
Morgu, the terrifying Queen of the Battlefields. to retrieve the ones who have left Othwa, for no one has
Eald Followers also practice archaic rituals unknown that right. He is the great warrior who will meet the fallen
elsewhere, like the veneration of lindwurms. They both and judge them at the gates of Othwa. He is both feared
offer victims to these dragons and hunt them, when and respected.
needed. As bearers of both fortune and disasters,
lindwurms are an essential part of Ealdfolk culture, as Shurd
they are linked with many stories of heroes. If Whote is the protector and guardian of Humans, his
Some of the most prominent and renowned beings son Shurd is their greatest enemy. Shurd is a dark lord
within the Eald Tradition’s mythology are Whote the and master of great beasts such as dragons. He battled
restless wanderer, Othwolk the guardian of Othwa, and the gods in the Age of Dreams and he later forged
Shurd the lord of darkness and dragons. bindings of shadow to shackle Humankind. He loathes
all that is synonymous with light and life, and always
Whote seeks to thwart the prosperity of the world. Only dark
The most famous of the old gods, the great wanderer, and obscure cults dare worship Shurd today, as he is
maker of the ancient tree Yggdhraasil, and the father of shunned by most people.
all mankind, Whote was the one who would not sit and
hearken but instead abandoned the other gods and spirits, THE MITTLANDERS’ TERRITORIES
and with his ravens and great spear wandered out into the This is a wide, ancient land, divided into countries and
world to experience it for himself. He is often depicted as territories by nature and beliefs. An ancestral tradition
a huge man even though Mittlanders seldom pray to or of “Ring-Breakers” (an old title for Kings) rules the
worship him directly. He loves Humans most, as they region, but the heart of Mittland is now disputed by
are his creation, and he often concerns himself with opposing cultures.
their business, which he learns a great deal about
through his raven messengers. Majnjord
This country’s once larger borders are now
Othwolk confined between the fierce Ravelsford river, to
Othwa is the realm of heroes and the kingdom the Troll-infested Valkarook
of the fallen, and Othwolk is its undefeated forest and the mystic
Meawar woodland in the north-east. Majnjord takes its The “Broad Spear People” or “Arji” are the main
name from the main city, the capitol of the mightiest population. They were Kremors led by Ardarik the
realm in Trudvang, where Kings of the legendary Kulhjan Conqueror and who, mixing with Ealdfolk, stole the best
line still rule. This is the center of Ealdfolk culture and lands from the forest. The Hrejds were originally Kremors
religion, where heroes and skalds are held in high too but, after mixing with Hanirs, Okis, and Ealdfolk,
esteem. The current Great King, Aothwéin Kulhjan, is they adopted a semi-nomadic lifestyle. There are also the
almost 70 years old, but still controls with a firm hand Rippers, pure-blooded Kremors, always prone to revolt.
all the warlords of Majnjord: the six Speargothis and all People in Arji are mostly Eald Followers, although
the lesser Fieldgothis and Bladegothis. This is a land followers of the ancient Fjatterlaran heresy (mixing the
of fortresses and cities, and they all obey the throne of cults of Whote and Gave) can still be found here. Arji is,
Majnjord. in fact, a mostly isolated land, as all trade passes only
The venerable King never abandoned the old faith of through Hverd, a strange mix between a huge market and
Whote and the Flowras, but he understands that his an occasional settlement, where wagons and tents are
country is slowly transforming. About four out of ten always moving and changing.
Majnjordians have converted to the Tenets of Nid, as the
Kulhjan kings have never been repressive towards this Dranvelt
western influence. The Tenets of Nid is strong among the inhabitants of
Dranvelt’s coastline, where the faith was brought by the
Bydland mighty Belo Seoth. This is especially true in Ildebaad,
This land is pure wilderness: vast grass-covered plains, the seat of the most powerful King in Dranvelt. The
occasional tree scrubs, lakes, and the “Havansridge”, current king, Lyd the Great, is the only Vrok-speaking
a series of hills and eskers, forming like waves over monarch in the east to follow the Tenets of Nid, therefore
the incredibly fertile “sea” of land. The Bydlanders, the Ovus has a special relationship with him. Dranvelt
mostly descending from the Okis, believe their country has its share of minor kings and horse-riding nobles, all
to belong to the Flowra named “Nema”, and they never subjugated to the King of Ildebaad, who nominally rules
surrendered to the Tenets of Nid. The horse is important everyone from his city to the border town of Ysholt, on
for the Bydlanders, as they mostly live as nomads in their the Darkwoods’ limits.
lands. There are only two cities here, Outwind and Blodt, The ancient Eald Tradition has not completely
founded on the bones of Bloodfang, the white wurm killed abandoned Dranvelt, on the contrary, it is still quite strong
by Jowja. Today, Blodt is a multi-cultural city, sited along in the countryside, especially among the highlander clans
an important trade route from Soj to eastern Mittland, of Hoglaland. These fierce warriors consider themselves
and it is visited by Virann and Stormlander merchants independent from Ildebaad.
alike. A few Stormlander merchants of the Storm Hansa also
inhabit the southern coastline, having fortified the small
Dragon Forest harbor of Runbelt. The hinterland here is dominated by
This ancient forest, once called Lothlinke by the Elves, the Hornwife Forest, a wild woodland infested by Trolls
is a place of many mysteries. The ancient Elven kingdom and, according to some, even a Spider God.
of Tusilletalava once was here, but it was destroyed by
dragon fire aeons ago. Humans fear wandering the area, Fylges
as they believe there is a gate to Othwa, somewhere in This land of steppe and lush plains, sometimes called
the mists among the trees. The failure of the Sixth Blood “Fair Fylges”, was once the core of the empire of the
Crusade in this forest just reinforced the superstition. horse-riding Hanirs, a people open to dialogue and
external influences, just as their land was. Enclosed by
Arji the Ymergate and Gunnra Mountains, at whose feet dark
The independent farmers of Arji are organized in forests prosper, Fylges has always been the first natural
“Grofanns”, groups linked by common ancestors, all raiding target for the Wildfolk of Sylvan. The Bults in
competing for land ownership. All disputes are settled fact, have tried to conquer this country and its rich salt
by the “Kralj”, who is not a king, but rather a judge who mines for ages. It was during one of those invasions that
summons a council in Isenbrant every year. The current the Majnjordian horsemen came to help and remained,
Kralj is Hengest II Bokrallas. intermarrying with the locals. The Eald Tradition is still

47
48
strong here, as nobody cares about Nidhist missionaries. Dwarves have been here for so very long, some people
Fylges is not a unified nation, but it is divided into tribes, even say longer than the Elves. It is said and sung that
clans, and city-states, ruled by a loose collection of petty the Dwarves came from the sparks that were emitted
local kings and trading families. They all meet at the when the shaper Borjorn struck his mighty anvil with his
“Fylgeting”, where descendants of Hanirs, Okis, and hammer and created the world. When these sparks hit
Ealdfolk all gather once every three years in Hwut. This the ground, they took the shapes of worms that slithered
is the only major town in the country, ruled by traders about and hid beneath rock and stone. Borjorn noticed
of Hanir blood and it rests atop a system of shiny caves the sparks and was fascinated by their transformation.
rich in “white gold”: the salt which has attracted so many He started to shape the worms and bestow them with a
invaders throughout the centuries. consciousness, the power to craft, and strong and sturdy
souls. Ever since that moment when the worms became
Runewiik what we today call Dwarves, there have been three types
This is a land of fortified farms and very few towns. The in Trudvang: the Buratja, the Borjornikka (Gray Dwarves),
peoples are organized around the concept of “Hilkaar”, a and the Zvorda (Troll Dwarves).
collection of small farms spread over the same landscape Today the Dwarves live in the underbelly of the world
and controlling the same countryside, all obeying a known as Muspelheim, maintaining unchanged their
chieftain or council of elders. Vast tracts of lands are ancient traditions under the rulership of Thunes and
uninhabited, or were wasted by centuries of warfare Storthunes, their equivalents of jarls and Great Kings.
and pillage. Due to its position, as a crossroads between They keep to themselves and hammer away by their
Mittland and Westmark, the plains of Runewiik have burning logi furnaces, forging things of such might and
witnessed countless battles, including the most famous beauty that ordinary folk cannot fathom the craftsmanship.
one, the Battle of the Five Spears. But the Dwarves, however stubborn, have no choice but to
The Tenets of Nid has a firm hold on the country, as only communicate with the outside world, and it is most often
a quarter of the inhabitants are Eald Followers, and they
are mostly clustered in the wildest north-eastern part of
the country.
Hrisej is the largest settlement in Runewiik,
although most of it is in ruins, having been
pillaged countless times. Its “Queen”
or “Tiskla” is traditionally advised by
Nidhist clergy, and she is considered
to be the main ruler in Runewiik,
although her power is in reality pretty
feeble outside Hrisej.

MUSPELHEIM
In the wild Nhoordland there is only
one people who embrace a certain level
of ­civilization: the Dwarves of Tvologoya
in the realm of Muspelheim. They are
steadfast and durable, like the mountains
they live under. They do not allow themselves
to be bothered or moved by arbitrary things
and events, standing where they always have
unlike the Humans that wage war or emigrate
for even the smallest reason. The sons of soot
and stone value that which is lasting, that which
remains, and those things that are as they always have
been, like the mountains. This is perhaps because the

49
the Borjornikka that deal with traders of the southern may have to do with the fact that, until the Age of the Iron
Stormlands or the parts of Mittland that exist in the Dragon, the Zvorda were few in number and were very
shadow of the Great Iron Tooth. lonely folk.
The Buratja keep to themselves and labor by the
lava rivers of the deep chasms. They do not seek to THUULDOM
communicate with or understand others, and are perfectly The Dwarves of Muspelheim worship the Mountain itself.
happy to simply do that which they do best: craft. They They believe in the stone, in its inner workings and the
spend so much time by the anvil and the logi furnaces that precious metals within. Holy Dwarves are known as rune
their very skin has evolved to withstand their heat. The smiths, or Thuuls. They are the ones who hold sway
Buratja are the greatest crafters of all the Dwarves. over the mountain and the art of shaping it into things so
The Zvorda Dwarves are sometimes called Troll Dwarves precious and near-divine that not a living soul in Trudvang
by common folk. This is because of their immense size could hope to mimic them. Thuuls have learned the
and strength and their more brutish appearance. These secret ways to study and refine the mountain and its raw
Dwarves often labor as warriors, masons, or tunnel materials. This art is worshipped by all Dwarves. The rune
diggers, and lead lives of great unrest and weariness. This smiths can spend days, weeks, and even years finding the

50
perfect materials and components for their divine craft. The Mountain
It is as if they seek precious stones and metals that were If there is one thing that is holy to the Dwarves, it is the
made by Borjorn himself for the sole purpose of being Mountain itself. It is their home and the place from which
used by the Thuuls. they draw their power. Their entire culture is centered
This is by far the most important mission that the around the Mountain and the stone that makes up its
Thuuls have in the everyday lives of Dwarves. Certain shape. Therefore, the Mountain is revered more than
minerals, gems, and ores have a single purpose. Some anything else in Dwarven culture.
are meant for weapons, and others for armor, houses, When Dwarves speak about the “Mountain”, they may
or tools. Not until a Thuul receives a vision of what a refer to a specific Mountain or to the wider supreme
certain piece of rock should be used for can it be worked spirit dominating the whole of Muspelheim, or to the
by other Dwarves. Such destinies can be as mighty idealized concept of a Mountain or, maybe, to all these
as being the jewel in a king’s crown or as humble as things together. Elves and Humans never understand,
being a step in a stairwell. It is the “Kutjatti”, the Will but Dwarves do not see contradictions in using the word
of the Mountain. When a Thuul receives such a vision, in such a way. The Mountan is all those things and even
they place a rune upon that rock, and its purpose is more. Nothing in the world makes sense for the Dwarves,
then known to all. Some parts of the Mountain remain if not seen and analyzed in comparison to the Mountain
unmarked for long periods of time, sometimes entire and its Will, the Kutjatti.
ages. These mineral deposits and their purposes are In a world where nothing can be trusted, where the
unclear to the Thuuls, and thus remain untouched. The ancient gods cannot be approached due to ancestral
Dwarves have deep respect for such deposits, fearing superstitions, where everything continuously changes, the
what slumbering power resides within, and avoid them Mountain remains the most comfortable ideal for Dwarves
until they are marked by a Thuul. The Dwarves do not to trust in.
know what events might be set in motion or what forces
might be called upon if they were to dare tinker with THE DWARVES’ REALMS
such a rock. Therefore, entire cities can be constructed Muspelheim is an enormous underground world,
around a single block of stone or a deposit of minerals encompassing the whole of Trudvang. During the past
that has no known destiny millennia the Dwarves have established countless
Dwarves know the names of many mysterious gods, like colonies and it is impossible to list them all. What follows
Yukk the Snake, the fire-eyed Gutka, Brokk the Skillful is a list of the main Dwarven Kingdoms known by men,
and Pezka the Dark. However, they also avoid naming using Human names, while the Dwarven names are given
them, treating such entities only with superstition, always in brackets.
fearing their wrath. Only the Runes and the Will of the
Mountain help Dwarves make sense of the world, anything Trilheim (Tvologoya)
else is just worthless. The most ancient and greatest of the Dwarven realms
spans countless miles under the Great Iron Tooth.
Borjorn Nobody really knows how large Trilheim is or how deep
The great maker and shaper, Borjorn is believed to the Dwarves have really dug after so many millennia,
have created the Dwarves and perhaps even the very since this underground empire is more a collection
mountains themselves. When he struck his great anvil of countless subterranean regions, rather than one
with his mighty hammer, sparks erupted. From those single, continuous place. Furthermore, Trilheim is
sparks, worms appeared and crawled around at his feet. nowadays a fractured realm, as the Great Storthune,
The worms slithered away to dig nests and homes under the Borjornikka Dwarf called Syloga Sosyra, Blood of
the rock. Borjorn quickly grew fond of the worms, as he Adakk, who got the title by force and treachery, has
did with all his creations. He saw that they loved the rock, not managed to be recognized as the single, legitimate
the soot, and the Mountain, and that they seemed to have authority.
a connection with these things. He gave them souls and The upper levels, known a “Gydanski”, are filled
hearts of their own, and the power to shape the rock that with mines, border settlements, and Troll-infested
they loved so much. He also gave to them the kingdom of areas. The middle levels, or “Tvolgorad”, is where the
Muspelheim, where the Dwarves now dwell, deep in the great city of Novskorsk rests, the traditional center of
underbelly of the world. power, where the Great Thune sits on his throne in the

51
magnificent Chambers of Norg. The lowermost levels, cannot last forever in this world, as almost half a
or “Nifulong”, are inhabited mostly by the Buratja millennium ago the southern half of Glitthamn was
smiths who have dared to build their fortified colonies conquered by Borsjev, or “Bloodmaw” (as Humans call
in the vastness of these dark and mysterious caverns, it), the largest Jarnwurn seen since ancestral times. The
where spirits and beings older than Trudvang itself Dwarves still dream of retaking what has been taken
wander. from them, but no new army has dared attacking the
dragon for a long time.
The Ymergate Mountains (Brokmuskrym)
This once mighty realm is now divided among at least Graydeep (Grunkovorda)
seven major Thunes and countless lesser leaders, Located in the wild Trollridge Mountains, this ancient
of both Borjornikka and Buratja breed. Civil war and and once powerful realm of the Borjornikka Dwarves
competition are now constant, as they all dream of being is now divided into five different, separate holdings,
recognized as the sole heir of Grigorg Brokmusk, the without a single central authority. Graydeep was once
mythic first Great Thune of this realm. Dwarven seers the main rival of Trilheim, but centuries of warfare over
known as “Eigle Thuuls” have all had discordant visions the depleting Mitraka veins have destroyed that unity.
about what to do. Something unnatural and dark rests Nowadays, Thunes rarely fight, but their separated
in the depths on this kingdom and, even if nobody has realms are divided by miles and miles of underground
ever seen it, it may be the supernatural source of so tunnels, ancient holdings filled with treasures and,
much strife. unfortunately, Troll tribes which are very numerous in
these mountains and which have conquered some parts
Djutt Mountains (Dalmtatzba) of the kingdom. Stormlanders covet the marvelous items
This once important kingdom is almost completely crafted by Dwarves here, but only very few of them are
destroyed, as sea waters invaded its tunnels. Daalheimers traded, and then for a very steep price.
almost ignore that a few Dwarves still live here, as Dwarves
have always avoided them. Sootbrand (Muspelgnist)
The only fully-Buratja Dwarven kingdom is sited on the
Gunnra Mountains (Dorg Gromitza) north-east of Trudvang, hidden somewhere between
The “Realm of the Five Halls” exists in a perpetual state the Great Iron Mountains and western Wildland.
of warfare against the Trolls which have invaded its lands. A Master Smelter, Beldor Blood of Angor, and not
Three cities have been lost centuries ago and, since that a Great Thune, rules this proud kingdom, whose
time, Dwarves have been waging an eternal war against entrance is forbidden to all strangers, especially if they
the invaders. are Humans. The Buratja here are masters in Mitraka-
crafting and have built their holdings on the ruins of a
Erzmir much older Dwarven kingdom, the legendary Sparklur
This is a huge chasm opening in the plains of Sylvan. The (Lovlinjikka), whose deep halls were sealed with
Wildfolk fear approaching it, even if the know the area to powerful runes, after the invasion by the mighty wurm
be rich. Borjornikka Dwarves have built a vertical kingdom called Unghorvin. The blood and the ambitions of
on the chasm’s walls, and their main products are coal and Saukka the Conqueror run deep through the Buratja’s
possibly the most beautiful gems in Trudvang. veins here, and sooner or later vengeance will be
brought upon the Wildlanders who dared to resist the
Glitthamn (Glitzmakulji) Dwarves, so many centuries ago.
Today’s second-mightiest Dwarven kingdom in
Muspelheim lies in the middle of Fjaldgand Ridge. Thoordunn
It was founded millennia ago by exiled Borjornikka This unified kingdom of Borjornikka and Buratja, located
Dwarves of the Blood of Trodnikk, who were destined between Whistergalp and Thoorkaal, has been almost
to die in the Endless Dark Chasms. On the contrary destroyed by a catastrophe a few centuries ago, when
they prospered, causing wrath and envy in Trilheim, and poisonous gases infiltrated the tunnels. From that time,
conquered the greatest natural deposits of “Glitzaljas”, the Dwarves have lived mostly on the Mountain’s surface,
magical crystals which emit light, and which are traded and have tried to recover and protect what they could of
everywhere in the underground world. Happiness their lost treasures.

52
NHOORDLAND beasts. Tvologoya or Trilheim is the kingdom beneath the
mountains in Muspelheim, where the Dwarves of soot
Nhoordland is untamed wilderness. Its main feature and stone dwell.
is the Great Iron Mountains, or “Jarngand”: it is the The Wildfolk are a barbaric and untamed people
greatest landscape in the far north, and stretches from that live all across Nhoordland and beyond in the
the shorelines of the west to the cold forests of the east. wildest corners of this world, from the deep forests and
In its midst sits the mountain range of the Great Iron inaccessible mountains of the Stormlands to the coasts
Tooth (or “Jarngandskilen”) that splits the land in half of Sylvan and the war-ravaged land of Thoorkal in the
like a great tooth, its peaks so high and inaccessible west. They are often viewed as unsavory characters,
that not even the greatest Giants or well-traveled
Dwarves have managed to tame or master them. Like
a great wall, the range stretches across all of Trudvang,
and protects the world from the dark forces of the
unexplored north.
Nhoordland is home to the legendary and mythological
forest of Darkwood, which is known far and wide as a
dangerous and treacherous place. Under the cover of
its gnarly and twisted branches, tribes of Trolls and
wurm-like dragons keep secrets untold, unfathomable
to Humans and Dwarves. A few fierce and independent
tribes of the Korpikalli Elves live here, separated from
any contact with the civilized settlements of the southern
coasts.
The Great White (also known as “Isvidda” or the “Great
Ice Plains") is also considered part of Nhoordland,
a region of icy plains where no Human, Dwarf, or Elf
dwells, or at least this is what most people in Trudvang
believe. Here the land is so cold, dark, and ancient that
it is nearly uninhabitable. The snow lies so deep and
cold that most people cannot summon the strength to
travel through it. The barrier made by the mountains
reaches so high and are so ice-clad that no explorer
could hope to climb them. Many a brave adventurer lies
buried beneath the ice and snow, slain not by foe but by
weather. Here the great frost giants, the Hrimtursirs,
roam the landscape and build great castles of ice.
Here the wind bites the skin like a thousand icy
daggers and moves great mounds of snow with
such fury that some say Stormi himself seeks to
subdue the landscape. The Great White is the
true domain of the wild.
Nhoordland is so vast that many people and
creatures call it home, including dragons,
Wildfolk, Trolls, and many others. But
when people talk about Nhoordland,
most speak of two kingdoms: one
above ground and one below. Arkland
is the name of the kingdom in
western Jarngand, where the wild
Arks roam with their horrid thorn

53
with a nature more like that of beasts than of Humans. Gellti
They view themselves differently, and call themselves One can say that the goddess Gellti is the aspect of life for
“Hwelpor,” or the Wildborn. Comprised of smaller groups those who follow the dark traditions of Haminges. She is
and peoples connected by their savage way of life and the great devourer and the dark mother. Gellti both gives
culture, they include tribes like the Amurs, the Bults, the life and takes it away, as she eats from the corpses of the
Kandovs, and the Arks. dead and then gives birth to new life from her womb. She
Wildfolk live in hidden places that others find hard is heavily connected with the earth and all that grows,
to access. They dwell in deep forests, high up in the but also that which withers and fades away. Sometimes
mountains, and in abandoned hillforts and cairns far from female dimwalkers take the title of “Gellti” if their fertility
the watching eyes of others. Their way of life is barbaric and dark aspects give them authority.
and primitive, and they value strength and conflict as the
only true meaning in life. Most Wildfolk live like nomads, Vigan
moving from place to place without settling for too long The leader and destroyer. Vigan is often depicted as a
in any one spot. They are also held together by Haminges, great Giant wearing a bone mask, and those who wish
the dark faith. for power in battle or victory often make sacrifices to him.
His great strength comes from his size and brawn, but
HAMINGES primarily from the wailing souls he gathers and consumes
Haminges is the dark and barbaric faith practiced by the as he treks across Trudvang. Violent dimwalker chieftains
Wildfolk and the Trolls of Nhoordland. The backbone of sometimes assume the title of “Vigan”, and are often
the religion is simple: strength. Followers believe that masters of warfare.
the soul has power, and that within every living creature
resides its strength and might. They believe that this Mastru
soul can be controlled and whipped into submission The master of lies and deception. The Great Deceiver.
and, in the end, consumed. When you kill a body in Mastru is an untrustworthy god, poorly thought of and
which a soul resides, that soul and all its power will be often depicted as a slender and crooked man with a ram’s
transferred to the one that struck the killing blow. head. He holds the power of falsehood and truth, and
Those who practice Haminges worship violence, since no one can truly know the ways of Mastru or how he
battle, bloodlust, death, and chaos. To be strong and wills things, no one trusts him. However, it is impossible
hold command over others are awe-inspiring traits to ignore him since he holds sway over luck, and those
in the religion. The Wildfolk and Trolls that follow who cast him aside often find their luck failing them.
Haminges have started many a war and slain many foes dimwalkers who assume the role of trickster in a tribe
in the belief that by doing so they grow stronger. This is sometimes assume the title of “Mastru”.
also why many Wildfolk, Trolls, barbarians, and other
evil creatures don the skulls and remains of their slain THE WILDFOLKS’ LANDS
foes, not only to display their power but also to enhance The fierce bearers of Wildfolk culture are spread
it. Because of this, Haminges is often connected with throughout Trudvang, mostly inhabiting border areas
cannibalism. avoided by civilized people, living a violent and savage
The practitioners of Hamingers completely lack any life which is a relic of long-gone times, when Humans
resemblance to a formalized, hierarchical religious were more like ferocious beasts, surviving amidst an
structure, as their dark religion is directly connected to unforgiving nature.
the tribal and primitive ways of life of Wildfolk. Shamans
can be known by many obscure names (e.g. arkoja, Arkland
honnajorl, thowatz) which all mean the same, “Coercer The North-Western side of the Great Iron Tooth is the
of Spirits”. The difference between religious and secular home of the savage Arks, whose feral culture is spread
authorities is often blurred, if it exists at all, since many among the mountains and deep valleys. The bloodthirsty
dimwalkers become chieftains using their roles in the Arks are born to fight and kill, as they live and die only for
Dark Faith, claiming a commonality of identity with a waging wars. Due to their cruel fame, they are often hired
specific dark god. by unscrupulous warlords as mercenaries, albeit their
The most prominent gods in Haminges are Gellti the ferocity and untrustworthiness are well known. Arkland
Dark Mother, Vigan the Giant, and Mastru the Deceiver. is not a united country, as their tribes are divided among

54
different leaders, called Bloodsworn and Warsworn. Their
tribal economy is based upon slaves taken as captives from
other nations, and they use them to harvest and treat the
Thornroot, an intoxicating drug on which Ark culture
is based. The Arks are also known to breed and
ride the flying animals known as Thorn Beasts,
whose ferocity is feared everywhere in Trudvang.

Fjaaal
The Amurs live in the barren north-west,
among cold plains and grim forests, said to
be inhabited by demons. Orally-transmitted
myths suggest that the Amurs’ ancestors
once lived a more civilized lifestyle,
before the great city of Amur
was razed to the ground by
Hrimtursirs from the Great
Ice Plains, about 2,000
years ago. Constantly at
war against countless
Troll tribes, the Amurs
are ruled by warriors
called “Enhärjare”
or “Einharjis”. The
strongest among
them ride tamed Garms,
wear bear pelts, and
display gruesome body
parts as trophies from
tortured enemies. The
town of Amurir (also known
as Stormihafn) is inhabited by
Stormlander colonists who came
here 500 years ago. Due to their influence,
many Amurs have been converted to a dark
version of Gerbanis, worshipping the Gods
of Chaos. The Amurs have good relationships
with the Dwarves of Glitthamn, as they
produce coal for them.

Thoorkaal
This volcanic country is an incredibly
dangerous place to live, having been shaped
so, according to local lore, by the wrath of
Ygghala, worshipped by the locals as the Fire
Lady of Logi, Muspeljotuns, and Logiwurms.
Earthquakes are common here, while the
vegetation is sparse and poisonous, except
for those animals and men who were bred
in Thoorkaal. The only river here is Ygghal’s

55
Tongue, whose waters are warm, due to geothermic the mythic hero called Hrong the Great and a huge female
phenomena. Many Troll tribes wander its banks, while bear known as Raak. Sylvan is a barren, rocky land, framed
giant snakes swim through its perillous waters, which by the Dragon Forest and the stormy seas. Furthermore,
can be crossed only by using bridges. Only the beautiful even if the muddy waters of the Blaack River host a
Orkhelm forest seems to have been spared by Thoorkaal’s variety of fishes, most of them are not very nutritious. This
curse, although this may be due to the presence of Elves economic paucity is the reason why Bults have invaded
and Yggdras. their neighbours countless times throughout the millennia,
The wild men who live in this country, the Thoorkaals, always attempting to expand their holdings to find access to
paint their dark-skinned bodies with ashes and charcoal new resources. These bloodthirsty Bult armies are feared,
while they dye their spiked hair red. The Fire Priestesses, as their invading forces may go without sleeping for many
the “Orla”, lead these bloodthirsty nomads, who have nights, due to the heavy consumption of the Tunglis drug.
always been incredibly resistant to any attempt by Nidhist Bults have honed their skill at warfare so much that
missionaries to convert them. Only the vitner-cursed ruins even Virann knights or Stormlander Berserkers have
of Goldum, illuminated by an eteneral flame at their middle, occasionally come here to learn or refine their fighting arts.
attest that civilized lifestyles were once known even here. Bults are not ship-borne people, but they have built a small
harbor town in Vodd, where Stormlander shipwrights are
Visenthia hired to build the best vessels, used by the Bults to sack
Many rivers cross this land, like the Vittna River in the Daalheim or Dranvelt. Sylvan is not a unified country,
west, and the long, elaborate water courses which spread being divided into three smaller kingdoms whose borders
out from the end of the great Ravelsford, forming an continuosly shift, as the constant wars evolve.
incredibly vast delta here. The neverending swamps of
Visenthia are plagued by eternal mist and, according to SOJ
many, ancient dark vitner curses and demons. Many are
the stories about what the fog hides; ancient Dwarven It is known by all people on Trudvang that the Elves live
ruins, or even a place known as “Stongherd”, a gateway to on Soj, an archipelago far to the south in the stormy Althis
Dimhall, and the Ovus has proclaimed an edict, banning Ocean. They came from beyond the rim of Trudvang,
all the faithful from entering Visenthia. where everything is dark and cold and silent. Like spears
Only the Boglanders live here, a breed of incestuous of burning starlight, they blasted down upon the surface of
savages whose filthy huts are built on poles. Many scholars our world with their gods and makers, the Vanirs. When
consider Boglanders to be even more animalesque than the Elves and the Vanirs came to Trudvang, many things
other Wildfolk. Physical deformaties are common due to had already been shaped and crafted. But this new people
inbreeding, as well as a ”gift” for mastering Dark Vitner. of starlight came to grow and make many things of their
They do not follow Haminges, but an odd cult focused on own. They laid seeds in the earth that soon blossomed into
worshipping their ancestors’ bones and snakes. forests deep and enchanted, and thus, together with their
The Havma Forest has grown in the moist landscape. gods, they created much of the world that we know today,
Here one can find rare Trollbreeds, specially adapted to including their home of Soj. They made it into a place of
aquatic life. untamed nature unlike many other places in Trudvang.
The only port in Visenthia is the poor Daalheimer colony The stormy Althis Ocean smashes against great jagged
of Dalefish. sea rocks that rise so high that those who have never seen
The westernmost border of Visenthia has a few civilized them could not fathom their enormity. The forests are so
towns, like Peaceville and Visentine, mostly inhabited deep and the gnarly dwarf pines grow so tightly next to
by Westlanders with trading interests along the Vittna each other upon dark lyktgubbe moss that not even the
River. However, these settlements have recently declined most skilled adventurer can hope to traverse them without
in prosperity, due to the spreading of plagues and the risking becoming lost forever within.
numerous attacks by the Raubritters, evil outlaws from The land has been allowed to become like this since so
Whistergalp. few Humans have settled upon Soj. Apart from the island
of Daalheim (ruled by Stormlanders) and parts of Edras
Sylvan (settled by Thronelanders), Elves rule supreme on Soj.
The savage Bults of Sylvan are reputed to be the best They do not interfere with nature. They do not farm the
warriors in Trudvang. They claim to descend from both land or cut down trees to fuel furnaces. No, they live in

56
by dragonfire, and together they turned the tide and held back
the oncoming darkness. But so it was that one day the Elves
went to do battle, and the Vanirs did not join them. The Elves
were abandoned by their makers, and had to face their foes
alone. The Vanirs watched from afar as many Elves fell to
the fire of the dragons hiding in the shadows. And so, in the
end, the Elves paid a mighty price for their hard-won victory
against the dragons. When the Elves sought the Vanirs to
ask why they had turned their backs in their people’s hour
of need, the gods were not there anymore. The Vanirs had
left Trudvang and returned to the cold darkness whence
they came. Unable to follow their gods, the Elves could do
nothing but watch the stars grow ever smaller in the night
sky as the Vanir drifted farther and farther away.
And so the Elves were left to themselves. They wandered,
unsure what to do with themselves now that the Vanirs were
gone. Soon, they found that they were beginning
to grow old. Time had caught up to them,
for when the Vanirs left, they took
with them the Elves’ immortality. The
Elves began to die, as they had never
done before. Generation by generation,
their bloodline grew thinner and
thinner, and the lives of Elves
grew shorter and shorter. From
this almost cataclysmic change,
two groups began to take shape: the
bright Illmalaini and the dark Korpikalli. The
Star Elves and the Dark Elves. The two peoples
were divided in their view of the gods. The Dark Elves
cursed the Vanirs and raised their fists in anger toward
the makers that had left them, vowing never again
to acknowledge the gods or call upon them. The
Star Elves, however, sought to understand the gods
and why they left Trudvang. They view this time as a
trial that they are meant to overcome, so they must
persevere and not lose faith.
Illmalaini make up the majority of Elven kind in Soj
harmony with the land, and they do not stay in one place and very few of them wander across the southernmost,
very long to avoid harming the flora around them. Like warmer forests of Trudvang. On the other hand, Korpikalli
nomads, they move from place to place, always seeking to are more commonly found in the darkest forests of the
uphold the balance of nature. north, especialy the immense and dreaded Darkwoods,
To understand who the Elves are today, one must but they are also present in the Copperwoods, in the
understand their history and their relationship with their southern part of Ejdland.
gods, the Vanirs. For the times of prosperity and beauty There are myths about other, rare kinds of Elves
would not last for long on Soj. The wurms, dragons, came in Trudvang, like the mysterious “Talviakka” (the
from their blackened pits and spread their dark wings to take “Frozen Ones”) or the immortal Norim Elves, reputedly
Trudvang as their own realm of chaos. The Elves and the descendants of the “Nor’Imalein” or ”the First”, the closest
Vanirs rushed to defend their creation and defy the dragons. to the Vanir, but also of their descedants, the mortal Iron
The two battled side by side, the Vanirs seemingly unscathed Elves, of which even less is known. Scholars believe that

57
58
those ancient bloodlines, as well as many others, were Oskla
extinguished long ago during forgotten aeons, leaving only This is a sacred island, access is in fact strongly
the two most known kinds of Elves wandering the lands prohibited, as the Elves actively enforce this ban. It
of this world. was here that the Dwarven hero, Fudorov Skiljov, killed
Very few immortal Elves remain on Trudvang from an enormous Jarnwurm, only to be later killed by the
the time of the Vanirs, but they can be found, if only in Elves, triggering in this way a millennia-long enmity.
dreams and visions. They are the relics of an era which is Himmgrim, a vast dark forest made up of only dead
long gone, and whose perfection is bound not to return to and charred trees, lies in the northern part of Oskla.
Trudvang. According to the Elves, dragonfire has been in action
here. Nobody returns alive from these woods, as nobody
TOIKALOKKE knows what threat lies in its center. Daalheimers have
Toikalokke is the name for the divine practices learned by tried to build houses on this island, but their colony
Elven stargazers and priests (though the Elves call them failed and only ruins remain.
the “high gifts”, after the “high gods”). Those who master
these gifts are called Ihana. The Ihana decipher the stars Samia
with the help of their Star Harps, in an attempt to contact The largest of Soj’s islands hosts the last-surviving Elven
the departed gods, the Vanirs. By doing so, they learn the city from the Age of Stars: the holy Valkalainen, lying
ways of the gods, what trials they have placed upon the amidst the beautiful Valtoris forest. Valkalainen is a city
Elves, and how the Elves might again walk in their bright like no other in Trudvang, as the houses are built hanging
starlight. Some Elves decipher the stars to understand from trees and are connected by bridges.
current events, to draw power, to gain advice on what to Samia is the first place seen by the Vanirs and Elves
do next, or simply to meditate and calm their senses. when they arrived in Trudvang, and also the site of
the first battles against the logiwurms. The land is
The Vanirs and the Stars filled with beautiful natural sites, sacred springs are
When the Elves arrived in Trudvang, they shot down upon everywhere. Trees here are taller and more majestic
its surface like great spears of starlight with their gods and than anywhere else, while flowers are more beautiful
shepherds, the Vanirs. Together the Elves and the Vanirs and the soil is more fertile. A Few Trolls are reputed
made many a thing of great beauty and magnificence, and to live in the Poyotta Mountains, albeit more peaceful
they brought into existence deep forests, roaring rapids, and and friendly by Troll standards. Hunting grounds are
chirping birdsong. But when the Elves’ hour of need came, indredibly rich, and the Elves enjoy them. Everything
when dragons of soot and fire marched out from their deep is perfect in Samia, as if it came out of a dream, almost
pits to do battle, the Vanirs were not there. The Elves had to always reflecting the happiness which was experienced
endure this great war alone, and even though they stood as during the early Age of Dreams.
victors when the end came, they paid a mighty price. Alone There are a few isolated ruins of old human settlemens,
and confused, the Elves wandered the surface of Trudvang. built by Thronelanders and others, but they are all
Some shunned the Vanirs and turned to the deep forests, deserted these days, as their human inhabitants died
but others wanted to understand the gods. long ago.
The Elves believe that the stars that shine upon the
night sky are in fact signs of the Vanirs, drifting in the void. Edras
The ones who seek to decipher the patterns of the stars The Thronelanders of old times founded two towns
to understand the Vanir are called Ihana. By using their here, Edron and Ywol, receiving land from the Elves, and
star harps, they can know if the gods are coming closer they are still ruled nowadays by Thronelandic laws and
or drifting farther away, and perhaps what their intent is. traditions. Thronelanders and Elves have been living
together in harmony here for centuries. The Pohanta
SOJ ISLANDS forest is deep and dense, and it is home to Elves who like
The Soj Archipelago is known especially for the Elves, to wander around the island in a nomadic lifestyle. The
albeit they are not the only inhabitants. Not including Tring Mountains are impressive, even if they are not the
Daalheim (which is culturally part of the Stormlands), tallest Mountain range in Trudvang. They contain Stallik,
there are three main islands in Soj, but the Althis Ocean is a small colony of Buratja Dwarves who try to avoid both
also filled with countless minor isles. Thronelanders and Elves.

59
THE STORMLANDS
From the Wildfolk of the north and west there came
a people that today are known as Stormlanders. This
grizzled and hardy folk, bound by their traditions,
customs, and faith in the Great Storm, live and do battle
against the forces of nature that seek to overthrow their
settlements in the eastern parts of the world known as
the Stormlands. The Stormlands is the most iconic and
wild land that often comes to mind when thinking about
Trudvang. With roaring rapids, deep and untamed
forests, snowy mountain peaks, and treacherous
alpines, it is a hard land where nature still rules with
a greater power than in other parts of the world. Here
one lives in close contact with nature, both in spirit and
in labor, as there is no other choice for the people who
have decided to live in such extreme environments.
The summers are short but fruitful, and the winters are
long, barren, and dark. It is religion, above all else, that
binds the Stormlands together as one. Before Gerbanis
came to be adopted by the Stormlanders, most folk
simply worshipped loosely connected nature deities
and their forefathers. No raid, ruler, or common cause
was so great that it would unite the peoples of this
harsh land. In the end, it was the god Stormi, blood
gifting, and belief in the Great Storm that united the
Stormlanders as one people.
Many warriors of the Stormlands shave their
heads after their first killing, and keep on doing so
throughout their lives while others, especially among
the Wildbrons, keep wild long manes. Stormlanders
love wielding broad axes and their frenzied rage is so
great that some liken them to the vicious Wildfolk of
Nhoordland. The Stormlanders are, of course, more
civilized, even though they are descended from such
folk.
The borders of the different countries that make
up the Stormlands are loosely defined. They change,
expand, and decline as new jarls and chieftains rise to
power. Jarls, Shieldjarls, Swordjarls, Fylkjarls: many are
the names of Stormlander chieftains and their powers
and titles change, as their communities are conquered Djunghart, and Daalheim (an island closer to the Elven
or expanded. No single king can rule over all these archipelago of Soj but ruled by Man, nonetheless). The
fiercely independent warriors, and even the Paater’s sole Stormlands is home to the legendary forest of Wildheart.
religious authority is often questioned. As skirmishes Many years ago, three peoples arrived in what is today
break out here and there, land is taken, lost, and then known as the Stormlands. These are today known as
taken again. It is often said that a jarl’s land is no greater Kremors, Broths, and Wildbrons. A fourth, later group,
than that which his sons can successfully claim. Even so, was known as the Agroths. They settled here and lived
the Stormlands is clearly made up of these countries: off the land. Eventually, they started to mix together and
Wildland, Vortland, Ejdland, Fynnheim, Nojd, Dain, transform into what is today known as the Stormlanders, a

60
people that have traits from all these groups. Something of merciful winter, or even to save a dying person from their
these ancient tribes still exist in small enclaves throughout fate. The greater the favor you ask from the gods, the
the Stormlands. There are, for example, large settlements greater you must sacrifice. A firstborn son is considered
of Wildbrons that remain, though they are often frowned to be one of the most powerful things to sacrifice. A blood
upon or even resented by common folk. It is not uncommon offering is usually held at a ritual spot where a Blot Pole
that jarls and chieftains will hire Wildbrons to boost their has been raised, and the offering is drained of its blood
fighting forces, as these tribes are known for their rage by a sacrificial blade. This blood is then drunk by a priest
and bloodlust. It is also not unusual for these tribes to and showered over others who take part in the Blood Gift
break loose, and they are often the instigators of many using a Blot Broom.
conflicts throughout the Stormlands. All the Gerbanians in theory respect the supreme
The religion of Gerbanis primarily binds the Stormlands religious authority, the Paater of Vortland, and are
together as one land where Stormi, the “Allfather”, rules expected to pay at least some homage to the Gerbanian
over the people in their everyday lives. Lives that are dimwalkers, the Stormkelts, and their superiors, the
imbued with myths and tales of heritage, a culture of Bryckers. In reality, the religious structure is not so
fertility and sacrifice, and a deep reverence for nature. tightly established and evenly organized throughout the
The Stormlanders are heavily shaped by the somber Stormlands as the Church of Nid is in Westmark. The
environment that they live in. They are hard, resilient, Paater has a direct and supreme power in Vortland, where
steadfast, and deeply traditional. It is perhaps because of Bryckers are more important than jarls and chieftains, but
this that the Stormlanders are deeply wary of magic and the religious structure in Dain, Djunghart, or in most of
that which they cannot understand. Combat, axe, shield, the rest of Wildland is much looser, even if they have their
and sword are things that are easy to wrap one’s head own share of Stormkelts in those countries.
around. Some Stormlanders might be able to fathom The diffusion of Gerbanis’ clergy is anything but
being given powers by nature and Stormi after a blood homogeneous. Larger Stormlander settlements have
gifting, but magic woven and used as a weapon is deeply monumental “Stave Churches” where Stormi is venerated
troubling and mysterious to this people. This has led to the by rituals overseen by scores of high-ranking Stormkelts,
Stormlanders being a superstitious folk who prefer that with many specialized “Stormbarling” poles for sacrifices.
which is tangible and quantifiable. However, most small villages and isolated farms have to
wait whole seasons before proper rituals are held, since they
GERBANIS have to share the same, poor and wandering Stormkelt. This
Most Stormlanders worship the great god Stormi and is a further reason why cults and rituals, more ancient than
the deities that live by his side. Stormi is the Allfather of Gerbanis itself, are especially common in the countrysides,
the religion that has been given the name of Gerbanis, especially in nations farther from Vortland.
after its original prophet, Gerban Hvungdir. The “Great Gerbanis is, more than anything else, the religion of
Faith” proclaimed by Gerban never was a monolithic, the Stormlanders, and not something to be spread by
monotheistic religion like the Tenets of Nid, but it is rather converting non-believers. Gerbanis is the reason why
a complex mythological system, whose roots may even all Stormlanders feel themselves to be part of the same
be older than Gerban himself, and which is permeable ethnic identity, even if there are some who do not respect
to the inclusion of other, local (and sometimes even Gerbanis at all. There are a few instances where Gerbanis
prehistoric) cults. Many Stormlanders in fact expand their has been spread to non-Stormlanders (e.g. in Fjaal), but
belief beyond their devotion to Stormi and worship their this is rare and the ancient beliefs are often perverted and
forefathers, the moon, and other nature deities, like the changed.
Wolf-cults and the Bear-cults. There are even stories about Those who follow Gerbanis view the universe as a great
ancient, dark, death and life deities of the Broths to be still chaos storm filled with evil and eldritch forces that seek
worshipped by some, although this may be untrue, and to penetrate the world, with Trudvang in the eye of the
the stories exist just to hide the dark, secret rituals held storm. When a person dies, they are cast into this great
in honor of the Hvergelift by fallen and desperate peoples, storm and must take heart and be strong to navigate the
hidden in the darkness of the forests. maelstrom without being consumed by evil powers. If they
The religion of Gerbanis is one that is imbued with the succeed, they will find their way to a great green country
rite of sacrifice. Stormlanders make Blood Gifts to the where allfather Stormi rules. But the storm must be braved
gods and to Stormi himself to wish for a good harvest, a over and over again, for often Stormi will venture into the

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darkness of chaos and battle the forces that reside there. THE STORMLANDERS’ TERRITORIES
Those who have managed to reach him will accompany The lands once known by ancient Thronelanders as
him into the storm and do battle at this side. Therefore, it “Östheim” is now divided in a mosaic of peoples who all
is not necessarily a bad thing to die young and strong in the identify themselves as Stormlanders.
Stormlands.
Gerbanis has a great number of gods, which are split Daalheim
into three categories: Stormasirs (storm gods), Hvergelift The youngest of the Stormlands was founded a few
(chaos gods), and Vanerlift (death gods). Stormlanders centuries ago by Ejdlander adventurers who landed where
usually worship only the Stormarsirs, which include not the city of Hvergil now stands, as the largest Human
only Stormi, but other gods like his mother, the wise settlement of the Island. Most of the rest of Daalheim
Windinna, his half-brother Enken, his son Jorn, and his is uninhabited and dominated by spectacular natural
daughters the beautiful Sunvei and the vengeful Tyrd. features, like the monumental Djutt and Hellak mountain
ranges and the wild Vislatt river. Elves once lived here, but
Stormi nobody knows why they left. A few Dwarves still wander
The allfather, god of wisdom, might, and wind. His the semi-drowned underground kingdom of Daalmtatzba,
chainmail is blackened by the fire of a thousand wurms but they avoid the Daalheimers.
and his strength is supreme. Stormi is the main god in
the Gerbanis pantheon and the god that is most tightly Dain
connected with this barbaric and ancient religion. A This barren land of old volcanic plains, marshes, and
mighty black ring is his symbol, revered by all who follow sparse forests is where the people known as “Joarings”
Gerbanis. In fact, on his arm, Stormi bears a mighty ring were pushed out by the ancestors of the Stormlanders,
of iron named Gutra that empowers him with the strength east of the Trollridge Mountains. The Joarings are an
of a thousand dragons and a thousand Giants so that when ancient, treacherous breed, still prefering the use of
he thrusts his mighty spear into his foes, the very fabric bronze and used to sorcery, intrigue, and conflict. They
of reality trembles. None can defy his physical might, and worship an alien pantheon of strange gods, unknown
with it he defends the weak and the ones that pay tribute to others. The few Stormlanders in Dain inhabit some
to him. He dwells in the midst of the great chaos storm rare settlements on the coast, trading and often fighting
and gathers his warriors to join him in the final clash when with the Joarings.
the powers of chaos must be subdued.
Djunghart
Jorn This land, south of the steep Trollridge Mountains, hosts
The aspect of night, the son of Stormi, and the god of those the ruins of a fallen Troll civilization, which nobody knows
who dwell in the shadow. Jorn is night incarnate. He slithers how to interpret. Djunghartians are a breed of large-limbed
and weaves around the world, stepping from creature to and yellow-eyed brutes, who have an exaggerated hate and
creature without ever being noticed. You can never be sure fear for any vitner weaving arts. Most people believe that
where his motivations lie or what his true intent really is. He these Stormlanders have too much Troll blood in their
is cold and cunning and can never be captured or caught, veins. They are ruled by “Drotts”, chieftains who all belong
even when he battles the other gods. For when he wraps the to the same “Great Lineage”.
cloak of Fjorsvartnir around himself, he is as abstract and Djunghart is a land of steep coastlines and occasional
unfathomable as darkness itself. beaches, whose sand is rusty brown in color. Many
Djunghartians are raiders and pirates, and they compete
Enken with the Sea Wolves of the Hartpike Islands. Redborg is
The eyes and ears of Stormi, he who sees all, he who the only decently large city, and has a large harbor too, as
on the final day will call upon the warriors of the storm. it lies on a common stop on the trading routes to Mittland.
Enken, the god of nature and the protector of animals, is
sometimes seen as a great bear. He observes the small Ejdland
things and the great things in the world and is constantly This country is a collection of Jarldoms inhabited by
watchful. At any time, Enken can shapeshift into any beast the descendants of Wildbrons, Kremors, and Broths
or animal that he wishes and thus can be anywhere and who colonized the coastlines surrounding the mystic
see anything. He is the aspect of freedom and vigilance. Wildheart forest. They mostly obey the three Shieldjarls

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of Saaga, Trollmark, and Outwind, which form the courses. Many prosperous Stormlander settlements can
Council of Ejd. A few pure-blood clans of Wildbrons still be seen here, and they all obey the three “Stormi Kings”
inhabit the inner parts of the Ejdland peninsula, hiring or “Prästkungars” (Priest-Kings), belonging to three noble
their swords to the highest bidder among the various clans (Eskla, Njal, and Forvagra) which use Gerbanis as a
competing Jarls. Elves, possibly of the Korpikalli breed, way to legitimize their power.
are said to still live in the Copperwood forest, but they Magnerym is the religious center of Fynnheim, and the
mostly avoid contact with the Humans. power center of Urdi Njal, who is both a Storm jarl or
The city of Saaga is the most important settlement of Stormi King and Brycker of Fynnheim. This large town
Ejdland, where the Council of Ejd meet, and also one of hosts the Glaserkalk, one of the largest Stave Churches
the main ports along the coastal trading route to Mittland. ever built.
The northern border of Fynnheim is marked by the
Fynnheim Bjarnwood, a dangerous forest where Trolls wander, and
A mythic Elven kingdom was said to exist in this river-rich which in ancestral times was connected to Wildheart.
land during the Age of Dreams, but it is now inhabited North of the forest there are the Icepeak Mountains, whose
mostly by the descendants of Broths. This is a fertile rocks are so hard and whose landscape is so inhospitable
land, divided in many parts by the rich east-west water that no Dwarf has ever managed to build a colony there.

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Nojd WESTMARK
The Stormlanders in Nojd are a divided people. Those who
inhabit the countryside define themselves as “Children of The lands of the West, known as Westmark, are ruled by
Broin”, using the name of the mythic ancestor who led his the great Viranns. Westmark is a realm of wisdom and
people here. They are savage and varied in their cultures and knowledge. Its people are not short of great heroes or
religions, as they inhabit a wild land of forests and mountains strong armies, but the Viranns do not value such things
(on this side of the Trollridge), where every settlement is as highly as the Mittlanders and Stormlanders do. In
isolated. On the other hand, the Stormlanders on the coastline the beginning, they were just a quiet fishing people who
are more civilized and connected to the other Stormlands. wished for nothing else than to be left to themselves in
Nojdans traditionally meet in seasonal markets, peace, far away from any unrest or conflict. But this was
organized at nearby religious sites, rich in monoliths long ago, before Gave came to the people of Westmark.
and other monuments, belonging to ancestral cults. The That was a time of darkness and despair. A time when
Gerbanians have colonized these markets, building Stave the people of Westmark were thrown into shackles and
Churches on the ancient sites, trying in this way to more marched into the north, never to be seen again. This was
properly convert the Nojdans to Gerbanis. an age when Trolls, barbarians, and Wildfolk ruled over
The merchant-ruled city of Fengsale is among the main the lands of the West, and the peaceful Viranns were
harbors in this land, and a center of trade with Mittland, enslaved by their evil. When Viranns tell of this time, they
especially with Dranvelt. call it “the Darkness before the One.” And such it was
that the One indeed came one day.
Vortland Siro Werte was a crownless king, a man from a
The descendants of the Kremors dominate this country, knightly family. He looked out at the lands around him
which is also the center of the Gerbanis faith, since the and didn’t see Westmark that he knew and loved. He
Paater sits here, in Stormrock. This city is a marvel to see, wished for nothing more than to free his people from
rising as a granite spear from the plains. It is here, in this these evil masters, so he swore on that day never to
country, that the epics of Gerban developed, and to be a rest his head or lay down his blade until the Trolls were
Gerbanian is an important part of Vortlander identity. undone and the Wildfolk had been driven back to the
Here the Stormkelts are more important than clan mountains. And so Siro went forth and fought his wars
chieftains and jarls, as it is also a land filled with history all across the land. What began as small skirmishes here
and memories. The exiled Thronelanders here founded and there soon developed into great clashes between
King’s Call, whose ruins still impress travelers, and whose armies of thousands in open fields and by the moats of
stories are still sung in sagas. castles. More and more came from all over Westmark to
There is a strong connection between Vortland and join Siro Werte in his conquest, and time and time again
Fynnheim, as the two peoples are often allied, given how he was victorious: it seemed as if no foe could slay him.
important the Gerbanis faith is in both their societies. It was whispered that Siro was sent by a divine being,
for he had spoken of visions that showed him how the
Wildland One would arrive and finally defeat the darkness. All this
This vast land is the northernmost Stormland, inhabited turned out to be true, as one day this deity came down
by descendants of the Agroths and Wildbrons who first from the blackness above and, with Siro Werte, undid the
colonized it. Wildland is both a land rich in millenary history, darkness and drove evil back to the pits whence it came.
as well as an eternal frontier, where Humans cannot hope This god’s name was Gave, and he blessed the Viranns as
to completely tame the savage nature of the North. The his children. Since that day, the people of Westmark have
Hagtorn kings once ruled here, when Wildland was known been strong and united under the Tenets of Nid, and the
as the Copper Kingdom, due to its vast copper mines, One true god, Gave.
which are nowadays almost completely exhausted. Today, Westmark is the home of knights, great rulers,
the land is ruled by the various Fylkjarls who meet together philosophers, and holy men. It is a place driven by
at the Fylk-Thing to decide about common problems, while knowledge and war. The influence of Westmark is
usually every clan or family rules its own lands, as they widespread and its religion, the Tenets of Nid, is perhaps
please. The Council meets at Storhavn, which is the main one of the strongest in Trudvang, as it daily converts new
harbor of Wildland. The city is ruled by an independent followers to its teachings. The countries that make up
Swordjarl, not bound to obey any specific Fylkjarl. the core of Westmark are: Silvtronder, Bysent, Carlonn,

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he was shaped, and from that nothingness he separated
light from darkness, and that which was from that
which was not. He is the One, almighty and all-seeing.
Those who follow the Tenets of Nid believe that Gave
is the only true god, and all other deities should not be
recognized as anything other than simple but powerful
nature spirits or, in some cases, dark entities that can
be likened to demons. Those few who, to some extent,
recognize the existence of gods from other religions see
them as minor deities on a much lower level of divinity
than the One Gave.
The Viranns believe that they are the chosen people.
That they were once angels beside Gave and are thus, to
some extent, divine. They believe that their angel blades
(shoulder bones) bear witness to the wings they once wore
before they fell from grace. In the end, they will be lifted up
by Gave as long as they remain true and walk by his side.
They believe that the reason other creatures have similar
bones is that they too can adopt the One Gave and become
his servants. If you live your life free from blasphemy and
heresy, you will be lifted up by the One. If you do not, you
will be cast down into darkness.
The Viranns of Westmark formed their society around
their religion to a great extent. Many wars and battles
have been fought in the name of the One, trying to convert
other peoples to the Tenets of Nid. The great blood
crusades are spoken of with fear across all of Trudvang.
For instance, many parts of western Mittland have been
converted to follow Gave and his teachings. Many holy
men in Westmark hold great power. Greatest of them is
the Ovus, the spiritual leader of Westmark. People gather
in churches and temples to pay tribute and listen to holy
men who, like the Ovus, read from the Scriptures.
The most common ones are the Gavlians, the
Nidhist dimwalkers, and the Rowthguards,
the dedicated holy warriors which blend
the otherwise secular knightly traditions with a
fanatic cult of Gave. These men are thought to be the
spokesmen for Gave, shepherding people into the light
Viranno, Throneland, and Whistergalp. Fjaal that lies to and away from darkness. This power is not only used
the north of Silvtronder, and Thoorkaal that lies to the to lead people into the light, but also used to imprison
south, have more in common with the Wildfolk and are those who live in darkness, to torture blasphemers, and
therefore counted among their lands, even though the to punish heretics.
Viranns themselves consider Fjaal and Thoorkal to be
parts of Westmark. Gave
He is the One. Gave is the creator of the world and all that
THE TENETS OF NID dwell upon it. He is light and his judgment is swift, just,
The Tenets of Nid revolve around the One god Gave. He and absolute. In the time where everything was nothing
is the True Allfather, the creator of the world and of all and there were neither beginnings nor endings, Gave was
living things. He came from the nothingness before even first. Deep within the void he sprang from the expanding

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nothingness. He separated light from darkness, that which clashes with what others say about Majnjord. Viranno is
was from that which was not, and he found that he wielded one of the mightiest Westlander nations, whose border on
power over creation itself. He crafted everything from the north is the fierce King’s River.
nothing, and he brought into existence the first beginning. The Ovus rules the land, and the present one is called
Siro Werte’s vision revealed to him that Gave was nailed Ovus Sulpi, who has adopted a reclusive political role in
on a dark oak by the work of demons. This is the reason today’s Viranno, but despite this, he is extremely popular,
why both men and women among the followers of the as he is considered to be the holiest man in the world. For
Tenets of Nid braid their hair, as the braids symbolize centuries this land has been dominated by Gavlian priests
the branches of the tree where Gave died to save them. and those brave holy warriors known as Rowthguards.
Knowledge and salvation were spread from Gave’s blood There is also a complicated system of councils, all
on the oak tree, and all believers know how Gave came subservient to the Nidhist Church’s power. The lands
back from the dark realms of the dead to save his people. are organized in “Gesters”, groups of related farms and
Gave, the One, is the central figure in The Tenets of Nid. families, each one choosing their representantives to
As his title implies, he is the only god and therefore the send to the councils.
entire religion is centered around him. In fact, the entire After the curse of Morva, the number of available male
world is centered around him. For those who follow the heirs has collapsed, which means that many women are
One believe that other religions are not in fact religions taking on, often in an unofficial way, previously unknown
but, rather, obscure traditions or perhaps even outright positions of power and authority in Viranno, something
blasphemy centered around supernatural beings, like which was unconceivable a few centuries ago, and about
Stormi or the dark entities of Haminges, which are which many traditionalists complain.
certainly not gods, but only inferior spirits born from
darkness. On the other hand, life and death circles only Silvtronder
around Gave, for he made it so. Two important things are reflected in this country’s name.
The first is “Silver”, whose rich deposits in the Silferspiir
Simag Mountains have made Silvtronder rich and prosperous,
The false prophet and archenemy of Gave, Simag is the and the second is the “Ronder”, or “Sigil”, the symbol
most powerful demon that has ever existed. Cast aside of the Knight’s Laws, which have ruled this country
by Gave in the time when Humans still bore wings, she since time immemorial. This is in fact a land of Knightly
despises the One and all that he loves. She wishes to Houses and Knightly Orders, all under the leadership of
corrupt his creation, which is why she spreads her dark the Silverking, usually chosen from House Gavlond, and
seeds all across the world. Always she carries a bag who has authority over all other houses, each one led by
filled with seeds of evil that she plants within all that a minor Ironlord. The Tenets of Nid nicely combined with
draws breath and can carry out her will. Even the most local knightly traditions, inspiring generations of heroic
powerful beings and deities of evil bow before Simag in knights and defenders of the people against evil Wildfolk
her kingdom of Blotheim. Legions upon legions march and Trolls.
shoulder to shoulder from her fortress of darkness, ready The current Silverking is Sang Alben Gavlond, a hero
to do her bidding and plunge the universe into chaos. It is and valiant warrior, strongly allied with the Ovus in
not surprising that the crown that sits upon her dark brow Viranno, but also unfortunately cursed by a lack of sons
is the most prominent symbol of darkness and evil in the and heirs. The royal seat is in Silverport, the magnificent
Tenets of Nid. White City built in shining white sandstone. According to
some scholars, Silverport rests on the ruins of Perlenne, a
WESTMARK’S TERRITORIES mythical Elven city of the Age of Stars. This is the greatest
The Viranns inhabit numerous lands in the West. This is harbor of north-western Trudvang, a hub of trade and
the core of the Tenets of Nid faith, albeit this religion is not civilization.
equally strong everywhere.
Carlonn
Viranno Three things are well-known in Carlonn: the ever-present
This is the cradle of the Nidhist faith and the home of the ferns, the widespread use of poison, and the firm rule of
ruling Ovus, who sits on his throne in Erviddor, a city which the Tenets of Nid. This country is in fact a vassal kingdom
is claimed to be the largest in the world, albeit this claim to Viranno, ruled by a Prince who owes direct fealty to the

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Ovus. The Prince commands over 100 elite Rowthguards Throneland is still ruled by Kings of the Whotgall bloodline,
called Droplords, each one wielding a special Pendulum whose lives are still long by human standards, but nothing
Axe as a symbol of their power and authority, and ruling compared to what their ancestors had, when the immortal
over a number of knights and farms. Also part of the Elven blood was less diluted in their veins. The incredibly
system are the 100 Carlonnian Gavlians, each one holding more-than-100-years old King Eomenric Whotgall still sits
a special Oak Staff and ruling over a monastery. The whole on the throne of his ancestors in Ard Kumpu, the Heavenly
system is conceived to keep the Nidhist Church strong and Throne on the Cnoc na Stuin (the ”King’s Mountains”). On
also to collect the “Blood Tax” to help spread the Word the other hand, the largest city of Throneland, Erwhain, lies
of Gave through either missionaries or wars against the on the fertile lands of Erowi, north of the glowing waters
heathen Wildfolk and the evil Trolls. of the Artenskimmer Lake, on whose shores golden fields
When great Blood Crusades are proclaimed, shine. This has always been a prosperous center, less
Carlonnians are always amongst the most numerous cerimonial than Ard Kumpu, but exploiting the fishing and
participants. Divisions between rich and poors are in rich trading routes on the Artenskimmer.
fact strong here, and the only hope of social ascension
for Carlonnian serfs is to volunteer as a Blood Crusader. Bysent
They serve the Ovus in battles abroad, to return after 10 or Descending from the Kandovs and masters of mining, the
more years as “Thegs”, or Free Men, exempt from paying Bysentians live in the divided, sparsely inhabited country
the Blood Tax and worthy of full respect, due to having east of the Fjaldi River, with no single king or knight ruling
fulfilled their duty to Gave. them all. A loose confederation of elders keeps the many
The current ruler, Princess Chrotine, is only 12 years communities of herders and farmers culturally linked.
old, and she was raised to the throne too young, as her The presence of occasional Nidhist monasteries and rare
father Godshaft was poisoned three years ago. This is the Rowthguards attest to the alliance with the Tenets of Nid,
reason why the tyrannical Droplord Gelimer acts as her as well as being the only organized military force with the
guardian. They sit in the fortified city of Erkhast, which is power to repel the centuries-old attacks by the Arks from
Carlonn’s heart, resting among a landscape riddled with the mountains. Of the ancient Bysentian Dragon Knights,
tunnels, quarries, and mines, from where Carlonnians get not much remains, except the House of Avold, whose
stone, iron, copper, salt, and even silver. very few knights are still dedicated to fighting wurms and
Wildfolk in the Sooty Mountains, respecting the heritage
Throneland of Daurglung Blackbeard.
This rugged highland over which wild Gryphons fly Legends speak of the lost times of the Daurglung and
display some of the most impressive landscapes in his sons, the Dragon Kings, and of how their heirs will
Trudvang. Throneland is the most ancient and long- one day come back and make Bysent a kingdom again but,
lasting Human kingdom, as it was founded early during as a matter of fact, Bysentians have no alternative but to
the Age of the Queen. Its partially Elven-inspired culture rely on the Nidhists for their protection. Some pockets of
has been felt throughout this world for centuries, archaic cults, possibly linked with rougher versions of the
especially with the later Ealdfolk, and their myths and Eald Tradition, still linger on the borders of the country,
legends which shaped so much of the Eald Tradition in especially in the Sooty Mountains and along the upper
Mittland. Thronelanders do not care or know much about Darken River, but their lives are even harder, due to their
the Flowras worshipped in Mittland, as the Ealdfolk did, proximity to Wildfolk and Troll threats.
but they keep a pure and untouched worship of Whote.
The cult has remained unchanged through the millennia, Whistergalp
due to the Thronelandic love for the “Manjaval”, the Song This land was once green and prosperous, until a century
of People and Gods, transmitted since time immemorial. ago when earthquakes and poisonous gases made it more
Nidhist missionaries have never been succesful here: similar to the cursed Thoorkaal. Gavlians have investigated
Oakchurches were built just to be abandoned. The truth the matter but, at some point, they all decided to abandon
is that, even considering momentary conflicts, Viranns the land, without revealing what they found. Throughout
unconsciously feel a kind of bond with Thronelanders, all of Westmark, people have started murmuring that
as attested by their frequent alliances against common Whistergalp’s decay reflected some unknown betrayal
enemies, as demonstrated in the war against the dreaded of Gave. Relationships with Viranno are now difficult, as
Cloackmaster, 400 years ago. many Rowthguards have started plundering Whistergalp.

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The few Elves who live in the forest of Kantergriff testify ✦ Mittlanders’ culture is definitively inspired by the old
about the dusk that has settled over the country, and Celtic culture, like ancient Irish legends and the Old
prepare for the inevitable. Welsh Mabinogion. However, Mittlanders are not pure
This is a ruined realm in a constant state of civil war. celtic warriors. The focus on heroes, lindwurms, and
Four different noble human families have been fighting for kings may reflect ideas appearing in the Old English
Whistergalp since the day that Gavlians left: the Klodviggs, Beowulf, the Niebelungenlied and even some Icelandic
the Hugleik, the Grimolds, and the Herrenstaals. This sagas. This is further confirmed by the presence
last family was strong due to their traditional alliance of celtic names mixed with anglo-saxon/germanic
with the Dwarves of Thoordunn, but its leader has been names, as Whote, clearly a version of Wotan, and the
recenly murdered. In reality, only the outlaws known as Yggdhraasil tree
Raubritters are the real winners in this situation. The ✦ Viranns’ culture is a knightly one, but not inspired
fortress of Iggland is becoming a dangeous place, as by the courtly stories and shining armor of later
savage Thoorkaals and even vitner weavers have been troubadouric literature. The warriors of Westmark
ammasing under the banner of warlord Swandell, surely are depicted in a darker hue, reflecting the zeal of the
planning to conquer the realm. early Norman crusaders and later Teutonic knights,
intermixed with ideas and themes from early medieval
FURTHER INSPIRATION Frankish culture, as well as Alemannic inspirations,
as demonstrated by the use of names evoking old
This chapter’s aim is to give the reader glimpses of the germanic inspirations.
complexity of Trudvang. More light on many regions and ✦ Wildfolks’ names may sometimes sound like Mongol
cultures will be shed in future sourcebooks, however GM or generically Central Asian. In reality, their cultures is
and players alike may want to expand the world with their not created using a single inspiration, but they should
own creations. In order to keep the same feelings and always appear fierce and proud. All Wildfok are barbaric
flavors, it is important to underline how Trudvang evokes members of an ancestral culture which has remained
ancient worlds and nordic cultures which really existed, pure and untouched, even after millennia.
and whose languages, names and words can be used to ✦ Elves are melanchonic, always longing for the
mimic specific parts of Trudvang. However, Trudvang is immortal happiness they experienced with their
not a straight reflection of our old world, since multiple lost gods, or fiercely rejecting its memory to ensure
influences intermix in this world’s cultures. a stronger link with nature. Their names clearly
betray Finnish inspiration and the influence of the
✦ Stormlanders are definitively inspired by early-medieval Kalevala.
Norse culture, but they are not just empty copies of Odin- ✦ Dwarves are deeply linked with the Old Nordic myths,
worshipping Vikings. In fact, one can even trace elements living underground and being masters of runes and
of Slavic and even Mongol folklore, tales and mythos, as craftmanship. However, there are also some completely
reflected by their grim religion, dark forests, and warlike alien traits, as demonstrated by the Baltic and Slavic
culture. Old Norse names are definitively widespread, influences which may be traced in their names and in
but the use of other names is not unheard of. their words.

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70
ADVENTURING IN TRUDVANG
While one or two sessions of play are often a single TERRAIN AND NATURAL HAZARDS
adventure, several adventures strung together is called There is, of course, a huge variety of different terrain and
a campaign. During a campaign, adventurers will environments in the sprawling lands of Trudvang. Below
encounter different environments and experience many are brief descriptions of some of them, along with a small
things. selection of the dangers that one may have to overcome
when dwelling there.
There’s more to Trudvang than meets the eye. This is a
living, breathing world, where the player characters need Forest
to deal with hostile environments, deceitful merchants, Forests dominate a lot of the landscape of Trudvang. They
and disease-ridden Trolls. But there are also helpful are guaranteed to be dark, mysterious, and full of secrets.
travelers, knowledgeable mythspinners, and chieftains The forests hide not only Trolls and dangerous monsters,
eager to see the adventurers reach their goals. but many other wonderful and horrific things.
Trudvang is place of many tales, of thousands of The forest is a special environment because it usually
myths and a myriad of legends. The player characters remains unaffected by the spread of civilization. Certainly,
have the opportunity to shape their fate, to become one can find a few areas of deforesting and clear-cutting that
heroes that the skalds and fulkas will sing about for testify to the destructiveness of people, but usually forests are
many years to come. a pristine wilderness that boasts towering trees and ancient
The campaign is their story, their moment to shine. moss, a testament to the region’s supernatural resilience.
One of the biggest problems with venturing into a forest
ENVIRONS OF TRUDVANG is that travelers very quickly lose track of where they are.
Many become hopelessly lost, and in their eagerness
The various environments of Trudvang Adventures, as to find their way back, they make foolish mistakes and
well as the effects they may have on the characters and succumb to the hardships of the wild.
their situation, can be at times very dangerous and even Fighting in a forest is also quite difficult. Both the trees
deadly. above and the undergrowth at your feet hide the enemy
Trudvang is a world sprung out of sagas and legends. It’s and restrict movement, something that the Game Master
a place of mystique, where nature has greater power than should consider whenever fighting breaks out here.
Elves, Humans, or Dwarves.
The deep woods, with their endless shade and moss- Vegetation
covered rocks, hold unimaginable secrets and treasures. The forest has all sorts of surprises, some dangerous
Wild rapids roar as if they were thunder itself. Maleficent and some surprisingly welcome. Dense vegetation could
Trolls lurk in the shadows, but sneak out to kidnap Human hide trolls and goblins, but may also serve as protection
children once darkness falls. against rain and wind. Vegetation may, in itself, become
Under the firs’ needle-clad branches, a distant hooting an important component of an adventure. Moss-covered
breaks the silence. From behind the boulders comes the trees, ferns, mushroom fields, and valleys of blueberry
noise of snapping branches. And in the dark of night, you shrubs can be fantastic details to include when describing
see piercing yellow eyes from afar that follow your every a forest. The more developed the forest and its vegetation,
movement. the more mysterious, exciting, and fun it will be for the
All this and beyond is the vast continent of Trudvang. players. Just the massive trees themselves may constitute
The Elves say that it takes a raven with quick wings a complete adventure.
at least one moon cycle to fly from north to south, and There are many varieties of trees in the forests
twice that to fly from west to east. But it would take a of Trudvang. The more common include standard
hiker several years, perhaps decades, to fully wander pines, spruces, birches, and oaks, but there are also
this extensive realm. And in this unforgiving land, strong more unusual species. In the eastern forests you may
wind, heavy snow, and driving rain meet wanderers encounter troll pines that are gnarled and whose
wherever they turn. needles shift from gray to green, copper oaks renowned
for their incredibly sturdy wood, or black bear oaks and

71
willow spruces. In the west, one may encounter iron present in virtually all the countries of Trudvang, and
oaks, whose wood is black as coal and whose hardness powerfully evoke emotions such as grief, sadness, or
is known throughout Trudvang. And though they are humility. The most impressive range of all is The Great
incredibly rare, you may encounter elfarka trees in the Iron Mountains, which stretches all the way from the
southern parts of the continent. Of all types of wood, Stormlands in the east to Westmark in the west. This
elfarka is perhaps the most legendary alongside copper incredibly dense range is one long magnificent fortress
oak. Whereas copper oak exhibits almost magical traits of stone, snow, and ice. The utter desolation one
and is full of vitner, elfarka is so strong that it is often experiences in the mountains is often absolute, so few
considered a metal rather than wood. There is also come here for any reason.
the most mythical wood of all, that which has its own
consciousness and is said to be filled with such magic Natural Hazard: Landslides
that it can shake the very foundation of Trudvang: the Wandering in the mountains is usually a harrowing
yggdra trees. ordeal. The ground is hard, the visibility is poor, and the
road is incredibly difficult to focus on with all the snow,
Natural Hazard: Trollbog ice, and cold winds. As if this weren’t enough, you will
Trollbogs are waterlogged bogs, deep within forests. Trolls also need to watch out for landslides. It can be a minor
and other creatures often prowl and hunt in these parts of collapse that only drops you a few yards and skins a knee,
the woods, though the area is difficult to traverse. Fog and or the ground may simply disappear beneath your feet
mist shroud these bogs, which makes it even harder to get and plunge you tumbling toward certain death thousands
a good bearing and sense of direction. of feet below.
Trollbogs are difficult terrain. All Wisdom (Survival) When a creature is hit by a landslide, make a Strength
checks to find the right path or stay on track are made with saving throw. On a failure, the creature takes bludgeoning
disadvantage. damage and is pushed to the edge of the landslide (see
below). On a successful save, the creature takes half
Natural Hazard: Ground Erosion damage and manages to hold its ground.
Moss and other plants on the forest floor in many
woodlands and forests hide crevasses and deep cracks
where the ground has eroded. When a creature moves LANDSLIDES
onto an area where the ground has eroded, it must make a
DC 10 Dexterity save. On a failure, it takes falling damage Size DC Damage
dependent on the falling height, and lands prone. Small (15-feet cone) 10 3d6
Medium (20-feet cone) 15 4d6
Natural Hazard: Vitner-Tainted Ground Large (25-feet cone) 20 5d6
Deep within the forests of Trudvang are places where the
Huge (30-feet cone) 25 6d6
vitner has become tainted. The tree limbs are twisted,
and malignance lingers in the air. When you roll to see Gargantuan (35-feet cone) 30 7d6
if a Surge of Vitner happens, you roll with disadvantage
within an area that is vitner-tainted.
Natural Hazard: Ravines
Mountains Most people can wander the mountains even without a
The mountains of Trudvang can be wonderful and clear path. If you have all the time in the world and are
beautiful, but also inaccessible and desolate. The sharp careful, you can ascend into Trudvang’s peaks. But when
edges of the ranges are difficult to pass, so typically people you come to a ravine, there’s no option but to stop. Only
find ways around the mountains rather than go over them. experienced mountaineers can cross these treacherous
The mountains form barriers between countries. Many rifts in the earth. It takes careful planning and equipment
times, they have prevented war, but just as often their to cross these chasms, and to try on your own, without
glittering interiors have caused it. a guide or experienced climbers, usually ends with a
Some mountains consist of seemingly infinite, craggy predictable death.
surfaces of gray stone, while others are lined with Ravines are difficult terrain and require a clever use of
lovely forests. Rock faces with splendid cliff sides are skills and climbing kits.

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Ocean and Sea Many people in Trudvang never venture out on the
The oceans of Trudvang are endless, dark, horrifying, and sea, whilst other people make their living off of it.
tumultuous. They are as dangerous as the deepest forests, Sea sickness is not uncommon, and can render even
and as treacherous as the snow-clad mountains of the the most stalwartly warriors useless and weak. When
Great Ice Plains. Foaming waves crash over small boats the seas are rough, all creatures aboard a karve or a
that try to weather the seas, and wash wailing sailors knarr must make a DC 10 Constitution saving throw
overboard into the depths. or become seasick. A seasick creature gains one level
But the oceans of Trudvang are not just endless of exhaustion and must repeat the saving throw every
landscapes of waves. They are also filled with deadly reefs, day, gaining another level of exhaustion on a failure. If
secluded islands, and vertical cliffs that shoot up from the the save is successful, the creature shakes of the sea
sea like those on the coasts of the Stormlands. sickness and no longer needs to roll on that sea voyage.

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Natural Hazard: Stormwaves Arctic
Stormwaves are what sailors call the enormous waves that In the north of Trudvang are the Great Ice Plains, a vast
rip cliffs apart and break boats in two. They are feared in glacier where only the strongest and hardiest creatures
all Trudvang coastlands, and all those who travel by sea survive. Glaciers can also be found in some of the many
have heard stories of these waves. They break like huge, mountain ranges of Trudvang, like the Icepeak Mountains
collapsing castle walls, and surge over boats and crews in of the Stormlands. In these inhospitable landscapes,
a way that spurs even the most hardened warriors to call Hrim Trolls and other creatures and monsters that can
for their mothers and homes. Most often they appear when withstand the cold environment live, and only the bravest
a storm is at its most furious point and the seas are most heroes dare to go.
disturbed. Often, they demolish everything in their way. There are more hazards to be found on the glaciers. It
Stormwaves are most common in the cold Grim Sea, is easy to become lost, and finding shelter is a challenge.
but during winter it is not uncommon to encounter them A character must make a successful DC 15 Wisdom
in the eastern parts of the Althis Ocean as well, outside the (Survival) check for digging oneself down, staying alive
coast of Daalheim. below the snow is hard. Only veteran mountaineers and
Experienced sailors are rumored to be able to navigate those who know the icy regions know what dangers lurk in
stormwaves with meticulous timing and proficiency, so the glaciers. The chances of survival after being caught in
that the boat meets the waves with ideal positioning. But a ferocious snow blizzard are slim, to say the least.
sometimes even that is not enough.
Stormwaves. Melee weapon attack: +6 to hit, reach 30 feet, Natural Hazard: Thin Ice
all vehicles or structures in reach. Hit: 10d10 bludgeoning Thin ice has a weight tolerance of 3d10 x 10 pounds per
damage. When a boat is hit by a Stormwave, all creatures 10-foot-square area. Whenever the total weight on an
onboard must make a DC 15 Dexterity saving throw or be area of thin ice exceeds its tolerance, the ice in that area
thrown 10 feet in a random direction where they fall prone. breaks. All creatures on broken ice fall through, facing
If the creature falls overboard it must make a successful DC whatever dangers are below, whether it is friged cold
15 Strength (Athletics) check to swim toward the boat. water or a long drop.

Natural Hazard: Rocks and Reefs Natural Hazard: Snow Crevasses


Rocks and reefs deter most sailors from the jagged shoals Many snow crevasses are easy to spot because they are so
of Trudvang’s coasts. Being forced into them by hard vast and deep. However, many are covered by snow and are
winds or strong currents usually means one thing: a ship rather difficult to discover when even light winds mask the
dashed and splintered against them. Experienced sailors ground and play tricks on your eyes. And in almost every
avoid these as much as possible by navigating detours and case, if you fall into one, you are lost. Snow crevasses are
plotting a wider course. rarely straight, often changing shape and direction every
Rocks and reefs are difficult terrain, where ships can few tens of yards down, which make it almost impossible to
be stranded. Make a DC 15 (Vehicle (Water)) check. On a rescue someone from one or climb out yourself. On top of
success you manage to steer clear of the rocks and reefs. this, there are plenty of jagged, icy surfaces to cause injury
On a failure, you strand your ship. within their depths. Razor-sharp blocks of ice often jut out
from the frozen walls or floors of these crevasses, further
Natural Hazard: Dangerous Currents pinning or impaling those unlucky enough to fall in.
Strong undercurrents can drag boats toward dangerous When a creature enters an area with a snow crevasse,
rocks or pull even the best swimmers down into the it must make a DC 15 Dexterity saving throw or fall into
depths. The Vilore Sea in particular is known for the the crevasse, taking falling damage, depending on how far
undercurrents that line its coasts. they drop.
When a creature enters or starts its turn in an area with
dangerous currents, it must make a DC 10 Constitution Natural Hazard: Avalanches
check or be pushed 15 feet with the current. When a vehicle Like a blizzard, an avalanche often arrives as an uninvited
enters or starts its turn within an area with dangerous and unexpected guest. It is a rumbling snow slide of ice,
currents, make a DC 10 (Vehicle (Water)) check. On a rocks, and anything else (like brush or debris) that it
failure, the vehicle is pushed 1 square with the current. uproots along its path. Avalanches are treacherous and
deadly, and very few people are able to escape one alive.

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When a creature is hit by an avalanche it must make than quicksand. Many adventurers have gotten stuck in such
a Strength saving throw or be pushed to the edge of the a hazard, and only the most experienced know not to panic.
avalanche. A creature that fails its saving throw takes damage A patch of quicksand will usually appear solid and
dependent on the avalanche’s size and is buried underneath might even be covered with debris. An adventurer who is
the snow and must make a DC 10 Constitution saving throw traveling at a normal pace (not running) can recognize the
at the end of each hour or gain one level of exhaustion. danger with a successful DC 15 Wisdom (Survival) check.
A running creature is not allowed a saving throw, and
travels 5-10 feet into the pit (roll 1d2 x 5 feet). A typical
AVALANCHES quicksand pit should be around 20 feet in diameter.
Creatures in quicksand need to make a DC 15 Strength
Size DC Damage (Athletics) check to move 5 feet (in any direction), failure
Small (15-feet cone) 10 3d6 results in sinking 5 feet and beginning to drown. A creature
Medium (20-feet cone) 15 4d6 whose head sinks beneath the surface of quicksand will
need to succeed on a DC 15 Strength (Athletics) check to
Large (25-feet cone) 20 5d6
get closer to the surface or be rescued, otherwise, see the
Huge (30-feet cone) 25 6d6
drowning rules.
Gargantuan (35-feet cone) 30 7d6
Natural Hazard: Will-o’-the-wisp
Many rangers and hunters that frequent marshes and mires
Swamp have told stories about the strange, ghostly lights that haunt
There are a few swamps and quagmires in Trudvang, where the marshes on dark nights. The novice and less-experienced
the land is boggy and soft, riddled with dark puddles and often mistake these for candles in some windows or the
plagued with insects. These are home to strange creatures burning fires of a campsite. Eager to find shelter, these
and people who seek solitude to pursue dark things and unfortunates charge heedless to their own death.
forbidden arts. A creature must make a DC 15 Wisdom saving throw
The swamps and mires are hard to navigate, even more or be charmed by the lights. A charmed creature walks
so in the ever-persistent fog. That fact alone makes many toward the lights, oblivious to any danger, whether it
swamps and mires forlorn and alien to locals, and most is quicksand, or deep, murky water infested with giant
steer away from ever entering a swamp except in dire snakes or even more dangerous creatures. A charmed
need. Still, there are rangers and travelers that have made creature repeats the saving throw at the end of each of its
the swamps and mires their favorite terrain, and those turns, or if it takes damage. If the creature succeeds at the
that have mastered the swamps and mires often find these saving throw, it is no longer charmed.
places full of game.
When the player characters find themselves in swamps Underground
or mires, the DC of all Wisdom (Survival) checks made to Deep beneath the soaring mountains of Trudvang you
navigate, find game, or forage, are raised by 5. can find enormous and breath-taking Dwarven kingdoms.
There, Dwarves have toiled for centuries, forming stone
Natural Hazard: Plague of Insects and mountain to create incredible halls and hallways,
In summer, swamps and mires are a dreadful place, full of engraved with futhark runes, which are beyond any
biting insects and buzzing flies. This makes traveling there craftsmanship you see above ground.
an awful business, and only either the most foolish, those There are, however, more caves and underground halls
that have no other place to go, or those with a serious need than those made by the Dwarves. Goblins have carved out
to go there, venture into a swamp or bog their own halls, though not as beautiful as those the Dwarves
A creature that finds itself in a plague of insects must make, and have created their own network of underground
make a DC 15 Constitution saving throw. On a failure, the passages. There are also natural caves, where all sorts of
creature takes one level of exhaustion. creatures and beasts have made their homes. Earthquakes
and volcanic eruptions, erosion by water or ice, even large
Natural Hazard: Quicksand monsters, have all left their mark on Trudvang, and it is not
Traversing through a swamp or mire exposes one to many hard to, especially when traveling in mountainous areas,
natural dangers, and perhaps none has claimed more lives find openings and caves that lead deep into the ground.

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Natural Hazard: Cave-In are often crossed by roads and trails, where one might
One of the most dangerous things while traveling spot an often-used campsite of traveling merchants and
underground, is to experience a cave-in. Not only can it be adventurers.
deadly to have the cave ceiling fall on you, but it can easily Still, as peaceful and tranquil as grasslands and
trap one inside the cave or underground, without any hope plains might look, danger can be as easily found here as
of getting out again. anywhere else in Trudvang. Highwaymen and robbers
A creature caught in a cave-in must make a DC 15 waylay travelers, wolves and other predators prowl for
Dexterity save. On a failure the creature takes 5d6 easy prey, and tribes of Wildfolk hunt for food. Traveling
bludgeoning damage and is restrained. On a success, the is never an easy business in Trudvang.
creature takes half damage and is not restrained.
Natural Hazard: Razor Grass
Natural Hazard: Geothermal Gas Sometimes the grass becomes hard and sharp, making
Traveling underground puts one ever closer to magma it difficult and dangerous to travel across such a field.
chambers and geothermal activity. Many places are Though the cuts the grass produces are not deep, they are
therefore hot, even extremely hot, making the air hard uncomfortable and leave a nasty sting, and small cuts that
to breath. In some places, geothermal gas seeps through can become infected.
cracks in the stone. Often you can often smell the sulphur When a creature moves into or starts its turn in an area
in the air, but sometimes the gas is undetectable, which with razor grass, it must make a DC 10 Dexterity saving
makes it more dangerous. throw or take 1d4 slashing damage. If a creature fails the
When entering an area where there are geothermal saving throw, it must make a DC 10 Constitution saving
gases, on a successful DC 15 Wisdom (Perception) throw or become poisoned.
check, a creature can smell or detect the change in
the air. If the check fails, the creature must make a Natural Hazard: Spiked growth
DC 18 Constitution saving throw or take one level of Vitner can have strange effect and sometimes the use of
exhaustion. When a creature enters or starts its turn vitner leaves terrible marks on ground, making the flora
in the area where the gas is, the creature must make either turn to ashes, become tainted or grow exceptionally.
a saving throw, a failure means that it gains a level of In some places, the flora has grown spikes. Trees and
exhaustion. A creature that doesn’t need to breath bushes seem to earn some sort of consciousness and will
is immune to this effect, therefore one can often find fling their spikes at anything within range, be it a bird or
undead lurking in places like these. an adventurer.
When a creature moves within or starts its turn within
Natural Hazard: Glass Stone 30 feet, it must make a DC 12 Dexterity saving throw or
Obsidian, diamonds, and other gemstones can be found take 1d6 piercing damage.
underground, something which the Dwarves discovered
long ago. Though these can often be fashioned into Natural Hazard: Dried lakebed
beautiful works or art or jewelry, there are chambers and In times of drought, creeks, lakes, and rivers dry out. This
caves where glass stone is especially dangerous, and can usually means a disaster for the local flora and fauna alike.
leave unwary adventurers wounded or even dead. Once it starts raining again, sometimes river and creeks
An area of glass stone is considered difficult terrain. change their ways, forming new paths and even new lakes
Once a creature enters or starts its turn within the area, and ponds.
it must make a DC 12 Dexterity (Acrobatics) check Dried lakebeds can be dangerous to cross, since the
to move. A failure means that the creature takes 2d6 earth can still be wet and quickly form mud, making this
slashing damage and moves down one step on the wound a difficult terrain. When a creature crosses this type of
Track. terrain, it must make a DC 15 Wisdom (Perception) check.
If it succeeds, the creature can see that this terrain can
Grasslands and Plains slow their travel. If the check fails, the creature must make
There are few plains in Trudvang, and most of the a DC 12 Strength saving throw at the beginning of its turn
grassland was once forest but has been ploughed away or be restrained.
and repurposed for grazing. There you might find sheep
and cattle, a few herders, and farms. The grasslands

78
WEATHER change completely. The wind whips up the snow from
the ground in a blinding flurry, and hail as big as nails
Living out in the wilds of Trudvang for prolonged periods plummets from black clouds above. Anyone who is not
of time is not something anyone does with ease. Torrential prepared for a blizzard usually succumbs. It is possible to
rains, driving wind, bitter cold, blanketing snow, and hard avoid being surprised by a sudden blizzard by succeeding
surfaces to sleep on are just some of the natural factors on a DC 10 Wisdom (Survival) check.
that affect a person’s time in the wilderness. Because blizzards come in varying degrees, the game
master determines what happens when someone gets
WEATHER HAZARDS trapped in one. Two simple rules of thumb apply to every
Weather can have a huge impact on whether a trek or a blizzard: visibility is rarely more than 10 feet, and the
quest is successful. The summers are warm and beautiful risk of getting lost is high. Any objects that are not firmly
in most of Trudvang, albeit short in the north. While most attached, like a blanket that is strapped to a backpack or a
travelers use the summer to move from one place to the cloak that is fastened with a buckle, will almost certainly
next, many need to be out and about during other seasons. blow away.
Snow and cold are common dangers in many regions When a creature is hit by a blizzard while traveling, it
across Trudvang, especially in the Stormlands, Mittland’s must make a DC 10 Constitution saving throw or gain one
northern reaches, the mighty forest of Darkwood, and the level of exhaustion. Every hour spent in a blizzard while
dreaded range known as The Great Iron Mountains. traveling adds +1 to the DC.
Trying to endure freezing temperatures and furious Wisdom saving throws made to gain the effects of long
winds quickly saps one’s power, and few can focus on rest in blizzards are made with disadvantage.
more than simple survival. As if this weren’t bad enough,
you will also suffer blizzards, crevasses, avalanches, snow Snow Blindness
blindness, frostbite, and a host of other surprises that can Spending too much time in a snowy landscape may
make your life unbearable. cause snow blindness. Because the sunlight reflects so
powerfully off the snow, hitting you from above and below,
Frostbite it’s common for a character to suffer from watery eyes and
It is said that there are some places in Trudvang where a a blinding sensation from the damage being caused.
person will instantly succumb to frostbite if they remove When a creature has been exposed to bright sunlight
their gloves or headgear. The Great Ice Plains are such a in a snowy area for more than an hour, make a DC 10
place, where any exposed skin is a liability. However, most Constitution saving throw. On a failure, the creature has
frostbite comes from a lengthy stay in cold environments disadvantage on all Wisdom (Perception) checks that rely
that are far less severe, due to a lack of sufficiently warm on sight until after a short or long rest.
clothing and winter gear. The danger increases with
the strength of the wind, which makes an already bitter Fog
environment even less hospitable. Fog often occurs in Trudvang: it is common to see fog
Often the toes, fingers, cheeks, nose, and ears are blanket the landscape save for during the middle of
affected by frostbite first. A victim can recover from biting winter or when the land has received a more or
superficial frostbite that is taken care of quickly, but it gets less supernatural touch. In the Stormlands it is believed
far worse if left untreated. that the areas usually affected by fog are still in the realm
A creature exposed to Frostbite must make a DC 10 of the dead, Dimhall, as all of the Stormlands once was.
Constitution saving throw at the end of each hour or take In fact, a common perception in most of Trudvang is that
1d6 cold damage and gain one level of exhaustion. Every the fog creates a space where the veil between Trudvang
hour spent outside adds +1 to the DC. All creatures with and Dimhall becomes visible. It is said that anyone who
resistance or immunity to cold damage automatically wanders into the fog may get lost and end up caught
succeed on the saving throw, as do creatures wearing cold either in the borderland between the two or in Dimhall
weather gear. itself, forever. The lucky one who doesn’t get lost may still
encounter undead creatures forever cursed to wander
Blizzards the borderland. In Mittland, there is a common belief
Blizzards usually strike quickly and mercilessly. The that one can find their way through the fog to Othwa, the
surroundings may have been quiet all day, but suddenly kingdom of heroes.

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Dimgates Whether you use the travel-montage approach or hour-
In the fog, there is a chance you may encounter Dimgates, by-hour approach, traveling in Trudvang is important to
portals to other places. These are difficult to spot, as they get a good feel for the setting, the lands and the different
usually appear as a thicker density of fog. Sometimes, cultures. Terrain, weather, hazards and encounters with
however, Dimgates can be something more apparent, such monstrous creatures are all part of what makes Trudvang
as a pair of dead and twisted trees, or a cave that detaches great. It’s not all about the destination, but also about the
itself from the fog. Stepping through a Dimgate can take journey and the dangers you face along the way.
you to a different location in Trudvang, to another realm
(such as one of the vassal kingdoms under Dimhall), or Persistence in the Wild
perhaps even to Othwa, the kingdom of heroes, where for Most travelers in Trudvang have learned how to persevere
every day spent, a full year passes in Trudvang. in the wild while traveling. Knowing the most common
It is hard to find Dimgates (a quest in itself). With a wilderness signs, having a good feeling for weather, and
successful DC 20 Intelligence (Nature) check, you find being a good hunter have saved far more groups of travelers
evidence that a particular site can serve as a Dimgate. than having your backpack stuffed with necessary and not
Opening a Dimgate always requires some kind of ritual so necessary equipment.
and a sacrifice of some sort. With a successful DC 20 Encumbrance, camping, wayfinding, foraging, and
Intelligence (Arcana) or Intelligence (Religion) check, you hunting are all part of Trudvang journeys, and each group of
figure out what is needed to open the Dimgate. adventurers have their own set of roles, which the members
try to fill. While one or two members of the group go out
The Unnatural Nature of the Fog hunting, another member takes stock of rations, while yet
The fog in Trudvang is laden with eldritch mysteries another lights a fire and keeps watch.
and Dimvitner, making it not only a source of many tales Being able to live in the Wild is a necessity, since most people
and legends, but also a dangerous natural phenomenon. in Trudvang live in small communities that rely on being able
Undead often accompany the fog, due to its link with to travel from one place to the next. Therefore, persistence in
Dimhall. Many brave and veteran adventurers say it is only the wild comes naturally to the people of Trudvang.
the foolhardy who wish to spend nights outdoors when the A creature can survive being lost in the wild without a
fog creeps over the land. permanent camp for but a few days. After a number of days
When you spend nights outdoors in fog, there’s a high equal to your Wisdom (Survival) modifier, you make a DC 10
risk of being attacked by undead creatures. When rolling Constitution saving throw + the number of days that exceed
for random encounters, double the amount of undead your Wisdom (Survival) modifier once a day. For an example,
rolled for. a ranger with a +6 bonus to Wisdom (Survival) check, would
Wisdom saving throws made to gain the effect of a long roll a DC 11 Constitution saving throw on day 7 and DC 12
rest in fog are made with disadvantage. Necromantic vitner Constitution saving throw on day 8, etc. On a failure, you gain
spells get a +1 to damage for every die the caster rolls. one level of exhaustion.

TRAVELING THE WILDERNESS Encumbrance


Veteran adventurers and heroes know that it doesn’t
Trudvang is a living, breathing, and dangerous place, matter how much equipment you bring along, as long as
where you need just as much wits as bravery to survive. you bring the right equipment. Many heroes have forsaken
Traveling from one place to the next can be an adventure great treasures, simply because they needed to travel light,
in itself; finding the right way, navigating and steering clear or the treasure was weighing them down.
of natural hazards, not to mention outlaws, Trolls and When traveling, keep a note of encumbrance. Not being
Tursirs. encumbered can be what keeps you alive in dire situations.
Sometimes you might go days without ever seeing Therefore, many adventures have learned, some the hard
another living humanoid, when the foliage blocks out the way, to only bring along what you can’t either find on the
sun and you seem to wander aimlessly in the woods. At way or get at your destination.
other times, you might find yourself on a Stormlandian An encumbered person’s speed drops by 10 feet, and
knarr, braving Stormwaves and Sea Wolves, to find your they have disadvantage on Dexterity (Stealth) checks, and
destination. At still other times, you might be climbing a an encumbered person can’t travel at a fast pace. A heavily
glacier-capped mountain. encumbered person’s speed drops by 20 feet and they have

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disadvantage on ability checks, attack rolls, and saving You move at half speed in difficult terrain— moving 1
throws that use Strength, Dexterity, or Constitution. A foot in Difficult Terrain costs 2 feet of speed—so you can
heavily encumbered person can only travel at a slow pace. cover only half the normal distance in a minute, an hour,
or a day.
Travel Pace
While traveling, a group of adventurers can move at a normal, Camping
fast, or slow pace, as shown on the Travel Pace table. The There are two types of camps, temporary camps and
table states how far the party can move in a period of time and permanent camps.
whether the pace has any effect. A fast pace makes characters Temporary camps are suited for one night, where you
less perceptive, while a slow pace makes it possible to sneak have a campfire and bedrolls. This is the most common
around and to search an area more carefully. type of camp. Temporary camps offer no benefits to either
Forced March. The Travel Pace table assumes that short or long rests.
characters travel for 8 hours in a day. They can push on Permanent camps are suited for a longer stay, where
beyond that limit, at the risk of Exhaustion. you have tents, a water supply and a good firepit. Many
For each additional hour of Travel beyond 8 hours, adventurers that explore a specific area build a permanent
the characters cover the distance shown in the Hour camp, where they can venture out from on expeditions
column for their pace, and each character must make a and exploration treks. Characters benefit from permanent
Constitution saving throw at the end of the hour. camps and gain advantage when rolling to see if they
The DC is 10 + 1 for each hour past 8 hours. On a failed managed to get a long rest while in the wild.
saving throw, a character suffers one level of Exhaustion.
Mounts and Vehicles. For short spans of time (up to an Terrain and Rest
hour), many animals move much faster than Humanoids. Terrain has an effect on rest. Being in a dark lonely wood
A mounted character can ride at a gallop for about an differs greatly from resting in a known campsite by a well-
hour, covering twice the usual distance for a fast pace. If traveled road. The following table shows the base DC for
fresh Mounts are available every 8 to 10 miles, characters the Wisdom saving throws for each type of terrain.
can cover larger distances at this pace, but this is very rare
except in densely populated areas.
Characters in wagons, carriages, or other Land Vehicles TERRAIN AND REST
choose a pace as normal. Characters in a waterborne
vessel are limited to the speed of the vessel, and they don’t Type of Terrain DC
suffer penalties for a fast pace or gain benefits from a slow By roadside 5
pace. Depending on the vessel and the size of the crew, Plains 10
ships might be able to travel for up to 24 hours per day.
Mountains 15
Sea 15
Difficult Terrain
The Travel speeds given in the Travel Pace table assume Underground 15
relatively easy terrain: roads, open plains, or clear dungeon Woods 15
corridors. But adventurers often face dense forests, deep Swamp 20
swamps, rubble-filled ruins, steep mountains, and ice- Glacier 20
covered ground—all considered Difficult Terrain.

TRAVEL PACE
Pace Distance travelled Distance travelled Distance travelled Effect
per minute per hour per day
Fast 400 ft 4 miles 30 miles Disadvantage to Wisdom (Perception)
checks, -5 penalty to Passive Perception
Normal 300 ft 3 miles 24 miles -
Slow 200 ft 2 miles 18 miles Able to use Stealth

82
Other things might influence the DC, such as if the sword, casting a spell, or unlocking a locked door to an
player characters are being hunted by a group of Trolls, ancient barrow.
or if the player characters are wounded and in distress,
or if they have recently cleared the area of the most Optional Rule: Hunting
dangerous predator. When the player characters are There are three important factors to consider when
in a situation where they are desperate, in danger, or hunting: the hunting ground, the time spent hunting,
in a location completely unknown or alien to them, the and the hunter himself. A hunter can spend an unlimited
Game Master might raise the DC by 2. When the player amount of time hunting and be incredibly skilled, but these
characters feel completely safe, are in a region they know two factors are useless if the hunting ground is desolate.
well, or spent extra time finding the right place to camp, Similarly, a good hunter can choose a rich hunting area
the Game Master might lower the DC by 2. but still fail to bring down any prey because he didn’t
Rest is critical in Trudvang, and when the player spend enough time at it. Hunting ground and hunting time
characters are out in the wild, it isn’t a commodity that are explained in more detail below, along with modifiers
comes easily. Finding a good place to rest is just as that help determine how many rations of food a hunter
important as finding the right path, mending a broken may acquire.

83
Hunting Ground Several Hunters
Depending on the richness of the hunting area and the If a group of people go out hunting together, only the one
game sought, the DC for the Wisdom (Survival) check is with the highest Wisdom (Survival) modifier rolls to see if
modified accordingly. The table below shows samples of the group is successful.
hunting grounds and their respective DCs. Keep in mind A group of two or more hunters working together use
that many of these areas are often the haunt of predators, the normal rules for aiding another character.
trolls, and goblins.
Game
Once the Game Master has determined what terrain is most
HUNTING GROUND MODIFIERS applicable and the hunter has decided how long the hunt will
last, the character must decide what type of game to focus
TERRAIN DC on. The table below gives the hunter additional modifiers to
Incredibly Favorable 1 their Skill check depending on the type of game.
Favorable 5 Small game means smaller animals, mainly various
types of rodents, rabbits, or pheasants. Standard game
Good 10
means somewhat larger animals such as martins or foxes.
Neither good nor barren (forest) 15
Big game means large animals such as wild boar, deer,
Barren (prairie/savannah/steppe) 20 and moose.
Very Barren (arctic/tundra) 25
Extremely Barren (Great Ice Plains) 30
GAME HUNTING MODIFIERS
Size of Game DC Modifier
Time Small game +0
Time is an important factor in a hunter’s success. The Standard game +2
more time spent hunting, the greater the number of prey
Big game +4
that can be killed. Depending on the type of game, there is
a minimum amount of time generally required.

Food and Items Gained from Hunting


TIME SPENT HUNTING When a hunt is successful, you find (in rations food equal
to your Wisdom modifier + the size modifier of the game
Type of Game Time Required (see the table below).
Small game 4 hours
Standard game 6 hours
Big game 8 hours FOOD AND ITEMS GAINED FROM HUNT
Size of Game Rations Gained
For every two hours a hunter spends hunting in addition Small game 1d4
to the minimum required above, the hunter gains a +1d4 Standard game 2d6
to the check. Someone who hunts for four extra hours
Big game 6d6
adds +2d4 to their value for the Wisdom (Survival) check
on a roll for hunting.
A hunter is unable to hunt for more than twelve hours With a successful use of tools, you can gain useful items
in a single day. from your prey. The following table shows the DC and
Keep in mind that a hunter is out in the wild and exposed items you can gain from processing the carcasses. These
to natural hazards and wandering monsters. products can be sold or used to create other items, such
as armor or weapons.

84
ITEMS RETREIVED FROM PREY the player character’s honor and obligation come into play,
just as it is important to give the player characters ample
Items DC opportunity to play out their traits and flaws.
Small game
Pelts 5 HONOR
Teeth/Claws/Horns 10 In Trudvang, a man’s honor is priceless. It matters not what you
Oil/Fat 10 wear, what kind of weapon you carry, if you don’t act upon your
honor. Even the poorest secluded farmers have their honor
Leather/Hide 10
and defend it, just as much as the richest kings in Dranvelt
Standard game might. Insults, mocking, or lampoons that belittle or make fun
Pelts 10 of the thing that people derive honor from are not taken lightly,
Teeth/Claws/Horns 15 and only the honorless do not take actions to defend it.
Oil/Fat 15 It is important to use the player characters’ honor to
Leather/Hide 15 further the narrative. A player character might not be
willing to risk their life fighting a group of Trolls, but once
Big game
someone says that the player character might be a coward,
Pelts 15 they might spring into action, if for no other reason than
Teeth/Claws/Horns 20 to prove that they are not a coward. A hero might balk at
Oil/Fat 20 stabbing someone in the back and refuse to take any part
Leather/Hide 20 in schemes that would lead to such dishonorable tactics.
To replenish Raud, the player characters need to be able
and it is the GM's responsibility to provide opportunities
within the narrative for them to do so. A character that
RAUD stands up to insults or challenges, especially where it
might make more sense to let things slide, should be
Every person in Trudvang has Raud, as the weave of fate awarded a point of Raud. However, using honor should
and destiny, gods and asirs, dictate. Of course, as fate entail and further roleplaying and the narrative, but not
would have it, each hero holds their raud in their own send the player character on a fool’s errand or make
hands, and one must act according to one’s honor and them do something that makes either no sense for the
obligation, or your destiny is sealed. narrative or for the character themselves.
Raud is a powerful narrative tool. It can help shape the
player characters’ story, further it, or make it more complex Who travels widely needs his wits about him,
and personal. Raud can help the player characters reach The stupid should stay at home:
their goal, push them to perform great deeds, or overcome The ignorant man is often laughed at
obstacles that none other might. That is how fate would When he sits at meat with the sage.
have it. However, when Raud is depleted, when fate has left (From Havamal)
the player characters, they often quickly find themselves in
dire straits, running for their lives and eager to find their People of Trudvang respect the honor of other people
way back to someplace where they feel safe. and do not use it lightly, for it can have dire consequences.
The Game Master can use Raud to reward the player Many have died in duels or fights over slight insults or
characters for acting upon their honor, personal traits, flaws, badly timed jokes.
or obligation. Honor and Obligation play a special role in
Trudvang, since many people value their honor higher than OBLIGATION
any monetary gain, and feel obligation toward something Every person feels obliged or bonded to someone or
special, an obligation that they would never back away from. something at any given time in their lives. All player
A Mittlander Bruid would always try their best to uphold any characters start out with an obligation, that the Game
promise or Blood Oath they have made, just as a Stormlander Master can use to further their narrative.
duelist would rather die than to surrender in a duel. However, unlike honor, obligation can change
Since these are things that shape the everyday life of throughout the narrative. A player character might start
the people of Trudvang, it is important to make sure that out feeling obliged to pay off a gambling debt, but after

85
paying the debt, the player character swears fealty to a Anxious
new local laird, then, after seeing their friend die at the An anxious character has suffered the first level of fear.
hands of a Stormlander berserk, they swear an oath to They are jumpy, tense, and stressed out, while trying to
stop at nothing to avenge their fallen comrade. cope with the danger that they feel that they are in. A
Thus, obligation is a living thing that can move with the character that has the anxious condition can only remove
flow of the narrative. Of course, a player can only change their it after a short or long rest, but doesn’t reap the benefits
player character’s obligation at the Game Master’s discretion. of such a rest. In other words, an anxious character can’t
Obligation must have a direct impact on the player restore features, use hit dice to heal themselves or use any
character, both for good and ill. For an example a character other feature that relies on either short or long rest.
might need to choose between their obligation and their
chieftain, offering multitudes of roleplaying opportunities Frightened
and character development. When a character suffers the second level of fear, they
A character that doesn’t act on their obligation or tries become frightened. They fear whatever the source of fear
to avoid standing up to their part, cannot gain Raud is and cannot willingly approach it. They do not fight at
points until they have changed their ways. Obligation isn’t full capacity, and if they can or see an opportunity to, they
something one must take lightly, albeit something that might flee the source of fear.
defines a character and is a part of who they are.
Horrified
FEAR AND MADNESS A horrified character has suffered the third level of fear. They
develop a short-term madness (see below) and might become
Fear is a powerful motivator and one of the oldest violent toward their friends, stunned by the sheer weight of
emotions we know. In Trudvang this is no different. Even horror before them, or mumble incoherently to themselves
the bravest heroes and adventurers can feel the effects of
fear, jumping at shadows and always looking over their Terrified
shoulders when in dangerous situations. When a character suffers the fourth level of fear they have
Sometimes the fear becomes so overpowering that sunk even deeper into fear and madness. Their grip on
even the sanest person starts to lose their grip on reality, reality is fragile, and they are completely overcome with
developing dementia, irrational fears and phobias, or even terror, making them develop a long-term madness.
turning against their own fellows. Madness is a terrible thing,
and a quest for glory can quickly turn into a maddening flight Madness
for their lives as the monsters and horrors the adventurers The final and last level of fear is utter madness. The character
face sow enough fear into their minds to make them go mad. has lost complete control of their mind, and madness is all
that is left. A mad character develops an indefinite madness
LEVELS OF FEAR and the Game Master might prompt the player to create a new
Every character has five levels of fear, and each level of fear character, since it will take a while before their character regains
has its own effect. When a character gains a level of fear, sanity and can fully commit themselves to an adventure again.
they also suffer the effect. They might overcome the effect,
but the level of fear can only be removed after a long rest MADNESS
or by using features, spells, or special abilities. The effects Many times, heroes and warriors of Trudvang have been
are not cumulative; for example a character cannot both driven mad by fear. Seeing a Logiwurm burn your friends
suffer the effect of being frightened and suffer a short-term and allies to ash, feeling the unearthly chill of a barrow
madness, the effect of the highest level of fear is always wight’s grasp, or smelling the stench of a kelpie, is much
the effect in play. When a level of fear is removed, so is the more than the average person can handle, and something
effect. When a character gains the effect of a lower level, only the bravest heroes can withstand.
for example, a character that removes the second level of Madness can be short-term, long-term, or indefinite. Many
fear is no longer frightened but suffers the effects of having creatures and monsters cause fear, and are frightful enough
the first level of fear; in other words it become anxious. to drive the player characters mad. The effects of madness
However, should the character gain a new level of fear, they are not cumulative, for example, if you are suffering from
would become frightened again and suffer the effect as a short-term madness and take another level of fear, you
normal. develop a long-term madness and take on that effect instead.

86
Curing Madness ✦ A character afflicted with long-term madness is subjected to
Time and rest can heal madness, though that is of course an effect from the Long-Term Madness table for 1d10 days.
at the GM's discretion. Spells like “Hand of Gave” can also ✦ A character afflicted with indefinite madness gains an
cure madness. additional character flaw from the Indefinite Madness table
that lasts until cured.
✦ A character afflicted with short-term madness is subjected to ✦ A creature that has developed an indefinite madness can
an effect from the Short-Term Madness table for 1d10 minutes. no longer take levels of fear nor remove levels of fear.

SHORT TERM MADNESS TABLE LONG-TERM MADNESS TABLE


1d20 Effect 1d20 Effect
1-2 The creature loses all will to fight and lies down, 1-2 The creature become deaf with fear.
sobbing. The creature is prone and incapacitated,
where it lies crying.
3-5 The creature can’t take its eyes off of the source of 3-5 The creature becomes blinded with fear.
fear. The creature is paralyzed.
6-8 The creature becomes frightened and must use 6-8 The creature experiences a powerful delusion. They
their action and Movement each round to flee from can’t see themselves, believing they are invisible.
the source of the fear.
9-11 The creature suffers from vivid hallucinations and 9-11 The creature suffers extreme paranoia. The character
must attack the nearest creature. has disadvantage on Wisdom and Charisma Checks.
12-14 The creature becomes charmed by the source of 12-14 The creature experiences vivid hallucinations and
fear and does whatever it tells them to do, that isn’t has disadvantage on Ability Checks.
obviously self-destructive.
15-16 The creature develops an overpowering urge to eat 15-16 The character experiences uncontrollable tremors
something strange, such as dirt, tree bark, candles, or tics, which impose disadvantage on Attack rolls,
slime, or rotten wood. Ability Checks, and Saving Throws that involve
Strength or Dexterity.
17-18 The creature becomes unable to speak and babbles 17-18 The creature loses the ability to speak.
incoherently, being incapable of spellcasting.
19 The creature is stunned. 19 The creature suffers from an amnesia. They do not
recognize people or places or remember anything
that happened before the madness took effect.
20 The creature falls unconscious. 20 The creature falls unconscious. No amount of
jostling or damage can wake the creature.

INDEFINITE MADNESS TABLE


1d20 Effect
1-2 “They are out to get me. They are always there. Watching. Waiting. They are going to kill me."
3-5 “My honour is my life. I will defend it at all cost, always, no matter what or the consequences. I believe I am a great hero of the past."
6-8 “Nothing really matters. Nothing interests me. I really don’t care. I don't want to live."
9-11 “People are always judging me. I hate it. I have a paralyzing fear of being around people."
12-14 “I don't feel any emotion. No remorse or sympathy. I can't tell the truth."
15-16 “I have an imaginary friend whom I often talk to. It’s a lindwurm that tells me that I need to eat people to survive."
17-18 “I can’t take anything serioulys. Because the Gods/Gave told me everything is a lie. Reality is an illusion."
19 “Burn. Everything must burn. In the chaos of a raging inferno lies the unbridged truth of the universe.”
20 “I like killing people. I like killing people a lot.”

87
GIFTS AND REWARDS It is upon the characters honor to complete a task or
quest that they have accepted, especially if they have
When chieftains and jarls, lords and Bryckers try to agreed on the rewards. A failure to uphold their end of
persuade heroes and adventures to help them or do what such an arrangement can have bad consequences for the
heroes do, they seldom offer coffers filled with silver coins player characters.
or precious gemstones. Most of the time, the jarls or lairds The same applies if the player characters are not given
of small villages and town do not have that kind of money their rewards. They have every right to claim it, and even
lying around. a king's honor can be in ruins if they fail to keep their
However, as with barter, they can offer the heroes other promises or oaths.
gifts and rewards. They might have a sword of capital One of the greatest honors (and a goal for many heroes
quality, a splendid fur-lined cape, boots made from and adventurers) is to have a poem made about their
walrus leather, or even a piece of land where the heroes exploits and adventures. There are few poets that are as
can farm or build a house. But most of all, the chieftains influential as the court skalds, and many nobles use this
can offer their gratitude and even swear upon their honor to their advantage. They often promise as a reward that
that they will always remember the heroes’ actions and they will have their poets create a poem or sing about the
have their court skald write a poem about the heroes’ heroes and make sure that their names will echo through
exploits. eternity.

GIFTS VITNER AND NEGATIONS


Nothing comes for free, saving the best things in life.
When someone gives a player characters something, it is One of the biggest reasons that vitner weavers are both
customary in many places in Trudvang to give something feared and revered relates to the erratic behavior of the
back. Many nobles use this as a tactic to coerce heroes vitner. Whenever a mage conjures a spell by weaving vitner,
to act on their behalf, for there are few that are willing to it is pulled from somewhere else in the greater vicinity
accept gifts and not give something in return. where there is now a lack of vitner, resulting in what is
By giving a hero a beautiful sword or shield, the noble called a negation. Suddenly, for no apparent reason,
is, in a way, making the hero indebted to themselves, unexplainable things start to happen that can affect the
something which they plan on using later. When a player environment and the people within it. A negation of a spell
character accepts such a gift, they are obliged to respond acts much like an opposite or counterpoint to a spell that
in kind, especially if they are not able to give something is being conjured nearby. For example, if a mage conjures
back that is of equal or greater value. heat in one place, the negation would be inexplicable cold
Many heroes have found themselves accepting in another place, and vice versa. If they weave a protective
generous gifts from lords and kings, only to find out concealing layer around a being so that it becomes hard
that there was something more behind the gift, a quest to detect, another being elsewhere suddenly becomes
or a task that the giver wants the hero to perform. incredibly noticeable and much easier to detect. And so
The gift however usually hints at the request and on.
its importance. A laird might give a hero a beautiful A negation does not have to be negative for the one
masterfully crafted barda sverd, only to ask the hero experiencing it. In many cases, mages attempt to weave
moments after they have accepted the gift, to deal with spells that have a negative effect on a target. The negation
a group of Trolls that have taken up residence in a of such a spell would likely be perceived as incredibly
nearby forest. positive, even miraculous.
Often these sporadic negations last for only a few
REWARDS moments and in small doses, because the negation of a spell
Many people promise heroes and adventurers rewards for happens in several places at the same time and to a much
feats performed or monsters slain. These rewards usually smaller degree. But it is not unknown for a negation to have
represent the richness of the one who offers the reward. the same great power and focus as the spell being conjured.
A peasant might offer the leather of a whole cow, which It is completely up to the Game Master to decide how big
is perhaps worth more than the peasant’s income for a or powerful a negation is, as well as whether it affects the
whole year, while a king might offer a capital suit of armor, player characters. And the more frequently an enchanter
which he himself received as a gift from another noble. weaves the vitner over a short period of time, the closer and

88
more concentrated these negations will become. In order Feel free to create your own negations or roll on
to help the Game Master to decide about negations, various the Negation effect table below. With a successful DC
examples and indications are given below. 15 Intelligence (Arcana) check, the player character
Negations are one of the reasons (along with the fear recognizes the effect as a negation.
of fatal magic) that mages do not want to weave vitner
unnecessarily.

VITNER AND NEGATIONS


1d100 Negation effect
1-5 The air around the spellcaster smells of sulphur for a moment.
6-10 In an instant, all metal in a 30 foot radius around the spellcaster develops a hue of frost.
11-15 A random player character develops a halo that shines like a torch for 1d10 minutes.
16-20 A random player character cannot understand spoken languages for 1d10 minutes.
21-25 The flora on the ground in a 30 foot radius suddenly withers and dies.
26-30 A tree springs up from the ground, rising to over 20 feet in mere moments.
31-35 The ground rumbles for a moment.
36-40 The ground becomes liquidlike in 60 foot radius around the spellcaster, anyone trying to walk across it must swim.
41-45 All fires snuff out in a 90 feet radius.
46-50 All wind suddenly ceases, the air becoming perfectly still.
51-55 The ground cracks, forming a sinkhole.
56-60 Blood sprouts for a few moments from the nearest stone or rock.
61-65 The air becomes stale and smells like rotting flesh.
66-70 Everything in a 90 feet radius around the spellcaster tastes like ash for 1d10 minutes.
71-75 Magical darkness suddenly covers a 30 foot area but remains in place.
76-80 All water in a 90 foot radius freezes over.
81-85 Voices and strange sounds echo seemingly out of nowhere.
86-90 The temperature drops dramatically in a 150 foot radius around the spellcaster for 1 hour.
91-95 Water tastes like wine for 1 hour.
96 Static electricity forms in the air. All creatures within 60 feet must make a DC 15 Dexterity saving throw or take 2d6
lightning damage.
97 All noises become incredibly loud in 30 foot radius. Any creature that moves into the area or starts its turn there must
make a DC 15 Constitution check or take 2d6 psychic damage.
98 Acidic rain starts to fall in a 60 foot radius around the spellcaster. Any creature that moves into the area or starts its
turn there must make a DC 15 Dexterity check or take 2d6 acid damage.
99 Flames, such as from a fireplace or a torch, suddenly spring into life and explode. Every creature in 30 foot radius
around the spellcaster must make a DC 15 Dexterity saving throwor take 2d6 fire damage.
100 Strange green mist rises from the ground in 60 foot radius around the spellcaster. Every creature that moves into the
area or starts its turn there must make a DC 15 Constitution saving throw or become poisoned for 1 hour.

89
DUELS
Duels are one way of settling disputes in Trudvang, and
many warriors have earned great fame by winning many
duels.
There are, however, strict rules in duels, rules that only
the dishonorable would dare to break. These rules are
seen as sacred, and often settled upon before the
duel starts. Local nobles, such as chieftains
or jarls, or dimwalkers are often arbiters
in such fights.
Of course, the rules of engagement in
duels differ from one area to the next. In certain
places in the Stormlands, duels must be fought at
certain locations, while in many places in Mittland,
challenges must be issued by the village’s Lagsten. In yet
other places, duels are strictly forbidden, though not all
adhere to those laws.
Duels are not only a test of fighting prowess. It is just as
much a test of wits, cunning, willpower, and charisma. A
great duelist knows it is one thing to defeat your opponent,
and a whole different thing to be victorious.

THE CHALLENGE
‘You know,’ said Gunnlaug Serpent-Tongue then, ‘that
you have married my promised bride and made yourself
my enemy. Now, on account of this, I will challenge you party. Many challenges are issued at assemblies or things,
to a duel here at the assembly in three days’ time on some are issued by the local Stave Church or at the
Oxara Island.’ Lagsten. Each area or location has a gathering point where
duelists tend to issue their challenges, in order to ensure
It is important to issue a properly phrased challenge. that as many people as possible know that a challenge has
The exact words matter a great deal, especially if the been put forth, leaving it to the target of the challenge to
duel is a matter of honor. A person might need to pass act upon their honor.
a Charisma (Performance) check to make sure that
the challenge is phrased correctly, to ensure that the THE DUEL
target of the challenge can’t question the challenge. Each duel has its own set of rules, which the combatants
The challenger also might need to make a successful settle upon before the fight. Usually someone neutral,
Intelligence (History) check to ensure that they know such as a chieftain or a local dimwalker, oversees and acts
what is customary in the area in which the duel is as a sort of referee in the duel.
supposed to take place. The most common rules include rules about weapons,
The phrasing of the challenge must include the reason how much one must pay in silver coins to be released from
for the need for a duel, be it an insult, dispute over land, or the challenge after being wounded, if the parties can have
whatever other reason there is. The challenge must also someone else fight for them, and the size of the field where
include a time and place set for the duel, and if there’s the duel takes place.
anything at stake that has either a monetary or figurative Sometimes an unarmed wrestling match is enough to
value, such as land, spouses, titles, weapons, or anything settle a dispute, whilst at other times the duel is fought
like that. until either party is either dead or unable to continue the
The challenge must also be issued where there are fight. Some duels are fought until first blood is drawn, or
witnesses, preferably people that are neutral to either either party is bloodied.

90
Usually, many people gather to witness a duel. Therefore, Many duels have been fought because of this, and some
it is hard to cheat, and it is considered extremely have not only lost whatever they gambled for but their lives
dishonorable. Those who do so, and it is discovered as well.
quickly, lose the respect of people in the area and must Just as with duels, it is important to have all that
make Charisma based checks with disadvantage when participate in the gambling game agree on terms and
dealing with them. The arbiter might also intervene and the value of things. Naturally, those that have a way with
rule that the cheating party has forfeited the duel or take words, a silver tongue, and can easily fool other people
even harsher actions. Duelists that cheat have even found have an advantage, at least initially.
themselves captured and sentenced to death for such a
dishonorable act. CHEATING
Cheating is always frowned upon, but still many people do
THE OUTCOME what they can to ensure the best outcome in any gambling
Each participant in a duel must, upon their honor, respect game. When there’s much at stake and one stands to gain
the outcome of the duel. A creature that dishonors the riches, many are tempted to cheat.
outcome of a duel is considered vile, and most people If someone is discovered as a cheater, it not only cancels
refrain from having any contact with such a person. the wager, but the other participants might feel entitled
If a player character dishonors the outcome of a duel, they to either some retribution or to take actions against the
have disadvantage on all Charisma skill checks in the area. cheater. Many cheaters have found themselves quickly
It is up to the Game Master to decide how far or fast word between a rock and a hard place when they are outed and
travels. A person that doesn’t honor the outcome of a duel discovered as cheaters. Some have been thrown out of
might have to deal with it all their lives, or until they decide town, while others have had their hands cut off or even
to honor the outcome. Also, if a person doesn’t honor the worse.
outcome of a duel, it might have consequences for not only As a rule of thumb, the higher the stakes, the more
the person in question, but also their family, since the other severe are the consequences for cheating. While in a
party might take insult and decide to retaliate by enslaving card game where the loser must buy the next round of
or murdering those that stand close to the person. ale, the consequences might be the cheating person
being chastised and ridiculed. In a horse fight where the
GAMBLING gamblers have wagered their horses, a cheater might be
marked out for violence.
Many people in Trudvang love to gamble, to place wagers Of course, if someone is outed as a cheater, word
and bets on the outcome of games, duels, or other sports, quickly spreads. Those who were cheated might even
such as hunting or animal fighting. As with trade, most have mythspinners sing songs or create poems in which
people never gamble with money, instead they gamble with the cheater is ridiculed, and others warned of his cheating
items, animals, or other goods. Only the most desperate or nature. However, sometimes the cheater is applauded
cocky commoners are willing to gamble with their lands or for their ingenuity and brilliance, especially when those
family members. Many have lost their sons or daughters cheated are either disliked or should’ve seen the cheat
on a wager that they believed was a sure win. from miles away, for many feel that if you are either
Though most people honor the terms of gambling inexperienced or too foolish to see through a cheat, you
games, there are always those that feel cheated or fooled. got what you deserved.

91
92
BETWEEN ADVENTURES
Most adventurers need to take time every now and However, by spending a week and at least 25 sc in spreading
then to recuperate, heal, and tend to other things than rumors about the item and seeking potential buyers, the
traveling and hunting monsters. How they spend their character might find someone willing to buy the item or
time is up to them, but there are many ways to make object. With a successful Charisma (Persuasion) check the
good use of that time. character manages to sell the item, for the outcome see the
table below. Naturally, the character might choose not to sell,
Even the most stalwart adventurers need time to rest seeing the outcome, forfeiting the amount spent on creating
and heal. Many own farms and have families, others have the demand and interest for the item or object.
earned enough renown to become chieftains, lairds, or
jarls. Other heroes have other obligations to fulfill.
However, the player characters choose to spend the SELLING ITEM OUTCOME
time between adventures, or downtime while adventuring,
they might stand to gain more than well-earned rest. By Check total Outcome
spending time crafting, buying or selling items, training an 1-10 50% of base price
animal, or researching something, the player characters 11-20 75% of base price
might ensure their success in their next adventure.
+21 100% of base price

AT THE MARKET
Of course, it matters where the character decides to
Most people in Trudvang will never see a gold coin in their sell the item or object. The GM can either make the check
whole life. When the player characters are at the market, harder or easier based on the market, for example, selling
it is good to remember that most trade is done through the a piece of plate armor might be hard in a small hamlet
exchange of goods, not an exchange of coins for a product. in the Stormlands, thus the character might never have
Farmers and craftsmen bring their wares and produce to the chance to get 100% of the base price, but it might be
the local market and trade these for other products they easier in one of the Westmarkian cities.
need. Of course, there are both craftsmen, farmers, and
other people willing to sell their products and services BUYING AN ITEM
in exchange for coins, but most of the time, except in the Often the player characters wish to buy certain items.
largest communities and cities, the player characters might Most of the time, buying items that cost no more than
be the wealthiest persons around, in terms of coinage. 100 sc is easy and requires no other work on the part of
Therefore, it might not always be easy to get coins in the characters than to visit the market and find the right
exchange for objects or items that the player characters merchant. However, items that cost more than 100 sc
bring home after a dangerous trek or adventure. The more are hard to come by, since they are relatively few as the
the characters know about the market and how to work demand for such items is low. Only chieftains and nobility
the marketplace, the better chance they have of finding can afford such items, though of course such items
potential buyers and getting a good price. The same are often gifted to heroes and have later become family
applies when they wish to buy wares and services. heirlooms, their value priceless for the family in question.
If the character wishes to buy a specific item or an item
SELLING ITEMS that costs more than 100 sc, it takes time to procure such
It can take a great deal of time, even in the largest cities, a valuable thing. By spending a week and at least 25 sc in
to find potential buyers for items and objects, especially spreading the word that they are interested in buying said
when the items or objects in question would fetch a high item, the character might find someone willing to sell such
price. Most craftsmen can’t afford to buy an ancient sword an item. With a successful Charisma (Persuasion) check
for hundreds of silver pieces, and would balk at characters the character manages to find a seller, for the outcome see
trying to sell such an item. When every day trade is the table below. Of course, the character might choose not
through barter, an expensive item is hard to sell. Any item to buy, seeing the outcome, forfeiting the amount spent on
that costs more than 100 sc is considered hard to sell. spreading the word.

93
BUYING ITEM OUTCOME CRAFTING ITEMS AND OBJECTS
If a character has enough time, access to the needed
Check total Outcome material and tools, and has proficiency with the tools,
1-10 120% of base price they can craft or mend weapons and armor, sew new
11-20 100% of base price clothing or tapestries, build a chest or barrel, or craft
+21 80% of base price whatever non-magical item they wish.
In order to successfully craft an item or object, a character
needs raw material that is worth at least half the item’s selling
The check can be affected by where the character price. However, it also takes time to craft an item. To determine
is trying to buy the item. It is nigh impossible to find a how long it takes to complete the item, you can either divide
magical sword in a small town, far from any trade routes. the cost of creating the item with a time modifier, which
It is easier when in the large cities. The check can be represent workweeks, determined by the Game Master (see
modified at the GM’s discretion. examples from the table below - for example, it takes a long
time to build a knarr or sew a tapestry depicting a special event
CRAFTING in the character’s life, but it might take a shorter time to craft
ten ceramic mugs), or divide the cost of creating the item by 50.
Almost all people in Trudvang learn a craft, and To successfully craft an item, the character needs to
therefore most people know a thing or two about one make a successful roll using the appropriate artisan’s
or maybe two professions. Many grow up on farms or tools. The character must be proficient with the tools
among craftsmen, taking care of animals, tending to needed to craft the item. Only craftsmen who have devoted
fields, or learning to identify which trees make good considerable time and learned from a master craftsman
wood for knarrs or boats. For most, learning a craft or can create items of greater quality than normal.
a profession is a means of earning a living. For other
people, this is a chore that one must endure before
doing more interesting things. CRAFTING
Therefore, even the most humble abodes and farms have
items and objects that they take pride in, things that might Quality DC
be as trivial as an old tapestry woven by the women of the Poor 10
family for decades, or their houses, intricately carved to Normal 15
show pivotal moments in the family history.
Capital 20
Naturally, many become craftsmen and pick up a
Masterful 25
profession, going from village to village selling their
services and handicrafts. These craftsmen sometimes Legendary 30
form guilds or groups, to further their own goals. The
Storm-Hansa merchants are a good example. If the check fails, the item is ruined, and the money
Healers, potion-makers, blacksmiths, masons, spent, and materials used in the crafting process are
carpenters and even hunters can just as well form guilds, lost. Something went awry in the crafting process, for an
and in the larger communities and cities you might find a example the clay was overheated, the iron becomes brittle,
representative or two. These folk take great pride in their or the tanning of the leather was bad.
work, and knowing someone that can craft items can be of
great assistance. EXTRACTS AND POTIONS
Dwarves are phenomenal craftsmen, especially the Trudvang is a fantastic world where there are not only
Buratja. They toil alongside their Logi-furnaces, deep divine powers and vitner, but also mysterious plant and
within their mountain keeps, building incredible and animal ingredients that can be converted into elixirs
spectacular items, wrought in gold, silver, and mitraka. or ingested immediately. The enchanting forests have
Every now and then, a Human or an Elf becomes a master plenty to offer, and even their unbridled wild beasts carry
craftsman, attaining proficiency enough to match the strange substances that healers and scholars are keen
skills of the Buratja. There are few craftsmen among the to get.
Half-Trolls, since few of them possess patience enough to An “extract” is the collective name for all plants, animal
enjoy the finer work of crafting an item. substances, and drugs that are mixed in combination.

94
CRAFTING ITEMS AND OBJECTS that relieve pain, and salves that ease the
effects of diseases and toxins.
Proficiency Items Time modifier
Poisonous extracts are substances that are
Alchemist’s supplies Alchemist fire, extracts 50 directly harmful to ingest, toxins, plain and
Brewer’s supplies Ale, mead, wine 30 simple. Poison has an insidious reputation,
Calligrapher’s Supplies Books, manuals, letters 10 and those who use it are often seen as
repulsive. Among the Wildfolk and Troll folks,
Carpenter’s tools Furnitures, chests, barrels 50
poison is widely used and is seen as a sign
Cartographer’s tools Maps 50
of strength. The Stormlanders look upon the
Cobbler’s tools Shoes, boots 50 use of poison as the kind of misdeed normally
Cook’s utensils Food, rations 100 done by sorcerers and tricksters. Among the
Glassblower’s tools Glasses, bottles 40 Viranns, it is said that poison flows freely, and
Jeweler’s tools Rings, necklaces, earrings 50 the oldest brother in the cottage would rather
sleep outside in the woods than with his
Leatherworker’s tools Leather armour, boots 50
family when the gall-agarcales mushrooms
Mason’s tools Stone cutting, houses, walls 30
are in season. Despite this, poison use is
Painter’s supplies Paintings, artwork 30 strictly prohibited in communities governed
Potter’s tools Ceramic mugs, dishes, vases, 100 by the church law of the Tenets of Nid. Among
urns the Mittlanders, only wretches, cowardly
Smith’s tools Armour, weapons 50 men, and cunning women use poison.
Tinker’s tools Household items 100 Altering extracts are substances that affect
Weaver’s tools Clothes, tapestries, tents, sails 30 the recipients in ways other than healing or
poisoning them. These extracts might bestow
Woodcarver’s tools Toys, decorative woodcarving 50
darkvision, grant increased strength, or simply
grow hair on a your chest.
Extracts are divided into three categories: healing, Brewing potions and creating extracts is a craft
poisonous, and altering. that requires many different ingredients. Making potions and
Healing extracts are exactly what the name suggests, extracts does not take up as much time as crafting items and
they heal injuries or illnesses. This can involve many objects, as long as the character has the ingredients and the
different kinds of healing, including astringents that stop necessary tools. The time and cost of creating potions and
bleeding, tissue building that heals damage, analgesics extracts are summarized in the table below.

EXTRACTS AND POTIONS


Name* Time Cost Crafting DC
Black Heather 1 day 20 cc per brush 15
Breathbaccy 1 day 40 sc 15
Dragon Blood Special 1000 sc per dose 10
Frostboar’s Fat 1 day 2 sc per dose 15
Gatebloom 1 day 100 sc per clover 10
Gavespring 1 day 30 sc per stem 15
Manetter 1 week 20 sc per dose 20
Tornroot 1 day 7 sc per root (3 doses) 10
Trollberries 1 day 10 sc per berry 10
Tunglis 1 day 5 sc per leaf 10
Wound-balm 1 day 4 sc per dose 15
Wrongmurg 1 day 20 cc per mushroom 10
*Potion and extract description can be found in chapter 4, Magical items.

95
CRAFTING MAGICAL ITEMS All magical items are either of masterful or legendary
Magical items are exceedingly rare in Trudvang and quality. These items require more than just time, effort,
most of them are relics of a bygone era. Still, there and material. It is a long-term process to craft such an
are a handful of craftsmen that have honed their art to item, where extra-ordinary and rare ingredients are
near perfection that are able to produce items that are needed, not to mention the aid of a powerful vitner
powerful and have been wrought with vitner. weaver.

96
To craft a magical item, the craftsman needs a formula. RESEARCH
The formula tells the craftsman what kind of ingredients
are needed, just as a recipe tells a baker how to bake bread.
It is a tedious business crafting a magical item, one with Sva hermila harma gjori,
many different steps and materials needed. Finding such hne Storma i und orma,
a formula might be an adventure all by itself, but crafting - baugs erum svipr at sveigi -
a magical item is a job where the craftsman must keep a sarlinns, kunnugt ek.
close eye on every minute detail. Bannak svinna at brjota,
The ingredients in a magical item are almost always rare - bjartr verdr alfrodull svartr -
and exotic. You might need silver, gold, jewels, or mitraka to fjorlaus fregnir hersir
create a masterful suit of armor, but to imbue it with vitner frekabani, aptr flekin.
you might also need a tusk from a Hrim Troll, the tear of a
Barrow Wight or a clear sheet of frozen water taken from (Magical poem written in Ancient Vrok found on the
a certain lake under a full moon. The number and type of door of the barrow of Haraldr Wolveslayer near the
ingredients are at the Game Master’s discretion. village Raudalog)
Crafting a magical item consumes much time and the
craftsman must go through many steps in order to make Legends and lore of all kind play a huge role in everyday
sure that the crafting succeeds. The formula details life in Trudvang. There are myths, sagas, and ancient
the steps that must be taken, and each step is followed poems that hold secrets and ancient wisdom waiting to be
by a check on whatever tool proficiency is appropriate unlocked and deciphered by sages, scholars, and those of
for crafting a similar non-magical object. If the checks a more adventurous nature.
succeed, the craftsman can move on to the next step. If the The player characters might come across texts or
check fails, the craftsman must repeat the step. legends that require them to spend some time researching,
trying to unravel or decipher ancient riddles and writings.
Sample Formula They might need to expend both money, time, and other
It takes considerable research to discover a formula for a resources to find hidden meanings, clues, and information.
magical item, and often these formulas are hidden within After all, knowledge is power, and the more you know, the
ancient poems. Legends, and sagas, many of which takes better you can prepare yourself and figure out what the
years to decipher. best course of action is.
Creating a magical item always comes at a great cost for the Research can be either simple or complex. Simple
crafter, as they must sacrifice a part of themselves in order to research requires the use of some resources, takes a
make the spell permanent. The following sample formula is short amount of time, and usually calls for only one
for creating a Bluespark sword (see chapter 4, Magical items). ability check. Complex research requires to use of more
resources, more time, and usually calls for more than
✦ Required tools: Smith’s tools, forge one ability check.
✦ Required proficiencies: Smith’s tools, Perception
✦ Required material: Iron, Mitraka, Sun crystal dust, Night SIMPLE RESEARCH
Ulm’s blood In a simple research, the player character might wish to
✦ Sacrificial cost: The crafter’s left eye. know something about a destination, a local figure, or
a historical event. Once the character has declared the
✦ Step 1: Forge iron and fuse the eye into the metal, creating focus of the research, they get to work, figuring out where
a single blade – DC 15 Smith’s tools check. they can find the needed information. Conducting simple
✦ Step 2: Bind the blade with mitraka in darkness – DC 15 research costs at least 50 sc, which is spent on bribes,
Wisdom (Perception) check materials, gifts, and other expenses. After one week of
✦ Step 3: Let the blade rest for a full circle of the moon in research, the character can make an Intelligence check.
Night Ulm’s blood, sharpening it every night at midnight – Having access to a library, wiseman, elders, or if the
DC 15 Smith’s tools check character gets aid from another player character might
✦ Step 4: At noon, bind the Sun Crystal dust in the blade grant advantage on the roll.
under a clear sky – DC 15 Smith’s tools check
✦ Step 5: Cast Illuminate on the blade.

97
SIMPLE RESEARCH OUTCOME DC 15 Intelligence roll. The pair discovers that their hunch
was right, the poem does speak of King Hareks death.
Check total Outcome ✦ Step 2: The poem is ancient and has many strange and
1-5 No insight gained archaic words. By spending more than 50 sc on the
6-10 You learn one piece of lore research, the pair unravels a puzzle hidden in the poem.
11-20 You learn two pieces of lore By solving the puzzle, the pair knows the password to enter
+21 You learn three pieces of lore the tomb. With a successful DC 15 Intelligence (History)
check the pair manages to unravel the puzzle (perhaps it is
up to the players to solve the puzzle).
A single piece of lore is a true statement about the ✦ Step 3: The poem does speak of the tomb’s location, but
focus of the research. The character might learn the it is cryptic, and Breki and Ashildur need the help of sages
whereabouts of the barrow of an ancient king, or where to and bards. By spending another week and more than 50
find a formula for a certain magical weapon. They might sc on gifts and bribes, they finally figure out where to find
even learn something that calls for even more research. the tomb. With a successful DC 15 Intelligence (Nature)
The GM is, of course, the final arbiter of all the lore that check they discover that the tomb is behind a waterfall in
the character discovers. The lore itself might be wrapped the Valley of the Berserkers.
in an enigma and be puzzling, as many discoveries are,
and the character must interpret the lore gained.
TRAINING
COMPLEX RESEARCH
Complex research requires more resources and takes more Sometimes characters might wish to learn a new skill, gain a
time. The character might wish to decipher a strange runic proficiency in a tool, or pick up a new language. It takes time
text on a large runestone, learn a formula for a magical to acquire new skills, and one must find a good instructor,
weapon, create a new potion, or delve into lore concerning and be patient and willing to learn. Education takes time
a certain person, event, or location. Complex research can but it is often well worth it. Sometimes, training requires the
even be an adventure all by itself, where the player characters characters to make ability checks to see if they have learned
need to find information in different locations, speak to elders the new skill, proficiency, language or maneuver. If the check
and wisemen in many different places, or dig through ancient fails they not only fail to master what they were trying to learn,
texts buried away in some secluded monastery. but also lose everything that they invested in the training.
Each complex research is divided into steps. Each step
has a minimum research cost of 50 sc, which is spent on Learning a New Skill or becoming proficient
bribes, materials, gifts, and other expenses. After one week with an artisan’s tools
of research, the character can make a check. Having access Learning a new skill takes at least six weeks, but this time is
to a library, wisemen, elders, or if the character gets aid from reduced by a number of workweeks equal to the character’s
another player character might grant advantage on the roll. Intelligence modifier (an Intelligence penalty increases the
If the roll is successful, the character can start working time needed). Training costs 25 sc per workweek.
on the next step. Each step provides at least one piece of Becoming proficient in a new artisan’s tools takes at
lore. The checks needed can differ, and a character might least 6 months, but this time is reduced by a number of
need to use many different skills and proficiencies to workweeks equal to the character’s Intelligence modifier
conduct a complex research. (an Intelligence penalty increases the time needed).
Training costs 100 sc per work month.
Sample Complex Research The chosen skill or tool must be a skill or tool that
Breki and Ashildur, while searching for the tomb of King was available to the character at character creation. For
Harek Halfhand, have discovered an ancient tapestry that example, a dimwalker with the local hero background
holds a poem written in a strange dialect of Futhark, that they wishing to learn a new skill can only choose from
suspect might have some lore about where to find the tomb. Athletics, History, Insight, Medicine, Persuasion, Religion,
or Survival, since only these skills were available at
✦ Step 1: After pouring over the text and deciphering it and character creation.
spending more than 50 sc on help from a Thuul, the pair After the training, the character can add half their
manages to translate the Futhark runes with a successful proficiency modifier to the skill or tool in which they trained.

98
Learning a New Language TRICKS
Learning a new language takes at least ten workweeks, The trainer can use a bonus action to issue a command to
but this time is reduced by a number of workweeks equal the animal, which it tries to obey in the best possible way,
to the character’s Intelligence modifier (an Intelligence as long as the animal has learned the trick. The animal
penalty increases the time needed). Training costs 10 sc is not compelled to do as the trainer commands, and if
per workweek. the commands entail that the animal would have to forfeit
After the training, the character speaks and understands their own life, the animal’s instinct might become greater
the language chosen, but has limited vocabulary and than the need to comply.
speaks with an accent. The following list are tricks that the animal might learn.

Learn a New Battle Maneuver ✦ Attack: This command will cause the creature to mercilessly
Learning a new maneuver takes at least six weeks, but attack who- or whatever you are directing it toward.
this time is reduced by a number of workweeks equal Teaching the animal this trick also allows them to add your
to the character’s Intelligence modifier (an Intelligence proficiency bonus to their attacks. It is unlikely to relent
penalty increases the time needed). Training costs 5 sc until the target is ruined, or a come and heel command is
per workweek. given.
After the training, the character makes a DC 15 ✦ Fetch: This command will send the animal to strive to
Intelligence check. If the check succeeds, the character obtain whatever you are directing it toward. If the animal
can add the maneuver to their list of maneuvers. cannot do it, (e.g. if you told a rat to fetch a greatsword) it
Only characters that know battle maneuvers can learn will attempt to open up any barriers which prevent you from
new maneuvers. getting it yourself.
✦ Ride: If the animal is at least one size larger than you, (or
Learn a new weapon proficiency some other person in your company) and of appropriate
Learning to wield a weapon, for example if a dimwalker anatomy, it can be trained to be a mount. Prior to this
wishes to learn to wield a Tvei Hammri, takes at least six training, the animal just acts of its own accord, tolerating
weeks, but this time is reduced by a number of workweeks your presence on its back. Just because it is trained does
equal to the character's Intelligence modifier (an not necessarily mean that you know how to ride it though.
Intelligence penalty increases the time needed). Training ✦ Perform: This is one amusing trick your animal does. A back
costs 10 sc per workweek. flip on command, playing dead, speaking on command,
After the training, the character makes a DC 15 etc. When used for practical purposes, this is the same as
Intelligence check. If the check succeeds the character the animal having the Perform skill.
can use the weapon and add half their proficiency modifier ✦ Find: The animal can use its unique senses to search
to attack rolls with that type of weapon. for things and track/hunt a mark. When you are tracking
a mark, you have advantage on the roll if you have your
TRAINING AN ANIMAL animal with you and it knows this trick.
✦ Enlighten: You spend a great deal of time getting the animal
When a character chooses to train an animal, a successful to understand the subtleties of your expression, such that
DC 15 Charisma (Animal Handling) check is needed. it has a higher understanding of people and what they are
The trainer makes one check per trick. At most you can talking about. As an example, an unenlightened animal will
train an animal in three different tricks at the same time. feel good if you talk to it in a happy tone, even if your words
Teaching an animal a new trick takes 4 weeks. are harsh, but an enlightened animal will get the hint that
An animal can learn no more tricks than 3 times its you’re being facetious. By learning this trick, the animal
Intelligence, e.g. a mastiff with Intelligence 3 could learn gains a +1 to its Intelligence score. This trick can only be
9 different tricks. After a week of training the animal learned once.
and followed by a successful DC 15 Charisma (Animal ✦ Work: The animal can be trained to carry, haul, and tow
Handling) check, the animal learns a new trick. loads. While you could theoretically strap bags to the side
of most any animal, this also applies to things like pulling
carts, drawing a line to lift a load by a pulley, or tilling with
a plow, which actually do normally require some training to
be done well.

99
✦ Help: Your animal has been trained to remember directions farms have the most chance at having a decent return on
and the locations of important things, like people. If you investment. The following table shows the average weekly
are ever injured or lost, you could send your animal to seek cost, manpower needed to run a farm, and average weekly
help, it will always return to you. Animals trained in this value of sold goods.
trick will also find their way to you if you are separated. Many owners of large farms are nobles, such as jarls
✦ Talent: This teaches the animal a skill or tool proficiency. It is or lairds, that can also impose taxes upon other farmers.
up to the GM if the proficiency is something that the animal However, they must provide value for the smaller farmers
can learn. For example, using a harp may seem doable for a instead, such as providing shelter when threats arise or
large rat, but using a kettle drum would not. Likewise, training keeping a Hird.
a horse to use its senses better for a Perception proficiency
makes more sense than teaching it Knowledge: Arcana. The SELLING GOODS
animal uses your proficiency bonus for the chosen skill. Farmers can sell goods and produce at the market at
✦ Deliver: You have taught the animal how to navigate its way the listed price from the Trudvang Adventures Hero
back to known settlements, and return to you, as well as Companion. Few farms specialize in producing a single
how to carry and deliver messages and small parcels. good, most farms produce goods that can sustain the
✦ Hunt: Predatory animals, such as hawks or dogs, can be people at the farm all year long, only selling what they do
taught to hunt on their own and bring the kill back to you, not use for themselves. Hence, a small farm might have
rather than eating it for themselves. When you are hunting a few chickens, a cow, goats or sheep, and a draft horse,
and have your animal along, you have advantage on Wisdom as well as a few fruit trees and a small field where barley
(Survival) check to determine the results of your hunt. or wheat grows. Of course, the larger the farm, the more
cattle they have and the larger the fields.
FARMING All goods are either sold at the local market or simply
at the farm. Coins are seldomly used in such transactions,
Most common people in Trudvang farm or rely on farming. most people trade goods. One farm might be rich in eggs
Small towns and hamlets are mostly made up of farms while another is rich in apples, these might trade eggs for
and craftsmen that create tools and items that farmers apples at the rate of 2 eggs for 1 apple. This, of course,
need. Even the Dwarves of Muspelheim have their own means that the monetary value of goods is determined by
form of farming, though of course underground. demand and supply. In a year where crops wither and die,
Owning a farm can be fruitful. Not only do farms the price for wheat and barley may rise, making anyone
produce food and other necessities, but many farms can who has leftover wheat from last year’s harvest instantly
sell what produce the people living on the farm do not use an extraordinarily rich and envied person.
for themselves. Many adventurers and heroes have their
own farm, which they tend to while not out adventuring, AT COURT
on lands they have either inherited, bought, or been given
as a reward by a local jarl or chieftain. Whether the player characters visit the Ovus himself in
Viranno, the court of King Lyd of Ildebaad, or the Hird of
TYPES OF FARMS Shieldjarl Ybentord Silvertooth in Grim village, they need
There are four different types of farms. Running a farm to adhere to the many formalities and customs that apply
is, of course, not free, but the farmer can sell produce. at each court. While at one court it might be customary to
The larger the farm, the more it costs to maintain it and kneel before the most noble person at the court, it might
the more people you need to run it. However, the largest be considered rude at the next court. With a successful

TYPES OF FARMS
Size Average weekly cost Farmhands needed Average weekly value of sold goods
Tiny 1 sc 0 150 cc
Small 3 sc 1 4 sc
Medium 10 sc 2 15 sc
Large 50 sc 5 80 sc

100
Intelligence (History) check the player characters know RESOURCES
which etiquette is customary, the more rural or foreign the There are more reasons to gain admittance to court
court is, the higher the DC. than the obvious prestige they provide. The resources
At courts, however, the player characters not only get of the noble and the highest-ranking people of society
a chance to meet the local rulers, magistrates, or high are greater than those of the common people. Finding
priests, but often the nobles and rulers have bards, sages items, weapons, and armor, of higher quality is likely,
and, of course, skillful warriors at hand. Courts can and research done using the resources of the court
therefore be a great place to both learn new things and might allow any Intelligence ability check to be made
research, since many nobles have access to knowledge, with advantage. Of course, such resources are usually
whether in the form of sagas, stories, or poems, or in the only available to those that are a part of the court or the
form of books stored within grand libraries. Hird.
Resources of a court might range from hearing the latest
GAINING AN AUDIENCE gossip to having access to a full-blown armory and arsenal,
It is not easy to gain entrance to court or audience with not to mention libraries, sages, and items of historic value.
the nobles. The player characters might find it easy to gain Whether all the resources of a court are available to the
audience with a local laird, but the grander the court and people of the court at any given time is up the Game
the more higher ranking noble, the harder it is for them to Master.
gain audience. The size of the court affects the number of different
To do so requires that the player characters manage to resources is available to the people of the court and the
persuade and convince the guards of the importance of value of the resources. The number of resources indicates
their issue. It can also help to have something to offer or the number of different checks that might gain advantage,
give the noble. Hence, many bards find it easier to gain while the value of resources is the highest value of any give
entrance to Hirds and courts than most people, since they resource available. When creating courts and Hirds, use
can sing the praises of the noble and immortalize their the following table.
deeds in sagas and poems.
Of course, there are other circumstances that come
into play. A group of Stormlanders, all decorated with RESOURCES
Gerbanis holy symbols and tattoos, might find it hard
to gain audience with the Ovus, while a group of monks Size of court Resources Highest value
devoted to the Tenets of Nid might find it easy. Tiny 1 1 gc
Small 2 10 gc
JOINING A COURT OR HIRD Medium 3 50 gc
When a person joins a court or a Hird, they usually swear
Large 4 150 gc
allegiance to the noble in question. This is a two-way
relationship, i.e. the person swears to be at the noble’s
disposal and take part in whatever ventures the noble
decides. The noble however provides the Hirdman with Sample Courts
housing and other resources, that are at the noble’s disposal. The Hird of jarl Geirhard Grani, in Raudalog village in the
A person that is a part of a court receives some sort of Stormlands, is a tiny court and has resources in the form
insignia or letter of recommendation, to show that they of an old Stormlandian bard, which gives advantage on
are a part of the noble’s court. This insignia can provide History checks, when the player characters consult him.
the person with entrance to other courts, but it can also Items available to the jarl’s Hirdman can’t exceed 1 gc in
spell trouble, especially when the noble is at a war with total value.
another noble. The court of Odovikk Bitewolf in Ysholt is a small
Being a part of a court or a Hird is a responsibility that court and has resources in the form of a great warrior
should never be taken lightly. The responsibilities might training ground and a whorehouse, which give advantage
range from gate duties to taking part in wars or raids, on learning new battle maneuvers and History checks
battling Trolls and lindwurms or even taking on greater regarding local rumors. Items available to the Sherrif’s of
threats. Ysholt can’t exceed 10 gc in total value.

101
RESOURCES
Size of court Resources Highest value
Tiny 1 1 gc
Small 2 10 gc
Medium 3 50 gc
Large 4 150 gc

102
MAGICAL ITEMS
Most magical items in Trudvang are rare and were Beads of Praying
crafted centuries ago. These items are highly prized and Wondrous item, uncommon (requires attunement)
sought after by many. Most adventurers and travelers ✦ When you wear these beads, you have advantage on ranged

never even get close to one, and only a handful ever spell attacks.
get to own a magical item. Only the most successful ✦ In addition, when you pray holding a bead, you can store 1

adventurers own more than one magical item. Divine Point in it, thus your pool of Divine Points is raised by 1.

LIST OF MAGICAL ITEMS Black Heather


Potion, uncommon
✦ The heather is a common chewing tobacco among

Ammunition +2 Stormlander berserkers. When you chew the needles, your


Ammunition (any), rare body goes numb and you no longer feel pain nor fear. For
✦ You have a +2 bonus to attack and damage rolls made 1 hour you gain +2 to your Wound Threshold and have
with this piece of ammunition. Once it hits a target, the advantage on Wisdom saves concerning fear and fear effects.
ammunition is no longer magical.

Blotstaff
Amulet of Warmth Weapon (any staff ), uncommon (requires attunement)
Wondrous item, rare (requires attunement) ✦ You have a +1 bonus to attack and damage rolls with this

✦ While wearing this amulet, you have resistance to cold weapon.


damage and being out in extreme cold does not harm you ✦ In addition, when you make a sacrifice holding this staff,

in any way. you can store 1 Divine Point in it, thus your pool of Divine
Points is raised by 1.

Armor +2
Armor (any), very rare Bluespark
✦ When you are wearing this armor, you have a +2 bonus to Weapon (any sword), rare (requires attunement)
AC. ✦ You have a +2 bonus to attack and damage rolls.

✦ In addition, this weapon is made from mitraka and gives off

a faint blue light, that provides light equivalent to a torch.


Band of Manje
Ring, uncommon (requires attunement)
✦ When you are wearing this ring, you have advantage on Breathbaccy
Charisma (Perform) checks. Poison, rare
✦ In addition, when you make an oath upon the ring, you can ✦ When breathbaccy is burned it becomes poisonous. While

store 1 Divine Point in it, thus your pool of Divine Points is it is burning, all creatures within a 15 foot radius must make
raised by 1. a DC 15 Constitution saving throw or become poisoned.

Baugur Cape of the Bear


Ring, rare (requires attunement) Wondrous item, uncommon
✦ When you are wearing this ring, you have advantage on ✦ Many berserks of the Stormlands wear enchanted bear fur

Charisma (Deception) checks. capes. When you wear this cape, once per day as a bonus
✦ In addition, once per day you can activate this ring and gain action you can fly into a rage, gaining a +2 bonus to attack
1 gold coin. When you use this ability, roll a d20. On a roll of and damage rolls. The rage lasts for 1 minute and once it
1, this becomes a nonmagical ring. ends, you gain one level of exhaustion.

103
Cloak of the Illmalaini lords Dragon Knight Sword
Wondrous item, legendary (requires attunement) Weapon (any sword), rare (requires attunement)
✦ When you wear this cloak, you have a +1 bonus to AC and ✦ The secretive and mysterious Order of the Dragon Knights

saving throws. In addition, once per day as a bonus action, that were once active in Ejdland in the Stormlands handed
you can turn yourself invisible for 1 minute, or until you these magnificent swords out to their most prestigious
make an attack or cast a spell. members. Dragon Knight Swords were Dwarven-made
weapons, and provide a +2 bonus to attack and damage
rolls.
Craftman’s Belt
Wondrous item, uncommon
✦ When you wear this belt, you have advantage when using Dragon Skin Armor
artisan’s tools. Armor (medium or heavy), very rare
✦ Dragon Skin Armor was made for the Dragon Knights, by

the Dwarves of the Trollridge mountains. You have a +1


Darkstaff bonus to AC and resistance to fire when wearing this armor.
Staff, very rare (requires attunement by any spellcaster)
✦ You have resistance to necrotic damage while you hold this

staff. Dunklihrann
✦ This staff has 10 charges. While holding it you can use an Weapon (any bludgeoning), legendary (requires attunement)
action to expend 1 or more of its charges to cast one of the ✦ You gain a +2 bonus to attack and damage rolls made with

following spells from it, using your spell saving throw DC: this weapon. When you roll a 20 on your attack roll with
Phantom Plague (1 charge), Anxiety (2 charges) or Dark this weapon, the target is stunned until at the end of your
Visage (3 charges). next round.
✦ The staff regains 1d8+2 expended charges daily at dawn. ✦ Once per day, as an action, you can have a single creature

If you expend the last charge, roll a d20. On a 1, the staff within 30 feet take one level of fear. Once you use this
becomes a non-magical quarterstaff. feature, you cannot use it again for 24 hours.

Darkwood Bow Dwarven Armor


Weapon (any bow), rare Armor (heavy), uncommon
✦ When you use this bow, you can choose to use your Strength ✦ Dwarven armor is light and durable. Dwarven armor is

modifier instead of your Dexterity modifier for damage. treated as medium armor, and when you are wearing it you
can add your Dexterity modifier, to a maximum of +2, to
Dimring the base armor class for the armor type. In addition, you
Ring, very rare (requires attunement) have advantage on Strength (Athletics) checks, when you
✦ When you are wearing this ring, you are invisible to undead are being pushed or pulled.
creatures. If you attack or cast a spell aimed at undead, you
become visible to all undead creatures within 30 feet.
Fearless Weapon
Weapon (any), very rare (requires attunement)
Dragon Blood ✦ Anyone using this weapon has advantage on all saving

Potion (altering), legendary throws to overcome fear and can’t be made Anxious.
✦ Blood, drawn from dead dragons, is highly sought after by

many due to its protective nature. If you rub dragon blood


on your skin, your base AC becomes 12 for 1 hour. Frostboar’s Fat
Potion (altering), rare
✦ The fat of the frostboar is thick and brownish and smells

very bad. When you rub the fat on your body, you gain
resistance to cold for 8 hours.

104
Garmsbok Gloves of Gambling
Wondrous item, legendary Wondrous item, rare (requires attunement)
✦ This book describes Dimhall and the world of Othwa. If you ✦ You have advantage on Charisma (Deception) checks while

spend 48 hours over a period of 6 days or fewer studying gambling.


the book, make a DC 20 Wisdom saving throw. If you fail,
you gain a long-term madness. If you succeed, you learn
the secrets of longevity and undeath, you can live twice as Goblin’s Boots
long as a normal creature of your race would. In addition, Wondrous item, very rare (requires attunement)
you learn 6 new spells from your spell list. ✦ When you wear these boots, Wisdom (Survival) checks

made to track you have disadvantage.

Gatebloom
Potion (altering), very rare Greater Traveler’s bag
✦ By chewing the Gatebloom, a small, brown four-leaf clover, Wondrous item, rare
you become surrounded by mist. For 1 hour you walk on the ✦ The Greater Traveler’s bag has even more pockets and rests

border of Dimhall and Trudvang. You become insubstantial, comfortably on your shoulders. You can carry 100 lbs in this
other creatures can’t see you, and you can walk through bag that do not count to encumbrance.
solid things. If you die while in this state, you return as a
draugr.
Gunnflame
Weapon (any sword), rare (requires attunement)
Gauntlets of Tursir Power ✦ Weaponsmiths of Dranvelt craft Gunnflames for the

Wondrous item, very rare (requires attunement) Fjadringsmen. These swords are of simple design and only
✦ While wearing these gauntlets you have advantage on hold a single rune on the blade. However, these swords are
Strength saving throws and ability checks. master crafted and the steel is very strong.
✦ When you roll a 20 on your attack roll with this magic

weapon, the Gunnflame deals an extra 2d6 fire damage.


Gavespring
Potion (healing), uncommon
✦ You regain 2d4 hit points when you drink this potion and Hero Guardian
you move one step up on the Wound Track. Shield, rare (requires attunement)
✦ You have advantage on Wisdom saving throws to overcome

fear and fear effects while holding this shield.


Gem of Dimgates
Wondrous item, legendary (requires attunement)
✦ When you hold this gem in your hand while in a fog, you Helm of Unsung Heroes
sense where to find Dimgates. You have advantage on Wondrous item, rare (requires attunement)
Intelligence (Nature) checks to find a site where a Dimgate ✦ When you wear this helm, as a bonus action you can cast

is located. Courage once per day.

Gem of Revealing Horn of Ansa


Wondrous item, very rare (requires attunement) Wondrous item, legendary (requires attunement)
✦ Once per day, as an action, you can look through the gem ✦ The horn is hollowed out of a dragon tooth and carved

and see everything that is hidden or obscured by vitner. with magical runes. You can use an action to blow this
Invisible creatures are visible to you and things or creatures horn once per day. All friendly creatures within 30 feet may
masked by illusions appear as they truly are. immediately make a saving throw to repel a condition or a
spell they are suffering from.
✦ In addition, once per week you can cast Possess Animal.

105
Horn of Ymenos Ljosedda
Wondrous item, very rare Wondrous item, legendary
✦ Once per day, you can use an action to blow this horn. All ✦ This book describes Trudvang and the flow of hwitalja. If you

friendly creatures within 60 feet may immediately move spend 48 hours over a period of 6 days or fewer studying
one step up on the Wound Track. this book, make a DC 15 Wisdom saving throw. If you fail,
you learn nothing from the book. If you succeed, you learn
how to manipulate the vitner in a sustainable way. You no
Instrument of the Minstrel longer need to roll for Surge of Vitner. In addition, you can
Wondrous item, rare (requires attunement) cast one 1st level spell you know as a cantrip.
✦ When you hold this instrument, you have advantage on

Charisma (Perform) checks. In addition, when you use an


action to play the instrument you can cast enchant on all Manetter
creatures within 30 feet. They must make a DC 15 Wisdom Poison, rare
saving throw or be enthralled by your performance. They ✦ This poison is usually mixed into the drink or food of

can repeat the saving throw at the end of their turn, as long the victim. When you ingest this poison, make a DC 15
as you play the instrument. Constitution save. If you succeed, nothing happens. If you
fail, you become poisoned for 1 hour and you take 2d6
poison damage. At the end of each of your turns, make a
Jarlsnaut new save, upon failure you take 1d6 poison damage. If you
Wondrous item, rare (requires attunement) succeed, you no longer take damage.
✦ When you wear this cloak, you have advantage on Charisma

(Persuasion) rolls.
Mastomant Cloak
Wondrous item, very rare (requires attunement)
Jotunslayer ✦ Cloaks made from Mastomant fur are highly sought after

Weapon (any), very rare (requires attunement) and prized in Trudvang. When you wear this cloak, you have
✦ You gain +1 bonus to attack and damage rolls made with resistance to cold. In addition, when in snowy conditions,
this weapon. While attuned to the Jotunslayer you are you can pull the hood up and gain advantage on Dexterity
resistant to cold damage. (Stealth) checks made to hide. Pulling up the hood requires
✦ When you hit a giant with it, the giant takes 2d6 damage of an action.
the weapon’s type. For the purpose of this weapon, giant
refers to any creature of the giant type, including Trolls and
Tursirs. Mittraka Weapon
Weapon (any), rare
✦ Weapons made of Mittraka are always master crafted.

Koraljon When you roll 1 on any damage die, you may choose to
Weapon (Miekka or any sword), rare reroll, accepting the results of the second roll.
✦ You have a +1 bonus to attack and damage rolls with these

Elven made weapons.


✦ When you hit an Outsider with it, the Outsider takes 2d6 Murgla of the White Flame
damage of the weapon’s type. Wondrous item, very rare (requires attunement)
✦ While wearing this Murgla, you have resistance to Necrotic

damage.
Lindwurm’s Elixir
Potion, very rare
✦ Your severed body parts (fingers, legs, tails, and so on), if Rod of Vyrding
any, are restored after 2 minutes. If you have the severed Rod, legendary (requires attunement by any spellcaster)
part and hold it to the stump, the spell instantaneously ✦ While holding this rod, you can cast spells without the

causes the limb to knit to the stump. required somatic components.

106
107
Runic Shield ✦ In addition, when you study the stars, you can store 1 Divine
Shield, uncommon Point in it, thus your pool of Divine Points is raised by 1.
✦ Many Dwarven Thjulks and guards have been presented

with Runic Shields. You have advantage on Dexterity saving


throws, while holding this shield. Sunstone
Wondrous item, very rare
✦ By using an action and holding this stone up to the sky,

Scholar’s Robe even when it is cloudy, you can get your bearings and know
Wondrous item, rare (requires attunement) which way is north.
✦ When you wear this robe, you have a +1 bonus to AC.

Svartskinna
Seawolf ’s Blade Wondrous item, legendary
Weapon (any finesse sword), rare ✦ This book describes Bloodheim and its denizens and how to

✦ Seawolves often carry these light and durable weapons to exploit the darkhwitalja. If you spend 48 hours over a period
fight. When you roll a 20 on your attack roll, your target moves of 6 days or fewer studying the book’s contents, make a DC
one step down on the wound Track, before taking damage. 20 Wisdom saving throw. If you fail, you gain a long-term
madness. If you succeed, you learn the name of one demon
and the ritual to summon it. In addition, when a Surge of
Shield +2 Vitner happens as you are casting a spell, you can roll twice
Shield, very rare on the table and choose which effect takes place.
✦ When you are armed with this shield, you have a +2 bonus

to AC. This bonus is an addition to the shield's normal


bonus to AC. Swan Feather
Wondrous item, rare
✦ The feather is enchanted with the spell Fly. Once per week,

Shield of Dustwall a creature can activate the feather and fly for 10 minutes.
Shield, rare (requires attunement)
✦ When you are carrying this shield, you have a +1 bonus to

AC. This bonus is an addition to the shield's normal bonus Talisman of Authority
to AC. In addition, as a reaction you can add a +2 bonus to Wondrous item, rare (requires attunement)
your AC against one attack that would hit you. To do so, you ✦ While wearing this talisman, you have advantage on

must be able to see the attacker. Charisma (Persuasion) and Charisma (Intimidation)
checks. In addition, as an action you can cast Plant Idea,
using your spell saving throw DC.
Staff of Hwitalja
Staff, rare (requires attunement by any spellcaster)
✦ While holding this staff, you can use an action to expend The Warrior
1 of its 10 charges to cast Healing Glow, Grip, Courage, or Ring, legendary (requires attunement)
Vitner Shield from it, using your spell saving throw DC. The ✦ While you are wearing this ring, any critical hit against you

staff can also be used as a magical Staaf. becomes a normal hit.


✦ The staff regains 1d8+2 expended charges daily at dawn.

If you expend the last charge, roll a d20. On a 1, the staff


becomes a non-magical quarterstaff. Thuul’s Arm Guards
Wondrous item, rare (requires attunement)
✦ When you are wearing these bracers, you have advantage

Star Harp of the Endless Void when using artisan’s tools


Wondrous item, rare (requires attunement) ✦ In addition, when you craft an item wearing the bracers, you

✦ When you are holding this Star Harp, as a free action you can store 1 Divine Point in them, thus your pool of Divine
can cast Detect Magic. Points is raised by 1.

108
Thornroot Weapon +2
Potion (altering), very rare Weapon (any), very rare
✦ If you eat thornroot, rage and frenzy take hold of you for ✦ You have a +2 bonus to attack and damage rolls made with

1 minute. You gain a +2 bonus to melee damage rolls and this magic weapon.
have advantage on Wisdom saving throws to overcome
fear. After the duration, you gain one level of exhaustion.
Wooden Crown
Wondrous item, very rare (requires attunement)
Traveler’s Bag ✦ While wearing this crown, you have advantage on Charisma

Wondrous item, uncommon (Animal Handling) checks. In addition, once per 24 hours
✦ The Traveler’s Bag has many pockets and is easy to carry. as an action you can cast Animal Speech.
When you are using a Traveler’s Bag, you do not become
encumbered. You still suffer the effects of being heavily
encumbered. Woodland Boots
Wondrous item, rare (requires attunement)
✦ When you wear these boots, you have advantage on

Trollberries Wisdom (Survival) checks while in forests and woodlands.


Potion (healing), uncommon In addition, you never treat forests or woodlands as difficult
✦ The Trollberries are a delicacy, but only grow deep within terrain.
forests for a short period of time. When you eat a single
berry, you become immune to nonmagical diseases for 24
hours. Wound Balm
Potion (healing), rare
✦ Wound Balm speeds up the natural healing process. When

Tunglis you use Wound Balm you heal 4d4 hit points and you move
Potion (healing), rare up an additional step on the Wound Track after long rest.
✦ Many adventurers have found a great use in eating the

thistles of Tunglis. When you use Tunglis you gain the effect
of a long rest from 4 hours of low activity, rather than 8 Wrestler’s Belt
hours. Wondrous item, rare (requires attunement)
✦ When you wear this belt, you have advantage on Strength

(Athletics) checks made to grab, push, or pull. In addition,


Vitner Band your unarmed attacks do 1d4 bludgeoning damage.
Ring, very rare (requires attunement)
✦ While you are wearing this ring, your active spells do not

count toward the number of active spells. Wrongmurg


Potion (altering), rare
✦ The Wrongmurg mushroom is the size of a small fist, and

Walrus Armor highly sought after by warriors and berserkers. When you
Armor (light), rare eat Wrongmurg, you fly into a rage. For 10 minutes you
✦ Armor made from walrus hide is strong and waterproof. gain resistance to nonmagical slashing, bludgeoning, and
You have resistance to nonmagical slashing damage while piercing damage. In addition, you gain a +2 to all damage
wearing this armor. rolls. After the duration, you gain a level of exhaustion.

109
110
MONSTERS AND ADVERSARIES
BEASTS to open a gateway for them to enter and cause chaos
Beasts are nonhumanoid creatures that are a natural and death.
part of Trudvang. There are many different beasts in the All Outsiders have a Wound Track but ignore the effect
lands of Trudvang. Some have special abilities, others are of being Lightly Wounded and Bloodied. A Broken demon
intelligent and cunning, while yet others have a knack for becomes frenzied, gaining a +2 bonus to all attacks and
manipulating vitner. damage rolls. Outsiders are immune to fear.
Beasts have a Wound Threshold and are affected by
both fear and the Wound Track. UNDEAD
Beings of the mist or undead were once living creatures,
DRAGONS but by some darkhwitalja they have been brought to unlife.
Dragons are ancient creatures and all wurms are Undead include creatures like draugrs and barrow wights,
extremely dangerous. Only the bravest heroes dare to take sálheles and diser.
on a dragon, but the rewards can be great, since many Undead do not have a Wound Threshold, are unaffected
wurms like to hoard treasures. by fear, and have no Wound Track.
Dragons have a Wound Threshold and a Wound Track
but ignore the effect of being Lightly Wounded. All dragons CONVERTING MONSTERS
are immune to fear. When converting monsters from Trudvang Chronicles
to Trudvang Adventures, use the following tables to
FEY determine the 5e stats for them. We used the number of hit
Fey creatures are creatures of nature, their essence or points as a starting point when converting monsters from
life force is that of nature, Misthal, or vitner itself. Fey Trudvang Chronicles to see how any given monster aligns
creatures are beings like fairies, byses, and grendels. with 5e, by using the Stats by CR table. The numbers in
Fey have a Wound Threshold and are affected by both the table are averages per CR.
fear and the Wound Track.
✦ AC: +/- 2 based on concept.
GIANTS ✦ HP: As per monster in Trudvang Chronicles, +/- 20% based
Jotuns and Tursirs may resemble humanoids in many on concept.
ways, but they tower over humanoids and their kind. ✦ Attack bonus: +/- 2 based on concept.
These creatures are dangerous foes and fear little. ✦ Total Damage per round: +/-50% based on concept.
Giants have a Wound Threshold and are immune to fear Powerful limited use attacks that have a single target do
caused by creatures that are smaller than themselves. 4x the damage budgeted, while limited use multi-target
Giants have a Wound Track but ignore the effect of being attacks do 2x. All other damage sources are 1 for 1.
Lightly Wounded. ✦ Saving throwDC: +/- 2 based on concept.
✦ Saving throwbonus: The bonus to the monster’s best
HUMANOIDS saving throw. +/- 2 based on concept.
There are many types of humanoids in Trudvang. Goblins, ✦ Other features: Traits, resistances, vulnerabilities, and
Gruhs, Humans, Elves and Dwarves along with Half- other details are based on concept. +/- 1 to CR
Trolls, many kinds of Trolls and monstrous humanoids
fight to make a living in an unforgiving nature. Sample conversion:
All humanoids have a Wound Threshold, a Wound Track, The galtir has 21-26 hit points according to Trudvang
and are affected by fear. Chronicles. That would place it as a CR 1 creature in Trudvang
Adventures 5E. Based on the concept, the AC should be 11-
OUTSIDERS 15, attack bonus +2 - +6, total damage per round 5-15, saving
Every now and then a demon finds its way into throw DC 9-13 and saving throw bonus +1 - +5.
Trudvang. Sometimes a vitner weaver opens a gate By consulting the tables, the galtir is considered a
to Bloodheim by mistake, causing a Surge of Vitner. small creature, with 25 feet movement and a base wound
Sometimes the demons make a pact with other beings threshold of 4.

111
STATS BY CR
CR AC HP Attack bonus Total damage Saving throwDC Saving throwBonus
0 12 3 2 1 9 1
1/8 12 9 3 3 10 2
1/4 13 15 3 5 10 2
1/2 13 24 4 6 11 3
1 13 30 4 10 11 3
2 13 45 5 15 12 4
3 14 60 5 20 12 4
4 14 75 6 25 13 5
5 14 90 6 30 13 5
6 15 105 7 35 14 6
7 15 120 7 40 14 6
8 15 128 8 45 15 7
9 16 135 8 50 15 7
10 16 150 9 55 16 8

SIZE CHALLENGE RATING


Trudvang Chronicles Trudvang Adventures Rating NPC
1/3t Tiny 0 Commoner, Deer, Eagle, Hawk, Ram
1/2t Small 1/8 Axeman, Guard, Noble, Dog
1 Medium ¼ Goblin
2t Large ½ Happja, Thug, Horse, Snowboar
3-4t Huge 1 Forest troll, Grey troll, Galtir, Rogue, Bear,
+7t Gargantuan Drauglynx
2 Braskelwurm, Warg beast, Berserker, Dimwalker,
SPEED Dweller, Mythspinner, Vitner Weaver
3 Giant snake, Young hrim troll, Ranger
Trudvang Chronicles Trudvang Adventures 5 Barrow wight, Dark Dweller, Warrior, Wulterfish
Small 25ft 6 Draugr
Medium 30 ft 7 Stonehinje
Large 40 ft 8 King troll
10 Lindwurm
WOUND THRESHOLD

Size Modifier
Tiny 1
Small 2
Medium 4
Large 6
Huge 10
Gargantuan 14

112
113
BARROW WIGHT
There are many beings of the mist in Trudvang and perhaps
there are few as terrible as the barrow wights. Each such
undead have their own barrow and are awakened to unlife
because of its longing for something or someone that is in
the dead one’s tomb. In some barrow there can be more
than one barrow wight.
Only Humans and Elves can become barrow wights.
Most barrow wights come alive shortly after the burial and
maintain much of their appearance from life. However,
their black eyeholes glow with eerie and strange bone-
white light when the sun has set.

Barrow Wight
Medium undead

✦ Armor Class: 13 (chain shirt)


✦ Hit Points: 90 (12d8 + 36)
✦ Speed: 30 ft.

STR DEX CON INT WIS CHA


17 (+3) 10 (+0) 17 (+3) 14 (+2) 10 (+0) 8 (-1)

✦ Saving Throws: Int +5, Wis +3 Dark Vitner. A barrow wight is a 5th level darkhwitalja vitner
✦ Damage Resistances: piercing, slashing weaver. Its spellcasting ability is Intelligence (spell saving
✦ Damage Immunities: necrotic, poison throw DC 13, +5 to hit with spell attacks). It knows the following
✦ Condition Immunities: exhaustion, poisoned spells and has 5 Vitner Points:
✦ Skills: Arcana +5, Intimidation +2, Perception +3
✦ Senses: darkvision 30 ft., Passive Perception 13 ✦ Cantrips (4 slots): Hand of Death, Phantom Sound, Vitner
✦ Wound Threshold: - Hand, Wind Gust
✦ Languages: Whatever languages it knew in life ✦ 1st level spells (3 slots): Burning Hand, Grip, Trip
✦ Challenge: 5 (1,800 XP) ✦ 2nd level spells (2 slots): Farsight, Flame Burst
✦ 3rd level spells (1 slot): Vitner Theft
Summon Fog. The barrow wight can summon a fog to fill 600
foot radius area around themselves. Any non-undead creature Actions
that enters the fog or starts its turn in it, must make a DC Multiattack. The barrow wight makes two barda sverd attacks.
11 Wisdom saving throw. On a failure, the creature moves
its speed to the center of the area. A creature can repeat the Barda Sverd. Melee weapon attack: +6 to hit, reach 5 ft,. one
saving throw at the end of each of their turns. If the target’s target. Hit: 8 (1d8+3) slashing damage plus 8 (2d6) necrotic
saving throw is successful, it is immune to this effect for the damage.
next 24 hours.
Shriek (1/day). The barrow wight releases a terrible shriek, that
The Undying. Each non-undead creature within 30 feet of the has no effect on undead. All creatures within 30 feet of the barrow
barrow wight must make a DC 14 Wisdom saving throw or wight must make DC 14 Wisdom saving throw. On a failure, the
take 1 level of fear. If the target’s saving throw is successful, it creature takes 1 level of fear and takes 10 (3d6) psychic damage.
is immune to this effect for the next 24 hours. On a success, a creature takes 10 (3d6) psychic damage.

114
BRASKELWURM Sunlight Sensitivity. If the Braskelwurm is caught in direct
sunlight, its scales will catch fire in 1d6 + 2 rounds. The
The braskelwurm is a strange little creature that in spite Braskelwurm takes 2d6 fire damage each round after it has
of its small stature can petrify even the greatest dragon caught on fire.
with its gaze attack. This creature is quick and agile, it
can move at a great speed, making it almost impossible Actions
to catch. Fast. As a bonus action, the braskelwurm can use dash or
The braskelwurm is a reptile that lives in the deepest disengage.
forests or caves, where it is protected from the dangerous
rays of the sun. It usually attacks with its gaze, but in rare Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
cases it will use its bite or claws. The lair of a braskelwurm Hit: 6 (1d6 + 3) piercing damage
is usually surrounded by a few incredibly life-like statues
of adventurers and beasts alike.

Braskelwurm
Small dragon

✦ Armor Class: 16 (natural armor)


✦ Hit Points: 18 (4d6 + 4)
✦ Speed: 40 ft.

STR DEX CON INT WIS CHA


8 (-1) 16 (+3) 12 (+1) 10 (+0) 14 (+2) 14 (+2)

✦ Saving Throws: Dex +5, Wis +4


✦ Senses: darkvision 60 ft., Passive Perception 12
✦ Wound Threshold: 5
✦ Languages: —
✦ Challenge: 2 (450 XP)

Petrifying Gaze. If a creature starts its turn within 30 ft.


of the braskelwurm and the two of them can see each
other, the Braskelwurm can force the creature to make a
DC 12 Constitution saving throw if the braskelwurm isn’t
incapacitated. On a failed save, the creature magically begins
to turn to stone and is restrained. It must repeat the saving
throw at the end of its next turn. On a success, the effect ends.
On a failure, the creature is petrified until freed by the greater
restoration spell or other magic.

A creature that isn’t surprised can avert its eyes to avoid the
saving throw at the start of its turn. If it does so, it can’t see the
braskelwurm until the start of its next turn, when it can avert
its eyes again. If it looks at the braskelwurm in the meantime,
it must immediately make the save.

115
DARK DWELLER and animals. In addition, dark dwellers usually wear
several body parts from humans or animals to make up
The dark dweller is a horrid undead creature that is their protection and armour.
awakened through sacrifice. From the blood that pours A dark dweller can have a variety of appearances. Since
down into the ground, a beast is created that consists of they often are awakened in places that are plentiful with
everything that lies in the earth. Normally this includes bits and pieces of corpses from past sacrifices, the shape
branches, earth, bone parts, and other things that have of a dark dweller is up to a chance. Some walk on two
ended up in the ground beneath a sacrificial place, but there legs, other on four, but it is not unusual for a dark dweller
are also dark dwellers made from half-rotting corpses and to make their way forth with three, five or six legs. In the
sacrificial logs. It is easier to awaken new dark dwellers same way, there is nothing that says that dark dwellers
in places where one has been awakened previously. The must have two arms and a head. It is just as likely that one
more blood that has been spilled in the ground, the greater will have three arms and two heads or more.
the dark dweller will be. It is not unusual for several dark The dark dweller grows and will become more dangerous
dwellers to be awakened if the blood has flowed in great as it tastes more blood. By lying down on its victim, the
amounts and the ground is rich with components. dark dweller will meld with the victim and thus grow larger
The attributes of a dark dweller shift depending on what and stronger. Since new victims mean more body parts,
type of landscape has bred it forth. The most common the dark dweller’s appearance will change every time it
dark dweller has a body like that of a human or an animal grows, and it becomes even more powerful.
and one or more heads that can come from both humans

116
DARK DWELLER APPEARANCE
1d10 Appearance
1 The dark dweller has an extra leg, which means it walks on three legs. The only effect is that if the dark dweller loses a
leg, it can still move normally.
2 The dark dweller has an extra pair of legs, which means that it walks on four legs. It gains a +10 bonus to movement.
3 The dark dweller has two extra pair of legs, which means that it walks on six legs. It gains a +10 bonus to movement
and cannot be knocked prone.
4 The dark dweller has an extra head, which can be practically anywhere on its body. The dark dweller can make two
attacks with bite, instead of one.
5 The dark dweller has an extra arm. The dark dweller can choose to make three slam attacks, instead of two.
6 The dark dweller has an extra pair of arms. The dark dweller can make four attacks each round, three with its slam and
one with its bite.
7 The dark dweller is constantly followed by a swarm of flies. Melee attacks made against the dark dweller are made with
disadvantage.
8 The dark dweller’s chest is immense, which gives it more hit points. The dark dweller has 13 Hit Dice (which raises its
hit point maximum by 16)
9 The dark dweller has a very strong bark that protects its body, which gives it a +2 to natural armour. The dark dweller
has AC 16.
10 The dark dweller looks extra-ordinary horrid. Each non-undead creature within 30 feet of the dark dweller must make a
DC 13 Wisdom saving throw or take 1 level of fear.

Dark Dweller 1 level of fear. If the target’s saving throw is successful, it is


Huge undead immune to this effect for the next 24 hours.

✦ Armor Class: 14 (natural armor) Blood Taste. When a dark dweller hits a creature, it has
✦ Hit Points: 93 (11d12 + 22) advantage to all attack rolls against that creature until the end
✦ Speed: 30 ft. of the dark dweller’s turn.

STR DEX CON INT WIS CHA Consume. The dark dweller can consume a dead creature and
19 (+4) 10 (+0) 14 (+2) 5 (-3) 10 (+0) 10 (+0) assume some of their attributes. Each time a dark dweller
consumes a creature, the dark dweller returns to full hit
points and gains 1d10 to their maximum hit points as well.
✦ Saving Throws: Str +7, Con +5 This process takes 1 hour.
✦ Skills: Perception +3
✦ Damage Resistances: piercing Actions
✦ Damage Immunities: necrotic, poison Multiattack. The dark dweller makes three attacks, two with its
✦ Condition Immunities: exhaustion, poisoned slam and one with its bite.
✦ Senses: darkvision 30 ft., Passive Perception 13
✦ Wound Threshold: — Slam. Melee weapon attack: +7 to hit, reach 10 ft., one
✦ Languages: — creature. Hit: 16 (3d6 + 4) bludgeoning damage.
✦ Challenge: 5 (1,800 XP)
Bite. Melee weapon attack: +7 to hit, reach 10 ft., one creature.
The Undying. Each non-undead creature within 30 feet of the Hit: 12 (2d6 + 4) piercing damage.
dark dweller must make a DC 11 Wisdom saving throw or take

117
DRAUGR
The draugr is an undead creature that is driven by
vengeance and hatred. Because of this great hatred, it has
managed to tame the bonds of death and thus remain in
the place where it died.
Depending on how much time has passed since a
draugr died and returned to the world, their body can be
in different stages of decay, everything from seemingly
untouched body to bare parts of bones. The more intact
the body is, the more powerful and mighty the draugr is
considered to be.
The only concern of a draugr is to extend its time in the
world. It feeds on the living, by drinking their blood, which
it enjoys more that anything else. Each day, the draugr
must return to the place where it returned to the world of
the living and be there at the same time of day it returned.

Draugr
Medium undead

✦ Armor Class: 15 (chain mail, shield)


✦ Hit Points: 91 (14d8 + 28)
✦ Speed: 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 10 (+0) 14 (+2) 10 (+0) 14 (+2) 12 (+1)

stay in the world of the living by one lunar month. Elven blood
✦ Saving Throws: Str +6, Con +5 extends the stay by two lunar months, but Troll blood only
✦ Skills: Stealth +3 extends the stay a week.
✦ Damage Resistances: piercing, slashing
✦ Damage Immunities: necrotic, poison Actions
✦ Condition Immunities: exhaustion, poisoned Multiattack. The draugr makes two attacks, only one of which
✦ Senses: darkvision 30 ft., Passive Perception 9 can be a bite attack.
✦ Wound Threshold: —
✦ Languages: the languages it knew in life Breid Sverd. Melee weapon attack. +6 to hit, reach 5 ft., one
✦ Challenge: 6 (2,300 XP) target. Hit: 8 (1d10 + 3) plus 6 (2d6) necrotic damage.

Shapeshifter. A draugr can transform into a wolf, raven, or Bite. Melee weapon attack: +6 to hit, reach 5 ft., one target.
horse, and its speed changes to 40. Changing shape takes 1 Hit: 6 (1d6 + 3) plus 6 (2d6) necrotic damage. The target’s hit
minute. point maximum is reduced by an amount equal to the necrotic
damage taken, and the draugr regains hit points equal to that
Smoke Body. A draugr can transform into smoke or mist. While amount. The reduction lasts until the target finishes a long
in this form, the draugr gains fly speed 30 and is incorporeal. It rest. The target dies if this reduces its hit point maximum to 0.
also gains regeneration 10. The draugr can’t make any attacks
while in this form. Changeing shape takes 1 minute. Reactions
Parry. The draugr adds +2 to its AC against one melee attack
Life Sacrifice. The draugr needs blood to sustain its unlife. By that would hit it. To do so, the draugr must see the attacker
drinking the blood of humanoids the draugr can extend its and be wielding a melee weapon.

118
FOREST TROLL
Forest trolls live like nomads and move in groups in the STR DEX CON INT WIS CHA
great forests of Trudvang. They always gather under the
12 (+1) 17 (+3) 12 (+1) 6 (-2) 10 (+0) 8 (-1)
strongest leader, who rules supreme in the group. The
forest trolls tend to claim abandoned caves as their lairs.
Here they make their living from hunting or plunder. ✦ Saving Throws: Dex +5
Forest trolls have a long nose and long ears, and a bent, ✦ Skills: Stealth +5
sinewy body with brown or sometimes green skin. Their ✦ Senses: darkvision 30 ft., Passive Perception 10
mouth tusks are not as prominent as those of other trolls, ✦ Wound Threshold: 5
but they do have a set of razor-sharp teeth. ✦ Languages: Bastjumal
Forest trolls like to paint their body with a blue-coloured ✦ Challenge: 1 (200 XP)
mud, which they believe has magical properties. They
think it gives them power and strength, neither of which Mud Camouflage. The forest troll use blue mud to conceal
is correct. Forest trolls are immune to fear and in battle themselves. All Wisdom (Perception) checks made to see the
they tend to focus on a single opponent, attacking it until forest troll have disadvantage.
it is dead and plundering the corpse before turning their
attention to another opponent. Fearless. The forest troll is immune to fear.

Forest Troll Actions


Small humanoid (Trollkin) Claw. Melee weapon attack: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d4 +1) slashing damage.
✦ Armor Class: 14 (leather armor)
✦ Hit Points: 27 (6d6 + 6) Veidi Bogi. Ranged weapon attack: +5 to hit, range 80 ft., one
✦ Speed: 30 ft. target. Hit: 6 (1d6 +3) piercing damage.

119
GALTIR ✦ Saving Throws: Str +4
✦ Senses: Passive Perception 10
Galtirs are small humanoids that are smaller than ✦ Wound Threshold: 5
dwarves and resemble a cross between a troll and a boar. ✦ Languages: Bastjumal
These humanoids are hunters that are incredibly strong ✦ Challenge: 1 (200 XP)
and resilient.
Galtirs gather in small groups of three to fifteen Fearless. The galtir is immune to fear and does not gain levels
individuals. Their dens are usually under great rocks in of fear.
the deep forests and they prefer to keep to themselves.
Sometimes several galtirs gather in the same place and Charge. If the galtir moves at least 20 ft. straight toward a
run through the land. This is called “galtwalk” and it is target and then hits it with a tusk attack on the same turn, the
considered dangerous to be around such a gathering. target takes an extra 3 (1d6) slashing damage. If the target is
a creature, it must succeed on a DC 12 Strength saving throw
Galtir or be knocked prone.
Small humanoid
Actions
✦ Armor Class: 11 (Fur/leather armor) Deep Bellow 1/day. The galtir lets out a deep bellow,
✦ Hit Points: 27 (6d6 + 6) summoning other galtirs to its side. In 1d6 rounds 1d4 galtirs
✦ Speed: 30 ft. appear and fight beside the galtir.

STR DEX CON INT WIS CHA Tusk. Melee weapon attack: +4 to hit, reach 5 ft., one target.
14 (+2) 10 (+0) 12 (+1) 6 (--2) 10 (+0) 12 (+1) Hit: 5 (1d6 + 2) slashing damage.

120
GIANT SNAKE ✦ Wound Threshold: 9
✦ Languages: —
There are several types of snakes, big and small, poisonous ✦ Challenge: 3 (700 XP)
and non-poisonous, in the wilderness of Trudvang. In the
great oceans, one will find the sea serpents, and in lakes and Hylja. The snake’s scales change color to mimic the
ponds one will find the lake serpent that can change colour environment. The giant snake has advantage on Dexterity
to adapt to its background. High up in the branches in the (Stealth) checks.
great forests lurk the forest snake, and in the underground
of Trudvang lives the cave serpent, a black menace that Actions
slithers around the unending caves in the hunt for food. Multiattack. The giant snake makes two attacks, only one of
which can be a bite attack.
Giant Snake
Large beast Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature.
Hit: 5 (1d6 + 2) piercing damage.
✦ Armor Class: 12
✦ Hit Points: 65 (10d10 + 10) Constrict. Melee Weapon Attack: +4 to hit, reach 10 ft., one
✦ Speed: 30 ft., swim 30 ft. creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is
grappled (escape DC 14). Until this grapple ends, the creature
STR DEX CON INT WIS CHA is restrained, and the snake can’t constrict another target.
15 (+2) 14 (+2) 12 (+1) 5 (-3) 10 (+0) 13 (+1)
Paralyzing Stare. The giant snake locks gaze with one creature
that it can see within 30 feet. The target must succeed on a
✦ Saving Throws: Dex +4 DC 11 Wisdom saving throw or be paralyzed for 1 minute. The
✦ Skills: Stealth +4 target can repeat the saving throw at the end of each of its
✦ Senses: blindsight 10 ft., Passive Perception 10 turns, ending the effect on a success.

121
GOBLIN
✦ Skills: Stealth +4
Goblins is a short creature, around 3 feet high, that has ✦ Senses: darkvision 60 ft., Passive Perception 9
gray skin. Almost all goblins have a small and sinewy body ✦ Wound Threshold: 4
with a great head and a long nose. Goblins cannot stand ✦ Languages: Bastjumal
sunlight and prefer to stay either underground or save ✦ Challenge: 1/4 (50 XP)
under the thick foliage of dark forests.
Goblins live in great tribes of about a hundred to five Camouflage. The goblin has an advantage on Dexterity
hundred individuals, deep in the forests or in a mountain (Stealth) checks.
hall. They are very superstitious.
Usually, goblins are shy. They only attack if they have had Sunlight sensitivity. When in sunlight, the goblin has
the chance to follow their prey for several days, studying disadvantage on attack rolls, as well as on Wisdom
them. If the goblins ever become outnumbered, they will (Perception) checks that rely on sight.
try to flee.
Spider legs. Goblins can move across cave walls and ceilings
Goblins just as easily as the cave floors.
Small humanoid (Trollkin)
Superstitious. Goblins are very superstitious and afraid of the
✦ Armor Class: 15 (leather armor, shield) unknown, especially vitner. When a goblin witnesses obvious use
✦ Hit Points: 14 (4d6) of vitner (GM’s discretion), the goblin takes one level of fear.
✦ Speed: 25 ft, climb 25 ft.
Actions
STR DEX CON INT WIS CHA Staaf Spjót. Melee Weapon Attack: +4 to hit, reach 5 ft., one
8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1) target. Hit: 5 (1d6 + 2) piercing damage.

Veidi Bogi. Ranged Weapon Attack: +4 to hit, range 80/320 ft.,


one target. Hit: 5 (1d6 + 2) piercing damage.

122
GRAY TROLL
There are many names for the gray trolls, perhaps because
they don’t have a uniform appearance, culture or way of life.
Of course, they are as varied as troll come, but truth be told,
there are sly and fearless gray trolls but for the most part
they are among the least intelligent of the trollkin.
Most gray trolls have a body that is slightly larger than
a human’s, upon which sits a meaty head with a large
growth of a nose. They have muscular arms short rounded
legs and great lumpy feet.
Gray trolls live in all sorts of places all over Trudvang,
from simple forest camps to dens in the earth and
abandoned human settlements. They do not make their
own tools, weapons or armour, instead using whatever they
can find or pry from the dead fingers of their opponents.

Gray troll
Medium humanoid (Trollkin)

✦ Armor Class: 13 (natural armor)


✦ Hit Points: 33 (6d8 + 6)
✦ Speed: 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 10 (+0) 13 (+1) 8 (-1) 10 (+0) 6 (-2)

✦ Saving Throws: Con +3


✦ Senses: darkvision 30 ft., Passive Perception 10
✦ Wound Threshold: 7
✦ Languages: Bastjumal
✦ Challenge: 1 (200 XP)

Horrid Stench. Any creature that starts its turn within 5 feet
of the gray troll must succeed on a DC 11 Constitution saving
throw or be poisoned until the start of its next turn. On a
successful saving throw, the creature is immune to the gray
troll’s stench for 24 hours.

Actions
Club. Melee weapon attack: +4 to hit, reach 5 ft., one target.
Hit: 8 (2d6 + 2) bludgeoning damage.

Reactions
Troll’s Endurance (1/day). When a gray troll takes damage, it
can use a reaction to roll a d12. Add the gray troll’s Constitution
modifier to the number rolled and reduce the damage by that
total.

123
HAPPJA ✦ Saving Throws: Dex +4, Wis +4
✦ Skills: Perception +4, Performance +3
The happja looks like a dirty old woman with eyes that ✦ Senses: Passive Perception 14
glow white in the night and rugged wings that hold up her ✦ Wound Threshold: 6
naked body when she flies. ✦ Languages: —
Happjas live in the branches of the high trees in great ✦ Challenge: 1/2 (100 XP)
nests they take over and build out. Happjas are extremely
territorial and can become very aggressive if someone Attack from Above. The happja doesn’t provoke an opportunity
enters their domain. attack when it flies out of an enemy’s reach.
The feathers of a happja are highly prized and very
valuable. Actions
Claws. Melee weapon attack: +3 to hit, reach 5 ft., one target.
Happja Hit: 4 (1d6+1) slashing damage.
Medium humanoid
Wild Shriek 1/day. The happja lets out a wild shriek. Every
✦ Armor Class: 12 creature within 60 feet of the happja that can hear the shriek
✦ Hit Points: 18 (4d8) must succeed on a DC 11 Wisdom saving throw or take one
✦ Speed: 30 ft., fly 30 ft. level of fear. Happjas are immune to this effect.

STR DEX CON INT WIS CHA


12 (+1) 15 (+2) 10 (+0) 10 (+0) 14 (+2) 12 (+1)

124
King Troll
Huge humanoid (Trollkin)

✦ Armor Class: 15 (natural armor)


✦ Hit Points: 123 (13d12 + 39)
✦ Speed: 40 ft.

STR DEX CON INT WIS CHA


19 (+4) 12 (+1) 16 (+3) 15 (+2) 10 (+0) 12 (+1)

✦ Saving Throws: Str +7, Int +5


✦ Skills: Deception +4, Persuasion +4
✦ Senses: Passive Perception 10
✦ Wound Threshold: 16
✦ Languages: Bastjumal
✦ Challenge: 8 (3,900 XP)

Mock Guidance. A king troll has advantage on Charisma ability


checks made to lure or fool a creature into a trap or its den.

Spellcasting. The king troll is a 5th level darkhwitalja vitner


weaver. Its spellcasting ability is Intelligence (spell saving
throw DC 13, +5 to hit with spell attacks). The king troll has the
following spells prepared and has 5 Vitner Points:

✦ Cantrips (4 per day): Phantom Sound, Thaumaturgy, Spark,


Illuminate
✦ 1st level spells (3 slots): Appearance Change, Courage,
Unlife
✦ 2nd level spells (2 slots): Invisibility, Shriek
KING TROLL ✦ 3rd level spells (1 slot): Tendrils of Dimhall

King trolls are taller than other trolls, but their bodies are Actions
thinner, sinewier, and wirier than those of, for example, Multiattack. The king troll makes two attacks with its tvei
gray trolls. They like to dress up with rings, bracelets and hammri.
other ornaments that shine. They like to gather treasure
in their dens, which are usually found deep in forests Tvei Hammri. Melee weapon attack: +7, reach 10 ft., one
near dark ponds of water. King trolls either live in small target. Hit: 16 (3d8 + 4) bludgeoning damage.
groups or they mingle with other trolls to build a greater
community. Reactions
King Trolls prefer using vitner to wielding weapons and Troll’s Endurance (1/day). When a king troll takes damage, it
rely almost solely on their affinity for magic. A king troll can use a reaction to roll a d12. Add the king troll’s Constitution
can wield all forms of vitner but they prefer to use dark modifier to the number rolled and reduce the damage by that
vitner. total.

125
LINDWURM
The lindwurm is both worshipped and feared in Trudvang.
There are no doubts that it is a dragon beast, even if
many believe to be its own species. They dwell in their
own vast, underground burrows and are most commonly
encountered in Mittland.
Usually they have completely white body, which is
armoured with scales; but there are also lindwurms that
are completely black. A lindwurm’s heart is said to have
regenerative properties for the one who eats it, and when
a lindwurm dies a new one may be born from the heart.

Lindwurm
Huge dragon

✦ Armor Class: 16 (natural armor)


✦ Hit Points: 149 (13d12 + 65)
✦ Speed: 40 ft.

STR DEX CON INT WIS CHA


19 (+4) 14 (+2) 21 (+5) 14 (+2) 13 (+1) 16 (+3)

✦ Saving Throws: Dex +6, Con +9, Wis +5, Cha +7


✦ Senses: darkvision 60 ft., Passive Perception 11
✦ Languages: Vrok, Wild Vork, Rona, Bastjumal, Dragerthian
✦ Wound Threshold: 19
✦ Challenge: 10 (5,900 XP)

Regenerating Heart. If the lindwurm dies, a new one is created


from the heart, which takes 1d10 weeks. Bite. Melee weapon attack: +8 to hit, reach 10 ft., one target.
Hit: 16 (3d8 + 4) piercing damage. If the target is a large or
Frightful Presence. Each creature of the wurm’s choice that smaller creature, it must succeed on a DC 14 Dexterity saving
is within 120 feet of the wurm and aware of it must succeed throw or be caught by the lindwurm. A caught creature is
on a DC 15 Wisdom saving throw or take one level of fear. A restrained and held fast in the lindwurm’s mouth. The creature
creature can repeat the saving throw at the end of each of its takes 16 (3d8 + 4) piercing damage at the start of each of the
turns. If a creature’s saving throw is successful, the creature lindwurm’s turns.
is immune to the wurm’s frightful presence for the next 24
hours. Constrict. Melee Weapon Attack: +8 to hit, reach 5 ft., one
creature. Hit: 22 (6d6 + 4) bludgeoning damage, and the
Actions target is grappled (escape DC 16). Until this grapple ends,
Multiattack. The lindwurm makes three attacks, two with its the creature is restrained, and the lindwurm can’t constrict
bite and one with its constrict. another target.

126
SÁLHELE
✦ Damage Immunities: necrotic, poison
Sálheles are undead creatures, skeletons that can sense ✦ Condition Immunities: exhaustion, poisoned
the living around them. Why or how these undead come to ✦ Senses: darkvision 30 ft., Passive Perception 10
being is hard to tell, perhaps these are creatures created ✦ Wound Threshold: -
by dark vitner or beings that are trapped in Dimhall. ✦ Languages: the sálhele understands whatever languages it
Sálheles are often seen with animals, especially mounts. knew in life but it can’t speak
They tend to ride these unfortunate mounts until they are ✦ Challenge: 1 (200 XP)
exhausted, at which point the skeleton leaves the mount to
die and finds a new riding companion. Control Animals. A sálhele has advantage on Charisma
(Animal Handling) checks.
Sálhele
Medium undead The Undying. Each non-undead creature within 30 feet of the
sálhele must make a DC 10 Wisdom saving throw or take 1
✦ Armor Class: 14 (leather armor, shield) level of fear. If the target’s saving throw is successful, it is
✦ Hit Points: 32 (5d8 + 10) immune to this effect for the next 24 hours.
✦ Speed: 30 ft.
Sense Living. A sálhele can sense living beings within 300 feet.
STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 14 (+2) 7 (-2) 10 (+0) 6 (+2) Actions
Barda Sverd. Melee weapon attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) slashing damage.
✦ Saving Throws: Con +4
✦ Skills: Animal Handling +2 Veidi Bogi. Ranged weapon attack: +3 to hit, range 80/320,
✦ Damage Vulnerabilities: bludgeoning one target. Hit: 4 (1d6 + 1) piercing damage.
✦ Damage Resistances: piercing, slashing

127
YOUNG HRIM TROLL Fearsome. Any creature that starts its turn within 30 feet of
a young hrim troll must succeed on a DC 11 Wisdom saving
Hrim trolls are large and horrifying trolls, towering over throw or take one level of fear. On a successful saving throw,
humans, elves, dwarves and even most other trolls. Even the creature is immune to this effect for 24 hours.
young hrim trolls are a terrifying sight to behold, enough
to make even the most stalwart heroes stop dead in their Actions
tracks and reconsider their course of action. Multiattack. The young hrim troll attacks twice with its tvei
Hrim trolls have a thick brush of hair that grows down klubb.
its back to form a mane and a beard from which one can
craft very good winter clothing. Thick tusks sprout from Tvei Klubb. Melee weapon attack: +6 to hit, reach 10 ft., one
their mouths and as a rule of thumb, the older the troll is, target. Hit: 16 (3d8 + 4) bludgeoning damage.
the more prominent the tusks are.
Unlike many other trolls, hrim trolls are very quiet and Fist. Melee weapon attack: +6 to hit, reach 10 ft., one target.
observant. They have a predatory instinct and are great Hit: 7 (1d6 + 4) cold damage.
hunters. They also have affinity for blacksmithing and
often use weapons and wear armour they have crafted Reactions
themselves. Troll’s Endurance (1/day). When a young hrim troll takes
damage, it can use a reaction to roll a d12. Add the young hrim
Young Hrim Troll troll’s Constitution modifier to the number rolled and reduce
Large humanoid (trollkin) the damage by that total.

✦ Armor Class: 13 (natural armor)


✦ Hit Points: 59 (7d10 + 21)
✦ Speed: 40 ft.

STR DEX CON INT WIS CHA


19 (+4) 10 (+0) 16 (+3) 10 (+0) 14 (+2) 12 (+1)

✦ Saving Throws: Str +6, Con +5


✦ Damage Immunities: cold
✦ Senses: darkvision 30 ft., Passive Perception 10
✦ Wound Threshold: 11
✦ Languages: Bastjumal
✦ Challenge: 3 (700 XP)

Frenzy. At the start of its turn, the young hrim troll can gain
advantage on all melee weapon attack rolls it makes during
that turn, but attack rolls against it have advantage until the
start of its next turn.

Fear of Magic. When a young hrim troll is the target of a spell,


it must succeed on a DC 10 Wisdom saving throw or take one
level of fear.

Hrim Body. A creature that touches the Hrim Troll or hits it


with a melee attack while within 5 feet of it takes 4 (1d6) cold
damage.

128
STR DEX CON INT WIS CHA
STONEHINJE 21 (+5) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 8 (-1)
The personality and appearance of a stonehinje can be as
varied as that of a human. Just as there are dishonourable ✦ Saving Throws: Str +8, Con +6
humans, there are stonehinjes with no honour. They are ✦ Skills: Deception +2, Stealth +3
truly strange and weird creatures. ✦ Damage Immunities: cold, fire
In fact, there are two types of stonehinjes, one that is ✦ Senses: darkvision 60 ft., Passive Perception 11
born from the mountain and those that were conjured or ✦ Wound Threshold: 16
lured forth by dwarven stone interpreters. The former has ✦ Languages: —
their own consciousness and a free will. The latter seldom ✦ Challenge: 7 (2,900 XP)
gains their own consciousness and are created to fulfil a
certain purpose. Their ability to metamorphose makes Metamorph. The stonehinje can metamorph into a simple
them the perfect servants and guards. object, such as a chest, door, wall, or floor. Only on a successful
DC 20 Intelligence (Investigation) check can anyone deduce
Stonehinje that a metamorphed stonehinje is in fact a living creature.
Huge monstrosity (Shapechanger)
Actions
✦ Armor Class: 15 (natural armor) Multiattack. The stonehinje makes two slam attacks.
✦ Hit Points: 114 (12d12 + 36)
✦ Speed: 30 ft. Slam. Melee weapon attack: +8 to hit, reach 10 ft., one target.
Hit: 19 (3d8 + 5).

129
WARG BEAST ✦ Skills: Perception +3, Stealth +4
✦ Senses: darkvision 30 ft., Passive Perception 13
The warg beast is without a doubt one of Trudvang's ✦ Wound Threshold: 8
most horrid predators. Garm, skoll, warg, the beast has ✦ Languages: —
many names and comes in different sizes. Warg beast’s ✦ Challenge: 2 (450 XP)
appearance are similar to wolves, though the beast is much
larger and more ferocious. The common warg is similar in Keen Hearing and Smell. The warg beast has advantage on
size as a wolf but has a stronger body and a larger head. Wisdom (Perception) checks that rely on hearing or smell.
When the deep and long winters come, it is not unusual
that great packs of warg beasts gather around farms and Pack Tactics. The warg beast has advantage on attack rolls
await the humans that live there. Sometimes wildfolk and against a creature if at least one of the warg beast's allies is
trolls tame warg beasts and use them as mounts. within 5 ft. of the target and that ally isn't incapacitated.
The furs of warg beast are especially sought after, since
it can protect from the cold and is much lighter than the Actions
fur of a mastomant. Jump Attack. The warg beast makes three attacks, one with its
bite and two with its claws.
Warg Beast
Medium beast Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it
✦ Armor Class: 14 (natural armor) must succeed on a DC 13 Strength saving throw or be knocked
✦ Hit Points: 32 (5d8 + 10) prone.
✦ Speed: 50 ft.
Claws. Melee weapon attack: +5 to hit, reach 5 ft., one target.
STR DEX CON INT WIS CHA Hit: 5 (1d4 + 3) slashing damage.
17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2)

130
AXEMAN BERSERKER
Medium humanoid (any race) Medium humanoid (any race)

✦ Armor Class: 12 (metal-reinforced leather) ✦ Armor Class: 13 (metal-reinforced leather)


✦ Hit Points: 11 (2d8 + 2) ✦ Hit Points: 67 (9d8 + 27)
✦ Speed: 30 ft. ✦ Speed: 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 8 (+1) 11 (+0) 8 (-1) 16 (+3) 12 (+1) 17 (+3) 9 (-1) 11 (+0) 9 (-1)

✦ Senses: Passive Perception 10 ✦ Senses: Passive Perception 10


✦ Wound Threshold: 7 ✦ Wound Threshold: 9
✦ Languages: any one language ✦ Languages: any one language
✦ Challenge: 1/8 (25 XP) ✦ Challenge: 2 (450 XP)

Pack Tactics. The axeman has advantage on attack rolls against Reckless. At the start of its turn, the berserker can gain
a creature if at least one of the axeman's allies is within 5 ft. of advantage on all melee weapon attack rolls during that turn,
the target and that ally isn't incapacitated. but attack rolls against it have advantage until the start of its
next turn.
Actions
Barda Axi. Melee Weapon Attack: +3 to hit, reach 5 ft., one Actions
target. Hit: 5 (1d8 + 1) slashing damage, or 7 (1d10 + 1) slashing Tvei Axi. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
damage if used with two hands to make a melee attack. Hit: 9 (1d12 + 3) slashing damage.

COMMONER
Medium humanoid (any race)

✦ Armor Class: 10
✦ Hit Points: 4 (1d8)
✦ Speed: 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

✦ Senses: Passive Perception 10


✦ Wound Threshold: 6
✦ Languages: any one language
✦ Challenge: 0 (10 XP)

Actions
Klubb. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) bludgeoning damage.

131
DIMWALKER DWELLER
Medium humanoid (any race), Medium humanoid (any race)

✦ Armor Class: 13 (chain mail) ✦ Armor Class: 12 (metal-reinforced leather)


✦ Hit Points: 27 (5d8 + 5) ✦ Hit Points: 33 (6d8 + 6)
✦ Speed: 30 ft. ✦ Speed: 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1) 14 (+2) 15 (+2) 12 (+1) 10 (+0) 14 (+2) 10 (+0)

✦ Skills: Medicine +5, Persuasion +3, Religion +3 ✦ Saving Throws: Str +4, Wis +4
✦ Senses: Passive Perception 13 ✦ Skills: Medicine +4, Perception +4, Persuasion +2
✦ Wound Threshold: 7 ✦ Senses: Passive Perception 14
✦ Languages: any two languages ✦ Wound Threshold: 7
✦ Challenge: 2 (450 XP) ✦ Languages: any one language
✦ Challenge: 2 (450 XP)
Spellcasting. The dimwalker is a 5th level spellcaster. Its
spellcasting ability is Wisdom (spell saving throw DC 13, +5 to Strong Back. The dweller has advantage on Strength ability
hit with spell attacks). The dimwalker has 2 Divine Points. The checks.
dimwalker has the following spells prepared:
Actions
✦ Cantrips (4 per day): Illuminate, Sacred Flame, Thaumaturgy Evade (1/day). The dweller uses Dodge as a bonus action and
✦ 1st level (3 slots): Healing Touch, Sacred Bolt, Sheltering gains a +2 bonus to AC.
✦ 2nd level (2 slots): Divine Weapon, Lesser Restoration
✦ 3rd level (1 slot): Divine Guardians Barda Makir. Melee weapon attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) bludgeoning damage.
Actions
Embolden Ally. One ally within 30 feet that can see or hear the Grapple. Attack: +2 to hit (rolled with advantage), reach 5 ft.,
dimwalker can move one step up on the Wound Track. one target. Hit: The target is grappled.

Nagli Klubb. Melee Weapon Attack: +2 to hit, reach 5 ft., one Reactions
target. Hit: 3 (1d6) bludgeoning damage. Uncanny Dodge. When an attacker that the dweller can see
hits with an attack, halve the attack’s damage.

132
GUARD MYTHSPINNER
Medium humanoid (any race) Medium humanoid (any race)

✦ Armor Class: 16 (chain mail, shield) ✦ Armor Class: 16 (metal-reinforced leather, shield)
✦ Hit Points: 11 (2d8 + 2) ✦ Hit Points: 33 (6d8 + 6)
✦ Speed: 30 ft. ✦ Speed: 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 10 (+0) 14 (+2) 12 (+1) 12 (+1) 16 (+3) 13 (+1) 10 (+0) 14 (+2) 16 (+3)

✦ Skills: Perception +2 ✦ Saving Throws: Dex +5, Cha +5


✦ Senses: Passive Perception 12 ✦ Skills: Deception +5, History +2, Performance +5
✦ Wound Threshold: 7 ✦ Senses: Passive Perception 11
✦ Languages: any one language ✦ Wound Threshold: 7
✦ Challenge: 1/8 (25 XP) ✦ Languages: any one language
✦ Challenge: 2 (450 XP)
Actions
Staaf Spjót. Melee or Ranged Weapon Attack: +3 to hit, reach Silvertongue. The mythspinner has advantage on Deception
5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing and Persuasion checks.
damage or 5 (1d8 + 1) piercing damage if used with two hands
to make a melee attack. Actions
Multiattack. The mythspinner can attack twice with its glaaf.

Glaaf. Melee weapon attack: +5 to hit, reach 5 ft., one target.


Hit: 4 (1d6 + 1) piercing damage.

Dreadful Skald (1/day). As a bonus action, a creature that


can see or hear the mythspinner must succeed on a Wisdom
saving throw (DC 12) or gain one level of fear.

NOBLE
Medium humanoid (any race)

✦ Armor Class: 15 (Scale-reinforced chain mail) ✦ Languages: any two languages


✦ Hit Points: 9 (2d8) ✦ Challenge: 1/8 (25 XP)
✦ Speed: 30 ft.
Actions
STR DEX CON INT WIS CHA Glaaf. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
12 (+1) 15 (+2) 10 (+0) 10 (+0) 14 (+2) 16 (+3) Hit: 5 (1d6 + 1) piercing damage.

Reactions
✦ Skills: Deception +5, Insight +4, Persuasion +5 Parry. The noble adds +2 to its AC against one melee attack
✦ Senses: Passive Perception 12 that would hit it. To do so, the noble must see the attacker and
✦ Wound Threshold: 6 be wielding a melee weapon.

133
RANGER ROGUE
Medium humanoid (any race) Medium humanoid (any race)

✦ Armor Class: 14 (metal-reinforced leather) ✦ Armor Class: 13 (Fur/leather armor)


✦ Hit Points: 49 (9d8 + 9) ✦ Hit Points: 33 (6d8 + 6)
✦ Speed: 30 ft. ✦ Speed: 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 13 (+1) 10 (+0) 14 (+2) 12 (+1) 12 (+1) 15 (+2) 13 (+1) 10 (+0) 14 (+2) 12 (+1)

✦ Saving Throws: Str +2, Dex +4 ✦ Saving Throws: Dex +4, Int +3
✦ Skills: Perception +2, Stealth +4, Survival +2 ✦ Skills: Investigation +3, Sleight of Hand +4, Stealth +4
✦ Senses: Passive Perception 12 ✦ Senses: Passive Perception 10
✦ Wound Threshold: 7 ✦ Wound Threshold: 7
✦ Languages: any one language ✦ Languages: any one language
✦ Challenge: 3 (700 XP) ✦ Challenge: 1 (200 XP)

Hunter’s Mark. For the duration on 1 minute, as a bonus Sneak Attack. If the rogue has advantage on the attack roll,
action, the ranger marks one target and deals an extra 1d6 they deal an extra 1d6 damage.
damage to the target whenever they hit it with a weapon
attack. For the duration, as a bonus action, the ranger can Actions
move the mark to another creature. Seax. Melee weapon attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.
Actions
Multiattack. The ranger attacks twice with its Lang Bogi.

Lang Bogi. Ranged weapon attack: +6 to hit, range 100/400,


one target. Hit: 7 (1d8 + 2) piercing damage.

THUG
Medium humanoid (any race) ✦ Challenge: 1/2 (100 XP)

✦ Armor Class: 11 (Fur/leather armor) Pack Tactics. The thug has advantage on attack rolls against a
✦ Hit Points: 32 (5d8 + 10) creature if at least one of the thug's allies is within 5 ft. of the
✦ Speed: 30 ft. target and that ally isn't incapacitated.

STR DEX CON INT WIS CHA Actions


12 (+1) 10 (+0) 15 (+2) 10 (+0) 14 (+2) 12 (+1) Multiattack. The thug makes two melee attacks.

Barda Makir. Melee Weapon Attack: +4 to hit, reach 5 ft., one


✦ Skills: Intimidation +2 creature. Hit: 5 (1d6 + 2) bludgeoning damage.
✦ Senses: Passive Perception 10
✦ Wound Threshold: 8 Tunkur Krossbogur. Ranged Weapon Attack: +2 to hit, range
✦ Languages: any one language 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

134
VITNER WEAVER WARRIOR
Medium humanoid (any race) Medium humanoid (any race)

✦ Armor Class: 10 ✦ Armor Class: 14 (scale-reinforced chain mail)


✦ Hit Points: 27 (5d8 + 5) ✦ Hit Points: 75 (10d8 + 30)
✦ Speed: 30 ft. ✦ Speed: 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 10 (+0) 12 (+1) 16 (+3) 12 (+1) 12 (+1) 14 (+2) 11 (+0) 16 (+3) 10 (+0) 14 (+2) 12 (+1)

✦ Skills: Arcana +5, Nature +5, Religion +5 ✦ Saving Throws: Str +5, Con +6
✦ Senses: Passive Perception 11 ✦ Skills: Athletics +5, Intimidation +2, Perception +4
✦ Wound Threshold: 7 ✦ Senses: Passive Perception 14
✦ Languages: any two languages ✦ Wound Threshold: 13
✦ Challenge: 2 (450 XP) ✦ Languages: any one language
✦ Challenge: 5 (1,800 XP)
Spellcasting. The vitner weaver is a 5th level spellcaster. Its
spellcasting ability is Intelligence (spell saving throw DC 13, Second Wind 1/day. As a bonus action, the warrior regains
+5 to hit with spell attacks). The vitner weaver has 4 Vitner 1d10 + 5 hit points.
Points. The vitner weaver has the following spells prepared:
Shake it Off 2/day. As a bonus action, the warrior can move
✦ Cantrips (at will): Finger of Frost, Hand of Death, Spark one step up on the Wound Track.
✦ 1st level (3 slots): Detect Vitner, Leather Skin, Vitner Dart
✦ 2nd level (2 slots): Conjure Ravens, Shriek Stare Down. While fighting a creature that has one or more
✦ 3rd level (1 slots): Tendrils of Dimhall levels of fear, the warrior gains a +1 bonus to damage.

Vitner Harmony. When rolling for Surge of Vitner, the vitner Action Surge 1/day. During their turn, the warrior takes one
weaver has advantage. additional action.

Actions Dueling. While fighting with a melee weapon in one hand and
Stafur. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. no weapon in the other hand, the warrior gains a +2 bonus to
Hit: 3 (1d6) bludgeoning damage. damage.

Actions
Multiattack. The warrior makes two attacks with its barda
sverd.

Barda Sverd. Melee weapon attack: +5 to hit, reacj 5 ft., one


target. Hit: 9 (1d8 + 4) slashing damage.

Reactions
Parry. When another creature hits with a melee attack, the
warrior can use their reaction to gain a +1 bonus to AC.

135
BEAR DEER
Bears are found all over Trudvang, whether up north by Deer and reindeer are perhaps the most hunted animal
the Great Ice Plains or south in the forests of Soj. Those in the whole of Trudvang. And no wonder, a single deer
that live up north have white fur and are a bit larger than provides not only meat for a large group of people, but the
their southern cousins. They have great claws and long people of Trudvang have learned to use almost all parts of
fangs that they use to capture their prey. the animal. Bones, hide, antlers, everything is used, and
Bears are omnivores and are just as eager to feast on nothing is thrown away. Despite this, deer thrive and most
berries and honey, as they are meat. During mating season, hunters in Trudvang hunt in a sustainable manner, making
bears can become quite territorial and attack anything that sure that the herd can thrive and continue to sustain their
poses a threat to their domain. The same applies when people.
a female bear has cubs, she will defend them against Deer gather in herds led by a stag, and prefer to keep
anything that might harm them. Usually, bears are solitary to themselves grazing in forests and on plains alike. They
hunters and scavengers that are curious and investigative. migrate from one pasture to the next as the seasons
Many adventurers have suddenly found a bear standing in change, often travelling great distances, especially the
the middle of the camp, drawn in by the smell of food. reindeer in the north.
The pelts of bears are warm and many like to wear
them as a protection against the biting cold. Claws and Deer
teeth often adorn necklaces and other jewelleries and Medium beast
ornaments.
✦ Armor Class: 13
Bear ✦ Hit Points: 4 (1d8)
Large beast ✦ Speed: 50 ft.

✦ Armor Class: 11 (natural armor) STR DEX CON INT WIS CHA
✦ Hit Points: 34 (4d10 + 12) 12 (+1) 15 (+2) 10 (+0) 10 (+0) 14 (+2) 12 (+1)
✦ Speed: 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA ✦ Senses: Passive Perception 12


19 (+4) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2) ✦ Wound Threshold: 6
✦ Languages: —
✦ Challenge: 0 (10 XP)
✦ Skills: Perception +3
✦ Senses: Passive Perception 13 Actions
✦ Wound Threshold: 11 Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
✦ Languages: — Hit: 2 (1d4) piercing damage.
✦ Challenge: 1 (200 XP)

Keen Smell. The bear has advantage on Wisdom (Perception)


checks that rely on smell.

Actions
Multiattack. The bear makes two attacks: one with its bite and
one with its claws.

Bite. Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8


(1d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.


Hit: 11 (2d6 + 4) slashing damage.

136
DOG
In Trudvang, dogs have been domesticated for a very long STR DEX CON INT WIS CHA
time. They have been trained to serve many different roles 13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2)
within the traditional household. Many dogs are trained to
guard, to pull sledges, to track and aid hunters, and so on.
Many farmers and hunters alike pride themselves in their ✦ Skills: Perception +3
dogs and a good, well trained dog can be quite valuable and ✦ Senses: Passive Perception 13
a prized possession. It is not unusual for a lord or chieftain ✦ Wound Threshold: 7
to award their warriors and heroes with a puppy from a ✦ Languages: —
litter of a great linage of dogs. ✦ Challenge: 1/8 (25 XP)

Dog Keen Hearing and Smell. The Dog has advantage on Wisdom
Medium beast (Perception) checks that rely on hearing or smell.

✦ Armor Class: 12 Actions


✦ Hit Points: 5 (1d8 + 1) Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
✦ Speed: 40 ft. 4 (1d6 + 1) piercing damage. If the target is a creature, it must
succeed on a DC 11 Strength saving throw or be knocked prone.

DRAUGLYNX

The elusive drauglynx is one of the most successful predators ✦ Wound Threshold: 9
in Trudvang. It lives deep in the forests and primarily feeds on ✦ Languages: —
deer. Its coat changes colour, being white during winter and ✦ Challenge: 1 (200 XP)
turning dark brown in summer. It is well adapted to living in
cold environments. The reason for the name of the drauglynx Keen Smell. The drauglynx has advantage on Wisdom
are the beast’s eyes. Since it is a nocturnal hunter, it has large (Perception) checks that rely on smell.
and perceptive eyes. When the moonlight reflects in the
drauglynx's eyes, adventurers say that they are similar to those Pack Tactics. The drauglynx has advantage on an attack roll
of the undead. against a creature if at least one of the drauglynx’s allies is
The drauglynx uses stealth when stalking prey and, within 5 ft. of the creature and the ally isn’t incapacitated.
once it is close enough, it pounces the prey, using both
claws and fangs. Pounce. If the drauglynx moves at least 20 ft. straight toward
a creature and then hits it with a claw attack on the same turn,
Drauglynx that target must succeed on a DC 13 Strength saving throw
Large beast or be knocked prone. If the target is prone, the drauglynx can
make one bite attack against it as a bonus action.
✦ Armor Class: 12
✦ Hit Points: 26 (4d10 + 4) Running Leap. With a 10-foot running start, the drauglynx can
✦ Speed: 50 ft. long jump up to 25 ft.

STR DEX CON INT WIS CHA Actions


17 (+3) 15 (+2) 13 (+1) 3 (-4) 12 (+1) 8 (-1) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage.

✦ Skills: Perception +3, Stealth +4 Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
✦ Senses: Passive Perception 13, darkvision 60 feet Hit: 6 (1d6 + 3) slashing damage.

137
EAGLE FALCON/HAWK
There are a few different breeds of eagles in Trudvang; the Falcons are highly prized birds of prey. Many chieftains,
White-tipped eagle, Poyotta eagle and the Griff eagle being lords and kings have their animal handlers and
the most common ones. The White-Tipped eagle nests beastmasters train falcon, if for no other reason than to
on small islands and islets and lives mostly on fish. The show off, since it is both time-consuming and expensive to
Poyotta eagle, originating from the Poyotta mountains train such a bird. However, falcons make excellent hunting
in Soj, are common in the southern islands and prey on companions and are expert in hunting other birds using
other birds. The Griff eagle is the largest of these three their speed and manoeuvrability to the utmost.
types. It nests in the slopes of the Great Iron Tooth and Falcons build nests either in high trees or in cliffs, where
feeds on small animals and birds. There are even tales they have a good view of the surrounding land. They hunt
where Griff eagles have grabbed small children and taken by flying high up, then dive at incredible speed upon their
off with them. prey and catching it with their sharp talons.
Eagles are hard to tame and only the most-skilled To train a falcon, an animal handler must find the bird before
beast masters can train them. However, subduing their it learns to fly. A woodsman can make a fortune by spotting a
predatory instinct is nigh impossible and therefore falcon nest and grab an eyas. This, of course, comes with its
only few animal handlers take the chance of trying to own dangers, since the nests tend to be in high, inaccessible
tame one. places and the parents defend their nest and the eyas.

Eagle Falcon/hawk
Small beast Tiny beast

✦ Armor Class: 12 ✦ Armor Class: 13


✦ Hit Points: 3 (1d6) ✦ Hit Points: 1 (1d4 -1 (minimum 1))
✦ Speed: 10 ft., fly 60 ft. ✦ Speed: 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 10 (+0) 2 (-4) 14 (+2) 7 (-2) 5 (-3) 16 (+3) 8 (-1) 2 (-1) 14 (+2) 6 (-2)

✦ Skills: Perception +4 ✦ Skills: Perception +4


✦ Senses: Passive Perception 14 ✦ Senses: Passive Perception 14
✦ Wound Threshold: 2 ✦ Wound Threshold: 1
✦ Languages: — ✦ Languages: —
✦ Challenge: 0 (10 XP) ✦ Challenge: 0 (10 XP)

Keen Sight. The eagle has advantage on Wisdom (Perception) Keen Sight. The Hawk has advantage on Wisdom (Perception)
checks that rely on sight. checks that rely on sight.

Actions Actions
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) slashing damage. Hit: 1 slashing damage.

138
HORSE RAM
Horses are often called people’s most valued servants. Rams can be found in flocks, in all mountainous regions in
In the northern parts of Trudvang, horses are stout and Trudvang. Naturally, the rams found Thoordun differ from
strong, built to last long winters and endure hard weather. the ones found in the slopes of the Great Iron Mountains.
In the southern parts, horses are a bit larger and have not The northern breeds tend to be smaller and more heavily
as thick fur during winters. furred, while the southern breeds are stronger and grow
Horses make great beasts of burdens and mounts. larger horns.
They are easy to train and many are loyal to their Rams are hard to catch and hunt, since they prefer to
owners. There are many tales where people have found keep high in the mountains and in inaccessible places,
themselves in dire situation, in winter storms or thick still many hunters go out of their way to catch one, since
fogs, having a hard time getting back home and their they offer not only good meat, but also are their horns and
horses have taken control, trudged on and found their hides valuable.
way to safety. Rams are courageous and the leader of the flock defends
Therefore, people in Trudvang tend to take good care of it ferociously. They charge and use their horns to attack. If
their horses, as the saying goes: “Take care of your horse, a creature falls prone, the rams tend to use the opportunity
so it might take care of you.” to disengage and flee, preferring to climb even higher and
out of reach.

Horse Ram
Large beast Medium beast

✦ Armor Class: 11 ✦ Armor Class: 10


✦ Hit Points: 19 (3d10 + 3) ✦ Hit Points: 9 (2d8)
✦ Speed: 60 ft. ✦ Speed: 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 13 (+1) 2 (-4) 12 (+1) 7 (-2) 12 (+1) 10 (+0) 11 (+0) 2 (-4) 10 (+0) 5 (-3)

✦ Senses: Passive Perception 11 ✦ Skills: Acrobatics +2, Athletics +3


✦ Wound Threshold: 9 ✦ Senses: Passive Perception 10
✦ Languages: — ✦ Wound Threshold: 6
✦ Challenge: 1/2 (100 XP) ✦ Languages: —
✦ Challenge: 0 (10 XP)
Trampling Charge. If the horse moves at least 20 feet straight
toward a creature and then hits it with a hooves attack on Charge. If the ram moves at least 20 ft. straight toward a target
the same turn, that target must succeed on a DC 14 Strength and then hits it with a ram attack on the same turn, the target
saving throw or be knocked prone. If the target is prone, the takes an extra 2 (1d4) bludgeoning damage. If the target is a
horse can make another attack with its hooves against it as a creature, it must succeed on a DC 10 Strength saving throw or
bonus action. be knocked prone.

Actions Sure Footed. The ram has advantage on Strength and Dexterity
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one saving throws made against effects that would knock it prone.
target. Hit: 11 (2d6 + 4) bludgeoning damage.
Actions
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d4 + 1) bludgeoning damage.

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SNOWBOAR WULTERFISH
Snowboars are larger and more ferocious than their Wulterfish are huge predatory fish that are just as eager
smaller cousins. They are covered with thick white fur and to attack ships and boats, as it is preying on other marine
massive tusks extrude from their mouth. The snowboars creatures. Large as a whale, the wulterfish has a mouth
are relentless combatants and have felled many warriors, filled with sharp teeth and a horn on its head that it some
even after they have suffered wounds that would have slain seamen believe that it can use to ram with. The males
much larger creatures. have larger horn than the females, the older the male is,
The fur of snowboar is valuable since it offers more the larger the horn. It has a large fin on its back and there
protection against the cold. However, fashioning a coat are many that consider it a delicacy, though there are few
from the fur is hard and such coats are cumbersome and that even dare to hunt this massive creature.
heavy. The tusks are also prized, since they make superb The skin of wulterfish is tough and highly prized, since it
drinking horns. can be used to create very good leather armour, especially
for seafarers since it is both light and waterproof. The
Snowboar teeth are also bought by craftsmen and fashioned as chess
Medium beast pieces or jewelleries. The horns are often grinded and sold
as remedies, since some people believe that they can help
✦ Armor Class: 11 (natural armor) men fulfilling their marital performances.
✦ Hit Points: 22 (4d8 + 4)
✦ Speed: 40 ft. Wulterfish
Huge beast
STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 2 (-4) 9 (-1) 5 (-3) ✦ Armor Class: 13 (natural armor)
✦ Hit Points: 126 (11d12 + 55)
✦ Speed: 0 ft., swim 50 ft.
✦ Damage Resistances: cold
✦ Senses: Passive Perception 9 STR DEX CON INT WIS CHA
✦ Wound Threshold: 7 23 (+6) 11 (+0) 21 (+5) 1 (+5) 10 (+0) 5 (-3)
✦ Languages: —
✦ Challenge: 1/2 (100 XP)
✦ Skills: Perception +3
Charge. If the snowboar moves at least 20 ft. straight toward a ✦ Senses: blindsight 60 ft., Passive Perception 13
target and then hits it with a tusk attack on the same turn, the ✦ Wound Threshold: 18
target takes an extra 3 (1d6) slashing damage. If the target is ✦ Languages: —
a creature, it must succeed on a DC 11 Strength saving throw ✦ Challenge: 5 (1,800 XP)
or be knocked prone.
Blood Frenzy. The wulterfish has advantage on melee attack
Relentless (Recharges after a Short or Long Rest). If the rolls against any creature that doesn’t have all its hit points.
snowboar takes 7 damage or less that would reduce it to 0 hit
points, it is reduced to 1 hit point instead. Water Breathing. The wulterfish can breathe only underwater.

Frightening. A creature that starts its turn within 30 feet of Frightening. A creature that starts its turn within 30 feet of
a snowboar must make a DC 8 Wisdom saving throw. On a wulterfish must make a DC 10 Wisdom saving throw. On
a failure, the creature takes one level of fear. If the target’s a failure, the creature takes one level of fear. If the target’s
saving throw is successful, it is immune to this effect for the saving throw is successful, it is immune to this effect for the
next 24 hours. next 24 hours.

Actions Actions
Tusk. Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 Bite. Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22
(1d6 + 1) slashing damage. (3d10 + 6) piercing damage.

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5E RULES EXCERPT
ABILITIES ABILITY SCORES AND MODIFIERS
Score Modifier
Six abilities provide a quick description of every creature’s 1 -5
physical and mental characteristics:
2-3 -4
✦ Strength, measuring physical power 4-5 -3
✦ Dexterity, measuring agility 6-7 -2
✦ Constitution, measuring endurance 8-9 -1
✦ Intelligence, measuring reasoning and memory 10-11 +0
✦ Wisdom, measuring perception and insight 12-13 +1
✦ Charisma, measuring force of personality
14-15 +2
Is a character muscle-bound and insightful? Brilliant 16-17 +3
and charming? Nimble and hardy? Ability scores define 18-19 +4
these qualities-a creature’s assets as well as weaknesses. 20-21 +5
The three main rolls of the game-the ability check, the 22-23 +6
saving throw, and the attack roll-rely on the six ability 24-25 +7
scores. The book’s introduction describes the basic rule
26-27 +8
behind these rolls: roll a d20, add an ability modifier
derived from one of the six ability scores, and compare the 28-29 +9
total to a target number. 30 +10

ABILITY SCORES AND MODIFIERS ADVANTAGE AND DISADVANTAGE


Each of a creature’s abilities has a score, a number that
defines the magnitude of that ability. An ability score is not Sometimes a special ability or spell tells you that you have
just a measure of innate capabilities, but also encompasses advantage or disadvantage on an ability check, a saving
a creature’s training and competence in activities related throw, or an attack roll. When that happens, you roll a
to that ability. second d20 when you make the roll. Use the higher of the
A score of 10 or 11 is the normal human average, but two rolls if you have advantage, and use the lower roll if you
adventurers and many monsters are a cut above average have disadvantage. For example, if you have disadvantage
in most abilities. A score of 18 is the highest that a person and roll a 17 and a 5, you use the 5. If you instead have
usually reaches. Adventurers can have scores as high as advantage and roll those numbers, you use the 17.
20, and monsters and divine beings can have scores as If multiple situations affect a roll and each one grants
high as 30. advantage or imposes disadvantage on it, you don’t roll
Each ability also has a modifier, derived from the score more than one additional d20. If two favorable situations
and ranging from -5 (for an ability score of 1) to +10 (for grant advantage, for example, you still roll only one
a score of 30). The Ability Scores and Modifiers table additional d20.
notes the ability modifiers for the range of possible ability If circumstances cause a roll to have both advantage
scores, from 1 to 30. and disadvantage, you are considered to have neither of
To determine an ability modifier without consulting the them, and you roll one d20. This is true even if multiple
table, subtract 10 from the ability score and then divide circumstances impose disadvantage and only one grants
the total by 2 (round down). advantage or vice versa. In such a situation, you have
Because ability modifiers affect almost every attack roll, neither advantage nor disadvantage.
ability check, and saving throw, ability modifiers come up When you have advantage or disadvantage and something
in play more often than their associated scores. in the game, lets you reroll or replace the d20, you can reroll
or replace only one of the dice. You choose which one.

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You usually gain advantage or disadvantage through the The more difficult a task, the higher its DC. The Typical
use of special abilities, actions, or spells. Inspiration can Difficulty Classes table shows the most common DCs.
also give a character advantage. The
GM can also decide that circumstances influence a
roll in one direction or the other and grant advantage or DIFFICULTY CLASSES
impose disadvantage as a result.
Task Difficulty DC
PROFICIENCY BONUS Very easy 5
Easy 10
Characters have a proficiency bonus determined by level.
Medium 15
Monsters also have this bonus, which is incorporated in
Hard 20
their stat blocks. The bonus is used in the rules on ability
checks, saving throws, and attack rolls. Very hard 25
Your proficiency bonus can’t be added to a single die Nearly impossible 30
roll or other number more than once. For example, if two
different rules say you can add your proficiency bonus to To make an ability check, roll a d20 and add the relevant
a Wisdom saving throw, you nevertheless add the bonus ability modifier. As with other d20 rolls, apply bonuses
only once when you make the save. and penalties, and compare the total to the DC. If the total
Occasionally, your proficiency bonus might be equals or exceeds the DC, the ability check is a success-
multiplied or divided (doubled or halved, for example) the creature overcomes the challenge at hand. Otherwise,
before you apply it. For example, the rogue’s Expertise it’s a failure, which means the character or monster makes
feature doubles the proficiency bonus for certain ability no progress toward the objective or makes progress
checks. If a circumstance suggests that your proficiency combined with a setback determined by the GM.
bonus applies more than once to the same roll, you still
add it only once and multiply or divide it only once. CONTESTS
By the same token, if a feature or effect allows you Sometimes one character’s or monster’s efforts are
to multiply your proficiency bonus when making an directly opposed to another’s. This can occur when
ability check that wouldn’t normally benefit from your both of them are trying to do the same thing and only
proficiency bonus, you still don’t add the bonus to the one can succeed, such as attempting to snatch up a
check. For that check your proficiency bonus is 0, given magic ring that has fallen on the floor. This situation
the fact that multiplying 0 by any number is still 0. For also applies when one of them is trying to prevent the
instance, if you lack proficiency in the History skill, you other one from accomplishing a goal, for example, when
gain no benefit from a feature that lets you double your a monster tries to force open a door that an adventurer
proficiency bonus when you make Intelligence (History) is holding closed. In situations like these, the outcome
checks. is determined by a special form of ability check, called
In general, you don’t multiply your proficiency bonus for a contest.
attack rolls or saving throws. If a feature or effect allows Both participants in a contest make ability checks
you to do so, these same rules apply. appropriate to their efforts. They apply all appropriate
bonuses and penalties, but instead of comparing the total
ABILITY CHECKS to a DC, they compare the totals of their two checks. The
participant with the higher check total wins the contest.
An ability check tests a character’s or monster’s innate That character or monster either succeeds at the action or
talent and training in an effort to overcome a challenge. prevents the other one from succeeding.
The GM calls for an ability check when a character or If the contest results in a tie, the situation remains the
monster attempts an action (other than an attack) that has same as it was before the contest. Thus, one contestant
a chance of failure. When the outcome is uncertain, the dice might win the contest by default. If two characters tie in
determine the results. a contest to snatch a ring off the floor, neither character
For every ability check, the GM decides which of the six grabs it. In a contest between a monster trying to open a
abilities is relevant to the task at hand and the difficulty of door and an adventurer trying to keep the door closed, a
the task, represented by a Difficulty Class. tie means that the door remains shut.

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SKILLS usually applies to Strength checks. In some situations,
Each ability covers a broad range of capabilities, though, your proficiency might reasonably apply to a
including skills that a character or a monster can be different kind of check. In such cases, the GM might ask for
proficient in. A skill represents a specific aspect of an a check using an unusual combination of ability and skill,
ability score, and an individual’s proficiency in a skill or you might ask your GM if you can apply a proficiency to
demonstrates a focus on that aspect. (A character’s a different check. For example, if you have to swim from an
starting skill proficiencies are determined at character offshore island to the mainland, your GM might call for a
creation, and a monster’s skill proficiencies appear in Constitution check to see if you have the stamina to make
the monster’s stat block.) it that far. In this case, your GM might allow you to apply
For example, a Dexterity check might reflect a character’s your proficiency in Athletics and ask for a Constitution
attempt to pull off an acrobatic stunt, to palm an object, (Athletics) check. So if you’re proficient in Athletics, you
or to stay hidden. Each of these aspects of Dexterity apply your proficiency bonus to the Constitution check just
has an associated skill: Acrobatics, Sleight of Hand, and as you would normally do for a Strength (Athletics) check.
Stealth, respectively. So a character who has proficiency Similarly, when your half-orc barbarian uses a display of
in the Stealth skill is particularly good at Dexterity checks raw strength to intimidate an enemy, your GM might ask for
related to sneaking and hiding. a Strength (Intimidation) check, even though Intimidation
The skills related to each ability score are shown in is normally associated with Charisma.
the following list. (No skills are related to Constitution.)
See an ability’s description in the later sections of this PASSIVE CHECKS
section for examples of how to use a skill associated with A passive check is a special kind of ability check that
an ability. doesn’t involve any die rolls. Such a check can represent
Sometimes, the GM might ask for an ability check using the average result for a task done repeatedly, such as
a specific skill, for example, “Make a Wisdom (Perception) searching for secret doors over and over again, or can be
check.” At other times, a player might ask the GM if used when the GM wants to secretly determine whether
proficiency in a particular skill applies to a check. In either the characters succeed at something without rolling dice,
case, proficiency in a skill means an individual can add his such as noticing a hidden monster.
or her proficiency bonus to ability checks that involve that Here’s how to determine a character’s total for a passive
skill. Without proficiency in the skill, the individual makes a check:
normal ability check.
For example, if a character attempts to climb up ✦ 10 + all modifiers that normally apply to the check
a dangerous cliff, the GM might ask for a Strength ✦ If the character has advantage on the check, add 5. For
(Athletics) check. If the character is proficient in Athletics, disadvantage, subtract 5. The game refers to a passive
the character’s proficiency bonus is added to the Strength check total as a score.
check. If the character lacks that proficiency, he or she just
makes a Strength check. For example, if a 1st-level character has a Wisdom of
15 and proficiency in Perception, he or she has a passive
Variant: Skills with Different Abilities Wisdom (Perception) score of 14.
Normally, your proficiency in a skill applies only to a specific The rules on hiding in the “Dexterity” section below rely
kind of ability check. Proficiency in Athletics, for example, on passive checks, as do the exploration rules.

RELATED SKILLS
Strength Dexterity Intelligence Wisdom Charisma
Athletics Acrobatics Arcana Animal Handling Deception
Sleight of Hand History Insight Intimidation
Stealth Investigation Medicine Performance
Nature Perception Persuasion
Religion Survival

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WORKING TOGETHER Athletics. Your Strength (Athletics) check covers difficult
Sometimes two or more characters team up to attempt situations you encounter while climbing, jumping, or
a task. The character who’s leading the effort- or the one swimming. Examples include the following activities:
with the highest ability modifier- can make an ability
check with advantage, reflecting the help provided by ✦ You attempt to climb a sheer or slippery cliff, avoid hazards
the other characters. In combat, this requires the Help while scaling a wall, or cling to a surface while something is
action. trying to knock you off.
A character can only provide help if the task is one that he ✦ You try to jump an unusually long distance or pull off a
or she could attempt alone. For example, trying to open a stunt midjump.
lock requires proficiency with thieves’ tools, so a character ✦ You struggle to swim or stay afloat in treacherous currents,
who lacks that proficiency can’t help another character in storm-tossed waves, or areas of thick seaweed. Or another
that task. Moreover, a character can help only when two creature tries to push or pull you underwater or otherwise
or more individuals working together would actually be interfere with your swimming.
productive. Some tasks, such as threading a needle, are no
easier with help. Other Strength Checks. The GM might also call for a
Strength check when you try to accomplish tasks like the
Group Checks following:
When a number of individuals are trying to accomplish
something as a group, the GM might ask for a group ability ✦ Force open a stuck, locked, or barred door
check. In such a situation, the characters who are skilled ✦ Break free of bonds
at a particular task help cover those who aren’t. ✦ Push through a tunnel that is too small
To make a group ability check, everyone in the group ✦ Hang on to a wagon while being dragged behind it
makes the ability check. If at least half the group succeeds, ✦ Tip over a statue
the whole group succeeds. Otherwise, the group fails. ✦ Keep a boulder from rolling
Group checks don’t come up very often, and they’re
most useful when all the characters succeed or fail as
a group. For example, when adventurers are navigating Attack Rolls and Damage
a swamp, the GM might call for a group Wisdom You add your Strength modifier to your attack roll and
(Survival) check to see if the characters can avoid the your damage roll when attacking with a melee weapon
quicksand, sinkholes, and other natural hazards of the such as a barda axi, a hakk, or a staaf spjót. You use melee
environment. If at least half the group succeeds, the weapons to make melee attacks in hand-to-hand combat,
successful characters are able to guide their companions and some of them can be thrown to make a ranged attack.
out of danger. Otherwise, the group stumbles into one of
these hazards. Lifting and Carrying
Your Strength score determines the amount of weight you
USING EACH ABILITY can bear. The following terms define what you can lift or
Every task that a character or monster might attempt in carry.
the game is covered by one of the six abilities. This section Carrying Capacity. Your carrying capacity is your
explains in more detail what those abilities mean and the Strength score multiplied by 15. This is the weight (in
ways they are used in the game. pounds) that you can carry, which is high enough that
most characters don’t usually have to worry about it.
Strength Push, Drag, or Lift. You can push, drag, or lift a weight
Strength measures bodily power, athletic training, and the in pounds up to twice your carrying capacity (or 30 times
extent to which you can exert raw physical force. your Strength score). While pushing or dragging weight in
excess of your carrying capacity, your speed drops to 5 feet.
Strength Checks Size and Strength. Larger creatures can bear more
A Strength check can model any attempt to lift, push, pull, weight, whereas Tiny creatures can carry less. For
or break something, to force your body through a space, or each size category above Medium, double the creature’s
to otherwise apply brute force to a situation. The Athletics carrying capacity and the amount it can push, drag, or lift.
skill reflects aptitude in certain kinds of Strength checks. For a Tiny creature, halve these weights.

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Encumbrance Attack Rolls and Damage
If you carry weight in excess of 5 times your Strength You add your Dexterity modifier to your attack roll and
score, you are encumbered, which means your speed your damage roll when attacking with a ranged weapon,
drops by 10 feet. such as a sling or a longbow. You can also add your
If you carry weight in excess of 10 times your Strength Dexterity modifier to your attack roll and your damage roll
score, up to your maximum carrying capacity, you are when attacking with a melee weapon that has the finesse
instead heavily encumbered, which means your speed property, such as a dagger or a krum sword
drops by 20 feet and you have disadvantage on ability
checks, attack rolls, and saving throws that use Strength, Armor Class
Dexterity, or Constitution. Depending on the armor you wear, you might add some or
all of your Dexterity modifier to your Armor Class.
Dexterity
Dexterity measures agility, reflexes, and balance. Initiative
At the beginning of every combat, you roll initiative by
Dexterity Checks making a Dexterity check. Initiative determines the order
A Dexterity check can model any attempt to move nimbly, of creatures’ turns in combat.
quickly, or quietly, or to keep from falling on tricky footing.
The Acrobatics, Sleight of Hand, and Stealth skills reflect Hiding
aptitude in certain kinds of Dexterity checks.
Acrobatics. Your Dexterity (Acrobatics) check covers The DM decides when circumstances are
your attempt to stay on your feet in a tricky situation, such appropriate for hiding. When you try to hide,
as when you’re trying to run across a sheet of ice, balance make a Dexterity (Stealth) check. Until you
on a tightrope, or stay upright on a rocking ship’s deck. are discovered or you stop hiding, that check’s
The GM might also call for a Dexterity (Acrobatics) check total is contested by the Wisdom (Perception)
to see if you can perform acrobatic stunts, including dives, check of any creature that actively searches for
rolls, somersaults, and flips. signs of your presence.
Sleight of Hand. Whenever you attempt an act of
legerdemain or manual trickery, such as planting something You can’t hide from a creature that can see you
on someone else or concealing an object on your person, make clearly, and you give away your position if you
a Dexterity (Sleight of Hand) check. The GM might also call make noise, such as shouting a warning or
for a Dexterity (Sleight of Hand) check to determine whether knocking over a vase.
you can lift a coin purse off another person or slip something
out of another person’s pocket. An invisible creature can always try to hide.
Stealth. Make a Dexterity (Stealth) check when you Signs of its passage might still be noticed, and
attempt to conceal yourself from enemies, slink past it does have to stay quiet.
guards, slip away without being noticed, or sneak up on
someone without being seen or heard. In combat, most creatures stay alert for signs
Other Dexterity Checks. The GM might call for a Dexterity of danger all around, so if you come out of
check when you try to accomplish tasks like the following: hiding and approach a creature, it usually sees
you. However, under certain circumstances,
✦ Control a heavily laden cart on a steep descent the DM might allow you to stay hidden as you
✦ Steer a chariot around a tight turn approach a creature that is distracted, allowing
✦ Pick a lock you to gain advantage on an attack roll before
✦ Disable a trap you are seen.
✦ Securely tie up a prisoner
✦ Wriggle free of bonds Passive Perception. When you hide, there’s
✦ Play a stringed instrument a chance someone will notice you even if they
✦ Craft a small or detailed object aren’t searching. To determine whether such
a creature notices you, the DM compares your
Dexterity (Stealth) check with that creature’s

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passive Wisdom (Perception) score, which new modifier. Or if you’re 7th level and some effect lowers
equals 10 + the creature’s Wisdom modifier, your Constitution score so as to reduce your Constitution
as well as any other bonuses or penalties. modifier by 1, your hit point maximum is reduced by 7.
If the creature has advantage, add 5. For
disadvantage, subtract 5. For example, if a Intelligence
1st-level character (with a proficiency bonus Intelligence measures mental acuity, accuracy of recall,
of +2) has a Wisdom of 15 (a +2 modifier) and the ability to reason.
and proficiency in Perception, he or she has
a passive Wisdom (Perception) of 14. Intelligence Checks
An Intelligence check comes into play when you need to
What Can You See? One of the main factors draw on logic, education, memory, or deductive reasoning.
in determining whether you can find a hidden The Arcana, History, Investigation, Nature, and Religion
creature or object is how well you can see skills reflect aptitude in certain kinds of Intelligence
in an area, which might be lightly or heavily checks.
obscured, as explained in the “Adventuring” Arcana. Your Intelligence (Arcana) check measures
section. your ability to recall lore about spells, magic items, eldritch
symbols, magical traditions, the planes of existence, and
the inhabitants of those planes.
Constitution History. Your Intelligence (History) check measures
Constitution measures health, stamina, and vital force. your ability to recall lore about historical events, legendary
people, ancient kingdoms, past disputes, recent wars, and
Constitution Checks lost civilizations.
Constitution checks are uncommon, and no skills apply Investigation. When you look around for clues and
to Constitution checks, because the endurance this ability make deductions based on those clues, you make an
represents is largely passive rather than involving a specific Intelligence (Investigation) check. You might deduce the
effort on the part of a character or monster. A Constitution location of a hidden object, discern from the appearance
check can model your attempt to push beyond normal of a wound what kind of weapon dealt it, or determine the
limits, however. weakest point in a tunnel that could cause it to collapse.
The GM might call for a Constitution check when you Poring through ancient scrolls in search of a hidden
try to accomplish tasks like the following: fragment of knowledge might also call for an Intelligence
(Investigation) check.
✦ Hold your breath Nature. Your Intelligence (Nature) check measures your
✦ March or labor for hours without rest ability to recall lore about terrain, plants and animals, the
✦ Go without sleep weather, and natural cycles.
✦ Survive without food or water Religion. Your Intelligence (Religion) check measures
✦ Quaff an entire stein of ale in one go your ability to recall lore about deities, rites and prayers,
religious hierarchies, holy symbols, and the practices of
secret cults.
Hit Points Other Intelligence Checks. The GM might call for an
Your Constitution modifier contributes to your hit points. Intelligence check when you try to accomplish tasks like
Typically, you add your Constitution modifier to each Hit the following:
Die you roll for your hit points.
If your Constitution modifier changes, your hit point ✦ Communicate with a creature without using words
maximum changes as well, as though you had the new ✦ Estimate the value of a precious item
modifier from 1st level. For example, if you raise your ✦ Pull together a disguise to pass as a city guard
Constitution score when you reach 4th level and your ✦ Forge a document
Constitution modifier increases from +1 to +2, you adjust ✦ Recall lore about a craft or trade
your hit point maximum as though the modifier had ✦ Win a game of skill
always been +2. So you add 3 hit points for your first three
levels, and then roll your hit points for 4th level using your

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Spellcasting Ability Spellcasting Ability
Vitner weavers use Intelligence as their spellcasting Dimwalkers use Wisdom as their spellcasting ability,
ability, which helps determine the saving throw DCs of which helps determine the saving throw DCs of spells they
spells they cast. cast.

Wisdom Charisma
Wisdom reflects how attuned you are to the world around Charisma measures your ability to interact effectively
you and represents perceptiveness and intuition. with others. It includes such factors as confidence and
eloquence, and it can represent a charming or commanding
Wisdom Checks personality.
A Wisdom check might reflect an effort to read body
language, understand someone’s feelings, notice things about Charisma Checks
the environment, or care for an injured person. The Animal A Charisma check might arise when you try to influence
Handling, Insight, Medicine, Perception, and Survival skills or entertain others, when you try to make an impression
reflect aptitude in certain kinds of Wisdom checks. or tell a convincing lie, or when you are navigating a
Animal Handling. When there is any question whether tricky social situation. The Deception, Intimidation,
you can calm down a domesticated animal, keep a mount Performance, and Persuasion skills reflect aptitude in
from getting spooked, or intuit an animal’s intentions, the certain kinds of Charisma checks.
GM might call for a Wisdom (Animal Handling) check. You Deception. Your Charisma (Deception) check
also make a Wisdom (Animal Handling) check to control determines whether you can convincingly hide the truth,
your mount when you attempt a risky maneuver. either verbally or through your actions. This deception can
Insight. Your Wisdom (Insight) check decides whether encompass everything from misleading others through
you can determine the true intentions of a creature, such ambiguity to telling outright lies. Typical situations include
as when searching out a lie or predicting someone’s trying to fast-talk a guard, con a merchant, earn money
next move. Doing so involves gleaning clues from body through gambling, pass yourself off in a disguise, dull
language, speech habits, and changes in mannerisms. someone’s suspicions with false assurances, or maintain
Medicine. A Wisdom (Medicine) check lets you try to a straight face while telling a blatant lie.
stabilize a dying companion or diagnose an illness. Intimidation. When you attempt to influence someone
Perception. Your Wisdom (Perception) check lets you through overt threats, hostile actions, and physical violence,
spot, hear, or otherwise detect the presence of something. the GM might ask you to make a Charisma (Intimidation)
It measures your general awareness of your surroundings check. Examples include trying to pry information out
and the keenness of your senses. For example, you might of a prisoner, convincing street thugs to back down from
try to hear a conversation through a closed door, eavesdrop a confrontation, or using the edge of a broken bottle to
under an open window, or hear monsters moving stealthily convince a sneering jarl to reconsider a decision.
in the forest. Or you might try to spot things that are Performance. Your Charisma (Performance) check
obscured or easy to miss, whether they are forest trolls determines how well you can delight an audience with
lying in ambush on a road, thugs hiding in the shadows of music, dance, acting, storytelling, or some other form of
an alley, or candlelight under a closed secret door. entertainment.
Survival. The GM might ask you to make a Wisdom Persuasion. When you attempt to influence someone or
(Survival) check to follow tracks, hunt wild game, guide a group of people with tact, social graces, or good nature,
your group through frozen wastelands, identify signs that the GM might ask you to make a Charisma (Persuasion)
tursirs live nearby, predict the weather, or avoid quicksand check. Typically, you use persuasion when acting in good
and other natural hazards. faith, to foster friendships, make cordial requests, or
Other Wisdom Checks. The GM might call for a exhibit proper etiquette. Examples of persuading others
Wisdom check when you try to accomplish tasks like the include convincing a chamberlain to let your party see
following: the king, negotiating peace between warring tribes, or
inspiring a crowd of townsfolk.
✦ Get a gut feeling about what course of action to follow Other Charisma Checks. The GM might call for a
✦ Discern whether a seemingly dead or living creature is Charisma check when you try to accomplish tasks like the
undead following:

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✦ Find the best person to talk to for news, rumors, and gossip In combat and other fast-paced situations, the game
✦ Blend into a crowd to get the sense of key topics of relies on rounds, a 6-second span of time.
conversation
MOVEMENT
SAVING THROWS Swimming across a rushing river, sneaking down a
dungeon corridor, scaling a treacherous mountain slope-
A saving throw - also called a save - represents an attempt all sorts of movement play a key role in fantasy gaming
to resist a spell, a trap, a poison, a disease, or a similar adventures.
threat. You don’t normally decide to make a saving throw; The GM can summarize the adventurers’ movement
you are forced to make one because your character or without calculating exact distances or travel times: “You
monster is at risk of harm. travel through the forest and find the dungeon entrance
To make a saving throw, roll a d20 and add the late in the evening of the third day.” Even in a dungeon,
appropriate ability modifier. For example, you use your particularly a large dungeon or a cave network, the GM
Dexterity modifier for a Dexterity saving throw. can summarize movement between encounters: “After
A saving throw can be modified by a situational bonus or killing the guardian at the entrance to the ancient dwarven
penalty and can be affected by advantage and disadvantage, stronghold, you consult your map, which leads you through
as determined by the GM. miles of echoing corridors to a chasm bridged by a narrow
Each class gives proficiency in at least two saving throws. stone arch.”
The vitner weaver for example, is proficient in Intelligence Sometimes it’s important, though, to know how long it
saves. As with skill proficiencies, proficiency in a saving takes to get from one spot to another, whether the answer
throw lets a character add his or her proficiency bonus to is in days, hours, or minutes. The rules for determining
saving throws made using a particular ability score. Some travel time depend on two factors: the speed and travel
monsters have saving throw proficiencies as well. pace of the creatures moving and the terrain they’re
The Difficulty Class for a saving throw is determined by moving over.
the effect that causes it. For example, the DC for a saving
throw allowed by a spell is determined by the caster’s SPEED
spellcasting ability and proficiency bonus. Every character and monster has a speed, which is
The result of a successful or failed saving throw is the distance in feet that the character or monster can
also detailed in the effect that allows the save. Usually, a walk in 1 round. This number assumes short bursts of
successful save means that a creature suffers no harm, or energetic movement in the midst of a life-threatening
reduced harm, from an effect. situation.

TIME Special Types of Movement


Movement through dangerous dungeons or wilderness
In situations where keeping track of the passage of time areas often involves more than simply walking.
is important, the GM determines the time a task requires. Adventurers might have to climb, crawl, swim, or jump to
The GM might use a different time scale depending get where they need to go.
on the context of the situation at hand. In a dungeon
environment, the adventurers’ movement happens on a Climbing, Swimming, and Crawling
scale of minutes. It takes them about a minute to creep While climbing or swimming, each foot of movement
down a long hallway, another minute to check for traps costs 1 extra foot (2 extra feet in difficult terrain), unless a
on the door at the end of the hall, and a good ten minutes creature has a climbing or swimming speed. At the GM’s
to search the chamber beyond for anything interesting or option, climbing a slippery vertical surface or one with
valuable. few handholds requires a successful Strength (Athletics)
In a city or wilderness, a scale of hours is often more check. Similarly, gaining any distance in rough water
appropriate. Adventurers eager to reach the lonely tower might require a successful Strength (Athletics) check.
at the heart of the forest hurry across those fifteen miles in
just under four hours’ time. Jumping
For long journeys, a scale of days works best. Your Strength determines how far you can jump.

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Long Jump. When you make a long jump, you cover a turn, it drops to 0 hit points and is dying, and it can’t
number of feet up to your Strength score if you move at regain hit points or be stabilized until it can breathe
least 10 feet on foot immediately before the jump. When again.
you make a standing long jump, you can leap only half that For example, a creature with a Constitution of 14 can
distance. Either way, each foot you clear on the jump costs hold its breath for 3 minutes. If it starts suffocating, it has
a foot of movement. 2 rounds to reach air before it drops to 0 hit points.
This rule assumes that the height of your jump doesn’t
matter, such as a jump across a stream or chasm. At your VISION AND LIGHT
GM’s option, you must succeed on a DC 10 Strength The most fundamental tasks of adventuring- noticing
(Athletics) check to clear a low obstacle (no taller than danger, finding hidden objects, hitting an enemy in
a quarter of the jump’s distance), such as a hedge or low combat, and targeting a spell, to name just a few-rely
wall. Otherwise, you hit it. heavily on a character’s ability to see. Darkness and
When you land in difficult terrain, you must succeed on other effects that obscure vision can prove a significant
a DC 10 Dexterity (Acrobatics) check to land on your feet. hindrance.
Otherwise, you land prone. A given area might be lightly or heavily obscured. In
High Jump. When you make a high jump, you leap a lightly obscured area, such as dim light, patchy fog, or
into the air a number of feet equal to 3 + your Strength moderate foliage, creatures have disadvantage on Wisdom
modifier if you move at least 10 feet on foot immediately (Perception) checks that rely on sight.
before the jump. When you make a standing high jump, A heavily obscured area-such as darkness, opaque
you can jump only half that distance. Either way, each fog, or dense foliage-blocks vision entirely. A creature
foot you clear on the jump costs a foot of movement. In effectively suffers from the blinded condition when trying
some circumstances, your GM might allow you to make to see something in that area.
a Strength (Athletics) check to jump higher than you The presence or absence of light in an environment
normally can. creates three categories of illumination: bright light, dim
You can extend your arms half your height above yourself light, and darkness.
during the jump. Thus, you can reach above you a distance Bright light lets most creatures see normally.
equal to the height of the jump plus 1½ times your height. Even gloomy days provide bright light, as do torches,
lanterns, fires, and other sources of illumination within a
THE ENVIRONMENT specific radius.
Dim light, also called shadows, creates a lightly obscured
By its nature, adventuring involves delving into places that area. An area of dim light is usually a boundary between
are dark, dangerous, and full of mysteries to be explored. a source of bright light, such as a torch, and surrounding
The rules in this section cover some of the most important darkness. The soft light of twilight and dawn also counts
ways in which adventurers interact with the environment as dim light. A particularly brilliant full moon might bathe
in such places. the land in dim light.
Darkness creates a heavily obscured area.
FALLING Characters face darkness outdoors at night (even most
A fall from a great height is one of the most common moonlit nights), within the confines of an unlit dungeon or
hazards facing an adventurer. At the end of a fall, a creature a subterranean vault, or in an area of magical darkness.
takes 1d6 bludgeoning damage for every 10 feet it fell, to
a maximum of 20d6. The creature lands prone, unless it Blindsight
avoids taking damage from the fall. A creature with blindsight can perceive its surroundings
without relying on sight, within a specific radius.
SUFFOCATING Creatures without eyes and creatures with echolocation
A creature can hold its breath for a number of minutes or heightened senses, such as bats and some wurms, have
equal to 1 + its Constitution modifier (minimum of 30 this sense.
seconds).
When a creature runs out of breath or is choking, it can Darkvision
survive for a number of rounds equal to its Constitution Many creatures in fantasy gaming worlds, especially
modifier (minimum of 1 round). At the start of its next those that dwell underground, have darkvision. Within

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a specified range, a creature with darkvision can see in flood with water, or open a secret door in a nearby wall. If
darkness as if the darkness were dim light, so areas of the lever is rusted in position, though, a character might
darkness are only lightly obscured as far as that creature need to force it. In such a situation, the GM might call for
is concerned. However, the creature can’t discern color in a Strength check to see whether the character can wrench
darkness, only shades of gray. the lever into place. The GM sets the DC for any such
check based on the difficulty of the task.
Truesight Characters can also damage objects with their weapons
A creature with truesight can, out to a specific range, see in and spells. Objects are immune to poison and psychic
normal and magical darkness, see invisible creatures and damage, but otherwise they can be affected by physical
objects, automatically detect visual illusions and succeed and magical attacks much like creatures can. The GM
on saving throws against them, and perceives the original determines an object’s Armor Class and hit points, and
form of a shapechanger or a creature that is transformed might decide that certain objects have resistance or
by magic. immunity to certain kinds of attacks. (It’s hard to cut a rope
with a club, for example.) Objects always fail Strength and
FOOD AND WATER Dexterity saving throws, and they are immune to effects
Characters who don’t eat or drink suffer the effects of that require other saves. When an object drops to 0 hit
exhaustion. Exhaustion caused by lack of food or water points, it breaks.
can’t be removed until the character eats and drinks the A character can also attempt a Strength check to break
full required amount. an object. The GM sets the DC for any such check.

Food RESTING
A character needs one pound of food per day and can make
food last longer by subsisting on half rations. Eating half Heroic though they might be, adventurers can’t spend
a pound of food in a day counts as half a day without food. every hour of the day in the thick of exploration, social
A character can go without food for a number of days interaction, and combat. They need rest - time to sleep and
equal to 3 + his or her Constitution modifier (minimum eat, tend their wounds, refresh their minds and spirits for
1). At the end of each day beyond that limit, a character spellcasting, and brace themselves for further adventure.
automatically suffers one level of exhaustion. Adventurers can take short rests in the midst of an
A normal day of eating resets the count of days without adventuring day and a long rest to end the day.
food to zero.
SHORT REST
Water A short rest is a period of downtime, at least 1 hour long,
A character needs one gallon of water per day, or two during which a character does nothing more strenuous
gallons per day if the weather is hot. A character who than eating, drinking, reading, and tending to wounds.
drinks only half that much water must succeed on a DC 15 A character can spend one or more Hit Dice at the end
Constitution saving throw or suffer one level of exhaustion of a short rest, up to the character’s maximum number of
at the end of the day. A character with access to even less Hit Dice, which is equal to the character’s level. For each
water automatically suffers one level of exhaustion at the Hit Die spent in this way, the player rolls the die and adds
end of the day. the character’s Constitution modifier to it. The character
If the character already has one or more levels of regains hit points equal to the total (minimum of 0). The
exhaustion, the character takes two levels in either case. player can decide to spend an additional Hit Die after
each roll. A character regains some spent Hit Dice upon
INTERACTING WITH OBJECTS finishing a long rest, as explained below.
A character’s interaction with objects in an environment
is often simple to resolve in the game. The player tells the LONG REST
GM that his or her character is doing something, such as A long rest is a period of extended downtime, at least 8
moving a lever, and the GM describes what, if anything, hours long, during which a character sleeps for at least 6
happens. hours and performs no more than 2 hours of light activity,
For example, a character might decide to pull a lever, such as reading, talking, eating, or standing watch. If the
which might, in turn, raise a portcullis, cause a room to rest is interrupted by a period of strenuous activity - at

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least 1 hour of walking, fighting, casting spells, or similar The GM determines who might be surprised. If neither
adventuring activity - the characters must begin the rest side tries to be stealthy, they automatically notice each
again to gain any benefit from it. other. Otherwise, the GM compares the Dexterity (Stealth)
At the end of a long rest, a character regains all lost checks of anyone hiding with the passive Wisdom
hit points. The character also regains spent Hit Dice, up (Perception) score of each creature on the opposing side.
to a number of dice equal to half of the character’s total Any character or monster that doesn’t notice a threat is
number of them (minimum of one die). For example, if surprised at the start of the encounter.
a character has eight Hit Dice, he or she can regain four If you’re surprised, you can’t move or take an action on
spent Hit Dice upon finishing a long rest. your first turn of the combat, and you can’t take a reaction
A character can’t benefit from more than one long rest in until that turn ends. A member of a group can be surprised
a 24-hour period, and a character must have at least 1 hit even if the other members aren’t.
point at the start of the rest to gain its benefits.
INITIATIVE
COMBAT Initiative determines the order of turns during combat.
When combat starts, every participant makes a Dexterity
A typical combat encounter is a clash between two sides, check to determine their place in the initiative order. The
a flurry of weapon swings, feints, parries, footwork, and GM makes one roll for an entire group of identical creatures,
spellcasting. The game organizes the chaos of combat so each member of the group acts at the same time.
into a cycle of rounds and turns. A round represents The GM ranks the combatants in order from the one
about 6 seconds in the game world. During a round, each with the highest Dexterity check total to the one with
participant in a battle takes a turn. The order of turns is the lowest. This is the order (called the initiative order)
determined at the beginning of a combat encounter, when in which they act during each round. The initiative order
everyone rolls initiative. Once everyone has taken a turn, remains the same from round to round.
the fight continues to the next round if neither side has If a tie occurs, the GM decides the order among tied
defeated the other. GM-controlled creatures, and the players decide the order
among their tied characters. The GM can decide the order
COMBAT STEP BY STEP if the tie is between a monster and a player character.
Optionally, the GM can have the tied characters and
monsters each roll a d20 to determine the order, highest
✦ Determine surprise: The GM determines whether anyone roll going first.
involved in the combat encounter is surprised.
✦ Establish positions: The GM decides where all the characters YOUR TURN
and monsters are located. Given the adventurers’ marching On your turn, you can move a distance up to your speed
order or their stated positions in the room or other location, and take one action. You decide whether to move first or
the GM figures out where the adversaries are, how far away take your action first. Your speed - sometimes called your
and in what direction. walking speed - is noted on your character sheet.
✦ Roll initiative: Everyone involved in the combat encounter The most common actions you can take are described
rolls initiative, determining the order of combatants’ turns. in the “Actions in Combat” section later in this chapter.
✦ Take turns: Each participant in the battle takes a turn in Many class features and other abilities provide additional
initiative order. options for your action.
✦ Begin the next round: When everyone involved in the The “Movement and Position” section later in this
combat has had a turn, the round ends. Repeat step 4 until chapter gives the rules for your move.
the fighting stops. You can forgo moving, taking an action, or doing
anything at all on your turn. If you can’t decide what to do
SURPRISE on your turn, consider taking the Dodge or Ready action,
A band of adventurers sneaks up on a bandit camp, as described in “Actions in Combat.”
springing from the trees to attack them. A group of goblins
ambush the adventurers in an abandoned dwarven mine. BONUS ACTIONS
In these situations, one side of the battle gains surprise over Various class features, spells, and other abilities let you
the other. take an additional action on your turn called a bonus

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action. The Cunning Action feature, for example, allows a On your turn, you can move a distance up to your speed.
rogue to take a bonus action. You can take a bonus action You can use as much or as little of your speed as you like
only when a special ability, spell, or other feature of the on your turn, following the rules here.
game states that you can do something as a bonus action. Your movement can include jumping, climbing, and
You otherwise don’t have a bonus action to take. swimming. These different modes of movement can be
You can take only one bonus action on your turn, so you combined with walking, or they can constitute your entire
must choose which bonus action to use when you have move. However you’re moving, you deduct the distance of
more than one available. each part of your move from your speed until it is used up
You choose when to take a bonus action during your or until you are done moving.
turn, unless the bonus action’s timing is specified, and
anything that deprives you of your ability to take actions BREAKING UP YOUR MOVE
also prevents you from taking a bonus action. You can break up your movement on your turn, using some
of your speed before and after your action. For example, if
OTHER ACTIVITY ON YOUR TURN you have a speed of 30 feet, you can move 10 feet, take
Your turn can include a variety of flourishes that require your action, and then move 20 feet.
neither your action nor your move.
You can communicate however you are able, through Moving between Attacks
brief utterances and gestures, as you take your turn. If you take an action that includes more than one
You can also interact with one object or feature of the weapon attack, you can break up your movement even
environment for free, during either your move or your further by moving between those attacks. For example,
action. For example, you could open a door during your a warrior who can make two attacks with the Extra
move as you stride toward a foe, or you could draw your Attack feature and who has a speed of 25 feet could
weapon as part of the same action you use to attack. move 10 feet, make an attack, move 15 feet, and then
If you want to interact with a second object, you need attack again.
to use your action. Some magic items and other special
objects always require an action to use, as stated in their Using Different Speeds
descriptions. If you have more than one speed, such as your walking
The GM might require you to use an action for any of speed and a flying speed, you can switch back and forth
these activities when it needs special care or when it between your speeds during your move. Whenever you
presents an unusual obstacle. For instance, the GM could switch, subtract the distance you’ve already moved from
reasonably expect you to use an action to open a stuck the new speed. The result determines how much farther
door or turn a crank to lower a drawbridge. you can move. If the result is 0 or less, you can’t use the
new speed during the current move.
REACTIONS
DIFFICULT TERRAIN
Certain special abilities, spells, and situations allow you to Combat rarely takes place in bare rooms or on featureless
take a special action called a reaction. A reaction is an instant plains. Boulder-strewn caverns, briar-choked forests,
response to a trigger of some kind, which can occur on your treacherous staircases - the setting of a typical fight
turn or on someone else’s. The opportunity attack, described contains difficult terrain.
later in this chapter, is the most common type of reaction. Every foot of movement in difficult terrain costs 1 extra
When you take a reaction, you can’t take another one foot. This rule is true even if multiple things in a space
until the start of your next turn. If the reaction interrupts count as difficult terrain.
another creature’s turn, that creature can continue its turn Low furniture, rubble, undergrowth, steep stairs, snow,
right after the reaction. and shallow bogs are examples of difficult terrain. The
space of another creature, whether hostile or not, also
MOVEMENT AND POSITION counts as difficult terrain.

In combat, characters and monsters are in constant


motion, often using movement and position to gain the
upper hand.

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BEING PRONE MOVING AROUND OTHER CREATURES
Combatants often find themselves lying on the ground, You can move through a hostile creature’s space only if the
either because they are knocked down or because they creature is at least two sizes larger or smaller than you.
throw themselves down. In the game, they are prone. Remember that another creature’s space is difficult terrain
You can drop prone without using any of your speed. for you.
Standing up takes more effort; doing so costs an amount Whether a creature is a friend or an enemy, you can’t
of movement equal to half your speed. For example, if your willingly end your move in its space.
speed is 30 feet, you must spend 15 feet of movement If you leave a hostile creature’s reach during your move,
to stand up. You can’t stand up if you don’t have enough you provoke an opportunity attack, as explained later in
movement left or if your speed is 0. the chapter.
To move while prone, you must crawl or use magic such
as teleportation. Every foot of movement while crawling FLYING MOVEMENT
costs 1 extra foot. Crawling 1 foot in difficult terrain, Flying creatures enjoy many benefits of mobility, but
therefore, costs 3 feet of movement. they must also deal with the danger of falling. If a flying
creature is knocked prone, has its speed reduced to 0, or
Interacting with Objects Around You is otherwise deprived of the ability to move, the creature
Here are a few examples of the sorts of thing you can do in falls, unless it has the ability to hover or it is being held
tandem with your movement and action: aloft by magic, such as by the fly spell.

✦ draw or sheathe a sword CREATURE SIZE


✦ open or close a door Each creature takes up a different amount of space. The
✦ withdraw a potion from your backpack Size Categories table shows how much space a creature
✦ pick up a dropped axe of a particular size controls in combat. Objects sometimes
✦ take a bauble from a table use the same size categories.
✦ remove a ring from your finger
✦ stuff some food into your mouth
✦ plant a banner in the ground CREATURE SIZE
✦ fish a few coins from your belt pouch
✦ drink all the ale in a flagon Size Space
✦ throw a lever or a switch Tiny 2 1/2 by 2 1/2 ft.
✦ pull a torch from a sconce Small 5 by 5 ft.
✦ take a book from a shelf you can reach
Medium 5 by 5 ft.
✦ extinguish a small flame
Large 10 by 10 ft.
✦ don a mask
✦ pull the hood of your cloak up and over your head Huge 15 by 15 ft.
✦ put your ear to a door Gargantuan 20 by 20 ft. or larger
✦ kick a small stone
✦ turn a key in a lock
✦ tap the floor with a 10-foot pole Space
✦ hand an item to another character A creature’s space is the area in feet that it effectively controls
in combat, not an expression of its physical dimensions. A
typical Medium creature isn’t 5 feet wide, for example, but
it does control a space that wide. If a Medium Stormlander
stands in a 5-foot wide doorway, other creatures can’t get
through unless the Stormlander lets them.
A creature’s space also reflects the area it needs to fight
effectively. For that reason, there’s a limit to the number of
creatures that can surround another creature in combat.
Assuming Medium combatants, eight creatures can fit in a
5-foot radius around another one.

155
Because larger creatures take up more space, fewer DASH
of them can surround a creature. If four Large creatures When you take the Dash action, you gain extra movement
crowd around a Medium or smaller one, there’s little room for the current turn. The increase equals your speed, after
for anyone else. In contrast, as many as twenty Medium applying any modifiers. With a speed of 30 feet, for example,
creatures can surround a Gargantuan one. you can move up to 60 feet on your turn if you dash.
Any increase or decrease to your speed changes this
Squeezing into a Smaller Space additional movement by the same amount. If your speed
A creature can squeeze through a space that is large of 30 feet is reduced to 15 feet, for instance, you can move
enough for a creature one size smaller than it. Thus, a up to 30 feet this turn if you dash.
Large creature can squeeze through a passage that’s only
5 feet wide. While squeezing through a space, a creature DISENGAGE
must spend 1 extra foot for every foot it moves there, and If you take the Disengage action, your movement doesn’t
it has disadvantage on attack rolls and Dexterity saving provoke opportunity attacks for the rest of the turn.
throws. Attack rolls against the creature have advantage
while it’s in the smaller space. DODGE
When you take the Dodge action, you focus entirely on
ACTIONS IN COMBAT avoiding attacks. Until the start of your next turn, any attack
roll made against you has disadvantage if you can see
When you take your action on your turn, you can take the attacker, and you make Dexterity saving throws with
one of the actions presented here, an action you gained advantage. You lose this benefit if you are incapacitated or
from your class or a special feature, or an action that you if your speed drops to 0.
improvise. Many monsters have action options of their
own in their stat blocks. HELP
When you describe an action not detailed elsewhere in You can lend your aid to another creature in the completion
the rules, the GM tells you whether that action is possible of a task. When you take the Help action, the creature you
and what kind of roll you need to make, if any, to determine aid gains advantage on the next ability check it makes to
success or failure. perform the task you are helping with, provided that it
makes the check before the start of your next turn.
ATTACK Alternatively, you can aid a friendly creature in attacking
The most common action to take in combat is the Attack a creature within 5 feet of you. You feint, distract the
action, whether you are swinging a sword, firing an arrow target, or in some other way team up to make your ally’s
from a bow, or brawling with your fists. attack more effective. If your ally attacks the target before
With this action, you make one melee or ranged attack. your next turn, the first attack roll is made with advantage.
See the “Making an Attack” section for the rules that
govern attacks. HIDE
Certain features, such as the Extra Attack feature of the When you take the Hide action, you make a Dexterity (Stealth)
fighter, allow you to make more than one attack with this check in an attempt to hide, following the rules for hiding. If
action. you succeed, you gain certain benefits, as described in the
“Unseen Attackers and Targets” section later in this chapter.
CAST A SPELL
Spellcasters such as wizards and clerics, as well as READY
many monsters, have access to spells and can use them Sometimes you want to get the jump on a foe or wait
to great effect in combat. Each spell has a casting time, for a particular circumstance before you act. To do so,
which specifies whether the caster must use an action, a you can take the Ready action on your turn, which lets
reaction, minutes, or even hours to cast the spell. Casting you act using your reaction before the start of your next
a spell is, therefore, not necessarily an action. Most spells turn.
do have a casting time of 1 action, so a spellcaster often First, you decide what perceivable circumstance will
uses his or her action in combat to cast such a spell. trigger your reaction. Then, you choose the action you will
take in response to that trigger, or you choose to move up
to your speed in response to it. Examples include “If the

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noaj steps on the trapdoor, I’ll pull the lever that opens it,” ATTACK ROLLS
and “If the goblin steps next to me, I move away.” When you make an attack, your attack roll determines
When the trigger occurs, you can either take your whether the attack hits or misses. To make an attack roll,
reaction right after the trigger finishes or ignore the trigger. roll a d20 and add the appropriate modifiers. If the total
Remember that you can take only one reaction per round. of the roll plus modifiers equals or exceeds the target’s
When you ready a spell, you cast it as normal but hold Armor Class (AC), the attack hits. The AC of a character
its energy, which you release with your reaction when is determined at character creation, whereas the AC of a
the trigger occurs. To be readied, a spell must have a monster is in its stat block.
casting time of 1 action, and holding onto the spell’s
magic requires concentration. If your concentration is Modifiers to the Roll
broken, the spell dissipates without taking effect. For When a character makes an attack roll, the two most common
example, if you are concentrating on the grip spell and modifiers to the roll are an ability modifier and the character’s
ready vitner dart, your grip spell ends, and if you take proficiency bonus. When a monster makes an attack roll, it
damage before you release vitner dart with your reaction, uses whatever modifier is provided in its stat block.
your concentration might be broken. Ability Modifier. The ability modifier used for a melee
weapon attack is Strength, and the ability modifier used
SEARCH for a ranged weapon attack is Dexterity. Weapons that
When you take the Search action, you devote your have the finesse or thrown property break this rule.
attention to finding something. Depending on the nature Some spells also require an attack roll. The ability
of your search, the GM might have you make a Wisdom modifier used for a spell attack depends on the spellcasting
(Perception) check or an Intelligence (Investigation) check. ability of the spellcaster.
Proficiency Bonus. You add your proficiency bonus
USE AN OBJECT to your attack roll when you attack using a weapon with
You normally interact with an object while doing something which you have proficiency, as well as when you attack
else, such as when you draw a sword as part of an attack. with a spell.
When an object requires your action for its use, you take
the Use an Object action. This action is also useful when Rolling 1 or 20
you want to interact with more than one object on your turn. Sometimes fate blesses or curses a combatant, causing
the novice to hit and the veteran to miss.
MAKING AN ATTACK
✦ If the d20 roll for an attack is a 20, the attack hits regardless
Whether you’re striking with a melee weapon, firing a of any modifiers or the target’s AC. This is called a critical
weapon at range, or making an attack roll as part of a hit, which is explained later in this chapter.
spell, an attack has a simple structure. ✦ If the d20 roll for an attack is a 1, the attack misses
regardless of any modifiers or the target’s AC.
✦ Choose a target: Pick a target within your attack’s range: a
creature, an object, or a location. UNSEEN ATTACKERS AND TARGETS
✦ Determine modifiers: The GM determines whether the Combatants often try to escape their foes’ notice by hiding,
target has cover and whether you have advantage or casting the invisibility spell, or lurking in darkness.
disadvantage against the target. In addition, spells, special When you attack a target that you can’t see, you have
abilities, and other effects can apply penalties or bonuses disadvantage on the attack roll. This is true whether you’re
to your attack roll. guessing the target’s location or you’re targeting a creature
✦ Resolve the attack:. You make the attack roll. On a hit, you you can hear but not see. If the target isn’t in the location
roll damage, unless the particular attack has rules that you targeted, you automatically miss, but the GM typically
specify otherwise. Some attacks cause special effects in just says that the attack missed, not whether you guessed
addition to or instead of damage. the target’s location correctly.
When a creature can’t see you, you have advantage on
If there’s ever any question whether something you’re attack rolls against it. If you are hidden - both unseen and
doing counts as an attack, the rule is simple: if you’re unheard - when you make an attack, you give away your
making an attack roll, you’re making an attack. location when the attack hits or misses.

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RANGED ATTACKS Opportunity Attacks
When you make a ranged attack, you fire a bow hurl an axe, In a fight, everyone is constantly watching for a chance to
or otherwise send projectiles to strike a foe at a distance. A strike an enemy who is fleeing or passing by. Such a strike
monster might shoot spines from its tail. Many spells also is called an opportunity attack.
involve making a ranged attack. You can make an opportunity attack when a hostile
creature that you can see moves out of your reach. To make
Range the opportunity attack, you use your reaction to make one
You can make ranged attacks only against targets within a melee attack against the provoking creature. The attack
specified range. occurs right before the creature leaves your reach.
If a ranged attack, such as one made with a spell, has a You can avoid provoking an opportunity attack by
single range, you can’t attack a target beyond this range. taking the Disengage action. You also don’t provoke an
Some ranged attacks, such as those made with a lang opportunity attack when you teleport or when someone
bogi or a veidi bogi, have two ranges. The smaller number or something moves you without using your movement,
is the normal range, and the larger number is the long action, or reaction. For example, you don’t provoke an
range. Your attack roll has disadvantage when your target opportunity attack if an explosion hurls you out of a foe’s
is beyond normal range, and you can’t attack a target reach or if gravity causes you to fall past an enemy.
beyond the long range.
Two-Weapon Fighting
Ranged Attacks in Close Combat When you take the Attack action and attack with a light
Aiming a ranged attack is more difficult when a foe is next melee weapon that you’re holding in one hand, you can
to you. When you make a ranged attack with a weapon, a use a bonus action to attack with a different light melee
spell, or some other means, you have disadvantage on the weapon that you’re holding in the other hand. You don’t
attack roll if you are within 5 feet of a hostile creature who add your ability modifier to the damage of the bonus
can see you and who isn’t incapacitated. attack, unless that modifier is negative.
If either weapon has the thrown property, you can throw
MELEE ATTACKS the weapon, instead of making a melee attack with it.
Used in hand-to-hand combat, a melee attack allows you
to attack a foe within your reach. A melee attack typically Grappling
uses a handheld weapon such as a sword, a warhammer, When you want to grab a creature or wrestle with it, you
or an axe. A typical monster makes a melee attack when it can use the Attack action to make a special melee attack,
strikes with its claws, horns, teeth, tentacles, or other body a grapple. If you’re able to make multiple attacks with the
part. A few spells also involve making a melee attack. Attack action, this attack replaces one of them.
Most creatures have a 5-foot reach and can thus attack The target of your grapple must be no more than one size
targets within 5 feet of them when making a melee attack. larger than you and must be within your reach. Using at least
Certain creatures (typically those larger than Medium) one free hand, you try to seize the target by making a grapple
have melee attacks with a greater reach than 5 feet, as check instead of an attack roll: a Strength (Athletics) check
noted in their descriptions. contested by the target’s Strength (Athletics) or Dexterity
Instead of using a weapon to make a melee weapon (Acrobatics) check (the target chooses the ability to use). You
attack, you can use an unarmed strike: a punch, kick, succeed automatically if the target is incapacitated. If you
head-butt, or similar forceful blow (none of which count as succeed, you subject the target to the grappled condition.
weapons). On a hit, an unarmed strike deals bludgeoning The condition specifies the things that end it, and you can
damage equal to 1 + your Strength modifier. You are release the target whenever you like (no action required).
proficient with your unarmed strikes. Escaping a Grapple. A grappled creature can use its
action to escape. To do so, it must succeed on a Strength
Contests in Combat (Athletics) or Dexterity (Acrobatics) check contested by
Battle often involves pitting your prowess against that of your Strength (Athletics) check.
your foe. Such a challenge is represented by a contest. This Moving a Grappled Creature. When you move, you
section includes the most common contests that require an can drag or carry the grappled creature with you, but your
action in combat: grappling and shoving a creature. The GM speed is halved, unless the creature is two or more sizes
can use these contests as models for improvising others. smaller than you.

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Shoving a Creature A creature’s current hit points (usually just called hit
Using the Attack action, you can make a special melee points) can be any number from the creature’s hit point
attack to shove a creature, either to knock it prone or push maximum down to 0. This number changes frequently as
it away from you. If you’re able to make multiple attacks a creature takes damage or receives healing.
with the Attack action, this attack replaces one of them. Whenever a creature takes damage, that damage is
The target must be no more than one size larger than subtracted from its hit points.
you and must be within your reach. Instead of making an
attack roll, you make a Strength (Athletics) check contested Damage Rolls
by the target’s Strength (Athletics) or Dexterity (Acrobatics) Each weapon, spell, and harmful monster ability
check (the target chooses the ability to use). You succeed specifies the damage it deals. You roll the damage die
automatically if the target is incapacitated. If you succeed, you or dice, add any modifiers, and apply the damage to
either knock the target prone or push it 5 feet away from you. your target. Magic weapons, special abilities, and other
factors can grant a bonus to damage. With a penalty,
COVER it is possible to deal 0 damage, but never negative
Walls, trees, creatures, and other obstacles can provide damage.
cover during combat, making a target more difficult to When attacking with a weapon, you add your ability
harm. A target can benefit from cover only when an attack modifier - the same modifier used for the attack roll - to
or other effect originates on the opposite side of the cover. the damage. A spell tells you which dice to roll for damage
There are three degrees of cover. If a target is behind and whether to add any modifiers.
multiple sources of cover, only the most protective degree If a spell or other effect deals damage to more than one
of cover applies; the degrees aren’t added together. For target at the same time, roll the damage once for all of
example, if a target is behind a creature that gives half them. For example, when a vitner weaver casts soilball or
cover and a tree trunk that gives three-quarters cover, the a dimwalker casts fire blast, the spell’s damage is rolled
target has three-quarters cover. once for all creatures caught in the blast.
A target with half cover has a +2 bonus to AC and Dexterity
saving throws. A target has half cover if an obstacle blocks Critical Hits
at least half of its body. The obstacle might be a low wall, a When you score a critical hit, you get to roll extra dice
large piece of furniture, a narrow tree trunk, or a creature, for the attack’s damage against the target. Roll all of the
whether that creature is an enemy or a friend. attack’s damage dice twice and add them together. Then
A target with three-quarters cover has a +5 bonus to AC add any relevant modifiers as normal. To speed up play,
and Dexterity saving throws. A target has three-quarters you can roll all the damage dice at once.
cover if about three-quarters of it is covered by an obstacle. For example, if you score a critical hit with a dagger,
The obstacle might be a portcullis, an arrow slit, or a thick roll 2d4 for the damage, rather than 1d4, and then add
tree trunk. your relevant ability modifier. If the attack involves other
A target with total cover can’t be targeted directly by an damage dice, such as from the rogue’s Sneak Attack
attack or a spell, although some spells can reach such a feature, you roll those dice twice as well.
target by including it in an area of effect. A target has total
cover if it is completely concealed by an obstacle. Damage Types
Different attacks, damaging spells, and other harmful
DAMAGE AND HEALING effects deal different types of damage. Damage types have
Injury and the risk of death are constant companions of those no rules of their own, but other rules, such as damage
who explore Trudvang The thrust of a sword, a well-placed resistance, rely on the types.
arrow, or a blast of flame from a fireball spell all have the The damage types follow, with examples to help a GM
potential to damage, or even kill, the hardiest of creatures. assign a damage type to a new effect.

Hit Points ✦ Acid: The corrosive spray of some spells cause acid damage.
Hit points represent a combination of physical and mental ✦ Bludgeoning: Blunt force attacks - hammers, falling,
durability, the will to live, and luck. Creatures with more constriction, and the like - deal bludgeoning damage.
hit points are more difficult to kill. Those with fewer hit ✦ Cold: The infernal chill surrounding a hrim troll or the frigid
points are more fragile. blasts of glacial storms deal cold damage.

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✦ Fire: Many wurms breathe fire, and many spells conjure hit points can’t exceed its hit point maximum, so any hit
flames to deal fire damage. points regained in excess of this number are lost. For
✦ Force:. Force is pure magical energy focused into a example, a dweller grants a ranger 8 hit points of healing.
damaging form. Most effects that deal force damage are If the ranger has 14 current hit points and has a hit point
spells, including vitner dart. maximum of 20, the ranger regains 6 hit points from the
✦ Lightning: Some spells, such as Elemental Arrow, deal dweller, not 8.
lightning damage. A creature that has died can’t regain hit points until
✦ Necrotic: Necrotic damage, dealt by certain undead and magic such as the revivify spell has restored it to life.
some spells withers matter and even the soul.
✦ Piercing: Puncturing and impaling attacks, including spears Dropping to 0 Hit Points
and monsters’ bites, deal piercing damage. When you drop to 0 hit points, you either die outright or
✦ Poison: Venomous stings and some extracts deal poison fall unconscious, as explained in the following sections.
damage.
✦ Psychic: Mental abilities and some spells deal psychic Instant Death
damage. Massive damage can kill you instantly. When damage
✦ Radiant: Radiant damage, dealt by a dimwalker's smite, reduces you to 0 hit points and there is damage remaining,
sears the flesh like fire and overloads the spirit with power. you die if the remaining damage equals or exceeds your hit
✦ Slashing: Swords, axes, and monsters’ claws deal slashing point maximum.
damage. For example, a dimwalker with a maximum of 12 hit
✦ Thunder: A concussive burst of sound deals thunder points currently has 6 hit points. If they take 18 damage
damage. from an attack, they are reduced to 0 hit points, but 12
damage remains. Because the remaining damage equals
Damage Resistance and Vulnerability their hit point maximum, the dimwalker dies.
Some creatures and objects are exceedingly difficult or
unusually easy to hurt with certain types of damage. Falling Unconscious
If a creature or an object has resistance to a damage If damage reduces you to 0 hit points and fails to kill you,
type, damage of that type is halved against it. If a creature you fall unconscious. This unconsciousness ends if you
or an object has vulnerability to a damage type, damage of regain any hit points.
that type is doubled against it.
Resistance and then vulnerability are applied after all other Death Saving Throws
modifiers to damage. For example, a creature has resistance Whenever you start your turn with 0 hit points, you must
to bludgeoning damage and is hit by an attack that deals 25 make a special saving throw, called a death saving throw,
bludgeoning damage. The creature is also within a magical to determine whether you creep closer to death or hang
aura that reduces all damage by 5. The 25 damage is first onto life. Unlike other saving throws, this one isn’t tied to
reduced by 5 and then halved, so the creature takes 10 damage. any ability score. You are in the hands of fate now, aided
Multiple instances of resistance or vulnerability that only by spells and features that improve your chances of
affect the same damage type count as only one instance. succeeding on a saving throw.
For example, if a creature has resistance to fire damage as
well as resistance to all nonmagical damage, the damage ✦ Roll a d20: If the roll is 10 or higher, you succeed.
of a nonmagical fire is reduced by half against the creature, Otherwise, you fail. A success or failure has no effect
not reduced by three-quarters. by itself. On your third success, you become stable (see
below). On your third failure, you die. The successes and
Healing failures don’t need to be consecutive; keep track of both
Unless it results in death, damage isn’t permanent. Even until you collect three of a kind. The number of both is
death is reversible through powerful magic. Rest can reset to zero when you regain any hit points or become
restore a creature’s hit points, and magical methods such stable.
as a cure wounds spell or a potion of healing can remove ✦ Rolling 1 or 20: When you make a death saving throw and
damage in an instant. roll a 1 on the d20, it counts as two failures. If you roll a 20
When a creature receives healing of any kind, hit points on the d20, you regain 1 hit point.
regained are added to its current hit points. A creature’s

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✦ Damage at 0 Hit Points: If you take any damage while you Because temporary hit points are separate from your
have 0 hit points, you suffer a death saving throw failure. actual hit points, they can exceed your hit point maximum.
If the damage is from a critical hit, you suffer two failures A character can, therefore, be at full hit points and receive
instead. If the damage equals or exceeds your hit point temporary hit points.
maximum, you suffer instant death. Healing can’t restore temporary hit points, and they
can’t be added together. If you have temporary hit points
and receive more of them, you decide whether to keep the
Stabilizing a Creature ones you have or to gain the new ones. For example, if a
The best way to save a creature with 0 hit points is to heal spell grants you 12 temporary hit points when you already
it. If healing is unavailable, the creature can at least be have 10, you can have 12 or 10, not 22.
stabilized so that it isn’t killed by a failed death saving If you have 0 hit points, receiving temporary hit points
throw. doesn’t restore you to consciousness or stabilize you. They
You can use your action to administer first aid to an can still absorb damage directed at you while you’re in that
unconscious creature and attempt to stabilize it, which state, but only true healing can save you.
requires a successful DC 10 Wisdom (Medicine) check. Unless a feature that grants you temporary hit points
A stable creature doesn’t make death saving throws, even has a duration, they last until they’re depleted or you finish
though it has 0 hit points, but it does remain unconscious. a long rest.
The creature stops being stable, and must start making
death saving throws again, if it takes any damage. A stable MOUNTED COMBAT
creature that isn’t healed regains 1 hit point after 1d4
hours. A Gavlian knight charging into battle on a warhorse, a
noaj casting spells from the back of a thorn beast or a
Monsters and Death dimwalker soaring through the sky on a giant eagle all
Most GMs have a monster die the instant it drops to 0 hit enjoy the benefits of speed and mobility that a mount can
points, rather than having it fall unconscious and make provide.
death saving throws. A willing creature that is at least one size larger than
Mighty villains and special nonplayer characters you and that has an appropriate anatomy can serve as a
are common exceptions; the GM might have them mount, using the following rules.
fall unconscious and follow the same rules as player
characters. MOUNTING AND DISMOUNTING
Once during your move, you can mount a creature that
KNOCKING A CREATURE OUT is within 5 feet of you or dismount. Doing so costs an
Sometimes an attacker wants to incapacitate a foe, rather amount of movement equal to half your speed. For
than deal a killing blow. When an attacker reduces a example, if your speed is 30 feet, you must spend 15
creature to 0 hit points with a melee attack, the attacker feet of movement to mount a horse. Therefore, you can’t
can knock the creature out. The attacker can make this mount it if you don’t have 15 feet of movement left or if
choice the instant the damage is dealt. The creature falls your speed is 0.
unconscious and is stable. If an effect moves your mount against its will while
you’re on it, you must succeed on a DC 10 Dexterity saving
TEMPORARY HIT POINTS throw or fall off the mount, landing prone in a space within
Some spells and special abilities confer temporary hit 5 feet of it. If you’re knocked prone while mounted, you
points to a creature. Temporary hit points aren’t actual must make the same saving throw.
hit points; they are a buffer against damage, a pool of hit If your mount is knocked prone, you can use your
points that protect you from injury. reaction to dismount it as it falls and land on your feet.
When you have temporary hit points and take damage, the Otherwise, you are dismounted and fall prone in a space
temporary hit points are lost first, and any leftover damage within 5 feet it.
carries over to your normal hit points. For example, if you
have 5 temporary hit points and take 7 damage, you lose the
temporary hit points and then take 2 damage.

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CONTROLLING A MOUNT If multiple effects impose the same condition on a
While you’re mounted, you have two options. You can creature, each instance of the condition has its own
either control the mount or allow it to act independently. duration, but the condition’s effects don’t get worse. A
Intelligent creatures, such as wurms, act independently. creature either has a condition or doesn’t.
You can control a mount only if it has been trained The following definitions specify what happens to a
to accept a rider. Domesticated horses, donkeys, and creature while it is subjected to a condition.
similar creatures are assumed to have such training. The
initiative of a controlled mount changes to match yours BLINDED
when you mount it. It moves as you direct it, and it has
only three action options: Dash, Disengage, and Dodge. ✦ A blinded creature can’t see and automatically fails any
A controlled mount can move and act even on the turn ability check that requires sight.
that you mount it. ✦ Attack rolls against the creature have advantage, and the
An independent mount retains its place in the initiative creature’s attack rolls have disadvantage.
order. Bearing a rider puts no restrictions on the actions
the mount can take, and it moves and acts as it wishes. It CHARMED
might flee from combat, rush to attack and devour a badly
injured foe, or otherwise act against your wishes. ✦ A charmed creature can’t attack the charmer or target the
In either case, if the mount provokes an opportunity charmer with harmful abilities or magical effects.
attack while you’re on it, the attacker can target you or the ✦ The charmer has advantage on any ability check to interact
mount. socially with the creature.

UNDERWATER COMBAT DEAFENED


When adventurers pursue wulterfish below the surface, ✦ A deafened creature can’t hear and automatically fails any
fight off sharks in an ancient shipwreck, or find themselves ability check that requires hearing.
in a flooded dungeon room, they must fight in a challenging
environment. Underwater the following rules apply.
When making a melee weapon attack, a creature that EXHAUSTION
doesn’t have a swimming speed (either natural or granted Some special abilities and environmental hazards, such
by magic) has disadvantage on the attack roll unless the as starvation and the long-term effects of freezing or
weapon is a seax, glaaf, staaf spjót, spjót or breid spjót. scorching temperatures, can lead to a special condition
A ranged weapon attack automatically misses a target called exhaustion. Exhaustion is measured in six levels. An
beyond the weapon’s normal range. Even against a target effect can give a creature one or more levels of exhaustion,
within normal range, the attack roll has disadvantage as specified in the effect’s description.
unless the weapon is a krossbogur, or a weapon that is
thrown like a spjót.
Creatures and objects that are fully immersed in water EXHAUSTION EFFECTS
have resistance to fire damage.
Level Effect
CONDITIONS 1 Disadvantage on ability checks
2 Speed halved
Conditions alter a creature’s capabilities in a variety of
3 Disadvantage on attack rolls and saving throws
ways and can arise as a result of a spell, a class feature, a
4 Hit point maximum halved
monster’s attack, or other effect. Most conditions, such as
blinded, are impairments, but a few, such as invisible, can 5 Speed reduced to 0
be advantageous. 6 Death
A condition lasts either until it is countered (the prone
condition is countered by standing up, for example) or If an already exhausted creature suffers another effect
for a duration specified by the effect that imposed the that causes exhaustion, its current level of exhaustion
condition. increases by the amount specified in the effect’s description.

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A creature suffers the effect of its current level of PARALYZED
exhaustion as well as all lower levels. For example, a
creature suffering level 2 exhaustion has its speed halved ✦ A paralyzed creature is incapacitated (see the condition)
and has disadvantage on ability checks. and can’t move or speak.
An effect that removes exhaustion reduces its level as ✦ The creature automatically fails Strength and Dexterity
specified in the effect’s description, with all exhaustion effects saving throws.
ending if a creature’s exhaustion level is reduced below 1. ✦ Attack rolls against the creature have advantage.
Finishing a long rest reduces a creature’s exhaustion ✦ Any attack that hits the creature is a critical hit if the attacker
level by 1, provided that the creature has also ingested is within 5 feet of the creature.
some food and drink. Also, being raised from the dead
reduces a creature’s exhaustion level by 1. PETRIFIED
FRIGHTENED ✦ A petrified creature is transformed, along with any
nonmagical object it is wearing or carrying, into a solid
✦ A frightened creature has disadvantage on ability checks inanimate substance (usually stone). Its weight increases
and attack rolls while the source of its fear is within line of by a factor of ten, and it ceases aging.
sight. ✦ The creature is incapacitated (see the condition), can’t
✦ The creature can’t willingly move closer to the source of move or speak, and is unaware of its surroundings.
its fear. ✦ Attack rolls against the creature have advantage.
✦ The creature automatically fails Strength and Dexterity
GRAPPLED saving throws.
✦ The creature has resistance to all damage.
✦ A grappled creature’s speed becomes 0, and it can’t benefit ✦ The creature is immune to poison and disease, although a
from any bonus to its speed. poison or disease already in its system is suspended, not
✦ The condition ends if the grappler is incapacitated (see the neutralized.
condition).
✦ The condition also ends if an effect removes the grappled POISONED
creature from the reach of the grappler or grappling effect,
such as when a creature is hurled away by the thunder-wave ✦ A poisoned creature has disadvantage on attack rolls and
spell. ability checks.

INCAPACITATED
PRONE
✦ An incapacitated creature can’t take actions or reactions.
✦ A prone creature’s only movement option is to crawl, unless
it stands up and thereby ends the condition.
INVISIBLE ✦ The creature has disadvantage on attack rolls.
✦ An attack roll against the creature has advantage if the
✦ An invisible creature is impossible to see without the aid attacker is within 5 feet of the creature. Otherwise, the
of magic or a special sense. For the purpose of hiding, the attack roll has disadvantage.
creature is heavily obscured. The creature’s location can be
detected by any noise it makes or any tracks it leaves. RESTRAINED
✦ Attack rolls against the creature have disadvantage, and the
creature’s attack rolls have advantage. ✦ A restrained creature’s speed becomes 0, and it can’t
benefit from any bonus to its speed.
✦ Attack rolls against the creature have advantage, and the
creature’s attack rolls have disadvantage.
✦ The creature has disadvantage on Dexterity saving throws.

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STUNNED TRAPS
Traps can be found almost anywhere. One wrong step in
✦ A stunned creature is incapacitated (see the condition), an ancient tomb might trigger a series of scything blades,
can’t move, and can speak only falteringly. which cleave through armor and bone. The seemingly
✦ The creature automatically fails Strength and Dexterity innocuous vines that hang over a cave entrance might
saving throws. grasp and choke anyone who pushes through them. A net
✦ Attack rolls against the creature have advantage. hidden among the trees might drop on travelers who pass
underneath. In a fantasy game, unwary adventurers can
UNCONSCIOUS fall to their deaths, be burned alive, or fall under a fusillade
of poisoned darts.
✦ An unconscious creature is incapacitated (see the A trap can be either mechanical or magical in nature.
condition), can’t move or speak, and is unaware of its Mechanical traps include pits, arrow traps, falling blocks,
surroundings water-filled rooms, whirling blades, and anything else
✦ The creature drops whatever it’s holding and falls prone. that depends on a mechanism to operate. Magic traps are
✦ The creature automatically fails Strength and Dexterity either magical device traps or spell traps. Magical device
saving throws. traps initiate spell effects when activated. Spell traps are
✦ Attack rolls against the creature have advantage. spells such as glyph of warding and symbol that function
✦ Any attack that hits the creature is a critical hit if the attacker as traps.
is within 5 feet of the creature.
Traps in Play
POISONS When adventurers come across a trap, you need to know
Given their insidious and deadly nature, poisons are illegal how the trap is triggered and what it does, as well as the
in most societies but are a favorite tool among assassins, possibility for the characters to detect the trap and to
drow, and other evil creatures. disable or avoid it.
Poisons come in the following four types.
Triggering a Trap
✦ Contact: Contact poison can be smeared on an object and Most traps are triggered when a creature goes somewhere
remains potent until it is touched or washed off. A creature or touches something that the trap’s creator wanted to
that touches contact poison with exposed skin suffers its protect. Common triggers include stepping on a pressure
effects. plate or a false section of floor, pulling a trip wire, turning
✦ Ingested: A creature must swallow an entire dose of ingested a doorknob, and using the wrong key in a lock. Magic traps
poison to suffer its effects. The dose can be delivered in are often set to go off when a creature enters an area or
food or a liquid. You may decide that a partial dose has a touches an object. Some magic traps (such as the glyph of
reduced effect, such as allowing advantage on the saving warding spell) have more complicated trigger conditions,
throw or dealing only half damage on a failed save. including a password that prevents the trap from activating.
✦ Inhaled: These poisons are powders or gases that take
effect when inhaled. Blowing the powder or releasing the Detecting and Disabling a Trap
gas subjects creatures in a 5-foot cube to its effect. The Usually, some element of a trap is visible to careful
resulting cloud dissipates immediately afterward. Holding inspection. Characters might notice an uneven flagstone
one’s breath is ineffective against inhaled poisons, as they that conceals a pressure plate, spot the gleam of light off a
affect nasal membranes, tear ducts, and other parts of the trip wire, notice small holes in the walls from which jets of
body. flame will erupt, or otherwise detect something that points
✦ Injury: Injury poison can be applied to weapons, to a trap’s presence.
ammunition, trap components, and other objects that A trap’s description specifies the checks and DCs
deal piercing or slashing damage and remains potent until needed to detect it, disable it, or both. A character actively
delivered through a wound or washed off. A creature that looking for a trap can attempt a Wisdom (Perception)
takes piercing or slashing damage from an object coated check against the trap’s DC. You can also compare the DC
with the poison is exposed to its effects. to detect the trap with each character’s passive Wisdom
(Perception) score to determine whether anyone in the
party notices the trap in passing. If the adventurers detect

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a trap before triggering it, they might be able to disarm it, trigger them. A trap’s description specifies what happens
either permanently or long enough to move past it. You when it is triggered.
might call for an Intelligence (Investigation) check for a The attack bonus of a trap, the save DC to resist its
character to deduce what needs to be done, followed effects, and the damage it deals can vary depending on
by a Dexterity check using thieves’ tools to perform the the trap’s severity. Use the Trap Save DCs and Attack
necessary sabotage. Bonuses table and the Damage Severity by Level table for
Any character can attempt an Intelligence (Arcana) suggestions based on three levels of trap severity.
check to detect or disarm a magic trap, in addition to any A trap intended to be a setback is unlikely to kill
other checks noted in the trap’s description. The DCs or seriously harm characters of the indicated levels,
are the same regardless of the check used. In addition, whereas a dangerous trap is likely to seriously injure (and
dispel magic has a chance of disabling most magic traps. potentially kill) characters of the indicated levels. A deadly
A magic trap’s description provides the DC for the ability trap is likely to kill characters of the indicated levels.
check made when you use dispel magic.
In most cases, a trap’s description is clear enough
that you can adjudicate whether a character’s actions TRAP DANGERS
locate or foil the trap. As with many situations, you
shouldn’t allow die rolling to override clever play and Trap Danger Save DC Attack Bonus
good planning. Use your common sense, drawing on Setback 10-11 +3 to +5
the trap’s description to determine what happens. No Dangerous 12-15 +6 to +8
trap’s design can anticipate every possible action that
Deadly 16-20 +9 to +12
the characters might attempt.
You should allow a character to discover a trap without
making an ability check if an action would clearly reveal TRAP SEVERITY
the trap’s presence. For example, if a character lifts a rug
that conceals a pressure plate, the character has found the
Character Level Setback Dangerous Deadly
trigger and no check is required. 1st-4th 1d10 2d10 4d10
Foiling traps can be a little more complicated. Consider a 5th-10th 2d10 4d10 10d10
trapped treasure chest. If the chest is opened without first 11th-16th 4d10 10d10 18d10
pulling on the two handles set in its sides, a mechanism 17th-20th 10d10 18d10 24d10
inside fires a hail of poison needles toward anyone in front
of it. After inspecting the chest and making a few checks,
the characters are still unsure if it’s trapped. Rather than Complex Traps
simply open the chest, they prop a shield in front of it and Complex traps work like standard traps, except once
push the chest open at a distance with an iron rod. In this activated they execute a series of actions each round. A
case, the trap still triggers, but the hail of needles fires complex trap turns the process of dealing with a trap into
harmlessly into the shield. something more like a combat encounter.
Traps are often designed with mechanisms that allow When a complex trap activates, it rolls initiative. The
them to be disarmed or bypassed. Intelligent monsters trap’s description includes an initiative bonus. On its
that place traps in or around their lairs need ways to get turn, the trap activates again, often taking an action.
past those traps without harming themselves. Such traps It might make successive attacks against intruders,
might have hidden levers that disable their triggers, or a create an effect that changes over time, or otherwise
secret door might conceal a passage that goes around the produce a dynamic challenge. Otherwise, the complex
trap. trap can be detected and disabled or bypassed in the
usual ways.
Trap Effects For example, a trap that causes a room to slowly flood
The effects of traps can range from inconvenient to works best as a complex trap. On the trap’s turn, the water
deadly, making use of elements such as arrows, spikes, level rises. After several rounds, the room is completely
blades, poison, toxic gas, blasts of fire, and deep pits. The flooded.
deadliest traps combine multiple elements to kill, injure,
contain, or drive off any creature unfortunate enough to

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Sample Traps Fire-Breathing Statue
The magical and mechanical traps presented here vary in ✦ Magic trap
deadliness and are presented in alphabetical order.
This trap is activated when an intruder steps on a hidden
Collapsing Roof pressure plate, releasing a magical gout of flame from a
✦ Mechanical trap nearby statue. The statue can be of anything, including a
dragon or a wizard casting a spell.
This trap uses a trip wire to collapse the supports keeping The DC is 15 to spot the pressure plate, as well as faint
an unstable section of a ceiling in place. scorch marks on the floor and walls. A spell or other effect
The trip wire is 3 inches off the ground and stretches that can sense the presence of magic, such as detect magic,
between two support beams. The DC to spot the trip wire is reveals an aura of evocation magic around the statue.
10. A successful DC 15 Dexterity check using thieves’ tools The trap activates when more than 20 pounds of weight
disables the trip wire harmlessly. A character without thieves’ is placed on the pressure plate, causing the statue to release
tools can attempt this check with disadvantage using any edged a 30-foot cone of fire. Each creature in the fire must make a
weapon or edged tool. On a failed check, the trap triggers. DC 13 Dexterity saving throw, taking 22 (4d10) fire damage
Anyone who inspects the beams can easily determine that on a failed save, or half as much damage on a successful one.
they are merely wedged in place. As an action, a character Wedging an iron spike or other object under the pressure
can knock over a beam, causing the trap to trigger. plate prevents the trap from activating. A successful dispel
The ceiling above the trip wire is in bad repair, and magic (DC 13) cast on the statue destroys the trap.
anyone who can see it can tell that it’s in danger of collapse.
When the trap is triggered, the unstable ceiling Pits
collapses. Any creature in the area beneath the unstable ✦ Mechanical trap
section must succeed on a DC 15 Dexterity saving throw,
taking 22 (4d10) bludgeoning damage on a failed save, or Four basic pit traps are presented here.
half as much damage on a successful one. Once the trap Simple Pit. A simple pit trap is a hole dug in the ground.
is triggered, the floor of the area is filled with rubble and The hole is covered by a large cloth anchored on the pit’s
becomes difficult terrain. edge and camouflaged with dirt and debris.
The DC to spot the pit is 10. Anyone stepping on the
Falling Net cloth falls through and pulls the cloth down into the pit,
✦ Mechanical trap taking damage based on the pit’s depth (usually 10 feet,
but some pits are deeper).
This trap uses a trip wire to release a net suspended from Hidden Pit. This pit has a cover constructed from
the ceiling. material identical to the floor around it.
The trip wire is 3 inches off the ground and stretches A successful DC 15 Wisdom (Perception) check
between two columns or trees. The net is hidden by cobwebs discerns an absence of foot traffic over the section of floor
or foliage. The DC to spot the trip wire and net is 10. A that forms the pit’s cover. A successful DC 15 Intelligence
successful DC 15 Dexterity check using thieves’ tools breaks (Investigation) check is necessary to confirm that the
the trip wire harmlessly. A character without thieves’ tools trapped section of floor is actually the cover of a pit.
can attempt this check with disadvantage using any edged When a creature steps on the cover, it swings open like
weapon or edged tool. On a failed check, the trap triggers. a trapdoor, causing the intruder to spill into the pit below.
When the trap is triggered, the net is released, covering The pit is usually 10 or 20 feet deep but can be deeper.
a 10-foot square area. Those in the area are trapped Once the pit trap is detected, an iron spike or similar object
under the net and restrained, and those that fail a DC 10 can be wedged between the pit’s cover and the surrounding
Strength saving throw are also knocked prone. A creature floor in such a way as to prevent the cover from opening,
can use its action to make a DC 10 thereby making it safe to cross. The cover can also be magically
Strength check, freeing itself or another creature held shut using the arcane lock spell or similar magic.
within its reach on a success. The net has AC 10 and 20 Locking Pit. This pit trap is identical to a hidden pit
hit points. Dealing 5 slashing damage to the net (AC 10) trap, with one key exception: the trap door that covers the
destroys a 5-foot square section of it, freeing any creature pit is spring-loaded. After a creature falls into the pit, the
trapped in that section. cover snaps shut to trap its victim inside.

166
A successful DC 20 Strength check is necessary to pry the Opening the chest without the proper key causes the
cover open. The cover can also be smashed open. A character needle to spring out, delivering a dose of poison.
in the pit can also attempt to disable the spring mechanism When the trap is triggered, the needle extends 3 inches
from the inside with a DC 15 Dexterity check using thieves’ straight out from the lock. A creature within range takes
tools, provided that the mechanism can be reached and the 1 piercing damage and 11 (2d10) poison damage, and
character can see. In some cases, a mechanism (usually must succeed on a DC 15 Constitution saving throw or be
hidden behind a secret door nearby) opens the pit. poisoned for 1 hour.
Spiked Pit. This pit trap is a simple, hidden, or locking A successful DC 20 Intelligence (Investigation) check
pit trap with sharpened wooden or iron spikes at the allows a character to deduce the trap’s presence from
bottom. A creature falling into the pit takes 11 (2d10) alterations made to the lock to accommodate the needle.
piercing damage from the spikes, in addition to any falling A successful DC 15 Dexterity check using thieves’ tools
damage. Even nastier versions have poison smeared on disarms the trap, removing the needle from the lock.
the spikes. In that case, anyone taking piercing damage Unsuccessfully attempting to pick the lock triggers the trap.
from the spikes must also make a DC 13 Constitution
saving throw, taking an 22 (4d10) poison damage on a Rolling Sphere
failed save, or half as much damage on a successful one. ✦ Mechanical trap

Poison Darts When 20 or more pounds of pressure are placed on this


✦ Mechanical trap trap’s pressure plate, a hidden trapdoor in the ceiling
opens, releasing a 10-foot diameter rolling sphere of solid
When a creature steps on a hidden pressure plate, poison- stone.
tipped darts shoot from spring-loaded or pressurized With a successful DC 15 Wisdom (Perception) check,
tubes cleverly embedded in the surrounding walls. An area a character can spot the trapdoor and pressure plate. A
might include multiple pressure plates, each one rigged to search of the floor accompanied by a successful DC 15
its own set of darts. Intelligence (Investigation) check reveals variations in the
The tiny holes in the walls are obscured by dust and mortar and stone that betray the pressure plate’s presence.
cobwebs, or cleverly hidden amid bas-reliefs, murals, or The same check made while inspecting the ceiling notes
frescoes that adorn the walls. The DC to spot them is 15. variations in the stonework that reveal the trapdoor.
With a successful DC 15 Intelligence (Investigation) check, Wedging an iron spike or other object under the pressure
a character can deduce the presence of the pressure plate plate prevents the trap from activating.
from variations in the mortar and stone used to create it, Activation of the sphere requires all creatures present to
compared to the surrounding floor. Wedging an iron spike roll initiative. The sphere rolls initiative with a +8 bonus.
or other object under the pressure plate prevents the On its turn, it moves 60 feet in a straight line. The sphere
trap from activating. Stuffing the holes with cloth or wax can move through creatures’ spaces, and creatures can
prevents the darts contained within from launching. move through its space, treating it as difficult terrain.
The trap activates when more than 20 pounds of weight is Whenever the sphere enters a creature’s space or a
placed on the pressure plate, releasing four darts. Each dart creature enters its space while it’s rolling, that creature
makes a ranged attack with a +8 bonus against a random must succeed on a DC 15 Dexterity saving throw or take
target within 10 feet of the pressure plate (vision is irrelevant 55 (10d10) bludgeoning damage and be knocked prone.
to this attack roll). (If there are no targets in the area, the darts The sphere stops when it hits a wall or similar barrier.
don’t hit anything.) A target that is hit takes 2 (1d4) piercing It can’t go around corners, but smart dungeon builders
damage and must succeed on a DC 15 Constitution saving incorporate gentle, curving turns into nearby passages
throw, taking 11 (2d10) poison damage on a failed save, or that allow the sphere to keep moving.
half as much damage on a successful one. As an action, a creature within 5 feet of the sphere can
attempt to slow it down with a DC 20 Strength check. On a
Poison Needle successful check, the sphere’s speed is reduced by 15 feet.
✦ Mechanical trap If the sphere’s speed drops to 0, it stops moving and is no
longer a threat.
A poisoned needle is hidden within a treasure chest’s
lock, or in something else that a creature might open.

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DISEASES must succeed on a DC 10 Constitution saving throw or
A plague ravages the kingdom, setting the adventurers also become infected with the disease. Once a creature
on a quest to find a cure. An adventurer emerges from succeeds on this save, it is immune to the mad laughter of
an ancient tomb, unopened for centuries, and soon finds that particular infected creature for 24 hours.
herself suffering from a wasting illness. A darkhwitalja At the end of each long rest, an infected creature
offends some dark power and contracts a strange affliction can make a DC 13 Constitution saving throw. On a
that spreads whenever he casts spells. successful save, the DC for this save and for the save to
A simple outbreak might amount to little more than a avoid an attack of mad laughter drops by 1d6. When the
small drain on party resources, curable by a casting of lesser saving throw DC drops to 0, the creature recovers from
restoration. A more complicated outbreak can form the basis the disease. A creature that fails three of these saving
of one or more adventures as characters search for a cure, stop throws gains a randomly determined form of indefinite
the spread of the disease, and deal with the consequences. madness.
A disease that does more than infect a few party
members is primarily a plot device. The rules help Sewer Plague
describe the effects of the disease and how it can be cured, Sewer plague is a generic term for a broad category
but the specifics of how a disease works aren’t bound by of illnesses that incubate in sewers, refuse heaps, and
a common set of rules. Diseases can affect any creature, stagnant swamps, and which are sometimes transmitted
and a given illness might or might not pass from one race by creatures that dwell in those areas, such as rats and
or kind of creature to another. A plague might affect only otyughs.
constructs or undead, or sweep through a dwarven hold When a humanoid creature is bitten by a creature that
but leave other races untouched. What matters is the story carries the disease, or when it comes into contact with
you want to tell. filth or offal contaminated by the disease, the creature
must succeed on a DC 11 Constitution saving throw or
Sample Diseases become infected.
The diseases here illustrate the variety of ways disease can It takes 1d4 days for sewer plague’s symptoms to
work in the game. Feel free to alter the saving throw DCs, manifest in an infected creature. Symptoms include
incubation times, symptoms, and other characteristics of fatigue and cramps. The infected creature suffers one level
these diseases to suit your campaign. of exhaustion, and it regains only half the normal number
of hit points from spending Hit Dice and no hit points from
Cackle Fever finishing a long rest.
This disease targets humanoids, although trolls and At the end of each long rest, an infected creature must
half-trolls are strangely immune. While in the grips of make a DC 11 Constitution saving throw. On a failed save,
this disease, victims frequently succumb to fits of mad the character gains one level of exhaustion. On a successful
laughter, giving the disease its common name and its save, the character’s exhaustion level decreases by one
morbid nickname: “the shrieks.” level. If a successful saving throw reduces the infected
Symptoms manifest 1d4 hours after infection and creature’s level of exhaustion below 1, the creature
include fever and disorientation. The infected creature recovers from the disease.
gains one level of exhaustion that can’t be removed until
the disease is cured. Sight Rot
Any event that causes the infected creature great stress This painful infection causes bleeding from the eyes and
- including entering combat, taking damage, experiencing eventually blinds the victim.
fear, or having a nightmare - forces the creature to make A beast or humanoid that drinks water tainted by sight
a DC 13 Constitution saving throw. On a failed save, the rot must succeed on a DC 15 Constitution saving throw
creature takes 5 (1d10) psychic damage and becomes or become infected. One day after infection, the creature’s
incapacitated with mad laughter for 1 minute. The vision starts to become blurry. The creature takes a -1
creature can repeat the saving throw at the end of each of penalty to attack rolls and ability checks that rely on sight.
its turns, ending the mad laughter and the incapacitated At the end of each long rest after the symptoms appear,
condition on a success. the penalty worsens by 1. When it reaches -5, the victim is
Any humanoid creature that starts its turn within 10 blinded until its sight is restored by magic such as lesser
feet of an infected creature in the throes of mad laughter restoration or heal.

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Sight rot can be cured using a rare flower called KNOWN AND PREPARED SPELLS
Meyblom in Vrok, which grows in some swamps. Given an Before a spellcaster can use a spell, he or she must have
hour, a character who has proficiency with an herbalism the spell firmly fixed in mind, or must have access to the
kit can turn the flower into one dose of ointment. Applied spell in a magic item. The same thing is true of many
to the eyes before a long rest, one dose of it prevents the magic-using monsters. Spellcasters undergo a process of
disease from worsening after that rest. After three doses, preparing spells. This process varies for different classes,
the ointment cures the disease entirely. as detailed in their descriptions.
In every case, the number of spells a caster can have
SPELLCASTING fixed in mind at any given time depends on the character’s
level.
Vitner permeates Trudvang and often appears in the form
of a spell. SPELL SLOTS
This chapter provides the rules for casting spells. Regardless of how many spells a caster knows or
Different character classes have distinctive ways of prepares, he or she can cast only a limited number of
learning and preparing their spells, and monsters use spells before resting. Manipulating the fabric of magic and
spells in unique ways. Regardless of its source, a spell channeling its energy into even a simple spell is physically
follows the rules here. and mentally taxing, and higher level spells are even more
so. Thus, each spellcasting class’s description includes a
WHAT IS A SPELL? table showing how many spell slots of each spell level a
character can use at each character level.
A spell is a discrete magical effect, a single shaping of the When a character casts a spell, he or she expends a
magical energies that suffuse the multiverse into a specific, slot of that spell’s level or higher, effectively “filling” a slot
limited expression. In casting a spell, a character carefully with the spell. You can think of a spell slot as a groove of
plucks at the invisible strands of raw magic suffusing the a certain size-small for a 1st-level slot, larger for a spell of
world, pins them in place in a particular pattern, sets higher level. A 1st-level spell fits into a slot of any size, but
them vibrating in a specific way, and then releases them a 5th-level spell fits only in a 5th-level slot.
to unleash the desired effect-in most cases, all in the span Finishing a long rest restores any expended spell slots.
of seconds. Some characters and monsters have special abilities that
Spells can be versatile tools, weapons, or protective let them cast spells without using spell slots. For example,
wards. They can deal damage or undo it, impose or a monk who follows the Way of the Four Elements, a
remove conditions, drain life energy away, and restore life warlock who chooses certain eldritch invocations, and a
to the dead. pit fiend from the Nine Hells can all cast spells in such a
Uncounted thousands of spells have been created over way.
the course of the history, and many of them are long
forgotten. Some might yet lie recorded in crumbling Casting a Spell at a Higher Level
spellbooks hidden in ancient ruins or trapped in the minds When a spellcaster casts a spell using a slot that is of a
of dead gods. Or they might someday be reinvented by a higher level than the spell, the spell assumes the higher
character who has amassed enough power and wisdom level for that casting. Effectively, the spell expands to fill
to do so. the slot it is put into.
Some spells, have more powerful effects when cast at a
SPELL LEVEL higher level, as detailed in a spell’s description.
Every spell has a level from 0 to 5. A spell’s level is a
general indicator of how powerful it is, with the lowly Casting in Armor
(but still impressive) vitner dart at 1st level and the earth- Because of the mental focus and precise gestures required
shaking storm at 5th. Cantrips - simple but powerful spells for spellcasting, you must be proficient with the armor you
that characters can cast almost by rote - are level 0. The are wearing to cast a spell. You are otherwise too distracted
higher a spell’s level, the higher level a spellcaster must be and physically hampered by your armor for spellcasting.
to use that spell.
Spell level and character level don’t correspond
directly.

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CANTRIPS Evocation spells manipulate magical energy to produce
a desired effect. Some call up blasts of fire or lightning.
A cantrip is a spell that can be cast without using a spell Others channel positive energy to heal wounds.
slot and without being prepared in advance. Repeated Illusion spells deceive the senses or minds of others.
practice has fixed the spell in the caster’s mind and infused They cause people to see things that are not there, to
the caster with the magic needed to produce the effect miss things that are there, to hear phantom noises, or to
over and over. A cantrip’s spell level is 0. remember things that never happened. Some illusions
create phantom images that any creature can see, but
RITUALS the most insidious illusions plant an image directly in the
mind of a creature.
Certain spells have a special tag: ritual. Such a spell can Necromancy spells manipulate the energies of life and
be cast following the normal rules for spellcasting, or death. Such spells can grant an extra reserve of life force,
the spell can be cast as a ritual. The ritual version of a drain the life energy from another creature, create the
spell takes 10 minutes longer to cast than normal. It also undead, or even bring the dead back to life.
doesn’t expend a spell slot, which means the ritual version Creating the undead through the use of necromancy
of a spell can’t be cast at a higher level. spells such as animate dead is not an honorable act, and
To cast a spell as a ritual, a spellcaster must have a only ill-willed casters use such spells frequently.
feature that grants the ability to do so. The cleric and the Transmutation spells change the properties of a creature,
druid, for example, have such a feature. The caster must object, or environment. They might turn an enemy into a
also have the spell prepared or on his or her list of spells harmless creature, bolster the strength of an ally, make
known, unless the character’s ritual feature specifies an object move at the caster’s command, or enhance a
otherwise, as the wizard’s does. creature’s innate healing abilities to rapidly recover from
injury.
THE SCHOOLS OF MAGIC
CASTING A SPELL
Academies of magic group spells into eight categories
called schools of magic. Scholars, particularly wizards, When a character casts any spell, the same basic rules are
apply these categories to all spells, believing that all magic followed, regardless of the character’s class or the spell’s
functions in essentially the same way, whether it derives effects.
from rigorous study or is bestowed by a deity. Each spell description begins with a block of information,
The schools of magic help describe spells; they have including the spell’s name, level, school of magic, casting
no rules of their own, although some rules refer to the time, range, components, and duration. The rest of a spell
schools. entry describes the spell’s effect.
Abjuration spells are protective in nature, though
some of them have aggressive uses. They create magical CASTING TIME
barriers, negate harmful effects, harm trespassers, or Most spells require a single action to cast, but some spells
banish creatures to other planes of existence. require a bonus action, a reaction, or much more time to cast.
Conjuration spells involve the transportation of objects
and creatures from one location to another. Some spells Bonus Action
summon creatures or objects to the caster’s side, whereas A spell cast with a bonus action is especially swift. You
others allow the caster to teleport to another location. must use a bonus action on your turn to cast the spell,
Some conjurations create objects or effects out of nothing. provided that you haven’t already taken a bonus action
Divination spells reveal information, whether in the this turn. You can’t cast another spell during the same
form of secrets long forgotten, glimpses of the future, the turn, except for a cantrip with a casting time of 1 action.
locations of hidden things, the truth behind illusions, or
visions of distant people or places. Reactions
Enchantment spells affect the minds of others, influencing Some spells can be cast as reactions. These spells take a
or controlling their behavior. Such spells can make enemies fraction of a second to bring about and are cast in response
see the caster as a friend, force creatures to take a course of to some event. If a spell can be cast as a reaction, the spell
action, or even control another creature like a puppet. description tells you exactly when you can do so.

170
Longer Casting Times Material (M)
Certain spells (including spells cast as rituals) require Casting some spells requires particular objects, specified
more time to cast: minutes or even hours. When you cast in parentheses in the component entry. A character can
a spell with a casting time longer than a single action or use a component pouch or a spellcasting focus (found
reaction, you must spend your action each turn casting in “Equipment”) in place of the components specified
the spell, and you must maintain your concentration for a spell. But if a cost is indicated for a component, a
while you do so (see “Concentration” below). If your character must have that specific component before he or
concentration is broken, the spell fails, but you don’t she can cast the spell.
expend a spell slot. If you want to try casting the spell If a spell states that a material component is consumed
again, you must start over. by the spell, the caster must provide this component for
each casting of the spell.
SPELL RANGE A spellcaster must have a hand free to access a spell’s
The target of a spell must be within the spell’s range. For material components - or to hold a spellcasting focus - but
a spell like magic missile, the target is a creature. For a it can be the same hand that he or she uses to perform
spell like fireball, the target is the point in space where somatic components.
the ball of fire erupts.
Most spells have ranges expressed in feet. Some spells DURATION
can target only a creature (including you) that you touch. A spell’s duration is the length of time the spell persists. A
Other spells, such as the shield spell, affect only you. duration can be expressed in rounds, minutes, hours, or
These spells have a range of self. even years. Some spells specify that their effects last until
Spells that create cones or lines of effect that originate the spells are dispelled or destroyed.
from you also have a range of self, indicating that the origin
point of the spell’s effect must be you (see “Areas of Effect” Instantaneous
later in the this chapter). Many spells are instantaneous. The spell harms, heals,
Once a spell is cast, its effects aren’t limited by its range, creates, or alters a creature or an object in a way that can’t
unless the spell’s description says otherwise. be dispelled, because its magic exists only for an instant.

COMPONENTS Concentration
A spell’s components are the physical requirements you Some spells require you to maintain concentration in
must meet in order to cast it. Each spell’s description order to keep their magic active. If you lose concentration,
indicates whether it requires verbal (V), somatic (S), such a spell ends.
or material (M) components. If you can’t provide one or If a spell must be maintained with concentration, that fact
more of a spell’s components, you are unable to cast the appears in its Duration entry, and the spell specifies how
spell. long you can concentrate on it. You can end concentration
at any time (no action required).
Verbal (V) Normal activity, such as moving and attacking, doesn’t
Most spells require the chanting of mystic words. The interfere with concentration. The following factors can
words themselves aren’t the source of the spell’s power; break concentration:
rather, the particular combination of sounds, with specific
pitch and resonance, sets the threads of magic in motion. ✦ Casting another spell that requires concentration. You
Thus, a character who is gagged or in an area of silence, lose concentration on a spell if you cast another spell that
such as one created by the silence spell, can’t cast a spell requires concentration. You can’t concentrate on two spells
with a verbal component. at once.
✦ Taking damage. Whenever you take damage while you are
Somatic (S) concentrating on a spell, you must make a Constitution
Spellcasting gestures might include a forceful gesticulation saving throw to maintain your concentration. The DC
or an intricate set of gestures. If a spell requires a somatic equals 10 or half the damage you take, whichever number
component, the caster must have free use of at least one is higher. If you take damage from multiple sources, such
hand to perform these gestures. as an arrow and a dragon’s breath, you make a separate
saving throw for each source of damage.

171
✦ Being incapacitated or killed. You lose concentration on a Cone
spell if you are incapacitated or if you die. A cone extends in a direction you choose from its point of
origin. A cone’s width at a given point along its length is
The GM might also decide that certain environmental equal to that point’s distance from the point of origin. A
phenomena, such as a wave crashing over you while you’re cone’s area of effect specifies its maximum length.
on a storm-tossed ship, require you to succeed on a DC 10 A cone’s point of origin is not included in the cone’s area
Constitution saving throw to maintain concentration on a of effect, unless you decide otherwise.
spell.
Cube
TARGETS You select a cube’s point of origin, which lies anywhere on
A typical spell requires you to pick one or more targets to a face of the cubic effect. The cube’s size is expressed as
be affected by the spell’s magic. A spell’s description tells the length of each side.
you whether the spell targets creatures, objects, or a point A cube’s point of origin is not included in the cube’s area
of origin for an area of effect (described below). of effect, unless you decide otherwise.
Unless a spell has a perceptible effect, a creature might
not know it was targeted by a spell at all. An effect like Cylinder
crackling lightning is obvious, but a more subtle effect, A cylinder’s point of origin is the center of a circle of a
such as an attempt to read a creature’s thoughts, typically particular radius, as given in the spell description. The
goes unnoticed, unless a spell says otherwise. circle must either be on the ground or at the height of the
spell effect. The energy in a cylinder expands in straight
A Clear Path to the Target lines from the point of origin to the perimeter of the
To target something, you must have a clear path to it, so it circle, forming the base of the cylinder. The spell’s effect
can’t be behind total cover. then shoots up from the base or down from the top, to a
If you place an area of effect at a point that you can’t see distance equal to the height of the cylinder.
and an obstruction, such as a wall, is between you and that A cylinder’s point of origin is included in the cylinder’s
point, the point of origin comes into being on the near side area of effect.
of that obstruction.
Line
Targeting Yourself A line extends from its point of origin in a straight path up
If a spell targets a creature of your choice, you can choose to its length and covers an area defined by its width.
yourself, unless the creature must be hostile or specifically A line’s point of origin is not included in the line’s area of
a creature other than you. If you are in the area of effect of effect, unless you decide otherwise.
a spell you cast, you can target yourself.
Sphere
AREAS OF EFFECT You select a sphere’s point of origin, and the sphere extends
Spells such as burning hands and cone of cold cover an outward from that point. The sphere’s size is expressed as
area, allowing them to affect multiple creatures at once. a radius in feet that extends from the point.
A spell’s description specifies its area of effect, which A sphere’s point of origin is included in the sphere’s area
typically has one of five different shapes: cone, cube, of effect.
cylinder, line, or sphere. Every area of effect has a point
of origin, a location from which the spell’s energy erupts.
The rules for each shape specify how you position its point
of origin. Typically, a point of origin is a point in space, but
some spells have an area whose origin is a creature or an
object.
A spell’s effect expands in straight lines from the point of
origin. If no unblocked straight line extends from the point
of origin to a location within the area of effect, that location
isn’t included in the spell’s area. To block one of these
imaginary lines, an obstruction must provide total cover.

172
SPELL SAVING THROWS Without becoming attuned to an item that requires
attunement, a creature gains only its nonmagical benefits,
Many spells specify that a target can make a saving throw unless its description states otherwise. For example,
to avoid some or all of a spell’s effects. The spell specifies a magic shield that requires attunement provides the
the ability that the target uses for the save and what benefits of a normal shield to a creature not attuned to it,
happens on a success or failure. but none of its magical properties.
The DC to resist one of your spells = 8 + your spellcasting Attuning to an item requires a creature to spend a short
ability modifier + your proficiency bonus + any special rest focused on only that item while being in physical
modifiers. contact with it (this can't be the same short rest used
to learn the item's properties). This focus can take the
SPELL ATTACK ROLLS form of weapon practice (for a weapon), meditation (for
a wondrous item), or some other appropriate activity. If
Some spells require the caster to make an attack roll the short rest is interrupted, the attunement attempt fails.
to determine whether the spell effect hits the intended Otherwise, at the end of the short rest, the creature gains
target. Your attack bonus with a spell attack equals your an intuitive understanding of how to activate any magical
spellcasting ability modifier + your proficiency bonus. properties of the item, including any necessary command
Most spells that require attack rolls involve ranged words.
attacks. Remember that you have disadvantage on a An item can be attuned to only one creature at a time,
ranged attack roll if you are within 5 feet of a hostile and a creature can be attuned to no more than three magic
creature that can see you and that isn’t incapacitated. items at a time. Any attempt to attune to a fourth item
fails; the creature must end its attunement to an item first.
COMBINING MAGICAL EFFECTS Additionally, a creature can't attune to more than one copy
of an item. For example, a creature can't attune to more
The effects of different spells add together while the than one ring of protection at a time.
durations of those spells overlap. The effects of the same A creature's attunement to an item ends if the creature
spell cast multiple times don’t combine, however. Instead, no longer satisfies the prerequisites for attunement, if the
the most potent effect - such as the highest bonus - from item has been more than 100 feet away for at least 24
those castings applies while their durations overlap. hours, if the creature dies, or if another creature attunes to
For example, if two dimwalkers cast bless on the same the item. A creature can also voluntarily end attunement
target, that character gains the spell’s benefit only once; he by spending another short rest focused on the item, unless
or she doesn’t get to roll two bonus dice. the item is cursed.

MAGIC ITEMS WEARING AND WIELDING ITEMS


Using a magic item's properties might mean wearing
Magic items are gleaned from the hoards of conquered or wielding it. A magic item meant to be worn must be
monsters or discovered in long‑lost vaults. Such items grant donned in the intended fashion: boots go on the feet,
capabilities a character could rarely have otherwise, or they gloves on the hands, hats and helmets on the head, and
complement their owner's capabilities in wondrous ways. rings on the finger. Magic armor must be donned, a shield
strapped to the arm, a cloak fastened about the shoulders.
ATTUNEMENT A weapon must be held.
Some magic items require a creature to form a bond In most cases, a magic item that's meant to be worn
with them before their magical properties can be used. can fit a creature regardless of size or build. Many
This bond is called attunement, and certain items have a magic garments are made to be easily adjustable, or
prerequisite for it. If the prerequisite is a class, a creature they magically adjust themselves to the wearer. Rare
must be a member of that class to attune to the item. exceptions exist. If the story suggests a good reason
(If the class is a spellcasting class, a monster qualifies for an item to fit only creatures of a certain size or
if it has spell slots and uses that class's spell list.) If the shape, you can rule that it doesn't adjust. For example,
prerequisite is to be a spellcaster, a creature qualifies if it elf-­m ade armor might fit elves only. Dwarves might
can cast at least one spell using its traits or features, not make items usable only by dwarf-­ sized and dwarf-­
using a magic item or the like. shaped folk.

173
When a nonhumanoid tries to wear an item, use your Activating an Item
discretion as to whether the item functions as intended. Activating some magic items requires a user to do
something special, such as holding the item and
Multiple Items of the Same Kind uttering a command word. The description of each
Use common sense to determine whether more than one item category or individual item details how an item is
of a given kind of magic item can be worn. A character activated. Certain items use the following rules for their
can't normally wear more than one pair of footwear, activation.
one pair of gloves or gauntlets, one pair of bracers, one If an item requires an action to activate, that action
suit of armor, one item of headwear, and one cloak. You isn't a function of the Use an Item action, so a feature
can make exceptions; a character might be able to wear such as the rogue's Fast Hands can't be used to activate
a circlet under a helmet, for example, or to layer two the item.
cloaks.
COMMAND WORD
Paired Items A command word is a word or phrase that must be
Items that come in pairs—such as boots, bracers, gauntlets, spoken for an item to work. A magic item that requires a
and gloves—impart their benefits only if both items of the command word can't be activated in an area where sound
pair are worn. is prevented, as in the area of the silence spell.

174
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176

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